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Cthulhu Dark Ages Setting Guide, Third Edition (HC)
Cthulhu Dark Ages Setting Guide, Third Edition (HC)

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Cthulhu Dark Ages is a world lit only by fire. The ancient empires collapsed centuries ago, taking their culture and learning with them. It’s dark world and people are right to be afraid of the dark. Apart from the Viking raiders, witches, and outlaws, there are the unquiet dead, ancient horrors, and other malevolent beings stalking the countryside. Dark entities, beyond good and evil, wait hidden in the recesses of time and the angles of space. A few brave souls try their best to resist these horrors and push them back from whence they came. Will you be one of them?

With the 3rd Edition, Cthulhu Dark Ages has been updated for Call of Cthulhu 7th Edition, completely revised and includes a wealth of new setting material. Inside you will find a player’s guide to the Dark Ages, an optional Sanity mechanic for mirroring the medieval mindset, rules for the oral tradition of storytelling and mounted combat, a grimoire of Dark Age spells plus optional rules for Folk Magic, a bestiary of monsters, as well as a fully detailed setting—the Anglo-Saxon community of Totburh in England’s Severn Valley, full of interesting characters, dwelling descriptions, and a multitude of plot hooks for Keepers to use and develop.

This new 3rd edition comes in hardback and full color, with additional material concerning poetry and kennings, the written word, using the Oral Tradition in games, amulets, further use of Sanity in the setting, Paganism, and Norse Paganism.

Chapters:
* Introduction and Foreword
* Anglo-Saxon England
* A to Z of the Dark Ages
* Dark Age Investigators
* Game System
* Investigative Horror in the Dark Ages
* The Cthulhu Mythos in the Dark Ages
* Bestiary
* The Community of Totburh
* Scenarios
* Appendices

Three ready-to-play scenarios introduce players to the world of Cthulhu Dark Ages, building on the tensions, characters, and horrors lurking in Toburh and the lands surrounding the community.

* The Hunt—wherein a terrifying wolf is troubling the community of Totburh and must be dealt with. This short adventure provides the perfect introduction to the Dark Ages setting.
* The Doom That Came to Wessex—all is not well at the Monastery of S. Swithun, with an attack leaving some of the monks dead or injured. Something foul is afoot threatening the very sanctity of the monastery.
* Eseweald—Oswyn, the thegn of Totburh, is concerned about the disappearance of his son, sent on a diplomatic mission to calm tension with a neighboring community, who seems to have vanished without a trace in the dark foreboding Eseweald forest

The book is rounded out with comprehensive appendices containing a Dark Ages Glossary of historical terms, a Timeline covering 950–1054 CE, a Who’s Who of notable historical people, kings, and popes, and a bibliography of texts and sources of inspiration.

Throughout, advice and guidance on running adventures and presenting the world of the Dark Ages is provided.

By Chad Bowser & Andi Newton with Mike Mason & Friends.
272 pages. Illustrated. 8.5 x 11 perfect binding, hardcover.

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54.00 €
Cults of Cthulhu (HC)
Cults of Cthulhu (HC)

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Cthulhu Calls!
At long last, the intricacies of the nefarious Cthulhu cult are revealed!

What’s Inside?
Cults of Cthulhu gives you the rules to inject fully-realized and unique Cthulhu cults directly into your campaigns, and create your own antagonists. The tome also contains three scenarios featuring insidious Cthulhu cults spanning from the Gaslight era to the modern day.

Secrets of the Cthulhu Cults
A detailed history of the various cults of Cthulhu, spanning from the Victorian Era all the way to the modern day - perfect for any era of Call of Cthulhu play. The book also includes five distinct cults, ready for use in your games.

Design Your Own Cult
Detailed guidance on creating your own bespoke Cthulhu cult. Included is a ‘Cults Worksheet’ to track the history of your cult, their inspirations, resources, locations, and much more.

A Suite of Scenarios
Three scenarios concerning Cthulhu cults across time.

Loki's Gift
London, 1896. A tragedy in an upper-class family sees the investigators employed to look into the truth behind a beloved son’s demise.

