Richard De Remer (order #1312575)
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THE I8 STORYTELLING I
PULP ACTION! It is the Dawn of a New Age
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A new era begins in the 1720s - an era of p\
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excitement and imagination, when men are forthright and women are courageous. An era of globe-trotting exploration and mad science. An era in which excitement awaits in the lofty skyscraper penthouses of New York City and the squalid slums of Hong Kong, in the frigid wastes of Antarctica and the sweltering jungles of the Congo. It is the era of Adventure!
Heed the Call to Adve nt ure! Adventure is a game of pulp action, where you take on the role of an lnspired hero battling dastardly villains and bizarre monsters! 1f you liked the old pulp serials or movies such as Raiders oF the Lost Ark, The Mummy and The Rocketeer, this is the game for you! Inside, you'll find complete rules for playing any kind of pulp hero you can think o f - from a shadowy detective to a bronzed powerhouse - along with rich source material, special powers, systems for building amazing inventions and more! Contains original fiction by acclaimed comic author Warren Ellis (The Authority, f'/anetary, Transmetropolitan).
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Richard De Remer (order #1312575)
67.236.105.66
UNDER THE
MOON
- transcribed by Warren Ellis from t h e journals of Whitley Styles, published 1930 Max Mercer landed in the murder pit with a hard crack, the bones of slaughtered dozens snapping under his boots. On the parapet overlooking the pit, the pale Lord Darkstock stood and stared down, his sickening eyes flashing in the torch-lit gloom. Laughing, he raised his infamous heavy sidearm, the Devastationer. There was blood on its thick muzzle. Mercer’s blood. He had struck Mercer from behind with the gun, cowardly filth that he was. Struck from behind as Max tried to free us from the shackles that bound u s t o t h e wall. Darkstock could have killed Max right
Richard De Remer (order #1312575)
An Ron Society Adventure then, of course - he had no qualms about shooting a good man in the back if it served his poisonous ways. But the crazed English aristocrat had other plans for Max. Lord Darkstock was a member of a hidden, criminal branch of the British Royal Family heretofore secreted in asylums and institutes for the mentally diseased across the United Kingdom, of whom the King and his immediate, known relatives were, at best, embarrassed and, at worst, terrified by. The Night Royals, they were known as, in the Crown’s most secret diaries and manifests. Max’s footing was unsteady. For the first five seconds, I thought this was a reaction to the crack t o the brains. And then I realized the floor was moving under him. Sliding away.
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A stench of dead things rose. The floor was slowly winding into the wall, revealing a deeper pit beneath, closed off by thin bars. White bones tumbled off the edge of the floor and clattered on to the bars beneath. The noise roused things in the pit. Bad things. “We raised them in the dark heart of Africa, Mr. Mercer,” came the mad royal’s rasp, from 30 feet above. “In the shadow of Forbidden Mountain, where the meteor fell in 1888. There were worms in the meteor, Mr. Mercer. Worms from beyond space. Imagine that!” Darkstock laughed again a s Max scrabbled to stay upright. Annabelle and I struggled futilely against our bonds. “We force-bred them with t h e royal beasts, our hunting animals. What you see below you is the result. The Bound Horrors of Darkstock Manor!” Light fell in chilling stages on the things behind bars. Raw, bloody skin. Necks 25 feet long, strong and mobile. Long teeth set in infected mouths, their hard edges slick with pus. Human eyes. From his grim expression, I saw that Max was in no doubt that he could not survive an attack by these beasts. The noise of the bones continuing to clatter onto their bars maddened them. They thrashed and shrieked. And the bars shook in their stone beds. “Their spittle is corrosive to flesh and fabric. Eventually, you will fall on to the bars, Mr. Mercer, your feet and much of your lower legs rotted away. And then, they will pull you through the bars. In pieces.” Max had less than three yards of floor left. Max took in the entire scene and calculated. He drew his boot knife. He leapt down from the vanishing floor and landed on the bars below. T h e Bound Horrors almost brained themselves in lunging at him. The bars shuddered and loosened some more, bending outward a little. Max picked the largest, strongest Horror by sight as it came up to the bars and kicked at the bars, right in its face. “Hyah!” He yelled. “Come on!”
Richard De Remer (order #1312575)
The thing smashed into the bars again. They groaned and cracked in their settings. Max reached over and jabbed his knife into the powdering stone, digging away at one bar’s foundation. Max kicked the bars again, right in front of its face. And again. “Come on, damnit! Come on!” And t h e Bound Horror, unbound, rammed into the bars with all its strength - and the bars gave way! Max twisted out of its way and sank his knife into the beast, just below its vile head. The thing surged 25 feet up into the air. Lord Darkstock recoiled. Max ripped his knife free of the Horror and launched himself up and away from the thing, toward t h e pit’s parapet and Darkstock, less than five feet distant. In midair, Max snapped his arm down hard, hurling the knife with incredible speed and power-and t h e heavy blade split Lord Darkstock’s head in half, dashing his poisonous brains out on the stone floor.
***
The spires of New York City shone in the afternoon light. Max put his booted feet up on my desk and took in the sunshine through the broad windows of the Chrysler Building’s top floor. The skyscraper wasn’t completed officially, but Max had pull. “You know what disappoints me most about the world, Whitley?” he said. His voice was soft, thoughtful. I put my pen down on the blotter, arched an eyebrow. “Go on, then,” I said. The tone of his voice indicated another onset of that strange sentimentality of his that I always found amusing. “What disappoints me most is that I had t o learn to kill people.” Max was often struck by these black moments. I guess they were the cost of a good man having to do bad things. “And that I take satisfaction in it. There has to be a better way to deal with filth like Darkstock than putting six inches of steel in his brain. I mean, imagine what he knew. All lost now.” Max was, by nature, a philanthropist.
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He’d made a sheik’s fortune 11or 12 times over in his young life from radical new mechanical patents and stock market wizardry and, each time, had given it away wholly or in increments - to charities, trusts and reform societies. His concern was always with making life better for as many people as was humanly possible. That, and his violent aversions to both boredom and thought of his own personal safety, was what tended to make his life most difficult. “You said it yourself, Max,” I yawned, stretching. “‘Filth.’ Some things simply have no right to live. Or they abrogate their right to live by their behavior.” “Surely you don’t believe that, Whitley,” Max said, eyeing me carefully. I hated it when Max looked at me like that. It was like he could see right through into the guts of me. I’ve seen cheap gunsels and kings alike shrink and keen like whipped dogs under that gaze. “I surely do, sir. Bad things should happen to bad people, and that’s the beginning and the end of it.” “Hm.” Max rose, walked over to the window, looked out on sprawled Manhattan below from this, the tallest building on Earth. A God’s-eye view of the world’s greatest city. “Bad things happening to bad people. If only that were the way of it, Whit, my boy. If only that were the way of it.” Max paused for a moment, in thought. A pause concluded by an intake of breath so sharp that it made me snap into alertness. Nothing - nothing - had surprised Maxwell Anderson Mercer in all the time I had known him. That awesome calculating mind that rendered the world a mathematical sphere of possibilities and options meant that he was ready for anything and expected it all - that and his strange s e n s e of other times that I privately termed his “chronal awareness.” You could sneak up on him while he was otherwise engaged or physically impaired - as had happened in Darkstock Manor -but when he had his wits about him, it was almost impossible to shock him, I had believed. Whatever he’d seen, he wasn’t remotely prepared for. I dashed to the window and
Richard De Remer (order #1312575)
followed his gaze. Another of the new skyscrapers, two blocks south of the Chrysler Building, was lifting free of its foundations. The sidewalk around it was cracking apart. Water pipes burst open and fired chilly geysers up through the broken gray flagstones. The building was visibly rising. With an appalling shriek of twisting steel, the immense skyscraper pulled free of the Earth. And continued to rise. Office workers scrambled from the building’s main entrances, dropping toward the ground but, within moments, such panicked escape was certain death. People dived from the upper stories anyway. Max and I could hear their screams even from this distance, for they were jumping in their dozens. The street below was awash with gore. The plucked skyscraper continued to ascend. A little later, there was a light rain of windowglass. The building was gone, disappeared into the upper reaches of the sky. “Call the E o n Society,” whispered Max.
***
Professor Benjamin Franklin Dixon blinked in the daylight, deeply uncomfortable. “It’s only sunshine, Frank,” I smiled. He paled and shuddered. “I do my best work in the lab, Whitley,” he muttered. He only ever muttered, at best, and most people suspected he’d shatter if he actually raised his voice. “I can’t help it. I don’t like it out here.” He lit another of his thick black cigars, unique to him and rolled by his own personal staff of insane shamen and priestesses somewhere in the depths of Cuba, and considered the scene. The gaping wound in the New York block where the skyscraper once stood had not yet been dressed, at Max’s request. The scene needed to be preserved as it was when the event took place. He watched, sadly, as policemen with hoses rinsed the remains of the doomed office workers off the street and into the gutters. “Franklin,” he said. “Begin your analysis.’’ Frank Dixon turned to his array of detection machinery, which filled a steel
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trailer hooked behind the beaten, unpainted car parked beside them; a large pile of strange metal things with no obvious function. He lifted out three fat spider-like devices wrought from black steel, each trailing long cables. Dixon screwed the free ends of the cables into the side of a metal box the size of a dresser, studded with dials and crowned with a view-screen. He threw a lever mounted on the box’s top, and the thing began to rattle and shudder. Red “eyes” lit up on the steel spiders, and their legs started an alarming fidget, sharp ends tap-tap-tapping on the sidewalk. “Detectoids,” Dixon muttered, as if that explained everything. He screwed a large, radio announcer’s microphone into a free port next to the detectoids’ connectors, took it by its stand and backed over to Max and me. “I finally cracked the voice-recognition system,” he said. “If I speak clearly and loudly, they understand and obey.” Max couldn’t help but smile. “Begin analysis procedure,” Dixon muttered into the microphone. “Open all detection devices. Proceed into event area.” The detectoids hesitated for a moment, making small a n g r y hops, and t h e n scuttled into the gaping pit left by the stolen skyscraper. Dixon watched the dials on the big control box. “They’re fitted with every kind of detection apparatus I could think of. If there’s any trace of whatever caused this singular event, they’ll find it, boys. ” The detectoids spidered their way into the pit. Dixon watched his dials obsessively, looking for the invisible clues that had to be present - radiations, fields, intangible residues from whatever process there could exist that might pull a skyscraper out of the ground and fling it into spaceThe needle of a center dial jerked into life and then whipped across its arc to bury itself in the red. “Z-rays,” Dixon hissed.
***
Z-rays! The mysterious energy emissions that, when harnessed, could confound the laws of physics themselves. Whatever yanked this building clean out
Richard De Remer (order #1312575)
OF THE AEON SOCIETY of its roots and threw it into space was powered by 2-rays. In the basement of Dixon’s laboratory, the troubled professor scrawled glowing diagrams and equations on his massive light-board, a small incandescent valve taking the place that chalk would have with an ordinary blackboard. His voice was practically a whisper, low and urgent, as he explained what his detectoids had uncovered. “Z-rays are an almost perfect power source. They appear to be unlimited in supply, a small quanta of them do a massive amount of work, and they are essentially ‘clean.’ Except for one thing. They leave trace radiation, and they eject heat. So you can see where they’ve been, and you can see where they’ve come from. Just look for the radiation on impact and follow the heat trail back.” Max glowered over steepled fingers, leaning forward in the heavy wooden chair provided. “Where does t h e trail lead, Franklin?” Max was focusing, becoming powerfully intent on the job at hand. Dixon turned, blinked. “Into o u t e r space, Max. Into space, traveling an arc.” I couldn’t help but laugh. “Spending all your time down here in the dark has sent you batty, Prof. Your brain’s finally gone funny. I always said it would. Why would the man in the moon suck skyscrapers out of New York City?” Dixon looked a t m e a s if I’d been dropped on the head repeatedly as a baby. “New York City has been attacked by an anti-gravity ray, Whitley. The ray-projector would be mounted on an artificial moon in low Earth orbit. It projected the beam onto Manhattan while it tracked over us. It only took one building because it cannot stay still - to maintain orbit it must continue revolving around the planet at a steady speed. And, personally, I think it took the wrong building.” “Explain,” Max snapped. His marvelous mind was gearing up t o its intense full speed. “Following the arc and the relative position of the missing building, Max - I think they were aiming at the Chrysler Building and missed. This was probably
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the inaugural orbital firing of the projector, after all.” “‘They,”’ said Max. “Who are ‘they’?” “I don’t think there can be any doubt,” Dixon muttered, turning back to the lightboard.
***
“You’re looking for the Machinatrix? Darling, I thought it was me you loved.” Sarah Gettel, ice-blue eyes under a coal black bob of perfectly glossy hair, never learned how to wound with a word. She only ever took the kill shots. Max eyed the world-famous journalist sourly. “Sarah, I don’t even like you. But you travel in shady enough circles in search of your ‘scoops’ that I know you know where she is. And I don’t have time to play games.” Sarah laughed, playing to the audience gathered outside the broad windows of her personal office at The Daily Signal, the Manhattan paper that her reportage alone had made great. “What’re you going to do, Max? Hold me down and beat it out of me? Silly boy.”
Richard De Remer (order #1312575)
Max turned t o her great oaken desk, placed his palms on it. He gave her his trademark grin. “I had considered it, to be honest. There is very little time and I do not intend to see more people dead because I did not or could not act to prevent it.” His eyes studied the desktop, and in that moment I knew what he was looking for. The line of the grain, the strength of the wood - the point of weakness. “Do you understand, Sarah?” he asked. And split the desk in two with one lightning punch. Sarah stared at the wreckage, uncharacteristically at a loss for words. “Death offends me, and if there is any way I can stop it, I will. Still,” Max smiled the same warm smile, “people dying in ones and twos in order to save hundreds and thousands, I can cope with.” Whether or not he was bluffing, he had Sarah hanging on his every word. Max brushed sawdust from his fist. “More to the point, Sarah: I know what you were doing in Russia last summer. And I know who you were doing it with. So, un-
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ing - part of his weird daily personal regime designed, in his words, t o keep him “sane in an insane world - working perfectly in a broken world.” “We got it!” Jake yelped. “This is the place!” There was a clearing below us. Along its edges, the hints of a horseshoe of buildings. Beyond that, a small space in the *** trees taken up by a strange black gantry. I After my third sidelong glance in under pressed my face to the porthole window a minute, Max finally indulged me. “What glass. There was no landing strip. We is it, Whitley? You’re watching me more hadn’t expected that. “Going down!” yelled the Ace, laughing than you are the road.” “I’m surprised with how you treated like a madman. He gunned the engines, Miss Gettel, is all,” I replied, steering the filling the cabin with noise. “There’s no landing strip!” I shouted. Bentley through New York’s infamous traf“What?” he shouted back. fic. “I always thought you two got along “THERE’S NO LANDING STRIP!!” famously.” “I KNOW!” h e hollered and laughed “I admit that I admire the young woman, Whit.” Max frowned. “But my feelings to- again. I could have garroted him right there. ward her have always been shall we say, We banked hard, t h e starboard wing ambivalent. And recently, well ....” “She did something to really ruffle your chopping off treetops. Our airspeed dropped alarmingly. feathers?” Max didn’t move. “In a manner of speaking.” His tone inWe twisted in the air again and, with a dicated the topic was closed. *** harsh snap of flaps, dropped like a stone. The Hawk wheeled in free fall. It shudParaguay extended out below us like the dered as t h e undercarriage deployed. broadest circle of a green Hell. Emerald reflected off the chromed hide Stefokowski wrestled it into a hard turn, of the Steel Hawk, the big “superplane” and the superstructure groaned like an old that had recently been co-designed by Max man. The Hawk was fighting him now, I and Howard Hughes. Therefore, it was could tell. T h e Ace laughed at i t and huge and powerful and 20 years ahead of wrenched a t the control, astonishingly its time and yet had girlie pictures every- putting the plane on the ground by main where. And it was hot. I don’t like the heat. force and sheer bloody willpower. The props choked and died. So did I, alIt reminds me uncomfortably of my childhood, and if there’s one thing in this world most. Max finally opened his eyes. that I truly loathe, it’s being reminded of “We’re here, then?” my childhood. *** We swooped in low over the treetops. The compound was as quiet as the grave. The pilot was another member of that conWe expected ... well, I don’t know what we federation of ... unusual people known as the R o n Society. Jake Stefokowski, the expected. Possible attack. Probable trap. Even Danger Ace, whooped and yelled like a the possibility of a genteel welcome. The barnstormer full of moonshine as w e Machinatrix’s moods were mercurial, to say the wheeled and banked over the constant least. That was one reason why Frank Dixon green below. Max didn’t notice. Eyes didn’t accompany us - despite the fact I beclosed, body perfectly still and maintained lieved he was needed here. So the Steel Hawk in such utter balance that there wasn’t a was full of televisor equipment, in case we drop of sweat on his skin, he was meditat- needed to show Franklin what was here.
less you want Manhattan’s other newspapers to know what you were up to - and to run the excellent selection of photographs currently in safekeeping - I suggest you tell me-” and Max let steel form in his voice now “--exactly where I can find the Machinatrix.” He took one step toward her. “Now.”
...
Richard De Remer (order #1312575)
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TALES OF THE AEON SOCIETT.)..)..)..I..)..I..)..I..)..I..)..I..)..I..I..)..)..I..). Max and I trotted across the compound toward what looked to us like a laboratory. The main doors were heavy and decorated with a panoply of strange-looking locks. All of which were disengaged. The doors stood open. Struck by presentiment, Max drew his Hell-pistol and twisted the fire control to Wide-Range. Inside the main lab, under walls encrusted with technology so advanced as to s e e m alien, under blue light, t h e Machinatrix lay in a pool of blood. “Get the televisor camera, Jake,” said Max, quietly. “Tell Franklin his ex-wife’s been attacked.”
***
Dr. Hephaestia Geary-Wexler had undergone a short, passionate, intense and violent marriage to Benjamin Franklin Dixon, which ended explosively with them both wishing virulent death on each other. Two genius-level engineers under the same roof was never going to work - particularly when Franklin was an obsessive and Hephaestia had questionable ethics. Max had known them both through the late Dr. Hammersmith and didn’t take sides during the inevitable dissolution. Hephaestia did that for everyone, by leaving. She involved herself in a number of esoteric scientific pursuits in the years that followed. Yet only now, seeing her lying before us, did I realize just how far afield she’d gone. T h e respected Dr. Hephaestia GearyWexler was also the Machinatrix, a mysterious underworld figure who sold her inventor’s gift to the highest bidder. It appeared that, this time, someone had paid her in bullets. Max was down on one knee by her, examining her. Very still, opening his senses, taking in everything about the scene. “The scent is wrong,” he said, quietly. He touched a finger to the thin pool of blood around her prone form. Paused, taking in the sensation of the liquid on his skin, nerves exquisitely sensitive. “There’s oil in her blood,” he whispered. “And the blood is old. There’s some chemical in it, keeping it fluid when it should have crusted.” I wondered but did not speak. Questions would only hamper Max’s detection. He
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already knew the questions. So I confined myself t o watching and looking around the strange laboratory: something like a rifle there, something like a clockwork foetus here .... He turned the Machinatrix over. There was a bullet hole in her tight steel-gray coverall, over her breast. Blood around it. But under the hole - bruised skin. And, within the bruise, an effect like chrome cobweb, apparently knitting the flesh toget her. “My God, Whitley. She has machines in her that will heal injuries! And she’s adapted her own blood to act as the fuel that operates them. Someone shot her with the intention of execution and left her for dead, and she’s lain here from then to now, unconscious and healing. What engineering audacity!” He ran his hand around the back of her neck, under her hair. Not like she was a person. Like she was a machine. “I suspect the healing process required for such a major wound may have left her without enough energy to return to consciousness. I suspect application of kinesis to her chakra structure may boost her into waking.” I saw Max’ hand flex, under her hair as if he were flipping a switch. And the Machinatrix’s eyes snapped open. Frozen, for a moment. And then swiveled around. Her mouth curled into an ugly grin. “Max Mercer. I’m in Hell, then.” “Nice to see you too,” said Max, sitting back and smiling openly. “What’s t h e story?” T h e Machinatrix looked down at her bullet wound - and then sharply across at Max. “I’m not giving you the secret, Max.” “I could have ransacked the place and stolen it and two dozen other pending patents while you were laying on the floor in a pool of your own engine oil trying to work up the bio-energy to lift your little finger. If I wanted it, I’d have it. But what I need is in your head.” Jake appeared, lugging the televisor system. “Don’t look at him, look at me,” Max snapped when Hephaestia’s attention wan-
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dered. “I want t o know who you built an artificial moon for. I want to know who you built the launch system for. I want t o know who shot you. Because I’m damn sure all three answers are the same name.” T h e Machinatrix s a t up, ran a hand through her hair and nodded at the televisor, which the Ace was activating. “Who’s on the other end of that thing?” I smiled. I don’t think it was a very nice smile. “Guess.” She favored me with a contemptuous glance. I had made it quite clear whose side I was taking, during the divorce. “Hello, Whitley. Still grubbing around in the shadow of t h e Boy Scout? Has h e thrown you any pennies lately?” The televisor hissed into life -its camera lit up, and its reception screen sparked and illuminated. Frank Dixon’s face resolved on the small screen in grainy monochrome. “Hello,” came his voice through the copper sound grille. “There goes the neighborhood,” sighed the Machinatrix. “We need to know what you’ve done, Hephaestia. Mechanics, equations, trajectories, 2-ray cone numbers. There are 500 people dead in space because of you.” Her eyes widened. “Because of me?” “The cone effect you used to cut off gravity waves. An entire office block was pulled into space.” “I don’t know what you’re talking about. Yes, I launched a satellite, and yes, I installed a 2-ray mirror and projector on board, but ... severing gravity waves?” There was a long pause, as Franklin studied his ex-wife through the televisor from Manhattan. Then his voice echoed through the grille. “She’s not lying, Max.” “So, who shot you?” Max ground out. Hephaestia shook her head, resigned. “He came back for more inventions. He was obviously also fairly concerned that I knew about his business. I demanded payment for what I’d already given him and threatened him with that-” she pointed to the thing that resembled a rifle, propped in the corner “-despite the fact that I don’t have an aiming mechanism for it yet. Bluff.”
Richard De Remer (order #1312575)
Max eyed the rifle. “What is it?” “Kills 2-ray beamers. You see, putting a telluric engine on the satellite led to unacceptable weight penalties. So the system beams energy up to the satellite. But, as it stands, the gun needs to strike an exact point on a telluric engine to do anything. It needs to be hooked up to a mechanical brain to be aimed with the correct accuracy.” Max smiled. “We in the B o n Society have our own aiming device, better than any artificial brain. If you’d joined us, you’d know that, Hephaestia.” “I prefer working for a living,” she replied, without obvious rancor. “Very well. Now,” said Max, “tell me who commissioned you. Before he kills again.” “Or comes back to finish the job there,” Dixon added, sharply. The Machinatrix shrugged. “Why not?”
***
Rex Mundi charred in the equatorial sun. A chunk of burnt black rock in the Pacific Ocean, five miles across. Barely worth recording. In fact, it did not exist on normal records. Was drawn on no maps. If you didn’t know it was there, you’d never find it. The Machinatrix knew where it was because she designed a launch system and a command-and-control complex to operate there. Flinging an object into outer space was evidently more easily done from a site on or near the equator. We had no idea what to expect on the isle of Rex Mundi. All we knew was that we had to get there before the orbital attack system was tested again. Or, worse, used in anger, now that it had been calibrated on Manhattan. We knew where the swine was, and we knew what he had but we had no idea of his intentions or greater scheme. Nor did we even know his name. He had paid Hephaestia well enough that she overlooked niggling questions such as his identity or what, exactly, he wanted with the inventions he commissioned. The Steel Hawk lurched in the air. A “portable” - the size of an outhouse telluric-ionic battery was lodged in the back of the plane, making even its mighty
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engines strain to keep us all in the air. Also in the back was Hephaestia’s Z-ray-powered rifle and our “aiming system.” Our “aiming system” was drinking whiskey that had probably been made in an old man’s bathtub. And not a clean old man, either. “Are you ready, Whitley?” Max grinned. “No,” I said. I was not grinning. “Out we go,” said Max, dragging me out of the open door in the side of the Hawk and into nothing but thin air. All of a sudden, there was 5,000 feet of nothing between my feet and the hard rock of Rex Mundi. And t h e distance was shrinking fast. Max was laughing out loud as we plummeted at 100 miles an hour, loving every second. I could see the command-and-control complex below us. I could pick out details on t h e central building’s flat roof. I could pick out the exact spot where I would, within 30 seconds, turn into a wide red puddle. Max reached toward me and yanked the cord on the pack he’d strapped to me back in the plane. I snapped up 100 feet in a fraction of a second as the Max Mercer Super-chute shot away and blossomed open with a dull whump. T h e chute’s angled wings took over, small rocket-tips at the ends of the burn-proof spans of fiber firing occasionally to bring us in on target. We touched down in the center of the compound at walking speed. Hitting the quick release button on our harnesses, we shed the Super-chutes and drew Hell-pistols. No time to muck around. We had no idea what to expect, and maximum force was our only insurance. Above the central complex, a tower rose, 200 feet tall - a spidery framework filled with the weird machinery of a massive telluric generator. Max looked up. “This is how he does it, Whitley. As the moon passes over this location, the tower beams enough power up to it to last until its next pass. If we can take this out, the thing will eventually run out of power and fall back to Earth, burning up in the atmosphere.”
Richard De Remer (order #1312575)
Max kicked open the door to the command-and-control complex. It was empty. Abandoned. There were cold cups of coffee and curling sandwiches on the tables and work counters. A huge, electrically lighted map of the world dominated the room over a counter with great consoles full of unknowable equipment and dials subordinate to it. An eccentric dotted line tracked across the Mercator projection of the Earth. A pulsing circle surrounded a tiny equatorial point in the Pacific Ocean. A glowing triangle followed t h e dotted track around the world. The triangle was extremely close to the circle. The counter clicked constantly. 0039. 0038. 0037. “Max...” I started. “I see it. Someone tipped him off. He’s aimed the damn thing at this island. The power will beam up to the artificial moon, and the moon’s gravity-cutting projector will fire down at the island ... and we all know what happens next.” Max unshipped his radio from his belt. “Jake, can you hear me? The gravity projector’s going to rip Rex Mundi out of the ocean and throw it into space in 25 seconds unless we can kill the Z-ray engine.” “No time to get us off the island,” I pointed out. Sounding calmer than I was. Max ran outside. I followed. Looking up, we could see the Steel Hawk glinting in the sunlight. Too far away. The air began to glow. I could still hear the ticking of the counter, even from out here. I saw pebbles on the ground at my feet begin to rise. Somewhere, a door was banging. We were trapped on an island that was about to be fired into orbit. And then I heard something yell “YAHOO!” I stared. And couldn’t do much more than mutter: “Oh ... my ... God.” Max smiled. “Our aiming system.” The Hawk’s undercarriage was down. Hanging upside down from the undercarriage, legs wrapped around a wheel strut,
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OF THE AEON SOCIETY
Annabelle Lee to the rescue!
hefting the Z-ray rifle and hooting and hollering: Annabelle Lee Newfield. The single best shot on Earth. Pretty as a picture, mad as a hatter, and, right now, all that stood between Max and me living and Max and me dying in a vacuum. The Hawk began to buck and judder as it entered the moon projector’s growing field of influence. I could feel the island straining against its geologic underpinnings. I could feel it start to tear free of the Earth. Annabelle L e e narrowed h e r e y e s , twisted her hands around the rifle, took a breath held it - fired - an eye-stinging beam of light boiling out of the rifle muzzle, cutting a wound in
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Richard De Remer (order #1312575)
the air as it blazed from rifle t o tower -which went up in flames as Annabelle Lee’s shot perfectly cored the massive ZRay engine within. Rex Mundi shuddered and groaned and rested. Max and I fell a little way, not realizing that we too had lifted a full 12 inches into the air. The Hawk overshot us, and we heard Annabelle Lee’s mad laughter pealing. We were alive. But we knew nothing of our new enemy; only that he was still at large after killing hundreds. Max glared up at the bright sky. “Bad things happening to bad people. If only that were the way of it, Whitley. If only that were the way of it.”
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Book I: Setting Welcome to Adventure! .........12 The E o n Society.. .................19 Telluric Energy.. ..................... 25 Agents of Change.. .................32 This World of Wonder.. ...........56 THIS MAGAZINE CONTAINS NEW STORIES ONLY. NO REPRINTS ARE USED. Entered as Second-class MatterJuly 29, 1922,at the Post Offce in New York,N. Y.under Act of Congress bf March 3, 1879. Yearly Subscription, $1.00. Single Copies, 10 cents. Subscriptions to Canada, Cuba, Dom. Republic, Haiti, Spain, Central and South American Countries, except The Guinas and British Honduras, $1.25 per year. To all other Foreign Countries, including The Guinanas and British Honduras, $1.70 per year. We do not accept responsibility for the return of unsolicited manuscripts or artwork. To facilitate handling, the author should inclose a selfuddressed envelope with the requisite postage attached, and artists should inclose or forward return postage.
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Welcome to Advent ure! Call me Max. We’re through with formalities for now, so let’s leave them outside and talk about the interesting part now. What time is it? No, it’s not a trick question. And 1 don’t mean what a timepiece says. 1f you move those experimental aviator goggles over it’s a design Danger Ace is tinkering with, and I’m sure he’d be glad t o explain it when he gets back -you can look at my desk calendar and confirm that it’s the first day o f June, 1424. Behind me, with the Great Bone Spear from Borneo’s gorilla people on one side and a gear from a Sanguine Promethean robot heart on the other, is a clock that will tell you it’s just after 1 PM. But that’s not the kind of time I’m talking about. Mr. Einstein showed that time is relative. If you went o f f to the stars fast enough, you couldn’t count on that clock and calendar anymore. Well, the tide in human affairs flows very fast these days, and the real question is, what is it time for you to do? We live in an extraordinary age. Just in the years you’ve been alive, we’ve all gone through countless technological and industrial upheavals, global war and a complete reworking of maps and the societies within the new borders. You know from watching the world that we human beings are capable of greater good and greater evil than almost anyone ever imagined. And it’s not stopping. We’re all racing into the future along roads we build as we go, and you’re as much a part of that as everyone else. The future isn’t just built in mirrored halls and university laboratories, but in the dying and renewing hearts of cities, in farms and towns, everywhere people imagine a future and act t o make it happen. You build it with each step you take and every word you speak. Mr. Veblen and Mr. Spengler say it’s all up for us, and all we have left is carnivals until the
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Richard De Remer (order #1312575)
new dark ages come. Mr. Nietzsche would have us make a world where supermen herd the rest o f us like so many cattle. Mr. Poincar6 thinks all will be well iF we just do what the lords and diplomats tell us to. 1 want to offer you a different vision. Have you ever been t o Europe? Oh, of course, you were there in the Great War and afterward; we didn’t meet up in the relief effort, but you knew some of the same heroic men and women 1 did. I’m not here to reminisce about the good work o f the past, though, even though 1 think that what we did to end famine and rebuild wrecked countries is right up there on the list o f good works for this century. 1 wanted to ask if you’d ever seen the Roman roads. Yes, those are the ones, some of them still in use every day, nearly 2,000 years after the empire fell apart. They’re magnificent, but they’re also limited. The imperial roads only take you where emperors and their servants thought people should go. 1F it didn’t appeal to the emperor, then you’re out of luck, no nice road for you. Contrast that with, well, with the autogyro we flew in this morning. It goes from anywhere there’s a pilot to make it take off, to anyplace the pilot can land. That’s freedom, for those who can afford it - like lcarus but with sturdy steel and plastic that won’t melt like wax. 1 want to give humanity wings. No, not real ones. I’m not out t o be my generation’s Dr. Moreau, and 1 don’t need you t o be your generation’s Or. Frankenstein.I’m talking about a liberty inside to think and feel freely, instead o f only thinking and feeling what the authorities say is okay. I n the R o n Society, we aim toward an age where everyone is master of their destiny. You’ve done enough flying yourself to know that you need more than a machine that can hold you up. You have t o know how t o op-
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TALES OF THE AEON SOCIEW.I..I..I..I..I..I..I..I..I..I..I..I..I..I..I..I..I..I..I. erate it. You need charts of the land and tools to measure what the air is doing. A successful solo flight works because of a great many people, most of whom you’ll never know, all doing their part at each step along the way. Well, setting a society’s worth of people free to master their destiny is much like that. To choose for themselves, they need to know what’s happened in the past, what the world is like now and how to evaluate all that and make wise decisions for the future. One way of thinking about what we do in the R o n Society is this: We’re mapmakers for tomorrow’s free fliers. We dedicate ourselves to charting the world as it is right now, in all the places people don’t otherwise think to look. We head into jungles and war zones, haunted sewers and empty deserts, wherever there are mysteries to explore, and we bring back the stories of what we find. In our files, there’s the raw material people will need t o make the next decade, the next century, the next thousand years the best it can be. Along the way, we deal with some of the people who want to chain the rest of us, cut the wings, yoke us up. Some of us here relish a
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good scrap, and some of us don’t find it all that much fun but are pretty good at it anyway. lt’s an adventure in its own way, even if fighting would-be villains is more like preventative maintenance rather than curing a disease or breaking open new territory. lt’s necessary, too. We’re not the only ones out there doing this kind of work, you realize. Talk to Whitley, and he’ll be glad to tell you more than you ever wanted to know about our friends and rivals; he knows the files probably better than 1know the backs of my own hands. 1 don’t mean to suggest that you have to join us or that have no chance of helping the world in any other way. 1 do say that we do more good work, more thoroughly, than anyone else 1 know of and that we do so in large measure because we’re more flexible about who we take in. You met Enkidu this morning. He and his people are as much a part of the f u b u l C nc I c miianiiiy a d the rest of us. 1 want you to join us, too. While you think it over, let’s look around. Let me show you what you’d be getting into. I’m confident that, when you see it all, you’ll make the right decision.
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Richard De Remer (order #1312575)
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DUST OF DEATH! An R o n Society Adventure could strangle without a mark, but some-transcribed by Greg Stolze from one that talented would attack the jugular the journals of Whitley Styles, to starve the brain of oxygen. It’s a fast published 1924 The sprawl of dead men made me un- kill. These men died much slower. You can see it in the posture and in the blue lips. comfortable. It brought back memories. My eyes were immediately drawn t o Something was keeping air out of their their blue lips, hands clutching throats as lungs altogether.” Primoris raised his eyebrows. “Yet how if to somehow draw forth breath. They’d could one attacker - or even a number smothered, clearly. The question was... perform this hypothetical ‘slow kill’ on how? I knelt and reached out t o close a dead several would-be drug purveyors without disturbing the lab? Other than spilling a man’s eyes, but Primoris stopped me. “Leave them, Styles,” he said. “Leave quantity of yellow dust on the floor, that is.” them just as they died.” “What do you mean ‘would-be drug pur“But common decency, man!” “Any detail might be a clue - even the veyors’?’’ He gestured at the extensive lab equipposition of their eyes. I suspect these men would prefer us to find their killers, inde- ment. “They were trying to make artificent or not. That is, assuming they’re in a cial opium,” he said. “Isn’t that right, Professor?” condition to ‘prefer’ anything.” “Sorry?” Dixon looked up from the yelI was silent a moment, looking around the laboratory. Primoris and Dixon could low smudge on the floor. He had put a probably read the tangle of tubes and pipes small sample in a petri dish and was ginand flasks like a book, but it was Greek t o gerly dripping something on it from an me. For a moment, I let myself wonder eyedropper. He frowned at the result. “The dead men, Professor. They were why I’d been sent. But I knew. For a scientific mystery, Mercer sent his great trying to synthesize opium?” He glanced around, shrugged. “Looks minds. For a puzzling asphyxiation, he sent like it.” me. “Is such a thing even possible?” I asked. “They were smothered,” I told Primoris, “Oh certainly,” Primoris said. “I expect j u s t t o say something. He’d know, of course. That restless mind of his had someone will make artificial opium within surely fallen on every detail like a hawk 10 years. Fifteen, if they’re lazy.” “But ... that’s monstrous! If a criminal on a hare, tearing it apart t o suck out evcould simply make opium in a basement lab ery last bit of information. As expected, he nodded impatiently. “A instead of importing it or growing it ....” Primoris nodded, a sardonic smile creasmagnificent deduction,” he said sarcastically. “But now, can you tell me the color ing his lips. “I suspect I now know why these men were killed. But the question of the sky?” “Smothered,” I repeated, gritting my of how remains.” “God’s wounds!” Dixon muttered. teeth. “but not stranded. There are no marks on the throat.-A skilled assassin “Have a look at this, Primoris.” He’d pre-
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pared a slide of the yellow substance and was examining it under a microscope seemingly oblivious to the dead scientist slumped next to him. Primoris bent to look and made a small, surprised sound in the back of his throat. It was the first time I’d ever heard him surprised. “We’ll have to get this back to my lab for a proper analysis,” Dixon said, but at that moment something caught my eye. The door to the lab was creeping open, and six men were creeping in. Short, swarthy men who looked uncomfortable in their cheap suits. “Doc, Professor, we have-” I didn’t have a chance to say “trouble” before all six had produced strange knives of midnight blue metal. I saw the late afternoon light glint off glass sheathes before the blades came out - not drawn, but cracked free, flicked hard against a doorjamb or countertop. They held them competently but not expertly. I didn’t expect six to be enough until thick yellow smoke began to pour off the blades, collecting in a small cloud near their ankles. I’d never seen such a thing, and I didn’t like it, so I drew my guns just as they lunged forward. I still wasn’t nervous; Primoris and I could probably take four of them unarmed, if it came to that, and heaven only knew what Dixon had on him. I almost felt sorry for the first attacker as I aimed at his heart and pulled my right-hand trigger. The bullet clicked on a dud, and I heard the same when I tried with the left. I dodged a wild swipe and felt a strange breeze drawing toward the foreigners. I drew a breath to warn the others when it felt like a black tunnel was closing around me. Suddenly dizzy and weak, I fell to my knees, just as a knife wreathed in yellow smoke slashed across my face ....
***
When I opened my eyes, the first thing I saw was a lovely visage wreathed in blonde curls. I blinked, and before my mind could get up t o speed, my mouth had opened. The words “Oh, bugger,” fell out, followed immediately by, “I died and this is heaven, isn’t it?”
Richard De Remer (order #1312575)
The blonde woman’s cackle brought me back to earth. That and her immediate use of a spittoon. No culture I know believes angels chew tobacco. “Oh, Whitley,” she said. “How you do go on!” As my head and vision cleared, the afterlife hypothesis became increasingly remote. First and foremost, I was in pain. It felt like my entire head from the ears up had been boiled. Tentatively, I rolled my eyes. It hurt neither more nor less. Not a hangover, then. This was more a full-head, throbbing pain - exactly the sort of pain one gets after being choked unconscious. But there was more to it than that .... In my forehead, a complex amalgam of pains played counterpoint to the dull throb. There was the icy ache of a fresh, shallow cut, but underneath that was a peculiar burning pain, much like an overexerted muscle. “I’m surprised t o see you at my bedside,” I said to Annabelle (for the blonde woman was none other than my comrade Annabelle Lee Newfield). Then I winced as I realized the impropriety of what I’d said. The wince provided a new pain - a tugging t i g h t n e s s across my brow. Stitched, it felt like. “Er, what I mean is, I thought you’d be out hunting down my would-be assassins.” “Oh, they’ve been captured. Dixon used o n e of his doohickeys on them ... a ‘glueotron’ o r ‘gluematic’ or something like that. Last time I saw them, they were just starting to get them separated.” She leaned in and gave me a wink. “When he makes his joke about ‘hardened criminals,’ be sure to laugh because he probably saved you and Primoris both.” “Really?” I blurted. “Primoris too? I should have thought ....” “Here, look at this.” Annabelle reached into a drawer next to my bed - I now recognized a familiar suite at the Emily Mercer Memorial Clinic - and produced a glass jar. Inside were several thin, red objects. They looked like rusty wires, perhaps 40 gauge. “What’s that, then?” “Your blood. When that knife cut you, it somehow made your blood turn into ...
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this. They pulled these out of the veins in your forehead. Lucky for you the blood vessels up there are small. Primoris was stabbed deep in the side, and a lot more of his blood got ... converted.” Cautiously, I sat up. Not too bad. “Is he all right?” “He’s still in surgery. I couldn’t quite follow all that they were saying, but Dixon and Tallon were concerned that a piece of ... solid blood ... might block a valve and cause a heart attack. That or get propelled into his brain and cause a stroke.” I slid my legs toward the edge of the bed, then stopped when I realized I was wearing nothing but a hospital gown. ”If you’ll excuse me,” I said, “I think I’d like to put on my pants and have a talk with our attackers.” “You can join Mercer in that, when the police finish up. Hurry though. His pants are already on.”
***
As I was leaving the clinic, a flawlessly clean Bentley pulled up. A door opened, an aroma of cigars and leather wafted out, and Dixon’s voice floated up. “Need a ride?” “Thanks, Prof.” I got in, then jumped in alarm as padded leather clamps hugged my chest and thighs. “A safety feature,” he said. “I should have mentioned.” I wondered what other “features” he’d added to Max’s treasured auto but kept my questions to myself. “When I said thanks, I meant for more than just the ride. Thanks for saving my life.” “Ah, well, that. I’m sure I can count on you to ‘pick up the next round,’ as it were. Besides, I really was looking for a chance to test the Dynamic Gluten Ejaculator.” “The what?” “A glue gun I’d been toying with.” A smile played around the corner of his mouth. “We wound up with ...” “...let me guess. Six hardened criminals?” H e frowned, disappointed. “Four. Primoris killed two before they got him. I guess they didn’t consider me as much of a threat.” “Turnabout‘s fair play. 1didn’t think they
Richard De Remer (order #1312575)
were much of a threat. They handled themselves well, but without those knives ....” “Ah, well, the technological advantage!” He clucked his tongue softly. “Science is ever an unpredictable mistress. Not unlike-” “Do you know what was going on with that smoke?” I interjected, not wanting to hear the tribulations of his unusual romantic life. “Not smoke, my friend; dust. The knives produced the same dust that was on the floor of the lab.” “What was it?” “The dust is an oxide - the byproduct of a chemical reaction, like ash or, yes, smoke. This particular reaction is extremely dramatic and dynamic. Whatever those knives were made of, it sucks in vast quantities of oxygen and traps it in an oxide.” “You mean those knives drew all the air out of the room?” “Not the air, no. Just the part of it we need to live. Tell me, does your forehead feel overexerted? Like you’ve been lifting weights with your eyebrows?” “How’d you know?” “Lactic acid, my friend. Our muscles produce it when they become oxygenstarved.” “So when the knife cut me...?” “It reacted with t h e oxygen in your blood. Nasty, nasty stuff.” “Is that why my guns misfired?” He nodded. “No oxygen meant the gunpowder couldn’t ignite.” “What are those knives made of, then?” “Well, that’s the interesting thing. Such prodigious rates of oxidation are quite simply unheard-of. Whatever it is, it’s a compound or element unknown to man.”
rt
***
T h e swarthy assassin sat, one hand cuffed to a wooden chair. Blood trickled from the corner of his mouth, and one eye was swollen shut. Seeing the direction of my gaze, Sergeant Murtry narrowed his eyes and said “He fell.” “Chicago jails have s u c h slippery floors,” Mercer replied. He said nothing more, but he fixed the officer with his steely gaze, and the hulking cop flushed and turned away.
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“Good luck getting anything out of him,” “I am,” Max replied. Murtry said as he departed. “He h’ain‘t T h e diver nodded gravely. Then he said naught.” lunged to his feet, grabbing the chair arm We entered the room. The man looked with both hands and swinging i t a t up, dully. Maxwell’s head. “Cat got your tongue?” Mercer asked. He was fast - a lifetime spent moving “Perhaps the testicle-crushing machine through water makes one speedy in the will loosen his lips,” I said - in Arabic. thinner air. But Max was more than ready The prisoner’s eyes only flicked to me for for him. He moved according t o his own a moment, but I knew he’d understood. notions of fighting science, picking an Mercer nodded. angle perpendicular to the arc of the make“You speak no English?” he asked, also shift club, applying just the right pressure in Arabic. We got no reply. to swing the man off balance. With a crash, “He’s from Bahrain, unless I miss my the fellow slammed to the floor, his wrist guess,” I said, switching back to English. pinned beneath the chair he’d tried, so Mercer slapped himself on the forehead. clumsily, to use as a weapon. “Of course. If you have a weapon that Max placed his thumb on a nerve joint steals oxygen, whom do you pick to wield at the corner of the Bahraini’s jaw and held it? Someone trained from childhood to hold him down. his breath. Someone like a Bahrain pearl “What would make a man travel across diver.” the world, only to risk his life so foolFor the first time, the captive broke his ishly?” Mercer asked. silence. A tear leaked from the diver’s eye. “Are you Max Mercer?” he asked. “They have my daughter,” he whispered.
Richard De Remer (order #1312575)
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Richard De Remer (order #1312575)
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-excerpt from The llmes, 22 July 1922 a
FIRE SEVERELY DAMAGES WEST END MANOR Death Toll Unknown; Famous Inventor Lost One of tf le most distinguished members of London’s scic:ntific community, albeit one of its most eccentric, is no more. Dr. Sir Calvin HammersmitlI perished in a fire at his Bushy Park home late last night. He was in the process of demoiistrating a new scientific apparatus to the sort of cosmopolitan, eclectic audience so familiar to those ugranted the ouuortunity to participatein his salons. This time, however, something went tragically wrong. 1 1
this account, refined for public presentation by your reporter. “After a short introductory lecture, Dr. Hammersmithturned on his ‘telluricenergy’accumulators. As his special battery apparatus charged, he demonstrated a variety of measuring of what he .~ tools, to. chart _- the movements . . hoped would be a revolutionary new power source. The moment the batteries reached full capacity, well.. .” At this juncture, Prof. Dixon became understandab1y”moved.He valiantly gathered himself after a moment and continued: “Unfortu-
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capacitors or the batteries; we may never know. Fire swept through the lab in seconds and spread to the rest of the manor in mere minutes. Curiously, a peculiar ripple effect created a pocket of calm in which some of us sheltered, but those so unfortu nate as to stand outside were incinerated instantly “Dr. Hammersmith s desneratelv attemntine to a _ _ _r-- --safety measure --4
did, in fact, save us, as in his mpensatory system damped long enough to let those of us in the calm pocket flee outside. He turned to join us, but a second surge burst over him. He died on the spot. “I and the other survivors mourn his passing and regret also the loss of the unique scientific insights that he had not yet shared with the rest of the world.” It is unclear at present how many attendees perished in the tragedy. Thankfully, none of the survivors were seriously injured. Examination in local hosuitals showed no major bums or other damage, and individuals suffenng from smoke inhalation and the like were treated and released this
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J
J
- from the journals o f Whitley Styles Dacember.
1922
Donighal has called. He asked i f I had heard from Maxwell M e r c e r , since t h e events a t Hammersmith. I haven't heard from Max since just before the t w o of them l e f t f o r London. and I told him this. He said t h a t Maxwell has been missing since right a f t e r the event, and no one has heard f r o m him a t all. I've promised t o be on the next boat t o London. t o look into this disappearance myself. Mrs. Austin will be disappointed, but her jewels can wait.
January. 1923 He's gone, w i t h o u t a t r a c e . I've t r a c k e d e v e r y false hope. wild goose and r e d h e r r i n g in €ngland and have come no closer t o finding M a x w e l l M e r c e r . I t is as i f t h e man has disappeared i n t o t h i n air. A p p a r e n t l y , no one has seen o r t a l k e d t o him since t h e Hammersmith A f f a i r . Donighal cabled me f r o m t h e Far E a s t , saying he's had no luck and n o t t o w a s t e m time. I've booked passage on a f a s t liner back t o A m e r i c a f o r t o m o r r o w . Perhaps ercer's r e t u r n e d t h e r e . I'm a l i t t l e w o r r i e d - M e r c e r ' s a tough one. b u t t h i s is t r u l y unusual, even f o r him.
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March, 1923 I've given up t h e search. though r e l u c t a n t 1 M o n t h s have passed. and I'm no closer t o finding M e r c e r . I haven't h e a r d f r o m J o n i g h a l in weeks. and t h e l a s t teleg r a m makes me think he's givin up a s well. I c a n ' t keep looking. f o r o t h e r m a t t e r s r e q u i r e my a t t e n t i o n . such as Austin's j e w e l s . 1'11 j u s t have t o keep hoping M a x w i l l t u r n up.
As.
June 1923 M a x is back, L e t me w r i t e t h a t again - M a x w e l l M e r c e r is back. I c a n ' t think o f anyone else w h o could have so completely hidden f r o m me f o r months and t h e n popped up right under my nose in Chicago. He's been in t h e c a r e of Dr. P r i m o r i s f o r t h e last f e w months, b u t he can't remember h o w or why he ended u t h e r e . Amnesia says t h e D o c t o r . I'm n o t sure. b u t I think M e r c e r might have i n t r o L c e d 'Primoris t o me, back w h e n he rescued me f r o m t h e Thuggee. The D o c t o r seems f a m i l i a r , a t least. and has a p p a r e n t l y known M e r c e r f o r years. W e ' r e going o u t f o r steak t o n i g h t , to c e l e b r a t e t h e sudden r e t u r n . M a x says he's had some t i m e t o think and w a n t s me t o consider joining him on a n e w v e n t u r e . I'm looking f o r w a r d t o hearing this. I t h good t o have my f r i e n d back.
/
NEW CLUB TO OPEN DOORS
he new worlds around us," Mercer sai Maxwell Mercer has been instrum
AEON S o c m for Gentlemen
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July. 1923 That was some steak dinner. Max seemed on f i r e , more so than usual. Whatever happened t o cause his amnesia. i t certainly did no harm t o his mind. I don't think I was halfw a y through my steak before he spilled the beans. His grand scheme: gather a group o f brave. intelligent and open-minded people who, together. w i l l explore the world. "Not necessar ily the best at w h a t they do, Whitley." he said t o me, "though I'm sure mony of them will be that. No,the best people f o r this will be the ones who ask why and w a n t t o find the answer." P a r t of me thinks it's madness. b u t t h e n , so many o f Mercer's best ideas have always been tinged w i t h madness. I t was madness f o r a single man t o take on the Thuggee. all f o r a lost boy. Yet. t h a t turned out well f o r both of us. I'm sure his new idea will too. Max has already p u t together a l i s t of likely recruits, and he wants me t o contact some of them. When I asked why there w e r e women on the list. he said "You must disabuse yourself o f t h e notion that the fairer sex is suited only f o r certain things. Whit.my boy. Women are as capable as men in discovering the wonders t h a t await us in the wide world." Typical.
22
Richard De Remer (order #1312575)
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We've had the f i r s t real rumpus in the club. Stefokowski and Tallon had some heated words w i t h Annabelle. She didn't like how they'd t r e a t e d her during that a f f a i r in New Orleans, and they hadn't liked how she'd iqnored their orders. M e r c e r ended t h e whole e argument. pointing aut t h a t Annabelle had earned the nickname "Crackshot" f o r good reason. Stefokowski grudgingly admitted that Annabelle had saved them in the end and made peace. Tallon grumbled a lot. but I think he'll come around. Max has been pushing himself nonstop since the f i r s t meeting. While half of us w e r e mucking around in New Orleans, he and t h a t reporter Gettel w e r e o f f in Haiti battling the undead. (I'm amazed I just w r o t e t h a t word, and not in jest!) Since he's been back. he's sketched up a new two-way radio device f o r Professor Dixon t o perfect. purchased an office in London f o r the Society and has me looking into recent disappearances in the meat district. I suggested t o M e r c e r t h a t he slow down, and he gave me a typical reply: "This is a bold time. Whitley. No time t o waste enjoying it. We've got work t o do!" I'm not sure why he's putting so much energy into this. I can't see i t taking more than a year or t w o t o find all the answers, a f t e r all.
October, 1925
o Patalities In Late Night CHICAGO -An explosio residential neighborhood of Wi
Mercer and Stefokawski stopped into the club today t o see how the construction was coming along. Jake managed t o corner me. giving me a run down on how he and M e r c e r had managed t o save t h e day in Mexico City. As always. somehow,his plane and flying skills Glad he's still aboard, make traveling much We're making a lot of progress, I think. The attack suggests we're bothering the right types of people. I was surprised no one quit on us. M e r c e r just gave me an ' I told you so" look and commented on these people being the type t o do something about i t . not s i t around and watch. He's right. o f course. A f t e r all. I'm one of them.
I t ' s been four months. and no one is dead. etimes, a t t h e scrapes w e
"Crackshot"Newfield. The president of the
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shed in t h e Yukon and t o survive. but came out in one piece. Safari Jack sonian expedition into the Congo. and when i t all w e n t bad, he escaped by intimidating the locals. I barely made i t out of San Francisco a f t e r my run in w i t h t h e Ubiquitous Dragon and his Dragon's Coil Tong.And w e nearly lost Annabelle t o a stunt during the filming of a movie in Los Angeles. I'm p r e t t y sure Safari Jack got a l i t t l e carried away w i t h those locals, so Max has
67.236.105.66
been reminding us not t o take any of i t personally. t h a t we're not pursuing personal vendettas or out t o force people t o change. A f t e r all. the E o n Society is not a secret government and has no intention of becoming one. We fight against secrets. Some of the secrets we've uncovered have l e f t me in shock and I'm not sure even Professor Dixon is accepting a t face value some of the stories we're reporting. I'm not talking about the ones where Danger Ace again manages t o save the day w i t h his plane. either. Lost worlds, people w i t h strange abilities. secret organizations I never suspected everything goes into the files. M e r c e r tells us t h a t these files are the measure of our success. W e i e not keeping any secrets, so they're open t o anyone. So far. not many have asked t o see the files. Sarah, of course, when she's in town. but no other reporters. I'm not sure i f I'm glad o r worried. I f some of what we'd discovered made i t into the papers. it'd mean panic. A t the same time. I think people should know what's going on. I think M e r c e r is right t o keep things on the up and up. It'd be easy t o forget we're doing good things i f w e hid from the public eye. The f a c t t h a t only the newspapers a r e interested in what we're doing is disappointing. but others will come around. I've been treating this as a b i t of a lark, but I think I had better talk t o Max. Maybe I can do more.
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Dacambar. I923 Max just returned from Macao. and already, he's thrown together an impromptu meeting. Somehow. he knew t h a t everyone had just made i t back into Chicago, and somehow, he was already on top of the question everyone was going t o ask. "Whit, I should have thought of i t before. We're not the police, but we've got t o do something w i t h the people w e stop." he said t o me almost as soon as he came through the door. I guess some of my mail reached him. There are already many suggestions being thrown around. Professor Dixon suggested w e set up a psychiatric facility. t o study the nature of the people we're up against. Tallon has offered one of his remote compounds in East A f r i c a o r Arabia as a location. Stefokowski asked why not just t u r n them over t o the police, so I pointed out that many o f these people aren't guilty of any local crimes. How do you charge someone f o r developing a "death r a y before they use it? Mercer's given the go-ahead on the psychiatric facility, saying " i t 6 not enough t o u n d e r stand the wonders of our world, w e must understand the people who experience them."
January. 192'f Mercer's idea of having us spend Christmas together was perfect. I t was like a second family. We're all committed t o this cause, driven by Mercer's dedication. It's infectious I even saw Jack crack a smile or three. We're doing something good here, and I'm p a r t o f it. I can hardly w a i t t o see what's next.
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cautionea againsr roucning rnc can or 11scontents, although the can appeared to be empty. In truth, the fluid was invisible to the naked eye! With Some tongs, he poured this invisible fluid Onto a steel bar, which proceeded to melt after what he claimed to be only a few droplets had struck it.
I ric man s IJCCI~trying to puolisn riis work for years, and no one who has read it takes it seriously.” Dr. Ralston dismissed the demonstration as “obvious fakery” and pointed out that even with detailed notes from Dr. Klass, no one had been able to repeat the man’s work.
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Inside t h e files Congratulations. you've been given access t o some of the most interesting and disturbing discoveries of t h e E o n Society f o r Gentlemen. Various members collected the information here. and 1. Whitley Styles. have summarized i t where possible. While I am t h e author o f many of these reports, I am not always the source. Where possible, I will indicate the appropriate member t o contact f o r a more direct retelling of events. The groups detailed here are not all enemies.Some are possible allies, others are, a t best. neutral observers of our work. We recommend caution in every case. While the E o n Society has managed t o piece together a good picture of who and what these groups are, i t is by no means complete. You may be wondering why these files are open t o the public. P a r t o f our charter is t o uncover secrets. As our founder is fond of pointing out. i f w e w e r e t o keep our own secrets. it'd be hypocritical. Therefore. w h a t w e know is available to anyone who comes by our headquarters and asks. A risk. maybe. B u t a risk we're all willing t o take i f i t helps.
The
Air
Circus
- f r o m t h e journals of Whitley Styles When Stefokowski finished w i t h the w a r , he wasn't finished w i t h airplanes. He took his aerial skill and knowhow and put them t o work entertaining people. The Carnival of the A i r was one o f the f i r s t airshows t o crisscross t h e United States like t h e ground-based circuses before i t . The Carnival included more than just planes, of course. Mechanics, hangers on and even some vaudevillians accompanied Danger Ace as he risked death f o r the crowd. Of course, Stefokowski. being the Danger Ace, couldn't just f l y his planes and move on. Everywhere he went. he'd t u r n up some kind of trouble or mystery. In his retellings of these early days. the solution invariably involves some kind of daring aerial stunt t o save the girl, the day or the town. I t seems t o be in Stefokowski's nature t o assume he's not alone in seeking out danger. and he started wondering if he was the only flier t o find himself in these predicaments. Surprisingly, i t turns out he wasn't. M o r e than a f e w air shows regularly encounter criminals and the weird during their travels. both in the US and (for the rare ones who put on shows there) &rope and Asia. Stefokowski exchanged telegrams and letters w i t h these f a r f l u n g fliers, working t o arrange f o r a meeting. The place chosen Kansas City. As many o f you are aware f r o m the newspaper accounts. t h a t was t h e f i r s t time Doctor Zorbo made an appearance. He really chose t h e wrong time and place t o debut. Zorbo's "Death Balloons" w e r e l i t t l e match f o r the flying skills o f Danger Ace and his friends. A f t e r driving o f f the Doctor, Stefokowski had his great idea: The Air Circus. Jhe Air Circus is a way for pilots and air shows t o exchange information and keep in tcuch. I t also acts as an informal alliance dedicated t o protecting the "crowds" from those unscrupulous sorts who would use the skies for evil. From the initial handful who attended the Kansas City meeting, the Air Circus has grown t o a t least a scwe of danger seeking pilots and their crews. As Danger Ace likes t o say,"whenever danger threatens,wherever there is a mystery t o be solved and however the innocent are threatened, the Air Circus will be there t o save the day." The Air Circus a t t r a c t s more than its f a i r share of adventure. danger and mystery. This is due p a r t l y t o the nature of t h e members and p a r t l y t o their constant travel into new t e r r i t o r y . A typical A i r Circus "team" consists o f one or t w o pilots. their mechanics and possibly a hangeron or t w o (managers. girlfriends o r boyfriends. etc.). Thanks t o its ability t o
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pool expertise. money and knowledge. the A i r Circus has access t o the cutting edge of a i r c r a f t technology. The stunt planes of Air Circus members can o u t f l y nearly everything short of lgor Sikorsk ys recordbreaking designs. The A i r Circus doesn’t recruit its membership in any formal manner (in fact. lin not sure i f i t does anything in a formal manner). Instead, the group relies on a friend-aFa-friend network t o ensure that suitable pilots and mechanics are p a r t of the loop. Spending any time w i t h the members of the Air Circus is an invitation t o experience something unusual. These pilots seem t o a t t r a c t excitement and danger. B e careful i f you must spend any long period around them. f r o m conversations w i t h Stefokowski. I know t h a t the A i r Circus has worked w i t h various groups during i t s short history. The International Detective Agency has actually employed A i r Circus pilots t o deliver packages and people quickly, f o r example.The Ponatowski Foundation has also hired members of the A i r Circus f o r similar duties. The Air Circus is on uneven terms w i t h the United States Army. The Army is developing i t s own air corps ond finds i t embarrassing t o rely on civilian help t o save the nation. Other foreign military forces seem more inclined t o welcome the A i r Circus and its aid. The G e r mans, f o r example. w i t h their Versailles-restricted air force, always welcome the arrival of one of the A i r Circus’ traveling shows. Obviously. the prime enemy of the A i r Circus is the infamous Doctor Zorbo. who has attempted t o use his own peculiar lighterthan-air weaponry t o terrorize the world. To date, the efforts of the A i r Circus and the E o n Society have prevented the good doctor (or
-excerpt from The Kansas City Star, May 28th, 1922
DANGER ACE SAVES DAY Death Balloons Destroyed pressed concerns that e would only lead to death
ction should he with, Doctor Manfred von Zorbo
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life in a spectacular air battld. The noted air showman,Jake “DangerAce” Stefokowski, led the aerial charge of a number of show pilots against the Death Balloons. Armed anly with pistols, the pilots were able to disable the balloons before any of their deadly cargo could be dropped. While police had exRichard De Remer (order #1312575)
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was able to escape authorities after his balloon was shot down near the Kansas River. DangerAce speculated that Zorbo may have had accomplices waiting in the city. The pilots were attending an air outside the city when the Death Ballo their first appearance. 67.236.105.66
- from tkr journals o f Whitley Styles t
It'd probably be best i f you didn't admit t h a t you read this here, and whatever you do, don't pass i t on t o anyone. Branch 9 is one of the best-kept secrets any government has. and the E o n Society would like t o keep i t t h a t way. Yes. this seems t o go against our goals, but Branch 9 does a lot of good work: letting just anyone know about the organization would severely reduce i t s effectiveness. I f Annabelle hadn't crossed paths w i t h one of their Operators during some trouble in Arizona. w e wouldn't even know about them. She earned the following secrets saving his life.
Annabelle's lnformation The Operator Annabelle rescued never did give her his name. Instead. he referred t o himself as Operator B1. We can guess t h a t there is a t least one other Operator, likely titled AI. I t seems equally likely t h a t there are others. w i t h similar titles, though how many is impossible t o tell. Based on what BI revealed, though, the number of Operators in the United States is quite small. Branch 9 exists outside normal government operations. The Branch$ powers f a r exceed those of the US Marshals, the G-men. the Justice Department or the Attorney Generali office. The Operators report directly t o the President not even Congress is aware of their existence. The Branch owes its existence t o Teddy Roosevelt. who approved its creation as a means t o deal w i t h increasing international and interstate crime. I t s mandate has expanded since then, t o include dealing w i t h crimes not yet on the books. I t is a specialized arm of law enforcement designed t o work where local and federal authorities have their hands tied. And i t is very good at w h a t i t does. The Operators of Branch 9 focus their attentions on the kind of crime t h a t doesn't make i t into the daily newspapers, the kind we've become familiar w i t h in the E o n Society. Things t h a t most people would be better o f f not knowing. Branch 9 makes a point of uncovering. When a scientist develops a death ray and begins testing i t on cattle in Nebraska. Branch 9 gets involved. According t o Operator BI. there was an agent on the way t o Kansas C i t y t o deal w i t h Dr. Zorbo's balloons,until Stefokowski's friends dealt w i t h the problem (see the A i r Circus files). Operator BI seemed t o take pride in the f a c t t h a t one agent is often all the Branch needs t o send t o deal w i t h any problem. Operators are highly trained and well equipped t o deal with the strange and unusual things they encounter on nearly every mission. Their training includes Asian fighting styles, firearms, engineering and sciences, languages and lessons in the use of the special gear handed out f o r missions. M o s t of the Operators have wartime experience. though some civilians find their way into service as well. According t o Annabelle's information. the Branch won't recruit from law enforcement, t o avoid complications about its extra-legal status. A final note f r o m Annabelle apparently Operator BI had a license t o kill, though he was reluctant t o exercise w h a t he called "extreme sanction."
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E o n Society's Analysis A secret organization operating
beyond the bounds of the government seems t a i l o r made f o r trouble. However. f r o m w h a t w e can tell, Branch 9 operates w i t h restraint and professionalism. Since Annabelle's encounter, other members of the Society have crossed paths w i t h the Operators. The meetings have uniformly been on good terms and have helped US build a better picture of Branch 9's activities.
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Britain. Mexico, China, France and probably other countries w e don't yet know participate. These foreign branches (each with same suitably cryptic name, such as Britain's Supplemental Resources Office and France's Field Research 8, Development Unit) operate mostly independent of one another. each reporting t o its respective head of state. Joint ventures are planned on those r a r e occasions when presidents. kings. prime ministers and the like gather f a r their summit conferences. Funding is mostly hidden in government expenses or in inflated purchase orders. Branch 9 uses the money t o develop the special equipment issued t o the Operators. Equipment w e know about includes: a bulletresistant blue suit, a belt radio and a lockpick t h a t can defeat any known lock. We've heard of other. mare specialized equipment being issued t o the Operators on an as-needed basis. The remaining funds pay the salaries of the Operators and the costs of their training facilities. Jack Tallon shared a whiskey ar three w i t h one of the British Operators in Kenya. Jack learned t h a t all the Branches have a similar structure. A single Branch Head and his (or her apparently the Chinese Head is female!) lieutenants dispatch the Operators. which number anywhere from a half dozen t o a dozen agents a t a time. According t o Jack's friend, no Operator has an ' M designation. due t o a series of rather bad ends agents assigned t h a t letter came to.
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Recovered Correspondence The following was recovered from the ruins of a villa in Argentina by Sarah Gettel. The original was in Chinese and has been translated. translation o f racovarad Iattar f r a g m t . ...continues without interruption. At the current r a t e of replacement. the entire operation will be ours in another t w o years. No one suspects. The confusion here is great. and w e can expect tremendous success. However, I must w a r n you t h a t Operator F3 has reported on recent activities in the South China Seas. She is asking permission t o investigate further. I need your guidance on this matter. Master. You faithful Servant, Qui-Ju In the margin o f the fetter, in red was w r i t t e n "Kill"
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Addendum There's some reason t o believe t h a t the head of the Chinese version of Branch 9. Jiao Qui-Ju. is actually an agent of the Ubiquitous Dragon. Recent events in China have l e f t the Branch ripe f a r this kind of infiltration. We urge members of the E o n Society t o avoid contact w i t h Operators of this Branch.
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- from tha journals o f Whitlay stylas In the last half of the 19th century. the idea of a private detective became very popular. I The Pinkerton Detective Agency estahished itself ai a model of a continental investigative agency, working cases anywhere in the United States. In the 1890s. i t faced its f i r s t serious competition when the International Detective Agency formed in London. IZngland. In the course of a decade, the IDA opened offices in places as f a r f l u n g as Macao, Johannesburg. New Delhi. Rio de Janeiro. San Francisco. Istanbul and Paris. The Agency established minor offices across the world, providing the IDA w i t h an international network of contacts and resources the envy of many governments and corporations. The Agency is run from London by the Old Man. No one knows his name, and very f e w people actually meet w i t h him. The rules and organization of the Agency are entirely of his creation. The regional offices each have their own Old Man, typically a veteran of police o r detective work. though occasionally a lawyer can earn the position. Each Old M a n directs the operation of anywhere from a handful t o scores of detectives. or Irregulars. These Irregulars are picked based not only on their ability and experience. but also on their internal moral compass. Irregulars may not be nice people, or particularly "good," but they are. t o a man (and woman). immune t o the lures of corruption. I f i r s t encountered the International Detective Agency a f t e r M e r c e r rescued me, back in '18. He had worked w i t h the New Delhi office t o find me, and the Old M a n took a personal interest in helping me recover f r o m my experiences. I learned a lot about the job from t h a t bunch the importance of legwork, how f i r s t impressions have t o be backed up w i t h facts and how vital i t is t o have a personal code of ethics. Here's what I know about how the IDA operates: I t was created in the late 1890s t o combat the increasingly international nature of crime. The IDA'S goals are similar tcthose of Branch 9. but its methods and operations are #
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able t o afford its standard rate. The International Detective Agency recruits its Irregulars from the police. f r o m other detective agencies and from the ranks of prosecuting attorneys. €xisting Irregulars compile a dossier on a potential recruit. focusinq on his personal ethics and job skills. The lrrequlars present the Oid M a n of the region w i t i this doisier. and he makes l h e decision t o apiroach the potential recruit o r not. New recruits undergo training in the Agency's methods and procedures. They learn how and when t o contact other offices, how t o deal w i t h various situations and how t o work w i t h other Irregulars without stepping on any toes. By the end of the training. an Irregular is one of the best. The Internotional Detective Agency provides Irregulars f o r bodyguard duties, auxiliary police assignments and as investigators f o r insurance fraud. An Irregular may also be involved in divorce matters. missing person cases ond kidnap victim recovery. The IDA may also provide armed messengers, do background checks and consult on security matters. All this f o r $5 a day, plus expenses. The IDA deploys i t s Irregulars solo o r in teams of t w o or three agents. The number of agents assigned depends on the nature of the job. I f an Irregular requires additional agents. these are made available when possible. The goal o f any IDA investigation is success. not efficiency o r profit. A happy client is a good thing While there is no official dress code in the IDA. Irregulars tend t o w a r d clean suits. Somewhat scandalously. the IDA employs female Irregulars and encourages them t o dress in suits ( w i t h low heels). The IDA'S international nature allows i t t o pursue leads across the globe and across national boundaries. I t s multinational recruiting allows i t t o combine the best of many nations' investigation techniques. Thanks t o the Old M a n in London's encouragement, the IDA has adopted many of the newest methods of identification fingerprinting. ballistics and even some s t u f f I've only read about in dime novels. I strongly recommend t h a t #on Society members who have the chance work w i t h the Internotional Detective Agency and learn a thing or t w o from its operations. Given the Irregulars any aid you can, should they need it. These are the good guys.
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the Old Yan, I have noted these thefts in the attached document. While it is not impossible that The Denberg family has retained m e this opportunity t o investigat Once more, I muet urge caution upon you, Irregular. The individual you pursue is dangerom beyond measure. Do not make any missteps, and be certain t o report a l l your
The body of Roland
then leapt from the London Bridge. He leaves behind no next of kin.
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We are not alone in our quest f o r answers t o the mysteries of the world. I hesitate t o call the Ponatowski Foundation our competition. but same evidence suggests i t might consider us t h a t way. In recent months, I have noticed t h a t whatever exploration w e might attempt. there seems t o be a member of the Foundation either a f e w days ahead o r behind us. However, l don't believe this is anything sinister. The Ponatowski Foundation has been around f o r decades and has funded some of the more important explorations of A f r i c a and South America in t h a t time. According t o its official history, a group of Russian and Eastern €uropean nobles came together in 1902 t o establish the Slavic Scientific Foundation. The stated goal of the Foundation was t o finance and encourage the exploration of Russia f o r scientific purposes. In the period from 1902 to 1912. the Foundation sponsored over a dozen expeditions into Siberia and the Gobi Desert and even sponsored an attempt t o explore the bottom of the Black Sea. The results of these expeditions appeared in print in the foundation's Journal o f €xploration. In 1912. the Foundation moved from Moscow t o Warsaw, adopted the name of Count Wladisaw Ponatowski in r e t u r n f o r his donation o f land and buildings and announced t h a t i t would now fund research and exploration into A f r i c a and South America. as well as Russia. With the expanded focus, the Foundation a t t r a c t e d the interest of a more international group of anthropologists, archeologists and scientists. In the t w o years before the w a r , the Foundation funded a half dozen expeditions into Africa. Unlike previous expeditions. the results of these w e r e not published and remain secret even today. The stated reason is t h a t the related files w e r e last during the w a r . The Foundation apparently closed up shop f o r the duration of the war. In 1919. the Foundation reopened and resumed p r e t t y much where i t l e f t off. Rumor suggests t h a t the Foundation was actually active during the war, smuggling wealthy Russians out of the count r y before the October Revolution. I t is clear that the resources of the Foundation have greatly increased in recent years. and it's attempts t o fund the W h i t e Russian Army in 1919 and 1920 gives some weight t o the suggestion t h a t i t is a f r o n t f o r Russian expatriates. The Foundation resumed publication of its journal in 1923. but as a details-light entertainment magazine. The E o n Society library has some back issues, and you can see that. while the magazine appears to give a comprehensive account of an expedition, i t leaves out impor t a n t evidence and conclusions. I'm unclear why this is. though I've heard M e r c e r and Dixon suggest the Foundation is finding s t u f f t h a t people would be b e t t e r o f f not knowing. Given w h a t we've found. I wouldn't be t o o surprised. The foundation seems willing t o back almost any expedition t h a t can put together a reasonable proposal t o catch the directors' fancy. I have heard t h a t i t funded an expedition t o look f o r an underground kingdom located beneath Germany. with an entrance located somewhere along the Rhine. I know the Foundation funded a research t r i p into the Amazon. t o determine i f the local tribes w e r e actually descended from Atlanteans. It's also behind the current attempt t o find Noah's Ark. I would be more amused i f our E o n Society hadn't found some strange stuff itself.
