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Released December 14, 1998
By David Pulver (GURPS Psionics, Ultra-Tech 2, Bio-Tech and many other hits). Fans have been asking for a worldbook that combines magic and high-tech. Here it is, but it's NOT cyberpunk. No netrunning, no brain-jacks, but lots of action. F-15s versus dragons, and the Cold War fought by wizards! It all started when the Trinity A-bomb test opened a gate between worlds . . .
Liber Canticorum (The In Nomine Song Book)
The Symphony controls everything . . . the Symphony IS everything. And when an angel or demon wants to bring the Symphony more in tune with his own desires or those of his Superior, he uses a Song. This book includes more than 100 new Songs - to create, to destroy, to change. Some are usable only by angels, some only by demons, and a few are even available to mere mortals.
Liber Canticorum also includes special rules for each Choir and Band, giving them advantages with certain Songs, and guidelines for discovering powerful lost Songs -- or creating new ones.
Ever since the days of the old Space Gamer, and now in Pyramid, one thing strikes fear into the hearts (and laughter into the twisted minds) of publishers everywhere. Some game rules are good, some are b ad, and some are Murphy's! This is the cartoon feature that takes those rules and skewers them, bleeding, for everyone to mock. (Us? Attitude? It's all right; we pick on our own stuff too.) Currently being drawn by John Kovalic, the strip has featured a g reat roster of artists over the years, including Pulitzer Prize winner Ben Sargent!
The last time we published a Murphy's compilation was in 1988. This new book includes everything from that edition, and all the Murphys that have come out in the last ten years . . . and more . . .
Released November 23, 1998
Killer, 4th Ed.
An old favorite, back in print with new art and even better ways to "kill" your friends (in the nicest possible way, of course). In this unique game, each player becomes an assassin, stalking one (or all) of the other players. Squirt guns replace pistols; water balloons become bombs . . . whatever your fiendish mind can devise. As the assassins take out their targets, the number of players dwindles. The last one alive is the winner.
Written by professional occultist P.E.I. Bonewits, the only person ever to earn a degree in Magic from the University of California, this book describes how to create "realistic" magical systems for roleplaying games. It also reveals the "real magical" roots of Magic: The Gathering. This book is a lot of fun to read! It is not part of the GURPS system, or any other specific game, so any GM who likes modifying his game's magic systems will get a lot of ideas here.
Alien Races I for GURPS Traveller
Five alien races described in detail: the psionic Zhodani, the canine Vargr, and (seen for the first time) the tyrannosaurian Drakarans, the arachnoid Clotho and the enigmatic Sheol. The book contains starship deck plans and vehicle designs; typical weaponry; rules for creating player characters, and lots of sample NPCs; up-to-date history and cultural information for each race, and much more. A must for Traveller fans! Written by David Pulver.
GURPS Compendium II
Sales on this caught us by surprise, and it went out of print for a few months. It's back. This is the "Campaigns and Combat" compendium, full of material from scores of GURPS worldbooks published in the last eight year s - many of them out of print - about how to run a better GURPS game, how to handle roleplaying problems that come up (some universal, some particular to GURPS), expanded rules for ch aracter combat, injury and illness, mass combat, spaceship combat, and much, much more!
This game has been an underground favorite for YEARS, whenever we took a playtest copy to conventions. Designed by Steve Jackson and award-winning SF author David Brin, it's a roleplaying game with a difference. In Tribes, players are cave men and women. They hunt and gather food, make their tribal laws, and deal with natural disasters. But the object of the game is simple: Look after the children! In this game, the way to win is to have the most kids, and do whatever you have to do to make sure they survive. The players must know when to cooperate, and when to cut their losses and protect their own families.
