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Judge Dredd & the Worlds of 2000 AD RPG (HC)
Judge Dredd & the Worlds of 2000 AD RPG (HC)

Welcome to the worlds of 2000 AD! Voyage into the far future in this versatile tabletop game of science fiction adventure.

Mutant bounty hunters hunt down the scum of the universe. The noble houses of a resurgent imperial Russia use every means at their disposal to attempt to become the supreme power; using bribery, assassination, espionage, diplomacy and war. The solar system is invaded by the Geeks – a hostile alien race hell bent on the destruction of mankind, on Earth and her colonies in the solar system. Criminal hitmen fulfil their contracts, blasting their way though rivals and bodyguards to achieve their bloody payday. Occult investigators hunt down demons and restless spirits threatening both the lives and souls of the people of Britain.

And then there is Dredd. The top lawman in a vast city over 800 million citizens he contends with criminals, mutant raiders, aliens, rogue robots and enemy agents from other, hostile, megacities.

This roleplaying game provides the core rules for the science fiction worlds of 2000 AD. It also provides in-depth material allowing you to create and run adventures in the world of Judge Dredd.

Inside you will find:
* Rules for creating humans, clones, robots, mutants and uplifted apes. The fun, intuitive life path system allows you to run games for a group of Judges, perps or citizens.
* A wide array of equipment and weapons from the pages of Judge Dredd. Use the iconic lawgiver pistol with its six different bullet types. Use the daystick baton to subdue perps when up close to them. Ride the lawmaster bike, the two-wheeled king of the road.
* Full rules for running the game, including fast but tactical combat, environments, and extended scientific, medical and engineering tasks.
* An exploration of Dredd’s world with many key locations of Dredd’s city detailed along with information on how to use them in games.
* An introductory adventure where you can play as Judges, perps or citizens. All with very different goals and aims.

Whether you are a street gang looking to make it into the big time with a major robbery, a task force of Judges trying to dismantle a major criminal organisation or a group of citizens just hoping to negotiate the Black Friday sales at one of the massive shoplexes (the most dangerous task of all) this book has you covered!

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60.00 €
Judge Dredd & the Worlds of 2000AD: Rogue Trooper (HC)
Judge Dredd & the Worlds of 2000AD: Rogue Trooper (HC)

Welcome to a whole new expansion setting for Judge Dredd & the Worlds of 2000 AD! Leap into the desperate battle for Nu Earth in this versatile tabletop game of science fiction adventure.

In Rogue Trooper’s universe, the battle for Nu-Earth dominates everything. The Greater Nordland Republic and the Souther Confederacy wage an endless war for control of a poisoned planet. Desperate for an edge, the Southers have developed superhuman soldiers known as Genetic Infantrymen, or G.I.s, and thrown them against their enemy in the hopes of stalling the Norts’ inexorable advance. Despite being outgunned and outnumbered, even a single G.I. can often be enough to turn the tide of a battle.

* Rules for playing as a Genetic Infantryman, a gene cursed Strigoi, or one of several new species. The fun, intuitive life path system allows you to run games for a group of G.I.s, mercenaries, or even citizens.
* A wide array of equipment and weapons from the pages of Rogue Trooper. Use the iconic G.I. Backpack, Helmet, and Rifle. All fitted with chip slots ready to host the consciousness of your downed comrades. If you are human, make sure to purchase the best chem suit and repair patches to keep you safe in Nu Earth’s toxic atmosphere.
* An introductory campaign where you can play as G.I.s, mercs, or civilians. All with very different goals and aims.
* Roleplaying as a GI or merc in 2000 AD’s iconic Rogue Trooper setting.
* Ties seamlessly into the Judge Dredd & Worlds of 2000 AD range of RPG books.
* Engaging life path system that immerses players in the setting.

As a companion expansion to Judge Dredd & the Worlds of 2000 AD, the core rules will be required for play.

