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Price ▲ |
There's trouble right here in Nobles, Arizona. That's trouble with a capital "T," and that rhymes with "D," and that stands for . . . dinosaurs?!
Yeah. It's a long story, pardner. This here's a yee-haw yarn involving a band of bandits, a chest-pounding chase, and the final fate of a fetching filly named Donna Nesbitt. Oh, and barrels of bullets graciously given new homes in roving reptilians, to help... [click here for more] |
Steve Jackson Games |
$7.00
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Since the dawn of history, people have come to cities – to visit, to pass through, to stay. And bustling streets provide opportunities for adventure.
GURPS City Stats offers cohesive rules to define a city's impact on adventurers. A new stat block provides a compact way to write up a city, just like a character, vehicle, or planet. Guidelines for using urban regions in... [click here for more] |
Steve Jackson Games |
$7.00
|
Jim Wright high-tails it out of Denver, one step ahead of his would-be killers, on a journey that takes him from a fancy riverboat on the Mississippi to the dingy warehouses and opulent mansions of New Orleans. Now Wright has to figure out who wants to kill him, and why, and what a New Orleans gambler has to do with his murdered partner back in the Disputed Lands . . .
Aces and Eights... [click here for more] |
Steve Jackson Games |
$7.00
|
Chaos abounds during the rain of terror.
Into every life some rain must fall . . . but when a lot of rain falls all at once, you may find yourself in the eye of the storm. GURPS Disasters: Hurricane is your guide to one of the most devastating forces that nature can unleash. It includes information on the science of hurricanes, a discussion of what makes these phenomena dangerous,... [click here for more] |
Steve Jackson Games |
$7.00
|
"You open the chest and find a bone whistle and two crystal spheres full of swirling yellow smoke."
"Uh-oh . . . I remember the last bone item. And those purple spheres."
What would a dungeon crawl be without amazing treasures that you simply can't buy at Ye Olde Magick Shoppe? Boring! GURPS Dungeon Fantasy: 40 Artifacts saves GMs from this fate . . . and... [click here for more] |
Steve Jackson Games |
$7.00
|
Evil Must Die
In GURPS Dungeon Fantasy, all adventurers do their share of slaying . . . killing monsters and taking their stuff is the whole point of delving! When the enemy is a demon, sinister cult leader, or shambling undead horror, the usual strategy is to sic the cleric or holy warrior on them. But sometimes, Evil is just too powerful.
GURPS Dungeon... [click here for more] |
Steve Jackson Games |
$7.00
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Puddings and Oozes and Slimes, Oh My!
When you think of Dungeon Fantasy, three sorts of monsters come readily to mind: serious bosses, like liches and dragons; in-between threats, like trolls and dire animals; and hordes of lesser foes, like orcs and zombies. But another very old, very basic category of enemy lurks in every dungeon, and that's goo -- squidgy, nasty,... [click here for more] |
Steve Jackson Games |
$7.00
|
Legends Come to Life . . . Seeking Your Death!
The most common threat standing between GURPS Dungeon Fantasy heroes and some well-deserved loot is monsters. Now, the dangers are newer than ever, yet some are as old as legend. GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic brings you 16 new creatures, inspired by sagas of times... [click here for more] |
Steve Jackson Games |
$7.00
|
Here Be Dragons
Strong contenders for the title "king of the monsters," dragons have been strangely absent from GURPS Dungeon Fantasy . . . until now! Don't ask where they were – what matters is that they're here, they're as dangerous as their reputation suggests, and they're hungry. This bestiary zooms in on the classic winged, reptilian interpretation of these... [click here for more] |
Steve Jackson Games |
$7.00
|
Did Somebody Say "Money"?
Any delver who has ever met a dishonest merchant can attest that it pays -- literally! -- to know exactly what you've dragged home from the dungeon. Sometimes it's good ol' gold and silver, but the world is older and stranger than even scholars and wizards admit. Canny treasure-hunters consult books before brokers, poring over tomes like GURPS Dungeon... [click here for more] |
Steve Jackson Games |
$7.00
|
From Fear to Eternity
It has been said that an optimist believes we live in the best of all worlds, while a pessimist fears we do. Yet if we fear that ours is the best world, how fearsome must all those other worlds be?
Some of the answers can be found within the pages of GURPS Infinite Worlds: Worlds of Horror. Written by Kenneth Hite -- eldritch architect... [click here for more] |
Steve Jackson Games |
$7.00
|
Every so often, there comes an adventure so grim and gritty, so revolutionary, and so serious that it elevates the super-spy thriller genre to new levels of sophistication.
GURPS Lair of the Fat Man is not that adventure.
