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Munchkin Fu 2 – Monky Business
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Learn new styles like Kong Fu, Fee Fi Fo Fu, Sna Fu, and the ever-perilous Stomach Fu! Pick up dangerous new weapons like the Auspicious Ivory Gutting Hook and the Tofu Tonfa. Garb yourself in the Hong Kong Sarong. Slay foes like the Sex Gaki, Clamera, and Genghis Cong . . . and take their stuff!
The team of Origins-Award-winning designer Steve Jackson and mad cartoonist Greg Hyland (Lethargic Lad, Munchkin Fu) are back again for Monky Business. It's got 110 evil and overpowered cards, plus two blanks to create your own. And of course, like all other Munchkin products, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs, including Star Munchkin, Munchkin Bites!, and Munchkin Blender.
112 cards in shrink-wrapped folder.
Stock #1441,
ISBN 1-55634-739-1.
$16.95.
Romania was the third member of the European Axis powers, casting their lot with Germany in the hope that the Nazis could help them reclaim territory lost to the Russians in the aftermath of World War I. When the tide of the war turned, Romania switched sides, fighting Hitler with his own weapons and supplies. Michael's Army is a sourcebook for GURPS World War II that details Romania's involvement from the early march on Stalingrad to the defense of the Ploesti oilfields to the taking of Transylvania from Hungary. You get complete information on Romanian infantry, armor, air units, and even navy in this supplement. Roleplaying opportunities abound, whether it's the pre-war diplomacy and espionage of King Carol II's court, defending the Black Sea ports from special forces night landings, fighting off American bombing runs on your precious oil refineries, or securing remote Transylvanian estates that the Hungarian occupiers didn't seem all that keen on defending . . .
41-page PDF.
Stock #37-8001,
$6.00.
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Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it.
Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one full-color hardcover volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this kind of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards -- from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules.
Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.
240 pages. Hardback.
Stock #01-2001,
ISBN 1-55634-734-0.
$34.95.
GURPS GM's Screen
(Reprint)
Put the amazing flexibility and power of GURPS at your fingertips with this data-packed GM's Screen. This screen features a gorgeous John Zeleznik painting with all of the Fourth Edition iconic characters, plus six panels full of all the crucial charts, tables, and other essentials from GURPS Fourth Edition. . . . complete combat tables, reaction charts, and other references to make the GM's job faster and easier.
Also included is a copy of the new Fourth Edition version of GURPS Lite, the 32-page core of the GURPS rules. GURPS Lite is a valuable rules summary, but it's also designed, in particular, as a teaching tool . . . it makes it easy for an experienced player or GM to introduce others to the system. A second 48-page book includes character sheets, forms, a master list of character creation features, and GURPS Update, a complete guide to converting your PC to Fourth Edition.
This screen is beautiful, useful . . . and yes, you can use it to hide your die rolls, too.
Four-panel screen. Includes GURPS Lite and a 48-page book of conversion notes and game aids.
Stock #01-0005,
ISBN 1-55634-732-4.
$19.95.
Game Design Vol. 1: Theory and Practice
Out of print for 20 years, and still often requested . . . and finally available in PDF!
Written for the serious game designer - or for the amateur who'd like to be published professionally - this book, by one of the field's top designers for decades, combines practical advice with theoretical background. Beginning with a discussion of the theoretical background of gaming, Game Design covers the historical development of the modern adventure game . . . from an occasional pastime for a dedicated few to today's multimillion-dollar game industry.
Chapters include:
Steve Jackson says:
This book was based on a series of articles that Nick Schuessler and I wrote for Space Gamer in 1980 and 1981. We edited and updated them and added new material, and released the book in mid-'81. It was supposed to be Volume 1, to be followed by a Volume 2 that would have included, among other things, more about component design and a discussion of marketing, and maybe a Volume 3 with a worked example . . . but we never got around to it.
Some of this book is VERY dated. I expect it will be hard to find any of the texts discussed in the bibliography, and of the 17 magazines listed, only Dragon and White Dwarf still exist. Many of the games cited as examples are likewise hard to find now. And the occasional mention of computers looks pretty naive 25 years later. But on the whole, it holds up well. All the basic considerations of game creation are still true, and component design and production works about as it always has. And playtesting is still important, darn it . . . So, on the whole, I'm very glad to have this available again, and I hope the hobby finds it useful.
