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Haun tulokset 25 - 48 / 100



Feng Shui 2 (HC)
Feng Shui 2 (HC)

FENG SHUI 2: KICK BUTT, BLOW THINGS UP, SAVE THE WORLD

Ancient sorcerers. Slick conspirators. Control freak monks. Cyborg apes.

Armed with the secrets of Feng Shui, all aim to conquer the past, present, and future. Only you have the guts, guns, and flying feet to stop them!

It's back in all its explodey, chi-blasting glory, Feng Shui, the classic game of Hong Kong, inspired cinematic action, refurbished with a fresh bag full of ammo for a new roleplaying generation! Original designer Robin D. Laws rushes your way on a bullet-riddled gurney to serve up the thrills fans remember, furiouser and faster than ever.

Choose between 36 action flick archetypes. Be an icy-cool killer, a determined martial artist, a maverick cop, a crusty old master, a clanking cyborg, a highway ronin, or a melancholy ghost.

Fight with free-flowing bravura! Take out mooks, foes and bosses with guns, fu, magic, creature powers or the genetic mutations of a blasted future. Deploy smarts and skill to find your next fight!

Bolster your abilities by capturing special sites of power, the key to the Chi War that secretly commands history's course.

Journey through time portals from contemporary Hong Kong to the Tang Dynasty, from the rebellion-soaked Opium Wars era to scorched, post-apocalyptic roadways.

Loaded with Game Master advice, easier to run than ever, and including a fully fleshed, mayhem-rich introductory adventure, Feng Shui 2 is more than ready for you. Are you ready for it?

A Roleplaying Game by Robin D. Laws
Format: 352 pp, full color interior, hardcover

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60.00 €
Friend Or Foe
Friend Or Foe

Characters of the Edge
Who Can You Trust?

The chain-smoking man can show you around the Edge for cheap. The pale-skinned Englishwoman can get you in touch with the magician you're looking for. The officer from the Center for Paranormal Control assures you she won't bust you for having an unregistered psychic power, provided you fill out a few forms. A charity caseworker is asking lots of questions about your neighbors' personal lives. A sharply dressed Japanese woman wants to know the name of the bully who used to beat you up on the schoolyard. Dr. Hamati is once again giving his infamous lecture on "Caste, Class, Status, and Mediocrity." It all seems innocent enough, but this is the Edge, and you know better.

Friend or Foe? is a collection of thirty-four Game Moderator Characters for Over the Edge GMs. Now, whenever you need to add more plots or personalities to your game, they are here at your fingertips. Whether you need heroes or villains, local color or a plot device, romance or suspense, a nightmare or slapstick, you'll find what you need right here.
* Each GMC includes story ideas, giving you scores of plot seeds.
* Descriptive tags and lists of GMCs by location make it easy for you to find the GMC you need in a hurry.
* New, inside information on the Edge's city government, AIDS on Al Amarja, the Mystic S--- community, and the Center for Paranormal Control.
* New fringe traits, new mysteries, new weird science, and new patrons.

Editor:Jonathan Tweet | Authors: Contributors: Richard Bark, Steven Cook, Bryant Durrell, John Janek, Thomas M. Kane, Walter Ladwig, Robin D. Laws, John Nephew, Anthony S. Polito, Greg Stolze, Bruce R. Turner, and Jonathan Tweet
Format: 64 pages, 8.5" x 11", perfect bound

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13.20 €
Gorilla Warfare (HC)
Gorilla Warfare (HC)

The Jammer Sourcebook
The Jammers -- outlaws from the future and renegades throughout time -- are out to build a better tomorrow, or at least destroy the one that already exists. If these fanatical saboteurs get their way, the history of the world will no longer be subject to the forces of feng shui and all chi will be burned from the planet. To the Jammers, destiny is dug from the rubble of revolution and the course of history always goes boom!

Atlas Games presents Gorilla Warfare, the first no-holds-barred excursion into the secret, underground lairs of the Jammers, from the demon-infested past of 69 A.D. to the dystopian tomorrow of the Buro. The Jammers hold sway over no single era but instead charge screaming from the Netherworld into any time frame. Now, with technologically altered soldiers, spies, and informants positioned underneath every major front in the Secret War, the Jammers are ready to ignite the fuels of rebellion and blow the Secret War wide open.

Gorilla Warfare examines the bombs, bunkers, tactics, and mechanized apes that make up the Jammers. Inside, you'll find the resources that players and GMs need to bring the noise to their own Feng Shui games: new platoons of simian soldiers, from submersible units to aerial units; the Ape Factory, where new Jammers are made; the all-new hardware schticks, so you too can be horribly mutiliated in the name of military superiority; and battle-plans for the next stage of Jammer operations all over the globe. Whether you work with the Jammers or against them, this book gives you access to the bomb before it goes off.

Author: John Seavey | Editor: Will Hindmarch Cover Artist: Steven Sanders | Interior Artists: Grey Thornberry, Chad Sergesketter
Format: 128 pages, 8.5" x 11", case bound

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33.00 €
Guardians of the Forests: The Rhine Tribunal
Guardians of the Forests: The Rhine Tribunal

A Sourcebook for Ars Magica 5th Edition
by Andrew P. Smith and Mark Shirley

Guardians of the Forests details the birthplace of the Order of Hermes, Mythic Germany. From the sinister faerie heights of the Black Forest, home to Durenmar, through the prosperous and venerable cities of the Rhineland, to the fog-ridden Harz Mountains, to the lowland plain and Crintera's island retreat on the Baltic coast, the northern Holy Roman Empire is a diverse landscape of countless magical and faerie forests, interspersed with a patchwork of powerful realms, where prince-bishops vie with dukes and merchant gilds for temporal power. This is the land of the epic Nibelungenlied, the heroic conquests of Charlemagne and Frederick Barbarossa, the miracles of St. Boniface, the splendour of the Imperial Cathedrals, the gifts of minstrels and wood-wives, and the curses of witches and the Wild Hunt.

