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Advanced Lovers & Lesbians (HC)
Advanced Lovers & Lesbians (HC)

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Draw your sword and bare your heart with new character types, fresh settings, and even more ways to enjoy the Thirsty Sword Lesbians roleplaying game!

Lace up your skates and settle old scores in a wasteland roller derby, explore the jungles of Venus as part of a planet-roving band of futuristic battle bards, or pick up your favorite Arthurian legend and MAKE. IT. GAY. With over twenty new settings, you’re sure to find just the right hook to delight and entice your table.

Crafted by an all-star team assembled from the best and brightest of the indie RPG scene, Advanced Lovers and Lesbians shines a spotlight on the game’s universal themes of found family and deep emotional connections. Innovative new playbooks and alternate rules offer novel story arcs for your next game of Thirsty Sword Lesbians.

Inside this book, you’ll find:
* Ten new playbooks, including the shapeshifting Naga, the shrewd Investigator, the synthflesh Hologoddess, and the family-minded Matriarch
* Twenty-one new settings—ready your bow in late Heian Japan or strum your guitar in orbit of near-future Saturn—each one full of relatable characters and dramatic plot hooks
* Four detailed adventures: Fashion & Slashin’, Romancing the Throne, Starlight of the Lunar Realm, and Through the Looking Glass make it easy for your group to quickly pick up and play a game of Thirsty Sword Lesbians
* Custom rules to support settings with unique elements
* An appendix of random tables full of inspiration for characters, settings, and storylines plus a set of Friend, Threat, and Plot tables tailored to each and every one of the game’s 19 playbooks
* Beautiful, full-color artwork that captures the full spectrum of characters you can play as part of the diverse, expansive, and unabashedly queer worlds found within

Thousands have already been smitten with Thirsty Sword Lesbians. Take your skills with the blade and your passion for intrigue and drama to the next level with Advanced Lovers and Lesbians!

Ready? Let’s go!

Ten new playbooks offer players an expanded roster of rich, conflicted characters to explore:
* The Bloody by Erin Edwards. When a problem can no longer be solved amicably, when a threat to the community demands violence, the Bloody stands ready to do that violence on behalf of others.
* The Dream Mirror Be the person of her dreams—and theirs, and hers, and that other person’s too. The Dream Mirror knows how to be just what others want. The one thing they don’t know? How to be themself. Created by Christie R. Fremon.
* The Ensemble by April Kit Walsh. A pair of individuals who can be more than the sum of their parts together, or so deeply into each other that they're lost to the world.
* The Hologoddess They are will, made synthflesh. A machine who fights, and loves, with mathematical precision. Created by Katherine Cross.
* The Investigator by Ash Cheshire. Clever, inquisitive, and hot on the trail of mysteries relating to the Toxic Powers. Slow to trust others, with a strong desire for truth and justice.
* The Legion A soldier chosen by destiny, the latest to bear the name and powers of their legacy of past incarnations. Do they remain true to their present self or to the many “thems” that came before them? Created by Pam Punzalan.
* The Matriarch by Alexis Sara. Warding over a gang, kids, or partners who look for their help to stay alive, the Matriarch must weigh their family’s needs versus taking care of their own.
* The Naga: Hunted for their magic crest jewels, the shapeshifting Naga live in hiding, hoping to find moments to share their true selves while passing in a society that would do them harm. Created by Mariam Ahmad.
* The Sun Hand by Jan Martin. Obsessive in their pursuit of skills and knowledge, The Sun Hand uses their mastery of baking magic to support friends, empower themself, and defuse bad situations.
* The Troubadour They live to entertain and have a good time, but that often takes a back seat to earning a living. Keeping everyone happy is both their blessing and their curse. Created by Bryanna Hitchcock.

Twenty-one new settings featuring signature setting elements, core principles, detailed adventure hooks and more. No matter what genre your group yearns for you will find a setting inside to delight and entice:

