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Cthulhu Confidential
Cthulhu Confidential

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GUMSHOE, One-2-One RPG

Cthulhu Confidential is a roleplaying game designed for one player and one game master. It’s powered by the GUMSHOE One-2-One game system which retunes, rebuilds and reimagines the acclaimed GUMSHOE investigative rules set, as seen in such hit roleplaying games as Trail of Cthulhu and Night’s Black Agents, for one player and one GM. Together, you create a story that evokes the classic solo protagonist mystery format.

Cthulhu Confidential drops your hero into the noir nightscape of hardboiled-era Los Angeles, New York or Washington, DC. Meet powerbrokers and politicians, rub shoulders with Hollywood studio bosses and fiery evangelists. Face narrow-eyed G-Men, bent cops and dangerous crime lords. But beneath it all, under the scrim of all this human endeavor, lives corruption so old and inhuman you’ll need all your courage and resourcefulness to face it.

Choose one of three heroes with their own settings and adventures: Langston Wright is an African-American war veteran and scholar in WW2-era DC with a keen intellect. Dex Raymond is a hard-boiled private detective in 1930s Los Angeles with a nose for trouble. And Vivian Sinclair is The New York Herald’s most determined scoop-hound.

Each is a lone investigator, equipped with smarts, fists, and just maybe a code of honor, uncovering their town’s secret truths. But what happens when you scratch the veneer of human malfeasance to reveal an eternal evil—the malign, cosmic indifference of HP Lovecraft’s Cthulhu Mythos?

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54.00 €
Swords of the Serpentine (GUMSHOE Fantasy RPG) (HC)
Swords of the Serpentine (GUMSHOE Fantasy RPG) (HC)

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A GUMSHOE roleplaying game of swords & sorcery by Kevin Kulp and Emily Dresner!

When it’s summer, you smell her before you see her. As you come around the curve of the Serpentine river the scent of the open sea is replaced by the stench of low tide, of boat tar, of rare spices spilled from a smuggler’s ship; of cooking smoke and human waste. Bells ring out across the water and echo like the song of ghosts, loud enough to almost drown out the chanted prayers of your ship’s rowers.

You round the bend past the lower fort and there she is: the great city of Eversink, sprawled out on scores of islands across the sheltered water. Her jeweled and crystal turrets are reflected in a shimmering bay full of hundreds of brightly colored boats. Architecture from a dozen eras towers above a tangle of grand plazas and narrow canals. Temples to her goddess rise above the mansions and tenements, calling her people to prayer. She may be ancient and corrupt, slowly and inexorably swallowed by an endless bog; but she’s alive in a way most cities aren’t. She’s a melding of faith and stone and wood and water – and mud – that’s unique in all the world.

It doesn’t matter whether you’ve come to kill a rival, earn a fortune, learn a secret, or hire an army. You’re home now, and the Sinking City will embrace you. All you need to do is survive.

Swords of the Serpentine is a sword & sorcery game of daring heroism, sly politics, and bloody savagery, set in a fantasy city rife with skullduggery and death. The rules adapt the GUMSHOE investigative roleplaying system to create a fantasy RPG with a focus on high-action roleplaying and investigation inspired by the stories of Fritz Leiber, Terry Pratchett, Robert E. Howard, and others.

Your characters will discover leads that, if followed, propel them headlong into danger and forbidden knowledge. A lead might point the way to sunken treasure, jungle ruins, the missing key to a sorcerous trap, or the true identity of a notorious murderer. The GUMSHOE game mechanics ensure that you’ll always notice leads if you look for them. It’s up to you to choose which one you’ll follow into whatever perils lie ahead, in hopes of fortune, glory, justice, or just staying alive another day.

If you want to track down foul sorcerers in a corrupt and decadent city, clamber through underground ruins to sneak into an enemy’s home and rob them, or wage a secret war against a rival political faction, you’re in the right place.

Swords of the Serpentine offers:
* A fantasy city of mystery and magic inspired by Lankhmar and Ankh-Morpork
* Tools for fast and effective character creation
* A customized combat system that opens the door for cinematic, heroic battles
* Social combat that targets your enemy’s morale, letting you defeat some foes through wit, guile, and threats
* Sorcery that allows you to rip apart a tower with the flick of a hand—but are you willing to pay the price in corruption to body and soul?
* Powerful allegiances that give you influence in one or more factions across the city, but which can earn you equally powerful enemies…
* Streamlined abilities that power four distinct types of heroes, and which you can mix-and-match across professions to customize your character further
* Gameplay and rules mechanics that encourage players to help build the world they’re adventuring in
* Rules for death curses, true names, alchemy, sorcerous items, ghostly possession, political manipulation, and more!