Guardians of the Forests reveals the many unique traditions of the First Tribunal, its archaic politics and lost glories, its reverence for its founders and its woodlands, the workings of the Great Library of Durenmar, and the secrets of those who pursue obscure wilderness paths in search of the primal power of the Forest. The richness of the German landscape is fully explored, replete with numerous story and saga ideas. The region of the Rhine Gorge receives a special focus -- its lost covenants, vis sources, sites of legend, towns, castles, inhabitants, and a mysterious curse are all detailed -- providing a perfect location to jump-start an Ars Magica 5th Edition saga.

Description: 144 pages, siftcover.

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36.00 €
Houses of Hermes: Societates
Houses of Hermes: Societates

An Ars Magica Player's Sourcebook
The third and final volume in the Houses of Hermes series, Societates covers Houses Flambeau, Jerbiton, Tytalus, and Ex Miscellanea. These houses are formed of wizards who have come together out of shared interests and philosophies.

House Flambeau includes the champions and knights of the Order, individual warriors who fight for glory and honor, both their own and that of the Order as a whole. The House admires bold adventurers who seek out and overcome fearsome opponents. Worthy opponents are chosen according to the magus's sense of honor, not external rules. As a result, many of the Order's Hoplites are from House Flambeau, as are many of the magi they hunt down.

House Jerbiton live lives in pursuit of beauty, and in pursuit of living beautifully. This requires interaction with the world beyond the Order of Hermes, both for the sake of the beauty found there and to avoid the stunted lives that result from a life lived entirely within a covenant. Experts in the use of Mentem and Imaginem, followers of Jerbiton generally prefer to interact subtly with the world. The fall of Constantinople has, however, been a great shock to them, and has pushed the House onto a more active path.

House Tytalus thrive on, and admire, conflict. The main conflict they see is between an individual's nature and the rules imposed by surrounding society, but this central conflict plays out in many, less abstract, contests. They are renowned for long-running rivalries with their Housemates, convoluted political schemes, and activities that skirt the edges of legality.

House Ex Miscellanea gathers together magi who do not fit into any other House, normally because they are still tied to elements of a pre-Hermetic tradition. The House claims to embody unity in diversity, but the emphasis is definitely on the diversity. This book provides eight detailed examples of traditions within the House, complete with rules for their non-Hermetic abilities.

Format: 144 pages, softcover
by Erik Dahl, Timothy Ferguson, Andrew Gronosky, John Post, Mark Shirley, and Nick Simmonds

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33.60 €
Houses of Hermes: True Lineages
Houses of Hermes: True Lineages

A Player's Sourcebook for Ars Magica 5th Edition
by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods

"The entire Order stands on the brink of dissolution, and we are the only force that keeps it from toppling. We are the salvation of the Order!"
- Aldico, Primus of Mercere, addressing his House during the Schism War

The True Lineages are the backbone of the Order of Hermes. In these four Hermetic Houses, each magus was taught by a magus of the House, and that master-apprentice relationship goes back to the founders. This sourcebook details the four True Lineages, including rules for original research, unique forms of magic, and new Virtues and Flaws.

House Bonisagus descends from the two magi who created the Order, and continues to supply knowledge and leadership. They explore the theoretical applications of magic, delving deeper into its arcane secrets. And they advocate peace and cooperation among the Houses, searching for other wizards who might contribute to the community of magi.

House Guernicus upholds and enforces the Code of Hermes as the official judges and investigators of the Order. Its Quaesitores believe they stand against the wheel of fate, slowing it as best they can. By the efforts of its magi, the basic structures of Hermetic society have remained intact for over four hundred years.

House Mercere holds the magi of Mythic Europe together by facilitating communication, encouraging trade, and aiding their sodales. Its heralds, heroes, mercenaries, and merchants reflect the contractictions of their House: it is exotic, but traditional; loyal, but self-centered; proud, but humble.

House Tremere provides the strength of the Order. It controls events and prepares for coming battles, gathering influence and resources to respond to crises as they draw near. Tremere are pragmatic, dutiful, and courageous magi who know that Mythic Europe is a chaotic and dangerous place.

These are the True Lineages. Without them all, the Order of Hermes would surely fall.

Description: 144 pages, hardcover

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36.00 €
Iron & Silk
Iron & Silk

The Feng Shui Player's Guide to Improvised Fight Scenes by Chris Jones and John Seavey

Chinese restaurant. Night. Dinner is over; the ninja are here. But your guns are in the car. Do you get to the kitchen to find some knives or just make do with your chopsticks? Do you throw plates or drag that decorative gong off the wall and use it as a shield? There's a hot pot of soup you could use to scald the hoods off their heads and a stone pagoda lamp that'll stop their throwing stars. All around you are the tools you need to defeat these mooks, if you know where to look.

Iron & Silk is the player's toolbox for Feng Shui fight scenes. Inside you'll find clever and exciting ways to use everyday items in the daring and reckless action sequences Feng Shui is known for. From the elaborate temples of Imperial China to the space stations of the dystopian future, from the gas stations of the modern day to the train stations of the 1850s, the key to a thrilling brawl is in the details. Those details are in this book. Breathe new life into your fights and find new use for your fu. With Iron & Silk, you'll never be stumped for a stunt again.

This all-new sourcebook is the first of its kind for Feng Shui: a companion book that's meant to be used at the game table. Iron & Silk is a reference book of new equipment as well as a guidebook on fun and effective fight scenes for new and old Feng Shui players alike.

"In the right hands, everything is a weapon."

72 pages, perfect bound softcover.

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21.60 €

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