Vade Mecum: the CthulhuTech Companion

2008 · كتاب مصدر (قواعد/خيارات لتعزيز اللعب)

Vade Mecum: the CthulhuTech Companion

Set during the Aeon War in 2085, this supplement expands a world threatened by alien armies, hidden cults, arcane crimes, and corruption within the New Earth Government. It introduces the xenomixed offspring of Humans and Nazzadi, the otherworldly Whites, and organizations including the Federal Security Bureau and Office of Internal Security. The book adds five professions, psychic powers, magical rituals, dream-based magic, optional Framewerk rules, new machines and aquatic mecha, Tagers, horrors, and story starters. It also includes short fiction and options for playing unusual characters such as para-psychics, Zoners, and ghouls. Requires the core storytelling game and is intended for mature audiences.

التعقيد
1 / 5
قائم على الخصائص/الإحصائيات (STR, CON, PER, إلخ)قائم على المهارات (شراء أو اكتساب مهارات)قائم على العِرق (عرق/نوع اللاعب يؤثر على طريقة اللعب)

معلومات اللعبة (اللاعبون، مدة اللعب، العمر، فريق العمل) مأخوذة من BoardGameGeek.