
Toon is a different roleplaying game. Remember those great Saturday morning cartoons? Now they're back - and you're the star!
Toon lets you be a rabbit, duck, mouse, moose, woodpecker, wombat, crocodile, caveman . . . whatever you want.
In Toon, anything can happen, and nobody ever gets killed. Been punched? Blown up? Steamrollered? Don't worry - you'll bounce back in the next scene, ready for more!
This book includes quick, simple rules, plenty of silly charts and tables, and lots of cartoon adventures - a joker's dozen! This edition of Toon includes all the material from the original version, plus everything from Toon Silly Stuff, Son of Toon, and Toon Strikes Again - and lots of brand-new material, including two new Feature Films!
Ready to get silly? Get in Toon!
212-page PDF.
Stock #30-1203,
$15.00.
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In fact, every time we open the airlock, we meet a new race . . .
GURPS Aliens presents over two dozen new races for your campaign! Use them in any science fiction adventure . . . or fantasy, or horror. Or, if you're tired of throwing the same old metavillains at your GURPS Supers players, these alien allies, foes, and technology will keep your game flying.
Many of these races are suitable for use as player characters or allies . . . some are implacable foes . . . and a few are truly alien. Among the creatures you'll meet:
Race descriptions include:
Also included are rules for designing new alien races, including racial advantages, disadvantages, and skills. Invent balanced alien designs that will intrigue and challenge your players!
134-page PDF.
Stock #30-6010,
$9.00.
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During Tooniversal Tours' nine-stop journey, you'll travel through danger, drama, adventure and - most of all - comedy! Lose yourself in nine riotous parodies of the most popular roleplaying and science-fiction genres. It's all here in the Tooniversal Tour Guide!
Visit exciting . . .
212-page PDF.
Stock #30-7604,
$15.00.
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GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!
Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly - two crucial concepts for comic-book superheroics.
GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover.
If you've got a high-powered campaign – or high-powered players – you want GURPS Powers!
244-page PDF.
Stock #31-0102,
$25.00.
GURPS Traveller Interstellar Wars Combat Counters
This free set of counters provides all the ships, missiles, gravity hexes, world, small body, and disabled markers you need to play out battles using the combat system in GURPS Traveller Interstellar Wars. Just cut out the counters, mount them on cardboard or cardstock, and you're ready to play! You can also print them directly to cardstock with the right stock and printer set-up. The counters can be used with any map that uses one-inch or larger hexes.
12-page PDF.
Stock #37-6602,
$FREE.
Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters – including people snatched from our Earth and other worlds by the cataclysmic Banestorm!
Whole villages were transported – from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren't ancient history here – they're current events!
Characters can journey from the windswept plains of the Nomad Lands – where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla – to Megalos, the ancient empire where magic and political intrigue go hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din.
This book updates the original Yrth of GURPS Third Edition Fantasy and Fantasy Adventures. It provides GMs with a complete world background – history, religion, culture, politics, races, and a detailed, full-color map – everything needed to start a GURPS campaign. Phil Masters (Discworld and Hellboy RPGs) and Jonathan Woodward (Hellboy and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mysticism, all of which conforms to the just-released GURPS Fantasy and GURPS Magic.
So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers.
Yrth awaits the legend of you!
260-page PDF.
Stock #31-2002,
$25.00.
Caravan to Ein Arris Fourth Edition Update
The city is buzzing when Halmaro the Red, the head of the Merchants' Guild, organizes the greatest caravan the world has ever seen to deliver his daughter . . . and her fabulous dowry . . . to Ein Arris for her wedding. There is a wealth of opportunity for resourceful adventurers whose wits are as keen as their swords -- are you one of them?
Caravan to Ein Arris was originally published in the GURPS Basic Set, in the pre-revision Third Edition. It was out of print for years, then brought back in PDF form. And now, it's been completely updated for the Fourth Edition of GURPS!
Ein Arris has always been a wonderful introductory adventure for the GURPS system, and now it's doing it again for Fourth Edition. And best of all . . . it's free! So fire up your computer and give it a spin, and take the Caravan to Ein Arris!
24-page PDF.
Stock #37-0031,
$FREE.
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Two great games that go great together - Toon and Munchkin! All the crazy characters, silly spells, troublesome traps, mirthful monsters, wondrous weapons, and terrific treasures from the Munchkin card game are now yours to play in Toon, the funnest roleplaying game ever.
The whole idea behind the Munchkin card game is to venture into dark dungeons, slay monsters, take their stuff and then, when the time is right, slay your fellow munchkins and take their stuff. As you may have noticed, this sounds suspiciously like not only a session of Dungeons and Toons, but most other fantasy roleplaying games. The big difference is that Munchkin and Dungeons and Toons reward such behavior, while other roleplaying games tell you it's a bad thing.
Please note that Toon Munchkin is not a complete game. You will need the basic Toon rules and the Dungeons and Toons rules from the Tooniversal Tour Guide to play.
49-page PDF.
Stock #37-7611,
$8.00.
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