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Richard De Remer (order #1312575) 67.236.105.

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Richard De Remer (order #1312575) 67.236.105.66
UNDER THE
MOON
- transcribed by Warren Ellis from
An Ron Society Adventure

then, of course - he had no qualms about


t h e journals of Whitley Styles, shooting a good man in the back if it served
published 1930 his poisonous ways. But the crazed En-
Max Mercer landed in the murder pit glish aristocrat had other plans for Max.
with a hard crack, the bones of slaughtered Lord Darkstock was a member of a hidden,
dozens snapping under his boots. criminal branch of the British Royal Family
On the parapet overlooking the pit, the heretofore secreted in asylums and institutes
pale Lord Darkstock stood and stared for the mentally diseased across the United
down, his sickening eyes flashing in the Kingdom, of whom the King and his immedi-
torch-lit gloom. Laughing, he raised his ate, known relatives were, at best, embar-
infamous heavy sidearm, the rassed and, at worst, terrified by. The Night
Devastationer. There was blood on its Royals, they were known as, in the Crowns
thick muzzle. Mercers blood. He had most secret diaries and manifests.
struck Mercer from behind with the gun, Maxs footing was unsteady. For the first
cowardly filth that he was. Struck from five seconds, I thought this was a reaction
behind as Max tried to free us from the to the crack t o the brains. And then I real-
shackles that bound u s t o t h e wall. ized the floor was moving under him. Slid-
Darkstock could have killed Max right ing away.

Richard De Remer (order #1312575) 67.236.105.66


A stench of dead things rose. The thing smashed into the bars again.
The floor was slowly winding into the They groaned and cracked in their set-
wall, revealing a deeper pit beneath, closed tings. Max reached over and jabbed his
off by thin bars. White bones tumbled off knife into the powdering stone, digging
the edge of the floor and clattered on to away at one bars foundation.
the bars beneath. The noise roused things Max kicked the bars again, right in front
in the pit. Bad things. of its face. And again. Come on, damnit!
We raised them in the dark heart of Come on!
Africa, Mr. Mercer, came the mad royals And t h e Bound Horror, unbound,
rasp, from 30 feet above. In the shadow rammed into the bars with all its strength
of Forbidden Mountain, where the meteor - and the bars gave way!
fell in 1888. There were worms in the Max twisted out of its way and sank his
meteor, Mr. Mercer. Worms from beyond knife into the beast, just below its vile
space. Imagine that! head.
Darkstock laughed again a s Max The thing surged 25 feet up into the air.
scrabbled to stay upright. Annabelle and I Lord Darkstock recoiled.
struggled futilely against our bonds. Max ripped his knife free of the Horror
We force-bred them with t h e royal and launched himself up and away from the
beasts, our hunting animals. What you see thing, toward t h e pits parapet and
below you is the result. The Bound Hor- Darkstock, less than five feet distant. In
rors of Darkstock Manor! midair, Max snapped his arm down hard,
Light fell in chilling stages on the things hurling the knife with incredible speed and
behind bars. Raw, bloody skin. Necks 25 power-
feet long, strong and mobile. Long teeth -and t h e heavy blade split Lord
set in infected mouths, their hard edges Darkstocks head in half, dashing his poi-
slick with pus. Human eyes. From his grim sonous brains out on the stone floor.
expression, I saw that Max was in no doubt ***
that he could not survive an attack by The spires of New York City shone in
these beasts. The noise of the bones con- the afternoon light.
tinuing to clatter onto their bars maddened Max put his booted feet up on my desk
them. They thrashed and shrieked. And and took in the sunshine through the broad
the bars shook in their stone beds. windows of the Chrysler Buildings top
Their spittle is corrosive to flesh and floor. The skyscraper wasnt completed
fabric. Eventually, you will fall on to the officially, but Max had pull.
bars, Mr. Mercer, your feet and much of You know what disappoints me most
your lower legs rotted away. And then, about the world, Whitley? he said. His
they will pull you through the bars. In voice was soft, thoughtful. I put my pen
pieces. down on the blotter, arched an eyebrow.
Max had less than three yards of floor Go on, then, I said. The tone of his voice
left. indicated another onset of that strange
Max took in the entire scene and calcu- sentimentality of his that I always found
lated. amusing.
He drew his boot knife. What disappoints me most is that I had
He leapt down from the vanishing floor t o learn to kill people.
and landed on the bars below. Max was often struck by these black mo-
T h e Bound Horrors almost brained ments. I guess they were the cost of a good
themselves in lunging at him. The bars man having to do bad things.
shuddered and loosened some more, bend- And that I take satisfaction in it. There
ing outward a little. has to be a better way to deal with filth
Max picked the largest, strongest Hor- like Darkstock than putting six inches of
ror by sight as it came up to the bars - steel in his brain. I mean, imagine what
and kicked at the bars, right in its face. he knew. All lost now.
Hyah! He yelled. Come on! Max was, by nature, a philanthropist.

Richard De Remer (order #1312575) 67.236.105.66


Hed made a sheiks fortune 11or 12 times followed his gaze.
over in his young life from radical new Another of the new skyscrapers, two
mechanical patents and stock market wiz- blocks south of the Chrysler Building, was
ardry and, each time, had given it away - lifting free of its foundations.
wholly or in increments - to charities, The sidewalk around it was cracking
trusts and reform societies. His concern apart. Water pipes burst open and fired
was always with making life better for as chilly geysers up through the broken gray
many people as was humanly possible. flagstones. The building was visibly rising.
That, and his violent aversions to both With an appalling shriek of twisting steel,
boredom and thought of his own personal the immense skyscraper pulled free of the
safety, was what tended to make his life Earth. And continued to rise. Office work-
most difficult. ers scrambled from the buildings main
You said it yourself, Max, I yawned, entrances, dropping toward the ground -
stretching. Filth. Some things simply but, within moments, such panicked es-
have no right to live. Or they abrogate cape was certain death. People dived from
their right to live by their behavior. the upper stories anyway. Max and I could
Surely you dont believe that, Whitley, hear their screams even from this dis-
Max said, eyeing me carefully. I hated it tance, for they were jumping in their doz-
when Max looked at me like that. It was ens. The street below was awash with
like he could see right through into the gore. The plucked skyscraper continued to
guts of me. Ive seen cheap gunsels and ascend.
kings alike shrink and keen like whipped A little later, there was a light rain of
dogs under that gaze. windowglass. The building was gone, dis-
I surely do, sir. Bad things should hap- appeared into the upper reaches of the sky.
pen to bad people, and thats the beginning Call the E o n Society, whispered Max.
and the end of it. ***
Hm. Max rose, walked over to the win- Professor Benjamin Franklin Dixon
dow, looked out on sprawled Manhattan blinked in the daylight, deeply uncomfort-
below from this, the tallest building on able.
Earth. A Gods-eye view of the worlds Its only sunshine, Frank, I smiled. He
greatest city. paled and shuddered.
Bad things happening to bad people. If I do my best work in the lab, Whitley,
only that were the way of it, Whit, my boy. he muttered. He only ever muttered, at
If only that were the way of it. best, and most people suspected hed shat-
Max paused for a moment, in thought. A ter if he actually raised his voice. I cant
pause concluded by an intake of breath so help it. I dont like it out here. He lit an-
sharp that it made me snap into alertness. other of his thick black cigars, unique to
Nothing - nothing - had surprised Max- him and rolled by his own personal staff of
well Anderson Mercer in all the time I had insane shamen and priestesses some-
known him. That awesome calculating where in the depths of Cuba, and consid-
mind that rendered the world a mathemati- ered the scene.
cal sphere of possibilities and options The gaping wound in the New York block
meant that he was ready for anything and where the skyscraper once stood had not
expected it all - that and his strange yet been dressed, at Maxs request. The
s e n s e of other times that I privately scene needed to be preserved as it was
termed his chronal awareness. You could when the event took place. He watched,
sneak up on him while he was otherwise sadly, as policemen with hoses rinsed the
engaged or physically impaired - as had remains of the doomed office workers off
happened in Darkstock Manor -but when the street and into the gutters.
he had his wits about him, it was almost Franklin, he said. Begin your analy-
impossible to shock him, I had believed. sis.
Whatever hed seen, he wasnt remotely Frank Dixon turned to his array of de-
prepared for. I dashed to the window and tection machinery, which filled a steel

Richard De Remer (order #1312575) 67.236.105.66


4 .I..i..i..I..i..i..i..I..i..I..i..i..i..i..i..I..i..I..I.TALES OF THE AEON SOCIETY

trailer hooked behind the beaten, un- of its roots and threw it into space was
painted car parked beside them; a large powered by 2-rays.
pile of strange metal things with no obvi- In the basement of Dixons laboratory,
ous function. He lifted out three fat spi- the troubled professor scrawled glowing
der-like devices wrought from black steel, diagrams and equations on his massive
each trailing long cables. Dixon screwed light-board, a small incandescent valve
the free ends of the cables into the side of taking the place that chalk would have with
a metal box the size of a dresser, studded an ordinary blackboard. His voice was
with dials and crowned with a view-screen. practically a whisper, low and urgent, as
He threw a lever mounted on the boxs top, he explained what his detectoids had un-
and the thing began to rattle and shudder. covered.
Red eyes lit up on the steel spiders, and Z-rays are an almost perfect power
their legs started an alarming fidget, sharp source. They appear to be unlimited in
ends tap-tap-tapping on the sidewalk. supply, a small quanta of them do a mas-
Detectoids, Dixon muttered, as if that sive amount of work, and they are essen-
explained everything. tially clean. Except for one thing. They
He screwed a large, radio announcers leave trace radiation, and they eject heat.
microphone into a free port next to the So you can see where theyve been, and
detectoids connectors, took it by its stand you can see where theyve come from. Just
and backed over to Max and me. I finally look for the radiation on impact and follow
cracked the voice-recognition system, he the heat trail back.
said. If I speak clearly and loudly, they Max glowered over steepled fingers,
understand and obey. Max couldnt help leaning forward in the heavy wooden chair
but smile. provided. Where does t h e trail lead,
Begin analysis procedure, Dixon mut- Franklin? Max was focusing, becoming
tered into the microphone. Open all de- powerfully intent on the job at hand.
tection devices. Proceed into event area. Dixon turned, blinked. Into o u t e r
The detectoids hesitated for a moment, space, Max. Into space, traveling an arc.
making small a n g r y hops, and t h e n I couldnt help but laugh. Spending all
scuttled into the gaping pit left by the sto- your time down here in the dark has sent
len skyscraper. Dixon watched the dials on you batty, Prof. Your brains finally gone
the big control box. Theyre fitted with funny. I always said it would. Why would
every kind of detection apparatus I could the man in the moon suck skyscrapers out
think of. If theres any trace of whatever of New York City?
caused this singular event, theyll find it, Dixon looked a t m e a s if Id been
boys. dropped on the head repeatedly as a baby.
The detectoids spidered their way into New York City has been attacked by an
the pit. Dixon watched his dials obses- anti-gravity ray, Whitley. The ray-projec-
sively, looking for the invisible clues that tor would be mounted on an artificial moon
had to be present - radiations, fields, in- in low Earth orbit. It projected the beam
tangible residues from whatever process onto Manhattan while it tracked over us.
there could exist that might pull a sky- It only took one building because it can-
scraper out of the ground and fling it into not stay still - to maintain orbit it must
space- continue revolving around the planet at a
The needle of a center dial jerked into steady speed. And, personally, I think it
life and then whipped across its arc to bury took the wrong building.
itself in the red. Explain, Max snapped. His marvelous
Z-rays, Dixon hissed. mind was gearing up t o its intense full
*** speed.
Z-rays! The mysterious energy emis- Following the arc and the relative po-
sions that, when harnessed, could con- sition of the missing building, Max - I
found the laws of physics themselves. think they were aiming at the Chrysler
Whatever yanked this building clean out Building and missed. This was probably

Richard De Remer (order #1312575) 67.236.105.66


the inaugural orbital firing of the projec- Max turned t o her great oaken desk,
tor, after all. placed his palms on it. He gave her his
They, said Max. Who are they? trademark grin. I had considered it, to be
I dont think there can be any doubt, honest. There is very little time and I do
Dixon muttered, turning back to the light- not intend to see more people dead be-
board. cause I did not or could not act to prevent
*** it. His eyes studied the desktop, and in
Youre looking for the Machinatrix? that moment I knew what he was looking
Darling, I thought it was me you loved. for. The line of the grain, the strength of
Sarah Gettel, ice-blue eyes under a coal the wood - the point of weakness. Do
black bob of perfectly glossy hair, never you understand, Sarah? he asked.
learned how to wound with a word. She And split the desk in two with one light-
only ever took the kill shots. ning punch.
Max eyed the world-famous journalist Sarah stared at the wreckage, unchar-
sourly. Sarah, I dont even like you. But acteristically at a loss for words.
you travel in shady enough circles in Death offends me, and if there is any
search of your scoops that I know you way I can stop it, I will. Still, Max smiled
know where she is. And I dont have time the same warm smile, people dying in
to play games. ones and twos in order to save hundreds
Sarah laughed, playing to the audience and thousands, I can cope with. Whether
gathered outside the broad windows of her or not he was bluffing, he had Sarah hang-
personal office at The Daily Signal, the ing on his every word.
Manhattan paper that her reportage alone Max brushed sawdust from his fist.
had made great. Whatre you going to do, More to the point, Sarah: I know what you
Max? Hold me down and beat it out of me? were doing in Russia last summer. And I
Silly boy. know who you were doing it with. So, un-

Richard De Remer (order #1312575) 67.236.105.66


6 .)..i..i..)..)..i..i..i..i..)..i..)..)..)..)..i..i..)..).TALES OF THE A E O N SOCIETY
less you want Manhattans other newspa- ing - part of his weird daily personal re-
pers to know what you were up to - and gime designed, in his words, t o keep him
to run the excellent selection of photo- sane in an insane world - working per-
graphs currently in safekeeping - I sug- fectly in a broken world.
gest you tell me- and Max let steel form We got it! Jake yelped. This is the
in his voice now --exactly where I can find place!
the Machinatrix. There was a clearing below us. Along its
He took one step toward her. edges, the hints of a horseshoe of build-
Now. ings. 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? Youre watching me more hadnt expected that.
than you are the road. Going down! yelled the Ace, laughing
Im 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.
Bentley through New Yorks infamous traf- Theres no landing strip! I shouted.
fic. I always thought you two got along What? he shouted back.
famously. THERES NO LANDING STRIP!!
I admit that I admire the young woman, I KNOW! h e hollered and laughed
Whit. Max frowned. But my feelings to- again.
ward her have always been shall we say, ...
I could have garroted him right there.
ambivalent. And recently, well .... We banked hard, t h e starboard wing
She did something to really ruffle your chopping off treetops.
feathers? Our airspeed dropped alarmingly.
In a manner of speaking. His tone in- Max didnt move.
dicated the topic was closed. We twisted in the air again and, with a
*** harsh snap of flaps, dropped like a stone.
Paraguay extended out below us like the The Hawk wheeled in free fall. It shud-
broadest circle of a green Hell. dered as t h e undercarriage deployed.
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 dont like the heat. force and sheer bloody willpower.
It reminds me uncomfortably of my child- The props choked and died. So did I, al-
hood, and if theres one thing in this world most.
that I truly loathe, its being reminded of Max finally opened his eyes.
my childhood. Were here, then?
We swooped in low over the treetops. ***
The pilot was another member of that con- The compound was as quiet as the grave.
federation of ... unusual people known as We expected ... well, I dont know what we
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 Machinatrixs moods were mercurial, to say the
wheeled and banked over the constant least. That was one reason why Frank Dixon
green below. Max didnt notice. Eyes didnt accompany us - despite the fact I be-
closed, body perfectly still and maintained lieved he was needed here. So the Steel Hawk
in such utter balance that there wasnt 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.

Richard De Remer (order #1312575) 67.236.105.66


TALES OF THE AEON SOCIETT.)..)..)..I..)..I..)..I..)..I..)..I..)..I..I..)..)..I..). 7

Max and I trotted across the compound already knew the questions. So I confined
toward what looked to us like a laboratory. myself t o watching and looking around the
The main doors were heavy and decorated strange laboratory: something like a rifle
with a panoply of strange-looking locks. All there, something like a clockwork foetus
of which were disengaged. The doors stood here ....
open. Struck by presentiment, Max drew He turned the Machinatrix over. There
his Hell-pistol and twisted the fire control was a bullet hole in her tight steel-gray
to Wide-Range. coverall, over her breast. Blood around it.
Inside the main lab, under walls en- But under the hole - bruised skin. And,
crusted with technology so advanced as to within the bruise, an effect like chrome
s e e m alien, under blue light, t h e cobweb, apparently knitting the flesh to-
Machinatrix lay in a pool of blood. get her.
Get the televisor camera, Jake, said My God, Whitley. She has machines in
Max, quietly. Tell Franklin his ex-wifes her that will heal injuries! And shes
been attacked. adapted her own blood to act as the fuel
*** that operates them. Someone shot her
Dr. Hephaestia Geary-Wexler had under- with the intention of execution and left her
gone a short, passionate, intense and vio- for dead, and shes lain here from then to
lent marriage to Benjamin Franklin Dixon, now, unconscious and healing. What engi-
which ended explosively with them both neering audacity!
wishing virulent death on each other. Two He ran his hand around the back of her
genius-level engineers under the same neck, under her hair. Not like she was a
roof was never going to work - particu- person. Like she was a machine. I sus-
larly when Franklin was an obsessive and pect the healing process required for such
Hephaestia had questionable ethics. Max a major wound may have left her without
had known them both through the late Dr. enough energy to return to consciousness.
Hammersmith and didnt take sides dur- I suspect application of kinesis to her
ing the inevitable dissolution. Hephaestia chakra structure may boost her into wak-
did that for everyone, by leaving. She in- ing.
volved herself in a number of esoteric sci- I saw Max hand flex, under her hair -
entific pursuits in the years that followed. as if he were flipping a switch. And the
Yet only now, seeing her lying before us, Machinatrixs eyes snapped open. Frozen,
did I realize just how far afield shed gone. for a moment. And then swiveled around.
T h e respected Dr. Hephaestia Geary- Her mouth curled into an ugly grin.
Wexler was also the Machinatrix, a mys- Max Mercer. Im in Hell, then.
terious underworld figure who sold her Nice to see you too, said Max, sitting
inventors gift to the highest bidder. back and smiling openly. Whats t h e
It appeared that, this time, someone had story?
paid her in bullets. T h e Machinatrix looked down at her
Max was down on one knee by her, ex- bullet wound - and then sharply across
amining her. Very still, opening his senses, at Max.
taking in everything about the scene. Im not giving you the secret, Max.
The scent is wrong, he said, quietly. I could have ransacked the place and
He touched a finger to the thin pool of stolen it and two dozen other pending pat-
blood around her prone form. Paused, tak- ents while you were laying on the floor in
ing in the sensation of the liquid on his a pool of your own engine oil trying to
skin, nerves exquisitely sensitive. work up the bio-energy to lift your little
Theres oil in her blood, he whispered. finger. If I wanted it, Id have it. But what
And the blood is old. Theres some chemi- I need is in your head.
cal in it, keeping it fluid when it should Jake appeared, lugging the televisor sys-
have crusted. tem.
I wondered but did not speak. Questions Dont look at him, look at me, Max
would only hamper Maxs detection. He snapped when Hephaestias attention wan-

Richard De Remer (order #1312575) 67.236.105.66


dered. I want t o know who you built an Max eyed the rifle. What is it?
artificial moon for. I want to know who you Kills 2-ray beamers. You see, putting a
built the launch system for. I want t o know telluric engine on the satellite led to un-
who shot you. Because Im damn sure all acceptable weight penalties. So the sys-
three answers are the same name. tem beams energy up to the satellite. But,
T h e Machinatrix s a t up, ran a hand as it stands, the gun needs to strike an
through her hair and nodded at the televi- exact point on a telluric engine to do any-
sor, which the Ace was activating. Whos thing. It needs to be hooked up to a me-
on the other end of that thing? chanical brain to be aimed with the cor-
I smiled. I dont think it was a very nice rect accuracy.
smile. Guess. Max smiled. We in the B o n Society
She favored me with a contemptuous have our own aiming device, better than
glance. I had made it quite clear whose any artificial brain. If youd joined us, youd
side I was taking, during the divorce. know that, Hephaestia.
Hello, Whitley. Still grubbing around in I prefer working for a living, she re-
the shadow of t h e Boy Scout? Has h e plied, without obvious rancor.
thrown you any pennies lately? Very well. Now, said Max, tell me
The televisor hissed into life -its cam- who commissioned you. Before he kills
era lit up, and its reception screen sparked again.
and illuminated. Frank Dixons face re- Or comes back to finish the job there,
solved on the small screen in grainy mono- Dixon added, sharply.
chrome. Hello, came his voice through The Machinatrix shrugged. Why not?
the copper sound grille. ***
There goes the neighborhood, sighed Rex Mundi charred in the equatorial sun.
the Machinatrix. A chunk of burnt black rock in the Pacific
We need to know what youve done, Ocean, five miles across. Barely worth
Hephaestia. Mechanics, equations, trajec- recording. In fact, it did not exist on nor-
tories, 2-ray cone numbers. There are 500 mal records. Was drawn on no maps. If you
people dead in space because of you. didnt know it was there, youd never find
Her eyes widened. Because of me? it. The Machinatrix knew where it was be-
The cone effect you used to cut off cause she designed a launch system and a
gravity waves. An entire office block was command-and-control complex to operate
pulled into space. there. Flinging an object into outer space
I dont know what youre talking about. was evidently more easily done from a site
Yes, I launched a satellite, and yes, I in- on or near the equator.
stalled a 2-ray mirror and projector on We had no idea what to expect on the
board, but ... severing gravity waves? isle of Rex Mundi. All we knew was that
There was a long pause, as Franklin we had to get there before the orbital at-
studied his ex-wife through the televisor tack system was tested again. Or, worse,
from Manhattan. Then his voice echoed used in anger, now that it had been cali-
through the grille. brated on Manhattan. We knew where the
Shes not lying, Max. swine was, and we knew what he had -
So, who shot you? Max ground out. but we had no idea of his intentions or
Hephaestia shook her head, resigned. greater scheme. Nor did we even know his
He came back for more inventions. He name. He had paid Hephaestia well enough
was obviously also fairly concerned that I that she overlooked niggling questions
knew about his business. I demanded pay- such as his identity or what, exactly, he
ment for what Id already given him and wanted with the inventions he commis-
threatened him with that- she pointed sioned.
to the thing that resembled a rifle, propped The Steel Hawk lurched in the air. A
in the corner -despite the fact that I portable - the size of an outhouse -
dont have an aiming mechanism for it yet. telluric-ionic battery was lodged in the
Bluff. back of the plane, making even its mighty

Richard De Remer (order #1312575) 67.236.105.66


engines strain to keep us all in the air. Also Max kicked open the door to the com-
in the back was Hephaestias Z-ray-pow- mand-and-control complex.
ered rifle and our aiming system. Our It was empty. Abandoned. There were
aiming system was drinking whiskey cold cups of coffee and curling sandwiches
that had probably been made in an old on the tables and work counters. A huge,
mans bathtub. And not a clean old man, electrically lighted map of the world domi-
either. nated the room over a counter with great
Are you ready, Whitley? Max grinned. consoles full of unknowable equipment and
No, I said. I was not grinning. dials subordinate to it. An eccentric dot-
Out we go, said Max, dragging me out ted line tracked across the Mercator pro-
of the open door in the side of the Hawk jection of the Earth.
and into nothing but thin air. A pulsing circle surrounded a tiny equa-
All of a sudden, there was 5,000 feet of torial point in the Pacific Ocean. A glow-
nothing between my feet and the hard rock ing triangle followed t h e dotted track
of Rex Mundi. And t h e distance was around the world. The triangle was ex-
shrinking fast. Max was laughing out loud tremely close to the circle.
as we plummeted at 100 miles an hour, lov- The counter clicked constantly.
ing every second. I could see the com- 0039.
mand-and-control complex below us. I 0038.
could pick out details on t h e central 0037.
buildings flat roof. I could pick out the Max... I started.
exact spot where I would, within 30 sec- I see it. Someone tipped him off. Hes
onds, turn into a wide red puddle. aimed the damn thing at this island. The
Max reached toward me and yanked the power will beam up to the artificial moon,
cord on the pack hed strapped to me back and the moons gravity-cutting projector
in the plane. I snapped up 100 feet in a will fire down at the island ... and we all
fraction of a second as the Max Mercer know what happens next. Max unshipped
Super-chute shot away and blossomed his radio from his belt. Jake, can you hear
open with a dull whump. T h e chutes me? The gravity projectors going to rip
angled wings took over, small rocket-tips Rex Mundi out of the ocean and throw it
at the ends of the burn-proof spans of fi- into space in 25 seconds unless we can kill
ber firing occasionally to bring us in on the Z-ray engine.
target. No time to get us off the island, I
We touched down in the center of the pointed out. Sounding calmer than I was.
compound at walking speed. Hitting the Max ran outside. I followed. Looking up,
quick release button on our harnesses, we we could see the Steel Hawk glinting in the
shed the Super-chutes and drew Hell-pis- sunlight. Too far away.
tols. No time to muck around. We had no The air began to glow. I could still hear
idea what to expect, and maximum force the ticking of the counter, even from out
was our only insurance. here. I saw pebbles on the ground at my
Above the central complex, a tower rose, feet begin to rise. Somewhere, a door was
200 feet tall - a spidery framework filled banging. We were trapped on an island that
with the weird machinery of a massive tel- was about to be fired into orbit.
luric generator. And then I heard something yell YA-
Max looked up. This is how he does it, HOO!
Whitley. As the moon passes over this lo- I stared. And couldnt do much more
cation, the tower beams enough power up than mutter: Oh ... my ... God.
to it to last until its next pass. If we can Max smiled. Our aiming system.
take this out, the thing will eventually run The Hawks undercarriage was down.
out of power and fall back to Earth, burn- Hanging upside down from the undercar-
ing up in the atmosphere. riage, legs wrapped around a wheel strut,

Richard De Remer (order #1312575) 67.236.105.66


10 .i..i..i..Q.i..i..i..i..i..i..i..i..i..i..i.~.i..i..i.TALES OF THE AEON SOCIETY

Annabelle Lee
to the rescue!

hefting the Z-ray rifle and hooting and the air as it blazed from rifle t o tower -
hollering: Annabelle Lee Newfield. The -which went up in flames as Annabelle
single best shot on Earth. Pretty as a pic- Lees shot perfectly cored the massive Z-
ture, mad as a hatter, and, right now, all Ray engine within.
that stood between Max and me living and Rex Mundi shuddered and groaned and
Max and me dying in a vacuum. rested. Max and I fell a little way, not re-
The Hawk began to buck and judder as alizing that we too had lifted a full 12
it entered the moon projectors growing inches into the air.
field of influence. I could feel the island The Hawk overshot us, and we heard
straining against its geologic underpin- Annabelle Lees mad laughter pealing.
nings. I could feel it start to tear free of We were alive. But we knew nothing of
the Earth. our new enemy; only that he was still at
Annabelle L e e narrowed h e r e y e s , large after killing hundreds. Max glared up
twisted her hands around the rifle, took a at the bright sky.
breath -held it - Bad things happening to bad people. If
- fired - only that were the way of it, Whitley. If
- an eye-stinging beam of light boiling only that were the way of it.
out of the rifle muzzle, cutting a wound in

Richard De Remer (order #1312575) 67.236.105.66


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
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12 ..i...i...i...i...i...i...i...i...i...i...i...i...i...i...i...i...i...i...i.TALES OF THE AEON SOCIETY

Welcome to
Advent ure!
Call me Max. Were through with formali- new dark ages come. Mr. Nietzsche would have
ties for now, so lets leave them outside and us make a world where supermen herd the rest
talk about the interesting part now. o f us like so many cattle. Mr. Poincar6 thinks
What time is it? all will be well iF we just do what the lords and
No, its not a trick question. And 1 dont diplomats tell us to. 1 want to offer you a dif-
mean what a timepiece says. 1f you move those ferent vision.
experimental aviator goggles over its a - Have you ever been t o Europe? Oh, of
design Danger Ace is tinkering with, and Im course, you were there in the Great War and
sure hed be glad t o explain it when he gets afterward; we didnt meet up in the relief ef-
back -you can look at my desk calendar and fort, but you knew some of the same heroic
confirm that its the first day o f June, 1424. men and women 1 did. Im not here to remi-
Behind me, with the Great Bone Spear from nisce about the good work o f the past, though,
Borneos gorilla people on one side and a gear even though 1 think that what we did to end
from a Sanguine Promethean robot heart on famine and rebuild wrecked countries is right
the other, is a clock that will tell you its just up there on the list o f good works for this cen-
after 1 PM. But thats not the kind of time Im tury. 1 wanted to ask if youd ever seen the
talking about. Roman roads. Yes, those are the ones, some of
Mr. Einstein showed that time is relative. them still in use every day, nearly 2,000 years
If you went o f f to the stars fast enough, you after the empire fell apart.
couldnt count on that clock and calendar any- Theyre magnificent, but theyre also lim-
more. Well, the tide in human affairs flows very ited. The imperial roads only take you where
fast these days, and the real question is, what emperors and their servants thought people
is it time for you to do? should go. 1F it didnt appeal to the emperor,
We live in an extraordinary age. Just in the then youre out of luck, no nice road for you.
years youve been alive, weve all gone through Contrast that with, well, with the autogyro we
countless technological and industrial upheav- flew in this morning. It goes from anywhere
als, global war and a complete reworking of theres a pilot to make it take off, to anyplace
maps and the societies within the new borders. the pilot can land. Thats freedom, for those
You know from watching the world that we who can afford it - like lcarus but with sturdy
human beings are capable of greater good and steel and plastic that wont melt like wax.
greater evil than almost anyone ever imagined. 1 want to give humanity wings. No, not real
And its not stopping. Were all racing into the ones. Im not out t o be my generations Dr.
future along roads we build as we go, and youre Moreau, and 1 dont need you t o be your
as much a part of that as everyone else. The generations Or. Frankenstein.Im talking about
future isnt just built in mirrored halls and uni- a liberty inside to think and feel freely, instead
versity laboratories, but in the dying and re- o f only thinking and feeling what the authori-
newing hearts of cities, in farms and towns, ev- ties say is okay. I n the R o n Society, we aim
erywhere people imagine a future and act t o toward an age where everyone is master of
make it happen. You build it with each step you their destiny.
take and every word you speak. Youve done enough flying yourself to
Mr. Veblen and Mr. Spengler say its all up know that you need more than a machine that
for us, and all we have left is carnivals until the can hold you up. You have t o know how t o op-

Richard De Remer (order #1312575) 67.236.105.66


TALES OF THE AEON SOCIEW.I..I..I..I..I..I..I..I..I..I..I..I..I..I..I..I..I..I..I. 13

erate it. You need charts of the land and tools good scrap, and some of us dont find it all that
to measure what the air is doing. A successful much fun but are pretty good at it anyway. lts
solo flight works because of a great many an adventure in its own way, even if fighting
people, most of whom youll never know, all would-be villains is more like preventative
doing their part at each step along the way. maintenance rather than curing a disease or
Well, setting a societys worth of people free breaking open new territory. lts necessary,
to master their destiny is much like that. To too.
choose for themselves, they need to know Were not the only ones out there doing
whats happened in the past, what the world is this kind of work, you realize. Talk to Whitley,
like now and how to evaluate all that and make and hell be glad to tell you more than you ever
wise decisions for the future. wanted to know about our friends and rivals;
One way of thinking about what we do in he knows the files probably better than 1know
the R o n Society is this: Were mapmakers for the backs of my own hands. 1 dont mean to
tomorrows free fliers. We dedicate ourselves suggest that you have to join us or that have
to charting the world as it is right now, in all no chance of helping the world in any other
the places people dont otherwise think to look. way. 1 do say that we do more good work, more
We head into jungles and war zones, haunted thoroughly, than anyone else 1 know of and that
sewers and empty deserts, wherever there are we do so in large measure because were more
mysteries to explore, and we bring back the flexible about who we take in. You met Enkidu
stories of what we find. In our files, theres the this morning. He and his people are as much a
raw material people will need t o make the next part of the f u b u l C nc I c miianiiiy a d the rest of
decade, the next century, the next thousand us.
years the best it can be. 1 want you to join us, too. While you think
Along the way, we deal with some of the it over, lets look around. Let me show you what
people who want to chain the rest of us, cut youd be getting into. Im confident that, when
the wings, yoke us up. Some of us here relish a you see it all, youll make the right decision.

Richard De Remer (order #1312575) 67.236.105.66


Richard De Remer (order #1312575) 67.236.105.66
DUST OF DEATH! An R o n Society Adventure

-transcribed by Greg Stolze from could strangle without a mark, but some-
the journals of Whitley Styles, one that talented would attack the jugular
published 1924 to starve the brain of oxygen. Its a fast
The sprawl of dead men made me un- kill. These men died much slower. You can
comfortable. It brought back memories. see it in the posture and in the blue lips.
My eyes were immediately drawn t o Something was keeping air out of their
their blue lips, hands clutching throats as lungs altogether.
if to somehow draw forth breath. Theyd Primoris raised his eyebrows. Yet how
smothered, clearly. The question was... could one attacker - or even a number -
how? perform this hypothetical slow kill on
I knelt and reached out t o close a dead several would-be drug purveyors without
mans eyes, but Primoris stopped me. disturbing the lab? Other than spilling a
Leave them, Styles, he said. Leave quantity of yellow dust on the floor, that
them just as they died. is.
But common decency, man! What do you mean would-be drug pur-
Any detail might be a clue - even the veyors?
position of their eyes. I suspect these men He gestured at the extensive lab equip-
would prefer us to find their killers, inde- ment. They were trying to make artifi-
cent or not. That is, assuming theyre in a cial opium, he said. Isnt that right, Pro-
condition to prefer anything. fessor?
I was silent a moment, looking around Sorry? Dixon looked up from the yel-
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 gin-
and 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.
why Id been sent. But I knew. For a sci- The dead men, Professor. They were
entific mystery, Mercer sent his great trying to synthesize opium?
minds. For a puzzling asphyxiation, he sent He glanced around, shrugged. Looks
me. like it.
They were smothered, I told Primoris, Is such a thing even possible? I asked.
j u s t t o say something. Hed know, of Oh certainly, Primoris said. I expect
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 theyre lazy.
on a hare, tearing it apart t o suck out ev- But ... thats monstrous! If a criminal
ery last bit of information. could simply make opium in a basement lab
As expected, he nodded impatiently. A instead of importing it or growing it ....
magnificent deduction, he said sarcasti- Primoris nodded, a sardonic smile creas-
cally. But now, can you tell me the color ing his lips. I suspect I now know why
of the sky? these men were killed. But the question
Smothered, I repeated, gritting my of how remains.
teeth. but not stranded. There are no Gods wounds! Dixon muttered.
marks on the throat.-A skilled assassin Have a look at this, Primoris. Hed pre-

Richard De Remer (order #1312575) 67.236.105.66


pared a slide of the yellow substance and The blonde womans cackle brought me
was examining it under a microscope - back to earth. That and her immediate use
seemingly oblivious to the dead scientist of a spittoon. No culture I know believes
slumped next to him. Primoris bent to look angels chew tobacco.
and made a small, surprised sound in the Oh, Whitley, she said. How you do go
back of his throat. on!
It was the first time Id ever heard him As my head and vision cleared, the af-
surprised. terlife hypothesis became increasingly re-
Well have to get this back to my lab mote. First and foremost, I was in pain. It
for a proper analysis, Dixon said, but at felt like my entire head from the ears up
that moment something caught my eye. had been boiled. Tentatively, I rolled my
The door to the lab was creeping open, and eyes. It hurt neither more nor less. Not a
six men were creeping in. Short, swarthy hangover, then. This was more a full-head,
men who looked uncomfortable in their throbbing pain - exactly the sort of pain
cheap suits. one gets after being choked unconscious.
Doc, Professor, we have- I didnt But there was more to it than that .... In
have a chance to say trouble before all my forehead, a complex amalgam of pains
six had produced strange knives of mid- played counterpoint to the dull throb.
night blue metal. I saw the late afternoon There was the icy ache of a fresh, shallow
light glint off glass sheathes before the cut, but underneath that was a peculiar
blades came out - not drawn, but cracked burning pain, much like an overexerted
free, flicked hard against a doorjamb or muscle.
countertop. Im surprised t o see you at my bed-
They held them competently but not side, I said to Annabelle (for the blonde
expertly. I didnt expect six to be enough woman was none other than my comrade
until thick yellow smoke began to pour off Annabelle Lee Newfield). Then I winced
the blades, collecting in a small cloud near as I realized the impropriety of what Id
their ankles. Id never seen such a thing, said. The wince provided a new pain - a
and I didnt like it, so I drew my guns just tugging t i g h t n e s s across my brow.
as they lunged forward. I still wasnt ner- Stitched, it felt like.
vous; Primoris and I could probably take Er, what I mean is, I thought youd be
four of them unarmed, if it came to that, out hunting down my would-be assassins.
and heaven only knew what Dixon had on Oh, theyve been captured. Dixon used
him. I almost felt sorry for the first at- o n e of his doohickeys on them ... a
tacker as I aimed at his heart and pulled glueotron o r gluematic or something
my right-hand trigger. like that. Last time I saw them, they were
The bullet clicked on a dud, and I heard just starting to get them separated. She
the same when I tried with the left. I leaned in and gave me a wink. When he
dodged a wild swipe and felt a strange makes his joke about hardened criminals,
breeze drawing toward the foreigners. I be sure to laugh because he probably saved
drew a breath to warn the others when it you and Primoris both.
felt like a black tunnel was closing around Really? I blurted. Primoris too? I
me. Suddenly dizzy and weak, I fell to my should have thought ....
knees, just as a knife wreathed in yellow Here, look at this. Annabelle reached
smoke slashed across my face .... into a drawer next to my bed - I now rec-
*** ognized a familiar suite at the Emily Mer-
When I opened my eyes, the first thing cer Memorial Clinic - and produced a
I saw was a lovely visage wreathed in glass jar. Inside were several thin, red ob-
blonde curls. I blinked, and before my mind jects. They looked like rusty wires, per-
could get up t o speed, my mouth had haps 40 gauge.
opened. The words Oh, bugger, fell out, Whats that, then?
followed immediately by, I died and this Your blood. When that knife cut you, it
is heaven, isnt it? somehow made your blood turn into ...

Richard De Remer (order #1312575) 67.236.105.66


this. They pulled these out of the veins in were much of a threat. They handled them-
your forehead. Lucky for you the blood selves well, but without those knives ....
vessels up there are small. Primoris was Ah, well, the technological advantage! He
stabbed deep in the side, and a lot more of clucked his tongue softly. Science is ever an
his blood got ... converted. unpredictable mistress. Not unlike-
Cautiously, I sat up. Not too bad. Is he Do you know what was going on with
all right? that smoke? I interjected, not wanting to
Hes still in surgery. I couldnt quite hear the tribulations of his unusual roman-
follow all that they were saying, but Dixon tic life.
and Tallon were concerned that a piece Not smoke, my friend; dust. The knives
of ... solid blood ... might block a valve and produced the same dust that was on the
cause a heart attack. That or get propelled floor of the lab.
into his brain and cause a stroke. What was it?
I slid my legs toward the edge of the bed, The dust is an oxide - the byproduct
then stopped when I realized I was wear- of a chemical reaction, like ash or, yes,
ing nothing but a hospital gown. If youll smoke. This particular reaction is ex-
excuse me, I said, I think Id like to put tremely dramatic and dynamic. Whatever
on my pants and have a talk with our at- those knives were made of, it sucks in vast
tackers. quantities of oxygen and traps it in an ox-
You can join Mercer in that, when the ide.
police finish up. Hurry though. His pants You mean those knives drew all the air rt
are already on. out of the room?
*** Not the air, no. Just the part of it we
As I was leaving the clinic, a flawlessly need to live. Tell me, does your forehead
clean Bentley pulled up. A door opened, feel overexerted? Like youve been lifting
an aroma of cigars and leather wafted out, weights with your eyebrows?
and Dixons voice floated up. Need a Howd you know?
ride? Lactic acid, my friend. Our muscles
Thanks, Prof. I got in, then jumped in produce it when they become oxygen-
alarm as padded leather clamps hugged my starved.
chest and thighs. So when the knife cut me...?
A safety feature, he said. I should It reacted with t h e oxygen in your
have mentioned. blood. Nasty, nasty stuff.
I wondered what other features hed Is that why my guns misfired?
added to Maxs treasured auto but kept my He nodded. No oxygen meant the gun-
questions to myself. When I said thanks, powder couldnt ignite.
I meant for more than just the ride. Thanks What are those knives made of, then?
for saving my life. Well, thats the interesting thing. Such
Ah, well, that. Im sure I can count on prodigious rates of oxidation are quite sim-
you to pick up the next round, as it were. ply unheard-of. Whatever it is, its a com-
Besides, I really was looking for a chance pound or element unknown to man.
to test the Dynamic Gluten Ejaculator. ***
The what? T h e swarthy assassin sat, one hand
A glue gun Id been toying with. A cuffed to a wooden chair. Blood trickled
smile played around the corner of his from the corner of his mouth, and one eye
mouth. We wound up with ... was swollen shut. Seeing the direction of
...let me guess. Six hardened crimi- my gaze, Sergeant Murtry narrowed his
nals? eyes and said He fell.
H e frowned, disappointed. Four. Chicago jails have s u c h slippery
Primoris killed two before they got him. I floors, Mercer replied. He said nothing
guess they didnt consider me as much of more, but he fixed the officer with his
a threat. steely gaze, and the hulking cop flushed
Turnabouts fair play. 1didnt think they and turned away.

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18 .i..i..i..i..i..i..i..i..i..i..i..i..i..i..i..i..i..i..i.TALES OF THE AEON SOCIETY

Good luck getting anything out of him, I am, Max replied.


Murtry said as he departed. He haint 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. Maxwells 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 prisoners eyes only flicked to me for for him. He moved according t o his own
a moment, but I knew hed 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,
Hes 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 hed 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 Bahrainis 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 fool-
For the first time, the captive broke his ishly? Mercer asked.
silence. A tear leaked from the divers eye.
Are you Max Mercer? he asked. They have my daughter, he whispered.

Richard De Remer (order #1312575) 67.236.105.66


Richard De Remer (order #1312575) 67.236.105.66
-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 capacitors or the batteries; we may never know.
Londons scic:ntific community, albeit one of Fire swept through the lab in seconds and spread
its most eccentric, is no more. Dr. Sir Calvin to the rest of the manor in mere minutes. Curiously,
HammersmitlI perished in a fire at his Bushy a peculiar ripple effect created a pocket of calm in
Park home late last night. He was in the pro- which some of us sheltered, but those so unfortu
cess of demoiistrating a new scientific appara- nate as to stand outside were incinerated instantly
tus to the sort of cosmopolitan, eclectic audi- Dr. Hammersmith s
ence so familiar to those ugranted the ouuortu-
1 1
desneratelv
_ _ _r-- --4
attemntine
- --- to a
nity to participatein his salons. This time, how- safety measure
ever, something went tragically wrong.

did, in fact, save us, as in his


mpensatory system damped
long enough to let those of
this account, refined for public presentation by us in the calm pocket flee outside. He turned to
your reporter. join us, but a second surge burst over him. He died
After a short introductory lecture, Dr. on the spot.
Hammersmithturned on his telluricenergyac- I and the other survivors mourn his passing
cumulators. As his special battery apparatus and regret also the loss of the unique scientific in-
charged, he demonstrated a variety of measur- sights that he had not yet shared with the rest of
.~ tools, to. chart
ing _- the movements
. . of what he the world.
hoped would be a revolutionary new power It is unclear at present how many attendees
source. The moment the batteries reached full perished in the tragedy. Thankfully, none of the sur-
capacity, well.. . vivors were seriously injured. Examination in lo-
At this juncture, Prof. Dixon became un- cal hosuitals showed no major bums or other dam-
derstandab1ymoved.He valiantly gathered him- age, and individuals suffenng from smoke inhala-
self after a moment and continued: Unfortu- tion and the like were treated and released this

Richard De Remer (order #1312575) 67.236.105.66


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 ;c\
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.
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 tele-
g 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 asAs.
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.
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

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July. 1923
That was some steak din-
ner. Max seemed on f i r e , more
so than usual. Whatever hap-
- trcrmaript of -11
pened t o cause his amnesia. i t L a w Y Y "-1 this der
certainly did no harm t o his
mind. I don't think I was half- join the an S sen.
w a y through my steak before represents the best Chi
he spilled the beans. His grand W?'
scheme: gather a group o f brave. isatian
intelligent and open-minded
people who, together. w i l l ex-
plore 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 mad-
ness. b u t t h e n , so many o f an-4 n4hnra f r h m

Mercer's best ideas have al-


ways been tinged w i t h madness.
I t was madness f o r a single man k pawer far its
t o take on the Thuggee. all f o r abuse the defense1
a lost boy. Yet. t h a t turned out l e as we come upan
well f o r both of us. I'm sure his e and decisive
new idea will too. Max has al- We are here et the dawn crf a n
ready 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 dis-
abuse 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.

AEO
22

Richard De Remer (order #1312575) 67.236.105.66


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 e
their orders. M e r c e r ended t h e whole
argument. pointing aut t h a t Annabelle had earned the nickname "Crackshot" f o r good reason.
t 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
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
o Patalities In Late Night
We're making a lot of progress, I think.
CHICAGO -An explosio The attack suggests we're bothering the right
residential neighborhood of Wi 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 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

Richard De Remer (order #1312575) 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 vendet-
tas 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
t 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.

Dacambar. I923
Max just returned from Macao. and already, he's thrown together an impromptu meet-
ing. 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.

I
b
24

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"HOPE"

67.236.105.66
shapes the patt
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Richard De Remer (order #1312575) 67.236.105.66


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laves of u s all.

Richard De Remer (order #1312575) 67.236.105.66


Richard De Remer (order #1312575) 67.236.105.66
cautionea againsr roucning rnc can or 11scontents, I ric man s IJCCI~trying to puolisn riis work for years,
although the can appeared to be empty. In truth, and no one who has read it takes it seriously. Dr.
the fluid was invisible to the naked eye! With Some Ralston dismissed the demonstration as obvious
tongs, he poured this invisible fluid Onto a steel fakery and pointed out that even with detailed notes
bar, which proceeded to melt after what he from Dr. Klass, no one had been able to repeat the
claimed to be only a few droplets had struck it. mans work.
p4 K& & 1923. f 3 d 7 MA?

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Richard De Remer (order #1312575) 67.236.105.66
Richard De Remer (order #1312575) 67.236.105.66
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d d
t
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 doesnt 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
t 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
ction should he pressed concerns that e
with, Doctor Manfred von Zorbo would only lead to death

tprdnv nftprnnnn were dpctrnvprl with nn l n r c nf nnrtnr 7n nctpnnind hehinrl thic


life in a spectacular air battld. was able to escape authorities after his
The noted air showman,Jake DangerAce balloon was shot down near the Kansas River.
Stefokowski, led the aerial charge of a number DangerAce speculated that Zorbo may have had
of show pilots against the Death Balloons. accomplices waiting in the city.
Armed anly with pistols, the pilots were able to The pilots were attending an air
disable the balloons before any of their deadly outside the city when the Death Ballo
cargo could be dropped. While police had ex- their first appearance.

Richard De Remer (order #1312575) 67.236.105.66


- from tkr journals o f Whitley Styles
It'd probably be best i f you didn't admit t h a t you read this here, and whatever you do,
t 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 Opera-
tors 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 complica-
tions 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."

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 Supplemen-
tal Resources Office and France's Field Research 8, Development Unit) operate mostly inde-
t pendent 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 Opera-
tors 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.

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 opera-
tion 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"

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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Richard De Remer (order #1312575) 67.236.105.66


- 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

Richard De Remer (order #1312575) 67.236.105.66


~ ~~

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
b
-
a dossier on a potential recruit. focusinq on his personal ethics and job skills. The lrrequlars
t 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 in-
volved 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 na-
tions' 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.

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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- frOm thr jOUrnOlS Of Whtl8y S t Y h
We are not alone in our quest f o r answers t o the mysteries of the world. I hesitate t o
t 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. How-
ever, 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 Founda-
tion 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 re-
sults 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 coun-
t 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 entertain-
ment 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.

AEON Socrmy for Gentlemen


3% "HOPE"

Richard De Remer (order #1312575) 67.236.105.66


--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 tings known to all edu-


will no doubt remember last Septembers rtray barbarians and sav-
striking exhibition of Slavic artwork, all pre- ages beyond the Grecian and Persian pale
senting Biblical and mythological are a sort of propaganda, the machinations
reinterpreted in motifs taken fiom of the jealous kaisers of the day.
barbaric cultures. Some observers appar- When asked by one particularly skep-
ently found truth as well as grandeur in the tical reporter whether it was the policy of
exhibit, as the Ponatowski Foundation, the Foundation to take scientific hypoth-
known to us as the patron of scientifically eses fiom artists admittedly under the in-
valuable if sometimes conceptually obtuse fluence of narcotic substances, the Count
expeditions, has announced that on May laughed and replied, In fact, you your-
next it will send a fleet of vessels to dredge self reported more than eight months ago
portions of the Black Sea for evidence of on preparations for an upcoming expedi-
antediluvian civilizations there. tion of ours. Check your own notes, sir,
Count Felix Ponatowski, a distaff and remove the beam from your own eye.
cousin of the foundations patron, told He went on to explain that the work had

c
gentlemen of the press gathered in this city been in progress for some time and that
that the expedition will attempt to estab- there were mutual influences extending
lish the preexistence of a highly refined back to the Ponatowskis work with some
society in the Eastern marches. It is our
hope, he declared, to show that, in fact,

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Richard De Remer (order #1312575) 67.236.105.66


- from t h a journals o f Whitley Styles
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
t 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 some-
thing 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 special-
ists. engineers and thugs as required. The price isn't cheap. L e f t y apparently costs his em-
ployer $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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Richard De Remer (order #1312575) 67.236.105.66


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

t back t o the group's founding - de Winters a t the court of Louis XIV w e r e among the
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.

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 Experimenta-
tion Group (REG). Sounds official. doesn't it? We w e r e surprised t o find t h a t the RG
doesn't officially exist, except in a handful of letters and memos sent t o architects and
construction firms around the world. Trying t o trace those letters leads nowhere empty-
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 RG 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 Switzer-
land. 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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Richard De Remer (order #1312575) 67.236.105.66


t

-excerpt from the Los Angeles Times, June, 17th 1919


STRANGE DOINGS IN SAW GABRIEL MOUNTAINS
s Angeles County Sheriff's saw or heard anyone
reported today that it has dis- of their kidnaping, p

Southland over the last two mont water while the youths slept; police sus-
that the answer itself raises fresh pect 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 xperimen-
tation 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 prod-
ucts of the research. Unfortunately. they're all too slick t o leave any hard evidence connect-
- -
ing them t o anything. The final question just why does the REG do w h a t i t does? is the

Richard De Remer (order #1312575) 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 rea-
sons, 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 pio-
neering 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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Richard De Remer (order #1312575) 67.236.105.66


Convincing the local authorities of the Orders e f f o r t s without evidence has so f a r proven

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
t one lacking intelligence or f r e e will. I suspect the Order produces these doubles in its head-
quarters 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 Cam-
bridge. 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 Orders 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 some flammable liquid and ignited. Iden-
Yard. The police have n fication of the body was indeed delaye
ing with information on r some hours, owing to the relative d
of surrounding confusion, iency of marks on which to base a c
source. As was reported i stablishment of identity. Distant re1
financialnews, Lawoys came down from Cambridge and c
discovered in substantial disarray, appar- firmed the presence of minor, but distinc-
ently as the result of systematic manipula- tive, birthmarks.
tion. bv partv or parties unknown. intended These relatives. not i
to sec& immediate cash at the expense of by our source, also told a tale of Mr. I
all longer-tern concerns. Mr. Lawoys him- Lawoys investig;ition of a somewhat simi-
selfwas under suspicion,and police fear that lar death in his ycmth as a colonial police-
some private citizen took it upon himself to
. .*
man in the Punjab and agreed with the po-
exact a more certain revenge than the law lice speculation of revenge over investment
handling as a motive. However, they
tourists discovered the strenuously denied any culpability on the
y this morning in the northeastern cor deceaseds part and shared correspondence
of the park, while on a birding stroll indicating his substantial distress over the
Lawoys had been shot by a large-Cali affair. Arecord of their remarks made avail-
ber handgun no less than four times in th able to 1us indicates.. ..

--
AEON S o c m for Gentlemen
HOPE

Richard De Remer (order #1312575) 67.236.105.66


t healthy, drinking schnapps. You might recall the matter - -
there was an outraEed household servant, Questions o f pro-
priety 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" 45

Richard De Remer (order #1312575) 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 follow-
ing 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
Femmes Nouveaux managed t o escape detection a t every step along the w a y - without
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.

Richard De Remer (order #1312575) 67.236.105.66


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 amus-
ing 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) 67.236.105.66


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

3
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

AEON S o c m for Gentlemen


48 "HOPE"

Richard De Remer (order #1312575) 67.236.105.66


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.
-b
Certainly, his response reflected at least as much purely intellectual curiosity in i t as genu-
t ine 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
OEciaLsintheNev. Fxchanpe will__
___ he fn
contirmed today that they have been working cate that the scheming profess
with police to identi@and arrest a network of ploit their knowledge of advanc
would-be stock fraudsin the halls of academia. cal processes to manipulate stocks in ways that
Police in Boston and elsewheremade their ar- would generate quick gains followed by sus-
rests today, and 111 details about the culprits tained 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)
AEON SOCIETY
for Gentlemen
"HOPE" 49

67.236.105.66
Richard De Remer (order #1312575) 67.236.105.66
Richard De Remer (order #1312575) 67.236.105.66
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
An Ron Society Adventure

chance to show off his latest oil-fired miracle,


and at the turn of a key, our trunks produced
1927 wheels and proceeded up the pier, one after
I never expected to confront the worlds the other, in an obedient single file line. All
most dangerous botanist. But then again, I except for Safari Jacks portmanteau, unfortu-
never expected to be in the middle of a possi- nately. Due to what was later diagnosed as a
bly permanent thunderstorm over a volcanic poorly oiled wheel bearing, his motor-case
island, standing inside a living house that quite spun in three rapidly accelerating circles be-
possibly wanted me dead. fore flinging itself off the wharf. But Tallon was
But perhaps I should start at the beginning. a dashed good sport about it.
*** We fished out the wayward valise and made
Initially, I was looking forward to our jour- our way up a gravel path, pausing to right
ney. Doctor Eggbert Chinswithe had invited Dixons automatic suitcases when, now and
the entire E o n Society for Gentlemen to visit again, they tipped over. He kept muttering
his experimental botanical garden on distant about using treads, or possibly legs, while
Bokaniwatitanu, and we were all, I think, Chinswithe apologized over and over for not
pleased by the offer. It was a cold winter in having a paved path.
Chicago, and the opportunity of getting away No matter, Mercer said. Paving a road
to a Polynesian island was attractive in and of would be a waste of your time and consider-
itself. Meeting the famed Dr. Chinswithe held able talents. What can you tell us about your
great appeal for Dixon, Primoris, Tallon and work?
Mercer - not only for his undeniable scien- Oh, well, its not so impressive, really. Not
tific accomplishments, but for the chance to yet. The biggest breakthroughs have been in
meet (they thought) a great philanthropist and crop yield.
lover of humankind.Jake, Annabelle and I were As we rounded a corner, we saw what he
less interested in his experiments with high- meant. Off in the distance were towering struc-
yield, Z-ray mutated crops and more interested tures that I initially thought were some sort of
in getting a bit of sun and surf. But (as Max tropical tree. They had something of the shape
made sure to remind us) the Hammersmith in- of palm trees, but where a palm trunk is naked
cident also started out as a polite invitation to of leaf and branch, these seemed to be cov-
a scientific demonstration. ered with greenery. It was only as we neared
It struck me as odd, Ill admit, that Dr. that I could see the poles, thick as railroad ties
Chinswithe himself met us at the dock. He was and easily 20 feet tall, strung with wire cables
a round, sunburned, sweaty man but extremely as thick as a finger. But what prompted gasps
enthusiastic. He moored Jakes seaplane and from all of us were the bright red globes nestled
greeted each guest effusively, even to the point within the winding vines.
of offering to help haul our luggage. Surely, those cant be ... tomatoes? Jake
Oh, that wont be necessary, Dixon as- gasped.
sured him. Our luggage hauls itself! Oh, yes, Chinswithe said, beaming. Quite
I knew how keen Professor Dixon was for a as large as pumpkins. You should see the wa-

Richard De Remer (order #1312575) 67.236.105.66


termelons -weve one the size of a cottage. Surprisingly, one of the topics discussed
How is this possible? Primoris asked. among this literate and erudite company was
Simply a matter of enhancing the growth the weather - usually an issue of default
factor using Z-rays. The biggest problem, re- among those with nothing better to discuss.
ally, was that such large plants would normally But in this case, Stefokowski made a comment
take years, or decades, to develop. But with Z- about the weather reports hed studied before
radiated fertilizer, or zetalizer,they can growflying in and about how it seemed as if this
at a rate swift enough to be visible! summer there had been thunderstorms every
Doesnt it wear out the soil? Tallon asked.day - usually at the same time in the after-
Initially, that was a problem. Thats why wenoon. This observation prompted some vague
came here, dont you know. Volcanic soil, very musings from Dixon about what could cause a
rich indeed. stochastic and contingent system such as the
weather to settle into a predictable pattern. I
Off in the distance, we could see a figure sil-
houetted on a hillside, methodically hoeing the believe he was about to ask our host about Z-
ground. wave interference from his experiments when
Ah, thats Henry, Chinswithe said. Quite we were all distracted by supper.
the conscientious chap. Hard workers these And how, hmm, are you finding your Eggs
natives, once they catch on. Chinswithe?
How would these plants do in less hospi- Very interesting, Tallon said, furrowing his
table soil? Mercer asked. I could tell immedi- brow. What species produced the eggs? They
ately that he was thinking of the starving peas- taste like simple hens eggs, but the texture is
ants in the Ukraine, whose cruel Communist more varied.
masters were too proud to admit their deaths. I must confess, Ive played a little joke on
Given four qualities -my seeds, sufficient you, Chinswithe giggled. Behold.
zetalizer and sufficient sun and water -these Before our eyes he held out an oblong, green
plants could grow in the Gobi. object resembling an avocado. With deft move-
ments he peeled it, revealing what seemed to
This is a beautiful thing, Primoris said. I
believe I am looking at an end to world hun- be a hens egg within. He cracked it, and a stan-
ger. Doctor Chinswithe, I salute you. dard-looking white and yolk dripped out into a
Chinswithe simpered. bowl.
Speaking of an end to hunger, Jake said, You.. .grew these?
Might I ask about our dinner plans? I was going to hold off telling, but I couldnt
Oh, certainly. Ill have dinner ready in a contain myself. Everything youve eaten was
trice, the botanist replied. Actually,we mightgrown here on the island. The chicken? Fake.
want to hurry. Its clouding up. Plant fiber - but with the same proteins and
We reached the large Nissen hut at the heart minerals as the real thing.
of his compound just as the first fat drops fell How is this possible?
from the sky. I held the door for our bags, and I call it Gaylussacia buccata Veronica.
as I did, I could see, out on the ridge, a figure Gaylussacia baccuta.. . so its a huckle-
- now indistinct through threads of rain but berry? Primoris asked.
still monotonously hoeing the ground. 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 ***
scandalized us all with his anecdotes about the The evenings surprises werent over. After
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 build-
merang, and Mercers 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 shouldnt
were both trenchant and insightful. have been surprised by any vegetable miracle,

Richard De Remer (order #1312575) 67.236.105.66


but I was still astonished as I crawled onto a ging its mouth. In a vile burlesque of anatomy,
leafy mattress and pulled up a surprisingly soft, its eyes had burst, and two velvety blue flow-
fleecy blanket - still vital and rooted in the ers unfolded in the ruined sockets.
ground. I think wed better get back to the others,
Whats next, a plant for indoor plumbing? I said.
I wondered. ***
The next day, Max suggested that Annabelle As we cautiously approached the hut, we
and I might enjoy a walk along the shore while heard Chinswithes voice, raised high in an-
the eggheads discussed matters in detail in- ger.
side Eggberts latest house plant. ...Oh, Ill alleviate hunger, all right! Believe
Perhaps Jake would want to come as well? me, the starved and ignorant darkies of the
Annabelle asked. world will flock to my banner when they see
I believe hes working on the plane, Mer- the cornucopia I hold! Their simple minds are
cer required. I told him I thought I heard a easily swayed by creature comforts, but their
ping in the starboard engine. natural savagery will lay waste to Europe at
With that, I found myself alone with the my command! France and Germany will be
beautiful (albeit deadly) Annabelle Lee. Natu- green, and I their verdant GOD!
rally enough, as we walked along paths fused We crept up to the window and peeked
magma had cut through the dense jungle, we within.
discussed the wonders wed seen. Presently, Youre mad, Chinswithe, Safari Jack ob-
however, we heard a soft but urgent thrashing served conversationally. His sang-froid was ad-
sound from the undergrowth. Curious, we mirable: Like Mercer, Dixon and Primoris, he
pushed aside thick leaves to uncover a scene was held immobile by thick vegetable cables.
of horror. Primoris and Mercer were still struggling, but
What is it? I gasped. it was clear the stubborn shoots held them fast.
I think it.. . it used to be a monkey. Mad, am I? They called me mad at Univer-
The poor creature lay on the ground, twitch-
ing spasmodically. Flecks of blood were mat-
ted 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 con-
tinued out of the environment and
into the poor creatures frame. Its
tail thrashed helplessly among
twining vines, and thick tendril
were sunk in its ears and clog-

Richard De Remer (order #1312575) 67.236.105.66


sity. But Ill show them. Ill show them all! Oh, hand, and Chinswithe would surely have been
well see whos mad a dead man had her eyes not flicked to Dixons
The one thing I dont understand, Mercer enpurpled countenance. A snap of the wrist
said, is why you invited us here. that was hardly slower than the turn of her
Chinswithe snickered, his face slick with eyes, and the vine around his throat parted.
sweat. Dont you? Its quite simple, really. I The thud of the knife drew Chinswithes at-
need 2-rays. And according t o Doctor tention. Damn you! he bellowed.
Groebstadlers research, the strongest reser- Swearing at a woman was his second mis-
voirs come not from tellurgic batteries and take. Taking his eyes off me was his first. Leap-
aetheric generators, but from human beings ing above the energized tendrils, I seized a vine
- particularly those present at the from the ceiling and swung both feet into the
Hammersmith explosion! Once Veronica has side of his head.
absorbed your qualities, its growth potential He dropped like a sack of bricks. Unfortunately,
will be nigh-infinite! he landed on the glass bottle. He barely had time
Dont do it, Dixon warned. Youll only de- to scream before he, like the monkey was fatally
stroy this island and your creation. invaded by the blind growth of his creations.
Do you really think Ill fall for such a pa- Dixon had seized Annabelles knife and was
tently transparent ruse? cutting Primoris mighty hands free. I drew Sa-
No ruse. Think about the weather. Think fari Jacks boot knife and started to free him,
about the mathematics, about therniodynam- while Annabelle set about releasing Mercer.
ics. Contingent systems only develop sponta- There was no time to lose. The boiling veg-
neous order when energy is added to them - etation was surging up, forward and outward,
otherwise entropy drags them down. Weather expanding massively in all directions. We
is a notoriously unruly system. What could barely had a chance to leap out a window be-
make it predictable over your island? 2-rays. fore the building burst open in massive growth.
As if to punctuate his words, a great crack of To the plane! Mercer shouted. Hurry!
thunder smote the sky. Why rush? Tallon asked, conversing eas-
Your plants are leaking 2-rays into the at- ily at a loping run.
mosphere, drawing storms that are torn apart That plant isnt just growing up. I give it
and dispersed by their own violence. But youre four minutes before its roots hit the lava!
approaching the tipping point. Any increase in SafariJack -and the rest of us -increased
2-ray intensity could create a feedback loop in speed to a full sprint.
which the storms energy only reinforces it- ***
self. You could unwittingly create a super- Jake took the plane in a slow arc as we flew
storm -a stable monsoon that could eventu- away. We could see the holocaust of lava as
ally draw in every cloud on the planet! Chinswithes experiments combusted. When
Lies! Chinswithe lunged at Dixon and the ash from the eruption hit the storm, it drew
raised a glass atomizer. Annabelle and I lunged lightning down into what was already a hell of
for the door, but we were too late. Eggbert combustion.
pumped a spray of purple mist at the inventor, Well, Dixon muttered, at least he died as
and the vines around him immediately began he lived -consumed by plants!
to swell and grow, choking the scientist into We all had a good laugh - all except Mer-
silence. cer. One by one, he fixed his gaze on each of
She lunged to the right. I went left. The mad us.
botanist adjusted his bottle and fired a purple Am I the only one who appreciates what was
stream at me but missed. Nonetheless, at the lost here? he asked.
touch of the liquid, the creepers beneath me There was silence for the rest of our flight
became powerful tentacles, blindly winding to Guam. I cant speak for the others, but I
around each other and anything in reach as they know I was thinking of a brilliant mind de-
swelled with unnatural growth. stroyed, a chance to end famine lost forever ...
Hed been a fool to take his eyes off and of a dim, distant figure spied through the
Annabelle. A throwing knife glinted in her smoke, still inexorably hoeing the soil ....

Richard De Remer (order #1312575) 67.236.105.66


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."

Richard De Remer (order #1312575) 67.236.105.66


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 innu-
merable 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 spar-
kling 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 unan-
swered. 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 long-
lost 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) 67.236.105.66


Richard De Remer (order #1312575) 67.236.105.66
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 con-
quering 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. Aus-
tria-Hungary could not attack Russia without automatically incur-
ring %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 fac-
ing 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.
The death o f th Archduke unleash storm of rage
Austria-Hungary, as members of the I' ly cried for revenge
against Serbia and accused the Serbi nment of orchestrat-
ing 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.

Richard De Remer (order #1312575) 67.236.105.66


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 inno-
cence 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 terrify-
ing stubbornness of the rival powers in the face of sanity o r rea-
son 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

Richard De Remer (order #1312575) 67.236.105.66


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
nearly a third of its industrial power and a o f its overseas
colonies and forced the defeated empire into adopting a democrati-
cally 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 to-
nearly 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 upris-
ings 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 indi-
vidual, 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 car-
ries 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.

Richard De Remer (order #1312575) 67.236.105.66


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

Richard De Remer (order #1312575) 67.236.105.66


63
has also reportedly formed a small bureau attached to the Admi-
ralty 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 out-
wardly 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 Secre-
tary. 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 en-
gendered 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 devel-
of what some engineers call "television." Another excitin
ment is the production of a series of lightweight air-
planes by the DeHavilland Corporation. Called the DeHavilland
Moth, this design utilizes proprietary engineering and construc-
tion 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.

Richard De Remer (order #1312575) 67.236.105.66


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 out-
raged 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 l v
nn;=rn 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.\.&" -.A
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.-- -.
A statement by the f amily of Mme. Coubertain says that the: iarriiiy 1b willing to p
I _

price to get its daughter back, though no ransom demands have been made as yet.

Richard De Remer (order #1312575) 67.236.105.66


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 sanc-
tuary 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 poet-
haunted 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 cat-
and-mouse game with t
Germany
er imposing a d to the
empire, the Allies left Germany to f. Sev-
erman 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
Nations. Its image as "the " the great enemy, has finally
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. Classi-
cal music and opera thrive as well, and the mot ure indus-
ond 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 Interplan-
etary 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) 67.236.105.66


66

racy can be safeguarded a few years longer, there is every possi-


bility that it will become a widely esteemed force for progress
and prosperity worldwide.
Italy d

Italy was unified under the House of Savoy in 1870 and entered
the 20th century as a constitutional monarchy with grand ambi-
tions 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 fur-
ther, 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 years 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 vio-
lence. If the fascists are allowed to continue their rampage
unchecked, the future of the country looks bleak indeed.

Richard De Remer (order #1312575) 67.236.105.66


67
Spain
Spain, like Italy, once entertained dreams of becoming an
imperial power, but a coqrbination of internal upheaval and mili-
tary 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 Septem-
er, 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 sympa-
thetic souls in Europe and America, convincing them to take up arms

Richard De Remer (order #1312575) 67.236.105.66


68

Bolshevik Russia and


F Qa - k n v n Piiwnno

rystal in-the moonlight. I checked


he& secret police were normal1
They are not coming, arkly. Loo
* . n, , 1 1
complain. me was aressea literally in rags Dut seem

woman with nothing left but memories. Memories and a st

tn ctnnrl at the rii P rnad

1she has left. She


u1 get her and her
admission all by itselj
. ,,-.. ..
m,,

The Allies did their best to strangle the Soviet Union in its
dle. Britain, France, America and Japan all lent as much
power and materiel as th ar-weary nations would allow to
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
choice but to pull back their forces and Russian
armies founder wn. The leaders e pro-
tsarist 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
their enemies, then defeat them one at a t . In 1920, the
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 east-
ern Poland. Later that year, he last White Russian army was
defeated in the Crimea, and the future o f the Bolshevik govern-
ment was assured.

Richard De Remer (order #1312575) 67.236.105.66


69

The force behind the miraculous survival o f the Bolsheviks


rested in the genius and charisma of one man - - hnin. After re-
turning 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 embry-
onic 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 heirs-
rent 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 Commu-
nist 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 all-
powerful 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 re-
mains unclear. The challenges involved with economic revitaliza-
tion 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 aristo-
cratic 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 immedi-
ately, 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 govern-
ment during the war and were partially reneging on their agree-
ment, adding one more dissatisfied nation to the turmoil.
The conflicting ethnic agendas o f the integrated Slovak coun-
tries keep their governments in perpetual contention. Parliamen-
tary 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, Bul-
garia, 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 um-
brella 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) 67.236.105.66


snakes nest of thick, black les festooned the outs
ed to the wide disks by Teslas assistants, who
t .*

Richard De Remer (order #1312575) 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

as smile grew bemused. We111, certainly, he replied.


a journal of our experiences. 1
glow grew brighter inside the
les over desert sands. Beyond t

Richard De Remer (order #1312575) 67.236.105.66


73

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 pro-
vided 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
infamous graveyard of 10s s , the New York Zoological
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. Super-
stition, 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 in-
flux 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 indi-
viduals, but for all mankind. There are visionaries and philan-
thropists 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
t of celebri e movie star, captures the hearts of the
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) 67.236.105.66


75
Meanwhile, in the state of Tennessee, Governor Austin Peay
signed a bill into law that made it illegal for any state-fi-
nanced 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 remi-
niscent 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, particu-
larly 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 turbu-
lent Vimes ahead. Fortunately, there is no lack o f worthy indi-
viduals ready to take up the banner of progress and lead the way
to a brighter future for all Americans, regardless of age, sta-
tion o r color.

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Richard De Remer (order #1312575) 67.236.105.66


76

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 adven-
urers and opportunists from the United States to seek their for-
tunes 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 ap-
prehending 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.

Spain's War of Independ the e 1800's earned Mexico


its freedom from Spanish r left the country's economy in
shambles and its population decimated. The country still con-
tained 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 insta-
bility 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 Presi-
dent. He maintained control through his army and the feared

Richard De Remer (order #1312575) 67.236.105.66


77
guardias rurales, o r rural police forces, and dictated the owner-
ship 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 war-
reaching 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 peace-
fully 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 ex-
ports, 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 Nica-
ragua. 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 sover-
eign territory of the United States. Today, the Panamanian gov-
ernment is supported by revenues obtained by ships passing

Richard De Remer (order #1312575) 67.236.105.66


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 consid-
ered 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 experi-
in the years prior to the Great War created a stark dispar-
f 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 crack-
and rioting. Banditry is common in the hinterlands, and
ravelers are warned not to enter rural areas without a knowl-
edgeable 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. European-
influewed universities in Brazil and Argentina continuously fi-
nance expeditions to push deeper into the wilderness, while compa-
nies from the United States send intrepid teams in search of min-
eral 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. as-
serts, "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

Richard De Remer (order #1312575) 67.236.105.66


79

Africa and
the Middle, East

Richard De Remer (order #1312575) 67.236.105.66


80

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 previ-
ous record. The t dition in the Legion is that every recruit
begins a new life in the ranks, all past sins forgotten. In re-
turn, the Iegionnaires man lonely forts isolated by unforgiving
sands and march countless patrols through enemy-infested terri-
tory, and the Berbers have no pretensions about fighting a "civi-
lized" 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 crimi-
nals, 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 impe-
rial 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-
tonomy for native Afric . But many regions contain sizeable
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

Richard De Remer (order #1312575) 67.236.105.66


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 sig-
nificant numbers in eastern and southern Africa. While the na-
tives 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 relin-
quishiag 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 corpora-
tions 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 administra-
tors 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 research-
ers for many years. The jungle is also home to tribes of savages

Richard De Remer (order #1312575) 67.236.105.66


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 Pales-
tine Transjordan and Iraq, all formerly Ottoman possessions. By
establishing g ments friendly to Bri
count on an un rbed flow of fuel. Th
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 na-
tionalism 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

Richard De Remer (order #1312575) 67.236.105.66


83
"Lawrence of Arabia," stirred the Arabs to action with the prom-
ise 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 docu-
ments %Q aafelv make the trip. I am a gwilla.

rari JWk

- -
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.

Richard De Remer (order #1312575) 67.236.105.66


84

Asia a n d the Pacific R i m

I might be able to forgive your


le to laugh in the mans face. Youre going to have to do better th

I thought I might. With a flic

I y u vvuly uujs,Miss Gettel -but I dont think it will take that long. Do you?

Richard De Remer (order #1312575) 67.236.105.66


85

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 conces-
sions. 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, cast-
ing 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 chil-
dren. 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 else-
where, but didn't improve much once peace returned to Europe.

Richard De Remer (order #1312575) 67.236.105.66


86

Nationalist leaders accept Bolshevik support out o f the desper-


ate 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

Richard De Remer (order #1312575) 67.236.105.66


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 Dragons Coil and a group of violent insurgents called the Black Mandarin
Tong. It is not a situation where youd 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
other nuns and began barricading themselves inside. We CE)uld ..hear .gunshots outside as the
~

ith the Dragons 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
didnt back off and let his men escape. He carried Father Murdochs body to the bell tower and flun
at them.
S G How did you ever persuade him to let you go?
CM: It wasnt 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, isnt 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 wouldnt
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
adds to a 1itany of infamy, greed andself-interez. Both he &d t ck Mandarin are crimi
are as difff :rent as night and day. CommissionerMaddington wiis a foc11 to treat them as if th
same.
SG: * - -. .. i who would
C M mauuingron rnougnr me macK ivlanaann long was righting me mgons ~ 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, theyd 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
Y

more in common-with Paul Revere Than All Capdne.


1
CM: Aamire R 1 I -
SG: It eh o s t sounds like you admire him.
T . --
. I Never. But 1 respect mm. ..never have endangered hundreds of innocents, the
. He woulcl
way Maddingtons 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.

Richard De Remer (order #1312575) 67.236.105.66


88

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 manga-
nese 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 planta-
tion 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 prom-
ise 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 repres-
sive 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
monarchies, but his positi 1 holds enormous influence with
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 indus-
trial 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 thou-
sands 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 construc-
tion of hospitals, schools and other public works, Indian soci-
ety, in general, remains largely unchanged. The rigid Hindu caste
system remains in place, relegating the majority of the popula-
tion 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 upris-
ings, the British now respond to large protest with merci-
less 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 win-
ning 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 maintain-
ing 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 increas-
ing threat of violence from terrorist groups and Indian secret
societies, idealists of all stripes are still drawn to the coun-
try, 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 nation-
alist iwvement dedicated to increasing the Commonwealth's au-
tonomy and broadening its power base in the Pacific Rim. Politi-
cians and visionaries have turned their eyes to the nation's vast
and empty interior, where they believe that, with guts, determi-
nation 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
their goods. Ra 1 tensions are on the r
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 colo-


nies, 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-and-
neck to see who will build enough industrial might to assure
dominance in the region.

Lost Worlds and


Hidden tcb by Sarah Gettel
ealms
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 trav-
els, 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 ratio-
nal, scientific explanation r all that 1 have seen. (This an-
swer depressed me for a goo eek. There should be magic.) An
archeologist I shared a cig tte with in Cairo claims that it is
simply a coincidence of fortune that these realms have been dis-
covered in this time. He told me of mysteries beyond what I had
seen, mysteries he encountered years ago, as a boy. We just hap-
pen to be on a "hot streak.'' Still another the at these
realms are not om other dimensions, There is
some merit to t theory, though the red it
with m e was stymied by my follow-up qu ; if these places to
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 excur-
sion 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 Mokole-
Membe, 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 paleontolo-
gist 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 assign-
ment 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 infor-
mation 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 - -
&I
-----II ----
ce). Due to the lateness of th
o begin my explorations the ne

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95
After a somewhat restless sleep, I awoke and began my explora-
tions. 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, drop-
pings 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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96

The Thunder God of


Machu Pichp
--dispatch by Sarah GetteBl
By the time I arrived in Lima, I was once again looking for-
ward 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 simi-
larly. I wonder if our y world is giving bi th to a new era.
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
temple a glowing figure. I can only assum was Huascar. A
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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97

- -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: Hes 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 .- -
-I Irn

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
.. .

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 its 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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98

The Hidden Pyramid


--dispatch by Sarah Gettel
With only a slight couise change hanks to the good Doctor
Zorbo's zeppelin armada>,I arrived Cairo none the worse for
wear. The timing was somewhat fortu e, as it gave me extra time
to refresh my memories of Egypt. Though I had always been fasci-
nated 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
tell the people there of our discovery. hoped we would even
be rewarded.
W hi1e te 11in e in the town, a man made the sign
of protection and th Id us how the yo haraoh Akhenaton
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
pyramid. I confess I was afraid as well, esterners paid many
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 fortu-
nate enough to understand. 'Behold, with the arrival of Aton's
gaze, I am become Nefertiti. I am your pharaoh. As we have re-
claimed 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
Once in Cairo, I looked up my fa r's old friend at the C
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 passen-
gers, 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
watched, Dr. Roman hung a crucifix e doorknob an
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
falling, so I made to the nearby town o rit
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 earth-
quake 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
"In heavily accented Eng ;old me, 'Do not comi5 here.
This is not a place for man lis is a place of dairkness. '
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
L.

now. I see that you will soon meet an o l d friend. She is collect-
ing s tories. Tell her... Tell her that e:rs are
not w They should stay awa S't o r y .
Tell ight and the things 1low, a
fast - . .__ o u. will
-.
_ _ _i e_ t h i s ___
_ _ _ _n_ o_ -t d
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

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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?

Richard De Remer (order #1312575) 67.236.105.66


Richard De Remer (order #1312575) 67.236.105.66
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

AEON S o c m for Gentlemen


"HOPE"

Richard De Remer (order #1312575) 67.236.105.66


Richard De Remer (order #1312575) 67.236.105.66
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

Richard De Remer (order #1312575) 67.236.105.66


environment in which the characters are placed. You are
responsible for tying the storys disparate threads to-
Adventure is a game of pulp heroism set in the gether and making sure the whole thing runs smoothly.
1920s. Its a game about men and women who take ac- Your most useful tools in balancing story and game are
tion. Theyre visionaries, inventors, explorers, sages, your imagination and the rules systems. The Storytellers
scientists, mystics, and more. They come from every con- role is explored in detail in Chapter Seven: Roleplaying.
tinent and from every stratum of society: princes and
paupers, shopkeepers and mechanics made good, busi- The Players
nessmen and heiressesturned to more exciting pursuits. While the Storyteller sets the stage for the game,
Adventures settings range from lofty skyscraper pent- the players take the stage and create the action there.
houses to squalid slums and sewers, from arctic waste- As a player of Adventure, you create a character with a
lands to deep oceans to sweltering jungles. Adventure unique perspectivein the tumultuous early 20th century.
goes everywhere interesting - not always nice or safe, He could be a daredevil, a mesmeristor a stalwart -an
but never dull! adventurer, a hero. Whatever kind of adventurer you
Adventure is a game about telling stories -epic sto- choose your character to be, you decide his actions over
ries on a grand scale. If youve played other roleplaying the course of the story. Everything you have your char-
games, you should already be Familiar with the idea. If not, acter say and do influences the world of Adventure. Your
this section explains what it all means. goal is to help your hero overcome the obstacles facing
In addition to the specific points mentioned here, him. You deal with challenges in Adventure primarily
theres a glossary in the Appendix. It explains a number through roleplaying, with m e dice rolling thrown in when
of terms used in the rules that new players may not be you dont know if the character succeeds in his attempt.
Chapter Seven: Roleplayingcontains more helpfuladvice
Familiar with.
on how to roleplay.
Roleplaying The Characters
Adventure is a rdep/ayinggame: Players (thats you) To play Adventure, you createa roleand becomethat
assume the roles of central characters in an ongoing story. penon within the games context. Just like Harrison Ford
Its much like mixingimprovisationaltheater with cops and taking on the role of lndianaJones, you embodyyour char-
robbers.Themake-believeyou playedasachild -imag- acter in the story. While the characters in a movie have a
iningyourself as a knight in shiningarmor or a brightlyclad predeterminedexistence, the Adventure c h a d e r you cre-
superhero -was roleplaying.Adventure is simply a more ate developshowever you want him to. You can have a char-
sophisticated version of those childhood games. acter ready to go after about a half-hour. Eventhen, a char-
Still, Adventure needs a few more rules than the acter is nothing but a collection of numbers on paper until
playground did. Got you! Did not! Did too! is too you breathe life into him. Character creation is covered in
simplistic for this sort of game. You andyour friends make Chapter Two: Character.
up the story, and the rules provide a Framework to help
keep everything on track. Rules guide the story, elimi- The Game
nating conflict over whether or not a characters actions There are no winners or losers in Adventure,
are plausible. However, rules dontdictate or restrict the conventionally speaking. The idea is not to beat the
action. The point of Adventure is to have fun! So, rules other players; after all, cooperating with one another is
give you the basic mechanics for play, but beyond that, often essential to your own characters survival. Nor is
the focus is on the story, on having a good time. the goal to beat the Storyteller, since you all work to-
The Storyteller gether to create an entertaining story. In the end, the
Adventure is a game, but it has more in common goal is the act of playingthe game itself - to rise to the
with theater than with card or board games. Most nota- challenge, striving to overcome herculean odds with your
bly, one player, called the Storyteller, is a director of talents, wits and courage.
sorts. The Storyteller acts as a combination narrator and Although this settings focus is the struggle for
referee, creating the drama through which the players power among those touched in some way by the myste-
take their characters. As a Storyteller, you create the rious zero-point energy, Adventure is designed for play-

Richard De Remer (order #1312575) 67.236.105.66


ers to pursue any number of goals. Success in Adventure gling to understand the full scope, not to mention just
may come about for a number of reasons: defeatingfoes what impact the 2-waves are havingon Earthand its deni-
in the course OF the story, achieving status within an or- zens. h n and other groups detailed earlier have oper-
ganization, developing a previouslyuntapped talent, un- ated, publicly or privately, for a little while now, pursuing
coveringa world-threatening plot... or simply having Fun a variety of agendas.
playing the game. As a daredevil, a mesmerist or a stalwart, your char-
There is no preset end to a storytelling game. A acter has beenexposed to some portion of the strangeness
story can last for a Few hours or go on For weeks or flowing around the edges of the knownworld. Whether out
months. The players take breaks between game sessions of curiosity to discover the origin OF his new talents, the
whenever they like. Each time they gather again, the story thirst For knowledge or being drawn into events by Forces
picks up just like another episode in an ongoing TV se- beyond his understanding, your character delves into the
ries or another chapter in a novel. new world hidingbehindthe known.Mysteriesbeckon, and
you alone have the wit and talent to reveal the truth.
The World of Adventure
Fundamentally, the world of Adventure is much like The Future
our own early 20th century. Assume that any facts you Adventure completes the trio oF White Wolfs R o n
read in history books or on the lnternet is the same in Continuum games. They occupy different eras of the same
Adventure, unless explicitly noted otherwise in this book history, as well as different portions of a thematic tril-
(or that the Storyteller tells you shes changed). Strange ogy.
things happen, but future generations will dismiss most Trinity is a science-Fiction game, a far-future set-
OF them as hoaxes or misunderstandings or will simply ting featuring evolved humans known as psions - the
ignore them. Even many people in the Adventure Era genetic descendents of Adventures own mesmerists.
shrug off the more bizarre tales. Other challenges and Aberrant i s a superpowers game set just a Few years aF-
solutions play out in secret. In many cases, this is be- ter our own present day, focusing on tremendously pow-
cause Earth isnt yet the global village were used to to- erful individuals called novas - a new incarnation of
day. Your characters encounter with hyper-intelligent Adventures stalwarts. Daredevils exist in every era, but
albino apes deep in the Congo may never be revealed to it is here in Adventure that they enjoy the spotlight.
the world at large simply because CNN isnt around to According to the two subsequentgames timelines,
record it.The tale may spread, but details may be lost or most of the events from the Adventure Era fade into ob-
warped, and the whole thing could soon take on the shape scurity or legend by the end of the 20th century. Certain
of myth. At other times, your characters, or other agen- characters introduced in this book - most notably Max
cies, may decide the world doesnt need to knowjust how Mercer and Doctor Primoris - will continue to influ-
close it came to apocalypse this time around. Some per- ence events in the h n Continuum throughout the next
ils are just so outright strange and mysteriousthat it might two centuries. Still, you dont need Trinity or Aberrant
be best to keep the specifics quiet until proper research to enjoy Adventure. And players and Storytellers famil-
can be done. iar with either of those two games are free to include as
Adventm&~iallybegins inthe+ngoFl?Z4.k- much -or as little -of the officialkon Continuum
w$lAnderxxMMercerestablithehnScciifor(jentle- metastory as they like. Its all up to you how you want to
~ l y . is rcughly18monthsafter
m s i x monthsp w i ~ ~Thisdate play it.

