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Author Topic: SG: New Roleplaying Games at Spirit Games  (Read 3174 times)
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« on: 21 April 2012, 21:24:03 »

Jet Set

The Ride of Your LifeStep this way! There's no need for you to wait in line with the riff-raff, the common clay of dirty humanity. You can have something better. You can have the good life, filled with the finest food, the most expensive wines, and the most interesting people in the world. There's a price to pay, of course. There always is. But take a ride, just once, in the aircraft the upper crust uses, and see if you don't like it. Get a taste of this lifestyle, and see if you won't do anything to keep it.In Jet Set, shadowrunners get the chance to rub elbows with the rich and powerful of the world - the socialites, the corporate elite, the royalty, the movers, and the shakers. These are people who know how to get what they want, no matter who they need to step over to get it. The runners may be the help they need to get rid of their latest obstacle - or they could be the next bodies the rich and powerful leave in an expanding trail behind them.Jet Set is a campaign book with information on the growing tension between Sixth World dragons, the mysterious motives and questions surrounding Nadja Daviar, the opening salvos in political battles that will shake cities and nations in the next year, and more. Filled with plot details, location information, and NPC write-ups, the book is a resource all Shadowrun players can use.Jet Set is for use with Shadowrun, Twentieth Anniversary Edition.

The Extraterrestrials Sourcebook

Project Bluebook Lied To YouTHEY are among us, and have been for some time.Although sightings of UFOs have increased since that fateful crash in Roswell, aliens have been on Earth for longer than we could have imagined. Witnesses have described three distinct types of aliens - the diminutive "Greys" with their powerful psychic abilities, the shape shifting lizardmen that fill conspiracy theories, and the perfect humanoids.Although Project Bluebook told the public that UFOs were not real, Aegis knows that for the smokescreen it is. The reptilian Saurians manipulate their bodies to infiltrate society, becoming emotionless, authoritarian "Men In Black". The mind-boggling Greys abduct and experiment, seeking to hybridize and to control. Those perfect humanoids, dubbed the Atlanteans, use advanced technology to wield near godlike powers and manipulate humanity from behind the scenes.Humanity has long considered itself the dominant species on Earth Faced with three potent alien races, that position has never been more tenuous. Aegis may well be humanity's only hope against extinction.The Extraterrestrials Sourcebook is a supplement for the Conspiracy X 2.0 roleplaying game. In it, you will find:Details on the history, future, biology, psychology, and technology of three distinct alien races.Secrets of the Grey abductions, Atlantean nanotech, and the ancient Saurian clans.Rules for creating alien Cast Members, including hybrid meta-humans, displaced Atlanteans, and peaceful Dreamspeakers.Powerful alien technology, weapons, equipment, and starships.The complete chronology of alien activity on Earth, dating back to 65,000,000 BC and revealing shocking truths!Compatible with All Flesh Must Be Eaten, Armageddon, Terra Primate, CJ Carella's Witchcraft and other Unisystem games.

« Last Edit: 21 April 2012, 21:54:38 by Zarniwoop » Logged
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« Reply #1 on: 25 April 2012, 00:30:02 »

Wayfarers Player's Reference Book

Welcome to Fantasy Roleplaying as it was meant to be.Herein you will find everything a player needs for the Wayfarers Roleplaying Game.Whether you wish to play a brawny wizard, a cutthroat knight, a foppish assassin, a corrupted priest, a bookish rogue, or a more archetypal persona, Wayfarers makes it possible. With a focused skill system, four types of magic, and over 500 spells, the possibilities for players are endless.So open these pages and grab your dice. Your destiny awaits, ....for good or ill.

Source: Wayfarers Player's Reference Book

GameMastery Map Pack: Ship's Cabins

Get Belowdecks!When the battle goes belowdecks, no Game Master wants to spend time deciding whether the next hatch leads to the gallery or the bilge. Fortunately, with Paizo Publishing's latest GameMastery Map Pack, you don't have to! This line of gaming accessories provides simple and elegant tools for the busy Game Master. Inside, you'll find 18 captivating 5" x 8" map tiles that can be combined to create a complete, loot-laden pirate vessel, or be used with GameMastery Flip Mat: Pirate Ship to reveal what lies below its battle-scarred decks. The ship's locations include:BilgeCaptain's CabinCargo HoldGalleryOfficers' CabinSkiffSailors' QuartersGame Masters shouldn't waste their time sketching maps every time their players set out upon the waves. With GameMastery Map Pack: Ship's Cabins, you'll be ready for whatever mutiny and mayhem the seas have in store!

