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Planegea RPG: Standard Edition (5E)
Planegea RPG: Standard Edition (5E)

Planegea Standard Edition at a Glance

Slay monstrous creatures, navigate clan intrigues, explore ancient ruins, craft enchanted weapons, infiltrate evil cults, battle, build, cast, carouse... everything you love in 5th Edition in a Stone Age World.

New features for player characters, including new sub-classes, new kinships, new spells, new adventuring gear, and new magic items.

A massive, high-quality, full-color hardcover book with over 350 pages of prehistoric goodness!

The Star-Shaman's Song

I will sing to you of bear gods and lion gods and ape gods, of wandering clans trying to stay ahead of the winter, of the doorways into dreams that offer salvation or despair, depending on the whim of the elves on the other side. I will sing to you of kraken cults, of woolly unicorns, of oozes and constructs, of the King of Death himself, in whose halls I have shined my light — the only glow in that infinite darkness.

If you're ready to listen, I'm ready to sing. Let me gather my drum and my string. Are you ready?

Then hear me, and know that I am the Star-Shaman and my song is the song of the land of Planegea …

The first, and wildest, of all worlds!

Planegea Star Shaman (Skew)

A World of Bone & Fire: Planegea

Planegea is primal fantasy roleplaying. Whatever you want to explore in 5E—slaying monstrous creatures, navigating political intrigue, exploring ancient ruins, crafting enchanted weapons, infiltrating evil cults, battling, building, casting, carousing—it’s all here. Planegea rises out of our earliest ancestral memory, a world we can barely recognize, which holds all the adventure we can imagine. You won’t find limitations on class or kinship here; rather, the world is filled with ideas and inspiration for running a long and glorious game set before written words, hammered ore, and plowed fields.

Drawn from the traditions of sword & sorcery pulp adventures, infused with the blood-pounding thrills of the Fury Road, and caught in the jaws of primordial dreams, Planegea has adventures for everyone who ever felt the cold wind raise a chill of hunt and hope on their raw skin.

Nothing is as you expect in Planegea. Elves are shimmering dream-walkers, dwarves are half stone, humans are beast-tamers, halflings are silent stalkers, gnomes are filthy scavengers, and dragonborn are just a heartbeat away from their draconic ancestors.

There are no great, universal gods—only a patchwork quilt of local deities, often appearing in the shapes you least expect, with powers that are bought with offerings and strange favors.

In Planegea, the planes of existence have not yet separated, and a warrior can travel by foot from the Sea of Stars to the infinite, volcanic peak of Blood Mountain; but along the way, that warrior must battle everything from cold alien intelligences to the genie caravans; from the four empires of the giants to the monsters that hunt the howling peaks and roaring oceans that ring the Great Valley; from the cold, bony fingers of the Nightmare World to the terrifying jaws of the jungle known by as the Venom Abyss. Every step of the journey is plagued with danger and death.

What's in the Book?

FOR PLAYERS:

Clanfire & Wilderness, introducing you to the unexpected truths and exciting realities of life in Planegea.

Kinships, revealing the primordial form of familiar faces like the gnomes and godmarked (tieflings), plus four all-new kinships including starlings and saurians!

Classes, including all-new sub-classes.

Backgrounds, twenty primeval 5E backgrounds for customizing your Planegea characters.

Equipment & Trade, including a comprehensive guide for how to adapt any treasure to the Stone Age.

Spells, with dozens of new options for spellcasters!

AND GAME MASTERS:

Planegea Adventures, including wilderness tools, clan tools, and adventure environments for your Stone Age campaigns.

The Primal World, a comprehensive gazetteer detailing everything from Blood Mountain to the World-Fangs; from the Great Valley to the Giant Kingdoms; from Nod to the Kingdom of the Dead.

Factions & Threats, with dozens of enemies and allies for the PCs to encounter in their journeys.

Treasures, including amazing new magic items like the enigmatic basin of dreaming and terrifying apparatus of the mammoth.

Gods & Monsters, including dozens of new monsters and rules for creating your own primal gods!

