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J A N U A R Y   2 0 0 3 

Shipped January 17, 2003

Munchkin Player's Handbook

Bonnie and Clyde. Matches and gasoline. Famine and plague. And now . . . Munchkin and d20!

Munchkin brought you the essence of roleplaying. Kill them all and take their stuff! Now the Kneepads of Allure, the Ancient Enraged Plutonium Dragon, the Chainsaw of Bloody Dismemberment, and the Half-Elf Half-Dwarf Super Munchkin Cleric-Thief with the Chicken On His Head have flown off the cards . . . and right into your d20 game!

If you play d20 . . . this 48-page hardback book shows how it should be played. If you don't play d20, feel free to inflict munchkinism on some other system. The Munchkin RPG will jazz up your sessions as your characters rocket up in power! This book includes munchkin classes, races, spells, and tips and techniques designed to terrify even a hardened GM!

This is d20 the way it SHOULD be played. Munchkin out!

Hardback, 48 pages. Stock #3401, ISBN 1-55634-667-0. $14.95.

GURPS Deadlands: Varmints

Look out, pardner! Varmints has dozens of new monsters ready to make your trail ride a trip through Hell! Featuring conversions of all the nastiest fiends and beasties from the original Deadlands game, as well as all-new critters with both GURPS and Deadlands stats, Varmints will give your posse nightmares for a long, long time . . .

128 pages. Stock #6762, ISBN 1-55634-608-5. $22.95.


R E P R I N T S 

Shipped January 17, 2003

Cthulhu Valentines (Reprint)

Eight cards for those you love in the worst way! Want to celebrate Valentine's Day . . . differently? Your loved ones will appreciate these horror-themed Valentine cards. And if not, you can just build some NEW loved ones. Eight envelopes are included in the set. Each card has an illustration by a different top fantasy artist, including Ashley Wood, Bill Koeb, Jason Felix, and John Kovalic . . . and a macabre but heartfelt slogan. We think Lovecraft would approve. Give them to your friends, or save them to gloat over!

Eight cards, with envelopes, boxed. Stock #60-2004, ISBN 1-55634-612-3. $19.95.


W 2 3 

Shipped January 17, 2003

IOU (DASS) T-Shirt

A high-quality black T-shirt displaying the IOU school logo, specific to the Department of Anti-Social Sciences in white.

1 T-shirt. Stock #9128, $18.00.

Shipped January 17, 2003

Harpy

In Greek mythology, a harpy was a loathsome beast with the body of a bird, and a woman's face. This figure stands 32mm tall.

1 unpackaged Harpy. Stock #13-2510, $3.00.


F E B R U A R Y   2 0 0 3 

Shipped February 14, 2003

Munchkin Level Counter

You've been telling us that Munchkin deserves its own level counter. Here it is!

The Super Munchkin with his chainsaw stands atop a metal disc showing levels 1 through 10. And if you want to play to higher levels . . . or if you're playing Some Other Game . . . flip the disc over for levels 11-20!

Use it as is or paint it to please your own munchkinly tastes.

Bonus! Includes new "Epic Munchkin" rules . . . for longer, wilder games full of really VILE Munchkining . . . and two BLANK Munchkin cards to customize your game!

Metal level counter, with Epic Munchkin rules and two blank cards. Stock #1413, ISBN 1-55634-700-6. $9.95.

In Nomine Ethereal Player's Guide

These Dreams . . .

Once they were gods who ruled the lands of sleep. Once they were spirits who sent their images to slumbering mortals. Once they were elves, unicorns, dragons, and more.

The angels tried to kill them. The demons tried to enslave them. But the ethereal spirits survive -- and are born anew from human dreams! The War may be about Heaven and Hell, but humans aren't the only ones caught in the crossfire.

Now you can play those mysterious "neutrals," the ethereal spirits -- pagan gods, creatures of myth, and even the dancing toothbrushes from the last time you ate anchovies on your pizza. Woven from essential strands of concept, they have their own supernatural powers, Song affinities, and personalities. They also have their own weaknesses and flaws. But whether you wish to assume the mantle of a god or a minor spirit of the Marches, this book has what you need to make your ethereal character more than just a collection of Forces.

144 pages. Stock #3318, ISBN 1-55634-430-9. $24.95.

GURPS Magic Items 3

Enchanted handguns . . . sorcerous spaceships . . . clockwork golems . . . from the Ice Age to the distant future, GURPS Magic Items 3 is full of intriguing and exciting artifacts for magical adventures. There are "generic" items, suitable for a range of settings, as well as creations specifically for popular game settings like GURPS Technomancer, GURPS Steampunk, and GURPS Warehouse 23!

Also included are several more weird and wonderful ways to create magic items; a dozen new guilds, organizations, and corporations involved in the magic item trade; and much more!

128 pages. Stock #6531, ISBN 1-55634-418-X. $22.95.

Transhuman Space: In The Well

In the Inner System, the worlds are closer together. Hotter. Full of promise and adventure. This book includes:
  • A detailed history of Mars, from the robot probes of the early 21st century, to the first manned landing in 2026, through the illegal terraforming plagues created by the Ares Conspiracy.
  • The uneasy truce on Mercury, where precious metal and abundant energy draw greedy eyes.
  • The stifling clouds of Venus, beneath which lurk a few hardy scientists, and some who are just there to hide.
  • New character types like the Recurver and Terraformer, new biomods, and new gengineered races.
  • A bestiary of genetically-enhanced animals, from smartcats to ice weasels. Plus campaign ideas, personal hardware, land and air vehicles, and more!
Here is the heart of the Solar System. The destiny of humanity is here. Seize the future.

144 pages. Stock #6702, ISBN 1-55634-482-1. $24.95.

Dragons: Valor and Snarl

Dragons Rule!

They're the ultimate power in any fantasy game, the stuff of legends -- the mighty dragons. And now sculptor extraordinaire Richard Kerr has worked his magic and brought gorgeous, fearsome dragons to Steve Jackson Games' line of miniatures.

Snarl and Valor are for play as well as display. They're sized for the game table . . . each one is about 6" long and stands 3/4" to 1 1/2" high, depending on neck pose. And these two dragons are completely modular. You can mix and match bodies, wings, necks, and heads for dozens of different possibilities. Also included is an extra neck, allowing you to create whatever poses suit you: proud and talkative, sneaky and stalking, or fire-breathing rage!

Two dragon bodies with interchangable heads, necks, tails, and wings, in a reusable plastic box. Stock #13-0500, ISBN 1-55634-702-2. $24.95.


M A R C H   2 0 0 3 

Shipped March 27, 2003

Chez Grunt

<> joins the army! <> marches in on the heels of the wildly successful <> and <>, proving that the search for slack is universal, no matter where you might be.

More fun than a 40-mile hike with full pack, <> lets you hunt for slack, better food, choice assignments . . . and even Nookie . . . in the barracks! <> is completely compatible, of course, with its famous predecessor, <>.

You're In The Army Now -- might as well get all the slack you can!

 

112 cards in a tuck box. Stock #1353, ISBN 1-55634-691-3. $16.95.

Shipped March 14, 2003

Munchkin Player's Guide

Bonnie and Clyde. Matches and gasoline. Famine and plague. And now . . . Munchkin and d20!

Munchkin brought you the essence of roleplaying. Kill them all and take their stuff! Now the Kneepads of Allure, the Ancient Enraged Plutonium Dragon, the Chainsaw of Bloody Dismemberment, and the Half-Elf Half-Dwarf Super Munchkin Cleric-Thief with the Chicken On His Head have flown off the cards . . . and right into your d20 game!

If you play d20 . . . this 48-page hardback book shows how it should be played. If you don't play d20, feel free to inflict munchkinism on some other system. The Munchkin RPG will jazz up your sessions as your characters rocket up in power! This book includes munchkin classes, races, spells, and tips and techniques designed to terrify even a hardened GM!

This is d20 the way it SHOULD be played. Munchkin out!

Hardback, 48 pages. Stock #3401, ISBN 1-55634-667-0. $14.95.

Munchkin Master's Guide

Munchkin. It's not just for players any more.

What can a Munchkin RPG GM do? Whatever he wants. Player annoys you? Kill him. Or change his sex. Or turn him into a Canada goose. Go all the way and turn him into a dead sex-changed Canada goose. No one can stop you.

