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 Hottest GURPS, Fantasy from Steve Jackson Games
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GURPS Roleplayer Bundle

GURPS Roleplayer Bundle


Rediscover the earliest days of GURPS (even before the first Basic Set), from 1986 to 1993. You'll see historically significant reflections and rules additions, plus plenty of nostalgic content. A great deal for any GURPS aficionado! In this bundle, you'll get the complete PDF collection of all 30 issues of Roleplayer at a 50% discount! ...   [click here for more]
Steve Jackson Games  $30.00

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Dungeon Fantasy Roleplaying Game - Powered by GURPS

Dungeon Fantasy Roleplaying Game - Powered by GURPS


Storm Dungeons, Slay Monsters, Seize Treasure A fun hack 'n' slash campaign challenges heroes with clever dungeons. To get the most out of your fantasy adventures, you need a game that lets you customize and perfect characters, monsters, treasures, and traps. That's where the ready-to-play Dungeon Fantasy Roleplaying Game comes in. It harnesses the customizing power of the...   [click here for more]
Steve Jackson Games  $40.00

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Dungeon Fantasy GM Screen

Dungeon Fantasy GM Screen


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

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GURPS Banestorm

GURPS Banestorm


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

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GURPS Fantasy

GURPS Fantasy


Are You Looking For a Good Fantasy? Fantasy - from ancient myths to popular films, stories of heroes and magic have captured the human imagination. Now GURPS offers roleplayers a comprehensive guide to the entire Fantasy genre. Building on the flexible, streamlined Fourth Edition rules, it helps you develop a campaign to explore the world of your favorite book or...   [click here for more]
Steve Jackson Games  $25.00

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GURPS Low-Tech

GURPS Low-Tech


Welcome to the Past! GURPS Low-Tech covers the basic tools used by historical adventurers from the Stone Age to the Age of Sail -- and still used by modern survivalists and post-apocalypse survivors when the high-tech toys fail. Weapons and armor from antlers and rawhide to warhammers and heavy mail; adventure and travel gear from simple stone knives to early submarines;...   [click here for more]
Steve Jackson Games  $20.00

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GURPS Magic

GURPS Magic


Magic is Everywhere Completely revised and updated for GURPS Fourth Edition, this PDF combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic! Within these virtual pages, crackling with mystic energies, you'll find: The core magic system for...   [click here for more]
Steve Jackson Games  $25.00

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GURPS Martial Arts

GURPS Martial Arts


Fighting Around the World Every culture has warriors who hone their strength, tactics, and aggression to a deadly edge. Legionaries, knights, samurai, fencers, wrestlers . . . all are martial artists. GURPS Martial Arts gives you the tools to create and play these dedicated fighters: Descriptions and statistics for over 100 fighting styles of all kinds. Nearly 100...   [click here for more]
Steve Jackson Games  $28.00

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GURPS Martial Arts Techniques Cheat-Sheet

GURPS Martial Arts Techniques Cheat-Sheet


GURPS Martial Arts is renowned as the most complete treatment of high-kick hijinks ever seen in a gaming system. But with that comes some complexity and the possibility of more page-flipping than back-flipping. Enter . . . the GURPS Martial Arts Techniques Cheat-Sheet! This document summarizes all the combat techniques from the hardcover, making it easy for everyone at...   [click here for more]
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GURPS Thaumatology

GURPS Thaumatology


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

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GURPS Classic: Deadlands – Weird West

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...   [click here for more]
Steve Jackson Games  $13.00

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Discworld Roleplaying Game

Discworld Roleplaying Game


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

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Discworld Roleplaying Game: Powered by GURPS Third Edition

Discworld Roleplaying Game: Powered by GURPS Third Edition


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

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Dungeon Fantasy Companion

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...   [click here for more]
Steve Jackson Games  $16.00

