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J A N U A R Y   2 0 0 9 

Munchkin Quest 2 - Looking for Trouble

Trouble Is Good!

Trouble means gold. Trouble means leveling up. And with Munchkin Quest 2 -- Looking for Trouble, you can find trouble with up to six players. More help against the monsters! More friends to backstab! More competition for the loot! Whoops, forget we said that last bit.

And now the dungeon has Traps. Axes and arrows, flames and falling rocks . . . Maybe you can dodge. Maybe you can push your buddy in front of you.

Explore 18 new rooms . . . the Tomb Room! The Doom Room! The Chamber of Horrors! If you survive, spend your gold at Ye Swankie Donjon Shoppe . . . or Ye Cheape Donjon Shoppe, if you're not picky. Shake off those pesky monsters in the Sun Room, and get healed at the Temple of Generic Niceness.

And new monsters! Flee the stomping power of Bigfoot! Fear the tiny terror that is the Fright Sprite! Fight the sticky menace of the Gummi Golem! Plus more weapons, scrolls, and potions to equip your character, new curses to inflict on your fellow munchkins, and a new kind of passageway that lets you grab gold between rooms.

Munchkin Quest 2 -- Looking for Trouble was designed by Steve Jackson and illustrated by John Kovalic, the troublemakers that brought you Munchkin and Munchkin Quest.

5.75" x 11.75" x 3.5" box, with nine 3.5" square heavy cardstock room tiles, over two dozen link connectors, 100 full-color cards, six monster standies, dice, rulesheet, and enough tokens, level counters, and sculpted plastic pawns for two additional players. Stock #1471, ISBN 978-1-55634-780-1. $34.95.

+6 Bag o' Munchkins

Official Munchkin Plastic Bag!

Extra bonus: free Munchkins -- now in the sex of your choice!

That's right, now we've got both Munchkins and Munchkin Babes in six colors -- the four colors found in Munchkin Quest, plus the purple and orange from Munchkin Quest 2 -- Looking for Trouble. You can get six Munchkin pawns, like those found in the initial set, or six female Munchkin pawns (planned to appear in a 2010 Munchkin Quest supplement, but ready to bash monsters for you now!).

The obvious thing to do is to keep the Munchkin pawns around for the day one is lost, or throw the Munchkin Babes into your Munchkin Quest box and use the correct pawn for whatever sex your character happens to be at that moment.

But if you're truly evil -- and your friends let you get away with it -- you'll show the world just what a munchkin you really are by using these pawns in other games.

In Munchkin

Any time you are entitled to go up a level -- or when you do something that WOULD earn you a level if you weren't already Level 9 -- you may, instead, place a munchkin pawn in front of you. In any combat, you may discard it for a 1d6 bonus. You may only have one in front of you at a time. Unless, of course, you "lose" these rules and tell the other players that you're allowed to have more. Six is a good number.

In Other Games

Because you're a munchkin, you may claim a munchkin advantage for using these pawns in ANY game. For instance:

  • In any roll-and-move game, if you use the munchkin as your pawn rather than one that came with the game, then once per game you may add or subtract 1 space to the move you roll.
  • In any game in which you start with money, then if you use the munchkin as your pawn, you start with 10% extra. Round up, of course.
  • In chess, a munchkin pawn can move forward two spaces at any time.

If you create your own official rules for using the Munchkin pawn in other games, please share your rules with us at the Steve Jackson Games forums.

Six plastic Munchkin Quest pawns, in six different colors, polybagged with a punched header card. Stock #5504, ISBN 978-1-55634-794-8. $5.95.

Fnorder

Our first iPhone project. It's free! We created it for practice, for fun, and to further the plots of the Secret Masters. The Fnorder brings you messages from the Illuminati . . . encoded information and instructions for world conquest, for your eyes only. This is all for real! Honest!

Use it to boggle your friends . . . or ask it for help when you need to make a decision. Think of it as the I Ching for paranoids.

It also includes a variety of beautiful Illuminated wallpapers which you can use for your iPhone.

Original Fnorder design by Steve Jackson and Creede Lambard. Coded for the iPhone by Kira.

App for iPhone and iPod touch. Stock #MISSING, ISBN MISSING. $FREE.


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GURPS Classic: Vehicles

GURPS Vehicles is your guide to any type of transportation you can imagine. From rowboats to racing cars, balloons to battlesuits, Greek galleys to GEVs -- if you can dream it, you can design it.

The second edition streamlines the design process, using the design order found in GURPS Robots, also by David Pulver.

This is an e23 PDF reprint of a Third Edition product.

211-page PDF. Stock #30-6505, $14.99. Buy Now!

GURPS Martial Arts Techniques Cheat-Sheet

GURPS Martial Arts is renowned as the most complete treatment of high-kick hijinks ever seen in a gaming system. But with that comes some complexity and the possibility of more page-flipping than back-flipping.

Enter . . . the GURPS Martial Arts Techniques Cheat-Sheet! This document summarizes all the combat techniques from the hardcover, making it easy for everyone at the table to choose how they thwart a dojo full of ninjas. With this cheat-sheet, a copy of GURPS Martial Arts, and an wobbly fruit cart on a busy street, you've got everything you need for kung-fu fun!

7-page PDF. Stock #37-1643, $FREE. Buy Now!

Pyramid #3/3: Venturing Into the Badlands: Post-Apocalypse

This month's installment of Pyramid, the PDF magazine for roleplayers, is entitled "Venturing Into the Badlands: Post-Apocalypse." It's 44 pages dedicated to the end times, and includes:

  • A description by Peter Dell'Orto (GURPS Martial Arts) and Sean Punch (GURPS Action) of "Deathball," the GURPS sport of the future!
  • An Infinite Worlds timeline wracked by nuclear war, written by GURPS Traveller: Interstellar Wars coauthor Paul Drye!
  • A convenience store that survived the fall, conceived by Matt Riggsby (author of GURPS Locations: The Tower of Octavius).
  • Two installments of the Omniscient Eye, where real-world questions of interest to gamers are answered by experts! This month, "Does My Nuclear Arsenal Have an Expiration Date?" and "Are Humans a Renewable Resource?"; the latter covers how long it will take humanity to build its numbers after the apocalypse.
  • A bleak setting of the end times with zombies and other threats, ideas for how to build a campaign around the end times, and more!

In addition, Pyramid continues to present the odds and ends that make a magazine fun, including humor, Murphy's Rules with Greg Hyland, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry luminary to pick one word related to the issue's theme. This month, Todd Breitenstein, creator of Zombies!!!, gives the last word on post-apocalyptic gaming.

Spreadsheet and 44-page PDF. Stock #37-2603, $7.99. Buy Now!

The Ogre Book

The best Ogre articles from Space Gamer and Pyramid (and some completely new stuff!) are collected in this edition of The Ogre Book. It includes 128 pages of fiction, variant rules, new units and scenarios, cartoons, and predictions about real future warfare . . . plus introductory material and an Ogre vignette by Steve Jackson. This is a must for all Ogre fans.

130-page PDF. Stock #30-3202, $13.99. Buy Now!

GURPS Ultra-Lite

It's the power of GURPS in a tiny package! We took the essence of the core GURPS rules and distilled it down to one page! Just print GURPS Ultra-Lite and fold it into a booklet (instructions included). With these rules and three dice, you have a small package for big RPG fun. Play GURPS on road trips. Use one as a bookmark. Print bunches and give them out as Halloween goodies. The possibilities are endless!

Now, this cute idea is a work in progress. The eagle-eyed among you might notice that we've marked it as "Version 0.8." That's because it hasn't been fully playtested. So if you have a comment to offer, we'd love to hear it; just head over to the Steve Jackson Games Forums and share your thoughts.

2-page PDF. Stock #37-0032, $FREE. Buy Now!

GURPS Mass Combat

There Will Be War!

Whether you’re trying to stop the Dark Lord’s invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you’re likely to get into battles that are far too big to resolve with ordinary GURPS combat. GURPS Mass Combat is the answer! It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include:

  • Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight.
  • Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that’s important when the enemy is in sight.
  • Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning.
  • Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more.

Everything is fast and easy to use in play thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types. It’s all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game -- every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them.

GURPS Mass Combat requires only the GURPS Basic Set, Fourth Edition.

52-page PDF. Stock #37-0131, $9.99. Buy Now!


F E B R U A R Y   2 0 0 9 


W 2 3 

GURPS Lair of the Fat Man

Every so often, there comes an adventure so grim and gritty, so revolutionary, and so serious that it elevates the super-spy thriller genre to new levels of sophistication.

GURPS Lair of the Fat Man is not that adventure.

This espionage tale, set in the early 1980s, pits the heroes against each other as part of a multinational team called UNISTOMP. Can these super-spies trust each other and their cohorts' nations enough to save the world, protect their countries' secrets, and learn the truth about the Fat Man? GURPS Lair of the Fat Man is an oddball romp through super-spy clichés, in the style of 1960s espionage films that don't take themselves too seriously.

This scenario includes five pages of maps of the Fat Man's lair (plus ancillary maps), full information about the Fat Man's plans, and GURPS stats for the Fat Man's henchmen. It provides lots of helpful advice for running this tale, including details about how to keep things from getting too silly, ideas for sequels or making this part of an ongoing campaign, and alternate possibilities for the Fat Man's curious secret . . . including suggestions for making it more or less realistic!

If double agents, brainwashed "zombies," and a flamethrower brassiere are your cup of tea (or glass of martini), then GURPS Lair of the Fat Man is for you!

28-page PDF. Stock #37-1101, $5.99. Buy Now!

GURPS Thaumatology: Magical Styles

Academy, fraternity, guild, order, school, society . . . fantasy has many names for wizardly cliques and factions. Sometimes, these are merely social constructs. Just as often, though, such groups represent philosophically distinct sects with unique magical methods, known as magical arts or styles.

GURPS Thaumatology: Magical Styles aims to bring this richness to your fantasy worlds. For the GM, it offers tools for giving diverse magical arts distinctive thaumatological roles in the campaign. For players, it presents detailed advice and all-new abilities for creating memorable wizards with meaningful differences in training and philosophy. Contents include:

  • Detailed instructions for grouping skills, spells, and other abilities into cohesive styles.
  • A college-by-college look at the basics taught to beginning wizards, complete with handy spell lists.
  • Practical tools for restructuring colleges and prerequisites.
  • Magic Perks – new perks for wizards only!
  • Advice on extending all of these things to clerics and other non-wizardly spellcasters.
  • A detailed, fully worked example: the secretive Onyx Path.

GURPS Thaumatology: Magical Styles is most useful if you have both GURPS Magic and GURPS Thaumatology, but it's a valuable aid even if you're using only the magic rules in the GURPS Basic Set. Those who would rather not use styles will still find both Magic Perks and the advice for magicians on choosing skills and spells valuable in any GURPS fantasy campaign.

 

38-page PDF. Stock #37-1652, $7.99. Buy Now!

Pyramid #3/4: Magic on the Battlefield

This month's installment of Pyramid, the PDF magazine for roleplayers, is entitled "Magic on the Battlefield." It's 40 pages dedicated to warfare and wizardry, and includes:

  • GURPS Line Editor Sean Punch's description of a group of martial mages, using both GURPS Thaumatology: Magical Styles and GURPS Mass Combat!
  • Rules for armor that expand on the ideas in GURPS Power-Ups 1: Imbuements, applying them to defense!
  • How the GURPS Magic system would affect navies and seafaring warfare.
  • An NPC group that takes battlefield scavenging to its logical (and gruesome) extreme.
  • Ready-to-print Battle Strategy cards that make GURPS Mass Combat more fast and furious!
  • Two essays on what the intersection of magic and the battlefield would really mean.

In addition, Pyramid continues to supply the bits that make a magazine fun, including odds and ends, Murphy's Rules with Greg Hyland, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry luminary to pick a word or phrase related to the issue's theme. This month, Jeff Vogel, creator of the Geneforge computer games, gives the last word on battlefield magic.

40-page PDF. Stock #37-2604, $7.99. Buy Now!

GURPS Loadouts: Monster Hunters

When sinister forces assemble and speed is of the essence, those who stand against the darkness don't have time to go shopping. These brave souls need GURPS Loadouts: Monster Hunters.

This book contains ready-to-go packages of gear -- weapons, protection, and equipment -- from GURPS High-Tech, GURPS High-Tech: Pulp Guns, Volume 1, and Pulp Guns, Volume 2 (which are required to make full use of this book). Loadouts are designed for heroic roles at two different budgets and in two eras. All packages are complete, so getting locked and loaded is as simple as picking the gear that fits your budget and weight allowance. And each loadout includes lenses for further customization. Whether you're a slayer, scout, or sage . . . in TL6 or TL8 . . .  this book has what you need:

  • Optional rules for gear and guns, including new rules for those who want more oomph from existing ammunition. (When you're in a monster movie, bigger ammo is better!)
  • New weapons and equipment for those who hunt creatures of the night.
  • A 13-page appendix of equipment lists, formatted to print and include with your own character sheets.

