Publisher's blurb:
Magic is real!
In the alternate Earth of ARCANUM, the Great Comet of 1901 came closer to the planet, unleashing a tremendous amount of magical energy, with ley lines erupting all over the world. Things once relegated to the shadows were now thrust into the light. Powers once reserved for those who spent decades mastering even minor abilities, were now manifested by everyday people!
Now, nearly three decades after the Unveiling (as it is called), the Earth of ARCANUM is a very different world. Some use magic to do most everything. Others distrust it and avoid it. Long dormant genes resurfaced, providing new examples of humanity. Some exhibit abilities attributed to supernatural beings in folklore, such as dwarves, elves, and even vampires and lycanthropes!
Of course, in many other ways, history has followed our own world. A great World War was fought in Europe, and Prohibition has caused a rise in organized crime and citywide corruption. In this “Spell Noir” environment, gangsters exchange spell attacks and bullets from Tommy guns, while vampire night club owners make deals with demon-touched mob bosses or hidden, eldritch horrors!
Inside, this setting includes:
9 Archetypes of Human variants (including god-touched, demon-touched, psychic, etc.)
8 Careers suitable for the noir setting
27 Adversaries for the Spell Noir setting
New Skills and Talents
Psionic disciplines
Cantrips (Utility spells commonly used in the setting)
Alchemy breakdown
Rules for Magic Rituals
System for Wealth, Fame, and Infamy for the setting
Character Weaknesses (suitable for noir protagonists)
Boons & Banes for the setting
Equipment (including Weapons and Vehicles)
Glossary of noir terms and vocabulary
And much, much more!