Search results for "arkham horror rpg"
Violent Dark Core Rulebook
WELCOME TO VIOLENT DARK, A TABLETOP MINIATURES GAME OF SPACE HORROR!How does Violent Dark play? Violent Dark plays over a number of turns set by the Mission being played. Each turn, players will run through the I.S.S. Phase, Threat Phase, and finally the Crew Phase. As Crew activate they will have two Action Points to spend. Skill Checks set a specific TN that needs to be met or exceeded by a relevant skill die. Skill dice in Violent Dark are represented by different polyhedral dice from D6 to D12. In addition to modifiers to the die roll, the type of die used can also be changed as different situations unfold on the tabletop.What's Inside the Book:- Create a Crew. In Violent Dark, you will create four crew awakened by the I.S.S. computer system to face a threat deep within a corporate facility or on the surface of an alien world. Over time, if the crew survives, you can earn and spend reputation to grow your crew members. But remember, don't get too attached, the crew is a corporate resource that comes and goes in the vastness of The Dark!- Mission Creation. You will randomly generate your crew's mission or choose from some or all the different elements to create your mission! Games of Violent Dark play on a 2ft x 2ft play area.- Planetary and Facility Play. Violent Dark has rules to cover whatever type of setting you want to play on, from the exotic surface of a distant planet to the depths of a corporate seeder ship, or a mix of the two. The rules have you covered! Players can use whatever terrain they want!- Threat Cards. All of the Threat Cards for Threats can be found in the book and online! In the core rules, players will face off against a procedurally controlled Threat.- Player Threats. Want to play as the Threat and hunt down the crew yourself? You totally can!- Cards and References. Inside the book, you'll also find pages with all the cards and reference materials to cover generating your Crew and Threat reference!What you need to supply yourself:- D20, D12, D10, D8,and D6 dice.- A 2ft x 2ft playing area with an assortment of terrain- A Miniature to represent the Threat- Some Crew miniatures (4 - 6 is a good number to have on hand)Scale and Size Info: Violent Dark is designed to be played with 28-32mm miniatures and terrain.
$57.00$49.00
Avalon Rising RPG Core Rulebook
WELCOME TO THE DEPTHS OF AVALON 01In a history long forgotten, humanity sealed itself inside Avalon 01, a vast megastructure of concrete, steel, and neon. Within its infinite corridors and hidden depths, survival depends on navigating a fractured society divided into layers, each one clinging to life in its own way.At the city's core lies Central Dogma, the mysterious power that sustains Avalon. It gives light, warmth, and power to millions, but it also corrupts. Energy leaks twist the city, birthing anomalies and horrors that threaten to consume humanity. Every day, citizens must confront these terrors, or see their city fall to the dark forces from beyond.You are one of those Citizens. A bureaucrat drowning in red tape. A Tooler scavenging forgotten tech. Whatever your path, your choices define both your survival and Avalon's fate.Avalon Rising is a tabletop roleplaying game inspired by 80s sci-fi, cassette futurism, and cyberpunk classics. Build your Citizen, descend into the dark history of the city, and see how long you can endure beneath the crushing weight of Avalon.What's Inside the book:237 pages - Hardcover- Rules for creating Citizens from Avalon's social layers, backgrounds, and archetypes- An easy to learn 2DX dice system using Trait Dice and Skill Dice, where lower rolls represent greater success. Avalon Rising uses D6, D8, D10 & D12 Dice.- Detailed lore covering Avalon 01, its history, factions, and fragile power structure- The horrors that lurk within Central Dogma and the depths of Avalon- Tons of weapon, item, food and vehicle options to explore and use- Tools for running social events, and high-risk encounters- Guidance for running one-shot scenarios or extended campaigns within Avalon 01
$71.00$61.00
Avalon Rising RPG: Scenario - Emerald Light
