world of adventure! of adventure... · the way, it helps to have a map. this skill is used to plan...
TRANSCRIPT
World of Adventure!
This started as an attempt to adapt White Wolf‘s Adventure! game to World of Darkness rules,
specifically to the God-Machine Chronicle rules update. Later on, it became a sort of something else.
It uses most of the rules for World of Darkness and God-Machine, along with some adapted rules
from Adventure!, but I have also made some larger changes to the basic rules.
This is, first and foremost, intended for fun. This file lists the changes I‘ve made but rules that
are presented in World of Darkness (abreviated to WoD) and the God-Machine Chronicle (abreviated
to GMC) are not included. You will need to get those books to learn the basic rules. I will not include
rules from Adventure! (abreviated to Ad!) specifically although they will be referenced as needed.
1. Character Creation Most of Character Creation goes as normal, except as follows:
1.1 Origin This part of your character describes where he comes from. Each Origin has two Merits
associated with it and your character starts the game with one dot in either of them for free (but
many of them buy dots in both Merits). Players and Storytellers are encouraged to come up with new
Origins in addition to this list (which is shamelessly ripped from the Ad! book).
1.1.1 Aboriginal
You were brought up in a low-tech society instead of the more advanced cultures.
Examples: Australian Aborigine, Bedouin, Inuit, Pygmy.
Merits: Anonimity or Menagerie.
Suggested Conditions: Illiturate, Phobia (Technology).
1.1.2 Activist
You‘re a proponent of new, modern politics.
Examples: Anarchist, Suffragette, Communist, Fascist
Merits: Influence or Fame.
Suggested Conditions: Prejudical.
1.1.3 Academic
You are a scholar from a long line of scholars - education and knowledge have always been
important to you.
Examples: Scientist, Teacher, Librarian, Monk
Merits: Status (at a university or other centers of knowledge) or Sanctum
Suggested Conditions: Almost any, although some derangements are appropriate to mad scientists.
1.1.4 Creator
You are an artist or an entertainer, making a living by making others laugh, think or relax.
Examples: Dancer, Circus Acrobat, Stage Magician, Musician.
Merits: Influence or Fame.
Suggested Conditions: Any.
1.1.5 Defender
You crusade against society‘s wrongs.
Examples: Muckraker, Politician, Police Officer, Missionary.
Merits: Contacts or Influence.
Suggested Conditions: Embarrassing Secret, Guilty.
1.1.6 Foreigner
You are not in your home country for one reason or another, be it either to start a new life or
escape your old one.
Examples: Diplomat, Immigrant, Royalty in Exile.
Merits: Allies or Resources.
Suggested Conditions: Alien.
1.1.7 Gambler
Risk is what makes life palatable.
Examples: Card Sharp, Bookie, Stuntman, Barnstormer.
Merits: Contacts or Mentor.
Suggested Conditions: Addiction (Gambling).
1.1.8 High Class
You come from wealth and are used to commanding great resources.
Examples: Duchess, Business Tycoon, Eccentric Millionaire.
Merits: Followers or Resources.
Suggested Conditions: Embarrassing Secret.
1.1.9 Low Class
Your whole life has been a struggle to keep shoes on your feet and a roof over your head.
Examples: Revolutionary, Criminal, Laborer.
Merits: Anonimity or Contacts.
Suggested Conditions: Any.
1.1.10 Middle Class
You had an average upbringing, with some hard times and some luxuries.
Examples: Chauffeur, Police Officer, Greengrocer, Accountant.
Merits: Allies or Contacts.
Suggested Conditions: Any.
1.1.11 Military
You enlisted in (or possibly retired from) some form of armed service, or you were the child
of a military personnel and were raised in that disciplined milieu.
Examples: Sailor, Soldier, Pilot, Mercenary.
Merits: Status (in some armed service or army) or Followers.
Suggested Conditions: Broken, Fugue, Guilty.
1.1.12 Mystery
You past is shrouded in conjecture or is entirely blank, either deliberately or due to some
vagary of fate.
Examples: Spy, Fugitive, Amnesiac, Orphan.
Merits: Anonimity or Alternate Identity.
Suggested Conditions: Amnesia, Nemesis.
1.1.13 Outlaw
Somehow you ended up on the wrong side of the authorities.
Examples: Mobster, Bank Robber, Fugitive, Smuggler.
Merits: Contacts or Fame.
Suggested Conditions: Notoriety.
1.1.14 Philosopher
Occupied with the matters of the mind.
Examples: Scientist, Poet, Theorist.
Merits: Followers or Sanctum.
Suggested Conditions: Any.
1.1.15 Pioneer
You push at the world‘s boundaries.
Examples: Artist, Inventor, Explorer.
Merits: Gadget or Fame.
Suggested Conditions: Any.
1.1.16 Saint
You do good work or studiously avoid wickedness.
Examples: Priest, Moralizer, Samaritan.
Merits: Followers or Influence.
Suggested Conditions: Any.
1.1.17 Tinkerer
Not only do you find out what makes things tick, you make them tick better.
Examples: Mechanic, Watchmaker, Inventor.
Merits: Gadget or Sanctum.
Suggested Conditions: Megalomania.
1.2 Allegiance A character‘s allegiance describes his association with the adventerous life of World of
Adventure! His allegiance is usually setting specific, such as the Society for Daring Gentlemen and
Ladies or the Britain‘s Agency of Mystery (or BAM for short). When you select your character‘s
allegiance to an organization, you gain a free dot of Status in that organization, as well as one free
Specialty associated with the organization.
Allegiance is optional and any character without an allegiance to an adventerous organization
gains one free Specialty of her choice, although she misses out on the free dot of Status.
Here are some sample organizations to which you can pledge your allegiance. All three of
them have three associate Specialties, one of which you are allowed to choose for free if your
character begins play as a member of that organization. Each organization also has a set of favored
Skills. Members commonly have dots in one or more of these Skills, although it is not always
required.
1.2.1 The Society for Daring Gentlemen and Ladies
Founded in the middle of the 1800s, it began as the Society for Daring Gentlemen. Ladies
weren‘t admitted until the turn of the century, at which time they changed the name. Its primary
goal is the stretch the boundaries of what is possible, and it began as a group of like-minded
gentlemen who wanted to explore the unknown world, both geographically and scientifically. In later
times, with the rise of the Brotherhood of the Iron Lotus, they expanded their goals to include the
protection of those who were not able to protect themselves.
Favored Skills: Socialize, Science, Academics, Style, Navigation
Associated Specialties: Cartography, History, First Impressions
1.2.2 Britain‘s Agency of Mystery (BAM)
Agents of BAM have only been operating for a short while. Much like the Society, the Agency
aims at exploring the unknown and dangerous. Unlike the Society, the agents of BAM‘s goals are to
collecting, indexing and locking the dangers away from the world. This sets the Agency and the
Society at odds, but the Agency‘s intent is to lock them away so that dangerous organizations, like
the Brotherhood of the Iron Lotus, won‘t get their hands on them to use against the world.
Favored Skills: Investigation, Subterfuge, Enigmas, Engineering
Associated Specialties: Aliases, Questioning, Hidden Clues
1.2.3 Brotherhood of the Iron Lotus / Sisterhood of the Jade Dragon
The Brotherhood of the Iron Lotus began as an offshot organization from the Society of
Daring Gentlemen in the late 1800s, when one of the Society‘s members disagreed on how their
knowledge should be used. The Brotherhood intends to explore and expand the possibilities of the
world, but not for the betterment of the world but to rule it. The belief of the Brotherhood is that the
world should be ruled by those who have the power.
The Sisterhood of the Jade Dragon is a later organization which began when the Brotherhood
refused a woman to join. She founded her own criminal organization that sometimes joins forces
with the Brotherhood, all the while plotting for her revenge.
Favored Skills: Medicine, Athletics, Intimidation, Savvy
Associated Specialties: Threatening, Black Market, Ambushes
1.3 Aspirations World of Adventure! has no Aspirations (GMC p. 150) but has one Goal instead. This Goal is
equal to the major Aspiration is scope but should be something that can be accomplished in the
current story. When the character succeeds at this goal, she gains a Beat and refills her Inspiration
points to match the permanent Inspiration dots. At the start of every story, the player can change
her character‘s goal.
An appropriate Goal is one that the character needs to spend Inspiration points to
accomplish.
1.4 Starting Attributes Characters start with the normal 5/4/3 points of Attributes and 1 Wild Card Attribute; one
Attribute can be increased by 1 after the other points have been distributed. More adventurous
games can have 2 Wild Card Attributes or even 3.
1.5 Starting Skills Characters begin play with 15/11/7 points of Skills. Buying Skill Mastery for any Skill costs 3 of
those points and characters can only start with two Skill Masteries at most.
1.5.1 Specialties
Characters begin with 3 Specialties as normal, plus one associated with their Allegiance.
1.6 Starting Merits Characters start with 12 points worth of Merits. Buying Merit Enhancement for any Merit
costs 3 of those point (for a total of 8 Merit points). Characters can only start the game with one
Merit Enhancement at most. Characters also begin with one dot in Status according to their
Allegience and a free dot in one of the Merits associated with their Origin.
1.7 Inspiration Inspired characters begin play with Inspiration 1. Players can spend Merit points to increase
Inspiration at the cost of 3 points per dot. There is no limit as to how much Inspiration can be
increased in this manner.
1.8 Knacks Inspired characters start with two Knacks. Normally, Daredevils can only have Heroic Knacks,
Psychics can only have Psychic Knacks and Stalwarts can only have Dynamic Knacks. Not all games
must follow this rule, however. Merit points can be spent to start with additional Knacks: 2 points per
level of Psychic or Dynamic Knacks, or 3 points per Heroic Knack.
2. Attributes Attributes remain unchanged from the core WoD rules.
3. Skills Skills have been changed somewhat. Some have been replaced and others have been added.
In total, the list of Skills has been increased by 6 in order to better fit the World of Adventure!
themes and moods.
3.1 Replaced Skills Computer has been removed. The setting mostly takes place before computers became as
common as they are today. Craft has also been replaced or rather split in two. Streetwise has also
been replaced.
3.2 New Skills
3.2.1 Mental Skills
3.2.1.1 Engineering
Used for more complicated creations and mechanical devices. A daredevil would use this to
fix a car, build a simple device such as an improvised radio, or use it to find weaknesses in such
devices. It is also the primary Skill to use when using the Super-Science rules (see part 10). You
usually need some tools to use this Skill.
3.2.1.2 Enigmas
This Skill assists in actions made to solve puzzles or break encryptions. It is also used to make
puzzles or encryptions.
3.2.1.3 Handcraft
This Skill applies to actions involving more simpler forms of crafts, mostly where you need
simpler tools and when what you‘re making is not overly complicated. It is used for carpentry,
blacksmithing, knitting and such.
3.2.1.4 Navigation
If you need to get from one point to another, it helps to know the way. When you don‘t know
the way, it helps to have a map. This Skill is used to plan a proper course, read maps and finding out
your approximate location by reading the stars.
3.2.2 Physical Skills
3.2.2.1 Flexibility
While Athletics governs your ability for most physical action, it is mostly involved in the use
of strength and endurance. Flexibility is used when you need to be flexible, such as when you need to
get through a tight spot or when you need to avoid those lasers.
3.2.2.2 Pilot
Drive is not enough in World of Adventure! to be able to fly planes or control other machines
that do not touch the ground. For that, you need Pilot. It is also used for piloting ships.
3.2.3 Social Skills
3.2.3.1 Command
Sometimes, you find yourself in the position where others need your guidance in order to
survive. When that happens, you need to be able to give the correct orders and you need to be able
to make yourself clear. That‘s where Command comes in.
3.2.3.2 Savvy
Savvy replaces the Streetwise Skill but has most of the same function. It is used when dealing
with the underbelly of societies and to recognize those who belong to it.
3.2.3.3 Style
This Skill is used when you need to make an impression or to disguise your true identity. It is
used to disguise yourself or others, and it is used when you need to make yourself noticable. The
Striking Looks Merit nearly always applies to any Style action, except when it is used for disguise or to
avoid being noticed.
3.3 Skill Masteries Each Skill has a sixth dot which an Inspired character can buy. In order to learn this sixth dot,
you need to have five dots in that Skill. This dot does not give another die to your pool, instead it
gives you the 9-again feature with that Skill. If you get 9-again on a Skill roll with that Skill for some
other reason, this bonus does not improve itself to 8-again. This bonus does not apply on a chance
roll.
3.4 Specialties In World of Adventure!, Specialties have been made universal. They can be used with any
Skill roll that is not untrained, so a character can use his Specialty „Wolves“ on a Skill roll with Animal
Ken (e.g. for training), Investigation (e.g. for studying a wolf attack) or Survival (e.g. for tracking). This
is based on the logic that a man who has specialized in training of wolves should also know how to
track them if he is at all skilled in tracking.
4. Merits For the most part, Merits in GMC apply normally. Each type of Merits is discussed seperately
and any changes are brought to light.
4.1 Mental Merits
4.1.1 Common Sense
This Merit has been made redundant by the use of Inspiration points (see 6.1.1).
4.1.2 Danger Sense
This Merit has been replaced with a Knack.
4.1.3 Eye for the Strange
World of Adventure! does not include the supernatural by default, so this Merit may not be
appropriate.
4.1.4 Indomitable
The prerequisites have changed to Resolve 3 or Reflective facet 2.
4.1.5 Interdisciplinary Specialty
Since Specialties are universal in World of Adventure!, this Merit is now redundant and no
longer needed.
4.1.6 Library
Library is now included in the Sanctum Merit (see 4.6.5).
4.1.7 Professional Training
In addition to the list of the most common professions on page 164 of GMC, fitting
professions in the World of Adventure! include the Aviator (Pilot & Engineering) and the Gadgeteer
(Engineer & Science).
Changes to that list include the Artist (Handcraft & Expression), Cop (Savvy & Firearms),
Criminal (Larceny & Savvy), Engineer (Engineering & Science), Laborer (Athletics & Engineering),
Technician (Engineering & Investigation), Vagrant (Savvy & Survival). The Hacker no longer applies.
Because of the Skill Masteries, the Continued Education (second dot of the Merit) needs
changing. When a Specialty applies to your Asset Skill for an action, you gain an additional bonus die.
You only get one bonus die, even if more than one Specialty applies.
Because Specialties are universal, when you learn Breadth of Knowledge (third dot of this
Merit) your two bonus Specialties must be able to apply to your Asset Skills. You can not get a „Dog“
Specialty if your Asset Skills include Engineering, Larceny, and Pilot.
4.2 Physical Merits
4.2.1 Crack Driver
This Merit can apply to either Drive or Pilot rolls but must be bought seperately for either. If
it is bought for the Pilot Skill, it is usually called „Crack Pilot“.
4.2.2 Double Jointed
This Merit can also apply bonuses to Flexibility rolls if appropriate. When in a grapple, either
Dexterity or Flexibility is subtracted.
4.2.3 Small-Framed
The +2 bonus also applies to any Flexibility roll to squize through tight spaces.
4.3 Social Merits
4.3.1 Alternate Identity
This Merit is now a 1-5 dots Merit with each dot representing a different alternate identities.
If the character wants his alternate ego to remain hidden from the world, he can buy the Anonimity
Merit and apply it to his alternate identity.
