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ZWEIHANDER Grim & Perilous RPG: Revised Core Rulebook

Product ID : 39081335


Galleon Product ID 39081335
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About ZWEIHANDER Grim & Perilous RPG: Revised Core Rulebook

Product Description 2018 Gen Con gold winner of Best Game and Product Of The Year, ENnie Awards2019 The Best Role-Playing Game Releases Of 2019, Game Informer2019 Best Games of 2019, Tabletop Gaming Magazine ZWEIHÄNDER Grim & Perilous RPG is a game where your characters will: Live in a gritty, "realistic" fantasy world Make morally grey decisions & enact vicious reprisals Uncover insidious plots & political intrigue Take part in heart-pumping chase scenes Venture into the wilderness & survive its perils Desperately fight in clandestine & open field combat Defend themselves from injuries, madness, & mutations Encounter sanity-blasting creatures & their minions Using the Powered By ZWEIHÄNDER d100 game engine, you will create grim characters, write perilous adventures, and build your own low fantasy & dark fantasy campaigns. These rules are a perfect fit for Renaissance and medieval-styled adventures, too. You can also use this book to create your own home-brewed worlds, whether inspired by the works of Andrzej Sapkowski's The Witcher, George R.R. Martin's Game of Thrones, Glen Cook's Black Company, Myke Cole's The Armored Saint, Robert E. Howard's Solomon Kane, Scott Lynch's Gentlemen Bastard series, or other "grimdark"-inspired media. This all-in-one game includes most of what you need to play: a character creation guide, game mastery rules, and a bestiary brimming with creatures both fair & foul. All that's left are a few friends, pencils, and a handful of dice. ZWEIHÄNDER Grim & Perilous RPG awaits, and the fate of your grim & perilous tale hangs in the balance! Review From Forbes.com: These days, Dungeons and Dragons defaults into a high fantasy mode. Films like Harry Potter and the adaptations of J.R.R. Tolkien's works have installed the idea of flashy magic and epic quests into the minds of many fantasy fans. It wasn't always this way. Low fantasy, such as the Fahfrd and the Grey Mouser series and the adventures of Conan The Barbarian, influenced earlier editions of tabletop RPGs as much in the earlier days of the hobby. Gamers who are hungry for a game where characters must hold on for dear life through a deadly learning curve until they can truly call themselves adventurers will find a lot to love in the Zweihander RPG. The classes also aren't ones exactly sound like the types of people who should make their livings as wandering adventurers. A Cultist or a Bounty Hunter probably already has the kind of skills to survive in a cave full of monsters, but a Fop or Valet seems to be more likely to end up bleeding out in the dark. The key to new characters is their survival to the expert levels which all feel a bit more like the fantasy heroes fans are used to. Persevere to these levels and that Bounty Hunter becomes an Assassin or that Fop becomes a Grail Knight. Zweihander makes even the smallest success or advancement feel better given everyone's humble beginnings. Each character also gets a Dooming, which is a prophecy at 10 years old that tells the child how they will die. The tables for these are full of deliciously vague statements like "you shall see thine death twice" or "beware the black stallion" that a good GM can insert to tense up their group. A player with the former doom will tense up the second time they meet any NPC while one with the latter doom will start sweating bullets the moment they realize their generous lord has a black stallion on their heraldry. Zweihander drips with flavor in these moments and even when the character is made up of random bits rolled from a chart, it's hard to walk away from character creation without at least one interesting hook to play. The default setting is caught between the forces of Order and Chaos. Each character gains a personality trait connected to one of these alignments. They act like dramatic poles that the player can switch through depending on how they are feeling that day. Some days, a character might feel witty, other days they might feel scorn.