196-page hard cover book

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58.80 €
Judge Dredd & the Worlds of 2000AD: Strontium Dog (HC)
Judge Dredd & the Worlds of 2000AD: Strontium Dog (HC)

Welcome to the first expansion setting for Judge Dredd & the Worlds of 2000 AD! Voyage into the far future in this versatile tabletop game of science fiction adventure.

Step into the future and join Johnny Alpha as he blazes a trail across the stars in pursuit of the galaxy’s worst criminals. Operating from the space station known as the Doghouse, Johnny and his fellow mutant bounty hunters bring justice to notable outlaws no matter which dimension or time period they hide in.

* Rules for playing as a Strontium Dog, an outlaw, or one of a number of species. The fun, intuitive life path system allows you to run games for a group of Stronts, outlaws, or even citizens.
* A wide array of equipment and weapons from the pages of Strontium Dog. Use the iconic Westinghouse Variable Cartridge Blaster with its four different bullet types, the time drogue to rewind time a little and take better shot, or the dimension warp to send your target to a whole new space and time.
* An introductory campaign where you can play as Strontium Dogs, outlaws, or citizens. All with very different goals and aims.
* Roleplaying as a bounty hunter or outlaw in 2000 AD’s iconic Strontium Dog setting.
* Ties seamlessly into the Judge Dredd & Worlds of 2000 AD range of RPG books.
* Engaging life path system that immerses players in the setting.

As a companion expansion to Judge Dredd & the Worlds of 2000 AD, the core rules will be required for play.

176-page hard cover book

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58.80 €
Kult: Beyond Darkness and Madness (HC)
Kult: Beyond Darkness and Madness (HC)

Beyond Darkness and Madness is a 296-page hardcover Gamemaster sourcebook for KULT: Divinity Lost. This supplement outlines the Gamemaster’s overall responsibilities and provides them with tools for running effective gaming sessions and presenting horrifying narratives. Additionally, the source book provides inspiration for developing compelling narratives, intriguing characters, and personalized settings.

The book is divided into three distinct sections - Storytelling, Atmosphere, and Reflections. It is written by Jason Fryer, a veteran of KULT who wrote the Purgatory source book for KULT 2nd edition in 1996. He made his debut in KULT: Divinity Lost with the quickplay scenario The Atrocity Exhibition. Additional writers include Jacqueline Bryk, Alex Obernigg, and Petter Nallo.

Part One - Storytelling discusses the various aspects and levels of plot-building, maintaining narratives at and away from the table, and upholding the game’s Agenda, Principles, Fiction, and Moves throughout the process. Additionally, techniques for utilizing and expanding the Intrigue Map, Downtime, and the Horror Contract are provided, including how to create compelling events, characters, and settings.

Part Two - Atmosphere provides an in-depth examination of various horror themes and milieus, and inspiration and techniques for utilizing them to enhance the storytelling experience. Specifically, chapters in this section explore the different aspects of body horror, extreme horror, existential dread, trauma, and the sublime.

Part Three - Reflections provides variant settings for the KULT mythos, allowing for more personalized and divergent stories. By utilizing the techniques and tools presented here, the Gamemaster can create scenarios and campaigns tailored to genres such as action horror, Asian horror, magical realism, survival horror, and the uncanny.

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55.20 €
Kult: Black Madonna (HC)
Kult: Black Madonna (HC)

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The Black Madonna is a legendary KULT campaign previously unreleased outside of Sweden and France. Its six separate episodes lead the player characters into a haunting adventure connected to the Death Angel Chagidiel and the Archon Binah, and their servants.

Taking place in 1991 and set in a recently reunified Germany, the journey will lead the player characters into a Soviet Union on the brink of collapse, to unlock the mystery of what actually happened in Leningrad during World War 2. During the campaign, they will be taken to a world of dark dreams, and venture into the depths of Inferno, trying to save themselves.

The Black Madonna is written for KULT: Divinity Lost and has been updated with a completely new chapter describing the world of 1991 and new rules for creating characters connected to the setting and story.

