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Haun tulokset 121 - 134 / 134



Street Grimoire
Street Grimoire

Paying with Your Soul

Magic can burn your brain and sear your soul. It can inject power into every millimeter of your veins, or leave you a lump of ashes at the end of a dark alley. It's dangerous, but to spell slingers in the Sixth World, it's worth it. Because magic is power, and power in the Sixth World needs to be grabbed with both hands.

Spells, rituals, alchemical preparations, adept powers, metamagics -all of those elements and more can be used to help an Awakened shadowrunner move off the streets and get a taste of the high life. Street Grimoire has more options for Shadowrun players, along with information on magical traditions, magic societies, and the dangers and benefits of living as a spell caster in a world where "geek the mage first" is a common adage.

With more options, deeper rules, deadlier threats, and dozens of way to have fun with magic, Street Grimoire is an essential book for anyone playing Shadowrun, Fifth Edition.

• Presents new spells, rituals, alchemical preparations, adept powers, spirit types, and more options for Awakened Shadowrun characters.
• Includes information and complete game information on magical threats, including bug spirits and toxic shamans.
• Offers details on magic traditions and magical societies the players can use to give more depth and flavor to characters’ individual interactions with magic.
• Provides flavor on how Awakened characters live in the Sixth World, which can be used by players and gamemasters alike in informing how their game and plots move forward.
• Includes full-color art and fiction to display the full range of Shadowrun magic.
• Details rules that give players and gamemasters more options for how they use magic to create awesome effects in Shadowrun games.

Pages: 200 (softcover)

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48.00 €
Street Grimoire, Limited Edition (HC)
Street Grimoire, Limited Edition (HC)

* Real leather, emobssed cover.
* Limited Edition poster.

Paying with Your Soul

Magic can burn your brain and sear your soul. It can inject power into every millimeter of your veins, or leave you a lump of ashes at the end of a dark alley. It's dangerous, but to spell slingers in the Sixth World, it's worth it. Because magic is power, and power in the Sixth World needs to be grabbed with both hands.

Spells, rituals, alchemical preparations, adept powers, metamagics -all of those elements and more can be used to help an Awakened shadowrunner move off the streets and get a taste of the high life. Street Grimoire has more options for Shadowrun players, along with information on magical traditions, magic societies, and the dangers and benefits of living as a spell caster in a world where "geek the mage first" is a common adage.

With more options, deeper rules, deadlier threats, and dozens of way to have fun with magic, Street Grimoire is an essential book for anyone playing Shadowrun, Fifth Edition.

* Presents new spells, rituals, alchemical preparations, adept powers, spirit types, and more options for Awakened Shadowrun characters.
* Includes information and complete game information on magical threats, including bug spirits and toxic shamans.
* Offers details on magic traditions and magical societies the players can use to give more depth and flavor to characters’ individual interactions with magic.
* Provides flavor on how Awakened characters live in the Sixth World, which can be used by players and gamemasters alike in informing how their game and plots move forward.
* Includes full-color art and fiction to display the full range of Shadowrun magic.
* Details rules that give players and gamemasters more options for how they use magic to create awesome effects in Shadowrun games.

Pages: 200 (hardcover)

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90.00 €
Twilight Horizon
Twilight Horizon

It's Getting Dark

The Horizon Corporation is everywhere. They’re in the trids you watch, the music you listen to, and the news you consume. They’re propping up hundreds of major brands of products across the planet with their public relations skill. And they’re spending countless hours studying how you—that’s right, you—think so that they can lead your mind like a master leads a spaniel.

Denizens of the Sixth World have long suspected that there is a dark side to Horizon, if only because the corporation seemed too good to be true. If there is a dark side, it seems likely to come out soon, as the corporation has been under tremendous pressure recently—technomancers are plotting against it, spirits are causing problems in the Mojave, and Aztechnology is on the offensive, intent on keeping the competition down. That pressure is going to result in an explosion somewhere, and when it does, Horizon and the Sixth World will be changed forever.

The Twilight Horizon is a campaign book involving shadowrunners in the inner workings of Horizon and the troubles surrounding the corporation. Everything is leading to a crisis, and the runners will need to use all their skills to come out alive on the other side. Filled with plot details, location information (including details about Las Vegas in the Sixth World), and NPC write-ups, the book throws Shadowrun players into a cyclone of corporations, spirits, criminals, and others looking to grab a small piece of Horizon’s immense power.

The Twilight Horizon is for use with Shadowrun, Twentieth Anniversary Edition.

      heti saatavilla
30.00 €
Vice
Vice

CRIME PAYS!
Illegal is a strong word. It means you’re doing something that the government doesn’t want you to do. You’d never do anything like that, right? Or would you? It might be that some laws are... Misguided. It’s civil disobedience and a moral imperative to oppose those laws. Gandhi taught us that. My friends and I—we’re here to help you make these difficult moral choices. We’ll even provide you with a support network, if someone objects to your strong moral compass. And, hey, if everything works out, maybe all of us might come out ahead. Don’t worry! We’ve got your back.

Vice is a sourcebook for Shadowrun, Fourth Edition. It provides a detailed look at all levels of organized crime, from the major transnational syndicates—like the Yakuza, the Triads, and the Mafia—to the smallest street gangs and specialist organizations. History, personality, and membership of these groups are provided along with suggestions on how best to use them as key players in a Shadowrun campaign. The crimes they commit, the metahumans they recruit, the law enforcement they oppose, and the shadowruns they sponsor are all in here. Whether your team of runners works in concert with the criminal underworld or tries to oppose it, Vice will offer new insights and options to your campaign.

Contains no game mechanics; could be used with any edition of Shadowrun. provides background information, game rules, and details needed for players and gamemasters to learn about the crime underworld in Shadowrun and adopt it into their games.

• Details the major (and some minor) criminal organizations in the Shadowrun setting, along with some of the crucial characters in these organizations as well as the most wanted independent criminals.
• Provides rules to help players join and interact with a wide variety of criminal elements.
• Offers adventure hooks to help gamemasters plan their campaigns.
• Builds on plot information presented in Ghost Cartels.
• Updates previous sourcebooks and provides setting information for fans interested in the current state of Shadowrun’s Sixth World.

Pages: 192

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36.00 €

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