Angel's Thirst
Los Ángeles, 1923. The search for a missing taxi driver kicks off an investigation tainted by the criminal underworld, and perhaps something darker.

A God's Dream
Chicago, 2021. When a former colleague is found frozen to death and clutching a mysterious artifact, the investigators begin to question the nature of their free will.

Author(s): Chris Lackey, Mike Mason

366 pages

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60.00 €
CY_BORG RPG (HC)
CY_BORG RPG (HC)

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CY_BORG is a complete rules-light, rage-heavy tabletop roleplaying game based on and compatible with MÖRK BORG.

A Nano-infested doomsday RPG about cybernetic misfits and punks raging against a relentless corporate hell.

The world is ending.

Again and again and again and again and again...

Constantly in flux; shifting, d̵̃is̴to̴rt̷in̶g̷, always reborn as something worse. Destruction by ecological catastrophes, the fallout of history's belligerence; by modern man-made Miseries or the blood spilled by the reckless machine of capitalist supremacy. Mankind's greatest ability truly is to destroy itself in creative ways. Designer demise, consumer-customized death, endlessly on repeat.

Poisonous space rocks, nuclear weapons, cyclical revolutions, warring nations, warring corporations, warring neighbors; pandemics, tsunamis, volcanoes. In between it all: direct person-machine interfaces, tactical neural implants, and bacteria from outer space hijacking intercellular nanorobotics. And the sky is full of ads.

Everyone is interfaced / injected / infected / infested with something. Everyone wants something from everyone else. Everyone is a liar and a cheat. Everyone wants more creds.

Welcome to the year 20X3.

Welcome to the City of Y...
The Cy.

CY_BORG is a complete rules-light, rage-heavy tabletop roleplaying game based on and compatible with MÖRK BORG. Easy to play, easy to hack.

In it you’ll find:
* A drive-by description of the megacity Cy after the Incident: from its rotting slums where gangs, cults and military corporations wage war, to the blinding scraper forests, neon cathedrals and holo-shimmering arcologies of Central and the toxic industrial hell zones shrouding it all in poisonous (but CYstainable Planet™ Certified) death smog.
* Quick and dirty character creation where the roll of the dice determines who your punk is, what they’re capable of and who they owe money to.
* d66 Miserable Headlines making the rounds on the news and feeds with varying regularity, each one heralding chaos and destruction wracking the city until the cataclysmic conclusion seven headlines in.
* A minimal, simple system designed to stay out of the way and to be easily modded and customized. Rulings before rules. MÖRK BORG at its core, with a few tweaks and updates.
* Optional rules and tables: Add tactical crunch to your violence with combat mods for cover, suppressive fire and more. Six classes for your class war, including the Forsaken Gang-Goon, the Shunned Nanomancer and the Renegade Cyberslasher. Tables adding depth and character to your punk, such as Style, Quirks and Current Obsession.
* Random Generators facilitating near-endless play: missions, locations, corporations, cults and NPCs populating the accelerating apocalypse.
* Equipment (of varying legality) like guns and specialized ammo booster plug-ins, intelligent body armor, cybertech, decks fitted with custom Apps, and almost-controllable Nano powers with their latent infestations.
* 25+ foes to fight. From the countless soldiers of the SecCorps and gangs to corrupted Nanophreaks, soulless drones and cydroids, state-of-the-art combat vehicles and the ethereal, digital apparitions classified as Ghosts.
* The introductory heist Lucky Flight Takedown. Scope and infiltrate the Lucky Flight Casino, clear the debt data and/or shut the whole operation down. Should be a quick and easy job, right?

Created by Christian Sahlen and Johan Nohr of Stockholm Kartell.

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44.90 €
Cyberpunk RED Data Pack
Cyberpunk RED Data Pack

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Data Pack comes with a pad of 50 double-sided character sheets, 6 double-sided map sheets (11x17), and a booklet containing 6 Screamsheet adventures and 6 really flavorful random encounter tables that add new people, places, and things to Night City.

There’s all manner of tools a Cyberpunk RED campaign needs to run smooth and that’s what the Data Pack is all about!

