Title ▲ |
Publisher |
Price |
Castles play an important role in fantasy and medieval-historical roleplaying games; aside from being the place where feudal lords are based, they are often located atop those juicy dungeons full of loot and monsters. However, although players will likely have a general idea about how castles look, it can be helpful to have a visual prompt to help show how a specific fortification appears.
So what... [click here for more] |
Phil Masters |
Pay What You Want
|
Fantastic Dreams
Genuine Renaissance men, the High Artisans of the Daedalean league master the Arts of Shaping, Forces and Naming. Mingling the disciplines of art, imagination and physical craftsmanship with the mystick theories of Sacred Geometry and elemental correspondence, they fashion great machines, fantastic vehicles and awe-inspiring weaponry.
Fantastic Creations
This book details Daedalean... [click here for more] |
White Wolf |
$6.74
|
Champions presents is an anthology of three of the best adventures that Hero Games has to offer. Each action packed adventure is completely separate and can be played as such, or a gamemaster can follow the guidelines given to intertwine the three adventure is fully detailed with NPCs (over thirty new characters!), layouts, bases, and everything else a GM needs to run the scenario. ... [click here for more] |
Hero Games |
$7.50
|
Classic Enemies is the largest volume of supervillains ever assembled for a superhero roleplaying game. Learn never before revealed secrets. Classic Enemies also features new illustrations by Pat Zircher, and contains a new version of classic “Escape From Stronghold” adventure featuring the ultimate supervillian prison. Classic Enemies is the perfect supplement to Champions. ... [click here for more] |
Hero Games |
$5.00
|
The first supplement for the The Dying Earth RPG, and full of useful advice for non-Dying Earth swindlers and ne'er-do-wells.
For sound commerical reasons, we have made this supplement indispensable to both players and Game Moderators alike. A mere sample of this supplements contents offers proof:
A new power, the Tweak: Procure advantage in specific situations.... [click here for more] |
Pelgrane Press |
$8.95
|
Journey through the off-kilter imagination of Sir Terry Pratchett in the Discworld Roleplaying Game.
There’s a lot of unusual stuff on the Disc, but don’t worry about getting lost – game author Phil Masters has crafted a roadmap to Pratchett-inspired storytelling.
Visit settings like the most dubious city in the multiverse, Ankh-Morpork. Intervene in the cultural interactions... [click here for more] |
Steve Jackson Games |
$30.00
|
The world is flat. It 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.
Events on the Discworld have been chronicled in the best-selling works of Sir Terry Pratchett. Fans have learned of the adventures of Rincewind the incompetent wizard, Granny Weatherwax the witch (known... [click here for more] |
Steve Jackson Games |
$20.00
|
Gatecrashing takes you through the mysterious Pandora Gates:
The 5 solar system gates and the factions that control them
30 extrasolar locations of interest to Firewall
Exploration operations and hazards
New morphs, new gear, and rules for gate use
Gatecrashing is a 200-page PDF (with layers, a hyperlinked table of contents, a hyperlinked index, and internal hyperlinks) and is Creative... [click here for more] |
Posthuman Studios |
$14.99
|
The Gatecrashing Hack Pack contains:
Gatecrashing cover, chapter-opening, and other artwork as 150DPI images. (12 Photoshop files)
All Morph and Vehicle artwork. (8 Photoshop files)
Lorentzian Wormhole diagram. (1 Photoshop file, available under a Creative Commons BY-SA licensed -- commercial re-use of this diagram is allowed.)
Omnigraffle file of the Wormhole Link Map
Also, please be... [click here for more] |
Posthuman Studios |
$4.99
|
Eight complete and ready-to-play characters for The Small Folk RPG (available on this site), grouped in two parties of four - an independent trading band, and a team of investigators working for the Small Folk authorities in London. ... [click here for more] |
Phil Masters |
FREE
|
Faerie Stories at a Glance
Use the faerie legends of Brittany to inspire interesting stories with this Ars Magica fourth edition supplement.
Provides plot ideas large and small, from full story outlines to locations with accompanying story seeds.
Easily fill gaps in your saga with a variety of locations, outlines, and Fair Folk to encounter.
Magic and Mayhem: More about Faerie... [click here for more] |
Atlas Games |
$9.95
|
A World of Magic
Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters - including people snatched from our Earth and other worlds by the cataclysmic Banestorm!
Whole villages were transported - from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren't ancient history... [click here for more] |
Steve Jackson Games |
$25.00
|
Nine Authors. One Book.