4.3.2 Anonimity
A character can have both Anonimity and Fame but must apply them to seperate identities
using the Alternate Identity Merit.
4.3.3 Barfly
The prerequisites for this Merit has changed to Socialize 2 or Style 2.
4.3.4 Fame
Fame is now a 1-5 dots Merit. Depending on the setting, the character‘s face may not be
recognized. Her name, however, is known and others may attempt to pose as her.
4.3.5 Fast-Talking
World of Adventure! does not use the Door mechanics presented in GMC. When using
Salting (fourth dot of this Merit), you can spend a Willpower to gain a bonus success instead of
opening a Door. See 12.2 for how Social Conflict in handled.
4.3.6 Fixer
This Merit is removed and replaced with the Kingpin Merit Enhancement (see 4.7.4).
4.3.7 Inspirational
Removed and replaced with the Psychic Knack, Inspirational Aura.
4.3.8 Iron Will
The prerequisites for this Merit is changed to Resolve 4 or Reflective facet 3. You can replace
the Willpower bonus with either your Resolve or your Reflective facet.
4.3.9 Mystery Cult Initiation
Removed. The Status Merit is used instead.
4.3.10 Pusher
Needs revision to fit in with the World of Adventure!
4.3.11 Safe Place
Safe Place has been replaced by the Sanctum Merit (see 4.6.5).
4.3.12 Staff
Staff becomes a part of the Sanctum Merit (see 4.6.5).
4.3.13 Striking Looks
The Striking Looks is now a 1-5 dot Merit, with each dot providing a +1 bonus to the
appropriate rolls.
4.3.14 Sympathetic
No Doors. Gain one automatic successes instead on rolls to coerce or convince.
4.3.15 Taste
Prerequisites are changed to Handcraft 2 or Style 2, and Specialty that can apply to
Handcraft, Expression or Style. Style is commonly used for fashion.
4.4 Supernatural Merits Supernatural Merits are not allowed in World of Adventure! Knacks replace most of them
(see part 9).
4.5 Fighting Merits As a general rule, the Destructive facet can replace any one prerequisite of the same rating.
E.g. if the prerequisite is Dexterity 3 and Brawl 4, a Destructive facet with a rating of 4 can replace
either the Dexterity or the Brawl prerequisite. If it would be rated 3, it could only replace the
Dexterity prerequisite.
4.5.1 Armed Defense
When using Aggresive Defense (third dot of this Merit), the type of damage you cause is
based on the weapon you use: Bashing for blunt weapons and lethal for edged weapons. See 12.1.1
for more on damage rules.
4.5.2 Close Quarters Combat
Hard Surfaces (second dot of this Merit) does not deal lethal damage unless the object which
the opponent‘s head bounces off is sharp enough to normally deal lethal damage as an improvised
weapon.
4.5.3 Heavy Weapons
The damage for moving into your proximity while you are using Threat Range (second dot in
this Merit) is based on the weapon used.
4.5.4 Light Weapons
The damage for moving into your proximity while you are using Flurry (fourth dot of this
Merit) is based on the weapon used.
4.5.5 Iron Skin
This Merit has been removed. Its effect has been replaced by a Knack.
4.5.6 Martial Arts
Focused Attack (first dot of this Merit) does not ignore the armor bonus from the Bronze Skin
Dynamic Knack.
4.5.7 Street Fighting
When using the One-Two Punch (fourth dot of this Merit) you can spend a point of
Inspiration instead of Willpower to gain a damage bonus equal to your Destructive facet. You can
only spend a point of Inspiration or a point of Willpower but not both to gain both benefits.
4.6 New Merits
4.6.1 Followers (1-5)
This Merit gives you access to a group of people who look to you for leadership. Each
follower counts as an extra (see12.1.X). One dot gives you 2 followers, two dots give you 5 followers,
three dots give you 10 followers, four dots give you 18 followers and five dots give you 30 followers.
4.6.2 Gadget (1-5)
This Merit gives you access to a device created with super-science. Each dot allows you to
select three advancements, with each level counting as a seperate advancement. Alternatively, with
three dots in this Merit you can have an innovation with a level 1 Knack, or a level 2 Knack at four
dots or level 3 Knack at five dots.
4.6.3 Influence (1-5)
This Merit does not represent your standing in a company (Status) or your world reputation
(Fame) but does represent your pull within certain circles. This is not like the Allies Merit, though,
since that is represented with a sense of mutual respect and favors. This is simply them doing stuff
for you because you have the influence to support it. Select one broad profession for each dot in this
Merit (use the sample professions for the Professional Training Merit as inspiration). You get dice
bonus equal to your rating in this Merit to influence anyone belonging to that profession.
4.6.4 Menagerie (1-5)
This is essentially the same as the Retainer Merit but exclusively for animal companions. In
addition, you have the Bonded Condition that applies to your pet animal.
4.6.5 Sanctum (1-5; special)
You have an HQ from which you can work from. This is different from many similar Merits,
including the Safe Place Merit on page 170 of GMC. Each dot in this Merit reflects two parts of the
Sanctum: Size and Security. One dot is an apartment or a large room, two dots is a house, three dots
is a warehouse, four dots is a mansion or a cave complex and five dots is a castle. Each dot also
causes -1 penalty to any unauthorized access to the Sanctum.
What really makes a Sanctum special is its Features. Each dot in this Merit adds one Feature
to the Sanctum. Multiple characters can add their ratings in the Sanctum Merit to buy a single
Sanctum. The Sanctum itself cannot have a higher rating than five dots but the combined rating can
buy additional Features if it surpasses the five dot limit. For example, if three characters pool
together their Sanctum points and end up having 7 points, the Sanctum will have a final rating of five
but can have seven Features.
The list of Features is as follows:
4.6.5.1 Hidden
In addition to its standard difficulty of entering unautharized, the Sanctum is also hidden
from the general population. Each dot the Sanctum has in its rating doubles as the Anonimity Merit
for the Sanctum.
4.6.5.2 Enforced
A standard wall of a building has a Durability of 4 and Size 4 to break through (Structure 8).
This Feature adds +3 bonus which can be divided however you want between Durability and Size.
(Size in this case represents the thickness of the wall.) This Feature can be taken up to three times
per Sanctum.
4.6.5.3 Booby-Trapped
The Sanctum is riddled with traps. Each dot counts as one trap. When an intruder is
threatened by a trap she is allowed to make a reflexive Wits + Composure roll with a penalty equal to
the Sanctum‘s rating. If she fails, she suffers a number of bashing damage equal to the owner‘s
Destructive facet (or the highest Destructive facet of the group of owners), minimum 1. This Feature
can be taken multiple times, either to increase the number of traps or to make all the traps deal
lethal damage instead of bashing. Not every trap must be assigned upon purchase; the
owner/owners of the Sanctum can spend an Inspiration point to assign a location for a trap when
needed. Doing so fixes that trap to that location, however, until the Sanctum‘s rating changes or this
Feature is bought again.
4.6.5.4 Remote
The Sanctum is isolated and difficult to reach. If the location of the Sanctum is known, this
Feature adds a penalty to any Navigation, Drive and Pilot rolls made to reach it. This penalty is equal
to the Sanctum‘s rating.
4.6.5.5 Library
The Sanctum has an extensive library that covers several subjects. Choose one subject per
dot of the Sanctum‘s rating (assume anything that could count as a Specialty could also count as a
subject for the library). When researching that subject in the library, the character gains a bonus to
his roll equal to the Sanctum‘s rating. This Feature can be bought more than once, up to three times,
each time doubling the number of subjects available.
4.6.5.6 Workshop
The Sanctum has access to usable workshop. When working in the workshop, the character is
assumed to have all the tools needed to use either the Engineering or the Handcraft Skill (but only
one of the two) and gains a bonus to the roll equal to the Sanctum‘s rating. This Feature can be
baught a second time so that both Skills are covered by it. If the workshop is focused on the
Engineering, it also provides the players a place and the tools to make R&D rolls for making devices.
4.6.5.7 Garage
The Sanctum has cars and a good number of them too. The garage has room for a number of
cars equal to the Sanctum‘s rating, but the Feature can be bought multiple times to increase this
number by the Sanctum‘s rating again. The cars must be acquired seperately.
4.6.5.8 Dock
The characters have boats stored at the Sanctum and have direct access to the sea from
there. The same rules count for the Dock as for the Garage when determining what boats are
available and how many.
4.6.5.9 Hangar
The Sanctum has aircrafts. Work it out like Dock and Garage.
4.6.5.10 Infirmary
As the Workshop Feature but for the Medicine Skill. This also gives the characters a place and
tools to make R&D rolls for making organisms.
4.6.5.11 Laboratory
As the Workshop and the Infirmary Features but for the Science Skill. Also assists in the R&D
rolls to make compounds.
4.6.5.12 Armed
The Sanctum has an armory with weapons that have an availability rating equal to or less
than the Sanctum‘s rating. The number of weapons should not be a concern although the weapons
can not be devices.
4.6.5.13 Fire Prevention System
Prevents fires. If a fire starts within the Sanctum, roll the Sanctum‘s rating in dice. On a
success, lower the fire‘s size by 1 until it has been extinguished.
4.6.5.14 Gym
The Sanctum provides its inhabitants with a proper physical workout. This is mostly a
decorative Feature, although it gives a good argument for players to increase their characters‘
Athletics and Flexibility Skills, as well as certain other traits.
4.6.5.15 Huge
The Sanctum is larger than its rating suggests. Assume the Sanctum has a rating of two dots
higher when figuring its size. Six dots means the Sanctum is the size of a city block or a private estate
and seven dots represents a Sanctum that is about the same size as a small town, and this is just a
single building!
4.6.5.16 Grounds
In addition to the main building, the Sanctum has land surrounding. When figuring the size of
this land, assume it is one size larger than the Sanctum‘s rating suggests. If the Sanctum has the Huge
Feature, the seven dot size has grounds the size of a medium to large sized town. The grounds do not
have the same protection as the Sanctum itself and entering them unauthorized suffers only half the
penalty, rounded down.
4.6.5.17 Staff
The character(s) has staff that deal with all the daily routines of the Sanctum. Use the
guidelines for the Followers Merit (see 4.5) except that the staff only works inside the Sanctum and
on its grounds. They can work as security guards and chefs, or maids and gardeners. You assign their
work as you see fit.
4.7 Merit Enhancements Merit Enhancements are essentially the sixth dot of a Merit. As such, it amplifies the potency
of the Merit. Not every Merit offers an Enhancement, but in order to acquire a Merit Enhancement
you must have five dots in the Merit to begin with.
4.7.1 Artifact (Gadget)
An Artifact is a powerful gadget. It effectively is a Gadget Merit worth eight dots which you
can distribute between advancements and innovations. Alternatively, an Artifact could have a single
power that is more potent than any level 3 Knack.
4.7.2 Enigma (Anonimity)
If a person is an enigma, all attempts to find her or research her automatically fail. The dots
in the Anonimity Merit can be distributed between the character‘s allies and friends however she
likes.
4.7.3 In Charge (Status)
The character is not just a high ranking official in the organization, she is the authority in the
organization. She has a complete control over who belongs to the organization and what that
organization does. Although she can give a Status rating to any of the other players‘ characters,
experience must be paid for it to stick but the characters can go into experience debt.
4.7.4 Kingpin (Contacts)
As a Kingpin you have contacts everywhere. When making a contacts roll (see GMC p. 166)
you are not limited by the spheres of your contacts. That is, even if the contact you‘re trying to get
information from does not belong to the groups designated by your Contacts Merit, you suffer no
penalty. In addition, when using contacts that do belong to your spheres of contacts, it becomes a
rote action for you to gain information from them.
4.7.5 Legions (Followers)
The character has an army, although said army does not need to be capable in a fight. This
army can be an army of lawyers, chefs or even librarians if that is what the character wants.
Essentially the number of individuals that follow the character is endless and he never runs out of
willing assistants. The player chooses a general theme to her legion and can call on any number of
individuals that fit that theme. If there‘s a question whether the person fits the theme or not, or
whether the character can call on so many individuals at that time, the Storyteller can ask for a
Command + Followers roll with a +3 bonus.
4.7.6 Renown (Influence)
4.7.7 Sanctum Sanctorum (Sanctum)
A Sanctum Sanctorum is roughly the size of a small island or a mountain, its security is
beyond breach without the aid of super-science and it has all the luxuries a home needs and more. A
Sanctum Sanctorum counts as having a rating of 8 for the purposes of security and the number of
Features it has. If the Sanctum is shared among multiple players‘ characters, only one of them can
have this Merit Enhancement. In addition, certain features can also be affected as described below.
4.7.7.1 Hidden
A hidden Sanctum Sanctorum cannot be found. Period.
4.7.7.2 Remote
A remote Sanctum Sanctorum cannot be reached without the aid of super-science. Such a
Sanctum is usually somewhere impossible, such as under water or on Mars. Infiltrating such a
Sanctum should be the focus of a story.
4.7.7.3 Armed
An armed Sanctum Sanctorum not only has a fully armed armory but said armory has devices
and innovations. Assume the Sanctum has the Gadget Merit equal to its rating.
4.7.7.4 Huge
A normal Sanctum Sanctorum is roughly the size of an tropical island, a huge Sanctum
Sanctorum‘s true size could theoratically be boundless. The Storyteller is allowed to limit its size to fit
with the themes of the game.
4.7.7.5 Grounds
A Sanctum Sanctorum with this Feature has a whole country as a playground.
4.7.8 Wealth Beyond Avarice (Resources)
A character with this Merit Enhancement is wealthy beyond belief. She can buy anything she
wants, even items that are usually restricted to her (Availability n/a), as long as she can locate the
correct people to sell it. In the event where her Resources score must be taken into account, she is
assumed to have Resources 8.
Once per story, you can buy something that is not for sale, such as a whole island along with
the town that‘s already there. Doing so makes you lose access to this Merit Enhancement until the
next story.
4.7.9 Unearthly Appearance (Striking Looks)
Your appearance is the most striking anyone has ever seen. When you would normally apply
your Striking Looks as bonus dice, you add the bonus as automatic successes instead.
5. Integrity Integrity (the new system that replaces Morality in GMC) is removed entirely from World of
Adventure! and is not replaced with anything in turn. Including such system does not fit the themes
of a game filled with action and adventure.
6. Inspiration Inspiration serves as a sort of a powerstat for heroes. The stat gives you a number of
Inspiration points equal to its permanent rating, which you can use to your advantage.
6.1 Inspiration points Your character begins each story with a number of Inspiration points equal to her permanent
rating in Inspiration. Inspiration points are not limited by that rating however, and can be increased
beyond it.
6.1.1 Using Inspiration points
There are several ways where spending Inspiration points can assist your character:
6.1.1.1 Heroic Effort
Once per session, you can spend one Inspiration point to double your unmodified dice pool
(i.e. your Attribute + Skill). This applies to only one roll, although that roll can represent an action
that can take any amount of time.
6.1.1.2 Activating a Knack
Some Knacks require that you spend an Inspiration point to activate. This is more common
with Psychic and Dynamic Knacks.
6.1.1.3 Dramatic Editing
You can spend a various amount of Inspiration points to affect the scene. One point can add
a little something to the correct place at the correct time, such as a rope hanging exactly where you
intend to swing across. Two points can change something that the Storyteller has already declared,
such as that a car is at a road that the Storyteller said was empty. Three points can make massive
changes, such as surviving an attack that should have killed you. Four points can have some
impressive influence on the story. The Storyteller has the final word on whether the Dramatic Editing
can take place or not.
