Tuotehaku

Ruutunäkymän liikennevaloissa vihreä on heti saatavilla, punainen juuri nyt loppu varastosta, keltainen ei vielä ilmestynyt tai huutomerkin kera ei hyllyvalikoimaa, eli me tilaamme sitten, kun sinä olet tilannut meiltä. Saatavuusinfossa kerrotaan tarkemmin saatavuustiedoista.

Haun tulokset 1 - 24 / 194



As Above So Below
As Above So Below

Few of our decisions really mean anything. File that report, fill that spreadsheet, attend that meeting – and at the end of the day, did any of that matter? Few of us make life and death decisions – and that's a luxury. Even in the Laundry, that secret branch of government charged with protecting the world from horrors unimaginable, most decisions are inconsequential. Do you fix the printer in the HR office first or the DVD drive in the travel laptop first? Do you read the files about the incidence of birth deformations in cattle near dimensional weak spots, or the new directive on time tracking work emails while out of the office? (Hint: neither of them will ever have any future relevance to you).

This book is about two very different types of people whose decisions matter.

When there's a clear and present danger, when the Laundry needs to apply force very quickly and very directly, they turn to the professionals. They call in the SAS, the British special forces. Tough, highly trained men who'll get the job done. The decisions made by special forces matter; their decisions are often made in the split second, and are the difference between life and death. Hesitate, or make the wrong call, and you die, or your squadmates die, or maybe everyone in the world dies. They're down in the trenches, in the foxholes, in the godforsaken corners of the world, on lonely plateaus in Central Asia or warzones in Africa, spending the coin of their lives to complete the mission.

And then there are those in the corridors of power, managers and strategists and sorcerers who must weigh the fates of nations. They meet in oak-panelled rooms with green baize tables in Whitehall, in dimly-lit bunkers beneath some obscure government buildings, in anonymous conference rooms with their counterparts from other nations, and they try to prepare humanity for those unimaginable horrors. Their decisions are made in committees, in briefing documents, in agendas and initiatives, in the shuffling of papers – but they affect more people than any bullet or bomb.

The decisions made in those conference calls and strategy meeting are often the ones implemented by the special forces. There may be thousands of miles between Whitehall and that bloody ditch where a British soldier gives his life to get the job done, but they're two sides of the same coin.

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30.00 €
Avalon
Avalon

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Avalon, the isle of wonders, is slipping gradually into the mists, taking away with it forever the magic of the Old Ones. Will the People of the Wind and the old gods intervene, or will they leave their children to the mercy of the wave of invaders sweeping the Isle of the Brave? Is the future High King really their chosen one?

As well as plenty of new background infromation, Avalon provides loads of new spells. It also includes a series of potent relics, from the Cauldron of Bran ap Lyr to the Twin Spears of Diarmuid, that your own heroes might one day discover. And they're going to need them too, to face new monsters such as the fearsome Lycanthrope, Gwrgi Garwlywd, or the giant, savage-looking Buggane.

In this supplement for the Keltia Roleplaying Game, you will find:

* The People of the Wind, the Tylwyth Teg, their powers and their king.
* The Old Ones.
* Avalon and Kêr Is, two sacred centres of the Old Religion.
* New spells and treasures.
* New creatures.
* Three scenarios that can be played as one-shots or included in a campaign.
* "The Sacred Sword", the continuation of the Arthurian campaign that began in the Keltia Core Rulebook.

96 pages, softcover, black and white interior.

Avalon is written by Neko, Florrent, Antoine Bouet, Yanick Porchet and Thibault Daprement, art by Antonio Jose Manzanedo Luis, Jerome Huguenin, Antoine Bouet, Florrent and Xavier Colette.

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27.50 €
BASH! Ultimate Edition RPG
BASH! Ultimate Edition RPG

Ever want to be a Superhero? 

All you need is a pair of dice, this book, and imagination! Streamlined rules make it quick to make a Hero, and easy to play. An ENnie nominee for Best Rules, BASH! Ultimate Edition combines rules-lite mechanics with customization. 

