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J A N U A R Y   2 0 0 7 

No products have been announced for this month.


F E B R U A R Y   2 0 0 7 

Shipped February 19, 2007

GURPS Ultra-Tech

Weapons, Vehicles, and Gadgets

GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including:

  • Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
  • Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . .
  • Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, “medical miracles” become everyday occurrences.
  • Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths – lots of ways to get where the action is, for the adventurer on the go!
  • As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres – there's something for every adventure at every tech level.

GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure.

This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. The oldest material included here dates back to the first edition of GURPS Space; other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk , GURPS Psionics, GURPS Robots, and Transhuman Space.

From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!

240 pages. Hardcover. Stock #01-0104, ISBN 978-1-55634-753-5. $34.95.


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Shipped February 19, 2007

GURPS Classic: Technomancer

An alternate world in which magic and technology both work...
all too well.

(This is an e23 reprint of a Third Edition product.)

On July 16, 1945, the first atomic bomb was detonated at Trinity Site in New Mexico. The explosion ripped a hole in the fabric of space. Doctor Oppenheimer's words "I am become death, destroyer of worlds" unwittingly closed a necromantic ritual. The fireball vanished, but the mushroom cloud remained. This was the Hellstorm, a tornado of seething magical energy.

A pattern of enchanted fallout drifted across the southern United States and Mexico. The effects would not be felt immediately, but over the next generation, they would transform the world . . .

Magic had come to the modern 20th century. But like the power of the atom on our own Earth, it would prove a Pandora's Box.

131-page PDF. Stock #30-6087, $9.00.
Buy Now!

Shipped February 19, 2007

GURPS Classic: Modern Firepower

A whole book of statistics and descriptions for the latest small arms and tactical equipment, filling the "arms gap" between High-Tech and Ultra-Tech. Here you'll find firearms (from handguns to support weapons), along with a wide variety of ammunition and accessories (such as extended magazines, scopes, and sound suppressors); body armor; and much more. A "must have" for any kind of modern-day action campaign! (This is an e23 reprint of a Third Edition product.)

49-page PDF Stock #30-6423, $4.00.
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Shipped February 19, 2007

GURPS MacGuffin Alphabet

T is for the Twisted Mind of Stefan Jones . . .

Twenty-six ways to get into trouble in a variety of science-fiction settings! Whether it involves deciphering intelligence reports disseminated in comic books or being brainwashed by the most comfortable bed in the world, you'll find over two dozen adventure seeds within, each more unusual than the last.

A MacGuffin is an object of desire for someone, somewhere -- perhaps they only wish to purchase it, but more likely they're willing to lie, steal, and murder to acquire it. Written by Stefan Jones (GURPS Uplift), MacGuffin Alphabet gives GMs more than just an excuse for action. Each item creates a springboard for charater interaction, and usually a little adventure.

If you want a mysterious aristocrat to hire a small team to "acquire" a copy of a musical meme hazard; if one of the heroes has found a pretty trinket that's going to start a war the next time he's seen wearing it in public; if you just want an encounter that's far off the beaten path . . . look to the MacGuffin Alphabet!

14-page PDF. Stock #37-1120, $6.00.
Buy Now!


M A R C H   2 0 0 7 

Shipped March 19, 2007

Munchkin Cthulhu

Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge – Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?

Munchkin Cthulhu is the newest stand-alone game in the Munchkin line, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four new Classes - including the Cultist - and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.

You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.

Boxed game with 168 cards, rules, and die. Stock #1447, ISBN 978-1-55634-760-3. $24.95.

Shipped March 5, 2007

R E P R I N T S 

Shipped March 5, 2007

GURPS Powers (Reprint)

Save the World . . . or Destroy It!

<> is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!

Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, <> introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. <> also include guidelines for "special effects" and several different ways to vary a power on the fly -- two crucial concepts for comic-book superheroics.

<> is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardback.

If you've got a high-powered campaign – or high-powered players – you want <>!

240-page full-color hardcover. Stock #01-0102, ISBN 978-1-55634-742-9. $34.95.


W 2 3 

Shipped March 19, 2007

GURPS Classic: Fantasy

Beware of the Banestorm

Welcome to the world of Yrth, a wondrous place populated by mysterious monsters and magical races . . . and by people snatched from our Earth by the cataclysmic Banestorm!

Whole villages were transported -- from such diverse locales as medieval England, France, Germany and the Far East. Yrth is a world of cultural conflict, where the Crusades aren't ancient history -- they're current events!

Characters can journey from the windswept plains of the Nomad Lands -- where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla -- to Megalos, the ancient empire where mighty magic and political intrigue go hand in hand. Or go south into the Moslem lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din.

GURPS Fantasy provides the GM with a complete world background -- history, religion, culture, politics, races and a detailed, full-color map -- everything he needs to begin a GURPS campaign.

This is a complete revision and expansion of the material that appeared in the first edition of GURPS Fantasy.

144-page PDF. Stock #30-6034, $9.00.
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Shipped March 19, 2007

GURPS Classic: Creatures of the Night

(This is an e23 reprint of a Third Edition product.)

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 . . .

Creatures of the Night details 67 different modern horrors that will fit perfectly into your Illuminati, Warehouse 23, or Black Ops campaign. Your players aren't ready for this . . .

128-page PDF. Stock #30-6066, $9.00.

Shipped March 19, 2007

GURPS Classic: Wizards

(This is an e23 reprint of a Third Edition product.)

Ever wanted to design a wizard but been boggled by the rules or stumped by creative block? GURPS Wizards is the solution: a complete guide to wizard design. Inside you'll find essays on 28 wizard archetypes, accompanied by templates that let you quickly design complete and efficient characters. The role of each wizard is discussed, along with suggestions for integrating it into a campaign and specific advice on attributes, advantages, disadvantages, skills, and spells.

Wizards covers . . .

  • Traditional wizards, such as the apprentice, demon, elementalist, enchanter, healer, illusionist, necromancer, and seer.
  • Magic-using versions of the assassin, bodyguard, inventor, law enforcer, martial artist, spy, statesman, thief, and warrior.
  • Variant wizards, like the alchemist, druid, improvised magic user, knack wizard, priest, rune-mage, and shaman.
  • Wizards who don't use magic at all, including the charlatan, psi, ritual magician, and super mage.

Wizards also includes a template system that walks you through the process of creating guidelines that will help your players make capable and balanced characters. A special section on wizard templates discusses not just spells, but also the special abilities that appear in Cthulhupunk, Mage, Psionics, Religion, Supers, and Voodoo. Other features include "quick" and "instant" alchemy, expanded rules for knacks and Magery, and notes on replacing spells with super powers, psi skills, and ritual magic.

Wizards offers players and GMs alike sound advice on creating viable and original characters. Each template also comes with 4 examples that cover multiple settings, TLs and power levels, giving you 112 complete sample characters from over a dozen genres that are ready to use as PCs or NPCs.

Welcome to the Guild, apprentice . . .

131-page PDF. Stock #30-6411, $9.00.
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Shipped March 19, 2007

GURPS SEALs in Vietnam

The only easy day was yesterday.
-- SEAL motto

They were created during a crucial moment in America's history, chosen from the U.S. Navy's finest divers, and forged into one of the most elite fighting forces in the world. In the sea, on the land, or in the air, the SEALs were created to deal with the most dangerous territory Vietnam could offer.