* Battle Bards of the Sol System by Bryanna Hitchcock. From the jungles of Venus to the dark mines of Pluto, the Battle Bards wander performers the solar system righting wrongs and bringing factions together for peace.
* Crystalia by Ash Kreider. Centuries of battle come to a fevered pitch as the Archon Alliance battles the evil Lich Prime and his Necrohorde. The fate of Crystalia lies in the balance!
* Era’s End by Emily Care Boss. Peace in the Land of Dalmeya was balanced on a marriage bond now severed by death. You and your Spiral Walker Sisters, a band of fighters, seekers, and diplomats, have been entrusted with helping to calm the flames of conflict as powerful factions scheme and vie for the throne.
* Gala.exe by Katherine Cross. Centuries into the future, matriarchal machines unite the galaxy under a luxurious banner of fully-automated cybernetic democracy. But this beautiful facade has begun to crack amid sinister plots and quiet machinations. Can your sword cut through a web of intrigue?
* Gaylords by Lucian Kahn. Abandon all subtlety, restraint, and good taste, Gaylords is a fantasy setting about gay male warlords of rival Fagtions. Embrace the high camp of the Wilde Flamingo Regimes in a comedic and exceptionally homosexual pairing of melodrama and farce, rooted in self-parody.
* Greasy Dock Goblins by Avery Alder. Up in High Town, noble society ladies mix with imperious gentlemen but down here in the docks, everything is sooty, strange, mercurial, and mercenary. Dock work is dangerous and cheap, but it's what the goblins, queers, and weirdos are left with. Do you dare believe in a better world for yourself and your sisterhood of thieves?
* Hyenas by Alex Roberts. You’re hyenas. Yeah you read that right. Lesbian hyenas. Trust us.
* The Last Love Songs on Earth by Pam Punzalan. The world spins towards oblivion. Sink into the skin of a Heavenblade: soldiers chosen by fate, the last line of defense against Nightborne the Void Sword, the Closer of Doors. Draw your sacred weapons, face off against the Hellsingers, and prepare yourself for the noble sacrifice necessary to push the apocalypse back step by step.
* The Lesbians of Avalon by Kira Magrann. Take your favorite Arthurian legend and MAKE. IT. GAY. This romantic fantasy setting features dashing long-haired butches in shining armor, sensual earthy magicians, metamorphosing wood nymphs, and regal femmes.
* The Mani Missive by Mariam Ahmad. South Asian folktales and myths come to life in this world where powerful elementals manifest in godly ways, humanoids and animalfolk exist alongside each other, and the shapeshifting serpentine Naga are hunted to near extinction by the infamous Gehna Gang.
* The Monster Mash House Party by Ash Cheshire. B-movie tropes and good-natured sass mix in the ultimate Halloween party hosted by the vampire spider Queen October at zir mysterious and twisted Gothic mansion!
* Queen Pins Queen by June LaLonde and Sean Nittner. In the simmering world of the 1960s, chess is a metaphor for life and vice versa. Conflicts that might be resolved by arguments or fights are often settled instead over the chessboard. Head to head, queen to queen, you carry on a conversation that only those who know the subtleties of your style can understand.
* The Rainbow Scarab Circus by Christie R. Fremon. Step beyond the fortune teller and breathers, past the mirror maze, and through the flaps of the biggest tent, into your home: the Land of Dreams. People from the waking world come here thirsty for change, romance, and adventure. But your life as a performer is full of unexpected twists—in the waking world and the dreaming.
* A Sea of Pink, White, and Blue by Maria Fanning. Across the sea of Bunús the transgender pirates of the Tuath Alliance smuggle supplies to their oppressed siblings and sail on raids against the facist marines of the Imperium Navy. A nautical setting featuring queers who bash back.
* Shinsei Galactic Puroresu by Allie Bustion. War is becoming a distant memory, now conflicts on Yvaga IV are settled in the square circle of Shinsei Galactic Puroresu, the universe’s premiere pro wrestling league. In the distant future, the ring is both the final arena of conflict and a fun house mirror where you change or be changed.
* Sundew Garden Bakery by Jan Martin. On the bog planet Kalmia, sword lesbians of the Sundew Garden Bakery work to save an environment where the more the ecosystem suffers, the more dangerous it becomes. To survive, it will take more than a hero, it takes a community willing to sacrifice together.
* Super-Science Sapphics by Amr Ammourazz. By day students come to Waeha University to study STEM, trying to make the world a better place. By night, the Super-Science Sapphics club uses their knowledge to handle immediate threats, save people from disasters, and of course, show off their awe-inspiring tech.
* To Lay Down One’s Life for Another by James Mendez Hodes. During the late Heian period, the established nobles of Japan devoted themselves to elegance and erudition. But you belong to a new class of nobility - one that expresses its power by the way of the horse and bow. Unrefined but gallant, your clashes with the Imperial court will define the ideals of Japanese chivalry forever.
* To Light A Fire in My Soul by Soup. The mechs of the Genesis Kingdom rumble across the surface world, enforcing the Queen’s tyrannical rule. What will you do when you stumble on a mech of your own? Will you spend your days cruising the vast and endless horizon? Or will you point your sword at the crown and beyond?
* The Tragedies of Waldon Hall by Yeonsoo Julian Kim. Journey into the 19th century and enter the arms of a haunted estate where queer monsters reign and the shadows seduce you. Melodrama, terror, and temptation mix as you lend aid to phantoms, fend off righteous monster hunters, and entertain the most scandalous propositions the house has to offer.
* Wastelands Roller Derby by Libby Horacek and April Kit Walsh. Carnivorous cacti, flying jackalopes, and cute little fishrats inhabit the Shattered Wastes. Strap on your skates, the communities here settle their differences not with violence, but through roller derby. You are a champion on wheels, and you will need all the ingenuity and resilience you can muster to survive life in the wastes.