54-page PDF.
Stock #30-3101,
$8.00.
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With 5,000 years of history and a quarter of the world's population, China is the perfect adventure setting . . . whether your campaign is magical or purely historical.
From the Great Wall to Tiananmen Square, from the Imperial Wars to the Boxer Rebellion, from Marco Polo to Mao, no fictional roleplaying setting can equal the scope and grandeur of China!
GURPS China also includes complete rules for translating the GURPS Third Edition magic system into a mythically accurate Chinese campaign. The Bestiary chapter describes the traditional ghosts, spirits, and monsters of Chinese legend, including Oriental dragons!
132-page PDF.
Stock #30-6037,
$9.00.
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This high-quality, 4-color, completely evil shirt depicts the Super Munchkin and the Munchkin Babe, surrounded by their ill-gotten loot.
It includes special rules allowing the wearer of the shirt to get extra treasure. How abusive! How Munchkin!
It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.
*On your torso. Right side out.
4-color T-shirt.
Stock #9137,
$19.95.
Ninja Burger 2 – Sumo-Size Me!
More missions, delivering everywhere from the top of the Empire State Building (and who might be placing THAT order?) to Hades! More ninja! And more Fortune cards, including new types: Goals, New Menu Items, and "enhancers" for your Ninja Stuff! It's not enough just to have a katana . . . now it can be Cursed and Wasabi-Coated too!
Plus a special bonus: cool Ninja Money Counters!
Honor demands that you get this supplement now. What more can we say?
72 oversized cards, plus money counters, in a 5 3/4" x 8 3/4" clamshell package.
Stock #1431,
ISBN 1-55634-741-3.
$16.95.
GURPS Vehicle Builder (Third Edition)
GURPS Vehicle Builder is the official vehicle-creation program for GURPS. Like the GURPS Character Builder (Third Edition) before it, GURPS Vehicle Builder lets you design, optimize, store, modify, and print out vehicles of all types, from an oxcart to a space station! All the system's features are supported, with complete vehicle creation rules from GURPS Vehicles Lite, as well as GURPS Vehicles Expansion 1 and GURPS Vehicles Expansion 2.
Lots of extras, including a die roller, round out this package.
(For Windows only. Sorry, Mac fans.)
This CD-ROM runs under Windows 95, 98, ME, NT, 2000, and XP. We regret there is no version of this program for any OS other than Windows. See the official product page for information about compatible emulator programs and more information.
Notice For Unregistered Customers: Please be aware that you will not be able to register your copy of GURPS Vehicle Builder if you do not have an e23 account. Registering the program will allow you access to program updates on our website. If you wish to create an e23 account before purchasing this product, please click here.
Prefer Print? This item is also available as a CD-ROM in our sister-store, Warehouse 23!
Computer program file to download.
Stock #30-5403,
$21.00.
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Long ago, beyond the edge of the world, a great empire grew decadent . . . and sank forever beneath the waves. The Lost Land; the Sunken City; the Ancient Birthplace of Secrets. It has haunted our dreams since the days of ancient Greece. In some of those dreams, the Lost Land is still out there.
Written by Phil Masters (GURPS Discworld), this is a gamer's guide to the story, the history, and the myth. GURPS Atlantis includes rules for underwater operations, stats for a wide range of submarines, and no less than three campaign backgrounds - one high fantasy, one conspiratorial, and one for steampunk or superhero games.
Come to Atlantis . . .
131-page PDF.
Stock #30-6536,
$9.00.
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GURPS Magic Spell Charts are a visual representation of the relationships between the hundreds of spells listed in the new Third Edition of GURPS Magic, totally updated for GURPS Fourth Edition. (Yes, that's right. It's explained in more detail on p. 4 of the new edition of GURPS Magic, under "Publication History." Basically, if you have the new hardback books, this is the PDF for you.)
These charts not only reduce the work required to determine the prerequisites for a spell, but also reveal the underlying organization of the colleges. For each college, they show how far can one progress at each level of Magery; which spells are central prerequisites for most of the other spells in the college; and how much overlap there is with other colleges. The simple, open format allows for further customization. Color the boxes to show which spells a mage knows and instantly see which ones he is eligible to learn.