Character generation is so simple, you could fit all the info you need on a 3x5 card, but we included a sheet anyway. Do not assume that by simple, we mean incomplete. Bash has over 50 versatile super powers, a complete selection of skills, and even rules for collateral damage. The action is fast and furious, paced over a series of panels, pages, and issues, just like a comic book.  Make the Hero you want to play! 

Features: 
* Customize each power to make any sort of superhero from low-powered Mystery Men to Cosmic Heroes who defend the galaxy. BASH allows every hero to shine on a team with mixed character scales.
* Play in a variety of eras and settings, such as the Golden Age or Silver Age of Comics, Sci-Fi superheroes, and more. 
* Pick up and Play! There are dozens of iconic Hero & Villain archetypes such as the Brick, Martial Artist, and Blaster. These templates can be easily tweaked to quickly have a custom character, so you can jump right in and play.  Run a game off the cuff! Lots of information is right at the Narrator’s fingertips. Hordes of Minions! Fleets of Vehicles! Random Plots & Encounters! 

Become your superhero – with BASH! Ultimate Edition.

Size: 140 pages, softcover
Interior Art: Color
Author: Chris Rutkowsky

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42.00 €
Black Bag Jobs
Black Bag Jobs

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The Laundry – protecting the United Kingdom from the scum of the multiverse. Most of the time, saving the world is a 9 to 5 job. Clock in every morning. Feel your life tick away with each meeting and each pointless bit of paperwork. Stare at a screen and feel your brain leaking out through your ears. Try to keep the boredom from killing you. Clock out in the evening and slouch home.

It's never good when they call you into the office at four in the morning. Any mission that doesn't fit on the standard day planner is inevitably ghastly. They involve things with too many tentacles, people who want to kill you, and secrets that mean you'll never sleep well again. Keep your mouth shut and your head down, and you might just make it through the night. Screw up, and it's entirely possible you just doomed humanity to a fate worse than death.

No pressure.

Black Bag Jobs contains six self-contained missions for your Laundry campaign. From the war-torn hillsides of Afghanistan to the corridors of power in Whitehall, from yoga lessons in Devon to the end of the world, it's time to break in and steal the secrets of reality, like:

* The truth about social networking
* How to weaponize a shoggoth
* Management secrets of the undying priests
* What the Auditors fear
* How to prepare for the apocalypse
* ...and what happens after.

Size: 128pp
Interior Art: B&W
Author: Gareth Hanrahan

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30.00 €
Cthulhu Britannica
Cthulhu Britannica

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This new collection of horror scenarios for the Call of Cthulhu role playing game features five tales of horror and the weird, set within the green and pleasant land of England. Each scenario focuses upon a different time period, from the streets of Victorian London to the far future when End is almost nigh.

· Bad Company concerns a missing son of a peer of the realm. The investigators must watch their step as they descend into a Victorian world of greed, insane desire and death.
· Darkness, Descending takes place the 1930s amongst the splendid greenery of the English countryside. Archaeologists come to unearth relics from Britain’s dawn find themselves at the centre of strange goings on. A simple case of theft? Or the foreshadowing of something far darker to come?
· Wrong Turn is a contemporary tale set in a long abandoned radio telescope installation. A television production crew must spend the night amidst the cobwebs and dust. The investigators would be advised to tread carefully lest they wake the ghosts of the past, present and future.
· King takes place in the near future at a private hospital. The investigators awake from surgery to realise that in the kingdom of the blind the one eyed man is king.
· Set during the end of days in an insane future is My Little Sister Will Make You Suffer! In a galaxy gone mad, where cruelty and entertainment go hand in hand, the investigators must run the gauntlet if they are not to meet their end.

Although each scenario can be played as part of an existing campaign, they also come with a set of pre-generated player characters, allowing all to be played and run with the minimum of effort.

