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Shipped November 19, 2009
Pyramid #3/13: Thaumatology

This issue of Pyramid -- the PDF magazine for roleplayers -- taps into the untold power of "Thaumatology." This fantasy-themed issue includes:

  • "The Magic of Stories," a full treatment of fairy-tale magic for GURPS Thaumatology. Use this system to emulate traditional fables -- or as the power behind modernist self-knowing fairy tales!
  • "The Mystic Knight," a template for GURPS Dungeon Fantasy that draws its power from GURPS Power-Ups 1: Imbuements. With glowing weapons and mystically hardened protection, this new hero brings fear to dastardly dungeon denizens.
  • "Salving Magic," a new twist on traditional GURPS Magic healing powers. Sure, magicians can patch up your body -- just don't push yourself too hard, or you'll pay the price.
  • "The Book of Null," a fearsome artifact, cult, and world-shattering threat, all in one. If you've never known magicians to be afraid, you will.
  • "Red Diabolism," another new path of power for GURPS Thaumatology, plus GURPS stats for one of its foul practitioners. Discover the power, potential, and price of absolute corruption.

In addition, Pyramid also provides lots of bits that make a magazine fun: Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, a PC-perplexing puzzle, and other odds and ends. If you're looking to expand the possibilities of magic in almost any campaign, then you need this tome!

40-page PDF. Stock #37-2613, $7.99.

In Nomine Superiors: Zadkiel

Once a Servitor of Flowers, Zadkiel -- Cherub Archangel, humanity's mother-protector and champion -- seeks to straddle the line between peace and violence, aiding all Words as best she can. But to demons, she shows only her harshest side. Her Servitors are spread thin, tasked to be what the angels around them are not: medics for War, guards for Flowers, shields for the Sword. And, above all, bound to protect all mortals who are not Hellbound.

In Nomine Superiors: Zadkiel includes:

  • a description and history of this Archangel, including attitudes and relationships with factions on both sides of the War. Learn about her affinity for Islam, and how that has affected her outlook.
  • details of the Choir Attunements, Servitor Attunements, Distinctions, and Roles available to those who serve Zadkiel, plus a sample Servitor and Saint for both In Nomine and GURPS In Nomine. Discover the protective power of the Aura of Divinity, and how the Ofanim of Zadkiel are able to move really fast!
  • full information on the organization, policies, and responsibilities the Zadkielines adhere to. Why does she greatly prefer female vessels? Why do Free Lilim enjoy special protection? These answers and other secrets are revealed . . .
  • variations for Zadkiel that put a twist on the ideas presented here. Make her more or less religious, or present her in an entirely different light.
  • rumors and adventure seeds to incorporate Zadkiel into a campaign. Humans always need protection.

Come, stand in the shield wall, and learn what it is to Protect.

38-page PDF. Stock #37-3314, $7.99.

Shipped November 12, 2009
GURPS Spaceships 6: Mining and Industrial Spacecraft

There's Gold in Them Thar Moons!

GURPS Spaceships 6: Mining and Industrial Spacecraft equips you to exploit the not-so-empty void for commercial gain. It includes 29 ready-to-use vessels, from orbital factories, mining platforms, and shipyards . . . through salvage spacecraft, tugs, and tankers . . . to the TL12^ Leviathan-class constructor, for those times when you just have to demolish a planet to make way for a hyperspace bypass. Alongside these are rules for building, repairing, refitting, and upgrading spaceships – and for inventing new designs and bigger, better systems.

Nature may abhor a vacuum, but intelligent life adores using it for industry.

This is the sixth volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships. GURPS Space is highly recommended for its information on space and celestial bodies to exploit.

24-page PDF. Stock #37-0125, $7.99.

Shipped • November 9, 2009
Vorkosigan Saga Sourcebook and Roleplaying Game

From the award-winning science-fiction stories of Lois McMaster Bujold comes the Vorkosigan Saga Sourcebook and Roleplaying Game . . . set in a future universe of honor and betrayal, war and intrigue, great victories and great defeats. Miles Vorkosigan is brilliant, charismatic, the heir to a noble house on a warrior planet . . . and hopelessly crippled.

No. Not hopelessly. A Vorkosigan never gives up. And when the fragile, dwarfed, odd-looking Miles charges headlong against the universe . . . Miles may break, but he's used to breaking. And he'll pay that price, for his Emperor's honor and his own, because when Miles hits it hard enough, the universe gives way.

Now you can enter the world of Miles Vorkosigan. Play his soldiers, his agents, his comrades. Play Miles himself, if you're up to the challenge . . . and if you think you can dare as much, and talk as fast, as the "little Admiral."

Illustrated by Bob Stevlic, with character art specifically approved by Lois McMaster Bujold.

