Never Going Home
Never Going Home
+One System
Brandon K. Aten
Matthew Orr
Writing
Irvin Jackson
Matthew Orr
Sarah Orr Aten
Additional Writing
Taylor White
Adventures
Corey Capps
Crystal Mazur
Steven Wu
Art
Charles Ferguson-Avery
Editor
Carol Darnell
Layout
Wm. Knox Gunn
To those who came home. To those who were left in the mud. To that half
cigarette.
- Brandon Aten
This book is dedicated to those who never stopped pushing me. To Beth
Geoghegan and Gary Stewart, thank you seeing my potential and giving me
the tools to grow. To De’Ale Houcott, thank you for sticking with me all these
years and being my sounding board. To anyone who ever listened to me recite
historical facts and retell stories from the past, thank you for listening and for
asking the questions that made me want to dig deeper.
Finally, this book is dedicated to all those who went missing during the
Great War from 1914-1918, and particularly to those men and women whose
ultimate end remains a mystery. Your stories are still being told. You are not
forgotten.
- Sarah Aten
To the men and women who go through the real hell of war so that most of us
can live in peace.
- Irvin Jackson
To those who need it the most: despite the horror and monsters in front of
you, there is always hope and a future worth fighting for.
-Charles Ferguson-Avery
h is is yo ur l a st chance
T !!!
to turn back 1
Jacob Dyment (Order #30559025)
October 18, 1917
To His Royal Highness, King George V
London, England
Enclosed is the report I am required to submit regarding
my involvement in and knowledge of the events that occurred
on the Somme battlefield beginning July 1, 1916. The following
documents have been collected from various sources, but
the primary content of the manuscript is a replica of the
journal of Alfred Warbeck, an English soldier who served
during the Great War. The discovery of his journal in Delville
Wood in the spring of this year, it gave us a window into
the early days of the Catastrophe. It is a shame that we
don’t know what happened to him—but that’s a fate that
has befallen many an Englishman (among other nations’
soldiers for certain) since the outbreak of war in 1914. Had
he lived through the attack at a Longueval in 1916, he would
be a valuable resource to us now. Yet, despite his absence
in this world, he has provided us valuable information about
how these beasts and their masters are conjured, what they
want now that they are here, and how to interact with them
without becoming corrupted by their vile magics.
Amazingly, through his journal, we have tracked down
a few other of the key players in those early days and
conducted interviews with them; the main ones being a former
soldier in the German army, Reiner Kauffman, and the First
Mutineer, as he has come to be known, John Hampton. The
army has also included select telegrams and letters from our
military archives, and contacted the sister of Alfred Warbeck,
Mary, to fill in the gaps in the story for Your Majesty. Some
of the information here comes from telegrams sent to and
from myself and others before John Hampton first deserted
his post. Others come after it became apparent that our
war of attrition was fast becoming a war against the occult.
In leaving us this information, Alfred Warbeck continues to
serve this great nation, even from beyond the grave. I trust
that you will use discretion when sharing the information in
these pages. I regret that I am unable to come to England at
the moment to deliver this in person, as I am here settling
matters in Africa. This matter nevertheless requires haste.
If Lloyd George, Lord Stanley, and Robertson can come to an
agreement on what to do in France, may it please you to send
word to me as soon as you can. I, for one, am at a loss.
Douglas Haig, Commander-in-Chief,
British Expeditionary Force
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Playing the Game
Skill Rolls
When a character wants to do something, they may be asked to make
a skill roll against a Target Number (TN). Some Target Numbers are set by
Missions, the Narrator sets all other Target Numbers. Players roll D6 dice
(called Skill Dice) equal to their training in the skill. Dice showing 5 or 6 are
successes. The number of successes on the roll must meet or exceed the
Target Number to accomplish the action. On each roll, the player may use
as many +One manipulations equal to their current score of the governing
attribute of the skill being rolled. Attributes do not decrease through use. 3
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Failure simply means what the character was attempting doesn’t happen.
All skill rolls take the form “roll [skill name]: TN #” which means “roll dice
equal to skill training, manipulate dice equal to attribute rank, meet at least
the required number of successes.”
Challenges
Throughout the game, there are touchpoints that represent significant
barriers to the characters. These are things that will happen if encountered,
no bypassing or talking their way out of them. The Narrator may sometimes
insert other Challenges as needed.
Challenges are too big to overcome alone and require the characters to
work together. A Challenge may require multiple skill rolls that must be
accomplished by the group, one skill roll that every person must succeed at,
or even one skill roll with such a high Target Number that multiple players
must make the roll and combine their successes. Challenges take the form
“Challenge [skill name(s)]: TN #” which means “each character participating
in the Challenge makes the appropriate skill roll individually then pool total
successes, meet at least the required number of successes.”
Unlike skill rolls, failure of a Challenge can have a penalty associated with
failure.
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Jacob Dyment (Order #30559025)
Letter to Mary Warbeck from Alfred:
Cards
The Journey, Healing, and Character Growth
A standard deck of 52 playing cards with 2 jokers is used to represent the
emotional resources and memories of the characters. For six or more players,
two decks (each with 2 jokers) are shuffled together.
The players may use any decks they have on hand. The four traditional
suits are called for in the game, so the cards should be recognizable as such.
Each suit is tied to a specific narrative theme.
• Spades: Knowledge. Learning, growing, overcoming suffering.
• Clubs: Things. Overcoming obstacles, action, adventure.
• Hearts: Relationships. Emotion or connection.
6 • Diamonds: Self. Ambition or hopes.
Jacob Dyment (Order #30559025)
Jokers:
•
• A joker is considered wild and functions as one non-joker card each
time it is played or revealed.
• After a joker is played or revealed for any reason, reshuffle the deck,
including the joker.
• The black joker also triggers a draw for possible Corruption .
Each card in the players’ hands represent their character’s memories and
constitute what makes them human. Any time a player is forced, or chooses,
to play a card they should think of it as their character forgetting something
about themselves. Cards in hand should always be kept secret. After played
cards are resolved, the Narrator moves them to a discard pile kept behind the
Narrator Screen. Aces are high. Maximum hand size is seven.
Cards are earned as a reward for surviving Missions, completing special
tasks, defeating Antagonists, or when the Narrator thinks a player has done
something awesome. Cards serve multiple purposes in the game:
• The Journey:
Players must contribute at least one card to each Journey made by
the Unit. If they do not have any cards, they put one in from the deck
towards the Journey without looking at it.
• Initiative:
The player who reveals the highest card (or the Antagonist with the
highest printed Initiative) chooses who acts first in each combat.
Cards revealed for this purpose are not
discarded. Players without any cards may
discard an Initiative card from the deck,
which is not added to their hand.
• +One:
A card may be spent during a skill roll to
add a +One effect of the player’s choice
to the roll.
• Whispers:
Many Whispers require
a card to be discarded
(or “burnt”) to power the
magic.
• Healing:
In Combat: Cards can be spent
on a one-to-one basis to negate
damage done to your character.
Out of Combat: A card can be
burned at any time to heal any one
attribute one point. This implies taking
a break, mentally preparing yourself, or
bandaging your wounds.
• Character Growth:
At the end of a Mission, characters can
spend sets of cards to increase their 7
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attributes and skills. In general, the number of cards needed is one
more than the number of the new rank in the skill or attribute. For
example, buying a fourth pip in Brawn requires discarding 5 cards. See
the end of character creation for the full details.
Corruption
Certain instances will cause a player to “draw for Corruption” or “take a
chance of Corruption.”
• Whisper effect
• Adversary ability
• Mission Incident
• Using the black joker
• Character advancement (Whispers ranks 3, 4, and 5)
When a Corruption chance occurs, the player draws a card from the deck
and looks at it without revealing the card to other players. If it is a black
card, the character gains 1 Corruption point. If it is a red card no Corruption
occurs. After the player sees the card, they pass it to the Narrator, who
also looks at it. The Narrator keeps a secret record of each character’s total
Corruption. Corruption is not cleared at the end of Missions, though there
may be chances to shed Corruption during specific Mission Incidents. If any
character has 5 Corruption points at the end of a Mission, they do not return
to base with the Unit, as they have now joined the Others.
If at any time someone has 3 Corruption, the Narrator can choose to add
from the deck to the Journey, one card per player with 3 Corruption. If at any
time someone has 4 Corruption, the Narrator can choose to add up to two
cards to the Journey per player with 4 Corruption. This represents chaotic
outside influence on the Unit.
The players and Narrator should both keep track of Corruption. The Player
may not wish to write down their character’s Corruption, because that is
supposed to be a secret. The Narrator should keep a written log because there
may be modifications to the Journey deck, Mission elements, or adversary
interactions based on Corruption levels.
As characters gain more Corruption, this illustrates their slow loss of
humanity. How much they role-play their Corruption is up the player. As
a character takes more Corruption, they may not make the most optimal
choices to assist the party, accomplish missions, or when contributing cards
to the Journey. In general, however, they are still trying (perhaps in a twisted
way) to work with the Unit until the moment they are fully corrupted and
wander away from humans.
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Alfred’s Journal
Combat
Initiative Order
• Initiative Order is determined by the highest-ranking card (Ace high). Each
player may show (not discard) a card for consideration.
• Tied players may choose to show another card. Highest wins.
• If a character has no hand, they may reveal a card from the deck. They
do not put this card into their hand, and it is discarded after determining
Initiative.
• Winner of the Initiative determines who goes first.
• After each action, the character who just acted determines who goes next.
• The Narrator may group Antagonists however seems appropriate for the
situation. Each group gets a spot in the Initiative.
• The last character to act in a round chooses who begins the next round,
but they may not choose themselves.
Some players may hold onto a card for a while specifically to have a good
place in the Initiative Order.
On each character’s turn they make one action: an attack, a skill roll, or a
Whisper. They may also move before or after they act.
Defense
The rank of the targeted attribute is the Target Number for any attack, as
normal, the TN must be equaled or surpassed for the attack to succeed. All
attacks target Brawn by default, but some abilities and Whispers target other
attributes.
Armor
For a creature or character with Armor, the Target Number for attacks is
Brawn or Armor, whichever is higher at the moment. Attacks targeting other
attributes are not affected by Armor. The term “Armor” is used as a general
term for “hard to hit.” An armor-plated Antagonist and a spectral one may
both have 5 Armor but are hard to hit for distinct reasons. 9
Jacob Dyment (Order #30559025)
Damage
By weapon or Whisper.
Sample Combat
After failing a Stealth Challenge, the Unit falls under attack in heavy
woods by a mob of three Common Soldiers led by a Veil Priest. Simpson has
three cards and reveals a 10 of spades in his hand, Roth has four cards and
shows an 8 of diamonds, Durand chooses not to show any of his five cards.
The Common Soldiers have a 6 and the Veil Priest also has a 6 according to
their statistics. Simpson has the highest Initiative and decides who acts first.
He takes the first action himself, and fires his rifle at the Priest, which has
4 Brawn for its Defense. Simpson has 2 training in Ranged and 3 ranks of
Guts. His player buys two additional dice, then rolls all four: 2, 6, 2, 5. With
his last point of Guts, the player rolls the failures again: 5, 4. The shot still
isn’t good enough so they discard a 4 of spades and buys one more pip to
raise the 4 to a 5. Now with 4 successes, the shot lands, inflicting 2 damage.
Simpson decides to let the priest go next.
The Narrator announces the Veil Priest will cast Blood Blade as a ranged
attack against Simpson. Though it looks dramatic, this is a risky attack
because it requires 5 total successes; 4 to meet Simpson’s Brawn Defense
and another to activate the power from range. The priest has 3 training in
Blood Magic but currently only 2 Brawn. The priest loses 1 Brawn to activate
the Whisper and secure 1 success, then buys a fourth die with its last point
of Brawn and rolls: 2, 4, 1, 4. With no remaining Brawn points the roll cannot
be further manipulated and the Whisper fails. Screaming fiercely, the priest
moves toward Simpson with terrible gleaming eyes showing from under its
shadowed hood. The Narrator chooses the mob of Common Soldiers to go
next.
The mob takes aim at Simpson who has already proven to be a threat.
Pooling their Ranged skill rolls they come up with 5 successes, enough to
hit Simpson’s Brawn of 4 with one extra. This “extra” success may be spent
after the roll because the soldiers are using weapons, but since they are using
pistols there are no abilities they can activate with just one extra success.
It is the normal damage of 2 from a single ranged weapon to Simpson. He
wants to keep his 10 of spades for future Initiative contests as it is his highest
card, so he discards a 9 of hearts instead to negate 1 damage. The Narrator
chooses Roth to go next.
Roth also knows Whispers. She has 3 training in Elemental Rituals and
4 ranks of Smarts. Because she is using magic, her attack must be exactly
planned before rolling dice. She decides she will attempt to deal 2 damage
to one of the Common Soldiers with a blast of wind. She needs a total of
3 successes for this attack; 2 to meet the Brawn Defense of the Common
soldier and a third success to buy a second point of damage. Any card will
do to activate the Whisper and grant her 1 success, so her player discards
her 6 of clubs. Then they buy an additional die and rolls: 2, 2, 5, 3. They
bump the 3 up to a 5 using some of her remaining Smarts points and gets
the 3 successes she needs. The spell deals 2 damage, killing one of the enemy
soldiers. Only Durand remains and Roth chooses him to go next.
Durand rushes forward with a hand axe to attack another of the soldiers.
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With 2 training in Melee and 3 Brawn, his player buys one extra die for the
attack and rolls: 1, 2, 3. A total miss. They decide to reroll all his dice: 5, 6,
5. A perfect roll this time. He surpasses the 2 Brawn of the soldier and deals
1 damage. The last success is not enough to buy more damage and he cannot
spend his last point of Brawn or his cards to buy another die now because
dice must be bought before the roll. There are no special conditions in play
to make note of at the end of this round so combat simply continues. Since
he was the last character to act in this round, Durand gets to choose who
will act first in the second round. He cannot choose himself, but instead of
an ally, he tells the Narrator the Veil Priest can go first. Just whose side is
Durand on?
Weapons
For weapons, successes in excess of the number required to hit (usually
the target’s Brawn) are spent after rolling for various weapon effects. The
number of successes needed for each effect is listed in parentheses below.
Weapons – damage and abilities
Weapons
Weapon Damage Ability
Melee
Fists <3 Brawn 0 damage +1 damage (2)
Fists 3-7 Brawn 1 damage +1 damage (2)
Fists >7 Brawn 2 damage +1 damage (2)
Knife 1 damage +1 damage (2)
Club 1 damage +1 damage (2), stun (3)
Sword/Bayonet 1 damage +1 damage (2), Assault (3)
Axe/Pick 1 damage +1 damage (2), Wreck (3)
Staff 1 damage +1 damage (2), Flurry (3)
Firearms
Pistol 2 damage Critical (3)
Rifle 2 damage Critical (3), Aim (1)
Machine Gun 2 damage Critical (3), Spray (2)
Explosives
Grenade 1 damage 1 damage (1), Fragmentation (3)
Weapon Ability Description
Aim Reroll the damage die from the Critical ability.
Assault Ignore armor on the next attack against the target, regardless of
attacker.
Critical Roll 1D6 for damage instead.
Flurry Immediately make another attack against the same or different
target.
Fragmentation Deals damage to 1D6 targets.
Spray +1 target
Stun All other targets unaffected by stun must act in initiative before an
affected character.
Wreck Permanently reduce armor of the target by 1.
Note: With abilities that grant additional targets like from Spray, grenades, and Whispers, the player uses
the same number of successes as the original attack against the additional targets' Defenses.
General Equipment
Equipment is treated abstractly. If a character has a gun, it is assumed
they have a supply of ammunition to fire the weapon. All characters have
basic equipment such as an entrenching tool, a knife, mess kit, and
rations, as well as clothes, a gas mask, and personal effects. Some specific
Mission Folios or events planned by the Narrator can limit what characters
have access to. The items soldiers most requested were matches, socks,
newspapers, and letters from home.
