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Re: [ORE] Grim War: Spirits

Thanks for sharing some material for Grim War. I'm afraid you have
that setting a little bit forgotten. And it's so interesting.

Fidel Santiago.
//-----------//
http://atlantis20.blogspot.com
http://www.linkedin.com/in/fsantiago

On Tue, May 31, 2011 at 10:00 AM, Chris Cooper <insectking@gmail.com> wrote:
> This reminds me: This is a question I've been meaning to ask for a while now
> but always seem to forget to do.
>
> How easy is it to lift the mutant powers out of Grim War and use it with
> sorcery and spirits only? It seems it could do a good WOD game without the
> cookie-cutter vampires and whatnot.
>
> Cheers,
>
> Chris.
>
> On Mon, May 30, 2011 at 11:35 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
>>
>> Grim War is a Wild Talents setting by Greg Stolze and Kenneth Hite.
>> In Grim War there are two sorts of superhuman powers at work: Mutants with
>> the traditional kind of superpowers, and sorcerers who (usually) have no
>> powers of their own but who summon strange otherworldly spirits to work
>> powerful magic on their behalf. Most people in the world of Grim
>> War consider mutant powers good and spirit-summoning sorcery evil, but it's
>> never that simple. The most interesting groups of player characters often
>> include both sorcerers and mutants.
>> Today we look at the spirits that sorcerers summon.
>> http://arcdream.com/home/?p=678
>> --
>> Shane Ivey
>> Arc Dream Publishing
>> www.arcdream.com
>>
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