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Fantasy AGE Campaign Builder's Guide (HC)
Fantasy AGE Campaign Builder's Guide (HC)

Näytettä valmistajan sivuilta.

The Fantasy AGE Campaign Builders Guide gives you tools, advice, and examples to help you build the world you want to run.

The Fantasy AGE Campaign Builder’s Guide is an indispensable resource for aspiring and experienced Game Masters alike. It provides advice and examples on such topics as designing entertaining and effective encounters, crafting interesting locations, customizing adversaries, and much more. It also includes tables to help generate campaign elements when a bit of spontaneity and randomness is desired.

Each chapter in the Campaign Builder’s Guide is devoted to a different topic, each approached with a mix of advice, mechanical assistance, and ultimately ready to use examples. Whether you’re designing your own pantheon of fantasy deities for a campaign or seeking to alter setting, characters, and rules to emulate a particular sub-genre of fantasy, the Campaign Builder’s Guide has the advice and tools you need.

There’s both a definite need and strange reaction to how-to guides, toolkits, and other books in various game lines. While they are appreciated by many, there is a rather vocal minority that not only is sure they don’t need these books but tells others they don’t and even sometimes goes so far as to declare such releases a waste of... something. Time, resources, money, you name it. I see this sometimes when I’m haunting various corners of the internet looking for an idea about what products to propose or what to include in them.

However, if you haunt the messages boards and gaming discussions of the internet, you also see one of the biggest roadblocks to people playing a particular game is “that’s cool, but what do I do with it?” Without a clear guide for how campaigns start, run, and continue, sometimes its hard to get started. This has increased with the influx of newer gamers recently, mostly brought in by streaming and other media treatments of RPGs. We also see a lot of “Man I want to run this, but I am just not sure how. Especially a campaign, how do you even do that?”

It doesn’t stop there, either. Large discussions about “how do I hack this game for this genre?” or “How do I design monsters for this?” are very common. These are also questions sometimes we writers and designers get directly. And these questions aren’t just from new gamers, but anyone who finds that despite their considerable gaming abilities, some parts of conceiving, creating, and running a campaign either elude them or are just kind of a slog.

That’s where, at least for Fantasy AGE, the Campaign Builder’s Guide comes in. It’s a filled with examples, advice, random tables, and various other tools to build campaigns—in whole or in part. And while its undeniably true that veteran GMs will get less out of this book than the rookies, it was written and designed with everyone in mind.

Because if you’re like me? You have your strengths and weaknesses when it comes to preparation, design, campaign building, etc... Maybe you make killer monsters and adventures, but how to really capture epic play eludes you. Maybe you’re a wonderful encounter builder and everyone loves your NPCs, but when you tried to design a religion for that religious order, you don’t feel you managed it well. The Campaign Builder’s Guide covers enough topics and concepts it has a little something for everyone, and a lot of something for many people.

So what’s covered? Well there are advice and examples for:
* Campaign concepts and frameworks.
* Encounter building
* Adventure building
* Building rewards
* Character building
* Location creation
* Designing divinities and religions.
* Sub-genres and genre specific campaign changes
* Running epic campaigns
* Monster building

Plus, random tables to help GMs generate ideas on the fly.

So there’s a lot in there. I daresay something for everyone.

Format: Full color hardback, 128 pages

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39.60 €
Fantasy AGE Companion (HC)
Fantasy AGE Companion (HC)

The Fantasy AGE Companion provides a plethora of new rules and play options for your Fantasy AGE roleplaying game campaign. This book expands upon the core Fantasy AGE rules and provides alternative game systems so that you can build rules and characters which fit any setting and genre you desire.