Authors: Kevin Kulp, Emily Dresner
Cover Artists: Jérôme Huguenin

Pages: 368

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72.00 €
Yellow King RPG: Absinthe in Carcosa (HC)
Yellow King RPG: Absinthe in Carcosa (HC)

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Handout to End All Handouts

The City Guide That Shatters Reality
At the end of the 19th century, an American art student went to Paris, read a play, and lost his grip on reality.

The play was called The King in Yellow.

Having read it, head reeling from absinthe, bedeviled by unseen adversaries, he realized that the alien world it described, Carcosa, had sunk its traces throughout the City of Lights.

As he explored Paris in search of its decadent influence, he created a scrapbook. A guide for himself, and for those who would come after him.

Yoked together from existing travelogues, newspapers, and the disquieting ephemera of the occult tradition, it laid out a skewed portrait of a haunted city:

* Art student life, from hazing rituals to fabulous bacchanals at the Moulin Rouge
* Hangouts and nightspots, from everyday beaneries to ghoulish cabarets
* Neighborhoods and attractions, with useful maps
* Sources of knowledge, from museums to institutes of technology
* Operations of the justice system, from the city’s police to its prisons
* Rites of death, from funeral fees to the notorious, bone-stacked catacombs
* Details of everyday life, including currency, communications, and essential phrases
* A timeline of recent historical events

In the margins appear the increasingly fervid scrawls of the anonymous compiler. Through them determined investigators of the Yellow Sign mystery will learn:

* Who to seek aid from
* Where madness lurks
* And to never waver in their distrust of clowns

Absinthe in Carcosa is an indispensable city guide for The Yellow King Roleplaying Game and a stunning, full-color visual artifact in its own right.

Give it to your players and let them find the mysteries of Paris.

Or let them buy their own deuced copies and keep their snack-festooned fingers off of your pristine edition.

Brought to you by document blandisher extraordinaire Dean Engelhardt and feverish scribbler supreme Robin D. Laws.

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38.50 19.30 €
alin hinta 30 päivää ennen alennusta 38.50
Yellow King RPG: Slipcase Set (HC)
Yellow King RPG: Slipcase Set (HC)

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The book has been written.
The book has been read.
Now it rewrites you.
Across time it spreads, creating dread new realities.
And you’re in all of them.

Written and designed by GUMSHOE master Robin D. Laws, YKRPG takes you on a brain-bending spiral through multiple selves and timelines.

The core game. Four books in 6" x 9" format, grouped together in a gorgeous slipcase: Paris; The Wars, Aftermath, and This Is Normal Now. Core rules appear in the Paris book, with brief setting-specific rules sections in the other three. The beautiful and ingenious slipcase includes a GM screen.

Inspired by Robert W. Chambers’ influential cycle of short stories, it pits the characters against the reality-altering horror of The King in Yellow. This suppressed play, once read, invites madness or a visit from its titular character, an alien ruler intent on invading and remolding our world into a colony of his planet, Carcosa.

Four books, served up together in a beautiful slipcase, confront your players with an epic journey into reality horror:

* Belle Époque Paris, where a printed version of the dread play is first published. Players portray American art students in its absinthe-soaked world, navigating the Parisian demimonde and investigating mysteries involving gargoyles, vampires, and decadent alien royalty.
* The Wars, an alternate reality in which the players take on the role of soldiers bogged down in the great European conflict of 1947. While trying to stay alive on an eerie, shifting battlefield, they investigate supernatural mysteries generated by the occult machinations of the Yellow King and his rebellious daughters.
* Aftermath, set later in the same reality, in present day North America. A bloody insurrection has toppled a dictatorial regime loyal to Carcosa. Players become former partisans adjusting to ordinary life, trying to build a just society from the ashes of civil war. But not all of the monsters have been thoroughly banished—and like it or not, they’re the ones with the skills to hunt them and finish them off.
* This is Normal Now. In the present day we know, albeit one subtly permeated by supernatural beings and maddening reality shifts, ordinary people band together, slowly realizing that they are the key to ending a menace spanning eras and realities.

New GUMSHOE features include:
* A completely new player-facing combat system.
* A fresh, evocative approach to wounds, physical and psychic, inspired by the innovations of GUMSHOE One-2-One.
* Linked character creation across multiple settings.

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120.00 €

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