TEXT:  
  Kickstarter Manuscript Preview – Part 3 
   
   
   
   
  © 2021 Onyx Path Publishing 
  
  Chapter Three: Allegiances 
  “Foes of crime! Enemies of evil! To them, all wrongdoing is a menace to be 
  overcome and stamped out as one would smash a poisonous reptile! Each of them 
  is a hero in his own right, but when the Justice Society calls, they are only 
  members, sworn to uphold honor and justice!” 
  — All Star Comics, Issue 5, June–July 1941 
  Allegiances in Trinity Continuum: Adventure! are organizations that gather the Inspired and 
  their allies to achieve common goals. Some of these organizations are founded on heroic or 
  philanthropic principles as they seek to use Inspired Gifts to make the world a better place. 
  Others focus their attention on gathering knowledge through research, exploration, or 
  archaeological study. And others lean more toward thrill–seeking for its own sake, seeing any 
  benefit to society as a pleasant side effect rather than a raison d'être. Naturally, as Inspiration 
  does not imbue the recipient with any sort of moral compass or social conscience, some of these 
  groups exist to execute nefarious agendas driven by the greed or megalomania of their 
  leadership. It is also important to note that few of these organizations predate the Hammersmith 
  experiment. Most of the groups described in this chapter are newly formed and still determining 
  their collective identity. As such, it is quite possible that the player characters are among the 
  founding members of their chosen organization. 
  The following organizations are the most prominent groups the Inspired may belong to, but they 
  are certainly not the only. We provide information for creating and advancing your own 
  Allegiances in Chapter 5. 
  The Æon Society 
  Motto: Hope, Sacrifice, Unity 
  History  
  Founded in Chicago in June 1923 by Maxwell Anderson Mercer, Michael Damien Donighal, and 
  Whitley Styles, the Æon Society for Gentlemen formed to pursue the strange and seek out 
  answers to the question, “Why?” Its members strive to explain the inexplicable and explore 
  uncharted territories, all in the name of doing good and sharing the knowledge they gain from 
  their adventures with the world. While Max and Whitley remain with the organization, Michael 
  has restyled himself Doctor Primoris, and has stepped away, though he does lend his aid to them 
  from time to time. 
  Helen Perkins — a black journalist covering Calvin Hammersmith’s ill-fated demonstration — 
  reached out to Mercer in the early days of the Society’s founding, and was instrumental in 
  shaping how the organization reaches out to potential members, including who it reaches out to. 
  Other founding members include pilot Jake “Danger Ace” Stefokowski; renowned explorer 
  “Safari” Jack Tallon; sharpshooter Annabelle Lee Newfield, aka “Crackshot”; and former 
  assistant to Dr. Hammersmith, Benjamin Franklin Dixon. Sara Kaur, Hammersmith’s secretary, 
  hasn’t officially affiliated herself with the Æon Society, though she is often in touch with its 
  members and is always welcome at its chapter houses. 
  Though the Æon Society was originally a “Gentleman’s Club,” that part of its name was dropped 
  before the decade was out. Mercer had seen the future — not only of his own organization, but of 
  
  the very world — and wanted the group to be welcoming to any and all who shared the Society’s 
  values.  
  During their adventures, Æon Society members have encountered strange beings: from aliens 
  and the undead to creatures from prehistory. They’ve made enemies of evil-doers, and fought in 
  battles that grab both headlines and the public’s imagination. Their inventors’ wondrous gadgets 
  are the talk of cocktail parties, salons, and university lectures. All this attention has caused some 
  members to question the Society’s policy of staying uninvolved and monitoring global situations 
  from afar.  
  Mercer seems to have heard these concerns. He’s begun steering the Æon Society away from the 
  loosely-structured social club of its origins towards more of an official organization — one with 
  stated goals and sanctioned missions. Becoming a multinational organization requires funding, 
  time, and connections, which Mercer has in abundance. However, some of the Society’s 
  leadership disagrees with his methodology, causing some friction in the ranks. 
  Recruitment 
  The Æon Society seeks out the best and brightest, those who’ve laughed at the idea of having 
  limits and blown right on past them. It’s this drive for excellence and recognition of one’s own 
  potential that attracts the Society’s attention. It gathers up geniuses, adventurers, inventors and 
  innovators, and often those who make a splash in the newsreels. However, many others are 
  artists and thinkers — people whose accomplishments don’t get much front-page coverage, but 
  whose new ideas and breakthroughs will influence music, philosophy, and science for decades to 
  come. 
  Recruitment comes via personal invitation: a visit from a member and an offer to stop by a 
  chapter house to meet other achievers. Members extoll the benefits of joining the Society to their 
  recruits — access, funding, mentorship — but often they don’t even have to start that speech. 
  Spending an evening hobnobbing with some of the era’s greatest minds is often sales pitch 
  enough. 
  Though being Inspired isn’t a requirement for joining the Æon Society, a high proportion of its 
  members are. This is partly due to Æon Society daredevils’ feats capturing the public’s 
  admiration. Mercer also sends Inspired members to meet those who are just discovering their 
  own abilities, and to offer them the guidance and resources the Æon Society can provide. 
  Organization and Structure 
  The Æon Society began with two chapterhouses: its original home in Chicago and a branch in 
  New York. In the decade since its founding, it has expanded to dozens of locations, including 
  several overseas, with more on the way. Members can now gather in London, Paris, Manila, and 
  Cairo as well as many different areas in the United States.  
  Max Mercer remains the head of the Society, sending teams on missions and keeping up to date 
  on their briefings. While no other official hierarchy exists, members tend to defer to the founders 
  on decisions that would affect the Æon Society as a whole. If the Ponatowski Foundation is up to 
  no good (which they always are), Whitley Styles expects a report on his desk first thing.  
  Most day-to-day decisions and plans are made socially, over discussion at a chapterhouse or 
  when a member of the Society puts out a call for help. Members share research and discuss 
  theories, and that collaboration may spark a trip to the lab or a trip into the field to observe 
  
  unexplained phenomena. Every member, no matter how new or inexperienced, has the power to 
  reach out to others. 
  Chapters host official meetings, though their frequency depends on the number of local 
  members. Many meet monthly, but more remote locations elect to hold their meetings whenever 
  enough members are in town, or if someone hasn’t checked in for a while. Æon Society 
  chapterhouses are always open to members. The potential for intriguing discussions and exciting 
  plans virtually guarantees that people drop in when they’re in town. 
  Members also mingle outside of the chapterhouse, whether at charity events, academic talks, or 
  various fundraisers. These gatherings are also where they make introductions and members keep 
  an eye out for potential new recruits. 
  The Society functions by using strategic teams to enact missions. Most teams are put together on 
  the fly, but certain actions have gained team designations. The Triton team is always comprised 
  of researchers and specialists, while the Neptune team is always comprised of first responders. 
  Goals and Methods 
  The Æon Society seeks to help all of humanity reach its fullest potential. They aim to get rid of 
  anything or anyone standing in the way of that lofty goal, whether that’s defeating evil-doers or 
  dismantling the barriers that prevent people from achieving their ambitions. The Æon Society 
  isn’t likely to solve systemic racism in the next few decades — many of its members benefit 
  from it whether they realize it or not, while others encounter it in their daily lives. However, the 
  kernel of awareness is there, for those willing to examine their own privilege, to listen to 
  members’ lived experiences, and to work with them on a path forward. 
  In the field, the members’ mandate is to conduct their research and exploration in a neutral 
  manner: don’t cause a disturbance; observe but don’t get involved; learn but don’t judge. It’s 
  easy to hold to these in the abstract, but when confronted with an angry dinosaur, sometimes you 
  have to fight for your life. Likewise, when members come across an entity — human or not — 
  doing harm, that mandate goes right out the window.  
  Teams form based on the skills needed for a particular mission, despite any normal designation. 
  Anyone can put out a call for aid, and whoever is qualified (or up for an adventure) may respond. 
  Max Mercer occasionally handpicks a team and sends them after a specific goal, often with the 
  intention to introduce new members into the fold. 
  Recently, Mercer has grown more hands-on, deploying teams where he believes they can make a 
  difference. Whatever ugliness his forays into the future showed him, he’s not talking about. 
  Publicly, the Æon Society holds to its standoffish policy, though several members have 
  suggested that now is the time to use the members’ collective power and influence to speak out 
  against the rise of fascism in Europe.  
  Advantages 
  Æon Society members become part of an elite group of adventurers with a well-connected 
  network. Even its most junior associates find themselves rubbing elbows with influential people 
  in their own fields and beyond. This allows them to get their projects in front of decision-makers 
  and grant committees and seek mentorship from distinguished colleagues.  
  If someone needs a contact within a particular company, government, or academic institution, 
  chances are another member can make the necessary introductions, and if not, they know 
  
  someone who can. Members can find aid virtually anywhere the Æon Society has established its 
  presence. This may take the form of another member calling in a local favor, or offering 
  transportation and housing while a colleague is in town.  
  Money flows into the Æon Society from charitable donations, grants, patents, and private 
  investors. Members’ research and travel are easily funded, though the Society expects that 
  money to be used wisely. Most members who have day jobs keep them, as the Society pays for 
  meals while traveling, but not to keep one’s home pantry stocked or mortgage current. 
  Additionally, members gain access to gadgets and tech well beyond what the public deems 
  possible. Sometimes, they’re asked to field-test an invention, or use a prototype before it’s made 
  available (cheaply) to the masses.  
  Why the Æon Society? 
  Games focused on Æon Society characters work well with mixed groups. Not every character 
  has to be Inspired to excel, and the Æon Society embodies that belief. With members set up in 
  strategic locations and the resources to travel, characters can go nearly anywhere in the world. If 
  their Paths don’t grant them access, someone else in the Society will open doors for them. 
  The Æon Society exists throughout the Trinity Continuum’s history, so games involving its 
  members can span the game’s eras. Adventure! characters may plant seeds for the future, or 
  games that started in the Aberrant or Æon eras may discover plots set in motion in their past. 
  Air Circus 
  Motto: Together, Everyone Soars 
  History  
  The Air Circus began as the “Carnival of the Air,” a traveling air show whose performances 
  spanned the United States, then extended into Europe and beyond. Its founder, Great War 
  veteran and aerial stunt man, Jake “Danger Ace” Stefokowski, brought together other fliers, their 
  crews, and families to entertain from above. Of course, if trouble didn’t follow Danger Ace to a 
  venue, he’d unearth it on his own. The carnivals were often threatened by dastardly foes and 
  unusual happenings, which Jake and his crew thwarted with death-defying midair maneuvers. 
  Their heroics won accolades from audiences, but Jake wondered how many other pilots had 
  experienced similarly strange phenomena. 
  He corresponded with them, and began an informal information exchange network in the 
  process. Letters poured in documenting odd encounters, and he realized it was time to join 
  forces. Jake had flown enough missions for the Æon Society to recognize a mystery in need of 
  chasing.  
  He arranged for a meeting in Kansas City, calling all interested pilots to attend. It was the largest 
  Carnival of the Air to date, and drew such prominent aviators as Bessie Coleman, the first 
  African-American woman pilot, and Amelia Earhart, who would soon enough be the first woman 
  to fly solo across the Atlantic. Though the gathering was intended for allies only, the devious 
  Doctor Zorbo sent his death balloons to attack. The pilots and their crews destroyed the balloons 
  before they could harm the crowds watching from the ground. From that victory, the Air Circus 
  was born.  
  
  Today, organizations like the Æon Society and the International Detective Agency hire Air 
  Circus pilots to deliver packages and people, and to fly rescue missions in dangerous territories. 
  While they often have pilots of their own among their ranks, Air Circus pilots’ reputation for 
  competence and crack flying put them in high demand for the most crucial and risky missions. 
  The United States Army was initially wary of the Air Circus. Its officials weren’t sold on civilian 
  pilots carrying out what it considers to be military maneuvers, but have had to grudgingly admit 
  the Circus’ teams saved an awful lot of lives. As the world’s attention turns to Europe, many Air 
  Circus pilots enlist in military service. 
  Recruitment 
  Can you fly a plane? Can you fix one? Can you talk a pilot safely to the landing strip while her 
  cockpit’s full of smoke? Maybe you’re support staff, making sure everyone gets to the hangar on 
  time, or you’re the person whose photo is pinned inside the pilot’s flight jacket. If you’re any of 
  the above, the Air Circus wants you.  
  The Air Circus has no formal recruiting process, relying on word of mouth, recommendation 
  from friends-of-friends, and enthusiastic air show attendees to fill its ranks. A love of the skies 
  and a clear head in dangerous situations are all anyone needs to join. Interested parties don’t 
  have to know how to fly from the get-go: The Circus’ pilots and mechanics are willing to take 
  new members quite literally under their wings. 
  Inspired members are most welcome — daredevils make excellent pilots, after all. Mesmerists 
  can sense enemy’s traps before the pilots spring them, and stalwarts can turn a stormy sky clear... 
  or drum up thunder and lightning to stymie the opposition. As Europe moves towards war, 
  wingwalkers, gunners, navigators, and spies join the Air Circus.  
  In recent months, the vetting process has grown a bit stricter. The short version is, or soon will 
  be, “No Nazis.”  
  Organization and Structure 
  The Air Circus’ hierarchy is even looser than that of the Æon Society. Danger Ace is its de facto 
  head, but he’s more of a public figure than its official leader. He trusts each team to determine 
  where they’re needed, how to do the job, and how to get home safely. For larger operations, 
  however, he’s willing to fly at the head of the formation. Doctor Zorbo’s attacks almost always 
  draw Danger Ace into the sky.  
  An Air Circus team consists of one or two pilots, their mechanics and ground crew, and any 
  necessary support staff. Frequently, the crew’s spouses, children, or other family members are 
  part of the team. Many are part of the crew itself: the pilot’s sister is his best mechanic, or the 
  aviatrix’ girlfriend is also her wingwalker.  
  The pilots speak for their teams when it comes to decision-making, but normally they convey 
  decisions reached as a group. For a team to function smoothly, everyone’s voice should be heard, 
  and their opinions taken under consideration. Communication is key, especially when a team is 
  venturing off on a dangerous mission or heading behind enemy lines.   
  Any combination of teams may participate in an air show. The more planes in the sky, the more 
  excited the audience. When the call goes out, whichever teams are already nearby or within a 
  short flying distance respond. Since the Kansas City show, Air Circus organizers keep their eyes 
  and ears open for whispers of trouble, and sound the alarm when it appears.  
  
  It’s up to each individual team whether to take a job that’s been offered. Often, if the challenge 
  and money are right, that’s all the incentive they’ll need. However, if something doesn’t seem 
  right, or if the team suspects their potential employer would use them to do harm, they may 
  refuse and spread warnings throughout the Air Circus network. 
  Goals and Methods 
  The Air Circus vows to stop anyone who uses the skies for evil, soaring in to save the day 
  whenever danger threatens. This might mean intercepting and destroying a prototype drone 
  before it can release a dangerous chemical over a town, requiring a steady-handed pilot to fly 
  close to the drone and a wingwalker with perfect balance and a delicate touch to snatch it out of 
  the sky. It could mean flying a reconnaissance mission to take photos of the villain’s base of 
  operations. Sometimes, it requires aerial battles in cutting-edge planes against an enemy in a 
  sleek new model of their own.  
  It’s not all fighting, however. The Air Circus’ other main objective is to travel into new-to-them 
  territories and explore strange phenomena. Intrepid pilots venture into places ground-based 
  explorers can’t reach, or carry them there faster than an overland expedition could, saving time 
  and money. They spot ruins and wonders from high above, find a place to safely land, and keep 
  the aircraft ready should the explorers need to make a hasty retreat to the safety of the skies. 
  Pilots in the Air Circus are aerial aces, able to execute complicated and often dangerous 
  maneuvers to outfox enemies or sneak into contested airspace. However, they don’t do it alone. 
  The mechanic keeps the plane in tip-top shape. The team strategist studies maps and dossiers to 
  chart the best routes for success. The radio operator relays crucial information and thinks three 
  steps ahead, just in case something goes sideways. The pilot may get all the glory, but it’s rarely 
  a solo job. 
  Advantages 
  Over the years, the Air Circus has grown into one large extended family. Members happily share 
  their knowledge and expertise with newer fliers, outlining their new maneuvers and charting 
  favorable new routes on one another’s maps. If one member’s plane comes into the airfield a 
  smoking, shot-up wreck, every mechanic in the hangar works together to get her flying again. 
  Air Circus teams pool money and resources to keep one another in the sky — no one remains 
  grounded due to lack of funds.  
  When other organizations invent new tech, they contact Air Circus pilots to test it out: navigation 
  systems, upgraded engines, improved weaponry and communications. They put innovations 
  through the wringer in the skies and report back with recommendations. The best pilots are 
  tapped to test out prototype aircraft and new stunt planes. All of these come with their share of 
  danger — if equipment stops working at 20,000 feet, sometimes all you can do is hope your 
  parachute’s not a prototype, too. Of course, being in the Air Circus means it’s a risk most pilots 
  happily take. 
  Why the Air Circus? 
  Games involving Air Circus teams can be full of light-hearted, thrilling adventure, or tense, risky 
  spy missions. Players may wish to play one team, filling the various roles as a tight-knit group, 
  or come together as several pilots headlining an air show.  
  