Let the forces of darkness cling to the shadows -- now you've got the flashlight and flares to find them, the right weapons to take them down, and the chalk to draw outlines of the bodies.

39-page PDF. Stock #37-1580, $7.99. Buy Now!

GURPS Classic: Ogre

For more than 25 years, the mighty Ogre cybertanks have terrorized boardgamers and miniature players around the world. Now the Ogres are coming to roleplaying.

Take the part of a GEV pilot, driving his craft at fighter-plane speeds a foot off the ground . . . a ragged partisan, armed only with determination and a nuclear bazooka . . . or a brand-new artificial intelligence, awakening to a world in which it is the most dangerous creature of all . . . the Ogre.

GURPS Ogre includes character and vehicle descriptions, a future timeline, a discussion of the world of the Ogres, and the Armor Unit Combat System, a quick way to resolve battles involving player characters so you can get back to the roleplaying!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6097, $7.99. Buy Now!


M A R C H   2 0 0 9 

Frag Gold Edition

Game starts. Enemy in sight . . . Frag him! Grab his stuff! Run! Get a bigger gun! Grab some armor! There he is again! Frag him! Run . . . you're hit! You're down. Respawn! Grab a weapon! Start again!

Frag is a computer game without a computer -- a "first-person shooter" on a tabletop. Move your fighter and frag your foes. Draw cards for weapons, armor, and gadgets. Move through the blood spatters to restore your own health! If you die, you respawn and come back shooting!

The new Gold Edition offers upgraded components: a HUGE two-sided solid gameboard, plastic figures, erasable character cards, and 18 (!!) dice, to roll really BIG attacks.

Boxed game with 112 cards, six plastic pawns, 18 dice, six erasable character cards, one dry erase marker, rulesheet, counters, and a two-sided color gameboard. Stock #1901, ISBN 978-1-55634-774-0. $34.99. Buy Now!

Burn in Hell (Reprint)

Cleopatra. Blackbeard. Attila the Hun. Richard Nixon. John Wilkes Booth.

Collect the souls of the damned! In Burn in Hell, you try to assemble the tastiest "Circles" of history's sinners. Trade souls with your rivals . . . or just steal the ones you need. Collect groups of Mass Murderers, Cannibals, or even Clerics . . . or build sets of the Seven Deadly Sins. Burn in Hell will keep you on your toes -- can you see the sets that fit together for the most points? Can you steal a rival's key card before he can make a Circle?

Each card includes a great Greg Hyland caricature and a biography of the soul. You'll have a lot of fun reading (and arguing) about why each of these people was invited to the Permanent Pitchfork Party. And to rule in Hell, you must use strategy and cunning, because this game's not over until the last soul is snatched . . .

 

Boxed game with 168 full-color cards, score pad, pencil, and rulesheet. Stock #1420, ISBN 978-1-55634-666-8. $27.95. Buy Now!

Munchkin Booty 2 - Jump the Shark

Jump the Shark . . . or you're fish food!

Return to the high seas for more Munchkin Booty action. Fight the Hammerhead Shark -- and the Phillips-Head Shark, too. And greatest of all is the terrible Moby Duck!

So kill them and take their stuff.

On the munchkin side, there are lots of new Ships, and a new Class: the Explorer! He gets a Treasure when he helps in combat, and he can pull cards back into his hand!

This set features four monsters with a new weakness: Current or former members of the real-life Armed Forces get a bonus against them!

112 cards and rulesheet, in a tuckbox. Stock #1461, ISBN 978-1-55634-784-9. $19.95.

GURPS Magic (Reprint)

Now available in softcover (at a lower price!), this book is completely revised for GURPS Fourth Edition. It combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic!

Within these pages, crackling with mystic energies, you'll find:

  • The core magic system for GURPS, expanding on the material presented in the Basic Set . . . rules for learning magic, casting spells, enchanting magic items, and more!
  • Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers.
  • Alternatives to the core magic system, including complete rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
  • Plus special material from the GURPS Magic Items series and Wizards.

This is a powerful book, indeed. Use it wisely.

240 black-and-white pages. Softcover. Stock #01-0101, ISBN 978-1-55634-795-5. $29.95. Buy Now!

GURPS Fantasy (Reprint)

Create a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth -- with all its subgenres and inspirations (myth, novels, movies, etc.) -- allowing you to handle any kind of fantasy.

GURPS Fantasy gives detailed, concrete advice for assembling fantasy settings -- from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many ways that magic and users of magic can work in a fantasy world.

And, perhaps most important, it advises GMs and players alike on the kinds of characters appropriate to fantasy -- including ordinary folks, people with fantastic powers, and nonhumans.

Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. The softcover reprint contains the same material, with black-and-white interiors and a lower price.

(This is not an update of the Yrth setting presented in the old GURPS Fantasy. For that, we have GURPS Banestorm.)

240 black-and-white pages, softcover. Stock #01-1001, ISBN 978-1-55634-796-2. $29.95. Buy Now!

GURPS Space (Reprint)

The Future Is Yours!

Now updated for GURPS Fourth Edition, this is the ultimate toolkit for any campaign between the stars. Explore options for space travel and technology, from the realistic to the miraculous. Design alien races and monsters. Create campaigns of every style, from science fantasy to space opera to near-future realism. Build worlds, from asteroids to Dyson spheres.

With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems . . . quickly and randomly, or with a detailed, step-by-step process that's true to biology and astrophysics as we understand them today. The softcover reprint contains the same material, with black-and-white interiors and a lower price.

GURPS Space is written by two experienced GURPS creators: Jon Zeigler (author of GURPS Traveller: Interstellar Wars and GURPS Traveller: First In), and James Cambias (author of GURPS Mars, GURPS Planet Krishna, and GURPS Planet of Adventure).

240 black-and-white pages, softcover. Stock #01-1002, ISBN 978-1-55634-797-9. $29.95.


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GURPS Psionic Powers

Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers and turns them into ready-to-use packages of psychic strangeness. You can use the abilities as presented, confident that they are built from -- and entirely compatible with -- the rest of the GURPS Fourth Edition character-creation system (including GURPS Powers, which is not required to use these packages, but is recommended).

Even better, you can use the entire system in a campaign: GURPS Psionic Powers distills the complexity of hundreds of possibilities into individual powers and power groups. Why bother trying to figure out what advantages, enhancements, and limitations you need to describe psychic netrunning (part of the Ergokinesis group) or dream-stealing (just one aspect of Psychic Vampirism)? This book does all the hard work for you, and each power is described in levels, making it easy to represent stronger psychic gifts. In addition, the new rules and suggestions allow the entire system to work together to simulate many types of psychic ability.

Whether you take it for individual parts or use it as a cohesive whole, this supplement is your one-stop shop for mental mastery. With GURPS Psionic Powers, the mind is an open book!

After reviewing the pure crunchy goodness of GURPS Psionic Powers, I've been forced to conclude that I have a rival for the title of GURPS rules guru.
-- Sean "Dr. Kromm" Punch, GURPS Line Editor

85-page PDF. Stock #37-0132, $11.99. Buy Now!

Pyramid #3/5: Horror & Spies

This month in Pyramid, the PDF magazine for roleplayers, we look at "Horror & Spies." Within the 40 pages uniting these two venerable genres, we look at:

  • GURPS Line Editor Sean Punch's "X-Terminators," new templates and lenses for GURPS Action that build on the roles found in GURPS Loadouts: Monster Hunters.
  • A Cold War espionage/horror adventure for GURPS written by James Cambias, co-author of GURPS Space.
  • A generic espionage agency that can be used to battle the darkness . . . or eliminate those who know too much!
  • A horrific group of artifacts -- the Bricks of Marű-Dů -- that can serve as the campaign framework for spies and shadows to clash.
  • Ready-to-print encoded sheets that can be used on their own or tied to two of the articles in this issue. (It also includes an HTML program to generate your own code sheets!)

In addition, Pyramid serves up another batch of the things that make a magazine fun, including odds and ends, Murphy's Rules with Greg Hyland, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry luminary to pick a word or phrase related to the issue's theme. This month, Eloy Lasanta, creator of the Apocalypse Prevention, Inc. RPG, gives the last word on horror and spies.

41-page PDF. Stock #37-2605, $7.99. Buy Now!

GURPS Locations: Metro of Madness

On the streets above, humanity serves as the pulsing blood that flows through the city, keeping it alive and vibrant.

Below the streets is a separate pulse . . . one that beats just as loudly, echoing in the darkness.

Welcome to Samuel Luke Subway Station.

GURPS Locations: Metro of Madness describes an unusual subway station where the shadows harbor strange secrets, the daily routine masks strange happenings, and nothing is as it seems. From troglodytes to trapped spirits, from monsters hiding in plain sight to mysteries hidden in the architecture, from animal empaths to sinister psychopaths, the Metro of Madness bubbles over with adventure possibilities:

  • Maps for all three levels of the station.
  • Templates for people likely to be found around the station, including urban explorers, pickpockets, cultists, and serial killers!
  • More than dozen noteworthy NPCs tied to the area, who might cross heroes' paths for good or ill.
  • Descriptions of the unique supernatural threats and phenomena of the station, including spirits of the subway, mural wisps, and a chthonic demon.
  • Spells related to subways and their stations, and a completely new form of magic: rail shamanism.
  • Campaign and adventure ideas for incorporating the Metro of Madness into a variety of settings, from cyberpunk and supers to steampunk and In Nomine.

Have your tickets ready . . . for madness!

35-page PDF. Stock #37-1411, $7.99. Buy Now!

GURPS Classic: Horror

Horror has always been one of the most popular GURPS settings, and GURPS Horror is its definitive resource. The Third Edition of this classic sourcebook was revised and updated by Kenneth Hite. It replaces the previous edition historical settings with three brand-new campaign frames designed specifically for horror play. The focus is widened from supernatural horror to include psychological, cosmic, conspiratorial, and other subgenres. And many monster types are given racial templates so they can be used as PCs!

With all new illustrations by Christopher Shy, this book will terrify players in new and unexpected ways . . .

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6004, $7.99. Buy Now!

GURPS Classic: Magic

The World of Magic

Sorcery, Thaumaturgy, The Black Art, Necromancy, Alchemy, or the Great Art. By any name, arcane knowledge brings great power to its possessor . . . for good or for evil. Here is the complete guide to that knowledge for GURPS.

GURPS Magic presents a colorful, detailed magic system -- and much more. It is designed for easy modification . . . for the GM who wants to create his own background, or set adventures in the world of his favorite fantasy author. And it's flexible. Players can create any sort of wizard character they choose, from eager apprentice to mad hermit, from saintly healer to sinister necromancer.

This book is completely compatible with the magic rules in the GURPS Basic Set Third Edition. It amplifies the material there, as well as adding more than 300 new spells! Also included are a complete system for improvisational magic, optional rules for "inherent" magic abilities, special advantages and disadvantages for mages, and a system to let the GM create his own types of clerical magic.

If you're ready for a world of magic, it's in your hands . . .

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6023, ISBN none.. $7.99. Buy Now!

GURPS Classic: Greece

The land we call Greece was the home of one of the greatest cultures the world has ever known. With GURPS Greece, you can experience the challenges of the heroes of myth: Contend with the love and the wrath of the gods as you set out on epic quests. Fight for loot and honor, or earn a bitter death on the plain before the gates of fabled Troy. Win prestige as a statesman in the city Assembly -- or lose everything as the people turn against you and send you into exile.

GURPS Greece includes detailed timelines and maps describing the world as the Greeks knew it, information on their religion, rules for the magic of the Hellenic myths, and a bestiary of the monsters and animal foes faced by Greek heroes.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6075, $7.99. Buy Now!

GURPS Classic: Egypt

When Greek historians first declared the pyramids to be one of the Seven Wonders of the World, they had already been ancient for almost 3,000 years. The nameless Pharaoh confronted by Moses before the Exodus of the Hebrews from Egypt was one of an unbroken string of 200 "living gods" in that country. Tutankhamun, Cleopatra, Rameses, mummies, evil priests of Set: the names have resonated in the Western world for five millennia.

There's a lot of adventure to be found in 5,000 years . . .

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6083, $7.99. Buy Now!

GURPS Classic: Religion

The Universe. Some Assembly Required.

So you want to dance with the gods. You want a priest who can call down bolts of power from the skies. You want to cure the diseased and dying, and you want hordes of fanatic followers to bow to your every command.

What you need is GURPS Religion.

GURPS Religion gives you everything you need to delve into the mysteries of creation and divine power. It opens up whole new vistas of roleplaying. Recreate gods from fantasy and myth, or create your own pantheon and answer the cosmic questions . . .

Who created the universe, and why?

Is there one deity or many?

Are the deities wise and benevolent, or are they rash and vengeful?

