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Dungeon Fantasy RPG: Boxed Set
Dungeon Fantasy RPG: Boxed Set

Powered by GURPS

Storm Dungeons! Slay Monsters! Seize Treasure!
A fun hack 'n' slash campaign challenges unique heroes with clever dungeons. To get the most out of your fantasy adventures, you need a game that lets you customize and perfect characters, monsters, treasures, and traps. That's where the ready-to-play Dungeon Fantasy Roleplaying Game comes in! It harnesses the customizing power of the award-winning Generic Universal RolePlaying System (GURPS), and streamlines it so you have exactly what you need to take fully-realized characters on fantastic adventures.

Make fantasy heroes, arm them for action, then send them into dungeons for the adventures of their lives with the Dungeon Fantasy Roleplaying Game! Choose from 11 classic professions and nine races. Tailor your hero using quick-start templates and the time-tested GURPS point-build system. Gear up with a massive list of customizable armor and weapons. Pick from over 400 spells. Then battle foes chosen from more than 80 monsters.

The Dungeon Fantasy Roleplaying Game comes with everything you need for endless hours of crypt-crawling, monster-slaying, treasure-hunting action!

* Complete ready-to-play full-color boxed set!
* Comes with books, cardboard figures, dice, and double-sided oversized color maps!
* The power of GURPS distilled to just fantasy adventure as you like it!

The Dungeon Fantasy Roleplaying Game is a “rules medium” version of GURPS, optimized for hack ‘n’ slash fantasy. But what does that even mean? pr> The lightest version of GURPS – cleverly titled GURPS Lite – is a 32-page freebie that runs to about 30,000 words. It doesn’t include a magic system, rules for superpowers, vehicle stats, or any of thousands of other elements you need to delve deeply into specific genres. It’s playable but a little rudimentary. At the heavy end of the spectrum is the GURPS core, the GURPS Basic Set. Its two thick tomes total 576-pages, filled with more than 400,000 words. It touches on almost every kind of game: fantasy, historical, horror, post-apocalyptic, space opera, super-heroes . . . The back covers shout “Anything You Want” and “Any World You Can Imagine,” and that’s no lie! If you want more detail in some area, there are nearly 300 supplements for the current (fourth) edition. Content for older editions pushes the count past 500.

The Dungeon Fantasy Roleplaying Game comes down the middle. It’s a boxed set consisting of a two-book core (Adventurers and Exploits, totaling 240-pages and about 150,000 words), spell and monster collections (creatively titled Spells and Monsters), a starter adventure (“I Smell a Rat”), maps, heavy cardstock figures with bases, and dice. The writing weighs in at around 250,000 words in all. The game is complete out of the box – no supplements needed. And unlike the Basic Set, it’s pure hack ‘n’ slash fantasy, not a generic system.

So, It’s GURPS?
The Dungeon Fantasy Roleplaying Game loots its engine from GURPS, but gets rid of anything you don’t need if all you want to do is handle bands of fantasy warriors, rogues, and magic-users who visit dungeons, kill monsters, and cart off treasure. For instance, you won’t find rules for firearms, spaceships, or real-world economics. The real world takes a back seat in general – gamers often opine that GURPS puts realism first, but the Dungeon Fantasy Roleplaying Game puts fantasy at the forefront.

The title hints at this, too. It’s taken from a lengthy series of GURPS supplements called GURPS Dungeon Fantasy. That series adjusts or replaces much of the GURPS Basic Set to better fit hack ‘n’ slash fantasy – and during the process of adapting GURPS to the Dungeon Fantasy Roleplaying Game, we consistently favored that interpretation.

In addition to making the game genre-specific, we streamlined. We cut back on the math (GURPS isn’t 49.938±0.003% as math-heavy as its reputation suggests, but still…). We removed wordy special cases. We reduced lookups. We simplified or outright cut rules that slowed game play. We went beyond rules, too – we presented stats in easier-to-use formats.

What’s All This About a Box?
Unlike GURPS, the Dungeon Fantasy Roleplaying Game isn’t a “some assembly required” rules set. It’s a ready-to-play game (in a box) containing rulebooks, an adventure, maps, figures, and dice. All you need to do is print out character sheets and provide the pencils (GURPS dates to 1986, but we no longer live in the age of stuffing boxes with pads and pencils!).

So, you don’t need to buy stacks of supplements to play. While there’s a Dungeon Fantasy GM Screen that includes two booklets aimed at speeding up game play, this introduces no additional rules; it just makes the existing ones easier to use. We think it’s an incredibly useful game aid – so useful that gamers might see it as a must-have – but ultimately, it’s optional.

The Dungeon Fantasy Roleplaying Game also launches with three supplements useful to gamers who plan to run ongoing campaigns rather than one-offs. Against the Rat-Men continues the introductory adventure in the box, while Magic Items and Traps provide ready-to-use content for GM-written adventures. All three started life as PDF rewards for backers who crowdfunded the game, but the content will be compiled in print and sold as the Dungeon Fantasy Companion. That might be seen as “core,” too, but it’s intended only as a time-saver – any GM could dream up new dungeons, magic items, and traps.

The point is, there will be support, but we’re not looking at a whole new product line. The Dungeon Fantasy Roleplaying Game is finite and self-contained – an entry-level game you can leap into, sword in hand, right away. And, by removing doubts about what optional rules are in effect or what supplements are allowed, it’s also well-suited to convention and pick-up play.

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72.00 €
Fantasy Trip: Legacy Edition
Fantasy Trip: Legacy Edition

Welcome to a world where swords and sorcery meet fragments of super-science, where medieval knights battle monsters, and wizards labor in their towers to cast ever-more-powerful spells. With The Fantasy Trip, you’re quickly in the action, immersed in fantastic adventures, thanks to the game’s easy-to-learn and fast-to-play mechanics.

