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Author Topic: SG: New Roleplaying Games at Spirit Games  (Read 2592 times)
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« on: 06 March 2012, 20:33:34 »

New in at Spirit Games: Lux Aeternum


For king, country, or corporation, adventurers take up their sword and pistol and set sail into the void. The terraformed planets of the home system offer adventure and political intrigue aplenty, while the New Worlds hold fame and fortune for those bold enough to lay claim. Whether you are a treasure hunter exploring ancient ruins, a swashbuckling starship captain fighting pirates in the cold depths of space, or an alien mystic seeking to become one with the Light Eternal, your destiny will be forged in this crucible far from home.

Lux Aeternum is a cinematic space opera setting with a huge diversity of cultures, locations, and opportunities for adventure. Humans from the cyber-dystopia of 22nd Century Earth are given a second chance - carried to a far off system where they can begin anew. Here they find other humans brought from Europe's great age of exploration. After developing along separate paths for centuries, the views of these fellow humans are now as alien as the non-human races already present. And something has gone terribly wrong. The benevolent elder race that formed this Eden has disappeared. As tensions mount and the Chosen gird for war, an ancient evil prepares for invasion.

Swords and pulse guns, spells and cybertech, warhorses and spaceships - just about anything can be found in Nexus Sector where humans, aliens, and even sentient androids strive toward their disparate goals. The stakes are high - a lot to be lost, but even more to be gained. There is ample opportunity for the bold to take a stand and shape the future of humankind and her allies. Fame and fortune await, but turmoil and chaos loom. Shadows gather on the horizon. It will take true heroes to become paragons of the everlasting light and drive back the enveloping darkness.


Price:£16.99

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New in at Spirit Games: Pathfinder Campaign Setting: Distant Worlds


Interplanetary Adventure!

Golarion is the primary world of the Pathfinder campaign setting, but it is not alone. Far beyond its lands and seas, sister worlds revolve around the same sun, their residents connected by magical portals or ships of terrifying magic and technology. Now take your game off-planet and explore these weird new worlds for yourself!

This book offers a detailed introduction to the science-fantasy worlds of Golarion's solar system, each complete with its own mysterious locations and cultures. Discover how your swords and spells match up against the trench dwellers of the Red Planet or the angelic Sarcesians who soar between asteroids. Research the mysterious origins of the sealed world-ship of Apostae, or hunt vortex sharks in the freezing seas of Kalo-Mahoi. Though strange and new, each of these worlds uses the same Pathfinder Roleplaying Game rules as Golarion itself.

Within this book, you'll find:
  • Gazetteers of every planet and major moon in Golarion's system, from the steamy jungles of Castrovel and the machine-ruled rock of Aballon to post-apocalyptic Eox and divided Verces, where one side is always day and the other night. Plus, uncover information on the residents of the sun, Golarion's moon, the asteroid belt called the Diaspora, the dark regions beyond mysterious Aucturn, and more!
  • Introductions to the major cultures inhabiting the system. Will you join Castrovle's beautiful Lashunta, fight beside the four-armed giants of Akiton, study with the hyper-evolved Contemplatives of Ashok, petition the undead Bone Sages of Eox, or face down the insectile legions of the Forever Queen?
  • Easy new rules for adventuring on other planets, including discussions on gravity, temperature, time, vacuum, and travelling between worlds.
  • Adventure hooks for every world, tailored for GMs currently playing on Golarion./li>
  • Six brand-new alien monsters, from intelligent drasgonkin who bond with humanoids to the great oma space-whales and amorphous, blimplike Brethedans.
Distant Worlds is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.


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New in at Spirit Games: Deathwatch: The Jericho Reach


Reclaim The War Torn Stars Alongside The Achilus Crusade!

The Space Marines of Watch Fortress Erioch stand as the thin line that defends the Jericho Reach from its impending doom. Join their ranks and purge the xenos from the stars in the name of The Emperor!

Travel to every corner of the Reach with comprehensive descriptions of the planets and personalities that define the Jericho Reach.

The countless enemies of the Imperium never rest. Learn new and powerful abilities to defeat the horrific foes of the different Salients.

Battle the titanic creatures of Hive Fleet Dagon, including the massive Heirophant Bio-Titan!

