
2009 · Campaign Setting (game world)
Grim War
A Wild Talents roleplaying sourcebook about superpowered mutants, sinister sorcerers, and the ordinary people caught between them. It introduces a spirit-summoning magic system in which characters wield extraordinary power at a price, along with bizarre spirits and dangerous rituals. Company rules adapted from Reign let characters join, influence, or oppose a dozen detailed sorcerous cabals, mutant factions, government agencies, and super teams. Each group has its own goals, secrets, and agendas. Background material supports campaigns set anywhere from the 20th to the 21st century, allowing groups to shape the course of the conflict.
- Complexity
- 3 / 5
About the game
- Design
- Art
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Game facts (players, playing time, age, credits) from BoardGameGeek.
