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BY MATT fORBfCK

0, BRAn NfW WORLD, THAT HAS SUCH PfOPLf IN'T.


-WILLIAM SHAKfSPfARf, THE TEMPEST

TM

~
---. --- ----. ---- -......- -
~----..
(REDITS
Written and Designed by: Matt Forbeck
Editing: Hal Mangold
Cover: Zeke Sparkes
Interior Art: Jim Callahan, Mike Chen, Kim DeMulder, John Grigni,
Don Hillsman, Ashe Marler, Nick Napolitano, Richard Pollard,
Kevin Sharpe, and Mike Sellers
Computer Coloring: Chuck Croft, Chris Impink,
Kevin Sharpe, Zeke Sparkes, and Matt Tice
Graphic Design: Matt Forbeck, Charles Ryan, and Zeke Sparkes

Special Thanks to: Amber Bucheit, Rachel Butterworth, Ken Carpenter, Frank
Chafe, Martin Forbeck, Marcelo Figueroa, Leticia Hayler, Michelle, Caden, and
Shane Lacy Hensley, Christy and John Hopler, Ann Kolinsky, Ray Lau, Jim
Pinto, Dave Seay, Matt Tice, Jennifer Wick, Maureen Yates, John Zinser, and
John and Mary Zinser.

Playtesting: Eric Allan, Chet Bacon, Mario Lee Bansen III, Kevin Boerwinkle,
Arron Cattle, Jim Crocker, Marcelo Figueroa, Paul Filsinger, John Goff, Kevin
Gormely, James Gormley, Andy Grim, Chris Hawkins, Michelle Hensley, Shane
Lacy Hensley, John Hopler, Eric Hurst, Mark Ingraham, Charles Ingram,
Gilbert Isla, Patrick Kapera, Vince Knuffman, Michael A. Letendre, Lucy Lewis,
Shannon R. Lewis, Chris Libey, Ashe Marler, Aaron McConnell, Greg McNutt,
Scott Michael, Andrew Morris, Brock Moses, Randy Moses, Tim Nanzer, Jason
Olivier, Jason Park, Jim Pinto, Jess Ray, C. David Ross, Robert Scott, Alan
Seyberth, Ralph Shelton, Eric Sofer, Bob Sohl, Zeke Sparkes, Annaleise
Stehwein, Rob Stehwein, William Steinmetz, Simon Stroud, Kevin Swibaker,
Matt Tice, John Wick, James Williams, Dave Wilson, and Kevin Wilson.

Dedicated to: Marty, who's made my world a little braver.

Pinnacle Entertainment Group, Inc. Brave New World, Defiants, Defiance,


P.O. Box 10908 Bargainers, Patriot, Superior, Truth,
Blacksburg, VA 24062-0908 Silver Ghost, Triumph, Inc., Evil
www.peginc.com Unlimited, delta, alpha, Covenant,
deadlands@aol.com Delta Prime, Crossroads, New World
(800) 214-5645 (orders only) Order, and all character names and
likenesses depicted herein are
Stop by www.peginc.com Trademarks of
for regular, free updates! Pinnacle Entertainment Group, Inc.
© 1999 Pinnacle Entertainment Group,
Printed in the USA Inc. All Rights Reserved.

TM

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_. II _ - _

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TABLE OF CONTENTS
THI END Of PATRIOT! ..................... 5 Picking a Showing the Fight .............. 140
Power Package ............ 61 Moving .................................. 141
Picking Tricks .................... 61 Moving on a
ENTERING DELTATlMIs.cOM .......... 12 Buying Gear ...................... 61 Held Action ................ 141
Welcome ................................. 13 Creating a Hero .... .......... .. 62 Sprinting ............. ... .......... 141
What We're About ................ 13 l. Assign traits .................. . 62 Getting Down-
Who We Are ........................... 14 2. Pick Skills ....................... 62 and Back Up Again ... 142
Who You Are .......................... 14 3. Pick Quirks .................... 62 Leaping .. .... ......... ............. 142
Decisions ................................ 33 4. Pick a Power Package .. 63 Lifting and Moving .... ... . 142
Being a Defiant ..................... 43 5. Pick Tricks .... ............. ..... 63 Attacking .............................. 143
A Defiant Life ........................ 44 6. Select Gear ......... ....... ..... 63 Ranged Combat
Our Mission ........................... 47 Blank Hero Sheet .................. 64 Attacks ............................. 143
Shooting ........................... 143
(HAPTER ON(: Am~!I11W~§ ocuxxxxu=xo=.= = = ®§ Line of Sight ........... ..... .... 143
Ranged Weapons ................ 144
WHAT YOU NUD TO KNOW .... 49 Ranged Attack Modifiers .. 145
This Is a (HAPTER THRH: Different Weapon Types ... 146
Roleplaying Game .......... 49 THE BASIC MECHANIC. ............ 81 Firing a Burst .... ............. .. 146
The Gist of It ......................... 49
Setting a Target Multiple Targets .............. 146
What You Need to Play ........ 50
Number ............................. 81 Shotguns ......... .. ....... ..... ... 146
This Book ............................... 50
Extra Successes & Tricks .. 82 Explosives ............................ 147
How to Use this Book ...... 50
Opposed Rolls .... .............. . 82 Deviation .............................. 148
Brave New Secrets ............ 51 Direction .......................... 148
Disasters ............................. 82
The Road Goes Ever On .. 51 Distance ........... ................ 149
Automatic Successes ....... . 83
Finding Our Products ...... 51
Jargon ...................................... 83 Two-Handed
Pencils ..................................... 52
Weapons .......................... 149
The Dice ................................. 53
Dice Codes ........ ................ . 53 (HAPTER fOUR: Bystanders ............................ 149
Stray Bullets ...... ....... ... .... 149
Reading the Dice ........ ...... 53 GUYING THE JOB DONI ......... 85 Human Shields ............... 149
The Players ............................. 54 Sub skills ................................. 85 Ranged Combat
A Wild Imagination .............. 54 Basic Skills ............................. 85 Maneuvers ...................... 150
Guiding .................................. 54 Recommended Skills ........ 86 Aiming ...... ... .................... 150
Guide as Storyteller .......... 55 Swapping Skill Points ......... 86 Called Shots ..................... 150
Guide as Judge ............... ... 55 Skill Modifiers ...................... 86 Disarming ........................ 150
The Hero Sheet ...................... 57 The Skills ............................... 86 Hipshooting ...... .. ............ 150
Quick Draw ..................... 150
(HAPTER TWO: (HAPTER flVI: Reloading ........... .............. 151
WHAT IT TAKES THE WILL -ROUNDED HERO .... lB Speed-Loading .............. .. 151
Firing with the
TO BI AHIRO ........................ 51 Roleplaying Quirks ............ 113 Off-Hand ..... ............... 151
The Profile ............................. 58 The Quirks ........................... 114 Using Two Weapons ...... 151
Traits ............. ................. .... . 58 Status Quirks ................... 114 Thrown Weapons ................ 151
Diceless Traits ................... 58 Standard Quirks ........ ..... 115 Ranges .............................. 152
Skills .... .. ................ .. .......... . 59 Range Increments ..... ...... 152
Trait Rolls .................... ....... 59 (HAPTER SIX: Close Combat
Unskilled Rolls ...... ... ....... .. 59
Quirks .................. .............. 59
THE BIG THROWDOWN .......... 131 Attacks ............................. 152
Defensive Bonuses .... ..... 152
Powers .................. ............ .. 59 Surprise ................................ 137
Close Combat
Tricks .................................. 59 The Combat Round ............ 137
Maneuvers ...................... 153
Creating a Hero ..................... 60 The Order of Combat ......... 138
Charging ................ ........ .. 153
The Archetypes ..................... 60 Actions .................................. 138
Disarming ........................ 153
Creating Your Simple Tasks ... .............. ... 138
Rushing an Attack .......... 153
Hero from Scratch ........... 60 Short Tasks ................. ..... . 139
Off-Hand Attacks ........ ... 154
Assigning Traits ........ ........ 60 Long Tasks ...... ...... ... ...... .. 139
Two-Fisted Brawling ..... . 154
Picking Skills ......... ... ..... .... 61 Classifying Tasks ............ 139
Dodging ................................ 154
Picking Quirks ............ ...... 61 Holding an Action .............. 140
Using a Held Action ....... 140
TABLI Of CONTENTS
Hit Locations ....................... 154 (HAPTER EIGHT: THE GUIDE'S
Cover ................................ 155
Prone Targets ................... 155 WHAT MAKES HANDBOOK .......................... 195
Damage ................................. 155 ADELTA ADELTA ................... 111
Deltas Are People Too ....... 171 (HAPTER HEVEN:
Ranged Weapon
Damage .......... ... ....... ... 155
Bare-Handed Damage ... 156
Packaged Powers ................ 171 GUIDING THE GAME .............. 191
Making Your Own The Guide's Job .................. 197
Close Combat
Power Packages ...... ... 172 The Guide's World ....... .. 197
Weapon Damage ....... 156
Alpha Powers .................. 172 The Guide's Power ......... 197
Head Shots ... ................... 156
The Power Packages ........... 173 The Guide's Duty ........... 198
Size .................................... 156
Bouncer ................................. 173 Assembling a Team ............ 198
Armor .................................... 156
Bargainer .............................. 174 A Team Effort .................. 199
Layered Armor ............... 157
Learning the Trade .. ....... 174 Running an
Shields ..... ................ ....... .. 158
The Totem ........................ 175 Adventure ....................... 199
Improvised Armor .. ....... 158
The Mimic Totem ............ 176 The Saga ........ ........... ........ 199
Battering It Down ........... 158
The Delta Totem ........... ... 176 Creating Your
Armor-Piercing Ammo .. 158
Blaster ................................... 177 Own Stories .................... 200
Wounds ................................. 158
Flyer ....................................... 177 Story Structure ................ 200
Useless Limbs ................. 158
Gadgeteer ............................. 178 The Backstory ........ ....... ... 200
Death and
Maintaining a Gadget .... 179 The Setup ......................... 200
Dismemberment ........ 158 Creating Your
Pulling a Punch ................... 159 Chapters ........................... 201
Own Gadgets ............. 179 Rewards ........................... 201
Wound-Effect Modifiers .... 159
Power Armor .................. 180 Awarding
Stun ....................................... 159
Goliath .................................. 180 Experience Points .......... 201
Stunners ....................... .... 160
Gunner .................................. 182 The Guide's
Recovery .......................... 160
Healer .................................... 183 Shortcuts ......................... 202
Massive Damage ................. 160
Scrapper ................................ 184 Handling the Extras ....... 202
Other Ways
Speedster .............................. 185 Profiles ............................. 202
to Get Hurt ...................... 161
Drowning Initiative .......................... . 203
and Suffocating .. ........ 161
(HAPTER NINE: Injuries ..................... ........ 203
Shrapnel .............. ............. 161 THINGS IVERY Maps and Miniatures .... . 203
Falling ..... .................. ... .... 162
Improvised
HERO NEEDS ......................... 181 (HAPTER TWELVE:
Weapons ..................... 162 Financing .............................. 187
Pricing Other Gear ............. 187 BRAVE NEW SECRETS ............ 205
Smoke and Fire ............... 162
The Gear Tables .................. 188 The Cone of Silence ........... 205
Healing ................................. 163
The Guide's Duty ........... 205
Waking Up ..... ..... ........... .. 163
(HAPTER TEN: What's Really
See the Doctor .. ....... ...... .. 163
Happening ...................... 206
On the Mend ................... 164 LIBERTY OR DUTH! ............... 191
On the Road ......................... 164
Move Now! ...................... 164
Living in Fear ...................... 191 (HAPTER THIRTEEN:
The Abuse of Power ....... 192
The Need for Speed ........ 164
You Are the Enemy ....... . 192 THE USUAL SUSPECTS ............ 2B
Turning .... ............ ............. 164 Fighting Foes ....................... 213
Delta Points ......................... 193
Drive-Bys ......................... 165 Using Foes ............................ 213
Your Fate, Your Hands ... 193
Crash and Burn ....... ........ 165
Only a Flesh Wound ....... 193
Crunch! .............. ........... ... 165
Use 'Em or Lose 'Em ...... 193
Experience Points ............... 193
(HAPTER SEVEN: Using
TRICKS Of THE TRADE .......... 161 Experience Points .. .... 194
Combat Tricks ..................... 167 Earning
Trait & Skill Tricks ............. 169 Experience Points ...... 194
Experience
and Roleplaying ........ 194
Having Fun ..................... 194
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WWW.DELTATIMES.COM
The truth can't be silenced!

Features II Memorial II Archives II Crew II Events II Links


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WELCOME
Since you've got the address for this
site, there are three possibilities.
One, you're a hacker who was
poking around and managed to find
this place.
Two, you're with some kind of
governmental organization, probably
one that wants to shut us down .
Three, you were given this address
by someone who knows about it and
thinks you might need it.
If it's number one, congratulations.
Now get the hell out.
If it's number two, congratulations to
you too. And better people than you
have tried to take down the Delta Times
and failed miserably. Take your best
shot.
If it's number three, hey, you're the
people we're really here for. Come on
in.
Anyhow, I'm going to assume that
you're a member of that third group of
people, the one I'm trying to reach. If
that doesn't suit you, learn to live with
it.

WHAT WE'RE ABOUT


The Delta Times is an irregularly
published webzine. Our mission is to
serve the members of the underground
delta community, more loosely known
as the Defiance.
To that end, we've got a series of
web books that we've written about all
sorts of delta-specific concerns. Things
like "How to Shut Your Powers Off,"
"Secret Identities and You," "Life in
Crescent City," and so on. These books
are constantly being revised and
updated with the latest information we
can get our little, muckraking hands
on.

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WHO YOU ARE


You're what's popularly known as a
delta. The eggheads use all sorts of
terms for it: homo delta, superiors,
paranormals, and so on. In the end, it
all comes down to the same thing.
You've got powers "far beyond those
of mortal men." In the old days, people
like you were called superheroes-or
supervillains, as often as not-but
that's not turn-of-the-millennium
enough for most.
Maybe you just got your gifts, or
maybe you've been hiding them for
years. Hell, you could even be a Delta
Primer thinking about working for the
other side. If you already know some of
what I'm going to cover here, skip over
it. I'm writing for the newbies.
WHO WEARE
Sorry, kid, that information's WHAT ADHTA IS
released on a need-to-know basis only. I could rattle off all sorts of dry data
If you think being able to find our about who first used the word "delta"
website means you've got a "need to to describe people with superhuman
know," then I'd like to know what powers (it was Dr. Theodore Weiss)
flavor of crack you're smoking. and the meaning of the Greek letter
The Delta Times has a pretty small from which the term originally comes
staff, but we're soundly dedicated to ("change"), but that's not what you're
the cause. Most of our articles and here for. You can get that kind of
information comes to us from our information anywhere.
readers-fellow deltas, of course- Even so, let's hit the basics first.
making us the hub in a loose network A delta is a person who has innate
of underground deltas. powers that can't be explained by what
My name's Truth. (No, it's not my we currently know as the laws of
real name. Go to the link on secret physics. Maybe they can fly or shoot
identities, for chrissake.) Yeah, as in me, beams from their eyes or bounce
Justice, and the American Way. Around bullets off their ski n. Whatever. None
here, we think the American Way's of this stuff is what even the dullest
taken a forced holiday, and he knife in the drawer could call normal.
shanghaied Justice on his way out of You can tell some deltas from just
town. looking at them. They've got wings or
These days, the only thing that's left scales, or their skin is blue, or their eyes
is Truth, and only if you know where to have no pupils. Most deltas, though,
find it. (Here's a hint for you slow you couldn't pick out in a crowd. They
types: www.deltatimes.com.) look just like you or me.

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Well, like me at least. I can't speak


for you. DELTA HISTORY
Most of us have powers of a more As the saying goes, if you want to
subtle nature than what you might see know where you're going, you've first
on most TV shows. Those that don't are got to figure out where you've been.
the kind who get hauled in quickly. Bear with me here, kid. You may have
It doesn't take the government goons learned some of this in school, but
in Delta Prime much to figure out the there's more to the story than you've
nine-foot-tall woman's a delta, and she been told.
can't have too many places she can The fact is, Kennedy and his cronies
hide. Fortunately, most of us aren't in that lousy excuse for a puppet show
quite so obvious, much to the we call Congress have a vested interest
frustration of even President Kennedy's in you not knowing the truth. This is a
most experienced goons. human story, after all, about living
Some deltas can read minds or smell breathing people and the trials of their
evil or even cast spells like a modern- unusual lives.
day Merlin. Me, for instance, I can Kennedy doesn't want you to think
always tell when someone is telling the of deltas as humans. To him, we're the
truth. It's a handy skill in my line of "delta menace," the "nation's greatest
work, but it's not as infallible as you threat." We're anything but human.
might think. Still, it means that if you After all, it's not as easy to hate
read it here, you know it's true! someone you think of as human.

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,

THE fiRST DELTA Pete lay there in that nameless


French field, the life draining out of
You probably know this, but the first him, when he suddenly realized the
confirmed delta was a man named pain had left him.
Peter Payne. Old Pete was a soldier in "I thought for sure I was a goner,"
WWI, fighting on the side of the Allies. Pete told me when I interviewed him
He was an American, of course, a black about it a few years back. Even at over
man from Detroit who'd volunteered to 90 years old, he was still going strong,
take up a gun against the Kaiser's men. looking as fit as a man half his age, the
Pete rose quickly through the ranks same determined gleam in his eyes.
of the enlisted men, and it wasn't long "But I picked myself up and looked
before he made sergeant. He was a down at the ground, and there was a
good leader, demanding yet always bullet lying there in a pool of what I
looking out for his men's best interests. guessed was my own blood. I reached
While rescuing a fallen soldier in an down to pick the damned thing up, but
open stretch of no-man's land, Pete was my hand passed right through it-just
shot and killed by a German sniper. like a ghost."
Okay, he wasn't exactly killed, but he There's more to the story, of course,
probably should have been. The bullet but that's for another time and place.
that had his name on it punched right Anyhow, that's how the Silver Ghost
between his shoulder blades and got his start: on a shot-up field in the
lodged near his heart. heart of Europe.

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ASTATf SICRH
Pete kept his newfound powers to
himself as long as he could. He knew
that once the Army brass found out
about them they'd haul his ass off the
battlefield and stick him in a lab
someplace where the eggheads would
stick him full of more pins than a
porcupine.
Still, given the fact Pete was
commanding a platoon of soldiers in
the middle of the Great War, there
wasn't much chance of him keeping his
amazing abilities quiet for long. Within
three months, his CO got word of what
had happened, and Pete's fears all
came true.
It didn't take the scientists long to
get stumped by Pete and his powers.
No one had any idea how the man Once the war was over-and even
could simply fade in and out of after other deltas started popping up
solidness like, well, a ghost. When the everywhere-Pete became the
brass got the eggheads' report, they Department of War's most successful
made an executive decision. spy. It wasn't until the '30s that he
actually adopted a costumed identity,
long after the existence of deltas had
BIHIND INIMY LlNIS become common knowledge.
A man with Pete's abilities was too Pete spent his entire life in service to
incredible to keep holed up in a secret the government, right up until one of
bunker for the length of the conflict. his grandchildren became a delta in her
And, hey, the War to End All Wars was own right. Knowing what the federal
on. The US Army quickly put him to government had become like over the
use. course of the century, Pete kidnapped
Pete spent the final months of the the young lady from her parents and
war working as an Allied spy. Able to spirited her off to a safehouse he'd set
slip in and out of any building at will, up in a third-world country he knew
he was literally unstoppable. Estimates from his own Delta Prime days.
at the time were that his presence cut That's where I caught up with Pete.
the war short by months. He was lounging on a beach on an
The fact that Pete even existed was island off the coast of a country whose
the US Government's most tightly held petty dictator he'd personally helped
secret. The Germans had no chance of prop up over two decades earlier. His
stopping a man capable of doing the granddaughter was still with him then.
impossible, especially if they wouldn't Pete's gone now, and his sweet little
even have thought of preparing for girl's all grown up. She's one of us now.
him. A Defiant.

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THf GOLDfH YfARS


From the final days of World War I
until the dawn of World War II, it was a
good time to be a delta. Throughout the
Roaring '20s and even the Great
Depression, more and more deltas
came to light.
In those idealistic times, most of
them were heroes, fighting for the
common good, but even then there
were villains-evil deltas bent on using
their powers to further their own
despicable ends. They scared the hell
out of people, even back then, but in
those nobler times they didn't seem
quite as vicious as they do these days.
That's probably just me looking back
at a past I never knew through
nostalgia-colored lenses. I'm sure that
people back then were just as good or
evil as those who walk, run, or fly over
the streets of America today. Still, there
seemed to be a kind of innocence then
that we're sorely lacking today.
Back then, if people were afraid, they
lived in fear of villains, people who
weren't too shy to wear their evilness
on their sleeves. They weren't afraid of
deltas just because they were deltas.
! Of course, it wasn't because people
were smarter in those days, or more
forgiving. The fact is they just didn't
know any better. The dangers were the
same. The government hadn't gotten
around to "educating" the public about
them quite yet.
After all, the movie-house serials of
the day showed reel after reel of
patriotic American heroes putting
down threat after threat to life, liberty,
and the pursuit of happiness. They
were the good guys, and they were on
the side of mom and apple pie.
One of the most successful of these
heroes was a man known as the
Yankee.

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THf MAN WHO MADf ADlfFfRfNCf AUFf TO un BY


Most of the early, so-called The Yankee became a role model for
crimefighters were nothing more than lots of other deltas-at least the
superpowered vigilantes, deltas who community-minded ones. They dressed
had been pushed too far by a criminal like him, gaudy costumes and all. They
of some sort and then decided to take wore masks like him, even though
matters into their own hands. Their many of their identities were common
methods of stopping crime were often knowledge. Best of all, they acted like
illegal and occasionally deadly. The him, and by all accounts, he was a true
masks they wore did as much to hide gentleman.
their guilt as protect their privacy. Even through the tough times of the
The radio dramas lauded them, and Grea t Depression and the years after,
people across America thrilled to the Yankee and his kind never lost hope.
tales of their adventures. But deep They kept fighting on against all
inside, I think people knew they were comers, and by doing so they gave the
rooting for the wrong kind of people. rest of us hope as well.
The Yankee, though, was different. They had a kind of idealism that you
Unlike many other deltas, he had a only find in very young children these
personal code against killing, and he days. From all accounts, they honestly
followed it to a fault. He was also believed that they were fighting the
careful to build a case against criminals good fight to make the world that
so they could be tried in a court of law. much safer for the rest of us.
Contrary to the vigilantes, he actually These days, of course, most of the
believed in the Bill of Rights. regs seem to have forgotten that deltas
The Yankee was deputized by the were ever heroes. Sure, we've got the
city of Chicago as a law-enforcement hard-asses at Delta Prime and the
officer, making him the first delta to be occasional prima donna from Triumph,
openly sanctioned by any American Inc., doing the superhero thing in the
government. He worked alongside bubblegum vein, but the Yankee and
Eliot Ness to take down Capone. He his kind were the real thing.
put gangster after gangster behind That's something I'm not sure we'll
bars, and he always made sure to ever see again.
collect enough evidence to make sure
they stayed there.
Of course, this also made the Yankee THf LAST GRfAT WAR
a target for every power-mad delta to Nothing lasts forever, of course, and
come down the pike. Chicago quickly it wasn't long before the Golden Years
became a magnet for all sorts of came to an end. For decades,
madness, and it wasn't long before the Americans had ignored what was
mayor regretted his decision. By that happening abroad. We were still
time, though, it was too late. The working our way out of the Great
Yankee played the public like a harp, Depression. Worrying about what some
taking every opportunity he could to little German corporal was doing
show how a good man-a good delta across the ocean didn't seem all that
even-could make a difference. important.
The people loved him. That didn't last.

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America was dragged into the For the first time in history, deltas
growing conflict in Europe and Asia were a major force in a war. While men
soon enough by the sneak attack at battled on the battlefields below, deltas
Pearl Harbor. Dozens of Japanese fought alongside them and soared
Zeroes and deltas ambushed the overhead. When deltas clashed, the
American naval base at dawn, nearly heavens shook with their fury.
razing it to the ground and decimating During World War II, the world
the Pacific fleet. Our response was changed in many ways. For most
swift. Within the week, we declared deltas, having superpowers was no
war on Japan and the rest of the Axis longer a game. It was deadly serious.
powers. Our troops were on their way In the end, it was a delta who put an
abroad soon after, led by the all-new end to the war. Actually, that's not
Delta Squadron. entirely true.
There are those who claim that FDR It was the first alpha.
knew about the attack coming on Pearl
Harbor, but he let it happen to get the
American public fully behind the war
(APTURIO!
effort. Even with my powers, I've never The Yankee was right there when it
been able to verify that theory (FDR's happened. Over the years, he'd had a
long dead and in no mood to answer lot of sidekicks, younger deltas willing
my questions), but the very existence of to work alongside him for a while. He
Delta Squadron seems to support it. taught them what he knew about
crimefighting, and they watched his
back. It was a good arrangement that
SUPIR SOLOIIRS lots of other deltas mimicked over the
Both the Axis and the Allies put a lot years.
of effort into figuring out where deltas In the fall of' 43, the Yankee was
come from and how they could make deep behind enemy lines when he and
more of them. Both sides' programs his then-current sidekick, a young man
had some success at this, but never known as Sparky, were captured by
enough for them to actually produce Kapitan Krieg, one of the Nazis' most
what they really wanted: an army of powerful deltas. Krieg personally flew
super-soldiers. his defeated foes to Auschwitz, where
When the call to arms finally came the Nazis had set up a special
for the USA, the Army suddenly pulled concentration camp for their delta
Delta Squadron out of its five-star hat. prisoners.
Out of nowhere, we had deltas no one Under the watchful eye of the camp
had ever heard of pulling together to commander, the Yankee and Sparky
take the fight to the Nazis. Mixed in were subjected to horrors beyond
among them, though, we had some of imagination. The Nazis were going out
the greatest deltas ever known, and of their way to exterminate not only
Yankee was in the vanguard. Jews, gypsies, and gays, but also every
Just because we had ourselves a delta in Europe that wouldn't wear a
mess of deltas didn't mean the swastika armband with pride.
Germans were just going to turn tail Never one to bow to fascist dictators
and run back to Berlin. They had of any stripe, the Yankee quickly
plenty of deltas of their own. organized a revolt against the guards.

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ALPHA GfNISIS THf TURNING POINT


It was a bloody fight. Only a handful Moving almost faster than the eye
of deltas were strong enough to join the could follow, Superior zoomed around
Yankee in his desperate gambit. To and killed each and every Nazi in the
make matters worse, the Nazis called entire camp.
in Kapitan Krieg, who was there in a Some he murdered with his bare
moment. He massacred them all. hands. Others were incinerated by
Actually, one of the delta rioters beams blazing from his eyes. Still
survived the attack: Sparky. others met their end by more creative
At first, it seemed that Sparky was means.
truly dead. The Nazi guards even While being held in the camp,
tossed his lifeless body into one of their Sparky had thought about killing Nazis
massive ovens to destroy any shred of for a long, miserable time. Superior
evidence that any of the dead deltas finally got to carry those fantasies out,
had ever been in their "care." and he did so mercilessly.
As the flames consumed the Yankee Literally within minutes, the young
and the rest of the brave souls that man once known as Sparky had
Krieg struck down, Sparky died in that liberated the camp and set the
fire alongside them. prisoners free. A cheer went up from
Superior woke up in his place, and the P.O.W.s who could scarcely believe
the world was forever changed. their luck.

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Moments later, Kapitan Krieg-the The years directly after WWII were a
Nazis' most powerful delta, the man fine time for America. We were the
who was responsible for the deaths of superpower in the world, with no one
dozens of deltas-flew down into the able to seriously challenge us, even the
camp to put down what he thought up-and-coming Russians.
was another uprising. In 1949, America-heady with its
He had no idea what he was in for. power-got its first wakeup calL On
When he saw the young man who'd October 12, the Russians detonated an
been known as Sparky, he laughed at atomic bomb deep in Siberia. Their test
the boy's impudence and promised put the world on notice not to mess
him a quick death. with the Soviet Union.
Superior tore Krieg limb from limb. Even with all his vaunted powers,
He hung his head on the camp's front Superior couldn't be sure that he
gate. would survive a nuclear explosion, and
Heady with his newfound power, that went double for every other delta
Superior flew directly to Berlin. There, in the world. The American nuclear
he punched his way straight into Adolf program had been put on the back
Hitler's bunker. Moments later, burner after Superior's arrivaL The
Superior emerged with der fuhrer's Department of War had decided that
body. deltas (and especially alphas) were the
Before anyone really knew it, the war face of modern warfare. After the
was over. Soviet nuclear test, though,
development of America's own atomic
technology moved right up onto the
THE SUPERIOR AGE hot part of the stove again.
If the rest of us superpowered people
are deltas, than Superior was clearly an
alpha, a whole new class of delta, a THE RED SCARE
man with powers far beyond anyone The sudden realization that America
on the planet. Of course, while he may wasn't alone at the top put the fear of
have been the first alpha, he certainly Godless communists into the heart of
wasn't the last. most every American, and it wasn't
Soon after the end of WWII, the long before someone decided to take
Russians reported that they had advantage of that. In 1950, the
"developed" alphas of their own. None notorious Senator Joe McCarthy from
of them were powerful enough to take the fair state of Wisconsin led off a
on Superior on his own, but as a team, witch hunt to track down and imprison
they could surely give him a run for his or blackball every "un loyal" American
money. he could get his hands on.
The alpha race was on. The crux of the matter was that the
Still, America started in the lead, and government needed to know if every
because of Superior we never lost it. To US citizen was a loyal American or a
this date, there's never been a delta- Soviet spy-at least that was the way
alpha or otherwise-as powerful as McCarthy put it. His solution to this
him. Sure, he faced some challenges problem was simple: the House Un-
over the years, but he overcame them American Activities Committee
alL There was really no stopping him. (HUAC).

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With anti-Soviet sentiment at an all- Some, like the Good Knight, actually
time high, HUAC set to work. They served time for contempt of Congress.
started out going after Hollywood, Others, like the Samurai, left the
successfully forcing the entertainment country as soon as he received his
industry to blackball any creative types summons.
who even leaned to the left. Heady Apparently there was even talk of
with their successes in that arena, they hauling in Superior before HUAC, but
set after the deltas. no one had the balls to actually send
Declaring that a criminal like the Red him a summons. His approval ratings
Reaper was a commie was a no-brainer. were running higher than President
Hell, the man wore a hammer and Truman's, and any representative who
sickle on his chest and spouted tried anything against Superior knew
revolutionary jargon as he "alleviated he could kiss his seat good-bye come
capitalist pigs of their tools of the next election.
oppression." (Roughly translated: He Still, that didn't stop them from
robbed the rich and gave to himself.) bringing in Patriot in late '53. Patriot,
A lot of innocents got caught up in though, knew his rights and wasn't
the inquisition. Even a few members of afraid to talk about them-eloquently
the Delta Squadron were called on to and at length. At the end of his opening
testify against themselves or their speech, nearly all of the HUAC
fellows. With one exception, they members were hanging their heads in
uniformly refused. shame.

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In 1954, HUAC was disbanded. The


country finally got its collective head
back together-helped along by the
announcement that America finally had
a working nuclear weapons program of
its own. Still, the fear of unrestrained
deltas within our midst never really
faded, and McCarthy remained a figure
of some power in the Senate, still
railing against the threat that deltas
posed to our national security.

THE GREAT TRAGEDY


McCarthy's campaign against the
deltas waxed and waned over the
years, but it all came to a head on
November 22, 1963.
You know the story, I'm sure.
President Kennedy, the First Lady, and
the governor of Texas were riding in a
motorcade through the streets of
Dallas, Texas, when a squad of the
Devastator's Dreadnauts came
zooming in over the horizon and
blasted the President's car straight to
hell.
Superior was on the scene in mere
moments, and he made quick work of
the Dreadnauts. When it was all over,
the First Lady and the governor were
dead, but the President was still
breathing. Superior lifted the President
in his arms and whisked him away to
Walter Reed Memorial Hospital in DC,
where he could be treated by the top
delta healers in the nation.
The President lay in a coma for three
days before he awoke. When he did,
life was about to change for every delta
in America.
With the disaster in Dallas still fresh
in Kennedy's mind, he zapped a bill
down to Congress. An emergency
session ratified it in days, and the
President signed it into law within the
week. It was the Delta Registration Act.

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All known deltas were immediately


THf OUTARfGISTRATlOH ACT tracked down by the government and
Like most laws, the DRA's complex asked to register. Those who refused
enough to have lawyers arguing over it were tossed into jail. Of course, not all
for decades (as they are to this day), of them went quietly.
but the heart of it's simple enough.
Anyone with superpowers of any kind
must register with the Federal OUTA PRIMf
government so that his or her That's where Delta Prime came in.
movements can be traced at all times. Kennedy knew the DRA was going to
You don't need the ACLU to tell you see some resistance, so he tapped
this is a blatant violation of the Bill of Superior himself to found a new
Rights, but when people are scared, organization dedicated to policing
they do strange things, and dear God America's delta population. It was
were they scared. pretty obvious the regular cops weren't
Just because you're a delta doesn't going to be up to the job. With a lot of
mean you're on the side of angels. the vigilantes refusing to register, the
We're people like anyone else-with government needed to have some way
the exception of our unearthly powers, to enforce the DRA.
of course. If you prick us (well, if you To that end, Superior created a new
can manage it with some of us), we bureau of the Justice Department, and
bleed. Some of us dedicate our lives to he called it Delta Prime. The first
helping those who need it. Others use Primers, as they're called, included a
their abilities to take what the world number of the members of the old
doesn't want to roll over and give Delta Squadron, plus any other deltas
them. whose loyalty was theoretically beyond
The point is that for every reproach. Their first directive was (and
crimefighting, world-helping delta out still is) to arrest every unregistered
there, there was at least one other delta.
clown causing problems: robbing the DP's second directive is to support
wealthy, knocking over banks, and any Federal law enforcement agency in
killing innocent people. This scared the any matters in which delta
hell out of regular folks, who weren't involvement is suspected. As you
really able to defend themselves might see, this is an extremely broad-
against these superpowered threats. based mandate. As such, it's entirely
The incident in Dallas just brought open to abuse, which is exactly what
all of that into sharp focus. happened.
I mean, when you saw the pictures
of John-John saluting his mother's
casket, how could you help but feel for THf WITCH HUNT BfGINS
the entire Kennedy clan? When the Sure, the people who refused to
DRA came down the pike, Congress register were lawbreakers, but this was
passed it almost unanimously. honestly just a tool. What the Justice
It went into effect immediately. Department operatives really wanted
Superior was the first delta to (and got) was an excuse to lock up any
register, and lots of others followed his unregistered they could find, just for
lead. being a delta.

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So what if the feds didn't actually IDENTITY CRISIS


have any proof that the man in
question had committed a real crime? SO, if you've got nothing to hide,
Just being unregistered was crime why not register? That's the question
enough. most Americans ask when they hear
As the saying goes, "When you about some delta being hauled in for
make superhuman powers illegal, only violating the DRA.
outlaws will have superhuman For one, it's a violation of basic
powers." Of course, not everyone privacy rights. Two, there's a reason a
refused to sign. Some of those deltas lot of crimefighters (and criminals)
became some of the most zealous and wear masks. Here's a clue: They don't
capable hunters around. want people to know who they are.
Now, most people don't have much There are lots of reasons for this.
of a problem with locking up people Most often it's that the hero wants to
like the Mass Murderer or the lead a normal life when he's not in his
Dreadnauts for any reason, proof or union suit. Deltas who don't lead
not, but it's still a matter of civil rights. double lives have to worry about
This became totally apparent when the things like old enemies, paparazzi, and
Primers went after a number of even just curious neighbors bothering
crimefighters who, for reasons of their not only them but those they love.
own, absolutely and openly refused to When you work behind a mask, none
register. of that stuff is a problem.

