About This ContentSci-fi Species, Volume 2Take your game to the stars and into the depths of infinity with Monster Grin's 104 unique tokens of sci-fi species, each usable as PCs, NPCs, mooks, friends, or foes! Stunningly depicted science-fiction characters will become 'droids, 'bots, furry gangsters, galactic invaders, bug-like weirdos, or amazing aliens in your next thrilling adventure in the deepest reaches of the final frontier! Utilize Monster Grin's Token Halo System to create different types of teams (red, gold, green, black, silver, or blue), or even different levels of the same kind of creature (i.e. boss, high, medium, or low level) to help keep track of what’s what and who’s who and bring your game up to date! This token pack includes (ringed in black, blue, gold, green, greyscale, and silver):
Conversion by: James Holloway Released on April 22, 2018. Designed for Fantasy Grounds version 3.3.5 and higher. Requires: An active subscription or one time purchase of a Fantasy Grounds Full or Ultimate license and any ruleset. a09c17d780
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About This ContentTotal War™: ATTILA – Celts Culture PackAbout the DLC: The Celts Culture Pack brings three new playable factions to Total War™: ATTILA. The Picts, the Caledonians and the Ebdanians may be used in Single or Multiplayer Campaign modes and Custom and Multiplayer battles. As the grasp of Western Rome weakens on the Britannic isles, these fierce tribes stand ready to proclaim their independence and reclaim their ancestral lands. But even as the empire recedes, others are setting their sights on The Tin Islands. The warlords of Germania and the Nordic regions look to the northwest and see a prize worth fighting for… •Celtic forces specialise in ambush tactics and ‘Guerrilla Deployment’. •New Celtic roster with unique new units for each faction. •New Prestige Buildings, requiring great feats to unlock. •New unique raiding building chain and Celtic-themed technologies. •Bespoke Celtic generals’ skill trees. •Unique narrative event chain: Cycle of the Ollam Ri, and new Celtic missions for each faction. Cultural traits (Celts) Specialising in ambush tactics, all units in the Celtic faction rosters have the Guerrilla Deployment trait. This enables them to deploy every unit in their army almost anywhere on the battlefield – even behind enemy lines. As specialists, Celtic nations should not be expected to perform as all-rounders; an experienced commander will play to their strengths with deadly effect. Befitting their skilful application of these traits, sacking, looting and raiding are key sources of income for the Celts and this is reflected in many aspects of their gameplay style and the additional bonuses they receive. Ebdanians Alongside the common Celtic traits for raiding, the Ebdanians also have a talent for sacking and looting that combined gives them a unique playstyle and unrivalled potential for profiting bloodily at their enemies’ expense. Picts As ‘Children of the Night’, the Picts rightfully earn their reputation as skilled nocturnal combatants at land and sea, and may always choose to attack at night. With bonuses to morale in the dark, and a reliance on heavy assault and berserker units, an ambushing Pict army is the literal stuff of nightmares. Caledonians Silver-tongued, wily and deadly in the arts of sabotage and assassination, the Caledonians breed individuals of incredible charm, menace and murderous skill. All Agents from this faction are eager to step forward for duty, more efficient in their assigned tasks and far more likely to succeed. Unique narrative event-chain: Cycle of The Ollam Ri Playing as these factions will present you with a new series of linked narrative events. The Cycle of The Ollam Ri draws much inspiration from Celtic mythology, and sees you direct the actions of a fabled hero through a series of branching narrative choices. As the tale draws to its conclusion, Ollam Ri himself becomes available as a general for your armies, imbued with traits that mirror the choices you made. Celtic Units All three factions share a Celtic unit roster consisting of a range of troop types across three tiers. Such as the Sighthound Spears heavy wardogs, Mormaer heavy cavalry and the elite light infantry, Scatha's Teachers. In addition to this standard roster, each faction has its own unique units: Ebdanians •Gallowglass: Tier 2 very heavy sword infantry •King's Warband: Tier 3 very heavy sword infantry •Ebdani Raiders: Tier 2 light javelin skirmishers •Kerns: Tier 2 light javelin skirmishers •Righdamhna: Tier 3 light javelin skirmishers •Ebdani Cavalry Raiders: Tier 2 light skirmisher cavalry •Chosen Raiders: Tier 3 light