When you're the GM, the rules are only suggestions. So the Munchkin Master's Guide is 48 pages of magic items, NPC classes, and a loaded 100-sided die's worth of dirty tricks . . .

It's GOOD to be the GM.

48 pages, hardcover. Stock #3402, ISBN 1-55634-668-9. $14.95.

GURPS Rogues

It Takes a Thief . . .

When brute force won't get the job done, you need someone with . . . skills. A specialist. Preferably someone who doesn't let a lot of nagging concerns about law or morality get in the way.

Whether you're looking for just the right character to round out an adventuring party, or a dangerous NPC to challenge your players, GURPS Rogues has what you need - 29 different templates, letting you quickly create the scoundrel that's right for the job.

Templates include . . .

  • Thieves who are only in it for the money, such as the armed robber, cat burglar, pirate, pickpocket, housebreaker, and forger.
  • Rogues who have other goals than mere material gain, like the spy, hacker, evil mastermind, mad scientist, and saboteur.
  • Charmers who work more with people's minds than with lockpicks and prybars . . . the con man, bard, fixer, gambler, prostitute, and street doctor.
  • Mysterious figures who work on the shadowy edges of society -- the tracker, poacher, assassin, master thief, smuggler, mobster, and black marketeer.

Each template comes with four complete characters, drawn from a wide range of settings. All told, you get 116 ready-to-use sample characters, as well as historical background and information on the technology and tactics that shaped their professions.

GURPS Rogues follows (stealthily) in the footsteps of GURPS Warriors and GURPS Wizards, our two previous books of characters and templates.

128 pages. Stock #6413, ISBN 1-55634-398-1. $22.95.

GURPS WWII: Frozen Hell

GURPS WWII: Frozen Hell covers the Finnish campaigns of World War II. Strap on your skis and scrounge for ammo to fight for young Finland's continued freedom, or join the Russian armies trying to secure their border from German attack.

Frozen Hell covers all of the Finnish involvement in WWII, from the struggles of the diplomats through the sacrifices of soldiers on both sides of the wars. It includes:

  • Information on the Finnish armed forces, from their organization to the weapons they used.
  • The history of the Winter War (1939-1940), the year between wars, the Continuation War (1941-1944), and the Lapland War (1945).
  • Advice on diplomacy campaigning, with a character template for Diplomats.
  • An introduction by William R. Trotter, historian and author of A Frozen Hell, the definitive book on the subject.

GURPS WWII: Frozen Hell brings you into an unfamiliar corner of World War II -- a very cold corner of a very hot war.

48 pages. Stock #8008, ISBN 1-55634-639-5. $11.95.

Skeletons Miniatures

The dead walk . . . and they're coming for you!

The walking skeleton -- grinning malevolence and otherworldly evil -- is a staple of horror and fantasy gaming. Sculpted by the renowned Richard Kerr, Skeletons Miniatures gives you eight classic figures, with the heads and arms separate. Mix and match for the ultimate in variety, and create the skeleton army you want! Arms include everything from knives and swords to deadly modern-day hardware, and extras are provided.

So take a tour through our graveyard . . . Skeletons Miniatures are waiting!

Boxed set: eight skeleton bodies with separate heads and arms. Stock #13-0200, ISBN 1-55634-528-3. $24.95.


I S S A R I E S 

Shipped March 14, 2003

Imperial Lunar Handbook: Volume 1

The Imperial Lunar Handbook provides an insider's look at the vast Lunar Empire. It gives players a look past the facade of evil and decadence and into the brilliance and liberty of the great Empire, and instructs heroes on how to live in it. The Empire is a fusion of many disparate regions, each with its own customs and magic. Over all the Red Moon shines down, and the Son of the Goddess rules.

Volume 1 provides an overview of the Lunar Empire and the religion of the Red Goddess that holds it together. It contains character generation for all of the major Homelands of the Empire, as well as maps and details of two sample organizations, the Seeburn Association and Immanent Action Liberation. Future volumes will concentrate on the most important regions within the Empire, beginning with the Lunar Religion, and later including Dara Happa, Rinliddi, and Carmania.

72 pages. Stock #ISS1302, ISBN 1-929052-04-9. $15.95.


A P R I L   2 0 0 3 

Shipped April 28, 2003

Munchkin Monster Guide

It's all about the thrill of combat . . . meeting worthy foes and murdering them by surprise . . . gleefully slaughtering their low-level minions . . . defiling the corpses . . . and, of course, TAKING THEIR STUFF.

The Munchkin Monster Guide contains dozens of foes for you and your comrades to slay, from the dreaded Gazebo and the surprisingly tough Potted Plant to the secretive Grassy Gnoll . . . and the really quite nasty Plutonium Dragon! Chock-full of great John Kovalic art, this book also includes creatures from the Unnatural Axe set, as well as lots of new and equally demented creations -- all detailed for use in Munchkin RPG games!

48 pages, hardcover. Stock #3403, ISBN 1-55634-669-7. $14.95.

GURPS WWII: Grim Legions

Join the brave, proud, and doomed men carrying Mussolini's "8 million bayonets" into battle in GURPS WWII: Grim Legions, a sourcebook on the Italian armed forces.

This 48-page book includes a summary of the war as seen, and endured, through Italian eyes; descriptions of Italian military organization and tactics with a roster of Italian land, naval, and air units during the war; distinctly Italian character concepts, including the elite and cutting-edge underwater commandos; Italian small arms and fighting vehicles from the reliable Beretta to their hopelessly outdated armor; campaign seeds and suggestions, and much more!

Written by Italian WWII enthusiast Michele Armellini, this small book provides a wealth of detail about Italy's supremely competent, but little respected military rarely found in English-language references. Rally under the banner of Il Duce and explore the quixotic Italian war today!

48 pages. Stock #8010, ISBN 1-55634-641-7. $11.95.

Special Ops Miniatures

Knock, knock . . .

The six figures in this set, sculpted by Richard Kerr, represent the real-life entry teams of today's modern army and police forces. You get a Command figure, plus Shooter, Entry, Breach, Rearguard, and a kneeling Sniper, a figure that's almost impossible to find!

These 28mm figures are perfect for modern-day gaming, from gritty urban warfare to anti-terrorism actions, espionage, and even superheroes. When these boys knock, you better answer the door . . .

Six 28mm miniatures in a video box. Stock #13-0000, ISBN 1-55634-710-3. $24.95.

ReMemory: The Art of Bill Koeb

"In these pages you will find the many facets of Bill’s personality and skill - from his initial, sometimes cryptic sketches, to more polished thoughts and full-blown paintings. It’s enjoyable to watch the work progress, to see his thinking process from sketch to finish. What’s more, you’ll discover someone who is thrilled to be painting and drawing, for whom the very act is second nature." -- George Pratt, from the introduction to the book Bill Koeb pushes the limits of mixed media fantasy and surreal artwork. His work spans a variety of styles and media, from covers for DC and White Wolf, to the paintings for the film "The Crow, City of Angels," to editorial illustrations and sequential art. But always there is a common thread: the search for truth and beauty.

Hardcover, 64 full-color pages. Stock #60-1011, ISBN 1-55634-631-X. $26.95.

Shipped April 11, 2003

Transhuman Space: Deep Beyond

The Deep Beyond is the solar system's final frontier. A vast zone stretching from the asteroid belt to the edge of interstellar space, its siren call has drawn researchers, pioneers, visionaries -- and outlaws. <> includes:

  • Expanded descriptions of the outer system's worlds and asteroids.
  • What it's like to grow up in the Deep Beyond . . . as a Duncanite parahuman, a sapient AI, or even an enslaved bioroid.
  • Organizations, from the rebel ghosts of Axon to the cyber-soldiers of the 82nd Spaceborne.
  • New character types, vehicles and technologies.

160 pages. Stock #6703, ISBN 1-55634-586-0. $26.95.

GURPS WWII: Dogfaces

They were the Greatest Generation. When the world itself was in danger, they manned the front lines, drove the tanks, landed on the beachheads . . .

They were the dogfaces.

<> is the definitive roleplaying sourcebook for U.S. ground forces in World War II. Storming the beaches of Normandy, outdueling German tanks in the Ardennes, or retaking the Pacific island by island . . . the infantry, armor, and artillerymen of the U.S. Army and Marines were the backbone of the Allied war effort. With the attention to detail and historical accuracy that GURPS is known for, <> gives you everything you need to save the world from the Axis.

