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GURPS: Egypt
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Gurps WWII: Motor Pool
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#SJG 8011 -
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Gurps Autoduel 2nd Ed
Roleplay in the thrilling world of Car Wars with GURPS Autoduel, 2nd Edition. This new edition brings Autoduel back in to print after a long absence, adding lots of new pages and information not available in the first edition. The history and the "current events" of Autoduel America have been updated to take into account the ten years of "future history" since GURPS Autoduel was first released. The technical aspects of building the dueling car of your dreams have been completely updated to be compatible with GURPS Vehicles, 2nd Edition. So charge up your power plant, load up your weapons and take to highways where the right of way goes to the biggest guns -- the highways of GURPS Autoduel!
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Gurps Horror 3rd Edition
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Gurps Space 3rd Ed
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Gurps Japan 2nd Ed
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Gurps Bestiary 3rd Ed
Rule the animal kingdom with GURPS Bestiary! This new edition of the popular supplement includes many of the popular creatures from prior editions, offering descriptions of more than 150 real and imaginary creatures, as well as dozens of new beasts, plus an expanded section on using animals as PCs, with templates, rules for making new ones, and sample animal characters. You'll also find tales of animal folklore from around the world.
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Gurps Fantasy Folk 2nd Ed Reprint
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Gurps Illuminati Reprint
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Gurps Supers
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Gurps Hi Tech 3rd Ed
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Gurps Time Travel
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Gurps Mecha
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Gurps Magic 2nd Ed
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Gurps: Cliffhangers 2nd Edition
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Gurps Special Ops 3rd Edition
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Gurps Basic Hardcover 3rd Edition
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Gurps Martial Arts 2nd Ed
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Gurps Magic Items
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Gurps: Vikings 2nd Edition
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Gurps Old West 2nd Ed
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Gurps Imperial Rome
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Gurps Steampunk Hardcover
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Gurps Middle Ages I 2nd Edition
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Gurps Discworld Also
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Gurps Arabian Nights
Flying carpets and magic lamps...flashing scimitars and scheming viziers...crusaders, Mongols and Bedouin...sultans, poets, merchants and the original Assassins - all this and more can be found in GURPS Arabian Nights. Play a merchant, mercenary or dervish in the burgeoning Islamic civilization, as the Arabs spread across Persia and Africa to the very gates of Europe. Confront the terrible shapeshifting djinni, creatures of smokeless fire. Battle them for glory and remembrance...and an irresistible black sword. Cast spells that move mountains and tame fantastic beasts - or use wits and stealth to defeat evil wizards. Voyage like Sinbad - or ride with Marco Polo - in search of Chinese silk, exotic Indian blades and wild foreign magic. Fight in the Crusades, when Christendom sought to free the Holy Lands - and Islam held off the Frankish invasion. Battle alongside brave Mamelukes, Turkish slave soldiers of Egypt. Dream of "a rose-red city, half as old as time" - then go there, and learn what kismet, has in store for you.
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#SJG 6062 -
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Gurps Atomic Horror 2nd Ed
Out of print for years, this old favorite returns as part of the "Summer of Horror." Alien invaders! Giant lizards from another age! Flesh-eating zombies! Colossal insects! Mad scientists! Blobs! This book contains everything you need to roleplay the sci-fi and horror movies of the 1950s, bringing you all the fun, excitement and adventure of some of the greatest (and some of the very worst) adventure films of all time!
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#SJG 6065 -
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Gurps Creatures Of The Night
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Gurps Lensmen
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Gurps Mage The Ascension
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Gurps Cthulhupunk
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Gurps Iou (reprint)
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Gurps Blood Types
GURPS Blood Types is the definitive sourcebook on vampires for GURPS -- and not just Hollywood vampires. This book looks at vampire myths from cultures all over the globe, from Europe to Africa to South America and the Far East. Rules for creating vampire characters, complete stats on their many monstrous minions, the historical roots of the vampire myths and suggestions for vampire-based campaigns are all included. No monster in fiction and myth is more enduring than the vampire. It has a unique hold upon our collective imaginations, with the power to both horrify and fascinate. Bring that power to your GURPS gaming with GURPS Blood Types!