Take nine fan-favorite GURPS authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004,featuring:
Kenneth Hite, writing about ghost hunters;
Phil Masters, with a fairytale world of muskets, ghosts, and strange magics;
Beth McCoy, channeling Walter Milliken, on a truly dangerous... [click here for more] |
Steve Jackson Games |
$9.00
|
Open Sesame!
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.
Confront a shapeshifting djinn, or cast spells that move mountains and tame fantastic beasts. Voyage with Sinbad or ride with... [click here for more] |
Steve Jackson Games |
$9.00
|
Lost, But Not Forgotten
Long ago, beyond the edge of the world, a great empire grew decadent . . . and sank forever beneath the waves. The Lost Land; the Sunken City; the Ancient Birthplace of Secrets. It has haunted our dreams since the days of ancient Greece. In some of those dreams, the Lost Land is still out there.
Phil Masters (GURPS Discworld), this is a gamer's guide... [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
|
Lost Worlds. Hidden Cities. Holy Ground.
Have you ever wanted to visit Stonehenge? With GURPS Places of Mystery, you can. Or uncover the mystery of the lost city of Atlantis. Travel back in time to ancient Babylon. Journey to Shangri-la and explore the Dreamtime beneath Ayers Rock. Endless adventure awaits within these pages:
Complete chapters on Atlantis, the Stone Circles... [click here for more] |
Steve Jackson Games |
$11.00
|
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... [click here for more] |
Steve Jackson Games |
$9.00
|
Stranger Than Fiction -- and Stranger Than Ever
The second volume of 52 real-life characters for historical and time-travel games introduces an even more varied collection of personalities.
From the Bronze Age to Punk Rock, the Mayan Empire to Japan,
From priest-kings to rocket scientists, philosophers to courtesans,
From steppe-lords to saints, playwrights to tyrants . . .
Through brilliance or luck,... [click here for more] |
Steve Jackson Games |
$9.00
|
Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and teeth. Gather your hoard. Study ancient lore and magic . . . and take human form to walk... [click here for more] |
Steve Jackson Games |
$20.00
|
When trapped in the dankest corners of a forsaken dungeon, there may be little left to do but pray . . . but for a special class of hero, prayer is enough. Dungeon Fantasy 7: Clerics covers the powers and possibilities of those who find strength in faith. All manner of religious servants in a Dungeon Fantasy game will find this material beneficial.... [click here for more] |
Steve Jackson Games |
$9.00
|
The awesome eldritch energies harnessed by those who can summon allies from thin air should never be used for deeds as frivolous dungeon-crawling expeditions -- unless there is the promise of really good loot. Dungeon Fantasy 9: Summoners details the amazing abilities of those who can bring powerful beings into the world. Anyone who seeks to tap the natural and unnatural... [click here for more] |
Steve Jackson Games |
$9.00
|
Aerostats and Heirs Apparent!
On the timeline known as Britannica-6, the 19th century is a time of great inventions and huge engineering projects -- but this isn't the Victorian Age! Queen Victoria was never born, and the Georgian period never ended. Royal "Bloods" and outrageous dandies gamble fortunes on aerostat races and sponsor gigantic war machines, while Luddites grumble and the secret agents... [click here for more] |
Steve Jackson Games |
$12.00
|
Save the World . . . or Destroy It!
GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!
Written by GURPS... [click here for more] |
Steve Jackson Games |
$25.00
|
GURPS has never run with such mechanical precision! GURPS Steampunk 1: Settings and Style explores the inner workings of steampunk games.
Get advice for running various models of steampunk campaigns, from a Kipling-inspired “scientific romance” to steampunk anime-style. Find out how to add steampunk technology to your game, with support for styles... [click here for more] |
Steve Jackson Games |
$11.00
|
As GURPS Steampunk 1: Settings and Style explores in detail, steampunk riffs liberally on Victorian backdrops, costumes, and manners for its look and feel. Yet as stylish as that window dressing is, what steampunk is about is extraordinary technology rooted in late 18th- through early 20th-century "what ifs." That is where GURPS Steampunk 2: Steam... [click here for more] |
Steve Jackson Games |
$11.00
|
Feel the Power!
Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes:
Minor tweaks for the spell-based magic of the Basic Set:... [click here for more] |
Steve Jackson Games |
$30.00
|
"I'm an alchemist," snarled the masked mystery man. "You crooks try to shoot me" -- he thumped his fist into his palm -- "and I'll turn your lead bullets into gold teeth."
