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Author Topic: SG: New Roleplaying Games at Spirit Games  (Read 2475 times)
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Spirit Games
Burton Delvers
Deep One

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BoardgameGeek: Spirit Games
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« on: 01 October 2013, 17:50:44 »

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.
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The Esoterrorists 2nd Edition
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The Threat from Beyond Returns
- Bigger and Badder Than Ever.

From the depths of the Outer Dark howl dread entities of fathomless malignity, eager to devour our very identities! Abetting them in their scheme to shred the barrier between realities are the Esoterrorists, an elusive network of occult conspirators. Only you, the elite investigators of the Ordo Veritatis, with flashlights ready and sidearms drawn, stand in their way.

Your task may be daunting, but now you have a new weapon: an enhanced, expanded and updated version of the GUMSHOE roleplaying game that started it all.

Incorporating years of advice, actual play experience, and design evolution, the Esoterrorists Enhanced Edition includes all the rules you need to play the game that revolutionized investigative roleplaying. Dripping with ichor and jammed with content, this is the heftier, meatier, definitive tome gamers have been crying out for ever since they had their paws on the original.

Equip your characters with fine-grained investigative abilities, ranging from Interrogation and Data Retrieval to the ever-popular Forensic Entomology and always useful Bullshit Detector.
Round them out with 13 crucial action abilities, which help you fight, run away, and retain your mental stability when the horrors come knocking.
Absorb the latest, in-depth intelligence data on the terrifying world of the Esoterrorists.
Learn the never-before-revealed inner workings of the Ordo Veritatis, the secret international agency that sends you out to smash the foe.
Recoil at raw reports detailing all-new creatures of unremitting horror.
Root yourself in a site of small town menace with the new Station Duty campaign frame and scenario.
Confront fever dreams of the apocalypse in a brand new introductory scenario, Operation: Prophet Bunco!
Grab your ordnance bag, your phony IDs and your extra batteries.

The Esoterrorists: Albion's Ransom, Worm of Sixty Winters
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Worms of Sixty Winters is a full-length campaign for The Esoterrorists. It works as a stand alone adventure, or as the conclusion of Albion's Ransom.

An Esoterrorist weather control ritual has brought sudden blizzards and extreme temperatures to an unsuspecting England. This they hope will be the first stage of the Fimbulvetr of Norse mythology - a dreadful winter that lasts three full years and heralds Ragnarok, the Viking apocalypse.

You are the American team - brought in as experts in your field - that failed to stop that ritual.

Now only you can prevent the Esoterrorists from causing irreparable damage to the Membrane. In a hazardous chase across a snow-covered Britain, facing sinister cultists terrifying bikers and ordinary people taking desperate measures to survive the extraordinary circumstances, you must use all your resourcefulness just to carry on.

Nsishou Province
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"There will always be a need for heroes."
- Shinsei

In a forgotten corner of the Emerald Empire, the Naishou province is a hotbed of intrigue and mystery. Once called by a local poet "the province of secrets," Naishou is a minor and out-of-the-way location that has rarely if ever impacted the awareness of anyone of great importance. Even those of the Imperial families who find themselves consigned to the region are of little significance in the grand scheme of things. But obscurity is not something that comes without cost, as those who hide in the shadows of the Empire seek out such places to hatch their plots and advance their sinister agendas.

In the province of secrets, it pays to watch one's back at all times...

Night's Black Agents: Double Tap
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With all the Conspiracies, the intrigue, the danger, it's hard to know what exactly is and isn't on your side. When every shadow from the back alleys of Bucharest to the back benches of the parliament could hide an inhuman enemy, it's hard to tell what solid ground you can stand on. What can you depend on? Can you make a difference? Trust no one and nothing except the silver bullets in your Glock. To make a difference, aim true.

Even then, sometimes that first shot isn't a killer. Sometimes you need a double tap.