skirmisher cavalry •King's Fianna (General): Tier 3 very heavy melee cavalry Caledonians •Cateran Brigade: Tier 2 very heavy spear infantry •Horse Whisperers: Tier 3 very heavy spear infantry •Caledonian Axemen: Tier 2 very heavy axe infantry •Highland Archers: Tier 2 light bow infantry •Elite Highland Archers: Tier 3 light bow infantry •Noble Archers (General): Tier 2 medium bow infantry •Royal Archers (General): Tier 3 medium bow infantry Picts •Pictish Axemen: Tier 2 light axe infantry •Pictish Swordsmen: Tier 2 medium sword infantry •Black Blades: Tier 3 light sword infantry •Pictish Berserkers: Tier 2 light axe berserkers infantry •Followers Of Morigan (General): Tier 3 very heavy axe infantry Unique buildings The resourceful Celts benefit from a unique farming chain that is not reliant on fertility. Enclosures can be upgraded to Cattle Pounds and then a Booley, mobilising self-sufficient herds of livestock. Characterful of their playstyle, a new raiding chain is also unique to Celtic factions. ‘Raiders’ Assembly Point’ can be enhanced to a ‘Raiders’ Gathering Place’, then a ‘Raiders’ Base’ and finally a Raiders’ Hall’. This quick-to-build chain, each tier of which takes a single turn to build, confers significant bonuses to raiding adjacent regions and offers public order and garrison bonuses, making it excellent for newly conquered regions. New Mechanic: Prestige Buildings The Celts Culture Pack introduces three new Tier 5 buildings, unlocked through a new game mechanic. The Bards’ Hall, the Temple of Belenus and the Central Market confer significant bonuses, and alongside the necessary technological requirements, these buildings require the player to meet specific gameplay conditions in the form of great feats in the fields of religion, trade and warfare. Faction History Ebdanians The Ebdanians hold the seat of power at a tumultuous but opportune moment. Occupying the island called 'Hibernia' by the Greeks and Romans, they were first recorded in the Greco-Egyptian writer Ptolemy's 2nd century AD treatise on 'Geography'. Making their home on the eastern shores, the tribe settled between two river estuaries - the Buvinda and Oboca, approximately where the city of Dublin now lies. Relationships between clans is what drove barbarian culture and society, as clans intermarried, traded and warred with one another. Tribal life in Gaelic Ireland revolved around the clan, an extended family built on kinship, loyalty and, generally, a common ancestry. Hibernian clans were supposed to have been descended from one man, the authority to rule passing down the male bloodline. This means that most clansmen were of the same blood, although fostering and adoption were as common as in other parts of the world. Clans were led by their chieftain, who sat at the top of a strict hierarchical social structure. Much like the Picts of Caledonia, the tribes of Hibernia have never been conquered by the Roman Empire, though they have traded with it - as evidenced by the discovery of Roman coins across the island. From their well-positioned, defensible capital the Ebdanians control their own destiny; they could rise to rule over the Celtic world, and none on these fair isles - or beyond - will be able to deny them! Caledonians The Caledonians are northern Britannia's first line of defence against Imperial Rome, and bar the way north for any would-be invaders. Although their true heritage has been much debated, they are believed to be an amalgamation of Pictish tribes and those fleeing the Roman advance into Britannia, surviving mostly in a series of hillforts and farms stretching across the highlands of Scotland. Unfortunately, most historical sources on the Caledonians are of Roman origin, with the usual Roman bias in the reporting; for instance, Tacitus refuses to use terms such as 'king' to describe the Caledonian leader Calgacus, although this may be because he was unsure of their internal hierarchy. They are first mentioned by Tacitus as fighting at the Battle of Mons Graupius, which they lost once the Legions forced them from the hills into an open field battle, as opposed to the guerrilla-style tactics naturally favoured by the rocky terrain. In mentioning the Caledonians, Tacitus also describes them as the stereotypical definition of red haired, long-limbed “northmen” - furious and barbaric to a man. In the centuries following Mons Graupius, the Caledonians have remained a belligerent thorn in the Empire's side, constantly crossing into Britannia to raid - and often successfully. Despite dogged Imperial efforts, they steadfastly refuse to be cowed, and stand now against a darkening world, poised to take back what is rightfully theirs! Picts The Picts are resolute