Adventure Era, Forthevery energy Hmmenmith hoped to Adventure is designed for play around a table. You
Captrreradlatesaound - even thrul#l -the Earth.For needlittle besidesthis book, some 10-sideddice (also called
t h e m o s t ~ t h ~ ep a~s s w l t h n o e f f e d . dlOs), photocopiesOF the character sheet in the back of
Some small portiomofthe g k h ae affeded, hiddenpockets the bock, pencils and paper For taking notes... and, of
course, your imagination.
bansformed into places lost to the mists of timeor lodes only
eyer acpenenced in the imagination. Rare individualsare ako Other props can make the roleplaying experience
affected, -f changed by their cposwe to 2-rays - more vivid. Mood lighting, music (soundtracks from the
thoughmanyneverrealizewhatFacehastouchedthem.~ hdianajones films, The Rocketeerand the like are par-
peopleoftenbecomeadventuws,heroesandvillaimonagb ticularly appropriate), pictures from history books or
bal scale. They we the Inspired. NationalGeographic, scribbled notes or sketches - a11
The aftershocks OF the Hammersmith event con- can help make the game seem more real. Remember that
tinue rippling subtly across the globe. Most people who props are just that; its the storythat matters.
know about the resultingchanges it inspiresare still strug-

Richard De Remer (order #1312575) 67.236.105.66


Live-Action

-
Dont Touch: Players may never actually strike
Live-action roleplaying is a natural outgrowth of or grapple one another. No combat should ever be per-
the tabletop storytelling described above. Live-action formed - thats what the dice are for. If anyone gets
is even more like improvisational theater. You dont just too rambunctious, the Storyteller should call a timeout
describe your characters actions; you are that char- and remind everyone of the rules. Repeat offenders
acter. You actually do what the character does (within should be asked tdleave, or the action should be returned I
reason -obviously, you shouldnt try swinging across a to a tabletop roleplaying forum.
chasm on a rope or lifting the back end of a hick). No Weapons: No props can be used if they must
Whether its simply walking across a room or facing down touch another player to be effective. No real weapons or
an enemy atop the Empire State Building, you are physi- realistic-looking props (such as guns, swords or whips)
cally involved in the action. Imagination is still important, o f any sort are allowed at any time during live-action
and the Storyteller may still interrupt events to describe sessions.
objects and special situations. Respect People Who Arent Playing: Play in a
You dont use dice in live-action games. Alternate private area where only the players are around (your
rules (like those in White Wolfs Minds Eye Theatre game house, a reservedroom on campus or a rented hall). Never
products or simply the result of the Storytellers judg- perform live roleplay if passersby may be confused or
ment) replace dice. The method of adjudicating actions frightened by the event. If non-players are around, un-
itself isnt important, as long as its consistent, fair and derstand that they probably have no idea what youre
fun for everyone. doing. Be discrete and considerate; respect their space,
Rules of Live-Action and dont Force them to participate. Pausing to explain
You must follow a few essential rules to ensure that that youre playing a game is also a good idea.
live-action roleplaying is safe and enjoyable for all. These Know When to Stop: Remember: ltsjustagame!
rules must be obeyed in any live-action activity; safety is When anyone calls for a timeout, all action must cease
always the primary concern. immediately. If the game gets too intense for someone,
its time to stop.

Richard De Remer (order #1312575) 67.236.105.66


The rules for Adventure are meant to level the play- series is like a movie franchise.
ing field for everyone. The Storyteller can adjudicate Downtime: Time glossed over with description
most matters, deciding on her own whether or not char- rather than played out. The Storyteller invokes down-
acters accomplish the actions they attempt. But truly time, For example, if shesays, You watch the abandoned
unbiased rulings need some standard so that everyone building for five hours before the thieves arrive. Down-
gets the same treatment. time lets you skim through trivial or tedious passages of
Adventure requires only a few basic rules, but they time.
can offer countless permutations. This chapter covers the
essentials, such as rolling dice; more specific, detail-ori- Rolling Dice
ented rules are found in Chapter Six: Drama and elsewhere Attempting an action is simple. Just tell the Story-
in thebook.Dontwonyaboutmasteringeverythingatonce teller what your characters trying to do and how he plans
- learn the basics and the rest will come naturally. to go about it.Some actions -crossing a room or load-
ing a revolver - are automatic easy enough to be con-
Actions sidered automatically successful. However, if your char-
acter is trying to get past a half dozen heavily muscled
Adventure is a game about action - so when a goons or trying to reload while dangling by one arm from
character does something, its called taking an action. a broken rope bridge, theres a chance hell fail.
Speeches and conversations arent considered actions as The Storyteller may decide if a given action suc-
such, but just about everythingelse is, whether its throw- ceeds or Fails (usually for dramatic purposes). But the
ing a punch or translating an ancient language. result is usually left to chance, by rolling dice. Adventure
Time uses 10-sided dice, which you can find in any game store.
Even the simplest action takes time to attempt. A beginning character should need no more than 10 dice
Game time isnt always played out in real time. Over a at a given time.
four hour game session, a week, a month or even a year Reflexive Actions
might pass in the game - or you might spend the entire Sometimes, the Storyteller might decide a given
episode detailing the events of an action-packed half- feat isnt involved enough to count as a separate action,
hour. Adventure uses six basic time units: but still requires a dice roll. These feats are called re-
Turn: The amount of time required for a Fairly flexivebecausetheyre quick, reactive actions the char-
simple action. A turn lasts three seconds in combat; a acter does more out of instinct than conscious intent -
turn lasting up to three minute is fine in less dramatic grabbing for a handholdwhen the floor gives way, glimps-
circumstances. ing something being stuffed in a drawer and the like. Of-
Scene: A compact period of events that occurs ten, they are things that happen as a result of others act-
in a single location, like in a movie. It takes as few or as ing upon the character. Reflexive actions keep the flow
many turns to resolve a scene as are necessary. of actionheaction moving in a scene, rather than having
Episode: An independent part of a story, virtu- to wait the three in-game seconds to respond to a minor
ally always played in one game session. An episode con- chance event. Reflexive actions should seldom, if ever,
sists of a number of scenes interconnectedby downtime, be used in the thick of combat.
much like a chapter in a novel or an act in a play.
Story: A complete tale, with an introduction, Ratings
buildup and climax. A story can consist of a single epi- Although only your imagination limits your
sode, transpire over the course of a few episodes, or go characters personality, his innate and learned aptitudes
on indefinitely. Also referred to as a story arc. and abilities, or Traits, define his capabilities. These
Series: A collection of discrete story arcs that strengths and weaknesses affect the number of dice you
focus on the same characters. IF a story is like a movie, a roll and, thus, directly impact the chances of success.

Richard De Remer (order #1312575) 67.236.105.66


Each Trait has a rating, a numerical score, which Default Traits
ranges from 1 to 5 (much like the star rating for mov- If your character doesnt have a rating in the nec-
ies and restaurants). A 1 indicates a poor or beginner level essary Ability, you default to the Attribute to which the
of skill; a 2 represents an average level of ability; a 5 Ability is linked. In the example above, if Annabelle didnt
indicates the absolute peak of human capability. Most have any rating in Investigation, her player would roll her
characters Traits range from 1 to 3; a 4 indicates an ex- score in Perception.
ceptional 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 charac-
ter sheet.
X AbysmallUntrained
PoorlNovice
.e Average
e.. Good
..a. Exceptional
...e. SuperblHuman maximum
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 At-
tribute, or innate talent. When the Storyteller asks For
an Ability roll, take your characters Ability rating and
add in the corresponding Attribute rating. The combina-
tion of Ability and Attribute ratings is called a dicepool.
Example: AnnabelleLeeNewfieldsearches for Pro-
fessor Dixon, whos late for their rendezvousinDjakarta.
Picking up his trail at the hotel is a standard lnvestiga-
tion attempt. Annabelles 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 ln-
vestigation roll.

Personality Traits
Certain Traits - Backgrounds,Willpower and In-
spiration -dont relate to physical or psychologicalca-
pability and have no linked Abilities. You seldom make
rolls based on Background ratings and usually roll Will-
power and lnspiration as their own dice pools.
Willpower and lnspirationhave permanent and tem-
So that you dont have to add up the two Trait rat- porary ratings. The permanentrating(designated by dots
ings each time you roll, use the square next to an Ability on the character sheet) usually stays the same. The
to record the total of its rating and its matching Attribute. characters temporav rating (noted by the squares un-
The dice pool is the total number of dice you roll for a der the permanent score) can fluctuate during a story.
single task. Characters usually perform only one action Dice actions using Willpower and lnspiration are based
in a turn, although your character may try for more (see on the characters permanent score (the dots), not the
Multiple Actions below). temporary rating (the squares). Chapter Three: Traits
Each dice pool derives from a single Ability + At- discusses Personality Traits in more detail.
tribute total and defaults to the appropriate Attribute if
the character has no rating in an Ability. Dice pools fig- Success and Failure
ured from Personality Traits are the only exceptions (see When you roll your characters dice pool, you want
below). each die t o match or exceed the target number.

Richard De Remer (order #1312575) 67.236.105.66


The target number is always 7. So each die that comes Automatic and Free Successes
upa7,8,?orO(lO)isconsideredasuccess-aFavor- Your character may be so skilled in something that
able resolution. Conversely, if all the dice you roll come you dont need to roll for it. At the Storytellers discre-
up less than 7, your action fails. tion, your character has an automatic success if his dice
All you have to know when you roll is the number of pool for an action is seven dice or more - you dont
successes you need. If you get at least the minimum quan- even need to roll. A standard success isnt enough in some
tity,
. you ~- goal. The standard number of suc-
. achieveyour tricky circumstances, though, and you might want to roll
cesses for any task is always one, unless the Storyteller anyway for extra successes. This rule should never be
says otherwise. Extrasuccessesmay generate additional used in stressful situations, particularly in combat.
effects - at the very least, they mean your character You may spend a Willpower point for a free suc-
performs the feat with great Flair. See Complications cess. This success is in addition to any successes from
for information regarding easier and more difficult ac- rolling dice, but you must spend Willpower prior to your
tions. roll. You may spend one Willpower point per turn to gain
Total Successes Rolled Degree of Success a Free success.
1 Standard You may also spend lnspiration to affect your suc-
2 Superior cesses under certain circumstances. See Inspiration (p.
3 Remarkable 152) for more information.
4 Astonishing
5 Phenomenal
Difficulty and DifficultActions
Succeeding in most actions requires only one suc-
Example: Annabelle Lee Newfield finds Professor
cess. Some tasks, such as making a trick shot or per-
Dixon lockedup in a smallshed and his new portable 2-
forming delicate surgery, can be more challenging. The
wave resonator stolen! The Professor groggily points
Storyteller makes that distinctionwhen appropriate, des-
through the tiny window at a man heading across the
ignating the number of successes you must roll to suc-
crowdedmarketplace. Theresno time to free Dixonand
ceed. A rolls difficultyis always listed as the number of
recover the resonator, so Annabelle sneaks after the
additional successes needed beyond the standard one.
thief. The Storyteller has Miss Newfields player roll
So a difficulty penalty of two (written +2 difficulty)
Stealth; Annabelle has Stealth 2 and Dexterity 4, mak-
meansyou must get a total of threesuccesses.The harder
ing a Stealth pool o f six dice. She scores 1, 4, 5, 7, 7, ?
the action being attempted, the more successes are nec-
- three successes. Annabelle slips easily through the
essary. Any extra successes you get beyond the diffi-
throng after her quarry.
culty indicate your character does an even more out-
Complications standing job than required.
It isnt difficult to get at least one success, even Difficulty Rating Degree of Difficulty
with only a couple of dice. If your group is heavily into 0 Standard
roleplaying, the simple rolls described above move the +1 Tough
game along with a minimum of distraction. The following +2 Challenging
options provide further complexity, while keeping things +3 Difficult
as streamlined as possible. +4 Critical
Example: The thief flees, scrambling up a crum-
Botches bling wall andacross the rooftops! Scaling the treacher-
Normally, if none of your dice comes up 7 or higher, ous stonework is tricky; the Storyteller applies +I diffi-
your character just fails. If any die on such a failed roll culty ifAnnabelle wants to follow. With an Athletics dice
comes up 1, youve botched. Not only does your charac- pool o f 10, her player likes her chances. She must roll
ter fail the action on a botch, he does so spectacularly! two successes and gets 1, 2,3, 5, 6,6,7. 7, 8, 9. With
The specific circumstances of a botch are up to the Sto- two extra successes after spending two to beat the dif-
ryteller, but they should affect the character adversely ficulty, Annabelle hauls herself handily up the wall.
and relate to the action being attempted. However, as
long as you roll at least one success (a 7 or higher), you Extended Actions
ignore any 1s. Tasks that take sustained effort require multiple
Example: Annabelle follows the thiefdown the nar- successes and often take more than one turn to accom-
row side street. The Storyteller asks for an Awareness plish. Successes rolled each turn are cumulative; you can
roll. Annabelle has five dice in her Awareness dice pool keep trying for more untilyou gather the requiredamount
(Awareness 2 + Perception 3), and her player gets 1,3, or until you botch. 1F you botch during an extended ac-
4,6,6 -a botch. The Storyteller decides Annabelle i s tion, the Storyteller may decide you lose a saved suc-
worried about losing the thief and hurries to catch up cess for each botch or that you lose them all and must
-only to runinto him as she dashes around the corner! start again - or even that you messed up so badly that
you cant try again!

Richard De Remer (order #1312575) 67.236.105.66


Extended actions are more complicated than stan- your opponent rolled then subtracts From your total suc-
dard actions; they should seldom be employed in the cesses,and whatever remains applies t o the action itself.
middle of intense roleplaying. The action in the game So, even if your opponent cant beat you, she can dimin-
should reflect what types of rolls are needed, not the ish your eFForts.
other way around. Example: Annabelle scrambles up and reaches the
Example:Annabelle tossedherpocket knife to f r o - thiefas hes regaining his feet. They both grab the satchel
fessor Dixon before she ran o f f He uses it t o pry the with the I-wave resonator. The Storyteller declares
hinges from the wooden door. The Storyteller decides Might rolls all around. Theyre evenly matched with no
this is close enough t o lockpicking that it requires a Leg- Might Ability and Strength 3. The Storyteller rolls for
erdemain roll. Dixon must get five successes in an ex- the thief, getting 3,5,8. Annabellesplayerrolls 4,8, 9.
tendedaction tojimmy the hinges enough t o escape. The While the thief resists her, Annabelle still yanks the
Professor has a Legerdemain dice pool of four, so his satchelaway.
player rolls four dice. He gets 1, 4, 5, 10. 7he top hinge Some actions are extended and resisted. One op-
creaks a bit but doesnt give. On his next turn, theplayer ponent must collect a certain number of successes to win.
rolls 7,8,9, 9. The four successes this turn plus the one All successes rolled in a single turn above the opponents
from theprevious turn are just enough to lever the door own are added together. The First opponent to collect a
o f f its hinges. designated number of successes wins the contest.
Example: Now Annabelle has the thief chasing her!
Multiple Actions This is a standard pursuit (see p. 189), but the Story-
Your character normally gets one action in a turn,
teller doesnt want to drag it out. He has both parties roll
but you may split that action into more than one task.
resisted Athletics rolls. If the thief gets three successes
The total number of sub-actions determines how many
first, he catches Annabelle; if Annabellegets three suc-
dice you subtract from the First task, and each action af-
cesses first, she gets away. In the first turn, the Story-
ter the First loses an additional (cumulative) die beyond
teller rolls for the thief (Athletics 4 dice pool) for 3, 4,
that amount. So, if your character tries to do three things
5, 9; Annabelle 5player (Athletics 10 dice pool) scores
in a turn, you subtract three dice from the first tasks
an abysmal 1,1,3,4,4,4,5,6,6,8. In the second turn,
dice pool, four From the second and five From the third.
the Storyteller rolls 3, 7, 7,s;Annabelle iplayer gek I,
IF the total multiple actions bring the dice pool for any
2, 4, 5,5,5, 6, 7, 9, 10. Even up by the third turn, the
one task to zero, your character cant attempt it.
Storyteller rolls 4, 7, 8, 9. Annabelle is caught unless
Example: Whileleaping t o the next roof, Annabelle
her player negates at least one success. Annabelles
throws a handy piece of masonry at the thiefs legs to
player gets an astounding 1,2, 6, 7, 7, 8, 9, 10, 10,lo!
knock him down. This makes two actions: leaping, then
With so many successes left, the Storyteller decides
throwing. The Storyteller thinks the move is cinematic
Annabelle makes it to the street and disappears into the
and lets Annabelle grab the stone as part of the throw,
crowded market.
but adds +1 difficulty since it targets the thiefs lower
body. With no points in Might, Annabelle defaults to her Teamwork
Strength 3. Subtracting two from that dice pool, her Characters can combine successes,generally dur-
player rolls one die for: 5. She takes away three from ing an extended action. At the Storytellers discretion,
her Athletics IO dice pool for the throw -butadds one two or more players can roll separately and total their
from her Trick Shot Knack (which also reduces the dif- successes. While teamwork is effective in repairing de-
ficulty to zero; see below for more on Knack use) - vices, collecting information or combat, the tag-team
rolling eight dice For: 2, 2, 4, 5, 6, 7, 8, 10. Annabelle approach can be confusing in social situations.
doesnt make the jump, but the masonry hits the thiefs Example: Annabelle Lee Newfield finds Professor
legs! Dixon, and they head to the hotel to pack up and get out
The Storyteller allows a reflexive Athletics roll For of town. Unfortunately, the thief and a couple of burly
Annabelle to grab the roofs edge. Instead o f going underlings track them down. The thief wants the thugs
through damage and balance issues with the thief, the to break down the door, The Storyteller decides they
Storyteller decides it makes for a better story i f the stone must get four successes total in an extended action. The
didnt do any real damage, but was enough to knock him first thug (Might 5 dice pool) gets 1,5, 7,8, 9. His buddy
down. (Might 6 pool) gets 3, 4, 7, 9, 10, lo! The Storyteller
decides the locking plate shatters and the door practi-
Resisted Actions calk flies off its hinges as the criminals burst into the
Sometimes your characters efforts oppose
suite!
anothers, such as in a tug of war. During resisted ac-
tions, opposing players roll using the appropriate Traits. Second Chances
If you score more successes than your opponent does, Failure is Frustrating. Adventure reflects this Fact
your character succeeds at his action first. The amount by allowing the Storyteller to increase the successes

Richard De Remer (order #1312575) 67.236.105.66


needed for any action you try again after an initial Fail-
ure. So if picking a lock fails the First time, a characters
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 shouldnt be invoked in combat situations.
I Missinga target isnt 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 bo-
nuses, 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. Its time for combat, so everyonerolls
Initiative. Annabelle goes first. She wants to wrap her
whip around the first thug and then yank it loose, spin-
ning him into his friend. Its 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 re-
quired to throw him at his compatriot). The Story-
teller also deems Annabelles Trick Shot Knack mayap-
Pk.
Annabelles player subtracts two dice from her im-
pressive 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 maneuvers 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. Annabelles 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 impor-
tant rule of Adventure is simple:
1F you dont 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
whats here, disregard the text. This book is Full of noth-
ing more than guidelines. Feel free to use, alter or ignore
any portion of it as you see Fit. After all, its your story.

Richard De Remer (order #1312575) 67.236.105.66


To play Adventure, you'll need a character (unless mind. If he plans a continent-hoppingexploration of hid-
you're the Storyteller, in which case pay special atten- den kingdoms and lost relics, you're better off discard-
tion to Chapter Seven: Roleplaying). The big question is, ing a Dark Urban Avenger concept. The Storyteller may
"What kind of character do 1 want to play?" Subsequent have no idea what he wants to run (or he may have a
chapters go into specifics about different character as- nefariousscheme that will work well with all sorts of char-
pects. This chapter takes you through the character cre- acters). In this case, you certainly have more Freedom.
ation process itself, step by step, with helpful references You might also consult the other players to avoid step-
to the Followingchapters where appropriate. ping on one another's schticks (see "Creating a Team,"
Many players create characters as surrogates: "IF 1 p. 212, For more information). If the group already has
lived in this place at this time, what would I be like, or two intrepid physicists,you may wish to changeyour fo-
what would 1 want to be like?" Some base their charac- cus (or get another player to change his mind instead).
ters on Favorite protagonists From Fiction, while others In the end, there is no set method. All of these
try to create believable characters out of whole cloth. It schemes work just Fine; use what works For you and your
helps to ask the Storyteller what type of series he has in Friends.

Richard De Remer (order #1312575) 67.236.105.66


Richard De Remer (order #1312575) 67.236.105.66
Phase One: Genesis origin. See Origin, page 128, For suggested character
origins and their related Backgrounds.
Your initial character idea can be just a couple sen- Example: William, the Sto*eller, plans a series
tences. You only need a hook on which to hang Further centered on New York City and its environs. Mike in-
details as you go. tends to run a mesmerist scientist, Jim a swashbuckling
Once you have the general concept -a dauntless martialartist, andBrett a devil-may-care dilettante and
crusader For justice, say -you should think a little about pilot. Ellendecides toplaya stalwart fist-to-the-jaw sort
the person behind that idea. Consider your character not and chooses Low Class to reflect her characters child-
as a ready-made adventurer or hero, but as someone who hoodinthe citys dirty underbel!y. This origin also gives
has the seeds OF greatness within her. You will add ex- her character - who she names Rachel Lady Lead
ceptional abilities toyour character in later phases OF the Buongiorno- one point in the Contacts Background.
process. Worry about making a person First, and let the
hero grow naturally from that. Nature
An adventurers innermost being at once drives her
Step One: Concept and binds her. A characters Nature is a key aspect OF her
The First part is simple: Ina Few words or sentences, personality and is split into a Virtue and a Vice (see p.
what sort OF character do you want to play? What does 129 For a complete listing). Pick two components oF your
she do? What is she like? What sort OF people does she characters Naturethat aregenerally compatible with the
spend time with? way you intend to roleplay her. You should pay careful
The concept could center around a skill (lm the attention to the way by which a Virtue replenishes the
worlds greatest doctor!). It could come From the characters temporary Willpower and a Vice forces your
characters back story (She was raised by wolves until character to expend temporary Willpower.
the age of six). Or you might Focus on a personality trait Example: Elleninitialb thinks that Bravo might make
(Shes obsessed with Fathoming the criminal mind). IF a good Virtue but decides that shedprefer to have Lady
youre more visual than verbal, you might developa mental &ad leap into dangerous situations and goes with Hot
picture and go From there (Hes tall and impeccably Shot instead. As for a Vice, Followerjumps out at Ellen;
dressed, but gaunt, with disturbingly long teeth and Fin- Rachelis a talented fighter, but she isnt going to be out
gernails). front shouting orders.
After that, you can work out in all directions - Allegiance
personality (Why did he want to become the worlds Allegiance gives an idea OF where your characters
greatest doctor?), history (Where did the gaunt gent get broad loyalties lie -whether to a nation, a cultural group
the money For that suit if he apparently cant afford de- or a private gentlemans club. Many heroes are part of
cent meals?), skills (What has she studied in order to local or national groups; some are political, while others
understandcriminals?), appearance (How does Little Miss exist just to provide camaraderie For like-minded indi-
Feral dress?) and so Forth. viduals. An allegiance gives your character a Free dot in
You do not need to Flesh out the characters life the Backing Background For that group. You dont have
history nor choose her Favorite movie. Keep your con- to choose an allegiance; just note Independent on your
cept in mind throughout, though. 1Fa skill or Background character sheet - this means your character doesnt
Fits, take it. If theres a clash (Why is the wolf-girl an get that Free Background point, though. A sample list of
excellent navigator?) stick to the concept. Trying to allegiances starts on page 131.
make a character whos good at everything and has no Example: Theplayers in Williams series want their
Flaws is counterproductive: Not only will you Fail, youll characters to see the world and explore uncharted re-
produce a boring adventurer. gions. The k o n Society stands out as a good patron
Origin for this sort o f thing. Along with the rest o f the team,
Your characters origin describes her in a word or a Ellen has Rachel be a member o f one o f the first local
short phrase, an intentionallyvague shorthand that gives chapters o f the k o n Society, which gives her Backing
you an idea OF where she came From. What sort OF life (kon) 1.
did the character lead before becoming an adventurer?
Was it dominatedby mundanechores, leaving her no time
Step Two: Choosing Attributes
to look to the horizon? Did she live on the edge, spending Every character in Adventure has nine core Traits
each day as if it might be her last? known as Attributes (described in detail starting on p.
Your characters past outlines who she knows, the 134),which help define the characters basic makeup and
resourcesshe has at her disposal, her inFluenceover oth- capabilities. Almost every action a character takes is
ers and the like. To reFlect this, your character gets one based on at least one Attribute.
point in an appropriate Background when you select an Attributes are ranked From one to Five, with two
being roughly human average (certain Inspired charac-

Richard De Remer (order #1312575) 67.236.105.66


hese limits with Knacks and super-sci- into eachMental Attribute andmakesa note to raiseLady
ence, but thats covered later). You note this rank on your Leads Wits later on.
character sheet by filling in the appropriate number of
dots. Characters start with one dot in each of the nine Step Three: Choosing Abilities
Attributes and can improve them during character cre- Abilities are your characters learned skills (see the
ation by spending Attribute points in a one-for-one ex- full l i s t starting on p. 138). Though based on the
change. characters Attributes, they represent life experience
Attributes are divided into three categories:Physi- rather than innate talent. Abilities are rated from one t o
cal, Mental and Social. When generating your character, five dots, but they arent split into categories in charac-
decide which of these is most important (the primary ter creation, and your character does not get a free point
group), which is second most (the secondary group) and in each. Abilities start at a rating of 0; you get 23points
which is least important (the tertiary group). You then t o spend however you wish among them, in a one-for-
add Attribute points into the various categories as fol- one ratio. The only remaining caveat is that a character
lows: add six points t o the primary group, four points to cannot have any Ability above three dots during this stage
the secondary group and three points to the tertiary of character generation.
group. Allocate the points as you see fit within each.With Abilities should reflect the characters interests and
six points for Mental Attributes, you could put three history, as well as the areas in which you want the char-
points into Intelligence, two into Wits and one into Per- acter to excel. I t is neither desirable nor possible for a
ception; alternately, you could put two points into each starting character to excel in every Ability. Instead, de-
Mental Attribute. Also select a quality for any of your cide what your character has learned and is good at. If
characters Attributes at four dots or higher (seep. 134). you end up with a few extra points, put them in some-
Match Attribute point expenditures to your char- thing you think would be fun or useful in play. If youre
acter idea. The frail scientist isnt likely to have Stamina short a few points,you can increase the characters Abili-
5.1Fyou assign him such a Trait, rethink the characters ties with bonus points or during Phase Two.
basic concept to fit that Attribute or consider spending Example: Ellen sees that her character shouldhave
the points somewhere else. When youre done, you may good scores in Brawl and Athletics; Endurance and Re-
feel that an Attribute or two is lower than you would like. sistance also seem important. Some Medicine would be
Thats okay; youll have a chance to change this with bo- handy, considering Rachels familiarity with her own in-
nus points or during Phase Two, below. juries andpatching up her brothers after their fights and
Example: Ellen sees RachelBuongiornoas a strong mishaps. Due to life in a tough environment, Intimidation
woman who grew up in a toughpart o f town, the only girl wouldbe useful. Ellen puts three dots in Brawland two in
in a house full ofbrothers anduncles. She decidesRachels each of the other mainAbi1ities she picked out.
mother died when she was young and her father raised Ellen has spent 13 o f her characters 23 points. A
the family as best he could. Racheldidnt have much time few other Abilities seem appropriate, but dontjump out
for schoolwork as a girl, so Rachels Mental Attributes as much: Awareness, Drive, Etiquette, Might andsavvy.
are tertiary. Since Ellen wants Rachel to become Lady Jey work well with Ellens concept, but shes not wor-
LeadduringPhase Two, she decides that constantbrawl- ried if she cant afford them all. She puts one point into
ing with heryounger brothers followed by training as an each o f this second group o f Abilities. That means 18
amateur boxer makes her Physical Attributes the pri- points have been spent, with five Abilitypoints left.
mary group. That leaves Social Attributes secondary, A point in Linguistics would allow Rachel to speak
which makes some sense; Rachel had to developa force- the Italian of her parents homeland, which seems ap-
ful personality in her household. propriate. Thisleaves fwrpoints.Ellen wouldlike to give
Ellen splits up points as follows: As a boxer, Rachels Rachel Brawl 4, but cannot do so at this stage, so she
Strength, Dexterity and Stamina are all equally impor- raises Rachels Athletics and Endurance to three dots
tant (Strength for punches, Dexterity for dodges and each and adds another point each to her characters
Stamina for taking hits), splitting the primary groups Awareness and Drive.
six points by three, two for each Physical Attribute. Dice Pools
Rachel now has three dots in each o f her Physical At- As mentioned in Chapter One: Rules, you add each
tributes (since all Attributes already start at one dot). Ability to its corresponding matched Attribute t o deter-
Ellen splits four points among Rachels Appearance, mine dice pools. The character sheet (p. 272) has a box
Manipulation and Charisma - two into Charisma (she next to every Ability where you can write this total for
wants Lady Lead to be a likeable heroine) and one each quick reference during action sequences. When an At-
into Appearance and Manipulation.Last come the Men- tribute and/or Ability goes up with experience points (see
talAttributes. Ellen thinks Rachels Wits shouldbehigher Character Development, p. 124), refigure the appro-
than two dots, but doesnt want her Perception or lntel- priate dice pool.
ligence below average to pay that cost. She puts a point

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Step Four: Backgrounds Inspiration
Backgrounds (listed starting on p. 144) represent lnspiration is the core Trait that separates adven-
your characters relationship to the rest of the Adven- turers from ordinary folks. Its not available to the un-
ture world. They dont refer to your characters innate Inspired, so your character has lnspiration 0 at this stage.
or learned gifts; instead, they represent her ties to the See below for further details on Inspiration.
world around her. These ties can include her friends and Initiative
contacts, property and material assets and other things. Initiative represents how quickly the character re-
You have six Background points to spend. As with the acts to rapidly changing events. A characters starting
other facets of character generation, you can increase Initiative score is the sum of her Dexterity and Wits At-
Backgroundswith bonus points in Step Fiveor with trans- tributes. You can also use bonus points, transformation
formation points during Phase Two. points or experience points to increase lnitiative inde-
Example: Rachels famih remains very important pendently of the total figured from your characters Dex-
to her, even thoughshehas left homeandlives ina board- terity and Wits.
ing house in Brooklyn. She also gets good advice from
her trainer, Vinny the Broom Bromowski. More gen-
Movement
The characters movement scores represent the
erally, she knows a couple of fighters and trainers on the
boxing circuit who hear scuttlebutt a few hours aheadof number of meters she can move in a single action. Your
the papers. Rachelprobably has a reputation that is not character may walk, run or sprint. If walking, she moves
at (Dexterity +2) meters in one turn. If running, she moves
altogether positive, given the mores ofthe day.
Ellen puts one point into Resources to represent (Dexterity + 12) meters per turn. If sprinting, she moves
Rachels modestmeans. She figures her brothers, father ([Dexterity x 31 + 20) meters per turn. Some Traits may
increase this total, but you cannot spend bonus points to
and uncles around the city are worth three points of Al-
do so. See page 187 for more on movement.
lies. Vinny the Broom is a one-point Mentor. Rachel
started with one point in Contacts thanks to her origin, Example: Ellen works out LadyLeads final Traits.
above; Ellen figures the boys on the circuit are worth Rachelhas Willpower 3; Inspiration 0; Initiative 5 (Dex-
another point in that Backgroud. She also got a free terity 3 + Wits 2); and movement o f 5 rn walk, 15 m run
Backingdot from her allegiance before to represent her and 29 m sprint.
standing in the /on Society, which she notes now. Bonus Points
Ellencannot afford apoint ofReputation rightnow You can further customize your character at the end
and decides to spend bonus points to pick it up later. of Phase One with bonus points. They can improve your
Ellenshould assign names and descriptions to two major characters Attributes, Abilities, Backgrounds, lnitiative
Contacts as the Background requires, but she would or Willpower. You cannot raise an Ability above three dots
rather talk to the Storyteller and see if he has any ap- at this stage (youll have to wait for Phase Two for that).
propriate characters to fit those spaces. Unlike the points from previous steps, bonus points do
not spend in a one-for-one ratio. See the Character Cre-
Step Five: FinishingTouches ation Table, page 116, for bonus point costs to raise vari-
Just a Few short pieces remain to complete the or- ous Traits.
dinary version of your character: her strength of will, You get 15 bonus points to spend.
Inspiration,reaction speed, movementand bonus points. Example: Raising Rachels Wits to three dots (as
Willpower Ellen wanted earlier) takes five points and boosts her
Willpower represents your characters strength of lnitiative by one. Another five points and Rachels
purpose and her ability to overcome her own greatest Strengthgoes up byone also. Ellen wants to raiseRachels
limitations. The circles on your character sheet repre- Brawlscore, but she must wait for the next step in char-
sent your characters permanent Willpower. This rating acter creation. With five bonus points left, Ellenspends
is your dice pool, the number of dice used when you roll four points to give Rachel Willpower 5. The last point
the characters Willpower. The squares underneath the buys a dot in the Reputation Background. Ellen is now
permanent Willpower represent the characters tempo- done with Phase One!
rary, or current, Willpower. These squares are filled in
as the points are earned (by adhering to the characters
Virtue) and erased as they are spent. See Willpower,
Phase Two:
page 151, for a detailed explanationof this importantTrait. Transformation
Permanentand temporary Willpower are each rated Now you know who your character used to be and
on a scale of 1 to 10, although temporary Willpower can what her mundane life was like. In Phase Two you trans-
never exceed the permanent score. Your character be- form her from ordinary person into heroic adventurer!
gins with Willpower 3; you can raise this number using
bonus points to a maximum of 10 (see below).

Richard De Remer (order #1312575) 67.236.105.66


Step One: Inspiration power to sway mens minds or move remote objects with
A characters lnspiration is the source of her he- a thought. A mesmerist can choose from psychic Knacks
roic being. The moment of Inspiration is crucial to the and can create Advanced and lnnovative super-science

. character -arguably, its the most important thing that inventions.


will ever happen to her. It typically happens as a result of Dynamic Inspiration: This transformation pro-
stress, either positive or negative. Winning an important vides the adventurer with incredible physiological ben-
I government grant could be a scientific characters mo- efit. Dynamic Inspiration alters the characters body and
ment of Inspiration; narrowly surviving drowning in icy endows her with amazing physical abilities. A stalwart can
rapids might be a more suitable lnspiration for an ex- purchase dynamic Knacks and can create Advanced and
plorer. lnspiration can also flow from the course OF a lnnovative super-science inventions.
characters liFe and commitments, rather than a single The Instance of Inspiration
event. For many characters, Inspiration occurs in a single
Your character gets Inspiration 1 now; this score defining moment or as part of a life-changing event.
can be increased with transformation points. Like Will- Something happens that awakens the latent 2-wave en-
power, permanent Inspiration ranges from 1 to 10 points ergy within them and grants them abilities beyond those
and is noted by filling in the appropriate number of circles of ordinary men and women. Such characters will often
on the character sheet. The squares underneaththe per- begin to describe their lnspirationswith the phrase ...and
manent lnspiration representthe characters temporary, then, all of a sudden....
or current, pool of Inspiration points. These squares are Not all characters undergo Inspiration in a single
filled in as the points are earned (by performing appro- defining moment. One might decide after a muggingthat
priately heroic and, well, inspiredacts) and erased as they he must train himself rigorously so it never happens again.
are spent. He still experiences the lnspiration but a little at a time.
The pool of temporary points starts equal to your A devoted scholar might throw herself into her studies,
characters permanentscore. The temporary amount can only to realize after months or even years of research
also exceed your characters permanent Inspirationscore that she has bypassed ordinary human potential. Or, in a
in the course of the game. This doesnt happen too of- classic pulp schtick, the characters Inspiration might be
ten, but it is possible.See page 152 for more details about the result of years of semi-mystical training in a remote
this essential Trait. monastery or hidden school. These characters might lack
Inspired Character Types the shock and giddiness of those who experience sudden
There are three methods of lnspiration - and Inspiration, but that wont make roleplayingthem any less
accordingly, three kinds of characters in Adventure. enjoyable.
Those who experience heroic lnspiration are known as The event that causes the characters lnspiration
daredevils; characters who go through psychic Inspi- shapes the type of transformation that occurs. Stalwarts
ration are called mesmerists; and those who benefit most commonly transform in the Face of a physical chal-
from dynamic Inspiration are named stalwarts. lenge. Mesmerists Inspirationsoften come from mental
Make no mistake, a stalwart can certainly be he- challengesor emotional shocks. Daredevils, in many ways
roic or a mesmerist may well be dynamic, in the general the generalists of Adventure, attain lnspiration through
sense of the words. In Adventure, each term reflects the some manner of tremendous heroism.
unique manner in which the character is Inspired. The Here is a list of possible Inspirations and the types
respective labels are primarily for convenience.A dare- of adventurers most appropriate to result from them. Use
devil does not have to go skydiving and bullfighting on these choices as a springboard for your own ideas:
the weekends. A mesmerist does not necessarily dress Dawning Awareness: In studying esoteric phi-
in a cloak and turban and use hypnosis to entrance her losophies or branches of science, the character unlocks
foes. And a stalwart isnt necessarily a stocky fireplug the true potential of her mind. This is likely to take a lot
OF justice. of study, although certain chemicals might aid the char-
Heroic Inspiration: This transformation draws acter in throwing off the chains of the conscious mind.
upon the individuals inner courage and willpower. He- This provokes psychic Inspiration, and the philosophy or
roic Inspiration does not bestow supernormal abilities or science the character studies is sure to afFect the kind of
powers. Instead, the characters raw courage and wit Knacks at which she excels.
gives her the ability to excel at ordinary tasks. A dare- Exposure to 2-waves: This lnspirational event is
devil can buy heroic Knacks and create Advanced su- wide open, as telluric energy permeates most of the world
per-science inventions. in the Adventure Era. Perhaps the character was there at
Psychic Inspiration: This transformation taps into Hammersmiths original presentation. Maybe he has an
the characters mental fortitude. Psychiclnspiration pro- associate(or mentor?) who createda Z-wave device, and
vides access to fantastic mental abilities, including the exposure to it unleashedthe characters own latent abili-

Richard De Remer (order #1312575) 67.236.105.66


ties. Or he might be an explorer who happened upon a Example: Men sees Lady Lead as a stalwart; she
natural phenomenonthat storedtelluric energy (this could pictures the characteractuallyhavingsome o f the physi-
be anything from ancient ruins made from justthe right cal properties o f lead! Exposure to 2-waves would
material to the venom of a particular Amazonian spider). work well. She figures that Rachels fathers bookie says
Exposure to 2-waves can trigger any of the three char- he knows a guy who couldmakeher the strongest woman
acter types. in the five Boroughs. Rachels not interested, but she
Fantastic Success: This rare transFormation oc- goes to humor her dad. Or. Daniel Hrozencik Is a scien-
curs when the character finally accomplishes a deed in tist o f sorts who claims that he can put athletes through
which she has invested a lot OF work and emotion. She some alchemical vitamin rqimen to increase their mus-
might be the first in her family to receive a college di- culature. When he demonstrates the Philosophers
ploma; perhaps she climbs a high mountain; maybeshe is Grinder for Rachel to brew her vitamin supplements,
elected to city council. Most often, these events gener- something goes horribly wrong! The machine explodes,
ate heroic or psychic Inspiration. killing Hrozencik, exposing Rachel to its core - and
Life-Threatening Accident The accident the transforming her into Lady Lead, whose flesh exhibits
character was in would have killed him, had his Inspira- some o f the properties o f that metal. Ellen will work out
tion not saved him at just that moment! This accident the precise effects in Steps Two and Three, below.
could be anything - a train sideswiped his motorcar;
he fell from a great height; he was in a house fire. The Step Two:
characters friend or family member might suffer an ac- Define the InstAration
cident instead, in which case he is transformed by the The inspiring moment shapes the capabilities the
need to rescue his loved one. This typically produces character manifests. Her own deep personal drives and
dynamic Inspiration, transforming the character to sur- convictionsdetermine how and when she can put her In-
vive the trauma in question. However, using ingenuityand spiration to best use; this is handled by having Inspira-
courage to escape might trigger heroic Inspiration. tion Facets,Traits tied to the characters Inspiration. Each
Personal Stupidity: Similar to the accident and Adventurecharacter has ratings in three lnspiration fac-
violenceoptions, with this event, thecharacter undoubt- ets: Intuitive, Reflective and Destructive.
edly brought her problems onto herself. Perhaps it seemed Although linkedto the characters lnspiration Trait,
like a good idea to go kayaking in a thunderstorm; maybe these facets have their own unique function in the game.
she chose to rob the bank next door to the police station The lntuitive facet rewards immediate action; the Re-
at lunchtime; perhaps she decided to go spelunking her flective facet rewards caution and forethought; the De-
way into an uncharted cave alone. Regardlessof the rea- structive facet rewards the shattering of obstacles, be
son, only Inspiration saved her from her predicament. they physical, social or emotional. See page 152 for fur-
This is a common cause of heroic lnspiration (though ther details.
plenty of daredevils keep that Fact hidden). All lnspired characters have the three facets but
Social Chsllange: The character faced down mor- do not necessarily have ratings in all three. Each facet is
tal embarrassment or the risk thereof or finally stood up rated on a one to f i e scale and begins at zero. You allo-
for herself and threw off an oppressor or abuser. This cate points to them once youve determined your
kind of experience leans the character toward psychic characters total Inspiration Trait score (so a character
Inspiration, as her mindand mentalfaculties becomemwe with lnspiration 4 has four points to apply to any OF the
highly attuned. three facets). The highest facet rating should always be
Training: The character is the result of a long that which you feel is most suitable to the character. IF
training period. Perhaps he spent his life pursuing physi- you increaseyour characters lnspiration later by spend-
cal or mental perfection in a distant monastery. Perhaps ing transformation points or experience points, remem-
he traveled to learn From the finest teacher in the world. ber to allocate a matching number of points to her lnspi-
Perhaps he is the product of a secret government train- ration facets.
ing program. Any type of lnspiration (heroic, psychic or Example: Ellenhas one Inspirationpoint so far; she
dynamic) is justified with this origin. considers putting it into Destructive Inspiration. Yet,
Violence: Directly or indirectly, the charactersuf- Rachel is dedicated to her family and city institutions
fered an attack. Perhaps he was caught in a battle in the and isnt driven by the need to destroy barriers, even
Middle East or took a side in a running gunfight between those that may need it. Reflective Inspiration isnt any
police and gangsters or was a victim OF domestic violence. kindo f option. Rachelis a woman o f action; she moves
Violence typically, though not always, induces dynamic ln- first and considers the consequences later. Ellen puts
spiration. One character might think his way out of a tough Rachelsdot into Intuitive Inspiration. Shelluse thesame
situation to become a mesmerist, while another usessheer logic to add more facet points after shes raised Lady
raw damn manliness to become a daredevil! Leads Inspiration score.

Richard De Remer (order #1312575) 67.236.105.66


ing pool andincreases the pools total capacity to 16.) As
with any other temporary Inspiration, these points are
Transformation Points gone after they are spent during gameplay.

-
Now, you decide precisely what your characters Purchase heroic Knacks. Cost 2 transformation
Inspiration changed within her. This metamorphosis is points for each heroic Knack. This option is restricted to
handled by spending transformation points. A beginning daredevils.
character aets 13 transformation points; you can use these
to improve nearly any aspect oFthe character, including
Purchasepsychic Knacks. Cost 1 transformation
point for a level one psychic Knack; 2 transformation
Attributes, Abilities, Backgrounds, Initiative, Willpower, points for a level two psychic Knack; 3 transformation
Inspiration, Knacks and super-science inventions! points for a level three psychic Knack. You do not have to
Always remember that Adventure characters are buy a lower-level Knack before buying one of higher level.
not four-color superheroes by any stretch of the imagi- This option is restricted to mesmerists.
nation. Admittedly, they have capabilities that no ordi- Purchase dynamic Knacks. Cost 1 transforma-
nary person has, and they can do some pretty fantastic tion point for a level one dynamic Knack; 2 transforma-
things, but they are still fundamentally people. They suc- tion points for a level two dynamic Knack; 3 transforma-
ceed because of their grit, determination and ingenuity, tion points for a level three dynamic Knack. You do not
not because of some list of super-powen. have to buy a lower-level Knack before buying one of
Certain restrictions apply, depending on the higher level. This option is restricted to stalwarts.
characters Inspiration type. The Storyteller has final Example: Ellen wants Lady Lead to be exception-
approval over all transformation point expenditures. ally strong andresilient, so she spends one transforma-
Transformation Point Options: tion point to give the stalwart Strength 5 andStamina 4.
. lncrease normal Attributes to a maximum of 5. She wants to raise Stamina to Fivepoints - Rachelis,
Cost 1 transformation point for 2 Attribute points. This after all, now partly made out o f lead - but since one
increase will change relevant dice pools and may impact transformation point gives two Attribute points, Ellen
Initiative, movement and soak ratings. must raiseanotherAttribute also. EllendecidesLadyLead
lncrease normal Abilities to a maximum of 5. Cost: is fairly likable andputs the other point into Charisma.
1 transformation point for 5 Ability points. This increase Ellen then spends one transformation point to get
requires recalculatingrelevant dice pools. five points in Abilities. She raisesRachels Brawlby two
Purchase Ability mastery. Cost 1 transformation points, Athletics and Resistance each by one point, and
point for 1 dot of Ability mastery, purchased once on no gives one point to Rapport (having hadnopoints in Rap-
more than three separate Abilities. This mastery will port previously).
change the relevant dice pool; the character must already Ellen spent three transformation points on Abili-
have five dots in the Ability. ties andAttributes; she has 10left. She looks at Knacks
lncrease Backgrounds to a maximum of 5. Cost 1 next. Since Lady Lead has been changed into a some-
transformation point for 4 Background points. what metallic form, she doesnt require the same envi-
Purchase Background enhancement. Cost 2 ronment that ordinary people do to survive. Ellen buys
transformation points. The character must already have the level one dynamic Knack Man for AllSeasons (which
five dots in the Background. she notes as Woman for All Seasons>, the level two
lncrease Willpower Trait to a maximum of 10. dynamic Knack OptimizedMetabolismandthe level three
Cost 1 transformation point For 2 permanent Willpower. dynamic Knack Body o f Bronze (to simulateLadyLeads
Each additional permanent Willpower also gives the char- metallicphysique). n e s e cost six points in total, leaving
acter one temporary Willpower point. her four. Ellen spends one to boost Rachels Willpower
lncrease lnspiration Trait to a maximum of 5. by two; LadyLeadis strong- willed. The remainingthree
Cost 1 transformation point for 1 permanent Inspiration. are spent to give her character lnspiration 4.
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 tem-
Phase Three:
porary Inspiration point. Last Details
Add temporary Inspiration points to pool. Cost 1 Once the numbers are crunched and the dots filled
transformation point for 3 temporary Inspiration. Each in, its tempting to leave the remaining questions about a
point purchased adds to the characters temporary pool characters background and personalityto chance or ran-
and increases the pools capaciq by the same amount. dom decisions in-play. You may leave some questions
By definition, this allows the character to have a total about a characters life unanswered or deliberately add
pool higher than her permanent Inspiration score. (The in new bits of history or personality in reaction to events
base lnspiration pool is 10, so two transformation points during the game. But if you want to make sure your
adds six temporary Inspiration to the characters start- characters background is internally consistent and

Richard De Remer (order #1312575) 67.236.105.66


matches a certain initial conception, now is a good time your characters Backgrounds as contacts, allies, men-
to answer a few questions about her. tors or followers. Giving your character an emotional re-
lationship with family members helps to ground you in
Step One: Final Touches the character that much better. Some characters might
Finally, the last of the crunchy bits. You may need be loners, alienated from family or having no living Fam-
to recalculate the characters lnspiration facets, Initia- ily; that in itself is a character hook, as you should ask
tive and movement based on how you spent transforma- why the character is in such straits.
tion points. You shouldalsocalculate the characters bash- What do you do for a living? If your character is
ing and lethal soak. Bashingsoak is equal to the characters very young, she probably doesnt have a job, but remem-
Stamina Trait, while lethal soak starts at zero. Each may ber that people took adult jobs far earlier in the 1920s
be increased by appropriate Knacks and armor. than they do in the early 21st century - in Fact, the
Example: Allocatingthelnspirationficets, LaonyLead economic crash of the 1930s brought the average work-
has Intuitive 3 and Destructive 1. Her final Initiative is 6 ing age up to its current level. School was important, but
(Dexterity 3 + Wits 3). butsinceher Dexterity remainsthe most kids didnt spend as long in school as they do in the
same, her movementrates stay at 5 m walk, 15 m run and modern day.
2 9 m sprint. Her base bashingsoak is equalto her Stamina So, your character probably has a job. What does
5, and she has no base lethal soak. 7he sody o f Bronze she do? Even if shes independently wealthy (requiring a
Knack boosts her soak totals to a staggering[7/5]. high Resources Background and a plausible explanation
in her history), your character must still expend some
Step Two: Spark of Life effort to maintain that status. At the very least, she has
The numbers are all laid out; dots fill your charac- to make an appearanceat the office/shareholders meet-
ter sheet with abandon. It is time to figure out who your ing/crime den/what-have-you. A character who works
character really is. You need not answer all of these ques- for a living has correspondingly greater demands upon
tions ahead of time. Still, you should at least use them to her time and Freedom.
get an idea of what your characters responses will be to How do you react to new people? Is your char-
various roleplaying situations. acter naturally sullen and suspicious when introduced to
How old are you? Characters in Adventure can new Storyteller and playerscharacters? Or is she a little
be any age, though very few are likely to be younger than too trusting? Each has its own entertainment value; make
15. Most are young adults, From early 20s to mid-30s. If sure the choice is true to the character youve created.
your character is older than you are, think about how the Why do you adventure? What drives your char-
added life experience is likely to shape her outlook; if acter? She receivedlnspiration at one point not long ago;
she is younger than you are, try to think back to your what was she doing that brought it about? Now that she
own attitudes at that age. has it, why doesnt she just retire to a life of relative
What do you look like? The characters Appear- safety? She is out risking her life and exploring the world
ance Trait only begins to describe the character; other in this series; what put her there? This is your best chance
players and the Storyteller wont be satisfied with Oh, to drop a plot hook in your Storytellers lap: Perhapsyour
shes very attractive; she has Appearance 4 and noth- character adventures because her true love spumed her;
ing more. Find a book, magazine or Website with pic- perhaps she has debts and needs to rack up some money,
tures of 1920s Film stars and celebrities to get a feel for fast; perhaps she simply has an unquenchable curiosity
the look of the age; you could even photocopy an image about the unknown. Your Storyteller will use this moti-
that seems appropriate to your character. vation to Formulate plots and subplots For your charac-
Was your life adventurous before your Inspira- ter, so make sure to share your thoughts.
tion? Its certainly not required that it was, but many In-
spired characters do lead unusual daily lives.
Was your transformation instant or slow? For
Prologue
mostcharacters, lnspirationhappens all at once, but there Most Storytellers will run your character through a
are circumstances that lead to a slow Inspiration. prologue story before introducing her to the ongoing se-
What are your quirks? A funny voice, a strange ries. A prologue usually begins with your character as an
accent, a twitch or other behavior quirk may help you ordinary person and ends with her lnspiration and tram-
get grounded into your character, and it may help the formation. A gmd prologue can be great Fodder for you as
other players and the Storyteller differentiate when you a player; your characters alliesor contacts come alive, and
are making a comment out of character or in character. the Storytellers attention is focused on you and you alone.
Dont overdo it! The last thing the world needs is another While the Storyteller will use the background that
terrible Scottish accent. you and he worked out, he is likely to take the story beyond
Are you close to any family members? Family what youve already discussed and bring your character
members make great story hooks and they fill in slots in from an ordinary person to an intrepid righter of wrongs.

Richard De Remer (order #1312575) 67.236.105.66


at the Storyteller is in charge of your single category at one time, although multiple charac-
prologue, and he may dictate that your character takes ters may qualify for the same award.
certain actions to better fit his overall plan for the story. Automatic: Each character receives one point at
Most of the time, though, the important decisions re- the end of a story.
Discovery: The character understandssomething
new and significant about herself, her fellow adventur-
U I
- ers or the universe.
The prologue lets you test your character, making
ExceptionalRoleplay: The player roleplayed her
sure she can do the things you want her to. Its not un-
character particularly well. This behavior should be ap-
usual to discover that an Ability functionsdifferently than
propriate to the character; points should not be awarded
you thought or that a higher (or lower!) Trait makes more
for outlandish, out-of-character antics.
sense for your character. After the prologue, you may
Heroism: The character risked life and limb to
modify your character (with the Storytellers supervi-
save the day. Only the most dramatic situations qualify
sion), adjusting her to better fit your concept and the
for this award - a typical cliffhanger or simple stupid-
series. You dont get any more points to spend, but you
ity does not count.
may shift the existing ones around as appropriate. Once
Wisdom: The character discovered a way out of
you begin the regular series, any further modifications
a trap or learned the truth behind a mystery. The group
must be made with experience points.
often deduces solutions together, in which case, every-
one should be awarded. If one character pieces every-
Character thing together by herself, only she gets the award.

Development Cohesion: The characters worked exceptionally


well together, defeating their opponents or strategically
During a stwy, your character learns many things investigatingall avenues of information.
about herself, her abilities and her needs for improve- Mentoring: A player helps involve new or shy
ment. Success and failure combine to teach you about players in the game events, even at the risk of having her
your characters limitations and potential. Your charac- character miss out on exciting in-game events.
ter will make mistakes, gain insight, practice and (hope- Creativity: This award is reserved for playerswho
fully) not repeat past errors. All of these things are mea- add to the storys enjoyment without detracting from the
sured in Adventure through experience points. game. This includes, but is not limited to, creating well-
developed backgrounds, in-character journals, short sto-
Experience ries and/or introducing new story elements. This bonus is
The Storyteller has must quantify each characters highly discretionary and should be awarded infrequently.
experiences. While the knowledge you gain concerning Ambiance: A player who adds significantly to the
plotlines, supporting characters and your team cannot overall mood might win this one. Possibilities include:cre-
be measured, your characters experience can. Experi- ating theme music mix tapes or CDs for each session;
ence points are an artificial measure of success or ac- drawing character sketches of team members and no-
complishment that translates into enhanced power, in- table Storyteller characters; building virtual reality
fluence and capability. walkthroughs (using the 30 graphics engine of choice)
Awarding Experience Points of important locales in the game; cleaning up before and
The Storyteller should award experience points at after sessions and providing drinks and snacks; or chauf-
the end of every story in a series (seep. 110 for the games feuring other players to and from the game. As with cre-
time increments).Astory may transpire over multiplegame ativity, this bonus is highly discretionary.
sessions. If a given story arc may last more than three epi-
sodes, the Storytellershould give experience points about Roleplaying Development
halfway through. (Withholding experience points for too So the Storyteller hands out experience points.
long can frustrate players.) All characters typically get the When do you get to spend them on your character? Its
same number, although outstanding accomplishments or arguable that a character shouldnt improve an impor-
roleplaying can earn an individual bonus. The amount the tant skill in the middle of an episode. Some players may
Storyteller gives depends on a number of Factors, as c w - feel a character should be able to improve a Trait at any
ered below. Certain rewards neednt be given out all the time, that not every skill must wait for the character to
time. Doling a Few out here and there wont unbalancethe catch her breath. In the end, the Storyteller should do
series, and getting players in the habit of doing cool stufF what works for the group. If hes uncomfortable with
for a game makes the whole experience more enjoyable. characters improving in mid-episode, he should say so
The categories below describe areas in which char- and be consistent about it. If he doesnt mind, he should
acters can win experience. Each category is worth one let players know that, too. If he wants to take some middle
experience point. No character should ever fulfill every ground (characters can improve Abilities based on Physi-

Richard De Remer (order #1312575) 67.236.105.66


cal Attributes during episodes, but everything else has Application
to wait until a decent downtime occurs), thats fine too. Using a Trait repeatedly is the primary way to ex-
The actual timing of a Traits increase is less im- ercise it. Abilities that your character uses regularly are
portant than that it make sense within the context of the perfect to spend experience on. Such training in the
story. Theres no reasonwhy Professor Dixon shouldsud- field is suitable for virtually all Traits. This applies even
denly boost his Firearms Ability if he hasnt even picked if your character Fails in a task. Sometimes, we learn more
up a pistol in the past f i e games. Skill doesnt develop from our mistakes than from our successes.
spontaneously. The dots on your character sheet are easy
to fill in, but improvingsuch capabilities in real life takes
Research
Research is useful For improvingknowledge-related
time, practice and application. Adventure characters, like
Traits. You can increase such Traits at low levels through
real people, can improve only those Traits they exercise.
in-depth study. A t higher ratings, your character must
There are three key ways to justify increasingyour
combine research with real-world application. Finding
characters capabilities: application, research and train-
research material can take some effort, depending on
ing. You can spend experience points on a particular Trait
where your character is. In civilized lands, she can visit a
only if your character has usedthat skill, performedthor-
library, museum or laboratory. In the hinterlands, your
ough research or receivedadditional training. Whatever
character may need to study under a local shaman or
the method, its important to roleplay the development.
perform field research. New material appropriate to a
Whether that means seeking out a mentor For formalized
Trait must be studied each time you wish to increase that
training or swapping tips of the trade with others, de-
Trait.
velopment must be part of the story. Taking an entire
episode to roll dice and increase your characters Brawl Training
rating isnt the point. The development can plumb new Your character can seek training if he isnt exposed
depths in your characters identity and in the story. to situations in which his Abilities improve naturally.
The Storyteller and the player should agree upon Trainingfocuses on improvinga certain Trait through rig-
the circumstance and time necessary to improve a Trait. orous repetition in a controlled environment. Any Trait
Skill improvement need not be the focusof thestory, but can be improved this way, although some skills develop
it should derive logically from the plot. 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
characters physical prowess. Mental Attributes develop
mostly through discipline and constant exposure to new
material. A stagnant mind never improves, while an ac-
tive one can overcome any limitation. The major compo-
nent 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 Abili-
ties, 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 characters experience grows. Even
among adventurers, only the most dedicated individuals
can master their fields.

Richard De Remer (order #1312575) 67.236.105.66


An Ability in which your character has a specialty by accident, the stress OF a situationunlockingsome here-
increasesjust like any other. When the specialized Abil- toFore unrealized power.
ity raises to the next dot, your characters specialty au-
tomatically goes up as well, remainingone dot higher than Losing Traits
the Ability itself. This increase works the same For all of Attributes, Abilities and Knacks are typically re-
the specialties that your character has in that Ability. duced only due to extreme injury, loss of a limb or a simi-
Say your character currently has two dots in Fire- lar condition. IF your character suffers an injury suFFi-
arms and you previously bought the Targeting specialty cient to impair her, the Storyteller must decide what im-
(giving your character an extra die when aiming). Rais- pact the accident has on her Traits.
ing the Firearms Ability to three dots costs four experi- Backgroundscan lower in rating over time, whether
ence points, and you still keep the extra die For Target- due toyour characters own actions or thanks to plot cir-
ing (giving your character a rating OF Firearms 4 when cumstances. A contact, mentor or an ally may meet a
aiming). tragic end, break off the relationship with your charac-
ter due to some philosophical or political disagreement
Increasing Backgrounds or simply get Fed up with how your character has treated
Backgrounds are improved only through actual him. Your character could lose influence or backing due
roleplay. Your character cannot study new contacts, nor to a coup or by getting Fired For spending too much time
can she practice increasing her number of close allies or chasing after so-called jaguar-men in South America. She
her mentors power and influence. Backgroundsdevelop could lose resources thanks to bad investments, theft or
strictly over the course OF a story. The Storyteller can by being too Free with her money. A treasured gadget
introducea potentialcontact, but he might never call back could be damaged or lost in battle, stolen by a dastardly
if your character screws up the meeting. Likewise, your rival, or even be replaced by something better.
character may actively seek to gain more influence by Backgrounds should be reduced only if the player
manipulating politicians and local authorities. To retain abuses them (having her character assault allies, squan-
the effort as an intrinsic part of your character, you must der resources) or iF the reduction Furthersthe plot. IF its
then spend the appropriate experience. the Former, its fair to say your character shouldnt have
New Backgrounds develop in much the same way. such Backgrounds; the Storyteller may have you allocate
You or the Storyteller introduces them, and they are made those points elsewhere. In the latter case, the Storyteller
permanent after roleplayby spending experience points. should restore or replace the Background at an appro-
This is not t o say that your character can onk have priate point in the story. Any changes to a characters
Friends, resourcesor equipment if she buys them as Back- Backgrounds should be justified through the characters
grounds! 1F she stumbles across a crate full OF gold or own actions or contribute productively and significantly
lucks onto 2-beam rifle, you neednt spend experience to the story. Followers dont exist for the Storyteller to
For her to keep it. snuFF; theyre just as much a part OF the character as her
Backgrounds represent relationships that you Feel Attributes and Abilities, and they should be given the same
create an especially important dynamic For your charac- consideration.
ter. Friends, money and connections that arent purchased
as Backgrounds still exist, but they dont have the same Personality Development
strong ties to your character as those bought as Back- Your characters personality can change radically
grounds do. Spend experience only on the Backgrounds over time. Innocentyouths can become hardened veter-
that you want to be a central part OF the story, a sort OF ans, while cynics can learn to believe in truly good causes.
supporting cast of your very own. Backgrounds give These changes cannot be mapped on a character sheet.
your character special beneFits and shouldnt be treated They develop through roleplaying and interaction with
frivolously (by either player or Storyteller). other characters. Certain Traits, however, define your
Increasing Knacks characters personality.Natures Virtue and Vice describe
The means For increasing an adventurers unique true personality, allegiance reflects loyalties, Willpower
powers are as individual as the character herself. R o n rates strength OF will and Inspiration assesses the intan-
and a Few other groups have rudimentary training facili- gible spirit within all living things.
ties, but they know little about the workings OF telluric Changing Nature
energy and how it influences the Inspired. Its seldom Nature defines a personalitys overriding focus. The
immediatelyclear how effective a given training regimen Forces that shape a child into an adult mold the basic Fabric
is. Ultimately, most Inspired must train themselves OF her personality. These influences (parents, siblings,
through trial and (sometimes dangerous) error. Devel- friends, enemies) cannot be denied. For the purposes of
oping a new Knack is at least as tricky as training in an Adventure, your characters Virtue and Vice should rarely
existingone. Often, an adventurer discovers a new Knack shift. One or both might changeonlyafter long-term influ-

Richard De Remer (order #1312575) 67.236.105.66


ence From outside sources, in-depth soul searching or ening her resolve. Focus and meditation could lead to an
aftera particuladytraumaticevent.Discundesiredchanges improved understanding of her core being. In short,
to Nature with the Storyteller so the adjustment may be events during the story havea direct effect on Willpower,
tied into the game. Whatever the specific circumstance, much as they do any other Trait. The main difference
the change should be a dramatic story element. between Willpower and other Traits is that Willpower
cannot be researched or taught. The Storyteller should
Changing Allegiance never casually approve increases in Willpower.
Allegiance can be altered as the story warrants (an
independent adventurer being recruited by the Crown, an Increasing Inspiration
h n memberbetraylngthegrcuptotheUbiquitcusDragon, More than any other Trait, Inspiration is a measure
etc.). Switchingallegiancecan have grave consequences in of a characters potential for power. Accordingly, Inspi-
the story - and betraying an influential power is almost ration can be increased only by exploring the potential
certain to make the character many enemies. implied in ones lnspiration facets and by practicing ones
Knacks. Characters who routinely push their limits -
Increasing Willpower playing key roles in cliffhangers, creating imaginativenew
Willpower is a quantified Trait that may be raised
uses for their Knacks and the like - are eligible for an
with experience points. However, this Trait should not
increase in Inspiration.As always, the Storyteller has fi-
increasewithout some logical reason.For example, a trau-
nal say as to whether spending experience points in this
matic event may hardenyour characters heart, strength-
area has been justified in the game.

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Traitsregister your character'scapabilities,strengths Creator
and weaknesses. This framework gives you the general You're an artist or entertainer of some sort or an-
parametersof what your charactercan accomplish, butyour other, earning your living by making others laugh, think
imagination and roleplaying shape what he actually does. or simply relax.
Traits in Adventure are designed to be broad; this game is Examples: Dancer, Circus Acrobat, Stage Magician,
about characters, not statistics. The previous chapter out- Musician
lined thecharacter creation and developmentprocess; this Background Options: Influence or Reputation
chapter contains many of the Traits you may choose from
to design your character. Knacks and super-science are
Defender
You crusade against society's wrongs.
detailed in Chapters Four and Five.
Examples: Muckraker, Politician, Police Officer,
Missionary
Origin Background Options: Contacts or lnfluence
To help roleplay who your character is now, you
Foreigner
should know where he came from. What circumstances
You're not in your home country for m e reason or an-
moldedhim into what he is now? Someonewho was raised
other,whether to starta new lifeor to exapepr dd one.
to a life of great wealth and luxury might becomea jaded
Examples: Diplomat, Immigrant, Royalty in Exile
sybarite. On the other hand, he might (like the Buddha)
Background Options: Allies or Resources
decide from personal experience that such amenities are
worthless. Someone born poor might stay poor or might Gambler
be driven to become a ruthless businessentrepreneur. Risk is what makes life palatable.
Each sample origin contains a brief description and 4 cardsharp,Bodti,stuntman,BBmstormer
lists a few specific examples that fit the particular origin. Background Options: Contacts or Mentor
When you choose your character's origin, you also get
High Class
one point in a single related Background; appropriate
You come From wealth and are used to command-
choices are listed at the end of each description. In addi-
ing great financial resources.
tion to the origins here, feel free to generate your own
Examples: Duchess, Business Tycoon, Eccentric
and determine its corresponding Background, with the
Millionaire
Storyteller's approval. Background Options: Followers or Resources
Aboriginal Low Class
Insteadof being raised in a "developed" nation such
Your whole life has been a struggle to keep shoes
as those of Europe or the United States, you had the tra-
on your feet and a roof over your head.
ditional upbringingof a low-tech society.
Examples: Revolutionary, Criminal, Laborer
Examples:Australin Abongine, Bedarm, Inuit, Ppmy
Background Options: Cipher or Contacts
Background Options: Cipher or Menagerie
Middle Class
Activist You had an average upbringing, with some hard
You're a proponent of new, modern politics.
times and some luxuries.
Exampks:Anarchist, Suffrasette,Communist, Fascist
Examples: ChaufFeur, Police Officer, Greengrocer,
Background Options: Influence or Reputation
Accountant
Academic Background Options: Ally or Contacts
-
You're a scholar from a long line of scholars edu- Military
cation and knowledge have always been important to you. You're enlisted in (or possibly retired from) some
Examples: Scientist, Teacher, Librarian, Monk
form of armed service, or you were the child of military
Background Options: Backing or Sanctum
personnel and were raised in that disciplined milieu.

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Examples: Sailor, Soldier, Pilot, Mercenary of three instancesper game session is also recommended.
Background Options: Backing or Followers Similarly, the Storyteller should keep an eye out for play-
ers who push the story in a certain direction purely for
Mystery more Willpower. Still, theres nothing wrong with
Your past is shrouded in conjecture or is entirely
roleplaying the scene in keeping with a characters Vir-
blank, either deliberately or due to some vagary of fate.
tues and Vices. They are essential guideposts to the
Examples: Spy, Fugitive, Amnesiac, Orphan
characters personality and temperament, after all.
Background Options: Cipher or Nemesis
Example: Serge is creating a blues musician, Mis-
Outlaw sissippi Slim. He chooses Expert for his Virtue (in this
Somehow you have ended up on the wrong side of case, an expert musician). Slim sees himself as a great
the authorities. performer, and when that image is confirmed, he gains
Examples: Mobster, Bank Robber, Fugitive, Smuggler Willpower. For Slims Vice, Serge chooses Hedonist.
Background Options: Contacts or Reputation Good times are Slims reason for being.
In the course o f play, Slim pulls out his harmonica
Philosopher
while waiting for a train in Georgia. Hisperformance gets
Occupied with matters of the mind.
those around him stompingandapplauding. Becausehes
Examples: Scientist, Poet, Theorist
demonstratedhis expertise appropriately for the story,
Background Options: Followers or Sanctum
he gains a Willpower point. As he gets on his train, a
Pioneer woman leans in, raises an eyebrow and says Want to
You push at the worlds boundaries. meet in my compartment for a private performance?
Examples: Artist, inventor, Explorer Slimknows that messingaround with a white woman can
Background Options: Gadget or Reputation get him in serious trouble, but if he wants to resist the
Saint thrill, his player must spend Willpower.
Note that if Slim had chosen Hot Shot as his Vir-
You do good works or studiously avoid wickedness.
tue, going with the woman would actual4 gain him Will-
Examples: Priest, Moralizer, Samaritan
power -becauserisking their necks is what Hot Shots
Background Options: Followers or influence
do best.
Tinkerer Each Nature below has a Virtue and a Vice compo-
Not only do you find out what makes things tick, nent; choose one for each aspect of your character as
you make them tick better. appropriate. Often, the circumstances that provide Will-
Examples: Mechanic, Watchmaker, lnventor power as a Virtue take it away as a Vice. As a result, its
Background Options: Gadget or Sanctum rare for a character to have the same Virtue and Vice.
Architect
Nature The majority of people are like worker ants. They
Everyone has strengthsand weaknesses. This is as scurry around with little understanding of their place in
true of personality as it is body and mind. Your penonal- the larger scheme. A few (you, for instance) are like the
ity - who you really are - is stretched between queen ant - the architect who assigns the tasks of the
strengths and shortcomings that form a dynamic whole workers, who designs the hill and the tunnels and who
-a personalitymade up of equal parts hubris and hero- has a vision focused on the entire colony, not on a single
ism. To model these, each Adventure character has a grain OF wheat or sand.
Nature divided into two parts: Virtue and Vice. The Vir- Virtue: You consider the big picture and have the
tue comes From what he believes is Fundamentally true dedication to make the image reality. Gain Willpower
about the world and himself. When his viewpoint is vali- when you take a concrete step toward attaining your
dated, he gains self-confidence and can act with greater greater goal.
effect, as reflected with Willpower (seep. 151for more). Vice: Others ideas suffer your scorn and outrage.
A Vice indicates the temptations that exert the stron- Spend Willpower or resist Followingsomeone elses plan,
gest lure for the character. When the character gets into or become enraged when a flaw is indicated in your own
a situation that plays to his Vice, he has a choice: He can machinations.
indulge his baser nature, or he can spend a point of Will-
power to resist.
Bravo
There is weakness. There is strength. All the moral
The circumstances in which Willpower may be
philosophizing in the world cannot erode these two im-
gained or spent are specific to each Nature. Some may
mutable truths. Some people are strong because they
occur much more frequently than others. So that one
choose to be; they are respected because they have the
Nature doesnt outstrip any other in its ability to provide
power to compel respect. Others are weak because they
(or subtract) Willpower, the Storyteller should restrict
choose weakness. There are some who have weakness
specific opportunities to once per scene. An upper limit

Richard De Remer (order #1312575) 67.236.105.66


thrust upon them and some who have unearnedstrengths, Virtue: Gain Willpower when you teach your cho-
and they must be evaluated individually. But the dynamic sen skill to someone or whenever you make a particularly
between strength and weakness is primary to all human impressive showing with that ability.
interaction, which is why you pursue strength with un- Vice: Spend Willpower to resist any opportunity
wavering intensity. to show off your prowess.
Virtue: Gain Willpower when you defeat a seem-
Explorer
inqly
- _equal
. (or superior) foe or force him to back down. Yetis in the Himalayas! Dinosaurs in Scottish lochs!
Vice: SpendWillpower whenyou defeat a foe (in com-
Unchartedislands peopled by unknown cultures! Myste-
bat or social interaction), or else you must pause to gloat
rious spokes of light sighted in the Gulf of Oman! All
on the victory and explain in detail how it came about.
these incredible, fascinating, unimaginable marvels are
Caregiver out there, just waiting for someone bold enough to find
The world is not fair, which is why human beings them. What areyou waiting for?!?
must strive for fairness. The world is not kind, which is Virtue: Gain Willpower whenever you make a sig-
why people must be kind to one another. The world is not nificant discovery.
safe, which is why we should always try to help and pro- Vice: Spend Willpower to resist rushing forward
tect each other. Mercy, justice and empathy are the blindly in pursuit of a juicy lead, however intangible, with
unique provenance of humankind - the only way we no regard for the consequences.
can collectively survive is through individualcaring. Youre
Fanatic
fortunate to have gifts to offer others: If you refuse to
Faith is the underlyingsustenance for all humanity.
use them, what good do they do?
The unenlightened and the selfish make futile attempts
Virtue: Gain Willpower when you receive tangible
to live a safe life that ultimatelyblinds them to the greater
proof that you have helped another. possibilities in the universe. Belief in something greater
ViSpendWiHpowertoresistoReringaidwhensome-
than the mundane individual - whether an organization
one is in appwentdistren (whether as obvious asa begging or a higher power - will sustain even the most frail of
vagrant was subtle as a mystenouslr fdom youngwoman).
people under the harshest of circumstances.
Charmer Virtue: Gain Willpower when belief in the rightness
People like to be happy, and youre good at making of your cause is confirmed as events unfold.
people happy. You know just what they need to hear in Vice: Spend Willpower to resist making a sacrifice
order to feel good, and it gives you genuine pleasure to - any sacrifice - to your cause.
give them what they need. It may not be the truth -but
Follower
deep down, who wouldnt rather be happy than right?
You recognizeyour limitations. Youve got skills, and
Virtue: Gain Willpower when you clearly provide
theyre valuable, but leadership aint one of em. Thats
comfort and good cheer to another.
okay. Leaders, no matter how impressive, dont get far
Vice: SpendWillpower in order to tell anyone some-
without followers. In fact, a good follower can be worth
thing you think they dont want to hear.
his weight in leaders. Dont believe me? Then stack a
Cynic group of 10 leaders and one follower against the oppo-
Anything that can go wrong, will, at thewwst poaible site and see which side does better.
time,intheworstpoaibleway,,withthemostpossiblewitneoes. Virtue: Gain Willpower when carrying out your as-
Then, it willstarttorain.Sure,goodthings &happen.Butndy- signed duty is a vital aspect of the missions success.
ing on them isjust plain fodlshnea. Isnt it better toexpect the Vice: Spend Willpower to take the leadership role
worst and elther be (1) prepared for it or (2) pleasantly sur- in a situation or whenever you disobey an order from
pmedwhenit doesnt happen? someone in charge.
Virtue: GainWillpower when you have a backup plan
Hedonist
in place when things go sour.
Lifeexiststobeenjoyed.1f thatwasntso,whywould
Vice: Spend Willpower when you take advantage
we enjoy enjoyment so much? If were all built to experi-
of a lucky break (as opposed to something you or some-
ence pleasure, isnt seeking pleasure just common sense?
one else planned and worked to get).
Sure, its possibleto go overboard -but as longas no one
Expert gets hurt, bring on the Garden of Earthly Delights!
Youhmrepg;smatelydevotedywrlitoexcellenceina Virtue: Gain Willpower when you have a truly good
s iFA. other peopk?canb e d d, butyou t h i time (and bring others along for the ride).
thatthehunterwho&asestworabbitslosesboth.Onlyth~ Vice: Spend Willpower to resist physical pleasures.
concenbationcan you hope to reachyour full potential. (Indi- (This expenditure may not be necessary if the tempta-
cate 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 with the odious phrase good enough. To you, some-
How do you know what you can do until you try thing is never good enough until its as good as it can
something you think you cant do? Testing limits is the possibly be. IF that upsets the people who are too lazy to
only way to discover your own - and the only way to do a decent job, well, they can all go straight to hell.
push beyond them. Youre never going to accept being V i Gain Willpower when ycur painstakingpbnning
half your best, and iF that means you have to crash some- cwers even unfowseencomplicationsin theexecution.
times - well, thats the price of being alive. Vice: Spend Willpower whenever you have to trust
Virtue: Gain Willpower when you survive a danger- a plan or device that is cobbled together or jury-rigged.
ous situation that you deliberately entered. Skeptic
Vice: Spend Willpower to resist indulging in an ob- Science of the day is tearing down many long-held
viously Foolhardy venture, especially if it has no direct beliefs regarding mankind, the world in which he lives
bearing on your goals. and the cosmos as a whole. Rules of creation are being
Jester thrown by the wayside in Favor of new discoveries as
Is there any social Occasion that cant be improved Far-fetched as any old wives tale. You dont see the point
by a tasteful joke or good-natured jest?Surely not. People of abandoning beliefs that have stood the test of time in
like to laugh - in fact, they needto laugh. IF we couldnt Favor oFcrazy new ideas slapped together by some over-
step back sometimes and regain a sense of proportion, eager scientist.
wed all go insane. Serious situations -danger, want or Virtue: Gain Willpower when adherence to tried-
pain - are when people need more humor, not less. and-true methods proves effective.
Those are the times were at the greatest risk OF losing V i SpendWillpowerorcompletely d i m any inci-
our humanity, and laughter is the golden road back to it. denceof intuition, non-b-adrtionaldeductionor mystcism.
Virtue: Gain Willpower whenever you lighten a Survivor
mood or ease a tense situation. They cant keep you down. No matter what it takes,
Vice: Spend Willpower to refrain From shooting no matter what life throws at you, you can take it.Others
your mouth OFF in inappropriate circumstances. may crumble at the First sign of adversity, but not you!
Leader Youll pull through whatever the odds... even if it means
You excel at perceiving peoples real worth and sacrificing others.
applying them where they can be most effective. Orga- Virtue: Gain Willpoww whenevw you survive a diRrmlt
nization comes naturally to you and so does mediation situationthrwgh ycur own cunningand p m w m c e .
among your Followers.People look to you for leadership Vice: Spend Willpower to resist taking an action
because they trust your vision - and youll be damned that will protect you in a crisis - no matter what the
iF youre going to let them down. The chain is only as other consequences OF that action are.
strong as its weakest link, though, and youll do whatever
it takes to make sure everyone under your command is Allegiance
up to the challenge. Each adventurer is an individual and, ultimately,
Virtue: Gain Willpower when others succeed be- succeeds (or fails) on his own merits. Only the Foolhardy
cause of your plans. go it completely alone, though. Other players charac-
Vice: Spend Willpower to resist punishingan under-
ters form the core OF your characters support group.
ling who Failed to carry out an order to your satisFaction. Similarly, your character likely has connections through
Paragon his Backgrounds to which he maintains some loyalty. Al-
You know whats right and whats wrong, and com- legiance reFers more to your characters philosophical or
promising with wrong when youre right is more wrong cultural ties; its an indication OF a larger entity or orga-
than just being wrong in the First place. Right?You have nization to which he feels a strong commitment.This com-
a duty to yourselF to do good - but more than that, a mitment can be based on anything From patriotism to
duty to humanity. Of course, adhering to a strict and in- religious Faith to philosophical sympathy.
Flexible standard of right and wrong can be difficult and This allegiance (supplemented by Backgrounds
wearying even in the best of times. such as Allies, Backing and Mentor) defines the or-
Virtue: Gain Willpower when you accomplish a task ganization or philosophy to which the lnspired ad-
by sticking to your enlightened ideals. heres, iF any. The Storyteller has a hand in this; she
Vice: Spend Willpower to forgo your self-righ- is perfectly within bounds t o say, This series is about
teousness and accept a compromise. an /on Society branch team, so all characters have
allegiance t o Ron, or, The characters are all mem-
Perfectionist bers of the criminal underworld, so allegiance to a
You have no patience For the sloppy, slipshod
law enforcement agency isnt appropriate.
hackwork that passes For tolerable when whitewashed

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This doesnt mean everyseries must have all OF the acter doesnt get that Free Background point, though.
players characters sharinga commonallegiance.Perhaps
The Eon Society for Gentlemen
a Branch P operative and an IDA detective are both Fer-
The h n Society pursues perhaps the most ambi-
reting out potential criminal contacts within the
tious project ever undertaken: Discover the true poten-
Ponatowski Foundation. Theyjoin Forces with a Founda-
tial OF humanity, and remove whatever obstacles threaten
tion member who suspects that her explorations are ben-
that destinys fulfillment. To achieve this end, the /on
efiting illegal ends, and eventually, the cabal requires the
Society recruits people who have realized their own po-
expertise OF the R o n Society. Viola! A truly mixed group
tential. Aside from a basic confidence in humanitys prom-
of allegiances, sharing common pursuits.
ise, any sort OF genius or intrepid soul might garner an
Along similar lines, theres always the possibility of
invitation to this gentlemans club. Explorers who have
a mole. In a series tentatively about the h n Society,
braved the darkest places, inventors whose ingenuityhas
perhaps one OF the characters is actually monitoring the
redefined entire fields OF study, pilots who have arisen
group For Branch 9. Does he remain true to his mission
From the First generation of dog fighters to be counted
or become sympathetic to his h n colleagues? Even if
your character is on the up and up, he need not broad-
among the best in the world - the possibilities are many
indeed. Occasionally, /on recruits members whose tal-
cast his true allegiance publicly. Its common for adven-
ents are less exciting - the chapter in London, For in-
turers (especially those involved in clandestineactivities)
stance, boasts a member who is fluent in 32 languages
to keep their allegiance under wraps. Likewise, a player
and is one OF Europes most celebrated concert pianists.
need not tell other players.
The R o n Society is more a club than an organiza-
The organizations described below are intention-
tion. Although Maxwell Mercer and a Few of the found-
ally only a sampling of the possible allegiances available
ing members are the de Facto leaders, they dont exactly
in Adventure. Although the ones most likely for Inspired
hand down marching orders. In the /on Society, most
to associate with, they arent the only ones in existence.
decisions are made socially or in response to some sud-
In the wake of the Hammersmith disaster, everything is
den development. Over cigars, two physicists may dis-
new - characters may wish to establish their own
cover that they have a common interest and decide t o
gentlemen clubs or international intelligence organi-
share their research. Upon discovering an ancient Viking
zations to face the challenges of tomorrow. Additionally,
burial site, an explorer might call an expert on Nordic
you might want your character linked to an existing na-
culture, an associate conducting similar research and a
tional government such as Australia or a private institu-
known stalwart to keep the expedition safe.
tion such as the Smithsonian. With the Storytellers as-
Despite this relaxed arrangement, h n observes a
sistance, use the allegiances described below as a guide
Few Formalities. It currently has three chapters situated
to creating your own.
in Chicago, New York and London, with at least another
When pickingan organization, keep in mind the po-
dozen to establish themselves within theyear. Each chap-
tential and freshness inherent in Adventure. None OF the
ter conducts monthly meetings, mostly Fund-raising or
groups here are particularly historic or monolithic. IF your
charity events with a separate, usually brief, meeting of
character isnt a Foundingmember, he is at least among the
the R o n associatesduring the evening. Aside From regu-
First individuals to join the organization. And while most
lar meetings, most associates visit their chapter houses
world governments have been around for a long time in
regularly. Those who dont are often tracked down by
comparison, there are so many changes in the offing across
their fellows to see if some grave harm has befallen them.
the globe that an enthusiastic individual has every chance
Still, Few members OF the R o n Society need encourage-
of standingout from his more hideboundpeers.
ment to stay active in the organization. They are, on the
Allegiance and Backgrounds whole, a passionate and eager bunch.
Allegiance allows For tremendous variety in every- Suggested Backgrounds: The greatest benefit of
thing from individual character interaction to the direc- belonging to the /on Society is its network of excep-
tion of the series as a whole. There is a game beneFit to tional members who often have extensive networks of
having an allegiance, aside from the roleplaying oppor- their own. Most have ratings in Allies and Contacts. Since
tunities it presents. Each allegiance gives the character a R o n members are the most accomplished in their Fields,
Free point in Backing for the group to which its related. many have InFIuence and Resources. Thanks to the ef-
Many allegiancessuggest more Backgroundexpenditures forts of associated scientists and inventors, members
and may influence other aspects OF your character. It is often haveaccess to gadgets.Newer members sometimes
not mandatory that a character must have an allegiance, have mentors, establishedh n associates who sponsored
however. If your character is a loner, lackingan ideologi- their entry to the society. Ranking /on personnel dont
cal connection to any group, write Independent on your lord it over new members, so Backing is emphasized less
character sheet - being independent meansyour char- than it might be with other allegiances.