How do the characters get divine power?

GURPS Religion allows you to design a complete cosmos. It also helps you decide what part (if any) the gods play in characters' day-to-day lives, and how to create the social institution we know as religions.

There are also sections on designing clerical characters, and rules for the magical powers granted to the faithful.

Power, magic, birth, death, and intrigue. The world of the gods is vast and complex. You can be a pawn of the Powers That Be. Or you can make the universe bend to your will.

You have the knowledge. You have the power. Create the Universe!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

179-page PDF. Stock #30-6510, $11.99. Buy Now!

GURPS Classic: Who's Who 2

Stranger Than Fiction -- and Stranger Than Ever

The second volume of 52 real-life characters for historical and time-travel games introduces an even more varied collection of personalities.

  • From the Bronze Age to Punk Rock, the Mayan Empire to Japan,
  • From priest-kings to rocket scientists, philosophers to courtesans,
  • From steppe-lords to saints, playwrights to tyrants . . .

Through brilliance or luck, charisma or courage or sheer lunacy, these are the people who stamped their very different images on history. When your players face them, in battlefield, court, or laboratory, they can change the world -- or at least, come away with quite a story.

Each character is represented by a full GURPS character sheet, biographical notes, and scenario ideas from the subtle to the bizarre -- ready to use in games, or adapt as NPCs or adventurers.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6528, $7.99. Buy Now!

GURPS Traveller Classic: Alien Races 1

Two Major Races . . .

In contrast to the Imperium, the human-descended Zhodani have long embraced psi powers. Within their vast interstellar empire, crime is almost unknown, workers are uniformly happy in their jobs, and mental illness is as easy to cure as a paper cut, thanks to advanced powers of the mind . . . and periodic visits from the Thought Police.

The Vargr are a race of aliens descended from transplanted Terran canines. Removed from Earth hundreds of millennia ago, the Vargr have continued to develop on worlds millions of miles from their planet of origin, and now control hundreds of worlds, under almost as many separate governments.

Both are formidable rivals to the Third Imperium. Alien Races 1 for GURPS Traveller has everything you need to set a campaign in the Zhodani Consulate or Vargr Extents. It includes starship deck plans and vehicle designs, weaponry, rules and templates for creating player characters and NPCs, up-to-date history and cultural information, and much more.

Three Minor Races . . .

Also included are three significant "minor Races" from Zhodani and Vargr territory: the tyrannosaurian Drakarans, the arachnoid Clotho, and the newly discovered, enigmatic Sheol. Almost unknown in Imperial territory, these races are growing powers in the Zhodani Consulate and the Vargr Extents.

Endless Trouble!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

147-page PDF. Stock #30-6603, $9.99. Buy Now!

GURPS Traveller Classic: Planetary Survey 1 - Kamsii

The Pleasure Planet

This is the first of a series of 32-page GURPS Traveller books, each a detailed look at a single planet.

Written by Loren Wiseman and Steve Jackson, this book describes a planetary theme park -- a whole world dedicated to entertainment . . . but with a hidden dark side. From family fun to lavish decadence, from hundred-mile kiddie rides to recreations of the court of Caligula, Kamsii has it all. The Kamsii Company says everybody will have a good time, and nobody crosses the Company. Not twice.

Inside you will find:

  • Complete history of Kamsii and its place in Imperial culture.
  • Kamsii today: its society and people, its tourist attractions, Guests, Troubleshooters, and more.
  • Star map and statistics for all worlds within jump-6 of Kamsii.
  • Adventure seeds for Kamsii as written, and alternate versions you can customize for your own campaign.
  • "I'm From Kamsii" -- how to use this world as a detailed PC or NPC background.

Come to Kamsii!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6801, $2.99. Buy Now!

GURPS Traveller Classic: Planetary Survey 2 - Denuli

The Shrieker World

The second of this GURPS Traveller series! Planetary Survey 2, by Loren Wiseman and Shawn Havranek, presents the homeworld of a recently discovered intelligent race . . . the Shriekers. Unfortunately, all that most of Humaniti knows about the Shriekers is that their eggs are precious jewels. Will you help the Shriekers, or help wipe them out for profit?

Included is:

  • The history of Denuli . . . the rise and fall of its native race and the world's connection with the Imperium.
  • Denuli today . . . a world with great potential for cooperative biological research . . . or brutal exploitation.
  • Color star map and statistics for all worlds within jump-6 of Denuli.
  • Adventure seeds for Denuli as written, and alternate versions to fit many different campaigns.
  • Complete data on the native Shriekers, as NPCs or player characters.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6802, ISBN none.. $2.99. Buy Now!

GURPS Traveller Classic: Planetary Survey 4 - Glisten

Jewel of the Marches

The "Jewel of Deep Space," the Glisten system has no habitable world, yet it is the capital of the Glisten subsector, site of a Scout base and a major shipbuilding yard, and home of the Mining School of Glisten. Its rich asteroid belts combine an advanced technology with an almost inexhaustible supply of raw materials. Glisten is a major industrial and economic powerhouse in the Spinward Marches.

In addition, nearly every planetoid in the Glisten system has its own local culture and society. The diversity of the hundreds of worldlets makes Glisten a wonderfully rich backdrop for almost any type of adventure.

This book concentrates on the five asteroids which make up "Glisten City," the government and business center of the system. Trade, business, scientific investigations, and high-level politics rub shoulders with gritty asteroid miners, huge factory complexes, shipyards, and interstellar intrigue.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6804, ISBN none.. $2.99. Buy Now!

GURPS WWII Classic: Iron Cross

In Depression-era Germany, civilization went wrong. Explore the inner workings of the Third Reich in GURPS WWII: Iron Cross, a full-sized supplement for GURPS World War II.

From the Berlin councils that launched Germany's armies, to the snow-swept Russian plains where they bled dry . . . with details on weaponry, organization, tactics, and training . . . GURPS WWII: Iron Cross will let Allied players know their foe.

Written by GURPS World War II author Gene Seabolt, GURPS WWII: Iron Cross is a valuable supplement and information source for any WWII gaming group.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-8003, $7.99. Buy Now!

GURPS WWII Classic: Dogfaces

They were the Greatest Generation. When the world itself was in danger, they manned the front lines, drove the tanks, landed on the beachheads . . .

They were the dogfaces.

Dogfaces is the definitive roleplaying sourcebook for U.S. ground forces in World War II. Whether it's storming the beaches of Normandy, outdueling German tanks in the Ardennes, or retaking the Pacific island by island, the infantry, armor, and artillerymen of the U.S. Army and Marines were the backbone of the Allied war effort. With the attention to detail and historical accuracy that GURPS is known for, Dogfaces gives you all the information you need for roleplaying this vital part of mankind's greatest conflict.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-8005, $7.99. Buy Now!

GURPS WWII Classic: All the King's Men

Winston Churchill promised the British forces would "never give up, never surrender." Now you can fight as one of His Majesty's own in GURPS WWII: All the King's Men! Watch as the storm clouds gather over Europe in the late '30s . . . and an unprepared England declares war against a Germany in its fighting prime. Experience the fear and heroism of Dunkirk, the sweltering seesaw of Africa, and the final triumphs of the Anglo-American campaigns as a battered British Empire pulls victory from the jaws of darkest defeat!

All the King's Men describes soldiers from across the British Empire, the way they were recruited, trained, and sent to war, the men who led them, and the battles they won and lost.

You'll also find a cross-section of British weapons and equipment -- from the very good to the very bad, from sidearms to the battleship King George V -- and a host of campaign and adventure ideas for GMs.

So, keep your chin up and get your lads in the thick of it -- sharpish!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-8009, $7.99. Buy Now!


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Transhuman Space Classic: Under Pressure

The Other Frontier

As mankind reaches to the planets, a last frontier remains on Earth . . . the oceans. Governments, corporations, political idealists, and outlaws are staking their claims. There are oceans on other worlds, too: Europa, Mars, Titan -- all unique and full of possibilities.

Transhuman Space: Under Pressure describes the oceans of the 22nd century, from the teeming seas of Earth to the icy ocean of Europa. Ocean arcologies . . . mining operations and terrorist foes . . . adventure and intrigue in an environment far more hostile than mere space.

This book also includes new character templates -- including new parahumans, bioroids, cybershells, and uplifted animals designed for aquatic existence -- and modular design rules for aquatic vehicles, compatible with the system in Transhuman Space: In The Well.

(Note that this is an e23 reprint of a GURPS Third Edition product. It can be updated to Fourth Edition using the conversion information in Transhuman Space: Changing Times.)

163-page PDF. Stock #30-6709, $9.99. Buy Now!

Pyramid #3/6: Space Colony Alpha

In this issue of Pyramid, the PDF magazine for roleplayers, our theme is "Space Colony Alpha." In these 44 pages are tools, tips, and inspiration for any group of determined futurists looking to stake a claim on a distant world. Contents include:

  • "Surprises from Mother Nature" --four life forms that can present unique challenges for colonists. Each has GURPS stats, but is generic enough to plug into most space-faring games.
  • "When the Dark Eats You," which offers generic information on neuroses and mental afflictions likely to trouble the first off-worlders.
  • "The Super Colony," with ideas for how to combine colonization themes with more-than-human abilities.
  • Ready-to-print cards that allow you to make a representational map for a colony, with key features and how they relate to each other. Build it to your specifications, or "deal" out a random colony!
  • Plus articles dealing with the "whys and wherefores" of getting a colony together -- why colonists travel, what means do they use to get there, how they might set up their new homes, and how the travelers' distance from the homeworld affects the campaign.

In addition, Pyramid serves up more goodies that make a magazine fun, including odds and ends, Murphy's Rules with Greg Hyland, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry luminary to pick a word or phrase related to the issue's theme. This month, Ken Burnside, creative force behind Ad Astra Games, gives the last word on the first colony.

44-page PDF. Stock #37-2606, $7.99. Buy Now!

GURPS Classic: Mars

The Red Planet. To the ancients, it was the God of War. To early astronomers, it seemed a world much like ours. To today's space explorers, it's the next step after the Moon . . . a harsh world that we might someday bring to life.

GURPS Mars describes Mars as it's been through the ages . . . as science now believes it really is . . . as it may be someday, mankind's first colony . . . and as the wild imaginations of science-fiction writers have pictured it!

Five different settings provide a Mars for every campaign, from hard science to "Attack of the Bug-Eyed Monsters."

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6715, $7.99. Buy Now!

GURPS Spaceships 3: Warships and Space Pirates

Arm Missiles! Fire Lasers!

The battle klaxons have sounded! GURPS Spaceships 3: Warships and Space Pirates provides ships and game mechanics for exciting space combat between medium and large vessels. It includes an overview of space navy and pirate operations; it also features GURPS Spaceships statistics for dozens of sample warships, from patrol ships and frigates to star cruisers and battleships. Tactical maneuvering rules expand the GURPS Spaceships combat system to handle hex-based combat and chases using counters or miniatures, and additional rules cover squadron-level command tasks. In space, there's nothing personal between two enemy ships . . . just hard vacuum and hard choices.

This is the third volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships. GURPS Space is recommended for characters and campaigns; GURPS Spaceships 2: Traders, Liners, and Transports provides civilian ships and cargo to loot or protect.

41-page PDF. Stock #37-0122, $7.99. Buy Now!

GURPS Traveller Classic: Starports

Anchors of the Imperium

Patrol, trade, and Xboat routes are the lifelines of the Imperium, and starports are the anchors to which they are tethered. Serving as trade centers, customs offices, and outposts of civilization, starports play a central role in the lives of starfarers, and are a crucial source of goods, wealth, and information for even the most planetbound of souls. At the same time, they are havens for smugglers, fugitives, and black marketeers.

Starports classifies standard starports and describes their facilities, organization, and functions. It includes plans of typical spaceports from the Spinward Marches (including Mora, Graniff Field on Raydrad, Rech, Dhian, and Alell) and guidelines for starport adventures and encounters. There are also character templates for starport denizens, descriptions and floor plans of key locations, and deck plans for customs, liaison, emergency spacecraft, and some common starport ground vehicles.

Starports is designed to complement the Far Trader and Starships supplements, and offers a rich, detailed setting for a wide variety of adventures and campaigns in the GURPS Traveller universe.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6610, $7.99. Buy Now!


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GURPS Hot Spots: Renaissance Florence

Intrigue and politics. Artistry and adventure. Festivals and food. Welcome to the center of the world -- Florence!

Hot Spots: Renaissance Florence is your tour guide through one of the most exhilarating locations in history, the cradle of the most explosive intellectual and artistic era the world has seen. Florence! For fans of history, the name conjures dozens of adventure possibilities; those with only a dim memory from a long-ago classroom have yet to know of the city's mystique. This book is designed to cater to both groups -- scholars and neophytes alike will find themselves enlightened.