SEALs in Vietnam is filled with the facts you need to play one of the U.S. Navy's elite warriors during the Vietnam War. It includes a detailed history of the Teams during the era, with new SEAL templates, vehicle lists, and equipment. This book also discusses actual declassified operations, and gives suggestions on creating your own missions, providing a background for heroic action in a high-speed environment.

Although this book focuses on the SEALs' activity in Vietnam, the information on the Teams can be used in a GURPS Horror or Infinite Worlds campaign (including Black Ops and Technomancer) in the same timeframe. This supplement is also compatible with e23's Funny New Guys, a Technomancer adventure set in Vietnam.

SEALs in Vietnam requires only GURPS Basic Set; some readers will find GURPS Special Ops, GURPS High-Tech, and GURPS Martial Arts to be useful.

70-page PDF. Stock #37-0603, $12.00.
Buy Now!

Shipped March 5, 2007

GURPS Classic: Steam-Tech

(This is an e23 reprint of a Third Edition product.)

The Mad Scientists, Illuminated Thinkers, and Inspired Tinkerers of the Steampunk Age have brought their finest, their deadliest and their strangest work together in one place. GURPS Steam-Tech has it all, from weapons and armor to analytical engines, automata, vehicles, pharmaceuticals, and even living plant and animal creations!

GURPS Steam-Tech is compiled by William Stoddard, author of the Origins-Award-winning GURPS Steampunk, and is a must for Steampunk and other Victorian-era campaigns.

131-page PDF. Stock #30-6422, $9.00.
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A P R I L   2 0 0 7 

Shipped April 30, 2007

R E P R I N T S 

Shipped April 30, 2007

GURPS Lite (Reprint)

GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.

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

We'll have printed copies of GURPS Lite available at your local game store and in Warehouse 23 -- and it's included in the GURPS GM's Screen -- or you can download a FREE electronic version from e23.

You can download GURPS Lite for the Third Edition here.

 

32 pages. Stock #01-0004, $FREE.


W 2 3 

Shipped April 16, 2007

In Nomine: Infernal Player's Guide

This is a PDF reprint of an Out Of Print book.

Lock up your children and your souls! The infernal hordes are here, razor-edged and ready to rampage. The Infernal Player's Guide contains everything you ever wanted to know about demons - their history, their laws, the Bands they belong to and the Princes they serve . . . even the paths that can lead them to Redemption. In addition to expanded demon descriptions, it provides mixed-campaign concepts, rules for playing Renegades on the run from Heaven and Hell, the grim realities of life and the grimmer facts of demonic reproduction.

There's also a step-by-step "Demonic Creation Guide" for quickly and easily generating unique demon characters.

Take a walk on the wild side.

131-page PDF. Stock #30-3309, $9.00.
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Shipped April 16, 2007

Epic Munchkin

Does your Munchkin adventure end too soon? There you are, multi-raced and multi-classed, with three hands full of killer items, buffed up with sidekicks and Munchkin Fu styles . . . and the game’s over. Rejoice, for Epic Munchkin is here. This rules set includes the Epic rules for Munchkin (including Unnatural Axe, Clerical Errors, The Need for Steed, and De-Ranged), Star Munchkin (and The Clown Wars), Munchkin Fu (but not Monky Business, since it didn’t add any new races or classes), Munchkin Bites! (and Pants Macabre), Super Munchkin (and The Narrow S Cape), Munchkin Impossible, Munchkin Cthulhu, and Munchkin Dice.

6-page PDF. Stock #37-2011, $FREE.

Shipped April 2, 2007

GURPS Classic: Supers Adventures

(This is an e23 reprint of a Third Edition product.)

The Devil and the Deep Blue Sea

Saving the world isn't just an adventure -- it's a job! GURPS Supers Adventures is a mind-boggling ride from the depths of the oceans to the far corners of the galaxy.

In Jupiter Blues, the heroes must quell a rebellion on Jupiter's turbulent moon, Io. Can they handle the mind-controlled Raveners, or will they end up buried in a cold, dark mine shaft? Mark of the Kraken, a two-part adventure, sends the costumed crusaders into the ocean at the behest of the U.N. Can they stop the watery menaces in time, or will the Green Dawn eco-terrorists use the deadly Kraken to drive mankind from the oceans forever? Finally, Web of the Zyrani takes the supers on a surprise cross-galactic trip to find a missing team of scientists. After visiting the high-energy planet of Zyrane, they'll never be quite the same again . . .

Although set in the world of GURPS International Super Teams, these adventures can work in any campaign world for any team of heroes. Guidelines are given to help the Game Master increase -- or decrease -- the dangers facing the team, allowing each scenario to be perfectly tailored to the campaign. Each adventure includes all necessary maps and diagrams, and can be completed in one or two long game sessions.

131-page PDF. Stock #30-6116, $9.00.
Buy Now!

Shipped April 2, 2007

GURPS Classic: Supers International Super Teams

(This is an e23 reprint of a Third Edition product.)

Peace on Earth . . . ?

Welcome to the super-powered world of the U.N. International Super Teams! Charged with enforcing the 1982 edicts banning strategic nuclear weapons and military super-squads, the ISTs are the U.N.'s premier peace-keeping forces -- well-funded and well-equipped elite troops composed of the best and brightest metahumans. GURPS International Super Teams tells you all you need to know to play members of the U.N.'s super-police force.

GURPS International Super Teams is a worldbook for the GURPS Supers sourcebook. It contains all the background necessary to survive in the world of the International Super Teams. Match wits with Qadaffi of non-U.N. Libya; investigate the disturbing secrets of South Africa; cope with international politics in the General Assembly; or defend civilian targets from the elusive neo-Nazi Kristallnacht and other members of the deadly PLO superteam.

    GURPS International Super Teams includes:
  • Complete historical timeline, from 60,000,000 B.C. to today.
  • Supers in the 1940s and the 1960s.
  • Concise geopolitical and social summaries of the world of the ISTs.
  • Fringe groups, radical movements and cults.
  • Over two dozen fully-developed super characters, heroes and villains from around the world . . . and outer space.
  • Three sample IST embassies, fully detailed.
  • Guidelines for establishing your own International Super Team.

And much, much more!

131-page PDF. Stock #30-6506, $9.00.
Buy Now!


M A Y   2 0 0 7 

Shipped May 14, 2007

Munchkin Rigged Demo

This envelope contains 56 cards to help you bring new victims . . . errr, gamers . . . into the wonderful world of Munchkin . . .

It starts with a special 17-card demonstration deck, drawn from the original Munchkin set, with the cards numbered so you can stack the deck and play out four scripted turns that show the basic Munchkin mechanics in just a couple of minutes. Instructions, dialogue, and stupid jokes are included. Or use your own stupid jokes.

Then you get 39 promo cards to give away to friends, customers, or total strangers. Four originally appeared in Munchkin Blender, but the versions here have standard Munchkin backs and new Kovalic art. The other one is brand new! Every munchkin will want them all. Will you be generous? Or will you demand tribute? Of course, you are a munchkin, so you will keep at least one of each for yourself, right?

  • 9 copies of Stacked Deck, a brand new Door designed for munchkinly abuse.
  • 9 copies of Ultra Munchkin, a Door that lets you have three classes.
  • 9 copies of 1/3-Breed, a Door that lets you have three races.
  • 6 copies of Portable Hole, a very useful Treasure.
  • 6 copies of Cheat With Both Hands, a Treasure that lets you have two illegal items!

56 cards, rulesheet, envelope. Stock #1451, ISBN 978-1-55634-765-8. $4.95.