This book contains the following:
* New character races for Fantasy AGE, from the primal Beastfolk to the mechanical Orean.
* New Talents and Specializations, including Bard, Diplomat, Gunfighter, and Martial Artist.
* New magical Arcana, new spells for existing Arcana and new forms of magic. Channel power from the gods or learn the Death Arcana to become a necromancer.
* Advanced rewards, including honorifics such as Master of the Blade, titles, and organizational memberships, which give characters power and respect in your game world.
* Mighty artifacts which demand epic quests—and their dangerous drawbacks.
* Rules for mass combat and organizations, which place the fate of thousands in characters’ hands.
* Vehicle, chase, and structure rules covering everything from steampunk car chases to chariot races and attacks on castle walls.
* Rules for Relationships, followers, and antagonists, which let you design boon companions and dire enemies.
* Numerous ways to customize Fantasy AGE’s rules. Organize stunts into packages, adjust the game’s lethality, and more.

This book opens the way to new genres and campaign styles. Run a steampunk campaign with gunfighters and clockwork cars, or a battle of good versus evil featuring divine magic and Blooded characters, descended from dark and angelic beings. The choice is yours!

Format: 128 pages, full color, hardback

Writing & Design: Jack Norris, Chris Pramas, Steve Kenson, Jon Leitheusser, & Malcolm Sheppard
Development: Jack Norris & Chris Pramas
Editing: Jaym Gates
Proofreading: Samantha Chapman
Art Direction And Graphic Design: Hal Mangold
Cover Art: Javier Charro
Back Cover Art: Claudia Ianniciello & Mirco Paganessi
Interior Art: Biagio D’alessandro, Stanislav Dikolenko, Olga Drebas, Felipe Gaona, Claudia Ianniciello, Matthias Kinnigkeit, Alyssa Mccarthy, Andre Meister, Mirco Paganessi, & Andrey Vasilchenko

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39.60 €
Modern AGE RPG: Basic Rulebook (HC)
Modern AGE RPG: Basic Rulebook (HC)

Hahmolomake kustantajan sivuilta.

The Basic Rulebook for the Modern AGE Roleplaying Game includes a new, classless implementation of the AGE system, 20 levels of advancement, an innovative stunt system, psychic and magic powers, rules for chases, player and GM advice, and an introductory adventure so you can hit the ground running.

Enter the Modern AGE!

Leap into exciting adventure in any era from the Industrial Revolution to the modern day and beyond. The Modern AGE roleplaying game allows you to shape the setting to suit your style—whether it’s gritty action or high adventure, urban fantasy or a dystopian future. With a new, classless character-building system, twenty levels of advancement, and optional rules for psychic and magic powers, you can create the heroes your world needs. Along with an innovative stunt system, rules for thrilling chases, and an introductory adventure, you’ll find all the action you’re after inside the Modern AGE Basic Rulebook.

The Modern AGE RPG features:
* A classless implementation of the Adventure Game Engine. Develop characters based on their backgrounds and experiences across 20 levels of advancement.
* Focuses, talents, and specializations like Investigator, Hacker, and Martial Artist let you customize your character.
* Fast-paced combat featuring modern weapons and high-octane vehicle chases.
* A game based around action, exploration, and social stunts. Roll doubles on three six-sided dice and something cool happens!
* Arcane magic and psychic powers for modern era games.
* Advice for first time and veteran Game Masters, including ways to customize the system for gritty stories, two-fisted pulp, and cinematic high adventure.
* Sample antagonists and other non-player characters, and an introductory adventure: everything you need to start playing right away.

Use Modern AGE in the campaign setting of your choice, including the World of Lazarus, based on Greg Rucka’s creator-owned comic series of near-future feudalism, or use it to run adventures in the world you create. Grab three six-sided dice, and you’re ready to play in the Modern AGE!

Format: 192 page, full color, hardback

Authors: Matthew Dawkins, Meghan Fitzgerald, Howard Ingham, Steve Kenson, Alejandro Melchor, Chris Pramas, Malcolm Sheppard
Cover Artist: Javier Charro

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42.00 €
Mutants & Masterminds 3rd Edition: Deluxe Gamemaster's Guide (HC)
Mutants & Masterminds 3rd Edition: Deluxe Gamemaster's Guide (HC)

THE GM'S BEST FRIEND!

