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Haun tulokset 25 - 48 / 739



Alone Against the Tide
Alone Against the Tide

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Solitaire Adventure by the Lakeshore!

A Flooded Town
What has Professor Harris’ research got to do with the strange green fog enveloping the town? Who are the menacing, dark-suited men that arrived on the ferry with your investigator? And, why is a Buddhist monk visiting Esbury, a town more used to entertaining New England’s wealthy elite?

Take on the role of an investigator traveling to a remote lakeside town where strange things are happening. Decide your path through the story, and the fate of the citizens of Esbury!

A flooded Town
Alone Against The Tide is a solo scenario. All you need is this book, and your copy of the Call of Cthulhu Starter Set or Keeper Rulebook, some dice and pencils, and you’re ready to begin your horrific trip to the lakeside town in Massachusetts!

New or Old Investigators
Create your own investigator, or bring one along for the ride! Perhaps your character from Alone Against The Flames can continue their solo adventure! Otherwise, you can play as the pregenerated investigator Dr. E. Woods, a professor of archaeology from Miskatonic University in Arkham.

Multiple Endings, Multiple Paths
With several hundred passages, there are innumerable pathways through Along Against the Tide. Play the scenario through multiple times to find all the endings, and explore the choices you didn’t make the first time!

Introduce Call of Cthulhu to a Friend
Solo Call of Cthulhu scenarios are perfect for playing with a friend or partner who is new to roleplaying. Read the story aloud, make choices, roll dice, and explore the story together!

Page Count: 86
Author: Nicholas Johnson

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18.00 €
Apocalypse Keys RPG (HC)
Apocalypse Keys RPG (HC)

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Even the most powerful monsters have hearts. Unleash your destruction and reveal your deepest emotions in this TTRPG by Rae Nedjadi.

Unmask your feelings, uncage your ruination...

The Doomsday Clock is ticking down and emotions run high as you and your team of DIVISION agents struggle to find the Keys before the villainous Harbingers unlock the Doors of Power and bring about the apocalypse.

As an Omen class monster, you are the only thing capable of holding back the apocalypse. Combat occult threats and investigate supernatural phenomena alongside your team of supernatural agents working for the shadowy DIVISION. But in a world that shuns monsters like you, only your deepest, most heartfelt bonds can grant you the power to stop those who seek to unlock Doom’s Door.

Inside this book, you’ll find:
* A game of monsters bound by fate, love, and power. Explore emotional connections, complicated relationships, unpredictable mysteries, larger than life apocalyptical threats, and the brightest hope in the darkest despair.
* An innovative take on the Powered by the Apocalypse rules engine.
* Seven Playbooks, each with their own destructive abilities and consuming desires
* Guidance and support for running the game, including advice for the Keeper on how to craft your own Apocalypse
* Preset Mysteries for the team to investigate and plenty of guidance on creating your own.
* Strategies and safety tools to ensure everyone at the table enjoys a fun, memorable session.
* Plenty of support and advice for creating one-shot sessions or full campaigns

The apocalypse draws near. There are Keys to find, Mysteries to solve, Doors to unlock, and ruthless Harbingers to battle. It’s time to face your fears or become fear itself.

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60.00 €
Arkham (HC)
Arkham (HC)

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On the streets of Arkham, the threat of the Cthulhu Mythos is ever-present. A quiet town in New England—home to the prestigious Miskatonic University—Arkham’s underbelly hides criminals, speakeasies, and a witch-cursed history.

Contains:
* Call of Cthulhu: Arkham is the definitive guide to the signature setting of Call of Cthulhu.
With 290 locations detailed across 9 neighborhoods, Call of Cthulhu: Arkham is the perfect supplement for a sandbox-style campaign. The book also contains Gossip & Rumors to use as scenario seeds, and over 80 fully-detailed NPCs with their own secrets to discover—investigators will never be without a lead to follow up on!