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Of course, there's the fact that most Despite what the feds might want
delta crimefighters are simply you to believe, and no matter what you
vigilantes, unsanctioned by any might see on TV or in the movies, the
government. Sometimes they bend Defiance isn't really all that together.
laws to get the job done. Keeping an We'd like to be the efficient espionage
identity secret prevents them from and subversion machine we're
having to answer for that-right or popularly made out to be, but it just
wrong. isn't so.
Also masked deltas can't ever appear Sure, there's a cadre of hardcore
in court. The Constitution gives every members who make a lot of noise every
person the right to face her accuser, and so often-enough to get on the evening
a person in a mask doesn't count. news-but most of us are simply deltas
Sometimes this can prove to be more who want to get by without anyone
of a hindrance than a relief. Sure, knowing who we are. We're not so
nobody likes having to appear in court, different from the regs, after all.
but without eyewitness testimony, lots Most Defiants don't know more than
of criminal deltas go free-or at least a few other members. In the old days,
they did back then. they all communicated through an
In those rough-and-tumble days, underground newspaper called The
more than one delta crime fighter made Delta Times. It was sent to P.O. boxes
up for that problem by skipping right and to general delivery addresses
past the theoretical judge and jury, across the country. It was pretty crude,
appointing themselves the but it worked.
executioners. They carried the sentence These days, we use the worldwide
out right there on the spot, and more web to get people connected. We
than one criminal counted himself shuttle around from server to server, all
lucky to even be able to walk away of which are located far beyond the
from his so-called just desserts. long arm of Delta Prime. Being who
they are, Primers don't usually let
things like pursuing stalwart
IHI DHIAHCI MOVlMIHT webmasters like myself across
There were a number of legitimate international borders give them more.
deltas who had a real beef with the than a moment's pause. Still, they
DRA, and rather than sign up, they haven't caught me yet.
went underground. Some of them More than one of my predecessors as
continued to operate the way they publisher of this fine periodical is
always had, taking down the criminals spending his days watching the world
while avoiding the Primers and the from a cage, but they haven't caught
police. Others simply hung up their me yet. I'm hoping to someday even
masks and vowed never to use their top the record -setting run of the
powers again. paper's founder, the Yellow Journalist.
More than a few deltas, though, Wish me luck.
decided to fight the whole thing. They And if you're feeling nostalgic, drop
went underground and formed a loose YJ a line. He's doing his time in New
organization called the Defiance. (I Alcatraz, right in the heart of Chicago
guess they thought it was catchy. Bay. He's always glad to hear from new
There's no accounting for taste.) Defiants.

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DUIANT BfHAVIOR Now I'm not one to advocate


murder-even assassination-but there
Despite the fact that most of the have been others who have tried to
Defiants are good people, that's not finish the job that incarnation of the
true of all of us. Dozens of delta Dreadnauts started in Dallas in '63. In
criminals fought tooth and nail against those early days, most of them were
the newly formed Delta Prime. Battles put down by Superior. A special Secret
broke out all across the nation in nearly Service detachment of Delta Prime took
every major city. care of the rest.
No one fought more viciously than Anyhow, Kennedy started out ruling
the Devastator himself. Delta Prime with an iron fist, and he hasn't
cornered him and his Dreadnauts in his mellowed much over the years. If
underground lair deep beneath New anything, matters have gotten worse.
York City. Just when it looked like they Life as an American delta was pretty
were finally going to bring the bastard tough in the '60s and mid-'70s. With
to justice, he set off a self-destruct the support of a terrified American
device that brought down the roof on public behind him, Kennedy launched
his den. It destroyed very shr~d of a witch hunt for unregistered deltas
evidence in the place, along with four that made HUAC look like a Girl Scout
city blocks. meeting. FBI agents knocked down the
This all happened in the middle of doors of any suspected deltas and
the day, and the office skyscrapers hauled them off to jail in the middle of
above the Devastator's headquarters the night. The concept of due process
were packed full of people. The death went right out the window, and soon
toll numbered in the thousands. the prisons were jammed with
superpowered inmates.
MARTIAL LAW Lots of deltas were killed while
"resisting arrest." In truth, the Primers
When he learned of the incident in
had simply decided that some deltas
Manhattan, President Kennedy
were just too dangerous to risk another
declared martial law across the entire
encounter like the Manhattan Incident.
country. From then on, only his word
Rather than chance it, they simply
was law, although he promised to listen
chose to save the country the bother of
to the words of Congress and the
having to feed, clothe, and house the
Supreme Court on an advisory b~sis.
deltas, much less the expense of
Eventually he ignored that and SImply
keeping watch over them until they
appointed his own handpicked toadies
died in prison.
to fill these posts, all the way from the
You'd think the American public
federal government on down.
wouldn't have put up with that sort of
To this day, Kennedy rules our fair
crap. After all, millions of Americans
nation by decree. Over the years, his
have put their lives on the line to
power base has solidified to the point
protect things like the Constitution and
that most people figure that the only
the Bill of Rights.
way Kennedy's ever going to leave
Instead, John Q. Public rolled over
office is feet first. At a spry 82, Kennedy
and exposed his throat to the Primers.
looks like he's not planning on leaving
Some Defiants take this as a reason
us any time soon.
to hold a lot of anger for ordinary

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people-the "regs" as they call them
(rhymes with "dregs"), but I don't
THf fORTRfSS
agree. I don't hate regular folks. I pity With all the deltas being brought in
them . by Delta Prime, the US government
Figure this: These people are scared needed a place to hold them.
out of their wits. Even most deltas are Traditional prisons weren't much use
scared. The world's changing against people who could walk
overnight, people with superhuman through walls or simply blast them
powers are walking the earth, and lots down. Kennedy's answer? The
of innocent people are dying. Fortress.
Aren't you scared too? I know I am. The Fortress is a massive, maximum
Hell, before you found out you're a security prison specially outfitted with
delta, you might have felt the same state-of-the-art restraint devices. The
way. Your friends and family probably place is staffed by registered deltas of
still do, especially if you haven't told all stripes, all working in concert to
them anything yet. keep the bad guys locked up, making
Kennedy didn't take control of the the world safe for decent, God-fearing
country so much as we gave it to him. folks.
We've only got ourselves to blame. Forgive my sarcasm. Sure, some of
Anyhow, delta or not, life during the Fortress' inmates are murderous
those days was pretty damn awful. scum who need to be locked up-
It got worse. permanently-but there are a lot of

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political prisoners in there as well, 1HI OIClNUNNIAL OAHU


people whose only crime was failing to
register with the feds. Friends. You've probably heard this story
Either way, no one's been able to before, but maybe from a different
break out of the Fortress to date. Its point of view-say through the
walls are reinforced with all the means government-controlled media. Either
that science and (I'm told) magic can way, it's worth repeating, so bear with
offer. me.
The place has been so successful It was July 4, 1976. The Devastator,
over the years that it's been duplicated along with the latest incarnation of his
in country after country across the Dreadnauts, made his last stand on the
world. These days, the place is packed top of the Sears Tower in downtown
solid, so much so that the feds built Chicago. He just happened to be
New Alcatraz just to hold the overflow. standing on top of a doomsday bomb
The exact location of the Fortress is a as well, and he threatened to set it off
closely guarded secret. All I can tell you unless Superior surrendered to him
is that it's located somewhere in once and for all.
Nebraska, in the heart of the National Of course, Superior wasn't going to
Grasslands. I've been out that way go quietly. He brought every alpha in
before, and even in the places where Delta Prime along with him to the
they've got roads, there's a whole lot of Windy City, and they took the fight
space between towns. straight to the Dreadnauts.

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Delta Prime cleaned the sides of the THE VANISHING


Sears Tower with the Dreadnauts, and
it wasn't long before Superior At exactly the moment of the
confronted the criminal mastermind destruction of Chicago, every free
atop the world's tallest building. Of alpha in the world vanished. No one
course, it was then that the Devastator realized this at first. There wasn't any
set his bomb off. kind of announcement about it. The
Eyewitnesses report that there was a people simply disappeared.
brilliant flash of white light, and then Some of the missing alphas were
the city of Chicago just disappeared. missed right away, especially those
That's right. Into nothing. who were busy saving lives when they
went missing. The lack of some others
wasn't felt for days, particularly if they
THE AFURMATH were in hiding in the first place.
That wasn't the end of it, of course, Eventually the world put it all together,
In fact, everything within 25 miles of and the shock rang through the globe
the Sears Tower just disintegrated. like an earthquake.
According to the teams of scientists No one can say how a bomb set off
who scoured the area in the months in Chicago could affect people all
after the disappearance, there was around the world, but it did. The
nothing left behind-not even a whole Devastator was known to be a master
lot of dust. of the occult as well as science. Perhaps
Airplanes that were above the radius his doomsday device combined the two
of destruction disappeared too, as did in a way that traditional science could
the soil for about half a mile down. The never hope to explain.
nearby coastal waters of Lake Michigan Most people didn't know how to
left with it. react. On one hand, they'd finally
If nature abhors a vacuum, Mother gotten rid of all those dangerous
Earth had never seen something so alphas. On the other hand, all the
abhorrent. The rest of Lake Michigan "good" alphas were gone too,
rolled into the perfectly round-shaped Superior-the mightiest of them all-
hole, and the resulting tidal wave among them.
wiped out every building within a mile The worst part was that only the free
of the shore of what would thereafter alphas disappeared. All those in the
be known as Chicago Bay. Floods maximum-security, delta-only prisons
destroyed everything within another still remained. Apparently the devices
mile or so of that, and the resulting that keep the deltas in also kept the
tornadoes from the air sweeping in effects of the Devastator's bomb out.
from all directions extended the radius There haven't been many alphas
of destruction even further. cropping up since then either. Deltas
The property damage was still get into the same kinds of crunches
incalculable. The loss of life was as before, but there's no magic "have
staggering. Literally millions of people another chance" card out there
died, and many more were hurt. Since anymore.
the Devastator disappeared along with If you're a delta and it looks like the
everyone else, it seems like we may end is here, well, it probably is. Life's
never know how or why. hard like tha t.

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shattered by explosions or having the


1HI OUTAWARS odd delta knocked clean through the
With the alphas gone, you might building. Monuments lay in ruins.
have thought things would get better. Wrecked cars litter the place.
You know: fewer deltas, fewer In short, the world's a mess.
problems. At least with the alphas gone The low point, of course, came back
you'd expect to have smaller problems. in '89 when there was a total nuclear
But that's not really what happened. meltdown in the Russian city of
Actually it was the exact opposite. Chernobyl. That was bad enough, but it
You can say lots of things about got worse.
Superior (fascist pig, tool of the state, It turned out that a supposedly
whatever), but the man kept the world covert Delta Prime team was seen
together. While he was around, no one battling their Soviet counterparts in
was going to try anything crazy, like Crimson Pride just before the disaster.
launching a nuclear attack. First of all, Before the mushroom cloud had settled
he might have been able to stop it over the city, the Kremlin had
before it started. Second, he'd promised "determined" that Primers were at
to kill the leaders of any country that fault, and they launched a reprisal at
started a nuclear exchange. Atlanta. Within the hour, the capitol of
It wasn't an idle threat. Just ask the the South was a smoking crater.
Germans. Of course, we couldn't tolerate that,
Sure, we had all sorts of little so we blasted back, taking out Kiev. We
brushfire wars over the years, and also destroyed Minsk, and it turn we
sometimes Superior would let nations lost San Francisco before the madness
duke it out as long as American finally came to a glow-in-the-dark kind
interests weren't threatened. But of end.
nothing major.
Hell, he even put an early end to the
Korean and Vietnam conflicts. OUR RAYAGID PLANH
Without Superior's calming (read: That's enough history for now, and it
oppressive) influence, all hell broke should give you a good idea why most
loose. people would just as well shoot a delta
as give her the time of day. The fact is
POST -SUPIRIOR LlH that-even when we're good people-
we're dangerous.
In the last 20-odd years, this planet's Even if you never actually harm
been ravaged from one end to the anyone with your own powers, you're
other. Deltas of all stripes battle in the a magnet for trouble. Most people
streets, and armies of deltas struggle on killed by deltas weren't intentionally
battlefields across the world. murdered. They were just innocents
To see what this means to the caught in the crossfire.
average American, all you've got to do Before you became a delta, you
is look at any major city. Tops of probably felt the same about us as
buildings stand razed off, with new everybody else. Best to keep away from
girders stretching toward the sky like us. Far, far away.
bones in a regenerating limb. Windows Well, kid, there's no running from
stand boarded up where they've been yourself.

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DICISIONS
Now that you know a bit about your
heritage, it's time to decide who you're
going to be. It's not as simple as
choosing between good and evil.
This is real life.
That means no one can tell you what
to do. Okay, they can tell you all right,
but there's nothing that says you've got
to listen.
That said, listen to this.
You've basically got two choices:
register or don't. After that, things
become more complicated.

SIGNING ON
You've seen the posters and the ads.
Superior leans into the frame and
points out at you. In Superior's long-
gone tones, the booming voiceover tells
you: "It's your duty, and it's the law.
Register now!"
The law is pretty clear about this
matter, and with Kennedy still running
the country by decree, you don't have
to worry about a long court trial. If
you're a delta (or even a suspected
delta-some of us have powers that
aren't all that obvious), then you've
either got to sign up or rot in jail.
Strictly speaking, you've got to
register within seven days of
discovering your powers. If you fail to
do so, you're eligible to spend the rest
of your life rotting in a high-tech cell in
either the Fortress or New Alcatraz.

TH£ PROS
The feds have all sorts of reasons
why you should register.
It's your duty. Hey, it's the law, right?
Never mind that it's one that was
handed down by a government that
hasn't been elected for over 30 years.

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It's for the safety of your neighbors. This It's for your own good. If you register,
way, whenever there's a problem with you're eligible to use your powers
a delta in the area, people know which openly without fear of being hauled in
house to burn down. They skip right for that reason alone. If the police need
past the regs and knock down your to, they can always find a different
door instead. Your neighbors are safe- reason, but that one's off-limits. Best of
as long as they don't live next door to all-and this is the one bonus even I
you. Deltas have a notoriously bad can't argue with-you don't have to
effect on property values. spend the rest of your life either on the
It's to protect yourself. The theory here run or waiting for one of your
is that if you're registered and neighbors to turn you in.
something happens that could be
traced back to powers of your kind,
you can provide the police with an THE CONS
alibi. Then they can cross you off the No privacy. Everyone knows you're a
list of potential suspects. Or they can delta. The DRA doesn't keep that
just lock you up, and with the courts information secret. Even if you join up
the way they are these days-few with Delta Prime or Triumph, Inc., (the
juries, mostly judges appointed by world's largest, privately owned
Kennedy and his goons-you have no employer of deltas), your family and
recourse other than taking matters into friends have to deal with the stigma of
your own hands. being associated with you.

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Your movements are tracked. If you You even get a steady paycheck.
even leave town, you've got to tell Sure, it's stable and legal and all that,
Delta Prime when you're leaving and but don't kid yourself. You are working
where you're going to. It's the only for the Man.
way for people to feel safe around By "the Man," of course, I mean
someone like you, it seems. Kennedy. Is there anyone .else?
Everyone you know is in danger. Like I As part of DP, you can be a covert
said before, everyone knows you're a operative doing all sorts of wetwork
delta. This includes every killer, every (read: killing) and other spy stuff. Or
psycho, and every jackass with a chip you can be one of the costumed
on his shoulder that you've ever run puppets they let run around to
across. And with just a little bit of "inspire" the regs. Either way, you're
research, they can find out where you sure to find yourself facing off against
live. Even if you're with Delta Prime, delta criminals and major threats of all
they can still find your family and kinds.
friends I've got to admit that the Primers
The draft. When you're registered, the have done some good over the years.
government can draft you for any They've managed to save the planet
reason it sees fit. This may only be on a more times than I'd care to count. Of
mission-by-mission basis, but it can course, each and everyone of them had
involve long-term deployment too. to sell their souls to do it, but that's the
This is another reason the DP needs to price you pay.
know your location at all times. Delta Prime's got offices and
No rights. When you sign up, you operatives all over the country,
give your life over to the feds. Kiss the although their main headquarters is on
Bill of Rights good-bye. Come to think the outskirts of Alexandria, VA, just
of it, since Kennedy tore the damn spitting distance from DC.
thing up when he declared martial law
36 years ago, it hardly matters.
THE DELTA A(ADEMY
If you're under 18, Delta Prime
fMPLOYMENT OPPORTUNITIES doesn't want you. In that case, the feds
So if you've signed your life away, want you in the Delta Academy
what next? As a registered delta, instead.
you've got several options: Delta The Academy is located right in
Prime, the Delta Academy, corporate downtown Crescent City, in the band of
work, freelance, or a normal life. buildings that went up around the rim
of the circle where Chicago used to be.
In fact, from the top of this diamond-
DELTA PRIME shaped structure, you get a beautiful
Hey, if you're looking to become the view of Chicago Bay.
tool of an oppressive, fascist Delta Prime encourages the parents
government, go ahead and Hancock of any registered delta minors to send
that dotted line. Compared to other their kids to the Delta Academy so they
deltas, Primers lead a pretty good life. can be trained in how to control their
Uncle Sam feeds you, clothes you, and powers. There's also the added benefit
tells you what to think and do. of the fact that they won't be running

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around loose in whatever town they forget it. All reg teams have strict rules
were growing up in. Teenagers are against using the talents of any kinds of
dangerous enough with cars. With deltas, whether on the field or off.
superpowers, they're a real headache. However, if you're interested in a
Before you start calling me an old real challenge, you can always try your
crank, let me tell you that 1'd never hand at deltaball. Of course, after that
send a kid of mine to the Academy. incident in LA a few years back, you
Sure, it's safer for everyone involved, don't get to play in front of live crowds
but it also means the feds can get their anymore, but the TV audiences are
hooks into the kid during his formative huge.
years. The largest employer of deltas in the
There's a reason the military doesn't nation is, of course, Triumph, Inc., the
like admitting people after they reach a corporation founded by Rex Shepherd
certain age. The older you get, the more after he retired from the hero game
you already know who you are, and back in 1960. As the world's richest
the less willing you tend to be to take man, Shepherd controls a lot of power,
orders without question. and not just because of his money. He's
The same's true with deltas. Get a got a number of the most powerful
kid into the Academy when he's 13, deltas on the planet under contract,
and by the time he gets out, he's ready and with the kind of checks he's
and willing to sign up with Delta Prime writing, when he says, "Fly!" they ask,
for life. "How high?"
The Academy takes children in at There's a catch though. Even if you
any age, although it's rare to see a delta sign on full-time with Triumph, the
younger than eight. It does happen, feds can still call on you at any point.
though, and it can be a real problem. Shepherd and Kennedy seem to have
Just imagine a superpowered kid in the some kind of deal that keeps this from
middle of his "terrible twos." Boggles happening too often. When it does, it
the mind. usually just means that a Triumph delta
gets detached to a DP squad for a
certain period of time or the length of a
(ORPORAU WORK single mission. Then the Triumphant
Just because Delta Prime wants you gets to go back to her luxury apartment
doesn't mean you want them. Maybe while the Primers head back to the
you're more interested in a fat barracks.
paycheck than in saving the world. If
so, there are a number of corporations
out there that would be happy to hire fREELANClRS
someone with your particular skills. If you like, there's nothing stopping
The bidding for deltas can get pretty you from going into business for
fierce at times, even surpassing the yourself. If you're a real do-gooder, you
salaries of top athletes. And why not? A don't even have to charge for your
well-known delta's endorsement is services. Or you can only bother
worth at least as much as one from charging those who can afford it. Some
nearly any reg, no matter how talented. people even have insurance that covers
By the way, if you're thinking of unexpected charges for having their
hiring on with a pro regs sports team, bacon hauled out of the fire, and you

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can make a good living off that, as long offer you can't refuse, or Delta Prime's
as you've got yourself an accountant to going to do the same thing.
handle the intricacies of the billing As a freelancer, the trick is to keep
process. your profile low enough that you don't
Don't think about trying to defraud attract too much attention, while at the
the insurance companies though. same time you have enough clients that
They've got their own teams of delta you don't starve.
investigators, and if they even suspect I've got a lot of respect for
you've been cheating them out of their freelancers. Anyone who can actually
premiums, they're happy to punch register and still try to maintain her
your one-way ticket to the Fortress. own destiny has a long, crooked road
More than one innocent free lancer has to walk. I prefer life in the shadows.
found himself in a holding cell this Some freelancers even try to
way, so it's a riskier way of earning a maintain a secret identity so they can
living than you might think. have a normal life. Unfortunately, it's
Of course, you can just hire out your not a secret from the Primers, and they
services on a job-by-job basis. The real have a habit of not giving a damn
problem here is that if you ever make a about any freelancer's personal life.
real name for yourself, you can expect When they need you, they usually just
one of two things to happen-and show up wherever you are and haul
maybe both. Either a corp like your ass out along with them, secret
Triumph, Inc., is going to make you an IDs be damned.

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It NORMAL LIn
I hope you didn't skip all the way
down to this entry first off. If so, go on
back and keep reading.
It's a joke.
No registered delta ever gets a
normal life.

It SECRH LIn
Your other option, of course, is to
hide your light under the biggest
bushel you can find. Literally, there's
no one forcing you to run on down to
the nearest Delta Prime office and show
them why you're not a reg anymore. Of
course, you've got to face the
consequences if you're caught.

PROS
Why in God's name would you want
to be a Defiant? (That's what people are
going to call you if you don't register,
no matter if you're part of the Defiance
Movement or not.) That's a damn good
question.
Freedom. Once you register, your life
is no longer your own. In a very real
way, you're on a federal leash held by
Delta Prime. Sometimes the leash is
long, and sometimes it's short, but
when they want to yank you around,
they've got you, and good.
Privacy. Complying with the DRA
doesn't mean you just walk into the
nearest Delta Prime office and say,
"Hey, I'm a delta." You've got to
basically bend over and let them creep
up inside you with a microscope. Now,
they don't have to tell all your
neighbors that you've registered, but
when the DPs show up on your
doorstep to search your house and
question your relatives and neighbors,
people are going to talk.

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Safety. When you lose your privacy, Trust no one. If you don't tell the feds
you lose your safety. Say you're a you're a delta, make damn sure you
Primer and you foil some madman's don't tell anyone else. If anyone figures
plan for poisoning Manhattan's water out that you're a delta-or has even
supply. Then you find the bastard and good reason to suspect you're a delta-
spank him in front of the entire, your life, as you know it, is over.
couldn't-be-Iess-grateful city. Do you Parents have even been known to turn
think your family's safe from him or in their children, and vice versa.
his friends anymore? Do you think Life on the run. Chances are good that
you're going to be able to relax in your eventually somebody's going to figure
own house? As a Primer, you can't you out and turn you in. Unless you
control who knows who you are. Sure, like your chances in the Fortress, you'd
some Primers wear masks, but that better hit the road. If you're determined
doesn't mean you can't figure out who to stay in the States, you're pretty much
they are with a little legwork. Trust me. doomed to living life on the run. At the
Be your own delta. This country was very least, you have to set up a new life
founded on the idea that all men are somewhere far away and hope no one
created equaL That you've got rights to tumbles to who you are. Leaving the
life, liberty, and the pursuit of country's always a possibility, but most
happiness. When you sign that line, places aren't much better, and Delta
you give all that up. You surrender Prime's chase units don't really give a
yourself over to Kennedy's damn about international borders
government, one which hasn't seen an anyhow.
election in over 35 years. You become Prison. If you do get caught, you're
complicit in the country's betrayal of looking at one hell of a long term in
those ideals. either the Fortress or New Alcatraz.
The phrase you'll hear a lot of is "life
without parole." Of course, if you're
CONS willing to play ball once you've been
N ow, as much as I believe in being a caught, the government might allow
Defiant, it's not for everyone. No you to join Delta Prime instead, but
matter how you want to slice it, it's a only if they really need you. And guess
hard life. Here's why. who gets the most dangerous
A double life. Sure, you think you can assignments from there on out?
keep quiet about who you are, but it's Death. If you piss off enough people
tough. Some delta powers are nearly before you're caught, you might never
impossible to hide. Even with those be lucky enough to see the inside of a
you can conceal, you're going to be prison. Lots of times, the Primers will
tempted to use them from time to time. decide to save the kangaroo courts
My only advice here is, if you ever do around here the bother of a triaL The
use your powers, make sure no one next thing your loved ones know, you
sees you. If you can't do that, wear a were killed "resisting arrest." Even if
mask. Gloves help too. In fact, even if you manage to get your day in court, if
you're sure no one can see you, cover you killed anyone in the course of
up anyhow. You never know. There's a evading arrest, you're doomed. It's a
reason all those goofs are running one-way ticket off this mortal coil for
around in costumes out there. you.

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(ARHR (HDlClS Of course, if you don't have anyone


you care that much about, you're all
Assuming you make the right choice set. Just make sure you don't develop
and piss on the DRA, your life's not any other friendships in the future
over yet-at least until you get caught. either, unless you're sure they can
For now, you've still got a few options: handle themselves at least as well as
keep quiet, tell the world, run, get a you can.
mask, or join the Defiants. Or you can Just because you've told the world
try some combination of these. doesn't mean you're off the hook. Now
you've got to deal with the fact that
KHPING OUIIT everyone who watches the news or
reads a newspaper now probably
The first thing you need to do is
knows what you look like. And when
learn to keep your mouth shut. I don't
they spot you, they're a lot more likely
care if you're dying to tell your parents,
to call the feds than shake your hand.
your spouse, or your best friend. Don't.
In short, unless you've got a death
First, the more people who know
wish, forget about this.
your secret, the harder it is to keep it. It
only takes one person to make a single
slip of the tongue, and you can kiss LIfE ON THE RUN
your life good-bye. . If you really want to keep your
Second, it puts the person holdmg friends and family safe, think about
your secret at risk too. They've just hitting the road. Living on the streets
become accessories to your crime, and isn't a whole lot of fun, nor is couch
lying about it may not do them or you surfing-if you've got the kind of
any good. Some courts have people friends who don't mind harboring a
with powers like mine that they haul fugitive for a few nights at a time.
out to verify testimony in high-profile However, you really cut down on the
cases, and if a fugitive delta isn't high- chances of someone getting to know
profile, I don't know what is. you well enough to discover your
secret and turn you in.
lULING THE WORLD Chances are that folks back home are
going to figure you were killed or ran
Have you actually listened to a word
away or simply dropped off the face of
I've said? If you really want to just
the earth. Sure, this isn't going to make
drop your pants like this, you're on
them happy, but it's better than having
your own.
Delta Prime or the latest incarnation of
Okay, there are some deltas like Bill
the Dreadnauts show up on your
King who have stood up and openly
family'S doorstep. If that happens, you
proclaimed who they are, but they're
can be sure it won't be a social call.
unique cases. You've got to have a
Life on the run's lonely though, and
certain kind of personality to pull it off,
it's not for everyone. When you find
and it doesn't hurt if everyone you've
yourself getting homesick, you need to
ever cared about is dead. Otherwise,
remind yourself that if you stuck
you can count on having them
around your home might have been
harassed by the government, the press,
destroyed. At least this way the rest of
and any enemies you might make.
your family can enjoy it.

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It's not always a choice, of course. looking over your shoulder would
Lots of closet deltas get forced into have an effect on most people, but
leaving town when their secret is these folks seem to have weathered it
revealed. just fine. Of course, the ones who
The worst part about life on the road flaked out were captured years ago,
is that sooner or later your luck is right?
going to run out. Someone-maybe Keep thinking that. It makes the long
even someone you don't even know- nights a bit easier.
is going to recognize you or see you At least it does for me.
using your powers or whatever, and
she's going to turn you in. The only
thing you can hope then is that you can Gil AMASK
run far enough or fast enough to get Masks are pretty common in the
away. delta trade. Not everyone wears them,
I've been living "on the run" myself but those that do have their reasons,
now for over nine years. No, it's not a and they're usually damn good ones.
whole lot of fun, but it sure as hell As I said before, the world can be
beats rotting away in New Alcatraz. pretty hard on someone who's a
I've actually met some deltas who've confessed delta, and that's true no
been on the run since the DRA was first matter if you're registered or not. One
handed down, if you can believe that. way to get around this is to wear a
You'd think that more than 35 years of mask.

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There's a long-standing tradition of JOINING THE DEfiANCE


masked deltas, going all the way back
to the Silver Ghost himself. When you Despite what the government-
think about it, wearing a mask makes a censored newshounds might try to
lot of sense. If no one knows who you shove down your throat, the Defiance
really are, you get to go home at the isn't really the ruthlessly efficient
end of the day and put your troubles organization you might be hoping for
away. Otherwise, with a little detective (assuming you're a closet delta). Other
work, those troubles can track you than the Delta Times and a few mailing
home and blast your place to splinters. lists, there's no real way to contact a
The flipside of this is that normal whole bunch of deltas at once.
citizens don't always trust people in Remember, we're an oppressed
masks. After all, you can't really tell people. As soon as we rear our heads
who's behind the mask, and you can't enough to pop up on Delta Prime's
even be sure if it's the same person radar, we're either outlawed or co-
from day to day. While protecting your opted directly into the government (or
identity and your privacy, a mask also a government-condoned corporate
removes a certain amount of venture).
accountability. By OP's definition, joining the
Wear one or not. It's your choice. If Defiance Movement is easy. All you've
you're a Defiant though, I recommend got to do is develop delta powers and
it. not tell the feds.

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In reality, it's both that easy and a Give a man a mask and the power to
whole lot harder. bounce bullets off his chest, and even
Sure, we (if I can speak for Defiants the most shy and retiring bookworm
everywhere for a moment) take all can become a glory hound.
comers, but there isn't really a "we" to For some it comes from a sense of
speak of. responsibility. You've got these
There are pockets of more-organized amazing powers, after all, and there are
deltas scattered all over the place, but people out there who could use your
we don't have much in the way of kind of help. If you're not going to save
mechanisms to coordinate with each them, who will? Delta Prime? They're
other. Yeah, every now and then some too busy more often than not.
crackpot stands on top of the Empire Other deltas just have something to
State Building and declares himself the prove-usually to themselves. They act
leader of free deltas everywhere. He'd like they just won the superpowers
get his ass laughed out of the country if lottery, and they've got to share their
Delta Prime wasn't so busy thumping winnings with the world.
on him. These are the kind who get on my
So, hey, you want in, you're in. nerves, even though they've got their
place. Usually they change their tune
after some other delta (Primer or
BIING ADEfiANT otherwise) kicks the crap out of them.
Welcome to the club, you poor It's not so fun being a delta when
bastard. you're laid up in a shed somewhere,
Like the song says, "You can check hoping you can heal up before anyone
out any time you like, but you can finds you.
never leave." Once you're a Defiant, Still others are a bit more subtle,
you're marked for life. The only hope using their powers to suit their own
you have is that if you're ever caught ends, if and when they're necessary.
you can manage some kind of plea These are the most dangerous kind,
bargain with your captors. Otherwise, since it's often hard to know just who it
you're looking at life in a high-security is you're dealing with and what she's
cell. And this isn't The Shawshank capable of.
Redemption, and you're not Tim
Robbins. You're not getting out. HALOS AND HORNS
Just because you spat on the DRA
BEING ADELTA doesn't mean you're a saint. If you're a
It's kind of strange actually. It's as if Defiant, then by definition you're a
becoming a delta does something to criminal. The real question is what kind
your head. You hardly ever hear about of criminal you are.
a delta who swears off using his Some of us take to Robin-Hooding,
powers so he can live a quiet life in the while others simply line their own
suburbs. I'm not saying it doesn't ever pockets. Some want to save the world,
happen, but some of us just seem to get while others are the people the world
too heady with our powers to contain needs saving from. Most of the time,
ourselves. you can't tell the two kinds apart, at
least on the surface.

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Remember what I said before about In fact, you're saying the mask has
not being able to trust anyone? Well, absolutely nothing to do with the
that's doubly true with other Defiants. person behind it.
If they tell you they're good people, Also, you're going to need to be able
just misunderstood, take it with a grain to come up with plausible excuses on
of salt. the fly. Why are you never around
It's hard to imagine how the regs when your alter ego is? (Lots of other
might "misunderstand" a bank people aren't around either, sure, but if
robbery, right? the question's put to you, you'd better
On the other hand, if someone comes have a good answer.) Where have you
right out and tells you he's bad news, been for the last few hours/ days/
listen to him. Don't try to change him. weeks? Where did you get all of those
Just walk the other way. Unless of bruises?
course he's threatening to hurt
someone. Then I'll leave it up to you
and your conscience as to what you
(HOOn YOUR fRlfNDS (ARHULLY
should do. Eventually, the questions are going
There's a whole subsection of deltas to catch up with you, and then you're
who just let the power go to their going to have to decide what to do.
heads. They think they're above things Can you confide in the questioner? If
like laws and human life. They treat the you can, your life just got a whole lot
rest of the world like their playground, easier. There's nothing like having
brothel, and toilet all rolled into one. someone to back up your stories.
And woe to anyone who gets in their Of course, as soon as you tell your
way. confidant what's going on, you've
These are the guys who give the rest made her an accomplice to your crime.
of us a bad name. If you're one of them, Think long and hard on that before you
all I can say is you'd better hope the break down.
Primers get to you before the Defiants Sometimes it's better if the confidant
do. If you're lucky, the Primers will cart isn't actually a friend. Defiants have a
you off to jail. The Defiants don't have lot more support out there than you
that option. might guess. I've even known of the
rare occasion in which a cop or even a
Primer has kept a Defiant's secret, for
ADEFIANT LIfE reasons of their own. Of course, you
can hardly count on that kind of
Now that you're leading a double
treatment, but sometimes there's just
life or a life on the run-or both-there
no other way out.
are some adjustments you're going to
have to make.
(HOOn YOUR fNfMlfS (ARHULLY TOO
If YOU'Rf HOT AGOOD LIAR, UARN Lots of deltas are more defined by
who they hate than who they love.
Every time you put on a mask, When you're bouncing around, trying
you're living a lie. You're telling the
to make the world safe for humans and
world that this new identity you've
deltas alike, always try to figure out
created for yourself is not the real you.
whose toes you might be stepping on.

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If you're not able to handle getting into


a battle with someone like the Wiseguy,
walk away while you still can.
In fact, run like hell.
The people you piss off are the
people you really need to watch out for.
These are the people who are going to
spend day and night trying to hunt you
down and kill you.
If your friends figure out who you
are, they might forgive you. With your
enemies, you can forget about it.
They're not only not going to forgive
you. If you really got them torqued,
they're going to come to your
hometown and start killing people on
the off chance you might know one of
the victims.
Either way, it's not going to be pretty.
Do yourself a favor and avoid this
scene entirely. Keep your mask on.

DUTA PRIMIIS YOUR INIMY


If you have any doubts, don't. These
are the people you want to steer clear
of at all costs. You may not have
anything against them, but the reverse
just isn't true.
It's nothing personal on their part,
and that almost makes it worse. It's
easy to understand why someone
you've pissed off is trying to put an
end to your life as you know it. When
you're dealing with something as large
and relatively indifferent as the federal
government though, things sometimes
get strange.
For the most part, these guys are just
doing their jobs, and if not for a simple
twist of fate, you might be working on
their side, or they might be on ours.
Sure, there's the occasional federally
sanctioned psychopath out there-the
G-Man leaps to mind-but they're
mostly deltas doing what they've got to
do, just like you.