Source: GameMastery Map Pack: Ship's Cabins

Adventure Path 55: Skull and Shackles - The Wormwood Mutiny

Captives of Fortune - Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They'll have to learn how to survive as pirates if they're to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favour, it's up to the new crew to decide whether they'll remain the pirate's swabs or seize control and set sail for adventures all their own.This volume of Pathfinder Adventure Path launches the Skull & Shackles Adventure Path and includes:"The Wormwood Mutiny," a Pathfinder RPG adventure for 1st-level characters, by Richard Pett.Details of life aboard a pirate vessel and rules for becoming the most infamous scallywag to sail the seas, by Jesse Benner, Richard Pett, and F Wesley Schneider.Revelations on the daring faith of Besmara, goddess of pirates, strife, and sea monsters, by Sean K Reynolds.Death and plunder in the Pathfinder's Journal, by Robin D Laws.Four new monsters, by Jesse Benner, Sean K Reynolds, and Steven D Russell.

Source: Adventure Path 55: Skull and Shackles - The Wormwood Mutiny

Pathfinder Campaign Setting: Isles of the Shackles

Pirates and Plunder - Intrepid seafarers seeking glory and gold need look no further than the vast and untamed island chain known as the Shackles. Throughout these isles, undead cyclops guard eons-old treasure vaults, lycanthropic pirates maraud the waterways, and cannibalistic natives sacrifice trespassers to their otherworldly god-queen. On the treacherous seas surrounding the Shackles, a bold sailor may even rise to become one of the realm's infamous Free Captains, second only to the bloodthirsty Hurricane King himself - though the rapacious pirates who raid the archipelago's ports ensure that only the cunning and swift survive for long.Isles of the Shackles provides a comprehensive overview of the verdant islands that make up this region, complete with buried treasure, dastardly corsairs, and ominous ruins of a fallen empire. Inside this book, you will find:An expansive overview of the six civilized regions of the Shackles, from the mainland's sprawling seaside metropolis of Port Peril to the sahuagin-plagued shores of Shark Island, complete with details on histories, notable rulers and personalities, and gazetteers of each region's varied locales.Detailed entries on more than 20 of the Shackles' most dangerous and mysterious islands and islets, each with numerous plot hooks, helpful or treacherous NPCs, and unique locations for ave adventurers to discover and explore.Stat blocks for each island, detailing the region's notable settlements and denizens, as well as possible plunder and resources, such as hidden harbours and shipwrecks.A huge bestiary of new monsters and villains that roam the islands of the Shackles and the high seas around them, including the three-headed lusca, undead pirates and ghost captains, and the degenerate kuru cannibals of the Blood Queen.Stat blocks for a wide range of seafaring NPCs, from humble deckhands and smugglers to pirate captains and shipboard sorcerers.Isles of the Shackles is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

Source: Pathfinder Campaign Setting: Isles of the Shackles

Pathfinder Player Companion: Blood of Fiends

Something Wicked Lurks Within - Born of mortal and fiendish blood intertwined, tieflings are tainted individuals thrust into a world that has learned to both fear and despise them. Whether they openly display their freakish ancestry in settlements known for their tiefling populations or hide such shameful attributes through either mundane or magical methods, all tieflings know that they are different.Blood of Fiends presents a player-friendly overview of the tieflings of the Pathfinder campaign setting, as well as new rules and information to help players customize their own fiendish characters. Inside this book, you'll find:Detailed information on the origins, physiology, traditions, social interactions, and beliefs of tieflings - the accursed descendants of mortals and fiends.A table of 100 variant tiefling abilities to further customize your fiendish characters.An expansive look at the 10 most common types of tiefling heritages, each of which provides tiefling characters with alternative ability score modifiers, skills, and spell-like abilities.New feats for battle-hardened tiefling characters.New curses and inquisitions for fiendish oracles and inquisitors.New subdomains for tiefling clerics, each reflective of a different fiendish realm.New masterpieces for tiefling bards and a bloodline for daemon-tainted sorcerers.Dozens of new traits to flesh out your tormented character and bodily features to help distinguish your tiefling.This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can easily be incorporated into any fantasy world.

Source: Pathfinder Player Companion: Blood of Fiends

Pathfinder Module: The Midnight Mirror

Fear the Shadows - The sleepy town of Karpad in shadow-hunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region?Written by Sam Zeitlin, 2011's winner of Paizo Publishing's annual RPG Superstar contest - in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module - The Midnight Mirror takes players from a mysterious investigation into a shadowy demiplane prison and pits them against the evil forces of both darkness and light.The Midnight Mirror is an investigation and horror adventure for 4th-level characters, written for the Pathfinder Roleplaying  Game and compatible with the 3.5 edition of the world's oldest RPG. This volume also contains a fully-detailed gazetteer of the town of Karpad and a new magic item that are sure to add depth and flavour to any campaign.

Source: Pathfinder Module: The Midnight Mirror

GameMastery Flip-Mat: Urban Tavern

24" x 30" Mat 1" squares on each side.Wet, Dry & Permanent Markers erase from the mat.

Source: GameMastery Flip-Mat: Urban Tavern
« Last Edit: 25 April 2012, 00:50:09 by Zarniwoop » Logged
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