Size: 172 pages, Softcover
Interior Art: Black & white
Author: Mike Mason et al

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36.00 €
Cthulhu Britannica: Curse of Nineveh Campaign -The Journal of Reginald Campbell Thompson (HC)
Cthulhu Britannica: Curse of Nineveh Campaign -The Journal of Reginald Campbell Thompson (HC)

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"Within the inner sanctum, the central altar had been moved across the dais, and there were signs of excavations all around it. The sound of the muttering continued as if our intrusion had gone unnoticed, and it came from behind the altar. Upon investigating, we were all seized with an unimaginable terror."

Nineveh! Most populous and ancient city of the Assyrian Empire of antiquity. Ringed by great walls and vast gates, filled with forgotten treasures, mysterious carvings and great libraries of tablets. All lost to the modern world.

In 1903 British archaeologist Reginald Campbell Thompson set out to locate the site of ancient Nineveh. This expedition was widely and erroneously reported as a failure. His 1919 return to Nineveh and the temple of Nabu went entirely undocumented, until the discovery of this journal. Campbell Thompson, ever the adventurous academic, sought to unlock the temple's secrets. Secrets that should have remained hidden in the Assyrian desert.

As part of Cubicle 7’s Cthulhu Britannica line The Journal of Reginald Campbell Thompson is both a fascinating standalone work of Call of Cthulhu Fiction as well as a deluxe, in-world artefact for use with the London-based The Curse of Nineveh campaign.

Hard cover, digest sized, 64 pages.

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36.00 €
Cthulhu Britannica: Shadows over Scotland (HC)
Cthulhu Britannica: Shadows over Scotland (HC)

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Mysterious, wild and beautiful, Scotland in the 1920s is home to horrors modern and ancient, man-made and star-born. From the rolling pastoral Lowlands to the snow-capped peaks of the Highlands and the seaweed-choked Western Isles, creatures and cultures have taken root in Scotland whose maddening, corrupting influence can be felt far and wide. Fiendish things haunt the hive-like alleys and wynds of old Edinburgh, while Glasgow's streets whisper with rumours of dark terrors in the shipyard shadows on the snaking, poisonous Clyde. And in the isles, murmurs on fishing boats and ferries speak of far older things, of sites of power and standing stones, awakenings and stirrings in forgotten places. Something terrifying lurks in the night, casting dark shadows over Scotland.

Shadows over Scotland is a massive new hardback sourcebook for Chaosium's Call of Cthulhu roleplaying game covering Scotland in the 1920s. It features:
· three comprehensive sections detailing the Lowlands, Highlands and Islands
· individual sections on history, folklore, language and life in 1920s Scotland
· a complete mythos timeline
· detailed coverage of nine cities and their various inhabitants
· seven sinister adventures complete with extensive handouts

Size: 288 pages, hardcover
Interior Art: B&W
Author: Stuart Boon

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48.00 €
D&D 5: Uncharted Journeys (HC)
D&D 5: Uncharted Journeys (HC)

“It’s not the destination, it’s the journey.”

From the award-winning team that brought you Doctors and Daleks, Adventures in Middle-earth, and Victoriana 5e comes Uncharted Journeys for 5e! Uncharted Journeys brings detailed travel rules to the 5th edition of the world’s most popular roleplaying game and provides in-depth yet simple rules for creating memorable and compelling journeys. Make travel a fun and rewarding part of your 5e game!

Undertake perilous journeys as your intrepid party blazes new trails across strange and uncharted lands. Strike out across unforgiving tundra and forge your path through deadly jungles as you battle to reach your destination. Experience travel in 5e as never before with thousands of possible encounters. Meet strange and unforgettable characters along the road, and uncover lost and forgotten ruins. Expand your 5e experience with new character abilities.

Your journey starts here!

Uncharted Journeys provides a wealth of information, rules, and encounters to make travel a key part of your 5e adventures.