No mere travelogue, Hot Spots: Renaissance Florence has been designed for gamers first. Mostly generic (with a smattering of GURPS information), it's full of useful and interesting information -- history, notable people, places of interest, laws and politics -- that makes the city come alive for roleplayers. Each section also contains one or more adventure seeds that can turn those facts into encounters that will immerse heroes in Florence's charms and intrigues, while a detailed "Campaigns" chapter gives ideas for how to work the city into an ongoing game . . . including many unusual ways to incorporate Florence into other settings!

With Hot Spots: Renaissance Florence, history isn't just something to be read about -- it's waiting to be made.

38-page PDF. Stock #37-0660, $7.99. Buy Now!

Pyramid #3/7: Urban Fantasy

In this issue of Pyramid, the PDF magazine for roleplayers, our theme is "Urban Fantasy," and it's packed with 42 pages of people, plots, and powered possibilities:

  • "The New Kingdom," a systemless campaign that brings the Egyptian gods to the modern world. Can humanity survive their far-reaching plots? Can the gods and their agents uncover the mystery of who dares try to kill them?
  • "Gangs and Magical Traditions," a discussion of the four types of gangs, with an example of each type that's steeped in magical tradition.
  • "Of Sound and Signs," two minor magical variations for GURPS that are well-suited to urban environments, from Pyramid editor Steven Marsh.
  • "Supporting Cast: Little Bits of Magic," which offers GURPS details for four city dwellers who tap the mystic side of the mundane world.
  • Ready-to-use map pieces you can print many times, letting you build large-scale city street plans with ample room for notes. Use them plain or print them with the included hex grid.
  • A generic discussion on options you can use in an urban-fantasy setting; minor tweaks can have a major impact on the world!

In addition, Pyramid serves up more goodies that make a magazine fun, including odds and ends, Murphy's Rules with Greg Hyland, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry luminary to pick a word or phrase related to the issue's theme. This month, noted GURPS author Matt Riggsby takes a shot at pinning down urban fantasy.

42-page PDF. Stock #37-2607, $7.99. Buy Now!

GURPS Spaceships 4: Fighters, Carriers, and Mecha

Red Five, He's On My Tail!

One person, one ship -- and even odds on returning home. GURPS Spaceships 4: Fighters, Carriers, and Mecha provides the ships and game mechanics needed for space-fighter and carrier action. It offers GURPS Spaceships statistics and descriptions for dozens of combat spaceships for the near-future and beyond, from tiny-but-agile fighters and drop ships to enormous fleet and assault carriers. It also includes expanded rules for the basic space-combat system in GURPS Spaceships, adding options that simulate small-ship cinematic action. It's up-close and personal in heated space combat, with two combatants each wanting the other dead . . . and if they're not cunning and careful, they could both get what they want.

This is the fourth volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships. GURPS Space is recommended for guidelines on stardrives, suitable character templates, and campaign settings; GURPS Spaceships 3: Warships and Space Pirates provides descriptions of military operations, tactical hex-based combat, and other warships.

42-page PDF. Stock #37-0123, $7.99. Buy Now!

GURPS Dragons

Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and teeth. Gather your hoard. Study ancient lore and magic . . . and take human form to walk in the world of men!

GURPS Dragons includes:

  • Origins of the dragon, through myth and legend and even true history.
  • How do dragons fly?
  • How to hunt dragons . . . and survive.
  • Creating dragon characters in GURPS.
  • Dragon-specific combat maneuvers.
  • Templates for Firedrakes, Naga, Chinese Dragons, Sea Serpents, and others.
  • Ideas for dragon-centric campaigns, including two campaign backgrounds!
  • A special Appendix converts the game material to GURPS Fourth Edition rules, making it even more useful!

163-page PDF, in full color. Stock #31-6540, $19.99. Buy Now!


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GURPS Martial Arts: Gladiators

Some fight for glory. Some fight for gold. Some fight merely to live another day. These are gladiators, and their valor and martial prowess are renowned even today, nearly 16 centuries after their games were outlawed.

GURPS Martial Arts: Gladiators gives you everything you need to bring the excitement and action of Rome's most celebrated events to the gaming table:

  • Background information: a history of the games, biographies of famous gladiators, and a description of a day at the arena.
  • Rules for tournament campaigns: the crowd's reaction, the referee's decision, victory-based character advancement, and gladiator ranks and prices.
  • Five detailed templates for PCs or NPCs, plus briefer stats for several NPC-only supporting roles.
  • Eleven gladiatorial martial arts, along with variants.
  • Notes on choosing and tweaking advantages, perks, disadvantages, skills, and techniques for gladiators.
  • Weapons used by gladiators – including exotica rarely seen outside the arena.
  • Armor for gladiators, designed to make for a good fight first and to protect the wearer second.
  • Equipment loadouts for 14 gladiator types.
  • Campaign options and adventure ideas.

All this should keep your gladiators busy for years! Or you can take the games outside the traditional Roman arena, using the included options to import gladiators into other genres and settings. Whatever you're looking for, GURPS Martial Arts: Gladiators is sure to deliver. With this book, you'll proudly pick up your six-siders and say, "We who are about to die salute you!"

52-page PDF. Stock #37-1642, $9.99. Buy Now!

Pyramid #3/8: Cliffhangers

In this issue of Pyramid, the PDF magazine for roleplayers, our theme is "Cliffhangers!" Travel back in time to the 1930s with 45 action-packed pages of pulse-pounding gaming goodness! In this issue:

  • Dust off your dossier with help from chisel-chinned GURPS mastermind Sean Punch's "Pulp Action!" Use the rules of GURPS Action in a cliffhanger campaign with these new and modified templates, lenses, and rules. After all, what are the pulps without Action?
  • Travel with gallivanting globetrotter Matt Riggsby (GURPS Renaissance Florence) as he presents a full GURPS adventure! This two-fisted tale will face heroes off against a maddening mystery: Who -- or what -- are the "Air Devils of the South Seas"?
  • Prowl with prolific Pyramid penman J. Edward Tremlett, as he presents a generic adventure outline that will take explorers around the world to face a potentially life-ending threat. Where angels fear to tread, heroes rush "Into the Temple of the Hungry Star!"
  • Keep tabs on your adventurers and their exploits with the "Cliffhanger Country Checklist"!

In addition, Pyramid serves up more goodies that make a magazine fun, including odds and ends, Murphy's Rules with Greg Hyland, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry luminary to pick a word or phrase related to the issue's theme. This month, Leonard Balsera -- coauthor of the critically acclaimed Spirit of the Century -- gives us the last word on cliffhangers!

45-page PDF. Stock #37-2608, $7.99. Buy Now!

Vorkosigan Saga Sourcebook and Roleplaying Game

From the award-winning science-fiction stories of Lois McMaster Bujold comes the Vorkosigan Saga Sourcebook and Roleplaying Game . . . set in a future universe of honor and betrayal, war and intrigue, great victories and great defeats. Miles Vorkosigan is brilliant, charismatic, the heir to a noble house on a warrior planet . . . and hopelessly crippled.

No. Not hopelessly. A Vorkosigan never gives up. And when the fragile, dwarfed, odd-looking Miles charges headlong against the universe . . . Miles may break, but he's used to breaking. And he'll pay that price, for his Emperor's honor and his own, because when Miles hits it hard enough, the universe gives way.

Now you can enter the world of Miles Vorkosigan. Play his soldiers, his agents, his comrades. Play Miles himself, if you're up to the challenge . . . and if you think you can dare as much, and talk as fast, as the "little Admiral."

Illustrated by Bob Stevlic, with character art specifically approved by Lois McMaster Bujold.

242-page PDF. Stock #31-2490, $29.99.

Transhuman Space: Personnel Files 2 - The Meme Team

Transhuman Space presents a rich and varied background that is excellent for near-now science-fiction gaming. But it's so rich in detail that it can be difficult to know what to do with it. That's where Personnel Files come in handy.

Transhuman Space: Personnel Files 2 – The Meme Team presents a group of professionals who specialize in researching the patterns of thought that run the world. If you've got a problem relating to memes, then you need to call Patel Memetics – The Meme Team. Get ready for a Transhuman Space campaign that's part private-detective show and part legal drama, with enough business plotting and melodrama to keep the players tuning in week after week!

This supplement presents five members of this organization (and their AIs). They can be used immediately as PCs, templates for new characters, or rivals in the world of memetic investigation. The book also includes campaign ideas, a sample scenario, and adventure seeds to keep Patel Memetics – or a group like it – busy for many adventures.

18-page PDF. Stock #37-6703, $4.99. Buy Now!


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Munchkin Level Counter for iPhone

Now all you iPhone-using munchkins can get an unfair, yet completely legal, advantage when you play Munchkin or Munchkin Quest!

The Level Counter keeps track of your level (duh). It also rolls a six-sided die (and doesn't cheat). But best of all . . . once per game, you get a Boon . . . an in-game advantage to help you kill the monsters, steal the treasure, and stab your buddy. There are almost 150 different Boons, all illustrated by John Kovalic. The higher your level when you ask for your Boon, the better it's likely to be. And when you reach the winning level, it plays a fanfare. Your friends will hate you . . .

Bonus features: counters for Chez Geek and SPANC (no Boons, though), and a very flexible interface for creating your own custom counters for other games.

And in the December 2009 update (Version 1.1), we added a Kill-O-Meter screen, so you can keep track of combats too!

This app is NOT a stand-alone game! It is a game aid for Munchkin, Munchkin Quest, and pretty much any other game where you need a counter.

The Munchkin Level Counter is $4.99 and is available in the iPhone App Store!

App for iPhone and iPod touch. Stock #5507, $4.99.

Deluxe Illuminati (Reprint)

They're all around us. Secret conspiracies are everywhere, and where can you find the only truth? Certainly not in the game of Illuminati. Fnord.

The object of Illuminati is to take control of the world. The phone company is controlled by creatures from outer space. The Congressional Wives have taken over the Pentagon. And the Boy Sprouts are cashing in their secret Swiss bank account to smash the IRS!

Two to six players compete to take control of groups ranging from the FBI and CIA to the Dentists, increasing their wealth and power for further takeovers, until one rules supreme. Every player has  different victory conditions! No ploy is too devious, no stratagem too low, as you scheme your way to victory.

Boxed game. Stock #1305, UPC 837654320037. $34.95.

Unnatural Axe Shirt (Reprint)

It's not just a fashion statement -- it's part of the game! The official Unnatural Axe shirt gives special powers to its wearer during a game of looting, pillaging, and backstabbing.

Official Tournament Rules:

  1. If you are wearing an official Unnatural Axe shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
  2. Your game character is female, even if you are not. Yes, this means that removing or changing shirts will change your sex. (It will not, however, remove the combat penalty for a "Change Sex" curse.)
  3. The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to ignore the Kneepads of Allure once per game. With both autographs, of course, you can do it twice.
  4. Wearing two Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
  5. Use of the Cheat card overrides Rule 4. (It doesn't matter which shirt is on the outside.)
  6. But under no circumstances is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

Full-color image on a beige cotton T-shirt. Stock #9121, $21.95. Buy Now!

Munchkin Shirt (Reprint)

It's not just a fashion statement -- it's part of the game! The official Munchkin shirt gives special powers to its wearer during a game of looting, pillaging, and backstabbing.

Official Tournament Rules:

  1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
  2. Your game character is male, even if you are not. Yes, this means that removing or changing shirts can change your sex. (It will not, however, remove the combat penalty for a "Change Sex" curse.)
  3. The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to ignore the Kneepads of Allure once per game. With both autographs, of course, you can do it twice.
  4. Wearing two Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
  5. Use of the Cheat card with two different shirts overrides Rule 4. (It doesn't matter which shirt is on the outside.)
  6. But under no circumstances is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

Full-color image on a beige cotton T-shirt. Stock #9122, $21.95.


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GURPS Dungeon Fantasy 6: 40 Artifacts

"You open the chest and find a bone whistle and two crystal spheres full of swirling yellow smoke."

"Uh-oh . . . I remember the last bone item. And those purple spheres."

What would a dungeon crawl be without amazing treasures that you simply can't buy at Ye Olde Magick Shoppe? Boring! GURPS Dungeon Fantasy: 40 Artifacts saves GMs from this fate . . . and tempts players with items of power for their delvers to covet and drool over.

This compendium of loot offers 40 artifacts that are sure to spice up any Dungeon Fantasy camapign. From one-shot items like the Arrow of Negation to godly weapons such as Death's Reaper, there's something here for everyone. Even better, each item is easy to customize, and suggests multiple origins and variants, meaning that players will never be sure about what they've found.

These goodies are tailor-made for Dungeon Fantasy, but would be a welcome addition to any fantasy campaign.

24-page PDF. Stock #37-0310, $5.99. Buy Now!

Munchkin Rigged Demo

This item contains everything you need to help you bring new victims . . . errr, gamers . . . into the wonderful world of Munchkin . . .