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Vehicles
Most of the time soldiers are on foot, but sometimes a vehicle will be
part of a Mission. When operating a vehicle, a character may use their own
skills and abilities when appropriate, but most of their attention will be on
operating the vehicle. During combat, they act on the Initiative of the vehicle
and may roll the abilities granted by the vehicle, modified by the Brawn
attribute of the vehicle. As normal, the character may make one action on
their turn, meaning they can only use one of the vehicle’s abilities at a time.
One character cannot drive a truck and fire a gun from the back of the
truck at the same time, for example. However, some vehicles allow multiple
characters to operate distinct parts of the vehicle simultaneously.
Occupants of a vehicle do not take damage from attacks on the vehicle. All
attacks against a vehicle must target Brawn. Vehicles are immune to attacks
that target other attributes. When a vehicle’s Brawn falls to 0, the vehicle
is rendered inoperable and effectively destroyed. Whereas a destroyed or
abandoned vehicle might be a good place to hide in some cases, if the enemy
knows you are there, you just become a sitting duck.
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Truck
A heavy, four-wheeled vehicle intended to transport troops or supplies.
Most trucks can handle off-road terrain at half speed, but most are not suited
to muddy conditions or steep terrain.
Initiative Value: 8 Armor: 5
Brawn: 7
Skills/Abilities:
- Ram (Brawn) ˝ o o o o: The driver may attempt to use the weight of
the truck as a weapon. Deals 2 damage - +2 damage (2). Targets larger than a
horse automatically deal 1 damage to the Truck’s Brawn.
- Mounted Gun: Some trucks have guns mounted on the back or roof of the
vehicle. Requires a second operator to roll Ranged. Damage as Machine Gun.
Weakness: To stop while fully loaded, drive the truck through obstacles, or do
almost anything involving hills, the driver must succeed on a Transport roll
or lose control of the vehicle.
Tank
A heavily-armored vehicle with tracks instead of wheels and integrated
artillery. Intended to be immune to infantry and allow movement across the
craters, trenches, and barbed wire of No Man’s Land.
Initiative Value: 5 Armor: 7
Brawn: 10
Skills/Abilities:
- Ram (Brawn) ˝ o o o o: The driver may attempt to use the tank as
a brute-force weapon. Deals 2 damage - +2 damage (2), Critical (3). Targets
larger than a house automatically deal 1 damage to the Tank’s Brawn.
- Cannon: Mounted in a turret which can be pointed in any direction, a tank
is a mobile artillery piece. Requires a second operator to roll Ranged. Gain +2
successes automatically against other ground vehicles. Deals 3 damage - +1
damage (1), Wreck (2), Assault (3), Fragmentation (2).
- Anti-Personnel Guns: Requires a second operator to roll Ranged. Damage
as Machine Gun.
- Unstoppable: After being reduced to 0 Brawn, a tank retains its current
Armor score and continues to function, but none of its other weapons or
abilities can be used. When the vehicle takes additional damage, draw a card.
If it is a red card, the tank is undamaged, if it is a black card, the tank is
finally destroyed.
Weakness: Because the inside of a tank is cramped, hot, and noisy, all skill
rolls made by characters inside that are not directly related to the Tank’s
operation have +2 TN.
Airplane
A light-weight, powered, flying machine, usually with four wings, sometime
more. Originally used for reconnaissance, they were soon armed with
machine guns and became a significant threat because of their speed and
air superiority.
Initiative Value: Q Armor: 4
Brawn: 4
Skills/Abilities:
- Mounted Forward Guns: Built into the front of the plane and
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synchronized to fire through the propeller. Can be operated while in flight by
the pilot rolling Ranged. Gain +2 successes automatically against any ground
target. Damage as Machine Gun.
- Tail Gun: Requires a second operator to roll Ranged. Damage as Machine
Gun.
Weakness: A plane destroyed in flight leaves the pilot to plummet to death
unless equipped with a parachute. Even then, the pilot (and/or other crew
or passengers) must roll Athletics: TN 2 to escape the plane before they can
activate their parachute.
Whispers
The powerful beings from beyond the Veil whisper through the cracks in
reality. Those who choose to listen to these whispers learn how to manipulate
reality. Individuals may style themselves as keepers of ancient knowledge
or as heralds of the Earth’s new masters. They may call what they do magic
or arcane arts or little tricks. They can adopt whatever names, clothing and
trappings they desire: robes, cards, hand gestures, old books, necklaces
of bones. No matter what it looks like or what they call it, their power is
ultimately coming from the Others and the more powerful they become, the
more of their humanity they lose in the process.
The Whisper skill can be used to know general information about magic
like recognition of a rune, identifying the effects of a particular Whisper, or
potentially knowing the weaknesses or habits of a supernatural creature.
If the Whisper skill is bought temporarily it only applies to this knowledge
and does not grant the character magic powers. All characters who train in
the Whisper skill (i.e. have a point of training) are called casters. Individual
powers are known as Whispers and are grouped into different Whisper
Paths. Different Whisper Paths draw on different attributes. When a caster
takes their first point of training, they choose a Whisper Path and select one
Whisper to learn from that Path. Each time they earn a new point of training,
it can be added to a current Whisper Path, or the character can begin training
in a new Path. Each Path is treated as a separate skill because it may use
different attributes and has a different level of training.
Like weapons, many Whispers have augments which can be added to the
basic effect by rolling successes beyond the Target Number. Augments are
specific to each Whisper and are listed in the Whisper’s description. Unlike
weapons, Whisper effects must be fully planned before rolling any dice. If the
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Whisper skill roll fails to provide the required number of successes for the
Whisper as planned, the roll fails completely, and nothing happens. Many
Whisper Paths provide ways to gain additional successes on the roll.
Some Whisper effects use the terms “target” and “victim.” The target of the
Whisper is the character—or characters—the Whisper is directed against. The
Defense of the target is the Target Number for the Whisper skill roll. If the roll
succeeds, the target becomes a victim and suffers the effect of the Whisper,
usually damage. The skill roll must succeed to have a victim.
Steps of Casting a Whisper:
• Choose Whisper and any augments.
• Spend any spell requirements (discard a card, take a damage).
• Roll for success.
• Make additional sacrifices (some Paths only).
• If successful, apply effects.
Whisper Paths
Blood Rites (Brawn) The caster willing to use their own blood as a source
of power becomes much harder to stop, until they bleed themselves dry. For
each Blood Rite they use, they must take 1 damage to Brawn. This counts
as one automatic success. Many rites do not require a skill roll because the
Blood Mage targets themselves. They may take additional Brawn damage
themselves (or allies may take the damage) to create additional successes (one
point of damage per success). This additional damage may be taken before or
after rolling the dice.
Strength: The caster becomes supernaturally strong for their next action.
Add +1 damage to melee attacks.
+1 damage (1), Strength lasts until the end of combat (3)
Scabs: Creates a tough “second skin” able to absorb damage. The caster gains
Armor equal to current Brawn. Lasts until destroyed or until end of combat.
+3 Armor (2)
Speed: The caster becomes supernaturally fast for their next action and may
leap incredible distances.
Speed lasts until end of combat (2), caster attack a second time at the end of
the round (2)
Interject: The caster decides when they act in Initiative on the next round.
Before or after any character takes an action, the caster may declare they are
taking an action instead. The caster only has one normal action per round.
Effect lasts until end of combat (3).
Blood Blade: Magical blood streams from the caster’s open wounds and
forms a solid object to cut into enemies. The attack targets Brawn and deals
one damage.
+1 damage (1), Flurry (1), the attack may be made from range (1)
Blood Double: When the caster would take damage instead their body
explodes into a pool of blood and the caster appears unhurt nearby. Lasts
until used or until end of combat.
+1 additional double (3)
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Rotten Tricks (Brawn) With Rotten Tricks, the caster forces their own body
to spew forth noxious clouds of a magical nature. It’s a disgusting process
and leaves the caster’s mouth covered with sores and the taste of bile. All
tricks require a successful Whisper skill roll against the target’s Defense.
If the attack roll fails, the vile cloud is still released onto the battlefield. The
caster must then immediately succeed at a different skill roll (listed with each
Whisper) or the cloud blows back on the caster and any allies making them
suffer the Whisper’s effect instead.
Still Air: After several deep breaths, the caster inhales deeply and creates a
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complete magic barrier around themselves and any willing allies. The Target
Number to create Still Air is the caster’s current Brawn. On a failure, there
is no blowback, the barrier simply fails to form. Still Air protects those inside
from all attacks, including other Whispers originating outside the barrier.
Sounds from outside are muffled and looking through the barrier is like
peering through thick glass. The force field may not be bypassed by gas or
moved from its point of creation in any way. The barrier cannot be used to
trap hostile Antagonists and does not prevent allies from willingly leaving. The
caster may maintain Still Air by forfeiting their action to concentrate. This
may be done for as many consecutive rounds as the caster’s current Brawn.
Wretch: The caster vomits a stream of foul-smelling acid towards a nearby
target. On a hit, the fluid deals 3 damage to anything inorganic. Organic
substances are not harmed. If the initial attack misses, roll Mechanics with
the same TN to prevent blowback.
+1 damage (1), Spray (1), Wreck (2)
Poison: A cloud of thick yellow or pale green smoke pours from the caster’s
mouth and nose with a burning sensation which the caster may send against
living targets. The poison deals 2 damage. If the attack misses, roll Ranged
with the same TN to prevent blowback.
+1 damage (1), Spray (1), Assault (3)
Smoke: With a series of racking coughs and powerful sneezes, the caster fills
the area around a target with gray smoke which is cold, almost like fog, and
lays thickly in low areas. The smoke completely blocks through the cloud,
making Ranged attacks and many Whispers impossible. If the initial attack
fails, roll Stealth with the same TN to prevent blowback. The caster may
maintain the Smoke by forfeiting their action to concentrate. This may be
done for as many consecutive rounds as the caster’s current Brawn.
Strange Wind: By screaming into the sky, the caster creates a buffeting
wind that blows against a target from all directions. This attack targets
Smarts. If the initial attack misses, roll Athletics with the same TN to prevent
blowback. Victims of Strange Wind have their TN for all attacks they make
increased by 2 for their next action. The caster may maintain the Strange
Wind by forfeiting their action to concentrate. This may be done for as many
consecutive rounds as the caster’s current Brawn.
Spray (2)
Swamp Gas: With a resounding burp and a powerful exhalation, the caster
sends a wave of stinking gas at one target. This attack targets Guts and
deals 1 damage. If the initial attack fails, roll Knowledge with the same TN to
prevent blowback.
+1 damage (2), Spray (1)
Old Ways (Smarts) Some secrets were gleaned from the Others long ago and
have been passed on in secret from teacher to pupil throughout the ages.
These ancient Ways are generally the least powerful of Whispers, but they
are also less costly for the caster. The Old Ways do not require anything more
than a successful Whisper skill roll against the target’s Defense. However,
most of the Whispers have no effect unless they also add augments.
The Wolf’s Head: A prayer and a few taps to the face grants a target wolf-like
senses superior to human. The caster may put The Wolf’s Head on
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themselves or on an ally. In either case, the Target Number is the target’s
current Brawn. The Whisper lasts for a few hours and generally lowers the TN
of applicable skill rolls.
+1 superior sense (2)
The Hart’s Hooves: A poem in an ancient tongue grants a target deer-
like speed superior to human. The caster may put The Hart’s Hooves on
themselves or on an ally. In either case, the TN is the target’s current Brawn.
The Whisper lasts for about an hour.
The effect lasts until the next sunset/sunrise (2), target may attack a second
time at the end of the round (3)
Befriend: The caster looks an animal in the eye and calms or redirects their
fear and aggression. Calmed animals do not attack the caster and empathic
communication is possible. Animals given commands assist the caster if able.
Beasts can only be commanded to attack. This attack targets Guts.
+1 animal (1), +1 corrupted beast (3), command +1 animal (2), command +1
beast (1)
Sickness: By blowing some dust into the air the casters puts a simple hex on
a target. The sickness targets either Brawn (flu, cramps) or Smarts (headache)
and deals 1 damage.
Spray (1), Sickness deals another 1 damage on the caster’s next turn (2).
Healing Circle: With raised arms and an ancient chant, a healing aura forms
around the caster. The total number of characters who can benefit from the
aura is limited to the caster’s current Smarts.
+1 target (1), +1 healing (1).
Grove: If some living plants can be found before sunset, the caster can lay
down, as if to sleep, and create the illusion of a peaceful forest clearing. All
willing allies may sleep peacefully for the night and nothing enters the Grove
to disturb the sleepers. The TN is the number of sleepers, including the
caster. Each participant may also place a card face up on the table (This does
not count as playing the card). Anyone who placed a card may then take one
of the placed cards, a card from the deck, or pass (the caster chooses the
order). If any cards remain face up on the table, they are discarded, but the
caster must face a chance of Corruption.
Elemental Rituals (Smarts) Study of the basic elements and energies of the
universe allows the caster to command the forces of nature. The elements
can be forced to accomplish a simple task or to attack a foe. For all Elemental
Rituals, the caster must discard a card, which counts as 1 automatic
success, then succeed at a Whisper skill roll against the target’s Defense. If
the caster has no cards, discard one card from the deck. If it is a black card,
the caster also takes a chance of Corruption.
If the caster uses up a source of the element for the chosen Whisper, it
grants 1 additional automatic success to the skill roll. Lighting a candle,
pouring out a jug, throwing a stone or releasing feathers into a breeze are all
examples of using up a source.
Fire: Command of flames, explosions, and heat. The caster may maintain
command of non-attack effects by forfeiting their action to concentrate.
Attacks target Brawn and deal 1 damage.
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+1 damage (1), Spray (1), Critical (3), automatically deal 1 damage next
round to one victim (2).
Water: Command of rivers, lakes, and the ocean. The caster may maintain
command of non-attack effects by forfeiting their action to concentrate.
Attacks target Brawn and deal 1 damage.
+1 damage (1), Spray (1), Stun (3), automatically deal 1 damage next round to
one victim (2).
Earth: Command of rocks, mud, and plants. The caster may maintain
command of non-attack effects by forfeiting their action to concentrate.
Attacks target Brawn and deal 1 damage.
+1 damage (1), Spray (1), Wreck (3), automatically deal 1 damage next round
to one victim (2).
Air: Command of wind, storms, and fog. The caster may maintain command
of non-attack effects by forfeiting their action to concentrate. Attacks target
Brawn and deal 1 damage.
+1 damage (1), Spray (1), Assault (3), automatically deal 1 damage next round
to one victim (2).
Star: Command of the night sky and stars. The caster summons a rain of
meteorites to the battlefield. The number of targets and the total amount of
damage dealt must add up to the number of pips on the caster’s discarded
card (face cards count as 10). Other characters may join in the ritual, and
PCs may contribute one card each. All contributed cards add one automatic
success. If any black cards are contributed, the caster faces a chance of
Corruption. On their next combat action, the caster may only move.
+1 damage (1), Spray (1).
Mental Anguish – The caster attempts to destroy a target’s psyche. Attacks
target Smarts and deal 1 damage. There is no relevant element for this
Whisper.+1 damage (1), Spray (1), automatically deal 1 damage next round to
one victim (2).
Healing Words (Guts) Not all the Whispers speak of wholesale destruction.
Some find in the muttering of the Others charms for extending life and even
words of hope. For all Healing Words, the caster must discard a card, which
counts as 1 automatic success, then succeed at a Whisper skill roll against
the appropriate Defense. If the caster has no cards, they may not use a
Whisper. If the caster’s current Guts is their maximum total, they gain 1
additional automatic success on their Whisper skill rolls.
Body Heal: Target recovers Brawn damage but cannot be healed beyond their
maximum. Body Heal targets Brawn. If more than 3 damage is healed, warm
yellow light shines in the area.