A copy of the Deathwatch Core Rulebook is needed to use this supplement.


Price:£33.99

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New in at Spirit Games: Black Crusade: Hand of Corruption


Drag An Entire World Into The Clutches Of The Vortex!

Within this tome is a three part adventure that give players the chance to accomplish the ultimate heresy - damning a whole planet to the perils of the warp.

Towards Penance - While within the tides of the Screaming Vortex, the Heretics learn of a powerful rite to consume a planet. However, first can they survive infiltrating the despotic Imperium of Man?

Revolt and Ruin - Having arrived on the harsh and forboding prison world of Saint Annasrd's Penance, the Heretics find themselves set against it s powerful defenders. To complete their rite, they must lead a planet full of violent prisoners in open revolt.

The Undying Legions - As the planet descends into the depth of the Screaming Vortex, a new foe threatens all the Heretics set out to achieve. Can they triumph while set against enemies on all sides?

Set a world aflame through this thrilling, multi-part adventure!

A copy of the Black Crusade Core Rulebook is needed to use this supplement.


Price:£26.99

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New in at Spirit Games: Dark Heresy: The Chaos Commandment


The Calixis Sector Hangs in the Balance!

The Apostasy Gambit reaches its climax and the conspiracy becomes an open revolt. Now the Acolytes must combat heretical forces from the lowest dregs to the most powerful nobles, but will their efforts be enough to save the Calixis Sector?

This book is the third chapter of an epic trilogy of Dark Heresy adventures. The Acolytes must fight across the Sector, leading armoured assaults and exterminating daemonic foes as they seek out the true power behind the conspiracy.

On the ruins of a once-proud shrine world, the Acolytes face their greatest challenge.

Will the Acolytes win this final battle, or will a daemon-possessed Saint corrupt all they have worked so hard to save?

A copy of the Dark Heresy Core Rulebook is needed to use this supplement.


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New in at Spirit Games: GameMastery Item Cards: Skull and Shackles


The high seas are yours to pillage with this trove of pirate gear and buried treasure. These stolen riches and mysterious magic items include all the best plunder from the swashbuckling Skull & Shackles Adventure Path. This 54-card set of beautifully illustrated, full-colour item cards allows you to track your loot in vibrant detail.


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« Last Edit: 07 March 2012, 00:19:44 by Zarniwoop » Logged
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« Reply #1 on: 07 March 2012, 07:51:02 »

New in at Spirit Games: GURPS 4th Edition: Magic Softcover


Magic Is Everywhere

Finally, the secrets of the sorcerers are collected in a single volume. Magic - The Great Art - brings great power to its practitioners, and offers the opportunity to do great good or great evil. This book is the complete guide to magic for GURPS Fourth Edition.

GURPS Magic presents an expansive, colourful magic system. Players can create any sort of wizard they can imagine. GMs can adapt the system to fit their own campaign or set adventures in the world of their favourite fantasy author. The rules can be modified to fit almost any world or wizard.

This book is completely compatible with the magic rules in the GURPS Basic Set, with hundreds of new spells and several alternative magic systems, including improvisational magic, symbol magic, clerical magic, ritual magic, and alchemy.

Open, and learn strange new wonders...

GURPS Magic requires the GURPS Basic Set, 4th Edition. The spell ideas in this book can be used with any fantasy game.


Price:£22.99

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New in at Spirit Games: Houses of Hermes: Societates


Within the Order of Hermes, four Houses are drawn together by a common cause. These are the Societates.

House Flambeau celebrates fighting for a cause; the justice of the cause and the honour of the fighter are equally important. House Jerbiton seeks beauty in life: creating it, preserving it, and living it. House Tytalus thrives on combat: between nature and law in the soul of the magus, and with the world around him. Finally, House Ex Miscellanea gathers many diverse traditions, from healers tracing their lineage to ancient Greece, to necromancers with barely a century of history.

This book details the Societates, providing vital rules and background for your saga.


Price:£19.99

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New in at Spirit Games: Vikings of Legend


A complete setting and background book for Legend, Vikings of Legend brings to life both the history and the myths of the most fierce-some warriors to take to the sea! From character creation to vicious foes to face in battle, Pete Nash leads you through everything you need to start a complete campaign based on Viking society. On top of all that, the text is completely designated as Open Content.