* New Rules & Game Aids
The book contains two Arkham city map posters (one designed for players, and one marked with hidden information for the Keeper!), as well as a poster-sized copy of the front page of the Arkham Advertiser—the perfect prop for any game set in Arkham. Call of Cthulhu: Arkham also introduces new rules and skills for Arkham investigators.

* The Definitive Guide To Arkham
Call of Cthulhu: Arkham is more than just a supplement for the Call of Cthulhu roleplaying game. With a richly described history of both Arkham and the famous Miskatonic University, street and neighborhood maps, and hundreds of locations, this book is perfect for fans of mythos fiction, as well as any board games, card games, or stories set in the fabled city of Arkham.

This supplement is part of the Arkham Unveiled line and is designed for use with both the Call of Cthulhu roleplaying game and the Pulp Cthulhu supplement, both available separately.

Page count 272

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72.00 €
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 €
Basic Roleplaying: Universal Game Engine (HC)
Basic Roleplaying: Universal Game Engine (HC)

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Create. Explore. Play.

Basic Roleplaying (BRP) is a system of core rules for tabletop roleplaying. Whether you’re a seasoned roleplaying veteran or new to the hobby, Basic Roleplaying has everything you need for years of entertainment.

What's Inside?
Basic Roleplaying: Universal Game Engine is the complete guide to BRP—the same system that powers Call of Cthulhu, RuneQuest, Pendragon, Rivers of London, and countless others. BRP’s Universal Game Engine is available royalty-free for personal and commercial use under the ORC license. Use these rules, and focus on creating your worlds, scenarios and even books to sell!

This book contains the core system rules, as well as character creation, advancement, monsters and antagonists, as well as GameMaster advice.

A Seamless Core Mechanic
In BRP, success and failure are always determined by the roll of a D100. Comparing that roll to the relevant Skill, Characteristic, Ability, or Power, you succeed if you roll under the target number.

This means every stat on your character sheet clearly indicates to you the likelihood of success.

Natural Character Growth
Characters in a BRP game evolve based on what they do in-game. If you fire a gun, that skill may increase.

If you want your character to learn magic, get better at driving cars, lassoing horses, or even repairing a spaceship, then your character will do so by using those skills!

Deadly & Tactical Combat
The core BRP rules present easy-to-learn and equally easy-to-teach combat mechanics that allow players to react to attacks—you don’t just have to wait for your turn in order to have an impact on combat!

Conflict in BRP can be deadly, and every roll (attacking, fighting back, dodging or otherwise) is integral. This makes for a thrilling, high-octane experience with a system that does not slowdown the overall flow of play.

Build The Game You Want
With mechanics for magic, psychic powers, mutations, superpowers, weapons, equipment, and vehicles applicable to any setting and genre, Basic Roleplaying: Universal Game Engine is adaptable to any world of your choosing—either previously established, or created from scratch.

264 pages, Full color hardcover

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60.00 €
Berlin: The Wicked City (HC)
Berlin: The Wicked City (HC)

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Unveiling The Mythos in Weimar Berlin

The Wickedest City on Earth
In the aftermath of the Great War, Berlin maintains a reputation for licentiousness. A place where anything can be had for the right price. It is a city of both hedonism and business; its streets overflow with disabled veterans, prostitutes, destitute immigrants, and political agitators, all rubbing shoulders with buttoned-down businessmen, scholars, and artists. The gutters run with the blood of political assassinations, where Communists and völkisch Nationalists clash with each other and the police. Long into the evenings, Berlin’s world-famous cabarets offer music, dance, and titillating entertainment in stark contrast to the gray buildings that run on for endless miles along the sprawling city’s byways.

Into this bubbling stew, Berlin The Wicked City introduces the weird elements of the Cthulhu Mythos, a hotbed of secret organizations, siinister cults, and half-whispered lore. Amid the wicked air of the world’s capital of sin, the very nature of what it means to be human is questioned. And as the city hurtles toward its inevitable dark destiny, the oppressive atmosphere pushes the sanity of investigators to its breaking point.

