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J A N U A R Y   2 0 1 2 

Munchkin Zombies Meat Lockers

Where do zombies store those tasty, tasty brains? Right here! The Munchkin Zombies Meat Lockers are sturdy cardboard boxes, one for Doors and one for Treasures, big enough to hold 500 Munchkin cards apiece.

Bonus: This set includes two new Munchkin Zombies cards! Mmmm . . . more brains!

Two sturdy fold-up cardboard boxes and two cards. Stock #5538, UPC 837654321409. $9.95.
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Plush Tentacle

It's a 30" long plush posable tentacle. Why did we do it? Because Evil Stevie likes tentacles. And this one is soft and furry.

Make it a fashion statement, poking out of your shirt. Use the loop in back to hang it from your belt. Put it in your next haunted house . . . or in your cubicle! Threaten your other plush toys, just to remind them who's the boss.

It's completely posable. Bend it to your own wicked will.

One 30" long plush tentacle. Stock #9441, UPC 837654321379. $24.95.
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Cthulhu Dice (Bone with Red Ink) (Reprint)

Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!

Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and you're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!

Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.

One large custom die, 18 glass marbles, baggie, and rules. Stock #131320, UPC 837654321416. $5.95.
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Cthulhu Dice (Red with Yellow Ink) (Reprint)

Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!

Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and you're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!

Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.

One large custom die, 18 glass marbles, baggie, and rules. Stock #131321, UPC 837654321423. $5.95.
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GURPS Traveller Classic: Planetary Survey 5 – Tobibak

The Savage Sea

The world called Tobibak lies slightly off the beaten track in Corridor Sector, a world 99% covered by ocean and overlooked by history for centuries. When Humans came, it was to exploit, not to settle, but Tobibak was already inhabited -- by a primitive intelligence mysteriously similar to another aquatic race from many light years away. TobiCorp exploited the natives as unpaid labor, using them to help mine the sea bottom and harvest the teeming schools of shrimp for sale offworld.

When a TobiCorp scientist discovered the truth, his conscience led him to expose the company's crimes, and Tobibak was taken over by the Imperial Ministry of Colonization.

Water worlds have always fascinated science-fiction fans, and Tobibak is a treatment in depth (so to speak). On Tobibak, Humans cooperate with the native aquatic race to develop a planet with vast animal and mineral wealth, dodging mammoth hurricanes and marauding predators. But the waters of Tobibak conceal enigmas -- who brought the aquatic sophonts, and why? Explore the mysteries in the depths of Tobibak.

Still waters run deep . . .

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

36-page PDF. Stock #30-6805, $2.99.
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Pyramid #3/39: Steampunk

Get All Steamed Up!

It was a time when the genius of gears and the power of perseverance seemed enough to shape the world. This month's Pyramid -- the PDF magazine for roleplayers -- revisits this exciting era, bringing to life the power of "Steampunk." This impossibly imaginative issue includes:

  • "Order of Precedence," a look at social hierarchies and their implications in Victorian England. Written by GURPS Steampunk and GURPS Social Engineering author William H. Stoddard, this feature uses the guidelines of Social Engineering to bring interpersonal intrigue to your steampunk world.
  • "Across Africa With Iron and Steam," an alternate-history campaign locale that expands the possibilities of the Age of Steam. Written by GURPS Fantasy-Tech 1: The Edge of Reality author Matt Riggsby, this near-historical setting provides info and history on the Trans-Kenya railway, including dangers (human and otherwise) and politics. It also comes with a map as well as GURPS vehicle stats for a personal airship.
  • "Necromenschen," a guide to how to give that steampunk style to your zombie invasion. Written by GURPS Line Editor (and GURPS Undead author) Sean Punch, this ghoulish guide gives GURPS details and design options for getting your body moving!
  • "The Clankers," this month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. This adventure outline puts the peace of the city in the heroes' hands, delivering GURPS vehicle and weapon stats for the cogwork creations in the process.
  • "A Whisper in the Sky," a look at fantastic gliding innovations for your steampunk campaign. Written by GURPS WWII: Their Finest Hour author Michele Armellini, this one gives GURPS stats for its vehicles as well as optional rules to claim the heavens.
  • "The Mohocks," a systemless gang to victimize the Victorian era. It gives their history, motivations, and main members.

This Pyramid also offers the latest Random Thought Table from Steven Marsh's lab, a Murphy's Rules that goes back to the drawing board, and more. There's no doubt about it: This month's Pyramid is our steamiest yet!

38-page PDF. Stock #37-2639, $7.99.
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GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon

A Reflection of Adversity

An eldritch mirror holds the key to demonic power. Courageous and mighty adventurers must face impossible odds to track it down.

You have to stop those guys from taking the treasure you plan to steal!

GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon presents an adventure for four or more Dungeon Fantasy heroes built on 250-300 points. As rumors of the mirror's existence spread throughout the land, the heroes must race against time to defeat monsters, overcome challenges, and outwit other adventurers who want to get the ultimate prize first. The heroes need to wander the wilderness, search the sacred grotto, and find the hidden fortress to save the day. This time, getting there may be more than half the battle!

In addition to a complete adventure (with a drool-inspiring treasure table), you also get:

  • Twelve adventurers, each with full GURPS Dungeon Fantasy stats and gear. Designed as rivals for this tale, each is also suitable as a ready-to-use PC . . . or for any other nefarious purpose!
  • Eleven "henchthings" -- followers and henchmen of the loot-seekers herein. Even after the adventure is over, you'll be prepared with GURPS stats for artillery mages, pixie thieves, karatekas, and more.
  • Monsters, monsters, monsters! Over a dozen new creatures waiting to kill headstrong heroes in this epic tale . . . or afterward!
  • Seven wilderness maps that can form the basis for countless outdoor encounters, whether used individually or combined into a mega battle map! Each is divided into hexes, for compatibility with basic or tactical combat.

Even if the heroes fight back the forces of darkness, the adventure includes plenty of ideas for follow-ups and spin-offs to keep the action going.

With GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon, the heroes need to face their own dark reflections . . . and keep them from getting the loot!

51-page PDF. Stock #37-0325, $9.99.
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In Nomine: Liber Reliquarum

Infernal Gadgets, Holy Relics, Artifacts of the Gods . . .

The War between Heaven and Hell has scattered countless relics of divine and infernal power throughout the world. These are not mere "magic items" to be stumbled upon in some celestial treasure trove; each is the personalized creation of an otherworldly power, to be handled with fear and trembling!

The Liber Reliquarum has everything you'll need to put artifacts in your In Nomine campaign: discourses on the nature of artifacts and their place in the In Nomine world; enhanced rules for artifact creation; more than a hundred new relics . . . including those wielded by the Archangels and Demon Princes themselves; and two new adventure scenarios.

Whether you need corporeal artifacts, talismans, relics, or reliquaries, from the mighty to the bizarre to the apocalyptic, you'll find them in Liber Reliquarum.

131-page PDF. Stock #30-3310, $7.99.
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F E B R U A R Y   2 0 1 2 

Munchkin 8 – Half Horse, Will Travel

Centaurs and Lizard Guys!

These two classic fantasy races get the Munchkin treatment in Munchkin 8 -- Half Horse, Will Travel! Plus new Race and Class Enhancers: you can be Elite, Legendary, or Elder! Go for all three . . . you'll need all the help you can get when you fight That Gecko On The Telly, the horrifying Centaurpede, or the dread Knight Mare!

112 cards. Stock #1485, UPC 837654321393. $19.95.


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GURPS Classic: Conan and the Queen of the Black Coast

Conan and Bêlit Together on Their Greatest Adventure!

Allies, swordmates, lovers . . . there were two no deadlier pirates in the Hyborian Age than Conan of Cimmeria, destined to be the greatest hero of his time, and Bêlit, savage ruler of the southern buccaneers! Together, they were Conan and the Queen of the Black Coast!

Now they face supernatural horrors of haunted ruins on the Zarkheba River. Live the adventure of the glorious Hyborian Age in this solo adventure for GURPS. Based on the short story by fantasy legend Robert E. Howard, it can be played many times without having the same adventure twice. Play the mighty Conan, or design your own character to face the evil of the ruined city. The book also includes:

  • Complete character descriptions for Conan and Bêlit.
  • Animals and monsters for your GURPS campaigns.
  • A map of the Tigress, Bêlit's private vessel, and other combat maps for this adventure.

(This is an e23 reprint of a GURPS Third Edition product.)

32-page book. Stock #30-6204, $5.99.
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GURPS Classic: Conan Beyond Thunder River

A Savage Horde Is Out for Blood

. . . And only the mighty Conan stands in their path!

When the army of Aquilonia marched across Thunder River and into savage Pictland, the tribes of the Picts were driven away. To secure his rich new territory, King Numedides built Fort Tuscelan, a powerful outpost meant to keep the barbarian Picts from striking back.

But Numedides' lone fort is not enough to stop the Pict raiders. In recent days, the ruthless natives have burned Aquilonian homesteads, raided merchant caravans, and brutally murdered several soldiers from the fort.

For the Picts have united behind a sorcerous leader: the great witch-doctor, Zogar Sag. Even now, he is raising a vast Pict horde to crush Fort Tuscelan.

You are Conan of Cimmeria, commander of the scouts at Fort Tuscelan. Can you stop Zogar Sag and his army?

GURPS Conan Beyond Thunder River is based on the story "Beyond the Black River," by Robert E. Howard. In it you'll find:

  • Adventure -- a 560-entry solo adventure for Conan of Cimmeria, or your own character. There are dozens of alternate paths . . . you can play over and over and never have the same adventure twice!
  • Conan Character Sheet -- the bold Cimmerian at age 40, as an officer in the service of Aquilonia.
  • Maps -- Northwestern Hyboria, showing Aquilonia and Pictland; Conajohara Province, between the two nations; and several combat maps, for the battles in this adventure.
  • Monsters -- nine fearsome Hyborian animals for your campaigns.

All of Aquilonia is depending upon you to save the land Beyond Thunder River!

(This is an e23 reprint of a GURPS Third Edition product.)

67-page PDF. Stock #30-6201, $5.99.
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Pyramid #3/40: Vehicles

Driven to Excellence!

Anchors aweigh away and full throttle! This month's Pyramid -- the PDF magazine for roleplayers -- takes a look at all things related to vehicles. The realistic and impossible from past, present, and future are pulling into your driveway now. This issue includes:

  • "Mecha Operations," which expands and tweaks the GURPS Spaceships rules to better facilitate robotic romps. Written by GURPS Ultra-Tech co-author Kenneth Peters, this article includes Spaceships stats for three brilliant bots.
  • "The Arsenal of Mageocracy," a port of fantastic creations (complete with map). Scribed by the sage Matt Riggsby (GURPS Fantasy-Tech 1: The Edge of Reality), this feature includes GURPS info for 10 of its creations.
  • "Hot Rides!" -- this month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. Get there in style with GURPS vehicle stats for eight of the most amazing (and expensive) modern sports cars.
  • "Things Fall Apart," offering guidelines for how to incorporate transportation trouble into any era. Whether your gaming table likes puzzle-solving or tactical troubleshooting, you're sure to find tips here to make them fear the "check engine" light.
  • "Spirited Rides," which gives adventure possibilities for three haunted vehicles (with GURPS stats). What was the ghost-ship's bargain? Can the heroes keep the trouble-solving truck appeased?
  • "The Between-Space," an impossible systemless "vehicle" for any era, to serve as transport, destination, and plot point. When we say "it's a bargain," that's more threat than exclamation . . .

This Pyramid also includes the latest Random Thought Table delivered from Steven Marsh's garage, a Murphy's Rules that loads up the trunk, and more. With this month's Pyramid, getting there is all the fun!

39-page PDF. Stock #37-2640, $7.99.
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GURPS Classic: Conan

The Greatest Hero of the Hyborian Age Was a Barbarian: Conan of Cimmeria!

Black-haired and sullen-eyed was Conan, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth. Cycles of legend revolve around his name, glimpses of a world before history, where evil wizards performed dark sorcery, and where the fate of an empire turned on the strength and skill of a single sword.

GURPS Conan lets you enter the Hyborian Age, when shining kingdoms lay spread across the world like blue mantles across the stars . . . Zamora, with its dark-haired women and towers of spider-haunted mystery; Zingara with its chivalry; Stygia with its shadow-guarded tombs; Hyrkania whose riders wore steel, silk, and gold; and powerful Aquilonia, the proudest kingdom of the world.

GURPS Conan includes:

  • A gazetteer featuring the people, customs, laws, religion, and mysteries of 34 lands in the world of Conan.
  • A bibliography of Conan stories: names, races and nationalities, places, and more.
  • Maps and historical information for the entire Thurian continent, from the isles of Antilla to the coast of Khitai.
  • Spells of the Hyborian Age, including the enchantments of the mysterious Black Ring and the potent sorceries of the Book of Skelos.
  • Rules for generating Hyborian Age characters.
  • Advice on running a Hyborian Age campaign and how to roleplay the non-human races, including Degenerate Men, Serpent People, and Satyrs.
  • GURPS stats for characters from the Conan saga, including Conan, Bêlit, and Thoth-Amon.

Based on the Conan stories by Robert E. Howard, L. Sprague de Camp, and others.

(This is an e23 reprint of a GURPS Third Edition product. GURPS Magic for Third Edition is also helpful, but not required.)