And are you ready for the best part? It's FREE! Consider it a test drive of the e23 system with a nifty game aid as a payoff, courtesy of Steve Jackson Games. Have fun!
NOTE: This new vector graphics version, uploaded February 15, 2006, is less than 10% the file size of the old edition. Also, all known errata have been corrected.
39-page PDF.
Stock #37-0203,
$FREE.
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A dead body, no witnesses, and a room full of suspects with perfect alibis - can you find the killer and bring him to justice? Learn the secrets of mystery fiction and what will, and will not, work in an RPG mystery. Learn how to be a better investigator. Learn the problems you are likely to encounter in a low-tech, magic, super-tech, or horror mystery.
GURPS Mysteries covers:
GURPS Mysteries is designed both for the GM who wants to create and run mystery adventures and for players who want to create and portray more effective investigators in any setting.
130-page PDF.
Stock #37-0301,
$15.00.
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Welcome to a comic-strip world where the golden light of science holds the promise of a better future for all humanity.
Yeah, right.
Science can indeed do anything – which means scientists are the most powerful, important people in the world. (OK, this is clearly not our world.) And at the top of the heap are those undaunted by the constraints of inadequate theories, the challenges of defying conventional wisdom, and the dangers of nuclear radiation. In short, mad scientists.
GURPS Casey & Andy is based on Andy Weir's humorous webcomic Casey & Andy, found on the Web at www.galactanet.com/comic/index.htm. The title characters are 21st-century mad scientists dabbling in time and dimension travel, instantaneous cloning, and increasingly complex apocalyptic doomsday devices. Apart from that, they live in suburbia with their girlfriends, Mary and Satan. Yes, that Satan.
GURPS Casey & Andy is also a complete GURPS Fourth Edition sourcebook available only as a PDF on e23 at e23.sjgames.com! Casey & Andy is written by David Morgan-Mar, who knows a thing or two about webcomics with his own Irregular Webcomic, and certainly knows a thing or two about writing for e23. It also features tons of Casey & Andy art by webcomic creator Andy Weir, including an original four-page story just for this PDF!
34-page PDF.
Stock #37-0601,
$9.00.
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Dangerous villains, intricate plots, and magical conundrums -- all with high action and a suspenseful climax:
Fighters of the Purple Rage: A hard-hitting bounty hunt that pits the party against battle-hardened escaped gladiators. It's a dangerous chase through the Megalos underground . . . who will survive?
Also includes full stats and descriptions of several new creatures, further adventure seeds for each scenario, and much, much more . . .
This PDF is a scanned copy of an adventure from the last printed edition of GURPS Fantasy Adventures. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.
33-page PDF.
Stock #37-2109,
$4.00.
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A magical trip into the Darkland - a place of strange creatures and untold dangers. Will the PCs find the inheritance and collect the reward? Or will they fall to darkhounds or the obsessed apprentice mage? Also includes full stats and descriptions of several new creatures, further adventure seeds for the scenario, and much, much more . . .
This PDF is a scanned copy of an adventure from the last printed edition of GURPS Fantasy Adventures. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.
28-page PDF.
Stock #37-2110,
$4.00.
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Tired of dungeon crawls? Here's a change of pace. Babysit a hundred screaming Sahudese while their clan leader visits Megalos. All you have to do is keep them safe and happy - while they tear the city apart . . .
Includes full stats and several new creatures, further adventure seeds for the scenario, and much, much more . . .
This PDF is a scanned copy of an adventure from the last printed edition of GURPS Fantasy Adventures. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.
42-page PDF.
Stock #37-2111,
$4.00.
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Life is good when you're a Space Pirate Amazon Ninja Catgirl. Enjoy a life of larceny and mayhem as you embark on one Caper after another. Defeat every challenge the galaxy throws at you, from the Friendly Guard Puppies all the way to the Fiendish Death Trap. Pick up Toys (and the occasional Poolboy), grab more Loot than anyone else, and watch your tail . . . because the other catgirls want what you've got!
Lovingly illustrated by Phil Foglio (GreedQuest, Strange Synergy), SPANC is a fast-paced card game of space pirates, ninja, amazons, and catgirls. All at once.
108 full-color oversized cards, counters, rulesheet, and dice in a 6" x 9" box.