This book presents an overview of 1920s Berlin as it would be experienced by visitors and residents of the time. Guidelines are presented for creating investigators for Berlin-centric campaigns, as well as investigator organizations to help bind groups together. Find notable personalities, key locations, and a system for generating details of the urban landscape on the fly. With the city’s crime and punishment, underworld, and high culture detailed, the tools provided help the Keeper gain an understanding of what makes Berlin unique, and dangerous.

Three scenarios, spanning the history of Berlin between the end of the Great War and the rise of Adolf Hitler and the Nazi Party, contain colorful details of Berlin and its inhabitants, and may be run as stand-alone adventures or linked together to form a mini-campaign.

In The Devil Eats Flies, Germany teeters on the brink of economic ruin and political chaos. The ghost of a madman stalks the city, turning its own citizenry against itself. To stop a demonic spirit and save a Russian princess in exile, the investigators must strike a bargain with other sinister forces and ask themselves: who else are we prepared to see die in order to save the city?

Dances of Vice, Horror, and Ecstasy takes place in the city’s golden years, when Berlin becomes superficially stable and prosperous again. A bungling sorcerer, a debauched dancer, and a strange cult of gnostic Saturn-worshippers threaten to put all of that to an end and turn Berlin into a pit of madness and depravity.

Schreckfilm sees Berlin racing toward its grim future. The investigators come face to face with a shadowy cabal of the city’s movers and shakers, determined to turn the city’s world-famous film industry toward ill ends. Trapped in a labyrinth of their own making and hounded relentlessly by dark forces beyond their ken, the investigators must confront the fundamental question of what is real and what is illusion.

For Mature Readers
This book deals with mature themes, including drugs and sex, and is intended for mature players.

This supplement is best used with the CALL OF CTHULHU (7th Edition) roleplaying game and optionally PULP CTHULHU, both available separately.

Hardcover, 272 pages
By David Larkins with Mike Mason & Lynne Hardy

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54.00 €
Black Chrome (HC)
Black Chrome (HC)

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Black Chrome is a book about stuff and how you get it. Inside you’ll find new gear of all sorts, from weapons to fashion, as well as essays that explain more about how the economy works in the Time of the Red.

Black Chrome is, in the tradition of the Chromebooks of Cyberpunk 2020, a “tech and style guide” for Cyberpunk RED.

Back in 1991, R. Talsorian published Chromebook, a catalog of gear, weapons, vehicles, fashion, cyberware, and more for the classic Cyber-punk 2020 and it became one of the hallmarks of the line, represent-ing the very concept of style over substance.

How could we do any different with Cyberpunk RED?

Black Chrome brings the classic “in-world” gear book forward to the modern day and expands on the economic conditions of Night City in 2045.

It includes:
* Over 170 items to make you even more Cyberpunk, including new apps, gear, linear frames, weapons, cyberware, vehicles, fashion, and armor.
* New lore about the Megacorps and Neocorps trying to claw their way back to the top of the hill.
* A lesson on economics in The Time of the Red.
* Six Night Markets and the dangerous Fixers who run them.

-A supplement for Cyberpunk RED. Still cyber. Still punk.
-A gorgeous book full of beautiful illustration. Almost every item in the book is accompanied by art to show what it looks like in the world of Cyberpunk.
-Lore ties to Cyberpunk 2077 and the hit anime series Cyberpunk Edgerunners.

Chapter Breakdown:
* Using Black Chrome
* Apps
* Cyberware
* Fashion and Armor
* General Goods and Gear
* Linear Frames
* Vehicles
* Weapons
* Economics 101
* Night Markets
* Black Chrome Lists

Format: 168 page full colour hardcover

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40.00 €
Blade Runner RPG (HC)
Blade Runner RPG (HC)

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Trailer.

Walk the mean streets of Los Angeles 2037 in a new game from the award-winning team behind the hit ALIEN RPG.