131-page PDF. Stock #30-6012, $9.99.
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GURPS Classic: Fantasy Bestiary

Creatures of Fantasy

This extensively researched book, based on authentic folklore and legends from all over the world, is a perfect resource for the GM of any fantasy campaign. It includes more than 250 fantasy animals and plants, ranging from interesting nuisances to monstrous menaces. Each is covered in detail, with a physical description, likes and dislikes, attitude toward mankind, and means of attack.

The main section is organized alphabetically, with creatures ranging from the voracious Afanc to the noxious undead rodents that men know as Zombie Gerbils.

These rules and creatures are written for use with the GURPS Basic Set, Third Edition, but can be used with any fantasy system. Some of this material was previously published in the GURPS Bestiary but the majority is newer. All of the older beast descriptions have been reworked and brought up to Third Edition standards.

The GURPS Fantasy Bestiary also includes:

  • Special chapters on Dragons and Fabulous Plants, with many examples of each.
  • A chapter on Mythological Motifs that lets players customize any creature from this book or the GURPS Bestiary. These rules can enhance the creatures of any fantasy game you play, making this a truly generic book!
  • The spells needed for many of the magical beasts and plants in this book.
  • A detailed look at different types of animal and plant poisons.
  • Two tables, each listing every creature in the book. One is arranged alphabetically, for easy reference. The other is organized by habitat, to let the GM quickly find an appropriate creature for any terrain or situation.

(This is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6504, $7.99.
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M A R C H   2 0 1 2 

Zombie Dice 2 – Double Feature

It's a blockbuster!

If you love zombies, you love zombie movies . . . and Zombie Dice! So here it is: Zombie Dice 2 -- Double Feature!

Three new dice give you three new ways to play. For the Big Summer Action Movie, you've got the two Heroes: the Hunk and the Hottie. He's got a double-shotgun icon, but if you eat his brain, you score double. The Hottie has two shotguns and three feet icons, making her fast AND dangerous.

For Santa Claus Meets the Zombies, you guessed it: Santa Claus is coming to town! He has three special gift icons -- a helmet, an energy drink, and a double brain! Or, of course, you could eat Santa's brain. It's a very merry undead Christmas!

Finally, in The Direct-to-Video Sequel: Use all three new dice and watch Santa rescue the Heroes!

Three new ways to eat brains, and they're all in Zombie Dice 2 -- Double Feature.

Three dice and rules. Stock #131324, UPC 837654321478. $7.95.

The Good, the Bad, and the Munchkin 2 – Beating a Dead Horse

A Horse Is A Horse . . .

A corpse, of course! The rowdiest crowd of munchkins ever to wreck a saloon is back for more in The Good, the Bad, and the Munchkin 2 -- Beating a Dead Horse! Fight new varmints like the Cattywampus or the Eyes of Texas! Ride new steeds like Old Plug and the One-Trick Pony! And if all else fails, call in the new Class . . . the Cavalry!

This is an expansion for The Good, the Bad, and the Munchkin. It is not a stand-alone game.

56 cards in a tuckbox. Stock #1486, UPC 837654321454. $10.95.
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GURPS Power-Ups 4: Enhancements

Enhance Your Game!

Enhancements are useful tools, providing unlimited ways to modify advantages. GURPS Power-Ups 4: Enhancements adds to the material from the GURPS Basic Set to provide new and powerful options.

This is a one-stop compendium of all general enhancements introduced after the Basic Set was released -- over 50 total, including several never before seen in any other GURPS supplement! Each enhancement is classified so the GM can know if it's benign, game-breaking, or somewhere in between.

You also get extensive guidelines, advice, and rulings on how to handle tricky enhancements. Meta-enhancements provide a way to customize new classes of abilities easily, the Cosmic enhancement is discussed in depth and fleshed out with several new variants, and the rules for modifying existing damage are greatly expanded and clarified.

Finally, you'll find a table of every enhancement -- including ratings for those classic abilities. Now you'll always know which enhancements are trouble!

With GURPS Power-Ups 4: Enhancements, you'll unlock near-infinite possibilities to augment your advantages. Forget those spam e-mails promising enhancement; this is the real deal!

25-page PDF. Stock #37-0142, $5.99.
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Pyramid #3/41: Fantasy World-Building

The World Is Yours to Shape

Lots of people have fixer-uppers. But for some folks, these projects are entire worlds. This month's Pyramid -- the PDF magazine for roleplayers -- offers tools and resources to help build a fantasy world:

  • "The Turning Points of History" offers a set of random tables to generate fantastic histories suitable for the smallest towns, the most epic worlds, and everything in between. Written by Matt Riggsby (author of GURPS Dungeon Fantasy 8: Treasure Tables), this article will have you devising today's action using yesterday's lore.
  • "Shadowland Runners," an add-on about how information brings rule to a widespread kingdom. GURPS author Michele Armellini describes (with GURPS rules) the ephemeral world that makes this communication possible.
  • "God Is Dead," this month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver, includes both systemless and GURPS insight. How does the world react when one of its deities dies?
  • "In the Jungle," which takes your fantasy gaming in a new direction -- straight up! Discover what the canopied world of trees has in common with dungeon-delving action.
  • "The Gnomish Mafia," a generic organization suitable for anywhere that can welcome small criminals with big plans.
  • "The Children of the Coming Darkness," a dire development for your GURPS Banestorm campaign. Can the world survive the plans of this insane cult?
  • "The Duodecennial Deviations," a developed look at how a calendar might bestow or remove GURPS abilities . . . and what that means for the world at large.
  • "Spirits in Everyday Life," an examination of how the spirits of a fantasy world might be appeased . . . and what can happen if they aren't.

This issue also contains a Random Thought Table that considers world-building from a rule standpoint, plus Odds and Ends we didn't have room for elsewhere . . . including a Murphy's Rules that's gone to the dogs.

They say the world keeps on turning regardless of our actions. However, it won't be as cool if you're not involved -- and Pyramid is here to help!

38-page PDF. Stock #37-2641, $7.99.
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GURPS Traveller Classic: Planetary Survey 3 – Granicus

The Pirate Paradise

Just outside the Imperium lies Granicus, a nondescript planet in an ordinary system. Nominally part of the Federation of Heron, Granicus charts its own course. The planetary government is a farce, barely able to control the struggles between city-states which define the planet's politics. And then there are the pirates.

For decades, Granicus has been a haven for space pirates, from independent Vargr corsairs to well-organized "cartels" that control whole renegade fleets. Savagely fighting with each other, openly controlling the government, and secretly supported by the Federation governor, the pirates of Granicus menace trade all the way into Imperial space. Now, finally, the Imperium is moving. Will it risk war with the Federation of Heron, or will it act more . . . indirectly?

Adventures abound for traders, spies, and freedom fighters alike. Brave the treachery and share in the wealth of Granicus.

Cut Your Drives and Prepare for Boarding!

(This is an e23 reprint of a GURPS Third Edition product.)

36-page PDF. Stock #30-6803, $2.99.

In Nomine Superiors 4: Rogues to Riches

Evil Lurks in the Hearts of Men

And these five Demon Princes thrive on man's hidden vices. Vapula, Prince of Technology, teaches disdain for nature and reverence for artifice. Valefor, Prince of Theft, urges men to take everything and give nothing. Mammon, Prince of Greed, supplants contentedness with covetousness. Fleurity, Prince of Drugs, supplies the most-reviled -- and most-desired -- substances on Earth. And Alaemon, Prince of Secrets, buries the truth and rejoices in lies . . .

Superiors 4: Rogues to Riches includes:

  • New attunements, Distinctions, and Rites for each Prince.
  • The Princes' allies in the pursuit of evil . . . and their foes, both demonic and angelic.
  • Life in the service of Secrets, Drugs, Greed, Theft, and Technology.
  • What each Prince's friends and enemies really think of him . . . and what he thinks of them.
  • Alternate versions of the Princes, tailored for styles from the comic to the unrelentingly tragic.
  • Adventure seeds to help introduce these Superiors into ongoing campaigns.

147-page PDF. Stock #30-3323, $7.99.
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In Nomine: Angelic Player's Guide

The Good Guys

Evil, beware! The Heavenly Host is here, terrifying and beautiful, and ready to play.

The Angelic Player's Guide contains everything you ever wanted to know about angels -- their history, their laws, the Choirs they belong to and the Superiors they serve . . . even the dark paths that can lead them to a Fall from Grace. In addition to expanded angel descriptions, it provides the players with four new campaign concepts and several ways to run them. Also included are special rules for playing Outcasts and relievers, and a chapter on angelic reproduction. The Angelic Player's Guide even has a step-by-step "Angel Creation Guide" for quickly and easily generating unique angel characters. The Angelic Player's Guide is a companion to the In Nomine roleplaying game.

Watch your step and don't Fall.

131-page PDF. Stock #30-3307, $7.99.
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In Nomine: Liber Servitorum

"Look in thy glass, and tell the face thou viewest
Now is the time that face should form another . . ."

-- Shakespeare

Not Just Another Face in the Crowd

Ancient angels, new-fledged demons. Soldiers of Heaven and humans sworn to Hell. Reborn Saints and undead mummies. Ethereal spirits who side with darkness, light, or their own shades of gray . . .

Within the Liber Servitorum, Game Masters and players alike will find more than 100 characters -- enemies, allies, or plotters in their own right -- ready to set their feet upon the stage as point-balanced player characters or experienced NPCs. Servitors from each Choir, Band, and Superior are represented here, as well as denizens of the Marches and mortals struggling on the battlefield between Heaven and Hell.

Also included are tips for making, maintaining, and destroying Roles, and guidelines for the creation and running of servants -- human or otherwise.

So join the crowd inside these pages and get ready to rumble . . .

131-page PDF Stock #30-3314, $7.99.
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GURPS Classic: Magic Items 1

In the Chest You Find . . .

Enchanted swords . . . marvelous rings . . . animated armor . . . wands and staffs of devastating power. Here is a catalog of hundreds of original and imaginative enchanted items for use in any campaign, from exotic trinkets to mighty artifacts. Categories include swords and weapons, armor, wizardly tools, thief's supplies, clothing, jewelry, healing tools, necromantic items and curses, tricks, and traps.

GURPS Magic Items 1 also describes the eldritch shops that sell these wonders, and more:

  • Discovering Magical Items -- advice to GMs on getting magical treasure into the players' hands . . . and out of them!
  • The Magic Trade -- a complete and realistic guide to the economics of enchantment in a medieval fantasy world, including profiles of the typical enchanter, enchanter's patron, and magical merchant.
  • The Compleat Powerstone -- everything you ever wanted to know about the enchantment and economics of powerstones, including tables for quick generation of the powerful gems.
  • A reference table of costs, duration, and powers, covering all of the hundreds of magical items previously published in GURPS Magic.

(This is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6038, $7.99.
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GURPS Classic: Screampunk

Warning:

Contained in this slender volume are Horrors so great that Unmarried Women, or those in Delicate Condition, should read with Great Caution -- and Protective Eye Wear, if available.

It is an Age of Revolution; the world has been cruelly purged . . . in fire, and blood, and steam. From the past, untold horrors wait to clutch at men’s souls.

It is an Age of Invention; even the Laws of Nature must fall before the power of Progress! Sinister villains plot to use their newfound inventions against society, nature, and even God Himself!

It is an Age of Steam; the most brilliant minds of the age experiment with novel, wondrous ideas -- but is mankind ready for such power?

GURPS Screampunk presents a toolkit for incorporating Victorian steampunk into games of gothic horror:

  • A guide to gothic horror themes, locations, and plots, with suggestions that add a doom-laden atmosphere to your games.
  • The use of weird technology as a corrupting influence.
  • Real-world Victorian scientific institutions -- and the mobs that opposed them.
  • Character archetypes including the cruel guardian, the sinister servant, the ingenue, and the swarthy foreigner.
  • Adventure seeds, plot hooks, and guidance for running gothic horror scenarios.

The ominous shadows of the past loom over the present. The forces of reason man the last barricade against superstition, medieval barbarism, and ancient nightmares. Will you stand against the darkness?

(This is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6538, $2.99.
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GURPS Traveller Classic: Rim of Fire

Where Empires Collide . . .

The Solomani Rim stands at the center of Human and Imperial history. It is home to the Solomani Confederation, an aggressive empire of Human supremacists eager to back their beliefs with force. Adventurers entering the Solomani Rim will discover some of the Imperium's oldest and most developed worlds -- and some of its greatest dangers.

Rim of Fire describes more than 400 worlds and star systems . . . Imperial, Solomani, Vegan, and rebellious. It also describes:

  • The Solomani Confederation, and the iron-fisted SolSec that keeps the populace in line.
  • Rules for Solomani characters and sample Solomani Confederation starships.
  • The great clashes between the First Imperium and the Earth-bred founders of the Second, as well as between the Third Imperium and the Solomani descendants of the Second.
  • Life on Terra, birthplace of all Humaniti . . . a shrine to the Solomani, now held by the Imperium.
  • The Vegans and the Vegan Polity, an economic powerhouse that plays an important role in past and present Solomani Rim politics.

The Solomani Rim contains more history, honor, and horrors than any other part of Charted Space. Explore it today!

(This is an e23 reprint of a GURPS Third Edition product.)

147-page PDF. Stock #30-6615, $9.99.
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Car Wars Expansion Set 2

The Road of the Future Is Littered . . .

Cars, trucks, buses, cycles, police cruisers, wrecks, tire spikes, dropped mines, smoke, paint, oil slicks, debris, pedestrians, and record counters -- it's the extra counters you need to "decorate" the roads of your Car Wars game! Populate or trash your streets with the counter sheets from Car Wars, Crash City, and Truck Stop, all in one set.