Inside the Cyberpunk RED Data Pack, gamers will find:
* 6 new Screamsheet Adventures: Hilaria 2045, The Digital Divas Burn it Down, Don’t Fear the Reaper, Cargo Race, Snuff, and Thrillkill.
* 6 Twenty Things in Night City lists: 20 Freelancers, 20 Hotspots, 20 People in the Subway, 20 Safehouses, 20 Things in a Subdermal Pocket, and 20 Vendors at Mister Kernaghan’s Midnight Market. Pick and choose or roll randomly. Either way, you’ll love the new people, places, and organizations these lists add to Night City.
* 6 map sheets, 11×17. The sheets are double sided and each has a mate somewhere in the pack so you can combine them to create a large 22×17 map to lay out on your table. Don’t worry, we made sure not to put the mate for map A on the back of map A, making it impossible to lay them side by side! These maps were created thanks to a new partnership with one of the best mapmakers in gaming. We’ll have more information about that particular collaboration for you soon!
* And breaking our “6” theme, there will be a pad of double-sided character sheets. We’ve rejiggered the 3 page sheet from the core rulebook to fit onto 2 pages.

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20.00 €
D&D 5: Lord of the Rings RPG -Core Rulebook (HC)
D&D 5: Lord of the Rings RPG -Core Rulebook (HC)

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OVERVIEW
Return to Middle-earth with The Lord of the Rings Roleplaying, a brand new adaptation of the works of J.R.R. Tolkien using the rules for 5E.

Based on the second edition of The One Ring roleplaying game by Francesco Nepitello, the beautifully illustrated full-color hardback volume The Lord of the Rings Roleplaying contains everything you need to create exciting adventures set in the world’s most popular fantasy setting – six original heroic cultures from the land of Eriador, six new classes, a host of terrifying adversaries, and comprehensive rules for journeys, councils, wondrous artefacts, and the subtle magic of Middle-earth.

The setting
It is the year 2965 of the Third Age and the Shadow is returning. Twenty-four years ago, an alliance of Elves, Men, and Dwarves defeated a horde of Orcs and Wild Wolves, under a sky darkened by Giant Bats, inaugurating a new era of prosperity for the Free Peoples. But twenty years is a long time for peace to last, and in many dark corners of the earth a shadow is lengthening once again.

Rumours of strange things happening outside the borders of civilised lands are spreading with increasing regularity and, while they are dismissed by most as fireside-tales and children’s stories, they sometimes reach the ears of individuals who recognise the sinister truth they hide.

These are restless warriors, curious scholars and wanderers, always eager to seek what was lost or explore what was forgotten. Ordinary people call them adventurers and, when they prevail, they hail them as heroes. But if they fail, no one will even remember their names.

* Six original heroic cultures from the land of Eriador.
* Six new classes.
* A host of terrifying adversaries.
* Comprehensive rules for journeys, councils, wondrous artefacts, and the subtle magic of Middle-earth.

Key features:
* New rules for travelling across the land (Journey) and meeting the personalities of Middle-earth (Council).
* Thorough advice for the Loremaster on how to bring Middle-earth to life, including rules for magical treasure, the Shadow, and the Eye of Mordor.
* In-depth information on six Patrons – individuals sponsoring the adventures of the Player-heroes including Bilbo Baggins and Gandalf the Grey.
* A bestiary containing a spread of adversaries, from lowly Orc Soldiers and Highway-robbers, to monstrous Cave-trolls and Barrow-wights.
* Rules to create your very own Nameless Things – unknowable beings from the dark corners of the world.
* A complete Landmark adventure, The Star of the Mist, with extra support for new Loremasters.

Based on the second edition of The One Ring roleplaying game by Francesco Nepitello.

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51.80 €
Dead Light & Other Dark Turns
Dead Light & Other Dark Turns

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Two Unsettling Encounters On The Road.

With the rise of the automobile in the 1920s, people were no longer tied to the railways as a means of getting to distant locations. For those who could afford the relative luxury of a car, the expanding United States’ highway network brought with it the opportunity to travel and see new places, as well as visit those that the railways didn’t reach, and all at your own pace, too.