  Air Circus members travel the world, allowing players to explore different settings throughout 
  the time period. Their stories are heavy on the action, whether that’s showcasing a series of aerial 
  battles, making stealth bombing runs on cloudy nights, launching rescue missions, or 
  spearheading expeditions into the unknown. 
  Branch 9 
  Motto: Observe, confiscate, contain. 
  History 
  No one can agree which government first formed a Branch 9. The Americans say Teddy 
  Roosevelt started it, the next step from his Rough Riders and paid for through slush funds and 
  given the discretion to do whatever they need to. Their mission? To protect not just America, but 
  all of humanity from the dangers of the unexplained. Others, however, believe that he stole the 
  Branch 9 concept. The British claim they had their Military Intelligence, section 9, or MI9 years 
  before the Americans. The organization was given leave from Parliament and funding from King 
  George V’s private accounts, making sure that the whole of the empire was not only prospering, 
  but progressing. In the Soviet Union, Stalin claims they had been keeping an eye on strange 
  happenings for decades before he turned Branch 9’s focus towards keeping watch over his 
  people. They were to ensure that advancements were shared with the state, rather than going to 
  capitalist markets. 
  Whatever their beginnings, the organization is now a global phenomenon. While each originating 
  nation believes they have control over their part of Branch 9, and to a certain extent they do, the 
  organization itself has elected their own leaders and now operates outside of their original 
  jurisdictions. Their stated goal is the protection of humanity, which means keeping an eye on the 
  strange and monitoring the rapid advance of technology since the Hammersmith Incident. They 
  seek out dangerous telluric technology or Inspired who they deem dangerous to humanity. 
  There are nine true leaders of Branch 9, seven from each continent, one that works with the 
  League of Nations, and one who controls their Antarctic storage warehouse, The Ninth Circle, 
  where the most dangerous information and technology is stored. 
  Recruitment 
  When Branch 9 hunts down someone they think could be dangerous, they offer him a choice: 
  Join Branch 9 or sit in a cell in The Ninth Circle. What they do isn’t personal, and if he chooses 
  to join and add his talents and skills to their portfolio, then they can keep eyes on him. Inspired 
  or otherwise, if someone is the absolute best at what they do, Branch 9 wants them, and wants to 
  keep tabs on them. 
  While each Branch operative has different specializations, they all get the same basic training, 
  which includes the following: hand to hand combat training with particular interest in grappling, 
  code breaking and cryptology, proficiency in at least English, Spanish, French, Chinese, and 
  Russian, firearms and explosives, and the arts of the confidence person and other skullduggery. 
  Operatives forsake their true names when they join with their branch, donning up to half a dozen 
  identities crafted for them at a time and juggling between them like a trained jester, an operative 
  of Branch 9 can be anyone they need to be, sometimes at a literal drop of a hat. Internally, each 
  agent uses an alphanumeric code in place of a name. 
  Organization and Structure 
  
  Branch 9 has a typical hierarchical structure with the nine heads at the top, each national head of 
  agency under them, and then groups under them. Under normal circumstances, this separation 
  would be regional, but that’s rarely true. Most branches fall under British or U.S. jurisdiction 
  even though they’ve infiltrated nations throughout the world. They just have the most funding. 
  In the halls of the League of Nations, rubbing elbows with the world leaders from all the 
  superpowers of the age, is Operative Omega 1, Belladonna Montague. She has one of the most 
  difficult jobs in the world: Talking on behalf of an organization that doesn’t officially exist to 
  people who aren’t allowed to acknowledge their awareness of it, about topics that might spark a 
  war between beleaguered nations. All with a woman that no one has any record of existing. If 
  any one of these diplomats were asked to recall what she looks like, it’s quite possible they 
  would describe completely different figures, doubly so if the world leaders being questioned 
  were in the same meeting with her. 
  The Ninth Circle, Branch 9’s secure storage warehouse and prison near the southern pole in 
  Antarctica is ran by Operative Omega 9, Dr. Zieorna, who is a talking gorilla from a Strange 
  Place in central Africa. An advanced physicist, he’s developed several energy weapons and 
  concepts for telluric energy powered suits of armor before joining Branch 9. Within the Ninth 
  Circle, so named for the Devil’s home in Dante’s rendering of Hell and equally inescapable, 
  Branch 9 stores all manner of science that the current era is not ready to deal with. 
  Operatives Omega 2 through 8 each head up the chapterhouses in each continent and operate 
  outside any single government interest. They only meet at the Table of Nine, held only once a 
  year, to discuss global issues. Otherwise, each leader has ultimate power over their continental 
  jurisdictions. At last year’s Table of Nine, Omega 4, from Europe, Omega 2, from Asia, and 
  Omega 1 come to an accord. They wanted to change the current practices from capturing and 
  containing new and dangerous technologies, to instead utilizing them to prepare against future 
  war in Europe. They were voted down by the other six members of the Table with loud 
  admonishments from Omega 9. Regardless, shipments to the Ninth Circle from Europe and Asia 
  have been on a slight decline in the months after this meeting. 
  Under each of the nine leaders are cells within their continents. Usually, only the division head 
  for a government’s version of Branch 9 reports directly to the heads. But, for places like Africa 
  and South America, where the local governments do not know of Branch 9’s existence, 
  operatives report both to their continental representative as well as their governmental 
  representative who has stationed them there. Then these leaders have cells under them and so 
  forth. 
  Agents of Branch 9 have code names within the organization, starting with the Branch number, 
  taken from the number of its leader, a Latin letter designation whose meaning differs between 
  Branches, and a personal number designation. Dr Delacroix’s personal assistant is Operative 
  Nine-A-Four, for example, dispatched to China to talk to Operative Two-G-Seven as to why 
  equipment the good doctor knows were seized from a raided Black Pacific stronghold, and why 
  shipments of captured tech and scientists haven’t been making it to the Ninth Circle. That said, 
  Operative Nine-A-Four is, thus far, two days late for their last check in. 
  Goals and Methods 
  Branch 9 exists to keep a weather eye on those who would put scientific advancement before 
  common sense and the safety of mankind. The organization works within every nation on the 
  
  planet, even those at odds with each other. With Inspired weaponry, dangerous developments, 
  and most countries having no regulations on telluric research, Branch 9 ensures that death rays 
  don’t end up on airships and prevents megalomaniacs from ransoming the world by threatening 
  to put out the sun. Or at least they try. Some of it gets destroyed or sabotaged before getting 
  built. Those they take the plans for and secure them to never see the light of day again. Others 
  they must capture, confiscate, and store in the Ninth Circle. 
  Mundane technology can do more than enough damage on its own, and scientists make 
  advancements on that front daily. These pale in comparison to the horrors that supernatural 
  technology might create. No government has regulations on what can be done in this emerging 
  space, if they even acknowledge it at all. The world powers can blow each other off the map with 
  weapons advancements since the end of the Great War, but they will do it without the strange 
  energies of these new technologies as long as Branch 9 gets its way. 
  Meanwhile, running counter to Branch 9’s stated goals of containment, Omega 1 has kept her 
  eye on the movement of the global powers. She nudges here and pulls there, trying to position 
  parts of Branch 9 who are loyal to her into a place where they are poised to strike and prevent the 
  worse from coming to pass, or at least take advantage of it. If the Great War has taught anyone 
  anything, it is that global conflict is the mother of innovation. War itself was completely 
  different at the end of the Great War than how it began, and Omega 1 wants to ensure the right 
  side has a leg up. The problem is no one knows who Omega 1 thinks the right side is. 
  Advantages  
  Support from Branch 9 can get operatives into nearly any high society or government function, 
  along with a suitable cover identity. An agent can expect fine clothing, luxury homes, and meals 
  while on the job. Anything to get her closer to the mesmerist who is conning the wealthy elite of 
  Manhattan to fund his secret lab. If she needs clearance to review a company’s plans to develop a 
  new poisonous gas the likes of which would put the clouds over the Somme to shame, she has it. 
  Furthermore, with training and experience, some of the items and sciences that Branch 9 
  confiscated in the past may be available to their operatives to use. Technology that might very 
  well seem better suited for the pages of Weird Tales than walking the streets of Paris, Tokyo, or 
  Leningrad are at an agent’s disposal, to ensure even more outlandish items don’t fall into the 
  wrong hands. 
  Why Branch 9? 
  Branch 9 are a Men in Black style overwatch group that track down dangerous science and weird 
  inventions. They spend their days dismantling death rays, taking down people looking to tear the 
  barrier between this dimension and the next, and policing the super science of any number of 
  cultures. 
  Because of their extra-nationality, your character doesn’t have to engage with the politics of the 
  region wherever the next villain crops up. Your character is often above it, given clearances that 
  creates space for you. You only have to let it affect your character if you want to, and generally 
  only need to deal with it for short periods before moving on to the next agenda. 
  International Detective Agency 
  Motto: You See, But You Do Not Observe 
  
  History  
  The International Detective Agency was founded in London near the end of the 19th century. 
  Criminal enterprises were no longer restricted to local outfits, their crimes crossing borders and 
  spanning continents. Jewel thieves funneled stolen goods out of the country. Kidnappers bundled 
  their victims on ships and airplanes, taking them far beyond Scotland Yard’s reach. 
  A singular factor brought together the sharpest investigative minds in the country, providing 
  those intrepid inspectors with dossiers and the charge to solve the crimes detailed therein. This 
  founder was C. Auguste Dupin, whom IDA members dubbed “The Old Man.” He was old when 
  he started the IDA, and he’s even older now. Many IDA members question the fact that he’s still 
  alive and kicking, though he has faded out of the public eye in recent years, keeping the moniker 
  Old Man as the only one the newspapers are allowed to use. 
  Among the IDA’s founding members were Ignatius “Paddington” Pollaky, a Hungarian 
  immigrant who set up a private inquiry service in London, and his colleague Jack Whicher — 
  whose work in London’s Detective Branch would go on to inspire several fictional detectives. In 
  the United States, Pinkerton agent Kate Warne and deputy U.S. Marshal Bass Reeves were vital 
  consultants on IDA investigations. 
  Prominent modern IDA members include French detective Marcel Guillaume and Lucy Hebron, 
  protégée of Sherlock Holmes. Hebron maintains dual membership in both the IDA and the Æon 
  Society. Holmes himself is nominally an IDA member, though he’s rarely in touch. 
  Today, the IDA has offices around the world. Its detectives call such cities as Rio de Janeiro, San 
  Francisco, New Delhi, and Istanbul home, and minor offices exist on every continent. Every 
  branch provides contacts, allies, and resources for visiting detectives to rely upon, and does a 
  steady business working local cases. Their connections are the envies of governments, who are 
  unable to respond to threats as nimbly as the IDA’s Irregulars in the area. This lack of 
  governmental oversight is, perhaps, the IDA’s greatest strength, allowing it to react swiftly to 
  developing situations without having to wait for approval from higher-ups. 
  Any private citizen who can afford them may hire the International Detective Agency’s 
  investigators. They take on cold cases, root out crime rings, and act as bodyguards to citizens the 
  police have failed to protect. Irregulars don’t consider themselves at odds with local law 
  enforcement — in fact, many agents were once police officers and attorneys in their home cities. 
  Irregulars often work with those agencies, acting as auxiliary police officers or consulting on 
  ongoing criminal investigations. 
  Recruitment 
  The International Detective Agency recruits many of its members from police officers, detective 
  agencies, private investigators, and prosecuting attorneys. However, having a background in law 
  enforcement isn’t the sole criteria for a potential recruit. The mark of a good member isn’t the 
  number of cases they’ve solved or crimes they’ve prevented. Instead, an individual’s strong 
  moral compass and unerring dedication to doing the right thing draws the IDA’s attention. 
  An Irregular compiles a dossier on their subject. This includes their education, employment, and 
  accomplishments, plus a write-up on the valiant qualities the Irregular has seen them display. 
  The regional Old Man reviews the file and decides whether or not to issue an invitation. 
  
  Once a recruit accepts the honor, she’s trained in IDA methods. She learns how to get in contact 
  with other Irregulars and IDA branches, and studies the agency’s procedures and policies. Her 
  sponsor is responsible for training her in any additional skills, including tailing a suspect, hand-
  to-hand combat, and the art of disappearing. As Irregulars come from countries across the globe, 
  they share their methods with one another, teaching new tactics and investigation techniques to 
  their colleagues in other branches.  
  The IDA welcomes the Inspired in its ranks. Daredevils and stalwarts make excellent field 
  agents, and mesmerists excel at interrogation.  
  Organization and Structure 
  At the head of the International Detective Agency sits London’s Old Man, C. Auguste Dupin. He 
  shapes the organization’s structure and sets down its rules. Few members ever see him in person 
  anymore, and proxies deliver the Old Man’s orders to the various offices. Some worry that he 
  might have passed, though the people closest to him know he has another reason from hiding 
  from the public eye. 
  Each regional IDA office has its own Old Man, many of whom are former police officers, retired 
  detectives, and lawyers. The number of detectives reporting to each Old Man depends on the 
  region’s size. Some branches have only a handful of active Irregulars, while others in cities like 
  New Delhi or San Francisco, may have two dozen agents or more.  
  IDA operatives call themselves Irregulars and hold one another to the highest standards. While 
  excellent police work and investigative skills come with the job, an Irregular’s heart is as 
  important as her mind. She must always display an impeccable moral compass, which isn’t 
  always easy. Criminals attempt to sway Irregulars with bribery, threats, and blackmail, testing 
  the Irregular’s mettle. Agents learn to check in on one another, not only on the lookout for signs 
  of corruption, but also sensing when their fellow detective needs their support. It can be a lonely 
  job, but that doesn’t mean an Irregular has to be alone. 
  Offices share information and resources with one another freely. If a criminal active in London is 
  planning a heist in Budapest, the telegraph wires sing with warnings. Detectives following a trail 
  across borders can count on help from the closest IDA office, whether that’s in the form of cash 
  and cars or pulling strings with local authorities. 
  Goals and Methods 
  The International Detective Agency seeks to deter crime and solve mysteries regardless of 
  political borders. They form connections with local law enforcement, and generally aim to 
  nurture good relationships with their city’s officials.  
  On occasions where an investigation puts Irregulars at odds with the authorities, the Old Man 
  steps in after the fact to smooth any ruffled feathers — whether that means a formal apology or a 
  donation to the policeman’s ball. Unless, of course, the local authorities have fallen prey to 
  corruption themselves. In those cases, the Old Man may direct the Irregulars’ efforts towards 
  rooting out the cops on the take and the politicians paying (or accepting) bribes. 
  Irregulars most often work alone, chasing down leads and surveilling suspects on their own. 
  However, some prefer to work with partners and protégés, allowing them to cover more ground, 
  bounce theories off one another, and have another set of eyes peeled for clues. Holmes has Dr. 
  
  Watson; Lucy Hebron works with Cian Hayden. Some teams take on a third member, though it’s 
  rare any group gets larger than that.   
  IDA operatives use a combination of detective work and espionage tactics in their investigations. 
  They perform background checks, investigate fraud cases, and follow the money wherever it 
  leads — whether that’s to a criminal outfit’s backrooms or corporate boardrooms. They also take 
  on smaller, more personal cases: researching divorce cases, working as bodyguards and armed 
  messengers, and recovering kidnapping victims. Much of this is mundane legwork, as they delve 
  into records and tail their suspects. However, the Old Man’s contacts can also grant Irregulars 
  access to cutting edge surveillance technology, beyond anything modern police departments can 
  provide. 
  Advantages 
  The Old Man has a great deal of personal connections, as do several of the prominent members 
  and Old Mans throughout the organization. While they are not swimming in money, they have 
  enough to help out an Irregular in need. Some of the most prominent Irregulars make a great deal 
  of money on their investigations, which are subsequently shared with the rest of the IDA. 
  Members have some access to that money in need, within reason. They may not be travelling in 
  first class railway cars, but they can afford three square meals a day and good quality whiskey 
  over the course of an investigation. 
  Irregulars have access — either through the contacts they’ve built up themselves, or through 
  those their IDA office can call upon — to public records. They can pull fingerprints and rap 
  sheets, and track down a suspect’s last known location. If a detective’s own regular informants 
  don’t have scuttlebutt on a crime, chances are one of their colleagues’ sources will turn 
  something up.  
  Traditional surveillance methods can get an Irregular far, but when she combines her skills and 
  experience with new technology fresh from Æon Society scientists’ labs, criminals ought to start 
  quaking in their boots. Devices that make it easier to eavesdrop from afar, cars that can turn on a 
  dime and stay on the target’s tail, and new methods for processing evidence all enhance an 
  Irregular’s already-formidable capabilities. 
  Why the International Detective Agency? 
  The International Detective Agency is an excellent organization for players who want to tell 
  mystery and espionage stories. They may solve Sherlock Holmes-inspired murders, thwart a 
  high-society heist, or tell a hard-boiled tale set in New York or Los Angeles. As members of a 
  global agency, Irregulars can fit in anywhere the clues take them. 
  In a mixed group, IDA characters might have detailed information on local troublemakers and 
  their hideaways. They excel at Storypath’s Procedural area of play, spotting clues and making 
  impressive logical leaps. They’re no slouches at Action-Adventure, either — villains tend to 
  have itchy trigger fingers and getaway drivers at the ready. 
  The Order of the Stars 
  Motto: A light in the dark 
  History 
  
  Since the Hammersmith Incident, people with amazing abilities have appeared all over the 
  world. The varied countries of Africa are not any different from any other place in this regard. 
  Though the child of merchants, from their teen years, Casablanca native Rabia Al-Harrak knew 
  they were different from others, for they had an empathy that pushed past just an open heart and 
  understanding, but gave them insight that allows them to know things about the people they 
  focus on. They learned later the term mesmerist, but they could also see the spark of potential in 
  others. 
  Their father didn’t survive the Great War, and their mother couldn’t stand the loss. At the age of 
  twenty, Rabia had their family’s modest wealth and no interest in commanding a shipping and 
  merchant company. Taking a hands-off approach to that, they instead looked for others like 
  them. In that search, they found Allegiances from America, Europe, and elsewhere, were doing 
  the same. When those Allegiances found Inspired Africans, they convinced them, or otherwise 
  deceived them, to leave Africa to help everyone but themselves and their people. 
  Within the year, Rabia used the wealth from their parent’s shipping company to convert their 
  ancestral home, a small manse in the ritzier part of Casablanca, into The Brahim and Zara Al-
  Harrak Home for Wayward Youths. On the outside, it appears to be an orphanage for children 
  from all over Africa, especially from places ravaged by the Great War and the proxy wars of 
  colonial powers. Within, Rabia housed and trained Inspired from all over the continent, an 
  enterprise that started slow, but has quickly taken off in the past two years with the addition of 
  two additional leaders. Within that time, her work spread to Europe and even America. 
  The Order of the Stars seeks to protect African Inspired from predation from colonial powers, 
  and train them to control and hone their gifts so that they can go out and help others. Already, 
  less than five years since the opening of the Home for Wayward Youth, another base, this under 
  the cover of a civic organization in Pretoria, South Africa, has just been opened, and Rabia is 
  looking into ones in Alexandria, Egypt, and Mombasa, British Kenya. 
  Recruitment 
  From Casablanca to Alexandria, Cape Town to Monrovia, Order members keep an ear to the 
  ground for anyone displaying feats of wonder or the impossible. Regardless of which country 
  they come from, if they are of African descent, the Order is willing to house and train them to 
  control their powers, in the least, and focus them to perfection should they be willing to stay and 
  help out the Order. Most members are stalwarts and mesmerists, but Rabia can sense daredevils 
  as well. 
  No one would disbelieve that the white man’s world holds few wonders for anyone who isn’t 
  also white, but Rabia finds they must convince Inspired to forgo groups like the Æon Society in 
  favor of the Order of the Stars. Rabia sends each prospective member a personal message, and 
  when they can, Rabia makes the contact. They offer safe housing, schooling, and a stipend for 
  them or their families, which usually makes the choice not difficult at all. 
  This includes not only children but adults as well. People who would otherwise remain illiterate 
  and impoverished while colonial powers exploit their strength or gifts, find opportunity with the 
  Order at any age. Many who come to it as adults impart important lessons of how to use their 
  gifts in practice to younger members. 
  Organization and Structure 
  