W 2 3 

Shipped May 29, 2007

GURPS Ultra-Tech

Weapons, Vehicles, and Gadgets

(This is the PDF version.)

GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including:

  • Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
  • Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . .
  • Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, medical miracles become everyday occurrences.
  • Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths lots of ways to get where the action is, for the adventurer on the go!
  • As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres there's something for every adventure at every tech level.

GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure.

This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. The oldest material included here dates back to the first edition of GURPS Space; other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk , GURPS Psionics, GURPS Robots, and Transhuman Space.

From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!

240 pages. PDF. Stock #31-0104, $25.00.
Buy Now!

Shipped May 29, 2007

GURPS Lite (Chinese Fourth Edition)

GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.

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

36-page PDF. Stock #37-0006, $FREE.
Buy Now!

Shipped May 14, 2007

Munchkin Water

Healthful!
Refreshing!
In-Game Benefits!

 

Despite the dangers of dihydrogen oxide, munchkins everywhere enjoy it, and now we have special, Munchkin-ized water. Unseal this 16.9-ounce bottle at your gaming table for bonuses to combat, and enjoy up to three in-game-benefit-producing swallows of Munchkin Water! Then sell the bottle for 100 gold pieces!

 

But wait, there's more! You can:

  • Use it to quench your thirst!
  • Rinse your mouth out after a handful of nachos!
  • Clean produce before eating!
  • Wash the dog!
  • And a million other applications!

 

Warning! Apparently not valid as a promotional item in certain casinos in Nevada.

 

Bottle of Water, plus rules. Stock #5501, $2.00.

Shipped May 14, 2007

GURPS Classic: Dinosaurs

Tyrant Kings!

Giganotosaurus, the largest carnivore ever to walk the Earth . . . Packs of Deinonychus, the "terrible claws" . . . Triceratops, armed with shield and spears . . . 65-ton Brachiosaurus, tall as a four-story building . . . Ankylosaurus, the living tank . . . the fearsome Tyrannosaurus rex . . . cunning Troodons . . . the deadly Utahraptor . . .

Their fossil bones inspired myths of dragons and other monsters. Their images still terrify us today. Visit their world -- or have them visit yours.

GURPS Dinosaurs includes:

  • A detailed bestiary of the world before human history, with more than 100 dinosaurs, plus pterosaurs, sea monsters, other reptiles, and prehistoric birds and mammals.
  • A chronology of life on Earth, from the Cambrian explosion to the Ice Ages.
  • Character creation and detailed roleplaying information for early hominids and humans, from Australopithecus to Cro-Magnon, including advantages, disadvantages and skills.
  • Maps and background material for the world of the dinosaurs.
  • Plot and adventure ideas for Time Travel, Supers, Horror, Cliffhangers, Atomic Horror, Space, Survivors, Fantasy, Cyberpunk, and even caveman slapstick campaigns!

128-page PDF. Stock #30-6508, $9.00.
Buy Now!

Shipped May 14, 2007

GURPS Creatures of the Night, Vol. 1

The creatures encountered in an adventure set the tone for the game. They should be appropriate to the genre, but still a surprise for players. GURPS Creatures of the Night, Vol. 1 provides the GM with an assortment of monsters, animals, and unnatural beings that are both versatile and specific, designed to create unforgettable conflicts and unexpected alliances with the characters.

Note: These creatures use the abbreviated template for animals explained on p. B456, though a few feature full racial templates as described on p. B261.

26-page PDF. Stock #37-1560, $9.00.
Buy Now!


J U N E   2 0 0 7 

Shipped June 25, 2007

Munchkin 5 De-Ranged

More of the twisted humor of Steve Jackson and John Kovalic in a 112-card supplement for Munchkin!

De-Ranged has everything you love about Munchkin, including:

  • A new Class! Rangers can tame monsters and ride them!
  • Treasure! Track down the Philosopher's Scone, put Racing Stripes on your Steed, and fill your Canteen of Spleen with Carbonated Holy Water!
  • Monsters! Beware the Telemarketer, the Poultrygeist, and the Undead Clowns.
  • And more monsters: imports! That's right, unique monsters created by the European Munchkin publishers, available for the first time in English. Quake in fear at the Brothers Grimm and the Snerks! Or just kill them and take their stuff. Your choice.

Munchkin 5 – De-Ranged. All the munchkin-ism of a prestige class, with none of that annoying roleplaying stuff.

112 cards in a tuckbox. Stock #1450, ISBN 978-1-55634-764-1. $17.95.


W 2 3 

Shipped June 25, 2007

GURPS Classic: Cyberpunk

(This is an e23 reprint of a Third Edition product.)

Welcome to a world on the edge. GURPS Cyberpunk brings the gritty chrome-and-plastic streets of the cyberpunk future to the world of GURPS!

Cyberpunk is the genre of man plus machine - a dystopian fusion of the visions of George Orwell and Timothy Leary. It presents challenges far beyond that of the standard "loot the dungeon" themes - in a cyberpunk world, survival itself can be the ultimate success story!

GURPS Cyberpunk doesn't tie you down to one specific background. Instead, it provides rules to simulate any type of environment, from the gutters of New York City to the injection-molded walls of orbital habitats.

Because GURPS Cyberpunk is based on the award-winning GURPS rules, it's possible to create any character type. From gang members and fly-by-night netrunners to black market software dealers, cyborged bodyguards and bioengineered ninja - they're all here.

Included in this book are:

  • New Advantages - from Alternate Identities to Contacts.
  • New Disadvantages - including Cyber Rejection Syndrome, Dying and Zeroed.
  • New Skills - such as Cyberdeck Operation and Video Production.
  • Cyberwear - all the equipment needed to turn the man-on-the-street into a cybernetic killing machine.
  • Brain Implants - from temporary chipped skills to data plugs to a built-in computer.
  • Netrunning rules - hardware and software to penetrate the realistic computer networks of the 20th century or the artificial reality of cyberspace.
  • Campaign advice - Over 30 pages on creating a cyberpunk campaign, both world design and adventure writing.
  • And much, much more . . .

128-page PDF. Stock #30-6033, $9.00.
Buy Now!

Shipped June 25, 2007

GURPS Classic: Timeline

(This is an e23 reprint of a Third Edition product.)

Time on Your Hands?

GURPS Timeline is the ultimate resource for the Time Travel GM. It presents all of human history -- from the Big Bang to Operation Desert Storm -- in a convenient, easy-to-use chronology. History is big, but GURPS Timeline makes it easy for the GM to find his way around.

GURPS Timeline also presents the GM with more than 50 historical "adventure seeds" describing particularly important, exciting, or bizarre eras and settings for Time Travel adventures -- with the spotlight on the stuff you don't get in history class.

With GURPS Timeline, time travelers can ride with El Cid, battle the merciless armies of Assyria, hunt for the treasure of the Lost Dutchman Mine, visit the mystical lost continent of Lemuria, or unravel the secret of the Mary Celeste.

Time thieves can loot history for the spoils of Alexander's conquests, plunder Rome during a barbarian raid, or steal gold from the Aztecs with Cortez and the Spanish conquerors.

Also included are detailed descriptions of exotic ancient cultures like the Sumerians, the Olmecs, the Minoans, the Hohokam, and the Persians.

From war to intrigue to technology to art to enigma, GURPS Timeline opens all of history to adventure and drama.

130-page PDF. Stock #30-6513, $9.00.
Buy Now!