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~. Web Sailor Pro 4.20 Beta ~~
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That said, you can't expect any Hell, the only saving grace is the
mercy from the Primers. It's their job to internet. Without it, finding and
track you down and bring you in, and working with other Defiants would be
they're good at it. When it comes down nearly impossible. As it is, it's the best
to you or them, well, I know which side thing going.
1'd come down on, but it's your The first thing you need to know
choice-and your life. about is, of course, The Delta Times.
We're the best source of timely Defiant
information in the world, and we're a
CONTA(TlNG OTHIRS target because of it.
This is the worst part about being a Delta Prime would love to shut us
Defiant. Finding other Defiants you can down, and they've tried more than
trust can be a stone-cold bitch. once. We're strictly outlawed in the US,
You never know about anyone. Most but fortunately there are nations out
times, two Defiants who meet on the there with less-oppressive regimes, and
street each do an about-face and do some are beautiful places too.
their best to forget their paths nearly In fact, more than one nation has
crossed. granted deltas tax-exempt status in an
Sometimes you can find a friend out effort to lure superpowered expatriates
there, but it's rare. If you do, hold on to within their own borders. They
her as long as you can. Such people are appreciate unregistered help, even if
rarer than diamonds. the US doesn't.

http://welcome_to_deltatimes/page 46
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Even so, lines on a map aren't much differ from mine, and that's fine. This is
to stop Primers with a real mad-on. how I see things though. Take it as you
We've got ourselves up on several will.
mirror sites around the world, and we Our mission is to restore democracy
shift around from server to server on to America. Nothing less will do.
an almost weekly basis. By that, I mean we need to rescind
Given a chance, I think Kennedy the state of martial law which has
would shut down the entire internet. strangled the people of this country for
It's been a thorn in his side since its the past 35-plus years. We need to
development in the way that it repeal the Delta Registration Act or-
promotes the free (and anonymous) better yet-have it struck down by the
exchange of ideas. It started out as a Supreme Court as being completely
government-run means of transmitting unconstitutional. We need to kick
data years back, and now it's grown Kennedy's withered ass out of office
into the most important part of the and have free elections to put a
global economy's infrastructure. government of the people, by the
Even if Kennedy wants to, there's no people, and for the people back in
putting that genie back in the bottle. office.
Anyhow, there are a number of There are those who advocate using
Defiance mailing lists out there too. only peaceful means to accomplish this,
Most of these are divided up according but most Defiants think we're long past
to who's on the list and why they need that point. It's up to you to figure out
to know each other. There are a couple what side you're on.
general interest ones, and if you go Check out the Declaration of
back to the home page, you can sign up Independence for a clue on how I feel
for one right there. about the whole thing. "There comes a
The Liberators, for instance, have a time in the course of human events,"
famous list that's been cracked by DP wrote Jefferson, and I think that time
more than once. It's by invite only, and has come again.
don't bother asking me how to join. I'm That time is now.
not on it either.
One last bit of advice about the
internet. It's impossible to tell who's A(HALUNGE
going to read what you write on the No matter which side of this debate
internet, so be careful out there. By the you come down on-even if you're a
same token, try to be polite to the Primer lurking around this site-get
people you meet. You never know involved in the discourse. As a thinking
which of them can blow your brain to human being (assuming you're not a
pieces just as easy as looking at you. Primer), it's your duty.
The greatest power of the web is the
free exchange of ideas. If Kennedy has
OUR MISSION his way, he'll figure out a way to take
that away from us somehow, so make
When I say "our," in one sense I
use of it while you still can.
mean "my," but in another way I'm
After all, when the time for words is
talking about Defiants everywhere.
over, with what are we left?
Your take on this whole issue might
See you in the future.

http://welcome_to _deltatimes/page 47
(HAPTER ONE: WHAT YOU NEED TO KNOW
(HAPTER ONE:
WHAT YOU NEED
TO KNOW

Welcome to Brave N ew World, a characters the heroes might encounters,


roleplaying game set in a modern-day anyone from earthshaking villains to
America in which the history is not our grifters on the street.
own-which you should have figured We could go on at length about the
out by now if you've read this far. philosophical ramifications of
rolep laying games and the wonderful
kinds of vicarious experiences they can
THIS IS AROLEPLAYING GAME p rovide for those who really invest
In Brave New World, one person themselves in their heroes, but that's all
known as the Guide gathers together a a load of crap-sorry: sophistry.
bunch of players to create a story or an It's a game, and it's all about fun.
adventure. So let's figure out how this thing
As a player, you play the role of a works.
Brave New World hero you com e up
w ith. (That's w hy it's called
"roleplaying," Sherlock.) We'll get to THE GIST OF IT
how you create a character in a You 've roleplayed before. Anytime
moment. you m ad e a gun out of your hand and
Of course, having a hero without a chased your buddies around the yard,
story means you're all d ressed up with going "Bang! Bang!", you were actually
no place to go. After all, what's a hero rolep laying. You took on the role of
without a plot to unravel? someone with a gun who was going to
That's where the Guide com es in. take d own his foes, and so did your
The Guide's job is to come u p with a friends.
story for the heroes to interact with. The problem with those kinds of
This means coming up with a plot, games is sometimes when you shot
some settings, and all the other som eone, she didn't always fall down

CROSS pout
(HAPTER ONl: WHAT YOU HEED TO KNOW
like she was supposed to. Sometimes
she just stood there and shouted, "You WHAT YOU NffD TO PLAY
missed!" To play Brave New World, you only
This usually led to an argument that need a few things.
often fell into a vicious circle of "Did 1) This book.
not!" and "Did too!", which quickly 2) A pencil.
took all the fun out of the whole thing. 3) A fistful of dice.
Hey, you're there to pretend, not bicker 4) Some players.
with your little sister, right? 5) A wild imagination.
Okay, you're a bit older now, and Let's go through these one by one.
we've got some ways for you to get
around that frustration and keep the
make-believe going. They're called THIS BOOK
rules, and that's what this part of the
Brave N ew World is a setting for a
book's all about.
Now, instead of pointing your finger roleplaying game, but it's more than
at someone and hoping she falls down that. It's an idea that can take many
when you shout "Bang!", you tell the forms . It can be a comic book, a TV
Guide, "I'm going to blast down that show, a set of action figures, a card
game, a miniatures battle game, a
Dreadnaut with my lightning bolts!"
movie, a short story, a novel. It could be
(Of course, you're not actually blasting
made into just about any form of
anyone. You're just speaking in your
hero's voice-"in character," so to entertainment.
Of course, right now we're talking
speak.)
about the roleplaying game, and for
The Guide guesstimates about how
that, you need this book.
hard he thinks it is for you to hit the
Dreadnaut with your bolt, and he sets a
number (called a Target Number) and HOW TO USf THIS BOOK
hands you some dice. You roll the d ice, For the most part, you use it just like
and if you get that number or higher, any other book. You read it from one
you blast the Dreadnaut into next end to the other. If you're a player
week. No arguing about it. though, you should stop reading after
The next question, of course, is how Chapter Ten. The rest of the book
do you know how many dice to roll? makes up the Guide's Handbook,
After all, just how powerful is that which is off limits to players.
lightning bolt? And if someone hits If you're the Guide, then you get to
your hero, just how bad is it going to read this book cover to cover. Since
be? you're the heroes' eyes and ears into
To answer all that, we've got to set Brave New World, we're not holding
your hero up with a set of statis~ics ~hat anything back from you. Well, nothing
tell us a bit more about who he IS. Smce that would stop you from running a
he's a make-believe hero, that's the best good game, at least.
way to get to know him and to keep As a rulebook, Brave New World's not
track of him, to make sure he's the just for reading though. It's also a
same kind of character this week as he reference book. When you've got a
was last week. question about exactly how something
After all, it's only fair.
(HAPTER ON{: WHAT YOU Nuo TO KNOW

~.

~~ ' - - -

works in the game, you need to be able


to find the relevant rules right away. To
THE ROAD GOES (VER ON
that end, we've given you a good table As we've implied, this book you're
of contents in the front of this book. holding isn't the end of the Brave New
There's also an extensive index in the World story. It's just the beginning.
back. This rulebook has everything in it
that you need to know to play the
game, but the story is bigger than we
BRAVE NEW SECRETS could cram into a single book.
Brave New World isn't a snapshot For a good chunk of the rest of the
frozen in a moment in time. The story saga, check out Ravaged Planet, the
behind it all begins centuries, even Brave New World player'S guide. Then
millennia ago, and it continues to keep your eye out for more Brave New
unfold every day. There are some World books and products from
secrets that we're holding close to our Pinnacle Entertainment Group on a
collective chest for now, but we've regular basis.
sprinkled clues to some of them
throughout this book.
As the Brave New World story
fiNDING OUR PRODUCTS
develops, we'll reveal more and more The best place to find our products is
about what's going on behind the your local game store. Not only should
scenes. This will all culminate in a they have our complete line of books
brand-new roleplaying game in which and accessories, but they can help you
you can explore the tangential out with any questions you might have
ramifications. All we can tell you right about our game, or about games in
now is the title: Crossroads. general. They can also tell you what's
going to be coming out soon.

~S PIlICE CROSS POUI


(HAPTER ONE: WHAT YOU NEED TO KNOW
Some stores even have game clubs so At our website, you can also sign up
they can introduce you to other people for mailing lists so you can discuss
interested in playing the kinds of your favorite games with other fans
games you like. If you're lucky, we and get the latest rumors about where
might even have one of our team of we're headed. Plus, there's even a
Bounty Hunters running a secure online store where you can
demonstration of Brave New World or order your Pinnacle products directly
one of our other games in the store. from the source.
We're always happy to teach any of our
games to anyone bold enough to step
up to the gaming table. PENCILS
If you don't have a game store in When you create a hero to play in
your area, you can always contact us your Brave New World game, you
directly. Check the front of the book for determine a lot of things about him.
all the current information. These range from the color of his hair
If you've got access to the internet, to how fast he can run circles around
stop by www.peginc.com. That's where gun-toting gangers. When you get all
we post regular updates to our games, of these things figured out, you write
including new rules, characters, and them down on a hero sheet.
gadgets, rules corrections, and even the There's a sample sheet on page 58
occasional adventure. And it's all that shows you how to do all this, and
absolutely free. there's a blank sheet on page 64 too,
that you can photocopy to make blank
sheets for your own use. Don't worry
about all that right now. We'll get to it
all in good time.
We suggest you use a pencil to fill in
all the details on the sheet. Some things
on the sheet can change from time to
time, and if you use a pencil, you can
just erase the old details and write in
the new ones.
If you're sure your hero's never
going to change, then go ahead and use
a pen. Just let us tell you one thing:
You're wrong.
Your hero's going to get punched,
shot at, beat up, and generally kicked
around, probably on a regular basis.
That's a hero's lot in life.
And when you're done with all of
that, hopefully your hero will have
learned something. To reflect how he
can apply that to new situations, he can
improve his abilities in the game,
changing himself for the better. See?
(HAPUR ONE: WHAT YOU HaD TO KNOW

THE DICE RlADING THI 01(£


In Brave New W orld, we read the d ice
Let's talk about the dice for a
in a p articular w ay that you might not
moment.
be used to. In lots of games, you roll a
You know what dice are. They're the bunch of dice and add all those results
little, plastic cubes with pips or
up together to get a final total. Not so
numbers on their sides. People use
in Brave N ew World.
them in casinos and on dining room Instead, you roll all the dice and then
tables around the world. You've
pick the highest number you get. That's
probably got a boatload of them in
your result.
your house already, stashed inside an
You might say to yourself that, with
old copy of Monopoly or Yatzhee or any
that kind of a method of dice reading, a
of the rest of those boardgames rotting
6 is the highest result you can get. After
in a stack in a closet.
all, that's the highest you can roll on a
Some other roleplaying games use
single die, right?
all sorts of strange-looking dice that
It's not so. Dice rolls in Brave New
come in lots of different shapes. Brave World are what we call "open-ended."
New World doesn't bother with those.
This m~ans that if you roll a 6 on any of
We stick with the old standard: the six-
your dIce-the highest you can get on a
sided cube.
regul~r, six-s~ded ~ie-you can pick up
When we say you're going to need a
that dle, rolllt agam, and add it to what
fistful of dice, we're not kidding. The
you've already got. If you get another
more you have around the better. You
6, ~ou car: roll the die again and keep
can get by with a single die if you have
gomg untll you don't roll another 6.
to, but we recommend you have at
The best part is that if you get more
least 10 dice close at hand.
than one 6 at a time, you can pick up
each of those dice and reroll them all.
01(£ COOlS Keep track of each of those open-ended
Most of the time when the Guide rolls separately. When you're done
tells you to roll some dice, he says rolling, the single die with the highest
something like, "Roll five dice and add open-ended roll gives you your final
+4 to that." That's just fine, but it's a result.
pain to read something like that in a
book every time it comes up . Example: The Guide asks
Instead, w e use a code that's pretty Marty to roll 5d6+4. Marty rolls
much standard for roleplaying games. five dice, and he gets 1,3,4, 6, and
It works like this. 6. 50 far, his highest result is a 6.
When we say, "RollSd6," we mean, He picks up the two 6s and rolls
"Roll five six-sided (standard) dice." them again, getting a 4 and
Simple enough, right? Just count up the another 6. His highest result is
sides on one of those cubes, and you'll now 12.
see we're d ead on . He picks up the 6 and rolls it
a~ain, getting a 4. His final highest
Sometimes you might see, "Roll
5d6+4." That m eans, "Roll five dice and dle number is (6+6+4=) 16. To that
add +4 to your result." There's really he adds the +4, giving him a final
nothing to it. total of (16+4=) 20.
(HAPTER ONE: WHAT YOU NEED 10 KNOW

THE PLAYERS GUIDING


Roleplaying games are social If you're the Guide, you've bitten off
activities. They're meant to be played a big chunk, baby. Be sure to chew
with a group of people sitting in a thoroughly before you swallow.
room together, usually around a table. Guiding can be the most rewarding
To do that, you've got to fill the game position in the game, but it's also the
with warm bodies. most challenging. The players each
You need at least two people to play: only have to worry about their own
the Guide and one player. After that, single hero. You've got to handle a cast
you can add other people as you like. of thousands.
Most Guides find it's easiest to work The upside to this is that you don't
with three to six players. If you're new have to put as much work into each
to roleplaying games, start with a small extra (that's what we call the characters
group and work your way up. Every the Guide controls) as the players do
player demands a certain amount of into their heroes. If the heroes stop a
attention during a game, and it's mugging on the street, you don't really
always easier to juggle fewer people. need to know the life history of the
Games with more than six players mugger and his victim. All you need
can be more challenging than many are a few salient details.
Guides care to bother with. If you want We'll tell you all abou t this in
to give a bigger group a shot, though, Chapter Eleven: Guiding the Game,
more power to you. Just be sure you plus we give you a few more ways to
know what you're doing, or your make your life easier. We appreciate
group may start shrinking all by itself, what you're doing, after all.
as players who don't feel like they're The Guide can make or break the
getting enough attention leave. game. It's up to you to make sure
everyone else is having fun. Preparing
for this can suck up a lot of your time,
AWILD IMAGINATION but we're ready to help you out there
Roleplaying is also a creative too. Look for Power Shield, the Brave
endeavor. It's playtime, pal, and you've New World Guide's kit. It comes
got to be ready to open up the box in complete with a cardboard screen and a
your head and let all the toys spill out. 48-page adventure to get your game
If you're a player, you've got to have rolling.
an idea about what you want your hero The screen's perfect for hiding all of
to be like and what he wants to do in your Guide-only secrets behind. There
the game world. What are his dreams are lots of things in the game that the
and goals? Who does he care about? players don't need to know right away.
Who wants him dead? Their heroes will learn about them in
Coming up with all this stuff the course of playing the game. After
requires a healthy imagination, but all, figuring things out is part of the
don't worry too much about it. We've fun.
got lots of rules and examples to get The screen's also got all sorts of vital
you set on the right path to making the game information printed on it for easy
coolest Brave New World hero around. reference. This makes Guiding easier

CROSS PIlLII
(HAPUR ONl: WHAT YOU HElD TO KHOW
for you, since you don't have to be
flipping through this book every time
GUlDf AS JUDGf
you need to know how much damage a The Guide doesn't just guide the
certain weapon does, for instance. story along. She also serves as a referee
The adventure's not only a great way for any questions that come up in the
to launch a Brave New World series of game. Her biggest task here is to judge
adventures. It's also a perfect example how difficult it is for the characters to
of how a game should work. If after perform actions, setting the Target
reading this book you're still unclear Numbers for their action rolls.
on how to bring an ad venture to life, be There's a lot more to it than that
sure to pick up Power Shield too. though. A roleplaying game is meant to
model life-or a strange version of it, at
least. There's no way that a set of rules
GUlDf AS STORYTHUR could possibly cover every detail that's
A roleplaying game's got two going to crop up in the course of the
elements to it, and the Guid e has to game.
balance them carefully. It's both That's where the Guide comes in. It's
roleplaying" and a game."
If If her job to fill in the gaps as best she
For the roleplaying side of things, can, making decisions on the fly to
the Guide's got to come up with a story resolve any kind of situation her
that engages the players and m akes the player'S m ight present her with.
game exciting and fun. This can be For this to work, the players must
difficult, and it requires a tremendous make a tacit agreement to abide by the
amount of imagination. We've got Gu ide's judgment. Let's make this
some hints to help you out with this in absolu tely clear:
Chapter Eleven. In m atters of the game, the Guide's
word is law.
(HAPT£R TWO: WHAT IT TAKES TO BE AHERO
(HAPTER TWO:
WHAT IT TAKES
TO BE AHERO

Here's where we get down to it: how That's great, b ut you need to be able
to make a delta of your own. Of course, to d efine the hero a bit more solidly.
if you want to you could just playa reg Just how big a bullet can he really
like a reporter or a street cop, but that's bou nce of his chest? And how good of
not really the point here. a detective is he?
Brave New World is about having If you w ere back on the playground,
powers that treat the laws of p hysics you could just say, "He's the greatest,"
like a puppy treats a brand-new p air of but that's not much fun for a character,
shoes. It's about having powers "far is it? If the hero's the next best thing to
beyond those of mortal men" and then God, there aren't going to be a whole
dealing with how that makes you lot of challenges for him, and challenge
different from most everyone else. is the heart of adventure.
It's about power and how it's used. To help you really pin down who
Does it corrupt you, or do you use it your hero is in terms that mean
responsibly? To struggle w ith those something in the game, you n eed to
questions, your hero needs powers. describe him with a set of numbers that
ran k him against everyone else in the
game. Collectively, these vital statistics
THf HfRO SHffT are called the hero's profile.
You might know w hat kind of hero Take a look at the hero sheet on the
you want to play. Maybe he's a cop next page for an example of what we're
during the day, but at nigh t he wears a talking about. A lot of the details you
mask and bounces bullets off his chest. can fill in on your own without any
He fights crime as a Defian t because help from us: the player's name (that's
there are criminals beyond his reach as you, pal), the hero's name, code name,
a cop, and he doesn't want to jOin Delta origin story, and so on. Then there's the
Prime and be forced to leave his family. rest of it.

CROSS poul
(HAPUR TWO: WHAT IT TAKES TO BE AHERO
Speed tells you just how fast your
THE PROflU hero is. It also defines how well he can
A hero is defined by four different dodge attacks, fire a weapon, and drive
kinds of statistics: traits, skills, quirks, a car.
and powers. Spirit tells you how together your
hero is. This says things about how
brave he is and how good he is at
TRAITS influencing other people.
Every character in the game has four Strength tells you how powerful your
basic traits: Smarts, Speed, Spirit, and hero is, physically speaking. It's his
Strength. These define the hero in ability to lift things, toss things, and
broad strokes. They might seem pretty hurt things.
self-explanatory, but let's go over them Notice that there are two columns
anyhow. for numbers next to each trait: dice and
Smarts tells you how brainy your bonus. Every character has a number in
hero is. This is his ability to learn things the dice column, but only exceptional
quickly, to call on knowledge he's got, heroes get anything listed in the bonus
and to figure intellectual things out all column.
by himself. Each trait is defined by a number in
the dice column, starting at 1 and going
on up . The bigger the number, the
PLAYER NAME MA"TIN FO"B~CK better your hero is in that p articular
I~,..."'... DELTA NAME JOHN
(OD£ HAME ..:..I<:::.:~B:..:~:::..~_ _ _ _ __
CAI<T~I< trait. When th e hero is called upon to
u se the trait, h e rolls that number of
ORIGIN IT'S A WNG STOI<Y--S~~ BACK dice .
.,.~...... SIZE 5 PACE 9
The average n umber in each trait is
........... DELTA POINTS

SPHD!!.. D6+_
q

PDWERS
2, an d the n orm al human maximum is
5, but deltas bust through that limit all
SKIU BQHUS SKIU ~ A"MOI< 5/- the time. That means th e person on the
AI<~A ACI<OBATICS 2 ~N~I<GY B~AST
street has a 2 in each trait, while an
KNOW~~DG~ 2 DODGING 3
~NG~ISH 2 DI<IVING:PV 2 Olympic athlete m ight have a Strength
COMPUTING 2 SHOOTING 5 or Speed of 5.
S~UI<ITY 2 If the hero's got a nu mber listed in
DISGUIS~ 2
the bonus column, you just add that to
SPIRIT ..!..-. D6+_ STRENGTH .!!.... 06+_
the number you get after he rolls his
~Ill Q!l!II!\ SKIU ~
trait dice.
B~V~I<Y 2 C~IMBING 2 To help you know when we're
PE:I<SUASION: FIGHTING:
CHAI<M 2 BA,,~HAND~D 5
talking about an actual trait, all trait
SCI<UTINIZ~ 1 SWIMMING 2 names are Capitalized and listed in
S~AI<CH 1 THI<OWING 3
italics.

QUIRKS DI(UESS TRAITS


UNRWIS1ER,D, 8' AllTIFlJI., There are also two traits that stand
----'-'--_-'--_ D,snN,D FOI> GRMnN,55,
apart from the others since you don't
_____ IMPU,SI"', A"RT, 8RA"',
HAI<~e:Y-DAVID50N COD, Of HON01l. COVAl., roll dice when they come into play.
These are Pace and Size.

$5 PIlICC
(HAPTER TWO: WHAT IT TAKES TO BE AHERO
Pace tells you how far your hero can
move in a round. This is figured by
TRAIT ROLLS
adding the number of the hero's Speed Some situations call for a hero to
dice to any flat Speed bonus he's got, make a raw trait roll. In this case, roll
plus +5. That's how many inches a the dice for that trait normally, but
figure of the hero can move across a don't add any skill bonuses, just the
tabletop in a single round. (If you're trait bonus.
not using miniatures, a tabletop inch
translates to roughly two yards.) UNSKILLED ROLLS
So a hero with a Speed of 4 has a Pace
If the hero doesn't have the skill he
of (4+5=) 9. Simple. .
needs for a certain action roll, he can
Size describes how big your hero IS
still give it the old college try. He just
relative to other people. The bigger a
needs to get an extra success for the
person is, the easier he is to hit, but the
action to work. In other words, his first
harder he is to hurt. Most p eople have
success-assuming he gets one-
a Size of 5.
doesn't even count. It's the second
success that gets things going.
SKILLS
Traits give you an idea of a hero's QUIRKS
raw abilities, but abilities aren't worth
No one's just a collection of
much if you don't know how to do
numbers, not even a Brave New World
anything with them. That's where skills
hero. Everyone's got something about
come in.
her that makes her unique. These can
Each trait has a number of different
be good things or even bad t~ings.
skills listed under it, things like
Collectively, they're called qUIrks.
shooting, language, and bravery. Each
Each of the quirks are described in
skill then has a bonus number listed
full in Chapter Five.
next to it.
When your hero wants to use a skill,
you gather together all the dice for the POWERS
trait it's under, and roll them. Then you Assuming the hero's a delta, he's got
add any trait or skill bonuses to the die superpowers of some sort. These are
roll. That total is your final result. listed here. In Brave New World, the
Each of the skills is described in full powers all come in premade packages
in Chapter Four. to make it easier for you to create a
balanced hero. See Chapter Eight for
SUBSKILLS these.
Some skills are divided into
subskills. Fighting, for instance, is
broken down into barehanded, blade, and
TRICKS
club. Each of these subskills is Tricks are special things your hero
considered a separate skill. They are knows how to do. She can activate
not related in any way other than these with extra successes. General
name. The groupings are more for tricks anyone can learn are covered in
convenience than anything else. Chapter Seven, while Chapter Eight
has some power-specific tricks.

CROSS poul
CHAPTER TWO: WHAT IT TAKES TO BE AHERO

(RfATlNG AHfRO (RfATlNG YOUR


Now that you know how a hero
sheet works, let's get to slapping a HfRO FROM SCRATCH
delta together for you. Making a hero from scratch is more
There are two ways to create your challenging than using an archetype,
own hero. Going from the simplest to but it's also more rewarding. If you're
the most challenging, they are: not comfortable with taking on such a
task quite yet, don't sweat it. Try
1) Use an archetype. playing the game with an archetype or
2) Make one from scratch. a packaged hero first, and then come
back here when you're ready to try it
all again.
THf ARCHfTVPfS To create a hero from scratch, just
On pages 65-74, we've listed a follow these simple steps:
number of typical kinds of heroes you
might find in Brave New World. These 1) Assign your hero's traits.
deltas come complete with all the traits, 2) Pick your hero's skills.
skills, and powers they need, and 3) Pick your hero's quirks.
they're ready to play. All you've got to 4) Pick your hero's powers.
do is copy their statistics down on a 5) Pick your hero's tricks.
blank hero sheet-you can photocopy 6) Buy your hero's gear.
the one in this book-and fill in all the
missing details like name, origin story,
and so on.
ASSIGNING TRAITS
If this is your first time playing in a Your hero has four different traits-
roleplaying game, an archetype is Smarts, Speed, Spirit, and Strength-and
really the way to go. All the work's you need to assign numbers to each of
been done for you. these. You have 12 Trait Points to
Go ahead and look over the divide up among these traits.
archetypes and pick one you like. Don't That's enough for your hero to have
worry about it if you don't understand 3 points in each trait, just above the
what all the skills and powers mean. average. These are heroes we're talking
We'll get to that in good time. about, after all, and even without their
To make an archetype your own powers they're a cut above normal.
hero-as opposed to a generic, cookie- If you want to, you can put more
cutter character-you still want to points into any trait you like, but
spend some time thinking about who they've got to come from somewhere
your hero is, how he got his powers, else, so your other traits will suffer.
and why he's decided to join the The most points a hero can have in
Defiance Movement. any trait when starting out is 5, and the
Filling in all the empty spaces on the least he can have is 1. It's possible to
hero sheet is a good start, but you improve your traits as time passes in
should feel free to add as much more as the game, but for now you should
you like. Use the back of your focus on the traits that are most
photocopied sheet and go wild. important to your hero.
(HAPTER TWO: WHAT IT TAKfS TO Of AHfRO

PICKING SKillS
Each trait has certain skills that are
associated with it. For every p oint you
have in that trait, you get 3 Skill Points
to purchase skill bonuses with. See
Chapter Four for a full list of skills and
which traits they each go with. These
points must be spent on skills.
Every point you spend on a skill
gives you a +1 bonus with that skill.
When creating a hero, none of your
skills can have a bonus of higher than
+5. You can improve this later though.

PICKING QUIRKS
Each quirk has a number listed next
to it that's either positive or negative.
Positive quirks (like rich) cost you that
many skill points, while negative
quirks (like poor) give you extra skill
points. When you take a negative
quirk, you can add those points to your
skills or pick up a positive quirk.
Up to a point, taking negative quirks Your hero gets to choose a single
can add some realism and even power package from those listed in
heroism to your character. Overcoming Chapter Eight. This package cannot be
these kinds of obstacles can add some added to or changed later, so choose
meaning to your hero's struggles. carefully.
You can't take more than 10 points of
negative quirks. It's good to have some
quirks to surmount, but overdoing it PICKING TRICKS
can turn the game on its ear. Each hero gets three tricks to start
out with. You can choose these from the
general list in Chapter Seven or pick
PICKING APOWER PACKAGE ones from your hero's power package
This is where we finally get into the in Chapter Eight.
stuff that separates your hero from the
people on the street: superpowers.
Superpowers can sometimes be BUYING GEAR
complicated, so we don't just provide Unless your hero's rich or poor, she
you with a list of possible powers and gets $1,000 to buy gear with.
let you mix and match as you like. (Otherwise she gets some more or a lot
Instead, we provide you with p ow er less.) We're talking weapons, armor,
packages that knit your hero's powers cars, and the like here. For a list of
together into a seamless whole. available gear, turn to Chapter Nine.

?5PlllCe CROSS POLII


HERO CREATION QUICK REfERENCE
fREE SKILLS mathematics, Bravery
CRfATlNG AHfRO physics Faith
Creating a Area knowledge:
hometown 2 Security Leadership
hero's simple, but Survival: City, Mimic
to make it easier, Climbing 1
Language: desert, forest, Perception
we've collected all mountain Performing:
the information native 2
Scrutinize 1 Tactics Acting, public
you need on these Tinkering speaking,
two pages. See the Search 1
Weaponsmith music, singing,
appropriate storytelling
chapters for all the RECOMMEHDfD SKILLS Persuasion: Bluff,
details on SPEED SKILLS
Bravery charm,
everything here. Fighting: Acrobatics
in terroga tion,
barehanded Archery
intimidation,
Boating:
1. ASSIGN TRAITS Perception
Persuasion: bluff Speedboat,
seduction, taunt
Scrounging
You've got 12 Stealth sailboat
Dodging Scrutinize
trait points to
Search
distribute among Driving; Personal
SMARTS SKILLS Shadowing
four traits: Smarts, vehicle,
Academia: Streetwise
Speed, Spirit, and commercial
American Tracking
Strength. You can't vehicle
start with more culture, Escaping
than 5 points or comparative Flying STRENGTH SKILLS
less than 1 point literature, Lockpicking: Climbing
in any trait. history, occult Electronic, Fighting:
Figure your Artillery mechanical Barehanded,
diceless traits here Area know ledge: Martial arts: club, blade
too. City, county, Barehanded, Running
Quirks or state, region, club, blade Sport: Baseball,
powers aside, country Piloting: Airplane, basketball,
heroes are Size 5. Bureaucratics helicopter deltaball,
The hero's Pace Computing Quick draw football,
is his Speed+5, in Criminology Riding hockey, soccer
inches. Demolition Sleight of hand Swimming
Again, quirks Disguise Shooting Throwing
or powers aside, Etiquette Speed-load
heroes start with 3 Forgery Stealth
Delta Points. Gambling Trade: Carpenter, 3. PICK QUIRKS
Language: Any electrician, You can choose
language machine up to -10 points of
2. PICK SKILLS Medicine operator, negative quirks.
For each point Navigation mechanic, You can use these
your hero's got in Profession: plumber points to buy
a trait, he gets 3 Accounting, positive quirks or
points worth of administration, more skills.
SPIRIT SKILLS
skills under that archi tecture,
trait. You can start business, clergy, Arts: Illustrating,
music STATUS QUIRKS
with up to 5 finance, law,
composition, Delta or reg
points in a skill. engineering
painting, Public identity or
Science: Biology, secret identity
chemistry, sculpting,
writing Registered or
geology,
unregistered
"IRO (RIATION QUICK RlflRINCI
POSITIVE QUIRKS Dark
secret -1 to - 5
4. PICK APOWER BOUNC£R
Alert +3 Bounce attack
Ambidextrous +5 Death w ish -5 PACKAGE Flip-toss
Authority +1 to +5 Depen d ent Pick a single
Beau tiful +1 -1 to-5 power package.
Disabled -3/-5
BARGAINER
Brave +1
Duty -1 to -5 Jinx
Brawny +3 THE PACKAGES
Enem y -1 to -5 11ake it look easy
Contact +1 to +5 Bouncer
Dark Frail -3
Glass jaw -3 Bargainer BLAST£R
secret +1 to +5 Blaster
Destined for Greedy -2 Blast punch
Gullible -2 Flyer
greatness +5 Superblast
Heavy sleeper - 1 Gadgeteer
Double-jointed +1 Goliath
Famous +2 Hefty -2/-3
Gunner flYER
Favor owed +1 H eroic -5
H ealer Burst of speed
Gear +1 to +5 H onest -3
Scrapper Flying dodge
Iron jaw +3 Illness -1/-3/ - 5
Illiterate -3 Sp eedster
Light sleeper +1
Lucky +3 Impulsive -3 GADGHHR
Ordained +1 Loyal -3 5. PICK TRICKS Fine tu ning
Smack it
Patron +2 to +5 Lusty -1
Each h ero then
Photographic 11ean -2
gets th ree free
memory +5 11ute -3 tricks from either GOLIATH
Rich +1 to +5 Obligation - 1/-3 the general list or Rock your world
Self-confiden t +2 Obvious -3/-5 his power Superjump
Sense of Old -3 p ackage.
direction +1 Pacifist -3/-5
Poor -3 GUNNER
Sense of time +1 GENERAL TRICKS
Poor ears -2/-4 11ercy
Sharp ears +1
Poor Brilliant idea Pierce armor
Sharp eyes +1
eyes - 1/-3/-5 Bull's eye
Sidekick +5
Savage -3 Entangling HEALER
Tough +2
Self-righteous -2 Extra damage Healing disease
Veteran ±O
Skeptical -1 Fast learner H ealing p oison
Voice +1
Slow -2 First move
Wise +3
Slight -5 Grapp le
Knockback SCRAPPER
Snobby -1
NEGATIVE QUIRKS Softhearted -1 Kn ockd own Fast healer
Absentminded -3 Know th e Streets Dirty fighting
Stubborn -2
Addiction -1 /-3 Stu tter -2 11ake an
Arrogant -3 Sup erstitious - 2 Im pression SPHDST£R
Bad habit -1 to -3 Squeamish -2 The natural Afterimages
Bigot -1 to -3 Temper -2 New friend Burst of speed
Bloodth irsty -2 Ugly On a roll
Cautious -3 Unlucky -5 Pumped up
Cheap -2 Vengeful -2 Ricochet 6. SELECT GEAR
Clumsy -3 Vow -1 to-5 Unless the
Code of honor -3 Wanted -5 hero's rich or poor,
Coward -3 Young -1 he's got $1,000 to
Crazy -lto -5 spend on gear. See
Curious -3 the lists on pages
188-189 for prices.
PLAYER NAME _ _ _ _ __
DELTA NAME _ _ _ _ __
(ODE NAME _ _ _ _ __
ORIGIN _ _ _ _ _ __
SIZE PACE _ _
DELTA POINTS _ _

SMARTS 06+_ SPEED 06+_ POWERS


SKILL BONUS SKILL BONUS

TRICKS
SPIRIT 06+ STRENGTH _ 06+_ - - - - -
SKILL BONUS SKILL BONUS

GEAR QUIRKS
ARCHETYPES

BARGAINER
PROFILE PERSONALITY
Smarts: 3d6 Welcome, my friends. Come in, come in.
Academia: occult 3, area knowledge: Whatever it is you're worried about, I'm
Crescent City 2, criminology 4, sure I can help.
gambling 2, language: English 2 I know why you've come to me.
Speed: 4d6 You have a problem that only
Driving: personal vehicle I, someone with my particular, ahem,
escaping 3, lockpicking: talents can resolve.
mechanical 2, martial arts: Of course, I'm right. I always am.
barehanded 2, shooting I, You "know a Delta" who wants
sleight of hand 3 to join the Defiance? I'm afraid I
Spirit: 3d6 can't help you there, my
Bravery 2, perception 2, friend. I'm not terribly
performing: public familiar with this
speaking 2, organization of which
persuasion: bluff I, you speak.
persuasion: charm 2,
scrutinize I, search 1
Strength: 2d6
Climbing 2, running I,
swimming 2, throwing 2
Size: 5
Pace: 9
Delta Points: 3
Quirks: Arrogant -3, code of Now that you mention it,
honor -3, delta ±O, double- though, I might know someone
jointed +1, famous +2, who might know someone who
heroic -3, unregistered ±O, can help. If you'll just give me a
rich +2, secret identity ±O, chance to make a few phone
self-confident +2, calls, I could possibly put you in
skeptical-I, wise +3 touch with her.
Powers: Come back after my show
Bargaining: Can use tonight. I'll have tickets waiting
totems. for you at the will-call window.
Tricks: Brilliant idea, jinx, By then, I should know more.
make it look easy Until then, please be careful.
Gear: Handheld computer --=DIll
with cell modem, Colt Quote: Voila!
Agent and 20 rounds of
ammo, Derringer and four
rounds of ammo, one heck
of a wardrobe, a mimic
totem, a convertible Cadillac
(financed) and $2,000.
ARCHETVP£S