6.1.1.4 Cliffhanger
This is a specific situation orchestrated by the Storyteller for the players to use Dramatic
Editing. A cliffhanger is a dangerous situation that is most certainly lethal, without the use of
Inspiration points to dramatically edit the situation. It usually takes place right at the end of the
session so that the players can use the time between sessions to plan their daring escape.
6.1.1.5 Power or Recharge an Invention
You can spend your Inspiration points to power an invention or recharge its batteries. See
part 10 for more on super-science and inventions.
6.1.1.6 Intuition
You can spend Inspiration points to gain the benefits of the Common Sense Merit once per
chapter. If you do, no roll is required.
6.1.2 Regaining Inspiration points
These are some of the methods used to regain Inspiration points.
6.1.2.1 Work Hard, Play Hard
When you spend a full day in R&R doing something that your character finds relaxing or
entertaining as appropriate for her concept or origin, you regain a point of Inspiration. A scientist
could read up on new and old theoratical science experiments, a gunman might go out to the
shooting range, a sophisticated aristocrat might go to the theater and a religious priest might sit in
the dark and contemplate old scriptures.
6.1.2.2 Wild Success
If you roll an exceptional success and there is no other mechanical advantage, you regain one
Inspiration point. A player may choose to gain a point of Inspiration in exchange for any other
advantage she could have gotten.
6.1.2.3 Inner Peace
If you would regain a point of Willpower by any means but you are already have a full
Willpower pool, you regain one Inspiration instead. You only regain one Inspiration, no matter how
many Willpower points you would have gotten.
6.1.2.4 Heroic Entertainment
If the character does something appropriately heroic (i.e. she succeeds) and entertaining, and
spends Inspiration points to accomplish that particular act in order to benefit someone else (e.g.
dramatic editing or activating a Knack), she regains all the Inspiration points she spent on the action
and regains one point in addition. This can only be done once per session and the Storyteller should
not give this benefit to any player who has clearly calculated her chances of success or getting out of
this unscathed, or if the Storyteller does not believe the act to be heroic enough.
6.1.2.5 Inspiring Acts
The Storyteller may reward one point of Inspiration to any character who performs a truly
entertaining act that is appropriate to her highest Inspiration facet (or if it is just truly entertaining).
This might be a confrontation with a rival or a villain, an amazing piece of athletic performance, or a
leap of insanely brilliant solution that just might work. The one rule is that the player cannot spend
Inspiration points on this action for it to succeed and it can only be done once per session.
Additionally, repetition should not be rewarded.
6.2 Inspiration Facets Your rating in Inspiration is distributed into three facets. For most of the mechanics, these
facets are used for dice bonus rather than your actual Inspiration rating. In addition, each facet gives
you two abilities associated with them.
6.2.1 Intuitive facet
Intuition is for doers, not planners. They leap before they look. They subconsciously affect
the strands of fate and consciously make surprising mental leaps. They are spontaneous, dynamic
and foolhardy.
6.2.1.1 Enhanced Initiative
You get a permanent bonus equal to your Intuitive facet to your Initiative modifier.
6.2.1.2 Fast Thinker
You can spend a point of Inspiration to gain a dice bonus equal to your Intuitive facet to any
one mental reaction. Examples include recovering from surprise in combat, faking the correct answer
to a quiz on a radio talk show, guessing which wire to cut when you have five seconds left, or
improvising your lines while on stage. You do not get this bonus when making attack rolls in combat,
faking the answer on a two-hour essay test, guessing the correct wire to cut when you have five
hours left on the timer, or making up a new script the night before you go on stage. As a rule of
thumb, if you have one turn to react to something or less, you can apply this bonus.
6.2.2 Reflective facet
The Reflective facet measures the character‘s ability of introspection, patience and extended
focused effort. Reflective characters are calm, focused and reliable. This facet deals with extended
projects and the attainment of long-term goals.
6.2.2.1 I Can Wait
You can add your Reflective facet score to any Resolve, Stamina or Composure roll (including
Resolve + Composure rolls) that involve waiting for something to happen or to end. Examples include
resisting torture, waiting in ambush for hours, riding out the effects of hallucinogens or maintaining a
cool head while everyone else is fleeing in blind panic.
6.2.2.2 Good Things Come...
You may spend an Inspiration point to add your Reflective facet rating to any one roll
involving an extended action. This does not need to be an extended roll, it can be a single roll that
represents a mental or social action that takes extended time to complete. Examples include
negotiations, performing an autopsy or creating new super-science.
6.2.3 Destructive facet
While the Intuitive and Reflective facets deal with doing things, the Destructive facet deals
with undoing them. Destructive characters are not necessarily malicious or evil, but they tend to
break things and destroying them rather than build things. Destructive characters tend to be direct
and unsubtle, although they can also prove to be dangerously cunning.
6.2.3.1 Things Fall Apart
Once per session, you get a damage bonus to any attack equal to your Destructive facet.
6.2.3.2 The Center Does Not Hold
At the cost of a single Inspiration point, you can add your Destructive facet as bonus dice to
any roll that aims to destroy something non-physical and non-ephemeral. This can include destroying
a marriage, disproving a theory or tearing down someone‘s hopes and dreams. This does not include
crashing a car, dismantling a rocket or creating a destructive weapon.
7. Advantages
7.1 Defense Defense in World of Adventure! is the lower of Dexterity or Wits and the higher of Athletics
or Flexibility. It is the worse of your innate abilities and the better of your skills.
7.2 Health Health is calculated by adding together your character‘s Size (normally 5) and the highest of
her Resistance Attributes (Resolve, Stamina or Composure). In World of Adventure!, the hero‘s
chances of survival is not just her physical endurance (Stamina) but also her morale (Resolve). Other
heroes simply stand tall despite injuries (Composure). This also gives different character types more
balanced chances of survival.
7.3 Initiative Initiative is equal to Dexterity + Composure + Intuitive facet.
8. Conditions For the most part, the sample Conditions remain unchanged. There are some exceptions
though, and they are listed below along with the changes. In addition, new Conditions have been
added after the changes.
8.1 Changed Conditions
8.1.1 Addiction
Heroes can overcome their addiction but the rules in GMC don‘t support it very well without
the Integrity trait. Therefore, some changes have been made.
When a character is confronted with the source of their addiction, she is allowed to make a
Resolve + Composure roll. If the roll fails, she can either walk away and gain the Deprived Condition
or succumb to her addiction and gain a Beat. If the roll succeeds, she can walk away without penalty.
On an Exceptional Success, the character has resolved the Condition, at least for now. On a Dramatic
Failure, she is allowed to walk away as if she had failed the roll (and gain the Deprived Condition) but
she also gains the Obsession Condition for the rest of the day, aimed at the source of the addiction,
or indulge in the addiction, gain a Beat and suffer the Guilty Condition. However, each successful roll
adds a cumulative -1 penalty to later rolls in this story, until the character indulges in her addiction.
Note that this rule does not apply when the character is in immediate danger or when her
allies are directly threatened. She will not risk her life for her addiction. Additionally, no roll is really
required, but the character suffers the Deprived Condition if the roll is not made and she walks away.
8.1.2 Connected
Renamed Favor and can apply to either a group or a person. On another note, you‘d think
that Status would cover this sort of thing.
8.1.3 Informed
Just want to point out that I never liked this Condition. That‘s all.
8.1.4 Inspired
You can choose between gaining a Willpower point or an Inspiration point.
8.1.5 Madness
The Storyteller‘s dice pool is 10 - (lower of character‘s Inspiration or Willpower), or equal to
the Inventor‘s Inspiration if it is the result of super-science.
8.2 New Conditions
8.2.1 Prejudical (Persistent)
You are prejudice towards a specific group of people. It can be a racial issue, a religious issue
or a gender issue, or whatever. The result is the same. You suffer a -2 penalty to any social roll that is
not unfriendly towards that specific group.
Resolve: This Condition gets resolved if and when you have a meaningful interaction with a
member of that group that changes your world view. You might consider women the weaker sex
until one of them performs a daring aerial maneuver that saves your life, or you might consider a
minority group to be nothing but the step between human and animal, until someone proves you
wrong.
Beat: Gain a beat when your progress or your group‘s is hindered by your prejudice.
8.2.2 Deranged (Persistent)
You suffer from a derangement. Instead of listing multiple different derangements that exist,
most of them fit under one nice hat. A mad hat. When you become agitated or stressed, roll Resolve
+ Composure. If the roll fails, you lose your mind and succumb to your derangement. This results in
you losing the 10-again ability for the rest of the scene. In addition, you suffer a -2 penalty to all
social rolls. Note that even if you have not failed the roll, there is nothing stopping your character
from behaving slightly deranged.
Resolution: Therapy. Lots and lots of therapy. An exceptional success can hold the
derangement in bay for the rest of the story.
Beats: Gain a beat when your irregular behaviour gets you into trouble or hinders you.
8.2.3 Hallucinating
You are seeing things that are not really there. Your senses play tricks on you. Any roll that
rely on your senses suffer a -3 penalty. This Condition if often the result of drug use, although you
can tie it in with the Deranged Condition.
Resolution: The drugs wear off.
Beats: n/a
8.2.4 Daring
You face death and you do not blink. For one auspicious moment, you are fearless. When an
event would cause you to back out due to fear, or when threatened by dangerous foes, you can
spend this Condition to automatically succeed in your attempt to resist the fear.
Resolution: You become fearless for one important moment. See description.
Beats: n/a
8.2.5 Illiterate (Persistent)
You are unable to read at all in any language that you know. You never learned how. Your
dots in the Mental Skills are likely all taught to you vocally.
Resolution: Shed this Condition when you improve one of your Academics, Engineering or
Science Skills.
Beats: n/a
8.2.6 Nemesis (Persistent)
You have an arch-enemy who wants to see you fail and is likely to make attempts to hinder
you or cause you problems. Work with your Storyteller to create your nemesis, but keep in mind that
her reach and power can surpass your own.
Resolution: Your nemesis is killed or you make sure she never threatens you again.
Beats: Gain a beat when your nemesis causes you serious trouble. For this to apply, it must
be problematic enough for you to divert your attention away from the goal of the story, if only
temporarily. Example might be to kidnap your girlfriend so that you won‘t try to stop his master plan.
An example of what does not apply is sending his goons to beat you up.
8.2.7 Alien (Persistent)
You are in a cultural surroundings completely unlike your own and it makes you uneasy. You
suffer a -3 penalty to any social roll where cultural barriers may apply, which in your case are most of
them. This Condition can also be temporary if you are only stopping for a short while.
Resolution: You adapt to this new culture or you leave this culture and return home.
Beats: Gain a beat whenever the cultural barrier causes you to fail.
8.2.8 Multiple Personality (Persistent)
You suffer from a multiple personality disorder where your mind is literally fractured into
several parts. You can have this Condition multiple times; once per extra personality. Each
personality should have her own character sheet. Each personality has the same Physical Attributes
and is limited to the same type of Knacks (if any), but otherwise you are allowed to create a
completely different character for each personality. In addition, each personality has a trigger which
makes that personality come to the surface on a failed Resolve + Composure roll (the roll is made
when the trigger appears). More than one personality can have similar triggers but the more
specified trigger trumps the other (one trigger might be „when threatened“ and it is trumped by the
trigger „when someone points a gun at me“).
Resolution: Therapy, although different personalities might „die“.
Beats: n/a
8.2.9 Phobia (Persistent)
You are incontrollably frightened by something. There are many different phobias in
existance and you can easily find inspirations for your character‘s phobia online. When confronted
with your phobia, you must succeed on a Resolve + Composure roll or become truly terrified. If she
fails, she must attempt to get away from the source of the phobia by any reasonable means (i.e. not
life-threatening). If the roll is successful, you gain the Shaken Condition but are otherwise able to
operate near your phobia. A Willpower point can be spent to automatically succeed on this roll.
Resolution: An exceptional success at a dramatic moment where failure could cause you
serious harm (physically, mentally or socially) should be enough to resolve your phobia, at the
Storyteller‘s discretion.
Beats: Gain a beat if you would cause yourself or your allies serious trouble by failing this roll
and running away.
8.2.10 Fatigue
You suffer Fatigue when you are ill-rested or when you have pushed yourself too hard. The
Storyteller can apply this Condition when you have stayed up for 24 hours without rest. While
fatigued, all physical rolls suffer a -1 penalty. If you push yourself even further or avoid sleep for
longer, replace this Condition with the Exhausted Condition.
Resolution: Once you have rested for some period of time, you lose this Condition.
Beats: n/a
8.2.11 Exhausted
Exhaustion kicks in when you haven‘t rested at all for at least 48 hours or performed a
strenous activity for much to long. In effect, while having the Fatigued Condition, you replace it with
Exhausted when you would otherwise take that Condition again. While Exhausted, all physical
actions are reduced to chance dice and all other actions suffer a -2 penalty.
Resolution: When you have rested sufficiently, you may remove this Condition.
Beats: n/a
8.2.12 Mind Controlled
Certain powers may cause you to fall under the spell of others. Most common in the World of
Adventure! are the Psychic Knacks. This Condition does not apply unless Knacks (part 9) or
innovations (part 10) were involved, or other supernatural powers.
A character who is Mind Controlled is always linked to someone doing the controlling. When
the controller orders the character to do something, the character must follow that order to the best
of her abilities. There is little room for interpretation; if the character understands what the
controller wants from her, she must follow the order as it was intended. If the controller commands
you to kill someone using a euphemism, you are compelled to kill that someone if you understand
the controller‘s intended meaning.
Only commands that a person cannot be forced to follow are ones that puts him in direct and
obvious danger of death or mutilation (minor harm is alright). Any attempt at such orders resolves
this Condition immediately.
Resolution: Mind control is usually temporary and will run its course. An Inspired character
can spend a point of Willpower reflexively to end the Condition, but doing so causes the character to
suffer the controller‘s Presence in penalty to all rolls on the next round (in combat) or the next
minute (outside combat) due to disorientation.
Beats: n/a
8.2.13 Thrall
8.2.14 Cursed
You have suffered a psychic curse, likely from the Evil Eye Knack (see 9.2.2.3). For the
duration of the effect, you cannot replenish your Willpower by means of resting or acting according
to your Virtue. Other means of regaining Willpower, such as by acting according to your Vice, remain
unhindered.
Resolution: The curse runs its course.
Beats: n/a
8.2.15 Hexed
You suffer a horrifying hex, likely from an exceptional success on the Evil Eye Knack‘s roll (see
9.2.2.3). For the duration of the effect, you cannot replenish your Willpower points by any means
except through the acts of others or by using Knacks or super-science, and you suffer a -2 penalty to
all rolls involving Resolve and/or Composure. This feeling of dread is exhausting and horrifying. If a
character makes a significant roll while under this influence, she can opt to fail that roll and replace
this Condition with Cursed.
Resolution: The hex can either run its course, or the character can replace it with the Cursed
Condition by failing a roll automatically. The curse is lifted, if only slightly. This counts as resolution.