Double Tap: The Night's Black Agents expansion Book includes:

Sample clues, special spend benefits, and a model Tactical Fact-Finding Benefit for each Investigative ability, along with information, tips and best practices from cloning a cell phone to hosting a seance to the slang of spycraft.
For the General abilities, lists of sample clues if they can be used investigatively and more key information and best practices. A new optional Mastery rule keeps your dice hot on every roll - plus over 25 new Cherries.
20 new manoeuvres, from Alibi to Thrown Clear by the Blast, plus 60 Achievements to add flavour, focus, and flexibility to your play.
Adaptive Tradecraft and the Cartegena Rules let you low-tech your way out of trouble - and high-action your way back into it.
More spytech for any mode, from custom face masks to RFID sniffers to jetpacks to EMP weapons - and the "Q Rule" for that laser watch you've always wanted.
Because YOU demanded it - a big list of guns, customized for 22 clandestine, military, and police groups from SEAL Team Six to the Swiss Guard Plus eight Gun Cherries - never waster another 6 - and lots more gun gadgets from the CornerShot to UV-emitting bullets to net grenades.
New rules for adapting the acclaimed Night's Black Agents Thriller Chase rules to contests of hacking, sneaking, and tracking - plus Manhunt rules for agents hunting monstrous masterminds.
For directors, 26 Cameos give you living, breathing NPCs complete with their own clues, and 26 Establishing Shots give you exciting settings to put them - and your agents - into.
Discover the horrific secrets of the chupa, the ekimmu, the homunculus, and the penanaggalan - and recoil from the nosferatu, a complete vampire build straddling the line between biotech and blasphemy. A compete list of vampiric powers lets you build your own bloodsuckers faster than ever.
Finally, the Suspyramid models war within a Conspiracy, tips for solo-agent play let you lay on the Burn, and variant builds send your campaign to the Victorian Era, WWII, or the depths of the Cold War.
So consider this the next level, a higher pay grade and higher-than-double-0 clearance. It's time to take the fight to the Conspiracy. This time it's not just a headshot. Better go for the double tap.

Appendix N Adventures Bundle #1: The Ruins of Ramat
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Appendix N Adventures provide Judges with challenging, single-session adventures that can easily be dropped into any existing campaign, fantastic, exciting module maps and illustrated player handouts. Each also contains new monsters unique enemies and creative traps, as well as inspirational ideas for expanding a campaign and launch points into further adventures.

The Ruins of Ramat, #1 A Level 0 Adventure by John Adams
A little girl comes running and crying into the centre of the village. When questioned, she sobs that she and her dog were playing just outside of town, by Rose hill, when a giant, clawed creature came up out of the ground and took her dog. The girl is completely terrified and her dog, which never normally leaves her side, is nowhere to be seen. You and your companions volunteer to look into the matter.

The Vile Worm, #2 A Level 1 Adventure by Jimm Johnson
Deep within the forest, an ancient oak has grown huge, twisted, and evil. Ages ago, a savage cult haunted these woods and this tree became the catalyst of their unspeakable rites. Below it they carved out a chamber of sacrificial horror where innocent victims were offered to a hideous worm-like god. As the centuries passed, the cult faded into the mists of time, but the twisted old oak stood fast, awaiting the day when the creeping evil in the dark below would be summoned once more.

Firefly RPG Beta
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This unique, limited edition game book includes two Firefly adventures from the Echoes of War line and material from the upcoming Firefly RPG.

Character Creation: includes all nine crew members 12 pre-generated archetypes, and original character generation.
Ship Creation: includes step-by-step information on how to build your boat along with game rules for Serenity.
Episode Guide: Preview for "Serenity" and "The Train Job" comes with recap, adventure seeds, and character/ship rules.
Basic Rules: provide everything you need to run and play a scenario in the 'Verse.
Wedding Planners: written by Margaret Weis, is a five-act Echoes of War adventure.
Shooting Fish: is also a five act Echoes of War adventure, written by Andrew Peregrin.
Appendix includes design essays, glossary, FAQ, Chinese Translation Guide, And the White Sun System Atlas.
« Last Edit: 01 October 2013, 17:54:50 by spirit games » Logged

Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
Burton Delvers
Great Old One

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I speak only of the Evilerginger who is coming

« Reply #1 on: 01 October 2013, 19:38:46 »

Appendix N Adventures Bundle #1: The Ruins of Ramat

Looks to have potential for hack master have to get a copy....


seek solace in the doom of empires and the death of great kings
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