Four detailed adventures make it easy to quickly pick up and play a game of Thirsty Sword Lesbians:

* Break into the Meta Gala and steal the Dream Diamond as characters have to pass themselves off as multiple different characters of varying genders and social roles in the fantasy heist hijinks of Fashion & Slashin’ by Vylar Kaftan.
* The Empress seeks a new consort and the Imperial Palace hosts the event of the decade as eligible bachelorettes meet and mingle in Romancing the Throne. Did you get an invite or did you crash the party? An adventure by Misha Bushyager.
* Talented performers from throughout the galaxy gather at Lunapalooza to vie for the coveted Starlight Trophy. Play as a performer looking to showcase their talent or take a more investigative angle as you delve behind the scenes of the festival in Starlight of the Lunar Realm by Banana Chan.
* Years ago, you discovered a magical realm and undertook an epic quest with your queer companions. Now, a decade later, the shimmering portal to that place appears again and the fantastic land you cherish so much needs your help. Old foes, best friends, and new threats await you in Through the Looking Glass by Lauren McManamon.

Options for two-person play and a plethora of random tables help you tailor the game to a more intimate experience and provide loads of inspiration for characters, settings, and storylines. A set of Friend, Threat, and plot tables tailored to each and every one of the game’s nineteen playbooks helps your players detail the particular relationships and entanglements of their PC.

Throughout this 272-page book, you’ll find beautiful, full-color artwork that captures the full spectrum of characters you can play as part of the diverse, expansive, and unabashedly queer worlds found within.

Game Designer: April Kit Walsh, Alex Roberts, Alexis Sara, Allie Bustion, Amr Ammourazz, Ash Cheshire, Ash Kreider, Avery Alder, Banana Chan, Bryanna Hitchcock, Christie R. Fremon, Emily Care Boss, Erin Edwards, James Mendez Hodes, Jan Martin, June LaLonde, Katherine Cross, Kira Magrann, Lauren McManamon, Libby Horacek, Lucian Khan, Maria Fanning, Mariam Ahmad, Misha Bushyager, Pam Punzalan, Sean Nittner, Soup, Vylar Kaftan, and Yeonsoo Julian Kim.

Hardcover, 272 pages

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46.80 €
Aether Sea
Aether Sea

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One tiny ship.
One huge expanse of aetherspace.

Maneuver your ship through the vast aether in The Aether Sea, a Fate world and adventure by Ed Turner. A thousand years of war on Homeworld left it a magically-blighted wasteland, so the elves and dwarves stopped fighting for five minutes and figured out how to leave it behind. Soon everyone took to the vast, empty aether sea. The Royal Hegemony keeps a tight rein on the Spellcaster’s Union, and the magic that makes aether travel possible. Play the crew of a little aethercraft out in the deep sea. But you’ve got bad blood with the Royals, so take jobs carefully and make do with the best magic unofficial channels can provide. Keeping the ship afloat won’t be easy. The sea’s a dark and lonely place, and secondhand magic is... fussy. When it works at all.

The Aether Sea requires Fate Core or Fate Accelerated to play. This 44-page supplement contains:
* New species creation rules using Fate Accelerated style approaches.
* A simple, easy-to-use magic system, including systems for dabbling in magic, using cantrips for specific magical tasks, and spells and artifacts.
* Ideas for aethercraft, including aspects, combat, and maneuvering through space.
* A full starter adventure: It’s Only an Elven Moon.

The Aether Sea. Batten down the hatches and get ready for liftoff!

  !   tilattava tuote
12.00 €
Agon RPG, Second Edition (HC)
Agon RPG, Second Edition (HC)

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Player's Kit valmistajan sivuilta.

AGON is an action-packed roleplaying game about epic heroes who face trials from the gods in an ancient world of myth and legend.

Heroes of Legend
Far back in the mists of antiquity, a poet sings of great deeds wrought by mighty heroes—of monsters slain and justice restored, of wise council and devious strategies, of courage, valor, and daring—defiant of the gods themselves. In Agon, you create and play these heroes, crafting their epic tale into an immortal legend.

On their way back home from the war, the heroes have become lost among strange islands populated by mythical creatures, dire beasts, treacherous landscapes, legendary kingdoms, and desperate people—all somehow cursed or abandoned by the cruel power of the capricious gods.

It falls to you to seize this opportunity for greatness—to set things right in these lost lands, overcome the trials of gods, monsters, and people, prove the glory of your name, and win your way back home.

Agon is a game of fast-paced heroic adventure inspired by ancient legends. The Hero Players create heroes who wander from island to island, engaging in contests, resolving strife, appeasing the gods, and seeking their way home. The Strife Player presents each island—its strife, opponents, and other characters—by revealing the situation, asking leading questions, and judging contests.

Each session contains an adventure on a dangerous island. Every island suffers from strife which the heroes fight to overcome with their strength, courage, and wits. The gods watch and judge, granting favor or wrath, depending on how the heroes resolve the situation.