This is the BLADE RUNNER roleplaying game – a neon-noir wonderland that’ll take your breath away. One way or another. An evocative world of conflicts and contrasts that dares to ask the hard questions and investigate the powers of empathy, the poisons of fear, and the burdens of being human during inhumane times. An iconic and unforgiving playground of endless possibilities that picks you up, slaps you in the face, and tells you to wake up.

Time to live. Or time to die.

The official Blade Runner RPG will propel players into the streets of Los Angeles as Blade Runners with unique specialties, personalities – and memories.

The core game and its line of expansions pushes the boundaries of investigative gameplay in tabletop RPGs, giving players a range of tools to solve an array of cases far beyond retiring Replicants. Beyond the core casework, the RPG both in setting and mechanics showcases the key themes of Blade Runner – sci-fi action, corporate intrigue, existential character drama, and moral conflict – that challenge you to question your friends, empathize with your enemies, and explore the poisons and perseverance of hope and humanity during such inhumane times.

The rules of the game are based on the acclaimed Year Zero Engine, used in award-winning games such as the ALIEN RPG, Tales From the Loop and Forbidden Lands, but further developed and uniquely tailored for Blade Runner.

As a core mechanic, you roll one die for your base attribute and one die for your skill. The more competent you are, the better the dice you get, from feeble D6s to extraordinary D12s. Any roll of 6+ on either die indicates a success, and multiple successes will trigger powerful bonus effects. Rolls can be pushed, i.e. re-rolled, with different effects depending on if you are human or Replicant.

The rules are designed to blend in seamlessly with the story and let you focus on the casework and character drama, while pushing the themes of the game to the forefront.

240p, HC

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63.10 €
Blade Runner RPG Starter Set
Blade Runner RPG Starter Set

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Trailer.

Walk the mean streets of Los Angeles 2037 in a new game from the award-winning team behind the hit ALIEN RPG.

This is the BLADE RUNNER roleplaying game – a neon-noir wonderland that’ll take your breath away. One way or another. An evocative world of conflicts and contrasts that dares to ask the hard questions and investigate the powers of empathy, the poisons of fear, and the burdens of being human during inhumane times. An iconic and unforgiving playground of endless possibilities that picks you up, slaps you in the face, and tells you to wake up.

Time to live. Or time to die.

The official Blade Runner RPG will propel players into the streets of Los Angeles as Blade Runners with unique specialties, personalities – and memories.

The core game and its line of expansions pushes the boundaries of investigative gameplay in tabletop RPGs, giving players a range of tools to solve an array of cases far beyond retiring Replicants. Beyond the core casework, the RPG both in setting and mechanics showcases the key themes of Blade Runner – sci-fi action, corporate intrigue, existential character drama, and moral conflict – that challenge you to question your friends, empathize with your enemies, and explore the poisons and perseverance of hope and humanity during such inhumane times.

The rules of the game are based on the acclaimed Year Zero Engine, used in award-winning games such as the ALIEN RPG, Tales From the Loop and Forbidden Lands, but further developed and uniquely tailored for Blade Runner.

As a core mechanic, you roll one die for your base attribute and one die for your skill. The more competent you are, the better the dice you get, from feeble D6s to extraordinary D12s. Any roll of 6+ on either die indicates a success, and multiple successes will trigger powerful bonus effects. Rolls can be pushed, i.e. re-rolled, with different effects depending on if you are human or Replicant.

The rules are designed to blend in seamlessly with the story and let you focus on the casework and character drama, while pushing the themes of the game to the forefront.

This is the Starter Set for the official BLADE RUNNER Roleplaying Game. A neon noir wonderland that will take your breath away, one way or another. An evocative world of conflflicts and contrasts that dares to ask the hard questions and investigate the power of empathy, the poison of fear, and the burden of being human during inhumane times. An iconic and unforgiving playground of endless possibilities that picks you up, slaps you in the face, and tells you to wake up. Time to live. Or time to die.