Stock #1390,
ISBN 1-55634-738-3.
$24.95.
It's time to visit the Bad Side of Town. In this adventure, the party attempts to track down a clever master thief through the back alleys of the worst neighborhood in the city - Northside, where a meeting could get you choice information . . . or land you in the morgue.
Also includes full stats and several new creatures, further adventure seeds for the scenario, and much, much more . . .
This PDF is a scanned copy of an adventure from the last printed edition of GURPS Fantasy Adventures. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.
33-page PDF.
Stock #37-2112,
$4.00.
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These oversized (35.6mm), swirly-shiny 10-siders all have the victorious Super Munchkin's picture in place of the "0". When you reach Level 10 and claim victory, everyone will see that YOU are the ultimate Munchkin!
And new dice just cry out for a new random-results table. So here it is. You'll like it (heh, heh) . . .
And finally, there are 14 brand-new, never-before-seen Munchkin cards to make your character even more overpowered. Try adding "Master" to your Class, earning you extra Treasure! Or become a "High" or "Dark" member of your Race! Or if you lose a battle, you can play “Rocks Fall, Everyone Dies” (featuring guest art from Something Positive’s Randy Milholland!) – Everyone else shares your pain and loses a level! And if you die, everyone dies!! There's more – of course – but you're going to have to roll the Munchkin Dice to get them!
Six big 10-sided dice and 14 Munchkin cards, plus rules, in a clamshell display pack.
Stock #1442,
ISBN 1-55634-737-5.
$14.95.
Robin's Laws of Good Game Mastering
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!"
38-page PDF.
Stock #30-3009,
$8.00.
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The alphabetical skill list in the GURPS Fourth Edition is ideal for looking up specific skills by name . . . but not so handy when you're trying to create a character or a template, and want to select a small handful of suitable skills from among the hundreds of options in the Basic Set. This document sorts skills into categories that coincide with likely career paths for adventurers.
8-page PDF.
Stock #37-0201,
$FREE.
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When most mortals have lived their allotted time, their spirits move on to whatever realm their destiny (or fate) sends them. They do not question this process, nor do they fight it. There are others, however, who do not go so gentle into that good night, bright light, or blazing inferno. They manage to not let something as trivial as their death keep them from hanging around and being a part of life on Earth. Call them spooks, spirits, poltergeists, phantoms, or just good old ghosts, there's one thing every player in the ultimate battle for the soul of Mankind knows: Ignore them at your own risk.
Liber Umbrarum expands greatly on the rules for ghosts first touched on in the Corporeal Player's Guide for In Nomine, with details on a dozen new types of ghosts, ideas for ghost-centered campaigns, ghosts as player-characters, allowing a slain PC to remain in the game as a ghost, new advantages and disadvantages for dealing with ghosts, and more.
This supplement includes rules for both In Nomine and GURPS In Nomine.
40-page PDF.
Stock #37-3320,
$9.00.
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Deluxe Illuminati Cover Poster
The telephone company is controlled by creatures from outer space.
The Congressional Wives have taken over the Pentagon.
Evil geniuses are building Orbital Mind Control Lasers . . . aimed at you!
Are you hooked into the conspiracies? Do you want others to know? Subtly display where your true loyalties lie with the cover image from the classic game of Deluxe Illuminati.
Full color cover poster.
Stock #9510,
$10.00.
Come to the age of the Swashbuckler, when the world was wide and fortunes could be made in an afternoon of smoking cannons and bloody cutlasses!
Swing from a chandelier into the fray, rapier in hand, dagger in teeth, and show the Cardinal's guards they can't insult the queen!
Or wait on the quiet back roads of England on a moonless night, pistols and reins in your hands, and hope the Squire's coach isn't too well guarded . . .
Pirates, Musketeers and Highwaymen all come alive in this GURPS worldbook of romantic adventure from Elizabeth I to Napoleon. Rules and background given include: ship combat, black powder weapons, expanded fencing rules, cutlasses, chandeliers, codes of honor, duelling, compulsive gambling and all the other classic elements of a good swashbuckling time!
This book is intended for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying game.
(Note that this is an e23 reprint of a GURPS Third Edition product.)
132-page PDF.
Stock #30-6019,
$9.00.