This espionage tale, set in the early 1980s, pits the heroes against each other as part of a multinational team called UNISTOMP. Can these super-spies... [click here for more] |
Steve Jackson Games |
$7.00
|
The Best Defense
Every low-tech fighter (and every gamer!) knows that the secret to surviving slings and arrows -- not to mention swords, musket balls, and dragon bites -- is a good suit of armor. GURPS Low-Tech and GURPS Low-Tech Companion 2: Weapons and Warriors deliver handsomely in that department . . . but it can take a lot of number-juggling... [click here for more] |
Steve Jackson Games |
$7.00
|
Power Of Life And Death
Tales of magic almost always include "death spells" among the abilities of sorcerers. These curses don't merely wound, control, immobilize, or incapacitate their victims -- they kill in one shot. GURPS Magic: Death Spells offers 48 genuine death spells spanning every college of magic. Each has its own strengths, weaknesses, peculiarities, and... [click here for more] |
Steve Jackson Games |
$7.00
|
Vegetation -- omnipresent, silent, essential for life, and able to kill. The fauna discounts the flora at its own peril.
GURPS Magic: Plant Spells expands on the green-based magical college from GURPS Magic with a cornucopia of new information, including:
Full GURPS information on broad botanical categories and stats for... [click here for more] |
Steve Jackson Games |
$7.00
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We Can't All Be Archmages
Gamers love earth-shattering magic – but that isn't, as the saying goes, "all she wrote." Many fine stories feature apprentice wizards, or cocky dabblers in arcane arts they don't understand; interesting fantasy worlds often depart from the GURPS assumption that magic-users are born gifted; and even a lot of unsubtle, high-powered hack 'n' slash posits that... [click here for more] |
Steve Jackson Games |
$7.00
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Heroes Have What the Darkness Lacks -- Friends
Anyone blessed with awesome abilities can take up armor and armaments to attack awful adversity. But what about the friends and allies with slightly less predestined potential?
GURPS Monster Hunters 4: Sidekicks continues the fast-paced Monster Hunters series with information on the hunters... [click here for more] |
Steve Jackson Games |
$7.00
|
Penny Candy for Your Character!
Everybody loves little bonuses for next to nothing. In GURPS, that means Perks -- one point advantages that add just a little edge to your character, and a whole mess 'o flavor. But like sweet treats, can you ever have enough?
Sean "Dr. Kromm" Punch, architect of GURPS Fourth Edition, gathers together dozens... [click here for more] |
Steve Jackson Games |
$7.00
|
There Is No Substitute for Talent
Training is good, but being a "natural" is better! GURPS Fourth Edition brings this real-life adage to the gaming table with Talents - advantages that improve groups of related skills and make them easier to learn. But so many Talents appear in so many GURPS supplements that choosing among them can involve... [click here for more] |
Steve Jackson Games |
$7.00
|
Enhance Your Game!
Enhancements are useful tools, providing unlimited ways to modify advantages. GURPS Power-Ups 4: Enhancements adds to the material from the GURPS Basic Set to provide new and powerful options.
This is a one-stop compendium of all general enhancements introduced after the Basic Set was released... [click here for more] |
Steve Jackson Games |
$7.00
|
Strike a Bargain with Fate
Spending character points on permanent abilities is wonderful – but it doesn't guarantee that the dice will be nice. Sometimes, you don't want to leave the story to the mercy of random rolls! To solve this problem, GURPS Fourth Edition offers the alternative of players using points to buy successes and influence the game world. GURPS... [click here for more] |
Steve Jackson Games |
$7.00
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Why Limit Yourself?
It's part of what you sign up for with a point-based game like GURPS, but nobody likes to be forced to omit part of a nifty character concept because they lacked the budget to buy what they had in mind. Fortunately, there are ways around this (besides cheating!): limitations. By adding some fitting drawbacks to your cool abilities, you can power... [click here for more] |
Steve Jackson Games |
$7.00
|
Show Them Who's Boss
While the Rank advantage looks wonderful on paper, it doesn't do much as written. To make an organization work for you, you need to buy it as a Patron. Even then, the benefits of a Patron are only slightly better defined than those of Rank – and unlike Rank, Patrons come in just four levels (6 or less through 15 or less), making it hard to represent fine-grained hierarchies... [click here for more] |
Steve Jackson Games |
$7.00
|
Welcome to a land that's as familiar as history and as fanciful as a fairy tale. GURPS Alchemical Baroque presents the Known Lands, a place existing between the old history of magical tales and the new realities of exploration and enlightenment. It's a time of ghosts and giants, of spirits and spellcraft, of charm-slinging cunning-men and chubby sly cats. Yet even in these... [click here for more] |
Steve Jackson Games |
$7.00
|
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... [click here for more] |
Steve Jackson Games |
$7.00
|
At the dawn of the 22nd century, Polyhymnia is the coolest nightclub anywhere. In a world where entertainment fads rise and fall so fast that you can't even call them Flavors of the Month anymore, Polyhymnia has been around for more than a decade. It's never in the same place - or even the same experience - twice, thanks to the brilliance of Julian Cressida, one of the greatest memeticists ever.
