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GURPS Federation

GURPS Federation


The galactic good guys have a book dedicated to them and the United Federation of Planets. With background on the history, politics, and culture, you will have everything you need to play campaigns set during any time period. Want to be part of a budding colony? There is information about the process of colonization. There is a new template for an experienced Federation Marshal so that players have...   [click here for more]
Amarillo Design Bureau  $25.95 $19.95

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Sci-fi Props & Gadgets 2

Sci-fi Props & Gadgets 2


This token package is aimed at expanding our first Science Fiction collection of tokens with more Props and Gadgets. This art pack can be employed as a collection of tokens on the Virtual Tabletop during a game, or as art assets during adventure map creation. This collection of assets gives you the Game Master a collection of Props such as computer units, sci-fi control tables, weapon “treasure”...   [click here for more]
WyldFurr  $6.95

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GURPS Prime Directive 4e Revised, Volume 1 and Volume 2

GURPS Prime Directive 4e Revised, Volume 1 and Volume 2


Long in coming, GURPS Prime Directive 4e has been revised. This massive book (now 365 pages) has everything you need to game in the Star Fleet Universe. Powered by GURPS, this book includes information about the species inhabiting the Alpha Octant of the Milky Way Galaxy, including “normal” height and weight ranges. Information about the species of the Inter-Stellar...   [click here for more]
Amarillo Design Bureau  $49.95 $39.95

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GURPS Classic: Space Atlas 4

GURPS Classic: Space Atlas 4


Chaos at the Galaxy's Edge! This double-sized Space Atlas is your guide to two of the worst neighborhoods in the galaxy – the divided Phoenix Sector and the chaotic Saga Sector. Forty-nine systems are presented with detailed descriptions of planets, a populated asteroid belt, and the mysterious Phoenix Nebula. This is the most flexible Space Atlas so far. You can...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Classic: Time Travel

GURPS Classic: Time Travel


Anything Can Happen! GURPS Time Travel is the complete guide to dimension-hopping adventure. Now GURPS players can tie all their campaigns together . . . adventuring across time, or in parallel universes, to visit every GURPS worldbook ever published. Winner of the 1991 Origins Award...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Classic: Villains

GURPS Classic: Villains


A pirate said to Alexander the Great, "Because I have only one ship, I am called a pirate. Because you have a great navy, you are called an Emperor." Villains. Where would the heroes be without them? Probably unemployed. The hero may be the star of his story, but it takes a prize villain to bring out the best in him! GURPS Villains is a compilation of dastardly foes from...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Disasters: Hurricane

GURPS Disasters: Hurricane


Chaos abounds during the rain of terror. Into every life some rain must fall . . . but when a lot of rain falls all at once, you may find yourself in the eye of the storm. GURPS Disasters: Hurricane is your guide to one of the most devastating forces that nature can unleash. It includes information on the science of hurricanes, a discussion of what makes these phenomena dangerous,...   [click here for more]
Steve Jackson Games  $6.00

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GURPS Space

GURPS Space


The Future Is Yours! It's the ultimate toolkit for building strange new worlds and alien civilizations. GURPS Space puts campaign-planning advice and space science at your fingertips, so you can create a setting that is plausible and fun! Does your game feature gritty asteroid miners, or blaster-waving fighter jocks? Choose the space travel and technology that give the...   [click here for more]
Steve Jackson Games  $24.99

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Transhuman Space Classic

Transhuman Space Classic


It's the year 2100. Humans have colonized the solar system. China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotech has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Pirate spaceships hijacking...   [click here for more]
Steve Jackson Games  $16.99

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War Machines

War Machines


In the not so distant future mankind will create such engines of death and destruction that even the heavens will tremble at their might. Giant walking War Machines such as Battle Mecha, remote controlled combat drones, and cunning robots will take over the battlefield as mankind seeks to wage war at arms length. This package of virtual tabletop tokens brings to the table a range of 3D rendered...   [click here for more]
WyldFurr  $9.95

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GURPS Spaceships

GURPS Spaceships


Three, two, one . . . Blast off! GURPS Spaceships is the long-awaited companion to GURPS Space, presenting rules for TL7-12 spacecraft, from tiny lifeboats to giant dreadnoughts. It covers spaceship design, travel, and operations, along with a (mapless) space combat system. The ship design and operation rules in GURPS Spaceships...   [click here for more]
Steve Jackson Games  $10.99

