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A P R I L   2 0 2 0 

Shipped April 15, 2020
Shipped April 13, 2020
Shipped April 10, 2020

R E P R I N T S 

Shipped April 15, 2020

GURPS Compendium II (Reprint)

GURPS Compendium II is full of material from scores of GURPS Third Edition worldbooks – compiled in one handy place – about how to run a better GURPS game, how to handle roleplaying problems that come up (some universal, some particular to GURPS), expanded rules for character combat, injury and illness, mass combat, spaceship combat, and much, much, more!

194 black-and-white pages. Softcover. Stock #01-6058, ISBN 978-1-55634-890-7. $26.95.

Shipped April 15, 2020

GURPS Bio-Tech (Reprint)

The Future is Alive

"Who needs chrome, paryen? Raw meat is where it's at now. Mother Nature always did it best – she just needed a little help. Get down to the black clinic, dyadooshka, and you can be 15 again. That is, if you still want to be human at all . . . "

Introducing the technology of the next century: biotech! Upgrade your old body with steroids and smart drugs, transplants and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing, or just go parahuman: Why admire cats if you can be one? The technology's changing fast, but you'll have lots of time to get used to it – death is a temporary inconvenience with cryonics, cloning, and braintapes. And who needs silicon and steel? Biotronics and biomimetics are where it's really at!

Welcome to the post-human age. Have you upgraded your genetics this year?

146 black-and-white pages. Softcover. Stock #01-6060, ISBN 978-1-55634-891-4. $24.95.

Shipped April 13, 2020

Munchkin Deluxe (Reprint)

What makes this edition "deluxe"? It's got a big gameboard to keep your decks in place and 12 standies (six male and six female) that you move on the gameboard as you level up!

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Admit it. You love it.

Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .

And it's illustrated by John Kovalic!

Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

Ages 10 and up. Plays in one to two hours. Three to six players.

A 10.5”x10.5” box with 168 full-color cards, one six-sided die, 12 pawns with plastic stands, a 20”x10” mounted gameboard, and a rulesheet. Stock #1483, UPC 837654320976. $29.95.

Shipped April 13, 2020

Munchkin 6 – Double Dungeons (Reprint)

Double Trouble!

What's an adventurer without dungeons to explore? This box contains 40 double-sized Dungeons plus 32 Portals to get you from one to the next. Each Dungeon changes the rules . . . some are helpful, some are harmful, and some are just silly. It's Munchkin, after all!

This set includes the cards from Munchkin 6 – Demented Dungeons and Munchkin 6.5 – Terrible Tombs, now in a single convenient expansion!

40 double-sized cards, 32 standard-sized cards, and a rulesheet, in a tuckbox. Stock #1576, ISBN 080742099210. $19.95.

Shipped April 10, 2020

GURPS Magic (Reprint)

The World of Magic

Sorcery, Thaumaturgy, The Black Art, Necromancer, Alchemy, or the Great Art. By any name, arcane knowledge brings great power to its possessor . . . for good or for evil. This book is the complete guide to magic for the Generic Universal RolePlaying System.

GURPS Magic presents a colorful, detailed magic system. But it's much more. It is designed for easy modification . . . for the GM who wants to create his own background, or set adventures in the world of his favorite fantasy author. And it's flexible. Players can create any sort of wizard character they choose, from eager apprentice to mad hermit, from saintly healer to sinister necromancer.

This book is completely compatible with the magic rules in the GURPS Basic Set for Third Edition. It amplifies the material there, as well as adding more than 300 new spells! Also included are a complete system for improvisational magic, optional rules for "inherent" magic abilities, special advantages and disadvantages for mages, and a system to let the GM create his own unique types of clerical magic.

If you're ready for a world of magic, it's in your hands . . .

130 black-and-white pages. Softcover. Stock #01-6056, ISBN 978-1-55634-884-6. $22.95.

Shipped April 10, 2020

GURPS Time Travel (Reprint)

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 for Best Roleplaying Supplement, this book is a collaboration between two previous winners – Steve Jackson (Illuminati, Car Wars, GURPS) and John M. Ford (Yellow Clearance Black Box Blues).

GURPS Time Travel includes:

  • A survey of time and dimension travel as presented in both fiction and current scientific thought. Travel by time machine, by dimension gate, even by powers of the mind!
  • Six complete campaign backgrounds (and several mini-backgrounds) for travel through time or parallel worlds, or both! Each has its own rules for characters, travel, and paradoxes.
  • A detailed discussion of the paradoxes you should consider in creating your own time-travel campaign. Is meddling with history easy? Impossible? Or just a Very Bad Idea?
  • Parallel worlds . . . "what if" dimensions where something or everything, is different.
  • A timeline of interesting dates in our own world's history . . . as places for time travelers to visit, or as "branch points" for parallel-world campaigns.

With this book, the GURPS system reaches its full potential for universal adventure. Any time, any place, any world, any genre. Anything can happen!

130 black-and-white pages. Softcover. Stock #01-6059, ISBN 978-1-55634-888-4. $22.95.

