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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.


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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.
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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.
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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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New!  * Coming November  * Coming December  * Coming January  * Coming February  * Coming March  * Coming April  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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