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Shipped June 25, 2009
GURPS Martial Arts: Gladiators
Some fight for glory. Some fight for gold. Some fight merely to live another day. These are gladiators, and their valor and martial prowess are renowned even today, nearly 16 centuries after their games were outlawed.
GURPS Martial Arts: Gladiators gives you everything you need to bring the excitement and action of Rome's most celebrated events to the gaming table:
- Background information: a history of the games, biographies of famous gladiators, and a description of a day at the arena.
- Rules for tournament campaigns: the crowd's reaction, the referee's decision, victory-based character advancement, and gladiator ranks and prices.
- Five detailed templates for PCs or NPCs, plus briefer stats for several NPC-only supporting roles.
- Eleven gladiatorial martial arts, along with variants.
- Notes on choosing and tweaking advantages, perks, disadvantages, skills, and techniques for gladiators.
- Weapons used by gladiators – including exotica rarely seen outside the arena.
- Armor for gladiators, designed to make for a good fight first and to protect the wearer second.
- Equipment loadouts for 14 gladiator types.
- Campaign options and adventure ideas.
All this should keep your gladiators busy for years! Or you can take the games outside the traditional Roman arena, using the included options to import gladiators into other genres and settings. Whatever you're looking for, GURPS Martial Arts: Gladiators is sure to deliver. With this book, you'll proudly pick up your six-siders and say, "We who are about to die salute you!"
52-page PDF.
Stock #37-1642,
$9.99.
J U L Y 2 0 0 9
Unnatural Axe Shirt
(Reprint)
It's not just a fashion statement -- it's part of the game! The official Unnatural Axe shirt gives special powers to its wearer during a game of looting, pillaging, and backstabbing.
Official Tournament Rules:
- If you are wearing an official Unnatural Axe shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
- Your game character is female, even if you are not. Yes, this means that removing or changing shirts will change your sex. (It will not, however, remove the combat penalty for a "Change Sex" curse.)
- The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to ignore the Kneepads of Allure once per game. With both autographs, of course, you can do it twice.
- Wearing two Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
- Use of the Cheat card overrides Rule 4. (It doesn't matter which shirt is on the outside.)
- But under no circumstances is there any bonus for MORE than two shirts.
It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.
*On your torso. Right side out.
Full-color image on a beige cotton T-shirt.
Stock #9121,
$21.95.
Munchkin Shirt
(Reprint)
It's not just a fashion statement -- it's part of the game! The official Munchkin shirt gives special powers to its wearer during a game of looting, pillaging, and backstabbing.
Official Tournament Rules:
- If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
- Your game character is male, even if you are not. Yes, this means that removing or changing shirts can change your sex. (It will not, however, remove the combat penalty for a "Change Sex" curse.)
- The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to ignore the Kneepads of Allure once per game. With both autographs, of course, you can do it twice.
- Wearing two Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
- Use of the Cheat card with two different shirts overrides Rule 4. (It doesn't matter which shirt is on the outside.)
- But under no circumstances is there any bonus for MORE than two shirts.
It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.
*On your torso. Right side out.
Full-color image on a beige cotton T-shirt.
Stock #9122,
$21.95.
A U G U S T 2 0 0 9
Munchkin Fairy Dust
Meet the Sparkly Good Fairy. She wants all the munchkins to play nice, and she's willing to bash heads to make sure they do. Play her way, and she'll bribe you with Fairy Dust. Otherwise, you might end up fighting her instead. And if you don't take her out, she'll be back again and again . . .
Fairy Dust is a 15-card expansion for classic Munchkin. It introduces the Sparkly Good Fairy and her deck of Fairy Dust cards -- extra rewards for munchkins who are willing to help each other. (It's perfectly munchkinly to be nice . . . as long as you get something cool for doing it!) Every card in the set is full-color, with added glittery pink and silver Fairy Dust.
Munchkin Fairy Dust is fun whether you stick with the core Munchkin set or play with all the expansions you can get their hands on. And at less than four bucks, it's a no-brainer!
Fairy Dust is a fin-seal pack. All packs contain the same 15 cards.
Fin-seal pack containing 15 cards.
Stock #1427,
ISBN 837654320211.
$3.95.
The Stars Are Right
When the stars are right, the Great Old Ones will return. If the stars aren't right, it's up to you to move them around!
In The Stars Are Right, you take the role of a cultist, summoning Lovecraftian horrors from beyond time and space.
The sky is represented by a grid of star tiles . . . and you can change them. Invoke minor creatures to flip over a tile or push a row, creating the correct patterns to summon more and more powerful ones. Eventually, you'll build a horde of Servitors who can chain flips, pushes, and swaps together, rearranging the entire sky to your whims. Change the skies, summon a Great Old One, and win!
The Stars Are Right is a card game for two to four players, ages 12 and up, with a playing time of less than one hour. The cards are hilariously illustrated by Goomi (Munchkin Cthulhu 3 -- The Unspeakable Vault).
Summon the Great Old Ones, who will shower you with power beyond your dreams. Or perhaps they'll eat you. Or both.
This is the licensed English-language edition of Die Sterne Stehen Richtig, published by Pegasus Spiele.
80 cards, 25 double-sided tiles, and rulesheet, in a box.
Stock #1432,
ISBN 837654320174.
$27.95.
Revolution!
Blackmail the printer. Threaten the innkeeper. Bribe the priest. Welcome to Revolution!