"When the new year’s eve of 1941 shifts to 1942, all the candles extinguish in the churches of Leningrad. The Saint’s faces turn to black. The fabric of reality tears. When morning comes, twenty priests are found dead by their own hands.

A silent girl with many secrets is found in a closed off basement. No one knows who she is or where she lives. With no other options available, she is taken to an orphanage where nothing is as it seems.

The same cold winter night, Dimi, an old icon painter, meets a strange woman on his way home. She reveals her face to him and gives him a command, then walks away. Back in his small apartment, he immediately starts painting a new icon. An icon depicting a Black Madonna."

Hardcover Full-length Campaign book
168 pages

Mature Warning: contains graphic and written content of a mature nature, including violence, sexual themes, and strong language. Reader discretion is advised.

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54.00 €
Kult: Divinity Lost (HC)
Kult: Divinity Lost (HC)

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KULT: DIVINITY LOST is a reboot of the highly acclaimed and infamous contemporary horror role-playing game “Kult”, originally released a quarter of a century ago, in 1991. This anniversary version of the game features a completely new rule-set, and the setting is updated to present day. Escape your nightmares, strike bargains with demons, and try to stay alive in a world full of pain, torture, and death.

In KULT: DIVINITY LOST, the world around us is a lie. Mankind is trapped in an Illusion. We do not see the great citadels of Metropolis towering over our highest skyscrapers. We do not hear the screams from the cellar where hidden stairs take us to Inferno. We do not smell the blood and burnt flesh from those sacrificed to long forgotten Gods. But some of us see glimpses from beyond the veil. We have this strange feeling that something is not right—the ramblings of a madman in the subway seems to carry a hidden message, and our reclusive neighbor doesn’t appear to be completely human. By slowly discovering the truth about our prison, our captors and our hidden pasts, we can finally awaken from our induced sleep and take control of our destiny.

The number one goal of KULT: DIVINITY LOST is to wake this universe up from its slumber and give it back to you, old and new Kultists, with all the love, respect, and twisted imagination you could hope for! We think we have an awesome game and we want to share it with you.

The most important philosophy of KULT: DIVINITY LOST is to have context, to have rules and background materials about the world that supports playing stories deeply seated in the vast and complex KULT universe.

This can be summarized in five statements:
* The game must support the Players creating interesting and unique characters.
* The game must support the Narrator creating terrifying horror stories.
* The game must support stories of characters that see through the Lie and therefore are cursed (or blessed) by slowly Awakening.
* The game must support stories with multiple dimensions and entities: make them intelligible and horrifying for the players, and manageable for the narrator.
* The game must support suspense, drama, and action, without breaking the flow or immersion of the story.

RULES
When playing KULT: DIVINITY LOST, we want the rules to fade into the background. The number one rule during development is that all rules must support the ongoing immersive story, instead of breaking the flow or draw attention away from the story. The Players should focus on playing their characters while the Narrator uses the rules as tools to advance and enhance the story. When dice are rolled, the resolution should be quick and something is always happening! The story moves forward. The result can create good or bad outcomes, but it will always be something exciting that pushes the story and forces the characters to make fast and tough choices!

In KULT: DIVINITY LOST, when you do something, you roll two ten-sided dice and add the results (2D10+X).

The result explain what happens if the player roll a complete success (sum of 15 or higher), a success with a complication (sum between 10 to 14), or fails the roll (sum of or below 9). Based on the result the Player and/or the Narrator get to make choices, and the Narrator eventually describes the end outcome in the story context and how it affects the characters. (Interestingly, failing a roll, doesn’t always equal failing at a task in-game. It will however always be something interesting (and often horrific) happening.)

STORIES
KULT: DIVINITY LOST has rules that support for playing both prepared and unprepared stories ("scenarios"). If you dare to tread the dark universe of KULT without any prior knowledge of what will happen before play, the rules will give you extensive tools for the creation of creepy, bloody, and agonizing stories as they develop. If you want to prepare the stories before play, with pre-made characters, scenes, story arcs, plot twists, etc, the tools for unprepared stories will still be very useful for inspiration, improvised events, and for making the universe seem real.