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GURPS Classic: Cyberpunk

GURPS Classic: Cyberpunk


Welcome to a world on the edge. GURPS Cyberpunk brings the gritty chrome-and-plastic streets of the cyberpunk future to the world of GURPS! Cyberpunk is the genre of man plus machine – a dystopian fusion of the visions of George Orwell and Timothy Leary. It presents challenges far beyond that of the standard "loot the dungeon" themes –...   [click here for more]
Steve Jackson Games  $7.99

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Pyramid #3/042: Noir

Pyramid #3/042: Noir


Make Your Way in a World of Gray The shadows from the streaks of rain form lines like prison bars across the wall of your office. Who can you trust in this questionable world? Only yourself . . . and Pyramid, the PDF magazine for roleplayers. This month we turn our black-and-white gaze on the world of noir: "The Zephyr Club," an adventurous locale for any mostly modern milieu. Written by...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Space Atlas

GURPS Classic: Space Atlas


Strange New Worlds The Space Atlas is your guide to the 28 star systems of the Old Frontiers Sector. On the edge of explored space, you'll find the bazaars of Bollux, the rival religious fanatics of Bannar and Drayhoah, the carnivorous plants of Talismans . . . adventures galore. Each world description includes a complete Planetary Record Sheet, with an overview of the...   [click here for more]
Steve Jackson Games  $2.99

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GURPS Classic: Vehicles Lite

GURPS Classic: Vehicles Lite


Ford, Sikorsky . . . You! Become a modern-day vehicle mogul with GURPS Vehicles Lite, the 64-page stripped-down version of our comprehensive GURPS Vehicles rules system. Vehicles Lite concentrates on modern-day land vehicles (both wheeled and tracked) and helicopters, so the system is more accessible while still letting you...   [click here for more]
Steve Jackson Games  $3.00

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Pyramid #3/120: Alternate GURPS V

Pyramid #3/120: Alternate GURPS V


Push beyond the limits of your imagination. GURPS is a system that's perfect for those who like to tweak and build. This month's Pyramid, the PDF magazine for roleplayers, is devoted to new rules and alternate systems to really shake up your games. Keep the thrills flowing between combat and exciting non-lethal endeavors, with new rules from GURPS Action mastermind...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Classic: Space Atlas 2

GURPS Classic: Space Atlas 2


Space, Incorporated Welcome to the Corporate Worlds, where everything is for sale. If you have enough credit, you can buy a planet. If you're shrewd and efficient, you can make a profit from it. And if you can hire enough mercenaries, you may be able to keep it. This Space Atlas is your guide to the 25 star systems of the Corporate Worlds sector. Each...   [click here for more]
Steve Jackson Games  $2.99

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Pyramid #3/055: Military Sci-Fi

Pyramid #3/055: Military Sci-Fi


Get Ready Today for the Wars of Tomorrow Alert the troops; we're exiting hyperspace! This month's issue of Pyramid – the PDF magazine for roleplayers – looks at the future of face-to-face combat. This issue's intel includes: "Tactical Shooting: Tomorrow," an optional extrapolation of GURPS Tactical Shooting by that volume's specialist, Hans-Christian Vortisch....   [click here for more]
Steve Jackson Games  $7.99

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Making Fire Feel Real

Making Fire Feel Real


Does your game need a little spark to ignite the imagination? How about some kindling to stoke the flames of action? Then you are probably burning for a book like this! Making Fire Feel Real is all about educating you on how fire actually behaves, the consequences of what happens when it is misused, and how to describe a swift burning victory! From high fantasy to modern and even future settings,...   [click here for more]
Third I Games  $2.99

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GURPS Classic: Space Atlas 3

GURPS Classic: Space Atlas 3


Worlds of the Great Spiral This is your guide to the confederate worlds of the Great Spiral Sector. Each world description includes a complete Planetary Record Sheet, with an overview of the whole star system and a detailed description of the planet itself, using the GURPS Space format . . . planetary map, atmosphere and gravity, day and year length. Also covered are population,...   [click here for more]
Steve Jackson Games  $2.99

