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kuva tuotteesta on linkki tuotesivulle: Alice is Missing RPG
Alice is Missing RPG

Esittelyvideo. Alice is Missing is a silent role playing game about the disappearance of Alice Briarwood, a high school junior in the sleepy Northern California town of Silent Falls. During the game, players use their phones to send text messages to each other as they unearth clues about what happened to Alice. The game runs over a single session of two or three hours. There is no formal game master, but one player will need to explain and facilitate the rules. In the first 45 minutes, players create their characters, their relationships to Alice, and their ties with each other. The next 90 minutes follow the characters text message conversations as they uncover Alices fate. The game is played live and without verbal communication. Players inhabit their character for the entirety of the 90-minute play session, and instead of speaking, send text messages back and forth to the other characters in a group chat, as well as individually, as though they aren’t in the same place together. Haunting beautiful, deeply personal, and highly innovative Alice is Missing puts a strong focus on the emotional engagement between players, immersing them in a tense, dramatic mystery that unfolds organically through the text messages they send to one another. Right at home with games like Life Is Strange, Gone Home, Oxenfree, and Firewatch, it’s designed to feel as much like an event-style experience as it does a role-playing game. Alice Is Missing runs over a single session of 2-3 hours, with 3-5 players. In the first 45 minutes, players create their characters, their relationships to Alice, and their ties with each other. The next 90 minutes are spent uncovering secrets and unearthing clues in an attempt to discover where Alice is, and who is behind her disappearance. Though text messages seem to be the most common mode of communication in our modern era, they are rarely utilized as a storytelling medium. The integration of texting into the gameplay unlocks a brand new way to play RPGs that is unlike anything you’ve likely experienced before. It’s personal, immersive, and perfect for remote play. Powered by simple but unique card mechanics that give everyone equal footing in telling the story, the game runs without a GM, or gamemaster, and instead empowers the players to create the story together. While in-game time is fluid and the text messages could take place over the course of a day or more, the actual gameplay lasts a total of 90 minutes and is accompanied by a beautifully cinematic, licensed music playlist (featuring artists such as Message To Bears, This Patch of Sky, Justin LaPointe, and Be Still The Earth) which acts as both a timer and a soundtrack for the game. How to Play You’ll start by choosing characters, drawing a motive for how that character acts, and assigning relationships to one another. Then, using the appropriate prompts on your character card, each player will record a secret voicemail to be played at the end of the game. You’ll then establish some important information about your town of Silent Falls by choosing suspects and locations you think could have played a part in Alice’s disappearance. Lastly, you’ll receive Clue Cards that will be used during the game to generate information about the mystery you’re unraveling. Once the timer starts and the game begins, you’ll flip your Clue Card when the number on the timer hits the number on the Clue Card’s back. This will often result in you drawing a card from the Suspect or Location deck and combining it with the prompt on the Clue Card to create the information your character uncovers. This clue is then worked into the text conversation between the characters organically. These clues will continue to be revealed throughout the game, building tension and heightening the stakes until the 10-minute card flips, and the game comes to its climactic end. The End of the Game Once the timer goes off at 90 minutes, players will have the opportunity to send one last text message before the secret voicemails play over the closing music track. Once the voicemails are finished and the current song ends, the game comes to a close. By putting its lens on the relationships, tensions, and story arcs between the characters looking for Alice just as much as the search for Alice itself, the game challenges players to explore aspects of emotional intimacy and personal connection in a unique and accessible way. Alice Is Missing inherently deals with mature themes and potentially-difficult topics such as gender, sexuality, violence, and grief. We’ve been lucky enough to bring on the incredibly talented Lauren McManamon (Girl Underground, Good Society: A Jane Austen RPG, Codex) as our editor to ensure these topics are approached in a thoughtful and responsible manner. We’ve also included important tools to help navigate these themes at the table (and off the table) to ensure everyone has both an exhilarating and positive experience. Online Play Though the game has been in development for the last year, in an unintentional way, it mirrors the reality we now face during this era of social distancing; the craving for connection despite the distance that may be between us. Alice is Missing provides a unique way to play without the traditional hang-ups that come with trying to structure a Virtual Table Top session. Since the only time you'll need to 'go to the table' is to grab a card. The meat of gameplay exists on your mobile devices. Contents: * 72 cards * Rulebook Designer: Spenser Starke Artist: Julianne Griepp