The book includes:
* Easy to understand rules for journeys and exploration: Set the Route to your destination and determine how long (and how dangerous) the journey will be; Prepare by gathering supplies, securing mounts, and resting before the long road ahead; and finally, Make the Journey and experience strange and unique encounters along the way, and be forever changed by your experiences.
* Rules for four key Roles required for a successful journey: the Outrider, the Quartermaster, the Sentry, and the Leader. Each Role has a unique ability that can be the difference between success and failure on the treacherous paths you travel.
* Advice on which Classes are best suited to which Roles, as well as new rules for resting and recovering Class abilities while on a long journey.
* New ways to create unique and interesting travellers you meet on the road: Where and when do you meet them? Are they friend or foe? Where are they going? Why are they travelling? What do they want?
* Rules for creating countless ancient ruins that your party can discover: who built them, how old are they, and who lurks there now? Is it an archive containing forgotten elven lore, or was it created by an ancient civilisation for some sinister purpose?
* Almost 2,000 Journey Encounters across 16 different regions, including huge cities teeming with people, thick jungle overrun by beasts, haunted lands ruled by a malicious Vampire Lord, and scorched hellscapes ruled by demons and monstrosities.

Travelling allows adventurers to explore the world outside their homeland, meet new people, learn about different cultures, and uncover lost mysteries and ancient ruins. While they may know their intended destination, the adventurers must cross vast distances and traverse deadly landscapes to get where they’re going. The Journey Rules in Uncharted Journeys presents the perils, hardships, and opportunities the party face along the way and calls upon the players to work through them using their characters’ full range of skills, resources, and abilities.

Journeys are broken into three steps:
* Set The Route: First the party must determine where they are going and choose a path. The route may be direct but dangerous, or circuitous but safe — the choice is yours! The path you choose and the terrain you're crossing will determine how dangerous your journey will be and the challenges you will face.
* Prepare: Before taking to the road, the party can prepare for what lies ahead. You can gather resources and supplies, research the lands you will be travelling through and identify dangerous enemies that lurk there, ask around for advice, or hire a guide to aid you in your travels. Once you are ready, you’ll need to rest — it may be the last moment of respite before you reach your destination!
* Make the Journey: Once your preparations are complete, the journey begins! The party must make a group check to determine the success of the expedition, with each Role undertaking different responsibilities. Based on how well the party succeeds or fails, they may have more or less Encounters along the road — these are exciting, mysterious, and sometimes dangerous events. As you reach your destination, you must determine how taxing the journey was and the manner of your arrival: Was it a difficult hike across punishing terrain that left you weak and tired? Or was the trek relatively safe, but your arrival ill-timed amidst some unforeseen catastrophe that requires your help? Regardless of what happens, you will be left changed by your experiences.

A successful journey requires cooperation and understanding from all members of the party. To help with this, Uncharted Journeys introduces Roles. Roles represent responsibilities a party member undertakes over the course of a journey. Any character can take on any Role, regardless of their class. However, certain classes may be better suited to certain Roles depending on their abilities, and guidance is provided on what class is best suited to what Role.

* Leader: The Leader is a confident and wise party member who is capable of encouraging the team to persevere through challenges they otherwise could not surmount.
* Outrider: The Outrider scouts ahead of the group. They are responsible for finding safe routes, and tracking threats to the party.
* Quartermaster: The Quartermaster is responsible for maintaining and finding food and supplies for the party. They ensure the group is well stocked, and that supplies are readily available after a hard day’s journey.
* Sentry: The Sentry is the eyes and ears of the party. They keep watch over the party and their surroundings, and are often the first to spot danger.

Each Role has a Role Ability that you can use once per journey. These unique abilities can be the difference between success and failure, particularly on long and gruelling journeys, so choosing the right time to use them is vital. For example, the Quartermaster can expend provisions to grant an ally a d6 bonus die to Skill Checks, while the Outrider can force the GM to reroll on the Encounter table to try to get a different event.

As well as their Role Ability, each Role lists options for the type of checks the Role makes during the departure step of a journey. These are Ability Checks, Skill Checks, or Tool Checks that contribute to the overall success of the journey. GMs can also allow players to propose a different type of check if it makes sense for their Role and as part of the story.