But... [click here for more] |
Steve Jackson Games |
$7.00
|
In this introductory adventure for Transhuman Space, the players must dig through a mountain of disinformation to find out which of Singapore's elite is ready to sell out his country to the Transpacific Socialist Alliance. But in an era where the truth can be manipulated as easily as pixels on a computer screen, who can you trust? ... [click here for more] |
Steve Jackson Games |
$7.00
|
Make a Difference Saving Lives!
The NKKC (Japan Emergency Rescue Agency) is renowned as the "Wings of the Rising Sun" – first-responders dedicated to saving lives anywhere, from Earth to Luna. When disaster strikes, these heroes deploy from fixed bases and orbital drop ships to provide aid to any country that will accept their help. Transhuman Space: Wings of the Rising Sun... [click here for more] |
Steve Jackson Games |
$7.00
|
In the Weird West, a deck of cards can be a lethal weapon. For hucksters, poker isn't just a game – it's a path to supernatural power. The huckster tries to master a manitou, an evil spirit from Indian mythology – but the consequences of failure can be deadly. For everyone.
GURPS Deadlands: Hexes is a collection of spells for your GURPS Deadlands game. Some of... [click here for more] |
Steve Jackson Games |
$8.00
|
The Horseclans Are Coming!
They ride the plains of a post-holocaust America, mind-reading prariecats by their sides. They're deadly warriors . . . for honor, for loot, or just for the joy of a good fight. They would follow their leader, the undying Milo Morai, straight to Hell. And they'd come back with trophies.
Now, Robert Adams' bestselling Horseclans series comes alive in this supplement... [click here for more] |
Steve Jackson Games |
$8.00
|
The eleven GURPS characters in this book first appeared in volume 2 of Pyramid Magazine, and have been unavailable in recent years. Now, they’re back.
Intended for use in fantasy and historical fantasy games, they range from humble clock-builders to proud djinn viziers, and from nervous neophyte wizards to grizzled warriors. All come complete with full GURPS... [click here for more] |
Phil Masters |
$8.00
|
Six wild and weird Transhuman Space NPCs, ready to use in adventures!
Back in the day, Steve Jackson Games published volume 2 of Pyramid magazine in Web-based form. These six characters featured there at different times over the years, but since the demise of that version of Pyramid, they've not been available to the public. This book brings them back,... [click here for more] |
Phil Masters |
$8.00
|
In a world where danger lurks in every shadow, death can come around any corner, and every sentence sounds like a movie trailer, there are those who would risk their lives to save the day. These brave souls are men of fortune. They are men of fate. They are men of . . . action!
Action 1: Heroes draws its inspiration from the heroic men and women of action movies of the 1980s... [click here for more] |
Steve Jackson Games |
$9.00
|
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... [click here for more] |
Steve Jackson Games |
$9.00
|
Time to Bring in the Experts
Yes, GURPS Action is back with a vengeance!
Action heroes might be stereotyped, but they rarely fit into nice, neat boxes. Studios spend big bucks making sure we all know exactly what's special about the hero of their latest blockbuster. While Action 1: Heroes and Action 3: Furious Fists are... [click here for more] |
Steve Jackson Games |
$9.00
|
New Heroes for a New World
They say that life used to be easy, back before The End. People were civilized, food was abundant, and freakish monstrosities weren't trying to kill everyone. That all sounds so utopian, so peaceful . . . so boring!
GURPS After the End 1: Wastelanders lets you create bold adventurers who journey forth to explore and thrive in a post-apocalyptic... [click here for more] |
Steve Jackson Games |
$9.00
|
From The Trees To The Stars
With their small size, deft hands, and keen senses, the sparrials are made to order for the GM in need of a race of alien thieves. And certainly, they have a predisposition toward that role. Yet as always with sparrials, there's a lot more going on than meets the eye . . .
A GURPS fixture since they popped up in Roleplayer #10 (May 1988),... [click here for more] |
Steve Jackson Games |
$9.00
|
Boons from the Court of Twilight to aid Condor Boy on his journey to the rim of the world . . . GURPS Alphabet Arcane describes these and more -- 26 unusual items for GURPS Fantasy campaigns.