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Pyramid #3/016: Historical Exploration

Pyramid #3/016: Historical Exploration


For this month's issue of Pyramid – the PDF magazine for roleplayers – we hoist the sails of adventure and assemble a crew ready for "Historical Exploration." This seafaring installment includes: "An Age of Sails," a world where the siren's call of the ocean sets the stage for amazing discoveries. This detailed alternate timeline can be used by cross-time explorers in the GURPS...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Space Bestiary

GURPS Classic: Space Bestiary


The Extraterrestrial Zoo In the outer reaches of the galaxy, life can take weird forms indeed. The GURPS Space Bestiary presents over 300 extraterrestrial creatures for the science fiction roleplaying campaign. In addition to strange and dangerous variations on earthly animals, this book contains examples of silicon life, crystalline creatures, energy and liquid beings,...   [click here for more]
Steve Jackson Games  $4.99

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GURPS Classic: Space

GURPS Classic: Space


The Future is Yours! GURPS Space is the star-spanning sourcebook for GURPS – now revised and expanded for its third edition. In the 160 pages of GURPS Space, you'll find: Scientifically accurate and up-to-date rules for creating star systems and planets . . . either randomly or to fit a specific campaign. Detailed...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Aliens

GURPS Classic: Aliens


We Are Not Alone! In fact, every time we open the airlock, we meet a new race . . . GURPS Aliens presents over two dozen new races for your campaign! Use them in any science fiction adventure . . . or fantasy, or horror. Or, if you're tired of throwing the same old metavillains at your GURPS Supers players, these alien allies, foes, and technology...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Ultra-Tech

GURPS Classic: Ultra-Tech


Welcome to the Future! GURPS Ultra-Tech is a sourcebook for science-fiction technology, from the near future to the farthest reaches of imagination. Ultra-Tech is an invaluable companion for GURPS Space or any GURPS campaign that needs incredible technological equipment. Used with GURPS...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Template Toolkit 2: Races

GURPS Template Toolkit 2: Races


Humans Are Only A Suggestion A big part of what makes a game world interesting is its inhabitants – especially the nonhumans. This doesn't just mean the elves and dragons of fantasy, the aliens and robots of science fiction, the zombies and werewolves of horror, and the "toons" of animated features . . . GURPS lets you define real-world animals, plants, and machines...   [click here for more]
Steve Jackson Games  $10.00

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Pyramid #3/079: Space Atlas

Pyramid #3/079: Space Atlas


Getting Out of Your System! If you've got a spaceship, you likely want to leave our solar system and travel to new worlds. This month's Pyramid – the PDF magazine for roleplayers – can help by providing new planets to explore and ways to get there! This passport to the unknown includes: "Ostara," a colony of outcast Earth troublemakers who have turned into something else,...   [click here for more]
Steve Jackson Games  $7.99

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Pyramid #3/088: The End Is Nigh

Pyramid #3/088: The End Is Nigh


Get Ready for the End Times! All it'll take is a computer glitch in a lead-lined silo, and the apocalypse could be upon us! This month's Pyramid – the PDF magazine for roleplayers – looks at what comes next, with post-apocalyptic goodies that will be invaluable to gamers using GURPS Action, GURPS Zombies, or the forthcoming GURPS After the End....   [click here for more]
Steve Jackson Games  $7.99

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Pyramid #3/090: After the End

Pyramid #3/090: After the End


Yesterday's Gone; Tomorrow Begins Now! The world may have ended, but the fun is just beginning! The latest installment of Pyramid – the PDF magazine for roleplayers – unleashes the potential of GURPS After the End, with loads of new material to enhance your post-apocalyptic possibilities. This issue's radioactively radiant features include: "Are We Not Men?," an...   [click here for more]
Steve Jackson Games  $7.99

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Pyramid #3/094: Spaceships III

Pyramid #3/094: Spaceships III


Space is a pretty big place. Learn your way around it well enough to create five-star campaigns in this month's issue of Pyramid, the PDF magazine for roleplayers. In “So You Want To Build a Spaceship” by Roger Burton West and Timothy Ponce, you'll find out how to build spaceships to fit the feel of your campaign – whether your story is one of slick intergalactic exploration...   [click here for more]
Steve Jackson Games  $7.99

