Yatta! Kaijū gēmu e yōkoso! (Hooray! Welcome to our kaiju game!)
Enjoy nuclear-powered battles, city-stomping showdowns, and off-planet altercations with Munchkin Apocalypse: Kaiju! (Gesundheit.) Get barbecued by Hamera, take a sledgehammer to Rocky Road Dan, and win the day with the help of a Rousing Theme Song and a Small Child in Shorts.
30 cards and a rulesheet in a tuckbox.
ISBN 080742096240 .
One 7" x 7" satin-lined dice bag.
GURPS Magic Items 3 (Reprint)
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!
130 black-and-white pages. Softcover.
How to Be a GURPS GM (Reprint)
GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM.
For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting.
For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign.
This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game.
Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
74 black-and-white pages. Softcover.
GURPS Magic Items 2 (Reprint)
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:
130 black-and-white pages. Softcover.
Demons are the ideal monsters. They can show up anywhere with no more justification than "they were summoned," they can survive indefinitely in a dungeon without much explanation, and killing them poses no serious moral dilemma for anyone. As a bonus, they give demon-slayers, demonologists, and holy warriors a boost in importance – if you include those niches in your campaign, you have to include lots of demons!
Demons embody not just Evil, but also Chaos; they come in an infinity of forms. GURPS Dungeon Fantasy Monsters 5: Demons provides a systematic guide to types of demons and their attributes, attacks, defenses, and special powers, allowing you to create (and in many cases, randomly roll) a demon to order. While it isn't a "bestiary," it concludes with six worked examples to get you started, plus a guide to where to find all the other demons in Dungeon Fantasy and Pyramid, Volume 3.
Get ready to get summoning!