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Blood and Spooks: The Ghost Hunter's Guide
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<blockquote data-quote="Eldritch_Mage" data-source="post: 2519773" data-attributes="member: 35520"><p><strong>Blood and Spooks</strong></p><p></p><p>Who ya gonna call?</p><p></p><p> That’s right, you’ve long since lost your Ghostbusters rpg, You can’t find your copy of Tobin’s Spirit guide, and there are Ghosts to Bust. This book will come in handy.</p><p></p><p> If you are looking to run a straight up Ghost hunting campaign (whether serious or tongue-in-cheek), or wish to integrate a series of ghostly adventures into a current campaign, this book fits the bill. You shouldn’t have a problem integrating these rules with anything form the Basic D20 Modern Campaign thru Star Wars, Star Gate, or what ever d20 game you play.</p><p></p><p> Several new advanced classes, and while some of them appear similar – the Medium and the Clairvoyant for example, they play quite differently. Don’t want to play a Hunter? How about a victim? Or even a Spirit. It’s all here.</p><p></p><p> The reading is lightened by Michael’s interspersed humor, and the ‘mini-stories’ that give you a feel for the setting. I particularly found Chapter Two; Ghost Hunting Enjoyable. Getting your Ghost Hunting License, your gear, classic signs of a haunting, getting contracts, and places of power. The only thing I felt this product was lacking (And this is a small point) would have been in this section; and that is rules on tomes and manuscripts. Something every ghost buster shouldn’t work without.</p><p></p><p> The book is laid out in a clean manner, taking you through from the introduction, characters, campaigns, equipment and creatures/templates, spells/powers. Handily bookmarked, you can get to everything with a click. And the Landscape lay out is great - an entire page on the screen at once.</p><p></p><p> My Bottom Line: A great product, any GM running a campaign with ghosts in it should have this book in their collection.</p></blockquote><p></p>
[QUOTE="Eldritch_Mage, post: 2519773, member: 35520"] [b]Blood and Spooks[/b] Who ya gonna call? That’s right, you’ve long since lost your Ghostbusters rpg, You can’t find your copy of Tobin’s Spirit guide, and there are Ghosts to Bust. This book will come in handy. If you are looking to run a straight up Ghost hunting campaign (whether serious or tongue-in-cheek), or wish to integrate a series of ghostly adventures into a current campaign, this book fits the bill. You shouldn’t have a problem integrating these rules with anything form the Basic D20 Modern Campaign thru Star Wars, Star Gate, or what ever d20 game you play. Several new advanced classes, and while some of them appear similar – the Medium and the Clairvoyant for example, they play quite differently. Don’t want to play a Hunter? How about a victim? Or even a Spirit. It’s all here. The reading is lightened by Michael’s interspersed humor, and the ‘mini-stories’ that give you a feel for the setting. I particularly found Chapter Two; Ghost Hunting Enjoyable. Getting your Ghost Hunting License, your gear, classic signs of a haunting, getting contracts, and places of power. The only thing I felt this product was lacking (And this is a small point) would have been in this section; and that is rules on tomes and manuscripts. Something every ghost buster shouldn’t work without. The book is laid out in a clean manner, taking you through from the introduction, characters, campaigns, equipment and creatures/templates, spells/powers. Handily bookmarked, you can get to everything with a click. And the Landscape lay out is great - an entire page on the screen at once. My Bottom Line: A great product, any GM running a campaign with ghosts in it should have this book in their collection. [/QUOTE]
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