  While Rabia has fingers in every Order pie, they can’t be everywhere at once. They positioned 
  their first two students, Zooberi Mwagni and Xolani Tshabalala, as the head of the two main 
  hubs of the Order, Mwagni is in Casablanca, and Tshabalala in Pretoria. To go along with their 
  covers, Zooberi Mwagni is outwardly the headmaster of the Home for Wayward Youths, and  
  Xolani Tshabalala is the director of the Pretoriaanse Raad van Vriende, or Pretorian Council of 
  Friends. To the everyday citizen of South Africa, the PRV advocates and raises funds for 
  schools, work training programs and the like, while doing the Order of the Stars work behind the 
  scenes. 
  Membership varies in age from ten years old to adulthood, the latter often taking care of the 
  former. Students learn from scholars paid through Rabia’s wisely invested wealth. Rabia and 
  those who have completed their training help the children and new recruits gain mastery over 
  their Inspired abilities. Order members range from all the countries and colonies of Africa, and 
  recently even some American, British, and Caribbean ex-patriots. Regardless of where they 
  currently live, Rabia extends a home for any Africans who want to join. 
  Rabia keeps their organization’s true purpose a secret, knowing full well that colonial powers in 
  Africa would come down on them hard for denying them an exploitable resource. As much for 
  their safety and that of the people it helps, the secrecy of the Order of the Stars is paramount. Its 
  members avoid using the word Inspired, using Stars instead to throw off those in the know. Both 
  the Home for Wayward Youths and the PRV have multiple routes to and from the structures as 
  well as nearby safehouses should the worse come to pass. 
  Goals and Methods 
  The Order of the Stars has a simple mission statement: Protect African Inspired from colonial 
  exploitation. This has since been expanded to all people who were descendants of African slaves 
  or immigrants all over the globe. They have slowly reached out to community leaders from all 
  over the world, including those in the NAACP, to establish connections. They all understand 
  Rabia’s mission, and why it must remain a secret, even as word of it spreads in hushed tones 
  around the world. 
  For the most part, their work and information flows through word of mouth via a vast global 
  network they have established. It’s not difficult to hear stories of a brilliant child who calmed a 
  dispute between workers and their farm owner while still in grade school, about the daring 
  Maasai youth who was the youngest in history to attempt and succeed at hunting a lion on his 
  own, becoming a warrior. When such stories reach the Order, they in turn send out queries for 
  information, and a group of three envoys, one with a welcome package and two who would serve 
  as bodyguards and aides, to the person. They interview the person and assess if they have 
  Inspired Gifts. They have devised many subtle ways to detect mesmerists and stalwarts, though 
  they require Rabia’s gift to find daredevils.  
  After this, prospective students travel to either Casablanca or Pretoria, where they train in how to 
  control and then master their gifts. They gain access to other Inspired who can help them, and a 
  world class mundane education. Even daredevils, despite not being able to control their luck-
  based abilities, still gain benefits from watching mesmerists and stalwarts training with their 
  gifts. Everyone learns the Order’s history and its goals, and is offered the chance to join, or 
  return to their lives. Through this, the Order instills a sense of togetherness and community as a 
  shield against those who would take advantage of them. 
  
  Those who do not stay to teach new members either return to their communities to use their Gifts 
  to uplift and aid them, or scout for new bases for the Order in other sites around Africa and the 
  diasporic world at large. 
  Advantages  
  The Order of the Stars reaches all over Africa and into the black communities in other locales as 
  well. These communities are as varied as any other and come to each other’s aid in whatever way 
  they can supply. They know the ins and outs of their local areas and have further connections 
  that members can utilize should they require it. Someone’s auntie might know where a pair of 
  Inspired twins can be housed for two days until they can get on board a ship from the Caribbean 
  back to Morocco. Someone else may know where members can get a good deal on equipment to 
  save someone from a human trafficking ring before they get shipped off to who knows where. In 
  almost any locale, members have support, even far away from Casablanca. Furthermore, Order 
  members are some of the most educated people you’ll find, rivaling so-called geniuses from 
  European nations. 
  Why the Order of the Stars? 
  The Order is a group of disenfranchised people doing for themselves in a world that 
  systematically keeps them down. At best, it won’t give them anything, and at worse will use 
  them and throw them away. Play in the Order of the Stars to tell stories of young Inspired finding 
  themselves, and using their abilities to protect themselves, their homes, and their families and 
  communities. Play a Star to tell stories of people of color in a genre that is usually primarily 
  white. 
  Le Salon des Femmes Nouveaux 
  Motto: We Are the Future of Humanity 
  History  
  Le Salon des Femmes Nouveaux is an international alliance of women who aim to take control 
  of their own destinies, while empowering women around the world to recognize and reach their 
  own potential.  
  All over the world, women fight for rights, freedom, and autonomy. Certain doors are still closed 
  to them: in the workplace, in academia. Men take credit for women’s work, or scoff at the idea 
  they can do the work in the first place. In every country, women are the victims of abuse and 
  discrimination.  
  Every day, women push back against those who try to keep them down. Accomplished women 
  look for opportunities to help those who need a hand up the ladder. Survivors lend aid to victims, 
  and work to set their sisters free. Sometimes, shouting yes at the men who’d tell you no is the 
  answer. Other times, it’s best to ignore the no entirely and do what you’d set out to do anyway. 
  Minh Truong founded Le Salon des Femmes Nouveaux, though no record of a person with that 
  name exists. Truong survived an attack on her village in Cochinchina, where bandits murdered 
  the missionaries stationed there and took the women captive. After escaping, she dedicated her 
  life to freeing the oppressed and preventing future atrocities. Truong deeply believes women will 
  redeem humanity; men can help or get the hell out of the way. 
  
  Truong was joined early on by Josephine Lynch, a member of the Æon Society with a 
  background in humanitarian aid who helped lay the foundations of the Femmes Nouveaux’ 
  network.  
  Members of the Femmes Nouveaux appear anywhere their help is needed. They’ve mounted 
  dangerous rescue missions, breaking up trafficking rings the authorities deemed too difficult or 
  low priority to deal with. They provide safe transportation and new identities for those they 
  liberate. The Salon also works on a quieter level, putting proposals in front of politicians, 
  funding women’s education and research, and investing in their burgeoning businesses. They 
  support women’s labor movements with bodies at rallies and picket lines, and ink in newspaper 
  columns.  
  As Truong ages, some members have begun discussing who might follow her as the Salon’s 
  leader. No definite candidate has come forward, and Truong herself has yet to suggest who she 
  envisions as her successor. 
  Recruitment 
  The Femmes Nouveaux welcome people of all experiences and abilities in their fold, provided 
  those members always strive toward excellence. They bring warriors, scholars, teachers, doctors, 
  and artists into the Salon, believing that every individual’s talents can be leveraged to make the 
  world a better, safer place.  
  Some join the Salon after encountering its members in some form. They may be women the 
  organization saved or set free. They may be workers at a factory the Femmes Nouveaux visited 
  to make working conditions better. They may be volunteers for charities headed by Salon 
  luminaries. Others are the brilliant minds and voices of their time, who Salon members approach 
  with a pitch about helping their sisters around the world.  
  Women who need or want further training may spend time at the Salon’s Vietnam headquarters, 
  or at one of the handful of other compounds the group owns. Almost all members meet Minh 
  Truong in person early in their membership: The Femmes Nouveaux’ leader makes it a personal 
  point to know the strengths and skills of those she commands. 
  The Salon actively recruits the Inspired. Their superior skills are valuable in the field, and their 
  genius can be put to work improving women’s lives on a global level. Mesmerists especially help 
  add to the Femmes’ mystique, erasing the moment of a cell’s departure from her target’s mind.  
  The Salon is open to people of all genders. Contrary to what other organizations believe, even 
  men may be part of the Femmes Nouveaux.  
  Organization and Structure 
  The Salon’s main headquarters are located deep in the Vietnamese jungle, from which the aging 
  Minh Truong issues orders and oversees new members’ training. Other branches and safehouses 
  exist throughout the world, many of them in rural areas well away from big cities. In these 
  places, women the Salon has rescued can heal and recover in peace. Their locations are kept 
  secret from anyone who isn’t a member.  
  The Femmes Nouveaux are organized into cells whose sizes vary based on the mission at hand. 
  A small cell of three to five operatives can form a strike team to extract a kidnapping victim, 
  while several cells might band together to disrupt a larger enterprise. Cell leaders review plans 
  
  with peers in their area on a bi-weekly basis, determining where resources are needed and what 
  plans require alteration. 
  Les Femmes Nouveaux’ organizational structure is largely decentralized, a decision Minh 
  Truong made intentionally. If anything were to happen to her, she wanted to be sure her people 
  could continue their work without her. For this reason, the majority of Salon cells operate 
  independently. The organization’s leadership trusts the women it puts in place to determine their 
  community’s needs, and grants them the autonomy to act. Occasionally, however, Minh gets 
  directly involved. She calls attention to a problem in need of solving, points a hand-picked team 
  of operatives at it, and expects results. 
  Cell leaders ensure their members could pick up and leave on a moment’s notice — a versatility 
  that’s come in handy several times since the group’s inception. Other organizations joke that the 
  Femmes are also ghosts, with how easily they can disappear. It’s a protective measure, keeping 
  themselves and their charges out of enemy’s hands, but the Femmes Nouveaux don’t mind that it 
  also adds to the organization’s mystique. 
  Goals and Methods 
  The main goal of Le Salon des Femmes Nouveaux is no less than the redemption of humanity 
  itself. Women are the catalysts for such a task; through their excellence, humanity is saved. Yet, 
  the world over, men abuse and exploit women. Les Femmes Nouveaux dedicate their energies 
  toward liberating such women and bringing them to safety, and promoting societal change. 
  In the field, les Femmes Nouveaux are masters of covert operations. They infiltrate their targets’ 
  bases with one set of objectives in mind: get in, free the victims, get out. If a few captors’ skulls 
  get cracked along the way, that’s merely the price of doing business. Members of other 
  Allegiances have tut-tutted at les Femmes Nouveaux for their use of violence, though such 
  admonishments tend to be steeped in sexism: They show concern for the abusers, but didn’t help 
  the abused? The Salon has some ideas where they can stuff their wagging fingers and clucking 
  tongues. 
  Post-rescue, les Femmes activate their network of contacts, allies, and resources. They facilitate 
  reunions for women who wish to return to their families. For those who can’t go back — whether 
  because they’d still be in danger or wouldn’t be accepted back home — they provide safe 
  passage to other cities and countries, setting the women up with new identities and funding the 
  start of their new lives. The Salon recognizes that the rescue doesn’t end with escaping the 
  captors; they keep tabs on the women they’ve helped, offering access to support and counseling 
  for years to come. 
  While daring rescues and clever getaways are the Salon’s trademark, its members also perform 
  quieter, behind-the-scenes work. They support women’s causes from afar, channeling money 
  toward humanitarian aid, mobilizing the power of the press to raise awareness of women’s 
  issues, and funding women’s education around the world. 
  Advantages 
  Joining Le Salon des Femmes Nouveaux opens up a world of opportunities. At their various 
  headquarters, the Salon provides training in combat, espionage, and field medic duties. It 
  subsidizes — or flat-out pays for — members’ educations in their chosen fields, and places them 
  in jobs where they can put their skills to work. In return, Minh Truong and the Salon leadership 
  demand excellence and dedication to the organization’s causes. 
  
  As essential as the Salon’s financial support is for individual achievement and missions in the 
  field, perhaps the most valuable thing it provides is its community. Salon members support one 
  another, both emotionally and socially. They provide opportunities for one another, and are 
  sources of strength and compassion. Experienced members of les Femmes Nouveaux act as 
  mentors for those who’ve recently joined.  
  Anywhere a member goes, she can call upon a nearby cell for shelter and protection if she finds 
  herself in danger. She can also rely on the Salon’s network to open doors for her and make the 
  necessary introductions to further her goals. 
  Why Le Salon des Femmes Nouveaux? 
  Games featuring Le Salon des Femmes Nouveaux can range from gritty espionage stories to 
  heroic tales of rescue, or may dip into heist-style corporate intrigue stories. The Salon has a deep 
  interest in changing the world for the better, and shines the spotlight on characters of 
  marginalized genders doing good and gallant deeds.   
  Lesser Allegiances 
  Though smaller in size or scope, the following organizations are just as active in the world of 
  Adventure! Each of these allegiances actively recruits Inspired membership to achieve their 
  goals. While these organizations may not have the resources or prestige of the Æon Society or 
  Branch 9, they do provide support, allies, and a sense of purpose to the Inspired who join them. 
  The Archivists 
  Motto: Words Are Power 
  History  
  Ancient scholars chronicled their civilizations’ achievements, preserving their historical records, 
  scientific observations, and religious practices for future generations. They carved their stories 
  into stone, scratched them out onto papyrus, and brushed their letters onto scrolls. Then wars, 
  sicknesses, invasions, and colonizers swept over them, destroying many of these records. 
  Conquerors forbade indigenous people from passing down their language, and as those tongues’ 
  last speakers died out, the knowledge might have died with them. 
  Except for the Archivists. Individuals from the affected groups hid what texts they could rescue 
  from their invaders’ destruction. They buried it, smuggled it away, or whispered stories amongst 
  themselves in forbidden languages. They passed down the locations of abandoned ruins and 
  gifted descendants with their secrets. Now, as archaeologists from Europe and the United States 
  seek to explore some of the same ancient civilizations their ancestors exploited and enslaved, the 
  Archivists race to recover and restore that knowledge first. 
  While people all over the world have been doing similar and simultaneous work for centuries, 
  advances in communication and technology over the last 150 years have helped bring them 
  together to create a formal organization. In the early 1800s Rodrigo Kan, a Q’eqchi’ Maya man 
  from Guatemala, founded the Archivists as they’re known today. 
  Archivists prioritize the work of native and indigenous peoples, and where they can, keep 
  artifacts in their countries of origin. Often, they’ve butted heads with European expeditions, 
  whose archaeologists take sacred texts, pottery shards, and other items from dig sites to display 
  in museums and private collections. 
  
  The organization seeks to restore and reconstruct ancient languages and knowledge. While they 
  believe in sharing what they learn with the world, they are selective about who they work with, 
  and draw up careful contracts with any partner organizations. 
  Organization and Structure 
  The Archivists are a network of scholars and explorers, with no official overarching leadership. 
  Each country or people runs its expeditions autonomously, and has final say over how, when, 
  and with whom they share their discoveries. In recent years, some of the top scholars have come 
  together at archaeological convocations, to meet and compare notes on their efforts.  
  Recruiting is mostly word-of-mouth. Archivists seek candidates who are eager to learn and are 
  passionate about culture and history. Local guides are valued for their familiarity with the 
  region’s ruins and tombs. An Archivist can come from different cultures than the regions they’re 
  exploring, especially if another Archivist vouches for them. Without that prior vetting, it may 
  take time for them to earn their colleagues’ trust.  
  The Archivists don’t actively recruit Inspired members, but they are welcome within the 
  organization’s ranks. Daredevils lead expeditions into forgotten ruins. Mesmerists join them, 
  sensing and disarming traps laid centuries or millennia ago, or following Telluric Resonance to 
  hidden artifacts. Where a mesmerist might disable a trap from a safe distance, stalwarts put their 
  bodies on the line so their colleagues may pass safely. They also act as bodyguards, protecting 
  their teams from rival expeditions and making would-be tomb robbers think twice.  
  Advantages 
  Though they’re often pictured as bookish weaklings, Archivists are eager and able explorers. 
  They bring vast scholarly knowledge to every dig site and share what they’ve learned with their 
  peers. The organization’s members share contacts with one another. Sometimes this is as 
  commonplace as introducing two scholars whose research intersects, or pointing wealthy 
  benefactors in one another’s direction. In more recent years, Archivists have also pooled 
  resources to hire lawyers and security details to retrieve illegally removed artifacts, or fight 
  against governments’ attempts to drive indigenous communities from their ancestral lands. 
  Archivists possess excellent survival skills. Ruins rarely have running water or electricity, and 
  the path to reach them in the first place is often treacherous. Members have access to any 
  necessary exploratory gear they might need, but they also learn to sleep rough, eat simply, and 
  always be on the alert for impending danger. 
  Why the Archivists? 
  Archivists are brave explorers with a scholarly bent. If you want to venture into mysterious and 
  forgotten places, seek out ancient mysteries, and restore and protect lost knowledge, the 
  Archivists may be for you.  
  In a mixed series, Archivist characters may join or lead an expedition, or offer scholarly insight 
  on texts that confound other organizations. Their local knowledge proves essential to rescue 
  missions, and their survival skills are second to none. 
  Artisans of the Verse 
  Motto: Beauty to Art. Art to Understanding. 
  History 
  