Beats: n/a
8.3 Tilts There is no need to change the Tilts already in the GMC. But some new Tilts are added.
8.3.2 New Tilts
8.4.2.1 Mind Controlled
This is the same as the Mind Controlled Condition (8.2.12) but applies in combat. You must
follow all the commands issued by the controller for the duration of this Tilt. An Inspired character
can remove this Tilt reflexively by spending a point of Willpower, but suffers a penalty equal to the
controller‘s Presence to her next action and her Defense for one turn.
8.4.2.2 Inferno (Enviromental)
The area is engulfed in flames! Everyone suffers -2 penalty to all actions due to smoke and
pain from the fire. After two rounds, a character suffers 2B damage if she breathes. After three
rounds, anyone within the area suffers 1L per turn. Anyone caught on fire suffers 4L per turn.
9. Knacks Knacks are what make daredevils appear more than human, or at the very least exceptional.
They are what allow the Psychics to read the minds of their enemies. They are what make the
Stalwarts super-human. And they are what allow for super-science.
9.1 Heroic Knacks Part exceptional skill and part blind luck, heroic Knacks are not supernatural but they can
make you appear more than human.
9.1.1 Complete Privacy
No one ever accidentally overhears what you want to keep hidden and any attempt to
covertly listen in or otherwise spy on automatically fail. This has no effect on obvious attempts, such
as a waiter standing over your table before you order, a photographer taking a close photo as you
walk out of the courthouse or some goons breaking into your hotel room and ransacking the place to
find some clues. Only attempts at being covert, successful or not, count for this effect.
Requirements: Stealth 2 and Subterfuge 2, or Anonimity Merit at 3.
9.1.2 Death Defiance
You can spend Willpower instead of some or all of the Inspiration needed to escape death.
Only rule is that you must be perceived as having died for the rest of the scene. Perhaps you fell
overboard and arrive at an uncharted island, or you were in an explosion only to arrive in the nick of
time, a little sootie but otherwise OK.
Requirements: Resolve 4 or Composure 4
9.1.3 Dramatic Entrance
Something about makes others stop and take notice when you enter. You gain a +3 bonus to
all Social rolls for one scene with a person you met for the first time during the scene. Any dramatic
failures with these Social rolls count as normal failures instead. On the downside, you suffer a -2
penalty to any roll to remain incospicious while there are people around who are meeting you for the
first time.
Requirements: Striking Looks Merit 3
9.1.4 Eagle Eyes
You gain a +2 bonus to seeing things that are far away. In addition, penalties related to poor
visability (darkness, fog, etc.) are reduced by 2 (minimum of 0). This cannot benefit complete
blindness, however.
Requirements: Wits 3
9.1.5 Enhanced Impact
You send your enemies staggering away with a well placed punch. You may purchase this
Knack separately for Athletics, Brawl, Firearms and Weaponry. When you make a successful attack
with that Skill, your target is pushed one yard per health level damaged in a direction suitable to your
attack. This can push your target far enough to give you some space, or it can push your target into a
wall or off a legde.
Requirements: Three dots in every Skill which the character has this Knack for
9.1.6 Fists of Stone
Your bare knuckles have a damage bonus of 2 when used without any other weapon
(including brass knuckles). Your fists are rough and tough, and ill suited for piano play.
Requirements: Strength 3
9.1.7 Forgettable
Your character is easy to forget. There is no specific mechanic for this, only the most
significant impressions aren‘t forgotten once you have left the scene. You suffer no penalties at social
interractions, but those interractions are just as easily forgotten as you are. Anyone who hasn‘t
known you for a long time (allies and family) must make an Intelligence + Wits roll with a penalty
equal to your Intuitive facet (min -1).
Requirements: You are not permitted to have the Fame Merit and you must have Anonimity
1 or higher. If you do get a chance to get the Fame Merit, you may buy dots in Allies, Contacts or
Resources instead, as appropriate.
9.1.8 Gadgeteer
You can operate simple devices upon seeing them. Complex machines will require a few
minutes of inspection. You only know what is needed to make them work, not necessarily how or
why. Other requirements to operate the machine may apply, but you suffer no unskilled penalty.
In addition, if you have the Skill Mastery for Engineering, Handcraft, Medicine or Science Skill,
you can make super-scientific devices, organisms or compounds as per the rules in part 10.
Requirements: Intelligence 3, wits 3 and Inspiration 3
9.1.9 Indomitable Will
You laugh at feeble attempts to invade your mind as if they were the wheedling of children.
Any attempt to invade your mind suffers a penalty of -3 to the roll. In addition, any mundane
attempt, either through hypnozis, brainwashing or chemical mind control requires three times as
many successes and each roll takes three times a long to make.
If the character does become mind controlled (as per the Condition), she can spend an
Inspiration point to regain her wits without ill-effects.
The above penalty also applies to telepathic communication, mental probing or mind blasts.
The effects of this Knack cannot be turned off and cannot exclude any specific psychics, which means
that friendly communication attempts through telepathy also get blocked.
Requirements: Resolve 4 or Composure 4
9.1.10 Instant Expert
You can mimic the actions of others that you might have seen. You can spend a point of
Willpower and for a single physical action (although it can be an extended action as a whole, such as
surgery) you gain bonus dots equal to your Intuitive facet in a Skill that you do not have any dots
currently. You can only do this once for each Skill in any given session (or day if that is longer).
Requirements: Wits 3
9.1.11 Jack of All Tongues
You know twice the number of languages as you would normally. If you start the game with
this Knack you already know one language in addition to your mother tongue, and if you learn this
Knack later you automatically learn a new language. In addition, each application of the Language
Merit grants you two languages instead of one. Finally, you can decipher any new language with an
Intelligence + Academics roll and understand its meaning.
Requirements: Intelligence 3
9.1.12 Lie Detector
You have an excellent knack for detecting lies even if you cannot see the truth. Any non-
Inspired characters have any attempt at lying to you reduced to a chance die and Inspired characters
suffer a -2 penalty to their attempts. If the Inspired characters don‘t have dots in the Subterfuge Skill,
this penalty becomes -3 instead.
Requirements: Wits 3
9.1.13 Lightning Reflexes
Your reflexes shames that of others. When making an Initiative roll, if you roll 1, 2, 3 or 4 it
counts as 5 instead.
Requirements: Dexterity 4 or Wits 4
9.1.14 Master of Dissimulation
Your binding webs of double-talk and immense vocabulary bamboozle even the most acute
listener. You can fake any sort of professional credentials, unless someone can call you on your bluff.
It does not give you the actual ability of the profession, however. With a successful Manipulation +
Subterfuge roll, you become the instant authority of anything. This does not grant you any Skill,
however, so while you can pretend you are the lead surgeon of a hospital it does not help you if you
are forced to perform actual surgery.
What makes a master of dissimulation different from ordinary scam artists is the
independance from props and guises. You could walk into an army base wearing nothing but shorts
and a baseball cap, and you could convince them that you are a high ranking general from Fort Davis
and that they should let you make an inspection of the armory.
Note that the scam ends if anyone finds that your story is false and calls you on it. Another
general might find out that there is no Fort Davis in Alaska and certainly no General Gryffindor
Hufflepuff.
Requirements: Wits 3 and Manipulation 3
9.1.15 Navigation Hazard
Drivers and pilots around you seem to have the worst days when racing you. When you are in
a race, chase or combat where you are not on your own two feet, your opponents seem to be more
prone to accidents and those accidents tend to be worse than they would be otherwise. You need to
be controlling the vehicle yourself, but the exact vehicle doesn‘t matter. If your opponents suffer any
collision damage, their vehicles suffer additional damage equal to your Destructive facet
automatically. This bonus is also applied as bashing damage bonus to any occupants of the vehicle.
Vehicles that are destroyed by this collision explodes in flames regardless of fuel quantity.
Passengers may roll Dexterity + Athletics with a penalty equal to your Destructive facet, or spend an
Inspiration point, to leap out of danger before the fire consumes them.
This Knack only affects collisions and not damage taken from weapons mounted on your
vehicle.
Requirements: 3 dots in Drive, Pilot or Animal Ken, and 1 dot in the Destructive facet
9.1.16 One-Man Army
You are never outnumbered - you just have larger and larger target selection. You suffer no
penalties for facing multiple opponents. In fact, you gain a +1 bonus to all close combat rolls (using
Brawl or Weaponry) for every opponent past the first, to a maximum of +5 for six or more
opponents. If you are facing more than six opponents, you are allowed to make a second attack with
a -3 penalty per round, but the two attacks cannot be directed at the same target.
Requirements: 3 dots in either Brawl or Weaponry, bonus only applies to rolls with Skills with
3 or more dots but the Knack needs only to be purchased once
9.1.17 Perfect Poise
They never see you sweat. You are completely immune to panic unless it is induced by
Inspired powers. You do not show any fear unless you want to. You gain a +2 bonus dice in
staredowns, and to rolls involving poise, grace and composure, and to gambling rolls where poker-
face becomes a factor.
Any direct intimidation against you fails automatically, if the one doing the intimidation does
not employ any Knacks. Even if they do, you gain the +2 bonus to resist the effects.
Requirements: Composure 3
9.1.18 Resilient
You‘re up and around while the doctors are still deciding how to break the news of your
crippling injury to your next of kin. The time it takes you to heal injuries is halved. This bonus also
applies to any surgical action, reducing the time for each roll down to half an hour, and medical aid is
reduced to 30 seconds per roll (see WoD, p. 61). This bonus stacks with the bonus from the Fast
Healing Merit (if the Merit is available).
Requirements: Stamina 3
9.1.19 Steely Gaze
Your gaze is truly terrifying. You gain a bonus equal to your Destructive facet in dice to any
use of the Intimidation Skill used for making others sweat. Against uninspired characters, this bonus
becomes automatic successes instead. You can also use your Intimidation to stun an opponent with a
pure Presence + Intimidation roll with a penalty equal to her Resolve. If you opt to do this in combat,
the opponent gains the Stunned Tilt (see GMC p. 212). If you do this outside of combat, your victim
rolls a chance die on her next social roll this scene.
You can only use this Knack against the same target twice per day (any more attempts do not
gain the bonus to Intimidation rolls and your targets do not become stunned by your threatening
gaze).
Requirements: Presence 3 or Intimidation 4
9.1.20 Trick Shot
You must purchase this Knack separately for firearms, bows and thrown attacks. With that
mode of attack, you ignore any and all penalties except wound penalties and penalties for poor
visability. Called shots, target size, high winds, target movements, your own movement, unsure
footing and virtually anything that would make your shot more difficult only make you excell at it
even more. Not only do you ignore the penalties, your attack gains bonus equal to the penalties you
would have gotten without this Knack. This bonus is never higher than +5, even if you ignore
penalties from multiple sources.
Requirements: You must have 3 dots in the Skill which applies to the mode of attack
supported by this Knack
9.1.21 Universally Deadly
There is not a single weapon out there that you cannot use. You gain a +1 bonus to all
weapon use and you reduce wound penalties applied to weapon use by one (to a minimum of zero).
You suffer no untrained penalties for using weapons and you suffer no penalty for improvised
weapons.
Requirements: 4 dots in Athletics, Firearms or Weaponry
9.1.22 Untouchable
Bringing a knife to a gunfight is a sure way for you to win. When you start a fight against
opponents with firearms, you apply your full Defense against those enemies. In addition, they suffer
penalties to their attack rolls with firearms equal to your Destructive facet rating, if any. This only
applies if you don‘t have any firearms yourself during the fight. You have to start the fight without a
firearm as well, you can‘t start with a gun drawn and then throw it away to gain this bonus.
Requirements: Athletics 3 and Dexterity 3
9.1.23 Wheelman/Barnstormer/Sea Dog/Trick Rider
This Knack must be bought separately for the type of transport it applies to. Wheelman
applies to automobiles and any vehicle on the road; Barnstormer applies to aeroplanes and other
devices in the air; Sea Dog applies to transport above and below the waves; and Trick Rides applies to
riding mounts of various breeds.
When using a vehicle to which the Knack applies, you increase the vehicle‘s Safe and Max
Speed by 10 for every dot in your Intuitive facet (living mounts increase their Speed by 20% instead).
You also get a bonus to the vehicle‘s Handling rolls equal to your Intuitive facet (you gain this bonus
to control your mount as well).
While the vehicle or mount are moving, you apply your full Defense against all attacks made
against it. If the vehicle or mount is hit and damaged, you suffer no penalties for its damage unless it
is completely destroyed. You also suffer no wound penalties to control the vehicle or mount if you
suffer any damage yourself.
Requirements: As mentioned, there are four versions of this Knack: Wheelman requires Drive
3; Barnstormer requires Pilot 3; Sea Dog requires Navigation 3; and Trick Rider requires Animal Ken 3
9.2 Psychic Knacks Psychic Knacks are paranormal powers derived from the power of the mind and the will.
While most such powers affect only the mind, some can affect the psychic‘s own capabilities or can
affect the physical surroundings. These Knacks do not have any prerequisites to learn, other than the
character must have an Inspiration rating.
9.2.1 Level 1 Knacks
These Knacks are usually sensory in nature or cannot cause injury or harm to living beings.
Not directly, at least.
9.2.1.1 Brain Skimming
You can read the surface thoughts of another person. To direct the target‘s thoughts towards
what you want to know, best way is to engage in a conversation that touches on that subject. To
read the surface thoughts, roll Wits + Empathy + Intuition facet. If the target believes you are reading
her mind, she can resist by thinking of something else (nursery rhymes, math, or vulga thoughts of
your character) and makes a contested Resolve + Subterfuge + Reflective facet roll. If your roll
succeeds, you find out what your target is currently thinking about.
9.2.1.2 Command Voice
You issue a command that others must follow. The targets of this command cannot exceed
your Presence, the command cannot take longer than one round to issue, the command cannot take
longer than one round to perform, and all intended targets must be able to hear the actual command
and understand it. You make a Presence + Command roll with a penalty equal to the highest Resolve
Attribute among your intended targets.
If the roll succeeds, the targets suffers the Mind Controlled Condition (see 8.2.12) or Tilt (see
8.3.2.1).
9.2.1.3 Marked Man
You can mark a person‘s psyche and follow that person‘s trail. You must touch your intended
target, spend an Inspiration point and roll Wits + Navigation. If the roll succeeds, your target is
marked and you always know in what direction and relatively how far away your target is. You do
not, however, know what your target is doing or whether or not your target is living or dead. The
effect lasts one week per success on the activation roll.
9.2.1.4 Perfect Translation
You can access another person‘s part of the brain that controls communication and discern
the intended meaning of what she is saying. You must be able to see or hear the target without
mechanical intervention, so you cannot use this ability across the radio or television. You then make
an Intelligence + Expression roll, no Inspiration point expenditure is necessary. A simple success is
enough to understand the basic intention behind what the person is saying without any great detail.
An exceptional success allows you to understand meaning and details. This power works equally well
on spoken words and hand signals and gestures.
9.2.1.5 Psychic Hand
You have a focused telekinetic force that can operate like a crude hand. It cannot perform
fine manipulations, but it can grab things and knock things over. It is not powerful enough to use as a
weapon. Roll Wits + Stamina. Each success manifests this telekinetic force for a turn. Alternatively,
you can spend an Inspiration point to have it manifest for a scene. The psychic hand has Strength 1
and Dexterity 1, and can only operate within 20 yards of you. It can manage 14kg/y per turn, so it can
either move 1kg up to 14y each turn or 14kg up to 1y per turn.
