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 Hottest Miscellaneous from Steve Jackson Games
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GURPS Power-Ups 7: Wildcard Skills

GURPS Power-Ups 7: Wildcard Skills


Heroes Gone Wild! A great thing about GURPS is that its skill list covers not only classic adventuring tasks like combat, covert ops, and unsafe driving, but also social interactions, sciences, parrot-training, basket-weaving . . . And now, thanks to this new supplement, GURPS comes with options that can enhance certain action-oriented playing styles:...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Power-Ups 8: Limitations

GURPS Power-Ups 8: Limitations


Why Limit Yourself? It's part of what you sign up for with a point-based game like GURPS, but nobody likes to be forced to omit part of a nifty character concept because they lacked the budget to buy what they had in mind. Fortunately, there are ways around this (besides cheating!): limitations. By adding some fitting drawbacks to your cool abilities, you can power...   [click here for more]
Steve Jackson Games  $7.00

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GURPS Powers: Divine Favor

GURPS Powers: Divine Favor


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]
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GURPS Powers: Enhanced Senses

GURPS Powers: Enhanced Senses


It's a Sensation! Special abilities come in many flavors. But if you don't notice the enemy sneaking up on you, you can't attack or protect yourself. If you don't notice tiny clues, you can't solve mysteries. Improved senses can solve your problems -- or save your life! GURPS Powers: Enhanced Senses is your guide to sensory powers. Use it in a wide range of campaigns, from...   [click here for more]
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GURPS Powers: The Weird

GURPS Powers: The Weird


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

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GURPS Psi-Tech

GURPS Psi-Tech


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]
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GURPS Psionic Campaigns

GURPS Psionic Campaigns


Harnessing the unfathomable power of the mind isn't as easy as it sounds! Fortunately, GURPS Psionic Campaigns is here to help navigate the trickiest aspects of incorporating those abilities into adventures. This supplement contains: A brief history of psionics, from ancient times to modern research. A discussion of various ways to utilize psi in a campaign, both thematically...   [click here for more]
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GURPS Psis

GURPS Psis


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]
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GURPS Social Engineering: Back to School

GURPS Social Engineering: Back to School


You Have a Lot to Learn GURPS is one of the rare few RPGs that lets characters improve between adventures as well as from them. The challenge is in making study interesting -- perhaps even an adventure in itself. GURPS Social Engineering: Back to School is the ideal textbook for gamers who want to learn how. Drama geeks will like...   [click here for more]
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GURPS Social Engineering: Pulling Rank

GURPS Social Engineering: Pulling Rank


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

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GURPS Template Toolkit 1: Characters

GURPS Template Toolkit 1: Characters


A Template for Your Templates Character templates eliminate a lot of the fuss and headache of character design for new GURPS players, and provide even veterans with inspiration that can help them get over writer's block. The catch? Templates shift much of this load onto the GM, who might suffer from headaches and writer's block of their own! GURPS Template Toolkit 1: Characters...   [click here for more]
Steve Jackson Games  $11.00

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GURPS Thaumatology: Age of Gold

GURPS Thaumatology: Age of Gold


"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

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GURPS Ultra-Lite

GURPS Ultra-Lite


It's the power of GURPS in a tiny package! We took the essence of the core GURPS rules and distilled it down to one page! Just print GURPS Ultra-Lite and fold it into a booklet (instructions included). With these rules and three dice, you have a small package for big RPG fun. Play GURPS...   [click here for more]
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GURPS Ultra-Tech: Weapon Tables

GURPS Ultra-Tech: Weapon Tables


Future Firepower Facts in a Flash! While GURPS Ultra-Tech covers all aspects of sci-fi stuff, the most referenced section is always the weapons. Do I want the heavy X-ray laser pistol or the electrolaser carbine? What kind of range do the bad guys get with their EMP gun? What are the options for someone looking to spend $100 on hand grenades? For these common questions, why...   [click here for more]
Steve Jackson Games  $4.00

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GURPS Zombies: Day One

GURPS Zombies: Day One


Where Did All These Zombies Come From? Zombie geeks love to argue about runners vs. shamblers, and whether zombies are defined by mindless behavior or strictly by flesh-eating, infectiousness, and undeath. The topic is nuanced enough that you could tell a new zombie story each day. The catch is that gamers expect a campaign to last a bit longer than that. Which is where GURPS Zombies:...   [click here for more]
Steve Jackson Games  $11.00