Each island takes approximately two to four hours to play through, depending on the size of the group and your desire to wax poetic or dive right into the action. When the heroes leave and continue their voyage, the gods light their way among the stars of the Vault of Heaven, leading them to the next island and closer to returning home.

This game is set in an ancient fantasy world of myths and legends. Here you’ll find titanic monsters, vengeful spirits from the underworld, ruthless marauders, conniving kings, vicious gods—and all the other elements of fables and epic poems of old. This setting is yours to play with as you wish. There is no call for historical or literary accuracy—it’s strongly discouraged, in fact. Let yourself be inspired by those enchanting stories, but make your mythic world your own.

The racism, sexism, ableism, and other bigotries of the past can be confronted head on or set aside as you see fit. A game of Agon is first and foremost an excuse for you and your friends to hang out together and have fun telling a rousing story—be mindful and include the elements that everyone wants to explore; discard the rest.

The first edition of Agon (which we’re now affectionately calling Agon 2006) was written by John Harper. It was a game of battle and competition, which pitted the antagonist against the band of heroes, and in turn the heroes against each other to win the greatest glory.

This new edition of Agon written by John Harper and Sean Nittner embraces the friendly competition of Agon 2006 while also rewarding heroes for the strength and compassion required to support one another, form bonds, and extol the virtues of their companions.

In this book, you’ll find:
* Rules for creating your heroes of myth and legend, building the glory of their name, and forging their eternal legend.
* Divine favor, bonds, and pathos for each hero to call upon to reach further than a mortal could.
* Islands full of gods, monsters, and people to challenge your heroes.
* Guidance for the Strife Player, who presents the challenges on the island.
* The Vault of Heaven to record your progress towards returning home and the ire of the gods.
* Contests and Battles that reveal the heroes greatness and glory as well as what they care most about.

The Trials of Glory Await!

Page Count: 160
Format: Hardcover and Digital formats.

Game Designer: John Harper and Sean Nittner

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30.00 €
Apocalypse Keys RPG (HC)
Apocalypse Keys RPG (HC)

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Even the most powerful monsters have hearts. Unleash your destruction and reveal your deepest emotions in this TTRPG by Rae Nedjadi.

Unmask your feelings, uncage your ruination...

The Doomsday Clock is ticking down and emotions run high as you and your team of DIVISION agents struggle to find the Keys before the villainous Harbingers unlock the Doors of Power and bring about the apocalypse.

As an Omen class monster, you are the only thing capable of holding back the apocalypse. Combat occult threats and investigate supernatural phenomena alongside your team of supernatural agents working for the shadowy DIVISION. But in a world that shuns monsters like you, only your deepest, most heartfelt bonds can grant you the power to stop those who seek to unlock Doom’s Door.

Inside this book, you’ll find:
* A game of monsters bound by fate, love, and power. Explore emotional connections, complicated relationships, unpredictable mysteries, larger than life apocalyptical threats, and the brightest hope in the darkest despair.
* An innovative take on the Powered by the Apocalypse rules engine.
* Seven Playbooks, each with their own destructive abilities and consuming desires
* Guidance and support for running the game, including advice for the Keeper on how to craft your own Apocalypse
* Preset Mysteries for the team to investigate and plenty of guidance on creating your own.
* Strategies and safety tools to ensure everyone at the table enjoys a fun, memorable session.
* Plenty of support and advice for creating one-shot sessions or full campaigns

The apocalypse draws near. There are Keys to find, Mysteries to solve, Doors to unlock, and ruthless Harbingers to battle. It’s time to face your fears or become fear itself.

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60.00 €
Band of Blades RPG (HC)
Band of Blades RPG (HC)

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The bonds of blood and battle are forged in the dark!

The Road to Skydagger Keep
The Legion is in retreat following a failed battle against the armies of the undead. You are a member of the Legion, your bonds to one another forged in the dark by bone and blood.

But time is running out as more fall to the indomitable forces of the Cinder King. As Legionnaires, you must make it to Skydagger Keep before you’re cut off or overtaken by the undead. Paying horrifying costs, you’ll employ offensives, maneuvers, unwise bargains, and desperate gambits as the ever-ticking clock nears its final hour.

Do you have what it takes to outwit, outrun, and outlast the endless hordes of the undead, or will your band of blades break beneath the Cinder King’s iron fist? Play to find out in Band of Blades, a stand-alone, Forged in the Dark RPG of dark military fantasy.

Band of Blades contains all the rules you need to play. In this book you’ll find:
* A clear game structure for playing out missions filled with moment-to-moment danger and tracking the overall fate of the Legion.
* Rookie, Soldier, and five different Specialist playbooks, with Legionnaires created as they are needed when the casualties of war set in.
* Legion roles for all of the players: the Commander sets mission priorities, the Marshal directs the troupes, the Quartermaster manages precious resources, the Spymaster gathers intel in the field, and the Lorekeeper preserves the histories of the Legion.
* Three different Chosen—humans imbued with the powers of the gods, each with their own unique gifts, who aid the Legion.
* Army advancement throughout the campaign, including gaining new materiel and the promotion of the Legion’s troops.
* Four distinct heritages of brave and flawed people seeking to survive another night from the Cinder King’s horrors.