Alternatively, instead of manifesting a psychic hand, you can manifest a psychic shield
anywhere within 20 yards from you. The shield is not enough to hold a person at bay, but it can
deflect ranged attacks. Any ranged attack that attempts to penetrate the shield suffers a penalty
equal to your Reflective facet.
You can only manifest the hand or the shield at a time. Switching from the hand to the shield
(or vice versa) requires you end the previous effect and reactivate this Knack.
9.2.1.6 Scientific Prodigy
You can psychicly access the creativity and inventiveness of those that assist you. You gain a
one-time automatic success to your super-science action for each assistant who isn‘t an extra. For
each assistant who it Inspired, you gain a number of automatic successes equal to that assistant‘s
Intuitive facet instead, if that is better. To gain this bonus, you must spend an Inspiration point. You
can do this at any time during the R&D process. If new assistants join in later on, you can spend
another point of Inspiration to gain bonus successes from them as well.
Also, having this Knack allows you to make Innovations.
9.2.1.7 Telluric Resonance
You can sense other psychics and stalwarts, as well as the more powerful uses of psychic and
dynamic Knacks that are caused by Zigma-waves. This Knack is considered active at all times, but
requires a Wits + Reflective facet to use. Each success grants you knowledge of one psychic or
stalwart up to 20 yards away. It does not allow you to tell who is emitting the Zigma-waves just that
the person is there. With an exceptional success, you can also tell how many are stalwarts and how
many are psychics.
You can also roll your Engineering + Reflective facet to examine a device and tell if it is
powered by telluric energy or if it is at all an innovation.
9.2.1.8 Thermal Manipulation
You can use your psychic powers to protect you against extreme heat or cold. To activate this
power, you must spend a point of Inspiration and roll Stamina + Reflective facet. For the rest of the
scene, you adjust your tolerance to extreme temperatures so that you are immune to either extreme
heat or extreme cold. With an exceptional success, you ignore some of the damage caused by fire or
frostbite, or attacks based on either fire or cold. The damage ignored is equal to your Reflective
facet. You can only adjust in either direction per activation.
9.2.2 Level 2 Knacks
These Knacks have measurable physical effect, such as temperature or pressure, and can
have measurable impact on an individual‘s behaviour.
9.2.2.1 Brainstorm
A mind-to-mind attack! The target must be within (Inspiration score x10) yards away and you
must be able to see your target. You spend an Inspiration point and roll Manipulation + Destructive
facet against the target‘s Resolve + Reflective facet. If your assault succeeds, your target loses as
many Willpower points as your number of successes. If the target drops to 0 Willpower points, she
becomes unconscious for (8 - Stamina) hours. Exceptional success on your part may cause the victim
to suffer the Madness, Fugue or Broken Condition (or another Condition that the Storyteller deems
appropriate) for number of days equal to your Manipulation score.
If the target rolls an exceptional success, she gains a +3 bonus to later attempts to resist your
Brainstorm attacks for this scene. If you roll a dramatic failure, the attack backfires, you lose a point
of Willpower and suffer the Madness, Fugue or Broken Condition (or another Condition as above) for
the rest of the day.
9.2.2.2 Cloak of Dread
You become truly frightening to behold, not ugly but extremely intimidating. You spend a
point of Inspiration and for the rest of the scene, you roll an exceptional success with three successes
when using your intimidation Skill instead of with the normal five successes. You also get a bonus to
all intimidation rolls equal to your Destructive facet, if any. Finally, instead of getting the normal +3
bonus on rolls with your Intimidation, you can make it a rote action (reroll any die that does not
show a success).
9.2.2.3 Evil Eye
A curse is nothing mystical. It is only as effective as the poor soul believes it to be. What this
curse does is to attack the target‘s self-confidence. You must look your target in the eye and make a
suitable gesture for the curse to take hold. You spend a point of Inspiration and roll Presence +
Destructive facet, contested with the target‘s Resolve + Reflective facet. If you, as a player, speak
some suitably dramatic curse, the Storyteller should grant you a suitable bonus to the roll.
If you succeed at placing a curse on someone, the target suffers the Cursed Condition
(8.2.14) for as many days as the successes you rolled. If you roll an exceptional success, the target is
Hexed (8.2.15) instead.
9.2.2.4 Flame/Frost Conjuration
This is actually two Knacks but have the same mechanical effect. You must choose whether
you wish to have Flame Conjuration or Frost Conjuration upon purchasing this Knack, but you can
purchase it twice to have both versions. With either, you can create temperature extremes in an area
or make an attack with your selected element.
For the former, spend a point of Inspiration and roll Resolve + Composure. For a number of
turns equal to the successes rolled, you create either the Extreme Heat Tilt or the Extreme Cold Tilt
(GMC p. 209). The area affected by this effect is equal to 20 yards per dot in Wits, or within the walls
of a smaller room. You can also counter the opposite Tilt with this application of the Knack.
The latter usage of the Knack, you must spend a point of Inspiration and make a Wits +
Athletics roll. This counts as a thrown weapon when calculating Defense of the target. This attack has
a lethal damage bonus equal to your Destructive facet. This attack travels in a straight line; harsh
winds or psychic manipulation have no affect.
At the Storyteller‘s discretion, either Knack can be used to perform minor tricks (lighting a
cigarette, cooling an engine, etc.) without the need of a Inspiration point. The player make a normal
roll appropriate for the action but is not hindered by lack of the appropriate tools. The Storyteller
may even reward bonus dice to social rolls.
The Storyteller may also allow different versions of this Knack as appropriate. An Electric
Conjuration version might shoot a bolt of lightning and create sparks of electricity, even create a
thunderstorm. A Darkness Conjuration might create darkness around an area or shoot solid shadows.
When creating these alternatives, you should go over the details with your Storyteller so that you can
know your limits.
9.2.2.5 Hypnotic Presence
You hypnotize someone in the attempt to control his or her mind. This Knack sees common
use with interrogation but also with implanting a command. You must make eye contact and then
make a Manipulation + Persuasion roll with a penalty equal to the target‘s Intelligence. Even a single
success is enough to put the target under your spell. This hypnotic trance lasts for (your Inspiration
times 10) minutes, during which time you can compell the target to answer your questions and do as
you command. While the target is in a hypnotic trance, he suffers the Mind Controlled Condition.
You can also place a command into the target‘s mind which she must follow at a later date.
To do this, the target must be in hypnotic trance as before, and you must roll Manipulation +
Command with a penalty equal to your target‘s Intelligence. If successful, you‘ve managed to plant a
command which your target must follow in the next few days. When the command is triggered, the
target suffers the Mind Controlled Condition again while he carries out the order. You can only place
up to a number of commands equal to your own Willpower to any number of targets at a time. After
a number of days equal to your Inspiration score, the cvommands fade from the target‘s mind.
9.2.2.5.1 Mundane Hypnotism
It is possible to hypnotize someone without the use of a Knack. Doing so works like the
meditation action but the hypnotist rolls Composure + Empathy to assist. A mundane hypnotism
cannot be accomplished without the target wanting to be hypnotized. Once the target is hypnotized,
he becomes more complient and easier to convince. During social conflict, a hypnotized target
reduces the number of successes needed to convince him by 2 and the hypnotist gains a +2 dice
bonus to all social rolls. In addition, if that is the goal of the hypnotism, the hypnotized target gains
the benefit of Eidetic Memory which applies also to all past events while he is in a hypnotized state
of mind.
9.2.2.6 Inspirational Aura
You can inspire others to greatness. You spend a point of Inspiration and you roll Presence +
Expression. Everyone who hears you is granted the Inspired Condition which can be used during this
scene. The Inspired Condition can be used for any action which you intend it for, even combat.
In addition, you add your Reflectve facet to any Command roll directed at those affected if
used to issue heroic enough orders.
9.2.2.7 Teledigitation
Although you cannot exert any great telekinetic force, you make it up with fine manipulation
on par with your own two hands. You spend a point of Inspiration to manifest a pair of spectral hands
that can manipulate objects, pick a lock and so on. Your spectral hands have Strength 1 and Dexterity
1 plus your Reflective facet score. The range of these hands is 10 times your Inspiration score, they
can move up to half your Speed if they are carrying anything and cannot move further than two yards
from each other. Once activated, these hands last up to a number of rounds equal to your Wits +
Stamina.
When performing any specific action with these hands, you are allowed to use your own
Skills in cooperation with the hands‘ Attributes (or your own in the case of mental and social
attributes).
At the Storyteller‘s discretion, you are allowed to perform minor telekinetic tricks without
the need to spend an Inspiration point. The general rule is, if it only looks cool and provides you with
no direct mechanical bonuses, you don‘t need to use an Inspiration point to do it.
9.2.2.7.1 Phantom Hands
The effects of Teledigitation and Psychic Hand are two seperate things. As such, you can
activate both for enhanced effect. Doing so costs one Inspiration point and lasts for a number of
rounds equal to your Wits + Stamina. This allows you to manifest a pair of telekinetic hands with
Strength equal to your Intelligence, Dexterity equal to your Reflective facet scoreand a maximum
movement equal to your Wits + Composure. All other limitation apply as per the Teledigitation
Knack.
9.2.3 Level 3 Knacks
These Knacks can cause serious physical harm or make permanent psychological changes.
9.2.3.1 Cloud the Mind
With this Knack, you cloud your presence from the minds of all but the keenest observers.
Observations made by unthinking machines (robots, cameras, motion sensors) still notice your
presence, but to the senses of thinking beings you are but a faint shadow or the flickering wind. You
activate this Knack with an Inspiration point and a roll of your Wits + Stealth. A single success is
enough to hide your presence from anyone not actively searching for you. Anyone actively searching
for you or anyone who shouldn‘t be there (such as an alert guard) must make a Wits + Investigation
roll with a penalty equal to your Stealth score. If they score more successes than you did on your
activation roll, they see through your mental power (although any disguise you have on can still hide
your identity).
Any abrubt or violent action with immediately end this effect. Picking a lock will not reveal
your presence but kicking the door in will, as would any combat action. Once the effect ends, you can
spend a point of Inspiration reflexively to reactivate it with the same number of successes as before
(or you can reroll it if you want to trust your luck, but the second roll always counts). Even if you do
reactivate this Knack, anyone in the area is likely to be on alert and looking for you.
9.2.3.2 Mindhammer
You attack an opponent with pure telekinetic force. You spend an Inspiration point and roll
your Wits + Firearms or Athletics to attack a target you can see within a range of (Wits times 20)
yards away. The damage bonus from this attack is equal to your Destructive facet and deals Bashing
damage.
9.2.3.3 Psychic Control
This is one of the most feared psychic abilities known: The ability to manipulate another‘s
memories completely. To do this, you spend a point of Inspiration and a point of Willpower and focus
your attention on a target within 10 yards for a number of minutes required for an extended action.
The number of successes required depends on what you wish to accomplished. A minor change in
memory, such as the target forgetting his own phonenumber or home address, requires only three
success. Moderate change or memory lapse, such as the target forgetting his place of work or
thinking he‘s been married for the last ten years to a non-existing woman, requires 5 successes.
Majore alterations and wiping out a large and emotionally important memory, such as making a
targetted member of BAM believe he‘s a member of the Brotherhood of the Iron Lotus or erasing the
memory of your parents, requires at least seven successes. This is also a contested action, where the
target rolls Wits + Composure reflexively, whether he knows what is going on or not.
If the target has an Inspiration score, he is allowed to spend a point of Willpower to reduce
the severity of the effect. For example, if you want to erase his memory of ever being married, he
can spend a point of Willpower to lessen that effect; he might remember that he was married but
forget to whom. The target can spend as much Willpower as he likes, each Willpower lessening the
effect by one step (major to moderate, moderate to minor, or minor to nothing) until the effect
simply does not hold.
You can also use this Knack to undo the effects of another use of this Knack. Doing so
requires as many successes as were scored on the initial roll.
This is not specifically a tool for interrogations. The effects do not force a target to spill the
beans as it were. The Knack is capable, however, of letting a target think that the interrogator is
actually an ally or that the target was a double agent all along.
What is truly terrifying about this Knack is its ability to simply mess with others‘ minds to a
point of breaking them entirely. A target can be made to believe he can fly, or that angels speak to
him through the radio, or wipe his memory completely. Conditions such as Amnesia, Deranged,
Illiterate, Phobia and more are just some examples of what the psychic can force upon his target.
Doing so nearly always requires 7-10 successes or more and counts a major effect. On the plus side,
the reverse is also possible and these Conditions can be removed from a target.
The effects of this Knack is permanent unless another psychic with this Knack reverses it.
9.2.3.4 Psychic Synergy
You can link up the minds of your allies, allowing communication without the need of
devices. The targets of this power must all be willing and you must know who you want to link
together, but you must not know where they are exactly. You must spend a point of Inspiration and
roll Intelligence + Command. Each success allows you to link together up to 10 people. On an
exceptional success, you can link up to 100 people, but that is you limit. You can speak with any or all
of them as if they were standing next to you without the need of any device.
In addition, everyone linked together like this add your Reflective facet score as bonus dice to
all of their rolls for the remainder of the scene, and each one acts on the highest Initiative rolled
among the group.
9.2.3.5 Sleight of Will
You teleport an object from one point in space to another. No psychic is known to have been
able to move a living person in this fashion. You spend a point of Inspiration and you are able to
move one object no larger than your Reflective facet in Size no further than 20 times your Wits score.
You must be able to see or feel both the point of vanishing and the point of arrival, although sensory
Knacks count for this.
You must make a Wits + Stamina roll. If the roll is successful, you can teleport an object from
one place to another. If you roll an exceptional success, the teleportation counts as a reflexive action
that takes place instantly, allowing you to summon a weapon to your hand and use it in the same
turn. If you attempt to teleport an item on another person, such as in his hand, that person is
allowed to make a contested Dexterity + Stealth roll to keep it out of the reach of your senses.
A moving object continues to move even if you teleport it, but you are allowed to change its
trajectory. A falling object continues to fall, but you can make if fall upwards. A thrown weapons can
be directed into another direction (doing so suffers a -3 penalty).
9.2.3.6 Touch of Life
Your very touch heals others, even from the brink of death. You must touch your subject,
spend a point of Inspiration and roll Resolve + Medicine. Each success heals one Bashing or one
Lethal damage. No subject can be healed by you more than twice your Reflective facet in Bashing or
your Reflective facet in Lethal per day, but you can activate this Knack as often as you like and
allocate the successes however you see fit. Using this Knacks automatically stabilizes your subject,
even if the roll fails.
Alternatively, you can spend a point of Willpower in addition to the Inspiration and heal
Aggravated as if it were Lethal. A subject cannot be healed more Aggravated damage every day than
half your Reflective facet (round down) in this manner.