128 pages. Stock #8005, ISBN 1-55634-636-0. $22.95.

Pokéthulhu Miniatures

Hellishly cute eldritch horrors . . . eating human souls and strawberry ice cream with equal glee . . . Pikathulhu and his friends! Based on the John Kovalic cartoons from Dork Storm Press' << Pokéthulhu The Adventure Game | Pokéthulhu >> RPG, sculpted by Richard Kerr, this parody set is . . . insanely funny. You get a giant Pikathulhu, a small Pikathulhu, four additional small thulhus, and their trainer!

Boxed set. Stock #14-0101, ISBN 1-55634-526-7. $24.95.


R E P R I N T S 

Shipped April 11, 2003

GURPS Reign of Steel (Reprint)

It is 2046 A.D. The robot revolt is over, and the machines have won.

Ruthless Artificial Intelligences have exterminated most of humanity, while the survivors are hunted like animals, or face slow death in the robots' brutal labor camps. But a lucky few have escaped death or enslavement. While most of mankind has succumbed to despair, some refuse to give up hope. Around the world small groups of dedicated survivors are forming, preparing to oppose the robot overlords and fight to free mankind.

A worldbook for GURPS, Reign of Steel details mankind's struggle against his metal masters in a dark future. GURPS Reign of Steel utilizes the sleek rules from <>, although you do not need Robots to play. Take on the role of the oppressed masses, and teach the robot overlords that technology can be made obsolete.

128 pages. Stock #6079, ISBN 1-55634-330-2. $22.95.


W 2 3 

Shipped April 28, 2003

Gaming Goddess Shirt

Make Your Saving Roll

We're girls, we're gamers, and we're proud of it. Display that pride, and a little attitude, to the world with the Gaming Goddess T-Shirt, featuring original art by Phil Foglio.

This design is available as a standard T-shirt (S-XXXL) and a baby doll (S-L), both in light blue with dark blue printing. The art shown is an approximation of the actual colors; photos will be posted when the shirts arrive.

Light blue baby-doll or T-shirt. Stock #9126, $18.00.

Shipped April 28, 2003

Highlander Badger Sergeant

The Highlander Badger Sergeant leads his clan into combat. He carries a sword and shield, and wears a cuirass. After the war's end, he could easily become an adventurer, seeking fame and fortune, or a mercenary, selling his battle-honed skills.

Off The Wall Armies is a new collection of old figures, improbable and hilarious. Sculpted in 28mm scale, each set features anthropomorphic animal figures -- sometimes known as "furries" -- with weapons and gear from different historical periods. They’re great as the foundation of a "furry" campaign, as high-tech bioroids, or just as weird new encounters for adventurers from any time or place.

The Highlanders are based on the North American badger, with a culture from the 16th thru 18th century Scottish Highlands.

1 unpackaged Highlander Badger Sergeant. Stock #17-2100, $2.00.

Shipped April 28, 2003

Highlander Badger Longbowman

Not all Highlander Badgers launch themselves into melee. Some prefer a stout longbow and a quiver of arrows. Clad in a chain shirt, they also carry a sword and shield for melee.

1 unpackaged Highlander Badger Longbowman. Stock #17-2103, $2.00.

Shipped April 28, 2003

Highlander Badger Commoner with Axe

Commoners, or "humblys" as they were known among the Highlanders, would regularly enter combat with improvised weaponry and no armor. The hand axe was a simple weapon that often found use among these badgers.

1 unpackaged Highlander Badger Commoner with Axe. Stock #17-2107, $2.00.

Shipped April 28, 2003

Highlander Badger Bagpiper

Every clan needs a bagpiper. Whether his aim is to rally the troops or frighten the opposition is a question of great debate. Some Highlander bards used bagpipes, also.

1 unpackaged Highlander Badger Bagpiper. Stock #17-2116, $2.00.

Shipped April 28, 2003

Highlander Badger Chieftain

The leader of a Highlander clan is known as a chieftain. Alternatively, this well-dressed figure could represent a noble, a wealthy merchant, or an adventuring group's patron.

1 unpackaged Highlander Badger Chieftain. Stock #17-2117, $2.00.


M A Y   2 0 0 3 

Shipped May 23, 2003

GURPS Vehicle Builder

<> is the official vehicle-creation program for GURPS. Like the <> before it, <> lets you design, optimize, store, modify, and print out vehicles of all types, from an oxcart to a space station! All the system's features are supported, with complete vehicle creation rules from <>, as well as <> and <>.

Lots of extras, including a die roller, round out this package.

(For Windows only. Sorry, Mac fans.)

CD in DVD case. Stock #5403, ISBN 1-55634-699-9. $24.95.

GURPS Age of Napoleon

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 guide to the life and times of Napoleon Bonaparte. It contains:

  • A history of the years leading up to Napoleon's rule, including events in Europe, Asia, and the American colonies.
  • Biographies for dozens of leading men -- and women! -- of the age, many with GURPS character writeups.
  • Chapters about life under Napoleon, both for the bourgeoisie and for the nobility, and about the culture of the age -- music, art, and literature.
  • Suggestions for campaigns in the Age of Napoleon. Play officers in the French fleet, Wellington's foot soldiers, American blockade-runners, or secret agents for any of the empires.
  • Plus detailed maps of Europe, France, and Paris, during and after the French Revolution!

It was an age when heroes were made, an age when history was a blank book waiting to be written. It was the Age of Napoleon.

128 pages. Stock #6539, ISBN 1-55634-451-1. $22.95.


R E P R I N T S 

Shipped May 23, 2003

GURPS Psionics (Reprint)

Mind Over Matter

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.

Psionics 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.

In Psionics you'll find:

  • Unified Rules – the psi systems from GURPS Basic Set Third Edition and GURPS Supers combined into a complete, official whole.
  • Psionic Abilities – including Mindswitch, Combat Teleport, psychic vampirism, and cyberpsi.
  • More Rules – featuring gestalts, group minds, latent psis, ghosts, psionic combat, and poltergeists.
  • Psionic Technology – two chapters of psionic equipment, including psychotronic weaponry, dreamscanners, and psionic computers – even psionic starship drives!
  • Campaign Advice – on smoothly integrating psi into other GURPS worldbooks, or designing your own psi campaign.
  • Complete Campaign Background – in which powerful psis struggle with secret government agencies and globe-spanning conspiracies in a world eerily like our own . . .

128 pages. Stock #6040, ISBN 1-55634-196-2. $22.95.


W 2 3 

Shipped May 23, 2003

Ogre Macrotures Paneuropean Galahad GEV

Macrotures are 1/60 scale versions of the 1/285 scale pieces found in Deluxe Ogre. A Macrotures game is the most dramatic kind of miniatures combat there is. You'll need a BIG floor . . . or take it outside. And be ready for spectators. The Galahad, our first macroture, is over 4 inches long and stands 2 1/2 inches tall - and it's one of the small ones!

The Galahad GEV is the mainstay of the Paneuropean army. Its speed and maneuverability have earned it a place in nearly every battle of the Last War. It is only fitting that the workhorse of the Ogre world be the first official Macroture.

This figure was sculpted by Philip Miller, based on the 1/285 scale model designed by Winchell Chung, sculpted by Randy Hoffa, and modified by Dave Summers.

This is a single unpackaged, unpainted, unassembled metal and resin macroture.

1 unpackaged Galahad GEV Macroture. Stock #10-6001, $20.00.


J U N E   2 0 0 3 

Shipped June 23, 2003

GURPS Traveller: Humaniti

Unity in Diversity

In the far future, mankind has scattered to many worlds and divided into many races . . . and some are very alien, despite their Human ancestry. GURPS Traveller: Humaniti describes 16 Human-descended races from the far reaches of the Imperium and beyond, including the technologically advanced Darrians (with their sun-smashing Star Trigger), the carnivorous Dynchia, the dour warrior Azhanti, and the aggressive Itharans. Compiled by Loren Wiseman, this book is a valuable resource for any Traveller campaign.

  • Never-before-published details on the societies and cultures of 16 races of Humaniti.
  • Maps of the Answerin, Darrians, Irhadre, Kargol, Luriani, Nexxies, and Otrai homeworlds.
  • Background histories and character-creation details for all 16 races.