240 pages. Hardcover. Stock #01-2490, ISBN 978-1-55634-577-7. $39.95.

Shipped November 5, 2009
GURPS Infinite Worlds: I.S.T.

The GURPS Infinite Worlds setting has its share of strange worlds. But what if the world next door doesn't resemble an alternate history or a strange science-fiction story, but rather a four-color comic book?!

GURPS Infinite Worlds: I.S.T. provides brief information on how to incorporate the GURPS International Super Teams setting into your Infinite Worlds campaign. It's not a stand-alone product -- you'll definitely want the International Super Teams book to use this information fully. But it provides a taste of that world if you're not familiar, and a useful means of integrating it into the Infinite Worlds setting if you are!

4-page PDF. Stock #30-1672, $FREE.

Car Wars Expansion Set 6 - The AADA Vehicle Guide Counters

If you play Car Wars, you need counters. With the Car Wars Expansion Set 6 - The AADA Vehicle Guide Counters, you get them! Since this is a Car Wars supplement, let's look at some "bullet" points:

  • You get 153 counters total -- cars, buses, trucks, trailers, cycles, and helicopters!
  • Each counter also includes a "damaged" version; you can either keep them separate or print them on the reverse side of the page, so you can flip each counter over to show its dueling days are done.
  • The counters are black and white, so you can color them as needed. Get creative, or simply color-code duplicate counters!
  • It also comes with a Counter Key, so you can match each counter to its number, the vehicle name and type, and what page of the AADA Vehicle Guide their information is on.

And since this supplement is electronic, you can print out as many copies of the counters as you need. With the Car Wars Expansion Set 6 - The AADA Vehicle Guide Counters, you'll never run out of vehicles to destroy again!

7-page PDF. Stock #30-7114, $3.99.

GURPS Range Ruler

You have the rules – now get the ruler! The GURPS Range Ruler reads off range modifiers as you measure distances in tactical combat. Included excerpts from the Size and Speed/Range Table mean that the only table you need is the one you're gaming on. Each sheet sports two geomorphic hex-grid rulers, but you're welcome to print as many as you want. Equip your friends, tape together a giant ruler, fold them into graduated stands for flying critters . . . or just use them as hex paper. The GURPS Range Ruler gives you more than the whole nine yards!

1-page PDF. Stock #37-0206, $FREE.


N O V E M B E R   2 0 0 9 

Vorkosigan Saga Sourcebook and Roleplaying Game

From the award-winning science-fiction stories of Lois McMaster Bujold comes the Vorkosigan Saga Sourcebook and Roleplaying Game . . . set in a future universe of honor and betrayal, war and intrigue, great victories and great defeats. Miles Vorkosigan is brilliant, charismatic, the heir to a noble house on a warrior planet . . . and hopelessly crippled.

No. Not hopelessly. A Vorkosigan never gives up. And when the fragile, dwarfed, odd-looking Miles charges headlong against the universe . . . Miles may break, but he's used to breaking. And he'll pay that price, for his Emperor's honor and his own, because when Miles hits it hard enough, the universe gives way.

Now you can enter the world of Miles Vorkosigan. Play his soldiers, his agents, his comrades. Play Miles himself, if you're up to the challenge . . . and if you think you can dare as much, and talk as fast, as the "little Admiral."

Illustrated by Bob Stevlic, with character art specifically approved by Lois McMaster Bujold.

240 pages. Hardcover. Stock #01-2490, ISBN 978-1-55634-577-7. $39.95.

GURPS Infinite Worlds: I.S.T.

The GURPS Infinite Worlds setting has its share of strange worlds. But what if the world next door doesn't resemble an alternate history or a strange science-fiction story, but rather a four-color comic book?!

GURPS Infinite Worlds: I.S.T. provides brief information on how to incorporate the GURPS International Super Teams setting into your Infinite Worlds campaign. It's not a stand-alone product -- you'll definitely want the International Super Teams book to use this information fully. But it provides a taste of that world if you're not familiar, and a useful means of integrating it into the Infinite Worlds setting if you are!

4-page PDF. Stock #30-1672, $FREE.

Car Wars Expansion Set 6 - The AADA Vehicle Guide Counters

If you play Car Wars, you need counters. With the Car Wars Expansion Set 6 - The AADA Vehicle Guide Counters, you get them! Since this is a Car Wars supplement, let's look at some "bullet" points:

  • You get 153 counters total -- cars, buses, trucks, trailers, cycles, and helicopters!
  • Each counter also includes a "damaged" version; you can either keep them separate or print them on the reverse side of the page, so you can flip each counter over to show its dueling days are done.
  • The counters are black and white, so you can color them as needed. Get creative, or simply color-code duplicate counters!
  • It also comes with a Counter Key, so you can match each counter to its number, the vehicle name and type, and what page of the AADA Vehicle Guide their information is on.