The Deluxe Gamemaster’s Guide is an expanded resource creating exciting campaigns and worlds for the Mutants & Masterminds Superhero Roleplaying Game. In this book you’ll find a collection of useful tools and references for the M&M Gamemaster, including:

* Villains! Detailed information on how to create, design, and run villainous foes for your M&M series, plus an entire chapter of evil plots, and more than a dozen ready-made and detailed villain archetypes of different themes and power levels, including the cold-blooded Assassin, the workaday Jobber, and the rampaging Robot.

* Archetypes! More than villains, you’ll also find archetypes for minions, monsters, and supporting cast characters. Need a scientist, crook, robot, zombie, or dinosaur for your next adventure? They’re already detailed for you!

* Challenges! Not just foes to fight, but challenges for heroes to overcome, from disasters to deathtraps. The detailed challenge system allows you to describe endless perils for your heroes!

* Worlds! A look at how to create your own superheroic settings from scratch, including history, cosmology, power sources, origins, and much more, including the different comic book genres and styles of play.

* Scenes! The new adventure design chapter provides examples for how to use the Mutants & Masterminds rules to pull off all the strange shenanigans you see in comics, from high-speed chases to shrinking your heroes to the size of mice! Drop them into your own adventures or cannibalize the rules for your own nefarious schemes!

* Options! New rules options and systems, including how to modify the M&M system for other styles of play, mass combat, and more.

* Adventures! The Deluxe Gamemaster’s Guide contains two complete Mutants & Masterminds adventures to get you started! Battle a brutal crime syndicate seizing control of the city’s underbelly, or battle human-animal hybrids on a mad scientist’s private island!

...plus nine fully detailed and ready-to-use Lairs, complete with maps and game information! With the M&M Deluxe Gamemaster’s Guide, running your own Mutants & Masterminds series has never been easier.

GET READY TO MASTER THE WORLD!

Authors: Steve Kenson, with Crystal Frasier and Lyz Liddell
Cover Artist: Udon Studios
Format: 292-page, full-color, hardback sourcebook

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48.00 €
Mutants & Masterminds 3rd Edition: Deluxe Hero's Handbook (HC)
Mutants & Masterminds 3rd Edition: Deluxe Hero's Handbook (HC)

The World’s Greatest Superhero RPG!

Fly into super-heroic battle with Mutants & Masterminds! You and your friends take on the roles of super-powered heroes in a world of criminal masterminds, paranormal terrorists, destructive brutes, and other insidious villains. You get to thwart their evil plans and bring them to justice!

Since 2002, Mutants & Masterminds has earned its title as the World’s Greatest Superhero RPG, inspiring countless game sessions and winning many awards for excellence. The Deluxe Hero’s Handbook is the revised and expanded core rulebook of the game’s Third Edition and it gives you everything you need to have your own super-heroic adventures:

* A flexible and powerful system for creating the hero that you want to play.
* A huge variety of super powers, skills, and advantages to choose from and customize.
* A core system that emphasizes action and uses only a single 20-sided die.
* Integrated rules for gadgets, vehicles, and headquarters.
* Ready-to-play archetypes and a Quickstart Character Generator if you want to get to the action even faster.
* Advice for Gamemasters on creating and running your own adventure series.
* Introductions to Mutants & MasterMinds premier settings, Emerald City and Freedom City.
* Two brand new adventures, Ghost Town by Seth Johnson and Time of the Apes by Christopher McGlothlin.

So what are you waiting for? Choose your powers. Put on your mask. Fight the forces of evil and... Save the world!

Format: 320 pages, full color, Hardback

Authors: Steve Kenson with Leon Chang, Seth Johnson, Jon Leitheusser, and Prof. Christopher McGlothlin, M.Ed.

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48.00 €
Mutants & Masterminds 3rd Edition: Emerald City Campaign Setting
Mutants & Masterminds 3rd Edition: Emerald City Campaign Setting

Emerald City Needs Heroes!

Emerald City opens up a wider world for Third Edition of the World’s Greatest Superhero RPG,Mutants & Masterminds! Set on the “Earth-Prime” of the award-winning Freedom City, Emerald City provides a home base for your heroes and all new places for adventure and excitement!

This book describes a growing Pacific Northwest metropolis where life was quiet and routine. It didn't have alien armadas filling the sky, or mad gods trying to turn it into a Hell on Earth. Things were stable… until the Silver Storm tore through the city and unleashed a flood of new superpowers—and threats!