  Founded in 1932 in Adelaide, Australia by poet, sculptor, and world traveler Rose Gleeson, the 
  Artisans of the Verse is an activist organization hiding in the guise of an art club. Wherever 
  people are being oppressed, abused, marginalized, or colonized, the Artisans of the Verse have a 
  properly maintained art gallery fronting for a growing rebellion, activist movement, or relief 
  center. The Inspired members of the organization go further to seek out and oppose those who 
  would abuse telluric energy and use it to cause destruction and pain.  
  The Artisans of the Verse are a young organization with limited membership. Rose’s vision 
  requires disciplined people with a specific set of skills. They must both be able to maintain the 
  artisan front and provide proper aid. Rose takes personal responsibility for vetting each potential 
  invitee, basing her decision on their artistic skills, political leanings, and skills. Rose’s major 
  focus is advocacy for Aboriginal rights and the bulk of Artistans are indigenous Australians. She 
  is aghast at the rising Fascism in Europe, and feels for the colonialism in Africa, and is trying to 
  actively recruit members in those continents to spread her work there. 
  In the short span of the Artisans’ existence, members have worked to change legislation, provide 
  aid and relief to refugees, and study and experiment with telluric energy to understand its 
  dangers. The Artisans cloak their activities with gallery openings, free art exhibits, and 
  unconventional art installations, which usually draw in the very state legislators Rose seeks to 
  sway the opinions of. So far, the work is slow, and mostly in Australia, but Rose has hopes and 
  dreams of expanding worldwide. 
  Organization and Structure 
  The central base of operations for the Artisans of the Verse is the Visions of Tomorrow gallery 
  in Adelaide, Australia. Rose Gleeson owns and operates the gallery. In addition to showing her 
  own work and that of indigenous Australians, the gallery provides a neat meeting space for 
  Artisans to discuss business. Rose’s poetry, sculpture, and skill as a curator have afforded her 
  enough wealth to fund the Artisan’s goals, but she relies on patrons and donors to take on more 
  ambitious projects. 
  In addition to Rose’s gallery, the Artisans have galleries in three other locations: Adelle Larssen, 
  a poet from Gothenburg, Sweden, runs the gallery there which is actively working to assist 
  Jewish people to gain admittance into France and England. Jedda Orley, an indigenous 
  Australian painter runs the gallery in Sydney and organizes indigenous advocacy groups. Aroha 
  Tuhaka, a Māori singer and dancer runs a gallery in Auckland, New Zealand and has long 
  worked for Māori rights now focuses on helping her people rebuild after the earthquake that 
  shook the island. 
  In each of these galleries, Inspired members split their attention between their activism and 
  scientific inquiry to telluric energy. While some create telluric energy powered inventions, most 
  seek to understand what other scientists are doing, so they can know when to target dangerous 
  actors. Their biggest foe is the Rational Experimentation Group, who seeks to gain admittance to 
  New Zealand. 
  Advantages  
  The Artisans of the Verse are a niche group with a narrow focus. Their involvement with the arts 
  positions them to have strong connections to high society. While the members may not all be 
  wealthy, most Artisans entertain wealthy patrons who are eager to fund their favored artist’s next 
  
  project. Their artistic endeavors are not just for show, and they use their skills to gain wealth and 
  fame enough to have the ears of important people. 
  Members of this organization have access to unground resistance groups, special aid groups, and 
  underground agents. They also have access to crafting materials for telluric energy devices at 
  their disposal. Many members may obtain or create these devices for other members, all in the 
  pursuit of keeping them out of the wrong hands. These are frequently shared and traded between 
  members. 
  Artisans have a built in safehouse in the guise of the galleries they work under. These are fully 
  stocked for anyone to live in for a short time and provide excellent cover when traveling abroad. 
  Artisans help each other out. So if one member is down on their luck, or doesn’t have the 
  requisite contacts for a particular problem, another Artisan is sure to have what she needs and 
  freely give access to it. 
  Why Artisans of the Verse? 
  Artisans of the Verse are both optimistic entertainers, and devoted activists. They are skilled 
  individuals who are quick to draw inspiration from the world around them and have hope for a 
  future they can shape. Play an Artisan if you want to act to help marginalized groups, use fame 
  and fortune to help out the less fortunate, or engage in high society as a covert agent. 
  In a game featuring characters from multiple organizations, the Artisans can fit in other groups 
  readily as experts on art and culture and crafters. They work well with groups like Branch 9 in 
  their shared goal to remove dangerous telluric energy devices from the world and the Æon 
  society in their goal to help the less fortunate of the world. 
  Lodestar  
  Motto: Hope Is a Beacon 
  History  
  No one is sure this organization even exists. They are nothing more than a rumor. They’re a tall 
  tale told in Air Circus hangars and they’re the trail gone cold that makes even the best 
  International Detective Agency member furrow her brows and stare broodily into the distance. 
  The Æon Society has found records of their appearances as far back as the late 1700s, but other, 
  earlier events suggest this group has been in business far longer. Its agents have a way of 
  appearing at the right place at the right time, intent on averting disaster or saving the day. 
  Max Mercer himself has occasionally been noted in the group’s presence. His older journals dub 
  them as “Lodestar,” though whether it’s their acting moniker or a codename Mercer assigned is 
  unclear. Some of the Æon Society’s principles take heavy influence from his notes on Lodestar, 
  though with Mercer’s ability to slip into different times, it’s possible he had a hand in shaping 
  Lodestar as well.  
  Lodestar agents seek neither accolades nor glory. They arrive at the scene of a crime about to 
  take place, or at the site of their target’s secret weapon test, do their job, and disappear as quickly 
  as they arrived. On the rare occasions an agent is captured, they disappear from custody within a 
  few hours. Whether they’re simply Houdini-like escape artists, have access to superior tech or 
  Inspired abilities, or have simply placed bribes and planted getaway drivers for every 
  contingency is a matter of scholarly (and often frustrated) debate. 
  
  In the last decade, they’ve grown more visible. Agents appear alongside other Allegiances’ 
  operatives, offering a helping hand before vanishing once more. Sometimes they’re helpful, 
  marking an elusive foe’s hideout on a map. Other times, they swoop in and steal the very same 
  prototype another party of peacekeepers is after.  
  Organization and Structure 
  Lodestar has one central leader, an anonymous benefactor and director who goes by the name of 
  Pharos. Teams composed of three to five people work independently, acting on orders Pharos 
  sends. His communiqués detail the missions: where they’re headed, who the targets are, what the 
  objective entails. Any required resources await the team at their destination. Unless Pharos sends 
  several teams on the same mission, communication between members outside of their own group 
  is rare.  
  Lodestar recruits people from all walks of life. Having a propensity for bravery in the face of 
  danger and doing the right thing at personal risk are key. Some recruits come to the organization 
  well-trained and full of experience, but others aren’t aware of their own potential until Pharos 
  contacts them. Pharos sees their promise, and that’s what matters. 
  Most Lodestar teams contain at least one Inspired person. Outsiders suspect it’s their aptitude at 
  manipulating telluric energy that gives Lodestar agents their mysterious edge. While there’s 
  certainly a kernel of truth to this, Pharos also assembles teams intentionally, assigning people 
  who will work well together, embolden one another, and work as a cohesive unit — Inspired or 
  not. 
  Lodestar teams don’t care to take credit for their deeds. They’re happy to leave criminals 
  incapacitated and restrained in a spot where the local authorities can find them, usually with 
  evidence piled up beside them. 
  Advantages 
  Working closely with one another in high-stakes situations helps members of a Lodestar team 
  form tight bonds (Trinity Continuum Core Rulebook, p. 87) with their colleagues. They tend 
  to anticipate one another’s actions without needing much discussion. In practice, this might mean 
  catching a friend’s arm as they make a wild leap, or following their teammate’s lead as they bluff 
  their way through a conversation. 
  Pharos provides any resources the team might require for a mission. This covers not only lodging 
  and meals, but also includes things like invitations to exclusive events, ID badges for a facility 
  the team needs to infiltrate, and dossiers on key targets. Pharos’ influence is far-reaching; teams 
  find people willing to perform small favors for them wherever they go.  
  The team may also receive high-tech weapons and other gadgets to help them with the job at 
  hand. All such items must be returned upon the mission’s completion.  
  Lodestar operatives receive three dots in the Covert Edge during missions.  
  Why Lodestar? 
  Games centered around a Lodestar team lets players carry out clever heists, like those depicted in 
  Leslie Charteris’ The Saint series. Their mysterious benefactor provides exciting and varied 
  missions, where resources aren’t an obstacle. 
  
  For mixed group games, Lodestar characters may be assigned to work alongside other groups, 
  lending their aid in a pinch. Pharos may still give those characters their own hidden objectives, 
  providing opportunities for extra intrigue. 
  Miscreants and Evildoers 
  Not all Inspired apply their gifts to altruistic ends. The following organizations work as 
  antagonists and foils to the heroes of Adventure!. Members of these groups leverage their Gifts 
  to pursue diabolical schemes and forward criminal agendas. 
  The Contedorri 
  Motto: Peace is Fleeting. War is Eternal.   
  History 
  Intelligence agencies the world over have heard stories of the mysterious "King of the World" 
  and his criminal empire, the Contedorri. Some say the Contedorri is a secret military that has 
  been ruling Europe from the shadows since the middle ages, others that the King is the heir to the 
  Holy Roman Empire while, yet others claim the group is actually run by the Ubiquitous Dragon.  
  In truth, the Contedorri is a relatively new organization built from the ground up by their ruthless 
  and enigmatic leader, King of the World, into the largest exporter of violence and arms in the 
  Western world.  Few have ever seen the King's face, fewer still have done so and lived. If more 
  people had, surely the greatest secret of the Contedorri, that the King is a Queen, would be in the 
  open.  
  The story of the Contedorri begins and ends with one of the wealthiest women in all old Europe, 
  Lady Argentine De Winter. The Daughter of exiled French nobility, her grandfather, Gustave De 
  Winter, amassed a great deal of wealth in Italy before his passing. He'd sought to retake France 
  for the monarchy through an alliance of criminal and military contacts, even gaining the support 
  of powerful mercenary commander Guiseppe Garibaldi in 1843. Sadly, he died before his 
  ambition was realized, but not before passing a love for criminal enterprise onto his favorite 
  granddaughter. Lady De Winter's father was a less ambitious man, preferring to squander the 
  family's fortune on petty squabbles, and brandy.  
  One evening she overheard her father's plan to whittle away the family's fortune through another 
  fruitless investment, and she decided to take the reins of her destiny. One of the busts atop the 
  roof of the De Winter estate became loose, and a stiff wind blew through Geneva that day, 
  causing it to plummet into the late Lord De Winter, killing him on impact.  
  Argentine spent little time in mourning. Using the code name King (A pseudonym her 
  grandfather had used in the past), she contacted her grandfather's mercenary and criminal 
  contacts and set to work funding a series of operations that rebuilt the De Winter empire and then 
  some. Having her first taste of victory made her hungry for more. She coordinated 
  assassinations, drug shipments, military coups, and weapons transfers the world over while 
  flying from place to place under cover of "sight-seeing."  
  Over the last 20 years, Argentine has levied her reputation as a fixer and her contacts in the 
  underworld into the thing she's come to crave most, control. The Contedorri is the fruits of her 
  labor. The Contedorri has agents all around the Western world, though the base of their power is 
  in western Europe. Their mercenaries work as bodyguards for the rich and powerful, their 
  
  military advisors serve fascist dictators and legitimate governments alike, and their smugglers 
  run guns and drugs from St. Petersburg to Philadelphia.  
  Recruitment 
  King of the World and her agents are always looking for talent. While they prefer recruits who 
  are martially capable, determined, and morally flexible, the Contedorri finds a use for anyone. 
  Most come from one of two sources. The first and most straightforward method of joining is to 
  climb the ranks of a criminal organization and catch the eye of a recruiter. Over the last decade, 
  the Contedorri has been aggressive in its acquisition of other criminal entities. Many of these 
  lower agents may not even know they work for the Contedorri, but the organization has eyes all 
  over the criminal world, so anyone who makes enough noise eventually catches their attention.  
  The second method pulls directly from military boot camps. The Contedorri sell the services of 
  their instructors to militaries throughout Europe, the Americas and the Middle East. If one of 
  these trainers sees someone of merit, they offer them far more than what they'd make as an 
  enlisted man. One faked death later, and the recruit is on their way to one of the Contedorri's 
  training centers.  
  Speaking of training, There's nothing the King hates more than a failed operation. Mercenary 
  work has a high mortality rate for incompetents, but even if they self-eliminate, it doesn't stop 
  them from screwing up jobs in the first place. For this reason, one of the first significant 
  purchases that Lady Argentine made was a small island off the coast of Africa. There she built 
  her training center, The Royal Garden, and staffed it with veterans of the Great War. Recruits for 
  the Contedorri who make it to the Royal Gardens receive training equivalent with that of the best 
  special forces in the world, under the tutelage of one of the King's most trusted advisors, Jack.  
  Organization and Structure 
  The Contedorri pride themselves on being consummate mercenaries, and the organization is 
  structured to allow members the utmost freedom in how they operate while ensuring they know 
  as little as possible about the organization.  
  Low level members have likely never even heard the name. They just know they have a boss or 
  client who pays on time. Anyone who asks too many questions at the lowest level likely does not 
  have a long career in the Contedorri ahead of them.  
  Above the rank and file criminals, hired guns and professional soldiers are the captains. Captains 
  know that they are part of a larger organization, but few grasp how large the empire they work 
  for is. Powerful gang leaders, mercenary squad commanders and handlers who distribute jobs 
  occupy this rank.  
  Above the captains are the lieutenants. These are the first members who could guaranteeably call 
  themselves Contedorri but even they are insulated against having too much information about the 
  scope of the organization. Lieutenants are comprised of the Contedorri’s elite assassins, 
  recruiters, task force commanders and those who handle big projects, such counterintelligence 
  and asset acquisition.  
  At the top of the pyramid, are the King’s most trusted advisors, Queen and Jack. Jack handles 
  training and asset development. Queen handles coordination between the various cells.  
  Goals and Methods  
  
  On the surface, the Contedorri seems motivated only by profit. Through their various front 
  companies, they work for basically everyone. Despots and freedom fighters alike can hire their 
  soldiers. They smuggle drugs and guns into war-torn countries with one arm while supplying 
  medicine and vaccines to doctors with the other. While they trade in drugs weapons and 
  violence, the Contedorri are not human traffickers and refuse to work with organizations that 
  deal in flesh, shutting down such organizations themselves.   
  Money makes the world go round and for the majority of the Contedorri, cash is the be all end 
  all. However, there is a deeper goal known only to the King and her most trusted lieutenants. 
  Lady De Winter never forgave the loss of power her family suffered at the hands of "democracy" 
  and views governments by the people to be one of the greatest evils the world over. Democracy 
  is a failed concept. Rule by the many has put a demagogue in power in Germany and a coward 
  behind the wheel of Great Britain. Though this is clear to Lady De Winter, the people are proud.  
  They must be humbled before they can accept rule by their betters once again.  
  The Contedorri acts behind the scenes to drive the world closer to a war that will end all wars, 
  the last great conflict. When their governments fail them, the people will call out for a hero, and 
  the Contedorri will be there to forge order from the chaos. Lady De Winter will step forth from 
  the shadows. From the ashes of the old world a new European empire will be born.  
  Using Contedorri in your Game 
  The Contedorri are the ultimate throwaway bad guys. They are involved in most criminal 
  activities, and anyone can hire out their muscle for any purpose. Contedorri mercenaries can 
  show up as bodyguards, assassins, or any other type of opposition forces.  
  Getting elite back-up from the Contedorri is just a matter of cash and finding their fixers. Also, 
  the Contedorri have a fierce rivalry with the Ubiquitous Dragon and would jump at a chance to 
  deal a blow to their rivals while making a buck.  
  While the Contedorri can show up anywhere, plots focused on them should revolve around the 
  players stopping their true goal of sowing discord throughout Europe and the Americas. A good 
  way to introduce the players to a Contedorri plot would be to have the players invited to a 
  politician’s ball or fancy party. Allow them to foil, or witness a political assassination and then 
  follow the trail of breadcrumbs from the boots on the ground agents, to their boss, to the fixer all 
  the way up to a Contedorri training facility where they finally see the name of their adversary for 
  the first time.  
  Invictus Umbra 
  Motto: Remember Humility 
  History 
  Invictus Umbra dates to the ancient city of Constantinople — founded in 500 CE by the 
  flamboyant and magnanimous, Vagrant Prince. Salim Musharra, last of the line of Byzantium 
  rulers who lost control of the city when the Romans broke their treaty and torched it to the 
  ground, took on this name at night to protect his identity. He grew up with the belief that no 
  empire or government was trustworthy, and that good people must always challenge them. By 
  day he was a loyal Roman citizen, but he spent his nights pilfering coffers and ruining the lives 
  of the wealthy elite.  
  