defenders of their homeland, which lies at the far north of the Britannic Isles. The Romans tried for many years to bring them under control - the Emperors Hadrian and Antoninus even resorting to building walls across the country in order to control the passage of, and trade between, Imperial subjects and the savage, tenacious "northmen". The general focus on defence during Hadrian's tenure has led some to the notion that his wall was more than a mere trade gateway - it was intended to keep the Picts and other Caledonian peoples out. Broadly, the Picts remain an enigmatic people who left no written records behind. However, we know they fought hard and against the invaders because the Roman historian Tacitus made specific references to their defiance in his 'Histories'. It is also likely that 'Picti' (in Latin) was simply a general term used by the Romans for any number of northern tribes whom they considered "painted ones", in reference to the common Celtic tribal custom of tattooing and painting the body before battle. The Picts were part of the ill-fated Great Conspiracy of AD367-368, when barbarian raids were co-ordinated with the desertion of the Roman garrison along Hadrian's Wall, and almost succeeded in wresting power from the Empire in Britannia and northern Gaul. Now, on the cusp of the 5th century AD, the Picts must rekindle old alliances if they wish to take their country back. Britannia, and indeed the Empire at-large, awaits the outcome - could this be the beginning of a unified Celtic empire in the north, one that will sweep away Roman oppression once and for all? a09c17d780
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About This ContentPathfinder Adventure Path #114: Black Stars Beckon (Strange Aeons 6 of 6)By Jim Groves Death Is Not The End The Strange Aeons Adventure Path draws to a stunning conclusion! Arriving in the alien metropolis of Carcosa, the adventurers must sever the links that bind it to Golarion. In wandering the parasitic city, the characters navigate frozen elder thing ruins, deal with accursed partygoers in a reflection of an Azlanti city, and encounter a mute musician who can help them find their way through the maddening and monster-infested streets. Can the heroes keep Carcosa from drawing Thrushmoor into its amalgam of stolen cities or do they risk waking the unspeakable nightmare that stirs in the depths of Lake Hali? They must do what it takes to break these links—or Golarion is doomed to greet the King in Yellow. This volume of Pathfinder Adventure Path concludes the Strange Aeons Adventure Path and includes:
Pathfinder Adventure Path is Paizo Inc's monthly full-color adventure. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set. This product is not a PDF or accessible outside of Fantasy Grounds. It has been lovingly converted for use within Fantasy Grounds and features the following additions:
Released on January 10, 2018. Designed for Fantasy Grounds version 3.2.2 and higher. Requires: This content requires an active license or subscription for Fantasy Grounds to download and use. a09c17d780
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About This GameOverpower is a competitive class-based arena combat game! Choose between Warrior, Mage, Ranger, and Assassin, each with a variety of unique abilities and weapons to customize their play-style.Join a dedicated server or host your own while battling across 9 levels and 5 unique game modes. Destroy your enemies and climb to the top of the leader-board, becoming the most Overpowered player in this new and refreshing take on multiplayer PvP action! Key Features:
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About This ContentPathfinder Adventure Path #69: Maiden, Mother, Crone (Reign of Winter 3 of 6)by Tim HitchcockThree Times the Adventure! On the trail of Baba Yaga, the heroes find themselves transported to the barbaric land of Iobaria on the far-off continent of Casmaron. They must explore three ancient, mystically linked dungeons in search of more clues to the fate of the Queen of Witches, while contending with savage centaurs and demon-worshiping frost giants who seek to claim Baba Yaga’s secrets for themselves. This volume of Pathfinder Adventure Path continues the Reign of Winter Adventure Path and includes:
This product is not a PDF or accessible outside of Fantasy Grounds. It has been lovingly converted for use within Fantasy Grounds and features the following additions:
Released on May 13, 2018. Designed for Fantasy Grounds version 3.3.5 and higher. Requires: This content requires an active license or subscription for Fantasy Grounds to download and use. a09c17d780
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