Archiv der Kategorie: Verschiedene RPG – A-Z

Vaesen – Dice Set


Dice Set
Vaesen
Accessory

A set of six engraved six-sided dice, designed specifically for the Vaesen roleplaying game. These 16 mm special dice are designed to support the game mechanics but can be used as normal six-sided dice as well.

Set mit 6 W6. 2020.

DCC – Der entfesselte Ettin 1


Der entfesselte Ettin 1
Das endgültige Fanzine für Dungeon Crawl Classics

Ausgabe 1: Finstere Magie, 2020.

  • Das Grabmal der Albenkönigin (Trichter-Abenteuer)
  • Dungeonkunde für Fortgeschrittene: Der Speer (Artikel)
  • Krempel und Kuriositäten (Zufallstabelle)
  • Aramandias Abgrund (Solo-Abenteuer)
  • Artefaktologie (Artikel)
  • Zechen und Prassen (Zufallstabellen)
  • Urzeitkrebse (Neues Monster)
  • Das Klagen des Zargos (Artikel)
  • Mit zweiseitig bedruckter Abenteuer-Karte und einem Sichtkärtchen

48 Seiten. 2020. Format DIN A5.

Warhammer 40.000: Freihändler – Treibgut

Owen Barnes
Treibgut
Warhammer 40.000: Freihändler
Einführungsabenteuer

Treibgut ist ein Einsteigerabenteuer für Freihändler. In einer gefährlichen Region des Weltalls treibt regungslos ein herrenloses Schiff, das eine verlockende Gelegenheit darstellt. Freihändler Sarvus Trask und seine Mannschaft wollen aus diesem schwer beschädigten Schiff Profit schlagen – aber nicht alles ist, wie es scheint. Das verlassen wirkende Schiff birgt ein tödliches Geheimnis, das Trasks Ehrgeiz im Weg stehen wird.
Eine Einführung in die Freibeuterabenteuer als Freihändler in der grimmen Finsternis der fernen Zukunft.
Willkommen zum Warhammer-40.000-Rollenspiel.
Um Spieler und Spielleiter mit Freihändler vertraut zu machen, enthält dieses Heft komplette Einsteigerregeln.

23 Seiten. 2010.

OGL – Character Codex


Character Codex
OGL/ D&D 4th Edition
Accessory

Record your rise from apprentice to archmage with this character codex!
Extremely useful for characters of any class, this book provides a record of your character that can expand as your character does. It includes plenty of room for all your hero’s statistics, equipment, cohorts, and magic items, and even has an adventure journal and a place to design your character’s keep!
Compatible with the fourth edition of the world’s most popular role playing game.

Ca. 16 Seiten. 2008.
ISBN 978-0-9816663-9-6

Earthdawn – Der Weg des Adepten


Der Weg des Adepten
Earthdawn
Quellenbuch

Adepten sind die wahren Helden von Barsaive, die unerschütterlich dafür kämpfen, dass sich ihr Land von den Verwüstungen der Plage erholt. Ihre magischen Disziplinen verleihen ihnen großartige Kräfte, prägen aber auch die Art, wie sie ihre Umwelt wahrnehmen. So empfindet der Krieger die Welt als ein ewiges Schlachtfeld, während der Troubadour in ihr einen Schauplatz und eine Bühne für seine Geschichten sieht – die Schützin hingegen unterteilt die Welt in Geschosse und Ziele. Jede Disziplin schmiedet für den Adepten ein Band zwischen der Welt, machtvoller Magie und seinem innersten Selbst.
Der Weg des Adepten vermittelt Spielern und Spielleitern einen intensiven Einblick in das Dasein als Adept in der Welt von Earthdawn. Fünfzehn Angehörige der am häufigsten praktizierten Disziplinen beschreiben eingehend, wie sie ihre Disziplin sehen und leben. Weiterhin finden Sie in diesem Quellenband zusätzliche Regeln für die einzelnen Disziplinen, Rollenspielhinweise, Erläuterungen zur Kombination mehrerer Disziplinen, Spezialisierungen, Talentkrisen, neue Reittiere für Steppenreiter und vieles mehr.
Eine spannende und unterhaltsame Pflichtlektüre für alle, die in die Haut eines Adepten von Earthdawn schlüpfen wollen.