  He spent his time in underground spaces, and soon attracted a group of like-minded individuals. 
  Together they robbed nearly every powerful person in the city at least once over. Soon as their 
  exploits attracted notice, those they targeted started calling them shadows. That name eventually 
  stuck, and they styled themselves Invictus Umbra. They struck only at the powerful and wealthy, 
  ensuring they never stole from the disenfranchised or unfortunate. Whenever a politician used 
  their power to oppress or a noble visited cruelty upon the defenseless, the Invictus would visit.  
  In the twilight of his life, Salim held a competition: Who ever could steal his blade would take 
  leadership of the group and the title Vagrant Prince. A woman named Priscilla won handily and 
  took leadership. To everyone's surprise, she held another competition for leadership just five 
  years later. She also won this one but promised to revisit the competition every few years. This 
  started the practice of deciding leadership through a contest every half-decade to ensure that the 
  guild’s leader was always the best among them.  
  Through the decades, the Invictus Umbra evolved from a mere collection of rogues fighting the 
  government into a fully-fledged thieves guild. Soon members paid guild taxes, they built safe 
  houses, and started to work all throughout the Roman Empire and beyond. All through this, they 
  ensured that they always kept on task. Never steal from the destitute or poor, always strike at 
  power.  
  Invictus Umbra’s might has waxed and waned over the years, but they are still active to this day. 
  They are the largest thief’s guild in existence. Invictus Umbra safe houses dot the world, with the 
  current Vagrant Prince living in Istanbul, their ancestral home. 
  Their code hasn’t changed much in all these years, though their goal of making political changes 
  or standing against governments has fallen by the wayside. They’re in it for the money, acting as 
  mercenaries for the highest bidder or stealing from the ultra-rich only for the sweet payout. 
  While some guild houses still believe in stealing from the rich and opposing the powerful, many 
  members of the modern guild are mere criminals with a penchant for extravagant heists and 
  garish dress.  
  Recruitment 
  While the organization still believes in stealing only from those who can afford to lose it, they 
  aren’t picky about who they recruit. At current, any thief of repute who is willing to swear to 
  follow the codes can become a member. The rules of the Invictus forbid telling people of the 
  organization, so new members are often brought in with some amount of pageantry, such that 
  they are never told what they are joining until they arrive at the ceremony. Some older thieves 
  bring their protégé to a meeting without telling them where they are going. Some chapter masters 
  invite young prospects on a "job" that sees them breaking into the chapter house so that they find 
  their way into the first meeting by proving their skills. The Invictus Umbra has also taken to 
  helping prospective members escape from prison, or at least give them a leg up so they can 
  escape on their own.  
  Organization and Structure 
  The Vagrant Prince leads the Invictus Umbra at its head with chapter masters below him. The 
  current prince has worn the crown for 40 years. Every major city has a chapter house which acts 
  as a safe house for the thieves, and a base of operations. Chapter masters consider the chapter 
  houses their domain and treat anyone who visits as a guest. Their main duty is to caretake these 
  houses, meaning they take great pride in the place, keeping it in top shape and invisible to 
  
  outside eyes. Chapter masters make fronts from art museums, tailor shops, distilleries, 
  universities, and even hostels. Otherwise, chapter masters run the local Invictus Umbra. They set 
  marks, collect dues, punish rule breakers, and keep tabs on all members coming in and out of the 
  city. Most chapter leaders wield their massive influence to push their political agenda, punish 
  their enemies, or shape the culture of a city.  
  Chapter houses have various resources for Invictus members such as fences, engineers, 
  gunsmiths, blacksmiths, and fixers, to name a few. Most houses forbid violence, but the odd duel 
  for entertainment does happen. This is also where most members get their jobs. A member can 
  pull any job she wants, including setting her own targets, but the chapter masters often have jobs 
  available to members that come from their various contacts. Many Invictus Umbra thefts are 
  executed on behalf of a benefactor, rather for their own gain. 
  Individual members work alone or as groups. Some may look like common street thieves, while 
  others consider their trade an art. No matter how they structure themselves, they answer only to 
  the chapter master of the city they call home, and the Vagrant Prince. When visiting a sister 
  chapter in another city, they are considered on loan to that city’s chapter master, who keeps tabs 
  on them. But ultimately, if they mess up and need punishment, their home chapter deals with the 
  issue. 
  The Invictus Umbra thieves are rascals to the core and do almost anything to acquire their 
  targets. Grifters, goons, con-men, break-in artists, and self-professed masterminds all find their 
  home within the guild. 
  Goals and Methods  
  Where the Invictus Umbra’s original, lofty, goals included pushing back against government 
  structures, hamstringing the rich and elite, and taking down powerful figures, the current Invictus 
  Umbra works solely to earn an even greater amount of wealth. They still have their values, but 
  those values tend to stretch and bend in the right circumstances. 
  Each individual member is out to make as most money as possible. They steal for sure, but often 
  this money comes as payment for using their skills for others. Paid jobs are the most lucrative, 
  and these range from heists to fencing goods to helping someone disappear. 
  Members tithe ten percent of their take to the organization. The organization once used that 
  money to work against oppressive regimes, but now the Vagrant Prince is more interested in 
  using it to buy herself a place in the League of Nations. Chapter masters live large as well, often 
  infiltrating local governments, paying off law enforcement, and generally having fingers in every 
  pie around.  
  While the average Invictus Umbra member is likely no better than a two-bit criminal, they enjoy 
  a great deal of leeway afforded by their membership, so long as they follow the rules. The rules 
  are simple, never steal from someone who can’t afford it, and never kill anyone. That last one is 
  a sticking point for the average bruiser, one that no one crosses without severe consequences. 
  The first one, while a firm rule, is one that gets more leeway. If a member steals from someone 
  who coincidentally runs into some bad luck and suddenly can’t afford the loss, they show the 
  thief leniency. How was she to know? Such an infraction might be ignored all together if the 
  person is on the chapter master’s shit list. 
  Using Invictus Umbra in your Game 
  
  The Invictus Umbra are thieves one and all, but their motives, targets, and the consequences of 
  their actions present interesting variables for a group to contend with. They work in a mercenary 
  fashion, meaning the characters might find that the thieves they captured are working for 
  someone much more sinister. It also means the characters may find need to employ a member of 
  the guild for fake IDs, or information they couldn’t gather otherwise. 
  Invictus Umbra plots can involve a theft that interests the character’s Allegiance, giving them 
  reason to investigate. The Invictus Umbra may target one of the player characters, but when they 
  investigate, they find someone else is behind it. Low level Invictus Umbra members are great 
  non-lethal bodyguards, accomplices to crimes, and scapegoats for bigger fish. Higher level 
  Invictus Umbra members make great social foils, uneasy allies, and sinister masterminds. 
  The Order of Murder 
  Motto: Through Death, Freedom. 
  History 
  History records that on the 19th of May 1536, Anne Boleyn was executed by beheading. This is 
  the product of an elaborate deception, wrought by the conspirators who would come to be the 
  founders of the Order of Murder. When King Henry VII and Thomas Cromwell began their plot 
  to discredit and ultimately execute Boleyn, allies within the court informed Anne of the 
  impending danger. Knowing that she could depend neither on the mercy of her husband nor the 
  conscience of her former friend in Cromwell, Boleyn began formulating another plan. With the 
  aid of a network of secret allies, including Thomas Cranmer, Lancelot de Carle, and the bold 
  sacrifice of one of her attendants, Anne Boleyn was able to orchestrate the falsification of her 
  own execution. Once the plan was complete, she met with de Carle and spirited away to France 
  where sympathetic allies gave her shelter. 
  Anne would have been content to live out her days in obscurity in the French countryside. She 
  and her conspirators had secreted away more than enough wealth from Henry’s coffers to 
  support her in comfort, if not extravagance. But two years after her arrival, de Carle came to her 
  with an offer. Observing that she had shown great wit, resourcefulness, and resolve in her 
  conspiracy to avoid the executioner’s blade, de Carle suggested that those skills might prove 
  useful in the service of others who were likewise imperiled. Naturally, such services would come 
  at high cost, but could also prove quite profitable. After some convincing, Anne accepted de 
  Carle’s first offer and suggested client. In that moment, the organization that would come to be 
  known as the Order of Murder was born. 
  In the centuries since its founding, the Order of Murder has faked the deaths of hundreds of 
  wealthy and powerful aristocrats, nobles, members of the church, and other folks of means. Such 
  services do not come cheap, and the Order demands a significant payment for services rendered. 
  This has led to the Order of Murder being one of the most well-funded organizations for its 
  comparatively small size. When the need arises, the Order can bring significant resources to bear 
  to achieve an objective. 
  In recent years, as crimefighting tools have become more sophisticated, so too have the methods 
  of the Order of Murder. In addition to forgery, larceny, abduction, and providing false identities 
  to their clients, the Order has developed surgical techniques to alter the appearance of a subject 
  to such a great degree that even one’s closest family would not recognize them. These techniques 
  also allow for the creation of more accurate body doubles when faking a client’s death. Such 
  
  extreme measures combined with proficiency born of nearly 400 years of experience keeps the 
  Order of Murder one step ahead of the world’s law enforcement agencies…for now.  
  Recruitment 
  Many recruits brought into the Order of Murder are either clients or the close allies of clients. 
  Those who exhibit proficiency with the skills required to pull off such elaborate deception as 
  faking a death and getting away with it are always welcome among the Order’s ranks. 
  Furthermore, the Order swears all clients to secrecy on pain of death. Having a shared secret, a 
  need to start a new life, and an organization that specializes in something you have experience 
  with can be a comfort to those who are dealing with the loss of everything they once were.  
  As one might imagine, the Order of Murder is especially interested in recruiting Inspired 
  members. Each case the Order takes on is perilous and holds the potential for disastrous failure. 
  The abilities of the Inspired can negate some of that danger and help make the impossible 
  achievable. While recruiting Inspired can be a challenge, there is at least one stalwart among the 
  Order’s ranks, a surgeon who goes by the moniker Cutter Edison. It is this Inspired doctor who 
  developed the techniques now used to alter the appearances of the Order’s clients as well as the 
  body doubles employed in faked deaths.  
  Organization and Structure 
  A triumvirate of members who were once clients oversees the activities of the Order of Murder. 
  Each member of the triumvirate assumes a title, and the member conducts all Order business 
  using that title. This provides another layer of secrecy and deniability for the leadership of the 
  Order. The titles used by these shadowy leaders are Lord Scrope, Lord Cambridge, and Lord 
  Northumberland. It is worth noting that the title of Lord applies regardless of the gender of the 
  person occupying the position, a tradition unbroken since Anne Boleyn assumed the role of Lord 
  Northumberland.  
  Operatives at the field level collect dossiers on potential clients. Before the Order of Murder 
  accepts a job, the triumvirate performs an extensive review on the prospective client’s dossier. 
  The triumvirate uses multiple criteria when judging a potential client such as their ability to pay 
  the cost of service, risk of betrayal, and potential for recruitment. The Order certainly takes 
  clients that they deem to be low recruitment potential, but the other two metrics are inflexible. 
  Once approval is determined, surveillance begins. Field operatives (often the very operatives 
  who referred the dossier) initiate contact with the client. The operatives explain and offer the 
  services of the Order. Operatives also observe potential conspirators. If the client accepts, the 
  process begins as experts within the Order craft a staged demise. The Knights share the plan with 
  conspirators from within the client’s life as cautiously as time permits. During this phase, the 
  Order’s operatives assess conspirators for recruitment potential. Once the plan is in place and the 
  necessary components are in place, the Order extracts their client and stages their death. With 
  each successful extraction, the Order’s ranks swell. 
  Goals and Methods  
  The primary goals of the Order of Murder are to amass great wealth and preserve the anonymity 
  of their members and clients. While some members of the Order of Murder carry out personal 
  vendettas and nefarious plots under the anonymity provided by the group, most are content to 
  maintain their focus on the organization’s agenda and live otherwise quiet, comfortable lives. 
  The preferred methods of the Order involve forged paperwork, surgically altered body doubles, 
  
  and false evidence. The Order also has access to a secret process by which they can craft a 
  duplicate of their client’s body with remarkable accuracy capable of fooling most autopsies and 
  forensic investigations. The use of these replica corpses has become more commonplace since 
  the Hammersmith incident. These tools, used in combination, confound the authorities while 
  removing their clients from harm and attention. Once the client is safely out of the limelight, they 
  step into the new life prepared for them, complete with new identification and credentials. 
  When seeking new clients, the Order of Murder looks to those who are wealthy but facing some 
  sort of life-altering trouble that could make the extreme measure of faking their death and 
  walking away from everything seem reasonable or preferable. Obviously, those whose lives are 
  endangered due to criminal entanglements make for good clients, but there are several other 
  scenarios which can lead to a visit from the Order. The Order might reach out to someone of 
  means whose business is in danger of failing, or someone whose marriage is on the rocks and 
  they need an escape. The Order of Murder’s first client was a prisoner and prisons have 
  continued to provide potential clients ever since. The challenge for the Order of Murder becomes 
  identifying and locating potential clientele who match the exacting criteria for their elite services. 
  Fortunately, many of the Order’s operatives are skilled investigators. 
  Blackmail, breaking and entering, theft, murder, and kidnapping are all tools the Order of 
  Murder are willing and able to use in order to secure information on a client, extract a client from 
  public view in order to place their murdered double into play, or to protect clients that have 
  already undergone the process from discovery. The triumvirate is well aware of the damage that 
  clients past and present could suffer were the Order exposed. 
  Using Order of Murder in your Game 
  The Order of Murder can be great antagonists for a story focused on mystery. This can be a case 
  where the heroes are looking to solve a murder only to discover that the corpse does not belong 
  to the supposed victim. Tracking down clues and unwinding the web of deceit left in the wake of 
  the Order’s actions could be the work of several sessions, with increasingly difficult obstacles 
  placed in the party’s way as they inch closer to the truth. Another option could involve the 
  adventurers discovering surveillance on an ally or point of contact from another case. Those 
  responsible are unlikely to simply introduce themselves and state their intentions. Instead, the 
  player characters must discover the truth about these mysterious spies before their target 
  disappears into seemingly thin air. 
  It is also possible that the Order of Murder may have a client who is seeking to fake their death 
  to escape the clutches of one of the group’s known enemies. This type of story fosters 
  cooperation between the heroes and the nominally villainous Order of Murder. Perhaps the 
  Order’s client has sensitive information on a particularly challenging enemy. Only by 
  cooperating with the Order and their client can the heroes hope to gain access to this sensitive 
  and crucial data. 
  The Ponatowski Foundation 
  Motto: Adventures in the Great Unknown 
  History 
  Count Wladisaw Ponatowski, a wealthy noble with a strong interest in exploration, created the 
  Ponatowski Foundation in 1902. The Ponatowski Foundation’s initial goals were to explore the 
  unknown and document it for public consumption. Their initial expeditions included two forays 
  
  into Siberia, a venture into the Gobi Desert, and an ambitious, but unsuccessful attempt to reach 
  the bottom of the Black Sea. The group detailed these exhibitions in a quarterly journal called 
  Journal of Exploration. Many scholars consider the first edition of Journal of Exploration one of 
  the finest and most comprehensive archaeological journals of the period. In 1912, the group 
  broadened the scope of their expeditions, including forays into Africa and South America while 
  expanding operations in Russia. These expeditions continued until 1914 with the beginning of 
  the Great War.  
  During the Great War, the Ponatowski Foundation suspended all expeditions and stopped 
  publication of Journal of Exploration. Though the Foundation appeared to shut down, the group 
  remained active, shifting their focus to preserving the safety of Russian nobility. As tensions 
  mounted in Russia leading to the Revolutions of 1917, the Ponatowski Foundation constructed a 
  network to smuggle endangered nobility to safety. Ivan Staynskaya, a fierce and wicked Russian 
  noble with aspirations to the title of Czar, was among the architects of this effort. Through 
  connections he had forged with members of the Bratva, Ivan was able to create a secure and 
  effective method of moving nobles in secret while increasing his influence with all parties 
  involved in the conspiracy. 
  As Russia fell, Ivan Staynskaya’s influence in the Ponatowski Foundation grew. By the end of 
  1919, Staynskaya and his allies had effectively seized control of the Ponatowski Foundation’s 
  resources. Staynskaya began plotting to take Russia back over and claim the title of Czar. He 
  even started referring to himself as Czar, forcing those within the organization to call him as 
  such. Though Russia was a lost cause in the short term, and the criminal enterprises now feeding 
  the Ponatowski Foundation coffers were thriving, Staynskaya recognized an opportunity to 
  amass wealth and allies by bringing the Ponatowski Foundation back into the public eye. 
  The Ponatowski Foundation reemerged in 1920 after the installation of administrative 
  functionaries who were unaware of the group’s true activities and goals. Publication of Journal 
  of Exploration resumed, the focus now shifted to an entertainment magazine based on the 
  Foundation’s exploits. While the events depicted in the magazine were true, gone was the 
  presentation of scientific findings for public consumption. The public did not seem to mind the 
  shift in tone, as Journal of Exploration has since become one of the most popular magazines in 
  publication.  
  Ivan Staynskaya is brutal and ruthless in the pursuit of his goals. He hopes to retake Russia, but 
  his aspirations do not end there. Shortly after the Hammersmith Incident, Staynskaya became 
  aware of telluric energy. His scientists raved about Hammersmith’s experiments, and one of 
  them even developed a sort of hyper-intelligence which he attributed to the stuff. If he could 
  figure out how to harness it, or even just control enough instances of it, he would become the 
  most powerful man in the world. He uses the exploration side of the Ponatowski Foundation to 
  seek out areas in the world rich in telluric energy. He hopes that if he can understand and control 
  these pockets, he can figure out how to harness them for his own purposes. 
  Recruitment 
  The Ponatowski Foundation brings in scientific minds, explorers, and brutes. In the early days, 
  the Foundation recruited permanent members from the scientific community and Russian 
  nobility in equal measure. Now the only way into the organization proper is by way of the Bratva 
  with the explicit approval of Staynskaya. In general, scientists are the most prized recruits, 
  though they have need of explorers and brutes as well. 
  
