MAGISTERS GUIDE SPIRE RPG GM HANDBOOK

MAGISTERS GUIDE SPIRE RPG GM HANDBOOK

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New advances, equipment, fallout and specialised adversaries for every Spire class, including those released in the Strata and Sin sourcebooks
Full rules for Safehouses, which provide a Ministry cell with a fully-furnished base of operations and cult headquarters
Acquisitions, which make multiclassing and getting hold of equipment both easy to adjudicate and fun to do
Liberty, a new shared resistance, which represents the efforts of the aelfir to oppress the drow all across the city
Beats, an alternate method for advancement adapted from our ENnie-award-winning Heart which lets you focus on individual goals and scenes
Tips and advice on running games of Spire