Contains:
* A 80-page condensed rulebook. The game mechanics are based on the acclaimed Year Zero Engine, but further developed and uniquely tailored for Blade Runner.
* The 56-page booklet Electric Dreams – the first full-length Case File for Blade Runners to crack.
* Four pre-generated characters to play.
* A huge full color map of Los Angeles in 2037 in format 864mm x 558mm.
* 26 full-color evidence handouts for the players to pore over, including crime scene photos, data files, documents, maps, and more.
* A custom manila envelope for the players to keep their evidence safe in.
* A Time Tracker Sheet.
* 70 high quality custom cards for non-player characters, chase maneuvers and obstacles, and initiative in combat.
* Eight engraved, transparent custom dice – two each of D6, D8, D10 and D12.

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59.80 €
Book of Skelos (HC)
Book of Skelos (HC)

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The Book of Skelos delves into the deepest mysteries of sorcery in the Hyborian Age, dramatically expanding the rules for sorcery and all things magical for gamemaster and player characters alike.

Included within these pages are rules and guidelines on handling player character and non-player character sorcerers, the usages of sorcery in campaigns, a host of magic items, creatures of the Outer Dark, and new skills and techniques to bolster any sorcerers repertoire. So, don your wards and charms, step inside your circle of protection, and read these accursed pages!

New sorcerous archetypes the industrious Alchemist, cunning Charlatan, enlightened Sage, devoted Sorcerer, and the primitive Witch Doctor for player characters to become, with new sorcerous backgrounds, educations, and natures.

New skills and techniques such as necromancy, mesmerism, mummery, herbalism, human sacrifice, and astrology, to equip your sorcerer player characters and foes alike with a wide range of techniques and tactics.

New spells and alchemical enchantments, from Artifice of Yag to Visions of Exalted Wisdom. Rules for creating life, spawning new horrors, and modifying existing monsters with all-new sorcerous qualities. Expansive rules for creating and fostering sorcerous cabals, pitting them against one another, and using them to pursue goals both diabolical and deadly.

A history of sorcery spanning from the dawn of time through the Cataclysm, into the Hyborian Age. Thrill to tales of prehuman civilizations and their greatest secrets!

Developed with leading Conan scholars, this is the darkest sorcery of the Hyborian Age revealed at last, as Howard created it.

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29.50 €
Call Of Cthulhu Keepers Decks
Call Of Cthulhu Keepers Decks

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Set of Four Card Decks for Call of Cthulhu

Four decks of cards for use with the Call of Cthulhu tabletop roleplaying game. Each deck provides the Keeper and players with handy references and information for use in games. Each card is unique and provides detailed information of an in-game artifact, character, event, or episode of madness, as well as representational artwork or period imagery.

The Phobia Deck
48 cards, each card details the effects and coonsequences of a phobia, mania, or episode of madness. Keepers may use these cards to advise and guide players on the effects of insanity upon their investigator characters’ bouts of madness.

The Curious Characters Deck
48 cards, each providing game characteristics, skills, and backstories for a range of non-player characters who might be encountered during a game of Call of Cthulhu. The characters in this deck also serve to provide ready-made player investigators for those needing a quick replacement character.

The Unfortunate Events Deck
48 cards, with all manner of strange, ill-fated, and disastrous situations that can land the players in deep water in the middle of a Call of Cthulhu game. Each card details an event, situation, or effect that can add drama, intrigue, and trouble to the game.

The Weapons and Artifacts Deck
48 cards, each detailing a hand-to-hand, firearm, or Mythos artifact, which may be found during a game. Each card provides statistics and a profile, as well as some historical text about the weapon or artifact described. May be used during games for quick reference.