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GURPS Lite (Korean Fourth Edition)
GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.
The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with the full GURPS Basic Set and a stack of worldbooks! With GURPS Lite, you can show your players just how simple GURPS really is.
32-page PDF.
Stock #37-0001,
$FREE.
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Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets.
Munchkin
Be a Mutant, an Exotic, a Mystic, or a Techno. The higher your Level, the more Powers you can have. Battle dastardly masterminds, devastating monsters, and invading aliens from the next dimension -- from the wimpy Bucketman all the way up to Big Ol' Planet Eater Guy himself -- and TAKE THEIR STUFF! With the Electro-Mento-Hat, the Telezapinator, and the (jet-powered) Pogo Stick, no foe can stand before you!
Super Munchkin
Boxed game with 168 cards, rules, and die
Stock #1440,
ISBN 1-55634-745-6.
$24.95.
Super Munchkin "Momentous Unmasking" Shirt
This high-quality four-color shirt depicts the highly collectible and completely non-existent "Origin Issue" of Super Munchkin.
It gives a special in-game benefit . . . the wearer can avoid Traps!
*Bath towel tied around your neck is optional.
It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.
*On your torso. Right side out.
Full-color on a light blue t-shirt.
Stock #9138,
$21.95.
And yes . . . it can all get a little complicated. If only there was some sort of super-smart machine that could remember all the rules for creating characters, recall them instantly, memorize characters after you made them without ever forgetting, do all the math without making a mistake . . . but that would take some kind of computer or something . . .
Introducing GURPS Character Assistant, created by Armin Sykes! This new CD-ROM from Steve Jackson Games has every character creation rule from the Fourth Edition GURPS Basic Set. You can create and save any character, and print it out on an official Fourth Edition character sheet. GURPS Character Assistant will also let you save and share character files with other players who have GCA. Templates are also fully supported – the program will let you create, modify and share them with others.
So now that you've brought your GURPS game up to Fourth Edition, it's time to bring your characters into the computer age, with GURPS Character Assistant!
GURPS Character Assistant requires a computer running Windows ME (or more recent) and at least a Pentium II processor, 64 MB RAM, and 5MB free disk space. For better performance, use a faster processor and more RAM. GURPS Character Assistant will also be available by direct download.
A computer program on CD-ROM in a case.
Stock #01-4001,
ISBN 1-55634-740-5.
$19.95.
GURPS Fourth Edition lets roleplayers create any character they can imagine, from any time or place. These characters can be customized with hundreds of advantages, disadvantages, and skills, not to mention magic spells, psionic powers, martial-arts moves, superpowers, and equipment from pitchforks to starships.
And yes . . . it can all get a little complicated. If only there was some sort of super-smart machine that could remember all the rules for creating characters, recall them instantly, memorize sheets of stats after you made them without ever forgetting, do all the math without making a mistake . . . But that would take some kind of computer or something . . .
Behold, GURPS Character Assistant, created by Armin Sykes! This software from Steve Jackson Games has every character creation rule from the Fourth Edition GURPS Basic Set. You can create and save any character, and print it out on an official Fourth Edition character sheet. GURPS Character Assistant lets you save and share character files with other players who have a compatible version of GCA. Templates are also supported – the program allows you to create, modify, and share them with others.
With Version 5, GCA is better than ever: faster, more robust, and with more features vital for making a GURPS game quicker and easier.
GURPS Character Assistant has been designed for computers running Windows 8 and later, but should be compatible with Windows 7 if the required free framework software is installed. (Tinkerers may also get it to work on Linux, using Wine, but this is not officially supported. Although it should work on Intel Macs that can run Windows software, it will not work on Macs using M1-or-later chips.)
NOTE: We strongly recommend you purchase this via a Warehouse 23 account. If you don't have an account, software updates will NOT be available to you!
For all your support needs, please check out the Steve Jackson Games Forums or the Support Page.
Computer program file to download.
Stock #31-4001,
$16.00.
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Whole villages were transported - from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren't ancient history here - they're current events!
Journey from the windswept plains of the Nomad Lands - where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla - to Megalos, the ancient empire where magic and political intrigue go hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din.
