Munchkin
(Reprint)
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
This new card game, designed by Steve Jackson, captures the essence of the dungeon experience . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
Boxed game.
Stock #1408,
ISBN 1-55634-473-2.
$24.95.
Munchkin 2 – Unnatural Axe
(Reprint)
You demanded it, and here it is. Created by Steve Jackson and illustrated by John Kovalic . . . 112 more cards for the game of killing monsters and taking their stuff. Play a new race: Orcs! Face foes like the Hydrant and the Tentacle Demon. Equip yourself with dread armor like the Spiked Codpiece. Recruit allies like the Shoulder Dragon. Wield mighty weapons like Druid Fluid, the Catapult and, of course, the dread Unnatural Axe . . . and show them who’s the greatest munchkin of all.
112 cards.
Stock #1410,
ISBN 1-55634-554-2.
$16.95.
GURPS Character Builder
(Reprint)
At last... an official character-creation program for GURPS. The GURPS Character Builder 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. Lots of extras, including a die roller, round out this package.
(For Windows only. Sorry, Mac fans.)
CD-ROM in DVD case.
Stock #5401,
ISBN 1-55634-024-9.
$24.95.
GURPS Middle Ages 1 2/e
Welcome to the age of chivalry, fealty and piety. GURPS Middle Ages 1 takes you to the rich, dark world of medieval England, where knights fight for King and God, nobles trade favors and treachery, and peasants work the land.
Three major periods are covered: the Saxon Kingdoms, Norman England, and the High Middle Ages. Medieval combat is described at length, from simple jousts to the deadly Crusades, with details on melee weapons, siege weapons, armor, and castle defenses.
Also included are magic and religion . . . plus maps of castles, an abbey, and medieval England and France.
128 pages.
Stock #6050,
ISBN 1-55634-655-7.
$22.95.
Transhuman Space: Spacecraft of the Solar System
28 different space vehicles and variants for the Transhuman Space setting, including both warships and civilian craft. Special ships include the Nadezhda bioship (a cybernetic organism combining machine with living flesh) and the rogue Automated Kill Vehicles left over from the Pacific War . . . artificially intelligent spacecraft with built-in bloodlust. These spacecraft can be adapted to any science-fiction background or roleplaying system.
Also: an overview of the major space forces: the Chinese PLAN-Space Forces, U.S. Aerospace Force, European ESCA, and the TSA, with background on their history, tactics, and fleet strength.
48 pages.
Stock #6706,
ISBN 1-55634-597-6.
$11.95.
GURPS Castle Falkenstein: The Ottoman Empire
There are many empires in the fantasy-Victorian world of Castle Falkenstein . . . but none like the Ottoman Empire. Written by Phil Masters, GURPS Castle Falkenstein: The Ottoman Empire takes you to a land of ancient magicks, mad Sultans, deadly Djinn, and mazes of mysteries and plots. Stats are included for both the original Castle Falkenstein game and the GURPS version.
What's more, being based on the historical reality of the declining Ottoman Empire, this is a great reference for any game set in the 19th century, from cliffhanging adventures, through horrific confrontations with ancient and uncanny powers, to steampunk exploration of the Arabian deserts or railway-building in the Levant.
128 pages.
Stock #6722,
ISBN 1-55634-575-5.
$22.95.
Munchkin Miniatures
Kill the monsters, grab the loot, and stab your friends . . . in 3-D! Six hilarious metal minis sculpted by Richard Kerr, based on John Kovalic’s cartoons. Use them for ANY roleplaying game where you’re going to munchkin out! Six figures: the Original Super Munchkin with hammer and chainsaw, the Unnatural Axe Warrior Wench, the Spiky Armor Paladin, the Leather Armor Babe, the Killer Cleric, and the hairy-footed Halfling Wizard!
Extra bonus: a cardboard cut-out to let you create that most horrific of monsters . . . the dread Gazebo!
Boxed set.
Stock #16-0101,
ISBN 1-55634-665-4.
$24.95.