  Ponatowski Foundation functions on two levels. They hire freelance members on a case-by-case 
  basis for initial exploration and procurement. These members are non-permanent and come from 
  all walks of life, though often owe debt to the Bratva and this is a way to pay that debt off. If that 
  initial team finds anything interesting a dedicated team of explorers and scientists then go to the 
  area to take charge of it. The Foundation’s coffers can withstand the fees of the best and brightest 
  explorers in the world. In addition to the material benefits of accepting a contract from the 
  Foundation, those hired enjoy immortalization as heroes in the bombastic writings of Journal of 
  Exploration volume two. 
  Organization and Structure 
  The Ponatowski Foundation maintains three divisions of operation: Administration, Exploration, 
  and Publishing. Administration handles hiring freelancers, managing resources, and keeping an 
  eye on the membership. Administration operates under the oversight of Ivan Staynskaya and an 
  inner circle of his closest allies, though the day-to-day operations fall to salaried employees who 
  are unaware of the Foundation’s true purposes and connections. This offers the Foundation’s 
  leaders deniability in the event of infiltration by rivals or scrutiny from law enforcement. Only a 
  handful of employees in Administration suspect anything is unusual about the Foundation’s 
  operations, and none of them would imagine anything like the nefarious truth behind their 
  secretive employers. 
  Exploration is overseen by Count Wladisaw Ponatowski who maintains his desire for exploration 
  and ignores Staynskaya’s more sinister desires. Exploration has only a few regular employees, 
  mostly scientists with enough knowledge about telluric energy to accompany a freelance team on 
  a mission. The freelancers who perform well and maintain appropriate discretion are frequently 
  rehired, but never brought into the fold. Staynskaya knows that the adventuring types tend to 
  have a meddlesome streak and he is not comfortable allowing such influences to get too close to 
  the Foundation’s internal workings for fear of discovery. On some occasions, references for 
  relative unknowns make their way to Administration from above, requesting a particular 
  individual be hired to accompany a certain expedition. This is typically a Bratva member planted 
  by Staynskaya to spy on the freelancers hired for a sensitive or high-profile mission. 
  The Publishing arm is responsible for creating and distributing Journal of Exploration volume 
  two. The writers and artists of this arm are pulp enthusiasts with a flair for the dramatic, a love of 
  heroics, and the joy of working in their dream job. Journal of Exploration is a best-selling 
  magazine with a loyal readership and is responsible for a significant portion of the Foundation’s 
  revenue. Staynskaya and his allies understand the value of the Publishing arm, but often overlook 
  the risk the employees in Publishing represent. If the Publishing arm ever got wind of the true 
  nature of the Foundation’s work, disaster would certainly follow. Few things present such danger 
  to a criminal enterprise as writers with a strong sense of justice and truth. 
  Goals and Methods  
  On its surface, the Ponatowski Foundation is an academic group dedicated to the exploration and 
  documentation of the known and unknown. The adventurers on assignment must record the 
  findings and events of the journey. If the freelancers hired for a mission are not confident in their 
  ability to do so, administration assigns a journalist to attend the voyage. Upon return from the 
  field, freelancers turn over artifacts, relics, and other items acquired during these expeditions to 
  Administration for cataloguing and storage. In this case, “cataloguing and storage” is a 
  euphemism for the personal collection of Ivan Staynskaya. The account of the voyage then goes 
  
  to Publishing where the writers and artists on staff prepare an article based on the expedition for 
  inclusion in Journal of Exploration. Freelance groups operate with great latitude in the field. The 
  Foundation cares little about the conduct of those they hire so long as the mission is profitable 
  and suitable for print. 
  Since seizing power, Staynskaya has used the Ponatowski Foundation to amass wealth and 
  power to realize his desire to become Czar. This desire is only checked by his even greater desire 
  to control all the areas of the world rich in telluric energy.  
  Using the Ponatowski Foundation in your Game 
  The Ponatowski Foundation provides an excellent foil for groups like the Æon Society, the 
  Archivists, or Branch 9. Archaeology, exploration, and telluric studies are all high priorities for 
  the Ponatowski Foundation. This makes them easy to integrate into a tale as professional rivals 
  competing for discoveries and resources. The Ponatowski Foundation also employs freelancers 
  including independent scholars and adventurous world-travelers for many of their ventures. Such 
  a team of contractors can include player characters, setting up the Foundation as employers for a 
  mission. Alternatively, Ponatowski could hire existing rivals or your adventurers’ enemies to 
  pursue the same goal or McGuffin, adding an element of personal conflict to an otherwise 
  professional rivalry.  
  Beneath the surface of academia, The Ponatowski Foundation hides a rotten core. Ivan 
  Staynskaya and his network of criminal allegiances plunder the Foundation’s findings for 
  nefarious purposes. Items of significant value, especially those with telluric properties, make 
  their way to Staynskaya’s private collection to strengthen his underworld empire. Stories 
  involving any organization, especially Branch 9, might address attempts to unearth the 
  connection between the Ponatowski Foundation and Staynskaya’s criminal enterprises. 
  Rational Experimentation Group 
  Motto: Mastery Through Method. 
  History 
  Shortly after the Hammersmith experiment, adventurers and law enforcement the world over 
  began to note an increase in highly equipped laboratories engaging in ethically repugnant 
  research. The laboratories went undiscovered until after their abandonment. Each contained 
  evidence of horrible human experimentation, weapons development, and other unthinkable 
  perversions of science and technology. Those laboratories caught red-handed, still in operation, 
  confirmed these dark insinuations. The Inspired Age had unleashed not only hope for a bright 
  future, but tools for malfeasant manipulation of telluric energy. Investigations by Branch 9, the 
  Æon Society and various other organizations into this rash of unethical research that had popped 
  up around the globe led to a name: The Rational Experimentation Group. 
  Unfortunately, despite the herculean efforts and remarkable investigative skills of the various 
  involved allegiances, unearthing any further details about this mysterious confederation of 
  degenerate theorists has proven impossible. Each new laboratory discovered leaves a trail of data 
  leading to the parties responsible for its construction that quickly runs cold. Arrests and 
  interrogations prove fruitless as even the heads of these facilities have no actionable intelligence 
  regarding the origin of their funding, nor the destination of their findings. Each time the 
  authorities seize a laboratory two more seemingly rise in its place, bearing no discernible 
  connection to the location most recently seized. 
  
  Members of the Æon Society have a variety of theories as to the manipulators behind the 
  Rational Experimentation Group, but little hard data to form a direct connection. Intelligence has 
  indicated that at least some of the devices used by Dr. Hephaestia Geary-Wexler originated in 
  laboratories funded by the shadowy conspiracy. The International Detective Agency, Branch 9, 
  and the Æon Society all hold extensive files on the Rational Experimentation Group, but a 
  decade of investigation by multiple entities has led to little more than a few decommissioned 
  facilities, a product of foul experimentation showing up in the hands of a villain here and there, 
  and base insults couched within conjecture.  
  The fact of the matter is that no one, not even the greatest financial supporters of the Rational 
  Experimentation Group know the truth of its origins or the face of its leadership. It is as if a web 
  of connections and potential sprung to life in the wake of Hammersmith’s explosion; a globe-
  spanning Frankenstein’s monster constructed of malevolent science brought to life by an infusion 
  of telluric energy and cold, hard cash. 
  While the authorities continue their futile hunt for the masterminds behind the Rational 
  Experimentation Group, new laboratories continue to crop up with each passing month. New 
  horrors inflicted on human test subjects and new discoveries funnel into precisely the wrong 
  hands with alarming regularity. In many ways, the Rational Experimentation Group represents 
  the long, heavy shadow cast by the light of the Inspired Age.  
  Recruitment 
  Each cell of the Rational Experimentation Group handles recruitment independently. This allows 
  each cell a great deal of latitude to tailor their recruitment practices to suit specific needs. Some 
  cells focus their efforts on the halls of academia, watching for scientists, researchers, and 
  engineers who do brilliant work but chafe at moral and social pressure to show restraint in their 
  quest for knowledge and creation. The Group courts potential recruits with offers of grand 
  resources and autonomy to follow their research to its logical conclusion. 
  Those potential recruits who show great promise in a laboratory’s field of interest, but perhaps 
  lack the moral flexibility to dedicate their efforts to the questionable practices of the Rational 
  Experimentation Group receive overtures of aggression, blackmail, deceit and manipulation to 
  ensure compliance with their recruiter’s goals. In extreme cases, a laboratory may resort to 
  harassment, kidnapping, murder, or framing the target for a heinous crime in order to guarantee 
  compliance. 
  Some scientists are more than happy to accept the help of the Rational Experimentation Group. 
  The deep pockets, secure locations, and, if needed, martial support available to each cell makes it 
  all too easy to overlook some of the costlier aspects of employment within the Rational 
  Experimentation Group. 
  Organization and Structure 
  The Rational Experimentation Group is comprised of a vast and varied aggregation of 
  independently operated laboratories, warehouses, and storage facilities. An independent cell, 
  operating autonomously, manages each of these holdings, having minimal communication with 
  or connection to the rest of the organization. Each of these cells is remarkably well funded, 
  though tracking the source of any cell’s financial support is nearly impossible. Property, 
  equipment purchases, wages, and expenses for each cell run through a network of intermediaries, 
  shell companies, money launderers, and international banks. This provides a chaotic paper trail 
  
  that confounds even the most skilled investigators in trying to trace the source of any one cell’s 
  funding. In the early days of the Æon Society, Whitley Styles did manage to track the financing 
  of a few laboratories connected to the Rational Experimentation Group to a Swiss bank account, 
  he was unable to divine any details of that account’s owner. 
  While several sources are responsible for the seemingly endless financing of the Rational 
  Experimentation Group, the primary investors are the Mechinatrix, Mister Saturday, and the 
  Ubiquitous Dragon. Each of these monarchs of the criminal underworld funnel incredible 
  amounts of cash into the Rational Experimentation Group’s cells in exchange for access to the 
  fruits of each cell’s labors. This allows the financiers to command a vast array of dangerous 
  devices without needing to divert the time and resources of their respective organizations from 
  more pressing concerns. By effectively contracting the Rational Experimentation Group to work 
  as an independent research and development wing, the villains behind the money can reap the 
  benefits of the group’s work while focusing on their own pet projects, wild inventions, and 
  primary aspirations. This also grants the financiers far greater versatility in their weapons and 
  tools that they would be able to produce if they handled the same tasks internally. 
  Goals and Methods  
  The overarching goal of the Rational Experimentation Group is to forward the causes of science 
  and understanding through the research and development of actionable technologies that push the 
  boundaries of possibility. Any conceivable path of research and development within that 
  mandate exists within one or more cells of the Rational Experimentation Group. Unlike most 
  scientific bodies, the Rational Experimentation Group does not limit itself through adherence to 
  moral restrictions or legal mandates. 
  Human experimentation is common in the Rational Experimentation Group. This typically takes 
  the form of experiments performed on unwilling test subjects. Kidnapped subjects, often taken 
  by a contracted party such as the Contedorri, are delivered to a laboratory with discretion, for a 
  fee, of course. In other cases, a cell skips laboratory trials, moving directly to testing their work 
  on the public. This often happens in remote rural areas where the chance of interference from the 
  authorities or meddling do-gooders is minimal. The goals of human experimentation include 
  creating chemical and biological weapons, testing the limits of human endurance to various 
  stimuli, mind control effects, and in the case of one German researcher, the creation of an 
  Übermensch whose might would bring prosperity and victory to Deutschland. 
  Another major avenue of research for the Rational Experimentation Group is weapons 
  development. Ranging from improvements upon conventional weapons such as firearms and 
  grenades to the development of death rays, mind control beams, and telluric Explosives, the 
  Rational Experimentation Group includes several cells looking to push past the barriers of 
  possibility through technology to build more effective killing machines. As with every avenue of 
  research pursued by the Rational Experimentation Group, the results of these trials disseminate 
  to the group’s shadowy beneficiaries for implementation in their own nefarious schemes. 
  Using Rational Experimentation Group in your Game 
  The Rational Experimentation Group work in methodologies of pure villainy. Their organization 
  exists beneath layers of mystery, with the various branches and cells of the group being unaware 
  of activities, locations, and personnel beyond their own facility. Communication between 
  branches of the Rational Experimentation Group is absolutely minimal. When cells must 
  communicate, such as to deliver test subjects, report findings, or request resources, these 
  
  communications pass through coded messages, blind drops, and unaffiliated couriers contracted 
  to deliver messages without accessing their contents. These precautions allow each cell to remain 
  focused on its area of expertise while also ensuring that the discovery or compromise of any 
  single cell has minimal impact on the organization as a whole. This makes the Rational 
  Experimentation Group an excellent ongoing antagonist for most other allegiances as they are 
  remarkably difficult to take down.  
  Entire campaigns could center around chasing down cells of the Rational Experimentation 
  Group, attempting to piece together clues about the identities of the group’s leadership while 
  eliminating or containing individual cells. The varied nature of the Rational Experimentation 
  Group’s work could lead to the party investigating rumors of chemical weapon tests on a rural 
  European populace one week and a race against the clock as a deranged scientist works to 
  assemble components for an airborne death ray the next. 
  Seven Brothers 
  Motto: Seven wills, one family. 
  History 
  The Ubiquitous Dragon was, at one point, the most powerful individual criminal in the world. He 
  controlled the drug, arms, and flesh trade from China to California. A stalwart, he had a rare 
  ability to create a nigh-infinite number of clones. He used this power to its fullest, coordinating 
  massive projects and shaking the underworld to its knees. In his hubris, he began to think himself 
  unstoppable. With the help of scientists from the Rational Experiment Group, The Dragon found 
  a way to spread his curse through the water supply, weaponizing it into a deadly virus that would 
  turn any who drank the infected water into a copy of him.  
  In 1926, he sought to infect all of San Francisco, but the combined might of The International 
  Detective Agency, La Salon des Femmes Nouveaux, and The Contedorri stopped him. It was a 
  brutal battle that ended not only the Ubiquitous Dragon's ambition but also his life. The world 
  thought him dead, and his criminal empire collapsed without his guiding hand as clones around 
  the world erupted into flames, all except six.  
  These few clones had been around the longest, used the most often, and had many of Ubiquitous 
  Dragon’s thoughts and memories. So, when they felt their connection sever, they knew 
  immediately that the dragon tattoo on their bodies would incinerate them alive. Each did what 
  any person with an ounce of self-preservation would do: They cut the tattoo off before it could 
  kill them. 
  The oldest of these, Thirty-Seven, searched the world over for survivors like him. He eventually 
  found his brothers, each attempting to act out their last commands from Ubiquitous Dragon but 
  despairing for a desire to do something different. Knowledge that Ubiquitous Dragon was dead, 
  and that he would never inhabit their bodies again, for good or ill, was a release none were 
  expecting. 
  Free to act of their own accord for the first time, the group decided to reclaim and refocus what 
  the remaining threads of their father’s criminal enterprise. They named each other brother and 
  struck out to discover for themselves who each truly was. Like any true family, each brother had 
  wildly different ideas about how to go about their futures, but they agreed that they would 
  support and uplift each other no matter the cost. They sought out Ubiquitous Dragon’s allies, 
  
  contacts, and agents, offering them each the same thing: Membership into their organization, not 
  as contractors or minions, but as members of a newly growing family.  
  Since the start, the group has taken on one additional “brother”, Jun Yang, who saved Fifty-Nine 
  during his first few days alone and has been working with him since. They have stylized 
  themselves as the Seven Brothers. While they might have eschewed their father’s methods, 
  there’s still good money in criminal activities, which they all participate in to one extent or 
  another. 
  Before cutting ties with the Rational Experiment Group completely, Thirty-Seven called in one 
  last favor owed to the Ubiquitous Dragon. He commissioned seven communication devices that 
  the Brothers could use from anywhere in the world to communicate with one another. 
  Recruitment 
  At the start, Seven Brothers sought out members of their father’s criminal enterprise and 
  previous contacts to offer them a place in their budding organization. But from there, they have 
  started accepting members from outside, seeking people with specific skill sets that would help 
  each Brother achieve their stated goal. The Seven Brothers recruits from all walks of life, 
  looking for people who may need their help, or who can offer their help to others. While they 
  keep an eye open for filling in skill gaps within the organization, they’ve been known to adopt 
  whole families who needed their protection. 
  The Seven Brothers consider themselves a family, and therefore only recruit members who they 
  wish to adopt into their family structure. They often recruit based on friendships, 
  recommendations from other members, and most surprisingly through petition. Anyone who 
  wants to join the Seven Brothers can simply ask, which then requires approval from at least one 
  Brother before going through trials. Prospective members spend time with one of the seven 
  brothers, doing odd jobs and proving their worth and loyalty, earning trust, and learning the 
  family values. 
  Those who do not join the organization have an easy out, though they lose all contact with Seven 
  Brothers from that point on. Those who make it join as full members of the family. The Seven 
  Brothers don’t expect loyalty from their members, they engender it. The group ensures that 
  members know from the start that they are a part of something greater, and that Seven Brothers 
  will never leave them to fend for themselves. 
  Organization and Structure 
  One thing each of the clones could agree on above all else was that they would never treat 
  anyone the way their father treated them. No one is disposable; all their members are equally 
  valuable. The Seven Brothers is structured like any sprawling and complicated family. Every 
  individual member has complicated relationships to each other depending on who brought them 
  in, which Brother they follow, and a myriad of other connections.  
  At the top are the seven brothers, each one leading a part of the organization towards a different 
  goal. From there are aunts and uncles, cousins, siblings, nieces and nephews, and other familial 
  relations. While certain members may have a higher place in terms of respect, no one is truly 
  above anyone else. Even the seven brothers defer to the other members on important topics 
  related to their goals. 
  
  No matter what the job is, no matter where they are, members of the Seven Brothers are always 
  family. Even when dealing with internal politics or tensions, they present a united front. Their 
  members are fiercely loyal to one another, and anyone who messes with one member will find 
  the force of a family coming after them before they know to regret the decision. 
  Goals and Methods  
  While Seven Brothers presents as a united family, their goals are different. Each Brother has 
  their own set of goals, which makes pinning them down rather difficult. All the brothers are 
  involved in one criminal enterprise or another, from money laundering to smuggling and in some 
  cases drug running. Some of their criminality comes from taking illegal actions to help and 
  protect those who are the most vulnerable, but they are criminals, nonetheless. While they reject 
  the villainous methods of their maker, they still find themselves in villainous roles more often 
  than they would like. 
  Each of the brothers has chosen a name for themselves, and moved across the world, except 
  Thirty-Seven, who retains his number designation as a reminder of where they all came from and 
  to never return. The other Brothers have mixed feelings about Thirty-Seven’s refusal to pick a 
  new name, but they support his decision regardless. 
  Ling has taken up residence in Hong Kong to organize violent resistance to British rule. Her 
  long-term goal is the removal of the British Empire from the east, but right now, she settles for 
  blackmailing their governors and raiding their ships, as she’s now in charge of the new Red Flag 
  Fleet. Keith has traveled back to the United States and has set up a smuggling ring to assist 
  Chinese families to immigrate to the Americas. Jun Yang and Yong work together protecting the 
  Han from Japanese oppression in Manchukuo. Huan supports the Children of Wùkōng in China, 
  giving them resources and ways to subvert the Kuomintang government. Li Wei lives in Eastern 
  Europe and is currently attempting to take down the Contedorri, deciding to fight fire with fire 
  by usurping their criminal enterprises. Thirty-Seven has revived some of Ubiquitous Dragon’s 
  enterprises of drug and weapons dealing as well as smuggling between East Asian nations and 
  the western United States.  
  Using Seven Brothers in your Game 
  The Seven Brothers are a nebulous organization that has a variety of goals that could end up at 
  cross purposes with a group of adventurers. They pride family loyalty over everything else, so 
  the characters could easily find themselves on the wrong end of their ire for interfering with a 
  smaller portion of their organization. 
  An adventuring group may find themselves working with Seven Brothers members towards a 
  common goal, though their methods of working towards that goal often run into a morally grey 
  area. While adventurers may attempt to make allies with the group, without joining the family 
  proper and pledging to support all their enterprises equally, their relationship with the 
  organization will be tenuous at best. 
  Seven Brothers members remember both those that help them and those that hinder them, and the 
  adventurers may find that thwarting one Brothers brings the other six running to their aid. Use 
  the Seven Brothers to introduce interesting moral ambiguity, small time criminal activity, uneasy 
  alliances, and unintended consequences into your games. 
  Chapter Four: Character Creation 
  