Call of Cthulhu Keepers may use these four card decks to supplement their scenarios: as inspiration when designing new encounters and scenarios, for passing a player a secret or important note during a game, and as a handy and quick way to impart information in the middle of a scenario. Use these card decks to enhance story, advance plot, and to introduce friendly or villainous characters. The decks provide a library of events, items, and characters so that the Keeper is never at a loss when running Call of Cthulhu.

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36.00 €
Call Of Cthulhu RPG 7th Edition Quick-start Rules
Call Of Cthulhu RPG 7th Edition Quick-start Rules

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Horror Roleplaying in the Worlds of H.P. Lovecraft

The Great Old Ones ruled the earth aeons before the rise of humankind. Originally they came from the gulfs of space and were cast down by even greater beings. Remains of their cyclopean cities and forbidden knowledge can still be found on remote islands in the Pacific, buried amid the shifting sands of vast deserts, and in the frigid recesses of the polar extremes. Now they sleep — some deep within the enveloping earth and others beneath the eternal sea, in the drowned city of R'lyeh, preserved in the waters by the spells of mighty Cthulhu. When the stars are right they will rise, and once again walk this Earth.

Welcome to Chaosium’s Call of Cthulhu 7th Edition Quick-Start Rules, a booklet that collects the essential rules for Call of Cthulhu 7th Edition and presents them in abbreviated form.

This book comprises a complete basic roleplaying game system, a framework of rules aimed at allowing players to enact a sort of improvisational radio theater—only without microphones—and with dice determining whe'ther the characters succeed or fail at what they attempt to do. In roleplaying games, one player takes on the role of the gamemaster (or Keeper, in Call of Cthulhu), while the other player(s) assume the roles of player characters (investigators, in Call of Cthulhu) in the game. The gamemaster also acts out the roles of characters who aren’t being guided by players: these are called non-player characters (NPCs).

From its origin, Call of Cthulhu was designed to be intuitive and easy to play. Character attributes follow a 3D6 curve, and the other Call of Cthulhu mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice. This means that there’s less fiddling with dice of different types, and the concept of a percentile chance of success is extremely easy for beginners and experienced players to grasp.

Use this booklet to play Call of Cthulhu immediately, and to discover the improvements to the system. Games rules, an updated character sheet, and a classic adventure are included.

48 pages
By Sandy Petersen, Mike Mason, Paul Fricker, and Lynn Willis.

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12.00 €
Children of Fear (HC)
Children of Fear (HC)

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1920s Campaign Across Asia

There have long been stories of two rival kingdoms, hidden from the world in ages past. Their names: Agartha, the City of Fear, and Shambhala, the City of Peace. Although their legends have become confused over time, there is one constant: that opening the gates of the hidden kingdoms shall herald the end of this epoch and usher in the new. And, whoever prevails wins the right to shape the new age in their image, for good or ill...

September 1923: an urgent and mysterious telegram from an American adventurer plunges the investigators into an epic journey across China, Central Asia, Northern India, and Tibet. Often following in the footsteps of the famous Chinese Buddhist monk and explorer Hiuen-Tsiang (immortalized in the fantastical Chinese saga Journey to the West), the investigators will encounter looted temples, lost lakes, dusty museums, charnel grounds, venerable monasteries, and hidden secret valleys in an epic quest to prevent the King of Fear and his lieutenants from destroying everything they hold dear.

The Children of Fear is a multi-part campaign, set during the 1920s, exploring some of the fascinating myths and legends of Central Asia and Northern India. The central core of the campaign is designed to be player-led, allowing the investigators to determine the journey they take. In addition, the plot is designed to be flexible, allowing for different scales or types of Cthulhu Mythos involvement, all the way from the Outter Gods themselves down to a more low-key, occult-focused series of adventures. Guidance is provided for the Keeper to tailor the exact nature of the threat to best suit their group’s tastes.

Eight chapters cover the sights, encounters, and dangers to be found in Peking, Sian, the Taklamakan, Peshawar, and Kham, to name but a few of the places visited during the campaign, as it travels from China, through Northern India, and on to Tibet. With detailed appendices covering travel, useful non-player characters, spells, a reference bibliography, and much more.