Postmortem: The Art of RK Post
From his work on Palladium's Rifts and TSR's Advanced Dungeons & Dragons Planescape campaign setting to Wizard of the Coast's Alternity and Magic: The Gathering, RK Post's work reveals a dark, disturbing vision. This book collects the best of Post's work, in both color and black and white, in an attractive hardcover with a brand-new cover painting. A hauntingly fun introduction by renowned fantasy master Brom completes this stunning tome of dark art.
Hardback, 64 pages.
Stock #60-1005,
ISBN 1-55634-611-5.
$26.95.
Gilbert will be working to make sure that the retailers and players of all of Evil Stevie's products are well-informed about our new releases and other plans -- except for the secret scheme for world domination, which he has been specifically instructed not to even mention.
He can be reached at gilbert@sjgames.com.
-- Suggested by Michael Rogers
This will be a big game, using miniatures, on a 12' x 6' table. Up to 12 players are invited to bring 300 point worth of units, PE, Combine or both, with a maximum of 1 Ogre, Cruise missiles are not allowed. The scenario:
It is July 6, 2102, The place is Tobermory Station, Isle of Mull, Scotland.
The last remaining Combine presence in Britain is the small port and power station at Tobermory, on the Isle of Mull. Its defenses consist of three small fire bases, each one garrisoned by elements of the 2nd battalion of Princess Patricia's Canadian Light Infantry (PPCLI) and a few laser turrets. The port and town defenses are held by elements of a heavy and a light battalion of the 10th Texas Armored division, including one MK V and one MK III Ogre. Supporting the garrison are two companies of the King's Own Scottish Regiment (Reccee) and a captured Fencer named Curly. (How do you "capture" an Ogre? That's another story.)
Each player controls a group of independent units. All 12 of these "warlord" commanders have agreed to cooperate in order to eliminate the Tobermory outpost and remove the last remnants of the old Combine days. However the agreement to cooperate is a gentleman's agreement . . . and not all warlords are gentlemen.
The destruction of the power station building at Tobermory is the primary objective of the game. When the power station is eliminated, all the defender's laser turrets and towers go dead. The player who actually destroys that building will receive 100 points.
Each warlord will will be issued with 4 supply hovertrucks (SHTs) which they must guard. If all 4 of these trucks are killed or captured the player's other remaining units will retire from the field. Each player will collect 10 points for each of the SHTs in their possession at the end of the game, and 5 points for each rival SHT they kill during the game.
The game ends when all the defenders have been eliminated. The player with the most points at the end of the game wins, whether or not that
player has any units still alive.
This stuff is no fun. I know from observing Andrew, who had it first, that I will be worthless for at least a week, that both mind and body will be pretty well shot, that trying to push a quick recovery will risk a relapse, and that if I'm not careful I can spread this joy to others. Euuuuw.
Interesting weather we're having. I'm sure it was at least 100 this afternoon as I walked across the parking lot . . . and it actually felt good, and I could imagine it baking my little bugs. But around 5 it started thundering and raining from a clear sky. Nice little shower!
To distract myself from my bed of pain I've been reading The Peshawar Lancers, by S. M Stirling. A fun read, nicely worked out . . . good homage to Kipling but has its own story to tell.
-- Steve Jackson
-- Suggested by Blake Smith
-- Sage
-- Sage
-- Suggested by Inspector 81
Frag
(Reprint)
Game starts. Enemy in sight . . . Frag him! Grab his stuff! Run! Get a bigger gun! Grab some armor! There he is again! Frag him! Whoa, there's another one. Run . . . you're hit! You're down. Respawn! Grab a weapon! Start again!
Frag is a computer game without a computer. It's a "first-person shooter" on a tabletop. Move your fighter and frag your foes; draw cards for weapons, armor, and gadgets; move through the blood spatters to restore your own health! If you die, you respawn and come back shooting!
Easy to learn, fast-moving, fun . . . two supplements are already out, and more are coming!
Boxed game with cards and color game map.
Stock #1339,
ISBN 1-55634-651-4.
$34.95.
Robin's Laws of Good Game Mastering
(Reprint)
Has your game got the blahs? Are your players spending more time thumbing through your book collection than hunting down clues, more energy heckling one another than in crushing their cruel foes? Never fear, o beleaguered Game Masters, for Robin D. Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist for Dragon magazine) is here to help.
