Ingredients: Package one, all four ingredients (wanted the extra challenge of an extra ingredient. Hope it works out.)
The subtitle of the game is "A role-playing game of Paramilitary Shamans". Think "24" meets Shamanistic Magic. The game is set in a future America where the government has been taken over by a theocracy, The Church of One Truth. The Church has been raising demons to possess mortals. Then, to prove the power of their God, they cast out the demons.
The PC's are shamans belonging to various clans, each clan given certain powers by their totem. (ie, bear, mountain lion, etc.) The Church has its own totem, the Raven, which they have subjugated to their will. The combined clans are called the Committee.
Unlike most games involving magic, spells are not castable instantly in most circumstances. All magic is based on spirits, and shamans must summon and bind spirits. The usual practice is to bind spirits to fetishes. Spirits can only be bound, however, to objects made of glass. Spirits range in power and age, and there are many types of spirits. The most powerful spirits are the Ancients. They are unknowable and unbindable by ordinary means.
To make things more difficult, one of the attributes is emotionability. Shamans with higher emotionability have more power, but because of their closer connection to the spirit world, they loss control over their emotional stability. In effect, the more powerful the character, the less stable he is.
The purpose of any campaign in the game is to take down an arm of the church. Campaigns are divided into three sessions, called Acts, each 3 hours long. I haven't quite figured out how to force the characters into the three hour paradigm, but I'm working on it. Obviously the GM will need a watch or a clock.

Well, that's about it. Comments welcome.
Joe