Most of these magical artifacts are designed to be the focal point of an adventure, complete with NPC stats, spells, and other information to make the encounter... [click here for more] |
Steve Jackson Games |
$9.00
|
Strength In Numbers
From street gangs to armies, through political and religious groups, to businesses all the way up to multinational corporations, organizations feature prominently in many adventures. They can be tough to get a handle on, though. Juggling lots of people and resources can leave you feeling like "GM" stands for "General Manager," not "Game Master"!
GURPS Boardroom... [click here for more] |
Steve Jackson Games |
$9.00
|
Meet the Little General
From his beginnings as a Corsican soldier, through his rise to power as the Emperor of France, to his final defeat at Waterloo, Napoleon Bonaparte built an empire . . . and a legend. Napoleon was that rarest of men – one whose life defined the age in which he lived. Now that age comes alive for your roleplaying game.
GURPS Age of Napoleon is a comprehensive... [click here for more] |
Steve Jackson Games |
$9.00
|
We Are Not Alone!
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... [click here for more] |
Steve Jackson Games |
$9.00
|
Nine Authors. One Book.
Take nine fan-favorite GURPS authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004,featuring:
Kenneth Hite, writing about ghost hunters;
Phil Masters, with a fairytale world of muskets, ghosts, and strange magics;
Beth McCoy, channeling Walter Milliken, on a truly dangerous... [click here for more] |
Steve Jackson Games |
$9.00
|
It Happened Otherwise!
Travel the Confederate States of America by dirigible. Battle the Aztec Jaguar Knights in their conquest of Europe. Join the American Resistance against Nazi occupation. March with the Roman legions on their campaigns in the New World. GURPS Alternate Earths provides fully fleshed-out backgrounds for six worlds to be used with a GURPS Infinite... [click here for more] |
Steve Jackson Games |
$9.00
|
Again, Infinite Worlds!
Serve the August Emperor as an Eye of Heaven – or plot the downfall of the world-girdling Ming. Take to the skies to defend democracy in Bourbon Europe. Raid the glittering pyramids of Mexico with your Vinlander kinsmen. Dodge British helicopter gunships as you fight for America 200 years after Washington's execution. Raise your eyes to the stars of the Rightly Guided Stellar... [click here for more] |
Steve Jackson Games |
$9.00
|
Open Sesame!
Flying carpets and magic lamps . . . flashing scimitars and scheming viziers . . . crusaders, Mongols, and Bedouin . . . sultans, poets, merchants, and the original Assassins – all this and more can be found in GURPS Arabian Nights.
Confront a shapeshifting djinn, or cast spells that move mountains and tame fantastic beasts. Voyage with Sinbad or ride with... [click here for more] |
Steve Jackson Games |
$9.00
|
Lost, But Not Forgotten
Long ago, beyond the edge of the world, a great empire grew decadent . . . and sank forever beneath the waves. The Lost Land; the Sunken City; the Ancient Birthplace of Secrets. It has haunted our dreams since the days of ancient Greece. In some of those dreams, the Lost Land is still out there.
Phil Masters (GURPS Discworld), this is a gamer's guide... [click here for more] |
Steve Jackson Games |
$9.00
|
Watch the Skies!
Alien invaders! Giant lizards from another age! Flesh-eating zombies! Colossal insects! Mad scientists! Blobs! Only you can defend humanity, civilization, and the American Way from these terrible horrors.
GURPS Atomic Horror contains everything you need to roleplay the science-fiction and horror movies of the 1950s. The campaign can be as scary as The... [click here for more] |
Steve Jackson Games |
$9.00
|
GURPS Autoduel was one of the first worldbooks ever published for the GURPS system - over ten years ago! Its post-apocalyptic world, based on the classic Car Wars boardgame, was a fan favorite as players faced a world devastated by war, famine and despair . . . on lawless highways where the right of way went to the biggest... [click here for more] |
Steve Jackson Games |
$9.00
|
Blood and Sacrifice!
The empire of the Aztecs stretched from ocean to ocean. They worshipped hundreds of gods, kept elaborate calendars and built gigantic stone pyramids that still stand as testament to their might. Their relentless armies seemed unstoppable.
Then, in 1519, a few hundred Spanish invaders toppled it all.
To the Spanish, the Aztecs were monstrous savages . . . pagans who tore the living... [click here for more] |
Steve Jackson Games |
$9.00
|
GURPS fans, rejoice! This 128-page book reprints 19 of the best GURPS items from the print issues of Pyramid Magazine. Now you can get these rare articles in one place . . . updated by Pyramid editor Steven Marsh. Included are the popular campaign setting "Sprockets," high-powered rules like "Brain Hacking" and "Willful Weapons," source info like "Low-Tech... [click here for more] |
Steve Jackson Games |
$9.00
|