144 Seiten. 1996.
ISBN 3-89064-412-0

The Everlasting – Book of the Spirits


Book of the Spirits
The Everlasting
Sourcebook

Foundation Book Three.
The Secret World, a daydream shadow of your reality, waits for you. Break down the walls of disbelief. You are not human; you are a spirit of the dreamworlds or astra, chained to an earthly form. You tread the earth, but feel even more at home within the inner realms. You have visited the netherworlds, dream cities of Phantasia, sacred lands of nature spirits, the darkest nightmare lands, and Irem, city of the pillars.
Become a gargoyle. You feed on mortals‘ sins and pass on a curse of absolution. The sins you eat turn your cold stone body into a monstrous living thing.
Become a manitou. You are a totem spirit with a human host, changing hosts as they die, shifting between human and animal form, and killing unnatural horrors.
Become one of „the possessed.“ You are either a good person inhabited by a nightmare lord or an evil person inhabited by a dream protector – either way, you are expendable.
Become a djinnee. The Elder Lords cast your race to Earth. You live in Irem, a realm of supra technology and magic. Some of your kind now serve the Great Old Ones.
The Everlasting is The Interactive Legendmaking Experience. It features many new concepts: communal protagonists, customizable rules, gamemasterless options, tips on achieving epiphanies, tips on rewarding guides, opening and closing ceremonies, and Personal Mythology. Legendmaking takes you beyond roleplaying and storytelling to a new level of intensity. Each participant chooses from playing card, tarot card, dice, and freeform options the system personally preferred.
Your journey into the realms of modern-day fantasy, occult mystery, and paranormal adventure begins now. Enter the magical world you have always wanted to visit… the one you live in.

318 Seiten.
ISBN 1-887385-02-1

Savage Worlds – Rulebook (HC)

Shane Lacy Hensley
Savage Worlds
Savage Worlds
Rulebook

Welcome to a revolution in gaming – Savage Worlds – a merger of the best ideas in roleplaying and miniature games! What’s so revolutionary? We’re glad you asked!

  • It’s Fast! Savage Worlds is the fastest and easiest fully-detailed roleplaying game you’ll ever play! You can fight out massive battles quickly and easily – with your heroes‘ allies and minions – in one simple, fast-playing system!
  • It’s Furious! Characters gain awesome new abilities quickly, raising their attributes and skills and gaining powerful and exciting new Edges!
  • It’s Fun! Savage Worlds was designed to be a Game Master’s dream! GMs can write adventures, create new villains and monsters, and run epic tales, all without lots of bookkeeping. And you won’t need computer programs, three rule books, and a half-dozen setting books to do it. You’ll find everything you need right here and in the Savage Setting of your choice!
  • It’s also a Miniatures Game! Savage Worlds works as a miniatures battle game as well as an RPG. That means you can fight out your heroes‘ epic battles to save the world right on the table-top! Or you can play a competetive battle with troops of your own design!
  • It’s Complete! Savage Worlds was designed to be used with any genre – from swashbuckling pirates to superheroes and sci-fi. Inside you’ll find complete and simple rules for epic heroes, vehicles, chases, magic, superpowers, mass battles, and even guidelines for designing your own races and worlds!

139 Seiten. 2004.
ISBN 0-9763601-0-1

HARP – Character Book

Tero Oskala
Character Book
HARP
Accessory

Plunge into adventure instantly by choosing from over 60 pre-generated first level HARP characters. Each character is game ready, with good stats, balanced skills, a training package, and talents. Attack bonuses, defensive bonuses and skill bonuses are all figured. Just pick a character, choose a name and start adventuring. We’ve even included equipment bundles for characters to choose from, so there are no worries about facing the monsters unprepared.
Over 20 new training packages add interest and vitality to the characters. These packages give your character a past and a future – be an Explorer, a Vagabond, a Mercenary, a Lightbringer or a Dwarven Defender. Players interested in the Martial Arts, can choose from several new training packages including „The School of the Mouse“, a martial arts style designed for short people.
The HARP Character Book is ideal for beginning and experienced gamers who want to get into a HARP game quickly without going through the character creation process. The book is perfect for new campaigns. Just ask the players to choose their characters from the Character Book for an interesting, well balanced group of characters in a hurry.

72 Seiten. 2007.
ISBN 1-55806-627-6

MasterBook – The World of Aden: Campaign Chronicles

Stephen Crane
Campaign Chronicles
MasterBook
The World of Aden Supplement

Creatures of the Darkfall – nocturnals – ravage the land. The clanking and hissing of steam-powered sorcerous contraptions reverberates throughout the cities of Aden, as mechamages work on newer and more formidable uses for the magical metal known as manite. And in the midst of it all travels an intrepid band of adventurers – your adventurers. How can you help them find their way around the many adversities found in the World of Aden?
Campaign Chronicles gives you the information you need to make your World of Aden game interesting and fresh. There are hints, tips and ideas for creating memorable characters, running an adventure or a campaign in the World of Aden and capturing the feel and tone of this exciting new fantasy world based on the hit computer roleplaying series by SSI. There are also a selection of new spells and an assortment of new creatures – both natural and nocturnal – with which you can expand your adventures.
Also included is the gamemaster screen for The World of Aden, which collects many of the charts and tables needed during the game in one place for easy reference.

92 Seiten. 1996.
ISBN 0-87431-468-2