Esoterrorists 2 cover_reduced

A stand-alone roleplaying game by Robin D Laws

You are elite investigators combating the plots of the Esoterrorists, a loose affiliation of occult terrorists intent on tearing the fabric of the world. The Esoterrorists introduces the GUMSHOE rules system, which revolutionizes investigative scenarios by ensuring that players are never deprived of the crucial clues they need to move the story forward.

Upgrades, Improvements and New Content for the 2nd Edition.

This new edition of The Esoterrorists is 4 times longer and allows you to:

  • 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!

Also included, for gamemasters:

  • Data on the terrifying world of the Esoterrorists, and the Ordo Veritatis, the benevolent global conspiracy that fights them
  • Creatures of unremitting horror.
  • Detailed instructions on structuring investigative scenarios for the innovative GUMSHOE system
  • Advice on bringing those scenarios to life in play
  • Operation Slaughterhouse, an advanced example scenario of geopolitical horror

The Esoterrorists is easy to learn, easy to play and replayable by design.

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 laid their paws on the original.

Reviews of The Esoterrorists:

… the game does deliver on its promise. You could easily explain the rules to someone in 15 minutes enough so that they could play. You can also learn them enough to run the game in about an hour.

I was apprehensive about the system but I was wrong – it worked really well for me.

The rules are incredible – I honestly think this is the best investigation-based RPG ever printed.

Related Material

Stock #: PELG012 Author: Robin D. Laws with Gareth Ryder-Hanrahan
Artist: Phil Reeves, Kyle Strahm Pages: 160 page perfect bound

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The skulking Outer Dark Entity known as the sulp crosses the membrane into places where humans keep the possessions they do not need but cannot quite bear to get rid of. Sulps can appear in warehouses, attics, derelict buildings or the squalid homes of hoarders. They most often manifest in self-storage facilities. The name sulp in fact is an Ordo Veritatis term deriving from the acronym SLP, or storage locker prowler. Mostly they seem to be able to push through the membrane into objects connected with murder or trauma. Your classic storage locker full of mementos squirreled away by a serial killer suits them to a T.

At rest, the sulp looks like a cube of pale-skinned human flesh, about the size of a piece of carry-on baggage, with bulbous eyes, moist, thick-lipped mouth and patchy hair follicles. When on the move it transforms itself into an obscene, loosely fleshy pseudo-humanoid.

The sulp latches onto the identities of particular targets by fondling and licking their former or stored possessions. Through this practice it forms a gradual psychic bond, eventually granting it the ability to track the people who most often handled its appropriated fetish objects. From this link sulps glean crucial facts about their targets’ lives, enabling them to stalk them. Like most Outer Dark Entities, sulps play with their food. They prefer to torment and emotionally molest their victims before finally leaping upon them and literally eviscerating them. Sulps dismember their kills, taking key portions of their skeletons back to their storage locker hideouts. These they form into a distressing sculpture. Ordo researches have yet to determine whether this construction fulfills a purely ornamental function, or has some practical use to the sulp, perhaps as a psychic antenna allowing it to locate more distant victims.

To find a sulp that has been terrorizing an area in the radius of it’s storage locker, agents must triangulate its location and track it to its lair. Sulps have been known to use items they discover in their home storage areas as weapons. So be prepared to face guns, knives, antique swords and the occasional bandsaw.

Sulps speak in low, mournful voices and have been recorded as expressing the opinion that all of humanity is but a dump heap of delights for them to sort through.


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.’

As students of The Book of Unremitting Horror know, Sisterites are beings from the Outer Dark who prey on lonely and isolated men desperate for contact with the opposite sex. Case files from that volume include a transcript of an IRC chat between a Sisterite and its doomed target. In the years since the Ordo Veritatis came into possession of that intercept, the entities have adapted to changing social interaction technologies. First they infiltrated dating sites, from OKCupid to Christian Mingle. The latter has proven a particularly fruitful hunting ground, with a user base that might charitably be described as skewing toward the trusting, or lacking in street smarts.

More recently the Sisterites have taken to mobile apps, most notably Tinder. The ease of its mechanism, in which one swipes photos of prospective dates left, to dismiss them, or right, to indicate interest, allows the extradimensional demons to rapidly zero in on their preferred victims. What used to take weeks or months of chat exploration can now unfold in a matter of hours, from first approach to torture, evisceration, and consumption.

Through its SIGINT capabilities the Ordo has been able to study the mobile app activity of several Sisterites. Given a wider field of choice, Sisterites choose victims fitting the following profile:

  • Photo backgrounds show social isolation: messy apartments, low income, accouterments associated with solo hobbies.
  • Expressions of subjects in their photographs show apprehension or suppressed hostility.
  • Subjects display poor dress sense, bad haircuts, unsatisfactory hygiene.
  • Greeting text reveals status anxiety, overcompensation for fear of rejection, unrealistic expectations for sexual success, complaints about failure despite being a “nice guy”, resentment of men who achieve success with women.

In particular Sisterites eagerly initiate contact with men using catch-phrases of the men’s movement, pick-up artist community, and pick-up artist hater community. They leap on the term “friend zone” like catnip.