But the new road network also meant that strangers began making their way into once isolated and secluded locations. Places where they may not be welcome, and where old secrets have been hidden for generations. Who knows what lurks behind the lace curtains of the houses you drive past? What dangers lie in wait for the unwary along the out of the way highways and byways?

Dead Light and Other Dark Turns contains two scenarios for Call of Cthulhu 7th Edition dealing with the theme of roadside adventure, along with six story seeds for the Keeper to expand and develop. In the classic Dead Light scenario, now revised, a chance encounter with a distressed young woman leads the investigators into the hideous aftermath of a crime gone terribly wrong. While in the brand new Saturnine Chalice scenario, seeking help from a nearby homeowner after their vehicle runs out of gas traps the investigators in a house where nothing is quite what it seems.

Both scenarios can be used as standalone adventures suitable for one to two sessions’ worth of play, or they can be slotted into an ongoing campaign as the investigators journey between locations, and come with six ready-to-play investigators. Suitable for use with either the Call of Cthulhu: Keeper Rulebook or the Call of Cthulhu Starter Set.

88 pages
By Alan Bligh & Matt Sanderson

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18.00 €
Death in Space RPG (HC)
Death in Space RPG (HC)

Character generator.

A rules-light tabletop roleplaying game in a gritty science fiction setting.

Engage in power struggles and build your crew’s reputation. Salvage and steal to survive and endure a ruthless universe. And above all, do anything you can to get that next job.

This sci-fi tabletop roleplaying game takes you to the grimy blue-collar future of a universe filled with risk, but also opportunity. DEATH IN SPACE presents a vision of space where technology is broken and dirty, and society is harsh and desperate. The player characters make up a crew with their own spacecraft or station, and take on the jobs they can find, in order to earn some well-needed bucks and get ahead in the power struggles of the stellar system.

Death in Space is a table-top roleplaying game about the salvagers, miners, drillers and other workers stuck in the war-ravaged Tenebris system, just waiting for the next big score. They’re hungry for contracts and adventure, and take the jobs they can get from anonymous corporations and those few who have carved out seats of power in this harsh place.

And as if war wasn’t enough, rumor has it that the Universe is dying, accelerating towards a future big crunch. And the rate is increasing, sped up by the blackness of space itself. The void corrupts and infects, whispering strange words through an omnipresent white noise that grows more intense every day.

DEATH IN SPACE has its roots in the OSR scene, and follows similar design principles. In terms of setting and tone, inspiration comes primarily from the gritty science fiction of films like Outland and Prospect, classic westerns and the grimy future of early 80’s science fiction movies.

It is a game about adventure and uncertain journeys out into the darkness of space, it is about you and your crew making a home of your spacecraft or station, in tough competition with everyone else, and most of all, it is about enduring in an abandoned frontier system where your only hope of surviving is to take any contract you can find, sometimes having to put your fate in your enemies' hands.

Inspiration
There are a lot of great and inspiring games out there. In terms of rules and approach, we have found inspiration in some form, large or small, in for example the following games (alphabetically listed): Coriolis, Into the Odd, Knave, Mothership, Mutant Year Zero, MÖRK BORG, Offworlders, Solar Blades & Cosmic Spells, Mutant (1989 edition), Traveller. Out of these, MÖRK BORG, Knave and Coriolis deserve a special mention.

Most of the inspiration for the tone and feel comes from movies and series. Some of these, that have inspired elements of the setting in one way or another, are (alphabetically listed): 2001: A Space Odyssey, A Fistful of Dollars, Alien, Blade Runner, Escape from New York, The Expanse, Firefly, IO, Moon, Outland, Prospect, Sunshine, Total Recall, The Warriors.

0Visually, much of the inspiration comes from abstract geometric art and design, and old computer interfaces and manuals.

