Voodoo

1992 · Scenario / Adventure / Module

Voodoo

This 128-page expansion for the second edition of Chill explores both fictionalized “Hollywood” voodoo and vodoun, the religious practice from which it originates. It adds new powers, Disciplines of the Art, the Evil Way, and Powers of Twilight, a new type of power. The book also includes the scenario Drums in the Night, in which four to six experienced members of SAVE confront a voodoo cult in their own hometown.

Sourcebook (rules/options to enhance play)Skill Based (buy or gain skills)Trait / Aspect Based (personality affects gameplay)Dice (Percentile)

Game facts (players, playing time, age, credits) from BoardGameGeek.