Join us on the road to Skydagger Keep. Our numbers are few, our supplies are low, and every operation is a deadly risk—but if any chance exists to make a difference in the outcome of the war, it is this cohort, the only remaining hope, this bloody band of blades!

464p hardback

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54.00 €
Blades in the Dark RPG (HC)
Blades in the Dark RPG (HC)

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Blades in the Dark is a roleplaying game about a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had - if you`re bold enough to seize them!

You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel`s own vices.

Will you rise to power in the criminal underworld? What are you willing to do to get to the top?

In this stand-alone game, you'll find:
* Rules to create your scoundrel using the following character archetypes: the Cutter, the Hound, the Leech, the Lurk, the Slide, the Spider, or the Whisper.
* Rules to create your crew, built from types like Assassins, Bravos, a Cult, Hawkers, Shadows, or Smugglers.
* A robust core mechanic which puts the fiction first-the strength of a character's position (desperate, risky, or controlled) matters just as much as the character's ability scores.
* A lightning-fast mechanic for planning criminal operations to cut through the usual slog of planning at the game table.
* Rules for alchemical experiments, gadget tinkering, and weird occult powers-including rules for playing Ghosts and other strange beings.
* A setting guide to the haunted city of Doskvol, with all the maps, factions, NPCs, schemes, and opportunities you need to run an exciting sandbox game.

The streets of Duskwall are haunted. By vengeful ghosts and cruel demons. By the masked spirit wardens and their lightning-hooks. By sharp-eyed inspectors and their gossiping crows. By the alluring hawkers of vice and pleasure. By thieves and killers and scoundrels like you, the Blades in the Dark.

The noble elite grow ever richer from the profits of their leviathan-hunting fleets and electroplasm refineries. The Bluecoats of the constabulary crack skulls and line their pockets with graft. The powerful crime syndicates leech coin from every business, brothel, drug den, and gambling house. And then there's your crew of scoundrels: all the way down at the bottom rung. Can you make it to the top? What are you willing to do to get there? There's only one way to find out...

Gameplay focuses on criminal endeavors called scores. A session of play usually consists of 1 or 2 scores, each followed by recovery, downtime projects, and advancement for the scoundrels and the crew.

In Blades in the Dark, your crew gets its own "character sheet" (chosen from different crew classes, like Cult, Thieves, or Smugglers), earns XP, and levels up alongside the characters. As you advance the crew, you unlock new options and abilities for the scoundrels and climb up the ladder of factions within the city.

The game features a robust core resolution mechanic which asks the group to characterize actions as desperate, risky, or controlled. Each choice provides a range of multiple outcomes, beyond simple success or failure. To highlight the roguish nature of the characters, players can accept a devil's bargain (a bonus die with strings attached) to bolster their chances.

A good teamwork system is critical to making a game about a crew of scoundrels work. Blades in the Dark features a fun and intuitive teamwork mechanic that shifts the spotlight from one character to another as they go "on point" with their teammates backing them up.

Many RPG sessions grind to a halt when planning is required. The group ends up discussing options for hours -- talking about the game rather than playing the game. Blades in the Dark cuts through all that with a lightning-fast planning technique that takes less than one minute. You make a few simple decisions and you're off and running. In addition, the players can use their teamwork bonus to activate a contingency plan, which lets them cut to a flashback scene and roll a setup action their character performed in the past.

Blades in the Dark is industrial-fantasy. What's that mean? It means that the setting of Duskwall is similar to some fantasy cities you may be familiar with (Lankhmar, Camorr, King's Landing) but with industrial-revolution era technology, like steam trains, gaslights, and primitive electricity. It also means that industry and science exist alongside occult mysticism and demonic horrors.

Here's a snippet from the intro:
"It is the year 847 of the Imperium which united the shattered islands of the cataclysm under one rule—all glory to his majesty the Immortal Emperor.

The unquiet spirits of the dead—free to roam the world since the gates of death were shattered in the cataclysm—prey on every living thing in the blasted deadlands between cities.

The port of Duskwall, like every city-stronghold of the Imperium, is encircled by crackling lightning-towers which create an electrical barrier that spirits cannot pass. By law, the Wardens must incinerate all corpses with electroplasm to prevent a ghost from rising. However, wealthy citizens, heretics of the spirit cults, and the criminal element often arrange for a spirit to escape destruction at the incinerator. Rogue spirits and the illegal spirit essences derived from them are rich trade for the black market.

Duskwall is the home port for the titanic metal steamships of the leviathan hunters. The blood of those massive demons is the catalyst for the refined plasmic oils which power the city.

Duskwall is a place of wealth and poverty, science and magic, ambition and decay."