Price:£14.99

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New in at Spirit Games: In Flames: Chimera


Unity's Project Chimera has led to the creation of Dust-nanomachines that have the potential to alter the Flame System beyond all recognition.

Augmentation
Human and Uplifts have access to augmentations such as Hacks, 'Plants and Loci, that allow them to transcend the limits of their biology.

Machines
Dust has led to the development of new machines such as Simulcra Puppets capable of emulating true human emotions.

Enemies
And Dust has empowered an ancient enemy, desperate to thwart the plans of Ghede.

Chimera is a sourcebook for Dust, technologies at the bleeding edge of science, and details some of the devices that have become reality through the work of Project Chimera. This book includes new player character options such as Augmentations and Simulcra, new weapons and armour, and an overview of Unity and Project Chimera.

A copy of In Flames is needed for play, although this supplement could be used with any science fiction role-playing game.


Price:£13.99

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New in at Spirit Games: Pathfinder Companion: Pirates of the Inner Sea


Walk the Plank!

Draw your cutlass and set sail for adventure! For thousands of years pirates have captured the imagination, their rough-and-tumble lives filled with a boundless lust for blood, gold, and glory. Being a pirate is the ultimate freedom - freedom to take what you want and never apologize. Whether from the decks of massive slave galleons or beneath the sails of swift ships, pirates hunt the seas, singing chanteys and hoisting the Jolly Roger as they seek out the next unsuspecting merchant. They are the wolves of the sea, and their hunger can never be sated.

Whether you want to abandon the life of a landlubber to join a pirate crew, hunt down their murderous ships in the name of justice, or simply follow a mysterious map to buried treasure, Pirates of the Inner Sea has everything you need to know about piracy on Golarion, all of it one hundred percent player-friendly and ready to guide you on your journey.

Inside this book, you'll find:
  • In-depth overviews of six major pirate organizations in the Inner Sea region, including the government-backed privateers of Andoran, the slavers of Okeno, the high-seas buccaneers of Riddleport and the Shackles, and the quick-moving brigands of the River Kingdoms. Each entry details the pirates' history, notable captains, activities and hideouts, preferred ships, and more.
  • Pages of new pirate weapons and equipment, from book hands, cutlasses, and tar bombs to peg legs, treasure chests, and grog.
  • New pirate archetypes for several different classes, including the buccaneer bard, the freebooter fighter, the corsair ranger, and the smuggler rogue.
  • The Inner Sea pirate prestige class
  • A detailed look at the faith of Besmara the Pirate Queen, goddess of all those who make their living spilling blood on the water.
  • New pirate-themed spells for casters of numerous types and faiths.
  • New character traits to help you customize your pirate character mechanically as well as thematically.
  • Sample pirate codes, minor pirate groups, a timeline of important pirate events, and more!
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting. In addition, it is particularly useful for players of the Skull & Shackles Adventure Path.


Price:£7.99

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New in at Spirit Games: Adventure Path 54: Jade Regent - The Empty Throne


Death of the Tyrant

Revolution brews in the empire of Minkai as the people take up arms to throw off the yoke of their unnatural oni masters. With the populace rising, the heroes lay siege to the capital of the empire, the ancient city of Kasai. There, they must discover the secrets of emperors past and seek the aid of ageless beings, gathering all the allies they can for a final assault on the bastion of the murderous Jade Regent. Will the heroes and their companions be able to bring an end to the warlord's tyranny? Or will Minkai remain locked in the grip of true evil? Confront the powers of destiny and shape the fate of a nation in this, the exciting final chapter of the Jade Regent Adventure Path.

This volume of Pathfinder Adventure Path includes
  • "The Empty Throne," a Pathfinder RPG adventure for 13th-level characters, by Neil Spicer.
  • A gazetteer of the city of Kasai, capital of the mysterious nation of Minkai, by Frank Carr and Michael Tumey.
  • Plots and high-level threats to continue your Jade Regent campaign, by Patrick Renie.
  • Deceit and revelation in the Pathfinder's Journal, by Dave Gross.
  • Four new monsters, by Jesse Benner, Tork Shaw, and Owen KC Stephens.


