Never Going Home

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Dieses Produkt hat eine längere Lieferzeit.

19,95
Preise inkl. MwSt., zzgl. Versand
Versandgewicht: 0,8 kg


 
 
 

The World is already at War.

Now the Veil has been torn.

The Whispers promise you power.

You may live long enough to lose your humanity.

 

On the first day of fighting at the Somme something happened which thinned the veil between this world and the world of the Others. Soon after came the Whispers. From just behind a soldier’s ear voices told them how they could win. Some resisted, and the Others drove them mad. Some accepted their instructions and sold their humanity for arcane powers. Strange enemies now stalk the battlefield and many soldiers have become twisted parodies of their past selves.

Inspired by the World War Occult art of Charles Ferguson-Avery, Wet Ink Games is ready to bring you into the horror-haunted trenches and march you through the terror-torn battlefields of the First World War. Create a soldier, choose your Whispers, join your fellow survivors, fight for your lives, and protect your humanity as long as you can. You are never going home...

 


Never Going Home is a role-playing game set in horror haunted trenches during the First World War.

Party-Focused: Never Going Home uses the +One System to focus play and growth on what an individual character can do as part of the larger story that follows a group of soldiers called a Unit. Individual characters may depart regularly as they die from injuries or collapse into madness due to forces from beyond the Veil. Characters are quick to create, so players should expect to re-join the story portraying a new member of the Unit. Each character can have their own heroic moments, but the story of the Unit is the focus.

Horror-Haunted: The Veil between worlds has been opened by the slaughter from the war; and the monstrous Whispers of beings wholly alien to humanity can now be heard. Some people have listened to the Whispers enough to gain arcane powers and now struggle to maintain control as their minds and bodies begin to change. Others are too far gone, mutated into barely-recognizable versions of their former selves. War consumes the days and monsters stalk the nights. Not even dreams are
safe. Players manage their characters’ mental and emotional resources with a dwindling hand of cards.

The First World War: The setting is the real Earth and the characters are all humans. A terrible new element has been added to the war, but the true horrors of the real war are part of the story as well. The game is set in the years between when the Veil was torn in 1916 and when the war really ended in 1918. The focus is on the front-line soldiers who are fighting and experiencing the worst of the magic and monsters. There is some mention made of, but little exploration of, the “home fronts” of any of the belligerents and civilians only appear in passing.

Complete role-playing rules.

  • 9 National Profiles
  • 6 Magic Paths
  • 12 Monsters
  • 3 Adventures

     

120 Seiten, farbiges Softcover

 

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