Encounters represent the challenges the party must face and people they meet along the way. The results of these Encounters cause lasting consequences that impact the rest of the journey and may help or hinder the party’s progress. A long journey with more Encounters is generally more perilous and will put a greater strain on the group.

There are 12 different types of Encounters that can occur, including chance meetings with other travellers, strange and mysterious events, thrilling monster hunts, deadly ambushes in ancient ruins, or the opportunity to secure a much needed campsite.

Uncharted Journeys contains tables for each type of Encounter, each of which are broken up by the type of terrain or environment you are travelling through, meaning there are hundreds of different things that can happen! We’ve already included Encounters for what can happen when travelling through darkened woods, thick jungle, frozen tundra, parched desert, and more. With each stretch goal we will add extra environments and biomes, including regions scarred by war, haunted lands ruled by a malicious undead vampire, and dream-like landscapes where the fae roam.

Ruins are relics of the past, long since abandoned by their creators and slowly reclaimed over decades or centuries. Uncharted Journeys gives the GM tools and advice to create unique and memorable ruins and locations, asking a number of key questions and offering tables and suggestions for how to create your ruin.

* Who built it? Who constructed the ancient ruin? Was it built by elves, and designed with elegant sweeping arches; or by dwarves who favoured practical and sturdy architecture? Perhaps it was built by some unfathomable being and defies the laws of physics? Determining who built the ruin gives a strong foundation (no pun intended!) for how the ruin looks and what it feels like to explore.
* How old is it? Ruins can vary wildly in age, from ramshackle wooden buildings abandoned by the last generation of humans, to ancient masonry carved by dwarven stonesmiths, who believe that their work should last as long as their species shall endure in the world.
* What was its purpose? Even after years of neglect, the original purpose of a ruin might still shine through. Was it once an intricate tomb built to house a royal dragonborn emperor, or a sturdy military outpost, still standing strong centuries after the war was lost? Do these ancient relics still hold helpful hints, or sombre secrets? Perhaps carvings of long lost stories remain inscribed on the walls, just waiting for your bard to revive its tale. Valuable loot may be coveted away in a secret cellar, now easily exposed due to the processes of time and weather.
* What does it look like now? These ruins may have stood gloriously once upon a time, but the elements eventually whittle down even the hardiest of structures. Has the dwarven bunker been reclaimed by nature, with choking vines heaving bricks into their embrace, or has the halfling house began to sink into the ground below, leaving only faint traces of its upper level for intrepid explorers to discover?
* What is it now? Have these ruins been forgotten completely, superstitiously abandoned by all and left squarely in the past? Or do these sites still teem with life, providing shelter to hibernating owlbears, or breeding grounds for giant arachnids? An unsuspecting party might not discover this renewed purpose until it’s too late…

Uncharted Journeys allows GMs to write their own histories, injecting life into their created worlds and giving their players mysteries to unravel and questions to ponder.

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60.00 €
Dark Harvest: Legacy of Frankenstein
Dark Harvest: Legacy of Frankenstein

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What if Frankenstein got it right?

What if Victor Frankenstein had embraced his discoveries rather than seeking to destroy them?

Rejected by his peers and his family, hunted by the Creature, Victor slips into the background of history. Manipulating people, events, whole countries, Frankenstein slowly plans and executes his revenge.

Carved out of the Balkan conflicts of the mid-1800’s, Victor Frankenstein hijacks the unification of Romania and creates his own country: Promethea. Established on high ideals of equality and scientific advancement for the good of all, the reality is very different.

Creating Promethea saw Victor make deals that compromised the integrity of his vision. Almost literally walled off from the rest of Europe, Promethea is a nightmare where the rich elite feed off the beauty and strength of the poor. While incredible advances across all scientific disciplines promise a bright future, the land is blighted by a new feudal regime – the Harvest.

Even as Frankenstein moves to bring Promethea in line with his original vision, so he is stalked by the Creature. Seeking to destroy all his creator’s works, the Creature and the resistance movement he leads often find they share Frankenstein’s goals. Both Victor and the Creature know that Frankenstein’s gift must never escape the fortified borders of Promethea, bringing the dark harvest to all the world.