9.3 Dynamic Knacks
9.3.1 Level 1 Knacks
9.3.1.1 A One Bound
9.3.1.2 Cool Hand
9.3.1.3 Heightened Senses
9.3.1.4 Mad Scientist
9.3.1.5 Man For All Seasons
9.3.1.6 Powerlifter
9.3.1.7 Sex Symbol
9.3.1.8 Super Reflexes
9.3.2 Level 2 Knacks
9.3.2.1 Aetheric Vision
9.3.2.2 Blazing Speed
9.3.2.3 Blindfighter
9.3.2.4 Optimized Metabolism
9.3.2.5 Piledriver
9.3.2.6 Sun-Tzu‘s Blessing
9.3.2.7 Touch of the Muses
9.3.3 Level 3 Knacks
9.3.3.1 Body of Bronze
9.3.3.2 Indisputable Analysis
9.3.3.3 Man of Many Faces
9.3.3.4 Reptilian Regeneration
9.3.3.5 Sensory Filtering
9.3.3.6 Threat Awareness
10. Super-Science Super-science is a catch all term over scientific advancements beyond the scope of standard
technology of the setting. This system makes primary use of four Skills: Engineering, for firearms,
vehicles and other technological devices; Handcrafts, for most melee weapons that do not rely on
technology; Medicine, for biological and surgical improvements; and Science, for chemical
compounds. The specific terms for these are devices, organisms and compounds. All super-sciences
fall into one of the three.
In order to do super-science, you must have the Skill Mastery in the appropriate Skill. In
addition, you must have the Gadgeteer Knack to make serious Advancements. Assume that without
that Knack, you cannot make a device, organism or compound with more required successes than 10.
10.1 Phase 1: R&D The first phase of super-science is Research & Development. As standard, this part of the
system uses the extended action mechanics. The roll is Intelligence + (the appropriate Skill) +
equipment. The total successes required is determined by the Advancements that you want to
include. Each roll represents 3 days of work, assuming that you spend 10 hours each day working.
That leaves 6 hours for you to do something other than research per day, assuming you sleep for at
least 8 hours per day. If you lock yourself in the lab for 16 hours every day, stopping only to eat, sleep
and to relieve yourself, you can reduce the time for that roll to 2 days of work, but you cannot get
any assistance on the roll.
This roll can be assisted if you have someone to help you. Extras give you +1 bonus to the roll
or one automatic success for every 5 assistants. Inspired assistants can roll normally and add bonus
dice equal to their successes, but grant at least as many bonus dice as their Intuitive facet scores. So
if you get help from two Inspired characters, each with Intuitive facet of 2, you always get at least 2
dice from each, even if either or both roll only 1 success or none at all.
Some changes are made to the standard extended action system as presented in GMC. First
of all, you are not limited to any number of rolls to complete the R&D process. If you prefer that you
do, you add your character‘s Reflective facet to that number of rolls. Second, if you roll a failure
there is a third option available to you. In addition to either scratching the project to start anew or
gain a Condition, you can add a Glitch to the final product. A Glitch is sort of like a Condition for
super-science and is given more detail in 10.4 below. If you opt to add a Glitch in order to continue,
your Storyteller selects the Glitch in secret. Best to find out what the Glitch is when you start testing
it in the field.
10.1.1 Optional Simple R&D System
When time is not an issue or you don‘t want to spend hours rolling your dice to make the
world‘s largest battle blimp, an alternative is available. The extended action is reduced to a single
roll, but the number of successes required is instead turned into the number of days it takes for you
to complete the R&D process.
Each assistant reduces this time by 1 day or by their Intuitive facet, which ever is higher.
Extras who assist you count only as half each (so you need two of them for every day you want the
time lessened. In addition, you can spend Inspiration to shorten the time by 1 day per point spent,
and you can shorten the time even further by taking penalties (-1 per day up to a -5 for five days).
Finally, if you forego your assistants, you can lock yourself in the lab and shorten the time by 1 day
per 2 days in the lab. No matter how much you shorten the time and what methods you use (short of
a Knack), you need at least one day to complete the R&D process.
Finally, if you use this alternative method, the final product will always include one Glitch. On
a dramatic failure, other Glitches may be included or your character believes that the result will work
when in truth it is doomed to fail.
10.1.2 Step 1: Decide on What to Advance
The first thing you must do, before anything else, is to decide on what it is you want to add
Advancements to. Devices require that you add Advancements to an existing item from the
Equipments list in GMC or below. Organisms require that you advance a living being, such as human
or animal. Compounds do not require that you have an existing compound to improve, but improving
hallucinogenic drugs or pensilin is not out of the question either.
The rule is though, that you cannot remove a function of what you are advancing unless you
include it in the R&D process. Removing a function requires as much R&D as is required to add such a
function or something similar. You cannor remove a person‘s ability to reproduce without including it
in the R&D process (which would be similar to the Genetic Inheritance Advancement), and you
cannot remove the car‘s ability to drive unless you make the proper R&D.
10.1.3 Step 2: Determine Advances
At this stage, you decide what you want your super-science to actually do once it is finished.
Some of these Advances have specific properties, which are included in a description where needed.
Each Advancement has a R&D score. Once you have decided on what Advancements you want, you
add together this R&D score to determine the required successes to make the super-science.
Some Advancements can be applied multiple times, allowing you to add additional levels of
the same Advancement. Each additional level past the first adds 1 to the R&D instead of multiplying
the same R&D score. If an Advancement can be added up to 3 levels, you can apply that
Advancement a grand total of 3 times, with the original R&D score +2.
10.1.3.1 General Equipment Advancements
These Advancements can be applied to any equipment, but not to organisms or compounds.
Advancements Special R&D
+1 Equipment bonus Does not apply to weapons or vehicles; up to 3 levels 3 +1 Durability Up to 3 levels 5
Increase Size per +1 Up to 3 levels 5 Decrease Size per -1 Up to 3 levels; item retains its funcionality and equipment bonus 10 Combine Equipment Does not apply to weapons or vehicles; allows you to make one
device that has the properties of two items; use the highest of Durability and Size; up to 2 levels
5
10.1.3.2 Weapons Advancements
These Advancements apply to personal weapons only, i.e. ones that you can carry with you.
Firearms weapons require the Engineer Skill to design while melee weapons use the Handcraft Skill.
Combining firearms and melee weapons counts as making a firearm.
Advancements Special R&D
+1 Damage bonus Up to 3 levels 7 +50% ammunition capacity
Adds 50% of the original ammunition capacity; up to 2 levels 3
+50% range Adds 50% of the original range; up to 4 levels 5 Foldable Allows weapon to be reduced in Size until it it used; up to 2
levels; weapons cannot be reduced to less than Size 1 10
Disguised Weapon appears to be another kind of equipment (sword cane, gun in a lighter, etc.); finding the weapon requires a successful Wits + Engineer or Handcraft or Firearms or Weaponry or Investigation roll at a -2 penalty
7
Combine Weapon Two or three weapons are combined into one but only one of them can be used to make an attack; use highest Size and Strength requirement and the highest Initiative penalty; up to 2 levels
10
Change Damage Type Bashing to Lethal or Lethal to Bashing 15 Change Damage Type Lethal to Aggravated or Aggravated to Lethal 25 -1 Strength The weapon is made lighter; up to 2 levels; cannot be made to
less than Strength 1 7
Reduce Initiative penalty Initiative penalty is reduced by 1; cannot be made less than 0; up to 3 levels
10
9-again 10 8-again 15 Stun 5 Armor Piercing +1 Up to 3 levels 7 One-Handed A two-handed weapon is made to balance in one hand 12
10.1.3.3 Vehicular Weapons Advancements
Vehicular weapons are usually too large for a normal person to carry. Although they are
referred to here as vehicular, any weapon that must be firmly attached to the ground or a larger
object in order to be any useful can be given these Advancements.
Advancements Special R&D
+1 Damage bonus Up to 3 levels 10 +50% ammunition capacity
Adds 50% of the original ammunition capacity; up to 2 levels 5
+50% range Adds 50% of the original range; up to 4 levels 7 Disguised Weapon appears to be another kind of equipment (support 10
beam, smokestack, etc.); finding the weapon requires a successful Wits + Engineer or Firearms or Investigation roll at a -2 penalty
Change Damage Type Lethal to Aggravated or Aggravated to Lethal 30 Reduce Initiative penalty Initiative penalty is reduced by 1; cannot be made less than 0; up
to 3 levels 15
9-again 15 8-again 20 Armor Piercing +1 Up to 3 levels 10
10.1.3.4 Vehicle Advancements
Vehicles include any kind of equipment that improves your way of travel, be it on the ground,
in the air or on (or under) the sea.
Advancements Special R&D
+1 Passenger Allows multiple levels up to the vehicle‘s Size 1 +50% cargo capacity Allows multiple levels as the vehicle‘s Size allows 2 +25% Speed Safe and Max Speed; up to 8 levels 10 +25% Speed Max Speed; up to 4 levels; counts as 4 additional max levels with
the Speed improvement above, but only for Max Speed 7
+1 Handling Up to 5 levels 10 +1 Durability Up to 3 levels; increases Durability for all parts of the vehicle 15 Conceal Added Durability
Up to 3 levels; conceals increased durability up to the same level; Wits + Investigation or Engineering is required to notice increased Durability
10
Personal-Scale Weapons Mount
Adds mount for personal-scaled weapons, such as machine guns; up to (Size) levels
1
Vehicle-Scale Weapons Mount
Adds mount for large-scaled weapons, such as cannons; up to (Size/2) levels, round up
5
Conceal Personal-Scale Weapons Mount
Proper roll necessary to spot weapons mount; conceals all personal-scale weapons mounts on vehicle
1
Conceal Vehicle-Scale Weapons Mount
Proper roll necessary to spot weapons mount; conceals all vehicle-scale weapons mounts on vehicle
5
Heavy Industrial Equipment
Example: mining drill or crane 10
Living Quarters Allows room for 5 occupants to live in the vehicle; up to (Size/10) levels, rounded down
2
Luxury Living Quarters Allows room for 1 occupant to live in the vehicle; up to (Size/10) levels, rounded down
3
Mobile Labratory Includes a lab to perform super-science R&D 20 Support facility for smaller vehicle
Up to (Size/20) levels, rounded down; vehicle cannot be larger than Size 20
20
Improved fuel efficiency +100% more efficiency; up to 5 levels 10 Extra movement mode Flight, drive, sail, etc. 50 Extreme movement mode*
Under-water, burrow, space-travel, etc.; includes life-support for 1 week, additional weeks added as levels
70
+1 Size Multiple levels 3 Super-Speed Speed becomes 500mph for 3 rounds; up to 3 levels (increases
duration) 10
*When in space, multiply Speed by 10 for approximate Speed value.
10.1.3.5 Armor Advancements
Armor deserves a special mention.
Advancements Special R&D
+1/0 armor Up to 3 levels 7 +0/1 armor Up to 2 levels 10 -1 Strength requirements
Up to 2 levels; Strength requirement cannot be less than 1 10
Lessen Defense penalty Up to 2 levels; Defense penalty cannot be reduced below 0 7 Lessen Speed penalty Up to 2 levels; Speed penalty cannot be reduced below 0 7
10.1.3.6 Organism Advancements
These Advancements only apply to human beings and animals. The R&D process must be
reqeated for every individual separately, or else it will cause penalties during the surgery. Every
person is unique and to think otherwise is hubris.
10.1.3.6.1 General Organism Advancements
These Advancements can be applied to any organism.
Advancements Special R&D
Muscle implantation +1 Strength; up to 3 levels 20 Nerve tweaking +1 Dexterity; up to 3 levels 40 Structural reinforcement +1 Stamina; up to 3 levels 20 Sensory enhancement +1 to perception rolls 15 Brain augmentation +1 Intelligence; up to 2 levels 90 Brain augmentation +1 Wits; up to 2 levels 90 Lobotomatic behaviour modification
+1 Charisma; up to 2 levels 75
Pheromone implantation +1 Manipulation; up to 2 levels 60 Dermal thickening +1/0 armor; up to 3 levels; stacks with external armor 20 Subdermal chitin implantation
+0/1 armor; up to 3 levels; stacks with external armor 60
Exoskeletal transplantation
+2/2 armor; up to 2 levels; does not stack with external armor; -1 Defense, not increased with higher levels
120
Extra limb Simple limbs such as tails, trunks or tentacles; cannot operate with fine manipulation; can attack or pick up; up to 3 levels
120
Extra hand Extra limbs with opposable thumbs and fingers; allows operation with fine manipulation; work as standard hands with offhand penalties; up to 2 levels
120
Extra leg Extra legs that allow you to run faster; +2 Speed; up to 2 levels 120 Gills implantation Ability to breath underwater 240 Bioluminescense implantation
Skin lights up in darkness and eliminates 2 dice worth of penalties due to poor lighting
240
Darksight Eliminate visual penalties due to darkness 120 Echolocation Eliminate visual penalties due to darkness, fog, smoke or
blindness 240
Fang implantation Damage +1L with fangs; up to 2 levels 60 Claws implantation Damage +1L with retractable claws; up to 2 levels 240
Aquatic enhancements Fins, sleek skin or scales; automatic swimming at normal Speed 120 Musk Attack with foul smell; roll Dexterity + Stamina; deals no damage
but target is stunned 240
Needleteeth replacement
Bite attacks gain piercing +1; up to 3 levels 60
Razorskin enhancement Skin becomes razor sharp; unarmed attackers suffer +1L damage on successful attacks; up to 2 levels
120
Size increasement +1 Size; up to 3 levels 240 Speed enhancement +1 Speed; up to 5 levels 120 Lung enhancement Can hold your breath +100% longer; up to 3 levels 120 Web-Spinning implantation
Creates a Size 1 sturdy web with Durability 3 per turn; cannot shoot web; up to 3 levels with each level improving Durability
240
Wings implants Gain the ability to fly at standard Speed 120 Physical sturdiness improvement
Iron Stamina Merit; up to 3 levels 60
Immunity enhancement Hardy Merit; up to 3 levels 80 Size decreasement Small-Framed Merit; -1 Size; up to 2 levels 240
10.1.3.6.2 Human Advancements
These Advancements can only be applied to human beings.
Advancements Special R&D
Plastic Surgery New face 5 Plastic Surgery Striking Looks Merit; up to 2 levels 10 Ambidexterity enhancement
Ambidextrous Merit 20
Contortionistic improvement
Double Jointed Merit 40
10.1.3.6.3 Animal Advancements
These Advancements can only be applied to animals. Animals who are given the ability to use
languages must learn new languages with the Language Merit and starts with none.
Advancements Special R&D
Dextrous operation enhancement
Grants opposable thumbs and the ability to operate with fine manipulation, assuming animal has the brains to know how to use it
120
Self-Sapience augmentation
Grants sentience to animals; animal must have Intelligence 1 by the end of the surgery; does not guarentee the ability to speak
400
Erectal posturization Allows the animal to stand upright 120 Linguistic structural adjustment
Grants the animal the correct oral structure to use languages; does not teach the animal any language
240
10.1.3.7 Compound Advancements
Compounds are not always liquid in form and can include enhanced metals and toxins.
Common sense should be applied when determining the effects duration where it is not specified.
Advancements Special R&D
+1 Attribute Up to 3 levels; lasts one scene 5 +1 Initiative Reflexive enhancements; up to 3 levels; lasts one scene 10 Acid Splashed or thrown; Dexterity + Athletics; +3L damage; up to 2
levels 10
Mind Control drugs Adds +3 bonus to social rolls made to suggestion 25 Silk-steel Adds +0/2 armor to one set of clothes 30 Super-fuel 10x fuel efficiency, +25% to Max Speed; up to 3 levels 40 Concentrated explosives +25% damage, rounded up; up to 2 levels 60 Advanced alloys Reduce Strength requirements to carry by 1; up to 2 levels 60 Healing enhancement drugs
Heal lethal damage at same rate as bashing damage 60
Anti-aging drug Age 1 year per decade; must be imbued once every decade 270
10.1.3.7.1 Toxin Advancements
Toxins and poisons have specific Advancement options.