+1 healing (1), +1 target (1)
Mind Rest: Target recovers Smarts damage but cannot be healed beyond
their maximum. Mind Rest targets Smarts. If more than 3 damage is healed,
soft music played on unidentifiable instruments can be heard.
+1 healing (1), +1 target (1)
Spirit Charge: Target recovers Guts damage but cannot be healed beyond
their maximum. Spirit Charge targets Guts. If more than 3 damage is healed,
a gentle breeze caresses everyone present.
+1 healing (1), +1 target (1)
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Holiday: A group ritual which eases tensions and lifts spirits. The Target
Number for Holiday is the caster’s current Smarts. The number of targets
and the total amount of healing must add up to the number of pips on the
caster’s discarded card (face cards count as 10). Other characters may join in
the ritual, and PCs may contribute one card each. All contributed cards add
1 automatic success. If any black cards are contributed, the caster faces a
chance of Corruption. On their next combat action, the caster may only move.
+1 healing (1), +1 target (1).
Mercy Aura: The caster surrounds themselves with a pale aura which draws
in spiritual energy. When a player character dies, the healer may take a
random card from the hand of the deceased, if any remain. The effect lasts
until used or until the end of combat. A minimum of 1 success is required to
begin the aura, but the total TN is set by the augments chosen.
Take a second random card (2), the aura can be used multiple times until
the end of combat (2), take a card after a character is dealt more damage than
the targeted attribute, but before they decide whether to negate the damage (3).
Sense Corruption: The caster’s hand appears to turn to glass and touching
a target grants insight into the target’s soul. When the ritual is performed,
the Narrator makes a hand of cards (from discarded cards) equal to the
character’s current Corruption level (one black card for each Corruption). For
each success the caster rolls (up to 5), they draw one card from this hand.
Chaos Songs (Guts) By embracing direct connection to the Others, the
follower of this Whisper Path learns Chthonic prayers unspoken since ancient
times and becomes a mad jester dancing to insane music made by alien
horrors.
Each time a caster uses Chaos Songs, they must take 1 damage to Guts.
This counts as 1 automatic success. They may take additional Guts damage
themselves (or allies may take the damage) to create additional successes (1
point of damage per success). This additional damage may be taken before or
after rolling the dice.
Make Them Flee: The caster strikes up a threatening chant which invokes
fear in those who hear it. Allies may join the chant, but they must suffer 1
Guts damage as well. All sacrificed ranks of Guts add 1 automatic success
to the song. This attack targets Guts. Success means the victims are panic-
stricken and retreat, leaving combat.
+1 target (1), the chant also inflicts 1 Guts damage to each victim (4)
Hold Them Fast: With a low-pitch droning wail, the caster roots those who
hear it in place with fear. Allies may join the chant, but they must suffer 1
Guts damage as well. All sacrificed ranks of Guts add 1 automatic success to
the song. This attack targets Smarts. Success means victims cannot move on
their combat action, though they may still attack. The caster may maintain
Hold Them Fast by forfeiting their action to concentrate. This may be done for
as many consecutive rounds as the caster’s current Guts.
+1 target (1), victims may not attack either (3)
Put Them Off: With a series of annoying, screeching calls, the caster ruins
a target’s ability to focus on fighting. This attack targets Guts. Victims have
their TN for all attacks they make increased by 2 for their next action.
+1 target (2)
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Draw Their Ire: Making a raspy cooing noise and halting movements
reminiscent of a dying bird, the caster makes themselves nearly impossible to
ignore. This attack targets Smarts. Victims of Draw Their Ire may only attack
the caster with their next action.
+1 target (2)
Stare Them Down: Locking eyes with a target, the caster lets the target look
through their own eyes into the emptiness beyond the Veil. This attack targets
Guts and deals 1 damage.
+1 damage (2).
Steal Their Dreams – The caster walks through the mind of a victim and
may take something away with them. This attack targets Smarts. If the victim
is a player character and has cards in their hand, the caster may take one
card at random. If the victim has no cards or is an NPC, the caster may still
learn useful or interesting information from the victim. If the victim is an
Antagonist, the caster steals a card from the Reward the Antagonist would
normally give, possibly eliminating that Reward.
The caster instead looks at two random cards, keeps one and returns the
other (3)
Alfred’s Journal
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July 3rd, 1916
No one has seen the officers for days. They couldn’t have abandoned us, and
surely they aren’t all dead. We’re left to wonder.
“Maybe they went to get the new weapons,” William says. “But why would
they leave us here without telling anyone?” Thomas says. John is silent. He
knows something. “John,” I say. “What is it?” He grunts and spits on the
ground. “No officer abandons his men,” he says. “Something happened to
them. The Germans must have brought down some dark magic in that light.”
We all go still. None of us have wanted to say this, but John says it without
fear in his voice. “Be on your guard boys,” he warns. “Something is coming for
us.”
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Character Creation
Recruitment
Divide 10 points among the three attributes:
Brawn: Strength, Flexibility, and Physical Health.
Smarts: Intelligence, Knowledge, and Mental Health.
Guts: Courage, Willpower, and Emotional Health.
Each stat requires a minimum of 1 and can be enhanced later through game
play. The average human ability for each of these attributes is 3. The peak
of human ability is 6. Attributes greater than 6 indicate superhuman—and
possibly supernatural—ability.
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Training
Select three skills from the following list (these are your trained skills):
Skill List
Athletics (Brawn) (lift, run, smash) Used for all acts of movement, speed,
grace, feats of strength and tests of pain or physical endurance.
Melee (Brawn) (use hand-to-hand weapons) Covers kicks and punches,
wrestling, sword fights and bar room brawls.
Stealth (Brawn) (be quiet, stay hidden) Concealment in all forms; moving
lightly, breathing quietly, getting behind cover. Can also be used when
palming objects or setting camouflage.
Communication (Smarts) (speak, write) Represents both technical knowledge
such as alphabets and how to operate a radio, as well as emotional aspects,
such as reading body language and being persuasive.
Knowledge (Smarts) (book learning) Anything which can be studied and
remembered; baseball statistics, ancient history, camp rumors, terrain map,
bird species, how to treat shock, etc.
Mechanics (Smarts) (build, use, fix machines) Includes the skills of
diagnosing problems, reading diagrams, improvising parts, and making
repairs for any device; as well as using them.
Investigation (Guts) (find answers) Used
to search a room, to pump a local for
information, or to force a prisoner to
confess. Can also be
used to read one’s
own intuition.
Ranged (Guts)
(use guns, thrown
weapons) Covers
everything that hits
what it’s pointed at, from spit
wads to artillery.
Transport (Guts) (operate
vehicles) Anything related
to the operation of vehicles;
taking curves on a
motorcycle, driving down a
mountain in a truck, tacking
into the wind on a sailboat.
Whisper (Variable) (use
magic) Represents both
specific knowledge of a
Whisper path, and overall
experience with occult history,
symbols, and methods.
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Assign three Skill Dice among your trained skills.
Each point of training represents either a level of formal schooling on the
subject or years of experience. These points can be distributed in any way:
3, 0, 0; 2, 1, 0; 1, 1, 1. A trained skill with no Skill Dice is still considered a
trained skill.
If you assign a Skill Die to the Whisper skill, choose one Whisper Path and
choose one spell from that Path. When you assign addition Skill Dice to the
Whisper skill you may either add training to a current Path or train in a new
Path. You will have one spell for each point of training in each Path.
Deployment
Draw three cards representing your starting mental and emotional
resources.
You may immediately spend cards to build your character or retain them
for use during game play.
Who is in Charge?
Never Going Home is intended to focus on low-ranking soldiers sent
on Missions by officers who stay in the relative safety of their field
offices behind the front lines. Once the Unit goes out on a Mission, no
one is there to make their decisions for them or end arguments with,
“but I out-rank you.” Soldiers in the field will have to work things out
as equals or pick their own leaders.
Of course, in a “proper” military organization someone is always
in charge. If you want to incorporate ranks, a chain of command,
and field promotions into your games, feel free to do so. At the start
of any Mission with a Ranking Officer, that officer may take a chance
on Corruption then draw 4 cards from the deck and distribute them
among the soldiers of the Unit as they see fit, respecting the hand size
limit. The officer may keep some (or all) of the cards.
Character Growth:
At the end of a Mission, after players receive their Decoration cards,
you may spend cards to build up your character. Cards spent this way are
discarded.
Skills
• New Skill: Any combination of cards. The cost is 1+the number of extra
skills. First new skill costs 2 cards (1+1). Second new skill costs 3 (1+2),
etc.
• New Skill Die: Any combination of cards. The cost is 1+the number of the
new training pip. Filling in pip 4 of the Communication skill costs 5 cards
(1+4).
Attributes
• Increase Attribute: Any combination of red cards. Number of cards spent
is 1+the number of the new attribute rank. Making Brawn level 6 would
cost 7 (1+6). Collecting this many red cards should be difficult.
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Modifiers
• If the cards are all the same suit, cost is reduced by 1. You must have
enough to buy the advancement but keep one card of your choice.
• If the cards are all face cards and/or aces, increase effect by one. For
example; 1 more training pip, new skill starts with 1 pip, attribute
increased 1 more rank.
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Telegram from army archive:
The First World War, sometimes referred to as The Great War or, simply,
WWI, was a conflict between the major powers of Europe and their colonies
between the years of 1914-1918. Though most of the iconic imagery from
the war is based on the battles that raged on the Western Front (modern-day
Belgium and France), there were battles fought across Europe, Asia, Africa
and on the seas. It saw the advent of new military technology; everything
from machine guns and other heavy artillery to chemical weapons, tanks, and
military planes, which, as Dan Carlin comments, led to massive destruction,
upheaval, and death. The war toppled empires and changed the face of
Europe for the modern era.
Though many volumes have been written trying to explain the underlying
causes that led to the outbreak of war in the summer of 1914, there are some
undisputed facts. On June 28th, 1914, Archduke Franz Ferdinand, the heir
to the throne of Austria-Hungary, was assassinated (along with his wife) while
on a state visit to Sarajevo. His death sparked a spirit of chaos among the
leaders of Europe, as each nation tried to anticipate each other’s moves while
simultaneously choosing sides in all the potential conflicts. This period is
known as The July Crisis. When Austria-Hungary declared war on Serbia on
July 28th, a cascade began. On July 30, Tsar Nicholas II of Russia authorized
general mobilization of troops. In response, Germany declared war on Russia
on August 1st, the same day that France began to mobilize their troops.
Germany invaded Luxembourg on August 2nd, and on August 3rd, invaded
Belgium, and declared war on France. On August 4th, Britain declared war
on Germany. On August 6th, Austria-Hungary declared war on Russia. On
August 12th, Britain and France declared war on Austria-Hungary. The
countries split into two alliances: The Allied Powers (Britain, France, and
Russia) and the Central Powers (Germany and Austria-Hungary). 29
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It is impossible to detail every battle or major event in so short a volume as
this, but it is possible to layout a general timeline of the first two years of the
conflict up until the first day of the Battle of the Somme on July 1st, 1916.
The fighting began in continental Europe, specifically in Belgium and France.
August and September 1914 saw the creation of the lines of conflict across
what is known as the Western Front— the source of most of the images one
has seen of trench warfare. The trench lines at the end of September 1914
remained largely unchanged for the duration of the war.
At the Eastern Front (Russia), in Serbia, and in colonies across Africa,
fighting also broke out at the start of the war in 1914. There was a general
feeling that the war would not last long. By the start of 1915 however, it
became clear to military commanders that there would be no easy path to
victory. Battles broke out across the globe as a result—in the Italian Alps,
Turkey, Sinai, Palestine, and Macedonia—as nations tried new tactics to rout
their opponents, cut off supply lines, and weaken the resolve of the enemy.
War still raged across Europe in the trenches too, and by the turn of 1916,
the Allied Powers were ready for something big that could break the stalemate
on the Western Front.
In January 1916, Sir Douglas Haig, commander of the British First
Army, began planning an operation “to wear out the enemy and exhaust his
reserves.” The plans would develop throughout the spring and be known to
history as the Somme offensive. It was a massive undertaking that involved
moving troops, building barracks, and transporting water and food, all
of which involved building roads, railways, and pumping stations. As the
situation at Verdun (where French forces had undergone a German offensive
for months) worsened, General Joseph Joffre, Commander-in-Chief of the
French Armed Forces at the Western Front, pushed Haig to start the “Big
Push” at the Somme no later than July 1st, 1916 if he wanted the offensive to
be a joint operation. This is where our story begins...
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The World Broken, The Veil Torn: July 1916
On the first day of the Battle of the Somme, 1 July 1916, 30,000 people
were killed. If the Others were already looking at the world and pushing on
the fabric of reality, this massive number of dead and even more enormous
number who lay wounded on the battlefield was the final push tearing the
Veil between worlds. No one close enough to see what the tearing looked like
survived to describe it. They were overwhelmed by the first wave of corrupt
energies and turned into the first heralds of the terrible new reality. Those
further away from the center of the tearing saw a bright light and most took it
for a great explosion or some terrible new weapons. Those sensitive to the world
beyond its material surface began to hear the Whispers almost immediately.
Some few of these resisted the cloying voices of the Others long enough to write
down their impressions. At first the voices were not Whispers but seemed like
screaming in the minds of those able to hear.
Alfred’s Journal:
The Veil
The Veil is nothing new. In fact, it is something quite old. Our ancestors
understood it. They feared it. They tried to appease it. Sometimes they
worshipped it and even tried to use it. It is known, has been known and,
despite the early 20th century claims of advancement, science, learning,
and reason conquering the superstitious beliefs of early peoples, we never
quite forgot it. 33
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Still, the question has never been satisfactorily answered: What is the
Veil? That may be a question better left unanswered, but the time for that has
passed. Understanding it matters if humanity is going to survive. To put it
succinctly, the Veil is the membrane between this world and all others. Much
later in human history, if it survives the Great Unending War, humanity
would begin to better understand the nature of the universe, and that there
are multiple dimensions, multiple existences. Between them all is the Veil.
In most cases, the Veil is impermeable. No science can pierce it. No energy
massive enough can disrupt it: Not the titanic force of stars exploding, nor the
reality-wrenching depths when they collapse to a single point. However, there
is something about life, or maybe thought…or will itself…which punches right
through the Veil under the right circumstances.
It is possible that the Others discovered this. Although, given their
capricious and corrupt nature, they more likely stole the secrets of the Veil off
the bloated corpse of some other long-lost civilization of greater beings. Who
knows how many times—if time is even a factor to beings outside of known
existence—the Veil has been discovered, analyzed, and ripped? Perhaps
a thousand, thousand civilizations have discovered the potential and the
power to cross dimensions and realities, ascending to some higher plane of
existence. Perhaps a thousand times as many reached for such lofty goals,
only to fall to murder, mayhem, and madness on a scale unimaginable.
Now, it is humanity’s turn.
We have discovered it the way all others before us likely discovered it. The
Veil is most vulnerable to intense psyche…thought, will, whatever it may be.
When the mind is at its most focused and coherent, it can slice through The
Veil. In most cases, this only occurs at the most intense moment of a being’s
life: at the moment of a violent or painful death. At that instant, the human
mind is at its most focused.
This is why humans have cast others into volcanoes, carved their hearts
out on altars of stone underneath the stars, and thrown the innocent into
raging fires throughout history. Those moments send needles stabbing
through the Veil, like pinpricks through the aether. Through those pinpricks,
ancient peoples whispered their desires, wishes, and curses to whoever was
listening on the other side. Usually, it failed. But sometimes, it worked.
Something listened, and, for whatever reason, acted.
But those small moments, where the Veil was pierced, were brief and
fleeting. The Veil healed itself quickly, closing again to its old, relatively
impermeable self. However, there is a way to permanently weaken the Veil, to
keep the tears open longer, to do more than just whisper. It just requires a lot
more people dying at once. A whole lot more. Like those who died in the early
battles of the Great War.