It includes a special 17-card demonstration deck, drawn from the original Munchkin set, with the cards numbered so you can stack the deck. (You will have to print out the cards and cut them apart.) With the included script, you can play out four turns that show the basic Munchkin mechanics in just a couple of minutes. Instructions, dialogue, and stupid jokes are included. Or use your own stupid jokes. Introduce your friends to the world of Munchkin today!

This PDF version of the Rigged Demo contains only the demo cards and script. No extra promotional cards are included.

8-page PDF. Stock #30-1451, $FREE. Buy Now!

Pyramid #3/9: Space Opera

The future never seemed so retro, with this installment of Pyramid, the PDF magazine for roleplayers. This time, the theme is "Space Opera!" In this issue:

  • Threaten interstellar peace with four cosmos-concerning contraptions in "Doomsday Weapons." These generic devices come with adventure possibilities and can form the basis for a rousing space-opera tale, or even a campaign!
  • Peek behind the curtain with Rev. Jason "PK" Levine's Designer’s Notes for GURPS Psionic Powers. It includes insight into design decisions plus modifiers and options deemed too complex for the mainstream. And the Psionic Powers system is put to good use in the space-opera campaign framework "Agents of PSION," pitting psi-minded Earth heroes against monstrous humans from Mars!
  • Kelly Pedersen presents five new futuristic styles for GURPS Martial Arts in "Fight the Future."
  • Visit an odd planet where religion and psionic abilities have combined to form a curious society, in "Terra Incognita: Tangaroa."
  • Scan unusual items on your interstellar travels with this issue's do-it-yourself prop, the "Space-Opera Scanner."

In addition, Pyramid uses its tractor beams to haul in more goodies that make a magazine fun, including odds and ends, Murphy's Rules with Greg Hyland, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry luminary to pick a word or phrase related to the issue's theme. This month, Chris Birch -- co-author and line developer of Cubicle 7's Starblazer Adventures: The Rock and Roll Space Opera Adventure Game -- gives us the last word on space opera . . . the longest Last "Word" yet!

44-page PDF. Stock #37-2609, $7.99. Buy Now!

GURPS Classic: IOU

Admit it. College would have been more fun if you were allowed to blow up the instructors. And you really would have liked to major in Military Biology, Anti-Social Sciences, Double-Entendre Bookkeeping, or Computer Wizardry. Too bad you didn't know about IOU.

Illuminati University is THE best place to learn Things Man Was Not Meant To Know. With departments like Weird and Unusual Science and Engineering, Inapplicable Mathematics, Misanthropology, and Zen Surrealism . . . not to mention extracurricular activities like Democrats for Cthulhu, Moopsball, and food fights that set off nuclear alerts . . . this is college as it should have been. And gadgets? Everything from the Crockpot of the Gods to the Enigmatic Alien Device Button-Pushing Table.

Illustrated by the one and only (two and only?) Phil and Kaja Foglio, this book supports three different campaign styles . . . Silly, Weird, and Darkly Illuminated. GURPS IOU takes you from creating a character to enrolling in classes, to study, finals, and the occasional academic blood feud, all the way to graduation.

If you survive.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6072, $7.99. Buy Now!

Transhuman Space: Personnel Files 3 - Wild Justice

Transhuman Space presents a rich and varied background that is excellent for near-now science-fiction gaming. But its rich in detail can make it difficult to know what to do with it. That's where Personnel Files come in handy.

When the assassins killed Steve Hollick and blasted his house apart, they made one mistake: They left two beings living on the site, and two more minds intact and ready to run. Now Hollick's security guard and the better-than-canine dog who was Hollick's masterpiece are out to even the score, aided by two artificial intelligences who also seem interested in justice.

The killers used military-grade hardware and bought off the local cops. What can one man from backwoods Tanganyika, one uplifted dog, and two rogue AIs do against an enemy whom they can't even name yet? They don't know, but they're going to find out.

Transhuman Space: Personnel Files 3 -- Wild Justice provides the basis for a campaign set in remote East Africa in the year 2100. It provides four fully detailed characters suitable for ready-to-run PCs, templates for new characters, or contacts in a different Transhuman Space story line. The supplement also comes with ideas for how to structure this campaign, plus a sample scenario and other adventure ideas to get the story started.

In a world of deep secrets and runaway technology, the heroes in Transhuman Space: Personnel Files 3 -- Wild Justice have a big job. It's up to them (and the players) how they pursue vengeance or justice -- and as Sir Francis Bacon said, "Revenge is a kind of wild justice . . ."

17-page PDF. Stock #37-6704, $4.99. Buy Now!


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The Stars Are Right

When the stars are right, the Great Old Ones will return. If the stars aren't right, it's up to you to move them around!

In The Stars Are Right, you take the role of a cultist, summoning Lovecraftian horrors from beyond time and space.

The sky is represented by a grid of star tiles . . . and you can change them. Invoke minor creatures to flip over a tile or push a row, creating the correct patterns to summon more and more powerful ones. Eventually, you'll build a horde of Servitors who can chain flips, pushes, and swaps together, rearranging the entire sky to your whims. Change the skies, summon a Great Old One, and win!

The Stars Are Right is a card game for two to four players, ages 12 and up, with a playing time of less than one hour. The cards are hilariously illustrated by Goomi (Munchkin Cthulhu 3 -- The Unspeakable Vault).

Summon the Great Old Ones, who will shower you with power beyond your dreams. Or perhaps they'll eat you. Or both.

This is the licensed English-language edition of Die Sterne Stehen Richtig, published by Pegasus Spiele.

80 cards, 25 double-sided tiles, and rulesheet, in a box. Stock #1432, UPC 837654320174. $27.95.

GURPS Psionic Powers

Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers and turns them into ready-to-use packages of psychic strangeness. You can use the abilities as presented, confident that they are built from -- and entirely compatible with -- the rest of the GURPS Fourth Edition character-creation system (including GURPS Powers, which is not required to use these packages, but is recommended).

Even better, you can use the entire system in a campaign: GURPS Psionic Powers distills the complexity of hundreds of possibilities into individual powers and power groups. Why bother trying to figure out what advantages, enhancements, and limitations you need to describe psychic netrunning (part of the Ergokinesis group) or dream-stealing (just one aspect of Psychic Vampirism)? This book does all the work for you, and each power is described in levels, making it easy to represent stronger psychic gifts. In addition, the new rules and suggestions allow the entire system to work together to simulate many types of psychic ability.

Whether you take it for individual parts or use it as a cohesive whole, this supplement is your one-stop shop for mental mastery. With GURPS Psionic Powers, the mind is an open book!

After reviewing the pure crunchy goodness of GURPS Psionic Powers, I've been forced to conclude that I have a rival for the title of GURPS rules guru.
-- Sean "Dr. Kromm" Punch, GURPS Line Editor

88-page B&W softcover. Stock #01-6198, ISBN 978-1-55634-798-6. $19.99. Buy Now!

GURPS Ultra-Tech (Reprint)

Weapons, Vehicles, and Gadgets

GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including:

  • Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
  • Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . .
  • Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences.
  • Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go!
  • As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres - there's something for every adventure at every tech level.

GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure.

This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. The oldest material included here dates back to the first edition of GURPS Space; other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk , GURPS Psionics, GURPS Robots, and Transhuman Space. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price.

From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!

240 pages. B&W softcover. Stock #01-6104, ISBN 978-1-55634-799-3. $29.95.

Revolution!

Blackmail the printer. Threaten the innkeeper. Bribe the priest. Welcome to Revolution!

Secretly bid against your opponents to gain the support of the people, win territory . . . and gather more Gold, Blackmail, and Force for the next round of bidding! Will you try to control the tavern or the fortress? The harbor or the plantation? Knowing where to push for support -- and where to back away and let your opponents fight -- is the key to victory. It's a game of bluff, counter-bluff, and surprise.

Bidding tokens have different shapes and colors for easy identification. Colorful cardstock shields keep your bids private, and provide a handy rules reference during the auction. Traditional wooden blocks allow players to see, at a glance, who controls which territories.

Revolution! is for three or four players. The rules can be taught in minutes, and a complete game takes less than an hour. Each new game brings new strategies and tactics.

Get ready for Revolution!

11.75" x 11.75" x 3" box, with 100 wooden cubes, a mounted gameboard, dozens of chipboard counters, four sets of bidding boards and screens, and rulesheet. Stock #1902, ISBN 978-1-55634-793-1. $39.95.


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GURPS Action 3: Furious Fists

In Action 1: Heroes, you got stripped-down, hard-core rules for heroes who were too tough to handle!

In Action 2: Exploits, you got so much crunch for running action-movie campaigns that it blew your mind!

The excitement continues with Action 3: Furious Fists. This guide to martial-arts mayhem includes five totally new archetypes for your own personal game of death: the hulking big guy, the untouchable fast guy, the stealthy ninja, the athletic traceur, and the lethal weapon master. Some of these guys fight barehanded, but they don't come empty-handed – you get all the special martial-arts advantages, perks, and techniques they need to dominate. Rounding it out are exotic weapons, new combat options, and practical advice on bringing high-kicking, katana-slashing action to the world of fast cars and big guns.

The Big Boss won't know what hit him . . .

26-page PDF. Stock #37-0312, $7.99. Buy Now!

Pyramid #3/10: Crime and Grime

This issue of Pyramid -- the PDF magazine for roleplayers -- covers "Crime and Grime," and it's criminally full of helpful and fun ideas for a medieval- or fantasy-themed campaign. Whether your adventurers are agents of law and order, actively oppose those agents, or just want to stay out of the way, they're sure to find something they can use. This issue contains:

  • "The Justiciar," a new template for GURPS Dungeon Fantasy, written by GURPS line editor Sean Punch!
  • "On De Medici's Secret Service," about a covert organization that keeps the peace in Florence. Written by GURPS Hot Spots: Renaissance Florence author Matt Riggsby, this article comes with a full-color map of the famous city!
  • "Holy Dirty Money," a description of a widespread type of serious crime commonplace in medieval times that is almost non-existent today.
  • "Dominion," a full campaign that puts the heroes in the role of the king's agents, responsible for upholding law and order. This setting framework can be used by itself or overlaid onto an existing campaign!
  • "Cruel and Unusual," a discussion of 18 punishments that can serve as the springboard for adventure.
  • "Deal the Loot," a card-based method to bridge the gulf between quick-and-dirty robbery or pickpocketing rolls and lengthy roleplaying sessions.

In addition, Pyramid locks up more goodies that make a magazine fun, including odds and ends, Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry notable to pick a word or phrase related to the issue's theme. This month, Simon Washbourne -- author of the Medieval Mysteries RPG -- gives us the last word on medieval crime and grime.

40-page PDF. Stock #37-2610, $7.99. Buy Now!

Transhuman Space: Personnel Files 4 - Martingale Security

Transhuman Space presents a rich and varied background that is excellent for near-now science-fiction gaming. But it's so rich in detail that it can be difficult to know what to do with it. That's where Personnel Files come in handy.

In the world of Transhuman Space, some people still feel the need for personal security. Sometimes combat cybershells and automated systems can handle that -- but sometimes, the customer feels the need for the human touch. (Well, more or less human.) This is where Martingale Security steps in.

Transhuman Space: Personnel Files 4 -- Martingale Security presents a group of professional bodyguards. They're a small outfit -- just five people, counting OVERSIGHT, the office computer -- and new to the business, but they know their stuff. And they're in just the right place for a life of action, intrigue, and occasional mysteries and misunderstandings. This book provides game details for all five 300-point characters, along with their AI assistants and cybershell support systems, plus scenario seeds and plot ideas. In other words, it's a ready-to-run campaign!

21-page PDF. Stock #37-6705, $5.99. Buy Now!

GURPS Mass Combat

There Will Be War!

Whether you’re trying to stop the Dark Lord’s invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you’re likely to get into battles that are far too big to resolve with ordinary GURPS combat. GURPS Mass Combat is the answer! It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include:

  • Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight.
  • Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that’s important when the enemy is in sight.
  • Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning.
  • Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more.

Everything is fast and easy to use in play thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types. It’s all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game -- every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them.

GURPS Mass Combat requires only the GURPS Basic Set, Fourth Edition.

52 black-and-white pages. Softcover. Stock #01-6197, ISBN 978-1-55634-800-6. $14.99.

GURPS Classic: Japan

Beauty, Terror, and Adventure

Experience the rigid etiquette of the Emperor's court, the delicate beauty of the tea ceremony, and the savage pleasure of viewing the severed heads of your enemies. In this book, you'll find:

  • Character templates for samurai, ninja, warrior priests, geisha, elemental sorcerers, and more. Each template also features a sample character ready for adventure!
  • Racial packages for fox spirits, artifact spirits, long-necks, and the vampiric gaki.
  • Rules for Japanese magic, with new spells, new elemental colleges, and notes on Asian alchemy.
  • New martial arts styles, from weapon arts like Miyamoto Musashi's Nito Ryu (School of Two Swords) to bajutsu (horsemanship) and suieijutsu (fighting in water) to the truly esoteric kiaijutsu (spirit harmony techniques).
  • Detailed background information on two historic eras, the Warring States Period (1467-1600) and the Late Tokugawa Era (1680-1868); the important people, places, and events are all here!