Richard De Remer (order #1312575) 67.236.105.66


The Air Circus ville performers and the legions of promoters who make
The pilots of the Air Circus are a raucous and un- the show such a success.
kempt bunch. Whatever the city in which they live, they Suggested Backgrounds: Other than the basic back-
can often be Found at the local speakeasy (where some ing, members of the Air Circus often go for contacts.
are known to drink to excess). They recount stones of Theyre an eclectic, sketchy bunch, though, so its not
tailspins and dogfights, nosedives and near-misses, with uncommon for one flyer to have high resources, another
a jollity and volume that could be overheardover the roar a gadget (perhaps a souped-up racing plane), someone
of a Kinner engine. They are known to scuffle with friend else a sanctum and so on.
and stranger alike only to buy a round for the house min- Branch 9
utes later, all transgressions forgotten. What can you With a few exceptions, only three types of people
expect Froma group that supports itself by defying death? know about Branch 9: Heads of state, the Operators
Whilemany of the members travel thecountry with who work for it and the enemies who cross paths with it.
the Carnival of the Air, Americas most successful trav- Many of those who belong to this last group can never
eling air show, the Air Circus itself is little more than a divulge their knowledge - every Branch ? Operator
social club for barnstormers, smugglers and wings-for- has a license to kill.
hire. Many of its members perform with the Carnival only Secrecy is watchword of Branch 9. Though it has
when it sets up in a nearby town, if at all. But air shows offices all over the world, they arent in contact with each
are known to draw danger - with huge crowds and other. Each office is run by a head of the branch who
near-death on display, trouble rarely keeps its distance. answers to the host countrys head of state. Each branch
Outside the Carnival, members of the Air Circus hire head has a personal assistant and no more than five Op-
themselves out for sundry jobs. No destination is too erators under his command. Though Branch 9 deals with
Godforsaken, no cargo too hot to handle. For the mem- some mundane matters that have escaped the notice of
bers of the Air Circus, the challenge is the thing. lesser intelligence organizations, its Operators can ex-
This loose brotherhood serves as a support, com- pect most of their assignments to be for high stakes,
munications and safety network, and the Carnival of the against everyone from master criminals to regional war-
Air is its heart and soul.Though the most famous associ- lords and despots. Operatorsdo investigate crime as part
ates of the Air Circus are ace pilots, many of the groups of their duties, but they usually leave that kind of thing to
members are drawn from the legions of workers who the IDA. Branch 9 is more interested in the worlds po-
make the Carnival of the Air the spectacle that it is. Mem- litical climate and the secrets hoarded by those in power.
bers also include trusty mechanics, s a w y barkers, Vaude-

Richard De Remer (order #1312575) 67.236.105.66


Operators are selected From the elite ten about SafariJack Tallon -mdodramatic,overwrought
community, or, less often, From the accounts OF its explorers uncovering ancient mysteries,
growingpool OF individuals who possessa bizarrebut un- published in a Form that can be concealed within a math
deniable knack For the spy game. textbook. This new public Face is perhaps closer to the
S@BadrgroMdrCmperedto~Of& organizations nature. Many Ponatowskimembers are aca-
organizatii,&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 reflectstheOpemhsstanding inh h To be invited to join the Foundation, a potential associate
9, but dso the organizatiis 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. Its 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,unbatableloc~,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 Founda-
private 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 Rus-
theres evidence that organized crime in Sicily has immi-
sian 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 organizations anony-
Suggested Backgrounds: Aside From the backing
mous benefactor in London) heads each oFFice and em-
to representa member in good standing, most associates
ploys two to ten Irregulars. Such personnel are oFten
have a mentor who sponsors their explorations. In addi-
recruited From local law enforcement and intelligence
tion, many have a decent Resources rating to indicate a
organizations, though some began their careers as unat-
healthy stipend and other Financialsupport the Founda-
tached private eyes.While solitary agents handle much
OF the IDASwork, many of the oFFices maintain standing tion provides. Some also have allies andlor Followers who
accompany them on their expeditions. Note: Only mem-
units 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 investigatingextraordinary cases or crimes that
seem to involve an lnspired culprit.
Detective work can be a dirty business - though Attributes
the agencys claim that its Irregulars are incorruptible Attributes measure a characters natural, inborn
is hyperbole, its exhaustive background checks are de- capabilities. Other Traits represent narrower categories
signed to weed out the unsavory elements. Most Irregu- OF 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 affilia- skills because it measuresyour characters general hand-
tion 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 en- receives a quality This quality describes a narrow subset
forcement or private investigation. Influence is not un- oftasks within which youre even more impressive. When
common also. A few possess gadgets, Forensic technol- your quality comes into play with a given task, you can
ogy thats way ahead OF the curve. reroll any 10; any additional successes you roll are
The Ponatowski Foundation added on top of the 10.So if a high lntelligence char-
Every decent library in the West subscribes to the acter has a Linguistic Genius quality, she is more likely
Ponatowski Journa/oFxp/mtion.Once a scholarly publi- t o achieve spectacular results when translatinga Foreign
cation, the journal now takes its cue From the stories writ- tongue or trying to recognize an ancient language. Some

Richard De Remer (order #1312575) 67.236.105.66


sample qualities are listed with each Attribute descrip- Dexterity
tion. Only one quality may be chosen per Attribute. Mississippi Slim had the audience just where he
wanted them. His left hand danced across the frets and
Physical Attributes his right hand strummedandpicked, lightning quick. He
Strength got faster with bothhands, never missinga note, his hands
Virginia Kowalski had to duck her head and turn just a blur. The crowd went wild.
her shoulder to get through the office doorway. You n e n he doubledhis speedagain, andthey fell quiet
gonna open that safe soon?A gunshot two floors below with awe.
added urgency to her question. Where Strength is raw power, this is grace, speed
StanPolanski, the saFecracker, was frantic. Ican t and finesse - your ability to make your body parts go
with all this noise! he cried, his stethoscope clattering and do what you want. Dexterity determines accuracy,
against the metal. whether youre shooting pool or shooting your wifes new
Virginia (Ginny the Giant to her associates) rolled boyfriend. Its also combined with Wits to figure lnitia-

.
her eyes. Fine, she mutt&. Welljust take it with us. tive.
f i a t said, she jerked the heavy iron safe out o f the wall Qualities Quick, Graceful, Balanced, Accurate
and went back toward the door, carrying it like a baby. Poor: You spill your milk. Often.
The Strength Trait measures physical power, pure
0. Average: You can sink the
and simple. A high score equals mighty muscles. Not only eightballwithout scratching, usually.
..e Good: Your putts are like butter.
is it good for toting, lifting and jumping, it also deter-
mines the base damage of most hand-to-hand attacks. ...e Exceptional: You started juggling

. Qualities: Athletic, Rugged, Massive, Explosive


Poor: Weak as a kitten (dead lift
15 kg).
with knives because you heard it
was quicker -and you still have
all your fingers.
.e Average: Youre nothing special ..e.. Superb: You never miss.
(dead lift 45 kg). Stamina
....
e
.. Good: Burly (dead lift 100 kg).
Exceptional: Strong as an ox
(dead lift 165 kg).
Ali Fasads eyes narrowed. You lie! he exclaimed.
No man walks out o f the Maddening Desert alive!
I didnt say 1 walked out, /an replied. Not on a
..e.. Superb: All envy your mighty shatteredleg, my friend. No, I was carrid.
thews (dead lift 240 kg). Ah. IThenyoumusthaveriddenan excellentcamel. *

Richard De Remer (order #1312575) 67.236.105.66


No camel. Ianjerked his thumb at a huge, silent ics were not that advanced at the time o f the Cobra Cult
man warminghimselfby the fire. My friend Hassancar- - ldon 2 care what pack o f lies Sheffieldsoldhim. Fur-
thermore, firing glazed white porcelain - even if such
Stamina determines how long you can exert your- materials were native to Tibet, and I dont think they
self in a sustained Fashion: Its what separates the sprint- were - requires intense heat. In those icy mountains,
ers From the milers. It also measures resistance to ill- no one had enough fuel to develop high fire glazes.
ness, drugs and sucker punches. Stamina determines your Fuel up the zeppelin. Were going to the
Himalayas.

.
base soak pool.
Qualities: Hardy, Tough, Unyielding, Healthy Intelligence measures your ability to apply logic,
Poor: You really should quit smok calculate, remember and learn. Its not necessarily how
ing and drinking and eating those Fast you react - thats Wits. Rather, its a measure of
Fried butter biscuits. how thoroughlyyou think.

.
Qualities: Logical, Abstract, Mathematical, Well-

...
0. Average: You can run to catch a
cab without panting. Informed
Good: You can dance all night and Poor: Shut yeryap. lmthinkin.
work the next day - but not ev Average: You probably have some

....
0.

ery week. irrational beliefs, but by and large,


youre open to reason.

.....
Exceptional: The ladies call you
Everlastin. Good: You read Shakespeare

....
0..

Superb: You could run a marathon without the Footnotes.


while smoking a cigar. Exceptional: That slide rule in

Mental Attributes
Perception Wits
..... your pocket aint just For show.
superb: Yw are a bona M e genius.

Daphne simpered as Or. Konrad Schiltz leaned in Ever been in a song, sweet thing?
to kiss her. She reachedin her purse to grab... Nothing.
...nothing! Im a blues musician - MississippiSlim?
Looking for this? Konradasked, holding up her She gave him a sidelong glance. Sure you aint
icepick. Mississippi Ugly?
bat.how. didyou. ..? Naw, thats my cousin. He startedrapping his heel
Oh, please. You claim to be from Alsace, butyour against the barstool and sang. Oh, Mississippi Ugly/he
accent is pure Provengal. That made me suspicious hada galto hugshe/lef him at the altar/and no one round
enough to notice the bulge inyour handbag. His eyes could fault her,.. He broke o f f to call after her Hey,
narrowedas he put the needle tip to her delicate throat. come back and mistreat me some more! Its inspirin?
Now ... who sent you? Not Serrantino, I think. Lord Anyone can come up with a good response, given
Sheffield, perhaps? enough time. But Wits are what you use when you dont
This Trait determines the acuteness of your Five have any time at all. Everything From producinga timely,
senses. snappy comeback to diving for cover when you see the
-
...
Qualities: Keen Eyed, Sharp Ears, Alert, Detail- bomb Falling its all Wits. Wits combineswith Dexter-
Oriented ity to produce Initiative.
Poor: Wha...?
Average: You notice when a co-
worker gets a haircut.
.
Qualities: Clever, Alert, Crafty, Calm
Poor: Yeah? Well... uh... sos yer
old man!
0.. Good: You spot typos in the news Average: You can get out of the

...
0.

paper. way of a bad driver.


e...

.....
Exceptional: You notice when a Good: Yw can often come up with
co-worker gets a manicure. a plausible sbxy in the time it
Superb: You can identify dimer
ent types OF bats. In Flight. On a .... takesto say Waif let mescpiain....
Exceptional: One more drink,

Intelligence
moonless night.

Or. Schiltz frownedbut didnot speak as he left the


..... and 111 be under the host!
Superb: Their action and your
reaction are almost simultaneous.
M e r estate. His assistantcautiouslysaid, Herr Doktor,
youre taking m b e r i acquisition well.
Hrm. Thats because its a fraud Tibetan ceram-

Richard De Remer (order #1312575) 67.236.105.66


0.0 Good: IF youre pretty, you can
turn heads. If youre ugly, you can
turn stomachs.
Exceptional: One way or another,

.....
00.0

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 dont let me stop you.
As the chief stumbledout of his office looking for a
snack, Slim waited, waited, then ransackedthe mans 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 re-
allywant to do is what you want them to do is called Ma-
nipulation.lt doesnt 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)
calledyouadevious,treacherous
Social Attributes
.... S&.
Exceptional:People line up to take
Appearance
I
I m sorty, Sister, Craig said, peeking out the
7

drawn shades o f the hut. Normally, ldnever ask you to


..... your Falls.
Superb: What you get is every
thing you see.
discard your habit, but it does stand out - even in
Shanghai - and the Black Mandarin Tong isnt about Charisma
to... to.... Or. KonradSchiltz cut a dashing figure in his flight
Hed turnedjust intime to see hershakelongblonde gear as he paced in Front o f his crew. On this expedi-
curls out o f her wimple. Coupled with a pair of his trou- tion, there will be little comfort but much danger. Little
sers and one o f his shirts - big enough on her that he chance o f profit, but much chance for loss. You will not
could see a lovely expanse o f white neck, even with the be rested, but tested, and for what? Money? fame? IF
top button done up -she certainly didnt look like mod- thats what you think this missions about, leave now. 111
est Sister Chloe anymore. Not at all. even pay halfyour promised wages: just walk away.
Appearance is a measure of how memorable you Eutifywdo,knowthatyarcwemiaingaahancenot
look.This rating doesnt always refledexceptional beauty tosee a w, but tobecomepart o f it IFthat i n t d
- a high Appearance could also represent someone OF yaztknlwantyouon~crew.whoswithme?
striking ugliness! Since people often stick by a First im- Charisma is leadership, magnetism, inspiration...all
pression, Appearance can be very important when it the things that can take a number of people and fuse them
comes to social interaction. into a team with a unified purpose. Charisma is the inde-
Qualities:Seductive, Stunning, Hideous, Fascinating finable essence that makes crowds hang on a speakers
0 Poor: Your alias is whatsizname. every word.
0. Average: No ones going to put Qualities: Incendiary, Soothing, Hilarious, Suave
you on Vogue. Sorry.

Richard De Remer (order #1312575) 67.236.105.66


Poor: When someone tells you to Specialties: Longbow, Crossbow, Rapid Fire,
shut up. youre glad that they at Recurve
least noticed you.
Brawl
Average: You can makean OK
Rudy had never heard o f Ginny the Giant, so he
speechwithpreparatiandprxke.
just saw a fat woman he could bully. Move &you tubby
Good: People gather around to
bitch, he said.
hear your anecdotes.
For her size, Gmny was surprisingly quick. When her
Exceptional: Youre a spellbinding
fist hit his face and he saw colored stars and dropped to
speaker.
the ground, R d y realizedthat hedmade a mistake. When
me*** Superb Your words could start a
she stomped on his knee with all her weight - 120kilos
riot - or prevent one.
-Rudyrealizedhed madea very, v e v badmistake.
Brawl covers all forms of strength-based Fighting
Abilities -that means everything from boxing with the Marquis
Where Attributes represent a characters innate of Queensberry rules to wrestling to just plain pounding
abilities, Abilities reflect his learned skills. As such, they the tar out of someone. It inflicts bashing damage.
are narrower than Attributes -Strength is used for both Specialties: Groups, Grappling, Kicking
Archery and Brawl, but Brawl i s rarely rolled with an At- Might
tribute other than Strength. Slimhaddonehis share o fmakingbigrocksinto little
ASpecidly,boqhtHnthbcmswexperhepomts,rep- rocks, but since his release from prison, he hadnt regu-
resentsan even mrwerskill area. You may takeup to three larlyliftedanything heavier than a guitar, a harmonicaor a
specialtiesperskill;whenyourcharadeisspecidh/~into g/ass ofgin. Thus, as he hungout the window o f his apart-
play,padd anotherdie toyour pod.So,if achaader has two ment waiting for themen inside to stop searching, he found
dots in &awl but hasa Cheap Shot specialty, he e f f e d i his mind drifting steadily away from the question of why
has tfireedots in &awlwhene\rerhebiestopummdagminor these men - white men! - were interested in him. 1n-
w a n 9 . stead, he wondered how /on9 he couldhold on.
Usually, five dots are the most skill a character can MigM is theskill used to perform feats Ofsbwgth.Its
attain in a given Ability. If your character already has Five -
not raw pawerassuch-thatsthe Stre+ Trait tather,
dots in an Ability, you can use transformation points buy itsameasureofacharadwsabiltytoapplyhisorher~,
an additional sixth dot. This peerless degree of exper- useful For taskssuch as rippingphonebooks inMfor bendlng
tise is called Ability mastety the character is consid- barsEachdotofM~addstoa~sdeadliftcapacity;
ered an innovator head and shoulders above his peers. see page188fora r e w e chart. You cannot haemore dots
Further, Ability mastery is required For a character to of Might thanyou have of Strength.
make super-science inventions; see Chapter Fivefor more Specialties Arm Wrestling, Smashing, Toting Bales
details. (A character with Ability mastery anda related
specialty commands an impressiveseven dice beforeadd- Dexterity Abilities
ing his Attribute score!) You may purchase Ability mas-
tery only once For a specific Ability and for a total of no
Athletics
Run, children!Sister Chloe wanted to scream it,
more than three separate Abilities.
but she didnt dare callmore attention from their black-
Strength Abilities clad pursuers. She feared that Craig was dead, but she
was determined to make his sacrifice count by saving
Archery the Governors daughters.
Officer Monroe glaredat the corpse, as if it was his Looking behindher, she almost went over the cliff
fault someonehadputan arrow rightbetweenhis eyes. before she realized shed reached it. What do we do
I guess that explains why no one heard a thing, now, Sister? sniffedJoan, the youngest. Chloe looked
Monroes rookie partner Murch said. down, then back as two o f the marauders emergedfrom
Yeah. Silent, doesnt leave powder burns, no the underbrush, swords in hand.
muzzle flash...about the onlyproblem isyou cant stick it We pray, then we jump, then we swim. Ready?
inyour coat pocket whenyou leave. Running, jumping, swimming, climbing, throwing,
Mctually sir, the Japanese historically used some catching - pretty much every Form of general athletic
bows that were as small as a forearm, though they ability is covered by this skill.
wouldnt have the penetration to pierce a skull- Specialties: Running, Climbing, Throwing
Murch? Shut up.
Archery is the skill of firing longbows, shortbows, Firearms
crossbows... pretty much any tension-strung weapon. You Serrantinohadto shout over the soundofKonrads
can also repair them or, with enoughtime, make your own. gunshots. 1s that the new Luger? Hah! A pistoljust like

Richard De Remer (order #1312575) 67.236.105.66


you - flashy, costly and ineffective. He returned fire
with his own massive Webley revolver.
Melee
SpecialtiesMultiple Opponents,Throws, Strangling IBI
Konradhadbeen counting,knowing that the Webley
Slim stepped back from Ricos shoveandstraight-
heldtwo fewershots than thehger. When5emntino was
ened his jacket. Its bad luck to hit a musician, he
reloading, he leaped over the bar, lungedaround the cor-
warned. Rico just laughed.
ner andput his still-hot gun to his rivals head.
Half the crimeys on two continents are looking,
Andyours is just like you - old fashioned, loud
but Im the one who foundyou. sorry Srim, but Im feel-
and o f limited capaci9.
ing lucky. His grin faded, and his fists clenched as he
Whether youre shooting an ancient dueling pistol
swung at Slims belly - full strength this time.
or a modem belt-Fed machinegun, Firearms is the skill
Slim slipped to the side and then Rico shrieked. Two
you use For mechanical death-at-a-distance. This Abil-
deep cuts were dripping blood down his arm, which now
ity also covers general Firearm knowledge - how t o
dangled uselessly, the bicep and forearm muscle sliced
clean, load and handle a gun.
to the bone.
Specialties Multiple Shots, Cover Fire, Sniper, Ex-
lts also badluck to crowd a straight razor.
otic Weapons
Hand-to-hand weapons - anything from a spear
Legerdemain or axe to a knife or truncheon - are applied with the
Slim took a moment to composehimself, then walked Melee skill. Many melee weapons inflict lethal damage,
aroundacorner andran straight into a woman ina fur coat. so watch out.
Whilehe stammered his apologies, her companion seized Specialties Club, Chain, Bottle, Epee
Slimby both lapelsandshouted Germancursesas he shook
Stealth
the lighter man like a bartender mixing a martini. finally,
There is no honor in sneaking,,,Golden Tiger said
he shoved Slim aside, and the pair stalkedoff.
stubbornly. Sister Chloe sighed in exasperation.
When they were gone, Slim grinned.Hedexpected
ferhaps you andyour kung foocan defeat them
something from the womans purse, but the mans
all, but the girls and I have no such protection. Besides,
pocketwatch had been an unexpected windfall.
what does it gainyou to kill so many men?
This Ability is a catch-all For any Form of tricky, They serve the Black Mandarin, he replied, the
deceptive handwork. Anything from card tricks t o pick-
loathing thick in his voice. They are insects.
ing pockets is covered by Legerdemain. It is also the skill
No! They are still men, even i f their cause is mis-
employed by escape artists: Someone good at Legerde-
guided. Let them live, and one day, they may might
main can pick locks and slip handcuffs as well.
change.Butchering weaker opponentsjust makesyou...
Specialties:Shopliking, Switching Objects, Palm-
she searched for the Mandarin word for bully, but
inglplanting Objects
didnt know it. ...as wrong and evil as they are.
Martial Arts Heglared. Very well, hesaid. We willcrawlpast
The girls clung close to Sister Chloe as the black- them in the mud.
clad thugs approached, confident grins creasing their Dont think of it as crawling. Think o f it as travel
cruel cheeks. As one, their swords came out. Chloe with humiliq.
glanced desperately at the windows, the door... but she Sneaking out of a bad situation is often the better
was backedinto a corner, no way out.... part OF valor, just as sneaking intoa bad situation is OF-
Then, a blurred shape sprang through the window ten the better part OF curiosity. Stealth is the skill used
and felledone of themen with its heavy impact. The other for all such attempts t o move or hide unseen and unheard.
turned and Chloe had time to realize that their rescuer Stealth is usually a resisted roll against Awareness.
was a man, a blonde man, before his hands and feet shot Specialties: Quiet, Ambush, Trailing
out, striking their attacker in the face and belly.
My eyes! The thug dropped his sword to clutch Stamina Abilities
his face. He tried to run for the door, but a contemptu- Endurance
ous leg sweep took him to his knees. We will make it back to camp, Konrad insisted.
Don It.... Chloe whispered,but their grim rescuer Lookingacross the icy expanse,Laura vacillatedbetween
smiled viciously,straddled the man from behindandpiti- hope and despair.
Iessly broke his neck. Upon what, exactly, m y w basing that statement?
Fighting arts that rely more on speed than power Ive always made it back before.
are considered Martial Arts. The masters OF mysterious Endurance is your ability to survivesevweconditions
arts such as kung fu, kara-te and jujitsu can disable, - icy cold, punishing heat, thin air, hunger, exhaustion,
cripple and even kill with no weapons but hands, feet and etc. It differs From Resistance because it is long term.
body. Martial Arts attacks inflict bashing damage. Specialties: Holding Your Breath, Resisting Cold,
Lean Rations

Richard De Remer (order #1312575) 67.236.105.66


Theres a pass?
Lenny the Lush squintedat Ginny the Giant. Aint lve used it on two previous expeditions.
never met no woman who could keep up with me Wont the weather be a concern?
drinkin, he declared. n e natives assure me its always quiet this time
You have now. Set em up. ofyear.
Ymseemmn#dycwnfht C k e t o d e a h t t h b e t r Navigation is used t o chart the best course between
Resistance is a characters ability to withstand the two points, using map, compass,the stars or other means.
effects of pain, drugs or other incapacitating physical People with Navigation rarely get lost. People without
states. Its used on relatively brief, single-episode events: Navigation rarely recover from getting lost.
Endurance deals with long term conditions. speccdties:,- Air T d , Ocean T d
Specialties Drinking Contest, Resist Mickey Finn,
Endure Torture Intelligence Abilities
Perception Abilities Academics
1 imagine you learned a great deal at Oxford,
Awareness Clarence gushed.
Can you see anything at all? Quite, Konrad replied. Professor Cescott was
. 1can seeshwbwyfwms torby,chloereplied absolutelybrilliant - the leading archeological theorist
Thatsgood, Golden Tigersaid. That means the of his generation. Other than his lessons, 1 learned the
Blinding Equinox Strike is wearing off depths to which cuisinecan sink, when guided by an able
Was it the same strike lve seenyou use? British hand. And badminton. 1learned to play badmin-
You noticed? Her other senses compensating For ton rather well.
the loss of vision, she could hear the surprise in his voice Academics gauges how much formal schooling your
and felt his weight shift back from her. No, mine is the character has acquired. If he has specialized in a particular
Blinding Solstice Strike - it acts instantly, but does not field, a specialty may be chosen to reflect that expertise.
last long. The Equinox Strike is gradual, but lasts for days. Specialties Law, Literature, Mathematics,Biology
Mine is a warriors technique: His is fit only for assassins.
Bureaucracy
That is why Black Mandarin wants me alive. Both Your desire to take your airship above my city is
strikes combined become the Endless Night Strike -
most... unorthodox.
instant blindness, forever.
lm sure a region as prosperous and well-run as
The thought of i t gave Chloe chills.
yours can adapt readily.
Awareness gauges how much attention you pay t o
lm concerned that my citizens will be alarmed.
your senses and how well you interpret their data to stay
Oh, lm sure theyre sophisticated enough to en-
in touch with your surroundings. Someone whos very joy the spectacle.
aware might understand the importance of something
Then theres the matter ofpaperwork...what sort
missed by another person with better eyesight (that is, a
o f supplies are you carrying?
higher Perception score).
Well, food for the expedition, a biplane for scout-
Specialties Tracking, Recognition,Sorting Sounds
ing, gold bullion...
Investigation Gold? Why are you carrying gold?
Ginny and AI tossed the apartment, searching. Some of theprovincialauthorities demand bribes.
We/[ tksafeainthereandStanainthere.Whatnow? lt 5 a terrible thing, but 1 have to be prepared to bribe
Shit. If this was a dime novel, wed find a the corrupt. You should be grateful that your district is
matchbook with an address on it. unencumbered by such parasites.
Someone with the InvestigationAbility knows how 1 am, 1am.
to find facts, put information together and, generally, While policy is set at the highest levels, there is
solve mysteries. I t has its mental aspects (noticing spe- always a buffer of bureaucracy between the king, presi-
cific details and recognizing their importance) and social dent or commissar and the common man. A man familiar
aspects (knowing who t o ask and what questions.) with bureaucratic procedure can get through life with
S+&Ities Bounty Hunting, Public Records, Deductm uncommon ease.
Specialties Bribes,Stalling,Administration, Business
Navigation
David smoothed the map with his hands. 1 think Engineering
well have to go... here, refuel, double back to here, re- Eisenwilder stareddown into the engine for a long
fuel again and then go on. time, a terrible blankness on his face.
No, Konrad said. That will take far too long. You know, he said at last, Theory insists that
Shefield and his dogsleds willeasily beat us to the temple. this device is physically impossible.
We have to go through... here.

Richard De Remer (order #1312575) 67.236.105.66


Oh, well, that, Pretorious said with a shrug. lm and publications of other science-minded folks (not to
an engineer: / always got poor marks in theory. mention for being taken seriously by them). It can even,
Engineers can operate and repair mechanical and sometimes, be practically applied - used to concen-
electrical devices. With sufficient skill, they can even trate acid, for example.
design and build their own. specM/lies:chemlsby,~,physics,wiklTheories
Specialties: Repair, Jury Rigging, Vehicular Engi-
Survival
neering, Death Rays, Weaponsmithing
Chloe squintedat the pile o f twigs andleaves, mut-
Linguistics tering a soft prayer. Was it... yes! Smoke! Gently, she
5 muy bien, seAor. blew on the sparks and was rewardedby a puff o f flame.
What did he say? Konrad muttered to Daniel. Were yougo,she said, handingMinervaherglasses.
Daniels eyes widened Now, we just needto keep that going through the night,
You dont speak Spanish? andwe shouldbe fine. IfMr. Tigers hands are fast enough
Konrad glared. I can speak Sumerian, / can read to catch fish, we can even have a nice supper.
hieroglyphics, and / am one o f the worlds foremost au- Survival is the skill of eating, sleeping and remain-
thorities on ancient trans-Himalayan linguistic syncre- ing alive in unsettled wilderness areas. Food and shelter
tism. Why would l bother learning Spanish? Millions o f can be acquired with this skill, though living solely on
people can speak Spanish. ,, hunted and gathered rations is very difficult and time
A character starts out fluent in his native language. consuming, even for an expert. In more inclement condi-
Linguistics provides fluency in additional language groups. tions (desert, jungle, ice field), this Ability can soften
Each dot taken must be assigned to a particular linguistic conditions and make Endurance rolls much easier.
family: Insteadof purchasingspecialties normally, each dot Specialties Scavenging, Arctic Survival, Trapping
conveys a freespecialty.Betweenthe specialties listed,most
modem major language families are covered. Rollsare only Wits Abilities
required for particularlytricky writings or speech. Arts
Instead OF modem languages, it is also possible to Golden Tiger staredinto the fire andquietkaskd,
learn ancient ones such as Classical Greek, Latin or the Why didyou come to China, Qulo-ee?
antecedents of a modern language. Sister Chloe tiltedher headandsaid 7reada tract
Specialties. Arabic, Bengali, Cambodian, Chinese, that Craig -you remember me telling you about him
English, French, German, Hebrew, Hindi, Italian, Japa- - had written. He described the conditions here, the
nese, Korean, Norwegian, Portuguese, Russian, Spanish, suffering, the need.... It was so vivid, /couldnt get it out
Swahili, Turkish o f my mind. /knew / hadto come here anddo something.
Medicine / knew it was Gods will.
This is going to hurt quite a lot, miss, the Was it Gods will that this Ku-raig hide the
sawbones said. Governors involvementin that misery?
Yeah, yeah, Ginnyreplied. yust can the chat and Chloe was silent for a moment. Perhaps if Id
yank it out o f my arm, OK? known, / wouldnt have been brave enough to come.
Medicine is the science (or art) of curing illness Arts is used to make lasting art objects - sculp-
and healing injury. The state of the art in the 1920s isnt tures, novels, paintings, etc. (More transitory arts such
to the point that healing can be greatly sped: The main as dance or acting are covered by Performance).
thing a doctor can do is make it as easy as possible for Specialties: Science-Fiction Writing, Landscape
the body to heal itself. Painting, Playwriting
SpeCMlties: Oncdogy, Trauma Surgery,Troptcal Fevers Drive
Science Slim was in the passengerseat and Otis was clinging
Youre mad, Pretorius, Eisenwildersaid, but his to the sideboard when the drivers headgot blown off
tone was one ofadmiration. Otis! 7he wheePSlim doveacross the deadmans
No, lm serious. One day we will talk firsthand with lap to push at the brakes.
those who carved the Martian canals. We willsail through No Slim, the gas! Theyre still on us! Otis was
the ether o f space as easily as we now sail through the clinging with one handand steering with the other. Not
water o f the seas. that much gas!
Some barriers are impassible, Pretorious, and the Cars arent everywhere in the 192Os, but theyre
ice-fields encircling Earths skies are one o f them. fairly common in Europe and the US. Drive is the Ability
The Science Ability represents a grasp of general used to control them, along with motorcycles and trucks.
scientific principlesand current-day scientific belief. Its Specialties:Pursuit, Trailing, Icy Conditions, Trucks
an important skill for understanding the conversations

Richard De Remer (order #1312575) 67.236.105.66


Style
KonradSchiltzzeppelin shudderedandshook as it Chloe wantedto put the gorgeous redandblue silks
fought its way through the Tibetanpeaks. away, but she couldnt quite bringherself to stop touch-
We have to turn back! David shouted, battling ing them. Oh, I cant wear... this...
Why not? Youd lodc beautifidin a pn& Jom

No! Onward Konradreplied. said,herheryou?geyeswideasshestaredattheirnewgruments.


Well be torn to pieces! She wasnt built for this Well, Im not sure looking beautiful is appropri-
kindo f punishment! ate forme.Still, it wouldnt hurt to just hold the robe up
We don t have the fuel to make it back! Unless we and look in the mirror...
make it through to Phakding, well be stranded! Some peopleare bornlookinggood, and some people
Pilot is used to steer and control aircraft and sea have to put in the hours and the effort. But it doesnt mat-
vessels. Note that it doesnt include the ability to know ter how hard you try to look stunning - if you aint got
where youre headed (thats Navigation). Rather, Pilot Style, youre just going to look stunningly silly.
covers the knowledge required to keep a ship From cap- Specialties: Couture, Seductive, Homespun
sizing and a plane out of a tailspin.
Specialties Sailboats, Barnstorming, Zeppelins Manipulation Abilities
Appearance Abilities Animal Handling
Slim lookedat the horsesdubiously. Otis, aintyou
Disguise listened to the song? The only thing 1want sliding be-
Ginny sat in the restaurant, frowning, munchingon tween my legs is someone sweet and petite on a clean
roasted chestnuts and waiting. That front door was the sheet, remember? That horse aint none of that.
only way Joey the Barber couldget into his apartment, Slim, we cant be choosy. 7hat funny-looking guy
but she hadnt seen him all day. Unless... with the gogglesjust came out o f the bar!
Suddenly, she surged to her feet and out into the Shit! Ifthats the case, callme CowboySlim!Now,
crowd, knockingpeople out o f her way to grab a p o r t k howyouget on one o f these?
woman by the shoulder and spin her around. Horses and other domesticated riding animals are
yoey! she cried. Or is it Josephine, now? still popular transport in the 1920s (after all, you cant
Ginny! Didnt expect to seeyou here in Chicago! take a car off road For long or Fuel it with hay). Animal
Really? Ginny knockedthe hat o f f his head, and Handling includes the skill of staying on such a creature
the cheap wig fell too. That why youre borrowingyoor and guiding it where you want it to go.
mamas wardrobe ? More than that, Animal Handling is the skill of train-
Disguise is the Ability to use when you want to look ing, understanding and dealing with the animals of the
like someone else. Its comparativelyeasy to just appear earth. 1F you want to breed dogs or keep rare pets in
to be some generic person who doesnt resemble one- captivity, you need a dot or two in this Ability.
self. Resemblinga specific other person (Adolph Hitler, Specialties: Racing, Training, Quick Rapport
Clara Bow or Max Mercer, for example) is much trickier.
Interrogation
5pecialti1x QuickChange, Opposite Sex,Everyman
Gerald plugged Slims bonds into the battery.
Intimidation Scream away, Gerald said, pulling the plug. No one
Idonknow nothin , Elroy said nervously, turn- can hear.
ing away from her eyes. Why are you doing this?
Elroy, dont lie to me. 1know youre lying. 1got a To get the plans to the Tesla Refiner, o f course.
womans intuition. Never heardo f it.
Cmon Ginny, lwouldnt lie... Foryour sake, 1hope thatyou are king andabout
Ginny sighed. You know whats sad, Elroy? How to stop. He reached for the battery again.
much your rep is gonna suffer when people find out a Getting information out of an unwillingsubject can
woman beatyou up. It aint fair, but there it is. require guile, cunning and a circuitous string of ques-
Aint no woman beat me up.... Then Broy saw tions. Or it can require truth serums and severe pain. Ei-
Ginny rolling up her sleeves. He bit his lip. Uh, wait a ther way, data extraction requires skill - otherwise the
second, maybe I do remembersomethin... results can range From meaninglessprattle to deliberate
Whether it be social sanction, economic ruin, in- deception t o death.
carceration or simply a savage whuppin, you can terrify Specialties Trick Questions, Drugs, Pain
people with some threat and can either make it stick or
(nearly asgood) make them think you can. Scared people Saw
Got a match? Slim asked. 7he 5icilian looked at
are often distracted and prone to make Foolish mistakes.
himsuspiciousk.
Specialties Pre-Fi$t Psych-Out, Iminuatii, C m i m

Richard De Remer (order #1312575) 67.236.105.66


You rollyour own, I see. Etiquette
Uh huh. l h a little low on the leaf, though. Ifyou Konrad belched Ioud!y andpushed his plate away,
know what I mean. a wide smile on his face. Dont finish it, he muttered to
lmightknowa...tobacconist...whocouldhelpyou. Laura and David. Ifyou dont leave some food, it means
When one wants to deal with a criminal - be he a your host was stingy.
made mobster, a common hoodlum or just the crooked B o t h o f t h e m s m i M d @ ~ p & t e s ~ s d.
supply sergeant at the army base - its essential t o have Now burp, he prompt&.
Sawy in order t o recognize him (or her) and deal with- I cant do that!laura whispered, shocked.
out getting pegged as either a mark or a stool pigeon. lfyou don t, they will be mortally insulted,and we
Specialties:Racketeering, Smuggling, lnformation wont get any supplies.
CuHwes all averthewrid hwedifFerentmeptsof
Subterfuge
One of Konrads bodyguards tried to keep David
pdltenen.Etiquettedoewitautomaticdlypmvlde~
ofeverysubcultuesmores,butdoesfumishthesemitMtyb
back, but thepilot was so angry he drew his pistol. Schiltz
gestured for the guard to step aside.
prevent most major saffes.
SpeCiFc culhms (or geogaphlcd
Is there a problem, David? areas)mbetzkenasspecia~,pmvrdingautomaticunder-
You told me we didnt have enough fuel to turn
standingofhrpartrculararstoms.
Specialtie2 High Society, Respect, Gangland
back. Today, I find out we hadplenq.
Your point? Perform
You lied to me! You lied and risked all our lives! Chloe was halfway through Amazing Grace when
You knew it was dangerous whenyou signedon. she heard an eerie, piping accompaniment from outside
Casually, Konrad pulled a paper from his breast pocket the church. Golden Tigers eyes got wide. Keep sing-
andput i t right in front of Davids gun. Beforeyou shoot ing! he hissed. No matter what! It was the first time
me, you should know that the powder burns will destroy Chloe had seen him afraid.
our expeditionary visa. When the first great serpent crawled across the
So wellgetk~~outofbhecaunby?venbette threshold, thick as her leg and white as snow, she saw why.
b , K d d p a ~ .7 7 i e d h w i U b e U Dont get nervous, he muttered, as more of them
a hostik i m O n into fweign ai+ace. Not only willyw be slithered through the doors and windows, But ifyou hit
i m p r i d d p m b + exeakd, dong wrtf, the rest of the a wrong note, theyllattack.
crew, it willcausea maJwi n t e n w t d incident. Unlike Arts, which is used for lasting creations,
David grimaced and lowered his pistol. Konrad Perform is used for transient artistic actions, such as a
smiledandput his supply list back in his pocket. dance, song or instrumental recital. In other words, Arts
Sometimes the truth hurts. Sometimes its neces- is for the playwright, Perform is for the actor.
sary to shield others from the harsh effects of the truth Specialties: Dancing, Singing,Tuba
(not to mention oneself). Subterfuge is the art of gently
occluding the truth from those who cant or shouldnt
Rapport
Why do you hate us... gwailo... so much?
handle it.
The Black Mandarinlwghed, mirthlessly. You ask
SpecialtiesPlaying Dumb, Lies of Omission,Lawyer
why? Whenyour people havepoisoned my land withyour
Charisma Abilities opium? Slaughtered its people with your gunboats and
cannon? Made whores of our daughters and slaves of
Command our sons? 1thoughtyou would understand: You camehere
Get below and dive! Pretorius command&. to educateus, didyou not? But what have you taught
Captain! The interior hatch mechanism is broken! us? That toyou, we are all the same -a race of slanty-
Then 111 stay out and close it manually! eyedsavages fit only to be robbed, rapedandaddicted!
But captain... if we dive, youll be left out here! Ifyou judge us all by the actions of a greedy few,
Im aware of that. But i f wedont dive, theyll hole arent you guilty of the same crime?
the deck on their next pass. f o r a moment, Chloe saw a flicker of doubt in the
But youll die! Black Mandarin seyes. Thenhe narrowedthem andmut-
Get below and dive!Thats an order! tered Take her away.
Command gauges ones ability to lead Followers. It Rapport is theskill of making intimateemotional contad
involves organization, personal carriage and communi- with othen -even if thecontad isbrief.WMRapport,
cating the importance of individual actions. real understading is very difficult,if not impossible.
Specialties: Military, Social Leadership, Secret Specialties: Sympathy,Encouragement,Discerning
Society, Tactics Weakness

Richard De Remer (order #1312575) 67.236.105.66


....
.....
Four buddies, or a lesser number
who are well connected.
Theres more to a character than his capabilitiesand Fwclose cwnpemom,ora ksser
skills. Other Factors exist that, while not a direct result OF numberofbulyimpiveaswciates.
his actions, still have a huge impact on your characters
lifestyle. Maybehe inherited a big gob oFmoney. Maybe he Backing
owns a private airstrip hidden in the middle OF the New You know who lrepresent. Doyou really want to
Mexico desert. Except in special circumstances, Back- CrOSs~s?
grounds usually arent rolled. Youre also expected to ex- Backing representsyour characters standing in an
plain the%- ofy~charact~s&,&p,,&to&e sb- official (or unofficial) organization. This organization
ryteller. For instance, ifyou takeconkts, you haw tosay could be a business, a government office, the military or
what kindoFc~ta&yowcha&er has. MississippiSlims a shadowy secret society. If your Storyteller agrees, you
connections might be the who frequent St. bUismay take Backing multiple times to represent status in
honk@nks, Sister Chloes c o n ~ care ts likely to be diFFerent organizations. (Perfect For double agents.) As
missionary clew, while Dr. Schiltz probably has pals on with the Allies Background, your character isnt solely
University archeologydepartments. on the receiving end OF the gravy train here. The group
looks out For your character, trusts her with its Finances
Allies and equipment, gives her leadership over its personnel
weve 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 doesnt believe in is ripe with dramatic potential, but dont
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
For your character. Is it possibleFor an ally to betray your
character? Sure it is, ask Othello or Julius Caesar. But
X
. None; youre a grunt with no pull.
Youre a minor Functionary, per-
forming For little recognition, but
thats 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, shell realize the real basis of the rela- army sergeant.
tionship.) Friendship is a two-way street, and the chum Youve 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
Its 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 met-
Masonic group? Childhood playmates? Did some time on
the same cell block?Definingthe connection gives the Sto-
ryteller a much better chance to put your characters allies
... ropolitan newspaper.
You enjoy a poorly defined
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 situa- you dont 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 whos less powerful than

....
Vice-president in Charge of
the players character (For starting characters, give the Long-Range Planning.
ally only seven transFormation points). The higher the You have a position OF some au-
rating in this Background, the more capable the ally. So thority and privilege, with con-
as to not to overshadow the players character, the Sto- siderable trust From your organi-
ryteller should Focus more on the Allys 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.
You may have Friendsbut no one

.
X .e... Youre a mover and a shaker, on a
truly close. First-name basis with anyone in

.....
One non-lnspired ally of moder- the organization who could take
ate ability. your power away. Example: 33rd-
Two allies, or one Inspired ally. DegreeFreemason.
Three Friends, or Fewer of greater
power or influence.

Richard De Remer (order #1312575) 67.236.105.66


Cipher Your character has associates who know things, can
Skeletons in the closet? What a charming turn supply things or can get things done. The exact natureof
of phrase. their capabilities depends on what you can talk the Sto-
Adventure is set in a world of international danger, ryteller into, but these people are notallies.An ally sticks
intrigue and excitement.Thats all well and good, but there with your character out of a close sense of personal re-
are times when your character doesnt want international sponsibility. Contactsare people who associatewith your
danger following her home and kidnaping her fianc6. Ci- character out of a sense of self-interest. The guy your
pher representsfactors that impair those who would delve character pulled out of a trench in the Great War is an
into your characters secrek.She might have simply led an ally. The crooked copyour character slips a double-saw-
uneventful life (at least as far as written records are con- buck in exchange for the latest precinct gossip is a con-
cerned). Maybe your character doesnt have a birth cer- tact. This Background doesnt ensure that your
tificate or passport - or maybe she has several of each. characters friend will help him: Youll have to negoti-
Regardless of how you define her aura of secrecy, ate and roleplay through that. But it does get your char-
each Cipher dot adds an additional level of difficulty to acter in the door.
any investigation of your character. If she does some- There are major contacts and minor ones. A con-
thing stupid such as leave her business card at the scene tact is major if your character sees her often and she has
ofa crime or get photographed holding a gun to the Ger- a lot of information and resources at her fingertips. A
man Ambassadors head, her Cipher rating may suffer. minor contact has a narrower focus and may know your
X Anybody can dig into your past character only casually (perhaps through a major con-
with a minimum of effort. tact or by reputation). Major contacts can be reached
e Youve got a couple OF well-hid- easily, but getting in touch with a minor contact often
den secrets. requires a roll (Bureaucracy, Etiquette or Sawy).
e. There is a certain amount of un- X No useful contacts; you have to
certainty about your past. do your own legwork.
..e A mystery wrapped in an enigma. e One major contact, and a couple
e... Your own molher has to look h e . minor ones.
e.... Who was that masked man? e. Two major contacts, each in a dif-
ferent field, and three to five mi-
Contacts nor ones.
Yeah, I think I know a guy who knows a guy who
can help us.

Richard De Remer (order #1312575) 67.236.105.66


Three major contacts spanning an inventiondecades ahead of the current technological
several social milieus, and quite a curve. A gadget may also be an existing machine con-
Few minor ones as well. cealed or altered in some way - a machinegun brief-
*a** Four major contacts - possibly case, a boat capable OF short flights. These items are rare
more than one in a given area - as hens teeth, and you need a good explanation why your
and a large number of minor ones. character has something so esoteric, experimental and/
*a*** Five major contacts, and scads OF or advanced.
minor ones all over the world. A gadget is likely t o be the target of thieves and
con men. In the proper circles, the item (and your
Followers
characters mastery of it) is nigh-legendary, and your
We have them on the runnow, my loyalcomrades.
characters enemies will go to considerable lengths to
After them!
separate him From it. Yet, it will always return to him
Followers are people who obey your characters
somehow, and it will never Fail him when he needs it. IF
orders, For whatever reason. If your characters a busi-
your characters gadget is ever separated From him, co-
nessman, they might be his loyal employees. IF your char-
incidence returns it by the end OF the story (recovering it
acter is in the Navy, theyre the sailors under his com-
may even be the storys Focus). A gadget cannot be de-
mand. Or they might simply be a group of people who
stroyed except in the most extreme circumstances or by
admire, respect and wish to aid your character in his en-
killing its owner.
deavors. Thats not to say theyre blindly obedient (un-
lessyou specify that your characters Followersare brain-
IF your character is OF a mystical bent - and many
who have gadgets are, even if their superstitionstake odd
washed zombies or something). Theyre ordinary people;
Forms -he should take proper care OF his gadget. Fail-
if treated callously, theyll likely become disillusioned.
ingto appease the spirit OF the sword or toperform regu-
Take care to work out your characters Followers with
lar maintenanceon the pistolmay result in a temporary loss
the Storyteller, since the Storyteller portrays them.
Followers generally arent the most skilled people
OF the gadgets benefits until he makes amends.
To assist in creating gadgets, the different levels
in the world - if they were, theyd have Followers OF
refer to equivalent capabilities described in Chapter Five:
their own. Each Followergenerally has one particular as-
Super-Science. (An Advanced gadget cannot have more
set or talent but not the widespread access or abilities of
options than are allowed under the relevant super-sci-
an ally or contact. A Follower is considered an extra (see
ence category. Assume an Innovative gadget has a dice
p. 244); sample templates, starting on page 244, have
pool equal to the characters appropriate Trait, contains
ready-made follower types. A Follower cannot be In-
charges equal to the characters starting Inspirationscore
spired; such a character must be purchased as an ally.
plus one, is usable only by the character, adds one to its
Followers killed in the line OF duty are not automatically
soak and/or structural levels For durability tests and has
replaced. New minions are acquired through roleplaying.
an unlimited warranty. See p. 183 For more details.)
X None; you havent inspired any
The Storyteller has the Final say on the Background
one to rally under your banner.
cost OF the gadget you want. This Background may be
Two FollowersOF average ability
taken more than once For multiple gadgets.
(equivalent to typical extras), or
X None;yolrgearisstadEdFWh~.
one who is exceptionally skilled.
*a The item might have a reputation
Fw averageFollowen, cr a d l e r
recognized within a certain sub-
numberofmorecapablelackeys.
culture or may assist you in per-
*a* 10 ordinary Followers, or Fewer
Forming a given task. In super-
who are better.
science terms, it is an Advance-
***a 18 Followers, or a lesser number
ment with up to three options.
OF improved minions.
***** The item is Fairly unique or nota-
30 normal followers, or a smaller
number and more elite retinue.
bly modified, perhaps with a
noteworthy reputation. In super-
Gadget science terms, it is an Advance-
This was my fathers sword, and his fathers be- ment with up to Five options.
fore him... An impreaiveitem wrth capabili-
This Backgroundrepresents a special device unique ties beyond the norm, likely with
to your character or something that is simply not avail- a vvldespread reputation. In super-
able on the mass market. It could be anything From an sciencetetms, it is an Ahrancement
antique samurai sword OF legendary properties (Its with up tosewn o p t i or an Inno-
called Oil Merchant becauseone of the Emperors body- vationthatduplicates the effect of a
guards once cut an oil merchant clean in half with it) to level one Knack.

Richard De Remer (order #1312575) 67.236.105.66


.... An extremely rare and powerful
item probably recognized by a
Your character is the proud owner of one or more
unusually able and totally loyal animal companions. ln-
majority of the worlds popula- cluded with this Background are the facilities needed to
tion. In super-science terms, it is tend to the characters furry (or feathered or scaly)
an Advancement with up to nine friends. For instance, ifyour character has a flock of car-
options or an lnnovation that du- rier pigeons, he also has rooftop cages for them. Dogs
have kennels, hones have stables, and so forth.

.....
plicates one level two Knack or
two level one Knacks. When your characters dealing with animals from his
The item is rare and powerful be- menagerie, you never have to make Animal Handling rolls
yond comparison, with a reputa- to convince them to do what your character wants. Rolls
tion that overshadows that of its for riding in dangerous or tricky situations may still be re-
owner. In super-science terms, it quired: The animal wants to obey, butyour characters skill
is an Advancement with up to 15 may not be up to snuff. At the Storytellers discretion, this
options or an lnnovation that du- Background may be used to call wild animals to perform
plicates one level three Knack, the characters bidding for the scene.
two level two Knacks or three X None;you may have apt, but dl
level one Knacks.Alternatively, it it doesKeat, Sleepandcrap
has some other unique and very
significant capabilities. . (w notnecessailyinthat&).
One special animal (such as a
highly trained attack falcon), or
Influence a small number of regular animals
A few words inthe rightears and lm sure we can
(such as a pack of a half-dozen
work this out to everyones satisfaction.
hunting dogs).
lnsteadof concrete authority -with its limits, its
Two exceptional animals (say, a
clear definitions and its threats of enforcement - your
0.

horse like Trigger and a dog like


character can apply a certain amount of discretionary
Lassie), or a herd or flock of a
social pressure. Hes not the general who can send in the
dozen lesser pets.
troops, hes the ambassador who explains things to the 0.. Three impressive beasts, or a
general (or, if the general is disinclined to act, then to
huge number (30 or so)of ordi-
the admiral or the head of Foreign lntelligenceor...). In-
fluence lets your character mold how people think and
feel about certain issues. This need not be a high-profile
affair; thats Reputation, below. Many influential people
.... nary animals.
Four magnificent, intelligent and
highly trained creatures (possibly
a rare beast such as a gorilla or
are not terribly well known in public circles - but their
dolphin), or a ranch of up to 100
power is felt where it counts. The source of this influ-
ence could be political or social or even religious. In any
event, when your character talks, people pay attention.
None; youre nobody special as
..... normal ones.
Fmanimal companiom, a veritable
zooofregukbeasts, warare, pow-

.
X
erFulandtotdtyuniquedl+
far as anyone knows.
in-fashion.(Ladiidgentie-
Oh, theres no need for you to
men... the+& wonder ofthe
wait in line, Madame. Your ce-
world... King Kong!)
lebrity is mainly local.
0. Youre a regional or state influ- Mentor
ence, such as a mayor or news- Thank you, Master. Your insight is as illuminating
paper editor. as the rays o f the morning sun.
0.. Can 1 have your autograph? In Your character hassomeone lookingout for her, guid-
your area of expertise, youre in- ing her along her path and providing protection, training
ternationally renowned. Alter- and the benefits of experience. The mentors reasons for
nately, you have a broader influ- offering these benefits may be obvious and noble (Hes

.... ence in a smaller area. my daddy!) or less of both (Hes just this mysteriousman
who shows up with advice when 1dial this code -way too

.....
Everyone in the country knows
your name, if not your face. many numbers - into the phone and trill like a bird).
Your opinions have broad inter- Whatever motivates him, your mentor is a powerful figure
national power. who can do a lot for your character.
Althoughyoudeterminethe mentdsbasr concept and
Menagerie relationshipwith your charader, the Storytdler handles all
Akla! Uriel! To me!

Richard De Remer (order #1312575) 67.236.105.66


aspects of the tnentws capabilities. Unlike a contat OT ally, ccurse,your characters enemy can do the exact same thing
theresnoq~&1011 of thiikng a meetingof equak:Them- in response to any plans he makes against her....
torcomldershimsdFyoursupenadpmbablyh=somegood X You dont know anyone who re-
justiFktion. Even if you start out Fdlowing the same philoso- ally bums your oil... yet.
phy, there may erentually be atest of your dwradeis lqalty Rivals: few know OF your heated
-poniblyevenleadingtoaschism.Therelationshipbetween squabbles.
am Antagonlsts:YW*bugglemacesfor
deal of intensive depbymg. entwtainingStaies(to0thers).
X None;youMtrmght anyonds mmm Enemles:YWbettlesaememoraMe.
attenfion,oryouWt Fwnda amma HatedF~Tdesofyoureplcsbuggle
patronworthyofycwattention. areknownfarandwide.
Your benefactor is probably a mmmmm Archenemies: Your conflict is the
great deal like you, only more ex- stuFf OF legend.
periencedand better connected.
ma
Reputation
Your mentor has impressiveback-
~utnpinJitniny~Dyou know who that is?
ing and ability.
.ma 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
exdinglybroadanddeepm-
notoriety isdlectedintheReputatwBackyod.Arqxlta-
n e d i and a y-eat deal of ex-
tioncan bepositiveor negattve. Ruii the Yellow may be known
periencewhenitcanestousingthem.
mmm. thmu+cut&azlasthemostoztcowardfythiiahve,Hlfiiodya
It seems like your patron is ev-
FewsoulsinTheHagueknowofthemystenousfigureknownas
erywhere and knows everybody.
mmmme Dread Alabaster Further, the reputatw could be acunate or
Whoever you mentor is, shds a
spllrious.Ruii the Yellow may indeedbe willingto ditch his m-
tnajorpbyerontheintmahdscene
b a t the First timeoftrouble,while, intruth,Dread A b -
Nemesis ter is an urban Fdion concoded by a bio OF b a d univeni
Youlllshouldhave knownyou were behind this! students.
Your characters got an enemy, and his history with A reputations truth matters little compared to its
her goes way, way back. Hed like to put one between her impact on those who know of it. You add the Reputation
eyes.Shed like to craft a goblet From his skull. Each has a rating to lntimidation attempts and may even apply it to
burning, driving urge to stymie, confound and destroy the other appropriate social situations. Unlike Influence,
other.Theymaynotwanttoactmlly killoneanother(though Reputationconveys no actual authority. further, it often
its likely), but nothing short of the others total destruc- acts as a magnet - reporters appear to snap your
t i will do.A nemesis mustbe an individualperson(though characters photo when hes trying to Follow someone;
she may employ any number OF lackeys to causeyour char- martial artists keep jumping your character tosee iF hes
acter grief). This is not like hatingthe Ku Klux Klanor some really the master he claims to be; most women your char-
other abstract organization. Its personal. acter meets are instantly repulsed, having heard of his
Having an enemy who hates your characters guts bizarre sexual conquests. Reputationmay be taken more
doesnt seem like an advantage at first blush, but there are than once For different Forms OF renown.
several ancillary benefits, not the least of which is the sense X You have yet to make a name for
OF purpose she gives toyour characters life. If she has other yourself.
enemies, theyre your characters Friends (at least nomi- Youre well known in a small area
nally). And if your characters nemesis is a known villain, (small town, big-city neighbor-
beingknown as her enemy is probably good For his reputa- hood, narrow subculture).
tion. for these purposes. your characters rating in Nem- am Your name is bandied about in
esis acts as a Reputation, specific to the rivalry itselF. larger circles (sizable metropolis,
Suchaspectscertainlymake For amoreexcitingstory, notable subculture).
but this Backgroundalso offers a rules benefit. When your mmm Everyone in the region know well
character knows For certain (assuming doesnt count) that your legend (state, small nation,
his nemesis is behind the plot in which he finds himself, roll cultural group).
his rating in this Background. Each success provides your emmm Tales oFyour exploitshave spread
character with a point of temporary Inspiration, up to his across the land (a continent, ma-
total capacity. Discovering the nemesis influence should jor cultural group).
be a challenge, perhaps the result of multiple games worth mmmmm Your legend has precededyou
of adventuring. Uncovering the knowledge should be as wen to the Far corners OF the
dramatic as encountering the nemesis face to face. Of Earth (everywhere but the most
Godforsaken hinterlands).

Richard De Remer (order #1312575) 67.236.105.66


Resources pleasant or unusually secure. A
Money S I no 06ject series of three secret rooms un-
one ofthe most versatile &kpndS, Resouresrep der your basement, for instance.
resentswealth, pand simple (or,ifyou +, wedth, dirty 0. Something nice and secure but
and complicated) A charader wlth IX) Rexrures tsnt corn- not really lavish. A remote
pletetydestitute, but even me ResouKedot + a sqifi- mountaintop dacha, for example.
cant boost to mes Iifesh/le Those wlth high Reuxrces may 0.. A more secure site or one with
havestockoptm, uncut diamondsor good& cashola - in particular advantages, such as a
any case, a lot of what Ittakestogetaround See page 249 for
....
cave whose mist providesvisions
detailson using R e ~ u r eto s buy
,thim - of the past.
X You get three hots and a cot from A secure, advantageous site, such
somewhere and can scrape to- as a secret silver mine in the
gether some change to hit the middle of a desert oasis that can

. town maybe once a month.


Youve got the money for a de-
cent dwelling and can afford rea-
..... only be reached safely by air.
Verysecure, and very advanta-
geous:An unchartedisland inhab-
sonable transportation - if ited by amazons who revere you
youre in the US or a major Euro- as their goddess-queen.
pean city, you may even own a car.
You probably have a decent car Background Enhancements
to go with your house and snappy Inspired characters have access to a unique set of
wardrobe. advantages called Background enhancements. You can
You lack little in the way of com- purchasean enhancement if your character has five points
fort and can afford a few luxury in the appropriate Background, effectively raising the
items such as a large sailboat or a Backgroundto six points - and pushing the Background

.... big diamond necklace.


In addition to your primary resi
dence, you probably have a
into realms of which others can only dream. Not all Back-
grounds can be enhanced, though the Storyteller may
allow new ones as appropriate. Not as strictly regulated
lakefront chateau, hunting cabin as normal Backgrounds, you must engageyour Storyteller
or ski lodge. To get between when defining the nature of your characters enhanced
Background. One Storyteller may be comfortable letting

.....
them, you have your choice of
cars and possibly a private plane. your character Legions enhancementgive him thousands
You are a bona-fide millionaire, of soldiers, while another might limit him to only 100: It
capable of buying just about any depends on what sort of game she wants to run and what
thing that catches your eye. En- sorts of challenges your character is going to encounter.
joy your jewels, minks, cham- After all, if your character can simply use his In Charge
pagne and fine art. status to solve every problem, the story will be a dull one.
The enhancements are listed below, with the requisite
Sanctum Background for each noted in brackets.
Welcome to my humble abode.
Just as a Gadget represents a unique machine or Artifact (Gadget)
possession, Sanctum represents a unique location. This &h&l %ultimate&evmwtofsc~tjf~genbY
location could be an Antarctic Meditation Mansion, a This enhancement reflects ownership of a signifi-
private island, an underground headquarters, a secret cantly powerful super-xience apparatus. The Inspired
valley - whatever. In any event, it belongs toyourchar- machine is something of truly stupendous proportions.
acter, free and clear. Your characters rating in this Back- The possibilities are great indeed, with the restrictions
ground determines how exotic her sanctum is, how use- mainly being common sense and the scope of the series
ful it is to her and how diFficult it is For her enemies or the Storyteller wants to run. As a general rule, an inven-
simply the curious to discover and infiltrate it.The Sanc- tion of this scale may duplicate the effects of any Knacks
tum score provides your characters lair with a Cipher that total the Backgrounds level of six - so it could
rating of equal level against any attempts to discover its have six level one Knacks, three level two Knacks, two
existence and location. This Background may be taken level three Knacks or any combination thereof. Instead,
more than once for multiple sanctums. the invention might provide up to five Advancement op-
tions per dot in the Background. You can combine Knack

.
X No secret lair, but at least your
place is clean, right? effects and Advancementoptions any way you like as long
A place thats either particularly as the respective points dont exceed the total Back-
ground rating - so the invention might have one level

Richard De Remer (order #1312575) 67.236.105.66


three Knack effect and 15 Advancement options. You can Your character doesnt just curry Favor with power-
create capabilities not explicitly described in this book, ful individuals; he is the ultimatearbiter of Favor. Your char-
but the Storyteller has Final approval on everything. acter has many capable Folks convinced (perhaps Fraudu-
Such an amazing item is sure to be sought after by lently) that it is desperately in their best interests to pro-
any number OF agencies, and its construction, deploy- vide him with any Favor, information or advantage they can.
ment, maintenance and deFense could well be the Focus He has dozens OF major contacts all around the globe (and
I OF an entire series. You may buy this more than once For may, with the blessing oF the Storyteller, make up new ones
separate Five-dot Gadgets. on the spot). You never have to roll For your character to
meet a minor contact, and he can consequentlyavail him-
Enigma (Cipher)
self OF their expertise in just about any Field.
Who Iam is not important.
Yet, cooperationdoes not mean abject worship. Its
Your charactercovers his tracks so well that even his
one thing to have a contact Fawn over your character,
Friends cant be certain who he is. Any attempt to learn a
take him to an expensive dinner and let him stay in her
secret about your character that he wants hidden Fails. Pe-
luxurious guest house. Its quite another to hit her up For
riod. Dont even bother rolling. The only exception is if the
a million dollar loan or ask her to commit murder at your
Storyteller judges that your character was very careless
characters convenience. A Kingpin gets to his lofty po-
with that secret. Suppose your characters secret is that
sition by knowing his limits, so rein in your enthusiasm
Millionaire Kip Kerbyand the mysteriousvigilanteJet Jus-
when your Storyteller sets them.
tice are actually the same penon! No one will make the
connection unless your character does something stupid Legions (Followers)
like run around with his Face uncoveredas Jet Justice.Even send the firstbatta/.kmd t h e db,andhddthe
then, a ruse as simple as wearing glasses in his Kip Kerby ihirdinreseive; Ishdllead~secondbattdion~wnmysdf.
persona can baffle the most astute OF observers. In addition to the Followers provided by the Back-
Furthermore, since your character no longer really ground OF the same name, your character also has a vast
needshis five Cipher dots, you can distributethem among number OF other people who are willing to do what he
his Friends, allies, contacts, Favored cousins and so Forth, says. This vague enhancement should be tailored to your
simply by taking steps to conceal or confuse the evidence characters circumstances. The most pertinent question
trail between them and whatever secret your character is is: Why are they Followingyour character? Is he paying
concealing. This must be roleplayed out, but you can allo- them? (Better have some powerful Resources, or better
cate m e Cipher dots to help disguise your characters side- yet, the Wealth Beyond Avarice enhancement.) Are they
kick Flying Fairness, some to his Fianc6e to keep her un- loyal to his cause? (You might want to buy some Back-
kidnapedand so Forth. These dots cannot be redistributed ing.) Are they impressed by your characters personal
once allocated and remain in place until someone pierces philosophy? (Then he better well meet youre his stan-
the mystery; only then do they return to your character. dards; nobody likes a hypocrite.)
Once you and your Storyteller understandwhy your
In Charge (Backing)
characters legions are obedient, its important to get an
I am the law here.
idea OF how many there are, how loyal they are and what
Your character doesnt just have authority in an
theyre capable OF doing. There is a roughly triangular
organization - she is the authority For the organiza-
relationship between these factors. IF your characters
tion. Having a character whos Pope or a Four-star gen-
legions are Fanatically loyal expert killers, hes likely to
eral in the US Army is probably beyond the scope of most
have only 50. IF theyre a bunch OF normal people (or,
Adventure series (though you never know). With this
perhaps, a little more gullible than the norm) who are
enhancement, it is quite plausible to be the ruler ofa small
willing to do what your character says as long as it doesnt
nation, the ultimate mastermind behind a global con-
get them in any trouble or require much eFFort... well,
spiracy or the leader OF a fledgling religious cult.
then there could be thousandsoFthem. As with all Back-
BeingInCharge is similar, though not quite the same,
ground enhancements, talk it out with your Storyteller
as havingFollowers or Influence.Your character wields sig-
until you get something youre both happy with.
niFicant influence if shes in direct contact with underlings,
but more often, she is an impersonalFigure who rules From Renown (Influence)
a distance. Her orders are carried through proper chan-
,
I
Illbe sure topassyour opinion along to the Presi-
nels and trickledown to the individual priests/soldiers/em- dent at ourluncheonnext week.... Whats that?Ah, Iwas
ployees, who may choose to ignore or alter them. (Also, it hopingyou would see things my way.
would be extremely irregular if a character In Charge OF a Someone with five dots OF Influence is already re-
business did not have at least Four dots in Resources.) spected on a global scale in her area of expertise. Renown
is higher than that. When your character speaks about her
Kingpin (Contacts)
specialty, its almost impossibleto gainsay her words. An
Yes, lbelieve lknowsomeone who can helpyou. In
influential person can debate with the top minds in their
return, lask a smallFavor. An inconsequentialtask, tmk.

Richard De Remer (order #1312575) 67.236.105.66


field: For someone with renown, there is no debate. Any- use Wealth Beyond Avarice to thwart the designs of some-
one who disagrees is probably going to wind up scratching one equallywealthy. Say your character and her millionaire
his head and privately reconsideringhis belieFs. rival get into a bidding war for the land containing the Val-
While the effects of renown are less potentoutsidea ley of Lost Ideas. The playersOF both characterstake turns
specifiedarea, they still provide immenseclout. Even if your naming how many dots theyre willing to spend; whoevers
characters renownis in the area of art history, her reputa- player is willing to spend more loses that number OF Re-
tion as a great mind oF the 1920sis so firm that people will sources dots - but gains the rights to the land and has
thoughtfully consider her opinions about military strategy, enough wherewithal to fortify it significantly. The loser
engineering,global politics, economics -or anythingelse keeps his Resource dots -and thus is in a fine position to
she can speak on knowledgeably. scheme further For the lost prize.
Sanctum Sanctorum (Sanctum)
The greatest sultans palace is but a hovel com- PersonaIity Traits
pared to the glorious majesv of my Citadelof A Nantis! Your characters Nature paints a picture of his per-
IF your charader has fhv dots in Sandum, she already sonality and general identity, but Willpower and Inspira-
rna location thats seare and useful. A sanctumsandorurn tion indicatehow vivid that portrait is. EachTrait is rated
isaplacethatimgMfullysecureandremarkablyuseful.ltsin- on a scale of 1 to 10, instead of the standard 1 to 5, and
vulnerable to infiltration by my but the most immensely ca- has two tracks: the permanent scoreand the temporaT
pableburglar,d itsdefencesare sufficientto hddoFFtheen- pool. Its like a gas tank: Theres a difference between
tire RussianArmy Fora week, iF m. how much it can hold and how much its holding ROW.
A sanctum sanctorum can be your chance to put When aWillpawer or an Inspirationdl is calledfor,you
something really over the top into the game. An aban- d l dice equal to ycur charadeis permanentTrait rating. You
doned fortress on top of the invisible ice cap that floats do not have to spend willpower or Inspirationto mdGe the dl
on top OF the Earths atmosphere, complete with a thun- unkssothewse&ibytheStoryteller.PUtanotherway:
derstorm gun that can be focused on the lands beneath? You dl pemnent andspend tempary
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 build-
Willpower
ings, streets and monuments? Sounds like a sanctum Willpower measures the strength of your characters
sanctorum. A mysterious outpost on Mars that can be convictions. When his convictions (as defined by his Vir-
reached through one of six Aetherial Transponders hid- tue) are confirmed, you add a point to the Willpower pool,
den along the Earths equator? Go For it. up to the maximum number defined by your characters
Willpower rating. In contrast, certain actions during the
Wealth Beyond Avarice (Resources) course OF play (including resistingthe characters Vice) call
Losetheattit&, YouMzj+. IcouMbuyywwfwk for an expenditureof Willpower, thereby loweringthe tem-
crmbya&zen timesoverwithny+etcharge. porary pool. Its not uncommon For the Willpower pool to
Your characters wealth is so staggering that she can Fluctuate a Fair amount in a game.
barely keep track of it.Its simplicity itself For her to ac- Timid
quire any mass-produced or common object. InQameterms, om Hesitant
althoughyour character has an actualrating of Resources om. Diffident
6 with this enhancement, the score functions as if it were maam Confident
at Resources 8 when making purchases. So, your charac- mmmmm Assured
ter may automatically buy any available gear you wish that mmmmm Certain
has a cost OF 7 or less. More expensive items may require o m m m m ma Secure
longer (months or possibly even years) - not because ommmm mom Determined
your character cant afford them, but because they haveto ommom m a a m iron-willed
be made to order. After all, not many zeppelins get built. mmmmm m a m m a Unshakeable
The plus side is that whenyour charadeis buyingextremely
expensive things such as custom yachts and buildings, she Using Willpower
can design them to her own eccentric specifications. You can spend a Willpower point to achieve any of
To acquire or construct a unique device, vehicle or the following effects. Unless otherwise noted, you can
building - something that essentiallycounts as a gadget only spend one Willpower point a turn.
or a sandum -you losedots off your Resources, perma- Free success: Spending a Willpower point gives
nently.Each dot lost gives you eight experience points with your character a Free success on any action. This is sepa-
which to buy onb the Sanctum or Gadgets Background. rate from any successesyou roll, but you must state that
This does mean that the first point spent drops your char- youre spending Willpower beFore the roll.
acter From an effective six Resources. Its also possible to

Richard De Remer (order #1312575) 67.236.105.66


stinct If a snake surprises your charac- Inspiration has several difFerent Functions, some
ter, his instinct is to jump away and yell. However, if its OF which may not be accessible to all Inspired charac-
imperative that he remain still and quiet, his brain goes ters. Non-Inspired characters have no Inspiration Trait
to war with his reflexes. Your Storyteller may require you and get none of these advantages.
to spend Willpower for your character to win that war.
Resist Temptation: If presented with a situation Inspiration Facets
that fits your characters Vice, you may have to spend lnspired characters exhibit three distinct areas in
Willpower for the character to resist her base urge. which they soar above the human norm: spontaneity, con-
Resist Mind Control: Mesmerists, mystics and templation and destruction. These are refleded in the In-
people with mind-warping 2-wave technology may try spiration Traits three facets: Intuitive, ReFlective and De-
to take over your characters mind. Resisting such pow- structive. Each facet is ratedon a scale of one to five points
ers may require spending a Willpower point. and gives the character a particularset of bonuses in cer-
tain situations. The manner in which a characters lnspira-
Compulsion tion is distributed among the facets a b reflectsthe way in
A character who runs out of Willpower can no
which he is most likely to operate in a crisis. Facets are
longer resist the lures and snares OF his Natures Vice.
secondary functions of the primary lnspirationTrait. They
When youre tired, uncertainor frustrated, your bad side
do not have temporary pools, only permanent ratings.
is more likely to reveal itself.
During the final stage of character creation, you
Regaining Willpower allocate a number of points equal to the characters per-
manent Inspiration among the three facets. By defini-
There are several ways to replenish a depleted
tion, a characters total lnspiration facets are always equal
Willpower pool. Temporary Willpower can never exceed
to his permanent lnspiration Trait. Every time the char-
your characters Willpower score. Further, the Storyteller
acter gains a point of permanent Inspiration, you add a
is the Final arbiter OF when and how your character re-
point to a facet of your choice. If through some mischance
gains Willpower.
the character loses a point of Inspiration, he also loses a
Acting in accordancewith your characters Virtue.
point in his highest facet.
(A character with the Leader Virtue mightorder his troops
to seize a machinegunnest so they can turn it on their en- Intuitive Inspiration
emies. If they succeed, the character gains Willpower be- The Intuitive Facet measures a characters capac-
cause his plan worked. Seizing it on his own wouldnt pro- ity to subconsciouslymanipulateFateor consciously make
vide Willpower because he didnt use leadership to get it.) surprising mental leaps. Characters with a high Intuitive
Gainone Willpowerpoint each day afteragood nights facet tend to leap before they look; theyre doers, not
rest (this does not apply duing downtime, see bekw). planners. Such individuals are spontaneous, dynamic and
Gain one Willpower point during downtime (time effervescent. A character with one or more dots in his
thats Fast-forwarded between meaningful events). Intuitive Facet gains the Following advantages:
Your character may receive a point (or more) Mgneed Initiatk l n t u i i chaaden asses situb
for accomplishing some particular success. (Perhaps tionsandreadtothemsiif~fasterhotherinddu-
single-handedly capturing a machinegun nest Is worth als can.An lnsptred chaacter gains a permanent bonus to his
some Willpower after all.) Initiativescore equd to his lntuiive Facet rating.
Your chaaderget all her points back at theend of a Fast Thinker: An Intuitive character isnt just fast
story. This y bemodid downwmlif theseriesendedona on his Feet, hes fast on his wits. You may spend an lmpira-
MUT note or if s i g n i f i plot threads were left u n r e d d . tion point to add a number of dice equal to the characters
Intuitive Facet score to the dice pool For any one roll that
Inspiration involves an instant mental reaction. Examples include re-
covering from surprise in combat, Fakingthe right answer
This Trait sets Inspiredcharacters apart from or-
on a d i o quiz show, guessing which wire to cut when the
dinary people. A characters Inspiration measures his
bombs timer has five seconds left, improvisingyour next
ability to channel 2-waves, perform super-science or
line when youve just forgotten your entire script or fast-
create his own luck. Like Willpower, Inspiration has both
talking a guard. Inappropriate situations in which you can-
a permanent and a temporary value. A characters per-
not use this advantage include attack rolls in combat, fak-
manent Inspiration is the number OF dice he uses for all
ing the right answer on a two-hour essay test, guessing
Inspirationrolls. His temporary Inspirationpool measures
which wire to cut when the bombs timer has f i e hours
how in tune he currently is with the world around him
left, improvisingan entire script the night before the show
and how much weird luck - or telluric energy, de-
or brainwashinga prisoner.
pending on how your character views his particular tal-
ents - he has left. A characters temporary lnspiration ReflectiveInspiration
pool may exceed his permanent score. The Reflective facet is a rough measurement OF a

Richard De Remer (order #1312575) 67.236.105.66


characters capacity For superhuman introspection, pa- Activate Knack: Many psychic and dynamic
tience or extended Focused effort. Characterswith a high Knacks require you to spend an Inspiration point to acti-
Reflective Facet are calm, contemplative and reliable, the vate them. This doesnt count toward the one-point-per-
steadyand rational backbonesof a group. Reflective lnspi- turn restriction noted above, although only one Knack
ration deals with extended projects and the attainment OF may be triggered with lnspiration each turn. See specific
long-term goals. A character with one or more dots in his Knack descriptions in Chapter Four.
Reflective Facet gains the Followingadvantages: Dramatic Editing: You can spend multiple lnspi-
I Can Wait A highly Reflective character has a ration points to assert significant changes to the existing
superhuman degree OF patience. You may add the scene. This system is covered in detail in Chapter Six,
characters Reflective Facet score to the dice pool For starting on page 173.
any Endurance, Resistance, Willpower or other appro- Cliffhanger: Characters in Adventure must use
priate roll that involves waiting for something to happen their ingenuity to escape certain death every so often,
or to end. This includes resisting torture or pain, lying just like the heroes of old adventure serials did in days
unmoving in ambush For hours on end, riding out the ef- gone by. A cliffhanger is a specially arranged, climactic
fects OF a hallucinogen or maintaining a cool head when use of dramatic editing (see p. 195).
everyone else is Fleeing in a blind panic. Recharge Invention: lnnovative inventions draw
Good Things Come...:A character who concen- upon stored telluric energy to Function. A character can
trates on his Inspirations Reflective Facet is best suited be hooked up to a siphoning device that converts the
to extended endeavors. You may spend an Inspiration characters raw lnspiration to energy charges the inven-
point toadd the characters Reflective Facet rating in dice tion can use. See Chapter Five For details.
to the dice pool For any one roll that deals with an ex- Sheer Heroism: Once each scene, you can spend
tended eFFort. This need not be an extended roll; it may an lnspiration point to double your characters dice pool
also be a single roll that resolves the success OF several For a single action! This applies only to one task, even if
hours of intellectual or social work. Examples include your character performs multiple maneuvers in a turn.
negotiatingwith union organizers, performingan autopsy This can obviously come in quite handy, but its a sure-
or developing new super-science. Fire way to use up Inspiration points if youre not careful.
Intuition: Luck is always on the heros side in pulp
Destructive Inspiration
stories. By spending an Inspiration, you can ask the Sto-
While the lntuitive and Reflective facets relate to
ryteller For a useful hint or to point you in the best direc-
doing things, the Destructive Facet Focuses on undoing
tion For the story. This isnt character precognition, nor
things. Destructive charactersarent necessarilymalicious
is it just maybe you dont want your character to open
or evil, but they are more inclined to break things down
that door. The Storyteller gives you essential informa-
than to build them up. Characters with strong Destruc-
tion that helps motivateyour character to move the story
t i e Facets are direct and unsubtle, though they can be
along. She might provide the essential clue neededto dis-
remarkably cunningwhen pursuingtheir destructive ends.
cover a murderers identity, suggest a line OF reasoning
A character with one or more dots in his Destructive Facet
that reveals the enemys plan or simply point out that
gains the Following advantages:
youve been chasing a red herring and that the heart of
Things Fall Apart: When the character hits things,
the story is back at the lab.
they tend to break exceptionally thoroughly. Once per
game, you may add the characters Destructive Facet Regaining Inspiration
score as automatic damage successes on any one attack.
lnspirationis an extremely useful, yet rare commod-
The Center Does Not Hold: Destructive charac- ity. Each player should be careful about spending it too
ters are exceptionally adept at destabilizing people and
freely, or hell Find his character out OF lnspirationwhen he
concepts as well as objects. IF the character is attempting
needsitmost!Conversely,oneoFthebestwaystogain more
to destroy a non-physical thing, you may spend an lnspira-
Inspirationis by wisely spendingthe pointsyou already have.
tion point to add the characters DestructiveFacet rating to Wisely is the key! Spending an Inspirationpoint on an
any one dice pool related to that task. Examples include
exciting manewer that adds to the game and furthers the
wrecking a marriage, destroying a political opponents pro- story is a good way to get a return on your investment;
fessional reputation, overthrowingasmall third-worldgov-
blowing an Inspiration point every time your character at-
ernment or disproving a theory of electromagnetism. tacks two-bit thugs is a good way to waste Inspiration.
Using Inspiration A character begins every story (but not every game
session) with his temporary Inspiration pool topped OFF
You can spend temporary lnspiration on any OF the
(equal to his permanent Inspiration). A character may end
Following effects. Unless otherwise noted, you can only
a story with a temporary pool higher than his permanent
spend one Inspiration point a turn. (Note that lnspired
score. Although theres nothing wrong with that, per se,
villains abide by the very same rules, except that they
the Storyteller may not be making the story dramatic
benefit from performing villainous deeds. Go Figure.)

Richard De Remer (order #1312575) 67.236.105.66


is a gameoF high excitement and amaz- ture. IF the character would regain a Willpower point but
already has his maximumamount oF temporary Willpower,
The ways a character may regain lnspiration are he acquires an Inspiration point instead.
described below. As stated previously, a characters In- Heroic Entertainment When it comes down to it,
spiration pool may exceed his permanent lnspiration rat- Adventure is a game. As such, its meant to be entertaining.
ing. (As with spending Inspiration, Inspired villains Fol- Accordingly, if the player spends lnspirationFor an action
low the same essential rules described here, regaining that is appropriately heroic For the character and beneFits
lnspiration For performing villainous acts instead OF he- sameone besides the character himself - anything From
roic efforts. Its only Fair, right?) dramatic editing to actvating a Knack - the character
Work Hard, Play Hard: An Inspired character does not lose any OF the lnspirationspent and even gains a
regains one point OF temporary Inspiration by spending single additional point! This may not happenmorethan once
two consecutive days on rest and leisure activities. IF the per game session For any g mcharacter. The Storyteller
character is under enforced rest, such as a hospital stay should maintain a reasonably stringent deFinition of ap-
or an Ocean voyage, but cant indulge in his preferred propriately heroic and may deny the beneFit if a player
recreation, regaining each Inspiration point takes Five has clearly calculated his characters efforts solely to
days. The characters relaxation must be appropriate to scrounge up more Inspiration.
his establishedpersonality, preferences and habits. A mil- Inspiring Acts: This is similar to Heroic Enter-
lionaire playboy regains Inspiration by partying with all tainment, but specifically does not involve spending In-
his energy, but an ascetic priest regains Inspiration spiration. Instead, the Storyteller may reward the char-
through meditationand reading scriptures. This method acter with one point OF Inspiration iF she Feels the char-
may be used only to recover Inspiration points up to the acter did something that was especially appropriate to
characters permanent score. the characters primary lnspiration Facet -a highlyen-
Wild Success: IF you roll at least Five extra suc- tertaining bit OF social interaction with a rival, an amaz-
cesses beyond an actions difficulty but gain no beneFit ing piece of un-Inspired athletics or something similar. A
From such an amazing result -say getting an incredible character should get this prize no more than once per
result when picking a lock, seducing someone, coming up game session and should not be rewarded For the same
with a lie- the character receives a point of Inspira- kind of action From one game to the next. (This prevents
tion. This does not apply to combat situations, super- the player from trying the same routine over and over to
science R&D, Knack use or Sheer Heroism (see above). scrounge points rather than to make the story richer.)
Inner Peace: lnspiration isnt necessarily tied to As with Heroic Entertainment, the Storyteller decides
Willpower, but the two are related in the sense that both what deserves this beneFit and should be Fair and consis-
of them reflect parts OF the characters Fundamental na- tent in handing it out.