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#SJG 6073 -
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Gurps Celtic Myth
Return to a time when a battle or a wonder was around every corner, and the Otherworld was only a step away! Enter a world of feasting and fighting, where magic is everywhere and glory is everything. Within the pages of this GURPS sourcebook you'll find lavish tales of the ancient Irish and Welsh heroes of mythic lore and legend, a wealth of Celtic character types, extensive information on enigmatic Druids and their arcane teachings and magics, details on the uncanny powers of the Sidhe and rules on creating characters with Faerie blood and powers of their own, magical and powerful willful weapons with their own personalities and motives, and more!
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#SJG 6074 -
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Gurps Vampire The Masquerade
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Gurps Werewolf The Apocalypse
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Gurps Goblins
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GURPS: Reign of Steel
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Gurps Planet Krishna
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Gurps Black Ops
Vampires, werewolves, demons. Strange things living in the sewers. Underground colonies of zombies, controlled by brain-eating vermin. The Greys. Its all true. The Company knows all about it, but decided long ago it would be too much for the fragile fabric of society to handle. But not you. You work for the Company -- keeping the veil of secrecy over these mind-shattering truths while trying to eliminate the threat they pose. Youve survived five years of training at the Academy, where no one drops out, but half the class doesnt make it to graduation. But now youre the best of the best. You kick ass and take names. You have the best training, the best equipment, the best intelligence, support and planning. It probably wont be enough! 128 pages.
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Gurps Warriors
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Gurps Undead
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Gurps Y2krash
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Gurps In Nomine
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Gurps Myth
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Gurps New Sun
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Gurps Ogre
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Gurps Castle Falkenstein
Steve Jackson Games and R. Talsorian combine forces to produce a blockbuster crossover game! With full conversion notes, GURPS characters can now adventure in the "steampunk" and "day in court" setting of New Europa in the campaign world of Castle Falkenstein, or Falkenstein games can cross over into any of the more than 100 settings for the GURPS game.
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#SJG 6099 -
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Gurps Pyramid 1
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#SJG 6129 -
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Gurps Best Of Pyramid #22
Included in this second volume of the best of Pyramid's GURPS coverage you'll find "Unlimited Mana" variant rules, "The Hole" -one of the most requested articles ever, straight from Pyramid Issue #1, plus the complete run of Terra Incognita and Warehouse 23 features from the paper edition, and lots more!
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#SJG 6130 -
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Gurps: Rogues
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#SJG 6413 -
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Gurps Villains
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Gurps Horror Gm Screen
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Gurps Monsters
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Gurps Character Sheets
This pack contains 40 blank forms: 24 copies of the two-sided GURPS character sheet, four pages with grimoire forms on both sides, and four pages with GM control sheets on both sides. As an extra "Summer of Horror" bonus, you'll find a set of Cardboard Heroes miniatures to unleash into your fantasy or horror campaign: a horde of skeletons and mummies, including four undead giants!
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#SJG 6420 -
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Gurps Steam-tech
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#SJG 6422 -
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Gurps Vehicles 2nd Ed
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Gurps Religion
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Gurps Robots
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Gurps Magic Items 2
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Gurps Grimoire
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Gurps Alternate Earths
Otherwise! Travel the Confederate States of America by dirigible. Battle the Aztec Jaguar Knights in their conquest of Europe. Join the American Resistance against Nazi occupation. March with the Roman legions on their campaigns in the New World. GURPS Alternate Earths provides fully fleshed- out backgrounds for six worlds to be used with a GURPS Time Travel ''Infinite Worlds'' campaign, or in conjunction with many other GURPS worldbooks. GURPS Alternate Earths includes:* Complete histories, including timelines, for each Alternate Earth. * Gadgets that were never invented - but should have been! * A plethora of new character types, from the Confederate Cavalier to the Cyber-Samurai. * The Smugglers' Guide to Interdimensional Trade. * Subversive plots by the nefarious Centrum. * Guidelines for creating your own parallel Earths. Why settle for only one world? An infinity of Earths is waiting for you!
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Gurps Compendium Ii
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Gurps Warehouse 23
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Gurps Bio-tech
Who needs silicon and steel? Upgrade your old body with steroids and smart drugs, transplants and viral nano...or just get a new one. Or maybe you don't think being human is so great? Then improve on nature with eugeneering and genefixing, or just go parahuman: Why just admire cats when 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 nuisance with cryonics, cloning and braintaping. Welcome to the post-human age. Have you upgraded your genetics this year?
