| Abominations
lurk in the dark corners of the world.
Shape-shifters haunt back roads and lonely
highways. Immortal beings walk the streets
unnoticed and pursue centuries-old agendas.
Secret societies manipulate world events and
decide the fate of millions. Ancient African
cults call on gods and spirits to do their
bidding. And those marked with the Taint of
the Mad Gods must make a choice -- serve entities
from beyond reality or fight to preserve the
world and their very sanity.
The approaching Reckoning will spare no one,
human or monster, mortal or undying. Hidden
Covenants are forced to set aside ancient
feuds or long-held vows of secrecy, and step
forward to face terrible new foes. Their choices
may help save humankind, or doom it completely.
Fear not the monsters, but the beings the
monsters fear.
Abomination Codex is a supplement for the
WitchCraft roleplaying game. In it, you will
find:
A new Character Type, rules for Ferals, bestial
shape-changers, and True Immortals, reincarnated
undying children of a lost civilization.
New Associations: the near-invisible Knights
Templar, the voodoo-wielding Covenant of Legba,
the shape-shifting Nomads, the immortal Lodge
of the Undying, and the desperate Tainted
Mockers.
New Metaphysics: The Keys of Solomon, Spirit
Patrons, Familiars and Taint Powers, as well
as information on Voodoo Magic and Atlantean
Arcana.
Background on Elementals, Nature Spirits,
Zombies, Fiends, Ethereals and Creatures of
Taint.
Compatible with All Flesh Must Be Eaten,
Armageddon, and other Unisystem games.
- From the Abomination Codex - |