Shipped April 10, 2020

GURPS Fantasy Bestiary (Reprint)

Creatures of Fantasy

This extensively researched book, based on authentic folklore and legends from all over the world, is a perfect resource for the GM of any fantasy campaign. It includes more than 250 fantasy animals and plants, ranging from interesting nuisances to monstrous menaces. Each is covered in detail, with a physical description, likes and dislikes, attitude toward mankind, and means of attack.

The main section is organized alphabetically, with creatures ranging from the voratious Afanc to the noxious undead rodents that men know as Zombie Gerbils.

These rules and creatures are written for use with the GURPS Basic Set, Third Edition, but can be used with any fantasy system. Some of this material was previously published in the GURPS Bestiary but the majority is newer. All of the older beast descriptions have been reworked and brought up to Third Edition standards.

The GURPS Fantasy Bestiary also includes:

  • Special chapters on Dragons and Fabulous Plants, with many examples of each.
  • A chapter on Mythological Motifs that lets players customize any creature from this book or the GURPS Bestiary. These rules can enhance the creatures of any fantasy game you play, making this a truly generic book!
  • The spells needed for many of the magical beasts and plants in this book.
  • A detailed look at different types of animal and plant poisons.
  • Two tables, each listing every creature in the book. One is arranged alphabetically, for easy reference. The other is organized by habitat, to let the GM quickly find an appropriate creature for any terrain or any situation.

130 black-and-white pages. Softcover. Stock #01-6061, ISBN 978-1-55634-889-1. $22.95.


W 2 3 

Shipped April 15, 2020

Car Wars Classic Arenas 2

To Be The Best . . .

You've got to beat the best. And that means taking to the many different autoduelling arenas across the Car Wars world and testing yourself under all kinds of conditions.

Car Wars Classic Arenas 2 gives hardcore autoduellists more exciting locations to showcase their skills and blow away their opponents. The set contains a pair of two-sided 22" x 34" arena maps (that's four arenas in all!), plus a rules booklet detailing the special features of each arena.

The arena designs in this package, along with the original Car Wars Classic Arenas, have appeared in various Car Wars supplements (including the Car Wars Arena Book and The AADA Duel Circuit: L'Outrance), but only as scaled-down maps. In this set, they're ready to play in full Car Wars Classic scale.

Have you got what it takes? Find out with Car Wars Classic Arenas 2.

The maps for this supplement were originally printed on oversized paper, so the PDF version contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

42-page PDF. Stock #30-7156, $5.00.

Shipped April 13, 2020

GURPS Classic: Deadlands – Hexes

In the Weird West, a deck of cards can be a lethal weapon. For hucksters, poker isn't just a game – it's a path to supernatural power. The huckster tries to master a manitou, an evil spirit from Indian mythology – but the consequences of failure can be deadly. For everyone.

GURPS Deadlands: Hexes is a collection of spells for your GURPS Deadlands game. Some of these have previously appeared in Pinnacle/Great White Games' Deadlands books, but some are brand new, with stats for both the original Deadlands and GURPS Deadlands. There are also new huckster templates and a full discussion of just what it means to be a hexslinger.

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

67-page PDF. Stock #30-6761, $8.00.

Shipped April 13, 2020

GURPS Classic: Deadlands – Varmints

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 . . .

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

131-page PDF. Stock #30-6762, $13.00.

Shipped April 13, 2020

GURPS Classic: Deadlands Dime Novel 2 – Wanted: Undead or Alive

Sean Bailey was a mean ol' cuss . . . and that was before a ghost rock mine caved in on him. Now he's out to get even with the people who killed him off. It's up to bounty hunter Caleb Harling and his friends to stop him before he turns Bailey's End into a ghost town.

Wanted: Undead or Alive! is the second in our series of fiction set in the world of GURPS Deadlands. There's also GURPS game information, so GMs can run their own adventures in and around Bailey's End.

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

35-page PDF. Stock #30-6782, $6.00.

Shipped April 10, 2020

GURPS Classic: Deadlands – Weird West

The year is 1877. The place is the American West . . . but haunted by the forces of darkness. Undead gunslingers . . . hostile Indian spirits . . . strange cults . . . and, worst of all, the sinister Reckoners. The Civil War drags on, while federal agents and Texas Rangers struggle to deal with eldritch menaces while hiding the awful truth from the public Back East.

Deadlands, from Pinnacle/Great White Games, is possibly the most original roleplaying setting of the decade. It combines the romance and action of the Old West with the horror of invading Things Man Was Not Meant To Know. Now this great background will be explored in a series of GURPS worldbooks.

Adventure as a shootist, a card-slinging huckster, or a prospector searching the ruins of California for that supernatural stuff, "ghost rock." Saddle up, hombre. The Weird West awaits!

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

131-page PDF. Stock #30-6760, $13.00.