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28.60 €
kuva tuotteesta on linkki tuotesivulle: Alice is Missing RPG: Silent Falls Expansion
Alice is Missing RPG: Silent Falls Expansion

The Silent Falls expansion allows players to rediscover the game with additional cards that facilitate evocative new stories. With the Silent Falls expansion, players are provided an opportunity to explore brand new stories with additional Suspect, Location, Character, Searching, and Clue cards, as well as new Relationship cards that help you to deepen your connections to the other characters. Players have the opportunity to explore uncharted locations such as the dark, echoing spaces of the Caloma Caves, confront new Suspects like the distant father John Briarwood, and uncover thrilling new conclusions to Alice’s disappearance as they reveal the new 10-minute clue cards. The Silent Falls expansion introduces 38 new cards in total, which is more than half the amount of cards in the original Alice is Missing. 4 new playable characters, 2 new Relationship cards with a total of 12 new prompts, 3 new Suspects, 3 new Locations, 4 new Searching cards and 22 new Clue cards (two additional Clue cards for each standard timestamp, as well as three additional 10 minute cards, and a replacement 90 minute card). Features: * A silent role playing game about the disappearance of Alice. * Send text messages to each other to unearth clues about what happened to her. * Explore uncharted locations and confront new suspects. * Explore brand new stories with additional Suspect, Location, Character, Searching, and Clue cards, as well as new Relationship cards that help you to deepen your connections to the other characters. * New playable characters, Relationship cards, Suspects, Locations, Searching cards, Clue cards, and 10 minute cards.

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23.40 €
kuva tuotteesta on linkki tuotesivulle: Altered Carbon RPG (HC)
Altered Carbon RPG (HC)