SHENN VALSHEER IS MISSINGTwenty-four hours before an important meeting between the Keeper's Guild and the Central Government, a team has been assembled to investigate and bring Shenn back to the Upper Echelon. The last trace of Shenn's signal leads to Layer687, close to the ends of inhabited Avalon 01.At the center of this mystery stands the Jade Palace. Its owner, the elusive Madam Lou, claims to know nothing, yet her guests and her immaculate tower seem tied to Shenn's disappearance in ways no one fully understands.Emerald Light is a complete expansion for Avalon Rising. Inside you'll find everything you need to run a full series of games, uncover the mystery of Layer 687, and confront the truth behind the Emerald Light. Designed for 3-4 players and a GM, Emerald Light can be played as a standalone story or as part of an ongoing Avalon Rising (BXXAVA9742) campaign.What's Inside the book:- 43 pages - Softcover- A complete scenario set within the Jade Palace- Key NPCs, locations, and factions tied to the Emerald Light- Multiple paths through the scenario shaped by player choice- Guidance for tying Emerald Light into a larger Avalon Rising campaign
$35.00$29.00
Whispers of the Deep: Core Rulebook & Token Pack
Welcome to Whispers of the Deep, a skirmish game set in the flooded ruins of Tolkas. In this game, you command a Delver, a mystic soul bound to a physical vessel, and a band of hired Fellows as you face off against another player in a head-to-head search for lost treasure.Each game of Whispers of the Deep is played on a 2x2 tabletop with 2-3 miniatures per side. You'll dive into ruined terrain, mine treasure, and survive encounters with spirits that emerge as the game's danger level rises. Making use of a simple D8 dice system, each unit has a small range of stats. Move, Brains, Brawn and Armor. Your stat will tell you how many D8s to roll.As you create more chaos, the spirits grow more aggressive, drawing random event cards and triggering unpredictable threats.Punchout card token sheets include all the items and treasure in the core game, with multiples of each item.What's Inside the Book:- Full core rules with all the elements you need to play- Story and lore about the world of Tolkas- Warband building rules- Rules for building your own Delver- Items and treasure lists- Full rules for running a campaign of linked games
$71.00$61.00
Titanic: The Tabletop Roleplaying Game Core Rulebook
Step aboard the R.M.S. Titanic and relive one of the most infamous nights in history. Titanic RPG is a rules light roleplaying game of cinematic tragedy. Players take on the roles of passengers or crew as the ship begins its doomed descent into the freezing Atlantic. You cannot change history, the Titanic will sink, but how you face the night is up to you.Will you help others? Fend for yourself? Or create a new and unique moment in history?The game uses a simple 2D6 system:- Roll 2D6 + a core stat (Mind, Body, or Soul)- 10+ is a success, 7-9 is a mixed result, and 6 or less is a failurePush your luck for a second chance, but risk gaining Fate Points, dangerous penalties that the Captain (GM) can use against you. Fate will fuel panic and other events.Character creation is designed for role-play focused storytelling. One player will play as The Captain, while the other players craft passengers by choosing:- Class (First, Second, Third, or Crew)- Background (Engineer, Immigrant, Musician, Socialite, and more)- Descriptor (Brave, Cunning, or Compassionate etc.)- Flaw (such as Selfish, Naïve, or Grief-Stricken)Play as a unique, historical or composite passengerWhat's Inside the book:- 54 pages - Softcover- Character creation with 4 social classes, 18 backgrounds, 15 flaws, and dozens of personal items- Survival mechanics for freezing water, oxygen tracking, and social conflict- Rules for interesting NPCs- Designed for 1-2 session cinematic playWhat you need to supply yourself:- Ship maps (there are plenty of excellent deck plans online!)- Historical notes (If you want them)- Topcoats and hats- Miniatures
$36.00$31.00
Avalon Rising RPG: GM Screen
Official GM screen for Avalon Rising. Featuring full color artwork on the exterior, and handy reference material on the inside.