Included in this 336-page hardback book are:
* The 96-page Player’s Guide to Emerald City, providing M&M players with all they need to know about the city and its history, geography, and culture, and how to fit their own heroes into the unique elements of its setting, from the Silver Storm to the Cryptid Clans. It also includes the Sentinels, a complete group of ready-to-play M&M heroes.
* The 128-page Secrets of Emerald City for Gamemasters, offering a wealth of adventure hooks, behind-the-scenes information, and villainous adversaries.
* The 112-page adventure Emerald City Knights, a complete introductory story arc that takes the heroes from the origins of super-powers in the city to a world-spanning threat that has been hidden there throughout history!
* A full-color poster map showing Emerald City and the surrounding area.

In the wake of the Silver Storm, super-criminals have cast aside years of fragile peace, ready to go to war to settle old scores and claim the throne of the city's underworld. Emerald City has no established super-team to call on in this crisis; it is a city that needs heroes.

Answer the call!

Revised Format: Hardback book with a poster map
A Setting for Mutants & Masterminds Third Edition

Authors: Darren Bulmer, Steve Kenson, Christopher McGlothlin, and Aaron Sullivan
Cover Artist: Imaginary Friends Studios

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72.00 €
Mutants & Masterminds 3rd Edition: Hero High Sourcebook, Revised Edition
Mutants & Masterminds 3rd Edition: Hero High Sourcebook, Revised Edition

High-school heroes!

The Shadow Academy is on the loose downtown, but the prom is tonight and, worse yet, you’ve got a make-up test tomorrow! But then nobody said things were simple at Hero High!

Teenaged superheroes have hard lives... just ask them. After all, being a normal teenager is difficult enough: school, work, parents, friends, dating, and more without complicating matters by adding super-powers and a secret identity to the mix!

Hero High takes a look at the genre of teen heroes (and villains!) for the Mutants & Masterminds, Third Edition RPG. It contains everything you need to run a teen hero series of your own, with all the trials and tribulations that entails. There’s everything from an overview of the genre to breakdowns of its components and how to use them to create your own unique setting and series.

There’s even an interview with Marvel’s Executive Editor Tom Brevoort, who offers his insights on teen heroes and why they’re so fun and compelling!

Hero High is revised and expanded for Mutants & Masterminds, Third Edition and includes information on the students and faculty of the Claremont Academy, where the heroes of tomorrow receive their training! It also includes the villainous Shadow Academy and the troubled teens who call it home.

Plus, there are a dozen heroic archetypes so you and your friends can start playing right away!

Go to the head of the class with Hero High!

Format: 176-page, full-color, softback book

Authors: Lucien Soulban, Christopher McGlothlin, Jon Leitheusser, and Steve Kenson
Cover Artist: Conceptopolis

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39.60 €
Mutants & Masterminds 3rd Edition: Power Profiles
Mutants & Masterminds 3rd Edition: Power Profiles

Absolute Power!

The Mutants & Masterminds Superhero Roleplaying Game gives you all the tools you need to create the super powers you imagine. Power Profiles gives you those powers... and more!

In this book are more than thirty power types from Air and Armor to Water and Weather, each with some two dozen or more powers described and built in M&M game terms. That's more than seven hundred different ready-to-use powers, all in one book!

Power Profiles includes something for everyone. Think your ideal hero doesn't have any powers? Think again: Power Profiles includes Luck Powers, Martial Powers, and Talent Powers, special abilities that could all be described as superior training or skill!

You can find endless ideas for M&M heroes and villains just by turning the pages of Power Profiles and letting your imagination go, and you can point both new and experienced players to just the right section for the hero they want to play.

Power Profiles includes new power options, extras, flaws, and variants to modify the basic power effects from the Hero's Handbook, so you can create the powers you want. More than just powers, each profile also covers complications associated with those powers, to give your characters added depth and to help you earn hero points in play.