This book updates the original Yrth of GURPS Third Edition, Fantasy and Fantasy Adventures. It's a complete world background - history, religion, culture, politics, races, and a detailed, full-color map - everything needed to start a GURPS campaign. Phil Masters (Discworld and Hellboy RPGs) and Jonathan Woodward (Hellboy and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mysticism. And it's all consistent with the just-released GURPS Fantasy and GURPS Magic.
So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers.
Yrth is waiting for you!
240 pages. Hardback.
Stock #01-2002,
ISBN 1-55634-744-8.
$34.95.
Chez Geek 2 – Slack Attack
(Reprint)
<
56-card boxed supplement.
Stock #1333,
ISBN 1-55634-450-3.
$9.95.
Munchkin Bites! 2 – Pants Macabre
The World of Dorkness has been busy in the past year. Can you face the sonic stylings of Ten Inch Tacks, the annoyance of the Gnat Bats, and the chilling waddle of the Were-Penguin? Will you wield the might of Power Piercing and revel in the Huge Dice Pool, or will you be bludgeoned by Bad Fiction? And do you dare play the new Race . . . the Mummy?
In addition to the always awesome art from John Kovalic, we have two guest artists: Pete Abrams of Sluggy Freelance and Maritza Campos of College Roommates from Hell. The jokes can be blamed on Steve Jackson.
It's got 110 shiny new . . . no, not shiny – dark! It’s got 110 dark and evil new cards, plus two blanks to create your own. And of course, like all other Munchkin releases, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs. Of course, since Pants Macabre has powers, it will work especially well with Super Munchkin.
112 cards in a clamshell display pack.
Stock #1443,
ISBN 1-55634-747-2.
$16.95.
Written by professional occultist Isaac Bonewits, the only person ever to earn a degree in Magic from the University of California, this book describes how to create "realistic" magical systems for roleplaying games. It also reveals the "real magical" roots of Magic: The Gathering. This book is a lot of fun to read! It is not part of the GURPS system, or any other specific game, so any GM who likes modifying his game's magic systems will get a lot of ideas here.
If you enjoy tinkering with your game's magic system, or if you just wonder what it would be like to be a "real" magic-user in this world or another one, Authentic Thaumaturgy will bring you many hours of enjoyment . . . and thought.
Includes a tongue-in-cheek adventure showing how it all works: "The Quest for the Sacred Mehleetah," featuring the caffeine-sodden mages of the Javacrucian Cult.
148-page PDF.
Stock #30-3004,
$10.00.
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<
Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, <
<
If you've got a high-powered campaign – or high-powered players – you want <
240-page full-color hardback.
Stock #01-0102,
ISBN 1-55634-742-1.
$34.95.
<
56 cards in "apartment" box.
Stock #1336,
ISBN 1-55634-562-3.
$16.95.
Some seek to do good,
others corrupt and destroy.
Some set out to do one thing,
but accomplish another.
Some are fiercely devoted to their work.
Some doubt that they really
make a difference.
And some wonder,
in the small hours of the night,
if they picked the right side.
They have great powers,
for good and evil,
but they are merely pawns
of greater powers still.
They are very much like us.
In Nomine is a modern roleplaying game in which the players take the part of celestial beings - angels and demons - as they struggle for control of humanity and themselves. The celestials, powerful though they may be, are merely pawns in a much larger game being played by their Superiors, the Archangels and Demon Princes.
211-page PDF.
Stock #30-3301,
$18.00.
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The Sorcerer's Impediments is a FREE introductory adventure for In Nomine, the modern-day roleplaying game of angels and demons fighting for the future of . . . well, the future. This short adventure has all the rules you need to play. To get the full In Nomine experience, however, buy the In Nomine Core Rules.
Your characters are minor angels in the service of an Archangel. Your current assignment is to investigate the source of a disturbance in the Symphony. Tracking the disturbance took some time, but you are now standing in front of a decrepit house on the outskirts of town. The source of the disturbance is inside. What do you do?
9-page PDF.
Stock #37-3345,
$FREE.
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GURPS Traveller: Psionics Institutes
But you don't know how to use it.
Just asking for the location of a psionics institute can land you in prison, so how do you find one -- much less join -- without getting arrested?
GURPS Traveller: Psionics Institutes describes everything you need to roleplay finding and attending an institute, developing psionic talent, and connecting with the Psionics Underground.