Hardcover Core Rules book
384 pages

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81.60 €
Kult: Divinity Lost, Bible Edition (HC)
Kult: Divinity Lost, Bible Edition (HC)

The Bible Edition (2nd version) is a “pocket version” of the KULT: Divinity Lost Core Rules, in an all-text version. The book is in the same physical format as a typical bible. The 2nd version of the Bible Edition features a black cloth cover, with gold foil print on top, and two color print inside with blood red headlines, making them clearer and more visible than the 1st version of the Bible Edition. Just as with the 1st version, the edges of the pages are gold coloured.

ABOUT KULT

“We live in a world where the sun has set.”
KULT: Divinity Lost is a reboot of the highly acclaimed and infamous contemporary horror role-playing game “Kult”, originally released in 1991. This, the 4th edition of Kult, features a completely new rule-set, and the setting is updated to present day. Escape your nightmares, strike bargains with demons, and try to stay alive in a world full of pain, torture, and death.

In KULT: Divinity Lost, the world around us is a lie. Mankind is trapped in an Illusion. We do not see the great citadels of Metropolis towering over our highest skyscrapers. We do not hear the screams from the forgotten cellar where hidden stairs take us to Inferno. We do not smell the blood and burnt flesh from those sacrificed to long forgotten Gods. But some of us see glimpses from beyond the veil. We have this strange feeling that something is not right—the ramblings of a madman in the subway seems to carry a hidden message, and, when thinking about it, our reclusive neighbor doesn’t appear to be completely human when we pass in the hallway. By slowly discovering the truth about our prison, our captors, and our hidden pasts, we can finally awaken from our induced sleep and take control of our destiny.

KULT: DIVINITY LOST is a reboot of the highly acclaimed and infamous contemporary horror role-playing game “Kult”, originally released a quarter of a century ago, in 1991. This anniversary version of the game features a completely new rule-set, and the setting is updated to present day. Escape your nightmares, strike bargains with demons, and try to stay alive in a world full of pain, torture, and death.

In KULT: DIVINITY LOST, the world around us is a lie. Mankind is trapped in an Illusion. We do not see the great citadels of Metropolis towering over our highest skyscrapers. We do not hear the screams from the cellar where hidden stairs take us to Inferno. We do not smell the blood and burnt flesh from those sacrificed to long forgotten Gods. But some of us see glimpses from beyond the veil. We have this strange feeling that something is not right—the ramblings of a madman in the subway seems to carry a hidden message, and our reclusive neighbor doesn’t appear to be completely human. By slowly discovering the truth about our prison, our captors and our hidden pasts, we can finally awaken from our induced sleep and take control of our destiny.

The number one goal of KULT: DIVINITY LOST is to wake this universe up from its slumber and give it back to you, old and new Kultists, with all the love, respect, and twisted imagination you could hope for! We think we have an awesome game and we want to share it with you.

The most important philosophy of KULT: DIVINITY LOST is to have context, to have rules and background materials about the world that supports playing stories deeply seated in the vast and complex KULT universe.

This can be summarized in five statements:
* The game must support the Players creating interesting and unique characters.
* The game must support the Narrator creating terrifying horror stories.
* The game must support stories of characters that see through the Lie and therefore are cursed (or blessed) by slowly Awakening.
* The game must support stories with multiple dimensions and entities: make them intelligible and horrifying for the players, and manageable for the narrator.
* The game must support suspense, drama, and action, without breaking the flow or immersion of the story.

RULES
When playing KULT: DIVINITY LOST, we want the rules to fade into the background. The number one rule during development is that all rules must support the ongoing immersive story, instead of breaking the flow or draw attention away from the story. The Players should focus on playing their characters while the Narrator uses the rules as tools to advance and enhance the story. When dice are rolled, the resolution should be quick and something is always happening! The story moves forward. The result can create good or bad outcomes, but it will always be something exciting that pushes the story and forces the characters to make fast and tough choices!