Download Quick Start Guide. In this transhumanist neo-noir vision of the future, the human mind is nothing more than digital code -Digital Human Freight - saved and stored in a Cortical Stack, advanced technology that allows you to "re-sleeve" your entire consciousness into a new body. In the Official Altered Carbon Role Playing Game, wear any body you can afford, transmit your mind across the cosmos in an instant, and, if you've got the credits and political cachet, you can re-sleeve time and again for centuries, accumulating enough wealth and power over the millennia to become the societal equivalent of an immortal god. Whereas character death is a natural occurrence and ever-present threat in tabletop RPGs, Altered Carbon: The Role Playing Game offers a unique angle on the concept. As opposed to creating a brand new character, players will have the opportunity to transfer their character’s consciousness, memories, and experiences into new Sleeves post-death… but at a cost. Mind you, immortality is not invincibility. Losing a Sleeve is a life-altering setback, and “Real Death” awaits anyone whose Stack is destroyed. That being said, Sleeves introduce their own refreshing challenges to players and storytellers alike. Augmentations can instantly upgrade your athleticism, but a world-class surgeon in an unadjusted Sleeve can botch a basic procedure. The possibilities for characters and campaigns may change from one Sleeve to the next… making long-term gameplay more versatile, while empowering the story to steer character advancement at its own pace. Bay City is divided into three major territories – the Ground, the Twilight, and the Aerium – each a world of its own; ruled by different kinds of people, playing games for different kinds of stakes. The Ground: The underclass — known as “grounders” due to their inability to inhabit the skyscrapers as residents or personnel — continues to soar in numbers. Grounders are satiated with automated dispensed foodstuffs, public housing, and a neon-soaked parade of carnal pleasures. On paper, the features of the city seem almost Utopian, but the majority serves only as cheap labor for the vast bureaucracies of the Protectorate and the Meths whose own lives are glittering paradises in comparison to the empty, endless grind of the greater population. The Twilight: A razor thin middle class serves as administration, managers, and highly skilled technicians to service the various technological marvels of society and its endlessly expansive bureaucracies. These skilled individuals are said to inhabit The Twilight, somewhere between the darkness of grounder society and the dazzling brightness of the high life of meth aristocracy. Most aren’t far removed from some criminal element, either by choice, close relation, or the occasional contractor through one of their shell corporations. You’ll scarcely find a programmer who hasn’t moonlighted as a “Dipper” at some point. Most dabble with decadence or crime (often the white-collar variety), if only to search for some form of existential purpose... The extra money doesn’t hurt either. The Aerium: This network of skyscrapers is the domain of the meths exclusively. Their towers pierce the sky by several times in height the normal skyscrapers of Bay City. Each tower has the luxury of supporting a multitude of sprawling estates, all free and far above the need to see the rabble below, the unseen underclasses toiling under permanent cloud cover. Only specifically registered air vehicles and police aircars are permitted to fly anywhere near this complex. The much vaunted Suntouch House is part of this complex. The core edition of Altered Carbon: The Role Playing Game takes place on Sol (Earth) in the year 2384. With the help of a gamemaster (GM), you and your friends can create your own stories and Sleeves in Bay City, the futuristic Californian metropolis that serves as the main setting of the first book and Season 1 of the Netflix series. Take control of police, military, technicians, artificial intelligence (A.I.), special operatives (CTAC), and even the influential elite of high society (Meths) as the core neo-noir themes of Altered Carbon promise endless sci-fi adventures: Mystery Solve the unfolding mystery. The gamemaster themselves may not even know who the culprit is at the beginning of the story! Intrigue Augments and re-sleeving don’t come without their own costs. Story-driven mechanics challenge players to balance their personal egos and baggage, influencing how players interact with one another and how their characters develop over time. Action An original game engine uniquely designed for the RPG, delivering a strategic yet dynamic zone-based combat system with exotic high-tech weaponry and streamlined options for more action-oriented gameplay! Drama The twisted reality of transhumanity enables players to create challenging stories, complex characters, and century-spanning epics, all which explore the darkest aspects of human nature that the value of life and fear of death once held in check. When murder is little more than extreme property damage, transhumanity is the perfect playground for noir storytelling that delves into the moral depths of our own humanity. Working in tandem with Skydance Entertainment, we're able to provide a deeper dive into the world of Altered Carbon. As a result, we're expanding on elements of lore, and the colonized worlds that previously we unexplored until now! The Core Rulebook contains everything gamemasters and players needs to play the game: * Building a Neo-Noir Narrative. Build an authentic noir experience with a multi-layered mystery that unravels over time. Plot twists, MacGuffins, red herrings, and informants all provide the ever-adjusting structure you need to bring mystery and intrigue to your players without the need to pre-plan every detail at the start. * Starting Adventures. Enjoy two complementary modules designed to teach you everything you need to know to run the game and teach players the Hazard System. * Creating a Character. Ready to jack in? Pick an archetype: Civilian, Socialite, Official, Criminal, Technician, or Soldier. Generate core attributes like Strength, Perception, Empathy, Willpower, Acuity, and Intelligence. Game elements like Stack Points, Health Points, Ego Points, and Influence Points help flesh out your characters and determine how they perform and progress through the story. * Baggage. Your time in Altered Carbon takes its toll, as damage to your ego builds up over the years... as do the ghosts of your past deeds from sleeve to sleeve. * Variant Characters. Explore a range of unique playable and non-playable characters such as artificial intelligence beings, envoy soldiers, and high-class meths. * Re-sleeving. The body is merely a shell, and death is not the final destination. Each Sleeve comes with its own strengths and shortcomings. An impossible task in one Sleeve may be child’s play in another. Meanwhile, your enemy could be wearing your friend’s sleeve, so use your intuition and ingenuity to observe the details, break through the obvious, seek out new solutions, and stay alive. * Tons of Traits. Tier-based Trait system allows you to easily build your own Archetypes or assign a set of unique abilities that complement one of our pre-set character builds, with plenty of crossover options so that no two Archetypes are really the same. * Wealth Level Based Economy. Rather than nickel & dime every transaction, players can acquire gear and supplies adjacent (or above — if they’re willing to risk greater consequences) to their Wealth Level in order to keep the focus on story momentum. * Technology & Equipment. Nemex, Shard Pistols, Portable AI Emitters, ONI Interfaces, Merge9; the Core Rulebook provides all the mechanics for purchasing, acquiring, and modifying a plethora of futuristic weapons, apparel, and gadgetry with an expansive list of customizations for nearly every item. * Expanding the Altered Carbon World. While the Core Rulebook focuses on Bay City and Season 1 of the series, we’ve got big plans with Skydance who is currently in production for Season 2, and we'll be working alongside them to discover more ways to explore the colonized worlds in future RPG supplements. In the meantime, fans can explore Osaka and other parts of Earth 2384 via our stretch goal modules listed below. The Hazard System: Altered Carbon: The Role Playing Game will employ the Hazard System – a brand new game system that finds inspiration in popular engines like the Cortex System, Savage Worlds, and Outbreak: Undead.. all while delivering unique gameplay specifically designed for this RPG. Actions are done using an appropriate die type depending on your level of skill. Which are rolled against a Target Result (TR) assigned by the GM or Scenario: 12+ - Trivial 10-11 - Easy 9-10 - Normal 7-8 - Tricky 5-6 - Challenging 3-4 - Complicated 0-2 - Nearly Impossible With success determined by rolling EQUAL TO OR UNDER the Target Result. The difference between the result and the TR are the degrees of success/failure generated. Natural (rolled) 1's are considered an “Ace” - and always succeed with a flourish. Besides the basics of rolling equal to or under the Target Result, the Hazard System provides a list of easy-to-apply modifiers that will help to quickly and contextually flush out a scene. Bonus Dice: Players can be awarded Bonus Dice, which can be of any Die Type. Bonus Die results can take the best results (serves as an advantage). Luck Dice: When luck plays a factor on the outcome (for better or worse), Luck Dice of any Die Type may add to Skill Check Results. Even players with D4s as Skills may fail if luck turns against them. Luck can even displace Difficulty altogether in the right situation. Example: Christopher is trying going toe to toe with an off-world assassin in a synthetic Sleeve but decides the fight is a little outside of his league — so he wants to escape. He could simply dart away, in which the GM will ask him for an Athletics - 5 (challenging) roll. He has a D10 in athletics so its reasonable. Or he could use a chaff bomb, which will disrupt the synthetics sensors and maybe cover his tracks. That just requires a Throw - 10 (easy), and even with a D12 that shouldn't be a problem... shouldn't... Since all dice can roll low, there is ALWAYS a chance of success. Included inside the Core Rulebook, you'll find: * Rules to Play Archetypes ranging from Socialites to Soldiers * Explore the expansive metropolis Bay City in both its Underground, and Atrium world. * Storytelling focused rules, that help create immense danger inside of combat and intrigue outside combat. * The means in which to transfer your characters digital consciousness into a new sleeve should they come to a tragic end. With the prize of immortality at your fingers, the question is, what price will you pay? What stories will you tell? Your neon drenched adventures await.