BLASTER
PROfiLE PERSONALITY
Smarts: 3d6 Life as a delta's not all bad. I make a
Area knowledge: Crescent City 2, pretty good living at it, after all. There's
computing 2, disguise I, language: always someone willing to hire on
English 2, security 3 someone with my unique talents.
Speed: 4d6 How many people do you
Dodging 2, driving: personal know who can walk the streets
vehicle I, martial arts: of Crescent City unarmed?
barehanded 2, martial arts: Who needs bullets when
blade I, shooting 4, stealth 2 your hands are living
Spirit: 3d6 guns?
Bravery I, perception If it
2, persuasion:
charm 2,
scrutinize 2,
search 3,
shadowing 1
Strength: 2d6
Climbing 2,
running I,
swimming 2,
throwing 2 many
Size: 5 times I've
Pace: 9 been
Delta Points: 3 stiffed by a
Quirks: Beautiful +1, curious client who
-3, delta ±O, dependent -2: called in the
younger sister, iron jaw +3,
rich +3, secret identity ±O,
self-confident +2, sharp
eyes + I, unregistered ±O, front.
wanted -5 I look at helping with the
Powers: Deftance as a kind of charity
Armor: 5/- work. Everyone's got to do
Energy Blast their part, right?
Tricks: Blast punch, the An~ings down that
natural, superb last bastard in the White House, so
Gear: Binoculars, much the better.
cell phone with
e-mail capability, collapsible grappling Quote: Everything's
hook, good false ID papers, Chevy negotiable.
Corvette (financed), and $8,000.
!RCHHVPES

BOUNCER
PROFlU PERSONALITY
Smarts: 2d6 Hey, look out! Get outta my way, old
Area knowledge: Crescent City 2, man!
computing 2, language: English 2, Sure, you're only 30, but compared to
navigation 1, profession: student me, you're so far over the hill, I'd
2, survival: city 1 need the Hubble to see you. Time
Speed: 4d6 to make way for the new
Acrobatics 2, dodging 4, driving: generation!
personal vehicle 1, I may not have been a
martial arts: for long, but I've
barehanded 3, already done more
stealth 2 ~ the Defiance
Spirit: 4d6 than people
Bravery 2,
perception 1,
persuasion:
charm 3,
scrutinize 2,
search 2,
shadowing
2,
streetwise 2
Strength: 2d6+3
Climbing 3, sport:
skateboarding 1,
swimming 1, rooftops like
throwing 2 me? Hey, if I can
Size: 4 some good for
Pace: 14 . deltas along
Delta Points: 4 the way, well, that's
Quirks: Delta ±O, destined too fresh for me
for greatness +5, ~sup .
impulsive -3, lucky PluS,I get to wear this
secret identity ±O, self-confident way cool mask, and get this:
+2, slight -5, softhearted -1, -"'-h'IMr+...... call me by a codename.

unregistered ±O, young-l


Powers:
Fast: +5 to dodge, Pace, and initiative Quote: Try to keep up, old man!
rolls.
Strong: +3 to Strength
Tricks: First move, flip-toss, knockback
Gear: BMX bike, skateboard, PC with
limited internet connection and loads of
computer games, and $50.
ARCHETYPES

fLYER
PROfiLE PERSONALITY
Smarts: 2d6 Do you have any idea what it's like to fly
Area knowledge: Crescent City 2, through the air? Not like a bird, but like a
bureaucratics 1, computing 1, god? Defying gravity is like a dream come
etiquette 1, gambling true. I could spend all day in the
1, medicine 2, clouds.
language: English But eventually the world always
2 brings me down. Gunfights in the
Speed:5d6 streets. Innocent delta
Dodging 3, children being taken
driving: from their parents.
personal vehicle Delta Prime trying to
1, flying 5, quick track me down.
draw 1, shooting Of course, to do that, they're going
3, stealth 2 to have to figure out who's pretty head
Spirit: 3d6 is under this helmet of mine, and I
Bravery 2, leadership can tell you that's one thing they're
2, perception 2, never going to be able to do. I've
persuasion: charm 1, got a contact on the inside, if
scrutinize 1, search 1, you know what I mean.
shadowing 2 Meanwhile, it's up to people
Strength: 2d6 like you and me to step up and
Climbing 1, fighting: barehanded 2, make a difference in our world.
swimming 2, throwing 2 After all, if a delta can't make a
Size: 5 difference, who can?
Pace: 10
Delta Points: 3 Quote: Hang on tight. We're a
Quirks: Beautiful +1, contact +3: a long ways up!
cousin in Delta Prime, dark
secret -1: has a cousin in Delta
Prime, delta ±O, glass jaw -3,
honest -3, pacifist -3,
unregistered ±O, secret identity
±O, sense of direction +1, sense of
time +1, voice: soft +1
Powers:
Armor: 5/- when flying.
Flying: Can fly at a Pace of 50.
Tricks: Bull's eye, extra damage, and flying
dodge
Gear: Colt 2000, Kevlar vest, motorcycle
helmet, a leather bodysuit, and $50.
ARCHETYPES

GADGETIER
PROFILI PIRSONALITY
Smarts: 4d6 Careful with that!
Area knowledge: Crescent City 2, That's a prototype I've been working on
computing 2, language: for months, and I'm not quite finished with
English 2, navigation 2, it just yet.
profession: engineering Sure, I know what it does. It's for, um-
3, science: physics 2, Well, that's not important.
security 3 I'm working on my armor right now. A
Speed: 4d6 machine this complex needs a lot of care,
Dodging 3, driving: you know. Hand
personal vehicle 2, me that wrench,
flying 3, shooting 3, would you?
stealth 1 I don't really
Spirit: 2d6 think of myself
Bravery 1, perception 2, as a delta. Not
persuasion: bluff 1, really.
scrounging 2, I mean, it's
scrutinize 1, not like I'm
search 1 flying around,
Strength: 2d6 (+3 blasting people
with suit) with my fists.
Climbing 1, fighting: Well, okay, that's
barehanded 2, exactly what I do,
fighting: club 2, but it's not really
swimming 1, me, it's the machine.
throwing 1 Sometimes it seems like
Size: 5 the machine's more of the
Pace: 9 delta than I am. After all, it's
Delta Points: 3 the~ith the powers, right?
Quirks: Absentminded Still, you've got to admit, I came
-3, brave +2, clumsy up with this baby, and man, can I
-3, delta ±O, famous make it sing!
+2: under his real
name, honest -3, Quote: Now where'd I put
photographic memory that jet pack?
+5, secret identity ±O,
sharp eyes +1, skeptical
-1, unregistered ±O
Powers:
Gadgeteering.
Tricks: Fast learner, first move, smack it
Gear: Power armor (Armor 10/3, fly at Pace
40, armed with guns), Colt Agent and 20
rounds of ammo, Jeep Cherokee
(financed), tools in his garage, and $300.
ARCHETYPES

GOLIATH
PROfiLE PERSONALITY
Smarts: 2d6 It's a hard world out there. Trust me, it
Area knowledge: Crescent City 2, area only takes one slip to fall from grace.
knowledge: Crescent City There was a time when I had it all. I was
underground 2, disguise I, language: a linebacker for the University of
English 2, security I, survival: city Michigan, and I had pro scouts
2 and agents lining up to get me
Speed: 3d6 to Hancock agreements with
Dodging 3, driving: them.
personal vehicle I, I was in demand.
shooting I, Then it all changed.
stealth 4 I got in that car
Spirit: 2d6 accident. I hear the
Bravery I, investigation says my
perception 3, brakes were cut. I
scrutinize 3, don't know who by,
search 1 but when I find out,
Strength: 5d6+5 I'm going to pop
Climbing 2, fighting: his head like a
barehanded 5, rotten egg.
fighting: club 4, I survived the
sport: football 2, "accident," but I
swimming I, was changed-into
throwing 2 this. There's no
Size: 7 hiding the fact
Pace:S I'm a delta,
Delta Points: 3 and since I
Quirks: Alert didn't really
+3, delta ±O, care much for
dirt slow ±O: the Delta
-2 from Primers, I
initiative, heroic -5, iron decided to go
jaw +3, obvious ±O, poor underground-
-3, public identity ±O, 4*L literally.
registered ±O, sense of These days I live beneath the streets of
direction + I, stubborn Crescent City. And I'm not the only one. It's
-2, ugly ±O, tough +2, voice: hard +1 like a whole 'nother city down there.
Powers: I still come up sometimes for air and
Armor: 10/-. some decent food. Sometimes I even lend
Big: Add +2 to Size. people a hand when they need it. They
Powerful: Add +5 to Strength rolls. always seem to appreciate it until they get
Tricks: First move, knockback, rock your a good look at my face and realize what
world I've become.
Gear: Brass knuckles, two hunting knives,
and $50. Quote: What are you staring at?
ARCHETYPES

GUMMER
Powers:
PROfiLE Crack Shot: Add +5 to shooting attacks.
Smarts: 2d6 Quick: Add +5 to Speed rolls for
Area knowledge: Crescent initiative.
City 2, artillery 1, Tricks: Bull's eye, first
demolition 1, move, and ricochet
gambling 2, Gear: Barrett M90
language: with 20 rounds of
English 2, ammo, twin
security 2 Colt 2000s with
Speed: 5d6 45 rounds of
Dodging 2, ammo for
driving: each in spare
personal clips, two
vehicle 1, more spare
martial clips with 15
arts: armor-
barehanded piercing
2, quick bullets (AP 10),
draw 2, Kevlar vest,
shooting 5, 1976 Dodge
speed-load 1, conversion van,
stealth 2 and $50.
Spirit: 2d6
Bravery 1,
perception PERSONALITY
2, Yeah, I used to
persuasion: work for Delta Prime. I
intimidation 1, was one of the bad
scrutinize 1, guys, the people who
search 1, haul fresh, snotnosed
streetwise 2 delta kids like you in
Strength: 3d6 so the teachers at the academy can get their
Climbing 2, sport: basketball 2, hooks in you while you're still young and
swimming 3, throwing 2 impressionable.
Size: 5 I did a lot of wetwork too. Eventually I
Pace: 10 just got sick of it, but we don't have time
Delta Points: 3 for that story now. If we don't get out of
Quirks: Alert +3, ambidextrous +5, code of here in the next five minutes, Delta Prime's
honor -3, contact + 1: Delta Prime, delta going to be throwing us a surprise party.
±O, destined for greatness +3, duty -3: That's one gathering we can both do
help the Defiance, enemy -2: Evil without.
Unlimited, enemy -3: Crescent City Trust me, I know.
mafia, heroic -3, registered ±O, rich +1,
secret identity ±O, skeptical-I, tough +2, Quote: Come with me if you want to live
veteran ±O, wanted ±o: as veteran free.
ARCHHVPES

HEALER
PROFILf PROFILf
Smarts: 4d6 This is a hard city. I work in the ER at
Area knowledge: Crescent City 2, Crescent City Mercy Hospital, and I see it
bureaucratics 2, etiquette 1, every day. I'm actually a registered
forgery 2, medicine 5, delta, and I use my powers to help
language: English 2, those poor souls who find their way
language: Spanish 2 to us in more pieces than they
Speed:2d6 should be.
Dodging 1, driving: personal What my case worker at Delta
vehicle 1, shooting 2, stealth Prime doesn't know is that I
2 moonlight with the Defiance. I did
Spirit: 4d6 my time as a medic in Delta
Bravery 2, leadership 2, Squadron, and I know what it's
perception 3, like to live as a delta in
persuasion: charm 2, Kennedy's America.
scrounging 2, I don't want anyone else to
scrutinize 2, search have to go through that.
1, streetwise 2 Sure, I know we can't
Strength: 2d6 change things overnight,
Climbing 1, fighting: but if we keep chipping
barehanded 1, away at that big rock,
fighting: blade 2, someday we're going to be able
swimming 2, throwing to use the remnants to pave the
2 way to freedom.
Size: 5 It's just a matter of time.
Pace: 7
Delta Points: 4 Quote: Does this hurt?
Quirks: Cautious -3,
Contact +2: Crescent City
Mercy Hospital, curious -3,
delta ±O, glass jaw -3, lucky
+3, registered ±O, secret identity
±O, self-confident +2, stubborn-
2, poor eyes -1: wears contacts
Powers:
Healing: The hero can heal
wounds. Add + 10 to medicine rolls
when using the healing power.
Tricks: Healing disease, new friend, on a
roll
Gear: Colt Agent with 20 rounds of ammo,
Kevlar vest (worn in the field), Chevy
Metro (financed), a surgeon's bag, and
$250.
ARCHETYPES

SCRAPPER
PROFILE PERSONALITY
Smarts: Id6 You need some help against the Primers,
Area knowledge: Crescent City 2, dude, then I am the man you're looking for.
disguise 1, language: English 2, I've busted my knuckles on just
medicine 1, security 1 about every kind of delta over the
Speed:3d6 years, and I'm always looking for
Dodging 3, driving: personal fresh blood, so to speak.
vehicle 1, quick draw 1, I've never been registered,
shooting 2, stealth 2 and I like it that way. Even
Spirit: 3d6 so, I don't hide behind a
Bravery 3, perception 3, mask. Don't believe in
persuasion: bluff 1, them. I mean, would
scrutinize 1, you hide a face like
search 1, this?
streetwise 2 I may be about as
Strength: 5d6+3 subtle as a chainsaw
Climbing 2, at a church picnic,
fighting: but I get the job
barehanded 5, done. Just point
fighting: club 3, me in the right
fighting: blade 1, direction and
running 1, tell me what to
swimming 2, do.
throwing 2
Size: 4
Pace: 8 Quote: I'm the best there is.
Delta Points: 3 Period.
Quirks: Alert +3, delta ±O,
enemy -2: old gang,
impulsive -3, iron jaw
+3, public identity ±O,
sharp ears + 1, sharp eyes
+ 1, slight -5, tough +2,
unregistered ±O
Powers:
Armor: 5/-
Healing Factor: Make a
healing roll every hour
instead of every day.
Strong: Add +3 to Strength.
Tricks: Dirty fighting, healing factor, first
move
Gear: Nightstick, brass knuckles (hidden
under gloves), hunting knife, Colt Agent
with 20 rounds of armor-piercing ammo
(AP 10), Kevlar vest, and $200.
!RCHHVPfS

SPHDSTIR
PROfiLE PERSONALITY
Smarts: 2d6 How can I help you, amigo? You don't
Area knowledge: Crescent City 2, look like you're from the barrio.
disguise 2, navigation 2, language: This is my turf. Actually, there are lots of
English 2, language: Spanish 2 people fighting over this part of Crescent
Speed: 5d6 City, but I was born and raised here. I'll be
Dodging 5, driving: personal vehicle 1, damned if I'll let them have it.
martial arts: barehanded 3, quick I want to give this neighborhood back to
draw 1, shooting 2, speed-load the pueblo, the good, honest people who
1, stealth 2 scratch out a living here as
Spirit: 3d6 best they can.
Bravery 2, perception 2, You think
persuasion: charm 1, Kennedy cares
scrutinize 1, search 1, about us? You
shadowing 2, streetwise 1, only see the
tracking 1 Primeros
Strength: 2d6 down here
Climbing 1, running 3, when
swimming 2, throwing 1 they're on a
Size: 5 " recrui ting
Pace: 110 drive."
Delta Points: 3 Otherwise,
Quirks: Alert +3, beautiful + 1, brave +2, they don't
curious -3, delta ±O, impulsive -3, loyal bother.
-3, duty -1: to the barrio, unregistered That's
±O, secret okay
identity though.
±O, self- That's what
confident I'm here for.
+2,
sense of Quote:
direction Hurry up,
+1, voice: slowpoke.
soft +1 jVamanos!
Powers:
Fast Runner: Add + 100 to Pace.
Lightning Reflexes: Add +5 to Speed
rolls for initiative and dodging.
Tricks: Afterimages, extra damage, know
the streets
Gear: Colt 2000 and 45 rounds of ammo in
spare clips, 15 rounds of armor-piercing
(AP 5) ammo in another clip, nightstick,
and $250.
THE fiRST ALPHA: SUPERIOR
SUPfRIOR AT HIS AWAKfHING IN 1944
JFK GIVES ASPEECH INCRESCENTCITY
TH£ MAN B£HIND TH£ BIC£NUNNIAL BATTL£: TH£ D£VASTATOR
THE GOVERNMENT'S SUPER-WEAPONS: DELTA PRIME
CHAPTIR THREE: THE BASIC MECHANIC
(HAPTfR THRff:
THf BASIC
MfCHANIC

Brave N ew Wo rld centers around a


single basic game mechanic. When you SETTING ATARGET NUMBER
want your character to d o something Setting a Target N umber is simple.
that might not work, the Guide sets a The Guide takes a look at the situation
Target Number (TN) and asks you to an d figures out abou t how h ard it
roll a certain n u mber of dice. sh ould be for the hero to do what he
This is called making an action roll. w ants to do. The higher the number,
If your result is equal to or greater than the h arder the feat is to accomplish.
the Target Number, your hero succeeds If the player wants his hero to do
at whatever sh e was trying to do. somethin g that's flat-out impossible,
Otherwise, she fails. the Guid e can simply tell him that he's
Setting the Target N u mber can take out of luck. Weaklings trying to push
som e getting used to, but we make it over the Empire State Building are
easy with the following table. Once going to fail every time, n o matter how
you've got this down, you've got a well they m igh t roll.
handle on m ost of the game. The table
below has some examples. Example: Marty's hero, the
Rebel, is chasing a thief across the
rooftops of Crescent City. The thief
TARGET NUMBERS leaps from one building to the next,
and Marty wants the Rebel to
Difficulty Target Number fo llow him.
Easy 5 The Guide thinks about it for a
Challenging 10 moment and sets the Target
Difficult 15 Number at 7. There's about 12 feet
Amazing 20 between the rooftops, and this isn't
Incredible 25 exactly a nicely groomed running
Phenomenal 30 track the Rebel's on.

CROSS POLiI
(HAPTER THRH: TH£ BASIC M£CHAHIC
Marty rolls a number of dice
equal to the Rebel's Strength: 4.
OPPOSED ROLLS
They come up 1, 3, 5, and 6. Marty Sometimes your hero's going to
picks up the 6 and rolls it again. He want to do something in direct
gets a 4, giving him a total of opposition to someone else. In that
(6+4=) 10. case, you don't have to worry about
The Rebel lands neatly on the setting Target Numbers. Just have both
other roof and continues after the of the characters roll. The character
thief, not even breaking stride. with the higher result wins.

Example: The Rebel's somehow


fXTRA SUCHSSES &TRICKS got himself in an arm-wrestling
If you get a really great action roll match with Savannah's hero, Jackie
result, you can rack up more than one Savage. Marty rolls the Rebel's
success. For every 5 points over the Strength dice (4), while Savannah
Target Number, you get another rolls Jackie's (3). Marty gets a 5,
success. You can use these successes to and Savannah gets a 4. Marty
do tricks like knock an opponent down wins, and the Rebel pins Jackie's
or ricochet an attack off a wall. arm to the table.
Many actions have tricks associated
with them. For every extra success you Of course, you can get extra
get, you can use a trick your hero successes with opposed rolls too. All
knows that goes with the action he's you have to do is beat your opponent's
using. Better yet, you don't have to result by 5 or more. Each extra 5 points
choose the trick until after you rolL on the roll counts as another success.
To use a general trick (those from
Chapter Seven) properly, your hero has Example: Jackie and the Rebel
to know it. If he doesn't, he can still go at it again . This time, Marty
pull it off, but it takes three extra gets a 4, while Savannah gets a 10.
successes instead of one. Since Jackie won by (10-4=) 6, she
You might have more successes than gets two successes. She uses the
you know what to do with. Unused first one to win the arm-wrestling
successes are wasted, but you can pat match. With a grin, Savannah says
yourself on the back for a heck of a roll. that Jackie uses the other success to
knock the Rebel out of his chair.
Example: The Rebel lets loose at
a Delta Primer with an energy DISASTERS
blast from his fist. The Target
Number is 6, and he roll and gets Just as a hero can get a really great
an 11. Since that's 5 more than the
action roll, he can screw it up too. If a
Target Number, he got an extra
hero makes an action roll and gets Is
success. The first success slams the
on the majority of the dice, something
blast home into the Primer's chest.
goes wrong. First off, she fails at
Marty uses the extra success to
whatever she's doing, no matter what
activate Rebel's knockback trick, the result might be. Second, it's up to
slamming the Primer into a
the Guide to come up with something
mailbox across the street.
to put a crimp in the hero's plans.

CROSS PBul
(HAPTER THREE: THE BASIC MECHANIC
Example: Let's go back to the
Rebel leaping across the rooftops. JARGON
Say Marty rolls and gets 1, 1, 1, There are some new words that we
and 6. He's got a disaster on his use in Brave New World that you might
hands. He doesn't even need to not recognize at first. Just to make
bother rerolling that 6, since the things clear, here's what they mean.
Rebel's leap automatically fails. Action Roll: When a player wants
The Guide thinks about it for a his hero to do something, this is the roll
moment, then says, "The Rebel she m akes to see whether or not she
makes a desperate leap, but just as succeeds.
his f eet leave the rooftop, he trips . Alpha: A p articularly powerful kind
The Rebel's 10 stories up, and it's of delta. Also the first letter of the
going to hurt when he hits the Greek alp habet.
ground. A fata l kind of hurt. " Defiants: A group of deltas who
M arty looks up at the Guide, his refuse to register with the governmen t.
eyes pleading for one last chance. D elta: A person with superpowers.
The Guide smiles and says, Also a Greek letter meaning "chan ge."
"There's a clothesline crossing The term covers all kinds of deltas,
between the buildings at the sixth even alp has, although there are few
floor. A quick hero might be able to alphas these d ays.
make a grab for it." D elta Prime (DP): A bureau of the
Department of Justice. The best-known
AUTOMATIC SUCCESSES delta grou p in the US government.
Extra Successes: A bonus for a great
Some things are so easy for a hero to action roll. For every 5 points an action
do there's no need to roll for them. roll is higher than the Target Number
People cross the street all the time, for the player was rolling against, the
instance, so rolling for that's silly. player gets an extra success.
If the hero's lowest possible action Extras: The characters controlled by
roll is equal to or higher than the Target the Guide. These can range from taxi
Number, the hero doesn't have to drivers to major villains.
bother rolling. She can still roll if she Guide: The players' eyes and ears
wants to-say, if she wants to get some into the Brave N ew World setting. The
extra successes-but if she does, she person who sets up the game, controls
opens herself up to the chance of the p lot, sets the Target Numbers, and
disaster too. Either way, it's the m akes rulings in the case of any
player's choice. questions.
Primer: Slang for a member of Delta
Example: The Wall wants to
Prime.
pick up a desk. His Strength is
Reg: Regular. A person without any
5d6+5, so his lowest possible result
superpowers.
is a 6. The Guide rules that picking
Success: When a die roll meets or
up the desk has a Target Number of
beats a target number, the player has a
5. This means the Bruiser doesn't
success.
have to bother with an action roll,
Target Number (TN): The number a
since lifting something like a desk
player needs to roll equal to or greater
is so easy for him.
than to succeed at an action.

&s PIlICC
1., _ _ - -
(HAPTER fOUR: GETTlMG THE JOB DOME
(HAPTER fOUR:
GETTING
THE JOB DONE

By this point, you should know what If you pick a skill with a list of
your hero's Smarts, Speed, Spirit, and subskills beneath it, you must pick a
Strength are, as well as all of his diceless subskill for your hero. Subskills are
traits. Now it's time to pick his skills. handled just like regular skills. They're
For each point you have in a trait, only grouped together to make them
you get to choose 3 points worth of easier to talk about. They're not related
skills under that trait. You choose skills in any other way.
before you choose a power package.
You can't come back here after you've
added bonuses to your traits and pick BASIC SKILLS
up more skills. The bonuses don't earn Every hero starts out with a certain
you more skill points. number of basic skills for free as shown
We've listed a lot of skills in this on the list below. These don't cost
book, but we can't possibly cover anything during hero creation, and
everything. If you want your hero to they can b e added to just like any other
h ave a skill that's n ot listed here, just skill.
talk it over with your Gu ide. If she
agrees to it, you're all set.
FREE SKILLS
SUBSKILLS Skill Skill Level
Many of the skills listed in this Area know ledge:
chapter actu ally describe a broad h ometown 2
category of subskills. Science, for Climbing 1
instan ce, covers a lot of different kinds Langu age: native 2
of subskills, like science: biology, science: Scrutinize 1
aeronautics, and so on. Search 1

5POLIce
(HAPTER FOUR: GETTING THE JOB DONE
Rather than list these modifiers
RfCOMMfNOfD SKILLS under each skill, we've collected them
There are certain skills that come up here for you. Use common sense when
so often in the course of a game that applying these. They often don't affect
every hero is going to want to have at Smarts skills, for instance, and a hero
least one point in them. You don't have with a flashlight or other light source
to pick these skills for your hero, but if can ignore a lot of the modifiers.
you don't, be prepared to suffer the
consequences.
LIGHTING MODIFIERS
RECOMMENDED SKILLS Situation Modifier
Twiligh t +2
Bravery Night with a full moon +2
Driving: personal vehicle Night w ith a half moon +4
Fightin g: barehanded Night w ith no moon (city) +6
Perception Night with no moon (country) +8
Persuasion: blu ff Total darkness +10
Stealth Blinded +10
Sw imming

SWAPPING SKILL POINTS THE SKILLS


The skills your hero can choose are
If you like, you can swap skill p oin ts listed h ere in alph abetical order to
from under one trait and spend them m ake them easy to reference. On the
under another on a two-for-one b asis. sam e line as each skill heading, we've
For example, you could take 4 points listed the trait that's associated with
from under your Strength skills and use that skill.
them to buy 2 points worth of skills
under Speed, Smarts, or Spirit.
ACADEMIA (SMARTS)
Subskills: A merican culture,
SKILL MODIFIERS comparative literature, history, occult.
The fact is that saving the world isn't
It's the Guide's job to set Target
always ab out h aving a power with
Numbers for any action roll, no m atter which you can blast som eone into next
what skill's being u sed. In general, the week-althou gh that sure doesn't hurt.
number should be Easy (5), bu t this can
Sometimes it's m ore a m atter of b rain s
be altered up or down by any n umber than brawn, and in those cases, it's n ot
of conditions.
what you can do so much as what you
Lots of these situations are outlined kn ow.
in each of the skill descriptions on the Academ ia covers the kinds of
following pages, but there's one set of
knowledge you pick up out of books or
modifiers that applies to lots of
in school. This kind of knowledge
different skills: lighting. It's just hard er
rarely has a direct app lication like a
to do most things w hen you can't see science skill w ou ld. It mostly deals in
what you're doing. matters of in formation instead.

PULII
(HAPTER FOUR: GUTING TH£ JOB DON£
ACROBATICS (SPUD)
Ever wanted to bounce off three
walls, roll out into a somersault, and
cartwheel across a floor, all while
pounding the bad guys with your fists?
Most folks trying that would start off
by bouncing on one wall and then
landing ungracefully on their butts.
Not your hero though. With this
skill, she can tumble across city streets
or over rooftops with the best of them.
You can even use acrobatics to halve
the damage from a fall. It's up to the
Guide to set the Target N umber based
up on the situation, but as a rule of
thumb, the Target Number should be 3
plus +1 for every inch fallen. This
mean s tha t if your hero falls 10 inches
(20 yards), the Target Number would
be 13.
Halve the falling damage before the
maximum damage cap kicks in.

ARCH£RY (SPUD)
Bows and arrows may seem p retty
p rimitive, but they have some decent
benefits. First, they can be made of
wood, plastic, and carbon composites,
meaning you can get them past metal
detectors without much of a problem.
Second, a bow doesn't make much
sound when you fire it, making it great
for a sniper. Third, bows don't leave
telltale kinds of evidence on the
shooter, like powder burns.
The trade-offs, of course, are
convenience and speed. It's a lot easier
to tote around an automatic pistol than
a longbow. Also, a weapon firing on
full auto can pop a target full of a fistful
of lead in the time you can shoot a
single arrow.
A bow has a Quickness of 2. The first
action is for loading the bow and
drawing the string. The second action
is for firing.

CROSS POLII
(HAPTER FOUR: GETTING THE JOB DONE
ARTILLERY (SMARTS) For instance, if you've got area
Most weapons fire in a straight line, knowledge: Wisconsin, you probably
but that's not true of mortars, grenade know most of the major cities in the
launchers and the like. These things lob state, as w ell as what the weather's like
their loads up and over obstacles, then there. Your chance of knowing where
explode wherever they hit. the best bars in the state's largest city
Firing artillery is different than aren't too good though, unless you've
shooting a gun. You've got to figure the got area knowledge: Milwaukee.
height and trajectory, sometimes even Every hero starts out with area
calculating in things like high winds. knowledge: home town for free. If you
Even then, it often requires a good want more, though, it's going to cost
helping of luck. you.
Most weapons a hero's going to
want to use aren't going to require ARTS (SPIRIT)
artillery to use, but when the chance to Subskill: Illustrating, music
haul out the heavy gear comes out, you composition, painting, sculpting, writing
want to be prepared. What's life without art?
Any hero who takes art of some kind
AREA KNOWLEDGE (SMARTS) as a serious endeavor needs to pick up
Subskills: City, county, state, region, one of these subskills and then spend
country some time creating. After completing
This skill tells you how well a hero the work, the artist makes the
knows a particular place. The more appropriate arts roll to determine the
targeted the place, the more quality of the work. Given time, poor
information the hero can get on an area works can be revised, and a new roll
knowledge roll. can be made.
(HAPTER fOUR: GETTING THE JOB DONE
It's up to the market (in the form of
the Guide) to set the cash value of any
particular p iece, w hether it's an
impressionist landscape or a column in
the Crescent City Star. These things tend
to bounce up and down with w hatever
happens to be in vogue in the week in
question. Until the artist manages to
break through, though, she can plan on
putting the "starving" in "artist."
As to whether or not the work is
truly art, well, that's for history to
decide.

BOATING (SPUD)
Subs kill: Speedboat, sailboat
Handling a boat is a lot different
than driving a car, and there's an
entirely different set of rules on the
waterways. With the boating skill,
you've got all of this down p at.
Speedboat covers speedboats (of
course) as well as any other kind of
powered watercraft, like a jetski.
Sailboat works for any kind of boat tha t BRAVERY (SPIRIT)
uses wind for power.
Some people are just more willing to
In general, you don't have to worry
shout into the face of the abyss than
about making a boating roll to just keep
others. There are things in Brave New
sailing along. It's w hen things get
World that could scare the pants off a
hectic that you need to think about it.
p riest. When that kind of situation
Here are a few modifiers for
comes up, you're going to find out
common situations. These apply to
w hat kind of stuff your hero's made of.
smaller boats. Bigger boats are affected
If you want your hero to do
by conditions differently.
something insane, the Guide may ask
you for a bravery roll. See the Bravery
BOATING MODIFIERS Table on page 90 for example Target
Numbers. If you succeed, your hero
Situation Modifier stands tall. If you fail, he's going to
Rough seas (up to three- hide, take off at full speed, or freeze.
foot waves) +2 At that point, the hero can't do
Stormy seas (over three- anything else on his actions (except
foot waves) +4 run, hide, or stand there) until he
Shallow bottom +4 makes a bravery roll at the same Target
Calm wind (when sailing) +4 Number. Once he finally makes the
Raging wind (when sailing) +4 bravery roll, he can act normally on his
next action.

CROSS POUI
CHAPTER FOUR: GlTTlNG THE JOB DONE

BRAVERY TABLE www.deltatimes.com. the weekly news


site and information clearinghouse for
unregistered deltas everywhere.
Target
By its nature, Delta Times is a
Situation Number
semipublic forum in which people can
Stepping into a fight 5
exchange information and converse
Running into gunfire 5
with each other. For that reason, it's
Defusing a bomb 10
constantly monitored by Delta Prime. A
Driving along the El tracks 10
word to the wise computing whiz: Don't
Spitting on the President 15
post anything here that you don't want
the Primers to see.
BUREAUCRATICS (SMARTS) If the heroes use the web to search
Sometimes it's who you know, and for information on something, it's up to
sometimes it's how well you know the Guide to set the Target Number for
how to fill out the paperwork. The each quest depending on what it is the
American government in Brave New heroes are looking for. The more
World is a mess of shuffled papers and obscure or particular the information,
displaced responsibilities. Dealing with the harder it is to find.
just about any government agency only Even when the heroes do find
confuses most people, and they have a something on the web, they often can't
hard time even knowing how to confirm its accuracy. Government
properly ask for what they need. censors spend a lot of time" cleaning"
A hero with bureaucratics knows how web sites so that most places people
to cut through all that red tape to get to would go have biased or only partially
what she wants. She knows which true information. Exercising your first
forms to fill out, which offices to visit, amendment rights can land you in
and what managers to ask for. She jail-or worse.
knows what she's entitled to, and she
knows how to ask for it.
CLIMBING (STRENGTH)
Sometimes you need to get from
COMPUTING (SMARTS) down here to up there, and there's not
Even in Brave New World, the an elevator in sight. That's when you
computer has taken the world by get back to the basics: climbing.
storm. It's an unusual dictatorship, in A hero's Pace when climbing is equal
that Kennedy has done his best to to a quarter of his regular Pace,
encourage capitalism and innovation, rounded down. It's a lot slower to scale
as long as he's in charge at the end of the side of a building than it is to dash
the day. So far, it's worked. across a street.
Computing allows a hero to set up The Climbing table gives you an idea
and troubleshoot computers and about how hard it is to climb various
computer networks. It's also used to kinds of surfaces. As always, it's up to
surf the web for information. the Guide to take into account any
Brave New World's web is a lot more extra factors and adjust the Target
restricted than the one in our world, Number accordingly. Good climbing
but it's still a hotbed of rebellious gear can reduce the Target Number by
activity. The best-known Defiant spot is up to -4, for instance.

CROSS PIlLII
CHAPTER fOUR: GUYING THI JOB DONI

CLIMBING

Difficulty Target Number


Rough, 45° surface 3
Rough, 60° surface 5
Rough, 90° surface 7
60° surface, few handholds 9
90° surface, few handholds 11
Sheer, glassy office building 13

CRIMINOLOGY (SMARTS)
N o, this isn't where your hero
studies how to become a criminal. It's
what law enforcement officials use to
figure out h ow a crime was committed
and-hopefully-who did it.
With criminology, a hero can check for
things like fingerprints, p ow d er bu rns,
and other kinds of scientific evidence at
a crime scene. H e can make a guess at
the trajectory of bullets an d, with some
luck, reconstruct what happ ened.
If the hero's got access to a lab with
the proper facilities, he can determine
blood types and even get DNA p rofiles
from pieces of hair, drops of blood, or
skin under a victim's fingernails. If he
can then tap into the FBI's database, he
can search their DNA files for a m atch.
Of course, this all takes time, up to four
weeks, even on a rush job.