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Dungeon Fantasy Companion 2

Dungeon Fantasy Companion 2


New perils and possibilities await the heroes. In your Dungeon Fantasy Roleplaying Game campaign, you always need more: more loot, more adversaries, and more of the unexpected to bring the game to life. Dungeon Fantasy Companion 2 delivers! This supplement includes 16 rare or unique magical items to discover, a half-dozen deadly monsters to face, and 14 fascinating...   [click here for more]
Steve Jackson Games  $16.00

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Dungeon Fantasy Dungeon Planner

Dungeon Fantasy Dungeon Planner


Adventure? Monsters? Danger? It's all part of the plan. Bring order to your dungeons with the Dungeon Planner! This 48-page book is a blank canvas for Dungeon Fantasy Roleplaying Game architects. It includes hex sheets for your dungeon and individual rooms, and pages to record individual encounters, surprises, treasures, and special features – complete with Dungeon...   [click here for more]
Steve Jackson Games  $4.00

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Dungeon Fantasy Magic Items

Dungeon Fantasy Magic Items


Arcane Assistance at Your Fingertips For heroes of the Dungeon Fantasy Roleplaying Game, a well-timed modicum of magic can mean the difference between victory and death. Dungeon Fantasy Magic Items offers you an emporium of enchantment, stocked with wondrous weapons, armor, wands, jewelry, potions, and more. It's an assortment of awesome aids for...   [click here for more]
Steve Jackson Games  $7.00

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Dungeon Fantasy Magic Items 2

Dungeon Fantasy Magic Items 2


You Want This! The Dungeon Fantasy Roleplaying Game is all about killing monsters and taking their stuff in order to power up – and its heroes always seek more. Dungeon Fantasy Monsters 2 added more critters, so now it's time for more loot . . . and what's better than the kind that makes you more powerful? Dungeon...   [click here for more]
Steve Jackson Games  $16.00

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Dungeon Fantasy Monsters 2

Dungeon Fantasy Monsters 2


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

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Dungeon Fantasy Traps

Dungeon Fantasy Traps


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

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Dungeon Fantasy: Against the Rat-Men

Dungeon Fantasy: Against the Rat-Men


Further Tails of Adventure! Many heroes of the Dungeon Fantasy Roleplaying Game will launch their careers with I Smell a Rat, the adventure included in the game. Dungeon Fantasy: Against the Rat-Men picks up where that story leaves off, with new dangers and new rewards. The rat-men are ready to strike against the surface...   [click here for more]
Steve Jackson Games  $7.00

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Girl Genius Sourcebook and Roleplaying Game

Girl Genius Sourcebook and Roleplaying Game


A Gaslamp Fantasy – With Adventure, Romance, and Mad Science! The Girl Genius Sourcebook and Roleplaying Game brings the world of Phil and Kaja Foglio's Girl Genius comics and graphic novels to your gaming table. Its contents – lavishly illustrated in color, by none other than the Foglios! – include: A detailed description of the setting and...   [click here for more]
Steve Jackson Games  $40.00

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GURPS Adaptations

GURPS Adaptations


Your Favorite Worlds – GURPSified! GURPS is a fun, flexible system, useful in every kind of genre. Now, GURPS Adaptations takes that toolkit and shows you how to build your favorite fictional settings. With six examples ranging from the Odyssey to Dracula, GURPS Adaptations will guide you and your players...   [click here for more]
Steve Jackson Games  $11.00

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GURPS Classic: Deadlands Dime Novel 1 – Aces and Eights

GURPS Classic: Deadlands Dime Novel 1 – Aces and Eights


Jim Wright high-tails 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...   [click here for more]
Steve Jackson Games  $7.00

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

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...   [click here for more]
Steve Jackson Games  $6.00

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GURPS Classic: Deadlands – Hexes

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

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GURPS Classic: Deadlands – Varmints

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 ....   [click here for more]
Steve Jackson Games  $13.00

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GURPS Classic: Discworld Also

