New Releases for 1999

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Released December 9, 1999

Explore the world of the Fallen Lords and Soulblighter in this adaptation of the best-selling Myth computer games!

This sourcebook takes you beyond the battlefields of Myth, exploring the culture and psychology of the game's fascinating races, fleshing out the nature of the setting, and expanding upon the adventuring potential of this exciting fantasy realm.

It will also provide guidelines for merging traditional GURPS and the Myth game engine, using Myth II's editors to translate GURPS combat to real-time computer play!

#6095, ISBN 1-55634-413-9. 128 pages. $19.95.

[GURPS Swashbucklers, Third Edition] GURPS Swashbucklers, Third Edition

Come to the age of the Swashbuckler, when the world was wide and fortunes could be made in an afternoon of smoking cannons and bloody cutlasses! Swing from a chandelier into the fray, rapier in hand, dagger in teeth, and show the Cardinal's guards they can't insult the queen! Or wait on the quiet back roads of England on a moonless night, pistols and reins in your hands, and hope the Squire's coach isn't too well guarded...

Pirates, Musketeers and Highwaymen all come alive in this GURPS worldbook of romantic adventure from Elizabeth I to Napoleon. Rules and background given include: ship combat, black powder weapons, expanded fencing rules, cutlasses, chandeliers, codes of honor, duelling, compulsive gambling and all the other classic elements of a good swashbuckling time!

#6019, ISBN 1-55634-394-9. 128 pages. $19.95.

[GURPS New Sun] GURPS New Sun

Welcome to the End of History!

GURPS New Sun combines history with a fantastic future! Based on the award-winning science fiction of Gene Wolfe, GURPS New Sun melds fantasy and technology into a unique fusion of swords and lasers, treacherous beauties and starfaring rogues, monsters from history and monsters from outer space, professional torturers and nobles who duel with poisonous plants.

Join the young torturer Severian, naive servant of the byzantine and shadowy Autarch, as he winds through the crumbling metropolis of Nessus and slowly learns the truth behind his world -- or create your own stunning campaign based on the indelible imagery of the Book of the New Sun.

#6096, ISBN 1-55634-416-3. 128 pages. $19.95.

Tile Chess (Edition Francais)

Dans le jeu Tile Chess, les pièces d'échecs conventionnelles se déplacent sur un « plateau » virtuel dont la forme et les dimensions sont en constante évolution. La stratégie se com-plexifie: chaque fois que vous terrassez un adversaire, vous vous emparez de ses pièces!

Afin de gagner, vous devrez faire abstraction des limites traditionnelles de l échiquier . . .

Tile Chess a été conçu pour un groupe de 2 à 6 joueurs. Il est encore plus portatif que les échecs: il n y a aucun plateau et les pièces ( imprimées sur des carreaux ( tiendront dans votre poche. Vous pouvez jouer sur une table, sur un comptoir, sur le sol . . . où bon vous semblera. Cette boîte contient six ensembles de 16 pièces chacun, de même que les règles du jeu. Le matériel est suffisant pour une grande partie, deux plus petites, ou bien trois parties à deux joueurs. Une connaissance des règles élémentaires des échecs est requise pour jouer à Tile Chess.

Vos repères ne vous auront jamais tant désorienté . . .

Stock #1332, 96 pieces, $14.95

Released November 15, 1999

Superiors 1 (for In Nomine)

Seraphim and Malakim, aggressive or authoritarian . . . War, Stone, Judgment, and the Sword. These four Archangels are covered in depth in this book, with all the material a Game Master needs to understand their goals and psychology, as well as everything a player needs to understand what it's like to be a member of their organization -- not just powers and dissonance (though that's there too), but also what it feels like, what the sub-culture of the Word expects from its members, and how to deal with your Archangel's organization. Adventure seeds are also provided, tailored to the types of problems and assignments of these four Archangels.

#3320, ISBN 1-55634-409-0. 144 pages. $20.95.