DlMOLITION (SMARTS)
When you're working w ith things
that go b oom, you really wan t to know
what you're doing. What's the next
occupation of a demolitionist who blew
his last assignment? Feeding worms.
This is one skill that most people
aren't going to need on a daily basis.
Not a lot of people spend their time
working with explosives, setting
shaped charges, timers, activators, and
so on. When you need it though, you
really need it.

CROSS POLl!
(HAPTER fOUR: GETTING THE JOB DONE
Demolition is u sed for disarming DISGUISE MODIfiERS
bombs as well as making th em . Aren't
sure if cutting that blue wire sh uts the Situation Modifier
bomb down or sets it off? Time for a The hero's posing as
demolition roll. someone well-known +2
The hero's p osing as
DISGUISE (SMARTS) an acquaintance +4
When your picture's been splashed The hero's posing as
all over the papers and you've been a close friend +6
featured on America's Most Wanted
Deltas, it's best not to show your face DODGING (SPUD)
around town at all. Sooner or later, Don't just stand there when
you're going to get stir crazy though, someone's shooting at your hero. Get
and that's when you need a disguise.
her the hell out of the way!
The disguise skill is what you use to
To do that, your hero needs the dodge
make yourself look like someone else. skill. It's all about figuring out where
If you just want to change your
the bullets-or whatever-are going to
appearance, that's simple enough to
be, and then making sure your body's
do. You make your disguise roll to see
not in the same place when they get
how well your hero's managed to mask there.
himself. Then, anytime you give Dodging an attack is a big part of
someone a reason to be suspicious or
combat, so we explain it all in depth in
just take a good look at your hero, she
Chapter Six on page 154. Turn there for
makes an opposed roll, using her
all the details.
scrutinize against your original disguise
roll.
If you want to try to impersonate an DRIVING (SPUD)
actual person, that's a bit trickier, since Subskills: Personal vehicle, commercial
you've got to convince people you're vehicle
really someone in particular. It's Even if your hero's got himself a set
extremely difficult to fool a friend of of wheels, he's not going anywhere
the person your hero's posing as. The without some driving lessons.
closer the friend, the harder he is to Assuming your hero knows how to
fool. d rive, he doesn't have to make driving
In fact, disguise alone isn't often checks every round he's on the street.
enough, since it only changes how the Driving rolls are only called for when
hero looks. As soon as the imposter the hero hits a hazard or wants to do
opens his mouth, he risks exposure. To som ething exceptional, like pull a
complete the illusion, he needs to use bootlegger reverse.
the mimic skill too. A hero with driving: personal vehicle
For some guidelines on this, see the can drive m ost passenger vehicles-
Disguise Modifiers Table. The Guide cars, motorcycles, p ickup trucks, and
should feel free to add m odifiers of her the like-easily enough. To handle
own as the situation warrants. Ap ply something bigger-like a bus, semi, or
these modifiers to the suspiciou s limousine-he needs driving:
person's scrutinize roll. commercial vehicle.

?5POLICE CROSS paul


(HAPTER fOUR: GUYlHG THE JOB DOHE
Driving can also be used to operate
even stranger things, like h overcraft.
It's up to the Guide to determine which
kinds of vehicles require their own
subskills. If the craft sits in the water,
try boating instead. If it flies, go for
piloting.
Car chases can crop up a lot in Brave
New World. See pages 164-165 for how
this works.

DRIVIHG MODIfiERS

Situation Modifier
Dark +2
Slick +2
Icy l oily +4
Raining +2
Storming +4

ESCAPING (SPEED)
What's a villain without a good
deathtrap? Smart.
In Brave New World, most bad guys
don't strap you to a table, point a laser
at you and leave, confident that you'll
be dead by the time they've brought
the world to its collective knees. No,
they just shoot you in the head.
Still, there may be times when the
villains figure the heroes are more
valuable alive than dead. When a hero
finds herself tied up in some way, this
is the skill she uses to wriggle free from
her bonds. It's up to the Guide to set
the Target Number, based on how
much effort the hero's captor has p u t
into keeping her in one place.
Escaping doesn't allow the hero to
pick a lock. That's a d ifferen t skill. It
allows her to figure another way out-
if there is one-and then use it.
The table on page 94 gives some
samp le Target Numbers for common
types of bonds.

CROSS PUUI
(HAPTER FOUR: GUTING THE JOB DON{

EsCAPING DIffICULTIES Faith is an essential skill for religious


people of all stripes: priests, nuns,
monks, Covenant ops-whatever.
Bonds Target Number
Without it, they're hollow shells of
Ropes 5
what they once were or could be.
Handcuffs 9
Faith actually helps certain kinds of
Straigh~acket 13
deltas use their powers. You'll learn
more about this as the Brave New World
ETIQUETTE (SMARTS) saga develops.
It's one thing to look good. In a
delicate situation, it's almost as
FIGHTING (STRENGTH)
important to know how to act.
Subs kills: Barehanded, club, blade
This skill is more than knowing
When fancy words fail you,
which one is the salad fork. It tells the
sometimes you've just gotta throw
hero how to keep from offending
down.
people in different situations and how
to handle himself in high society. It's
Fighting is what your hero uses to
knock the crap out of someone up close
vital for diplomats and spies alike.
and personal. This is the kind of hand-
to-hand combat that's all about brute
FAITH (SPIRIT) strength. There's no real finesse here,
Some people believe in a higher just mayhem.
power that watches over us all-or If your hero's faster rather than
ignores us, as the case may be. Whether brawny, have him try the martial arts
you call it God, Yahweh, Allah, or the skill instead. For the most part, it's
Force, this skill determines how used just like fighting, except it's based
strongly your hero believes in her faith. on Speed instead of Strength .

~S PtllCe
L _ ..:..-- - -
CROSS poul
CHAPTER FOUR: GUTING THI JOB DONI
If you want your hero to use a particular or simply abusing their
weapon rather than his bare fists, be power. Just about the worst thing
sure to choose the right subskill. If you someone can hear when confronted by
want to use something unusual, talk to a cop is, "Your papers are not in order."
your Guide about whether or not the Defiants often don't have their
weapon falls under a stand ard subskill. papers in order, particularly if they're
If not, you should come up with a on the run. If they've managed to keep
whole new subskill to cover that their powers a secret, then they're in
weapon type. the clear. Otherwise, their lack of
For all abou t how to u se fighting, see papers can cause them a lot of trouble.
pages 153-154. Some employers will hire people
without papers, but it's a real risk. The
FLYING (SPHO) job s are almost always low-paying and
m enial: washing dishes, picking fruit,
Look, up in the sky!
detassling corn, and so on.
If your hero has the flight p ower, she
With the forgery skill and the right
can glide through the air with the
kind of equipment, the hero can create
greatest of ease. That's n ot going to d o
fake versions of ID papers or just about
her a lot of good w hen the goin g gets
an ything else n ecessary. Of course,
rough though.
certain thin gs are harder to fake than
There's nothing to zooming along
others. ID d ocuments are tricky, sin ce
through open sky, bu t it's not always
they revolve around a federal ID card
just clouds in your way. When there's
that's got a hologram embedded in it to
any kind of obstacle, or if the hero gets
prevent tampering. That's not to say it
attacked in midair, the Guid e might ask
can 't be altered, just that it takes a
you to make a flight roll.
skilled hand to pull it off.
It's the Guide's job to set the Target
Number, based upon the conditions
Forgery can also be used to fake other
people's signatures or to duplicate their
your hero's facing. The base Target
handwriting . When the forgery is
Number is usually Easy (5). See the
crea ted, the forger makes a skill roll.
Flying Modifiers Table for some
From there on after, to see through a
common modifiers .
forgery, a foe must make an opposed
scrutinize roll against the forgery roll. If
FLYING MOOIfIIRS the scrutinize roll succeeds, the forgery
is spotted.
Situation Modifier For more complicated forgeries, say
Rain/snow +2 of a painting, the hero needs to couple
Sprinting +2 his forgery skill with another skill,
Storm/blizzard +4 making successful rolls with both. The
lower of the two rolls is used to set the
Target Number of an opposing
FORGIRY (SMARTS) scrutinize roll.
In Kennedy's America, people are In either case, the harder the item is
required to carry identification papers to forge, the more likely it is that
on themselves at all times. Citizens are someone can identify it as a fake. To
subject to random checks by jackbooted represent this, the Guide must set a
thugs either looking for someone in Target Number for the original forgery
(HAPTER fOUR: GHTING THI JOB DONE
roll. If the roll doesn't succeed, the
forgery is bad enough that anyone who
looks at it closely can spot it
automatically.
A hero cannot forge something he's
never seen before. In fact, if he doesn't
have a version of the original at hand
when producing his forgery, he must
add +6 to the Target Number.

fORGERIES

Forged Item Successes Needed


Dollar bill plate 5
ID card 3
ID papers 2
Signature 1
Work of art 3

GAMBLING (SMARTS)
Gambling is a loser's game, but in
every game, there's got to be a winner.
The trick is making sure that's you.
The fact is that every casino game is
stacked in the house's favor. That's
where they get the money to put up
those titanic hotels in Las Vegas.
In Brave N ew World, gambling's been
legalized pretty much everywhere. The
feds see it as a way to get a lot of
money into their pockets and keep the
masses distracted at the same time. The
national lottery, for instance, unveils a
new, instant millionaire just about
every week, holding up hope for even
the most downtrodden that they might
someday strike it big.
With games that are pure random
chance and no real betting strategies-
like a lottery-the gambling skill isn't
worth a whole lot. When the games get
a bit more personal, like a friendly
poker game or a ru thless round of
craps, that's when a seasoned gambler
can stack the odds in his favor.
CHAPTER FOUR: GETTING THE JOB DONE
When you've got a group of people The more blatant the cheating, the
gambling against each other, handle it easier it is to spot. Every point of bonus
like this. Set a pot for a period of a player adds to his gambling roll also
time-an hour u sually works nice. gets ad ded to every op p onent's
Every gambler pitches that amount of scrutinize roll.
money into the pot. Then have Bluffing works in a similar way.
everyone make a gambling roll. When a hero w ants to bluff in a game
Total up the number of successes in which bluffing could make a
from all of the gamblers, then d ivide difference (like poker), she makes a
the pot into that many p ieces. Each persuasion: bluff roll. Every success she
success gets one piece of the pie. gets over the highest scrutinize roll
Gamblers who fail entirely d on't get a m ade against her adds +1 to her
thing. gambling roll. If no scrutinize rolls are
mad e against her, the base Target
Example: The Rebel, Jackie N umber is 5 instead.
Savage, and Bear Jackson are If the highest scrutinize roll beats the
playing poker. The stake is $100 persuasion: bluff roll, the bluff can
each for an hour, making the pot backfire on the hero. For every success
($100x3=) $300. They each make a the scrutinize roll gets over the bluffing
gambling roll. The Rebel gets one hero, take -1 from the hero's gambling
success, Jackie gets two, and Bear roll.
gets none. That's a total of three
successes, so we divide the pot into LANGUAGE (SMARTS)
three pieces worth ($300-7-3=) $100
Subskills: A ny language
each. The Rebel gets $100, Jackie
LNo habla Espanol? iTiene una
gets $200, and the Bear, well, he's
problema!
out of luck. Langu age is the primary means by
which we all communicate with each
Every gambler knows how to cheat
other. The problem is that we're not
too. It's a good way to give yourself an
always speaking the same language .
edge over the other players. If you get
Every character starts out with 2
caught, it's also a good way to get run
points worth of skill in her native
out of town-if you're lucky.
tongue. For most people in Brave New
There are two ways to cheat: quietly
World, that's English-the official
and blatantly. At the start of a round of
langu age of the fed eral government-
gambling, each player has the chance to
but it doesn't have to be.
declare that he's going to cheat. Quiet
A hero with 1 point in another
cheating add s +2 to the player 'S
language can get along with it, but she
gambling roll, while blatant cheating
talks like a child and is illiterate in the
adds +6.
language. At 2 points, the hero's got it
If no one thinks to scrutinize the hero,
dow n well enough to sound like he
he automatically gets away w ith it-
scraped through high school, and he
unless he gets a disaster on his gambling can also read and write. The higher the
roll. In a serious game, thou gh, most
skill, the better the hero's grammar,
people size up the competition right
reading comprehension, and
away, so you can count on there being a vocabulary.
lot of suspicious players.
(HAPTER fOUR: GETTING THI JOB DON£
If there's a question as to how much LOCKPICKING (SPUD)
a hero can understand of a Subskills: Electronic, mechanical
conversation in a foreign tongue, she The keyword in Kennedy's America
needs to make an Easy (5) language roll. is fear. Keeping people scared is how
With one success, she gets about half he gets them to give up their rights.
the words right, and she can probably Frightened people use lots of locks.
get at least the gist of it all. Each extra To get past most, all a hero needs is a
success gets her closer to full successfullockpicking roll with the
comprehension. With two extra appropriate subskill. Some cunning
successes, she puzzles it all out locks have both electronic and
completely. mechanical components, forcing the
A disastrous roll means the hero lockpicker to broaden his skills.
thinks the conversation's about To use the skill, the hero's got to
something else entirely. have the right kind of equipment.
Mechanicallockpicks are easy to find.
LUD£RSHIP (SPIRIT) Proper tools (like the slim-jim used to
A team without a leader is just a open car doors) are illegal, but
bunch of heroes. It's when they work substitutes (like a coat hanger) work
together that the heroes can really be well. When using substitutes, however,
effective. To do that, they need some the hero needs to get another success.
kind of coordination. That's w here A hero needs a stethoscope or similar
leadership comes in. listening device to have a shot at
Before a combat, the hero can use cracking a safe. H e can try it with his
leadership to help prevent members of bare ears, but he needs another success.
his team from being surprised. (See Electronic locks are another situation
page 137 for all about this.) When a entirely. They require sophisticated
situation crops up in which the heroes equipment which is illegal to have,
might be surprised, the leader can unless you're a licensed locksmith.
make a leadership roll for the entire Otherwise, you're out of luck. If your
group-assuming he's not surprised hero's a Defiant, though, he's already
himself. Then any member of the team on the wrong side of the law. What's an
can use the leader's perception roll illegal equipment charge? Finding the
result instead of her own, if she likes. stuff, however, is a Difficult (15)
Making a leadership roll in combat scrounging roll.
takes one action, during which your
hero barks out orders to the heroes
around him. The Target Number is LOCKPICKING DIFfICULTI£S
usually Easy (5), but the Guide can
change this depending on the Type of Lock Successes Needed
circumstances. Shouting out orders in Interior door 1
the dark or over a storm can be a lot Desk drawer 1
harder than normal. Front door 2
For every success on the leadership Padlock 3
roll, anyone friendly hero-including Safe 4
the leader-can give another friendly Bank vault 5
hero one of his remaining actions. Improvised lockpicks +1
(HAPTER FOUR: GUTlHG THE JOB DOHE

MARTIAL ARTS (SPEED) MEDlCIHE (SMARTS)


Subskills: Barehanded, club, blade Being a delta can be hazardous to
There's more to bringing the beat your health. In fact, it can be downright
down on someone than just standing lethal. Sooner or later, every hero is
toe to toe and pounding each other to a going to get into a situation in which
bloody pulp. Sure, that's one way to d o she gets hurt, and then she's going to
it, but why limit your hero to such want medical aid-now!
vulgarities? Characters with the medicine skill can
There are fighting techniques that help other characters piece themselves
rely more on pinpoint accuracy than back together after they've been in a
raw strength. That's where martial arts fight. For all about how heroes get
comes in. wounded and patched back into one
If your hero's stronger than he is fast, piece, see pages 163-164.
have him try the fighti ng skill instead of A hero with one 1 point of medicine
martial arts. It's used just like martial knows first aid, but that's about it. A
arts, except it's based on Strength rather nurse h as 2 or more points in medicine.
than Speed. A resident has at least 3 points in
If you want your hero to use a medicine, while an experienced doctor
weapon rather than his bare fists, be has 4 or morc.
sure to choose the right subskill. If you Of course, violently inflicted wounds
want to use something unusual, talk to treated at a hospital are immediately
the Guide about whether or not the reported to the police. A smart hero
strange weapon falls under a standard might have a contact or a patron with
subskill. If not, you should come up m edical skills. Otherwise, getting out of
with a whole new subskill to cover that the h ospital might be a lot harder than
weapon type. getting in.

CROSS POLII
(HAPTER fOUR: GHTING Tm: JOB DONE
MIMIC (SPIRIT) NAVIGATION (SMARTS)
Rich Little, eat your heart out. Some people can't find their rear end
There are times your hero may want with both hands, but an experienced
to be able to copy the voice and navigator can make her way through a
mannerisms of someone else, to mimic thick forest on a dark and stormy night.
him. When you're on the run from the This skill helps you figure out where
law, it's not always safe to be yourself. you are, where you want to go, and
Mimic is an opposed roll against an how to get there from here. With
opponent's scrutinize skill. At the start navigation, a hero can read a map,
of each encounter in which your hero's figure out which way is north (given
mimicking someone, make a mimic roll. any clues at all), and plot a course from
This roll holds for the rest of the one location to another.
encounter, unless the scene changes In a city the hero knows or has a
substantially. The Guide can call for a map of, she can figure out the fastest or
new mimic roll any time she likes. easiest way to get from one place to
When the hero first encounters another. She can also give a decent
people while mimicking someone, estimate of distances and travel times.
anyone listening to him can make a Area knowledge gives the basic details
scrutinize roll to see if they realize that about an area. Navigation tells how to
the hero is an imposter. People only get best get around it.
to make this roll if they have met the With a successful roll, the hero can
mimicked person or heard him before. find a good route between two points.
Of course, the better the opponent For every extra success, she can cut the
knows the person being mimicked, the travel time by 5-10%. If the roll is
less likely she is to be fooled. For some failed, the hero can't come up with a
common modifiers to add to the route at all. She can try again only after
scrutinize roll, see the Mimic Modifiers she comes up with some new
Table below. information. (liDo you have another
Also, if the hero doesn't look map?")
anything like the person he's If the hero rolls a disaster, she comes
mimicking, he's going to have a rough up with a route, but it's entirely wrong.
time of it-unless that person's known It's up to the Guide as to how much
only by his voice. To look more like the fun he wants to have with this.
person he's posing as, the hero should
pick up the disguise skill too. PERCEPTION (SPIRIT)
Lots of people wander through life
MIMIC MODifiERS without a clue as to what's going on
around them. Others have minds like
Situation Modifier steel traps.
The hero's posing as Heroes with high perceptions tend to
someone well-known +2 notice things that escape others, like
The hero's posing as foes sneaking up on them. It's similar
an acquaintance +4 to scrutinize in that it helps the hero
The hero's posing as zero in on salient details, but perception
a close friend +6 is about seeing things. Scrutinize is
about seeing through them.
(HAPTER fOUR: GETTING THE JOB DONE

Perhaps most importantly, perception Performing skills are not substitutes


helps keep the hero from being for other skills. An actor can't use acting
surprised by someone. In a fight, to bluff his way into a building. That
standing around trying to figure out comes under persuasion: bluff. Of
who's beating the stuffing out of you course, good actors often have great
can be fatal. bluff skills too.

PERfORMING (SPIRIT) PERSUASION (SPIRIT)


Subskills: Acting, public speaking, Subskills: Bluff, charm, interrogation,
music, singing, storytelling intimidation, seduction, taunt
Performing covers that broad range of Hey, look over there! A dune buggy!
skills people use to entertain others and Persuasion is the skill you use to
sometimes even make a living from deliver that kind of line well enough
their abilities. that people actually turn around to see
Some Defiants on the run earn their what you're pointing at. There are lots
keep as street performers. For each of ways to get someone to do what you
performance they give, they make an want, whether it's turning around or
Easy (5) performing roll. Each success opening a door. Some people charm
they get is worth $25. their way into a room, while others just
If the venue isn' t one in which you face down the bouncer until he walks
might normally find a street performer away. It all depends on the hero's style.
(like a park, subway, or city square), the Heroes who concentrate on
Guide should feel free to raise the persuasion prefer words over action.
Target Number as high as he likes-or They try to get into fights a lot less
have security come and throw the bum often, and for tha t reason they tend to
out. live a lot longer.
CHAPTER fOUR: GHTlHG Til JOB DONE

No matter which subskill the hero In most cases, this is scrutinize because
uses against a target, this isn't just keeping from being influenced has to
matter of rolling some dice and then do with seeing through the
making the target do whatever the hero manipulator's efforts. In other cases-
wants. It's all about roleplaying. most often when the manipulator's
Remember before how we talked trying to scare the target into
about needing rules for things like complying with his wishes-the target
shooting, to help you figure out if you resists with bravery.
actually hurt someone with an attack. This isn't some kind of Jedi mind
These rules for persuasion are pretty trick. It's the ability to convince
much the same thing, except they're for someone of something by the sheer
a battle of words. force of your sincerity. If the listener
A persuasion must be roleplayed to has direct evidence to the contrary of
work. You can't just have your hero what you're telling her-or if the
walk up to the receptionist and say, "I effort's just incredibly implausible-it's
use my persuasion: bluff to talk my way not going to work. In that case, the
in." You've got to come up with the lie Guide should give the listener an
your hero's telling, and then you've got appropriate bonus to her roll.
to tell it. The better you pitch it, the Conversely, if the hero puts a lot of
more the Guide should reward your work into the effort, he should be
efforts. rewarded with a bonus too. Showing
Of course, most people aren't going up to an office in a UPS uniform, for
to just roll over and let your hero have instance, is a much better way to bluff
his way with them. Persuasion skills past a door than just walking up in
always call for opposed rolls. For every your street clothes and telling the
persuasion skill, there's a skill to resist it. receptionist you're expected.
(HAPTER fOUR: GETTING THE JOB DONE
Of course, each subskill gets its own RESISTING PERSUASION
kind of results. Bluff gets the target to
believe whatever line of bull the hero's
Persuasion Subskill Resistance Skill
feeding her-up to a point, of course.
Bluff Scrutinize
Even the most gullible people have
Charm Scrutinize
their limits. Charm gets the target to
In terroga tion Bravery
regard the hero as a friend. Interroga tion
Intimidation Bravery
forces the target to answer the hero's
Seduction Scrutinize
question. Less scrup ulous heroes m ight
Taunt Scrutinize
actually hurt a target first to get w ound
modifiers to apply to the target's rolls.
(See page 159 for how this w orks.) PERSUASION RESULTS
Intimidation spooks the target,
hopefully getting her to back d ow n Successes Result
from a confrontation before it turns into Disaster Whoops! The hero
a gunfight. Seduction causes the target automatically fails any
to succumb to the hero's sexual wiles. other persuasion rolls
Taunt p rovokes the target into doing made against the target.
something stup id. None Did You Say Something?
Some persuasion skills can be used The target is entirely
against a group of people, like an angry unaffected.
mob . When this happens in the game, 1 That Makes Sense. The
the Guide d oesn't m ake a separate target adds +4 to the
resistance roll for each individual in the Target Number of any
group. Instead, he chooses a lead er of noncombat action rolls
the group, m akes one roll for her, and made against the hero.
ap plies the result to the entire bunch. 2 Since You Put It that Way.
This requires an extra success to w ork. The target adds +4 to the
Sure, it's harder to convince a group of Target Number of any
people of something, but if you get the noncombat action rolls
leader on your sheet of music, you've made against the hero,
done your job. and she loses her next
The real trick with trying to action.
persuade a mob of anything is getting 3 Whatever You Say! The
the people in it to stop and listen. If th e target's willing to do
hero can't pull off that feat first, no whatever the hero
one's going to pay any attention to him wants-as long as it's
anyhow. within reason.
See the Resisting Persuasion Table
for a quick rundown of which skills
work against which persuasion
PILOTING (SPEED)
subskills. Then check the Persuasion Subskills: Airplane, helicopter
Results Table for how the rolls w ork Some deltas can fly all on their own,
out. All modifiers listed on that table but most people still need a vehicle to
are good for the length of the get around in thin air. If you're the
encounter-or as long as the Guide person actually operating the airborne
likes. craft, you need the piloting skill.

~S PIlICC CROSS PIlut


(HAPTER FOUR: GUTING nil JOB DONI
Most of the time, flying's easy. You
follow the flight plan you submit with
the air-traffic controllers, and you move
peacefully from Point A to Point B. But
that's not always the case. When there's
any kind of obstacle, or if the vehicle
gets attacked in midair, the Guide
might ask you to make a piloting roll.
The Guide sets the Target Number
based upon the conditions the pilot's
facing. The base Target Number is
usually Easy (5). See the Piloting
Modifiers Table for some common
modifiers. Pilots flying a craft with
proper instrumentation don't have to
worry about ligh ting modifiers-
unless, of course, their craft is for some
reason missing that instrumentation.

PILOTINGMODIfiERS

Situation Modifier
Rain / snow +2
Sprinting +2
Storm/ blizzard +4

PROFESSION (SMARTS)
Subskills: Accounting, administration,
architecture, business, clergtj, finance, law,
engineering
There's more to life than dodging
Delta Prime all day long. Lots of
Defiants have day jobs-or had them
before they were flushed out into the
Primers' spotlights. Those skill d on't
just go away once they toss on a mask,
and sometimes they can come in handy.
The list of subskills above only
scratches the surface of the profession
skill. There are two different kinds of
jobs: professions and trades. (For more
on trades, see the trade skill.) In generat
professions require mostly knowledge,
while trades concentrate on work with
the hands.

CROSS poul
(HAPTER FOUR: GETTING THE JOB DONE
It's up to the Guide as to when a If the hero fails the roll, he's stunned
p articular subskill m igh t ap p ly to the an d h as to sit d own to recover. This
situation at hand, although the player takes one quarter of the time he ran,
should brin g it up w hen she thinks it's after w h ich he can continue on. Don't
possible. Most Guid es appreciate the roll for the recovery. It happens
head s-up. automatically once the tim e has
expired.
OUICK DRAW (SPEED)
When some Primer gets the drop on SCIENCE (SMARTS)
you, you want to get that gun out of its Subskills: Biology, chemistry, geology,
holster as quick as you can. That's mathematics, physics
where the quick draw skill comes in. This skill covers all sorts of purely
For all about how th is works in the scientific endeavors, the kinds of things
game, turn to page 150. that only researchers at universities and
large corporations usually bother
RIDING (SPEED) themselves about. Heroes who like to
think of themselves on the cutting edge
It doesn ' t come up as often these
of the new frontiers in science need to
days as it used to, but sometimes you
have some poin ts in this skill.
find yourself out in the middle of
nowhere with only a horse to get you
Science skills don't com e up in every
game, but when you need them , you
moving along. Wh en that happens,
really need them. If the heroes d on't
you're goin g to be happy you've got
have these skills, they might w an t to
the riding skill.
get to know an extra w ho does an d
Just like w ith boating, driving, and
might be w illing to lend them a h and.
piloting, you don't have to bother
m aking a riding roll if the horse (or
w hatever) is just trotting gently along. SCROUNGING(SPIRIT)
It's when things get hectic that you 've You don 't have to have everything
got to w orry. you might need w ith you at all times,
When applying wound-effect but you'd better know where to find it.
m odifiers (see p age 159), be sure to In the Defian t gam e, there are some
apply modifiers for both the rider and things you 're just not going to be able
the mount. to find at the local S-Mart.
A hero w ith the scrounging skill
RUNNING (STRENGTH) knows where to get just about anything
she might need. Of course, that doesn't
Anybody can sp rint across a street.
mean th e p roduct's always going to be
It's when you're going for the d istance
in stock. It's up to the Guide to set the
that you need to know w hat you 're
Target Number, based upon how rare
doing.
the item in question is. Don' t bother
Running long d istances is all about
rolling for something anyone could
endurance. Every 10 minutes the hero
find in a local store.
runs, he needs to make an Easy (5)
A failed scrounging roll means the
running check. For each add itional 10
hero couldn't find what she was
minutes the hero runs, ad d +1 to the
lookin g for. Her sources are dried up.
Target Number.
She can try again tomorrow.
(HAPTER FOUR: GUYING THI JOB DONI
On a successful scrounging roll, the Search is also used to find people
hero scores. For each extra success, she who are trying to not be found. When a
either finds more of what she's looking hero is hiding in a place in which she's
for, or she finds it at a better price. entirely concealed, looking for her is a
The Guide is well within his rights to search roll. When the hero's potentially
say that some things just can't be in sight, this should be a perception roll
scrounged no matter how well a player instead.
may roll. Nuclear payloads, for A search roll can turn up things like
instance, aren't on the market at any muddy footprints, but to really follow
price. someone requires the tracking skill. (See
Well, at least as far as the heroes page 111.)
know.
SICURITY (SMARTS)
SCRUYINIZI (SPIRIT) In Kennedy's America, the citizens
Some people are like an open book, worry a lot about security. There are
while others are as stonefaced as a cliff. locks on everything from purses to
With the scrutinize skill, you can read palatial mansions. The more valuable
them all. something is, the more elaborate its
Scrutinize is what you use to see if security system, up to and including
someone is being honest with your remote cameras, electric fences,
hero. It's also a measure of how razorwire, motion detectors, and the
skeptical your hero is, how savvy he is like.
in sizing up the people he meets. In A hero with the security skill knows
these cases, this is an opposed roll how to set up security systems that can
against the person the hero's withstand determined attacks by the
interacting with. See the description of worst of the criminal element. Better
the persuasion skill for how this works yet-for most Defiants-she also
in the game. knows how to disable them.
Scrutinize can also be used to Of course, knowing how to disable a
evaluate a person based upon looks security device is not always the same
and manners. Does that doctor seem as actually doing it. That's why
nervous? Is that woman hiding lockpicking is a separate skill listed
something? This an opposed roll under Speed. It involves some manual
against the opponent's persuasion: bluff expertise.
On the other hand, doing some
SURCH (SPIRIT) things is simply a matter of knowledge.
Hot-wiring a car, for instance, is simple
Some people can't find the chair
they're sitting on, but a hero with a once you know how.
high search skill can spot a diamond in
the rough. SLEIGHT Of HAND (SPUD)
Searching is about finding things, Even in a world in which deltas can
whether they've been hidden run rings around the regs, the hand's
intentionally or not. With objects like faster than the eye. Okay, it's faster
evidence at a crime scene, the Guide than most eyes.
figures the Target Number by how With sleight of hand, the hero can pull
well-hidden the thing is. something out of his pocket or sleeve

CROSS POLlt
(HAPTER FOUR: GHTlHG THE JOB DOHE

without anyone noticing. This can person being followed. If the shad ower
come in handy when the hero wants to loses, he's spotted by the p erson he's
cheat at cards, whip out a holdout gun, following. Otherwise, the shadowed
or just pull a quarter from behind a person moves along, blissfully ignorant
kid's ear. of the fact she's got someone on her
It can also be used to steal things. tail.
With this skill, the hero can palm Once the shadowed person figures
something or even p ick someone's out she's being tailed, it's up to her to
pocket. come up with a way to lose the
If someone's actively watchin g the shadower. That's got nothin g to do
hero-or is getting her pocket picked- with shadowing as such, and everything
the hero needs to m ake an opposed to d o with stealth (see page 109). The
sleight of hand roll against the foe's person bein g shadowed has to get the
perception skill. tail to lose sight of her for a moment,
Sleight of hand can also be used like and then she sneaks away-if she's
the quick draw skill (see p age 105) when lucky.
the hero's got a small gun (Derringer)
or small knife. SHOOTING (SPEED)
If you don't know how to fire a
SHADOWIHG (SPIRIT) w eapon properly, you're more of a
Sometimes a hero wan ts to stick to danger to yourself than any foe. Even if
someone like a shadow, following her you manage to get the gun pointed in
for as long as he can. That's where the right direction, chances are you
shadowing comes in. couldn't hit water if you fell out of a
Shadowing is an op posed skill that's boat. All you're going to do is make a
rolled against the perception of the lot of noise.