Secretly bid against your opponents to gain the support of the people, win territory . . . and gather more Gold, Blackmail, and Force for the next round of bidding! Will you try to control the tavern or the fortress? The harbor or the plantation? Knowing where to push for support -- and where to back away and let your opponents fight -- is the key to victory. It's a game of bluff, counter-bluff, and surprise.
Bidding tokens have different shapes and colors for easy identification. Colorful cardstock shields keep your bids private, and provide a handy rules reference during the auction. Traditional wooden blocks allow players to see, at a glance, who controls which territories.
Revolution! is for three or four players. The rules can be taught in minutes, and a complete game takes less than an hour. Each new game brings new strategies and tactics.
Get ready for Revolution!
11.75" x 11.75" x 3" box, with 100 wooden cubes, a mounted gameboard, dozens of chipboard counters, four sets of bidding boards and screens, and rulesheet.
Stock #1902,
ISBN 978-1-55634-793-1.
$39.95.
GURPS Ultra-Tech
(Reprint)
Weapons, Vehicles, and Gadgets
GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including:
- Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
- Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . .
- Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences.
- Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go!
- As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.
And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres - there's something for every adventure at every tech level.
GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure.
This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. The oldest material included here dates back to the first edition of GURPS Space; other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk , GURPS Psionics, GURPS Robots, and Transhuman Space. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price.
From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!
240 pages. B&W softcover.
Stock #01-6104,
ISBN 978-1-55634-799-3.
$29.95.
GURPS Psionic Powers
Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers and turns them into ready-to-use packages of psychic strangeness. You can use the abilities as presented, confident that they are built from -- and entirely compatible with -- the rest of the GURPS Fourth Edition character-creation system (including GURPS Powers, which is not required to use these packages, but is recommended).
Even better, you can use the entire system in a campaign: GURPS Psionic Powers distills the complexity of hundreds of possibilities into individual powers and power groups. Why bother trying to figure out what advantages, enhancements, and limitations you need to describe psychic netrunning (part of the Ergokinesis group) or dream-stealing (just one aspect of Psychic Vampirism)? This book does all the work for you, and each power is described in levels, making it easy to represent stronger psychic gifts. In addition, the new rules and suggestions allow the entire system to work together to simulate many types of psychic ability.
Whether you take it for individual parts or use it as a cohesive whole, this supplement is your one-stop shop for mental mastery. With GURPS Psionic Powers, the mind is an open book!
After reviewing the pure crunchy goodness of GURPS Psionic Powers, I've been forced to conclude that I have a rival for the title of GURPS rules guru.
|
| -- Sean "Dr. Kromm" Punch, GURPS Line Editor |
|
88-page B&W softcover.
Stock #01-6198,
ISBN 978-1-55634-798-6.
$19.99.
S E P T E M B E R 2 0 0 9
O C T O B E R 2 0 0 9
Mini-Chibithulhu Plush
Munchkin Cthulhu has spawned the evillest, cutest, teeny-tiniest plush ever: Mini-Chibithulhu.
This 4"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.
Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.
4"-tall green plush figure.
Stock #9451,
ISBN 837654320266.
$8.99.
Mini-Chibithulhu Plush
Munchkin Cthulhu has spawned the evillest, cutest, teeny-tiniest plush ever: Mini-Chibithulhu.
This 4"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.
Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.
4"-tall black plush figure.
Stock #9452,
ISBN 837654320273.
$8.99.
Mini-Chibithulhu Plush
Munchkin Cthulhu has spawned the evillest, cutest, teeny-tiniest plush ever: Mini-Chibithulhu.
This 4"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.
Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.
4"-tall purple plush figure.
Stock #9453,
ISBN 837654320280.
$8.99.
Mini-Chibithulhu Plush
Munchkin Cthulhu has spawned the evillest, cutest, teeny-tiniest plush ever: Mini-Chibithulhu.
This 4"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.
Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.
4"-tall blue plush figure.
Stock #9454,
ISBN 837654320297.
$8.99.
Mini-Chibithulhu Plush
Munchkin Cthulhu has spawned the evillest, cutest, teeny-tiniest plush ever: Mini-Chibithulhu.
This 4"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.
Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.
4"-tall red plush figure.
Stock #9455,
ISBN 837654320303.
$8.99.
Vorkosigan Saga Sourcebook and Roleplaying Game
From the award-winning science-fiction stories of Lois McMaster Bujold comes the Vorkosigan Saga Sourcebook and Roleplaying Game . . . set in a future universe of honor and betrayal, war and intrigue, great victories and great defeats. Miles Vorkosigan is brilliant, charismatic, the heir to a noble house on a warrior planet . . . and hopelessly crippled.
No. Not hopelessly. A Vorkosigan never gives up. And when the fragile, dwarfed, odd-looking Miles charges headlong against the universe . . . Miles may break, but he's used to breaking. And he'll pay that price, for his Emperor's honor and his own, because when Miles hits it hard enough, the universe gives way.
Now you can enter the world of Miles Vorkosigan. Play his soldiers, his agents, his comrades. Play Miles himself, if you're up to the challenge . . . and if you think you can dare as much, and talk as fast, as the "little Admiral."
Illustrated by Bob Stevlic, with character art specifically approved by Lois McMaster Bujold.
240 pages. Hardcover.
Stock #01-2490,
ISBN 978-1-55634-577-7.
$39.95.
New!
Coming July
Coming August
Coming September
Further Out
In Playtest
Previously Shipped...