Title |
Publisher |
Price |
Game Aids (maps and tokens) for the Steve Jackson's Death Test 1 & 2. Possession of the Death Test 1 & 2 are necessary for full play. ... [click here for more] |
Dario Corallo |
$2.13
|
Tournament of Treachery
Welcome to Harkwood! Fame and fortune await you in Baron Fenmarc's Prize Tourney, the largest tournament in southern Caithness! But it won't be easy - there are over a hundred knights and adventurers, ready to compete with sword and lance, bow and crossbow.
The bazaar at the Tournament carries its own enticements and opportunities. Merchants have journeyed to Harkwood as well,... [click here for more] |
Steve Jackson Games |
$4.00
|
In the beginning, an adventure consisted of meeting an old wizard in a tavern, and following the dusty map he gave you and your friends. Inevitably, you were led to a complex series of rooms, usually underground, filled with monsters and their treasure. You slew the monsters, took the treasure, and returned to the tavern to celebrate (or heal your wounds).
Now Dungeon Fantasy 1: Adventurers... [click here for more] |
Steve Jackson Games |
$9.00
|
A Reflection of Adversity
An eldritch mirror holds the key to demonic power. Courageous and mighty adventurers must face impossible odds to track it down.
You have to stop those guys from taking the treasure you plan to steal!
GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon presents an adventure for four or more GURPS Dungeon Fantasy... [click here for more] |
Steve Jackson Games |
$11.00
|
Ether and Magic and Psi . . . Oh My!
GURPS Spaceships 7: Divergent and Paranormal Tech introduces dozens of new options for spacefaring vessels, allowing them to go where no traditional technology has gone before! Now shipwrights can add tachyon sails, digestive systems, magical power plants, armor made of wood or orichalcum, plus other strange and wonderful innovations. This... [click here for more] |
Steve Jackson Games |
$9.00
|
From Fear to Eternity
It has been said that an optimist believes we live in the best of all worlds, while a pessimist fears we do. Yet if we fear that ours is the best world, how fearsome must all those other worlds be?
Some of the answers can be found within the pages of GURPS Infinite Worlds: Worlds of Horror. Written by Kenneth Hite -- eldritch architect... [click here for more] |
Steve Jackson Games |
$7.00
|
The creative spark finds life in wires and silicon!
Behold, the power of invention, made possible by power itself! Amp up your modern and recent-history campaigns with two centuries of electrical innovations, courtesy of GURPS High-Tech: Electricity and Electronics. Expanding on the information found in GURPS High-Tech, this supplement includes an unparalleled assortment... [click here for more] |
Steve Jackson Games |
$11.00
|
For more than 25 years, the mighty Ogre cybertanks have terrorized boardgamers and miniature players around the world. Now the Ogres are coming to roleplaying.
Take the part of a GEV pilot, driving his craft at fighter-plane speeds a foot off the ground . . . a ragged partisan, armed only with determination and a nuclear bazooka . . . or a brand-new artificial intelligence, awakening to a world in... [click here for more] |
Steve Jackson Games |
$9.00
|
At Your Fingertips (And Away From Prying Eyes!)
The Dungeon Fantasy Roleplaying Game is designed to run quickly, but why not step up your game? The Dungeon Fantasy GM Screen pulls together key information for the GM who likes to keep the action moving. Say goodbye to page-flipping for important tables and modifiers!
This sturdy... [click here for more] |
Steve Jackson Games |
$11.00
|
Know Your Place
GURPS Dungeon Fantasy 1: Adventurers simplified GURPS character creation for hack 'n' slash gaming. Then 35 supplements came along – plus dozens of issues of Pyramid – and vastly expanded heroic career options. "More is better" is the delver's motto, but deciding what role to play shouldn't feel like a puzzle for the players to solve before... [click here for more] |
Steve Jackson Games |
$6.00
|
It's all about who you know.
The Contact advantage is a vital way to represent background helpers in the lives of GURPS characters, but players have found it challenging to harness their full potential . . . until now. GURPS Social Engineering: Keeping in Contact is your guide to all things Contact-related. Coloring in the friendship-forging aspects... [click here for more] |
Steve Jackson Games |
$9.00
|
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 |
$9.00
|
When it comes to steampunk, it's important to be of good character. Fortunately, that's easier than ever, thanks to GURPS Steampunk 3: Soldiers and Scientists. This supplement builds off of the campaign-world information of GURPS Steampunk 1: Settings and Style to present the information you need to make amazing Victorian-era adventurers for GURPS... [click here for more] |
Steve Jackson Games |
$12.00
|
Rocky Mountain Highways
The Mountain West is the seventh volume of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about each region, including the roads, politics, police, tourist attractions, and even the best restaurants and truck stops.