GURPS Classic: Discworld Also


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

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GURPS Classic: Goblins

GURPS Classic: Goblins


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

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GURPS Classic: Horseclans

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

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GURPS Classic: Screampunk

GURPS Classic: Screampunk


Warning: Contained in this slender volume are Horrors so great that Unmarried Women, or those in Delicate Condition, should read with Great Caution -- and Protective Eye Wear, if available. It is an Age of Revolution; the world has been cruelly purged . . . in fire, and blood, and steam. From the past, untold horrors wait to clutch at men's souls. It is an Age of Invention; even...   [click here for more]
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GURPS Classic: Steam-Tech

GURPS Classic: Steam-Tech


The Mad Scientists, Illuminated Thinkers, and Inspired Tinkerers of the Steampunk Age have brought their finest, their deadliest - and their strangest - work together in one place. GURPS Steam-Tech has it all, from weapons and armor to analytical engines, automata, vehicles, pharmaceuticals, and even living plant and animal creations! GURPS Steam-Tech...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Steampunk

GURPS Classic: Steampunk


An Age of Discovery The 19th century's heroes were adventurers, pioneers, and scientists, from explorers in the African jungles to inventors in basement workshops. They transformed the world. Enter an age of high adventure - the Age of Steam. GURPS Steampunk offers you everything you need to build a Steam Age character or campaign: Rules for steam age technologies, including...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Supporting Cast

GURPS Classic: Supporting Cast


A Cast of Thousands Are you tired of shuffling through reams of loose paper and scribbled notes? Do you just make up names and statistics for NPCs off the top of your head? Are your players getting tired of meeting the same characters in every adventure? Well, no more! GURPS Supporting Cast is the definitive collection of non-player characters for any roleplaying campaign....   [click here for more]
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GURPS Dungeon Fantasy 01: Adventurers

GURPS Dungeon Fantasy 01: Adventurers


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]
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GURPS Dungeon Fantasy 02: Dungeons

GURPS Dungeon Fantasy 02: Dungeons


"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]
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GURPS Dungeon Fantasy 04: Sages

GURPS Dungeon Fantasy 04: Sages


Dungeon fantasy is mostly about hacking and slashing. Mostly. But there are brave souls who seek enlightenment in the dungeon. Most end up skewered, burned, and eaten, but occasionally, knowledge truly does prove to be power. Dungeon Fantasy 4: Sages lets you play one of the few who successfully mix reading with bleeding, wordplay with swordplay, erudition with eradication...   [click here for more]
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GURPS Dungeon Fantasy 05: Allies

GURPS Dungeon Fantasy 05: Allies


Would you rather face a roomful of bloodthirsty monsters alone, or with a 500-pound grizzly bear at your side? Dungeon Fantasy 5: Allies has all the information you need to bring various types of supernatural help to your Dungeon Fantasy game. For druids, this book contains more than a dozen useful animal companions, from anacondas to wolverines....   [click here for more]
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GURPS Dungeon Fantasy 06: 40 Artifacts

GURPS Dungeon Fantasy 06: 40 Artifacts


"You open the chest and find a bone whistle and two crystal spheres full of swirling yellow smoke." "Uh-oh . . . I remember the last bone item. And those purple spheres." What would a dungeon crawl be without amazing treasures that you simply can't buy at Ye Olde Magick Shoppe? Boring! GURPS Dungeon Fantasy: 40 Artifacts saves GMs from this fate . . . and...   [click here for more]
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GURPS Dungeon Fantasy 07: Clerics

GURPS Dungeon Fantasy 07: Clerics


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]
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GURPS Dungeon Fantasy 08: Treasure Tables

GURPS Dungeon Fantasy 08: Treasure Tables


In a GURPS Dungeon Fantasy campaign, there's no such thing as "too much treasure" . . . but over 80 trillion possible treasures should last a while! Dungeon Fantasy 8: Treasure Tables contains everything you need to deck your halls - and dungeons, towers, and arcane temples - with goodies. Ample tables (almost 50 of them!) let you generate...   [click here for more]
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GURPS Dungeon Fantasy 09: Summoners