You can stand on either side as the explorers from the West meet the ancient Empire of the Rising Sun. Magic and swordplay, power and poetry, beauty and terror -- all await you in GURPS Japan!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131 page PDF. Stock #30-6006, $7.99. Buy Now!


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Chibithulhu Plush (Halloween)

Cute. Cuddly. Sanity-blasting.

Munchkin Cthulhu has spawned the evillest, cutest plush ever: Chibithulhu

This 10"-tall soft and huggable plush figure features huge, adorable eyes, a felt witch's hat, a black jack o' lantern on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

10"-tall orange-and-black plush figure. Stock #9405, UPC 837654320242. $19.99. Buy Now!


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GURPS Thaumatology: Alchemical Baroque

Welcome to a land that's as familiar as history and as fanciful as a fairy tale. GURPS Alchemical Baroque presents the Known Lands, a place existing between the old history of magical tales and the new realities of exploration and enlightenment. It's a time of ghosts and giants, of spirits and spellcraft, of charm-slinging cunning-men and chubby sly cats. Yet even in these new times, the world needs heroes: haunted moors need exploring, wars need thwarting, and the fairies always need something -- even if they refuse to reveal it.

Containing material originally appearing in GURPS All-Star Jam 2004, this supplement has been expanded and completely revised to GURPS Fourth Edition standards. It contains the history and character-creation information needed to adventure in this strange-but-familiar place. Taking advantage of the tools and techniques in GURPS Thaumatology to bring this world fully to life, GURPS Alchemical Baroque contains information on alchemy and ritual magic in the Known Lands. It also offers stats for fairies, ogres, and sapient cats, plus information on ghosts, devils, and other threats. Take up your musket and quaff a brew of courage; fortune favors the bold!

24-page PDF. Stock #37-0607, $5.99. Buy Now!

Pyramid #3/11: Cinematic Locations

This issue of Pyramid -- the PDF magazine for roleplayers -- covers "Cinematic Locations." If you're looking for interesting locales, you've come to the right spot! This issue features:

  • "Going Places!," a description of two vehicles that can serve as centerpieces for adventure or the means to get to other exciting scenes. Written by noted GURPS author Matt Riggsby, this article comes complete with full-color maps and GURPS stats of the vehicles in two different eras!
  • "The Shady Rest Roadhouse," Loren Wiseman's (GURPS Traveller) description of a real-world historical hotspot that can be used as-is in a cliffhangers campaign, or modified to become a rough-and-tumble bar of any era.
  • "The Temple of Sobek, the Crocodile God," a perfect spot for ancient or modern adventurers to get into trouble. Beware the catacombs!
  • "The Immensity," an impossible otherworldly fortress that can form the core of a high-octane adventure series. What is its sinister secret?
  • "Alternate Locations," over a dozen ideas for how to transform a humdrum scene into something truly different.
  • "The Office Building," a modular map system that lets you design different stories of a square office building.
  • "Appendix Z: Hall of Mirrors," a brief depiction of a classic bit.

For fans of floor plans, we've included more maps than we've ever had in an issue of Pyramid! In addition, this is also your one-stop shop for the bits that make a magazine interesting, including odds and ends, Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, plus reviews and recommendations that fit the theme. Look no further: Pyramid is the place for fun!

40-page PDF. Stock #37-2611, $7.99. Buy Now!

Chibithulhu Plush (Reprint)

Cute. Cuddly. Sanity-blasting.

There are many versions of Cthulhu, and Munchkin Cthulhu features plenty of them. But the cutest of all is Chibithulhu, so we chose it to be our first plush toy.

This 10"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

10"-tall pink plush figure. Stock #9403, ISBN 978-1-55634-785-6. $19.95.

GURPS Gun Fu

In a world . . . where the line between evil and honor is drawn by a bullet, only one supplement dares to lay down the law of the gun: GURPS Gun Fu.

GURPS Gun Fu has everything you need for action-packed cinematic GURPS gunplay:

  • A description and explanation of what the gun fu genre is and how to emulate it.
  • Rules for tricky shooting and "impossible" firearm feats. Go back-to-back with your ally, or shoot weapons from foes' hands.
  • A half-dozen styles for gunfighters. Become an Ultimate Shootist or a practitioner of the Future Kill!
  • Dozens of new shooting techniques. Master the Dual-Weapon Attack, or use the Instant Arsenal Disarm to thwart your enemies.
  • Over 50 new perks for stylists. If you've ever wanted to be Cool Under Fire or Bend the Bullet, look no further.
  • Information on new weapons, gunsmithing, and cool-looking accessories.
  • A packed appendix on inspirational fiction, including tips for how to emulate some of their tricks.

If you're looking for cinematic firearm action, simply slide along the floor with both guns blazing, release the doves, and pick up a copy of GURPS Gun Fu!

50-page PDF. Stock #37-0133, $9.99. Buy Now!

Transhuman Space: Personnel Files 5 - School Days 2100

Transhuman Space presents a rich and varied background that is excellent for near-now science-fiction gaming. But it's so rich in detail that it can be difficult to know what to do with it. That's where Personnel Files come in handy.

Transhuman Space: Personnel Files 5 -- School Days 2100 presents a group of teenagers struggling to survive in the runaway near-future of Transhuman Space. Can they deal with the complexities of living in a corrupt and bustling free city, the pains of growing up, or the horrors of . . . class field trips?!

This book gives details on five 75-point teens and their AI assistants, along with notes on their personalities and family backgrounds. It also describes the area where they live -- the free city of Königsberg-Kaliningrad, a bustling and slightly dubious city-state on the border between the E.U. and Russia. It's a city with enough mysteries and strangeness to keep a bunch of nosy teenagers occupied full time -- which keeps their minds off the annoyance of having to put up with each other. You also get campaign advice, a sample scenario, and additional adventure seeds, making it a ready-to-run campaign that will satisfy even a group of "been-there, done-that" future-now pre-adults!

20-page PDF. Stock #37-6706, $4.99. Buy Now!


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Munchkin Waiting for Santa

You'd better watch out.
You'd better not cry.
You'd better not pout.
Or you're gonna die.

It's that time of the year when all good* little munchkins wait up for Santa. Be careful . . . he may have a lot of treasure in that bag, but he's Level 12, and he has friends.

This package includes 15 new Munchkin cards, including Santa Claus himself, his scary friends, and some special holiday Treasures . . . all with extra shiny red and green decorations, which, as we all know, is the true meaning of Christmas. You'll have naughty/nice holiday fun, whether you use it only with the core Munchkin set or play with all the expansions you can get your hands on.

* Steve Jackson Games takes no responsibility for confusion of "good" in Munchkin with "good" in any reasonable context.

Waiting For Santa is a fin-seal pack. All packs contain the same 15 cards.


The first print run of this product has been recalled due to card curling issues. If you have purchased a copy from your local game store, please return the boosters there for a refund. For customers who purchased boosters direct from Warehouse 23 or at a convention, we will be offering replacements as soon as the corrected printing arrives. Watch the product page, the Munchkin news page, and the Daily Illuminator for updates on the reprint's arrival.

Fin-seal pack containing 15 cards. Stock #1434, UPC 837654320235. $3.99.

Mini-Chibithulhu Plush

Munchkin Cthulhu has spawned the evillest, cutest, teeny-tiniest plush ever: Mini-Chibithulhu. In five sanity-destroying colors!

This 4"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

4"-tall green plush figure. Stock #9451, UPC 837654320266. $8.99.

Mini-Chibithulhu Plush

Munchkin Cthulhu has spawned the evillest, cutest, teeny-tiniest plush ever: Mini-Chibithulhu. In five sanity-destroying colors!

This 4"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

4"-tall black plush figure. Stock #9452, UPC 837654320273. $8.99.

Mini-Chibithulhu Plush

Munchkin Cthulhu has spawned the evillest, cutest, teeny-tiniest plush ever: Mini-Chibithulhu. In five sanity-destroying colors!

This 4"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

4"-tall purple plush figure. Stock #9453, UPC 837654320280. $8.99.

Mini-Chibithulhu Plush

Munchkin Cthulhu has spawned the evillest, cutest, teeny-tiniest plush ever: Mini-Chibithulhu. In five sanity-destroying colors!

This 4"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

4"-tall blue plush figure. Stock #9454, UPC 837654320297. $8.99.

Mini-Chibithulhu Plush

Munchkin Cthulhu has spawned the evillest, cutest, teeny-tiniest plush ever: Mini-Chibithulhu. In five sanity-destroying colors!

This 4"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

4"-tall red plush figure. Stock #9455, UPC 837654320303. $8.99.

Munchkin Fairy Dust

Meet the Sparkly Good Fairy. She wants all the munchkins to play nice, and she's willing to bash heads to make sure they do. Play her way, and she'll bribe you with Fairy Dust. Otherwise, you might end up fighting her instead. And if you don't take her out, she'll be back again and again . . .

Fairy Dust is a 15-card expansion for classic Munchkin. It introduces the Sparkly Good Fairy and her deck of Fairy Dust cards -- extra rewards for munchkins who are willing to help each other. (It's perfectly munchkinly to be nice . . . as long as you get something cool for doing it!) Every card in the set is full-color, with added glittery pink and silver Fairy Dust.

Munchkin Fairy Dust is fun whether you stick with the core Munchkin set or play with all the expansions you can get their hands on. And at less than four bucks, it's a no-brainer!

Fairy Dust is a fin-seal pack. All packs contain the same 15 cards.


The first print run of this product has been recalled due to card curling issues. If you have purchased a copy from your local game store, please return the boosters there for a refund. For customers who purchased boosters direct from Warehouse 23 or at a convention, we will be offering replacements as soon as the corrected printing arrives. Watch the product page, the Munchkin news page, and the Daily Illuminator for updates on the reprint's arrival.

Fin-seal pack containing 15 cards. Stock #1427, UPC 837654320211. $3.95.

Ninja Burger

Now you can join the elite Ninja Burger delivery team! You will learn to deliver tasty burgers and fries anywhere. You will bring honor to your franchise. Failure is not an option.

The twisted minds that brought you Chez Geek and Munchkin are back. Based on the popular website at www.ninjaburger.com, this hilarious card game, designed by Steve Jackson, pits you against your fellow trainees in a new Ninja Burger store. Learn the secrets of stealth, swordsmanship, and customer service. Fight for honor, respect, big tips, and that coveted promotion . . .

This new, deluxe edition combines the original Ninja Burger with the cards from the supplement, Sumo-Size Me! and adds counters for tracking honor and money.

It's fast-moving. It's fun. You get to be a ninja. What more can you ask from a game?

No matter how secure your office,
how deep your bunker,
how dedicated your guards . . .
we deliver your burger in 30 minutes or less.

 

Boxed game with 216 oversized cards, 3 black ninja dice, counters, and a rulesheet. Stock #1903, UPC 837654320259. $34.99. Buy Now!

Munchkin Fairy Dust Shirt

You asked for it, so here it is -- the official Munchkin Fairy Dust T-shirt, previously available only to SJ Games convention staff!

You'll want to print out these rules . . .

Official Tournament Rules

  • If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.
  • Once per game, you may exchange either the level(s) or the Treasure(s) from a winning combat for a single draw from the Fairy Dust deck.
  • Either Steve Jackson's or John Kovalic's autograph on the shirt lets you trade for a Fairy Dust card twice per game. With both autographs, you can do it 3 times.
  • Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
  • Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
  • But under no circumstance is there any bonus for MORE than two shirts at once.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

T-shirt. Stock #9134, $27.99.


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GURPS Dungeon Fantasy 7: Clerics

When trapped in the dankest corners of a forsaken dungeon, there may be little left to do but pray . . . but for a special class of hero, prayer is enough. Dungeon Fantasy 7: Clerics covers the powers and possibilities of those who find strength in faith. All manner of religious servants in a Dungeon Fantasy game will find this material beneficial. Included in this supplement are:

  • Detailed descriptions of 15 types of gods, each with special powers they grant to their devotees. Discover the might of death gods, sun gods, and gods of the hunt!
  • Lenses and spell lists for each type of god, useful for creating clerics, druids, and holy warriors ready to advance their causes. You can even create practitioners of evil faiths . . .
  • Sacred artifacts of interest to spiritual-minded dungeon-dwellers, such as holy-symbol weapons, holy water, relics, and more. Learn details of the sacred scalpel or the staff of earthquakes!
  • A discussion of morality, spirits, and church hierarchies -- especially as they apply to a Dungeon Fantasy sensibility.