Shipped June 11, 2007

GURPS Classic: Who's Who 1

(This is an e23 reprint of a Third Edition product.)

History is full of people who were stranger than fiction. People you'd want to meet. People you'd pray to avoid. People who changed the world.

This book gives complete descriptions and character stats for 52 of the most interesting people in history, ready to serve as patrons, allies, enemies or role-models. From the man who united China to the REAL Dread Pirate Roberts; from the voice of an empire to a roistering aristocratic astronomer with a silver nose; from a doctor so brilliant that his foes ran him out of town, to a king with 1,200 wives but not a single heir!

It's written for GURPS Third Edition, but it's easy to translate into any system.

131-page PDF. Stock #30-6088, $9.00.
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Shipped June 11, 2007

GURPS Classic: Space Adventures

Alien Assault!

Strange alien races . . . space battles . . . shadowy criminal contacts . . . paramilitary paramedics? Here are three intricate, exciting and deadly quests -- from David Pulver's puzzling and sinister Rebirth to the hilarious Beware the Health Police (by the co-author of GURPS Space, William Barton). They are designed for use with the award-winning GURPS Space background, but can be used in any interstellar roleplaying campaign.

Also included:

  • Complete game statistics for a new alien race -- the mancing and inscrutable Shylari.
  • Adventure seeds -- so you can continue where the quests leave off.
  • Suggestions for using these adventures with the GURPS Space Atlas series or with your own campaign.
  • And much, much more . . .

131-page PDF. Stock #30-6199, $9.00.
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Shipped June 11, 2007

In Nomine Superiors: Asmodeus

The world is a game, whose rules must be followed.

Asmodeus and his Servitors are Lucifer's secret police, responsible for hunting down Renegades and other traitors to the infernal armies, and for keeping order in Hell.

The Prince of the Game is one of the most powerful of Hell's royalty. He is widely feared and roundly hated by his peers. His agents always have at least one cover identity and often move through infernal society unseen, only unmasking themselves to levy an accusation and make the subsequent arrest.

Gamesters are charged with slaying or seizing any Renegades they encounter. To Asmodeus and his servants, a demon is Renegade and within their jurisdiction if he acts against the expressed or implied wishes of his Prince, if he possesses dissonance or "angelic" Discord, or if his actions call his loyalty to Hell into question - in short, if he breaks the rules.

Above all, Lucifer uses Asmodeus to weed out demons who might defect to the angels or threaten Lucifer's own plans. The Game is the counterweight to the unrest Malphas stirs up, a force of totalitarian order imposed on an ever-volatile Hell. While any Prince may call upon the Servitors of Asmodeus, most prefer to deal with problems themselves rather than risk close scrutiny.

You've always been in the game. It's time you knew what it was.

42-page PDF. Stock #37-3313, $9.00.
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Shipped July 23, 2007

GURPS Classic: Space Atlas 2

Space, Incorporated

Welcome to the Corporate Worlds, where everything is for sale. If you have enough credit, you can buy a planet. If you're shrewd and efficient, you can make a profit from it. And if you can hire enough mercenaries, you may be able to keep it.

This Space Atlas is your guide to the 25 star systems of the Corporate Worlds sector. Each world description contains a complete Planetary Record Sheet, with an overview of the whole star system and a detailed description of the planet itself, using the GURPS Space format . . . planetary map, atmosphere and gravity, day and year length, population, government, resources, economy, biosphere and special features. Some worlds include specific description and game statistics for animals, plants, Precursor artifacts and other features of the planet. Adventure suggestions are included for every world.

The Space Atlas is designed to fit into any campaign. You can use the worlds together (maps of the whole Corporate Worlds sector are included), or choose individual worlds and fit them into an existing campaign. The book's introduction includes historical and background information to fit the Corporate Worlds into four different backgrounds: Anarchy, Alliance, Federation, or Interstellar Empire.

The Space Atlas is designed specifically for GURPS Space, but can be used in any interstellar roleplaying game.

67-page PDF. Stock #30-6501, $4.00.
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Shipped July 23, 2007

GURPS Classic: Space Atlas 3

Worlds of the Great Spiral

This is your guide to the confederate worlds of the Great Spiral Sector. Each world description includes a complete Planetary Record Sheet, with an overview of the whole star system and a detailed description of the planet itself, using the GURPS Space format . . . planetary map, atmosphere and gravity, day and year length.

Also covered are population, government, resources, economy, biosphere, and special features. Some worlds include descriptions and game statistics for people, animals, plants or vehicles found on that planet. Adventure suggestions are included for every world.

The Space Atlas is designed to fit into any campaign. You can use the worlds together (maps of the whole Great Spiral sector are included), or choose individual worlds and fit them into an existing campaign. The book's introduction includes historical and background information to fit the Great Spiral into four different universes: a galaxy-wide Anarchy, a Federation, a Corporate State or an Interstellar Empire.

The Space Atlas series is designed specifically for GURPS Space, but can be used in any interstellar roleplaying game.

67-page PDF. Stock #30-6502, $4.00.
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Shipped July 23, 2007

GURPS Supers

Men Like Gods

The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers gave visible expression to the reader's sense of wonder, as they guarded ordinary mortals from a variety of threats, from street crime to world-shattering disasters. When roleplaying games were invented, supers quickly became one of the most popular genres - and one of the most challenging to do right.

GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. Focused on drama and characterization, it provides:

  • A history and analysis of the supers genre, its precursors and variations.
  • A guide to character creation, including powers and other abilities, codes of conduct, dual identities, and personal relationships.
  • More than 20 new wildcard skills.
  • 22 templates for super characters, each customizable to higher or lower power levels.
  • Rules for creating equipment, vehicles, bases, automata, and magical spells.
  • A guide to creating and running supers adventures.
  • Continuity creation guidelines and tools, so your supers universe can have the same depth as published worlds.
  • New game mechanics for character creation, including new interpretations of advantages, disadvantages, and skills and newly defined perks, quirks, enhancements, limitations, and techniques.
  • Guidelines for running superhuman feats and combats under existing rules or adjusting those rules to fit the genre, and new game mechanics specifically for superhuman action.

GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.

151-page PDF. Stock #37-0302, $16.00.
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Shipped July 9, 2007

GURPS Classic: Space Atlas

Strange New Worlds

The Space Atlas is your guide to the 28 star systems of the Old Frontiers Sector. On the edge of explored space, you'll find the bazaars of Bollux, the rival religious fanatics of Bannar and Drayhoah, the carnivorous plants of Talismans . . . adventures galore.

Each world description includes a complete Planetary Record Sheet, with an overview of the whole star system and a detailed description of the planet iteself, using the GURPS Space format . . . planetary map, atmosphere and gravity, day and year length, population, government, resources, economy, biosphere, and special features. Some worlds include specific descriptions and game statistics for people, animals, plants, or vehicles found on that planet. Adventure suggestions are included for every world.

The Space Atlas is designed to fit into any campaign. You can use the worlds together (maps of the whole Old Frontiers sector are included) or choose individual worlds and fit them into an existing campaign. The book's introduction includes historical and background information to fit the Old Frontiers into five different interstellar campaign backgrounds: Anarchy, Alliance, Federation, Corporate State, and Interstellar Empire.

The Space Atlas is designed specifically for GURPS Space, but can be used by the GM of any interstellar roleplaying campaign.

67-page PDF. Stock #30-6500, $4.00.
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Shipped August 20, 2007

Munchkin Cthulhu 2 Call of Cowthulhu

Aw, shucks! Y'all loved Munchkin Cthulhu so much, we jes' had ta bring ya more of that down-home Munchkin craziness!