?SPI.ICE CR05S poul


(HAPTER FOUR: GETTING THE JOB DONE
On the other hand, if your hero has a With the speed-load skill, the hero can
high shooting skill, he could knock the pop bullets back into his weapon fast
spots off a ladybug at 100 yards. enough to get himself right back into
In a nation in which guns are so the action. For all about how this
prevalent, using them comes up a lot. works, see page 151.
Most citizens have at least 1 point of
shooting, and many have more. SPORT (STRENGTH)
Shooting covers not only firing a gun Subs kills: Baseball, basketball, delta ball
but also using just about any other kind
football, hockey, soccer
of weapon that fires projectiles in a
Hey, life's not all about running from
straight line-except bows or artillery.
the law. Sometimes you get a chance to
This skill is also used by heroes that
take a break and playa game,
can fire energy blasts. After all, just
something athletic maybe. Lots of
because a hero has the power doesn't
deltas are pretty athletic, and some of
mean she knows how to use it properly.
them even make a living playing their
For all about how shooting works, see
favorite sport.
Chapter Six.
A hero with a sport skill can play the
game at a high level. For one, she
SPEED-LOAD (SPEED) knows the rules backward and
What's the worst sound you can hear forward. Second, anytime she needs to
in a gunfight? Click. do something in the game, like dribble
If your hero gets into a lot of a ball or make a shot, she gets to add
gunfights (as Defiants tend to do), her sport skill to the roll. If she's lucky
eventually he's going to empty a gun. and highly skilled, she might even be
If he's still got enemies standing, he's able to make a living at it-and a good-
going to want to reload right away. paying one at that.

o
o
(HAPTER fOUR: GETTING THE JOB DONE
STEALTH (SPEED) With streetwise, your hero knows
Some deltas like running around in how to handle himself on the street.
bright costumes. This makes them a Not only can he duck into an alley
target instead of innocent bystanders, w ithou t looking like an easy mark for a
and if they're wearing a m ask, it also mugging, he also knows where to find
hides their true identity. people w ho might know things.
Others think it's better not to be With a good streetwise roll, your hero
spotted at all. That's where stealth can put his ear to the concrete (so to
comes in. speak) and find out what the
Stealth allows the hero to hide-even proverbial word on the street is about
in plain sight-within reason. any current topic. Sometimes there's
The key part to that sentence is nothing out there to find out. It all
"within reason." If you try toting a depends on how likely it is that word
sniper rifle through the grocery store as about whatever the hero's asking after
you shop, people are going to notice. has filtered down to street level-
Try sneaking around from shadow to which is the Guide's call.
shadow instead. Asking about high-security matters
Stealth is an opposed roll. The hero involving Delta Prime is silly. That
who's sneaking around makes a roll for information is tightly controlled, and
her current conditions, and that lasts anyone who knows anything about it is
until the conditions change-someone going to be tight-lipped as can be. If
turns a light on in the room, she moves, you want to hear something about the
someone walks into where she's gang that pulled that jewelry heist last
hiding, and so on. week, though, you've got a much better
If the hero's in plain sight (or could chance.
be seen by someone with sharp eyes), It's up to the Guide to set the Target
then someone trying to spot her must Number for a streetwise roll. The higher
make a perception roll. If she's actually the hero's roll, the more information
hidden behind something-entirely out can be revealed. If the roll comes in
of sight-then the hunter must make a under the Target Number though, the
search roll instead. hero comes up empty.
The Guide should feel free to add to
the hider or the hunter's rolls as much SURVIVAL (SMARTS)
as the situation calls for. Poor lighting Subskills: City, desert, forest, mountain
conditions, for instance, would favor Life in the city is easy-if you've got
the hider, while a night scope would money. You run out of food, you go to a
help the hunter. restaurant. You need a place to sleep,
you find a hotel.
STREETWISE (SPIRIT) When you're out of your element
Life on the street has an etiquette all though, it's a whole other matter.
its own. It's about how you walk, how Heroes with the survival skill can forage
you talk, how you carry yourself. A in the kind of places covered by their
yuppie from one of Crescent City's chosen subskill, for both food and
skyscraper palaces can get eaten alive if shelter.
he wanders into the wrong part of Each success on the skill roll is worth
town. food and shelter for one person for one

pout
(HAPTER FOUR: G1TT1NG THI JOB DONE

day. Extra successes can be used to bigger and stronger foe. It's all about
extend how long those essentials hold using your forces to their best effect, as
out, or they can be used to help other well as knowing your opponent's
people. weaknesses and being able to use your
surroundings to your best advantage.
SWIMMING (STRENGTH) This is a skill that should usually be
roleplayed. The player can't just roll
When your hero finds herself in a
some dice and force the Guide to tell
"sink or swim" situation, she better
him what to have his hero do. Nothing
hope she's had swimming lessons.
in life comes that easy.
Without the swimming skill, she's liable
Instead, it should be used to help
to sink like a rock in the deep, blue sea.
evaluate a plan that the heroes come up
A hero with the swimming skill can
with. With a successful roll, the hero
keep herself afloat and even move
should be able to spot holes in the plan,
along in the water at a decent clip. A
which the team can then do its level
swimmer's Pace in the water is equal to
best to plug.
her Strength. For more about how to
The better the roll, the more holes
keep your hero from drowning see
the hero spots. With this kind of
page 161.
feedback, the hero should hopefully be
able to come up with a better, more
TACTICS (SMARTS) solid plan.
Knowing how to handle yourself in a
fight or being able to direct a team of
THROWING (STRENGTH)
heroes against a common foe is all a
Whether the hero's tossing knives or
matter of tactics. Brilliant tacticians can
chunks of concrete, this is the skill she
actually use a smaller force to defeat a
needs. With the throwing skill, the hero

55 Palce
l ---'___-
CROSS POLII
CHAPTER fOUR: GUYING THE JOB DONE
can hurl whatever she can pick up at
TRACKING MODIfiERS
the foes of her choice.
For more about how to use this in
Situation Modifier
the game, see pages 151-152.
High traffic area +5
Precipitation after tracks
TINKERING (SMARTS) were made +5
This is the skill gadgeteers use to Precipitation before tracks
maintain their equipment. See p age 179 w ere made -5
for more about how this w orks. Tracking only one or
two people +5
TRACKING (SMARTS) Tracking over water
or concrete +10
Sometimes you just have to be able
to follow someone's trail, even after
they've long gone. That's where TRADE (SPEED)
tracking comes in. Subskills: Carpenter, electrician,
This skill's a lot more useful ou tside machine operator, mechanic, plumber
of a city. It's nearly imp ossible to track N ot every delta got her powers at an
someone down a busy bou levard. Most early age. Some awakened later in life,
shoes don't leave much of an and m ost of them had jobs beforehand.
impression on concrete, and the Those skills don't just go away when
constant traffic obliterates most signs of the hero p ulls on that uniform or m ask.
passage almost instan tly. There are There are a lot more trade subskills
times, however, w h en tracking can than we could possibly list here. There
come in really handy. are two d ifferent kinds of jobs:
This skill can also be used to hid e a p rofessions and trades. (For more on
hero's tracks. When a hero w ants to d o professions, see the profession skill.) In
this, the player makes a tracking roll. general, trades are jobs that require the
After that, anyone w h o tries to follow hero to work with his hands, while
the hero's tracks must beat the original professions involve sitting behind a
roll-or at least a 5-with an opposed desk.
tracking roll of her own. Whenever the player thinks a trade
The base Target Number to track a skill might come into play, she should
person not covering his tracks is Easy bring it up. As always, though, it's the
(5). There are a number of common Guide's call as to what actually works.
situations that can modify this Target
Number, and these are listed on the WUPONSMITH (SMARTS)
Tracking Modifiers Table. It's up to the
Most deltas can't just shoot beams
Guide to come up with any other
out of their hands or eyes or whatever.
modifiers the situation warrants.
Instead, they rely on things like guns,
When tracking someone, the tracker
blades, clubs, and the like to stack the
should roll every 100 yards or so, but
odds in their favor.
the Guide can change this interval to fit
A hero with the weaponsmith skill can
the situation. It could be once a mile
repair standard weapons and even
over long distances, or even m ore. The
build custom weapons if he likes. He
Guide is also perfectly within her rights
can also make his own ammunition if
to declare a trail simply untrackable. need be.

~5 pI-Ice POLl(
(HAPTER FIVE: THE WELL -ROUNDED HERO
(HAPTER fiVE:
THE WELL-
ROUNDED HERO

A character's not just a collection of


traits and skills. Just like in real life, ROLEPLAYING QUIRKS
there are things about most heroes that A lot of the quirks describe your
can't be pinned down so simply. To hero's personality and how you should
help fill in some of these gaps, we use roleplay it. Sometimes, though, a
quirks. player may want a hero to do
Quirks are things that make your som ething against one of her quirks. In
hero different from the rest of the that case, the Guide has two choices.
crowd. Maybe he's rich, he might have First, the Guide can simply say that
a family who depends on him, or the hero has no choice. She has to live
possibly he's afraid of the dark. by her quirk. She already got the points
Quirks can be good or bad, so we for it, after all, and now it's time to pay
have positive quirks and negative the piper.
quirks. This chapter's full of Second, if the Guide's in a generous
descriptions of all sorts of quirks and mood, he can give the hero a chance to
how they work in the game. w ork against her nature. To do this, the
If the quirk's positive, there's a hero needs to make a Challenging (10)
positive number after it, and that's how Spirit roll. The Guide should feel free to
many skill points it costs to add that modify the Target Number to reflect
quirk to your hero. the situation.
If the quirk's negative, there's a Either way, if a hero is consistently
negative number after it. That's how working against her quirks, she needs
many points you get back for saddling to reconsider having them at all.
your hero with that trouble. Characters in Brave New World are
You can only have up to 10 points capable of change as they progress in
worth of negative quirks. We're the gam e. To learn more about this, see
creating heroes here, not basket cases. pages 193-194.
(HAPTER fiVE: THE WELL -ROUNDED HERO
If your hero has a secret identity,
IHI QUIRKS you're theoretically safe from the
The heading over the description of Primers and your enemies. However,
each quirk lists the name of the quirk she's got to wear a mask and hassle
and the number of points the quirk with people trying to figure out who
costs or gets for your hero. she is.
Positive quirks cost points, while An unregistered delta with a public
negative quirks get them back for you. identity must take the wanted quirk.

STATUS QUIRKS REGISTERED OR UNREGISTERED :to


If your hero's registered, then at
There are certain special status
some point in the past, she complied
quirks that a hero must take. These
with the Delta Registration Act. All of
don't cost anything. It's more like her information is now on file with the
checking a box saying that your hero's US government, most notably Delta
either this or that. Prime. This means that she likely
Of course, either way, your hero has served with either Delta Squadron or
to live with the consequences. Delta Prime or spent some time at the
Delta Academy. In fact, m aybe she's
DELTA OR REG still there-at least officially.
A delta is a person who's develop ed The p roblem with all of this is that
superhuman powers. In game terms, the hero's DNA and power profile are
the hero can't pick a power p ackage on file with Delta Prime. This means
unless she's a delta. that anytime the hero's involved with
We pretty much assume that you're something the federal government or
playing a delta, but that doesn't have to Delta Prime investigates, there's a good
be true. If you like, you can stick with chance they'll be able to identify the
your hero being a reg instead. Most hero's involvement. Of course, if
regs don't get hunted d own by Delta someone with the same power profile
Prime just for being who they are, after does som ething and the hero doesn't
all, so it's not so bad. have an alibi, the hero might come
For all about the power packages under suspicion too.
deltas can have, see Chapter Eight. On the other hand, if your hero
doesn't want to Hancock that dotted
PUBLIC IDENTITY OR SECRET IDENTITY :!:O line on the bottom of the ORA, hey, she
knows the score: You register within
Your hero's identity as a delta is
seven days of gaining your powers, or
either public or secret.
you go to jail. Well, those seven days
With a public ID, your hero doesn't
are long gone, and your hero doesn't
have to worry about living a double
exactly have writer's cramp from filling
life. The downside, of course, is that
out forms.
anyone who's got a gripe against the
Being unregistered does have its
hero can find out all about him. This
advantages. When your hero's
makes it a lot easier to track the hero
involved in something and her face
down. Worse yet, it makes it pretty
isn't seen, the Primers usually pin her
darn simple to find the hero's friends
activities on a delta they know about.
and family and threaten them instead.
(HAPTER flV!: 1m WELL -ROUNDED HERO

Any time the hero needs to


STANDARD QUIRKS remember a salient detail-like where
_ Here are the regular-positive and he parked his car or what that raving
negative-quirks your hero can have. lunatic's address was-the Guide can
have him make a Challenging (10)
ABSENTMINDED -~ Spirit roll. If the hero fails the roll, he
When you've got a lot on your mind, can't recall that detail, even if the
other-usually less important-details player does.
fall to the wayside. After all, when
you're struggling to crack a Delta ADDICTION -1/-~
Prime code, knowing where you left If you just can't live without it, it's an
your keys doesn't seem all that addiction, no matter if you're talking
important-until you have to drive about drugs, alcohol, tobacco, sex, or
over to a friend's house to tell her what Oreo cookies. We're not going to get
you've learned. into the physical effects-both good
The hero can hyperfocus on and bad-of satisfying your hero's
something, but just about everything habit. That depends too much on what
else gets ignored. In the game, this it is that's got its hooks in her. If you
means the hero has to add +3 to the want, you should talk to your Guide
Target Number of any perception roll for about exploring the gory details.
anything he's not currently focused on. The addiction quirk is more
For this reason, absentminded heroes concerned with what happens to your
tend to get surprised in combat a lot, hero when she can't get your habit off.
unless they go around looking for Not having what you need is, at the
trouble. They also often lose things or least, distracting. At the worst, it can
forget details that are important. ruin your whole day.
(HAPUR flVf: THf WfLL-ROUNDfD HfRO
AMBIDfXTROUS
Left-handed, right-handed, who
cares? You're both-handed!
The hero is a real switch-hitter. This
can come in handy in a lot of situations,
but most heroes use it so they can
double their attacks more effectively.
(See Chapter Six for more on this.)

ARROGANT -3
Just because you've got powers
"beyond those of mortal men," it
doesn't mean you're any better than
the next person. But you don't believe
that.
Your hero is pretty full of herself,
and it shows. Add +2 to the Target
Number of any friendly-style persuasion
attempts. This quirk doesn't hurt
aggressive kinds of persuasion, and in
fact it might help in some cases. After
all, if your hero thinks he's the toughest
kid on the block, maybe there's a good
reason.
There are two different levels of
addiction: mild and severe.
A mild addiction means the hero's got
AUTHORITY
a jones for something mildly harmful, Whether you deserve it or not,
like tobacco. Alternatively, she might you've got the authority to get people
only have a slight need for something to ask "How high?" when you tell
potentially more harmfuL them to jump. Maybe you have a
With a severe addiction, the hero's got badge, or maybe you're a ranking
a true need that just can't be denied. officer in the military, but you can
After denying his habit for 24 hours, usually get people to listen to you
the mild addict has to add +3 to the because of the power you represent.
Target Number of any Smarts rolls. In The more authority the hero has, the
the case of a severe addiction, the more the quirk costs. See the Authority
modifier rolls up to +5. At the Guide's Costs Table for suggestions. Of course,
discretion, this can get worse with time. with the benefits come responsibility.
Any hero with the authority quirk must
take the duty quirk too.
AURT Authority's only as effective as those
Your hero's the sharpest knife in the around the hero let it be. A Defiant may
drawer. He's got a mind like a steel not listen to a beat cop, but he should
trap, and little gets past him. respect the cop's authority to arrest him
Your hero gets to add +2 to his or call in reinforcements.
perception and search rolls.
CHAPTER fiVE: THE WELL-ROUNDED HERO

AUTHORITY COSTS BIGOT -1 TO -3


Th e fact is there are some people the
H ero's Occu p ation Cost character just can't stan d . Th is migh t be
Beat cop 1 becau se of their race, sexu al
Detective 2 orientation, gender, or the kind of
Military sergeant 2 clothes they like to wear. Even if th e
FBI agent 3 character wouldn't do something to
Delta Primer 3 actively hurt them, he wouldn't piss on
Military officer 3 them if they were on fire.
Police chief 4 The character doesn't like a
Police commissioner 5 particular group of people, and he
Military general 5 stays away from them whenever
possible. Anytime the character can't
avoid a member of the group he's
BAD HABIT -1 TO-3 bigoted against, he feels the need to
Do you know someone w ho d oes insult and provoke them whenever the
something that just annoys the heck chance presents itself.
out of you? Maybe it's the w ay they The value of the quirk depends
spin dice or don't look at you when entirely on how often the character
they're talking to you or often don't runs into those he's intolerant of and
bother bathing. Reactions to this kind how violently he reacts to the situation
of thing range from slightly bothering when he does.
the viewer to making her w ant to
This quirk isn't recommended for
vomit. heroes. Bluntly put, being a bigot isn't
The value of the quirk d epends heroic. However, the quirk is certainly
entirely on how revolting it is and how
going to come up in extras all the time.
often it comes up. Get together with
Lots of people are bigoted against
your Guide to set the exact number. deltas, for instance. There are even
No matter what the number is, that's
some deltas prejudiced against deltas.
the modifier that characters get to add
Just ask some of the people in Delta
to their opposing rolls whenever the
Prime.
hero engages in his habit and tries a
friendly persuasion roll. At important
moments when the hero's habit might BLOODTHIRSTY -2
come up, the hero must make a In a fight, your hero sees red-blood
Challenging (10) Spirit roll or give in to red. She's got a realI/take no prisoners"
the habit. attitude, something which potential
prisoners tend to object to.
+1 Whenever someone surrenders to
BEAUTIfUL
your hero during a fight in which she's
Not only does your hero have involved, she has to make a
amazing powers, she's good-looking to
Challenging (10) Spirit roll to actually
boot. As you might guess, this can
stop beating the poor bastard to a
come in handy.
b loody pulp. Even if she manages to
The hero can add +2 to any con trol h erself, once the prisoner has
persuasion rolls in which her looks ou tlived any usefulness, she thinks that
might come into p lay.
fin ishing the job is a good idea.

CROSS POLII
(HAPTER flV£: TH£ W£LL -ROUHD£D HfRO

BRAV£ +1 CAUTIOUS -3
When others are running with their Your hero never leaps in where
tails between their legs, your hero angels fear to tread. Oh, she might
stands tall-even when running might eventually work her way in there, but
be best. she's going to make sure she checks out
The hero adds +2 to all bravery rolls. the situation thoroughly first.
On the other hand, whenever the This is the opposite of the impulsive
player thinks the hero should run quirk. Anytime your hero might just
instead of fight-and he's made any jump right into something, she decides
necessary bravery roll-he needs to she needs to make a plan beforehand,
make a Spirit roll. which may include gathering more
Sure, discretion's the better part of information. She can only overcome
valor, but that never occurs to your this urge with a Spirit roll.
hero when he's in the thick of it. This is a negative quirk because it
tends to annoy more action-oriented
BRAWHY heroes, but the upside is it could save
your hero's life.
When your hero walks into a room,
people take notice. It's not because he's
so handsome or ugly. It's just that he (HUP -2
takes up most of the room. Your hero never spends a dime when
The hero must have a Strength of at he could spend a nickel. He has to
least 4 to take this quirk. always buy the cheapest gear available.
A brawny hero has a Size of 6. If the opportunity to dicker over the
Your hero can't be both brawny and price comes up, he haggles over it
slight or hefty. forever.
CHAPTER FIVE: THE WELL-ROUNDED HERO
The hero often finds cheap gear for Having a friend in the police
25% off. This can save your hero some department who might help you if it
pennies, but cheap gear isn't always didn't put him at risk is worth about 2
that reliable. Every time cheap gear is points. Being a close, personal friend of
damaged in any way, roll 1d 6, open- President Kennedy is easily worth 5.
ended. On a 10 or more, the gear There are lots of ways to d efine this
breaks. quirk, so sit down with your Guide and
hash ou t the details before you go
CLUMSY -3 assigning a point cost.
Sometimes your hero has trouble
w alking a straight line, and w e're not COWARD -3
just talking about after a state trooper Your hero would rather flee than
asks her to step out of the car. figh t.
Every time your hero m akes an The hero avoids combat or any other
unskilled Speed roll, add +2 to the kind of obvious danger whenever
Target Number. Skilled rolls are p ossible. H e cannot have the bravery
unaffected, since the hero has taken the skill and this quirk.
time to practice th ose specific things. Most people d on't care much for
cowards. If a p erson the hero is trying
(ODE Of HONOR -3 to use a persuasion skill on someone
who knows the color of the hero's belly
Your hero believes in the concept of a
(canary yellow!), the coward must take
fair fight. He refuses to kill needlessly
-2 from his own roll.
or in cold blood, and he never
ambushes a foe or attacks from beh ind.
In short, he's one of the good guys. CRAZY -1 TO-5
Unfortunately, not everyone plays by You d on't have to be crazy to join the
the same rules, w hich p uts your hero at Defiance, bu t it sure doesn' t hurt.
a distinct d isadvantage. Still, most Your hero has some kind of mental
people appreciate the honor your hero illness. The value of the quirk is based
stands for, and if they know about his upon how crip p ling the illness is and
code of honor, he can add +2 to any how often it com es up in play. If the
friendly persuasion rolls against people hero's got a horrible phobia of polar
who might be swayed by such things. bears and he lives in Florida, it's not
going to come up often enough to be
CONTACT +1 TO +5 w orth more than 1 p oin t. If he's afraid
Heroes don't grow up in a vacuu m . to go outside, that's w orth 5 p oin ts for
They interact with all sorts of people. sure.
Some of them become hated foes. There are far too many ways for your
Others are valued friends. hero to be loco for us to go into them all
When the hero's got a friend tha t's in here. Beyond just phobias, there's
a position to do him some good on a schizophrenia, depression, delusions,
regular basis, that's a contact. The obsessions, compulsions, and all sorts
quirk's value is determined by how of deviancies.
powerful the friend is and how often Be sure to sit down with your Guide
the hero can count on her. and work out all the details on this
quirk before you take it for your hero.
CHAPTER fiVE: THE WELL -ROUNDED HERO
CURIOUS -3 DEATH WISH -5
Your hero may not follow around a Your hero's got a personal invitation
man in a yellow hat, but she has a real to the afterlife from Death himself, and
monkey on her back when it comes to he's looking to cash in on it early.
not knowing about something. Maybe your hero's got a bad case of
Your hero is horribly curious. She survivor's guilt. Maybe he's contracted
cannot resist a mystery, and she a fatal disease and doesn't want to die
tenaciously works at a question until in bed. Maybe he's just got nothing left
she comes up with the answer. to live for. Either way, life's become
Unfortunately, she also often lets her tiresome to him, and he's looking to
curiosity drag her into putting her nose check out at the next opportunity.
in where it doesn't always belong. Still, he's not the kind to do himself
This curiosity overwhelms the hero's in-directly. Instead, he takes greater
good sense from time to time, and she's and greater risks, tossing himself
forever scrambling out of the situations fearlessly into dangerous situations of
it draws her into. all kinds.
You need to be careful with a hero
DARK SECRET ±1 TO ±5 with a death wish. Unless he somehow
manages to lose the quirk, he's sure to
In Brave New World, it seems that
someday get his wish.
everyone's got something he'd rather
other people didn't know about it. This
can range from who your hero took to DEPENDENT -1 TO-5
the prom to the number of interns he's People are counting on your hero.
"inducted." We're not just talking about the faceless
Dark secret is an unusual quirk, since masses. We mean loved ones who
it can be positive or negative. If your aren't as capable as your hero and
hero has a dark secret, then it's a always seem to be getting themselves
negative quirk. If he knows about in trouble.
someone else's dirty laundry, then it's The v alue of this quirk depends
positive. entirely on how often the hero needs to
The point value of a dark secret is take care of the dependent. A
determined by how awful the secret is grandmotherly aunt who fusses over
and how likely it is that anyone's ever the hero whenever he's home is
going to be able to bring it into the probably w orth 3 points. A kid sister
light. who's always insisting on tagging
A dark secret could be both positive along or getting into trouble on her
and negative. For instance, your hero own is worth 5 points.
might have a shameful incident in his When you take the dependent quirk,
past that he'd like to keep quiet. If there you need to sit down with your Guide
was someone else involved, though, and figure out just who this person is
he's got that dirt on them too. When and how much she affects your hero's
that happens, be sure to split out the life. You and the Guide can even create
two sides of the secret and count them the dependent from scratch, just like she
as two separate quirks. was a hero. If the character's a delta,
A secret identity is not a dark secret. she can't be a dependent, although she
That's its own kind of quirk. could be a sidekick.
(HAPUR flV£: 1m wm -ROUHD£D MIRO
Never forget, though, that this
character is an extra. The dependent is
controlled entirely by the Guide.

D£STlHED FOR GRUTH£SS +5


The hero seems to be fated for bigger
things, so the little things just can't
drag him down.
When your hero is destined for
greatness he can't be killed by just any
crook on the street. No, he's got to go
out in a blaze of glory, and only at the
hands of a properly dangerous villain.
The hero can't be killed by a minor
extra, only a major one. When a lesser
character has done enough damage to
kill the hero, the hero instead falls into
a coma. It's up to the Guide to
determine which extras are powerful
enough to put an end to this hero.

DISABL£D -3/-5
One of the hero's limbs is either lam e
or permanently useless, either from an
injury or birth defect.
If the hero's limb is only lame, then
he has to add +3 to the Target N umber
to do anything with that limb. If one of
the hero's legs is affected, then his Pace
drops by a quarter of his normal rate.
If the hero's limb is entirely useless
or even missing, then he can't d o
anything with that limb at all. If one of
the hero's legs is affected, his Pace
drops to one quarter of his normal rate.
Of course, if both legs are useless or
missing, the hero's Pace is reduced to
nothing.
There are ways to get around the
effects of being crippled, but they aren't
always as reliable or convenient as the
hero might wish. These things range
from crutches and wheelchairs all the
way up to artificial limbs or p ower
armor that a delta might invent for
himself.

CROSS POLII
(HAPT£R fiVE: THE WELL -ROUNDED HERO
Unless the hero develops some way ENEMY -1 TO-5
to almost entirely and permanently Somewhere out there, there's
alleviate the problem, he still gets the someone who's got something he
points for the quirk, but if the Guide wants to tear out of your hero's chest.
likes, she can lower the number of For whatever reason, this enemy is
points the quirk's worth. ready to spend some time hunting your
hero down, maybe even to the ends of
DOUBlE-JOINT£D +1 the earth-or beyond .
The hero's body is double-jointed. The m ore powerful and determined
Besides making for great party tricks, the enemy, the more p oints the quirk is
this allows the hero to slip out of bonds w orth. For instance, a punk who shows
more easily. up to hassle your hero every fourth or
Add +2 to the hero's escaping rolls. fifth game session is worth 1 point,
while a h igh-ranking, bloodthirsty
Delta Prime officer who's made it his
DUTY -lTO -5 life's mission to hunt you down is
The hero has an obligation to worth 5 p oints.
someone or something that she cannot An enemy h as to be a distinct person
ignore. This can range from a promise or group. A faceless organization like
to check in on a friend's kid from time Delta Prime just d oesn't do. Most
to time (-1) to serving in the Secret Defiants think of Delta Prime as an
Service (-5). enemy, but in fact, they're just wanted.
The more demanding the duty, the
more points it's worth. Be Sure to sit
down with the Guide to figure out how fAMOUS +}
much your hero's duty is worth. Everyone on the street recognizes
your hero-or his mask at least.
(HAPTER fiVE: THE WELL -ROUNDED HERO
Fame is a double-edged sword. GEAR +1 TO +5
While it makes it a lot harder to get Sometimes it's not who you are so
around without being spotted, it can much as what you have.
actually work in the hero's fav or. It all The hero has some kind of belonging
really depends on what the hero's that is either extremely expensive or
famous for. If the hero's famous for just difficult to find. The more costly or
something bad, add +2 to all hostile rare the item is, the higher the quirk's
persuasion rolls. If the hero's w ell- value. Each point of gear is worth
known as a good person, then add +2 roughly $50,000 or more. Keep in mind
to all friendly persuasion rolls. that gear explains how a hero has
Of course, whether or not what the something he might not normally be
hero's famous for is something bad is able to afford. It's not a means for him
often up to the observer. A hero who's to go on a shopping spree. For that, see
famous for being a Defiant, for instance, rich on pages 129-130. Either way, the
might be a hero to other Defiants, while gear doesn't cost the hero a single
the regs likely see him as a m enace. n ickel, just points.
If the hero has a secret identity, you If the piece of gear designated by the
need to decide which identity is the hero's quirk is somehow lost or
famous one. If it's both, be sure to take d estroyed, the points don't revert to the
the quirk twice. hero. However, since the hero had the
connections to lay hands on the gear at
FAVOR OWED +1 one point, it's presumed he could do so
At some time in the past, your hero again, although it might take a while.
did someone a favor. When it's time to The costlier the quirk, the harder it is
call it in, the hero knows he can count to replace the gear. Doing so could be
on the favor being repaid. the basis for several adventures.
This quirk's only worth 1 point
because once the favor's called in, it's GLASS JAW
gone. The point does not revert to the Your hero might be built like a brick
hero, so he should be sure to use it house, but one good punch and he
wisely. folds like a house of cards.
When setting up this quirk, the Whenever your hero has to make a
player needs to come up with who it is stun check, add +2 to the Target
that owes the hero the favor, and why. Number.
As always, the Guide has the final call
on approving whatever the player
comes up with. GREEDY -2
At the end of the day, your hero
-) knows what it's all about: money.
FRAIL It doesn't have to be cold, hard cash.
Your hero starts whining whenever Jewels, precious metals, and easily
he gets a paper cut. convertible stocks and bonds will do.
Anytime the hero takes a wound, Either way, the hero's not willing to let
add +1 to the wound-effect modifier. anything or anyone stand in the way of
When the hero is totally healthy, this him getting more of the long green
quirk has no effect, but the moment stuff.
he's wounded, it hurts like hell.

CROSS POUI
(HAPUR fin: THE WELL -ROUNDED HERO

GULLIBLE -2
Did you know they took the word
"gullible" ou t of the d ictionary? Go
check. We'll w ait right here.
If you fell for that, you know what
your hero's like. She believes anything
she's told, read, or seen on TV.
Anytime your hero tries to resist a
friendly persuasion attempt, her
opponent gets to add +2 to his roll.
Simply put, she's easily led.

HEAVY SLEEPER -1
It takes three alarm clocks and a
wakeup call to get your hero going in
the morning.
When checking to see if a noise or
disturbance rouses your hero from
sleep (usually an Easy (5) perception
roll), add +2 to the Target Number.

HEfTY -2/-3
Your hero shops at the "Big and Tall"
stores, and it's not because he's tall.
There are two levels to being hefty. A
slightly hefty hero has a Size of 6 and has
his Pace reduced by -2. A really hefty
hero has a Size of 7, and his Pace is
reduced by -4. Your hero can't be both
hefty and slight or brawny.

HEROIC -5
Your hero's, well, a hero. She can't
turn the other way when she sees
someone in need. Sure, she can gripe
about it all she wants, but at the end of
the day, she knows she's going to lend
a hand, even if it puts her life or
freedom at risk.
Even if your hero didn't have any
powers, she'd be out there on the front
lines, ready to lend a hand. As it is, she
feels obligated to use her powers for
the greater good, even if doing so risks
exposing herself as a delta.
CHAPTER fiVE: THI WELL -ROUNDED HERO

HONEST -3 A minor illness is one that causes the


Your hero can't ever have a career in hero some discomfort, but sh e can
politics. He just flat out can't tell a lie. usu ally soldier on through it with only
Oh, sure, he can give it a try, but he's some sm all difficulties. Exam ples
stinking awful at it. Any time the hero include bad allergies, mild asthma,
tells a lie, the listener gets to make a recurrent hives, or a cough the hero just
scrutinize roll, even if she's n ot can't kick.
suspicious. Worse yet, she gets to add Severe illnesses cause the hero a lot of
+2 to that roll. discomfort, enough to give her pause
A hero with this quirk cannot take when she wants to try something
the persuasion: bluff skill. difficult. These include severe asthma
The upside to this is that the hero gout, kidney stones, and the like. It ca~
can add +2 to his friendly persuasion also include the early stages of a fatal
rolls when talking to someone who's disease.
aware of his reputation for honesty. A fatal illness is one that's eventually
going to kill the hero, like AIDS, cancer,
and so on. The hero's in the final stages
ILLNESS -1/-3/-5 of the disease and could go at any time.
Your hero's sick, and in a w ay that's Be careful when taking this one, or you
not going to get better. In fact, she's might end up creating a new hero soon.
tried just about every cure, including
the paranormal variety, and they've all
failed. It looks like she's pretty much ILLNESS
stuck with it.
Just because she's got an illness, Type Target Number Modifier
though, doesn't mean she's done Minor 5 +1
living. At the start of each game Severe 7 +3
session, have the hero make a Strength Fatal 9 +5
roll against the Target Number listed
on the Illness Table. If it's failed, add -3
ILLITERATE
the listed modifier to all of the hero's
Even in Kennedy's America, society
actions for the entire session. If the hero
places a lot of emphasis on being able
rolls a disaster, her illness becomes
to read. After all, if your hero can't
worse, and she moves one step further
read, how can he know that his papers
down the table.
aren't in order?
If the hero gets an extra success on
Of course, illiteracy is no excuse. The
her roll against an illness that's gotten
hero might claim that he didn't know
worse before, she can move one step
about the Delta Registration Act
back up the table. Until that happens,
because he couldn't read the posters
though, she's stuck with the worse
splashed all over the place, but that
level, and she gets no extra points for it.
kind of reasoning's not going to hold
Either way, she can never get better
water.
than her regular illness level.
An illiterate hero can't read even the
If a hero gets a disaster with a fatal
most basic words of any language.
illness, she is doomed to die at the end
Additionally, the highest level the hero
of the session. She'd better d o h er best
can h ave in any Language skill is 1.
to make those last hours coun t.
(HAPTER fiVE: THE WELL -ROUNDED HERO

IMPULSIVE -3 LU(KY
Your hero's the kind to rush in where The world treats your hero like she's
wise men fear to tread. She doesn't care Irish and every day's St. Patrick's feast.
for thinking things over too much, and Each game session, the hero gets one
she wholeheartedly believes that she extra Delta Point (see page 193) to
can come up with something better spend. This spare Delta Point is special
than anyone else's well-laid plans by because-in addition to being useful in
simply thinking on her feet. all the normal ways-it can be spent to
To reflect this, any time the hero turn around a disastrous roll.
stops to make a plan, she must make a When this is done, don't bother
Challenging (10) Spirit roll. If she fails rolling another die. Instead, it's up to
it, she gets impatient and immediately the Guide to figure out what happens.
leaps into a "plan" of her own, whether Ideally, the hero should be on the brink
it's a good one or not. of disaster and then have things turn
Guides should watch out for heroes entirely around for her. It's the
with this quirk. They tend to not only equivalent of stepping into a cowpie
put themselves in danger but everyone and somehow coming out smelling like
around them as well. roses.

IRON JAW +3 LUSTY -1


People have been known to shatter Whenever possible, your hero's on
their knuckles on your hero's head. the prowl. He's looking for Ms. Right-
When they do, he's more likely to grin or at least Ms. Right Now.
at them than anything else. A lusty man is known as a
Whenever your hero has to make a womanizer. A lusty woman is known
stun check, take -2 from the Target by less-kind terms. Being lusty can
Number. affect the way people treat your hero. If
they like theJact the hero's lusty, add
LIGHT SLEEPER +1 +2 to friendly persuasion rolls the hero
makes. If, on the other hand, they have
Your hero sleeps with one eye open.
a prudish take on the hero's hormone-
(That's a figure of speech, you know,
laden hobby, take -2 from the hero's
not some funky kind of power.)
rolls.
When checking to see if a noise or
disturbance rouses your hero from
sleep (usually an Easy (5) perception MUN -2
roll), take -2 from the roll's Target People who don't know your hero
Number. well don't tend to like her. Those that
do, they like her even less.
LOYAL -3 Your hero's a coldhearted bastard
who wouldn't spit on someone if he
Your hero takes her friendships
was on fire. For this reason, she has to
seriously. She's willing to lay her life on
take -2 from friendly persuasion rolls.
the line to keep them safe. It takes a
On the upside, she gets to add +2 to
Spirit roll to turn from a friend in need.
hostile persuasion rolls against people
A person who feels loyal to a larger
who know her reputation.
organization has a duty instead.

)S Plltte
CHAPTER FIVE: THE WELL -ROUNDED HERO

MUTE -3 It's up to th e hero and the Guide to


For some reason or another, your figure out exactly what the obligation is.
h ero is physically un able to speak. Th e G u ide can then call the favor in
Mayb e he's got poor ears, or p erhaps its wh enever sh e likes, and it's up to the
something else. hero to answer. It takes a Challenging
The hero can use sign language or (10) Spirit roll to refuse. Th at, and a b ad
other, less-efficient ways of attitude about payin g back what you
communicating, like pointing or owe.
writing, but he can't say a word.
OBVIOUS -3/-5
OBLIGATION -1/-3 You can 't pick out m ost d eltas b y just
Somebod y d id your h ero a favor looking at them, b u t th at's not true of
once, and som eday he's goin g to call it your hero. Maybe he's 10 feet tall and
in. made of blu e rocks, or possibly he's
For -1 points, this is the opposite of sp routed wings. Either way, it's almost
fa vor owed. It's a onetime thing, but imp ossible for him to deny being a
once it's over and d one w ith, the hero d elta, and when you're unregistered
still gets to keep th e negative p oints. th at makes life on the run sheer hell.
For -3 points, the obligation is If the obvious part of the hero's
ongoing. Maybe someone saved the d eltahood can be easily concealed, then
hero's life way back when, and one the quirk's only worth -3 points. If it's
favor's just not enough payback. This impossible to cover up, the quirk's
shouldn't come up in every adventure, w orth -5 points.
but it should always hang over the An obvious hero can still have a secret
hero's head. identity. He just takes pains to conceal
his real name.