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--dispatch by Sarah Gettel actually a front organization created in the days before the Russian Revolution by the master crimina known as the Czar. A s part o f his grand the world as a Russian emDire. he
number of t h vene in local
City connoisseurs of the will no doubt remember last September’s striking exhibition of Slavic artwork, all presenting Biblical and mythological reinterpreted in motifs taken fiom barbaric cultures. Some observers apparently found truth as well as grandeur in the exhibit, as the Ponatowski Foundation, known to us as the patron of scientifically valuable if sometimes conceptually obtuse expeditions, has announced that on May next it will send a fleet of vessels to dredge portions of the Black Sea for evidence of antediluvian civilizations there. Count Felix Ponatowski, a distaff cousin of the foundation’s patron, told gentlemen of the press gathered in this city that the expedition will attempt to establish the preexistence of a highly refined society in the Eastern marches. “It is our hope,” he declared, “to show that, in fact,
tings known to all edurtray barbarians and savages beyond the Grecian and Persian pale are a sort of propaganda, the machinations of the jealous kaisers of the day.” When asked by one particularly skeptical reporter whether it was the policy of the Foundation to take scientific hypotheses fiom artists admittedly under the influence of narcotic substances, the Count laughed and replied, “In fact, you yourself reported more than eight months ago on preparations for an upcoming expedition of ours. Check your own notes, sir, and remove the beam from your own eye.” He went on to explain that the work had been in progress for some time and that there were mutual influences extending back to the Ponatowskis’ work with some
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- from t h a journals o f Whitley Styles t
I think t h a t , by now, w e are all familiar w i t h the stories of a "King of the World' or mastermind directing organized criminal activity around the globe. In my work w i t h the Irregulars. I've often heard i t mentioned and filed i t away. €very police officer o r district attorney I've crossed paths w i t h denies the existence of any one central figure, chalking up questionable events t o coincidence and chance. €ven M e r c e r has suggested the idea is something better suited t o cheap magazines, not serious study. Until last week, I didn't even halfbelieve in i t . Last week, though. I r a n into L e f t y Gomez f o r the 14th time. L e f t y Gomez is a fairly gifted thug his talents lie in his fists and his absolute lack o f fear. He keeps turning up like a bad penny, though. I've found him working f o r everyone from a common street tough t o a r a t h e r wealthy oil magnate. We're talking about a man who is lucky t o have crossed the tracks, yet he seems t o have no problem finding work. I cornered him and put some questions t o him forcefully. I think he believed me when I explained how i t would be in his best interest t o talk. W h a t he told me has me thinking we'd better reexamine our assumptions about the criminal activity we're seeing. L e f t y Gomez you see. doesn't work alone. In f a c t , according t o L e f t y , he's p a r t of something bigger than any of US can imagine. I suspect there's some exaggeration involved. but I believe him when he claims t o be more than just a common thug. He's "contedorri:' he says. Like from history - he's a mercenary soldier, working f o r the highest bidder. I pressed L e f t y f o r more details and convinced him t h a t , while he might be killed later i f he talked, i f he didn't talk, I'd see t o i t he was going t o be killed sooner. I wasn't happy about t h a t , but t h i s information seemed important. The Contedorri is a group of criminals t h a t trains other criminals, then hires them out t o whoever can pay the price. According t o L e f t y , i t provides safecrackers, demolition specialists. engineers and thugs as required. The price isn't cheap. L e f t y apparently costs his employer $8 a day (which might be generous, given my experiences with L e f t y ) . A specialist in a particular field can go f o r as much a s $20 a day. Members contract out f o r special jobs, helping those groups or individuals t h a t need talent but can't develop i t locally. The Contedorri also provides legal assistance t o its members, along w i t h medical aid when required. I hope you understand the significance of this. We have here a group t h a t acts as a central switching house f o r criminal talent. No wonder I've run into L e f t y so many times. in so many different situations. He's been contracting out. From w h a t I've learned. the Contedorri must number into the hundreds worldwide, all well-trained and dedicated criminals. L e f t y couldn't tell me the name o f his leader or much about the history o f the group. Well trained or not. he admits he is still just a thug. I strongly suggest w e track down others f r o m t h i s organization and find out more. The mere existence of t h i s Contedorri makes the suggestion of a criminal mastermind far more credible, t o my mind.
-
Addendum Speaking with other E o n members in the field and piecing together f u r t h e r anecdotal evidence. I believe w e have a decent working hypothesis regarding t h e Contedorri. Not t h a t w e can prove any of i t . of course. As long as there have been societies large enough t o support professional criminals a t all. would-be masterminds have organized criminals. 1t.s possible t h a t some cells w i t h i n the Contedorri run back in continuous or nearly continuous lines t o ancient Roman and Etruscan gangs. However, the overall organization dates t o the religious w a r s of t h e Renaissance. A band of a dozen professional mercenaries set up a home base f o r themselves in the Alps of northern Italy in the 1650s and. thanks t o luck and determination. managed t o last long enough t o pass on a network of contacts t o their heirs. The second generation nearly lost i t all. since most of them lacked their parents' ruthless ambition and talent f o r careful
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weed out useless lineages w i t h each new generation. Here's an interesting detail: The de Winter family has ties t o the Contedorri running de Winters a t the court of Louis XIV w e r e among the back t o the group's founding Contedorri's f i r s t regular clients. calling on the mercenaries f o r hit jobs and harassment o f court rivals. A f t e r the French Revolution. a handful of de Winters escaped t o Italy and met up w i t h the Contedorri again, For more than 50 years, up until the revolutions of 1848, de Winters provided the Contedorri w i t h bookkeepers and other administrators. all the while stockpiling funds f o r a glorious r e t u r n t o nobility and power. I t didn't w o r k once again, nearly all the de Winters perished. The last of her line, the lovely Lady Argentine de Winter is somehow involved w i t h the Contedorri; we're just not sure in what capacity.
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The Rational
€xperirnentation Group
- from the jwrtwls of whitley Stylet
€ver wonder why there are laboratories in remote locations around the world, just waiting f o r some scientist t o move in and begin experimenting w i t h something dangerous? Back around 1922,Safari Jack Tallon wondered enough t o t r y looking into the matter. W h a t he discovered concerns even Max. The laboratories are constructed under the watchful eye of the Rational Experimentation Group (REG). Sounds official. doesn't it? We w e r e surprised t o find t h a t the R€G doesn't officially exist, except in a handful of letters and memos sent t o architects and empty construction firms around the world. Trying t o trace those letters leads nowhere offices or post office boxes t h a t don't exist. I've dragged from Tallon halfremembered conversations w i t h site foremen and pieced facts together from various notes of his concerning w h a t heb been able t o get out of the occasional scientist he's found working in one of the laboratories. W h a t these various pieces t o a larger puzzle tell us is this: The Rational €xperimentation Group is encouraging some researchers t o push the boundaries of ethical science and is providing them w i t h the ways and means t o do so. Some particular crimes we've been able t o link t o the R€G include: providing human test subjects. encouraging live tests on human populations and outright t h e f t of the results o f such experimentation. I'm talking here of scientists developing death rays, poison gases and new plagues and being given f r e e rein t o produce results on human subjects. Okay. s o that's w h a t the REG does. How i t does this is much less clear. As near as w e can tell. i t must have t w o groups - the one t h a t arranges f o r laboratory construction and the one that kidnaps and provides the human test subjects. The f i r s t group is easier t o pin down despite the false addresses, this group still pays f o r work. We've been able t o trace things back t o a t r u s t fund, administered by the Rational &xperimentation Group of Switzerland. The t r a i l dies p r e t t y fast up against the Swiss, however. A drunk banker did manage t o let slip a f e w details t o me in a friendly conversation one night. though. According t o him, the REG gets regular infusions of funds f r o m three separate accounts. The accounts belong t o wealthy scientists ... but my friend could not be persuaded t o p a r t w i t h any names or nationalities. The second half of the Rational Experimentation Group seems t o be a regular employer of the Contedorri. Using these criminals, the REG singles out those who have little or no family and kidnaps them (in the case of those w i t h l i t t l e family. the REG seems inclined t o grab all the relatives as well). These people are then delivered t o the scientists who need them. Investigation into the kidnapings is discouraged w i t h either bribes o r intimidation (a f e w local sheriffs w e r e willing t o explain this process t o me on the promise of anonymity).
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-excerpt from the Los Angeles Times, June, 17th 1919
STRANGE DOINGS IN SAW GABRIEL MOUNTAINS s Angeles County Sheriff's reported today that it has disSouthland over the last two mont that the answer itself raises fresh
saw or heard anyone
of their kidnaping, p water while the youths slept; police suspect that there may have been regular ad-
San Gabriels' peaks, police di freshly constructed private ro
as many more.
Perhaps most troubling of all the information uncovered about the Rational €xperimentation Group is t h a t i t may well be the product o f an alliance between the Machinatrix. the Ubiquitous Dragon and M i s t e r Saturday. I t seems evident t h a t each benefits from the products of the research. Unfortunately. they're all too slick t o leave any hard evidence connecting them t o anything. The final question just why does the REG do w h a t i t does? is the
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Richard De Remer (order #1312575)
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67.236.105.66
- from the journals o f Whitley Styles
I f i r s t encountered this bunch while investigating what appeared t o be a routine murder of a wealthy industrialist, whom I'm not going t o name here. The deeper I dug into w h a t looked like a robbery gone bad, the more I found t o suggest that there wasn't much robbery but an awful lot of bad. The evidence was staged. and not in a shoddy way. I t easily fooled the local police and. eventually, even the old lady who'd made a habit of poking her nose into strange crimes. However. things just weren't adding up. The only items missing w e r e of sentimental value. The body didn't look quite right. when compared t o photos. The broken window was broken from the inside. They w e r e all the standard signs of a t r u e mystery. rather than some plain homicide. I was intrigued and did some more digging. I found a chink in i t s wall of silence. thankfully. I'm going t o keep the source's identity a secret. since I know our records here are not secure. However. I'm not sure how much I t r u s t the information. given the source. It's nothing I can get confirmation about. f o r obvious reasons, but from talking t o other members of our Society. I think this bunch has been on the opposite side more than a f e w times. I've traced the Order o f Murder t o a cabal of €nglish noblemen during the reign o f Henry VIII. They had some quibbles w i t h the decision King Henry made regarding Anne Boleyn. so they faked her execution and spirited her out of the country. A f e w years later. they performed the same favor f o r Catherine Howard. and so began their existence as the Ordo Occisionis. The nobles and Henrys erwives began t o assist other wealthy people in faking their deaths f o r a fee. The Order soon developed into a full-fledged secret society t h a t fakes the deaths of those able t o pay its price. I t s clientele during the 16th century consisted mostly of unfaithful wives and treasonous nobles but expanded in the 17th and 18th centuries t o include anyone who could meet its price. €ach individual rescued joined the Order, sworn t o secrecy on pain of death. The Order's coffers got a good amount of the new member's portable wealth in the process. According t o my source, things have changed recently. In the days before police. the Ordo Occisionis operated without much need f o r care or skill. You bribe a headsman. find a handy peasant t o stand in f o r the body, and you're set. Then along comes some Frenchman w i t h a good idea. and the whole scheme is in jeopardy. I t s members could have given up at t h a t point. but the money was too good. They changed the organization's name t o the Order of Murder and changed their methods. In the last f e w decades, the Order has employed a cadre of specialists in plastic surgery and forensics, along w i t h the typical forgers. Apparently. w i t h surgery, the Order can change someone's appear ance enough t h a t his own mother would never recognize him! €xperts on its team are pioneering work in replicating fingerprints and identifying suitable phrenological matches. These experts falsify the evidence a t fhe scene of the supposed crime and disguise those rescued. In many cases, those rescued by the Order of Murder can resume a semblance of their old lives, claiming t o be long-lost relatives or old associates ( w i t h falsified documents t o support the assertion). Others take up residence in different countries around the world and attempt t o begin their lives again. Gams of three t o five members handle the field work f o r each case. While the method may have changed, the clientele ham% The Order still makes the wealthy and powerful disappear. f o r a price. The Order of Murder occasionally employs members of the Contedorri t o take the fall for a falsified crime. The nature of the organization's work puts i t a t odds w i t h most lawenforcement agencies not that the police are willing t o believe i t even exists. (The exceptions being those so corrupt t h a t they actually work quietly w i t h the Order in exchange f o r money.) So f a r , I*ve identified at least three cases where the individual in question was facing arrest. bankruptcy or some other f o r m of personal ruination. W i t h an apparent death. the investigations came t o close. and the individual escapes scotfree.
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Convincing the local authorities of the Order‘s e f f o r t s without evidence has so f a r proven
t
Despite appearances, the Order no longer resorts t o murder. The bodies i t uses in its disappearances are the result of a cellular duplication process the Order developed w i t h the aid of a Dr. West in the late 1800s. This procAs produces a nearly perfect body double but one lacking intelligence or f r e e will. I suspect the Order produces these doubles in its headquarters and laboratory. located under a brownstone in London. The three highest-ranking members of the Order go by the titles L o r d Scrope. Lord Cambridge and Lord Northumberland. in t h a t order. Currently. Reginald Farshingham (an Englishman supposedly slain a t Khartoum) holds the position of L o r d Scrope. while Genevieve St. Cyr (wife of a wealthy frenchman. believed murdered in her bed in Paris) is Lord Cambridge. The position of Lord Northumberland is currently open, as the last titleholder passed away from old age. While E o n does not involve itself in personal vendettas, I will be pursuing this one on my own (I suspect t h a t various governments’ Branch 9s are also expressing an interest). One of the things t h a t worries me is this: what happens t o the offspring o f the Order’s members? A r e there whole families, generation a f t e r generation, living secretly out there somewhere, thinking of themselves as the ones who really run the show? The world suffers enough from the schemes of visible nobles and lords; there could be real trouble i f there are unknown princes and kings trying t o steer things their way.
Times, 18 May 1923 Possible Revenge A victim of a grisly murder 1
er learned from a source at Yard. The police have n ing with information on of surrounding confusion, source. As was reported i financialnews, Lawoys discovered in substantial disarray, apparently as the result of systematic manipulation. bv partv or parties unknown. intended to sec& immediate cash at the expense of all longer-tern concerns. Mr. Lawoys himselfwas under suspicion,and police fear that some private citizen took it upon himself to exact a more certain revenge than the law tourists discovered the y this morning in the northeastern cor of the park, while on a birding stroll Lawoys had been shot by a large-Cali ber handgun no less than four times in th
some flammable liquid and ignited. Idenfication of the body was indeed delaye r some hours, owing to the relative d iency of marks on which to base a c stablishment of identity. Distant re1 came down from Cambridge and c firmed the presence of minor, but distinctive, birthmarks. These relatives. not i by our source, also told a tale of Mr. Lawoys’ inve’stig;ition of a somewhat similar death in his ycmth as a colonial police. .* man in the Punjab and agreed with the police speculation of revenge over investment handling as a motive. However, they strenuously denied any culpability on the deceased’s part and shared correspondence indicating his substantial distress over the affair. Arecord of their remarks made available to 1us indicates.. ..
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-AEON S o c m for Gentlemen “HOPE” Richard De Remer (order #1312575)
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healthy, drinking schnapps. You might recall the matter - there was an outraEed household servant, Questions o f propriety involving tEe use o f company funds-and an impenhing arrest. Hans Kupperman turned up dead in a back alley in
f o r his work in sedatives and anesthetics. "There are othe like me, all over the world. Men and women who are dead e like you, lady. But we aren't dead. We just wish w( I1
th that statement, Hans stumbled room. Did I imagine the resembla
L e Salon des Femmes Nouveaux
- from the jwmh o f Whithy SvIes
In the vast majority of cases, i t doesn't take long f o r me t o figure out what I think of a new group, whether I approve of its goals and methods and how I think the Society should deal w i t h i t , i f a t all. A f e w organizations take me longer t o evaluate because of their complexity. A very f e w leave me baffled and t o r n between enthusiastic agreement and passionate dissent. L e Salon des Femmes Nouveaux is one of those few. I must s t a r t by writing as clearly as I can how much I agree t h a t women around the world suffer unjustly. Sometimes I s t i l l dream of the suttee fires I witnessed while held by the Thuggee: widows burned alive when their husbands died, f o r those who don't know the word "suttee." The British have done their best t o stamp out the custom. but there are always men (and even women) who think it's so important t o burn widows alive t h a t t h e y r e willing t o risk punishment f o r it. When w e w e n t with M e r c e r on t h a t t r i p t o China, I saw the custom of foot binding still practiced, even under a supposedly enlightened new postimperial government: girls' f e e t broken and broken again until they become a tiny mass of deformed bones, t o satisfy the Chinese belief t h a t smaller feet are sexy. I've seen women subjected t o every kind of harassment and abuse. in "civilizes and "barbaric" lands alike.
AEON S o c m for Gentlemen "HOPE" Richard De Remer (order #1312575)
45
67.236.105.66
Even i f I didn't care about justice as a principle. I would like t o think t h a t I could still recognize the practical cost of losing t h e insights of half the race's population. We simply cannot have too many strong minds and bodies working t o make the world better, and any belief t h a t would have us cast some aside is clearly the enemy o f the kind o f future all of us in the Society hope for. So when I f i r s t heard of an international alliance of women out t o take control of their own destinies. I was immediately favorably inclined. Yes,I thought,good f o r them for banding together t o address their distinctive concerns. I f i r s t learned of t h e Salon last winter. in the Caribbean. Stefokowski and I w e r e following rumors of a white slavery ring somewhere in the leeward islands. which w e thought (wrongly. as i t turned out) might be connected t o one of t h e Ubiquitous Dragon's many plots. By the time w e came across the slavers' den. their prisoners had all been set free. and the slavers themselves had been crucified in their own den, many of them clearly t o r t u r e d t o death. "For the New Woman" was w r i t t e n on the walls in half a dozen languages. We've seen the handiwork o f these N e w Women several times since then. In northern India. they engineered a brilliant series of raids t h a t liberated women condemned t o suttee and transported them t o safety w i t h sympathetic i m i g r i s in Europe and America. The without Femmes Nouveaux managed t o escape detection a t every step along the w a y detectives as good as the ones we've got, nobody would ever have put t h e pieces together. Our interviews w i t h t h e rescued women didn't give us much beyond a general impression of formidably competent women who didn't strike their rescuers a s a t all "manly." but did seem completely fit f o r every task t h a t arose in t h e course of t h e rescue. I n Argentina and Brazil. money came t o support women t r y i n g t o engage in labor organization. in the name o f the Salon. The rest o f our encounters fell somewhere between those extremes of direct action and quiet help from afar.
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Richard De Remer (order #1312575)
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Safari Jack. of all people, was the one who discovered the Salon itself. I t wasn't in Paris or some other French city. but in Indochina. in w h a t had been a mission until a generation o r so ago and some p e t t y bandit's deprivations. Tallon came riding out of the jungle in search of whatever his prey of the day was into a small clearing, where, in moments, he was completely surrounded by armed women and girls. They made him dismount and questioned him very thoroughly. offering f e w explanations in return. I gather f r o m his description and the amusing little loopholes-in i t t h a t he may have t r i e g t o brazen i t through w i t h his brand of swagger and gotten nowhere fast. Just a f e w weeks ago. a dour lndochinese woman who identified herself as "Minh Truong" approached Sarah on the streets of Chicago and offered t o tell her about the Salon. Sarah remembered Jack's tale and promptly accepted. The rest of this file belongs t o her.
fer not t o share i. Tell me about the Salon. MY: When I was a girl, the missi.onaries taught us
ers did not deserve death. do. And the men who let th
p
the name to honor her memory.
d fighting the g o o d fight, under
Jr concern. Salon is
...
of God, which is int of the sins men necessary to make ome indefinite never-
Richard De Remer (order #1312575)
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hen you are ready to hear the truth of what we say, we will to speak it to you and welcome y o u to join us. Until then, part of the masses that we pity but do not let stop us. e momentarily dazed. When the
Id-be successors to Truong the forceful end of male ucation and the like, and gle to be her replacement
The Inquiry
- from thajournals o f Whitley Sty1.r
This entry began as a note about the absence of something. rather than its presence. In the summer of 1922 before the founding of the Society itself, though a t this point several of us w e r e regularly working together my mathematician acquaintance David Aramissian. then completing his PhD. a t the University of Chicago, did an informal study comparing the distribution of income changes among graduates of his college and others over the last decade. (There's some complicated argument I don't really understand going on around such things. w i t h diatribes about whether this o r t h a t level of income is socially detrimental o r something.) While studying the data he'd acquired, David noticed something odd The careers of the graduates who got involved w i t h postwar diplomacy and reconstruction were, on the whole, significantly stunted. They didn't get promoted as fast, they w e r e more likely t o run into office politics problems. they were even more likely t o have serious accidents. He mentioned i t t o me on one of our visits. and i t sounded interesting enough t o w a r r a n t follow-up. A f t e r all. w e of the Society have a particular interest in the fortunes of people out t o build new worlds. I passed along his information t o some of our scholarly associates and let them go t o it. Three months later. I heard from David again, and now, he sounded worried. "Whitley." he said, there's something going on here that isn't just accidental." I t took him most of t w o days t o summarize the evidence f o r Mercer. Primoris and myself. I'm not even going t o t r y t o repeat all of it: you can consult the appendices yourself f o r the details. W h a t i t boils down t o is p r e t t y straightforward: People who took p a r t in w a r efforts, both during the w a r and a f t e r , are suffering. The tricky p a r t is t h a t they're not suffering in really big. dramatic ways. The murder r a t e is up a little, and the disappearance r a t e is up more, but mostly, it's a matter of cumulative minor misfortunes. The really tricky p a r t is that the targets aren't people a t the t o p not heads of state or even ministry heads nor chairmen of the board but the often-anonymous people several rungs down the ladder of command. The people behind this w e r e and a r e aiming a t chiefs of staff, heads of file departments, interoffice liaisons and the like. the people most often involved in interpreting
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general directions and applying them t o specific cases. This hooked Primoris' interest. He's foirly sympathetic t o the whole idea o f that kind of "social engineering (as anyone who's heard him argue i t w i t h M e r c e r knows). and I think he saw these mysterious adversaries as somehow crowding onto t e r r i t o r y he regards as his. Certainly, his response reflected at least as much purely intellectual curiosity in i t as genuine morai outrage. M e r c e r decided t o l e t him do some more investigating. whilk w e attended t o other matters. I t was the spring o f 1923 before I heard f r o m David again. He mailed me the following.
New York Post, February 2nd, 192
Scam Uncovere Fxchanpe OEciaLsintheNev. contirmed today that they have been working with police to identi@and arrest a network of would-be stock fraudsin the halls of academia. Police in Boston and elsewheremade their arrests today, and 111 details about the culprits
__
will ___ he fn
cate that the scheming profess ploit their knowledge of advanc cal processes to manipulate stocks in ways that would generate quick gains followed by sustained losses. ...
I called him up. and w e met the next day. He looked haggard. He said t h a t someone had been mailing him a copy of the article once a week f o r the last month. And I didn't have t o ask: he confirmed that the arrested professors w e r e the ones he'd consulted about t h i s problem. ' I don't know why they didn't include me." he said. " B u t I got the message. I'm through." He's s t i l l willing t o talk w i t h me about other matters. but as f a r as he's concerned, that inquiry is over and done w i t h forever.
I Richard De Remer (order #1312575)
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Richard De Remer (order #1312575)
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Richard De Remer (order #1312575)
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52 .)..)..)..)..)..)...1..).~..1...1..)...1..)...1...1..)..)..).TALES
OF THE AEON SOCIETY
THE MYSTERY OF VOLCANO
ISLAND
-transcribed by Greg Stolze from the journals of Whitley Styles, published 1927
I never expected to confront the world’s most dangerous botanist. But then again, I never expected to be in the middle of a possibly permanent thunderstorm over a volcanic island, standing inside a living house that quite possibly wanted me dead. But perhaps I should start at the beginning.
***
Initially, I was looking forward to our journey. Doctor Eggbert Chinswithe had invited the entire E o n Society for Gentlemen to visit his experimental botanical garden on distant Bokaniwatitanu, and we were all, I think, pleased by the offer. It was a cold winter in Chicago, and the opportunity of getting away to a Polynesian island was attractive in and of itself. Meeting the famed Dr. Chinswithe held great appeal for Dixon, Primoris, Tallon and Mercer - not only for his undeniable scientific accomplishments, but for the chance to meet (they thought) a great philanthropist and lover of humankind.Jake, Annabelle and I were less interested in his experiments with highyield, Z-ray mutated crops and more interested in getting a bit of sun and surf. But (as Max made sure to remind us) the Hammersmith incident also started out as a polite invitation to a scientific demonstration. It struck me as odd, I’ll admit, that Dr. Chinswithe himself met us at the dock. He was a round, sunburned, sweaty man but extremely enthusiastic. He moored Jake’s seaplane and greeted each guest effusively, even to the point of offering to help haul our luggage. “Oh, that won’t be necessary,” Dixon assured him. “Our luggage hauls itself!” I knew how keen Professor Dixon was for a
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An Ron Society Adventure chance to show off his latest oil-fired miracle, and at the turn of a key, our trunks produced wheels and proceeded up the pier, one after the other, in an obedient single file line. All except for Safari Jack‘s portmanteau, unfortunately. Due to what was later diagnosed as a poorly oiled wheel bearing, his motor-case spun in three rapidly accelerating circles before flinging itself off the wharf. But Tallon was a dashed good sport about it. We fished out the wayward valise and made our way up a gravel path, pausing to right Dixon’s automatic suitcases when, now and again, they tipped over. He kept muttering about using treads, or possibly legs, while Chinswithe apologized over and over for not having a paved path. “No matter,” Mercer said. “Paving a road would be a waste of your time and considerable talents. What can you tell us about your work?” “Oh, well, it’s not so impressive, really. Not yet. The biggest breakthroughs have been in crop yield.” As we rounded a corner, we saw what he meant. Off in the distance were towering structures that I initially thought were some sort of tropical tree. They had something of the shape of palm trees, but where a palm trunk is naked of leaf and branch, these seemed to be covered with greenery. It was only as we neared that I could see the poles, thick as railroad ties and easily 20 feet tall, strung with wire cables as thick as a finger. But what prompted gasps from all of us were the bright red globes nestled within the winding vines. “Surely, those can’t be ... tomatoes?” Jake gasped. “Oh, yes,” Chinswithe said, beaming. “Quite as large as pumpkins. You should see the wa-
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Surprisingly, one of the topics discussed among this literate and erudite company was the weather - usually an issue of default among those with nothing better to discuss. But in this case, Stefokowski made a comment about the weather reports he’d studied before flying in and about how it seemed as if this summer there had been thunderstorms every day - usually at the same time in the afternoon. This observation prompted some vague musings from Dixon about what could cause a stochastic and contingent system such as the weather to settle into a predictable pattern. I believe he was about to ask our host about Zwave interference from his experiments when we were all distracted by supper. “And how, hmm, are you finding your Eggs Chinswithe?” “Very interesting,” Tallon said, furrowing his brow. “What species produced the eggs? They taste like simple hen’s eggs, but the texture is more varied.” “I must confess, I’ve played a little joke on you,” Chinswithe giggled. “Behold.” Before our eyes he held out an oblong, green object resembling an avocado. With deft movements he peeled it, revealing what seemed to be a hen’s egg within. He cracked it, and a standard-looking white and yolk dripped out into a bowl. “You.. .grew these?” “I was going to hold off telling, but I couldn’t contain myself. Everything you’ve eaten was grown here on the island. The chicken? Fake. Plant fiber - but with the same proteins and minerals as the real thing.” “How is this possible?” “I call it Gaylussacia buccata Veronica.” “Gaylussacia baccuta.. . so it’s a huckleberry?” Primoris asked. “It was,” Chinswithe said dismissively. “The *** mutations are so extensive that I really could Dinner was interesting on several levels. have begun with any genus and species. Hence, The food consisted of a varied salad, followed ‘veronica’ - ‘vera iconica,’ the true image. by roast chicken and a sweet sort of custard Veronica can, with proper prompting, imitate called “Eggs Chinswithe” for desert. The con- any organic material!” *** versation was fascinating, of course - Tallon The evening’s surprises weren’t over. After scandalized us all with his anecdotes about the habits of the Etoros, Annabelle told a charm- supper, we were each escorted to a bungalow ing story about the first time she used a boo- - not prefabricated huts like his main buildmerang, and Mercer’s unrehearsed musings ings, but bowers grown from the ground and about the political climate in the Pacific Rim shaped into chambers. At this point, I shouldn’t have been surprised by any vegetable miracle, were both trenchant and insightful.
termelons -we’ve one the size of a cottage.” “How is this possible?” Primoris asked. “Simply a matter of enhancing the growth factor using Z-rays. The biggest problem, really, was that such large plants would normally take years, or decades, to develop. But with Zradiated fertilizer, or ‘zetalizer,’they can grow at a rate swift enough to be visible!” “Doesn’t it wear out the soil?” Tallon asked. “Initially, that was a problem. That’s why we came here, don’t you know. Volcanic soil, very rich indeed.” Off in the distance, we could see a figure silhouetted on a hillside, methodically hoeing the ground. “Ah, that’s Henry,” Chinswithe said. “Quite the conscientious chap. Hard workers these natives, once they catch on.” “How would these plants do in less hospitable soil?” Mercer asked. I could tell immediately that he was thinking of the starving peasants in the Ukraine, whose cruel Communist masters were too proud to admit their deaths. “Given four qualities -my seeds, sufficient zetalizer and sufficient sun and water -these plants could grow in the Gobi.” “This is a beautiful thing,” Primoris said. “I believe I am looking at an end to world hunger. Doctor Chinswithe, I salute you.” Chinswithe simpered. “Speaking of an end to hunger,” Jake said, “Might I ask about our dinner plans?” “Oh, certainly. I’ll have dinner ready in a trice,” the botanist replied. “Actually,we might want to hurry. It’s clouding up.” We reached the large Nissen hut at the heart of his compound just as the first fat drops fell from the sky. I held the door for our bags, and as I did, I could see, out on the ridge, a figure - now indistinct through threads of rain but still monotonously hoeing the ground.
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but I was still astonished as I crawled onto a leafy mattress and pulled up a surprisingly soft, fleecy blanket - still vital and rooted in the ground. “What’s next, a plant for indoor plumbing?” I wondered. The next day, Max suggested that Annabelle and I might enjoy a walk along the shore while the “eggheads” discussed matters in detail inside Eggbert’s latest “house plant.” “Perhaps Jake would want to come as well?” Annabelle asked. “I believe he’s working on the plane,” Mercer required. “I told him I thought I heard a ‘ping’ in the starboard engine.” With that, I found myself alone with the beautiful (albeit deadly) Annabelle Lee. Naturally enough, as we walked along paths fused magma had cut through the dense jungle, we discussed the wonders we’d seen. Presently, however, we heard a soft but urgent thrashing sound from the undergrowth. Curious, we pushed aside thick leaves to uncover a scene of horror. “What is it?” I gasped. “I think it.. . it used to be a monkey.” The poor creature lay on the ground, twitching spasmodically. Flecks of blood were matted in its golden fur,co-mingling with smears of sticky green sap. Droplets of both beaded on the leaves surrounding it as well, and the co-mingling - - of Dlant _ and animal continued out of the environment and into the poor creature’s frame. Its tail thrashed helplessly among twining vines, and thick tendril were sunk in its ears and clog-
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ging its mouth. In a vile burlesque of anatomy, its eyes had burst, and two velvety blue flowers unfolded in the ruined sockets. “I think we’d better get back to the others,” I said.
***
As we cautiously approached the hut, we heard Chinswithe’s voice, raised high in anger. “...Oh, I’ll alleviate hunger, all right! Believe me, the starved and ignorant darkies of the world will flock to my banner when they see the cornucopia I hold! Their simple minds are easily swayed by creature comforts, but their natural savagery will lay waste to Europe at my command! France and Germany will be green, and I their verdant GOD!” We crept up to the window and peeked within. “You’re mad, Chinswithe,” Safari Jack observed conversationally. His sang-froid was admirable: Like Mercer, Dixon and Primoris, he was held immobile by thick vegetable cables. Primoris and Mercer were still struggling, but it was clear the stubborn shoots held them fast. “Mad, am I? They called me mad at Univer-
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sity. But I’ll show them. I’ll show them all! Oh, we’ll see who’s mad “The one thing I don’t understand,” Mercer said, “is why you invited us here.” Chinswithe snickered, his face slick with sweat. “Don’t you? It’s quite simple, really. I need 2-rays. And according t o Doctor Groebstadler’s research, the strongest reservoirs come not from ‘tellurgic batteries’ and ‘aetheric generators,’ but from human beings - particularly those present at the Hammersmith explosion! Once Veronica has absorbed your qualities, its growth potential will be nigh-infinite!’’ “Don’t do it,” Dixon warned. “You’ll only destroy this island and your creation.” “Do you really think I’ll fall for such a patently transparent ruse?” “No ruse. Think about the weather. Think about the mathematics, about therniodynamics. Contingent systems only develop spontaneous order when energy is added to them otherwise entropy drags them down. Weather is a notoriously unruly system. What could make it predictable over your island? 2-rays.’’ As if to punctuate his words, a great crack of thunder smote the sky. “Your plants are leaking 2-rays into the atmosphere, drawing storms that are torn apart and dispersed by their own violence. But you’re approaching the tipping point. Any increase in 2-ray intensity could create a feedback loop in which the storm’s energy only reinforces itself. You could unwittingly create a superstorm -a stable monsoon that could eventually draw in every cloud on the planet!” “Lies!” Chinswithe lunged at Dixon and raised a glass atomizer. Annabelle and I lunged for the door, but we were too late. Eggbert pumped a spray of purple mist at the inventor, and the vines around him immediately began to swell and grow, choking the scientist into silence. She lunged to the right. I went left. The mad botanist adjusted his bottle and fired a purple stream at me but missed. Nonetheless, at the touch of the liquid, the creepers beneath me became powerful tentacles, blindly winding around each other and anything in reach as they swelled with unnatural growth. He’d been a fool to take his eyes off Annabelle. A throwing knife glinted in her
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hand, and Chinswithe would surely have been a dead man had her eyes not flicked to Dixon’s enpurpled countenance. A snap of the wrist that was hardly slower than the turn of her eyes, and the vine around his throat parted. The thud of the knife drew Chinswithe’s attention. “Damn you!” he bellowed. Swearing at a woman was his second mistake. Taking his eyes off me was his first. Leaping above the energized tendrils, I seized a vine from the ceiling and swung both feet into the side of his head. He dropped like a sack of bricks. Unfortunately, he landed on the glass bottle. He barely had time to scream before he, like the monkey was fatally invaded by the blind growth of his creations. Dixon had seized Annabelle’s knife and was cutting Primoris’ mighty hands free. I drew Safari Jack’s boot knife and started to free him, while Annabelle set about releasing Mercer. There was no time to lose. The boiling vegetation was surging up, forward and outward, expanding massively in all directions. We barely had a chance to leap out a window before the building burst open in massive growth. “To the plane!” Mercer shouted. “Hurry!” “Why rush?” Tallon asked, conversing easily at a loping run. “That plant isn’t just growing up. I give it four minutes before its roots hit the lava!” SafariJack -and the rest of us -increased speed to a full sprint.
***
Jake took the plane in a slow arc as we flew away. We could see the holocaust of lava as Chinswithe’s experiments combusted. When the ash from the eruption hit the storm, it drew lightning down into what was already a hell of combustion. “Well,” Dixon muttered, “at least he died as he lived -consumed by plants!” We all had a good laugh - all except Mercer. One by one, he fixed his gaze on each of
us. “Am I the only one who appreciates what was lost here?” he asked. There was silence for the rest of our flight to Guam. I can’t speak for the others, but I know I was thinking of a brilliant mind destroyed, a chance to end famine lost forever ... and of a dim, distant figure spied through the smoke, still inexorably hoeing the soil ....
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This World o f Wonder --dispatch by Sarah Gette'l Greetings, Maxwell. Thank you for an all-expenses paid trip around this fabulous globe we live on. The horrors of the past 24 years, from the South African massacres that began this century to the so-called "Great" War that killed close to nine million people, are all behind us now. We have begun a new era o f hope. I believe in hope because I have seen a man fly Nobody knows his nan how he flies. On uary 25th, 1923, overing the city for The Cleveland Pre praying ere wouldn't be t o o many bodies. Some m a d Y torched re blocks, while his buddies tried to loot deral Bank. The inferno trapped fireman Jerome S. er the Wexler chemical plant. His goose was cooked, B he man next to me fell to his knees. Tears streailed eks, and he pointed skyward. I looked up and nearly fel If. My first thought was, "I have to go to church on Sunday.'' an angel, complete with wings, swooped down out of the clouds plane. Just as the floor gave way under Parker's snatched the fireman from the blaze's hungry jaws ited him on the ground. When he landed, I could see that this miracle was not one of Biblical lore, but o f one man's genius. The wings were mechanical! The "angel" wore a heavy harness with clockwork wings. It was the most amazing thing I had ever s e n . He handed the coughing fireman over to his comrades and lunged back into the heavens, mechanical wings beating furi ously. I couldn't make out the flying man's features due to the soot covering him, but I saw his smile. His smile said, "Things are going to get better."
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57 After reading the article about my search for the flying man, your "Society of Gentlemen" (and do give my regards to Miss Newfield, by the by> graciously paid my way around the world "to report on the changes th world has seen since Hammersmith's experiment. My ship rec tly docked in New York, and I finally have time to compile my notes and catch up on my correspondence. I include a few letters and clippings that you (and your Society) may find interesting. I do wonder if it may be premature to attribute all of the wondrous changes of this past year to a science experiment, no matter how extraordinary. The history of mankind includes innumerable stories of heroes just like the ones side of right. Is Miss Newfield's ability wi ny more outrageous than Annie Oakley even Robin Hood's fabled accuracy? Ar "mesmerists" the same ones that Mer1 rgy that fills Doctor Vigorous' musc and Samson to perform their-heroic feats? Is perhaps an older power, now returning to the world? Is this ern science an old magic? All these questions, and s o few what we do know. in every corner o f the world, men and wome d a better place. Perhaps the Great War lanced a boil in the human spirit. I have seen more hope sparkling in the human eye in these past few months than in the y of my life before. These hope-filled eyes peer out from domino masks, from under slouch hats and from amid strang nt in secret laboratories. They tell me that, as a people, we are no longer willing to stand by and let injustices g o unanswered. I would be completely remiss if I did not note that the hope of this era is also reflected in the eyes of everyday men and women. I see it in a bank officer who comes every Sunday to sweep up at a Bowery soup kitchen. I see it in a young girl who told me with all sincerity that she would be a doctor some day. I see it in an old gentleman who braved grievous personal injury to testify in court against a corrupt policeman. Sometimes I truly wonder, are these heroes the cause of the hope I see o r merely the reflection of this wond time in which we live? While this spark of hope the betterment of the human species burns as bright as has perhaps ever bloomed, I do fear for this new aeon. Dark forces work night and day to snuff out the candle of hope. Some of them are bitter bastions of a longlost era, hoping to turn back the clock to en they were more than they are now. Their day has pass millennia), an t, they still fight o goals not s o horrific, I wo have much greater resp to take the great gifts of this modern w petty, selfish games. These mad scienti their test tubes and their ever-present b's ladders. Had they dedicated one tenthrof the time they di ray to the problems of world hunger, pe have to go to bed without supper in so many corners of the globe. And while I have long admired the inherent goodness of everyday people, I also dread the darkness that can oh-so-easily take hold o f the human heart. The difference between a madman who threatens a city with destruction and the slumlord that throws old women into the streets is merely a matter of scale. But through it all, I still have hope of a better world.
Richard De Remer (order #1312575)
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Richard De Remer (order #1312575)
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59
Rising From the Fire --dispatch by Sarah Gettel
Years of Emp Six great empires dominated the world at the beginning of the century: Britain, France, Germany, Austria-Hungary, Russia and the Ottoman Empire. They enjoyed relative stability at home, but economic realities and imperial egos - - drove a tide of conquering armies to ry corner of the globe. They carved out colonies from Africa, Asia and South America and ruthlessly exploited the resources they found there to line nests back home. Even the United States, once a bastion of isola temptations of conquest, with imperial a s , Cuba, Nicaragua and the Philippines. rally, it was only a matter of time before nations found themselves at war over particularly ea1 estate. Germany and France fought over h Africa, and Russia went to war with Japan huria and Korea. The great powers used gunboat diplomacy an brinkmanship to negotiate, bully o r outright seize territories to bolster their global power and prestige. This intense politickin produced a complex series of non-aggression pacts and defensive alliances engineered to maintain a tenuous balance of power bot in Europe and among their many colonial possessions. Germany could not attack France without fighting Britain as well. Austria-Hungary could not attack Russia without automatically incurring %he wrath o f Britain and France; likewise, Russia could not entertain designs on the fractious Balkan states (Romania, Serbia, Hungary, Bulgaria and Albania) without immediately facing Austria-Hungary and Germany. Though intended to keep the peace, the increasingly convoluted alliances became like a house of cards, waiting for but a single stroke to bring the entire mass crashing down upon itself.
The Great War In 1914, the deadly stroke fell. Franz Ferdinand, heir to the throne o f Austria-Hungary, was touring the annexed province of Bosnia in his role as Inspector General of the Army. A radical faction of Serbian soldie dicated to the liberation of all Slavs from Austro-Hungari e, made two different attempts on the Archduke's life, both of which failed. Hours later, as the Archduke was on the way to the hospital to visit one of the officers injured in the attack, his motorcar took a wrong turn and, through outrageous fortune, crossed paths with yet another o f the Serbian assassins. Caught tot nevertheless acted ithout hesitatio his wife, Sophie. storm of rage The death o f th Archduke unleash ly cried for revenge Austria-Hungary, as members of the I' against Serbia and accused the Serbi nment of orchestrating the attack. SerBia had alliances wi ssia and France, but Austria-Hungary likewise counted on support from its neighbor Germany and declared war on July 28th. Suddenly, all the markers o f 14 years of diplomacy were being called due, and all the leaders of Europe found themselves on the slippery slope to disaster.
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60 Germany, Russia and Britain struggled furiously to keep the war from widening, but conflicting desires of territorial gain and political advantage drove each country to protect its own perceived interests and g mble against the resolve of their neighbors. Germany invade Russia, committing itself to a war on two fronts, and nable to see a way out of its continental obligations ly declared war on Germany. The Ottoman Empire joined Germany and Austria-Hungary against the Allied powers, determined to defend its interests in the Balkans and the Middle East, while Italy and with the Allies. Events spun furiously out of lions of men were sent to nt lines all acr of epic proportio began to unfold. e and pride will h it out before the S ambassador Walter Page wrote to Presi h. The Great War had begun. dibly, the warring nations exulted i r, gripped with nationalistic fervor a triotism, welcoming the conflict as a chance for advent o r y . No one reckoned on the horrible weapons brought to n the field of battle: massed artillery, machine guns - in a year, poison gas. The fields of France and Eastern Europe became charnel houses, where generals hurled their troops across churned wastelands and counted their victories in mere yards. Within a year, the conflict bogged down into near-static trench warfare which consumed lives at a staggering rate. Something besides those many soldiers died on the battlefields of the Great War. Western civilization as a whole lost its innocence and blind devotion to the wisdom of hereditary rulers. No one alive today escaped the touch of the War to End All Wars, either as a survivor o r as someone who lost family and friends in that awful struggle. The sheer brutality of the war and the even more terrifying stubbornness of the rival powers in the face of sanity o r reason showed us the very worst humanity had to offer. The seeds of the modern era were planted in those dark times, as men and women found the courage to question the wisdom of the old orde The Great War ground on for four terrible years, th dlock he trenches broken only after the United States entered the struggle on the Allied side. American t r o o p s and the mobile armored fortress known simply as the lttanktl allowed the Allies to defeat the exhausted Central Powers at last. The cost in lives and materiel was staggering - - literally millions of lives were lost, and the great powers were reduced to mere shadows of their former glory. The Russian Empire suffered worst of all: In 1917, its people, weary of defeats and starve ance, revolted against the Tsar, their Vladimir Ilyich Ulyanov also known as ed the Bolshevik movement to power in hi guise as a Itma
Armistice and U p h e a v a The surviving lead,ers of the Allied P world should never again suffer the nigh Following the lead of US President Woodrow Wilson, the Allies
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61 created a League of Nations to mediate conflicts between nations and deter acts of aggression. (Ironically, the US Congress then refused to endorse the gue.) At the same time, the leaders of the Allied Powers draft sweeping diplomatic agreements to disarm Germany and break up the'former Austro-Hungarian Empire, so that they could no longer foment aggression. The Versailles Treaty of 1919 (and its less-famous companion treaties stripped Germany of o f its overseas nearly a third of its industrial power and a colonies and forced the defeated empire into adopting a democratically elected government. Never before had an alliance of nations made such sweeping changes to the political landscape, and they set loose unforeseen n every segment of society. The imperial verweening ambitions a s during the war foste women had learned the hereditary leaders and hoary t after the horror of the war, they found the courage tonearly any challenge head-on. Socialism gained new str6 he face of the capitalist institutions o f Europe, and the Bo1 heviks' success in Russia gave the governments of the world J u ause to be concerned. Indeed, Lenin wasted no time pressing the cause o f the People's Revolution wherever an opportunity could be found, and the 1 t six years have seen numerous, bloody uprisings in Germany, Austria, Hungary and elsewhere. These modern times give more cause for hope and optimism ever before. Art and literature flourish, as bold souls ques shed mores and find new ways to celebrate the human c orld industry, once marshaled for war, now uses the t of mass production, refined during the war years, to produce cheaper, faster and better products to ease people's lives. New technologies push back the frontiers of science, philosophy and even religion. It is a time when a single individual, with courage and strong character, can r o l l up his sleeves and make a mark upon the world.
The Era o f the U n c o m m o n Man Today we live in a period characterized as much by dividuals as governments - - people of courage and v apply the best aspects of nce and philosophy to make a better life for those around them a race, we gained courage from the terrors of the Great War and are willing to apply our virtues for the common good. is good, to be sure; the rise of fascism in tal Spanish rule in North Africa are prime nge is not welcome in e d today where people no ast, but in som possibility and PO vidual is double-edged. E deeds they do and t4e works they create, great ability carries with it the risk of temptation. Nevertheless, it's an exciting time to live in and a world more full of adventure than ever before.
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62
Eurme
ity throughout Europe. British agents and diplomats are at the forefront of mediations from German war reparations to border conflicts in the Balkans. They're not all wonderful people, but many of them strive to put the best int ahead of the agendas of individual countri Britain says that the punishing terms trated at Versailles may well create a nation out of Germany, instead of a fut fore, the British, working with the det ed American civilians Charles Dawes and Owen Young, hammered proposal whereby Germany could still make its reparations without ruining itself in the process. Though the Dawes Plan was accepted by the League signatories, it did little to mollify the French Premier Poincare, who (like many in his generation) has little desire to see a revitalized Germany. In addition to providing skilled diplomats and investigators for the League of Nations, Britain
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63 has also reportedly formed a small bureau attached to the Admiralty that is dedicated to acquiring intelligence information about potential threats to the country's security. This "secret service," the first of i s kind, is reputed to be headquartered somewhere in London. Of all the European countries, Britain remains the most outwardly conservative, though there was postwar social unrest in London just like elsewhere. Disputes over worker's rights and a grassroots socialist movement led to the foundation of the Labour Party, which garnered enough popular support in 1924 to briefly elect Ramsay McDonald as Prime Minister as oreign Secretary. The Labour government fell within mo the " Zinoviev ,'I a document indirectly linking McD the British ist Party, leaked to the press and t , a conservative government was ele ev Letter later proved a fraud. The rs supposedly paid a considerable s vered" it in the first place. The i nfluence the press now wields in shaping public opinion and werful a tool it is for manipulators. The recent political strife between the Labour and Conservative Parties has also engendered a sm ut significant amount of sympathy among the upper classes the brand of quasi-fascist national socialism advocated by Adolf Hitler in Germany. The sciences and technology flourish in Britain. John Baird, Scottish engineer, successfully demonstrated the transmission of mages via electronic emission in London, advancing develof what some engineers call "television." Another excitin ment is the production of a series of lightweight airplanes by the DeHavilland Corporation. Called the DeHavilland Moth, this design utilizes proprietary engineering and construction techniques to provide greater speed and longer range than hitherto possible. Naturally, this news has attracted aviation siasts - - and aspiring test pilots - - from across Europe and as far as America, but DeHavilland worries about for a competitor to try and sneak a l o o k at its d ondon remains the cultural and political center of is the financial nerve center for the whole of Europe, with d's of London insuring vast majority of the world's international shipments. 'I! reat insurer has a veritable legion of investigators and security specialists on retainer to both protect vital cargoes and track down the ruffians responsible for any theft. The city is also well known for its theater district, entertaining citizens and foreign dignitaries with everything from Shakespeare to Douglas Fairbank's Another, less well-known institution h lease on life in the new climate of gl Explorer's Club, a Victorian organizat gentleman adventurers in the previous presence in the city just off Grosveno president, Sir ohncRhyburton, maintai traditions, in uding locating financi expeditions of lear scientific value, but in addition, has taken the progressive stance of opening the club's doors to aspiring female members.
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64
France No less venerable a state than Britain, France has had less success with its overseas olonies, and its lengthy - - and costly - - campaigns againa! the former Ottoman Empire in North Africa at the turn of the century were not as profitable as the French had hoped. France suffered the most of any of the Allies during the Great War and remains a staunch opponent of German reconstruction. When Germany recently announced that it would be forced to default on its war reparations, France and Belgium sent troops to occupy the Ruhr Valley eizing the coal mine industry. Poincare vow to keep troops in th thousand years'' until many relented and fo The standoff was only averted with imp1 Plan, though there are still French and ing the area, continuing to exacerbate tion, it is well known that the French govern s a separatist movement among the peoples eland, providing both financial support and protection from aliation by hindering the efforts of the German police in the
Despite the titular protection of the League of Nations and the Geneva Protocols banning warfare, the French government recently sought additional protection from Germany in the form o a mutual defense pact with Britain. Germany was naturally outraged upon learning of the French efforts, likening them to a return to the disastrous web of alliances that brought about the Great $ar. Surprisingly, support for the German position came from the British Chancellor of the Exchequer, Winston Churchill, who argued that such an alliance could serve no purpose other than to make a war between Germany and France inevitable. Churchill's arguments were successful in sidelining the treaty, but the initiative could be revisited in the future, something that concerns both British and German diplomats. France's economy suffered heavily after the war, and the
-from the cl;pp;ngs of tho
Mechanical Serpent Lonsumes raris OperOa u
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a
The Paris Opera house has been closed for the past week whille investigators pm enormous serpent, 50 feet long and made of some bulletproof meta'I, that burst out fi-( .\.&" ,c,+.,,, the stage during a production of Don Giovunni. The serpent blew EUULJ V I ~ L G C U I UUL I of its *dup its enormous moutl After consuming the di. the snake traveled via tl sewers. The mechanical snake has not been seen since the inciclent. L - r-.--!i--:. . .!TI.--. iarriiiy 1b willing to p A statement by the f amily of Mme. Coubertain says that the: price to get its daughter back, though no ransom demands have been made as yet. -.A
I _
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65 United States brought in a veritable wave of expatria America, either on the run from a shady past o r simply seeking to escape the oppressive fundamentalism back home. Paris is a sanctuary for American artisFs, writers and entertainers, from Ernest Hemingway to Isadora Duncan, and the City of Lights is a bohemian wonderland of avant-garde theater, risqu cabarets and poethaunted cafes. On a darker note, the city famous for the Louvre is also a haven for art and jewel thieves, as economic woes sustain a thriving black market for stolen and smuggled goods. Private investigators and the French gendarmes play a lively catand-mouse game with t
Germany er imposing a d to the empire, the Allies left Germany to f. Severman states suffered violent attempts at secessi ist-inspired revolution. These uprisings were put down by groups of-volunteer soldiers organ freikorps, without official standing and acting as vigilante oups, performing summary executions of suspected dissidents. rs of terror raged on the streets of Munich and Berlin. Amid is atmosphere of unrest, the average German citizen suffered rough frequent famine and a crippling economic depression rought on by the burden of war reparations. Now, however, things show signs of turning around, thanks in part to the Dawes Plan and sheer, dogged determination. With its war debt settled to a manageable level, Germans are some =turn to prosperity, and the dissident groups plagued German society have been either eliminated o underground. There's still potential for unrest: The Socialist Party is still strong amid the streets of its leader, Adolf Hitler, has recently been freed from a brief stay in prison following the abortive "Beer Hall Putsch" of 1923. Worse yet, the racist secret organization known as the Thule Society still lingers among the remnants of German aristocracy, helping to foment the rabid anti-Semitism sweeping th rY harboring designs for a resurgent German Empire. ut there are many signs of hope. Germany has been ed as qual voice in mediation ught forward in the League of " the great enemy, has finally Nations. Its image as "the subsided, and Germany is on ain seen as a respected member of the European community. Berlin has developed a vibrant - - and scandalous - - night life, as entertainers push the limits of expression in search of new and provocative experiences. Classical music and opera thrive as well, and the mot ure indusond only to Holl and sophisticat as the eminent Alber field in the study of the fundamental e of the universe. Hermann Oberth, a u t b r of last year's t into Interplanetary Space, is likewise developing p of rocket science that may one day allow men to travel to other planets. These and other learned scientists attract the interests of industrialists around the world, who hope to find practical applications heir revolutionary theories. If Germany's fledgling democ-
Richard De Remer (order #1312575)
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66 racy can be safeguarded a few years longer, there is every possibility that it will become a widely esteemed force for progress and prosperity worldwide.
Italy
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Italy was unified under the House of Savoy in 1870 and entered the 20th century as a constitutional monarchy with grand ambitions of becoming an imperial power. Efforts at empire building in Ethiopia in the 1880s and ’ 9 0 s ended in the slaughter and withdrawal of Italian troops, and industrialization at home brought the same mix of general prosperity an among some classes that-was already familiar itical reform proceeded erraticall irst year of the Great War conduct ides, in search of the best deal. h an appealing offer, Italian troops ma nd into a series of crushing defea ions tried different strategies, b ant victories until the very last days of the war. he Versailles negotiations granted Italy its desired claims g its northern border, territories that had belonged to Aus, but Italy did not get the lands it sought along the Adriatic t of the Balkans. Private armies mounted illegal campaigns of their own to secure what they felt Italy “deserved,n and the last of them fought on for two full years after the war officially ended. With a huge wartime debt and more than half a million dead show for their effort, many Italians felt that their gains had scarcely been worth the price. ated on all sides, Italy was consumed by social unrest and economic depression. The political process broke down further, with the powerful Socialist Party at odds with a breakaway Communist faction and a bitter right-wing Christian Democratic Party. A s the country teetered on the edge of anarchy, Benito Mussolini, a war veteran and the son of a blacksmith, saw his opportunity. Though ill-educated and politically inexperience Mussolini nevertheless understood one thing clearly: t o f violence. ussolini gathered bands of former veterans into pa ps known as the Black Sh whose job was to disrupt the t political organiza through threats, arson and . By 1921, Mussolini c d 300,000 members in his Fascist Party and grew so bold as t o send his Black Shirts marching on Rome itself. By intimidating or eliminating any opposition, his party won a majority in last year’s elect Mussolini as the ruling power in the coun is still ostens ruled by King Victor House of Savoy, monarch is nothing mo hands of Mussol nd his thugs. Despite his reprehensible and barbari nevertheless enjoys a certain amount of and middle-class and the answer t mains, however, that the fascists rule by terror and crush any attempt at democracy through the ruthless application of violence. If the fascists are allowed to continue their rampage unchecked, the future of the country looks bleak indeed.
Richard De Remer (order #1312575)
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67
Spain Spain, like Italy, once entertained dreams of becoming an imperial power, but a coqrbination of internal upheaval and military setbacks turned hope into misfortune. At the turn of the century, Spain made an earnest attempt to modernize its government into a more democratic, constitutional monarchy. The landed aristocracy was still a powerful force to be reckoned with and supported the twin causes of Catholicism and monarchism. The middle and lower classes embraced socialism and republicanism and were gaining strength year country grew more ind trialized. Unfortunat monarch, King Alfonso 111, was too young a bridge the difference between the factions an effective coalition government. Spain suffered a series of military merican War of the late 19th century, then, a l o y occupation o f Morocco that turned into a cost1 Though Spain had wisely chosen to remain neutral t War, the constant losses of the Moroccan confli unpopular with both the army and the populace. Last Septemer, Miguel Primo de Rivera, a popular general who served in orocco and a prominent senator, orchestrated a military coup an placed a directorate of army and navy commanders in control of the government. Though King Alfonso remains on the throne, he is little more than a figurehead. Primo de Rivera now attempts to play the part of the benevolent despot?, forcing the divided political factions into some semblanc of unity. All the while, resentment and unrest simmer among the aristocrats, who wish to see King Alfonso restored to his rightful authority. These wealthy Spaniards despair of appealing to the populace for support and now attempt to drum up aid among sympathetic souls in Europe and America, convincing them to take up arms
Richard De Remer (order #1312575)
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The Allies did their best to strangle the Soviet Union in its dle. Britain, France, America and Japan all lent as much ar-weary nations would allow to power and materiel as th pro-tsarist revolts from 19 late 1918. Russia had already lost Poland, the Ukraine, F d and the Baltic provinces to the Germans in 1917; so-called “White Russian“ armies drove toward Moscow from all directions, their supply lines protected by foreign militaries. Fortunately for the communist leaders, the end of the Great War left the battle-weary Allies with little Russian choice but to pull back their forces and armies founder wn. The leaders e protsarist armies own agendas, and with victory in sight, they turned upon on her in the struggle to see who w ould divide up the spoils. Lenin and the rev0lutionary leaders used the grace period to call up more troops an L - L V ~ tl W C W ~ between . In 1920, the their enemies, then defeat them one at a t Polish attacked the Ukraine, then an indep ent White Russian republic, and gave the Red Army the excuse to counterattack, not only retaking the province but pushing some 300 miles into eastern Poland. Later that year, he last White Russian army was defeated in the Crimea, and the future o f the Bolshevik government was assured.
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69 The force behind the miraculous survival o f the Bolsheviks rested in the genius and charisma of one man - - hnin. After returning from exile in 1917, Lenin and his deputies Trotsky and Stalin stole power from t e provisional government established upon the Tsar's overthrow. Wit mixed ruthlessness and zeal, they guided the backward nation through the chaos o f socialist reorganization. In 1919, Lenin established the Comintern, a bureau dedicated to spreading the cause of revolution abroad. Soon, there were embryonic Communist Parties in every industrialized nation in the world, though their success was somewhat limited. At the same time, Lenin and his cronies were eliminating potential riv ome; by 1921, their control of the country was absolute. Tensions between Lenin and his lieutenants as soon as ad solidified their power. Trotsky and St bickered and d against one another, positioning themselves as heirsrent to the Bolshevik regime. They did not have 1 922, Lenin had the first of three strokes. As his ined, Lenin began seriously considering choosing ead the party. It appears that the long-time sch bring himself to trust either man with the position. e wrote, was "too clever" and Stalin "too self-centered" to properly lead the party. Lenin even went so far as to lay plans to have Stalin removed from his post as the party's General Secretary, but before they could be put into action, he suffere two more strokes and died in January of last year. Trotsky and Stalin continue to fight for control of the Communist Party. Trotsky is clearly the more brilliant of the two men and ad"outspoken advocate o f the "universal Communist revolution.' As General Secretary, Stalin commands the support of countless party loyalists. Unlike Trotsky, Stalin believes that the world survive with only one Communist regime and favors pulling back from the European scene. Stalin had enough political support to force Trotsky to resign his position as Commissar of War and did s o just a few months ago. Though he still retains his post on the allpowerful Politburo, Trotsky is clearly being methodically strippe of his influence, and many suspect that it is just a ma before he is too weak to avoid arrest and execution at the Bolshevik secret police, the Cheka. Stalin's public willing to isolate the new Soviet Union from the rest of Europe wa cia1 in winning acknowledgement from Britain and France th ar. Now no longer a rogue power, the Soviet Union is ruthlessly driven to modernize its economy and industry in search o f world-class power. Despite the Soviet Union's recent successes, its future remains unclear. The challenges involved with economic revitalization and winning foreign investment se outrageously draconian measures. There i internal dissent; the country's long-suf must do much of the work ahead. Additi tary failures of several years ago, th White Russians operating in secret in and the Ukraine. Rumor also says that one o r more of the Tsar's children, possibly even the heir Alexis, might have escaped their murderers, and it has even gained some credence among the aristocratic families of Europe. There are still idealistic adventurers in Europe and elsewhere who fought with the White Russians years ago and might be persuaded to again if a charismatic figure stepped forward to take up the cause.
Richard De Remer (order #1312575)
67.236.105.66
Eastern Europe Allied diplomats, under Woodrow Wilson's well-intentioned but naive direction, split Augtria and Hungary into two nations and established Poland as an Sndependent country. The creation of the Polish state not only fulfilled long-cherished dreams of Polish independence, it also deprived Germany o f vital mineral supplies along with its only major sea port, the city of Danzig. The loss outraged the Germans and left large numbers of former German citizens part o f a country they wanted nothing to do with. The situation in the Balkans was problematical from the start. F o r centuries the Slovak peoples of the peninsula were ruled by foreign conquerors: the Muslims, the Magyars of Hungary and, in recent times, the combined empire of Austria-Hun ell of support for a unified Slovak nati lear geographical divisions upon which t he Versailles negotiators decided to int ungarian provinces of Bohemia, Moravia, ear later, Ruthenia into a sing1 . Additionally, a nation compris dom of the Serbs, Croats and Slovenes, was formed from the former countries of Serbia, Croatia, Slovenia, Montenegro and Bosnia and Herzegovina. While elegant on paper, these solutions did not address the individual cultures, religions and languages of the integrated peoples, many of whom had nothing more in common than shared history from centuries past. Almost immediately, tensions flared in the young nation, with Croatia, S1oveni.a and Montenegro all seeking independence. The Allies had promised territory in the northern Kingdom to the Italian government during the war and were partially reneging on their agreement, adding one more dissatisfied nation to the turmoil. The conflicting ethnic agendas o f the integrated Slovak countries keep their governments in perpetual contention. Parliamentary meetings quickly devolve into shouting matches, and govern ments seem to change hands from month to month. Only fear of ambitious neighbors keeps either nation intact. Hungary, Bulgaria, Poland and Italy make no bones about their desire up the Slovak countries like a Christmas goose, despite intense pressure from the League. Czechoslovakia, the Kingdom of the Serbs, Croats and Slovenes Romania entered into a mutual defensive pact in 1920, fre tly referred to as the Little Entente, which has s o far m ed to maintain a tenuous balance of power in the region. But with the day-to-day uncertainties of the Balkan governments, there is no guarantee how long this umbrella of safety can last. Eastern Europe and the Balkans remain rn he League and its constituents, as the region is s ti t any individual with enough charisma and a su ntly ruthless agenda can play upon the local politics ve out a renegade state of his own. The territorial aims o gary, Poland and Bulgaria invite the ver ea1 possibilit war, requiring little more than a hlnd of dedicated provocateurs to touch off a terrible conflagration, one that could not help but draw the opportunistic eye of the Bolsheviks.
Richard De Remer (order #1312575)
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snake’s nest of thick, black les festooned the outs ed to the wide disks by Tesla’s assistants, who t
Richard De Remer (order #1312575)
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67.236.105.66
I glanced curiously at the inventor. “What
e will step through the resonator into a world both like and unlike our own a’s smile grew bemused. “We111, certainly,” he replied. ‘ a journal of our experiences. 1 glow grew brighter inside the les over desert sands. Beyond t
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The United States The Great War proved an ironic dsend for Ameri a booming economy and trqmendous industrial growth. tion, long an American science, was perfected through the rigid demands of wartime quotas. Now, those well-learned lessons help businesses turn out cheap, quality products in great demand in Europe and elsewhere. The United States emerged from the war as the leading creditor to many of the Allied nations, having provided the staggering sum of 10 billion dollars in wartime loans to keep countries such as Britain, France and tsarist Russia in the fight. After the political clout among ght, the young na and a leader in i ng, upstart Ameri e modern era. The ate, with newer a uced every month. 'nnovation, flocking to ric and Westinghouse, even the most challengi the right mixture of money, brains and grit. Automobile companies turn out automobiles at a dizzying rate, giving modern Ameri the ability to seek emp homes. Automobiles are that qntrepreneur John pany allowing citizens of average means to lease motorcars fo long trips across country. F o r the wealthy, aviation provides a far better means to tra quickly between cities in moderate comfort and style. Meanwhile, scientists such as Robert Goddard pursue the science of rocketry, hinting that one day soon humankind may be flying higher, faster and farther than even Jules Verne thought possible. Like their British cousins, who held up science an the watchword of the last century, American inventors Vannevar Bush to the visionary and eccentric Nikola T using physics and electri o explore and manipulate the fundamental forces of lif If. In the Sargasso Sea, that s , the New York Zoological infamous graveyard of 10s Society's Beebe Expedition is dredging the primordial depths for buried treasure of the biological variety: fish, octopi and a multitude o f other organisms indigenous to the sea floor. Superstition, especially the fascination in the early part the century, is being light of reaso Even Harry Houdini, th artist and former mystic, busy touring the coun d publicly debunking s o - c a11e d 'I o c cult phenomena" ! The economic boom made America a mil re's paradise. Established families such as the Morgan the Vanderbilts and the nouveau riche alike flaunt their pr ty with lavish parties whose excesses would beggar the royalty of old. The influx of wealth has left many individuals and families with, quite frankly, more money than they know what t o do with. Some squander their provenance.; others, such as young millionaire Howard Hughes, use their fortunes to pursue whatever area of
Richard De Remer (order #1312575)
67.236.105.66
74 catches their fancy. Currently the 18-year-old Hughes is in Texas, running his late father's drilling company, b speculate that he will s n grow bored and find some occupy his prodigious in llect, possibly racing o r aviation. Happily, many wealthy ndividuals in the United States realize that great wealth offers reat opportunity, not just for individuals, but for all mankind. There are visionaries and philanthropists pleased to finance worthy endeavors, from scientific explorations to medical research to revolutionary (and some say, crackpot) inventions. Certainly, some of these worthy efforts fail; sometimes a well-meaning tycoon finds himself fleeced by a smooth-talking confidence man. But here and there, real progress at universities, private labs and conve s s the nation. of technology has even foun inment. Nearly every Americ ir parlor, where the family inment in the comfort o f its own home r pure enjoyment, nothing beats the fun of a night at the ma, and Hollywood, California, is now the world leader in production, with giants such as Warner Brothers, Universal m s for audiences across the globe. A new e movie star, captures the hearts of the t of celebri omantic leads such as Rudolph Valentino and Lillian Gish to that loveable scamp Charlie Chaplin. As the popularity of the cinema increases, movie companies send talent scouts and producers far and wide in search of new talent and intere&ing subjects to entertain audiences. Additionally, it seems like any endeavor worth attempting is now worth the atten tions of a movie crew: Cameramen and directors make their way into everything from mountain-climbing expeditions to dangerous treks into the heart of darkest Africa. This is not to say that the cinema i e end-all of modern entertainment. Theatre and music thrive in New York. Broadway houses play everything from vaudeville and the Ziegfeld Follies to Arms and the Man. The biggest musical sensation sweeping the nation is steamy, scandalous jazz. Led by greats such as A1 Jolson, "Bix" Beiderbecke, Armstrong and George Gershwin, jazz music has taken the wo y storm with its exuberance and mischievous, some say immor arthiness. Nevertheless, art is a reflection of life, and wha ter sound for our changing times Not every aspect of growth and change is f o r the good. America of character and conscie eligious leaders and pol ts to public morality, w as l i q u o r or the disturbing assertions Act of 1919 made the sale and manufactu prohibition has created an entire crimi citizens slip out each night to speak-e where knowing the right password o r passing over the righ admittance to a smoky basement in which Gangsters rule by terror and violence in cities such as Chicago and New York, corrupting politicians and policemen in the pursuit of their bootlegging, and strangely, they have become celebrities of a sort for defying the government's moralistic stand.
Richard De Remer (order #1312575)
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75 Meanwhile, in the state of Tennessee, Governor Austin Peay signed a bill into law that made it illegal for any state-financed school o r university to teach any theory that denies the divine order of creation,3as expressed in the Bible. Already, this has led to the arrest of one man, John T. Scopes, who is now on trial for teaching the theory of evolution to his students. The trial quickly became a media sensation; at the heart o f it lies America's unease with the headlong process of progress and change that is shaking up every aspect of its society. F o r all the wealth flowing into the cou between rich and poor in the United States greater, with immigrant families living in itions more reminiscent of the Middle Ages than the modern resurgence of ionism in the wake of the Great War t discrimination of Asian immigrants this year, Congress passed the Immigration Ac se, Japanese, Korean and Indian immigrants, d ip and naturalization and forbid them from ma o r owning land. acism continues to bedevil American society. Negroes still d o not share even the basic civil rights enjoyed by white citizens, and the crusade for equality and respect meets with resistance a every turn. The Ku Klux Klan has redoubled its efforts, particularly in the Midwest and Pacific Northwest states, to pursue it racist agenda through outright terrorism and murder. For all it achievements, the United States still has demons of its own to face and needs brave souls to steer its course through the turbulent Vimes ahead. Fortunately, there is no lack o f worthy individuals ready to take up the banner of progress and lead the way to a brighter future for all Americans, regardless of age, station o r color.
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Canada In the turmoil following the Great War, the Dominion of Canada chose to pull away from tbe dynamically changing international scene, limiting the power, of its federal government in favor of the provinces. The nation turned inward, struggling with public anger over wartime conscription policies and widespread fears about economic and social stability in the face of communist agitation in Europe and elsewhere. The mandate from the people, particularly the rural farmers, is for a "New National Policy'' geared toward social welfare and economic recovery in the wake of the depression of 1920. most of the PO ceded to the ring the hostilit d are taking improve their economies and push deeper ildernes s llow explorers an pectors to the Northwest Territory i the federal government is t of an overall plan to cr ic system of transport that can stimulate expansion and trade addition, the opening of the Panama Canal has made Vancouver a Jor shipping port for international trade, providing the dominio th access to markets previously out of reach. In a few short ars, Canada has transformed itself from a moribund subject of the and of opportunity, luring advenurers and opportunists from the United States to seek their fortunes in the far north. Witkprohibition in full swing in the States, there is also a brisk business smuggling liquor across the border, and border towns are the scenes of raucous parties hosted by gangsters on the lam. Canada's famed Mounted Police are thinly spread over vast territory, and their professional pride forbids them from turning to the American authorities for assistance. There have been recent calls for upstanding citizens to lend a hand in apprehending these lawless individuals, and like the vigilante bands that have recently taken to the streets of Chicago some rough-and-ready Canucks will rise to the challenge of b these crooks to justice. 1800's earned Mexico Spain's War of Independ the e its freedom from Spanish r left the country's economy in shambles and its population decimated. The country still contained a powerful and wealthy Hispanic elite, who owned most of the country's arable land and controlled access to Mexico's vast mineral wealth. era1 reformers strugg country's wealt as to benefit bitter feud cul ted in a 20-ye crats tried to establish an outri Hispanic empire galvanized nationalist s liberals the support needed to defeat th their victory was a hollow one. When lib Juarez died in 1872, the government fell into chaos. The instability created a vacuum that an ambitious man could exploit, and in 1876, a military man named Porfirio Diaz seized control of the government, becoming a dictator in everything but name. Diaz ruled the country for 35 years, continually amending the country's constitution to allow him to remain in power as President. He maintained control through his army and the feared
Richard De Remer (order #1312575)
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77 guardias rurales, o r rural police forces, and dictated the ownership of property to individuals and corporations alike. Foreign investment was secured by granting vast gifts of land and other concessions to other coudtries, specifically the United States, England and France, and biaz turned a blind eye to the ruthless exploitation of local peasants by the invited outsiders. The abuses continued until 1911, when a popula uprising led by Francisco Madero drove Diaz from power. Bu what should have been a triumph for the poor and the destitute citizens of Mexico turned into a bitter cycle of uprisings and bloodshed as a series of rebel factions vied for control of the to have the best interests of the Mexican Now, almost 15 years later, former gen brought a degree of stability in the warreaching out to foreign investors to brin the country. Unlike his predecessors, however, Obre progressive with respect to social reform and owner rty for the working class. He is appealing to note'd around the world to help in his efforts to rebuild his ry, while keeping other would-be revolutionaries at bay. ry is any indicator, President Obregon needs all the help he can get.
Central The small, agrarian countries o f Central America - - Guate El Salvador, Honduras, Nicaragua and Costa Rica - - found the selves in circumstances similar to Mexico after the War of I pendence, their ruling classes split between conservative ar crats and liberal progressives. But unlike their northern neig bor, the Central American "banana republics''managed to peacefully separate themselves from Spain in 1821. Liberal dictators consolidated their power by courting foreign investment and using the profits to shore up their militaries. American corporations, who by 1920 purchased more than 90 percent of the region's exports, found their prosperity increasingly dependent on the continued stability of these regimes. Politics and bu . now inextricably intertwined, and political influence United States has forced the Marines to intervene on occasions to prop up shaky dictatorships, most recently in Nicaragua. American businessme g elections, bribe local officials and reportedly arrange the assinations of popular dissidents who protest against the dictators. Corporations such as the United Fruit Company literally have the power of life and death over local banana farmers, control1 support the peasants' way of life. Panama is another shameful examp opportunism in Central America. A p 1800s, Panama was ideal for a strategic passage between the Pacific and the fered its own internal struggles du Days, the United Stqtes sent troops order'' and would not relinquish con treaty was signed that allowed the US to build a canal through the country. The 1907 treaty allowed for the creation of a Canal Zone running through the region that was essentially the sovereign territory of the United States. Today, the Panamanian government is supported by revenues obtained by ships passing
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78 through the canal, and the Zone is a region of legal privilege and country-club prosperity, guarded by well-armed US Marines.
