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Adventure Presents: Tartarus Gate
Adventure Presents: Tartarus Gate

Adventure Presents is series of stand-alone RPGs for up to seven players, with a fixed story designed to last three to four sessions. Each fully illustrated release includes a series of pull-outs: maps, handouts, character sheets, the full rules, an NPC booklet and an adventure booklet. Just add pencils and three six-sided dice.

In Tartarus Gate, writers Grant Howitt & Chris Taylor (Heart, Spire, Honey Heist) join artist Pye Parr (2000 AD, Realm of the Damned) for a tale of sci-fi horror.

It’s the year 2130. You are an unpaid intern aboard the transport ship Charon, entrusted with shepherding cargo from Earth to the Tartarus Gate Waystation. Visual feeds with the lower decks have gone down. Something is moving. You’re six months’ travel from the nearest help. And you really need to impress your employer if you want to be made permanent.

How to Play
One player is the Games Master (GM), while the others control up to six Protagonists who will lead the story. The magazine has been carefully laid out for ease of GMing, keeping all of the important information available at a glance. The rules are designed to keep the action flowing, while giving the GM a clear structure to work with.

Every roll is contested, so attacks and damage are decided in a single moment. All rolls are on three six-sided dice, so even with the odds against you, you’ll always have a fighting chance.

Each Protagonist has three core elements – their Abilities, their Drives, and their Gear.

Abilities: an indication of what you’re capable of. There are four Abilities, each with a level from 1 to 4. With every action you’ll roll three dice, and remove one result according to your level, then add the others. Spend Resolve to increase your level for a roll, pushing yourself harder when you need it most. But be careful – run out of Health or Resolve and you’ll collapse. Run out of both, and you’re dead.

Drives: three unique goals, needs or habits that drive your decisions and restore your Resolve.

Gear: each character starts with unique Gear which they can add to or replace during the adventure. Whatever it takes to get the job done.

Contents:
* 24 page Adventure Booklet
* 4 page Rules Sheet
* 8 page GM's Reference
* Six 4 page Character Sheets
* Two copies of additional map handouts

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15.60 €

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