$35.00$29.00
Don't Look Back Core Rulebook
Welcome to Don't Look Back! A tabletop miniatures game of 1980s horror!Cruel killers and unspeakable monsters lurk in the dark corners of suburban homes, while ancient curses and forbidden knowledge threaten to consume your very soul.Don't dare to look back, for what you might see could shatter your sanity. Scream, and your voice will be drowned out by the eerie echoes of the past.Don't Look Back plunges you into a world where nostalgia and nightmares collide. A world where the innocence of an era is overshadowed by the spine-tingling fear that something sinister is just around the corner. From sinister killers to cursed monsters and ghosts, you'll face the terrors of a decade that never truly let go.In this game, survival is a fleeting hope, and your every decision could lead to a fate worse than death. Uncover dark secrets, confront your deepest fears, and remember one thing above all else:Don't Look Back!What's Inside the book:270 pages - Hardcover- Revised mechanics and more clarity. This edition of Don't Look Back is focused on making sure that the rules and mechanics for the game are as clear and easy to understand as possible. We have also spent a lot of time with the layout to make sure that information is presented in a clearer and more thematic way!- New Characters. We've got the same 6 OG characters from the original game, joined by 2 brand-new ones. Don't want to use these? The book has rules to make your own too!- Plot Creation In addition to the five classic, core Plots, players will be able to randomly generate their own plots.- Vehicles and Companions Players will also find optional, advanced rules to add vehicles to their games of Don't Look Back.Characters will now also be able to bring along Companions to Plots. Doing this prevents the Character from searching for additional items but can give them bonuses to skills and a special ability activated with Character Luck.- Antagonist Mode Want to play as the killer and kill your friends? Now you can!- Player driven games The rulebook also contains rules to have a player be "The Director" and control the game (Think of it as a GM)- Previous Expansions All of the rules from Trilogies, Final Call, and Pack Hunt have been integrated into the new second-edition book as Advanced Rules. All of these rules have been revisited to enhance clarity and bring them in line with any changes to the core rules.- Cards and reference Inside the book you'll also find pages with all the cards and reference materials to cover the core characters and killer types.What you need to supply yourself:- D20, D10 and D6 dice.- A 3x3 playing area with an assortment of terrain- A Miniature to represent The Killer- Some hero/character miniatures (4-6 is a good number to have on hand)
$86.00$73.00
Breacher Core Rulebook
Breacher is a game of modern combat that takes place in the near future where private military contractors, called Breachers, are used to take care of quickly arising conflicts or more delicate situations where a nation's forces cannot be seen. Breachers are often used in support of legitimate military operations or secured through private channels to take care of personal matters for important people who need things done quickly and quietly. While Breacher is designed to represent the familiar present and near future combat zones, players can just as easily have a cyborg Breacher engage with corporation thugs on a distant planetary frontier world!The Operations and gameplay in Breacher pit a single or small group of well-trained and well-equipped mercenaries, called Breachers, against the more numerous and varied training levels of soldiers and personnel making up the opposition force or OPFOR for short. The gameplay allows for deadly gunfights and brutal melee combat against overwhelming odds.
