
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,
UPC 837654320174.
$27.95.
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!
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88-page B&W softcover.
Stock #01-6198,
ISBN 978-1-55634-798-6.
$19.99.
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)
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:
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.
In Action 1: Heroes, you got stripped-down, hard-core rules for heroes who were too tough to handle!
In Action 2: Exploits, you got so much crunch for running action-movie campaigns that it blew your mind!
The excitement continues with Action 3: Furious Fists. This guide to martial-arts mayhem includes five totally new archetypes for your own personal game of death: the hulking big guy, the untouchable fast guy, the stealthy ninja, the athletic traceur, and the lethal weapon master. Some of these guys fight barehanded, but they don't come empty-handed – you get all the special martial-arts advantages, perks, and techniques they need to dominate. Rounding it out are exotic weapons, new combat options, and practical advice on bringing high-kicking, katana-slashing action to the world of fast cars and big guns.
The Big Boss won't know what hit him . . .
26-page PDF.
Stock #37-0312,
$9.00.
Buy Now!
Pyramid #3/10: Crime and Grime
This issue of Pyramid -- the PDF magazine for roleplayers -- covers "Crime and Grime," and it's criminally full of helpful and fun ideas for a medieval- or fantasy-themed campaign. Whether your adventurers are agents of law and order, actively oppose those agents, or just want to stay out of the way, they're sure to find something they can use. This issue contains:
In addition, Pyramid locks up more goodies that make a magazine fun, including odds and ends, Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry notable to pick a word or phrase related to the issue's theme. This month, Simon Washbourne -- author of the Medieval Mysteries RPG -- gives us the last word on medieval crime and grime.
40-page PDF.
Stock #37-2610,
$9.00.
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Transhuman Space: Personnel Files 4 – Martingale Security
Transhuman Space presents a rich and varied background that is excellent for near-now science-fiction gaming. But it's so rich in detail that it can be difficult to know what to do with it. That's where Personnel Files come in handy.
In the world of Transhuman Space, some people still feel the need for personal security. Sometimes combat cybershells and automated systems can handle that -- but sometimes, the customer feels the need for the human touch. (Well, more or less human.) This is where Martingale Security steps in.
Transhuman Space: Personnel Files 4 -- Martingale Security presents a group of professional bodyguards. They're a small outfit -- just five people, counting OVERSIGHT, the office computer -- and new to the business, but they know their stuff. And they're in just the right place for a life of action, intrigue, and occasional mysteries and misunderstandings. This book provides game details for all five 300-point characters, along with their AI assistants and cybershell support systems, plus scenario seeds and plot ideas. In other words, it's a ready-to-run campaign!
21-page PDF.
Stock #37-6705,
$7.00.
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Whether you’re trying to stop the Dark Lord’s invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you’re likely to get into battles that are far too big to resolve with ordinary GURPS combat. GURPS Mass Combat is the answer! It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include:
Everything is fast and easy to use in play thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types. It’s all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game -- every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them.
GURPS Mass Combat requires only the GURPS Basic Set, Fourth Edition.
52 black-and-white pages. Softcover.
Stock #01-6197,
ISBN 978-1-55634-800-6.
$14.99.
Experience the rigid etiquette of the Emperor's court, the delicate beauty of the tea ceremony, and the savage pleasure of viewing the severed heads of your enemies. In this book, you'll find:
You can stand on either side as the explorers from the West meet the ancient Empire of the Rising Sun. Magic and swordplay, power and poetry, beauty and terror -- all await you in GURPS Japan!
(Note that this is an e23 reprint of a GURPS Third Edition product.)
131 page PDF.
Stock #30-6006,
$9.00.
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