KMANT - Witchcraft Rulebook

Product Name
Witchcraft
Rulebook
Retailing at around
£23.99
Rating out of 10
7.5 / 10
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Product Blurb

A Game of Magic and Dark Secrets

They are the Gifted. Feared for their unique powers, they have been hounded for centuries, and forced to practice their Arts in secret.

The time for hiding is over.

A time of Reckoning draws near. It marks the end of an era and the beginning of a new one -- or the destruction of all things. The choices the Gifted make will determine what the future will hold.

WitchCraft is a complete roleplaying game. In it, you will find:

A fantastic setting filled with magic, witches, sorcerers, psychics and the mystical.

Detailed character creation rules for the Gifted, Lesser Gifted, Mundane and Bast.

A full exposition of the Unisystem rule mechanics, useful for any game in any time period.

Background information on six Associations: the Wicce, the Rosicrucians, the Sentinels, the Cabal of the Psyche, the Twilight Order and the Solitaires.

Comprehensive descriptions of four Metaphysical Arts: Magical Invocations, The Second Sight, Necromancy and Divine Inspiration.

An overview of the supernatural elements of the WitchCraft setting, including spirits, ghosts, undead, and other creatures from beyond mundane existence.

- From the WitchCraft Rulebook -

Witchcraft Rulebook Review - By Harry Albany

“A Game of Magic and Dark Secrets. They are the Gifted. Feared for their unique powers, they have been hounded for centuries and forced to practice their arts in secret. The time for hiding is over…”

CJ Carella’s WitchCraft is a modern horror occult roleplaying game where players are given the option of exploring ‘real world’ magical stereotypes against the backdrop of a post-modern world teetering on the brink of The End Times. Exciting, atmospheric and spooky, WitchCraft forces characters usually from magical orders used to hidden existences to face up to the titanic battle soon to come. Sides are being drawn up, and the over-riding question is do your characters stand with the dark or with the light?

Gamers of a certain age - rounding thirty - may remember the warnings about ‘role playing games leading to the occult’ that were bandied about in the early 1980’s. Whether it’s true or not, it’s certainly safe to say that twenty years on gaming companies are less worried about upsetting the moral minority which gave the likes of TSR a run for their money back in the bad old days. WitchCraft is one such example of the shift in attitudes in the western world in general, an excellent game set in a modern day world which on the surface seems identical to our own, but which has monsters and magic lurking just beneath the surface.

Sound familiar? Yes, well it’s true to say the game enters a genre which is already packed with systems, which is probably why it isn’t carried by as many Games Shops as say, World Of Darkness or Unknown Armies books. Which is a shame really, as WitchCraft has a flowing and uncluttered approach to modern occult role-playing which does reasonably approximate the beliefs and methods of ‘real world’ pagans and magicians. Although every game carries the “This is a Game, and should not be confused with reality” tag, WitchCraft does take real world beliefs and practices and shifts the gears up a little, taking them into the realm of a magic rich modern world where it is all ‘Real’.

We are presented with an Earth that is secretly populated by a range of supernatural creatures and mortals with the ability to harness and work ‘essence’ – the magical building block of reality. These wonder workers are known as The Gifted, and it is one of these rare and powerful magicians you are assumed to play as a starting WitchCraft character. The traditional orders of Occult Practitioners (called Covenants) in this technologically advanced world at the end of the Twentieth Century (or thereabouts) are becoming aware of the approaching ‘End Times’, colloquially called The Reckoning. Marked by a preceding period of heightened magical activity and an increase in magical predators, The Reckoning heralds the end of the world that was. Games are suggested to be set in this period of Supernatural unrest and many events fore-shadow the coming Apocalypse.

In the main book we are given the basics of the UniSystem rules, a ‘one dice for most task resolution’ set of mechanics which are quick to learn and easy to implement. The character archetypes presented cover the mainstays of the ‘real world’ occult community, The Wicce (wiccans), the Rosicrucians (high magicians), The Cabal of Psyche (psychic power using New Age weirdoes), The Twilight Order (happy-go lucky necromantic Spiritualists) and The Sentinels (they kick arse for the Lord). Add in a minor Supernatural Race of feline shape changers / telepathic witches kitty companion, and our cast is complete. Expansion books greatly open the range of possible player character types, with other Gifted Magical Associations and races of Supernaturals on offer.

WitchCraft uses an open ended magic system that is flexible and again easy to understand, a blessing for a game which is ideal for new role players. Although the game world comes primed with it’s own mythic back story and cosmology, many popular magical concepts are tied logically together to form a system free from complexity and over-dramatic ambiguity. I found it all a very refreshing change. As well as the main character types, Magical system rules and the games background, the rulebook also has the obligatory Gamesmaster section with more insight into the extra-planar workings of the WitchCraft game world and a host of bad guys to throw at your party. All of this is well written and beautifully illustrated, bound into a 315 page book available in both soft and hard-back.

Not only a fine stand-alone game that’s easy to pick up and uncluttered by mechanics or over-bloated back plot, WitchCraft is a member of the family of games linked by the Unisystem mechanics. Other Eden Studio’s games such as All Flesh Must Be Eaten and the forthcoming Buffy The Vampire Slayer use identical dice and character mechanics, allowing for a great deal of cross-over potential. When WitchCraft was first published back in the late 1990’s by Myrmidion Press, a follow up game called Armageddon was also printed, which advanced the relatively sedate WitchCraft time line twenty years into the middle of an Apocalyptic World War Three. Eden Studios hope to re-print Armageddon after taking on the long awaiting Buffy The Vampire Slayer RPG adaptation, which is good news as this is another excellent game due a long awaited overhaul.

Reviewed By Harry Albany