The Guide to Duskwall (included with the game) features 30 fleshed-out factions and their goals, dozens of NPCs and character artwork, and a giant map of the city plus detail maps of each of the 12 city districts.

Each map is provided in multiple formats: 1) a detail version, with notes, landmarks, and other notable information 2) a light gray version, suitable for printing and writing / drawing on during game play, and 3) a subterranean tunnel view which shows how the canals and underground passages connect in that part of the city.

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36.00 €
Fate of Cthulhu RPG (HC)
Fate of Cthulhu RPG (HC)

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The stars are right for Great Cthulhu’s return. It’s up to you to make them wrong again!

The Great Old Ones reach out from the future and into their past—our present—corrupting the timeline such that events and individuals turn towards the apocalyptic and lead to their inevitable rise. A small and battered resistance effort mounted by time-travelers and present-day heroes stands in their way.

You are those one-way travelers from a dark future and their crucial allies from the present day, working together to save the human race from looming apocalypse. Armed with foreknowledge of Judgment Day, you must succeed at a series of vital missions aimed at restoring hope to the future.

Can you defeat the vast unknowable evils of the Great Old Ones before you become a monster yourself? Find out in Fate of Cthulhu!

Fate of Cthulhu is a stand-alone game powered by the Fate Core System. No other books are needed to play.

In this game, you’ll find:
* Corruption mechanics that show how close your heroes are coming to the monsters they fight, and the monstrous abilities they gain!
* Five detailed example timelines plus rules for running them and making your own.
* A system for tracking key events leading up to the apocalypse that the players change through their actions and choices during play, including support for ripple effects and time paradoxes.
* Modifications to stress and concession rules, including support for heroic last stands that sacrifice a character but help turn the timeline towards a better outcome.
* A rituals and spells system that offers great power at a cost, treating spells as secrets of arcane Elder technology that must be sought out in play.

The apocalypse is coming. It’s time to punch it in the face or die trying in Fate of Cthulhu!

The idea for Fate of Cthulhu started with a simple question: what if Cthulhu operated like Skynet? In this game you'll face down Mythos-style threats with Terminator-style action and adventure, whether as a present-day Sarah Connor type, or an agent from the future already facing the creeping effects of corruption. This is Lovecraftian roleplaying made new again, with time-traveling operatives from a future apocalypse journeying back to the present day to warn others of the coming danger (and recruit them) to try to set the timeline on a new and hopefully better course.

You'll discover whether they succeed, and whether or not their success will lead to salvation or some fresh new horror, throughout the course of play. The future changes with each move the heroes make, the Old Ones always pushing back with their own dire countermoves, both inflicting new ripples on the timeline. Sometimes the best you can hope for is a less awful apocalypse—but somewhere out beyond the dark roiling clouds and tentacle-lashed landscape of mankind's ruin, there is a glimmer of hope, thanks to your sacrifices.

And the sacrifices will be many. To fight the tentacular and squamous, operatives must become so themselves. Through time travel itself or exposure to Old One threats during their missions, characters will gain strange new abilities and bizarre new anatomies as they absorb more corruption into their own flesh and psyches. In time, they might twist so far they become lost, turning into new agents of the Old Ones themselves... with any luck, they'll have a good friend nearby to put them down when it happens.

I'm a Fate fan, what new fate tech can I expect?
* A corruption clock that fills up as you sacrifice more of your humanity to power or gain monstrous abilities (supercharged stunts), slowly transforming your character's aspects into new, corrupted versions of themselves.
* A system for tracking key events leading up to the apocalypse that the players change through their actions and choices during play, including support for ripple effects and time paradoxes.
* Modifications to stress and concession rules, including support for heroic last stands that sacrifice a character but help turn the timeline towards a better outcome.
* A rituals and spells system that offers great power at a cost, treating spells as secrets of arcane Elder technology that must be sought out in play.
* Five detailed example timelines plus rules for running them and making your own.
* The full Fate Core game system condensed to about 50 pages but still supporting the standard Core skill list, stunt building, and more.

I'm new to Fate. Why should I want to fight the machinations of Elder Gods in this system?
Fate is a system focused on story, where both success and failure help to create interesting moments for players and characters. Fate models fiction, not physics. In Fate it's as much about the choices your time-traveling agents face and the story consequences of those choices, for good or ill, as it is about those visceral, dangerous fights to save the human race. (You'll get plenty of both.)

Do you sacrifice more of your humanity to gain the abilities you need to fight the Great Old One's minions? Or do you hold on to what makes you human and avoid turning into the very monsters you fight? When you choose to stick with or go off of your mission, how does it affect the future's timeline? Fate helps generate drama by pushing play toward answering these questions.

No other books needed!
We've put everything you need into Fate of Cthulhu. That's right: you don't need to buy any other books to play Fate of Cthulhu, though you're welcome to grab other Fate products and cross-pollinate with this one.