South America The countries of South' d better than Mexico and the banana republics for t ason that they were considered backwaters of the Spanish Empire and left to go their own way with little fanfare during the War of Independence. The latter half of the 19th century was a time of growth and great prosperity for Argentina, Chile and the former Portuguese colony of Brazil, where waves o f immigration from Europe stimulated economic growth and expa ion into the vast countryside. Unlike their northern neighbors whose militaries becam instrument ssion for the di dvantaged, the countri were spared the potential of violent ove ble, largely liberal governments. This i erica is free of problems. The burgeoning growth experiin the years prior to the Great War created a stark disparf wealth between the city-bred upper class and the rural class. Recently, attempts to organize labor unions in tina and Brazil have run afoul of harsh government crackand rioting. Banditry is common in the hinterlands, and ravelers are warned not to enter rural areas without a knowledgeable guide. Nearly all of the continent's heartland is still unexplored. Every day, new rumors filter from the wilderness, of lost tribes, ancient cities and fabulous riches hidden in the Amazon. Europeaninfluewed universities in Brazil and Argentina continuously finance expeditions to push deeper into the wilderness, while companies from the United States send intrepid teams in search of mineral wealth such as gold and diamonds. Nearly every foray brings Westerners into contact with native tribes who look on the pale explorers as gods - - or monsters. There are many ancient sites in the rainforest that the tribes regard as sacred, some s o old that the natives no longer even know for sure who built them and why, and they defend such places tooth and nail. In addition, hazards such as poisonous snakes, jaguars and the infamou piranha promise a grisly end for those who fail to respect the rainforest's untamed natural order. Certain wild tales even speak of terrible, perhaps prehist creatures that still linger in the deepest, least accessible pa f the continent. While some Westerners believe that there are things in the Amazon best left undisturbed, the potential for new medicines, new resources and new knowledge remains a lure that no intrepid soul can easily resist. As famed explorer Henry Jones, Jr. asserts, "The Amazon and its archaeological treasu Western civilization with a historical us who we are as a society, but what we m one day become. There is a complete cycle of human hist , overgrown and untapped, waiting to be brought to light
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Africa and the Middle, East
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North Africa The rugged land and trackless deserts of Morocco and Algeria offer little to the worldas empires, but their coastal ports are invaluable gateways to t46 Mediterranean and beyond. France and Spain took the region from the Ottoman Empire in the early 1900s and partitioned it as a joint possession. Unfortunately, neither government reckoned on the fiercely independent spirit of the Berber people. Only moderately passive under Ottoman rule, the Berbers vehemently refused to accept the European infidels and rose up in revolt. The tribes of the Rif, led by the charismatic and ruthless Sheik Abd al-Karim, embarked on rills war for independence that continues today. Spain and tal reprisals. Spain, in particular, arning international disdain for its natives. But the Rif rebellion continue, and l o s s e Spanish Foreign Legion commanded by Francisco Fr to mount. 1-Karim and his guerillas struggle amid the un ainst the hard-bitten souls of the Le rench Foreign Legion. Despite its hardships, the Legion is popular both with Frenchmen and adventurous souls worldwide, for it will accep recruits no matter their nationality or previous record. The t dition in the Legion is that every recruit begins a new life in the ranks, all past sins forgotten. In return, the Iegionnaires man lonely forts isolated by unforgiving sands and march countless patrols through enemy-infested territory, and the Berbers have no pretensions about fighting a "civilized" war. No quarter is asked, and none is given. Many are the tales of lonely Legionnaire outposts surrounded and overwhelmed by the enemy, their defenders slain to the last man. Yet, the Legion never lacks recruits, and its motley collection of criminals, idealists and would-be heroes keep the roads open and the frontier forts manned against the best that al-Karim can muster. At this stage, the struggle seems at a stalemate, but a bold stroke from either side, such as an all-out attack on the capital of Fez or the severing o f one of the strategic trade roads could change the situation overnight.
South Africa Britain's interests in t ion began commercially, with mining of the region's vast a1 deposits. This action brought the British into conflict with the Dutch and German Afrikaners, and that brought British troops into the region to secure imperial interests. Since then, the administration of South Africa has placed an increasing burden on British resource expense of controlling such vast territory current1 amount of profit to be had from its expl The League of Nations gave German South West Africa to ain as a League mandate, straining taxed resources still In addition, a recen prising by the nti underscored the need for a transition t oca1 governmen some form of au. But many regions contain sizeable tonomy for native Afric numbers of white settlers who have no intention of turning over their authority to the majority Africans, not to mention the areas owned by mining corporations whose activities would suffer from a change in the current government. The British and their agents face a daunting challenge of diplomacy and statesmanship
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81 amid a sea of conflicting agendas, and there is no supportable resolution in sight.
Towns, Farms and Outposts European, Indian and "Middle Eastern immigrants live in significant numbers in eastern and southern Africa. While the natives continue to vastly outnumber the settlers, there are whole towns and surrounding rural districts that look very much like their counterparts "back home,''whether that's central England or the shores of the Indian Ocean. At least, many settlers think of them as just like home, choosing to ignore the native servants and wildlife as unimpox$iant to the overall effect. It's very different in western Africa. The de 'ungle resists all efforts at clearing or cultivation. E diseases sh. The area's tribes fight back against w be conquerors ffectively. The European presence consists st entirely of forts and outposts, widely scattered and depending on river to keep in touch. Notbing in the Congo compares to the great estates of Kenya or South Africa. They have their "untamed" lands-many of which are perfectly civilized in their own way, whether or not the imperial powers acknowledge it - - but they continue to make much better for empire builders. The Dark ca of popular story exists mostly in the jungles of ica.
West Africa The Belgian government has no interest whatsoever in relinquishiag its sole overseas colony. The Congo River Valley is enormously profitable, and the local administrators brutally exploit the native population in the quest for more. Belgian corporations practice outright slavery: They purchase fit young men from tribal chiefs under the guise of "taxes," then work them to death in the mines or in the fields of the rubber plantations. There are reports that no less than 20,000 laborers died during repair work on the Leopoldville railroad alone. If the laborers attempt to desert in large numbers, the Belgians take their wives and children hostage. Paramilitary gangs hired by the corporations hunt the laborers who d o escape; the corporations pay the hunters with money or liquor in exchange for the severed hand of every deserter they kill. etimes, if the deserter eludes the gangs, hunters go into a age and take the hand of the first person they see, s o they can still claim their reward. Corruption and petty tyranny are the order of the day at the trading outposts along the great river, and woe unto the traveler who fails to pay the necessary bribes to the chain of administrators one encounters along the way. Unfortunate1 ery is a loathsome, but necessary, evil for those its who seek the great Congolese jungle, conside true heart of Africa. Rumors abound of the treasures and mys jungle's nighted deplhs. The trackless ex is said to contain everything from King Solomon's Mines and the lost tribes of Israel to an ancient, advanced civilization said to have existed at the same time as fabled Atlantis. Even if these wild legends are false, there is no doubt that the region contains many rare and unique species of flora and fauna, enough to occupy a legion of researchers for many years. The jungle is also home to tribes of savages
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82 who have never acknowledged the march of civilization and regard even their fellow Africans with murderous ire. Additionally, the jungle itself is dense and haunted with every manner of predator to be found on the continent, none of them holding any fear of man. No less than six European expeditions - - and two rescue parties - have vanished into the jungle without a trace in the last year alone. Whatever secrets the vast wilderness hides, it keeps them still, despite humanity's best efforts to unravel them. Wealthy philanthropists and idealistic politicians in Europe and America are keen to see Belgium relinquish its hold on the Congolese people o r , at the very least, loose enough to allow them son amount of self-rule
men making discreet offels rienced mercenaries in Paris, Casablanca armed conflict cannot be far behind, and what sort of response the Belgian government is likely to one overseas prize.
,
the Egyptian econo agement by its Ottoman potentate. Seizing the initiative, Britain stepped in and took control of the cowtry's financial sector, ostensibly to protect British trade interests, and moved troops into the country from the Su Canal Zone to maintain order. Since then, Egypt has formed its own nationalist party and elected a native king, but in every significant way, the country remains under British control. This situation allows European archaeologists and scholars broad access to ancient Egyptian sites, such as the Valley of Kings, where Carter and Carnarvon discovered Tut-ankh-amen. However, many Egyptians fail to appreciate the scientifi cultural scholarship these efforts represent, seeing the nothing more than European grave-robbing expeditions. There is growing dissent among the p nd the working class, and there are stories of cults in Cai d Alexandria devoted to driving out foreign interlopers by eans necessary. Since the end of the Great War Britain has lobbied the League quite forcefully for the authority to manage the regions of Palestine Transjordan and Iraq, all formerly Ottoman possessions. By establishing g ments friendly to Bri rbed flow of fuel. Th count on an un overtures, on ondition that the emp issue of creat n independent state an issue of considerable concern to the British agreed, not realizing the magnit The British goverpmen did not count surge of Arab nationalism after the Otto because the British helped to start it in the first place. During the Great War, the British Foreign Office hit upon a strategy of harassing the Ottomans by creating Arab uprisings in the Middle East. The legendary T. E. Lawrence, otherwise known today as
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83 "Lawrence of Arabia," stirred the Arabs to action with the promise of Arab self-rule at the end of the war, and the sheiks held him to his promise. One sheik in particular, Ibn Saud, has taken it upon himself to reunipe the land his ancestors once ruled and has, thus far, enjoyed remarkable success, conquering much of the Arabian Peninsula. The British have created monarchi s in Transjordan and Iraq, but Palestine remains a thorn in the imperial lion's paw. The Arabs there have nationalistic aims of their own and bitterly resent the steady flow of Jewish refugees onto their ancestral land. Already, there have been riots in Lebanon, and the British are at their wits' end ing to find a diplom lemma. They cann o back on their prom o the Jews the League, and , they cannot expect a iolent resistance from the Palestinians, eing stolen from them and given to some0 conflict have garnered sympathetic attention from n groups in Europe andsthe United States, but it re en how the matter may be resolved.
-from the CoTrltpondcnCc of the p1son k i e t y TOT w i u l l c n
Greetings Maxwell Anderscm , I am Enkidu. I have heard o for the strange and unusual. I your Society. I believe my inaj t i f i c knowledge (specifically F - - ~ - - .._ botany) would be invaluable to your organi tim. Before making arraogements, I should t e l l you this. I w i l l need certain visas and documents %Q aafelv make the trip. I am a gwilla.
rari JWk
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your .iudF?nent, nor listen t o his fear that we
&e jwt like-the evil tribe of our Mnd he f-t in Africa. We are the descendants of exiles from that realm and wish the mrld well.
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84
Asia a n d the Pacific R i m
I might be able to forgive your le to laugh in the man’s face. ‘“You’re going to have to do better th ‘I thought I might.” With a flic
I y u vvuly
uujs,Miss Gettel -but I don’t think it will take that long. Do you?”
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China The relationship between China and the West is a long, sordid tale of greed and reckless self-interest going back as far as the 16th century. England, Fnance, Portugal and Spain were the first European nations to seek trade with the vast Chinese Empire, and at first, the Manchu emperors could dictate severe restrictions on where and what could be traded to the foreigners. China exported large amounts of silk, porcelain and spices but imported nothing; items were purchased with silver alone, and Western merchants were often at the mercy of authoritarian Chinese officials. The balance of power shifted last century Americans discovered an item for trade that resist: opium. In 1839, the Chinese moved to and the emboldened British declared war. war ended e Treaty of Nanking, which allowed th Chinese ports and gained them the is um trade continued, and in 1844, Fran secured similar treaties, opening up estricted trade. It was an enormous l o s s of face for the inese emperor, and as the emperor's authority waned, more and more countries moved in to secure their own territorial concessions. At the same time, regional governors saw a chance to take advantage of the current decline, and the countryside fell prey to ambitious warlords who cruelly mistreated their subjects. Britain and the United States tried to prop up the Manchus but, at the same time, moved to protect their own lucrative trading right%*. The entire country was opened up to foreign merchants, who were no longer subject to Chinese law and could go and do whatever they pleased. In the late 1800s, Britain took control o Burma, while France took Tongking and Japan conquered Korea in a lightning military campaign. Even Russia entered the fray, casting hungry eyes toward Manchuria and Port Arthur. Chinese resentment reached the boiling point i nating in the brief but savage Boxer Rebellion. Secret societies of Chinese nationalists demanded the removal of all foreign influence from their sacred land. Foreign missions were burned, and rioting claimed the lives of European men, women and children. Troops from the Western powers arrived to restore order in 1900, and the rebellion w ed, but the proverbial genie had been let out of the bottl that point onward, the spirit of revolution was loose among hinese people. The last imperial dynasty didn't fall all at once. General Yuan Shih-Kai, strongest of the imperial commanders, spent years negotiating deals with allies and enem break them before he could be betrayed o r Nationalist Party, claims t o lead a c with Yuan as president, but depending on his moo to call himself supreme warlord o r eve socialist groups fight f o r attention a inces with Soviet adv emperor to the throde The Nationalist Party is too weak and torn by internal dispute to offer unified leadership. Anarchy and lawlessness remain the norm outside Peking and the coastal cities. Matters got particularly bad during the Great War, when European troops were busy elsewhere, but didn't improve much once peace returned to Europe.
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86 Nationalist leaders accept Bolshevik support out o f the desperate sense that they must have someone's aid, and the Western powers don't respond to pleas for help. At present, China is sfJill in chaos, imperiled from within by savage rural warlords and' from without by ambitious foreign powers, especially Japan. The Kuomintang is restructuring itself along the model of the Bolsheviks, giving the party much-needed organization, but there are already signs o f dissatisfaction between the new Communists, led by Sun Yat-Sen, and the more traditional Nationalists, led by Chiang Kai-S legations, especially Britain and the United creasingly embroiled i n rigues at Peki hedge Bolshevik influenc reate a bastio of Japanese imper
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sacre Survivor Urges Commissioner to Resign -exclusive interview bv Sarah Gettel The streets of Wanciai in Hong Kong ran with blood following a savage street battle between poli gangsters known as the “Dragon’s Coil” and a group of violent insurgents called the “Black Mandarin Tong.” It is not a situation where you’d expect to find a nun, but luckily, there was one on hand. Sister Chloe Markham, an American attached to the Jesuit mission in Hong Kong, is credited with saving the lives of her fellow missionaries by negotiating their release from the Black Mandarin himself, a mysterious figure who seized their church as a stron Surprisingly, she has as m captor. Maddington, a retired commodoreo but already, Sister Markham is urging him t Sacred Heart Clinic. Sarah Gettel: Can Greenfield briefly halted the ceremony to see what was ha]3pening. The next thing we knew Black Mandarin Tong were surging through the front and siide doors. They seized me, the piiests and the hear .gunshots outside as the other nuns and began barricading themselves inside. We CE)uld .. ith the Dragon’s Coil. Father Murdoch was incensed, demanding that the tong leave at on andarin killed him with a single blow. SG: Then what happened? CM: The police began shouting for the Black Mandarin to surrender. He told the didn’t back off and let his men escape. He carried Father Murdoch’s body to the bell tower and flun at them. S G How did you ever persuade him to let you go? CM: It wasn’t me. Not entirely, anyhow. This was not my first.. . encounter with the Black Mandarin. I know how he thinks, and I knew he would never listen to us. But the congregation -the Chinese poor we were helping -they could convince him. The Jesuits say I saved them, but those peasants were the ones who saved us all. SG: Again, I have to ask.. . how? I mean, isn’t the Black Mandarin the man who said “Christianity is opium for the soul?” CM: Yes, he said that. But when they told him about the clinic, released me as a favor to them. Then, I convinced the police that he c go if they retreated and let him escape. SG: How did you know he wouldn’t C M He is a cruel man, and utterly men: dishonor a vow. SG: Would you say the same about C M I have never met the Ubiaui ck Mandarin are crimi adds to a 1itany of infamy, greed and’self-interez. Both he &d t are as difff :rent as night and day. CommissionerMaddington wiis a foc11 to treat them as if th same. ~
‘
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SG: * . .. i who would C M mauuingron rnougnr me macK ivlanaann long was righting me mgon’s ~ o iover control the illegal opium trade to the United States. Nothing could be farther from the truth,and if the British had been smart enough to send a policeman who spoke Chinese, they’d know that. The tong wants to eradicate the opium trade in Honn Konn, as a Drelude to runnine the British out. The Black Mandarin has more in common-with Paul Revere Than All Capdne. SG: It eh o s t sounds like you admire him. . I Never. But 1 respect mm. . He woulcl ..never have endangered hundreds of innocents, the CM: Aamire way Maddington’s rash “police action” did. The Ubiquitous Dragon is a cynic i2nd an opportunist. He simply wants free rein to traffic in vice. The Black Mandarin is an idealist and iI fanatic, and he will n until every Westerner is gone from China. It is folly to underestimate this man. He knows us far better than we know him. In fact. the last thin he said to me was from the Bible. “If you sow the wind, you will reap the whirlwind.” Y
1
R 1 I
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French Indochina While Britain and the United States remain focused on China proper, the French devote considerable energy to exploiting the southeastern portion of e Asian peninsula, the region now referred to as French In china. The countries in this region - Laos, Cambodia, Annam, Tonkin and Cochin China - - are organized into an administrative zone called the Union Indochinoise, an arrangement that cares far more for harvests of rubber and manganese than the welfare of the native peoples. French rule in Indochina closely resembles the current Belgian administration in the Congo, providing security for French corporations and plantation owners who keep their workers in condition There is no justice for the peoples of s brutally repressed. Unlike the Congo, f the Belgians attracted international scru a is an obscure backwater where the Fre colonial practices largely unobserved. French colon istrators are notoriously corrupt, and many rule over ns like petty emperors. vertheless, the ancient ruins of Cambodia hold an uncounted knowledge waiting to be tapped, not to mention the promise of mineral and botanical riches hidden deep in Indochina's jungles. Currently, however, there is a serious problem with piracy in the South China Sea, likely abetted through bribes French officials, a situation that cries out for stalwart souls to see justice done.
Japan When Commodore Perry and his fleet arrived in Japan in 1853 and ended almost two centuries of government-enforced isolatio the American initiative discovered a country tired of the repressive hand of the military-ruled shogunate and eage Unlike the Chinese, who fought Western ideas tooth Japanese took a more pragmatic view, realizing that unless they instituted immediate changes to their industry and society they would be no match for the more modern European powers. In less than 50 years, they did just that, transforming their essent feudal system of government into a parliamentary system and deposing the shogun in fav restored imperial family. Meiji emperor is a figureh sorts, similar to the Western 1 holds enormous influence with monarchies, but his positi the Japanese people. Real governmental power lies in a small oligarchy of ancient families who were the driving force behind modernization, supported by the powerfu i and Sumitomo families, who together control ntry ' s industry and finances. By 1900, Japan i ible currency and compulsory education and i e of sending its brightest students overseas ern industrial techniques. Not everyone supported the ide nized Japan. The country's warrior class which had dominated the country f o r the 200 years prior to the iji restoration, was resentful at the erosion of its power base and the threats to Japan's cultural identity. Consequently, it pressed relentlessly for Japan to adopt an aggressive foreign policy that would make the country equivalent to the great powers of Europe and broaden Japan's control over the Pacific Rim. Their efforts led to conflict with Russia over the
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89 Chinese province of Manchuria, and the successful conclusion of the Russo-Japanese War in 1905 rewarded the militants with a wave of popular support. This led to the conquest of Korea in 1910, turning that country into a Japan se colony and a source of cheap labor to support the growing Japanese industrial base. Since the reforms of the last century, Japan has become a victim of its own success. Increased prosperity led to a much larger population, which, in turn, makes increasing demands on Japanese industry. Japan has the manpower and skill to become a powerful force in the Pacific but lacks many of the natural resources to make that dream a reality. Such resources can be found in abundance in ina and the islands o there is mounting pre re from the military rrent instability in Asia. Extreme nati such as the secretive Black Dragon Soci s of the military and parliament to sub of the embattled liberal government, and alre ister who opposed the nationalists has been a United States has recently expressed concern over the growing hreat Japan poses to the Pacific, but with the unrest in China occupying much of America and Europe's attention, it is unclear who will rise to the challenge of saving Japan from a descent into imperialism.
India F o r many decades, India has been the jewel in the British Empire's colonial crown, a distant, exotic land crying out for justias, equality and civilization. Since gaining control of the country in the 1850s, the British colonial government has labored hard to bring India into the modern age, instituting legal, social and educational reforms amid a tangled maze of conflicting religious laws and ancient customs. In the process, the British have ridden roughshod over a society that has existed for thousands of years, redefining political borders and social roles with righteous self-confidence and brutally suppressing any attempts at protest. Nowhere else in the Empire has t man's burden" been so dutifully addressed, and nowhere its fallacies s o painfully clear. Though the British have made significant progress in certain areas, particularly the expansion of railroads and the construction of hospitals, schools and other public works, Indian society, in general, remains largely unchanged. The rigid Hindu caste system remains in place, relegating the majority of the population to abject poverty and deplorable living conditions, and despite numerous attempts, there has still been no success in establishing a ified legal system to less of caste, ligion or race. Tensi Hindus and Muslims remain high, and af era1 bloody uprisings, the British now respond to large protest with merciless force. This only adds fuel to the ng Indian nationalist movement led by the,Indian National Co The Congress' leader, Mohandas K. Gandhi, was surprisingly successful at winning concessions from the colonial government by a method of peaceful protest he terms satyagraha, or "devotion to truth." He hoped to show Great Britain that its violent methods of maintaining order were inherently flawed, and by extension, its position in India was untenable. Tragically, Gandhi's movement was
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90 severely undermined in 1922 when extremist members of the Indian National Congress instigated armed attacks on British citizens. Since being released from prison in February of this year, Gandhi has declared his crusade f satyagraha to be a failure and has withdrawn from political life despite countless entreaties to take up the cause once more. Despite widespread political and social woes and the increasing threat of violence from terrorist groups and Indian secret societies, idealists of all stripes are still drawn to the country, bringing great dreams of discovery, enlightenment and progress. Scientists and scholars study the jungle-shrouded ruins of the ancient Mogul Emp e, while explorers an wilderness with oads, dams and railwa dians can face the da g challenges reform that the country s shown, one person with a vision
as a unified commonwealt shape itself from a collection of depen-sufficient, prosperous member of the at War was a grim coming of age for th vided a quarter of a million men to th Allied cause and suffered terrible losses on the fields of Eu and the Middle East. The long years of bloodshed severely tes Australian loyalty to Great Britain and sparked an ardent nationalist iwvement dedicated to increasing the Commonwealth's autonomy and broadening its power base in the Pacific Rim. Politicians and visionaries have turned their eyes to the nation's vast and empty interior, where they believe that, with guts, determination and a steady influx of capital, the outback can be tamed into productive farmland and sites for heavy industry. "Men, money and markets" are the watchwords of Australia's Nationalist government, devoting considerable funds to lure settlers to the Commonwealth and drive deeper into the A million people inhabit Sydney, with immigrants arrivi ver the Empire and other rts of Europe. Raw exports to Britain and elsewhere i he form of wool, wheat and other resources provide the sh to pay for settlement and The government goes t reat lengths to entice foreign nt and promote trade. Not everyone in the Commonwealth is happy with the arrival of s o many state-supported settlers. Rural farmers and landholders resent having their spreads appropriated by the state and handed out to foreigne not to mention the inc 1 tensions are on the r their goods. Ra earliest days o ustralia's settlement, the land from the aborigines was characte superiority of white civilization, and th white Au s tralia I' s,still strong. Non-wh hostility, even v lence, and what remains of the land's native peoples are relegated to isolated reservations.
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91 The League of Nations reapportioned Germany's Pacific colonies, giving New Guinea to Australia and awarding the Marshall and Caroline Islands to Japan. Though Japan is currently one of Australia's biggest cust mers, both countries see one another as competitors in the bid f r the resources of the Pacific Rim. At this point, the two nations seem evenly matched, racing neck-andneck to see who will build enough industrial might to assure dominance in the region.
Lost Worlds and Hidden
ealms
tcb by Sarah Gettel earest colleagues, while I have written abo amazing things this world has to offer, I have sav last. For now I must speak of the realms not o f this Ea travels around this great planet, I have seen sigh ear flying man seem normal by comparison. Though I lack hard evidence, I must assure you saurs walk the Earth. There are strange worlds out there, alien to our experience, that touch our own. I have parachuted into t Sky Citadel of Doctor Zorbo and narrowly escaped being sacrific to no less than seven cults of dark gods that walked the Earth before mankind's reign. The clamorous night music of the Carpathian mountains and the screams emanating from the Forgotten of the Hungry Ghosts haunt my nightmares. During my travels, I have interviewed many of the world's greatest minds, I have asked them all what they think of these lost worlds. What are they? Where did they come from? And why have they been found now, when they must have been hidden for centuries? No one has given me the same answer. A mystic in Greenwich Village believes that Hammersmith's experiment opened a doorway from a realm of magic to our world. The otherworldly inhabitants of these obscure realms are merely travelers, lost between worlds. Professor Dixon tells me that there is no magic science we have not yet quantified. He claims there is a rational, scientific explanation r all that 1 have seen. (This aneek. There should be magic.) An swer depressed me for a goo archeologist I shared a cig tte with in Cairo claims that it is simply a coincidence of fortune that these realms have been discovered in this time. He told me of mysteries beyond what I had seen, mysteries he encountered years ago, as a boy. We just hapat these pen to be on a "hot streak.'' Still another the realms are not om other dimensions, There is some merit to t theory, though the red it ; if these places to with m e was stymied by my follow-up qu another time, why are all of them rift he past? Shouldn't we see some glimpse of the future? My dear friend, Qax 1, please have Primoris reply to my letters. I would like learn his opi this. He does claim to be the smartest man in the world, after all. (Perhaps we should find the smartest woman.)
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92
,
We've seen no si
ized the beast immediate1
In the depths of the Atchafalaya Basin between Baton Rouge and Lafayette, dinosaurs live a fic corner is one the Robichaux family fished for ugs" for generations, going back t o before the Civil War. In pring of 1922, a storm prevented a pair of Robichaux fishermen from going on their normal excursion the weekend before Mardi Gras. For them, it was a time to smoke foul cigars, drink bootleg whiskey and, That weekend, they learned how bait must feel light, they saw mething. An enormous neck, 20 erupted out of the water. Sharp teeth f mouth, and it roared at the rapidly dep Jean Robichaux told his nephew Paul tha beast was MokoleMembe, a great beast out of African myt Armed with a new shotgun (and a heft e > , Paul and I returned to the scene of the crime. As we traveled deeper into the heart of the swamp, I recognized the changes in flora. There was no clear demarcation between the familiar sights of the swamp and the subtly different plant life farther in. But even my untrained naturalist's eye could see a difference. The trees themselves were the same, but the vegetation surrounding them
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93 seemed different. As we progressed, Paul grew nervous. I promised we would not dally too long, and as soon as we got to their fishing spot, we could turn around. Naturally, I wished to stay as long as possible, in opes of seeing this swamp-monster. After assuring M'sieu Robichaux that the ankylosaurus we'd discovered ate plants, not fishermen, we heard the terrible bellow of a creature born millions of years ago. The ankylosaurus started at the noise and trampled off, down the edge of the island. I must say, my reporter's instincts were quivering at the opportunity to see what startled the ankylosaurus, but the good sense of my father reminded me that when the it's generally because4of a predator. I had e to be an zer. I looked for the camera. It was s n the other side of a downed tree. I c , but I heard the creature roar again. ion being the part of valor (and lacking a lightnin fety of the pirogue, and the two of us sland in the swamps as fast as possible. Towering over the dense cypress trees, I mor. The king of the dinosaurs: tyrannosaurus rex. I thanked that the creature could not swim and then hoped that the ere correct about that detail. m the dinosaur swamp was blessedly uneventful. o f a nature story, I spoke with a paleontologist at Tulane University. Based on my secondhand description, h identified the dinosaur seen by the Robichaux as an elasmosaurus. All three dinosaurs were native to the late Cretaceous period. And n&W, 1924.
The Beast-Men o f the Chiquibul Caves
s to sharpen sticks into s
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94 Following the Adventure of the Smoking Mirror, my next assignment was to investigate stories of "ape men" from the jungles o f Belize. With a broken-down car that had seen better days, I drove into the Maya mountain range, 'stopping at small towns and trying, with my broken Spanish, to determine the veracity of the story. After a few weeks, I was able to piece together enough information to narrow down the sightings to the area near the Chiquibul caves. They are one o f the largest underground cave complexes known and the Mayans were rumored to have buried their dead there. I attempted to hire a local guide willing to go with me there. I'What is there t d returns." had learned the value of carry while I am far from Miss Newfie tend to hit what I a he directions I had did not do justice to f an enormous sinkho As yet, I had seen nothin 1 rain forest, that i s - ---ce). Due to the lateness of th o begin my explorations the ne &I
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95 After a somewhat restless sleep, I awoke and began my explorations. I had been spelunking before and thought I knew what I was doing. The enormity of the caverns overwhelmed me. I took numerous pictures, which I have in8luded. Wondrous formations of rock and crystal stretched from floor to ceiling. In one place, stalactites taller than I but no thicker than a pencil draped down from the ceiling. It looked as if the ceiling had long, white hair. In the deepest regions of the caves, I started to see signs that others had been here before me: a gnawed-on cave bat here, droppings of a large animal there. I thought I was alert and ready, but the beast-men took me unawares. When I awoke, I was in an entirely different part of the caves. To my amazement, red illumination spilled throughout the cavern. The distant ceili glowed from an us ruby-red crystal formation. The ed as much light as a harvest moon encampment of primitive men, resem ad of in Father's books. They were large and brutal b ng to show signs that they had not been eating well r king about, I saw some dying shrubbery and the gnawed-on r small game. Whatever life eked out an existence down here ing off. I presume the vegetation is dying from a lack of s thing to eat, the game is dying as well. Th uestion: How did the cavemen, the plants an here? Even more, what powers the ruby-red sun that gives light to this underground world? Fortunately, a brave soul delivered me from becoming dinner. I er seen such a man before. He was over seven feet tall an like he was carved from marble. He was pale as the moon He wore a sliver of the crystal sky on a thong around neck. Even more amazing was that, when he was angry, the crys glowed with the red light o f the setting sun. Though he was clearly not a weakling normally, under the crystal's light he fought with the power of a mountain gorilla, handily defeating the leader of the cavemen in single combat. With an enormous dire f at his side, he led me out of the cave, the rema thals scattering into the shadows as we passed. My I d speak, calling himself "Gar," though he knew no ognized. Gar led me out of the light of the crystal sun and o darkness. My torch ng gone, and neither he nor his wolf needed light to see l y occasionally saw flashes of light coming from the crystal around Gar's neck when he exerted himself. At one point, he lifted me up over a fast-moving stream. It felt as if I were weightless. Led about like a blind woman for we came to the not leave ght appeared to etreated rom whence he came.
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The Thunder God of Machu Pichp --dispatch by Sarah GetteBl By the time I arrived in Lima, I was once again looking forward to the adventure that surely awaited me. I am told by other women that the pain of childbirth is one of he most excruciating experiences known to womankind, and yet, th j o y of holding one's child in one's arms erases whatever pains may have accompanied its arrival. The thrill of adventure alleviates my pains simiy world is giving bi th to a new era. larly. I wonder if our Was the Great War simp he agonized pains of delivery to this new and wondrous aeon? ity was abuzz with excitement. The APRA onaria Americana, o r American Popular Re > ,a revolutionary political party, was on the ri ng the corrupt regime. My assignment had e political realm but in a decidedly unus i s very modern reform party had an ancient y . The Peruvian military was at this very mom followers of Huascar, high priest o f the Incan thunder-god Illapu. While the people of the cities rallied for equal rights for all Peruvian citizens, the Indians in the highlands of the Andes Mountains took to the old faith, rejecting Catholicism the religion of Pizarro. Following my interview with a leader of the splinter faction of APRA8-aalliedwith Huascar, I attempted to find some way up to Machu Pichu. Official channels proved unavailable, for obvious reasons. Less official channels seemed equally unhelpful. No pilot, for love o r money, wanted to get close to that ridge of the Andes. So, I purchased a powerful telescope and trekked on my own to a nearby peak. From my vantage point, I could make out some details of the city. I had seen pictures of Machu Pichu when I was at university. It was the ruins of an old city, one whose masters had lived their lives out centuries ago. The new owners had renovate Walls were whole. Temples had been rebuilt and covered wit flowers. Natives dressed in tive outfits walked to and f r o , carrying machine guns. Thoug ir cause was anci weaponry looked decidedly mod A battle raged at the outskirts of the ancient ment troops were shooting it out with the rebel forces. The rebels had the advantage of the terrain, but even I could tell they were outgunned. happened. The cloudy himself had been ange d the telescope about in a three-sided was Huascar. A temple a glowing figure. I can only assum vortex of energy surrounded him, one th d in time with the lightning. Suddenly, I felt th end. I looked UP and saw the thunderheads roiling acros in my direction. I dove away from the telescope seconds ahead of the lightning. The thunder that followed nearly deafened me. The left a melted mass of metal and glass. I quickly retreated down the mountain slope, ho Huascar would not decide to send an avalanche down on Mister Mercer, I hope that whoever you send to follow up on this investigation has some method of dealing with this mad god
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- -interdew by Sarah Gettel with leader of the APRA spunrer racaun alum Huiiscar, granted on the condition of anonymity. Sarah Gettel: Thank you for allowing this in
APRA:Yes, he is a valued ally to our cause. He is our king once again made fle: Gettel: He’s reincarnated? APRA: That is your word for it. Long ago, the two brot!hers Huhscar and Atahuz
...””+Le
AAdC.1 L A -
Gettel: And this new Huhscar is the reincam APRA: He has not made known how or when he realized who he onc thunder and lightning are his to command. Gettel: And why did Hubcar and his followers take over Machu Pichu? APRA: Was it not once ours, as this land was once ours? It is a symbol to our people to se up and take back our country! Gettel: So, when did your organization conta ’ .- APRA: I do not like the werd “cult.” Does yc ieh of APRA that Machu Pic:hu was retaken. 7 paihize with.our cause. They .. . -I
Irn
chasing them every step of the way. We realized that we could work together. Gettel: Thank you for that clarification. Please, tell me more about Huhscar. APRA: He is not just royalty, but a divine being. His power radiates from him, like the electricity in the air before a storm. One cannot help but look at him and know that he carries the blood of gods and kings in his veins. His voice commands an m y . His strength is that of the hurricane. With his aid, Peru will be free. Gettel: What does he want to do with Peru once it’s free?
Gettel: I mean, what are his goals? Is Huhscar going to set up APRA: That is so Western of you. He is not interested in dem m to the old ways, with him ruling as
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The Hidden Pyramid --dispatch by Sarah Gettel With only a slight couise change hanks to the good Doctor Cairo none the worse for Zorbo's zeppelin armada>,€I arrived wear. The timing was somewhat fortu e, as it gave me extra time to refresh my memories of Egypt. Though I had always been fascinated by tales of pharaohs and pyramids as a girl, most of my recollections were of fact, not legend, and legend was the order of the day. The stories say that the Pharaoh Akhenato Nefertiti were heretics. During Akhenaton's the worship of Aton, his personal sun-god, t theon. This religious turmoi tale goes on to say that nded the gods to such a degree that, following his , his entire tomb vanished in a sandstorm, "taken i s to face the gods' displeasure in person." So powe rse that the priests destroyed all records of the P not to be taken as well. Only secondha s and Roman travelers survived, and their accounts were riend, that we are once again confronted by a legend come to . A contact forwarded me this story, told to him by a desert nomad. d that night, as if the damned had escaped nd had teeth, biting through our tents. Two way from water, the sand choking the life out of them as surely as a hand around the throat. With the dawn, the storm returned to the hell from whence it came. But as I rubbed the grit from my eyes, I fell to my knees in shock. Where there had been only open sand and desert, there now stood a pyramid one the likes of which I had never seen before. "I had traveled much of the land. I was there when the whit en opened up the tomb of Pharaoh Tut-ankh-amen two yea his pyramid was... new. It stood out in the middle of ert, gleaming as if the pyramid itself were made of sol e stones had not been worn down by the winds of time. The were sharp, as if th ad been quarried yesterday. My ent the morning walk about the pyramid, watching with wonder and awe. None of us dared venture inside, even if we could have found an unsealed entrance. I alone would even touch the stones. "I am no fool. I decided we should ride to the next town and hoped we would even tell the people there of our discovery. be rewarded. W hi1e te 11in e in the town, a man made the sign haraoh Akhenaton of protection and th Id us how the yo had been accursed by the gods. Of my trib ly my son and I were brave enough to,lead an American arc gist back to the esterners paid many pyramid. I confess I was afraid as well, of my people large amounts of money to take them to places such as this. The sandstorm had destroyed most of our possessions, and we needed the money to survive the year. "By the time we returned to the hidden pyramid, something even more wondrous had happened! People were there. As the
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99 we saw the people, dressed as I h d seen them in the museum - - as our people did thousands of years ago. They chanted a name. 'Nefertiti,' they cried, as if in prayer. At the tip of the pyramid, a man kneeled b fore a young girl, barely old enough to marry. The sun crested a ove the horizon, and the man crowned the woman. She stood up and spoke. Though we were almost a mile away, we could hear her voice as plainly as you hear my own. "She spoke in the language of our ancestors, which I am fortunate enough to understand. 'Behold, with the arrival of Aton's gaze, I am become Nefertiti. I am your pharaoh. As we have reclaimed this pyramid, which our ancestors built to honor false gods, s o shall we recla-i 1 of Egypt, past and future, into the eternal Now. Kneel befor ! I The man at her f en surrounding the mid. 'Who are these ation?' she demanded. he American wanted to stay and talk with t urvive this long in the desert by staying come. We fled. As we rode away, I eologist. He had run toward the py re miles away, we could still hear his scream warm desert winds. Offer me all the money you w purchase a li r's old friend at the C Once in Cairo, I looked up my fa Museum of Antiquities. He gave me a map, which I am including with m y package of notes and documents. The desert tribesman would not return to the Hidden Pyramid, but he was decent enough to deeribe its location. Doctor Aazhang corroborated the de scription with an ancient map, lacking only the o place the location of the pyramid. Dr. Aazhang informed me tha the Cult of the rown in the months since then The cult holds certain rather heretical beliefs, but it has ken hold of the people, emboldened by England's grant of their independence. Dr. Aazhang fears that the cultists will seize power in the uncertainty of these times. While as an Egyptologist, he is certainly interested in examining the ancient relics wielded by the cult's forces, he has no desire to turn the c enturies before Christ's birth. While researching the ear to the ground and learned another point of t to the Society. The Cult of the Sun-Disk is searching for certain artifacts. Its agents broke into the Cairo Museum of Antiquities just last week and stole the
older pieces active in E other ancie facts. What the cult which artif ey seek to find is, me. But if Akhenaton has such powers p will she unlock from the ancient relic
The Beasts --dispatch by Sar Following my m the Forgotten Temple of the Hungry Ghosts, I was more than ready to leave China. I traveled west and eventually boarded the famed Orient Express. With only a brief stopover in London,
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100 heading home. The miles of the journey caught up with me, and I paused to enjoy the European luxury of this most wonderful train. Soon after we stopped in Budapest to add a few more passengers, I saw a familiar fa e. Doctor Woodrow Roman of London. He is one of the world's for'emost experts on folklore. However, when I saw the good doctor, I almost didn't recognize him. His once dark hair was whiter than the teeth of Doct "What happened, Woody?" I asked. Dr. Roman started when I called his name moment the good doctor would faint. He whipped around, reaching into his coat pocket. He paused when he saw me and quickly hustled me into his st m. "Dear God, Sarah, he was right." He smiled and shook my I felt something cold in his palm ked down. Befor uld blink, he held mgi. palm up to his y. In his hand, I saw the small crucifix he'd palmed. God, he breathed. t is going on?" "Just a moment," he said.,"I will te everything e doorknob an watched, Dr. Roman hung a crucifix ed a wreath of garlic cloves from his satchel across the ack at the base of the door. He slumped into his seat. "Safe, for now." He pu his pocket-watch from his waistcoat and tapped it. "We be off," he whispered as if in prayer. With a lurch, the trai bered forward. "Thank y o u , God. "Very funny, Woodrow," I said. "Who told you I was coming? This is a grand joke." "Oh, Sarah, I wish to God it were a joke." "BuCbapest. Crosses. Garlic. Hair turned white. Let me guess. You've met a Walachian prince named Vlad who wants to purchase some land in London. If "It is no joke!" he hisse "It is only by that devil's leave that I am still alive." "Very well. Tell me your story. I have seen many amazing things in my journeys of the past year. I am ready to believe you.1' "That is the devil's greatest trick," he aid. "Nobody will believe me. They think I am mad, having read too much Stoker as a youth. They say that I've come t o believe the legends I study." He turned to look at me, an the conviction of the certain o r the mad, he said, "Vampi lk the earth. "I was preparing a book ing the historical Vlad Tepes to the fictional Dracula. With my research complete, I was ready for fieldwork. I had been to Transylvania during the War and knew enough of the local polyglot of languages to get by. My first stop was, naturally, Castle Dracula, in the Borg rit falling, so I made to the nearby town o evening. The town was locked up tight, e l not open, no matter how hard I rapped o door. Dejected, I returned to my car and resigned myself ther evening of sleeping in the back seat. "Day broke, and Itrealized why no one answered the door. The town was deserted. I wondered what economic hardships had caused this little hamlet to fold up. I also confess I wondered how I would find people to interview with nobody home. I decided to travel to the castle to at least get some photographs. As I walked the streets, something in the air raised the hairs on the
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101 back of my neck. I felt as if I was walking among ghos whistled a tune to distract myself and continued my walk. But I felt hidden eyes watching me. "When I reached the cdstle, my first thought was that someone must have repaired the damage done to the castle by the earthquake of 1913, because the tower that reportedly fell into the River Arges was in fine repair. This caused me to wonder, for why would the town be empty but the castle repaired? "As I reached the front gate, I heard a distant sound carried on the frosty winds. It was the howl of a wolf. By this time, my imagination was getting the better of me, an was one of Dracula's 'children of the night.' "I looked out at the magnificent view from foot of the d wondered if Tepes himself had stood th go. A s I turned back, I saw another figure wall. He screamed in Romanian, 'Plee,' and ents. I rushed to his side. The poor soul will get a doctor,' I assured h though I had no 1 ere to find one. "'Leave this place,' he gasped. 'The devil walks the land. The devil flies by night.' With that, the wretch died. I reached fo his neck to check his pulse and felt something there that cause my own skin to crawl. I gently turned the poor man's head and s it. Two puncture wounds. Thoughts of science fled from my mind, and I was once again a caveman, scared by thunder in the night. "I ran to my car as fast as my legs would carry me. In the distahe, I heard the wolves howl again, this time closer tha before. Thankfully, my car started on the first try and I tore down the twisting roads of the Borgo Pass as were chasing me. "Just as my heart began to resume ts normal patterns, the mists parted, and a man appeared in e road. He was tall, with a bushy mustache, just as I had seen in countless paintings. I swerved, and my car smashed into a tree. I lost consciousness for a moment and came to hearing the sounds of twisting meta man with the mustache tore the door off my car as if it tissue paper. I halfheartedly struggled, but he yanked me from my car like a child with a rag ;old me, 'Do not comi5 here. "In heavily accented Eng lis is a place of dairkness. ' This is not a place for man He smiled, and I could see the razor sharp -fangs in his I[iouth. 'It i s my home.' The man tossed me to the ground and saic1, ' G o now. I see that you will soon meet an o l d friend. She is collecte:rs are ing s tories. Tell her... Tell her that They should stay awa S't o r y . not w ight and the things 1low, a Tell o u. will . .__ -. _ _ _ _ _n_ o_ -t d _ _i e_ t h i s ___ fast promise further mercy.' The man gesture me to rise. On shaky limbs, I did as ordered. "That night, I ran because the devil s chasing me. That night, I saw things in the woods. They chased me but never attacked. I fear, had I slowed for even an instant, I would have been killed. The things I saw. Horrific creatures that were'half man and half something else. Naked beast-women covered with bushy black hair. Hungry tree roots reached for my feet, tripping me L.
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102 and slicing my legs. I could only think that the smell of blood would drive the beasts beyond their dark master's control. Thank God that the dark prince's will was strong. "Every creature that e er shambled through my nightmares. They were there, Sarah. Every ingle one of them! "As dawn broke, I found a small church. As I entered, I heard the man's voice again. It told me: 'Don't believe everything you read, Doctor Roman.' I slammed the d o o r shut and fell to the floor. In the morning the priests coming in for morning Mass found me. My hair was hite and my story mad, but I was alive. And now that I have seen my old friend collec my usefulness may be at an end. I can only ho has forgotten about me." corted Dr. Roman the club car. He r tories o f that horrific night but watc ated by pale moonlight. Later that night, Woodrow left for the head. I did n , though I had the train stopped and searched from se. To this day, I do not know if I beli that walks like a man rules the Borgo P the other wild adventures I have had, is a realm of monsters less incr edibl e?
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Richard De Remer (order #1312575)
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Consideratione for Muderation I can't agree that the simple pogsession of power grants any of us touched b t e l l u r i c rays the right t o interfere in humanity's destiny. A t l e a s t , not b minimizing the interference from others similarly gifted. How many times i n histor a man believed himself t o be destined for great things, only t o bring needless sorrow and blaadshed? Were Caesarla last thouehts as he saw Brutus' betraval those of the emoire he carved or the l i f e he wasted in i t s u u r s u i t ? I don't want histbrv t o look back oaus and name us conquerors, and c o n p r o r s is w h a t we'll be i f we do & you suggest. I've included a copy of your l e t t e r t o better reference my rebuttals t o your points. Please, don't take offense at this. I value your counsel, and I respect your wishes t o remein separate from the Peon Society. Om: I shouldnlt have t o remind you that none of us yet fully understand the t e l l u r i c energy or the lasting effects it's had on the warld. While we can see its knnediate effects, we don't how w h a t w i l l happen in the next 10, 50 or 100 years. We've already seen a few Inspired who are not exactly responsible exemples of humanity w h a t w i l l they be l i k e in 10 years? TWo: Donct get too carried away with your enthusiasm, M i c h a e l . Telluric rays don't grant ethical or mral thinking. For every person so empowered with goad maral fiber, at least twa more w i l l have s e l f i s h or criminal designs. Few, I think, w i l l subscribe t o your expressed utapian ideals. Of those who do, mast w i l l da so in hapes of personal gain a t your expense. Three: With at least some anonymity, we can afford t o act without interference from others who won't understand our goals or wish t o control us. If we reveal the Aeon Societyls true nature, expect t o see governments and businessmen seeking t o sway us t o their ends. This alone w i l l sabotage your ideals. Four: You ask t o stunt society's growth. The future w i l l bring w h a t the future brings. Humanity must remain free t o develop in i t s own way. The times ahead w i l l be hard, but humanity w i l l recover. The near future may be g r i m , but the f a r future brings wonders neither of us have yet imagined. If we seize history's reins, we w i l l cripple humanity. What of human ambition when gods walk emong men? Five: If we see another w a r , it w i l l beggar the Great W a r in death t o l l and sheer destruction. The weapons develaped for the conflict w i l l be unlike any seen before. If the Great W a r daes not serve t o show the f u t i l i t y of such t e r r i b l e violence, the next w a r very well mey do so. A second Great W a r may teach the world(s people and leaders just how f a r is taa far. Without the lessons of a second w a r , I fear for mankind's social development. Slx: Your point here applies juet a8 surely t o us a8 it does t o any n o d humans. Row often have yau and I witnessed e human being granted the power t o laak into another's heart and soul, only t o use that g i f t f a r personal gain and at great harm t o others? Seven: Direct society's growth? Perhaps in the same wanner as the Japanese grow bonsai stunted and deformed. The result may be pleasing t o the eye, but the tree i t s e l f is forever prevented from its grandiase potential. Michael, you must realiee that the best way for society t o grow is t o allow hoi polloi, as you c a l l them, t o make their own decisions and learn fram them, right or wrong. E-t: I cannot believe that a ruinous future w i l l bring an end t o hope. Wherever l i f e continues, hope springs eternal. Even the greatest possible catastrophe can't lead t o eternal ruin for a l l humanity. Men of vision are always present t o help guide mankind out of whatever t e r r i b l e state i t finds i t s e l f in. History has shown t h i s repeatedly think on how much the world has improved in the years since the war, l e t alone in times pest Michael, my friend, the mixture of drive and intelligence within you w i l l lead you t o great things. A t some point in the future, you may find humanity's f a t e i n your hands. If that time ever comes and I pray, for your sake, that it never does I can only ask that you make the right decision and l e t humanity prosper on i t s own terms. With my warmest regards, Maxwell Anderson Mercer
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AEON S o c m for Gentlemen "HOPE"
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Table of Contents Introduction 107 Chapter One: Rules 110 Chapter Two: Character 115 Chapter Three: Traits 128 Chapter Four: Knacks 155 Chapter Five: Super-science 176 Chapter Six: Drama 187 Chapter Seven: Roleplaying 212 Chapter Eight: Heroes and Villains 23 1 Appendix 249
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Adventure is a game of pulp heroism set in the
1920s. It’s a game about men and women who take action. They’re visionaries, inventors, explorers, sages, scientists, mystics, and more. They come from every continent and from every stratum of society: princes and paupers, shopkeepers and mechanics made good, businessmen and heiressesturned to more exciting pursuits. Adventure’s settings range from lofty skyscraper penthouses to squalid slums and sewers, from arctic wastelands to deep oceans to sweltering jungles. Adventure goes everywhere interesting - not always nice or safe, but never dull! Adventure is a game about telling stories -epic stories on a grand scale. If you’ve played other roleplaying games, you should already be Familiar with the idea. If not, this section explains what it all means. In addition to the specific points mentioned here, there’s a glossary in the Appendix. It explains a number of terms used in the rules that new players may not be Familiar with.
Roleplaying Adventure is a rdep/ayinggame: Players (that’s you) assume the roles of central characters in an ongoing story. It’s much like mixingimprovisationaltheater with “cops and robbers.”Themake-believeyou playedasachild -imaginingyourself as a knight in shiningarmor or a brightlyclad superhero -was roleplaying.Adventure is simply a more sophisticated version of those childhood games. Still, Adventure needs a few more rules than the playground did. “Got you!” “Did not!” “Did too!” is too simplistic for this sort of game. You andyour friends make up the story, and the rules provide a Framework to help keep everything on track. Rules guide the story, eliminating conflict over whether or not a character’s actions are plausible. However, rules don’tdictate or restrict the action. The point of Adventure is to have fun! So, rules give you the basic mechanics for play, but beyond that, the focus is on the story, on having a good time.
The Storyteller Adventure is a game, but it has more in common with theater than with card or board games. Most notably, one player, called the Storyteller, is a “director” of sorts. The Storyteller acts as a combination narrator and referee, creating the drama through which the players take their characters. As a Storyteller, you create the
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environment in which the characters are placed. You are responsible for tying the story’s disparate threads together and making sure the whole thing runs smoothly. Your most useful tools in balancing story and game are your imagination and the rules systems. The Storyteller’s role is explored in detail in Chapter Seven: Roleplaying.
The Players While the Storyteller sets the stage for the game, the players take the stage and create the action there. As a player of Adventure, you create a character with a unique perspectivein the tumultuous early 20th century. He could be a daredevil, a mesmeristor a stalwart -an adventurer, a hero. Whatever kind of adventurer you choose your character to be, you decide his actions over the course of the story. Everything you have your character say and do influences the world of Adventure. Your goal is to help your hero overcome the obstacles facing him. You deal with challenges in Adventure primarily through roleplaying, with m e dice rolling thrown in when you don’t know if the character succeeds in his attempt. Chapter Seven: Roleplayingcontains more helpfuladvice on how to roleplay.
The Characters To play Adventure, you createa roleand becomethat penon within the game’s context. Just like Harrison Ford taking on the role of lndianaJones, you embodyyour character in the story. While the characters in a movie have a predeterminedexistence, the Adventure c h a d e r you create developshowever you want him to. You can have a character ready to go after about a half-hour. Eventhen, a character is nothing but a collection of numbers on paper until you breathe life into him. Character creation is covered in Chapter Two: Character.
The Game There are no “winners” or “losers” in Adventure, conventionally speaking. The idea is not to “beat” the other players; after all, cooperating with one another is often essential to your own character’s survival. Nor is the goal to “beat” the Storyteller, since you all work together to create an entertaining story. In the end, the goal is the act of playingthe game itself - to rise to the challenge, striving to overcome herculean odds with your talents, wits and courage. Although this setting’s focus is the struggle for power among those touched in some way by the mysterious zero-point energy, Adventure is designed for play-
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ers to pursue any number of goals. Success in Adventure may come about for a number of reasons: defeatingfoes in the course OF the story, achieving status within an organization, developing a previouslyuntapped talent, uncoveringa world-threatening plot... or simply having Fun playing the game. There is no preset “end” to a storytelling game. A story can last for a Few hours or go on For weeks or months. The players take breaks between game sessions whenever they like. Each time they gather again, the story picks up just like another episode in an ongoing TV series or another chapter in a novel.
The World of Adventure Fundamentally, the world of Adventure is much like our own early 20th century. Assume that any facts you read in history books or on the lnternet is the same in Adventure, unless explicitly noted otherwise in this book (or that the Storyteller tells you she’s changed). Strange things happen, but future generations will dismiss most OF them as hoaxes or misunderstandings or will simply ignore them. Even many people in the Adventure Era shrug off the more bizarre tales. Other challenges and solutions play out in secret. In many cases, this is because Earth isn’t yet the global village we’re used to today. Your characters’ encounter with hyper-intelligent albino apes deep in the Congo may never be revealed to the world at large simply because CNN isn’t around to record it.The tale may spread, but details may be lost or warped, and the whole thing could soon take on the shape of myth. At other times, your characters, or other agencies, may decide the world doesn’t need to knowjust how close it came to apocalypse this time around. Some perils are just so outright strange and mysteriousthat it might be best to keep the specifics quiet until proper research can be done. Adventm“&~ially”begins inthe+ngoFl?Z4.k-
gling to understand the full scope, not to mention just what impact the 2-waves are havingon Earthand its denizens. h n and other groups detailed earlier have operated, publicly or privately, for a little while now, pursuing a variety of agendas. As a daredevil, a mesmerist or a stalwart, your character has beenexposed to some portion of the strangeness flowing around the edges of the knownworld. Whether out of curiosity to discover the origin OF his new talents, the thirst For knowledge or being drawn into events by Forces beyond his understanding, your character delves into the new world hidingbehindthe known.Mysteriesbeckon, and you alone have the wit and talent to reveal the truth.
The Future Adventure completes the trio oF White Wolfs R o n Continuum games. They occupy different eras of the same history, as well as different portions of a thematic trilogy.
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Trinity is a science-Fiction game, a far-future setting featuring evolved humans known as psions - the genetic descendents of Adventure’s own mesmerists. Aberrant i s a superpowers game set just a Few years aFter our own present day, focusing on tremendously powerful individuals called novas - a new incarnation of Adventure’s stalwarts. Daredevils exist in every era, but it is here in Adventure that they enjoy the spotlight. According to the two subsequentgames’ timelines, most of the events from the Adventure Era fade into obscurity or legend by the end of the 20th century. Certain characters introduced in this book - most notably Max Mercer and Doctor Primoris - will continue to influence events in the h n Continuum throughout the next two centuries. Still, you don’t need Trinity or Aberrant to enjoy Adventure. And players and Storytellers familiar with either of those two games are free to include as much -or as little -of the “official”kon Continuum metastory as they like. It’s all up to you how you want to play it.
Adventure Era, Forthevery energy Hmmenmith hoped to Captrreradlatesaound - even thrul#l -the Earth.For
needlittle besidesthis book, some 10-sideddice (also called
Adventure is designed for play around a table. You
“dlOs”), photocopiesOF the character sheet in the back of the bock, pencils and paper For taking notes... and, of course, your imagination. Other props can make the roleplaying experience more vivid. Mood lighting, music (soundtracks from the thoughmanyneverrealizewhatFacehastouchedthem.~ hdianajones films, The Rocketeerand the like are parpeopleoftenbecomeadventuws,heroesandvillaimonagb ticularly appropriate), pictures from history books or NationalGeographic, scribbled notes or sketches - a11 bal scale. They we the Inspired. can help make the game seem more real. Remember that The aftershocks OF the Hammersmith event conprops are just that; it’s the storythat matters. tinue rippling subtly across the globe. Most people who know about the resultingchanges it inspiresare still strugt h e m o s t ~ t ‘h ~ ep a~s s w l t h n o e f f e d . Some small portiomofthe g k h ae affeded, hiddenpockets bansformed into places lost to the mists of timeor lodes only eyer acpenenced in the imagination. Rare individualsare ako affected, -f changed by their ”cposwe to 2-rays -
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Live-Action Live-action roleplaying is a natural outgrowth of the “tabletop” storytelling described above. Live-action is even more like improvisational theater. You don’t just describe your character’s actions; you “are” that character. You actually do what the character does (within reason -obviously, you shouldn’t try swinging across a chasm on a rope or lifting the back end of a hick). Whether it’s simply walking across a room or facing down an enemy atop the Empire State Building, you are physically involved in the action. Imagination is still important, and the Storyteller may still interrupt events to describe objects and special situations. You don’t use dice in live-action games. Alternate rules (like those in White Wolf‘s Minds Eye Theatre game products or simply the result of the Storyteller’s judgment) replace dice. The method of adjudicating actions itself isn’t important, as long as it’s consistent, fair and fun for everyone. Rules of Live-Action You must follow a few essential rules to ensure that live-action roleplaying is safe and enjoyable for all. These rules must be obeyed in any live-action activity; safety is always the primary concern.
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Don’t Touch: Players may never actually strike or grapple one another. No combat should ever be performed - that’s what the “dice” are for. If anyone gets too rambunctious, the Storyteller should call a timeout and remind everyone of the rules. Repeat offenders should be asked tdleave, or the action should be returned to a tabletop roleplaying forum. No Weapons: No props can be used if they must touch another player to be effective. No real weapons or realistic-looking props (such as guns, swords or whips) o f any sort are allowed at any time during live-action sessions. Respect People Who Aren’t Playing: Play in a private area where only the players are around (your house, a reservedroom on campus or a rented hall). Never perform live roleplay if passersby may be confused or frightened by the event. If non-players are around, understand that they probably have no idea what you’re doing. Be discrete and considerate; respect their space, and don’t Force them to participate. Pausing to explain that you’re playing a game is also a good idea. Know When to Stop: Remember: lt’sjustagame! When anyone calls for a timeout, all action must cease immediately. If the game gets too intense for someone, it’s time to stop.
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The rules for Adventure are meant to level the playing field for everyone. The Storyteller can adjudicate most matters, deciding on her own whether or not characters accomplish the actions they attempt. But truly unbiased rulings need some standard so that everyone gets the same treatment. Adventure requires only a few basic rules, but they can offer countless permutations. This chapter covers the essentials, such as rolling dice; more specific, detail-oriented rules are found in Chapter Six: Drama and elsewhere in thebook.Don’twonyaboutmasteringeverythingatonce - learn the basics and the rest will come naturally.
Actions Adventure is a game about action - so when a character does something, it’s called taking an action. Speeches and conversations aren’t considered actions as such, but just about everythingelse is, whether it’s throwing a punch or translating an ancient language.
Time Even the simplest action takes time to attempt. “Game” time isn’t always played out in real time. Over a four hour game session, a week, a month or even a year might pass in the game or you might spend the entire episode detailing the events of an action-packed halfhour. Adventure uses six basic time units: Turn: The amount of time required for a Fairly simple action. A turn lasts three seconds in combat; a turn lasting up to three minute is fine in less dramatic circumstances. Scene: A compact period of events that occurs in a single location, like in a movie. It takes as few or as many turns to resolve a scene as are necessary. Episode: An independent part of a story, virtually always played in one game session. An episode consists of a number of scenes interconnectedby downtime, much like a chapter in a novel or an act in a play. Story: A complete tale, with an introduction, buildup and climax. A story can consist of a single episode, transpire over the course of a few episodes, or go on indefinitely. Also referred to as a story arc. Series: A collection of discrete story arcs that focus on the same characters. IF a story is like a movie, a
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series is like a movie franchise. Downtime: Time glossed over with description rather than played out. The Storyteller invokes downtime, For example, if shesays, “You watch the abandoned building for five hours before the thieves arrive.” Downtime lets you skim through trivial or tedious passages of time.
Rolling Dice Attempting an action is simple. Just tell the Storyteller what your character’s trying to do and how he plans to go about it.Some actions -crossing a room or loading a revolver - are automatic easy enough to be considered automatically successful. However, if your character is trying to get past a half dozen heavily muscled goons or trying to reload while dangling by one arm from a broken rope bridge, there’s a chance he’ll fail. The Storyteller may decide if a given action succeeds or Fails (usually for dramatic purposes). But the result is usually left to chance, by rolling dice. Adventure uses 10-sided dice, which you can find in any game store. A beginning character should need no more than 10 dice at a given time.
Reflexive Actions Sometimes, the Storyteller might decide a given feat isn’t involved enough to count as a separate action, but still requires a dice roll. These feats are called reflexivebecausethey’re quick, reactive actions the character does more out of instinct than conscious intent grabbing for a handholdwhen the floor gives way, glimpsing something being stuffed in a drawer and the like. Often, they are things that happen as a result of others acting upon the character. Reflexive actions keep the flow of actionheaction moving in a scene, rather than having to wait the three in-game seconds to respond to a minor chance event. Reflexive actions should seldom, if ever, be used in the thick of combat.
Ratings Although only your imagination limits your character’s personality, his innate and learned aptitudes and abilities, or Traits, define his capabilities. These strengths and weaknesses affect the number of dice you roll and, thus, directly impact the chances of success.
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Each Trait has a rating, a numerical score, which ranges from 1 to 5 (much like the “star” rating for movies and restaurants). A 1 indicates a poor or beginner level of skill; a 2 represents an average level of ability; a 5 indicates the absolute peak of human capability. Most characters’ Traits range from 1 to 3; a 4 indicates an exceptional person, while a 5 is especially noteworthy. A character can have a zero in a ‘Trait, typically indicatinga lack of skill in a given area. You record Trait ratings by filling in the appropriate number of dots on your character sheet. X AbysmallUntrained PoorlNovice .e Average e.. Good ..a. Exceptional ...e. SuperblHuman maximum
Default Traits If your character doesn’t have a rating in the necessary Ability, you default to the Attribute to which the Ability is linked. In the example above, if Annabelle didn’t have any rating in Investigation, her player would roll her score in Perception.
Dice Pools Whenever you roll dice, you get one die For each dot in the Trait or Traits most suited to the task. The Storyteller decides which Traits are appropriate by choosing the Ability, or learned skill, that best covers the action being attempted. Each Ability is linked to an Attribute, or innate talent. When the Storyteller asks For an Ability roll, take your character’s Ability rating and add in the corresponding Attribute rating. The combination of Ability and Attribute ratings is called a dicepool. Example: AnnabelleLeeNewfieldsearches for Professor Dixon, who’s late for their rendezvousinDjakarta. Picking up his trail at the hotel is a standard lnvestigation attempt. Annabelle’s Investigation Ability o f 3 is linkedto her Perception Attribute o f 3. Annabelle has a pool o f six dice any time the Storyteller calls for an lnvestigation roll.
Personality Traits
So that you don’t have to add up the two Trait ratings each time you roll, use the square next to an Ability to record the total of its rating and its matching Attribute. The dice pool is the total number of dice you roll for a single task. Characters usually perform only one action in a turn, although your character may try for more (see “Multiple Actions” below). Each dice pool derives from a single Ability + Attribute total and defaults to the appropriate Attribute if the character has no rating in an Ability. Dice pools figured from Personality Traits are the only exceptions (see below).
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Certain Traits - Backgrounds,Willpower and Inspiration -don’t relate to physical or psychologicalcapability and have no linked Abilities. You seldom make rolls based on Background ratings and usually roll Willpower and lnspiration as their own dice pools. Willpower and lnspirationhave permanent and temporary ratings. The permanentrating(designated by dots on the character sheet) usually stays the same. The character’s temporav rating (noted by the squares under the permanent score) can fluctuate during a story. Dice actions using Willpower and lnspiration are based on the character’s permanent score (the dots), not the temporary rating (the squares). Chapter Three: Traits discusses Personality Traits in more detail.
Success and Failure When you roll your character’s dice pool, you want each die t o match or exceed the target number.
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The target number is always 7. So each die that comes upa7,8,?orO(lO)isconsideredasuccess-aFavorable resolution. Conversely, if all the dice you roll come up less than 7, your action fails. All you have to know when you roll is the number of successes you need. If you get at least the minimum quantity, . you . achieveyour ~- goal. The standard number of successes for any task is always one, unless the Storyteller says otherwise. Extrasuccessesmay generate additional effects - at the very least, they mean your character performs the feat with great Flair. See “Complications” for information regarding easier and more difficult actions. Total Successes Rolled Degree of Success 1 Standard 2 Superior 3 Remarkable 4 Astonishing 5 Phenomenal Example: Annabelle Lee Newfield finds Professor Dixon lockedup in a smallshed and his new portable 2wave resonator stolen! The Professor groggily points through the tiny window at a man heading across the crowdedmarketplace. There’sno time to free Dixonand recover the resonator, so Annabelle sneaks after the thief. The Storyteller has Miss Newfield’s player roll Stealth; Annabelle has Stealth 2 and Dexterity 4, making a Stealth pool o f six dice. She scores 1, 4, 5, 7, 7, ? - three successes. Annabelle slips easily through the throng after her quarry.
Complications It isn’t difficult to get at least one success, even with only a couple of dice. If your group is heavily into roleplaying, the simple rolls described above move the game along with a minimum of distraction. The following options provide further complexity, while keeping things as streamlined as possible.
Botches Normally, if none of your dice comes up 7 or higher, your character just fails. If any die on such a failed roll comes up 1, you’ve botched. Not only does your character fail the action on a botch, he does so spectacularly! The specific circumstances of a botch are up to the Storyteller, but they should affect the character adversely and relate to the action being attempted. However, as long as you roll at least one success (a 7 or higher), you ignore any 1s. Example: Annabelle follows the thiefdown the narrow side street. The Storyteller asks for an Awareness roll. Annabelle has five dice in her Awareness dice pool (Awareness 2 + Perception 3), and her player gets 1,3, 4,6,6 -a botch. The Storyteller decides Annabelle i s worried about losing the thief and hurries to catch up -only to runinto him as she dashes around the corner!
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Automatic and Free Successes Your character may be so skilled in something that you don’t need to roll for it. At the Storyteller’s discretion, your character has an automatic success if his dice pool for an action is seven dice or more - you don’t even need to roll. A standard success isn’t enough in some tricky circumstances, though, and you might want to roll anyway for extra successes. This rule should never be used in stressful situations, particularly in combat. You may spend a Willpower point for a “free” success. This success is in addition to any successes from rolling dice, but you must spend Willpower prior to your roll. You may spend one Willpower point per turn to gain a Free success. You may also spend lnspiration to affect your successes under certain circumstances. See “Inspiration” (p. 152) for more information.
Difficulty and DifficultActions Succeeding in most actions requires only one success. Some tasks, such as making a trick shot or performing delicate surgery, can be more challenging. The Storyteller makes that distinctionwhen appropriate, designating the number of successes you must roll to succeed. A roll’s difficultyis always listed as the number of additional successes needed beyond the standard one. So a difficulty penalty of two (written “+2 difficulty”) meansyou must get a total of threesuccesses.The harder the action being attempted, the more successes are necessary. Any extra successes you get beyond the difficulty indicate your character does an even more outstanding job than required. Difficulty Rating Degree of Difficulty 0 Standard +1 Tough +2 Challenging +3 Difficult +4 Critical Example: The thief flees, scrambling up a crumbling wall andacross the rooftops! Scaling the treacherous stonework is tricky; the Storyteller applies +I difficulty ifAnnabelle wants to follow. With an Athletics dice pool o f 10, her player likes her chances. She must roll two successes and gets 1, 2,3, 5, 6,6,7. 7, 8, 9. With two extra successes after spending two to beat the difficulty, Annabelle hauls herself handily up the wall.
Extended Actions Tasks that take sustained effort require multiple successes and often take more than one turn to accomplish. Successes rolled each turn are cumulative; you can keep trying for more untilyou gather the requiredamount or until you botch. 1F you botch during an extended action, the Storyteller may decide you lose a “saved” success for each botch or that you lose them all and must start again - or even that you messed up so badly that you can’t try again!
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Extended actions are more complicated than standard actions; they should seldom be employed in the middle of intense roleplaying. The action in the game should reflect what types of rolls are needed, not the other way around. Example:Annabelle tossedherpocket knife to f r o fessor Dixon before she ran o f f He uses it t o pry the hinges from the wooden door. The Storyteller decides this is close enough t o lockpicking that it requires a Legerdemain roll. Dixon must get five successes in an extendedaction tojimmy the hinges enough t o escape. The Professor has a Legerdemain dice pool of four, so his player rolls four dice. He gets 1, 4, 5, 10. 7he top hinge creaks a bit but doesn’t give. On his next turn, theplayer rolls 7,8,9, 9. The four successes this turn plus the one from theprevious turn are just enough to lever the door o f f its hinges.
Multiple Actions Your character normally gets one action in a turn, but you may split that action into more than one task. The total number of “sub-actions” determines how many dice you subtract from the First task, and each action after the First loses an additional (cumulative) die beyond that amount. So, if your character tries to do three things in a turn, you subtract three dice from the first task‘s dice pool, four From the second and five From the third. IF the total multiple actions bring the dice pool for any one task to zero, your character can’t attempt it. Example: Whileleaping t o the next roof, Annabelle throws a handy piece of masonry at the thief‘s legs to knock him down. This makes two actions: leaping, then throwing. The Storyteller thinks the move is cinematic and lets Annabelle grab the stone as part of the throw, but adds +1 difficulty since it targets the thief‘s lower body. With no points in Might, Annabelle defaults to her Strength 3. Subtracting two from that dice pool, her player rolls one die for: 5. She takes away three from her Athletics IO dice pool for the throw -butadds one from her Trick Shot Knack (which also reduces the difficulty to zero; see below for more on Knack use) rolling eight dice For: 2, 2, 4, 5, 6, 7, 8, 10. Annabelle doesn’t make the jump, but the masonry hits the thief‘s legs! The Storyteller allows a reflexive Athletics roll For Annabelle to grab the roof‘s edge. Instead o f going through damage and balance issues with the thief, the Storyteller decides it makes for a better story i f the stone didn‘t do any real damage, but was enough to knock him down.
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Resisted Actions Sometimes your character’s efforts oppose another’s, such as in a tug of war. During resisted actions, opposing players roll using the appropriate Traits. If you score more successes than your opponent does, your character succeeds at his action first. The amount
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your opponent rolled then subtracts From your total successes,and whatever remains applies t o the action itself. So, even if your opponent can’t beat you, she can diminish your eFForts. Example: Annabelle scrambles up and reaches the thiefas he’s regaining his feet. They both grab the satchel with the I-wave resonator. The Storyteller declares Might rolls all around. They’re evenly matched with no Might Ability and Strength 3. The Storyteller rolls for the thief, getting 3,5,8. Annabelle’splayerrolls 4,8, 9. While the thief resists her, Annabelle still yanks the satchelaway. Some actions are extended and resisted. One opponent must collect a certain number of successes to win. All successes rolled in a single turn above the opponent’s own are added together. The First opponent to collect a designated number of successes wins the contest. Example: Now Annabelle has the thief chasing her! This is a standard pursuit (see p. 189), but the Storyteller doesn’t want to drag it out. He has both parties roll resisted Athletics rolls. If the thief gets three successes first, he catches Annabelle; if Annabellegets three successes first, she gets away. In the first turn, the Storyteller rolls for the thief (Athletics 4 dice pool) for 3, 4, 5, 9; Annabelle 5player (Athletics 10 dice pool) scores an abysmal 1,1,3,4,4,4,5,6,6,8. In the second turn, the Storyteller rolls 3, 7, 7,s;Annabelle iplayer gek I, 2, 4, 5,5,5, 6, 7, 9, 10. Even up by the third turn, the Storyteller rolls 4, 7, 8, 9. Annabelle is caught unless her player negates at least one success. Annabelle’s player gets an astounding 1,2, 6, 7, 7, 8, 9, 10, 10,lo! With so many successes left, the Storyteller decides Annabelle makes it to the street and disappears into the crowded market.
Teamwork Characters can combine successes,generally during an extended action. At the Storyteller’s discretion, two or more players can roll separately and total their successes. While teamwork is effective in repairing devices, collecting information or combat, the tag-team approach can be confusing in social situations. Example: Annabelle Lee Newfield finds Professor Dixon, and they head to the hotel to pack up and get out of town. Unfortunately, the thief and a couple of burly underlings track them down. The thief wants the thugs to break down the door, The Storyteller decides they must get four successes total in an extended action. The first thug (Might 5 dice pool) gets 1,5, 7,8, 9. His buddy (Might 6 pool) gets 3, 4, 7, 9, 10, lo! The Storyteller decides the locking plate shatters and the door practicalk flies off its hinges as the criminals burst into the suite!
Second Chances Failure is Frustrating. Adventure reflects this Fact by allowing the Storyteller to increase the successes
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needed for any action you try again after an initial Failure. So if picking a lock fails the First time, a character’s disappointment could distract him the second time, as designated with a +1 difficulty. IF the character Fails yet again, things continue to escalate.... This rule shouldn’t be invoked in combat situations. Missinga target isn’t surprising under such circumstances, considering that everyone is dodging about, ducking for cover and generally not being polite enoughto stand still.
Knack Use Inspired characters have unusual talents called Knacks. These powers can give a character special bonuses, adding to his dice pool when performing a stealth maneuver, increasing his soak against attacks and the like. Some Knacks must be activated by spending Inspiration points. Example: Seasoned adventurers, Annabelle and Professor Dixon are surprised onk for an instant when the thugs burstin. It’s time for combat, so everyonerolls Initiative. Annabelle goes first. She wants to wrap her whip around the first thug and then yank it loose, spinning him into his friend. It’s a tricky multiple action: first an attack to grab the thug with the whip, then an attack at +2difficulty (due to the leverage and momentum required to “throw” him at his compatriot). The Storyteller also deems Annabelle’s Trick Shot Knack mayapPk. Annabelle’s player subtracts two dice from her impressive Melee 9 dice pool for the First attack for: 1,3, 5, 6, 7,9, 9. She wraps the goon up nicely. She takes three dice from the second attack, but Trick Shot gives her a number of dice equal to the maneuver’s difficulty, adding two dice to her Melee pool! Plus, the Knack cuts the difficulty in half, so she faces only a +1 difficulty on the second attack. Plus, since this is a grab, the Storyteller decides the two extra successes From her first attack may apply to her second attack as “momentum.” Annabelle’s player adds them happily and rolls the resulting 10 dice For 1,2, 2, 4, 5, 7, 8, 8, 9, 0. Annabelle Lee Newfield gives a mighty yank on the rawhide whip, sending the surprised thug crashing directly into his pal!