Know your players! Analyze your system! Build your campaign! Design adventures! Prepare to be spontaneous, and improvise like a fiend!
Whether you're a beginner or an experienced roller of the polyhedrals, the insights in this book will improve your Game Mastering faster than you can say, "Roll for initiative!"
32 pages.
Stock #3009,
ISBN 1-55634-629-8.
$9.95.
GURPS Traveller 25th Anniversary Set
This year marks the 25th anniversary of Traveller! Here’s a special limited-run offer to celebrate, just in time for Origins: a copy of GURPS Traveller, plus Alien Races 1, the GURPS Traveller GM Screen and Planetary Survey 1: Kamsii . . . over $50 worth of current Traveller material for only $29.95. A great way to get started with THE classic far-future universe!
176-page book, 144-page book, 32-page supplement, and GM screen.
Stock #6628,
ISBN 1-55634-664-6.
$29.95.
Ogre Miniatures: Combine Set 10 - Fast Convoy
When it has to get there NOW, you want hovertrucks. This set includes six fast cargo hovercraft. Their cargo includes four assorted cargo pallets and two broken-down Light Artillery Drones for instant reinforcement.
The LAD is a brand-new howitzer-type unit designed for transport and quick setup! The set also includes two complete LADs in combat configuration.
Each LAD is worth 6 points. The point value of a hovertruck depends on the scenario.
Boxed set.
Stock #10-2110,
ISBN 1-55634-628-X.
$19.95.
Frag Miniatures
Six murderous metal miniatures for your next Frag game. Sculpted by Robert Olley, these futuristic fraggers don't know the meaning of fear. Or much else. But what does it matter, when they'll respawn in a minute? Also included: new rules and a special ability for each character!
Boxed set of 6 miniatures.
Stock #16-0201,
ISBN 1-55634-671-9.
$24.95.
Marcus L. Rowland, publisher of Forgotten Futures, has the terrifying answer:
"Yes, actually: many years ago a British computer magazine had a cover flexidisc containing programs for several early 80s home computers; ZX80, Commodore Pet, and so forth. You just needed to connect a record player to your cassette recorder, then play the cassette into the cassette port of your computer. I think there were a couple of 1k and 4k games. It would have been possible to plug the record player directly into the computer with the right cable.
And the last home computer I owned with a tape recorder input socket for
programs was my first IBM PC, so we're not as many generations removed
from that technology as you might think!
Hello,
In the page 'Ultra Weapon, Ultra Healing' By David Pulver, you listed price of Deepsleep Box is USD500 and Sleep Cap USD500. Do you have stock?
It is written Deepsleep Box is Legality Class 6, Sleep Cap is Legality Class 5. Can you explain more details about Legality Class 6 & Class 5?
Are they operated by microwave? Any side effects if using frequently? I want to know more about the specification about these two items, can you advise me the name of manufacturer and website address, so I can understand more.
Thanks
(Name Withheld For Obvious Reasons)
It took us a while to find the items the writer was referring to. Turns out they were in this Roleplayer article David Pulver wrote to promote GURPS Ultra-Tech.
It's a shame we don't have those items in stock. They look handy.
-- Suggested by Victor B. Putz
However, as this Pravda page shows, the Diggers were alive and well and offering help on 9-11. Russia Journal did an interview . . . and then there's this translation, which reads like fiction . . . but a little fiction never hurt an adventure. Thanks to Googler extraordinaire Otis Viles for these!
A bit of Googling turns up another piece about the same group, the "Diggers" - this one from Outside Magazine. But, hmm, there doesn't seem to be anything of substance since 1997. That's a long time.
Wonder if they finally crawled down the wrong tunnel?
-- Steve Jackson
-- Sage
Now . . . can they get a computer game onto one of those things?
Now, thanks to new data from the Mars Odyssey probe, they're a lot closer to proving it. See the CNN story. And CNN also has an interview with Cornell University professor Jim Bell about it all.
-- Scott Haring