In KULT: DIVINITY LOST, when you do something, you roll two ten-sided dice and add the results (2D10+X).

The result explain what happens if the player roll a complete success (sum of 15 or higher), a success with a complication (sum between 10 to 14), or fails the roll (sum of or below 9). Based on the result the Player and/or the Narrator get to make choices, and the Narrator eventually describes the end outcome in the story context and how it affects the characters. (Interestingly, failing a roll, doesn’t always equal failing at a task in-game. It will however always be something interesting (and often horrific) happening.)

STORIES
KULT: DIVINITY LOST has rules that support for playing both prepared and unprepared stories ("scenarios"). If you dare to tread the dark universe of KULT without any prior knowledge of what will happen before play, the rules will give you extensive tools for the creation of creepy, bloody, and agonizing stories as they develop. If you want to prepare the stories before play, with pre-made characters, scenes, story arcs, plot twists, etc, the tools for unprepared stories will still be very useful for inspiration, improvised events, and for making the universe seem real.

Note: THIS GAME EXPLORES MATURE THEMES. The content of this book explores psychological and body horror. There are explicit examples of physical and mental abuse, violence, sexual assault, religious exploitation, child abuse, mental illness, kidnapping and abduction, animal cruelty/death, pregnancy/childbirth, miscarriages/abortion, drug use, self-harm and suicide, blood, and death.

      loppu varastosta
52.60 €
Kult: Screams and Whispers (HC)
Kult: Screams and Whispers (HC)

Screams and Whispers is a 224-page hardcover scenario collection with six newly written scenarios. They follow a variation of themes and touch upon different genres of horror, all firmly rooted within the KULT mythos and setting.

It Started and Ended with Screams: The players are all teenagers that are sent to St. Jude’s Centre for Troubled Youths. Here, in this strict institution, where the windows are barred and the doors are locked they soon discover that this place has many secrets. This is a scenario based around human drama, systemic abuse and desperate pacts. It is written by Matthew Dawkins who also wrote The Summit for the previously released scenario collection Taroticum and Other Tales. He is perhaps mostly known for his many contributions to the World of Darkness setting but here he again embraces the KULT mythology in a very daring and intimate scenario.

Hell is Other People: Three people are riding in a limousine through a dark and nameless city. They are all going to the same place and as the ride goes on we learn more and more about their hidden secrets and the desperate desires and black envy they hold for each other. This is a short and unconventional scenario created by Anders Fager, a renowned Swedish horror writer, who among his award winning Lovecraft books, wrote the KULT: Divinity Lost novel For the Love of Goddess.

Downfall: When an aspiring writer goes missing, all that is left behind are unpaid bills, a locked suitcase, and a tattered yellow notebook. As fiction threatens to spill into the real world, his friends and relatives embark on an investigation to piece together a gruesome tale of self-discovery, enlightenment and passion. The newcomer M. Martial explores passion and grotesque body horror in the vein of early Cronenberg movies.

Judgment: A family tragedy plays out during an intense heat wave in Phoenix, Arizona. Here, wills and agendas clash in a scenario with TV-preachers, illegal abortion clinics, megachurches, betrayal, a Death Magician seeking revenge and layer upon layer of secrets! Written by established RPG author Matthew Sanderson who has contributed to titles for Call of Cthulhu and Vampire the Masquerade amongst others. Judgment is his KULT debut.

Seven Sisters: Set in Berlin 1945, and the second World War is soon at its end. The player characters are agents that are sent into a bombed out Berlin in the months before its fall to find a secret agent. In this time of extreme chaos and suffering the borders to Inferno are thin and servants of the Death Angel Thaumiel and enslaved angels have their own agendas which the players become entangled with. This scenario is written by the legendary first edition of KULT writers - Gunilla Jonsson and Michael Petersén. Here they return in full glory with a brand new scenario for KULT: Divinity Lost.