The Golden Rule There are Further rules expansions in the following chapters, but what you just read gives you the nuts and bolts. Above and beyond anything else, the most important rule of Adventure is simple: 1F you don’t like it, change it. The story is more important than any single rule or even the published setting. If the systems get in the way, ignore or change them. If you like your idea better than what’s here, disregard the text. This book is Full of nothing more than guidelines. Feel free to use, alter or ignore any portion of it as you see Fit. After all, it’s your story. A
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To play Adventure, you'll need a character (unless you're the Storyteller, in which case pay special attention to Chapter Seven: Roleplaying). The big question is, "What kind of character do 1 want to play?" Subsequent chapters go into specifics about different character aspects. This chapter takes you through the character creation process itself, step by step, with helpful references to the Followingchapters where appropriate. Many players create characters as surrogates: "IF 1 lived in this place at this time, what would I be like, or what would 1 want to be like?" Some base their characters on Favorite protagonists From Fiction, while others try to create believable characters out of whole cloth. It helps to ask the Storyteller what type of series he has in
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mind. If he plans a continent-hoppingexploration of hidden kingdoms and lost relics, you're better off discarding a Dark Urban Avenger concept. The Storyteller may have no idea what he wants to run (or he may have a nefariousscheme that will work well with all sorts of characters). In this case, you certainly have more Freedom. You might also consult the other players to avoid stepping on one another's schticks (see "Creating a Team," p. 212, For more information). If the group already has two intrepid physicists,you may wish to changeyour focus (or get another player to change his mind instead). In the end, there is no set method. All of these schemes work just Fine; use what works For you and your Friends.
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Phase One: Genesis Your initial character idea can be just a couple sentences. You only need a hook on which to hang Further details as you go. Once you have the general concept -a dauntless crusader For justice, say -you should think a little about the person behind that idea. Consider your character not as a ready-made adventurer or hero, but as someone who has the seeds OF greatness within her. You will add exceptional abilities toyour character in later phases OF the process. Worry about making a person First, and let the hero grow naturally from that.
Step One: Concept The First part is simple: Ina Few words or sentences, what sort OF character do you want to play? What does she do? What is she like? What sort OF people does she spend time with? The concept could center around a skill (“l’m the world’s greatest doctor!”). It could come From the character’s back story (“She was raised by wolves until the age of six”). Or you might Focus on a personality trait (“She’s obsessed with Fathoming the criminal mind”). IF you’re more visual than verbal, you might developa mental picture and go From there (“He’s tall and impeccably dressed, but gaunt, with disturbingly long teeth and Fingernails”). After that, you can work out in all directions personality (Why did he want to become the world’s greatest doctor?), history (Where did the gaunt gent get the money For that suit if he apparently can’t afford decent meals?), skills (What has she studied in order to understandcriminals?), appearance (How does Little Miss Feral dress?) and so Forth. You do not need to Flesh out the character’s life history nor choose her Favorite movie. Keep your concept in mind throughout, though. 1Fa skill or Background Fits, take it. If there’s a clash (“Why is the wolf-girl an excellent navigator?”) stick to the concept. Trying to make a character who’s good at everything and has no Flaws is counterproductive: Not only will you Fail, you’ll produce a boring adventurer.
Origin Your character’s origin describes her in a word or a short phrase, an intentionallyvague shorthand that gives you an idea OF where she came From. What sort OF life did the character lead before becoming an adventurer? Was it dominatedby mundanechores, leaving her no time to look to the horizon? Did she live on the edge, spending each day as if it might be her last? Your character’s past outlines who she knows, the resourcesshe has at her disposal, her inFluenceover others and the like. To reFlect this, your character gets one point in an appropriate Background when you select an
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origin. See “Origin,” page 128, For suggested character origins and their related Backgrounds. Example: William, the Sto*eller, plans a series centered on New York City and its environs. Mike intends to run a mesmerist scientist, Jim a swashbuckling martialartist, andBrett a devil-may-care dilettante and pilot. Ellendecides toplaya stalwart fist-to-the-jaw sort and chooses Low Class to reflect her character’s childhoodinthe city’s dirty underbel!y. This origin also gives her character - who she names Rachel “Lady Lead” Buongiorno- one point in the Contacts Background.
Nature An adventurer’s innermost being at once drives her and binds her. A character’s Nature is a key aspect OF her personality and is split into a Virtue and a Vice (see p. 129 For a complete listing). Pick two components oF your character’s Naturethat aregenerally compatible with the way you intend to roleplay her. You should pay careful attention to the way by which a Virtue replenishes the character’s temporary Willpower and a Vice forces your character to expend temporary Willpower. Example: Elleninitialb thinks that Bravo might make a good Virtue but decides that she’dprefer to have Lady &ad leap into dangerous situations and goes with Hot Shot instead. As for a Vice, Followerjumps out at Ellen; Rachelis a talented fighter, but she isn’t going to be out front shouting orders.
Allegiance Allegiance gives an idea OF where your character’s broad loyalties lie -whether to a nation, a cultural group or a private gentleman’s club. Many heroes are part of local or national groups; some are political, while others exist just to provide camaraderie For like-minded individuals. An allegiance gives your character a Free dot in the Backing Background For that group. You don’t have to choose an allegiance; just note “Independent” on your character sheet - this means your character doesn’t get that Free Background point, though. A sample list of allegiances starts on page 131. Example: Theplayers in William‘s series want their characters to see the world and explore uncharted regions. The k o n Society stands out as a good patron for this sort o f thing. Along with the rest o f the team, Ellen has Rachel be a member o f one o f the first local chapters o f the k o n Society, which gives her Backing (kon) 1.
Step Two: Choosing Attributes Every character in Adventure has nine core Traits known as Attributes (described in detail starting on p. 134),which help define the character’s basic makeup and capabilities. Almost every action a character takes is based on at least one Attribute. Attributes are ranked From one to Five, with two being roughly human average (certain Inspired charac-
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hese limits with Knacks and super-science, but that’s covered later). You note this rank on your character sheet by filling in the appropriate number of dots. Characters start with one dot in each of the nine Attributes and can improve them during character creation by spending Attribute points in a one-for-one exchange. Attributes are divided into three categories:Physical, Mental and Social. When generating your character, decide which of these is most important (the primary group), which is second most (the secondary group) and which is least important (the tertiary group). You then add Attribute points into the various categories as follows: add six points t o the primary group, four points to the secondary group and three points to the tertiary group. Allocate the points as you see fit within each.With six points for Mental Attributes, you could put three points into Intelligence, two into Wits and one into Perception; alternately, you could put two points into each Mental Attribute. Also select a quality for any of your character’s Attributes at four dots or higher (seep. 134). Match Attribute point expenditures to your character idea. The frail scientist isn’t likely to have Stamina 5.1Fyou assign him such a Trait, rethink the character’s basic concept to fit that Attribute or consider spending the points somewhere else. When you’re done, you may feel that an Attribute or two is lower than you would like. That’s okay; you’ll have a chance to change this with bonus points or during Phase Two, below. Example: Ellen sees RachelBuongiornoas a strong woman who grew up in a toughpart o f town, the only girl in a house full ofbrothers anduncles. She decidesRachel’s mother died when she was young and her father raised the family as best he could. Racheldidn’t have much time for schoolwork as a girl, so Rachel‘s Mental Attributes are tertiary. Since Ellen wants Rachel to become Lady LeadduringPhase Two, she decides that constantbrawling with heryounger brothers followed by training as an amateur boxer makes her Physical Attributes the primary group. ‘That leaves Social Attributes secondary, which makes some sense; Rachel had to developa forceful personality in her household. Ellen splits up points as follows: As a boxer, Rachel‘s Strength, Dexterity and Stamina are all equally important (Strength for punches, Dexterity for dodges and Stamina for taking hits), splitting the primary group’s six points by three, two for each Physical Attribute. Rachel now has three dots in each o f her Physical Attributes (since all Attributes already start at one dot). Ellen splits four points among Rachel’s Appearance, Manipulation and Charisma - two into Charisma (she wants Lady Lead to be a likeable heroine) and one each into Appearance and Manipulation.Last come the MentalAttributes. Ellen thinks Rachel‘s Wits shouldbehigher than two dots, but doesn’t want her Perception or lntelligence below average to pay that cost. She puts a point
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into eachMental Attribute andmakesa note to raiseLady Lead’s Wits later on.
Step Three: Choosing Abilities Abilities are your character’s learned skills (see the full l i s t starting on p. 138). Though based on the character’s Attributes, they represent life experience rather than innate talent. Abilities are rated from one t o five dots, but they aren’t split into categories in character creation, and your character does not get a free point in each. Abilities start at a rating of 0; you get 23points t o spend however you wish among them, in a one-forone ratio. The only remaining caveat is that a character cannot have any Ability above three dots during this stage of character generation. Abilities should reflect the character’s interests and history, as well as the areas in which you want the character to excel. I t is neither desirable nor possible for a starting character to excel in every Ability. Instead, decide what your character has learned and is good at. If you end up with a few extra points, put them in something you think would be fun or useful in play. If you’re short a few points,you can increase the character’s Abilities with bonus points or during Phase Two. Example: Ellen sees that her character shouldhave good scores in Brawl and Athletics; Endurance and Resistance also seem important. Some Medicine would be handy, considering Rachel’s familiarity with her own injuries andpatching up her brothers after their fights and mishaps. Due to life in a tough environment, Intimidation wouldbe useful. Ellen puts three dots in Brawland two in each of the other “main”Abi1ities she picked out. Ellen has spent 13 o f her character‘s 23 points. A few other Abilities seem appropriate, but don’tjump out as much: Awareness, Drive, Etiquette, Might andsavvy. “Jey work well with Ellen’s concept, but she’s not worried if she can’t afford them all. She puts one point into each o f this second group o f Abilities. That means 18 points have been spent, with five Abilitypoints left. A point in Linguistics would allow Rachel to speak the Italian of her parents’ homeland, which seems appropriate. ‘Thisleaves fwrpoints.Ellen wouldlike to give Rachel Brawl 4, but cannot do so at this stage, so she raises Rachel‘s Athletics and Endurance to three dots each and adds another point each to her character’s Awareness and Drive.
Dice Pools As mentioned in Chapter One: Rules, you add each Ability to its corresponding matched Attribute t o determine dice pools. The character sheet (p. 272) has a box next to every Ability where you can write this total for quick reference during action sequences. When an Attribute and/or Ability goes up with experience points (see “Character Development,” p. 124), refigure the appropriate dice pool.
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Step Four: Backgrounds Backgrounds (listed starting on p. 144) represent your character’s relationship to the rest of the Adventure world. They don’t refer to your character’s innate or learned gifts; instead, they represent her ties to the world around her. These ties can include her friends and contacts, property and material assets and other things. You have six Background points to spend. As with the other facets of character generation, you can increase Backgroundswith bonus points in Step Fiveor with transformation points during Phase Two. Example: Rachel’s famih remains very important to her, even thoughshehas left homeandlives ina boarding house in Brooklyn. She also gets good advice from her trainer, Vinny “the Broom” Bromowski. More generally, she knows a couple of fighters and trainers on the boxing circuit who hear scuttlebutt a few hours aheadof the papers. Rachelprobably has a reputation that is not altogether positive, given the mores ofthe day. Ellen puts one point into Resources to represent Rachel’s modestmeans. She figures her brothers, father and uncles around the city are worth three points of Allies. Vinny the Broom is a one-point Mentor. Rachel started with one point in Contacts thanks to her origin, above; Ellen figures the boys on the circuit are worth another point in that Backgroud. She also got a free Backingdot from her allegiance before to represent her standing in the /on Society, which she notes now. Ellencannot afford apoint ofReputation rightnow and decides to spend bonus points to pick it up later. Ellenshould assign names and descriptions to two major Contacts as the Background requires, but she would rather talk to the Storyteller and see if he has any appropriate characters to fit those spaces.
Step Five: FinishingTouches Just a Few short pieces remain to complete the “ordinary” version of your character: her strength of will, Inspiration,reaction speed, movementand bonus points.
Willpower Willpower represents your character’s strength of purpose and her ability to overcome her own greatest limitations. The circles on your character sheet represent your character’s permanent Willpower. This rating is your dice pool, the number of dice used when you roll the character’s Willpower. The squares underneath the permanent Willpower represent the character’s temporary, or current, Willpower. These squares are filled in as the points are earned (by adhering to the character’s Virtue) and erased as they are spent. See “Willpower,” page 151, for a detailed explanationof this importantTrait. Permanentand temporary Willpower are each rated on a scale of 1 to 10, although temporary Willpower can never exceed the permanent score. Your character begins with Willpower 3; you can raise this number using bonus points to a maximum of 10 (see below).
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Inspiration lnspiration is the core Trait that separates adventurers from ordinary folks. It’s not available to the unInspired, so your character has lnspiration 0 at this stage. See below for further details on Inspiration.
Initiative Initiative represents how quickly the character reacts to rapidly changing events. A character’s starting Initiative score is the sum of her Dexterity and Wits Attributes. You can also use bonus points, transformation points or experience points to increase lnitiative independently of the total figured from your character’s Dexterity and Wits.
Movement The character’s movement scores represent the number of meters she can move in a single action. Your character may walk, run or sprint. If walking, she moves at (Dexterity +2) meters in one turn. If running, she moves (Dexterity + 12) meters per turn. If sprinting, she moves ([Dexterity x 31 + 20) meters per turn. Some Traits may increase this total, but you cannot spend bonus points to do so. See page 187 for more on movement. Example: Ellen works out LadyLead’s final Traits. Rachelhas Willpower 3; Inspiration 0; Initiative 5 (Dexterity 3 + Wits 2); and movement o f 5 rn walk, 15 m run and 29 m sprint.
Bonus Points You can further customize your character at the end of Phase One with bonus points. They can improve your character’s Attributes, Abilities, Backgrounds, lnitiative or Willpower. You cannot raise an Ability above three dots at this stage (you’ll have to wait for Phase Two for that). Unlike the points from previous steps, bonus points do not spend in a one-for-one ratio. See the Character Creation Table, page 116, for bonus point costs to raise various Traits. You get 15 bonus points to spend. Example: Raising Rachel’s Wits to three dots (as Ellen wanted earlier) takes five points and boosts her lnitiative by one. Another five points and Rachel’s Strengthgoes up byone also. Ellen wants to raiseRachel’s Brawlscore, but she must wait for the next step in character creation. With five bonus points left, Ellenspends four points to give Rachel Willpower 5. The last point buys a dot in the Reputation Background. Ellen is now done with Phase One!
Phase Two: Transformation Now you know who your character used to be and what her mundane life was like. In Phase Two you transform her from ordinary person into heroic adventurer!
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Step One: Inspiration A character’s lnspiration is the source of her heroic being. The moment of Inspiration is crucial to the character -arguably, it’s the most important thing that will ever happen to her. It typically happens as a result of stress, either positive or negative. Winning an important government grant could be a scientific character’s moment of Inspiration; narrowly surviving drowning in icy rapids might be a more suitable lnspiration for an explorer. lnspiration can also flow from the course OF a character’s liFe and commitments, rather than a single event. Your character gets Inspiration 1 now; this score can be increased with transformation points. Like Willpower, permanent Inspiration ranges from 1 to 10 points and is noted by filling in the appropriate number of circles on the character sheet. The squares underneaththe permanent lnspiration representthe character’s temporary, or current, pool of Inspiration points. These squares are filled in as the points are earned (by performing appropriately heroic and, well, inspiredacts) and erased as they are spent. The pool of temporary points starts equal to your character’s permanentscore. The temporary amount can also exceed your character’s permanent Inspirationscore in the course of the game. This doesn’t happen too often, but it is possible.See page 152 for more details about this essential ‘Trait.
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Inspired Character Types
There are three methods of lnspiration - and accordingly, three kinds of characters in Adventure. Those who experience heroic lnspiration are known as “daredevils”; characters who go through psychic Inspiration are called “mesmerists”; and those who benefit from dynamic Inspiration are named “stalwarts.” Make no mistake, a stalwart can certainly be heroic or a mesmerist may well be dynamic, in the general sense of the words. In Adventure, each term reflects the unique manner in which the character is Inspired. The respective labels are primarily for convenience.A “daredevil” does not have to go skydiving and bullfighting on the weekends. A “mesmerist” does not necessarily dress in a cloak and turban and use hypnosis to entrance her foes. And a “stalwart” isn’t necessarily a stocky fireplug OF justice. Heroic Inspiration: This transformation draws upon the individual’s inner courage and willpower. Heroic Inspiration does not bestow supernormal abilities or powers. Instead, the character’s raw courage and wit gives her the ability to excel at “ordinary” tasks. A daredevil can buy heroic Knacks and create Advanced super-science inventions. Psychic Inspiration: This transformation taps into the character’s mental fortitude. Psychiclnspiration provides access to fantastic mental abilities, including the
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power to sway men’s minds or move remote objects with a thought. A mesmerist can choose from psychic Knacks and can create Advanced and lnnovative super-science inventions. Dynamic Inspiration: This transformation provides the adventurer with incredible physiological benefit. Dynamic Inspiration alters the character’s body and endows her with amazing physical abilities. A stalwart can purchase dynamic Knacks and can create Advanced and lnnovative super-science inventions.
The Instance of Inspiration For many characters, Inspiration occurs in a single defining moment or as part of a life-changing event. Something happens that awakens the latent 2-wave energy within them and grants them abilities beyond those of ordinary men and women. Such characters will often begin to describe their lnspirationswith the phrase “...and then, all of a sudden....” Not all characters undergo Inspiration in a single defining moment. One might decide after a muggingthat he must train himself rigorously so it never happens again. He still experiences the lnspiration but a little at a time. A devoted scholar might throw herself into her studies, only to realize after months or even years of research that she has bypassed ordinary human potential. Or, in a classic pulp schtick, the character’s Inspiration might be the result of years of semi-mystical training in a remote monastery or hidden school. These characters might lack the shock and giddiness of those who experience sudden Inspiration, but that won’t make roleplayingthem any less enjoyable. The event that causes the character’s lnspiration shapes the type of transformation that occurs. Stalwarts most commonly transform in the Face of a physical challenge. Mesmerists’ Inspirationsoften come from mental challengesor emotional shocks. Daredevils, in many ways the generalists of Adventure, attain lnspiration through some manner of tremendous heroism. Here is a list of possible Inspirations and the types of adventurers most appropriate to result from them. Use these choices as a springboard for your own ideas: Dawning Awareness: In studying esoteric philosophies or branches of science, the character unlocks the true potential of her mind. This is likely to take a lot of study, although certain chemicals might aid the character in throwing off the chains of the conscious mind. This provokes psychic Inspiration, and the philosophy or science the character studies is sure to afFect the kind of Knacks at which she excels. Exposure to 2-waves: This lnspirational event is wide open, as telluric energy permeates most of the world in the Adventure Era. Perhaps the character was there at Hammersmith‘s original presentation. Maybe he has an associate(or mentor?) who createda Z-wave device, and exposure to it unleashedthe character’s own latent abili-
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ties. Or he might be an explorer who happened upon a natural phenomenonthat storedtelluric energy (this could be anything from ancient ruins made from justthe right material to the venom of a particular Amazonian spider). Exposure to 2-waves can trigger any of the three character types. Fantastic Success: This rare transFormation occurs when the character finally accomplishes a deed in which she has invested a lot OF work and emotion. She might be the first in her family to receive a college diploma; perhaps she climbs a high mountain; maybeshe is elected to city council. Most often, these events generate heroic or psychic Inspiration. Life-Threatening Accident ’The accident the character was in would have killed him, had his Inspiration not saved him at just that moment! This accident could be anything - a train sideswiped his motorcar; he fell from a great height; he was in a house fire. The character’s friend or family member might suffer an accident instead, in which case he is transformed by the need to rescue his loved one. This typically produces dynamic Inspiration, transforming the character to survive the trauma in question. However, using ingenuityand courage to escape might trigger heroic Inspiration. Personal Stupidity: Similar to the accident and violenceoptions, with this event, thecharacter undoubtedly brought her problems onto herself. Perhaps it seemed like a good idea to go kayaking in a thunderstorm; maybe she chose to rob the bank next door to the police station at lunchtime; perhaps she decided to go spelunking her way into an uncharted cave alone. Regardlessof the reason, only Inspiration saved her from her predicament. This is a common cause of heroic lnspiration (though plenty of daredevils keep that Fact hidden). Social Chsllange: The character faced down mortal embarrassment or the risk thereof or finally stood up for herself and threw off an oppressor or abuser. This kind of experience leans the character toward psychic Inspiration, as her mindand mentalfaculties becomemwe highly attuned. Training: The character is the result of a long training period. Perhaps he spent his life pursuing physical or mental perfection in a distant monastery. Perhaps he traveled to learn From the finest teacher in the world. Perhaps he is the product of a secret government training program. Any type of lnspiration (heroic, psychic or dynamic) is justified with this origin. Violence: Directly or indirectly, the charactersuffered an attack. Perhaps he was caught in a battle in the Middle East or took a side in a running gunfight between police and gangsters or was a victim OF domestic violence. Violence typically, though not always, induces dynamic lnspiration. One character might think his way out of a tough situation to become a mesmerist, while another usessheer raw damn manliness to become a daredevil!
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Example: Men sees Lady Lead as a stalwart; she pictures the characteractuallyhavingsome o f the physical properties o f lead! “Exposure to 2-waves ” would work well. She figures that Rachel’s father’s bookie says he knows a guy who couldmakeher the strongest woman in the five Boroughs. Rachel’s not interested, but she goes to humor her dad. Or. Daniel Hrozencik Is a scientist o f sorts who claims that he can put athletes through some alchemical vitamin rqimen to increase their musculature. When he demonstrates the Philosopher’s Grinder for Rachel to brew her vitamin supplements, something goes horribly wrong! The machine explodes, killing Hrozencik, exposing Rachel to its core and transforming her into Lady Lead, whose flesh exhibits some o f the properties o f that metal. Ellen will work out the precise effects in Steps Two and Three, below.
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Step Two: Define the InstAration The inspiring moment shapes the capabilities the character manifests. Her own deep personal drives and convictionsdetermine how and when she can put her Inspiration to best use; this is handled by having Inspiration Facets,Traits tied to the character’s Inspiration. Each Adventurecharacter has ratings in three lnspiration facets: Intuitive, Reflective and Destructive. Although linkedto the character’s lnspiration Trait, these facets have their own unique function in the game. The lntuitive facet rewards immediate action; the Reflective facet rewards caution and forethought; the Destructive facet rewards the shattering of obstacles, be they physical, social or emotional. See page 152 for further details. All lnspired characters have the three facets but do not necessarily have ratings in all three. Each facet is rated on a one to f i e scale and begins at zero. You allocate points to them once you’ve determined your character’s total Inspiration Trait score (so a character with lnspiration 4 has four points to apply to any OF the three facets). The highest facet rating should always be that which you feel is most suitable to the character. IF you increaseyour character’s lnspiration later by spending transformation points or experience points, remember to allocate a matching number of points to her lnspiration facets. Example: Ellenhas one Inspirationpoint so far; she considers putting it into Destructive Inspiration. Yet, Rachel is dedicated to her family and city institutions and isn’t driven by the need to destroy barriers, even those that may need it. Reflective Inspiration isn’t any kindo f option. Rachelis a woman o f action; she moves first and considers the consequences later. Ellen puts Rachel’sdot into Intuitive Inspiration. She’lluse thesame logic to add more facet points after she’s raised Lady Lead’s Inspiration score.
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Transformation Points Now, you decide precisely what your character’s Inspiration changed within her. This metamorphosis is handled by spending transformation points. A beginning character aets 13 transformation points; you can use these to improve nearly any aspect oFthe character, including Attributes, Abilities, Backgrounds, Initiative, Willpower, Inspiration, Knacks and super-science inventions! Always remember that Adventure characters are not four-color superheroes by any stretch of the imagination. Admittedly, they have capabilities that no ordinary person has, and they can do some pretty fantastic things, but they are still fundamentally people. They succeed because of their grit, determination and ingenuity, not because of some list of super-powen. Certain restrictions apply, depending on the character’s Inspiration type. The Storyteller has final approval over all transformation point expenditures.
Transformation Point Options: . lncrease normal Attributes to a maximum of 5. Cost 1 transformation point for 2 Attribute points. This increase will change relevant dice pools and may impact Initiative, movement and soak ratings. lncrease normal Abilities to a maximum of 5. Cost: 1 transformation point for 5 Ability points. This increase requires recalculatingrelevant dice pools. Purchase Ability mastery. Cost 1 transformation point for 1 dot of Ability mastery, purchased once on no more than three separate Abilities. This mastery will change the relevant dice pool; the character must already have five dots in the Ability. lncrease Backgrounds to a maximum of 5. Cost 1 transformation point for 4 Background points. Purchase Background enhancement. Cost 2 transformation points. The character must already have five dots in the Background. lncrease Willpower Trait to a maximum of 10. Cost 1 transformation point For 2 permanent Willpower. Each additional permanent Willpower also gives the character one temporary Willpower point. lncrease lnspiration Trait to a maximum of 5. Cost 1 transformation point for 1 permanent Inspiration. This Trait is rated on a 1 to 10 scale, but a character may not start with lnspiration higher than 5. Each additional permanent Inspiration also gives the character one temporary Inspiration point. Add temporary Inspiration points to pool. Cost 1 transformation point for 3 temporary Inspiration. Each point purchased adds to the character’s temporary pool and increases the pool’s capaciq by the same amount. By definition, this allows the character to have a total pool higher than her permanent Inspiration score. (The base lnspiration pool is 10, so two transformation points adds six temporary Inspiration to the character’s start-
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ing pool andincreases the pool’s total capacity to 16.) As with any other temporary Inspiration, these points are gone after they are spent during gameplay. Purchase heroic Knacks. Cost 2 transformation points for each heroic Knack. This option is restricted to daredevils. Purchasepsychic Knacks. Cost 1 transformation point for a level one psychic Knack; 2 transformation points for a level two psychic Knack; 3 transformation points for a level three psychic Knack. You do not have to buy a lower-level Knack before buying one of higher level. This option is restricted to mesmerists. Purchase dynamic Knacks. Cost 1 transformation point for a level one dynamic Knack; 2 transformation points for a level two dynamic Knack; 3 transformation points for a level three dynamic Knack. You do not have to buy a lower-level Knack before buying one of higher level. This option is restricted to stalwarts. Example: Ellen wants Lady Lead to be exceptionally strong andresilient, so she spends one transformation point to give the stalwart Strength 5 andStamina 4. She wants to raise Stamina to Fivepoints - Rachelis, after all, now partly made out o f lead - but since one transformation point gives two Attribute points, Ellen must raiseanotherAttribute also. EllendecidesLadyLead is fairly likable andputs the other point into Charisma. Ellen then spends one transformation point to get five points in Abilities. She raisesRachel’s Brawlby two points, Athletics and Resistance each by one point, and gives one point to Rapport (having hadnopoints in Rapport previously). Ellen spent three transformation points on Abilities andAttributes; she has 10left. She looks at Knacks next. Since Lady Lead has been changed into a somewhat metallic form, she doesn’t require the same environment that ordinary people do to survive. Ellen buys the level one dynamic Knack Man for AllSeasons (which she notes as “Woman for All Seasons’>, the level two dynamic Knack OptimizedMetabolismandthe level three dynamic Knack Body o f Bronze (to simulateLadyLead’s metallicphysique). n e s e cost six points in total, leaving her four. Ellen spends one to boost Rachel’s Willpower by two; LadyLeadis strong- willed. The remainingthree are spent to give her character lnspiration 4.
Phase Three: Last Details Once the numbers are crunched and the dots filled in, it’s tempting to leave the remaining questions about a character’s background and personalityto chance or random decisions in-play. You may leave some questions about a character’s life unanswered or deliberately add in new bits of history or personality in reaction to events during the game. But if you want to make sure your character’s background is internally consistent and
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matches a certain initial conception, now is a good time to answer a few questions about her.
Step One: Final Touches Finally, the last of the crunchy bits. You may need to recalculate the character’s lnspiration facets, Initiative and movement based on how you spent transformation points. You shouldalsocalculate the character’s bashing and lethal soak. Bashingsoak is equal to the character’s Stamina Trait, while lethal soak starts at zero. Each may be increased by appropriate Knacks and armor. Example: Allocatingthelnspirationficets, LaonyLead has Intuitive 3 and Destructive 1. Her final Initiative is 6 (Dexterity 3 + Wits 3). butsinceher Dexterity remainsthe same, her movementrates stay at 5 m walk, 15 m run and 2 9 m sprint. Her base bashingsoak is equalto her Stamina 5, and she has no base lethal soak. 7he sody o f Bronze Knack boosts her soak totals to a staggering[7/5].
Step Two: Spark of Life The numbers are all laid out; dots fill your character sheet with abandon. It is time to figure out who your character really is. You need not answer all of these questions ahead of time. Still, you should at least use them to get an idea of what your character’s responses will be to various roleplaying situations. How old are you? Characters in Adventure can be any age, though very few are likely to be younger than 15. Most are young adults, From early 20s to mid-30s. If your character is older than you are, think about how the added life experience is likely to shape her outlook; if she is younger than you are, try to think back to your own attitudes at that age. What do you look like? The character’s Appearance Trait only begins to describe the character; other players and the Storyteller won’t be satisfied with “Oh, she’s very attractive; she has Appearance 4” and nothing more. Find a book, magazine or Website with pictures of 1920s Film stars and celebrities to get a feel for the look of the age; you could even photocopy an image that seems appropriate to your character. Was your life adventurous before your Inspiration? It’s certainly not required that it was, but many Inspired characters do lead unusual daily lives. Was your transformation instant or slow? For mostcharacters, lnspirationhappens all at once, but there are circumstances that lead to a slow Inspiration. What are your quirks? A funny voice, a strange accent, a twitch or other behavior quirk may help you get grounded into your character, and it may help the other players and the Storyteller differentiate when you are making a comment out of character or in character. Don’t overdo it! The last thing the world needs is another terrible Scottish accent. Are you close to any family members? Family members make great story hooks and they fill in slots in
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your character’s Backgrounds as contacts, allies, mentors or followers. Giving your character an emotional relationship with family members helps to ground you in the character that much better. Some characters might be loners, alienated from family or having no living Family; that in itself is a character hook, as you should ask why the character is in such straits. What do you do for a living? If your character is very young, she probably doesn’t have a job, but remember that people took adult jobs far earlier in the 1920s than they do in the early 21st century - in Fact, the economic crash of the 1930s brought the average working age up to its current level. School was important, but most kids didn’t spend as long in school as they do in the modern day. So, your character probably has a job. What does she do? Even if she’s independently wealthy (requiring a high Resources Background and a plausible explanation in her history), your character must still expend some effort to maintain that status. At the very least, she has to make an appearanceat the office/shareholders’ meeting/crime den/what-have-you. A character who works for a living has correspondingly greater demands upon her time and Freedom. How do you react to new people? Is your character naturally sullen and suspicious when introduced to new Storyteller and players’characters? Or is she a little too trusting? Each has its own entertainment value; make sure the choice is true to the character you’ve created. Why do you adventure? What drives your character? She receivedlnspiration at one point not long ago; what was she doing that brought it about? Now that she has it, why doesn’t she just retire to a life of relative safety? She is out risking her life and exploring the world in this series; what put her there? This is your best chance to drop a plot hook in your Storyteller’s lap: Perhapsyour character adventures because her true love spumed her; perhaps she has debts and needs to rack up some money, fast; perhaps she simply has an unquenchable curiosity about the unknown. Your Storyteller will use this motivation to Formulate plots and subplots For your character, so make sure to share your thoughts.
Prologue Most Storytellers will run your character through a prologue story before introducing her to the ongoing series. A prologue usually begins with your character as an ordinary person and ends with her lnspiration and tramformation. A gmd prologue can be great Fodder for you as a player; your character’s alliesor contacts come alive, and the Storyteller’s attention is focused on you and you alone. While the Storyteller will use the background that you and he worked out, he is likely to take the story beyond what you’ve already discussed and bring your character from an ordinary person to an intrepid righter of wrongs.
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at the Storyteller is in charge of your prologue, and he may dictate that your character takes certain actions to better fit his overall plan for the story. Most of the time, though, the important decisions re-
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The prologue lets you test your character, making sure she can do the things you want her to. It’s not unusual to discover that an Ability functionsdifferently than you thought or that a higher (or lower!) Trait makes more sense for your character. After the prologue, you may modify your character (with the Storyteller’s supervision), adjusting her to better fit your concept and the series. You don’t get any more points to spend, but you may shift the existing ones around as appropriate. Once you begin the regular series, any further modifications must be made with experience points.
Character Development During a stwy, your character learns many things about herself, her abilities and her needs for improvement. Success and failure combine to teach you about your character’s limitations and potential. Your character will make mistakes, gain insight, practice and (hopefully) not repeat past errors. All of these things are measured in Adventure through experience points.
Experience The Storyteller has must quantify each character’s experiences. While the knowledge you gain concerning plotlines, supporting characters and your team cannot be measured, your character’s experience can. Experience points are an artificial measure of success or accomplishment that translates into enhanced power, influence and capability.
Awarding Experience Points The Storyteller should award experience points at the end of every story in a series (seep. 110 for the game’s time increments).Astory may transpire over multiplegame sessions. If a given story arc may last more than three episodes, the Storytellershould give experience points about halfway through. (Withholding experience points for too long can frustrate players.) All characters typically get the same number, although outstanding accomplishments or roleplaying can earn an individual bonus. The amount the Storyteller gives depends on a number of Factors, as c w ered below. Certain rewards needn’t be given out all the time. Doling a Few out here and there won’t unbalancethe series, and getting players in the habit of doing “cool stufF” for a game makes the whole experience more enjoyable. The categories below describe areas in which characters can win experience. Each category is worth one experience point. No character should ever fulfill every
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single category at one time, although multiple characters may qualify for the same award. Automatic: Each character receives one point at the end of a story. Discovery: The character understandssomething new and significant about herself, her fellow adventurers or the universe. ExceptionalRoleplay: The player roleplayed her character particularly well. This behavior should be appropriate to the character; points should not be awarded for outlandish, out-of-character antics. Heroism: The character risked life and limb to save the day. Only the most dramatic situations qualify for this award - a typical cliffhanger or simple stupidity does not count. Wisdom: The character discovered a way out of a trap or learned the truth behind a mystery. The group often deduces solutions together, in which case, everyone should be awarded. If one character pieces everything together by herself, only she gets the award. Cohesion: The characters worked exceptionally well together, defeating their opponents or strategically investigatingall avenues of information. Mentoring: A player helps involve new or shy players in the game events, even at the risk of having her character miss out on exciting in-game events. Creativity: This award is reserved for playerswho add to the story’s enjoyment without detracting from the game. This includes, but is not limited to, creating welldeveloped backgrounds, in-character journals, short stories and/or introducing new story elements. This bonus is highly discretionary and should be awarded infrequently. Ambiance: A player who adds significantly to the overall mood might win this one. Possibilities include:creating “theme music” mix tapes or CDs for each session; drawing character sketches of team members and notable Storyteller characters; building virtual reality walkthroughs (using the 30 graphics engine of choice) of important locales in the game; cleaning up before and after sessions and providing drinks and snacks; or chauffeuring other players to and from the game. As with creativity, this bonus is highly discretionary.
Roleplaying Development So the Storyteller hands out experience points. When do you get to spend them on your character? It’s arguable that a character shouldn’t improve an important skill in the middle of an episode. Some players may feel a character should be able to improve a Trait at any time, that not every skill must wait for the character to catch her breath. In the end, the Storyteller should do what works for the group. If he’s uncomfortable with characters improving in mid-episode, he should say so and be consistent about it. If he doesn’t mind, he should let players know that, too. If he wants to take some middle ground (characters can improve Abilities based on Physi-
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cal Attributes during episodes, but everything else has to wait until a decent downtime occurs), that’s fine too. The actual timing of a Trait’s increase is less important than that it make sense within the context of the story. There’s no reasonwhy Professor Dixon shouldsuddenly boost his Firearms Ability if he hasn’t even picked up a pistol in the past f i e games. Skill doesn’t develop spontaneously. The dots on your character sheet are easy to fill in, but improvingsuch capabilities in real life takes time, practice and application. Adventure characters, like real people, can improve only those Traits they exercise. There are three key ways to justify increasingyour character’s capabilities: application, research and training. You can spend experience points on a particular Trait only if your character has usedthat skill, performedthorough research or receivedadditional training. Whatever the method, it’s important to roleplay the development. Whether that means seeking out a mentor For formalized training or swapping tips of the trade with others, development must be part of the story. Taking an entire episode to roll dice and increase your character’s Brawl rating isn’t the point. The development can plumb new depths in your character’s identity and in the story. The Storyteller and the player should agree upon the circumstance and time necessary to improve a Trait. Skill improvement need not be the focusof thestory, but it should derive logically from the plot.
Application Using a Trait repeatedly is the primary way to exercise it. Abilities that your character uses regularly are perfect to spend experience on. Such “training in the field” is suitable for virtually all Traits. This applies even if your character Fails in a task. Sometimes, we learn more from our mistakes than from our successes.
Research Research is useful For improvingknowledge-related Traits. You can increase such Traits at low levels through in-depth study. A t higher ratings, your character must combine research with real-world application. Finding research material can take some effort, depending on where your character is. In civilized lands, she can visit a library, museum or laboratory. In the hinterlands, your character may need to study under a local shaman or perform field research. New material appropriate to a Trait must be studied each time you wish to increase that Trait.
Training Your character can seek training if he isn’t exposed to situations in which his Abilities improve naturally. Trainingfocuses on improvinga certain Trait through rigorous repetition in a controlled environment. Any Trait can be improved this way, although some skills develop better through real-world application. Your character can seek training from numerous sources. Gyms and dojos promote physical fitness, schools and private individuals offer educational programs. Organizations such as the ,Eon Society also offer some level of training. Attending such places typically costs money and time, though. The Storyteller should attach an appropriate price tag and training time, in addition to the experience-point cost.
IncreasingAttributes Each Attribute group demands a different focus for improvement. Physical Attributes can be improved through rigorous training or exercise. Combat experience, manual labor or athletic pursuits can all improve your character’s physical prowess. Mental Attributes develop mostly through discipline and constant exposure to new material. A stagnant mind never improves, while an active one can overcome any limitation. The major component of improvingSocial Attributes is human interaction. Practice and some training with others can help mold social skills.
IncreasingAbilities Adventure characters possess a wide range of Abilities, which improve readily with the proper focus. Any Ability can be increased given appropriatetraining. While such improvementis rapid at low levels, the cost increases dramaticallyas your character’s experience grows. Even among adventurers, only the most dedicated individuals can master their fields.
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An Ability in which your character has a specialty increasesjust like any other. When the specialized Ability raises to the next dot, your character’s specialty automatically goes up as well, remainingone dot higher than the Ability itself. This increase works the same For all of the specialties that your character has in that Ability. Say your character currently has two dots in Firearms and you previously bought the Targeting specialty (giving your character an extra die when aiming). Raising the Firearms Ability to three dots costs four experience points, and you still keep the extra die For Targeting (giving your character a rating OF Firearms 4 when aiming).
Increasing Backgrounds Backgrounds are improved only through actual roleplay. Your character cannot study new contacts, nor can she practice increasing her number of close allies or her mentor’s power and influence. Backgroundsdevelop strictly over the course OF a story. The Storyteller can introducea potentialcontact, but he might never call back if your character screws up the meeting. Likewise, your character may actively seek to gain more influence by manipulating politicians and local authorities. To retain the effort as an intrinsic part of your character, you must then spend the appropriate experience. New Backgrounds develop in much the same way. You or the Storyteller introduces them, and they are made permanent after roleplayby spending experience points. This is not t o say that your character can onk have Friends, resourcesor equipment if she buys them as Backgrounds! 1F she stumbles across a crate full OF gold or lucks onto 2-beam rifle, you needn’t spend experience For her to keep it. Backgrounds represent relationships that you Feel create an especially important dynamic For your character. Friends, money and connections that aren’t purchased as Backgrounds still exist, but they don’t have the same strong ties to your character as those bought as Backgrounds do. Spend experience only on the Backgrounds that you want to be a central part OF the story, a sort OF “supporting cast” of your very own. Backgrounds give your character special beneFits and shouldn’t be treated frivolously (by either player or Storyteller).
Increasing Knacks The means For increasing an adventurer’s unique powers are as individual as the character herself. R o n and a Few other groups have rudimentary training facilities, but they know little about the workings OF telluric energy and how it influences the Inspired. It’s seldom immediatelyclear how effective a given training regimen is. Ultimately, most Inspired must train themselves through trial and (sometimes dangerous) error. Developing a new Knack is at least as tricky as training in an existingone. Often, an adventurer discovers a new Knack
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by accident, the stress OF a situationunlockingsome heretoFore unrealized power.
Losing Traits Attributes, Abilities and Knacks are typically reduced only due to extreme injury, loss of a limb or a similar condition. IF your character suffers an injury suFFicient to impair her, the Storyteller must decide what impact the accident has on her Traits. Backgroundscan lower in rating over time, whether due toyour character’s own actions or thanks to plot circumstances. A contact, mentor or an ally may meet a tragic end, break off the relationship with your character due to some philosophical or political disagreement or simply get Fed up with how your character has treated him. Your character could lose influence or backing due to a coup or by getting Fired For spending too much time chasing after so-called jaguar-men in South America. She could lose resources thanks to bad investments, theft or by being too Free with her money. A treasured gadget could be damaged or lost in battle, stolen by a dastardly rival, or even be replaced by something better. Backgrounds should be reduced only if the player abuses them (having her character assault allies, squander resources) or iF the reduction Furthersthe plot. IF it’s the Former, it’s fair to say your character shouldn’t have such Backgrounds; the Storyteller may have you allocate those points elsewhere. In the latter case, the Storyteller should restore or replace the Background at an appropriate point in the story. Any changes to a character’s Backgrounds should be justified through the character’s own actions or contribute productively and significantly to the story. Followers don’t exist for the Storyteller to snuFF; they’re just as much a part OF the character as her Attributes and Abilities, and they should be given the same consideration.
Personality Development Your character’s personality can change radically over time. Innocentyouths can become hardened veterans, while cynics can learn to believe in truly good causes. These changes cannot be mapped on a character sheet. They develop through roleplaying and interaction with other characters. Certain Traits, however, define your character’s personality.Nature’s Virtue and Vice describe true personality, allegiance reflects loyalties, Willpower rates strength OF will and Inspiration assesses the intangible spirit within all living things.
Changing Nature Nature defines a personality’s overriding focus. The Forces that shape a child into an adult mold the basic Fabric OF her personality. These influences (parents, siblings, friends, enemies) cannot be denied. For the purposes of Adventure, your character’s Virtue and Vice should rarely shift. One or both might changeonlyafter long-term influ-
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ence From outside sources, in-depth “soul searching” or aftera particuladytraumaticevent.Discundesiredchanges to Nature with the Storyteller so the adjustment may be tied into the game. Whatever the specific circumstance, the change should be a dramatic story element.
Changing Allegiance Allegiance can be altered as the story warrants (an independent adventurer being recruited by the Crown, an h n memberbetraylngthegrcuptotheUbiquitcusDragon, etc.). Switchingallegiancecan have grave consequences in the story - and betraying an influential power is almost certain to make the character many enemies.
Increasing Willpower Willpower is a quantified Trait that may be raised with experience points. However, this Trait should not increasewithout some logical reason.For example, a traumatic event may hardenyour character’s heart, strength-
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ening her resolve. Focus and meditation could lead to an improved understanding of her core being. In short, events during the story havea direct effect on Willpower, much as they do any other Trait. The main difference between Willpower and other Traits is that Willpower cannot be researched or taught. The Storyteller should never casually approve increases in Willpower.
Increasing Inspiration More than any other Trait, Inspiration is a measure of a character’s potential for power. Accordingly, Inspiration can be increased only by exploring the potential implied in one’s lnspiration facets and by practicing one’s Knacks. Characters who routinely push their limits playing key roles in cliffhangers, creating imaginativenew uses for their Knacks and the like - are eligible for an increase in Inspiration.As always, the Storyteller has final say as to whether spending experience points in this area has been justified in the game.
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Traitsregister your character'scapabilities,strengths and weaknesses. This framework gives you the general parametersof what your charactercan accomplish, butyour imagination and roleplaying shape what he actually does. Traits in Adventure are designed to be broad; this game is about characters, not statistics. The previous chapter outlined thecharacter creation and developmentprocess; this chapter contains many of the Traits you may choose from to design your character. Knacks and super-science are detailed in Chapters Four and Five.
Origin To help roleplay who your character is now, you should know where he came from. What circumstances moldedhim into what he is now? Someonewho was raised to a life of great wealth and luxury might becomea jaded sybarite. On the other hand, he might (like the Buddha) decide from personal experience that such amenities are worthless. Someone born poor might stay poor or might be driven to become a ruthless businessentrepreneur. Each sample origin contains a brief description and lists a few specific examples that fit the particular origin. When you choose your character's origin, you also get one point in a single related Background; appropriate choices are listed at the end of each description. In addition to the origins here, feel free to generate your own and determine its corresponding Background, with the Storyteller's approval.
Aboriginal Insteadof being raised in a "developed" nation such as those of Europe or the United States, you had the traditional upbringingof a low-tech society. Examples:Australin Abongine, Bedarm, Inuit, Ppmy Background Options: Cipher or Menagerie
Activist You're a proponent of new, modern politics. Exampks:Anarchist, Suffrasette,Communist, Fascist Background Options: Influence or Reputation
Academic
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eduYou're a scholar from a long line of scholars cation and knowledge have always been important to you. Examples: Scientist, Teacher, Librarian, Monk Background Options: Backing or Sanctum
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Creator You're an artist or entertainer of some sort or another, earning your living by making others laugh, think or simply relax. Examples: Dancer, Circus Acrobat, Stage Magician, Musician Background Options: Influence or Reputation
Defender You crusade against society's wrongs. Examples: Muckraker, Politician, Police Officer, Missionary Background Options: Contacts or lnfluence
Foreigner You're not in your home country for m e reason or another,whether to starta new lifeor to exapepr dd one. Examples: Diplomat, Immigrant, Royalty in Exile Background Options: Allies or Resources
Gambler Risk is what makes life palatable. € 4 cardsharp,Bodti,stuntman,BBmstormer Background Options: Contacts or Mentor
High Class You come From wealth and are used to commanding great financial resources. Examples: Duchess, Business Tycoon, Eccentric Millionaire Background Options: Followers or Resources
Low Class Your whole life has been a struggle to keep shoes on your feet and a roof over your head. Examples: Revolutionary, Criminal, Laborer Background Options: Cipher or Contacts
Middle Class You had an average upbringing, with some hard times and some luxuries. Examples: ChaufFeur, Police Officer, Greengrocer, Accountant Background Options: Ally or Contacts
Military You're enlisted in (or possibly retired from) some form of armed service, or you were the child of military personnel and were raised in that disciplined milieu.
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Examples: Sailor, Soldier, Pilot, Mercenary Background Options: Backing or Followers
Mystery Your past is shrouded in conjecture or is entirely blank, either deliberately or due to some vagary of fate. Examples: Spy, Fugitive, Amnesiac, Orphan Background Options: Cipher or Nemesis
Outlaw Somehow you have ended up on the wrong side of the authorities. Examples: Mobster, Bank Robber, Fugitive, Smuggler Background Options: Contacts or Reputation
Philosopher Occupied with matters of the mind. Examples: Scientist, Poet, Theorist Background Options: Followers or Sanctum
Pioneer You push at the world’s boundaries. Examples: Artist, inventor, Explorer Background Options: Gadget or Reputation
Saint You do good works or studiously avoid wickedness. Examples: Priest, Moralizer, Samaritan Background Options: Followers or influence
Tinkerer Not only do you find out what makes things tick, you make them tick better. Examples: Mechanic, Watchmaker, lnventor Background Options: Gadget or Sanctum
Nature Everyone has strengthsand weaknesses. This is as true of personality as it is body and mind. Your penonality - who “you” really are - is stretched between strengths and shortcomings that form a dynamic whole -a personalitymade up of equal parts hubris and heroism. To model these, each Adventure character has a Nature divided into two parts: Virtue and Vice. The Virtue comes From what he believes is Fundamentally true about the world and himself. When his viewpoint is validated, he gains self-confidence and can act with greater effect, as reflected with Willpower (seep. 151for more). A Vice indicates the temptations that exert the strongest lure for the character. When the character gets into a situation that plays to his Vice, he has a choice: He can indulge his baser nature, or he can spend a point of Willpower to resist. The circumstances in which Willpower may be gained or spent are specific to each Nature. Some may occur much more frequently than others. So that one Nature doesn’t outstrip any other in its ability to provide (or subtract) Willpower, the Storyteller should restrict specific opportunities to once per scene. An upper limit
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of three instancesper game session is also recommended. Similarly, the Storyteller should keep an eye out for players who push the story in a certain direction purely for more Willpower. Still, there’s nothing wrong with roleplaying the scene in keeping with a character’s Virtues and Vices. They are essential guideposts to the character’s personality and temperament, after all. Example: Serge is creating a blues musician, Mississippi Slim. He chooses Expert for his Virtue (in this case, an expert musician). Slim sees himself as a great performer, and when that image is confirmed, he gains Willpower. For Slim’s Vice, Serge chooses Hedonist. Good times are Slim’s reason for being. In the course o f play, Slim pulls out his harmonica while waiting for a train in Georgia. Hisperformance gets those around him stompingandapplauding. Becausehe’s demonstratedhis expertise appropriately for the story, he gains a Willpower point. As he gets on his train, a woman leans in, raises an eyebrow and says “Want to meet in my compartment for a private performance?“ Slimknows that messingaround with a white woman can get him in serious trouble, but if he wants to resist the thrill, his player must spend Willpower. Note that if Slim had chosen Hot Shot as his Virtue, going with the woman would actual4 gain him Willpower -becauserisking their necks is what Hot Shots do best. Each Nature below has a Virtue and a Vice component; choose one for each aspect of your character as appropriate. Often, the circumstances that provide Willpower as a Virtue take it away as a Vice. As a result, it’s rare for a character to have the same Virtue and Vice.
Architect The majority of people are like worker ants. They scurry around with little understanding of their place in the larger scheme. A few (you, for instance) are like the queen ant - the architect who assigns the tasks of the workers, who designs the hill and the tunnels and who has a vision focused on the entire colony, not on a single grain OF wheat or sand. Virtue: You consider the big picture and have the dedication to make the image reality. Gain Willpower when you take a concrete step toward attaining your greater goal. Vice: Others’ ideas suffer your scorn and outrage. Spend Willpower or resist Followingsomeone else’s plan, or become enraged when a flaw is indicated in your own machinations.
Bravo There is weakness. There is strength. All the moral philosophizing in the world cannot erode these two immutable truths. Some people are strong because they choose to be; they are respected because they have the power to compel respect. Others are weak because they choose weakness. There are some who have weakness
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thrust upon them and some who have unearnedstrengths, and they must be evaluated individually. But the dynamic between strength and weakness is primary to all human interaction, which is why you pursue strength with unwavering intensity. Virtue: Gain Willpower when you defeat a seeminqly - _equal . (or superior) foe or force him to back down. Vice: SpendWillpower whenyou defeat a foe (in combat or social interaction), or else you must pause to gloat on the victory and explain in detail how it came about.
Caregiver The world is not fair, which is why human beings must strive for fairness. The world is not kind, which is why people must be kind to one another. The world is not safe, which is why we should always try to help and protect each other. Mercy, justice and empathy are the unique provenance of humankind - the only way we can collectively survive is through individualcaring. You’re fortunate to have gifts to offer others: If you refuse to use them, what good do they do? Virtue: Gain Willpower when you receive tangible proof that you have helped another.
ViSpendWiHpowertoresistoReringaidwhensomeone is in appwentdistren (whether as obvious asa begging vagrant was subtle as a mystenouslr fdom youngwoman).
Charmer People like to be happy, and you’re good at making people happy. You know just what they need to hear in order to feel good, and it gives you genuine pleasure to give them what they need. It may not be the truth -but deep down, who wouldn’t rather be happy than right? Virtue: Gain Willpower when you clearly provide comfort and good cheer to another. Vice: SpendWillpower in order to tell anyone something you think they don’t want to hear.
Virtue: Gain Willpower when you teach your chosen skill to someone or whenever you make a particularly impressive showing with that ability. Vice: Spend Willpower to resist any opportunity to show off your prowess.
Explorer Yetis in the Himalayas! Dinosaurs in Scottish lochs! Unchartedislands peopled by unknown cultures! Mysterious “spokes of light” sighted in the Gulf of Oman! All these incredible, fascinating, unimaginable marvels are out there, just waiting for someone bold enough to find them. What areyou waiting for?!? Virtue: Gain Willpower whenever you make a significant discovery. Vice: Spend Willpower to resist rushing forward blindly in pursuit of a juicy lead, however intangible, with no regard for the consequences.
Fanatic Faith is the underlyingsustenance for all humanity. The unenlightened and the selfish make futile attempts to live a safe life that ultimatelyblinds them to the greater possibilities in the universe. Belief in something greater than the mundane individual - whether an organization or a higher power - will sustain even the most frail of people under the harshest of circumstances. Virtue: Gain Willpower when belief in the rightness of your cause is confirmed as events unfold. Vice: Spend Willpower to resist making a sacrifice any sacrifice - to your cause.
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Follower
You recognizeyour limitations. You’ve got skills, and they’re valuable, but leadership ain’t one of ’em. That’s okay. Leaders, no matter how impressive, don’t get far without followers. In fact, a good follower can be worth his weight in leaders. Don’t believe me? Then stack a group of 10 leaders and one follower against the oppoCynic site and see which side does better. Anything that can go wrong, will, at thewwst poaible Virtue: Gain Willpower when carrying out your astime,intheworstpoaibleway,,withthemostpossiblewitneoes. signed duty is a vital aspect of the mission’s success. ‘Then, it willstarttorain.Sure,goodthings &happen.ButndyVice: Spend Willpower to take the leadership role ing on them isjust plain fodlshnea. Isn’t it better toexpect the in a situation or whenever you disobey an order from worst and elther be (1) prepared for it or (2) pleasantly sursomeone in charge. pmedwhenit doesn‘t happen? Virtue: GainWillpower when you have a backup plan Hedonist in place when things go sour. Lifeexiststobeenjoyed.1f thatwasn’tso,whywould Vice: Spend Willpower when you take advantage we enjoy enjoyment so much? If we’re all built to experiof a lucky break (as opposed to something you or someence pleasure, isn’t seeking pleasure just common sense? one else planned and worked to get). Sure, it’s possibleto go overboard -but as longas no one gets hurt, bring on the Garden of Earthly Delights! Expert Virtue: Gain Willpower when you have a truly good Youhmrepg;smatelydevotedywrlitoexcellenceina s iFA. other peopk?canb e “ d d,” butyou t h i time (and bring others along for the ride). Vice: Spend Willpower to resist physical pleasures. thatthehunterwho&asestworabbitslosesboth.Onlyth~ (This expenditure may not be necessary if the temptaconcenbationcan you hope to reachyour full potential. (Indicate what talent the experk is assomkd with - Expert tion has recognizably certain and severe consequences.) pilot,ExpertFinancier, Expert Academr, etc.)
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Hot Shot How do you know what you can do until you try something you think you can’t do? Testing limits is the only way to discover your own - and the only way to push beyond them. You’re never going to accept being half your best, and iF that means you have to crash sometimes - well, that’s the price of being alive. Virtue: Gain Willpower when you survive a dangerous situation that you deliberately entered. Vice: Spend Willpower to resist indulging in an obviously Foolhardy venture, especially if it has no direct bearing on your goals.
Jester Is there any social Occasion that can’t be improved by a tasteful joke or good-natured jest’?Surely not. People like to laugh - in fact, they needto laugh. IF we couldn’t step back sometimes and regain a sense of proportion, we’d all go insane. Serious situations -danger, want or pain - are when people need more humor, not less. ‘Those are the times we’re at the greatest risk OF losing our humanity, and laughter is the golden road back to it. Virtue: Gain Willpower whenever you lighten a mood or ease a tense situation. Vice: Spend Willpower to refrain From shooting your mouth OFF in inappropriate circumstances.
Leader You excel at perceiving people’s real worth and applying them where they can be most effective. Organization comes naturally to you and so does mediation among your Followers.People look to you for leadership because they trust your vision - and you’ll be damned iF you’re going to let them down. The chain is only as strong as its weakest link, though, and you’ll do whatever it takes to make sure everyone under your command is up to the challenge. Virtue: Gain Willpower when others succeed because of your plans. Vice: Spend Willpower to resist punishingan underling who Failed to carry out an order to your satisFaction.
Paragon You know what’s right and what’s wrong, and compromising with wrong when you’re right is more wrong than just being wrong in the First place. Right?You have a duty to yourselF to do good - but more than that, a duty to humanity. Of course, adhering to a strict and inFlexible standard of right and wrong can be difficult and wearying even in the best of times. Virtue: Gain Willpower when you accomplish a task by sticking to your enlightened ideals. Vice: Spend Willpower to forgo your self-righteousness and accept a compromise.
Perfectionist You have no patience For the sloppy, slipshod hackwork that passes For tolerable when whitewashed
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with the odious phrase “good enough.” To you, something is never good enough until it’s as good as it can possibly be. IF that upsets the people who are too lazy to do a decent job, well, they can all go straight to hell. V i Gain Willpower when ycur painstakingpbnning cwers even unfowseencomplicationsin theexecution. Vice: Spend Willpower whenever you have to trust a plan or device that is cobbled together or jury-rigged.
Skeptic Science of the day is tearing down many long-held beliefs regarding mankind, the world in which he lives and the cosmos as a whole. Rules of creation are being thrown by the wayside in Favor of new “discoveries” as Far-fetched as any old wives’ tale. You don’t see the point of abandoning beliefs that have stood the test of time in Favor oFcrazy new ideas slapped together by some overeager scientist. Virtue: Gain Willpower when adherence to triedand-true methods proves effective. V i SpendWillpowerorcompletely d i m any incidenceof intuition, non-b-adrtionaldeductionor mystcism.
Survivor They can’t keep you down. No matter what it takes, no matter what life throws at you, you can take it.Others may crumble at the First sign of adversity, but not you! You’ll pull through whatever the odds... even if it means sacrificing others. Virtue: Gain Willpoww whenevw you survive a diRrmlt situationthrwgh ycur own cunningand p m w m c e . Vice: Spend Willpower to resist taking an action that will protect you in a crisis - no matter what the other consequences OF that action are.
Allegiance Each adventurer is an individual and, ultimately, succeeds (or fails) on his own merits. Only the Foolhardy go it completely alone, though. Other players’ characters form the core OF your character’s support group. Similarly, your character likely has connections through his Backgrounds to which he maintains some loyalty. Allegiance reFers more to your character’s philosophical or cultural ties; it’s an indication OF a larger entity or organization to which he feels a strong commitment.This commitment can be based on anything From patriotism to religious Faith to philosophical sympathy. This allegiance (supplemented by Backgrounds such as Allies, Backing and Mentor) defines the organization or philosophy to which the lnspired adheres, iF any. The Storyteller has a hand in this; she is perfectly within bounds t o say, “This series is about an /€on Society branch team, so all characters have allegiance t o Ron,” or, “The characters are all members of the criminal underworld, so allegiance to a law enforcement agency isn’t appropriate.”
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This doesn’t mean everyseries must have all OF the players’ characters sharinga commonallegiance.Perhaps a Branch P operative and an IDA detective are both Ferreting out potential criminal contacts within the Ponatowski Foundation. ‘Theyjoin Forces with a Foundation member who suspects that her explorations are benefiting illegal ends, and eventually, the cabal requires the expertise OF the R o n Society. Viola! A truly mixed group of allegiances, sharing common pursuits. Along similar lines, there’s always the possibility of a mole. In a series tentatively about the h n Society, perhaps one OF the characters is actually monitoring the group For Branch 9. Does he remain true to his mission or become sympathetic to his h n colleagues? Even if your character is on the up and up, he need not broadcast his true allegiance publicly. It’s common for adventurers (especially those involved in clandestineactivities) to keep their allegiance under wraps. Likewise, a player need not tell other players. The organizations described below are intentionally only a sampling of the possible allegiances available in Adventure. Although the ones most likely for Inspired to associate with, they aren’t the only ones in existence. In the wake of the Hammersmith disaster, everything is new - characters may wish to establish their own “gentlemen clubs” or international intelligence organizations to face the challenges of tomorrow. Additionally, you might want your character linked to an existing national government such as Australia or a private institution such as the Smithsonian. With the Storyteller’s assistance, use the allegiances described below as a guide to creating your own. When pickingan organization, keep in mind the potential and freshness inherent in Adventure. None OF the groups here are particularly historic or monolithic. IF your character isn’t a Foundingmember, he is at least among the First individuals to join the organization. And while most world governments have been around for a long time in comparison, there are so many changes in the offing across the globe that an enthusiastic individual has every chance of standingout from his more hideboundpeers.
Allegiance and Backgrounds Allegiance allows For tremendous variety in everything from individual character interaction to the direction of the series as a whole. There is a game beneFit to having an allegiance, aside from the roleplaying opportunities it presents. Each allegiance gives the character a Free point in Backing for the group to which it’s related. Many allegiancessuggest more Backgroundexpenditures and may influence other aspects OF your character. It is not mandatory that a character must have an allegiance, however. If your character is a loner, lackingan ideological connection to any group, write “Independent” on your character sheet being independent meansyour char-
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Richard De Remer (order #1312575)
acter doesn’t get that Free Background point, though.
The Eon Society for Gentlemen The h n Society pursues perhaps the most ambitious project ever undertaken: Discover the true potential OF humanity, and remove whatever obstacles threaten that destiny’s fulfillment. To achieve this end, the /€on Society recruits people who have realized their own potential. Aside from a basic confidence in humanity’s promise, any sort OF genius or intrepid soul might garner an invitation to this “gentleman’s club.” Explorers who have braved the darkest places, inventors whose ingenuityhas redefined entire fields OF study, pilots who have arisen From the First generation of dog fighters to be counted among the best in the world the possibilities are many indeed. Occasionally, /€on recruits members whose talents are less exciting - the chapter in London, For instance, boasts a member who is fluent in 32 languages and is one OF Europe’s most celebrated concert pianists. The R o n Society is more a club than an organization. Although Maxwell Mercer and a Few of the founding members are the de Facto leaders, they don’t exactly hand down marching orders. In the /€on Society, most decisions are made socially or in response to some sudden development. Over cigars, two physicists may discover that they have a common interest and decide t o share their research. Upon discovering an ancient Viking burial site, an explorer might call an expert on Nordic culture, an associate conducting similar research and a known stalwart to keep the expedition safe. Despite this relaxed arrangement, h n observes a Few Formalities. It currently has three chapters situated in Chicago, New York and London, with at least another dozen to establish themselves within theyear. Each chapter conducts monthly meetings, mostly Fund-raising or charity events with a separate, usually brief, meeting of the R o n associatesduring the evening. Aside From regular meetings, most associates visit their chapter houses regularly. Those who don’t are often tracked down by their fellows to see if some grave harm has befallen them. Still, Few members OF the R o n Society need encouragement to stay active in the organization. They are, on the whole, a passionate and eager bunch. Suggested Backgrounds: The greatest benefit of belonging to the /€on Society is its network of exceptional members who often have extensive networks of their own. Most have ratings in Allies and Contacts. Since R o n members are the most accomplished in their Fields, many have InFIuence and Resources. Thanks to the efforts of associated scientists and inventors, members often haveaccess to gadgets.Newer members sometimes have mentors, establishedh n associates who sponsored their entry to the society. Ranking /€on personnel don’t lord it over new members, so Backing is emphasized less than it might be with other allegiances.
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The Air Circus The pilots of the Air Circus are a raucous and unkempt bunch. Whatever the city in which they live, they can often be Found at the local speakeasy (where some are known to drink to excess). They recount stones of tailspins and dogfights, nosedives and near-misses, with a jollity and volume that could be overheardover the roar of a Kinner engine. They are known to scuffle with friend and stranger alike only to buy a round for the house minutes later, all transgressions forgotten. What can you expect Froma group that supports itself by defying death? Whilemany of the members travel thecountry with the Carnival of the Air, America’s most successful traveling air show, the Air Circus itself is little more than a social club for barnstormers, smugglers and wings-forhire. Many of its members perform with the Carnival only when it sets up in a nearby town, if at all. But air shows are known to draw danger - with huge crowds and near-death on display, trouble rarely keeps its distance. Outside the Carnival, members of the Air Circus hire themselves out for sundry jobs. No destination is too Godforsaken, no cargo too hot to handle. For the members of the Air Circus, the challenge is the thing. This loose brotherhood serves as a support, communications and safety network, and the Carnival of the Air is its heart and soul.Though the most famous associates of the Air Circus are ace pilots, many of the group’s members are drawn from the legions of workers who make the Carnival of the Air the spectacle that it is. Members also include trusty mechanics, s a w y barkers, Vaude-
Richard De Remer (order #1312575)
ville performers and the legions of promoters who make the show such a success. Suggested Backgrounds: Other than the basic backing, members of the Air Circus often go for contacts. They’re an eclectic, sketchy bunch, though, so it’s not uncommon for one flyer to have high resources, another a gadget (perhaps a souped-up racing plane), someone else a sanctum and so on.
Branch 9 With a few exceptions, only three types of people know about Branch 9: Heads of state, the “Operators” who work for it and the enemies who cross paths with it. Many of those who belong to this last group can never divulge their knowledge - every Branch ? Operator has a license to kill. Secrecy is watchword of Branch 9. Though it has offices all over the world, they aren’t in contact with each other. Each office is run by a head of the branch who answers to the host country’s head of state. Each branch head has a personal assistant and no more than five Operators under his command. Though Branch 9 deals with some mundane matters that have escaped the notice of lesser intelligence organizations, its Operators can expect most of their assignments to be for high stakes, against everyone from master criminals to regional warlords and despots. Operatorsdo investigate crime as part of their duties, but they usually leave that kind of thing to the IDA. Branch 9 is more interested in the world’s political climate and the secrets hoarded by those in power.
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ten about SafariJack Tallon -mdodramatic,overwrought accounts OF its explorers uncovering ancient mysteries, published in a Form that can be concealed within a math textbook. This new public Face is perhaps closer to the S@BadrgroMdrCmperedto~Of& organization’s nature. Many Ponatowskimembers are acaorganizatii,&anch’? Operators havetheleastl3&pund demics, but that becomes, well, academic, when one learns of all the avalanches, cave-ins, planecrashes, ancient traps sciencesand martial arts. Backing is boostedhwn the stating and curses they endure to make their singular discoveries. onedotThs notonly reflectstheOpemh’sstanding inh h To be invited to join the Foundation, a potential associate 9, but dso the organizatii’s ties with world gwernments.Fi- must not only be a topflight archaeologist, but a capable naIly,dhasmResourcestoodenotethediscretroMyFund mercenary when the occasion invariably demands gunplay aMilableforeverythinghwnbribestorequisitioningnecessary or seat-OF-the-pants escapes. equipment in the field. It’s not uncommon for an operativeto This puts the Foundationin something oFa bind haveoneormoreone-dotgadgetsrepresentngspeclalgear not only must it Find daring academics, but ones that are -fnqKoofsuits,unb€atableloc~,beltradi,ahranced discreet and controllable.This is made more difficult by wtomati plsbds and the like. Most also hae some levd oF Al- recent changes within the organization. The Ponatowski lies, Cipherand Contacts to aid their ongoinginvestigations. Foundationbeganas a reputableand honest organization but has since been subtly corrupted to criminal ends. International Detective Agency Though most OF its associates are unaware OF it, their The Pinkertons might have been the First national discoveries - supposedly routed through the Foundaprivate detective organization, but the IDA is the First tion to museums or laboratories - are actually sold on global organization of gumshoes. I t s primary goal is to the black market to finance the activities of the Czar and address the increasingly internationalnatureof crime a dozen OF his silent partners, most OF them exiled Rusthere’s evidence that organized crime in Sicily has immisian aristocrats. There have been a few Occasions when grated to the UnitedStates and that the Kingof the World the Foundationhas seen its explorers are more “daring” is more than a criminal myth. than “controllable,” when an overly curious associatehas The IDA has offices in major cities all over the discovered who his work really beneFits.... world. An Old Man (a nod to the organization’s anonySuggested Backgrounds: Aside From the backing mous benefactor in London) heads each oFFice and emto representa member in good standing, most associates ploys two to ten “Irregulars.” Such personnel are oFten have a mentor who sponsors their explorations. In addirecruited From local law enforcement and intelligence tion, many have a decent Resources rating to indicate a organizations, though some began their careers as unathealthy stipend and other Financialsupport the Foundatached private eyes.While solitary agents handle much OF the IDA’Swork, many of the oFFices maintain standing tion provides. Some also have allies andlor Followers who accompany them on their expeditions. Note: Only memunits OF two to Four lrregulars who delegate detective bers with Backing 5 have any idea that the Ponatowski work among themselves. Most OF the units spend their Foundation is actually Funded by unwholesome elements. time investigating“extraordinary cases” or crimes that seem to involve an lnspired culprit. Detective work can be a dirty business - though the agency’s claim that its Irregulars are “incorruptible” Attributes measure a character’s natural, inborn is hyperbole, its exhaustive background checks are decapabilities. Other Traits represent narrower categories signed to weed out the unsavory elements. Most IrreguOF achievement - skills you can use or knowledge you lars are dedicated crime-Fighters rather than cynical possess - but Attributes are broader and more widely blackmailers with cameras and guns. applied. You use your Dexterity Attribute (For example) Suggested Backgrounds: All Irregulars have some to Fire a gun or to pick a pocket. It underlies both OF those level OF Backing and Mentor, representing their affiliaskills because it measuresyour character’s general handtion with the IDA and their Old Man. Any detectiveworth eye coordination. his salt also has a network OF contacts and a modest level A particularly high Attribute (Four dots or more) of ReputationFrom his previous experience with law enreceives a quality This quality describes a narrow subset forcement or private investigation. Influence is not unoftasks within which you’re even more impressive. When common also. A few possess gadgets, Forensic technolyour quality comes into play with a given task, you can ogy that’s way ahead OF the curve. reroll any “10”; any additional successes you roll are added on top of the “10.”So if a high lntelligence charThe Ponatowski Foundation Every decent library in the West subscribes to the acter has a “Linguistic Genius” quality, she is more likely t o achieve spectacular results when translatinga Foreign Ponatowski Journa/oF€xp/mtion.Once a scholarly publitongue or trying to recognize an ancient language. Some cation, the journal now takes its cue From the stories writOperators are selected From the elite community, or, less often, From the growingpool OF individuals who possessa bizarrebut undeniable knack For the spy game.
Attributes
Richard De Remer (order #1312575)
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sample qualities are listed with each Attribute description. Only one quality may be chosen per Attribute.
Physical Attributes Strength Virginia Kowalski had to duck her head and turn her shoulder to get through the office doorway. “You gonna open that safe soon?”A gunshot two floors below added urgency to her question. StanPolanski, the saFecracker, was frantic. “Ican ’t with all this noise!” he cried, his stethoscope clattering against the metal. Virginia (“Ginny the Giant to her associates) rolled her eyes. ‘Fine, ”she mutt&. “We’lljust take it with us. ” f i a t said, she jerked the heavy iron safe out o f the wall and went back toward the door, carrying it like a baby. The Strength Trait measures physical power, pure and simple. A high score equals mighty muscles. Not only is it good for toting, lifting and jumping, it also determines the base damage of most hand-to-hand attacks. Qualities: Athletic, Rugged, Massive, Explosive Poor: Weak as a kitten (dead lift 15 kg). .e Average: You’re nothing special (dead lift 45 kg). e .. Good: Burly (dead lift 100 kg). Exceptional: Strong as an ox (dead lift 165 kg). ..e.. Superb: All envy your mighty thews (dead lift 240 kg).
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Richard De Remer (order #1312575)
Dexterity Mississippi Slim had the audience just where he wanted them. His left hand danced across the frets and his right hand strummedandpicked, lightning quick. He got faster with bothhands, never missinga note, his hands just a blur. The crowd went wild. n e n he doubledhis speedagain, andthey fell quiet with awe. Where Strength is raw power, this is grace, speed and finesse - your ability to make your body parts go and do what you want. Dexterity determines accuracy, whether you’re shooting pool or shooting your wife’s new boyfriend. It’s also combined with Wits to figure lnitiative. Qualities Quick, Graceful, Balanced, Accurate Poor: You spill your milk. Often. 0. Average: You can sink the eightballwithout scratching, usually. ..e Good: Your putts are like butter. ...e Exceptional: You started juggling with knives because you heard it was quicker -and you still have all your fingers. ..e.. Superb: You never miss.
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Stamina Ali Fasad’s eyes narrowed. “You lie!” he exclaimed. “No man walks out o f the Maddening Desert alive!” “I didn’t say 1 walked out,” /an replied. “Not on a shatteredleg, my friend. No, I was carrid. ” “Ah. IThenyoumusthaveriddenan excellentcamel. *’
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Mental Attributes
ics were not that advanced at the time o f the Cobra Cult - ldon 2 care what pack o f lies Sheffieldsoldhim. Furthermore, firing glazed white porcelain - even if such materials were native to Tibet, and I don’t think they were - requires intense heat. In those icy mountains, no one had enough fuel to develop high fire glazes. “Fuel up the zeppelin. We’re going to the Himalayas. ” Intelligence measures your ability to apply logic, calculate, remember and learn. It’s not necessarily how Fast you react that’s Wits. Rather, it’s a measure of how thoroughlyyou think. Qualities: Logical, Abstract, Mathematical, WellInformed Poor: “Shut yeryap. l’mthinkin‘.” 0. Average: You probably have some irrational beliefs, but by and large, you’re open to reason. 0.. Good: You read Shakespeare without the Footnotes. Exceptional: That slide rule in your pocket ain’t just For show. superb: Yw are a bona M e genius.