This book contains:
* Campaign overview, detailing the setting and plot, with suggestions for incorporating existing investigators.
* A plethora of maps, floorplans, and handouts for a host of far-flung locations.
* Six ready-to-use pre-generated investigators.
* A host of non-player characters, all with their own agendas.
* New creatures and monsters, along with a few familiar horrors.
* Guidance for pulp style play.

This campaign is best used with the Call of Cthulhu roleplaying game and, optionally, with the Pulp Cthulhu sourcebook, available separately.

FOR MATURE READERS
This book deals with mature themes and is intended for mature players.

By Lynne Hardy & Friends

416 Pages, Full Color Hardcover/

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63.60 €
Chthonian Highways (Beta)
Chthonian Highways (Beta)

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Chthonian Highways is a tabletop role-playing game set in a world where nightmarish creatures have ravaged the Earth and otherworldly landscapes have merged with ours. Strange, dreadful beings prowl in the shadows, and dangerous alien flora is taking over the green forests and grasslands. The few remnants of civilization are held together by the Chthonian highways – a web of roads that are still traversable by ground vehicles. The characters are dauntless road warriors who roam the cursed highways in their souped-up cars and motorcycles for as long as there is gasoline to keep the engines roaring.

The Game
Chthonian Highways is currently at its alpha development stage and in open playtesting. The latest version is a playable prototype of Ironcore Engine including a brief description of the setting, rules, character creation, equipment, vehicles and a single ready-to-play scenario for 2 to 4 players. The latest version of the playtest kit can be downloaded for free below in the Downloads section.

Please note that this is not the final product. The game is still in development and some parts are still missing and/or only partially proofread. It probably has some mistakes here and there too.

The World of Chthonian Highways
What we know now as the Reckoning started roughly twenty years ago. First there were massive earthquakes like none we had ever seen before. The quakes were followed by tsunamis and the thick fog that rolled in from the sea. Millions of people were killed and lost in these natural disasters. At least we thought they were natural until the great sinkholes appeared and many cities collapsed into the deep chasms on the ground. Dense, foul-smelling steam poured out of these holes and people reported that they saw horrific creatures climbing out of the thick mist.

The earthquakes and the sinkholes of the Reckoning shattered most of the old roads and highways, but some were spared. The highways that are still good are used to transport people and goods through the wastelands between the settlements. While the cannibals and bandits often lie in wait along the roads, the roads are still safer and faster to travel than the badlands that are filled with unknown threats and abominable monstrosities.

The Road Warriors
The player characters are road warriors, brave men and women who are willing to risk their lives on the chthonian highways for a cause or for worldly riches. Some road warriors are more like mercenaries or wasteland paladins on a quest, while others are more like travelling merchants or messengers trying to keep up people’s hopes.

Because death is always lurking on the chthonian highways, road warriors tend to form groups called convoys. The road warrior convoys are tightly knit groups with people, who are willing to give their lives for each other. Only by trusting your convoy, you can survive another day on the chthonian highways.

The Rules
Chthonian Highways is powered by Ironcore Engine, an original roleplaying game system developed in collaboration with Ironspine and Myrrysmiehet Oy. A rules system that is designed especially with action and adventure genres in mind. The Ironcore Engine combines well-tested ‘old school’ conflict resolution with more story-driven game mechanics called Push, Strain and Velocity.

The basic conflict resolution is easy to learn: d20 + skill level + modifiers versus a set Challenge Level (CL) or an opposing Skill Check result. Things get more interesting when we bring in the Pushing, Strain and Velocity.

Push and Strain
In Ironcore Engine characters have four Abilities that determine their basic capabilities and inner resources.

* Body comprises of the character’s endurance, health and overall fitness.
* Precision reflects the character’s fine motor skills, dexterity and aim.
* Wits measures the character’s intelligence, resourcefulness, memory and ability to concentrate.
* Psyche represents the characters instincts, mental stability and fortitude.