GURPS Dungeon Fantasy 09: Summoners


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]
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GURPS Dungeon Fantasy 10: Taverns

GURPS Dungeon Fantasy 10: Taverns


"You meet in a tavern . . ." Thus begins a thousand tales of dungeon-delving escapades, and once the quest is at an end, the alehouse welcomes heroes home. In worlds of Dungeon Fantasy, the tavern need not exist merely as an alcoholic alpha and omega; it can also serve as the focal point for adventure! Dungeon Fantasy 10: Taverns covers...   [click here for more]
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GURPS Dungeon Fantasy 11: Power-Ups

GURPS Dungeon Fantasy 11: Power-Ups


Dungeon Fantasy 1: Adventurers gave you powerful delvers who could cut a swath through the world and take its stuff. Dungeon Fantasy 3: The Next Level added racial templates, rules for mixing professions, and all-new power-ups, making your adventurers even more awesome. Now Dungeon Fantasy 11: Power-Ups raises the...   [click here for more]
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GURPS Dungeon Fantasy 12: Ninja

GURPS Dungeon Fantasy 12: Ninja


Look around you, right this instant. Do you see anything threatening? No? Uh-oh. That means there might be a ninja in the room. GURPS Dungeon Fantasy 12: Ninja brings these black-clad butt-kickers to your Dungeon Fantasy campaign. The ninja uses a mix of special powers, combat abilities, wits, and gadgets to accomplish his goals . . . and if his...   [click here for more]
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GURPS Dungeon Fantasy 13: Loadouts

GURPS Dungeon Fantasy 13: Loadouts


Gear Up! Dungeon Fantasy is about killing things and taking their stuff, not dying of boredom while shopping for stuff. There are times when you want to pick out and tweak every last item of equipment for your new fantasy hero . . . but in most cases, starting gear ends up replaced, used up, broken, or lost within an adventure or two. So why waste valuable...   [click here for more]
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GURPS Dungeon Fantasy 14: Psi

GURPS Dungeon Fantasy 14: Psi


The Mind Defined! When you're roaming through a dungeon and you meet something elemental, transcendental, or hell-bental on destruction . . . it's time to get mental! GURPS Dungeon Fantasy 14: Psi lets you introduce the power of the mind to any Dungeon Fantasy campaign. Written by GURPS mastermind Sean Punch, this supplement...   [click here for more]
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GURPS Dungeon Fantasy 15: Henchmen

GURPS Dungeon Fantasy 15: Henchmen


My People Will Handle It Sometimes you want a faithful assistant, not a mighty peer with his eye on your share of the loot! From the snarling barbarian's glib agent to the fragile wizard's hardy bodyguard, all the way down the pay scale to horse-minders, potion-tasters, and valets, there are countless roles that delvers need filled yet deem beneath them. GURPS Dungeon Fantasy 15: Henchmen...   [click here for more]
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GURPS Dungeon Fantasy 16: Wilderness Adventures

GURPS Dungeon Fantasy 16: Wilderness Adventures


Back to Nature Is a dungeon absolutely essential to killing things and taking their stuff? Not really! Every fantasy hero spends at least as much time trekking through the wilds as skulking underground -- and of course the great outdoors is big, which spells opportunity. So don't let the "Dungeon" in GURPS Dungeon Fantasy 16: Wilderness Adventures fool you. This weighty...   [click here for more]
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GURPS Dungeon Fantasy 17: Guilds

GURPS Dungeon Fantasy 17: Guilds


Membership Hath Its Privileges Delvers need civilization in the sense that without it, selling loot, collecting rewards, buying better gear, and scoring lucrative quests would be difficult. On the other hand, paying taxes, obeying petty laws, and kowtowing to your "betters" . . . well, those aspects aren't so appealing. While even the toughest heroes rarely go it alone, savvy ones would sooner...   [click here for more]
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