phone (+39) 320 073 4588
email CONTACT US VIA EMAIL
LOG IN/REGISTER
The cart is empty.
Promo Banner Promo Banner
1879 RPG Samsut Sourcebook (GDR)
add-wishlist
add-collection
LANGUAGE-UK

1879 RPG Samsut Sourcebook (GDR)

Publisher: FASA Games
utrade Do you want to sell your copy of this game?
utradestar
Use our marketplace utrade!
1879 RPG Samsut Sourcebook (GDR)
Currently sold out. Orderable. Currently sold out. Orderable.
Retail price: 31,95€ 28,76€
IT 4,49€
Description Description
The Samsut Sourcebook is the latest addition to FASA’s 1879 Roleplaying Game. This sourcebook details the main human civilization on the Gruv and follows the Saurids Sourcebook and the Fort Alice Sourcebook in detailing the world through the Looking Glass portal. The British Empire, suddenly finding itself with an interdimensional portal due to a Weird Science experiment gone awry, has discovered a new world, the Gruv, chock-full of resources and land to be exploited. In the process, though, they’ve run headlong into the Samsut, descendants of ancient Babylonians who’ve been living there for over three thousand years. Now the might of the Empire clashes with the weird science of the Samsut. The Saurids, a reptilian race native to the new world, contest with both empires to retain their ancestral lands. Who will control the Gruv? Meanwhile, first in London and then around the world, magic has returned. In some cases humans have changed, becoming elves, dwarves, snarks, and trolls. In others, mages, priests and shamans have gained awe-inspiring powers. Weird Scientists build unexplainable devices. Technological leaps forward have given us British microsteam engines, Confederate Giffard airships, and Prussian lightning guns, with new world-changing inventions appearing every day. Dodgers skulk in the shadows, doing what reputable firms need to be able to deny. The British hold title to the Rabbit Hole and its access to the Gruv, but other nations have brought pressure to bear, and will not be denied their chance at the riches of the new world. Intrigue! Exploration! Giant Insects! Battery-powered zombies! War in the New World and the threat of it in the Old! Where will all this End? That’s for you to decide! Explore the other side of the war in the Gruv with this in-depth guide to the Samsut. Once invaders to this world who have since made it their home, the Samsut are fueled by discovered technology that they perceive as gifts from their gods, the Anunnaki, which grants them the ability to directly translate a person’s life energy into usable mana and back again. Using this energy to power their devices and create armies of undead to serve as the basis for their military, they have a long history of war game combat being used as a political tool. Inside you will find a detailed analysis of all thirteen of their city-states, covering their specialties, resources, histories, and political alignments. The Samsut as a people are also examined at length, discussing their culture social groups, and technology. Additional creatures are explored, to the ones natural and native to the region, and ones they have brought over and modified with their Life-Giver technology, as well as fae creatures that have attached to their mythos. Finally, we cover the mechanics of game resources including new professions, Skills, and equipment. Whether your simply want to further flesh out the Samsut as antagonists for a military focused campaign, plan an adventure that goes into Samsut territory, or even run an entire game with Samsut characters, all are viable with the resources herein!
Additional information Additional information
Mechanics:
Categories:
Alternative names:
BARCODE: 9781957664118
This was seen 30 times
Description Description
The Samsut Sourcebook is the latest addition to FASA’s 1879 Roleplaying Game. This sourcebook details the main human civilization on the Gruv and follows the Saurids Sourcebook and the Fort Alice Sourcebook in detailing the world through the Looking Glass portal. The British Empire, suddenly finding itself with an interdimensional portal due to a Weird Science experiment gone awry, has discovered a new world, the Gruv, chock-full of resources and land to be exploited. In the process, though, they’ve run headlong into the Samsut, descendants of ancient Babylonians who’ve been living there for over three thousand years. Now the might of the Empire clashes with the weird science of the Samsut. The Saurids, a reptilian race native to the new world, contest with both empires to retain their ancestral lands. Who will control the Gruv? Meanwhile, first in London and then around the world, magic has returned. In some cases humans have changed, becoming elves, dwarves, snarks, and trolls. In others, mages, priests and shamans have gained awe-inspiring powers. Weird Scientists build unexplainable devices. Technological leaps forward have given us British microsteam engines, Confederate Giffard airships, and Prussian lightning guns, with new world-changing inventions appearing every day. Dodgers skulk in the shadows, doing what reputable firms need to be able to deny. The British hold title to the Rabbit Hole and its access to the Gruv, but other nations have brought pressure to bear, and will not be denied their chance at the riches of the new world. Intrigue! Exploration! Giant Insects! Battery-powered zombies! War in the New World and the threat of it in the Old! Where will all this End? That’s for you to decide! Explore the other side of the war in the Gruv with this in-depth guide to the Samsut. Once invaders to this world who have since made it their home, the Samsut are fueled by discovered technology that they perceive as gifts from their gods, the Anunnaki, which grants them the ability to directly translate a person’s life energy into usable mana and back again. Using this energy to power their devices and create armies of undead to serve as the basis for their military, they have a long history of war game combat being used as a political tool. Inside you will find a detailed analysis of all thirteen of their city-states, covering their specialties, resources, histories, and political alignments. The Samsut as a people are also examined at length, discussing their culture social groups, and technology. Additional creatures are explored, to the ones natural and native to the region, and ones they have brought over and modified with their Life-Giver technology, as well as fae creatures that have attached to their mythos. Finally, we cover the mechanics of game resources including new professions, Skills, and equipment. Whether your simply want to further flesh out the Samsut as antagonists for a military focused campaign, plan an adventure that goes into Samsut territory, or even run an entire game with Samsut characters, all are viable with the resources herein!
Additional information Additional information
Mechanics:
Categories:
Alternative names:
BARCODE: 9781957664118
This was seen 30 times