Once all that death weakened the Veil, even rent it permanently in places,
things changed. It was too much for the Veil to heal back from. Even when it
did recover, new tears, new calamities, more death just occurred elsewhere
soon after.
Crouched, waiting, hungering, in the in-between places of reality, space
and time, were the Others.
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Our universe alone is unspeakably vast. The entirety of all universes, all
time, all realities, is something the human mind can never truly even begin
to grasp. The same goes for most other beings as well, even the Others. One
may be able to pierce the Veil through death or, in the case of those who seek
to master magic, sheer willpower. However, poking through to another reality
that’s habitable, or which is even compatible with your own on the most
basic, primordial level, would be like winning the lottery…every day for a year.
So the Others instead just wait and reach out across the Veil, like a spider
on its web, for some unfortunate or foolish species to pluck at the strands.
When one does so, the Others rush to the breaches, whispering from out of
the darkness, teaching their new acolytes how to use the very essence of the
Veil; the very fabric that keeps reality together.
To the receiving species, this seems like a boon. Those who are sensitive to
the Others’ whisperings, who can understand it, and who can focus their will
without being tossed into a volcano or having their hearts ripped out, learn to
manipulate the Veil. They learn to perform magic.
But every spell is a trauma. Every casting, a calamity. Every invocation
is akin to convincing the mind it is in its dying moments. The mind does not
hold up well under that kind of regular onslaught.
Neither does the Veil or reality.
And that’s why the Others Whisper.
The more one uses magic, the more one tears at the Veil. The more a
species uses magic, invariably, the more widescale death and destruction
occurs and the more the Veil tears, the more the Veil is torn, the weaker it
gets. The weaker it gets, the easier it is to move in-between realities. The
easier it is to move between realities, the more…things…slip through to prey
and hunt and feast. The species subjected to this then feels compelled to use
its newfound gifts to combat those things…the Veil is thus weakened more…
more slip through…more death, more magic, more war, less Veil.
Until…well, that’s perhaps a question, like “What is the Veil?” that is better
left unanswered.
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No Man’s Land
“No-man’s land...is like the face of the moon: chaotic, crater ridden,
uninhabitable, awful, the abode of madness.”
-Lieutenant Wilfred Owen, British Armed Forces (March 18th, 1893-
November 4, 1918)
At the words “trench warfare,” the mind often conjures images of a long,
deeply dug trench stretching for miles as far as the eye can see. While this
is true, it’s only part of the story. The trenches for both the Allied Powers
and the Central Powers were more than just one lengthy line that stretched
on forever. Each side fighting on the Western Front had a vast network of
trenches, through which they moved soldiers, artillery, and supplies. There
were trenches for reserve fighters and those for active combat. Rather than a
single line, the trenches looked more like a web: a sprawling manufactured
system of protection, transport, and respite. In between, the land that
stretched from the Allied Powers’ trenches to those of the Central Powers was
the aptly named “No Man’s Land.”
No Man’s Land was the land that neither the Allied Powers nor the Central
Powers could claim as their own ground. It was occupied only by abandoned
military equipment and death. The space between the trench lines could
stretch as far as a few hundred yards or meters, but in some areas, the
trenches between the opposing armies were much closer. The terrain between
the trenches was pockmarked with shell craters and riddled with the bodies
of fallen soldiers and animals. It was poisoned from the use of arsenic,
chlorine gas, and other chemical weapons. It was a trap of twisted barbed
wire and land mines, where one was under constant threat of machine gun
fire from the enemy.
Though it was a deadly place, soldiers did have to venture into No
Man’s Land on occasion: during an attempt to gain ground, for example,
or afterwards to retrieve the dead or wounded. The fear and dread that
surrounded venturing “over the top” (as veterans have described coming out
of the trench into No Man’s Land) was palpable. As Harry Patch (the longest
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surviving veteran of the trenches) commented: “if any man tells you he went
over the top and he wasn’t scared, he’s a damn liar.” Tragically, because of
the fear and (quite honestly) the logistics involved, not every wounded soldier
was retrieved, and many met a gruesome end in the mud as they waited for
their comrades to take them on a stretcher to safety. Even 100 years after the
fact, remains are still being uncovered from these areas, where thousands
gave up their lives to gain a few yards on the enemy.
Alfred’s Journal:
British Empire
In 1914, the British army encompassed soldiers from every continent.
Coming from Canada, Australia, New Zealand, India, and Africa, those
serving under the British banner found themselves alongside one another in
the trenches that snaked through continental Europe. Soldiers in Britain’s
African colonies spent the early years of the war taking Germany’s African
colonies (Togoland, Nigeria and Kamerun, German South West Africa,
Uganda, and Angola were some of the theatres). On the seas, the British
navy patrolled the North Sea, the Atlantic Ocean, and
The Channel, and set up blockades to limit the Central
Powers’ supplies.
At the outbreak of war in 1914, the British
Army relied on volunteers to
supplement their small
professional force. By the end of
September 1914, the number
in uniform had more
than doubled. Women
were also allowed to
volunteer, and served
mostly as nurses,
and mostly at home,
though some women
did serve in France.
In January 1916
conscription began,
and restrictions were
lifted in May 1916
as the need for troops
ballooned beyond what
had been expected. By the
end of the war, some 5 million
had served.
Other nations serving under the
British banner had similar control over
their own armies and entered the war
and recruited or conscripted soldiers on their
own timelines. For example, Canada asked for volunteers
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initially, and did not start conscription until 1917. The first battle that
Canadian troops fought was at Neuve Chapelle in March 1915. Canadian
troops would play a part at several of the more notorious battles on the
Western Front, including Ypres and the Somme. The Australian and New
Zealand Army Corp (ANZAC) did not exist at the start of the war (they formed
in December 1914) and they underwent several transformations throughout
1915 and 1917. Originally participating in the Gallipoli campaign, the ANZAC
was disbanded in January 1916 and reformed into the I ANZAC Corps and
the II ANZAC Corps. Both were transferred to the Western Front. In 1917, the
I ANZAC Corps further divided into the Australian Corp and the New Zealand
Division.
The British Indian Army (also known as the Indian Army or IA) also played
a crucial part in the war and developed a reputation for fearlessness. In 1914,
the IA was the backbone of the British Empire’s military might. The Gurkha
soldiers are famously remembered for their use of the Khukuri knife and their
resolve to fight to the last. They saw combat in Mesopotamia, Palestine, Sinai,
Gallipoli, The Western Front, British East Africa, and Egypt. Like other armies
serving under the British flag, recruitment was voluntary. Some 1.75 million
soldiers served in the IA during the war.
Though the full details remain sealed by royal decree, it is widely accepted
the British were early adopters of Whispers for the war effort. Despite
resistance from some officers, the military authorized arcane research units
within weeks of the tragedy at the Somme. In the climate of those days,
finding out exactly what caused the explosion and how to control that power
were given top priority. The application of this early British experimentation
eventually produced some of the war’s most horrible devices.
Themes: Duty, heroic sacrifice, weaponization of every possible advantage.
Officer Attitudes: Loyalty is an important quality for the officer corps. They
consider anyone unwilling to fight to the last a traitor. The majority of officers
are so dependent on the chain of command they trust information and orders
from command more than what they see on the ground.
Soldier Attitudes: British soldiers tend to believe they must fight “for King
and country” when called upon to do so. Raised on heroic stories of British
soldiers fighting to establish colonial control of the far-flung Empire, many
see the war as their own opportunity to do their part for the Empire. Moral is
generally high among British troops.
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Date: July 17, 1916
TO: WILLIAM ROBERTSON, LONDON
YOU MUST COME AND SEE FOR YOURSELF STOP KITCHENER REFUSED TO
LISTEN BUT MAYBE LLOYD GEORGE WILL STOP WE MUST CONVINCE HIM
AND ASQUITH STOP COME TO LONGUEVAL AND WE WILL SUMMON THEM SO
YOU CAN SEE FOR YOURSELF STOP
Russian Empire
As the largest Slavic nation, Russia saw itself as defender of all Slavic
peoples. When political and ethnic tensions within the Austro-Hungarian
Empire threatened the Slavic Serbians, Russia declared war on Austria-
Hungary to defend them. This spark ignited the rival alliances. Unfortunately
for Russia, it could not support its moral position by strength of arms. Most
of the battles of the Eastern front were fought on territory Russia controlled
at the start of the war. From the Battle of Tannenberg in August 1914 to the
Battle of Riga in the September 1917 Russia was constantly pushed back
in a long war of attrition. Russian armies would lose with heavy casualties,
retreat, call in new troops to fortify the lines, then repeat the disastrous
process; losing control of Poland, the Baltic states, and eventually Ukraine.
Though Russia’s army had skilled officers and plenty of troops, they found
time and again numbers alone did not win battles in a modern war. Russian
industrial goods had mostly been imported from Germany or England and
capacity within the country could not supply the guns, and much less the
bullets, needed to fight a protracted war. Rail lines were few. Food was scarce.
Uniforms were heavily patched. Conscripts on the way to the fighting had to
guarded like prisoners of war. In these conditions, many soldiers were ready
to do whatever the Others suggested. After the Veil tore open, order at the
Russian front line was almost non-existent.
Well aware of how badly the war was going, politicians in the weak central
government demanded more political power so they could run a better
war effort. Every political theory from greater autocracy to total anarchy
was advanced by one group or another. However, all power remained with
the Tsar. In the face of the appalling military losses, Tsar Nicholas himself
left the capital to personally take command of the armies at the front. His
inexperience and seeming inability to make decisions did nothing to help the
situation. Worse, with the Tsar absent from the capital, his disliked German
wife and her hated wizard adviser were left to run the country. Widespread
popular protests followed, leading to the Tsar’s abdication in March 1917.
The politicians rushed into the power vacuum, proclaiming a republic
and attempting to set up a stable government. The soldiers, well aware that
being sent to the front was essentially a death sentence, would only support
whomever promised to keep them garrisoned in the cities and end the war.
While defeats continued political tensions eventually led to the seizure of
power by communists in November 1917. They concluded a separate peace
with the Central Powers and Russia left the war the following January.
Themes: Desperate conditions, political turmoil, determination against
impossible odds.
Officer Attitudes: Most Russian officers are part of the Russian nobility and
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support the Tsarist status quo. Many of the top Russian generals are, in fact,
uncles of the Tsar. Thus, both honor and familial duty are part of serving
in the army. More than once officers, trying to resign in shame after losing
a battle, have had their resignations refused; as there is no one else to take
over their command.
Soldier Attitudes: By and large soldiers are drawn from the poorest classes
of Russia’s urban and rural poor. They have only a nebulous loyalty to their
“Little Father,” the Tsar, and once the progress of the war became clear, they
have no desire to throw themselves in front of enemy machine guns merely
for a patriotism. The role desperate and unhappy soldiers have on the spread
of Corruption and on the accompanying political chaos cannot be overstated.
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Officer Attitudes: Many officers are relatively untested in war. There are any
number of famous Italian commanders from history, but all the wars in living
memory have been small conflicts. Despite this, with national pride on the
line, they are determined to use as many troops as it takes to accomplish
their mission.
Soldier Attitudes: From the beginning of the conflict the average soldier has
been eager to gain glory in the conquest of territory. Thousands of soldiers
have willingly thrown themselves into the desperate conditions of mountain
fighting so that Italy can claim a victory. Most Italians have less interest in
the greater progress of the war, focused on battles on Italy’s own borders.
Alfred’s Journal:
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United States of America
America tried for a long time to stay out of the Great War, but no one
already involved could ignore a rising power like the United States. With the
publication of the Zimmermann Telegram, news of the Saladin Ritual, and
the declaration by Germany of “unrestricted submarine warfare,” the United
States could no longer remain neutral. The U.S. entered the war in April 1917
and immediately began shipping soldiers to Europe to break the stalemate on
the Western Front.
This relatively late entry of the United States into the European theater has
significantly changed the tone of the war. While on the surface, the brash,
fresh, well-equipped, and eager troops from the U.S. are a welcome addition
to the Allied forces, it is believed that the American Expeditionary Force under
General John J. Pershing have a not-so-hidden agenda: keeping whatever
the hell is happening in Europe contained. If their allies and the whole of the
hemisphere must be sacrificed to that goal, then so be it.
Any operation that relies on European ships approaching the U.S.’s
territorial waters are heavily discouraged, and there have been at least two
incidents where allied ships were “accidentally” fired upon for appearing to be
heading to the U.S. There were profuse apologies and even compensation, but
the message to the allies was clear.
That being said, the Americans’ presence has been greatly appreciated.
They dove into the fight with an enthusiasm most of the European troops lost
two years prior, even if they often make the same mistakes most troops made
two years ago.
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As for the unusual occurrences, at first the U.S. troops were armored
by disbelief. That, however, has run its course, and they are becoming just
as haunted, some would say just as tainted, as the other military forces.
However, they are taking things in an extremely practical manner. American
troops appear to be encouraged to speak bluntly and plainly about what
they’ve seen, and new troops, arriving at a staggering 10,000 per day, are
instructed to “Believe your own eyes, and report what you’ve seen, no matter
how crazy it sounds.” This has led to a distinct lack of what some refer to as
superstitious paralysis among the doughboys, unlike that which particularly
plagues troops from Eastern Europe’s more rural areas.
On the other hand, many U.S. soldiers just simply cannot accept that
bullets sometimes do not work. And, sometimes at the cost of their lives, they
seem compelled to at least try shooting everything they don’t understand first.
There are far fewer cases of “Whispering” heard among U.S. troops than
any other force, at least on the surface. Central Powers’ intelligence sources
suggest that many U.S. soldiers are hesitant to admit when these abilities
appear, not due to fears from their military, which, again being practical,
has accepted that such individuals exist and may be an asset. Instead, they
appear to fear reprisals from within their own units. Several, being a bit too
enthusiastic about their newfound abilities, have been found murdered in
their billets with fellow soldiers claiming they must have been killed by the
enemy, who snuck past a full guard, sometimes far behind enemy lines, and
killed the soldier…with U.S. equipment.
Far more successful, and common, appear to be U.S. soldiers being
subtler about the use of these newfound abilities, claiming “they got lucky”
or “someone was looking out for them.” As long as they maintain this
subtleness, the troops serving with them are just glad to live to see another
day.
In addition to these differences, more American units seem to be
specifically assigned to hunt down unusual happenings, focused on killing
things that are not Central Powers troops, and confiscating and obtaining any
materials or information about the source of these unusual goings on. Some
suspect that, not having suffered the internal damage and direct contact
with these strange happenings as the European nations have, the Americans
are playing a long game which has nothing to do with which side wins the
conflict, but rather what happens to the world afterwards.
These efforts appear to have dampened what may have been, under other
circumstances, a tipping point in the war, with the fresh and well-equipped
U.S. troops finally breaking the stalemate of the Western Front. Instead, their
generals and commanders seem quite content to maintain the status quo,
while gathering every scrap of information they can find.
Interestingly, not a single scrap of this collected material seems to be
returned to the United States itself, instead bound for field headquarters
and newly established bases in France and England. Additionally, some have
noted that not one U.S. soldier or any other personnel have returned from
Europe to the United States itself. Not even its commanders. Not even the
wounded or maimed.
Ships which have been to Europe are being resupplied at sea, with claims
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that this is expedient, and except for troops bound for the front or some other
post, U.S. transport crews are loathe to set foot on European soil. There have
even been several incidents where those who fell overboard in European
waters were thrown life preservers or some other aid, and then instructed to
swim to shore, or were left to be rescued by others, and never again allowed
back onto their ships.
This appears to be carefully hidden from the troops to some degree, but
there is growing concern among the doughboys that they may never be
allowed home.
Themes: Hidden agendas, promise of victory, the “adventure” of going to Europe.