Whether you're a flamethrower-wielding holy warrior of fire, a druid of a storm god, or a cleric tied to a city, you're certain to find something in Dungeon Fantasy 7: Clerics that makes you a paragon of power. Pray to the deities -- then prey on your enemies!

37-page PDF. Stock #37-0311, $7.99. Buy Now!

Pyramid #3/12: Tech and Toys

This issue of Pyramid -- the PDF magazine for roleplayers -- gives you a plethora of "Tech and Toys." This futuristic issue includes:

  • "More Ultra! More Tech!," with dozens of new items and options that expand on GURPS Ultra-Tech. New defensive possibilities! More weapons! Improved equipment!
  • "Paper Cells," an extrapolation of real-world, cutting-edge technology into something that can be used in GURPS tech.
  • "Psi-Powered Imbuements," a fun character option written by Jason "PK" Levine, author of GURPS Psionic Powers, letting you mix the options from that book with GURPS Power-Ups 1: Imbuements.
  • "The Nectar Box," a systemless campaign device that threatens to shake up any sci-fi society by giving some of its citizens secret psionic powers -- with disturbing results.
  • "More Survival and Camping Gear," which expands on the framework in GURPS Ultra-Tech to present new options for adventurers who rough it in the future.
  • "Tracking Cards," a clever method of using ordinary index cards to sort disparate information.
  • "Appendix Z: Reality Backup, Inc.," a short description that offers a playable possibility to "insure" equipment in super-science settings.

In addition, Pyramid also provides lots of bits that make a magazine fun: Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. If you're looking to expand the options of gear, gadgets, and gaming goodies in your ultramodern campaign, then this is the issue for you!

37-page PDF. Stock #37-2612, $7.99. Buy Now!

Car Wars Compendium

Car Wars is the game of the freeways of the future, where the right of way goes to the biggest guns. Choose your vehicle -- complete with weapons, armor, power plant, suspension, and body style. Then take it out on the road. You'll come home an "ace," or you'll crash and burn. If you survive, your abilities will improve, and you can accumulate money to buy bigger and better cars.

Now get all of the Car Wars rules in one supplement: Car Wars Compendium. It includes the rules from Car Wars Deluxe Edition, Boat Wars, Dueltrack, and the Uncle Albert's Catalogs through 2039. It also includes clarifications, improvements, and additional rules from the pages of Autoduel Quarterly, streamlined for faster play. Design your own cars, cycles, trikes, vans, trucks, 18-wheel tractor-trailer rigs, boats, helicopters, and hovercraft! The Car Wars Compendium is organized and indexed for easy reference, and includes eight extra pages of charts and tables!

Note: This is not a complete game. There are no maps or counters -- just rules. For a collection of 153 ready-to-use counters, check out Car Wars Expansion Set 6 - The AADA Vehicle Guide Counters.

147-page PDF. Stock #30-7142, $14.99. Buy Now!

GURPS Spaceships 5: Exploration and Colony Spacecraft

Explore Uncharted Stars!

With these vessels of metal and plastic and a crew of hearty souls, ancient dreams of roaming the cosmos can be made real!

GURPS Spaceships 5: Exploration and Colony Spacecraft is a toolkit that gives GMs the ships and game mechanics needed for campaigns focusing on deep-space exploration. It includes GURPS Spaceships statistics and descriptions for dozens of exploration and colony vessels, from near-future interplanetary rockets to giant interstellar generation ships.

It also provides basic rules for survey and first-contact expeditions, plus simple systems for handling the hazards of long voyages through deep space, such as cosmic rays and solar flares.

This is the fifth volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships. GURPS Space is highly recommended for its guidelines on running space campaigns and creating worlds and systems to explore and colonize.

44-page PDF. Stock #37-0124, $7.99. Buy Now!

GURPS Classic: Mecha

From battlesuited space marines making an orbital drop to cinematic Japanese anime action featuring giant walking tanks piloted by beautiful alien princesses, GURPS Mecha covers the entire genre of mecha action! In the pages of Mecha, you'll find:

  • An easy-to-follow, step-by-step guide to building mecha.
  • Advanced rules with a plethora of options like transforming and combining machines that can turn into cycles or fighter planes, overload boosters, psionic mecha, energy battlesuits, giant swords and shields, even steampunk mecha!
  • Character-creation rules for mecha-genre characters and cinematic aliens.
  • Advice on using mecha in everything from alien invasions to superhero campaigns, and suggestions for running anime-themed adventures.
  • Special combat rules that emphasize the cinematic nature of mecha combat, as well as realistic rules for sensors, weapons, and orbital drops.
  • Sample mecha and battlesuits.
  • A detailed campaign world, Cybermech Damocles!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6021, $7.99. Buy Now!


N O V E M B E R   2 0 0 9 

Vorkosigan Saga Sourcebook and Roleplaying Game

From the award-winning science-fiction stories of Lois McMaster Bujold comes the Vorkosigan Saga Sourcebook and Roleplaying Game . . . set in a future universe of honor and betrayal, war and intrigue, great victories and great defeats. Miles Vorkosigan is brilliant, charismatic, the heir to a noble house on a warrior planet . . . and hopelessly crippled.

No. Not hopelessly. A Vorkosigan never gives up. And when the fragile, dwarfed, odd-looking Miles charges headlong against the universe . . . Miles may break, but he's used to breaking. And he'll pay that price, for his Emperor's honor and his own, because when Miles hits it hard enough, the universe gives way.

Now you can enter the world of Miles Vorkosigan. Play his soldiers, his agents, his comrades. Play Miles himself, if you're up to the challenge . . . and if you think you can dare as much, and talk as fast, as the "little Admiral."

Illustrated by Bob Stevlic, with character art specifically approved by Lois McMaster Bujold.

240 pages. Hardcover. Stock #01-2490, ISBN 978-1-55634-577-7. $39.95. Buy Now!


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GURPS Thaumatology: Urban Magics

In fantasy tales, cities can be safe havens, goals of quests, or places to visit along the way. Indeed, magical metropolises have served as settings for entire fantasy campaigns, where the heroes can find arcane adventure by going out their own front doors. When it comes to creating fantastic cities, you don't need an eldritch tome crackling with power; you only need GURPS Thaumatology: Urban Magics.

Building on ideas from GURPS Fantasy and taking full advantage of the possibilities opened by GURPS Thaumatology, this volume explores the distinctive nature of urban magic -- how magical groups are organized, what magical practices a city supports, how cities make magic more effective, and how magic makes cities work better. In addition, it looks at the gods, spirits, and monsters that live in cities. All of these come complete with new GURPS rules and options. This supplement also includes:

  • Almost a dozen new templates with varied magical abilities, including suggestions for making them more or less powerful.
  • Five types of magic specific to cities: Tap the power of sacred architecture, urban divination, or ley lines.
  • How to make a city work using the GURPS magic system. Lights, water, power, and sewage -- there's nothing magic can't handle!
  • Eight thematic campaign ideas that keep the action city-centric. Patrol the gritty streets as enchanted investigators, enroll in a magical school, or scheme in mystic mansions.

Whether organizing a mages' guild, tapping a city's unique essence, bargaining with the gods, or designing a magical city-based campaign, GURPS Thaumatology: Urban Magics has what you need!

55-page PDF. Stock #37-0130, $9.99. Buy Now!

Munchkin 2009 Christmas Card

Happy Holidays!

In this season of goodwill to all, we're proud to present the Munchkin 2009 Christmas Card. You can give it to your friends . . . or keep it for yourself (in the true Munchkin holiday spirit) to use the new rule in any Munchkin game!

One Munchkin Christmas card, with envelope. Stock #5511, $2.00.

Pyramid #3/13: Thaumatology

This issue of Pyramid -- the PDF magazine for roleplayers -- taps into the untold power of "Thaumatology." This fantasy-themed issue includes:

  • "The Magic of Stories," a full treatment of fairy-tale magic for GURPS Thaumatology. Use this system to emulate traditional fables -- or as the power behind modernist self-knowing fairy tales!
  • "The Mystic Knight," a template for GURPS Dungeon Fantasy that draws its power from GURPS Power-Ups 1: Imbuements. With glowing weapons and mystically hardened protection, this new hero brings fear to dastardly dungeon denizens.
  • "Salving Magic," a new twist on traditional GURPS Magic healing powers. Sure, magicians can patch up your body -- just don't push yourself too hard, or you'll pay the price.
  • "The Book of Null," a fearsome artifact, cult, and world-shattering threat, all in one. If you've never known magicians to be afraid, you will.
  • "Red Diabolism," another new path of power for GURPS Thaumatology, plus GURPS stats for one of its foul practitioners. Discover the power, potential, and price of absolute corruption.

In addition, Pyramid also provides lots of bits that make a magazine fun: Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, a PC-perplexing puzzle, and other odds and ends. If you're looking to expand the possibilities of magic in almost any campaign, then you need this tome!

40-page PDF. Stock #37-2613, $7.99. Buy Now!

In Nomine Superiors: Zadkiel

Once a Servitor of Flowers, Zadkiel -- Cherub Archangel, humanity's mother-protector and champion -- seeks to straddle the line between peace and violence, aiding all Words as best she can. But to demons, she shows only her harshest side. Her Servitors are spread thin, tasked to be what the angels around them are not: medics for War, guards for Flowers, shields for the Sword. And, above all, bound to protect all mortals who are not Hellbound.

In Nomine Superiors: Zadkiel includes:

  • a description and history of this Archangel, including attitudes and relationships with factions on both sides of the War. Learn about her affinity for Islam, and how that has affected her outlook.
  • details of the Choir Attunements, Servitor Attunements, Distinctions, and Roles available to those who serve Zadkiel, plus a sample Servitor and Saint for both In Nomine and GURPS In Nomine. Discover the protective power of the Aura of Divinity, and how the Ofanim of Zadkiel are able to move really fast!
  • full information on the organization, policies, and responsibilities the Zadkielines adhere to. Why does she greatly prefer female vessels? Why do Free Lilim enjoy special protection? These answers and other secrets are revealed . . .
  • variations for Zadkiel that put a twist on the ideas presented here. Make her more or less religious, or present her in an entirely different light.
  • rumors and adventure seeds to incorporate Zadkiel into a campaign. Humans always need protection.

Come, stand in the shield wall, and learn what it is to Protect.

38-page PDF. Stock #37-3314, $7.99. Buy Now!

GURPS Spaceships 6: Mining and Industrial Spacecraft

There's Gold in Them Thar Moons!

GURPS Spaceships 6: Mining and Industrial Spacecraft equips you to exploit the not-so-empty void for commercial gain. It includes 29 ready-to-use vessels, from orbital factories, mining platforms, and shipyards . . . through salvage spacecraft, tugs, and tankers . . . to the TL12^ Leviathan-class constructor, for those times when you just have to demolish a planet to make way for a hyperspace bypass. Alongside these are rules for building, repairing, refitting, and upgrading spaceships – and for inventing new designs and bigger, better systems.

Nature may abhor a vacuum, but intelligent life adores using it for industry.

This is the sixth volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships. GURPS Space is highly recommended for its information on space and celestial bodies to exploit.

24-page PDF. Stock #37-0125, $7.99. Buy Now!

GURPS Infinite Worlds: I.S.T.

The GURPS Infinite Worlds setting has its share of strange worlds. But what if the world next door doesn't resemble an alternate history or a strange science-fiction story, but rather a four-color comic book?!

GURPS Infinite Worlds: I.S.T. provides brief information on how to incorporate the GURPS International Super Teams setting into your Infinite Worlds campaign. It's not a stand-alone product -- you'll definitely want the International Super Teams book to use this information fully. But it provides a taste of that world if you're not familiar, and a useful means of integrating it into the Infinite Worlds setting if you are!

4-page PDF. Stock #30-1672, $FREE. Buy Now!

Car Wars Expansion Set 6 - The AADA Vehicle Guide Counters

If you play Car Wars, you need counters. With the Car Wars Expansion Set 6 - The AADA Vehicle Guide Counters, you get them! Since this is a Car Wars supplement, let's look at some "bullet" points:

  • You get 153 counters total -- cars, buses, trucks, trailers, cycles, and helicopters!
  • Each counter also includes a "damaged" version; you can either keep them separate or print them on the reverse side of the page, so you can flip each counter over to show its dueling days are done.
  • The counters are black and white, so you can color them as needed. Get creative, or simply color-code duplicate counters!
  • It also comes with a Counter Key, so you can match each counter to its number, the vehicle name and type, and what page of the AADA Vehicle Guide their information is on.

And since this supplement is electronic, you can print out as many copies of the counters as you need. With the Car Wars Expansion Set 6 - The AADA Vehicle Guide Counters, you'll never run out of vehicles to destroy again!

7-page PDF. Stock #30-7114, $3.99. Buy Now!