Advancements Special R&D
+1 Toxicity Up to 3 levels 7 +1 Damage Up to 3 levels 10 Change Damage Type Bashing to Lethal or Lethal to Bashing 15 Change Damage Type Lethal to Aggravated or Aggravated to Lethal 20 Stun 10 Condition Victim suffers a Condition and/or Tilt in addition to any damage;
up to 3 levels 15
Exposure Turn to minute, minute to 15 minutes, 15 minutes to hour, hour to day, or the other direction; up to 2 levels
10
10.1.3.8 Innovations
Innovations are super-scientific achievements that apply the effects of Knacks. As a general
rule, you can only apply a number of innovative effects equal to half your Intelligence score, rounded
up. In order to make innovations, you need either the Scientific Prodigy or the Mad Scientist Knacks.
Innovations are nearly always devices, but some innovations involve giving Knacks to organic
beings (organism). When determining R&D, consult the table below. For the sake of super-science,
heroic Knacks count as level 2.
Level 1 Level 2 Level 3
Devices 30 60 90 Organisms 100 200 300
Innovations have the following traits:
Effects: This is what the innovation does.
Dice pool: When the innovation‘s effect requires a roll, the dice pool to use it is equal to half
the inventor‘s dice pool if she had the Knack that it is based on. Each additional die to the pool, up to
the inventor‘s full dice pool, increase the R&D by +3. Additional dice to the pool up to twice the
inventor‘s dice pool add +4 to the R&D per die. Additional dice beyond that add +5 to the R&D per
die.
Secondary function: This includes any advancements added to the innovation, as according
to sections 10.1.3.1 to 10.1.3.7 in this file.
Usability: This determines who can use the innovation. By standard, only the inventor can
use the device or the person who it was designed for. For additional +3 to the R&D, any Inspired
character can use the device. For additional +7 to the R&D, anyone can use the device. This R&D
increase is not cumulative so you do not need to add +10 to the R&D in order to let any Inspired and
everyone else use the device.
Durability: Any device has a Durability equal to the material used to make it (inventor‘s
choice) and Size equal to 1 + (the level of the Knack it is based on). The inventor can adjust these
numbers as per 10.1.3.1 General Equipment Advancements.
Warranty: Each innovation has a life expectancy before it becomes increasingly unreliable.
Once the R&D process is completed, the inventor makes an Inspiration + (the Skill used to design the
innovation). Each success determines the number of months before it starts to break down. After
that time, the innovation lasts, unreliably, for about a week, during which time it is destined to fail at
a dramatically appropriate moment (determined by the Storyteller).
The inventor can extend this warranty period by rebuilding the innovation. The inventor
completely disassmbles the device and cleans it thoroughly. The inventor makes a new construction
roll (see 10.2) and resets the warranty by doing so.
The inventor can also make an innovation with unlimited warranty. During the R&D process,
before the innovation is completed, the inventor spends one permanent Inspiration dot. Doing so
makes the innovation last until it is forcibly destroyed.
10.1.3.8.1 Powering Innovations
Some innovations require that they be powered somehow. Innovations based on Knacks that
have an activation cost require either the user to spend the required Inspiration or a telluric battery.
10.1.3.8.1.1 Telluric Batteries
A telluric battery provides the innovation with the required telluric fuel needed for it to
operate. A telluric battery only has a limited number of charges however before it needs to be
recharged. The number of maximum charges a battery can hold dictates its Size and Duribility.
Capacity Size Durability Structure
1 0 1 1 2 1 1 2 5 3 2 5
10 3 3 6 25 7 3 10 50 10 4 14 75 25 5 30
100 40 5 45
If destroyed, a telluric battery causes an explosion that causes damage equal to its Size. This
explosion ignores Durability of objects and armor, and the damage caused is Aggravated as radiation
burn the human flesh.
10.1.3.8.1.1.1 Constructing Telluric Batteries
Telluric batteries by themselves count as a level 3 Knack innovation when determining R&D
and whether the inventor has the ability to design it. A telluric battery always has a Production rating
equal to the battery‘s capacity when determining construction time.
10.1.3.8.1.1.2 Recharging Telluric Batteries
Telluric batteries can be recharged through a Telluric Recharging Station. A willing participant
can spend one point of Inspiration for one charge every minute. An unwilling participant gets his
Inspiration points ripped out of him at the rate of one every half hour, which grants one charge. If
there is no Inspiration points left, or if there were none to begin with, the TRS can syphon Willpower
from the user for each charge instead. If all Willpower is gone as well, the TRS starts reaping the very
life-force of the user and gets one charge per lethal damage caused to the victim.
Most scientists would never allow a TRS to go passed the Inspiration points, with very few
risking the Willpower of their volunteers. That is not to say that some mad scientists do not kidnap
unwilling subjects for their villainous experiments.
10.1.4 Step 3: Start Rolling Some Dice
Once you have determined what Advances you want to include, it is time to start rolling. You
always roll Intelligence plus the appropriate Skill based on the type of super-science you intend to
make. Devices use either Engineer or Handcraft, depending on whether or not the device has any
mechanical components. If they do, use Engineer. If you are making organisms, use the Medicine
Skill. Compounds use the Science Skill. You are allowed to spend Willpower on any of the rolls, but
because the work can consume so much of your effort you regain no Willpower point during the time
spent on rolling for this R&D. You can also spend Inspiration points to either double your dice pool or
to add your Reflective facet as bonus dice, or both.
In order to roll without any penalty, you‘ll need a private lab space. Doing the R&D rolls
where there are many distractions will cause penalties to your roll. Consult the table below for
suggested penalties and bonuses.
Mod. Situation Mod. Situation
-1 to -5 Distractions in the lab area +4 to +5 Excellent lab area -3 Lack of proper lab equipment +1 Per assistant (normal) +0 Proper lab area +1 or
Intuitive facet if higher
Per assistant (Inspired)
+1 to +3 Well equipped lab area +1 Per 2 assistants (extras)
10.2 Phase 2: Production Once R&D is complete, there are four things that you need to complete the process.
However, you do not need to finish the process right away since you can keep the plans for as long as
you like. You‘ll need time, money, place to build it and someone to make it.
Before you start on this, divide the number of successes needed for the R&D action by 3 and
round down. This is the Production rating of your super-science project.
10.2.1 Time
The time it takes to produce the super-science is based on the project‘s Production rating. It
takes a number of weeks equal to the Production rating to make the final product. If the Production
rating is 0, your creation is completed within the day. You can shorten this time by adding penalties
to your construction roll at -1 penalty per week, max -5 after reducing it by 5 weeks. Organisms are
somewhat of an exception to this and are discussed further in 10.2.4.1.
10.2.2 Funds
Next, you need funds. Again, this is calculated using the project‘s Production rating. You need
at least as many dots in the Resources Merit as the Production rating to complete the project in the
minimum time required to produce it. You are allowed to pool together your Resources Merit with
that of other players‘ characters in order to meet that requirement. You are also allowed to seek out
funding from other benefactors to meet that requirement. If you have the Wealth Beyond Avarice
Merit Enhancement, you are assumed to meet any requirements for funding automatically
If it becomes necessary, you can spend one dot of your Resources Merit to double its value.
You can also use less than great quality equipment and facility to reduce your Resources
requirements at a rate of 1 per -1 penalty as described below. If you cannot meet the funding
requirement, the production is halted until enough funding is acquired.
10.2.3 Facility
You need a place where you can produce what you want to make. A general rule of thumb is
that you need at least as much space as twice the device‘s Size. If you can‘t find a place large enough
for that, you suffer a -1 penalty for space equal to the device‘s Size + 20, and a -2 penalty for space
equal to device‘s Size +15. Anything smaller than that and you cannot complete the production
there.
You also need the right equipment for production. Having less than suitable equipment can
cause problems and penalties from -1 to -3. Depending on the Size of the project, you will also need
workers. A number of workers equal to the device‘s Size -5 are required to complete the project on
time. Additional workers improve your roll by +1 for every two workers to a maximum of +5, and the
lack of workers add penalties equal to -1 for every two workers to a maximum of -5.
10.2.4 Construction
The actual construction requires a roll of Intelligence + Engineer for mechanical devices,
Handcraft for non-mechanical objects of improved quality, Medicine for organisms or Science for
compounds. If you are overseeing the project, you must make an Intelligence + Command roll
instead. This is a simple action that only requires one success to complete. You do suffer penalties if
the project is hastened or if the facility is not up for the task, as described above. This roll can be
assisted by other Inspired characters, up to a maximum of your Inspiration trait.
Dramatic Failure: The project seems to have been successful according to plan, only to fail
horribly when it is tested.
Failure: The project fails midway and must be attempted again. Whoever is overseeing the
project or producing it may gain a Condition if appropriate.
Success: The project is completed on schedule.
Exceptional Success: The project is completed much faster than expected. Reduce the final
time it took to finish by one week, to a minimum of one day.
10.2.4.1 Surgeries
Surgeries deserve a special mention. They require much more work in order to finish and
must be overseen by a head surgeon at all times (although you can change the head surgeon every
few hours if preferred). The surgery must be continued from the start to finish without stop. If a
complication arises, the patient may have to undergo two surgeries at once.
The surgery is an extended action with a number of required successes equal to the
Production rating. Each roll represents 3 hours of surgery. The head surgeon makes an Intelligence +
Medicine roll, assisted by up to 5 secondary surgeons.
Each roll causes 1L damage to the patient. If the patient‘s status becomes critical, the head
surgeon can either attempt to complete his surgery before the patient bleeds to death, or another
surgeon can make a seperate surgery to save the patient‘s life. Doing the latter, however, causes a -3
penalty to both surgeries.
If the head surgeon makes more rolls than her Stamina, she gains the Fatigued Condition. If
she makes more rolls than twice her Stamina, she becomes Exhausted instead and her rolls are
reduced to a chance die.
A surgery requires proper surgical tools and a sanitary place to perform it at. Unsanitary
locations cause penalties from -1 to -3.
Dramatic Failure: The patient dies a horrible death. The head surgeon (and her secondary
surgeons) is likely to develop some cruel Condition, if only temporary.
Failure: The head surgeon must either abandon the project and let the patient die, gain a
Condition or cause the patient some horrible pain. If the last option is chosen, the patient suffers a
persistent Condition of the Storyteller‘s choice.
Success: The head surgeon makes headway to complete the surgery.
Exceptional Success: Not only does the head surgeon make significant progress, she gets an
even better results. Consult the rules for Exceptional Success in extended actions in GMC p. 188.
10.3 Phase 3: Field Testing Field testing is performed by generally using the devices in the field. Make some rolls. Fire at
some targets. Jump off a building to test those new wings of yours. Any Glitch may come to light at
those moments, or they may remain hidden somewhat longer.
10.4 Glitches These are like Conditions, but for super-science. You may call them side-effects if you like,
here they are referred to as Glitches. A Glitch is added during the R&D progress of the project. Once
it has been added, the inventor cannot remove it without starting the R&D phase from the
beginning. Doing so adds a +2 bonus to the first roll, just as if she had abandoned the project
midway. When a Glitch is added to the project, the Storyteller should choose the Glitch in secret,
only to reveal it when it pops up during use.
This list of Glitches is not finite. You are encouraged to add to this list whatever you feel is
appropriate. Some Glitches only apply to specific types of super-science. They have a requirement
that is listed with them.
10.4.1 Unstable Frame
Requirement: Vehicle only
The vehicle that has this Glitch is prone to damage when going too fast. Every round that it is
moving faster than its Safe Speed, the vehicle suffers a point of damage to its Structure.
10.4.2 Explosive Compound
Requirement: Devices or compounds only
Although this Glitch is most common with vehicles and fuels, firearms are also known to
suffer this Glitch. If a vehicle with this Glitch (or using a fuel with this Glitch) goes up to its Max
Speed, its engine will blow. Roll a number of dice equal to its Production rating and add the
Production rating again as bonus successes. Each success causes damage to the vehicle‘s Structure
and only hald of its Durability applies in defense. Each success is also rolled again as lethal damage to
any passanger within ten yards per Size of the engine.
If the device is a firearm, the weapon explodes on a dramatic failure. The weapon is ruined
and you roll the weapon‘s damage bonus as dice. Each success causes lethal damage to the wielder.
10.4.3 Blown Fuse
Requirement: Devices only
If a dramatic failure is rolled while using the device, or whith three consecutive failures in a
row, something makes the device stop working. It may look like it works fine, but something
somewhere is making sure that the device cannot operate properly. An extended Dexterity +
Engineer action is required to locate and fix the problem, with the number of required successes
equal to 5.
10.4.4 Locked Steering
Requirement: Vehicles only
On a failed roll to operate the vehicle, the steering locks and any later roll is made with a -3
penalty. A successful Dexterity + Engineering roll is sufficient to fix the steering but the vehicle
cannot be operated while this is done.
10.4.5 Brittle
Requirement: Devices only
The device is brittle and likely to fall apart. On a dramatic failure, the device literally falls to
pieces and needs to be reconstructed in order to work again. If the device is a vehicle, other dangers
might ensue.
10.4.6 Overheating
Requirement: Firearms with automatic fire only
Every time the firearm uses medium or long autofire, the weapon heats up dangerously. The
user suffers 1L damage as she burns her hands. It takes about one round to cool down. If the
superheated weapon touches flammable objects, it can start a fire.
10.4.7 Condition
Requirement: none
A device can cause certain Conditions through hallucinogenic or toxic fumes, or radiation.
Compounds can have all sorts of side-effects. Most organisms will suffer some side effects from the
surgery, such as derangements or amnesia, or might lose the ability to use an arm. Choose a suitable
Condition with this Glitch. An organism suffers this Condition forever, until another R&D phase is
performed and another surgery is made to rectify it. For devices and compounds, the effect only lasts
for the scene in which they are used.
10.4.8 Toxic
Requirement: Compounds only
Some compounds have a nasty side-effect of being toxic or otherwise damaging to the
person who imbibes the compound. Choose a toxin to apply with this Glitch, or add a damaging
effect of 5B or 3L. This damage is applied automatically.
10.4.9 Impromptu Activation
Requirement: Devices only
The device tends to activate one of its functions at inappropriate moments. A gun may fire
while holstered or an aeroplane suddenly activates its diving mode midflight over the Sahara Desert.
The Storyteller should decide when the device will activate itself accidentally but should do so only
when dramatically appropriate.
11. Equipment Here are some lists of what equipment is available in World of Adventure!
11.1 Basic Equipment For basic equipment, use the list provided in GMC p. 232.
11.2 Weapons
11.2.1 Melee Weapons
Use the table for melee weapons on page 202 of GMC.
11.2.2 Firearms
Use the table for firearms on page 201 of GMC. Use common sense when deciding what
weapons may be available in the setting. Add this weapon:
Machine gun: Dmg 4, Ranges 250/500/1000, Clip 100, Initiative -5, Strength 4, Size 4, Availability 5
11.2.3 Heavy Weapons
Weapon Dmg Ranges Clip Initiative Strength Size Availability
Heavy Machine Gun 5 300/600/1200 50 -4 3* 5 5 75mm gun 14 500/1000/2000 1 -5 n/a 10 n/a Artillery 20 5km/10km/20km 1 ** n/a 20 n/a Flamethrower 4† 2/5/10 10 -4 3 4 3 Grenade launcher ‡ 75/150/300 1 -3 3 3 5 Mortar 7 500/1000/2000 1 -4 3 3 n/a
* Strength requirement for attached machine gun, incresed to 6 if carried.