Richard De Remer (order #1312575) 67.236.105.66


Many adventurers have preternatural advantages ber that there are many paths to the same result. Pick one
over their mundane counterparts. These are often minor that fits the characters unique style.
circumstantial talents, impossible to quantify or wen to
identify as anything but luck. Yet, some adventurers dis-
play arcane knowledge or physical mutations so powerful
Heroic Knacks
or bizarre as to make them objects of study in their own These talents are the subtlest of the three types of
right. Adventurers commonly refer to such amazing capa- Inspired powers, for their effects are neither obvious nor
bilities as Knacks. quantifiable. Instead, they take the form of incredible dis-
Like a characters other Traits - from her skills to plays of skill or uncanny coincidences. Heroic Knacks dont
her allegianceto her lnspiration-Knacks are simply an- wen require an lnspiration expenditure to use. They are
other component of who she is. They are not meant to re- narrowly focused, usuallyapplicable only in one given situ-
placeclevemessand ingenuity, but toaccentuatethem when ation - but in that situation, the character is a world-
appropriate. So, while Knacks can come in handy, a char- class specialistwho wen mesmerists and stalwarts may not
acter should not rely overmuch on them to get her out of rival. They might more appropriately be considered brief
tight spots. lts worth noting that some Inspired have no instances of dramatic editing (as described on p. 173).
Knacks at all (seeChapter Eight for examples). Almost all heroic Knacksrequire certain Trait mini-
For game purposes, Knacks are divided into three mums to purchase. Theyre specialized effects, after all,
categories: heroic, psychicand dynamic. Knacksare only that center on one particular feat or situation. It doesnt
available to Inspiredcharacters - mere mortals cannot make much sense for a 78-pound weakling to have Fists
hope to attain such gifts. An Inspired characters access of Stone, nor shoulda stammering nincompoopbe a Mas-
to Knacks is based on the path to heroism (or villainy...) ter of Dissimulation. If the characters score in a prereq-
that she has chosen: Daredevils may purchase heroic uisite ever falls below the minimum (whether as a result
Knacks, mesmerists can develop psychic Knacks, and stal- of age, injury, disease or the effects of other Knacks),
warts gain dynamic Knacks.
the character loses that Knacks benefits until she can
All Knacks run on Inspiration. Heroic Knacks simply raise the affected Trait back to its minimum level.
requirethat the character be Inspired, while many psychic Daredevils are the only lnspired who may use he-
and dynamic Knacks cost lnspiration to use. Use of most roic Knacks. Each heroic Knack costs two transforma-
Knacks requires a roll; if this is the case, the Knacks indi- tion points if bought during character creation or 10 ex-
vidual rules describe the mechanics for that roll. perience points if purchased during the course of play.
See page 122 for Knack costs at character creation
and page 125 for costs during gameplay.
Narrating Heroic Knacks
Thesinglemost importantpoint toremember when he-
Manifesting Knacks roic Knacks come into play is that they ire notsuperpowers.
The same Knackcan manifestin many differentways, Theyarent powenat all, adwlty -daredevik,by definih,
dependingon how an individual character sees herself. As dont manipulate 2-waves. Theyre ordinary men and women
far as the rules are concerned, a sorcerer who falls on the whohavespecialedges that makethem heroes. Heroic Knacks
power of Deedre and flings bolts of screaming green flame ire thoseedges, scpressions of sheer courage a d dauntless-
from her hands is doing the same thing as a highly disci- nessthatset heroesapartfrun themaaes.
plined physicist who ignites flammable materials by excit- Accordingly, heroic Knacks require a bit of deli-
ing their moleculesvia the exertionof his own will. Theyre cate handling during the course of play. Unlike the flashier
both using the psychic Knack called Flame Conjuration. In psychic and dynamic Knacks, heroic Knacks rarely have
fact, as far as the science of telluric energy is concerned, any outwardly visible signs. Their manifestations are co-
the two effects register virtually identically - both give incidental-the average individual, upon observing the
the same readings on a 2-wave image resonator. Still, to effects of a heroic Knack, will alwayswrite it off as thats
outside observers, each individual creates a wildly differ- just the way he is, thats just his luck or hes just that
ent effect. When describinga characters Knacks, remem- good. For instance, no ones ever attributed James

Richard De Remer (order #1312575) 67.236.105.66


Bonds superhuman calm to psychic powers - its 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, antihe-
roes), and heroes always stand out.
Complete Privacy
The deals set. Wellmeet at- Vrooom! Honk!
Honk! -night. Seeyou then.
No ones ever caugM you talking about somethii you
shouldnt be diuxlssing. No matter how hard umeone bies to
listen, therds always a convenientstringquartetora louddeliv-
ery truck nearby.Ycnr har or hat alwaysseemsto Mocktheline
of s@t O~RTyour shoulder, or your hand convenientlyshidds
your notepad. Youve never been caught in a b e d m y
shouldnt be in, and thec o p p e ~
have the devils own time Fd-
lovvlngyouintraffic.ThiKm&ispahculalysubtle,asit&esnt
do anything to affedyourown actions. Rather, it interferes
with other peoples attempts to listen in on your conversstiom
or pry into your writing. Its 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 automati-
cally 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. Its only good against
covert attempts at invading her privacy - listeners who
dont 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.
Theyveheardyour screams as youve toppled off a 20-stay
building. They% watched you Fall in the spray CC a score oF
Tmmy gum.Yet, no matter how manytimes youve faced cer-
tain death,youve&ed -rent,bent, butverym&dive.
System: When usingdramaticediting, thecharacters
player may spend Willpower points in addition to or in-
stead of Inspiration in any situation that will likely result in
the characters death. The only limitationis that the char-
acter 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!
Youve just got it. You may not know quite what it

Richard De Remer (order #1312575) 67.236.105.66


is, but everyone else sure does! Whether its your stun- for every health level of damage the daredevil inflicts.
ning features, your gleaming smile, your distinctive mode This impact does no additional damage, though it can
of dress or your aura of palpable menace, something propel the target into a hazardous or fatal situation
makes people stop and take notice of you when they first (through a campfire, off a cliff, into a vat of acid). An
see you. This reaction isnt a sustained one - the nov- Inspired target may spend a point of lnspiration to ne-
elty of your presence soon wears off - but if youre gate the effects of this feat on him for the scene.
clever, you can milk it For quite a bit while youve got Prerequisii In each Ability for which a character has
your new acquaintances sandbagged. Enhancedlmpt,she musthaveaminimumwxeofthreedots.
System: The player gains three bonus dice on all
Fists of Stone
Social rolls against any given individual during the entire
Brass knuckles? Who needs em?
scene of their first meeting (in person only -radio ap-
Your gnarled, knobby hams have probably seen
pearancesand photographs dont count). This Knack has
more than their fair share of other folks jawbones. Youve
no effect during subsequent encounters - only during
got a grip like a vise, and you tend to leave dents when
the initial acquaintanceship (one hour maximum). Any
you knock on doors. Why bother with tricks such as a
botches on a roll dealing with a first impressionor a dra-
roll of quarters or brassknuckles?Your collectionof scars
matic entrance count as ordinary failures.
and calluses works just fine for you.
On the downside, the character is at +1 difficulty
System: The characters bare-handed attacks in-
at any attempt to remain inconspicuous in any situation
flict a base (Strength + 3) dice of bashing damage. His
where more than half the observers havent seen her
Might dice pool is considered two points higher for any
before. This includes most crowd scenes.
roll dealing solely with the power of his grip. His hands
Prerequisite: Nodaredevilwith lower than Appear-
never suffer minor mishaps (scraped knuckles, sprained
ance 3 can have a Dramatic Entrance. Youve got to have
wrists), though theyre not all that pretty, and he prob-
some raw material to work with.
ably doesnt play piano. Finally, he receives no damage
Eagle Eyes from punching anything less sturdy than solid metal.
You see that, about threekilometerspast that rock Prerequisite: A daredevil must have Strength 3 or
with the nick out o f the top? Oh, never mind. better to have Fists of Stone.
Whenever youre traveling, you constantly irritate
Forgettable
your companions pointing out things they cant see. Your
Who was that guy?
eyesight is second to none. This uncanny visual acuity
Its not that you dont make a good impression, just
even allows you some degree of perception in weather
that no one ever seems to remember it once youre gone.
conditions that leave most people blind to anything more
They may be able to recall everything you did or said with
than five feet in front of them.
perfect clarity, but your name, your Face and the sound of
System: The character gains two additional dice on
your voice consistentlyescape memory. Even photographs
all rolls related to long-range or precise visual percep-
of you tend to be blurry or Faded. This Knack is invaluable
tion. All difficulty penalties imposed on any vision-re-
if you dont want your actions to come back to haunt you,
lated roll by poor visibility (darkness, Fog, smoke) are
but it also makes it hard to get a second date.
reduced by two. All difficulty penalties for long-range
System: The character is just what this Knacks
attacks with ranged weapons are halved, roundingdown.
name implies: forgettable. The Knack has few mechani-
Prerequisite:The blindcannot lead the blind; a char-
cal benefits, but the Storyteller should strive to ensure
acter must have Perception 3 or better to have Eagle Eyes.
that only the characters most extreme impressions have
Enhanced Impact any lastingeffect on witnesses memories. Note that this
Wha-pow! CRASH! does not apply to the current scene the character is in.
Justlikeinthepulp~attacks&).wr~irnsstag- The character suffers no penalty to Social rolls involving
gering back sever2l meten in pain and shock This can be a direct interaction. Only after he leavesthe immediatearea
tacticdadvantagetryopeningthewbydacks- do people begin to forget her.
ingopponent or a fatal attadc in itsawnqht ifyou can sbike at While the daredevils closest associatesand Family
the proper angle to diveyowenmy into something harmful. members arent likely to forget him, pretty much every-
Howevwyou use it,it sure looksimpressw. one else will. Any casual acquaintanceorwitness attempt-
System: A character may purchasethis Knack sepa- ing to recall the characters name or face after hes left
rately for each of the following Abilities: Archery, Brawl, the immediate scene must succeed in a cross-matched
Firearms, Martial Arts and Melee. When the daredevil (Intelligence + Awareness) roll with a difficulty penalty
makes a successfulattack against another character while determined by the characters Intuitive lnspiration Facet
using an Ability for which she has Enhanced Impact, the (see chart). Photographers suffer equal penalties when
victim is hurled one meter in the direction of the attack trying to capture clear images of the subject.

Richard De Remer (order #1312575) 67.236.105.66


Intuitive facet Penalty System: The character can operate any relatively
0-1 +1 simple device (five or fewer controls) within seconds of
2-3 +2 seeing it. Complex machinery requires a Few minutes of
+3 inspection. Gadgeteer does not grant familiarity with the
5 +4 principles behind the device, just an operators Familiar-
Prerequisite: A chamcter may have no dots in the ity with the controls and settings. Any additional Ability
Reputation Backgrouind and be Forgettable. This restric- requirements required to operate the device still apply,
tion is permanent. If the character somehow Finds her- but otherwise the character faces no difficulties from
self in a situation where he might otherwise gain a repu- unskilled operation. An ordinary biplane pilot would be
tation, the Storyteller should allow the player to trade lost on the flight deck of Doctor Zorbos Behemoth-class
the unusable dots For Allies, Contacts or Resourceson a air-dreadnought, but a Gadgeteer can use her Pilot dice
one-For-one basis. This represents specific people, pool (or default to Wits) normally.
rather than the general public, remembering him. If the character has Ability mastery in Engineer-
ing, Medicineor Science, as appropriate, this Knack also
Gadgeteer
adds her Intuitive Facet in bonus dice to related research
Hey, handme that whatchamacallitandget ready
and development rolls For designing inventions (see p.
to push the button on the doohickey when lgiveyou the
go-ahead!
177). The bonus applies even if the character is only a
research assistant. You must purchase the Knack sepa-
You have no problem using even the most complex
rately For each relevant Ability mastery.
devices. Intuition and a good deal OF mechanical sense
Pmmquisites:Thecharader must haw three or more
give you the uncanny ability to operate any piece OF ma-
dots in Intelligenceandwits and a minimum Inspiration 3.
chinery you encounter. You may not always know exactly
what youre messing with, but you know how to make it IndomitableWill
do...well, whatever its supposed to do. Mesmerism? Hypnosis?Telepathic mind-control
Plus, youre no slouch when it comes to making im- powers from the Hollow Earth? Ha!
provementstostandard technology. Comingup with tech- You laugh at Feeble attempts to invadeyour mind as
nological breakthroughs is as easy as Falling oFf a log - if they were but the wheedlingof children. Indeed, you may
and given a couple minutes you could figure out a way to even be completely unawareof the effects of such powers,
improve on that, too. should they be used upon you. Whether youre incredibly
disciplined or simply thick-skulled, most paranormal at-

Richard De Remer (order #1312575) 67.236.105.66


tempts to influence your mind fail - and even those of Prerequisite: The character must have at least three
considerablestrength meet significant resistance. dots in Intelligenceto be a Jack of All Tongues.
System: All mundane attempts to hypnotizeor brain-
Lie Detector
wash the character require three times as long and three
You think linpngto Mfor that he?Tiy spin, pd,
times as many successes as normal. Any Knacks that di-
a n d ~ ~ t i ~ d o n t & ~ ~ ~ t o ~ ~ O ~ ~ ~ . n
rectly invade the mind, whether for the purposes of prob-
Peoplesimply cant lie to you. You may have a way of
ing, communication, alteration or outright attack, operate
looking at them that makes untruths freeze in their mouths,
at +2 difficulty. lndomitable Will does not affect Knacks
or your ears might burn whenever you hear a lie. However
that create illusionsaffecting the characters perceptions,
this Knack works for you, its nigh-impossible to pull a fast
only those which actually touch her thought processes.
one on you -unlessthe liars another Inspiredindividual....
Unfortunately, the daredevil cannot turn off this
System: Non-lnspired characters suffer +2 diffi-
Knack. Telepathic contact from fnendly minds meets with
culty to Subterfuge attempts when trying to lie to the
this resistancejust like an unwelcome invasiondoes. Also,
daredevil. 1f the liar has two or fewer dots in his Subter-
a character with IndomitableWill provides no benefit to a
fuge Ability, he simply cannot Fool the character. While
mesmerist with the Scientific Prodigy Knack (see p. 164).
the daredevil may sense that a lie was just told, this Knack
Prerequisite: The faint of heart are easily swayed.
does not automatically reveal the truth to her.
Only a daredevil of the sturdiest mental constitution
lnspiredChsacterswithdotsinSubterFugewhobylying
(Willpower 8+) may have IndomitableWill.
to the daredevilmay ignore this difficulty. Inspireddwaden
Instant Expert wrth nodots in Subterfuge ae treated like m l chsaders.
I saw a guy do this once inBrisbane.... Prerequisite: In order to detect lies to this degree,
You have the uncanny ability to recall any single a daredevil must have a certain sensory acuity (Percep-
feat youve seen performed -once. This Knackdoesnt tion 3 or better).
allow you to repeat the deed with any degree of consis-
Lightning Reflexes
tency, but it may allow you to reach for an Inspired level
Faster than a striking snake? Yeah, maybe I heard
of performance in a field you normally know nothing
that a time or two before.
about, at a moment when nothing less than the worlds
Your readiontimes are far Fmterthanthe human norm,
best effort will suffice.
and you rarely, if ever,falter. While youre not capable of the
System: The player spends a Willpower point. For
bursts of blinding swiftness that some stdwats display, ycur
one physical task (though it may be a lengthy physical
reRexes nonethdess operateat asteadily higher level than do
action, such as surgery), the character gains a number of
those of most people. You habitually snatch imeds out of the
dots equal to her Intuitive facet in a single Ability in which
air, and ambushes nevw catch you flat-footed.
she possesses zero dots. This Knack may only produce
System: Whenever the die for the characters ini-
this effect for any given Ability once per game session.
tiative roll comes up a 1.2, or 3, it counts as a 4.
Prerequisite: The character must have at least three
Prerequisite: Lightning Reflexes require a certain
dots in Wits in order to be an Instant Expert.
degree of physical acuity (Dexterity 4 or better) or a
Jack of All Tongues corresponding degree of mental fleetness (Wits 4 or
Itjust so happens that llearned this obscure dia- better). The character gains no additional benefit for
lect o f Farsi during my last year in university - right fulfilling both prerequisites.
after completingan independentstudy in Cantonese.
Master of Dissimulation
Youre a refugeefFom theToww of Babd, or x) it would
Snake-oilsalesman? How crude. lprefer confi-
seem to ywhospeaks t o p . While otherstudentswwe
dence man.
struggling with one foreign bye, you were struggling with
No one is more confident than you are, buddy. Your
)cur xhools limitedselectii OF layage courses.Some p
binding webs of double-talk and immense vocabulary
f- consideryou afredt of nature, while& jwtwant to
bamboozleeven the most astute listener. As longas theres
drag you dong on their next Congoexpedtion.
no one present who can call you on your bluffs, you can
System:Thecharacter knowsdoublethe normal num-
fake nearly any sort of professionalcredentials. Just dont
ber of languages for her Linguisticsscore and pays half the
try to act on your professed knowledge -you may talk
normal experience cost to learn new languages. When
the talk, but you most likely cant walk the walk.
speaking, she displays no foreign accent - her pronun-
System: With a successful Subterfuge roll at stan-
ciation and idioms are perfect for the local culture. If the
dard difficulty, the character becomes an instant author-
character has no dots in Linguistics, she knows two extra
ity on anything - as far as observers are concerned.
languages. At theStorytellersdiscretion, thecharacter may
She could claim to be a detective and gain admission to a
decipher a completely new language or script with a Lin-
crime scene by mumbling under her breath about the
guistics rollat +2 difficulty - no translator needed.
preservation of evidence or could infiltrate a hospital by

Richard De Remer (order #1312575) 67.236.105.66


masquerading as a doctor called in to consult on the A vehicle destroyedby this extra damage explodes
dreaded Bennett-Mullins Syndrome. As long as her de- in Flames if even the slightest quantity OFFlammable ma-
ception remains within the realm OF verbal misdirection, terial is on board. Passengersmay roll Athletics at +2 dif-
only those observers whose PerceptionAttribute ratings ficulty or spend an Inspiration point to leap clear beFore
exceed the daredevils successes on the Subterfuge roll the Fire consumes them. This Knack does not apply when
and who are experts in the Field that she is discussing a vehicle or mount takes damage From a weapon, unless
I can tell that shes not what she appears. it physically collided with the weapon in question. Can-
The characters duplicity is revealed if she attempts to non shells are not collision hazards in the usual sense.
act on her purportedknowledge. She could infilbate a ha6pltd Pmmqumte:Thech&musthaveatleastthreedots
by s p w t ~ n gpseudo-medd gibbemh, and eyen most OF the in one tramportatKwtrelatedAbility (Animal Handling, Drive
dodorstherewould accept her, butshewoukl quickly be re- or Pilot) and at least one dot in Destrudive Inspiration.
vealed as a Fraud iFshe hied to perForm surgesy. OF course,if
the chaader actualiy does hwe the Abilities requiredfor her
One-Man Army
Three against one? That aint fair. Why don tyou
rdl, theres no reason she cant back up her bluff)
Findsome more friends first?
The thingthat separatesa Master OF Daimulatii From
Youre never outnumbered - you just have larger
an dinary scam artist is her complete independence From
and larger target selections.The more enemies youre Fac-
physlcd guises (I left my badge on my dresser, Johnnie...).
ing, the happieryou are. In Fact, you prefer situationswhere
This KnackfundiregardlessoFthed.laadeisappeaxme.
youre being assaultedby more than just a coupleOF oppo-
Even if shes just crrmvled out OF thesewers,a h i @psture
nents. IF theres one OF you and Five OF them, chances are
and an wrogant tilt ofthe chin will convincejust about anyone
good that theyll wind up doing some OF the work for you!
thatshes ahigh-class lawyerwho was simplyperFmingsome
System: The character receives none OF the usual
Field investigation.
penalties For Facing multiple opponents in close combat.
Prerequisite: Its not easy being this smooth. A
Instead, she receives one bonus die on all close combat
daredevil must possess an ample measure of both impro-
maneuver rolls For every opponent past the First that she
visational skill (Wits 3+) and personal magnetism (Ma-
Faces, to a maximum OF c4 dice. In addition to this bonus,
nipulation 3+) to be a Master OF Dissimulation.
each turn the daredevil Faces Four or more opponents
Navigation Hazard directly in close combat she gains one additionalaction
Try and cut me off, will ya? Whoops! Whoda (seep. 201). This extra action can only be used For close-
thought a Sentley would flipjust from hittinapothole? combat maneuvers and occurs at half the characters cur-
Youre not proneto accidentsyourselF, but it seems rent Initiative score. Remember to adjust the total bo-
that every driver around you is. These accidents are con- nuses as the number OF opponents change.
Fined to minor fender-benders (which never seem to im- Example: Kai Lee faces four o f Boss Vandegrifts
pede your travels) in normal traffic, but true catastro- goons; three are intent on pounding him into a pulp with
phes result whenever youre involved in high-speed ma- brass knuckles, while the fourth pulls a knife. Kai Lee de-
neuvers. Pursuing vehicles are flung end-over-end by cides to makean all-out attack on the knife- wieldinggoon
minor brushes with lampposts, and subjects youre try- with hism a l a c t i o nandsplithis additionalactionto punch
ing to catch are hard-pressed to dodge the myriad pe- each o f the other three goons. The first actiongains three
destrians, wagons and cattle in their paths. bonus dice from his three extra opponents. 7he penalty
System:This KMdtFunctionsanytimethedmacter is in for splittingan action three ways normallyreducesthe dice
arace, chaseorcombat inwhich she is notonherowntwofeet. pool for his first punch by three dice, the secondby four,
The Form of bwaportaticm doesnt matter - the daedevil and the thirdby five. Kai Leehas three bonus dice for this
could be driving a on; nylng a biplane, piloting a tnotdoat, also, so his net penalties are only 0, - 1and -2.
pushing a scooter,d i n g a camel or clinging to the back OF a KaiLee drops the knife-wielding mobster, leaving
pterosaur. The chaader must be steering the transportation only three the next turn. Hes down to two extra oppo-
W F for theKnack to Functm. nents so he has only one action and two bonus dice. He
IF an opposing vehicle (or mount) receives collision decides that the best defense is still a good offense and
damage or suffers a mishap (the driver Fails a control roll) elects to punch each o f them once. His multiple attack is
during the conflict, it loses an additional number OF struc- split three ways for standardpenaltieso f -3, -4 and -5,
tural levels equal to the daredevils Destructive Facet (For which the bonus dice reduce to - 1, -2 and -3.
mounts, the damage applies as automatic bashing health Pmmqumte:Thedw;rdermusthaveatleastthreedots
levels). This bonus also applies as a bashingdamage effect in one close combat Ability (&awl, MartialArts or Melee).
to any peopleinthe target vehicle (or on the target mount).
Perfect Poise
This damage effect adds to any other bashingdamage pas-
1 dont mean to be rude, old boy, but 1 have an
sengers might already suffer From the collision and may be
appointmentat three. Isyour maniacalrantingabout this
resisted with soak normally.
lovely death trap ofyours leadingsomewhere?

Richard De Remer (order #1312575) 67.236.105.66


They neverseeyou sweat. Yourecapable of remain- System: The character automatically wins all
ingunruffledeven in the tightest of situations.If you gamble, staredowns (see p. 192) against non-Inspired characters
even the most sawy of opponents remarks on your poker and gains two bonus dice against Inspired opponents. The
face. You never panic at the threat of violence, nor in the daredevil may also temporarily stun a non-Inspired tar-
face of the most excruciating insults. You are the very get with the sheer force of personalitythat his gaze con-
epitomeof suave and debonair, never less than completely tains. To do this, the character makes eye contact with
composed and in control of yourself. Note that you arent the intended target (who must have a Willpower score
necessarily immune to surprise - you can be ambushed lower than or equal to the daredevils Charisma rating).
just as easily as the next person. Youre simply better able The player rolls lntimidation at +1 difficulty. Success
to control your reactions than most ordinary folks. forces the subject to lose her next combat action (if in
System:The character is completely immune to panic combat) or automatically fail her next opposed Social roll
unless its induced by other Inspired powers. She is com- (ifout of combat). A character may use this Knack against
pletely incapableof displayingany sign of discomfort, shock any one individual no more than twice per day.
or surprise unless she chooses to. The daredevil gains two Prerequisite: A daredevil must have a Charisma 3
bonus dice in staredowns (see p. 192) and all Social rolls or higher in order to possess a Steely Gaze.
involvingpoise, grace or composure (Storytellers discre- Trick Shot
tion). She also receives one additional die in any gambling William Tell? A piker! 1 couldve had that apple
situation where a poker face is a factor. sliced andpeeled before it hit the ground
As a side effect of this Knack, the character is im- While your usual marksmanshipis nothing to sneer
mune to minor embarrassing mishaps such as tripping, at, you truly shine when attempting the impossible. The
spilling her drink or getting splashed by a passing car. more difficult the conditions under which youre shoot-
Also, her clothes almost never suffer damage or get sig- ing, the more skilled you become.
nificantly dirty outside of combat. If they do become System: The character purchasesthis Knack sepa-
rumpled or soiled, a brief brushing-off usually restores rately for firearms, bows or thrown weapons. When per-
them to near-pristine condition. forminga tricky maneuver while usinga weapon for which
Prerequisite: This Knack requires a high degree of she has Trick Shot, the characters difficulty penalties
self-control or an exceptionally agile mind. The daredevil are halved (round down) for called shots, target size, high
must have a minimum Willpower 7 ora minimum Wits 3. winds, target movement, character movement, unsure
Resilient footing or virtually anythingelse except wound penalties
Who needs hospitals?/ust give me a couple o f raw or poor visibility. In addition, the character gains a num-
steaks anda bigglass o f orangejuice, and Illbe fine. ber of bonus dice equal to the originaldifficulty penal-
Youre up and around while thedodas arestilltrylng to ties that were imposed! She may not gain more bonus
&de how to break the news of your cripplinginjuries to y o u dice through this Knack than she has dots in the Ability
next of kin. Youre not any less likely to be critically injured, but she is using to make the attack.
you bouncebackhwneventhegrarestwwndsor illnessesina Any extra successes that result from the Trick Shot
matterofdays-as~asyouyouthenl. are halved (round down) before applying them to the
System:The characterhealsall wounds as if they were attacks damage effect. This reduction reflects the fact
one wound level less serious on the recovery chart. This that the Knacks Focus is on performing amazing shots.
bonus applies if she is already enjoying improvedrecovery Example: Annabelle Lee Newfield stands on the
times due to skilled medical care -effectively healing at pitching deck ofa ship inhigh seas as the SPAD comes in
two levels better on the chart. Additionally, the daredevil on a strafing run. Shes been shot once and suffers a - 1
halves theminimumhealingtime forthe Bruisedhealthlevel. die woundpenalty. She cant see the pilot, so Annabelle
Prerequisite: Rapid healing requires a certain de- aims for the propeller. The pitching deck applies t2dif-
gree of physical hardiness. A Resilient character must ficulty, a called shot to the propeller adds another t2
have a minimum of Stamina 3. difficulty, and the Storyteller feels the planes moving
fast enough that its worth another +2 difficulty to hit.
Steely Gaze Trick Shot halves this to a mere +3 difficulty and adds
You really want to cross me? You look dumb, but
six dice (equal to the initial difficulty) to her attack roll!
1 didnt thinkyou were that dumb. Her final attack dice pool loses one die thanks to her
Its said that the eyes are the windows to the soul.
wound penalty, however. Her player gets seven suc-
This may well be true in your case, for one glimpse of
cesses; after subtracting for the four successes needed
your blazing orbs convinces even the most hardened ob-
to hit, she rounds the three remaining extra successes
server of your inner steel. Very Few men can stand nose-
down to one andadds that to herpistols damageeffect.
to-nose with you and not back down. Your cobra-like
Prerequisite: The character must have a minimum
stare can even pin particularly weak-willed individuals in
Firearms 3 to purchase this Knack for firearms, Archery
place as if they were particularly appetizing field mice.

Richard De Remer (order #1312575) 67.236.105.66


3 For bows, and Athletics 3 For thrown weapons. At the your conveyance is capable OFmotion -stories abound
Storytellers discretion, this Knack may also apply to regarding Fatally injured daredevils who defied death it-
close-combat attacks (requiring Melee 3 or higher). self to Finish one last journey.
Universally Deadly System: This Knack may be purchased For four diF-
ferent areas, though all use the same rules. A Wheelman
No, Ive never used a Chinese throwing star be-
is a naturalat controlling all land-based vehicles; a Barn-
fore....swwwTHUNK! Doesnt seem to difficult. thouah.
I .
I d
stormer is her airborne counterpart; a Sea Dog is a nau-
Inyour hands, any weapon is extremely deadly. You
tically inclined daredevil; a Trick Rider shares a similar
may never have seen a given weapon beFore, but you in-
relationship with living mounts.
tuitively understand how to use it as soon as its in your
Whenever the character is controlling a vehicle to
hand. Youre more a prodigy than a savant - your tal-
which the Knack applies, its top speed increases by 10
ents are the product OF precise aim and an intuitive un-
percent For each dot of lntuitive lnspiration she has (a
derstanding of range, weight and speed.
living mount increases by 20 percent). The characters
System: The character gains one die to attack rolls
Intuitive Facet also adds to the vehicle or mounts total
with all weapons and reduces by one all wound penalties
Maneuver score, giving the daredevil a potentially larger
involving weapon use. The character is never penalized
dice pool to perform amazing stunts.
For using unfamiliar or exotic weapons.
Prerequisite: The character must have at least Four While the vehicle or mount is moving, all attacks
against it that the daredevilis aware o f have their diFFi-
dots OF Firearms and Melee to take this Knack.
culty raised by half OF the daredevils Wits rating (round
Untouchable down). Once the vehicleor mount is hit, the daredeviltakes
That the bestyou can do? no dice pool penalties For damage to it, short of its total
Through a combination of indomitable courage, destruction. IF she herself is in control and receives injuries
swiFt reflexes and uncanny luck, you can Face down gun- that drop herbelowthe Crippledhealthlevel(including those
wielding maniacs with only your bare hands and have a that would otherwise kill her instantly), the character con-
better chance OF surviving - and even winning - the tinues to Function as if she were only Crippled until the ve-
Fight than your gun-toting companions. hicle or mount is destroyed or stops moving.
System: Whenever the character is in combat and is Prerequisite: This Knack must be purchased sepa-
not armed with a Firearm, all attacks made on him with rately For each relevant Ability, in which the character must
ranged weapons suffer a difficulty penalty dependent on have three or more dots (Animal HandlingFor Trick Rider,
his DestructiveFacet, as determined by the Followingtable. Drive For Wheelman, Pilot with an aircraft specialty For
This only applies if he began the combat without a Firearm Barnstormer, Pilot with a watercraftspecialty for Sea Dog).
on his person - no Fair throwing down that Tommy gun
once the fight starts in order to gain these benefits!
Destructive facet Penalty
Psychic Knacks
0-1 +1 Psychic Knacks are the domain of those lnspired
2-3 +2 individuals commonly knownas mesmerists. These para-
4 +3 normal powers are applications of Focused will and lie
5 +4 mainly within the realm of the mental. However, some
Prerequisite: The character must be capable of a mesmerists are also capable of truly spectacular physi-
certain degree of rapid evasion in order to be Untouch- cal manifestations, whether altering their own bodies
able: An Athletics or Martial Arts Ability score of 3 or capabilities or affecting the world around them. Mesmer-
better, as well as Dexterity 3 or better, is required. ists register as ethericallyactive on a 2-wave image reso-
nator, and some methods of divination can detect them
Wheelman (et al) as well (though theres some debate as to whether accu-
Whew! That was close! Dont worry, we dont rate divinatory talents are another psychic manifesta-
needall four wheels to get away from these amateurs. tion or something entirely different).
You were driving to the corner store before you
could walk, or you were born with a stick in one hand and Psychic Knack Descriptions
a throttle in the other, or you can guide a mount like its a Theoreticians generally place psychic powers in one
part of you. Whether youre a speed demon, a knight of of three categories, determinedby the extent of the powers
the skies, a renowned skipper or a master horseman, you measurable effects on the physical world or the mental
are virtually unassailablein any vehicle or on any mount equilibrium OF test subjects. Levelone psychic Knacks are
that navigates your chosen medium. You can overcome usually sensory in nature or have no discernable capacity
any damage to the craft or mount short OF its total de- to inflict physical injury or psychologicaltrauma on a healthy
struction, assuming anyone can hit you at all. Even in the adult human. Level two Knacks have measurable physical
direst of circumstances, you can keep moving as long as manifestations(temperature, pressureand so Forth) or can

Richard De Remer (order #1312575) 67.236.105.66


affect a subjects mental processes enough for a psychia- subject has no particular feelings about or actively wants
trist to record a measurablebehavioralchange. Levelthree to reveal but cant, one success is enough. If its some-
Knacks generally have the potential to cause lethal injury thing the subject wants to avoid discussing but isnt par-
or permanent psychologicalchanges. ticularly afraid of saying, two successes will retrieve it.
These three classes are general rules of thumb, not Emotionally sensitive topics or oath-bound secrets re-
ironclad rules. Some potentially lethal physical powers quire three successes. Things that the character actively
have limiting factors that place them in level two due to Fears revealing require Four successes. If the secret will
reduced danger, and exceptionally strong sensory abili- get the subject killed or ruin his life if it comes out, the
ties may be rated as level two or even level three due to player needs five successes, and the mesmerist had best
their range, scope or invasive nature. In short, the three be prepared to guard his newfound knowledge carefully.
classes are a mechanic for game balance that also has a Failure reveals nothing useful, while a botch may give the
convenient reflection in the world of Adventure. mesmerist incorrect or contradictory details.
Ifpurchased during character creation, a psychic This Knack requires somedegreeof successful com-
Knack costs a number of transformation points equal to munication between the participants. Also, if the target
its class. IF purchasedwith experienceexpenditure, a level knows nothing about what the mesmerist is digging for, no
one psychic Knack costs 8 experience points, a level two amount of successes will offer up useful information.
costs 12 points,and a level three is 16 points. These pow- Command Voice
ers are not hierarchical; a character does not have to buy Since Im unarmed, perhaps you should all toss
a level one Knack before purchasing a level two power. your firearms over here; even things out, dont you
Level One Psychic Knacks know.
Manydrill sergeants believethe perfect soldier is one
Brain Skimming whose brain is not connected in the usual manner. Orders
Dissembling doesnt become you, madam. 1can should enter his ears and move directly to his body without
readyou like an open book. the intervention OF his thought processes. When you put
You have some basic telepathic aptitude-perhaps the Full Force of your mind behind your voice, you can
just enough to get yourself in trouble. While you cant in- achieve similar results with even the most thick-skulled or
sert false images or memories into your subjects minds, independent individuals.People leap to obey your orders
you can read their surface thoughts, the almost-verbalized without ever considering what theyre doing.
truths that bubble up from the depths of consciousness. System: The character issues a short verbalcommand
This isnt always an exact science, as your readingsare of- to a maximum number of subjects equal to her Charisma
ten colored by your own expectationsor by the differences dice pool.The command must take no morethan three sec-
in the ways you and your subject perceive the world. Still, onds (one action) to speak at normal speed, and it must be
its accurate enough that you can tell truth from lies or find somethingthat the average person could do in three sec-
out the answer to a question that your subject is actively onds. Finally, any subjects must understand the language
trying to avoid. This Knack doesnt usually implant knowl- the mesmerist speaks (unless the character also has Per-
edge directly into your mind unlessyou seeyour abilities as fect Translation). The player spends an Inspiration point
that cut and dried. You may see the truth you seek in a and rolls Command. Each subject who does not have more
fleeting vision, hear a ghostly whisper in your ear or taste dots inWits than the number oFsuccessesthe player rolled
your subjects lie on the back of your tongue. must execute the command as his next action, unless the
System: The mesmerist must engage the subject in command would obviously place him in direct danger of
conversation, and the discussion must at least tangen- death or mutilation. Inspired characters may spend a Will-
tially touch on the subject about which the character power point to avoid performingthe action.
wants to know. The player specifies the information for
which she wants to dredge and rolls Rapport. If the sub-
Marked Man
%mnndlhewnts. 17lfindhim&thetinn?isryhL
ject is aware that the character is trying to get some-
With this Knack, you can mark an individual or
thing specific out of him (Storytellers discretion or a
object. This mark gives you an innate sense of your
contested Subterfuge roll), he may try to resist the ef-
subjects location relative to you, allowingyou to track it
fort by thinkingof other things (nursery rhymes, snatches
anywhere in the world! Neither distance nor intervening
of popular song, vulgarities directed at the mesmerist).
matter can block this sense. However, you must beware
The mesmerists attempt then becomesa resisted action
overconfidence - this Knack gives you absolutely no
against the subjects player, who rolls Willpower. Any
information on your subjects condition or surroundings.
successes the defender gets subtracts From the
System: To mark a characteror item, the mesmerist
characters ability to penetrate his mind.
must first touch it; the player spends an Inspiration point
The degree of success required depends on how
and rolls Navigation.The character thereafter gains a com-
closely held the information is. IF its something that the
pletesenseof the marlced individualorobjectsrelativedis-

A
7

Richard De Remer (order #1312575) 67.236.105.66


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 simulta-
neously maintaina maximum number of marks equal to her
Reflective Inspiration Facet.
Perfect Translation
Actually, 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 sufFi-
cient concentration, you can understand the meanings

like a normal human hand encased in a mitten but has no
capacity For Fine manipulation.Likewise, it has no lever-
age 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 bar-
rier 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 mesmerists Reflective Facet. It
can be placed between any attacker and defender within
the Knacks effect range. Unlike normal soak (see p. ZOO),
and concepts behind virtually any Form OF spoken or ges-
ture-based communication. if the shield reduces an attacks damage eFFect to zero,
the defender takes no damage!
System: The character must be able to see or hear
Example: DoctorZorbos men havelmkedDirk (Will-
the subject without mechanical intervention - a radio
power 6, Stamina3, Reflective facet 4) away ina cell. Dirk
broadcast or the like attenuates the thoughts behind the
decides to lift the pistol from the holster o f his snoozing
words too much For Perfect Translation to work.The player
guard and bargain for his escape with bullets. The pistol
rolls Rapport; no Inspiration point expenditure is neces-
weighs about one anda half kilograms, so Dirk can move it
sary. One success allows translation OF basic concepts, three
up to eight meters in one turn (12 kilogram-meters divided
Facilitatefluent conversation, and Five allow the mesmerist
to understand even the most complex specialized ideas (as-
by 1.5 kilograms). As his cell door is onk five meters from
the guard, he can snatch the weapon in a single turn.
suming she has the necessary background to comprehend
internal medicineor astrophysics...). Later in his escape, another guard pops up. Dirk
throws the Psychic Handbetween them, giving him a to-
PerFectTranslation providesonly the mesmerist with
tal 7/4 soak. Theguard Fireshispistol, getting three dice
total understanding.Still, while others cannot understand
on the damage effect - and drops his jaw in surprise
the characters words, she can convey general concepts
as his bullet ricochets o f f the very air!
through body languageand snippets OF her conversational
partners own words. Also, a mesmerist with this Knack Scientific Prodigy
may use any other powers that influence the mind against Gentlemen, Ive just had an epiphany!
targets that would otherwise not understandher. You plumb the depths OF scientific theory, con-
stantly pushing the boundaries. However, you dont go it
Psychic Hand
alone - indeed, you psychically draw upon the knowl-
With the proper focus, 1should be able to pull
edge and creativity OF the colleagues and assistants you
down that ladder andgive usa way out ofhere like...so!
work with! Even individuals who have no Formal scien-
You can exert low levels OF raw telekinetic Force.
tific training may be OF great benefit in such an eFFort,
You do not have the control necessary For Fine manipula-
For you can draw on any relatedknowledge they may have,
tion and lack significant strength. Still, you can press,
no matter how little they may be consciously aware OF it.
grasp or turn small objects with the power OF your mind.
Dependingon your personal inclinations, you may or may
In a similar vein, you can use the Psychic Hand to deflect
not give your research team the credit it deserves.
attacks! The Psychic Hand is invisible unless you choose
System: This Knack enhances the characters super-
For it to become visible, in which case it appears as a
scientific ability (seep. 176For complete rules). It does not
ghostly shimmer in the air.
allow For directedsifting oFothers thoughts or knowledge;
System: Psychic Hand lasts For a number OF turns
instead, it acts as a kind of gestalt Fromwhich the mesmer-
equal to the successes gained From an Endurance roll.
ist draws her conclusions. The character receives one ad-
Alternately, the player may spend one Inspiration to ac-
ditional die to her research and development roll For each
tivate the Knack For the scene. While in effect, the mes-
assistant she has, up toa number equal to her Intelligence+
merist can move it anywhere within a radius equal to 20
Reflective Facet. (Thecharacter may have more assistants,
meters per point OF thecharacters Inspiration. The player
but this Knack gives her no Further benefit From them.) No
declares which application OF PsychicHand he wants each
roll or lnspirationexpenditure is needed.
time he uses i t a manipulating hand or a protective
shield. Only one may be active at any time. Telluric Resonance
The hand can exert a maximum Force OF twice Hmmm. That fellow over there isnt quite what he
the characters Willpower in kilogram-meters per turn. seems.
So, a character with Willpower 7 can exert 14 kilogram- All mesmerists are, by nature, attuned to 2-waves to
meters per turn: moving a one-kilogram object 14 meters acertainextent.However,youraffinityForthisenergygoes
or a 7-kilogram object two meters or so Forth. It grasps beyond that OF most mesmerists. You can sense the flow OF

Richard De Remer (order #1312575) 67.236.105.66


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 psy-
chic and dynamic Knacks. You can also tell if a super-sci-
entific device relies on telluric energy manipulationto pro-
duce its effects.
Level Two Psychic Knacks
Brainstorm
You dare defy me?Fa// before the very
my mind!
_ power
. of
One of the less common and more feared telepathic
Knacks, as a master of Brainstorm you are capable of
1
I
S y s h : T h e p l ~ r d k A ~ ; e a c h ~ r e g r jnothing - less than a direct mind-to-mind attack. Victims
ten the general location ofone meuneristor stahwt (Telluric oFBrainstorm experience an instant OF total violation, then
ResoMncedoesnotrerealdaedevils)~i2Ometers,stat- an intense, stabbing agony in their heads as you hurl the
ing with theclosest.This Knack does not p r d e pinpointac- full Force of your will against them. Depending on the
curacy, but if the subjects m t hidden, its easy to tell where subjects 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
an Innovativeinvention, the +yer rolls Engineering; one suc- this power seek retribution upon recovery, as the expe-
cess gives ayes or no-. rience can be profoundly unnerving.
IF another character uses a dynamic or psychic System: The target must be within the mesmerists
Knack within a radius of IO times the mesmerists lnspi- line of sight and within IO times the mesmerists Inspira-
ration in meters, the Storyteller secretly makes an Aware- tion score in meters. The player spends an lnspiration
ness roll. A difficulty may apply, dependent on the class point and makes a cross-matched (Manipulation + De-
of the power used: standard For a level three Knack, +1 structive Facet) roll; the target resists with a Willpower
For a level two Knack or +3 For a level one Knack. One roll. IF the mesmerist has intimate knowledge of the
success gives the direction and distance to the character targets psychology (Storytellers discretion, but casual
who used the power, as well as what level it is. Three acquaintancedoes not suffice), the attacker gains three
successes allow the character to identify the power in additionaldice on his roll. For every net success the mes-
use, if she has prior experience with it. merist has, the target loses one temporary Willpower
point and cannot take any action save fleeing for one sub-
Thermal Manipulation sequent turn. 1f she is reduced to zero temporary Will-
Huh. Youdthi~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 af-
fect Fire to some degree. Temperaturesare less threaten- Cloak of Dread
ing to you than normal -the Sahara at high noon is merely Dont make m ew .It d g n yerybd!y f w y .
pleasantly balmy, while the coldest Russian winter regis- Theres something preternaturally threatening
ters as a bit nippy. With practice, you can even extinguish about you, something you can Focus to dramatic eFfect
small fires or melt ice with the power of your mind. on others. When you summon up the darkness that lies
System: Since each end of the temperature scale within your soul, you gain an aura of palpable menace.
requiresa different mental Focus, the character can only lndividuals of lesser prowess shrink from you in fear as
generate Thermal Manipulationfor one extreme at a time. their lizard hindbrains yammer about tigers in long black
To activate the Knack For the scene, the player declares coats. Animals tend to flee in terror or attack in des-
whether she is protecting against heat or cold, then peration, depending on their temperaments.
spends an lnspiration point and rolls Resistance. Each System: The player spends an lnspiration point to
success adds one to the characters soak total against activate Cloak of Dread for the scene. The characters
sources of injury innicted by that temperature extreme Intimidation Ability score is doubled. Animals run from
- including fire- or ice-based attacks. A single success him in Fear unless they are already cornered or are starv-
is suFficient to immunize the character against casual ex- ing predators. Due to a subliminal belief that any attack
tremes OF temperature for up to 12 hours. will be met with an instant and devastating reprisal, low-
To extinguish a fire, the character concentrates on grade opponents (ordinary namelessthugs) go after tar-
it for the turn. The player rolls Willpower. Every two suc- gets other than the character if possible; otherwise, they
cesses reduce the fires damage effect by one level (see strike with their least damaging attacks (throwing a punch
Fire, p. 210). A Fire whose damage effect drops below instead of using a knife, say).
three is snuFFed out entirely. The fire may have a maxi- Evil Eye
mum radius of the characters lnspiration in meters. Melt- May your ancestors visit a curse uponyou!
ing ice uses the same mechanic, with every two successes This Knack is particularly difficult for psychic theo-
turning one cubic meters worth OF ice to water. reticians to document because many of its most powerful
practitionersdo not believe theyre using psychic powers.

Richard De Remer (order #1312575) 67.236.105.66


You may see this Knack as a means OF reducing a subjects Flame/Frost Conjuration
basic selF-conFidence, or you may believe that you have /@e a fire wi% thepower ofyour mind? ImpoSsiMY
the power to place a curse on your victims! Whatever your This Knack covers two similar yet distinct talents
personal beliefs, the effects OF this power are the same. derived From the power OF the mind. Flame Conjuration
When you use Evil Eye, you implant beliefs and commands lets you create Fire out OF nothing, while Frost Conjura-
into your targets subconscious mind that lessen the effi- tion enables you to Freeze the very air. These talents are
ciency with which his brain and body operate. referred to by laymans terms such as Firestarting or
System: To place a hex on a target, the mesmerist ice throwing as well as more scientific labels such as
must look him in the eye and make m e sort of sign -an pyrokinesisand cryokinesis.
arcane gesture, spitting in the subjects direction, or some Each option sees common use as a psychic weapon,
similar act. The player makes a cross-matched (Wits + De- though more mundane applications are possible.
structiie Facet) roll; if the bqet is Inspired, the attacker Pyrokinetics have been known to cook dinner or heat an
must also spend an Inspiration point. At the Storytellers apartment with the power of their minds, while
discretion, the player may gain an additionaldie if herchar- cryokinetics sometimes condense water from the air to
acter also declares a suitably dramatic curse to the victim. reduce the humidity or create ice cubes.
Successes on the roll are split betweenthe duration System: This Knack must be purchased separately
OF the hex and its severity, as per the Followingtables: For each type OF manifestation, Fire or ice; each type can
Successes Duration also be used twodifferent ways. FlameConjurationcan heat
1 the rest of the scene a small (hand-sized) area or hurl a fist-sized ball OF Flame.
2 eight hours Frost Conjuration can freeze a small patch of an objects
3 one day surface or freeze the air and project shards OF ice crystals.
4 one week The mechanics For each work roughly the same; the
5+ one month pyrokinetic application uses heat and Flame while the
Successes Effects cryokinetic version manifestsas flash-Freezing.
1 +1 difficulty to all Willpower, To force an immediateextremetemperaturechange,
Mental and Social rolls the character affects a target between Fingertipand hand-
2 +1 difficulty to all rolls size at a range of up to 20 meters times her Perception
3 +2 diFFiculty to all rolls; the sub- rating. The player spends an lnspiration point and rolls
ject loses one temporary Will- Willpower; the effect sustains itselfa number of turns equal
power point to the successes rolled. A Fire ignited this way bums out
4 +2 diFFiculty to all rolls; the sub- after the time passes, but flammable materialsit ignites may
ject loses two Willpower points bum longer. An area Flash-Frozen becomes so Frigid and
s+ +3 diFFiculty to all rolls; the sub- brittle that it may shatter. Used this way, the Knack has a
ject loses three Willpower points three dice lethal damage effect, plus one die for every two
successes the player rolled. Materials aFFected take a little
A character who loses temporary Willpower points while to dissipate the thermal energy; substances such as
cannot regain those points until the hexs durationends. metal or stone may be painfully hot or cold to the touch For
Subsequentattempts to give a character the Evil Eye have several minutes afterward.
no eFFect until the First curse expires. When usedas a projectile attack, the player spends
At the Storytellers discretion, the victim may end an Inspiration point and rolls Awareness as a standard
the curse before its natural expiration. Remember that ranged attack roll. The attack has a range OF 10 meters
the Evil Eye is actually a set of telepathic suggestions, so times the characters Perceptionrating. It has a base three
the problem is not mysticism -it is belief. Even the most dice lethal damage effect plus the mesmerists rating in
rigidly scientiFic personalities are subject to these sug- her DestructiveInspiration facet. Victims may dodge this
gestions, so lack of beiieF in psychic phenomenaor magic attack as they would dodge any standard ranged attack.
is no defense against the initial curse. It may, however, Whether a Fireball or an ice blast, the attack travels in a
be of aid in subsequent psychotherapy.... straight line; neither psychic manipulation nor wind con-
Example: Mister Saturday places a hex upon a ditions can divert its path.
troublesomeadventurer. Engagingthe interloper in con- At the Storytellers discretion, the character can
versation duringa party, the houngan informs the poor perform minor tricks (lighting a ladys cigarette or wam-
fool that hes angered the spirits. Saturday calls down ing dinner For Flame Conjuration; cooling a cars radiator
the wrath o f the loa upon his subject. Mister Saturdays or keeping ice cream From melting For Frost Conjuration)
player achieves a whopping six successesanddecides to without expending an Inspiration point. In general, iF
split these evenk between duration and effects. The something looks impressive but doesnt have any impact
adventurer loses one Willpower andis at +2difficulty to on the game beyond looking nifty, dont require an lnspi-
all his actions for the next 24 hours. ration expenditure or a roll For it.

Richard De Remer (order #1312575) 67.236.105.66


The Storyteller may also allow this Knack to be used commands last for a number of days equal to the
as the basis for electricalgeneration. This psychic light- mesmerists Command dice pool, after which they fade.
ning would generate a spark of electricity (enough to InspirationalAura
jump start a car battery, perhaps) or emit a crackling Once more unto the breach!
lightning bolt (damage as above). The Storyteller may You have discovered one of the keys to maintaining
alter certain aspects as he sees fit. the cohesion of a group in the face of even the most ex-
Hypnotic Presence treme crises. With this telepathic talent at your command,
You are falling under my spell. .. you can reinforce the psyches of your comrades and fol-
With but the slightest effort ofyour will, you can lowers, instilling them with a renewed sense of purpose
place most individualsinto a light hypnotic trance. While and a willingness to follow your orders. A sense of right-
so entranced, they are wholly susceptible to your will. ness fills the recipients, giving them the wherewithal to
You can extract answers to even the mostprobing ques- tackle with gusto feats that might otherwise give them
tions or implant commands that your victims will never pause. Masters of this Knack can convince their subor-
remember untilthey find themselves carving them out. dinates and allies to storm the very gates of Hell armed
System: Thecharactermust make eyecontact with with nothing but buckets of ice water.
the subject and concentrate for a turn. The player spends System: The player spends an Inspiration point and
an Inspiration point and rolls Rapport. IF she scores more rolls Command. Any difficulties to actions drop by one
successes than the victim has dots in Intelligence, the for every two successes rolled for the remainder of the
hypnosis attempt succeeds. The hypnotic trance lasts For scene (round down; three successes rolled would reduce
10 minutes per point of the mesmerists Inspiration.Dur- any difficulty modifiers by one). This Knackaffects each
ing this time, the subject must answer any questionsposed character working on the mesmerists side - but not
to him with the literal truth as he knows it. the mesmerist himself - up to a number equaling the
To implant a commandduring the trance, the player mesmerists Inspiration score. The benefit applies first
rolls Subterfuge. Each successFul command requires a to those closest to the mesmerist and can include player
number of successes equal to the subjects Intelligence. characters and Storyteller characters.
A command may not directly violate the subjects self- The mesmerist doesnt benefit from the difficulty
preservation instincts or basic moral code, but anything reduction, but still gains from this Knack. For the rest of
else is fair game. A mesmerist may implant a maximum the scene, the character adds his Reflective facet total to
number of commands equal to her own Willpower. These his Commanddice pool when issuing orders to any charac-

Richard De Remer (order #1312575) 67.236.105.66


ter who benefited from this Knack - as long as the or- The hands provide the character with a sense of
ders are of an appropriately heroic nature. The Storyteller touch comparable to her own. They have no actual physi-
has the Final say in what is appropriately heroic. cal substance; attacks pass harmlessly through them. They
A character with lnspirationalAura may never gain can act independently of one another, to the extent that
the benefit OF reduced difficulty through this Knack, ei- a pair of normal human hands possessed by a non-ambi-
ther via her own use OF it or through the lnspirational dextrous character can, but may move no more than two
I Aura of another character. meters From each other.
Teledigitation At the Storytellers discretion, the character can
perform minor telekinetic tricks (turning light switches
It was horrifjing! These... these ghostly hands ap-
on and OFF, Fetching drinks) without expending an Inspi-
pearedandpluckedthe necklace from about my throat!
ration point. In general, iFsomethinglooks impressive but
Teledigitation is the Knack that most informed
doesnt have any impact on the game beyond looking nifty,
people think of when they hear the word telekinesis.
dont require an lnspiration expenditure or a roll For it.
While you cannot exert a large amount of sheer teleki-
netic force, you can perform highly intricate Fine manipu- Level Three Psychic Knacks
lations or even wield weapons! Essentially,Teledigitation
gives you a pair of spectral hands that are every bit as Cloud the Mind
capable as your own physical ones. They can pick a lock, I could have sworn someone was standing there
Fire a gun, mix a drink or slap an unwanted suitor. The just a moment ago.
hands are invisible unless you choose to make them vis- As this powers name implies, you are able to cloak
ible, in which case they maniFest as ghostly outlines or your very presence from lesser individuals. When their
shimmering idealized images. 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 di-
rectly 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 characters Stealth Ability rat-
ing is doubled for the scene. No casual observer notices
the characters 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 isnt all that obvious if its
done out of direct sight, but kicking the door in is.
A searcher who is actively seeking the character
(or actively seeking someone who shouldnt be here,
in the case of an alert patrolling guard) may roll Aware-
System: The player spends an lnspiration point to ness. If he scores more successes than the player scored
activate Teledigitation For a number of turns equal to the when activating this power, he pierces the Knacks veil
characters Stamina + Wits. This power provides a pair of ignorance. The character may still use mundane meth-
OF spectral hands that the character can use like a pair ods of disguise or camouflage in addition to this Knack;
of normal hands, with a range equal to 10 times the such efforts are resolved normally.
characters lnspiration score in meters. The spectral
hands can do anything that a normal pair of human hands Mindhammer
can do, acting as iF they had Strength 1 and a Dexterity Nophys~/bwrierca~ w+Wmdmypychic mrght
score equal to the characters Reflective Facet + 1.1F the As a master of the most overtly powerful teleki-
hands hold physical objects, they can move at a maxi- netic Knack, you command a talent that easily makes up
mum speed equal to half the characters walking speed. in sheer destructive potential what it lacks in subtlety.
The character can take actions with both the spectral Mindhammer is little more than a direct telekinetic strike,
hands and her physical body, but the normal penalties an invisiblepiston of Force that can strike hard enough to
For multiple actions apply (seep. 201). splinter wood or shatter bone.

Richard De Remer (order #1312575) 67.236.105.66


System: Theres little room for improvisation with Example: Count Nilwants Ace Borgstrom to forget
this power: The mesmerist simply smacks her intended he was ever e n d . 7he Storyteller says this requires
target with a telekinetic wallop. The character must be three successes, but after the resistedaction the dastardly
able to see her target, which must be within a range equal Counthas onhtwo successes. 7he StorytellerdecidesAce
to 20 meters times the mesmerists Perception rating. knows hes engaged-hesjust not sure who its to!
The player spends an Inspirationpoint and makesa cross-
Psychic Synergy
matched (Wits t Awareness) attack roll. Attempts t o
You know what to do, my loyal minions!
dodge the strike are at t2 difficulty because the target
You can coordinate the actions of your underlings
cannot see it coming. I f the attack hits, it has a base bash-
so well that they seem to share a single brain. Whether
ing damage effect equal to the mesmerists Willpower
through singular leadership, telepathic communication or
rating; extra attack successes add to the damage effect
some sort of hive consciousness, you can direct your fol-
normally. The area of impact is a perfect circle approxi-
lowers behavior to lead to the most efficient outcome.
mately the same size as the attackers clenched fist.
System: The player spends an Inspiration point and
Psychic Control rolls Commandat standard difficulty. If successful, those
These arent the refugeesyou re looking for. loyal to the character may engage in complex tasks with-
This Knack is among the most feared mesmerist out the need for communication. The subjects need not
powers. Having the ability t o twist anothers mind makes be in the immediatevicinity, but the character must know
others rather nervous, so youre likely to find even close exactly who he wants t o communicate with. The number
friends distancing themselves from you when they dis- of successes indicates the scale of communication. One
cover what you can do. Conversely, governmentsand pri- success allows for coordinating with up to a half-dozen
vate groups alike may well take an unhealthy interest in people, three successes is sufficient to direct over a score
you - a nation with a pet mind-controller has an im- ofsubjects, and F i esuccesses allows for directing at least
portant new pawn in the game of global politics. 100 individuals - all without the need for radios or a
System: The target must be within a range equal t o chain of command! In addition, anyone affected by this
10 meters times the mesmerists Perception score, and Knack may also add their leaders Reflective facet to their
the character must concentrate for a number of minutes dice pools for the rest of the scene. Finally, everyone af-
equal t o the successes needed (see below). The fected by this Knack acts on the Initiative turn indicated
mesmerists player spends an lnspiration point and a Will- by the highest roll within the group.
power point and rolls Command ina resisted action against Sleight of Will
the subjects player, who rolls Willpower. Any successes
For my next trick, 1 shall make that gentlemans
the defender gets subtract from the mesmerists ability
monocle appear in my hand like... so!
to alter his mind. The mesmerist may spend additional
This is arguably one of the most powerful Knacks
Inspiration for successes on a one-for-one basis.
in existence, though it is also one of the rarest. With this
The degree of change to the targets memory de-
power, you can move small objects with naught but an
pends on the final successes achieved. One success al-
instant of concentration and a bit of creative visualiza-
lows trivial changes(he cant remember his home address,
tion. While telekinetic powers can achievesimilar effects,
he thinks the character has a difFerent name); three suc-
Sleight of Will is unique in that the objects it acts upon
cesses applies major alterations (he forgets where he
do not move through the intervening space! They simply
works, he believes he was married to a woman who never
vanish from one point and appear at another with no vis-
existed); five successes creates extensive - even di-
ible motion or expenditure of energy save for a slight
sastrous - changes (he forgets to breathe, he remem-
twinkle. To date, no mesmerist skilled in Sleight of Will
bers being born in Atlantis five centuries ago).
has been able to move a person in this fashion (though
The mesmerist must decide her intended memory
rumors persist of particularly powerful mesmerists who
alteration prior to the attempt; if she doesnt get enough
can apport themselves...).
successes, the change has reduced intensity. The target
System: The mesmerist can move an object with a
may also buy down the intensity by spending one Will-
maximum weight equal to her Reflective facet in kilo-
power point immediately after the resistedaction, modi-
grams between any two points that she can sense within
fying the alteration appropriately. The Storyteller may
a radius of 20 times her Perception in meters. The two
make the resisted roll himself to keep the resolution in
points may be anywhere within this radius, as long as she
doubt and has final say on suitable modifications to the
can see or feel both of them. Other Knacks that allow
original intent. Psychic Control can also be used to re-
remote sensing count for these purposes. To move an
store a subjects memories that were changed by some
object, the player spends an Inspiration point and makes
other use of this Knack (certain spies have been placed
a cross-matched (Stamina + Awareness) roll. One SUC-
in deep cover using this very method). cess is sufficient to move the object. If the player scores

Richard De Remer (order #1312575) 67.236.105.66


ccesses, use OF Sleight OF Will does not might be expected, dynamic Knacks run the gamut From
count as the characters action For this turn - so, with barely noticeable to Freakishly bizarre. Current theory
enough successes, this Knack could move a weapon into holds that dynamic Knacks are the result OF the stalwart
the characters hand in an instantaneous Fast-draw! channelingZ-wave energy directly into her physical Form.
If the mesmerist tries to move an object out oFcon- As such, stalwarts registeras etherically active on Z-wave
tact with another character, the player must defeat the image resonators, and their empowered status is obvi-
I targets player in a resisted Willpower roll. (Out oFcon- ous to various superhuman methods OF perception.
tact means anything the target holds or has upon his
person.) Objects moved with Sleight OF Will retain all of Dynamic Knack Descriptions
their physical and chemical properties, though the mes- As with psychic Knacks, dynamic Knacksare divided
merist may change their orientation as she sees Fit. In into three categories. The category into which a dynamic
practice, this means a Falling object continues to Fall af- Knack falls depends on the degree to which it affects the
ter being moved with this Knack, but the mesmerist may stalwart. Level one dynamic Knacks are logical, if extreme,
choose For the object to reappear Falling upward(though extensions OF human development. In theory, any suffi-
gravity will soon reverse its course). Objects moving too ciently giFted person could achieve comparable results if
fast to track with thenakedeyemay not beaffected with given the right combinationoFgeneticsand training. Though
this Knack, which makes it useless For deFlecting bullets certainly uncanny, level one Knacks are normally indistin-
- though it is quite eFFective at reversing the courses guishable From natures own gifts unless perceived with a
of thrown objects (such attempts are subject to the rules Z-wave image resonator or the like. As such, their effects
For hitting moving targets; see p. 201). If the character are often indistinguishableFrom those daredevils manifest.
wants to change a moving objects course to target a spe- Level two dynamic Knacks are obviously superhuman,
cific individual, the player makes an Awareness roll at +t though theyre still direct extrapolations from the human
diFFiculty that counts as an attack roll. baseline: The stalwart is just Faster, smarter or stronger
than any ordinary personcould everhope to be. Level three
Touch of Life dynamic Knacks placethestalwart Firmlyoutsidethe bounds
Dead? You are mistaken; falling From the wall
of normalcy - theyre highly irregular or unnerving ca-
mereb knocked the wind out o f her For a few minutes. pabilities that surpass the usual qualities, not just capabili-
Many observers consider you to be touched by God ties, OF living beings.
- or to be a pawn of the Devil. You can exert your will IF purchasedduring character creation, a dynamic
to heal virtually any injury, bringingyour comrades back Knack costs a number of transformation points equal to
From the gates OF death! As long as even the barest spark
its class. IFpurchasedwith experienceexpenditure, a level
of liFe remains in your subject, you can knit broken bones one dynamic Knack costs 8 experience points, a level two
and seal torn Flesh with your very will. costs 12 points, and a level three is 16points. These pow-
System: The character touches the subject and ers are not hierarchical; a character does not have to buy
spends a minute in concentration.The player spends an
a level one Knack beFore purchasing a level two power.
lnspiration point and rolls Medicine; each success heals
one level OF bashing or lethal damage. For each patient, Level One Dynamic Knacks
the mesmerist can heal up to twice her Reflective Facet
in bashing health levels and equal to her Reflective Facet A Single Bound
in lethal health levels. The player may allocate the suc- On ward and upward!
cesses to the subject as she sees Fit. Even if the player Your legs are better than coiled steel springs, For no
Fails the roll, the subject is stabilized and suffers no Fur- mere mechanical springboard could launch you as high as
ther blood loss or other worsening of condition. A botch, your leaps can! With this Knack, you can hurdle high walls
however, inflicts one additional level of bashing damage or leap across a city street. Your physique probably re-
on the patient. No subject may beneFit From this power flects this Knack in some highly noticeable manner.
more times in 24 hours than he has points OF Stamina. System: The characters jumping distances are
tripled For both horizontal and vertical movement. IF he
is riding a bicycle, his movement rate is doubled. This
Dynamic Knacks Knack has no effect on kick attacks or Foot movement
Dynamic Knacks are the parahuman powers dis- rates. See Jumping, page 188, For rules on leaping.
played by those Inspired individuals commonly known as
stalwarts. Generally, dynamic Knacks are incredible ex-
Cool Hand
Grab the gem out OF that pit o f scorpions? No
tensions of normal human capabilities: Stalwarts tend to
problem.
be Faster, stronger, smarter, better-looking or more per-
Youre inhumanly steady, even in the tightest situ-
sonable than regular people. Some extreme dynamic
ations. No matter how much your brains screaming at
Knacks, however, give their stalwart possessors quali-
you, your body keeps operating smoothly. This is not
ties that no normal human could possibly attain. As

Richard De Remer (order #1312575) 67.236.105.66


necessarily mental composure - you may be just as
prone to panic as anyone else. Instead, your body func-
tions efficiently regardless of the stresses under which
its operating. You never get the shakes, nor do you
get seasick or shiver.
System:The character still suffers injury Fromdetri-
mentaleffectsto her body -wounds, drugs, illness, tem-
perature 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 (fire-
arms, 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. Shes 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
cant 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 Per-
ception rolls that deal with tiny details or things on the
edge of human perception. When the character makes
an aimed ranged attack, her weapons range doubles due
to the stalwarts exceptional visual acuity (approximately
20/5 vision). Sensory overload effects are left to the
Storytellers discretion, but should be dramatic and ap-
propriate to the circumstances.
Mad Scientist
You all laughed. You said it couldnt be done. Ha!
Behold the product o f my genius; behold my creation!
You are a man of science for the new era! Your cre-
ative prowess follows no traditional path. Even the sim-
plest schematics you design baffle the learned. Armed
with only a notepad and your own formidable command
of modern science, you relentlessly push back the fron-
tiers of human achievement!
System: This Knack subtly transforms the
characters brain chemistry to enhanceher super-scien-
tific ability (see p. 176 for complete rules). The player
spends an lnspiration to convert her characters final re-
search 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,

Richard De Remer (order #1312575) 67.236.105.66


the character gains no dice benefit from having research surprise you, but no Old West gunslinger could have ever
assistants other than fellow stalwarts. out-drawn you. The proverbialgreasedlightningwould have

-
trouble striking you if you knew it was on the way.
Man for All Seasons System: The character gains a permanent +3 bo-
Come along, gentlemen. Its o n k the Sahara. A
nus to Initiative.
little sun never hurt anyone!

I
Who needs a campfire or a canteen?You can endure Level Two Dynamic Knacks
the utmost extremes of climate without batting an eye or
losing a drop of sweat. Whether its a hike in Death Valley Aetheric Vision
in a parkaor aswimsuit-clad snowball fight in the Himalayas, I sense a powerFu1electrical charye emanatiny
youre always dressed for the occasion, so to speak. From that panel. Perhaps we shouldstep back.
System: The character suffers no damage or pen- You can transform the delicate structure of your
alties for heat less than 150 C or cold above -30 C. eyes to perceive portions of the electromagnetic spec-
She is immune to heatstroke, hypothermia and similar trum that are completely inaccessible to normal people.
ailments. She can survive for triple the usual times with- This power allows you to see heat, infrared and ultravio-
out water or Food. This Knack provides no protection let radiation and even magnetic fields or strong electri-
against actual fire- or cold-based attacks. cal charges. If you are ofa mystic bent, you may consider
these energies to be auras and ley lines. If you have ad-
Powerlifter vanced scientific training, glowing schematics may su-
Looks like the safe is cemented into the wa/l. perimpose themselves over your normal vision.
Shhhraaaack! There we go! System: The player spends an lnspiration point to
You can win iron man competitions merely by enter- activate Aetheric Vision for the scene. While this Knack is
ing - your opponents take one look at the steel cables active, the character takes no penalties for low light -
you call musclesand quietly shrinkaway. While your casual even in complete darkness, she can see as if she had the
strength may be no greater than that of anyone else with benefit of Full daylight. With a successful Engineeringroll,
your build, your focused might is truly awesome to behold. she can visually trace the path of active electrical circuits,
System: Whenever a character attempts a Might- up to locating live wires inside walls. Other applications of
related task (such as encumbrance, lifting or opening/ this power are left to the Storytellers discretion, but may
closing; see p. 188), the player rolls Might normally. In include such feats as seeing a concealed assassins body
addition to the successes from the roll, your character heat through a curtain or a thin door, tracking an airplane
gains a number of automatic successes equal to her De- by the atmospheric ionizationit leaves or detecting an area
structive facet score (no lnspiration expenditure is of dangerous radiation by its unnatural glow.
needed). If trying to lift a target with more mass than Remember that Adventure-era scientists dont know
the characters Might dice pool, the automatic successes nearly as much about the electromagnetic spectrum as
apply as Willpower successes needed to advanceher lift- modernphysicistsdo. Accordingly, charactersmay see what
ing capability up the chart (seep. 188).This Knack pro- they expect to see rather that what science dictates they
vides no bonus to close-combat attack and damage rolls. shouldsee. They may also witness phenomena for which
Sex Symbol modern physics has no rational explanation....
Yowza!
Blazing Speed
Simply irresistible! You exude raw sexualii from every How in the world did you Fend off those three
pore.Amerephotographofyouisenoughtod~of soldiers while entering the proper code to turn off the
theappropriatesexualorientation intoholmoMlfrenzies,while doomsday device?!
~adualpraencelmpireseventhemoststaidandd When seconds count, you havetwice as many as ev-
adults to youthful pursuits. Youre never lacking for compan- eryone else - at least from your perspective. With an
iomhipifyou want it In Fa&your biggestfKoblem maybeget- instants expenditure from your reserves OF energy, you
ting an uninterrupted nlgMs sleep.... can superchargeyour nerves, movingat blindingspeeds to
System: Whenever the stalwart attempts a seduc- devastatingeffect. However, the concentration required to
tion, the player rolls the appropriateTrait dice pool nor- keep your body from Hailingout of control does make you
mally (see p. 192 for specifics on seduction). In addition consider your actions more carefully, which may result in a
to the successes from the roll, your character gains a num- momentary hesitation before you spring into motion.
ber of automatic successes equal to her lntuitive facet System: At the beginning of a combat turn, before
score (no lnspiration expenditure is needed). the lnitiative roll, the player spends an lnspiration point.
Superhuman Reflexes The stalwart can take one additionalaction at the end of
lve never seen anyone move so fast! the turn, after every other character has taken his nor-
Your hands are faster than striking cobras, flickering mal action. This additional action can be used just like a
at the edges of human perception. It may be possible to regular action - split into multiple actions, used to go

Richard De Remer (order #1312575) 67.236.105.66


fully defensive or taken as a single full action. The stal- door. This Knack has no effect on any other situation in
wart acts at -3 to lnitiative during this turn. which the characters Strength is a factor, except feats of
strengththat directly involve destroying something.
Blindfighter
Wham! Wa-pow! Gentlemen, i t doesnt help to Sun Tzus Blessing
turn out the lights when youre a// breathing as loudly as If I were him, Idmake a diversion over there and
overweight water buffalo. bring my men in from the south - whats that alarm?
The phrase blind as a bat always gives you a bit of Well, there you go!
a chuckle. After all, bats never run into things. You may This Knack goes by various names, depending on
havedeveloped this Knack to compensate for actual blind- where youre from. The French refer to it as the Touch
ness, or it may be the result of extensivetraining. Regard- of Napoleon, while Greeks hearken back to the qlory of
1 ,

less, darkness holds few secrets for you -an advantage Belisarius when discussing your tactical prowess. What-
that you can apply to lethal effect in combat situations. ever the label, the effects are the same: You have an in-
System: The character suffers no penalties for tuitive flair for the geometry OF battle. With a single
movement or close combat in low light or darkness. glance, you can assess a tactical situation involvingthou-
Ranged combat and perception rolls related to anything sands of men, and a moments reflection tells you where
exceptspatialawarenesssuffer the normal penalties. The best to exert pressure to break the enemys forces. Be-
character can perceive shapes out to a radius of twice ware hubris, however - knowing what orders to give is
her lnspiration in meters. However, she cant sense them not the same as knowing how to give them....
precisely enough to aim or dodge ranged attacks, nor System: The character has an innate sense OF strat-
can she sense surface details such as color or texture. egy and tactics that surpasses those of many trained gen-
erals. When analyzinga battles progress, developinga plan
Optimized Metabolism
for an assault, finding the best way out of an ambush or
Yourealmost 60?Youcantbeserious;youdont
performing any other military- or tactics-related analysis,
look a day over 30!
the player rolls the relevant Trait dice pool normally (typi-
Methuselah was a pretender. You may not be set up
cally Command). Inaddition to the successes From the roll,
to live forever, but for all intents and purposes, you just
your character gains a number of automaticsuccesses equal
may pull it off - so long as none of your enemies get
to her Reflective facet rating (no Inspirationexpenditure
you. Your body requires only trace amounts of nutrients
is needed). This Knack gives no bonus to actually issuing
to function, as you derive the majority of your suste-
orders, only on figuring out what orders to give.
nance from etheric radiation and other forms of pure
energy. It also refuses to process anything that it cant Touch of the Muses
use, which makes you immune to many poisons. Another masterpiece?You flatter me. 7hIs isjust
System: Once the character reaches physical matu- something 1whippedup before breakfast.
rity, she ages approximately one year for every [Stamina x The gods smile upon your artistic efforts - or
101years that pass. She can hold her breath for f i e times maybe the Devil inspires you to greatness. Whatever the
as long as a normal human with the equivalent Endurance, source, you can achieve a level of aesthetic creativity to
needs only one meal a week and takes no damage from which most people can only aspire in vain. Your original
ingested poisonsor allergic reactions. She is immune to all vision is nigh-perfect, and your ability to execute it in
known diseases. Alcohol and most other drugs have no ef- paint, ink or stone is not far behind.
fect on her whatsoever. Chemicals that physically damage System: This Knack applies to any physical creative
her, such as acids, have their normal effects. endeavor, be it sculpting, painting, choreography or the
like. Note that this Knack focuses on arts with a primarily
Piledriver
physical aspect; pursuits such as writing or poetry dont
The guy wasnt human, boss -hepunchedright
count. The player rolls the relevant Trait dice pool (typi-
through the brick wall and draggedme outside!
cally Arts or Perform). In addition to the successes from
Some men break hearts; others break laws. You
the roll, your character gains a number of automatic suc-
prefer to break bones... and bricks... and the occasional
cesses equal to her Intuitive facet rating (no Inspiration
steel girder. Whether its From a special diet, cosmic ra-
expenditure is needed).
diation, years of meditation or an inexplicable telluric
At the Storytellers discretion, the player pays only
energy pattern in your bones, you can strike with inhu-
half the normal experience cost when purchasing Back-
man force. Your kicks and punches can shatter stone, and
grounds that are directly related to the characters ar-
anything short of an armored car is vulnerable to you.
tistic endeavors. The Backgrounds most likely to be af-
System: Add the characters Destructive facet to his
fected by this are Resources (from the sale of works of
Strength rating when calculating any damage effect based
art) and Allies, Contact, Mentor and Followers (individu-
on Strength, whether for punching a mobster or a metal
als who seek out the character because of her genius).

Richard De Remer (order #1312575) 67.236.105.66


Level Three Dynamic Knacks made-up one) or Perform (if the character is attempting
to assume a specific persons identity). If the player suc-
Body of Bronze ceeds, the alteration lasts For the remainder of the scene
I have to stop getting into gunfights. My or until the character voluntarily discontinues it. It re-
wardrobes taking a beating! quires minimal concentration to maintain the change; if
When the shooting starts, most peopie dive Forccwer the character is knocked unconsciousor suffers three or
Ycurfriends,howwer, know that the safest place tobe is di- more health levels of damage in one turn, her body auto-
redh/behindyou!Thisi~ttofcMlcemforyourmarksman- matically reverts to its normal appearance.
ship,*but& because of yow inhumaniy & i l i physique. The number of successes rolled determine the de-
Yourdtinretaimitsnormalcom~toacasualEarea,butis gree to which the character can change her perceived
asstrongasstedwhen it comestoresisbnginjury.You laughat identity:
clubsand knw,and bulletsarebut as w a y stings. Just watch Successes Degree of Change
out Forthoseantitank rifles.... 1 Same basic appearance, but all
System: The character has an innate armor rating, as distinguishing details vanish
if her skin was a bulletproof vest! Her bashing armor rating 2 Colorationand build changes
is equal to two plus her Reflective Facet, while her lethal 3 Complete change of facial Features
armor rating is equal to two plus her Intuitive Facet.Thus, a 4 Full transformation of voice and
character who has Reflective facet 2 and Intuitive facet 1 physical mannerisms
has a [4/3] armor rating. This armor inflicts no penalties 5 Gendershiiexb-emesoFageandsm
on mobility. These ratings are always consistent with the The stalwart cannot actually fake any knowledge that
characters current Inspirationfacet scores. her subject has but she doesnt. With fewer than four suc-
IndisputableAnalysis cesses, thechamtermust rely on innateactingability (Per-
Sherlock Holmes?An amateur. form and Disguise rolls) to convincingly pass henelF off as
Your physical senses are transformed to interact someoneelse. With four or moresuccesses, her proficiency
with a synergy that is truly breathtaking to behold. Your is such that others assume any gaps in her performance
powers of observation and deductionput the local police are flaws of their own faulty perceptions or memo&.
to shame. A mere glance at a scene can tell you more Reptilian Regeneration
than you ever wanted to know about the place. This Knack ~gn~bitmyhandoft?tlowinconvenientl
is nothing less than a capacity for total situationalaware- Some lizards possess the uncanny capacity to re-
ness and subconscious analysis of everything you sense. generate lost limbs over a matter of days. You can go
System: The character spends at least one minute them one better, knitting torn flesh and regrowing rniss-
observing the tableau she wishes to analyze. The player ing pieces of yourself in mere minutes. This distinctly
spends an Inspirationpoint and makes across-matched(In- unnatural Knack allows you to endure injuries that would
telligence + Awareness) roll. For the rest OF the scene, the destroy any normal person.
player gains a number OF bonus dice equalto the number OF System: To regenerate, the character enters a deep
successes she rolled, which she may apply to all Investiga- trance From which nothingshort of a health level of bash-
tion rollsthat deal with the people, placeandlor things shes ing damage can awaken her. The player spends an lnspi-
observing. This Knack may be used once per scene on a ration point and rolls Endurance. Each success is one
given location. I n practice, this Knack functions much like health level of damage healed. A health level of bashing
Sherlock Holmes capacity for extreme logical deduction damage heals in one minute; a health level of lethal dam-
- the character can reach (almost always correct) con- age heals in 10 minutes. When the character has healed
clusions from the barest scraps of physicalevidence. as much damage as the roll allows, she awakens.
Man of Many Faces Sensory Filtering
1 know 1just left, but 1forgot something in my We re looking for a man with a redtie? Give me a
room. Wouldyou mind letting me back in? moment... there he Is!
With this Knack, you can actually change your Some wives complain that their husbands have se-
physical features to look like someone elses. Even mini- lective hearing because they can hear baseballscores but
mal control allows you to shift your features subtly to not requeststo mow the lawn. Those husbands would envy
look like some nondescript everyman. With more pre- you if they knew of your capabilities because all of your
cise command, you can alter your features, voice, physi- senses are selective. You can tune out the din of a crowd
cal dimensions, garb, race and even gender! to zero in on a single conversation, refuse to see every-
System: To assume another appearance, the char- thing of a particular color or ignore the flashes of a blind-
acter spends 30 seconds (six turns) in concentration. The ing strobe light.
player spends an Inspiration point and rolls Disguise (if System: Sensory Filtering is always active. This
the character is trying to conceal her own identity with a Knack negates all dice pool and difficulty penalties for

Richard De Remer (order #1312575) 67.236.105.66


distractions such as noxious smells, deafening noises, offensive move against anyonein the immediatearea. The
blinding lights and the like. The character is immune to subject must be within line of sight -though the stalwart
sudden sensory shocks such as flash-blinding from a neednt be looking at him! - and no farther away than 10
magnesium flare. He can also choose to isolate a single times the stalwarts Inspiration in meters. The Storyteller
sensory impulse, blocking out all sound save for a single tells the player the subject is about to attack and who the
conversation or picking the smell of poison out of a din- intended target is. The character receives no other infor-
ner buffet. When used in conjunction with Heightened mation, though some things may be obvious- if the sub-
Senses, this Knack removes the danger of sensory over- ject is holdinga pistol, chances are good that hes not going
load that otherwise accompanies use of that Knack. to throw a rock at his intended victim.
The stalwart may then perform one action before
Threat Awareness the attacker does. Inthe first turn of any combat for which
Look out; hes about to- Whack! -ha! the stalwart has no more than three seconds warning,
There; never mind.
she gains a bonus to her lnitiative score equal to her
Youre the perfect bodyguard. Whether its an in- Awareness dice pool. In each subsequent combat turn,
stinctive feel for a subjects posture and body language this bonus drops by two, until it fades to nothing.
or uncanny precognition, you always know when some- This Knack provides no defense against attacks
one is about to launch an attack. This split-second warn- from individuals of whose presence the stalwart isnt
ing is enough to let you throw the first punch. Youd best aware, or who are beyond the range of clear sensing. She
be careful when choosing your responses - I knew he
must see, hear andlor feel potential attackers to sense
was going to shoot me isnt always the best defense what theyre about to do. Likewise, it provides no warn-
against charges of unprovoked murder. ing regardingmachinery; automatonsand land mines dont
System: Thestalwart always knowswhen a livingsub-
have body language for the character to read or pres-
ject whose presence she is aware of is about to make an ence for her to sense.

Richard De Remer (order #1312575) 67.236.105.66


The science of tomorrow, brought to you today! a direct linear development of an existing concept -
Autogyros! Iwisible secvity rays! Disintegratronguns! Self- the better mousetrap, as it were. It doesnt break the
deaning kitchens! Silk-steel! Anti-aging elixirs! Zeppelin sky- known laws of physics, but rather, leaps a generation or
fortresws! Submenible yachts! Forty-e$t took in one! two ahead of the current state of the art. This is reflected
The Adventure Era is one in which men of steel walk in the rules by adding optionsto existing technology. With
the earth -sometimes literally! Thanks to the parahuman the proper skill, any person can use an Advanced inven-
capacity for invention bestowed by lnspirationitself, cer- tion indefinitely(or at least until it breaks down normally).
tain institutions and individualshave produceddevices that An Innovation goes beyond mere physical improvements,
bafne the mind and appear to defy natural laws. Super- channeling Z-waves to reproduce effects that only an
science is more than mere science - its Inspired! Draw- lnspired mind can normally enact - in other words, it
ing on the powers of their minds (and sometimes those of duplicates a Knack effect. An Innovation may include
their assistants), Inspired scientists can leap years ahead Advancement options, but an Advancement cannot in-
of their colleagues, developing devices and compounds clude a Knack effect. Any inventionthat has a Knack ef-
wholly unknown to conventional wisdom. fect is always considered an Innovation,
Inspired characters of all types enjoy the benefits DaredevlkmaycomtrudAdrancementsbutcannot
of super-science, although some restrictions apply to ateImovations.Thq.mdquitetotheintellectualplateaunec-
certain character types. In some cases, a super-scien- essary to dene truly I n m t i v e devices,just as normal folk
tific device amplifies an adventurers naturalcapacity to donthwethewherewithalton&eAdvancedinventiom.Mes-
manipulatetelluric energy. Although all Inspiredhave this memts and stalwatscan create irrventwof either type.
capability, mesmerists and stalwarts have a greater ca- Any character, lnspired and otherwise, can have a
pacity to create inventions than daredevils do. Regard- number of Advanced inventions equal to twice his Re-
less of the type of adventurer involved, creating super- sources rating. Additionally, an Inspired character can
scientific devices demands incredible commitment. This have a number of Advanced and/or Innovative inventions
commitment is reflected in the rules by requiring a pro- up to his lnspiration score. The latter category includes
spective inventor to have Ability mastery in the skill (or daredevils; although they cannot create Innovations, they
skills) necessary to make the desired equipment. can use them as easily as mesmerists and stalwarts can.
This does not include any inventions purchased with the
Inventions Gadget Background. The character may have as many
When we talk about an invention, were referring gadgets as he likes, so long as he has the bonus, trans-
to a product of super-science, regardless of i t s general formation and/or experience points to spend.
nature. By and large, super-science is focused on the
creation of new mechanicaldevices. Medicaland chemi-
Gadgets and Super-science
Implements purchasedunderthe Gadget Backgrwnd
cal experimentation play their own parts, but the vast
(seep. 146) are distinct from items created via the super-
majority of development comes in the Form of rnechani-
science rules. However, the distinction is not one of func-
cal invention and gadgetry. Super-science canproduce a
tion but of its importanceto the character and/or the story.
better mouse or better cheese in addition to the better
mousetrap, but 78 percent of super-science is about the
A gadget is a special item unique to a character, a
defining aspect of who that character is. As an example,
mousetrap itself. 1F we refer to a mechanical apparatus
although both are certainly inventions, Cliff (the Rock-
created with super-science, its a device. An animal or
eteer) Secords rocket pack is a gadget but Tom Strongs
plant that super-science has altered is an organism. A
autogyro backpack is not.The Rocketeerwouldnt be who
new super-scientific chemical or drug is a compound.
he is without his jet pack, while specific equipment is
Advancements and incidentalto defining Tom Strongs character. A super-
science invention is a marvelous creation, but unless its
Innovations purchased as a gadget, it is not considered an intrinsic
Super-science divides inventions into two catego-
aspect of the character who built it (or who uses it).
ries: Advancements and Innovations.An Advancement is

Richard De Remer (order #1312575) 67.236.105.66


and arduous process, though you dont have to roleplay
it out. The time spent on researching information, de-
signing schematics, performing tests and the like is nor-
mally considereddowntime unless the Storyteller decides
to interject a dramatic event OF some sort (enemy at-
tack, lab accident, reappearance of an old flame). With
the desired researchand development project declared,
you must still determine two things: how long itll take to
complete the research and whether its ultimately suc-
cessful. The R&D roll, based on the characters Ability
mastery dice pool, takes care of both those factors.
An inventor wont know if his theory was valid until
he completes his research (or at least until after hes 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 suc-
cessful roll indicates the research was favorable. A failed
roll reflects some misstep along the way - in the ex-
periments, in some aspect of the theory, etc. - but the
basic idea remains sound. A botch reveals the theorized
inventionis beyond the characters capacity to create (it
might also involve some kind of lab accident, depending
on the botchs 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

Super-Scientific time, listed in days (seethe respective charts below). This


time assumes the inventor spends roughly 10 hours OF the
Creation day with no appreciable interruptions in a suitable facility.
Standard success on theR&D roll means the character suc-
Before creating anything, a character must first have
ceeds but takes the full amount OF time listed. Each extra
Ability mastery in the relevant Trait, as determined by the
success on the roll reduces this time by one day (to a mini-
intended creation. Constructing a device requires Ability
mum OF one day). Certain variables can further add to or
mastery in Engineering, creatingan organism takes Medi-
take away From this time, as outlined below.
cine, and developing a compound requires Science.
The inventor must also have at least three dots in Lab Time
the Ability most appropriate to the proposed creation. The inventor isnt expected to spend all his time on
Most often, this is the Ability used to operate the com- R&D - it would put a serious crimp in his adventuring
pleted invention. So,a pistol that uses electricity to fire lifestyle if he did! The listed times allow for 14 hours each
projectiles is based on Firearms; a miniature submers- day the character Isntspending in the lab -time spent
ible is based on Pilot; a set of automatic lockpicksis based eating, sleeping, socializing, investigatingor attendingto
on Legerdemain; a remote-controlledmotorcycle is based sundry other matters.
on Drive; and so on. In some circumstances, the primary The inventor can sequester himself and do nothing
Ability of Engineering, Medicine or Science is most suit- else but pursue R&D, though. For every three days hes
able, in which case, no secondary skill is required. locked in the lab, the inventor can reduce the total R&D
The inventionthen goes throughthree distinct stages time by one day. The character does nothing but work
(regardless of whether its an Advancementor an lnnova- and sleep (the latter typically on a cot in the corner).
tion): research and development, construction, and use. Meals are haphazard affairs scarfed down while poring
over data, and the inventor Forgoes any outside social-
Step One: Research and ization. Conversely, iF the inventors work is interrupted
Development For an appreciable time - having run out of materiel or
Research and development (R&D) can be a long resources needed For the project, being forced to leave

Richard De Remer (order #1312575) 67.236.105.66


the lab (willingly or otherwise) to deal with other mat- by three days (to a minimumof one day). Any Inspiration
ters and so on -the countdown pauses until he can re- points are spent when the R&D roll is made and are lost

-
sume his research. regardless of whether the research is ultimatelysuccess-
ful - the inventor may be brilliant, but hes not neces-
Research Assistants
sarily correct in his hypothesis.
The Adventure Era is a time of tremendous scien-

-.
tific excitement. Boundaries are beinq pushed in every
direction, and many scientists will stop at nothing to b,
Knacks
Characters with the Gadgeteer, Scientific Prodigy
the First to break new ground. For every upstandingand or Mad Scientist Knacks are singular individuals among a
ethical researcher, there is a diabolical scientist who will field of already impressive inventors. The lnspired with
break laws and ethics to achieve his goal...includingsteal- one of these Knacks can design and create inventions
ing designs and prototypes from fellow scientists! Not more easily and in less time than your average lnspired
surprisingly, most inventors guard their research jeal- inventor. See each Knacks description for details on how
ously, a great number of them working alone even though it can assist a character.
an extra pair of hands would help their work tremen-
dously. Other inventors are not quite so paranoid and are Step Two: Construction
willing to bring aboard skilled lab assistants. Yet even the Once the research is complete, the character must
most optimistic inventor understands that the possibility build his invention. This requires four things: time, fund-
of betrayal exists in this environment. That new lab ing, facilities and a copy of the completed plans for the
worker may have impressive credentials, but whos to say invention. Yes, this means that a rival can steal an
hes not spying for the sinister Machinatrix? inventors only blueprints - or vice versa!
Some inventors are willing to take the risk for the Construction time is left to the Storytellers dis-
sake of science. If nothing else, splitting the work among cretion but should reflect the complexity and size of the
multiple people helps speed things along. The trick is get- invention in question, as well as the amount of super-
ting assistants trained in the fields the inventor needs. If science that went into it. A handgun that fires shotgun
the inventor offen a lucrative wage andlor is working on a shells will take less work than a heavy-duty mineral min-
project that would get even the most jaded researcher ing submarine. The following table provides a general
frothing at the mouth, its not hard to get good help. guide to construction time as a function of the total time
A research assistant gives the inventor additional spent on successful R&D:
dice for the R&D attempt, thereby adding to the chance R&D Time ConstructionTime
of success on the project (and potentially reducing the one to five days four hours
time spent on research and development). The player up to IO days eight hours
gains bonus dice depending on the composition of the up to 15 days 12 hours
characters researchteam, as shown in the following table: up to 20 days one day
Bonus Dice Research Assistant up to 30 days two days
1 has three or more dots in the ap up to 60 days two weeks
propriate Ability up to 120 days one month
1 has three or more dots in one or up to 180 days two to three months
more related Abilities up to 270 days three to six months
1 is lnspired over 270 days six to 18 months
These dice pool bonuses are cumulative. If the re- Particularly intricate super-science may require a
search involves developinga new rapid-fire machinegun, a great deal of funding - while some scientists can build
research assistant with Engineering (the primary Ability) their hardware out of spit and baling wire, most would
4 and Firearms(a relatedAbility) 4 adds two bonus dice; if prefer to use freshly forged steel. The Storyteller is ad-
shes also Inspired, she adds another die. An inventor can vised to set whatever financial requirements she sees fit,
have a maximum number of non-Inspired research assis- but getting Funding should be an occasional plot point
tants equal to the sum of his lntelligence and Charisma. rather than a constant irritant (unless the player insists
Other lnspired characters do not count toward this total. on constantly devising expensive and unbalancinginven-
tions). In general, the higher the inventors Resources
Inspiration rating, the less of an issue funding becomes. Super-sci-
Inspiration is essential when creating devices, or-
entific success can even lead to more Resources, if the
ganisms or compounds undreamedof by modem science.
scientist markets his product properly.
The player must spend one lnspirationfor each new R&D
In addition, most construction above the level of
attempt his character makes. Inspirationmay also be used
during research and development to speed the process
personal equipment requires a dedicated facility - a
garage workbench isnt sufficient for zeppelin manufac-
along. Each point of Inspiration spent (beyond the initial
ture. This is a common-sense ruling. Assume that vehicu-
one for the research itself) reduces the total R&D time

Richard De Remer (order #1312575) 67.236.105.66


lar construction requires a facility at least three times as
large as the vehicle itself. Chemical super-science re-
quires 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 inventions number of charges. This expenditure
may take place at any time during construction.

