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D&D 5: Legendlore Core Rulebook
D&D 5: Legendlore Core Rulebook

The Realm of Legendlore sits on an unstable nexus of reality and sees many visitors from other worlds. You are such a visitor.

In Legendlore, you have Crossed from Earth into East Azoth and become a changed version of yourself — a songwriter finds themself a bard, a scientist a wizard. You might find yourself in a whole new body to better match your true self, including adopting a new fantasy race.

Legendlore offers a diverse and inclusive world filled with adventure and mystery. Fight megalomaniacal dictators, explore magic and strange science, and claim your Legend as you find a way back home.

In this book you’ll find:
* 18 backgrounds to play as yourself in Legendlore, such as activist or scientist
* Legend mechanics to represent your destiny, plus 5 sample Legends
* Seven player races, including pixies and orcs
* Two new classes, the alchemist and gunslinger, and 15 sub-classes
* A starting adventure with five pre-generated characters

Drawn from The Realm and Legendlore comics, the Legendlore RPG will whisk characters from our world to a magical fantasy realm filled with dragons, orcs, unicorns, and hobgoblins. With over 60 comics published covering three volume runs, The Realm and Legendlore combined became one of Caliber Comics‘ most critically acclaimed series.

About Legendlore:
Legendlore was originally a comic called The Realm, first published by Arrow Comics in 1986 and since procured by Caliber Comics, about four people who fall through a Crossing into the Realm. The Realm is home to fantasy creatures from elves to dragons, and the characters discover they too have ‘fantasy powers’ – the jock becomes a Fighter, while the bookish one becomes a Wizard, and so on. They go on adventures and some of them eventually find their way back to Earth.

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66.00 €
Deviant RPG: The Renegades
Deviant RPG: The Renegades

This book contains the complete guide to playing a Deviant in the Chronicles of Darkness from psychics to cyborgs, from freaks of nature to abominations of science.

Note: Deviant: The Renegades is part of the Chronicles of Darkness line. It is a complete core rulebook. No other books are required.

Remade
You woke up... different. Someone changed you; on a slab, an operating table, an altar. By luck or by fate, you escaped. Now you’re hunted by the ones who made you, and they hold all the cards but one: they don’t know that a fire burns within you because of what they did. They don’t know that you’re hunting them.

Broken
The Divergence stripped you of your humanity, cracked open your soul. Its wounds will never heal. You are Broken — not like a toy lying in a limp pile on the floor but like a glass bottle, all sharp edges and jagged, cutting shards. Anyone who comes close to you bleeds — your enemies, but also your few friends.

Renegades
Though alienated from humanity, you are not alone. Other Deviants have suffered as you have suffered. They hate the conspiracies that made you as much as you do. Together, you will stand against them. Together, you will make them pay!

This book contains:
* The complete guide to playing a Deviant in the Chronicles of Darkness — from psychics to cyborgs, from freaks of nature to abominations of science.
* Customizable powers and drawbacks to accommodate a breathtakingly diverse range of character concepts.
* Rules for portraying the many faceless conspiracies that make up the Web of Pain.
* Four example settings across the world, from Ankara to Delaware, each with its own unique conspiracies entangled in the Web of Pain.

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66.00 €
Mummy: The Curse 2nd Edition (HC)
Mummy: The Curse 2nd Edition (HC)

When you trespass,
the reason you feel
you are being watched
is because you are.
The fear is real.
When you steal,
the dread that comes over you
is neither guilt nor paranoia,
but the cold certitude of fate.
The curse is real.
When you die,
know that your life was but a flash
upon the face of the deep
in the mind of your judge.
We are real.
And we are arisen.

— Ankh-Nephris, the Hand of Wisdom

Imagine being both dead and deathless at the same time. Imagine being cradled in the arms of death for years, sometimes decades on end, but all the while knowing that you will eventually not only arise again, but awaken to an unfamiliar world that mostly fears and hates you. Now imagine that your purpose, your entire existence, is bound within this cycle -- that you are chained to it for all eternity. You sleep, you wake, your serve your Judge's will in the lands of the living, and you return to the death-sleep once more. The ancient culture that empowered you is gone, lost to the sands of time... yet you endure.

In Mummy: The Curse, a Storytelling game set in the World of Darkness, you play one of these beings. Those who know they exist, from the cultists who serve them to the dark forces arrayed against them, call them the Deathless.

We call them mummies.

What’s in it?
* The first new New World of Darkness™ game since 2009.
* Represents a step forward in the evolution of the Storytelling System.
* Book includes a player’s section, a Storyteller’s section, and a complete S.A.S. story—everything you need to get a chronicle up and running.
* Includes extensive information on the Deathless, from their half-remembered past to their beliefs and social conventions to their personal motivations and more.
* Scores of new examples of both game elements (powers, relics, Merits, etc.), and new concepts, from the fivefold system of Pillars to the all-important Descent.
* Opening fiction by award-winning author Greg Stolze.
* Stunning original art by Sam Araya, Cathy Wilkins, Aaron Acevedo, Andrew Trabbold, Borja Linares, Vince Locke, James Denton, Marco Mazzoni, Johan Lindroos, and Tyler Winham.

