Vade Mecum Nearing the Finish Line!
Though the redesign and reissue of the Core Book delayed development and production of Vade Mecum: the CthulhuTech Companion, the book is nearing the finish line. This book is a must-have for any CthulhuTech enthusiast.

Here's what's in it:
• More setting details, introducing the broader role of the Ashcroft Foundation, the Federal Bureau of Investigation, the Global Intelligence Agency, the Office of Internal Security, the Arcane Underground, as well as para-psychics and xenomixes.
• New Character options, including two kinds of xenomixes, five new profession templates (arcane investigator, Ashcroft Foundation advisor, federal agent, para-psychic, and Zoner), a bunch of new Qualities, and the Parapsychology skill.
• New optional rules for
Framewerk, including healing complication, hit locations, and cascades (fighting styles).
• The para-psychic rules framework, which includes 24 para-psychic powers and everything you'll ever need to play or use para-psychic Characters.
• New magic, including fifteen new rituals (five for each of the existing types of magic) and the introduction of dreaming magic and all the rituals to go with it.
• New mecha and Engels, most of which are aquatic themed.
• Four new Tagers – the Echo, the Mirage, the Spectre, and the Vampire.
• New monsters of all kinds, including corpse-eating Ghouls (which you can now play as Characters).
• Optional rules for Storyguides, including card-based (instead of dice-based) game resolution, scrub rules (for opponents that are less than inspiring), and combat tides (story-based combat resolution).
• A couple new ready-to-play stories with a bunch of story hooks.

At 156 pages for $34.95 (estimated), it's stuffed with material. And it is very close to going to press. We'll keep you updated, but in the mean time check out some of the images we've uploaded in the Art section.