Perception
Wits
Daphne simpered as Or. Konrad Schiltz leaned in to kiss her. She reachedin her purse to grab... ...nothing! ‘Looking for this?” Konradasked, holding up her icepick. “bat.how . didyou. ..?” “Oh, please. You claim to be from Alsace, butyour accent is pure Provengal. That made me suspicious enough to notice the bulge inyour handbag. ” His eyes narrowedas he put the needle tip to her delicate throat. “Now ... who sent you? Not Serrantino, I think. Lord Sheffield, perhaps?” This Trait determines the acuteness of your Five senses. Qualities: Keen Eyed, Sharp Ears, Alert, DetailOriented Poor: Wha...?
‘Ever been in a song, sweet thing?“ Nothing. “I’m a blues musician - MississippiSlim?” She gave him a sidelong glance. “Sure you ain’t Mississippi Ugly?” “Naw, that’s my cousin. ”He startedrapping his heel against the barstool and sang. “Oh, Mississippi Ugly/he hada galto hugshe/lef him at the altar/and no one ’round could fault her,.. ” He broke o f f to call after her “Hey, come back and mistreat me some more! It’s inspirin‘? Anyone can come up with a good response, given enough time. But Wits are what you use when you don’t have any time at all. Everything From producinga timely, snappy comeback to diving for cover when you see the bomb Falling it’s all Wits. Wits combineswith Dexterity to produce Initiative. Qualities: Clever, Alert, Crafty, Calm Poor: “Yeah? Well... uh... so’s yer old man!” 0. Average: You can get out of the way of a bad driver. Good: Yw can often come up with a plausible sbxy in the time it takesto say “Waif let mescpiain....” Exceptional: “One more drink, and 1’11 be under the host!” Superb: Their action and your reaction are almost simultaneous.
“No camel. ” Ianjerked his thumb at a huge, silent man warminghimselfby the fire. “My friend HassancarStamina determines how long you can exert yourself in a sustained Fashion: It’s what separates the sprinters From the milers. It also measures resistance to illness, drugs and sucker punches. Stamina determines your base soak pool. Qualities: Hardy, Tough, Unyielding, Healthy Poor: You really should quit smok ing and drinking and eating those Fried butter biscuits. 0. Average: You can run to catch a cab without panting. Good: You can dance all night and work the next day - but not ev ery week. Exceptional: The ladies call you “Everlastin‘.” Superb: You could run a marathon while smoking a cigar.
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Average: You notice when a coworker gets a haircut. Good: You spot typos in the news paper. Exceptional: You notice when a co-worker gets a manicure. Superb: You can identify dimer ent types OF bats. In Flight. On a moonless night.
Intelligence Or. Schiltz frownedbut didnot speak as he left the M e r estate. His assistantcautiouslysaid, “Herr Doktor, you’re taking m b e r i acquisition well. ” “Hrm. That’s because it’s a fraud Tibetan ceram-
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Good: IF you’re pretty, you can turn heads. If you’re ugly, you can turn stomachs. Exceptional: One way or another, yourlookscancausecaraccidents. Superb: The only word for it is “unforgettable.”
Manipulation “This sure is fonny cigarette, ” the police chieF giggled in his heavily accented English. “Well, I roll my own, ” Slim smiled, waiting. “YUI a formy m,Shm. You stillptojail &you
psyfine,butyoufonny..”7he~~f~~~~m~~ gqgkdagain. “hM .h y o u h o q y , Shm?” ”No, but don’t let me stop you. ” As the chief stumbledout of his office looking for a snack, Slim waited, waited, then ransackedthe man’s desk. By the time the chief returned with a gigantic beetroot sandwich, Slim hadfound enough money for the bribe. The ability to convince people that what they reallywant to do is what you want them to do is called Manipulation.lt doesn’t have to involve a callous willingness to treat people like expendable pawns - but it often
does. Qualities: Reasonable, Persuasive, Dishonest, Charming 0 Poor: what you see is what you get. 0. Average: “Man, that bass 1 caught was this big!” 0.0 Gwd:Your bwyer has(admiringly)
Social Attributes Appearance I m sorty, Sister, ” Craig said, peeking out the drawn shades o f the hut. “Normally, l’dnever ask you to discard your habit, but it does stand out - even in Shanghai - and the Black Mandarin Tong isn’t about to... to.... ” He’d turnedjust intime to see hershakelongblonde curls out o f her wimple. Coupled with a pair of his trousers and one o f his shirts - big enough on her that he could see a lovely expanse o f white neck, even with the top button done up -she certainly didn’t look like modest Sister Chloe anymore. Not at all. Appearance is a measure of how memorable you look.This rating doesn’t always refledexceptional beauty - a high Appearance could also represent someone OF striking ugliness! Since people often stick by a First impression, Appearance can be very important when it comes to social interaction. Qualities:Seductive, Stunning, Hideous, Fascinating 0 Poor: Your alias is “whatsizname.” 0. Average: No one’s going to put you on Vogue. Sorry. ‘I
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Richard De Remer (order #1312575)
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calledyoua“devious,treacherous S&.”
Exceptional:People line up to take your Falls. Superb: What you get is every thing you see.
Charisma Or. KonradSchiltz cut a dashing figure in his flight gear as he paced in Front o f his crew. “On this expedition, there will be little comfort but much danger. Little chance o f profit, but much chance for loss. You will not be rested, but tested, and for what? Money? fame? IF that’s what you think this mission’s about, leave now. 1’11 even pay halfyour promised wages: just walk away. ‘Eutifywdo,knowthatyarcwemiaingaahancenot tosee a but tobecomepart o f it IFthat i n t d
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yaztknlwantyouon~crew.who’swithme?”
Charisma is leadership, magnetism, inspiration...all the things that can take a number of people and fuse them into a team with a unified purpose. Charisma is the indefinable essence that makes crowds hang on a speaker’s every word. Qualities: Incendiary, Soothing, Hilarious, Suave
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Poor: When someone tells you to shut up. you’re glad that they at least noticed you. Average: You can makean OK
speechwithpreparatiandprxke.
me***
Good: People gather around to hear your anecdotes. Exceptional: You’re a spellbinding speaker. Superb Your words could start a riot - or prevent one.
Abilities Where Attributes represent a character’s innate abilities, Abilities reflect his learned skills. As such, they are narrower than Attributes -Strength is used for both Archery and Brawl, but Brawl i s rarely rolled with an Attribute other than Strength.
ASpecidly,boqhtHnthbcmswexperhepomts,representsan even mrwerskill area. You may takeup to three specialtiesperskill;whenyourcharadeisspecidh/~into play,padd anotherdie toyour pod.So,if achaader has two dots in &awl but hasa “Cheap Shot” specialty, he e f f e d i has tfireedots in &awlwhene\rerhebiestopummdagminor w a n 9 . Usually, five dots are the most skill a character can attain in a given Ability. If your character already has Five dots in an Ability, you can use transformation points buy an additional sixth dot. This peerless degree of expertise is called Ability mastety the character is considered an innovator head and shoulders above his peers. Further, Ability mastery is required For a character to make super-science inventions; see Chapter Fivefor more details. (A character with Ability mastery anda related specialty commands an impressiveseven dice beforeadding his Attribute score!) You may purchase Ability mastery only once For a specific Ability and for a total of no more than three separate Abilities.
Strength Abilities Archery Officer Monroe glaredat the corpse, as if it was his fault someonehadputan arrow rightbetweenhis eyes. “I guess that explains why no one heard a thing, ” Monroe’s rookie partner Murch said. “Yeah. Silent, doesn’t leave powder burns, no muzzle flash...about the onlyproblem isyou can’t stick it inyour coat pocket whenyou leave. ” ‘Mctually sir, the Japanese historically used some bows that were as small as a forearm, though they wouldn’t have the penetration to pierce a skull- ” “Murch? Shut up. ” Archery is the skill of firing longbows, shortbows, crossbows... pretty much any tension-strung weapon. You can also repair them or, with enoughtime, make your own.
Richard De Remer (order #1312575)
Specialties: Longbow, Crossbow, Rapid Fire, Recurve
Brawl Rudy had never heard o f Ginny the Giant, so he just saw a fat woman he could bully. “Move &you tubby bitch, ”he said. For her size, Gmny was surprisingly quick. When her fist hit his face and he saw colored stars and dropped to the ground, R d y realizedthat he’dmade a mistake. When she stomped on his knee with all her weight - 120kilos -Rudyrealizedhe’d madea very, v e v badmistake. Brawl covers all forms of strength-based Fighting -that means everything from boxing with the Marquis of Queensberry rules to wrestling to just plain pounding the tar out of someone. It inflicts bashing damage. Specialties: Groups, Grappling, Kicking
Might Slimhaddonehis share o fmakingbigrocksinto little rocks, but since his release from prison, he hadn’t regularlyliftedanything heavier than a guitar, a harmonicaor a g/ass ofgin. ’Thus, as he hungout the window o f his apartment waiting for themen inside to stop searching, he found his mind drifting steadily away from the question of why these men white men! - were interested in him. 1nstead, he wondered how /on9 he couldhold on. MigM is theskill used to perform feats Ofsbwgth.It’s not raw pawerassuch-that’sthe Stre+ Trait tather,
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it’sameasureofacharadw’sabiltytoapplyhisorher~, useful For taskssuch as rippingphonebooks inMfor bendlng barsEachdotofM~addstoa~sdeadliftcapacity; see page188fora r e w e chart. You cannot haemore dots of Might thanyou have of Strength. Specialties Arm Wrestling, Smashing, Toting Bales
Dexterity Abilities Athletics “Run, children!“Sister Chloe wanted to scream it,
but she didn’t dare callmore attention from their blackclad pursuers. She feared that Craig was dead, but she was determined to make his sacrifice count by saving the Governor’s daughters. Looking behindher, she almost went over the cliff before she realized she’d reached it. “What do we do now, Sister?” sniffedJoan, the youngest. Chloe looked down, then back as two o f the marauders emergedfrom the underbrush, swords in hand. “We pray, then we jump, then we swim. Ready?” Running, jumping, swimming, climbing, throwing, catching - pretty much every Form of general athletic ability is covered by this skill. Specialties: Running, Climbing, Throwing
Firearms Serrantinohadto shout over the soundofKonrad’s gunshots. “1s that the new Luger? Hah! A pistoljust like
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you - flashy, costly and ineffective. ”He returned fire with his own massive Webley revolver. Konradhadbeen counting,knowing that the Webley heldtwo fewershots than thehger. When5emntino was reloading, he leaped over the bar, lungedaround the corner andput his still-hot gun to his rival‘s head. “Andyours is just like you - old fashioned, loud and o f limited capaci9. ” Whether you’re shooting an ancient dueling pistol or a modem belt-Fed machinegun, Firearms is the skill you use For mechanical death-at-a-distance. This Ability also covers general Firearm knowledge - how t o clean, load and handle a gun. Specialties Multiple Shots, Cover Fire, Sniper, Exotic Weapons
Legerdemain Slim took a moment to composehimself, then walked aroundacorner andran straight into a woman ina fur coat. Whilehe stammered his apologies, her companion seized Slimby both lapelsandshouted Germancursesas he shook the lighter man like a bartender mixing a martini. finally, he shoved Slim aside, and the pair stalkedoff. When they were gone, Slim grinned.He’dexpected something from the woman’s purse, but the man’s pocketwatch had been an unexpected windfall. This Ability is a catch-all For any Form of tricky, deceptive handwork. Anything from card tricks t o picking pockets is covered by Legerdemain. It is also the skill employed by escape artists: Someone good at Legerdemain can pick locks and slip handcuffs as well. Specialties:Shopliking, Switching Objects, Palminglplanting Objects
Martial Arts The girls clung close to Sister Chloe as the blackclad thugs approached, confident grins creasing their cruel cheeks. As one, their swords came out. Chloe glanced desperately at the windows, the door... but she was backedinto a corner, no way out.... Then, a blurred shape sprang through the window and felledone of themen with its heavy impact. ‘The other turned and Chloe had time to realize that their rescuer was a man, a blonde man, before his hands and feet shot out, striking their attacker in the face and belly. “My eyes!” The thug dropped his sword to clutch his face. He tried to run for the door, but a contemptuous leg sweep took him to his knees. “Don It.... ”Chloe whispered,but their grim rescuer smiled viciously,straddled the man from behindandpitiIessly broke his neck. Fighting arts that rely more on speed than power are considered Martial Arts. The masters OF mysterious arts such as kung fu, kara-te and jujitsu can disable, cripple and even kill with no weapons but hands, feet and body. Martial Arts attacks inflict bashing damage.
Richard De Remer (order #1312575)
SpecialtiesMultiple Opponents,Throws, Strangling
Melee
IBI
Slim stepped back from Rico‘s shoveandstraightened his jacket. “It’s bad luck to hit a musician,” he warned. Rico just laughed. “Half the crimeys on two continents are looking, but I’m the one who foundyou. sorry Srim, but I’m feeling lucky. ’’ His grin faded, and his fists clenched as he swung at Slim’s belly - full strength this time. Slim slipped to the side and then Rico shrieked. Two deep cuts were dripping blood down his arm, which now dangled uselessly, the bicep and forearm muscle sliced to the bone. “lt’s also badluck to crowd a straight razor. ” Hand-to-hand weapons - anything from a spear or axe to a knife or truncheon - are applied with the Melee skill. Many melee weapons inflict lethal damage, so watch out. Specialties Club, Chain, Bottle, Epee
Stealth “There is no honor in sneaking,,,Golden Tiger said stubbornly. Sister Chloe sighed in exasperation. “ferhaps you andyour ‘kung foo’can defeat them all, but the girls and I have no such protection. Besides, what does it gainyou to kill so many men?” “They serve the Black Mandarin, ”he replied, the loathing thick in his voice. “They are insects. ” “No! They are still men, even i f their cause is misguided. Let them live, and one day, they may might change.Butchering weaker opponentsjust makesyou... ” she searched for the Mandarin word for “bully, ” but didn’t know it. “...as wrong and evil as they are. ” Heglared. “Very well, ”hesaid. “We willcrawlpast them in the mud. ” “Don’t think of it as crawling. Think o f it as ‘travel with humiliq. ”’ Sneaking out of a bad situation is often the better part OF valor, just as sneaking intoa bad situation is OFten the better part OF curiosity. Stealth is the skill used for all such attempts t o move or hide unseen and unheard. Stealth is usually a resisted roll against Awareness. Specialties: Quiet, Ambush, Trailing
Stamina Abilities Endurance “We will make it back to camp, ” Konrad insisted. Lookingacross the icy expanse,Laura vacillatedbetween hope and despair. “Upon what, exactly, m y w basing that statement?” “I’ve always made it back before. Endurance is your ability to survivesevweconditions - icy cold, punishing heat, thin air, hunger, exhaustion, etc. It differs From Resistance because it is long term. Specialties: Holding Your Breath, Resisting Cold, Lean Rations
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Lenny the Lush squintedat Ginny the Giant. “Ain’t never met no woman who could keep up with me drinkin‘, ”he declared. “You have now. Set ’em up. ” ‘‘Ymseemmn#dycwnfht C k e t o d e a h t t h b e t r ‘ Resistance is a character’s ability to withstand the effects of pain, drugs or other incapacitating physical states. It’s used on relatively brief, single-episode events: Endurance deals with long term conditions. Specialties Drinking Contest, Resist Mickey Finn, Endure ‘Torture
Perception Abilities Awareness “Can you see anything at all?“ “. 1can seeshwbwyfwms torby,”chloereplied “That’sgood, ”Golden Tigersaid. “That means the Blinding Equinox Strike is wearing off ” “Was it the same strike l’ve seenyou use?“ “You noticed?” Her other senses compensating For the loss of vision, she could hear the surprise in his voice and felt his weight shift back from her. “No, mine is the Blinding Solstice Strike - it acts instantly, but does not last long. The Equinox Strike is gradual, but lasts for days. Mine is a warrior’s technique: His is fit only for assassins. “That is why Black Mandarin wants me alive. Both strikes combined become the Endless Night Strike instant blindness, forever. ” The thought of i t gave Chloe chills. Awareness gauges how much attention you pay t o your senses and how well you interpret their data to stay in touch with your surroundings. Someone who’s very aware might understand the importance of something missed by another person with better eyesight (that is, a higher Perception score). Specialties Tracking, Recognition,Sorting Sounds
Investigation Ginny and AI tossed the apartment, searching. “We/[ tksafeain’thereandStanain’there.Whatnow?” “Shit. If this was a dime novel, we’d find a matchbook with an address on it. ” Someone with the InvestigationAbility knows how to find facts, put information together and, generally, solve mysteries. I t has its mental aspects (noticing specific details and recognizing their importance) and social aspects (knowing who t o ask and what questions.) S+&Ities Bounty Hunting, Public Records, Deductm
Navigation David smoothed the map with his hands. “1 think we’ll have to go... here, refuel, double back to here, refuel again and then go on. ” “No, ” Konrad said. “That will take far too long. Shefield and his dogsleds willeasily beat us to the temple. We have to go through... here. ”
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“There’s a pass?” “l’ve used it on two previous expeditions.” “Won’t the weather be a concern?“ “ n e natives assure me it’s always quiet this time ofyear. ” Navigation is used t o chart the best course between two points, using map, compass,the stars or other means. People with Navigation rarely get lost. People without Navigation rarely recover from getting lost. speccdties:,Air T d , Ocean T d
Intelligence Abilities Academics “1 imagine you learned a great deal at Oxford,” Clarence gushed. “Quite, ” Konrad replied. “Professor Cescott was absolutelybrilliant - the leading archeological theorist of his generation. Other than his lessons, 1 learned the depths to which cuisinecan sink, when guided by an able British hand. And badminton. 1learned to play badminton rather well. ” Academics gauges how much formal schooling your character has acquired. If he has specialized in a particular field, a specialty may be chosen to reflect that expertise. Specialties Law, Literature, Mathematics,Biology
Bureaucracy “Your desire to take your airship above my city is most... unorthodox.” “l’m sure a region as prosperous and well-run as yours can adapt readily. ” “l’m concerned that my citizens will be alarmed.” “Oh, l’m sure they’re sophisticated enough to enjoy the spectacle. ” “Then there’s the matter ofpaperwork...what sort o f supplies are you carrying?” “Well, food for the expedition, a biplane for scouting, gold bullion...’’ “Gold? Why are you carrying gold?” “Some of theprovincialauthorities demand bribes. lt 5 a terrible thing, but 1 have to be prepared to bribe the corrupt. You should be grateful that your district is unencumbered by such parasites. ” “1 am, 1am.” While policy is set at the highest levels, there is always a buffer of bureaucracy between the king, president or commissar and the common man. A man familiar with bureaucratic procedure can get through life with uncommon ease. Specialties Bribes,Stalling,Administration, Business
Engineering Eisenwilder stareddown into the engine for a long time, a terrible blankness on his face. “You know, ” he said at last, “Theory insists that this device is physically impossible.’’
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“Oh, well, that, ”Pretorious said with a shrug. “l’m an engineer: / always got poor marks in theory. ” Engineers can operate and repair mechanical and electrical devices. With sufficient skill, they can even design and build their own. Specialties: Repair, Jury Rigging, Vehicular Engineering, Death Rays, Weaponsmithing
Linguistics “€5 muy bien, seAor.” “What did he say?” Konrad muttered to Daniel. Daniel’s eyes widened “You don’t speak Spanish?” Konrad glared. “I can speak Sumerian, / can read hieroglyphics, and / am one o f the world’s foremost authorities on ancient trans-Himalayan linguistic syncretism. Why would l bother learning Spanish? Millions o f people can speak Spanish. ,, A character starts out fluent in his native language. Linguistics provides fluency in additional language groups. Each dot taken must be assigned to a particular linguistic family: Insteadof purchasingspecialties normally, each dot conveys a freespecialty.Betweenthe specialties listed,most modem major language families are covered. Rollsare only required for particularlytricky writings or speech. Instead OF modem languages, it is also possible to learn ancient ones such as Classical Greek, Latin or the antecedents of a modern language. Specialties. Arabic, Bengali, Cambodian, Chinese, English, French, German, Hebrew, Hindi, Italian, Japanese, Korean, Norwegian, Portuguese, Russian, Spanish, Swahili, Turkish
Medicine “This is going to hurt quite a lot, miss, ” the sawbones said. “Yeah, yeah, ”Ginnyreplied. ‘yust can the chat and yank it out o f my arm, OK?“ Medicine is the science (or art) of curing illness and healing injury. The state of the art in the 1920s isn’t to the point that healing can be greatly sped: The main thing a doctor can do is make it as easy as possible for the body to heal itself. SpeCMlties: Oncdogy, Trauma Surgery,Troptcal Fevers
Science “You’re mad, Pretorius, ” Eisenwildersaid, but his tone was one ofadmiration. “No, l’m serious. One day we will talk firsthand with those who carved the Martian canals. We willsail through the ether o f space as easily as we now sail through the water o f the seas. ” “Some barriers are impassible, Pretorious, and the ice-fields encircling Earth’s skies are one o f them. ‘’ The Science Ability represents a grasp of general scientific principlesand current-day scientific belief. It’s an important skill for understanding the conversations
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and publications of other science-minded folks (not to mention for being taken seriously by them). It can even, sometimes, be practically applied - used to concentrate acid, for example.
specM/lies:chemlsby,~,physics,wiklTheories
Survival Chloe squintedat the pile o f twigs andleaves, muttering a soft prayer. Was it... yes! Smoke! Gently, she blew on the sparks and was rewardedby a puff o f flame. ‘Were yougo,”she said, handingMinervaherglasses. “Now, we just needto keep that going through the night, andwe shouldbe fine. IfMr. Tiger’s hands are fast enough to catch fish, we can even have a nice supper. ” Survival is the skill of eating, sleeping and remaining alive in unsettled wilderness areas. Food and shelter can be acquired with this skill, though living solely on hunted and gathered rations is very difficult and time consuming, even for an expert. In more inclement conditions (desert, jungle, ice field), this Ability can soften conditions and make Endurance rolls much easier. Specialties Scavenging, Arctic Survival, Trapping
Wits Abilities Arts Golden Tiger staredinto the fire andquietkaskd,
“Why didyou come to China, Qulo-ee?” Sister Chloe tiltedher headandsaid ‘7reada tract that Craig -you remember me telling you about him - had written. He described the conditions here, the suffering, the need.... It was so vivid, /couldn’t get it out o f my mind. /knew / hadto come here anddo something. / knew it was God’s will. ” “Was it God’s will that this Ku-raig hide the Governor’s involvementin that misery?” Chloe was silent for a moment. “Perhaps if I’d known, / wouldn’t have been brave enough to come. ” Arts is used to make lasting art objects - sculptures, novels, paintings, etc. (More transitory arts such as dance or acting are covered by Performance). Specialties: Science-Fiction Writing, Landscape Painting, Playwriting
Drive Slim was in the passengerseat and Otis was clinging to the sideboard when the driver’s headgot blown off “Otis! 7he wheeP”Slim doveacross the deadman’s lap to push at the brakes. “No Slim, the gas! They’re still on us!” Otis was clinging with one handand steering with the other. “Not that much gas!” Cars aren’t everywhere in the 192Os, but they’re fairly common in Europe and the US. Drive is the Ability used to control them, along with motorcycles and trucks. Specialties:Pursuit, Trailing, Icy Conditions, Trucks
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Style KonradSchiltz’zeppelin shudderedandshook as it fought its way through the Tibetanpeaks. “We have to turn back!” David shouted, battling
Chloe wantedto put the gorgeous redandblue silks away, but she couldn’t quite bringherself to stop touching them. “Oh, I can’t wear... this...” ‘‘Why not? You’d lodc beautifidin a pn& ”Jom
“No! Onward’” Konradreplied. “We’ll be torn to pieces! She wasn’t built for this kindo f punishment!” “We don ’t have the fuel to make it back! Unless we make it through to Phakding, we’ll be stranded!” Pilot is used to steer and control aircraft and sea vessels. Note that it doesn’t include the ability to know where you’re headed (that’s Navigation). Rather, Pilot covers the knowledge required to keep a ship From capsizing and a plane out of a tailspin. Specialties Sailboats, Barnstorming, Zeppelins
said,herheryou?geyeswideasshestaredattheirnewgruments.
Appearance Abilities Disguise Ginny sat in the restaurant, frowning, munchingon roasted chestnuts and waiting. That front door was the only way Joey the Barber couldget into his apartment, but she hadn’t seen him all day. Unless... Suddenly, she surged to her feet and out into the crowd, knockingpeople out o f her way to grab a p o r t k woman by the shoulder and spin her around. ‘yoey!” she cried. “Or is it Josephine, now?“ “Ginny! Didn’t expect to seeyou here in Chicago!” “Really?” Ginny knockedthe hat o f f his head, and the cheap wig fell too. “That why you’re borrowingyoor mama‘s wardrobe ?” Disguise is the Ability to use when you want to look like someone else. It’s comparativelyeasy to just appear to be some generic person who doesn’t resemble oneself. Resemblinga specific other person (Adolph Hitler, Clara Bow or Max Mercer, for example) is much trickier. 5pecialti1x QuickChange, Opposite Sex,Everyman
Intimidation “Idon‘know nothin ‘,” Elroy said nervously, turning away from her eyes. “Elroy, don’t lie to me. 1know you’re lying. 1got a woman’s intuition. “C‘mon Ginny, lwouldn’t lie... Ginny sighed. “You know what’s sad, Elroy? How much your rep is gonna suffer when people find out a woman beatyou up. It ain’t fair, but there it is. ” “Ain’t no woman beat me up....” Then Broy saw Ginny rolling up her sleeves. He bit his lip. “Uh, wait a second, maybe I do remembersomethin‘... ” Whether it be social sanction, economic ruin, incarceration or simply a savage whuppin‘, you can terrify people with some threat and can either make it stick or (nearly asgood) make them think you can. Scared people are often distracted and prone to make Foolish mistakes. Specialties Pre-Fi$t Psych-Out, Iminuatii, C m i m
Richard De Remer (order #1312575)
“Well, I’m not sure looking beautiful is appropriate forme.”Still, it wouldn’t hurt to just hold the robe up and look in the mirror... Some peopleare bornlookinggood, and some people have to put in the hours and the effort. But it doesn’t matter how hard you try to look stunning - if you ain’t got Style, you’re just going to look stunningly silly. Specialties: Couture, Seductive, Homespun
Manipulation Abilities Animal Handling Slim lookedat the horsesdubiously. “Otis, ain’tyou listened to the song? The only thing 1want sliding between my legs is someone sweet and petite on a clean sheet, remember? That horse ain’t none of that.” “Slim, we can’t be choosy. 7hat funny-looking guy with the gogglesjust came out o f the bar!” “Shit! Ifthat’s the case, callme CowboySlim!Now, howyouget on one o f these?“ Horses and other domesticated riding animals are still popular transport in the 1920s (after all, you can’t take a car off road For long or Fuel it with hay). Animal Handling includes the skill of staying on such a creature and guiding it where you want it to go. More than that, Animal Handling is the skill of training, understanding and dealing with the animals of the earth. 1F you want to breed dogs or keep rare pets in captivity, you need a dot or two in this Ability. Specialties: Racing, Training, Quick Rapport
Interrogation Gerald plugged Slim’s bonds into the battery. “Scream away,” Gerald said, pulling the plug. “No one can hear. ” “Why are you doing this?” “To get the plans to the Tesla Refiner, o f course. “Never heardo f it. “Foryour sake, 1hope thatyou are king andabout to stop. ” He reached for the battery again. Getting information out of an unwillingsubject can require guile, cunning and a circuitous string of questions. Or it can require truth serums and severe pain. Either way, data extraction requires skill - otherwise the results can range From meaninglessprattle to deliberate deception t o death. Specialties Trick Questions, Drugs, Pain
Saw “Got a match?” Slim asked. 7he 5icilian looked at
himsuspiciousk.
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“You rollyour own, I see.” “Uh huh. l h a little low on the leaf, though. Ifyou know what I mean.” “lmightknowa...tobacconist...whocouldhelpyou.” When one wants to deal with a criminal - be he a made mobster, a common hoodlum or just the crooked supply sergeant at the army base it’s essential t o have Sawy in order t o recognize him (or her) and deal without getting pegged as either a mark or a stool pigeon. Specialties:Racketeering, Smuggling, lnformation
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Subterfuge One of Konrad’s bodyguards tried to keep David back, but thepilot was so angry he drew his pistol. Schiltz gestured for the guard to step aside. “Is there a problem, David?“ “You told me we didn’t have enough fuel to turn back. ‘Today, I find out we hadplenq. ” “Your point?” “You lied to me! You lied and risked all our lives!” “You knew it was dangerous whenyou signedon. ” Casually, Konrad pulled a paper from his breast pocket andput i t right in front of David’s gun. “Beforeyou shoot me, you should know that the powder burns will destroy our expeditionary visa. ” “So we’llgetk~~outofbhecaunby?€venbette”’’ “ b , ” K d d p a ~ ‘ .7 7 i e d h w i U b e U a hostik i m O n into fweign ai+ace. Not only willyw be i m p r i d d p m b + exeakd, dong wrtf, the rest of the crew, it willcausea maJwi n t e n w t d incident.” David grimaced and lowered his pistol. Konrad smiledandput his supply list back in his pocket. Sometimes the truth hurts. Sometimes it’s necessary to shield others from the harsh effects of the truth (not to mention oneself). Subterfuge is the art of gently occluding the truth from those who can’t or shouldn’t handle it. SpecialtiesPlaying Dumb, Lies of Omission,Lawyer
Charisma Abilities Command “Get below and dive!” Pretorius command&. “Captain! The interior hatch mechanism is broken!” “Then 1’11 stay out and close it manually!” “But captain... if we dive, you’ll be left out here!” “I’m aware of that. But i f wedon’t dive, they’ll hole the deck on their next pass. ” “But you’ll die!” “Get below and dive!That’s an order!” Command gauges one’s ability to lead Followers. It involves organization, personal carriage and communicating the importance of individual actions. Specialties: Military, Social Leadership, Secret Society, Tactics
Richard De Remer (order #1312575)
Etiquette Konrad belched Ioud!y andpushed his plate away, a wide smile on his face. “Don’t finish it, ”he muttered to Laura and David. “Ifyou don’t leave some food, it means your host was stingy.”
B o t h o f t h e m s m i M d @ ~ p & t e s ~ s d. “Now burp, ”he prompt&. “I can’t do that!”laura whispered, shocked. “lfyou don ’t, they will be mortally insulted,and we won’t get any supplies. ” CuHwes all averthewrid hwedifFerentmeptsof
pdltenen.Etiquettedoewitautomaticdlypmvlde~ ofeverysubcultue’smores,butdoesfumishthesemitMtyb prevent most major SpeCiFc culhms (or geogaphlcd areas)mbetzkenasspecia~,pmvrdingautomaticunder-
saffes.
standingofhrpartrculararstoms. Specialtie2 High Society, Respect, Gangland
Perform Chloe was halfway through “Amazing Grace” when she heard an eerie, piping accompaniment from outside the church. Golden Tiger’s eyes got wide. “Keep singing!” he hissed. “No matter what!” It was the first time Chloe had seen him afraid. When the first great serpent crawled across the threshold, thick as her leg and white as snow, she saw why. “Don’t get nervous, ”he muttered, as more of them slithered through the doors and windows, “But ifyou hit a wrong note, they’llattack.” Unlike Arts, which is used for lasting creations, Perform is used for transient artistic actions, such as a dance, song or instrumental recital. In other words, Arts is for the playwright, Perform is for the actor. Specialties: Dancing, Singing,Tuba
Rapport “Why do you hate us... gwailo... so much?” The Black Mandarinlwghed, mirthlessly. “You ask why? Whenyour people havepoisoned my land withyour opium? Slaughtered its people with your gunboats and cannon? Made whores of our daughters and slaves of our sons? 1thoughtyou would understand: You camehere to ‘educate’us, didyou not? But what have you taught us? That toyou, we are all the same -a race of slantyeyedsavages fit only to be robbed, rapedandaddicted!” “Ifyou judge us all by the actions of a greedy few, aren’t you guilty of the same crime?“ f o r a moment, Chloe saw a flicker of doubt in the Black Mandarin ’seyes. Thenhe narrowedthem andmuttered “‘Take her away. ” Rapport is theskill of making intimateemotional contad with othen -even if thecontad isbrief.WMRapport, real understading is very difficult,if not impossible. Specialties: Sympathy,Encouragement,Discerning Weakness
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There’s more to a character than his capabilitiesand skills. Other Factors exist that, while not a direct result OF his actions, still have a huge impact on your character’s lifestyle. Maybehe inherited a big gob oFmoney. Maybe he owns a private airstrip hidden in the middle OF the New Mexico desert. Except in special circumstances, Backgrounds usually aren’t rolled. You’re also expected to ex-
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Four buddies, or a lesser number who are well connected. Fwclose cwnpemom,ora ksser numberofbulyimpiveaswciates.
Backing
“You know who lrepresent. Doyou really want to CrOSs~s?“ Backing representsyour character’s standing in an plain the%- ofy~charact~’s&,&p,,&to&e sb- official (or unofficial) organization. This organization could be a business, a government office, the military or ryteller. For instance, ifyou takeconkts, you haw tosay a shadowy secret society. If your Storyteller agrees, you what kindoFc~ta&yowcha&er has. MississippiSlim’s connections might be the who frequent St. bUismay take Backing multiple times to represent status in likely to be diFFerent organizations. (Perfect For double agents.) As honk@nks, Sister Chloe’s c o n ~ care ts with the Allies Background, your character isn’t solely missionary clew, while Dr. Schiltz probably has pals on on the receiving end OF the gravy train here. The group University archeologydepartments. looks out For your character, trusts her with its Finances Allies and equipment, gives her leadership over its personnel “we’ve friends ’Ince we were both in short and so on because it expects the character to Further its pants. Whatever you need, just ask. ” goals. (Backing From an organization your character This Background represents People who are doesn’t believe in is ripe with dramatic potential, but don’t closest to your character - not Just Pool hallPals to be surprised ifthe group stops trusting her pretty quick.) help him a paycheck- but the bosom companions As with Allies, a character who abuses the benefits of your character would go to for advice iF he FoundOut he her Backing must Face the consequences, sooner or later. had cancer. Thick or thin, wrong or right, an ally is there None; you’re a grunt with no pull. X For your character. Is it possibleFor an ally to betray your You’re a minor Functionary, percharacter? Sure it is, ask Othello or Julius Caesar. But forming For little recognition, but that’s unlikely to happen unless your character treats his you have a bit of Formalauthority ally badly. (IF he only goes to see the guy when he needs to throw around. Example: An a body hidden, she’ll realize the real basis of the relaarmy sergeant. tionship.) Friendship is a two-way street, and the chum You’ve got a stable post with a who bailedyour character out last week may be the chump secretary, acolyte, staff sergeant who needs his help right now. or other gofer to help you keep It’s important to definethe relationshipbetweenthe your underlings in line. Example: character and each ally. Are they all members OF the same A section editor at a major metMasonic group? Childhood playmates? Did some time on ropolitan newspaper. the same cell block?Definingthe connection gives the StoYou enjoy a poorly defined ryteller a much better chance to put your character’s allies middle-management post and can in the story the way you envisionedthem. do whatever you want as long as An ally is most oFten a normal person; if the situayou don’t make waves. But if you tion calls For a write-up, the Storyteller followsonly Phase do make waves, you can catch it One of character creation(see Chapter Two). An Inspired from both directions. Example: character may be an ally, but one who’s less powerful than Vice-president in Charge of the player’s character (For starting characters, give the Long-Range Planning. ally only seven transFormation points). The higher the You have a position OF some aurating in this Background, the more capable the ally. So thority and privilege, with conas to not to overshadow the player’s character, the Stosiderable trust From your organiryteller should Focus more on the Ally’s own Backgrounds zation. You would have to make a - connections and assets - rather than creating a major mistake to get in trouble. powerhouse. Example: Catholic Archbishop. X You may have Friendsbut no one .e... You’re a mover and a shaker, on a truly close. First-name basis with anyone in One non-lnspired ally of moderthe organization who could take ate ability. your power away. Example: 33rdTwo allies, or one Inspired ally. DegreeFreemason. Three Friends, or Fewer of greater power or influence.
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Cipher ‘“Skeletons in the closet?’ What a charming turn of phrase.” Adventure is set in a world of international danger, intrigue and excitement.That’s all well and good, but there are times when your character doesn’t want international danger following her home and kidnaping her fianc6. Cipher representsfactors that impair those who would delve into your character’s secrek.She might have simply led an uneventful life (at least as far as written records are concerned). Maybe your character doesn’t have a birth certificate or passport - or maybe she has several of each. Regardless of how you define her aura of secrecy, each Cipher dot adds an additional level of difficulty to any investigation of your character. If she does something stupid such as leave her business card at the scene ofa crime or get photographed holding a gun to the German Ambassador’s head, her Cipher rating may suffer. X Anybody can dig into your past with a minimum of effort. e You’ve got a couple OF well-hidden secrets. e. There is a certain amount of uncertainty about your past. ..e A mystery wrapped in an enigma. e... Your own molher has to look h e . e.... “Who was that masked man?”
Contacts “Yeah, I think I know a guy who knows a guy who can help us. ”
Richard De Remer (order #1312575)
Your character has associates who know things, can supply things or can get things done. The exact natureof their capabilities depends on what you can talk the Storyteller into, but these people are notallies.An ally sticks with your character out of a close sense of personal responsibility. Contactsare people who associatewith your character out of a sense of self-interest. The guy your character pulled out of a trench in the Great War is an ally. The crooked copyour character slips a double-sawbuck in exchange for the latest precinct gossip is a contact. This Background doesn’t ensure that your character’s “friend” will help him: You’ll have to negotiate and roleplay through that. But it does get your character in the door. There are major contacts and minor ones. A contact is major if your character sees her often and she has a lot of information and resources at her fingertips. A minor contact has a narrower focus and may know your character only casually (perhaps through a major contact or by reputation). Major contacts can be reached easily, but getting in touch with a minor contact often requires a roll (Bureaucracy, Etiquette or Sawy). X No useful contacts; you have to do your own legwork. e One major contact, and a couple minor ones. e. Two major contacts, each in a different field, and three to five minor ones.
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Three major contacts spanning several social milieus, and quite a Few minor ones as well. Four major contacts - possibly more than one in a given area and a large number of minor ones. Five major contacts, and scads OF minor ones all over the world.
Followers “We have them on the runnow, my loyalcomrades. After them!” Followers are people who obey your character’s orders, For whatever reason. If your character’s a businessman, they might be his loyal employees. IF your character is in the Navy, they’re the sailors under his command. Or they might simply be a group of people who admire, respect and wish to aid your character in his endeavors. That’s not to say they’re blindly obedient (unlessyou specify that your character’s Followersare brainwashed zombies or something). They’re ordinary people; if treated callously, they’ll likely become disillusioned. Take care to work out your character’s Followers with the Storyteller, since the Storyteller portrays them. Followers generally aren’t the most skilled people in the world - if they were, they’d have Followers OF their own. Each Followergenerally has one particular asset or talent but not the widespread access or abilities of an ally or contact. A Follower is considered an extra (see p. 244); sample templates, starting on page 244, have ready-made follower types. A Follower cannot be Inspired; such a character must be purchased as an ally. Followers killed in the line OF duty are not automatically replaced. New minions are acquired through roleplaying. X None; you haven’t inspired any one to rally under your banner. Two FollowersOF average ability (equivalent to typical extras), or one who is exceptionally skilled. *a Fw averageFollowen, cr a d l e r numberofmorecapablelackeys. *a* 10 ordinary Followers, or Fewer who are better. ***a 18 Followers, or a lesser number OF improved minions. ***** 30 normal followers, or a smaller number and more elite retinue.
Gadget ‘This was my father’s sword, and his father’s before him...’’ This Backgroundrepresents a special device unique to your character or something that is simply not available on the mass market. It could be anything From an antique samurai sword OF legendary properties (“It’s called ‘Oil Merchant’ becauseone of the Emperor’s bodyguards once cut an oil merchant clean in half with it”) to
Richard De Remer (order #1312575)
an inventiondecades ahead of the current technological curve. A gadget may also be an existing machine concealed or altered in some way - a machinegun briefcase, a boat capable OF short flights. These items are rare as hen’s teeth, and you need a good explanation why your character has something so esoteric, experimental and/ or advanced. A gadget is likely t o be the target of thieves and con men. In the proper circles, the item (and your character’s mastery of it) is nigh-legendary, and your character’s enemies will go to considerable lengths to separate him From it. Yet, it will always return to him somehow, and it will never Fail him when he needs it. IF your character’s gadget is ever separated From him, coincidence returns it by the end OF the story (recovering it may even be the story’s Focus). A gadget cannot be destroyed except in the most extreme circumstances or by killing its owner. IF your character is OF a mystical bent - and many who have gadgets are, even if their superstitionstake odd Forms -he should take “proper care’’ OF his gadget. Failingto “appease the spirit OF the sword” or toperform regular maintenanceon the pistolmay result in a temporary loss OF the gadget’s benefits until he makes amends. To assist in creating gadgets, the different levels refer to equivalent capabilities described in Chapter Five: Super-Science. (An Advanced gadget cannot have more options than are allowed under the relevant super-science category. Assume an Innovative gadget has a dice pool equal to the character’s appropriate Trait, contains charges equal to the character’s starting Inspirationscore plus one, is usable only by the character, adds one to its soak and/or structural levels For durability tests and has an “unlimited” warranty. See p. 183 For more details.) The Storyteller has the Final say on the Background cost OF the gadget you want. This Background may be taken more than once For multiple gadgets. X
None;yolrgearisstadEdFWh~. The item might have a reputation recognized within a certain subculture or may assist you in perForming a given task. In superscience terms, it is an Advancement with up to three options. The item is Fairly unique or notably modified, perhaps with a noteworthy reputation. In superscience terms, it is an Advancement with up to Five options. An impreaiveitem wrth capabilities beyond the norm, likely with a vvldespread reputation. In supersciencetetms, it is an Ahrancement with up tosewn o p t i or an Innovationthatduplicates the effect of a level one Knack.
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An extremely rare and powerful item probably recognized by a majority of the world’s population. In super-science terms, it is an Advancement with up to nine options or an lnnovation that duplicates one level two Knack or two level one Knacks. The item is rare and powerful beyond comparison, with a reputation that overshadows that of its owner. In super-science terms, it is an Advancement with up to 15 options or an lnnovation that duplicates one level three Knack, two level two Knacks or three level one Knacks.Alternatively, it has some other unique and very significant capabilities.
Influence “A few words inthe rightears and l’m sure we can work this out to everyone’s satisfaction.” lnsteadof concrete authority -with its limits, its your clear definitions and its threats of enforcement character can apply a certain amount of discretionary social pressure. He’s not the general who can send in the troops, he’s the ambassador who explains things to the general (or, if the general is disinclined to act, then to the admiral or the head of Foreign lntelligenceor...). Influence lets your character mold how people think and feel about certain issues. This need not be a high-profile affair; that’s Reputation, below. Many influential people are not terribly well known in public circles - but their power is felt where it counts. The source of this influence could be political or social or even religious. In any event, when your character talks, people pay attention. None; you’re nobody special as X far as anyone knows. “Oh, there’s no need for you to wait in line, Madame.” Your celebrity is mainly local. 0. You’re a regional or state influence, such as a mayor or newspaper editor. 0.. “Can 1 have your autograph?” In your area of expertise, you’re internationally renowned. Alternately, you have a broader influence in a smaller area. Everyone in the country knows your name, if not your face. Your opinions have broad international power.
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Menagerie “Akla! Uriel! To me!”
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Your character is the proud owner of one or more unusually able and totally loyal animal companions. lncluded with this Background are the facilities needed to tend to the character’s furry (or feathered or scaly) friends. For instance, ifyour character has a flock of carrier pigeons, he also has rooftop cages for them. Dogs have kennels, hones have stables, and so forth. When your character‘s dealing with animals from his menagerie, you never have to make Animal Handling rolls to convince them to do what your character wants. Rolls for riding in dangerous or tricky situations may still be required: The animal wants to obey, butyour character’s skill may not be up to snuff. At the Storyteller’s discretion, this Background may be used to call wild animals to perform the character’s bidding for the scene. None;you may have apt, but dl X it doesKeat, Sleepandcrap notnecessailyinthat&). One special animal (such as a highly trained attack falcon), or a small number of regular animals (such as a pack of a half-dozen hunting dogs). 0. Two exceptional animals (say, a horse like Trigger and a dog like Lassie), or a herd or flock of a dozen lesser pets. 0.. Three impressive beasts, or a huge number (30 or so)of ordinary animals. Four magnificent, intelligent and highly trained creatures (possibly a rare beast such as a gorilla or dolphin), or a ranch of up to 100 normal ones. Fmanimal companiom, a veritable zooofregukbeasts, warare, powerFulandtotdtyuniquedl+
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in-fashion.(“Ladiidgentiemen... the+& wonder ofthe world... King Kong!”)
Mentor “Thank you, Master. Your insight is as illuminating as the rays o f the morning sun. ” Your character hassomeone lookingout for her, guiding her along her path and providing protection, training and the benefits of experience. The mentor’s reasons for offering these benefits may be obvious and noble (“He’s my daddy!”) or less of both (“He’s just this mysteriousman who shows up with advice when 1dial this code -way too many numbers into the phone and trill like a bird”). Whatever motivates him, your mentor is a powerful figure who can do a lot for your character. Althoughyoudeterminethe mentdsbasr concept and relationshipwith your charader, the Storytdler handles all
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aspects of the tnentw’s capabilities. Unlike a contat OT ally, ccurse,your character’s enemy can do the exact same thing there’snoq~&1011 of thiikng a meetingof equak:Themin response to any plans he makes against her.... torcomldershimsdFyoursupenadpmbablyh=somegood X You don’t know anyone who rejustiFktion. Even if you start out Fdlowing the same philosoally bums your oil... yet. phy, there may erentually be atest of your dwradeis lqalty Rivals: few know OF your heated -poniblyevenleadingtoaschism.Therelationshipbetween squabbles. am
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Your benefactor is probably a great deal like you, only more experiencedand better connected. Your mentor has impressivebacking and ability.
‘~utnpin’Jitniny~ Dyou know who that is?” ChariUMtic (d temfying) Ficpes have begun toseize P e r s o n ~ p P O r t i n g ~ ~ thespotlKjltonthewwldstageinthe eariy 20th centuy.Ths
exdinglybroadanddeepmn e d i and a y-eat deal of ex-
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It seems like your patron is everywhere and knows everybody. Whoever you mentor is, shds a tnajorpbyerontheintmahdscene
Nemesis “Youlllshouldhave knownyou were behind this!” Your character‘s got an enemy, and his history with her goes way, way back. He’d like to put one between her eyes.She’d like to craft a goblet From his skull. Each has a burning, driving urge to stymie, confound and destroy the other.Theymaynotwanttoactmlly killoneanother(though it’s likely), but nothing short of the others’ total destruct i will do.A nemesis mustbe an individualperson(though she may employ any number OF lackeys to causeyour character grief). ‘This is not like hatingthe Ku Klux Klanor some other abstract organization. It’s personal. Having an enemy who hates your character’s guts doesn’t seem like an advantage at first blush, but there are several ancillary benefits, not the least of which is the sense OF purpose she gives toyour character’s life. If she has other enemies, they’re your character’s Friends (at least nominally). And if your character’s nemesis is a known villain, beingknown as her enemy is probably good For his reputation. for these purposes. your character’s rating in Nemesis acts as a Reputation, specific to the rivalry itselF. Suchaspectscertainlymake For amoreexcitingstory, but this Backgroundalso offers a rules benefit. When your character knows For certain (assuming doesn’t count) that his nemesis is behind the plot in which he finds himself, roll his rating in this Background. Each success provides your character with a point of temporary Inspiration, up to his total capacity. Discovering the nemesis’ influence should be a challenge, perhaps the result of multiple games’ worth of adventuring. Uncovering the knowledge should be as dramatic as encountering the nemesis face to face. Of
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Reputation
notoriety isdlectedintheReputatwBackyod.Arqxltationcan bepositiveor negattve. Ruii the Yellow may be known thmu+cut&azlasthemostoztcowardfythiiahve,Hlfiiodya
FewsoulsinTheHagueknowofthemystenousfigureknownas Dread Alabaster Further, the reputatw could be acunate or spllrious.Ruii the Yellow may indeedbe willingto ditch his mb a t the First timeoftrouble,while, intruth,‘Dread A b ter” is an urban Fdion concoded by a bio OF b a d univeni
students. A reputation’s truth matters little compared to its impact on those who know of it. You add the Reputation rating to lntimidation attempts and may even apply it to other appropriate social situations. Unlike Influence, Reputationconveys no actual authority. further, it often acts as a magnet - reporters appear to snap your character’s photo when he’s trying to Follow someone; martial artists keep jumping your character tosee iF he’s really the master he claims to be; most women your character meets are instantly repulsed, having heard of his bizarre sexual conquests. Reputationmay be taken more than once For different Forms OF renown. X You have yet to make a name for yourself. You’re well known in a small area (small town, big-city neighborhood, narrow subculture). am Your name is bandied about in larger circles (sizable metropolis, notable subculture). mmm Everyone in the region know well your legend (state, small nation, cultural group). emmm Tales oFyour exploitshave spread across the land (a continent, major cultural group). mmmmm Your legend has precededyou wen to the Far corners OF the Earth (everywhere but the most Godforsaken hinterlands).
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Resources “Money S I no 06ject’” one ofthe most versatile &kpndS, Resouresrep resentswealth, p”and simple (or,ifyou +, wedth, dirty and complicated) A charader wlth IX) Rexrures tsn’t cornpletetydestitute, but even me ResouKedot a sqificant boost to me’s Iifesh/le Those wlth high Reuxrces may havestockoptm, uncut diamondsor good& cashola in any case, a lot of what Ittakestogetaround See page 249 for detailson using R e ~ u r eto s buy ,thim X You get three hots and a cot from somewhere and can scrape together some change to hit the town maybe once a month. You’ve got the money for a decent dwelling and can afford reasonable transportation - if you’re in the US or a major European city, you may even own a car. You probably have a decent car to go with your house and snappy wardrobe. You lack little in the way of comfort and can afford a few luxury items such as a large sailboat or a big diamond necklace. In addition to your primary resi dence, you probably have a lakefront chateau, hunting cabin or ski lodge. To get between them, you have your choice of cars and possibly a private plane. You are a bona-fide millionaire, capable of buying just about any thing that catches your eye. Enjoy your jewels, minks, champagne and fine art.
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Sanctum “Welcome to my humble abode. ” Just as a Gadget represents a unique machine or possession, Sanctum represents a unique location. This location could be an Antarctic “Meditation Mansion,” a private island, an underground headquarters, a secret valley - whatever. In any event, it belongs toyourcharacter, free and clear. Your character’s rating in this Background determines how exotic her sanctum is, how useful it is to her and how diFficult it is For her enemies or simply the curious to discover and infiltrate it.The Sanctum score provides your character’s lair with a Cipher rating of equal level against any attempts to discover its existence and location. This Background may be taken more than once for multiple sanctums. X No secret lair, but at least your place is clean, right? A place that’s either particularly
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pleasant or unusually secure. A series of three secret rooms under your basement, for instance. Something nice and secure but not really lavish. A remote mountaintop dacha, for example. A more secure site or one with particular advantages, such as a cave whose mist providesvisions of the past. A secure, advantageous site, such as a secret silver mine in the middle of a desert oasis that can only be reached safely by air. Verysecure, and very advantageous:An unchartedisland inhabited by amazons who revere you as their goddess-queen.
Background Enhancements Inspired characters have access to a unique set of advantages called Background enhancements. You can purchasean enhancement if your character has five points in the appropriate Background, effectively raising the Backgroundto six points - and pushing the Background into realms of which others can only dream. Not all Backgrounds can be enhanced, though the Storyteller may allow new ones as appropriate. Not as strictly regulated as normal Backgrounds, you must engageyour Storyteller when defining the nature of your character’s enhanced Background. One Storyteller may be comfortable letting your character Legions enhancementgive him thousands of soldiers, while another might limit him to only 100: It depends on what sort of game she wants to run and what sorts of challenges your character is going to encounter. After all, if your character can simply use his In Charge status to solve every problem, the story will be a dull one. The enhancements are listed below, with the requisite Background for each noted in brackets.
Artifact (Gadget) “&h&l %ultimate&evmwtofsc~tjf~genbY This enhancement reflects ownership of a significantly powerful super-xience apparatus. The Inspired machine is something of truly stupendous proportions. The possibilities are great indeed, with the restrictions mainly being common sense and the scope of the series the Storyteller wants to run. As a general rule, an invention of this scale may duplicate the effects of any Knacks that total the Background’s level of six - so it could have six level one Knacks, three level two Knacks, two level three Knacks or any combination thereof. Instead, the invention might provide up to five Advancement options per dot in the Background. You can combine Knack effects and Advancementoptions any way you like as long as the respective points don’t exceed the total Background rating - so the invention might have one level
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I
three Knack effect and 15 Advancement options. You can create capabilities not explicitly described in this book, but the Storyteller has Final approval on everything. Such an amazing item is sure to be sought after by any number OF agencies, and its construction, deployment, maintenance and deFense could well be the Focus OF an entire series. You may buy this more than once For separate Five-dot Gadgets.
Enigma (Cipher) “Who Iam is not important. ” Your charactercovers his tracks so well that even his Friends can’t be certain who he is. Any attempt to learn a secret about your character that he wants hidden Fails. Period. Don’t even bother rolling. The only exception is if the Storyteller judges that your character was very careless with that secret. Suppose your character’s secret is that “Millionaire Kip Kerbyand the mysteriousvigilanteJet Justice are actually the same penon!” No one will make the connection unless your character does something stupid like run around with his Face uncoveredas Jet Justice.Even then, a ruse as simple as wearing glasses in his Kip Kerby persona can baffle the most astute OF observers. Furthermore, since your character no longer really needshis five Cipher dots, you can distributethem among his Friends, allies, contacts, Favored cousins and so Forth, simply by taking steps to conceal or confuse the evidence trail between them and whatever secret your character is concealing. This must be roleplayed out, but you can allocate m e Cipher dots to help disguise your character’s sidekick Flying Fairness, some to his Fianc6e to keep her unkidnapedand so Forth. These dots cannot be redistributed once allocated and remain in place until someone pierces the mystery; only then do they return to your character.
In Charge (Backing) “I am the law here. ” Your character doesn’t just have authority in an organization - she is the authority For the organization. Having a character who’s Pope or a Four-star general in the US Army is probably beyond the scope of most Adventure series (though you never know). With this enhancement, it is quite plausible to be the ruler ofa small nation, the ultimate mastermind behind a global conspiracy or the leader OF a fledgling religious cult. BeingInCharge is similar, though not quite the same, as havingFollowers or Influence.Your character wields signiFicant influence if she’s in direct contact with underlings, but more often, she is an impersonalFigure who rules From a distance. Her orders are carried through proper channels and trickledown to the individual priests/soldiers/employees, who may choose to ignore or alter them. (Also, it would be extremely irregular if a character In Charge OF a business did not have at least Four dots in Resources.)
Kingpin (Contacts) “Yes, lbelieve lknowsomeone who can helpyou. In return, lask a smallFavor. An inconsequentialtask, tmk. ”
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Your character doesn’t just curry Favor with power-
ful individuals; he is the ultimatearbiter of Favor. Your character has many capable Folks convinced (perhaps Fraudulently) that it is desperately in their best interests to provide him with any Favor, information or advantage they can. He has dozens OF major contacts all around the globe (and may, with the blessing oF the Storyteller, make up new ones on the spot). You never have to roll For your character to meet a minor contact, and he can consequentlyavail himself OF their expertise in just about any Field. Yet, cooperationdoes not mean abject worship. It’s one thing to have a contact Fawn over your character, take him to an expensive dinner and let him stay in her luxurious guest house. It’s quite another to hit her up For a million dollar loan or ask her to commit murder at your character’s convenience. A Kingpin gets to his lofty position by knowing his limits, so rein in your enthusiasm when your Storyteller sets them.
Legions (Followers)
“send the firstbatta/.kmd t h e db,andhddthe ihirdinreseive; Ishdllead~secondbattdion~wnmysdf.” In addition to the Followers provided by the Background OF the same name, your character also has a vast number OF other people who are willing to do what he says. This vague enhancement should be tailored to your character’s circumstances. The most pertinent question is: Why are they Followingyour character? Is he paying them? (Better have some powerful Resources, or better yet, the Wealth Beyond Avarice enhancement.) Are they loyal to his cause? (You might want to buy some Backing.) Are they impressed by your character’s personal philosophy? (Then he better well meet you’re his standards; nobody likes a hypocrite.) Once you and your Storyteller understandwhy your character’s legions are obedient, it’s important to get an idea OF how many there are, how loyal they are and what they’re capable OF doing. There is a roughly triangular relationship between these factors. IF your character’s legions are Fanatically loyal expert killers, he’s likely to have only 50. IF they’re a bunch OF normal people (or, perhaps, a little more gullible than the norm) who are willing to do what your character says as long as it doesn’t get them in any trouble or require much eFFort... well, then there could be thousandsoFthem. As with all Background enhancements, talk it out with your Storyteller until you get something you’re both happy with.
Renown (Influence)
, Illbe sure topassyour opinion along to the President at ourluncheonnext week.... What’s that?Ah, Iwas ‘I
hopingyou would see things my way. ” Someone with five dots OF Influence is already respected on a global scale in her area of expertise. Renown is higher than that. When your character speaks about her specialty, it’s almost impossibleto gainsay her words. An influential person can debate with the top minds in their
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field: For someone with renown, there is no debate. Anyone who disagrees is probably going to wind up scratching his head and privately reconsideringhis belieFs. While the effects of renown are less potentoutsidea specifiedarea, they still provide immenseclout. Even if your character’s renownis in the area of art history, her reputation as a great mind oF the 1920sis so firm that people will thoughtfully consider her opinions about military strategy, engineering,global politics, economics -or anythingelse she can speak on knowledgeably.
Sanctum Sanctorum (Sanctum) “The greatest sultan’s palace is but a hovel compared to the glorious majesv of my Citadelof A Nantis!” IF your charader has fhv dots in Sandum, she already rna location that’s seare and useful. A sanctumsandorurn
isaplacethatimgMfullysecureandremarkablyuseful.lt’sinvulnerable to infiltration by my but the most immensely capableburglar,d itsdefencesare sufficientto hddoFFtheentire RussianArmy Fora week, iF m. A sanctum sanctorum can be your chance to put something really over the top into the game. An abandoned fortress on top of the invisible ice cap that floats on top OF the Earth’s atmosphere, complete with a thunderstorm gun that can be focused on the lands beneath? Sure, why not? Feel like stealing a page From Mr. Xand deciding that the architects of Washington, D.C. built a secret, interconnecting labyrinthbeneath the great buildings, streets and monuments? Sounds like a sanctum sanctorum. A mysterious outpost on Mars that can be reached through one of six “Aetherial Transponders” hidden along the Earth’s equator? Go For it.
Wealth Beyond Avarice (Resources) ‘‘Losetheattit&, YouMzj+. IcouMbuyywwfwk crmbya&zen timesoverwithny+etcharge.” Your character’s wealth is so staggering that she can barely keep track of it.It’s simplicity itself For her to acquire any mass-produced or common object. InQameterms, althoughyour character has an actualrating of Resources 6 with this enhancement, the score functions as if it were at Resources 8 when making purchases. So, your character may automatically buy any available gear you wish that has a cost OF 7 or less. More expensive items may require longer (months or possibly even years) - not because your character can’t afford them, but because they haveto be made to order. After all, not many zeppelins get built. The plus side is that whenyour charadeis buyingextremely expensive things such as custom yachts and buildings, she can design them to her own eccentric specifications. To acquire or construct a unique device, vehicle or building - something that essentiallycounts as a gadget or a sandum -you losedots off your Resources, permanently.Each dot lost gives you eight experience points with which to buy onb the Sanctum or Gadgets Background. This does mean that the first point spent drops your character From an effective six Resources. It’s also possible to
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use Wealth Beyond Avarice to thwart the designs of someone equallywealthy. Say your character and her millionaire rival get into a bidding war for the land containing the Valley of Lost Ideas. The playersOF both characterstake turns naming how many dots they’re willing to spend; whoever’s player is willing to spend more loses that number OF Resources dots - but gains the rights to the land and has enough wherewithal to fortify it significantly. The loser keeps his Resource dots -and thus is in a fine position to scheme further For the lost prize.
PersonaIity Traits Your character’s Nature paints a picture of his personality and general identity, but Willpower and Inspiration indicatehow vivid that portrait is. EachTrait is rated on a scale of 1 to 10, instead of the standard 1 to 5, and has two tracks: the permanent scoreand the temporaT pool. It’s like a gas tank: There’s a difference between how much it can hold and how much it’s holding ROW. When aWillpawer or an Inspirationdl is calledfor,you d l dice equal to ycur charadeis permanentTrait rating. You do not have to spend willpower or Inspirationto mdGe the dl
unkssothewse&ibytheStoryteller.PUtanotherway: You dl pemnent andspend tempary
Willpower Willpower measures the strength of your character’s convictions. When his convictions (as defined by his Virtue) are confirmed, you add a point to the Willpower pool, up to the maximum number defined by your character’s Willpower rating. In contrast, certain actions during the course OF play (including resistingthe character’s Vice) call for an expenditureof Willpower, thereby loweringthe temporary pool. It’s not uncommon For the Willpower pool to Fluctuate a Fair amount in a game. Timid om Hesitant om. Diffident maam Confident mmmmm Assured mmmmm Certain o m m m m ma Secure ommmm mom Determined ommom m a a m iron-willed mmmmm m a m m a Unshakeable
Using Willpower You can spend a Willpower point to achieve any of the following effects. Unless otherwise noted, you can only spend one Willpower point a turn. Free success: Spending a Willpower point gives your character a Free success on any action. This is separate from any successesyou roll, but you must state that you’re spending Willpower beFore the roll.
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stinct If a snake surprises your character, his instinct is to jump away and yell. However, if it’s imperative that he remain still and quiet, his brain goes to war with his reflexes. Your Storyteller may require you to spend Willpower for your character to win that war. Resist Temptation: If presented with a situation that fits your character’s Vice, you may have to spend Willpower for the character to resist her base urge. Resist Mind Control: Mesmerists, mystics and people with mind-warping 2-wave technology may try to take over your character’s mind. Resisting such powers may require spending a Willpower point.
Compulsion A character who runs out of Willpower can no longer resist the lures and snares OF his Nature’s Vice. When you’re tired, uncertainor frustrated, your bad side is more likely to reveal itself.
Regaining Willpower There are several ways to replenish a depleted Willpower pool. Temporary Willpower can never exceed your character’s Willpower score. Further, the Storyteller is the Final arbiter OF when and how your character regains Willpower. Acting in accordancewith your character’s Virtue. (A character with the Leader Virtue mightorder his troops to seize a machinegunnest so they can turn it on their enemies. If they succeed, the character gains Willpower because his plan worked. Seizing it on his own wouldn’t provide Willpower because he didn’t use leadership to get it.) Gainone Willpowerpoint each day afteragood night’s rest (this does not apply duing downtime, see bekw). Gain one Willpower point during downtime (time that’s Fast-forwarded between meaningful events). Your character may receive a point (or more) for accomplishing some particular success. (Perhaps single-handedly capturing a machinegun nest Is worth some Willpower after all.) Your chaaderget all her points back at theend of a story. This ”y bemodid downwmlif theseriesendedona MUT note or if s i g n i f i plot threads were left u n r e d d .
Inspiration This Trait sets Inspiredcharacters apart from “ordinary” people. A character’s Inspiration measures his ability to channel 2-waves, perform super-science or create his own luck. Like Willpower, Inspiration has both a permanent and a temporary value. A character’s permanent Inspiration is the number OF dice he uses for all Inspirationrolls. His temporary Inspirationpool measures how in tune he currently is with the world around him and how much “weird luck” - or “telluric energy,” depending on how your character views his particular talents - he has left. A character’s temporary lnspiration pool may exceed his permanent score.
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Inspiration has several difFerent Functions, some
OF which may not be accessible to all Inspired characters. Non-Inspired characters have no Inspiration Trait and get none of these advantages.
Inspiration Facets lnspired characters exhibit three distinct areas in which they soar above the human norm: spontaneity, contemplation and destruction. These are refleded in the Inspiration Trait’s three facets: Intuitive, ReFlective and Destructive. Each facet is ratedon a scale of one to five points and gives the character a particularset of bonuses in certain situations. The manner in which a character’s lnspiration is distributed among the facets a b reflectsthe way in which he is most likely to operate in a crisis. Facets are secondary functions of the primary lnspirationTrait. They do not have temporary pools, only permanent ratings. During the final stage of character creation, you allocate a number of points equal to the character’s permanent Inspiration among the three facets. By definition, a character’s total lnspiration facets are always equal to his permanent lnspiration Trait. Every time the character gains a point of permanent Inspiration, you add a point to a facet of your choice. If through some mischance the character loses a point of Inspiration, he also loses a point in his highest facet.
Intuitive Inspiration The Intuitive Facet measures a character’s capacity to subconsciouslymanipulateFateor consciously make surprising mental leaps. Characters with a high Intuitive facet tend to leap before they look; they’re doers, not planners. Such individuals are spontaneous, dynamic and effervescent. A character with one or more dots in his Intuitive Facet gains the Following advantages: Mgneed Initiatk l n t u i i chaaden asses situb
tionsandreadtothemsiif~fasterhotherindduals can.An lnsptred chaacter gains a permanent bonus to his Initiativescore equd to his lntuiive Facet rating. Fast ‘Thinker: An Intuitive character isn’t just fast on his Feet, he’s fast on his wits. You may spend an lmpiration point to add a number of dice equal to the character’s Intuitive Facet score to the dice pool For any one roll that involves an instant mental reaction. Examples include recovering from surprise in combat, Fakingthe right answer on a d i o quiz show, guessing which wire to cut when the bomb‘s timer has five seconds left, improvisingyour next line when you’ve just forgotten your entire script or fasttalking a guard. Inappropriate situations in which you cannot use this advantage include attack rolls in combat, faking the right answer on a two-hour essay test, guessing which wire to cut when the bomb‘s timer has f i e hours left, improvisingan entire script the night before the show or brainwashinga prisoner.
ReflectiveInspiration The Reflective facet is a rough measurement OF a
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character’s capacity For superhuman introspection, patience or extended Focused effort. Characterswith a high Reflective Facet are calm, contemplative and reliable, the steadyand rational backbonesof a group. Reflective lnspiration deals with extended projects and the attainment OF long-term goals. A character with one or more dots in his Reflective Facet gains the Followingadvantages: I Can Wait A highly Reflective character has a superhuman degree OF patience. You may add the character’s Reflective Facet score to the dice pool For any Endurance, Resistance, Willpower or other appropriate roll that involves waiting for something to happen or to end. This includes resisting torture or pain, lying unmoving in ambush For hours on end, riding out the effects OF a hallucinogen or maintaining a cool head when everyone else is Fleeing in a blind panic. Good Things Come...:A character who concentrates on his Inspiration’s Reflective Facet is best suited to extended endeavors. You may spend an Inspiration point toadd the character’s Reflective Facet rating in dice to the dice pool For any one roll that deals with an extended eFFort. This need not be an extended roll; it may also be a single roll that resolves the success OF several hours of intellectual or social work. Examples include negotiatingwith union organizers, performingan autopsy or developing new super-science.
Destructive Inspiration While the lntuitive and Reflective facets relate to
doing things, the Destructive Facet Focuses on undoing things. Destructive charactersaren’t necessarilymalicious or evil, but they are more inclined to break things down than to build them up. Characters with strong Destruct i e Facets are direct and unsubtle, though they can be remarkably cunningwhen pursuingtheir destructive ends. A character with one or more dots in his Destructive Facet gains the Following advantages: Things Fall Apart: When the character hits things, they tend to break exceptionally thoroughly. Once per game, you may add the character’s Destructive Facet score as automatic damage successes on any one attack. The Center Does Not Hold: Destructive characters are exceptionally adept at destabilizing people and concepts as well as objects. IF the character is attempting to destroy a non-physical thing, you may spend an lnspiration point to add the character’s DestructiveFacet rating to any one dice pool related to that task. Examples include wrecking a marriage, destroying a political opponent’s professional reputation, overthrowingasmall third-worldgovernment or disproving a theory of electromagnetism.
Using Inspiration You can spend temporary lnspiration on any OF the Following effects. Unless otherwise noted, you can only spend one Inspiration point a turn. (Note that lnspired villains abide by the very same rules, except that they benefit from performing villainous deeds. Go Figure.)
Richard De Remer (order #1312575)
Activate Knack: Many psychic and dynamic Knacks require you to spend an Inspiration point to activate them. This doesn’t count toward the one-point-perturn restriction noted above, although only one Knack may be triggered with lnspiration each turn. See specific Knack descriptions in Chapter Four. Dramatic Editing: You can spend multiple lnspiration points to assert significant changes to the existing scene. This system is covered in detail in Chapter Six, starting on page 1’73. Cliffhanger: Characters in Adventure must use their ingenuity to escape certain death every so often, just like the heroes of old adventure serials did in days gone by. A cliffhanger is a specially arranged, climactic use of dramatic editing (see p. 195). Recharge Invention: lnnovative inventions draw upon stored telluric energy to Function. A character can be hooked up to a siphoning device that converts the character’s raw lnspiration to energy charges the invention can use. See Chapter Five For details. Sheer Heroism: Once each scene, you can spend an lnspiration point to double your character’s dice pool For a single action! This applies only to one task, even if your character performs multiple maneuvers in a turn. This can obviously come in quite handy, but it’s a sureFire way to use up Inspiration points if you’re not careful. Intuition: Luck is always on the hero’s side in pulp stories. By spending an Inspiration, you can ask the Storyteller For a useful hint or to point you in the best direction For the story. This isn’t character precognition, nor is it just “maybe you don’t want your character to open that door.” The Storyteller gives you essential information that helps motivateyour character to move the story along. She might provide the essential clue neededto discover a murderer’s identity, suggest a line OF reasoning that reveals the enemy’s plan or simply point out that you’ve been chasing a red herring and that the heart of the story is back at the lab.
Regaining Inspiration lnspirationis an extremely useful, yet rare commod-
ity. Each player should be careful about spending it too freely, or he’ll Find his character out OF lnspirationwhen he needsitmost!Conversely,oneoFthebestwaystogain more Inspirationis by wisely spendingthe pointsyou already have. “Wisely” is the key! Spending an Inspirationpoint on an exciting manewer that adds to the game and furthers the story is a good way to get a return on your investment; blowing an Inspiration point every time your character attacks two-bit thugs is a good way to waste Inspiration. A character begins every story (but not every game session) with his temporary Inspiration pool topped OFF (equal to his permanent Inspiration). A character may end a story with a temporary pool higher than his permanent score. Although there’s nothing wrong with that, per se, the Storyteller may not be making the story dramatic
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is a gameoF high excitement and amazThe ways a character may regain lnspiration are described below. As stated previously, a character’s Inspiration pool may exceed his permanent lnspiration rating. (As with spending Inspiration, Inspired villains Follow the same essential rules described here, regaining lnspiration For performing villainous acts instead OF heroic efforts. It’s only Fair, right?) Work Hard, Play Hard: An Inspired character regains one point OF temporary Inspiration by spending two consecutive days on rest and leisure activities. IF the character is under enforced rest, such as a hospital stay or an Ocean voyage, but can’t indulge in his preferred recreation, regaining each Inspiration point takes Five days. The character’s relaxation must be appropriate to his establishedpersonality, preferences and habits. A millionaire playboy regains Inspiration by partying with all his energy, but an ascetic priest regains Inspiration through meditationand reading scriptures. This method may be used only to recover Inspiration points up to the character’s permanent score. Wild Success: IF you roll at least Five extra successes beyond an action’s difficulty but gain no beneFit From such an amazing result -say getting an incredible result when picking a lock, seducing someone, coming up with a lie the character receives a point of Inspiration. This does not apply to combat situations, superscience R&D, Knack use or Sheer Heroism (see above). Inner Peace: lnspiration isn’t necessarily tied to Willpower, but the two are related in the sense that both of them reflect parts OF the character’s Fundamental na-
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ture. IF the character would regain a Willpower point but already has his maximumamount oF temporary Willpower, he acquires an Inspiration point instead. Heroic Entertainment When it comes down to it, Adventure is a game. As such, it’s meant to be entertaining. Accordingly, if the player spends lnspirationFor an action that is appropriately heroic For the character and beneFits sameone besides the character himself - anything From dramatic editing to actvating a Knack - the character does not lose any OF the lnspirationspent and even gains a single additional point! This may not happenmorethan once per game session For any g mcharacter. The Storyteller should maintain a reasonably stringent deFinition of “appropriately heroic” and may deny the beneFit if a player has clearly calculated his character’s efforts solely to scrounge up more Inspiration. Inspiring Acts: This is similar to Heroic Entertainment, but specifically does not involve spending Inspiration. Instead, the Storyteller may reward the character with one point OF Inspiration iF she Feels the character did something that was especially appropriate to the character’s primary lnspiration Facet -a highlyentertaining bit OF social interaction with a rival, an amazing piece of un-Inspired athletics or something similar. A character should get this prize no more than once per game session and should not be rewarded For the same kind of action From one game to the next. (’This prevents the player from trying the same routine over and over to scrounge points rather than to make the story richer.) As with Heroic Entertainment, the Storyteller decides what deserves this beneFit and should be Fair and consistent in handing it out.