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60.00 €
kuva tuotteesta on linkki tuotesivulle: Hunter: The Reckoning -Apostates Sourcebook (HC)
Hunter: The Reckoning -Apostates Sourcebook (HC)

Whether you once ran a Monster-X franchise, served in the Special Affairs Division, consulted for the shadowy Arcanum, temped at Re:Venge, or volunteered for the Society of St. Leopold, working with the Orgs means you’ve seen it all — and then some. But when the grind ignites a Drive deep within, it’s time to break free and seek a new path. Step into the shoes of the disillusioned and defiant ex-Org operatives. Apostates empowers players to repurpose the assets of their former employers — everything from classified intel to cutting-edge gear and clandestine networks. Play as these rogue agents or unleash them as unpredictable rivals in your Hunter: The Reckoning chronicle. Whether as allies or adversaries, the apostates and their former Orgs are bound to shake up your story. Features - Org details written for players along with Loresheets in Hunter: The Reckoning for the first time! - Includes many player options with new Perks for your Edges and new Advantages and Flaws! - Storytelling advice for incorporating apostate characters into any Chronicle with a pre-written story to play through as apostates, and 2 Chronicle sketches to jumpstart your chronicles - Organizations gain a new spotlight in your Chronicles including S.A.D., Project Twilight and the new Red Eye Community Watch. - Players have ties to the Orgs and Storytellers may focus games on Orgs as adversaries or rivals that may hunt the Hunters!

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49.50 €

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