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72.00 €
Realms of Power: Magic
Realms of Power: Magic

An Ars Magica Sourcebook
Of the four realms of power in Mythic Europe, Magic is at once the most familiar and the most alien. It's the source of power wielded by Hermetic magi, but it cares nothing for human concerns. Elementals are the essence of the elements given form; what are emotions to them? Dragons are ancient beyond belief; why should they concern themselves with the affairs of men? Spirits are bound to the phenomena of the natural world, not to the creations of humanity. And even those humans transformed by Magic have their own strange ambitions, divorced from the petty desires of mortals.

But despite this indifference, creatures and places of Magic are inexorably drawn into the lives of magi, as the members of the Order of Hermes hunt for vis, familiars, covenant sites, and the mysteries of the Magic Realm.

This book shows how to create creatures of Magic of all kinds, as player characters or antagonists. Extensive examples are included, from the Beasts of Virtue that exemplify animals to the spirits of emotions, from great fire-breathing dragons to tiny fire-breathing mice, and from elementals born of matter untouched by human hands to the walking corpses of the unquiet dead. Delve into these pages to uncover the secrets of vis, magic auras, and even the Realm of Magic itself!

Authors: Erik Dahl, Timothy Ferguson, Andrew Gronosky, Richard Love, John Post, Mark Shirley, Andrew Smith, Sheila Thomas
Cover Artist: Grey Thornberry
Format: 144 pages, softcover

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36.00 €
Seed Of New Flesh
Seed Of New Flesh

The Architects of the Flesh Sourcebook
Obey. Consume. Remain silent. Welcome to 2056.

What, you thought the future was going to be jet packs, world peace, and the cure for cancer? Guess again, pal. When the Architects of the New Flesh took over, they had different ideas -- ideas like conformity, stability, and equality at any price.

Sure, there are cool personal fliers: The cops use 'em to keep the public in line. Curing cancer got put on the back burner, 'cause the Buro was more interested in mind control technology. As for world peace, sure, they've got that. Maybe Acapulco had to be burned to the ground, maybe Sri Lanka will never recover from its "pacification," and maybe there's still martial law in the Texas Demilitarized Zone -- but the rest of the world is peaceful as the grave.

In the future there's no inequality -- because no one's permitted to excel. There's no unemployment -- because everyone has a mandatory job. There's no freedom -- except the freedom to choose between brands.

Seed of the New Flesh gives you everything you need to fight the good fight in 2056. Want to know about Buro resistance movements? Want to know what new Arcanowave awfulness the CDCA is cooking up? Want to know if "Cats" is still playing on Broadway? From the heights of Buro high tech to the depths of its standard of living -- it's all here, waiting for for you, your players, and their duffel bags full of guns.

Author: Greg Stolze | Editor: Jeff Tidball Cover Artist: Thomas Manning
Format: 96 pages, 8.5" x 11", perfect bound

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20.00 €
Unknown Armies 3rd Edition 1: Play (HC)
Unknown Armies 3rd Edition 1: Play (HC)

• A modern horror game in three volumes that presents a magical world built out of crime fiction and secret histories, shaped by those with the will to change it.
• A reborn and revised cult favorite, now slicker, sharper, and more surreal than ever.
• Book One: Play is for everyone, Book Two: Run is for gamemasters, and Book Three: Reveal is a compendium of the disturbing and weird in the Unknown Armies world.
• Created by award-winning designers Greg Stolze (Godlike, Better Angels) and John Tynes (Delta Green, Puppetland).

What It’s About
On the surface, the world of Unknown Armies looks like our own, but at every turn the player cabal faces hidden cults, crazed revolutionaries, the remnants of discarded beliefs, and the dark promise of a new age. Armed with post-modern magic that relies on strict taboos and dangerous rituals, the PCs must strive to create the world they want, rather than the one they inherited.

The cabal’s struggles are deeply personal but potentially monumental. They might range from advancing fringe interests in local politics to claiming the power of ley lines to triggering global financial crisis. They could seize powerful artifacts, reshape their environment, or walk the sacred path of a cosmic archetype to attain mystic enlightenment.

Gameplay Basics
• Players collaborate with the gamemaster and each other to create interconnected characters in a setting of places and people that are dramatically and thematically compelling.
• Every character is built around five shock meters, game tracks that reflect their psychological stresses. Abilities and skills are directly based on both the characters’ hardening against trauma and the identities they create for themselves.
• Extensive gamemaster guidance includes explicit rules for creating relentless opposition to the PCs’ aims.