Find out the real... [click here for more] |
Steve Jackson Games |
$4.00
|
Bayous, Beef, and Black Gold
The Free Oil States is the sixth volume of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about each republic, including the roads, politics, police, duelling arenas, tourist attractions, and truck stops.
Find out the real story... [click here for more] |
Steve Jackson Games |
$4.00
|
Back To Basics
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,... [click here for more] |
Steve Jackson Games |
$11.00
|
Dungeons just got more dangerous.
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... [click here for more] |
Steve Jackson Games |
$16.00
|
Believe It Or Not . . .
Although you might not have a choice. In 2100, memetics rules – the science of analyzing, engineering, and manipulating ideas. Memeticists know how to get into your head, and will do so for power, money, and religion.
Sometimes they'll do it just for the fun of it.
Transhuman Space: Toxic Memes explores cults, conspiracies, urban legends, fads,... [click here for more] |
Steve Jackson Games |
$11.00
|
The Dangers That Dwell in a Thousand Shadows
The dead arise. Impossible animals lurk in the sewers. Inhuman forms howl at the moon while cultists chant nonstop in a filthy basement. For those champions who face the darkness, the job just got more interesting.
GURPS Monster Hunters 3: The Enemy provides a horde of high-powered horrors. Although designed for GURPS... [click here for more] |
Steve Jackson Games |
$9.00
|
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 |
$9.00
|
Life in London is nasty, brutish, and short. So are you.
This game more or less relates to the sad lives and hard times of persons living in late Georgian London – that is, the city is more or less London, the individuals concerned are more or less persons, and King George is more or less late. The year is 1830.
A roleplaying game usually sends characters on an exploration in which they seek elusive... [click here for more] |
Steve Jackson Games |
$11.00
|
Black Lake, California, the idyllic small town you've always dreamed of . . . clean air, sparkling water and a scenic countryside . . . friendly townfolk and an easy life style . . . a perfect haven where everything is beautiful and peaceful!
Almost.
There's the mayor who doesn't remember hiring the investigators, the phones that give a constant busy signal, the sudden storm that drowns three brothers,... [click here for more] |
Steve Jackson Games |
$4.00
|
The South Will Rise Again
History has not been kind to the southern United States, but through it all, the South has fought back with fierce pride and determination. Visitors will find much to admire in the South, but there is much to fear as well. How does the traveler know which way to turn? Consult . . . The AADA Road Atlas and Survival Guide, Volume Three: The South.
The... [click here for more] |
Steve Jackson Games |
$4.00
|
Where GURPS Psionic Powers brought you powers of the mind, GURPS Psis presented the people who wield them, and GURPS Psionic Campaigns showed how to build settings around those elements, GURPS Psi-Tech is your gateway to the realm of psionic technology. It explores the paranormal interface... [click here for more] |
Steve Jackson Games |
$11.00
|
Watch Your Step!
In the Dungeon Fantasy Roleplaying Game, not all threats can be overcome with swords or spells. Catch heroes unaware with ready-made traps for home-made adventures: nasty gadgets, complicated architecture, hidden poison, malicious magic, and devious tricks. Endure the rain of liquid ice, disarm the dragon's maw hallway, untangle the riddle of stone . . . or... [click here for more] |
Steve Jackson Games |
$7.00
|
It's said that psychic powers are as intuitive as walking and talking. GURPS Psionic Powers went a long way toward making this true for gaming, speeding up the process of creating a psionic hero by doing all the math for you and explaining how the game mechanics work. GURPS Psis takes the next step, offering:
A dozen templates for important psionic... [click here for more] |
Steve Jackson Games |
$9.00
|
Back to the garage! This second supplement for GURPS Vehicles includes a truckload of new components and design options. Want to go faster? Add smart tracks to your tanks, X-wing rotors to your helicopters, or grav drives and tachyon sails to your starships. Under attack? Protect your vehicle with collapsed-matter armor or a custom-designed force field. If high-tech isn't... [click here for more] |
Steve Jackson Games |
$4.00
|
In fantasy tales, cities can be safe havens, goals of quests, or places to visit along the way. Indeed, magical metropolises have served as settings for entire fantasy campaigns, where the heroes can find arcane adventure by going out their own front doors. When it comes to creating fantastic cities, you don't need an eldritch tome crackling with power; you only need GURPS Thaumatology:... [click here for more] |
Steve Jackson Games |
$11.00
|
Weird And Wonderful
Fiction and folklore are full of strange powers. Most of these are so familiar to us from comics, movies, games, and novels that they're "strange" only in the sense that we don't deal with them in our daily lives. Although this lack of evidence leads to disagreements over the details, every gamer has a clear personal picture of magic, psionics, super-powers, and similar phenomena.... [click here for more] |
Steve Jackson Games |
$11.00
|
Go to Town!