GURPS Range Ruler

You have the rules – now get the ruler! The GURPS Range Ruler reads off range modifiers as you measure distances in tactical combat. Included excerpts from the Size and Speed/Range Table mean that the only table you need is the one you're gaming on. Each sheet sports two geomorphic hex-grid rulers, but you're welcome to print as many as you want. Equip your friends, tape together a giant ruler, fold them into graduated stands for flying critters . . . or just use them as hex paper. The GURPS Range Ruler gives you more than the whole nine yards!

1-page PDF. Stock #37-0206, $FREE. Buy Now!


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Chez Goth

Angst. Nookie. Roommates. Just another Friday night at Chez Goth.

This stand-alone game puts a new spin on the award-winning (and all too realistic) Chez Geek. You're still living with a bunch of roommates . . . but now you're a Goth!

Work at your dreary job. Spend your hard-earned money and precious time to accumulate Slack points . . . or collect Gloom when life turns against you. As it will! You can earn Slack for buying Clothes, Shinies, and Booze . . . or you can just Cough, Complain, or even Faint Dramatically, especially if you have an audience. And if you get very lucky, there might be some Graveyard Nookie in your future.

The second edition features a larger, sturdier box and includes Slack and Gloom counters and a die.

Yes, you can combine these cards with Chez Geek and have a house full of Goths AND slackers. Fortunately, it's just a game . . . isn't it?

112 cards, die-cut tokens for Slack and Gloom, a six-sided die, and a rulesheet, in a box. Stock #1396, UPC 837654320181. $19.95. Buy Now!

Nanuk

Winter is coming. All the hunters boasted of their prowess, but you boasted the loudest. Now you have to deliver . . .

In Nanuk, each player bids for how long he can stay on the trail and how much he will bring home. Each boast must be greater than the one before, until one hunter refuses to raise the bid, saying "You're doomed!" Then the hunt begins. Will the hunt leader make good on his boast, or will the doomers be right? Every player decides secretly to help . . . or to let it fail.

Beware Nanuk, the great polar bear, who can end any hunt in failure. If you find an inuksuk, it will protect you -- once. If the hunt is successful, the hunters share the animals collected. But if the hunt fails, the doomers score instead.

Nanuk is a fast-playing, highly social game of bidding and bluffing for 5 to 8 players.

6.25” x 9.25” x 1.75” box, with 100 cards, a mounted gameboard, 17 chipboard counters, and a rulesheet. Stock #1422, UPC 837654320358. $27.99. Buy Now!

+6 Bag o' Munchkin Babes

Official Munchkin Plastic Bag!

Extra bonus: free Munchkins -- now in the sex of your choice!

That's right, now we've got both Munchkins and Munchkin Babes in six colors -- the four colors found in Munchkin Quest, plus the purple and orange from Munchkin Quest 2 -- Looking for Trouble. You can get six Munchkin pawns, like those found in the initial set, or six female Munchkin pawns (planned to appear in a 2010 Munchkin Quest supplement, but ready to bash monsters for you now!).

The obvious thing to do is to keep the Munchkin pawns around for the day one is lost, or throw the Munchkin Babes into your Munchkin Quest box and use the correct pawn for whatever sex your character happens to be at that moment.

But if you're truly evil -- and your friends let you get away with it -- you'll show the world just what a munchkin you really are by using these pawns in other games.

In Munchkin

Any time you are entitled to go up a level -- or when you do something that WOULD earn you a level if you weren't already Level 9 -- you may, instead, place a munchkin pawn in front of you. In any combat, you may discard it for a 1d6 bonus. You may only have one in front of you at a time. Unless, of course, you "lose" these rules and tell the other players that you're allowed to have more. Six is a good number.

In Other Games

Because you're a munchkin, you may claim a munchkin advantage for using these pawns in ANY game. For instance:

  • In any roll-and-move game, if you use the munchkin as your pawn rather than one that came with the game, then once per game you may add or subtract 1 space to the move you roll.
  • In any game in which you start with money, then if you use the munchkin as your pawn, you start with 10% extra. Round up, of course.
  • In chess, a munchkin pawn can move forward two spaces at any time.

If you create your own official rules for using the Munchkin pawn in other games, please share your rules with us at the Steve Jackson Games forums.

Six plastic female Munchkin Quest pawns, in six different colors, polybagged with a punched header card. Stock #5505, UPC 837654320334. $5.99.

Munchkin Kill-O-Meter

Munchkins love it when the cards start flying. The best combats are the ones where potions, monster enhancers, and other bonuses keep the effective levels bouncing up and down! But keeping count can cause your brain to explode (which is all messy). Now you'll never have to stop and recount again!

With the Munchkin Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. Fiendishly simple. You can use it with any flavor of Munchkin, including Munchkin Quest.

The Kill-O-Meter comes with two special bonus cards (one for Munchkin and one for Munchkin Quest) -- and since the dials can be read from either side, we put munchkins on one side and monsters on the other. (And would you believe that making it two-sided let us REDUCE the cost? Printers are funny!)

A digital version of the Kill-O-Meter is available in the Munchkin Level Counter app for the iPhone!

One two-sided combat counter. Stock #5506, UPC 837654320341. $6.99.


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In Nomine: Game Master's Guide

When God began to create the heavens and the earth the earth was without form and void, and darkness was upon the face of the deep; and the Spirit of God was moving over the face of the waters. And God said, "Let there be light"; and there was light. And God saw that the light was good; and God separated the light from the darkness.
- Genesis 1:1-1:4

It can be daunting - as an In Nomine Game Master, you must create the world, the setting, the plots, the people . . . you not only play God, but Lucifer and all the other Superiors, Archangels, and Demon Princes alike.

The Game Master's Guide will help you do all that, as well as:

  • Choose how light or dark, gray or stark your campaign is.
  • Fit real-world religion into your In Nomine universe.
  • Discover the extent - and limitations - of the power of Superiors, and how to handle confrontations with them.
  • Pick alternate rules that strengthen or weaken humanity, celestials, and ethereals.
  • Tailor your game to be as serious, satirical, or downright silly as you want it to be!

An invaluable In Nomine resource for inexperienced GMs and old hands alike, the Game Master's Guide reveals the inner workings of the universe, how you can change them, and why you might want to do so.

And the players might like to sneak a peek at it too!

131-page PDF. Stock #30-3317, ISBN none.. $7.99. Buy Now!

GURPS Dungeon Fantasy 8: Treasure Tables

In a GURPS Dungeon Fantasy campaign, there's no such thing as "too much treasure" . . . but over 80 trillion possible treasures should last a while!

Dungeon Fantasy 8: Treasure Tables contains everything you need to deck your halls – and dungeons, towers, and arcane temples – with goodies. Ample tables (almost 50 of them!) let you generate treasures randomly – or semi-randomly, if you have something more specific in mind. Or ditch the dice and use some or all of this stuff as a huge "shopping list" for delvers who already have loot but nothing to spend it on. In the chest you'll find:

  • Dungeoneering Gear: From maps and books that tell you where the treasure is, through mighty weapons and armor for defeating its guardians, to handy tools to help you get at that choice gem . . . it's all here.
  • Enchantments: Quick and easy rules for giving almost any object nearly any magical effect, along with alternatives for self-powered items and some new enchantments.
  • Embellishments: Natural and supernatural improvements to workmanship, materials, and appearance that can turn even a bathtub or a serving tray into treasure.
  • Curses: Seasoned delvers know that items found in dark domains may exact a price. Is that sword you just found haunted? Will that shiny magic armor generate a mystical backlash? Finding out is part of the thrill!
  • Strange Artifacts: Do you dare to utilize the Gears of Time, don the Arms of Ekeshti, or draw from the Cursing Deck? Many shiny finds are beyond the ken of the sagest sage or the wisest wizard.

. . . and much more. A pile of coins is nice, but this supplement lets you achieve the impossible: Ensure that your munchkins players won't want to find boring old silver and gold ever again!

64-page PDF. Stock #37-0313, $10.99. Buy Now!

Pyramid #3/14: Martial Arts

With this month's issue of Pyramid -- the PDF magazine for roleplayers -- we leap into action with the theme of "Martial Arts." This action-packed installment includes:

  • "Hardcore," a modern-day GURPS Martial Arts adventure designed for a group of high-octane investigators looking to break up an illegal underground fighting club run by a two-fisted Femme Fatale. Do they infiltrate as one of the fighters, con their way in as part of the audience, or chart another course? Written by Stephen Dedman, coauthor of GURPS Martial Arts Adventures.
  • "The Three Brothers Schools of Martial Arts," a description of three GURPS Martial Arts styles conceived by brothers with the means, motive, and martial method to bring mayhem to the city. Though designed for modern-day campaigns, these styles can be incorporated into almost any past or future setting that includes feuding brothers.
  • "Fight While in Flight," five new GURPS Martial Arts styles that provide furious-fisted feats for those not constrained to two feet on the ground. Whether you're a super-hero flyer, a winged wonder, or the rider of a flying mount, you'll find something here that gives you an eagle-eyed edge.
  • "The Groom of the Spider Princess," an epic campaign-adventure that combines wuxia with Lovecraftian horror into something awful and awesome. This tale, suitable for any system that can handle wire-flying fighters and fearsome foes, starts with a wedding and ends with a bargain. In between, there are a lot of spidery threats.

In addition, Pyramid also provides plenty of bits that make a magazine fun: a card-based system to devise off-the-cuff tournaments, Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, a short encounter set on unstable ground, and other odds and ends. Whether you're a sure-footed student or a martial-arts master, this issue of Pyramid is more satisfying than a last-second knockout!

40-page PDF. Stock #37-2614, $7.99. Buy Now!

In Nomine: Liber Canticorum

Make a Joyful Noise

God made the Symphony, but the players choose the tune. Music is passion and power -- Songs are all that and more. A popular ditty may be as old as time . . . and able to work miracles!

Just Don't Call It Magic!

Songs aren't spells that can be sung from a hymnal. Songs are melodies already playing in your soul . . . but only a precious few can hear them.

Here is the supplement In Nomine players and GMs have been demanding -- over 300 new Songs, sacred and profane. Not just a "grimoire," it's the definitive guide to Songs in In Nomine. Learn the part that music plays in the Symphony, and expand your campaign with new optional rules and Resources.

With the Liber Canticorum, your In Nomine game won't just sing, it will rock!

131-page PDF. Stock #30-3312, $7.99. Buy Now!

GURPS Traveller Classic: Alien Races 2

The Aslan want your planet . . .

The warrior Aslan revere honor and glory; their traders and mercenaries are found throughout the Spinward Marches and the Solomani Sphere. Their wanderlust and combative nature make them well-suited to adventuring, while their habit of blatantly grabbing land when no one is looking makes them good recurring foes in a campaign.

The K'kree want to kill you . . .

The militant vegetarian K'kree are driven by their faith to rid the universe of all meat-eaters. Players may join this effort, fight against it, or simply try to make a living amidst the crusade. The K'kree are constantly clashing with the Vargr, and keep an uneasy peace along their borders with the Hivers and the various human client states in the region.

Good thing they don't get along.

The biology, homeworlds, culture, and society of the fierce Aslan and the centauroid K'kree are examined in detail. Alien Races 2 covers their historical involvement with the Imperium, from first contact to the present, and supplies racial templates, rules for playing alien characters, and examples of unique technologies and ship designs.

Two new minor races are also presented here:

  • The Inyx, a race of aquatic parasites who absorb bio-electrical energy from their whale-sized hosts;
  • The Devi Intelligence, comprising two forms: The Intellects, sentient fungi who resemble colonies of giant toadstools, and their predatory spores, the Shiverbats.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

147-page PDF. Stock #30-6607, $9.99. Buy Now!

Car Wars City Blocks

Move Over, Midville . . .

Make room for Car Wars City Blocks! Give your duellists a different town to blaze through each time you play. Use the 32 modular map sections to set up countless cities. The eight-inch-square blocks give you ample room for pedestrian ambushes as well as screeching car chases. Add waterways, landscaping, and narrow alleys to your driving adventures. Don't be predictable -- be creative! Let Car Wars City Blocks help you drive offensively!

36-page PDF Stock #30-7136, $4.99. Buy Now!

GURPS WWII: Red Tide

In the earliest days of World War II, the Soviet Union agreed to split Eastern Europe with Nazi Germany like two lions sharing a carcass. But in June 1941, Hitler turned on Stalin and launched Operation Barbarossa, a massive invasion of Russia. Long mistrusted by the other Allies, Stalin was now of necessity an ally . . . though one to keep at arm's length.

GURPS WWII: Red Tide is the definitive sourcebook on Soviet forces in World War II. From the three-year siege of Leningrad to naval encounters in the Baltic and Black Seas, from the final drive on Berlin to the invasion of Japanese-held Manchuria, Red Tide brings the horror and the bravery of the Eastern Front to your gaming table.

Written by GURPS WWII author Gene Seabolt, GURPS WWII: Red Tide is a valuable supplement for any WWII gaming group . . . RPG, tabletop, or online.

129-page PDF. Stock #37-8007, $13.99. Buy Now!


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