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Man to Man

Man to Man


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]
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GURPS Big Lizzie

GURPS Big Lizzie


There's trouble right here in Nobles, Arizona. That's trouble with a capital "T," and that rhymes with "D," and that stands for . . . dinosaurs?! Yeah. It's a long story, pardner. This here's a yee-haw yarn involving a band of bandits, a chest-pounding chase, and the final fate of a fetching filly named Donna Nesbitt. Oh, and barrels of bullets graciously given new homes in roving reptilians, to help...   [click here for more]
Steve Jackson Games  $7.00

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GURPS Lair of the Fat Man

GURPS Lair of the Fat Man


Every so often, there comes an adventure so grim and gritty, so revolutionary, and so serious that it elevates the super-spy thriller genre to new levels of sophistication. GURPS Lair of the Fat Man is not that adventure. This espionage tale, set in the early 1980s, pits the heroes against each other as part of a multinational team called UNISTOMP. Can these super-spies...   [click here for more]
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Pyramid Classic #01

Pyramid Classic #01


The issue that started it all! Pyramid 1 is 72 pages of gaming goodness, including Designer's Notes for GURPS Atomic Horror and GURPS Supporting Cast, rules for giant monsters in Ogre, and The Hole – a multi-genre campaign background for any game system that is still a reader favorite 10 years later. NOTE:...   [click here for more]
Steve Jackson Games  $6.00

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Pyramid Classic #02

Pyramid Classic #02


Issue #2 of Pyramid magazine features some of the industry's leading players – Steve Jackson, Mike Pondsmith, Erick Wujcik, Mike Stackpole, and Loyd Blankenship - writing about what they see in gaming's future. There is also Designer's Notes for GURPS Vampire Companion and GURPS Bestiary 3/e, support for Ogre,...   [click here for more]
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Pyramid Classic #03

Pyramid Classic #03


Published in the Fall of 1993, Pyramid Issue 3 features Designer's Notes for GURPS War Against The Chtorr and the first edition of GURPS Vehicles, an article on Tech Magic in GURPS, and a Toon take on the World of Darkness called "Hampire: The Masked Ace Raid." Plus the latest Industry...   [click here for more]
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Pyramid Classic #04

Pyramid Classic #04


Pyramid Issue 4 marks the return of Scott Haring to Steve Jackson Games as editor. Features include a preview of Castle Falkenstein, a Gen Con 1993 report; a look at GURPS Book of the New Sun, and a preview of Whispering Vault. Plus industry news, columns, Creatures of the Night, AADA news, Bruno!, and Murphy's...   [click here for more]
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Pyramid Classic #05

Pyramid Classic #05


Pyramid Issue 5 has Designer's Notes for Mayfair's Underground RPG, plus the WWF Roleplaying Game and GURPS Lensman 2/e. The issue also features Steve Jackson on gaming in Europe, Scott Haring on Cthulhu over the web, Japanese movie monsters in Ogre, the Cheese College for GURPS...   [click here for more]
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Pyramid Classic #06

Pyramid Classic #06


Pyramid Issue 6 includes articles on martial arts in Vampire, witchcraft in the Hero System, Alchemy in Over The Edge, silly sidebars for Toon, and a preview of the latest Amber Diceless Roleplaying supplement. Plus the usual industry news, columns, letters, Creatures...   [click here for more]
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Pyramid Classic #07

Pyramid Classic #07


Issue 7 of Pyramid marks the magazine's first anniversary, and we do it up right with massive adventures for Kult and GURPS Vampire Companion! We've also got an article for GURPS Cyberpunk, a complete boardgame, Terra Incognita, Warehouse 23, and the usual reviews, columns, news, Q&A, letters, Bruno!, and Murphy's...   [click here for more]
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Pyramid Classic #08

Pyramid Classic #08


Pyramid issue 8 took a bold look at the latest frontiers in gaming (at the time) – electronic gaming, including those new-fangled game consoles, home computers, and the internet. Other features include the conclusion of "Tervel's Haven," a two-part GURPS Vampire Companion adventure, an In Nomine short story by Derek Pearcy, Creatures of...   [click here for more]
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Pyramid Classic #09