[Game Master's Guide] Game Master's Guide (for In Nomine)

As an In Nomine game master, you not only play God, but Lucifer and all the other Superiors . . . Here's the book that will help you do all that, as well as choose how light or dark, gray or stark your campaign is. Fit real-world religion into your In Nomine Universe. Discover the extent - and limitations - of the power of Superiors, and how to handle confrontations with them. Pick alternate rules that strengthen or weaken humanity, celestials, and ethereals. Tailor your game to be as serious, satirical, or down-right silly as you want it to be! An invaluable In Nomine resource for inexperienced GMs and old hands both, the Game Master's Guide reveals the inner workings of the universe. (And players might like to sneak a peek at it too!)

#3317, ISBN 1-55634-415-5. 128 pages. $19.95.

[Chez Geek] Chez Geek

Beer. Nookie. Roommates. Just another Friday night at Chez Geek, the fun new card game that lets you set up house with your friends -- for as long as you can stand them. Get a job at the beginning of the game, and spend money and time to accumulate Slack points. You can have a party, hang out with friends, dodge losers, and play with the cats. Borrow from your roomies so you can have snacks while you watch TV. What other game gives you points for sleeping? Just look out for the car alarm. Drink, party, and sleep late as you pursue Slack points to win the game.

Just remember, when your roommate and his S.O. keep you up all night: You can't throw them out. They live here.

#1329, ISBN 1-55634-411-2. 110 cards. $19.95.

GURPS Japan (2nd Edition)

Adventure in Japan in the days of the Shogun. Experience the rigid etiquette of the Emperor's court and the demon-haunted wastes of the wilderness; the delicate beauty of the tea ceremony and the savage pleasure of viewing an enemy's severed head. You can adventure as sword-wielding samurai, cunning black-garbed ninja, or mystic priest of the Lord Buddha. You can stand on either side as the explorers from the West meet the ancient Empire of the Rising Sun. Magic, swordplay, power, poetry, beauty, and terror - all wait for you in GURPS Japan!

#6006, ISBN 1-55634-388-4. 128 pages. $19.95.

GURPS Who's Who 2

The second volume of 52 real-life characters for historical and time-travel games introduces an even more varied collection of personalities. Through brilliance or luck, charisma or courage or sheer lunacy, these are the people who stamped their very different images on history. When your players face them, in battlefield, court, or laboratory, they can change the world - or at least, come away with quite a story.

#6528, ISBN 1-55634-407-4. 128 pages. $19.95.

Deluxe Illuminati (reprint)
Back by popular demand . . . literally. This is our most requested reprint by far. This new edition has 106 full-color cards (plus four blanks) and a revised rulebook. It gets all this into a smaller shelf footprint, too. (Don't confuse this with INWO . . . this is the original NON-collector game.)

Illuminati won the Origins Award for Best SF Game of 1982. Secret conspiracies are everywhere! The phone company is controlled by creatures from outer space, the Congressional Wives have taken over the Pentagon, and the Boy Sprouts are going door-to-door to smash the IRS. Two to six players compete to grab powerful groups and increase their wealth and power. No ploy is too devious, no strategem too low.

Stock #1305, ISBN 1-55634-384-1. $34.95.
 Cloisonne Pins Illuminati Cloisonne Pins
We all know we're part of the conspiracy. But what part? These "eye in the pyramid" pins, made of colorful cloisonne, will announce that you are not just an unwilling dupe. Proudly proclaim your membership as one of the world's [CENSORED]! Learn to recognize your illuminated colleagues -- red for [whatever], green for finance, purple for recruitment. You're not cleared for the rest. If you don't know or don't care what plans the Illuminati have in store for you, let us choose! And what could be more Illuminated than having more than one! Show the world you [FNORD]! Get an Illuminati membership pin today!

Stock #9002. $3.50.

Released October 25, 1999

[GURPS Alternate Earths 2] GURPS Alternate Earths 2

What if Imperial China had become an intercontinental power? Islam had supplanted the influence of Christianity? The Vikings had founded a world-spanning empire? England had suppressed the American Revolution? Monarchy hadn't gone out of fashion in Europe? GURPS Alternate Earths 2 presents six more alternate histories from the authors of GURPS Alternate Earths -- including the lowdown on GURPS Time Travel's sinister Centrum!

#6530, ISBN 1-55634-399-X. 128 pages. $19.95.


The Big Crash. The Bug. The end of technology - the end of humanity. In GURPS Y2K, ten of your favorite GURPS authors take a long look at these millennial fears, from computer crashes to global warming, from a nuclear apocalypse to the Biblical Apocalypse. Are you Y2K compliant?