Munchkin Cthulhu 2 -- Call of Cowthulhu puts the Great Old Ones out to pasture, Munchkin-style! In this 56-card supplement you'll find:

  • More monsters! Hog-Sothoth, the Sheep Ones, Shoggoats – even Cowthulhu itself!
  • More whackers! Squish unnatural creatures with the Rolling Pin, chop them down with the Scythe, or clean them up with the Super Duper Pooper Scooper.
  • A new card type – Madness! These are played like Curses, but every Madness has its advantages as well!

And more of everything else. Watch out for Old Man Nodens with his faithful Doggoth, resting on the porch. Defeat the Arkhamster with your Prize-Winning Preserves. And fear . . . Bovine Intervention!

Call of Cowthulhu. Country life will never be the same.

56 cards in a tuckbox. Stock #1453, ISBN 978-1-55634-768-9. $9.95.

GURPS Supers

Men Like Gods

The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. When roleplaying games appeared, supers quickly became one of their most popular genres - and one of the most challenging to do right.

GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. Focused on drama and characterization, it provides:

  • A history and analysis of the supers genre, its precursors and variations
  • A guide to character creation, including powers and other abilities, codes of conduct, dual identities, and personal relationships
  • More than 20 new wildcard skills
  • 22 templates for super characters, each customizable to higher or lower power levels
  • Rules for creating equipment, vehicles, bases, automata, and magical spells
  • A guide to creating and running supers adventures
  • Continuity creation guidelines and tools, so your supers universe can have the same depth as published worlds
  • New game mechanics for character creation, including new interpretations of advantages, disadvantages, and skills and newly defined perks, quirks, enhancements, limitations, and techniques
  • Guidelines for running superhuman feats and combats under existing rules or adjusting those rules to fit the genre, and new game mechanics specifically for superhuman action

GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.

151 pages. Softcover. Stock #01-7998, ISBN 978-1-55634-771-9. $24.95.

Shipped August 6, 2007

GURPS Martial Arts

Inscrutable masters from hidden temples. Special Forces soldiers. Swashbuckling pirates. Bare-chested brawlers.

GURPS Martial Arts brings fighting styles from throughout history to Fourth Edition. This book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood . . . popular Asian bare-handed techniques, European combat arts, fantastic non-human training. Recreate the greatest fighters in the world, or create a style to fit a new campaign. Martial Arts has the techniques and guidelines you need.

Not all combat options map to techniques and styles, however. Many require extensions to the combat system itself, so Martial Arts expands on the combat and injury rules from GURPS Basic Set. Some of these additions are highly realistic, while others are extremely cinematic – but they’re all optional, allowing the GM to decide which rules apply. Customizing the GURPS combat system has never been easier.

256 pages. Hardcover. Stock #01-0105, ISBN 978-1-55634-762-7. $37.95.


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Shipped August 20, 2007

GURPS Classic: Old West

How the West Was Won

The American frontier was a legend, even while it was happening. Gunfighters, Indians, cowboys, miners, and mountain men, the Pony Express, the Texas Rangers and the outlaws they fought, the "rust-eaters" who pushed the rails west, the settlers battling fires, floods, stampedes, and sickness . . . their adventures made the nation what it is today!

GURPS Old West has:

  • All the classic character types: the Cowhand, the Dude, the Gunslinger, the Doc, the Gambler, the Outlaw, and the Lawman . . . even the town drunk.
  • Descriptions of authentic Western weaponry.
  • Maps showing the Westward expansion, trails, rail lines, and more - and a detailed timeline of significant events.
  • Descriptions of Indian tribes . . . and new rules and rituals for Indian magic!
  • Legends of the Old West . . . to come alive in your campaign.
  • The battles that shook the West, from the Indian uprisings to the Civil War.

Suggestions for designing campaigns and one-off adventures, from historic to cinematic to "The Weird, Weird West" with ghosts, shapeshifters, and steampunk science!

Come West if you've got the guts for it. The weak die on the trail, and the cowards never leave home. Let's see what you're made of, pardner!

130-page PDF. Stock #30-6044, $9.00.
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Shipped August 20, 2007

GURPS Classic: Cyberworld

Life is Cheap on the Edge

So, paryeni, you think you got what it takes to live on the Edge. Lots of livewires think so. Most of them wind up rotting in the body banks. We'll see . . . we'll see.

GURPS Cyberworld is your guide to the world of the One-and-Twenty, where the United States is under the totalitarian hold of the Provisional Government, the cities are floundering in their own decay and technology races forward faster and faster.

This book has everything players and GMs need to explore a dangerous and brutal world. If you're quick enough, you can outwit the black-clad Nerks, get enough cred and connections to fix yourself up with some street cyberwear, and maybe even jack into the global network and poke around for some easy loot. But if the korp console jockeys catch you in their part of the matrix, you'll be dodging zeromen for the rest of your short life.

Inside you'll find:

  • The World. A 50-year history of the United States and the rest of the world from 1993 to 2043.
  • Culture on the Edge. Musicians and their cyberaxes . . . and bloodsport gladiators, decked out with lethal body-mods.
  • Crime and Punishment. Including the vicious Mafia, more powerful than ever, the brutal Chinese Triads, and the 'Traffs, cold-hearted drugrunners from South America.
  • Technology. Cyberwear, guns, grenades, lasers and gyrocs, plus other equipment. Everything a street-op needs to stay one step ahead of the Nerks.
  • The Net. From personal computers to supermainframes to the experimental cyberdecks, this chapter has it all. Plus new attack and defense programs for bold netrunners.

This book also includes maps, tables and lots of new adventure ideas for GURPS Cyberpunk roleplaying.

So come on, dyadooska, get with it. Don't be the only one in the world who hasn't arrived in the One-and-Twenty.

130-page PDF. Stock #30-6051, $9.00.
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Shipped August 6, 2007

GURPS Classic: Steampunk

An Age of Discovery

The 19th century's heroes were adventurers, pioneers, and scientists, from explorers in the African jungles to inventors in basement workshops. They transformed the world. Enter an age of high adventure - the Age of Steam.

GURPS Steampunk offers you everything you need to build a Steam Age character or campaign:

  • Rules for steam age technologies, including power plants, vehicles and analytical engines.
  • "Weird sciences" from etheric physics to psychical research, translated into GURPS rules.
  • A guide to 19th-century history and geography, politics, and customs.
  • The evolution of weapons and warfare in the real 19th century and in alternate TL5+ settings.
  • New advantages, disadvantages, and skills, including TL5+ versions of scientific skills.
  • New character templates to get your players started: the clergyman, the demimondaine, the detective, the inventor, the navy officer, the sportsman, and many others.
  • Campaign seeds for several alternate steampunk worlds.

If you love the science fiction of Verne or Wells; if you want a campaign filled with airships, analytical engines, etheric cannon, and other wonders; if you want to dam the straits of Gibraltar, journel to Percival Lowell's Mars, or struggle to free the future from Morlock tyranny . . . then GURPS Steampunk is the book you've been waiting for.

2000 Origins Award Winner
Best Roleplaying Supplement

147-page PDF. Stock #30-6098, $9.00.
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Shipped August 6, 2007

GURPS Classic: Cyberpunk Adventures

Flesh, Chrome, and Circuitry

The gritty world of GURPS Cyberpunk is filled with danger, violence and exotic beauty. This book presents three adventures that capture the dark essence of life in the streets of the all-too-near future. Each adventure offers challenging puzzles, mysterious encounters and heart-stopping action.