You have the power . . . Now use it!
GURPS Traveller: Psionics Institutes is set in the Third Imperium of the Traveller universe and uses the GURPS Third Edition rules.
42-page PDF.
Stock #37-6601,
$7.99.
O Munchkin Shirt, O Munchkin Shirt,
How lovely are your powers!
O Munchkin Shirt, O Munchkin Shirt,
How lovely are your powers!
You get more cards in starting hand;
For giving gifts, bonuses grand.
O Munchkin Shirt, O Munchkin Shirt,
How lovely are your powers.
(With apologies to carolers everywhere)
This high-quality four-color shirt combines the classic Munchkin with the icon of gift-giving: the Christmas tree! Wearers of the shirt can give an item away for its bonus, even if they couldn't normally benefit from it.
'Tis the season . . . for Munchkin-ing!
It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.
*On your torso. Right side out.
Full-color T-shirt.
Stock #9139,
$21.95.
Eye-in-Pyramid Christmas Ornament
High in the branches of the merry Christmas tree, amid the tinsel and the lights, someone is watching you. Bring the Illuminati into your home during the holiday season with this double-sided Christmas tree ornament, laser etched from maple wood. Your holidays aren't oppressive enough until you know they're watching you! This ornament measures approximately 3" by 4 ½", for secret reasons we're certainly not going to explain to you if you don't already know.
One Wooden Ornament.
Stock #9603,
$6.00.
Enigmatic. Immortal. Selfish. Mercurial. Human. Love her or hate her, the Princess of Freedom is a mover and shaker of In Nomine's Hell. Underestimate her, misunderstand her, and she'll take advantage.
Now the GM can also take advantage, with In Nomine Superiors: Lilith.
What's it like to know your only safety is in your net worth? How do the Free Daughters stay that way when their Mother's protections are thin and tenuous? And what happens when a Daughter of Lilith redeems?
With information about the Princess and her plots, her servants and Daughters, as well as Geases and GURPS Third Edition conversions . . .
43-page PDF.
Stock #37-3310,
$9.00.
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Prepare for your finest hour as GURPS explores the defining event of the 20th century - World War II.
GURPS WWII provides an overview of the war that transformed the globe, reviews of the nations and armies in the thick of the fighting, and descriptions of their primary weapons and vehicles. It also includes a modular vehicle-design system, for tailoring equipment in alternate-history campaigns or simply perfecting the unstoppable tank!
This is the core book for a complete line of GURPS WWII volumes. These further illustrate specific nations and theaters, the naval and air wars, additional equipment, and much more.
212-page PDF.
Stock #30-8001,
$9.00.
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GURPS Fourth Edition Combat Cards
Combat is the most chaotic situation in any roleplaying game. So many targets, so many opportunities . . . so many options. Half the trick in figuring out the thing you should do is remembering all the things you can do.
And that's where GURPS Combat Cards come in. These free gaming aids list all your possible GURPS Fourth Edition combat options in any situation. Just print 'em out, cut 'em out, and keep 'em handy for your next gaming session.
GURPS Combat Cards is a free game aid. Permission is granted to photocopy these pages and duplicate this electronic file freely, as long as the copyright notice remains attached.
5-page PDF.
Stock #37-0202,
$FREE.
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Of all the Archangels, Eli produces the most contradictory images in the hearts of angels. He is both creator and destroyer - full of life and hope, his future wide-open, but out of control and out of his mind. His servants embody the Earth's primal creative forces. Casual and disorganized they may have become, but they remain makers of beauty and servants of Heaven.
Eli was one of Heaven's oldest - and coolest - dudes. Then, a few dozen years ago, he released most of his angels from his service, abandoned the celestial realm, and went for a long walk on Earth. He still hasn't come back. Some Demon Princes think (and Dominic fears) that with the right push, he'll Fall. Others think (and Asmodeus fears) it's all part of a more subtle plan to redeem a Demon Prince. Or some other long-term scheme that will change the balance of the War permanently. You could ask Eli, but hey - guy's been around a long time . . . maybe he just needs a break for a century or two, y'know?
This Superior expansion includes both standard In Nomine mechanics and GURPS In Nomine mechanics.
39-page PDF.
Stock #37-3311,
$9.00.
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