#6090, ISBN 1-55634-406-6. 128 pages. $19.95.

Tile Chess

Chess breaks free of the board!

Tile Chess is a Chess variant for up to 6 players, where the shape of the game changes with every move. The more players you conquer, the stronger you become. This very portable game can be played on any small table, even at the pub. So think outside the box!

#1330, ISBN 1-55634-404-X. $14.95.

Released September 13, 1999

GURPS Space, Third Edition GURPS Space, Third Edition
A classic becomes classier in this updating of the definitive guide to science-fiction roleplaying. Previous editions of GURPS Space offered a comprehensive set of tools to design your own starfaring campaigns, from space opera to hard science with any stop in between. Substantially revised and expanded, the Third Edition will: In addition to the above topics, GURPS Space offers an inventory of science-fiction equipment from lasers to force swords, treatment of classic science-fiction character types, advice on creating planets and the cultures that inhabit them, and much more!

This Origins-award winner will only get better in the hands of popular GURPS author David Pulver.

#6005, ISBN 1-55634-390-6. 176 pages. $22.95.

[GURPS Traveller] GURPS Traveller, Second Edition
GURPS Traveller is the official alternate universe for Traveller, the premier SF roleplaying game, produced under license. The vast scope of the Third Imperium will be open for adventuring: merchants, mercenaries, spies, mega-corporate troubleshooters, pirates and pirate-chasers! Find out for yourself why this game is a classic.

#6600, ISBN 1-55634-408-2. 176 pages. $22.95.

[GURPS Ultra-Tech] GURPS Ultra-Tech (reprint)
GURPS Ultra-Tech is a sourcebook for science-fiction technology, from the 21st century to the farthest reaches of the future. From the vacuum of interstellar space to the murderous intrigue of the court of the Galactic Empire, to the lowest dives of the asteroids, an adventurer is no better than his gear. GURPS Ultra-Tech, Second Edition, Revised has been reorganized for ease of use - equipment is now sorted by type, not by Tech Level.

#6032, ISBN 1-55634-164-4. 128 pages. $19.95.

Released August 9, 1999

You Are Here You Are Here (for In Nomine)
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 in themselves, 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 characters who won't know what they're getting into!

For all the players who keep on 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 . . .

#3316, ISBN 1-55634-595-7. 128 pages. $19.95.

Magic Items 2 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 Magic Items are here, with new items for armor and protection, magical weaponry, mystical healing, necromantic magic, curses, tricks and traps, and more. In addition, this book introduces eight new shops that magic-seeking adventurers can visit, including bardic magic, adventuring items, holy magic and toys and entertainment.

Stock #6512, ISBN 1-55634-207-1 . $19.95.

GURPS: Compendium I GURPS Compendium I (reprint)
GURPS Compendium I collects in one volume all the new rules that have been added to the GURPS character creation system since the GURPS Basic Set, 3rd Edition was released in 1988. Compendium I contains hundreds of advantages, disadvantages and skills and other rules for character creation, all in one place!

Compendium I contains a complete collection of character creation rules from previous GURPS releases and in Roleplayer, the GURPS newsletter. Since many older books are out of print, GURPS Compendium I is now the only source for this information.

Stock #6519, ISBN 1-55634-290-X . $23.95.

Released July 19, 1999

Alien Races 2 Alien Races II (for GURPS Traveller)
The second book in the GURPS Traveller Alien Races series, Alien Races 2: Aslan and K'kree addresses the biology, home worlds, culture, and society of the fierce Aslan, the centaurian K'kree, and two minor species. It details their historical involvement with the Imperium, from first contact to present, and presents racial templates, rules for playing alien characters, and examples of unique technologies and ship designs.

Stock #6607, ISBN 1-55634-392-2 . $20.95.

GURPS: Mecha GURPS Mecha (reprint)
From battlesuited space marines making an orbital drop to cinematic Japanese anime action featuring giant walking tanks piloted by beautiful alien princesses, GURPS Mecha covers the entire genre of mecha action! In the pages of Mecha you'll find an easy-to-follow step-by-step guide to building mecha, special combat rules that emphasize the cinematic nature of mecha combat, and advanced rules with a plethora of options like transforming and combining machines that can turn into cycles or fighter planes, overload boosters, psionic mecha, energy battlesuits, giant swords and shields, even steam punk mecha!

