[News] Extrablatt ! Extrablatt! ...

Ab heute ist die GERTA, die knackige Taschenausgabe der Savage-Worlds-Regeln, wieder im Handel erhältlich. Natürlich weiterhin für ebenfalls knackige 9,95€.

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Die Gentleman’s Edition Revised ist die neueste Edition des Savage Worlds Rollenspiels und vollgepackt mit neuen Inhalten. Neben Regelupdates, enthält das Buch auch komplett neues Regelmaterial, neues Artwork, mehr Beispiele, zahlreiche Optionalregeln und Regeln aus beliebten Settings und natürlich wie immer alles zur Charaktererschaffung, Ausrüstung, Fertigkeiten, Mächte, Kampf, Fahrzeugen, Magie und vielem mehr…

Die Taschenausgabe ist die günstige Softcover Edition der Gentleman’s Edition Revised. Die Regeln und Optionalregeln sind deckungsgleich mit der Hardcover Edition.

Für 9,95€ im Shop erhältlich.

Continue reading...
 

[SPQR Games] Guild of Shadows Campaign Guide
Authors: Mat Greenfield, Daniel Marshall, Richard Woolcock
Pages: 77
Price: €14,68 (DriveThruRPG/RPGNow)


Thieves Wanted for this dark fantasy role-playing campaign setting for Savage Worlds

An elite thieves’ guild operates within the darkened alleyways of crowded city streets, skillfully pulling the invisible strings of its inhabitants. Join the Guild of Shadows, and play the role of a guild member, planning and executing skilled robberies, confidence schemes, smash and grab jobs, and even the occasional murder....

Featuring:
  • Seven new archetypes including the assassin, pick pocket, swindler and more!
  • More than 30 illicitly themed Edges and Hindrances.
  • Specialized rules for Disguises and Poisons.
  • Full background and plot hooks for a stand-alone city ready to be dropped into any campaign world.


[SPQR Games] Guild of Shadows - 3 Adventures
Authors: Jim Davenport, Mat Greenfield
Pages: 44
Price: €8,23 (DriveThruRPG/RPGNow)


A three-pack adventure bundle featuring: 'The Initiates Path' details an exciting introduction for new guild members.'The Vipers' Nest' has the players going head-to-head with a rival guild in the city. 'Kurstwahl's Eleven' is a challenging adventure in which the players target the city's most exclusive gambling hall.
 

[TAG] Hellfrost Adventure Codex
Author: Paul "Wiggy" Wade-Williams
Pages: 550 B/W
Weight: 1,7 kg
Price: €50,86 HC & free PDFs (TAG Store)

**PRE ORDER FOR A CHRISTMAS 2015 DELIVERY & GET THE ADVENTURE PDF’S FOR FREE**
**IMPORTANT DUE TO LARGE SIZE OF PDF WE’LL MANUALLY SEND YOU A LINK TO DOWNLOAD THE PDF WITHIN 24HRS OF YOUR ORDER**


Triple Ace Games is proud to announce a series of epic hardback books which contain the adventures previously published by TAG. The first book to be published in the Codex range is the Hellfrost Adventure Codex (Codex I)

Epic adventure in the lands of snow & ice!

The Hellfrost Adventure Codex contains twenty exciting adventures for the snowy northern regions!

Within these pages you will find the following adventures:
  • Lair Of The Vermin Lord
  • The Dark Seed
  • Pirates Of The Crystalflow
  • The Eostre Festival
  • Lost City Of Paraxus
  • Descent Into Madness
  • The Ice Fiend
  • Fey Tower & Deadly Glade
  • Sins Of The Father
  • The Blood Of Godhammer
  • The Blood Tide
  • Tales Of Darkness
  • Against The Elements
  • Web Of Deceit
  • Death In The Mire
  • Clash Of Steel
  • Shadow Of Darkness
  • The Siege Of Watchgap Fort
  • The Heart Of Winter
  • The Frost Giant’s Hold
Hellfrost is an epic fantasy setting for the award winning Savage Worlds RPG system. The Hellfrost Adventure Codex collects together twenty of the finest adventures produced for Hellfrost and takes your characters on a journey from Novice to Veteran level. Fight frost giants and ice goblins, search ancient tombs and discover precious treasures! Your heroes are about to step into an epic world of adventure!
 