Shipped April 10, 2020

GURPS Classic: Deadlands Dime Novel 1 – Aces and Eights

Jim Wright hightails it out of Denver, one step ahead of his would-be killers, on a journey that takes him from a fancy riverboat on the Mississippi to the dingy warehouses and opulent mansions of New Orleans. Now Wright has to figure out who wants to kill him, and why, and what a New Orleans gambler has to do with his murdered partner back in the Disputed Lands . . .

Aces and Eights continues Pinnacle/Great White Games' tradition of merging great action-packed stories with ready-to-play adventure scenarios. Our first Dime Novel is a great way to bring your GURPS heroes into the Weird West of Deadlands!

GURPS Deadlands Dime Novel 1 – Aces and Eights includes:

  • The story. Hexslingers, voodoo magic, and the undead – what more could you ask for?
  • The adventure. Think your posse is tough enough to go toe-to-toe with the enemies Jim Wright faced?

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

51-page PDF. Stock #30-6781, $7.00.

Shipped April 8, 2020

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 for Best Roleplaying Supplement, this book is a collaboration between two previous winners – Steve Jackson (Illuminati, Car Wars, GURPS) and John M. Ford (Yellow Clearance Black Box Blues).

GURPS Time Travel includes:

  • A survey of time and dimension travel as presented in both fiction and current scientific thought. Travel by time machine, by dimension gate, even by powers of the mind!
  • Six complete campaign backgrounds (and several mini-backgrounds) for travel through time or parallel worlds, or both! Each has its own rules for characters, travel, and paradoxes.
  • A detailed discussion of the paradoxes you should consider in creating your own time-travel campaign. Is meddling with history easy? Impossible? Or just a Very Bad Idea?
  • Parallel worlds . . . "what if" dimensions where something, or everything, is different.
  • A timeline of interesting dates in our own world's history . . . as places for time travelers to visit, or as "branch points" for parallel-world campaigns.

With this book, the GURPS system reaches its full potential for universal adventure. Any time, any place, any world, any genre. Anything can happen!

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

131-page PDF. Stock #30-6020, $9.00.

Shipped April 7, 2020

GURPS Classic: Horseclans

The Horseclans Are Coming!

They ride the plains of a post-holocaust America, mind-reading prariecats by their sides. They're deadly warriors . . . for honor, for loot, or just for the joy of a good fight. They would follow their leader, the undying Milo Morai, straight to Hell. And they'd come back with trophies.

Now, Robert Adams' bestselling Horseclans series comes alive in this supplement to GURPS. In the 96 pages of GURPS Horseclans, you'll find:

  • A complete bibliography and reference to the first 17 published Horseclans novels: names, races and nationalities, places, and more.
  • Biographies and game statistics for Milo Morai, Bili the Axe, Mara, Aldora, Dr. Bookerman, and other important characters.
  • Maps and historical information for campaigns in several different time periods – from just after the Great Dying, through the days of the Horseclans riding the plains and on the march east, to the "present-day" Eastern Confederation.
  • New rules for two kinds of immortals: The Undying, and the body-stealing Witchmen.
  • The telepathic prariecats: complete rules for cat characters, combat, and "mindspeak" abilities.
  • A quick system for resolving large battles and their effects on participating player characters – both in terms of survival and of honor won!

Now you, too, can ride to glory, and help Milo Morai rebuild civilization . . . with the Horseclans.

(This is a digital reprint of a supplement designed for GURPS prior to Third Edition.)

100-page PDF. Stock #30-6007, $9.00.

Shipped April 7, 2020

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 combine the sectors, use them separately, or choose individual worlds and fit them into your campaign. Each sector's introduction includes historical and background information to fit them into any campaign type – Anarchy, Federation, Corporate State, or Empire. Also included are suggestions for combining the two sectors and using them as allies . . . or enemies!

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, following the format of GURPS Space. Each description includes a two-color planetary map, atmospheric and ecological data, population, government, and much more.

Many world descriptions contain new animals, aliens, and vehicles – all with complete game statistics.

Also included are character point costs for playing four different alien races and three types of genetically modified humans.

The Space Atlas series is designed specifically for GURPS Space, but can be used in any interstellar roleplaying game.

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

131-page PDF. Stock #30-6509, $9.00.

Shipped April 7, 2020

Dungeon Fantasy Companion

More Is Better!

The Dungeon Fantasy Companion comprises all three stretch-goal supplements from the Dungeon Fantasy Roleplaying Game Kickstarter campaign:

  • Traps. Ready-made traps for home-made adventures: nasty gadgets, complicated architecture, hidden poison, malicious magic, and devious tricks.
  • Magic Items. This emporium of enchantment contains wondrous weapons, armor, wands, jewelry, potions, and more, allowing GMs and looters alike to grab and go.
  • Against the Rat-Men. This ready-to-play sequel to I Smell a Rat offers heroes new dangers – and new rewards.

Dungeon Fantasy Companion is intended for the Dungeon Fantasy Roleplaying Game but would work with GURPS, especially GURPS Dungeon Fantasy.

81-page PDF. Stock #31-6098, $16.00.


New!  * Coming March  * Coming May  * Coming June  * Coming July  * Coming August  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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