Plus, you get a Turning Key that makes even complicated Car Wars maneuvers easy. Print one for every player!

5-page PDF Stock #30-7106, $1.99.
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Uncle Albert's 2035 Catalog

Uncle Al – The Duellist's Pal!™

Uncle Albert™ gives you the weapons, gadgets, and accessories you need for your Car Wars battles!

Since 2027, Uncle Albert's™ Auto Stop and Gunnery Shop has given autoduellists everywhere the state-of-the-art weaponry, defenses, and accessories they've come to depend on for success in the arena and survival on the road. Now Uncle Albert proudly presents his newest, largest, most up-to-date catalog of items for the discriminating duellist! Here, grouped into four easy-to-find categories – Offense, Defense, Accessories, and Personal Items – are the ram plates, radios, radar, flamethrowers, fireproof armor, targeting scopes, tank guns, and other old favorites that have achieved international popularity. And wait till you see our new research breakthroughs, scattered throughout the catalog! They're all fully tested -- and guaranteed!

Important Note: Uncle Albert wishes every civic-minded duellist to observe local weapon and duelling laws when purchasing and using any of this equipment. Uncle Albert cannot take responsibility for unlawful use of this merchandise.

43-page PDF. Stock #30-7116, $4.99.
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Car Wars Combat Showcase

The Latest and the Greatest

Vehicle manufacturers from across the world meet at the National Fair of Texas to exhibit their latest designs at the Combat Showcase! Thousands of autoduelling fans saw the cutting edge of automotive technology in person at the National Fair, but folks who couldn't make the trip were out of luck -- until now.

This commemorative book captures the glamour, excitement, and most important, the vehicle designs of the 2037 Combat Showcase. See --

  • 103 new, innovative design ideas for cars, cycles, trikes, and trailers!
  • Designs of the actual vehicles used in the AADA 2036 World Championship Tournament, plus comments from the participants and an interview with the World Champion!
  • The Lone Star Limo – Texas President Duke Buchanan's personal vehicle!
  • And each vehicle is presented in schematic form -- ready for play, with all the information you need at your fingertips. Just pick a design, and go!

60-page PDF Stock #30-7126, $4.99.
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In Nomine: Liber Castellorum

"So the people shouted and the trumpets were blown. As soon as the people heard the sound of the trumpet, the people raised a great shout, and the wall fell down flat . . ."
-- Joshua 6:20

. . . But you don't want that to happen to your strongholds in the War between Heaven and Hell. In the Liber Castellorum (Book of Tethers), discover how Tethers -- the celestial outposts on Earth -- form, grow, and die. Learn how to protect your Tethers from attack, and how to undermine the fortresses of your enemies. From the halls of Notre Dame to the House of the Morning Star, Tethers are everywhere.

The Liber Castellorum contains Tethers for all the major Superiors, worldwide, including examples that can fit into any campaign. It also includes guidelines for creating Tethers, staffing them, protecting them, handling them in play . . . and destroying them. If your celestials dream of becoming Seneschals, or just need to work off some dissonance, the Liber Castellorum will provide inspiration, plots, and settings.

131-page PDF. Stock #30-3313, $7.99.
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Munchkin Thingies

Do you always confuse a British pirate with a British spy? Do you remember that one of the Star Munchkin Races lets you kick open a door twice, but you can never remember which one? Or are you thinking about picking up a new Munchkin expansion, and you want to know what Classes and Races it contains?

Munchkin Thingies has your answer. It lists every Class, Race, Loyalty, Accent, Birthright, Faction, and Mojo from every Steve Jackson Games Munchkin set (through Munchkin Legends 3) in one handy, free resource. Download it today and never forget what the Monster Whacker does again!

14-page PDF. Stock #37-2016, $FREE.
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A P R I L   2 0 1 2 


W 2 3 

In Nomine: You Are Here

Around the World in 666 Days

And us without a map . . .

Across the Symphony, from Heaven to Hell, in Earth, and even in the Marches, there are places which have meaning. They are more than just earth and stone -- they're cared for or abhorred, worked in and lived in, important to people . . . and even more important to your characters!

This book is full of different locations that can be used as instant adventures, or worked into a campaign to add flavor. The secret projects of Demon Princes; the sacred areas protected by Archangels; Ethereal Domains etched into the global unconscious; purely human areas on Earth that the War hasn't touched yet -- they're all here. Dozens of places hide secrets, all waiting to be discovered by those who won't know what they're getting into!

For all the players who keep asking their GMs where they are, and all the GMs trying to give them an answer -- You Are Here. Now the players just have to cope with it . . .

131-page PDF. Stock #30-3316, $7.99.
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Epic Munchkin (Reprint)

Does your Munchkin adventure end too soon? There you are, multi-raced and multi-classed, with three hands full of killer items, buffed up with sidekicks and Munchkin Fu styles . . . and the game's over. Rejoice, for Epic Munchkin is here. You will find gathered in this one set the Epic rules for all Munchkin core sets and supplements published through December 2012.

7-page PDF. Stock #37-2011, $FREE.

Pyramid #3/42: Noir

Make Your Way in a World of Gray

The shadows from the streaks of rain form lines like prison bars across the wall of your office. Who can you trust in this questionable world? Only yourself . . . and Pyramid, the PDF magazine for roleplayers. This month we turn our black-and-white gaze on the world of noir:

  • "The Zephyr Club," an adventurous locale for any mostly modern milieu. Written by Matt Riggsby (author of GURPS Locations: Tower of Octavius and others), this place includes magnificent maps plus key GURPS details for its staff. The Zephyr Club is a great place to begin a memorable adventure . . . or end it!
  • "The Gameable Bouncer," a look at a timeless profession. In addition to the basics of the biz, this guide to keeping the private-club peace includes three GURPS templates.
  • "Human, Flawed" -- a collection of eight GURPS supporting-cast members that might populate a hard-boiled world. Your mean streets will come alive when you have a cynical politician, a plucky young reporter, a neutral gangster, and more at your fingertips!
  • "The Gathering Will," a ready-to-use plot device for bringing together those solitaire noir heroes . . . and keeping them together, 'til death do they part!
  • "The House of the Sun," a den of iniquity, intrigue, and danger suitable for any campaign daring enough to add some 1930s San Francisco sin to their shadowy setting.
  • "The Femme Fatale," an exploration of an old and ominous trope, complete with a look at some GURPS traits that are most suitable for this mischief-maker.

This Pyramid also presents a criminal Murphy's Rules with Greg Hyland, plus Steven Marsh's rain-soaked Random Thought Table. Let this issue's illumination help you out of the dark . . . and into the world of noir!

39-page PDF. Stock #37-2642, $7.99.
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GURPS Classic: Magic Items 2

Swords and Sorcery

GURPS Magic Items 2 once again opens the doors to shops full of arcane artifacts and enchanted objects . . . over 450 completely new items.

All of the familiar magical shops from GURPS Magic Items 1 are here, with new items for armor and protection, magical weaponry, mystical healing, necromantic magic, curses, tricks and traps, and more. You also get eight new shops for magic-seeking adventurers to visit, with items for bardic magic, adventuring items, holy magic, and toys and entertainment.

You'll also find:

  • Enchantment -- Expanded rules on alternate methods of enchantment, including a detailed section on enchanting holy magic items, primitive enchantment, improvised enchantment, and creating runic items.
  • Quirking -- Optional rules for adding quirks to enchanted items. Complete tables are provided to give GMs the ultimate flexibility in personalizing magic items -- from swords that cough to cloaks that insult their wearers.
  • Spellbooks -- A detailed section on creating and using Spellbooks as tools for mages.

Many mystical items lurk within these pages! Time to go shopping!

(This is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6512, $7.99.

GURPS Traveller Classic: Planetary Survey 6 – Darkmoon

The Prison Planet

"Welcome to Darkmoon Imperial Prison. I am Warden Kaede Malone, and you are very lucky. Instead of a filthy, lice-infested prison mine, you've come to a clean, state-of-the-art correctional facility.

"Darkmoon Prison is operated under Ministry of Justice charter by Schunamann und Sohn AG. You will work hard to repay your debt to society for the crimes you committed, and your debt to SuSAG for providing the necessities of life here. If you demonstrate contrition and participate in recommended programs, you may qualify for change in your status and stay at a minimum-security facility.

I see mention that this is a SuSAG operation has caused a stir. Don't be afraid! SuSAG pharmaceuticals are all extensively tested on animals before any human trials are run."

The Darkmoon system has been many things -- a base for the Imperial Navy, a System Defense Boat and Space-Submarine Warfare School, the last stop of a fringe group of cultists seeking to escape the downfall of civilization . . . but when the Navy left, the system became a backwater, and economic ruin set in. To the rescue came the megacorporation Schunamann und Sohn AG, which turned the facility into a maximum-security enterprise.

On a gas-giant moon under miles of ice and water, this "escape-proof" prison is the final stop for 3,000 of Imperium's worst scum, from corsairs to Ine Givar terrorists. But Darkmoon is no ordinary prison world . . . a prisoner who steps out of line may find that he's been reclassified "lab rat."

(This is an e23 reprint of a GURPS Third Edition product.)

52-page PDF. Stock #30-6806, $2.99.
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M A Y   2 0 1 2 

Cthulhu Dice

Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!

Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and your're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!

Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.

One large custom die, 18 glass marbles, baggie, and rules. Stock #131327, UPC 837654321584. $6.95.

+6 Bag o' Munchkin Level Counters Set 2

Stop Carrying All Those Pennies!

Six more big, easy-to-read level counters for Munchkin . . . in six more great Munchkin flavors! And of course there's a special rule!

Special Rule

If you are using a level counter that matches the set (or one of the sets) you are playing, start the game at Level 2 rather than Level 1! Roll the die before the game. The high roller gets to pick his level counter first. If the order matters after that, go in descending order of rolls.

Six level counters in a plastic bag. Stock #5541, UPC 837654321515. $9.95.
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GURPS Basic Set: Characters (Reprint)

GURPS has been the premiere universal roleplaying game for almost two decades. The current Fourth Edition makes it even better!

With GURPS, you can be anyone you want -- an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else!

GURPS Basic Set: Characters combines material from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.

336 pages. Hardcover. Stock #01-0001, ISBN 978-1-55634-729-0. $49.95.
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Munchkin The Guild

Munchkin'd!

Munchkin is the classic card game of killing monsters and taking their stuff. The Guild is the hot Web series about a gaming group that puts the FUN in dysFUNctional. (Because otherwise it'd be "dysctional," and that's hard to say.)

Now they've come together in a glorious spew of AWESOME, with the new 15-card booster, Munchkin The Guild! Add Codex, Vork, Clara, Bladezz, Tink, and the mighty Zaboo to your adventures. You may meet some of their foes along the way . . .

Munchkin The Guild is designed by Steve Jackson and illustrated by Len "Geek a Week" Peralta.

Finseal pack containing 15 cards. Stock #4230, UPC 837654321539. $5.95.

Munchkin Cthulhu Kill-O-Meter

Munchkin fans love crazy things, the crazier the better . . . like a Munchkin Cthulhu game when the cards start flying and ichors, monster enhancers, and other bonuses keep the levels bouncing up and down! Now you'll never have to stop and recount again!

With the Munchkin Cthulhu 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 Munchkin Cthulhu or any other flavor of Munchkin.

The Kill-O-Meter comes with two special Munchkin Cthulhu bonus cards -- and since the dials can be read from either side, we put munchkins on one side and unspeakable tentacled monsters on the other.

One two-sided combat counter and two Munchkin Cthulhu cards. Stock #5540, UPC 837654321461. $6.95.
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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!

Illuminati was an instant hit when it was released in 1982 and won the Origins Award for Best Science Fiction Boardgame. It has been Steve Jackson's signature title ever since.

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.

Munchkin (Reprint)

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Admit it. You love it.

Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .

And it's illustrated by John Kovalic!

Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

168 cards, one six-sided die, and a rulesheet. Stock #1408, UPC 837654320310. $24.95.

Munchkin 2 – Unnatural Axe (Reprint)

112 more cards for the game of killing monsters and taking their stuff. Play a new race: Orcs! Face foes like the Hydrant and the Tentacle Demon. Equip yourself with dread armor like the Spiked Codpiece. Recruit allies like the Shoulder Dragon. Wield mighty weapons like Druid Fluid, the Slug Thrower and, of course, the dread Unnatural Axe . . . and show them who's the greatest munchkin of all.

Munchkin 2 – Unnatural Axe is a supplement to Munchkin; you will need the original game to play. Or you could add it to any of the other Munchkin game sets instead. It'll work, and it'll be silly, and that's what we all want here.

112 cards in a tuckbox. Stock #1410, UPC 837654320457. $19.95.

Munchkin 3 – Clerical Errors (Reprint)

Another 112 cards for the best-selling game of killing monsters and taking their stuff. Play a new race: Gnomes! Try on the Bard class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who's the mightiest, munchkinest dungeon delver of them all.

And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. So in this set you'll find:

112 cards in a tuckbox. Stock #1416, UPC 837654320488. $19.95.

Munchkin 4 – The Need For Steed (Reprint)

Munchkin 4 – The Need for Steed is an expansion for the original Munchkin – 112 more cards for killing monsters, stealing treasure, and backstabbing your fellow players. This set introduces Steeds, the trusty mounts of legend . . . Oh, wait – this is Munchkin! So these Steeds include not just the Dragon and the Tiger, but the Giant Mutant Gerbil (drawn by guest artist Shaenon K. Garrity of Narbonic), the Chicken, and Big Joe, who might be a Steed or might be a Hireling. It's hard to tell.