Stock #6021, ISBN 1-55634-239-X . $19.95.

[GURPS Warriors] GURPS Warriors
Mighty barbarians hacking away with massive broadswords and battle-weary grunts with cordite-stung eyes come to life! GURPS Warriors expands upon the template system introduced by GURPS guru Sean "Dr. Kromm" Punch in GURPS Wizards so you can get on with the game!

Inside you'll find 29 warrior archetypes, along with templates and design advice allowing you to quickly and efficiently recruit your new warrior.

Stock #6085, ISBN 1-55634-393-0 . $19.95.

Released June 14, 1999

Illuminati Y2K Illuminati Y2K
Yet More Illumination! Deluxe Illuminati enters the new millennium with 109 more cards bringing the global conspiracies in synch with (or slightly ahead of...) the times. The set includes 26 new Specials, 76 new groups, 5 blanks to let you create your own groups - and two new Illuminati, Shangri-La and the Church of the SubGenius! Thi s is a supplement to the recently re-released Deluxe Illuminati.

Stock #1325, ISBN 1-55634-374-4. $14.95.

Screen GURPS GM Screen
Put the amazing flexibility and power of the GURPS roleplaying system at your fingertips with this fact-packed GM Screen. Two two-panel screens feature up-to-date charts, tables, and other essentials. Also included will be a copy of GURPS Lite, the 32-page synthesis of the GURPS rules designed to provide a simple introduction to the system. It's everything the enterprising GM needs in one compact package.

Stock #6414, ISBN 1-55634-397-3. $10.95.

Warehouse 23 GURPS Warehouse 23 (reprint)
The global power balance teeters on the brink of chaos. We touch too much too soon. We discover things we were never meant to comprehend: Relics created by the whim of mad genius, or aliens, or gods - or godlike DEMONS... substances so potent that a handf ul could destroy our world, computers so subtle that no network is secure from their manipulation, sorceries dark enough to annihilate the purest soul.

Somewhere, those with true Power have built a facility to imprison these forces... for proper study. For our own good. To insure order. Until THEY decide to unleash them. They know WE aren't yet ready for the contents of Warehouse 23. But are they?

Your players will be delighted. At first.

Stock #6523, ISBN 1-55634-328-0. $19.95.

Released May 12, 1999

Corporeal Players' Guide (for In Nomine)
The Angelic and Infernal Players' Guides are our top-selling In Nomine supplements. This finishes the trilogy. It gives lots more information about Servants of God, evil Sorcerors, undead, and all those other more-than-human, less-than-divine character types.

#3315, ISBN 1-55634-389-2. 128 pages. $19.95.

GURPS Who's Who 1
History is full of people who were stranger than fiction. People you'd want to meet. People you'd pray to avoid. People who changed the world.

This book gives complete descriptions and character stats for 52 of the most interesting people in history, ready to serve as patrons, allies, enemies or role-models. From the man who united China to the REAL Dread Pirate Roberts; from the voice of an empire to a roistering aristocratic astronomer with a silver nose; from a doctor so brilliant that his foes ran him out of town, to a king with 1,200 wives but not a single heir!

It's written for GURPS, but it's easy to translate into any system.

#6088, ISBN 1-55634-367-1. 128 pages. $19.95.

First In (for GURPS Traveller)
Beyond the borders of the Third Imperium, the Interstellar Scout Service seeks out strange new worlds! A Scout has to be ready for anything . . . or die. This book describes the Scouts' organization, equipment, starships (with deck plans) and typical missions. To make running a Scouts campaign easy, it also details the whole process of exploration, from the initial sighting of a new star system to the integration of a world into the Imperium.

First In includes a world-building sequence based on the most recent scientific discoveries. Game Masters can now design realistic star systems, worlds and civilizations. The system can be used for GURPS Traveller, or easily adapted to any other science-fiction RPG.

#6605, ISBN 1-55634-368-X. 144 pages. $20.95.

GURPS Lite is a distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, magic, adventuring, and game mastering.