Power Profiles refines and greatly expands the power options from Mutants & Masterminds, taking its basic effects and turning them into a wealth of options you can choose from. With this book, there's no limit to your power!
Format: 224-page

Author: Steve Kenson

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48.00 €
Mutants & Masterminds 3rd Edition: Superteam Handbook (HC)
Mutants & Masterminds 3rd Edition: Superteam Handbook (HC)

Champions Assemble!

No hero can stand up to every challenge alone; nor should they! Legendary heroics demand teamwork, and teamwork demands a team. Are you a super-powered minority fighting to protect a world that fears you? A family of gene-freaks trying to scrape by? Or super-powered ex-cons trying to do right? Whatever brings you together, your teammates are your friends, rivals, co-workers, and family all in one, with all the love and hate that implies. But together you can achieve incredible things none of you could alone. Whether a ragtag band of vigilantes falls in together by accident or Earth’s greatest protectors train to work as a single unit, heroes are always more than the sum of their parts!

The Superteam Handbook sourcebook for Mutants & Masterminds puts the focus on the heroes and their team, with details for players and gamemasters alike to make their team cohesive, dramatic, and fun! Understand what it means to be a team and form a common identity and responsibility, and when to buck the system and rebel. Learn the ins and outs of not just cooperation. Heroes can work closer together than ever before with new, team-focused powers, advantages, and attack options.

In addition to new game material, the Superteam Handbook presents eight pre-made hero teams, ranging from PL 5 to PL 12, to serve as campaign-kickstarters, with guidelines, resources, and advice for running a variety of heroic campaigns, along with background and statblocks for their members to use as player characters, rivals, or villains. Will you save the planet as part of the globe-hopping UNIQUE, battle to keep the urban jungle safe as one of the street-brawling Ferroburg Four, or take on ancient aliens from the cockpit of your giant robot as a member of MagnaForce? Whatever you choose, your friends stand by your side!

All for One. One for All.

Format: 160-page, full color hardback

Author: Crystal Frasier, Jennifer R. Dworschack-Kinter, Steve Kenson, Jack Norris, Lucien Soulban, Miranda Sparks, Fred Wan, and Jordan Wyn
Cover Artist: Conceptopolis

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42.00 €
Mutants & Masterminds 3rd Edition: Threat Report
Mutants & Masterminds 3rd Edition: Threat Report

The Silver Storm has turned Emerald City from a quiet Pacific Northwest metropolis to a hub of super-criminal activity, and AEGIS—the American Elite Government Intervention Service—is on the job.

Threat Report presents profiles on dozens of the new supervillains endangering Emerald City and the world. From "stormers" newly granted their powers to ancient and eldritch evils, from beneath Emerald City's streets to other dimensions and times, Threat Report gives you a plethora of villains to challenge your players.

This book compiles most of Green Ronin's Threat Report series of electronic villain profiles, along with new content created just for this collection. You'll find a variety of villains ready-made for your Mutants & Masterminds game, from low-level mercenaries for hire to super-powered thugs and cosmic world-beaters, even gods pulling the strings from behind the scenes. Heroes get ready because the villains of Emerald City are on the loose!

New in this collection:
* Arcanix: Keeper of occult secrets, so determined he will do anything to protect them.
* Dakuwanga: Aquatic beast from the dawn of time, rampaging across the seas towards shore!
* Hexenhammer: Hunter of all things magical, determined to send them to meet the Devil!
* Lady Vila & Treker: A former Russian spy and her enthralled companion. Who else will fall under her spell?
* Professor Jackanapes: Mystic cursed with a monkey's form by his dark eldritch masters, he seeks to unleash them on Earth to regain his rightful body.
* Redwood: Sequoia-sized avenger of the natural world.
* The Terror: Mysterious monster that haunts the streets, feeding on fear.
* Adventures! Plus additional adventure content, including "The Scrolls of the Secret Circle" involving Abracadaver and Arcanix, and "The Hammer and the Dragon" featuring Hexenhammer vs. Dracula!

Format: 176 pages, full color, softback

Authors: Glenn Hall, Steven Kenson, Jon Leitheusser, Christopher McGlothlin, Jack Norris, and Aaron Sullivan

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36.00 €

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