Hireling? Yes indeed, The Need for Steed has lots and lots of Hirelings, who look quite a bit like Sidekicks from Super Munchkin, or Minions from Munchkin Bites! Add these valuable characters to your retinue, use their special abilities, and sacrifice them to save your own skin!

Feel the need . . . The Need for Steed! (Now with full-color art!)

112 cards and rulesheet in a tuckbox. Stock #1444, UPC 837654320631. $19.95.

Munchkin 6 – Demented Dungeons (Reprint)

Now It's Really A Dungeon Crawl!

Demented Dungeons brings a new twist to Munchkin. Now you can enter the Dungeon of Elvish Excess, where everyone is an Elf. Or take a Portal to the Dungeon of Manga Wrangling, where tentacles are even more dangerous. Or power up in the Dungeon of Unexpected Epicness -- although it's hardly "unexpected," given the name. Or all of them at once!

Each of the 20 double-sized Dungeon cards adds a new rule that affects the entire party, and maybe the monsters, too! Use the 16 Portal cards to jump from one Dungeon to the next in your search for gold and glory.

Munchkin 6 -- Demented Dungeons is an expansion for the classic Munchkin set, and was designed by Steve Jackson and illustrated by John Kovalic.

20 double-sized cards, 16 standard-sized cards, and a rulesheet, in a tuckbox. Stock #1457, UPC 837654320594. $10.95.

Munchkin Kill-O-Meter (Reprint)

Munchkins love it when the cards start flying. The best combats are the ones where potions, monster enhancers, and other bonuses keep the levels bouncing up and down! But keeping count can make your brain explode (which is messy). Now this handy gadget does it for you!

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. $6.95.


W 2 3 

GURPS Classic: Castle Falkenstein – The Ottoman Empire

There are many empires in the fantasy-Victorian world of Castle Falkenstein . . . but none like the Ottoman Empire. GURPS Castle Falkenstein: The Ottoman Empire takes you to a land of ancient magicks, mad Sultans, and mazes of mysteries and plots.

Based on the historical reality of the declining Ottoman Empire, this is a great reference for any game set in the 19th century, from cliffhanging adventures, through horrific confrontations with ancient and uncanny powers, to steampunk exploration of the Arabian deserts or railway-building in the Levant.

You can also explore Middle Eastern magick: sorcerers, magickal Orders like the militant Senusi Dervishes, deadly Djinn, and -- of course -- magic carpets.

With stats for both the original Castle Falkenstein game and the GURPS version, it's everything you need to adventure in the Lands of the Sublime Porte.

131-page PDF. Stock #30-6722, $7.99.
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Pyramid #3/43: Thaumatology III

The Magic Is Back!

Are you looking for more magic at the gaming table? This month's Pyramid -- the PDF magazine for roleplayers -- is there for all your eye-of-newt needs. This month we visit the topic of Thaumatology for the third time, with more magical alternates and tweaks to add that spark back into your life. This issue's mana-marinated morsels include:

  • "Adelphos Dionysos," a school of magic that follows the form of GURPS Thaumatology: Magical Styles. Written by GURPS giant Sean Punch, this style draws on the power of wine to give its practitioners power sublime!
  • "Cultists of the Elder Gods," a look at the followers of everyone's favorite GURPS Dungeon Fantasy freaks. These clerics are quick to prove that madness is a state of mind!
  • "Bottled Magic," an expansion of the Ritual Path magic options from GURPS Monster Hunters. With rules for potions, salves, and more, you won't think over these new options; you'll drink over them!
  • "Ghoul Magic," this month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. Discover the GURPS Thaumatology rituals that will let you slake your appetite . . . by giving you a new appetite!
  • "The Missioners," a systemless group of mortal minds hoping to bring magic back into the world -- no matter the cost.
  • "Magic as Technological Progress," a different way of looking at the core GURPS Magic system. It's like tech levels . . . for spells!
  • "Real Weird Books," a primer on the perfect starting points for introducing actual arcane lore into any gaming situation.

This Pyramid also presents a mystifyingly mundane Murphy's Rules with Greg Hyland, plus Steven Marsh's crackling-fun Random Thought Table. When it comes to Pyramid issues devoted to magic, the third time's the charm!

37-page PDF. Stock #37-2643, $7.99.
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GURPS Classic: Castle Falkenstein

Steam Meets Magic

Imagine a world very much like 19th-century Earth, but with wizards and swashbuckling heroes . . . and Dragons and Faerie! A world where Kabbalistic magic meets steam-powered technology against the backdrop of imperial intrigue, and where the writings of Doyle, Shelley, Verne, and their contemporaries are fact. A world of high fantasy and romance. This is the world of Castle Falkenstein.

This critically-acclaimed RPG setting was originally published by R. Talsorian Games. It found an enthusiastic fandom . . . gamers even showed up at conventions in elaborate Falkenstein court costumes. For its fans, there is no setting quite like "Falk," with its combination of courtly graces, 19th-century intrigue, and steampunk.

Now, GURPS players can join the dance with the Steve Jackson Games adaptation of Castle Falkenstein. GURPS Castle Falkenstein is true to the original in style and substance, and includes full conversion notes so GMs of either system can use all the sourcebooks published for the other.

(This is an e23 reprint of a GURPS Third Edition product.)

163-page PDF. Stock #30-6099, $9.99.
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Munchkin d6 (16mm loose)

There's no such thing as having too many Munchkin dice! These six-siders come in all kinds of weird colors and feature the Munchkin-head icon as the 1. We will choose your color randomly from whatever we've got at the instant we get your order. If you order multiple dice, we'll pick different colors if we've got them. All colors are equally perfect for killing monsters and taking their stuff! Get yours now, or the monsters may get you instead . . .

One random 16mm d6. Stock #5543, $1.00.
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GURPS Classic: Conan – Moon of Blood

Can You Stop the Pictish Hordes?

War has come to the Westermarck. The primitive Picts, led by the powerful shaman Zogar Sag, are marching west to reclaim the land that was once theirs -- aided by sorcery and a traitor from the Aquilonian ranks! Can the mighty Conan uncover the treachery and stop the savage attack?

Recreate the excitement of the glorious Hyborian Age in this solo adventure for GURPS. Based on the story "Moon of Blood," featuring Robert E. Howard's legendary barbarian, Conan of Cimmeria, it can be played many times without repeating the same game. Relive the exploits of the mighty Conan, or send a hero of your own design on the road to fame and glory.

Inside, you'll find:

  • GURPS statistics for Conan at age 40.
  • Rules for designing your own hero.
  • All the necessary maps and tables.
  • Game statistics of the people and animals you will meet.

This is a sequel to Conan Beyond Thunder River. You can use the character from that adventure here, but it is not necessary.

Become part of the Conan legend with Conan: Moon of Blood!

(This is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6206, $5.99.
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Munchkin Tournament Rules (Reprint)

Sure, you can steal treasures and kill monsters within your own group, but are you Munchkin enough to win a really big game? For anyone looking to run or play in a Munchkin tournament, the Munchkin Tournament Rules are just what you need.

The official Munchkin Tournament Rules booklet provides guidelines for fair and consistent tournament play, for all Munchkin games worldwide. It provides all the rules and responsibilities that players and Tournament Organizers need to follow . . . and what happens if the rules are broken. With the Munchkin Tournament Rules, up to seven billion of your closest friends can finally stab each other in the back in an organized, official manner. (Now updated to account for the rule changes beginning with the 19th printing of Munchkin in May 2010!)

4-page PDF. Stock #37-2013, $FREE.
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Munchkin Zombies T-Shirt (Reprint)

Every zombie knows that fashion is crucial -- no one wants to be caught wearing last year's hot outfits while you're stalking the living and eating their brains. Luckily, now you have the Munchkin Zombies T-Shirt in your wardrobe!

Official Rules

1. 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.

2. The autograph of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt lets you treat one Power as Rank 0 per autograph. You may not change the Rank 0 Power(s) once selected.

3. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

4. Use of the Cheat! card overrides Rule 3 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

5. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

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.

One T-shirt. Stock #9151, $20.00.

Munchkin Fairy Dust T-Shirt (Men)

You asked for it, so here it is -- the official Munchkin Fairy Dust T-shirt.

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

Official Rules

  1. 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.
  2. 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.
  3. The autograph of either Steve Jackson or John Kovalic on the shirt lets you trade for a Fairy Dust card twice per game. With both autographs, you can do it three times.
  4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
  5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
  6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

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.

One T-shirt. Stock #9159, $20.00.

Munchkin Fairy Dust T-Shirt (Women)

You asked for it, so here it is -- the official Munchkin Fairy Dust T-shirt, in a special cut for the ladies!

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

Official Rules

  1. 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.
  2. 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.
  3. The autograph of either Steve Jackson or John Kovalic on the shirt lets you trade for a Fairy Dust card twice per game. With both autographs, you can do it three times.
  4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
  5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
  6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

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.

One t-shirt. Stock #9160, $20.00.

GURPS Classic: Conan the Wyrmslayer

Can You Conquer the Snow Devil?

The Aesir speak of Snow Devil Pass with dread -- and with good reason. Whole parties have vanished there without a trace. Can the mighty Conan master the bitter cold, the savage beastmen -- and the other horrors that lie beyond?

Experience the glorious Hyborian Age in this solo adventure for GURPS. Based on the story "Lair of the Ice Worm," featuring Robert E. Howard's legendary barbarian, Conan of Cimmeria, it can be played many times without taking the same course. Relive the exploits of the mighty Conan, or send a hero of your own design on the road to fame and glory.

Inside, you'll find:

  • GURPS statistics for Conan at age 23.
  • Rules for designing your own hero.
  • All the necessary maps and tables.
  • Game statistics of the people and animals you will meet.

(This is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6205, $5.99.
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Munchkin Conan

What is good in life?

To kill the monsters and take their stuff!

Conan -- challenging the world, slaying monsters, defeating armies, laughing in the face of death. He steals the treasure, spends it, and steals more. Conan is THE Barbarian.

Robert E. Howard's epic hero gets the full Munchkin treatment in Munchkin Conan, the new core set written by Steve Jackson and illustrated by John Kovalic. Play a Cimmerian Warrior or a Stygian Wizard! Wield the Sword of the Phoenix and poison your foes with Black Lotus! Slay Thoth-Amon's minions, Pict raiders, and abominable monsters, and hear the lamentations of their women!

168 cards, one six-sided die, and a rulesheet. Stock #4411, UPC 837654320983. $24.95.
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Munchkin Zombies (Reprint)

Kill the Living! Eat their Brains! Braaiiinns!

It's the sickest, silliest Munchkin yet! You are zombies, kicking down doors and eating brains. The “monsters” you're attacking are people, some helpless and some hazardous, with a few rogue zombies thrown in. The armor is whatever you've blundered across during your lurching search for brains. So bravely you'll go forth, with mousetraps on your feet and a bowling trophy protecting your poor rotting head . . . to level up, or to die.

Again.

168 cards, one six-sided die, and a rulesheet, in a 6" x 9" box. Stock #1481, UPC 837654321010. $24.95.


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GURPS Locations: Hellsgate

Go To Hell . . . And Back!

Hellsgate! The name strikes fear in mortal minds and hellish hearts alike. Ruled by demons, this city seems to exist in violation of natural laws. Hellsgate does not care. For those who live here, Hellsgate serves as a prison for some and a respite from the wars of Hell to others. For those who visit, it's equal parts danger and opportunity. Hellsgate is many things . . . most of them tinged with evil.

GURPS Locations: Hellsgate presents a darkness-defined city suitable for any campaign looking for a bit of Hell on Earth. Designed for maximum applicability and ease of use, this supplement includes:

  • The history, economics, current population, and key features of daily life (including details in GURPS City Stats format). Understand how the city became what it is, and what to expect when you get there.
  • A map with the location of major structures and destinations. Find your way to the Anticathedral or Perpetual Arena like a native!
  • Details on intriguing points of interest. Visit the Fire Garden, which holds dangerous fruits that many would pay handsomely for. Explore the Bone Palace, with its numerous ingenious traps. Try your luck at one of the two distinctly different taverns, each catering to a distinctly different clientele.
  • Notable residents: the demons, the mortals, and the undead. Their descriptions come complete with GURPS stats, as well as five templates and a new demon meta-trait.
  • Insight into how to insert Hellsgate into your campaign, including tips for customizing the metropolis and adventure ideas to get the action started.

Whether you're looking for a GURPS Dungeon Fantasy locale to loot and pillage, a subtle fantasy stopover for subterfuge and intrigue, or a permanent part of your paranormal panorama, GURPS Locations: Hellsgate presents the perfect place to visit for the time of your life!

30-page PDF. Stock #37-1413, $7.99.
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Car Wars Division 5 Set 3 – Napalm vs. Dagger

Car Wars launched with three Division 5 sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play. Get 'em all and you've got six cars -- host your own Amateur Night!

The Napalm barbecues its opponents with twin front-mounted flamethrowers. The Dagger is a ram car with a deadly micro-missile launcher. Division 10 variations are included for both cars.

25-page PDF. Stock #37-4003, $2.99.
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Munchkin Jumbo d6 (Ichor Green)

Bigger Is Better . . . and Ickier!

These super-sized 25mm 6-siders are Warehouse 23 exclusives! The set includes two jumbo ichor-green dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.