Step Three: Field Testing


Theres a running joke in the military that the most
dangerous assignment isnt front-line infantry - its
assisting the munitions lab with R&D work. The same
holds true for those brave (or foolish) souls who help sci-
entists expand the bounds of modern technology. Ad-
vancements are typically more reliable than lnnovations
and are easier to use. Anyone with the appropriate Abil-
ity can use an Advancement: Firearms for an Advanced
pistol, Drive for an Advanced car and so on.
Innovations are more complicated (tired of hear-
ing that yet?). The user must first meet the inventions
Usabilityrequirements (seelnnovative Super-science,
below). If he doesnt, he cant use it - period. Each use
of the invention counts as an action, just like using one of
the characters own Abilities or Knacks. The player rolls
the inventions dice pool for its effect. If the character
has the same Knack that the invention produces, the
player can roll the characters dice pool instead. Each use
of an Innovation, successful or not, uses one charge. When
the inventions 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 per-
petual motion machine, but if anyones built it, theyre
not talking). When an invention is damaged or suffers
malfunction (due to attack, wear and tear, a botch, dra-
matic 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 diffi-
cult 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 suf-
Ficiently adept specialist can do it, at the Storytellers
discretion.

Richard De Remer (order #1312575) 67.236.105.66


Advanced Advanced melee weapons are masterworks that
MlranasorWycanwauld~.'They&tothe~s
Super-science

-
handas if an extensiiof his body, and their cuttingedgesand
The Followingtables list the various options avail- sbiking sufaces are so petfedy honed and shaped as tode-
able to Advancements. A given invention may have a single l i more energythan would seem possible for something of
option or may be equipped with multiple options. (An theweapon'ssizedwght. It'samazingwhat you canaccom
I inventionthat has options and a Knack effect is consid- p l i by impmvingonthe basiiof thek.
ered an Innovation.) The more options a proposed Ad- A device may include no more than six personal
vancement has, the more difficult it is to design and the weapon Advancement options in total.
longer it takes to create. The R&D column For each Ad- R8D Option
vancement category shows the number of days the in- 3 +1 accuracy (up to three levels)
ventor must spend in research and development. An Ad- 7 +1 damage (up to three levels)
vancement can only be applied once unless a given op- 3 +SO% ammunitioncapacity (up to
tion explicitly lists that multiple levels are possible. The two levels)
time listed is cumulative For all options and levels. So, a 5 +50%range (up to Four levels)
single level one option requiring seven days has an initial 10 -1 conceal rating (Jto P,etc); no
one week R&D time; increasing that option to level three smaller than P
and adding another level one option that takes 10 days 7 disguisetrue appearance (sword-
shoots the initial R&D time to 31 days. cane, umbrella pistol, etc.); +2
Each level beyond the First for a single option adds difficulty to Awareness to pierce
+1 difficulty to all related R&D rolls (cumulative). This the disguise
penalty applies even if the inventor adds one level, then 15 change damage type (bashing to
enhances the invention with another level at a later date. lethal, lethal to bashing)
Refining something gets trickier the Further you go, no Vehicle Weapons
matter the time taken in between steps. Unlike the suc- Generally, Achranced d i d e weapons are just like Ad-
cessive refinements of higher levels, working on differ- vancedfireams:m"modem,"man~2kt-cenhrysense.
ent options does not add to difficulty (unless specifically While they don't incorporatedectroni targebng, some "y
indicated otherwise). It does increase the basic research have verysophistii mechands i i n g aids.
and development time, however. A device may include no more than six vehicle
'The options listed are by no means definitive. While weapon Advancement options in total.
the most common Advancements are to weapons or ve- R&O Option
hicles, virtually anything is Fair game For super-xientific 5 +1 accuracy (up to three levels)
improvement.Storytellers shouldallow playersto introduce 10 +1 damage (up to three levels)
newenhancedweirdness- withapproval,ofcourse! Bear 5 +SO% ammunitioncapacity (up to
in mind that the systems in this chapter (as with this book two levels)
as a whole) are meant to provide a streamlined, fun and 7 +50%range (up to four levels)
easy to use framework by which playerscan give their char- 10 disguise true appearance (sup-
acters neat things. The point is not to give players an ex- port beam, smokestack, etc.); +2
cuse to make the most devastating creations imaginable, difficulty to Awareness to pierce
then run roughshod all over their opponents. The Story- the disguise
teller shouldn't hesitate to say a proposed invention is too
powerful or simply is not suitable For the game.
Vehicles
Aeroplanes, steam trains and touring automobiles! As
Personal Weapons with the previous lists, assume each Advancement option
Guns lend themselves prominently to enhancement, is restricted to one level unless explicitly stated otherwise.
but other weapons such as crossbows and melee weapons The total vehicle options possible in a single inven-
may also be improved.Advanced guns tend to incorporate tion depends on its size. A one- or two-person convey-
improvements that a modem-day gunsmith would recog- ance can have up to 10vehicle Advancement options; up
nize. Improved accuracy can come From ported barrels, to a 12-passenger invention can have up to 20 vehicle
ergonomic grips or even gyroKopic recoil compensation Advancement options; anything larger can have up to 30
spheres. Advanced damage can be reflected in better am- vehicle Advancement options.
munition or more efficient use of the chemical energy re- R&D Option
leased by existing ammunition. Increased ammo capacity 1 +1 passenger *
and rangeand reduced size are just factors of a more effi- 2 +25% cargo capacity *
cient, streamlined and refined mechanical design. 10 +25%speed (safe and max) (eight
level limit)

Richard De Remer (order #1312575) 67.236.105.66


10 +1 maneuver (five level limit)
15 +t [2] armor (three level limit)
10 conceal existing armor (purchase
Size Does
.
Matter
-
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 oc-
cupants) *
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 nor-
mal) (five level limit)
50 extra movement mode (e.g., sub-
mersible biplane or aero-car)
The option allows multiple levels.This option is not
an increasing refinement OF a basic design, so the addi-
tional 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 wont support the same
rangeOF modifications that a dirigiblewill -just try mak-
ing 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.
Medical Experimentation
Many aspects of modern medicine that we take for
granted were largely unknowneight decades ago. Inspired dure. A leadsurgeon (minimum Medicine4 Ability rating) must
characters may sidestep their fellow doctors limits, par- attendatalltimes.Paticularlylongoperatrommayrrquiremul-
ticularly when performingphysical alterations to subjects. tiple teams OF dodors.
Such practice is usually the tool of demented villains - Super-sqeryreducesthesubjecttotheCripphedth
no respectablephysicianwould perform chitin transplants M.He must heal up From this naturally (unless a Knack or a
on unwilling soldiers! - but some heroes may Find it super-drug speeds his recuperation). Botches during surgery
worth the medical risks and social costs to gain an extra tend to befatal. Botchesduringthe plannmg + d l y result
edge in the fights of their lives. in operatiom that go perfectly wdl but resulk that dont turn
Msuper-sugerysubjedisdi&rent,andthus,agm out quiteas anticipated.Dr.Moreau, anyone?
procedure must be planned qxmtely For each indlvihrdre- Caution: Side-effects may result! Even with a Fully
cipient the R&D time remains the same, the adud successful operation, adding chitin plating or a prehen-
procedures duration differs from that requiredto construda sile tail can cause certain compensatory limitations. Ar-
device.To keep things simple, a super-surgery pmcedurere- mor may reduce the characters movement rate, a tail
quires m how For every + of R&D, with a minimumof four may make most seats painfully confining, and any alter-
hours.Thesurgery must be pfcnmed in onestretd~ its - ation that makes the character obviously more than hu-
impossible to split up a single super-scientifK urgical proce- man can hamper social interactions. In general, every two

Richard De Remer (order #1312575) 67.236.105.66


obvious non-human options impose a +1 diFficulty on all 20 acid (3 dice lethal damage)
1I Social rolls, except those that are specifically intended (three level limit)
to inspire Fear or loathing. 20 Advanced poisons (3 dice lethal
II An organism may include no more than 10 medical
Advancement options in total. 25
damage) (three level limit)
mindcontrol drugs (reducevictims
R&D Option Willpower by three points)
20 muscle implantation (+1Strength) 30 silk-steel (clothes with [2/4,0]
(three level limit) armor protection)
40 nerve tweaking (+1 Dexterity) 40 superfuel (lox Fuel eFFiciency,
(two level limit) +25% speed) (two level limit)
20 structural reinforcement 60 concentrated explosives (+25%
(+1 Stamina) (three level limit) damage dice) (two level limit)
15 sensory enhancement (+1 Per- 60 Advanced alloys (half weight for
ception) (three level limit) metal items)
60 healing enhancement drug (heal
90 brain augmentation (+1 Intelli- lethal damage at bashing speeds)
gence) (two level limit) 270 anti-aging drugs (age one year
QO brain augmentation (+1 Wits) per decade)
(two level limit)
5 plastic surgery (new face, same
Appearance)
Innovative
10 plastic surgery (+1 Appearance) Super-science
(three level limit) Innovations venture into an area untouched by Ad-
60 pheromone implantation(+1 Ma- vancements. An Innovativeinvention is somethingthat does
nipulation) (two level limit) not currently exist in our real world, its the product OF hy-
75 lobotomaticbeh*l dfl- pothetical science. It may include any OF the options avail-
t i (+1 charisma)(twolevellimit) able to an Advancement, but an Innovations main function
20 dermal thickening ([2/0]armor) is to channel 2-waves to produce an effect similar to those
60 subdermal chitin implantation generated by Knacks. Put another way, lnnovations dupli-
([1/3] armor) cate Knackeffects.All Innovationshavethe followingTraits,
120 exoskeletal transplantation each of which innuences the difficulty of the initial Ability
([2/4]armor) mastery roll and the time spent in R&D:
60 minor animal barnplant (dace, EfFect This Trait is the Knack equivalent that the
minimalconnections-eg., w h i i ) invention produces (remember that an invention cannot
120 intermediateanimal bampbnt (sur- reproduceGadgeteer, Scientific Prodigyor Mad Scientist).
Face,extensive c o n d o n s -e.4, kif) A level one Knack takes 30 days; a level two Knack takes
240 major animal trasplant( i ,EX- 60 days; a level three Knack takes 90 days. Consider all
temivecmnedim-eg.. daws) heroic Knacks l e d two For the purposes of determining
Chemistry inventioncosts. The Inspired are physiologically incapable
Betterliving throughchemishy!Enhancementsto this OF generating Knacks above level three, but with super-
Field are as varied as the players and the Storyteller can science, inventionscan producethe equivalentof upto level
conceive. Many accomplishments are pharmaceutical in FiveefFects! (ReFer to Pushing the Envelope.) Makingsuch
nature, though Advanced chemistry can Find uses in con- an inventionis no easy task: A level Four Knack effect takes
strudionwdesttuction. It ispossibletomass-produce Ad- 120daysat+2difficulty,andalevel FiveKnackefFectneeds
vanced compounds. A note to the wily Storyteller: Advanced a whopping 200 days at +3 difficulty. Still, with time and
drugs are no strangers to odd side-ekts. Look at a list OF Inspiration, all things are possible. A given invention can
possible problems that modern antibiotics can generate, only produce one Knack effect.
and go from there -particularlyif someone botchesdur- Dm Pod:Usethiipod&dlingthe irwntions Knack
ing the formulation (R&D) stage.... elTed.The inventionbegins with a base dice pod equal to half
A compoundmay include no more than three chem- whattheuserswouklbeifhehadtheKnackinquestron(d
istry Advancement options in total. down). Refer to the specifc Knack descriptionto determine
R&D Option the appmpMtedice pod.Eacha d d t t i i die up to what m l d
5 Attribute enhancementdrug (cl be the charaaeisequrvalentdicepool adds three days. tothe
For one scene) (three level limit) R&D time. Eah die past bt, up to one-ad-a-half times the
10 reflex enhancement drug (+2 lnitia- charadeisequNalentdice pod (roudedup), takesnine more
tiveForonescene)(threeWlimit) days and adds +1diffiulty to the Ability mastery rdl.

Richard De Remer (order #1312575) 67.236.105.66


Seuwhy Function:This Trait c m any m-Inspired
ophons the invention mighthave.Choosefmmthe Advance-
ment 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. Sec-
ondayfundiomdonotrequiretellwic energy to operate (see
Powering Innovatm).
Usability: Inventions dont always have standard-
ized controls - indeed, theyre 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 +4diffi-
culty, 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 itll start working again
isnt 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 ap-
plying +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 expect-
ancy, after which point they grow increasingly unreliable
(a hallmark of super-science). Once the invention is con-
structed, the player rolls the Ability mastery Trait used
in the initial R&D. The successes rolled indicate the num-
ber 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 (Storytellers dis-
cretion). The inventor can increase this period of func-
tionality 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 dam-
age or outright destruction, of course) - the inventor
may spend one permanent Inspiration on his creation
when its built or during a rebuild period. (1Fappliedto an
invention made during character creation, the limit on
the characters 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 disas-
sembles and reassembles the invention, cleaning every
part and replacing anything thats wearing out. The player
makes a new Ability mastery roll, which starts its war-
ranty afresh (see above). To maintain a sense of mystery
about how well an invention truly Functions, the Story-
teller may make the roll and keep the results secret. A

Richard De Remer (order #1312575) 67.236.105.66


completerebuild takes roughlyone-tenth the time it took ity, as listed below:
to construct the invention in the First place and requires Capacity Mass Size Equivalent
the same Inspiration expenditure. Obviously, the inven- 1 100 g modern D cell
tion cannot be used while it's being rebuilt. 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 accom-
modate attaching an appropriate conductingcable, typi-
cally by carving knobs around which to wrap the cable or
holes to act as sockets. I F not done correctly, these al-
terations 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 bat-
tery 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 Inspiredchar-
acter normally would - by spending a point From the
battery instead of From the character's own stash. Re-
charging a cell is described below.
Dixon Batteries
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 distrib-
uted 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 expen-
sive proposition, primarily due to the scarcity OF materi-
als 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 ca-


Powering Innovations pacity of any private individual. Once the proper materi-
als are assembled, makinga Dixon battery is no more dif-
An lnnovationrequirestelluric energy (Inspiration)
ficult than any other super-science procedure. It requires
to Function. An Inspired character who can operate the
no R&D so long as the inventor has acomplete and accu-
invention may spend her own Inspiration to power its
rate copy of Professor Dixon's schematics. Construction
effect, just like she would For a Knack. This act can be
time requires Four hours OF work per point OF capacity
literally draining, though, so most inventors attach a tel-
(the work may be split between multiplepersonnel). How-
luric energy source to the invention. A telluric energy
ever, a Dixon battery is "flat" when constructed, lacking
source has a unique resonant Frequencyand electromag-
any etheric juice. (See below for details on charging.)
netic Fieldthat absorbs the ambient telluric radiationflow-
ing through the entire known universe, which can power Telluric Energy Crystals
all manner OF equipment. Artificial and natural cells are There are also naturalrepositories of telluric energy.
available (see below), though both are extremely rare. The 2-wave caxade From the Hammersmithevent flowed
Size and mass are directly dependent on storage capac- through livingtissue and inanimateForms alike.The Former

Richard De Remer (order #1312575) 67.236.105.66


became Inspired;the latter were transformed in their own exists - and, more importantly, hes not adding any
way. Some areas gave rise to hidden lands, while others Knacks - the Professor is making an Advancement.
became infused with the...potential...for Inspiration,if you Professor Sears decides to start with the easy stuff
will. Concentrated telluric energy dissipated quickly from such as internallayout before getting into the tricky bits.
most substances; only crystals seemed to have the right The table in the Appendix doesnt list cargo capacities
structure t o retain 2-wave energy for longer periods. Cer- for vehicles, but the Storyteller decides that a small di-
tain precious stones and crystals store telluric energy even rigible can handle up to 100 tons of cargo. MacFadden
years after the seminal event, awaiting only their discov- rarely travels with that much baggage, so the Professor
ery and use by the Inspired. Such crystals are even more leaves the zeppelin s lifting capabilities alone. MacFadden
rare than Dixon batteries -due not only to their physical and his household staff intend to use the sky yacht for
scarcity but also because they are typically found in or near transatlantic trips, so the zeppelin must have living quar-
the hard-to-Find hidden lands. ters. What with the existing design and plenty of cargo
space to work with, theyacht receives six luxury suites:
Recharging Telluric Energy Sources MacFaddens, his wifes and space for four guests. The
Not surprisingly, these energy sources are much
20-man staffandcrew must make do with regular living
sought after by those who create and use Innovations.Even
quarters. Theseoptions require a total of 28 days worth
if they were easy to mass-produce - which they arent
o f design time: 18 for the six luxury suites and 10 for the
-these cells would never find widespread use due to one five 4-person bunkrooms. MacFadden also wants a du-
major factor: Oncethe stored energy is spent, the cell may
plicate of his home office; this will take approximately
only be recharged with an infusion of Inspiration. If left
the same room as another luxury bedroom, adding an-
immobile,a telluric energy source draws upon ambient tel-
other three days. finally, the Professor adds a garage
luric energy, regaining one charge every 24 hours until it
for MacFaddens touring car and a small stable for his
reaches its capacity. A cell does not lose charges if moved;
pair ofArabian stallions. The garage is a vehiclesupport
it simply remains in its current state.
facility, and the stable requires about the same amount
Siphoning a characters lnspiration also recharges
o f space, for 40 more days worth of design time.
a cell. This process involves hooking an lnspired charac-
lnvolving an initial time frame o f 71 days, these
ter to a telluric capture invention - typically a large,
designs will take a while, but wont be terribly difficult
ominous looking chair with lots of wires and tubes com-
to create. This is especially true since the Professor has
ing out of it.A set of electrodes attaches to the characters
four skilledlabassistants. Three o f them have three dots
forehead, and shielded power cables run into the inven-
in Engineering; the fourth has three dots and is a stal-
tion. The character controlling the capture device regu-
wart. Not only that, but the s a v v Professor has the Sci-
lates how much of the donors Inspiration is transferred.
entific Prodigy Knack. Together, they give the Profes-
The rate of exchange depends on whos in the chair. The
sor a very respectable nine dice to add to his Engineer-
inventions own creator can restore three charges per
ing 10 dice pool. The Professors player rolls o n h nine
point of lnspiration he loses. Another lnspired character
successes on I P dice. Since he only needed one success
of the same type as the creator restores two charges
to make a workable design, the remaining successes re-
per lnspiration point. An lnspired character of a differ-
duce the final R&D time to 6 3 days.
ent type as the creator restores one charge per lnspira-
MacFadden brings in a crew to install the cabins and
tion point. If an un-lnspired character is in the chair, or
other interior components(which will takeroughha month
if an lnspired character has no lnspiration left, the chair
basedon the constructiontime onp. 178). The Storyteller
leeches away his very life energy - one bashing health
decides this requires skilled supervision. Professor Sears
level per charge! There is no known way an Inspired char-
wants to continue with the zeppelin designs, and the Sto-
acter can siphon lnspiration from a telluric cell. To date,
ryteller agrees that one of his lab assistants can supervise
all such attempts have ended messily.
the interior upgrades. That means the Professor loses that
Super-science Examples assistantsaid for the next month while he turns his atten-
tion on the zeppelinsperformance capabilities.
Wow, making inventions involves a lot of math! Lets
Sears thinks the zeppelin should be as agile aspos-
see how it all fits together:
sible. Adding +5 maneuver will require 50 days worth
Example #1 ofR&Dandapply+4difficul@to the R&Droll. The Pro-
Taken by the awesome might and stylish flair o f fessor considers adding significant combat capabilities
Doctor Zorbo s zeppelin armada, eccentric millionaire to the airship, but Macfadden feels confident that hes
Steve MacFadden commissions Professor Sears to build safe from direct attacks.Muttering something about fools
him a zeppelinyacht. Told to spare no expense, the Pro- rushing into places, the Professor nixes the fore andaft
fessor designs accordingly, choosing t o enhance a 3gun mounts and battleship plating but sneaks a quar-
Grumman Pegasus Express airframe (a small dirigible tet o f S O machine guns into the design -just in case.
vehicle type). Since the basic airframe design already Since this onlyadds four days to the design time (andno

Richard De Remer (order #1312575) 67.236.105.66


increaseddifficultyg, he decides to conceal each weapon safety, restricts its use only to the Inspired. Expanding
behindpop-open teak paneling at an increase ofanother the range o f users from the designer himself to all ln-
spiredcharacters adds +2difficulty to the initial Ability
The Professor is at a predicted 58 days before mastery roll.
performing actual R&D. He wants to be done with the Durability: Professor Sears doesnt think the in-
additional designs by the time the construction crew is vention will encounter any situations that physically
finished, so he locks himself in the lab for the entire time threaten it, so he leaves its soak rating and structural
(shaving off 19 days). His player lost two dice when his levels alone.
assistant left for the construction job, so he has a total Professor Searsplayer is now ready t o roll for
Ability master dice pool of 17. This is nothing to sneeze R&D. The initialresearch time stands at 96 days. Thats
at, as he proves by getting 10 successes! He reduces this a long time, and with the difficulty involved, he probably
by five to succeed in the designs, the remaining five re- wont have a lot o f successes handy to shorten the dura-
ducing the final tally to 34 days in the lab. The construc- tion. TheProfessor decides he spends a total o f 3 0 days
tion crew has a few days off before the Professor pre- locked in the lab, thereby shaving 10 days off the ini-
sents his new designs. tial time. He doesnt bother spending Inspiration to fur-
ther reduce this time.
Example #2
Erne isnt really the problem, though, its the +5
Professor Sears decides that an invention capable
difficulty penalty on the Ability mastery roll! Luckily,
ofgenerating effects similar to those o f the Humanfire-
Sears still has his four trusty lab assistants. The
brand is just what he needs forpersonalprotection. He
Professors player again has 19dice in his Ability mas-
calls his research team to the lab to draw up the plans
tery pool. He must roll at least six successes to create
for the Man-Portable Spontaneous Thermal Projection
the ThermalProjection Engine; any extra successes be-
Engine. This invention falls under the rules for an Inno-
yond this will reduce his R&D time. After much tossing
vation; the variables are as follows:
o f dice, the Professors player tallies up 14 successes!
ffect: Name Conjuring, a level two psychic Knack
Subtracting six to make the R&D roll leaves him with
(initial R&D time of 60 days).
eight successes he can apply t o the initial R&D time,
Dice Pool: Flame Conjuring has two separate ap-
knocking the result to 78 days. TheProfessor researches
plications, one using Willpower and the other Aware-
For almost three months and is locked in the lab for
ness. The Storyteller calls for an average of the two pools
roughly half that time.
for simplicitys sake. The average is 5 for Professor
Warranty: Once the design is completed, the final
Sears, making the inventions dice pool two dice. The
Professor considers this blatantly unacceptable and in-
R&D time places its subsequent construction time in the
one month range. Professor Sears is more concerned
creases it to the maximum: one and a half times his dice
about the inventions reliability in the field. He doesnt
pool, or eight dice. This increase adds 36 days to the
want to lose a permanent lnspiration making sure it never
initial R&D time (three days each for dice three through
breaks down, though, and figures hes bound to get a
five, nine days each for dice six through eight). It also
nice long run out of the thing with his massive 19 dice
adds c3 difficulty to the Ability masteryroll for the three
Ability mastery pool. The Storyteller decides to make
dice boost to dice pool 8.
the roll just to mess with the Professors player and se-
Secondary function: None.
cretly gets nine successes. The ThermalProjection En-
Usability: An associate points out that it might be
gine will run just fine for nine months before i t experi-
useful to hand the thing off to a more able-bodied com-
ences any problems.
batant. The Professor agrees but, in the interests of

Richard De Remer (order #1312575) 67.236.105.66


Adventure wouldnt be pulp without a healthy dose sprinting, he moves ([Dexterity x 31 + 20) meters per
of over-the-top action and derring-do, and that often in- turn. IF your character has Athletics 1, he knows how to
volves dice rolling. Chapter Ones rules are designed to swim. Swimming is equal to your characters walking
streamline this processso that you can pay attentionto the speed plus one meter per dot in the Athletics Ability.
story. To assist you and the Storyteller further, this chap- Ycur character may m up to half maximum running
ter covers additional dice mechanics, including dramatic speedand thenattackorperfamanotheractm (seep. 201For
feats, dramatic editing, combat, damage and recovery. particubn).He may&move whibkinganotheracti0n;ex.h
These systems are just suggestions; if you come up with a meter moved subbacts one from the other actions dice pod.
way you like better, use it in your story. Also - particu- Movlngunderhazardousoaxli(combat,~terrain)may
larly when dealing with social situations such as seductions callfor an Athletii roll,and injuredcfisaden (p. 207) cannot
and speeches - the dice should never get in the way of mave at maximumspeed.
roleplaying. IF a player has his character make a particu- Ready Weapon: This can involve drawing a blade
larly inspired (or painful) speech, deliver an especially or reloadinga gun with prepared rounds. No roll is needed
smooth (orcheesy) lineorcomeup with a brilliant(or laugh- in most cases, so long as your character takes no other ac-
able) alibi, feel Free to let the character succeed (or fail) tion that turn. IF he wishes to ready a weapon while doing
automatically, regardlessof what the dice and Traits say. something else in the same turn, he must take a multiple
action (p. 201) with a standardArchery, Firearmsor Melee

Dramatic Feats roll (as appropriate) F o r the readying attempt.


Start a Vehicle: This takes an action, but nor-
Dramatic feats arent to be confused with dramatic mally requires no roll.
editing (which is covered later in this chapter). These sys- Yield: You allow the character with the next-high-
tems simplify the Storytellers job by supplying rules For a est initiative (p. 178) to act. Your character may still act
number of commonactivities. The appropriate Ability dice at the end of the turn. If all characters (player and Sto-
pool is bracketedafter the feat in question in each case. 1f ryteller) yield, no one does anything that turn.
your character has a specialty well suited to a given task,
you may add that die to your dice pool. Storytellers should, Physical Feats
and will undoubtedly haveto, inventtheir owndramaticfeats These systems cover tasks involving the three
for new situations. Bear in mind that characters lacking a Physical Attributes (Strength, Dexterity and Stamina).
specific Ability may default to the Attribute on which the These feats typically require a dice roll.
Ability is based, unless stated otherwise. BalancelFooting[Athletics, Martial Arts]: In pulp,
the hero oFten ends up scrambling after the villain along
Automatic Feats theslickcanvasatopadirigibleorfacinga treacherousleap
Automatic feats require your character to take an while the cave floor shakes from an earthquake. No roll is
action, but dont involve a die roll under most circum- required if your character has the time to advance slowly
stances. The Followingare common automatic feats. or grab suitable support to keep his feet. When the mo-
Activate Knack: Triggeringcertain lnspired pow- ment requiresdecisiveaction, roll Athletics or Martial Arts.
ers or a super-science device may not require a dice roll. Difficulty applies based on the circumstances: A minor
See individual descriptions for details. problem (slight tremor, floor at 5 percent incline or less)
Get Up: Your character may rise From the ground requires a standard roll; a serious hindrance (rotted floor-
in one turn without making a roll. If he wishes to get to boards, up to a 20 percent grade) applies +1 difficulty; a
his feet while doing something else in the same turn, he signiFicant challenge (floor literallyfalling apart, up to a 45
must take a multiple action (p. 201) with a standard Ath- percent grade) applies +2 diRiculty or more. The Story-
letics roll to rise successfully. teller may declare this as a reflexiveaction, so the roll For
Move: Your character may walk, run or sprint. If balance doesnt count as an action for the turn. 1F the char-
walking, he moves at (Dexterity + 2) meters in one turn. acteris at theepicenter of anearthquake, though, hes likely
If running, he moves (Dexterity +12) meters per turn. 1F doing everything he can just to keep his Feet.

Richard De Remer (order #1312575) 67.236.105.66


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 doesnt require a roll. For
climbs difficulty (easier four meters per succea; more diffi- larger distancesor suitably dramatic situations, each suc-
cult two meters per success). The number of handholds, cess on an Athletics roll launchesyour character another
a thewnface&,-to a lesser extent,weather can
y l ~ o t h n e OF 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 doesnt clear the required distance, but a
into play. The eJctended adion lasts untilyour chaader accu- reflexive 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 ex-
Encumbrance [Might]: The Storyteller should actly how far the character must leap (i.e., how many suc-
make life difficult for players whose characters have ex- cesses you need).
tensive equipment and weaponry lists. A character with- Lifting [Might]: The chart below lists the mini-
out enhancements From Knacks or super-science can mum Might dice pool for deadliftingvarious weights with-
carryhote 10 kilograms (22 pounds) per dot in his Might out a roll. Picking something up is different from carry-
dice 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 characters base movement drops by one 2 45
meter. 1F the total weight carried is double his Might allo- 3 100 Lift a grown person
cation, your character cant move. This system is a guide- 4 165
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]: Endurancede- 7 360 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 fre- A 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 ones breath. The Sto- The Storyteller may raiseyour characters effective Might
ryteller should add one to the difficulty (cumulative) to if he only wants to drag something a short distance in-
each subsequent roll after the first to reflect the increas- stead of pick it up. Characters can also work together to
ing strain on your characters 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 cov- object 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 its 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 him- tended action. While teamwork is possible (and recom-
self 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 diffi- a door through repeated hammering. No force is needed
cult actions depending on the security (the Storyteller if the door isnt held in someway. A botch inflicts a health
decides the difficulty). On a botch, the clumsy break-in level of bashing damage to your characters 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.

Richard De Remer (order #1312575) 67.236.105.66


Pursuit [Animal Handling, Athletics, Drive, Pilot]: +1 difficulty D any Awareness rolls pursuers must make to
Catching someone whos trying desperately to avoid your remain on the targets tail. If the quarry botches, she
character invokes several different rolls. If one party is stumbles or ends up at a dead end.
significantly faster than and/or farther away from the other The Storyteller may call For pursuers to roll Aware-
(higher movement rate or faster vehicle or a helluva run- ness at any time (although not more than once per turn).
ningstart), the Storytellermay declare that party outstrips On a failure, the target is consideredto have slipped away
the other one without extendeddrama. If the getaway is in (into the crowd, around a bend, into a cloud bank). On a
doubt, resolve pursuit as an extended action. botch, the target vanishes immediately.
The target starts with a number of additional dice Resistance [Resistance]: The health chart on
based on her distance from pursuers: one For every two your character sheet normally declares the number of
meters ahead of pursuers on foot or one for every 10 meters dice you lose From dice pools as your character takes
ahead OF pursuers in vehicles or on mounts. Exceptionally damage. You may roll Resistance once each turn; a suc-
long foot or mountedchases might involveEndurancetests, cessful roll restores a number OF dice to your pool equal
and longvehiilechasesmay Factor in fuel consumption.Dice to your Resistance Ability (notdice pool). The restored
may also apply iF one party is significantly faster than the dice last for as many turns 2s successes you roll. This
other. For foot pursuit, add one die for every two meters benefit requiresthe ResistanceAbility; it cannot be per-
worth OF movement rate difference. For vehicular pursuit, formed as a default task.
add one for every 10 kph worth of difference. Riding/Driving/Piloting [Animal Handling, Drive,
The target and the pursuersrollthe appropriateAbil- Pilot]: Under normal circumstances you need not roll
ity dice pool (depending on the type OF pursuit) each turn, Drive or Pilot for your character to steer a vehicle or
adding new successes to any rolled in previous turns. (The Animal Handling for your character to guide an animal
further the quarry distances herself Frompursuit, the more - assumingyour character has the appropriate Ability.
dice her player rolls and the more quickly she might get Bad weather, the vehicle or mounts speed, obstacles and
way. The reverseis also true if the pursuercloses the gap.) the performance of complex maneuvers can challenge
If the pursuer accumulates more total successes than the even the most competent drivers. SpeciFic difficulties are
target, he catches up to his quarry. As the target accumu- up to the Storyteller. For example, driving in heavy rain
lates successes, she gains distance from her pursuers and increases the diFFiculty by one; going fast while also try-
may use that lead to lose her opponents. Each success that ing to shake a bunch of goons off the running boards
the quarry accumulates beyond the pursuers total acts as jumps the penalty up three. Similarly, piloting an autogyro

Richard De Remer (order #1312575) 67.236.105.66


through artillery fire is +1, but trying to reach a specific to zero, the object can be hurled aside at best - about
landing point while avoiding pursuit bumps it to +3. A one meters distance. IF an object cant be lifted, it cant
failed roll indicates trouble, requiring an additional roll be thrown (refer instead to Lifting, above).
to avoid crashing or losing control. Players of characters M n g an o b j e d a m m t e t y q i e sastandadAth-
in control of a vehicle or an animal who have no dots in lets roll to half maximumrange. Throwinghwnhalf maximum
the appropriate Ability must roll for almost every change to maximum range adds +1 diffiky. The Storytdler may re-
in course or procedure. On a botch, the vehicle or mount duce thrwving distances for partia~lalyurnddy obi& or
may get out of control or worse. irxxease themfor+mic ones. MA ccmditiom& d s ~
Shadowing [Stealth]: Shadowingsomeonerequires pky aW.Onab&ch,yourdwackrmy dmptheobjedor
that your character keep tabs on the target without neces- strike a companion with it
sarily catching her - and while not being noticed by her!
The targets player can roll Awareness whenever she has a Mental Feats
chance to spot her tail (the Storyteller decides when such These systems cover tasks involvingthe three Men-
an opportunity arises); the pursuer opposes this attempt tal Attributes (Perception, Intelligence, Wits). Mental tests
with a Stealth roll. The target must get at least one more can giveyou informationabout thingsyour character knows
success than her shadow does in order to spot the tail; if but you, the player, dont. Still, you should depend on cre-
she succeeds, she may act accordingly. This resisted ac- ativity when solving problems - not on dice rolling.
tion is handled individuallyfor each person shadowing the Invent [Engineering, Medicine, Science]: Your
target (iF the target is being followed by three people, her character can try to create a new device or cobble to-
player makes three separate Awareness rolls, one against gether existing equipment to perform a new task. Chap-
each targets Stealth roll). ter Five: Super-science has extensive rules on inventing.
Sneaking [Stealth]: A sneaking character uses l d i g a t i o n [Investigation]: Any search forclues,
Stealth as a resisted action against Awareness rolls from evidenceor hiddencontraband requires Investigation.The
anyone able to detect his passing. Unless observers re- Storyteller may add a difficulty to investigations involving
ceive more successes than the sneaking character does, obscure clues or particularlywell-concealed objects. One
he passes undetected. Noise, unsecured gear, tripwires, success reveals basic details; multiple successes provide
lack of cover or large groups of observers can increase detailed informationand may even make deductions pos-
Stealth diFficulty. Super-science security devices or su- sible based on physicalevidence. On a botch, your charac-
perior vantage points may add dice to Awareness rolls. ter may miss or accidentally destroy obvious clues.
On a botch, the character stumbles into one OF the people Navigation [Navigation]: Your character can try
hes avoiding, accidentally triggers an alarm or performs to determine his location and/or chart a course to a de-
some other obvious act. sired destination. This can be as simple as finding his
Swimming [Endurance]: Swimming in the short way around a city or as hazardous as traveling safely
term requires Athletics (see p. 138). Long-distance or - through the uncharted Sahara. The Storyteller deter-
duration swimmingrequiressuccessfulEndurancerolls. The mines any difFiculty, with successes rolled indicatingthe
First roll, requiring one success, is necessary only after the degree of accuracy - one success gets your charac-
first halF-hour of sustained activity.A cumulativedifficulty ter from A to 6 sooner or later, five successes enables
penalty of one applies for each subsequent half-hour. You him to navigate by the safest and most direct route. A
may lower the difficulty on the next attempt by one if you compass, map, sextant or other equipment may reduce
get three or more successes on a roll. If a roll fails, your difficulties or even provide your character with addi-
charactertires; he may float, but hes too exhaustedto swim. tional dice to the roll. On a botch, your character strikes
He can rest by floating, but the difficulty doesnt drop until out in entirely the wrong direction.
hecan get tosolidgroundandrecuperate.Onabotch,your Observation [Awareness]: This feat involves
character sinks and, if he doesnt have an air supply, begins picking a Face out of a crowd, keeping an eye on some-
to drown (seep. 210). one and being aware of ones surroundings. This covers
Throwing [Athletics, Might]: Your character can anything that doesnt require specific training in obser-
throw objects (grenades, knives) with a mass of one ki- vation, as Investigationdoes. Observation is often used
logram or less a distance of (Might dice pool x 5) meters. in resisted rolls against feats such as sneaking.
For each additional kilogram of mass that an object has, Repair [Engineering]: Before repairing a device
this distance decreases by Five meters (heavy objects thats on the fritz, your character must identify its prob-
dont go as Far). As long as the objects mass doesnt re- lems (accomplishedas a standard research roll). The Sto-
duce throwing distance to zero, your character can eas- ryteller then sets any difficulty to the repair roll, depend-
ily grab and throw. A character with a Might dice pool OF ing on the problems severity, whether the proper tools or
5 can throw a 1 kg object 25 meters, a 2 kg object 20 any replacement parts are on hand and if adverse condi-
meters and a 5 kg object Five meters. If your character tions exist. Changing a tire is a standard action, while re-
can lift something but its mass reduces throwing distance routing power through a secondary system is mom diffi-

Richard De Remer (order #1312575) 67.236.105.66


cult. Even a basic effort takes at least a Few turns to com- tion of improvisationand physicalbelievability.A burly man
plete; more complex work is an extended action that lasts can easily pose as a dock worker, but passing as a nun is
10 minutes per success needed (repairing vehicles follows quite a bit more difficult. The role assumed and the re-
the chart on p. 256). On a botch, your character may sim- sources on hand dictate any difficulty of the Disguise roll.
ply waste time and a new part OT may make the problem Astandardroll is suitable if your character simply wants to
worse. look like someone other than himself and has a decent
Research[Academia, Engineering, Medicine, Sci- change oFclothes and props on hand. Passing for a specific
ence]: Your character performs research when searching person is more difficult, especially if your charader had
libraries for historical facts, when looking For obscure ref- limited interactionwith the personbeforeassumingthe role.
erences in ancient texts or when trying to learn a devices Spending a great deal of time with the subject and having
function or origin. In all cases, the number of successes ample wardrobe, makeup and props mitigatethe difficulty.
achieveddeterminesthe amount of informationdiscovered; The Storyteller should also take roleplaying into account.
one success gives you at least basic information, while ex- A marginaldisguise may succeed if the player does an im-
tra successes provide more details. The Storyteller may pressive imitation, while even the most inspired disguise is
apply difficulties for particularly obscure data. On a botch, ineFfectual if the player acts no differently than usual. On a
your character may not find anything, or he may uncover botch, the disguise is clearly not convincing.
completely erroneous information. Fast-Talk [Savvy, Subterfuge]: When theres no
Tracking [Awareness, Survival]: Unlike shadow- time for subtlety, bluster. A target can be overwhelmed
ing, trackingrequiresyour character to follow physicalevi- with a rapid succession of almost-believable half-truths.
dence to find a target. Discoveredfootprints, broken twigs, Hopefully, the subject believesanything she hears just to
blood trails or other physicalsigns lead the tracker right to get away from the chatter - or becomes so annoyed
the subject. Followingsuch a trail is a standardaction; mul- that she ignores your character completely. Trying to
tiplesuccessesprovideextrainformation (subjectsrateof fast-talk someone is a resisted action -your characters
speed, estimated weight, number OF people tacked). The dice pool against the targets Willpower. Whoever scores
quarry can cover his tracks with a successful Survival roll; more successes wins. On a tie, more bluster is needed.
each success modifies trackingdifficulties by one. lnclem- On a botch, your character goes too Far, rambling with-
ent weather, poor tracking conditions (city streets, open out effect and angering the target.
sea) and a shortage of time also add to tracking difficulty. Interrogation [Interrogation]: Peaceful interro-
On a botch, your character loses the trail and may even gation involves applying strategic queries designed to
destroy the physicalsigns OF passage. reveal specific Facts. This is a resisted action between
your characters Interrogation and the subjects Will-
Social Feats power. 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 men-
usually su+ any Social Ability roll, for better or worse. tally or physically to reveal what she knows. This is a re-
Storytel1enmaylgnoreSocidfeatswhenaplayer~ibits~- sisted action betweenyour characters Interrogation and
hcularly gcod or exrmciatinglybad depbymng. the targets Resistance or Willpower (whichever is
Carousing [Savvy, Style]: Your character influ- higher), rolled with each query. With each resisted ac-
ences 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 informants mental torture or one health level for physical torture.
tongue or make instant drinking buddies wholl come to Damage inflicted depends on the tools used - fire and
your aid when a brawl starts. Its 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 subjects 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 victims Willpower score, she Folds
or perpetrating it, rdlSubterfuge.Thescams 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 sev-
Disguise[Disguise]: Disguise requires a combina- eral applications. Its passive effect has no roll; it simply

Richard De Remer (order #1312575) 67.236.105.66


gives your character plenty of space. The higher his In- On a botch, your character forgets lines or makes a gaffe.
timidation dice pool, the wider the berth that others give Seduction [Etiquette, Savvy, Style, Subterfuge]:

him. Intimidations active application works through Seduction is a resisted action; the situation and method
subtlety or outright threat. Subtlety is based on a per- determines which Ability to use. In pleasant, cultured cir-
ceived threat (losing ones job, going on report, suffer- cumstances, roll Etiquette. In a seedy underbelly bar, use
ing to loved ones in the future). Roll lntimidation in a re- Savvy. Style encompassesany attempt to physicallyattract
sisted action against the subjects Willpower; the target an individual or even a group. Roll Subterfuge when your
must get more successes or be cowed effectively. Bla- character makes a seduction attempt through exaggera-
tant intimidation involves direct physical threat. In this tion or fabrication. The target rolls Willpower. IF you get
case, you may pair lntimidation with Strength in a re- more successes, the target is interested (the degree de-
sisted roll against the subjects Willpower. On a botch, pends on the number of extra successes rolled). Other-
your character looks ridiculous and doesnt impress any- wise, the subject hasnt bitten yet, but your character may
one For the rest of the scene. try again (although at an increaseddifficulty). On a botch,
Oration [Perform]: From a generals rousing your character ends up with a drink in his face (at best).
speech to a politicians slick double-talk, the capacity to Staredown [Intimidation]: In the pulp genre, one
sway the masses emotionally creates and destroys em- of a characters most usefulweapons is nothing more than
pires. Roll Perform when your character speaks publicly, a tough look. With the proper attitude, a confident ad-
whether to a small board meeting or to the Senate. The venturer can force even the most massive thug to back
Storyteller may increase the difficulty for a huge, dis- down. Each participant rolls lntimidation in an extended
passionate or openly hostile audience. Oration is hit or action. The one who First accumulates successes equal
miss - your character either succeeds or fails. On a to his opponents Wits +5is the winner, forcing the other
botch, she may damage her reputation or even be as- to look away. The player of the other character can spend
saulted by the audience. a Willpower point each turn to keep glaring, but she will
Perfonnance [Perfonn]: Perform can be used to run out of Willpower eventually. The character who loses
impress an audience or to pay the bills. As with oration, the a staredown is cowed and cannot act directly against the
audiences mood can increase the difficulty, as can the winner for the remainder of the scene. Note that a proper
performances complexity. One success indicates an en- staredown requires full concentration From all parties. 1f
joyable if uninspiredeffort, while additionalsuccessesmake significant action breaks out around them, each
theshowa trulymemorableeventtoeventhesurliestcrowd. characters player must make a successful Willpower roll
to stay focused. If one fails, he automatically loses the
A staredown. If both fail, its considered a draw.

Richard De Remer (order #1312575) 67.236.105.66


Dramatic Editing the results of a dice roll thats already occurred unless
the dramatic editing is being performed for the explicit
The one constant among all Inspired characters, be purpose o f saving a player character from certain death.
they daredevils, mesmerists or stalwarts, is their uncanny 1F the Storyteller has already stated that a supply locker
luck. When circumstances seemdarkest, the Inspired char- is completely empty, the player may not use dramatic
acter finds an opportunity that a lesser individual would editing to say, hey, 1 found two Thompson guns and 12
have missed, seizes that chance and runs with it. Whether pounds of gold coins in this supply locker! However, if
its discowring a lost scroll in a well-explored archaeologi- some palooka shoots the hero for 10 health levels of dam-
cal site or learningthe hostile cannibal tribe worships a god age, the player may use dramatic editing to say (assum-
whose name sounds just like the characters own, this luck ing the hero isnt utterly naked), Fortunately, the bullet
is the one thing that, above all else, defines the heroes and ricochets from my characters St. Christophermedallion!
villains of Adventure. Awe-inspiring powers are all well and Hes knocked unconscious, but hes not dead! Whew!
good, but fortune favors the Inspired. Along similar lines, dramatic editing may not be used
The game mechanic that represents this uncanny to contradict or negate someone elses Inspiration use in
luck is called dramatic editing. In short, dramatic editing the scene. This covers everythingfrom poweringa Knack
allows a player to spend Inspiration to insert details spe- to other dramatic editing uses, and applies equally to
cific to his character into the scene, as Iongas the Story- other players characters and to the Storytellers villains.
teller approves o f it andit does not contradict anything Luck, Not Skill Dramatic editing is a function of
thatsalreadybeen established.Dramatic editing departs the players self-motivation, not the characters. Under
from the usual conventions of roleplaying, in which the no circumstances should the character - or any other
player controls his characters actions in the game but character - be aware that dramatic editing has just
cannot dictate how his character is acted upon. It does occurred. Dramatic editing is an out-of-game way to ex-
not allow the player to supersede the Storytellers de- plain and facilitate within a game setting the incredible
scriptions of the scene, but rather to supplement them surprises and amazing coincidences common to the pulp
for purposes of heightening the story. genre. Its nota reality-altering power within the setting
that characters consciously, or even unconsciously, wield.
The Parameters Although his Inspiration powers the dramatic edit, the
Dramatic editing costs lnspirationto use. How much
character is not the source of it.
depends on what you want to accomplish, as outlined in
S h y t e . k override: The Storytdkr is the ultimate
Cause and Effect, below. Regardless of the specific
wthontyineerygame.Assuch,shehasthefindsay on what
effect desired, all dramatic editing abides by the same
sorts of d m t k editingare and are not b d i . If a given
overall parameters. Note: A l l Inspired adventurers,
dramatiiedit will ruinthe entire plot, seems averly powerful OT
whether player or Storyteller characters, may use dra-
intrusie, cr simply doesnt Fi intothe workl of Adventwe, the
matic editing (except in the case of the cliffhanger, be-
Storytdler is completely &in her nghts to deny the player
low). The Storyteller is encouraged to do so sparingly,
that dramatii edit Negotiation and refinement is acceptable
though, since the deck is already stacked in her favor by
(see Wiility, above), though,to keep the pace of the
the nature of her role in the game.
~ a m running
e smoothly, such modiFiiom should be handled
Wibilii The result of dramatii ediiing must be
quickly axl with decsie adion by the storytdler. once the
something that coukl COlKeivablyoccur &in the setting axl
Stcrytellers find arsweris no, thatsit.End of dirussion. If
theeventsofthestory.IftheStorytdlerdoesntseehowap
theStcrytellerrefusesan edit, thecharaderdoes not losethe
poseddramatii edit could redistiillyoccur, she is free to&
p i e d up Inspiration, since it was never dually spent.
dd a i f i t i o n hwnthe p w . Thiiservesto maintain sus-
pension of d i s b d i and encourages pbyers to think of dre-
maticediiingopportunitiesthatkeepthetoneofthegane.find-
ing six pristinesets of jungle w r v d gex in the v i n e - c d
ruinsof a Mayantemple isnt 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~,sincethereaentanysoVietdearwbsinthe
pulp era.However, if the submarine is a prototrpeGermanU-
boat whose crew mutinied and turned privateer, the trip be-
comes more likely.
Consistency: The dramatic edit may not contra-
dict anything thats already been established or overrule

Richard De Remer (order #1312575) 67.236.105.66


Cause and Effect of dramatic editing demands the Storytellers scrutiny,
Thissection the degree of influencechar- but it should be possible as long as it is appropriately
actersmay apply
to dramatic inspiration costs creative and maintainsthe feel of the game and the genre.
are listed in brackets. Examples: Oh, this is Dr. Smiths submersible car,
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
hcmThatmay betmlatedependingo n t h e c i r c u w (like
Plot Ramification (+ 1 inspiration)
a vat Fillingwith actd), but wwks just fine for less immediately
A plot ramification gives the characters a clue to
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 villains 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 teams problem
a &n o f d e from the Fire emfangmy the t m .
by making another player characters 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 players character has generated. This extension less than the targets 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 characters coincidence in order to let it This charge can be used to directly influence the
help the current character as well. characters 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 wont generally aid
parachutebehindthe Oneymjmt fmndin that cabinet! the characters in dealing with his immediate situation,
Minor Onscreen Effect but will provide a useful benefit to the story afterward.
(2 Inspiration) Plot Complication (-1 Inspiration)
A minor onscreeneffect wont save the characters A plot complicationisacircumstanceduringthescene
life by itself, but it can give him some breathing room or that makes life harder for the character who spends the
a fighting chance. It may include the unexpected arrival Inspiration. He breaks his leg leaping to safety just as the
of Background or Storyteller characters who, while un- car careens over the cliff; he escapes From certain death
able to rescue the character directly, can provide other only to fall under the influence of a lesser enemy; the char-
sorts of aid. Alternatively, it may be a piece OF (easily actersefforts to escape a deathtrap give the Czar enough
concealed) equipment the character forgot that hed time to make off with the characters significant other, and
had or something similar. so on. Remember:there is no cost break (and there is often
Examples: Thecharacter wrigglesanarmfree from a cost penalty) For giving complications to other charac-
the ropes tying him to the buzz saw; a large piece o f ters. Thats a plot ramification, above. This cost break ap-
wreckage from the shipwreck crests a wave nearbyjust plies only if you giveyour owncharacter a complication.As
as the character begins to tire out. above, this should not be a trivial complication; breaking a
nail or losing a pair OF shoes will not score you this bonus.
Major Onscreen Effect
A plot complicationcalls for particular scrutiny by
(3 Inspiration) the Storyteller. IF one player is deliberately messing with
A major onscreen effect saves the characters life
another players character for out-OF-game reasons
or wen the lives of the whole team. This effect can be
(rather than to make the episode more interesting), the
just about anything that doesnt contradict the
request should be rejected flat-out. IF both parties find
Storytellers summary of the situation.
the complicationentertaining, the Storyteller should feel
Examples: Theplanesemergencysupplylocker has
free to let it go through.
enough parachutes for the whole team; just a few feet
below thecharacterisameter-wide ledgealong the cliff Dramatic Editing Examples
that leads to safety. DraMticeditinqcan bean iffycmceptat First, because
Obvious Continuity Violation it can go in x) many differentd i r e d i . Afew S i t i o m are
d i n e d bdow that might call For dramatic editing, along with
(4 Inspiration) mdramatic edits that ptuvtdeappropriates d u t i i .
An obvious continuity violation directly contradicts Example #1: Chris Barnett, square-jawedhero-at-
the Storytellers description of the scene or is just thor- Iarge, finds himself in the Egyptian desert with only 10
oughly beyondthe bounds of plausibility.Clearly, this use bullets, 20 dollars, a ragged leather jacket and a few

Richard De Remer (order #1312575) 67.236.105.66


equally ragged companions. With their transportation She moistens a washrag,covers her face andgoes down-
destroyed by a bombardment from Doctor Zorbo s air- stairs to retrieve the negatives... and to open the windows.
borne battlecmiser, the expeditionnow stands no chance E m + #3: M i l l ~ r e p b y b o Steve
y MmFaddenisat
of reaching the Golden Temple of Osiris before Z o r h asocietyballwhenhespotsateamofassaninssentbyhis a d
claims the Sarcophagus of Eternity for himself. Indeed, r d , &yant Mullins.Assessing the s i f u a h ,he realizes that
their very prospects for survival look bleak. thegunsdshave dl the exits Mockedand tfieykwk like theyie
Wait, says Barnetts player as the charactersare a6wt to d e a verypuMic exampleofhim.
trying to construct a makeshift shelter. I think Chris M a d d m 5 player hans to the Stmytdb. 77wyve
knows this stretch o f desert. bbdcedalltheexitsthatthey know abcut,youm.
The Storyteller raises an eyebrow. Oh? This bet- The Storyteller considers this. Okay, but what
ter be good. exits does Steve know about that they dont?
lt i like this,you see, the player says, grinning like Well, the player says, weve never said how
a madman. When Chris was in theFrench ForeignLegion, Steve made his fortune. But say he owns an architec-
right after the Great War, the sergeant who trained him as tural firm, and they just happened to design this build-
amarksmanwas always talkingabout thisgirlhedmet when ing. As he recalls from his tour at this buildings opening,
he wasstationedinEgyptandhowhe wantednothingmore a concealed staircaseby the restrooms comes out in the
to retire to her village. Anyway, when Chris musteredout, garage. It was intended for maintenance, but none o f the
Sarge said to look him up i f Chris was ever in the neighbor- maintenance staff parks down there because those
hood. And unless 1 miss my guess, that neighborhood is spaces were reserved for VIPs.
about 30 kilometers that way. The Storyteller chuckles and declares this a major
The Storyteller recalls that the characters back- onscreen effect. Since McFadden suddenly having an ar-
ground included a stint in the Foreign Lagion, and a look chitectural firm builds upon the character iprevious his-
at Barnetts character sheet reveals the character has tory, she also has McFaddens player spend another ln-
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 re-
union between two former Legionnaires.
-
spiration 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
ner. Ten minutes later, M& k M e w is steeting the
~
d cor-

milimires l i m i n e away to d e f y while the assassins we


Example #2: Jill Sparrow is awakened rudely one still~ingonemthfas~~theba~.
night by an odd thumping noise from downstairs. Within
a few moments, she ascertains two things: that there are The Cliffhanger
severalmenransacking her photo studio and that theyre The diFfhanger is an dd convention from the + of
looking fora certain set of negatives that her adventur- serial fdion; one episode ends with Our Hero dangling from a
ing companions have asked her to keep secure. Jills no cliff (orother crisis),wlth no help in sight and another danger
sort of fighter, and she doesnt have a telephone in her looming ~ v ehim.r The thecry (quitea successFul me) was that
bedroom with which t o call for help. A swift escape out readers, l i o r filmgoerswould return tosee how thehero
the bedroom window looks like her best option, until.... g& himsdFoutoFsuchapFedlcamentDramaticeditingallows
Hey, Jills player asks, yill has a lot o f chemicals you to i-te cliffhanger-style cut scenes into Adrenture,
down there, doesnt she? a k q the lines of the dd-style sends.
The Storyteller nods. Yes. Youve said she has a Dramatic editing provides clear rules on how a player
fully equipped lab and darkroom, so shed have lots o f can influencethestory togive hischaracterasurprise break,
different things for developing film. as often I X C U ~ Sin tales of pulp derring-do. The cliffhanger
And i f someonewere to happen to open the wrong functions in virtually the same manner; the distinction be-
bucket while searching in the dark, there could be some tween the two lies in its function and placement within the
unpleasant results? the player asks. story. Players use dramatic editing during the course of a
Sure, why not? the Storyteller says. lt inot re- story to save their characters From a troubling and unfore-
ally going to hurt any of them, but i f allyou want to do is seen event or to make their actions in the scene all the more
make them stop searching.... exciting. The Storyteller applies the cliffhanger intention-
TheStoiyteller calls it a minor onscreen effect, and ally at the end of a game session as a planned portion of the
Jillsplayermarks off two Inspiration.Just asJills contem- ongoing story. She intentionally leads events in the game to
plating her exit out the window, one o f the mysterious an exciting, large-scale final set piece, meant to leave the
searchers opens a bucket full of noxious waste chemicals. players with mouths agape in amazement and clamoring to
Theputrid fumes reduce him to explosive nausea, and his find out what happens next?
companionsdrag him to fresh air before being overcome Still, the cliffhanger should not end every session.
themselves.Listening to the fading commotion, Jill sighs. It should be infrequent enough to be an exciting surprise

Richard De Remer (order #1312575) 67.236.105.66


for the group. This is suggested For two reasons: Firstly, than forcing a single character to spend Four or Five on his
its tough enough for the Storyteller to come up with an own. On the other hand, with a large group, it might be
excitingsession every week without forcing her to wrack better For a single character to spend those four or five
her brains to create yet another inescapabledeath-trap points than for each member to lose one or two.
to close out each one. Secondly, if the characters Face A character has a single turn to act when resolving
certain death every single game session, the players will the cliFFhanger, regardless of any lnspiration spent. This
soon becomejaded to the whole cliFfhanger concept. Its action is resolved before the crisis comes to a head. While
then reducedto a spot to spend points and roll dice rather the action is typically a part OF that characters dramatic
than the pulse-pounding thrill ride it should be. edit within the scene, it doesnt haveto be. Also, the char-
Like any other use of dramatic editing, the acter doesnt have to wait For everyone else to resolve the
cliffhangergives a fair amount oFcontrol over to the play- rest of the crisis first. If a player knows that his character
ers. The Storyteller should feel Free to modi@ the rules will need more than that one turns worth of action, he can
to suit her tastes (or simply reject the rules altogether). give his character an additional action by spending a point
When Last We Left Our Heroes.,. of lnspirationas part of his dramatic edit.
Having crafted a Final scene into which the charac-
If he doesnt use lnspirationpoints, thecharacter can
only act within the conFines of the establishedscene. This
ters plunge, the Storyteller describes in a short yet com-
may happenfor a couple reasons.Acharacter may not have
pelling narrative the shocking surprise situation in which
enough Inspirationlaying around to actually save himself,
the characters Find themselves, and then-
or the player may choose to not spend any Inspiration. In
-Thats it for this episode! See everyone next time!
this case, the character is at the mercy of the scenes flow.
Just like in the old serials, the players are leFt to
Since were talking about a cliffhanger - a dra-
fret, wonder and thrill over just what will happen to the
matic, life-threatening situation - the Storyteller is
heroes! The distinction here is that theyllbe the ones to
within her rights to carry out the scene to its inevitable
decide. Players are welcome to take the week or how-
conclusion. Its highly unlikely the character will escape
ever long between sessions to think about what theyll
danger unscathed (and death is certainly a possibility).
have their characters do to get out of the jam theyre in.
Some Storytellers may think it rude to invite a player over
At the start of the next game session, the Storyteller re-
only to kill his character off 15 minutes into the game
caps events. She presents the group with a pared-down
session when the character cannot escape a particularly
(yet still exciting) description of the scene. This can be
cunning cliffhanger. On the other hand, a crafty player
handled in much the same way that a moviegoer might
may decide Im not spendingany lnspirationsince 1 know
describe a Film hed seen to his Friends. 1F the Storyteller
you wont rea& kill me... A Storyteller in such a pre-
doesnt trust her memory, she should take notes at the
dicament should never make clear whether shell allow a
end OF the session (or ask a Fellow player to do so) to
character that ignores a cliffhanger to meet his doom.
remind her what just happened.
Killing such a character would not be out of the question!
The players then get a few momentsto act as Story-
That is the drama of pulp, after all. As a middle ground,
teller, spending their characters lnspiration to change
the Storyteller might graciously choose to mangle the
enough of the current predicament to enable a suitably
character, making his adventuring liFe difficult (say re-
heroic escape. Again, as with dramatic editing, this use of
ducing a given Trait or Traits by a few dots), but not im-
lnspirationa l l w For a certain amount of scene rewriting.
possible, for the next few sessions of play. This act should
Since the cliffhanger is an epic event, the player is encour-
serve to make it clear that cliffhangers are a real danger
aged to dig more deeply into his Inspiration stash. In con-
without needlessly killing off characters.
trast, Storyteller characters cannot spend Inspiration For
dramatic editing purposes during the cliffhanger. The That Was Close!
cliffhanger is a chance for the players characters to shine. A Storyteller should definitely give the team some
kind OF reward, either through information or tangible
Resolving the Cliffhanger
beneFit, For surviving a cliffhanger. After all, it may take
After the Storytellersets the scene, the playerstake
a lot oflnspirationto get through a cliffhanger alive; while
turnsdescribingtheir charactersescapeFromthe predica-
there is a certain amount of fun to be had just in getting
ment. The character with the lowest base lnitiatie score
out OF trouble, these kinds of scenes should be worth a
goes First, his player describingfurther details to the scene
little something more than your typical dramatic edit.
basedon theamountoflnspirationhe wants tospend. Sub-
Indeed, the Storyteller may hand out lnspiration
sequent players describe their characters contributions to
points, as in any other situation where a character per-
the scene and spend Inspirationas they wish when their
forms a particularly exciting action that adds to the en-
turns come around. They may build on the elements ap-
joyment of the game for everyone and to the story itselF.
plied by previousplayers iF they want to and can do so plau-
Thats the key, of course. Leaping to safety in the nick OF
sibly. By this process, each character spendingone or two
time may be a Fine resolution for the character but not
lnspirationmight well get thewhole team out oFa jam, rather
worthy of an lnspirationreward. In contrast, Flingingone-

Richard De Remer (order #1312575) 67.236.105.66


self at the swinging scythe and grabbing the flat of the suffering serious woundpenaltiesfrom his fight with the
blade at just the right moment - straining to hold it in UbiquitousDragons fiendish henchmen. He cant afford
place while the rest of the team uses those precious sec- to rely on his action with such a reduceddice pool, so his
onds to escape! - is a conveniently hazardous and he- player has to whip up a pretty amazing coincidence.
roic maneuver worthy of an Inspiration. Spending three Inspiration for a major onscreen effect,
Oncethe cliffhanger is resolved,the Storyteller steps he declares that the wind from the trucks fall whips the
in and starts the story rolling with that episodes adven- canvas top o f the trucks cargo area; El Mono Loco grabs
ture. Quite often events pick up where the cliffhanger hold o f oppositecorners of the canvas before i t flies away
ended, but the Storyteller may also cut the scene and join and uses it as a makeshift parachute!
the characters later; the decision is the Storytellers and Some Storytellers might charge El Mono Locos
should be whatever works best for the story. player four Inspiration for this stunt, since it pushes the
bounds o f plausibility. El Mono Locos Storyteller is
Cliffhanger Example amused enough by the players ingenuity that she con-
ExampleOr TmingSmh,Ace-, Ladj.Lead
sidered rewarding him an extra Inspiration and decided
andElMonoLocoiweracingdownasteepdirtroadSmithi
t o just let i t slide as a three-point effort.
rentedcrrgo bvdc, hawngjustdLadj.Leadsonetime
As the team dangles there, watching the truck plum-
bea Jack Finnegan from tk cMahes ofone of the insdims
met into the ocean, one of them notices a mysterious air-
ubiquitcusDqonsId&.Ladj.Lead, JadtandEIMono
plane flying toward a remote island, just at the horizon.
Locowein thedosedandlatchedcaq~wfriksmithand
Couldit be the UbiquitousDragoni secret base? The team
Borgsbwnarein t h e ~ i c & .
scrambles back up to safety to detide where to go next....
Suddenly, Smith shouts! The brakes arent work-
ing; the brake line must have been cut! The truck hurtles
down the dirt road toward the edge o f a 100-foot cliff Combat Systems
The Storyteller ends the sessionjust as the truck shoots Comtwt in Adventure bies to capturethe lager-than-
over the cliffs edge! life feak common to the pulp g e m wtthcut dumplaying the
At the beginning of the next game session, the Sto- yim real9of injury and death.What results is asystemtrueto
ryteller recaps the situation just described above. Jack thedynama, limitations and viciousness of real combat, while
is Inspired, but as a Storyteller character, he cant af- still kaving mom for the unique (and often spectacular) de-
fect the cliffhangersoutcome with dramatic editing.Lady mentsthatadvehws bring to it.
Lead has the lowest lnitiative score o f the team; her The Storyteller should be flexible when arbitrating
player spends two Inspiration and explains that the rat- combat situations; no rules can fully reflect the variety of
tling latch on the cargo area comes loose, swinging the situations encountered in battle. If any part of these sys-
door open. Lady Leadgrabs-lack and leaps onto the high tems slows down the game or causes bickering, dont use
hillside just in time, using her stalwart strength in her it. Combat systems are meant to add depth to the game,
action. Lady Leads player must make a Might roll; she not create conflict between the players and the Storyteller.
spendsa point o f Willpower to ensure success -Rachel
andJack roll to safety on the cliffside as the truck hurtles
Types of Combat
There are three types of combat, each involving
to its doom!
the same basic system with minor differences:
Or. Smith is up next and decides to blow his re-
Close Combat T h i s designation covers unarmed
maining two lnspiration on a minor onscreen effect -a
combat and melee. Unarmed combat can be anything from
tree with low overhangingbranchesscrapes by the truck,
a down-and-dirty dockside brawl or an honorable test
and he lunges out his door to grab hold o f a branch. This
of skill. Opponents must be within touching distance (one
is Or. Smiths free action, requiring an Athletics roll t o
meter) to engage in unarmed combat. Melee involves
pull it off. The doctor succeeds and is safe, though dan-
hand-held weapons, from broken bottles t o katanas.
gling from a tree high above the Pacific Ocean!
Opponents must be within one to two meters of each
Ace Boqstrom has no Inspirationleft, having spent
other to engage in melee.
it all in the climax of the previous session. His player does
Ranged Combat This designation covers com-
not relish the idea of Ace taking a long fall into the shallow
bat using projectile weapons - knives, bows, pistols,
ocean, inside the truck or out, so he decides t o take a plot
rifles, etc. Normally,opponents must be within sight (and
complication playing off of Smiths coincidence - that
weapon range) of each other to engaged in a firefight.
huge tree branch sticksout the width o f the truck and then
Armored Combat This term covers combat be-
some. When Borgstromjumps for it, he realizes his trea-
tween vehiclesusing mounted weaponry -from biplanes
suredleatherjacket -which containedhis walletstuffed
t o zeppelins, ships to submersibles. Opponents must be
withhundredsof dollarsand his driver sandpilot s licenses
within weapons range t o engage in armored combat.
and his trusty.45 - was stillon the trucks seat!
1 Mono Loco has plenty o f Inspiration left, but is

Richard De Remer (order #1312575) 67.236.105.66


Combat Turns
In combat, many things happen at virtually the same
time. Since this can make things a bit sticky in a game, com-
bat is divided into a series of three-second turns. Eachcom-
bat 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 characters 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 descrip-
tions 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 de-
clare your characters action. Various actions are pos-
sible - 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 characters
lnitiative rating (Dexterity + Wits). The character with the
highestresult acts first, with the remainingcharacters act-
ing 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 charac-
ters act simultaneously. Wound penalties subtract directly
From a characters Initiative rating.
Declarations occur in reverse order of final initia-
tive, thus giving faster characters the opportunity to re-
act to slower characters actions. Although you declare
your characters 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 chancters 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 de-
cides to take action. Your character may act at any time
after his designated order in the initiative, even to inter-
rupt another, slower characters action. IF two charac-
ters 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(seeAb0rtingAdiandDefen-
siveManeuvw3,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-

Richard De Remer (order #1312575) 67.236.105.66


tiple actions, such as multiple dodges, which happen as neuver used, cramped quarters, range modifiers). If you
need be in order to avert attack. get no successes, your character fails his attack and in-
flicts no damage. If you botch, the attack Fails andsome-
Stage Three: Attack thing nasty happens - the weapon jams or explodes,
Attacks are the meat of the combat turn. An actions
the blade breaks, the character hits an ally, etc.
success or failure and potential impact on the target are
determined at this stage. You use a certain Ability de- Stage Four: Resolution
pending on the type of combat in which your character is During this stage, you determine the damage your
engaged: characters attack inflicts, and the Storyteller describes
Close Combat Use Brawl or Martial Arts (un- what occurs in that turn. Resolution is a mixture of game
armed) or Melee (armed). and story; its more interesting for players to hear Your
Ranged Combat Use Athletics (thrown weap- uppercut thunders against his jaw, lifting him off the
ons), Archery (bows) or Firearms (guns). ground and sendinghim crashing through a window than
Armored Combat Use Firearms. simply Uh, he loses three health levels. Attacks and
Like any other action, if your character doesnt have damage are merely ways of describing what happens in
points in the necessary Ability, simply default to the At- the story, and its important to maintain the narrative of
tribute on which its based (Strength for Archery and combat even as you make the die roll.
Brawl; Dexterity for Athletics, Firearms, Martial Arts and Normally, additional successes gainedon a Trait roll
Melee). Your attack dice pool may be modified depend- simply mean that you do exceptionally well. In combat,
ing on the maneuver andlor weapon your character uses. each extra successyou score on an attack roll equals an
Storyteller characters known as extras are an excep- additional die you add automatically toyour damage ef-
tion; see Chapter Eight Heroes and Villains (p. 244). Re- fect!This creates cinematic (and often deadly) combat.
fer to the list of maneuvers that follow and the various You may add a maximum of five damage dice in this fash-
weapon statistics (starting p. 249) for details. ion. Furthermore, area and explosive attacks may not add
Attacks are usually standard actions, but a diffi- attack successes to damage, as there is little opportu-
culty may apply, depending on the circumstances (ma- nity for finesse when delivering such an attack.

Richard De Remer (order #1312575) 67.236.105.66


soak lethal damage, however (see below).
All attacks have specific damage ratings, indicating The soak rating subtracts automatically from your
the number of dice that you roll For the attacks damage. attackers total damage effect before damage is rolled.
This rating is called the damage effect. Some damage Moreover, you subtract soak from damage adds before
effects are based on the attackers Strength, while others you subtract damage dice.
are based on the weapon used. Each success on the dam- However, even if your soak is higher than your
age effect roll inflicts one health level of damage on the attackers damage effect, your opponent still rolls one
target. The damage applied may be one of two &: die. This applies as a bashing damage effect even if the
Bashing: Punches and other blunt trauma that are original attack was lethal. This reflects that the attack
less likely to kill a victim instantly. All characters use their was little more than a glancing blow, inflicting a minor
full Stamina ratings to resist bashingeffects, and thedam- cut or bruise but causing no lasting damage.
age heals Fairly quickly. The maneuver and weapons Certain Knackscan increase a characters soak. See
charts (pp. 205 and 250) list bashingattacks with a 6, Chapter Four For details.
and damage is applied to the health boxes on your char- Armor
acter sheet with a /. Simply put, armor adds to your characters soak.
Lethal: Attacks meant to cause immediate and The armors rating combines with the base soak for pur-
Fatal injury. Characters may not use Stamina to resist le- poses of reducing damage. Light armor offers a small
thal damage, and the effects takes quite a while to heal.
amount of protection, but it doesnt greatly hinder mo-
The maneuver and weapons charts (pp. 205 and 250)
bility. Heavy armor provides a lot of protection, but re-
list lethal attacks with an L, and damage is marked in stricts flexibility.
the health boxes on your character sheet with an X. Some armor is designed to shield against bashing
Damage effect rolls cannot botch; a botched roll effects, some against lethal -and some protects against
simply means the attack glances harmlessly off the tar-
both. Armor is not indestructible. If the damage effect
get. Specifics on applying damage effects are described
from a single attackequalstwice the armors rating (prior
under Health, page 207.
to applying soak), the armor is destroyed.
Damage Adds Versus Armor types, their ratings and other specifics are
Damage Dice described on page 253.
Vehicle-scale weapons deliver a wallop far dead-
lier 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
DangerAces player rolls on his damage effect.
Soak
All characters can resist a certain degree of physi-
cal punishment; doing so is called soakingdamage. Your
characters soak is based on his Stamina. Characters
soak one die of bashing damage per point of Stamina (re-
flecting the bodys 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 its not capable
of dealing with a bullets traumatic impact. Armor can

Richard De Remer (order #1312575) 67.236.105.66


Personal Combat such as Blind Fightingand Blind Fire may be used to off-
These maneuvers give you a variety of choices in set the penalty.
combat. Roleplaying combat is more entertaining if you Called Shot Aiming for a specific location incurs
can visualize your characters moves instead of simply an added difficulty but can bypass armor or cover or can
rolling dice. result inan increaseddamageeffect.TheStorytellershould
consider specialresults beyondthe simple increasein dam-
Maneuver Characteristics age listed here, dependingon the attack and the target.
Maneuvers with specific combat effects may Target Size Difficulty Damage
modify your attack roll, difficulty or damage effect. Medium (limb, briefcase) +1 +2
Ability: The dice pool used For the action taken. Small (hand, head, book) +2 +3
If your character doesnt have a rating in the Ability, de- Precise (eye, groin, lock) +3 +4
fault to its base Attribute. Flank and Rear Attadw Charactersattacking tar-
Accuracy: The dice added to the roll to hit an gets from the flank gain an additional attack die. Charac-
opponent. A +3 adds three dice to the dice pool for tersattackingfrom the rear gain twoadditional attackdice.
that attack. Movement A character may move half his run-
Difficulty: The added successes beyond the base ning distance (see Move, p. 187) and still take an ac-
one needed to accomplish the action. A +2 difficulty tion in a turn. Other maneuvers, such as leaping or tum-
means you need a total of three successes. bling, may be considered separate actions, depending on
Damage:Thed i f wtothe damage dice pod.A +l their complexity. A running target enjoys +1 difficulty to
means you add one die when rollingthe damage eRect any attacks made against him, while a sprinting target
General Maneuvers gets a +2 difficulty. The Storyteller may apply additional
Aborting Actions: You can abort your characters difficulties when shooting at fast-moving targets such as
declared action to a defensive maneuver as long as your speeding cars or swift planes.
character hasnt already acted in the turn. Actions that Multiple Actions: By definition, multiple ac-
can be aborted to include block, dodge and parry (see tions are more than one task performed as part of a
below). Aborting can be handled as a single action or as characters sole action for a turn. As such, multiple ac-
part of a multiple action - although you must already tions are different from additional actions (see above).
havedeclared a multipleactionfor the turn prior toabort- When a player declares multiple actions, subtract dice
ing. A successfulWillpower roll (or expenditure of a Will- From the first dice pool equal to the totalnumber of ac-
power point) is required for a character to abort an ac- tions taken. Each subsequent action loses an additional
tion and perform a defensive one instead. When spend- die (cumulative). A character may perform multiple of-
ing Willpower For an abort maneuver, the player may fensive andlor defensive maneuvers - though if hes
declare the expenditure at the time of the abort. The attacked more times than he has defensiveactions he can-
Willpower roll is considered a reflexive action. not try to avoid the hit. The only exception to the mul-
Additional Actions: A character may normally tiple actions rule is going Fully defensive, below.
perform a single action in a turn. He may split this into Defensive Maneuvers
more than one sub-action, as described in Multiple Its a given that your character tries to avoid being
Actions, below. Certain Knacks give a character at least hit in combat -thats why everyone makes attack rolls.
one extra full action, though. This means the character Sometimes, though, all your character wants to do is avoid
has more than one complete and separate action that he attacks. You may announce a defensive action at any time
may perform that turn. An additional action can be used before your opponent makes an attack roll, as long as
just like a regular action - split into multiple actions, your character has an action left to perform. You can
used to go fully defensive or taken as a single full action. declare a defensive action on your characters turn in the
Ambush: Ambushes involve surprising a target to initiative or can abort, replacing his intendedaction with
get in a decisive first strike. The attacker rolls Stealth in a a defensive maneuver. You must make a successful Will-
resisted action against the targets Awareness. IF the at- power roll (or may simply spend one Willpower point) to
tacker scores more successes, he can stage one free at- abort. If the Willpower roll fails, your character must
tack on the target and adds any extra successes from the carry out the action that you declared originally.
resisted roll to his attack dice pool. On a tie, the attacker There are three types of defensive actions: block,
still attacks first, although the target may perform a de- dodgeand party.Your character can defend against vir-
fensivemanewer. If the defender gets moresuccesses, she tually any kind of attack with these three maneuvers.
spots the ambush, and both parties roll initiative normally. However, your character may not be able to avoid every
Targets already involved in combat cannot be ambushed. single attack thats directed at him. He cant dodge when
Blind FightinglFire: Staging attacks while unable theres no room to maneuver, and he cant block or parry
to see usually incurs a +2 difficulty. Ability specialties if he doesnt know an attack is coming.