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Many adventurers have preternatural advantages over their mundane counterparts. These are often minor circumstantial talents, impossible to quantify or wen to identify as anything but luck. Yet, some adventurers display arcane knowledge or physical mutations so powerful or bizarre as to make them objects of study in their own right. Adventurers commonly refer to such amazing capabilities as “Knacks.” Like a character’s other Traits - from her skills to her allegianceto her lnspiration-Knacks are simply another component of who she is. They are not meant to replaceclevemessand ingenuity, but toaccentuatethem when appropriate. So, while Knacks can come in handy, a character should not rely overmuch on them to get her out of tight spots. lt’s worth noting that some Inspired have no Knacks at all (seeChapter Eight for examples). For game purposes, Knacks are divided into three categories: heroic, psychicand dynamic. Knacksare only available to Inspiredcharacters - mere mortals cannot hope to attain such gifts. An Inspired character’s access to Knacks is based on the path to heroism (or villainy...) that she has chosen: Daredevils may purchase heroic Knacks, mesmerists can develop psychic Knacks, and stalwarts gain dynamic Knacks. All Knacks run on Inspiration. Heroic Knacks simply requirethat the character be Inspired, while many psychic and dynamic Knacks cost lnspiration to use. Use of most Knacks requires a roll; if this is the case, the Knack‘s individual rules describe the mechanics for that roll. See page 122 for Knack costs at character creation and page 125 for costs during gameplay.
Manifesting Knacks The same Knackcan manifestin many differentways, dependingon how an individual character sees herself. As far as the rules are concerned, a sorcerer who falls on the power of Deedre and flings bolts of screaming green flame from her hands is doing the same thing as a highly disciplined physicist who ignites flammable materials by exciting their moleculesvia the exertionof his own will. They’re both using the psychic Knack called Flame Conjuration. In fact, as far as the science of telluric energy is concerned, the two effects register virtually identically - both give the same readings on a 2-wave image resonator. Still, to outside observers, each individual creates a wildly different effect. When describinga character’s Knacks, remem-
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ber that there are many paths to the same result. Pick one that fits the character’s unique style.
Heroic Knacks These talents are the subtlest of the three types of Inspired powers, for their effects are neither obvious nor quantifiable. Instead, they take the form of incredible displays of skill or uncanny coincidences. Heroic Knacks don’t wen require an lnspiration expenditure to use. They are narrowly focused, usuallyapplicable only in one given situation - but in that situation, the character is a worldclass specialistwho wen mesmerists and stalwarts may not rival. They might more appropriately be considered brief instances of dramatic editing (as described on p. 1’73). Almost all heroic Knacksrequire certain Trait minimums to purchase. They’re specialized effects, after all, that center on one particular feat or situation. It doesn’t make much sense for a ‘78-pound weakling to have Fists of Stone, nor shoulda stammering nincompoopbe a Master of Dissimulation. If the character’s score in a prerequisite ever falls below the minimum (whether as a result of age, injury, disease or the effects of other Knacks), the character loses that Knack‘s benefits until she can raise the affected Trait back to its minimum level. Daredevils are the only lnspired who may use heroic Knacks. Each heroic Knack costs two transformation points if bought during character creation or 10 experience points if purchased during the course of play.
Narrating Heroic Knacks Thesinglemost importantpoint toremember when heroic Knacks come into play is that they ire notsuperpowers. Theyaren’t powenat all, adwlty -daredevik,by definih, don’t manipulate 2-waves. They’re ordinary men and women whohavespecialedges that makethem heroes. Heroic Knacks ire thoseedges, scpressions of sheer courage a d dauntlessnessthatset heroesapartfrun themaaes. Accordingly, heroic Knacks require a bit of delicate handling during the course of play. Unlike the flashier psychic and dynamic Knacks, heroic Knacks rarely have any outwardly visible signs. Their manifestations are coincidental-the average individual, upon observing the effects of a heroic Knack, will alwayswrite it off as “that’s just the way he is,” “that’s just his luck” or “he’s just that good.” For instance, no one’s ever attributed James
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Bond’s superhuman calm to psychic powers - it’s an accepted part of who and what the character is. Heroic Knacksshould receive similar treatment. Remember, the characters are heroes (or, at a bare minimum, antiheroes), and heroes always stand out.
Complete Privacy “The deal’s set. We’llmeet at- ’”Vrooom! Honk! Honk! “-night. Seeyou then.” No one’s ever caugM you talking about somethii you shouldn’t be diuxlssing. No matter how hard umeone bies to listen, therds always a convenientstringquartetora louddelivery truck nearby.Ycnr har or hat alwaysseemsto Mocktheline of s@t O~RTyour shoulder, or your hand convenientlyshidds your notepad. You’ve never been caught in a b e d m y” shouldn’t be in, and thec o p p e ~ have the devil’s own time Fd-
lovvlngyouintraffic.ThiKm&ispahculalysubtle,asit&esn‘t do anything to affedyourown actions. Rather, it interferes with other people’s attempts to listen in on your conversstiom or pry into your writing. It’s impossible to monitoryou withoutbeingblatantlyobvious. System: All attempts to eavesdropon the character, read her lips, tap her phone line, read over her shoulder or otherwise subtly monitor her personal actions automatically fail without the use of an Inspired power. Attempts to shadow or tail her are at +2 difficulty. This Knack provides no defense against obvious, direct scrutiny, such as a news camera, nor does it keep people from breaking into her hotel roomand searching her luggage. It’s only good against covert attempts at invading her privacy - listeners who don’t want to be seen listening and the like. Prerequisite:The character must have at least two dots in each OF the Stealth and SubterFuge Abilities or have Cipher 3 to gain this degree of secretiveness.
Death Defiance
“But... but... lsawyou die!” Your cohorts have seen your plane explode in midair. They‘veheardyour screams as you’ve toppled off a 20-stay building. They‘% watched you Fall in the spray CC a score oF Tmmy gum.Yet, no matter how manytimes you’ve faced certain death,you’ve&ed -rent,bent, butverym&dive. System: When usingdramaticediting, thecharacter’s player may spend Willpower points in addition to or instead of Inspiration in any situation that will likely result in the character’s death. The only limitationis that the character is apparentlydead for at least one scene -perhaps his friends see his car shoot off a cliff, only to Find him hours later, sooty but alive. Perhaps they watch him drown, only to learn that he washed ashore on the Phantom Isle and is still breathing(For the moment, anyway). Prerequisite: The character must have a minimum Willpower of 8. Defying death takes grit.
Dramatic Entrance “Whoa; get a load o f her!” You’ve just got it. You may not know quite what it
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is, but everyone else sure does! Whether it’s your stunning features, your gleaming smile, your distinctive mode of dress or your aura of palpable menace, something makes people stop and take notice of you when they first see you. This reaction isn’t a sustained one - the novelty of your presence soon wears off but if you’re clever, you can milk it For quite a bit while you’ve got your new acquaintances sandbagged. System: The player gains three bonus dice on all Social rolls against any given individual during the entire scene of their first meeting (in person only -radio appearancesand photographs don’t count). This Knack has no effect during subsequent encounters - only during the initial acquaintanceship (one hour maximum). Any botches on a roll dealing with a first impressionor a dramatic entrance count as ordinary failures. On the downside, the character is at +1 difficulty at any attempt to remain inconspicuous in any situation where more than half the observers haven’t seen her before. This includes most crowd scenes. Prerequisite: Nodaredevilwith lower than Appearance 3 can have a Dramatic Entrance. You’ve got to have some raw material to work with.
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Eagle Eyes “You see that, about threekilometerspast that rock with the nick out o f the top? Oh, never mind. ” Whenever you’re traveling, you constantly irritate your companions pointing out things they can’t see. Your eyesight is second to none. This uncanny visual acuity even allows you some degree of perception in weather conditions that leave most people blind to anything more than five feet in front of them. System: The character gains two additional dice on all rolls related to long-range or precise visual perception. All difficulty penalties imposed on any vision-related roll by poor visibility (darkness, Fog, smoke) are reduced by two. All difficulty penalties for long-range attacks with ranged weapons are halved, roundingdown. Prerequisite:The blindcannot lead the blind; a character must have Perception 3 or better to have Eagle Eyes.
Enhanced Impact Wha-pow! CRASH! Justlikeinthepulp~attacks&).wr~irnsstaggering back sever2l meten in pain and shock This can be a
tacticdadvantagetryopeningthewbydacksingopponent or a fatal attadc in itsawnqht ifyou can sbike at the proper angle to diveyowenmy into something harmful. Howevwyou use it,it sure looksimpressw. System: A character may purchasethis Knack separately for each of the following Abilities: Archery, Brawl, Firearms, Martial Arts and Melee. When the daredevil makes a successfulattack against another character while using an Ability for which she has Enhanced Impact, the victim is hurled one meter in the direction of the attack
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for every health level of damage the daredevil inflicts.
This impact does no additional damage, though it can propel the target into a hazardous or fatal situation (through a campfire, off a cliff, into a vat of acid). An Inspired target may spend a point of lnspiration to negate the effects of this feat on him for the scene. Prerequisii In each Ability for which a character has Enhancedlmpt,she musthaveaminimumwxeofthreedots.
Fists of Stone ‘Brass knuckles? Who needs ‘em?” Your gnarled, knobby hams have probably seen more than their fair share of other folks’ jawbones. You’ve got a grip like a vise, and you tend to leave dents when you knock on doors. Why bother with tricks such as a roll of quarters or brassknuckles?Your collectionof scars and calluses works just fine for you. System: The character’s bare-handed attacks inflict a base (Strength + 3) dice of bashing damage. His Might dice pool is considered two points higher for any roll dealing solely with the power of his grip. His hands never suffer minor mishaps (scraped knuckles, sprained wrists), though they’re not all that pretty, and he probably doesn’t play piano. Finally, he receives no damage from punching anything less sturdy than solid metal. Prerequisite: A daredevil must have Strength 3 or better to have Fists of Stone.
Forgettable “Who was that guy?” It’s not that you don’t make a good impression, just that no one ever seems to remember it once you’re gone. They may be able to recall everything you did or said with perfect clarity, but your name, your Face and the sound of your voice consistentlyescape memory. Even photographs of you tend to be blurry or Faded. This Knack is invaluable if you don’t want your actions to come back to haunt you, but it also makes it hard to get a second date. System: The character is just what this Knack‘s name implies: forgettable. The Knack has few mechanical benefits, but the Storyteller should strive to ensure that only the character’s most extreme impressions have any lastingeffect on witnesses’ memories. Note that this does not apply to the current scene the character is in. The character suffers no penalty to Social rolls involving direct interaction. Only after he leavesthe immediatearea do people begin to forget her. While the daredevil’s closest associatesand Family members aren’t likely to forget him, pretty much everyone else will. Any casual acquaintanceorwitness attempting to recall the character’s name or face after he’s left the immediate scene must succeed in a cross-matched (Intelligence + Awareness) roll with a difficulty penalty determined by the character’s Intuitive lnspiration Facet (see chart). Photographers suffer equal penalties when trying to capture clear images of the subject.
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Intuitive facet
Penalty
0-1 2-3
+1 +2 +3 +4
5
Prerequisite: A chamcter may have no dots in the Reputation Backgrouind and be Forgettable. This restriction is permanent. If the character somehow Finds herself in a situation where he might otherwise gain a reputation, the Storyteller should allow the player to trade the unusable dots For Allies, Contacts or Resourceson a one-For-one basis. This represents specific people, rather than the general public, remembering him.
Gadgeteer “Hey, handme that whatchamacallitandget ready to push the button on the doohickey when lgiveyou the go-ahead!” You have no problem using even the most complex devices. Intuition and a good deal OF mechanical sense give you the uncanny ability to operate any piece OF machinery you encounter. You may not always know exactly what you’re messing with, but you know how to make it do...well, whatever it’s supposed to do. Plus, you’re no slouch when it comes to making improvementstostandard technology. Comingup with technological breakthroughs is as easy as Falling oFf a log and given a couple minutes you could figure out a way to improve on that, too.
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System: The character can operate any relatively simple device (five or fewer controls) within seconds of seeing it. Complex machinery requires a Few minutes of inspection. Gadgeteer does not grant familiarity with the principles behind the device, just an operator’s Familiarity with the controls and settings. Any additional Ability requirements required to operate the device still apply, but otherwise the character faces no difficulties from unskilled operation. An ordinary biplane pilot would be lost on the flight deck of Doctor Zorbo’s Behemoth-class air-dreadnought, but a Gadgeteer can use her Pilot dice pool (or default to Wits) normally. If the character has Ability mastery in Engineering, Medicineor Science, as appropriate, this Knack also adds her Intuitive Facet in bonus dice to related research and development rolls For designing inventions (see p. 177). The bonus applies even if the character is only a research assistant. You must purchase the Knack separately For each relevant Ability mastery. Pmmquisites:Thecharader must haw three or more dots in Intelligenceandwits and a minimum Inspiration 3.
IndomitableWill “Mesmerism? Hypnosis?Telepathic mind-control powers from the Hollow Earth? Ha!” You laugh at Feeble attempts to invadeyour mind as if they were but the wheedlingof children. Indeed, you may even be completely unawareof the effects of such powers, should they be used upon you. Whether you’re incredibly disciplined or simply thick-skulled, most paranormal at-
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tempts to influence your mind fail - and even those of considerablestrength meet significant resistance. System: All mundane attempts to hypnotizeor brainwash the character require three times as long and three times as many successes as normal. Any Knacks that directly invade the mind, whether for the purposes of probing, communication, alteration or outright attack, operate at +2 difficulty. lndomitable Will does not affect Knacks that create illusionsaffecting the character’s perceptions, only those which actually touch her thought processes. Unfortunately, the daredevil cannot turn off this Knack. Telepathic contact from fnendly minds meets with this resistancejust like an unwelcome invasiondoes. Also, a character with IndomitableWill provides no benefit to a mesmerist with the Scientific Prodigy Knack (see p. 164). Prerequisite: The faint of heart are easily swayed. Only a daredevil of the sturdiest mental constitution (Willpower 8+) may have IndomitableWill.
Instant Expert “I saw a guy do this once inBrisbane.... You have the uncanny ability to recall any single feat you’ve seen performed -once. This Knackdoesn’t allow you to repeat the deed with any degree of consistency, but it may allow you to reach for an Inspired level of performance in a field you normally know nothing about, at a moment when nothing less than the world’s best effort will suffice. System: The player spends a Willpower point. For one physical task (though it may be a lengthy physical action, such as surgery), the character gains a number of dots equal to her Intuitive facet in a single Ability in which she possesses zero dots. This Knack may only produce this effect for any given Ability once per game session. Prerequisite: The character must have at least three dots in Wits in order to be an Instant Expert.
Jack of All Tongues “Itjust so happens that llearned this obscure dialect o f Farsi during my last year in university - right after completingan independentstudy in Cantonese. ” You’re a refugeefFom theToww of Babd, or x) it would seem to “y”whospeaks t o p . While otherstudentswwe struggling with one foreign bye, you were struggling with )cur xhool’s limitedselectii OF layage courses.Some p” fconsideryou afredt of nature, while& jwtwant to drag you dong on their next Congoexpedtion. System:Thecharacter knowsdoublethe normal number of languages for her Linguisticsscore and pays half the normal experience cost to learn new languages. When speaking, she displays no foreign accent - her pronunciation and idioms are perfect for the local culture. If the character has no dots in Linguistics, she knows two extra languages. At theStoryteller’sdiscretion, thecharacter may decipher a completely new language or script with a Linguistics rollat +2 difficulty - no translator needed.
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Prerequisite: The character must have at least three dots in Intelligenceto be a Jack of All Tongues.
Lie Detector “You think linp’ngto Mfor that he?Tiy spin, pd, a n d ~ ~ t i ~ d o n ’ t & ~ ~ ’ ~ t o ~ ~ O ~ ~ ~ . n Peoplesimply can’t lie to you. You may have a way of looking at them that makes untruths freeze in their mouths, or your ears might burn whenever you hear a lie. However this Knack works for you, it’s nigh-impossible to pull a fast one on you -unlessthe liar’s another Inspiredindividual.... System: Non-lnspired characters suffer +2 difficulty to Subterfuge attempts when trying to lie to the daredevil. 1f the liar has two or fewer dots in his Subterfuge Ability, he simply cannot Fool the character. While the daredevil may sense that a lie was just told, this Knack does not automatically reveal the truth to her. lnspiredChsacterswithdotsinSubterFugewhobylying to the daredevilmay ignore this difficulty. Inspireddwaden wrth nodots in Subterfuge ae treated like m l chsaders. Prerequisite: In order to detect lies to this degree, a daredevil must have a certain sensory acuity (Perception 3 or better).
Lightning Reflexes “Faster than a striking snake? Yeah, maybe I heard that a time or two before. ” Your readiontimes are far Fmterthanthe human norm, and you rarely, if ever,falter. While you’re not capable of the bursts of blinding swiftness that some stdwats display, ycur reRexes nonethdess operateat asteadily higher level than do those of most people. You habitually snatch imeds out of the air, and ambushes nevw catch you flat-footed. System: Whenever the die for the character’s initiative roll comes up a 1.2, or 3, it counts as a 4. Prerequisite: Lightning Reflexes require a certain degree of physical acuity (Dexterity 4 or better) or a corresponding degree of mental fleetness (Wits 4 or better). The character gains no additional benefit for fulfilling both prerequisites.
Master of Dissimulation “‘Snake-oilsalesman’? How crude. lprefer ‘confidence man.“‘ No one is more confident than you are, buddy. Your binding webs of double-talk and immense vocabulary bamboozleeven the most astute listener. As longas there’s no one present who can call you on your bluffs, you can fake nearly any sort of professionalcredentials. Just don’t try to act on your professed knowledge -you may talk the talk, but you most likely can’t walk the walk. System: With a successful Subterfuge roll at standard difficulty, the character becomes an instant authority on anything - as far as observers are concerned. She could claim to be a detective and gain admission to a crime scene by mumbling under her breath about the preservation of evidence or could infiltrate a hospital by
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I
masquerading as a doctor called in to consult on the dreaded Bennett-Mullins Syndrome. As long as her deception remains within the realm OF verbal misdirection, only those observers whose PerceptionAttribute ratings exceed the daredevil’s successes on the Subterfuge roll and who are experts in the Field that she is discussing can tell that she’s not what she appears. ‘The character’s duplicity is revealed if she attempts to act on her purportedknowledge. She could infilbate a ha6pltd by s p w t ~ n gpseudo-medd gibbemh, and eyen most OF the dodorstherewould accept her, butshewoukl quickly be revealed as a Fraud iFshe hied to perForm surgesy. OF course,if the chaader actualiy does hwe the Abilities requiredfor her rdl, there’s no reason she can’t back up her bluff) The thingthat separatesa Master OF Daimulatii From an dinary scam artist is her complete independence From physlcd guises (“I left my badge on my dresser, Johnnie...”).
This KnackfundiregardlessoFthed.laadeisappeaxme. Even if she‘s just crrmvled out OF thesewers,a h i @psture and an wrogant tilt ofthe chin will convincejust about anyone thatshe’s ahigh-class lawyerwho was simplyperFmingsome “Field investigation.” Prerequisite: It’s not easy being this smooth. A daredevil must possess an ample measure of both improvisational skill (Wits 3+) and personal magnetism (Manipulation 3+) to be a Master OF Dissimulation.
Navigation Hazard “Try and cut me off, will ya? Whoops! Who’da thought a Sentley would flipjust from hittin‘apothole?” You’re not proneto accidentsyourselF, but it seems that every driver around you is. These accidents are conFined to minor fender-benders (which never seem to impede your travels) in normal traffic, but true catastrophes result whenever you’re involved in high-speed maneuvers. Pursuing vehicles are flung end-over-end by minor brushes with lampposts, and subjects you’re trying to catch are hard-pressed to dodge the myriad pedestrians, wagons and cattle in their paths. System:This KMdtFunctionsanytimethedmacter is in arace, chaseorcombat inwhich she is notonherowntwofeet. ‘The Form of bwaportaticm doesn’t matter - the daedevil could be driving a on; nylng a biplane, piloting a tnotdoat, pushing a scooter,d i n g a camel or clinging to the back OF a pterosaur. The chaader must be steering the transportation W F for theKnack to Functm. IF an opposing vehicle (or mount) receives collision damage or suffers a mishap (the driver Fails a control roll) during the conflict, it loses an additional number OF structural levels equal to the daredevil’s Destructive Facet (For mounts, the damage applies as automatic bashing health levels). This bonus also applies as a bashingdamage effect to any peopleinthe target vehicle (or on the target mount). This damage effect adds to any other bashingdamage passengers might already suffer From the collision and may be resisted with soak normally.
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A vehicle destroyedby this extra damage explodes in Flames if even the slightest quantity OFFlammable material is on board. Passengersmay roll Athletics at +2 difficulty or spend an Inspiration point to leap clear beFore the Fire consumes them. This Knack does not apply when a vehicle or mount takes damage From a weapon, unless it physically collided with the weapon in question. Cannon shells are not collision hazards in the usual sense. Pmmqumte:’Thech&musthaveatleastthreedots in one tramportatKwtrelatedAbility (Animal Handling, Drive or Pilot) and at least one dot in Destrudive Inspiration.
One-Man Army “Three against one? That ain’t fair. Why don ’tyou
Findsome more friends first?” You’re never outnumbered - you just have larger and larger target selections.The more enemies you’re Facing, the happieryou are. In Fact, you prefer situationswhere you’re being assaultedby more than just a coupleOF opponents. IF there’s one OF you and Five OF them, chances are good that they’ll wind up doing some OF the work for you! System: The character receives none OF the usual penalties For Facing multiple opponents in close combat. Instead, she receives one bonus die on all close combat maneuver rolls For every opponent past the First that she Faces, to a maximum OF c4 dice. In addition to this bonus, each turn the daredevil Faces Four or more opponents directly in close combat she gains one additionalaction (seep. 201). This extra action can only be used For closecombat maneuvers and occurs at half the character’s current Initiative score. Remember to adjust the total bonuses as the number OF opponents change. Example: Kai Lee faces four o f Boss Vandegrift’s goons; three are intent on pounding him into a pulp with brass knuckles, while the fourth pulls a knife. Kai Lee decides to makean all-out attack on the knife- wieldinggoon with hism a l a c t i o nandsplithis additionalactionto punch each o f the other three goons. ‘The first actiongains three bonus dice from his three extra opponents. 7he penalty for splittingan action three ways normallyreducesthe dice pool for his first punch by three dice, the secondby four, and the thirdby five. Kai Leehas three bonus dice for this also, so his net penalties are only 0, - 1and -2. KaiLee drops the knife-wielding mobster, leaving only three the next turn. He’s down to two extra opponents so he has only one action and two bonus dice. He decides that the best defense is still a good offense and elects to punch each o f them once. His multiple attack is split three ways for standardpenaltieso f -3, -4 and -5, which the bonus dice reduce to - 1, -2 and -3. Pmmqumte:Thedw;rdermusthaveatleastthreedots in one close combat Ability (&awl, MartialArts or Melee).
Perfect Poise “1 don’t mean to be rude, old boy, but 1 have an appointmentat three. Isyour maniacalrantingabout this lovely death trap ofyours leadingsomewhere?”
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They neverseeyou sweat. You’recapable of remainingunruffledeven in the tightest of situations.If you gamble, even the most sawy of opponents remarks on your poker face. You never panic at the threat of violence, nor in the face of the most excruciating insults. You are the very epitomeof “suave and debonair,” never less than completely composed and in control of yourself. Note that you aren’t necessarily immune to surprise - you can be ambushed just as easily as the next person. You’re simply better able to control your reactions than most ordinary folks. System:The character is completely immune to panic unless it’s induced by other Inspired powers. She is completely incapableof displayingany sign of discomfort, shock or surprise unless she chooses to. The daredevil gains two bonus dice in staredowns (see p. 192) and all Social rolls involvingpoise, grace or composure (Storyteller’s discretion). She also receives one additional die in any gambling situation where a “poker face” is a factor. As a side effect of this Knack, the character is immune to minor embarrassing mishaps such as tripping, spilling her drink or getting splashed by a passing car. Also, her clothes almost never suffer damage or get significantly dirty outside of combat. If they do become rumpled or soiled, a brief brushing-off usually restores them to near-pristine condition. Prerequisite: This Knack requires a high degree of self-control or an exceptionally agile mind. The daredevil must have a minimum Willpower 7 ora minimum Wits 3.
Resilient “Who needs hospitals?/ust give me a couple o f raw steaks anda bigglass o f orangejuice, and I’llbe fine. ” You’re up and around while thedodas arestilltrylng to &de how to break the news of your cripplinginjuries to y o u next of kin. You’re not any less likely to be critically injured, but you bouncebackhwneventhegrarestwwndsor illnessesina matterofdays-as~asyouyouthenl. System:The characterhealsall wounds as if they were one wound level less serious on the recovery chart. This bonus applies if she is already enjoying improvedrecovery times due to skilled medical care -effectively healing at two levels better on the chart. Additionally, the daredevil halves theminimumhealingtime forthe Bruisedhealthlevel. Prerequisite: Rapid healing requires a certain degree of physical hardiness. A Resilient character must have a minimum of Stamina 3.
Steely Gaze “You really want to cross me? You look dumb, but
1 didn’t thinkyou were that dumb.” It’s said that the eyes are the windows to the soul. This may well be true in your case, for one glimpse of your blazing orbs convinces even the most hardened observer of your inner steel. Very Few men can stand noseto-nose with you and not back down. Your cobra-like stare can even pin particularly weak-willed individuals in place as if they were particularly appetizing field mice.
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System: The character automatically wins all staredowns (see p. 192) against non-Inspired characters and gains two bonus dice against Inspired opponents. The daredevil may also temporarily stun a non-Inspired target with the sheer force of personalitythat his gaze contains. To do this, the character makes eye contact with the intended target (who must have a Willpower score lower than or equal to the daredevil’s Charisma rating). The player rolls lntimidation at +1 difficulty. Success forces the subject to lose her next combat action (if in combat) or automatically fail her next opposed Social roll (ifout of combat). A character may use this Knack against any one individual no more than twice per day. Prerequisite: A daredevil must have a Charisma 3 or higher in order to possess a Steely Gaze.
Trick Shot “William Tell? A piker! 1 could’ve had that apple sliced andpeeled before it hit the ground” While your usual marksmanshipis nothing to sneer at, you truly shine when attempting the impossible. The more difficult the conditions under which you’re shooting, the more skilled you become. System: The character purchasesthis Knack separately for firearms, bows or thrown weapons. When performinga tricky maneuver while usinga weapon for which she has Trick Shot, the character’s difficulty penalties are halved (round down) for called shots, target size, high winds, target movement, character movement, unsure footing or virtually anythingelse except wound penalties or poor visibility. In addition, the character gains a number of bonus dice equal to the originaldifficulty penalties that were imposed! She may not gain more bonus dice through this Knack than she has dots in the Ability she is using to make the attack. Any extra successes that result from the Trick Shot are halved (round down) before applying them to the attack‘s damage effect. This reduction reflects the fact that the Knack‘s Focus is on performing amazing shots. Example: Annabelle Lee Newfield stands on the pitching deck ofa ship inhigh seas as the SPAD comes in on a strafing run. She’s been shot once and suffers a - 1 die woundpenalty. She can’t see the pilot, so Annabelle aims for the propeller. The pitching deck applies t2difficulty, a called shot to the propeller adds another t2 difficulty, and the Storyteller feels the plane’s moving fast enough that it’s worth another +2 difficulty to hit. Trick Shot halves this to a mere +3 difficulty and adds six dice (equal to the initial difficulty) to her attack roll! Her final attack dice pool loses one die thanks to her wound penalty, however. Her player gets seven successes; after subtracting for the four successes needed to hit, she rounds the three remaining extra successes down to one andadds that to herpistol’s damageeffect. Prerequisite: The character must have a minimum Firearms 3 to purchase this Knack for firearms, Archery
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3 For bows, and Athletics 3 For thrown weapons. At the Storyteller’s discretion, this Knack may also apply to close-combat attacks (requiring Melee 3 or higher).
Universally Deadly I
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“No, I’ve never used a Chinese throwing star before....”swwwTHUNK! “Doesn’t seem to difficult. thouah. ” Inyour hands, any weapon is extremely deadly. You may never have seen a given weapon beFore, but you intuitively understand how to use it as soon as it’s in your hand. You’re more a prodigy than a savant - your talents are the product OF precise aim and an intuitive understanding of range, weight and speed. System: The character gains one die to attack rolls with all weapons and reduces by one all wound penalties involving weapon use. The character is never penalized For using unfamiliar or exotic weapons. Prerequisite: The character must have at least Four dots OF Firearms and Melee to take this Knack. I
d
Untouchable “That the bestyou can do?” Through a combination of indomitable courage, swiFt reflexes and uncanny luck, you can Face down gunwielding maniacs with only your bare hands and have a better chance OF surviving - and even winning - the Fight than your gun-toting companions. System: Whenever the character is in combat and is not armed with a Firearm, all attacks made on him with ranged weapons suffer a difficulty penalty dependent on his DestructiveFacet, as determined by the Followingtable. This only applies if he began the combat without a Firearm on his person - no Fair throwing down that Tommy gun once the fight starts in order to gain these benefits! Destructive facet Penalty
0-1 2-3
4 5
+1 +2 +3
+4
Prerequisite: The character must be capable of a certain degree of rapid evasion in order to be “Untouchable”: An Athletics or Martial Arts Ability score of 3 or better, as well as Dexterity 3 or better, is required.
Wheelman (et al) “Whew! That was close! Don’t worry, we don’t needall four wheels to get away from these amateurs. ” You were driving to the corner store before you could walk, or you were born with a stick in one hand and a throttle in the other, or you can guide a mount like its a part of you. Whether you’re a speed demon, a knight of the skies, a renowned skipper or a master horseman, you are virtually unassailablein any vehicle or on any mount that navigates your chosen medium. You can overcome any damage to the craft or mount short OF its total destruction, assuming anyone can hit you at all. Even in the direst of circumstances, you can keep moving as long as
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your conveyance is capable OFmotion -stories abound regarding Fatally injured daredevils who defied death itself to Finish one last journey. System: This Knack may be purchased For four diFferent areas, though all use the same rules. A Wheelman is a naturalat controlling all land-based vehicles; a Barnstormer is her airborne counterpart; a Sea Dog is a nautically inclined daredevil; a Trick Rider shares a similar relationship with living mounts. Whenever the character is controlling a vehicle to which the Knack applies, its top speed increases by 10 percent For each dot of lntuitive lnspiration she has (a living mount increases by 20 percent). The character’s Intuitive Facet also adds to the vehicle or mount’s total Maneuver score, giving the daredevil a potentially larger dice pool to perform amazing stunts. While the vehicle or mount is moving, all attacks against it that the daredevilis aware o f have their diFFiculty raised by half OF the daredevil’s Wits rating (round down). Once the vehicleor mount is hit, the daredeviltakes no dice pool penalties For damage to it, short of its total destruction. IF she herself is in control and receives injuries that drop herbelowthe Crippledhealthlevel(including those that would otherwise kill her instantly), the character continues to Function as if she were only Crippled until the vehicle or mount is destroyed or stops moving. Prerequisite: This Knack must be purchased separately For each relevant Ability, in which the character must have three or more dots (Animal HandlingFor Trick Rider, Drive For Wheelman, Pilot with an aircraft specialty For Barnstormer, Pilot with a watercraftspecialty for Sea Dog).
Psychic Knacks Psychic Knacks are the domain of those lnspired individuals commonly knownas mesmerists. These paranormal powers are applications of Focused will and lie mainly within the realm of the mental. However, some mesmerists are also capable of truly spectacular physical manifestations, whether altering their own bodies’ capabilities or affecting the world around them. Mesmerists register as ethericallyactive on a 2-wave image resonator, and some methods of divination can detect them as well (though there’s some debate as to whether accurate divinatory talents are another psychic manifestation or something entirely different).
Psychic Knack Descriptions Theoreticians generally place psychic powers in one of three categories, determinedby the extent of the power’s measurable effects on the physical world or the mental equilibrium OF test subjects. Levelone psychic Knacks are usually sensory in nature or have no discernable capacity to inflict physical injury or psychologicaltrauma on a healthy adult human. Level two Knacks have measurable physical manifestations(temperature, pressureand so Forth) or can
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affect a subject’s mental processes enough for a psychiatrist to record a measurablebehavioralchange. Levelthree Knacks generally have the potential to cause lethal injury or permanent psychologicalchanges. These three classes are general rules of thumb, not ironclad rules. Some potentially lethal physical powers have limiting factors that place them in level two due to reduced danger, and exceptionally strong sensory abilities may be rated as level two or even level three due to their range, scope or invasive nature. In short, the three classes are a mechanic for game balance that also has a convenient reflection in the world of Adventure. Ifpurchased during character creation, a psychic Knack costs a number of transformation points equal to its class. IF purchasedwith experienceexpenditure, a level one psychic Knack costs 8 experience points, a level two costs 12 points,and a level three is 16 points. These powers are not hierarchical; a character does not have to buy a level one Knack before purchasing a level two power.
Level One Psychic Knacks Brain Skimming “Dissembling doesn’t become you, madam. 1can readyou like an open book. ’’ You have some basic telepathic aptitude-perhaps just enough to get yourself in trouble. While you can’t insert false images or memories into your subjects’ minds, you can read their surface thoughts, the almost-verbalized truths that bubble up from the depths of consciousness. This isn’t always an exact science, as your readingsare often colored by your own expectationsor by the differences in the ways you and your subject perceive the world. Still, it’s accurate enough that you can tell truth from lies or find out the answer to a question that your subject is actively trying to avoid. This Knack doesn’t usually implant knowledge directly into your mind unlessyou seeyour abilities as that cut and dried. You may see the truth you seek in a fleeting vision, hear a ghostly whisper in your ear or taste your subject’s lie on the back of your tongue. System: The mesmerist must engage the subject in conversation, and the discussion must at least tangentially touch on the subject about which the character wants to know. The player specifies the information for which she wants to dredge and rolls Rapport. If the subject is aware that the character is trying to get something specific out of him (Storyteller’s discretion or a contested Subterfuge roll), he may try to resist the effort by thinkingof other things (nursery rhymes, snatches of popular song, vulgarities directed at the mesmerist). The mesmerist’s attempt then becomesa resisted action against the subject’s player, who rolls Willpower. Any successes the defender gets subtracts From the character’s ability to penetrate his mind. The degree of success required depends on how closely held the information is. IF it’s something that the
subject has no particular feelings about or actively wants to reveal but can’t, one success is enough. If it’s something the subject wants to avoid discussing but isn’t particularly afraid of saying, two successes will retrieve it. Emotionally sensitive topics or oath-bound secrets require three successes. Things that the character actively Fears revealing require Four successes. If the secret will get the subject killed or ruin his life if it comes out, the player needs five successes, and the mesmerist had best be prepared to guard his newfound knowledge carefully. Failure reveals nothing useful, while a botch may give the mesmerist incorrect or contradictory details. This Knack requires somedegreeof successful communication between the participants. Also, if the target knows nothing about what the mesmerist is digging for, no amount of successes will offer up useful information.
Command Voice “Since I’m unarmed, perhaps you should all toss your firearms over here; even things out, don’t you know. ” Manydrill sergeants believethe perfect soldier is one whose brain is not connected in the usual manner. Orders should enter his ears and move directly to his body without the intervention OF his thought processes. When you put the Full Force of your mind behind your voice, you can achieve similar results with even the most thick-skulled or independent individuals.People leap to obey your orders without ever considering what they’re doing. System: The character issues a short verbalcommand to a maximum number of subjects equal to her Charisma dice pool.The command must take no morethan three seconds (one action) to speak at normal speed, and it must be somethingthat the average person could do in three seconds. Finally, any subjects must understand the language the mesmerist speaks (unless the character also has Perfect Translation). The player spends an Inspiration point and rolls Command. Each subject who does not have more dots inWits than the number oFsuccessesthe player rolled must execute the command as his next action, unless the command would obviously place him in direct danger of death or mutilation. Inspired characters may spend a Willpower point to avoid performingthe action.
Marked Man ‘%mnndlhewnts. 17lfindhim&thetinn?isryhL” With this Knack, you can “mark” an individual or object. This mark gives you an innate sense of your subject’s location relative to you, allowingyou to track it anywhere in the world! Neither distance nor intervening matter can block this sense. However, you must beware overconfidence - this Knack gives you absolutely no information on your subject’s condition or surroundings. System: To “mark” a characteror item, the mesmerist must first touch it; the player spends an Inspiration point and rolls Navigation.The character thereafter gains a completesenseof the marlced individualorobject’srelativedis-
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il
tance and direction From herself, which lasts For one week per success rolled. IF a living subject dies or an unlivingone is destroyed, the link is broken. A character may simultaneously maintaina maximum number of marks equal to her Reflective Inspiration Facet.
Perfect “Actually, Translation 1believe he said Five hundreddollars.
”
You have minor Facility with telepathy. While you cannot probe another mind, you can touch the parts OF consciousness that control communication. With sufFicient concentration, you can understand the meanings and concepts behind virtually any Form OF spoken or gesture-based communication. System: The character must be able to see or hear the subject without mechanical intervention - a radio broadcast or the like attenuates the thoughts behind the words too much For Perfect Translation to work.The player rolls Rapport; no Inspiration point expenditure is necessary. One success allows translation OF basic concepts, three Facilitatefluent conversation, and Five allow the mesmerist to understand even the most complex specialized ideas (assuming she has the necessary background to comprehend internal medicineor astrophysics...). PerFectTranslation providesonly the mesmerist with total understanding.Still, while others cannot understand the character’s words, she can convey general concepts through body languageand snippets OF her conversational partner’s own words. Also, a mesmerist with this Knack may use any other powers that influence the mind against targets that would otherwise not understandher.
Psychic Hand “With the proper focus, 1should be able to pull down that ladder andgive usa way out ofhere like...so!” You can exert low levels OF raw telekinetic Force. You do not have the control necessary For Fine manipulation and lack significant strength. Still, you can press, grasp or turn small objects with the power OF your mind. In a similar vein, you can use the Psychic Hand to deflect attacks! The Psychic Hand is invisible unless you choose For it to become visible, in which case it appears as a ghostly shimmer in the air. System: Psychic Hand lasts For a number OF turns equal to the successes gained From an Endurance roll. Alternately, the player may spend one Inspiration to activate the Knack For the scene. While in effect, the mesmerist can move it anywhere within a radius equal to 20 meters per point OF thecharacter’s Inspiration. The player declares which application OF PsychicHand he wants each time he uses i t a manipulating “hand or a protective shield. Only one may be active at any time. The “hand” can exert a maximum Force OF twice the character’s Willpower in kilogram-meters per turn. So, a character with Willpower 7 can exert 14 kilogrammeters per turn: moving a one-kilogram object 14 meters or a 7-kilogram object two meters or so Forth. It grasps
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like a normal human hand encased in a mitten but has no capacity For Fine manipulation.Likewise, it has no leverage or speed to generate any sort OF attack. IF a situation demands resolution by the numbers, assume the Psychic Hand has one point each in Strength and Dexterity. The shield spreads the psychic Force into flat barrier roughly one meter wide by two meters tall. Being Focused psychic Force, it is not impenetrable, but it can slow or deflect attacks. This shield provides bashingand lethal soak equal to the mesmerist’s Reflective Facet. It can be placed between any attacker and defender within the Knack‘s effect range. Unlike normal soak (see p. ZOO), if the shield reduces an attack‘s damage eFFect to zero, the defender takes no damage! Example: DoctorZorbo‘s men havelmkedDirk (Willpower 6, Stamina3, Reflective facet 4) away ina cell. Dirk decides to lift the pistol from the holster o f his snoozing guard and bargain for his escape with bullets. The pistol weighs about one anda half kilograms, so Dirk can move it up to eight meters in one turn (12 kilogram-meters divided by 1.5 kilograms). As his cell door is onk five meters from the guard, he can snatch the weapon in a single turn. Later in his escape, another guard pops up. Dirk throws the Psychic Handbetween them, giving him a total 7/4 soak. Theguard Fireshispistol, getting three dice on the damage effect - and drops his jaw in surprise as his bullet ricochets o f f the very air!
Scientific Prodigy “Gentlemen, I’ve just had an epiphany!” You plumb the depths OF scientific theory, constantly pushing the boundaries. However, you don’t go it alone - indeed, you psychically draw upon the knowledge and creativity OF the colleagues and assistants you work with! Even individuals who have no Formal scientific training may be OF great benefit in such an eFFort, For you can draw on any relatedknowledge they may have, no matter how little they may be consciously aware OF it. Dependingon your personal inclinations, you may or may not give your research team the credit it deserves. System: This Knack enhances the character’s superscientific ability (seep. 176For complete rules). It does not allow For directedsifting oFothers’ thoughts or knowledge; instead, it acts as a kind of gestalt Fromwhich the mesmerist draws her conclusions. The character receives one additional die to her research and development roll For each assistant she has, up toa number equal to her Intelligence+ Reflective Facet. (Thecharacter may have more assistants, but this Knack gives her no Further benefit From them.) No roll or lnspirationexpenditure is needed.
Telluric Resonance “Hmmm. ‘That fellow over there isn’t quite what he seems.” All mesmerists are, by nature, attuned to 2-waves to acertainextent.However,youraffinityForthisenergygoes beyond that OF most mesmerists. You can sense the flow OF
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telluric energy through not only other individuals, but through the very ether itself. This sensitivity allowsyou to detect stalwarts and other mesmerists with a Fair degree of accuracy, as well as sense the use of more powerful psychic and dynamic Knacks. You can also tell if a super-scientific device relies on telluric energy manipulationto produce its effects.
Level Two Psychic Knacks Brainstorm
“You dare defy me?Fa// before the very _ power . of my mind!” One of the less common and more feared telepathic Knacks, as a master of Brainstorm you are capable of less than a direct mind-to-mind attack. Victims S y s h : T h e p l ~ r d k A ~ ; e a c h ~ r e g r jnothing oFBrainstorm experience an instant OF total violation, then ten the general location ofone meuneristor stahwt (Telluric ResoMncedoesnotrerealdaedevils)~i2Ometers,stat- an intense, stabbing agony in their heads as you hurl the full Force of your will against them. Depending on the ing with theclosest.This Knack does not p r d e pinpointaccuracy, but if the subjects m ’ t hidden, it’s easy to tell where subject’s ability to resist such effects, he may be slightly the 2-waves are coming From. To determineif a givendemeK shaken or reduced toa gibbering wreck. SomevictimsOF this power seek retribution upon recovery, as the expean Innovativeinvention, the +yer rolls Engineering; one sucrience can be profoundly unnerving. cess gives ayes or no-. System: The target must be within the mesmerist’s IF another character uses a dynamic or psychic line of sight and within IO times the mesmerist’s InspiraKnack within a radius of IO times the mesmerist’s lnspition score in meters. The player spends an lnspiration ration in meters, the Storyteller secretly makes an Awarepoint and makes a cross-matched (Manipulation + Deness roll. A difficulty may apply, dependent on the class structive Facet) roll; the target resists with a Willpower of the power used: standard For a level three Knack, +1 For a level two Knack or +3 For a level one Knack. One roll. IF the mesmerist has intimate knowledge of the target’s psychology (Storyteller’s discretion, but casual success gives the direction and distance to the character acquaintancedoes not suffice), the attacker gains three who used the power, as well as what level it is. Three successes allow the character to identify the power in additionaldice on his roll. For every net success the mesmerist has, the target loses one temporary Willpower use, if she has prior experience with it. point and cannot take any action save fleeing for one subThermal Manipulation sequent turn. 1f she is reduced to zero temporary Will“Huh. You’dthi~Antacticawouldbe&~.. What? power, she falls unconscious for (8 - Stamina rating) Your graspOF so-called psychokinetictechniques may hours. If the mesmerist botches, the target is forever not be sufficient to ignite Fires or freeze the air, but you immune to all Further Brainstormattacks From him. can exert control over ambient temperature and even afCloak of Dread fect Fire to some degree. Temperaturesare less threaten“Don’t make m e w .It d g n yerybd!y f w y .” ing to you than normal -the Sahara at high noon is merely There’s something preternaturally threatening pleasantly balmy, while the coldest Russian winter registers as a bit nippy. With practice, you can even extinguish about you, something you can Focus to dramatic eFfect on others. When you summon up the darkness that lies small fires or melt ice with the power of your mind. System: Since each end of the temperature scale within your soul, you gain an aura of palpable menace. lndividuals of lesser prowess shrink from you in fear as requiresa different mental Focus, the character can only their lizard hindbrains yammer about tigers in long black generate Thermal Manipulationfor one extreme at a time. To activate the Knack For the scene, the player declares coats. Animals tend to flee in terror or attack in desperation, depending on their temperaments. whether she is protecting against heat or cold, then System: The player spends an lnspiration point to spends an lnspiration point and rolls Resistance. Each success adds one to the character’s soak total against activate Cloak of Dread for the scene. The character’s Intimidation Ability score is doubled. Animals run from sources of injury innicted by that temperature extreme - including fire- or ice-based attacks. A single success him in Fear unless they are already cornered or are starving predators. Due to a subliminal belief that any attack is suFficient to immunize the character against casual exwill be met with an instant and devastating reprisal, lowtremes OF temperature for up to 12 hours. To extinguish a fire, the character concentrates on grade opponents (ordinary namelessthugs) go after targets other than the character if possible; otherwise, they it for the turn. The player rolls Willpower. Every two sucstrike with their least damaging attacks (throwing a punch cesses reduce the fire’s damage effect by one level (see instead of using a knife, say). “Fire,” p. 210). A Fire whose damage effect drops below three is snuFFed out entirely. The fire may have a maximum radius of the character’s lnspiration in meters. Melting ice uses the same mechanic, with every two successes turning one cubic meter’s worth OF ice to water.
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Evil Eye “May your ancestors visit a curse uponyou!”
This Knack is particularly difficult for psychic theoreticians to document because many of its most powerful practitionersdo not believe they’re using psychic powers.
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You may see this Knack as a means OF reducing a subject’s basic selF-conFidence, or you may believe that you have the power to place a curse on your victims! Whatever your personal beliefs, the effects OF this power are the same. When you use Evil Eye, you implant beliefs and commands into your target’s subconscious mind that lessen the efficiency with which his brain and body operate. System: To place a “hex” on a target, the mesmerist must look him in the eye and make m e sort of sign -an arcane gesture, spitting in the subject’s direction, or some similar act. The player makes a cross-matched (Wits + Destructiie Facet) roll; if the bqet is Inspired, the attacker must also spend an Inspiration point. At the Storyteller’s discretion, the player may gain an additionaldie if hercharacter also declares a suitably dramatic curse to the victim. Successes on the roll are split betweenthe duration OF the “hex” and its severity, as per the Followingtables: Successes Duration the rest of the scene 1 2 eight hours 3 one day 4 one week 5+ one month Successes Effects +1 difficulty to all Willpower, 1 Mental and Social rolls +1 difficulty to all rolls 2 +2 diFFiculty to all rolls; the sub3 ject loses one temporary Willpower point +2 diFFiculty to all rolls; the sub4 ject loses two Willpower points +3 diFFiculty to all rolls; the subs+ ject loses three Willpower points
A character who loses temporary Willpower points cannot regain those points until the “hex’s” durationends. Subsequentattempts to give a character the Evil Eye have no eFFect until the First curse expires. At the Storyteller’s discretion, the victim may end the curse before its natural expiration. Remember that the Evil Eye is actually a set of telepathic suggestions, so the problem is not mysticism -it is belief. Even the most rigidly scientiFic personalities are subject to these suggestions, so lack of beiieF in psychic phenomenaor magic is no defense against the initial “curse.” It may, however, be of aid in subsequent psychotherapy.... Example: Mister Saturday places a hex upon a troublesomeadventurer. Engagingthe interloper in conversation duringa party, the houngan informs the poor fool that he’s angered the spirits. Saturday calls down the wrath o f the loa upon his subject. Mister Saturday’s player achieves a whopping six successesanddecides to split these evenk between duration and effects. The adventurer loses one Willpower andis at +2difficulty to all his actions for the next 24 hours.
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Flame/Frost Conjuration “/@e a fire wi% thepower ofyour mind? ImpoSsiMY This Knack covers two similar yet distinct talents derived From the power OF the mind. Flame Conjuration lets you create Fire out OF nothing, while Frost Conjuration enables you to Freeze the very air. These talents are referred to by layman’s terms such as “Firestarting” or “ice throwing” as well as more scientific labels such as pyrokinesisand cryokinesis. Each option sees common use as a psychic weapon, though more mundane applications are possible. Pyrokinetics have been known to cook dinner or heat an apartment with the power of their minds, while cryokinetics sometimes condense water from the air to reduce the humidity or create ice cubes. System: This Knack must be purchased separately For each type OF manifestation, Fire or ice; each type can also be used twodifferent ways. FlameConjurationcan heat a small (hand-sized) area or hurl a fist-sized ball OF Flame. Frost Conjuration can freeze a small patch of an object’s surface or freeze the air and project shards OF ice crystals. The mechanics For each work roughly the same; the pyrokinetic application uses heat and Flame while the cryokinetic version manifestsas flash-Freezing. To force an immediateextremetemperaturechange, the character affects a target between Fingertipand handsize at a range of up to 20 meters times her Perception rating. The player spends an lnspiration point and rolls Willpower; the effect sustains itselfa number of turns equal to the successes rolled. A Fire ignited this way bums out after the time passes, but flammable materialsit ignites may bum longer. An area Flash-Frozen becomes so Frigid and brittle that it may shatter. Used this way, the Knack has a three dice lethal damage effect, plus one die for every two successes the player rolled. Materials aFFected take a little while to dissipate the thermal energy; substances such as metal or stone may be painfully hot or cold to the touch For several minutes afterward. When usedas a projectile attack, the player spends an Inspiration point and rolls Awareness as a standard ranged attack roll. The attack has a range OF 10 meters times the character’s Perceptionrating. It has a base three dice lethal damage effect plus the mesmerist’s rating in her DestructiveInspiration facet. Victims may dodge this attack as they would dodge any standard ranged attack. Whether a Fireball or an ice blast, the attack travels in a straight line; neither psychic manipulation nor wind conditions can divert its path. At the Storyteller’s discretion, the character can perform minor tricks (lighting a lady’s cigarette or waming dinner For Flame Conjuration; cooling a car’s radiator or keeping ice cream From melting For Frost Conjuration) without expending an Inspiration point. In general, iF something looks impressive but doesn’t have any impact on the game beyond looking nifty, don’t require an lnspiration expenditure or a roll For it.
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The Storyteller may also allow this Knack to be used as the basis for electricalgeneration. This “psychic lightning” would generate a spark of electricity (enough to jump start a car battery, perhaps) or emit a crackling lightning bolt (damage as above). The Storyteller may alter certain aspects as he sees fit.
Hypnotic Presence “You are falling under my spell. .. ” With but the slightest effort ofyour will, you can place most individualsinto a light hypnotic trance. While so entranced, they are wholly susceptible to your will. You can extract answers to even the mostprobing questions or implant commands that your victims will never remember untilthey find themselves carving them out. System: ‘Thecharactermust make eyecontact with the subject and concentrate for a turn. The player spends an Inspiration point and rolls Rapport. IF she scores more successes than the victim has dots in Intelligence, the hypnosis attempt succeeds. The hypnotic trance lasts For 10 minutes per point of the mesmerist’s Inspiration.During this time, the subject must answer any questionsposed to him with the literal truth as he knows it. To implant a commandduring the trance, the player rolls Subterfuge. Each successFul command requires a number of successes equal to the subject’s Intelligence. A command may not directly violate the subject’s selfpreservation instincts or basic moral code, but anything else is fair game. A mesmerist may implant a maximum number of commands equal to her own Willpower. These
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commands last for a number of days equal to the mesmerist’s Command dice pool, after which they fade.
InspirationalAura “Once more unto the breach!” You have discovered one of the keys to maintaining the cohesion of a group in the face of even the most extreme crises. With this telepathic talent at your command, you can reinforce the psyches of your comrades and followers, instilling them with a renewed sense of purpose and a willingness to follow your orders. A sense of rightness fills the recipients, giving them the wherewithal to tackle with gusto feats that might otherwise give them pause. Masters of this Knack can convince their subordinates and allies to storm the very gates of Hell armed with nothing but buckets of ice water. System: The player spends an Inspiration point and rolls Command. Any difficulties to actions drop by one for every two successes rolled for the remainder of the scene (round down; three successes rolled would reduce any difficulty modifiers by one). This Knackaffects each character working on the mesmerist’s side - but not the mesmerist himself - up to a number equaling the mesmerist’s Inspiration score. The benefit applies first to those closest to the mesmerist and can include player characters and Storyteller characters. The mesmerist doesn’t benefit from the difficulty reduction, but still gains from this Knack. For the rest of the scene, the character adds his Reflective facet total to his Commanddice pool when issuing orders to any charac-
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ter who benefited from this Knack - as long as the orders are of an appropriately heroic nature. The Storyteller has the Final say in what is appropriately heroic. A character with lnspirationalAura may never gain the benefit OF reduced difficulty through this Knack, either via her own use OF it or through the lnspirational Aura of another character.
Teledigitation ‘‘It was horrifjing! These... these ghostly hands appearedandpluckedthe necklace from about my throat!“ Teledigitation is the Knack that most informed people think of when they hear the word “telekinesis.” While you cannot exert a large amount of sheer telekinetic force, you can perform highly intricate Fine manipulations or even wield weapons! Essentially,Teledigitation gives you a pair of “spectral hands” that are every bit as capable as your own physical ones. They can pick a lock, Fire a gun, mix a drink or slap an unwanted suitor. The hands are invisible unless you choose to make them visible, in which case they maniFest as ghostly outlines or shimmering idealized images.
System: The player spends an lnspiration point to activate Teledigitation For a number of turns equal to the character’s Stamina + Wits. This power provides a pair OF “spectral hands” that the character can use like a pair of normal hands, with a range equal to 10 times the character’s lnspiration score in meters. The spectral hands can do anything that a normal pair of human hands can do, acting as iF they had Strength 1 and a Dexterity score equal to the character’s Reflective Facet + 1.1F the “hands” hold physical objects, they can move at a maximum speed equal to half the character’s walking speed. The character can take actions with both the spectral hands and her physical body, but the normal penalties For multiple actions apply (seep. 201).
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The hands provide the character with a sense of touch comparable to her own. They have no actual physical substance; attacks pass harmlessly through them. They can act independently of one another, to the extent that a pair of normal human hands possessed by a non-ambidextrous character can, but may move no more than two meters From each other. At the Storyteller’s discretion, the character can perform minor telekinetic tricks (turning light switches on and OFF, Fetching drinks) without expending an Inspiration point. In general, iFsomethinglooks impressive but doesn’t have any impact on the game beyond looking nifty, don’t require an lnspiration expenditure or a roll For it.
Level Three Psychic Knacks Cloud the Mind “I could have sworn someone was standing there just a moment ago. ” As this power’s name implies, you are able to cloak your very presence from lesser individuals. When their mindsare clouded, you are but a passingbreezeand a Flicker OF shadow, barely perceptible to all but the keenest-eyed observers. This Knack is telepathic by its basic nature it only affects the perceptionsOF living beingswho can directly observe you. Mechanical sensorsare unaffected, and photographsOF a scene will still reveal your presencewhen developed, even if no observer remembersyou beingthere. System: The player spends an lnspiration point to activate this Knack, and the character’s Stealth Ability rating is doubled for the scene. No casual observer notices the character’s presence or actions unless the mesmerist does something blatantly obvious or the observer has a higher Perceptionscore than the number OF successes the player rolled on Stealth. The Storyteller is always the Final arbiter of what is blatantly obvious, but a good general guideline is “anything that directly and noisily affects the observer or the surrounding scenery” (initiating combat always counts). Picking a lock isn’t all that obvious if it’s done out of direct sight, but kicking the door in is. A searcher who is actively seeking the character (or actively seeking “someone who shouldn’t be here,” in the case of an alert patrolling guard) may roll Awareness. If he scores more successes than the player scored when activating this power, he pierces the Knack‘s veil of ignorance. The character may still use mundane methods of disguise or camouflage in addition to this Knack; such efforts are resolved normally.
Mindhammer “Nophys~/bwrierca~ w+Wmdmypychic mrght‘” As a master of the most overtly powerful telekinetic Knack, you command a talent that easily makes up in sheer destructive potential what it lacks in subtlety. Mindhammer is little more than a direct telekinetic strike, an invisiblepiston of Force that can strike hard enough to splinter wood or shatter bone.
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System: There’s little room for improvisation with this power: The mesmerist simply smacks her intended target with a telekinetic wallop. The character must be able to see her target, which must be within a range equal to 20 meters times the mesmerist’s Perception rating. The player spends an Inspirationpoint and makesa crossmatched (Wits t Awareness) attack roll. Attempts t o dodge the strike are at t2 difficulty because the target cannot see it coming. I f the attack hits, it has a base bashing damage effect equal to the mesmerist’s Willpower rating; extra attack successes add to the damage effect normally. The area of impact is a perfect circle approximately the same size as the attacker’s clenched fist.
Psychic Control ‘“These aren’t the refugeesyou ’re looking for. ” This Knack is among the most feared mesmerist powers. Having the ability t o twist another’s mind makes others rather nervous, so you’re likely to find even close friends distancing themselves from you when they discover what you can do. Conversely, governmentsand private groups alike may well take an unhealthy interest in you - a nation with a pet mind-controller has an important new pawn in the game of global politics. System: The target must be within a range equal t o 10 meters times the mesmerist’s Perception score, and the character must concentrate for a number of minutes equal t o the successes needed (see below). The mesmerist’s player spends an lnspiration point and a Willpower point and rolls Command ina resisted action against the subject’s player, who rolls Willpower. Any successes the defender gets subtract from the mesmerist’s ability to alter his mind. The mesmerist may spend additional Inspiration for successes on a one-for-one basis. The degree of change to the target’s memory depends on the final successes achieved. One success allows trivial changes(he can’t remember his home address, he thinks the character has a difFerent name); three successes applies major alterations (he forgets where he works, he believes he was married to a woman who never existed); five successes creates extensive - even disastrous - changes (he forgets to breathe, he remembers being born in Atlantis five centuries ago). The mesmerist must decide her intended memory alteration prior to the attempt; if she doesn’t get enough successes, the change has reduced intensity. The target may also “buy down” the intensity by spending one Willpower point immediately after the resistedaction, modifying the alteration appropriately. The Storyteller may make the resisted roll himself to keep the resolution in doubt and has final say on suitable modifications to the original intent. Psychic Control can also be used to restore a subject’s memories that were changed by some other use of this Knack (certain spies have been placed in deep cover using this very method).
Richard De Remer (order #1312575)
Example: Count Nilwants Ace Borgstrom to forget he was ever e n d . 7he Storyteller says this requires three successes, but after the resistedaction the dastardly Counthas onhtwo successes. 7he StorytellerdecidesAce knows he’s engaged-he’sjust not sure who it’s to!
Psychic Synergy “You know what to do, my loyal minions!”
You can coordinate the actions of your underlings so well that they seem to share a single brain. Whether through singular leadership, telepathic communication or some sort of hive consciousness, you can direct your followers’ behavior to lead to the most efficient outcome. System: The player spends an Inspiration point and rolls Commandat standard difficulty. If successful, those loyal to the character may engage in complex tasks without the need for communication. The subjects need not be in the immediatevicinity, but the character must know exactly who he wants t o communicate with. The number of successes indicates the scale of communication. One success allows for coordinating with up to a half-dozen people, three successes is sufficient to direct over a score ofsubjects, and F i esuccesses allows for directing at least 100 individuals - all without the need for radios or a chain of command! In addition, anyone affected by this Knack may also add their leader’s Reflective facet to their dice pools for the rest of the scene. Finally, everyone affected by this Knack acts on the Initiative turn indicated by the highest roll within the group.
Sleight of Will “For my next trick, 1 shall make that gentleman’s monocle appear in my hand like... so!” This is arguably one of the most powerful Knacks in existence, though it is also one of the rarest. With this power, you can move small objects with naught but an instant of concentration and a bit of creative visualization. While telekinetic powers can achievesimilar effects, Sleight of Will is unique in that the objects it acts upon do not move through the intervening space! They simply vanish from one point and appear at another with no visible motion or expenditure of energy save for a slight twinkle. To date, no mesmerist skilled in Sleight of Will has been able to move a person in this fashion (though rumors persist of particularly powerful mesmerists who can apport themselves...). System: The mesmerist can move an object with a maximum weight equal to her Reflective facet in kilograms between any two points that she can sense within a radius of 20 times her Perception in meters. The two points may be anywhere within this radius, as long as she can see or feel both of them. Other Knacks that allow remote sensing count for these purposes. To move an object, the player spends an Inspiration point and makes a cross-matched (Stamina + Awareness) roll. One SUCcess is sufficient to move the object. If the player scores
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ccesses, use OF Sleight OF Will does not count as the character’s action For this turn - so, with enough successes, this Knack could move a weapon into the character’s hand in an instantaneous Fast-draw! If the mesmerist tries to move an object out oFcontact with another character, the player must defeat the target’s player in a resisted Willpower roll. (“Out oFcontact” means anything the target holds or has upon his person.) Objects moved with Sleight OF Will retain all of their physical and chemical properties, though the mesmerist may change their orientation as she sees Fit. In practice, this means a Falling object continues to Fall after being moved with this Knack, but the mesmerist may choose For the object to reappear Falling upward(though gravity will soon reverse its course). Objects moving too fast to track with thenakedeyemay not beaffected with this Knack, which makes it useless For deFlecting bullets - though it is quite eFFective at reversing the courses of thrown objects (such attempts are subject to the rules For hitting moving targets; see p. 201). If the character wants to change a moving object’s course to target a specific individual, the player makes an Awareness roll at +t diFFiculty that counts as an attack roll.
Touch of Life “Dead? You are mistaken; falling From the wall mereb knocked the wind out o f her For a few minutes. ” Many observers consider you to be touched by God - or to be a pawn of the Devil. You can exert your will to heal virtually any injury, bringingyour comrades back From the gates OF death! As long as even the barest spark of liFe remains in your subject, you can knit broken bones and seal torn Flesh with your very will. System: The character touches the subject and spends a minute in concentration.The player spends an lnspiration point and rolls Medicine; each success heals one level OF bashing or lethal damage. For each patient, the mesmerist can heal up to twice her Reflective Facet in bashing health levels and equal to her Reflective Facet in lethal health levels. The player may allocate the successes to the subject as she sees Fit. Even if the player Fails the roll, the subject is stabilized and suffers no Further blood loss or other worsening of condition. A botch, however, inflicts one additional level of bashing damage on the patient. No subject may beneFit From this power more times in 24 hours than he has points OF Stamina.
Dynamic Knacks Dynamic Knacks are the parahuman powers displayed by those Inspired individuals commonly known as stalwarts. Generally, dynamic Knacks are incredible extensions of normal human capabilities: Stalwarts tend to be Faster, stronger, smarter, better-looking or more personable than regular people. Some extreme dynamic Knacks, however, give their stalwart possessors qualities that no “normal” human could possibly attain. As
Richard De Remer (order #1312575)
might be expected, dynamic Knacks run the gamut From barely noticeable to Freakishly bizarre. Current theory holds that dynamic Knacks are the result OF the stalwart channelingZ-wave energy directly into her physical Form. As such, stalwarts registeras etherically active on Z-wave image resonators, and their empowered status is obvious to various superhuman methods OF perception.
Dynamic Knack Descriptions As with psychic Knacks, dynamic Knacksare divided into three categories. The category into which a dynamic Knack falls depends on the degree to which it affects the stalwart. Level one dynamic Knacks are logical, if extreme, extensions OF human development. In theory, any sufficiently giFted person could achieve comparable results if given the right combinationoFgeneticsand training. Though certainly uncanny, level one Knacks are normally indistinguishable From nature’s own gifts unless perceived with a Z-wave image resonator or the like. As such, their effects are often indistinguishableFrom those daredevils manifest. Level two dynamic Knacks are obviously superhuman, though they’re still direct extrapolations from the human baseline: The stalwart is just Faster, smarter or stronger than any ordinary personcould everhope to be. Level three dynamic Knacks placethestalwart Firmlyoutsidethe bounds of normalcy - they’re highly irregular or unnerving capabilities that surpass the usual qualities, not just capabilities, OF living beings. IF purchasedduring character creation, a dynamic Knack costs a number of transformation points equal to its class. IFpurchasedwith experienceexpenditure, a level one dynamic Knack costs 8 experience points, a level two costs 12 points, and a level three is 16points. These powers are not hierarchical; a character does not have to buy a level one Knack beFore purchasing a level two power.
Level One Dynamic Knacks A Single Bound “On ward and upward!” Your legs are better than coiled steel springs, For no mere mechanical springboard could launch you as high as your leaps can! With this Knack, you can hurdle high walls or leap across a city street. Your physique probably reflects this Knack in some highly noticeable manner. System: The character’s jumping distances are tripled For both horizontal and vertical movement. IF he is riding a bicycle, his movement rate is doubled. This Knack has no effect on kick attacks or Foot movement rates. See “Jumping,” page 188, For rules on leaping.
Cool Hand “Grab the gem out OF that pit o f scorpions? No problem. ” You’re inhumanly steady, even in the tightest situations. No matter how much your brain’s screaming at you, your body keeps operating smoothly. This is not
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necessarily mental composure - you may be just as prone to panic as anyone else. Instead, your body functions efficiently regardless of the stresses under which it’s operating. You never get “the shakes,” nor do you get seasick or shiver. System:The character still suffers injury Fromdetrimentaleffectsto her body -wounds, drugs, illness, temperature extremes, stress - but is completely immune to Dexterity-based dice pool penalties resulting From these conditions. She gains one bonus die For all physical tasks involving ultra-fine manipulation, such as lockpicking or surgery (but never combat). Her rock-steady grip also doubles the effective range of all ranged weapons (firearms, bows, fire hoses, disintegrator rays...) she wields. As a side effect of this Knack, the character never suffers any physical effects from being intoxicated. She can still get drunk, but the only outward reflection of this condition is slurred speech. She’s perfectly poised right up until the point at which she passes out.
Heightened Senses “Shhhh!Somecxlejust&edthedowdownstaid”
A living bloodhound, telescope and microphone all rolled into one, you enjoy sensory acuity that most people can’t attain without mechanicalassistance.However, this blessing can occasionally be a curse - bright flashes, loud noises and noxious smells can all incapacitate you through sensory overload. You tend to avoid big band concerts and ltalian kitchens. System: The player gains two bonus dice on all Perception rolls that deal with tiny details or things on the edge of human perception. When the character makes an aimed ranged attack, her weapon’s range doubles due to the stalwart’s exceptional visual acuity (approximately 20/5 vision). Sensory overload effects are left to the Storyteller’s discretion, but should be dramatic and appropriate to the circumstances.
Mad Scientist “You all laughed. You said it couldn’t be done. Ha! Behold the product o f my genius; behold my creation!” You are a man of science for the new era! Your creative prowess follows no traditional path. Even the simplest schematics you design baffle the learned. Armed with only a notepad and your own formidable command of modern science, you relentlessly push back the frontiers of human achievement! System: This Knack subtly transforms the character’s brain chemistry to enhanceher super-scientific ability (see p. 176 for complete rules). The player spends an lnspiration to convert her character’s final research and development time from days to hours (this likewise results in a shorter construction time, figured from the final R&D duration). Such rapid genius is not without its price, however. The character relies so heavily on leaps of intuition and sudden bursts of creative mania that few can keep up. As a result, when using this Knack,
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the character gains no dice benefit from having research assistants other than fellow stalwarts.
Man for All Seasons “Come along, gentlemen. It’s o n k the Sahara. A little sun never hurt anyone!“ Who needs a campfire or a canteen?You can endure the utmost extremes of climate without batting an eye or losing a drop of sweat. Whether it’s a hike in Death Valley in a parkaor aswimsuit-clad snowball fight in the Himalayas, you’re always dressed for the occasion, so to speak. System: The character suffers no damage or penalties for heat less than 150” C or cold above -30” C. She is immune to heatstroke, hypothermia and similar ailments. She can survive for triple the usual times without water or Food. This Knack provides no protection against actual fire- or cold-based attacks.
Powerlifter “Looks like the safe is cemented into the wa/l. ” Shhhraaaack! “There we go!” You can win iron man competitions merely by entering - your opponents take one look at the steel cables you call musclesand quietly shrinkaway. While your casual strength may be no greater than that of anyone else with your build, your focused might is truly awesome to behold. System: Whenever a character attempts a Mightrelated task (such as encumbrance, lifting or opening/ closing; see p. 188), the player rolls Might normally. In addition to the successes from the roll, your character gains a number of automatic successes equal to her Destructive facet score (no lnspiration expenditure is needed). If trying to lift a target with more mass than the character‘s Might dice pool, the automatic successes apply as Willpower successes needed to advanceher lifting capability up the chart (seep. 188).This Knack provides no bonus to close-combat attack and damage rolls.
Sex Symbol “Yowza!” Simply irresistible! You exude raw sexualii from every
pore.Amerephotographofyouisenoughtod~of theappropriatesexualorientation intoholmoMlfrenzies,while ~adualpraencelmpireseventhemoststaidandd adults to youthful pursuits. You’re never lacking for companiomhipifyou want it In Fa&your biggestfKoblem maybegetting an uninterrupted nlgM’s sleep.... System: Whenever the stalwart attempts a seduction, the player rolls the appropriateTrait dice pool normally (see p. 192 for specifics on seduction). In addition to the successes from the roll, your character gains a number of automatic successes equal to her lntuitive facet score (no lnspiration expenditure is needed).
Superhuman Reflexes “l’ve never seen anyone move so fast!” Your hands are faster than striking cobras, flickering at the edges of human perception. It may be possible to
Richard De Remer (order #1312575)
surprise you, but no Old West gunslinger could have ever out-drawn you. The proverbialgreasedlightningwould have trouble striking you if you knew it was on the way. System: The character gains a permanent +3 bonus to Initiative.
Level Two Dynamic Knacks Aetheric Vision “I sense a powerFu1electrical charye emanatiny From that panel. Perhaps we shouldstep back. ” You can transform the delicate structure of your eyes to perceive portions of the electromagnetic spectrum that are completely inaccessible to normal people. This power allows you to see heat, infrared and ultraviolet radiation and even magnetic fields or strong electrical charges. If you are ofa mystic bent, you may consider these energies to be auras and ley lines. If you have advanced scientific training, glowing schematics may superimpose themselves over your normal vision. System: The player spends an lnspiration point to activate Aetheric Vision for the scene. While this Knack is active, the character takes no penalties for low light even in complete darkness, she can see as if she had the benefit of Full daylight. With a successful Engineeringroll, she can visually trace the path of active electrical circuits, up to locating live wires inside walls. Other applications of this power are left to the Storyteller’s discretion, but may include such feats as seeing a concealed assassin’s body heat through a curtain or a thin door, tracking an airplane by the atmospheric ionizationit leaves or detecting an area of dangerous radiation by its unnatural glow. Remember that Adventure-era scientists don’t know nearly as much about the electromagnetic spectrum as modernphysicistsdo. Accordingly, charactersmay see what they expect to see rather that what science dictates they shouldsee. They may also witness phenomena for which modern physics has no rational explanation....
Blazing Speed “How in the world did you Fend off those three soldiers while entering the proper code to turn off the doomsday device?!“ When seconds count, you havetwice as many as everyone else - at least from your perspective. With an instant’s expenditure from your reserves OF energy, you can superchargeyour nerves, movingat blindingspeeds to devastatingeffect. However, the concentration required to keep your body from Hailingout of control does make you consider your actions more carefully, which may result in a momentary hesitation before you spring into motion. System: At the beginning of a combat turn, before the lnitiative roll, the player spends an lnspiration point. The stalwart can take one additionalaction at the end of the turn, after every other character has taken his normal action. This additional action can be used just like a regular action - split into multiple actions, used to go
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fully defensive or taken as a single full action. The stalwart acts at -3 to lnitiative during this turn.
Blindfighter Wham! Wa-pow! “Gentlemen, i t doesn’t help to turn out the lights when you’re a// breathing as loudly as overweight water buffalo.” The phrase “blind as a bat” always gives you a bit of a chuckle. After all, bats never run into things. You may havedeveloped this Knack to compensate for actual blindness, or it may be the result of extensivetraining. Regardless, darkness holds few secrets for you -an advantage that you can apply to lethal effect in combat situations. System: The character suffers no penalties for movement or close combat in low light or darkness. Ranged combat and perception rolls related to anything exceptspatialawarenesssuffer the normal penalties. The character can perceive shapes out to a radius of twice her lnspiration in meters. However, she can’t sense them precisely enough to aim or dodge ranged attacks, nor can she sense surface details such as color or texture.
Optimized Metabolism “You’realmost 60?Youcan’tbeserious;youdon’t look a day over 30!” Methuselah was a pretender. You may not be set up to live forever, but for all intents and purposes, you just may pull it off - so long as none of your enemies get you. Your body requires only trace amounts of nutrients to function, as you derive the majority of your sustenance from etheric radiation and other forms of pure energy. It also refuses to process anything that it can’t use, which makes you immune to many poisons. System: Once the character reaches physical maturity, she ages approximately one year for every [Stamina x 101years that pass. She can hold her breath for f i e times as long as a normal human with the equivalent Endurance, needs only one meal a week and takes no damage from ingested poisonsor allergic reactions. She is immune to all known diseases. Alcohol and most other drugs have no effect on her whatsoever. Chemicals that physically damage her, such as acids, have their normal effects.
Piledriver
“The guy wasn’t human, boss -hepunchedright through the brick wall and draggedme outside!“ Some men break hearts; others break laws. You prefer to break bones... and bricks... and the occasional steel girder. Whether it’s From a special diet, cosmic radiation, years of meditation or an inexplicable telluric energy pattern in your bones, you can strike with inhuman force. Your kicks and punches can shatter stone, and anything short of an armored car is vulnerable to you. System: Add the character’s Destructive facet to his Strength rating when calculating any damage effect based on Strength, whether for punching a mobster or a metal
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door. This Knack has no effect on any other situation in which the character’s Strength is a factor, except feats of strengththat directly involve destroying something.