Ergänzung: Es werden ALLE Abenteuer darin enthalten sein, bis auf die Freebies und Extras. Darin liegt auch der Unterschied zur Collectors Edition von vor ein paar Jahren (die übrigens doppelt soviel kostete).
Dies ist Codex 1. Codex 2 und 3 werden nächstes Jahr dann die Abenteuer von Sundered Skies und Daring Tales of Adventure umfassen.

@Zornhau Freu dich schon aufs Julfest, Kumpel :sneaky:
 

[Savage Mojo] Shaintar: Black Lantern Reports - Camden
Authors:
Shawn Gore, Sean Patrick Fannon
Pages: 13
Price: €3,75 (DriveThruRPG/RPGNow)


The Black Lantern Society is at it again!

This time they're reporting on the city of Camden, known to most of Shaintar as the Snakes Den. This report will give both GM's and players a solid background for creating characters and NPC's from these vicious streets filled with greed and politics.

You'll learn about several groups that live and work within the streets and we've also provided you with several new edges and other rules stuff to get started. The intrigue can get deadly and its worth your life to gain the attention of the wrong people. The Black Lanterns hope to find information to help them gain the trust of Camden in order for it to sign the Grey Ranger's charter. They've not succeeded...yet!
 

[BlackWyrm Games] The Widening Gyre: The Dog-Boy of Westminster
Author: Bill Keyes
Pages: 12
Price: €1,87 (DriveThruRPG/RPGNow)


The streets of London are teeming with orphaned and abandoned children. Why does one small girl going missing make a bit of difference? Something lurks in the shadows of Westminster, something inhuman. Perhaps the traveling freak-show that has just come to town has some of the answers…

The Dog-Boy of Westminster is a short adventure for The Widening Gyre: A Savage Steampunk Setting. Guide a team of 4-6 Seasoned adventurers as they search for a lost child and uncover a terrifying secret. This PDF contains a full adventure for a Savage Worlds steampunk game, including a new master villain and a dozen freaks and geeks to challenge your players.

To run this adventure, a GM should have a copy of the Savage Worlds core rules and The Widening Gyre.
 

[Pinnacle] Rippers Resurrected: Game Master's Handbook *PREORDER*
Authors: Simon Lucas, Matthew Cutter, Clint Black, Shane Hensley
Pages: 98
Price: €9,39 PDF (DriveThruRPG/RPGNow); $9,99 PDF, $19,99 PDF & SC, $24,99 PDF & HC (Pinnacle)


AFTER THE CABAL, A NEW EVIL RISES...
Three years ago, Johann Van Helsing led the Rippers—an ancient organization dedicated to fighting evil—against the forces of the diabolical Cabal. At great cost to life, limb, and reason...they won. But in 1895 a new evil stirs in the dark of night, straining at the walls of its eternal prison. Its fiendish servants comb the globe, seeking a way to free their master and consume the world with shadows. Only the Rippers stand against them. But to triumph they must face their oldest nemeses...and their deepest fears!

The Rippers Resurrected Game Master's Handbook contains everything a Game Master needs to run adventures in the Victorian era: expanded information about the Rippers' world, including secrets of the Cabal and other threats facing the Rippers, an adventure generator, the all-new Plot Point Campaign Return of Evil, a host of all-new Savage Tales, and stats for all the Rippers' steadfast allies and fiendish enemies.
This book requires the Rippers Resurrected Player's Guide and the Savage Worlds core rules to play.