The future has an old joke: "No one lives in the cities anymore; they're too crowded!"
Tomorrow's towns in Transhuman Space have certainly evolved from eras past, and there's no doubt that they're still vibrant, exciting places. Cities on the Edge is your guide to the dangers and delights to be discovered downtown.
Written by noted transhumanist... [click here for more] |
Steve Jackson Games |
$14.00
|
2100 A.D.: Heroes Wanted?
The universe of Transhuman Space is vast, and cool, and challenging. Complete your party with these ready-to-go characters fit to adventure there.
There's a detective agency with an unusual boss and even stranger legmen; a pack of high-tech newshounds for whom no story is too dangerous; a crew of orbital debris-recovery specialists; and a security... [click here for more] |
Steve Jackson Games |
$4.00
|
Look out, pardner! Varmints has dozens of new monsters ready to make your trail ride a trip through Hell! Featuring conversions of all the nastiest fiends and beasties from the original Deadlands game, as well as all-new critters with both GURPS and Deadlands stats, Varmints will give your posse nightmares for a long, long time .... [click here for more] |
Steve Jackson Games |
$13.00
|
Show Them Who's Boss
While the Rank advantage looks wonderful on paper, it doesn't do much as written. To make an organization work for you, you need to buy it as a Patron. Even then, the benefits of a Patron are only slightly better defined than those of Rank – and unlike Rank, Patrons come in just four levels (6 or less through 15 or less), making it hard to represent fine-grained hierarchies... [click here for more] |
Steve Jackson Games |
$7.00
|
Journey now to the thrilling days of . . . tomorrow!
After the terrifying war with the Overlord of Jupiter, the Solar Patrol was commissioned to police the interplanetary space lanes, protecting traffic from pirates and the insidious Red Hive! Drawing inspiration from the films, novels, comic books, and radio shows of the '30s, '40s, and '50s, GURPS Tales of the Solar Patrol... [click here for more] |
Steve Jackson Games |
$11.00
|
Peace on Earth . . . ?
Welcome to the super-powered world of the U.N. International Super Teams! Charged with enforcing the 1982 edicts banning strategic nuclear weapons and military super-squads, the ISTs are the U.N.'s premier peace-keeping forces – well-funded and well-equipped elite troops composed of the best and brightest metahumans. GURPS International Super Teams... [click here for more] |
Steve Jackson Games |
$9.00
|
In Depression-era Germany, civilization went wrong. Explore the inner workings of the Third Reich in GURPS WWII: Iron Cross, a full-sized supplement for GURPS World War II.
From the Berlin councils that launched Germany's armies, to the snow-swept Russian plains where they bled dry . . . with details on weaponry, organization, tactics, and training... [click here for more] |
Steve Jackson Games |
$9.00
|
When All Else Fails . . . Pray!
In times of trouble, believers in many settings may call on a higher power for help. Some of the time, that higher power answers the call . . .
GURPS Powers: Divine Favor presents a complete system for miraculous intervention. Subtle or stupendous, quiet or cacophonous, the powers herein are perfect for any holy-minded hero hoping to save his... [click here for more] |
Steve Jackson Games |
$6.00
|
You're Hardware!
Cybershells are everywhere in the world of Transhuman Space. Some of them are player characters, while others are faithful allies or dangerous opponents. Shell-Tech lets you fill your games with these robotic marvels and monstrosities.
GURPS Third Edition supplements for Transhuman Space... [click here for more] |
Steve Jackson Games |
$9.00
|
"You open the door, and discover a 10 by 10 room. You see a large orc, and a chest."
When adventures were just hack-n-slash, running the game was easy. Roll for the monster. Randomly determine the treasure. Move on to the next room. But how do you recreate the fun and simplicity of the dungeon crawl using the GURPS system?
