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  • - The Second Man, Myth & Magic Adventure
    av Bud Daunhauer
    240,-

    You stand before an ancient stone monument at Giza. Though dwarfed by the great pyramids, it possesses the answer to a mighty mystery. For hidden inside within a secret and long-forgotten chamber rests the power to destroy the old gods and allow one man to rule Egypt. As you seek to gain entrance, your thoughts are not of the danger that lurks within, but how you became caught in this deadly intrigue... how a simple journey turned into a nightmare in the barren Sinai and eventually brought you to this silent statue, a hunted criminal, with no choice but to brave whatever evil lies ahead and discover the answers to several mysteries. This three-episode adventure requires the original Man, Myth & Magic boxed set or Classic Reprint.

  • av William Miller
    266,-

    Calling All Action Heroes! Originally published in 1980, Supergame was one of the earliest roleplaying games specifically designed for super-powered heroes. This book can be used on its own as a stand-alone game or as an expansion for the Supergame Third Edition Rules (2017). Focus on "mere mortals" rather than super-powered characters with quick and exciting gameplay that doesn't strain your budget.Create your own action hero in minutes that can be recorded on an index card.Use a wide range of knacks to get the job done.Size the scope of action with six different scales.Compatible with Supergame 3E: double ratings and benchmarks for super-powered characters (or halve them when using this game's characters with Supergame).Spend hero points to call on fate, seize the opportunity, shrug it off, and request backup.Customize the game with various options.Use 4DF (+/-), D6 (six-sided), or D10 (ten-sided) dice (the choice is yours).This rules book provides everything you need to play, from an easy system for creating police officers, secret agents, and vigilantes to fast gameplay, as well as advice on running and building your adventures.

  • av Ed Stark
    445,-

    You just melted the barrel of your gun and Your armor is shot full of holes. no cavalry is coming over the hill And you've still got to fly the shatterzone. You thought you were going to get rich and get home. Now it looks like all you may get is dead. All in all, a hell of a bad day. It's a vast and dangerous sea of planets and stars, where a group of adventurers can just as easily improve their own fortunes or meet a swift and brutal death. Explore all its wonder, from the heart of the Core Worlds to the mysterious and deadly shatterzone itself. This classic reprint combines the Rule Book, Players' Guide, and Universe Guide into a single volume and requires two 10-sided dice. MasterDeck(tm) cards optional, but recommended for enhanced play.

  • - Universal Rules for Scenematic Roleplaying
    av Brett M Bernstein
    230,-

    Storytelling is one of the oldest living traditions, continuing today as theatre, literature, television and film. Roleplaying games evolved their own version of storytelling by piecing together a tale based on the outcome of dice rolls and player choices. Story Engine breathes new life into this multi-authored game format, infusing it with the fluidity of oral tradition while liberating it from the confines of turn-based mechanics.Create characters using adjectives and phrases. Like novels, the different elements of a character all contribute to the story -- even flaws and foibles. Collaborate to tell a story of the characters. Pool resources to work as a group to solve conflicts. Narrate the outcome of scenes based on success.This updated 2011 edition of the original ground-breaking Story Engine roleplaying game features: Complete rules, plus introductory Story Bones(TM) rulesOptional rules for customizing the systemExtensive advice on running gamesThree plug-ins for running different genres: Six Guns & Whiskey(TM) (Wild West), In the 'Zone(TM) (Sci-Fi), and Of Legend(TM) (Fantasy)Plug-in for use with the Maelstrom Storytelling(TM) worldTwo adventures

  • av William L. McCord
    255,-

    Did you ever wonder if modern man and his weaponry could stand up to mystic spells, horrid dragons, disgusting ogres, or evil knights in full armor? Machineguns & Magic is a role-playing game that allows the player to take the persona of a soldier from the Vietnam era or modern day. In the game, you pit him and his M-16 against inhuman monsters and insane sorcerers with dark magic. Best of all, you and your friends don't have to set foot out of your own living room to find high adventure! With this book, it all comes to you through your own imagination!Included in Machineguns & Magic are rules for the use of weapons from the M-16 Assault-Rifle to the broadsword, armor and shields, and hand-to-hand combat. There are also rules that cover personality traits, wounding and healing, skill learning, making up gnarly monsters, awesome wizards, wondrous spells, and MORE!

  • - A Supplement for Shatterzone
     
    293,-

    The few. The proud. The criminally insane. They are demented by nature, violent by design, outcasts by choice, and they are everywhere. This book introduces some of the galaxy's most bizarre and dangerous fringer groups. They are eccentrics and fanatics, theorists and terrorists. The only thing they have in common is that they are all on the outside breaking in. These are the groups fleet warned you about. But you didn't listen! This classic scanned reprint of Fringers Guide(TM) requires the Shatterzone(TM) core rules (either the original boxed set or classic reprint).

  • - Ships): A Supplement for Shatterzone
    av Ed Stark
    293,-

    Add expanded starship combat rules to your shatterzone game in which teamwork is key. All players are part of the action, whethere they want to be or not. Exciting and dramatic fights in outer-space await! Plus, construction rules provide a framework for designing new spaceships and starships. Build your own craft, test them in combat, and assign your players as the ship's crew: pilot, gunner, comm-tech, comptroller, or power manager. This classic reprint of Tech Book: Ships(TM) requires the Shatterzone(TM) core rules (either the original boxed set or classic reprint).