[Pinnacle] Rippers Resurrected: Player's Guide *PREORDER*
Authors: Simon Lucas, Matthew Cutter, Clint Black, Shane Hensley
Pages: 96
Price: €9,39 PDF (DriveThruRPG/RPGNow); $9,99 PDF, $19,99 PDF & SC, $24,99 PDF & HC (Pinnacle)


FROM THE CREATURE'S TOMB...UNTIMELY RIPPED!
At the Nineteenth Century's end, a shadow lies upon Europe...and the world. The mythological creatures of the night—vampires, werewolves, and far worse—stalk the darkness seeking innocent blood. Only the Rippers, members of an ancient organization dedicated to fighting evil, stand against them. But to win this battle, the Rippers must use all their foes' weapons against them...and preserve their own embattled sanity. It's time to take back the night...again!

The Rippers Resurrected Player's Guide contains everything players need to create the Ripper heroes who oppose evil's machinations: information on the Victorian era, the various Rippers Factions and the frightening world they call home, new Hindrances and Edges, gear, and Setting Rules for Ripper Lodges, Reason, Status, and more. Newly revised rules for rippertech allow heroes to "rip" their enemies' supernatural traits and graft them to other Rippers with greater ease than ever before.

This book requires the Savage Worlds core rules to play.


[Pinnacle] Rippers Resurrected: Lord of the Underworld *PREORDER*
Authors: Matthew Cutter
Pages: 32
Price: €5,63 PDF (DriveThruRPG/RPGNow); $19,99 PDF & GM Screen (Pinnacle)


"Descend, bold traveler…"
When a famous explorer is found murdered by Cabal assassins the Rippers must follow in his footsteps…deep into the terrifying and labyrinthine Underworld. In lightless deeps they struggle against the Cabal and a greater terror than the world has ever known!

This adventure requires the Rippers Resurrected Player’s Guide, Rippers Resurrected Game Master’s Handbook, and the Savage Worlds core rules.

 

[Mystical Throne Entertainment] Ultimate Celts Guide
Author: Tyler Omichinski
Pages: 46
Price: €3,73 (DriveThruRPG/RPGNow)


The wind swept isles of Albion have long held the popular imagination, and legends are still being invented about the Celtic peoples. In modern times, the Cornish, Welsh, Scottish, Irish, and Manx are the heirs to the Celtic line. In ancient times, the Celts were spread across continental Europe and the Isles. They held great kingdoms and were skilled on horseback, at crossing the oceans, and at strength of arms.

There is much difficulty in separating reality from myth regarding the Celtic peoples, especially given their own penchant for interweaving their myths with reality. Theirs was an oral tradition, and much was not written down until far after. This feeds our view of the Isles being a place fogged in myth and legend. They fought against the Romans, terrifying even the most trained of Legions, traded with the ancient Greeks, built castles on the barest of ocean rocks, and more.

The Ultimate Celts Guide is a sourcebook for Savage Worlds that seeks to convey a handful of polished gems made from the myth and history of the Celts, ensuring you can utilize these people and their legends in your games. Remembered for their ferocity in battle, their bravery that bordered on foolhardiness, and their love of land and place, the Celts are as much a people of story as they are people in history.

Ultimate Celts Guide includes:
  • A brief history of the Celtic people.
  • Ranks within Celtic society.
  • A look at the Celtic lands.
  • An overview of Celtic mythology.
  • Options for creating Celtic characters.
  • Non-player Characters.
  • A Celtic adventure.
... and more!

Ultimate Celts Guide can lay the groudwork for a historical or alternate history adventure set within the Celtic lands of old. It can also be used as a guide for creating Celtic characters within fantasy games.
 

[Savage Mojo] Shaintar Guidebook: Elvish Nation
Authors: Darren Pearce, Sean Patrick Fannon
Pages: 16
Price: €4,71 (DriveThruRPG/RPGNow)


Sun, Moon, and Stars
The soucebook for Shaintar's elves, Elvish Nation takes you deep through the forests of this proud and magical people. You'll learn about the Unias, Quo-Unias and about the delicate balance between tradition and progress or the older Eldakar vs. the Alakar. We'll talk about everything from Architecture to Beliefs and rituals.