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Pyramid #3/110: Deep Space

Pyramid #3/110: Deep Space


The siren song of distant stars beckons you. If you can survive the danger and excitement, the cosmos is yours for the taking in this issue of Pyramid, the PDF magazine for roleplayers. Discover a complete space-opera setting where magic and technology collide, from the minds of Christopher R. Rice and J. Edward Tremlett. Learn that one traveler's trash is another's treasure with spacefaring...   [click here for more]
Steve Jackson Games  $8.00

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Pyramid #3/117: Hot Spots

Pyramid #3/117: Hot Spots


The world awaits! With the GURPS Hot Spots series, gamers have traveled the globe across the eras. Now the spirit of Hot Spots infuses this month's Pyramid, the PDF magazine for roleplayers. Discover Paris at the turn of the 20th century to dabble in art, crime, or resistance. Visit Victoria in the world of Transhuman Space. Relax at a Renaissance noble's villa with...   [click here for more]
Steve Jackson Games  $8.00

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Transhuman Space Classic: Deep Beyond

Transhuman Space Classic: Deep Beyond


The Edge of Nowhere The Deep Beyond is the solar system's final frontier. A vast zone stretching from the asteroid belt to the edge of interstellar space, its siren call has drawn researchers, pioneers, visionaries -- and outlaws. Deep Beyond includes: Expanded descriptions of the asteroids, gas giants, moons, and comets of the outer system. Visit the gas mines of Saturn...   [click here for more]
Steve Jackson Games  $11.99

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GURPS Classic: Best of Pyramid 1

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...   [click here for more]
Steve Jackson Games  $8.00

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Pyramid #3/059: Conspiracies

Pyramid #3/059: Conspiracies


Uncover the Truth . . . or Work to Conceal It! The shadows are known for their secrets. Will the heroes shed their light on the darkness, or be swallowed by the gloom? This month's Pyramid – the PDF magazine for roleplayers – looks at conspiracies big and small. This issue we offer a doozy of a dossier: "Conspiracy in Action!" – Sean Punch's look at how to add conspiracies...   [click here for more]
Steve Jackson Games  $7.99

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Pyramid #3/069: Psionics II

Pyramid #3/069: Psionics II


Over-Mind Matter! You can move mountains if you put your mind to it . . . sometimes literally! This month's Pyramid – the PDF magazine for roleplayers – looks at the power of the mind. This consciousness-expanding installment includes: "A Little Bit Psychic," a meaty mini-supplement from GURPS mastermind Sean Punch. Add dozens of new perks and minor abilities to...   [click here for more]
Steve Jackson Games  $7.99

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Pyramid Classic #01

Pyramid Classic #01


The issue that started it all! Pyramid 1 is 72 pages of gaming goodness, including Designer's Notes for GURPS Atomic Horror and GURPS Supporting Cast, rules for giant monsters in Ogre, and The Hole – a multi-genre campaign background for any game system that is still a reader favorite 10 years later. NOTE:...   [click here for more]
Steve Jackson Games  $4.99

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Pyramid Classic #03

Pyramid Classic #03


Published in the Fall of 1993, Pyramid Issue 3 features Designer's Notes for GURPS War Against The Chtorr and the first edition of GURPS Vehicles, an article on Tech Magic in GURPS, and a Toon take on the World of Darkness called "Hampire: The Masked Ace Raid." Plus the latest Industry...   [click here for more]
Steve Jackson Games  $4.99

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Pyramid Classic #30

Pyramid Classic #30


Pyramid Issue 30 was the final paper issue, bringing the five-year run to a close in March 1998. It wasn't the end of Pyramid, of course, as the publication continued -- first as a weekly online gaming magazine, and then as a monthly PDF that is rocking readers to this day! Issue 30 featured "Survival of the Fittest," a complete adventure for Shadowrun, the...   [click here for more]
Steve Jackson Games  $4.99

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Pyramid #3/037: Tech and Toys II

Pyramid #3/037: Tech and Toys II


From Gear to Eternity! Tomorrow is sooner than you think; it's time to augment your reality! This month's Pyramid – the PDF magazine for roleplayers – turns its laser-like focus on futuristic technology and gear. The packing list for this issue includes: "Starmaker, Starbreaker," a planet-molding marvel that's perfectly helpful and benign, with just a teensy chance that it might...   [click here for more]
Steve Jackson Games  $7.99

