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Gaming => Roleplaying News => Topic started by: Spirit Games on 12 March 2013, 18:30:08



Title: SG: New Roleplaying Games at Spirit Games
Post by: Spirit Games on 12 March 2013, 18:30:08
Spirit Games Website Whats New for RPG
Overview   :   Spirit Games, supplying gamers with board games, card games, roleplaying games, d20, wargames and miniatures, for 20 years.
Website   :   http://www.spiritgames.co.uk/disp.php?menu=1&sub=n


Superior Fantasy: Synergy
Direct link   :   http://www.spiritgames.co.uk/single.php?menu=1&sub=n&game=6926
 
Because Relationships Matter

Superior Synergy: Fantasy returns the mechanic of synergy to your game in an entirely new way. Synergy acknowledges the relationships between various aspects of the rules and allows players and Gamemasters to utilize those interactions in fresh, fun, and interesting ways.

With Skill Synergy, a skill check with a secondary skill may result in benefits for the main skill being used. But be careful - failure may make things worse and lead to incorrect information or other hazardous results.

Feat Synergy allows for new results and abilities reflecting the way some feats naturally seem to compliment each other.

Multiclassing will require more thought with Class Synergy. This allows abilities from different classes to interact with each other in new ways that just seem to make sense.

Magic Synergy provides a few ways magic effects can work together to create new results... intended or not.

With Craft Synergy, you will find ways to alter equipment, armour, and weapons using the knowledge and talent skills, feats, and class abilities bestow upon a character.

Add a new layer of fun to your games by unlocking the synergy within the rules. If you are worried about game balance, we have you covered. Options, limitations, and balances are included to ensure your game stays on track and remains fun while opening new possibilities.

 
The Spellweaver Base Class
Direct link   :   http://www.spiritgames.co.uk/single.php?menu=1&sub=n&game=6927
 
Magic Re-Imagined

The Time Has Come To Break The Mold And Put Spell Sots Aside.

The Spellweaver presents an alternate magic system that transforms arcane magic into a matter skill and not just level climbing.

Inside you will find instructions on how to integrate this new form of skill-based magic into your game setting, or how to replace the existing magic system outright. The simple rules for doing so are presented in easy-to-read tables that can be used for converting third party spells to Spellweaving DCs.

The Spellweaver Base Class, along with 4 Archetypes
4 Spellweaving-related Prestige Classes: the Battle Weaver, Cartomancer, Fated, and Weave Dancer
More than 30 new feats concerning this new magic system and notes on how existing feats relate to Spellweaving
A new race of natural spellweavers, the spider-like Ardekh
A new, Spellweaving-based goddess, a new cleric domain, new spells, and new magic item related to Spellweaving
5 new creatu4es, a new hazard, the Weave creature subtype, and a new creature template
More than 30 new feats concerning the Spellweaving magic system
Rules for lands where the Weave acts abnormally
All PSRD spells converted to Spellweaving DC to save you time
Updated, clarified, and expanded from the original 3.5 OGL rules release, this latest version also adds over 30 pages of material.

 
Cthulhu Britannica: Folklore
Direct link   :   http://www.spiritgames.co.uk/single.php?menu=1&sub=n&game=6928
 
Behind the modern facade of Britain in the 1920s is a country teeming with links to the supernatural. British folklore harkens back to days of old when early cultures lived alongside strange folk and stranger creatures, when druids and shamans made sacrifices to pantheons of gods both powerful and terrible, and when people celebrated myth and legend in song, art, and oral tradition at the very heart of their civilizations. And those deep roots that so colourfully tell of fantastical creatures, miraculous events, and wondrous deeds also hint and grasp blindly at darker truths. The truth is that folklore can take us behind the veil of reality to glimpse the terrible, alien truths of the universe beyond, capturing vague notions of evil, malevolent beings, their horrible deeds, and the primal fears that they inspire and that have been preserved in Britain's cultural memory.

Cthulhu Britanica: Folklore presents a uniquely British version of Lovecraftian horror where fairies, witches, and folk traditions intertwine with the dreadful, eldritch powers and otherworldly terrors of the Cthulhu Mythos. The book features:

A folklore bestiary, including fairy folk, shape-shifters, giants, little folk, black dogs, dragons, water horses, bodily horrors, and much more
A folklore calendar and a new 1920s profession - the folklorist - for players
Detailed sections on using folklore and folk magic for Call of Cthulhu Keepers
And nine Folklore Mythos threats that can be introduced into any scenario or campaign, or used as single-session scenarios

 
Kuro
Direct link   :   http://www.spiritgames.co.uk/single.php?menu=1&sub=n&game=6929
 
I lost Miko during the Kuro incident. She was driving when the light from the missile exploded over Tokyo. It must have blinded her because her car was found wrapped around a tree, her body covered in petals fallen through the broken window.

