The award-winning game of killing monsters and taking their stuff meets the award-winning universe of the Pathfinder Roleplaying Game in Munchkin Pathfinder!
Try out new classes like Alchemist and Witch. Join a faction to become an Eagle Knight or a Red Mantis Assassin. Arm yourself with the T-Bone Stake and the Armor of Insults. You’ll need them to defeat the Ghoul Friday, the Whispering Tyrant, and especially Lamashtu, the Mother of Monsters. But first you’ll have to fight your way through all those goblins . . . and kill them and take their stuff.
Boxed game with 168 cards, rules, and die.
The church: so central to medieval times, it can be difficult to grasp today. Communities poured great resources into monuments built in awe and fear of God. Now perhaps viewed as stone skeletons from a pious past, cathedrals were the most impressive structures of their era . . .
GURPS Locations: St. George's Cathedral presents a grand example of such an imposing edifice. Though fictitious, it is based on fact and suitable for use in any place and time that can call its Gothic corridors home. Open these pages and you shall:
Lightning flashes, illuminating the silhouettes of the gargoyles perched on the edge; their stony faces betray no emotion as they await your visit to St. George's Cathedral. Will entry bring your heroes closer to the divine . . . or remind them of their own insignificance amid the endless echoes?
The omens of a hundred generations have been revealed. Evils lost to the ages shall soon swarm over the land. And -- yes -- there will be treasure involved. This month's Pyramid -- the PDF magazine for roleplayers -- returns to the realm of catacomb crawling, with an emphasis on support for GURPS Dungeon Fantasy. This issue's trove includes:
This month's Random Thought Table looks at variations on a deadly theme, while Odds and Ends has extra crunchy goodies we couldn't squeeze elsewhere in the issue. If you scramble the letters of "Dungeon Fantasy," you get "fun and nasty ego"; with this month's Pyramid, you'll be unleashing your fun and nasty ego on any dungeons you encounter -- regardless of which side of the GM's screen you're on!
So . . . you think you know zombies. Are you sure? You want to be certain about something like chopping off an arm after a crazy person gets bitey, and it would be most unfortunate if you were looking out for the walking dead when a little kid with a fever lunged for your brains. If only there were a guide to all this stuff!
GURPS Zombies aims to please. It goes into detail on all kinds of zombies -- undead and living, slow and fast, supernatural and superscience, and more. Its pages include:
Get ready for the time of your life -- or unlife, if need be. Every zombie fan will find something to cackle about here! GURPS players get the bonus of detailed rules and stats to tell them exactly how hosed they'll be when the zeds turn up on their doorstep.
"Junction Base to Crazy Eddie. You read me, Eddie?"
"Ten-four, Junction. Read you loud and clear. 'Scuse me for not answering you before. Got a little dust-up here."
"You in trouble, Eddie?"
"Nothing we can't handle. Half-dozen cycles and a couple of cars. Steamrollered one of them, smoked three more so far. Bunch of amateurs."
"Okay, Eddie. See you when you get in."
Starting with the publication of the original Car Wars game, autoduellists everywhere demanded rules for the big trucks . . . and here they are.
Truck Stop is a Car Wars supplement; you will need the original Car Wars rules to play. Truck Stop gives you movement and combat rules for 18-wheelers, regular and wreck counters for a variety of big rigs, and a map of a typical fortified truck stop in the America of 2033.
Components include a 24-page rulebook, 37 full-color counters painted by Denis Loubet, and a 21" × 32" map.
The map for this supplement was originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and a modified version that spans multiple regular sheets.
Magic is a creative force, and those who can harness its full potential can change the universe. This is the core of GURPS Thaumatology: Ritual Path Magic, a complete, stand-alone, and self-contained magic system for GURPS. Designed to emulate the magic of real-world traditions and popular books, movies, and television shows, this framework permits practitioners to cast improvised spells, elaborate rituals, and everything in between. This supplement empowers you to:
With this system, you can augment the arcanists of the GURPS Monster Hunters series (or other modern-day magical myths), wend new ways for wizened wizards, and provide new possibilities to power for any setting. With GURPS Thaumatology: Ritual Path Magic, where there's a will, there's a way!