"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Monday, May 1, 2023

GURPS Voodoo: The Shadow War (1995)

From the back cover:

"Before the dawn of history, mankind pierced the veil between the material world and ... something else. Perhaps one person in hundred could perceive a little more than the rest. One in thousands gained true power. Some of these Initiates used their supernatural talents to aid their people. Others became predators, or rulers, or the secret power behind rulers.

"When the Europeans crossed the Atlantic to conquer the Americas, their Initiates – the ancient Lodges – came with them, crushing the natives' mystic defenders. But a new force arose. From Initiates among African slaves, from surviving native shamans, from knowledge stolen from the Lodges themselves, Voodoo was born – a powerful magical religion, whose gods, the loas, actually possess, or "ride," their followers.

"For centuries, the Voodoo Initiates and the Brethren of the Lodges have waged their invisible war. Now both sides realize that they face an even greater enemy: the Corruptors, cannibal spirits that feed on the misery of mankind."

 

1 comment:

Mike Monaco said...

I was a hardcore GURPS fan in the 90s. I don't think we ever used the book's campaign setting but adapted the ritual magic system for other historical games and almost 30 years later it still seems like the best simulation of "real world" occultism: more or less as believers thought it works, but also playable. Not so much fireball and lightning bolt wizardry, more invoking and evoking spirits for subtler but tangible effects.

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