Command the Crossroads
WMTX is a turn-based tactical game set in the Whispermen: 1889 universe. Lead a squad of voodoo gunslingers through the streets, bayous, and cemeteries of post-Reconstruction New Orleans. Position your Whispermen, draw veve to channel the lwa, and hold the line between the living and the dead.
Every unit carries a lwa bond that shapes their abilities and temperament. Every engagement changes the spiritual landscape. The spirits are watching, and they keep score.
Tactical Combat
Squad Deployment
Build your squad from five archetypes, each aligned to different lwa and nanchon. Balance Rada stability with Petwo aggression. Position matters: flanking, cover, elevation, and spiritual terrain all affect outcomes.
Veve Actions
Draw sacred veve to invoke your patron lwa mid-combat. Each veve is a tactical decision: area denial, healing zones, spirit summons, or raw offensive power. Stronger veve cost more Communion.
Lwa Bond System
Your squad members develop deepening bonds with their patron spirits. Higher bond means stronger abilities, but the lwa's personality bleeds through. A unit deep in Baron Criminel's service hits harder but becomes unpredictable.
Spiritual Terrain
The battlefield isn't just physical. Wards, crossroads, sacred ground, and corrupted zones affect spirit abilities. A cemetery at midnight plays different from a cathedral at noon.
The Five Archetypes
Frontline firepower. Revolver specialists who channel hot spirits for devastating close-range combat.
Support and healing. Gris-gris crafters who maintain the squad's spiritual health and lay protective wards.
Scouts and seers. They read the spiritual terrain, reveal hidden threats, and commune with the recently dead.
Veve specialists. They draw the most complex patterns and channel multiple lwa, but burn Communion fast.
Field commanders. They boost squad cohesion, coordinate lwa bonds across the team, and hold the thread under pressure.
New Orleans, 1889
Eight years after Marie Laveau's death. The French Quarter, the bayou, the cemeteries, Congo Square, the docks. Each district has its own spiritual character, its own hostile spirits, its own history.
Missions aren't just combat encounters. You'll investigate disturbances, negotiate with spirits, protect the living, and unravel what's causing the boundary to erode. The tactical layer sits on top of a world that's alive with consequence.