144 pages. Stock #6623, ISBN 1-55634-521-6. $24.95.

Shipped June 6, 2003

GURPS Blue Planet

Prepare for a compelling journey into humanity's future on a distant planet where life is hard and dying is easy. A world where GEO Marshals enforce the peace and wired mercs patrol deep waters in deadly fighter subs. A place where corporate greed and human desperation ravage an alien ecology, threatening to plunge humanity into a war of survival with an ancient legacy.

Welcome to the world of Blue Planet.

Blue Planet was a groundbreaking, critically acclaimed RPG when it was first released, and it is still a thought-provoking science-fiction classic today. Now, Blue Planet comes to GURPS! Jon Zeigler (GURPS Traveller Line Editor) and William Stoddard (GURPS Steampunk, Steam-Tech, and Low-Tech) combine on this faithful adaptation of one of the most original roleplaying worlds of the last few years to one of the strongest systems ever.

144 pages. Stock #6721, ISBN 1-55634-588-7. $24.95.

GURPS WWII: Weird War II

You think you know about World War II – but here are the stories they kept out of the history books. Nazi mystic archmages, SS super"human" troops, secret Antarctic bases, "foo fighters" – and that's just what the Axis was up to! Now your characters can fight the Nazis on the battlegrounds of magic and super-science. Race for the Ark of the Covenant, steal Nazi flying saucer plans, and fight the Werewolves in this unique supplement to the <> system, edited and co-written by the master of historical weirdness, Ken "Suppressed Transmission" Hite.

144 pages. Stock #8019, ISBN 1-55634-661-1. $24.95.


R E P R I N T S 

Shipped June 23, 2003

GURPS Ultra-Tech (Reprint)

Welcome to the Future!

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.

128 pages. Stock #6032, ISBN 1-55634-315-9. $22.95.

Shipped June 23, 2003

GURPS Lite (Reprint)

<> is a 32-page distillation of the basic <> rules. It covers the essentials of character creation, combat, success rolls, magic, adventuring, and game mastering.

The purpose of <> is to help GMs bring new players into the game, without frightening them with the Basic Set, Compendiums, and a stack of worldbooks! With <>, you can show your players just how simple the <> 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.

And it's available free, both in PDF form and direct from <> (we'll include one free with any purchase if you ask, but if you order it by itself, it will cost $2.00).

 

32 pages. Stock #6094, ISBN 1-55634-443-0. $FREE.

Shipped June 6, 2003

Chez Geek (Reprint)

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.

110 cards in a tuck box. Stock #1329, ISBN 1-55634. $16.95.

Shipped June 6, 2003

Chez Geek 3 – Block Party (Reprint)

<> is back! This new supplement - illustrated, of course, by John Kovalic - has 53 new cards (and three of those blanks you've been asking for). More people, more crummy jobs, more pets, more food, weed, and nookie! Special bonus: The box is oversized, to hold ALL your <> cards. The outside of the box shows the <> apartment building . . . take the lid off, and the inner box shows what's happening INSIDE . . .

56 cards in "apartment" box. Stock #1336, ISBN 1-55634-562-3. $16.95.

Shipped June 6, 2003

GURPS Fantasy Bestiary (Reprint)

Creatures of Fantasy

This extensively researched book, based on authentic folklore and legends from all over the world, is a perfect resource for the GM of any fantasy campaign. It includes more than 250 fantasy animals and plants, ranging from interesting nuisances to monstrous menaces. Each is covered in detail, with a physical description, likes and dislikes, attitude toward mankind, and means of attack.

The main section is organized alphabetically, with creatures ranging from the voratious Afanc to the noxious undead rodents that men know as Zombie Gerbils.

These rules and creatures are written for use with the GURPS Basic Set, Third Edition but can be used with any fantasy system. Some of this material was previously published in the GURPS Bestiary but the majority is new. All of the older beast descriptions have been reworked and brought up to Third Edition standards.

The GURPS Fantasy Bestiary also includes:

  • Special chapters on Dragons and Fabulous Plants, with many examples of each.
  • A chapter on Mythological Motifs that lets players customize any creature from this book or the GURPS Bestiary. These rules can enhance the creatures of any fantasy game you play, making this a truly generic book!
  • All the spells needed for many of the many magical beasts and plants in this book.
  • A detailed look at different types of animal and plant poisons.
  • Two tables, each listing every creature in the book. One is arranged alphabetically, for easy reference. The other is organized by habitat, to let the GM quickly find an appropriate creature for any terrain or any situation.

128 pages. Stock #6504, ISBN 1-55634-184-9. $22.95.


W 2 3 

Shipped June 23, 2003

Ogre Miniatures: Combine Laser Tower

The Laser Tower is the tallest of the Combine's military structures. Hold your ground with this powerful structure. The huge laser tower (3" tall!) will provide a deadly umbrella over your base area. This finely detailed miniature includes both resin and metal parts.

This figure stands 76mm tall and the base has a footprint of 26mm square. This is the same miniature that was briefly available in Combine Set 9, which is now out of print.

1 unpackaged Combine Laser Turret. Stock #10-0306, $7.00.

Shipped June 6, 2003

Ogre Miniatures: Combine Laser Turret

Laser weapons are the ultimate in anti-missile technology. The Laser Turret is the basic version. The laser turret provides a deadly umbrella over your base area and adds 12 points to your army.

This figure stands 22mm tall and the base has a footprint 22mm square. This is the same miniature that was briefly available in Combine Set 9, which is now out of print.

1 unpackaged Combine Laser Turret. Stock #10-0305, $4.50.


J U L Y   2 0 0 3 

Shipped July 18, 2003

GURPS Character Builder 3.0

The newest version of the official character-creation program for GURPS. The <> lets you design, optimize, store, modify, and print out characters in all the most popular genres. All the system's standard advantages, disadvantages, and skills are supported, with complete character creation rules from the <> and <>, as well as <>, <>, <>, <>, <>, <>, <>, and even <>! Lots of extras, including a die roller, round out this package . . . and Version 3.0 adds a Template Builder function to make custom character creation even easier. (For Windows only. Sorry, Mac fans.)

CD-ROM in DVD case. Stock #5401, ISBN 1-55634-024-9. $24.95.

GURPS Shapeshifters

Looking for a Change?

Moon-linked curses. Shape-stealing aliens. Strange gifts and genetic quirks passed down through your bloodline. Ancestral curses. Cute little critters that gladly turn into the latest technotoy and back again. Chameleonic spies. Body-morphing symbionts. Doppelgängers.

They're all shapeshifters . . .

In GURPS Shapeshifters, GMs and players will find all they need to build creatures that change their bodies as easily as most people change their clothes. Character-creation rules, campaign guidelines, and sample shifters of every shape and size -- they're all here. Drop a Cinematic Werewolf into your game, or craft a mysterious alien species that is far more than it seems.

Also included are suggestions on incorporating shapeshifting creatures into a new or existing campaign and examples of fully fleshed-out shifters -- races and individuals, cursed and gifted.

Your campaign will never look the same again!

128 pages. Stock #6533, ISBN 1-55634-452-X. $22.95.

Transhuman Space: High Frontier

"One giant leap for mankind . . ."

In the year 2100, Earth-Lunar space is the most densely populated area of the solar system outside Earth itself. Come visit:

  • Earth orbit, buzzing with busy factories and bustling spaceports, under the watchful eye of rival orbital weapons platforms. But the biggest danger is not the threat of war but the ravages of 150 years of space junk, moving at 25,000 miles per hour!
  • Lagrange 4, where giant cities in space glitter like jewels in the night, presided over by the massive O'Neill colony Islandia.
  • Lagrange 5, the ghetto of the solar system, colonized by dreamers, ideologues and undercapitalized entrepreneurs. Sometimes a dream and a prayer aren't enough.
  • The Moon. We're back, and this time with bulldozers. Luna is the solar system's industrial park, with Helium-3 mines that feed the fusion reactors on Earth, and more cybershell robots than people. But it's not all machines: the north and south poles are home to the pleasure domes of Moonshadow and thriving transhumanist Luna City. And on Luna's farside, a massive telescope array unravels the mysteries of the cosmos . . .