** Artillery always occurs last in the round.
† Maximum damage, but ignites the target and causes this damage per turn (2 from heat, 2 from
size).
‡ The grenade launcher uses grenades from the list below to determine damage.
11.2.4 Explosives
Use the list and rules on page 179 of WoD.
11.3 Armor Use the reinforced clothing, flak jacket and riot gear as presented on page 203 of GMC. Other
armor may be available, but these are what are considered modern in the setting.
11.4 Vehicles Speed is measured in kilometers per hour. 1kmph = 0,8 yards per turn. In World of
Adventure!, we round up to 1 yard per turn, for simplicity.
Vehicle Dur. Size Struct. Safe Spd Max Spd Handling Occ. Avail.
Automobile, old 2 7 9 50 100 -1 1+3 Automobile, new 3 8 11 60 120 0 1+3 Motorcycle 3 7 10 50 120 +1 1(+1) Truck, small 3 17 20 50 100 -1 1+1 Truck, large 3 20 23 60 120 -1 1+1 Tramp steamer 2 30 32 10 30 -2 20 Cargo ship, typical 3 40 43 25 40 0 20 Luxury liner 3 60 63 25 50 0 400 Dirigible, small 3 35 38 50 100 0 50 Dirigible, large 3 75 78 60 140 +1 500-1k Blimp, small 3 24 27 30 60 0 10 Blimp, large 3 30 33 50 80 0 100 Passenger 3 21 24 200 280 0 20
aeroplane Cargo aeroplane 3 30 33 160 280 0 2+2 Autogyro 3 8 11 120 250 +1 1+1
12. Rules Certain rules have been changed. I leave it up to you to decide if they are an improvement or
not.
12.1 Combat
12.1.1 Damage
Weapons do not automatically cause lethal damage. World of Adventure! uses the rules from
WoD when determining damage type, bashing or lethal. Weapons that previously had Damage 0 now
have Damage 1.
12.1.2 Autofire
For simplicity, when using autofire you count any extras as a single target, no matter how
many they are. For example, if you use long burst autofire against 3 extras and one non-extra, they
count as two targets instead of four. You also apply equal damage to all extras caught in the attack
(you would only roll once and apply the successes to all extras).
12.1.3 Firearms & Close Combat
When firearms are used in close combat, you apply your defense normally and do not gain a
bonus against larger firearms.
12.1.4 Cover
Durability is subtracted normally for any cover, including glass and other transparent covers.
If the target cannot be seen behind the cover, the attack suffers a -2 penalty.
12.2 Doors and Social Maneauvers In World of Adventure! the Social Maneauvering presented in GMC (p. 188) is not used.
Instead, social interraction and coercions are resolved with extended actions. The required number
of successes is determined in the same manner as the method used to determine the number of
Doors needed to succeed, but double the lower of Resolve or Composure for start. Also, character‘s
Origin and Allegiance may apply but should only add or subtract one required success at most. If the
goal of the social action benefits the target‘s Vice or Goal, the Storyteller can lower the difficulty
appropriately.
Using Socialize to attain the goal usually takes from hours to days per roll, or possibly even
longer, depending on the intended goal. Other Skills generally take as little as rounds to minutes per
roll. Style can take from rounds up to days.
Major NPCs and antagonists may use this system against the players‘ characters at the
Storyteller‘s discretion, but the players‘ characters always have a way out. If the NPCs succeed on
attaining their goals, the players can simply say no, accept a suitable Condition and move on.
Alternatively, they can accept and gain a Beat, but must act according to the suggested action. If the
players succeed in influencing someone other than a fellow player‘s character, that character always
acts according to the suggestion.
Extras follow a different rule. Treat Extras as having Resolve or Composure 1 when finding
starting difficulty. The required successes are treated as a dice penalty and only one roll is made. If it
is successful, the extra has been convinced. If you roll an exceptional success, you gain a Beat. If you
roll a dramatic failure, you cannot coerce the extra for this scene.
Example: Jim‘s goal is to get Tom to vouch for him to the secret society that Jim knows Tom
belongs to. Jim‘s player wants to use subtle coercion and the Storyteller sets the roll to be
Manipulation + Persuasion. Tom has Resolve 3 and Composure 2, so the difficulty starts at 4. Since it
is a secret society, and Tom has that society as his Allegiance, the difficulty increases to 5. Jim starts
rolling and gains two successes on the first roll and four successes on the second roll, so the action
succeeds in two rolls. Tom‘s player, however, does not want Tom to betray his secret brotherhood
and declares that Tom resists the coercion. The Storyteller determines that Tom becomes Annoyed
at Jim as a Condition. Tom suffers a -1 penalty to all social rolls against Jim but Jim adds two to the
difficulty of any social action against Tom.
Players can use this mechanic against each other, if they so choose.
12.3 Extended Actions Not all extended action have a limit to how many rolls can be made. If the character has
plenty of time, there is no reason, especially in World of Adventure!, for him to simply give up or
reach the end of his abilities. Some rolls do have a limit, however, such as social conflict as described
above in 12.2.
12.4 Extras These rules replace the extras rulesin WoD on page XX. By definition, extras are the
nameless goons and bystanders that are not there to provide the players with a challange but to
make the players look exceptional. If the extra should be challenging, he should not count as an
extra.
Extras have only two dice for most actions. They have no Skills but have 1-3 Specialties
instead which add +1 die as normal. Extras also have a Weakness, which is either Mental, Physical or
Social actions. Any roll involving these actions are automatically reduced to a chance die.
When in combat, extras have only one health level but damage does not „spill“ over to the
next damage type unless attacked again. Extras that are intended for combat have 3 such health
levels.
12.5 Chase Some changes have been made for vehicular chases and dogfights by adding maneauvers.
Resolve the chase roll normally as a contested action. Whoever rolled more successes can attempt a
maneauver (but with no guaretee of success). On an exceptionall success, you get a +3 bonus to your
maneauver roll.
12.5.1 Lead
Speed is something that has never been very clear as to what benefit is there in a chase to
have greater Speed. In World of Adventure! I intend to experiment with Lead. Lead is sort of like
chase health but it is more like general progress bar. Generally, it is the person being chased that
needs to track her Lead. There are two factors that need to keep in mind when finding starting Lead:
First, who is doing the chasing (the hunter) and who is being chased (the hunted)? Second, what is
the difference in Speed between the two?
Compare the Speed of the hunter and the hunted. If the hunter has a higher Speed rating or
both have equal Speed ratings, the hunted has a starting Lead of 1. If the hunted has a higher Speed
rating, her starting Lead is equal to the difference in Speed (Hunter has Speed 9 and Hunted has
Speed 12, starting Lead is 12 - 9 = 3). For vehicles, each point of Lead equals 20. Use their Safe Speeds
as a starting point, divide by 20 (rounded down) and compare the results.
If the hunter wins the Chase roll, the hunted loses 1 Lead. If the hunted wins the Chase roll,
she gains 1 Lead. On an exceptional success, the change is increased to 2 Leads.
If the hunted‘s Lead drops to 0, the hunter has caught up. If the hunted‘s Lead is greater than
the hunter‘s Speed, the hunted can attempt the escape maneauver and disappear. For vehicles, the
hunted can only attempt an escape if the Lead is greater than the hunter‘s Max Speed divided by 20.
Note that if the hunter‘s vehicle crashes the hunted escapes automatically.
12.5.2 Standard Maneauvers
12.5.2.1 Keep Steady
Requirements: None.
This is a standard maneauver intended to keep the vehicle steady enough to get a clear shot
at the opponent. This maneauver calls for a Dexterity + Drive or Pilot + Handling with a penalty equal
to the opponent‘s Drive or Pilot + Handling. If successful, any attack made from your vehicle at the
opponent‘s is made without penalty. If not successful, that penalty is -2. Normally, passangers make
that attack, but in cases where the pilot can operate vehicular weapons the pilot can make that
attack herself.
12.5.2.2 Ram
Requirements: Lead 0.
The hunter or the hunted attempts to ram her vehicle into the other, causing the opponent
to spin out of control. This calls for a Dexterity + Drive or Pilot + Handling with a penalty equal to the
target‘s Dexterity + Drive or Pilot. If successful, the target must make an immediate Dexterity + Drive
or Pilot + Handling roll with a penalty equal to the rammer‘s Drive or Pilot + vehicles‘ difference in
Size, if rammer has a bigger vehicle. If this roll fails, the target spins out of control and stops, or
crashes on a dramatic failure.
12.5.2.3 Pass
Requirements: Lead 0.
The hunter passes the hunted. During a race, this means that the hunter can now gain Lead.
During a Chase, this means that the hunted cannot gain Lead until she has successfully performed a
Pass maneauver herself. Whoever is doing the passing must make a Dexterity + Drive or Pilot +
Handling roll with a penalty equal to the other‘s Drive or Pilot + Handling.
This maneauver can lead to dangers though. In a dogfight, this means that the other pilot is
able to attack you.
12.5.2.4 Gain Lead
Requirements: Hunted or otherwise in the lead
This maneauver is a pure Lead gain for the hunted. Both parties make an opposed Dexterity +
Drive or Pilot + Handling roll. If the hunted wins, she gains that much Lead. If she loses, she still gains
one Lead for the attempt.
12.5.2.5 Cut Off
Requirements: Successfully perform the Pass maneauver or in the lead
With this maneauver, the hunter (presumably) stops her car in such a way that the hunted
cannot pass and is forced to pull over. The performer of this maneauver rolls Dexterity + Drive +
Handling (his maneauver is not possible with aeroplanes) with penalty equal to the other‘s Drive +
Handling. Success means the other is forced to either stop or crash into the performer‘s vehicle.
12.5.2.6 Weave
Requirements: Hunted
The hunted leads the hunter through dangerous terrain where they must weave past
obstacles. Both make Composure + Drive or Pilot + Handling, but the hunted makes her roll first with
a penalty of -3. If the roll succeeds, the hunter can either stop or make the roll with a -5 penalty.
Dramatic failure leads to crashes while failure for the hunted simply means that she takes a safer
route with no penalty (and in such a case the hunter needs not make the roll).
12.5.2.7 Speed Up
Requirements: None.
Either the hunted or the hunter speeds up, forcing the other to either match the speed or
lose the lead. No roll is required, the one who performs this maneauver chooses new speed for the
Chase with added dangers as appropriate. The other must match the speed if possible or be forced to
adjust the Lead. If the hunted performs this maneauver, she gains Lead for every 20 mph that she
goes faster than the hunter. If the hunter performs this maneauver, the hunted loses Lead instead.
12.5.2.8 Escape
Requirements: Special (see description)
You can only perform this maneauver when you have more Lead than your opponent‘s Speed
allows. For foot chases, this is equal to the opponent‘s Speed. For vehicular chases, this is equal to
the opponent‘s vehicle‘s Max Speed divided by 20. For example, if the hunter is driving a car with
Safe Speed 80 and Max Speed 160, you can only attempt this maneauver when you have Lead 8 or
more.
Roll Dexterity + Drive or Pilot + Handling with a penalty equal to the hunter‘s Drive or Pilot +
Handling. If successful, you leave the hunter in your dust. With an exceptional success, you lose your
tail entirely and the hunter has no trail to follow.
12.5.3 Race
A race is different from a chase in that you are trying to get to a certain point before your
opponent and not necessarily lose him. This is a contest over the Lead and there is no hunter and no
hunted. As such, performing the Cut Off maneauver is stupid unless you are trying to let a third
player win, and the Escape maneauver is impossible.
The race is set up thusly: The Storyteller decides how long the race is and sets a number of
rounds accordingly. A short race could be only 5 rounds while a very long race could be as long as 20
or even 30 rounds. Whoever has the highest Lead at the end of those rounds wins the race. There are
couple of things that need to be addressed.
12.5.3.1 Multiple Racers
There are often more than one racer in a race. Each racer starts with as much Lead as the
difference between their Safe Speed and the lowest Safe Speed. Each round, all racers make a
Dexterity + Drive or Pilot + Handling just like in a Chase. The one who scores the most successes gains
Lead and can perform a maneauver. If that racer rolled an exceptional success, she gains 2 Leads. In
races, no one loses Lead. It‘s simpler that way.
12.5.3.2 Crashes
A vehicle that crashes loses all Lead and is forced out of the race.
12.5.3.3 Stalling
A vehicle or racer who comes to a complete halt for any reason loses all Lead but can start
from there.
12.5.3.4 New Maneauver: Block
Requirements: Not last in a race
You can block the racer behind you and make sure she cannot pass you. Doing so is
automatic and the racer behind you suffers a penalty on her next Dexterity + Drive or Pilot + Handling
roll equal to your Drive or Pilot.
12.5.4 Dogfights
Here, dogfights specifically refer to aerial combat. Certain rules must be kept in mind when in
the air and in a dogfight. First of all, you‘re not trying to catch up or escape; you‘re trying to take the
other one down. In that way, dogfights are more like races. Everyone involved roll Dexterity + Pilot +
Handling. The pilots are set in order according to the highest number of successes to the lowest.
Anyone is allowed to attack one target who rolled fewer successes.
It is best to handle this like an initiative. The one who rolled most successes makes the first
attack, then the one with second most successes etc. Only the one with the most successes is
allowed to perform a maneauver. Unless the Keep Steady maneauver is performed, all attacks are
made with a -3 penalty.
Also note that some planes have secondary or even tertiary weapons which allow them to
attack both planes in the front and in the back. These secondary weapons must be operated by
someone other than the pilot.
12.5.4.1 Failures and Dramatic Failures
Failing the Dexterity + Pilot + Handling roll for positioning does not risk crashing your plane.
Dramatic failure however does mean that you stall your engine and your plane plummets towards
the cold embrace of the ground or sea.
If your engine stalls, you have a number of rounds where you can either start the engine
again (an Intelligence + Engineer or Pilot roll at a -4 penalty) or eject. This is normally 2 or 3 rounds.
After that, you get one round where you can start the engine but it is too late to eject and hope your
parachute will save you. If that fails, you have successfully crashed your plane and are likely dead.
Note that if your plane is shot down, you are not likely to get it to start again. Any such
attempt would count as an extended repair action that at least 3 successes before you can make an
Intelligence + Pilot roll to get it started, and you only get to make three or four rolls before you hit
the ground.
12.5.4.2 Ramming
Although this maneauver is possible, it can be very dangerous in the air and certainly not
recommended.
12.6 Experience Characters gain experience in the normal manner. However, an Inspired character can opt to
gain a point of Inspiration instead of gaining a Beat. She becomes inspired by the moment instead of
learning from it.
A character should never gain a Beat for a roll in which she spent Inspiration points to
improve.
12.6.1 Experience Costs
Inspired characters advance according to this table:
Trait to increase Experience cost
Skill Mastery 6 Merit Enhancement 6 Inspiration 5 per dot Heroic Knack 3 Level 1 Psychic / Dynamic Knack 2 Level 2 Psychic / Dynamic Knack 4 Level 3 Psychic / Dynamic Knack 6