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Pyramid #3/006: Space Colony Alpha

Pyramid #3/006: Space Colony Alpha


In this issue of Pyramid, the PDF magazine for roleplayers, our theme is "Space Colony Alpha." In these 44 pages are tools, tips, and inspiration for any group of determined futurists looking to stake a claim on a distant world. Contents include: "Surprises from Mother Nature" – four life forms that can present unique challenges for colonists. Each has GURPS stats, but...   [click here for more]
Steve Jackson Games  $7.99

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Pyramid #3/021: Cyberpunk

Pyramid #3/021: Cyberpunk


Where the glow of neon and chrome meet the cacophony of corporate corruption, a near-future of adventure awaits. This month, Pyramid – the PDF magazine for roleplayers – sends its information insurgents to scope out cyberpunk. This issue includes: "Console Cowboys and Cyberspace Kung Fu," new rules for cinematic hacking that build on the foundation of GURPS Action...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Autoduel

GURPS Classic: Autoduel


GURPS Autoduel was one of the first worldbooks ever published for the GURPS system - over ten years ago! Its post-apocalyptic world, based on the classic Car Wars boardgame, was a fan favorite as players faced a world devastated by war, famine and despair . . . on lawless highways where the right of way went to the biggest...   [click here for more]
Steve Jackson Games  $7.99

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Transhuman Space Classic: High Frontier

Transhuman Space Classic: High Frontier


"One giant leap for mankind . . ." In the year 2100, Earth-Lunar space is the most densely populated area of the solar system outside Earth itself. Come visit: Earth orbit, buzzing with busy space factories, bustling spaceports, under the watchful eye of rival orbital weapons platforms. But the biggest danger is not the threat of war but the ravages of 150 years of space junk, moving at 25,000...   [click here for more]
Steve Jackson Games  $9.99

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GURPS Infinite Worlds

GURPS Infinite Worlds


Infinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and...   [click here for more]
Steve Jackson Games  $24.99

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GURPS Classic: Atomic Horror

GURPS Classic: Atomic Horror


Watch the Skies! Alien invaders! Giant lizards from another age! Flesh-eating zombies! Colossal insects! Mad scientists! Blobs! Only you can defend humanity, civilization, and the American Way from these terrible horrors. GURPS Atomic Horror contains everything you need to roleplay the science-fiction and horror movies of the 1950s. The campaign can be as scary as The...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Robots

GURPS Classic: Robots


GURPS Robots contains detailed rules for designing, building, and playing robots – from the tiniest nanobots to the mightiest megabots. You can create cyborgs, androids, and even biomorphs – deadly fluid-metal machines that can take any shape. The advanced design rules are compatible with GURPS Vehicles, 2nd Edition....   [click here for more]
Steve Jackson Games  $7.99

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Transhuman Space Classic: Orbital Decay

Transhuman Space Classic: Orbital Decay


Vandegrift Station, a top-secret orbital research lab, has suddenly stopped all transmissions. Why has the station gone silent? Where did all the bio-tech researchers go? What's that clawing at the airlock? Transhuman Space: Orbital Decay includes maps and stats of a typical orbital facility, character descriptions, and an adventure for up to six 200-point Transhuman...   [click here for more]
Steve Jackson Games  $2.99

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GURPS Classic: Cyberworld

GURPS Classic: Cyberworld


Life is Cheap on the Edge So, paryeni, you think you got what it takes to live on the Edge. Lots of livewires think so. Most of them wind up rotting in the body banks. We'll see . . . we'll see. GURPS Cyberworld is your guide to the world of the One-and-Twenty, where the United States is under the totalitarian hold of the Provisional Government, the cities are...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Wizards

GURPS Classic: Wizards


Ever wanted to design a wizard but been boggled by the rules or stumped by creative block? GURPS Wizards is the solution: a complete guide to wizard design. Inside you'll find essays on 28 wizard archetypes, accompanied by templates that let you quickly design complete and efficient characters. The role of each wizard is discussed, along with suggestions for integrating it...   [click here for more]
Steve Jackson Games  $7.99

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