Esoteric Enterprises
Imagine the typical adventuring party of most old-school games, but in a modern-day setting. A world with police, the internet, chain stores... The familiar band of mercenaries, occultists, criminals, weirdos and outcasts drift into the underworld. This is the premise of Esoteric Enterprises: the occult exists in a dangerous black market, where organised criminals traffic in magical grimoires and relics alongside narcotics and weapons. Hidden from the public eye, various gangs, cults and covens struggle for influence and resources in the dark tunnels beneath every city. Beneath that, stranger things lurk; inhuman creatures turn their cold gaze on the mortals who intrude on their subterranean realm. The book contains both player-facing rules and extensive GM tools. On the player side, there are eight classes, covering various career criminals, mad doctors, occultists and mystic cultists, as well as a customisable ‘Spook’ class for non-human PCs. The game rules will be familiar to fans