Note: Six other sets, in six different colors, were released in the summer of 2011. They are NOT W23 exclusives, but they DO come with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice! But these dice do not come with cards. You have to love them for their own icky sakes.

Two 25mm six-sided dice. Stock #5523M, $6.00.
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Pyramid #3/44: Alternate GURPS II

Rules Made To Be Broken!

GURPS is designed to be the game system you want it to be, with a plethora of possibilities and options of all types. But sometimes, you want to push the system to strange new places. Sometimes you want to be radical or experimental. This issue of Pyramid -- the PDF magazine for roleplayers -- is for you. This month's theme is Alternate GURPS II -- a sequel to the wildly popular earlier installment. This month's highly optional boundary-breaking brilliance includes:

  • "The Last Gasp," an extensive overhaul of the core Fatigue Point system. Hit your wall more gracefully with systems for long-term fatigue . . . and use the new Action Point system to influence your moment-to-moment actions!
  • "From Skills to Advantages," a new system by GURPS mastermind Sean Punch that lets you add limited cinematic feats to your realistic campaigns. Discover abilities such as Healer's Touch or Eye of the Arcane!
  • "Colorless Green Ideas Sleep Furiously," a radical skill-based alternative to the core languages system for GURPS. Written by Roger Burton West (author of GURPS Reign of Steel: Will to Live), this feature includes an extensive table that showcases the relationships between every modern language with more than 3,000,000 speakers.
  • "Tactical Mass Combat," this month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. These rules transform the system from GURPS Mass Combat into a counter-based, wargame-style tactical experience.
  • "Abstract Wealth," which transforms the core GURPS rules for dealing with money into a fast-paced Wealth attribute. Roll to see if you have the funds for that big purchase!
  • "Appendix Z: Survivable Guns," another David Pulver-penned tweak that looks at firearm damage. Maintain some realism while making it more feasible to survive without being draped in bulletproof armor.

This Pyramid also presents creepy-eyed aliens in Murphy's Rules by Greg Hyland, plus Steven Marsh's niche-protecting Random Thought Table. GURPS is only limited by your imagination -- and this month's Pyramid will push your imagination to new heights!

38-page PDF. Stock #37-2644, $7.99.
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Munchkin Jumbo d6 (Sparkly Green)

Bigger Is Better . . . and Sparklier!

These super-sized 25mm 6-siders are Warehouse 23 exclusives! The set includes two jumbo sparkly green dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.

Note: Six other sets, in six different colors, were released in the summer of 2011. They are NOT W23 exclusives, but they DO come with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice! But these sparklies do not come with cards. You have to love them for their own sparkly sakes.

Two 25 mm six-sided dice. Stock #5523J, $6.00.
Buy Now!

Munchkin Jumbo d6 (GITD) (Reprint)

Bigger Is Better . . . and Brighter!

These super-sized 25mm 6-siders are Warehouse 23 exclusives, and they glow in the dark! The set includes two jumbo dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.

Note: Six other sets, in six different colors, were released in the summer of 2011. These were NOT W23 exclusives, and each set a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice! This set does NOT come with any cards. Just photons.

Two 25 mm six-sided dice. Stock #5523G, $6.00.
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Munchkin Bracelet of Slapping

Munchkin Bracelet of Slapping Rules

The Munchkin Bracelet of Slapping may be used in any game of Munchkin or its sequels. You may only use one Bracelet of Slapping in a game (and if the Bracelet is removed, you can't put it back on later).

Once per game, at any time when you have a free Hand, you may slap the Bracelet of Slapping on your own wrist. You have a +5 bonus as long as that Hand remains free. The Bracelet may not be stolen, lost to Bad Stuff (other than Death), or Cursed away. You may choose to remove the Bracelet of Slapping to cancel any "lose a level" effect. You must remove the Bracelet of Slapping if you want to use that Hand for another Item, or if your munchkin dies . . . and if someone else loots it from your corpse, he may use it! (He has to give it back once the game is over, though.)

One slap bracelet. Stock #5548, $3.00.

Car Wars Division 5 Set 2 – Stinger vs. Firecracker

Car Wars launched with three Division 5 sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play. Get 'em all and you've got six cars -- host your own Amateur Night!

The Stinger has high acceleration and a recoilless rifle for long-range punch. The Firecracker is a subcompact ram car with lots of armor and a single heavy rocket . . . and it drops explosive spikes!

25-page PDF. Stock #37-4002, $2.99.
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GURPS Power-Ups 5: Impulse Buys

Strike a Bargain with Fate

Spending character points on permanent abilities is wonderful – but it doesn't guarantee that the dice will be nice. Sometimes, you don't want to leave the story to the mercy of random rolls! To solve this problem, GURPS Fourth Edition offers the alternative of players using points to buy successes and influence the game world. GURPS Power-Ups 5: Impulse Buys takes this idea and runs with it, collecting all previously published rules for spending points on in-play outcomes, clarifying and expanding them, adding new possibilities, challenging the basic concept of points, and offering guidance on how to tailor everything to your campaign.

Power-Ups 5: Impulse Buys is an exhaustive study of escaping the mindset that character points are for keeps and only the GM has a say in the story. Highlights include:

  • Buying Success. Influence success rolls, damage rolls, rolls on tables, and more -- up to and including avoiding "nuisance rolls."
  • Player Guidance. Alter setting and plot, obtain cash and favors, and seek divine intervention . . . for a price.
  • Survival. Deflect injury, infirmity, and even death for both yourself and your Allies.
  • Amazing Feats. Use points to push your abilities past their limits to pull off combat tricks, high-powered magic, and super-stunts, and even to make permanent changes in the world.
  • New Kinds of Points. Learn about splitting character points into multiple categories -- not to mention Destiny Points, Impulse Points, Serendipity Points, and Wildcard Points.
  • Shaking the Foundations. Revisit where points come from, where they go, and whether you even need them.
  • And Much More. Bids and wagers with points? Karma? Bullet Time? It's all here!

If you've ever felt that character points should do more than buy skills and Hit Points, or yearned to adapt points-for-outcomes systems from other RPGs, then you'll find Power-Ups 5: Impulse Buys refreshing and useful!

Power-Ups 5: Impulse Buys requires only the GURPS Basic Set, Fourth Edition.

25-page PDF. Stock #37-0143, $5.99.
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Car Wars Division 5 Set 1 – Killer Kart vs. Shrimp

Car Wars launched with three Division 5 sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play. Get 'em all and you've got six cars -- host your own Amateur Night!

The Killer Kart has launched the career of many an autoduellist . . . snipe with your machine gun, and discourage pursuers with dropped mines. The Shrimp is a lethal subcompact with body blades, a micro-missile launcher in front, and a one-shot heavy rocket in back.

25-page PDF. Stock #37-4001, $2.99.
Buy Now!


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Munchkin Jumbo d6 (Swirly Pink)

Bigger Is Better . . . and Swirlier!

These super-sized 25mm 6-siders are Warehouse 23 exclusives! The set includes two jumbo swirly pink dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.

Note: These swirlies do not come with cards. You have to love them for their own swirly pink sakes.

Two 25 mm six-sided dice. Stock #5523K, $6.00.
Buy Now!

Car Wars Division 10 Set 2 – Joseph Special vs. Scrambler

This is the second of three Division 10 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and palay; get all three and set up a free-for-all!

Slow but tough, the Joseph Special mounts both an anti-tank gun and a rocket launcher, with a minedropper to the rear. The nimble Scrambler has twin machine guns and a micro-missile launcher, plus an oil jet to deter pursuit. Each has a gunner as well as a driver.

25-page PDF. Stock #37-4006, $2.99.
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Pyramid #3/45: Monsters

Unnatural Selections

Fight or flight: the choice is yours! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to monsters . . . as well as those who fight them. Our creature features are:

  • "Inhuman Options," an expansion for GURPS Monster Hunters that adds templates and possibilities for inhuman heroes. Written by that series' architect, Jason "PK" Levine, these four templates are well-suited for any campaign that would welcome PC ghosts, changelings, and more.
  • "The Sad Lost God," by GURPS Locations: Hellsgate author Matt Riggsby. Discover what a fallen deity will do to regain the followers he needs to rise once again. It includes GURPS stats for the titular titan.
  • "Zombie Predators," perhaps the most flavorful Eidetic Memory offering we've ever received, from GURPS Fourth Edition co-author David Pulver. What don't "they" want you to know about contrails, public-water fluoridation, and other secrets -- and how do those plans fit in with an attempt to stop a zombie apocalypse? It includes sinister GURPS stats for something innocuously named a "mutant necrophage."
  • "Half Alive," a look at one man's intersection of horror and tragedy. Written by Michele Armellini (author of GURPS WWII: Grim Legions), this GURPS creature is suitable for any fantastic setting where magic can go terribly wrong.
  • "The Formation," a systemless article that describes a most unusual breed of crystalline parasite from outer space. It includes ideas for using them in a modern horror, atomic horror, steampunk, or fantasy setting.
  • "The Wild Hunt," a look at the forces of the dark fae. Especially suitable for a Monster Hunters campaign (and building on the foundation of this issue's "Inhuman Options"), these timeless terrors are also suitable for any GURPS campaign where ogres, unseelie, and more can terrorize young and old alike.
  • "A Corrupt System," a most unusual threat that may cause the world to end without the heroes even being aware of it. This systemless threat is suitable for any modern setting -- especially those where the heroes need to find the truth.

This issue also includes Steven Marsh's look at how to tweak the quantity and quality of evil, plus some Odds and Ends that don't fit elsewhere. Knowledge is power; with this month's Pyramid you'll confront your fears like never before!

36-page PDF. Stock #37-2645, $7.99.
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Heart of the Anomaly T-shirt

Our most-requested promo card returns . . . as a T-shirt!

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

Official Rules

  1. 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.
  2. Once per game, you may claim the bonus on your shirt in any combat you are in, as the main fighter or the helper.
  3. The autograph of Steve Jackson, John Kovalic, or Andrew Hackard on the shirt lets you claim the bonus one extra time per signature.
  4. The autograph of Wil Wheaton lets you claim the +4 bonus regardless of your current Class.
  5. If you sell the shirt for a level (or levels), you lose any unclaimed combat bonuses. Remove the shirt and put on a different one. (Or turn this one inside-out and put it back on, if that look works for you.)
  6. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
  7. Use of the Cheat! card overrides Rule 6 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
  8. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

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.

One ringer T-shirt. Stock #9161, $30.00.

GURPS Dungeon Fantasy 15: Henchmen

My People Will Handle It

Sometimes you want a faithful assistant, not a mighty peer with his eye on your share of the loot! From the snarling barbarian's glib agent to the fragile wizard's hardy bodyguard, all the way down the pay scale to horse-minders, potion-tasters, and valets, there are countless roles that delvers need filled yet deem beneath them. GURPS Dungeon Fantasy 15: Henchmen gives you everything you need to create these helpers:

  • Templates for 10 distinct 125-point archetypes (agent, apprentice, archer, brute, cutpurse, initiate, killer, sage, skirmisher, and squire) and five 62-point callings (cultist, guard, laborer, servant, and torch-bearer), each with detailed customization notes.
  • Everything you need to use these templates for hirelings, including rules for recruitment, loyalty, and pay.
  • Advice on treating these henchmen as Allies: evaluating the advantage, handling NPC advancement, and weighing the campaign ramifications of permanent associates.
  • Thoughts on adapting such roles for PCs in low-powered, mixed-power-level, and standard 250-point campaigns.
  • A dozen 125-point lenses -- adept, burglar, champion, gadgeteer, genin, learned, monk, priest, psi, treasure-hunter, troubadour, and veteran -- that mix and match with the templates to get a wide variety of high-end henchmen and custom PC professions.
  • New perks and power-ups for companions and flunkies.
  • Guidelines for adding nonhuman racial templates to the mix for henchmen and custom PCs alike.

Whether you want to beef up an undersized party, give egotistical heroes a way to trade excess cash or points for minions, or kick off your Dungeon Fantasy campaign at a lower power level, GURPS Dungeon Fantasy 15: Henchmen has what you need.

43-page PDF. Stock #37-0326, $7.99.
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Car Wars Division 10 Set 1 – Firedemon vs. Hammer

This is the first of three Division 10 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three and set up a free-for-all!

The Firedemon fries the opposition with twin computer-assisted flamethrowers. The Hammer slams its foes with a turreted Vulcan machine gun and SIX heavy rockets.

25-page PDF. Stock #37-4005, $2.99.
Buy Now!


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Munchkin Zombies 3 – Hideous Hideouts

Nowhere Is Safe . . . From YOU!

You liked the double-sized "Dungeon" cards for classic Munchkin. So here they are for Munchkin Zombies!

In Hideous Hideouts, these cards are places where the zombies can find more yummy braaaaaains! Fort Deadly, the Creepy Isolated Cabin of the Dead, Resurrecticon . . . you get the idea. And cards like Breach the Perimeter and Walking in Circles will keep the band of hungry undead on the move as they hunt for tasty, tasty survivors.

This is an expansion for Munchkin Zombies. It is not a stand-alone game.

20 double-sized cards, 16 standard-sized cards. Stock #1487, UPC 837654321614. $10.95.
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Munchkin Skullkickers

Munchkin is the classic card game of fantasy adventuring.

Skullkickers is the hit new Image comic of fantasy adventuring.