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Gurps Ultra Tech 2
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Gurps Low Tech
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Gurps Who's Who 2
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Gurps Alternate Earths 2
Serve the August Emperor as an Eye of Heaven, plot the downfall of the world-girdling Ming, raid the glittering pyramids of Mexico with your Vinlander kinsmen, or take to the skies to defend democracy in Bourbon Europe as GURPS: Alternate Earths 2 provides six more worlds usable in a GURPS Time Travel "Infinire Worlds" campaign, or with many other GURPS worldbooks.
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#SJG 6530 -
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Gurps Magic Items 3
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Gurps Cops
GURPS Cops is an in-depth look at the world of the police officer, as players recreate their favorite cop show with details about police forces through history, unique policing careers, what investigations are like in the real world up through the courts and sentencing. This is a gritty, no-punches-pulled book for the player and GM who want a realistic game. .
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Gurps Spirits
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Gurps Traveller 2nd Ed
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Gurps Traveller 2nd Edition Hc
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Gurps Traveller Alien Races 1
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Gurps Alien Races 2
The Aslan want your planet! The warrior Aslan revere honor and glory; their traders and mercenaries are found throughout the Spinward Marches and the Solomani Sphere. Their wanderlust and combative nature make them well-suited to adventuring, while their habit of blatantly grabbing land when no one is looking makes them good recurring foes in a campaign. The K'kree want to kill you! The militant vegetarian K'kree are driven by their faith to rid the universe of all meat-eaters. Players may join this effort, fight against it, or simply try to make a living amidst the crusade. The K'kree are constantly clashing with the Vargr, and keep an uneasy peace along their borders with the Hivers and the various human client states in the region. Good thing they don't get along! The biology, homeworlds, culture, and society of the fierce Aslan and the centauroid K'kree are examined in detail, including two new minor races, The Inyx, and Devi Intelligence. GURPS Basic Set, GURPS Traveller, and GURPS Space are required for full use of this book in a GURPS campaign
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Gurps Traveller Alien Races 3
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Gurps Traveller Alien Races 4
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Gurps Traveller Starports
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Gurps Traveller Ground Forces
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Gurps Traveller Rim Of Fire
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Gurps Traveller Modular Cutter
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Gurps Tdp 1 Beowulf Free Trader
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Gurps Traveller Gm's Screen
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Gurps Tdp 2 Modular Cutter
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Gurps Tdp 3 Empress Marava
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Gurps Tdp 4 Assault Cutter
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Gurps Traveller 25th Anniversary Set
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#SJG 6628 -
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Gurps Cabal
The creatures of myth are real. The vampires, the warlocks, the shape-changers and dopplegangers, the ghosts and trolls, and more. They're real, they're here today, and they're organized! The Cabal is the conspiracy, trade union, and mutual-assistance society that allows all these creatures sto urvive in a world of hostile humans.This 128-page sourcebook for GURPS includes a complete alternate history of the world, adventure seeds, occult cosmology, an assortment of artifacts and supernatural creatures, and suggestions for bringing horror and conspiracy into a variety of campaigns.
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#SJG 6714 -
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Gurps Mars
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#SJG 6715 -
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Gurps Alpha Centauri HC
Earth is dead -- but in the last years before the catastrophe, the starship Unity was launched. It carried a few thousand colonists to the nearby Alpha Centauri system, where they were to build a new Earth on the world called simply Planet. Then disaster struck, and the colonists were plunged into a centuries-long struggle against hostile nature, horrific alien life-forms, and each other. GURPS: Alpha Centauri is a sourcebook based on the award-winning computer game, Sid Meier's Alpha Centauri.
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Gurps Ottoman Empire
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Gurps Deadlands Weird West
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Gurps Tdp 5 Sulieman Class Scout
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Gurps Traveller Deck Plan 6
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Gurps Wwii (corebook)
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Gurps Wwii Iron Cross
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Gurps Wwii Hc
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Discworld Rpg (reprint)
The world is round...and also flat! It's obvious really. Everyone knows it. The Disc rests on the back of four giant elephants, who in turn stand on the back of Great A-Tuin, the only turtle to form the basis of an entire branch of astrophysics. For the last few years, events on the Discworld have been chronicled in the works of Terry Pratchett. Now, it's time for roleplayers to make their way to the far end of the probability curve.
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#SJG 8121 -
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Illuminati Crime Lords
Rival mobs scheme, negotiate, and back stab as they battle for control of the city. Recruit crooks, take over the rackets, rake in the dough, and rub out the opposition in this stand-alone card game based on the Illuminati system.
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Burn In Hell
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#SJG 1420 -
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