CROSS PULII
(HAPTER flV£: THI WILL -ROUNMD HfRO
OLD -3 PATRON +} TO +5
Lots of deltas find about their We don't all get where we're going
powers in the springtime of their lives. on our own. Some of us have a little
Your hero, she's more of the autumnal help.
kind. Your hero has someone powerful
No matter what your hero's actual watching over him. This could be a rich
age, she feels old and acts old. She likes relative or an old friend in Delta Prime.
to talk about the old days, back when Whatever the case, when the chips are
deltas weren't such a problem and down, this is someone the hero can call
Kennedy was actually elected. on regularly.
Take -1 from your hero's Speed dice. The patron's power and the
frequency with which she can be relied
ORDAINED +1 on to help out determine the quirk's
Not only is your hero the pious type, cost. Be sure to meet with your Guide
to figure out just who the patron is and
he's got the papers to prove it. Your
how reliable she's going to be.
hero has been ordained as an official
member of his chosen religion's clergy.
This might be as simple as answering PHOTOGRAPHIC MEMORY +5
an ad in the back of Rolling Stone The hero can recall just about
magazine, but in most cases it involves anything she's ever seen, read, heard
a serious ceremony and-after that- about, or done. She's a walking
serious responsibilities. encyclopedia, and she's ready to prove
Sit down with your Guide and figure it.
out which religion your hero belongs to Of course, just because the hero's got
and what position she holds in it. If it's this ability doesn't mean the player
a position of any power, your hero does. If the hero ever needs to
should also have a duty to other remember something that the Guide
members of his religion. talked about in the context of the game,
all you have to do is make an Easy (5)
PACIfiST -3/-5 Smarts roll. If you succeed, the Guide
then must tell you whatever it is that
It's not that your hero can't kill, it's
the hero's forgotten.
just that she refuses to.
This is not a way to get more
For whatever idealistic or moral
information out of the Guide than has
reasons, your hero has vowed to never
willingly do mortal harm to another already been given. It's just a way to
human being. Of course, ideals don't make sure that what the Guide's told
always work so cleanly in the real you in the past jibes with what you
world. remember haVing heard. It's especially
There are two levels to pacifist. If the handy if you're lazy about taking notes
in the course of a game.
hero refuses to kill unless it's
absolutely necessary, say in clear-cut Additionally, the hero can add +1 to
cases of self-defense, then the quirk's any Smarts-based skill roll. This bonus
worth -3 points. If the hero refuses to does not apply to raw Smarts rolls, just
skills.
kill under any circumstances, the
quirk's worth -5 points. Your hero cannot have this quirk and
absentminded at the same time.
(HAPTER fiVE: THE WELL -ROUNDED HERO
POOR -3 combat, so the hero has to be careful. If
Most of the time, your h ero hasn't the h ero loses her corrective lenses, she
got two thin dimes to rub together, an d must add +3 to the Target Number of
when he does, he spen ds th em before all perception rolls th at h ave to do with
he can stop himself. seeing something.
Poor isn't just a startin g p oint for At -3 p oints, the vision difficulty
your hero, it's a way of life. Money isn't correctable. The hero always has
runs through his fingers like water, and to ad d +3 to vision-based perception
even if he manages to get his h ands on Target Numbers.
a large sum, he just can't hold on to it. At -5 points, the hero is entirely
Most heroes start with $1,000 to buy blind. She automatically fails such rolls.
gear with. Your hero has $100, and he's
got little in the way of prospects for RICH +1 TO +5
getting more or ever obtaining credit. The hero's loaded, and there just
d oesn't seem to be any end to it.
POOR EARS -2/-4 A rich h ero not only starts better off
What's that you say? Speak u p! than other h eroes, he's got access to
Your hero is eith er hard of hearing or m ore money as well. Most people start
completely d eaf. If h e's just hard of off with $1,000 to p urchase gear w ith,
hearing, add +3 to the Target Number and th ey can expect to make about
of any perception rolls that h ave to do $20,000 a year. A rich h ero stand s to
w ith hearin g. That's the -2-point rake in a w hole lot more.
version of the quirk.
If the hero's d eaf (-4 points), he
automatically fails perception rolls that
have to do with hearing.
A h ero who's only h ard of hearing
can use a hearing aid to correct the
prob lem. Howev er, having a hearing
aid isn 't th e same as having good ears.
The hero still has to add +1 to the
Target Number of hearing-based
perception rolls, and he always runs the
risk of losing or damaging his hearing
aid.

POOR EYES -1/-3/-5


The hero has some kind of p roblem
w ith h is eyesigh t. Th is can range from
a mild astigmatism to total blindness.
An entirely correctable vision
problem is only w orth - 1 p oint. The
hero can see normally, but sh e m ust
w ear glasses or contact len ses. These
can be lost or damaged, especially in

CROSS PULIt
(HAPUR FIVE: THE WELL -ROUNDED HERO
See the Rich Table for exactly how SELf-CONfiDENT
much more a rich hero can expect to This is one hero who knows who she
have to start out with and make. is. She's a real skeptic who believes in
Of course, few players are going to herself first and everything else second.
want to keep track of every dime they Anytime someone tries to make a
spend. Most people get enough of that persuasion roll against this hero,
kind of thing in real life. The yearly whether friendly or hostile, she gets to
salaries are only benchmarks to give add +2 to her roll to resist.
you an idea of how much cash the hero
has coming in regularly.
SELf-RIGHUOUS -2
The hero is holier than thou-and
RICH anyone else in the room too.
The hero has the annoying habit of
Quirk Starting Yearly not only having true convictions in the
Value Money Salary correctness of her beliefs, she's also
1 $4,000 $40,000 happy to broadcast it to the world
2 $7,500 $75,000 given the slightest chance. When
3 $12,500 $125,000 dealing with someone who doesn't
4 $25,000 $250,000 agree with her, take -2 from any
5 $50,000 $500,000 friendly persuasion attempts.
Of course, when the hero's got a
-3 friendly audience, she's at the top of
SAVAGE
her game. In that case, add +2 to any
Sure, we're all animals under the
friendly persuasion attempts.
thin veneer of civilization we wear, but
that veneer is thinner for some.
The hero doesn't care much for SENSE Of DIRECTION +1
manners or other" civilized" ways, but The hero can always roughly tell
he usually suppresses his animalistic which direction is north, and from
urges when in polite-or even not-so- there he can figure out the rest. This
polite-society. Whenever he's in a works even if the hero doesn't have
stressful situation, however, he needs any outward clues.
to make an Easy (5) Spirit roll or turn
savage. SENSE Of TIME +1
In combat, the hero must make this The hero always knows roughly
roll at the start of the first round of the what time it is, give or take 15 minutes.
fight and immediately after taking a If she needs a more precise guess, a
wound. If the hero fails the roll, he Challenging (10) Spirit roll narrows it
immediately charges into close combat down to plus or minus two minutes.
with any enemy nearby. He cannot use
ranged weapons of any kind while in
this state, except as a club. SHARP EARS +1
Add a flat bonus of +3 to the hero's Your hero's the kind who can pick
Strength while he's in this savage state. out a single voice in a room and home
At the same time, take -3 from any in on it like a tiger on fresh prey. His
Smarts rolls he might have to make. keen ear allows him to add +2 to any
perception rolls involving hearing.

CROSS PBLII
(HAPTER fiVE: THl WELL-ROUHDID HIRO

SHARP Ens +1 First, give your Guide a brief


Eagles pine for eyesight as razor- description of the sidekick. Include
sharp as your hero's. She adds +2 to who she is, what her powers are, and
any perception rolls involving vision. how she met your hero. From there, it's
up to the Guide to actually create the
sidekick's profile and record her
SIDIKICK statistics on a hero sheet.
It never hurts to have an extra set of Unless your hero makes an effort to
eyes watching your back. shake a sidekick, she's almost always
Your hero's got a younger partner he around. Even then, the sidekick does
mentors in the delta game. This is a her level best to figure out where the
great way for rookies to learn about hero's going and then tags along,
handling their burgeoning powers. hidden in the shadows.
They've got the ability, but they need A sidekick is not a second hero for
the experience an older hand can offer. the player to control. The Guide is
In exchange, they lend the veterans entirely in charge of her. Sure, the hero
some much-needed muscle. can make suggestions about what the
A sidekick is an extra who's agreed sidekick should do or even give orders,
to hang out with your hero and help but the Guide chooses whether or not
out whenever he agrees to let her. In the sidekick listens.
exchange, the hero promises to teach As part of having the sidekick, the
the sidekick what she needs to know to hero automatically takes a vow to do his
survive in Kennedy's America. best to protect the sidekick at all costs.
You might pick up a sidekick in the This vow doesn't have an actual value
course of the game, but if you want of its own. It's figured into the cost of
your hero to start out with a junior the sidekick quirk.
friend, then he's got to take this quirk.

CROSS puul
(HAPTER fiVE: THE WELL-ROUNDED HERO
SKEPTICAL -1 else entirely. He just finds it hard to
Even in a world in which people turn d own someone in need. He's the
walk around with all sorts of strange kind of guy w ho's always got spare
powers, your hero is always apt to change for the asking, and he's forever
accept answers that jibe w ith the law s d onating time or money to one cause or
of reality as she understan ds them. This another.
can sometimes get in the way of her This is a good trait. It just makes it
taking the proper precautions, but it easier for p eop le to take advantage of
does have one upside. Anytime your hero, w h ether they're truly
someone tries to make a persuasion roll needful or not. The hero must make a
to convince the hero of something that Challenging (10) Spirit roll to ignore
she doesn't have personal proof of, the someone in need.
hero gets to add +2 to her opposing
roll. STUBBORN -}
As your hero likes to say, "It's my
SLOW -} way or the highway!"
Crosstown traffic moves faster than Once your h ero gets an idea in her
your hero. h ead, she has a hard time letting it go.
Take -2 off your hero's Pace. Unless she gets conclusive proof that
she's wrong, she stands by her beliefs,
come hell or high water. Even if
SLIGHT -5 someone presents her with entirely
Not every delta's a bruiser. "Slight" convincing evidence that she's
is a polite way of saying your hero's incorrect, she only grudgingly admits
skinny, short, or just petite. This might it, and she keeps looking for ways to
make her harder to hit, but it also prove herself right. Otherwise, it takes
means that when she's hit, she takes it a Challenging (10) Spirit roll for her to
hard. change her mind.
Take -1 from your hero's Size.
STUTTER -}
SNOBBY -1 Oh, d-d-dear.
Your hero's nearly cross-eyed from Your hero's got a bad stutter. In most
looking down his nose so often. Even cases, this is nothing much to worry
before he got his delta powers, he was about. It does take -1 from his friendly
pretty sure he was better than anyone persuasion rolls, as people sometimes
else. Now he knows it. find it difficult to hold a conversation
Anytime the hero tries a friendly with him.
persuasion roll, take -1 from his roll. In stressful situations, though, the
Most people just don't like being talked hero has to make a Challenging (10)
down to. Spirit roll to be able to communicate
verbally. If he gets an extra success on
SOfTHEARTED -1 the roll, he's actually so distracted by
There's nothing like a good sob story the enormity of what's happening
to get your hero's waterworks around him that he momentarily
flowing-or his wallet open. The hero's forgets he's got a stutter at all, and he
not exactly gullible. That's something can speak normally.

CROSS pout
(HAPUR fin: TH£ WHL-ROUHD£D HERO
SUP£RSTITIOUS -2
Black cats, b roken m irrors, and
sidew alk cracks all give your h ero fits.
She lives by old wives' sayings and
oth er even less-scientific sources of
knowledge. The h ero m ust m ake a
Challenging (10) Spirit roll to ignore a
"bad luck" superstition or su ffer a - 1
penalty to all rolls until the object of
sup erstition is gone.

SQUUMISH -2
Your h ero's n ot afraid of a fight, b ut
man, the sight of blood does him some
harm.
Anytime your hero looks (w h eth er
on purpose or not) at som ething m ost
people might think of as gross, he h as
to make a Challenging (10) bravery roll.
1£ he fails it, he either faints, vomits,
freezes, or runs screaming into the
night. It's up to the Guide exa ctly what
happens and what might set the hero's
tender nature on edge.
For instance, with three wounds in
her torso, your hero would normally
l£MP£R -2 add +3 to the Target Number of any
The hero has a short fuse that's actions, reflecting the suffering she's
easily lit. When people are messing going through. (See Chapter Six for
with him, it takes everything he has (in more on how this works.) Since she's
the form of a Challenging (10) Spirit tough, though, she only adds +2.
roll) to not react. Some quirks you can take more than
When the hero lets loose with his once. Unfortunately, that's not the case
temper, he doesn't get any special with this one.
benefits. He's just stuck his foot in it,
and now it's up to him to get out of it.
UGLY -2
Your hero's face couldn't really stop
TOUGH a speeding bullet, but it could sure
Your hero chews lightbulbs for make the bullet regret going the way it
breakfast. did.
Pain just doesn't seem to bother your There's no other way to say it: Your
hero as much as it does other people. hero is butt-ugly. In friendly persuasion
Whenever she's suffering from a rolls, he must take -2 from his result.
wound-effect modifier that adds to her On the other hand, he might get to add
Target Numbers, take -1 from that +2 to hostile persuasion rolls, at the
modifier. Guide's option.
(HAPTER fiVE: THE WELL -ROUNDED HERO

UNLUCKY -5 VOICE
If it seems like the world's out to get Your hero's got a voice that can
your hero, you just might be right. either open doors or get them slammed
When making an action roll for your in his face.
hero, you need one less 1 than normal There are two kinds of voices: hard
to trigger a disaster. For example, if and soft. A soft voice adds +2 to friendly
you're rolling five dice, you normally persuasion rolls when used, and a hard
needs three Is for a disastrous roll. voice adds +2 to hostile persuasion rolls
Because your hero's unlucky, you only when used. The hero doesn't
needs to roll two Is to ruin her day. necessarily use the voice all the time,
It's possible for a hero to be both only when he needs to. Otherwise, it
lucky and unlucky. Some people's tends to lose its effect.
fortunes just seem to run in streaks that A hero can have both kinds of voices,
way. and he can pull either of them out
whenever he likes. He just can't use
VENGEfUL -} them both at the same time.
Your hero holds onto a grudge like a
long-lost love. It's not going anywhere Vow -J TO-5
until he's done with it-and that's Your hero's sworn an oath to uphold
never going to happen. some kind of ideal that's important to
When someone does your hero him. This can range from a priestly vow
wrong, he's not the forgive and forget of celibacy or poverty to a vow to
type. More like the revenge and uphold the tenets and duties of public
remember. Whenever possible, he goes office-a rarely kept vow in Brave New
to great pains to even the score, at least World.
in his own mind. The more intrusive the vow is in the
hero's life, the more it's worth. You
VETERAN :!:o should come up with the vow and then
talk about it with your Guide. It's up to
The hero's seen a lot of action in his
the Guide to set the exact value of the
time. He's learned from it, but it's left
vow.
its mark on him too.
This quirk doesn't cost anything
because it's a wash. When you select it, WANTED -5
your hero gets an extra 5 points to When you're on the wrong side of
spend on skills, quirks, or tricks. The the law, you're always watching over
only problem is he has to take an extra your shoulder.
-5 points of enemies, plus he's wanted, To take the wanted quirk, your hero
for which he gets no points. You don't doesn't have to actually commit a
wander around that long and not crime. She's just got to be suspected of
attract the attention of Delta Prime. committing one-like being an
None of these points count against unregistered delta-whether she
the lO-point limit for negative quirks. actually did it or not. On the other
After all, they're all built into the hand, being a criminal doesn't
veteran quirk, which doesn't cost your necessarily mean the hero's wanted,
hero a thing-at least on paper. especially if she's got a clean record.

enSS PUUI
CHAPTER fiVE: THE WELL -ROUNMD HERO

With Kennedy's nationwide When your hero's about to do


CrimeNet database, the record of something unbelievably stupid, the
anyone that's arrested for an ything can Guide can ask you to make a
be pulled up in a matter of seconds. Challenging (10) Spirit roll. If you fail it,
Any law officer in the country can haul your hero continues on with his course
the hero in for any known crimes, even of action. If you succeed, your hero can
if they were committed in another take a moment to reconsider and then
state-even if the wrong is only unpaid alter his plans to something less
parking tickets. And then he's got to sit foolish.
there until someone makes bail for It's up to the Guide to give you a last
him-assuming the judge even sets a chance before something blows up in
baiL your hero's face. If she forgets, well,
This means that the hero can't ever you should have played the hero a bit
approach the police for help. As soon wiser, right?
as she does, they're likely going to run
a check on her, figure out who she is, YOUNG -1
and then slap the cuffs on her.
If your Defiant gets captured, he's
An unregistered delta with a public
headed for the Delta Academy instead
identity must take the wanted quirk.
of Delta Squadron or Delta Prime. They
don't take children in the army-yet.
WISE Because of your hero's age, many
There's a little voice inside your people don't take him seriously, and
hero's head that stops him when he's there are some things he can't legally
about to do something stupid. Some do: drive, have a drink, enter an R-
call that wisdom. Others worry about rated movie alone, and so on. Take -2
you hearing little voices. from any persuasion rolls.

-
'S PllleE
L _ _ _
CHAPTER SIX: THE BIG THROWDOWN
(HAPTER SIX:
THE BIG
THROWDOWN

No matter how much your hero


might try to prevent it, eventually he's THE COMBATROUND
going to get into a fight. It's a violent Most of the time you're playing
world, after all, and the heroes deal Brave New World, you don't need to
with violent people. watch the clock too closely. You just
Here's what to do when that assume the rest of the world keeps
happens. spinning along with little chance of you
being interfered with.
That's different in a fight.
SURPRISE When the fists start flying, there's a
Most of the time, your hero's not lot to handle. To do that, there are some
going to stand toe-to-toe with a foe. rules you've got to keep in mind. The
Each character in the fight's going to do first has to do with keeping track of
whatever he can to get the odds in his what's happening in the fight.
favor, and that often involves things When the fight starts, anyone in the
like laying an ambush. area who might have any kind of effect
If there's a chance that a character on the fight "enters combat." From that
might be surprised by another, his point until the fight's over, the Guide
player needs to make a perception roll. breaks the game down into rounds of
It's up to the Guide to set the difficulty. five seconds each.
It should be Easy (5) if the hero is In the course of a "round," each
expecting trouble, but it can go up to combatant gets a chance to take one or
Difficult (15) or higher if the more actions. Once the round's over,
ambusher 's really set the trap well or the Guide checks to see if the fight' s
the hero's just plain clueless-or both. still going on. If it is, combat enters
If a hero fails the roll, he's surprised another round. You keep this up until
and can't do any actions that round. the Guide declares the fight over.
SIX: THE BIG THROWDOWN
Example: The Rebel's got a
THE ORDER Of COMBAT Speed of 4d6, so Marty rolls five
It's kind of a contradiction in terms, dice. He gets 1, 3, 5, and 6. He
since most fights are anything but rerolls the 6 and gets 5. This gives
orderly. In a roleplaying game, though, him a total of (6+5=) 11. That's
you need a way to keep track of all the two successes, or two extra actions.
action that's going on. You do that by He adds this to his free action for
setting up the order of combat each three total actions.
round. The thug he's facing off against
This is the easy part. To start out rolls his Speed of 2d6 and gets 2
with, every hero gets one action per and 4. The 4 gets no successes, but
round, but he has a chance of getting the thug still has his one free
more. To figure out how many more, action.
every player must make an Easy (5) Since the Rebel got the higher
Speed roll for his hero. We call this an roll, he goes first. Then the thug
"initiative" roll. For every success a gets an action. Then we start over
hero gets, he can perform one with the Rebel again. After that,
additional action during this round, up since the thug doesn't have any
to his Speed. more actions left, we skip him this
The most actions a reg can have time around and let the Rebel use
during a round is 5, but that limit his final action, ending the round
doesn't hold for deltas. there.
The combatant with the highest
result gets to go first, then the person
with the next highest result, and so on, ACTIONS
until every combatant that has an The fact is that some tasks take
action has had a chance to go. If a longer than others. Cocking and firing
character doesn't have an action left, a shotgun takes a lot longer than
just skip over her. She's done for this squeezing the trigger of an automatic
round. pistol for instance. To help you with
If there's a tie, the combatant with this, we break tasks down into three
the highest Speed trait goes first. If categories: simple, short, and long.
that's tied too, then the actions of the
tied combatants all take place
simultaneousl y. SIMPLE TASKS (ZERO ACTIONS)
Once every character in the fight's A simple task is something that
had a chance to take an action-if he's requires little or no concentration and
got one-start over again with the can be done at the same time as
combatant who had the highest Speed something else. This includes things
roll. Make sure you skip over any like moving, talking, or making an
combatant who've already used all of opposed roll when your hero's the
their actions. defender.
Keep going around like this until None of these require an action to
everybody's used up all their actions. do, but your hero can't just do them at
Then the round's over, and it's time to any time. With the exception of
start another one. defending himself, he 's got to wait for

CROSS pout
CHAPTER SIX: THf BIG THROWDOWH
his turn to come around, and then he
can perform a simple task at the same
time as he tries something more
difficult, if he likes.
A hero can perform as many simple
tasks at a time as he likes. Of course,
this can quickly get ridiculous. It's up
to the Guide to step in if that happens.

SHORT TASKS (ONE ACTION)


Most things a hero's going to want to
do during combat are short tasks.
These are things like cocking a weapon,
firing a gun, throwing a punch, or
using a power. These all take a single
action to complete.
A short task takes up the entire
action. A hero can do a simple task and
a short task at the same time, but she
can't do two or more simple tasks or
long tasks at once.

LONG TASKS (Two OR MORE ACTIONS)


Long tasks are those that take more
time to pull off. Certain powers have to
be charged up for an action or two
before they can be used, for instance.
When you start a long task, you tell the
Guide what your hero's doing, and the
Guide tells you how many actions it's
going to take.
When your hero's spent the required
number of actions on the task, the task
is complete. If you need to make an
action roll for this action, you roll the
dice at the end of the last action spent.

CLASSIFYING TASKS
It's up to the Guide to figure out
how many actions a task requires,
using the guidelines given here. If she
really has no idea, she should just roll a
single die and tell the player the task
requires that many actions.

CROSS POLII
(HAPTER SIX: Tm: BIG THROWDOWH

If you w ant to in terrupt another


HOLDING AN ACTION character 's action, then you've got a bit
Sometimes you don't want your hero of a problem. The other character's not
to just go charging into the fray. Savvy likely going to just roll over and let you
heroes often take a step back to let have your way. You've got to fight for
events unfold before they make a it.
move. When that happens, you want When this happens (you've got two
your hero to hold his action instead of or more characters trying to do
using it. something at once), they each have to
If you want to do this, when your make a Speed roll. The character with
hero's turn comes around, just tell the the highest result gets to go first. If
Guide you're holding your action. The there's a tie, the actions are resolved
rest of the round progresses normally. simultaneously, with both taking effect
You can hold an action until your at once.
next turn to use an action comes
around or the fight ends. When your
next turn comes up, you lose your held SHOWING THE fiGHT
action, but you can just hold your next Although most of the action in Brave
action too if you like. N ew World happens in the collective
imaginations of the Guide and the
USING AHHD ACTION players, when the heroes get into a
fight, that arena is often not as precise
If you've got a held action, you can as you might want. Instead, the players
use it any time you like. All you've got are going to want to know exactly
to do is tell the Guide what you're where their h eroes are in respect to
doing. their foes.

CROSS PIIUl
(HAPTER SIX: THE BIG THROWDOWH
The best way to d o all of this is to Heroes often have several actions
show the p layers what's happening by d uring a round, and they can break
pu tting miniature figures on a m ap of their m ovem ent up am on g these
the area they're in . You can sketch the action s as they like. They can even
map out on a piece of paper if you like, move, take an action, and then move
but there's a better way. some more on the same action .
Lots of good gaming stores sell vinyl Any movement not used up d uring a
mapsheets you can d raw on w ith round is lost. It cannot be carried over
erasable m arkers. These com e printed from round to round.
with a grid on them to make it easy to
gauge ranges between combatan ts . Ex ample: The Rebel's got a
Alternatively, you can pick up a Pace of 9, and he's got two actions
whiteboard from an office-supply store this round. He can move nine
and use dry-erase markers to draw out inches on his first action and none
your map. on his second. Or he can stand still
Once you've got the map drawn, you on his first action and move nine
need to have something to show w here inches on his second action. Or he
the heroes and their foes are on the can move five inches on his first
map. In a pinch, you can u se dice or action and four on his second. Or
bottlecaps, but these really suffer from he can break it up any other way he
a lack of coolness. The best things likes.
going are metal miniah ues.
Pinnacle sells a line of lead-free
pewter metal miniatures. These
MOVING ON AHfLO ACTION
represent a number of different kinds A hero can move normally on a held
of characters from Brave N ew World, action, as long as he's got Pace left to
and they're perfect for breaking out use during that round. If he's already
whenever a fight starts. They paint up used up all of his Pace, he can't move,
nice too, and they can really help make although he can still act.
the battle seem a lot more concrete.
The miniatures come in a 30mm SPRINTING
scale, which makes an inch on the map
roughly equal to two yards. Keep that If a hero wants to, she can put her
in mind when drawing your map, and head down and push every ounce of
you shouldn't have any problems. speed out of herself for an action. This
is a short task, which means the hero
can't do anything else while she's
MOVING sprinting.
A sprinter gets an extra inch of
Each round, a hero can move up to movement (two yards) on each action
one inch (two yards) for every die and she sprints. If she's got lots of actions
bonus point of Speed he's got, plus +5. during a round, she can keep sprinting
This number is the hero's Pace. on each of them, racking up lots of
extra movement.
Example: The Rebel's Speed is At the end of a round in which a
4d6. He can move up to (4+5=) 9 hero sprints, she must make an Easy (5)
inches-18 yards-in a round. Strength roll. If she fails it, she becomes
(HAPTER SIX: THE BIG THROWDOWN
stunned. For each round the hero The Carrying Table shows how
sprints in a row, the Target Number much a hero can carry and how fast he
goes up by +1 until the hero either can move with it. A hero can carry an
stops sprinting or is stunned. amount of weight with a total Size up
See pages 159-160 for more about to his Strength+2. The Guide should
being stunned and recovering from it. feel free to alter these guidelines if the
weight being carried is particularly
bulky or just hard to handle.
GHTING DOWN-AND BACK UP AGAIN
A hero can lie prone with no
movement penalty. If the hero is off his SIZE
feet for some reason, whether on
purpose or because she was knocked Size Typical Weight Examples
down, it takes 4 inches worth of 1 Up to 5 pounds Cat, bowling
movement to stand up. ball
If your hero doesn't have that much 2 20 pounds Young child
movement left, she can't get up. If your 3 50 pounds Average dog
hero somehow has less than 4 inches of 4 100 pounds Small person
movement in an entire turn, she can 5 150 pounds Average person
instead use all of her movement for the 6 250 pounds Big person
turn to get up. 7 400 pounds Huge person
While on the ground, a hero can 8 650 pounds Sumo wrestler,
crawl at up to a quarter of her Pace. gorilla
Also, take --4 from any dodge rolls. 9 1000 pounds Bear, horse
10 1750 pounds Small car
11 2500 pounds Large car
UAPING 12 2 tons
A hero can jump forward up to a 13 3 tons
half-inch for each point of Strength he's 14 5 tons Elephant
got. 15 8 tons
16 13 tons
LIfTING AND MOVING 17 20 tons
18 30 tons
The fact is it's hard to haul tail when 19 50 tons
you're loaded down with a lot of gear. 20 80 tons
The more you're carrying with you, the 21 130 tons Blue whale
slower you're going to move. 22 200 tons
To reflect that, check the following 23 300 tons
tables. The Size Table gives the relative
weights for things or creatures at each
Size. As you can see from the table, Size CARRYING
is hardly an exact measurement,
although it works just fine in most Size of Items Carried Pace
cases. If something's weight stands Up to Strength Normal
between two Sizes, you should usually Strength+l 50%
go with the closer number, although it's Strength+2 0%
the Guide's call in the end. Strength+3 or more

~s PI-ICC CROSS POLir


1..---
(HAPTER SIX: THE BIG THROWDOWH

The Target Number can be modified


ATTACKING by a lot of things, which we'll get to in
There are two basic kinds of attacks: a bit. The only thing you really need to
ranged combat and close combat. know right now is that if your action
Ranged combat attacks are things roll meets or beats the Target Number,
like gunshots, energy blasts, and the your attack hits.
like-basically anything your hero has
to fire at a foe. UNf OF SIGHT
Close combat attacks include
smacking someone with a club or With a ranged attack, the first thing
whaling on him with your fists. you've got to figure out is whether or
Let's start with ranged combat not your hero can see the target he
attacks. wants to shoot at.
This is one really good reason to use
miniatures in your game. If you've got
RANGED (OM BAT ATTACKS the figures set out on the table, all the
Guide has to do is get down, get herself
When words fail, people get to a miniature's eye view of the action,
fighting, and more often than not, they and make the call. Otherwise, it's a lot
resort to something they can shoot of guesswork.
people with. If the attacker can see his target, then
he can fire at it. Otherwise, he's out of
SHOOTING luck.
Figuring out the line of sight can get
Shooting a target is really simple. It's tricky. In all cases, it's up to the Guide
an action that uses your hero's shooting to use common sense to work it out.
skill. The base Target Number is 5.
(HAPTER SIX: THI BIG THROWDOWN
RATE Of fiRE
RANGID WIAPONS A gun can fire a number of bullets
Just like with characters, each up to its Rate of Fire on each action.
weapon has a profile that tells you Any weapon with a Rate of Fire of
exactly how it works in the game. Let's more than 1 is treated as an automatic.
take a look at one example. For the rest This has more to do with what it's like
of the list, see page 188. to fire a lot of shots with the gun at
once than it does with the gun's action.
WUPON TYPE
This is the kind of weapon we're RANGE INCREMENT
talking about. The farther away a target is, the
harder it is to hit. Some weapons, like
ACTION rifles, are meant to be used against
This is the means by which the targets at further distances, so it's
weapon works. "Auto" means the easier to hit a distant target with these
gun's an automatic. than with a pistol. We boil this down
into the weapon's Range Increment.
When your hero's shooting at
AMMO someone, measure the range between
This is the kind of ammunition the the figures in inches. Then you divide
weapon takes. This is usually listed by the range by the weapon's Range
caliber (like .45) or in millimeters (mm). Increment, round down, and add that
number to the shot's Target Number.
SHOTS This is known as th e "range modifier. "
Every weapon only holds a certain
number of bullets, charges, or Example: A policeman fires her
whatever. This number tells you how revolver at the Rebel. The regular
many shots you can fire with the Target Number for a ranged attack
weapon before it has to be reloaded or is Easy (5). The range between
recharged. them is 12 inches. The Range
Increment is 5, so the range
modifier is (12.:,.5=2.2) 2. The
QUICKNESS Target Number for the shot is 7.
Every weapon has a Quickness score
that tells you how many actions it takes
to use it in combat. This n umber 's DAMAGE
based on how unwieldy the weapon is. When the shot hits the target, it d oes
H takes a bit longer to draw a bead a certain amoun t of damage, as listed
with a rifle than w ith a pistol, for under this entry. You read the damage
instance. dice just like you do for an action roll.

SAMPLE WUPON
Rate of Range
Weapon Type Action Ammo Shots Quickness Fire Increment Damage Cost
Colt 2000 Auto 9mm 15 1 1 5 5d6+5 $600

.---
?SPBl.ICE CROSS POll
(HAPTER SIX: THE BIG THROWDOWN

RANGID ATTACK MODIFlIRS


Okay, you know all abou t weap ons,
how to fire them, an d h ow range affects
the shot, but that's not all th ere is to it.
A fight is a chaotic thing, and there's a
lot more going on in it than just
..
pointing a gun and pulling the trigger.
Certain situations happen often
enough that we've assigned standard
modifiers to them. A lot of stranger
things can happen too, and in those - I

cases it's up to the Guide to assign


modifiers as he sees fit.
Each of the modifiers listed on the
table below are added to the attack
roll's Target Number.

RANGED ATTACK MODIfiERS

Situation Modifier
Shooter is moving on foot +4
Shooter is in a moving vehicle +2
Target's Size Varies
Target is hidden +6 SIZE
Lighting: It's a lot easier to hit a bigger target
Twilight +2 than a smaller one. Add +1 to the
Night with a full moon +2 Target N umber for every point of Size
Night with a half moon +4 the target has over 5. Or take -1 from
Night with no moon (city) +6 the Target Number for every point of
Night with no moon (country) +8 Size the target has under 5.
Total darkness +10
Blinded +10 TARGET IS HIDDEN
This is the exception to the line of
SHOOTER IS MOVING ON fOOT sight rule. If the target's entirely hidden
If the shooter moves at all d uring behind something, your hero can still
this action, she has to add +4 to her fire at him. All he's got to do is guess
Target Number. Remember, she can't where the target really is and then hope
shoot and sprint at the same time. his attack can penetrate whatever the
target's hiding behind.
The standard modifier for this is +6,
SHOOTER IS IN AMOVING VEHICLE but the Guide can move this up or
Even a luxury car with the sweetest down as she sees fit. This should
shocks bumps around a bit. If the depend on the relative size of whatever
shooter's in a moving vehicle, she has the target's hiding behind.
to add +2 to the Target Num ber.
(HAPTER SIX: Tm: BIG THROWDOWN

LIGHTING MULTIPLE TARGETS


The harder it is to see something, the Sometimes when you're tossing that
harder it is to hit it with a ranged much lead in the air, you get the urge
attack. The Guide should figure out to share the wealth.
what the available light is and then To hit more than one target with a
apply these modifiers. burst, do this. Pick your primary target
Other light sources like flashlights and roll the dice for the burst. Once
can affect these modifiers too. If the you know how many bullets have hit,
target's carrying a light source the assign as many of them as you like to
attacker can see, for instance, then none your primary target. (She's got to take
of the modifiers should apply. at least one.)
Then choose another target within
one inch, and assign as many of the
DiffERENT WEAPON TYPES leftover bullets as you like to him. You
The regular rules work fine for can keep doing this-as long as each
things like shooting revolvers or firing new target is within one inch of the
energy blasts. Not all ranged attacks fit last-until you run out of hits.
those models well though. If you want to switch to a new target
that's more than an inch away from the
last, you can, but you have to waste
fiRING It BURST one remaining hit for each extra inch
With many weapons and some away the next target is.
powers, you squeeze the trigger and You must assign each of the bullets
fire a burst of bullets. To keep things to a potential target before you make
simple, don't roll for each bullet. First, your attack roll.
figure out how many bullets you want
to fire. You can fire from one bullet up
to the weapon's Rate of Fire. SHOTGUNS
Then you just make a standard Unlike regular guns, shotguns don't
shooting roll, adding an extra die for fire a single bullet. Instead, they fire
each bullet you're firing past the first. shells which let loose a barrage of tiny,
For each success you get on the roll, a metal balls.
bullet finds its mark. These successes Shotguns are great for close-in
can't also be used for tricks. fighting, but the barrage tends to
The attacker can aim (see page lS0 spread out as it travels away from the
for how to use this maneuver) before shooter, so they're not so great at
letting loose a burst of automatic fire. longer ranges.
The attacker can also make a called
shot with an automatic burst, but only
the first shot hits in the called location. SHOTGUN DAMAG£
The rest are rolled for randomly.
A double-barreled shotgun is a bit of Range Damage
a special case. It's got a Rate of Fire of 2 Point blank Sd6+1S
because both barrels can be fired at l-Sinches Sd6+10
once. We treat this like an automatic 5-10 inches 5d6+5
weapon for purposes of the rules. 10-lS inches Sd6
(HAPTER SIX: THE BIG THROWDOWN
SHOTGUN SLUGS
Shotguns usually fire shells-packs
IXPLOSIVIS
of metal pellets-but they can also be Explosives are listed with a Blast
loaded with a different kind of Radius, say 5 inches. That means that
ammunition called a slug. A slug is a anything within 5 inches of the
huge chunk of lead, and when it explosive when it goes off takes full
smacks into a target, it's time to call for damage.
a medic-or a hearse. There are two other rings around the
When firing a slug, add +4 to the primary Blast Radius, each of which is
Target Number, due to the poor way as wide as the Blast Radius. The
such a hunk of metal slides through the damage in the secondary Blast Radius
air. However, a shotgun slug always is half the regular damage total, while
does 5d6+ 15 damage, no matter the people in the tertiary Blast Radius take
range. only a quarter of the standard damage.
If the Blast Radius is 5 inches, the
DOUBLE YOUR FUN secondary ring is from 5-10 inches
away, and the tertiary is from 10-15
With a double-barreled shotgun, a
inches away.
hero can let loose with both barrels at
If a target is actually on a Blast
once. You make a single attack roll and
Radius line, the target takes the worse
hit-location roll for both barrels, but
of the two possible damage totals.
you roll damage for each barrel
When figuring damage from an
separately. The attacks are considered
explosion, just roll once, then apply it
simultaneous, so you should treat both
to everyone affected by the blast.
barrels as if they were firing at armor in
Explosions deal massive damage. See
the same condition, no matter how
page 160 for how this works.
battered it is by either attack.
CHAPTER SIX: THE BIG THROWDOWH

Example: A Primer fires a


grenade at the Rebel. The grenade
DIRfCTIOH
has a Blast Radius of 5 inches, so First you need to know which
anything up to 5 inches from the direction the attack went from the
target takes full damage. People 5 targeted point-not from the attacker.
to 10 inches away takes half the Unless the roll was disastrous, we
damage, and anyone 10 to 15 assume it got going in the right
inches away takes a quarter of the direction at least.
damage. If the rolled damage was Place a marker down where the
22 points, those in the primary attack was meant to hit. Then roll1d6.
radius take all 22 points, those in (This die roll isn't open-ended, so don't
the secondary radius take (22 -:- 2=) reroll if you get a 6.) Double the result
11 points, and tertiary targets take and read it just like you would off a
(22 -:- 4= 5.5=) 5. clock's face centered on the target, with
the 12 o'clock position pointing away
from the attacker. That's the direction
DEVIATION in which the attack deviates from the
target.
When you miss with area-affect
attacks-things like grenades, rockets, Example: A Primer fires a
and the like- you need to check for grenade at Jackie Savage, who's 15
deviation. After all, even if you miss inches away, but misses. Checking
the target, the attack is going to hit for direction, he rolls 1d6 and gets
somewhere. a 6. Doubling that, he gets (6 x 2=)
That is, unless you roll a disaster. In ~2, meaning the grenade heads off
that case, the attack goes off between m the 12 o'clock direction, directly
your hero's feet. away from the Primer.