Fate is a nimble rules-light system that uses 4 six-sided dice and a pool of tokens to advance the narrative. While you can use standard d6's or poker chips if that's your jam, we do offer our own Fate Dice and Fate Points which you can grab as part of the Equipment Cache and Well-Equipped Elder God Squad reward levels. We put a lot of thought into the design of these items. If you love dice and game accessories as much as we do, you'll be very happy to put these on your table top!

Page Count: 256 Pages, featuring color art in 6"x9" hardcover and a whole lot of tentacles (so, so many tentacles).

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42.00 €
Fate Worlds 1: Worlds on Fire
Fate Worlds 1: Worlds on Fire

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Flexible RPG systems like Fate Core are terrific if you have the time and energy to put into building a world. But we also realize that sometimes extensive prep just isn’t feasible. The good news? You can still experience the Fate awesomeness with the help of the Fate Worlds expansion.

Fate Worlds Volume One: Worlds on Fire is the first in a two-volume set. In Worlds on Fire, you get six rich story settings. Each setting includes custom mechanics, NPCs, and story elements—all ready to go using the system provided in Fate Core. We’ve got you covered regardless of your flavor of RPG choice. Divest an evil cult of a powerful idol in Tower of the Serpents, or experience the small town supernatural in White Picket Witches. Explore the lives, loves, and losses of fire fighters in Fight Fire, or take on a horde of WWI mechanical monstrosities in Kriegszeppelin Valkyrie. Whether you stick with one world or go on a grand tour, Fate Worlds will provide everything you need to develop your Fate Core adventure except the snacks.

Fate Worlds. All the worlds. Your stage.

Worlds on Fire includes:
* Tower of the Serpents by Brennan Taylor
* White Picket Witches by Filamena Young
* Fight Fire by Jason Morningstar
* Kriegszeppelin Valkyrie by Clark Valentine
* Burn Shift by Sarah J. Newton
* Wild Blue by Brian Engard

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18.00 €
Fate: Atomic Robo Core Rules
Fate: Atomic Robo Core Rules

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Action! Science! Robots! Punching! More Science!

Are you ready for some two-fisted science adventure? Then it’s time for the Atomic Robo RPG! Have you ever wanted to face down global conspiracy as an immortal atomic robot or Carl Sagan? The Atomic Robo RPG makes it possible.

The Atomic Robo RPG brings you the most explosive Fate Core system experience yet. This is action science like you’ve never seen it before, coming straight at you from the pages of the popular Atomic Robo comics by Brian Clevinger and Scott Wegener. Play as an action scientist or immortal robot, super-spy or pulp adventurer—or something stranger still from the hidden corners of super-science!

This is multi-era, pick-up-and-play gaming at its best: get playing in ten minutes, or take your time and make the most of behind-the-scenes rules for added depth. Hop into your Tesladyne jet and travel the globe in one time period, or battle across the decades as a cast of scientifically talented adventurers. Face down demented dinosaurs, rogue government agents, and stolen Tesla-powered technologies!

In 1923, Nikola Tesla's career is in its twilight... until he unveils a robot with automatic intelligence - ATOMIC ROBO! After decades of dealing with all manner of weirdness, Atomic Robo and the so-called Action Scientists of Tesladyne become the go-to defense force against the unexplained! See ROBO take on Nazis, giant ants, clockwork mummies, walking pyramids, Mars, cyborgs, and his nemesis, Baron von Helsingard!

Action! Science! Robots! Punching! More Science! Are you ready for two-fisted science adventure? Face-down demented dinosaurs, rogue government agents, and stolen Tesla-powered technologies in the Atomic Robo RPG!

Powered by the Fate Core system, this is action science like you’ve never seen before - straight from the pages of the popular Atomic Robo comics by Brian Clevinger and Scott Wegener. Play as an action scientist or immortal robot, super-spy or pulp adventurer - or something stranger still from the hidden corners of super-science!

Are you action scientist material? Grab your gear and get ready for full-contact, high-octane, explosive hypothesis testing!

Remain Calm. Trust in Science. The Atomic Robo RPG is here!

Number of players: 3-6
Age of players: 12+
Length: 2-8 hours

Game Designers: Mike Olson, Morgan Ellis, Brian Clevinger, Jeremy Keller, Brian Engard.

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42.00 €
Fate: Fate Condensed
Fate: Fate Condensed

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The Essence of Fate

Fate Condensed is a compact, stand-alone version of the Fate Core System streamlined for clarity and ease of reference.

Fate Condensed gives you easy-to- digest rules in as few pages as possible, letting you get to the table and roll the dice, fast. It includes a few simple refinements to the Fate Core engine honed over a decade of active play and development. And best of all, it’s 100% compatible with every one of our 90+ Fate products already published.

Fate veterans will appreciate the concise layout, minor refinements, and additions to Fate’s rules (see below for the details).

New to Fate? Fate Condensed can drive any game, any scenario you can imagine. Unleash your creativity! Fate’s flexible rules make it easy.

