Poly bag of 10 sets of Munchkin cards. Five new cards and one card explaining how these cards pertain to Black Friday!
Stock #5542,
ISBN 080742098046.
$5.95.
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GURPS Shapeshifters (Reprint)
Moon-linked curses. Shape-stealing aliens. Strange gifts and genetic quirks passed down through your bloodline. Ancestral curses. Cute little critters that gladly turn into the latest technotoy and back again. Chameleonic spies. Body-morphing symbionts. Doppelgängers.
They're all shapeshifters . . .
In GURPS Shapeshifters, GMs and players will find all they need to build creatures that change their bodies as easily as most people change their clothes. Character-creation rules, campaign guidelines, and sample shifters of every shape and size – they're all here. Drop a Cinematic Werewolf into your game, or craft a mysterious alien species that is far more than it seems.
Also included are suggestions on incorporating shapeshifting creatures into a new or existing campaign and examples of fully fleshed-out shifters – races and individuals, cursed and gifted.
Your campaign will never look the same again!
130 black-and-white pages. Softcover.
Stock #01-6073,
ISBN 978-1-55634-913-3.
$22.95.
GURPS Spirits (Reprint)
The creatures of the Other World are all around us. Some were once alive. Some were created by human imagination. And some are completely inhuman but thirst for our souls.
GURPS Spirits is a complete guide to the spirit realm and its inhabitants. It includes a catalog of spirits from around the world: angels, demons, djinn, dryads, ghosts, loas, manitou, raksasha, and many, many more. It is also a campaign guide for those who see spirits, serve them, use them . . . or fight them!
Also included: an expanded version of the ritual magic rules first seen in GURPS Voodoo, as a system for spirit-mediated magic.
No horror roleplaying campaign is complete without a ghostly apparition, the rattle of chains in the dead of night, or a malevolent spirit wreaking havoc. And the creatures of GURPS Spirits can be used in many other types of campaigns -- from the questing knights of old to the paranormal investigators of today to the galactic explorers of tomorrow!
130 black-and-white pages. Softcover.
Stock #01-6074,
ISBN 978-1-55634-914-0.
$22.95.
Munchkin 2 – Unnatural Axe (Reprint)
112 more cards for the game of killing monsters and taking their stuff. Play a new race: Orcs! Face foes like the Hydrant and the Tentacle Demon. Equip yourself with dread armor like the Spiked Codpiece. Recruit allies like the Shoulder Dragon. Wield mighty weapons like Druid Fluid, the Slug Thrower and, of course, the terrifying Unnatural Axe . . . and show them who's the greatest munchkin of all.
Munchkin 2 -- Unnatural Axe is a supplement to Munchkin; you will need the original game to play. Or you could add it to any of the other Munchkin game sets instead. It'll work, and it'll be silly, and that's what we all want here.
112 cards in a tuckbox.
Stock #1410,
UPC 837654320457.
$19.95.
GURPS Psionics (Reprint)
Spies and police who can read your thoughts. New Age mysticism merged with ultra-technology. Psychic vampires. Mass minds of terrible power. Telepathic computers. Gifted children killed or kidnapped by a power-mad government. This is the world of GURPS Psionics.
Psionics is the ultimate sourcebook for psi powers. It includes a complete world background – and the GM can use it as a resource for campaigns in any background.
In Psionics you'll find:
130 black-and-white pages. Softcover.
Stock #01-6080,
ISBN 978-1-55634-923-2.
$22.95.
GURPS Monsters (Reprint)
They chase you, baying, through woods far from home. They lurk in the shadows to grab the unwary. They possess your friends and change them subtly. They smash through your bedroom wall and are on you before you can even scream. But you scream anyway.
Some creatures are tragically misunderstood – fearsome in appearance, but basically harmless, or even good.
But the ones in this book are just . . . monsters.
GURPS Monsters contains 48 of the meanest, vilest people, animals, and things to infest this (or any other) universe. With detailed biographies, motivations, and suggestions for encounters, each creature will make an impressive character or adversary. Meet:
Plus an entire chapter on playing monsters . . . and the people who hunt them!
Some threats you can fight; others you may flee. With the rest, all you can do is scream, and scream, and scream.
130 black-and-white pages. Softcover.
Stock #01-6067,
ISBN 978-1-55634-902-7.
$22.95.
Mages struggle to probe the mysteries of life, death, time and space. At last, we gather their magical knowledge together – GURPS Grimoire, the ultimate resource for would-be sorcerers and established mages. This indispensable rulebook gives new, powerful spells for all campaigns, from Ice-Age epics to gritty cyberpunk slumcrawls.
GURPS Grimoire has over 400 new spells, as well as two new colleges. The adventurous – or the desperate – can now manipulate time and space using Gate Magic. Savvy wizards stay current with Technology Magic, and give "machine power" and "rad" entirely new meaning!
Several new sub-colleges also add flexibility in dealing with weather, electricity, ice, and acid.
An expanded chart of spell prerequisites, and a handy table for quick reference, are included. And Scott Paul Maykrantz, author of GURPS Creatures of the Night, expands the GURPS Magic tables for generating Demons.
This book is completely compatible with the rules in GURPS Magic, Second Edition.
Open, then, and learn strange new wonders . . .
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6514,
$9.00.