Richard De Remer (order #1312575) 67.236.105.66


1

Each defensive maneuver uses the same basic sys- applies the weapons base damage plus the parrys extra
tem: The defensive action is a resisted roll against the successes as a damage effect against the attacker.
opponents attack roll. Unless the attacker gets more to- Block, dodge and/or parry can be performed as
tal successes, she misses. If the attacker gets more suc- part of a multiple action - punching, then blocking;
cesses, those that she achieves in excess ofthe defenders shooting, then dodging; parrying, then striking; and the
successes, if any, are applied to the damage effect. So like. Using a multiple action to act and defend is advanta-
even if the defender has fewer successes than the at- geous because your character can still accomplish some-
tacker does, the defenders maneuver can still reduce the thing in a turn besides avoiding attacks. Your character
attacks effectiveness. may also combine different defensive maneuvers in a
Block: A Brawl or Martial Arts maneuver using multiple action -blocking, then dodging; dodging, then
your characters own body to deflect a hand-to-hand parrying; blocking, then blocking again; and so on.
bashing attack. Lethal attacks cannot be blocked unless Example: Max Mercer wants to punch two thugs,
the defender is wearing armor. then be ready to dodge two attacks. This is considered
Dodge: An Athletics or Martial Arts maneuver four separate actions using his MartialArts dice pool o f
useful for avoiding attacks of all types. Your character 4 for the strikes andhis Athletics dice pool o f 4 for the
bobs and weaves to avoid close-combat attacks (if theres dodges. The first punchloses four dice (leaving Max five
no room to maneuver, he must block or parry instead). In dice in his dice pool) because heb taking four actions.
firefights, your character moves at least one meter and The secondpunch loses five dice (four actions plus an
ends up behind cover (if theres no room to maneuver additional cumulative penalty), giving Max four dice to
and/or no cover available, he can drop to the ground). IF strike. The first dodge has a dice pool o f three (losing
your character remains under cover or prone thereafter, six dice as per the multiple-action rules). The final dodge
cover rules apply against Further ranged weapon attacks uses onk two dice (reducedby seven dice cumulative!y).
(see Cover, p. 204). Fully Defensive: Rather than make defensive ma-
Parry:A Melee maneuver using a weapon to block neuvers partofa multipleaction,you may declare that your
an Archery, Brawl, Martial Arts or Melee attack. If a char- character spends an entire turn doingnothingbutperform-
acter makesa Brawl attack and the defender parries with a inga single type o f defensive maneuver!Going fully de-
weapon that normally causes lethal damage, the parrying fensive does not use the normal multiple-action rules. In-
weapon may actually damage the attacker! IF the defender stead, you have a full dice pool for the first defensive ac-
rolled more successes than the attacker did, the defender tion but loseonedie, cumulatively, For each subsequentde-

Richard De Remer (order #1312575) 67.236.105.66


fense action made in the same turn. Remember that defen- Kick: Kicks range From simple front kicks to aerial
sive actions versus multiple attackers still suffer difficulty spins. The base attack is +1 difficulty and inflicts the
penalties (see Multiple Opponents on the next page). attackers Strength + 4 in damage. The Storyteller may
Example: Max Mercer spends a whole turn dodg- modify these ratings further, increasing in difficulty and/
ing. With a MartialArts ?dice pool, he can dodge up to or damage as the maneuver increases in complexity.
nine attacks! Maxsplayer rolls nine dice against the first Ability: Brawl, Martial Arts Difficulty: +l
attack, eight dice against the second, seven dice against Accuracy: Normal Damage: Strength+ 4
the third, six dice against the fourth, etc. Max can2 do Multiple Maneuvers: An attacker may perform
anything else that turn but dodge. any defensive and/or close combat maneuver as part of
a multiple attack. The dice pool used, modifiers to hit
Close Combat Maneuvers
and damage depend on the number of attacks declared
This is simply a list of common maneuvers used in
and the maneuvers involved.See Multiple Actions, page
close combat; feel free to develop your own moves (with
the Storytellers approval). The pulp genre is full of wild
201, for more details.
Multiple Opponents: A character who battles
improvisation, after all.
multiple opponents in close combat suffers defense dif-
Hand-to-hand attacks inflict bashing damage un-
ficulties of +1, cumulative, for each opponent after the
less stated otherwise. The damage melee weapons in-
first (to a maximum of +4).
flict depends on the weapon type (see the Melee Weap-
Strike: The attacker lashes out with his Fist. The
ons Table, p. 250) and always adds in the attackers
base attack is a standard action and inflicts the characters
Strength rating unless otherwise indicated.
Strength + 2 in damage. The Storyteller may adjust the
The Storyteller may modify difficulty and damage
difficulty and/or damage depending on the type of punch:
for these maneuvers, depending on the combat style the
hook, jab, haymaker, karate strike, uppercut, etc.
character uses. As always, drama and excitement take
Ability: Brawl, Martial Arts Difficulty: Normal
precedence over rules systems.
Accuracy: Normal Damage: Strength + 2
Clinch: On a successful attack roll, the attacker
Sweep: The attacker uses his own legs to knock
goes into a clinch with the target. In the first turn, the
the legs out from under his opponent. The target takes
attacker may roll Strength + 2 damage. In each subse-
Strength + 1 damage and must roll Athletics at +3 diffi-
quent turn, combatants act on their orders in the initia-
culty or Might at +2 difficulty or suffer a knockdown (see
tive. A combatant can inflict a Strength + 2 damage ef-
Maneuver Complications, p. 205).
fect or attempt to escape the clinch. No other actions
The attacker can also use a staff, chain or similar
are allowed until one combatant breaks free. To escape a
implement to perform a sweep. The effect is the same,
clinch, make a resisted Brawl or Martial Arts roll against
although the target takes damage per the weapon type.
the opponent. 1F the escaping character has more suc-
Ability: Martial Arts, Melee Difticulty: Normal
cesses, she breaks free; if not, the characters continue
Accuracy: Normal Damage: Special
to grapple in the next turn.
Tackle: The attacker rushes his opponent, tack-
Ability: Brawl, Martial Arts Difficulty: Normal
ling her to the ground. The attack roll is +1 difficulty and
Accuracy: Normal Damage: Strength+ 2
inflicts Strength + 3 damage. Additionally, both combat-
Disarm: To knock a weapon from an opponents
ants make resisted Might rolls, with the attacker adding
hand, the attacker rolls at +1 diFficulty, if armed, +2 dif-
a number of dice equal to the damage successes he
ficulty, if unarmed. If successful, the attacker rolls dam-
achieved. The loser suffers a knockdown (see Maneu-
age effect (do not subtract soak). If successes rolled ex-
ver Complications, p. 205); on a tie, both go down. Even
ceed the opponents Strength rating, the opponent takes
if the target stays up, she is unbalanced, acting at half
no damage but is disarmed. A botch usually means the
her normal initiative in the next turn (round down).
attacker drops his own weapon or is struck by his targets
Ability: Brawl Difficulty: +1
weapon.
Accuracy: Normal Damage: Strength + 3
Ability: Martial Arts, Melee Difficulty: Special
Throw: The attacker grabs his opponent at +1
Accuracy: Normal Damage: Special
difficulty and tosses her, usingher own momentum to help
Hold: This attack inflicts no damage, as the in-
propel her through the air. The target is launcheda num-
tent is to immobilize rather than injure the subject. On a
ber of meters equal to the attackers Strength (oppo-
successful roll, the attacker holds the target until the
nents with a lot of momentum may travel up to an extra
subjects next action. At that time, both combatants roll
two meters). The target automatically suffers a knock-
resisted Brawl or Martial Arts actions. The subject re-
down (see Maneuver Complications, p. 205). and she
mains immobilized(able to take no other action) until she
takes Strength + 1 damage, plus an additionaldie of dam-
rolls more successes than the attacker does.
age for every two meters she was thrown (rounded
Ability: Brawl, Martial Arts Difficulty: Normal
down). Landingon harmful objects or debris can increase
Accuracy: Normal Damage: None

Richard De Remer (order #1312575) 67.236.105.66


the damage effect Further. A victim with Martial Arts Cover: Cover increases an attackers diFFiculty to
Ability mastery and an action left For the turn may at- hit a target (and often the targets ability to Fire back).
1\ tempt a roll at +I diFFiculty when thrown; if successFul, The list below has diFFiculty penalties For hitting a target
she controls her Fall to land on her Feet and suffers no under various types oFcover. A character who Fires back

1I Ability: Brawl, Martial Arts Difficulty: +I


damage!
Accuracy: Normal Damage: Special
Weapon Length: Its hard to get in range with a
punch or knife if your opponent wields a sword or staff.
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 diffi-
culty is +1, then the defender suFfen no penalty to make
A character being Fended off with a longer weapon must attacks From under that cover.) Attackers Firingon a tar-
close in one yard, then strike, suffering +I difficulty to get hiding behind a wall suffer +2 difficulty to ranged
his attack in the process. attack rolls, while attacks staged by the character be-
Weapon Strike: A slashing blow, thrust or jab, hind the wall are at +1 difficulty.
depending on the weapon used. See the Melee Weapons Note that difficulties For combatants who are both
Table, page 250, For particulars. under cover are cumulative. IF one combatant is prone
Ability: Melee Difficulty: Normal and one is behinda wall, attacks staged by the prone char-
Accuracy: Normal Damage: Weapon acter andthose launchedby the character behind the wall
are both at +2 difficulty.
Ranged Combat Maneuvers
Cover Type Difficulty
Many physical conFlicts involve ranged weapons.
The Following maneuvers allow For a number of useful
Light (lying prone) +I
actions during a Firefight, but dont Feel limited by this
Good (behind wall) +2
superior(onlyheadacposed) +3
list. IF the need arises, try developing a new maneuver
Cover Fire: This maneuver isnt meant to hit tar-
(at the Storytellers discretion). ReFer to the Ranged
gets; it is used instead to force opponents to dive for
Weapons Table, page 251, For specific information.
cover (allowing attackers to advance, withdraw or per-
Aiming: The attacker adds one die to his attack
Form some other strategic action). Cover fire is a resisted
roll on a single shot For each turn spent aiming. The maxi-
action between the attackers dice pool and each
mum number OF dice the character can gain this way
opponents Willpower. Each opponent who gets fewer
equals his Perception.A scope adds two more dice to the
successes than the attacker does abandons any planned
attackers pool in the First turn OF aiming (in addition to
action and dives for cover automatically, losing any Fur-
those added For Perception). The character must have at
ther actions that tum. IF an opponents successes tie the
least one point in Archery or Firearms, as appropriate,
attackers, the opponent perseveres, but she takes her
to perform this maneuver. The attacker may do nothing
next action at a base +I difficulty. IF an opponent gets
but aim during this time and cannot effectively aim at a
more successes, she steels her nerve and endures the
target that is moving Faster than a walk.
volley. IF an opponent botches, shes struck by a shot and
Automatic Fire: The weapon unloads its entire
takes the attacks base damage.
ammunitionclip in one attack against a single target. The
Multiple Shotr: An a t t a c k may& more than one
attacker rolls once, adding IO dice to his accuracy. How-
attack in a turn by declaringa multiple a c t i i (seep. 201). The
ever, the attack roll is at +2 difficulty due to the weapons
attackercantakeanumboFshotswithafireamuptoitsrate
recoil. Extra successesadd to the damage (toa maximum
OF Fire and can throw as many weapons as he has at hand.
of five extra dice), which is treated as equivalent to one
Ability: Athletics, Firearms Difficulty: Normal
attack when applying soak. An attacker using automatic
Accuracy: Special Damage: Weapon
Fire may not target a specific area of the body. This at-
Range: The RangedWeapons Table (p. 251) lists
tack is permissible only iF the weapons clip is at least
each weapons medium range; no modifiers apply when
half-full to begin with.
shooting up to this distance. Twice that listing is the
Ability: Firearms Difficulty: +2
weapons maximum range. Attacks made up to maximum
Accuracy: +10 Damage: Special
range are +2 difficulty. Attacks made at targets within
Example: SafariJack Tallonunloadshis Tommygun
two meters are considered point blank. Point-blank shots
at the advancing zombie lion. His player rolls 17dice on
add two dice to the attackers accuracy. The point-blank
the attack (Firearms 7 plus the automatic fire bonus),
bonus does not apply when shooting at a target engaged
getting nine successes. The lion doesnt dodge, so Safari
in close combat (with someone other than the shooter).
Jack has six extra successes (he loses one from the base
This indicates that the shooter has some degree of diffi-
to hit plus another two from the difficullty). He can only
culty lining up the desired target.
add five o f those to the Tommy guni base 5 L damage,
Reloading: Rdwding t&s one Full t u n and requires
giving him a lOdl0 damage effect beFore applying the
t h e c h a a c t e i s c .L k e a f T y * m , reload-
lion i soak!
ing can be p e r F d as patofa multiple adion.

Richard De Remer (order #1312575) 67.236.105.66


Strafing: Instead OF aiming at one target, Fully Abiliv Firearms DiFFicnlty: +1
automatic weapons can be Fired across an area. StraFing Accuracy: +2 Damage: Special
adds 10dice to a standard attack rolls accuracy, suffers Two Weapons: Firing or throwing two weapons
+2 difficulty due to weapon recoil and empties the clip. gives the attacker a distinct advantage, but has its share
This maneuver covers a maximumOF three meters. of complications. Doing so is considered a multiple ac-
The attacker divides any successes gained on the tion, complete with reduced dice pools For total attacks
attack roll evenly among all targets in the coveredarea (suc- made and for any weapon recoil. Additionally, the attacker
cesses assigned to hit an individual are also added to that suffers +1 diFFiculty For his off-hand (unless hes ambi-
targetsdamageeffect). lfonlyonetarget is within thecov- dextrous). The attacker can take a number OF shots From
ered area, only half the successes aFFect her. The attacker a Firearm up to its rate OF Fire.
then assigns any leftover successes as he desires. IF fewer Ability: Athletics, Firearms Difficulty: Special
successes are rolled than there are targets, only one may Accuracy: Special Damage: Weapon
be assigned per target until they are all allocated. Maneuver Complications
Dodge rolls against strafing are at +l diFFiculty. The Followingare commoncombatcomplications.The
Ability: Firearms DiFficulty: +2
Storytellershould add any others as the situation warrants.
Accuracy: +10 Damage: Special
Blinded: Add two dice to attack rolls made against
Three-Round Burst The attacker gains two addi-
a blinded target. Furthermore, blind characters are at +2
tional dice on a single attack roll and expends three shots
difficulty on all sensory-related actions.
From the weapons clip. Only certain weapons may per-
Dazed: IF, inasingleattack,theattackerrdk anumber
Form this maneuver; see the Ranged Weapons Table (p.
ofdaMgesuccenesyea~tharthetargetsStatnina,thevic-
251) For particulars.The attack is made at +1 difficulty due tim isdazed.Thetagetmustspendhisnsctturnshdting off the
to recoil. As with Full-auto Fire, the damage effect is con-
attacks effeds. A b , see Unconxious.
sidered a single attack when applying the targets soak.

Richard De Remer (order #1312575) 67.236.105.66


I m m o b i l i : Add twodice to attack rolls made on weaponsdamageeffed.(2lnlikeanamdSOBk,ifthiSredudion
anlmmobilhed(i.e.,heklbysomeoneorsomething)butstillstrug thea attack's ~ e F f e C t t zero,
0 nodamage dl is
glingtWget.Atta& hitautomaticallyifthetargetiscom+tely made; the damage bounces oFFtheamorwithouteffed.)
immobilized(tied up or otherwise paralyzed). When one vehicle fires on another, the damage and
Knockdown: Quite simply, the victim Falls down. armor adds are ignored. Instead, the weapons base dam-
After suffering a knockdown, the subject makes an Athlet- age effect and the vehicles base soak are figured normally.
ics roll. If successful, he may get back on his feet immedi- This system reflects that artillery and armor are specifi-
ately, but his initiative drops by two in the next turn. On a cally designed to inflict and resist huge amounts of punish-
failed roll, the subject spends his next action climbing to his ment, while still keeping dice pools to manageable totals.
feet(seeGetUp,p.187),ifhechoosestorise.Onabotch, The damage in vehicle combat is applied just like in
he lands particularly hard or at a severe angle, taking an personal combat. While the systems are identical, adam-
automatic health level of bashing damage. aged truck isnt the same as a damaged person. Refer to
Maneuvers such as tackle, throw and sweep are the Appendix, page 253, for specifics on vehicle weap-
intended to knock an opponent down. However, an es- ons and applying damage to vehicles.
pecially powerful attack of any kind may send the target
Collision
to the ground. Such instances are best left to the
A vehicle that collides with a pedestrian, another
Storytellers discretion and should occur only when ap-
vehicle or some other object inflicts one die of lethal dam-
propriately cinematic or suitable to the story.
age per 10 kph of speed. Base damage for large and/or
Unconscious: If, in a single attack, the attacker
heavy vehicles such as a large truck or a tank may be
rolls a number of damage successes greater than the
increased by a die or two.
targets Stamina + 2, the victim blacks out. Unconscious-
ness lasts from five turns to an entire scene (specific Vehicle Maneuvers
duration is at the Storytellers discretion). Vehicles can perform a variety of maneuvers; dice
actions usually come into play when the character steering
Armored Combat the craft is either closing on or avoiding another vehicle.
Vehicle combat systems differ from those of per-
A character uses Animal Handling to guide animals,
sonal combat in only two notable ways: damage effect
Drive to steer ground vehicles and Pilot to control air- or
and maneuvers. The weaponry involved in vehicle com-
watercraft. Animals, ground vehicles and surface water-
bat does a significantly higher amount of damage, and
craft can only perform spin and turn maneuvers. Aircraft
the character directs a crafts maneuversinsteadof per-
and submersible watercraft may perform all the listed
forming them himself. Otherwise, initiative, attacks and
maneuvers unless otherwise indicated. The Storyteller
resolution are handled in the same way as with personal
may allow new maneuvers as she sees fit.
combat. The only other distinction applies when personal
Climb: The pilot heads up. Ascent can range from
combat and armored combat conflict -as when a group
a slow climb to a sharp-angled ascent. The Storyteller
of characters takes on a tank or a plane. Under these
may apply a +1 or +2 difficulty for a sharp climb, since
circumstances, the individuals resolve their actions be-
such a maneuver involves high G-Forces (For aircraft) or
fore any vehicles do.
sudden changes in water pressure (for submersibles).
Mounted combat (e.g., on camel- or horseback)
D i w The opposite of a climb; the vehiile plummets
uses the armored combat maneuvers, but attacks are
downward.7heStorytdlermayapplyadiRrmltytl
typically based on personal-scale weapons.
foraharddiveduetoGforceor~aswiUlashapclimb.
Damage and Armor Adds Loop: The character makes a vertical loop, end-
Vehicle weapons are designed to deal significant ing up in roughly the same position that she started in at
the beginning of the move. Difficulty depends on the
amounts of damage to targets (usually other vehicles,
loops tightness, usually between +1 and +3.
buildings and other durable structures). A craft can also
take more punishment than a person can. Essentially, Roll: The character flips upsidedown (and usually
right-side up again). Repeatedrolls are possible (a cork-
people and vehicles fight on different scales.
To reflect this, vehicle armament has damage screw) with increasingdifficulty, at the Storytellers dis-
adds, while vehicles themselves have armor adds. A cretion. Only aircraft and kayaks may try this maneuver.
damage add is listed in brackets next to a weapons dam- Spin: IF traveling at no greater than one-half
age effect (e.g., 5 [lo] L), while an armor add is brack- speed, the driver can rotate the vehicle or mount in a
eted after the vehicles soak (e.g., 4 [5]). Armor adds very tight turn, thereby turning around or even spinning
are applied against both bashing and lethal damage. in a complete circle. Ground vehicles, animals, autogyros
The damageadd is the number of damagesuccesses in- and hovercraft may perform this maneuver.Conventional
R i autmatically. If a p e n o ~wl p o n is fired at a vehicle, fixed-wing aircraft and aquatic craft cannot change di-
the armor add is the number of dice subtracted From the rection without covering appreciable distance and must
use the turn maneuver instead.

Richard De Remer (order #1312575) 67.236.105.66


Turn: Anything from a casual left to a severe the character collapses horn the combined effects of physi-
swerve or U-turn. The Storyteller may assign difficul- cal trauma and pain. He Falls to the ground and remains in a
ties depending on the turns sharpness. hazy state of consciousness only with a successful Will-
power roll (dice penalty due to injury applies). The char-

Health acter remains practically comatose until his health recov-


ers to Wounded. SuccessFulmedical treatmentthat restores
Thiisediondeakwlthyourhaacteis~physd at least one health level can bring him around before this.
or mental state, as well asvariousfaders that can impmve ot IF a character takes any damage beyond the seven
worsen these condltiom. Health can be affected by anything Full health levels listed, he dies (see below for specifics
that injures the body or the mind, such as simple lack of s b , on applying damage). Medicine being what it is in the
mental assault or a bullet to the head.Dependingon his condi- early 20th century, a trained professionalhas little chance
tion, acharacters c u d healthcan yea$ impedehis ability of resuscitatinghim. The character is beyond help after
to perform even the simplest of task. a number of turns equal to his Stamina.

The Health Chart Applying Damage


The healthchart on the charader sheet helps you track There are two damage types in Adventure. Bash-
your cfiaadeiscurrentphystcal condition. Itako l ithep- ing damage includes all Forms of temporary injury. Le-
alty i m p e d onywr dice podfor each led OF i n j qthatyour thal damage covers permanent, deadly wounds. All inju-
charadersustaim.AsyourcharadersuRersmoreinjuries,hi ries are cumulative, whether lethal or bashing, and the
health declines until he becomes incapecitatd -or dead. combined injury determines your characters current
Every charader has seven health levels ranging Frcin health level. See below for speciFics on each damage type.
& u ito lncapacitated.Storytdlercharadersknmnas ex- When your character takes bashingdamage, its re-
tras are an exception, see Chapter Eight: Heroes and Wains corded as a slash (/) in the appropriate healthchart box.
(p. 244). (The step beyond lncapacitated is Dead, which isnt 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 bash-
adamage 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 mark-
damage 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 in- drawing 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 sim-
battered further, it becomes increasingly difficult for him ply drawn in on the next open box. Bashingdamage isnt as
to perform even the simplest OF tasks. The dice penalty is severe as lethal, so its always marked last and healed first.
subtracted from your dice pool for every action (except
damage effect and soak) until the wound heals.
Bruised .a
-0
The penaltya b indicatesimpairedmovement, tram- Hurt -10
lating into the number of meters by which your characters
lnjured -10
movement is divided. Further, your charactercan no longer Wounded -20
sprint when at Wounded or below. A character with Dex- Maimed -30
terity 3 whos at Maimedcan walk only one meter a turn or
Crippled -40
can run Five meters. At Crippled, your character can only
incapacitated
walk (or crawl) one meter per turn. Example: WhitleyStyles hasalready taken a levelof
Health Level Dice/Move Penalty Description bashing damage from a Red Assassins glancing strike
Bruised 0 Slightly battered, suffering no (Styles player marks his health chart with a P in the
penalties. Bruised box). 7hen another assassin hits with a wicked
Hurt -1 Some scrapes and bumps; not se- throwing star, inflicting three lethal health levels! Styles
riously impaired. chart is marked with an X in the Bruised, Hurt and ln-
Injured -1 Minor injuries; noticeabledamage. juredhealth levels and a Yin the Woundedbox (essen-
Wounded -2 Significant damage; can no tially moving the punchs damage down the chart). 7he
longer sprint. combineddamageputs Whitley at -2dice toallrolls. Styles
Maimed -3 Abloodymess;canonlyhobbleabout sees hes outmatchedandruns for the Iabyrinths exit.
Crippled -4 Catastrophically injured; simply Bruised -0
moving is difficult. Hurt -1
lncapacitated Incapableof movementor action; lnjured -1
Fade in and out of consciousness. Wounded -2
Incapacitation differs from unconsciousms in that Maimed -30
Crippled -4

Richard De Remer (order #1312575) 67.236.105.66


~ Bashing Damage tads.SimplyaddrdeMntarmaratingtoyourchaadeissodc
Bashingdamage covers all Forms of injury that arent score (seeArmor, p. 253, for SpeCifK ratings).
likely to kill instantly or that Fade relatively quickly. Most
Forms of hand-to-hand combat inflict bashing damage, as Recovery
do mental injuries such as headaches, drunkenness or Minor injuries simply require time to heal. Medical
1I other psychologicaldistractions. Bashing damage gener- attention is required to recover From serious levels of
ally impairs less than lethal damage does, and it heals Faster. bashing damage or From any Form of lethal damage. IF
Your character can die From bashing damage, your character reaches Crippled, whether From bashing
though. A punch may not cause as much trauma as a bul- or lethal damage, he must seek professional help!
let does, but enough punches can kill. After your charac- The accompanying charts list the time involved in
ter reaches Incapacitatedon the health chart, each new healing damage. Bashing and lethal damage recover dif-
bashing injury, while soakedlike a normal bashingeffect, ferently. Recovery Time lists how long it takes to heal
is markedwith a second slash on the highest bashinglevel. that specific health level; the time is cumulative. An ad-
This way, bashing levels turn progressively into lethal venturer who takes three levels of bashing damage needs
damage. Once your characters health chart is Filled to one hour to heal each one before hes Fully Fit. IF a char-
lncapacitated with lethal damage, the next level of dam- acter suffers Five lethaldamage levels, it takes one month
age taken, whether bashing or lethal, kills him. to recover From Maimed to Wounded. After that, the
Example: Whitley Styles, suffering From three le- character needs an additional three weeks and Four days
thallevels and one bashinglevelofdamage, faces a dead in total to recover From the remaining lethal damage. Since
end! The assassins from the Temple o f the Red Blade bashingdamage heals First, an adventurerwho takes Four
are on him in an instant, attacking in a flurry OF blows levels of lethal damage and one of bashing needs three
until Styles blacks out (inflicting three more bashing hours to recover the bashing level before he starts re-
health levels - I,I ,I) .at Incapacitated with four
Hes covering From the lethal wounds.
bashing damage levels left. These recovery times assume the individual receives
Whitley Stylesmerciless opponents then smashhis only basic care (First aid and bed rest). The times improve
prone body with punchesandkicks. The first hit after he if the individual has access to modern health care. IF hes
falls to Incapacitatedcauses one level o f bashing dam- treated by a trained physician (Medicine 2 Ability rating)
age. So Styles Wounded level, previously bashing, has in adecently-equipped hospitalor clinic, thecharacter heals
another slash drawn through it (for X), making it le- each health levelat one category higher on the healthchart.
thal. 7hisprocess can be repeatedthree more times un- IF the character is lucky enough to enjoy treatment by a
til Whitleys remaining health levels are changed from medicalgenius (Ability mastery in Medicine), he healseach
bashing to lethal. Regardless OF whether its bashing or health level at two categories higher on the health chart. IF
lethal, the Fourth level o f damage will killhim! the patient Forgoes special treatment at any point, he re-
IF yw charader Falls to Incapacitated due b bashii turns to healingat normal rates.
damage but then takesa kvd of lethaldamage, hes dead. Nomatterthequalttyoftheb.eatmentproceainvdved,
each levdof bashingdamage still takesat least one hoMtoheal,
Lethal Damage and lethal damage still takesa minimumOFone day to hed.
Lethal damage is intended to cause immediate and Example: lust as things look most dire For Whitley
grievous injury. Bladesandbulletsalikecause lethalwounds. Styles, Max Mercer andAnnabelle Lee Newfieldarrive to
Such injuries dont heal easily, and they usually require drive off the RedAssassins. n e y take Styles to the marby
medical attention For any hope of recovery. Nature, too, British consulate, where the headphysician, an old friend
provides numeroushealthhazards.Electricity, Fire, certain o f Maxs, tends to Whitleys injuries (he has taken lethal
toxins, even long Falls, can cause lethal wounds. damage to Wwncfedandbashingdamage to Incapacitated).
Lethal damage kills with ruthless efficiency. When 7hanks to the physiciansskillandhis clinicsmedi-
your characters health chart Fills to Incapacitatedwith calresources, Stylesheals everythingone category more
lethal damage, any further damage taken, whether bash- quickly. He heals the Incapacitated bashing level in six
ing or lethal, kills him. hours instead o f 12, the Crippled bashing level in three
Soak hours instead o f six and the Maimedbashinglevel in one
As notedabove,bashing damageisnt as i m d iFa- hour instead o f three. Styles then heals his Woundedle-
tal as lethaldamage is;bashingdamagealso heakmore qu+ thallevel in one week instead o f two weeks, his Injured
(seeReccwery,below). The human body cantakemore pun- lethal level three days instead o f one week and his Hurt
ishment From bashing damage than it can From lethal effects. lethal level in one day instead o f three. However, his
Use your charadeisfull Staminaratingto soak bashingattack. Bruised lethallevel still takes one day to heal.
You cannot use Stanina to soak lethaleffects. Inhit, M W e y S f y f e s r e c o v m ~ t d y i n l 2 +
Certaintypesofartificialarmor,certainKnacksdxme and lohaus. lfhehadsvvivedbuznotreceivedste+di-
super-scienceinventiprotedagatnstbashingwK1lethdat- 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 ~

Richard De Remer (order #1312575) 67.236.105.66


I

Healing Bashing Damage


Sources of injury
Its a hostile world out there. Fire, electricity, rag-
Bashing damage up to the Wounded level
ing seas, sheer cliffs - these are just a few of the chal-
can be cared for without medical skill, these Ilenges the lnspired Face beyond the more obvious of a
wounds heal on their own, without treatment
palookas fist or a mad scientists electromagnet0 rifle.
Bashing damage beyond Wounded may have
Some sources of injury require rolling a damage
deeper consequences Your characters vision
effect, while others inflict damage on the subject auto-
or hearing may be altered dw to a concussion,
matically. If a system states that the Storyteller rolls
he may suffer excruciating pain from internal
damage effect, treat the damage like an attack (includ-
bruisingor experiencesome other extreme dis-
ing applying soak as appropriate). If it says the charac-
comfort Receiving adequate medlcal attention
ter takes a health level, he takes the damage automati-
negates these effects
cally, regardless of any deFenses.
Health Level
IF your character suffers significant amounts of in-
RecoveryTinte
jury from a source listed below (being reduced to lnca-
Bruised to Wounded One hour
pacitated), he may suffer permanent damage. This can
Maimed Three hours
be physical impairment (reduced Physical Attributes),
Crippled six hours
permanent memory loss, brain damage (reduced Mental
lncapacitated 12 hours
or Social Attributes) or disfigurement (reduced Appear-
Once bashing levels reach Incapacitated.
ance). Specifics are up to the Storyteller and should be
any further bashing wounds are Xd over pre-
appropriate to the circumstances.
vious ones, making them lethal (see Bashing
Damage) At that point, recovery is handled Disease
as lethal damage Despite the best efforts OF science in the new cen-
tury, illness and disease remain all too common. For game
Healing Lethal Damage purposes, colds and disease apply as bashing damage. A
Lethal damage of any sort can be deadly
fever or flu inflicts one or two bashinghealth levels, while
- thats why its called lethal Lethal wounds more serious viruses or diseases (malaria, plague) can
that go unattended may continue bleeding until
be more devastating, even inflicting lethal damage.
your character passes out and dies From blood
The Storyteller decides the exact effects (includ-
loss Other dangers can also anse from infec-
ing altered perceptionand delirium) of severe sicknesses.
tion, poisoning or broken limbs
Permanent Attribute reductions may even occur. Resis-
Any lethal damage past Hurt requires
tance can help combat infection and sickness, reducing
medical treatment to prevent further harm
the damage sustained or at least shorteningthe length OF
Untreated lethal wounds w s e n by one level OF
the illness. The Storyteller should adjust appropriately.
lethal damage per day When your character
sustains lethal damage down to Incapacitated, Electrocution
hes one health lewlaway from death If hetakes In these times of poorly insulated wires and hap-
one more wound (whether bashing or lethal), hazard safety measures, electricity is a constant danger.
he dies The strength of the electricalFlow determines the amount
If your character is at Maimed or higher, of lethal damage your character takes from electrocu-
he may recover with rest over the times listed tion. Each turn, he suffers the damage effect noted be-
bdow However, if he IS Crippled or Incapaci- low, until contact with the source is severed (not always
tated, no recovery is possibleunless he receives easy to do, since electrocution tends to contract the
medical attention Indeed, at Incapacitatedyour victims muscles, lockinghim in place as the current Flows
character is comatose at w r s e and delirious at through his body).
best, and he could still die Electrical damage is a lethal effect, and artificial
Health Level armor doesnt protect against it (depending on the par-
RecoveryTtme ticular nature of the defense, the circumstance and the
Bruised One day Storytellers decision).
Hurt Three days Damage Effect Electrical Source
Injured One week 2 Minor; wall socket
Wounded Two weeks 4 Major; protective fence
Maimed One month 6 Severe; vehldebattery, junctionbox
Crippled Two months 8 Fatal; main Feed line, subway rail
Incapacitated Fow months

Richard De Remer (order #1312575) 67.236.105.66


Falling Material Structural Levels Soak
The Storyteller rolls one die of bashingdamage for (FClIbiimBfBT)
every three meters (rounded down) that your character Glass 2 0
1I falls before hitting something solid. However, on a con- Ice 3 2
trolled fall, roll Athletics; each success equals one meter Wood 5 3
that your character may fall before suffering injury. With Stone, soft metals 8-9 5
two successes, your character could drop five meters Hard metals 10 6+
before taking a die of bashing damage - however, if he This chart is also handy for knowing how much dam-
fell eight meters, he would take two dice. age a barrier must sustain before its destroyed. In such
Falling damage may be soaked as normal, but the cases, the substancecan be targeted with attacks to re-
Storyteller always rolls at least one die. Each success in- duce its structural levels.
flicts a level of bashing damage. Landing on sharp ob- Radiation
jects can change the damage from bashing to lethal, at Radiationcovers the broad range of energy emis-
the Storytellers discretion. sions that surround and penetrate everything. All things
If your character plummets 30 meters or more, he reflect and create a certain amount of radiation; life re-
reaches terminal velocity. The damage effect is 10 dice quires it, but too much radiation can kill. It isnt common
regardless of any Athletics roll and is considered lethal in the mid-1920s in any concentration that would inflict
damage. Any armor your character wears in a terminal- immediate harm. For the purposes of game play, radia-
velocity fall functions at one-third its rating (rounded tion is divided into two simple categories: soft radiation
down), since its not designed for this sort of thing. and hard radiation.
Fire Victims of large or extended radiation doses may
A Fires size and fuel determine the amount of lethal suffer cancer, hair loss, brittle bones, mental problems
damage your character endures. He suffers the damage and other debilitating effects.
effect each turn that hes in contact with the flames; he Soft Radiation: This category includes types of
must leave the area and/or put out any fire on him to stop radiation that bombard humanity every day in small doses
taking damage. Fire damage is a lethal effect that may ig- (radio waves, microwaves, infrared, visible light and near
nore armor (dependingon the particularnature of the de- UV). High doses can cause sickness and even physical in-
fense, the circumstanceand the Storytellers decision). jury. A character suffers one bashinghealth level For each
Damage Effect Types of fire turn that he is exposed to high doses of soft radiation.
2 Lighter, hot poker Hard Radiation: This category encompassesany
4 Coal fire radiation that can ionize, from hard UV on up through
5 Bonfire gamma rays, X-rays and cosmic rays. Even minimal doses
6 Welding torch can be lethal. A character suffers one lethal health level
7 Raging inferno for each turn that hes exposed to hard radiation.
Fire type x 2 Chemical fire Suffocation and Drowning
If your character falls to Maimed, the fire scars him Your chaader can hold her breath 30 seconds For
temporarily (reduce Appearance by one until he recov- each point in his Endurance dice pool (default to Stamina).
ers to Bruised). IF he suffers more damage in the fire, he After this duration, you must roll Endurance each turn (at
is scarred permanently. increasing difficulty; see Feats of Endurance, p. 188).
Material Strengths When you fail a roll, your character suffers one bashing
Combat in this genre inevitably involves someone health level of damage. Your character automatically suf-
being thrown through a window, smashed through a wall, fers a level of bashing damage every 30 seconds after your
buried under rubble and the like. To simulate this cin- first failed Enduranceroll, until he can breatheagain. After
ematic excess, we provide a chart with various sub- reaching Incapacitated, your character dies if he is not re-
stances protection ratings and structural levels. suscitated (this requires at least Medicine 1).
If someone slams into an object, that substance Temperature Extremes
suffers the same damage effect the target did. If that When exposed to dangerously high (35 Celsius or
damage exceeds the barriers soak, it breaks but stops higher) or low (-10 Celsius or lower) temperatures, your
the persons forward progress. If it reduces the objects character suffers one lethal health level for every day in
structural levels to zero, it turns to rubble and collapses that environment. Your character cannot recover this
on the poor soul or shatters apart and lets him continue damage until he gets to a more hospitable climate. The
onward, depending on whats most appropriate to the damage rate increases if the temperature exceeds the
barrier and the scene survivable range (say, inside a freezer, where the tem-
perature can drop as low as -20 C).

Richard De Remer (order #1312575) 67.236.105.66


Mental States
The human mind is a mystery to scientists and phy- Multiple Personality Disorder: Trauma can cause
sicians in the 20th century, but they understandthat cer- a single personality to splinter into distinct shards. Each
tain mental conditions can be more disablingthan mere personality has its own Nature and behaves differently
physical injury is. A physically healthy person who SUF- From the others.
Fers From a mental derangement can become a danger to ObsassivelCornpulsive Disorder: The subject
herself and others. Not a Few mastermindsoF the era suF- cannot resist a certain urge. This urge may cause him to
Fer From some Form of mental illness. The Storyteller ul- perform ludicrous or repetitive tasks or to seek absolute
timately judges the effects of mental illness on a charac- perfection in every detail.
ter. Phobia: An irrational, even disabling, Fear OF
Stress, chemical imbalances and traumatic events something. Theres a phobia For pretty much anything
can cause mental illness. Adventure characters, while you can imagine, including claustrophobia (Fear OF en-
certainly a cut above the norm, are not immune to such closed spaces), arachnophobia (fear OF spiders), auto-
dangers. The list below has a selection OF mental disor- phobia (Fear of oneself) and on and on and on....
ders. Polar/Bipolar Disorder: Also known as depres-
Amnesia: The subject forgets a significant seg- sion, polar disorder causes lethargy, melancholy and an
ment OF his past due to physical trauma or mental scar- inabilityto Functionin normalsociety For monthsat a time.
ring. This affliction can be so acute as to erase all memo- Manic-depressives sufFer the same symptoms, but their
ries or simply cause him to Forget a Few hours OF time. bouts are interspersedwith energetic bursts.
Delusions: The characters mind plays tricks on Schizophrenia: This affliction causes a complete
itself. He experiences things that dont actually exist. Mild detachment From reality. Acute cases OF paranoid schizo-
cases can be distracting, while potent delusionscan cause phrenia are accompanied by severe delusions OF perse-
a complete detachment From reality. cution and elaborate paranoid theories.

Richard De Remer (order #1312575) 67.236.105.66


This chapter discusses aspects of roleplaying on Character Overlap
both sides - player and Storyteller - and offers sug- Be careful about characters with similar Fortes. 1F
gestions that may improve ones game. None OF this is they overlap too closely, one player may be left with little
presentedas word From on high or tablets From the moun- to do -
especially if the other players character is more
tain. Its simply advice on playing the game and getting competent in the area in question. In such a situation, its
the most From it. IF you Find issues that you hadnt con- best if the players work out key ways in which their re-
sidered before, then its done its job. spective concepts differ.
Much of the discussioncovers details OF pulp genre for example, two players decide to create similar
conventions and ways to make your Adventure series characters - Bryan creates John Quinn, Private Inves-
more like the pulp stories that inspired it. Although Ad- tigator and Dan creates Calvin Burroughs, Investigative
venture is not a generic pulp setting, these conventions Reporter. Each characters Focus is on investigations and
still have a bearing on the way the world in Adventure digging up dirt and Facts as needed.
works, at least For characters and their nemeses. The Storyteller asks Bryan and Dan what distin-
guishestheir charactersFromeachother -how can they
The Team 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 pi-
than his companions. What every character has is a geon who knows just the right information to help his
schtick, something unique that he can do that the others investigation. Through his clients, he knows people who
cant. Its true that Doc Savage could do everything his have other connections and might be able to get Favors
team could, but he cant be everywhere at once. From them iF needed.
A c h a m team in Advgnture can include tzhamks Dan, on theother hand, explainsthat CabinBurroughs
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 whos who in the social register.
- bothsuperhumanadmundane- are Menough that Calvins not all fluR, though. After all, hes brokensome big-
ateamneednothavetoomuch~ap.Certainly,someoverlap time stories thanks to his own connections.
is neceaary;whats agood pulpadiongame without the manly This specialization works out well For everyone.
art OF FdiufFs or mpulse-pounding gunplay? Calvin can use his contacts to get into places and meet
people that John cant get close to, but John has a better
Creating a Team idea of whats going on down in the streets.
Before players set out to create characters, they
should First discuss what sort of team they wish to play.
Team Focus
The Storyteller should also discuss what sort OF series Are thechamtem m e m b e r s o f a n ~ tean,
d
she expects to run. With the preliminary decisions out of seekingoutlostb-eanresinforgottencitiesintheworlditrack-
the way, the players need to decidewho will Fill what role
less wastes? b t h e dwacten fight those cnminak who see
in the team and work to give their characters cornpli- themsdves as above thebw ad,thus, above reproah?
mentary traits. This isnt absolutely necessary, but it 7he decision abcut what theteam does and why itexists
makes the game more Fun in the long run. inRuences~~thechaadermlesmilable.AnacepilotW
in very well wlth the arhedogists,while adaedevilreporbis
Before decidingwho plays what d e , keep in mind that
dthough the cfiaraders went two-dimensional supekces, appwpMtetothe crimefiters.Therdes donz have to be
they are larger than life. A workl class chemii the best lawyer resbicted to a Few d e t y p e s - both oFthe previous ex-
intheunitedStatesand the Finest mechiiengineeron three amples woukl wwk in either team -but the teams plrpose
continentsare the rule, not the exception. can help focus what playerschoose.

Richard De Remer (order #1312575) 67.236.105.66


Possibilities include: propriate to act outside the law when dealing with en-
emies who really are above the law. Such conflicts can be
Scientists fun if they dont bog the game down. Interpersonalcon-
Science in Adventure is painted in broad strokes,
flict occurred in pulp adventure, but when it came time
with exciting colors. A scientific team is the type to ex-
to get down to business, the heroes put aside their per-
plore Antarctica or the deepestjungles of SouthAmerica.
sonal squabbles.
Characterscould includereporters, pilots, archaeologists,
From the k o n Societys membership, some ex-
bodyguards and scientists OF just about any specialty.
amples include Jake Danger Ace Stefokowski, Safari
Characters that can enter and survive (and thrive in) the
Jack Tallon and Annabelle Lee Newfield.
hidden lands are certainly desirable in such a team.
Scientists who explore other directions - those Dilettantes
who attempt to understand the secrets of the atom or The young millionaire, his college friends and his
the birth of stars -work just as well. Any scientist who fiancQ look For excitement in what they find to be an oth-
makes headway in such areas will be rightfully concerned erwise boring life. How they go about seeking excitement
about unscrupulous criminals or demagogues who wish can range from financing an anti-piracy expedition in the
to use the technology For their own benefit, rather than South Pacific to looking for lost cities to any of the other
for humanitarian reasons. types of teams described here. In fact, they could investi-
Professor Dixon and Doctor Primoris OF the h n gate a smuggling ring in one story and go on an expedition
Society are examples of very different scientists. to the Niles source for the next. The motivations should
probably be deeper than lm boredwith my humdrum ex-
Two-Fisted Dealers of Justice istence, but that could plausibly be at the heart of it.
The characters band together out of a common
Such characters might not be very worldly, as
desire to Fight crime and injustice across the globe or,
theyve not yet experienced much OF what the world has
perhaps, just in their home town. Such characters make
to oFFer. They could start sheltered and unaware of the
ideal mystery men of the classic sort, and overlap is
depth of the risks theyre taking. The course of the se-
less likely to cause trouble than with other types of teams.
ries might lead to personal growth and awareness of the
At least one investigator would be appropriate, and
greater world - amid pulse-pounding and blood-cur-
worldly contacts are essential. The characters should be
dling action sequences.
tightly connected with whatever circles they travel
While not strictly a dilettante, Maxwell Mercer eas-
through, whether as friends or enemies.
ily Falls into several categories - hes an investigator, a
Inter-character conflicts can derive from method-
scientist, even, when the need presents itself, a two-
ology. Two characters may disagree on whether its ap-

Richard De Remer (order #1312575) 67.236.105.66


fisted dispenser of manly justice. Consider the possibil- simply behaved in a manner completely outside his vision
ity of characters that fit into two or more roles -
the of that character. Either can ruin a players enjoyment OF

-
polymath is a valid pulp archetype. the series. Fortunately, its possible to minimize or avoid
this problem with simple preparation.
One option is to ask players to write a short per-
Whether they work for a government, a newspa-

per or as Drivate citizens. investiaatorsoften find them-


;elves getting into the weirdest <rouble. Characters de-
signed for a team of investigatorsshould cover a broad
sonality description -enough to give basics on how the
character would behave. This referencemakes life easier
for the Storyteller or a stand-in player. If inconsisten-
cies are unavoidable, perhaps that could be worked into
variety of fields to maximizetheir ability to dig up infor-
the story - Dr. Mesmeros Mind Control Ray pushed
mation and put it to use. Of course, the act of getting
him to do that! or Your character wouldnt ever do that,
that information is likely to stir up some hornets nests,
youre right! It appears your character wasnt even there;
which requiresthey have the ability to defend themselves
the Chameleon impersonated him!
when necessary.
Another option is to maintain a common stable
Sarah Gettel and Whitley Styles are two examples
of characters. Some characters necessarily belong to
of very different investigators.
certain players (specifically those who can make every
Social Reformers session), while others are given to players who are
Antagonists - whether true heartless villains or present only occasionally. The stable could have two char-
terribly misguided souls - can unfold schemes that lead acter tiers; the primary characters specific to a given
to all sortsof socialproblems. Such issues cannot be solved player and a secondary supporting cast, possibly made
with gunplay and a few fistfights. Physical conflict may oc- up of allies, contacts, followers or mentors (from pri-
cur in the course of the story, but the heart of the matter mary characters Backgrounds). As above, the second-
involves dealingwith larger matters, philosophiesand ide- ary characters should have a brief personality descrip-
als that cant be taken down with a sock to the jaw. tion. One item to keep in mind is that secondary doesnt
Social reformers look for ways to combat the root have to mean inferior. For an ensemble game like this,
cause, not just the visible symptoms. Characters who try to keep secondary characters on a relatively even
engage in social reform typically start at a level villains footing with primaries, so the latter dont lord it over the
often neglect and work upward. They get into the gears rest. This may be less satisfactory in the long-term but
of society and throw sand where needed, spying on vil- can make it easy to bring a new player in quickly.
lainous organizations or even infiltrating them to better The main difficulty with this kind of play is work-
understand them. For example, people tend to get into ing cliffhangers into the story (see p. 195). 1f a player
crime because theyre otherwise economically disadvan- cant make the next session, it makes it difficult to follow
taged. What happens to an army of henchmen and thugs up on, say, whether he survives the fall from the zeppelin
when honest work is simply more profitable? In a similar into the jungle. Still, difficult doesnt mean impossible-
vein, the social reformer can work from within a villains say the character falls and the player misses the next ses-
organization to spread disinformation and confusion to sion. The other characters continue on their mission to
render the villain ineffectual. its conclusion, their comrades fate a mystery. Meanwhile,
This type of character (and storytelling For that the lost character finds his way back to civilizationjust in
character) requires a very mentally and socially inten- time to show up for the players next appearance at a
sive style of play. This isnt to say that the character cant group session.
or wont fight when necessary, but he looks for ways to Just howthe character gets back can be handled in
stack the deck against his opponent before he does. a number of ways, from simple blue-booking to full
Super-sciencealso has a place for this type of char- roleplay. The Storyteller might reward the player with
acter - the social reformer can use it to diagnose and an experience point or two if the player writes a brief
solve the above problems far more efficiently than any narrative of his exploit andlor has his character relate
normal person can. his daring adventure in the next session. Alternatively,
the Storyteller might develop an entire episode around
The Ensemble Cast thecharacter, with the other players taking on brief roles
A group with a large number of players who cant all as secondary characters for the duration.
be present every week presents a problem for any game.
Thesolution is for thegame toaccommodateashiftingcast. Leaping into Action!
The best way to handle this is through an episodic format. Any group of characters is ideally dripping with
Some Storytellersmay play an absent players character or enough plot hooks to keep the Storyteller up at nights
give it to someone else to play. Both of these can be unsat- thinking of stories for the team each game session. How-
isfactoryfor a player who returnsto find that his character ever, its not necessary for the Storyteller to drive the
died heroically saving the group from certain doom or action. Its perfectly viable for characters to go off into

Richard De Remer (order #1312575) 67.236.105.66


their own escapadeswithout grabbingany hooks the Sto- ers and the Storyteller. Also, keep in mind that it doesnt
ryteller left strewn about the landscape. To be fair, if the have to be perfect right ofF the bat. Some concepts take
players want to run off chasing pirates in the South Pa- a while to form fully - use roleplay to Fill in gaps left
cific rather than follow up on Doctor Zorbos machina- over from character creation. Character creation can be
tions for the foreseeable future, its generally best to in- an ongoing process - a characters history, or the
form the Storyteller in advance and give her time to get teams, need not be set in stone with the first session.
her material in order. What if, five sessions in, the players start reminiscing
in-character about something their characters did be-
Shared History fore the game even started? The information gained is
Agood team getstogetherforacommonreason. What
great stuff that the Storyteller can pull into play later.
if everyone in the team has a shadowyenemy?The player
Use the characters - and their team - to add depth
goy, can outline some historical (For the characters) W
and texture to the game world.
that they want to follow up on.Wth suffiiientwarning, a gocd
Shyteller can use such hooks to good effect. Storyteller:
Shared history is a big part of pulp teams -even
ifthe characters didnt literally spend that time together,
The Doc Savage Problem
An Adventure series bears many similaritiesto pulp
the fact that they have elements of history in common
stories and movies, but it must diverge in one important
can unify things greatly. Its harder to deal with a coher-
area. Many of the best films and tales revolve around a
ent series if every character has a different archenemy
single hero and his sidekicks. Consider again the gener-
upon whom hes sworn undying vengeance. If players do
ally delightful stories of Doc Savage. Yes, the good
the latter, the Storyteller is within her rights to work them
doctors friends are all accomplished scientists, fighters
all into a larger plot.
Leavingb1ankspots to fill inlaterisalsovalid.Some and technicians, but the stories are fundamentally about
Doc Savage. The other characters are really just extras
playen are more comfortable adding to character history
and foils for him. (The same could be said of the Shadow,
during play rather than mapping it all out before the first
the Phantom or almost any other pulp character.) This
session. A variation on this is to leave blank spots open for
set up works great for pulp serial fiction; it probably will
the Storyteller to fill and see what she comes up with.
not work so well as a series for Adventure - the play-
Connections ers who get stuck running bit parts are likely to get bored
Characters can know each other before Inspiration with their limited roles.
strikes. Its probably easier to gather up a group who al- The information in this section on team building
ready has reason to knowllikeltrust one another than it helps address this consideration For the players as a
is to grab a random sampling of folks lacking any prior whole. It certainly has a direct impact on episode design
association. The probability of such exceptional people for the Storyteller as well. Unless you run a one-on-one
knowing each other before they become exceptional game, you should never put all of the episodes impor-
is not worth stress. Coincidence and plot twists abound tant plot elements in one characters hands. Spread
in pulp serials, and theres no reason to leave it out of around the information and the emotional impact. Sure,
Adventure. Consider that the two most influential people maybe only Ace Borgstrom can stop Doctor Nefarious
in the R o n Continuum, Maxwell Mercer and Michael insidious scheme. Instead of having the evil veterinarian
Donighal, knew each other for years before they were kidnap Aces girlfriend Stacy, have Doctor Nefarious hyp-
both changed by Hammersmiths experiment. notize Jane Rockets scientist fiance Earl to help with his
The characters dont have to be old friends or long dastardly plan. In this way, you bring both characters
lost pals. They might be former enemies who have banded equally into the plot.
together to face a threat greater than that they see in Heavenhelp you if you go one step Further and make
each other. They could all be siblings raised apart from the center of all activity a Storyteller character instead
civilization and trained intensively to save the world for of one of the players characters! Players hate this, and
democracy. If the series has one or more main villains, rightly so. They didnt schlep over to your apartment on
its even possiblethat the characters worked For one those a Wednesday night to listen to you tell them how Dex
villains in the past and have united to stop his evil ways. Caster saves their bacon this week. Players are an or-
nery bunch; they want to play out the adventures, and
In t h e End. they want to save the world. 1f your story doesnt allow
The game is the most fun when everyonetakes part. For the players characters to be at its center, then you
The more you bring to your character and to the team as either need to rethink your Storytelling style or go into
a whole, the more fun the experience is for everyone. fiction writing instead of running roleplaying games.
Use the team concept to open possibilitiesFor the play-

Richard De Remer (order #1312575) 67.236.105.66


The World of ing out-of-game knowledge that their characters couldnt
have If they persist in playing cutesy historical games with

-
you. have them just be wrong. Remember, although simi-
You can find lots of description of the game world lar in many ways, the /Eon Continuum is not our world.
Maybe its Heisenbergscat and the Schrdinger uncer-
earlier in this book. Below is some reference meant to
tainty principle. You should only need to do this once or
provoke ideas in players
. . and Storytellers in formulating
I their series. twice to get the players attention back on the game rather
than the Dseudo- historical exercise.
The Real World
T h e k o n Continuum(that is, theshared setting for
Adventure, Aberrant and Trinity), although similar to our
reality in many ways, is nonetheless demonstrably dif-
ferent. While our world had plenty of explorers and ad-
venturers - from Amelia Earhart to Perry and
Amundsen and beyond - none of them experienced
quite the kind of larger-than-life adventures that your
team is sure to undergo. But that doesnt mean you cant
use the real world to your advantage.I n the broad sweep
of things, the worlds are mostly the same (at least until
1998).The Adventure Era is very much like our own early
20th century. Theres still a Great Depression, and a Sec-
ond World War looms on the distant horizon. Real world
people, places and events can serve as character inspi-
rations and can add to the excitement of your game.
Historical Characters
The following individualsmade news on the national
stage between 1925 and 1928 alone: Chinese nationalist
Chiang Kai-shek, Indian activist Mohandas Gandhi, pilot
Charles Lindbergh, author Virginia Woolf, expressionist
filmmaker Fritz Lang, surrealist Salvador Dali and physi-
cist Erwin Schrdinger. This isnt even a complete list;
its not even an attempt at one! Search the Internet or hit
your local library and skim microfichedor digitizednews-
paper headlinesof the day for plenty more.
Characters could easily encounter any one of these
individualsor, at least, wade through the aftermath of their
activities. Chiang Kai-shek is sure to run afoul of the Ubiq-
uitous Dragon (or perhaps the two are allies...); Ghandis
protests against British Imperial rule in lndia will certainly
reach the attention of heroes visitingthat country in search Real Places and Historical Events
of ancientruins; Lindy might be a friend or rivalto any hero While a certain amount OF flexibility with history
with a bent towardaviation; and soon.Lettingplayerschar- must slide into every Adventure episode, a Storyteller
acters rub elbows with famous historical figures can be lots should be able to wrap her own stories around the places
of fun. It helps ground the characters in the setting and and events of the world at large. This helps the players
gives the players a much better sense of what is going on get a better feeling for the game world in which their
around them. And minor changes to the settings charac- characters exist. Real places are easy to research, and
ters as a result of your teams actions are great. Adventure theyre fun to use. The players and the Storyteller alike
isnt a time-travel game; there arent any Continuity Police can grab a few old maps and guidebooks and note high-
wandering around who will get on your case if Lang makes lights and significant places. With a little advance plan-
a few changes to Metropolis after seeing a characters ning, a team of down-home heroes visiting 1924 Chicago
Thermal Ram in action. can look over actual headlinesfrom the Tribuneandpho-
You should handle actual historical figures with some tographs of the lakefront and various neighborhoods to
degree of care. You probably dont want some wiseguy get a sense of the places reality. The Storyteller could
wandering to Austria and springing Hitler early. Caution even have the names of actual businesses on hand for
players who obviously want to disrupt the setting by us- when the characters want to go shopping or find a res-

Richard De Remer (order #1312575) 67.236.105.66


taurant. None of this stuff is mandatory, but it makes the
experience memorable for everyone.
Ifthe Storyteller prefers not to have real history
disrupted by player characters actions, steer the group
away from important historical junctures. A team deep
in the Congo in October 1929 will naturally have little
influence on Wall Street and the Stock Market Crash
(though it may well have an impact on them when they
return to civilization...). Its possible the Storyteller and
players dont give a fig about real history. Perhaps, the
series will last only a few weeks of game time, or per-
haps, no ones worried about the long-term implications
of characters actions. Theres not a thing wrong with
that attitude. In such a case, use historical events as back-
drops or muck them up beyondall recognition as the mood
strikes. Its your game; the only thing worth consider-
ation is you and your fellow players sense of fun.

Previous Material
The L o n Continuum-the shared setting of Trin-
ity, Aberrant and Adventure - has hundreds of thou-
sands of words in print across dozens of sourcebooks,
with more on the way. You dont need any of it.The only
thing you really need is the book you hold in your hands
(and you can even change any of it that you want). Pub-
Inventing Places lished material is great; it has tons of plot hooks, powers
Some earlier sectwsreference places that nevw were and abilities and setting material that the Storyteller and
StorytdlersareencouragedtoimAntmorehKklenlaxkThese players may find very useful. Sourcebooks give players
mlgMbeforbKklenlsldmonarch-, hbaln a t mintheheart and Storytellers a common ground to work from.
of A b or SouthAmwKa. broodingEastenlEuropnuropeanpnncl- &It the stuff isnt biblical canon. If a Storyteller reads
pallties2nd many more beslde A Storyteller probably M t wmething in Adwnhm that just doesnt fit with her concep-
want to get dowmgM silly wth thls -dont drop a 100-klc- tion of thegame, she should &e a minute and fyre cut what
meter diameter lsland inthe m d l e &Lake Supenor and pre- theimplicatiomofthmwingthatthi~cutwillb
tend its beenthereall a k q-but m moderatm, ltcanbefun mentsofthegame.lfthatdoesntappeartoousefurtherprob-
Player;shouklfed free to jump in, too If adlaradeisongin IS lems, sheshould feel Free to tossit.This yes double for mate-
yeat but doesnt qukematch hlstoncdd i t y , theplaver m$tt rialfrom Trinity and Aberant Those twogames areonly p-
susgestanI& pkceasthecknchshcmehd The Sto- s&futuresforAdvdure. NoStorytelleror playershouldfed
rytdlerhasveto powerhere, but inrentinga newplaceormodi- comtrainedbymaterialfoundinthosetwogameswhenitcomes
fymg a red one my bejust as d e a sdutlon as asking to their 1920s adventures.
theplayertochangethechaadeishistory

Richard De Remer (order #1312575) 67.236.105.66


of American society, on desperation and pessimism. Noir
fiction shares its roots and era with pulp action adven-
Many early Zlst-century readers may not be as con- ture, but the two genres are distinct. The primary dif-
versant with the conventionsand themes of pulp Fictionas ference is not one of setting, but of tone. The noir pro-
theircounterparkwere75yearsago.Hereareafewpoint- tagonist, often a lone man, is rarely a hero in the classic
e n to assist players and Storytellers in getting into the sense; he is a man of contradiction and moral gray areas.
proper Frameof mind. Readersand cinephileswill also want Protagonistsin the p u l p - M r e genre m t neces-
to check out Inspirations and Resources, page 265. s24ily ever-cheerful men of a d i , but most ofthem ladtthe
desperate edge that Cfiaaderzes the noir hem. In addition,
What Pulp Is pulp chaaden we more often found in pups. A dimadi
Pulp adventure fiction served a vital purpose for
pulpy battle mght involve meaty heroic FKts visiting villainous
its time: In the uncertaindays from the end of the Great
chim;aclimadicnoirbattlemightendwithasi~,regrettable
War to the end of the Great Depression, pulp wrote of
gunshot on a dak watemont Pulp action is not a pessimistic
ordinary peoples worries and interests boldly and with-
placechaadenandstories inAdventurs lwktoward a bnght
out the moral ambiguity that was the tone of the day.
horizon, rather than tugging their fedoras dmvn and staring at
Sure, there were some morally gray characters, but in
the s i l k as it begins to rain.
the end, it was obvious that the Shadow was on the side
of right and justice and Fu Manchu was not. These char- Camp
acters didnt havethe ordinary young mans worries about Typically represented by simplistic character de-
work or school and family; they were playboy adventur- velopment, slapstick and hackneyed dialogue, camp can
ers whose wiles no red-blooded woman could resist. be seen as the polar opposite of noir. (You could even say
Pulps were often pditii; the pe~~siveness of gang- that pulp takes the middle road between the two.) Camp
sters,thewrnmsrdeinsoctety etyand Americas& inthe post- grew from the same sources as pulp and noir, and the
waworldwereall important dements.Some pulpsc ptpreachy distinction is likewise a matter of tone rather than set-
(a bait youll probably want to d), but many managed to ting. Characters in camp are meant to be blatantly over-
&a+ point about theworld wound them without being the-top; they spout cheesy speeches and spend as much
overbeany.Crime in all its fams is an importantdement also. time striking poses as they do taking action.
Most pulp heroeswerededd torqhtingwmngsand sdv- Compared to pulp, camp is pure fluff escapism. No
ing mysteries. Many fought sangstenand rumrunners; at other one ever really gets hurt in camp, and heroes and villains
times, they encountered crime of a lea organized nature or are little more than two-dimensional stereotypes. Camp
super-crimids in the form of charaders such as Fu Manchu. and pulp each allow for - even encourage - extreme
Note that super doemt refer to villains with superhuman efforts. Yet in camp, theres little chance of the charac-
abilities, but rather criminak withcut peer, masterminds with ter suffering any real lasting harm from a gun battle or
w o r k l - s p a m i n g e m p i r e s ~ ~ a b s d u t e l o y d t y h w n falling 15 stories. In pulp, the danger of injury and death
their members. is still very real. Both genres encourage larger-than-life
Air travel is still a relative novelty: Plenty of people action, but pulp does so by remaining rooted in realism.
in this era believe that someday everyone will have a per- Four-Color Superheroics
SOMIairplane, and piloting is an interesting and novel Although some pulp adventures are chronicled in
vocation. Keep a sense of wonder about air travel in your comic-book format, pulp isnt the same as modern four-
games. Amelia Earhart hasnt disappeared yet, and the color superheroics.The L o n Society should never be con-
Hindenburgtragedy doesnt occur for some time. Aerial fused with theX-Men.Thedifferenceis partlyoneof tone,
adventurers and airships are excellent thematic choices. but is mostlya differencein scale. A modernsuperherocan
Lastty,horrCfandworldwide~oftnftenhand- hoist a battleship without breaking a sweat; a pulp
in-handinpulpstaies.Pulpadvenhrenwhofoundthemsdves strongman can probably lift the back end of a car over his
in unchated parts of the world often Faced unspe&&le mys- head with effort. Pulp fistfights end with sore jaws and un-
teries of savage people. While you dont want yow game to consciousness, some broken furniture and maybe a shat-
resemblethe works of HP. Lovecrafttoo closdy -there are tered window. Superheroic battles trash city blocks.
other rdeplayinggames that do thisverywdl -lendinga bit To over-generalize (and riskoffending some comic-
ofhonwtoyourteansahRnturethroughstrangepwtsofthe book fans), superheroes solve problems with clever ap-
world is a useful tadi. plications of their powers; pulp heroes solve problems
with ingenuity and fortitude.
What Pulp Is Not
Noir Genre and Period
Noir, as popularized in late-1940s American film Conventions
and in the works of writers from Raymond Chandler to Below are a few commontropes to pulp-adventure
James Ellroy, is a dark genre. It focuses on the underside fiction which translate nicely into game material.

Richard De Remer (order #1312575) 67.236.105.66


Action Remember that heroes in an Adwntue series are ex-
As is mentioned elsewhere, action is rewarded in b-aordinaypeople. Socii baniers that mqht holdbackothers
the pulp-adventure genre. Characters who take Firm, fmm great accompliimentsare still obstacles For such heroes
decisive action when faced with a crisis should not have but fa from insumMuntableones. A young woman mqht b e
the rug yanked out From under them unless their choice ccine a Golden Glores champ; a bbdc man mi@ gaduate at
OF action is colossally stupid -a certain amount OF Fool- the top of his class from MTT. Playen and Storytellersshould
hardy stupidity is to be expected and isnt necessarily a bear such social obstacles in mind without bringing them up to
bad thing. Players should never doubt that going out and offensive I d .Its a tricky lineto walk, creating conflii with-
Findingtrouble is preFerableto hanging around and wait- outcomtany.bmgingthec!tumofsocial injustice.Ateamcon-
ing For it to come to them. To that end, players and Sto- sisting of a bbdc man and a white woman trmrding across the
rytellers should bear the Following things in mind: Deepsouth in1924will receiveunwantedattenh,but&ng
Keep ambushes rare and light. Players should never an in-game lynchingis probablynot thekindOFsituationthat all
worry that the team will be wiped out at any moment as it playerswill becomfortablewith. The Storyteller can get away
searches For the bad guys. Ambushes can and should hap- with more open xenophobia if thed.lxaders to strange
penoccasionally, but as evidence OF a particular scoundrels Foreybnds.WheretheyaretheonlyWestemerstobefound,
wickedness rather than part of every villains MO Similarly, discrimination will be more blatant.Also, such prejudicewill be
players shouldnt resort to ambushes and assassination to more tderable to players if it is aimed at the entire team,as
accomplish their plans. Certainly stealth has its place, but opposed to being lerdedat just one or twocharaden.
shooting the enemy in the back isnt very heroic. Everyone playing the game should be willing to tap
The danger shouldnt always come to the heroes. the social environment of the early 20th century to build
Having a couple OF goons with Tommy guns break into tension among the characters, but it should not act as a
the heroes offices and shoot the place up may keep the bludgeon.Any application OF discrimination shouldalways
plot moving, but it can get overused in a hurry. Players be clearly limited to the game. IF a player becomes con-
may soon think that the adventure will drop itself in their Fused as to its Focus during a game session, its time to
laps if their characterswait long enough. The game should stop and reassess how things are being handled.
maintain a certain level OF urgency, something that play- Science
ers and Storytellers alike can contribute to. Characters The super-science rules in Chapter Five can pro-
should want to go out and Face the world or risk losing vide a lot of good gaming. Inspired scientists are great
the initiative to the criminal element. The pulp genre is plot aids: Their inventions can require strange compo-
about action, not reaction. nents that need whole stories to acquire or lead to unex-
Attempt (and reward) zany stunts. IF the team de- pected consequences aFter they are Finished. The Sto-
cides that the best way into Or. Nefarious mountaintop ryteller should throw the occasional bone to any lnspired
lair is to parachute From an airplane onto the rooF, the scientist characters on the team - mysterious gadgets
villain shouldnt have absurdly precise antiaircraft bat- and unknown technology are their bread and butter, and
teries (unless the characters already knowhe has them). such players will appreciate the opportunity to exercise
The Storyteller can have antiaircraft batteries, but they their characters abilities. Playersand Storytellers should
shouldnt be so accurate as to end the adventure before watch out for overuse OF Inspired science, though. Its
things really get going. Such details should add danger application can easily overwhelm a game: Players who
and risk to a sequence, not to decimate the team. That see an Inspiredscientist swiftly solve a problem may de-
same idea applies to plenty of scenarios: Unless the char- cide to redirect their own character paths toward similar
acters plan is indescribably, galactically stupid, the Sto- activities. Alternately, an adventurer may attempt to use
ryteller should let them take a shot. (IF nothing else, super-science to mimic another character types Knacks
theres always dramatic editing....) in an attempt to create an uber-character.
Discrimination You probably dont want your teams adventures to
Racism and other kinds OF discrimination are very revolve primarily around test tubes and mysterious al-
common in the beginningOF the previous century. (This is loys. (Maybe you do - a series consisting entirely OF
not to say we condone it; its an unFortunate but nonethe- the exploits OF Inspired scientists could be Fun - but it
less true circumstance.) The Ku Klux Klan is a c t i a n d quite is important to let the players know ahead OF time that
popular in the United States. Blacks, Foreigners and any- thats the kind of game youre going to run.) Even Pro-
one not a Protestant Christian risks discriminationOF some fessor Dixon gets out OF the lab once in a while. The Sto-
kind. Women havejust gottenthe vote inthe United States, ryteller should try to keep ordinary teams time occu-
but theyre still consideredsecond-class citizens in mostof pied with action and adventure.
the country and the rest OF the world. Hitlers Third Reich Players should be balanced in designing inventions
is a dark seed growing quickly, and it will cast its shadow their characters create. The Storyteller shouldnt be
over the world in a matter OF years. aFraid to veto an invention she Feels is unreasonable.

Richard De Remer (order #1312575) 67.236.105.66


umb is that if a new device doesnt give The downside to heavily story-oriented plotting is
the Storyteller at least as many plot hooks as it gives that players may feel bound by the storyline that their
benefits to the inventor and his allies, its not a good ad- Storyteller has created. If you place the secret turbo-
dition to the series. To assist the Storyteller, the player rocket in the villains lair and are dead set on a scene in
may want to suggest plot ramificationsof his characters which Our Heroes must fight through 25 axe-wielding
new invention. robot Viking warriors to reach it, there isnt much room
This rule can also be applied to inventions the bad For the team to Find another way in or to plan a way around
guys use. The Storyteller may think up an incredible float- the confrontation.
ing dreadnought with a dozen electro-cannons and
weather-control antennae, planning to use it as the dra-
Backstory Plotting
In contrast to story-based plotting, a Storyteller
matic final set piece that plummets toward the ground as
might choose to avoid issues of scene planning entirely.
the team struggles to escape. But the Storyteller should
Instead, she works out a timeline of events and plans her
be prepared to face the consequences if the players think
Storyteller charaden probablereactions to various team
up some amazing plan for their characters to save the
actions. l f the team chooses to s i t on its dufF and not take
dreadnought before its destroyed and the characters
action, the timeline the Storyteller generated will go off
start using it as their mobile base.
without a hitch. No plan of this sort survives contact with
players, but it gives a good general outline and plenty of
The Storyteller room to improvise.
The following section is intended for the In backstory plotting, characters actions really can
Storytellers use. This doesnt mean that players are for- make a difference; this is the strongest argument in favor
bidden to read it - there arent any secrets here - of this kind of episode planning. The downside here is the
but rather that the information herein will be far more planning itself - not only working out a feasible plan but
useful to Storytellers than to players. also being able to rework it on the fly. As Storyteller, youve
got to think hard about the ways that players can poke at
Plot the xheme youve created, and you must be ready to im-
Regardless of whether youre putting together a provisescenes anyplace alongthe way. And worse, players
single evenings entertainment or planning a complex, might miss a clue or fail to realize that anything is going on
multi-layered epic, its not going to be much Fun if you at all if they are led off track early in the episode.
dont come up with a good plot. Few Storytellers can suc-
cessfully improvise stories. You will have to make some
Combining the Two
Since each of the two above approaches has weak-
plans for stories you want to run; it is probably best if
nesses, the best solution might be to throw together a little
you start doing so with the first episode of your series.
of each. Plot out a generalstorylinethat your team will ex-
There are nine-and-sixty ways tocreate stories, to para-
perience, but work out in the background what sorts of
phrase Kipling, and every one of them is right.
events are going on to produce the visible plot. This way,
Lets put aside specific story ideas for now -youll
find story seeds and subplots on page 225 - and discus
although you have a general plan laid out, you have some-
thing to reach for when the players do something utterly
general plotting strategies. Below are two strategies that
unexpected... and they always do something unexpected.
the Storytellernew to Adventure may Find useful. Feel Free
to mix and match and to add in your own style. Event Paths
Start with a basic plan, then decide what sequence
Story Plotting
of events would occur if the team spent the entire epi-
With story-oriented plotting, the Storyteller de-
sode doing somethingelse? If possible, write these up as
cides on a series of events that she would like to see take
a series of simple declarative statements:
place in a given game session or series of sessions. She
7he Pharaohs hiredgoons rob PresleysJew-
might want to run the team through particular set pieces
elry Store and take their goods to the Simmons Ware-
or might choose to generate certain challenges that are
house on River Street...
particularlywell suited to certain characters on the team.
7he Pharaohs hiredgoons break into the Mu-
This method of plotting should be familiar, since its how
seum o f Ancient History and make off with the Queens
we experiencemost motion pictures and books. Thechar-
o f Egypt Exhibit, taking their goods to the Simmons
acters move from scene to scene, learning facts about
Warehouse on River Street...
the events surrounding them and about themselves, and
A riverboat arrives at the docks on River Street
take action as they see fit. The upside to this sort of epi-
and the goons load their stolen wares onto it under the
sode creation is that it allows for elaborate set pieces
watchful eye o f the Pharaohs lieutenant, the Red Ra-
- that is to say, complex scenes with a lot of things zor...
going on - and that it gives the Storyteller more con-
trol over the events in her game.
...and so on.

Richard De Remer (order #1312575) 67.236.105.66


For each OFthesimple statements youve just writ- somethings afoot outside of town and pull the charac-
ten out, now present simple questions and answers: What ters into a Full-blown investigation OF a Fact you had pre-
happens iFour heroes interrupt the goons? Will they Fight viously planned to just drop in their laps. The possibili-
to the death or run away? IF the goons are defeated, what ties are endless.
information can they reveal to the team? 1F one escapes As a Storyteller, your job is to remember the infor-
and brings word to his villainous master, how will subse- mation that the team needs to get and hurl it into the char-
quent plans change?What happens iF the thugs actually acters path when it seems appropriate to do so. The means
manage to defeat the heroes? may haveto change to Fit the groups actions, and it is your
The answers to some OF these questions will prob- job to make that change seem natural and planned.
ably inspire new events to be added to the initial list - The same principle holds true For action sequences.
it may now include things such as The gmns dump the Say you have a positively brilliant set piece worked out
heroesunconscious bodies into the riverand The Red on the streets OF Mexico City. The characters, having
Razor sends out a few o f his snitches to gather some dirt acquired the Skull OF Quetzal, have to reach the airfield
on the team. At this stage, start connecting theseevents; before their flight back to the States leaves, and you know
you may Find that more than one starting event leads to a that the Fanaticalminions oFColonel Santiago will doany-
later event. Thats okay; it actually simplifies your plan- thing to stop them. So youve worked out a Frenziedrush
ning, as you only have to work out the details For The through the streets, an ambush in the main marketplace,
RedRazor sends out a few o f his snitches to gather some explosions, maniacs jumping From rooftops onto the
dirt on the team one time, even if it can be triggered groups truck and so on.
From several events. And then the players slyly put the Skull in a burlap
You may Find it useFul to draw a box around each sack and sneak to the airfield dressed as beggars!
event and arrange them all chronologically (events that First, calmly take your notes regarding Colonel
must precede others go on the left and later conse- Santiagos clever ambushes and the frenzied chase out OF
quences go on the right -or whatever scheme you pre- town and put them aside. No amount OF subtle hinting on
fer). You can then draw arrows From one event to its con- your part will get those characters onto the truck their in-
sequence. In short order youll probably have something country allies provided.But dont let the players knowthat
OF a diamond-shaped plan worked out, with Few events theyve sidestepped your scheme. The ambush and wild
on the left-hand side (the introduction to the episode), a chase will work just as well in Cairo against the Pharaohs
bunch OF possibilities around the middle, and Fewer and men, three sessions From now, as it would have today.
Fewer possible results as you progress toward the end of This is a time For improvisation. Colonel Santiagos
the episode (and the heroes Figure out whats going on), men will hunt around town in small groups, looking For
with one or a Few possible final resolutions Forming the Americans who match the teams description, and now, a
rightmost point on the diamond. tense but subtle series OF exchanges takes place as the
characters avoid capture while still making their best
Flexibility possible time to the airfield. Its a different kind of ten-
Players dont know what you have in store For them.
sion than they would have Faced in the zany truck-chase
You should use this toyour advantage whenever possible.
scene, but its no less interesting - and no less valid.
Players dont know that their characters have to go down
The worst possible thing you could do would be to try
to the Five-and-dime and bump into old Professor Brad-
and Force the group back into the path you created For
ley to hear him espouse about the dangers OF the new
them. Responding to the players choices in this way not
cobalt rifles the Army is testing out in the desert. When
only keeps the tension level high, it keepsthe playersequal
they go to the movies instead, you cant get annoyedwith
partners in the roleplayingexperience.
them For not knowing where to get the next clue. You
have to think on your Feet. Hurling Action at Characters
Maybe they run into Professor Bradley while walk- Raymond Chandler, author of such works as 7he Big
ing home from the movies - perhaps he is walking his %ep, is reported to have said that whenever he got stuck
dog and is annoyed at having to do so this late in the For what direction to take a plot, he had a couple OF men
evening (something you could use as a roleplayinghook). burst through the nearest door and start shooting. This is a
But you dont have to use Prof. Bradley to impart the in- Fine suggestion For Adventure Storytellers. lf your players
Formation the team needs. A character with contacts in seem bound and determined to argue boring points rather
the service might run into an old Army Friendwho had to than going out and taking decisive action against the bad
get into town to get the generals car Fixed (who men- guys, dont be afraid to bring the action to them. It doesnt
tions problems with the cobalt rifles). A keen-eyed Flier literally have to be goons with guns coming through the
might notice a lot OF dust and activity on the horizon, to- door; maybe the kidnaped lounge singer comes stumbling
ward the Armys testing grounds.Or -perhapsthe best into their secret hideaway, or two rival gangs start a brawl
option OF all - you might drop subtler clues that in the bar downstairs From El Mono Locos apartment.

Richard De Remer (order #1312575) 67.236.105.66


If you use this suggestion, youll need a plan. Unlike Avenger in an alleyway, that person will probably just
Chandler, who had plenty of time to Figure out where the dismiss such crazy stories. This works to heroesadvan-
random element came from after writing the fight scene, tage, most of the time.
as a Storytelleryoull have about ten seconds from ...and
the final thug goes down with a good karate kick from El
Breaking the Rules
RemembertheGddenRuk.lfyoutfiiiapartnularKnadc
Mono Loco to Where did these guys come from? How
shouM changeor that difhilty numbenfor all tasksshould be
did they find us? Do they have any clues in their jackets?
6,or 8, then so be it.The rulesshoulda h w y s c o m e d to
Whenyou plan out an episode, it never hurts to take
h n g Fun.With that said, thereare a few caveats:
six or nine lines of notes and scrawl out the answrs to
Dont radically change the rules during a game
Where did they come from? How did they find us?
session (unless the characters enter a hidden land where
and What clues do they bear? for two or three grcups of
reality really does work differently).
thugs. If you dont need them, little time has been wasted,
Dont break the rules specifically to advantage
and you might be able to use them in a future session. But if
or disadvantage a given character: Be consistent. If Rap-
you do need them, you can refer to your notes and mini-
port gives a Storyteller character a chance to detect that
mize the time spent on comments like Whhh, they must
a character is the victim of hypnosis, it should work that
work for the, uh, Magelli Gang, and, uhh, hang on....
way for players characters.
Publicity and the Weird Stuff Dont get into arguments with players over rules.
Heroic activity in the world of Adventure does not If you make a snap judgment in the middle of a game ses-
always come with the harsh spotlight of media attention. sion and youre not sure of that rulings future implica-
Oh, heroes may attract the press if their regular exploits tions, say: Im making this judgment now, but 1 may
take place in the public eye, but the general public doesnt change my mind when 1 consider it after the game. If 1
necessarily believe the zany sorts of things that pulp ac- do, 1 will let you know what the new ruling is. For the time
tion heroes experience. Newspapersare liable to try any- being, lets get back to the game.
thing to boost readership, thinks John Q. Public, and sto-
ries about mysterious vigilantes or giant apes might well
You Get What You Encourage
The Storytellers reactions to the characters ac-
be just a ploy to get more readers.
tions encourageand discouragecertain behaviors among
Thus, the world at large is skeptical of wild claims
the players. This subtle point is often lost on novice Sto-
made by heroes. Unless a person is a witness to seem-
rytellers, and it can cause so much frustration that the
ingly impossible events or actually runs into The Dark
novice quits storytelling altogether.

Richard De Remer (order #1312575) 67.236.105.66


Lets take as an example Keisha, a novice Story- is not necessarilydesirable: Again, if you want a combat-
teller. Her friends OlaF, Hamed and Xue get together for heavy game, tell the players up Front. IF you claim youre
the games First session one Sunday afternoon. Keisha going to run one thing and find yourself running another,
explains she wants the game to be larger-than-life, cin- you need to change direction or come clean about the
ematic adventure.The players create charactersthat they way its headed. You may wish to give the players a chance
think will be appropriate: Hamed creates a daredevil to change the characters theyre running or discuss the
martial artist, OlaF a dangerously curious scientific series in general and see if theyre having Fun.
prodigy, and Xue a mysterious, two-Fisted righter OF A good Storyteller can use this sort of thing to her
wrongs. Keisha starts all three characters off at a high- advantageby selectively steering her attention across the
class restaurant, with a 10-piece band playingsoftly, while gaming table. Perhaps the combat-oriented characters
a beautiful young diva croons. player wants to monopolizeyour attention with a discus-
When the action begins and the mobsters try to sion OF all the guns and bullets his character intends to
take the diva hostage, Xues character dives into a melee purchase. At the same time, the scientists player -
with several gangsters. Olafs character tries to surrep- perhaps the quiet type or one who doesnt know quite
titiously pocket the mysterious device that one of the what hed be doing in-character with the new gizmo hes
MaFiosi left on his tabletop, while Hameds character discovered -sits silently and only asks a few questions.
grabs for a hanging lamp to swing to the stage and help But you would rather focus on the gadgetry and gee-
the captured singer. whiz than on a mundane trip down to the gun shop. Re-
Say the gangsters mow Xues character down with sponding to the combat characters request with a polite
Tommy guns, the mysteriousdevice is booby-trapped and but quick 0 kay, sure, you can pick up the stuff you need,
the hanging lamps cord is tw weak to hold Hameds char- no problem, then moving into the scientist characters
acter. Should all the characters survive, Xues two-fisted investigation in loving detail lets everybody know what
brawler may start carrying a gun and spend more time be- parts OF the game will be the series Focus. In turn, they
hind cover. OlaFs scientist will carry prongs and measuring will likely steer their own characters interests toward
devices wherever he goes, and Hameds daredevil will get that focus.
a lot more cautious.These things dilute the characters na- Be careFul in these situations and avoid rudeness.
tures. far more importantly, they go against what Keisha It is simply bad storytelling to respond to the combat
told the group she wanted the game to be about. characters questions with Yeah, Hamed, whatever, get
If, as a Storyteller, you want your Storyteller char- what you want, 1 dont give a damn about that twinky
acters to react sensibly (shooting the brawler) and you crap. And if you make it seem like you are only inter-
want your physicsto be suitably real world (the lampscord ested in one characters activities, the other players will
breaks), you need to make certain your players are aware quickly grow discouraged with the game.
of such things before play begins. This is rarely an issue OF
Conclusions
deliberate deception; it just turns out that some Storytell- Every good episode has a good ending. The whole
ers plans dont match their own storytelling technique. IF session should be fun, but the end is the part the players
you feel your team is overly cautious, ask yourself why
carry with them when they walk away from the gaming
theyre being that way. Did the last one to try a classic, table For the night, and it forms the seed of their attitude
foolish, cinematic stunt have his legs kicked out From under about the session. So, youll want to knock their socks
him? Dovillainsshoot hostageswhencharacterstrytobluff
off with the episodes climax and resolution and, then,
or Feint them into releasingthem? IF it Seems youre being have a pleasant and useful denouement to wrap things up
too restrictive, try letting the zany stuff work! Thats part
and set the stage for the next episode.
of the interest of the pulp-adventuregenre. Its life-threat- Awarding experience points is only a small part of
eningly ridiculous for Doc Savage to descend by hand on a what the Storyteller does at the conclusion OF a game
steel line strung down the side of a skyscraper, but its so session. Have you completed just tonights episode or an
much cooler than taking the elevator. Likewise, your play- entire story? A story should end tidily, with most OF its
ers are more likely to retell the time they parachutedout OF loose ends and subplots tied neatly in a bow, while an
the explodingairplane while Fighting off the Sky Chimpan-
episode can end with plenty of matters unresolved. Its a
zees OF Borneo as they descended, than they are the time
good idea to sit down right after an episode and take
the plane blew up and they all died because they couldnt
notes as to where the story stands: where the major char-
get their parachuteson in time.
acters are, what various characters know about secrets
This can happen more subtly, too. l F you gloss over
and ongoing plots, what Followers have been assignedto
romanceplots and scientific exploration and spend three- any tasks, and so on. By contrast, at the end OF an entire
quarters OF every game session on combat and heroic
story, its probably only necessary to note any villainous
derring-do, many players will make sure their characters Storyteller characters who escapedjustice and whether
can do somethingin combat, often changinga characters
there was any press coverageof the characters exploits.
basic concept in order to better Fit the game as-run. This

Richard De Remer (order #1312575) 67.236.105.66


W a may pnmenjoyabk for your pbyen, as they can dupli-
Adventure is designed to allow For stories you can catethe h i m e feats OF many pulpand mic-bodcheroes.
play through in a single session as well as plots that un- Afterthewar,,wvivinglnspidheroesmostlygoundergound;
fold over a long series of episodes. they dont hide From the world, but they lead more mundane
li.CheesyTech~icdora)venturesmthe1460sand70scwtd
The One-Shot bea lot offunto run, but it isnt until the NovaAge, begunwhen
A one-shot story is meant to be completed in a single DivisMal(AKA&.Primoris) engineers aquantumtnggerevent
session (Four hours or so).The amount of stow that you
I . in 1448,that super-powered b n g s retunto the world stage.
can cram into such a short period depends on a lot OF vari- Thecharadersare liibleto be molners and shakers in this era;
ables -are you playingface to Face or over the Internet, they mtght hep pidesociety thrcugh the golden ageof lwvas
areyour players pronetoalotoFdigressiom,doyoudeplay and f$t in the Abemnt Wa. They may help society rebuild
most encountersout or only the important ones and so on after the war or escape to the stars, this phaseof the series is
- but the simple answer is: not a lot. Filled with opportunity and the chance to reshape society. Fi-
Most Storytellers run one-shots to provide a nally, in the Trinity Em, the c h h can become part of
change of paceFromanother game or to expose new play- humankys expamion into the u n k at large, meeting d i
ers to Adventure; in either case, you will probably want racesordefendingthewaldagaimthostileaberrants.
to have a straightforwardplot. You probablywont be able
to manage more than a Few encounters or explore any Theme
deep subplots. Instead, concentrateon the unique parts Adventure completes the L o n Continuums three
of Adventures setting. Pick an interesting villain or vil- thematic aspects: Trinity is Unity; Aberrant is Sacrifice;
lainous group, or select a dangerous Far-off locale in and Adventure is Hope. Certainly, the 1420sand 30sare
which to run a scenario. Try and work in opportunities uncertain decades, and no one knows what the future
for every team member to contribute uniquely, and allow will bring, but in the bright days dawning after the Great
For some dramatic editing (see p. 143). War, anything seems possible. The Hammersmith inci-
The Ongoing Series dent grants rare individuals the ability to genuinely re-
In an ongoing series, you can be more leisurely shape the world.
about introducingelements than you would be in a one- Hope can take on many forms, but in general, Ad-
shot. You dont need to start a series with some kind OF venture looks forward with an eye on making the future as
master plan for the next years worth of games. It good as it can be. Scientists make new discoveries every
shouldnt be too hard to spend a Fair amount of time run- day, and advanced technology such as high-powered radio
ning mostly unconnected stories with a bit of downtime transmitters and transcontinental telegraphy are dreams
between them. Eventually, you may Find yourselF leaning no longer. Advances in life sciences are no less dramatic
backward into other stories youve run, snaking up Sto- (and with the advent of penicillin in 1428, many believe
ryteller characters and red herrings or offhand refer- that the eradication of disease as we know it is right around
ences and folding them into stories of their own. The se- the comer). The secrets of radioactivity and the atom it-
ries may eventually even take on a life OF its own, as the self might won make themselvesknown, usheringin an era
characters become well developed enough that they ini- of universal wealth and prosperity.
tiate their own plotlines. This perspective is a tricky thing to cultivate in a
Unlike a one-shot, an ongoing series gives you more roleplaying game. Storyteller and players all know that the
leisure to focus on individual characters and their asso- optimism of this era will lead to the Great Depression and
ciated Storyteller characters. You may run one story to the Second World War (and, in the h n Continuum, even-
specifically explore El Mono Locos relationship with his tually to the Aberrant War and Exodus). The charactemdo
half-brother and arch-nemesis Dr. Macaque, the next to not know that, though, and it is important that they oper-
introduce a new group of villains and later work on an- ate in ignorance of the future, playing the booming stock
market for all theyre worth and having a gay old time.
other characters enemy. That doesnt mean that any
given story should always be about just one character:
Try to arrange for everyone to have something to do in
Mood
Perhaps rollicking is too strong a word to describe
any story you run. But its okay to Focus one storyline on
Adventures mood, but it gets across certain ideas in a
one character and probably a lot of Fun for that player
hurry. The game is meant to be action oriented and opti-
when you do so.
mistic: Heroes discover some villains Fiendish plot and
For more discussion OF subplots in ongoing series,
defeat the villain. This doesnt necessarily lead to a sim-
see Subplots, p. 226.
plistic game: Characters in Adventure are just as com-
Long-Running Series plex as they would be in any other genre. Plots and Sto-
Youmaywishtorunansctremdylongtermseries.A ryteller character motivations should be similarly com-
series that starts in 1424dextends into the second World plex and deep. But in the balance, the team doesnt live in

Richard De Remer (order #1312575) 67.236.105.66


a haunted nightmare world, nor in a dark parody of mod- heroesmust defeat this Foe and, somehow, rescue their own
ern media over-saturation: They live in a brightly col- reputations in doing so.
ored reflection of a simpler day. Absent should be the The Mysterious Stranger
story in which the characters discover a world-girdling A new personhas entered the characters usual home
conspiracy that they simply cannot defeat or displace. territory. Perhaps he is a foreigner, or perhaps he is just a
Concentrate insteadon menaces that the heroes can take previouslyunknown Inspiredcharacter from the local area.
worthwhile action against, once they are alerted to the Regardless, the characters know precious little about this
menaces presence. Victory is never assured, but with individualand his goals. The team may attempt to befriend
strong arms and stout hearts, the heroes have every the stranger or treat him as a hostile interloper.
chance of carrying the day. The characters goals and activities intersect at
Story Seeds right angles with those of the mysterious stranger. They
do not come into direct conflict, but the team must reach
Below are a few ideas that can work as described
some sort of d6tente with the stranger before they can
or that you can use as inspiration For your own plots. They
solve the problem posed by the real villain of the story.
can be used for a single episode story or as the starting
Perhaps that villain is the mysterious stranger, or per-
points for an ongoing series.
haps thevillain is merely manipulatingthe heroes and the
Foiling the Villains Plot stranger into fighting to satisfy his own nefarious ends.
In this hoary old standby, the team learns OF a ter-
rible plot For world domination instigated by an appro-
Enemies of the State
Criminals or anarchists have begun a reign OF ter-
priately melodramaticvillain. It might start simply -the
ror in the heroes home city. Perhaps a war has broken
heroes prevent some goons from knocking over a jew-
out between rival Mob Factions, or anarchists are lashing
elry store. They then Follow clues that indicate that some-
out against the forces OF law and order. The team is caught
thing bigger is going on and, after a number of confron-
in the middle and must either help the proper authorities
tations, discover that a mastermind arch-villain is plot-
restore order or attempt to bring about peace on their
ting to rule (or destroy or blackmail, etc.) the world. The
own. Morally ambiguous heroes might take advantage of
team must find and enter the villains secret hideaway,
the chaos to strike a blow against a knownvillain who has
disrupt his wicked scheme and bring him to justice by
previously been protected by the police, but such a vil-
whichever means they find most appropriate.
lain is likely to have his personal security forces out in
Exploringthe Lost World spades to assist in this time of crisis.
The characters learn that an old friend has disap- Similar effectsto thiikindofepiwdeseedcan begener-
peared and go to his rescue; perhaps he was a scientist ated in the aftermathof an earthquake, tomado or h u m ,

in darkest Africaor was shipwrecked in thelndian Ocean. the wthoritlesare too busy with cleanup to stop certain de-
As they arrive to the site OF the disappearance, they find ments Fmm engagingin criminal activity.The hemes must step
themselves on the border of a hidden land, a place that in and keep things safe For the diMy people.
has been... changed... by the zero-point energy wave that
swept over the world. Within the hidden land, the team
Personal Stories
A personal story most often springs from a well-
must face terrible environmental dangers, strange mon-
developed subplot (see below). In these stories, a
sters and foreign cultures.
characters own motivations (or neuroses) push him to
Defend Yourself! accomplish some task. Perhaps its something melodra-
A conspiracy OF some sort takes action against one matic, such as finally confronting the murderer of the
member OF the team (or perhaps the team in its entirety). heros parents, or maybe its more mundane and long-
It starts subtly - newspaper articles pop up that shed range, such as the hero decidingto establishhis own ship-
light on incidentsthat the team would prefer to keep in the pingcompany in the South China Sea. From a Storytellers
dark, for instance. Then the newspapers Find pmof that standpoint, the great thing is that you dont have to do
the heroes did things that they know they didnt do. Then nearly as much work. The characters motivation is right
the police begin to come after the team, and then some there; hes the one who gets the episode moving for you.
previouslyunknown person or group -a new district at- You just need to set up a few challenges and decide what
torney, an lmpiredcrime fighter, avigilantegroup -does complications will befall his plans.
so, saving the city from the menace that the players char- The downside of these stories is that, by their very
acters pose.Of coursethe previouslyunknownantagonists nature, they are almost impossible to make happen as a
are the true villains OF the tale: they have set the heroes up Storyteller. Eventually, a player will tell you that his char-
to take a Fall in order to bolster their own reputation. Per- acter has a task he wishes to accomplish, and then, off
haps they have an old grudge to settle and no longer look youll go. Until that time, sit tight and keep seeding the
like the group the heroes wronged a few years ago. The subplots into the week-to-week stories.