Officer Attitudes: For most, the whole war in Europe is a mess the Brits
and French badly botched which now requires U.S. help to clean up. It
is a situation they shouldn’t have to deal with, yet here they are. Like an
annoyed parent putting children back to bed, America is stepping in with
overwhelming force shouting, “stop this right now!” Not even the top military
commanders have been allowed to hear everything known or suspected about
the Others.
Soldier Attitudes: Americans in Europe are as diverse as the nation they
hail from. Some soldiers have political convictions or strong ties to the Allied
Powers which drew them into the conflict. Others were drafted. Still others
just wanted to see Europe on the government’s dime. Most approach the
unique problems of this conflict with rehearsed pragmatism.
Alfred’s Journal:
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Alfred’s Journal:
Alfred’s Journal:
July 30th,1916
They are moving us again, but Bailey doesn’t say why. We’re going back to the
front. It is almost a relief to me. How it can be still amazes me. I can’t forget
the sound of the General’s voice as he admitted that there is another power
controlling his army.
August 2nd, 1916
We’ve made it back to the trenches, but we still have a long way to march
before we’re at the front again. It’s worse this time, going back. We don’t
know what we’re headed for. I’d almost be thankful if I was gunned down by
the German machine gunners. The officers have started to come in the night,
choosing one or two men from the dugouts. We don’t know what happens—none
of us has the courage to follow—but we hear the chanting, and we hear the
screams. the men come back to us, but they aren’t the same afterward. They
are hollow like Bailey. I can’t help but think of the tower of bones I saw on the
way here. How many others might now be set around us as we hide from our
own commanders in these holes?
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Ottoman Empire
If any nation can be said to have profited from the upheaval and
tumultuous events following the Somme, it’s the Ottoman Empire. Once
referred to as the “Sick Man of Europe,” the Empire has seen its fortunes
change significantly, at least on the outside.
The Empire was already heady from its victories at Gallipoli and had just
forced the British to surrender during the Siege of Kut less than three months
before the Battle of the Somme began. But it had suffered horrible losses
against the Russians in the Caucasus Campaign, and, in truth, was stretched
to its limit in many ways.
Unlike the industrialized powers of Europe, the Ottoman Empire
was mostly an agrarian society. Its weapons were outdated, its troops
undersupplied, and it had no infrastructure to speak of across much of the
empire. Simply moving troops from one front to another resulted in agonizing
delays, logistical hurdles, deaths, and mass desertions.
Then Somme happened…and things…changed.
Allied intelligence reported that shortly after the events at Somme, Enver
Pasha, the head of the Ottoman Empire’s military and leader of the Young
Turk Revolution of 1908, ordered a number of old, nearly forgotten and
esoteric libraries and book collections throughout Constantinople, Damascus
and Baghdad raided and seized. Some of the manuscripts taken undoubtedly
predated the Roman Empire. Shortly after, soldiers among the army who were
the center of reports of unusual activities were collected and sent back to the
capitol under heavy guard.
Despite the common soldiers’ beliefs that these people would never be
seen again, they almost all came back, sporting significant promotions, the
best equipment the struggling military could afford and authorities which
frequently belied their experience and station.
Then, the fortunes of the Ottoman Empire shifted.
First, Allied Powers’ naval excursions into the Dardanelles began suffering
mysterious losses. Submarines simply disappeared, never to return or be found.
There were reports of Ottoman ships, both military and supply transports,
dumping what appeared to be shrouded bodies into the nearby waters. These
initially appeared to be burials at sea, but they occurred at night, and whatever
rituals were being performed were nothing like any Allied intelligence experts,
well familiar with the practices of the Empire, had seen before.
Then, the Ottomans renewed the Caucasus Campaign in the late fall
of 1916, and an unseasonable warm front always seemed to precede the
Ottoman troops, which almost intelligently held the Russian winter at bay.
The Ottomans drove deep into Russian territory, seizing Ardahan, Kars, and
Erevan before the offensive stalled out.
They have also shored up their holdings across the Middle East and have
driven into Egypt all the way to Alexandria, and rumors fly about a potential
push into British-controlled India and Persia.
While these gains may be due to the fact that the Allied Powers are currently
“distracted” by events in Europe, others point out that the incidents do not
seemed to be contained to the Western Front, and similar “incidents of curious
and sometimes unspeakable occurrences” as the British describe them, seem
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Previously, the Ottomans relied heavily on German assistance, both in
finances and materiel, in training and in leadership. Now, German officers
say they are sometimes openly scorned, mocked, and disrespected and some
divisions of Ottomans have been seen on the Western Front for the first time,
almost as if a counter to the presence of Americans. Reports from Allied
Intelligence note that even the Germans and Austrians are disturbed, and
sometimes surprised, by their presence.
However, despite all that, desertions within the Ottoman Empire seem to
be at an all-time high. Soldiers who, by all accounts, have never even been
to the front lines have fled, and there are reports in Egypt and across the
Mediterranean of haunted refugees from the interior of the Ottoman Empire,
from Syria and Iraq and Anatolia, who appear terrorized, frightened, and
haunted.
Other reports indicate that Enver Pasha has diverted some divisions into
the interior of the country in relation to some “internal matter” which is a
closely held secret. Allied sources among the Bedouin and Kurds suggest
that there was some sort of mysterious project that would have solved the
transportation of the troops across the territories that went badly. Very
badly. Now people are fleeing the area with only the clothes on their back and
grievous scars and injuries, as if they had been set upon by vicious animals.
Whatever this incident is, has helped slow the Ottoman advance down, and
religious and political figures who were protesting…. something…occurring
within the military have been silenced, imprisoned, and in some cases have
died under mysterious circumstances.
Now, however, across Europe and the Middle East and parts of Asia,
independent Ottoman deserters can be found, spinning wild tales that make
those of the mysterious happenings of the Western Front pale in comparison.
These deserters, despite their sometimes insane ramblings, seem to have an
unusual wealth of knowledge about the supernatural creatures now stalking
the warzone…more than just old superstitions or information gleaned from
observation, but they sometimes know names, weaknesses and habits, as
though they trained or even worked beside them. They always seem to stop
short of going into details, as if they fear reprisals of the most horrible nature.
Themes: Cautious optimism, long legacies, fervor.
Officer Attitudes: Officers are sworn into a nearly ancient order; bound
protect the Ottoman Sultan with their lives. Despite the attempts of the Young
Turks to push the Empire in a more secular direction, the Sultan remains an
important religious figure for the vast majority of officers as well. All of Enver
Pasha’s efforts have borne fruit so far. Loyalty to his military leadership is
total.
Soldier Attitudes: Given the agrarian nature of so much of the empire, most
soldiers are conscripts, extracted from the land as part of the tax on local
governors. These troops are drilled to follow orders without question. Despite
this, most soldiers have strong sensibilities which orders can only push so
far. The problems in the heart of the Empire have not yet reached any of the
battle lines, but when they do, the soldiers will make their own decisions
about where to point their guns.
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Alfred’s Journal:
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Running the Game
The X Card
We recommend you use a safety device such as an X Card for all role-playing
sessions, especially when playing with people you do not know well. A safety
device is ideal for games like Never Going Home because the subject matter
is deliberately dark and creepy, dealing with supernatural horror, human
cruelty, and the consequences of war. The X Card is simply a large letter X
on a card or sheet of paper placed where everyone at the table can reach it. If
you have a big table, use more than one. One is included at the back of this
book for you to copy.
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If a player does not want to role-play a situation, they can simply pick up
the X Card to signal a halt to play. They don’t need to explain themselves,
but you, as Narrator, and the table generally moves the scene of events or
changes the circumstances to remove the unwanted content from your group
narrative. It is not a pause button to let someone catch their breath, it is
channel change button to do something else. Role-playing is, ultimately, a
form of entertainment and keeping the events of the game in the realm of
entertainment for all players is part of your role as the Narrator. You can read
much more about the X Card from its creator John Stavropoulos at http://
[Link]/x-card-rpg. Alternately, search for some other safety tool that
works for you.
The Narrator
As Narrator, you have a lot to do to make a session of Never Going Home
a success. You must know the rules, control all the Antagonists and non-
player characters, describe everything the player characters see, and keep
the group moving through the events of the current Mission. While all this
is happening, you must also create and maintain the proper atmosphere for
the game. Keeping the following priorities in mind will help create the wasted
landscapes, the haunting moments and the feeling of near-hopeless odds that
Never Going Home calls for.
Signal Over Noise
As one of the players at the table, the Narrator can join in the social
aspects of getting together to for a session. Have a laugh with your friends at
the right time. There will be distractions from the game; phone calls happen,
children may come to say goodnight, there will be snacks and bathroom
breaks. This is all part of people getting together. Remember through all of it,
you are the one who cuts through the noise to keep the focus on the game.
The Narrator gives the group direction and other players take their cues. Keep
your focus on the events of the game and others will follow your lead. Take
the time you need before the session or during downtime to think about what
is happening with the NPCs and the Antagonists in the Mission. What is going
to happen next? Make plans, change them as needed, and keep the game
moving.
Story Over Combat
Sometimes a story can be about a running battle or a series of increasingly
tough Antagonists, but usually there is more to the story than combat. If the
monsters are too easy to beat, the players can become bored and if they are
too hard to beat, they could become frustrated. Instead put the reason for
fighting at the center of the story. Why is the Unit fighting? Survival, revenge,
power, confusion, and many others are remarkable story motivators for a
fight. Which NPC betrayed them to the enemy? How did their own mistakes
add to the trouble they have to deal with? Set up reasons why first, then
use combat as a climax to the story or as a significant barrier before the
characters even reach the climax of the tale. When it is time to have a fight,
be ruthless. The players fight all the harder knowing what is at stake.
Involvement Over Happiness
The game and the setting are dark and foreboding. The goal is not to
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make players happy with their characters’ situation and pleased with their
range of options. Instead, make sure the players are invested in game play
and involved in the events of the current Mission. Bring the players deeper
into the experience by talking directly to their characters; call them by their
names, tell them what they are seeing, ask them what they are feeling. Listen
when they talk about their hopes and dreams so you will know how to tailor
events and threats to the soldiers trapped in your adventure instead of
offering generic haunts. Sometimes it helps to let the players decide what is
horrible about a situation. Force them to choose what threats they have to
face. They know more about their characters’ own fears than you ever will.
Creativity Over Notes
Though the game is built around working through Missions, that does
not mean that you must check every box on your list of events. Sometimes
you can tell players, “no,” but sometimes you should let them go off and
get themselves into unexpected trouble. Players often think of solutions
to problems which you didn’t anticipate or prepare themselves for threats
you didn’t plan to use. Reward their creativity when they think of worthy
additions to the story. Often following the characters produces results just a
good as, or even better than, your notes. When that happens, go with it. It is
important to keep the story moving. You can change things as you go to bring
the adventurers back to the story you planned, or you can add additional
challenges if they are getting off “too easily.” Be flexible, but don’t let the
players push you into letting them complete a Mission automatically. Never
forget you have the final say on what happens in the world.
Horror Over Hope
The world has been broken open by horrors and there is no sign of things
getting better anytime soon. Amid this horror, let the characters have some
respite in pockets of normalcy. Offer them hints and rumors of better times
ahead and of greener pastures somewhere else. If they quit, you will not be
able to keep showing them new horrors. Remind the characters they are
trapped in a haunted war zone, stumbling from one disaster to the next. Keep
them leaping from the frying pan into the fire over and over again. Every
victory must come with a terrible price. Every new dawn must be earned
by the terrors of the darkest hours of the night. The cursed outnumber the
survivors. Death is a certainty.
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Missions
Never Going Home is played by completing Missions, which are small
adventures including a setup, a number of events for the characters to
interact with, and a reward for those characters who survive. A single Mission
lasts for about an hour of play time but can cover any amount of time in the
game. Some Missions are entirely self-contained, and some are part of series
telling a larger, connected story. Play through as many Missions as needed for
the length of your gaming session.
Each Mission has a Mission Folio divided into four main parts. First is the
Mission Briefing that gives the Narrator all the background information they
need to run the Mission. This also contains a briefer Mission Objective given
to the players, it doesn’t give the players as much information as the Narrator
has. Next is the Journey, using cards and role-play to set the emotional
tone for the Mission. The Journey is explained in more detail shortly. The
main section of a Mission Folio is the Incidents. Each Incident details what
the characters encounter as well as what the surviving characters get to do
next. Incidents can range from making simple skill rolls to an encounter
with Antagonists to moments of role play. Lastly, the Mission Folio gives a
Decoration in terms of new cards added to players’ hands.
After each Mission is complete, characters heal all their attributes to
their maximum rank. Then players may spend cards they collected during
the Mission to buy advancements for their characters. This is usually the
only time characters can advance. After advancement the Narrator shuffles
all discards back into the deck so it will be ready for the next Mission.
Corruption is not cleared at the end of Missions. It takes a special event
during a Mission to heal a Corruption.
The Journey
The Journey is an event that happens as the first part of each Mission.
It focuses on role-playing or character moments and helps sets the tone for
the events to follow. Each Journey lists its Requirement (i.e. three hearts,
one card of each suit), and some more difficult missions also include things
to avoid (i.e. no sixes, no more than one spade). The Journey Requirement is
told to players before they contribute cards.
Each player must contribute one card from their hand to the Journey,
but they may contribute more if they wish. If a player has no cards, add one
card to the Journey from the deck without looking at it. By group consensus
players may elect to take more time on the Journey to gather what they
need and add additional cards from the deck, but never more cards than
the total number of players. Sometimes the Narrator may also add cards
to the Journey for corrupt characters. Players’ hands are always secret so
open discussion of who is contributing what card is discouraged. General
discussion of how confident the players are they can succeed at the Journey
can be allowed, especially if it is played in-character.
Once all the cards have been contributed to the Journey, the Narrator
shuffles them and deals them out face down to the players. If there are more
cards than there are players, the Narrator may deal themselves a Journey
card as well. These cards should not be added to players’ hands. Anyone may
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start. One at a time, players reveal their Journey card and either answer the
question posed by the Journey in the voice of their character or narrate a
scene of what their character does during the Journey. When the Narrator
reveals a card, they tell which character the thoughts they describe occur
to or who is involved in the scene they narrate. All answers and narrations
should be inspired by the themes of the revealed card’s suit with higher
numbers being more intense, if appropriate. The scenes can involve role-play
with another character at the table. Each answer or scene should last for
about one minute.
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Depending on the Mission, successfully meeting the Requirement grants a
bonus to the Unit for that Mission or failure will impose a penalty. Reveal this
benefit or penalty after all the Journey cards have been revealed.
All cards contributed to the Journey are put in the discard pile. If a joker
was played, shuffle the deck as normal (first draw for Corruption if it was the
black joker).
Mobs of Antagonists
In the statistics for each Antagonist is a listing for mob or solo-type
Antagonists. Several Antagonists with the mob trait can pool their attacks
and abilities when appropriate to attack a PC or complete a task. This is the
same as PCs completing a Challenge. For example, a player character with
a Brawn of 6 is impossible for a Common Soldier to hit with a ranged attack
and even a PC with a Brawn of 4 is difficult for such an Antagonist. To make
groups of enemy soldiers or monsters more threatening, they can act as one.
If four Common Soldiers attack the PC with 4 Brawn they would only need
to roll one success each, so when they pool the successes together – as a
mob – they have enough to hit the PC. Only one Antagonist’s weapon will
actually deal damage as the rest of the Antagonists are effectively creating the
suppressing fire which allows one Antagonist to hit. Even a tough character
can be threatened by a large group of enemies.
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The Narrator may group their mob Antagonists however they see fit at
the beginning of combat and may adjust them later as events unfold. A mob
of Antagonists acts on a single Initiative. Each individual Antagonist in a
mob may only act once during a round of combat. Antagonists in a mob are
targeted and dispatched individually, their Defense does not increase from
being part of a mob.
