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Witch Hunter: The Invisible World 2nd Edition
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<blockquote data-quote="BluSponge" data-source="post: 6790237" data-attributes="member: 916"><p><strong>4 out of 5 rating for Witch Hunter: The Invisible World 2nd Edition</strong></p><p></p><p><strong>Witch Hunter: The Invisible World</strong> is a game of swashbuckling heroics and pulp horror, very much in the vein of R. E. Howard’s Solomon Kane. In it, the players assume the roles of "witch hunters," agents of apocryphal religious orders who confront the dark things that lurk on the periphery of reality: demons, monsters, sorcerers and necromancers, etc. Each player comes from one of many available factions, some that do not see eye to eye. </p><p></p><p>Set in an alternate 17th Century with a low-fantasy element. The setting itself takes many small liberties to enhance the setting and give it an individual flavor, but the GM can subvert history to her heart's content. The core setting focuses on the American colonies and Western Europe, but adventures can take the group anywhere on the globe they choose to explore (so long as the GM is up for it). The fluff oozes flavor and has a strong "secret history" vibe. One difference from most games of its kind in that the common folk aren't dupes—they know nasty things lurk in the darkness and off the beaten path. The superstitions are real. that doesn't mean they know everything, but they aren't a bunch of doubting thomases to be kept in the dark either. </p><p></p><p>Witch Hunter uses a d10 dice pool system, similar to WW’s Storyteller or AEG’s Roll/Keep systems. It falls on the lighter side of medium crunch.</p></blockquote><p></p>
[QUOTE="BluSponge, post: 6790237, member: 916"] [b]4 out of 5 rating for Witch Hunter: The Invisible World 2nd Edition[/b] [B]Witch Hunter: The Invisible World[/B] is a game of swashbuckling heroics and pulp horror, very much in the vein of R. E. Howard’s Solomon Kane. In it, the players assume the roles of "witch hunters," agents of apocryphal religious orders who confront the dark things that lurk on the periphery of reality: demons, monsters, sorcerers and necromancers, etc. Each player comes from one of many available factions, some that do not see eye to eye. Set in an alternate 17th Century with a low-fantasy element. The setting itself takes many small liberties to enhance the setting and give it an individual flavor, but the GM can subvert history to her heart's content. The core setting focuses on the American colonies and Western Europe, but adventures can take the group anywhere on the globe they choose to explore (so long as the GM is up for it). The fluff oozes flavor and has a strong "secret history" vibe. One difference from most games of its kind in that the common folk aren't dupes—they know nasty things lurk in the darkness and off the beaten path. The superstitions are real. that doesn't mean they know everything, but they aren't a bunch of doubting thomases to be kept in the dark either. Witch Hunter uses a d10 dice pool system, similar to WW’s Storyteller or AEG’s Roll/Keep systems. It falls on the lighter side of medium crunch. [/QUOTE]
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