In the world of the 1930s, costumed crimefighters clash with cunning criminals. The eldritch forces that empowered Merlin and Circe have emerged anew. With two-fisted research and fearless forays to far lands, a new generation... [click here for more] |
Steve Jackson Games |
$9.00
|
Welcome to a land that's as familiar as history and as fanciful as a fairy tale. GURPS Alchemical Baroque presents the Known Lands, a place existing between the old history of magical tales and the new realities of exploration and enlightenment. It's a time of ghosts and giants, of spirits and spellcraft, of charm-slinging cunning-men and chubby sly cats. Yet even in these... [click here for more] |
Steve Jackson Games |
$7.00
|
Get ready for the ride of an elvish lifetime!
In a world of magic and adventure, why walk? GURPS Vehicles: Transports of Fantasy provides dozens of vehicular options for land, water, and sky. From common carts and longships to exotic ninja stealth boats and seemingly impossible gnomish clock-galleys, this supplement includes the information and GURPS... [click here for more] |
Steve Jackson Games |
$9.00
|
Interactive Fantasy was the first magazine devoted to the subject of interactive narratives and storytelling in games. It included articles by leading designers and game-thinkers of the time, and is cited in many academic works on gaming, but has not been properly available since its original release.
The magazine was published by Hogshead Publishing in 1994-5, and was edited by Andrew Rilstone.... [click here for more] |
Magnum Opus Press |
Pay What You Want
|
Interactive Fantasy was the first magazine devoted to the subject of interactive narratives and storytelling in games. It included articles by leading designers and game-thinkers of the time, and is cited in many academic works on gaming, but has not been properly available since its original release.
The magazine was published by Hogshead Publishing in 1994-5, and was edited by Andrew Rilstone.... [click here for more] |
Magnum Opus Press |
Pay What You Want
|
Interactive Fantasy was the first magazine devoted to the subject of interactive narratives and storytelling in games. It included articles by leading designers and game-thinkers of the time, and is cited in many academic works on gaming, but has not been properly available since its original release.
The magazine was published by Hogshead Publishing in 1994-5, and was edited by Andrew Rilstone.... [click here for more] |
Magnum Opus Press |
Pay What You Want
|
Kingdom of Champions is written as a Champions supplement, but it's also designed for use in other games. Any game with a contemporary (or near-future or recent-past) setting can involve trips to the UK, and we've tried to keep the "real world" and "possible superhero game" ideas clearly distinct. The latter draw on the former, of course, but you should be able to see where cold hard reality ends and... [click here for more] |
Hero Games |
$7.50
|
This month's Pyramid – the PDF magazine for roleplayers – is devoted to Transhuman Space, the science-fiction setting that's getting closer every day. This month's futuristic features are:
"Transhuman Action," a full set of guidelines for combining the fast-paced GURPS Action rules with Transhuman Space. Written by Transhuman Space... [click here for more] |
Steve Jackson Games |
$9.00
|
If you're looking for a quaint little fantasy getaway, why not consider a trip to Yrth? Be warned; you may find it hard to go home again . . .
This month's Pyramid – the PDF magazine for roleplayers – is devoted to GURPS Banestorm, the premier GURPS Fantasy campaign setting. Most of its articles can also be adapted to other fantasy settings or games with little... [click here for more] |
Steve Jackson Games |
$9.00
|
Lights, Camera, Action!
Push the speedometer needle to the right with this issue of Pyramid, the PDF magazine for roleplayers. It's action-packed – in more ways than one! This month's impossible heist includes:
"Buddies and Loners," a look at how to emulate those small-group action-movie antics. Written by GURPS Action architect Sean Punch, this feature includes GURPS... [click here for more] |
Steve Jackson Games |
$9.00
|
The City: More Magical Than Ever!
Forget the city guidebooks; consult the spell books! This month's Pyramid – the PDF magazine for roleplayers – is another look at tying fantastic gaming to urban environments . . . of the past or present! This issue's contents include:
"Safe as Houses," a GURPS guide on how to defend structures from paranormal threats. Keep the... [click here for more] |
Steve Jackson Games |
$9.00
|
The Future Is Back!
The world of tomorrow comes into focus again, as countless near-future possibilities coalesce in front of your eyes. This month's issue of Pyramid – the PDF magazine for roleplayers – takes a look at the Transhuman Space setting. The latest installment unleashes the following memes:
"Three Offices, Port Lowell" explores a handful of the factions active... [click here for more] |
Steve Jackson Games |
$9.00
|
Why Settle for the Whole World?