The Rules
The rules of DEATH IN SPACE are intended to be easy to use and hack but also to support and introduce the setting through the rules. While inspired by OSR games, the primary intent is not to be fully compatible with the rulesets and modules of old, but rather to try to capture the quickness and simplicity of these rulesets, tweak them according to our preferences and add some setting flavor (however, the rules are still close enough to other OSR rulesets that material should be possible to use with some simple conversions).

The basic rule when you try to accomplish something, say force open an airlock, or resist the effects of strange radiation, is to roll a d20 modified by one of four ability values, the ability determined by the nature of the task. If you roll over a fixed difficulty, you succeed. Failing checks gives you void points that you can use to increase your chances the next time you attempt something. Beware of saving up too many though, that might result in some nasty consequences. Void points are also used to activate cosmic mutations, strange powers from the void.

The player characters are all part of a crew with their own spacecraft or space-station, their sanctuary in a dangerous universe. Characters are generated in a quick randomized fashion, making it quick to make a new one when (not if) your character suffers an accident. With a list of 60+ modules that provide new possibilities, the players can successively customize their ship or station and really make it their home and base of their adventures. If your ship or gear should break, you can repair it as soon as you collect the necessary spare parts. In case you encounter rivals on your travels, the rules for spacecraft confrontations determine the outcome and whether you can avoid being boarded.

The Tenebris system
DEATH IN SPACE focuses on the Tenebris system—a system of planets and objects revolving around the star Tenebris. It is a stellar system ravaged by war and strife, where a greed-fueled mining for precious gems ended in a conflict that laid waste to the intricate trade networks that ensured technological production. With no new parts to find, almost every single object built today, from weapon to spacecraft, is put together from discarded, salvaged or stolen parts. Nothing is new.

As if rebuilding the system after the war was not enough, there are reports from stargazing cosmologists that the universe has stopped expanding, and that it has instead begun collapsing at an accelerating rate. The news that civilization is at its end have created a sense of hopelessness and disorder, and in many sectors of the system former vassals have taken this chance to seize control from distant rulers.

In the heart of the Tenebris system is the Iron Ring—a huge, ring-like structure surrounding the moon Inauro like a belt of metal. This is the center of activity in the Tenebris system, and here miners and salvagers huddle in cramped living quarters, waiting for their next contract and a chance to earn some much needed money. In other parts of the Ring, far from the bustling market-places and common areas, there are dark, empty sectors, where shady types hide from attention.

Among the people of the Iron Ring, cryptic rumors are spreading about a void accelerating the collapse. A void that whispers strange sentences to the unlucky through the ever present thick static noise that grows stronger and stronger as you travel towards the edge of civilization. A void that infects and corrupts and imbues their bodies with odd powers.

In the middle of all this are the player characters: hard-working explorers and laborers hoping for a big score.

The core rulebook contains everything you need to start playing immediately:
* Light-weight rules, intended to be easy to use and quick to learn
* A system for quickly generating player characters and their spacecraft or space-station
* 60+ different modules to make the spacecraft or space-station your own
* An introduction to the default setting, the Tenebris stellar system, its main locations and history (with many pieces of the puzzle left for you to fill in)
* A system for repairs, where you collect spare parts to repair your stuff
* 20 cosmic mutations, representing physical manifestations of the void through your body
* A system for spacecraft confrontations and boarding
* An introductory scenario to jumpstart your campaign
* 40+ tables and generators packed with setting flavor

By Christian Plogfors and Carl Niblaeus of Stockholm Kartell.

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41.30 €
Delta Green: Conspiracy
Delta Green: Conspiracy

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A gorgeous, 25th-anniversary edition of the original DELTA GREEN, the classic RPG sourcebook of horror and conspiracy.

It’s been twenty-four years, a month, and two days since the bastards brought us down.

In that time we’ve come back strong, doing things they couldn’t conceive of. They think they understand us, those who know we’re still around. They think we’re cowboys, meddlers.... They think we’re just too pig-headed and selfish and old to let go of what we once were.

They know nothing.

In Delta Green, cosmic terror meets modern conspiracy. Delta Green is a secret group dedicated to protecting humanity from unnatural horrors, misappropriating the resources of the U.S. government to wage a war that they must at all costs keep hidden.