Dark Harvest: Legacy of Frankenstein is a detailed, fascinating game setting, a terrifyingly plausible alternative history and a fiction anthology; a gothic horror fantasy that will appeal to gamers and the general public alike.

A standalone product, Dark Harvest: Legacy of Frankenstein uses a version of the Heresy Engine system and is fully compatible with the Victoriana 2nd Edition, also available from Cubicle 7 Entertainment.

Size: approx. 240 pages, softcover
Interior Art: B&W
Author: Iain Lowson; with Andrew Harman and Magz Wiseman
RPG Rules & Mechanics: Andrew Peregrine and Walt Ciechanowski
Cover Art: Corlen Kruger
Interior Art: Kim Roberts, Scott Purdy, Corlen Kruger, and Rowena Aitken
Maps: Robert Coles

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44.40 €
Doctor Who Roleplaying Game Second Edition (HC)
Doctor Who Roleplaying Game Second Edition (HC)

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The award-winning Doctor Who: The Roleplaying Game has regenerated into a new Second Edition that is faster, easier, and even more exciting. This book presents all the rules and background you need to voyage across space and time with the Doctor, or as new characters experiencing brand new epic adventures.

This core rulebook includes:
* Complete character creation rules to allow you to bring to life a new time travelling adventurer to explore space and time aboard the TARDIS. They could be companions to the Doctor, or a new Time Lord of your own creation, Time Agents, or investigators and defenders of planet Earth.
* The complete revised rules for playing Doctor Who: The Roleplaying Game. The new and updated version of the popular Vortex system is completely compatible with the First Edition of the game. Second Edition makes gameplay faster, easier, and quicker to learn, while keeping all of the dramatic action you’d expect from an episode of Doctor Who.
* Advice for Gamemasters, new and old, on how to make the experience of Doctor Who: The Roleplaying Game feel like you’re living an episode of the TV series, as well as how to create exciting storylines and continuing campaigns.
* Revised rules for creating your group’s own TARDIS, or other time travel device to allow them to adventure from the dawn of history to the very ends of the Universe.
* An expansive look at the history of the Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time.
* Pregenerated character sheets for the Doctor and her companions, ready to play straight away!

256 pages

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60.00 €
Doctor Who Roleplaying Game Second Edition Collector's Edition (HC)
Doctor Who Roleplaying Game Second Edition Collector's Edition (HC)

The exclusive Collector’s Edition of Doctor Who: The Roleplaying Game is beautifully finished, featuring a wraparound cover image of the TARDIS Console Room, with spot UV to highlight the glowing crystals. The 256 page book is presented in a slipcase intricately designed to reflect the exterior of the Thirteenth Doctor’s TARDIS. The slipcase opens with two doors at the front held closed with magnets.

The book content remains the same as the standard edition, with the addition of a ribbon bookmark, and striking page edging, in TARDIS blue.

We love creating Collector’s Editions, and know that this one will take pride of place on bookshelves for years to come!

This core rulebook includes:
* Complete character creation rules to allow you to bring to life a new time travelling adventurer to explore space and time aboard the TARDIS. They could be companions to the Doctor, or a new Time Lord of your own creation, Time Agents, or investigators and defenders of planet Earth.
* The complete revised rules for playing Doctor Who: The Roleplaying Game. The new and updated version of the popular Vortex system is completely compatible with the First Edition of the game. Second Edition makes gameplay faster, easier, and quicker to learn, while keeping all of the dramatic action you’d expect from an episode of Doctor Who.
* Advice for Gamemasters, new and old, on how to make the experience of Doctor Who: The Roleplaying Game feel like you’re living an episode of the TV series, as well as how to create exciting storylines and continuing campaigns.
* Revised rules for creating your group’s own TARDIS, or other time travel device to allow them to adventure from the dawn of history to the very ends of the Universe.
* An expansive look at the history of the Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time.
* Pregenerated character sheets for the Doctor and her companions, ready to play straight away!

256p

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60.00 €

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