Sun Tzu’s Blessing “If I were him, I’dmake a diversion over there and
bring my men in from the south - what’s that alarm? Well, there you go!” This Knack goes by various names, depending on where you’re from. The French refer to it as the Touch of Napoleon, while Greeks hearken back to the qlory of Belisarius when discussing your tactical prowess. Whatever the label, the effects are the same: You have an intuitive flair for the geometry OF battle. With a single glance, you can assess a tactical situation involvingthousands of men, and a moment’s reflection tells you where best to exert pressure to break the enemy’s forces. Beware hubris, however - knowing what orders to give is not the same as knowing how to give them.... System: The character has an innate sense OF strategy and tactics that surpasses those of many trained generals. When analyzinga battle’s progress, developinga plan for an assault, finding the best way out of an ambush or performing any other military- or tactics-related analysis, the player rolls the relevant Trait dice pool normally (typically Command). Inaddition to the successes From the roll, your character gains a number of automaticsuccesses equal to her Reflective facet rating (no Inspirationexpenditure is needed). This Knack gives no bonus to actually issuing orders, only on figuring out what orders to give. 1
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Touch of the Muses “Another masterpiece?You flatter me. 7hIs isjust something 1whippedup before breakfast.” The gods smile upon your artistic efforts - or maybe the Devil inspires you to greatness. Whatever the source, you can achieve a level of aesthetic creativity to which most people can only aspire in vain. Your original vision is nigh-perfect, and your ability to execute it in paint, ink or stone is not far behind. System: This Knack applies to any physical creative endeavor, be it sculpting, painting, choreography or the like. Note that this Knack focuses on arts with a primarily physical aspect; pursuits such as writing or poetry don’t count. The player rolls the relevant Trait dice pool (typically Arts or Perform). In addition to the successes from the roll, your character gains a number of automatic successes equal to her Intuitive facet rating (no Inspiration expenditure is needed). At the Storyteller’s discretion, the player pays only half the normal experience cost when purchasing Backgrounds that are directly related to the character’s artistic endeavors. The Backgrounds most likely to be affected by this are Resources (from the sale of works of art) and Allies, Contact, Mentor and Followers (individuals who seek out the character because of her genius).
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Level Three Dynamic Knacks Body of Bronze “ I have to stop getting into gunfights. My wardrobe’s taking a beating!” When the shooting starts, most peopie dive Forccwer Ycurfriends,howwer, know that the safest place tobe is diredh/behindyou!Thisi~’t‘tofcMlcemforyourmarksmanship,*but because of yow inhumaniy & i l i physique. Yourdtinretaimitsnormalcom~toacasualEarea,butis asstrongasstedwhen it comestoresisbnginjury.You laughat clubsand knw,and bulletsarebut as w a y stings. Just watch out Forthoseantitank rifles.... System: The character has an innate armor rating, as if her skin was a bulletproof vest! Her bashing armor rating is equal to two plus her Reflective Facet, while her lethal armor rating is equal to two plus her Intuitive Facet.Thus, a character who has Reflective facet 2 and Intuitive facet 1 has a [4/3] armor rating. This armor inflicts no penalties on mobility. These ratings are always consistent with the character’s current Inspirationfacet scores.
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made-up one) or Perform (if the character is attempting to assume a specific person’s identity). If the player succeeds, the alteration lasts For the remainder of the scene or until the character voluntarily discontinues it. It requires minimal concentration to maintain the change; if the character is knocked unconsciousor suffers three or more health levels of damage in one turn, her body automatically reverts to its normal appearance. The number of successes rolled determine the degree to which the character can change her perceived identity: Successes Degree of Change Same basic appearance, but all 1 distinguishing details vanish 2 Colorationand build changes Complete change of facial Features 3 Full transformation of voice and 4 physical mannerisms
5 Gendershiiexb-emesoFageandsm The stalwart cannot actually fake any knowledge that her subject has but she doesn’t. With fewer than four successes, thechamtermust rely on innateactingability (Per-
“Sherlock Holmes?An amateur. ” Your physical senses are transformed to interact with a synergy that is truly breathtaking to behold. Your powers of observation and deductionput the local police to shame. A mere glance at a scene can tell you more than you ever wanted to know about the place. This Knack is nothing less than a capacity for total situationalawareness and subconscious analysis of everything you sense. System: The character spends at least one minute observing the tableau she wishes to analyze. The player spends an Inspirationpoint and makes across-matched(Intelligence + Awareness) roll. For the rest OF the scene, the player gains a number OF bonus dice equalto the number OF successes she rolled, which she may apply to all Investigation rollsthat deal with the people, placeandlor things she’s observing. This Knack may be used once per scene on a given location. I n practice, this Knack functions much like Sherlock Holmes’ capacity for extreme logical deduction - the character can reach (almost always correct) conclusions from the barest scraps of physicalevidence.
form and Disguise rolls) to convincingly pass henelF off as someoneelse. With four or moresuccesses, her proficiency is such that others assume any gaps in her performance are flaws of their own faulty perceptions or memo&.
Man of Many Faces
Sensory Filtering
“1 know 1just left, but 1forgot something in my room. Wouldyou mind letting me back in?” With this Knack, you can actually change your physical features to look like someone else’s. Even minimal control allows you to shift your features subtly to look like some nondescript everyman. With more precise command, you can alter your features, voice, physical dimensions, garb, race and even gender! System: To assume another appearance, the character spends 30 seconds (six turns) in concentration. The player spends an Inspiration point and rolls Disguise (if the character is trying to conceal her own identity with a
Richard De Remer (order #1312575)
Reptilian Regeneration “~gn~bitmyhandoft?tlowinconvenientl” Some lizards possess the uncanny capacity to regenerate lost limbs over a matter of days. You can go them one better, knitting torn flesh and regrowing rnissing pieces of yourself in mere minutes. This distinctly unnatural Knack allows you to endure injuries that would destroy any normal person. System: To regenerate, the character enters a deep trance From which nothingshort of a health level of bashing damage can awaken her. The player spends an lnspiration point and rolls Endurance. Each success is one health level of damage healed. A health level of bashing damage heals in one minute; a health level of lethal damage heals in 10 minutes. When the character has healed as much damage as the roll allows, she awakens. “We ‘re looking for a man with a redtie? Give me a moment... there he Is!” Some wives complain that their husbands have selective hearing because they can hear baseballscores but not requeststo mow the lawn. Those husbands would envy you if they knew of your capabilities because all of your senses are selective. You can tune out the din of a crowd to zero in on a single conversation, refuse to see everything of a particular color or ignore the flashes of a blinding strobe light. System: Sensory Filtering is always active. This Knack negates all dice pool and difficulty penalties for
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distractions such as noxious smells, deafening noises, blinding lights and the like. The character is immune to sudden sensory shocks such as flash-blinding from a magnesium flare. He can also choose to isolate a single sensory impulse, blocking out all sound save for a single conversation or picking the smell of poison out of a dinner buffet. When used in conjunction with Heightened Senses, this Knack removes the danger of sensory overload that otherwise accompanies use of that Knack.
Threat Awareness “Look out; he’s about to-” Whack! “-ha! There; never mind.” You’re the perfect bodyguard. Whether it’s an instinctive feel for a subject’s posture and body language or uncanny precognition, you always know when someone is about to launch an attack. This split-second warning is enough to let you throw the first punch. You’d best be careful when choosing your responses - “I knew he was going to shoot me” isn’t always the best defense against charges of unprovoked murder. System: Thestalwart always knowswhen a livingsubject whose presence she is aware of is about to make an
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offensive move against anyonein the immediatearea. The subject must be within line of sight -though the stalwart needn’t be looking at him! - and no farther away than 10 times the stalwart’s Inspiration in meters. The Storyteller tells the player the subject is about to attack and who the intended target is. The character receives no other information, though some things may be obvious- if the subject is holdinga pistol, chances are good that he’s not going to throw a rock at his intended victim. The stalwart may then perform one action before the attacker does. Inthe first turn of any combat for which the stalwart has no more than three seconds’ warning, she gains a bonus to her lnitiative score equal to her Awareness dice pool. In each subsequent combat turn, this bonus drops by two, until it fades to nothing. This Knack provides no defense against attacks from individuals of whose presence the stalwart isn’t aware, or who are beyond the range of clear sensing. She must see, hear andlor feel potential attackers to sense what they’re about to do. Likewise, it provides no warning regardingmachinery; automatonsand land mines don’t have body language for the character to read or presence for her to sense.
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The science of tomorrow, brought to you today!
Autogyros! Iwisible secvity rays! Disintegratronguns! Selfdeaning kitchens! Silk-steel! Anti-aging elixirs! Zeppelin skyfortresws! Submenible yachts! Forty-e$t took in one! The Adventure Era is one in which men of steel walk the earth -sometimes literally! Thanks to the parahuman capacity for invention bestowed by lnspirationitself, certain institutions and individualshave produceddevices that bafne the mind and appear to defy natural laws. Superscience is more than mere science - it’s Inspired! Drawing on the powers of their minds (and sometimes those of their assistants), Inspired scientists can leap years ahead of their colleagues, developing devices and compounds wholly unknown to conventional wisdom. Inspired characters of all types enjoy the benefits of super-science, although some restrictions apply to certain character types. In some cases, a super-scientific device amplifies an adventurer’s naturalcapacity to manipulatetelluric energy. Although all Inspiredhave this capability, mesmerists and stalwarts have a greater capacity to create inventions than daredevils do. Regardless of the type of adventurer involved, creating superscientific devices demands incredible commitment. This commitment is reflected in the rules by requiring a prospective inventor to have Ability mastery in the skill (or skills) necessary to make the desired equipment.
Inventions When we talk about an invention, we’re referring to a product of super-science, regardless of i t s general nature. By and large, super-science is focused on the creation of new mechanicaldevices. Medicaland chemical experimentation play their own parts, but the vast majority of development comes in the Form of rnechanical invention and gadgetry. Super-science canproduce a better mouse or better cheese in addition to the better mousetrap, but 78 percent of super-science is about the mousetrap itself. 1F we refer to a mechanical apparatus created with super-science, it’s a device. An animal or plant that super-science has altered is an organism. A new super-scientific chemical or drug is a compound.
Advancements and Innovations Super-science divides inventions into two categories: Advancements and Innovations.An Advancement is
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a direct linear development of an existing concept the better mousetrap, as it were. It doesn’t break the known laws of physics, but rather, leaps a generation or two ahead of the current state of the art. This is reflected in the rules by adding optionsto existing technology. With the proper skill, any person can use an Advanced invention indefinitely(or at least until it breaks down normally). An Innovation goes beyond mere physical improvements, channeling Z-waves to reproduce effects that only an lnspired mind can normally enact - in other words, it duplicates a Knack effect. An Innovation may include Advancement options, but an Advancement cannot include a Knack effect. Any inventionthat has a Knack effect is always considered an Innovation,
DaredevlkmaycomtrudAdrancementsbutcannot ateImovations.Thq.‘mdquitetotheintellectualplateaunecessary to dene truly I n m t i v e devices,just as normal folk don’thwethewherewithalton&eAdvancedinventiom.Mesmemts and stalwatscan create irrventwof either type. Any character, lnspired and otherwise, can have a number of Advanced inventions equal to twice his Resources rating. Additionally, an Inspired character can have a number of Advanced and/or Innovative inventions up to his lnspiration score. The latter category includes daredevils; although they cannot create Innovations, they can use them as easily as mesmerists and stalwarts can. This does not include any inventions purchased with the Gadget Background. The character may have as many gadgets as he likes, so long as he has the bonus, transformation and/or experience points to spend.
Gadgets and Super-science Implements purchasedunderthe Gadget Backgrwnd
(seep. 146) are distinct from items created via the superscience rules. However, the distinction is not one of function but of its importanceto the character and/or the story. A gadget is a special item unique to a character, a defining aspect of who that character is. As an example, although both are certainly inventions, Cliff (the Rocketeer) Secord’s rocket pack is a gadget but Tom Strong’s autogyro backpack is not.The Rocketeerwouldn’t be who he is without his jet pack, while specific equipment is incidentalto defining Tom Strong’s character. A superscience invention is a marvelous creation, but unless it’s purchased as a gadget, it is not considered an intrinsic aspect of the character who built it (or who uses it).
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Super-Scientific Creation Before creating anything, a character must first have Ability mastery in the relevant Trait, as determined by the intended creation. Constructing a device requires Ability mastery in Engineering, creatingan organism takes Medicine, and developing a compound requires Science. The inventor must also have at least three dots in the Ability most appropriate to the proposed creation. Most often, this is the Ability used to operate the completed invention. So,a pistol that uses electricity to fire projectiles is based on Firearms; a miniature submersible is based on Pilot; a set of automatic lockpicksis based on Legerdemain; a remote-controlledmotorcycle is based on Drive; and so on. In some circumstances, the primary Ability of Engineering, Medicine or Science is most suitable, in which case, no secondary skill is required. The inventionthen goes throughthree distinct stages (regardless of whether it’s an Advancementor an lnnovation): research and development, construction, and use.
Step One: Research and Development Research and development (R&D) can be a long
Richard De Remer (order #1312575)
and arduous process, though you don’t have to roleplay it out. The time spent on researching information, designing schematics, performing tests and the like is normally considereddowntime unless the Storyteller decides to interject a dramatic event OF some sort (enemy attack, lab accident, reappearance of an old flame). With the desired researchand development project declared, you must still determine two things: how long it’ll take to complete the research and whether it’s ultimately successful. The R&D roll, based on the character’s Ability mastery dice pool, takes care of both those factors. An inventor won’t know if his theory was valid until he completes his research (or at least until after he’s a fair ways into it already). These rules call For the roll to be made First, since the successes gained can influence the final time taken. The Storyteller may make this roll if she wants to keep some suspense as to the result. A successful roll indicates the research was favorable. A failed roll reflects some misstep along the way - in the experiments, in some aspect of the theory, etc. - but the basic idea remains sound. A botch reveals the theorized inventionis beyond the character’s capacity to create (it might also involve some kind of lab accident, depending on the botch’s severity). An inventor may attempt a new period OF R&D after a Failed roll, but he may never try creating the proposed invention again after a botch. Whatever the result, the character is committed to spending the time required in R&D. The extra successes from the roll influence how long the researchtakes. Each design option has a minimumR&D time, listed in days (seethe respective charts below). This time assumes the inventor spends roughly 10 hours OF the day with no appreciable interruptions in a suitable facility. Standard success on theR&D roll means the character succeeds but takes the full amount OF time listed. Each extra success on the roll reduces this time by one day (to a minimum OF one day). Certain variables can further add to or take away From this time, as outlined below.
Lab Time The inventor isn’t expected to spend all his time on
R&D - it would put a serious crimp in his adventuring lifestyle if he did! The listed times allow for 14 hours each
day the character Isn’tspending in the lab -time spent eating, sleeping, socializing, investigatingor attendingto sundry other matters. The inventor can sequester himself and do nothing else but pursue R&D, though. For every three days he’s “locked in the lab,” the inventor can reduce the total R&D time by one day. The character does nothing but work and sleep (the latter typically on a cot in the corner). Meals are haphazard affairs scarfed down while poring over data, and the inventor Forgoes any outside socialization. Conversely, iF the inventor’s work is interrupted For an appreciable time - having run out of materiel or resources needed For the project, being forced to leave
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the lab (willingly or otherwise) to deal with other matters and so on -the countdown pauses until he can resume his research.
Research Assistants The Adventure Era is a time of tremendous scientific excitement. Boundaries are beinq pushed in every direction, and many scientists will stop at nothing to b‘, the First to break new ground. For every upstandingand ethical researcher, there is a diabolical scientist who will break laws and ethics to achieve his goal...includingstealing designs and prototypes from fellow scientists! Not surprisingly, most inventors guard their research jealously, a great number of them working alone even though an extra pair of hands would help their work tremendously. Other inventors are not quite so paranoid and are willing to bring aboard skilled lab assistants. Yet even the most optimistic inventor understands that the possibility of betrayal exists in this environment. That new lab worker may have impressive credentials, but who’s to say he’s not spying for the sinister Machinatrix? Some inventors are willing to take the risk for the sake of science. If nothing else, splitting the work among multiple people helps speed things along. The trick is getting assistants trained in the fields the inventor needs. If the inventor offen a lucrative wage andlor is working on a project that would get even the most jaded researcher frothing at the mouth, it’s not hard to get good help. A research assistant gives the inventor additional dice for the R&D attempt, thereby adding to the chance of success on the project (and potentially reducing the time spent on research and development). The player gains bonus dice depending on the composition of the character’s researchteam, as shown in the following table: Bonus Dice Research Assistant 1 has three or more dots in the ap propriate Ability 1 has three or more dots in one or more related Abilities 1 is lnspired These dice pool bonuses are cumulative. If the research involves developinga new rapid-fire machinegun, a research assistant with Engineering (the primary Ability) 4 and Firearms(a relatedAbility) 4 adds two bonus dice; if she’s also Inspired, she adds another die. An inventor can have a maximum number of non-Inspired research assistants equal to the sum of his lntelligence and Charisma. Other lnspired characters do not count toward this total.
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Inspiration Inspiration is essential when creating devices, organisms or compounds undreamedof by modem science. The player must spend one lnspirationfor each new R&D attempt his character makes. Inspirationmay also be used during research and development to speed the process along. Each point of Inspiration spent (beyond the initial one for the research itself) reduces the total R&D time
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by three days (to a minimumof one day). Any Inspiration points are spent when the R&D roll is made and are lost regardless of whether the research is ultimatelysuccessful - the inventor may be brilliant, but he’s not necessarily correct in his hypothesis.
Knacks Characters with the Gadgeteer, Scientific Prodigy or Mad Scientist Knacks are singular individuals among a field of already impressive inventors. The lnspired with one of these Knacks can design and create inventions more easily and in less time than your average lnspired inventor. See each Knack‘s description for details on how it can assist a character.
Step Two: Construction Once the research is complete, the character must build his invention. This requires four things: time, funding, facilities and a copy of the completed plans for the invention. Yes, this means that a rival can steal an inventor’s only blueprints - or vice versa! Construction time is left to the Storyteller’s discretion but should reflect the complexity and size of the invention in question, as well as the amount of superscience that went into it. A handgun that fires shotgun shells will take less work than a heavy-duty mineral mining submarine. The following table provides a general guide to construction time as a function of the total time spent on successful R&D: R&D Time ConstructionTime one to five days four hours eight hours up to IO days up to 15 days 12 hours up to 20 days one day two days up to 30 days up to 60 days two weeks up to 120 days one month two to three months up to 180 days up to 270 days three to six months over 270 days six to 18 months Particularly intricate super-science may require a great deal of funding - while some scientists can build their hardware out of spit and baling wire, most would prefer to use freshly forged steel. The Storyteller is advised to set whatever financial requirements she sees fit, but getting Funding should be an occasional plot point rather than a constant irritant (unless the player insists on constantly devising expensive and unbalancinginventions). In general, the higher the inventor’s Resources rating, the less of an issue funding becomes. Super-scientific success can even lead to more Resources, if the scientist markets his product properly. In addition, most construction above the level of a personal equipment requires a dedicated facility garage workbench isn’t sufficient for zeppelin manufacture. This is a common-sense ruling. Assume that vehicu-
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lar construction requires a facility at least three times as large as the vehicle itself. Chemical super-science requires a functioning lab, and medical super-science must have a surgical theatre. Finally, an Innovation requiresspending Inspiration to make it function (initially charging it). The character must spend a total number of lnspiration points equal to half the invention’s number of charges. This expenditure may take place at any time during construction.
Step Three: Field Testing There’s a running joke in the military that the most dangerous assignment isn’t front-line infantry - it’s assisting the munitions lab with R&D work. The same holds true for those brave (or foolish) souls who help scientists expand the bounds of modern technology. Advancements are typically more reliable than lnnovations and are easier to use. Anyone with the appropriate Ability can use an Advancement: Firearms for an Advanced pistol, Drive for an Advanced car and so on. Innovations are more complicated (tired of hearing that yet?). The user must first meet the invention’s Usabilityrequirements (see“lnnovative Super-science,” below). If he doesn’t, he can’t use it - period. Each use of the invention counts as an action, just like using one of the character’s own Abilities or Knacks. The player rolls the invention’s dice pool for its effect. If the character has the same Knack that the invention produces, the player can roll the character’s dice pool instead. Each use of an Innovation, successful or not, uses one charge. When the invention’s charges are exhausted, it has one reserve charge left. This last charge is the Inspiration that keeps the invention in working condition. If a user drains the reserve charge, the invention breaks immediately after producing the effect - interior wiring melting to slag, delicate components fusing and so on - and cannot be repaired. As long as the inventor retains the schematics, though, he may construct a new invention.
Repairing Inventions Nothing runs perfectly forever (except for a perpetual motion machine, but if anyone’s built it, they’re not talking). When an invention is damaged or suffers malfunction (due to attack, wear and tear, a botch, dramatic editing or a convenient plot point), any character with Ability mastery in the appropriate field of study may perform repairs, as described in the Appendix (p. 256). Maintenanceand repair by the un-Inspired is more difficult due to the enhanced design: +1 difficulty for every two options in the invention. An lnspired character with the appropriate Ability mastery ignores this difficulty penalty (he just seems to have the, well, knack for this sort of thing). Reverse-engineeringis difficult, but a sufFiciently adept specialist can do it, at the Storyteller’s discretion.
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I
Advanced Super-science The Followingtables list the various options available to Advancements. A given invention may have a single option or may be equipped with multiple options. (An inventionthat has options and a Knack effect is considered an Innovation.) The more options a proposed Advancement has, the more difficult it is to design and the longer it takes to create. The R&D column For each Advancement category shows the number of days the inventor must spend in research and development. An Advancement can only be applied once unless a given option explicitly lists that multiple levels are possible. The time listed is cumulative For all options and levels. So, a single level one option requiring seven days has an initial one week R&D time; increasing that option to level three and adding another level one option that takes 10 days shoots the initial R&D time to 31 days. Each level beyond the First for a single option adds +1 difficulty to all related R&D rolls (cumulative). This penalty applies even if the inventor adds one level, then enhances the invention with another level at a later date. Refining something gets trickier the Further you go, no matter the time taken in between steps. Unlike the successive refinements of higher levels, working on different options does not add to difficulty (unless specifically indicated otherwise). It does increase the basic research and development time, however. 'The options listed are by no means definitive. While the most common Advancements are to weapons or vehicles, virtually anything is Fair game For super-xientific improvement.Storytellers shouldallow playersto introduce newenhancedweirdness- withapproval,ofcourse! Bear in mind that the systems in this chapter (as with this book as a whole) are meant to provide a streamlined, fun and easy to use framework by which playerscan give their characters neat things. The point is not to give players an excuse to make the most devastating creations imaginable, then run roughshod all over their opponents. The Storyteller shouldn't hesitate to say a proposed invention is too powerful or simply is not suitable For the game.
Personal Weapons Guns lend themselves prominently to enhancement, but other weapons such as crossbows and melee weapons may also be improved.Advanced guns tend to incorporate improvements that a modem-day gunsmith would recognize. Improved accuracy can come From ported barrels, ergonomic grips or even gyroKopic recoil compensation spheres. Advanced damage can be reflected in better ammunition or more efficient use of the chemical energy released by existing ammunition. Increased ammo capacity and rangeand reduced size are just factors of a more efficient, streamlined and refined mechanical design.
Richard De Remer (order #1312575)
Advanced melee weapons are masterworks that
MlranasorWycanwauld~.'They&tothe~s handas if an extensiiof his body, and their cuttingedgesand sbiking sufaces are so petfedy honed and shaped as todel i more energythan would seem possible for something of theweapon'ssizedwght. It'samazingwhat you canaccom p l i by impmvingonthe basiiof thek.
A device may include no more than six personal weapon Advancement options in total. R8D Option 3 +1 accuracy (up to three levels) 7 +1 damage (up to three levels) 3 +SO% ammunitioncapacity (up to two levels) 5 +50%range (up to Four levels) 10 -1 conceal rating (Jto P,etc); no smaller than P 7 disguisetrue appearance (swordcane, umbrella pistol, etc.); +2 difficulty to Awareness to pierce the disguise 15 change damage type (bashing to lethal, lethal to bashing)
Vehicle Weapons Generally, Achranced d i d e weapons are just like Advancedfireams:m"modem,"man~2kt-cenhrysense. While they don't incorporatedectroni targebng, some "y have verysophistii mechands i i n g aids. A device may include no more than six vehicle weapon Advancement options in total. R&O Option 5 +1 accuracy (up to three levels) 10 +1 damage (up to three levels) 5 +SO% ammunitioncapacity (up to two levels) 7 +50%range (up to four levels) 10 disguise true appearance (support beam, smokestack, etc.); +2 difficulty to Awareness to pierce the disguise
Vehicles Aeroplanes, steam trains and touring automobiles! As with the previous lists, assume each Advancement option is restricted to one level unless explicitly stated otherwise. The total vehicle options possible in a single invention depends on its size. A one- or two-person conveyance can have up to 10vehicle Advancement options; up to a 12-passenger invention can have up to 20 vehicle Advancement options; anything larger can have up to 30 vehicle Advancement options. R&D Option 1 +1 passenger * 2 +25% cargo capacity * 10 +25%speed (safe and max) (eight level limit)
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10 15 10
+1 maneuver (five level limit) +t [2] armor (three level limit)
conceal existing armor (purchase equal to armor level) 1 personal-scale weapons mount (e.g., machine gun) * 5 vehicle-scale weapons mount (e.g., 3-inch cannon) * 1 conceal existing personal-scale weapons mount 5 conceal existing vehicle-scale weapons mount 10 heavy industrial equipment (e.9.. mining drill, crane) 2 living quarters (barracks, 4 occupants) * 3 living quarters (luxury, 1occupant) * 20 mobile laboratory * 20 support facilities For one smaller vehicle (e.g., biplane hangar in a zeppelin) * 10 improved fuel eFficiency (2x normal) (five level limit) 50 extra movement mode (e.g., submersible biplane or aero-car) ‘The option allows multiple levels.This option is not an increasing refinement OF a basic design, so the additional levels do not add to the R&D roll difficulty. Further, the specific level limit depends on the vehicle. Due to the widerangeof sizes inherent invehicles,theStorytellermust apply common sense. A motorcycle won’t support the same rangeOF modifications that a dirigiblewill -just try making Four men live OFF the back OF that cycle! In addition, it may be easiest to get a copy of a photograph, schematic or blueprint OF a typical vehicle and sketch on the proposed additions. IF it looks completely implausible wen for the pulp genre, it probably is.
Size Does Matter . -
Medical Experimentation Many aspects of modern medicine that we take for granted were largely unknowneight decades ago. Inspired characters may sidestep their fellow doctors’ limits, particularly when performingphysical alterations to subjects. Such practice is usually the tool of demented villains no respectablephysicianwould perform chitin transplants on unwilling soldiers! - but some heroes may Find it worth the medical risks and social costs to gain an extra edge in the fights of their lives.
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Msuper-sugerysubjedisdi&rent,andthus,agm
procedure must be planned qxmtely For each indlvihrdrecipient the R&D time remains the same, the adud procedure’s duration differs from that requiredto construda device.To keep things simple, a super-surgery pmcedurerequires m how For every of R&D, with a minimumof four hours.Thesurgery must be pfcnmed in onestretd~ it’s
+
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impossible to split up a single super-scientifK urgical proce-
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dure. A leadsurgeon (minimum Medicine4 Ability rating) must attendatalltimes.Paticularlylongoperatrommayrrquiremultiple teams OF dodors.
Super-sqeryreducesthesubjecttotheCripphedth M.He must heal up From this naturally (unless a Knack or a super-drug speeds his recuperation). Botches during surgery tend to befatal. Botchesduringthe plannmg d l y result in operatiom that go perfectly wdl but resulk that don’t turn out quiteas anticipated.Dr.Moreau, anyone?
+
Caution: Side-effects may result! Even with a Fully successful operation, adding chitin plating or a prehensile tail can cause certain compensatory limitations. Armor may reduce the character’s movement rate, a tail may make most seats painfully confining, and any alteration that makes the character obviously more than human can hamper social interactions. In general, every two
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1I II
obvious non-human options impose a +1 diFficulty on all Social rolls, except those that are specifically intended to inspire Fear or loathing. An organism may include no more than 10 medical Advancement options in total. R&D Option 20 muscle implantation (+1Strength) (three level limit) 40 nerve tweaking (+1 Dexterity) (two level limit) 20 structural reinforcement (+1 Stamina) (three level limit) 15 sensory enhancement (+1 Perception) (three level limit)
20 20 25 30
40 60 60
60 90
QO 5 10 60
75 20 60 120
60 120 240
brain augmentation (+1 Intelligence) (two level limit) brain augmentation (+1 Wits) (two level limit) plastic surgery (new face, same Appearance) plastic surgery (+1 Appearance) (three level limit) pheromone implantation(+1 Manipulation) (two level limit)
lobotomaticbeh*l dflt i (+1 charisma)(twolevellimit) dermal thickening ([2/0]armor) subdermal chitin implantation ([1/3] armor) exoskeletal transplantation ([2/4]armor) minor animal barnplant (dace, minimalconnections-eg., w h i i ) intermediateanimal bampbnt (surFace,extensive c o n d o n s -e.4, kif) major animal trasplant( i ,EXtemivecmnedim-eg.. daws)
Chemistry Betterliving throughchemishy!Enhancementsto this Field are as varied as the players and the Storyteller can conceive. Many accomplishments are pharmaceutical in nature, though Advanced chemistry can Find uses in construdionwdesttuction. It ispossibletomass-produce Advanced compounds. A note to the wily Storyteller: Advanced drugs are no strangers to odd side-ekts. Look at a list OF possible problems that modern antibiotics can generate, and go from there -particularlyif someone botchesduring the formulation (R&D) stage.... A compoundmay include no more than three chemistry Advancement options in total.
R&D 5 10
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Option Attribute enhancementdrug (cl For one scene) (three level limit) reflex enhancement drug (+2 lnitiativeForonescene)(threeWlimit)
270
acid (3 dice lethal damage) (three level limit) Advanced poisons (3 dice lethal damage) (three level limit) mindcontrol drugs (reducevictim’s Willpower by three points) silk-steel (clothes with [2/4,0] armor protection) superfuel (lox Fuel eFFiciency, +25% speed) (two level limit) concentrated explosives (+25% damage dice) (two level limit) Advanced alloys (half weight for metal items) healing enhancement drug (heal lethal damage at bashing speeds) anti-aging drugs (age one year per decade)
Innovative Super-science Innovations venture into an area untouched by Advancements. An Innovativeinvention is somethingthat does not currently exist in our real world, it’s the product OF hypothetical science. It may include any OF the options available to an Advancement, but an Innovation’s main function is to channel 2-waves to produce an effect similar to those generated by Knacks. Put another way, lnnovations duplicate Knackeffects.All Innovationshavethe followingTraits, each of which innuences the difficulty of the initial Ability mastery roll and the time spent in R&D: EfFect This Trait is the Knack equivalent that the invention produces (remember that an invention cannot reproduceGadgeteer, Scientific Prodigyor Mad Scientist). A level one Knack takes 30 days; a level two Knack takes 60 days; a level three Knack takes 90 days. Consider all heroic Knacks l e d two For the purposes of determining inventioncosts. The Inspired are physiologically incapable OF generating Knacks above level three, but with superscience, inventionscan producethe equivalentof upto level FiveefFects! (ReFer to “Pushing the Envelope.”) Makingsuch an inventionis no easy task: A level Four Knack effect takes 120daysat+2difficulty,andalevel FiveKnackefFectneeds a whopping 200 days at +3 difficulty. Still, with time and Inspiration, all things are possible. A given invention can only produce one Knack effect. Dm Pod:Usethiipod&dlingthe irwntion’s Knack elTed.The inventionbegins with a base dice pod equal to half
whattheuser’swouklbeifhehadtheKnackinquestron(d down). Refer to the specifc Knack descriptionto determine the appmpMtedice pod.Eacha d d t t i i die up to what m l d be the charaaeisequrvalentdicepool adds three days. tothe R&D time. Eah die past bt, up to one-ad-a-half times the charadeisequNalentdice pod (roudedup), takesnine more days and adds +1diffiulty to the Ability mastery rdl.
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Seuwhy Function:This Trait c m any m-Inspired ophons the invention mighthave.Choosefmmthe Advancement options l iabove and appb R&D times and difficulty modifienasappropMtetothevariabld& by the Effect, above.AnIn~iveimEentionmayh~up~lOoptiomorthe amount l ifor the item type,above, whihevw is less. Secondayfundiomdonotrequiretellwic energy to operate (see
“Powering Innovatm”). Usability: Inventions don’t always have standardized controls - indeed, they’re often too esoteric For a conventionally minded operator to comprehend. Any lnnovation is automatically usable by its creator. With +l difficulty to the initial R&D roll, the inventor can make the invention usable by any OF his own type OF Inspired character (mesmerist or stalwart). For +2 difficulty, the invention is usable by any type of Inspired. For +4difficulty, even the un-Inspired can use the device, though this also requires a telluric energy source (see below). These difficulty ratings are not cumulative. Durability: “Kick it and it’ll start working again” isn’t always the best solution. Each invention has a soak rating and health or structural levels equal to one less than those OF its least durable material component (see p. 210). The inventor can increase this durability by applying +1 difficulty to the initial Ability mastery roll for each extra soak point or each extra health/structural level. Each score is restricted to twice its base rating. Warranty: All lnnovations have a base life expectancy, after which point they grow increasingly unreliable (a hallmark of super-science). Once the invention is constructed, the player rolls the Ability mastery Trait used in the initial R&D. The successes rolled indicate the number OF months the inventionFunctions reliably. At the end of this life expectancy, the inventionhas about a week of unreliable functionalityIeFt, sometimeduring which it fails at a dramatically appropriate moment (Storyteller’s discretion). The inventor can increase this period of functionality by giving the invention an overhaul before its standard Functionality expires (see “Rebuild,” below). To ensure an invention has an “unlimited” warranty - that it always runs smoothly (barring targeted damage or outright destruction, of course) - the inventor may spend one permanent Inspiration on his creation when it’s built or during a rebuild period. (1Fappliedto an invention made during character creation, the limit on the character’s number of starting inventions is based on his lnspiration rating before that inventionwas madeand does reduce his starting temporary Inspiration pool.)
Rebuild With a rebuild, the character completely disassembles and reassembles the invention, cleaning every part and replacing anything that’s wearing out. The player makes a new Ability mastery roll, which starts its warranty afresh (see above). To maintain a sense of mystery about how well an invention truly Functions, the Storyteller may make the roll and keep the results secret. A
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completerebuild takes roughlyone-tenth the time it took to construct the invention in the First place and requires the same Inspiration expenditure. Obviously, the invention cannot be used while it's being rebuilt.
ity, as listed below: Capacity Mass Size Equivalent 1 100 g modern D cell 2 5009 modem soda can 5 2kg gallon paint can 10 lOkg Five-gallon bucket 25 250kg 55-gallon drum 50 2 tons small car 75 5 tons large truck 100 20tons small house To "tap" a cell, a character attaches a pair of shielded cables between the Innovative inventionand the cell's terminals. Raw crystals must be shaped to accommodate attaching an appropriate conductingcable, typically by carving knobs around which to wrap the cable or holes to act as sockets. I F not done correctly, these alterations can create a flaw in the crystal that allows the stored telluric energy to dissipate at the rate of one charge roughlyevery 24 hours. Further, the flawed c y tal will not recharge. Once hooked up properly, the battery takes a Few minutes to warm up - more or less For dramatic effect at the Storyteller's discretion.It can then be used to power the inventionjust like an Inspiredcharacter normally would - by spending a point From the battery instead of From the character's own stash. Recharging a cell is described below.
Dixon Batteries
~~
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Powering Innovations An lnnovationrequirestelluric energy (Inspiration) to Function. An Inspired character who can operate the invention may spend her own Inspiration to power its effect, just like she would For a Knack. This act can be literally draining, though, so most inventors attach a telluric energy source to the invention. A telluric energy source has a unique resonant Frequencyand electromagnetic Fieldthat absorbs the ambient telluric radiationflowing through the entire known universe, which can power all manner OF equipment. Artificial and natural cells are available (see below), though both are extremely rare. Size and mass are directly dependent on storage capac-
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ProfessorFranklinDixondevelopedthe telluric-ionic power cell, a crystalline lattice suspended in a metallic ion solution and housed insidean aluminum casing. Constructed properly, the so-called "telion cell" or "Dixon battery" can store limited quantities OF 2-wave energy. Dixon distributed the knowledge necessary For the cells creation to the adventuring community after his ex-wife, Hephaestia Geary-Wexler, a b x d e dwith the blueprintsfollowingone of their inkequent attempts at reconciliation. Constructing even the smallest battery is an expensive proposition, primarily due to the scarcity OF materials required to make the lattice. Making a 5-charge power cell requires Resources 4; a 25-charge battery requires Resources 5; a 50-charge cell requires Wealth Beyond Avarice. Larger telion cells are beyond the Financial capacity of any private individual. Once the proper materials are assembled, makinga Dixon battery is no more difficult than any other super-science procedure. It requires no R&D so long as the inventor has acomplete and accurate copy of Professor Dixon's schematics. Construction time requires Four hours OF work per point OF capacity (the work may be split between multiplepersonnel). However, a Dixon battery is "flat" when constructed, lacking any etheric juice. (See below for details on charging.)
Telluric Energy Crystals There are also naturalrepositories of telluric energy. The 2-wave caxade From the Hammersmithevent flowed through livingtissue and inanimateForms alike.The Former
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became Inspired;the latter were transformed in their own way. Some areas gave rise to hidden lands, while others became infused with the...potential...for Inspiration,if you will. Concentrated telluric energy dissipated quickly from most substances; only crystals seemed to have the right structure t o retain 2-wave energy for longer periods. Certain precious stones and crystals store telluric energy even years after the seminal event, awaiting only their discovery and use by the Inspired. Such crystals are even more rare than Dixon batteries -due not only to their physical scarcity but also because they are typically found in or near the hard-to-Find hidden lands.
Recharging Telluric Energy Sources Not surprisingly, these energy sources are much sought after by those who create and use Innovations.Even if they were easy to mass-produce - which they aren’t -these cells would never find widespread use due to one major factor: Oncethe stored energy is spent, the cell may only be recharged with an infusion of Inspiration. If left immobile,a telluric energy source draws upon ambient telluric energy, regaining one charge every 24 hours until it reaches its capacity. A cell does not lose charges if moved; it simply remains in its current state. Siphoning a character‘s lnspiration also recharges a cell. This process involves hooking an lnspired character to a telluric capture invention - typically a large, ominous looking chair with lots of wires and tubes coming out of it.A set of electrodes attaches to the character’s forehead, and shielded power cables run into the invention. The character controlling the capture device regulates how much of the donor’s Inspiration is transferred. The rate of exchange depends on who’s in the chair. The invention’s own creator can restore three charges per point of lnspiration he loses. Another lnspired character of the same type as the creator restores two charges per lnspiration point. An lnspired character of a different type as the creator restores one charge per lnspiration point. If an un-lnspired character is in the chair, or if an lnspired character has no lnspiration left, the chair leeches away his very life energy - one bashing health level per charge! There is no known way an Inspired character can siphon lnspiration from a telluric cell. To date, all such attempts have ended messily.
Super-science Examples Wow, making inventions involves a lot of math! Let’s see how it all fits together:
Example #1 Taken by the awesome might and stylish flair o f Doctor Zorbo ‘s zeppelin armada, eccentric millionaire Steve MacFadden commissions Professor Sears to build him a zeppelinyacht. Told to spare no expense, the Professor designs accordingly, choosing t o enhance a Grumman Pegasus Express airframe (a small dirigible vehicle type). Since the basic airframe design already
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exists - and, more importantly, he’s not adding any Knacks - the Professor is making an Advancement. Professor Sears decides to start with the easy stuff such as internallayout before getting into the tricky bits. The table in the Appendix doesn’t list cargo capacities for vehicles, but the Storyteller decides that a small dirigible can handle up to 100 tons of cargo. MacFadden rarely travels with that much baggage, so the Professor leaves the zeppelin ’s lifting capabilities alone. MacFadden and his household staff intend to use the sky yacht for transatlantic trips, so the zeppelin must have living quarters. What with the existing design and plenty of cargo space to work with, theyacht receives six luxury suites: MacFadden’s, his wife’s and space for four guests. The 20-man staffandcrew must make do with regular living quarters. Theseoptions require a total of 28 days’ worth o f design time: 18 for the six luxury suites and 10 for the five 4-person bunkrooms. MacFadden also wants a duplicate of his home office; this will take approximately the same room as another luxury bedroom, adding another three days. finally, the Professor adds a garage for MacFadden‘s touring car and a small stable for his pair ofArabian stallions. The garage is a vehiclesupport facility, and the stable requires about the same amount o f space, for 40 more days’ worth of design time. lnvolving an initial time frame o f 71 days, these designs will take a while, but won’t be terribly difficult to create. This is especially true since the Professor has four skilledlabassistants. Three o f them have three dots in Engineering; the fourth has three dots and is a stalwart. Not only that, but the s a v v Professor has the Scientific Prodigy Knack. Together, they give the Professor a very respectable nine dice to add to his Engineering 10 dice pool. The Professor’s player rolls o n h nine successes on I P dice. Since he only needed one success to make a workable design, the remaining successes reduce the final R&D time to 6 3 days. MacFadden brings in a crew to install the cabins and other interior components(which will takeroughha month basedon the constructiontime onp. 178). The Storyteller decides this requires skilled supervision. Professor Sears wants to continue with the zeppelin designs, and the Storyteller agrees that one of his lab assistants can supervise the interior upgrades. That means the Professor loses that assistant’said for the next month while he turns his attention on the zeppelin’sperformance capabilities. Sears thinks the zeppelin should be as agile aspossible. Adding +5 maneuver will require 50 days’ worth ofR&Dandapply+4difficul@to the R&Droll. The Professor considers adding significant combat capabilities to the airship, but Macfadden feels confident that he’s safe from direct attacks.Muttering something about fools rushing into places, the Professor nixes the fore andaft 3”gun mounts and battleship plating but sneaks a quartet o f S O machine guns into the design -just in case. Since this onlyadds four days to the design time (andno
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increaseddifficultyg, he decides to conceal each weapon behindpop-open teak paneling at an increase ofanother The Professor is at a predicted 58 days before performing actual R&D. He wants to be done with the additional designs by the time the construction crew is finished, so he locks himself in the lab for the entire time (shaving off 19 days). His player lost two dice when his assistant left for the construction job, so he has a total Ability master dice pool of 17. This is nothing to sneeze at, as he proves by getting 10 successes! He reduces this by five to succeed in the designs, the remaining five reducing the final tally to 34 days in the lab. The construction crew has a few days off before the Professor presents his new designs.
Example #2 Professor Sears decides that an invention capable ofgenerating effects similar to those o f the Humanfirebrand is just what he needs forpersonalprotection. He calls his research team to the lab to draw up the plans for the Man-Portable Spontaneous Thermal Projection Engine. This invention falls under the rules for an Innovation; the variables are as follows: €ffect: Name Conjuring, a level two psychic Knack (initial R&D time of 60 days). Dice Pool: Flame Conjuring has two separate applications, one using Willpower and the other Awareness. The Storyteller calls for an average of the two pools for simplicity’s sake. The average is 5 for Professor Sears, making the invention’s dice pool two dice. The Professor considers this blatantly unacceptable and increases it to the maximum: one and a half times his dice pool, or eight dice. This increase adds 36 days to the initial R&D time (three days each for dice three through five, nine days each for dice six through eight). It also adds c3 difficulty to the Ability masteryroll for the three dice boost to dice pool 8. Secondary function: None. Usability: An associate points out that it might be useful to hand the thing off to a more able-bodied combatant. The Professor agrees but, in the interests of
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safety, restricts its use only to the Inspired. Expanding the range o f users from the designer himself to all lnspiredcharacters adds +2difficulty to the initial Ability mastery roll. Durability: Professor Sears doesn’t think the invention will encounter any situations that physically threaten it, so he leaves its soak rating and structural levels alone. Professor Sears’player is now ready t o roll for R&D. The initialresearch time stands at 96 days. That’s a long time, and with the difficulty involved, he probably won’t have a lot o f successes handy to shorten the duration. TheProfessor decides he spends a total o f 3 0 days “locked in the lab, ” thereby shaving 10 days off the initial time. He doesn’t bother spending Inspiration to further reduce this time. Erne isn’t really the problem, though, it’s the +5 difficulty penalty on the Ability mastery roll! Luckily, Sears still has his four trusty lab assistants. The Professor’s player again has 19dice in his Ability mastery pool. He must roll at least six successes to create the ThermalProjection Engine; any extra successes beyond this will reduce his R&D time. After much tossing o f dice, the Professor’s player tallies up 14 successes! Subtracting six to make the R&D roll leaves him with eight successes he can apply t o the initial R&D time, knocking the result to 78 days. TheProfessor researches For almost three months and is locked in the lab for roughly half that time. Warranty: Once the design is completed, the final R&D time places its subsequent construction time in the “one month” range. Professor Sears is more concerned about the invention’s reliability in the field. He doesn’t want to lose a permanent lnspiration making sure it never breaks down, though, and figures he’s bound to get a nice long run out of the thing with his massive 19 dice Ability mastery pool. The Storyteller decides to make the roll just to mess with the Professor’s player and secretly gets nine successes. The ThermalProjection Engine will run just fine for nine months before i t experiences any problems.
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Adventure wouldn’t be pulp without a healthy dose of over-the-top action and derring-do, and that often involves dice rolling. Chapter One’s rules are designed to streamline this processso that you can pay attentionto the story. To assist you and the Storyteller further, this chapter covers additional dice mechanics, including dramatic feats, dramatic editing, combat, damage and recovery. These systems are just suggestions; if you come up with a way you like better, use it in your story. Also - particularly when dealing with social situations such as seductions and speeches - the dice should never get in the way of roleplaying. IF a player has his character make a particularly inspired (or painful) speech, deliver an especially smooth (orcheesy) lineorcomeup with a brilliant(or laughable) alibi, feel Free to let the character succeed (or fail) automatically, regardlessof what the dice and Traits say.
Dramatic Feats Dramatic feats aren’t to be confused with dramatic editing (which is covered later in this chapter). These systems simplify the Storyteller’s job by supplying rules For a number of commonactivities. The appropriate Ability dice pool is bracketedafter the feat in question in each case. 1f your character has a specialty well suited to a given task, you may add that die to your dice pool. Storytellers should, and will undoubtedly haveto, inventtheir owndramaticfeats for new situations. Bear in mind that characters lacking a specific Ability may default to the Attribute on which the Ability is based, unless stated otherwise.
Automatic Feats Automatic feats require your character to take an action, but don’t involve a die roll under most circumstances. The Followingare common automatic feats. Activate Knack: Triggeringcertain lnspired powers or a super-science device may not require a dice roll. See individual descriptions for details. Get Up: Your character may rise From the ground in one turn without making a roll. If he wishes to get to his feet while doing something else in the same turn, he must take a multiple action (p. 201) with a standard Athletics roll to rise successfully. Move: Your character may walk, run or sprint. If walking, he moves at (Dexterity + 2) meters in one turn. If running, he moves (Dexterity +12) meters per turn. 1F
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sprinting, he moves ([Dexterity x 31 + 20) meters per turn. IF your character has Athletics 1, he knows how to swim. Swimming is equal to your character’s walking speed plus one meter per dot in the Athletics Ability. Ycur character may m up to half maximum running speedand thenattackorperfamanotheractm (seep. 201For particubn).He may&move whibkinganotheracti0n;ex.h meter moved subbacts one from the other action’s dice pod.
Movlngunderhazardousoaxli(combat,~terrain)may callfor an Athletii roll,and injuredcfisaden (p. 207) cannot mave at maximumspeed. Ready Weapon: This can involve drawing a blade or reloadinga gun with prepared rounds. No roll is needed in most cases, so long as your character takes no other action that turn. IF he wishes to ready a weapon while doing something else in the same turn, he must take a multiple action (p. 201) with a standardArchery, Firearmsor Melee roll (as appropriate) F o r the readying attempt. Start a Vehicle: This takes an action, but normally requires no roll. Yield: You allow the character with the next-highest initiative (p. 178) to act. Your character may still act at the end of the turn. If all characters (player and Storyteller) yield, no one does anything that turn.
Physical Feats These systems cover tasks involving the three Physical Attributes (Strength, Dexterity and Stamina). These feats typically require a dice roll. BalancelFooting[Athletics, Martial Arts]: In pulp, the hero oFten ends up scrambling after the villain along theslickcanvasatopadirigibleorfacinga treacherousleap while the cave floor shakes from an earthquake. No roll is required if your character has the time to advance slowly or grab suitable support to keep his feet. When the moment requiresdecisiveaction, roll Athletics or Martial Arts. Difficulty applies based on the circumstances: A minor problem (slight tremor, floor at 5 percent incline or less) requires a standard roll; a serious hindrance (rotted floorboards, up to a 20 percent grade) applies +1 difficulty; a signiFicant challenge (floor literallyfalling apart, up to a 45 percent grade) applies +2 diRiculty or more. The Storyteller may declare this as a reflexiveaction, so the roll For balance doesn’t count as an action for the turn. 1F the characteris at theepicenter of anearthquake, though, he’s likely doing everything he can just to keep his Feet.
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Climbing [AtNetics]: When your chaacter dimbs an quality of security (adding to the difficulty to breach it). inclinedsurface(rockyslope,stackofshipplngaatesorbuikl- On a botch, your character forgets toattach the tripwires ing),rdlAthletics.ForanaverageclmbwithaMibblehandhokk to the alarm or leaves some other gap in the defenses. andnominalcomplicatii,yowdwrader~threemeters Jumping [Athletics]: Leaping under two meters perwcces. The Stcryteller adjuststhis distance b a d on the across or a half-meter high doesn’t require a roll. For climb‘s difficulty (easier four meters per succea; more diffilarger distancesor suitably dramatic situations, each succult two meters per success). The number of handholds, cess on an Athletics roll launchesyour character another y l ~ o t h n e OF a thewnface&,-to a lesser extent,weather can half-meter vertically or one meter horizontally. To jump all affect the rateof trawl.A short, diffiilt climb may hwe the successfully, a character must clear more distance than same diffiilty as a long, easy climb. Equipmentsuch as mn- the span between him and his destination. On a failure, bin-climbing gear OT a special 2-wme device may dso come the character doesn’t clear the required distance, but a into play. The eJctended adion lasts untilyour chaader accureflexive Athletics roll lets him grab onto a ledge or other mulatesenough successestor e d thedesiredheight. Ona mild safety as he falls. On a botch, your character may trip botcho f o n e o r t w o l s , y o u r c h m a y ~ ~ s l i p O T over ~ ~ his own feet, leap right into a wall or fall to his doom. on a moresevere botchof threeor more Is, he may fall! You may roll Awareness before the jump to gauge exEncumbrance [Might]: The Storyteller should actly how far the character must leap (i.e., how many sucmake life difficult for players whose characters have excesses you need). tensive equipment and weaponry lists. A character withLifting [Might]: The chart below lists the miniout enhancements From Knacks or super-science can mum Might dice pool for deadliftingvarious weights withcarryhote 10 kilograms (22 pounds) per dot in his Might out a roll. Picking something up is different from carrydice pool without penalty.A character exceedingthis total ing it (see Encumbrance, above). suffers +1 difficulty to all actions involving physical skills Might Dice Pool Mass (kg) Example due to the added weight. Also, for every 10 kg over the 1 15 Toss a wooden chair allocation, your character’s base movement drops by one 2 45 meter. 1F the total weight carried is double his Might allo3 100 Lift a grown person cation, your character can’t move. This system is a guide4 165 line; the Storyteller should not call for an inventory check 5 240 Topple a shipping crate every time your character picks up a pen. 6 300 Feats of Endurance[Endurance]: Endurancede7 360 Heft a full steel drum termines how well and for how long your character can 8 420 run beyond his normal capacity, stay awake after a day 9 480 Lift oneendofagirder of activity or hold his breath for an abnormally long time. 10 550 Sustainingsuch acts requires Endurancerolls, with a freA character may try to affect a heavier weight than quency ranging from every hour for trying to stay awake, his rating allows. Roll Willpower at +3 difficulty; each each half-hour or so for maintaining physical activity or success advances the character one level on the chart. every few seconds to keep holding one’s breath. The StoThe Storyteller may raiseyour character’s effective Might ryteller should add one to the difficulty (cumulative) to if he only wants to drag something a short distance ineach subsequent roll after the first to reflect the increasstead of pick it up. Characters can also work together to ing strain on your character’s vitality. Botches should suit lift an object (see “Teamwork,” p. 113). Lifting is all or the feat attempted (e.g., stumbling, reflexively gasping nothing if you fail the roll, nothing happens. On a for air, noddingoff, lungingfor the nearestavailableFood). botch, your character may strain something or drop the Intrusion [Legerdemain, Stealth]: lntrusion covobject on his own foot. ers breaking and entering, avoiding security devices, OpeningKlosing [Might]: Opening a door with picking locks - and preventing others from doing the brute force calls for a Might roll. A standard interior door same. When bypassing active security (guards, tripwires), requires only one success to bash open or slam shut. A your character must succeed on the first attempt; failure reinforced door generally takes five successes. A vault reveals his presence (being seen, triggering an alarm). door might take 10 or more successes (if it’s possible to Your character may t r y dealing with passive security budge at all). These successes may be handled as an ex(locks, secret panels) multiple times without giving himtended action. While teamwork is possible (and recomself away (see “Second Chances,” p. 113). Intrusion rolls mended for heavier doors), a single individual can open are usually standard actions, but they may become diffia door through repeated hammering. No force is needed cult actions depending on the security (the Storyteller if the door isn’t held in someway. A botch inflicts a health decides the difficulty). On a botch, the clumsy break-in level of bashing damage to your character’s shoulder (or attempt goes horribly awry. whatever portion of his body he flung against the door). Setting up security measures is a standard action, Certain portals (metal vault doors, stone temple doors) but multiplesuccesses achieved in the effort increase the may require a Might minimum to even attempt.
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Pursuit [Animal Handling, Athletics, Drive, Pilot]: Catching someone who’s trying desperately to avoid your character invokes several different rolls. If one party is significantly faster than and/or farther away from the other (higher movement rate or faster vehicle or a helluva runningstart), the Storytellermay declare that party outstrips the other one without extendeddrama. If the getaway is in doubt, resolve pursuit as an extended action. The target starts with a number of additional dice based on her distance from pursuers: one For every two meters ahead of pursuers on foot or one for every 10 meters ahead OF pursuers in vehicles or on mounts. Exceptionally long foot or mountedchases might involveEndurancetests, and longvehiilechasesmay Factor in fuel consumption.Dice may also apply iF one party is significantly faster than the other. For foot pursuit, add one die for every two meters’ worth OF movement rate difference. For vehicular pursuit, add one for every 10 kph worth of difference. The target and the pursuersrollthe appropriateAbility dice pool (depending on the type OF pursuit) each turn, adding new successes to any rolled in previous turns. (The further the quarry distances herself Frompursuit, the more dice her player rolls and the more quickly she might get way. The reverseis also true if the pursuercloses the gap.) If the pursuer accumulates more total successes than the target, he catches up to his quarry. As the target accumulates successes, she gains distance from her pursuers and may use that lead to lose her opponents. Each success that the quarry accumulates beyond the pursuers’ total acts as
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+1 difficulty D any Awareness rolls pursuers must make to remain on the target’s tail. If the quarry botches, she stumbles or ends up at a dead end. The Storyteller may call For pursuers to roll Awareness at any time (although not more than once per turn). On a failure, the target is consideredto have slipped away (into the crowd, around a bend, into a cloud bank). On a botch, the target vanishes immediately. Resistance [Resistance]: The health chart on your character sheet normally declares the number of dice you lose From dice pools as your character takes damage. You may roll Resistance once each turn; a successful roll restores a number OF dice to your pool equal to your Resistance Ability (notdice pool). The restored dice last for as many turns 2s successes you roll. This benefit requiresthe ResistanceAbility; it cannot be performed as a default task. Riding/Driving/Piloting [Animal Handling, Drive, Pilot]: Under normal circumstances you need not roll Drive or Pilot for your character to steer a vehicle or Animal Handling for your character to guide an animal - assumingyour character has the appropriate Ability. Bad weather, the vehicle or mount’s speed, obstacles and the performance of complex maneuvers can challenge even the most competent drivers. SpeciFic difficulties are up to the Storyteller. For example, driving in heavy rain increases the diFFiculty by one; going fast while also trying to shake a bunch of goons off the running boards jumps the penalty up three. Similarly, piloting an autogyro
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through artillery fire is +1, but trying to reach a specific landing point while avoiding pursuit bumps it to +3. A failed roll indicates trouble, requiring an additional roll to avoid crashing or losing control. Players of characters in control of a vehicle or an animal who have no dots in the appropriate Ability must roll for almost every change in course or procedure. On a botch, the vehicle or mount may get out of control or worse. Shadowing [Stealth]: Shadowingsomeonerequires that your character keep tabs on the target without necessarily catching her - and while not being noticed by her! The target’s player can roll Awareness whenever she has a chance to spot her tail (the Storyteller decides when such an opportunity arises); the pursuer opposes this attempt with a Stealth roll. The target must get at least one more success than her shadow does in order to spot the tail; if she succeeds, she may act accordingly. This resisted action is handled individuallyfor each person shadowing the target (iF the target is being followed by three people, her player makes three separate Awareness rolls, one against each target’s Stealth roll). Sneaking [Stealth]: A sneaking character uses Stealth as a resisted action against Awareness rolls from anyone able to detect his passing. Unless observers receive more successes than the sneaking character does, he passes undetected. Noise, unsecured gear, tripwires, lack of cover or large groups of observers can increase Stealth diFficulty. Super-science security devices or superior vantage points may add dice to Awareness rolls. On a botch, the character stumbles into one OF the people he’s avoiding, accidentally triggers an alarm or performs some other obvious act. Swimming [Endurance]: Swimming in the short term requires Athletics (see p. 138). Long-distance or duration swimmingrequiressuccessfulEndurancerolls. The First roll, requiring one success, is necessary only after the first halF-hour of sustained activity.A cumulativedifficulty penalty of one applies for each subsequent half-hour. You may lower the difficulty on the next attempt by one if you get three or more successes on a roll. If a roll fails, your charactertires; he may float, but he’s too exhaustedto swim. He can rest by floating, but the difficulty doesn’t drop until hecan get tosolidgroundandrecuperate.Onabotch,your character sinks and, if he doesn’t have an air supply, begins to drown (seep. 210). Throwing [Athletics, Might]: Your character can throw objects (grenades, knives) with a mass of one kilogram or less a distance of (Might dice pool x 5) meters. For each additional kilogram of mass that an object has, this distance decreases by Five meters (heavy objects don’t go as Far). As long as the object’s mass doesn’t reduce throwing distance to zero, your character can easily grab and throw. A character with a Might dice pool OF 5 can throw a 1 kg object 25 meters, a 2 kg object 20 meters and a 5 kg object Five meters. If your character can lift something but its mass reduces throwing distance
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to zero, the object can be hurled aside at best - about one meter’s distance. IF an object can’t be lifted, it can’t be thrown (refer instead to “Lifting,” above). M n g an o b j e d a m m t e t y q i e sastandadAthlets roll to half maximumrange. Throwinghwnhalf maximum to maximum range adds +1 diffiky. The Storytdler may reduce thrwving distances for partia~lalyurnddy obi& or irxxease themfor+mic ones. MA ccmditiom& d s ~ pky aW.Onab&ch,yourdwackrmy dmptheobjedor strike a companion with it
Mental Feats These systems cover tasks involvingthe three Mental Attributes (Perception, Intelligence, Wits). Mental tests can giveyou informationabout thingsyour character knows but you, the player, don’t. Still, you should depend on creativity when solving problems - not on dice rolling. Invent [Engineering, Medicine, Science]: Your character can try to create a new device or cobble together existing equipment to perform a new task. Chapter Five: Super-science has extensive rules on inventing. l d i g a t i o n [Investigation]: Any search forclues, evidenceor hiddencontraband requires Investigation.The Storyteller may add a difficulty to investigations involving obscure clues or particularlywell-concealed objects. One success reveals basic details; multiple successes provide detailed informationand may even make deductions possible based on physicalevidence. On a botch, your character may miss or accidentally destroy obvious clues. Navigation [Navigation]: Your character can try to determine his location and/or chart a course to a desired destination. This can be as simple as finding his way around a city or as hazardous as traveling safely through the uncharted Sahara. The Storyteller determines any difFiculty, with successes rolled indicatingthe degree of accuracy - one success gets your character from A to 6 sooner or later, five successes enables him to navigate by the safest and most direct route. A compass, map, sextant or other equipment may reduce difficulties or even provide your character with additional dice to the roll. On a botch, your character strikes out in entirely the wrong direction. Observation [Awareness]: This feat involves picking a Face out of a crowd, keeping an eye on someone and being aware of one’s surroundings. This covers anything that doesn’t require specific training in observation, as Investigationdoes. Observation is often used in resisted rolls against feats such as sneaking. Repair [Engineering]: Before repairing a device that’s on the fritz, your character must identify its problems (accomplishedas a standard research roll). The Storyteller then sets any difficulty to the repair roll, depending on the problem’s severity, whether the proper tools or any replacement parts are on hand and if adverse conditions exist. Changing a tire is a standard action, while rerouting power through a secondary system is mom diffi-
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tion of improvisationand physicalbelievability.A burly man can easily pose as a dock worker, but passing as a nun is quite a bit more difficult. The role assumed and the resources on hand dictate any difficulty of the Disguise roll. Astandardroll is suitable if your character simply wants to look like someone other than himself and has a decent change oFclothes and props on hand. Passing for a specific person is more difficult, especially if your charader had limited interactionwith the personbeforeassumingthe role. Spending a great deal of time with the subject and having ample wardrobe, makeup and props mitigatethe difficulty. The Storyteller should also take roleplaying into account. A marginaldisguise may succeed if the player does an impressive imitation, while even the most inspired disguise is ineFfectual if the player acts no differently than usual. On a botch, the disguise is clearly not convincing. Fast-Talk [Savvy, Subterfuge]: When there’s no time for subtlety, bluster. A target can be overwhelmed with a rapid succession of almost-believable half-truths. Hopefully, the subject believesanything she hears just to get away from the chatter - or becomes so annoyed that she ignores your character completely. Trying to fast-talk someone is a resisted action -your character’s dice pool against the target’s Willpower. Whoever scores more successes wins. On a tie, more bluster is needed. On a botch, your character goes too Far, rambling without effect and angering the target. Interrogation [Interrogation]: Peaceful interrogation involves applying strategic queries designed to reveal specific Facts. This is a resisted action between your character’s Interrogation and the subject’s Willpower. Rolls are made at key points during questioning ThesesystemscovwtasksimrdvingthethreesoCil At- or at the end of an interrogation session. tributes (Appearance, Manipulation, Charisma). Roleplaylng In violent interrogation, thevictim is tortured menusually su+ any Social Ability roll, for better or worse. tally or physically to reveal what she knows. This is a reStorytel1enmaylgnoreSocidfeatswhenaplayer~ibits~- sisted action betweenyour character’s Interrogation and hcularly gcod or exrmciatinglybad depbymng. the target’s Resistance or Willpower (whichever is Carousing [Savvy, Style]: Your character influhigher), rolled with each query. With each resisted acences others to relax and have fun. This might be used to tion, the subject loses one current Willpower point for show a potentialclient a good time, loosenan informant’s mental torture or one health level for physical torture. tongue or make instant drinking buddies who’ll come to Damage inflicted depends on the tools used fire and your aid when a brawl starts. It’s a standard action when electricity cause lethal damage; punches and kicks cause dealing with an individual; diFFiculties may apply For large bashing damage. The combination of physical and mental or ambivalent groups. On a botch, your character comes torture can be devastating. A botched Interrogation roll off as an obnoxious boor, if not worse. can destroy the subject’s body or mind. Credibility [Subterfuge]: SubterFuge is used when Whatever the interrogationmethod used, if you roll perpetrating a scam or trying to detect one (a scam can more successes in the resisted action, the target divulges range from impersonatingthe authorities to using a Forged something for each extra success rolled. If your extra passport). All parties involved, whether detecting the lie successes exceed the victim’s Willpower score, she Folds or perpetrating it, rdlSubterfuge.Thescam’s “marks” must completely and reveals all she knows. The Storyteller roll higher than the perpetrator to detect any deception. decides the extent and relevancy of information (details Convincing false credentials and other props may add to are often skewedto reflect what the subject knows or by the difficulty of uncoveringthe dupe, while teamwork may what she thinks her interrogator wants to hear). help reveal the scam. On a botch, the entire plan falls apart. Intimidation [Intimidation]: lntimidation has sevDisguise[Disguise]: Disguise requires a combinaeral applications. Its passive effect has no roll; it simply
cult. Even a basic effort takes at least a Few turns to complete; more complex work is an extended action that lasts 10 minutes per success needed (repairing vehicles follows the chart on p. 256). On a botch, your character may simply waste time and a new part OT may make the problem worse. Research[Academia, Engineering, Medicine, Science]: Your character performs research when searching libraries for historical facts, when looking For obscure references in ancient texts or when trying to learn a device’s function or origin. In all cases, the number of successes achieveddeterminesthe amount of informationdiscovered; one success gives you at least basic information, while extra successes provide more details. The Storyteller may apply difficulties for particularly obscure data. On a botch, your character may not find anything, or he may uncover completely erroneous information. Tracking [Awareness, Survival]: Unlike shadowing, trackingrequiresyour character to follow physicalevidence to find a target. Discoveredfootprints, broken twigs, blood trails or other physicalsigns lead the tracker right to the subject. Followingsuch a trail is a standardaction; multiplesuccessesprovideextrainformation (subject’srateof speed, estimated weight, number OF people tacked). The quarry can cover his tracks with a successful Survival roll; each success modifies trackingdifficulties by one. lnclement weather, poor tracking conditions (city streets, open sea) and a shortage of time also add to tracking difficulty. On a botch, your character loses the trail and may even destroy the physicalsigns OF passage.
Social Feats
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Richard De Remer (order #1312575)
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gives your character plenty of space. The higher his Intimidation dice pool, the wider the berth that others give him. Intimidation’s active application works through subtlety or outright threat. Subtlety is based on a perceived threat (losing one’s job, going on report, suffering to loved ones in the future). Roll lntimidation in a resisted action against the subject’s Willpower; the target must get more successes or be cowed effectively. Blatant intimidation involves direct physical threat. In this case, you may pair lntimidation with Strength in a resisted roll against the subject’s Willpower. On a botch, your character looks ridiculous and doesn’t impress anyone For the rest of the scene. Oration [Perform]: From a general’s rousing speech to a politician’s slick double-talk, the capacity to sway the masses emotionally creates and destroys empires. Roll Perform when your character speaks publicly, whether to a small board meeting or to the Senate. The Storyteller may increase the difficulty for a huge, dispassionate or openly hostile audience. Oration is hit or miss - your character either succeeds or fails. On a botch, she may damage her reputation or even be assaulted by the audience. Perfonnance [Perfonn]: Perform can be used to impress an audience or to pay the bills. As with oration, the audience’s mood can increase the difficulty, as can the performance’s complexity. One success indicates an enjoyable if uninspiredeffort, while additionalsuccessesmake theshowa trulymemorableeventtoeventhesurliestcrowd. A
Richard De Remer (order #1312575)
On a botch, your character forgets lines or makes a gaffe. Seduction [Etiquette, Savvy, Style, Subterfuge]: Seduction is a resisted action; the situation and method determines which Ability to use. In pleasant, cultured circumstances, roll Etiquette. In a seedy underbelly bar, use Savvy. Style encompassesany attempt to physicallyattract an individual or even a group. Roll Subterfuge when your character makes a seduction attempt through exaggeration or fabrication. The target rolls Willpower. IF you get more successes, the target is interested (the degree depends on the number of extra successes rolled). Otherwise, the subject hasn’t bitten yet, but your character may try again (although at an increaseddifficulty). On a botch, your character ends up with a drink in his face (at best). Staredown [Intimidation]: In the pulp genre, one of a character’s most usefulweapons is nothing more than a tough look. With the proper attitude, a confident adventurer can force even the most massive thug to back down. Each participant rolls lntimidation in an extended action. The one who First accumulates successes equal to his opponent’s Wits +5is the winner, forcing the other to look away. The player of the other character can spend a Willpower point each turn to keep glaring, but she will run out of Willpower eventually. The character who loses a staredown is cowed and cannot act directly against the winner for the remainder of the scene. Note that a proper staredown requires full concentration From all parties. 1f significant action breaks out around them, each character’s player must make a successful Willpower roll to stay focused. If one fails, he automatically loses the staredown. If both fail, it’s considered a draw.
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Dramatic Editing The one constant among all Inspired characters, be they daredevils, mesmerists or stalwarts, is their uncanny luck. When circumstances seemdarkest, the Inspired character finds an opportunity that a lesser individual would have missed, seizes that chance and runs with it. Whether it’s discowring a lost scroll in a well-explored archaeological site or learningthe hostile cannibal tribe worships a god whose name sounds just like the character’s own, this luck is the one thing that, above all else, defines the heroes and villains of Adventure. Awe-inspiring powers are all well and good, but fortune favors the Inspired. The game mechanic that represents this uncanny luck is called dramatic editing. In short, dramatic editing allows a player to spend Inspiration to insert details specific to his character into the scene, as Iongas the Storyteller approves o f it andit does not contradict anything that’salreadybeen established.Dramatic editing departs from the usual conventions of roleplaying, in which the player controls his character’s actions in the game but cannot dictate how his character is acted upon. It does not allow the player to supersede the Storyteller’s descriptions of the scene, but rather to supplement them for purposes of heightening the story.
The Parameters Dramatic editing costs lnspirationto use. How much depends on what you want to accomplish, as outlined in “Cause and Effect,” below. Regardless of the specific effect desired, all dramatic editing abides by the same overall parameters. Note: A l l Inspired adventurers, whether player or Storyteller characters, may use dramatic editing (except in the case of the cliffhanger, below). The Storyteller is encouraged to do so sparingly, though, since the deck is already stacked in her favor by the nature of her role in the game. Wibilii The result of dramatii ediiing must be something that coukl COlKeivablyoccur &in the setting axl theeventsofthestory.IftheStorytdlerdoesntseehowap poseddramatii edit could redistiillyoccur, she is free to& dd a i f i t i o n hwnthe p w . ‘Thiiservesto maintain suspension of d i s b d i and encourages pbyers to think of drematicediiingopportunitiesthatkeepthetoneofthegane.finding six pristinesets of jungle w r v d gex in the v i n e - c d ruinsof a Mayantemple isn’t very believable.However, Finding them in the decaying hulk of an +Air Corps taaportthat crashed near the templeadecadeagois lot more plausible(ad ccukl give rise to Further plot Ideas). Likewise, buylng paaage out of Hong K a y on a Soviet mlex ballistic missilesub is out ofthe~,sincethereaen’tanysoVietdearwbsinthe pulp era.However, if the submarine is a prototrpeGermanUboat whose crew mutinied and turned privateer, the trip becomes more likely. Consistency: The dramatic edit may not contradict anything that’s already been established or overrule
Richard De Remer (order #1312575)
the results of a dice roll that’s already occurred unless the dramatic editing is being performed for the explicit purpose o f saving a player character from certain death. 1F the Storyteller has already stated that a supply locker is completely empty, the player may not use dramatic editing to say, “hey, 1 found two Thompson guns and 12 pounds of gold coins in this supply locker!” However, if some palooka shoots the hero for 10 health levels of damage, the player may use dramatic editing to say (assuming the hero isn’t utterly naked), “Fortunately, the bullet ricochets from my character’s St. Christophermedallion! He’s knocked unconscious, but he’s not dead! Whew!” Along similar lines, dramatic editing may not be used to contradict or negate someone else’s Inspiration use in the scene. This covers everythingfrom poweringa Knack to other dramatic editing uses, and applies equally to other players’ characters and to the Storyteller’s villains. Luck, Not Skill Dramatic editing is a function of the player’s self-motivation, not the character’s. Under no circumstances should the character - or any other character - be aware that dramatic editing has just occurred. Dramatic editing is an out-of-game way to explain and facilitate within a game setting the incredible surprises and amazing coincidences common to the pulp genre. It’s nota reality-altering power within the setting that characters consciously, or even unconsciously, wield. Although his Inspiration powers the dramatic edit, the character is not the source of it. S h y t e . k override: The Storytdkr is the ultimate wthontyineerygame.Assuch,shehasthefindsay on what sorts of d m t k editingare and are not b d i . If a given dramatiiedit will ruinthe entire plot, seems averly powerful OT intrusie, cr simply doesn’t Fi intothe workl of Adventwe, the Storytdler is completely &in her nghts to deny the player that dramatii edit Negotiation and refinement is acceptable (see ‘Wiility,” above), though,to keep the pace of the ~ a m running e smoothly, such modiFiiom should be handled quickly axl with decsie adion by the storytdler. once the Stcryteller‘s find arsweris “no,” that’sit.End of dirussion. If theStcrytellerrefusesan edit, thecharaderdoes not losethe p i e d up Inspiration, since it was never dually spent.