You can adapt your favorite movie or tv series, or create an original world uniquely tailored to your group. Players populate that world with proactive, capable characters leading dramatic lives. The Game Master challenges them with crises tied both to the world and to their personal troubles.

Fate Condensed gives you the flexibility and power to bring your vision to life!

Refined. Streamlined.
Fate Condensed.

What’s new? Inside Fate Condensed, you’ll find:
* One-point stress boxes to help reduce player confusion. (Don’t worry, you can still use Fate Core stress if you want!)
* Skills no longer determine turn order. Instead, the story determines who goes first, and the active player chooses who goes next.
* We’ve improved advancement, eliminating significant milestones and finessing major milestones to compensate.
* Active opposition is no longer separate from the defend action.
* Fourteen pages of optional rules to make building your own custom variant of Fate easy. These options give you rules for countdowns, scale, extreme consequences, methods to make your Big Bads bigger and badder, and more.

Choose your Fate!
* Looking for an in-depth walk-through of the system? Fate Core contains copious examples and under-the-hood design philosophy.
* Want beginner-friendly, streamlined play? Check out Fate Accelerated, designed for speed.
* Seeking a tight, refined, wallet-friendly rules reference? Put one (or more!) copies of Fate Condensed in easy reach, break out your dice, and start playing.

Whatever way you want to play, there’s a Fate that’s right for you!

Game Designers: PK Sullivan, Lara Turner, Fred Hicks, Richard Bellingham, and Sophie Lagacé

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9.60 €
Fate: Shadow of the Century (HC)
Fate: Shadow of the Century (HC)

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Totally rad 1980s action... TO THE MAX!

Enter a world of 1980s action adventure with Shadow of the Century, a robust setting and supplement for Fate Core.

The year is 1984, and the Shadows run the world. The Century Club has been disbanded, the Spirits of yesteryear driven underground—only to rise up alongside new wave heroes to stick it to the man!

Fight the good fight in a gonzo game of underdog heroes set against the forces of oppression everywhere. Join kung fu masters, computer hackers, maverick cops, and more to right wrongs and prevent the darkest Shadows from ending reality as we know it.

Shadow of the Century requires Fate Core to play. In this 212 page supplement you’ll find:

* A richly developed setting that continues and expands the pulp adventure world of Spirit of the Century
* A detailed pitch session process that works with your group to create a story and characters that excite everyone
* Character creation rules that focus on what roles your heroes play in the story, with plenty of stunts to pick from
* Montage rules to make the most of teamwork and training
* “Gonzo” stunts and other rules for dialing the weirdness and superheroics up or down to suit your group’s tastes

The fight for the fate of the century continues in Shadow of the Century!

Format: Hardback
Game Designer: Brian Engard, Mike Olson, Stephen Blackmoore, Rob Donoghue, and Morgan Ellis

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30.00 €
Monster of the Week RPG (HC)
Monster of the Week RPG (HC)

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Welcome to the hardcover edition of Monster of the Week!

Most people don’t believe in monsters, but you know the truth. They’re real, and it’s your task to bring them down. This hardcover edition of Monster of the Week brings that adventure to life.

Monster of the Week is a standalone action-horror RPG for 3-5 people. Hunt high school beasties a la Buffy the Vampire Slayer, travel the country to bring down unnatural creatures like the Supernatural Winchester brothers, or head up the government investigation like Mulder and Scully.

This book contains everything you need to tackle Bigfoot, collar a chupacabra, and drive away demons.

In this hardcover edition, you’ll find:
* Character creation rules to bring your hunter to life and create a cohesive hunting team, including fourteen ready-to-go hunter types ranging from the Snoop to the Spooktacular, the Monstrous to the Divine.
* A stand-alone system based on the easy-to-use Powered by the Apocalypse engine.
* Eight core moves to investigate and deal with monsters.
* Thorough mystery-creation tools and two ready-to-play mysteries.
* Example monsters like Balkan vampires, ghouls, and spore trolls.
* Rules options to expand the scope and change the flavor of your game to fit the weekly monster story you’ve always wanted to see, including phenomena-type mysteries and alternative weird abilities.

Grab the fireplace poker and get your spell book. That monster’s going down!

What’s New in the Hardcover Edition?
With the hardcover edition of Monster of the Week, we’ve added in a little bit extra to the existing material from the revised softcover edition—24 additional pages in all.

From The Tome of Mysteries supplement, we’ve added rules options for alternative weird basic moves, phenomenon-type mysteries, and an alternative, more flexible investigate a mystery move. We’ve also incorporated all of the special Luck moves from Tome of Mysteries for this book’s playbooks that didn’t have them previously.

We’ve also brought in two additional playbooks that previously existed only as online downloadables: the Snoop and the Spooktacular.

If you already own the (now out-of-print) softcover Monster of the Week and the Tome of Mysteries supplement—and don’t want a more durable hardcover upgrade to replace your softcover—you’ve already got what you need!

344 pages, 6×9, black and white, hardcover.

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48.00 €

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