Welcome to America at the end of the millennium. Do you know who is pulling the strings?

Delta Green knows. Things from beyond space and time that lurk in the shadows, the slow rot at the core of humanity, the dark stars that whirl madly above—these are the true masters of the world. Delta Green has been fighting them since the 1928 Raid on Innsmouth, and the fight still rages on.

The Conspiracy is a 1990s sourcebook for Delta Green: The Role-Playing Game: An updated, rearranged version of the original, 1997 Delta Green sourcebook with new art and graphic design, new appendices by Shane Ivey, editing by Shane Ivey and Caleb Stokes, and a foreword by Ray Winninger. Delta Green won the Origins Award for Best Roleplaying Supplement. The Delta Green line has consistently been some of the highest-rated RPG books of all time. The Conspiracy brings those original, infamous horrors to the light of a new age.

The Conspiracy includes:
* Agents & Friendlies
* The Delta Green Campaign
* Delta Green
* The Fungi From Yuggoth
* Majestic
* The Karotechia
* Saucerwatch
* The Fate
* Feds in the Nineties
* Security Classifications
* Glossary
* Mysterious Manuscripts
* New Rituals
* Bibliography
* Index

THE BIG PICTURE: An overview of the world of Delta Green and the evolution of the Cthulhu mythos from the 1920s to the 1990s. Written by John Scott Tynes, Dennis Detwiller, and Adam Scott Glancy.

DELTA GREEN: A look at the organization itself, or what is left of it in the 1990s—an illegal conspiracy organized for its own protection in small, isolated cells of operatives, like the freedom fighters of World War II and terrorists of the modern day. Includes guidelines for creating agents and cells. Written by Adam Scott Glancy and John Scott Tynes.

MAJESTIC-12: Delta Green’s most bitter and powerful enemy, a dark reflection of what it might have been and may yet become. A sprawling network of top-secret military operations and research projects turn the power of government to the profit of cynics. And to the inscrutable, horrific goals of powers higher still. Written by Adam Scott Glancy with Dennis Detwiller and John Scott Tynes.

THE KAROTECHIA: The greatest foe of Delta Green’s early days, a Nazi program to study and harness the powers of the unnatural. Long thought destroyed, it arises in the shadows and seeks yet to master the secrets of death. Written by Adam Scott Glancy.

SAUCERWATCH: Believers and witnesses who know that the UFO phenomenon is real and who put everything on the line to prove it. Their quest risks exposing secrets that could lead Delta Green and Majestic-12 out of a cold détente and into murderous war. And it could mean the immolation of everything and everyone the SaucerWatch faithful hold dear. Written by Adam Scott Glancy.

THE FATE: A rumor circulates in the New York underworld. Gangsters whisper of the Network, a mob above the mobs, so lethal that it can bring to heel any of the gangs that feed upon the city. And a rumor circulates among the servants of the Network, among fixers and schemers as they move between the pulsating dance floors and secret chambers of Club Apocalypse. A rumor of so-called Lords who can make the impossible happen. A rumor of the Fate, the powers at the living heart of the Network. A rumor of the man who holds the Fate in thrall, the man with the power, a smiling terror named Stephen Alzis. Written by Dennis Detwiller and John Scott Tynes.

APPENDICES: A bibliography. A period glossary. A review of security classifications. Tomes and other documents from across the history of Delta Green. Firearms and technologies likeliest to be deployed by Agents in the 1990s. Written by Dennis Detwiller, Adam Scott Glancy, Robert Maclaughlin, and John Scott Tynes.

(Adventures and federal agencies that appeared as appendices in the original Delta Green shall be published separately.)

Delta Green: The Conspiracy is illustrated by Dennis Detwiller, edited by Dennis Detwiller and Shane Ivey, and designed by Simeon Cogswell and Jen McCleary, the team behind Delta Green: The Role-Playing Game and Delta Green: Impossible Landscapes.

Entry One has been breached. Time to get this show on the road. They have no idea the kind of Hell I’ve prepared for them. May God have mercy on my soul.

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54.00 €

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