Pyramid Classic #09


Pyramid issue 9 was published in September, 1994. It featured a first look at INWO, another chapter of "Angels in the Architecture," our series of preview articles for In Nomine, plus "Unlimited Mana" for GURPS. Dinosaurs take on autoduellists in "CAR•NASAURS," and other articles look at Origins '94, Will in GURPS,...   [click here for more]
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Pyramid Classic #10

Pyramid Classic #10


It's a blast of gaming nostalgia! Pyramid 10 was the November/December 1994 issue, and featured a report on Gen Con '94, a look at that new phenomenon known as collectible card games, articles for Earthdawn and Nexus, reviews of Castle Falkenstein, Whispering Vault, and more, and the GURPS Vehicles...   [click here for more]
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Pyramid Classic #11

Pyramid Classic #11


Pyramid issue 11 was the official INWO Preview issue, with articles by Steve Jackson and Scott Haring and dozens of card art examples. The issue also featured GURPS Tékumel, a GURPS conversion for the classic Empire of the Petal Throne roleplaying game, plus the usual columns, industry...   [click here for more]
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Pyramid Classic #12

Pyramid Classic #12


A special Pyramid at a special price! Pyramid #12 features a ton of coverage of INWO, including the official card list for the Limited Edition and complete Tournament Rules; an adventure for Castle Falkenstein; GURPS CthulhuPunk Designer's Notes; a sneak peek at In Nomine;...   [click here for more]
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Pyramid Classic #13

Pyramid Classic #13


Issue #13 of Pyramid was far from unlucky, featuring Steffan O' Sullivan's "Yrth 1100" campaign for GURPS Fantasy 2/e, an adventure for GURPS Atomic Horror 2/e, Designer's Notes for GURPS Places of Mystery, and more! There's a sneak peek at the Ice Age expansion for Magic: The...   [click here for more]
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Pyramid Classic #14

Pyramid Classic #14


Issue 14 of Pyramid features "Lady Mijiko's Holiday," a complete adventure with stats for four different games, including GURPS, Bushido, RuneQuest Land of Ninja, and AD&D Oriental Adventures. We also have Designer's Notes for GURPS IOU, a new bloodline for Vampire: The Masquerade, articles...   [click here for more]
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Pyramid Classic #15

Pyramid Classic #15


Issue 15 of Pyramid was published in September of 1995. The lead article, "Time of the Tyrants," is a complete adventure suitable for GURPS Cliffhangers, GURPS Time Travel, or GURPS Dinosaurs. Steve Jackson spills the beans about INWO Assassins, there's a complete Toon...   [click here for more]
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Pyramid Classic #16

Pyramid Classic #16


Issue 16 of Pyramid features "Trespasser's Isle," a complete GURPS Horror adventure, plus GURPS stats for "Time of the Tyrants" from issue 15, plus designer's notes for and articles for Earthdawn, German INWO, and the Car Wars Card Game. All that, plus reports...   [click here for more]
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Pyramid Classic #17

Pyramid Classic #17


Issue 17 of Pyramid features a complete cyberpunk adventure with stats for three different systems, plus "CybEarth," a complete science-fiction game world featuring sentient robots trying to emulate a long-dead society. There's also articles on Tech Magic in GURPS, designer's notes for GURPS Celtic Myth, and an article on Mirror Magic. All...   [click here for more]
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Pyramid Classic #18

Pyramid Classic #18


Issue 18 of Pyramid features a complete science-fiction adventure with GURPS stats, plus "Die Hard 1872," a complete Castle Falkenstein adventure. There's also a grimoire for Earthdawn, a generic fantasy adventure idea, and previews of the Mythos CCG and Assassins,...   [click here for more]
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Pyramid Classic #19

Pyramid Classic #19


Issue 19 of Pyramid features a complete adventure for Warhammer Fantasy Roleplay, lycanthropes in Shadowrun, artifacts for Castle Falkenstein, and a new race for GURPS Aliens. There's also plenty of coverage of INWO, with details on the 1996 world championship tournaments...   [click here for more]
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Pyramid Classic #20

Pyramid Classic #20


Issue 20 of Pyramid features a complete adventure for GURPS Goblins, an adventure for Castle Falkenstein, new Idols for Shadowrun, and new martial arts styles for GURPS. All that, plus reviews, industry news, columns, Q&A, letters, Creatures of the Night, Adventure Pizza, Bruno!, and...   [click here for more]
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Pyramid Classic #21