Released October 26, 1998
Get GURPS Undead, the complete "book of the dead" for GURPS! Undead covers everything from subtle hauntings to undead necromancers, from Gothic vampires to the brain-eating zombies of the B-movies. Inside you will find a history of the undead, guidelines for creating your own undead (including animals, plants, microbes and even vehicles) and a dozen classic undead archetypes with variants and sample characters. You'll also find extensive advice on how to use the undead dramatically as scenery, plot devices, monsters, villains or heroes. As well, Undead features discussions of many related topics, including tombs, death gods, embalming, funerary rites, grave robbery, necromancy, pathology, souls, the afterlife, spells, symbolism and more. In short, everything you need to inject new life into your undead. What are you waiting for? Life is short . . .
Behind the Claw: The Spinward Marches Sourcebook
The first GURPS Traveller supplement, Behind The Claw details the Spinward Marches, a complete sector of space. Over four hundred star systems are described in detail, along with essays on the Imperial Nobility and system of government, a detailed history of the region, referee's information, current events and a wealth of adventure material. The setting is rich and diverse, with unlimited scope for adventuring.
GURPS High-Tech, 3rd Edition
GURPS High-Tech is a sourcebook for the technology that extends man's mind and hands. This book details the period from the ascendance of gunpowder (Tech Level 4) through the modern era (Tech Level 7). On the battlefields of 14th-century Europe or in the lonely alleys of 20th-century America, adventurers need the best equipment. Whether the problem is navigating the trackless seas or stopping the monster cold in his tracks, GURPS High-Tech has the gadget for the job.
This is a fully revised edition. GURPS High-Tech is designed for use with the GURPS Basic Set, Third Edition. However, aside from specific game stats, this sourcebook will be valuable to any roleplayer or Game Master. Descriptions have been made as detailed and informative as possible, for easy conversion to any game system.
Released October 12, 1998
GURPS Basic Set Hardback
The core rules for GURPS goes back to print. This time we also have a special hardback edition!
GURPS Traveller Hardback
A special hardback version of GURPS Traveller!
Released September 23, 1998
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.
The Final Trumpet
The earlier events in The Revelations Cycle, from Night Music through Fall of the Malakim, have convinced the more militant Superiors on both sides that the time is right for the final battle -- Armageddon. As the flames of war spread across the world, the angels and demons prepare for battle. Can you save the world from total destruction? More important, *should* you?
Released August 24, 1998
For the last few years, events on the Discworld have been chronicled in the works of Terry Pratchett. Now, thanks to a special deal, it's time for roleplayers to make their way to the far end of the probability curve and THRILL to the distinctive sights, sounds, and smells (especially smells) of Ankh-Morpork, most dubious city in the multiverse! INTERVENE in the on-going racial rivalry of trolls and dwarves (watch out for flying axes)! RUN AWAY from an angry Swamp Dragon (two feet of mindless fury and high-explosive digestion)! GURPS Discworld includes GURPS Lite, a simplified set of GURPS rules that allows the book to be used all on its own!
When Greek historians first declared the Pyramids to be one of the Seven Wonders of the World, they had already been ancient for almost 3,000 years. The nameless Pharaoh confronted by Moses before the Exodus of the Hebrews from Egypt was only one out of an unbroken string of 200 "living gods" in that country. Tutankhamun, Cleopatra, Rameses, mummies, evil priests of Set: the names have resonated in the Western world for five millennia. There's a lot of adventure to be found in 5,000 years...
GURPS Creatures of the Night
They're real, and they're all around us. Huge buildings that eavesdrop on unsuspecting guests. Hideous fish whose songs drive villages insane. Obscene voices whispering madness through the Net. Gruesome gardens full of living human organs. Crystalline creatures floating between our atmosphere and the starry depths of outer space. And things that look like vampires - but aren't . . .
Shipped July 27, 1998Fall of the Malakim
Book IV of In Nomine's Revelations Cycle. The Malakim, purest of the angels and Heaven's ultimate weapon in the War, have never Fallen. Most believe they *can't*. But in Los Angeles, a demon-controlled cesspool of selfishness and cruelty, something awful has happened and the truth might shatter the millenia-old balance between Good and Evil. Fall of the Malakim contains expanded writeups on David and Lilith, an in-depth description of Los Angeles as a setting for the In Nomine roleplaying game, and the adventure "Fall of the Malakim".