  Characters in Trinity Continuum: Adventure! can be ordinary people, but many will be 
  daredevils (known as Talents in Trinity Continuum Core), or even outright superhumans — 
  powerful stalwarts and mysterious mesmerists, who gained strange abilities in the wake of the 
  Hammersmith incident. Products of a bold and dangerous experiment gone awry and events 
  orchestrated by a singular visionary, they are the first glimpse of a superhuman future, full of 
  limitless possibilities. Some seem like regular people except for amazing skill and incredible 
  luck, while others wield powers that defy conventional explanation. It’s a time of great change 
  and momentous turning points, and these characters embody the potential of their age … for 
  better or worse.  
  This chapter covers the additional rules necessary to create Inspired characters, including new 
  Paths and Edges unique to this time period. Character generation in Adventure! is handled as 
  outlined in the Trinity Continuum Core p. 35-39 and p.155-158, unless otherwise noted below. 
  But It’s My Destiny! 
  One important fact to remember is that while the players and certain well-informed 
  characters may know the truth behind the origins of superhuman capabilities, it’s 
  not exactly common knowledge. Most daredevils don’t think of themselves as 
  superhuman at all, for one thing, while mesmerists and stalwarts are often more 
  concerned with what they can do than exactly how it happened. Lacking a single 
  well-known explanation, Inspired individuals often develop personal beliefs about 
  the source of their capabilities. These stories range from mystical talent to divine 
  blessing to their own strange scientific experiments, and collectively further muddy 
  the truth of superhuman powers. Players are encouraged to let their characters 
  believe whatever they like about their origins, so long as it’s also clear out of 
  character that even those powers that may seem like miracles and magic are still 
  rooted in the super-science of the setting.    
  Character Generation Summary 
  Creating an Adventure! character takes seven steps, and is designed to help you use the game 
  mechanics to flesh out and embellish an interesting, compelling persona.  
  Step One: Concept 
  Choose your character’s name, background, and Aspirations.  
  Step Two: Paths 
  Choose your character’s Origin, Role, and Society Paths. Several new Origin, Role, and Society 
  Paths unique to Adventure! are found on p. XX. Gain Skill dots and Edge dots from each Path. 
  Step Three: Skills, Skill Tricks, and Specialties 
  Assign six additional Skill dots, and pick Specialties for any Skills with a high enough rating, 
  and gain one Skill Trick in a Skill rated three or higher. 
  Step Four: Attributes 
  Assign your Attribute dots and select your character’s favored approach. 
  Step Five: Moment of Inspiration 
  
  Decide how the moment of Inspiration occurred, and whether the character became a daredevil, 
  stalwart, or mesmerist. 
  Step Six: Add Advantages 
  Assign three points between the Facets. Calculate your Inspiration pool as follows — 1 point 
  base, plus 1 point for each Facet rated 1, 3, and 5. So a character with Intuitive 1, Reflective 0, 
  and Destructive 2 would have Inspiration 3 — 1 base point, plus one for her Intuitive 1 and one 
  for her Destructive 2.   
  Gain four Gifts. The character must meet the requirements for any Gifts selected. Daredevils 
  gain one Gift from each Path associated with the Path’s Keywords, and one additional Gift 
  chosen from any Keyword regardless of Path. Stalwarts gain three Gifts from their Attribute 
  Approach and one additional Gift regardless of Approach. Mesmerists choose Biological, 
  Cognitive, or Energetic as their primary Psychic Gift type then gain three Gifts from that group 
  and one additional Gift chosen from outside that group. 
  Step Seven: Final Touches 
  Calculate Health and Defense ratings, as detailed on p.38 of the Trinity Continuum Core. 
  Assign one bonus dot to any Attribute, and spend four dots of Edges — these Edges can come 
  from outside your character’s Paths, but she must meet any other requirements normally.  
  Facets and Inspiration 
  As a common currency for daredevils, stalwarts, and mesmerists, Inspiration is going to come up 
  often in Adventure!, so it’s good to refresh what it is and what it can do. You can read more 
  about Inspiration in Trinity Continuum Core (p.152-154), but what follows are brief 
  summaries of Facets and the many uses of Inspiration. 
  Facets  
  Facets express how a character prefers to tackle problems: the head-on Intention of the 
  Destructive Facet, the spontaneous Luck of the Intuitive Facet, or the careful Skill of the 
  Reflective Facet. 
  Characters receive three points to assign to Facets at character creation.  
  Facets can have ratings between 0-5, and players should assign points based on how their 
  characters respond to crisis situations. They do not need to assign points to all Facets.  
  Purchasing a new dot in a Facet costs 10 Experience points.   
  Inspiration  
  Inspiration is an advantage rated 1-10. An Inspired character begins with an Inspiration rating of 
  1, plus 1 point for each Facet rated at 1. An additional point is added to this pool each time a 
  Facet reaches a rating of 3 or 5. 
  Inspiration can be spent in the following ways: 
  • 
  Some Gifts require Inspiration to activate.  
  • 
  Spend one Inspiration to provide an Enhancement equal to the corresponding Facet rating 
  on a task in keeping with that Facet’s nature. 
  • 
  Dramatic Editing requires one or more points of Inspiration. 
  
  • 
  Spend one Inspiration to increase Defense for a scene by an amount equal to a character’s 
  lowest Facet rating. 
  • 
  Spend one Inspiration to add +1 to an action’s Intensity Scale. 
  Inspiration is regained as follows: one point at the beginning of each scene; one point per hour of 
  restful sleep; one point per 10 minutes spent near a flux source (aka telluric energy exposure); or 
  as a Consolation for a failed roll. 
  Paths 
  In addition to the Paths included in the Trinity Continuum Core (p. 41), there are several new 
  options for players to choose.  
  Origin Paths 
  The following are new Origin Paths appropriate for games set in the 1930s. 
  Field Researcher 
  One or likely both of your parents were traveling academics who spent a lot of time out in the 
  field, performing hands-on research of one kind or another. As a result, you grew up in a curious 
  mix of field camps in distant lands and chalk dusted classrooms of prestigious institutions, and 
  are equally at home lighting a fire in the wilderness as you are debating the finer points of 
  obscure theory in a lecture hall. Even if you didn’t choose to follow in their footsteps, being 
  around so many cultures and being exposed to so many ideas has given you a cosmopolitan view 
  of the world, not to mention a set of skills well suited for exploration and discovery.      
  Example Connections: Academics, Foreign Friends, Grad Students, Librarians, Travel Guides   
  Skills: Culture, Enigmas, Humanities or Science, Survival 
  Edges: Direction Sense, Fame, Hardy, Library, Patron, Polyglot, Speed Reading  
  Daredevil Gift Keywords: Attribute (Intellect), Skill (Enigmas, Humanities) 
  Occultist 
  You were raised in an active cult or secret society, likely learning its mysteries from an early 
  age. You should decide what the cult was called and what they believed in — a peaceful society 
  dedicated to utopian meditation is very different than a blood cult that makes sacrifices every 
  new moon! Perhaps your family pretended to be like everyone else while serving the order in 
  secret, or maybe you grew up openly following the society’s ways in an insular community of 
  like-minded believers. Regardless, you grew up learning very different “truths” about the world, 
  the universe, and the true order of things than most people did, and even if you’ve left the cult 
  behind it has left its mark on you.  
  Example Connections: Cult Members, Fringe Theorists, Strange Hermits 
  Skills: Enigmas, Humanities, Integrity, Science 
  Edges: Alternate Identity, Covert, Danger Sense, Iron Will, Library, Polyglot, Safe House, 
  Useful Esoterica 
  Daredevil Gift Keywords: Attribute (Composure), Skill (Enigmas, Integrity) 
  Outcast 
  
  Growing up, your character never fit in with society at large — perhaps she was poor in a 
  wealthy community, or a member of a persecuted minority group. This otherness could also have 
  been based on her own nature or decisions too, such as openly expressing taboo sexual desires or 
  espousing political viewpoints considered dangerous or subversive. Whatever it was that set her 
  apart, she never felt safe or welcomed by society, and as a result she has a hard time trusting 
  authority or going along for its own sake. By the same token, she has great empathy for others 
  living on the edge, and the bonds she’s formed with her fellow outsiders run deep.  
  Example Connections: Community Elders, Political Radicals, Religious Leaders, Underground 
  Artists 
  Skills: Culture, Empathy, Integrity, Survival 
  Edges: Always Prepared, Artistic Talent, Big Hearted, Hardy, Introspective, Iron Will, Safe 
  House, Tough Cookie  
  Daredevil Gift Keywords: Attribute (Resolve), Skill (Culture, Survival) 
  Salt of the Earth 
  Your character proudly hails from a humble, blue collar background. Whether this means her 
  family worked the land, lived in a factory town, or ran a small business on Main Street, times 
  were often tough, but the value of hard work and determination was evident from an early age. 
  Your character also likely grew up with a large extended family, with many close relatives, and 
  had to fight to stand out and be heard. Even if she’s no longer in the family business, however, 
  her family still has her back, and is proud to keep up with her exploits.   
  Example Connections: Community Associations, Family Members, Friends Back Home, 
  Helpful Co-Workers, Labor Unions  
  Skills: Athletics, Integrity, Survival, Technology 
  Edges: Big Hearted, Dig Deep, Hardy, Iron Will, Ms. Fix It, Sweet Science, Weak Spots   
  Daredevil Gift Keywords: Attribute (Dexterity), Skill (Athletics, Technology) 
  Role Paths 
  The following are new Role Paths appropriate for games set in the 1930s. 
  Fixer 
  Your passport has more stamps than a post office, and that’s just the way you like it. You’re a 
  true citizen of the world, equally at home on the dusty streets of Cairo as the salons of Paris or 
  the back alleys of Shanghai. More importantly, all that travel means you have a knack for 
  knowing just where to go and who to talk to get most anything you need, from a sea plane to a 
  seasoned guide to a sommelier with the perfect bottle at the ready. If it wasn’t for you, instead of 
  going on wild adventures your group would probably still be standing around with their luggage 
  on the tarmac somewhere, accumulating mosquito bites and wondering where they’ll spend the 
  night. Fortunately, you’ll never let that happen — you have a reputation to maintain, after all.    
  Example Connections: Bent Cops, Black Marketeers, Crooked Customs Agents, Local Guides 
  Skills: Culture, Larceny, Persuasion, Survival 
  
  Edges: Alternate Identity, Danger Sense, Direction Sense, Ms. Fix It, Polyglot, Safe House, 
  Skilled Liar, Wealth  
  Daredevil Gift Keywords: Attribute (Stamina), Skill (Larceny, Survival) 
  Mastermind 
  For some people, plans are a necessary evil, a boring chore they must complete before they get 
  down to business. For you, though, plans are a joy in their own right; you love working through 
  elaborate scenarios in your head, and you’ve got a knack for coming up with effective solutions. 
  Whether you prefer building solutions or building social networks to achieve your goals is a 
  matter of taste, but you always find a way to make things happen. You don’t have to be the big 
  boss, exactly, though chances are you’ve prepared for just such a contingency if it happens. You 
  just need to be in a position where people will listen up when you tell them how it’s going to go 
  down. Nothing pains you more than “winging it” when you could take a minute to do things 
  right, just as nothing feels better than when a plan is executed to perfection.     
  Example Connections: Favorite Consultants, Minions, Researchers, Unwitting Pawns  
  Skills: Command, Empathy, Enigmas, Technology 
  Edges: Alternate Identity, Always Prepared, Library, Lightning Calculator, Outsized Personality, 
  Photographic Memory, Small Unit Tactics, Weak Spots 
  Daredevil Gift Keywords: Attribute (Intellect), Skill (Command, Enigmas) 
  Show Off 
  Humility and subtly have their places, certainly, but they’re not your style. You love being the 
  center of attention, and what’s more you’re good at it too — like a great performer, you know 
  how to make an entrance, work a crowd, and leave ‘em wanting more. Your flashy displays of 
  talent and daring help inspire friends, intimidate foes, and dazzle onlookers. You also make one 
  heck of a great distraction for your sneakier allies. Some say your ego gets in your way, but you 
  know they’re just jealous. After all, if you’ve got it, flaunt it!     
  Example Connections: Agents, Performers, Reporters, Star-Struck Fans 
  Skills: Command, Persuasion, and one Skill that reflects your character’s favorite method of 
  showing off — a trick shot artist could choose Aim, for example, while a barnstorming aviator 
  could choose Pilot.  
  Edges: Adrenaline Spike, Artistic Talent, Dashing Presence, Fame, Fast Draw, Hair Trigger 
  Reflexes, Outsized Personality, Striking  
  Daredevil Gift Keywords: Attribute (Presence), Skill (Persuasion, Variable Skill) 
  Slick 
  You’ve always found it easy to work with people. Or on them. You can get them to do what you 
  want, anyway, and make them feel like it was their own idea most of the time. Bottom line: you 
  were born with a silver tongue, and oh do you know how to use it. Relationship webs and social 
  dynamics are your playing field and motivation is your specialty. When your friends need 
  someone charmed, seduced, fast-talked, or otherwise put under a social spell, all heads turn in 
  your direction. That’s fine, though. You were probably planning on it anyway.       
  Example Connections: Grifters, Marks You’re Working, Socialites, Society Columnists 
  
  Skills: Command, Empathy, Integrity, Persuasion 
  Edges: Alternate Identity, Artistic Talent, Big Hearted, Danger Sense, Fast Talk, Polyglot, 
  Skilled Liar, Striking 
  Daredevil Gift Keywords: Attribute (Manipulation), Skill (Command, Empathy) 
  Society Paths 
  The following are the Society Paths for Adventure!. while some of these Allegiances are present 
  in the Trinity Continuum Core, use these Path write-ups for creating Adventure! characters. 
  Æon Society 
  Although there are plenty of private clubs for explorers, inventors, and scientifically-minded 
  individuals, for sheer spirit and ingenuity none quite compare to the Æon Society. Dedicated to 
  pushing the boundaries of human knowledge in pursuit of a better future for all, the society 
  prides itself on bringing hope to the world — even if the population at large doesn’t always 
  know who its benefactors are. You are a member in good standing, which gives you access to 
  chapter houses in London, New York, and Chicago, as well as an extensive social network of 
  fellow members most anywhere you go. Many are famous figures in their own right and 
  luminaries in their fields, but all are treated equally in the ranks of the society.    
  Example Connections: Academics, Inventors, Wealthy Patrons 
  Skills: Culture, Humanities, Science, Technology 
  Edges: Adrenaline Spike, Big Hearted, Library, Patron, Safe House, Wealth 
  Daredevil Gift Keywords: Skill (Culture, Humanities, Technology) 
  Air Circus 
  Flying is still regarded with awe and wonder by the public, and you’re one of the reasons why. 
  Only the very best pilots, ground crew, and aviation engineers are invited to join the Air Circus, 
  from barnstorming stunt pilots to hardened combat aces from the Great War to visionaries whose 
  new dirigible designs promise a bold future in mass transportation. While airplane pilots form 
  the core of the organization, anyone who can take to the skies with big dreams and bigger talent 
  is a possible candidate for membership. You’re one such gifted individual, as at home in the 
  skies as most people are in their easy chairs, and no matter what, you firmly believe humanity’s 
  destiny is overhead and climbing higher all the time.    
  Example Connections: Aviators, Experimental Engineers, Fans, Former Passengers, Mechanics 
  Skills: Aim, Command, Pilot, Technology 
  Edges: Adrenaline Spike, Danger Sense, Dashing Presence, Direction Sense, Fame, Hair Trigger 
  Reflexes, Hardy, Ms. Fix It  
  Daredevil Gift Keywords: Skill (Aim, Command, Pilot) 
  Branch 9 
  Although many countries maintain their own espionage and intelligence services that the public 
  is at least vaguely aware of, Branch 9 operates under a whole different level of secrecy. Each 
  division is answerable only to its section chief and the head of state in its home nation, so that 
  should one Branch office be compromised it cannot damage the security of others. Its skilled 
  
  Operators tackle the greatest clandestine threats to their nation, from traitor generals to genocidal 
  scientists, and every single agent is authorized to use lethal force. While Operators have a great 
  deal of autonomy in how they tackle their missions, it is important to note that Branch 9 takes a 
  dim view of agents who draw too much attention to themselves — while their tasks may be high 
  profile, discretion is the order of the day. Even if a mission ends in fireworks, the Operators had 
  best fade into the shadows while everyone is distracted by the glare.  
  Example Connections: Dead Drops, Discreet Sources, Operators, Secret Radio Broadcasts 
  Skills: Aim, Close Combat, Larceny, Persuasion 
  Edges: Alternate Identity, Covert, Danger Sense, Dig Deep, Fast Draw, Safe House, Skilled 
  Liar, Sanctum Sanctorum, Tough Cookie 
  Daredevil Gift Keywords: Skill (Close Combat, Larceny, Persuasion) 
  International Detective Agency 
  As the world grows ever more interconnected, so too do the criminals that prey upon it, and the 
  IDA is one attempt to respond to such evolving threats. Backed by a wealthy and anonymous 
  London patron known simply as the Old Man, IDA detectives share information and pool 
  resources as they work to unravel the most devious crimes and capture the most dangerous 
  criminals in the world. They employ a mix of modern science and old-fashioned gumshoe 
  techniques, and aren’t afraid to get their hands dirty. Though not an official police force, the 
  agency generally enjoys good relations with both law enforcement and the public, and as such 
  offices can be found in big cities worldwide. You’re an Irregular, one of the detectives who’s 
  been picked by the “Old Man” of your city to join the IDA.   
  Example Connections: Beat Cops, Crime Reporters, Jailhouse Snitches 
  Skills: Aim, Empathy, Enigmas, Science  
  Edges: Always Prepared, Battle Buddy, Covert, Danger Sense, Keen Sense, Library, 
  Photographic Memory, Safe House 
  Daredevil Gift Keywords: Skill (Aim, Enigmas, Science) 
  Le Salon des Femmes Nouveaux 
  Despite making major strides in recent years, women around the world still face an uphill battle 
  for equality, but it’s a battle Le Salon des Femmes Nouveaux intends to win. Members of this 
  group fight for women’s rights — often metaphorically, but they’re certainly willing to be more 
  literal if the situation requires. Whether lobbying for new laws, organizing protests, or taking 
  direct action to protect women in peril, the society refuses to apologize for its methods.   
  Example Connections:  Domestic Staff, Sex Workers, Shelter Employees, Stay at Home 
  Mothers, Teachers, Underground Movement Leaders 
  Skills: Aim, Close Combat, Culture, Integrity 
  Edges: Adrenaline Spike, Always Prepared, Big Hearted, Danger Sense, Fast Draw, 
  Introspective, Iron Will, Safe House, Tough Cookie, Weak Spots, Without a Trace 
  Daredevil Gift Keywords: Skill (Aim, Culture, Integrity) 
  The Order of the Stars 
  