There's no nobles or peasants but there are terms given to certain people in this society and they're here too. There's also a number of NPCs and story hooks ready for a GM to use to enhance a campaign along with some new edges from the creator of this realm, Sean Patrick Fannon.
 

[GRAmel] Tropicana
Authors:
Mauro Longo, Giuseppe Rotondo
Pages: 98
Price: €15,08 €12,25 (DriveThruRPG/RPGNow)


Once upon a time in the Caribbean...

In Tropicana, characters are adventurers, rogues and troubleshooters, on the narrow border between law and something else.

They are detectives and spies, gamblers and mercenaries, exotic dancers and celebrities in need, traffickers and thugs, pilots and mercenaries, surfers and tourists, students and activists. They will surely find themselves in trouble, be hired to handle trouble or actively look for trouble. And trouble in San José is always big, complicated and twisted.

And after any adventure, they like to have boat drinks and smoke cigars together by the poolside.

Tropicana is a game of action heroes, special agents and troubleshooters in San José, a rogue state consisting of a tropical metropolis, its wild jungle hinterland and a small archipelago of
paradise islands.

Fight criminals, investigate ancient mysteries, solve cases, seduce the most beautiful men and women!

Now grab your gun and a mojito and join the spies, billionaires and rebels in this gangsta's paradise!

A note by the author schrieb:
I'm Mauro Longo, one of the authors.

Tropicana is set in a banana republic somewhere in the Caribbean.
They have had embargoes, revolutions supported from other countries and phantom governements. Now they are the "Dubai of the West".

So you can find there, in a mix:
  • old cadillacs and 50s style districts,
  • resorts and modern boulevards,
  • an isolated bay created in the 70s by hippies and globetrotters,
  • a futuristic city centre with banks and skyscrapers,
  • favelas and fazendas in the mainland,
  • a historical center in Spanish colonial style, full of movida and nightlife,
  • a Marina popular with celebrities of the 80s, where everything is in a "pop style" as for Magnum P.I., Miami Vice and Riptide.
So, actually in San José you find a mixture of styles and eras, and you can pick what you like time by time and have your cocktail.
Shaken, not stirred.
_________________
Author of Ultima Forsan and Tropicana

Community Manager @ GG Studio and Savage Worlds Italia.
Write me at info@savageworlds.it or mauro@ggstudio.eu
 

[GRAmel] Tropicana: Hot Wheels
Authors: Mauro Longo, Giuseppe Rotondo
Pages: 3
Price: Freebie (DriveThruRPG/RPGNow)

Once upon a time in the Caribbean...
The rich lawyer Julio Hernandez is worried about his daughter Josefina, and with good reason! A few weeks ago she destroyed her very expensive car, and… the best is yet to come!
Hired by Hernandez, the Heroes are asked to watch over her.

An introductory adventure for Tropicana, for 3-6 Novice Heroes or a Startup Agency. Prepare for brawls and wild chases in the streets of the exotic city of San José, where the Heroes must protect a wild girl who can’t stay away from danger.
 

[TAG] Hellfrost Atlas – Production Update - December 2015

Hellfrost Atlas PDF link sent
Whether you backed the Kickstarter or pledged through the TAG webstore, your link for the final Hellfrost Atlas PDF has been sent. If it’s not in your inbox, please check your spam folder. If it isn’t there, please contact Wiggy (wiggy@tripleacegames.com) telling him how you backed the project so he can track down your missing link.

Please note there are two files - the Atlas and a separate appendix of just the maps. Thank you for your support in this epic endeavor!

---------------------
Rob & Wiggy
Triple Ace Games
 

[Dias Ex Machina Games] Amethyst: Untamed - Player's Guide
Authors: Chris Dias, Christopher Stilson
Pages: 203
Price: €9,44 (DriveThruRPG/RPGNow)


Which side will you choose? Which weapons will you wield? Earth is torn between the order of science and the chaos of fantasy. These two worlds cannot mix. Venture into lands once claimed by skyscrapers and factories, now overrun by elves, goblins, and dragons. Choose your path and commit to the quest. Monsters will hunt you; machines will track you. No gods will help you; no prophecies will choose you. The fate of the world rests with you.