And since this supplement is electronic, you can print out as many copies of the counters as you need. With the Car Wars Expansion Set 6 - The AADA Vehicle Guide Counters, you'll never run out of vehicles to destroy again!

7-page PDF. Stock #30-7114, $3.99.

GURPS Spaceships 6: Mining and Industrial Spacecraft

There's Gold in Them Thar Moons!

GURPS Spaceships 6: Mining and Industrial Spacecraft equips you to exploit the not-so-empty void for commercial gain. It includes 29 ready-to-use vessels, from orbital factories, mining platforms, and shipyards . . . through salvage spacecraft, tugs, and tankers . . . to the TL12^ Leviathan-class constructor, for those times when you just have to demolish a planet to make way for a hyperspace bypass. Alongside these are rules for building, repairing, refitting, and upgrading spaceships – and for inventing new designs and bigger, better systems.

Nature may abhor a vacuum, but intelligent life adores using it for industry.

This is the sixth volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships. GURPS Space is highly recommended for its information on space and celestial bodies to exploit.

24-page PDF. Stock #37-0125, $7.99.

GURPS Range Ruler

You have the rules – now get the ruler! The GURPS Range Ruler reads off range modifiers as you measure distances in tactical combat. Included excerpts from the Size and Speed/Range Table mean that the only table you need is the one you're gaming on. Each sheet sports two geomorphic hex-grid rulers, but you're welcome to print as many as you want. Equip your friends, tape together a giant ruler, fold them into graduated stands for flying critters . . . or just use them as hex paper. The GURPS Range Ruler gives you more than the whole nine yards!

1-page PDF. Stock #37-0206, $FREE.

Pyramid #3/13: Thaumatology

This issue of Pyramid -- the PDF magazine for roleplayers -- taps into the untold power of "Thaumatology." This fantasy-themed issue includes:

  • "The Magic of Stories," a full treatment of fairy-tale magic for GURPS Thaumatology. Use this system to emulate traditional fables -- or as the power behind modernist self-knowing fairy tales!
  • "The Mystic Knight," a template for GURPS Dungeon Fantasy that draws its power from GURPS Power-Ups 1: Imbuements. With glowing weapons and mystically hardened protection, this new hero brings fear to dastardly dungeon denizens.
  • "Salving Magic," a new twist on traditional GURPS Magic healing powers. Sure, magicians can patch up your body -- just don't push yourself too hard, or you'll pay the price.
  • "The Book of Null," a fearsome artifact, cult, and world-shattering threat, all in one. If you've never known magicians to be afraid, you will.
  • "Red Diabolism," another new path of power for GURPS Thaumatology, plus GURPS stats for one of its foul practitioners. Discover the power, potential, and price of absolute corruption.

In addition, Pyramid also provides lots of bits that make a magazine fun: Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, a PC-perplexing puzzle, and other odds and ends. If you're looking to expand the possibilities of magic in almost any campaign, then you need this tome!

40-page PDF. Stock #37-2613, $7.99.

In Nomine Superiors: Zadkiel

Once a Servitor of Flowers, Zadkiel -- Cherub Archangel, humanity's mother-protector and champion -- seeks to straddle the line between peace and violence, aiding all Words as best she can. But to demons, she shows only her harshest side. Her Servitors are spread thin, tasked to be what the angels around them are not: medics for War, guards for Flowers, shields for the Sword. And, above all, bound to protect all mortals who are not Hellbound.

In Nomine Superiors: Zadkiel includes:

  • a description and history of this Archangel, including attitudes and relationships with factions on both sides of the War. Learn about her affinity for Islam, and how that has affected her outlook.
  • details of the Choir Attunements, Servitor Attunements, Distinctions, and Roles available to those who serve Zadkiel, plus a sample Servitor and Saint for both In Nomine and GURPS In Nomine. Discover the protective power of the Aura of Divinity, and how the Ofanim of Zadkiel are able to move really fast!
  • full information on the organization, policies, and responsibilities the Zadkielines adhere to. Why does she greatly prefer female vessels? Why do Free Lilim enjoy special protection? These answers and other secrets are revealed . . .
  • variations for Zadkiel that put a twist on the ideas presented here. Make her more or less religious, or present her in an entirely different light.
  • rumors and adventure seeds to incorporate Zadkiel into a campaign. Humans always need protection.

Come, stand in the shield wall, and learn what it is to Protect.

38-page PDF. Stock #37-3314, $7.99.


D E C E M B E R   2 0 0 9 

Chez Goth

Angst. Nookie. Roommates. Just another Friday night at Chez Goth.