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Cause and Effect
of dramatic editing demands the Storyteller’s scrutiny, but it should be possible as long as it is appropriately creative and maintainsthe feel of the game and the genre. Examples: Oh, this is Dr. Smith’s submersible car, are listed in brackets. you see; the assassin about to strike the killing blow is Minor Offscreen Effect actually an old friend from grammar school; the flames lick at the spilled gasoline - but those barrels labeled A minor O F F S C effed ~ ~ ~ carnot ~ ~ i bsave b the k- “Petro/” were actually filled with water! ader nght may, but it can bring help within 15 minutes to an Plot Ramification (+ 1 inspiration) hcm’Thatmay betmlatedependingo n t h e c i r c u w (like A plot ramification gives the characters a clue to a vat Fillingwith actd), but wwks just fine for less immediately solving a mystery that has plagued them, winds one of deadly events (likea s h i w with IK) help in si#t). An byfar overfieadhrppem to the villain’s henchmen in jail or brings any character in the group an unexpected benefit. This extra cost also seethechwacten,S0S;afi~Fi~ter20mi~~awaynofices applies if a player chooses to solve the team’s problem a &n o f d e from the Fire emfangmy the t m . by making another player character’s life much harder Minor Extension (1 Inspiration] though injury, social inconvenience or great expense. A minor extension expands on a coincidence that Relativelyminor things (loss of property worth two dots another player’s character has generated. ‘This extension less than the target’s Resources Background, a loss OF cannot get too blatant - no fair turning the piece of cleanliness or basic human dignity) do not incur this cost shipwreck flotsam into a motorboat - but it can build penalty, Feel free to pile those sorts of things on, upon another character’s coincidence in order to let it This charge can be used to directly influence the help the current character as well. character’s situation in the present scene, but it is meant Examples: That ~ o n v e n kvim ~ t danglesjust a little to represent Fortuitous events that occur perpendicular bwerdown thanprev;mlyth..sht; look, therehother to current events. In other words, it won’t generally aid parachutebehindthe Oneymjmt fmndin that cabinet! the characters in dealing with his immediate situation, but will provide a useful benefit to the story afterward. Minor Onscreen Effect
Thissection the degree of influence charactersmay apply to dramatic inspiration costs
(2 Inspiration) A minor onscreeneffect won’t save the character’s life by itself, but it can give him some breathing room or a fighting chance. It may include the unexpected arrival of Background or Storyteller characters who, while unable to rescue the character directly, can provide other sorts of aid. Alternatively, it may be a piece OF (easily concealed) equipment the character “forgot” that he’d had or something similar. Examples: Thecharacter wrigglesanarmfree from the ropes tying him to the buzz saw; a large piece o f wreckage from the shipwreck crests a wave nearbyjust as the character begins to tire out.
Major Onscreen Effect (3 Inspiration) A major onscreen effect saves the character’s life or wen the lives of the whole team. This effect can be just about anything that doesn’t contradict the Storyteller’s summary of the situation. Examples: Theplane’semergencysupplylocker has enough parachutes for the whole team; just a few feet below thecharacterisameter-wide ledgealong the cliff that leads to safety.
Obvious Continuity Violation (4 Inspiration) An obvious continuity violation directly contradicts the Storyteller’s description of the scene or is just thoroughly beyondthe bounds of plausibility.Clearly, this use
Richard De Remer (order #1312575)
Plot Complication (-1 Inspiration) A plot complicationisacircumstanceduringthescene that makes life harder for the character who spends the Inspiration. He breaks his leg leaping to safety just as the car careens over the cliff; he escapes From certain death only to fall under the influence of a lesser enemy; the characters’efforts to escape a deathtrap give the Czar enough time to make off with the character’s significant other, and so on. Remember:there is no cost break (and there is often a cost penalty) For giving complications to other characters. That’s a plot ramification, above. This cost break applies only if you giveyour owncharacter a complication.As above, this should not be a trivial complication; breaking a nail or losing a pair OF shoes will not score you this bonus. A plot complicationcalls for particular scrutiny by the Storyteller. IF one player is deliberately messing with another player’s character for out-OF-game reasons (rather than to make the episode more interesting), the request should be rejected flat-out. IF both parties find the complicationentertaining, the Storyteller should feel free to let it go through.
Dramatic Editing Examples DraMticeditinqcan bean iffycmceptat First, because it can go in x) many d i r e d i . A’few S i t i o m are d i n e d bdow that might call For dramatic editing, along with mdramatic edits that ptuvtdeappropriates d u t i i . Example #1: Chris Barnett, square-jawedhero-atIarge, finds himself in the Egyptian desert with only 10 bullets, 20 dollars, a ragged leather jacket and a few
different
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equally ragged companions. With their transportation destroyed by a bombardment from Doctor Zorbo ‘s airborne battlecmiser, the expeditionnow stands no chance of reaching the Golden Temple of Osiris before Z o r h claims the Sarcophagus of Eternity for himself. Indeed, their very prospects for survival look bleak. “Wait, ”says Barnett’s player as the charactersare trying to construct a makeshift shelter. “I think Chris knows this stretch o f desert. ” The Storyteller raises an eyebrow. “Oh? This better be good. ” “lt i like this,you see, ” the player says, grinning like a madman. “When Chris was in theFrench ForeignLegion, right after the Great War, the sergeant who trained him as amarksmanwas always talkingabout thisgirlhe’dmet when he wasstationedinEgyptandhowhe wantednothingmore to retire to her village. Anyway, when Chris musteredout, Sarge said to look him up i f Chris was ever in the neighborhood. And unless 1 miss my guess, that neighborhood is about 30 kilometers that way.” The Storyteller recalls that the character’s background included a stint in the Foreign Lagion, and a look at Barnett’s character sheet reveals the character has an Ally who was never defined in detail. Chris’ player gets the go-ahead to spend one lnspiration for a minor offscreen effect. After a harsh day trekking across the desert, therest of the characters witness a heartfelt reunion between two former Legionnaires. Example #2: Jill Sparrow is awakened rudely one night by an odd thumping noise from downstairs. Within a few moments, she ascertains two things: that there are severalmenransacking her photo studio and that they’re looking fora certain set of negatives that her adventuring companions have asked her to keep secure. Jill’s no sort of fighter, and she doesn’t have a telephone in her bedroom with which t o call for help. A swift escape out the bedroom window looks like her best option, until.... “Hey, ”Jill’s player asks, ‘yill has a lot o f chemicals down there, doesn’t she?” The Storyteller nods. “Yes. You’ve said she has a fully equipped lab and darkroom, so she’d have lots o f different things for developing film. ” “And i f someonewere to happen to open the wrong bucket while searching in the dark, there could be some unpleasant results?” the player asks. “Sure, why not?” the Storyteller says. “lt inot really going to hurt any of them, but i f allyou want to do is make them stop searching....” TheStoiyteller calls it a minor onscreen effect, and Jill‘splayermarks off two Inspiration.Just asJill’s contemplating her exit out the window, one o f the mysterious searchers opens a bucket full of noxious waste chemicals. Theputrid fumes reduce him to explosive nausea, and his companionsdrag him to fresh air before being overcome themselves.Listening to the fading commotion, Jill sighs.
Richard De Remer (order #1312575)
She moistens a washrag,covers her face andgoes downstairs to retrieve the negatives... and to open the windows. E m + #3: M i l l ~ r e p b y b o Steve y MmFaddenisat asocietyballwhenhespotsateamofassaninssentbyhis a d r d , &yant Mullins.Assessing the s i f u a h ,he realizes that thegunsdshave dl the exits Mockedand tfieykwk like theyie a6wt to d e a verypuMic exampleofhim. M a d d m ’5 player hans to the Stmytdb. ‘77wy’ve bbdcedalltheexitsthatthey know abcut,youm.” The Storyteller considers this. “Okay, but what exits does Steve know about that they don’t?” “Well,” the player says, “we’ve never said how Steve made his fortune. But say he owns an architectural firm, and they just happened to design this building. As he recalls from his tour at this building’s opening, a concealed staircaseby the restrooms comes out in the garage. It was intended for maintenance, but none o f the maintenance staff parks down there because those spaces were reserved for VIPs.” The Storyteller chuckles and declares this a major onscreen effect. Since McFadden suddenly having an architectural firm builds upon the character iprevious history, she also has McFadden‘s player spend another lnspiration for a plot ramification. M& heads for t h e h t h r m , t7iw-Mkil~ hard ~n his beds, ~ l toySeemingEY Mnish a r o ~ n bhe d corner. Ten minutes later, M& k M e w is steeting the milimire’s l i m i n e away to d e f y while the assassins we still~ingonemth€fas~~theba~.
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The Cliffhanger
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The diFfhanger is an dd convention from the of serial fdion; one episode ends with Our Hero dangling from a cliff (orother crisis),wlth no help in sight and another danger looming ~ v ehim. r The thecry (quitea successFul me) was that readers, l i o r filmgoerswould return tosee how thehero g& himsdFoutoFsuchapFedlcamentDramaticeditingallows you to i-te cliffhanger-style cut scenes into Adrenture, a k q the lines of the dd-style sends. Dramatic editing provides clear rules on how a player can influencethestory togive hischaracterasurprise break, as often I X C U ~ Sin tales of pulp derring-do. The cliffhanger functions in virtually the same manner; the distinction between the two lies in its function and placement within the story. Players use dramatic editing during the course of a story to save their characters From a troubling and unforeseen event or to make their actions in the scene all the more exciting. The Storyteller applies the cliffhanger intentionally at the end of a game session as a planned portion of the ongoing story. She intentionally leads events in the game to an exciting, large-scale final set piece, meant to leave the players with mouths agape in amazement and clamoring to find out what happens next?’ Still, the cliffhanger should not end every session. It should be infrequent enough to be an exciting surprise
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for the group. This is suggested For two reasons: Firstly, it’s tough enough for the Storyteller to come up with an excitingsession every week without forcing her to wrack her brains to create yet another inescapabledeath-trap to close out each one. Secondly, if the characters Face certain death every single game session, the players will soon becomejaded to the whole cliFfhanger concept. It’s then reducedto a spot to spend points and roll dice rather than the pulse-pounding thrill ride it should be. Like any other use of dramatic editing, the cliffhangergives a fair amount oFcontrol over to the players. The Storyteller should feel Free to modi@ the rules to suit her tastes (or simply reject the rules altogether).
When Last We Left Our Heroes.,. Having crafted a Final scene into which the characters plunge, the Storyteller describes in a short yet compelling narrative the shocking surprise situation in which the characters Find themselves, and then-That’s it for this episode! See everyone next time! Just like in the old serials, the players are leFt to fret, wonder and thrill over just what will happen to the heroes! The distinction here is that they’llbe the ones to decide. Players are welcome to take the week or however long between sessions to think about what they’ll have their characters do to get out of the jam they’re in. At the start of the next game session, the Storyteller recaps events. She presents the group with a pared-down (yet still exciting) description of the scene. This can be handled in much the same way that a moviegoer might describe a Film he’d seen to his Friends. 1F the Storyteller doesn’t trust her memory, she should take notes at the end OF the session (or ask a Fellow player to do so) to remind her what “just” happened. The players then get a few momentsto act as Storyteller, spending their characters’ lnspiration to change enough of the current predicament to enable a suitably heroic escape. Again, as with dramatic editing, this use of lnspirationa l l w For a certain amount of scene rewriting. Since the cliffhanger is an epic event, the player is encouraged to dig more deeply into his Inspiration stash. In contrast, Storyteller characters cannot spend Inspiration For dramatic editing purposes during the cliffhanger. The cliffhanger is a chance for the players’ characters to shine.
Resolving the Cliffhanger After the Storytellersets the scene, the playerstake turnsdescribingtheir characters’escapeFromthe predicament. The character with the lowest base lnitiatie score goes First, his player describingfurther details to the scene basedon theamountoflnspirationhe wants tospend. Subsequent players describe their characters’ contributions to the scene and spend Inspirationas they wish when their turns come around. They may build on the elements applied by previousplayers iF they want to and can do so plausibly. By this process, each character spendingone or two lnspirationmight well get thewhole team out oFa jam, rather
Richard De Remer (order #1312575)
than forcing a single character to spend Four or Five on his own. On the other hand, with a large group, it might be better For a single character to spend those four or five points than for each member to lose one or two. A character has a single turn to act when resolving the cliFFhanger, regardless of any lnspiration spent. This action is resolved before the crisis comes to a head. While the action is typically a part OF that character’s dramatic edit within the scene, it doesn’t haveto be. Also, the character doesn’t have to wait For everyone else to resolve the rest of the crisis first. If a player knows that his character will need more than that one turn’s worth of action, he can give his character an additional action by spending a point of lnspirationas part of his dramatic edit. If he doesn’t use lnspirationpoints, thecharacter can only act within the conFines of the establishedscene. This may happenfor a couple reasons.Acharacter may not have enough Inspirationlaying around to actually save himself, or the player may choose to not spend any Inspiration. In this case, the character is at the mercy of the scene’s flow. Since we’re talking about a cliffhanger - a dramatic, life-threatening situation - the Storyteller is within her rights to carry out the scene to its inevitable conclusion. It’s highly unlikely the character will escape danger unscathed (and death is certainly a possibility). Some Storytellers may think it rude to invite a player over only to kill his character off 15 minutes into the game session when the character cannot escape a particularly cunning cliffhanger. On the other hand, a crafty player may decide “I’m not spendingany lnspirationsince 1 know you won’t rea& kill me...” A Storyteller in such a predicament should never make clear whether she’ll allow a character that ignores a cliffhanger to meet his doom. Killing such a character would not be out of the question! That is the drama of pulp, after all. As a middle ground, the Storyteller might graciously choose to mangle the character, making his adventuring liFe difficult (say reducing a given Trait or Traits by a few dots), but not impossible, for the next few sessions of play. This act should serve to make it clear that cliffhangers are a real danger without needlessly killing off characters.
That Was Close! A Storyteller should definitely give the team some kind OF reward, either through information or tangible beneFit, For surviving a cliffhanger. After all, it may take a lot oflnspirationto get through a cliffhanger alive; while there is a certain amount of fun to be had just in getting out OF trouble, these kinds of scenes should be worth a little something more than your typical dramatic edit. Indeed, the Storyteller may hand out lnspiration points, as in any other situation where a character performs a particularly exciting action that adds to the enjoyment of the game for everyone and to the story itselF. That’s the key, of course. Leaping to safety in the nick OF time may be a Fine resolution for the character but not worthy of an lnspirationreward. In contrast, Flingingone-
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self at the swinging scythe and grabbing the flat of the blade at just the right moment - straining to hold it in place while the rest of the team uses those precious seconds to escape! - is a conveniently hazardous and heroic maneuver worthy of an Inspiration. Oncethe cliffhanger is resolved,the Storyteller steps in and starts the story rolling with that episode’s adventure. Quite often events pick up where the cliffhanger ended, but the Storyteller may also cut the scene and join the characters later; the decision is the Storyteller’s and should be whatever works best for the story.
Cliffhanger Example ExampleOr TmingSmh,Ace-, Ladj.Lead andElMonoLocoiweracingdownasteepdirtroadSmithi rentedcrrgo bvdc, hawngjustdLadj.Lead’sonetime bea Jack Finnegan from tk cMahes ofone of the insdims
ubiquitcusDqon’sId&.Ladj.Lead, JadtandEIMono Locowein thedosedandlatchedcaq~wfriksmithand Borgsbwnarein t h e ~ i c & . Suddenly, Smith shouts! The brakes aren’t working; the brake line must have been cut! The truck hurtles down the dirt road toward the edge o f a 100-foot cliff The Storyteller ends the sessionjust as the truck shoots over the cliff‘s edge! At the beginning of the next game session, the Storyteller recaps the situation just described above. Jack is Inspired, but as a Storyteller character, he can’t affect the cliffhanger’soutcome with dramatic editing.Lady Lead has the lowest lnitiative score o f the team; her player spends two Inspiration and explains that the rattling latch on the cargo area comes loose, swinging the door open. Lady Leadgrabs-lack and leaps onto the high hillside just in time, using her stalwart strength in her action. Lady Lead’s player must make a Might roll; she spendsa point o f Willpower to ensure success -Rachel andJack roll to safety on the cliffside as the truck hurtles to its doom! Or. Smith is up next and decides to blow his remaining two lnspiration on a minor onscreen effect -a tree with low overhangingbranchesscrapes by the truck, and he lunges out his door to grab hold o f a branch. This is Or. Smith’s free action, requiring an Athletics roll t o pull it off. The doctor succeeds and is safe, though dangling from a tree high above the Pacific Ocean! Ace Boqstrom has no Inspirationleft, having spent it all in the climax of the previous session. His player does not relish the idea of Ace taking a long fall into the shallow ocean, inside the truck or out, so he decides t o take a plot complication playing off of Smith’s coincidence - that huge tree branch sticksout the width o f the truck and then some. When Borgstromjumps for it, he realizes his treasuredleatherjacket -which containedhis walletstuffed withhundredsof dollarsand his driver ’sandpilot ’s licenses and his trusty.45 - was stillon the truck’s seat! €1 Mono Loco has plenty o f Inspiration left, but is
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suffering serious woundpenaltiesfrom his fight with the UbiquitousDragon’s fiendish henchmen. He can’t afford to rely on his action with such a reduceddice pool, so his player has to whip up a pretty amazing coincidence. Spending three Inspiration for a major onscreen effect, he declares that the wind from the truck’s fall whips the canvas top o f the truck’s cargo area; El Mono Loco grabs hold o f oppositecorners of the canvas before i t flies away and uses it as a makeshift parachute! Some Storytellers might charge El Mono Loco’s player four Inspiration for this stunt, since it pushes the bounds o f plausibility. El Mono Loco’s Storyteller is amused enough by the player’s ingenuity that she considered rewarding him an extra Inspiration and decided t o just let i t slide as a three-point effort. As the team dangles there, watching the truck plummet into the ocean, one of them notices a mysterious airplane flying toward a remote island, just at the horizon. Couldit be the UbiquitousDragoni secret base? The team scrambles back up to safety to detide where to go next....
Combat Systems Comtwt in Adventure bies to capturethe lager-thanlife feak common to the pulp g e m wtthcut dumplaying the yim real9of injury and death.What results is asystemtrueto thedynama, limitations and viciousness of real combat, while still kaving mom for the unique (and often spectacular) dementsthatadvehws bring to it. The Storyteller should be flexible when arbitrating combat situations; no rules can fully reflect the variety of situations encountered in battle. If any part of these systems slows down the game or causes bickering, don’t use it. Combat systems are meant to add depth to the game, not create conflict between the players and the Storyteller.
Types of Combat There are three types of combat, each involving the same basic system with minor differences: Close Combat T h i s designation covers unarmed combat and melee. Unarmed combat can be anything from a down-and-dirty dockside brawl or an honorable test of skill. Opponents must be within touching distance (one meter) to engage in unarmed combat. Melee involves hand-held weapons, from broken bottles t o katanas. Opponents must be within one to two meters of each other to engage in melee. Ranged Combat This designation covers combat using projectile weapons - knives, bows, pistols, rifles, etc. Normally,opponents must be within sight (and weapon range) of each other to engaged in a firefight. Armored Combat This term covers combat between vehiclesusing mounted weaponry -from biplanes t o zeppelins, ships to submersibles. Opponents must be within weapons range t o engage in armored combat.
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Combat Turns In combat, many things happen at virtually the same time. Since this can make things a bit sticky in a game, combat is divided into a series of three-second turns. Eachcombat turn has Four stages - setup, initiative, attack and resolution -to make it easier to keep track of things.
Stage One: Setup Beforethe start of each turn, the Storyteller briefly describes the scene from each character’s perspective. This constant narration is essential to avoid confusion. It helps the Storyteller organize and arrange events so all goes smoothly when the players interact with the game environment. The Storyteller should make her descriptions interesting and exciting, leaving open all sorts OF possibilities for the characters’ actions.
Stage Two: Initiative This stage organizes the turn and is when you declare your character’s action. Various actions are possible - anything From leaping behind a wall to shouting a warning. You must declare what your character does, in as much detail as the Storyteller requires. Everyonerollsone die and adds it to their character’s lnitiative rating (Dexterity + Wits). The character with the highestresult acts first, with the remainingcharacters acting in decreasingorder of result. 1f two characters get the same total, the one with the higher Initiative rating gas first. If Initiativescores are also the same, the two characters act simultaneously. Wound penalties subtract directly From a character’s Initiative rating. Declarations occur in reverse order of final initiative, thus giving faster characters the opportunity to react to slower characters’ actions. Although you declare your character’s action now, including stating that he delays his action to see what someone else does, you wait until the attack stage to implement that action. At this time, you must also state if your character will perform any multiple actions, activate any powers andlor spend Willpower or lnspiration points. All of your chancter’s actions are staged at his rank in the initiative order. There are three exceptions to this rule. The first is if your character delays his action, in which case his maneuvers happen when he Finally decides to take action. Your character may act at any time after his designated order in the initiative, even to interrupt another, slower character’s action. IF two characters both delay and then act at the same time, the one with the higher initiative result for the turn acts first. T h e d breach ofthe initiativeorder occurs in the caseofadefensiveadion(see“Ab0rtingAdi”and“DefensiveManeuvw3,”onthenextpage),whlchycurchaadermay perFm at any time, as lory as he has an adion left Finally, all multiple actions and additional actions occur at the end of the turn. If two or more characters take multiple actions, the actions occur in the order OF initiative rating. An exception is made for defensive mul-
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tiple actions, such as multiple dodges, which happen as need be in order to avert attack.
Stage Three: Attack Attacks are the meat of the combat turn. An action’s success or failure and potential impact on the target are determined at this stage. You use a certain Ability depending on the type of combat in which your character is engaged: Close Combat Use Brawl or Martial Arts (unarmed) or Melee (armed). Ranged Combat Use Athletics (thrown weapons), Archery (bows) or Firearms (guns). Armored Combat Use Firearms. Like any other action, if your character doesn’t have points in the necessary Ability, simply default to the Attribute on which it’s based (Strength for Archery and Brawl; Dexterity for Athletics, Firearms, Martial Arts and Melee). Your attack dice pool may be modified depending on the maneuver andlor weapon your character uses. Storyteller characters known as “extras” are an exception; see Chapter Eight Heroes and Villains (p. 244). Refer to the list of maneuvers that follow and the various weapon statistics (starting p. 249) for details. Attacks are usually standard actions, but a difficulty may apply, depending on the circumstances (ma-
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neuver used, cramped quarters, range modifiers). If you get no successes, your character fails his attack and inflicts no damage. If you botch, the attack Fails andsomething nasty happens - the weapon jams or explodes, the blade breaks, the character hits an ally, etc.
Stage Four: Resolution During this stage, you determine the damage your character’s attack inflicts, and the Storyteller describes what occurs in that turn. Resolution is a mixture of game and story; it’s more interesting for players to hear “Your uppercut thunders against his jaw, lifting him off the ground and sendinghim crashing through a window” than simply “Uh, he loses three health levels.” Attacks and damage are merely ways of describing what happens in the story, and it’s important to maintain the narrative of combat even as you make the die roll. Normally, additional successes gainedon a Trait roll simply mean that you do exceptionally well. In combat, each extra successyou score on an attack roll equals an additional die you add automatically toyour damage effect!This creates cinematic (and often deadly) combat. You may add a maximum of five damage dice in this fashion. Furthermore, area and explosive attacks may not add attack successes to damage, as there is little opportunity for finesse when delivering such an attack.
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All attacks have specific damage ratings, indicating the number of dice that you roll For the attack‘s damage. This rating is called the “damage effect.” Some damage effects are based on the attacker’s Strength, while others are based on the weapon used. Each success on the damage effect roll inflicts one health level of damage on the target. The damage applied may be one of two Bashing: Punches and other blunt trauma that are less likely to kill a victim instantly. All characters use their full Stamina ratings to resist bashingeffects, and thedamage heals Fairly quickly. The maneuver and weapons charts (pp. 205 and 250) list bashingattacks with a “6,” and damage is applied to the health boxes on your character sheet with a “/.” Lethal: Attacks meant to cause immediate and Fatal injury. Characters may not use Stamina to resist lethal damage, and the effects takes quite a while to heal. The maneuver and weapons charts (pp. 205 and 250) list lethal attacks with an “L,” and damage is marked in the health boxes on your character sheet with an “X.” Damage effect rolls cannot botch; a botched roll simply means the attack glances harmlessly off the target. Specifics on applying damage effects are described under “Health,” page 207.
&:
Damage Adds Versus Damage Dice
soak lethal damage, however (see below). The soak rating subtracts automatically from your attacker’s total damage effect before damage is rolled. Moreover, you subtract soak from damage adds before you subtract damage dice. However, even if your soak is higher than your attacker’s damage effect, your opponent still rolls one die. This applies as a bashing damage effect even if the original attack was lethal. This reflects that the attack was little more than a glancing blow, inflicting a minor cut or bruise but causing no lasting damage. Certain Knackscan increase a character’s soak. See Chapter Four For details.
Armor Simply put, armor adds to your character’s soak. The armor’s rating combines with the base soak for purposes of reducing damage. Light armor offers a small amount of protection, but it doesn’t greatly hinder mobility. Heavy armor provides a lot of protection, but restricts flexibility. Some armor is designed to shield against bashing effects, some against lethal -and some protects against both. Armor is not indestructible. If the damage effect from a single attackequalstwice the armor’s rating (prior to applying soak), the armor is destroyed. Armor types, their ratings and other specifics are described on page 253.
Vehicle-scale weapons deliver a wallop far deadlier than the average human being can withstand. While most human-level attacks are made in terms of damage dice -thus inflicting a fair bit of damage or none at all, depending on the roll -particularly destructive attacks often do a certain minimum level of damage even on a glancing blow. Thus, most vehicles’ weapons deliver a certain number of automatic damage successes, which are inflicted in addition to the damage roll. These automatic damage successes are called “damage adds” and are always presented in brackets. See Armored Combat (p. 206) for more information. Example: Danger Ace strafes the cultists atop the temple with his machinegun. His attack inflicts 6[4]lethal damage. 7he attack delivers four levels o f lethal damage automatica&, as indicatedby the [4], plus an additional number o f health levels equal to the number o f successes DangerAce’s player rolls on his damage effect.
Soak All characters can resist a certain degree of physical punishment; doing so is called “soaking”damage. Your character’s “soak” is based on his Stamina. Characters soak one die of bashing damage per point of Stamina (reflecting the body’s natural resilience to such attacks). Characters cannot use Stamina to soak lethal damage, due to the brutal and invasivenature of such attacks. The human body can endure some abuse, but it’s not capable of dealing with a bullet’s traumatic impact. Armor can
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Personal Combat These maneuvers give you a variety of choices in combat. Roleplaying combat is more entertaining if you can visualize your character’s moves instead of simply rolling dice.
Maneuver Characteristics Maneuvers with specific combat effects may modify your attack roll, difficulty or damage effect. Ability: The dice pool used For the action taken. If your character doesn’t have a rating in the Ability, default to its base Attribute. Accuracy: The dice added to the roll to hit an opponent. A “+3” adds three dice to the dice pool for that attack. Difficulty: The added successes beyond the base one needed to accomplish the action. A “+2” difficulty means you need a total of three successes. Damage:Thed i f wtothe damage dice pod.A “+l” means you add one die when rollingthe damage eRect
General Maneuvers Aborting Actions: You can abort your character’s declared action to a defensive maneuver as long as your character hasn’t already acted in the turn. Actions that can be aborted to include block, dodge and parry (see below). Aborting can be handled as a single action or as part of a multiple action - although you must already havedeclared a multipleactionfor the turn prior toaborting. A successfulWillpower roll (or expenditure of a Willpower point) is required for a character to abort an action and perform a defensive one instead. When spending Willpower For an abort maneuver, the player may declare the expenditure at the time of the abort. The Willpower roll is considered a reflexive action. Additional Actions: A character may normally perform a single action in a turn. He may split this into more than one “sub-action,” as described in “Multiple Actions,” below. Certain Knacks give a character at least one extra full action, though. This means the character has more than one complete and separate action that he may perform that turn. An additional action can be used just like a regular action - split into multiple actions, used to go fully defensive or taken as a single full action. Ambush: Ambushes involve surprising a target to get in a decisive first strike. The attacker rolls Stealth in a resisted action against the target’s Awareness. IF the attacker scores more successes, he can stage one free attack on the target and adds any extra successes from the resisted roll to his attack dice pool. On a tie, the attacker still attacks first, although the target may perform a defensivemanewer. If the defender gets moresuccesses, she spots the ambush, and both parties roll initiative normally. Targets already involved in combat cannot be ambushed. Blind FightinglFire: Staging attacks while unable to see usually incurs a +2 difficulty. Ability specialties
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such as Blind Fightingand Blind Fire may be used to offset the penalty. Called Shot Aiming for a specific location incurs an added difficulty but can bypass armor or cover or can result inan increaseddamageeffect.TheStorytellershould consider specialresults beyondthe simple increasein damage listed here, dependingon the attack and the target. Target Size Difficulty Damage Medium (limb, briefcase) +1 +2 Small (hand, head, book) +2 +3 Precise (eye, groin, lock) +3 +4 Flank and Rear Attadw Charactersattacking targets from the flank gain an additional attack die. Charactersattackingfrom the rear gain twoadditional attackdice. Movement A character may move half his running distance (see “Move,” p. 187) and still take an action in a turn. Other maneuvers, such as leaping or tumbling, may be considered separate actions, depending on their complexity. A running target enjoys +1 difficulty to any attacks made against him, while a sprinting target gets a +2 difficulty. The Storyteller may apply additional difficulties when shooting at fast-moving targets such as speeding cars or swift planes. Multiple Actions: By definition, “multiple actions” are more than one task performed as part of a character’s sole action for a turn. As such, multiple actions are different from additional actions (see above). When a player declares multiple actions, subtract dice From the first dice pool equal to the totalnumber of actions taken. Each subsequent action loses an additional die (cumulative). A character may perform multiple offensive andlor defensive maneuvers - though if he’s attacked more times than he has defensiveactions he cannot try to avoid the hit. The only exception to the multiple actions rule is going “Fully defensive,” below.
Defensive Maneuvers It’s a given that your character tries to avoid being
hit in combat -that’s why everyone makes attack rolls. Sometimes, though, all your character wants to do is avoid attacks. You may announce a defensive action at any time before your opponent makes an attack roll, as long as your character has an action left to perform. You can declare a defensive action on your character’s turn in the initiative or can abort, replacing his intendedaction with a defensive maneuver. You must make a successful Willpower roll (or may simply spend one Willpower point) to abort. If the Willpower roll fails, your character must carry out the action that you declared originally. There are three types of defensive actions: block, dodgeand party.Your character can defend against virtually any kind of attack with these three maneuvers. However, your character may not be able to avoid every single attack that’s directed at him. He can’t dodge when there’s no room to maneuver, and he can’t block or parry if he doesn’t know an attack is coming.
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Each defensive maneuver uses the same basic system: The defensive action is a resisted roll against the opponent’s attack roll. Unless the attacker gets more total successes, she misses. If the attacker gets more successes, those that she achieves in excess ofthe defender’s successes, if any, are applied to the damage effect. So even if the defender has fewer successes than the attacker does, the defender’s maneuver can still reduce the attack‘s effectiveness. Block: A Brawl or Martial Arts maneuver using your character’s own body to deflect a hand-to-hand bashing attack. Lethal attacks cannot be blocked unless the defender is wearing armor. Dodge: An Athletics or Martial Arts maneuver useful for avoiding attacks of all types. Your character bobs and weaves to avoid close-combat attacks (if there’s no room to maneuver, he must block or parry instead). In firefights, your character moves at least one meter and ends up behind cover (if there’s no room to maneuver and/or no cover available, he can drop to the ground). IF your character remains under cover or prone thereafter, cover rules apply against Further ranged weapon attacks (see “Cover,” p. 204). Parry:A Melee maneuver using a weapon to block an Archery, Brawl, Martial Arts or Melee attack. If a character makesa Brawl attack and the defender parries with a weapon that normally causes lethal damage, the parrying weapon may actually damage the attacker! IF the defender rolled more successes than the attacker did, the defender
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applies the weapon’s base damage plus the parry’s extra successes as a damage effect against the attacker. Block, dodge and/or parry can be performed as part of a multiple action - punching, then blocking; shooting, then dodging; parrying, then striking; and the like. Using a multiple action to act and defend is advantageous because your character can still accomplish something in a turn besides avoiding attacks. Your character may also combine different defensive maneuvers in a multiple action -blocking, then dodging; dodging, then parrying; blocking, then blocking again; and so on. Example: Max Mercer wants to punch two thugs, then be ready to dodge two attacks. This is considered four separate actions using his MartialArts dice pool o f 4 for the strikes andhis Athletics dice pool o f 4 for the dodges. The first punchloses four dice (leaving Max five dice in his dice pool) because heb taking four actions. The secondpunch loses five dice (four actions plus an additional cumulative penalty), giving Max four dice to strike. The first dodge has a dice pool o f three (losing six dice as per the multiple-action rules). The final dodge uses onk two dice (reducedby seven dice cumulative!y). Fully Defensive: Rather than make defensive maneuvers partofa multipleaction,you may declare that your character spends an entire turn doingnothingbutperforminga single type o f defensive maneuver!Going “fully defensive” does not use the normal multiple-action rules. Instead, you have a full dice pool for the first defensive action but loseonedie, cumulatively, For each subsequentde-
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fense action made in the same turn. Remember that defensive actions versus multiple attackers still suffer difficulty penalties (see “Multiple Opponents” on the next page). Example: Max Mercer spends a whole turn dodging. With a MartialArts ?dice pool, he can dodge up to nine attacks! Max’splayer rolls nine dice against the first attack, eight dice against the second, seven dice against the third, six dice against the fourth, etc. Max can2 do anything else that turn but dodge.
Close Combat Maneuvers This is simply a list of common maneuvers used in close combat; feel free to develop your own moves (with the Storyteller’s approval). The pulp genre is full of wild improvisation, after all. Hand-to-hand attacks inflict bashing damage unless stated otherwise. The damage melee weapons inflict depends on the weapon type (see the Melee Weapons Table, p. 250) and always adds in the attacker’s Strength rating unless otherwise indicated. The Storyteller may modify difficulty and damage for these maneuvers, depending on the combat style the character uses. As always, drama and excitement take precedence over rules systems. Clinch: On a successful attack roll, the attacker goes into a clinch with the target. In the first turn, the attacker may roll Strength + 2 damage. In each subsequent turn, combatants act on their orders in the initiative. A combatant can inflict a Strength + 2 damage effect or attempt to escape the clinch. No other actions are allowed until one combatant breaks free. To escape a clinch, make a resisted Brawl or Martial Arts roll against the opponent. 1F the escaping character has more successes, she breaks free; if not, the characters continue to grapple in the next turn. Ability: Brawl, Martial Arts Difficulty: Normal Accuracy: Normal Damage: Strength+ 2 Disarm: To knock a weapon from an opponent’s hand, the attacker rolls at +1 diFficulty, if armed, +2 difficulty, if unarmed. If successful, the attacker rolls damage effect (do not subtract soak). If successes rolled exceed the opponent’s Strength rating, the opponent takes no damage but is disarmed. A botch usually means the attacker drops his own weapon or is struck by his target’s weapon. Ability: Martial Arts, Melee Difficulty: Special Accuracy: Normal Damage: Special Hold: This attack inflicts no damage, as the intent is to immobilize rather than injure the subject. On a successful roll, the attacker holds the target until the subject’s next action. At that time, both combatants roll resisted Brawl or Martial Arts actions. The subject remains immobilized(able to take no other action) until she rolls more successes than the attacker does. Ability: Brawl, Martial Arts Difficulty: Normal Accuracy: Normal Damage: None
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Kick: Kicks range From simple front kicks to aerial spins. The base attack is +1 difficulty and inflicts the attacker’s Strength + 4 in damage. The Storyteller may modify these ratings further, increasing in difficulty and/ or damage as the maneuver increases in complexity. Ability: Brawl, Martial Arts Difficulty: +l Accuracy: Normal Damage: Strength+ 4 Multiple Maneuvers: An attacker may perform any defensive and/or close combat maneuver as part of a multiple attack. The dice pool used, modifiers to hit and damage depend on the number of attacks declared and the maneuvers involved.See “Multiple Actions,” page 201, for more details. Multiple Opponents: A character who battles multiple opponents in close combat suffers defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). Strike: The attacker lashes out with his Fist. The base attack is a standard action and inflicts the character’s Strength + 2 in damage. The Storyteller may adjust the difficulty and/or damage depending on the type of punch: hook, jab, haymaker, karate strike, uppercut, etc. Ability: Brawl, Martial Arts Difficulty: Normal Accuracy: Normal Damage: Strength + 2 Sweep: The attacker uses his own legs to knock the legs out from under his opponent. The target takes Strength + 1 damage and must roll Athletics at +3 difficulty or Might at +2 difficulty or suffer a knockdown (see “Maneuver Complications,” p. 205). The attacker can also use a staff, chain or similar implement to perform a sweep. The effect is the same, although the target takes damage per the weapon type. Ability: Martial Arts, Melee Difticulty: Normal Accuracy: Normal Damage: Special Tackle: The attacker rushes his opponent, tackling her to the ground. The attack roll is +1 difficulty and inflicts Strength + 3 damage. Additionally, both combatants make resisted Might rolls, with the attacker adding a number of dice equal to the damage successes he achieved. The loser suffers a knockdown (see “Maneuver Complications,” p. 205); on a tie, both go down. Even if the target stays up, she is unbalanced, acting at half her normal initiative in the next turn (round down). Ability: Brawl Difficulty: +1 Accuracy: Normal Damage: Strength + 3 Throw: The attacker grabs his opponent at +1 difficulty and tosses her, usingher own momentum to help propel her through the air. The target is launcheda number of meters equal to the attacker’s Strength (opponents with a lot of momentum may travel up to an extra two meters). The target automatically suffers a knockdown (see “Maneuver Complications,” p. 205). and she takes Strength + 1 damage, plus an additionaldie of damage for every two meters she was thrown (rounded down). Landingon harmful objects or debris can increase
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the damage effect Further. A victim with Martial Arts Ability mastery and an action left For the turn may attempt a roll at +I diFFiculty when thrown; if successFul, she controls her Fall to land on her Feet and suffers no
Ability: Brawl, Martial Arts Difficulty: +I Damage: Special damage! Accuracy: Normal Weapon Length: It’s hard to get in range with a punch or knife if your opponent wields a sword or staff. A character being Fended off with a longer weapon must close in one yard, then strike, suffering +I difficulty to his attack in the process. Weapon Strike: A slashing blow, thrust or jab, depending on the weapon used. See the Melee Weapons Table, page 250, For particulars. Ability: Melee Difficulty: Normal Accuracy: Normal Damage: Weapon
Ranged Combat Maneuvers Many physical conFlicts involve ranged weapons. The Following maneuvers allow For a number of useful actions during a Firefight, but don’t Feel limited by this list. IF the need arises, try developing a new maneuver (at the Storyteller’s discretion). ReFer to the Ranged Weapons Table, page 251, For specific information. Aiming: The attacker adds one die to his attack roll on a single shot For each turn spent aiming. The maximum number OF dice the character can gain this way equals his Perception.A scope adds two more dice to the attacker’s pool in the First turn OF aiming (in addition to those added For Perception). The character must have at least one point in Archery or Firearms, as appropriate, to perform this maneuver. The attacker may do nothing but aim during this time and cannot effectively aim at a target that is moving Faster than a walk. Automatic Fire: The weapon unloads its entire ammunitionclip in one attack against a single target. The attacker rolls once, adding IO dice to his accuracy. However, the attack roll is at +2 difficulty due to the weapon’s recoil. Extra successesadd to the damage (toa maximum of five extra dice), which is treated as equivalent to one attack when applying soak. An attacker using automatic Fire may not target a specific area of the body. This attack is permissible only iF the weapon’s clip is at least half-full to begin with. Ability: Firearms Difficulty: +2 Accuracy: +10 Damage: Special Example: SafariJack Tallonunloadshis Tommygun at the advancing zombie lion. His player rolls 17dice on the attack (Firearms 7 plus the automatic fire bonus), getting nine successes. The lion doesn’t dodge, so Safari Jack has six extra successes (he loses one from the base to hit plus another two from the difficullty). He can only add five o f those to the Tommy guni base 5 L damage, giving him a lOdl0 damage effect beFore applying the lion i soak!
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Cover: Cover increases an attacker’s diFFiculty to
hit a target (and often the target’s ability to Fire back). The list below has diFFiculty penalties For hitting a target under various types oFcover. A character who Fires back From behind cover is also at a disadvantageto hit, brieFly exposing himself before ducking back under protection. Ranged attacks a defender makes From under cover are at one less difficulty than listed below. (IF a listed difficulty is +1, then the defender suFfen no penalty to make attacks From under that cover.) Attackers Firingon a target hiding behind a wall suffer +2 difficulty to ranged attack rolls, while attacks staged by the character behind the wall are at +1 difficulty. Note that difficulties For combatants who are both under cover are cumulative. IF one combatant is prone and one is behinda wall, attacks staged by the prone character andthose launchedby the character behind the wall are both at +2 difficulty. Cover Type Difficulty Light (lying prone) +I Good (behind wall) +2
superior(onlyheadacposed) +3 Cover Fire: This maneuver isn’t meant to hit targets; it is used instead to force opponents to dive for cover (allowing attackers to advance, withdraw or perForm some other strategic action). Cover fire is a resisted action between the attacker’s dice pool and each opponent’s Willpower. Each opponent who gets fewer successes than the attacker does abandons any planned action and dives for cover automatically, losing any Further actions that tum. IF an opponent’s successes tie the attacker’s, the opponent perseveres, but she takes her next action at a base +I difficulty. IF an opponent gets more successes, she steels her nerve and endures the volley. IF an opponent botches, she’s struck by a shot and takes the attack‘s base damage. Multiple Shotr: An a t t a c k may& more than one attack in a turn by declaringa multiple a c t i i (seep. 201). The attackercantakeanumboFshotswithafireamuptoitsrate OF Fire and can throw as many weapons as he has at hand. Ability: Athletics, Firearms Difficulty: Normal Accuracy: Special Damage: Weapon Range: The RangedWeapons Table (p. 251) lists each weapon’s medium range; no modifiers apply when shooting up to this distance. Twice that listing is the weapon’s maximum range. Attacks made up to maximum range are +2 difficulty. Attacks made at targets within two meters are considered point blank. Point-blank shots add two dice to the attacker’s accuracy. The point-blank bonus does not apply when shooting at a target engaged in close combat (with someone other than the shooter). This indicates that the shooter has some degree of difficulty lining up the desired target. Reloading: Rdwding t&s one Full t u n and requires t h e c h a a c t e i s c .L k e a f T y * m , reloading can be p e r F d as patofa multiple adion.
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Strafing: Instead OF aiming at one target, Fully automatic weapons can be Fired across an area. StraFing adds 10dice to a standard attack roll’s accuracy, suffers +2 difficulty due to weapon recoil and empties the clip. This maneuver covers a maximumOF three meters. The attacker divides any successes gained on the attack roll evenly among all targets in the coveredarea (successes assigned to hit an individual are also added to that target’sdamageeffect). lfonlyonetarget is within thecovered area, only half the successes aFFect her. The attacker then assigns any leftover successes as he desires. IF fewer successes are rolled than there are targets, only one may be assigned per target until they are all allocated. Dodge rolls against strafing are at +l diFFiculty. Ability: Firearms DiFficulty: +2 Accuracy: +10 Damage: Special Three-Round Burst The attacker gains two additional dice on a single attack roll and expends three shots From the weapon’s clip. Only certain weapons may perForm this maneuver; see the Ranged Weapons Table (p. 251) For particulars.The attack is made at +1 difficulty due to recoil. As with Full-auto Fire, the damage effect is considered a single attack when applying the target’s soak.
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Abiliv Firearms Accuracy: +2
DiFFicnlty: +1 Damage: Special Two Weapons: Firing or throwing two weapons gives the attacker a distinct advantage, but has its share of complications. Doing so is considered a multiple action, complete with reduced dice pools For total attacks made and for any weapon recoil. Additionally, the attacker suffers +1 diFFiculty For his off-hand (unless he’s ambidextrous). The attacker can take a number OF shots From a Firearm up to its rate OF Fire. Ability: Athletics, Firearms Difficulty: Special Accuracy: Special Damage: Weapon
Maneuver Complications The Followingare commoncombatcomplications.The Storytellershould add any others as the situation warrants. Blinded: Add two dice to attack rolls made against a blinded target. Furthermore, blind characters are at +2 difficulty on all sensory-related actions. Dazed: IF, inasingleattack,theattackerrdk anumber
ofdaMgesuccenesyea~tharthetarget’sStatnina,thevictim isdazed.Thetagetmustspendhisnsctturnshdting off the attack‘s effeds. A b , see “Unconxious.”
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I m m o b i l i : Add twodice to attack rolls made on anlmmobilhed(i.e.,heklbysomeoneorsomething)butstillstrug glingtWget.Atta& hitautomaticallyifthetargetiscom+tely immobilized(tied up or otherwise paralyzed). Knockdown: Quite simply, the victim Falls down. After suffering a knockdown, the subject makes an Athletics roll. If successful, he may get back on his feet immediately, but his initiative drops by two in the next turn. On a failed roll, the subject spends his next action climbing to his
feet(see“GetUp,”p.187),ifhechoosestorise.Onabotch, he lands particularly hard or at a severe angle, taking an automatic health level of bashing damage. Maneuvers such as tackle, throw and sweep are intended to knock an opponent down. However, an especially powerful attack of any kind may send the target to the ground. Such instances are best left to the Storyteller’s discretion and should occur only when appropriately cinematic or suitable to the story. Unconscious: If, in a single attack, the attacker rolls a number of damage successes greater than the target’s Stamina + 2, the victim blacks out. Unconsciousness lasts from five turns to an entire scene (specific duration is at the Storyteller’s discretion).
Armored Combat Vehicle combat systems differ from those of personal combat in only two notable ways: damage effect and maneuvers. The weaponry involved in vehicle combat does a significantly higher amount of damage, and the character directs a craft’s maneuversinsteadof performing them himself. Otherwise, initiative, attacks and resolution are handled in the same way as with personal combat. The only other distinction applies when personal combat and armored combat conflict -as when a group of characters takes on a tank or a plane. Under these circumstances, the individuals resolve their actions before any vehicles do. Mounted combat (e.g., on camel- or horseback) uses the armored combat maneuvers, but attacks are typically based on personal-scale weapons.
Damage and Armor Adds Vehicle weapons are designed to deal significant amounts of damage to targets (usually other vehicles, buildings and other durable structures). A craft can also take more punishment than a person can. Essentially, people and vehicles fight on different scales. To reflect this, vehicle armament has “damage adds,” while vehicles themselves have “armor adds.” A damage add is listed in brackets next to a weapon’s damage effect (e.g., 5 [lo] L), while an armor add is bracketed after the vehicle’s soak (e.g., 4 [5]). Armor adds are applied against both bashing and lethal damage. The damageadd is the number of damagesuccesses inR i autmatically. If a p e n o ~wl p o n is fired at a vehicle, the armor add is the number of dice subtracted From the
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weapon’sdamageeffed.(2lnlikeanamdSOBk,ifthiSredudion thea attack's ~ e F f e C t t zero, 0 nodamage dl is made; the damage bounces oFFtheamorwithouteffed.) When one vehicle fires on another, the damage and armor adds are ignored. Instead, the weapon’s base damage effect and the vehicle’s base soak are figured normally. This system reflects that artillery and armor are specifically designed to inflict and resist huge amounts of punishment, while still keeping dice pools to manageable totals. The damage in vehicle combat is applied just like in personal combat. While the systems are identical, adamaged truck isn’t the same as a damaged person. Refer to the Appendix, page 253, for specifics on vehicle weapons and applying damage to vehicles.
Collision A vehicle that collides with a pedestrian, another vehicle or some other object inflicts one die of lethal damage per 10 kph of speed. Base damage for large and/or heavy vehicles such as a large truck or a tank may be increased by a die or two.
Vehicle Maneuvers Vehicles can perform a variety of maneuvers; dice actions usually come into play when the character steering the craft is either closing on or avoiding another vehicle. A character uses Animal Handling to guide animals, Drive to steer ground vehicles and Pilot to control air- or watercraft. Animals, ground vehicles and surface watercraft can only perform spin and turn maneuvers. Aircraft and submersible watercraft may perform all the listed maneuvers unless otherwise indicated. The Storyteller may allow new maneuvers as she sees fit. Climb: The pilot heads up. Ascent can range from a slow climb to a sharp-angled ascent. The Storyteller may apply a +1 or +2 difficulty for a sharp climb, since such a maneuver involves high G-Forces (For aircraft) or sudden changes in water pressure (for submersibles). D i w The opposite of a climb; the vehiile plummets
downward.7heStorytdlermayapplyadiRrmltytl foraharddiveduetoGforceor~aswiUlashapclimb. Loop: The character makes a vertical loop, ending up in roughly the same position that she started in at the beginning of the move. Difficulty depends on the loop’s tightness, usually between +1 and +3. Roll: The character flips upsidedown (and usually right-side up again). Repeatedrolls are possible (a “corkscrew”) with increasingdifficulty, at the Storyteller’s discretion. Only aircraft and kayaks may try this maneuver. Spin: IF traveling at no greater than one-half speed, the driver can rotate the vehicle or mount in a very tight turn, thereby turning around or even spinning in a complete circle. Ground vehicles, animals, autogyros and hovercraft may perform this maneuver.Conventional fixed-wing aircraft and aquatic craft cannot change direction without covering appreciable distance and must use the turn maneuver instead.
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’Thiisediondeakwlthyourhaacteis~physd or mental state, as well asvariousfaders that can impmve ot worsen these condltiom. Health can be affected by anything that injures the body or the mind, such as simple lack of s b , mental assault or a bullet to the head.Dependingon his condition, acharacter’s c u d healthcan yea$ impedehis ability to perform even the simplest of task.
the character collapses horn the combined effects of physical trauma and pain. He Falls to the ground and remains in a hazy state of consciousness only with a successful Willpower roll (dice penalty due to injury applies). The character remains practically comatose until his health recovers to Wounded. SuccessFulmedical treatmentthat restores at least one health level can bring him around before this. IF a character takes any damage beyond the seven Full health levels listed, he dies (see below for specifics on applying damage). Medicine being what it is in the early 20th century, a trained professionalhas little chance of resuscitatinghim. The character is beyond help after a number of turns equal to his Stamina.
The Health Chart
Applying Damage
Turn: Anything from a casual left to a severe swerve or U-turn. The Storyteller may assign difficulties depending on the turn’s sharpness.
Health
The healthchart on the charader sheet helps you track There are two damage types in Adventure. Bashyour cfiaadeiscurrentphystcal condition. Itako l ithep- ing damage includes all Forms of temporary injury. Lealty i m p e d onywr dice podfor each led OF i n j qthatyour thal damage covers permanent, deadly wounds. All injucharadersustaim.AsyourcharadersuRersmoreinjuries,hi health declines until he becomes incapecitatd -or dead. Every charader has seven health levels ranging Frcin & u ito lncapacitated.Storytdlercharadersknmnas “extras” are an exception, see Chapter Eight: Heroes and Wains (p. 244). (The step beyond lncapacitated is Dead, which isn’t
ries are cumulative, whether lethal or bashing, and the combined injury determines your character’s current health level. See below for speciFics on each damage type. When your character takes bashingdamage, it’s recorded as a slash (“/”) in the appropriate healthchart box. Lethal damage is marked with an “X” for each level r e a l ~ a h e a l t h l e v d a t a l I . ) W h e n a n a t t a c k e r s c o inflicted. Lethal damage always gets marked above bashadamage dl,your&ractwt&es one hedthlevel OF damage. ing. So, if you marka levelof bashingdamage inthe Bruised This damage is markedon yourchaader sheet in t h e w box and your character takes one lethal health level later pnatebox,althoughthemakpmakedependsonthetypeof on, “mow down” the bashing level to the Hurt box by markdamage i n f l i i (see "‘Applying Damage,” b). ing that box with a “/.” The lethal level is then noted by The number to the left of the lowest marked box indrawing another slash through the Bruised box, turning it dicates your current dice penalty. As your character gets into an “X.” Bashinglevels taken aFter lethal levels are simbattered further, it becomes increasingly difficult for him ply drawn in on the next open box. Bashingdamage isn’t as to perform even the simplest OF tasks. The dice penalty is severe as lethal, so it’s always marked last and healed first. subtracted from your dice pool for every action (except Bruised -0 damage effect and soak) until the wound heals. Hurt -1 The penaltya b indicatesimpairedmovement, tramlnjured -1 lating into the number of meters by which your character’s Wounded -2 movement is divided. Further, your charactercan no longer Maimed -3 sprint when at Wounded or below. A character with DexCrippled -4 terity 3 who’s at Maimedcan walk only one meter a turn or incapacitated can run Five meters. At Crippled, your character can only Example: WhitleyStyles hasalready taken a levelof walk (or crawl) one meter per turn. bashing damage from a Red Assassin’s glancing strike Health Level Dice/Move Penalty Description (Styles’ player marks his health chart with a “P in the Bruised 0 Slightly battered, suffering no Bruised box). 7hen another assassin hits with a wicked penalties. throwing star, inflicting three lethal health levels! Styles’ -1 Some scrapes and bumps; not seHurt chart is marked with an “ X in the Bruised, Hurt and lnriously impaired. -1 Minor injuries; noticeabledamage. juredhealth levels and a ‘Yin the Woundedbox (essenInjured tially moving the punch’s damage down the chart). 7he Wounded -2 Significant damage; can no combineddamageputs Whitley at -2dice toallrolls. Styles longer sprint. Maimed -3 Abloodymess;canonlyhobbleabout sees he’s outmatchedandruns for the Iabyrinth’s exit. -0 Bruised Crippled -4 Catastrophically injured; simply -1 moving is difficult. Hurt -1 Incapableof movementor action; lnjured lncapacitated -2 Fade in and out of consciousness. Wounded Maimed Incapacitation differs from unconsciousms in that -3 Crippled -4
.a 0
0 0 0 0
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Bashing Damage Bashingdamage covers all Forms of injury that aren’t likely to kill instantly or that Fade relatively quickly. Most Forms of hand-to-hand combat inflict bashing damage, as do mental “injuries” such as headaches, drunkenness or other psychologicaldistractions. Bashing damage generally impairs less than lethal damage does, and it heals Faster. Your character can die From bashing damage, though. A punch may not cause as much trauma as a bullet does, but enough punches can kill. After your character reaches Incapacitatedon the health chart, each new bashing injury, while soakedlike a normal bashingeffect, is markedwith a second slash on the highest bashinglevel. This way, bashing levels turn progressively into lethal damage. Once your character’s health chart is Filled to lncapacitated with lethal damage, the next level of damage taken, whether bashing or lethal, kills him. Example: Whitley Styles, suffering From three lethallevels and one bashinglevelofdamage, faces a dead end! The assassins from the Temple o f the Red Blade are on him in an instant, attacking in a flurry OF blows until Styles blacks out (inflicting three more bashing health levels - I,I , I) He’s .at Incapacitated with four bashing damage levels left. Whitley Styles’merciless opponents then smashhis prone body with punchesandkicks. The first hit after he falls to Incapacitatedcauses one level o f bashing damage. So Styles’ Wounded level, previously bashing, has another slash drawn through it (for “X), making it lethal. 7hisprocess can be repeatedthree more times until Whitley’s remaining health levels are changed from bashing to lethal. Regardless OF whether it’s bashing or lethal, the Fourth level o f damage will killhim! IF yw charader Falls to Incapacitated due b bashii damage but then takesa kvd of lethaldamage, he‘s dead.
Lethal Damage Lethal damage is intended to cause immediate and grievous injury. Bladesandbulletsalikecause lethalwounds. Such injuries don’t heal easily, and they usually require medical attention For any hope of recovery. Nature, too, provides numeroushealthhazards.Electricity, Fire, certain toxins, even long Falls, can cause lethal wounds. Lethal damage kills with ruthless efficiency. When your character’s health chart Fills to Incapacitatedwith lethal damage, any further damage taken, whether bashing or lethal, kills him.
Soak As notedabove,bashing damageisn’t as i m d iFatal as lethaldamage is;bashingdamagealso heakmore qu+ (see“Reccwery,”below). The human body cantakemore punishment From bashing damage than it can From lethal effects. Use your charadeisfull Staminaratingto soak bashingattack. You cannot use Stanina to soak lethaleffects. Certaintypesofartificialarmor,certainKnacksdxme super-scienceinventiprotedagatnstbashingwK1lethdat-
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tads.SimplyaddrdeMntarmaratingtoyourchaadeissodc score (see“Armor,” p. 253, for SpeCifK ratings).
Recovery Minor injuries simply require time to heal. Medical attention is required to recover From serious levels of bashing damage or From any Form of lethal damage. IF your character reaches Crippled, whether From bashing or lethal damage, he must seek professional help! The accompanying charts list the time involved in healing damage. Bashing and lethal damage recover differently. Recovery Time lists how long it takes to heal that specific health level; the time is cumulative. An adventurer who takes three levels of bashing damage needs one hour to heal each one before he’s Fully Fit. IF a character suffers Five lethaldamage levels, it takes one month to recover From Maimed to Wounded. After that, the character needs an additional three weeks and Four days in total to recover From the remaining lethal damage. Since bashingdamage heals First, an adventurerwho takes Four levels of lethal damage and one of bashing needs three hours to recover the bashing level before he starts recovering From the lethal wounds. These recovery times assume the individual receives only basic care (First aid and bed rest). The times improve if the individual has access to modern health care. IF he’s treated by a trained physician (Medicine 2 Ability rating) in adecently-equipped hospitalor clinic, thecharacter heals each health levelat one category higher on the healthchart. IF the character is lucky enough to enjoy treatment by a medicalgenius (Ability mastery in Medicine), he healseach health level at two categories higher on the health chart. IF the patient Forgoes special treatment at any point, he returns to healingat normal rates.
Nomatterthequalttyoftheb.eatmentproceainvdved,
each levdof bashingdamage still takesat least one hoMtoheal, and lethal damage still takesa minimumOFone day to hed. Example: lust as things look most dire For Whitley Styles, Max Mercer andAnnabelle Lee Newfieldarrive to drive off the RedAssassins. n e y take Styles to the marby British consulate, where the headphysician, an old friend o f Max’s, tends to Whitley’s injuries (he has taken lethal damage to Wwncfedandbashingdamage to Incapacitated). 7hanks to the physician’sskillandhis clinic’smedicalresources, Stylesheals everythingone category more quickly. He heals the Incapacitated bashing level in six hours instead o f 12, the Crippled bashing level in three hours instead o f six and the Maimedbashinglevel in one hour instead o f three. Styles then heals his Woundedlethallevel in one week instead o f two weeks, his Injured lethal level three days instead o f one week and his Hurt lethal level in one day instead o f three. However, his Bruised lethallevel still takes one day to heal. Inhit, M W e y S f y f e s r e c o v m ~ t d y i n l 2 + and lohaus. lfhehadsvvivedbuznotreceivedste+di-
dam,i t w w M h a v e ~ e n z 5 + a n d 2 l ~ t o h e d h l ~
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Healing Bashing Damage Bashing damage up to the Wounded level can be cared for without medical skill, these wounds heal on their own, without treatment Bashing damage beyond Wounded may have deeper consequences Your character’s vision or hearing may be altered dw to a concussion, he may suffer excruciating pain from internal bruisingor experiencesome other extreme discomfort Receiving adequate medlcal attention negates these effects Health Level RecoveryTinte Bruised to Wounded One hour Maimed Three hours Crippled six hours lncapacitated 12 hours Once bashing levels reach Incapacitated. any further bashing wounds are X’d over previous ones, making them lethal (see “Bashing Damage”) At that point, recovery is handled as lethal damage
Healing Lethal Damage Lethal damage of any sort can be deadly
- that’s why it’s called lethal’ Lethal wounds that go unattended may continue bleeding until your character passes out and dies From blood loss Other dangers can also anse from infection, poisoning or broken limbs Any lethal damage past Hurt requires medical treatment to prevent further harm Untreated lethal wounds w s e n by one level OF lethal damage per day When your character sustains lethal damage down to Incapacitated, he’s one health lewlaway from death If hetakes one more wound (whether bashing or lethal), he dies If your character is at Maimed or higher, he may recover with rest over the times listed bdow However, if he IS Crippled or Incapacitated, no recovery is possibleunless he receives medical attention Indeed, at Incapacitatedyour character is comatose at w r s e and delirious at best, and he could still die Health Level RecoveryTtme Bruised One day Hurt Three days Injured One week Wounded Two weeks Maimed One month Crippled Two months Incapacitated Fow months
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Sources of injury It’s a hostile world out there. Fire, electricity, raging seas, sheer cliffs - these are just a few of the chalIlenges the lnspired Face beyond the more obvious of a palooka’s fist or a mad scientist’s electromagnet0 rifle. Some sources of injury require rolling a damage effect, while others inflict damage on the subject automatically. If a system states that the Storyteller “rolls damage effect,” treat the damage like an attack (including applying soak as appropriate). If it says the character “takes a health level,” he takes the damage automatically, regardless of any deFenses. IF your character suffers significant amounts of injury from a source listed below (being reduced to lncapacitated), he may suffer permanent damage. This can be physical impairment (reduced Physical Attributes), permanent memory loss, brain damage (reduced Mental or Social Attributes) or disfigurement (reduced Appearance). Specifics are up to the Storyteller and should be appropriate to the circumstances.
Disease Despite the best efforts OF science in the new century, illness and disease remain all too common. For game purposes, colds and disease apply as bashing damage. A fever or flu inflicts one or two bashinghealth levels, while more serious viruses or diseases (malaria, plague) can be more devastating, even inflicting lethal damage. The Storyteller decides the exact effects (including altered perceptionand delirium) of severe sicknesses. Permanent Attribute reductions may even occur. Resistance can help combat infection and sickness, reducing the damage sustained or at least shorteningthe length OF the illness. The Storyteller should adjust appropriately.
Electrocution In these times of poorly insulated wires and haphazard safety measures, electricity is a constant danger. The strength of the electricalFlow determines the amount of lethal damage your character takes from electrocution. Each turn, he suffers the damage effect noted below, until contact with the source is severed (not always easy to do, since electrocution tends to contract the victim’s muscles, lockinghim in place as the current Flows through his body). Electrical damage is a lethal effect, and artificial armor doesn’t protect against it (depending on the particular nature of the defense, the circumstance and the Storyteller’s decision). Damage Effect Electrical Source 2 Minor; wall socket 4 Major; protective fence Severe; vehldebattery, junctionbox 6 Fatal; main Feed line, subway rail 8
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Falling
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The Storyteller rolls one die of bashingdamage for every three meters (rounded down) that your character falls before hitting something solid. However, on a controlled fall, roll Athletics; each success equals one meter that your character may fall before suffering injury. With two successes, your character could drop five meters before taking a die of bashing damage - however, if he fell eight meters, he would take two dice. Falling damage may be soaked as normal, but the Storyteller always rolls at least one die. Each success inflicts a level of bashing damage. Landing on sharp objects can change the damage from bashing to lethal, at the Storyteller’s discretion. If your character plummets 30 meters or more, he reaches terminal velocity. The damage effect is 10 dice regardless of any Athletics roll and is considered lethal damage. Any armor your character wears in a terminalvelocity fall functions at one-third its rating (rounded down), since it’s not designed for this sort of thing.
Fire A Fire’s size and fuel determine the amount of lethal damage your character endures. He suffers the damage effect each turn that he’s in contact with the flames; he must leave the area and/or put out any fire on him to stop taking damage. Fire damage is a lethal effect that may ignore armor (dependingon the particularnature of the defense, the circumstanceand the Storyteller’s decision). Damage Effect Types of fire 2 Lighter, hot poker 4 Coal fire 5 Bonfire 6 Welding torch 7 Raging inferno Chemical fire Fire type x 2 If your character falls to Maimed, the fire scars him temporarily (reduce Appearance by one until he recovers to Bruised). IF he suffers more damage in the fire, he is scarred permanently.
Material Strengths Combat in this genre inevitably involves someone being thrown through a window, smashed through a wall, buried under rubble and the like. To simulate this cinematic excess, we provide a chart with various substances’ protection ratings and structural levels. If someone slams into an object, that substance suffers the same damage effect the target did. If that damage exceeds the barrier’s soak, it breaks but stops the person’s forward progress. If it reduces the object’s structural levels to zero, it turns to rubble and collapses on the poor soul or shatters apart and lets him continue onward, depending on what’s most appropriate to the barrier and the scene
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Material
Structural Levels
Soak
(FClIbiimBfBT) 0
Glass 2 Ice 3 2 5 3 Wood Stone, soft metals 8-9 5 6+ Hard metals 10 This chart is also handy for knowing how much damage a barrier must sustain before it’s destroyed. In such cases, the substancecan be targeted with attacks to reduce its structural levels.
Radiation Radiationcovers the broad range of energy emissions that surround and penetrate everything. All things reflect and create a certain amount of radiation; life requires it, but too much radiation can kill. It isn’t common in the mid-1920s in any concentration that would inflict immediate harm. For the purposes of game play, radiation is divided into two simple categories: soft radiation and hard radiation. Victims of large or extended radiation doses may suffer cancer, hair loss, brittle bones, mental problems and other debilitating effects. Soft Radiation: This category includes types of radiation that bombard humanity every day in small doses (radio waves, microwaves, infrared, visible light and near UV). High doses can cause sickness and even physical injury. A character suffers one bashinghealth level For each turn that he is exposed to high doses of soft radiation. Hard Radiation: This category encompassesany radiation that can ionize, from hard UV on up through gamma rays, X-rays and cosmic rays. Even minimal doses can be lethal. A character suffers one lethal health level for each turn that he’s exposed to hard radiation.
Suffocation and Drowning Your chaader can hold her breath 30 seconds For each point in his Endurance dice pool (default to Stamina). After this duration, you must roll Endurance each turn (at increasing difficulty; see “Feats of Endurance,” p. 188). When you fail a roll, your character suffers one bashing health level of damage. Your character automatically suffers a level of bashing damage every 30 seconds after your first failed Enduranceroll, until he can breatheagain. After reaching Incapacitated, your character dies if he is not resuscitated (this requires at least Medicine 1).
Temperature Extremes When exposed to dangerously high (35” Celsius or higher) or low (-10’ Celsius or lower) temperatures, your character suffers one lethal health level for every day in that environment. Your character cannot recover this damage until he gets to a more hospitable climate. The damage rate increases if the temperature exceeds the survivable range (say, inside a freezer, where the temperature can drop as low as -20” C).
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Mental States The human mind is a mystery to scientists and physicians in the 20th century, but they understandthat certain mental conditions can be more disablingthan “mere” physical injury is. A physically healthy person who SUFFers From a mental derangement can become a danger to herself and others. Not a Few mastermindsoF the era suFFer From some Form of mental illness. The Storyteller ultimately judges the effects of mental illness on a character. Stress, chemical imbalances and traumatic events can cause mental illness. Adventure characters, while certainly a cut above the norm, are not immune to such dangers. The list below has a selection OF mental disorders. Amnesia: The subject forgets a significant segment OF his past due to physical trauma or mental scarring. This affliction can be so acute as to erase all memories or simply cause him to Forget a Few hours OF time. Delusions: The character’s mind plays tricks on itself. He experiences things that don’t actually exist. Mild cases can be distracting, while potent delusionscan cause a complete detachment From reality.
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Multiple Personality Disorder: Trauma can cause a single personality to splinter into distinct shards. Each personality has its own Nature and behaves differently From the others. ObsassivelCornpulsive Disorder: The subject cannot resist a certain urge. This urge may cause him to perform ludicrous or repetitive tasks or to seek absolute perfection in every detail. Phobia: An irrational, even disabling, Fear OF something. There’s a phobia For pretty much anything you can imagine, including claustrophobia (Fear OF enclosed spaces), arachnophobia (fear OF spiders), autophobia (Fear of oneself) and on and on and on.... Polar/Bipolar Disorder: Also known as depression, polar disorder causes lethargy, melancholy and an inabilityto Functionin normalsociety For monthsat a time. Manic-depressives sufFer the same symptoms, but their bouts are interspersedwith energetic bursts. Schizophrenia: This affliction causes a complete detachment From reality. Acute cases OF paranoid schizophrenia are accompanied by severe delusions OF persecution and elaborate paranoid theories.
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This chapter discusses aspects of roleplaying on both sides - player and Storyteller - and offers suggestions that may improve one’s game. None OF this is presentedas word From on high or tablets From the mountain. It’s simply advice on playing the game and getting the most From it. IF you Find issues that you hadn’t considered before, then it’s done its job. Much of the discussioncovers details OF pulp genre conventions and ways to make your Adventure series more like the pulp stories that inspired it. Although Adventure is not a generic pulp setting, these conventions still have a bearing on the way the world in Adventure works, at least For characters and their nemeses.
Character Overlap
Be careful about characters with similar Fortes. 1F they overlap too closely, one player may be left with little to do especially if the other player’s character is more competent in the area in question. In such a situation, it’s best if the players work out key ways in which their respective concepts differ. for example, two players decide to create similar characters - Bryan creates John Quinn, Private Investigator and Dan creates Calvin Burroughs, Investigative Reporter. Each character’s Focus is on investigations and digging up dirt and Facts as needed. The Storyteller asks Bryan and Dan what distinguishestheir charactersFromeachother -how can they operate together without duplication OF effort or one Pulp adventuresoften revolvearound teams -Doc overshadowing the other? Bryan elaborates - John Savage and his associates are a great example OF a pulp Quinn knows the streets and the people who live on them. team, even if the good Doc is a wee bit more capable He can hook up with the beat cop or the mob stool pithan his companions. What every character has is a geon who knows just the right information to help his investigation. Through his clients, he knows people who schtick, something unique that he can do that the others have other connections and might be able to get Favors can’t. It’s true that Doc Savage could do everything his From them iF needed. team could, but he can’t be everywhere at once. Dan, on theother hand, explainsthat CabinBurroughs A c h a m team in Advgnture can include tzhamks with mental powws, gadgets,physical g i b and a host OF in- is bigon high society doings and gossip. He knows where all credible resources. The potential vanety mibble to players the big parties happen and who’s who in the social register. - bothsuperhumanadmundane- are Menough that Calvin’s not all fluR, though. After all, he’s brokensome bigateamneednothavetoomuch~ap.Certainly,someoverlap time stories thanks to his own connections. This specialization works out well For everyone. is neceaary;what’s agood pulpadiongame without the manly Calvin can use his contacts to get into places and meet art OF FdiufFs or mpulse-pounding gunplay? people that John can’t get close to, but John has a better idea of what’s going on down in the streets.
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The Team
Creating a Team
Before players set out to create characters, they should First discuss what sort of team they wish to play. The Storyteller should also discuss what sort OF series she expects to run. With the preliminary decisions out of the way, the players need to decidewho will Fill what role in the team and work to give their characters cornplimentary traits. This isn’t absolutely necessary, but it makes the game more Fun in the long run. Before decidingwho plays what d e , keep in mind that dthough the cfiaraders went two-dimensional supekces, they are larger than life. A workl class chemii the best lawyer intheunitedStatesand the Finest mechiiengineeron three continentsare the rule, not the exception.
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Team Focus Are thechamtem m e m b e r s o f a n ~ tean, d
seekingoutlostb-eanresinforgottencitiesintheworlditrackless wastes? b t h e dwacten fight those cnminak who see themsdves as above thebw ad,thus, above reproah? 7he decision abcut what theteam does and why itexists inRuences~~thechaadermlesmilable.AnacepilotW in very well wlth the arhedogists,while adaedevilreporbis appwpMtetothe crimefiters.Therdes donz have to be resbicted to a Few d e t y p e s - both oFthe previous examples woukl wwk in either team -but the team’s plrpose can help focus what playerschoose.
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Possibilities include:
Scientists Science in Adventure is painted in broad strokes, with exciting colors. A scientific team is the type to explore Antarctica or the deepestjungles of SouthAmerica. Characterscould includereporters, pilots, archaeologists, bodyguards and scientists OF just about any specialty. Characters that can enter and survive (and thrive in) the hidden lands are certainly desirable in such a team. Scientists who explore other directions those who attempt to understand the secrets of the atom or the birth of stars -work just as well. Any scientist who makes headway in such areas will be rightfully concerned about unscrupulous criminals or demagogues who wish to use the technology For their own benefit, rather than for humanitarian reasons. Professor Dixon and Doctor Primoris OF the h n Society are examples of very different scientists.
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Two-Fisted Dealers of Justice The characters band together out of a common desire to Fight crime and injustice across the globe or, perhaps, just in their home town. Such characters make ideal “mystery men” of the classic sort, and overlap is less likely to cause trouble than with other types of teams. At least one investigator would be appropriate, and worldly contacts are essential. The characters should be tightly connected with whatever circles they travel through, whether as friends or enemies. Inter-character conflicts can derive from methodology. Two characters may disagree on whether it’s ap-
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propriate to act “outside the law” when dealing with enemies who really are above the law. Such conflicts can be fun if they don’t bog the game down. Interpersonalconflict occurred in pulp adventure, but when it came time to get down to business, the heroes put aside their personal squabbles. From the k o n Society’s membership, some examples include Jake “Danger Ace” Stefokowski, Safari Jack Tallon and Annabelle Lee Newfield.
Dilettantes The young millionaire, his college friends and his fiancQ look For excitement in what they find to be an otherwise boring life. How they go about seeking excitement can range from financing an anti-piracy expedition in the South Pacific to looking for lost cities to any of the other types of teams described here. In fact, they could investigate a smuggling ring in one story and go on an expedition to the Nile’s source for the next. The motivations should probably be deeper than “l’m boredwith my humdrum existence,” but that could plausibly be at the heart of it. Such characters might not be very worldly, as they’ve not yet experienced much OF what the world has to oFFer. They could start sheltered and unaware of the depth of the risks they’re taking. The course of the series might lead to personal growth and awareness of the greater world - amid pulse-pounding and blood-curdling action sequences. While not strictly a dilettante, Maxwell Mercer easily Falls into several categories - he’s an investigator, a scientist, even, when the need presents itself, a two-
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fisted dispenser of manly justice. Consider the possibilthe ity of characters that fit into two or more roles polymath is a valid pulp archetype.
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Whether they work for a government, a newspaper or as Drivate citizens. investiaatorsoften find them;elves get‘ting into the weirdest