Vital Stats
Available two ways: As three individual books, or as a thee-volume deluxe set whose magnetic slipcase unfolds into a GM screen. All books are 8.376” x 11.875” full-color casebound hardbacks. GM screen is 38” x 8.625”.

192 pages

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48.00 €
Unknown Armies 3rd Edition 2: Run (HC)
Unknown Armies 3rd Edition 2: Run (HC)

• A modern horror game in three volumes that presents a magical world built out of crime fiction and secret histories, shaped by those with the will to change it.
• A reborn and revised cult favorite, now slicker, sharper, and more surreal than ever.
• Book One: Play is for everyone, Book Two: Run is for gamemasters, and Book Three: Reveal is a compendium of the disturbing and weird in the Unknown Armies world.
• Created by award-winning designers Greg Stolze (Godlike, Better Angels) and John Tynes (Delta Green, Puppetland).

What It’s About
On the surface, the world of Unknown Armies looks like our own, but at every turn the player cabal faces hidden cults, crazed revolutionaries, the remnants of discarded beliefs, and the dark promise of a new age. Armed with post-modern magic that relies on strict taboos and dangerous rituals, the PCs must strive to create the world they want, rather than the one they inherited.

The cabal’s struggles are deeply personal but potentially monumental. They might range from advancing fringe interests in local politics to claiming the power of ley lines to triggering global financial crisis. They could seize powerful artifacts, reshape their environment, or walk the sacred path of a cosmic archetype to attain mystic enlightenment.

Gameplay Basics
• Players collaborate with the gamemaster and each other to create interconnected characters in a setting of places and people that are dramatically and thematically compelling.
• Every character is built around five shock meters, game tracks that reflect their psychological stresses. Abilities and skills are directly based on both the characters’ hardening against trauma and the identities they create for themselves.
• Extensive gamemaster guidance includes explicit rules for creating relentless opposition to the PCs’ aims.

Vital Stats
Available two ways: As three individual books, or as a thee-volume deluxe set whose magnetic slipcase unfolds into a GM screen. All books are 8.376” x 11.875” full-color casebound hardbacks. GM screen is 38” x 8.625”.

136 pages

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42.00 €
Unknown Armies 3rd Edition 3: Reveal (HC)
Unknown Armies 3rd Edition 3: Reveal (HC)

• A modern horror game in three volumes that presents a magical world built out of crime fiction and secret histories, shaped by those with the will to change it.
• A reborn and revised cult favorite, now slicker, sharper, and more surreal than ever.
• Book One: Play is for everyone, Book Two: Run is for gamemasters, and Book Three: Reveal is a compendium of the disturbing and weird in the Unknown Armies world.
• Created by award-winning designers Greg Stolze (Godlike, Better Angels) and John Tynes (Delta Green, Puppetland).

What It’s About
On the surface, the world of Unknown Armies looks like our own, but at every turn the player cabal faces hidden cults, crazed revolutionaries, the remnants of discarded beliefs, and the dark promise of a new age. Armed with post-modern magic that relies on strict taboos and dangerous rituals, the PCs must strive to create the world they want, rather than the one they inherited.

The cabal’s struggles are deeply personal but potentially monumental. They might range from advancing fringe interests in local politics to claiming the power of ley lines to triggering global financial crisis. They could seize powerful artifacts, reshape their environment, or walk the sacred path of a cosmic archetype to attain mystic enlightenment.

Gameplay Basics
• Players collaborate with the gamemaster and each other to create interconnected characters in a setting of places and people that are dramatically and thematically compelling.
• Every character is built around five shock meters, game tracks that reflect their psychological stresses. Abilities and skills are directly based on both the characters’ hardening against trauma and the identities they create for themselves.
• Extensive gamemaster guidance includes explicit rules for creating relentless opposition to the PCs’ aims.

Vital Stats
Available two ways: As three individual books, or as a thee-volume deluxe set whose magnetic slipcase unfolds into a GM screen. All books are 8.376” x 11.875” full-color casebound hardbacks. GM screen is 38” x 8.625”.

112 pages

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33.00 €

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