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New in at Spirit Games: Supplement 5-6: The Vehicle Handbook


Completely rewritten with an all new flexible and easy to get to grips with design system, the Vehicle Handbook is a central resource for the Traveller RPG. As well as providing details of every vehicle published for the Traveller RPG, along with many new designs, the Vehicle Handbook also contains a complete construction system allowing you to build any vehicle in any setting, from a simple bicycle to advanced power armour, from a floating aircraft carrier to a massive piloted robot. The Vehicle Handbook is designed to become an integral part of the Traveller RPG.


Price:£29.99

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New in at Spirit Games: Outbreak: Wild Kingdom


If nature is our mother...
then we are her punished children

So you have escaped the ruins of civilization and sought refuge in the wild. How our generations of comfort have left us unprepared for the wrath of nature! Outbreak: Wild Kingdom introduces a host of new threats, of both the undead and the untamed forces of nature. In the collapse of our insulating civilization a whole new level of fear is realized as your players try to survive against beasts, zombies and elemental forces.

Outbreak: Wild Kingdom includes:
  • An expanded Bestiary with multiple brand-new zombie beasts and Horror Traits
  • In-depth guides for using and creating your own unique zombie beasts
  • New Character Types, Skills, Missions, Equipment, Strongholds and Stronghold Upgrades
  • Rules for pets, riding animals and other animal companions
  • Expanded environment rules for every major biome
  • A detailed sample campaign "The Fair King Zoo"


Price:£26.99

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« Last Edit: 07 March 2012, 07:57:08 by Zarniwoop » Logged

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« Reply #2 on: 08 March 2012, 16:45:19 »

Even better all the new stuff at Spirit Games is now on the Burger Bar

this is even more Brilliant than I thought & the RSS Feed has actually become interesting & something I must look at all I need do is win the lottery & things will be perfect.


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« Reply #3 on: 14 March 2012, 18:00:05 »

New in at Spirit Games: Realms of Power: The Divine


God is the patron of the Jewish people, his chosen people, guiding them through history and ultimately back to the Promised Land.

God is three and one, incarnate in Christ His Son, and offers salvation to all equally.

God is pure unity, with no parents or children, saving all who submit to His Will.

God is beyond human understanding, and all the above statements are true. But the Divine Realm is not completely beyond human comprehension, and this book explains the power of God in Mythic Europe.

From descriptions of each of the three great Divine religions, Judaism, Christianity, and Islam, to rules for Divinely-empowered wonder workers and Angels, this book contains everything needed to include the Divine in your Ars Magica saga.


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New in at Spirit Games: Compact Heroes Master Set


Compact Heroes is a revolutionary new idea to gaming, combining the unlimited adventuring possibilities of a traditional fantasy role-playing game with the portability of a card game.

Use the included cards to create characters, build monster encounters, and award treasure in a vast number of ways. No two characters need ever be the same. A sample beginning adventure is included to let you jump in immediately, but the game is only truly limited by your imagination.

Compact Heroes is not a collectible trading card game, and the decks are not randomized. This is a game that is played like a traditional role-playing game that fits inside your pocket. There are no large books to lug around, but you still get the same experience of a more traditional role-playing game. A wonderful solution for those gamers on the go, whether it be a military serviceman/woman who is deployed, a student, or even those on a camping trip.

Included in this Master Set are over 150 cards that include monsters, character races, items both mundane and magical, skills, and much more. Also included are two 6-sided dice and one 20-sided die.

Recommended for ages 10+.


Price:£23.99

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New in at Spirit Games: Dungeon Tiles: Cathedral of Chaos DN4


Elemental terrain and magical traps galore!

Your tabletop never looked better! With this pack of customizable terrain tiles, you can add a new dimension to your Dungeons & Dragons adventures. Easy to set up and infinitely expandable, this pack allow you to crate the adventures you want to play. Pick up additional packs to crate larger more elaborate encounters.

This pack contains six durable, double-sided card stock sheets of illustrated terrain,with die-cut tiles and tokens you can use to build underground temples and other dungeon complexes filled with magical hazards and elemental traps. Use this product and other Dungeon Tiles accessories to make great D&D encounters that enhance your roleplaying game experience.