Richard De Remer (order #1312575) 67.236.105.66


airfield are acting a little strangely, but thats all. Perhaps
Whether its a one-shot Adventure episode or an he cant sway them into telling him whats up at First; it
extendedseries, playersappreciateFeelingthat their char- might take until next session beFore he notices darkened
acters are a part OF the world you describe. Character his- planes taking off and landing late at night. It could be
tories and backgrounddescriptionscertainlyhelptoground four or Five sessions before Ace learns whats really go-
characters in the setting, but nothing grabs your players ing on, and by that time, you might want to turn this sub-
attention like a personalized subplot. You can also use sub- plot into a full-blown episode of its own.
plots to highlight particular themes and moods or to pro- l F you hurl out too many subplots at once, the play-
vide additional information of just about any kind. ers will get confused, and you will probably get lost. It is
When you start a series, you should have a rela- as important to take notes about your subplots as it is
tively good idea of who the characters are, their respec- with your mainstorylines. Generally, a novice Storyteller
tive histories and why they adventure together. With all can introduce one new subplot per session and advance
this information,you should be able to generate a simple a few existing subplots by small steps each session. After
plotline that applies to each character. These snippets you get more familiar with doing this, you might be com-
dont have to be complicated, and they should be the kinds fortable with games that are whirling nightmares of plot
of things that can lay in the background for a while. and counterplot.Just remember that if your players start
Say the team of adventurers consists o f Ace to mutter to one another that theres too much going on
Borgstrom, devil-may-care dilettante and sometime pi- For them to keep track of, youre probably overdoing it
lot; El Mono Loco, martial artist From the jungles of Para- and should scale things back.
guay; Dr. Tenzing Smith, half-Sherpa archaeologist; and Types of Subplots
RachelLady Lead Buongiorno, the first female Golden There are more types of subplots than can easily
Gloves champion of New York City. Your primary storyline be listed here, but hopefully, the following list will serve
revolves around the events leading up to the Elder to spur your imagination and provide you with some en-
Statesmans attempt to hold the 1924 Democratic Na- tertaining stories For your players.
tional Convention hostage, with a big climax planned on Romance: This subplot is a classic, familiar From
the convention Floor. movies, books, comics and TV. A player might initiate it;
You might work up the following subplots: The boys perhaps your description or portrayal of a particular
down at Aces preferred airfield have been acting a little character catches his attention. You might initiate the plot
strange lately (the Mob is pressuringthem to let some sur- instead, suggesting that a Storyteller character asks a
reptitiousrumrunning traffic in and out). Dr. Smiths con- players character out on a date. This is considerably
tact at the museumhas an Egyptianartifact he thinks Smith easier when the players character is female, given the
would like to look at (its the property of an Egyptianland- circumstances of Adventures setting, but the world is
owner, of course). El MonoLocosapartment buildingbums changing quickly enough that it wouldnt be shockingly
down in a suspicious Fire (his corrupt landlord needed the inappropriate For a Female Storyteller character to pur-
insurance money). Lastly, a brashyoung male boxer calling sue a male team member. Romances provide a personal
himself Kid Midas arrives in the big city and is overheard motivation For players characters; it is one thing for the
publicly scoffing at the idea that Lady Lead could possibly Pharaoh to kidnap the handsome yet shy Dr. DeWitt and
beat a realfighter such as himself. another altogether if Dr. DeWitt is Lady Leads FianccS!
Subplots are fairly straightforward to use once in- Many groups have problems integrating romantic
troduced into your series, but that introduction can be subplots -players may be uncomfortableexhibitingin-
very hard to pull oFf. Youd like to hook the characters character affection toward Storyteller characters in the
interest, but you dont want the entire team investigating person of the Storyteller; the Storyteller may introduce
El Mono Locos apartment Fire when the Statesmans romantic subplots ham-handedly; out-of-character re-
goons are up to no good elsewhere. A good technique is lationshipsmay make the whole situationmore stress than
to run the primary plotline for at least a full session at its worth. To help alleviate these sorts of problems, talk
the start of a series and introduce one or two subplots to the affected player+) beforeyou work a romantic sub-
during downtimes in the second or later sessions. In that plot into your game. Things are more enjoyable For all
fashion, players will understand the real Focus of their concerned if the player whose character is romantically
characters activities, while still getting interestingthings involved is interested in furthering the subplot.
to do individually. Mystery: A good Storyteller can make a myste-
Also, dont go overboard subplotting. Each char- rious subplot out of just about any event. Mysteries do
acter should get a subplot during the series, but you not necessarily have to be violent, whodunit affairs, ei-
shouldnt introduce them all at once, and you shouldnt ther. The question of why the characters parents are
feel pressureto resolve them in a big hurry, either. In one acting particularly coldly toward one another might be
session, Ace Borgstrom might learn that the guys at the answered by Dad Forgot their wedding anniversary, but

Richard De Remer (order #1312575) 67.236.105.66


the character is sure to pursue the mystery avidly until dominating the game and leaving the players twiddling
the solution is Found. Mystery subplots are probably the their thumbs. Below are some sample problems that may
easiest to generate; all you have to do as a Storyteller is occur along with suggested solutions.
Figure out whats going on, how the character catches My players act bored! Ask them why! Dont be
wind of the event and what levels of secrecy lie between defensive about it; at a suitable breaking point or at the
the character and the truth. Then simply allow the sub- end of a game session, just say, I want to make sure you
plot to unfold as the character pursues it. Folks are enjoying the game; got anything youd like to
Rivalry: This subplot can involve the characters see me throw in? Admittedly, your Friends arent likely
heroic life (another Inspired scientist starts showing up to tell you if youre just a terrible Storyteller (although
Dr. Tenzing Smiths discoveries) or his mundane life (an- were sure thats not the case). If there are concrete prob-
other woman becomes romantically interested in Lady lems - I was expecting a lot OF gunplay and zaniness,
Leads fianc6). In either event, a person who is not nec- but this is a tense murder mystery, and thats not what 1
essarily the characters enemy competes with the char- was interested in -you know how to adjust the game.
acter in some way. The character might respondviolently You may not be able to Fix things all at once, but you can
(and such a response may or may not be warranted), or at least add elements that will be appreciated.
he might redouble his efforts in the part of his life that A player isnt into the game! You might get a
the rival competes with him in. A good rivalry can go on player who just isnt there for the game. One might be
For a long time in an extended series, with characters there because her boyfriend plays and this is her best
endlessly trying to one up the other; rivals might eventu- chance to see him. Another might be a roommate who
ally become staunch allies or shift From mere rials into cant watch TV while the group games in the living room.
outright enemies. In any case, such players are not really interested in the
Tragedy: In a tragedy subplot, something ter- game, and they can easily distract from the episode at
rible happens (or threatens to happen) to the character hand.
or a loved one. His parents might be evicted From the You can handle this problem in a couple OF ways,
Family Farm, or he might learn that he has contracted a starting with talking to the involved party privately. On
case OF Armstrongs Syndrome, which is nearly always one hand, you could co-opt him; talk about what he would
Fatal. Players rarely take kindly to having abuse gratu- enjoy in a game, and see iF you can accommodate him.
itously heaped on their characters. Unless you are lead- Toss a simple, engaging subplot his way. If youre lucky,
ing up to a longer term storyline, it is probably better to within a few sessions, the nonparticipant will be an avid
have tragic subplots be reversible - the parents farm part of your series, and youll forget he was ever a prob-
can be bought back From the bank, or the only cure For lem. Alternatively, suggest that the person who isnt re-
Armstrongs Syndrome is held by the shadowy Dr. mil ally there to play may not want to attend the sessions. IF
Wendt, who has recently disappeared.... the nonparticipant is there to spend time with a signifi-
Personal Ventures: This is a catch-all category cant other, you risk losing both. Thats something they
describing work or hobbies the character engages in when need to work out, though; its not your businesshow they
not activelysaving the world. Perhaps the reformedgang- handle their relationship.No one should be Forced to play
ster takes a night on the town with the boys From the old if they dont want to, though. If that means you lose a
neighborhood; the action hero with a great singing voice couple of players or have to relocateyour game as a re-
pulls down a Few bucks doing torch songs at a jazz club; sult, its probably all For the best.
the gadgeteering scientist tinkers with experimental Theyre not solving the mystery! Sometimes, a
gizmos in his lab on campus; and so on. These subplots mystery that seems facile and obvious to its creator is
dont usually haul the sort OF emotional baggage that oth- thoroughly befuddling to a group of players. Often, de-
ers do, but that wont make them any less enjoyable for pressingly, this is the Storytellers fault. Characters do
the player involved. Personal venture subplots can help miss clues, but more often, a crucial piece of information
ground a character in his setting and give a player a bet- just never reaches from inside the Storytellers brain to
ter Feel For his characters contacts and allies. the players collective understanding.It is difficult to solve
this problem without being heavy handed (A man keels
Getting Back on Track over, clutching a note that says check the basement.).
Every experienced Storyteller has seen a game ses- Youcanworkaround this probleminoneoftwo ways.
sion stall in place. It can happen for plenty OF reasons. Firstly, try casually leading the players to the information
Maybe you created a mystery that is just too intricate or connection theyre not seeing. Dont be clumsy; think a
For your players to have their characters solve on a Fri- few steps away from the missing inFormation, then plant
day night aFter a long work week. Perhaps your Story- subtle hintsthat lie between it and the teamscurrent knowl-
teller characters are too thinly portrayed and you arent edge. IF a major clue can be Found ina bakery that the team
doing a good job of getting the team interested in them visited once but didnt investigate closely enough, remind
- or worse, perhaps the Storyteller characters are Or. Smith that he promised his sister to bring the birthday

Richard De Remer (order #1312575) 67.236.105.66


cake for her sons birthday party tomorrow, but he wont with a lack of action, you will have to force it onto them
have time to bake it himself. until they realize that they must go confront it.
Secondly, look over your notes and figure out what The players are seriously off-track! They grabbed
the antagonists would be up to now that the heroes cant one of your red herrings, conflated it with a clue leadingto
solve the mystery in question. See if you can work out a the realadventure and an offhand comment by an uncon-
way for the goons activities to cross the heroes path a nected Storyteller character and are now chasing faulty
second time. Again, dont be too clumsy about this. Dont information into the Kalahari. Worse, they assume every
just toss the bad guys at the players characters; give Storyteller character who tries to guide the heroes back to
them a logical reasonto run across the team and a logical the real plotline must be part of the conspiracy!
reaction when the confrontation takes place. Short of stepping out of game and saying, Folks,
They want to roleplay everything! ...and then 1 you are chasing a red herring here, and 1 cant figure out
wander down to Macys; whats in the storefront win- how to make you stop, you can do one of three things.
dow? Theres roleplaying, and then theres chewing the You can grab your main episode and wrench it around to
scenery. Theres nothing wrong with allowing the play- fit some of the Characters expectations (which is tricky,
ers to jaw back and forth in character - to a point. but doable). You can dead-end literally every investiga-
Getting sidetracked by minutiae can overshadow the tion the characters make regarding the red herring -
game to the point where the characters never get any- perhaps there are no clues available, or they all lead to
where or do anything. Players may want to occupy your perfectly mundane resolutions. Or you can go with the
attention as Storyteller with trivial stuff. This problem flow to accommodatethe players pursuit of the red her-
can be hard to diagnose, though, as it seems like the play- ring, wrap it up satisfactorily for them (and quickly for
ers are having fun, and isnt that the point of getting to- you) and drop new leads to bring them back to the
gether every week or few to play? storyline you spent so much time and effort on to begin
Look, the game is called Adventure for a reason. with. With a little ingenuity, you can make everyonehappy.
There are plenty of roleplaying games out there well
suited to subtle roleplay and extended in-character de-
bate and conversation. This is not one of them! As sug-
The Opposition
Its time to talk about the blokes in black, twirling
gested elsewhere, if the players insist on roleplaying trips
their sinister mustaches and plotting world domination.
to the grocery store, have the Pharaohs men blow the
The pulp villain - from the demented tribal shaman to
place up. If characters (and players) get too complacent
the criminal mastermind - is a crucial part of any Ad-

A
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Richard De Remer (order #1312575) 67.236.105.66
venture series. Inmany ways, without a villain there would companies or even small nations. A villains resources
be no story at all. He (or she - women can be just as determine what his plans must be - does he need to
wicked as men) is the hub around which all things rotten knock over the First Federal Bank to get the money to
in a given episode must revolve. The next chapter in- hire goons to enable phase two of his scheme? Or can he
cludes descriptions of villains already influencing the Ad- simply authorize some of his lieutenantsto commit a crime
venture Era. Feel free to add your own Fiends to your on his behalf?
stories. This section contains tips on creating and prop- It certainly isnt necessary to delineate how the vil-
erly using villains... and on keeping them alive to cackle lain spends every dollar. As you write up his game statis-
maniacally another day. tics, you will want to consider his Resourcesand Follow-
ers Backgrounds and what they represent beyond the
Creating a Villain dots. See The Villains Tools below, for more discus-
Planningyour episodeor series does not have to be- sion of this topic.
gin with the villain (or villains), but you will have to con-
sider the teams antagonistsbefore you get too far. It may
Plans
A villains plans may be mathematically preciseand
be easiest to ask three simple questions about your villain
scheduled to the second, or they may be haphazard and
at this point What does he want? What does he have to
more a restatement of the villains goals than anything
help him get it? And how will he go about getting it?
else (My plan is to becomefantastically wealthy!). The
Motivation sort of plan depends on the other factors described
Many classic pulp villains have suitably wicked mo- above, as well as on the villains personality and, if ap-
tivations: They want to rule the world, destroy the world, propriate, Inspiredabilities. A super-intelligent mesmer-
become fantastically rich or avenge themselves on Our ist will do things differently than a former Mafia thug,
Hero and his works. These motivations work very well even if both of them have the same general plan (elimi-
for villains in Adventure: Its one of the tropes of the genre nate the Gambiosi crime family...) and motivation (...so 1
that some people are just unrepentantlybad guys. (Still, can take over their territory and get rich).
this doesnt mean thats all they are. Just because a char- It may prove useful to consider the villains plans in
acter has a clear motivation doesnt make him a two- terms of conflict with the playerscharacters: What would
dimensional caricature.) this guy be up to that would get the teams attention?
The 1920s and 30s also had plenty of mundane Certain Storytellers will actually start at this point and
villains to choose from: mobsters, nihilists, Fascists, an- work backward into the villains resources and motiva-
archistsandradicals. Many crusaders for the public good, tions. There is nothing wrong with building your own sto-
some of whom were very popular, would have added ries in such a fashion. If this is your preference, work out
blacks, Jews, Catholics, communists, atheists and foreign- a few interesting scenes where the team might run into
ers of all stripes to that list. To slap such a label on a the villain or his minions.
Storyteller character and assume that that alone makes
him a villain is almost never sufficient - few, if any, The Villains Tools
members of those groups were villainous in the really As noted above, any good villain has numerous tools
wicked pulp-villain sense. on hand with which to accomplish his fiendish goals. Here
The villains means - his plans (see below) - are just a few suggestions to get you started.
must be the sorts of thing to bring him into conflict with
Thugs
right-minded adventurers. But his motivations dont nec-
Thugs come by many names - guns, mooks, but-
essarily have to be. Many villains crusade for what they
ton men, goons, rabble, assassins and so on. They are
see as a greater good -elevating all humanity, reclaim-
typically interchangeable; most of the time their names
ing a lost homelandor redistributing the money of the
involvethe phraseThe One With ___ (The One With
wealthy. Villains with believable motivations of this kind
The Big Sword, The One With The Strange Accent,
are great to throw into an Adventure series because their
etc.). There is seldom a need to individualize them be-
actions come from a reasonableroot cause. Most of these
yond this, though you are free to do so. Thugs serve as
types genuinely do feel that the end justifies the means
cannon fodder; they help show off how tough the heroes
and are guilty primarily of lackinga sense of proportion.
are, and they slow the team down long enough to allow
That doesnt excuse their crimes; in the end, the best
the villain to make his getaway.
they deserve is a sock in the jaw and a drag to the near-
Thugs come from all walks of life: The most com-
est police station.
mon ones are mobsters, cultists, mercenaries or (in the
Resources wrong cities) the police. They are considered extras (see
Villains resources run the gamut; some live very p. 244); generally all you need are their physical At-
Spartan existenceswith only enough luxury to allow them tributes, type of attack and noteworthy combat skills.
to rest between crimes. Others control vast multinational Mooks and Monsters, page 244, has a few sample

Richard De Remer (order #1312575) 67.236.105.66


goons, though you shouldnt Feel limited by such simple brass knuckles. This is great further intoaseries-theres
listings. IF you would like to Further personalize Mister nothing quite like the look on a players Face when he tells
Saturdays cadre of undead spies, Feel Free to do so. But the rest OF the team, 1 know we defeated Baron Ferrous
most OF the time you will not have to do so. and his crew last year, but the gunmen 1 Faced last night
were carrying the very same gauss pistols!
Lieutenants
A well-characterized lieutenant can end up as hated Try to avoid giving a villains goons too much wild
as the villain For whom he works - and iF the team does
equipment. The idea is to give them a signature device
or to keep the heroes on their toes, not to make thugs
away with the villain but doesnt clean up after his hench-
invincible. A resourcefulvillain might equip his thugs with
men, a lieutenant might well become the series next big
better and better gear as the team successively defeats
villain. A lieutenantdoes not haveto bean Inspired charac-
them, but this takes time and high Resources. It should
ter by any means, but his abilities should be somewhat
not happen too often.
daunting; he should stand out in a pack OFthugs. Unlike an
ordinary goon. he should have a name and at least a few The Secret (or Not-So-Secret) Base
defining characteristics. IF youre lucky, the team will mn The villains Resourcesandlor Sanctum determine
into him morethan once, sowriteup a morecompletechar- his base OF operations; the stalker with one dot in these
acter sheet for any lieutenants your villain may employ. Traits will have little more than a flat in a brownstone
If you want to Follow a simple conventionFor esca- somewhere, but the corrupt industrialistor scion OF East-
lating the challenge the team Faces From encounter to ern Hemisphere nobility might have quite the sprawling
encounter, the group should probably run into a group of estate. The base could be obvious: The corrupt industri-
mooks without any guidance and, later, a gang of thugs alist probably plots his wicked schemes From near the
led by a lieutenant.This second group is likely to be more top of the skyscraper he owns; the degenerate Slavic
organized and, accordingly, is a greater challenge; the noble surely works out of the backlit castle on the prom-
gang may set up an ambush or have a workable escape ontory. Alternately, the base could be hidden; it might be
plan. The lieutenant himselF is probably the equal of any in the remote wilderness or underground.
one member of the heroes group; should one of them For story purposes, the main consideration regard-
try to take him on alone, that hero will probably lose. But ing the villains base is its accessibility. A highly inacces-
the lieutenant shouldnt be so tough that the whole team sible base (very remote or very defensible or both) pre-
couldnt take him down. sents a good challengeto the heroeswhen the timecomes
A villain with a lot of resources (andlor decent to break in, as they must Find it and get through (or past)
amounts OF allies or followers) might well have multiple its defenses. Note that the heroes should not always be
lieutenants. Try to keep them from being duplicates of forced to Fight their way into such a place. It can oFten be
one another (unless theyre all his scientifically bredsu- more dramatic to have the characters use non-combat
per warriors...). One lieutenant might be a financial wiz- Abilities such as Survival and Stealth and to even apply
ard, while another could be the harsh mistress who over- treacherous environmental hazards (a rope bridge over
sees the thugs, and a third a cunning Foreign spy. the chasm, a slippery walk alongside a volcano, etc.). The
location OF such a base probably presents problems For
Gadgetry
the villain, after all. He cannot send dozens of troops to
Its cliche For a villain to possess a 2-wave device
harass the heroes in Paris at a moments notice if his le-
he intends to use to take over the world. That doesnt
gions are stationed on an island in the South Pacific.
mean you shouldnt apply the gimmick, OF course - the
An accessible base gives the villainous mastermind
polite term For cliche is classic schtick - but try not
much more Freedom of action, at the cost of deFensibil-
to overdo it. If you do give the villain such a doomsday
ity and secrecy. The villain who works From the pent-
device, try to make sure that its shutdown process takes
house of a midtown skyscraper must be considerably
some time and skill and is, by itself, a source OFsuspense
more circumspect in his activities than one in the jungles
For the team. That way, if the device needs to be shut
down during a climactic action sequence, those assigned
OF Guatemala - the police tend to ask questions about
midnight blood rituals. And that same villain has a harder
to doing so arent out of the excitement, but must rely on
time stationing antiaircraft guns and other defenses on
their cleverness and skill as much as the rest of the team
his public building. On the other hand, he can probably
must rely on its combat prowess.
count on the support OF the police and the authorities
A bit less oFa cliche is that the villain and his hench-
should a bunch of vigilantes break onto his property with
menall usethesamestyleoFunuswlequipment.Thisequip
wild accusations OF villainy....
ment doesnt have to be super-science gadgetry: perhaps
As a Final note, do not Forget one of the most im-
the villain himself is a stalwart with some control over elec-
portant features of villains bases: They blow up really
tricity and magnetism and outfits his mooks with silent,
well. Nothing concludes a rousing adventure quite like a
deadly gauss pistols instead OF the usual Tommy guns and
Frenziedescape From a pyrotechnic nightmare.

Richard De Remer (order #1312575) 67.236.105.66


Other forces are at work in the world of Adven- ages and train rides. His favorite books came in two dif-
ture aside from your character, individuals and organiza- ferent varieties - biographies of influential scientists
tions with goals both noble and nefarious. Unless your such as Sir Richard Francis Burton and dime novels of
character lives in a box, hes going to cross paths with heroes such as Safari Jack Tallon.
these folks sooner or later. Its not just about the obvious After a childhood filled with stories of great men
struggle of intrepid heroes battling dastardly thugs, ei- and countless trips to exotic locales, Mercer set out to
ther. Conflict can occur among those who are ostensibly make his own life just as exceptional. He attended Harvard
on the same side -just becauseyou and the Black Blade (where he met Michael Donighal) and earned two Ph.0.s
agree that Doctor Zorbo must be stopped doesnt mean in as many years. After graduation, he returned to Chi-
you agree on how to stop him. Similarly, your character cago to manage his familys fortune for his aging par-
might find himself sympathizingwith a villains agenda or ents, using the proFits from their investments to finance
philosophy - is it really so bad that Zorboseeks to pro- municipal projects, including several museums and a
tect the Earth from ecological devastation?Thats where monument to William Rainey Harper. The Mercer for-
this games greatest drama and excitement come from: tune also funded research, expeditions and charities.
the conflict of personality and ideology between char- Buildingon the contacts he developed at school, Mercers
acters. social circle soon included innovators in business, poli-
tics and the sciences across the Midwest and, later, the
The /Eon Society world.
for Gentlemen Though he had a broad education, in college, Mer-
Future generations will regard the R o n Society as cer abandoned his childhood love of science for the hu-
a venerable institution. Centuries of philanthropy begin manities. Though Mercer kept his interest alive by fund-
here with a few individuals, each possessinga genius that, ing researchat the University of Chicago, Hammersmiths
for a brief time in human civilization, changes the world. invitation in 1922was like a letter from his first love. Max
The R o n Society seeks nothing less than the complete Mercer traveledto London with his pal MichaelDonighal
realizationof humanitys potential. to witness what promised to be an important moment in
The core members of the L o n Society are accom- the advancement of science.
plished adventurers, a cut above other Inspired. They
should be impressive to players characters, but theyre
not gods. We have noted a few speciFic Traits especially
suitable to each character, but they lackexplicit Trait list-
ings. Actual skill levels are open to individual interpreta-
tion, so that the Storyteller can have these key charac-
ters interactwith her playerscharacters at whatever level
she Feels is appropriate. If the Storyteller wants to toss
Mercer some Traits not explicitly mentioned here or
change some of them that are, she should feel free. Sur-
prises like that keep players on their toes and make for a
more interesting game.
Maxwell Anderson Mercer
His parents were anthropologists at the University
of Chicago, and Mercer accompanied them on their ex-
peditions as soon as he learned to walk. Young Max en-
tertained himself by reading during the long ocean voy-

Richard De Remer (order #1312575) 67.236.105.66


Maxwell Anderson Mercer was Front and center the achievements and the horrors that awaited mankind.
when Hammersmiths machine exploded. Control over his talent Far From perfect, Mercer Finally
He awoke in the backyard of his parents Chicago returned to his own time, reappearing six months after
brownstone. Inside, he Found older versions OFhis Friends he had vanished. Keeping his singular power secret, Mer-
and a Few who clearly knew him although they had never cer quickly laid down the Foundations For the organiza-
met. Mercer noticed a man who looked like a younger tion vital to help guide humanity through the coming cen-
version of his Father. Then, suddenly, he realized he was turies - the /Eon Society For Gentlemen.
looking upon himself, years older! Traits: Mercer is unique in that its unknown what
Explaining that it was 1442, Mercers counterpart type OF Inspired he actually is. Receiving the strongest
introduced him to the /Eon Society, an organization Mer- exposure to telluric energy next to Michael Donighals,
cer would Found a year into his own Future, in 1923. This Max Mercer gained the ability to becomeunstuck in time.
was but the First of many incrediblethings the elder Mer- In the Adventure Era, Mercer is Far From mastering this
cer revealed to his young counterpart. Possessing the amazing talent. Some of his associatesknow that Mercer
unique ability to shift through time, Mercer tentatively can move as swiftly as Mercury or Freeze his oppo-
explored history. Always pushing the boundaries OF the nents, though only Donighalhypothesizesthat these abili-
possible, he visited several eras to come, witnessing both ties might reflect a manipulation of the time stream.
Mercer has several Background enhancements: In
Charge, Kingpin, Sanctum Sanctorumand Wealth Beyond
Avarice. He is also a master of numerous physical and
intellectualdisciplines From Eastern martial arts to eso-
teric anthropological studies to advanced investigation
techniques. Its worth noting that Mercer mastered these
Fields prior to his Inspiration - in Fact, it seems that the
ability to slip through time is his only paranormal talent
(though a powerful and versatile one it is).
Whitley Styles
Styles & StaFFord lmports squeezed every penny
it could From British-ruled India. When Roger Styles took
his wife and their son Whitley on a trip to locate exotic
oriental commodities, he didnt know that payback was
in the oFFing. The Thuggee cult took Rogers oFFer to buy
their statue OF Kali in the worst possible way. They mur-
dered his wife and imprisoned him. Ten years later, two
cultists led Roger Styles to the altar room, where he Found
his son resting in the shadow OF Kali Instead of embrac-
ing his Father, Whitley denounced Roger as an imperial-
ist and challenged him to ritual combat. Raised by the

Richard De Remer (order #1312575) 67.236.105.66


vile Thuggee, young Whitley slew his own Father. He had when he answers at all) has never had an impulse to which
become the arm of Kali that strangles, the Foot OF Kali he did not surrender immediately. He is the most sponta-
that crushes all. neous and original inventor of his day. His plans For a so-
Max Mercer knew Whitleys parents from previ- lar-powered gyroplane are brown and crinkled, the vic-
ous trips to the Orient and traveled to India after the tims of sloshedhooch. The ash from Cuban cigars smears
Great War to search for his missing acquaintances. He his lab notes. When his prototype telluric-ionic battery
located the Thuggee cult too late to save Whitleys par- began to leak, he papered the floor with girlie magazines.
ents but was able to free the younger Styles From its evil His office has stains on the walls about which no one in-
clutches. Styles grew to adulthood as Mercers ward, quires.
eventually unlearning the cults murderous prerogatives. After a week of nagging From Hephaestia Geary-
He returned to London to claim his birthright, but Uriah Wexler, Dixon chose Dr. Hammersmiths laboratory over
Stafford, Roger Styles partner, had assumed complete the trenches OF the Great War, joining his future wife as
control OF the import companyyears before. Stafford had an assistant to the father of the Age of Inspiration. Not
an ironcladcase to keep Whitley from his legacy. Resist- Fully able to suppress his urge to stick it to the Kaiser,
ing his murderoustraining, Whitley struggled in the courts Dixon used Hammersmiths Facilities to invent all sorts OF
for years to gain his birthright. He refused any aid From gadgets with military applications, including a treaded
Mercer during this time, taking various menial jobs to general purpose vehicle that could overcome barbed wire
make ends meet. In the space OF a Few years, Styles was and a few serviceable treatments for victims OF mustard
many things, including a dockworker, a mason, a day la- gas.
borer and a miner. Mixing with the working class suited In exchange for its much-needed informality, Dixon
his temperament, giving rise to a selF-deprecating atti- now lends his talent For martial invention to the L o n
tude and an earthy sense of humor. Still, he never forgot Society. In the aftermath of the Hammersmith disaster,
the deadly arts in which the Thuggee trained him. The Mercer sought out Dixon for insight into his employers
legal battle took its toll and remained contested when experiments and was so impressed with the young sci-
Mercer approached him to join the L o n Society for entist that he invited him to join his nascent organiza-
Gentlemen. tion. Though being in such august company has tempered
Traits: Whitley Styles is a mesmerist with a high the wildness OF his intoxicated youth, Dixons timely
Inspiration and the Knacks Cloud the Mind and Telluric flashes of insight are invariably followed with a cry of
Resonance. He is also one OF the deadliest martial artists To the vomitorium!
alive and receiveda top-notch education thanks to Mer- Traits: His associates would say that Dixon was born
cer. Styles is most comfortable rubbing shoulders with Inspired.He is a stalwart with a handful OF Inspired pow-
the lower classes and has extensive contacts as well as a ers, including Mad Scientist. He is possibly the worlds
high backing with L o n . Paruq, the Thuggee leader who most talented scientist and engineer, with a high lnspira-
trained him, and the vile StaFford comprise two separate tion, many inventionsand multiplegadgets.Dixons repu-
nemeses. tation has frustrated his ex-wife to no end - and since
he hasnt coped well with their disastrous relationship
Professor Benjamin Franklin Dixon
either, the two share the Nemesis Background. Judging
Professor Dixon (he answers only to his surname
by his daily intake OF nicotine and alcohol, Dixon also has
a prodigiousResistance.
Danger Ace
Jake SteFokowski volunteered For the Lafayette
Escadrille and emerged as Americas First hotshot pilot
in the Great War. His commander suppressed Jakes kill
... .+- tally once he learned how young the gangly lad really was.
When Mercer asked a chum in the Army Air Corps For
someone suitable for a delicate, quite possibly danger-
ous flight through the mysterious Sargasso Sea, the pi-
lot had an instant recommendation. Mercer stole Jake
away from his lackadaisical barnstorming and has since
sent him on numerous missions, most OF them to places
Far worse than the Sargasso Sea.
Though Jake lacks the visionary zeal OF his fellow
L o n members, his sheer enthusiasmfor adventure more
than makes up for it. He is perhaps the only associate
with what Professor Dixon calls a double genius. That

Richard De Remer (order #1312575) 67.236.105.66


other circus act, a tightrope with no net below. Annabelle
was invited to join the R o n Society at the tender age of
14 - not for purposes relating to pederasty, as Doc-
tor Primoris suggested, but rather, to give lie to Safari
Jacks claim that the fairer sex is of far more use after,
never during, the safari. Although SafariJack still treats
her with a polite condescension, Annabelle has more than
proven her worth. Her talent with weapons of all kinds
- one just as prodigious as Professor Dixons inven-
tivenessor JakeStefokowskis piloting -leaves nodoubt
that women have a place in the k o n Society for Gentle-
men.
Though her incautious ways lead her to a bad end
shortly before World War 11, Newfield brings youth and
energy - and a female perspective -to Mercers club
for gentlemen.
Traits: Crackshot, as her nickname implies, is a
daredevil with the Lightning Reflexes, Trick Shot and
Universally Deadly Knacks. She has Ability mastery in
is, his talent as an aviator and his talent for surviving cer- Archery, Firearms and Athletics, but her other Abilities
tain death. His fellows have thought the Danger Ace and Backgrounds are somewhat undeveloped.
dead at least a dozen times, only to see his tattered plane
coming over the horizon yet again. I n Fact, Jake Safari Jack Tallon
Stefokowski proves to be one of the R o n Societys most One of Mercers first invitations to join L o n went
durable members. Decades later, the world knows him as to his childhood idol, Safari Jack Tallon. His exploits were
Jake Danger, Aberrant Hunter. the stufF OF popular mens fiction even back in the Victo-
Traits: Danger Ace is a daredevil with any or all of rian Era. He explored those places lesser men feared.
the Death Defiance, Eagle Eyes, Navigation Hazard and Safari Jack made maps of the most inhospitable regions
Wheelman (Barnstormer) Knacks. Danger Ace is a pilot when Africa was still the Dark Continent. From sha-
and navigator almost without equal. mans in the Amazon, he learned antidotes for the most
exotic poisons. The Aborigines OF Australia call him the
Crackshot Dream-Lizard. He vacations in the steppes of Tibet.
The prettiest member of the k o n Societv for
Gentlemen: Annabelle Lee NewFields beauty is makhed +

only by the training she enjoyed from her contortionist


Father and acrobat mother Her dexterous flare began
with a youth full OF whip tricks, lion tamings and dinners
&.?e
eaten with silverware held bv toes In manv wavs.
,-
1
I

Annabelle regards the Societys endeavors as just an-

Though Jack isnt the sojourner he used to be, a


variety of longevity treatments he discovered through
his explorations keep him vigorous despite his advanced
(indeterminate) age. Though he still embarks on the oc-

- \,

Richard De Remer (order #1312575) 67.236.105.66


casional safari, Jack Tallon more often plays the elder and body. His physical form is a combination of ultimate
statesmenof the h n Society -though one with a pen- strength, grace and beauty. The same could be said of
chant for arm-wrestling and headlocks. His experience his mind. Even among the h n Society, only a few indi-
tempers the impetuousness of associates such as Jake viduals have anythingto say that Donighalconsiders worth
Stefokowski and Annabelle Lee Newfield. Tallon articu- hearing.
lates his own version of the Societys vision for better Donighal idolizes, some say adores, Mercer. He
world, using his folk hero-dom to encourage white civi- wants to believe that Mercer, perhaps the ultimate Re-
lization to seek the simple wisdom of the colored world naissance man and embodiment of hope in the new cen-
and, in exchange, lend it the technological expertise to tury, can capitalize on this lnspired age, making
raise its appalling standard of living. Hammersmithsaccident into humanitys salvation rather
Traits: Safari Jack is a daredevil with Fists of Stone, than its slow destruction. But the wounds of Donighalh
lndomitable Will, Resilient and Steely Gaze. He is also a past, his unrequited love for his friend and his singular
sort of violent Renaissance man, particularly skilled in genius force him to keep thekon Societys goals at arms
Athletics, Awareness, Endurance, Etiquette, Linguistics, length. They are, for him, an exercise rather than a cru-
Medicine and Navigation. His Backgrounds are equally sade. Donighal will find his passion soon enough. Some-
diverse, including extensive Contacts, lnfluence and where inside him lurks a dark god, frustrated now, but
Reputation. His daily regimen of exotic remedies is con- nearing the day that it will explode like Hammersmiths
sidered a gadget that gives him the equivalent of the dy- machine.
namic Knack Optimized Metabolism. Traits: In addition to most of the level one and two
dynamic Knacks, Doctor Primoris has dynamic versions
Doctor Primoris
of many psychic Knacks! Such Knacks make him sensi-
Michael DaemonDonighal, using the inflated pseud-
tive to the workings of the physical universe and include
onym Doctor Primoris in partial mockery of his fel-
Marked Man and Telluric Resonance. Before the
lows, is on a doomed course, becoming ever more alien-
Hammersmith disaster, young Michael Donighal was a
ated from his humanity to the point that the rest of the
well-educated prodigy. Now, he is the unparalleled mas-
R o n Society rises against him in the dark days of World
ter of a variety of fields. Although the usually perceptive
War 11. Before that time, Donighal acts as the R o n
Mercer has yet to realize the extent of Donighals trans-
Societys devils advocate, its voice of dissent. He skewers
formation, he already suspects that his younger friend is
the groups optimistic - Donighal says naive - plans
holding himself back.
in a well-meaning, if abrasive, attempt to show its mem-
bers the error of their ways. Persons of Distinction and
Infamy
Here are some of the personalities that make the
post-Hammersmith era so interesting.Some are outright
villains, with plans to enrich themselves at the expense
of others. Some are misguided visionaries, seeking to
bring their own disagreeable Utopias to reality. A few
couldnt be described as villain or visionary, but prove to
be constant foils to the lnspired nonetheless. As with the
/Eon Society members, these characters are intention-
ally left without detailed Trait write-ups, so the Story-
teller may add to or change the ones presented as she
sees fit.
The Ubiquitous Dragon
A figure with a past shrouded in darkest mystery,
the Ubiquitous Dragon is the polar opposite of Maxwell
Mercer. While Mercer is a man of science, the Dragon
believes that his abilities are gifts from ancient demons.
Like Mercer, Donighal was exposed to a massive While Mercer uses his gifts to elevate mankind, the
concentration of 2-waves in Hammersmiths fateful blast. Dragon uses his to inspire dread in the Eastern under-
Also like Mercer, he emerged as something not quite world. Like Mercer, the Dragon has a vision of a world
quantifiable. He is almost certainly a stalwart, but one as transformed, but the Asian crime lords intent is quite
far beyond the typical stalwarts power as a stalwart is different. He explores the duality of human nature -
beyond the common man. Like his alias implies, Doctor the desire for enlightenment, yet the tendency for cor-
Primoris has surpassed human perfection in both mind ruption. He believes that everyone is fundamentally

Richard De Remer (order #1312575) 67.236.105.66


Flawed, pawns in a struggle that transcends the physical deliveries to San Francisco, extracting shares from the
realm. The Ubiquitous Dragon explores these flaws in PonatowskiFoundation, attending the Machinatrixs lat-
hopes of discovering the goal of the Forces that manipu- est experiment -and more! Some believe that the Ubiq-
late mankind... so he might control them, as he does his uitous Dragon has doubles, servants handpicked For
own Inspired gifts. their resemblance or perhaps surgically sculpted after
A youth spent learning about honor and duty from his likeness and intended to Foil assassination attempts
his father was lost when a warlord massacred his entire and Further his reputation for being ever-present. The
village -all but the boy who would become the Draaon. truth is Dehaps the Dragons areatest Secret.
I , - 0

it
AS happened, the Dragons Father had been-the -
warlordsadvisor but fled withoneoF hisconcubinesyean
before The warlord took the boy and taught him every-
thing he knew in an effort to make the son the antithesis
The Curse of Many Dragons
of his honorable father The warlord taught that all people
(Level Three Dynamic Knack)
were victims of vice and corruption He taught that no
To defeat you. I need only myself
With this power, the Ubiquitous Dragon
one was innocent and that everyone had a price. He taught
that knowledge was power and that only the strong de- can spontaneously generate multipleversions
of himself These duplicates resemble the
served to rule In the end, the warlord succeeded beyond
his expectations The young Dragon marked his passage Dragon in every way, though they are not as
durable or as permanent as the original His
into manhoodby spillingthe blood of the second man hed
duplicates are the only people the Dragon
called father The Ubiquitous Dragons influence spread
trusts
quickly throughout the East. He is now absolute master
of the Chinese underworld and has loyal servants, who
System Spend a point of Inspiration,
Fear Failure more than death, across every stratum of and roll Endurance I F successful, a duplicate
society in the Pacific Rim manifests and is ready to act on the next turn
On a botch, the Dragon takes a level of bash-
ing damage for each I rolled A duplicate
lasts a number of days equal to the successes
rolled The original Dragon may sustain a du-
plicate in the Field by spending one Inspi-
ration per day before the duplicates time is
up (The duplicate may not spend Inspiration
to sustain itself)
A duplicate may be created anywhere
up to 500 kilometers times the Dragons In-
spiration rating, though the original must be
intimately Familiar with the site (typically, he
must have spent at least one straight week
there) If created in direct contact with the
original, the duplicate appears after one turn,
otherwise, it takes one hour to manifest Once
created, a duplicate may travel any distance
From the original The Dragon and his dupli-
^C-r-l-r-I,.----L.------r---.---4 - -- - --- - _ _ cates enjoy no telepathic contact, any com-
muntcationmust Follow standard means (tele-
Its unclear if the Dragon was Inspired by phone, letter, telegraph) The Dragon can re-
Hammersmiths event or IF he was always this way Re- absorb a duplicate in person, thereby gaining
gardless, he already controlled much of the Eastern un- all of its memories and experiences
derworld by the early 1920s His hand can be Found in A duplicate is identical to the Dragon,
everything From drug trafficking and the theft of pre- but Falls under the rules For extras (seep 244)
cious artifacts to assassinationsand government coups and has half the originals Inspiration score A
He seduces the seemingly incorruptible with promisesof duplicate has only one health level prior to Fi-
power, wealth, fame - whatever is dearest to their nal manifestation If a duplicate Falls to Inca-
hearts and most likely to awaken the weakness within pacitated or hasnt recombinedbefore its time
them Along with his most loyal followers. members of is up, it dissolves into noxious goo, and the
the dread Dragons Coil Tong, he has been spotted in ev- Dragonsuffers one level of lethal damage (this
ery comer of the globe, personally overseeing opium may not be soaked)

Richard De Remer (order #1312575) 67.236.105.66


The lnspired have recently captured the Dragons
interest. Those he can subvert become his loyal lieuten-
ants, and those who resist him are marked for destruc-
tion. Rare souls such as Mercer puzzle the Dragon, indi-
viduals who retain hope in the direst of circumstances
and who resist temptation in pursuit of higher goals.
Traits: Though the Dragon believes his powers
come from Asian spirits, he is actually a stalwart with the
KnacksAetheric Vision, IndisputableAnalysis, Optimized
Metabolism and Sun Tzus Blessing.He is also the keeper
of The Curse of Many Dragons (see sidebar). Like the
King of the World, the Dragon has a number of Back-
grounds (notably Cipher) and enhancements (including
Kingpin and Sanctum Sanctorum). He is also superhu-
manly intelligent and highly skilled in Awareness, Inves-
tigation and Subterfuge, and he enjoys Ability mastery
in Martial Arts, Disguise and Arts.
The King of the World
Almost every criminal organization in the Western
Hemisphere answers to the arch-criminal the IDA calls
the Kingof the World. Mafia bosses from Italy and New
York send the King Christmas cards with their tribute. 1F
a dollar is stolen From a wallet in Chicago, the King of the
World gets a penny. If a carton of cigarettes Falls off a
truck in Hamburg, the King gets a pack. This shadow mon-
arch has eluded capture For years. Indeed, little proves
that he even exists. To catch him, the governments of
the Earth might want to revise their profile: The King is Mister Saturday
really a Queen. To look him in the eye is to fall under his spell. He
Lady Argentine de Winter is one of wealthiest can trap your soul in a bottle. Not even the dead can es-
women of Old Europe, the daughter of exiled French ar- cape his voodoo. Once a man called Jackson Harley, he
istocracy. She is also the guiding Force behind the served as a butler at Sir Calvin Hammersmiths London
Contedorri. At age Five, she accompanied her Father to mansion. By controlling the arbiters of the estate after
Londons Club Caprice, where she looted the coatroom, the fateful experiment, he becametheold scientists sole
rifling through the pockets of the most powerful men and heir, owner of Hammersmiths home, his wealth, even
women From the continent. Though specifics are the sub- what remains of his machine. After seizing control of the
ject of back-alley mythology and speakeasy hearsay, this estate, Saturday n6e Harley had Hammersmiths mansion
precocious young thief rose quickly through the ranks, transported brick by brick to a hill overlooking Black
catching the Fancy of an old Mafia don here and funding Storm Bay, a tiny village in Haiti that he rules through
the hijacking of a train there, using her influence to au- Fear of his sinister magic.
thorize ventures that banks would never approve. Old
Europe has always had two rulers - the crown and the
hood. The first she earned by birth, the second through
her cosmopolitan connections to the worlds every grift.
The cartel kingpins even whisper to one another that the
Dragonand she have divided the world amongthemselves.
Traits: Lady de Winter is a mesmerist with a truly
enchanting demeanor. Aside From the Knacks Cloud the
Mind and Hypnotic Presence, she has pretty much every
subterfuge-related Knack youd care to name (and a few
more beyond). Plus, she has a special psychic Knack
equivalent to Sex Symbol. In addition to her unmatched
prowess at stealing and selling treasures and informa-
tion, the King enjoys the Background enhancements
Enigma, In Charge, Kingpin and Wealth Beyond Avarice.

Richard De Remer (order #1312575) 67.236.105.66


Mister Saturdays black magic mystifies the Whether running farmers off their land, policing
greatest minds of the day. Professor Dixon insists the so- coolie workers or hijacking Wells Fargo wherever they
called voodoo has a scientific explanation. Yet, beyond conducted business, Dutch broke every law they ever
the makeup of the mans unusual powers lie still more passed. The Wild West has been tamed since then, but
questions: Did he play any role in the explosion of not Scalper Dutch. Even inthe 1?2Os, the world has need
Hammersmiths machine?Was Hammersmithjust another for a hired gun. Hes cheap and gets the job done, and
I one OF his legion of puppets? Mister Saturda$s agenda is hes just too ornery to die. To this day, hes a popular
as mysterious as his origins. He portrays himself as an freelance enforcer all over the Americas. Hed haveplenty
island Robin Hood, stealing from wealthy America to aid of work acrossthe globe if he didnt hate boats and planes.
the impoverished Caribbean. However, that doesnt stop 1F he cant ride there or take a train, hes not interested.
him from working deals with everyone from the Czar to When Doctor Zorbo attacked New York, Dutch
the Ubiquitous Dragon. Saturday sells gangs of his zom- climbed the Statue of Liberty and shot down three diri-
bies to mob bosses and others in need of unthinking gibles - then attacked the L o n Society members who
armies. These creatures invariably begin to rot after a dared approach him afterward. Why? He took off before
few months, requiring constant replacement (and pro- anyone could ask him. Dutch has apparently got some-
viding a steady stream of income for the voodoo mas- thing to prove, though no one knows what or to whom.
ter). Some L o n associates regard him as an unlawful, Traits: Scalper Dutch may well have been Inspired
unconventional folk hero with the interestsof the poorer even before Hammersmiths event. He is a daredevil with
regions of the Western Hemisphereat heart; others be- a maxed-out Destructive facet and unparalleled ratings
lieve that those who tolerate him do so because they are in Athletics, Brawl, Endurance, firearms and Intimida-
under his spell. tion. He has the Knacks Untouchable-which functions
Traits: Mister Saturday is one of the most power- even if hes armed! - Lightning Reflexes, Perfect Poise,
ful mesmerists alive. His voodoo, actually a broad ar- Resilient, Steely Gaze and Trick Shot. He is possibly the
ray of psychic Knacks, includes all the level one Knacks worlds best marksman. Hes also a son of bitch.
and many from levels two and three - most notably
The Czar
Cloak of Dread, Evil Eye, Hypnotic Presenceand Psychic
The wild eyes of a pervert leer from the pubic mess
Control. In addition, he has the6ackgroundenhancements
of his hair. His beard reaches to his knees. He is the Rus-
Legions (his zombies, corpses animated with a super-
sia the world has lost - enraged, fierce, ready to pro-
scientific concoction and Inspiration) and Sanctum
tect itself no matter what drudgery or bloodshedthe task
Sanctorum (Hammersmiths mansion, complete with any
demands. His wild appearance and Feral demeanor pro-
number of that lost genius inventions).
vide ajarring contrast to the mans pedigree. When Lenin
The Lone Gunman and his thugs brought down Czar Nicholas in the 1917
Scalper Dutch shoots fast For an old man. The man rebellion, Ivan Boris Vladimir Staynskaya - the aristo-
fires his six-guns faster than a Thompson, and he rarely crat who now calls himself the Czar - fled to the
needs so many rounds to take down his targets. Due to Balkans, smuggling out as many of the Crowns expen-
his age and spryness, most people figure he must be In- sive snoods as he could. The greatest treasure he
spired. Wherever his skill comes from, one things sure: smuggled was no less than Nicholas last survivingdaugh-
Hes the meanest bastard youll ever run across. ter, Anastasia, who he secreted in the outermost shell of
a babushkadoll. Soon, Staynskayawill have amassed suf-
ficient wealth and spread his influence through Russia to
such a degree that he will be a proper suitor for the young
princess. Then Staynskaya will have what he always
wanted, what his father always wanted, and what his
fathers father always wanted: an irrefutable claim to the
title of czar!
Also called the Black Wolf and the Mongol,
Staynskaya believes that the Soviet experiment will
crumble. He uses his quiet control of the PonatowskiFoun-
dation to provide him with the financial wherewithal to
hasten this eventuality - and thereby hasten his own
ascensionto the throneof Russia and, someday, the world.
These efforts have involvedhim with various criminal en-
terprises, bringing him into contact with the Ubiquitous
Dragon and Lady de Winter - not always positively.
His unorthodox approach is useful to each crime lord to

Richard De Remer (order #1312575) 67.236.105.66


the extent that they overloc.. the frustrations he causes unrest against authorities elsewhere in the world whose
when he takes actions that disrupt their plans. views the Czar disagrees with.
Traits:Though not lnspired himself, Staynskayapos-
sesses prodigious levels of Contacts, Followers, Resources
and Sanctum, as well as secret Backing in the Ponatowski
Foundationand other legitimate and criminal concerns. He
does have at least three lnspired bodyguardsas allies, two
of whom protect the Fair Anastasia at all times.
The Machinatrix
Professor Dixon has competition for the title of
Worlds Greatest lnventor - his ex-wife, Doctor
Hephaestia Geary-Wexler. While her Former husband
focuses on the possibilities of 2-waves, Hephaestiaworks
with the realities OF what she calls metachinery Her
most important invention to date is the Sanguine
Prometheus, a mechanical configuration that channels
Ubiquitous Hammersmith Radiation to give machinery
something like sentient intelligence. This nascent tech-
nology requires peculiar materials and must be constantly
maintained; her Promethean machines arent smart
enough to maintain themselves and display only appar-
ent intelligence rather than actual thought.
Hephaestia Foresees a world run by Sanguine
metachinery: cities that power themselves, trolleys that
move and stop according to the passengers requests,
gins that collect and de-seed cotton on their own, col-
lectors that recognize when a crime is being committed
and apprehend (and punish) the offender. In this clock-
work world, even the lowliest person now suffering in
poverty could find gainful employment as a mechanic
servicingthese machines. The entire world could enjoy a
lifestyle that not even the United States can now claim,
with the elite free to ponder the Sanguine Prometheus
and continually improve this efficient tomorrow.

The funds the Czar gets from his pursuits -monies


from heists, kidnapings, blackmail and more - are used
to bribe Soviet officials (and keep himself and the young
Princess Anastasia living in high style). His agents corrupt
customs inspectors and party bigwigs alike. He uses this
leverageto keep the communist experiment inefficientand
unbalanced.He hopes to damage the bureaucracyso badly
that another rebellion returns the motherland to the mon-
archy. Just as he advances his agenda in Russia, the Czars Hephaestiainfrequently aids her ex-husbands club
loyal Followers on Ponatowski expeditions sow the seeds of with the loan of inFormation or some technology that

Richard De Remer (order #1312575) 67.236.105.66


Dixon lacks the time or knowledge to create. More of- South Pacific (and one tucked away in Montana), with an
ten, she meets them coming the other way in her guise as eye toward establishing a couple sanctums sanctorum in
the Machinatrix, selling her genius to the highest bidder Antarctica, Australia and anywhere else he can get away
with little concern over what her inventions are to be with it. Though he apparently possesses no Knacks,
used for. Less shady funding comes From the scientifi- Caldwelli terrible Charisma, the fears of the American
cally curious elite in her newly adopted home of San fran- people and the worlds unwillingness to ignite another
I cisco. Only the criminal elements with whom she deals Great War more than make up for the lack.
and the /Eon Society itself know the truth of her dual
identity. Frustratingly (for Dixon in particular), the few
The Jaguar Queen
Inthe deepest reaches of southern Mexico, hidden
times the Societys caught her in an illegal venture, she
within jungle swamps abandoned by explorersas impen-
has had an ace in the hole - typically information or a
etrable or useless, rumors of a Jaguar Queen have per-
hostage - guaranteeing her freedom. What began as a
sisted for centuries. According to the stories, Ocelotl,
love-hate relationshipwith her ex-husband has grown to
as the natives call her, is the daughter of a jaguar knight,
encompass all the k o n Societys core members.
a member ofa special order of Aztec warriors, both com-
Traits: Dr. Geary-Wexler is a stalwart with the In-
mon and high bred, who devoted themselves to the pro-
disputable Analysis and Mad Scientist dynamic Knacks,
tection and defense of Aztec royalty. Her mother was an
among others. She has numerous inventions and same
Aztec queen who defied her king and bore the child of
truly significant gadgets. Among her most impressive are
her servant. Bothparents were executed, but their daugh-
minisculemetachinery she has surgically implanted in her
ter escaped down a passage between this world and the
body, giving her the equivalent of the Optimized Metabo-
afterlife formed by her parents passing spirits. There,
lism and ReptilianRegeneration dynamic Knacks.
she became the immortal bride of the Jaguar, which in
Manifest Destiny Aztec legend is an emissary between the lands of the liv-
The war to end all wars? Hardly. Communists con- ing and the dead.
trol Russia and will soon control China. The fascist pow- The wave of telluric energy seems to have made
ers of Old Europe arise once more. Weimar Germany is this legend into a strange kind of reality. Natives now
ready to collapse. With the rest of the world embracing spread the tale of a mystic lineage of jaguar women
thevarious forms of totalitarianism, the American IiFestyle who emerge from the trackless rain forest only to mate.
will soon be a thing of the past, a brief dream before the Explorers of a romantic bent speculatethat these women
sleeper awakens to an oppressive world regime. may actually Follow the lifecycle of the jaguar, living in
When Senator Ernest Warren Caldwell spoke out isolation, coming out to mate and then disappearing to
against Americas isolationism and of the need for an rear offspring and die.
American empire to be built before that oppressive further rumors talk of her male children, jaguar
world regime arose, his Fellow Senators laughed him off men supposedlyresponsible for unexplaineddeaths and
the floor. Caldwell knew then that he needed to display used as bogeymen to terrify children. Yet, claims have
the courage that his fellows lacked. He needed to estab- been made in recent months, sightings of humanoidcrea-
lish the American empire himself. On July 4th, 1923, E. tures with the heads and upper bodies of jaguars and the
W. Caldwell and his ManifestDestiny lnFantry (composed lower bodies of men! Most dismiss these reports and say
of Great War veterans and lead by an officers corps of that the deaths are murders either by a cult that wor-
sympathetic writers and academics) landed on the tiny ships the so-called Jaguar Queenor by persons exploit-
Pacific islands of Bikini Atoll, slaughtered the leaders of ing the myth for their own purposes. Its certainly true
the indigenous population and plantedan American flag. that those who have attemptedto explore or develop the
UsingBikini as a base, the Manifest Destiny Infantry made fringes of the jungle swamps in which Ocelotl is rumored
other military conquests of nearby undefended regions, to dwell have met with misfortune and even death.
working its way south, apparently to Antarctica. The Traits: Ocelotl is a stalwart with the knacksA Single
group now controls areas of Timor and several dozen Bound, HeightenedSenses, (Wo)Man for All Seasons, Sex
unpopulated islands. Symbol, OptimizedMetabolismand Threat Awareness. She
Though the President and Congress denounce possesses high Physical and Mental Attributes and is quite
Caldwell as a terrorist, a few of those in power, including skilled in Awareness, Animal Handling, Brawl, Might, Stealth
two Army generals, quietly keep Manifest Destiny sup- and Survival. She a b has Menagerie to represent myriad
plied with vehicles. Various wealthy and influential mem- animal companions (though not necessarilyjaguars) loyal
bers of the upper crust are also quietly sympathetic to to her and Sanctum for her vast jungle home.
Caldwells cause.
The Turk
Traits: E. W. Caldwell is a daredevil with the fol-
Once Istanbul knew him as a man of peace, who
lowing Backgroundenhancements: In Charge and Legions.
shared the blessings of Allah with the ignorant. Since the
He also has high resources and numeroussanctums in the
Hammersmithdisaster, the world has come to know him

Richard De Remer (order #1312575) 67.236.105.66


as simply the Turk (lazy Westerners Find h a m Master of the lnner Earth
Khwarazmi ibn Abi Tirmidhi difficult to pronounce). He Hammond Banes was a librarian and would-be sci-
is the ringleader of a band of assassins that has mur- ence-Fiction writer who enjoyed minor celebrity in 1921
dered producers of girlie movies in Los Angeles and the For his character Baron Halcyon, Master of the Under-
owners OF coca plantations in Tijuana. Though fanatics World. The fame proved fleeting, so he sought to refine
in his homeland would gladly fulfill his every decree, the his earlier short fiction into an epic work that would vali-
Turks assassinationsin the West are usually performed date him as a creator and provide For his young wife and
by someone close the victim. Most of these assassins take aging father. His Fathers death triggered increasingly ir-
their own lives after completing their assignments. The rational behavior, and he soon lost his job and his wife.
source of such conversions isnt the Turks many pas- The Chronicles o f the Under- Wodd, a massivehistory
sionate speeches. The secret is ostensiblya Turkish blend that he toiled away at night and day, took over every-
called jihad -a black, sticky hash that fills the smoker thing. Descending into madness, Banes becameconvinced
with a holy rage against the excesses of the West. that the lnner Earth was real.
In truth, the jihad acts as a Focus For the lnspired The energy released in Hammersmiths fateful ex-
powers ibn Abi Tirmidhi unknowingly gained through periment Found him in the depths of insanity and leFt him
exposureto telluric energy during Hammersmiths experi- Forever transformed. He appeared in the lower depths
ment. The Turk can manipulate the thoughts of others, OF the Chiquibul caves, HammondBanes no more in- -
converting even the unwitting into suicidal assassins. Sa- stead, Baron Halcyon awakened in the under-world!
rah Gettel, once a victim of jihad herself, describes the Halcyonfound a race of subterranean albinos living in the
feeling as an inescapablesense of duty to a god that all lower reaches of the seemingly endless cave system. He
at once becomes real...real angry, that is! called them the Goran after a similar race in his writ-
Safari Jack Tallon met the Imam in his travels beFore ings and declared himself their master and protector.
the Hammersmithevent and noted firsthand the dramatic The so-called Goran werent sure what to make of this
personalitychange ibn Abi Tirmidhiunderwent.Tallonmis- stranger, but none who opposed him could stand against
takenly believes the Turk went insaneFrom exposureto 2- his lnspired might. Halcyon led them into the realm of
waves. In truth, ibn Abi Tinnidhi acts out of a fear that has Neanderthal-like raiders - who Halcyon named the
haunted him since he witnessed the explosion OF Nawls - who lived in the caves upper reaches.
Hammersmiths device. He fears the chaos of the future, so
he lashes out at the culture that creates it.

The Goran had tamed dire wolves to act as protec-


Traits: The Turk is a mesmerist with a number of
tors against the savage Nawls, but it was BaronHalcyons
mind-influencingKnacks. Most significant is a highly re-
prowessthat drove back the Neanderthals.With success
fined Psychic Control that turns the subject into a zeal-
came support and loyalty; soon, the Goran labeled the
ous assassin (the jihad hash makes the subject more
Foreigner a hero. The self-styled Baron proved a harsh
susceptible to the brainwashing). He also has a very high
despot when crossed, and some Goran slipped from his
Inspirationand high levels of the Followers and Influence
rule to more distant reaches OF the lnner Earth. Among
Backgrounds.
these was the young Gar, who seeks to free his people

Richard De Remer (order #1312575) 67.236.105.66


From rule by this unhinged surface man. Halcyon Faces but the Neanderthals could make a new life there. IF his
more connict as explorers From the surface have ap- races enemies would move to the surface, they would no
peared.Chief amongthem is M o r Zorbo, who the Baron longer starve, and the conflict would end. Halcyon would
knows only as a possibleusurper interested in harvesting be the last obstacle to peace. But relations with Nawl
the light crystals that so populate the cave. tribes prove tentative at best and often dissolve into con-
What will become OF these various connicts remains flict. Though several Etahclanshave gathered under Gars
I unknown. A mystery OF equal measure is whether Banes rule and some Nawl tribes have ventured into the surface
dreamed the under-world and its civilizations into ex- jungles, the world below remainsdivided. Then havecome
istence, had some precognition of them or is merely the strange beingsFrom above, people neither Etah nor Nawl,
victim OF madness and circumstance. who are interested in the secrets OF the Inner Earth. Only
Traits: Baron Halcyonis stalwart whose Knacks in- time will tell if Gar can unite his people and transForm
clude W y OF Bronze, HeightenedSenses, Piledriver, Sun the Chiquibul cave system From a savage, divided place
Tzus Blessing and Threat Awareness. He also speaks the into a civilization that can thrive in the world below -
Gorans simple language and rock speech -a kind of and what role the surFace world will play in the affair.
Morse code that echoes through the caves. His Back- Traits: Gar was Inspired as a stalwart when he Fell
grounds and enhancements include influence over the into the crystal pit, a locus of concentrated telluric en-
Goran, Resources befitting a king, the Sanctum ergy. This cavern remains his secret sanctum, a place OF
Sanctorum of the deep caves and the mighty Gar as his power and contemplation. He has the Aetheric Vision,
Nemesis. Blindfighter,Powerlifter, Superhuman Reflexesand Rep-
tilian Regeneration Knacks. The crystal he wears is a
The Mighty Gar,
gadget, a natural telluric battery that Further enhances
Lord of the World Below his impressive abilities. He has many Followers in the scat-
Gar is one OF the Etah, the race BaronHalcyoncalls
tered Etah tribes and has a reputation among his race
the Goran. His Family retreated From the rule of the
and the Nawls. His menagerie consists primarily of Tak,
mad Baron Halcyon only to be set upon by a starving
though he can call upon other dire wolves to aid him. Gar
Neanderthal tribe. Only young Gar escaped, Falling
is also extremely intelligent and intuitive.
through a crack in the cave wall to land, broken and bleed-
ing, on a massive collection of cave crystals. The ruby Tyrant of the Skies
crystals provided light in the deep Inner Earth, and they The worlds population will double by the end OF
gave Gar something more: strength. Even dazed and ru- the 20th century. At that rate, Earth could become one
ined, he Felt the throb OF energy around him and drew gigantic city by the end OF the millennium. Emerging in-
upon it. Miraculously, his wounds healed, and he arose, novations might accommodate such a society, but what
stronger and more powerful than he - or any Etah - will humans do For air? As Doctor Manfred von Zorbo is
had ever been. Gar returned From the secret crystal pit painfully aware, people cant breathe without trees. He
to seek revenge against the Neanderthals who slew his grew up in the Black Forest OF Germany. Trees surrounded
Family and the man who Forced them to Flee: Baron Hal- his Familys estate For kilometers. The air was Fresh. Much
cyon. He Found his childhood companion, the dire wolf fresher than the air in London, where Doctor Zorbo trav-
Tak, awaiting him when he emerged From an opening ki- eled many years later to witness Hammersmiths Famous
lometers From where hed Fallen. Though Gar looked dif- demonstration. Zorbo was already well known For com-
ferent -taller, more massive, with alabaster skin whiter bining the two German practicalities - sociology and
than even the palest of his race and eyes that reflected engineering - into innovative solutions For a dying
the rich red of the crystal he now wore about his neck world. He designed various modes of mass transporta-
- Tak welcomed his master without reservation. tion and tenements that could house the populations of
Gar sought others who hid From Halcyon and the small cities (even if they were a little claustrophobic).
Neanderthals. His strength and intelligencegave his people Exposure to 2-waves at Hammersmiths demon-
hope, and they learned to deFend themselves against the stration must haveunhingedZorbos already Frenetic brain
encroachingNawls. In his quest, Gar learned why the Ne- because, in the months that Followed, he published in-
anderthals acted as they did. The savages struck against creasingly inaccessiblescreeds about thesolutions to the
the Etahto survive. The upper caves did not enjoy the rich- problems of overpopulation and over-industrialization,
ness of lichens and Fungi, of bizarreunderworldanimals and including one whose title became his battle cry. When
subterranean lakes and rivers that provided the Etah with Zorbo invaded New York in March OF 1925 with an ar-
sustenance.The Neanderthalswere starving, and Halcyons mada of zeppelins - apparently a response to the uni-
continued aggression left them with Fewer resources. versal denunciation OF his theories and a critique of ur-
Then Gar discovered the opening to the world ban civilization - his bullhorn rumbled with the now-
above. The lush jungle suggested a solution. The surface infamous phrase:
world is too bright for the Etah except in darkest night, Menxfihed Zum H i d ! or Humanih/lTo thesky

Richard De Remer (order #1312575) 67.236.105.66


within the long-lost golden pyramid of Aton. At high noon,
special panels in the structure opened, redirecting solar
energy into a concentrated ray that seared through the
pyramid's center. Hundreds of children met their fiery
deaths under this beam. Young Emma Nazir survived -
clearly, she was the long-sought reincarnation!
Emma returnedto her parents, apparently none the
worse for wear. They do not realize that she frequently
sneaks away from her boardingschool to make a pilgrim-
age to the hidden pyramid. During such times, she is no
longer Emma Nazir. Rather, she believes herself the re-
incarnated Queen of Egypt, devoted to bringingthe wor-
ship of Aton to Khem once more. The depravations of
the Brothers Hatnofer continue - the Circus of the
Orient may have found its Nefertiti, but it has yet to find
its Akhenaton. Only then may the ancient ritual be com-
pleted, with the divine couple using the hidden pyramid
to become aods on Earth.

He believed a floating city could sustain a manage-


able population. Mankind's best hope was to abandonthe
earth altogether and take to the skies, leaving the ver-
dant planet below untouched. DoctorZorbo stumbled onto
a hydrogen purification process that, among other things,
allowed a dirigible to stay aloft for almost a month at a
time. His research to discover an wen more effective lift
process finally led him to the hidden Chiquibul cave sys-
tem. The good doctor thinks that by harnessingthe power
of the crystals he can sustain multiple sky cities indefi-
nitely. If only the current residents weren't so intent on
getting in his way!
Traits: DoctorZorbo is a mesmeristwith the Knacks
Psychic Synergy, lnspirational Aura and Scientific
Prodigy. He also has a gadget with the dynamic Knack
Aetheric Vision. Zorbo has numerous followers (his Sky
Brigade) and multiple gadgets of various sky-craft (his
zeppelin armada and things such as the Death Balloons
are super-science creations, but they weren't bought as
gadgets). His greatest achievement is the floating sky
citadel he calls the Eyrie, a sanctum sanctorum held aloft
with the aid of a treasured stash of Chiquibul crystals.
The Sun-Disk Made Flesh
Emma Nazir, the child of an Egyptian curator and a
British archeologist, preferred her summers in London
to her winters in el-Amarna. She had no interest in
Egyptology; why did her parentsspend all their timedig-
ging up the dead? Her ignorance mattered little to
Muhammad Hatnofer, who kidnaped the adolescent dur-
ing a performance of the Circus of the Orient. The Broth-
ers Hatnofer, heretical worshipers of the modern Cult of Traits: Emma Nazir survived the sun-disk's beam
the Sun-Disk, traveled the world in their circus, kidnap- only because she is a stalwart. Thanks to the Brothers
ing children who seemed likely vessels for their reincar- Hatnofer's hypnotic rituals, she has no idea that she's
nated long-dead queen, Nefertiti, or her pharoah, become the mad child-queen who terrorizes northern
Akhenaton. After hypnotizing the children and perform- Eavpt while the Brothers Hatnofer - when they aren't

Richard De Remer (order #1312575) 67.236.105.66


for their reincarnated king. As Emma, she is a normal, below are merely guidelines; the Storyteller is encouraged
healthy girl who couldnt give a damn about dead Egyp- to play around with the listings to create variations espe-
tians. While she is NeFertiti, she becomes a zealous ty- cially suitable For her series.lnsted OF nondescript goons,
rant with the Body OF Bronze, Superhuman Reflexes and for example, the Dragon might have a legion OF warrior-
Threat Awareness Knacks and the dynamic equivalent monks to serve him. Just modiFy the thug template to
of the Flame Conjurationand InspirationalAura psychic accommodate a higher Dexterity, a talent with swords and
Knacks. Emmas alter ego also has high levels OF Follow- an ignoranceOF Firearms. Likewise, if the characters are in
ers, Backing (Cult of the Sun-Disk) and Resources. for an extendedstay on DinosaurIsland, it might be worth-
Enigma reflects Emmas split personality. The hidden while to create different Traits For the tyrannosaurusrex,
pyramid is her sanctum sanctorum, a veritable battery the stegosawusand so on.
For telluric energies. (It is also configured to emit a beam
OF such pure light upon the altar that it means instant Extras
death to anyone without Body of Bronze.) Its common in the pulp genre For the Fearlessadven-
turers to mop the Floor with at least twice their number in
The Intrepid Investigator goons. Yet, throwing a dozen thugs at the characters can
Shes visited the sunken city OF Atlantis. Shes been slow things down quite a bit. The Storyteller must make
cliff diving with the King of Norway. She was one of the attack rolls For each extra, and an lnspired chwader isnt
Turks unwitting assassins, and she has had tea with the guaranteedto Fell the extra he Fights with one blow. Not to
Ubiquitous Dragon on several occasions. She regularly mention that even the most valiant stalwart could get
quotes the President as a high-ranking administration creamedby a mob of wrench-wielding maniacs!
official. Sarah Gettel has chronicled the most bizarre and Adventure uses secondary characters called ex-
extraordinary events OF her bizarre and extraordinary tras to let the Storyteller throw large numbers of op-
time, often becoming part of the story herself! When ponents at the heroes OF the story without worrying too
Doctor Zorbo invaded New York, she parachuted From a much about overwhelming them. Extras are pared-down
plane and talked him into a brief interview, shouting over Storyteller characters, thugs clearly no match For any
cannon Fire all the while. She has reliable sources as far adventurer. Extras are divenions, usually acting under
afield as Bangladesh and even has dinner once a month the direction OF more powerful agencies. These second-
with a self-described Martian. At least half oftheRon ary characters are a plot device and shouldnt interfere
Society is hopelesslyin love with her, Whitley Styles chief with the main story. After taking a Few lumps, extras re-
among them. With only an hour to go before a deadline, treat, surrender or Fall over to make way For the realac-
she can get the headline of the year with a Flirtatious tion.
phone call. Extras operate under a Few special rules designed
IF this incredible individual has flaw, it is that she to give adventurers a great opportunity to show their
obsessivelyseeksout the scoop. For her, the story is para- heroism and sheer damn toughness.These rules apply to
mount, and shell do almost anything to get it, often with all extras, whether drunk dockworkers, Fanatic assassins
a zeal that places her companions in danger. Indeed, it is or rabid hyenas.Theyre meant to make Fights cinematic,
sometimes unclear which side shes on. The answer is yet balanced and streamlined.
neither: Its the story that she champions. Max Mercer Hit-or-Miss: The Storyteller rollsa singledie For
often disagreeswith her methods, but he cant argue with each extras attack. As a result, its relatively easy For a
her results. If one can overlook Sarah Getters Frenetic character to dodge, parry or otherwise avoid an extras
obsession, she is a valuable contact For any lnspired in- attack.
dividual whos willing to become another OF her infor- Lightweight An extra has only three health lev-
mants. IF she doesnt know the real story herself, she els: Hurt -1, Wounded -2 and Maimed -3. Since the dice
knows someone who does. penalty From injury would make an extra unable to at-
Traits: Truly the definition of a daredevil, Sarah tack after getting hit the First time (see Hit-or-Miss
Gettel has a couple of Background enhancements - above), an extra ignores the penalty - but on/yFor his
Kingpin and Renown - but no Knacks. attack rolls! The injury penalty applies as normalto all OF
the extras other actions.
Mooks and Monsters Take That!: IF a player scores three or more extra
We got your cops, your hooligans and your dino- successes on an attack roll against an extra, he does not
saurs right here. roll damage. Instead, the target is immediatelystruck down
This section provides handy write-ups of various in spectacularFashion!The type of attack dictates whether
charactwtypesadventurenaresuretorun into.TheTraits the mwk is unconscious (bashing) or dead (lethal).

Richard De Remer (order #1312575) 67.236.105.66


RoleplayingExtras Backgrounds: Allies 4, Backing 5, Contacts 4, Followers5,
Infrequently, a lesser character can evolve into a Reputation4, Resources 4, Sanctum 1
key figure, but most of the time, extras are little more Knacks: None or any one heroic Knack
than set dressing. Chapter Seven: Roleplaying goes into Willpower: 7
the uses secondary characters serve in roleplaying. while Inspiration: None or 2
the section below provides simple write-ups of different Equipment Tailored clothing, weaponry appropriate to
kinds of extras the Storyteller may use. the thugs culture and class, plenty of accoutrementsthat
designate the guy as a top dog on the criminal pile
Organized Crime
Those seeking to change tomorrow sometimes run The Police
afoul of those elements who profit from the imperfect To serve and protect - for the most part, any-
today. The Mob, Asian triads, drug cartels and penny- way. Adventurers activities usually involve the police
ante illegal operations all organize their efforts to keep sooner or later, whether dealing with an honest detec-
the money rolling in with the authorities none the wiser. tive or a beat cop on the take. Although these statistics
Though the specifics vary, each organization has use for are best suited to local police, they can also serve for FB1
disposable toughs and captains to keep the riff raff in agents or other law-enforcement personnel.
line so that the Big Guy at the top can worry about more Beat Cop
important things. Physical: Strength 2, Dexterity 2, Stamina 3
Thugs, Palookas, Heavies, Goons Mental Perception2, Intelligence2, Wits 2
and Other Riff Ruff Social: Appearance 2, Manipulation1, Charisma 2
Physical Strength 3, Dexterity 2, Stamina 3 Abilities: Brawl 2, Drive 2, Firearms 2, Interrogation 2,
Mental: Perception2, Intelligence2, Wits 1 lnvestigation 2, Rapport 1
Social: Appearance 2, Manipulation 1, Charisma 2 Backgrounds: Backing 1, Contacts 1
Abilities: Brawl 2, Drive 1, Firearms 2, Intimidation 2, Knacks: None
Might 1, Sawy 2, Stealth 1 Willpower: 4
Backgrounds: Backing 1, Reputation 1 Inspiration: None
Knacks: None Equipment Uniform, billy club, service revolver, note pad
Willpower: 3 and pencil
Inspiration: None Detective
Equipment Clothing and weaponry appropriate to the Physical: Strength 2, Dexterity 2, Stamina 2
thugs cultureand class, a Few bills and assorted change, Mental: Perception3, lntelligence 3, Wits 3
humorless expression Social: Appearance 2, Manipulation 3, Charisma 2
Captain Abilities: Brawl 1, Command 1, Drive 2, Firearms 3, Inter-
Physical: Strength 2, Dexterity 2, Stamina 2 rogation 3, lnvestigation 3, Rapport 3, Sawy 3
Mental: Perception2, lntelligence 3, Wits 3 Backgrounds: Backing 3, Contacts 3
Social Appearance 2, Manipulation3, Charisma 2 Knacks: None
Abilities: Command 3, Etiquette 2, Firearms 3, lntimida- Willpower: 6
tion 3, Sawy 3, Style 2 Inspiration: None
Backgrounds: Backing 3, Contacts 3, Followers 3, Repu- Equipment Suit (slightly threadbare), battered fedora,
tation 3, Resources 3 service revolver, backup piece, cynical attitude.
Knacks: None Commissioner
Willpower: 5 Physical: Strength 2, Dexterity 2, Stamina 2
Inspiration: None Mental: Perception 3, Intelligence3, Wits 3
Equipment Tailoredclothing, weaponry appropriate to the Social: Appearance 3, Manipulation 3, Charisma 3
thugs culture and class, some nice (if gaudy) jewelry, wist- Abilities: Command 3, Firearms 3, Interrogation 2, ln-
watch, etc,, plenty of cash for bribes and the like vestigation 4 (Crimes), Rapport 2, Sawy 4
Crime Boss Backgrounds: Allies 2, Backing 5, Contacts 2
Physical: Strength 2, Dexterity 2, Stamina 3 Knacks: None
Mental: Perception 3, Intelligence3, Wits 4 Willpower: 7
Social: Appearance 3, Manipulation4, Charisma 4 Inspiration: None
Abilities: Command 4 (Goons), Etiquette 3, Firearms 3, Equipment Spectacles, suit, mahoganydesk, service re-
Intimidation 4 (Threats), lnterrogation 3, Sawy 4 (Or- volver, ulcer
ganized Crime), Style 4

Richard De Remer (order #1312575) 67.236.105.66


nate certain remote regions. Ape-men, dinosaurs, car-
We would be remiss iF we ne!glected to mention nivorous plants and even stranger dangers await those
these pulp staples. The Storyteller should extrapolate who would venture to these distant locales.
from these listings as the story calls For it. Ape-man
Aboriginal or Neanderthal Physical Strength 3, Dexterity 3, Stamina 3
Though not as industrially or scientificallyadvanced Mental: Perception3, lntelligence 1, Wits 1
as the rest OF the world, it is the foolish adventurer who Social: Appearance 3, Manipulation1, Charisma 1
assumes this also means these people are stupid. Abilities: Athletics 3, Brawl 3, Endurance 2,
Physical Strength 3, Dexterity 3, Stamina 3 lntimidation 4, Might 2, Stealth 2, Survival 3
Mental: Perception 3, lntelligence2, Wits 2 Backgrounds: None
Social: Appearance 2, Manipulation 2, Charisma 2 Knacks: None
Abilities: Animal Handling 2, Archery 1, Athletics 1, Willpower: 3
Brawl 2, Melee 2, Stealth 2, Survival 4 Inspiration: None
Backgrounds: None Carnivorous Plant
Knacks: None Physical: Strength 3, Dexterity 2, Stamina 3
Willpower: 3 Mental: Perception3, lntelligence 0, Wits 1
Inspiration: None Social: Appearance 3, Manipulation0, Charisma 0
Equipment Simple tools and weapons, woven or hide Abilities: Awareness 1, Brawl 3, Might 1, Stealth 2
carrying bags Willpower: 1
Cultist Health Levels: OK, -1, -2, -2, -3, -4
A catch-all category of any appropriately zealous Attack: IF a large animal comes within three meters, the
person, From a KKK member to a Thuggee assassin. plants vines can perform a Five-dice hold attack. Once a
Physical: Strength 2, Dexterity 2, Stamina 2 victim is successfullyheld, the plant chomps on its victim
Mental: Perception 2, Intelligence2, Wits 1 with a Four-dice bashing damage effect until the victim
Social: Appearance 2, Manipulation 3, Charisma 2 escapes the hold. Larger plants have a longer reach and
Abilities: Brawl 2, Disguise1, Resistance1, Stealth 1, Sub- can hold multiplevictims. A standard carnivorous plant
terfuge 2 can move its vines but has no actual locomotive ability.
Backgrounds: Backing 1 Dinosaur
Knacks: None Physical: Strength 8, Dexterity 2, Stamina 7
Willpower: 3 Mental: Perception 3, Intelligence1, Wits 1
Inspiration: None Social: Appearance 5, Manipulation1, Charisma 1
Equipment Robe, maniacal gleam in the eye Abilities: Athletics 3, Awareness 1, Brawl 2,
Ninja Endurance 5, Intimidabon4, Might 5, Resistance 5, Survival 3
Silent and deadly, ninjas are oFten seem less pow- WiIIpoweri 4
erful when more OF them appear at one time. Health Levels: OK, OK, OK, -1, -1, -1, -2, -2, -3, -3, -3,
Physical: Strength 2, Dexterity 4, Stamina 3 -4, -4, Incapacitated
Mental: Perception 3, lntelligence 2, Wits 3 Attack: Claw: 5 L, Bite: 7 L, Trample: 9 B
Social: Appearance 2, Manipulation2, Charisma 2 Zombie
Abilities: Archery 3, Athletics 4, lntimidation 3, Martial Sometimes, zombies are actually drugged people;
Arts 4, Melee 3, Resistance 3, Stealth 3 other times, they are corpses sustained briefly by tellu-
Backgrounds: Backing 1 ric energy.
Knacks: None Physical: Strength 3, Dexterity 1, Stamina 5
Willpower: 4 Mental: Perception I, Intelligence 1, Wits 1
Inspiration: None Social: Appearance 4, Manipulation1, Charisma 1
Equipment Katana, dagger, throwingstars, blinding pow- Abilities: Brawl 1, Endurance 4, lntimidation 3 (Freak-
der, other nifty tricks ish), Might 3, Resistance 4
Backgrounds: None
Telluric Weirdness Knacks: None
In the wake OF Hammersmiths disaster, the Flood
Willpower: 0
of 2-waves that washed over the planet created all sorts Inspiration: None
OF unusual phenomena. Monsters from the distant past Note: A zombie suffers no wound penalties.
walk the earth once more, and bizarre mutations domi-

Richard De Remer (order #1312575) 67.236.105.66


Mad Science Animals
Proof that even Inspirationcan be misguided, some A storied life invariably includes stampedes of el-
inventors create horrible constructs in the search for an ephants and an attack by a rabid dog or two. Whether on
better world. Hephaestia Geary-Wexlers collectors - a trip to the zoo or a trek through darkest Africa, statis-
treaded monstrositiesthat behave according to a limited tics on a selection of creatures may come in handy. Note
robotic intelligence - are one example of devices that the lack of Social or Mental Attributes - a lions Ma-
have dubious value in early 20th century society. Other nipulation depends mostly on its roar, and a bats Cha-
inventors build devices of even less tenuous social value risma usually doesnt apply significantly to dice rolling.
- such as giant robots that can punch through bank The Traits listed here serve for a variety of animals -
vaults or stomp adventurers into a fine red paste. in game terms, a lion isnt so different from a tiger, while
a hawks Traits also work for a falcon or eagle, and so on.
Collector (Assume Strength is already added into the damage ef-
Each metachine is programmed to detect crimi-
fects listed below.)
nal activity and rake the perpetrator into a retaining cell
inside its fortified chassis. Though the collectors pur- Alligator
pose is to fight crime, its simplistic sense of justice (and Strength 4, Dexterity 2, Stamina 4
the possibilityOF reprogramming) could endanger the rule Abilities: Athletics 2, Awareness 2, Brawl 2, Stealth 3
of law. Willpower: 2
Physical: Strength 6, Dexterity 2, Stamina 4 Health Levels: OK, OK, OK, -1, -1, -2, -3, -4, Incapaci-
Mental: Perception2, Intelligence1, Wits 1 tated
Social: Appearance 4, Manipulation0, Charisma 0 Attack: Bite: 6 L, Tail Slap: 7 B
Abilities: Academics 1 (Law), Brawl 1, Might 1
Bat
Backgrounds: None
Strength 1, Dexterity 3, Stamina 1
Knacks: None
Abilities: Awareness 4, Stealth 2
Willpower: 1
Willpower: 2
Inspiration: None
Health Levels: OK, -2
Note: The collectors metal casing gives it 4 [3] armor in
Attack: Bite: 1 L
addition to its soak. It is immune to mental and poison
attacks. It can perform a six-dice holding attack against Bear
everyone within reach. If it succeeds against the same Strength 5, Dexterity 2, Stamina 5
victim on two consecutive turns, the victim is raked into Abilities: Awareness 1, Brawl 3, Endurance 2, Might 2
the retaining cell. Escaping is an extended Might action: Willpower: 4
15 successesto punch through the wall or nine successes Health Levels: OK, OK, OK, -1, -1, -2, -2, -3, -4, lnca-
to pry open the door. Once free, the subject may well pacitated
have to avoid capture in the collectors arms once again. Attack: Bite: 4 L, Claw: 6 L, Hug: 8 B

Giant Robot, Automaton, Mechani- Elephant


cal Man Strength 6, Dexterity 1, Stamina 7
A robot is typically at least two meters tall and very Abilities: Brawl 1, Endurance 3, Might 4, Resistance 2
imposing. Generally, a robot has five dots worth of Abili- Willpower: 4
ties beyond those listed below, signifying tasks in which Health Levels: OK, OK, OK, OK, -1, -1, -1, -2, -2, -3, -3,
it has been programmed. -4, -4, Incapacitated
Physical: Strength 9, Dexterity 1, Stamina 5 Attack Trample: 10 6. Trunk Sweep: 8 B
Mental: Perception2, Intelligence1, Wits 1 Hawk
Social: Appearance 4, Manipulation1, Charisma 1 Strength 2, Dexterity 3, Stamina 3
Abilities: Brawl 1, Intimidation 2, Might 5 Abilities: Awareness 5
Backgrounds: None Willpower: 3
Knacks: None Health Levels: OK, -1, -2, -3, Incapacitated
Willpower: 1 Attack: Bite: 1 L, Claw: 2 L, Swooping Strike: 3 L
Inspiration: None
Note: A robot has 5 [3] armor in addition to its soak. It is
immune to mental and poison attacks.