Munchkin Skullkickers combines both great flavors! The fans will be begging for more as the comic's unnamed heroes tear through the World of Munchkin, destroying everything in their path as they help the players fight their way to Level 10.

Follow the adventures of the Skullkickers at www.skullkickers.com.

Finseal pack containing 15 cards. Stock #4232, UPC 837654321621. $5.95.
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GURPS Classic: Imperial Rome

Let the Games Begin!

Explore a world of adventure and intrigue, gladiators and glory. The sprawling Roman Empire is full of campaign options, from orgies in the decadent Roman villas to battles with pirates off the coast of Sicily. As an adventurer in the Imperial Age of Rome, you can . . .

  • Journey through the narrow streets of the greatest city in the world. Haggle with shop owners, debate with senators on the floor of the Forum, or run through dark alleys with the infamous Roman gangs.
  • Fight gruesome battles as a slave gladiator in the Colosseum -- clashing with other warriors or dangerous beasts. Or race your chariot around the Circus Maximus, cheating death and vying for Imperial favor.
  • Visit exotic provinces like Greece, Egypt, and Asia, and meet traveling thinkers, merchants, soldiers, and mysterious natives -- from the barbarian Celts of northern Britain to the nomadic Berbers of Africa.
  • March to war with the Roman legions, defending the borders against Carthaginian invaders or the savage Huns of Asia.

GURPS Imperial Rome also includes maps of Rome and its provinces, adventure ideas, and much more . . .

(This is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6048, $7.99.
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Car Wars Division 15 Set 3 – Vindicator vs. Dragon

This is the third of three Division 15 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three for a high-powered free-for-all!

The Vindicator features a turreted recoilless rifle with an extra magazine, a machine-gun to the front, a minedropper, and a gunner . . . and over 200 points of armor! The deadly Dragon breathes fire with twin front-mounted heavy flamethrowers . . . and its tail carries a deadly sting, with a heavy rocket and a micro-missile launcher.

25-page PDF. Stock #37-4010, $2.99.
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Pyramid #3/46: Weird Science

Do the Impossible . . . Scientifically!

Fire up your Jacob's ladder, tune your theremin, and tell the world that it is they who are mad! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to weird science! Our senses-shattering symposium includes:

  • "The Power of Weird Science" -- Describes how GURPS Powers can form the basis for your weird gizmos. Written by GURPS Line Editor (and Powers co-author) Sean Punch!
  • "Dangerous Concoctions" -- A look at some truly "potent potables" from GURPS Assistant Line Editor Jason "PK" Levine.
  • "Red Science" -- This month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. This real-world-inspired Russian armory (complete with GURPS stats) builds off the unbelievable science of "red mercury."
  • "Metatronic Generators" -- A GURPS gear-creation system that will let you design all matter of oddness. It unleashes eight impossible items, including the mind-control staff and the ricocheting discus.
  • "Fantasy-Tech 2000" -- A more-modern expansion of the oddball ideas from GURPS Fantasy-Tech 1: The Edge of Reality, written by that supplement's author, Matt Riggsby.
  • "The Daughter of Necessity" -- Another alternate-invention system that ramps up the power of the core GURPS character-creation options (with eight super-science samples), written by Reign of Steel: Will to Live author Roger Burton West.
  • "What Is Weird Science?" -- An examination of the foundations of this brand of innovation . . . including real-world ideas to get you pointed in a weird direction!
  • "Appendix Z: Super Costumes" -- An expansion of GURPS clothing options for those who dress to excess.

This issue also features some Odds and Ends that didn't make it out of the lab -- including a scary (or not) Murphy's Rules -- plus a Random Thought Table that looks at how to keep the weirdness under control. With this month's Pyramid, you'll put the "NO!" back in "innovate"!

40-page PDF. Stock #37-2646, $7.99.
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Car Wars Division 15 Set 2 – Lightstrike vs. Banshee

This is the second of three Division 15 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three for a high-powered free-for-all!

The Lightstrike is a heavily armored compact that mounts a single computer-targeted laser. The screaming Banshee is a mid-size that shatters its foes with a sonic cannon!

25-page PDF. Stock #37-4009, $2.99.
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Munchkin Jolly Jumbo d6 (Gold Pearl)

The Perfect Present!

It's a Christmas 25mm die with classic John Kovalic Munchkin art! Now in gold pearl with black ink.

One 25 mm six-sided die. Stock #5536D, $4.00.
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GURPS Hot Spots: Constantinople, 527-1204 A.D.

Get Lost in the Heart of the Byzantine Empire!

Constantinople . . . one of the greatest cities of all time. GURPS Hot Spots: Constantinople, 527-1204 A.D. presents the jewel of the eastern Roman empire, detailed through more than 600 years of history. This gamer-geared guidebook brings the city to life in a hundred ways:

  • Discover the breathtaking sights as you approach the city from land or sea, plus locales inside the imposing walls. A handy map points out major landmarks.
  • Learn the history of this magnificent metropolis, from its early beginnings in the seventh century B.C. to its Ottoman conquest in 1453. It includes a timeline and GURPS City Stats descriptions for three iconic eras.
  • Understand the apparatus of power that guided the city and empire to greatness, and how it was ahead of its time. Learn about the importance of the emperor and his household; the various civic, religious, and military officials; the relationship between the Orthodox Church and the state; and the spectacles used to keep it all together. Decipher the relative standing of various offices with a handy table showing equivalent GURPS Rank and Status levels. Get tips on how to fight battles with the Byzantine military and GURPS Mass Combat.
  • Be introduced to several prominent political and cultural figures, with backgrounds, physical descriptions, and personality profiles.
  • Get a glimpse into daily life: basics of the economy, family life, clothing, food, education, technology, sports (and other entertainment), and more.
  • Note the adventure seeds throughout, providing exciting ways to insert Constantinople into your campaign. The city makes a destination for historical or pseudo-historical intrigue; it also works in countless crossover campaigns, including GURPS Banestorm, GURPS Dungeon Fantasy, GURPS Infinite Worlds, and more.
  • Delve deeper using the extensive bibliography, including suggestions for appropriate music.

With GURPS Hot Spots: Constantinople, 527-1204 A.D., you'll discover a city that can only be described as iconic . . . in more ways than one!

48-page PDF. Stock #37-0661, $9.99.
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Car Wars Division 15 Set 1 – Hotshot vs. Piranha

This is the first of three Division 15 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three for a high-powered free-for-all!

The Hotshot is a luxury car that spits fire in all directions, with twin machine guns to the front, twin flamethrowers to the rear, and another FT on each side. The classic Piranha is a carload of trouble, with three front machine guns, plus a rocket launcher . . . and three gunners to fire them all at once.

25-page PDF. Stock #37-4008, $2.99.
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Car Wars Division 10 Set 3 – Eradicator vs. Blitz

This is the third of three Division 10 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three and set up a free-for-all!

The Eradicator is a compact with a front-firing blast cannon (4 dice damage!), a gunner to handle it, and a spikedropper. The deadly Blitz is an ultra-low-profile ram car. It features solid tires, armored wheelhubs, and a rocket launcher.

25-page PDF. Stock #37-4007, $2.99.
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S E P T E M B E R   2 0 1 2 

Pyramid #3/47: The Rogue's Life

"Steal" Outwits "Steel"!

We're practicing our thievery skills by taking this . . . subject seriously! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to rogues, crooks, and those who hope to stop them. Our kleptomaniacal compendium includes:

  • "May the Shadows Guide You" -- Adds to the possibilities presented in GURPS Powers: Divine Favor. Discover a god who grants miracles to rogues and those who promote liberty in all its forms.
  • "Who's Gonna Buy This?" -- An overview of finding buyers for stolen goods, a GURPS template for a fence, and a sample character suitable for GURPS Banestorm or other fantasy settings.
  • "A Brief History of the Thieves' Guild" -- A look at how feasible the idea of a cohesive organization of rogues is. GURPS Hot Spots: Constantinople, 527-1204 A.D. author Matt Riggsby examines several real-world, pre-modern criminal groups in this rules-light feature.
  • "Monster Slavers" -- This issue's Eidetic Memory by GURPS Fourth Edition co-architect David L. Pulver. Step into the shadowy world of those who deal in humanoid laborers. It provides a list of useful gear and a template suitable for GURPS Dungeon Fantasy campaigns.
  • "The Emperor's Finest" -- A guide to the opposition for criminals in the Roman Empire in the mid-200s A.D. Now you can add more details about the Roman justice system to your campaign set in GURPS Fantasy's "Roma Arcana," GURPS Imperial Rome, or "Roma Universalis" (from Pyramid #3/20: Infinite Worlds). The article gives suggestions for suitable GURPS character traits, as well as three templates for Roman agents and rogues.
  • "Safes and How to Open Them" -- A brief history of safes and safe-breakers, plus GURPS guidelines and new gear for overcoming all manner of strongboxes.
  • "Dealing With Rogues" -- Methods for promoting party unity when someone in the group prefers to work outside the law, plus an assortment of professions for folks who want roguish abilities while still holding socially acceptable jobs.

This issue also includes a Random Thought Table that looks at how rogues can use recent GURPS releases, Odds and Ends with adventure ideas to put a spin on old thieving tropes, plus a Murphy's Rules whose humor could sneak up on you. With this month's Pyramid, you'll think you've heisted the motherlode of useful gaming info!

41-page PDF. Stock #37-2647, $7.99.
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GURPS Classic: Magic Items 3

Enchanted handguns . . . sorcerous spaceships . . . clockwork golems . . . from the Ice Age to the distant future, GURPS Magic Items 3 is full of intriguing and exciting artifacts for magical adventures. There are "generic" items, suitable for a range of settings, as well as creations specifically for popular game settings like GURPS Technomancer, GURPS Steampunk, and GURPS Warehouse 23!

Also included are several more weird and wonderful ways to create magic items; a dozen new guilds, organizations, and corporations involved in the magic item trade; and much more!

(This is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6531, $7.99.
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Cthulhu Dice (Pearly Ivory w/ Black Ink)

A custom 12-sided die, embossed with tentacles, Elder Signs, and more. Roll the die to destroy your opponents' sanity! Better yet, steal it. But watch out -- when Cthulhu comes up, he takes sanity from everyone! Lose all your marbles and your're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!

Keep Cthulhu Dice in your pocket and drive your friends mad wherever you go . . . over lunch, waiting for a plane . . . whatever the voices tell you to do.

NOTE: This is one die and does not include glass stones or rules. To play you will need to provide your own sanity tokens; you can find glass stones and game rules in many of the other pretty colors of Cthulhu Dice that are available right now!

One 25mm 12-sided die. NOTE: Does not include glass stones or rules. Stock #131329, $5.00.
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Munchkin Jumbo d6 (Black w/ Light Blue Ink)

Bigger Is Better . . . and More Space-y!

These super-sized 25mm 6-siders are Warehouse 23 exclusives! The set includes two jumbo black dice with light blue ink -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.

Note: These dice do not come with cards. You have to love them for their own dark-hearted sakes.

Two 25mm six-sided dice. Stock #5523N, $6.00.
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GURPS Locations: Worminghall

An Institute of Flyer Learning

The university represents the formative years in the lives of many -- and that can go doubly so for mages! GURPS Locations: Worminghall describes one such institution, ready to serve as the focus for adventure and excitement in any fantasy world.

  • Learn about the real-world historical workings of a medieval university -- where classes were held, who taught them and how, and who took them. Understand the curriculum and the specific steps in mastering lessons.
  • Discover the town where this magical institution of learning is located, including the vagaries of local politics, life for ordinary citizens, and the methods for dealing with civil disorder. Uncover specifics with the supplied GURPS City Stats details and a timeline that will prove edifying for potential students and teachers.
  • Explore the town and its suburb through descriptions of key locations and their more noteworthy personalities, including GURPS modifiers for finding each place. In addition to obvious establishments -- such as taverns and shops -- the supplement reveals several secret spots and notes about a mystery beneath the campus itself! It provides two maps of the town and its environs: one marked for the GM's reference and one unlabeled for maximum freshman frustration.
  • Meet several of the most prominent scholars and townsfolk of Worminghall, with key GURPS stats. Get details on their backgrounds, personalities, and even a few secrets.
  • Find tips for adding Worminghall to your favorite medieval campaign -- including GURPS Banestorm -- plus several sample encounters that the GM can use once the locale is in place.
  • Get insight into the new variant magic system introduced in this supplement: image magic. Learn which spells are available, which are modified, which are forbidden, and how to gain and use image magic.

The forge that forms many a mage's backstory no longer needs to be relegated to the margins. With GURPS Locations: Worminghall, you can learn the secrets of the universe in the morning and take a tavern trip with friends in the evening. Class is about to begin!

41-page PDF. Stock #37-1414, $7.99.
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Car Wars Division 5 Vehicle Guide

They're small but deadly! A dozen hot Division 5 cars . . . with plenty of variant versions, and scenarios to use them. This book includes two different counters for each car -- 24 in all -- plus obstacles and other bonuses.

25-page PDF. Stock #37-4004, $2.99.
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Munchkin Pin (Tan w/ Brown Ink)

These 1" enamel Munchkin Pins include a special game rule! Collect all six colors!

Special Munchkin Rule

Each Munchkin Pin you are wearing gives you a +1 bonus in combat. After each fight you are in, win or lose, roll a d6 - if you roll equal to or less than the number of Munchkin Pins you are currently wearing, remove one pin. You may not wear more than one pin of each color during any game.

One lapel pin. Stock #5549A, $5.00.

