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You won't be wasting your time.This article is a disambiguation page for Illuminati If you can find a copy and have the least interest in scaring your PCs and possibly even the players, grab it. The list is a bit dated now, since the book was originally published in 1990.

Some of the works listed are well-known classics of the genre. Great and not-so-great horror movies and fiction are recommended. Special attention should be paid to the appendix. The sidebar describing the Cabal in terms of the pre-CCG Illuminati card game is mildly amusing, though. It's designed primarily as a continuing organization for the Modern Day setting, but it's not particularly compelling. It describes a secret society devoted to protecting magic, psionics, monsters, etc., from the world at large. The Cabal chapter is the weakest part of the book. There is also a chapter on other times and places, and one on a non-specific campaign idea, the Cabal. For example, the Victorian England chapter includes a map of London, standard jobs and wages, and writeups of Sherlock Holmes and Professor James Moriarty. Each has its own chapter filled with historical information, both factual and fictional. Three main campaign settings are provided: Victorian England, Roaring 20s and Modern Day. Lovecraft "for fear of vile Ai'Shunzuv Khoppi rites." In a sidebar, the authors suggest Call of Cthulhu as an excellent resource for that. The latter provides the best joke in the book, as the authors acknowledge they can't talk about the works of H.


There are also useful tips on inserting supernatural elements into other campaigns.Īll types of horror are covered, from mad slashers to classic myths to Things Man Was Not Meant to Know. The rest of the book mentions rules as they are appropriate, but is mainly concerned with running horror games. Only the first chapter is dedicated to the rules, though. This being a GURPS book, there is quite a bit of GURPS rules use in it. It covers horror and the supernatural so well that virtually any GM can find something to use here, no matter what system is actually being used. Someone once called GURPS "the Encyclopedia Brittanica of roleplaying." This volume is a worthy addition to that concept.