Pyramid Classic #21


Issue 21 of Pyramid debuted in September 1996. The cover story was a first look at Knightmare Chess by Steffan O'Sullivan, but the issue also has Designer's Notes for GURPS Goblins and GURPS Alternate Earths, a sneak preview of Dino Hunt by Steve Jackson, the In Nomine...   [click here for more]
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Pyramid Classic #22

Pyramid Classic #22


Issue 22 of Pyramid was published in November 1996. The cover story was "A Dark Dream," the second half of the In Nomine short story started in issue 21 by Derek Pearcy, but this time from the demons' point of view. Chris Pramas took a look at the Red Spears, real-life groups of Chinese peasants who banded together for protection in the early 20th century, complete...   [click here for more]
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Pyramid Classic #23

Pyramid Classic #23


Issue 23 of Pyramid was published in January 1997. 23 is a mystical number of great importance to the Illuminati and all things weird and mystical, so Issue 23 was, appropriately, the Illuminated issue. It started off with three strategy articles for INWO, a mystical adventure by S. John Ross for GURPS Warehouse 23, new spells for GURPS...   [click here for more]
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Pyramid Classic #24

Pyramid Classic #24


Issue 24 of Pyramid was originally released in March 1997, and features a preview of Dream Pod 9's Jovian Chronicles game, a report on the INWO German Championships, a scenario for In Nomine, Designer's Notes for GURPS Planet Krishna and GURPS Reign of Steel, GURPS...   [click here for more]
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Pyramid Classic #25

Pyramid Classic #25


Issue 25 of Pyramid was originally released in May 1997, and features a GURPS Space adventure, and two adventures for In Nomine, plus a new character type for Warhammer Fantasy Roleplay, the latest incarnation of Traveller, a tournament update, and a visit to Warehouse 23. All that, plus...   [click here for more]
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Pyramid Classic #26

Pyramid Classic #26


Issue 26 of Pyramid came out in July 1997. The lead article was "Mage Trap," a fantasy adventure for GURPS Magic. Other articles included a look at low-tech economies, In Nomine character writeups for the "Song for the Dead" adventure in issues 24 and 25, a complete adventure for Deadlands, an article for Over...   [click here for more]
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Pyramid Classic #27

Pyramid Classic #27


Issue 27 of Pyramid came out in September 1997, and features an in-depth look at the Heavy Gear computer game from Activision and the Dream Pod 9 RPG it was based on. There's more for In Nomine, a short adventure for GURPS Fantasy, GURPS Black Ops Designer's Notes, solitaire rules for INWO>,...   [click here for more]
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Pyramid Classic #28

Pyramid Classic #28


Issue 28 of Pyramid came out in November 1997. The cover story was "A Minor Emergency," a complete adventure for GURPS Black Ops by Gene Seabolt. Stephen Kenson had a complete science fiction setting, "The Unity War," for GURPS or any other game, and Joshua Marquart combined Call of Cthulhu with Paranoia...   [click here for more]
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Pyramid Classic #29

Pyramid Classic #29


Pyramid Issue 29 was the penultimate paper issue, coming out in January 1998. It featured "Hour of the Knife," a complete adventure for Whispering Vault, a hilarious adventure for GURPS Goblins called "Gentleman Johnson's Fish Market," articles on magic in GURPS Cyberworld, the historical realities of feudal land...   [click here for more]
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Pyramid Classic #30

Pyramid Classic #30


Pyramid Issue 30 was the final paper issue, bringing the five-year run to a close in March 1998. It wasn't the end of Pyramid, of course, as the publication continued -- first as a weekly online gaming magazine, and then as a monthly PDF that is rocking readers to this day! Issue 30 featured "Survival of the Fittest," a complete adventure for Shadowrun, the...   [click here for more]
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Roleplayer #01

Roleplayer #01


Before there was a Pyramid, even before there was a GURPS, there was a Roleplayer. It was originally produced as a free supplement for Man to Man and as promotion for the soon-to-be-released Generic Universal RolePlaying System, GURPS. This very first issue has frequently asked questions about Man to Man, a new nonhuman...   [click here for more]
Steve Jackson Games  $3.00

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Roleplayer #02

Roleplayer #02


Before there was a Pyramid, even before there was a GURPS, there was a Roleplayer. It was originally produced as a free supplement for Man To Man and as promotion for the soon-to-be-released Generic Universal RolePlaying System, GURPS. Issue #2 featured a complete index for Man To Man, as well as a discussion on the...   [click here for more]
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