The Medusa Sanction sends a group of agents on a far-flung chase across the country, searching for a canister of deadly nanomechs. Can the PCs locate the group of renegade androids called Chimera before they release their mechanical plague over a helpless city?

Jericho Blackout is a high-powered adventure set in Scrambletown, one part of the divided community of Jericho City. A group of wealthy isolationists in the walled-off ConFed has hired mercenaries to destroy Scrambletown's power station. The PCs are the working-class town's only hope.

Jigsaw Incomplete sends the party on a fast-paced trek through the menacing streets to recover two weeks missing from a PC's memory. When a heavily chromed hit-man and Yakuza assassins enter the scene, the agent might find that he doesn't want to remember.

Also included are three net maps that can be integrated into any GURPS Cyberpunk campaign, and an appendix with descriptions of system types and net icons, for easy reference.

Do you think you have what it takes to prowl the urban jungle, face down cyborgs, androids and razor-wielding street scum, or hack into government systems, crawling with Black Ice?

Open this book and find out . . .

GURPS Cyberpunk Adventures won the Origins Award for Best Roleplaying Adventure of 1992!

130-page PDF. Stock #30-6121, $9.00.
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Shipped August 6, 2007

GURPS Classic: Supers Mixed Doubles

Tennis Anyone?

What sort of metahumans inhabit a super-powered campaign? Evil wizards? Psychos with super-guns? Acrobatic daredevils? Supers for hire? Energy-charged gang members? Behind-the-scenes schemers? Fondly-remembered World War II heroes and hated wartime villains? Heroes who flaunt the law and villains with consciences? All these and more are in GURPS Mixed Doubles.

Here are complete character descriptions for 46 new supers: heroes, villains and a few in-betweens. The descriptions include powers, skills, quirks and background, including history, personality and battle tactics. The characters range in power from 200 to 775 and include detailed power variations from 100 to 1,000 points.

You don't have to rewrite your campaign to include the characters from Mixed Doubles, nor are these characters designed to be used only once and then ignored for the rest of the campaign. These are linked pairs - hero-hero, hero-villain, villain-villain - with care taken to make each member of a pair interesting enough to use individually, and each pair complex enough to provide more than one encounter's worth of use. Every description includes methods of working the characters into an ongoing campaign, with emphasis on both super-careers and secret identities.

Mixed Doubles requires only the GURPS Basic Set, Third Edition, and GURPS Supers to use, but you'll also find suggestions here for using these characters with other GURPS Supers supplements including GURPS I.S.T.,

131-page PDF. Stock #30-6410, $9.00.
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Shipped September 17, 2007

Bavarian Fire Drill

Bavarian Fire Drill is the long-awaited expansion for Illuminati. It adds 110 new cards illustrated (mostly) by the redoubtable Dan Smith.

Control new and terrifying groups like Bloggers, Reality Shows, and Intelligent Design. Will you use Embedded Reporters and FEMA to destroy the Webcams, or will you be defeated by Bird Flu and Bobbleheads? Fans of the mega-hit INWO will recall the Deprogrammers and Science Alarmists, as well as more of the best groups from the best-selling conspiracy CCG.

BFD also introduces a new kind of card: Artifacts! Some are magical, some are technological, some are just . . . strange. But they all give their owners an unfair advantage in the struggle for world domination. Hitler's Brain, the Spear of Longinus, the Screaming Meme – and these are just the beginning.

Bavarian Fire Drill. You know what it means, but your cover demands you pretend not to . . .

110 cards in a tuckbox. Stock #1394, ISBN 978-1-55634-751-1. $17.95.


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Shipped September 17, 2007

GURPS Classic: Cops

Out on the streets, it's you, your service revolver, and your partner. Remember to wear your vest. The day you forget it is the day some punk pops a cap in your gut.

GURPS Cops is an in-depth look at the world of the police officer. Players can recreate their favorite cop show with details about police forces through history, different sorts of police jobs, what investigations are like in the real world . . . through the courts and sentencing. This is a gritty, no-punches-pulled book for the player and GM who want a realistic game.

130-page PDF. Stock #30-6534, $9.00.
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Shipped September 17, 2007

GURPS Traveller Classic: Behind the Claw

(This is an e23 reprint of a Third Edition product.)

Behind The Claw: Slang phrase referring to those regions of the Third Imperium lying beyond the Great Rift. Almost a year from the Capital by Xboat, the Spinward Marches is a frontier region, scene of five Frontier Wars and innumerable skirmishes. The Marches are one of the most troubled regions of the entire Imperium.

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.

The Spinward Marches was the first sector to be covered in the original Traveller background, and it is where the vast majority of campaigns are set. In many ways, it is Traveller's "home."

146-page PDF. Stock #30-6601, $7.99.

Shipped September 17, 2007

GURPS Spaceships

Three, two, one . . . Blast off!

GURPS Spaceships is the long-awaited companion to GURPS Space, presenting rules for TL7-12 spacecraft, from tiny lifeboats to giant dreadnoughts. It covers spaceship design, travel, and operations, along with a (mapless) space combat system.

The ship design and operation rules in GURPS Spaceships are more abstract than those found in GURPS Vehicle Design or GURPS Traveller: Interstellar Wars . . . but they're much faster, with a minimum of math and a maximum of colorful options. It takes only minutes to build even the largest spaceship . . . and wrapped around the design system are basic space travel and combat systems to get you into space right away.

GURPS Spaceships doesn't include detailed finance, trade, or hex-grid based combat rules . . . but these are on the way! It's the core book in a series whose other volumes will present examples of ready-to-use spacecraft and comprehensive rules for commercial space flight, warfare, exploration, ports, industry, and other aspects of space travel.

GURPS Spaceships requires only the GURPS Basic Set, but GURPS Space is highly recommended for its guidelines on stardrives, characters, campaigns, and settings.

73-page PDF. Stock #37-0120, $12.00.
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Shipped September 4, 2007

GURPS Traveller Classic: First In

(This is an e23 reprint of a Third Edition product.)

Exploration and Contact Among the Stars

Beyond the borders of the Third Imperium, the Interstellar Scout Service seeks out strange new worlds! A Scout has to be ready for anything . . . or die. This book describes the Scouts' organization, equipment, starships (with deck plans including the Express Boat, Donosev-class Survey Scout, Khadumir-class Fast Courier, and Purcell-class Express Boat Tender) and typical missions. To make running a Scouts campaign easy, it also details the whole process of exploration, from the initial sighting of a new star system to the integration of a world into the Imperium.

First In includes a world-building sequence based on the most recent scientific discoveries. Game Masters can now design realistic star systems, worlds and civilizations. The system can be used for GURPS Traveller, or easily adapted to any other science-fiction RPG.

146-page PDF. Stock #30-6605, $7.99.


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Shipped October 29, 2007

GURPS High-Tech

All the Gear Is Here!

In 256 meticulously researched pages, GURPS High-Tech gives descriptions and stats for hundreds of kinds of historical weapons and personal armor, vehicles from the stagecoach to modern helicopters, and much more.

GURPS High-Tech also has the gear and gadgets characters need. Communication, from early telegraphs to modern computers; tools of the trade for detectives, spies, and thieves; camping equipment, rations, and first-aid kits; business cards, watches, and fashionable duds -- this book has it all, for encounters from the wilderness to high society and everything in between.