144 pages. Stock #6704, ISBN 1-55634-709-X. $24.95.

Shipped July 7, 2003

Munchkin Fu

If you loved Munchkin . . . look out. Here they come again.

"I'm a Ninja with the Dragon Tooth Katana!"
"I'm a Monk with the Sai of Spleen-Mangling. Fear my Drunken Monkey Kung Fu!"
"I'm a Yakuza with a gun. Run away!"

The Munchkins are back! Now the game is chop-socky Hong Kong action. The characters are Samurai, Ninja, Yakuza, and Monks. The foes are mooks, demons, and assorted bad guys from all the worst martial arts films you've ever seen. Collect treasures and learn new styles to build up your character's powers. Kill the monsters, take their stuff, and be the first one to 10th level!

Created by Steve Jackson. <> is completely compatible with the original Munchkin (and with <>, if you're really nuts).

Boxed game with 168 cards, rules, and die. Stock #1412, ISBN 1-55634-677-8. $24.95.


R E P R I N T S 

Shipped July 7, 2003

Chez Geek 2 – Slack Attack (Reprint)

Chez Geek is the award-winning card game that throws open the door on apartment life - the cheap booze, the interrupted sleep, the shrieks of your roommate's S.O. Now add even more stress to your living situation with <>. This 56-card expansion adds new stuff, new activities, new annoying "friends" - and, yes, new nookie! - to the all-important quest for Slack.

56-card boxed supplement. Stock #1333, ISBN 1-55634-450-3. $9.95.

Shipped July 7, 2003

Unnatural Axe Shirt (Reprint)

They aren't just stylish fashion statements -- they're also part of the game! Available with the Super Munchkin from the original game, or his female counterpart, the Munchkin Babe from Unnatural Axe, these shirts give special powers to their wearers during a game of looting, pillaging and backstabbing.

Official Tournament Rules:

  1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
  2. Your game character has the sex of the munchkin on the shirt. Yes, this means that removing or changing shirts will change your sex. (It will not, however, remove the combat penalty for a "Change Sex" curse.)
  3. The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to ignore the Kneepads of Allure once per game. With both autographs, of course, you can do it twice.
  4. Wearing two Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
  5. Use of the Cheat card overrides Rule 4. (It doesn't matter which shirt is on the outside.)
  6. But under no circumstances is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

T-shirt. Stock #9121, $18.00.

Shipped July 7, 2003

Munchkin Shirt (Reprint)

They aren't just stylish fashion statements -- they're also part of the game! Available with the Super Munchkin from the original game, or his female counterpart from Unnatural Axe, these shirts give special powers to their wearers during a game of looting, pillaging and backstabbing.

Official Tournament Rules:

  1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
  2. Your game character has the sex of the munchkin on the shirt. Yes, this means that removing or changing shirts will change your sex. (It will not, however, remove the combat penalty for a "Change Sex" curse.)
  3. The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to ignore the Kneepads of Allure once per game. With both autographs, of course, you can do it twice.
  4. Wearing two Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
  5. Use of the Cheat card overrides Rule 4. (It doesn't matter which shirt is on the outside.)
  6. But under no circumstances is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

T-shirt. Stock #9122, $18.00.


W 2 3 

Shipped July 18, 2003

Munchkin Fu Blank Cards

Twenty blank Munchkin Fu cards - 10 each of Alley and Treasure - to make up your own cards for the game.

20 cards. Stock #1417, $4.95.

Shipped July 7, 2003

Unnatural Axe Shirt (Reprint)

They aren't just stylish fashion statements -- they're also part of the game! Available with the Super Munchkin from the original game, or his female counterpart, the Munchkin Babe from Unnatural Axe, these shirts give special powers to their wearers during a game of looting, pillaging and backstabbing.

Official Tournament Rules:

  1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
  2. Your game character has the sex of the munchkin on the shirt. Yes, this means that removing or changing shirts will change your sex. (It will not, however, remove the combat penalty for a "Change Sex" curse.)
  3. The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to ignore the Kneepads of Allure once per game. With both autographs, of course, you can do it twice.
  4. Wearing two Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
  5. Use of the Cheat card overrides Rule 4. (It doesn't matter which shirt is on the outside.)
  6. But under no circumstances is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

T-shirt. Stock #9121, $18.00.

Shipped July 7, 2003

Munchkin Shirt (Reprint)

They aren't just stylish fashion statements -- they're also part of the game! Available with the Super Munchkin from the original game, or his female counterpart from Unnatural Axe, these shirts give special powers to their wearers during a game of looting, pillaging and backstabbing.

Official Tournament Rules:

  1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
  2. Your game character has the sex of the munchkin on the shirt. Yes, this means that removing or changing shirts will change your sex. (It will not, however, remove the combat penalty for a "Change Sex" curse.)
  3. The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to ignore the Kneepads of Allure once per game. With both autographs, of course, you can do it twice.
  4. Wearing two Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
  5. Use of the Cheat card overrides Rule 4. (It doesn't matter which shirt is on the outside.)
  6. But under no circumstances is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

T-shirt. Stock #9122, $18.00.

Shipped July 7, 2003

Munchkin Fu Shirt

High-quality white T-shirts with the Yakuza-Samurai Super Munchkin from the Munchkin Fu cover. Includes special rules to give the wearer a munchkinly bonus in tournament play!

Official Tournament Rules:

  1. If you are wearing an official Munchkin Fu shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
  2. The autograph of either Steve Jackson or Greg Hyland on the shirt lets you have one extra Style. This means that Monks can have three Styles, and non-Monks can have two. With both autographs, of course, you get a second extra Style.
  3. If you lose the extra Style this shirt allows, you do not have to discard the shirt, unless you really want to.
  4. You may not wear more than one Munchkin shirt (of any type, including Star Munchkin) at the same time.
  5. Use of the Cheat card overrides Rule 4. (It doesn't matter which shirt is on the outside.)
  6. But under no circumstances is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

T-shirt. Stock #9129, $18.00.

Shipped July 7, 2003

Ogre Miniatures: Combine Jammer

Jammers, or jamscreens, emit a wide variety of signals which spoof every detector a cruise missile can use to orient itself. Buildings in Ogre do not generally have point costs, except as determined by the scenario.

This figure stands 45mm tall. The base is 30mm wide.

1 unpackaged Combine Jammer. Stock #10-0303, $5.00.


A U G U S T   2 0 0 3 

Shipped August 15, 2003

Strange Synergy

<> is built around 100 different Power Cards . . . superpowers, mutations, skills, gadgets. Each warrior starts with three different powers. You choose the combination! Can you create the unbeatable team? Can you win against superior powers?

Developed by Steve Jackson and illustrated by Phil Foglio (Girl Genius, <>, XXXenophile), this game is as much fun to watch as it is to play. No two games are the same. How many ways can you make four different teams of three warriors, out of 100 powers? The mind boggles, and the fun never ends!

Boxed game with 112 cards, rules, warrior stand-ups and bases, game map, counters, and one die. Stock #1360, ISBN 1-55634-707-3. $29.95.

GURPS Uplift

Of the thousands of races in a galaxy full of aliens, ours is the only one that claims to have evolved on its own, without genetic engineering by a Patron species. With its own new clients -- genetically modified dolphins and chimpanzees -- upstart mankind faces a jealous universe. The ancient Patron clans can't decide whether to enslave the races of Terra . . . or just wipe them out.

The Galactics have wealth, power, and incredible technology. The people of Earth have guts, originality and a handful of allies . . . and they won't give up.

This is the universe created by David Brin for his award-winning "Uplift" series. <> includes complete descriptions of the important alien races, maps and descriptions of the Terragens planets, and rules for creating -- and Uplifting -- new species.

This new edition has been updated to cover the races and developments of the "Uplift Storm" trilogy!

176 pages. Stock #6035, ISBN 1-55634-427-9. $27.95.

Uplift Miniatures

We couldn't do justice to a universe as compelling as <> without stunning miniatures to match. <> help you bring David Brin's world alive. Sculpted by Richard Kerr, this set includes four assorted uplifted chimps, one Tymbrimi, and one dolphin in his spidery land-walker – which can be built as either a civilian or military model.

Boxed set of six 28mm miniatures. Stock #13-0600, ISBN 1-55634-609-3. $24.95.