Instead of using the Abilities as a straight bonus to Skill Checks, the character can Push the Abilities to add up to three additional dice to the Skill Check. Each additional dice causes a point of Strain on the Ability, lowering its value temporarily. Besides Pushing, Strain is also caused by other effects that harm or weaken the character physically or mentally, such as damage, fear or fatigue. When the character is Pushing, the player rolls all the dice together – a d20 plus one d20 for each point of Strain taken – and picks the highest die result. This result is used to calculate the character’s Skill Check result.

Velocity
*When you succeed exceptionally well, your character gets Velocity. You can use the Velocity points immediately to increase the quality of your success or to perform special maneuvers or feats of heroic proportions. Unused Velocity points can be saved for later, so your “critical hit” will not be wasted on some trivial Skill Check.

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15.00 €
Cold Fire Within (HC)
Cold Fire Within (HC)

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Brendan Sterling sought answers in experimental past-life regression. Unfortunately, his mind isn’t the only one seeking answers in the past.

A Cold Fire Within is a campaign for Pulp Cthulhu. Set in 1935, a missing persons case leads to the discovery of a foul plot that could change time itself and bring disaster to the world. A cult intent on unleashing the power of the Great Old Ones leaves a trail through the Catskill Mountains and into the very heart of the planet!Within the subterranean world of K’n-yan, the heroes will encounter forgotten secrets, strange lore, and bewildering inhabitants. Curious cities of gold, ruined temples, and dark forests are just some of the terrors that lurk below the ground. Yet, before the heroes descend into nightmare, they must contend with remnants of ancient worlds, unruly mountain people, and psychic devilry. Along the way, the heroes may find that going back to the end of an ancient city is the only answer! Perhaps in Lomar’s doom shall they unlock the secrets of both past and present.

A complete six-part campaign for Pulp Cthulhu, A Cold Fire Within presents new rules and skills for psychic powers -Parapsychology, Dematterialization, and Telepathy -new spells, details of the peoplee and lands of K’n-yan, as well as a new hero organization, the Open Mind Group. Six ready-to-play heroes are provided. Fearsome monsters, otherworldly designs, and psychic powers all mesh together to present your heroes with an epic and action-packed challenge!

Dare you step into the darkness of lost worlds?

This supplement is best used with the CALL OF CTHULHU (7th Edition) roleplaying game and PULP CTHULHU, both available separately.

Hardcover, 176 pages
By Christopher Smith Adair

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45.60 29.60 €
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Cowboys with Big Hearts RPG
Cowboys with Big Hearts RPG

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Cowboys With Big Hearts is a tabletop roleplaying game for 2-6 players and about 2-3 hours about the myth of the west, and in true spaghetti western fashion there will be sun-bleached suffering and stroboscopic carnage.

But there's a twist— instead of a playing tough, competent character, you play a chuckaboo on death's doorstep. This will be their last ride, no matter what, and all you can hope for is to make it count. The stakes are high and justice calls—do they have what it takes to right an outrageous wrong? No, they do not...

but they are going to fight like hell to make it right just the same.

A PROMISE MADE IS A DEBT UNPAID

1900. Sunny Slope, Arizona Territory.
We came here to die, but here we are strapping on our barking irons with a bunch of other pox-ridden, busted up wrecks. It is a puzzlement.

What could compel a posse of diseased chuckaboos on death’s front porch to saddle up for one last hard desert ride? Well, it’s a complicated ball of yarn, but at this end—the end we are holding in our sweaty hands—is an outrage, and at the other end of the string is the Death brothers.

We’re going to find the Death brothers and have a serious conversation about right and wrong if it’s the last thing we do.

Which it will be.

What's Included?
The printed edition is a 47 page, 6x9 booklet game that includes the rules for the game and an alternate setting for replayability.

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30.00 €

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