Six double-injection bullet shaped dice in a blister pack.
One die and a 'boomb!' That's all you need.
Life on the ship is boring. Going down to the planet is where it's at. Add these 30 cards to your Star Munchkin game for a real landing party. But watch out for uninvited guests!
30 cards in a tuckbox.
When goblins aren't busy pillaging farms and slaughtering the defenseless . . . well, that's never. But if they did have down time, they'd definitely play games with pretty dice like the ones in this pack. It also has four bonus cards for use with Munchkin Pathfinder or any Munchkin game.
Six 16mm dice and four Munchkin cards.
The cannibals of the Flesh-Eater Courts use their Pestilential Breath and Septic Talons to impress each other at their grotesque banquets. The battle-crazed Ironjaws swing their Waaagh! Staffs from the back of their Maw-Krusha beasts. Mortal enemies for millennia, these two new Armies have found one patch of common ground: they really don't like you. So do what you do best in Munchkin – kill them ALL. And take their stuff.
112 cards in a tuckbox.
Twelve 16mm dice in a blister pack.
Eight 16mm dice with debossed meeples in place of pips.
GURPS Cabal (Reprint)
The creatures of myth are real. The vampires, the warlocks, the shape-changers and dopplegangers, the ghosts and trolls, and more. They're real . . . they're here today . . . and they're organized.
The Cabal is the conspiracy, trade union, and mutual-assistance society that lets all these creatures survive in a world of hostile humans. If a demon needs a lawyer to keep the exorcists off his back . . . or if a little old vampire lady needs a bit of daylight muscle . . . who are they gonna call? The mortal-busters . . . the Cabal.
Written by Ken Hite, this book also includes a detailed system of Hermetic magic that expands the original GURPS magic system.
The Cabal can be a Patron for monstrous PCs or an antagonist for monster-hunters. This book includes a complete alternate (true!) history of the world, adventure seeds, occult cosmology, an assortment of artifacts and supernatural creatures, and suggestions for bringing horror and conspiracy into a variety of campaigns.
130 black-and-white pages. Softcover.
From the myriad subterranean tunnels to the strange structures from bygone eras dotting the land to the teeming rocky ranges that give the region its name, the Cold Shard Mountains are synonymous with adventure. GURPS Dungeon Fantasy Setting: Cold Shard Mountains presents a complete ready-to-use setting for GURPS Dungeon Fantasy.
This supplement provides everything you need to bring this land to life: a description of its history spanning six distinct eras, each of which contributed to this land's special flavor; settlements and people that define its current state; an assortment of powerful magic items and dangerous foes unique to this region; detailed maps; and campaign advice to bring it all together.
Find intrigue in underground coleopteran cities, discover the secrets of demonic plots and deadly cults, seek Kerenk's legendary hammer, investigate flying stone structures, ally with the aerial Wise Raptors, and beware the walking trees that can encircle a village in the night. Whether you want to add a new area to your existing world, explore in a sandbox "hex-crawl" setting, or become engrossed in an epic campaign, Cold Shard Mountains has all you need for endless adventures!
GURPS Autoduel: Car Warriors provides 36 pre-generated duellists, MONDOs, troopers, bikers, and dregs for your GURPS Autoduel campaign. Its selection of 100-point characters make "instant" player characters, and busy GMs will delight in the variety of non-player characters. It also includes cut-apart counters – vehicles and obstacles – on the back cover.
(This is a digital reprint of a supplement designed for GURPS prior to Third Edition.)