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Shipped July 31, 2008

GURPS Action 1: Heroes

In a world where danger lurks in every shadow, death can come around any corner, and every sentence sounds like a movie trailer, there are those who would risk their lives to save the day. These brave souls are men of fortune. They are men of fate. They are men of . . . action!

Action 1: Heroes draws its inspiration from the heroic men and women of action movies of the 1980s and beyond, bringing high-octane, high-stakes adventure to GURPS.

With templates, focused options, and lists of appropriate gear, players and Game Masters alike can create characters looking as though they were shot on 35mm film, ready for some shooting of their own. Heroes is a guide for gamers looking to get their action-movie campaigns going quickly and explosively!

This volume focuses on characters. Watch for the sequel -- Action 2: Exploits -- for the how-tos of making fast-paced adventures.

35-page PDF. Stock #37-0307, $9.00.
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Shipped July 24, 2008

GURPS Tales of the Solar Patrol

Journey now to the thrilling days of . . . tomorrow!

After the terrifying war with the Overlord of Jupiter, the Solar Patrol was commissioned to police the interplanetary space lanes, protecting traffic from pirates and the insidious Red Hive! Drawing inspiration from the films, novels, comic books, and radio shows of the '30s, '40s, and '50s, GURPS Tales of the Solar Patrol presents an original setting for GURPS. In this alternate future-history, computers use punchcards, the swamps of Venus are home to strange natives, and the mighty Telsa coil has made it possible for humanity to explore and colonize the Solar System.

Get the templates, equipment, and ships you need as a Patrolman in this pulp-science fiction “world of tomorrow”!

52-page PDF. Stock #37-0604, $11.00.
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Shipped July 17, 2008

GURPS Power-Ups 2: Perks

Penny Candy for Your Character!

Everybody loves little bonuses for next to nothing. In GURPS, that means Perks -- one point advantages that add just a little edge to your character, and a whole mess o' flavor. But like sweet treats, can you ever have enough?

Sean "Dr. Kromm" Punch, architect of GURPS Fourth Edition, gathers together dozens of perks from previously published material, including the combat perks from Martial Arts. Power-Ups 2: Perks is your one-stop-shop for one point edges.

But that's not all! We've expanded on the old perks, making them easier to customize and fit into your character sheet. And then we added dozens more -- over 160 perks in all!

For the player looking for a bit of personality to add to his character, or the GM looking for examples to help him create his own campaign specific perks, Power-Ups 2: Perks has the goods.

22-page PDF. Stock #37-0129, $7.00.
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Shipped July 10, 2008

GURPS High-Tech: Pulp Guns, Volume 2

The two-fisted heroes of the Roaring Twenties and the Thrilling Thirties were hard-boiled detectives and beautiful dames, investigators of the supernatural, masked vigilantes, and other gun-toting adventurers. And when their foes were to big to put down with fists or pistols, they weren't shy about bringing out the really big stuff.

High-Tech: Pulp Guns, Volume 2 covers infantry rifles, machine guns, cannon, grenades, and even flamethrowers! In addition to the military hardware, the book also describes many hunting and gallery rifles, flare pistols, and similar civilian arms. Lock and load for a World War II campaign, or any Cops or military action in the '20s and '30s!

35-page PDF. Stock #37-1632, $9.00.
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Shipped July 3, 2008

GURPS Thaumatology

Feel the Power!

Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology includes GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. In this mighty tome you'll find:

  • Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.
  • Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana."
  • Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.
  • World-shaking freeform magic.
  • Magic as inherent powers.
  • An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic."
  • Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.
  • Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles will enhance any game that features magic.

275-page PDF. Stock #31-0107, $30.00.
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New!  * Coming August  * Coming September  * Coming October  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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