Don't settle for being stuck in the same old universe when there are infinite worlds to explore! This month's Pyramid – the PDF magazine for roleplayers – reports on what's new in realms beyond, with features that are sure to interest GURPS Infinite Worlds fans or others looking to broaden their horizons with new rules and possibilities. This... [click here for more] |
Steve Jackson Games |
$9.00
|
Dungeons, Only Different!
Everyone loves gathering friends for a good GURPS Dungeon Fantasy tomb-looting exploit. But sometimes you want to shake things up. Do things differently. Think "outside the dungeon." This issue of Pyramid – the PDF magazine for roleplayers – takes your Dungeon Fantasy game into unexpected realms.
This month's untraditional treasures... [click here for more] |
Steve Jackson Games |
$9.00
|
Bringing You Tomorrow . . . Today!
The future isn't some far-off wonderland; it encroaches on the present with every passing moment! This issue of Pyramid – the PDF magazine for roleplayers – checks out skills, ideas, and tech from the not-too-distant future, whether it's a transhuman tomorrow, a cyberpunk society, or something even stranger. This issue features:
"Training for the Tech,"... [click here for more] |
Steve Jackson Games |
$9.00
|
Embark on a journey of a thousand smiles.
The gaming table is a perfect place to laugh with friends . . . and comedy is more accessible than ever with this month's issue of Pyramid, the PDF magazine for roleplayers. Craft GURPS heroes who embrace their humorous potential with Phil Masters' "What Fools These Mortals Be?" This month's column from David L. Pulver includes three ready-to-use... [click here for more] |
Steve Jackson Games |
$9.00
|
Discover destinations unknown and denizens unnerving.
Danger sensed from the edge of sight can be just as thrilling as an unexplored land a plane ticket away. This issue of Pyramid, the PDF magazine for roleplayers, looks at oddities and opportunities related to other times, other places, other possibilities. Watch out for new monsters from the GURPS Technomancer setting (but suitable... [click here for more] |
Steve Jackson Games |
$9.00
|
Treasures await on this last Pyramid expedition.
For 25 years, Pyramid magazine has delivered gaming goodness, but all good things must come to an end. This final issue of Pyramid, the PDF magazine for roleplayers, is a miscellany of marvels for myriad campaigns. Unleash mad science as a form of magic with Phil Masters. Become a master of animals or a natural leader in GURPS... [click here for more] |
Steve Jackson Games |
$9.00
|
From Infinity (and Thereabouts!)
The six GURPS characters in this book first appeared in volume 2 of Pyramid Magazine, and have been unavailable in recent years. Now, they’re back.
Agents of Infinity Unlimited face a whole range of problems, from local crimelords on historical variant worlds to renegade magic weapons. And let’s not talk about... [click here for more] |
Phil Masters |
$6.00
|
The eleven GURPS characters in this book first appeared in volume 2 of Pyramid Magazine, and have been unavailable in recent years. Now, they’re back.
Intended for use in fantasy and historical fantasy games, they range from humble clock-builders to proud djinn viziers, and from nervous neophyte wizards to grizzled warriors. All come complete with full GURPS... [click here for more] |
Phil Masters |
$8.00
|
Treasures from the Past, Better Than Ever!
Discover long-lost treasures revived for a new era of dungeon-delvers! The Pyramid Dungeon Collection brings together a trove of material from the earliest eras of Pyramid magazine – much of it unavailable for over a decade – updated to GURPS Fourth Edition and GURPS Dungeon Fantasy! It includes locations,... [click here for more] |
Steve Jackson Games |
$16.00
|
During his legendary voyages, Sinbad encountered man-eating giants, flying-men, monstrous serpents, and many other strange and terrible creatures. He found lost treasures and hidden civilizations, and survived numerous terrifying ordeals including shipwrecks, entombment, and dinner with cannibals. It is only through his resourcefulness, courage, and a great deal of luck that he survived to tell his... [click here for more] |
Osprey Publishing |
$17.95 $10.46
|
Tales of Mythic Europe at a Glance
A collection of nine short — but compelling — Ars Magica scenarios full of mystery, danger, and unexpected twists.
Provides an easy, low-prep way to get Ars Magica to the table for a short campaign. Perfect for one-shots or bridges between larger campaign elements.
Requires Ars Magica fifth edition to play.
Tales of Magic:... [click here for more] |
Atlas Games |
$14.95
|