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Alfred’s Journal:
Character Death
When a player character reached zero ranks in any attribute, they are
dead. There is no way to bring them back with medical care nor magical
healing. The body may rise again as one of The Unfallen, but the player will
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need to create another character from scratch to continue playing. They use
the normal character creation rules. They only thing you, as Narrator, must
decide is when the new character can step into the story. Most of the time, it
is easiest to assume the Unit is made of several NPC soldiers, one of whom
steps forward to become a PC as soon as the start of the next combat round.
Sometimes, it makes more sense to wait until the end of the combat or even
until the end of the Mission, but don’t keep players waiting too long.
Resources
Books
With the Help of God and A Few Marines - Albertus W. Catlin & Walter A. Dyer
George, Nicholas and Wilhelm: Three Royal Cousins and the Road to World War I
- Miranda Carter
World War I: The Definitive Visual History - DK/Smithsonian
World War I in 100 Objects - Peter Doyle
To End All Wars: A Story of Loyalty and Rebellion, 1914-1918 - Adam
Hochschild
A Military History of the Ottomans: From Osman to Atatürk - Mesut Uyar &
Edward J. Erickson
Film and TV
Gallipoli (2005) Tolga Örnek, director
The First World War From Above (2010) Mark Radice, director
They Shall Not Grow Old (2019) Peter Jackson, director
Websites
A virtual tour of the Italian Front: [Link]
[Link]
A list of Canada’s First World War battles: [Link]
learn/canadas-fww-battles/
Wikipedia has good “Battle of” pages for many battles such as Somme,
Verdun, Belleau Wood, etc.
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Other Media
Hardcore History “Blueprint for Armageddon” podcast series by Dan Carlin.
World War One (All Parts) by Epic History TV on YouTube.
Alfred’s Journal:
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Antagonists
How To Read these Entries
Name: Includes any alternate names as well as descriptions of
motivations, habits, favorite attack methods or typical hiding places.
Type: Mob Antagonists can attack together using the Challenge rules.
Solo Antagonists may only attack alone.
Initiative Value: A card number (ace high) as if the Antagonist drew the
card for Initiative.
Armor: The Armor rating of the creature. It could be “None.”
Brawn, Smarts, Guts: These attributes work just like player character
attributes. If any retribute reaches 0, the creature is destroyed.
Weapons: For common hand weapons, use the standard weapon
information. Weapons unique to the monster will give basic damage as
well as any augments.
Skills/Abilities: One of the 10 common skills or a fully-described unique
ability. Common skills and abilities with linked attributes and training
points work just like other skill rolls. Some abilities are always active and
happen without a skill roll if and when they apply.
Weakness: If the Antagonist has one, it will be listed. It could be “None.”
Reward: The number of cards the character to who destroyed the
creature draws from the deck. Some Rewards are “for the Unit” which
means the Unit must decide who receives the cards. It could be “None.”
Non-Supernatural Threats
Average Human
Any human being who is not a soldier. Farmers, townspeople, journalists,
scientists, merchants, and politicians may be caught up in the events of
the war and blown into the soldiers’ path by fate. Many are simply trying
to survive, so fear and desperation will dominate their personalities. Other
humans stick stubbornly to their routines as if nothing is wrong with the
world. Still some may have found a way to thrive in the war zone and may see
any soldiers they meet as tools for their own ends. The trouble is, at first, it’s
difficult to tell a scared innocent in need of help from a shrewd manipulator.
Type : Mob Initiative Value: 4 Armor: None
Brawn: 3 Smarts: 3 Guts: 3
Weapons: Genera�y none. May have a Knife, Club, Sta� or Pistol, if
a�ropriate.
Ski�s/Abilities:
- Mel� ˝ o o o o
- Co�unication ˝ ˝ o o o
- Specialty ˝ ˝ ˝ o o: May have a third ski� related to their
profe�ion or main experience.
Weakne�: Genera�y, they fear for their lives and do what anyone who
threatens them says.
Reward: None
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Commando
A soldier with more fighting training than an average grunt, trained to
near the peak of human ability. They are no longer surprised by the many
ordinary deaths of war and most wi� be familiar with the supernatural
horrors of the battlefield as well. The most pragmatic sort of solider, they are
sometimes swayed by realities “on the ground” when other soldiers would
follow orders no matter what.
Common Soldier
An infantry soldier from any army. Most are from the national armies
involved in the war, likely a raw recruit but already weary with fighting. The
Common Soldier is still determined to prove themselves to whatever officer
or leader they are serving and will usually follow orders. The nature of such
soldiers is to follow, and their loyalties can be swayed. They are sometimes
found fighting for AWOL commanders, warlords, and even monsters.
Members of civilian militias and even criminal ruffians use the same
information, but their reasons for fighting can be very different.
Officer
An experienced soldier yet untouched by the Others. These soldiers are
usually given special assignments or special responsibilities. Spy missions,
sniper posts, scouting missions, sapping operations and disinformation
campaigns are all run by Officers. They are loyal to their army and will be
committed to completing whatever mission they are assigned. If captured,
they will demand to be treated by the laws governing prisoners of war and
they are unlikely to defect.
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Type: Mob Initiative Value: 9 Armor: None
Brawn: 4 Smarts: 1 Guts: 2
Weapons: Knife or Pistol. Po�ibly a Rifle and Bayonet .
Ski�s/Abilities:
- Mel� ˝ ˝ o o o
- Ranged ˝ ˝ o o o
- Co�unication ˝ ˝ ˝ ˝ o:
Either ca�ot stop talking or body language clearly conveys distre�.
Either way, making sense of what they are saying is often di�icult.
Weakne�: A fe�ow soldier or someone experienced with she� shock
may a�empt a series of Co�unication ro�s to end the she� shock
episode. This character and the She�-Shocked Soldier both make
Co�unication ski� ro�s and compare who ro�ed more su�e�es.
Personal acquaintance with the She�-Shocked Soldier grants one
automatic su�e� per ro�. Thr� consecutive su�e�es are n�ded
to end the she� shock. Alternately, an Athletics Cha�enge: TN 4 may
be used to su�e�fu�y restrain a She�-Shocked Soldier until the
moment pa�es.
Reward: None
War Dog
These are the dogs of war. They serve as companions for the troops but
are even more important for their trained roles. Dogs are employed as vermin
killers, guards for officer’s camps, tools for finding explosives, and as all-
purpose detection systems. They can be found on patrol anywhere someone
has decided no one else is supposed to go. They may also be encountered as
feral packs, searching for their next meal.
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**Copy of a letter to Mary Warbeck. This letter was
found tucked into the journal. It was never sent throug,
the post. We have sent the original to the intended.**
August 20th, 1916
Mary,
I can’t see how you’ll ever read this; no post comes
now. I have no one to take it from me to you. How
anyone will ever escape from this hell is yet to be seen.
All of it is true, but it’s worse than Charlotte’s
husband has written. The flash of light on the first day
of battle wasn’t gas, as we had suspected. It wasn’t a
new weapon that the Germans created. But somehow,
they were contacted by a power from beyond this world
and it has spun out of control. It’s true- it has
taken all our officers. They sacrifice their own men,
sometimes even their own lives, to use the power of
these Things. What’s more, we’re all at constant risk of
corruption from the darkness. I have managed to escape
it thus far, but soon there will not be many of us left.
We’ll all be sucked into fighting each other, to what
ends, I don’t know…until none of us are left perhaps.
Mary, I know you won’t be able to read this, but know
that I love you. So much. Tell Mother too—and tell her
that I’m sorry. I’m never coming home.
With Love,
Alfred.
Supernatural Threats
Cackling Horror
“Every one of the bastards who summons these things think they’re
special; that they can control it. They’re wrong every damn time…and both
sides end up paying for it.”
Pain, carnage, misery, conflict…the Cackling Horror lives not just to
experience them, but to cause them. For far too many, the last thing they
hear is the twisted, malice-filled laughter of this irredeemable monster.
Unable to pierce the Veil on its own, power-hungry casters bring them across
in exchange for what they believe will be a powerful ally who will grant them
increased arcane power. This is true…to a point.
The only thing a Cackling Horror cares about is carnage, pain, and
destruction. It does not care who wins or loses. It does not care about
anyone’s side of a conflict. It does not care about the person who foolishly
summoned it. The only thing it cares about is that sweet, sweet moment,
when everything goes south, and devolves into destruction, confusion, horror,
and death. And it works extremely hard, even carefully subverting the plans
of those who summoned it, to make sure that happens. Of course, if the
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summoner also is adept and eager to cause widespread destruction and
death, the Cackling Horror is more than willing to work with them in good
faith…for a while….
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Type: Solo Initiative Value: 6 Armor: 4
Brawn: 3 Smarts: 5 Guts: 4
Weapons: Claws: 1 damage - +1 damage (1), A�ault (2), Flu�y (3)
Ski�s/Abilities
- Stealth ˝ ˝ o o o
- Co�unication ˝ ˝ ˝ ˝ o
- Knowledge ˝ ˝ ˝ o o
- Investigation ˝ ˝ ˝ o o
- Elemental Rituals ˝ ˝ ˝ o o
Fire, Mental Anguish
- Chi�ing Laughter (Guts) ˝ ˝ ˝ ˝ o: A smile spreads acro�
its face. It enjoys being evil. This a�ack targets Guts. Targets
a� enemies engaged in combat against it. A� victims su�er the Stun
e�ect.
Weakne�: None
Reward: Everyone involved in combat may either draw 1 card, or heal 1
point of Co�uption.
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Cultists
Humans who have committed themselves to gaining the power offered by
the Others. They have learned some Whispers and are hungry for more. They
will almost always be led by a more powerful figure, usually a Veil Priest and
are used as expendable front-line forces. They are willing to die to complete
whatever assignments they are given. Cultists tend to dress in dull-colored
robes as a symbol of their new path in life. They seem to still be mostly
human, but they cannot usually be reasoned with.
The Disfigured
These demons were once soldiers who lost their humanity in the trenches.
They are infested with disease and vermin: rats, frogs, lice. Their skin and
clothes are caked with blood, mud, and shit. Many are missing limbs and are
marked and scarred by horrible war wounds. They are hotbeds of disease,
though they are unaffected by the horrors they carry. Although they can and
will use firearms, they love to hurt, maim, and torture with hooks, barbed
wire, and mutilations. They are also skilled at deception and are frequently
found having ingrained themselves in the ranks of regular soldiers.
If a player character takes on 5+ Corruption, they either go through
a lengthy period of self-mutilation or throw themselves into physical
altercations where they might suffer grievous wounds. If these Corrupt
characters are ever seen again, they have become one of the Disfigured.
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Type: Solo Initiative Value: 9 Armor: 3
Brawn: 6 Smarts: 2 Guts: 3
Weapons: Bite: 2 damage – Critical (3)
Claws: 1 damage - +1 damage (1), Flu�y (3)
Ski�s/Abilities:
- Mel� ˝ ˝ ˝ o o
- Stealth ˝ ˝ ˝ ˝ o
Weakne�: Bright lights, such as gunfire or arti�ery at night, draw
its a�ention.
Reward: Draw 2 cards; ch�se one to k�p, discard the other.
Rot Breeder
When one of the Disfigured manages to survive long enough and
demonstrates a particular capacity to spread corruption, the dark powers
nurture it into a Rot Breeder. These creatures are not simply disease vectors
for contaminating humanity, but serve as organizers for the mass conversion
of people into monsters. Where Hive Rats and the Disfigured are common,
there is a good chance there is a Rot Breeder in the area directing their
operations.
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Skin Thief
A shuffling monster perhaps assembled from mis-matched parts with loose
skin, long arms, and many teeth. They feed on flesh, the fresher the better,
but they are careful to peel the skin from their victims first. They keep whole
skins as trophies which they preserve by air drying. The most successful
among them amass a collection of skins which they use to decorate whatever
hole they claim as their home. The Skin Thief is an ambush predator rather
than a hunter, disguising itself well enough to appear as a corpse or a living
human to get close to potential victims.
Slugmule
“They stink. They’re dumb as
a box of rocks and they’re ugly as
homemade sin, but at least they’re
not trying to eat us….”
It’s obvious that a lot of the
monstrosities filtering through
The Veil had to eat something
before they got a taste for humans.
Slugmules were probably at the top
of the menu. Stinky, messy, and
none-too bright, Slugmules are like a cross between a pig and a donkey, if
both those creatures were a lot less bright and a lot less charming.
Despite their shortcomings, they are strong, have amazing endurance, and
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seem fairly unflappable. All you need to do is put blinders on them, and they
immediately become docile and accept any rider and just about any prodding
to go where the rider wants them to go, even into a nest of demons.
Of course, you better keep them blindfolded. As soon as their eyes are
uncovered, they completely freak out, tossing rider and gear and stomping
anything nearby into the mud. Also, you can feed them just about anything
organic…dead bodies, rotted vegetables, outright garbage, you name it.
This is immediately obvious as soon as you smell their breath. They breathe a lot….
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Type: Solo Initiative Value: 3 Armor: None
Brawn: 4 Smarts: 1 (3 while blindfolded) Guts: 3
Weapons: Bite: 1 damage
Kick or Stomp: 1 damage - +1 damage (2)
Ski�s/Abilities:
- Athletics ˝ ˝ ˝ ˝ o
- Mel� ˝ ˝ o o o
Weakne�: Completely tame and obedient while blindfolded. A�acks
anything and everything in range when not and wi� a�empt to fl�.
Reward: None
Trench Gremlin
These foul little creatures stand around fourteen inches (36 cm) tall. They
are intensely curious about people and the things they covet. If something
is important to humans, it becomes important to the Trench Gremlin. This
includes machines, specifically weaponry, but also extends to food, money,
alcohol, entertainment, and sweets. They can be cruel and wicked things but
are not overtly malicious. They merely crave constant stimulation and don’t
care who they hurt or what they damage in the process. They are somewhat
monkey-like in appearance, but stand bi-pedal, hunched over. They are agile,
quick, and clever in escaping the people they piss off with their shenanigans,
never engaging in a stand-up fight if they don’t have to.
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Trenchstalker
“NOW they stop firing?!?! Bloody bastards…”
Like some horrific cross between a frog and an anteater, this beast treats
the trenches like an all-you-can eat buffet. Its powerful legs propel it across
the No Man’s Land swiftly, making it a difficult target to hit when on the
move. Once it finds a trench, ignoring the screams cries of horror within, it
begins to simply slurp soldiers up with a sticky, frog-like tongue. Very soon,
the cries and screams are emanating from the creature’s distended gut. Once
it has had its fill, it leaps away to digest its still living prey in relative peace.
As a sign of how bleak and cynical this extended war has become, you
can always tell which way Trenchstalkers are headed across No Man’s Land,
because the other side often stops shooting at them to let them pass through
safely….and as to not draw attention to themselves.
The Unfallen
“Very early on we learned a pretty vital lesson: Bury or burn the damn
bodies.”
A disturbingly frequent site on the battlefields, particularly following
intense fighting, are the Unfallen. These are the re-animated corpses of dead
soldiers, whose bodies were never buried; although there is some evidence
that anyone who dies a violent death and does not receive a proper burial
could rise to become one of the Unfallen.
Barely intelligent, and fortunately not much of a threat once identified, the
greatest risks from these creatures are their numbers, and the chance that
they will be misidentified as allies. Under cover of darkness they will wander
into the barracks or marching columns of their former comrades, seemingly
unaware they are dead until the fact is noticed by someone living.
Then all pretense is lost and they savagely attack with claw-like bony
fingers or any melee weapon they can find, be it trench knife, shovel, or
busted rifle. They occasionally have working firearms, but they do not appear
to know how to acquire more ammunition and, fortunately, their aim is pretty
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awful. Another unfortunate aspect of these beings is that they appear to be
easily controlled and influenced by other, more powerful, corrupted beings
and cultists, who use them as shock troops.
Despite whatever uniform they were wearing when they died, they appear
to consider all, uncorrupted living beings to be their enemies. Most soldiers
feel they are doing these creatures a service by sending them to finally rest in
peace.