GURPS High-Tech is the complete resource for equipment from the 18th century through the modern age, and will be appreciated by Game Masters no matter what system they use!

GURPS High-Tech replaces GURPS High-Tech for Third Edition, GURPS Modern Firepower, and portions of GURPS Covert Ops.

256 pages. Hardcover. Stock #01-0106, ISBN 978-1-55634-770-2. $37.95.

Shipped October 15, 2007

The Good, the Bad, and the Munchkin

Oh, give me a home where the Jackalopes roam

And the Dudes and the Buckaroos play

I'll slay and I'll loot, give the monsters the boot

And the dice are not loaded, no way.

The Good, the Bad, and the Munchkin opens a whole new frontier - the Wild West! Forget dragons and goblins . . . Jackalopes and Davy Croc have just as much treasure. Those plains may seem wide open, but there's lots of monsters to kill, and lots of stuff to take.

Become a Cowboy with a Twenty-Gallon Hat, or an Indian on a Catamount. Fight Wild Bill Hiccup, the Killer Jalapeno, and a Barber Shop Quartet. Take The Annual Bath for an extra level. Or just pal around with your sidekick the Greenhorn, until you sacrifice him to distract a monster.

The Good, the Bad, and the Munchkin is a stand-alone Munchkin game. Steve Jackson and John Kovalic have teamed up again to put puns to paper like no one else can. Head 'em up and move 'em out, and get ready to wander the Grim Roper into somebody else's combat and make him Rootin' Tootin' for +10 . . .

Boxed game with 168 cards, rules, and die. Stock #1454, ISBN 978-1-55634-769-6. $24.95.


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Shipped October 29, 2007

GURPS Classic: Bio-Tech

(This is a PDF reprint of a Third Edition book.)

The Future Is Alive

"Who needs chrome, pal? Raw meat is where it's at now. Mother Nature always did it best - she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all . . ."

Who needs silicon and steel? Upgrade your old body with steroids and smart drugs, transplants and viral nano . . . or just get a new one. Or maybe you don't think being human is so great? Then improve on nature with eugeneering and genefixing, or just go parahuman: Why just admire cats when you can be one? The technology's changing fast, but you'll have lots of time to get used to it - death is a temporary nuisance with cryonics, cloning and braintaping.

Welcome to the post-human age.

Have you upgraded your genetics this year?

146-page PDF. Stock #30-6524, $9.00.
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Shipped October 15, 2007

GURPS Classic: Martial Arts Adventures

(This is a PDF re-print of a Third Edition book.)

Pure Mind. Calm Soul.
Hands of Steel!

The indomitable martial artist is unique among adventurers. He does not rely on the trappings of technology, nor does he hide behind bullet-proof vests or high-powered rifles. He defends himself with his hands, feet, and soul. His confidence grows from his mastery, and honor and courage are his guides.

This book contains three ready-to-play scenarios for adventurous masters of martial arts. Inside you'll find:

Pawns of the CloneMaster. Chris McCubbin skillfully adapts the now-legendary game Kung Fu: 2100 to the GURPS milieu. Invade the villainous CloneMaster's mansion with your highly skilled Terminators. Destroy the despot's computer systems and clone banks before the sinister Jellies and gun-wielding technicians can decimate your forces. And above all, beware the Clone Master!

Dark Arena. From the author of GURPS Martial Arts, C.J. Carella, comes a cinematic adventure in the tradition of late-night karate movies. Famous martial artists are being abducted by a scheming millionaire to participate in a highly illegal full-contact tournament . . . to the death! The PCs are caught in the middle as they fly to a secret hideout in mainland China, where the perils of the dark arena await . . .

 

130-page PDF. Stock #30-6127, $9.00.
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Shipped October 15, 2007

GURPS Traveller Classic: Starships

(Note: This is a Third Edition reprint as a PDF.)

When ships to sail the void between the stars have been invented, there will also be men who come forward to sail those ships.
- Johannes Kepler, Somnium, -2887 (1634 A.D.)

From launches to liners, from system defense boats to dreadnoughts, a starfaring campaign requires ships . . . and GURPS Traveller: Starships gives them to you! In addition to rules for designing and rating your own spaceships (at both TL9 and TL10), this book contains over 35 pre-designed craft, ranging from 10-ton fighters to 500,000-ton dreadnoughts, described in detail and ready for use in a campaign.

Deck plans are included for the:

  • Vayu-Class Type T Patrol Cruiser.
  • Leaping Snowcat-Class Safari Ship.
  • Kugashin-Class Lab Ship.
  • And a schematic diagram of the Tigress-class 500,000-ton dreadnought, the first time the internal view of this Imperial behemoth has seen print!

GURPS Traveller: Starships also 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.

Whether your campaign involves a single surplus scout ship or a fleet of dozens of warships, GURPS Traveller: Starships has everything you need!

146-page PDF. Stock #30-6613, $7.99.

Shipped October 15, 2007

Munchkin Mask

Mask of the Munchkin!

A Munchkin for every season, and a Mask for every Munchkin! This Munchkin freebie should be downloaded, cut, glued, and worn to your next Munchkin game. Put it on to avoid a Trap or Curse! Wear it on Halloween when you go trick-or-treating! Just don't drive wearing it.

7-page PDF. Stock #37-2012, $FREE.
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Shipped October 1, 2007

GURPS Creatures of the Night, Vol. 2

The creatures encountered in an adventure set the tone for the game. They should be appropriate to the genre, but still a surprise for players. GURPS Creatures of the Night, Vol. 2 provides the GM with an assortment of territorial monsters, animals, and unnatural beings.

They defend their nests, build magic patterns on the ocean floor, and transform anyone who comes too close. They take control of the area around them, swinging from the darkness to attack intruders or altering the weather to distract innocents. They are easy to avoid . . . if you never come close to their territory.

Note: These creatures use the abbreviated template for animals explained on p. B456, though a few feature full racial templates as described on p. B261.

Visit the official web page for more info, resources, product support, and links.

18-page PDF. Stock #37-1561, $6.00.
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N O V E M B E R   2 0 0 7 

Shipped November 12, 2007

R E P R I N T S 

Shipped November 12, 2007

Illuminati Y2K (Reprint)

Even though the Y2K bug failed to knock civilization into a new stone age, it did inspire this expansion for Illuminati inflicting another layer of weirdness on the already terminally weird. Add Alien Abductors, Cattle Mutilators, Gamers, and 73 other groups to your power structure. Twenty-six Special cards and two Illuminati groups Shangri-La and SubGenius further the frenzy.

Illuminati Y2K delivers even more ways to beef up your Illuminati and its puppets. Use High Fashion to channel megabucks to Discordia, or Computer Dating Services to add extra cards to the Network's hand. Play Red Scare, May Day, or Political Correctness to generate additional income or pump up Resistance, but only for one Alignment. Add your favorite organization, urban legend, or personality with the six blank Group cards. Plus: Ninjas!

110 cards. Stock #1325, ISBN 978-1-55634-374-2. $17.95.


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Shipped November 26, 2007

Munchkin Christmas Greeting Card

Warehouse 23 Only!

'Tis the season to be munch-y! In this, the season of giving and receiving, we invite you to give monsters some pain and receive all their stuff. Or, if you want to be marginally nicer, you could give them this official Munchkin holiday greeting card, complete with a new rule for the game!

And then kill them and take their stuff.

One Munchkin Christmas card, with envelope. Stock #9652, $2.00.