Dungeon Fantasy: Dungeons... [click here for more] |
Steve Jackson Games |
$9.00
|
Feel the Power!
Cunning bards, holy paragons, tree-friends, and subtle wizards, quick to anger. All of them break the natural order of the mundane, even while protecting it. Find within these pages examples of each type, with advice to match.
Built with and expanding on the material presented in the Delvers to Grow core book, Smart Delvers provides... [click here for more] |
Gaming Ballistic, LLC |
$9.99
|
Through The Doorway To Adventure
Not all fantasy starts and ends in a world of wonder. Many a classic has natives of our world traveling into dreams, under the hill, through the looking glass . . . to a "portal realm." Gaming out such adventures poses many challenges – ask any GM who's had to deal with rifle-toting dragon-slayers!
GURPS Fantasy: Portal Realms is... [click here for more] |
Steve Jackson Games |
$9.00
|
In GURPS Discworld, gamers visited the strange and wonderful setting of Terry Pratchett's best-selling novels. Everyone had such a good time that we booked a second trip! Our guide for GURPS Discworld Also is again Phil Masters; he promises that the Dungeon Dimensions are not on the itinerary, and Mr Dibbler's meat pies are not on the menu.
You will, however, visit the... [click here for more] |
Steve Jackson Games |
$13.00
|
The Best Defense
Every low-tech fighter (and every gamer!) knows that the secret to surviving slings and arrows -- not to mention swords, musket balls, and dragon bites -- is a good suit of armor. GURPS Low-Tech and GURPS Low-Tech Companion 2: Weapons and Warriors deliver handsomely in that department . . . but it can take a lot of number-juggling... [click here for more] |
Steve Jackson Games |
$7.00
|
Get Lost in the Heart of the Byzantine Empire!
Constantinople . . . one of the greatest cities of all time. GURPS Hot Spots: Constantinople, 527-1204 A.D. presents the jewel of the eastern Roman empire, detailed through more than 600 years of history. This gamer-geared guidebook brings the city to life in a hundred ways:
Discover the breathtaking sights as you approach the... [click here for more] |
Steve Jackson Games |
$11.00
|
The Best of the Best!
Join the elite . . . the highly trained and battle-hardened special forces of World War II. From the first daring assaults by parachute and glider to the top-secret gadgetry of the war's end, Hand of Steel gives you:
The different types of special-forces mission, with historical examples.
Details on commando training and skill sets.
The weapons and exotic... [click here for more] |
Steve Jackson Games |
$4.00
|
Wield the Might of the Five Elements!
The Chinese view of the elements (xing) is rich and nuanced, with cycles of creation and destruction: earth refines into metal, smothers fire, is covered by wood, and absorbs water. These interactions are as flavorful as they are balanced – perfect for a magic system! GURPS Thaumatology: Chinese Elemental Powers blends... [click here for more] |
Steve Jackson Games |
$9.00
|
Flashing Blades, Lethal Arrows
Deadly archers, subtle thieves, flamboyant swashbucklers, and dedicated unarmed martial artists deliver death from the flanks. And they’ll never see it coming.
Built with and expanding on the material presented in the Delvers to Grow core book, Fast Delvers provides examples of the four key professions as they... [click here for more] |
Gaming Ballistic, LLC |
$9.99
|
By Land, Sea, or Air . . .
World War II raged from the deserts of North Africa to the jungles of the South Pacific, the mountaintops of the Alps to the beaches of Normandy, to the high seas, the undersea depths, and the skies above it all. And everywhere were the machines of war -- the bombers, fighters, tanks, jeeps, ships, submarines, landing craft, and more, thousands of designs built by dozens... [click here for more] |
Steve Jackson Games |
$9.00
|
The Crusades lasted nearly two centuries, and their effects are felt to this day. These wars were a time of conflict, an era of secular and religious crisis, and an age of adventure. GURPS Crusades presents all the information you need to bring this exciting period to the gaming table:
A description of the world at the time of the Crusades, which lays the groundwork to understand... [click here for more] |
Steve Jackson Games |
$9.00
|
Choose Your Weapons . . .
and your armor, and your shield. You're ready to fight it out – Man to Man.
Design your own fighter: sword-wielding barbarian or fencer, martial artist or archer. Attack, dodge, parry, block, and maneuver, just as you would on the battlefield or in the arena. If you survive, hone your skills for future combats – if you survive . . .
Steve Jackson,... [click here for more] |
Steve Jackson Games |
$11.00
|