Maléfices (French for "evil acts" or "hexes"), subtitled "The role-playing game with the scent of sulphur", was published by Jeux Descartes in 1985 as the first original French-language horror role-playing game. Three editions, 13 adventures and a bestiary have been published, and a fourth edition is being developed.
Maléfices is set in France during the years of the Belle Époque (1870–1914),[1] and is a mixture of horror fantasy and Jules Verne technology. All player characters belong to le club Pythagore (The Pythagorean Club) in Paris, which is designed to resemble Golden Dawn, the historical British secret society that was devoted to the study and practice of the occult, metaphysics, and paranormal activities. As members of the club, player characters are recruited to go on quests or investigate unusual happenings.
The boxed set contains:
The rules cover character creation, system mechanics, combat rules, magic rules, and the creation and use of non-player characters, animals and supernatural creatures.[2]
Historical background material is divided into three parts: "France between 1870 and 1914"; a 4-page timeline of French history; and "Witchcraft, Beliefs and Superstition in Nineteenth-century France."
The third edition is contained in a single book that describes a great deal of historical and sociological information, as well as police services, investigative and forensic techniques of the period, the Law, procedures of trial and judgement, and typical sentences and punishments. It also includes two adventures, La Jeune Fille et la Mort ("The Maiden and Death"), and L'Enfant de Colère ("The Child of Wrath").[3]
The player first picks a profession for the player character; female characters are limited to professions that were socially acceptable during La Belle Epoque. The player then rolls dice to determine age and constitution. These will result in scores between 1–20 for four physical attributes (Strength, Dexterity, Education, and Perception). The player divides a pool of twenty points between two spiritual attributes (Reason and Faith), although neither can have a score lower than 6. The gamemaster secretly rolls dice to determine a score of 5–20 for the character's magical attribute (Flow).
Finally the player draws five Tarot cards, four of which the player can see; the fifth is secretly recorded by the gamemaster. These cards can grant bonuses or inflict penalties when the player character attempts to use their abilities. For example the Archangel and the Priest give bonuses to Faith, The Devil and The Sorcerer give bonuses to Reason, and The Great Grimoire gives bonuses to Flow, Faith and Reason.
The game uses a pair of ten-sided dice and a proprietary deck of tarot cards to resolve actions. A color-coded table indicates the number the player has to achieve. Both Pass and Fail results are then graded from "A" (Perfect) to "E" (Terrible), and are modified by drawing Tarot cards.
The fourth edition currently being developed will use twenty-sided dice instead of ten-sided dice.
Maléfices was created by Michel Gaudo and Guillaume Rohmer, and published by Jeux Descartes in 1985 as a boxed set with artwork by Didier Guiserix and Gilles Lautussier. Eight adventures and a bestiary were also published.[4]
In 1988, Jeux Descartes published a revised second edition and three more adventures.
In 2006, a greatly expanded third edition in the form of 290-page softcover book and two more adventures were published by Editions du Club Pythagore.[5] The third edition was reprinted in 2007 by Asmodée Éditions.
In 2016 Arkhane Asylum Publishing acquired the rights to Maléfices from Michel Gaudo. In October 2018 they were crowdfunded through Ulule to begin work on a new version of the game and new adventures. They also planned to reissue revised versions of the old supplements and adventures. In 2021, with work on the 4th edition still underway, Arkhane published the first issue of L'Étoile du Matin (The Morning Star), a periodical with articles designed to support adventures that will be developed in the future.[6]
Léo Sigrann, writing for Chroniques d'Altaride, commented on the mix of horror and Belle Epoque steampunk, saying "the fantastic and the Jules Verne technologies coexist in exciting and tortuous scenarios." He also called the use of the Tarot deck to modify action resolutions "one of the unique originalities of the game." Sigrann concluded that the game was "a treat for the gamemaster and the players!"
In his 2014 book Game Magic: A Designer's Guide to Magic Systems in Theory and Practice, Jeff Howard notes that "the supernatural forces in the game are hidden, almost invisible, to the point that players may never actually encounter a demon even though the entire game is built around implications of diabolical influence. The metaphor of a faint 'odor of sulphur' is a fascinating design goal."[7]
Olivier Caïra counted Maléfices among those role-playing games which introduced more complex narratives into the genre in the 1980s.[8]