Munchkin Pin (Black w/ Light Blue ink)

These 1" enamel Munchkin Pins include a special game rule! Collect all six colors!

Special Munchkin Rule

Each Munchkin Pin you are wearing gives you a +1 bonus in combat. After each fight you are in, win or lose, roll a d6 - if you roll equal to or less than the number of Munchkin Pins you are currently wearing, remove one pin. You may not wear more than one pin of each color during any game.

One lapel pin. Stock #5549B, $5.00.

Munchkin Pin (Black w/ Red Ink)

These 1" enamel Munchkin Pins include a special game rule! Collect all six colors!

Special Munchkin Rule

Each Munchkin Pin you are wearing gives you a +1 bonus in combat. After each fight you are in, win or lose, roll a d6 - if you roll equal to or less than the number of Munchkin Pins you are currently wearing, remove one pin. You may not wear more than one pin of each color during any game.

One lapel pin. Stock #5549C, $5.00.

Munchkin Pin (Blue w/ Yellow Ink)

These 1" enamel Munchkin Pins include a special game rule! Collect all six colors!

Special Munchkin Rule

Each Munchkin Pin you are wearing gives you a +1 bonus in combat. After each fight you are in, win or lose, roll a d6 - if you roll equal to or less than the number of Munchkin Pins you are currently wearing, remove one pin. You may not wear more than one pin of each color during any game.

One lapel pin. Stock #5549D, $5.00.

Munchkin Pin (Maroon w/ Yellow Ink)

These 1" enamel Munchkin Pins include a special game rule! Collect all six colors!

Special Munchkin Rule

Each Munchkin Pin you are wearing gives you a +1 bonus in combat. After each fight you are in, win or lose, roll a d6 - if you roll equal to or less than the number of Munchkin Pins you are currently wearing, remove one pin. You may not wear more than one pin of each color during any game.

One lapel pin. Stock #5549E, $5.00.

Munchkin Pin (Yellow w/ Orange Ink)

These 1" enamel Munchkin Pins include a special game rule! Collect all six colors!

Special Munchkin Rule

Each Munchkin Pin you are wearing gives you a +1 bonus in combat. After each fight you are in, win or lose, roll a d6 - if you roll equal to or less than the number of Munchkin Pins you are currently wearing, remove one pin. You may not wear more than one pin of each color during any game.

One lapel pin. Stock #5549F, $5.00.
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Car Wars Arena Book 1

In the arena, you'll show your stuff before thousands of cheering duel fans . . . You might become an ace. You might leave in a box.

Eleven different arena diagrams, with scenarios for each one. The centerfold contains dozens of full-color 2-sided counters for obstacles and special arena features.

25-page PDF. Stock #37-4011, $2.99.
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O C T O B E R   2 0 1 2 

Munchkin Naughty & Nice

It's a Munchkin Christmas tradition: a holiday-themed booster! Use the Candy Cane and Tannenbomb to fight off the Snow Angels and Holiday Spirits! Spike the Egg Nog to Go Up a Level! Be Naughty or Nice . . . or both at once!

Finseal pack containing 15 cards. Stock #4234, UPC 837654321676. $4.95.
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Cthulhu Dice Metäl

Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!

Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and your're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!

Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.

One large Metäl custom die, 18 glass marbles, baggie, and rules. Stock #131328, UPC 837654321638. $14.95.
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Munchkin Penny Arcade

Our newest Munchkin license is Munchkin Penny Arcade, based on Jerry Holkins' and Mike Krahulik's webcomic, Penny Arcade. Now the fun and the blowtorch come to the game table! With Mike Krahulik's "Gabe and Tycho" images, and card text by Steve Jackson, Munchkin Penny Arcade will make your Munchkin game just a little more surreal.

Finseal pack containing 15 cards. Stock #4201, UPC 837654321669. $5.95.
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GURPS Classic: Psionics

Mind Over Matter

Spies and police who can read your thoughts. New Age mysticism merged with ultra-technology. Psychic vampires. Mass minds of terrible power. Telepathic computers. Gifted children killed or kidnapped by a power-mad government. This is the world of GURPS Psionics.

Psionics is the ultimate sourcebook for psi powers. It includes a complete world background -- and the GM can use it as a resource for campaigns in any background.

In Psionics you'll find:

  • Unified Rules -- the psi systems from GURPS Basic Set Third Edition and GURPS Supers combined into a complete, official whole.
  • Psionic Abilities -- including Mindswitch, Combat Teleport, psychic vampirism, and cyberpsi.
  • More Rules -- featuring gestalts, group minds, latent psis, ghosts, psionic combat, and poltergeists.
  • Psionic Technology -- two chapters of psionic equipment, including psychotronic weaponry, dreamscanners, and psionic computers -- even psionic starship drives!
  • Campaign Advice -- on smoothly integrating psi into other GURPS worldbooks, or designing your own psi campaign.
  • Complete Campaign Background -- in which powerful psis struggle with secret government agencies and globe-spanning conspiracies in a world eerily like our own . . .

(This is an e23 reprint of a GURPS Third Edition product.)

Already converted to Fourth Edition? GURPS Powers covers all the mechanics from this book, though it doesn't include the setting information.

131-page PDF. Stock #30-6040, $7.99.
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+8 Bag o' Munchkin Babes & Pawns

Colors far too awesome for a rainbow . . . try our Bubblegum Pink, Ninja Black, Glow in the Dark, Frosted, and Invisible Munchkins and Munchkin Babes, all in one package!

These pawns were previously only available in our Gen Con capsule machine, but now you can get the complete set without using up all your laundry money. And of course, they have a rule!

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. Eight is even better!

8 pawns in a poly bag. Stock #5555, $10.00.

Munchkin Sweatshirt

Official Rules

  1. 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.
  2. The Munchkin Sweatshirt counts as +4 Armor that may be worn along with other Armor. If you are forced to lose your Armor, you may remove the Munchkin Sweatshirt and keep all your other Armor.
  3. The autograph of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt gives you an additional +1 bonus per signature.
  4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
  5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
  6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

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.

One sweatshirt. Stock #9162, $30.00.

Pyramid #3/48: Secret Magic

Good Magicians Never Reveal the Secret

Magic lurks in shadows, and many who practice the impossible do so discreetly. This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to secret magic and those who maintain the supernatural subterfuge. Our ghostly grimoire includes:

  • "Magical Tradecraft," an expansion of the Ritual Path magic system found in GURPS Monster Hunters 1: Champions. Use these new rituals and elixirs to aid sneaky snoops and obscured assassins.
  • "The Way of the Keepers," a new magical style that utilizes GURPS Thaumatology: Magical Styles and focuses on suppressing the secret of magical knowledge.
  • "The Street Sign of the Four," a neighborhood of modern-day mages (complete with GURPS stats) that will do anything to guard their terrible secret.
  • "Bibliomancy," this month's installment of David L. Pulver's Eidetic Memory. Wizards use books for casting spells; now they can cast new GURPS spells related to books.
  • "The First Resistance," a loose alliance of rebel mages (who use another new GURPS magical style) in a kingdom where magical abilities are suppressed.
  • "The Accidental Magus," suggestions for creating magic-wielding characters who don't always realize what they can do.
  • "The Guard of the Black Lands," an organization in the Middle East that works diligently to protect the world from the darkest magic.
  • "Onomancy," a new GURPS method for using your identity to gain spellcasting energy, written by Jason "PK" Levine.

The issue is rounded out with a Random Thought Table that discusses ways of making divination truly useful, William H. Stoddard's concise revelation of a secret path to power that students of the GURPS Locations: Worminghall could discover, plus a Murphy's Rule that's pretty heavy. The secret's safe with this month's magical Pyramid!

39-page PDF. Stock #37-2648, $7.99.
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Car Wars Convoy

Lexington to Memphis.
400 miles. Thirteen hours.

If you make it, you'll earn a quick $100,000.

If you fail, a city dies.

Convoy is a Car Wars adventure for 1 to 6 players. Or the programmed adventure designed for solo play allows you to go it alone . . . if you feel brave enough.

67-page PDF. Stock #30-7401, $4.99.
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In Nomine Anime

Big Wings, Fiery Halo

This is for everyone who ever wanted a really big flaming sword . . .

It's a different take on In Nomine -- but it works. This book shows you how perfectly the War between Heaven and Hell fits the "anime" style of art and fiction. Just shout "Gabriel's Flame of Vengeance!" and fry those evildoers . . . or serve the Demon Prince of Technology by building a giant mecha and piloting it against Heaven!

In Nomine Anime includes:

  • Anime portrayals of all major Superiors
  • The Choirs and Bands, as seen through the lens of anime
  • Anime character stereotypes, and how they fit In Nomine
  • Hints for in-genre roleplaying in either humorous or serious style
  • Two complete campaign backgrounds
  • Adventure seeds

So rise slowly into the air . . . assume your celestial form as your mortal garments vanish and the music climaxes . . . and SMITE the foe!

37-page PDF. Stock #30-3325, $2.99.
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N O V E M B E R   2 0 1 2 

Munchkin Apocalypse

It's the end of the world!

In Munchkin Apocalypse, every possible natural (and unnatural) disaster has happened . . . or will happen during the game. You are a rugged survivor in a world full of people -- and things -- that want to kill you and take your stuff. So do it to them first!

This set introduces four new classes and a new, yet eerily familiar, card type: Disasters!

And what's with all these seals running around? Don't they know the world's about to end? You should really keep an eye on that seventh one in particular . . .

Munchkin Apocalypse is available now! You have a few weeks to play it before the world really ends, at least if the Mayans are right . . .

Boxed game with 168 cards, rules, and die. Stock #1503, UPC 837654321560. $24.95.

+6 Bag o' Radioactive Munchkin d6

He Who Toys With The Most Dice . . . Wins!

We refuse to write a complex description for dice. These are 6-siders, and there are six in the package. Three of them match the die in Munchkin Apocalypse. The other three do not. They are scary green and orange. They have the Munchkin head in place of the 1. Buy them. Kill monsters and take their stuff.

And if that's not enough, they come with four new Munchkin Apocalypse cards!

Six 6-sided dice and four Munchkin Apocalypse cards. Stock #5553, UPC 837654321706. $6.95.
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Zombie Dice (Reprint)

Eat brains. Don't get shotgunned.

You are a zombie. You want braaains. More brains than any of your zombie buddies.

Zombie Dice is fun for any zombie fan (or the whole zombie family). The 13 custom dice are your victims. Push your luck to eat their brains, but stop before the shotgun blasts end your turn!

It's a great quick game. Play it at lunch (braaiiiiiins!) or while you're in line for a zombie movie . . . !

Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.

13 custom dice, dice cup, and rules. Stock #131313, UPC 837654320419. $13.13.


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Car Wars Deluxe Road Sections Set 1: Starter Set

Become a Road Scholar!

Deluxe Road Sections Set 1: Starter Set contains assorted road sections -- regular curve sections, tight curve sections, and straight sections -- enough to build a complete Car Wars track. Each sheet has a clean highway version and a debris-littered version -- take your pick!

Along with layout suggestions for your track, you also get 80 counters (32 in color) showing flaming oil, burning obstacles and wrecks, colored paint, potholes, spikes, mines, oil, debris-littered road -- all the things that make driving fun . . .

This set was originally printed on cardstock larger than standard paper, so this PDF contains two formats: the original road sections, for those with access to oversize printers, and modified versions that span two regular sheets.

19-page PDF. Stock #30-7117, $3.99.
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GURPS Traveller Classic: Far Trader

"Regina Departure, this is S.S. Freeman, passing the 100D limit, jumping outsystem to Jenghe at this time, no estimated time of return."

"Freeman, I show you departing Regina System at 16:05-115-1120. Jump approved; squawk 0000. Come back and see us sometime."

"Regina Departure, this is S.S. Freeman, squawking all zeroes; will do, thanks and out."

The Universe Is Your Market

There's a fortune to be made among the stars -- for the intrepid merchant with business savvy, a suspicious mind, and more than a little luck.

Be prepared to meet some of the worst characters in the universe -- just pray they're not your business partners! And remember, "cutthroat competition" isn't just a colorful catch phrase . . .

The "independent trader" campaign is one of the most popular among Traveller players. Far Trader is the complete support volume for a mercantile campaign. You can:

  • Develop sector-wide trade routes, following the tides of commerce on an interplanetary scale.
  • Start your own character-run business, raise capital, and finance your money-making ventures.
  • Make contacts, find niche markets, and exploit opportunities the big corporations miss.
  • Learn what it takes to run a successful commercial starship.
  • Expand your campaign with 15 new character templates.
  • Run entire mercantile campaigns, including Free Traders, smugglers, and pirates.

So stock your starship, grab your gun, and take to the stars . . . fortunes don't come easy!

(This is an e23 reprint of a GURPS Third Edition product.)

147-page PDF. Stock #30-6606, $9.99.
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Munchkin Gameboard (Reprint)

All true munchkins know . . . part of the fun is gloating about how far ahead you are. With the Munchkin Gameboard, it's easy for everyone to see exactly where they are. Gloat at your impending victory, or curse the fates as your rivals move past you.

The board has rooms numbered 1 to 10; use your favorite miniatures or any other counters you like* to mark your progress through the dungeon. The first player to reach 10 is the winner!

It also has spaces for both decks and their discard piles.

* It makes us happy when you use official Munchkin pawns!

One gameboard. Stock #5520, $5.00.