Shipped November 26, 2007

GURPS Classic: Russia

GURPS Russia presents the Russian world from its beginnings in the 10th century to its new beginnings in the early 18th. In this book, the GM will find complete details on the history, folklore, and daily life not of the Soviet Union or of the Imperial Age, but of medieval Russia - a culture that seems all but forgotten in the twentieth century, overborne and overshadowed by the U.S.S.R. To most Westerners, the word "Russia" is synonymous with communism, nuclear war, competing space programs, and WWI-level farm equipment serving in the fields of The People.

This book puts characters into the Russia of the Middle Ages, from the 10th century to the 18th. It also opens up the world of Russian folklore and fairytales, where all sorts of interesting - and sometimes frightening - creatures dwell.

131-page PDF. Stock #30-6082, $9.00.
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Shipped November 12, 2007

Illuminati Birthday Card

Warehouse 23 Only!

When you control the whole world . . .
. . . choosing a birthday present is easy.

Some have things. Some have many things. Some lucky few have everything.

And then there are those who know everything. The Secret Masters are, shall we say, well-informed. They've been keeping tabs, making lists, collating data, and they're pretty darn sure they know what you want for your birthday.

And hey, if they're wrong, who's going to tell them so? You?

Birthday card with text: Front: When you control the whole world... Inside Left: Choosing a present is easy. Happy Birthday! Inside right: Smiley EIP Stock #9650, $2.00.
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Shipped November 12, 2007

Illuminati Greeting Card

Warehouse 23 Only!

The Illuminati told me what you like.
I hope they were right.

Bribe is such an ugly word. It's more of a . . . donation to a worthy cause. A show of support. A little something special for someone special. A . . . gift.

What do you mean "nothing's free?" Now, now, don't be that way. Simply accept the gift and give it no further thought. We just like you.

You like us, too. Don't you?

Greeting card with text: Front: The Illuminati told me what you like. Inside Left: i hope they were right. Inside right: Picture of a briefcase full of cash. Stock #9651, $2.00.
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Shipped November 12, 2007

GURPS Martial Arts

Inscrutable masters from hidden temples. Special Forces soldiers. Swashbuckling pirates. Bare-chested brawlers.

GURPS Martial Arts brings fighting styles from throughout history to Fourth Edition. This book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood . . . popular Asian bare-handed techniques, European combat arts, fantastic non-human training. Recreate the greatest fighters in the world, or create a style to fit a new campaign. Martial Arts has the techniques and guidelines you need.

Not all combat options map to techniques and styles, however. Many require extensions to the combat system itself, so Martial Arts expands on the combat and injury rules from GURPS Basic Set. Some of these additions are highly realistic, while others are extremely cinematic -- but they're all optional, allowing the GM to decide which rules apply. Customizing the GURPS combat system has never been easier.

258-page PDF. Stock #31-0105, $28.00.
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Shipped December 10, 2007
Shipped December 10, 2007

GURPS Classic: Space

A Universe Without Limits

A classic becomes classier in this updating of the definitive guide to science-fiction roleplaying. Previous editions of GURPS Space offered a comprehensive set of tools to design your own starfaring campaigns, from space opera to hard science with any stop in between. Substantially revised and expanded, the Third Edition:

  • Upgrades the spaceship design and space combat systems!
  • Ensures that recent, popular science-fiction cinema and television settings will be easily simulated!
  • Updates the rules to conform with changes since the last edition brought about by GURPS Compendium I, Traveller, Ultra-Tech 2, and Vehicles.

In addition to the above topics, GURPS Space offers an inventory of science-fiction equipment from lasers to force swords, treatment of classic science-fiction character types, advice on creating planets and the cultures that inhabit them, and much more!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

179-page PDF. Stock #30-6005, $9.00.
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Shipped December 10, 2007

GURPS Classic: Operation Endgame

As the Giant Falls

The breakup of the USSR brings a thousand dangers, a thousand tragedies, a thousand opportunities . . . and agents from around the world rush to fight over the spoils.

This book contains four heart-pounding adventures by Thomas Kane, author of GURPS Espionage. These missions will challenge the craftiest spies.

  • Operation Endgame - Midnight, a top KGB agent, is hiding in Copenhagen. Find her and convince her to come to the West instead of selling her talents to Singapore - before a treacherous double agent silences her.
  • Operation Loose Ends - Midnight has bad news about former Soviet Army units trained for terrorism and assassination. Officially, they've been disbanded. But they went political instead. Hunt down the last six assassins - before they strike again . . .
  • Watching the Dragon - The Soviet terrorist unit was stockpiling weapons - a lot of weapons. But no one's talking about their intended destination - or why the Communist Chinese should support them . . . Ferret out the reasons in Beijing, but don't get caught.
  • Sons of the Bear - As the USSR disbands, control slips, to the dismay of loyal Soviet Army officers. One rebel officer fights against dissolution to safeguard mankind from a terrible weapon; another tries to grab power for himself. The showdown comes in the steppes of Kazakstan.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6128, $9.00.
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Shipped December 10, 2007

GURPS High-Tech

All the Gear Is Here!

In 256 meticulously researched pages, GURPS High-Tech gives descriptions and stats for hundreds of kinds of historical weapons and personal armor, vehicles from the stagecoach to modern helicopters, and much more.

GURPS High-Tech also has the gear and gadgets characters need. Communication, from early telegraphs to modern computers; tools of the trade for detectives, spies, and thieves; camping equipment, rations, and first-aid kits; business cards, watches, and fashionable duds -- this book has it all, for encounters from the wilderness to high society and everything in between.

GURPS High-Tech is the complete resource for equipment from the 18th century through the modern age, and will be appreciated by Game Masters no matter what system they use!

258-page PDF. Stock #31-0106, $28.00.
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Shipped December 10, 2007

GURPS High-Tech: Weapon Tables

While GURPS High-Tech covers all aspects of life in TL5-8, the most referenced section is always the weapons. Should your character carry a Walther P38 or Franchi SPAS-12? What's the weight of the mook's unloaded Enfield Sten Mk II? Can the team pick up an anti-tank weapon for less than $500?

For these common questions, you don't need to flip through the entire chapter; you just want the weapon tables. And that's why we created GURPS High-Tech: Weapon Tables. All the raw data you need, in 18 easy to reference pages.

Note: this product is bundled with the PDF version of GURPS High-Tech; if you have already purchased that product, you do not need to purchase this one.

18-page PDF. Stock #37-0205, $4.00.
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Shipped December 10, 2007

Transhuman Space: Shell-Tech

You're Hardware!

Cybershells are everywhere in the world of Transhuman Space. Some are player characters; others are faithful allies or dangerous opponents. Shell-Tech lets you fill your games with these robotic marvels and monstrosities.

GURPS Third Edition supplements for Transhuman Space provided dozens of cybershell and bioshell templates. This book completes the job started in Changing Times, bringing these game details up to date for GURPS Fourth Edition, covering everything from the Medusa cybernetic hairstyle to the deadly spacefaring Jump RATS and the gigantic Cetapod bioshell. And it details a whole range of new specialist devices, from the handy wrist-mounted Cybertool to the Zero-G Stevedore, from the C-Brown robot gardener to the life-saving Medevac Shell.

If you need something to build a base on the moons of Neptune, watch your back in battle, spy on an undersea base, or just take great pictures from inside a tornado - you need Shell-Tech!

(Requires Changing Times to use.)

32-page PDF. Stock #37-6702, $9.00.
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