The critically acclaimed Amethyst setting, now for the Savage Worlds Roleplaying Game.

This rulebook contains everything a player needs to create Savage Worlds characters for Amethyst, including:
  • Eleven new playable species.
  • New and altered edges and hindrances.
  • High-tech equipment from revolvers to railcannons, pickup trucks to powered armor.
  • An introduction to the cultures and dangers of the world of Amethyst.
  • Dozens of character archetypes to get you playing right away.
This book requires a Savage Worlds core rulebook to play. A GM also requires the Amethyst: Untamed World Guide.


[Dias Ex Machina Games] Amethyst: Untamed - World Guide
Authors: Chris Dias, Christopher Stilson
Pages: 187
Price: €8,50 (DriveThruRPG/RPGNow)


Which side will you choose? Which weapons will you wield? Earth is torn between the order of science and the chaos of fantasy. These two worlds cannot mix. Venture into lands once claimed by skyscrapers and factories, now overrun by elves, goblins, and dragons. Choose your path and commit to the quest. Monsters will hunt you; machines will track you. No gods will help you; no prophecies will choose you. The fate of the world rests with you.

The critically acclaimed Amethyst setting, now for the Savage Worlds Roleplaying Game.

This setting guide contains everything a GM needs to run Amethyst games in savage worlds, including:
  • A gazetteer of the setting, told from the perspective of one of its most well-traveled residents.
  • Dozens of plot hooks to guide your adventures.
  • A medley of menacing monsters.
  • An introductory adventure to kick-start your epic journey.
This book requires a Savage Worlds corebook and the Amethyst: Untamed Player's Guide to play.
 

[Pinnacle] ETU: Horror for the Holidays
Author: Owen Lean
Pages: 18
Price: €6,58 PDF (Pinnacle)

Happy Holidays!

The Christmas spirit has descended upon Pinebox. It’s a time for celebration, a time for relaxation, and perhaps a time when the forces of darkness would give the world some gosh darned peace and quiet.
Unfortunately, this year the Christmas spirit is an actual spirit—and it doesn’t care if you’ve been naughty or nice. The spirit of the last man to be publicly lynched in Texas has risen, and he’s on the trail of a young Freshman at East Texas University.
Oh. And he looks like Santa Claus.

Requires the Savage Worlds core rules and East Texas University to play.
 

[GRAmel] Nemezis: Cyborgs
Authors:
Andrzej Stój, Jakub Osiejewski, Andy Slack
Pages: 16
Price: €4,55 €3,63 (DriveThruRPG/RPGNow)


Do you want to live forever?
When you undergo the transformation in cyborg, your old life is over. You become a war machine. Better. Faster. Stronger. Balancing on a thin line between the remnants of humanity and the efficiency of a machine. This expansion contains the long-awaited rules on creating 'true cyborgs', a description of their role in society, some new sample bodies and GM tips on how to incorporate these mechanical behemoths into your Nemezis campaign.
 

[GRAmel] Rifles of Atlantis
Author: Jakub Osiejewski
Pages: 28
Price: €5,46 €4,55 (DriveThruRPG/RPGNow)


Rifles of Atlantis is a pulp adventure for Savage Worlds, set in an alternate reality where Atlantis is about to join WWII. The players are American specialists sent to Atlantis on a diplomatic mission by President Roosevelt. But the mission might be something more than it appears to be, and the representatives of Nazi Germany are plotting… and the inhabitants of the island have their secrets as well. Who’s the real ruler of Atlantis? What are the secrets of Fist of Gods?

The adventure contains enough setting material and story hooks to be an introduction to a pulp campaign of your own, or it could be a stand-alone experience – we have provided a set of four pre-generated characters.

Nazis, mutants, ancient undead, psionic priests, Atlantis – all that awaits your players.
 