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66.00 €
They Came From Beneath the Sea! RPG
They Came From Beneath the Sea! RPG

THEY CAME FROM BENEATH THE SEA! is a new tabletop roleplaying game encompassing the wonder, horror, thrills, and hilarity of 1950s science fiction.

This game THEY CAME FROM BENEATH THE SEA! is a tabletop roleplaying game in which the players, as humans, live in a world under increasing attack. The attackers? Aliens from beneath the sea, obviously!

THEY CAME FROM BENEATH THE SEA! is powered by Onyx Path`s Storypath system, and includes all the rules you need to play as a two-fisted hero dealing with alien threats, including rules for creating characters with a mix of Origins to customize your Archetype.

They Came from Beneath the Sea! is a dramatic and farcical tabletop roleplaying game encompassing the wonder, horror, thrills, and humor of 1950s and 1960s science fiction. This game allows you to play with all the great content from the B-movies of decades ago, and promises a dynamic, fun time for all involved!

In They Came from Beneath the Sea! you play humans in a world under attack. The attackers? Aliens from beneath the sea (obviously). Adventures range from the one-shot defense of a small coastal town, to the lengthier liberation of a cruise ship infested with gill-folk, all the way to the story in which characters seize an alien submarine and ride it all the way down to the sea bed to take the fight to the invaders. In this game, your protagonists are strong-jawed war veterans, cunning and resourceful explorers, utterly insane scientists, and blue-collar heroes, just looking to defend their patches of land.

They Came from Beneath the Sea! contains a mix of serious threat and unbridled farce. While the book plays it straight with no winking at the camera, your game will include ludicrous statements and events taken with all the gravitas of your boat being set on fire. While this game provides rules for funny quips and amusing cinematics for incorporation in a scenario, we leave it to the players and Director to discover the correct level of humor for your game.

They Came from Beneath the Sea! uses the Storypath System, provided in full in the pages of this book!

They Came from Beneath the Sea! includes:
* Five playable Archetypes — the Everyman, the G-Man, the Mouth, the Scientist, and the Survivor!
* Rules for character creation and play, using the Storypath System fully detailed in this book!
* Cinematic powers such as the ability to insert deleted scenes in your game, cut to black when everything is looking a bit too grim, and redirect shots to kill the extras!
* Quips to throw in at appropriate (and sometimes inappropriate) moments, giving your characters the chance at an award-winning scene!
* The history and setting of the 1950s world presented in this book!
* Scores of aliens promising the fall of the human race, presenting a broad array of dangers and objectives for repeat play!
* Two ready-to-play scenarios, straight out of the book!

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60.00 €
They Came From Beyond the Grave! Core Rulebook
They Came From Beyond the Grave! Core Rulebook

I urge you now: do not open this book. Do not read its contents. Walk away, live your simple life, and keep these creatures of darkness in the shadows where they belong.

Opening your eyes to this horrible world – where demons possess dolls, the undead stalk the night, the Devil walks among us, and mummies march from their tombs – is an act of incredible bravery, or perhaps, complete foolishness. Turn away now, before it’s too late…

No? Well, in that case, welcome to a little game called They Came from Beyond the Grave!

They Came from Beyond the Grave! is a dramatic, hammy, and horrifying tabletop roleplaying game encompassing the shock, terror, eroticism, and humor of 1970s horror. This game allows you to play with all the magnificent content from the movies of Hammer, Amicus, and Roger Corman, and promises the fun and thrills of the horror movie genre!

In They Came from Beyond the Grave!, you play humans faced with the horrors of the supernatural. You’ll find yourself pitted against vampires, werewolves, ghosts, and constructed critters, along with demons, slashers, and THE DEVIL HIMSELF. Adventures range from the one-shot exploration of a haunted house, to the multi-era play across the 19th century and 1970s.

They Came from Beyond the Grave! contains a mix of serious threat, unmitigated ham, and nonsensical farce. We never tell you what is amusing and what is not, but we do provide the tools to make a seriously fun game incorporating all the elements of 1970s horror movies. This game provides rules for funny quips and amusing cinematics for incorporation in a story, along with dozens of special powers and story devices.

They Came from Beyond the Grave! uses the Storypath System, provided in full in the pages of this book!

They Came from Beyond the Grave! includes:
* Five playable Archetypes — the Dupe, the Hunter, the Mystic, the Professor, and the Raconteur.
* Rules for character creation and play, using the Storypath System fully detailed in this book.
* Cinematic powers, such as the ability to tear through cheap sets, cut to black when everything is looking grim, and even cut to a montage to speed up play.
* Quips to throw in at entertaining moments, giving your characters a chance at an award-winning scene, or at least one that makes it into the trailer.
* Scores of monsters looking to hunt you down and make your lives miserable, from Dracula to Frankenstein’s Monster.
* Two ready-to-play scenarios, playable straight from the book.

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66.00 €

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