When I found a message from her on my phone I thought it was just an old one I hadn't erased. I kept it, playing it back just to hear her voice. It helped, just a bit, to have a few moments when I could pretend that she was still alive. But more messages started appearing on my phone. Now I just want them to stop.

Because the girl who keeps sending them isn't Miko, and she won't stop screaming.

The year is 2046, and something dark has returned to Japan. With an international blockade set up around the beleaguered country following the Kuro Incident there is no escape. In addition to the meteorological side-effects of the Incident, some people have noticed a sharp rise in disturbing, mysterious and supernatural occurrences. The authorities refuse to acknowledge such obvious sensationalist delusions. Do you have the strength to face the nightmares?

Kuro is the core rulebook of a new near-future game setting influenced by unremitting Japanese horror. Dare you stare into the darkness?

THE KURO INCIDENT - MIRACLE OF CURSE?
Only time will tell how history will remember the events of 4th May 2046. The accidental launch of a Panasiatic Federation nuke at Japan would have devastated the country, but we were saved from this fate when the missile vanished seconds before impact. But saved by what? The violent winds and electromagnetic storm which followed offer clues to the event that science has yet to decipher. Some people have reverted to ancient superstition to explain what happened. Muttering about spirits and the 'Wind of the Gods'. But such is always the case in times like these, especially as the consequences of the blockade grow more severe. Personally, I'm sure that we'll find a diplomatic solution before the year is out and, at the very least, not being nuked always seem like the better option!

 


Title: Re: SG: New Roleplaying Games at Spirit Games
Post by: Snakes in the Tiki Lounge on 14 March 2013, 16:13:42
Kuro looks pretty intriguing actually. I'm not sure I'll be getting it, because my suspicion is that I could run anything I'd run using Kuro in WoD anyway and more importantly that it would be at it's best amongst a group of shameless otaku/japanophiles. I do rather enjoy a bit of japanese horror myself, but I really need to run a few systems before I'm allowed to buy some more. :)


Title: Re: SG: New Roleplaying Games at Spirit Games
Post by: EvilGinger on 14 March 2013, 18:48:53
That you do old chap but by all means have a look at the book in the shop as it looks an interesting system tailored to a specifically scifi Japanese background rather than WoD which would require some adaptation

 >:DGinger


Title: Re: SG: New Roleplaying Games at Spirit Games
Post by: Snakes in the Tiki Lounge on 14 March 2013, 20:30:39
I had a brief skim, enough to see it's a d6 probably dice pool based thingy. The best thing is it has a pretty decent chunk of info and setting stuff in it, giving you presumably a lot of stuff to work with.


Title: Re: SG: New Roleplaying Games at Spirit Games
Post by: Spirit Games on 14 March 2013, 22:30:09
Spirit Games Website Whats New for RPG
Overview   :   Spirit Games, supplying gamers with board games, card games, roleplaying games, d20, wargames and miniatures, for 20 years.
Website   :   http://www.spiritgames.co.uk/disp.php?menu=1&sub=n


Qin: The Art of War
Direct link   :   http://www.spiritgames.co.uk/single.php?menu=1&sub=n&game=6930
 
"If you know the enemy and know yourself, your victory will not stand in doubt; if you know Heaven and know Earth, you may make your victory complete."
Sun Tzu, The Art of War

The Art of War is the essential military supplement for "Qin: The Warring States" dedicated to war, military life and the martial politics of the Zhongguo. Gamemasters and players alike will find it an invaluable guide for military campaigns and adventures.

The Art of War contains:

A complete overview of all aspects of military life in the Warring States.
Exhaustive descriptions of the armies of the Warring States, their elite troops, strengths and weaknesses and famous personalities.
Rules for running battles in the game, whatever the scale and involvement of the characters, be it as generals or as fighters in the thick of the action.
Two complete scenarios and guidance for the Game Master in creating military campaigns and adventures.
New styles of combat, new weapons, legendary objects and more.