Given this information the Ordo has initiated sting operations in several major metropolitan centers, creating profiles that fit these criteria, in order to entrap, confront and destroy Sisterites.

Unfortunately the explosion in dating apps seems to correlate to an increase in the creatures’ numbers. Even if successful, this project may represent only a holding action against an increasing horde culling alienated, socially challenged males.

 


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.’

In the latest episode of their submersible podcast, Ken and Robin talk sunken Dunwich, Gulina Karimova, professionalism, and saving Anne Boleyn.

New creature for The Esoterrorists or Fear Itself

A hole opens up in the road outside your house. You pay no attention to this. Guarded by construction fence, it shows every sign of being regular repair work. Maybe they’re fixing the water mains. Or resurfacing the pavement. But then it gradually dawns that you never see anyone working on it during the day. It couldn’t possibly have opened up during the night, could it? You’d have heard them, and been disturbed by the noise. What construction projects get done in the darkness?

Projects by the workmen do. These beings from the Outer Dark materialize beneath busy urban areas. Drawn to neighborhoods in flux, they absorb and reflect anxieties of homeowners and renters alike. The nature of the change matters not. They show up where foreclosures are rampant, and where rising rents threaten to price out longterm residents. Anyone who gazes down into their holes becomes a psychic power battery. Once empowered they sneak from their tunnels, unlock your doors, and to stand over your bed at night, drinking your essence. As you start to die, your symptoms mimic those of hazardous chemical exposure. Doctors may try to find the source of the contamination, but no matter how many soil tests they perform they never turn up the real truth.

To end an infestation you have to descend into their tunnels. Once underground one finds a labyrinthine dig defying ordinary geometry. Stopping them means finding the original gateway to the Outer Dark. The workmen, with their helmet-like heads, glowing eyes and skulking bodies, individually pose no greater threat than an ordinary person. But there are so, so many of them. And if they take you out in their subterranean home ground, you join their ranks, slaving eternally for more scraps of emotional residue…

Abilities: Athletics 6, Health 6, Scuffling 6

Hit Threshold: 3

Weapon: +1 (pick-axe or shovel)

Alertness Modifier: +1

Stealth Modifier: +2


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.’

Esoterrorists 2 cover_reducedOver at RPGNet, Kafka has been working through our new releases, and has posted a great review of The Esoterrorists 2nd Edition, giving it 5/5 for Style and Substance.

Kafta notes that the second edition contains “both an update of the basic rules (GUMSHOE), hence edition change but also add-ons that make it more the game (possibly) more enjoyable”, and then concludes by saying that “it is a significant improvement over 1.0 by addressing all the shortcomings that slim volume had. It is not only twice the value for the buck – but very careful attention is paid to explaining the workings of the GUMSHOE system – so if that still eludes you – this book is worth its weight in gold (and it is a heavy book).”

You can read the full review on RPGNet here.

Factbook_cover On the UK Roleplayers forum, Ragr has given the Esoterror Factbook a great 8/10. Ragr says the Factbook “…expands the background wonderfully and provides great advice for developing characters and helping the players to visualise exactly what their job as OV investigators is all about.”

Ragr concludes by saying:

“For me this book was a palpable hit and highly recommended, if not essential, if you’re plunging into the world of Esoterror and want to maximise the experience.”

You can read the full review of the Esoterror Factbook on the UK Roleplayers forum here.

 

Sixty Winters Cover_reduced

Worm 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: Little Girl Lost.

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.

Featuring additional adventure seeds by Matthew Sanderson which focus on individual tales of horror to personalise the impact of Britain under snow, Worms of Sixty Winters allows your players to fully experience the breakdown of society in the Esoterrorists’ greatest threat to the Membrane.

Given one final chance to make things right, can you prevent the Esoterrorist plot to unleash Fimbulvetr?

Stock #: PELG013 Author: Ian Sturrock with Matthew Sanderson
Artist: Claude Bernier-Tremblay & Jérôme Huguenin Pages: 80pg Perfect Bound

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GM’s Day Sale

Until 7th March get Esoterrorists, Fear Itself and supplements from the rpgnow.com sale.

A Ripped From the Headlines Plot Premise For The Esoterrorists

When viral videos appear on the Internet documenting a mystery sound heard in farflung locations throughout the world, skeptics declare them obvious fakes. It doesn’t take a sound engineer to tell that they’re electronically generated, possibly from a sample of the Godzilla scream.

But the Ordo Veritatis knows that a hoax, no matter how transparent, can touch off supernatural events, if it opens vulnerable minds to the possibilities of the supernatural. As its governmental contacts take the videos down, the PC investigation team heads to the Alberta first nations reserve where some joker has been broadcasting weird noises in the forest. But as they attempt to triangulate his location, they realize that a portal to the dreaded Outer Dark has already opened—and they’ve just walked through it. In a borderland mixing qualities of Earth with that of the terrible beyond, hunted by predatory entities, they must find and neutralize the hoaxer’s speaker setup—and hope they wind up on the right side of the gateway when it closes.

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