This stand-alone game puts a new spin on the award-winning (and all too realistic) Chez Geek. You're still living with a bunch of roommates . . . but now you're a Goth!

Work at your dreary job. Spend your hard-earned money and precious time to accumulate Slack points . . . or collect Gloom when life turns against you. As it will! You can earn Slack for buying Clothes, Shinies, and Booze . . . or you can just Cough, Complain, or even Faint Dramatically, especially if you have an audience. And if you get very lucky, there might be some Graveyard Nookie in your future.

The second edition features a larger, sturdier box and includes Slack and Gloom counters and a die.

Yes, you can combine these cards with Chez Geek and have a house full of Goths AND slackers. Fortunately, it's just a game . . . isn't it?

112 cards, die-cut tokens for Slack and Gloom, a six-sided die, and a rulesheet, in a box. Stock #1396, ISBN 837654320181. $19.95.

Nanuk

Winter is coming. All the hunters boasted of their prowess, but you boasted the loudest. Now you have to deliver . . .

In Nanuk, each player bids for how long he can stay on the trail and how much he will bring home. Each boast must be greater than the one before, until one hunter refuses to raise the bid, saying "You're doomed!" Then the hunt begins. Will the hunt leader make good on his boast, or will the doomers be right? Every player decides secretly to help . . . or to let it fail.

Beware Nanuk, the great polar bear, who can end any hunt in failure. If you find an inuksuk, it will protect you -- once. If the hunt is successful, the hunters share the animals collected. But if the hunt fails, the doomers score instead.

Nanuk is a fast-playing, highly social game of bidding and bluffing for 5 to 8 players.

6.25” x 9.25” x 1.75” box, with 100 cards, a mounted gameboard, 17 chipboard counters, and a rulesheet. Stock #1422, ISBN 837654320358. $27.99.

+6 Bag O' Munchkin Babes

Official Munchkin Plastic Bag!

Extra bonus: free Munchkins -- now in the sex of your choice!

That's right, now we've got both Munchkins and Munchkin Babes in six colors -- the four colors found in Munchkin Quest, plus the purple and orange from Munchkin Quest 2 -- Looking for Trouble. You can get six Munchkin pawns, like those found in the initial set, or six female Munchkin pawns (planned to appear in a 2010 Munchkin Quest supplement, but ready to bash monsters for you now!).

The obvious thing to do is to keep the Munchkin pawns around for the day one is lost, or throw the Munchkin Babes into your Munchkin Quest box and use the correct pawn for whatever sex your character happens to be at that moment.

But if you're truly evil -- and your friends let you get away with it -- you'll show the world just what a munchkin you really are by using these pawns in other games.

In Munchkin

Any time you are entitled to go up a level -- or when you do something that WOULD earn you a level if you weren't already Level 9 -- you may, instead, place a munchkin pawn in front of you. In any combat, you may discard it for a 1d6 bonus. You may only have one in front of you at a time. Unless, of course, you "lose" these rules and tell the other players that you're allowed to have more. Six is a good number.

In Other Games

Because you're a munchkin, you may claim a munchkin advantage for using these pawns in ANY game. For instance:

  • In any roll-and-move game, if you use the munchkin as your pawn rather than one that came with the game, then once per game you may add or subtract 1 space to the move you roll.
  • In any game in which you start with money, then if you use the munchkin as your pawn, you start with 10% extra. Round up, of course.
  • In chess, a munchkin pawn can move forward two spaces at any time.

If you create your own official rules for using the Munchkin pawn in other games, please share your rules with us at the Steve Jackson Games forums.

Six plastic female Munchkin Quest pawns, in six different colors, polybagged with a punched header card. Stock #5505, ISBN 837654320334. $5.99.

Munchkin Kill-O-Meter

Munchkins love it when the cards start flying. The best combats are the ones where potions, monster enhancers, and other bonuses keep the effective levels bouncing up and down! But keeping count can cause your brain to explode (which is all messy). Now you'll never have to stop and recount again!

With the Munchkin Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. Fiendishly simple. You can use it with any flavor of Munchkin, including Munchkin Quest.

The Kill-O-Meter comes with two special bonus cards (one for Munchkin and one for Munchkin Quest) -- and since the dials can be read from either side, we put munchkins on one side and monsters on the other. (And would you believe that making it two-sided let us REDUCE the cost? Printers are funny!)

One two-sided combat counter. Stock #5506, ISBN 837654320341. $6.99.


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F E B R U A R Y   2 0 1 0 

Chez Cthulhu

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, ISBN 837654320365. $19.99.


New!  * Coming November  * Coming December  * Coming January  * Coming February  * Further Out  * In Playtest  * Previously Shipped...

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