  • - The Diceless Roleplaying Game of Olympian Fantasy
     
    687,-

    Color version. Portray gods and demigods -- children of Olympian Gods, Titans, or Primordials in this diceless roleplaying game of multi-dimensional mythology Fantasy. Explore new realms or the classic worlds of Earth and Mythological Greece. Visit Zeus' Olympus, Poseidon's Seas, or Hades' Underworld. Mix politics with intrigue, alliances with wars as power-struggles and vengeance drive stories. Or, go the route of lesser power with mortals and heroes.

  • av Mark Chase
    205,-

    Over 400 spells, potions, scrolls, & magic items for use with Atomik Magick. This book provides spells and magic items for use by non-player characters, listed in various magic tomes, or as commodities in magic shops and forgotten treasuries. Atomik Add-Ons are designed with the basic assumption that gaming is 90% imagination and 10% rules. The universal concepts and flexible rules herein do not rely on a particular roleplaying game system, yet can be applied to all.

  • av Mark Chase
    205,-

    Design your own magic system for any roleplaying game or your own homebrew system. Create countless spells, from subtle incantations to ritual high magic and over-the-top super magic--as well as enchanted items, relics, and alchemical formulas. Atomik Add-Ons are designed with the basic assumption that gaming is 90% imagination and 10% rules. The universal concepts and flexible rules herein do not rely on a particular roleplaying game system, yet can be applied to all.

  • av Mark Chase
    205,-

    Integrate psychic abilities into any roleplaying game or your own homebrew system. Add telepaths to science-fiction space operas, clairvoyants and telekinetics to fantasy campaigns, and even pyrokinetics and astral travelers to paranormal adventures. Atomik Add-Ons are designed with the basic assumption that gaming is 90% imagination and 10% rules. The universal concepts and flexible rules herein do not rely on a particular roleplaying game system, yet can be applied to all.

  • av Mark Chase
    205,-

    Integrate cybernetics and biotechnology into any roleplaying game or your own homebrew system. This general reference book & catalog can be applied to anything from cutting-edge cityscapes of the dark future, galaxy-spanning campaigns of war and discovery, or even alternate realities in which Victorian science overcomes the boundaries of the fantastic. Atomik Add-Ons are designed with the basic assumption that gaming is 90% imagination and 10% rules. The universal concepts and flexible rules herein do not rely on a particular roleplaying game system, yet can be applied to all.

  • av Mark Chase
    205,-

    Create any creature, world, or civilization. This reference book includes comprehensive information on planetary systems, astrophysics, exobiology, and advanced civilizations based on the research of Carl Sagan, Michio Kaku, Nikolai Kardashev, and many others. Atomik Add-Ons are designed with the basic assumption that gaming is 90% imagination and 10% rules. The universal concepts and flexible rules herein do not rely on a particular roleplaying game system, yet can be applied to all.

  • av Brett M. Bernstein
    260,-

  • av Herbie Brennan & J. Stephen Peek
    283,-

  • av Christian Conkle
    260,-

    Hunt for lost treasures among the ruins of a bygone age in this roleplaying game inspired by classic pulp tales of Planetary Romance, Sword and Sorcery, and the Wild West. Swords, blasters, and sorcery mix with monsters, robots, and aliens while searching for fortune and adventure amidst danger and intrigue. All this awaits in the desert no-man's land of the distant future.Imagine the wild west with swords and Seventies-style blaster pistols. Imagine a female espionage agent in a futuristic skin-tight bodysuit and a Clint Eastwood-style poncho karate kicking an orc in the face. Imagine a grizzled veteran and his buddy, a robot from a proud lineage of noble warriors, cracking open the tomb of a long-dead king only to wake the immortal, six-legged, genetically-engineered guardian beast from its thousands of years of suspended animation. That is Exiled in Eris.Easy-to-learn rules system, using a 20-sided die for most rolls, but also the standard range of dice (d4, d6, d8, d12, d10, d20).Choose from 8 different species, including Humans, Cyberdroids, the reptilian Dakazi, mole-like Deru, and various types of homunculi (genetically-engineered beings).Harness supernatural powers like Sorcery (psychic powers) and Ta'Oudh (manipulating an invisible force).An extensive list of allies and rivals, as well as beasts and monstrosities.Artifacts that can be issued as rewards for discovering ancient caches.Includes a starter adventure: The Tomb of the Architect.

  • av Clash Bowley
    254,-

    You belong to a band. Pick your skills. Pick your style. Play clubs and festivals. Suffer critics and create demo tapes. Gain hope to get a multi-album contract. Lose hope and join a cover band. This full-color Rock 'n Rollplaying Game(TM) is designed for experienced gamers. Here's what people haven't said: "A sullen, brutish ignorance hammering in vain anger at the gates of music""All the grace and delicacy of a pig on quaaludes lap dancing in a clown suit""A buzzkill four lines of coke couldn't dent"

  • - Fantasy-Mecha Roleplaying Game
    av Matt Drake & Mike Fiegel
    418,-

  • av Shewmake Frank S. Shewmake
    257,-

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