Desert Whispers: A long weekend in Juarez, Mexico. A swinging party where everything is free. In the cold night of the desert, who will save you from your excesses, or your host? The characters stumble upon a gathering of Jackals in this dark, and very intense, slasher tale. It is written by Topher Burke, a novelist and wordsmith currently stranded in the middle of the United States.

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44.90 €
Kult: Taroticum and Other Tales (HC)
Kult: Taroticum and Other Tales (HC)

Buy this game from Fantasiapelit and get a free PDF to accompany it!
Read more about our free PDF program

Taroticum and Other Tales contains seven stand-alone scenarios for KULT: Divinity Lost. They are set in different times and locations and explore different parts of the Kult mythos. The scenarios are all designed to be quick and easy to pick up and play.

Taroticum - Taroticum revolves around a deck of Tarot cards that has the power to manipulate the Illusion. Set in London in 1892 and in 1992, in Inferno, and close to Achlys where time has ceased to exist.

Oakwood Heights - November 2016. We follow a group of people from the Detroit DA’s office and the local Police Force partaking in a crime scene reconstruction. Soon we learn that everyone has a hidden agenda as the story unfolds.

La Cena - Miami 1973. The Cruz family is preparing a seven course dinner for their eldest son who is returning from Cuba with the last Freedom Flight. The city trembles in the summer heat and so are the tensions and hidden frustration in the Cruz family.

The Summit - The Monarch, a skyscraper existing in Elysium as well as in Inferno. A borderland of struggle and violence. Each floor is filled with gruesome scenes and madness and in the top floor the Architect of this mad construction awaits.

Island of the Dead - On the 12th of June 2013, flight DY13001 leaves Bangkok, Thailand. After just over an hour it crashes into the stormy sea. A few survivors drift ashore on a remote island. They have to adapt and survive in the strange jungle and try to get away before the island will devour them.

Laraine Estate - In the late summer of 2018, a famous youtuber and urban explorer goes missing while breaking into the Laraine Estate, an old mansion with a long history. Deep beneath the old mansion something lurks, and drives people into lust and perversions.

The Atrocity Exhibition - At an exclusive midnight showing at the Cecil Torne Art Centre in the autumn of 2017, the complete works of Guy Vaquelines entire Triumph De La Mort collection will be displayed. What no ones knows is that the paintings are infused with magic and bringing them together like this will have unexpected consequences.

222 pages

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54.00 €
Legends of Avallen RPG (HC)
Legends of Avallen RPG (HC)

“From that island at the end of the world, no soldier returned without tales of wonder. Walking forests, talking fae, enigmatic shapes half man and half beast; things that you ought not to believe unless you see them yourself.”
—Kaato the Sage on the invasion of Avallen

Inspired by Celtic mythology in Roman Britain, Legends of Avallen is a roleplaying game that takes you to a mystical island occupied by faithless invaders. For now, peace has been called but it balances on a sword’s edge as all seek to tame the Otherworld—a parallel realm home to fae, demons, dragons, and gods.

On Avallen, the greatest legends rise from humble beginnings, and yours will be no different. The shepherd ordained as a Druid, the bard reborn as a Fae Touched, the thief who found glory as a Gladiator. What tales will be told of you? Will you mend the rifts between worlds, or delve into their depths for fame, fortune, and power?

Legends of Avallen is a complete tabletop roleplaying game in one incredibly illustrated 244-page hardbackbook.

Features:
* Quick character creation with deep character growth. Witness your humble townsperson rise into legend with 40 profession, martial, magic, and legendary ability schools.
* Engaging mechanics that reward ingenuity. Setup allies in combat, uncover motivations in parleys, craft gear from slain monsters, and navigate risks on epic journeys.
* An original ruleset that needs just a deck of regular playing cards. Get creative with your surroundings and work together with your friends to earn more cards for checks.
* Extensive guides, tools, world lore, and a bestiary full of Celtic creatures to help Gamemasters craft their own unique quests.
* Includes “Quest for the Sealing Stone”, an introductory adventure that teaches your aspiring heroes the game rules as you play.