[Melior Via] Savage Lairs - Fantasy Forests
Authors: John Dunn, Timothy Cox, Jason Marker, Mack Martin, Ross Watson
Pages: 63
Price: €9,10 (DriveThruRPG/RPGNow)


"You want to go where?!"
Players are an unpredictable lot. You spend hours planning the perfect adventures, then they ignore your carefully staged clues to head off in a direction you had not prepared. Savage Lairs is here to help.

This book presents a range of sixty encounters all tailored to fit within a typical fantasy forest. Each page presents a new scene that offers a way to occupy the players while you try to figure out how to adapt your masterwork to their unexpected actions. Some could lead to a side quest or an unrelated adventure, but this is not necessary. These encounters help you to occupy the heroes for a bit, while you hurriedly readjust your main focus.

Savage Lairs - Fantasy Forests is for use with any fantasy setting. It makes use of the Savage Worlds game system and requires the Savage Worlds Core Rules for use.
 

[Melior Via] Accursed: Hatred's Snare & A Distant Dream
Author:
Ross Watson
Pages: 2
Price: €0,91 (DriveThruRPG/RPGNow)

Hatred’s Snare
Gorge Wolves have the town of Yulotov, in Steppengrad, under siege. What has brough Baba Yaga's banes to the city? Can the Accursed defeat them, or can they find the root of the curse and elminate that instead?

A Distant Dream
A caravan leader's nightly visions of the Djinn have drawn the attention of Memnon. Are the dreams real? If so, should the Witchmarked help the dreamer to uncover the origins of these dreams or slay him, so that they cannot be fulfilled?

Hatred's Snare and A Distant Dream are a pair of One-Sheet style scenarios that focus on the adventures of a band of Witchmarked heroes in the Accursed game setting. The adventure may be played as a standalone, or it may be used with the Plot Point Campaign included in Accursed. The adventure features brief scene descriptions, with necessary game mechanics and opportunity for tasks that can be resolved in a variety of ways.

Accursed provides additional details about the setting used in the scenarios, and is required to fully make use of the game mechanics presented. Savage Worlds and the Savage Worlds Horror Companion are also required. This PDF uses layers for ease of printing.
 

[BlackWyrm Games] The Widening Gyre: Walking Towns - A Savage Supplement
Author: William Keyes
Pages: 8
Price: €1,81 (DriveThruRPG/RPGNow)


Welcome to Pietre Verde, a charming Alpine town! But this little town is anything but ordinary. In fact, it is the most marvelous wonder of engineering ever conceived and built! Come explore its streets and squares, meet its charming residents, and wonder at the miracle of its very existence!

Welcome to Schwartzstadt, a picturesque town in the heart of Europe! But despite its rural charms, under its normal-seeming streets and byways lurks a dark, murderous secret. Can you survive the terror that possesses the heart of the Dark Town?

Investigate a pair of unique and legendary steam-powered artifacts and learn their deepest secrets. This PDF contains two new amazing gadgets for a Savage Worlds steampunk game, plus characters and adventure seeds to fuel your imagination! Although written for Savage Worlds and The Widening Gyre, these amazing wonders are easy to port over into any system or setting that you can imagine.

During the Franco-Prussian War of 1862-1870, marauding armies overran many small towns and villages. In order to protect themselves, one town came upon a novel solution. Instead of trying to defend itself (a losing proposition to be certain), it would use the age-old solution: run away from danger. Using the latest technology and supported by several brilliant Savants, they put legs on their town, making it mobile. Soon, other towns followed the first one’s lead and now there are many walking towns.

Walking towns are slow and ponderous and make a tremendous amount of noise, but they are simply amazing to witness. In the years since the wars, many of them have settled down in fertile areas, never to move again unless danger looms. Others have become something like gypsy towns, packing up and moving on every few months. Legend says that there are walking ghost-towns as well; mechanized villages which roam during fog-shrouded nights, or silhouetted by the flickering lighting during terrible thunderstorms. Much like the legendary Flying Dutchman of the high seas, these haunted places are seen as an evil omen, bringing bad luck wherever they are seen.

A Supplement for The Widening Gyre, A Savage Steampunk Setting.
 

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