The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with the Basic Set, Compendiums, and a stack of worldbo oks! With GURPS Lite, you can show your players just how simple the GURPS system really is. It can also be used as a neophyte's stand-alone introduction to roleplaying . . . but it is really designed as a tool to let the experienced player bring his friends into the game.

Download it free off of the web! (Acrobat viewer required.)

You can also now order a printed copy of GURPS Lite. If you order it along with something else, it's free; if you order it by itself, there's a $2 charge for shipping.

Released April 19, 1999

Liber Servitorum: The Book of Servitors (for In Nomine)
The Good, the Bad and the Innocent . . .

There are many fighters in the War between Heaven and Hell. There are also mortals who are unaware of the battles that rage about them - but this might change at any moment.

The Liber Servitorum contains over 100 angels, demons, ethereal spirits and humans, completely described with both character stats and story backgrounds, for use with the In Nomine system. Game-Masters can use them as NPCs, or give them to players for a quick start.

Also included are tips and guidelines for getting and maintaining Roles and for creating and controlling Servants.

Stock #3314, ISBN 1-55634-369-8. $19.95.

GURPS Special Ops (Second Edition)
There is a violent world just on the edge of war - the world of special operations. Elite forces penetrate enemy lines to strike critical targets. Teams of experts turn civilians into organized guerrilla armies. A strike team rushes a hijacked airliner t o free hostages.

You'll brief national leaders on the latest crisis; scheme and sweat to ram a workable plan through the entanglements of bureaucracy; face a ruthless foe at point-blank range with no margin for error. Your life, the lives of others, the interests of your homeland . . . all depend on your skills, courage and judgment.

GURPS Special Ops puts you into this world. All the violent action - and all the planning, organization and coordination necessary to bring off an operation successfully - are in your hands.

GURPS Special Ops has been out of print for several years. This completely revised edition covers the new nations and alignments of the post-Soviet era, and updates the rules for creating special-ops s oldiers with the new GURPS template system.

Stock #6029, ISBN 1-55634-366-3. $19.95.

GURPS Black Ops (reprint)
Alien invaders, things slithering in sewers and alleys by night, dark plots by paranormal cabals -- all these and more lurk in society's shadow. To them, we are nothing more than food or slaves. If the world knew, it would go mad.

Our only defense is the Company, which takes conspiracy from theory to practice. As one of its recruits, you'll endure five years at the hellish Academy, where only the best of the best graduate and failing grades become tombstone inscriptions. The survi vors become killers as dangerous as their prey, sworn to keep the secrets that would destroy society.

Odds are you'll die in style. Your job is to take as many of them with you as you can.

Black Ops takes cinematic roleplaying to the edge and over the top! Out of print since August 1998, this is another "by popular demand" reprint.

Stock #6081, ISBN 1-55634-366-3. $19.95.

GURPS Discworld (reprint)

Released March 15, 1999

GURPS Magic Items
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. Categor ies include swords and weapons, armor, wizardly tools, thief's supplies, clothing, jewelry, healing tools, necromantic items, and curses, tricks, and traps.

GURPS Magic Items also describes the eldritch shops that sell these wonders, with a complete and realistic guide to the economics of enchantment in a medieval fantasy world, including profiles of the t ypical enchanter, enchanter's patron, and magical merchant.

This is a reprint; GURPS Magic Items has been unavailable for several years.

Stock #6038, ISBN 1-55634-190-3. $19.95.

GURPS Traveller: Far Trader
Next to the mercenary game, the "independent trader" campaign is the most popular among Traveller players. This new book is the complete support volume for the Trader campaign. You can:

Far Trader complements the GURPS Traveller volumes on Starports and Starbases, and on GURPS Traveller: Starships, (coming later in 1999). It is also fully compatible with GURPS Space, and a useful supplement for any science fiction campaign.

Stock #6606, ISBN 1-55634-373-6. $20.95.

GURPS Psionics
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.

This 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.

This is a reprint; GURPS Psionics has been unavailable since May 1998.

Stock #6040, ISBN 1-55634-196-2. $19.95.

GURPS Ultra-Tech 2 (reprint)
Tired of everyone carrying the same firepower and sneaky gadgets as you? Expand your arsenal with GURPS Ultra-Tech 2!