Richard De Remer (order #1312575) 67.236.105.66


Rat
Strength 4, Dexterity 2, Stamina 4 Strength 1, Dexterity 2, Stamina 2
Abilities: Awareness 1, Brawl 1, Endurance 2 Abilities: Awareness 1, Brawl 1, Stealth 2, Survival 2
Willpower: 1
Health Levels: OK, OK, -1, -1, -2, -3, -4, IncaFbacitated Health Levels: OK, -1, -4
Attack: Bite: 2 L, Kick: 7 8, Trample: 6 B Attack: Bite: 1 L (swarm attacks inflict 3 L per turn)
-1 Lion Wolf
Strength 4, Dexterity 4, Stamina 3 Strength 3, Dexterity 4, Stamina 3
Abilities: Athletics 2, Awareness 2, Brawl 3, Abilities: Athletics 3, Awareness 3, Brawl 2, Stealth 3
Intimidation 3, Stealth 3 Willpower: 5
Willpower: 5 Health Levels: OK, -1, -1, -2, -2, -4, lncapacitated
Health Levels: OK, -1, -1, -1, -2, -2, -3, -4, lncapaci- Attack: Bite: 4 L; Claw: 2 L
tated
Attack: Bite: 4 L, Claw: 3 L

Richard De Remer (order #1312575) 67.236.105.66


This chapter covers everything else - all the
The Tools of
pieces that didnt quite Finda home elsewhere in the book.
Here are statistics for 1920s weapons and equipment, a
few comments on fashions OF the O OS, Fiendish drugs, a
Adventure
timeline and other odds and ends. lmrslernents of Destruction:
Information On Tap Weapons
This book cant possibly tell you everything youd Heroes and villains dont just assault each other
like to know about the 20s through 40s. Fortunately, it bare-handed in pugilistic displays or competitions of
doesnt have to. Theres a wealth of informationout there baritsu. The implements described here are some com-
in the world at large about how things were. mon generic weapons. Each general weapon type is listed
See the bibliography, toward the end OF this ap- separately, along with a few representative examples
pendix, for specific recommendations. You can also when appropriate.
search the lnternet and consult your local library for a
lot more leads. Historical documentary series provide a Melee Weapons
wealth OF minor details, any one of which can become an When a Fist isnt enough, an adventurer can oFten
adventure seed in the right circumstances. Find a knife, ax handle, or other handy implement to cre-
ate the appropriate amount of mayhem.
Money and Resources Ax: The typical modem-day ax chops firewood.
The appendix lists all sorts of things an adventurer Using it in combat requires some room to the side or over-
can buy. So how do you pay for it? One of two ways: head For a good swing, but a reinforcedsteel blade attached
money or Resources. Items are listed with a cost rating to a meter-long handle can dish out a lot of damage.
that translates to a monetary range the Storyteller can Chain: It takes practice to use a chain without
nail down as she sees fit. The chart below gives a quick hurting oneself more than the target (the Storyteller may
reFerence OF the cost range. Your character can buy the assign +l difFiculty for a characters first Few attempts at
chain attacks). In skilled hands, chains are suitable For

.
item as long as he has enough money on hand.
Item Cost Price Range stunts such as whipping around corners. Also, the wielder
$1 - $10 can entangle the target rather than inflict damage; each
$11 - $75 success on the damage roll becomes the equivalent OF a

....
0.

$76 - $250 level of Strength clinching the target (see p. 203).

.....
0..

$251 - $3,000 Club: Anything blunt can serve as a club, from


$3,001 - $10,000 billy clubs to bottles.
+. +$25,000 per point Knife: A knife is any edged weapon less than 50
To buy something using Resources, compare your centimeters long, For Adventure purposes.
characters Resources score to the items cost rating. If Spear: A stabbing weapon made of a two meter
your Resourcesexceeds an items cost, you have enough long wooden pole topped with a pointed blade made OF
money to buy it outright. IF Resources equals the cost, stone, bone or metal.
roll Resources; a single success buys the item, otherwise, Staff: A length of wood or, occasionally, metal, a
you dont have the cash right then. IF your Resourcesscore staff functions much like a club but provides longer reach
is lower than an items cost, you must get a number of and can even be used for stunts such as vaulting.
successes on the Resources roll equal to the difference. Sword: Most civilizedsocietiesof the 1920s Frown
So, if an item costs three points higher than your Re- on public displays of swords, but the sword cane is a staple
sources, you must get three successes to buy it. of pulp adventure. In less civilized areas - by Westem
You can try buying an item equal to your Resources standards, anyway - swordplay remains common.
once per day. You can try buyingan item more expensive Whip: A long, limber weapon typically made of
than your Resourcesonce a week. IF you succeed in buy- leather, the whip a favorite of the pulp genre. In game
ing the item in either case, your character cant try to terms, a whip has the same special characteristics as a
purchase anything else that day with a cost equal to or chain, above.
greater than his Resources.

Richard De Remer (order #1312575) 67.236.105.66


Richard De Remer (order #1312575) 67.236.105.66
Ranged Weapons Rifle: A typical long-range weapon, used in hunt-
Guns can certainly kill, but this isnt the modern ing and warfare. Most hunting rifles are knock-offs of
age, replete with high-power ammunition; there are tales older military designs or are simply military surplus. The
of gangsters and cops taking a Frightening number of notable exceptions are single-shot big game rifles such
gunshot wounds and still surviving. Most handguns weds as elephant and buffalo guns. The WWll era sees a pro-
low-powered .38 or Pmm Parabellumammo. liferation of semi-automatic rifles and a greater distinc-
Revolver: A typical modern handgun. Light re- tion between hunting and military rifles. Springfield
volvers: Colt New Line Pocket Model22, Smith & Wesson M1903.30-06 5-shot bolt-action, Winchester 1873.44-
Safety Hammerless .38. Heavy revolvers: Colt M1873 40 17-shot lever-action, Lee-Enfield Mk 111.30310-shot
Peacemaker .45, Smith & Wesson Frontier .44-40, bolt-action, M1 Garand .30-06 8-round magazine.
Webley Mk 1.455. Submachinegun, light machine gun: A portable
Automatic: A clip-loaded handgun, more costly weapon capable of firing a great many bullets in rapid
than a revolver but increasingly popular on both sides of succession. Submachinegun: MP38 Schmeisser 9mm
the law. Light automatics: Luger PO8 Pmm, Mauser c/ 32-round magazine, M1Thompson .45 20-round maga-
46 Broomhandle Pmm, Walther Model PP 7.65mm. zine or 50-round drum. Light Machine Gun: Browning
Heavy automatics (there were few heavy calibers until Automatic RiFle (BAR) M1918.30-30 20-round maga-
the .45 ACP cartidge proved itself, and most were Colt zine, MG34 7.92mm belt-fed.
knock-offs): Colt MlPll .45.

Richard De Remer (order #1312575) 67.236.105.66


Shotgun: A longarm firing sprays of pellets, with zine, Vicken MG .30 50-round magazine.
limited range but a lot of power close up. This was the 75 mm gun: Typical tank armament.
hey-day of everything From double-barreled 10-guages Artillery: Field pieces such as howitzers.
to trench guns, 12-gauge semi-automatic shotguns with Flamethrower: A backpack tank of napalm and a
extended8-round magazines. Browning Auto-5 12-gauge rifle-like nozzle for focusing the spray. Napalm contin-
4-round magazine, Winchester M1887 10-gauge 5- ues to bum after its sprayed, halving its damage dice
round lever-action, Winchester M1912 12-gauge 5-round pool every turn. It is extremely difficult to extinguish until
pump-action. it burns itself out.
Thrown object: Anything that comes to hand that Grenade launcher: A rifle-like device capable of
an attacker can lift and heave at a target. See the throw- firing grenades much further than the human arm can
ing rules on page 190 for range restrictions. throw them. Damage depends on grenade type, listed
after heavy weapons.
Heavy Weaponry
Mortar: A portable, indirect-fire weapon car-
Sometimesits necessary or desirable to inflict more
ried by most armies. lt usually fires fragmentationor ar-
damage than mere hand-held weapons allow. These
mor-piercing shells, but it can also launch gas and smoke
weapons are mostly used in military situations, and local
shells.
authorities may not approve of the ceaselesswar against
crime and the like as suitable causes. Grenades
Heavy machine gun: A selection of typically ve- These are portable explosives, designed to hit
hicle-mounted, belt-fed machine guns emerged during somethingand release whatevers inside. Specific effects
the Great War, based on the design put forth by Hiram vary widely, depending on contents. The grenades listed
Maxim. Examples: Lewis Aircraft MG .30 M1918 50- here can all be thrown, set on a simple timer or fired
round drum, Maxim Automatic MG .303 50-round maga- From a grenade launcher or mortar.

Richard De Remer (order #1312575) 67.236.105.66


Armor Riot gear: Favoredby the police and privatearmies
Due to the level of technology in the early 20th dealing with rioters, mutineers, dissidents and the like.
century, armor is bulky and obvious to bystanders. Not
surprisingly, armor attracts attention except on the Dynamic Propulsion: Vehicles
battlefield (and maybe even then, depending on the cir- Most of the time, transportation, from cars to cam-
cumstances). els, exists to get the characters from one locale to the
Helmet:Aheadpiece madeof thin metal plateorrein- next. Measure off time and distance, and there the char-
forced leather meantto proteathewearers tender noggin. acters are, ready For the next dramatic moment. Some-
Reinforced clothing: This is the exception to the times, the journey itself is the adventure, and sometimes,
bulky and obvious generalization, covering all ingenious the vehicle plays an important part once the characters
use of protective fibers such as leather, concealed thin get to where theyre going.
armor sheets and the like. Tailoring the outfit adds sub- Horses: Horses still carry riders in saddles and
stantially to thecost, dependingon how stylish the wearer pull wagons in rural areas, even in the most advanced
wants to appear. countries, and in colonial or undeveloped nations, theyre
Flak jacket Military gear intended to protect the just as common in cities. (In some parts of the world,
wearer from explosives. other animals fill these roles: mules, camels, elephants,

Richard De Remer (order #1312575) 67.236.105.66


etc. Exotic beasts of burden make For great local color Trucks: Wherever train lines dont go, trucks
and even handy Fodder For stunts.) carry cargo. Theyre seldom stylish, but they get the job
Motorcycles: Motorcyclesare Fit only For the dar- done. More than one enterprising adventurer has Found
ing, and ones with expense accounts at that. Many motor- that a great deal OF equipment that would otherwise be
cycles are unreliableand costly, though certain modelssuch bolted down in a basement hideout works just fine in a
as the Indian Scout have proven surprisingly robust. Some properly reinforced truck.
big cities have couriers who use them, but their use is as Trains: Trains are the commercial backbone of
much about showing off as it is a matter OF practicality. the Adventure world. They link interior cities and ports
Automobiles: By early 2lst century standards, cars in every continent. Both passengerand commercial lines
are bulky, awkward and inefficient. 6y the Adventure Eras are (generally) reliable and affordable. Most people need-
standards, theyre sleek, sophisticated machines, getting ing to get from one city to another overland automati-
better all the time. The cars OF 20 years ago are old news, cally look at train timetables first; anything else is un-
Fit only for use by tinkering kids and hicks who dont know usual. Within most cities, streetcar, trolley and subway
anything about style. A basic sedan is an expensive propo- lines run through every major neighborhood and often
sition, and the limousines favored by corporate presidents well out into surrounding suburbs and small towns.
and gangsters much more so.

Richard De Remer (order #1312575) 67.236.105.66


Steamships: Just as trains tie the land together,
steamships bridge the oceans. Thanks to the Panama Ca-
nal and other great engineering works, no port on Earth
is more than a Few weeks From any other for someone
Customizing
- Vehicles !==i!l
Many bands OF heroes (and villains) have exten-
sively modified vehicles, which identify them to the world
at large and aid them in their various adventurous pur-
prepared to pay the costs in fuel and operatingexpenses. suits. Each of the Followingmodificationsrequires a suc-
Tramp steamers and the seedy end OF commercial haul- cessful Engineering roll with one or more successes and
ing practicallyForm nations unto themselves, while promi- raises the Resourcescost OF the vehicle one level. (There
nent luxury lines are matters OF national pride, and navies are reasons why adventurers pool their resources For
are practically proof OF whether a nation is or is not re- some of these projects.) Each of these options may only
ally a force others must reckon with. Cargo ships have be appliedonce. Any more extreme modificationsFall into
crews twice as large as their passenger capacity or more, the realm of super-science (see Chapter Five) or gad-
while passenger ships have about one crew member For gets (see p. 146).
every five to ten passengers. Hanging On: This modification fits the vehicle
Blimps: Airships without rigid Frames are blimps: with everything neededto allow passengersto ride along
Theyre literally huge gas bags, held together by elaborate outside: extra-wide running boards, reinForcedside mir-
systems OF ropes and cords. They cant cany as much as rors, extra hand- and Footholdsand the like. The vehicle
dirigibles and arentaseasy tocontrol, but theyrecheaper. continues to carry its normal number OF passengers in-
AFew colonialadministrationshaveevenexperimentedwith side, but an equal number may now ride somewhere on
regular cargo service by blimp injungle or other hazardous the outside.
terrain, with, at best, very mixed results. JumpingOff: This modificationusuallygoes along
Dirigibles: Lighter-than-air craft with rigid with Hanging On, but it doesnt have to. The vehicle has
Frames, dirigibles -or zeppelins, as theyre also known features that allow passengersto get on and OFF quickly
-are the most well-developed Form OF air travel. Com- and, usually, dramatically: door frames good For bracing
mercially viable passenger lines link cities in southern against while jumping, ladders to lower From aircraft and
Germany and its environs, and a few routes also operate so on. The driver (or pilot) makes a Drive (or Pilot) roll,
within the United States. Less profitable ventures can be at +1 difficulty when going at half or more OF saFe speed
found wherever a business or government sponsor wants or +2 when above saFe speed, in addition to the usual
the prestige and is prepared to pay the bills - nothing adjustments For circumstances. Players who want their
is quite as impressive as a gleaming hull, hundreds of characters to perform a stunt on or around the vehicle
meters long, cruising almost silently through the air above may add half the successes OF that Drive (or Pilot) roll,
an awed population. The daring wealthy include dirigible rounded down, to their stunt rolls, as long as the stunt
trips as part oF their social whirl, while adventure-minded takes place later that turn or on the turn Following.
explorers, scientists and others sometimes base their op- Settling In: The vehicle is equipped For permanent
erations out OF well-equipped dirigibles. Dirigibles with residence. Reduce the passenger total by a third (round
passenger service have one crew member For every two up); no new space is gained (as with a super-science Ad-
to five passengers(this is luxury service). vancement), but the existingroom is well appointed. Theres
Fixed-Wing Aeroplanes: Heavier-than-air flight a tradition in some secret services OF Field agents operat-
is just a Few decades old, and already, its become part OF ing out oFcustomizedtrain cars, and some adventurers en-
the spirit OF the age. Few people have ever Flown in a joy the Freedom of an airborne or maritime home.
plane, but many people see barnstormers and mail planes
and the like. People in some major ports even see the Vehicle Damage
exotic Flying boats coming in or going out - wildly Each vehicle has seven structural levels, From
impractical, but glamorous in the extreme. Scraped to Broken Down, equivalent to characters health
Rotary-wing Aeroplanes: Aviation history includes levels. (Demolished For a vehicle means its only so much
lines of development that wont Flourishon thrwgh thecen- melted slag.) Damage reduces a vehicles structural in-
tury. One of these is the autogyro, with an unpoweredhe- tegrity until it collapses, blows up or otherwise ceases to
licopter-like rotor providingliFt and a typical Front-mounted function. (Animals use health levels; see Chapter Eight
powered propeller to pull the craft Forward. Many pulp For sample creatures.)
heroes Favor the autogyro For its Flexibility and agility: It Structural Level Dice Penalty Description
can nearly hover, and it requires a few tens of meters for Scraped 0 Scored and dented,
landings and takeofF rather than hundreds OF meters, so marring the look but
that it can be stowed in urban hideaways as well as at air- not the performance.
ports. Inaddition, thereareseveralrivalschools oF thought Dented -1 Minor structural
about helicopter design and serious competition to make damage. Halve the
some rotary-wing scheme competitive in cost against more gap between safe
conventionalaeroplanes. speed and maxspeed.

Richard De Remer (order #1312575) 67.236.105.66


-1 Serious structural aged piece of equipment instead of repairing it. This
damage; max speed is choice is made beforeany repairsare attempted (but may
now safe speed. occur after diagnosing the severity of damage). The
-2 Significant damage; player rolls the appropriate Trait dice pool (normally
halve safe speed. Engineering); each success indicates a structural level that
-3 Structurally unsound, the character has somehow taped back together, wired
a death trap waiting to some kind of functionality or otherwise made to work
to go off. for the time being. Damaged gear cannot be jury-rigged
Wrecked -4 Only basic systems beyond Dented and functions at the new structural level
work; max speed is for the remainder of the scene. Each level of damage it
one-tenth normal sustains after being jury-rigged counts as twostructural
safe speed. levelsworth of damage, however -it doesnt take much
Broken Down The vehicle has no to turn the thing into so much scrap, what with it running
power and cant move. on spit and baling wire already!
Demolished The vehicle is com- A t the end of the scene, the equipment loses what-
pletely destroyed, ever integrity the character jury-rigged into it.Bindings
possibly in a Fery blast. snap, wiring bums out, pieces fall off, and so on. It falls
The dice penalty listedfor each levelis appliedto the to one structural level lower than the one it was reduced
operators Drive or Pilot roll and also applies to Archery, tobefwebeing jury-rigged- thecharacter got it work-
FireannsandAthletics rollsandothereffortstoattack from ing For a little while, but the added stress ends up caus-
within (or clingingonto) the vehicle. The driver may spend ing more damage in the long run! It may undergo normal
a point of lmpiration to negatethe penalties for the rest OF repairs at that point, unless it fell to Demolished.At that
the scene, but if the vehicle is Breached or more seriously stage, its only so much scrap.
damaged, it falls apart once it comes to a halt.
The Costs of Travel
Repairs Maintaining a vehicle requires yearly expenses at
Repairing damage takes parts and time. Damage about half the initial Resources cost to purchase (round
down to Battered can usually be repaired on the spot down to a minimum of 1). In real-world terms, automo-
without needing new materials (lacking proper tools ap- bile tires cost $10-15 apiece, replacement headlights $3-
plies a difficulty, at the Storytellers discretion). Fixing 5 and a good wrench set perhaps $10.
Smashed damage takes access t o new parts, and Train Fare on almost any scale is Resources 1 fcd-
Breached and worse damage requires the mechanic to der. Inthe US and Europe, trips of less than 100 kilome-
use the resources of a garage or other repair facility. All ters seldom cost more than $5, while going 1,000-5,000
repair attempts require an Engineering roll (see p. 170). kilometers seldomcosts more than $10-15 dollars. Street-
The time required for repairs depends on the degree of car, subway and bus Fare is generally in the 5-10 cent
damage, as listed below. range - Resources 1 at most.
Structural Level Repair Time First class sea passages require Resources 3 ($200
Scraped One hour or more for a round trip), while second class requires
Dented Three hours Resources 2, and steerage can be had for Resources 1
Battered Six hours ($35 or even less, with increasingly disgustingconditions
Smashed 12 hours as the cost falls).
Breached One day Air fares, when there are air routes available, re-
Wrecked Three days quire Resources 2 for flights up to 250 kilometers and
Broken Down One week Resources 3 For longer trips. Boost this by another point
Superior skill (Engineering3Abilityorgreater) moves for classy accommodations.
the time up one level: three days For Broken Downdamage,
one hour for Dentedand less than half an hour for Scraped. Tools of Adventure:
HavingAbility mastery in the required Trait mows the time Equipment
up two levels on the scale, to a minimum of 10-30 minutes.
Also, every two successes beyondthe one required for re-
Fashions for Men
Up until about 1725, styles for men are pretty much
pairs to work at all moves the time up one additional level
what they were before the Great War. Daytime wear is a
(regardlessof the characters skill level).
simple suit, usually gray or black, with a shirt in a basic
Jury-Rigging color such as blue-gray, peach or putty. Ties generally
Sometimes, you dont have the luxury of spending have small geometric designs. The black bowler hat is
a day Fixing damaged gear or you simply lack the sup- standard headgear, although the felt fedora finds increas-
plies to do the job right. A charscter may jury-rig a dam- ing popularity as fashions head into the 1930s.Patent

Richard De Remer (order #1312575) 67.236.105.66


leather shoes become popular early in the 20s. in two- ingvarietyofnaturald~fabriathatdiow~cdor
tone combinations such as white and tan For day wear, a n d i n d i .
black for evening occasions. The tail coat and top hat are For women with the money and interest, waistlines
standard for evening dress, worn over a starched white Falltoward the hips, and in 1925,shift-style dresses with-
shirt and pleated collar or bow tie. Laborers wear out a waistline at all become fashionable. Dress and suit
whatevers necessary for the job. Denim trousers and bodices begin the decade loose, even baggy, and become
sturdy shirts, often worn with a tie, are standard, along straighter and closer-fitting toward the 30s.Hemlines
with leather shoes or boots. rise in 1928, at the same time Paris designers experi-
By 1925, baggy trousers (originated at Oxford for ment with more fitted tailoring for suits, setting in mo-
slipping on over trendy knickers frowned upon by the tion a series of quick changes that continue up until the
administration) become required wear for anyone with war slows fashion development. As with men, working
ambitions to seem current. Soft and flexible tweed women have little or nothing to do with anything Fash-
catches on for coats and trousers and lends an ambience ionable.Denim, wool and flannel are all common in dresses
of gentility to this industrial age. and trousers, cut long and unrevealing.
Working clothes are readily availablefor Resources Buttons are the universal fasteners until 1925-26,
1. Standard office outfits require Resources 2, and stay- when zippers start winning widespread attention. Cot-
ing current with fashion trends requires Resources 3 or ton and wool are the most common fabrics of the time.
above. London is the center of mens fashion until after The upper classes favor silk, while the lower classes en-
World War 11, with London design and London tailoring thusiasticallyembrace rayon, marketedas synthetic silk.
being the last word at any given moment. Throughout the Adventure Era, Paris is the center For
womens fashion innovation, New York for styles afford-
Fashions for Women able by the masses.
Womenifashiigoinseverddifferentdiredionsaftw
A basic d i n g d m b e is available for Rexwrces 1.
theendoftheGreatWa.Formostwwnen,thebiggestchange
Thesheervaliety of styi5 &the paceofd.range& it
is the passingofthe cor&, r e p l a d by undergamentsallaw-
harder for mmen to stay current than men. Reliable but
ing more freedomofmammt. (Its all still honifylngby
unglmwous wadrobesHthe Resources2 budgee, but keep-
2lst-cenhny stnxkds,but it is progrea.) Working and at- ing onesdf in the latest mode requires very careful manage-
homewomen Favw modest, d i n g styies but in a widen-
ment of Rexxlrces3 and is mucheasier at Resmrces 4.
,x ,

Richard De Remer (order #1312575) 67.236.105.66


rvival: Equipment a mildsedative, which is why those parties eventually end
Basn:Firs-aid supplies, includingbandages, a knife, at- in participants passing out.
cohd to sterili it and the like, are availableat Re~lrrces1and A character using persuasionand other manipula-
dlow Fii-aid mlk without penalty.A t y p d dodws kit, add- tion efforts on a drunk person receives +1 die if the tar-
ing a diew more to medd rdk, costs Resourw 2. These get is mildlydrunk, +2 or moredice if he is severely drunk.
supplies are much more available in the 20s than in later de- A mildly drunk subject suffers +1 difficulty penalty to
efforts at Fine manipulation and coordinated movement,
wlth profenmll i (and indeed the idea of required li- rising to +2 or higher for more severe intoxication.
censes)K still new dtry no means universal. A player whose character has been drinking must
Cheap outdoors gear such as tents and portable make a Resistance roll to avoid having his character af-
stoves is almost certainly military surplus throughout the flicted by a hangover, with +1 difficulty For weakly alco-
20s.Owningrecreational(orheavier-duty survival) equip- holic beverages, +2 For strongly alcoholic ones or +3 for
ment that is very clearly not military in origin reflects a bootlegged drinks with little or no quality control.
certain status and enough wealth not to be concernedwith Antidote: Water flushes alcohol out of the body,
good bargains. Keep in mind that there are very few gun- reducing penalties by -1 For every liter drunk; caffeine
control laws except in a handful of metropolitan areas in can ofFset fatigue eFfects as well.
the 1420s: Locdauthorities can ask what people are doing
Amphetamines and Cocaine
with exotic weaponry but can seldom interfere.
Description: These are highly addictive stimulants,
There is plenty more equipment to be found in the
popular at all levels of society despite efforts to regulate
early 20th century. Youre best served doing a quick
or control them. No social stigma attaches to moderate
search online or checkingout an old Sears-Roebuck cata-
use of them except in strongly puritanical communities,
log to discover the sheer variety of items available. though abuse attracts criticism.
Fiendish Chemicals: Vector: lnhaled or swallowed
Effect: These drugs make the user feel energetic and
Poisons and Drugs excited, boosting confidence and determination. Regular
Villains in pulp stories are constantly inflicting this use gives the user +l die to rolls involving concentration
chemical or that concoctionon heroes, and heroes relax and heavy physicalexertion, but the user must make a Re-
or experiment with a wide variety of exotic substances sistance roll to avoid tremors and agitationstrong enough
themselves. This section covers some of the major cat- toimposea+l difficultytoFinemanipulationefforts.Atypi-
egories of mind- and body-altering substances. cal dose remains active for one to three hours and wears
Keep in mind that in the 1420s a great many things off to leave the user sluggishandat +2 d i f f i l t y to Stamina-
are legal that later decades will see banned. Public dis- relatedefforts for the next three to six hours.
paragement of the use of this drug or that is much more Long-term consequencesinclude heart problems,
common-the notionof honoring diversity in lifestyle high blood pressure, even paranoia and loss of judgment.
choices is a rare thing - but outright prohibition or even Antidote: Depressants counteract stimulants, but
serious restrictions through licensing and the like is rare. mixing drugs this way is risky. Storytellers should Feel
The US effort to ban hard liquor is an expensiveand highly free to apply all relevant penalties and work out other
visible failure and unrepresentative of public attitudes of ramifications as suitable for the situation.
the time. Most people in all social strata regard drug abuse
as a moral Failing to be addressed with persuasion and Opium and Depressants
shame rather than as a crime to be punished by law. Description: These drugs relax the user. A lot. Some
In the Followingdescriptions, Vector indicates the people Find that they remove barriers to contemplation
common means of getting the drug into a person. lngested and artistic insight, which is why theyre common among
drugs are eaten, drunk and otherwiseconsumed; injected tormented visionaries. More mundane applications in-
drugs are administered with a hypodermic or other clude the treatment OF chronic insomnia.
needle; inhaled drugs are breathed in with the local air. Vector: Swallowed or injected
Effect Depressants suppress pain, halving injury
Alcohol penalties (rounded down). They suppress everythingelse,
Description: Alcohol encompasses everything From too, leaving users at +2 difficulty to all dice pools while
b c d q booze filledwlth toxic byproductsandrandom debris under the influence.
tothefinest vintages of wineandchampagne. Storytellenmust Antidote: See the noteabove under Amphetamines
apply a d i m of mteqmbtionto speciFii cases. and Cocaine; it applies the other away around as well.
Vector: lngested
Effect Alcohol is a disinhibitor - it removessome Hallucinogens
OF the barriers to acting on impulses, which is why par- Description: Pulp fiction abounds in exotic drugs
ties with a lot of drinking tend to get noisy. It also acts as that alter the victims perceptions, ranging from mild

Richard De Remer (order #1312575) 67.236.105.66


hallucinogenic effects such as fluctuating light levels
through moderate ones such as heightening emotional
states to severe ones such as terrifying monsters sur-
rounding the victim.
Vector: Contact or inhaled !==El
Effect Severeeye irritation, coughing and gagging
render victims more or less incapacitated. All dice pools
suFFer +3 difficulty for the duration of exposure and For
Vector: Contact, inhaled or injected 10 minutes afterward.
Effect Apply +1 to +3 difficulty to all dice pools. Protection: Gas masks and other breathing appa-
Customizeddrugs, ancient aboriginalsecret chemicalsand ratus can block some or all of tear gas effects.
the like may also have targeted effects, affecting some
categories of effort more severely. The mimosa gas fa-
vored by some Asian masterminds adds +3 difficulty to
Timeline
all dice pools, with an additona/+2 difficulty for resist- The New Century
ing commands and questioning by the individual who ad-
1900:RepublicanWilliam McKinley is reelected as
ministered the drug, For instance. The red chameleon
President of the US. Maxwell Anderson Mercer cel-
venom harvested in the Andes imposes+1 difficulty to all
ebrates his tlth birthday. Michael Daemon Donighal is
pools due to general disorientation in daylight, but at
born.
night, it unleashes vivid hallucinations and deep-seated
1901: Anarchist Leon Czolgosz shoots McKinley,
terrors, inflicting +Zdifficulty to Physicaland Social dice
who dies eight days later. Vice-president Theodore
pools and +3 difficulty to Mental dice pools. The Story-
Roosevelt becomesPresident. Guglielmo Marconi trans-
teller should feel free to add more such loathsome con-
mits the Morsecode for 5 from Cornwall to Newfound-
coctions to suit the needs of a particular series.
land, inaugurating the radio age.
Most hallucinogens last from one to six hours.
1902: Conservative Lord Arthur Balfour becomes
Protection: Rigidself-control and driving determi-
Prime Minister OF Great Britain. Safari Jack Tallon has
nation allow superior will to overcome some effects OF
his first heart attack in his early 60s and begins experi-
these drugs. lnspired characters can spend one Inspira-
mentingwith exotic herb remedies to restore his health.
tion and make a Willpower roll; every two successes
1903: Roosevelt sends the first two-way transat-
(round down) removesone difficulty level OF impairment.
lantic wireless communication, from the Marconi trans-
Characters lacking Inspiration (or those who choose not
mitter in Massachusetts to King Edward V11 in London.
to spend it) can insteadspend one Willpower and make a
The US and Panama sign a treaty to build the Panama
Willpower roll; it takes three successes to remove one
Canal. Orville Wright makes the first well-documented
difficulty level of impairment in this case.
heavier-than-air flight at Kitty Hawk. Henry Fordfounds
Nerve Gas the Ford Motor Company.
Description: Trench warfare fed rapid develop- 1904: RepublicanTheodore Roosevelt wins the US
ments in chemical warfare. Once the war ended, both Presidency, defeating Democrat Alton Parker in the larg-
stockpiles and knowledge of how to make Fresh batches est margin up to that time.
spread into the public at large. Ruthless villains threaten 1905: Russian sailors mutiny onboard the battle-
and even actually use this sort of weapon on hapless ci- ship Potemkin, in a precursor to the Russian Revolution.
vilian populations to make it clear how bad they are. Liberal Sir Henry Campbell-Bannerman becomes Prime
Vector: Contact or inhaled Minister of Great Britain. The Annum Mirabilis, five pa-
Effect: At low levels of exposure, the victim auto- pers written by Einstein, published, changing the world.
matically takes one lethal health level of damage per 1906:Roosevelt wins the Nobel Peace Prize for his
minute. At higher levels of exposure, this rises to one efforts in ending the Russo-Japanese war and is the first
health level per turn. Nerve gas is disorienting, imposing President to step on foreign soil while in office, visiting
+2 difficulty on the subject for the duration OF exposure the dig in Panama. The Transvaal and the Orange Free
and for an hour afterward. State granted self-rule by the British.
Protection: Nerve gas passes through the skin, but 1907: Oklahoma becomes the 46th stateof theUS.
it is most effective when inhaled. Gas masks can keep The UnitedPress Association is founded in New York City.
damage down to one level per minute in high-exposure 1908 Ford introduces the Model 7 automobile.
situations, but it takes a full-body suit to keep the gas Republican William Howard Taft is elected President of
out altogether. the US. Liberal Earl Herbert Henry Asquith becomes
Antidote: Antidotes provide relief only against Prime Minister of Great Britain.
momentary, low-level exposures. 1909:The National Association for the Advance-
ment oFColoredPeople is Founded. Admiral Robert Edwin
Tear Gas Peary plants the US flag at the North Pole.
Description:Tear gas is a favored weapon for mili-
1910: The Boy Scouts of America is founded. King
tary and police organizations that aim to subdue oppo-
Edward VI1 dies; George V becomes King of Great Britain.
nents rather than kill them.

Richard De Remer (order #1312575) 67.236.105.66


1911: The British Parliament passes the National portable machine gun, soon nicknamed the Tommy gun.
Insurance Act, its first mesure for universal health care. Mohandas Gandhi inaugurates his campaign OF nonvio-
1912: Democrat Woodrow Wilson defeats Republi- lent protest against British rule of India.
can Taft and Progressive Theodore Roosevelt to become 1921: KDKA broadcasts the First religious service;
President of the US. New Mexico becomes the 47th state, radio evangelism soon becomes one of the most popular
Arizona the 48th. The Girl Scouts of the United States OF uses OF radio. Britain grants dominion status and home rule
America is chartered.The Cadillacdivision of General Mo- to the Irish Free State. Scalper Dutch celebrates his 75th
tors introduces the First battery-powered ignition. The birthday by massacringthe posse wrrounding his hideout.
fitanicsinks.Sandra Bernhardt plays the title role in Queen 1922: Lord Carnarvon and Howard Carter discover
Elizabeth, a Frenchfour-reel, 60-minute feature Film. Tutankhamons tomb. The British Broadcasting Corpo-
Wl3:TheXVlthAmenddentdlowsnabondi m t a x e s . ration makes its First transmissions. Benito Mussolini be-
1914:Serbian nationalistGavriloPrincipshoots Arch- comes dictator OF Italy. Lenin proclaims the Union of So-
duke Ferdinand of Austria-Hungary, and cascading treaty viet Socialist Republics, formalizing Bolshevik rule in
obligations trigger the Great War (later known as World Russia, Byelorussia, the Ukraine and Transcaucasia. Pub-
War 1). American troops occupy Vera Cruz, Mexico, until lication of Claude McKays poetry collection, Harlem
MexicanPresident Victoriano Huerta resigns. Shadows, kicks the Harlem Renaissance into high gear.
1915: The first transatlantic transmission of the Mah jongg becomes a national craze in the US. Conser-
human voice takes place between Arlington, Virginia, and vative Andrew Bonar Law becomes the First Prime Min-
the Eiffel Tower. Alexander Graham Bell and Thomas ister of Great Britain of colonial origin but resigns for
Watson reenact their 1876 phone call, with Bell in New health reasons a year later. Doctor Sir Calvin
York and Watson in San Francisco, in the first transcon- Hammersmithunleashes the most tragic lab accident of
tinental telephone call. all time. P.A.M. Dirac postulates zero-point energy in the
1916:Democrat Woodrow Wilson narrowly wins re- wake of Hammersmiths experiment (this doesnt occur
election to the US Presidency against RepublicanCharles until 1930 in the real world and isnt even labeled as such
Evans Hughes. Pancho Villa leads Mexicanbandits on a raid until much later).
across the border into the US and escapes a years worth 1923: President Harding dies of Food poisoning;
of pursuit by American troops. Liberal Earl David Lloyd Vice-president Calvin Coolidge takes the Presidency.
George becomes Prime Minister of Great Britain. Time magazine begins weekly publication. The Teapot
1917: The US enters the Great War. Puerto Ricans Dome scandal implicates high-ranking officials in fraud
become US citizens. Montana elects Jeanette Rankin as involvingoil and coal leases. Mustafa Kemal Atatiirk be-
the first female member of the US House of Representa- gins brutally modernizing Turkey. Yankee Stadium opens
tives. Lord Balfour, former Prime Minister, commits the in New York City. The last US troops return from Eu-
British government to the establishment of a Jewish rope. MaxwellAnderson Mercer formally Founds the R o n
homeland in Palestine. ban Boris Vladimir Staynskaya Society for Gentlemen.
Flees the Bolshevik Revolution, PrincessAnastasia in tow. 1924: Rightnow!Richard Simonand Max Schuster
JakeStefokowski lies about his age to enlist as a member found Plaza Publishing (later renamed Simon and
of the Lafayette Escadrille; he is one OF the First air aces Schuster) to publish the First crossword puzzle books.
at the tender age of 12. Ku Klux Klan membership peaks at between 2 to 5 mil-
1418: The Great War ends with German surrender. lion and goes into decline. Lenin dies; Stalin out-maneu-
Mercer journeys to India and rescues Whitley Stylesfrom vers Trotsky to become the new head of the USSR. Dou-
the hands of the Thuggee. glas Fairbanksstars in 7he Thiefo f Bagdadandbecomes
1419:The Treaty of Versaillesformally ends the war a worldwide star. The British Empire Exposition opens
(and unwittingly lays the foundations for World War 11). with the first broadcast of a British monarchs voice. J.
Congress passes the XVlll Amendment over Wilsons Edgar Hoover takes charge of the Bureau of Investiga-
veto, inaugurating the era of prohibition. tion (renamed the Federal Bureau of Investigation in
1935) and embarks on ambitious reforms after a series
Modern Times of major scandals. RCA transmits the first wireless tele-
1920: Republican Warren Harding beats Demo- graph pictures From London to New York. The Ford Mo-
cratic James Cox to become President of the US. The tor company producesits 10millionthcar. The LeicaCor-
Leagueof Nations meets for the first time, in Paris, while poration, based inGermany, producesthe First mass-pro-
the US refuses to join. US Attorney General A. Mitchell duced cameras. Labour candidate James Ramsey
Palmer makes many warrantless raids on suspectedCom- MacDonaldbecomesPrime Minister of Great Britain in a
munists and anarchists. The first transcontinental airmail government that lasts only from January to October. Con-
service goes into operation. J.T.Thompson patents his servative Lord Stanley Baldwin replaces him in October.

Richard De Remer (order #1312575) 67.236.105.66


The Day After Tomorrow 1931: Karl Jansky at Bell Tel
1925: The dirigible Shenandoah breaks apart in a discovers emissions from the center of the Milky Way,
storm over Ohio, seriously damping enthusiasm for ex- inaugurating the science of radio astronomy. The Ford
pansionof commercial lighter-than-air travel. NellieRoss Motor Company produces its 20 millionth car. The Em-
of Wyoming and Miriam Ma Ferguson of Texas take pire State Building is completed.
office as the US first female governors. 7he New Yorker 1 9 3 2 ~ F d i n ~ R d ~ i I y d e f e a t s
magazine begins publication. John7. Scopes is convicted RepublirmMHoovwtobecanePresidentoftheUS.The
of teaching evolution in Tennessee, though the case is neutron is discwered, leading to the atomic age.
overturned on appeal to the Tennessee Supreme Court 1933: Congress repeals prohibition.
in 1927. Charles Francis Jenkins makes the first public 1934: The Federal Communications Commission
demonstration of broadcast television in Washington, DC. begins regulating radio station frequencies.
The first Art Deco fair opens in Paris. 1935:Rooseveltsigns the Social Security Act. Con-
1926: Robert Goddard launches the first liquid fuel servative Earl Stanley Baldwin becomes Prime Minister
rocket. A generalstrike beginsin Britain.Hirohitobecomes of Great Britain for the third time.
emperor of Japan. LufthansaAirlines begin regular service 1937:The GoldenGate Bridge is completed. Amelia
in and around Germany. Michelsonand Morley announce a Earhartand her co-pilot FredNoonandisappear over the
very accurate measurement of the speed of light (already Pacific. The zeppelin Hindenburg explodes over
measured somewhat less precisely in the 1800s). Lakehurst, New Jersey; Herb Morrisons emotion-laden
1927: Transatlantic telephone service begins be- coverage makes the disaster seem much worse than it
tween New York and London.Mt. Rushmoreis completed actually is. Conservative Neville Chamberlain becomes
and dedicated. Charles LindberghHies nonstop from New Prime Minister of Great Britain, his term dominated by
York to Paris. The German stock market collapseson May concession and capitulation to growing Nazi aggression.
13, Black Friday, inauguratinglasting economic troubles. 1938: Howard Hughes and his team Fly around the
British inventor John Logie Baird records video signals world in 41 hours.
as electrical impulses on a wax disc, but does not achieve 1934: Filthy Nazi rats unleash World War 11. The
commercial success. Ford Motor Company begins selling New York and San Francisco Worlds fairs present de-
the Model A automobile. Heisenberg publishes his un- terminedly optimistic, technocratic views of the Future.
certainty principle, solidifying the growing view that The first transatlantic airline passenger service opens,
modernphysics was getting less and less clockwork-like. between Long Island and Lisbon.
Mao Zedong and other Chinese Communist leaders break 1940: Roosevelt defeats RepublicanWendellWillkie
with the Chinese government to begin civil war. to win reelection. ConservativeSir Winston Churchill be-
1928: The Daven Corporation sells the first con- comes PrimeMinister of Great Britain in a coalition of par-
sumer television sets in the US. Sixty-five nations sign ties that lasts until the end of World War 11.
the Kellogg-Briand Pact, renouncing war forever. (They 1941:Japanattacks PearlHarbor; the USjoins World
dont stick to it.) Joseph Stalin announces the first Five- War 11 on the Allied side.
Year Plan. Republican Herbert Hoover defeats Democrat 1942: Bell Aircraft creates the XP-59A, the first
Alfred E. Smith to become President of the US. Mickey known American jet aircraft. Mercers inaugural jump
Mouse debuts in Steamboat Willy. through time after the Hammersmith event lands him
1924: Hans Berger develops the electroencepha- here, where he is met by his older self and certain key
lograph. Labour politician James Ramsey MacDonaldbe- members of the L o n Society.
comes Prime Minister of Great Britain for the second 1943: The &on Society battles Doctor Primoris,
time. Black Thursday: The US stock market collapses who vanishes mysteriously in the conflicts climax. Mer-
precipitously, and by the end of the year, the Great De- cer claims to be content with the resolution but grows
pression is underway. more reclusive in the coming years.
1930:New York Supreme Court JusticeJosephCra- 1944:Rooseveltdefeats RepublicanThomasDewey
ter disappears mysteriously in New York City. Astrono- to win reelection.
mer C. W. Tombaugh of Lowell Observatory discovers 1945: Roosevelt dies of a brain hemorrhage; Vice-
Pluto. Sinclair Lewis is the first American to win the Nobel President Hany Truman becomesPresident. World War 11
Prize for literature. Chrysler Building completed. Con- ends with German and Japanese surrender. A young man
structionbeginson the Empire State Building. HoChi Minh going by the name of Michael Mercer and claiming to be
founds the Vietnamese Communist Party, later renamed MaxwellMercers son (but keepingmum about the identity
the lndochineseCommunist Party.The last Allied soldiers of his mother) appears on the steps of the &n Societys
(French and Belgian) withdraw from Germany. Chicago brownstone; only Mercer is not surprised.

Richard De Remer (order #1312575) 67.236.105.66


action. standard: An action with no difficulty
1946:The Moore School OFElectrical Engineeringin modifiers. You simply roll your dice pool and tally any
PhiladelphiabuildsENIAC, the First knowndigital computer successes. All tasks a character performs are standard
(30x 60 and weighing 60,000 pounds). The League OF actions unless the Storyteller declares otherwise (by ap-
Nations disbands and assigns its assets to the United Na- plying a difficulty, noting multiple actions, calling a re-
tion; John D. Rockefeller. Ir..
_ .donates the monev to our- flexive action or stating that the action is resisted).
I chaseManhattanproperty for the UNs new headqua&s. Advancement An inventionthat dramatically im-
1947: Private pilot Kenneth Arnold spots unidenti- proves existing technology.
fied Flying objects over Mt. Rainier in Washington state, adventurer: A players character. Also hero, In-
inaugurating the ongoing public fascination with UFOs. spiredcharacter.
Commercialtelevision broadcasters multiply as wartime allegiance: The club, government, cult or other
restrictions on raw materials end. organization to which your character retains great loyalty.
1948:Democrat HaryTrumandeFeakRepubliin% Attribute: A Trait that describesyour characters
mas Dewey tobecomePresident ofthe US in his own rigM. basic characteristics; a reflectionOF raw, naturalcapability.
1950:MaxwellAndersonMercer vanishes Frompub- Background: A Trait that indicates your
lic life. Even his associates in ,&on appear to be at a loss as characters level of social involvement, From Friends to
to his whereabouts. Michael Maxwell Mercer, his son, ob- influence to wealth and more.
serves that Mercer will return when he is needed. Background enhancement A Trait describing
1998: Dawn of the Nova Age. Divis Mal makes his stupendous status in a certain area of social involvement,
next play to be the most important person in the world. head and shoulders above a standard Background.
2106: Dawn of the Trinity Era. botch: A notable and often dramatic Failure when
attempting an action.

Glossary character: The persona that you, the p/ayer, take


on in an Adventure game.
Ability: A Trait describing learning, knowledge character, Storyteller: Any character the Stoty-
or applied experience in a given area. Abilities are added teller handles with whom the playerscharacten interact,
to Attributes to determine your characters dice pool Froman incidentalbystander to a key villain. See also extra.
when performing actions. cliffhanger: A climactic end to a game session,
A b i i mashy Peerlesscommandof a given f&. where the characters fate is in doubt.
acbon:Performinga task (a C01)9tiOUS(Y willed activ- compound: A chemically created invention.
ity). When you announce that y drwcteris doing sane- daredevil: Anon-pered adventurerwhore-
thing,hestakinganactii. This isakocdledadiceactionwhen lies on his wits and incredible luck to triumph.
you must roll dice (knownasa dicepod)to determinewhether device: A mechanically constructed invention.
ornotyourcharader~&intheattempt.Actmaresub- dice pool: The total number of dice available to
jed to certainvariables; see bekw you for a given action, determined From the combined
action, additional A Full extra action in addition ratingof an Abilityand its base Attribute. IF a character
to the charactersnormal one that takes place in the same doesnt have an Ability rating in a task, default to the
turn. Distinct From a multiple action, below. base Attribute as the dice pool. Certain dice pools are
action, difficult A task more challenging than based on a single 7rait (Willpower, Inspiration, etc).
normal. See difficu/+. difficulty: Short For the difficulty of the roll, a
action, extended: A task that takes more than difficulty notes the added challenge involved in accom-
one turn to complete. plishing a task. You must roll the standard base of one
action, multiple: Splitting a characterssingleac- success plus the additional difficulty indicated (usually
tion in a turn into more than one task. This reduces the by the Storyteller) to accomplish a difficult action.
first sub-actions dice poolby a number of dice equal dots: The method used to indicate Trait rating
to the total number of multiple actions your character values. Each dot equals a die that may be used to per-
takes that turn. Each Followingaction loses an additional form actions.
die (cumulative). downtime: Time glossed over with description
action, reflexive: A dice action called For by the rather than played out in detail.
Storyteller that occurs in responseto some brief outside dramatic editing: The ability to alter the existing
stimulus. It is not significant enough to be designated a scene by spending Inspiration.
physical action by the characterwithin the game. extra: A Storyteller character with whom the
action, resisted: An actionthat two or more char- team interacts. An extra is normally a minor Figure on
acters take against one another. The Storyteller desig- the scene - a passerby, a snitch, a hired gun - who
nates which Traitsare rolled, the winner being the char- adds to the story but is not meant to be a major Force For
acter with the most successes. or against the playerscharacten.

Richard De Remer (order #1312575) 67.236.105.66


facet An expression of Inspiration, divided into
three parts: Intuitive, Reflective and Destructive.
group: The term applied to the playerswhoadopt
the personas of characters involved in the game.
I , I

beyond the players control.


!=%I
bv the players. and the person who determines all events

success: A die that rolls equal to or higher than the


target numberof 7. Most actions requireonly one success;
Innovation: An invention based upon theoretical more challengingactions demand more successes.
science. success, extra: Any success you roll beyond the
Inspiration: The special Trait for Adventure minimumrequiredto accomplishan action. Extrasuccesses
characterq what characters spend when doing superhu- may be used to make a standard success truly remarkable.
man feats. super-science: The study of science an Inspired
invention:An amazing creation beyond the tech- character pursues beyond the normal xope of the era.
nology of the time, developed through super-science. target number: The standard rating of 7 over
Divided into Advancements and Innovations. which you must roll for your character to succeed in a
Knack: A special thing an Inspiredcharactercan dice action.
do. Dynamic Knacks draw upon telluric energy to ma- team: Specificallyrefers to the characters within
nipulate the basic structures of spacetime to perform the game, not the individuals playing them.
feats of physical prowess and the like. Psychic Knacks telluric energy: A collective term for extra-ter-
use telluric energy to manipulate information, allowing restrial (zero-point) energy. Also telluric waves or ra-
for mental and (as far as this era is concerned) mystical diation; 2-waves.
powers. Heroic Knacks do not draw on telluric energy; Trait Any Attribute, Ability, Advantage or other
instead, they are instances of incredible luck and skill index with a rating.
beyondthe grasp of regular folks. turn. A unit of g a tim
~ e, representingthree sec-
mesmerist: An adventurerwho uses mental (psy- onds in combatand a few minutes in calmer circumstames.
chic) powers. Vice: The negative side of a characters Nature.
Nature: Your characters core being, his emo- Virtue: The positiveaspect of a CsrrraceriN a b .
tional personality, split into a positive Virtueand a nega- Willpower: A Trait indicatinga charactersself-
tive Vice. confidence and moral center.
organism: A living (grown or surgically modified) zero-point energy (2-waves): Force extracted
invention. From the innate energy in empty spacetime; a collective
player: Thats you! term for the power that mesmeristsandstalwarts draw
points, bonus: Fifteen points you receive during upon. Also called telluric energy.
character generation to increase your charactersexist-
Fictional Characters and Organiza-
ing Trait ratings or to buy new ones.
points, experience: Points awarded by the Sto-
tions
The R o n Society for Gentlemen: Maxwell
tyte/ler as reward for achieving the storys objective
Mercers alliance of heroes and do-gooders. The default,
or playing a character well. Experience points can be
but by no meansonly, group to which players characters
spent to add new Traits or raise existing ones.
belong. One of the greatest championsof explorationand
points, transfonnation: Thirteen points you re-
discovery of Earth and the human condition.
ceive during character generation used to give your char-
The Air Circus: A loose brotherhood of daring
acter the capabilities that change him from an average
pilots and barnstormers.
citizen of the world into a hero.
BaonHdcyon:Initiallyachaader insane entertain-
quality: A remarkable aspect of one or more of
ingtdesbythewriterHammond&nes,theHammersmithevent
your charactersA ttributes.
rating: An indicationof a characterslevelof ac-
somdlow basformedBanesintohiicreation! Halcyonhasbe-
come the ruler of an albino peoplewho populatean extensive
complishment in a given Trait. Usually a 0 to 5 range,
civilization bdow the Earths surface.
though sometimes from 0 to 10 (often noted in numbers
Branch 9: A covert international, though inde-
of dots). Also score.
pendently operating, spy network whose members in-
scene: A compact period of events that occurs
vestigate matters from the national to the individual.
in a single location, like the basic division in movies.
Ernest Warren Caldwell: A former US Senator,
soak: A characters ability to withstand damage
Caldwell leads the Manifest Destiny Infantry in a mad at-
and physical trauma.
tempt to further expand the boundaries of the United
specialty: An area of expertisewithin an Ability.
States across the world.
stalwart:An adventurerwho has physicallybased
The Contedorri: An independent organization
(dynamic) powers.
that hooks up the perfect criminal with the perfect crime.
Storyteller: The person who creates and guides
The King of the World and the Ubiquitous Dragon are
the game by assumingthe roles of all charactersnottaken
among its best clients.

Richard De Remer (order #1312575) 67.236.105.66


of the Sun-Disk: A fanatical group that The Order of Murder: A British secret society
ct Egyptiandeity Aton, the embodi- that fakes the deaths of those with the means to afford
ment of the sun. Their goal is to bring about the reincar- it, setting up the individuals in new lives.
nation of Akhenaton and Nefertiti. The Ponatomki Foundation: On the surface, a
Lady Aqeotine de Winter: A woman of breeding philanthropic organization charged with funding explo-
and respectability in polite society, Lady de Winter is se- rations to the four comers of the Earth. In secret, the
cretly the King of the World, a master criminal who rivals foundation is manipulated by corrupt individuals includ-
the UbiquitouiDragonfor control of the underworld. ing the likes of the.Czar, UGah Staiford, the King of the
Professor Benjamin Franklin Dixon: A founding World and more.
member of the h n Society, Dixon is one of the most bril- The Rational Experimentation Group (REG): A
liant inventorsof the day and enjoys a legendary love-hate front in an alliance between the Machinatrix, the Ubiqui-
relationshipwith his ex-wife, Hephaestia Geary-Wexler. tous Dragon and Mister Saturday, the REG engages in
Michael Donighal Also Doctor Primoris, later bizarreexperiments and unusual crimes relating to medi-
Divis Mal. The archetypal foil to Mercer, Dr. Doom to cal research.
Mercers Reed Richards. A complex and, in some ways, Le Salon des Femmes Nouveaux: An organiza-
tragic character. tion dedicated to liberating women from male oppres-
Gar: A champion of the albino Etah who dwell sion by any means necessary.
beneath the Earth, Gar opposes Baron Halcyon and his Scalper Dutch: One of the best, meanest and, at
usurpation of the underworld. thispoint,oldestgunslingerswhoewrlived.Somethinkhe
HephaestiaGeary-Wexler: Sometimes called the died years ago but is just too damn stubborn to fall down.
Machinatrix, Geary-Wexler is as brilliant as her ex- Uriah Stafford: Head of Styles & Stafford Im-
husband, Franklin Dixon (a fact that infuriates and ex- ports, a British import firm (also involved in a number of
cites him to no end). shady endeavors). Partner with Whitley Styles father
Sarah Gettel An investigative reporter with a before the elder Styles death.
nose for trouble, Gettel uncoversmany sources of weird- Ivan Boris Vladimir Staynskaya: The self-styled
ness that pop up after the Hammersmith event. Czar is an aristocrat who fled the Bolshevik Revolution
Doctor Sir Calvin Hammersmith: The inventor with the young Princess Anastasia. Staynskaya dreams
whose Telluric Engineexplodesto unleashthe energy that of one day returning to Mother Russia as its ruler, with
grants lnspiration to Adventure characters. Anastasia as his wife.
Jackson Harley: Better known as Mister Satur- Jake Stefokowski: Also known as the Danger
day, Harley is a reputed master of voodoo and plays the Ace, Jake is a founding member of the &n Society and
role of benevolent dictator over his fellow Haitians. one of the best pilots ever to take to the air.
The Inquiry: A shadowy group bent on ending Whitley Styles: Kat0 to Mercers Green Hornet,
war and punishing those who profit from it. Watson to Mercers Holmes, Styles is the quintessential
*lnternahondostectiva~(1DA):Anintemabond sidekick. A trained assassin with a heart of gold, he plays
criminal investigationgoup and socety of crime-busters. the role of the common man in contrast to Max Mercers
Maxwell Anderson Mercer: Philanthropist, enlightened social scientist.
scholar, hero, doer of gocd deeds. A shining example OF Safari lack Tallon: A painfully British explorer
what the good guys are like. Also (unbeknownst to any- whose exploits in the Victorian Age became fodder for
one but a few trusted associates) capable of traveling dime novels and inspired the likes of Max Mercer. Later,
through time. a founding member of h n and mentor to Danger Ace.
Emma Nazir: Unknowneven to herself, Nazir has Imam Khwarazmiibn Abi Timidhi: A Muslimholy
become Neferneferaten-Nefertiti, the reincarnation OF man driven to extremes in the aftermath of
the Egyptian queen Nefertiti and worshiper of the he- Hammersmiths failed experiment. Known to the West-
retical sun-deity Aton. ern world as theTurk, he directs his fanatics against those
Annabelle Lee Newfield: Natural talented with all who threaten to corrupt the ways of Islam.
weapons, Annabelle is battles fearlessly on behalf of the The Ubiquitous Dragon: Next to Doctor Primoris,
h S o c i e t y Herunrequitedlavefor Doctorprimorisdrives the R o n Societys greatest foe. A master schemer and
Newfield to betray the Society and serves as the catalyst intellect, the Dragon threatens to dominate the world
for Primoris own enmity with Mercer and his crew. through his subtle machinations.
Ocelotl: The rumored Jaguar Queen of South Doctor Manfred von Zorbo: A brilliant German
America, this mysterious woman jealously protects her inventor whos perhaps a bit off-plumb mentally, Zorbo
jungle lair from the encroachment of civilization. envisions a world where humanitydwells in the sky aboard
floating cities of his design. Hes pretty militant about
making it happen, too.

Richard De Remer (order #1312575) 67.236.105.66


-

Inspirations and Comic Books


Classic newspaper strips -Many pulp heroes
Resources first appeared in newspaper comic strips: the Phantom,
Mandrake the Magician, Flash Gordon and the like. In re-
Film and Television cent years, thereve been great reprints of many OF these
Pulpadventwe is a matter of atmasphered sttitudeat strips From publishers such as Fantagraphics and Kitchen
least as much as it is offads.Look isnt everythy. but its very Sink Press. Check your library and used bookstore.
importslt Adventueworksbestwhen pkyersd Shytell- Hellboy - Mike Mignolas title character is a
ersageemthestylehyhave in mind,since itsa loteaskt0 demon sent to Earth as part OF an elaborate scheme to
improvisefromsharedeqedatxpedatiom. end the world... but hes not having it. Hes chosen his
Original serials - A growing number of 20s own destiny. Hellboy and his associatesinvestigate weird
and 30sFilm serials are available on videotape and DVD. phenomena of all kinds. Mignolas beautifully detailed
Its hard to do some of them justice: You have to see sing- artwork conjures up vivid, strange environments, and his
ing cowboys and evil robots on screen together For your- writing includes a lot of really First-rate pulp-tradition
self. Availability varies wildly, so check around. (The dialogue. IF you want a more supernatural style of series
Websites listed below include helpful pointers to places than stock Adventure provides, check this out.
that might be glad to sell to you.) Planetary - Written by Warren Ellis and illus-
Raiders of the Lost Ark (1981) - It would be trated by John Cassaday, this series has it all. The title
silly to compile a list of pulp influences and not mention organization investigates weird occurrence of all sorts,
this movie. Its set a Full decade and some after and each story makes use OF visual and design motifs of
Adventures primary era, but so what? This film is still different genres. The series overall constructionis worth
one OF the archetypal stories OF two-fisted science, cour- studying, too, with short, self-contained stories that add
age in the Faceof hubris-consumed evil and supernatural up to a much greater whole. You could do worse than to
power. A series that can capture the rhythm of drama heavily flavor the /on Society or some other heroic or-
and comedy, action and character that Raiders offers ganization with the Planetmy style.
should be a spectacular success. Sandman Mystery Theatre - Writers Matt
The Mummy (1999) - You can do this with Wagner and Steve Seagle and artist Guy Davis brought
Adventure! Really! Review the antagonists on page 2 3 5 the darker side of the between-wars era to liFe in this
and the scientific explanation on page 216 if you doubt series OF street-level action. Its loaded with intrigue and
it. Then sit back and enjoy this tale of ancient curses and tight, deep characterization. A lot OF its now available in
modern ambitions with a clear conscience.Take inspira- trade paperbacks, and even iF you dont want to run a
tion From the stunts and note that even the lout OF a series in this style, look at it For the meticulously ren-
brother gets in some Fast thinking. dered environments. Davis gets the clothes, the vehicles
The Phantom (1996) - IF you want heroes in and a whole lot else right.
masks, see this movie. See it anyway because, with the 9 Tom Strong - Writer Alan Moore and artists
skull cave hideouts, all-lady air pirates and delightfully Gary Gianniand Chris Sprouse throw caution to the winds
self-satisfied mad villains, theres something For almost in this series of profoundly epic, gonzo adventure. IF you
every Adventure series here. BillyZanes portrayal OF the want to bring Aberrant-level characters into a pulp mi-
Phantom also bears watching For its complete absence of lieu, you should check this out.
both angst and irony. He isnt parodying the part, hes
just showing us a very driven, yet happy, hero. Prose and Poetry
The Rocketeer (1991) - This movie is less epic Youll Find a lot OF benefit in Time-Life historical
than some OF the other films (though the prospectof Nazi series and other picture-heavy books about the era and
armies equipped with rocket packs is pretty drastic) and places in your series. And dont Forget the childrens sec-
Focuses on heroic technology and local adventure. It tion OF your local library, since some of the best non-
makes great use OF clichis about Famous places - Hol- academic historical writing of our time is aimed at chil-
lywood, in particular - and shows some ways of inte- dren. IF you want to use airships a lot, grab a couple of
grating real people into adventureyarns. Storytellerstake books about zeppelins to admire the pictures and steal
note OF the conflicting aims OF the various villains, too. the vignettes; if you want to run a series set in the
The Shadow (1994) - Every Adventure game Himalayas, do the same with books about mountaineer-
should look this spiFFy when the powers go into action. The ing; and so on. It shouldnt feel like drudge work: get a
Shadow has one of the all-time great hideouts and demon- few books that make you say Thats neat! or I must
strates a variety OF Background enhancements along the use that! and dont worry about the boring parts.
way. The combination of magic and high-technology is just Periodseries - Theres a wealth OF material we
as suitable For Adventure here as it is in 7he Mummy, too. cant cover here directly. Stores now carry Facsimilesand

265

Richard De Remer (order #1312575) 67.236.105.66


reprints of classic series such as the Hardy Boys, Nancy Going Home Again - Written by Howard
Drew and Tom Swift, all OF which were very different in Waldrop. Waldrop mostly writes alternate histories; the
their original incarnations than in later revivals and ef- title story in this collection, For instance, has novelist
Thomas Wolfesailinghome from the 1940Olympics with
The Writers Guide to Everyday Life From Pro- Fats Waller and others in a world where World War 11
hibition Through World War II - Written by Marc isnt going to happen. The opening Few pages, which re-
I McCutcheon. Its hard to overstate the usefulnes; of this veal the nature OF the sailing one detail at a time, are the
book. Prices for everyday (and exotic) items, how tariffs sort of thing a good Storyteller can strip-mine For inspi-
were applied, crime and punishment, diet and clothing, a ration. Waldrop is unique and well worth checking out.
handy list of period slang terms - its all here some- Youll probably have to go a library for his earlier vol-
where. There are fine roleplayinggame supplementsthat umes, such as Night of the Cooten and its story of Mar-
cover some of this same ground, but McCutcheonoffers tian invasion in turn-of-the-century Texas.
more breadth and depth.
The Complete Works of Charles Fort - Edited Music
Movie soundtracks - Virtually every movie
by Charles Fort. Fort collected anomalous news stories
- what he called damned facts because they were mentioned above has a soundtrack you can buy. Some
unacceptable to the scientific establishment - and have vintage music, others modern scores, but they all
theyre all in this thick book. Truth is stranger than fic- capture the mood of just about any Adventure scene you
tion, and theres stuff in Wild Talents and The Book can think of.
of the Damned that will make any group of players Ken Burns JAZZ: The Story of Americas Music
scratch their heads. An excellent omnibus edition is avail- - Ken Burns. A great collection OF, well, jazz.
able From Dover Publications. Night and Day - Chicago. Yup, that classic-
Being Red - Written by Howard Fast. Novelist rock band performing old-style tunes.
Fast writes a very readable, very moving memoir OF life
in New Yorks slums in the 20sand 30s.what it was like
Online
to be a struggling artist in the depths of the Great De- Websites change their addresses just when one
pression and his experiences with the Communist Party. least expects it, so if you have any problems with these
-
A History of the Twentieth Century Written URLs, use your Favorite search engine and look for the
site name, which oFten remains constant while the un-
by Martin Gilbert. There are many good histories of the
era. This one has some advantages: Its recent and can derlying address moves.
thereFore draw on recent discoveries and interpretations, *IThePulp.Net,ht+/-.thepdp.d-Thiisiteis
its organized chronologicallyfor easy browsing (and well- just m amazingresame, with a lotof contentncjktand
indexed), and it gives more attention to the world be- links to everyvullere.Go here to find the text of whde shies
yond Europe and America than many histories written and novds,ahrvork, interviewsandmuch more.Advehre isa
For the general public do. Gilbert has a knack for finding mudr strmger game thankstothis re5ource.
the perFect anecdote to illuminate a situation and an on- The Vintage Library, http://
going interest in how people outside the halls OF power -
www.vintagelibrary.com/pulp/index.cfm These folks
dealt with a changing world. will sell you print and electronic copies OF Famous and
-
The Mafia Encyclopedia Editedby Carl SiFakis. obscure pulps alike. You can get a whole lot just by
A one stop shoppingreference for everything mob related, browsing their preview pages and admiring the artwork.
from Meyer Lansky to Vincent the Chin Gigante. The Smithsonian Institution, http://www.si.edu/
Timetables of History - Published by Random - A site for one OF the greatest repositories of infor-
House, this book traces important events from 4000 BC mation in the world. This site is an exampleof just one of
to 1993 in an easy to reference Format (its damn inter- many places you can look For authentic details on the early
esting, too!). 20th century.

Richard De Remer (order #1312575) 67.236.105.66


Credits Playtestem The Cdzmw Mob: 'Thomas ' W m h ' Kaakki" (Storyteller), Grady
"Eric 'Mr. &own." J m "Amcrica" J&hman. Rick "Susan Cross" Massey,
Judi "Don RagoCalxxw" McCullough.Team &irbw;Pah*k
Kevin Lorn (rules cmmsntary), Si-
O'DufFy(Storyteller),
'Stan Mahe" Fecny. Russel 'H-n the
Original Concept and Design: Andrew Bates and ... h.
Paladin- lustin "Conrad Cole" Wd&k Team D.C:Arh*rath Ganeun (Story- .~
Bruce Baugh, with Kraig Blackwelder, Ken Cliffe, teller). Nathan 'The Profesror" Alexander. Josh ' W l i a m k l d i n e " Hall, Paul
'Ncodemur Whatley" Jacobur. Alex -Johnny h c e " Kristobek. Scott "Zachary
Robert Hatch, Clayton A. Oliver, Richard Thomas, Aegis" Morgan. Gme 'Hong Kong Dunnigan" Morn. J m 'Dr. Margarel Allwhite"
Fred Yelk Raffensberger. S h a m 'Jack Hammer" Sparks, Kim 'Nadja Bori" Swartz, Jenna
'I.abella de Domigo" Voss. J d y Wadi Krup" Zimrnar Team Lobo 8hnco: Jahn
Additional Design: Tim Avers, Carl Bowen, John "john Q Public. The Puritan" Oambm (Stwyteller), Tim Wyynamo' Joms"Avers,
Chambers, Dave Van Domelen Cad "The Appmtion" h, James 'The Maccak" Stmrt. Fred 'Edward No-
vember, Operator M-I" Yelk. Team P m a h s t ; William Fisher (Storyteller). James
Authors: Tim Avers (Heroes and Villains), Deird're 'El Mono Loco" Kily, Ellen "Lady had"Kiky, Alia "Mirtrcsr Nadya" Ogron. BFett
Brooks (Looking Ahead, Roleplaying), Rick Jones ' W m n Pierce 111" Smith, Michael 'Jock Finnegan" Yacht. Team h + a i : PFte
(Lost Worlds and Hidden Realms), James Kiley 'Nocturne" Sears (Storyteller). Jimmy 'Blackwmd" Howard, Jenna 'Clsrissa
Wainright" McGuire,JimmyThe Scarab"McKmny, Stacy Princess T a i t " S b d .
(Character, Roleplaying), JasonLanglois(Lon So- Justin "Nighthawk" Wwd. Team Sine h i m ; R ~ h a r dStratton (Stwytell~). Gary
ciety, Agents of Change), Michael 6. Lee (This Stelmrk. Dave Weinstem. Team Twonto; J a m Mdirmvrki(Storyteller), Kevin1.
'Rasmursen Smythe-Hastigr" Brennsn. Alex 'Eddie Wsxfwd" Johnston. David
World of Wonder), Clayton A. Oliver (Inspiration, 'Walter Lmly" Matin. Chnr 'Mike 'The Strrltorm Hamcr' Fraur" Steward, Ian
Knacks, Super-science), James Stewart (Heroes "John Darcy" Welsh. TOEORi Actim R-: &is" 'TOBOR the Amazing Au-
tomaton" Orban (Stmyteller). Zach Vlyaes Everett McGill" Bush. Mark "Marshall
and Villains), Greg Stolze (Traits), Dave Van
'Slim' Shady" Summoto. Matt 'Dr. Brain Roban" Taybr.
Domelen (2-waves)
Storyteller Game System Designed by: Mark
ReinHagen
Special Thanks
To White Wolf, for giving us the chance to
Original Fiction: Warren Ellis (Under the Moon),
show everyone where it all started.
Greg Stolze (Dust of Death!, The Mystery of Vol-
cano Isle)
-
Andrew Bates
Development& Additional Material: Andrew Bates
(Book 1: Fiction, Book 111: Rules) and Bruce Baugh
(Book 11: Setting)
Editor: John Chambers
Art Director: Richard Thomas
Cover A r t Mark Chiarello
Interior Art: Mike Danza, Guy Davis, Becky
Jollensten, Derwyn Talon, Rich Thomas
and Andrew Trabbold
Layout, Typesetting and Design: Richard Thomas

Richard De Remer (order #1312575) 67.236.105.66


/

Aberrant - 108 AdditionalAction - 201


Abilities - 118,138-143 L o n Society for Gentlemen - 19-24.231-235
Appearance Abilities ProFessor Benjamin FranklinDixon -233
MaxwellAnderson Mercer - 231-232
Disguise- 142
Intimidation- 142 AnnabelleLee Newfield -234
Doctor Primoris -235
Style - 142
CharismaAbilities JakeStefokomki - 233-234
Whitley Styles - 232-233
Command - 143
Safarilack Tallon - 234-235
Etiquette- 143
Air Circus - 32-33
Perform - 143
Allegiance - 117,131-134
Rapport - 143
DexterityAbilities L o n Societyfor Gentlemen-132
Air Circus -133
Athletics - 138
Firearms- 138-139 Branch 9 - 133-134
InternationalDetectiie Agency -134
Legerdemain- 139
PonatomkiFoundation- 134
Martial Arts - 139
Appearance - 137
Melee - 139
Armor - 200
Stealth- 139
IntelligenceAbilities Armor Table - 253
Attributes - 117-118,134-138
Academics - 140
Mental Attributes
Bureaucracy- 140
Engineering- 140-141 Intelligence- 136
Linguistics - 141 Perception- 136
Medicine - 141 Wits - 136
PhysicalAttributes
Science- 141
Survival- 141 Dexterity - 135
ManipulationAbilities Stamina - 135-136
Animal Handling- 142 Strength - 135
Social Attributes
Interrogation- 142
Sawy - 142-143 Appearance - 137
Charisma -137-138
Subterfuge- 143
Perception Abilities Manipulation- 137
Automatic Feats - 187
Awareness- 140
Investigation- 140 Automatic Success - 112
Navigation- 140 8
Stamina Abilities Backgrounds-119,144-144
Endurance- 139 Allies - 144
Resistance- 140 Backing- 144
StrengthAbilities Cipher - 145
Archery - 138 Contacts- 145-146
Brawl - 138 Followers- 146
Might - 138 Gadget - 146-147.176
Wits Abilities Influence - 147
Arts - 141 Menagerie - 147
Drive - 141 Mentor - 147-148
Pilot - 142 Nemesis- 148
Ability Mastery - 138 Reputation- 148
Action - 110 Resources- 149
Additional Action - 201 Sanctum - 149
Difficult Action - 112 Background Enhancements- 149-151
ExtendedAction - 112-113 Artifact - 149-150
MultipleAction - 113,201 Enigma -150
ReflexiveAction - 110 In Charge - 150
ResistedAction - 113 Kingpin- 150
Advanced Super-Science- 180-182 Legions - 150
Advancement - 176 Renown - 150-151

Richard De Remer (order #1312575) 67.236.105.66


Sanctum Sanctorum - 151 Donighal, Michael - 235
Wealth BeyondAvarice - 151 Downtime - 110
Baron Halcyon- 241-242 Dramatic Editing- 143-147
Bonus Points- 119 Dramatic EditingCostsTable - 193
Botches- 112 DramaticFeats - 187-192
Branch 4 - 34-35 Automatic Feats - 187
Mental Feats - 190-191
C PhysicalFeats - 187-190
CharacterCreation- 115-127
Phase One: Genesis- 117-119 SocialFeats - 191-192
Phase Two: Transformation - 114-122 E
Phase Three: Last Details- 122-123 Episode - 110
Character CreationTable - 116 Examplesof Rolls - 114
Character Development- 124-127 Experience - 124
Characters- 107 ExperienceCosts - 125
StorytellerCharacters- 229-230 ExperiencePoints - 124
Charisma- 137-138 Extended Actions - 112-113
-
Cliffhanger 195-197 -
Extras 244-245
Close Combat ManeuversTable - 205 F
Combat Summary Chart - 199 Facet - 152-153
Combat Systems - 197-207 Destructive- 153
Armored Combat - 206-207 lntuitive - 152
Damage and Armor Adds - 206 Reflective - 152-153
Vehicle Maneuvers- 206-207
Failure - 111-112
Combat Turns - 198-194
Stage One: Setup - 198 G
Stage Four: Resolution- 199 Gar - 242
Stage Three: Attack - 144 Geary-Wexler, Hephaestia - 239-240
Stage Two: lnitiative - 198-199 Gettel, Sarah - 244
PersonalCombat - 201-206 G l ~ ~ ~- a r262-264
y
CloseCanbetManeUvan-ZOS204 GoldenRule, 'The - 114
DefensiveManeuvers- 201-203 Grenade Table - 253
General Maneuvers- 201 H
Maneuver Characteristics- 201 Hammersmith. Doctor Sir Calvin - 19-20
-
ManeuverC o m p l i i 205-206 Harley, Jackson - 237-238
R m g e d C o m b a t M - 204-205 HealingDamage- 209
Compound - 176 HealingBashingDamage - 204
Compulsion- 152 HealingLethal Damage - 209
I Concept - 117 Health - 207-208
Contedorri- 40-41 Health Chart - 207
Crackshot - 234 Recovery- 208
Cult of the Sun-Disk - 243 Heavy Weapons Table - 252
I Czar, The - 238-239
I
D lnitiative - 119
Damage - 200,207-208 lnnovation - 176
Applying Damage - 207 lnnovativeSuper-Science- 182-185
Bashing- 200,208 Inquiry, The - 48-50
DamageAdds - 200 lnspiration- 119,120-121
DamageDice - 200 lnspirationFacets - 152-153
DamageEffect - 200 lhtructive lnspiration- 153
Lethal - 200,208 Intuitive lnspiration- 152
Danger Ace - 233-234 Reflective lnspiration- 152-153
Daredevil - 25 Regaininglnspiration- 153-154
de Winter, Lady Argentine - 237 Using lnspiration- 153
DefaultTraits - 111 lntelligence- 136
Device - 176 lnternationalDetectiveAgency - 36-37
Dexterity- 135 lnventions
-
Dice Pool 111,118 Advanced lnvention- 176
Difficult Action - 112 Compound- 176
Difficulty - 112 Device - 176
Dixon, Professor BenjaminFranklin- 233 -
lnnovativelnvention 176
DixonBatteries - 184

Richard De Remer (order #1312575) 67.236.105.66


ions for StartingCharacters- 177 Hypnotic Presence - 167
-
InspirationalAura 167-168
PoweringInnovations- 184-185 MarkedMan - 163-164
Mindhammer - 168-164
King of the World - 237 Perfect Translation-164
Knacks - 155-175 Psychic Control - 169
Dynamic Knacks - 170-175 Psychic Hand - 164
A Sinqle Bound- 170 Psychic Synergy -169
Aetheric Vision - 172 Scientific Prodigy - 164
BlazingSpeed - 172-173 Sleight of Will - 169-170
Blindfighter- 173 Teledigitation - 168
Body of Bronze - 174 Telluric Resonance - 164-165
Cool Hand - 170-171 Thermal Manipulation- 165
HeightenedSenses - 171 Touch of Life -170
indisputableAnalysis - 174 Knack Use - 114
Mad Scientist - 171-172 L
Man for All Seasons - 172 Lethal Soak - 200
Man of Many Faces- 174 Lifting - 188
Optimized Metabolism- 173 Live-Action Roleplay - 109
Piledriver - 173 M
PowerliFter- 172
Machinatrix- 239-240
ReptilianRegeneration- 174
ManeuverCharacteristics- 201
-
Sensory Filtering 174-175
ManeuverComplications- 205-206
Sex Symbol - 172
Manipulation- 137
Sun Tzu's Blessing- 173
Material Strengths- 210
SuperhumanReflexes- 172
Melee Weapons Table - 250
Threat Awareness - 175
Mental Attributes - 136
Touch of the Muses - 173
Mental Feats -190-191
Heroic Knacks - 155-162
Mental States - 211
Complete Privacy - 156
Mercer, MaxwellAnderson - 231-232
Death Defiance- 156
Mesmerist - 26
Dramatic Entrance - 156-157
Mister Saturday - 237-238
Eagle Eyes - 157
Money and Resources- 249
Enhancedimpact - 157
Movement - 119,201
Fists of Stone - 157
Forgettable- 157-158 MultipleActions - 113
Gadgeteer - 158 N
lndomitableWill - 158-159 Nature - 117,129-131
instant Expert - 159 Architect - 129
Jack of All Tongues - 159 Bravo - 129-130
Lie Detector - 159 Caregiver - 130
LightningReflexes- 159 Charmer - 130
Master of Dissimulation- 159-160 Cynic - 130
NavigationHazard- 160 Expert - 130
One-Man Army - 160 Explorer - 130
Perfect Poise - 160-161 Fanatic- 130
Resilient- 161 Follower - 130
Steely Gaze - 161 Hedonist - 130
Trick Shot - 161-162 Hot Shot - 131
UniversallyDeadly - 162 Jester - 131
Untouchable- 162 Leader - 131
Wheelman - 162 Paragon- 131
ManifestingKnacks - 155 Perfectionist - 131
Psychic Knacks - 162-170 Skeptic - 131
Brain Skimming - 163 Survivor - 131
Brainstorm - 165 Vice - 129
Cloak of Dread - 165 Virtue - 129
Cloudthe Mind - 168 Nazir, Emma - 243-244
Command Voice - 163 Nefertiti - 98-99,243-244
-
Evil Eye 165-166 Newfield, AnnabelleLee - 234
FlamelFrostConjuration- 166-167 0

i
t
Richard De Remer (order #1312575) 67.236.105.66
Order of Murder - 43-45 Storytelling - 215,220-230
Organism- 176 Strength - 135
Styles, Whitley - 232-233
P succenes - Ill-112
Perception- 136
Super-Science - 176-186
PersonalityTraits - 111,151-154
Backgrounds - 119,144-144 7
Inspiration - 152-154 Tallon, SafariJack -234-235
Willpower - 151-152 Target Number - 111
Physical Attributes - 135-136 Teamwork - 113
Physical Feats - 187-140 Telluric Energy - 25-31
Points Telluric EnergyCrystals - 184-185
BonusPoints-119 Throwing - 1'70
ExperiencePoints - 124 Time - 110
TransFormationPoints- 122 Tirmidhi, ImamKhwarazmiibn Abi - 240-241
Poisonsand Drugs - 258-25'7 , Traits - 128-154
Alcohol - 258 -
Trinity 108
Amphetamines and Cocaine - 258 Turk - 240-241
Opium and Depressants- 258 Turn - 110
Hallucinogens- 258-254 U
Nerve Gas - 259
Tear Gas - 259
UbiquitousDragon -235-237
V
PonatowskiFoundation- 38-39 Vehicle Damage - 255-256
Prologue- 123-124 Vehicle Table - 254
Q Vehicles - 253-256
Quality - 134 Vice - 12'7
R Virtue - 129
RangedCombat ManeuversTable - 205 W
RangedWeapons Table - 231 Weapons- 249-253
Ratings- 110-Ill Grenades- 252-253
RationalExperimentationGroup - 41-42 Heavy Weapons- 252
RechargingTelluric Energy Sources- 185 -
MeleeWeapons 24'7-250
ReflexiveActions - 110 RangedWeapons - 251-252
ResistedActions - 113 Willpower - 114,151-152
S RegainingWillpower -
152
Salon desFemmesNouveaux- 45-48 UsingWillpower - 151-152
Scalper Dutch- 238 Wits - 136
Scene - 110 2
SecondChances - 113-114 Zero-Point Energy - 25-31
Soak - 200,208 Z-wsve~ -25-31
SocialAttributes - 137-138 Zorbo, Doctor Manfredvon -242-243
SocialFeats - 141-192
Sourcesof Injury - 209-210
Disease - 209
Electrocution - 209
Falling- 210
Fire - 210
-
Material Strengths 210
Radiation- 210
SuFfocationand Drowning - 210
TemperatureExtremes- 210
Specialty - 138
Stafford, Uriah - 232-233
Stalwart - 26
Stamina - 135-136
Staynskaya, Ivan Boris Vladimir - 238-239
Stefokomki, Jake - 233-234
Storyteller - 107,215,220-230
Storyteller Characters- 229-230

Richard De Remer (order #1312575) 67.236.105.66


Richard De Remer (order #1312575) 67.236.105.66

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