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Veil Priest
Humans who have a knack for learning magic can become powerful and
feared figures in the cults they lead. They have the goal of greater power, but
they are cleverer than common cultists. Most delude themselves into believing
they can control the power of the Others if only they learn enough and make
the right contracts. Willingly, or only half-suspecting, Veil Priests often serve
as a doorway for the worst of the horrors which now swarm the Earth. They
wear the robes of their cult or dress in black and are usually distinguished by
some piece of faded or half-ruined finery. They don’t seem to be truly human
anymore and are no longer swayed by human concerns.
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Alfred’s Journal
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“A backpack is discovered” and “The supernatural roam this area” always
happen, even if the Journey succeeds. Choose additional Incidents equal to
the number of black cards played.
Incidents
A backpack is discovered filled with papers and supplies on a corpse that
you walk past. Communication: TN 2 is needed to discover what the papers
say. If successful, it is discovered the enemy is also developing their own
vehicle similar to the one your detail has been working on the past year. The
papers indicate the information was gathered by someone on the project
detail. It is possible you have a traitor in your group who is feeding the enemy
these plans.
The supernatural roam this area, so you may run into an entity you are not
equipped to fight. Some of the terrains were damaged by skirmishes, making
it hard to traverse. You happen upon several Corpse Feeders who are feeding
on the bodies of the dead from a recent fight. It is the first time most of you
have seen these monstrosities, so it catches you off guard. If you are unable
to stay hidden, they will direct their attention to you. (2 x Corpse Feeder)
Get Lost: It is quite easy to get lost in this area given all the chaos
happening. There are several explosions nearby, causing you to go off route
and get turned around. Pay close attention to your surroundings and your
map, or you may be stuck out here after dark. Make an appropriate roll to
get you back on the correct pathway before dark.
Fall under fire: It is very possible your detail will fall under heavy fire during
this mission. You cross too close to the front lines and are unable to remain
unseen. German soldiers can track down your group and open fire upon you,
causing your progress to be slowed or stopped while you deal with it. Your
primary objective is the safety of the reporter you are escorting. (Unit x 2
German Common Soldiers)
The reporter is injured, and your Unit is compromised and in danger. The
reporter stumbled onto a trip wire and caused it to explode. Everyone rolls
Athletics: TN 2 to avoid the explosion or take 1 damage to Brawn regardless
of Armor. You must stabilize the reporter to move them and get them out of
harm’s way. Burn 1 card to stabilize the reporter enough to make it back to
base.
You stumble upon a ritual conducted by Cultists gathered close to the
base. There is a smell of incense and sulfur in the area accompanied by a
strange glowing around the area. You can hear chanting and a low growling
that seems to be growing in volume the longer the chanting continues. Dread
begins to take hold and you all start hearing whispered promises of power
and strength. It is tempting to give in to the voices; roll Knowledge: TN 2 to
resist the allure of the chanting. Those who fail must draw for Corruption. If
the Unit wishes to investigate what is going on, they must roll Stealth: TN 2
to avoid being detected by the cultists. Their chanting speaks of a new power
rising soon. (Unit x 2 Cultists)
Decoration
All survivors draw 1 card.
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Mission Briefing
Yesterday was a long day for your group and you have a feeling of dread.
Your detail has been asked to give the reporter a tour of your project and to
showcase the advancement of technology from the start of this endeavor. Your
detail is one of the leading field experts on the tank and its effectiveness in
battle. This request goes against the collective thought of continuing to keep
this research a secret. Up until this point, there have been several styles of
tanks which have had their shortcomings. Several models of the tanks were
complete failures and the project was on the verge of being canceled because
of it. The newest model addressed a lot of these issues but has not yet been
tested against the supernatural creatures seen wandering throughout the
night. It continually feels like the project has been cursed.
Mission Briefing
The day after the tank demonstrations your commanding officer brings
your detail into their office for a meeting. The continued feeling of dread and
being cursed continues for the group, making it hard to concentrate on your
tasks. Upon arrival, your commanding officer wishes for your detail to get
him a verbal report of what happened the day before. He patiently listens
while the group retells what happened the day before. He states there is a
concern about the reporter and what their article is going to cover regarding
the tanks and their performance in battle. After taking some time to weigh
your report along with the information he has, he informs your detail he
has no other options before him, and the reporter needed to be dealt with.
Your commanding officer feels it is better to handle this quietly so you can
continue with the project, rather than have everything compromised.
Conclusion:
Should the detail decide to kill the reporter, they do so quickly and quietly.
They can dispose of her body and take care of all the evidence that is left
behind, making it look like an accident that was caused by enemy forces.
Other options may be more complicated, but nothing the group can’t handle.
No matter what course the detail decides to move forward with, there is too
much bad blood and suspicion for them to continue to work together. They all
request to be transferred off the project and move on with their service.
Decoration
All surviving soldiers draw 2 cards, and keep 1.
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The Lamps are Going Out
Corey Capps
“The lamps are going out all over Europe: we shall not see them lit again in
our life-time.” - Edward Grey
Mission Note: The Village the characters are entering is corrupted ground, do
not reveal this directly. To visually represent the waning hope of the village at
the start of the game create a Lamp Counter by dealing two cards per player
into a separate pile behind the Narrator screen, these will be revealed during
the Journey. For any death in the village (character, NPC, killed by character,
killed by NPC, killed by natural or unnatural causes) remove a card from
the Lamp Counter. If a player caused the death, use the Lamp Counter for
the Corruption chance. If at any point all the cards are removed from the
Lamp Counter go to the Incident The Lamps. Characters can continue to be
corrupted beyond this point but will do so using normal game rules.
Mission Briefing
Near the end of a long day of fighting, deep in the enemy trenches, the rush
of victory almost compensating for the twist of fear and disgust in your gut,
your squadron rounds a corner just in time to see the members of an enemy
squadron retreating up a ladder and back to the relative safety of the captured
ground they’ve held for months. Your squadron surges forward and quickly
piles out of the trench after them. Ahead of you the enemy soldiers rush into a
small village. Arriving at the edge of the village you don’t see the soldiers, or
anyone.
Mission Objective
Find the enemy soldiers.
The Journey - While reading this deal the cards from the Lamp Counter face-
down in a row in front of the Narrator screen to represent the lamps.
The village is old, but well-kept for being near the edge of a battlefield. It is
near dark but oil lamps in various numbers and sizes sit in front of the doors
of some of the buildings, creating strange shadows everywhere. The buildings
appear to be a mix of family homes and business, none taller than two stories.
Some appear untouched, others are in ruins. The stone road ahead of you is
approximately a mile long and passes from one end of the village to the other
but opens midway into a square dominated by the silhouette of a chapel. The
quiet is unsettling. Fear and confusion start to creep into the back of your mind,
“Where could they be hiding?”
Requirement: A mix of black and red cards (at least one of each) with total
value of black cards that is higher than the total value of red cards. Face
Cards count as 10s, Aces count as 1s.
Narrative: Using the received card each person should “spot” a hiding place
and describe why it seems like the place they should check first.
Success: The characters spot movement in the location described by the
highest value black card. Use that description for the first location the group
decides to investigate. Anyone with a card that matches the number of the
highest card may draw a card.
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Failure: The quiet of the village shakes you and you can’t seem to focus, any
place will do, so you investigate the location described by the lowest red card.
Anyone holding a card that matches the number of the lowest card must also
discard it.
Incidents
Street Incidents:
There are 4 types of buildings in the street, based on the groups’
description from the Journey, use the information below that best fits
their description. Based on the groups’ projected playtime allow as many
investigations as you want until it feels appropriate to move to the square.
Street Incidents are not presented in order and are mostly repeatable, allow
the group to determine which building they want to investigate next. If the
group moves towards the square or the Narrator feels it’s appropriate move to
the Incident Night Patrol
Ruined Building - No Lamp
Characters who don’t investigate should face a physical threat (collapsing
floor, falling wall, etc.) and take 1 Brawn damage or a mental threat (decaying
or burned corpses, startling a group of bats who fly in their face, etc.) and
take 1 Guts damage. Characters who investigate may roll Investigation,
Knowledge, Mechanics, or any skill they can justify roleplaying: TN 2 to detect
the danger and avoid it.
Ruined Building - With Lamp
Similar to Ruined Building - No Lamp. If multiple characters approach
establish a marching order. When they get near to the lamp check the lead
character’s Corruption score for the effect below. The lamp flickers to life...
0 - Normal Flame ...and burns brightly.
1 - Normal Flame ...and sputters but stays lit.
2 - Purple Flame …and the flame turns purple as you see notice the oil turning
dark.
3 - Purple Flame ...and flares into purple flame. You feel weakened. Roll
Knowledge or Communication: TN 2. You gain a memory of the original owner
of the lamp Add one dot of training to any untrained skill. Take a Corruption
chance. Failure: Take a Corruption chance. Suffer 1 Smarts damage.
4 - Purple Flame ...flares into purple flame which is drawn down into the well
of the lamp. The lamp detonates. All nearby characters Challenge Athletics: TN
(3 + Number of Characters) You avoid the explosion. Failure: Glass shrapnel
and sticky burning oil explode through the air. Take 1 Brawn or Guts damage.
Regardless: Any chance of stealth is gone. Skip to Night Patrol Incidents
Intact Building - No Lamp or Broken Lamp
There is a 1 in 2 chance that the door is locked. These are buildings with
residents who had left before the occupation, somehow managed to escape, or
willingly joined the supernatural occupation.
The door of this building is marked with a dark sooty X. The interior has
been tossed, but there may still be useful things here. Characters may roll
Investigation: TN 1) useless but sentimental item (doll, pictures, etc.) that
indicates the residents left in a hurry or were forced to leave. 2) a clue to
what’s going on in the village (a diary indicating that the minister is in league
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with the soldiers, the words “The Night Master hears all” carved into a table
top, an oil lamp full of what looks like blood”, the X on the door is blood
mixed with something caustic, etc.) 3) Something useful (a weapon, flashlight,
first aid kit, etc.) the character draws a card.
Intact Building - With Lamp
These are occupied buildings, roll 1D6 to determine the number of
residents.
Roll 1D6 to determine the color of the lamp(s):
1-2 Normal Resident / Normal Flame
3-4 Corrupted Resident / Flickering Purplish Flame
5-6 Extremely Corrupted Resident / Bright Purple Flame.
If characters are looking for a specific type of lamp there should be at least
1 of each, but Normal Resident / Flames are most common. Narrator Note:
You may choose to roll for each resident of an occupied building, while
this may offer unique role playing scenarios, rolling for the largest lamp to
represent the NPC the characters interact with will be much easier to keep
track of, in game terms Corruption spreads quickly through a home.
• Normal Resident
These doors are always locked. Forcing/jimmying the door/window
with Athletics or Mechanics: TN 2 forces a Corruption chance. The
residents may communicate through the door. They will try to dismiss
the characters. Characters may roll Communication: TN 1) Resident tells
them it’s not safe after dark, that’s when the Inquisitors come out. 2) The
resident has not seen the enemy soldiers but says soldiers occupy the
buildings in the square. Threatening the resident results in +1 TN to roll.
• Corrupted Resident
There is a 50% chance these doors are locked. Forcing/jimmying the
door/window with Athletics or Mechanics: TN 2 forces a Corruption
chance. Residents will open the door if they know the characters are
foreign soldiers. There is a 50% chance the resident will lie about seeing
the soldiers (they haven’t) and ask the soldiers to pay for the information,
otherwise roll Communication as for a normal resident. Threatening or
attacking the resident has a 1 in 2 chance of the resident(s) retaliating
(Use Cultist).
• Extremely Corrupted Resident
These doors are never locked. If the character knocks, the resident will
open the door, if they force their way in, the resident greets them and asks
them to close the door. These residents will always lie about having seen
the soldiers and offer to lead the characters to them. They may pretend to
hate what’s happening but are hoping to be promoted instead of sacrificed.
Optional Communication: TN 3 will see through the lies. Threatening or
attacking the resident forces a Corruption check and has a 1 in 2 chance
of the resident(s) retaliating (use Cultist) who calls for help, jump to Night
Patrol Incidents.
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Night Patrol Incidents:
These Incidents are presented in order but not all occur, start with
Bonfire, and follow the prompts within the Incident to create your story.
Bonfire
The Unit sees a bonfire has been started in the square, revealing a large
group surrounding it. They appear to be lighting torches, each turning and
heading out into the village in different directions as they remove their torch
from the flames. One turns and slowly starts walking down the street the Unit
is on.
Inquisitors
You watch as the soldier (Inquisitor) gets closer, as he walks down the
center of the road, he slowly waves the torch back and forth chanting in a deep
voice.
Give players a moment to react.
• If they try to hide use the building descriptions from Street Incidents.
Challenge Stealth: TN (1 per character or 1 per character -2 if inside a
building or with resident)
Success: The Inquisitor passes without issue. The Unit may continue to
investigate with another appearing after each investigation but increase
TN of the Stealth Challenge by 1 per character each time they repeat this
Incident. They may move freely to The Square.
Failure: Jump to Inspection
NOTE: If any character in the Unit was exposed to lamp oil in Ruined
Building - With Lamp they may not contribute to Stealth challenges or
take Stealth skill roll when hiding from Inquisitors
• If they move to the square without hiding jump to Inspection.
• If the Unit is being escorted by Extremely Corrupted Resident, they will
avoid the Inquisitor, the resident explains they must remain quiet and
follow him/her.
Challenge Stealth: TN (1 per character -2) Success: You make it to the
square where the resident tells you the soldiers you’re looking for are in the
Chapel and says they must return home. They resident leaves but doesn’t
go home, they’re going to the minister. Jump to The Square. Failure:
The resident says stop where you are and be absolutely silent jump to
Inspection
• If the Unit engages the Inquisitor quietly run combat normally, if they
use guns or other loud instruments Characters have 1D3 rounds before
reinforcements (2 Inquisitors) arrive.
Inspection
The soldier stops abruptly and slowly turns his head in your direction.
The lenses of his gas mask reflect the light of the torch seeming to radiate a
sickly purple glow. He turns towards the uUnit and begins walking in their
direction. The soldier steps closer, waves his torch and evaluates the party
seeming to look through the characters. The raspy draw of air through his
mask reverberates the air around you. Challenge Investigation: TN (1 per
total Corruption of the characters) Do not reveal results directly to players.
Success: Seeing nothing the soldier turns and returns to his patrol.
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Failure: The soldier approaches the most corrupt character and whispers,
“Sacrifice for the Night Master,” and shrieks casting the Fire Whisper. Combat
ensues. Characters have 1D3 rounds before reinforcements (2 Inquisitors)
arrive.
The Square
The square is occupied by:
• Corrupted and Extremely Corrupted Residents 2 for each card
remaining in the Lamp Counter - each carries a lamp or lantern
• Inquisitors who will leave after lighting their torches down side streets if
characters wait
• 2 High Inquisitors who stand on either side of the chapel doors
• 1 Vehicle that may be hotwired (roll Mechanics: TN 3) but has keys under
the seat (roll Investigation: TN 1).
• Buildings with no lamps
• A bonfire
The Chapel
A chapel, lit by the bonfire, sits across the square from where you entered,
two large doors flanked by stained glass windows sit beneath a bell tower
with shelling damage that has created a large hole in the face of the chapel. A
man (The Minister) is standing on the landing outside of the chapel. “Welcome,
welcome… all are welcome to meet The Night Master. Come forth and look to
the heavens and hear the truth.”