2011 Christmas Card

Merry Christmas! Share your love and holiday spirit with this special greeting card featuring everyone's favorite gift-giver, Santa! And if your friends and family happen to find that they have the urge to play Munchkin after receiving the card, then your message from the Illuminati worked perfectly!

We printed these to send to our business partners, but Santa's elves seem to have shipped more than we needed . . . so now we have a limited item for all of you. Grab it now before Santa finds out that his elves made a mistake and sends them to our office to correct their error.

One Christmas card, with envelope. Stock #9654, $2.00.

Pyramid #3/49: World-Hopping

Pick a World, Any World . . .

Humanity has long looked up from Earth at the vastness of creation and exclaimed, "Get me off this mudball!" Pyramid -- the magazine for roleplayers -- is here to help, with an issue devoted to world-hopping: places to go, and how to get there. Your space-age strongbox includes:

  • "The Fast Reach," an oft-dangerous cluster of star systems that allows speedy travel between two distant regions, as detailed by Matt Riggsby (author of the otherworldly travelogue that is GURPS Locations: Hellsgate). It includes a system map and tips for how to incorporate it into many types of spacefaring settings.
  • "A Song of Many Worlds," an alien method of talking to planets that builds on the GURPS Psionic Powers framework to deliver new abilities, techniques, and a template.
  • "Generation Ships," the latest Eidetic Memory offering from GURPS Spaceships author David L. Pulver. Learn what can make or break a multi-lifetime trip through space, and unleash new Spaceships rules and guidelines, plus a sample vessel that's in for a long trip.
  • "Hyperjumping," an expanded way to use the GURPS Warp advantage to travel to other worlds, by Jason "PK" Levine, Assistant GURPS Line Editor. It provides new enhancements and limitations, plus a new method for using this trans-system ability.
  • "The Time Punch," a systemless campaign framework that focuses on a strange -- and potentially dangerous -- machine designed to visit alternate Earths. Ideas for adding this device to GURPS Atomic Horror or GURPS Infinite Worlds campaigns are suggested.

We can't send you traveling without the usual accoutrements! This issue's Random Thought Table considers some possible ways that you can ensure your crew gets to the surface safely -- and a bonus method shows up in Odds and Ends. Don't forget to check on a new installment of Murphy's Rules for something not-so-ordinary. If you're looking for interesting destinations or ways to travel, this issue of Pyramid is out of this world!

38-page PDF. Stock #37-2649, $7.99.
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Exclusive Warehouse 23 Munchkin Booster 2012

For the third year in a row, we got some extra cards printed up to make an Exclusive Warehouse 23 Munchkin Booster . . . and this year’s is the biggest yet! Please enjoy the following new cards:

  • For Munchkin: Budget Disguise, Can of Worms, Curse! Mapping Error, Dwarven Boots, Fright Sprite, Gift Card, Give the GM a Gift Certificate, The Gods Are Easily Confused, I Got Mine!, Kill-O-Miter, Potion of Anesthesia, Warhammer, and Warscrewdriver
  • For Munchkin Cthulhu: Biggoth and Non-Canon
  • For Munchkin Zombies: Mister Ded
  • For Munchkin Quest: Flask of Glue; Fold, Spindle, and Mutilate; and Raincoat

19 cards in a zip lock bag. Stock #4237, $6.00.
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Munchkin Polo Shirt

Sometimes, even a munchkin gets caught in a situation just a little too formal for a T-shirt. For those dressy occasions, we recommend the Munchkin Polo Shirt!

Official Rules

1. 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.

2. You may treat your Munchkin Polo Shirt as a Steed, granting you a +2 combat bonus. (If you do not have the Steed rules, treat the Polo Shirt as a Big item that does not fill the Big item "slot.")

3. The autograph of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt gives you an extra +1 combat bonus per autograph, to a maximum bonus of +5.

4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

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.

One polo shirt. Stock #9163, $30.00.

Munchkin Apocalypse T-Shirt

It's the end of the world, and you need all the bonuses you can get. That's why you need the Munchkin Apocalypse T-Shirt in your survival kit!

Official Rules

1. 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.

2. Wearing the Munchkin Apocalypse T-Shirt allows you to block the Undead or Shark monster-stacking rules for one combat per game. The signatures of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt gives you additional uses, to a maximum of four per game.

3. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

4. Use of the Cheat! card overrides Rule 3 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

5. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

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.

One T-shirt. Stock #9164, $20.00.

GURPS Classic: Robots

GURPS Robots contains detailed rules for designing, building, and playing robots -- from the tiniest nanobots to the mightiest megabots. You can create cyborgs, androids, and even biomorphs -- deadly fluid-metal machines that can take any shape.

The advanced design rules are compatible with GURPS Vehicles, 2nd Edition. Choose everything from the frames to weapons to the tiniest accessories!

Also included are rules for robots as player characters; artificial intelligences and battlesuits; and over 30 completely worked-out sample robots.

(This is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6511, $7.99.
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GURPS Traveller Classic: Alien Races 4

Aliens Everywhere!

Enough aliens to fill a cantina! GURPS Traveller: Alien Races 4 brings 16 strange species to life. Compiled and edited by Loren Wiseman and Steve Jackson, this book features the creations of several favorite Traveller authors, including Phil Masters, David Pulver, and David Thomas.

Here you'll meet:

  • The winged Ael Yael, nearly destroyed by greedy Humaniti, now finding their place in the galaxy.
  • The bureaucratic Bwaps, faithful administrators through three Imperiums . . . but they have their own agenda, and few suspect how decisively they can act on their own.
  • The huge Virushi, calm and nonviolent . . . until they're pushed too far.
  • The newest species to be recognized as sentient, the aquatic Schalli. Will these brilliant, ambitious carnivores be our allies in a hundred years -- or our rivals?
  • And a dozen others!

(This is an e23 reprint of a GURPS Third Edition product.)

147-page PDF. Stock #30-6609, $9.99.
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Ogre War Room

This is a free helper app for Ogre. This is not a stand-alone game! You will need a copy of the Ogre board game (or Ogre Miniatures) to play.

Use the app to score a game for up to six players and any number of Ogres.

The Combat Calculator lets you enter values for attackers, defender, and terrain, and roll for the result on the Ogre combat results table.

The app also includes PDFs of the Ogre Record Sheets formatted for both the Ogre board game and Ogre Miniatures. You can print these directly from your phone!

App for iPhone, with Ogre record sheets, combat calculator, and more. Stock #1123, $FREE.

Munchkin Duck of Doom

You should know better than to pick up a duck in a dungeon . . . but since you probably aren't in a dungeon right now, cuddle our plush Duck of Doom without fear! Includes two new Munchkin cards and a zippered pouch for storing your treasures!

6.5" tall plush figure. Stock #5546, UPC 837654321683. $19.95.
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Munchkin Duck of Gloom

Why does the Duck of Gloom look so perky? He comes with a new Munchkin card and, by special arrangement with Atlas Games, a new Munchkin-flavored Gloom card as well! Plus a zippered pouch to hide all your hopes and dreams from an uncaring world. Or to keep your keys in. Whatever.

6.5" tall plush figure. Stock #5547, UPC 837654321690. $19.95.
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Pyramid #3/50: Dungeon Fantasy II

Return to the Dungeon!

Are you looking for new goodies to add to your dungeon-crawling campaign, but don't want to decipher crypt-ic sources? Pyramid – the magazine for roleplayers – is the trove you love, with another issue devoted to GURPS Dungeon Fantasy! This issue's treasure includes:

  • "Races as Professions," an old-school approach of the good old days, when being an elf or a dwarf was both a background and a vocation! In addition to two GURPS templates, this feature by Dungeon Fantasy mastermind Sean Punch also gives information on power-ups and what their niches are in a campaign.
  • "Dark Summonings," an evil-tinged expansion on the templates presented in Dungeon Fantasy 9: Summoners. It has new options and abilities, plus new templates – now you can venture into dungeons as a vampire!
  • "Saintly Power-Ups," which adds upgrade options to the saints and warrior saints from Pyramid #3/36: Dungeon Fantasy.
  • "Super Dungeons," a radical re-envisioning of the concept of dungeons. This month's Eidetic Memory offering from GURPS Fourth Edition co-architect David L. Pulver has information on how to construct super dungeons in your campaign, plus a sample super dungeon -- the Caverns of Willowdeep -- with encounters and new creatures.
  • "More Dungeon Fantasy Loadouts," a new selection of ready-made equipment lists by Dungeon Fantasy 13: Loadouts author Matt Riggsby: kits for the demolisher, mentalist, musketeer, and more.
  • "Power-Ups for Assassins" adds new abilities for everyone's murderous masters of mayhem from Dungeon Fantasy 12: Ninja, by that supplement's author -- Peter Dell'Orto!
  • "Snowmen," a short monstrous offering in the style of GURPS Dungeon Fantasy Monsters 1, again by a contributor to that supplement, Mr. Dell'Orto.

This issue also has the usual accessories, including a Random Thought Table that considers two radical revisions of the dungeon-crawling concept, Odds and Ends that features a new abominable Dungeon Fantasy Monsters suffix, and a rigorous-yet-chaotic Murphy's Rules. The call of the dungeon beckons -- again!

39-page PDF. Stock #37-2650, $7.99.
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Car Wars Deluxe Road Sections Set 2: Intersections

Get Double-Crossed on the Road!

Deluxe Road Sections 2: Intersections contains assorted road sections to expand your Car Wars track layout. Contents include crossroads, a right-hand turnout, a left-hand turnout, and "half-length" straight road sections. Each sheet has a clean highway version and a debris-littered version -- take your pick!

Also included are over 40 assorted counters (30 in color) showing water on the road, ice patches, blue paint clouds, potholes, and some of the other joys of Car Wars driving -- including a toll booth!

This set was originally printed on cardstock larger than standard paper, so this PDF contains two formats: the original road sections, for those with access to oversize printers, and modified versions that span two regular sheets.

19-page PDF. Stock #30-7118, $3.99.
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Munchkin Patch

Stay out of trouble with the Munchkin Patch!

Official Rules

1. The Munchkin Patch must be sewn to a visible article of clothing you are wearing. Just having the patch confers no bonus!

2. Once per game, when another player uses a Curse, Trap, or Disaster on you, you may reflect it back at him by saying "No, don't throw me into that ol' Munchkin Patch!" You must brandish your Munchkin Patch at him as you say this.

3. If you have different styles of Munchkin Patch, you can use each patch once. Multiple copies of the same patch do not give you extra uses!

One patch. Stock #9307, $5.00.

Munchkin Gazebo Shot Glass

Munchkin is not a drinking game. Really.

But don't let that stop you from showing your love of Munchkin with the Munchkin Gazebo Shot Glass. These 1.5 oz glasses are black with the dreaded Gazebo in yellow.

As always, it has a rule!

Munchkin Gazebo Shot Glass Rule

The Munchkin Gazebo Shot Glass may be used in any Munchkin game or its sequels.

During any combat, you may drink one shot from the Munchkin Gazebo Shot Glass to throw the Potion of Gazebo Repro at the monster, making it look just like a Gazebo. The main player must fight alone. If that player already has a helper, the helper is kicked out of the combat with no penalty. You may only do this once per game.

* The owner of the Shot Glass is the sole judge of what liquid(s) will make up the Potion of Gazebo Repro.

One 1.5 oz shot glass. Stock #5561, $5.00.

Munchkin Plutonium Dragon Shot Glass

Munchkin is not a drinking game. Really.

But don't let that stop you from showing your love for Munchkin with the Munchkin Plutonium Dragon Shot Glass. These 1.5 oz glasses are black with the Plutonium Dragon in green on the side.

And of course, it has a rule!

Munchkin Plutonium Dragon Shot Glass Rule

The Munchkin Plutonium Dragon Shot Glass may be used in any Munchkin game or its sequels.

During any combat, you may drink one complete Potion of Plutonium Dragon Summoning* from the Munchkin Plutonium Dragon Shot Glass to retrieve the Plutonium Dragon from the Door discards or deck (reshuffle the deck, in that case) and add it as a wandering monster. You may only do this once per game.

If the Plutonium Dragon is in some other player's hand, or is already IN the fight, your use of the Potion is wasted. If it is in YOUR hand, go ahead and play it as described above.

* The owner of the Shot Glass is the sole judge of what liquid(s) will make up the Potion of Plutonium Dragon Summoning.

One 1.5 oz. shot glass. Stock #5562, $5.00.

Zombie Shot Glass

Zombies usually hate shots, but they'll make an exception in this case . . .

And as a special bonus, it has a Munchkin rule!

Zombie Shot Glass Rule

The Zombie Shot Glass may be used in any Munchkin game or its sequels.

You may drink one complete Potion of Zombie Immunity* from the Zombie Shot Glass to dodge a Curse (or Trap or Disaster) or a monster's Bad Stuff. You must declare that that you are FEELING NO PAAAAAAAAAAIN. You may only do this once per game.

* The owner of the Shot Glass is the sole judge of what liquid(s) will make up the Potion of Zombie Immunity.

One 1.5 oz. shot glass. Stock #9018, $5.00.

Zombie Santa T-Shirt

Make sure your friends are in the proper holiday spirit with the Munchkin Zombie Santa T-shirt!

Official Rules

1. 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.

2. Once per game, you may treat an Undead monster as a Santa monster instead, or vice versa. The signatures of Steve Jackson, John Kovalic, or Andrew Hackard each give you another use of this ability, to a maximum of four uses.

3. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

4. Use of the Cheat! card overrides Rule 3 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

5. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

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.

One T-shirt. Stock #9173, $22.00.


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