All Dungeon Tiles products are compatible with all editions of the Dungeons & Dragons Fantasy Roleplaying Game.


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New in at Spirit Games: Deadlands: Marshal's Handbook Explorer's Edition


There's Hell on the High Plains, amigo!

The Tombstone Epitaph has always been filled with lurid tales of daring desperadoes and deadly drifters, but lately the West's most-read tabloid claims there's something more sinister stalking the frontier's lonely plains: Monsters.

Fortunately, where there are monsters, there are heroes. Squint-eyed gunfighters, card-chucking hexslingers, savage braves, and righteous padres have all answered the call. And if they fight hard enough, they might just discover the identity of the mysterious Reckoners some say are behind it all.

The Marshal's Handbook is the setting book for Deadlands Reloaded. It includes expanded Setting Rules for the Marshal's eyes only, the lowdown on all the strange locales of the Weird West, more creepy critters than you can throw a tomahawk at, and everything a Marshal needs to keep the Reckoning rolling.

The Deadlands Reloaded Marshal's Handbook is not a complete game. You'll need the Deadlands Reloaded Player's Guide and the Savage Worlds core rulebook to play.


Price:£12.99

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« Last Edit: 14 March 2012, 18:46:58 by Zarniwoop » Logged
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« Reply #4 on: 21 March 2012, 04:30:06 »

New in at Spirit Games: Hero's Call


All soothsayers and doomspeakers agree: the end times are at hand. Perils more deadly than ever before threaten the Empire; Chaos warlords of unprecedented power and skill, monsters of enormous size and unnatural appetites, and evil masterminds from within the Empire's own borders. It is a grim time of dangers... and heroes.

Hero's Call is crammed full of new options for Warhammer Fantasy Roleplay heroes and GMs alike. A dozen new careers and a host of new action cards, talents, and new rules, Hero's Call brings the Warhammer Fantasy Roleplay experience up to its ultimate level, covering Rank 4 and Rank 5 play. Players can choose from over a dozen new regional options for human and dwarf characters, brand new ogre and halfling rules, and Rank 4 and Rank 5 spells and blessings for all orders and faiths.

Game Masters will find new and fearsome enemies, including Archaon, the Lord of the End Times, to threaten their heroes with. New Epic Threat sheets can transform even the humblest monster into a dangerous enemy. And in the Grey Mountains, Washnack Gorejaw has learned the art of Waaagh!

Will you answer the hero's call?

Game Contents:

  • 1 Heroic Sourcebook
  • 79 action cards
  • 6 condition cards
  • 3 item cards
  • 21 creature cards
  • 2 location cards
  • 45 talent cards
  • 12 career sheets
  • 7 miscast cards
  • 44 standups
  • 6 wound cards
  • 26 tracking tokens
  • 1 map
  • 6 stance pieces
  • 5 epic threat sheets
  • 3 party sheets
  • 1 GM handout
  • 12 career ability cards
This is not a complete game. The Warhammer Fantasy Roleplay core product is required to play.


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« Reply #5 on: 21 March 2012, 17:30:05 »

New in at Spirit Games: Corporate Intrigue


The Big Time

You could dabble in organized crime. You could do some smash-and-grabs. You could find all sorts of ways to pick up a few nuyen here and there. But everyone in the Sixth World knows that if you want to make a play for the big bucks, the real high-level stuff, you've got to get in bed with the corps.

The corps have the money, and they've got all the power that comes with it. If you want to have some of that cash and some of that pull for yourself, you're going to need to stay alert, move quickly, and remember that while corps are willing to pay for things that help them, deep down they really hate sharing what they've got with anyone. Including shadowrunners. Especially shadowrunners.

Corporate Intrigue provides a wealth of plot points and adventure ideas to allow gamemasters to develop corporate-centred campaigns, including plotlines that lead to the discovery of a secret one megacorporation is struggling to contain. Building on information provided in Corporate Guide, Corporate Intrigue provides the story information, location details, and NPC statistics to make running a corporate-themed campaign as easy, fun, and brutal as you want it to be.

Corporate Intrigue is for use with Shadowrun, Twentieth Anniversary Edition.


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