
Prepare for an encounter with the most sanity-blasting entities in all the dimensions . . .
Your roommates.
Chez Cthulhu brings the horror of Lovecraft's Mythos right into your apartment . . . as if the leftovers from the Pizza with Absolutely Everything weren't bad enough. Work your job -- will you be a Morgue Janitor, a Sanitarium Guard, or a Gravedigger? Buy things to give you Slack, like a comforting Straitjacket . . . or some Friendly Tentacles to make your day a little brighter. Invite people over to your room . . . and sacrifice them! And Nookie . . . don't forget the Nookie. Preferably without the Ectoplasmic Slime.
Chez Cthulhu combines the classic Chez Geek system with everyone's favorite Elder God. . . and adds a new Madness mechanic. This set includes 110 cards and two blanks, a die, and counters for both Slack and Madness.
Warning: Mixing Chez Cthulhu with Chez Geek can lead to bouts of giggling and excessive silliness. The game itself will play just fine, as long as your brain doesn't break when you use "cigarette" and "tentacle" interchangeably.
Boxed, with 112 cards, die-cut tokens for Slack and Madness, a six-sided die, and a rulesheet.
Stock #1397,
UPC 837654320365.
$19.99.
GURPS Basic Set: Characters
(Reprint)
With GURPS, you can be anyone you want -- an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!
GURPS Basic Set: Characters combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.
336 pages. Hardcover.
Stock #01-0001,
ISBN 978-1-55634-729-0.
$39.95.
GURPS Dungeon Fantasy 10: Taverns
"You meet in a tavern . . ."
Thus begins a thousand tales of dungeon-delving escapades, and once the quest is at an end, the alehouse welcomes heroes home. In worlds of Dungeon Fantasy, the tavern need not exist merely as an alcoholic alpha and omega; it can also serve as the focal point for adventure! Dungeon Fantasy 10: Taverns covers all these possibilities, including:
Whether you're meeting an old man with a mysterious message in the small alehouse Pernel's, taking the "back door" to dungeon adventure in the pub aptly named The Cave, or starting a fight in the two-story Broken Oar at the end of a quest, Dungeon Fantasy 10: Taverns has the information you need on tap!
33-page PDF.
Stock #37-0315,
$9.00.
Buy Now!
The Stars Are Right Scoring Track
The Stars Are Right doesn't actually NEED scoring tracks at all. You can look across the table and add up the scores on everyone's cards. But with these, you can see everybody's score at a glance . . . and they're so pretty . . .
Just cut out a track for each player, and use a coin, glass bead, or tiny ancient idol to mark your Victory Points.
This file contains both full-color and black-and-white versions.
Two 1-page PDFs.
Stock #37-2015,
$FREE.
Buy Now!
Pyramid #3/16: Historical Exploration
For this month's issue of Pyramid -- the PDF magazine for roleplayers -- we hoist the sails of adventure and assemble a crew ready for "Historical Exploration." This seafaring installment includes:
In addition, Pyramid also gives voyagers plenty of smaller discoveries that make a magazine fun: an Expedition Log to record exploits (including graph paper with three different grids), Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. This issue offers passage to countless exciting adventures!
40-page PDF.
Stock #37-2616,
$9.00.
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Transhuman Space Classic: Fifth Wave
The Third Wave was information. The Fourth Wave was biotech. The Fifth Wave is a combination of nanotechnology, memetics, and artificial intelligence, and it's changing mankind more than the first four waves put together.
Transhuman Space: Fifth Wave is an overview of our home planet at the end of the 21st century. Most humans (and other sapient life) still live on Earth, doing business, raising families, and fighting wars just as they have always done. Humanity and its partners may be scattering into deep space, but Earth is still the center of the human universe . . . crowded, busy, fast-moving, and still picking up speed.
Fifth Wave includes new racial packages, plus rules for cutting-edge technology: virtuality nodes, software for network intrusion and defense, and various land, sea, and air vehicles of interest to adventurers.
Welcome home. It's different here.
(Note that this is an e23 reprint of a product based on GURPS Third Edition rules.)
147-page PDF.
Stock #30-6701,
$11.00.
Buy Now!
Transhuman Space: Teralogos News – 2101, First Quarter
Keep up with tomorrow's news, today! Revised and compiled from information previously hidden on the Transhuman Space website, the Teralogos News series contains brief news reports that can be incorporated into that setting.
Teralogos News: 2101, First Quarter contains items that made headlines at the beginning of 2101. Learn about the search for the oldest living human (no cryonic suspension, of course), the assassination of an Esperante Enterprise executive, the king of the plasma sail in the 4th Annual Solar Cup, and more.
Since there's no overarching storyline in Transhuman Space, you can use these news updates as is, tweak them to your needs, or ignore the ones you can't fit into your campaign. The world of tomorrow is flexible!
Whether for adventure ideas, background information, or just inspirational snapshots into the world of Transhuman Space, this supplement is sure to prove insightful and useful.
7-page PDF.
Stock #37-6708,
$FREE.
Buy Now!
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. Nanotech 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. Pirate spaceships hijacking black holes . . . sentient computers and artificial "bioroids" demanding human rights . . . nanotechnology and mind control . . . Transhuman Space is cutting-edge science fiction adventure that begins where cyberpunk ends.
This digital version of the Powered by GURPS book opens with close to a hundred pages of world and background material, and includes a customized GURPS Lite – no other books are required to use it, although the GURPS Basic Set and Compendium I are recommended for GMs.
(Note that this is an e23 reprint of a product based on GURPS Third Edition rules.)
243-page color PDF.
Stock #30-6708,
$18.00.
Buy Now!
Transhuman Space: Teralogos News – 2100, Fourth Quarter
Keep up with tomorrow's news, today! Revised and compiled from information previously hidden on the Transhuman Space website, the Teralogos News series contains brief news reports that can be incorporated into that setting.
Teralogos News: 2100, Fourth Quarter reports items that came to light at the end of 2100. Learn about a bioroid suspected of murder in Munich, the latest technological attempts to stop an advirus outbreak, the capture of caravan raiders on Mars, and more.
Since there's no overarching storyline in Transhuman Space, you can use these news updates as is, tweak them to your needs, or ignore the ones you can't fit into your campaign. The world of tomorrow is flexible!
Whether for adventure ideas, background information, or just inspirational snapshots into the world of Transhuman Space, this supplement is sure to prove insightful and useful.
8-page PDF.
Stock #37-6707,
$FREE.
Buy Now!