  The Order of the Stars recruits African Inspired to teach and train them how to use their Gifts. 
  They provide safety and resources to ensure they can focus on the Order’s goals, which have 
  gradually expanded to include protecting and fostering foreign populations of African descent as 
  well. The Order sometimes suffers from internal disputes about procedure and methodology, not 
  unexpected considering Africa’s size and diversity, though they always unite in the face of 
  outside dangers. This group has steadily risen in power over a short amount of time, and are 
  dedicated to preserving Africa’s natural resources and cultures. 
  Example Connections: Diplomats, Inventors, Private Tutors, Wealthy Business Owners 
  Skills: Culture, Integrity, Persuasion, Technology 
  Edges: Always Prepared, Introspective, Iron Will, Patron, Polyglot, Safe House, Wealth 
  Daredevil Gift Keywords: Skill (Culture, Integrity, Technology) 
  The Archivists 
  Explorers and researchers based around the world, the Archivists conduct scholarly expeditions 
  but differ from many of their contemporaries in a few crucial ways. First, they place great 
  emphasis on preserving indigenous culture and especially language, and strongly oppose sending 
  artifacts to overseas museums and universities. Second, Archivists recruit members from the 
  local population and quite a few are of indigenous descent, though these are not strict 
  requirements. Finally, they tend to stay in their area of study and rarely work abroad unless 
  they’re following a research trail that crosses modern borders or they’re invited by a fellow 
  Archivist in need of their expertise. Sometimes they also quietly attempt to “recover” a crucial 
  artifact they feel was unjustly exported and deserves to return to its native land. Peerless guides 
  and tireless researchers, the Archivists may seem narrowly focused individually, but collectively 
  represent a tremendous wealth of information not taught in schools or found in mainstream 
  scholarly texts.     
  Example Connections: Field Researchers, Local Guides, Museum Staff, Native Advocates 
  Skills: Culture, Enigmas, Humanities, Survival  
  Edges: Dig Deep, Direction Sense, Hardy, Introspective, Library, Photographic Memory, Speed 
  Reading, Useful Esoterica 
  Daredevil Gift Keywords: Skill (Enigmas, Humanities, Survival) 
  Artisans of the Verse 
  Artists who seek to use beauty to foster understanding and spread appreciation for the wonders 
  of the Inspired world, the Artisans are less a proper organization and more of a salon in the 
  classical sense of the term. Highly exclusive when it comes to inviting new members, the 
  Artisans nevertheless have a larger impact on the world than their small roster might suggest 
  thanks to their driving passion for their art (and some well-placed high society connections). 
  Telluric energy can be a demanding and unpredictable muse, but they feel compelled to ensure it 
  is a positive, transformative force in culture. They see art as the best way to not only get others to 
  adopt this view but also discourage those who would use it for selfish purposes. While the 
  Artisans seek to avoid violence, those who underestimate their willingness to get their hands 
  dirty to protect their fellow artists do so at their peril.    
  
  Example Connections: Artists, Devoted Fans, Museum Curators, Nightclub Owners, Patrons of 
  the Arts 
  Skills: Culture, Empathy, Humanities, Integrity 
  Edges: Art is Universal, Artistic Talent, Big Hearted, Breath Control, Fame, Keen Sense, 
  Outsized Personality, Patron 
  Daredevil Gift Keywords: Skill (Culture, Empathy, Humanities) 
  Lodestar 
  Lodestar is little more than a rumor, even in Inspired circles. There’s no question the group is 
  essentially altruistic although they do occasionally compete with law enforcement or other 
  groups to obtain dangerous prototypes or other sophisticated material. Lodestar teams are tight 
  knit, extremely competent, highly organized, and well-supplied by their mysterious leader, 
  Pharos. None of the teams know about each other, but all of them know that they’re making the 
  world a better, safer place. If that means other people get the credit, so be it, so long as the work 
  gets done.  
  Example Connections: Double Agents, Paid Informants, Police Sources, Unwitting Allies   
  Skills: Athletics, Close Combat, Larceny, Technology  
  Edges: Always Prepared, Battle Buddy, Covert, Patron, Safe House, Skilled Liar, Small Unit 
  Tactics, Swift, Without a Trace 
  Daredevil Gift Keywords: Skill (Athletics, Close Combat, Technology) 
  Edges 
  The following Edges are available to Adventure! characters, in addition to the standard ones 
  listed in the Trinity Continuum Core. 
  Mental Edges 
  The following are new Mental Edges.  
  Introspective (•) 
  You are on good terms with your own mind, and frequently examine your feelings and 
  motivations. While this doesn’t make you immune to trauma, it does aid in your recovery. Gain 2 
  Enhancement on actions to recover from Conditions representing mental or emotional trauma. 
  Alternately, you may spend 1 Momentum to remove such a Condition any time after the end of 
  the scene where it was acquired.  
  Polyglot (•) 
  You have an amazing facility for languages, and whether from book learning or casual exposure 
  you can pick up new languages with astounding speed. You sound like a native and you 
  automatically know enough of any modern language to get around, as well as any dead 
  languages your background justifies. This includes written language as well, assuming the 
  character has been exposed to writing as well as speech. The Storyguide may rule that you do not 
  know a language if it is secret or remote, such as the private cant of a mysterious monastic order 
  or the lost tongue of an isolated jungle culture. Once exposed to such languages the character 
  
  learns them just as quickly as any other, however, picking up the basics in a day or two and 
  becoming fluent after little more than a week of steady exposure.   
  Useful Esoterica (•) 
  You are a veritable fountain of strange, seemingly unconnected, but often surprisingly useful 
  informational tidbits. This could be the result of an eclectic career, accumulated folk wisdom, or 
  diverse reading habits, but whatever it is, it sure comes in handy. Gain 1 Enhancement for all 
  tasks related to research and analysis, as you always seem to know some stray fact that helps you 
  tie things together.   
  Physical Edges 
  The following are new Physical Edges. 
  Battle Buddy (•) 
  You have grown accustomed to fighting alongside a particular partner. Whether this is due to 
  time spent in the trenches of the Great War, running the streets as partners in crime, or pairing up 
  to battle miscreants as a vigilante duo, you are great at watching each other’s back. You must 
  designate your partner when this Edge is selected. Provided you are fighting within Short range 
  of your buddy, increase both yours and your buddy’s Defense by 1. You may only benefit from 
  this Edge once; that is to say, if both you and your partner purchase this Edge, the benefits are 
  not cumulative.   
  Dig Deep (••) 
  You can draw on deep reserves to shut out distractions and redouble your efforts at a critical 
  moment. Once per chapter, you may ignore all Complications or Difficulty modifiers for a single 
  physical action that is not an attack. You may declare this Edge after rolling for the action, but 
  before any results are narrated. 
  Social Edges 
  The following are new Social Edges. 
  Art Is Universal (••) 
  You are adept at using your artistic ability to connect with others to break the ice and put them at 
  ease. Gain +3 Enhancement on Intrigue actions to influence a target your character has just met 
  or does not share a common culture with while the character is engaging in her chosen art form. 
  Note that language is not normally a barrier for art. The Storyguide may decide to reduce the 
  Enhancement due to language barriers if she warrants it. 
  Dashing Presence (••) 
  You have a natural flair for action that others find irresistibly compelling (or powerfully 
  intimidating). Once per scene, you may set aside extra successes from a physical action and use 
  them as an Enhancement for social actions to influence anyone who witnessed that feat. The 
  action must be somehow notable or impressive. For example, lifting a couch or jumping a small 
  stream isn’t likely to qualify, but lifting a car or jumping between two buildings certainly might. 
  As a rule of thumb, if it would look cool in a movie or it makes other players at the table cheer, it 
  qualifies for this Edge. 
  Outsized Personality (•) 
  
  You don’t just work the room, you fill every corner with your presence. When you’re happy, 
  everyone around you smiles; when you’re upset, other people tend to run for cover. You are 
  treated as having your own atmosphere rating of 1 (Trinity Continuum Core p. 86). Whether it 
  is positive or negative depends on your current mood and outlook, but must be declared when 
  you enter the scene. Characters must be able to see and interact with your character to be under 
  the effects of your atmosphere, and its effects are not selective — you can’t choose to affect 
  some people but not others.    
  Style Edges 
  The following are new Style Edges.  
  Sweet Science (• to •••) 
  You are trained in boxing, which is hugely popular during this era. Though those outside the 
  sport often dismiss boxers as just brutes throwing punches, you know better — it’s as much 
  about motion and mentality as it is raw strength. In addition to learning how to take and dish out 
  punches, the sweet science teaches all about movement, conditioning, studying your opponent, 
  and looking for openings.  
  • Footwork: Before throwing any punches, the first thing a boxer learns is how to stay in motion 
  and find the right moment to strike. Provided you’re on your feet and have at least a bit of 
  freedom to move around, you can use the higher of your Athletics + Cunning or Empathy + 
  Dexterity rating for initiative rolls.  
  •• Bob and Weave: You’re hard to predict and tough for an opponent to get their hands on. 
  Opponents increase the success cost of the Grapple, Knockdown/Trip, Shove, and Feint Stunts 
  by 2 when attacking you.   
  ••• Chin Music: Your hands are simply devastating. While using boxing techniques to attack — 
  that is to say not just any Close Combat, but strictly unarmed punches — the cost to purchase the 
  Critical Stunt is reduced by two successes, and you ignore 1 point of soft armor.        
  Fast Talk (• to •••) 
  Words are your weapons, and you wield them like a fencer uses her steel. With just a few 
  minutes of conversation, you can lower defenses, cover your escape, or even turn enemies into 
  friends. Note that this Edge requires you to be able to speak to a target in a language they 
  understand well — gestures and a few simple phrases won’t cut it. It also means that this Edge 
  has no effect on animals, automatons, or any other targets who don’t share a common language 
  with you. You’re good, but you’re not that good.   
  • Snappy Patter: You have learned the fine art of saying a great deal in a short amount of time, 
  essentially lulling your target to make them easier to manipulate. You reduce the Difficulty of all 
  Influence rolls by 1, provided you can talk to the target for at least thirty seconds first. If you can 
  talk the target more or less uninterrupted for five whole minutes, the Difficulty decreases an 
  additional 1. After that, more time might be fun but doesn’t really help — there’s a point where 
  too much starts to work against you!  
  •• Not the Face!: You’re adept at spitting out a distracting stream of pleading, begging, deal-
  making, and other phrases that make it harder for people to hurt you, even if they really should 
  know better. Provided you talk continuously and haven’t attacked the target or otherwise taken 
  aggressive action towards them in the current scene, and aren’t obviously moving to do so (like 
  
  picking up a weapon or edging towards the Doomsday Switch), you can impose a +3 
  Complication on a single target’s next action. If the target fails to buy off the Complication, you 
  or an ally within Short range can immediately take an action. If your character attacks a target or 
  takes an aggressive action you cannot use this Edge again for the rest of the scene against anyone 
  who witnessed.  
  ••• I’m On Your Side, Friend: With a few deft phrases, you can sway most anyone, turning an 
  enemy into a friend (if just for a few minutes). By spending 1 Momentum, you can change the 
  tenor of the Attitude of a single individual you’re speaking to for one scene, or until you do 
  something that obviously violates this new dynamic. Note that this isn’t magic or brainwashing 
  — if you flip a negative Attitude 5 (Nemesis) to a positive Attitude 5 (Soulmate), the villain isn’t 
  suddenly going to forget everything you’ve done to oppose them and fall in love with you…but 
  they might be convinced you’re worth more to them alive than feeding you to their alligators, 
  call off the henchmen bent on roughing you up, perhaps even tell you the details of their evil 
  plot.   
  Enhanced Edges 
  Only Inspired characters can select these Edges.  
  Big Boss  
  Prerequisite: A Role or Society Path rating ••• 
  When someone asks “on whose authority?” you just crack a smile. With this Edge, you’re not 
  just in charge, you’re someone with tremendous authority. You could be the leader of a small 
  nation, the CEO of a multinational corporation, the head of a religious group, the mastermind of 
  a global conspiracy, a decorated general in command of a large strike force, or some other 
  significant figure with a lot of power behind them. Note that this doesn’t mean you can bring all 
  that might to bear in the blink of an eye — institutions often move slowly, but when they get 
  there, they pack a lot of punch. Don’t be afraid to be colorful regarding the nature of your 
  position, either. You could also be the head of a secretive cabal of super-scientists, or the 
  commander of a mysterious order of sacred warriors dedicated to safeguarding world peace. The 
  Storyguide is the final arbiter of what your authority entails, and how to access it.    
  Drawback: Being in charge means that you have responsibilities as well as authority, and may 
  be forced to make difficult decisions if your duties and your personal desires clash. A military 
  commander can’t just up and leave her post without being penalized for going AWOL or even 
  charged with desertion, for example, while the monarch of a small nation is expected to attend a 
  lot of state events from diplomatic receptions to parades to giving public speeches. While this 
  shouldn’t make the player feel the character is unplayable due to being bogged down all the time, 
  it should be a factor from time to time. Failure to uphold your responsibilities too often could 
  eventually result in loss of your position.   
  Living Legend 
  Prerequisite: Fame ••• 
  You’ve ascended beyond mere fame to become a household name around the world, which is no 
  mean feat in an age before 24/7 news cycles, social media, and publicity blitzes. You might be a 
  war hero, a movie star, a sports icon, a celebrated artist, an influential spiritual leader, or 
  something else entirely, though regardless of the reason your reputation is a generally positive 
  
  one. Your face and name are instantly recognizable in all but the most very remote locations, and 
  just about anything you do is considered newsworthy. This level of fame means that you can 
  expect to receive preferential (and deferential) treatment in most places, that people are eager to 
  shower you with freebies and fineries, and that you can ask for mundane favors from almost 
  anyone and expect to be seriously considered. This doesn’t mean a baseball star could simply 
  command a police officer not to arrest him, for example, though the cop might be persuaded to 
  let him off with a warning in exchange for an autographed ball for his kid brother. The more in 
  keeping with your image, the more likely it is a favor will be granted — a war hero asking an 
  off-duty soldier about a secret base is one thing, but a movie star might be pushing her luck to 
  ask about it unless she phrases it just right; “It’s for an upcoming role!”.    
  Drawbacks: Being a living legend also means that it’s difficult for you to go anywhere without 
  being recognized, which in turn can mean being mobbed by adoring fans, reporters, and 
  autograph seekers. Not to mention less savory types like stalkers and tabloid journalists. You’re 
  extremely memorable, and people go out of their way to interact with you. You cannot purchase 
  the Covert Edge, and you subtract your Fame rating from all attempts to disguise yourself or go 
  unrecognized in public. If you are seen to be acting too out of character too often or egregiously 
  — a baseball player caught up in a cheating scandal, for example, or a war hero suspected of 
  betraying his country — this Edge may be lost as you suffer a public backlash.   
  Sanctum Sanctorum 
  Prerequisite: Safe House, either Covert ••• or Wealth ••• 
  You have access to an incredibly secure, incredibly useful hideout. It is essentially impervious to 
  attack by anything less than a serious, sustained military operation, and breaking in is impossible 
  for all but a handful of the best thieves in the world (and even they will be sorely tested). What’s 
  more, you should feel free to make this location something truly epic and outlandish. An 
  undersea complex built on the ruins of fallen Atlantis? Sure. A massive fortress borne aloft by 
  zeppelins? Awesome! The lost laboratories of Leonardo Da Vinci, scattered across Europe but 
  connected by mysterious teleportation mirrors designed by the master himself? Sounds like 
  Adventure! The Storyguide has the final say on the nature of the Sanctum Sanctorum, but is 
  encouraged to be indulgent and creative in approving it.    
  Unstoppable 
  Prerequisite: Hardy •• or Tough Cookie 
  Your fortitude is extremely impressive, even by Inspired standards. While not outright 
  supernatural regeneration, you recover from most injuries swiftly and with greater ease than an 
  ordinary person. You automatically downgrade one Injury Condition after combat, provided you 
  were not Maimed or Taken Out. You may still receive first aid to downgrade another Injury 
  Condition. In addition, you reduce the Complication penalty from Injury Conditions by 1 (to a 
  minimum of 1), once again provided you have not reached the Maimed Condition.    
  Without a Trace 
  Prerequisite: Larceny or Survival ••• 
  You have an uncanny knack for leaving no trace of your presence in your wake, unless you 
  deliberately choose otherwise. When you purchase this Edge, you must specify what setting this 
  aptitude applies to: civilization (Larceny), or wilderness (Survival). You must meet the Skill 
  
  requirement for the selected setting as well. In civilization, this Edge means that you leave no 
  forensic traces behind — fingerprints are smudged, blood samples are tainted, photographs turn 
  out blurry, recordings are garbled. Even eyewitnesses have a hard time picking you out of a 
  lineup; while Inspired individuals are immune to this, ordinary people can’t definitively identify 
  you after the fact. Note that they still recall what happened, but your face is just a blur in their 
  recollection, making positive identification extremely difficult. The words “reasonable doubt” 
  were basically invented to describe your presence (or lack thereof). 
  If you select the wilderness, you become essentially impossible to track. You leave behind no 
  footprints or other evidence of your passage, your scent is basically nonexistent, and even 
  animals can’t follow your trail. This doesn’t mean you can walk up to a grizzly bear with 
  impunity, of course, just that a pack of bloodhounds would give up after just a few frustrating 
  minutes. You are not actually invisible, but if you manage to get out of sight, it quickly becomes 
  very difficult to find you. You may choose to waive this Edge if you wish, especially if you want 
  others to keep up.   
  You may purchase this Edge a second time for the setting you didn’t choose, provided you meet 
  the requirements. 
  
SOURCE: textdata/thevault/Adventure!/Adventure! Preview Manuscript 3.pdf