R E P R I N T S 

Shipped August 15, 2003

Cardboard Heroes Bases (Reprint)

These plastic bases add weight and stability to your Cardboard Heroes figures, and the colors will help distinguish between figures at a glance. Each pack contains 10 bases and is available in one of three colors: Red, Green, and Clear.

Included are some assorted slimes, on Cardboard Heroes Dungeon Floors background . . . cut them out and put them where they'll do the most good!

10 plastic bases. Stock #5104, ISBN 1-55634-500-3. $2.95.


I S S A R I E S 

Shipped August 15, 2003

HeroQuest

HeroQuest (formerly announced as the second edition of Hero Wars) has been completely revised, re-edited, and laid out in a new format. It includes complete rules for roleplaying in Glorantha, including beginner-friendly Character Creation, simplified Contest resolution, new rules for Hero Bands and Guardians, and streamlined Magic systems. New scenarios, a new heroquest, several hero bands, and a narrative example written by Greg Stafford breathe life into the rules for players and narrators alike. HeroQuest was written by award-winning designers Robin D. Laws and Greg Stafford.

288 pages. Stock #ISS1001, ISBN 1-929052-12-X. $39.95.

Shipped August 15, 2003

HeroQuest Limited Edition Hardcover

This is a deluxe, limited hardcover edition.

HeroQuest (formerly announced as the second edition of Hero Wars) has been completely revised, re-edited, and laid out in a new format. It includes complete rules for roleplaying in Glorantha, including beginner-friendly Character Creation, simplified Contest resolution, new rules for Hero Bands and Guardians, and streamlined Magic systems. New scenarios, a new heroquest, several hero bands, and a narrative example written by Greg Stafford breathe life into the rules for players and narrators alike. HeroQuest was written by award-winning designers Robin D. Laws and Greg Stafford.

Each copy of the limited edition hardcover will be signed by Greg Stafford, numbered, and have a rune of the customer's choice printed on the cover. More than 400 runes are available, some of them never before revealed to the public.

Hardcover, 288 pages. Stock #ISS1001H, $100.00.


W 2 3 

Shipped August 15, 2003

HeroQuest Limited Edition Hardcover

This is a deluxe, limited hardcover edition.

HeroQuest (formerly announced as the second edition of Hero Wars) has been completely revised, re-edited, and laid out in a new format. It includes complete rules for roleplaying in Glorantha, including beginner-friendly Character Creation, simplified Contest resolution, new rules for Hero Bands and Guardians, and streamlined Magic systems. New scenarios, a new heroquest, several hero bands, and a narrative example written by Greg Stafford breathe life into the rules for players and narrators alike. HeroQuest was written by award-winning designers Robin D. Laws and Greg Stafford.

Each copy of the limited edition hardcover will be signed by Greg Stafford, numbered, and have a rune of the customer's choice printed on the cover. More than 400 runes are available, some of them never before revealed to the public.

Hardcover, 288 pages. Stock #ISS1001H, $100.00.

Shipped August 15, 2003

Ogre Miniatures: Combine Radar

Radars are used for both communication and detection. Normally, a radar structure is merely a target in a scenario, but it can also function as an optional army enhancer. Buildings in Ogre do not generally have point costs, except as determined by the scenario.

This figure stands 34mm tall. The base is 30mm at its widest.

1 unpackaged Combine Radar. Stock #10-0304, $5.00.

Shipped August 15, 2003

Otterman Infantry Officer

Officers in the Ottermen Empire are highly trained in the finer points of tactics and warfare. Many spend hundreds of hours honing their skill with boardgames designed to simulate battles. On the field of combat, they stay on the move, directing their troops from the midst of the fray. Their chain armor and swords keep them nimble and combat-effective.

Off The Wall Armies is a new collection of old figures, improbable and hilarious. Sculpted in 28mm scale, each set features anthropomorphic animal figures - sometimes known as "furries" - with weapons and gear from different historical periods. They’re great as the foundation of a "furry" campaign, as high-tech bioroids, or just as weird new encounters for adventurers from any time or place.

The Otterman are based on the Canadian river otter, with a culture from the 14th thru 17th century Ottoman Turks.

1 unpackaged Otterman Infantry Officer. Stock #17-2140, $2.00.

Shipped August 15, 2003

Otterman Infantry Bowman

Archery is held in high regard in the Ottermen Empire, a fact this warrior takes pride in. In training or friendly battles, he uses blunt arrows and targets the body for non-lethal hits. In serious combat, he often aims for unarmored limbs, and is capable of making trick shots.

Off The Wall Armies is a new collection of old figures, improbable and hilarious. Sculpted in 28mm scale, each set features anthropomorphic animal figures - sometimes known as "furries" - with weapons and gear from different historical periods. They’re great as the foundation of a "furry" campaign, as high-tech bioroids, or just as weird new encounters for adventurers from any time or place.

The Otterman are based on the Canadian river otter, with a culture from the 14th thru 17th century Ottoman Turks.

1 unpackaged Otterman Infantry Bowman. Stock #17-2141, $2.00.

Shipped August 15, 2003

Otterman Heavy Infantry

While the stereotype of an Otter is quick and lithe, this race does produce its share of bruisers. The Heavy Infantryman is one such fighter, covering his body with heavy scales and swinging a vicious war axe.

Off The Wall Armies is a new collection of old figures, improbable and hilarious. Sculpted in 28mm scale, each set features anthropomorphic animal figures - sometimes known as "furries" - with weapons and gear from different historical periods. They’re great as the foundation of a "furry" campaign, as high-tech bioroids, or just as weird new encounters for adventurers from any time or place.

The Otterman are based on the Canadian river otter, with a culture from the 14th thru 17th century Ottoman Turks.

1 unpackaged Otterman Heavy Infantry. Stock #17-2142, $3.00.

Shipped August 15, 2003

Otterman Light Cavalry Bowman

While the standard archer is an effective warrior on his own, when the bowman is mounted, his mobility threatens even more targets. Not only does the bizarre saddle keeps the rider steady when the giant maned weasel-mouse is stationary, but it makes firing during a charge possible.

Off The Wall Armies is a new collection of old figures, improbable and hilarious. Sculpted in 28mm scale, each set features anthropomorphic animal figures - sometimes known as "furries" - with weapons and gear from different historical periods. They’re great as the foundation of a "furry" campaign, as high-tech bioroids, or just as weird new encounters for adventurers from any time or place.

The Otterman are based on the Canadian river otter, with a culture from the 14th thru 17th century Ottoman Turks.

1 unpackaged Otterman Light Cavalry Bowman. Stock #17-2143, $5.00.

Shipped August 15, 2003

Otterman Heavy Cavalry

For heavy-hitting fast strikes, the Ottermen have the Heavy Cavalry. Although the extra layers of armor slow the weasel-mouse down, their "poinging" gait allows the Heavy Cavalry to wade into the thickest battle. The Heavy Cavalry rely on maces and the sheer mass of their armored mounts to break through an enemy's defensive line.

Off The Wall Armies is a new collection of old figures, improbable and hilarious. Sculpted in 28mm scale, each set features anthropomorphic animal figures - sometimes known as "furries" - with weapons and gear from different historical periods. They’re great as the foundation of a "furry" campaign, as high-tech bioroids, or just as weird new encounters for adventurers from any time or place.

The Otterman are based on the Canadian river otter, with a culture from the 14th thru 17th century Ottoman Turks.

1 unpackaged Otterman Heavy Cavalry. Stock #17-2144, $5.00.

Shipped August 15, 2003

Otterman Heavy Cavalry Bowman

The Ottermen place a high value on archery. Even the most heavily armored cavalry units include some archers. Sporting heavy armor on both the rider and mount, the Heavy Cavalry Bowman works close to the front lines of the battle, alternating between his bow and his sword.

Off The Wall Armies is a new collection of old figures, improbable and hilarious. Sculpted in 28mm scale, each set features anthropomorphic animal figures - sometimes known as "furries" - with weapons and gear from different historical periods. They’re great as the foundation of a "furry" campaign, as high-tech bioroids, or just as weird new encounters for adventurers from any time or place.

The Otterman are based on the Canadian river otter, with a culture from the 14th thru 17th century Ottoman Turks.

1 unpackaged Otterman Cavalry Bowman. Stock #17-2145, $5.00.