This sequel to the popular GURPS Ultra-Tech offers a wide variety of new science-fiction personal equipment, along with rules for building combined gadgets, variant-technology campaigns and more!

Stock #6525, ISBN 1-55634-337-X. $19.95.

Released February 22, 1999

Deluxe Illuminati
Back by popular demand . . . literally. This is our most requested reprint by far. This new edition has 106 full-color cards (plus four blanks) and a revised rulebook. It gets all this into a smaller shelf footprint, too. (Don't confuse this with INWO . . . this is the original NON-collector game.)

Illuminati won the Origins Award for Best SF Game of 1982. Secret conspiracies are everywhere! The phone company is controlled by creatures from outer space, the Congressional Wives have taken over t he Pentagon, and the Boy Sprouts are going door-to-door to smash the IRS. Two to six players compete to grab powerful groups and increase their wealth and power. No ploy is too devious, no strategem too low.
Stock #1305, ISBN 1-55634-384-1. $34.95.

Cardboard Heroes
Another often-requested reprint is our Cardboard Heroes line . . . beautifully drawn full-color stand-up figures. Much cheaper than miniatures, and more convenient too! We are reissuing all 13 sets of fantasy-themed Cardboard Heroes in one pack, and addin g duplicates of some of the "cannon-fodder" figures like orcs and undead. Over 400 stand-up figures, plus over 300 flat counters for traps, dropped weapons, creepy crawlers and the like!
Stock #2100, ISBN 1-55634-370-1. $19.95.

GURPS Fantasy Bestiary
Valuable for any fantasy game, not just GURPS . . . Over 250 extensively researched descriptions of fantasy animals and plants, from nuisances to monstrous menaces. Separate chapters cover Dragons and Fabulous Plants . . . plus a chapter on Mythological Motifs to let GMs customize any creature to better fit the campaign. Written by Steffan O'Sullivan (GURPS Swashbucklers).
Stock #6504, ISBN 1-55634-184-9. $19.95.

GURPS Bio Tech (reprint)
Introducing the technology of the next century: biotech! Upgrade your old body with steroids and smart drugs, transplants and viral nano... or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing, or just go parahuman: Why admire cats if you can be one? The technology's changing fast, but you'll have lots of time to get used to it -- death is a temporary inconvenience with cryonics, cloning and braintapes. And who needs silicon and steel? Biotronics and biomimetics are where it's really at!

Stock #6524, ISBN 1-55634-336-1. $20.95.

Released January 22, 1999

The Silicon Valley Tarot
What will happen to me? My program? My career?

The Silicon Valley Tarot knows. Created by Thomas Scoville, this tarot deck became "flavor of the month" on the Internet before a single tree died to create a real card. But everyone who saw it wanted a real, physical deck . . . and it's coming in December.

The hardcopy version of the Silicon Valley Tarot will be a real 70-card deck, with both major and minor arcana, and will include a 44-page guidebook with Scoville's oracular interpretations, and instructions and sample "spreads" by Tarot maven S. John Ross.

This is the Tarot for the new millennium . . . and on January 1, 2000, it WILL still work. Check it out.

GURPS Traveller: Star Mercs
Everything you need for a military-oriented campaign in the universe of Traveller! This book covers combat (and a soldier's life) in the 57th century; how to recruit, organize, and equip a mercenary unit; and the Imperial rules of war. There are descriptions of how armies are organized and equipped for Tech Levels from 5 to 12, discussions of strategy and tactics, and a comprehensive rundown on weapons and the other tools of the soldier's trade.

Star Mercs also includes templates for military and mercenary soldier characters, sample missions, and a variety of units and NPC personalities your mercenary group might encounter, including the famed and feared Imperial Marines.

Liber Castellorum: The Book of Tethers
In the war between Heaven and Hell, Tethers are the earthly strongpoints . . . the fortresses where Superiors can group their forces and where wounded celestials can find safety. Liber Castellorum is the Book of Tethers for In Nomine. It includes guidelines for creating Tethers, staffing them, attacking and defending them, and how to deal with Tethers (and their Seneschals) in the campaign. Liber Castellorum also contains a selection of Tethers for all the major Superiors, including a Generic Tether for each . . . one that is so typical of that Superior that it can easily fit into any GM's campaign.

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