The Fantasy Trip has been out of print for decades, and now Steve Jackson’s classic roleplaying game returns, merging the fun of old-school roleplaying with modern components and accessories. With this oversized and loaded box, you have everything that you need to adventure in the world of Cidri for years to come.

Key Features
* Old-school roleplaying at its dungeon-crawling finest.
* Easy to learn. Fast to play.

A Treasure Trove of Adventure!•
* Heavy storage box with random labyrinth generator inside lid.
* Melee, a complete boxed game with 24-page rulebook, a 12” × 22.5” arena map, over 80 die-cut counters, and three acrylic six-sided dice.
* Wizard, a complete boxed game with 24-page rulebook, 8-page reference book, a 19” × 23” arena map, over 60 die-cut counters, and three acrylic six-sided dice.
* Death Test, a complete boxed adventure pack with the Death Test 24-page adventure book, Death Test 2 48-page adventure book, and over 60 die-cut counters. Both adventures may be played solitaire!
* In the Labyrinth, a 176-page softcover rulebook with advanced character, combat, and magic rules, plus GM rules for labyrinths, monsters, and more!
* Tollenkar’s Lair, a 24-page adventure including an 11” × 17” full-color map.
* 12-page GM aid and reference booklet, including character sheets and adventure and labyrinth planning forms.
* Four-panel, landscape-oriented, durable GM screen.

Dozens of erasable double-sided die-cut megahex tiles to create rooms, tunnels, or arenas, including:
* Six single-hex tiles
* Seven double-hex tiles
* Seven triple-hex tiles
* Eight 7-hex tiles
* One 14-hex tile
* Three 21-hex tiles
* One 28-hex tile
* 17” × 22” full-color regional map
* 17” × 22” full-color village map

First Printing Exclusives!
* Character and treasure cards, dry-erasable
* 16 pregenerated fighter characters
* Eight blank character cards
* One treasure generation card
* One 14-hex dragon counter
* Custom player folio
* Custom megahex storage box
* Three 2.5” × 3.5” Melee 50-sheet character pads
* Three 5” × 3.5” Wizard 50-sheet character pads
* Two extra acrylic six-sided dice matching those in Melee and Wizard
* Double-sided, full-color, six-level 11” × 17” labyrinth map to let you create your own adventures!

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156.00 €
GURPS Mars Attacks (HC)
GURPS Mars Attacks (HC)

Earth Is Under Attack!

The Martians descended upon Earth without warning. Saucers filled the skies. Blaster-wielding soldiers, giant insects, and unstoppable robots slaughtered the human defenders on the ground. It could have been the end of humanity -- if not for the brave scientists of the Novas Vira, the only ones who saw the invasion coming! Now the fate of Earth hangs in the balance as both sides turn to science, desperately inventing new weapons and defenses in the hope of finding the one that wins the war.

GURPS Mars Attacks contains everything you need to join the fight and make a difference:

* Choose your side. Are you among the conquerors here to grant Earth the honor of being added to the Martian Empire? Or are you fighting to save your planet -- either on your own or as part of the Novas Vira, Tiger Corps, or United Earth Alliance?
* Set the scope. Play unprepared civilians stepping up to face Martian raiders, bold saucer pilots defending troops from waves of human jets, high-level officers making decisions that impact the entire war, or anyone else you can imagine!
* Lock and load. It'll take spirit to win this war, sure, but also technology. Learn about the weapons, defenses, vehicles, and strange inventions of both sides -- and take advantage of streamlined rules to make new ones.

GURPS Mars Attacks requires the GURPS Basic Set, Fourth Edition. The detailed setting and descriptions of Martian society and technology can be used with any game system.

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30.00 €
GURPS Warriors
GURPS Warriors

Strong of Arm and Steely of Eye
Mighty barbarians hacking away with massive broadswords and battle-weary grunts with cordite-stung eyes come to life! GURPS Warriors expands upon the template system introduced by GURPS guru Sean "Dr. Kromm" Punch in GURPS Wizards so you can get on with the game!

Inside you'll find 29 warrior archetypes, along with templates and design advice allowing you to quickly and efficiently recruit your new warrior.

Templates include . . .
* Soldiers from all time periods - past, present, and future - such as the aviator, cavalryman, commando, heavy foot soldier, marine, and rifleman . . .
* Warriors from the pages of history and literature, including the barbarian, berserker, gunslinger, holy warrior, martial artist, and swordsman . . .
* Specialist warriors like the archer, engineer, guard, guerrilla, sharpshooter, and scout . . .
* Highly trained operators of weapons of war, such as artillerist, aviator, mecha pilot, and naval crewman.

Warriors also provides many templates suitable for use by the GM as is to represent NPC soldiers, mercenaries, or guards.

Each template comes with four original characters, drawn from a wide range of settings, giving you 116 ready-to-use sample characters as well as historical background and information on the technology and tactics that helped shape many of these professions, to help you better detail these characters.

Written by John Goff
Edited by Montejon Smith
Cover by Roger Cruz and Rogerio Vilela
Illustrated by andi jones, Glen Kristoffersen, Ed Northcott, and Jason Walton

128 pages. Softcover.

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20.00 €
How to be a GURPS GM
How to be a GURPS GM

The Student's Guide to Ultimate Power

GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals... and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM.

For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting.

For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign.

This supplement also provides canonical insight from Sean “Dr. Kromm” Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game.

Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!

GURPS is the most flexible roleplaying system ever created.

73 Pages

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24.00 €

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