S E P T E M B E R   2 0 0 3 

Shipped September 19, 2003

GURPS Traveller: Starships

From launches to liners, from patrol boats to pirates, a starfaring campaign requires ships. GURPS Traveller: Starships details the "View from the Deck" . . . the experience of being aboard a starship. Passengers and pursers, bridge crews and black gang, owners and deckhands . . . they're all here. Charters and salvage operations are included, spiced up with encounters, adventure seeds and a cast of NPC owners, masters and crew.

Starships also features a much more detailed version of the starship design rules in <> (including components for TL7-9, TL11, and TL13 designs). It collects all previously published components in one volume and offers new accessories and design options, as well as descriptions of the technology.

It also includes complete designs for a selection of starships and smaller vessels -- the traders, lab ships, yachts and prospectors likely to be crewed by PCs. Each ship has its own detailed writeup and deck plans. These include:

  • Seeker (Suleiman II class)
  • Yacht (Lady of Shalott class)
  • Safari Ship (Animal class)
  • Old/Low-tech Trader (Birdsong class -- new)
  • Lab Ship (Kugashin class)
  • SDB and Jump Shuttle (Dragon class)

144 pages. Stock #6613, ISBN 1-55634-475-9. $24.95.

Transhuman Space: Under Pressure

As humanity reaches to the planets, a last frontier remains on Earth . . . the oceans. Governments, corporations, political idealists, and outlaws are staking their claims in this realm. There are oceans on other worlds too: Europa, Mars, Titan -- all unique and full of possibilities.

<> describes the oceans of the 22nd century, from the teeming seas of Earth to the icy ocean of Europa. Ocean arcologies . . . mining operations and terrorist foes . . . adventure and intrigue in an environment far more hostile than mere space.

This book also includes new character templates -- including new parahumans, bioroids, cybershells, and uplifted animals designed for aquatic existence -- and modular design rules for aquatic vehicles, compatible with the system in <>.

160 pages. Stock #6709, ISBN 1-55634-678-6. $26.95.

GURPS Planet of Adventure

Explore a world where aliens war on the surface, a mysterious race rules from the shadows, and humans brought from Earth millennia ago serve their alien masters. Welcome to Tschai.

<> is the roleplaying adaptation of Jack Vance's classic "Tschai" stories. Follow in the footsteps of Adam Reith, a stranded Earth scout, as he makes his way across the planet in search of a ship to take him home. Along the way, meet the belligerent Chasch, the sleek and murderous Dirdir, the inscrutable Wanek, and the secretive Pnume -- as well as dozens of human subraces and bizarre monsters. Take your campaign through Pera, where humans make a stand against their alien masters; the Carabas, where great wealth lies literally at your feet, and the trick is surviving to enjoy it; and Sivishe, where barbaric customs and futuristic shipyards are found side by side.

A dark, detailed world from a master worldbuilder . . . waiting for you in <>.

128 pages. Stock #6716, ISBN 1-55634-472-4. $22.95.

Dork Tower Miniatures

The Dork Tower gang as you've never seen them before -- in 3D!

John Kovalic's great characters are now 28mm metal miniatures. The stars of the wildly popular Dork Tower comic book are brought to life by legendary sculptor Tom Meier. They're dressed up in their best adventuring gear, and ready to tackle any challenge, even the dread Turbonium Dragon! (Dragon not included . . .)

In the <> set you get Ken as a cleric, Matt as an archer, Kayleigh as a knight, Igor as an armored Munchkin . . . er, warrior, Gilly as a seductive sorceress, and Carson as a hairy-footed rogue.

One look, and you'll know what Igor means when he says, "It must be mine!"

Boxed set of six 28mm miniatures. Stock #14-0102, ISBN 1-55634-715-4. $24.95.

Shipped September 8, 2003

Munchkin 3 – Clerical Errors

You wanted more Munchkin, so here it is! Created by Steve Jackson and illustrated by John Kovalic . . . Munchkin 3 -- Clerical Errors has 112 more cards for the best-selling game of killing monsters and taking their stuff. Play a new race: Gnomes! Try on the Bard class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who’s the mightiest, munchkinest dungeon delver of them all.

And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. So in this set you'll find:

112 cards. Stock #1416, ISBN 1-55634-713-8. $16.95.


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Shipped September 8, 2003

Munchkin 3.5 – Clerical Errata

When <> was printed, we made a not-funny goof. Half of the cards in one deck had the wrong backs. Fortunately, it was caught before we shipped them out . . . and at great expense, and with much muttering of naughty words, new decks were printed. So the <> that we shipped out was free of errors, or at least free of THOSE errors.

When we announced the reason for delay, though, some people said "Treasures with Door backs? Cool. Don't throw them away!

Yeah, right. Collector items! No, guys, these are MISPRINTS. Embarrassing misprints.

Well, all right . . . We are munchkins. We have no shame. If you want them, you can have them.

We are going to package up 1,200 of the bad deck, along with a few rules that actually make the cards PLAYABLE with the wrong back. Only 1,200; we'll throw away the rest. Why 1,200? Because if that many of you WANT this silly thing, we'll break even on what we spent to reprint all the bad decks.

This will be available only in Warehouse 23.

One deck of 56 cards, with rules. Stock #1423, $5.00.


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Shipped October 17, 2003

Deluxe Illuminati

They're all around us. 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 cashing in their secret Swiss bank account to smash the IRS! <> (not to be confused with the trading-card version, INWO) features full-color cards and improved money chits . . . but it's the same game you know and fear, of conspiracies battling for world control. Two to six players compete to grab control of various groups and increase their wealth and power. No ploy is too devious, no stratagem too low, as you scheme your way to victory.

Boxed game. Stock #1305, ISBN 1-55634-384-1. $34.95.

Transhuman Space Miniatures

It's the year 2100. Humans have colonized the solar system. China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotechnology has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Transhuman Space is cutting-edge science fiction adventure that begins where cyberpunk ends.

And now, Richard Kerr has created the first set of miniatures for this exciting roleplaying line! <> has six gorgeous figures, including Felicia, Tennin, and Aquamorph parahumans, an uplifted Post-Canine, and more. They're perfect for Transhuman Space gaming, of course, but the figures also go with other science-fiction, superhero, and modern-day games.

Add the third dimension to Transhuman Space – with <>.

6 miniatures in video box packaging. Stock #13-0300, ISBN 1-55634-701-4. $24.95.

Witching Hour: The Art of Larry MacDougall

Witches. Goblins. Trolls and monsters and winged things. Trees that look like castles, and castles that look like trees. Long popular with White Wolf and FASA fans, Larry MacDougall's artwork has a deep, passionate, almost primitive feel. Witching Hour: The Art of Larry MacDougall collects some of Larry's finest work . . . including many selections, never before published, from his private sketchbooks! Fans of whimsical art owe it to themselves to add this fanciful tome to their library.

Hardcover, 64 full-color pages. Stock #60-1010, ISBN 1-55634-630-1. $26.95.

Shipped October 6, 2003

Spooks

You don't have to outrun the monsters . . . if you can outrun your friends.

In this fast-moving game, you play your cards by matching numbers and suits. The first player to empty his hand wins . . . and the spooks get everybody else! Each suit (Spiders, Spooks, Goblins, Bones, and Bats) has a special rule, and the top card in each suit has a special power . . . so you don't know who will be first to escape the haunted house until the final card is played. Spooks is a great quick party game . . . kids will enjoy it, too!

 

56 full-color cards in a small tuck box. Stock #1425, ISBN 1-55634-717-0. $9.95.

GURPS Faerie

They lie, steal, kidnap, maim, and kill -- and we put them in our children's nurseries. They are the Fair Folk . . . the Little People . . . the Faeries.

You may think they only appear in tales, but they are everywhere: in the shadows, behind the trees, beneath the hills – and yes, even under the bed. They have lived beside us since the very beginning. Some are pretty and delicate, with gossamer wings . . . others are 10 feet tall with a taste for human flesh, or wizened killers with blue skin and iron claws. This book lets you incorporate them all into your GURPS game.

GURPS Faerie contains:

  • A guide to faeries of the world, from Alaska and Australia to Brazil and Japan.
  • Templates for many different types of faeries . . . and the mortals who know them.
  • A guide to faerie magic.
  • Campaign settings, from traditional European folklore to paranormal investigation or supernatural cyberpunk – or build your own with the tools provided!