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60.00 €
Mutant Chronicles Techno Fantasy RPG 3rd Edition (HC)
Mutant Chronicles Techno Fantasy RPG 3rd Edition (HC)

Katso pelin esittely Youtubesta.

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THE SOLAR SYSTEM IS A ROARING MAELSTROM OF DEATH AND WAR THE INNER PLANETS HAVE BEEN SWEPT AWAY BY THE VIOLENT ONSLAUGHT OF THE DARK LEGION'S MONSTROUS HORDES AND UNDEAD SOLDIERS. IN THE ENORMOUS CITIES OF THE DISTANT FUTURE, HERETICS DEVOTED TO THE DESTRUCTION OF MANKIND STALK THE DARK BACKSTREETS AND GLOOMY ALLEYS, SPREADING THEIR TEACHINGS OF GREED, JEALOUSY, AND WAR.

Mutant Chronicles takes you on a full - throttle diesel-punk ride though a solar system beset by corporate intrigue and the invasion of the Dark Legion. With technology failing due to the insidious effects of the Dark Symmetry, mankind must fight back against the Dark Legion hordes whilst dealing with in-fighting and conspiracy.

Now, in this 3rd Edition of the definitive techno-fantasy roleplaying game, you can play during the early days of the Dark Symmetry, through to the brutal Corporate Wars.

Investigate foul cults as technology turns against mankind, or fight the armies of the Dark Legion as they pour forth from citadels across the colonies the battle for humanity's future.

Mutant Chronicles, created by Target Games, now Paradox Entertainment was one of the bigger names in gaming in the 1990's with the Doom Trooper collectible card game translated in to 16 languages, three boardgames, a SNES and Mega DriveDoom Trooper video game, the massive Warzone miniatures game and the Mutant Chronicles 1st and 2nd Edition roleplaying games with more recently a Hollywood movie, Fantasy Flight Games pre-painted miniature game and last year the reboot of Warzone by Prodos Games.

The Mutant Chronicles story took you on this full throttle dieselpunk sci-fi ride through a solar system beset by corporate intrigue and the invasion of a terrible dark alien force. With technology failing due to the insidious effects of the Dark Symmetry humankind must fight back against the Dark Legion hordes whilst dealing with in-fighting and conspiracy from within.

In the late 21st century a growing madness of plagues, wars, terrorism and environmental collapse led to the rushed terraforming of the colonies by the major corporations, an exodus from Earth and the final cataclysmic nuclear war. It takes hundreds of years to re-establish life as we know it on the inner worlds of our solar system. Imperial, Capitol, Bauhaus and Mishima now rule from their homes in the steaming jungles of Venus, the caverns of Mercury, the deserts of Mars and the many orbitals and asteroid homes of the solar system. Luna City is a vast neutral sprawl, many hundreds of years old, built up and over the first colony and mines.

A fateful exploratory mission to Pluto unleashes an ancient evil force 'The Dark Symmetry' upon the thinking machines of man. As technology fails (and even fights back), mankind is beset with conspiracy and corporate intrigue from within. Dark things gather on the edges of the colonies and whilst corporate war consumes the greatest armies of man, the Dark Legion’s citadels rise up throughout the worlds of the solar system and terrifying armies march out to consume all. They were defeated long ago, they will not be defeated this time...

As the Dark Symmetry's malign influence on humanity grows, the Brotherhood with their strange powers, arise to unite the corporate armies as one and fight back.

We filled in the gaps in the original storyline, expanded the backstory and plotted secret events that will carry your adventures through a 1000 years of future history. Now you can play during the early days of the Dark Symmetry with investigations of foul cults and technology turning on mankind, through to the brutal Corporate Wars and then fight the Dark Legion as they pour forth from their citadels across the colonies.

For the 3rd Edition of the Mutant Chronicles roleplaying game we teamed up with Jay Little, award winning designer of Star Wars: Edge of the Empire to create a new d20 based cinematic game system that would reflect the chaotic, harsh life of the universe.

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68.20 €

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