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kuva tuotteesta on linkki tuotesivulle: Fate of Cthulhu RPG (HC)
Fate of Cthulhu RPG (HC)

Osta tämä peli Fantasiapeleistä ja saa sen PDF -versio kaupan päälle! Lue lisää täältä 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 €
kuva tuotteesta on linkki tuotesivulle: Gateways to Terror
Gateways to Terror

Buy this game from Fantasiapelit and get a free PDF to accompany it! Read more about our free PDF program Three Portals into Nightmare Gateways to Terror contains three short-play scenarios for the Call of Cthulhu 7th Edition roleplaying game, ideal for beginning and experienced players and Keepers alike. Originally, all three -The Necropoliss, What's in the Cellar? and The Dead Boarder -were designed as deemonstration games to give a taste of the game's core motifs -mystery, investigation, and horror -for those with limited time. The scenarios can be played in as little as one hour but can be expanded for slightly longer play, and each comes with four ready-made investigators so you can jump right into the action! Each scenario includes hints and tips for Keepers new and old, suggestions for additional investigators for larger groups, and a summary of the key rules needed to play. The Necropolis What ancient horrors lie slumbering in a newly discovered tomb deep in Egypt's Valley of the Kings? Are you allowing local superstitions and the unfortunate events surrounding the opening of Tutankhamen's tomb to play on your mind as you wait to step down into the darkness... What’s in the Cellar? Did a respected businessman really commit the bloody murder of his beloved wife in the cellar of the family's ancestral holiday cabin? While the body has never been found, it seems like the criminal has been caught. Is a terrible injustice abut to be served? Just what happened in that cellar? The Dead Boarder And, what has happened to that nice, quiet neighbor of yours? You’ve not seen hide nor hair of him in days! He wasn’t always the friendliest of sorts, but he did seem very pious, what with all the late-night prayers coming from his room... Suitable for use with the Call of Cthulhu Starter Set and the Call of Cthulhu: Keeper Rulebook. Gateways to Terror provides your next steps into the strange and mystifying worlds of Call of Cthulhu. 88 Pages Leigh Carr, Jon Hook, & Todd Gardiner

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24.00 €
kuva tuotteesta on linkki tuotesivulle: H.P. Lovecraft: Art, Artifact, and Reality
H.P. Lovecraft: Art, Artifact, and Reality

For nearly three decades, Steven J. Mariconda has been one of the keenest analysts of H. P. Lovecraft’s variegated literary work. In the 1980s, he wrote landmark articles on Lovecraft’s prose style, demonstrating how the dreamer from Providence utilized an array of rhetorical techniques to generate maximum power and effectiveness in the writing of weird fiction. Mariconda also focused on Lovecraft’s relations to Modernist writers such as T. S. Eliot and Hart Crane, proving that Lovecraft was a small but significant voice in the general literary tendencies of his time. Mariconda has also written penetrating articles on specific stories, including significant essays on the literary sources of “The Call of Cthulhu” and “The Haunter of the Dark.” And in the pioneering article “Toward a Reader-Response Approach to the Lovecraft Mythos,” Mariconda showed how Lovecraft’s Cthulhu Mythos grew out of responses by readers and fellow writers of Weird Tales as each story successively engendered a sense of the reality of this invented cosmogony. As a reviewer, Mariconda has been acute in evaluating the leading Lovecraft scholarship of the past thirty years. But his work is far from solemn or pedantic; in an appendix to this book we find delightful strokes of humor, such as “A Real Hard Lovecraft Quiz.” This volume of Steven J. Mariconda’s collected essays establishes him as a leading voice in the dynamic Lovecraft scholarship of our time. 308p

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32.50 €
kuva tuotteesta on linkki tuotesivulle: H.P. Lovecraft: Collected Fiction 3 (1931-1936), A Variorum Edition
H.P. Lovecraft: Collected Fiction 3 (1931-1936), A Variorum Edition

In this final volume, the tales of Lovecraft’s final years are presented. The Antarctic novella At the Mountains of Madness is perhaps Lovecraft’s most finished work, a superb fusion of weirdness and science fiction that he referred to as “cosmicism.” “The Shadow over Innsmouth” is a chilling evocation of the terrors inherent in a lonely New England backwater, while “The Thing on the Doorstep” and “The Haunter of the Dark” feature physical horrors with cosmic implications. “The Shadow out of Time” is the culmination of Lovecraft’s portrayal of the vast vistas of space and time—his signature contribution to literature. In the thirty years since S. T. Joshi prepared revised editions of H. P. Lovecraft’s stories for Arkham House, Joshi has continued to do research on the textual accuracy of Lovecraft’s stories, and this comprehensive new edition is the result. For the first time, students and scholars of Lovecraft can see at a glance all the textual variants in all relevant appearances of a story—manuscript, first publication in magazines, and first book publications. The result is an illuminating record of the textual history of the tales, along with how Lovecraft significantly revised his stories after initial publication. The result is the definitive text of Lovecraft’s fiction—an edition that supersedes all those that preceded it and should endure as the standard text of Lovecraft’s stories for many years. S. T. Joshi is a leading Lovecraft scholar and author of H. P. Lovecraft: The Decline of the West (1990), I Am Providence: The Life and Times of H. P. Lovecraft (2010), Lovecraft and an Age in Transition (2014), and other critical and biographical works. He has also done significant research on such writers as Lord Dunsany, Ambrose Bierce, Arthur Machen, and Ramsey Campbell. 522p

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32.50 €
kuva tuotteesta on linkki tuotesivulle: H.P. Lovecraft: Collected Fiction 4 (Revisions and Collaborations), A Variorum Edition
H.P. Lovecraft: Collected Fiction 4 (Revisions and Collaborations), A Variorum Edition

Following S. T. Joshi’s acclaimed three-volume variorum edition of Lovecraft's fiction, this final collection includes all known revisions and collaborations undertaken by Lovecraft on behalf of his friends and clients. As with previous volumes in this series, the texts preserved herein scrupulously follow archival manuscripts, typescripts, or original publications, and constitute the definitive edition of these stories. Since Lovecraft’s customary procedure as a revisionist was to discard his client’s draft and entirely rewrite the story in his own words, much of the fiction in this collection represents original work by Lovecraft, including such notable contributions to the Cthulhu Mythos as “The Electric Executioner,” “Out of the Aeons,” and “The Diary of Alonzo Typer.” Supreme among the revisions in this volume is the brilliant novella “The Mound,” which embodies Lovecraft’s satirical commentary on the Machine Age “decadence” of his era. For the first time, students and scholars of Lovecraft can see at a glance all the textual variants in all relevant appearances of a story—manuscript, first publication in magazines, and first book publications. The result is an illuminating record of the textual history of the tales, in an edition that supersedes all those that preceded it. As a bonus, this fourth volume contains the index to all four volumes of H. P. LOVECRAFT'S COLLECTED FICTION: A VARIORUM EDITION. 718p

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39.00 €

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