Dungeon Fantasy Monsters 2
(Reprint)
The Dungeon Fantasy Roleplaying Game is more fearsome than ever with Dungeon Fantasy Monsters 2. This supplement features 24 challenging creatures, each fully detailed in a two-page spread that presents an illustration, stats, and adventure seeds. Each also comes with various notes to spark your imagination, including variant monsters, strange new abilities, advice for using these threats effectively, and more. Whether you need fodder for first-time heroes or a powerful overlord for a nail-biting final battle, Dungeon Fantasy Monsters 2 will make all your dungeons decidedly deadlier.
52 color pages. Softcover.
Stock #01-1007,
ISBN 978-1-55634-876-1.
$24.95.
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GURPS Horror
(Reprint)
Horror has always been one of the most popular settings for GURPS Third Edition. This version of GURPS Horror is revised and updated by Kenneth Hite. The Third Edition replaces the historical settings from the previous edition with three original campaign frames designed specifically for horror play. The focus is widened from supernatural horror to include psychological, cosmic, conspiratorial, and other subgenres. And many monster types are given racial templates so they can be used as PCs!
With illustrations by Christopher Shy, this book will terrify players in new and unexpected ways . . .
130 black-and-white pages. Softcover.
Stock #01-6050,
ISBN 978-1-55634-877-8.
$22.95.
GURPS Classic: Best of Pyramid 1
GURPS fans, rejoice! This 128-page book reprints 19 of the best GURPS items from the print issues of Pyramid Magazine. Now you can get these rare articles in one place . . . updated by Pyramid editor Steven Marsh. Included are the popular campaign setting "Sprockets," high-powered rules like "Brain Hacking" and "Willful Weapons," source info like "Low-Tech Economies," and unique adventures like "Trespasser's Isle" (zombie horror) and "Time of the Tyrants" (dinosaurs!).
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6129,
$8.00.
Discover long-lost treasures revived for a new era of dungeon-delvers! The Pyramid Dungeon Collection brings together a trove of material from the earliest eras of Pyramid magazine – much of it unavailable for over a decade – updated to GURPS Fourth Edition and GURPS Dungeon Fantasy! It includes locations, adventures, magic items, options, and more. Visit an impossible flying city, unleash an unusual form of magic, and clash against strange monsters.
Although intended for GURPS Dungeon Fantasy, this collection can also add new life to other GURPS-powered fantasy campaigns, especially the Dungeon Fantasy Roleplaying Game.
130-page PDF.
Stock #31-1008,
$15.00.
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A collection of new adventures for use with The Fantasy Trip Legacy Edition!
This package includes:
5 PDFs (totaling 82 pages) in a single Zip file.
Stock #30-3462,
$25.00.
Beware: there are Ogre sightings in the archives! From 1980 through 1985, Steve Jackson Games published The Space Gamer, a general-purpose gaming magazine with features on roleplaying games, board and wargames, miniatures, game design, early computer games, and more. Since its debut, Ogre was a frequent topic within that magazine's pages. This collection – a subset of the popular Space Gamer Bundle – features 12 different issues from that era (issues 28, 33, 35, 52, 59, 62, 63, 64, 68, 69, 71, and 74). Each issue contains at least one Ogre-related article . . . and two issues were Ogre themed. Much of this material ultimately appeared in the pages of The Ogre Book or elsewhere, but now you can see where it all began . . . at a great price!
12 PDFs (totaling 599 pages) in a single Zip file.
Stock #4923,
$20.00.
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GURPS Power-Ups 9: Alternate Attributes
GURPS lets you run any campaign, of any genre, in any setting – that's what "generic" and "universal" promise. Yet one size does not always fit all; sometimes, you want a game that's built for the stories you plan to tell and the style of gaming you prefer. You can do this in GURPS by choosing which traits, optional rules, and supplements to use . . . but that gets tricky for attributes, which the entire system quietly accepts as fundamental.
GURPS Power-Ups 9: Alternate Attributes explores repricing, adding, subtracting, and generally rethinking basic attributes and secondary characteristics. Topics include:
Rebuilding the foundations is a laborious task, but GURPS Power-Ups 9: Alternate Attributes does a lot of the heavy lifting for you.
49-page PDF.
Stock #37-0157,
$10.00.
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Put the amazing flexibility and power of the GURPS roleplaying system at your fingertips with this GM's Screen. Seven fact-packed panels feature all the charts, tables, and other essentials. Also included is a copy of GURPS Lite, the 32-page core of the GURPS rules designed to provide a simple introduction to the system. It's everything the enterprising GM needs in one compact package.
(This is a digital reprint of a supplement designed for GURPS Third Edition. The PDF version contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.)
45-page PDF.
Stock #30-6414,
$3.00.