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Carry your dice in style using this large, satin-lined dice bag with room for over 100 dice of all different shapes and sizes! Featuring custom art that perfectly accents any tabletop game, this cybernetic dice bag will power you through your next game night.
One 7" x 7" satin-lined dice bag.
Stock #5213,
ISBN 080742096646.
$11.95.
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Raising a horde of skeletons is harder than it sounds. Scouring ancient crypts for forbidden tomes . . . hours of endless chanting . . . so many candles!
The
Eight 6-sided dice in four colors.
Stock #5958,
ISBN 080742096608.
$8.95.
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Deluxe Dice Bag: Happy Faeries
One 7" x 7" satin-lined dice bag.
Stock #5215,
ISBN 080742096622.
$11.95.
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Eight 6-sided dice in four colors.
Stock #5957,
ISBN 080742096615.
$8.95.
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GURPS Who's Who 2
(Reprint)
The second volume of 52 real-life characters for historical and time-travel games introduces an even more varied collection of personalities.
Through brilliance or luck, charisma or courage or sheer lunacy, these are the people who stamped their very different images on history. When your players face them, in battlefield, court, or laboratory, they can change the world – or at least, come away with quite a story.
Each character is represented by a full GURPS character sheet, biographical notes, and scenario ideas from the subtle to the bizarre – ready to use in games, or adapt as NPCs or role-models.
130 black-and-white pages. Softcover.
Stock #01-6084,
ISBN 978-1-55634-928-7.
$22.95.
GURPS Who's Who 1
(Reprint)
History is full of people who were stranger than fiction. People you'd want to meet. People you'd pray to avoid. People who changed the world.
This book gives complete descriptions and character stats for 52 of the most interesting people in history, ready to serve as patrons, allies, enemies, or role-models. From the man who united China to the REAL Dread Pirate Roberts; from the voice of an empire to a roistering aristocratic astronomer with a silver nose; from a doctor so brilliant that his foes ran him out of town, to a king with 1,200 wives but not a single heir!
It's written for GURPS, but it's easy to translate into any system.
130 black-and-white pages. Softcover.
Stock #01-6083,
ISBN 978-1-55634-927-0.
$22.95.
GURPS Y2K
(Reprint)
The world DIDN'T end on January 1, 2000. Therefore, this book is good for gaming, rather than just for starting fires. And you know what? We're GLAD.
Now that it's just fantasy, visit the world that might have been . . . the world where everything went wrong.
The Big Crash. The Bug. The end of technology – the end of humanity. In GURPS Y2K, ten of your favorite GURPS authors take a long look at these millennial fears, from computer crashes to global warming, from a nuclear apocalypse to the Biblical Apocalypse.
Are you Y2K compliant?
130 black-and-white pages. Softcover.
Stock #01-6085,
ISBN 978-1-55634-929-4.
$22.95.
Two seconds after the first humans met the first animals, people started to blur the lines. They imagined animal-headed gods, talking beasts, totem animals, and human-animal hybrids, and also used beasts as symbols for human traits . . . all of which eventually gave rise to "funny animal" cartoons and finally the full-fledged anthropomorphic animals found in modern-day animation, comics, games, and novels. These beings and others like them are commonly labeled furries.
GURPS Furries brings this wonderful world to your game. It provides game-mechanical guidance on creating suitable templates for "furry" characters – from the biologically plausible, through the fanciful, to the cartoonish – and backs that up with a long catalog of examples suited to a wide variety of genres. Beyond the stats, it gives advice on integrating these beings into your campaign in background roles, as a major presence, or as the primary focus.
Because humans could stand to learn a thing or two about being civilized.
39-page PDF.
Stock #37-0365,
$8.00.
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For over 10 years – from 2008 through 2018 – the third volume of Pyramid magazine delivered new content for GURPS gamers. Now, you can get the entire collection all at once! Behold, all 122 issues of the third volume of Pyramid, at a dynamite savings – nearly 50% off the cover price of $975!
Each issue is devoted to a theme: monsters, psionics, martial arts, spaceships . . . and many more. Spice up your campaigns for GURPS Dungeon Fantasy, GURPS Action, GURPS Monster Hunters, and just about any other genre you could imagine. Over 500 articles from beloved GURPS authors and talented newcomers.
It's a bundle of joy bigger than your imagination. Get your gear together; the Pyramids await!
122 PDFs (totaling 4,737 pages) plus other support files in a single Zip file.
Stock #37-2599,
$500.00.
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Set of twelve 16mm six-sided dice.
Stock #5910,
ISBN 080742096462.
$13.95.
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Don't fail!
Contains 21 Quest cards, one First Player card, 50 meeples, and three six-sided dice.
Stock #5965,
ISBN 080742096271.
$19.95.
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Munchkin Cthulhu
(Reprint)
Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge -- Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?
Munchkin Cthulhu is a stand-alone game that lampoons Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.
You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.
168 cards, a unique six-sided die, and a rulesheet.
Stock #1447,
UPC 837654320495.
$24.95.
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At last . . . the star-spanning sourcebook for the Generic Universal RolePlaying System. In the 128 pages of GURPS Space, you'll find:
GURPS Space does not tie your game to a single background. Rather, it is designed for the creative GM who wants to develop their own universe! This book presents a wide variety of choices and background information, to let you recreate your favorite science fiction background – or build your own, from the homeworld out.
Years in the making, GURPS Space is essentially a survey of the whole space-adventure genre as it relates to roleplaying. If you're ready to create your own future . . . it's yours.
This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying campaign in outer space.
(This is a digital reprint of a supplement designed for GURPS prior to Third Edition.)
131-page PDF.
Stock #30-6005-1,
$8.00.
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GURPS Magical Styles: Horror Magic
Despite its "set piece" sorcery and limited flexibility, the main magic system in the GURPS Basic Set and GURPS Magic offers a major advantage: Effects are spelled out clearly ahead of time, meaning no spell-creation mini-game and relatively few arguments at the gaming table. This degree of predictability is great for games with fireballs and dragons, like hack 'n' slash fantasy, but not suited to every genre that features the supernatural.
GURPS Magical Styles: Horror Magic uses the tools of GURPS Thaumatology: Magical Styles to adapt this system to genres where magic is supposed to be a secret – likely a creepy one, if not evil. Cult Secrets is a style for secretive wizards who don robes to carry out ceremonies under cover of darkness, usually in the name of a demon or dark god. The Dark Path, on the other hand, is followed by loners who delve into forbidden books to show their detractors the price of laughing at their ambitions. And Forgotten Wisdom suits traditionalists whose problem is largely one of image . . . but who aren't above cursing enemies.
Ultimately, it isn't about the spells you cast but who you damn to Hell when you cast them – which could be you, if you aren't very, very careful!
14-page PDF.
Stock #37-1659,
$5.00.
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