Keep cold iron and Scripture close to hand, believe the opposite of what you hear, and don't trust anything you see. And, whatever you do, don't eat their food.

128 pages. Stock #6043, ISBN 1-55634-632-8. $22.95.

GURPS Covert Ops

Adventure In The Shadows . . .

Assassins, saboteurs, and terrorists have been with us all through history. Sometimes their deeds have changed the course of empires. If you want to change history -- or stop those who would -- then GURPS Covert Ops is the book you're looking for.

GURPS Covert Ops features:

  • A comprehensive catalog of the tools of the trade, from guns and bombs to disguises and forged documents.
  • A guide to the defenses and countermeasures that operatives will have to defeat to accomplish their mission.
  • Covert operations for historical, science-fiction, and fantasy settings.
  • Templates for agents in any setting, from the street-corner thug to the secretive poisoner, from the mercenary to the religious fanatic.
  • Profiles of organizations that can be used as sponsors . . . or adversaries.

GURPS Covert Ops can be used in any roleplaying game that involves assassins, saboteurs, or terrorists, either as the heroes - or the enemy. Come play in the shadows . . .

128 pages. Stock #6549, ISBN 1-55634-658-1. $22.95.


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Shipped October 17, 2003

Illuminati Y2K (Reprint)

Back in print at last! This is the set that brought Illuminati into the new millennium. <> adds 109 more gorgeous full-color cards, bringing the global conspiracies in synch with the times. And aren't we glad that civilization didn't really collapse? Or did it?

This expansion set includes 26 new Specials, 76 new groups, 5 blanks to let you create your own groups – and two Illuminati, Shangri-La and the Church of the SubGenius! Party like it's 1999 with <>!

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


I S S A R I E S 

Shipped October 17, 2003

Hero's Book

Designed especially for new players, Hero's Book is a 64-page book that presents the basic rules for HeroQuest in a streamlined manner. Additional tips and examples help players get the most out of HeroQuest. Hero's Book also contains two sample cultures, each with six sample heroes and a hero band to help players get started right away. Hero's Book is by Mark Galeotti.

64 pages. Stock #ISS1002, ISBN 1-929052-13-8. $12.95.


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Shipped October 6, 2003

IOU (COUP) T-Shirt

A high-quality black T-shirt displaying the IOU school logo, specific to the College of Obscure and Unheathly Professions, in gold. Available in Medium through 3XL.

1 T-shirt. Stock #9130, $18.00.


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Shipped November 17, 2003

Ninja Burger

Now you can join the elite Ninja Burger delivery team! You will learn to deliver tasty burgers and fries anywhere. You will bring honor to your franchise. Failure is not an option.

The twisted minds that brought you Chez Geek and Munchkin are back. Based on the popular website at www.ninjaburger.com, this hilarious card game, designed by Steve Jackson, pits you against your fellow trainees in a new Ninja Burger store. Learn the secrets of stealth, swordsmanship, and customer service. Fight for honor, respect, big tips, and that coveted promotion . . .

It's fast-moving. It's fun. You get to be a ninja. What more can you ask from a game?

No matter how secure your office,
how deep your bunker,
how dedicated your guards . . .
we deliver your burger in 30 minutes or less.

Boxed game: 144 oversized cards, three dice, and a rulesheet. Stock #1430, ISBN 1-55634-610-7. $24.95.

Munchkin Master's Screen

Tired of your every plan being exposed? Sick of not being able to fudge die rolls? Tired of not being able to put your head down and take a nap while they go through that tedious "roleplaying" they seem to love so much?

The Munchkin Master's Screen contains everything you might need to run a Munchkin game while hiding your true plans from your players. It's got Munchkin Cardboard Heroes miniature figures. It has Jeff Tidball's brilliant adventure, The Village of Omelet: A Space Odyssey. And it has tables . . . lots of tables. All the tables you could ever hope to use . . . and probably a couple you hope not to.

This is the accessory you never knew you needed . . . until now!

Special note to players: Buying the Munchkin Master's Screen for your DM earns you 10,000 XP. Really. It says so inside.

The Munchkin Master's Screen requires at least one copy of every Munchkin book for use. Even the ones we haven't thought of yet. And the card games, too. It's just that good.

Four-panel cardboard screen, with Cardboard Heroes sheet and 16-page adventure. Stock #3406, ISBN 1-55634-718-9. $14.95.


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Shipped December 8, 2003

Dork Tower

Now you can play John Kovalic's Dork Tower characters . . . as they play their characters . . . in a magical quest for glory. Adventure through the land of Aurora, smiting monsters and growing in power, until you are strong enough to challenge the evil wizard in his tower. Slay him and you win . . . fail, and be cast from the heights . . . Dork Tower is a fast-moving game for 3 to 6 players. It features a full-color game map with a 3-D central tower, over 100 monster and character disks, pretty dice, spell cards, rules, and character sheets . . . all illustrated, of course, by John Kovalic!

Boxed game, with 56 cards (not illustrated), over 100 monster and character disks, game map with 3-D central tower, rules, character sheets, and two dice. Stock #1370, ISBN 1-55634-714-6. $39.95.

GURPS SWAT

Courage Under Fire

From small-town crisis units to the FBI's Hostage Rescue Team, from the urban sprawl of Berlin to the mountainous wilds of Idaho, GURPS SWAT covers the dangerous world of tactical police operations. Serve a warrant on a meth lab, protect a judge whose life is threatened, rescue hostages from international terrorists, or take down a barricaded suspect before they kill again! Establish perimeters and begin hostage negotiations. Perform a stealth entry if you can, or blow down the door in a swift dynamic assault!

GURPS SWAT provides:

  • A look into the formation of tactical teams, including the original LAPD SWAT.
  • Details on SWAT around the world, including major United States cities, federal teams, and tactical teams.
  • An overview of SWAT operations, from high-risk warrant service to hostage rescue.
  • A look at the weapons and equipment of the modern-day SWAT team.
  • Tips for running realistic or cinematic SWAT, Cops, or crossover campaigns.

The lives of innocent hostages are at stake. Do you have what it takes to be the best of the best? Put on your armor, grab your weapon, and find out . . .

64 pages. Stock #6064, ISBN 1-55634-721-9. $15.95.

Transhuman Space: Broken Dreams

Stay and Fight . . .

On Earth in 2100, some are reaching for the stars . . . but others struggle just to survive. Much of the home world remains mired in war and intrigue, as powerful corporations and high-tech armies fight over resources, markets, and ideas. Cities on the edge of chaos are battlegrounds for covert operations and high-stakes diplomacy, and the developing nations see themselves falling farther and farther behind.

Nations trapped in poverty, environmental disaster areas, and hellholes run by insane dictators . . . high-tech terrorism, rebellion, and crime, and rules for creating biological and chemical weapons . . .dangerous genetic designs, obsolete cybertechnology, and police state software . . . all part of daily life in <>.

144 pages. Stock #6707, ISBN 1-55634-650-6. $24.95.

Primal Darkness: The Gothic and Horror Art of Bob Eggleton

Bob Eggleton is an acclaimed science fiction, fantasy, and landscape artist. Winner of eight Hugo Awards and 11 Chesley Awards, his art can be seen on covers of countless magazines and books. Perhaps best known for his signature work with Brian Lumley on the Necroscope series, Eggleton does everything from dinosaurs to rocket ships.

Primal Darkness: The Gothic and Horror Art of Bob Eggleton features -- for the first time anywhere -- the complete collection of Necroscope covers, introduced by Lumley himself. Primal Darkness also includes Eggleton's Lovecraft-inspired Cthulhu pieces, as well as other monster, horrors, and things that go bump in the night.

64-page full-color hardback book. Stock #60-1008, ISBN 1-55634-624-7. $26.95.


R E P R I N T S 

Shipped December 8, 2003

Murphy's Rules (Reprint)

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 bad, 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.) The strip has featured a great roster of artists over the years, including multiple-Origins Award-winner John Kovalic and Pulitzer Prize-winner Ben Sargent!

The first time we published a Murphy's compilation was in 1988. This book includes everything from that edition, and all the Murphys that came out in the next ten years . . . and more!

80 pages. Stock #9006, ISBN 1-55634-363-9. $17.95.


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