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Shipped October 7, 2013

Munchkin Pathfinder

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. Stock #4421, UPC 837654321898. $24.95.

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Shipped October 31, 2013

GURPS Locations: St. George's Cathedral

A Spire to Godliness

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:

  • Explore the immense structure from crypt to roof, discovering the artwork, relics, and other contents of each room. Detailed maps (including variants that preserve this site's secrets) present all of the features mentioned in the descriptions, while GURPS stats spell out the challenges faced by visitors bent on unscrupulous entry.
  • Learn key details about the community that supports the cathedral, including local political problems and prominent people. A map shows the church's location relative to other significant buildings in its vicinity.
  • Become acquainted with notable priests, lay workers, and other locals who might be found at St. George's. Discover why the church is often the perfect meeting place.
  • Unearth a dozen adventure ideas involving the cathedral, plus several lenses to customize the locale to different campaign styles and settings – whether as a place of power, a modern-day curiosity, or a despoiled former jewel.
  • Peruse an extensive list of inspirational resources that can provide GM and players alike with more information about church architecture, religion in the Middle Ages, fitting fictional plots, and specific real-world cathedrals.

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?

32-page PDF. Stock #37-1415, $7.99.
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Shipped October 24, 2013

Pyramid #3/60: Dungeon Fantasy III

The Cutting Edge of Dungeon Delving!

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:

  • "Wizardry Refined" -- Sean Punch's meaty discussion about what Dungeon Fantasy wizards and bards can and can't do, including a comprehensive spell grimoire complete with prerequisites.
  • "High-Tech Dungeon Crawl" -- This month's Eidetic Memory offering from David L. Pulver, presenting an inversion of the usual tomb-raiding trope by pitting a group of modern-day heroes against typical fantasy fare. It even includes GURPS stats for the Dungeonmobile, which needs to be seen to be believed . . .
  • "It's a Trap!" -- An extensive look at adding random traps to Dungeon Fantasy, with over 20 tables to determine the type, quality, and effects. Now the heroes will regret going down that corridor you warned them about.
  • "Mystic Power-Ups," an expansion for the mystic knights who first appeared in Pyramid #3/13: Thaumatology. Get new Imbuements, skills, power-ups, and more.
  • "In All Series-ness," Sean Punch's look at the Dungeon Fantasy line as a whole, including what inspired him, how he came to create the series, and how he arrived at its tone. It also includes a new beastmaster template, for those looking to unleash the animal within them.

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!

40-page PDF. Stock #37-2660, $7.99.
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Shipped October 17, 2013

GURPS Zombies

Undead, Infected, or Just Plain Cursed?

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:

  • A rules-free survey of zombies by fictional and folkloric origin, physical and supernatural type, and dramatic role.
  • Systematic guidelines for creating custom zombies to surprise your players.
  • Ready-to-use examples for the zombie-master in a rush: B-movie and fantasy undead, living-but-infected crazies, necromancers' pets, science experiments gone horribly wrong, surgical constructs gone disturbingly right, and many others.
  • Rules for topics dear to the zombie-lover's heart: horde management, splatter and contagion, cures, and even inventing new kinds of zombies!
  • Information for those who must confront zombies, including gear recommendations, rules for avoiding infection and simply surviving, and templates for survivors, zombie-hunters, and zombie-makers.
  • Advice on using all this in any genre. Who says zombies are only for horror?

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.

163-page PDF. Stock #31-1004, $19.95.
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Shipped October 10, 2013

Car Wars: Truck Stop

Knights of the Road

"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.

45-page PDF. Stock #30-7103, $3.99.
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Shipped October 3, 2013

GURPS Thaumatology: Ritual Path Magic

You Can Do Anything!

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:

  • Master the traits necessary to become a Ritual Path magician, from specialized advantages to the core and Path skills behind every spell . . . or alter them to fit your campaign needs.
  • Learn how to craft rituals to produce the effect you want with the skills you have, and what can help or hinder you when gathering the energy to make the ritual work.
  • Acquaint yourself with the benefits and pitfalls of various methods for making spell-casting easier, including charms, elixirs, grimoires, places of power, enchanted items, and more.
  • Discover ways to modify the basic system, how to combine it with other magic systems, what awful things happen when you mess up a spell, and exactly what you cannot do with Ritual Path magic.
  • See how the system works with over 80 sample rituals that cover all the major effects the average caster relies on, such as healing, injury, communication, and protection.

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!

56-page PDF. Stock #37-1653, $9.99.
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New!  * Coming June  * Coming July  * Coming August  * Coming September  * Coming November  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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