Two strangely dressed soldiers (High Inquisitors) open the doors of the
chapel and bring out the enemy soldiers (1 for each special Corruption card
remaining) that the Unit had chased into the village. Their hands are bound,
and their eyes are covered with blindfolds, they are marched onto the steps
of the chapel and each forced to kneel in front of a lamp. Some beg to be freed
and ask what they’ve done wrong, others remain stone faced and silent. The
Minister walks behind them, assessing them, and stops behind a soldier who
remains silent. “Have you no prayers for The Night Master?” The soldier says
nothing. The Minister nods to an inquisitor who grabs the soldiers head and
forces it backward making him face the sky as he slides his hands over the
face of the soldier, his thumbs passing under the blindfold. “Would you see
the heavens? Would you hear the truth?” The soldier begins to grunt as the
Minister presses his thumbs down into the soldier’s eyes. He struggles but is
held fast by the Inquisitors. As the soldier finally screams in pain, the Minister
proclaims to the crowd, “A worthy prayer for The Night Master” kicking the
soldier forward onto the lamp which explodes into purple flame then quickly
dies out. An inhuman shriek comes from the tower of the chapel.
How it all goes down
Two events will trigger the last Incident The Lamps, either all the Lamp
Counter cards being removed or the death of the Minister.
• If characters try to intervene all residents except the enemy soldiers and
minister will engage. At the end of each round of Initiative there is a 1 in 3
chance of an additional Inquisitor joining the fight.
• If characters don’t intervene the Minister kills each of the soldiers
gruesomely
• The Minister cuts the throat of one tied soldier each round. Each time this
happens, remove a card from the Lamp Counter. 101
Jacob Dyment (Order #30559025)
The Lamps
Describe the Incident that causes The Lamps to trigger adding: The lamps
around you all begin burning purple, the flame growing to unnatural heights
tinting everything in the village the color of an old bruise. Scents of ammonia
and copper burn your nostrils and irritate your eyes. You feel a reverberation in
your bones as a blaring screech comes from the tower of the chapel and all the
lamps go out.
If engaged in combat all combatants turn their attention to the tower,
characters may continue to fight if they choose. At the start of the next
Initiative round:
The Night Master
A black pair of clawed hands appear at the edge of the opening in the tower
as an abomination heaves itself into the air. The minister (or any corrupted if
the minister has died) calls out, “Awaken Night Master” as the creature spreads
giant wings and shrieks again.
If the characters are making noise, fighting with guns or draw attention to
themselves The Night Master will attack them, if not it will land on the steps
of the chapel and begin eating the dead.
Characters, if undiscovered, may choose to leave the village at this point.
Challenge Stealth: TN (2 per player) Success: Sneaking past Inquisitors you
make it safely back to the trenches to find the line was broken and is now
held by your allies. Failure: The characters must fight The Night Master who
has noticed their attempt to escape.
If characters can start the vehicle in the square, they may automatically
succeed on leaving the village, but after reaching the trenches a shadow
circles the trenches at night. Narrator Note: It is at your discretion to have
The Night Master fight the soldiers by dropping on them as they try to enter
the trenches or just having a haunting villain in the night sky.
Fighting the Night Master
The monster has no loyalty and while given cause to attack the characters
will also attack other noisy NPCs (using guns, Whispers that are verbal,
etc.) with the exception of the Minister. Killing the Night Master and The
Minister stuns the other corrupted out of combat, while still dangerous, they
will wander away and only attack if provoked. The characters may leave the
village unmolested at this point.
Decoration
For every unfilled first and second dot of Corruption totaled across all
characters, the Unit receives a card. The cards should be dealt to characters
in order of least corrupt to most corrupt, one at a time.
Antagonists
Inquisitors
An enemy soldier who has succumbed to the will of the Night Master and
patrols for sacrifices. He wears his gas mask and has an oil cloth pulled
forward like a hood over his head and shoulders. The cloth and his uniform
are covered with strange crudely drawn symbols painted in white and black.
He carries a torch that drips a dark crimson and burns a low smoky purple
flame.
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Jacob Dyment (Order #30559025)
Initiative Value: 4 Armor: None
Brawn: 2 Smarts: 4 Guts: 2
Weapons: Fist: 1 damage
Torch Club: 1 damage but catches victim on fire (ongoing 1
damage per round on victim’s turn until an action is spent put out the
flames).
Ski�s/Abilities:
- Mel� ˝ ˝ ˝ o o
- Elemental Rituals ˝ ˝ o o o
Fire
Weakne�: Inquisitors are blind but use a form of echolocation.
Staying sti� and quiet e�entia�y makes you invisible to them.
Reward: None
High Inquisitors
An enemy soldier who has succumbed to the will of the Night Master
and received its blessing. He wears his gas mask and has an oil cloth pulled
forward like a hood over his head and shoulders. The cloth is completely
covered in a white paste. He is larger than normal. He carries a staff that
smolders and glows purple at the end.
Minister
The former minister has fully succumbed and been blessed by the Night
Master. He is older and appears to be in poor health. He wears roughly made
vestments that are covered with a white paste. His glasses appear to be
smoked, hiding his eyes.
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Jacob Dyment (Order #30559025)
Initiative Value: 10 Armor: 2
Brawn: 2 Smarts: 6 Guts: 5
Weapons: Ceremonial Knife: 2 damage - Flu�y (2)
Ski�s/Abilities:
- Mel� ˝ ˝ o o o
- Co�unication ˝ ˝ ˝ o o
- Elemental Rituals ˝ ˝ ˝ ˝ o
Fire
Weakne�: None
Reward: Draw cards equal half the number of players to be shared by
the player who landing the ki�ing blow.
104
Jacob Dyment (Order #30559025)
The Sword Quest
Steven Wu
Mission Briefing
Command has ordered you to find and assist a man claiming to be
“Merlyn.” Apparently, this enigmatic figure has sent us several communiques
with actionable intel about enemy movements. We were skeptical at first, but
have used his intel to avoid two ambushes and set up a successful one of
our own. We believe he may have some sort of insight into the appearance of
these horrors, and may have a way to end the mysterious affliction that has
been causing so many casualties among our people. Find out what he wants,
and confirm whether what he offers is a way to end the war for good.
Merlyn is a man who wears the stitched-together uniforms of the
British Expeditionary force, the German Third Army, and the French Fifth
Army. His face is covered by an aged stag skull with antlers intact. His voice
is surprisingly light and cheerful, with a very clear English dialect. He speaks
to the Unit thus:
“So we are all done with this war, yes? The Empires of the Ignorant will
be gone soon enough, so why die for some would-be king in a faraway palace,
right? I’m Merlyn…yes, the Merlyn, or Merlin with an ‘i’ if you prefer. I serve the
true king, or will rather. Or perhaps did. I don’t remember. I’m piecing together
my past from your quaint little books.
“We’re getting off track. The true king. Yes. Once and future. We need the
sword though. One of you will be worthy…draw it out. It’s near here, outskirts
of Cambrai. I put it there after you lost it. Or I will. Find it, bring it to me, the
king will serve in the time of greatest need, and I serve the King. And the one I
serve will be victorious, in war and peace!”
Mission Objective
Recover Caledfwlch (Kahlehd-Fulc’h), the Sword of Kings. One of you must
draw the sword to become the Promised King.
The Journey
You travel through untamed woods, stealing through dappled shadows and
heavy foliage to avoid conflict as much as possible. The sounds of artillery
and firearms echo around you, but there are still occasional moments of eerie
silence, even in the middle of a war zone.
Requirements: One face card.
Narrative: In those moments of silence, what do you observe about your
traveling companions? One of you is the Promised King…who do you think is
the most worthy among you? Let the hierarchy and suits of the cards inform
your answers.
Success: Player with the highest face card is the presumptive “chosen one”
and will gain an additional point in a skill of the player’s choosing for the
remainder of the mission. In the case of a tie, each player in the tie will
receive this benefit, but each must draw for Corruption. Each player in the tie
must also attempt to claim Caledfwlch. (See Incident “Claiming the Sword”)
Failure: There is no readily apparent leader among the players. Each player
must attempt to claim Caledfwlch. (See Incident “Claiming the Sword”)
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Incidents
The Ambush in the Clearing: The Unit comes across an open space in the
woods. Roll Investigation to reveal the location of the ambush, after which roll
Stealth to bypass the ambush. A failure of the Investigation skill roll means
the Unit walks into the ambush, and 3 Order of Camlann Initiates attack. A
failure of the Stealth roll means the Unit alerts the ambushers, and the same
attack occurs, although with -the ambusher’s Initiative Value reduced to 4.
A Moment of Quiet: The Unit huddles together to recover from the ambush.
If combat occurred, the Unit may make Investigation and Knowledge rolls
about their attackers. A success in either will reveal that the attackers were
likely not soldiers of any nation, but rather seemed belong to an organization
that is actively hunting the unit. Moreover, it seemed that these attackers
were untouched by the Outsiders. Faced with the prospect of a formidable
and disciplined foe standing in the way of their mission, each soldier may
make a special Knowledge roll modified by Guts instead of Smarts. Upon
success, the soldier’s resolve is strengthened and they gain one +One for a
Guts-linked roll as the mission progresses. This roll is unavailable if the unit
successfully snuck by the ambush.
The Hunting Party: The Unit is being stalked by 2 Order of Camlann
Knights and 2 Initiates. At an abandoned farmhouse, the Knights catch up
to the players and combat ensues. The fighting takes place across a small
field, with the farmhouse and a toolshed providing cover for the opposing
sides. A broken-down sedan is beside the farmhouse. Three successful
Mechanics rolls will allow the Unit repair the vehicle, and a subsequent
Transport roll is needed to escape via the vehicle.
Wrong Place, Wrong Time: If the vehicle was previously repaired, the
Unit may bypass this incident. Two kilometers (1.2 mi) outside of Cambrai,
the Unit encounters forward scouts of the German Third Army (2 German
Officers and 2 German Common Soldiers). They are challenged by the
scouts. A soldier may bluff past this checkpoint by rolling Communications.
Upon a failure, the German soldiers will attempt to take the Unit into
custody. The delay allows a unit of the Order of Camlann (1 Knight, 2
Initiates) to catch up to the Unit. The ensuing battle is a free-for-all, with the
Narrator free to determine the targets of NPCs’ attacks randomly or through
observing the actions of the players.
The Lady: After the checkpoint, the Unit arrives at the outskirts of a tank
graveyard, where numerous tracked vehicles have been destroyed by
artillery bombardment. Currently, the site appears quiet. However, directly
in their path, a woman awaits flanked by 2 Order of Camlann Knights. She
introduces herself as Nimue, the one hundred and tenth to hold that title.
She leads the Order of Camlann. The desire of the Order is to stop any further
tearing of the Veil, by hunting down fey artifacts connecting the two sides of
the Veil, as well as any who have been Corrupted by the Others. She will offer
the players a choice: turn back from their quest and return from whence they
came. The players may make this choice. If they do, Nimue quickly departs
with her people; proceed to the Incident “The Man from the Future.”
If they refuse, combat ensues. Upon defeat, the Lady, with her dying
breath, begs the players turn back, revealing that it was her first predecessor
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who trapped Merlyn close to a thousand years ago. Upon dying she also
drops a coded Tome of the Camlann. A Knowledge roll will allow the Unit
to decipher part of the Tome; specifically, a portion of the vow of the Order,
which reads, “And in the name of Noble Mordred, we vow, with our lives, to
sever the link between the Realms. Should ever another like the Abomination
Arthur arise, we shall be there to stop it.”
Claiming the Sword: Caledfwlch is an ethereal blade that seems to phase
in and out of existence. After the Unit defeats Nimue, they find the flickering
sword stuck in the ground, half phased into an unexploded artillery shell. If
no player played a face card during The Journey, the players must now fight
for the right to claim the sword. Each must play a card, with the sword going
to the player who played the highest card. If the highest played card is not
a 10 or higher, the Sword becomes corporeal and explodes the shell, dealing
1 Brawn damage to each player regardless of Armor. If multiple players
tied during The Journey, only the tied players must now fight for the right
to claim the sword. The same rules as above apply. If there was only one
“chosen one” they may simply claim Caledfwlch.
The player who claims the sword, regardless of whether the shell
detonated, must draw for Corruption. If the claimant of the Sword is killed by
a shell detonation, any surviving member of the Unit may claim the sword,
but must then draw for Corruption. Caledfwlch is a melee weapon which
deals 5 damage - + 1 damage (1), and grants its wielder the following ability:
Blade of Healing (Guts) [training equal to the wielder’s Melee training]: This
attack targets Brawn but heals 1 Brawn damage for each success rolled over
the target’s Defense.
The Man from the Future: Upon claiming the sword or if the Unit walks
away from Nimue, Merlyn appears as if from thin air. If the party took
Nimue’s deal, Merlyn automatically attacks. If the sword was claimed, Merlyn
asks the wielder to slice through the Veil, and will lead the unit in a ritual to
“Return the King.” The Unit must use their willpower to resist with a special
Challenge of Knowledge modified by Guts instead of Smarts. If the Unit fails,
each soldier must draw for Corruption twice and the adventure ends with
Caledfulch ripping an even bigger tear in the Veil. If the Unit succeeds at the
Challenge, it does not comply with Merlyn’s demand and Merlyn attacks.
Upon Merlyn’s defeat, the adventure ends.
Decoration:
All survivors draw 1 card. If the claimant of Caledfwch wishes to keep
the sword, the claimant does not draw a card, and instead must draw for
Corruption during each Decoration. Otherwise, the sword disappears.
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Antagonists
Order of Camlann Initiate
The initiates of the Camlann order wear normal, loose fitting clothing.
There isn’t a set uniform, but each wears a necklace with a copper bit that
depicts a caged dragon.
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Nimue
A woman in comfortable traveling clothes with a heavy overcoat. She is
physically unremarkable except for a weirdly stooped posture, as if she is
constantly bothered by an old injury.
Merlyn
The figure looks definitely humanoid, but little of his features show.
He wears a stitched-together coat which appears made up of the uniforms of
different soldiers. He wears a stag skull with a full set of antlers as part of an
elaborate mask.
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Jacob Dyment (Order #30559025)
Your Majesty,
This is, unfortunately, where the journal ends. Based
on the dates in the journal, we are led to believe that
the attack in Delville Wood was the first strike of
the dark alliance between these creatures and the men
who are using their powers. Among the many who have
defected from the enemy side, we have discovered a key
witness to the events in Delville Wood. His testimony
will be forthcoming. We are still working to prepare his
statement, and our historians are attempting to verify
what details we can before we can send a fuller report
on the matter.
I will continue to follow the lead on John Hampton’s
whereabouts until it leads to his discovery or grows
cold. He made many friends in Cape Colony during the
Boer Wars, and they are likely to take him in—if he indeed
has fled here. I have my doubts about the validity of the
information we received about him, but we will continue
to follow any clue. It is paramount that we find him and
take back the stolen Book. It is our last hope at undoing
the Thinning, if such a thing can be done at all.
Yours in Grateful Service,
General Douglas Haig
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SOLDIER RECORD
Name_______________________________
RECRUITMENT TRAINING
Brawn (Strength, Dexterity, Speed)
o Athletics [Brawn] (Lift, Run, Smash)
oooooooooo o o o o o
oooooooooo
o Melee [Brawn] (Use Hand To Hand Weapons)
Smarts (Memory, Learning, Wits) o o o o o
oooooooooo
o Stealth [Brawn] (Be Quiet, Stay Hidden)
oooooooooo
o o o o o
Guts (Courage, Endurance, Emotions) o Communications [Smarts] (Speak, Write)
oooooooooo o o o o o
oooooooooo
o Knowledge [Smarts] (Book Learning)
o o o o o
ASSIGNED EQUIPMENT
o Mechanics [Smarts] (Use Machines)
o o o o o
o Investigation [Guts] (Find Answers)
o o o o o
o Ranged [Guts] (Use Guns, Thrown Weapons)
o o o o o
o Transport [Guts] (Operate Vehicles)
SERVICE RECORD
o o o o o
o Whisper (Path:_____________________)
[ ]
o o o o o
Rituals:
o Whisper (Path:_____________________)
PERSONAL HISTORY [ ]
o o o o o
Rituals:
o Whisper (Path:_____________________)
[ ]
o o o o o
Rituals:
CoRrUPTION