GURPS Arabian Nights (Reprint)
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.
Shipped June 16, 1998Car Wars Deluxe Edition (reprint)
The deluxe edition of the famous game of combat on the freeways is coming back! Choose your vehicle and outfit it with the weapons, armor, power plant, and suspension of your choice.
The final print issue of Pyramid Magazine! Don't miss it! And if you haven't already, subscribe today to the digital version of Pyramid!
GURPS Martial Arts, 2nd Ed.
The ultimate hand-to-hand combat book! The 160-page GURPS Martial Arts, 2nd Ed. covers over 50 different armed and unarmed fighting arts, including the historical and modern styles of both the East and the West, as well as fantasy and science fiction styles, presented in both realistic and cinematic forms.
Knightmare Chess Set 2
A new 80-card set with new cards, more chaos, and more fun. Knightmare Chess Set 2 is completely compatible with the original Knightmare Chess, which means you can mix cards between the two sets to make your games even more unpredictable!
Shipped May 11, 1998INWO SubGenius
Yes, it's true. The next INWO expansion will be based on the Church of the SubGenius. Hail "Bob"! This will be a hundred-card non-collectible set.
The ultimate sourcebook for magical characters in GURPS! Wizards details over 60 ready-to-use characters spanning all time periods from prehistoric to the far future and all genres from fantasy to science fiction to horror to cyberpunk.
Shipped March 30, 1998Infernal Player's Guide
Evil is Here! The demonic hordes are at the door, terrifyingly dark and ready to play. The Infernal Player's Guide has everything you ever wanted to know about demons -- their history, their laws, the Bands they belong to and the Princes they serve. . . even the lighted path some will take to Redemption. In addition to expanded demon descriptions, the IPG gives players additional insights into imps, gremlins, Renegades and more.
GURPS Vehicles, 2nd Ed.
GURPS Vehicles is your guide to any type of transportation you can imagine. From rowboats to racing cars, balloons to battlesuits. Greek galleys to GEVs -- if you can dream it, you can design it.
Shipped February 26, 1998GURPS Russia
Explore the fascinating world of Russian folklore and fairytales. Investigate the brutal, seemingly endless power struggles that caused awesome destruction. In this supplement you can find detailed, accurate information on the history, legends, and everyday life of medieval Russia.
Remember, this book is only available directly from Steve Jackson Games. Visit our web catalog to place your order.
Magic awaits! Within these pages is a vast array of spells, from the merely wondrous to the world-shattering. This rulebook is the indispensable companion to GURPS Magic. Included are spell tables and prerequisite charts, as well as skill lists. This is the third printing of the ultimate resource for magic-users of all kinds, from would-be sorcerers to established mages.
This sourcebook has everything you'll need to use artifacts in your In Nomine campaign. It covers everything from corporeal artifacts, such as personal weapons, vehicles, and tokens, to ethereal talismans and celestial relics. You can find all the facts on such objects as the Baphomet Cigar Case, the Keys of Houdini, and the Holy Hood Ornament. Also included are rules for creating artifacts and background on the nature of artifacts, as well as two special adventures.
GURPS Alternate Earths
Welcome back one of our best-selling supplements ever. GURPS Alternate Earths offers you an infinity of homeworlds with complete histories, including timelines. You'll get the Infinite Worlds campaign, especially designed for use with GURPS Time Travel, the Smuggler's Guide to Interdimensional Trade, and guidelines for building your own parallel worlds.
Shipped January 27, 1998
GURPS Bio-TechIntroducing 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? Welcome to the post-human age. Have you upgraded your genetics this year?
Pyramid #28The issue features a GURPS Black Ops adventure by Gene Seabolt, a Call of Cthulhu - Paranoia crossover you have to see to believe, plus tons of reviews, Industry News, Murphy's Rules and more!
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