$57.00$49.00
This is Not a Test 2E: Wasteland Deck
Expand your This is Not a Test play. What's Inside the Box:- 1 Wasteland Deck (70 cards total)- 52 Poker cards- 18 alternate face cards with the printed wasteland rules.- Packaged in a tuck box for easy storage
$29.00$25.00
This is Not a Test 2E: Core Rulebook
What is TnT?The great armed conflict known as the End War ravaged the world for years but came to its devastating conclusion in just seconds. In the aftermath of the nuclear attacks, remembered as the Great Fall, the United States was left a scarred wasteland. Millions died, polite society collapsed and scientific knowledge was lost in a forest of mushroom clouds. But hey, it's not all bad. You and your fellow survivors live in the Tri-State Wasteland, an unforgiving land of mutants, lost technology and as much opportunity as danger. In this new world anyone can make their own destiny. But it's not easy and you better have grit, cunning, and a willingness to get a little dirty.This is the world of This Is Not a Test, a 28mm skirmish wargame set in a post-apocalyptic United States where warbands fight for survival, power and greed in the wastes.What's Inside the Book:240+ pages - Hardcover- Fast and involved game play - Play in as little as an hour. The game rewards tactical thinking and the activation system ensures play passes back and forth in a dynamic fashion that keeps all players involved to the very end.- Many factions to choose from - Murderous raiders, unusual mutants, profit-driven caravanners, primitive tribals, technology-seeking Preservers and wasteland rangers known as Peacekeepers.- Mutations, skills, and abilities - TONS of different mutations, skills, and abilities to customize your models and make a truly unique warband.- Harness the power of the past - No wasteland is complete without powerful ancient weapons littered about; everything from laser carbines to plasma casters. And don't forget about the ever popular power armor.- Multiple scenarios and full campaign - Play through the scenarios in the book or an entire series of linked games. A fully detailed campaign system is included to keep track of injuries, income, experience, new skills, and overall power. Watch your warband go from a bunch of softbellies to full wasteland legends.- A truly dangerous wasteland - Full rules for wasteland hazards such as emberquakes, ripwinds and other natural occurrences that are as dangerous to your warband as your opponent. Additionally, a bestiary is included with over 30 entries for various wasteland creatures. Watch out for all types of fauna from simple rad zombies to the terrifying landsnapper. All have been catalogued and presented for your hunting pleasure.
$86.00$73.00
Hametsu: Legends - Musashi
Hametsu Legends: Mushashi solo expansion booklet for Hametsu."So, you've heard of me have you? I see. The tale of the man who fought as two? Well yes, I suppose it is about me. Mostly embellishment, to be honest. I could recount some short memories for you while we wait for tea, assuming you'd like to hear them. Well, settle in, and don't interrupt. Let me tell you of the time I died."Hametsu Legends: Musashi is the first of several solo narrative campaigns following historical Japanese heroes, and plays with the idea of their interaction with the Cataclysm at large.What's Inside the book:28 pages - Softcover- An 8 story solo campaign following Musashi and his journey for revenge- Miyamoto Musashi playable Hunter, with his own Path of Legend- Unique Kappa boss- 2 new unique earnable relics
$43.00$37.00
Hametsu Core Rulebook
Hametsu is a solo / co-op monster hunting game set in post-apocalyptic feudal Japan. You take on the role of Hunters, warriors trained to fight back against a tide of Oni demons and mythical creatures let loose by The Cataclysm. You will choose from nine distinct classes, spread across three different schools, and create interesting and powerful Hunters.Once your Hunters are ready it's time to head out in search of dangerous beasts. At the start of a game of Hametsu, you will have the element of surprise. Oni wander around the table and are unaware of the Hunters' presence. Once the alarm is raised, the Hunters will be pursued and targeted by the Oni until the Boss is found. Once it shows itself, it's up to you to bring it down!As you complete hunts and lead your Hunters down their class specific Path of Legend you will level up, gain new abilities and gear, and equip ancient artifacts.What's Inside the book:178 pages - Hardcover- Lore, backstory, and setting for a post-apoc, fantasy Japan.- Full rules for creating Hunters, including 9 distinct classes such as the Sumo, Geisha, and Shinobi.- 6 premade scenarios to quickly get you playing.- Random scenario generation tables so no two games are the same.- The first narrative campaign, The Wolf and the Devil.Also included in the rulebook is the first narrative campaign for Hametsu, The Wolf and the Devil. You will follow a 6-8 game story that sets your Hunters after an elusive beast. While on its trail, you will venture ever closer to the source of The Cataclysm, and stumble upon answers to some very dangerous questions regarding the origin of the Oni invasion. Gain access to new relics, meet helpful NPC's, and fight new and imposing Bosses.
$86.00$73.00