CROSS POul
(HAPTER SIX: THE BIG THROWDOWH
If your hero's in a situation where
DISTANCf stray shots don't have a chance of
Next, you need to figure out how far hitting anyone, don't worry about
from the targeted p oint the attack went. them . In a congested city-or a big
Roll ld6 for every fu ll 10 inches fight-the issue is going to come up.
between the attacker and the targeted This is especially true if the attacker's
point. If the range is less than 10 inches, firing a burst. Remember, any bullets
just rollld6 instead. This roll is open- that go into the burst that don't come
ended like normal. up as hits are stray bullets.
Either way, the attack deviates that
many inches along the direction you
rolled. If the attack deviated backward STRAY BULLETS
(to the 4, 6, or 8 o'clock positions), the If a shot misses, look along the line
attack can't deviate any further th an of sight between the attacker and the
half the original range. target, continuing the line past the
target. Anyone within a half inch (one
Example: Checking for yard) of that line could be hit by the
distance, the Primer rolls 1d6. He shot, no matter if she's friend or foe.
gets a 6, then rerolls it and gets a 1 Starting with the possible victim
for a total of (6 + 1=) 7. The closest to the attacker, rollld6. On a I,
grenade travels 7 inches over the attack hits that bystander. If a
Jackie's head. potential target isn't hit, keep checking
on d own the line until someone is hit
or you run out of bystanders.
TWO-HANDED WEAPONS The spray from a shotgun shell is a
It only takes one good hand to fire a lot more likely to injure an innocent.
pistol, but most longer w eapons (rifles, For these attacks, rollld6 like normal.
shotguns, machine-guns-even axes or A bystander is hit on a 1 or 2.
chainsaws) require two. Any time a
hero uses a two-handed weapon in one HUMAN SHIELDS
hand, add +3 to the Target Number.
Also, if the hero's in close combat, he If a bystander'S directly between the
loses the weapon's Defensive Bonus. attacker and the target-say the
defender's using someone else as a
bullet catcher-and the attack hits, it's
BYSTANDERS a bit simpler. All you've got to do is
figure out if the attack hits a location on
One of the things you're going to see the target that's covered by the shield
a lot of in Brave New World is collateral by making a roll on the Hit Location
damage. Lots of deltas can kill a reg Table. (We'll get to that in just a bit, on
without breaking a sweat, and m any page 154.) If so, the shield's hit instead.
can even do so accidentally. After all, if When this happens, the Guide
your hero's standing on a crowded should be able to figure out what part
street and he lets loose with a barrage of the shield was covering the target's
of energy blasts, there's a good chance "hit" location. If it's not absolutely
he's going to harm some innocents clear, just make another roll on the Hit
along with his foes. Location Table.
(HAPTER SIX: THE BIG THROWDOWH

RANGID COMBAT MANIUVIRS CALLED-SHOT MODIfiERS


There are some things a hero can do Location Modifier
to stack the odds in his favor. Torso +2
Leg or arm +4
AIMING Head +6
Weapon +6
The regular ranged attack rules
assume that the attacker's in the
middle of a fight. That's not always the DISARMING
case though, and if your hero wants to To disarm a foe, the hero must first
take the time to set up a good shot for make a called shot to the weapon,
herself, more power to her. You can which adds +6 to the Target Number. If
even aim before firing a burst. the weapon's hit, the foe must make a
Aiming is a short task, so it requires Challenging (10) Strength roll or drop
one action. For every action the hero the weapon.
spends aiming at a target, take -2 from
the Target Number. The maximum
modifier for aiming is -6, so after your HIPSHOOTING
hero's aimed for three actions, she's not Sometimes when that Primer's
doing herself any more good. bearing down on you, you don't have
The attack must be made right after the time to properly point a gun at a
an aiming action for the aiming to have target. You can always try shooting
any effect. You can hold the shot as from the hip.
long as the Guide lets you, but you When hipshooting, you fire a
can't aim for three actions, sprint to a weapon with a Quickness of more than
different position, then fire. Well, you 1 in a single action. You just have to
can, but then you lose out on any add weapon's Quickness to the Target
modifiers for aiming. Number to account for the hasty shot.
Hipshooting a weapon with a
Quickness of 2, for example, would
CALLED SHOTS add +2 to the Target Number.
Where you hit a target can be just as You can't aim while hipshooting,
important as if you hit it. Attacks that although you can try a called shot if
hit the head are particularly nasty, and you're feeling lucky.
more than one hero has tried to blast an
attacker's gun out of his hands instead
of hurting him directly. QUICK DRAW
When your hero wants to shoot at a Drawing a weapon takes a full
particular part of the target's body action. With the quick draw skill, you
instead of just firing away, that's called can draw your weapon and fire it-or
"making a called shot." do whatever else might happen to
The smaller the body part is, the come to mind-in the same action. This
harder it is to hit it. See the following is an Easy (5) roll.
table for examples. The Guide should If you blow the quick draw roll, you
use these to figure out proper modifiers still draw the gun, but and you can't
for anything else that might come up. fire on that action.

CROSS POllf
(HAPTER SIX: THE BIG THROWDOWN

RHOADING
If you keep blasting away w ith a
weapon, you're going to en d up with
an empty gun . Then it's time to reload.
How long it takes a hero to entirely
reload a weapon depends on w hat kind
of weapon you're talking abou t. See the
Reloading Times Table for all the
details. Each weapon's action is listed
on the Ranged Weapons Table on p age
188.

RELOADING TIMES

Weapon Action Actions to Reload


Automatic 2
Bolt 3
Drawn 1
Revolver 3
Shotgun 2
Pump 3

SPUD-LOADING
Fumbling around with all that ammo USING TWO WIAPONS
can prove a fatal delay in a firefight. A Most folks have seen enough John
hero with the speed-load skill can pop a Woo movies to think that waltzing
clip back in and keep firing without around with a gun in each fist is the
missing a beat. way to go. Sure, it looks cool, but
When you want your hero to slap the there's a reason most folks don't both er.
ammo back in faster, make an Easy (5) When a hero fires two guns at once,
speed-load roll. For each success you get, add +4 to the Target Number of each
it takes the hero one less action to attack. This is in addition to the +4
reload her weapon. If this reduces the penalty for the off-hand's attack.
number of actions needed to 0 or less,
the hero can actually fire the weapon
on that same action. THROWN WEAPONS
There's another way to hurt someone
fiRING WITH THI Off-HAND from a distance: throw something at
him. The worst most regs can do is
Unless your hero's ambidextrous, he
throw something like a dart or a
favors one hand over the other in most
grenade. Some deltas can toss around
things. Firing a gun with the offhand is
bowling balls like they were skipping
a bit tougher. Whenever he tries this,
stones off the Chicago Bay. Either way,
add +4 to the attack's Target Number.
the game treats these things the same.
(HAPTER SIX: THE BIG THROWDOWN
Throwing something at a target is
just like shooting at him. You figure in (LOSI (OMBAT ATTACKS
all of the same modifiers, even the As powerful as they are, deltas often
Range Increment, to set the Target resort to their fists.
Number. When you roll the dice, The hero has to be within reach of
though, you use your hero's throwing his foe to make a close attack. With
skill instead of his shooting skill. most weapons, this is usually less than
1 inch, but it can be more if the hero's
RANGES got a longer weapon. If the hero's
attacking with her fists, she has to be
The maximum distance a hero can touching her opponent (or at least close
throw most small things is 10 times his enough to reach him).
Strength in inches. This rule works well Once the foe's within the attacker's
for things with a Size of I, but the reach, the attacker makes a fighting or
Guide should adjust this top range for fighting weapon roll. The base Target
heavier things. A hero can throw larger Number is Easy (5), but you add the
things, but not as far. Divide the hero's defender's fighting bonus to that. If the
regular top range by the object's Size to defender's using a fighting weapon,
get the new top range, rounding down. add his fighting weapon bonus instead.
If the hero tries to throw an object
with a Size equal to his Strength, the
Example: The Rebel takes a
farthest he can throw it is his Strength
swing at the Primer who's been
in inches. If its Size is 1 more than his hassling him. The Primer's
Strength, the maximum is half his
fighting: barehanded skill is 3, so
Strength in inches. If it's 2 more, he can
the attack's Target Number is 8.
only throw it a quarter of his Strength. The R ebel's Strength is 4d6, and
his fighting: barehanded skill is
Example: The Rebel has a
5, so he rolls 4d6+5. His final
Strength of 4d6. He can throw a
result is 12, which hits.
Size 1 object up to (4 x 10=) 40
inches (80 yards). Ifhe wants to
throw a Size 5 woman to safety DEfENSIVE BONUSES
from the top of a burning building, Some close combat weapons are
the furthest he could toss her is 2 useful for blocking attacks too. We
inches (4 yards). describe this parrying ability with a
Defensive Bonus statistic.
RANGE IN(REMENTS In a fight, if the defender's weapon
has a Defensive Bonus, add that to the
The Range Increment for a thrown attack's Target Number, along with the
weapon is equal to the thrower's Speed defender's fighting weapon skill.
dice, plus any bonuses. It doesn't
matter what the Size of the thrown
Example: The Rebel punches at
object is. another Primer who's brandishing
a huge knife. The Primer's
Example: The Rebel's got a
fighting: blade skill is 3 and the
Speed of 4d6. His Range weapon's Defensive Bonus is +1.
Increment when throwing is 4.
That makes the Target Number 9.
(HAPTER SIX: THI BIG THROWDOWN

For instance, if your hero charges 10


CLOSE COMBAT MANEUVERS inches and punches a foe, he gets a +2
Just because your hero's d ecided to bonus to his damage, but he takes 2
work with his fists doesn't mean he's p oints of damage to his fist. Since this
not as tricky as a goon with a gun. Here is un der his Size, he's fine, but if he's
are some things you can do to give moving faster, he could hurt himself.
your hero an edge. And remember:
There's no such thing as a fair fight. DISARMING
Most times, for close combat attacks
a hero's going to use a fight ing or a ' To disarm a foe, the hero must first
martial arts skill. These are essentially make a called shot to the weapon,
the same skills, just based on different which adds +6 to the Target Number. If
traits. Pick whichever your hero is the hero then wins an opposed Strength
better with, and dive on in! roll, he's grabbed the weapon away
from his foe.

CHARGING RUSHING AN ATTACK


A hero who moves directly into a
close combat attack from a distance can Close combat weapons have a
add +1 to his damage roll for every full Quickness statistic, just like ranged
5 inches he moved, up to a maximum weapons. In much the same way you
of + 10. The weapon or fist or whatever can hipshoot a gun, you can rush an
~akes just the damage bonus as damage
attack with a close combat weapon too.
Itself, so be careful with this. Most A hero can make an attack with a
weapons can take three wounds before high-Quickness weapon in a single
being destroyed. action, but doing so adds the
Quickness to the Target Number.
(HAPTfR SIX: THf BIG THROWDOWN
attacker uses your result-or the
Off-HAND ATTACKS original Target Number of 5 if that's
Sometimes you can't always punch higher-at the base Target Number.
someone else with your favorite fist. When dodging, your hero can use
Unless you're just as good with both any movement he's got left for the
hands, it's not so easy. round, but you must resolve the attack
Your hero can use her offhand for a before moving the hero.
close combat attack, but unless your
hero is ambidextrous, you have to add Example: A Primer shoots at
+4 to the attack's Target Number. the Rebel with a pistol from at 12
inches, so the range modifier is +2.
TWO-fiSUD BRAWLING The Rebel decides to dodge the
attack, so he surrenders the action
A hero can make two close-combat
he was holding. The Rebel's Speed
attacks in a single action, but this adds
is 4d6, and his dodge is 3. He rolls
+4 to the Target Number of each attack.
and gets a 14. The Target Number
If the hero's not ambidextrous, the
for the Primer's attack is now
offhand penalty still applies. This
(14+2=) 16. The Primer rolls and
means you need to add a total of +4 to
gets a 10, so the shot misses.
the attack with the good hand and +8
to the offhand attack.
HIT LOCATIONS
DODGING Once an attack hits an opponent,
you've got to figure out where the
Your hero doesn't have to just stand
attack hit her. For that, all you've got to
there and take it while someone's
do is roll on the Hit Location Table.
shooting at him or trying to punch him
This roll is not open-ended. Just roll the
out. Smart heroes who can't take it as
die once, and check the table.
well as they can dish it out do what
This table assumes the target's
they can to get the hell out of the way.
human-or at least human-shaped. If
When an attack is declared against
that's not the case, it's up to the Guide
your hero, you can declare that he'd
to modify the standard table to fit.
like to dodge it. You must do so before
the attack roll is made.
To dodge, the hero has to give up his HIT LOCATION
next action in the round. If he's holding
an action, he has to give that action up Id6 Location
instead. The dodge only works against 1 Leg*
this one attack. 2-4 Torso
If the hero doesn't have any actions 5 Arm*
left in the round, he's ~ut of luck. He's 6 Head
just stuck without a way to dodge.
If the hero does have an action to * If you get a hit in the arm or leg,
use, just tell the Guide you'd like the roll again. On an odd number, the left
hero to dodge. Then roll your hero's limb is hit. On an even number, it's the
dodge skilL Instead of adding any attack right.
modifiers to a Target Number of 5, the

~s PI.IC& POLiI
'-----
CHAPTER SIX: THI BIG THROWDOWH

(OVER DAMAGE
In a ranged combat, most people
N ow you know how to have your
don't just stand facing each other and
hero attack a target, hit it, and figure
keep blasting away until one or the
out where she hit it. It's time to see
other falls. Instead, they scramble like
what happens to the target.
hell to find whatever advantage they
Damage dice are rolled just like skill
can, using anything good and solid
dice . They're open-ended, and you pick
they can find-cars, mailboxes,
your highest roll, adding in any
lampposts, and so on-for cover.
modifiers.
The real question is: How much
Damage rolls do differ in one way.
good does the cover do?
No m atter h ow badly you roll, you
If you've got a target behind cover,
can't h ave a disastrous damage roll.
you handle the attack just like n ormal,
right up to and including rollin g for the
hit location. Then, if the attack RANGED WEAPON DAMAGE
supposedly hits a body p art that's Every weapon's profile has an entry
behind cover, it goes into the cover for Damage. When your hero hits with
instead of the target. an attack with a weapon, roll the listed
The cover then acts like arm or. At the dice for his weapon, then add the
Guide's discretion, he can simply rule bonus. That's how much damage the
the cover is hard enough to deflect the attack does.
attack. See pages 156-158 for details.

Example: The Rebel's firing an


energy blast at a Primer who's
shooting at him from behind a car.
The Rebel can only see the Primer's
head, arms, and torso, but he lets
loose at his pursuer anyhow. The
attack hits, but he gets a 1 on the
hit-location roll, which would be a
hit to the Primer 's leg. Since the
leg is behind cover, the Rebel's shot
smashes into the car instead of the
Primer, leaving the Primer unhurt.

PRONE TARGETS
In a fight, some people like to throw
themselves on the ground to make a
smaller target for attackers far away.
This is called "going prone." A prone
target is assumed to have cover for
everything but his head and arms-
unless someone sneaks up behind him,
of course.
(HAPTER SIX: THE BIG THROWDOWN
Example: A thief shoots the HEAD SHOTS
Rebel in the arm. She's firing a
Colt 2000, so the damage is Sd6+S. Hits to the head do a bit more
She rolls and gets I, 2, 3, 4, and 4 damage than normal. For hits to the
on the dice. She adds the weapon's head, add two extra dice to your
damage bonus to that to get (4+S=) damage roll.
9 points of damage.
Example: The thief shoots the
Rebel again, this time getting a
BARE-HANDED DAMAGE shot to the head. She adds two
Sometimes your hero just wades in damage dice to her damage roll, so
with his fists. When he hits with a instead of rolling Sd6+S, she rolls
fighting attack, just roll his Strength. 7d6+S.
That's your total damage.

Example: The Rebel takes a


SIZE
swing at the punk that just shot Now that you've got the amount of
him. He hits, so he rolls his damage done figured out, you've got to
Strength, 4d6. He rolls 1,2,4, and determine how badly the target is
S. His highest die is S, so the attack wounded. Take the damage points and
does S points of damage. divide them by the target's Size. (For
most people, this is 5.) Leave off any
remainders. That's how many wounds
CLOSE COMBAT WEAPON DAMAGE the target takes to that hit location.
There are times when a fist just isn't
going to do the trick. If your hero's Example: When the Rebel
using a club, knife, or any other kind of clubbed thc thief he did 9 points of
close combat weapon, it's got a damage. That means he did
"Damage" entry in its profile too. Most (9-7-S=1.8=) 1 wound to him.
times, the entry reads "Strength+/I a
bonus. This means you roll your
Strength and add the bonus to it to ARMOR
figure the damage done. All armor is described by two
numbers separated by a slash like this:
Example: The Rebel decides his 10/3. The first tells how much damage
punches aren't doing enough the armor can deflect from a single
damage, so he picks up the leg of a attack. You just subtract the value from
broken chair and goes to work. He the amount of damage done. This
smacks the punk in her right arm. happens before dividing the damage
The Guide rules the chair leg is a by the defender's Size.
small club, so it does Strength+ 1 The number after the slash tells how
damage. The Rebel rolls his many wounds the armor can absorb
Strength and gets 2, 4, S, and 6. once the attack gets through the
He rerolls the 6 and gets 2, making deflective value. If the armor can
his Strength roll (6+2=) 8. He absorb damage, split up the wounds
adds the weapon's bonus to get a between the armor and the wearer
total damage of (8+ 1=) 9. evenly, up to the armor's absorbing

~5 PIILICC
CHAPTER SIX: THE BIG THROWDOWN
ability. If there is an odd nu mber of The armor takes one wound, and
wounds to be applied, the wearer takes the trooper takes two.
the extra one.
Once the armor takes all the wounds If th e n umber after the slash is a
it can in a location, the wearer takes dash, like 10 / - , that means that the
any extra wounds. Also, the armor no arm or has no absorbing ability. On the
longer even gives any d eflective other hand, it also never wears out.
benefits in this hit location.

Example: An A rmorgeddon LAYERED ARMOR


trooper's armor is rated Armor 10/ Some heroes may want to stick as
3. This means it deflects up to 10 m uch armor as they can between
points of damage from any attack themselves and the bullets flying
and can then absorb up to three aroun d their heads, but it quickly just
wounds in each hit location. Once gets too bulky. A h ero can only wear
the armor takes three or more one layer of armor, not including any
wounds in a location, it's useless p rotection her own skin may give her.
against any fu rther attacks against If a hero with armored skin is
that location. wearing armor, use the higher
The trooper takes an energy d eflective value. If both the armor and
blast to his left leg. It does 26 the skin have an absorbing value, the
points of damage. The armor hero still takes every other wound, but
deflects 10 points of damage, the worn armor starts taking wounds
reducing it to (26-1 0=) 16 points. first. The skin only takes wounds in a
Since the trooper is Size 5, the hit location after the worn armor there
attack does (16-:-5=3.2=) 3 wounds. has been destroyed.
(H,PUR SIX: THE BIG THROWDOWH

SHIHDS WOUNDS
Most shields cover the hero's shield
A character can only take up to his
arm and torso, unless she's hunkered
Strength in wounds in each hit location
down behind it. They only protect
before it becomes useless. If the hero's
against attacks from the front.
head or torso is made useless, she's
If the hero's wearing armor or has
been knocked out. Don't forget to mark
armored skin, only use the highest
the wounds on the hero's sheet.
deflective value. The shield takes
wounds first, then any armor the hero's
Example: The thief has a
wearing, then the hero's skin.
Strength of 3d6. This means she
can take up to 3 wounds in each hit
IMPROVISED ARMOR location . The Rebel's blow hit her
Some heroes will try anything to in the right arm, so she can still
stop a bullet. It's up to the Guide to take (3-1=) 2 more wounds there
give the impromptu cover an armor before her arm is made useless.
value. Here are some guidelines.
USHESS LIMBS
IMPROVISED ARMOR VALUES When an arm's been made useless, it
can't be used for anything. (That's why
Material Armor Value they call it "useless," smart guy.)
Steel, plate 10/3 A hero with a useless leg has her Pace
Steel, thick 20/5 cut in half (rounded down). If both her
Wood, thin 5/1 legs are useless, she can crawl along at
Wood, solid 10/2 a half inch each round.

BATTERING IT DOWN DEATH AND DISMEMBERMENT


Sometimes a hero's wants to go When a character's hit location takes
through something. For this, just use double her Strength, it's been pulped.
the Improvised Armor Values Table. This is really bad news.
When the thing's taken three times its In the case of a limb, being pulped
absorbing value, it's destroyed. means it's been shattered or severed. If
the hero doesn't get medical attention
of some sort real soon, he might even
ARMOR-PIERCING AMMO bleed to death.
Each kind of AP ammo has a number At the end of every round after the
that shows how much of an armor's hero's limb has been pulped, he must
deflection it ignores. For instance, AI' 5 make an Easy (5) Strength roll. If he
ammo ignores 5 points of deflection. fails three of these in a row, he bleeds to
death. Anyone-even the injured
Example: A thieffires an AP 5 hero-can stop the bleeding with an
bullet at an Armorgeddon trooper. Easy (5) medicine roll.
It hits the Armor 10/3. Only (10- If the victim's torso or head is
5=) 5 points of the damage are pulped, he's flat-out dead. Start
deflected. making the funeral arrangements.
(HAPTER SIX: THE BIG THROWDOWH
Wound-effect modifiers don't affect
PULLING it PUNCH damage rolls unless there's a trait roll
The problem here is that some d eltas involved as part of the damage. Then
can kill a foe with a single punch the modifiers only affect the trait roll,
without really even trying to. It's not the weapon's bonus.
impossible to change how much
damage you do with a gun, bu t in close Example: The thief who the
combat, you can pull a p unch, hurting Rebel banged up before now has
the target a bit less. one wound to her torso and two in
When you want your hero to pull a her right arm. She has to add +2 to
punch, just have him hold back as the Target N umber of any action
many of his Strength dice as he likes, up roll- until she's healed.
to but not including his last die. He
only rolls the remaining dice. Bruisers
with a Strength bonus can use all, part, STUN
or none of their bonus too, as they like. There's more to a wound than just
Even when a hero pulls a punch, he aches and bruises. When someone
can still cause some serious damage, clobbers you, it often knocks the wind
since the dice roll is open-ended. Hey, if out of you too.
someone wants to run his face into Every time your hero takes a wound,
your fist, you can only do so much. you need to make a stun check. This is
When you want your hero to pull a an Easy (5) Strength check. Don't forget
punch, you have to announce this to
the Guide before you roll the attack
dice.

Example: The Wall has a


Strength of 5d6+5 He wan ts to
pull a punch, so he decides to roll
only one die and use only +3 of his
Strength bonus. This makes his
damage roll for the punch ld6+3.

WOUND-EFFECT MODIFIERS
There's a lot more to being wounded
than standing up or falling down.
When you're hurt, it really slows you
down.
When a hero's wounded, take the
highest of all her wound levels and add
that to the Target Number of any action
roll she has to make.
If the hero's making an opposed roll,
add the modifiers to her opponent's
roll instead.

CROSS poul
(HAPTER SIX: 1m: BIG IHROWDOWN
to add the wound-effect modifier to If a victim rolls a disastrous stun or
this Target Number, and take this recovery check, he's immediately
wound into account when you do. knocked out. He stays out for Id6
If a hero has a pulped limb, he has to hours, or until he gets some medical
make a stun check every round. attention. (It's an Easy (5) medicine roll
to w ake the victim back up. )
Example: The Rebel whacks the
thieffor two wounds in her right
arm. She had one wound in her MASSIVI DAMAGI
torso, which made her wound-effect Certain kinds of damage don't target
modifier + I, but with the new a certain body part. They can hurt you
wound, it's now +2. That means all over. We call this "massive
she needs to make a Strength check damage." Massive damage is caused by
against a Target Number of 7. fire, falling, and explosions.
For massive damage, roll the attack
STUNNERS normally, but skip the hit location roll.
Figure out how many wounds the
Some weapons, like tasers or cattle
victim takes, then apply that result to
prods, are meant to stun rather than
every hit location.
kill. Their Damage is listed as "Stun
Don't worry about extra damage for
(#)." The number in parentheses is the
wounds taken to the head. Most
Target Number the victim must roll to
massive damage attacks don't have the
avoid being stunned. The weapon does
kind of penetrating power needed for
no actual damage.
the extra damage bonus. Besides, the
victim 's got enough problems.
RECOVERY Most p iecemeal armor isn't much
A stunned hero can't really do much good for deflecting massive damage.
of anything, including defend himself The exceptions are full suits of armor
against an attack. Don't add the hero's and the armor pow er. With these, you
close combat skills to the Target can deduct the armor's deflective value
Number of a close combat attack once from the total damage. If this is
against him, and he can't dodge either. the kind of damage that armor might
Keep rolling to see how many actions d o some good against, apply the
the hero gets each round, but the only armor's absorbing effects normally.
thing he can do on these actions is try
to recover from being stunned. Example: The Rebel falls from a
Don't forget those wound-effect three-story building. He takes 24
modifiers for each roll! points of damage. As a blaster, his
The victim needs to make another skin is armor 5, so he only takes 19
Strength check to recover. This is rolled poin ts of damage, which comes to
against the same Target Number that (19.:,-5=3.8=) 3 wounds in every hit
he failed the stun check on-unless the location. He's wearing Kevlar on
hero's wounds are somehow healed or his torso (Armor 10/-), which
he takes more damage, in which case absorbs nothing, and a helmet on
you should recalculate the wound- his head (Armor 10/3), which
effect modifiers. absorbs 1 wound.

CROSS POUI
(HAPTER SIX: IHI: BIG IHROWDOWH

This system assumes the hero's in


OTHER WAYS TO GET HURT combat. Otherwise, it's the Guide's call
There are p lenty of w ays for a hero as to how long without air is too long
to meet her doom beyond getting shot before the Strength or swimming rolls
or beat to death. Let's cover a few of begin.
the more common here.
SHRAPNH
DROWNING AND SUffOCATING Exp losions are often awful enough,
Unless a hero's got the ability to but sometimes people wrap them in all
breath water, sucking d ow n a few sorts of m etal before setting them off.
gallons of w et stuff into her lungs can When the thing exp lodes, it blasts ou t
really ruin her d ay. The same goes for a shards of metal known as shrapnel. If
chestful of vacuum or sm oke. the explosive has sh rapnel, each p erson
Most heroes are fine for hold ing their in the first Blast Rad ius is hit by 1d 6
breath for a m in ute-abou t 12 round s. pieces of flying metal. (This is an open-
At the end of every round after that in ended roll.) In the second Blast Radius,
which a hero is d eprived of air, he m ust that reduces to 1d6-2 pieces, and in the
make an Easy (5) Strength or swimming third Blast Radius, it's only 1d6-4
roll. If he makes it, he's fine. If he fails, pieces.
he takes a wound to his torso. The damage the shrapnel does is
For every consecutive round after listed in the weapon's description. For
the first that the hero's rolls this check, many homemade bombs and the like,
add +1 to the Target Number. Once the it's 3d6+3 each. This damage is
hero's knocked out, he automatically handled normally and is in addition to
fails the rolls until he dies. an y m assive damage from the boom.
(HAPTER SIX: THI BIG THROWDOWH
For large, blunt weapons-or if the
fALLING hero leaps onto someone from above-
With all the flying heroes and the simply add the object's Size to the
kind who like jumping from rooftops, Strength roll. If the object's Size is 4 or
someone's going to take a fall. If no one more higher than the victim's, the
catches her, he's going to land in a attack does massive damage.
painful way. When it comes to Defensive Bonuses,
Assuming the hero lands on use the weapons on page 189 as a
something hard, he takes Id6+3 points guide. The longer and nastier they are,
of massive damage for every two the higher the bonus.
inches (four yards) he falls-that's Improvised weapons often break.
roughly equal to a single story of a Rollld6 when the weapon hits
building-up to a maximum of something. On a 6, it breaks. The Guide
20d6+60. should adjust this for fragile weapons.
Landing in water cuts the damage in
half. With a Challenging (10) Speed roll,
the hero hitting a decent body of water SMOKE AND fiRE
can make a clean dive and cut the Heroes are always jumping into
damage to a quarter instead. Be sure to burning buildings to save people.
halve the damage before the maximum When that happens, they're in as much
damage cap comes in. It's still possible danger as the people they're hoping to
to take 20d6+ 100 damage from a fall in help.
the water. All the hero's got to do is fall The first danger in a fire is from
two or four times as far. smoke inhalation. For how to handle
Of course, if the water's shallow this, check out the Drowning and
enough, the hero might smack into the Suffocating rules.
bottom, hurting himself again. That's After that, the poor hero's got to
the Guide's call. worry about bursting into flames. It's
up to the Guide as to how likely this is,
d epending entirely on the situation at
IMPROVISED WEAPONS hand.
Sometimes your hero's not going to A small fire, one that's limited to a
have a weapon handy, and he's going single hit location, does Id6+S damage
to just pick up and use whatever's at the end of each round the hero's on
nearby. When he does this, it's up to fire. Larger fires do massive damage to
the Guide to figure out how much the tune of 3d6+S points.
damage the weapon does. Most fires can be put out by doing
The damage for most thrown or the trusty, old "stop, drop, and roll"-
close combat weapons is based on the assuming, of course, that the hero's not
thrower's Strength, plus a bonus. The rolling around in something that's
bonus is based upon how heavy or burning too. Pulling this maneuver off
sharp the weapon is. A thrown hunting requires an Easy (S) Speed roll.
knife, for instance, has a damage of That's fine for normal fires, but there
Strength+3, while a beer bottle would are things like napalm that stick to the
likely have a damage of Strength+ 1. See victim and burn tenaciously. Putting
page 189 for examples of different out stuff like this requires a Difficult
kinds of damages. (lS) Speed roll.
(HAPTER SIX: THE BIG THROWDOWH

HEALING
Now that we've told you all about
how to get new holes torn in your hero,
it's time to talk about how to patch him
up.

WAKING UP
A hero who's been knocked out is in
serious trouble. At the start of every
round after the hero's been knocked
out, have him make an Easy (5)
Strength roll. If he makes it, he's
conscious and unstunned for that
round.
Even so, he's still badly hurt. The
only thing he's good for is crawling or
staggering along on crutches or a
friendly shoulder. In fact, h e m u st still
make the Easy (5) Strength roll every
round to stay awake.
The hero's stuck in this state until he
manages to heal enough so that h e has
less wounds remaining in the u seless
All that aside, doctors can only do so
hit location than his Strength. Medical
m u ch to patch a person up. Most of the
attention is usually called for.
work h as to be done by the victim's
own bod y. Still, doctors do what they
Example: The Rebel's got a
can. As lon g as the hero receives
Strength of 4d6, and he's taken
med ical atten tion w ithin the first h our
five wounds to his torso. This
after injury, a physician can make a
means that he's pretty much
medicine roll to help.
useless until he heals two wounds.
The doctor w orks on each body area
At that point, he's only got three
separately. The Target Number for each
wounds in his torso. Since that's
roll is Easy (5) for an injured area that's
less than his Strength, he can
n ot been made u seless. If the area's
move around normally-not
been made useless, th e Target Number
forgetting the wound-effect
goes u p to Challenging (10). A success
modifiers, of course.
elim inates a sin gle wound in the
d amaged location.
su THE DOCTOR Pu lp ed limbs can not be h ealed b y
normal means. They're pretty m uch
The first place m ost people go when
they're hurt is to a doctor, often in an gone. The wound itself still has to heal
emergency room. Of course, if you ' re though , and the hero still suffers from
an unregistered delta, this can cause the wound-effect modifier until that
you all sorts of problems . h app en s.

)5 POLiCe
l. _ _ _-
(HAPTER SIX: THE BIG THROWDOWN

ON THE MEND THE NUD FOR SPUD


Healing is pretty straightforward. At A vehicle can't just hit its top speed
the end of every day in which a hero from a standing start in one round, and
gets full bedrest, she makes a healing it can't turn on a dime. To account for
roll. This is a Challenging (10) Strength these things, we break the vehicle's
roll. Each success the hero gets on the Pace into four stages: dead stop (not
roll heals one wound in every moving), up to quarter Pace, up to half
wounded hit location at once. Pace, and up to full Pace.
Wound-effect modifiers aren't A vehicle can accelerate + 1 Pace stage
applied to healing rolls. This is already in a single round. It can decelerate-2
figured into the healing roll. Pace stages. If your hero's driving, you
decide what she's going to do before
Example: The Rebel's taken two you move the vehicle at the start of the
wounds to his left arm, five to his round.
torso, and one to his head. He The vehicle must move enough
makes his healing roll and gets a inches for its Pace to fall within its Pace
10. This is one success, so he heals stage. If it can't move that far, the
one wound in each hurt location. driver must make a Challenging (10)
Now he's got one wound in his left driving roll to bring the car down to an
arm, four in his torso, and his head acceptable Pace stage. If this is failed,
is entirely healed. At this rate, he'll the driver crashes the car into whatever
be up and around in no time. was keeping him from going fast
enough.

ON THI ROAD TURNING


Even in Kennedy's America, most
A vehicle can make one 45° turn
people-especially those who live
during its move with no problem. Each
outside a large city-have a car. There's
turn after the first requires both the
a list of common types of vehicles on
driver's next action and a driving roll.
page 189. Of course, a list doesn't tell
The Target Number for this roll is listed
you how these things work in a game-
in the vehicle's profile under Turn.
especially in combat.
Once the driver runs out of actions for
the turn, he can no longer make turns.
Mon NOW! Each turn after the second gets more
In a combat round, vehicles move difficult, adding another +2 to the
first, before anyone else. The fastest Target Number each time. A hero can
vehicle moves first, then the next, on try a turn of 90° if he likes, but it adds
down to the slowest. These moves another +3 to the Target Number.
don't use up any driver's action. The vehicle's current Pace affects
After that, the heroes take their how well it can turn, as listed on the
actions normally. There's one notable Driving Modifiers Table. Just apply the
exception to this sequence. If a hero listed modifiers to the Target Number.
wants to, she can always use up her Of course, the Guide can always come
next action dodging an oncoming up with any other modifiers the
vehicle. situation might call for.

CROSS POUI
CHAPTER SIX: THE BIG THROWDOWN
If the driving roll is failed, the vehicle m ay h ave an unfair advantage in the
m oves straight ahead, and n o m ore first round. This is the free action that
turns can be tried that roun d. On a every h ero gets before having to make
disastrous roll, the car crashes and a Speed roll for initiative, so it's not like
might even flip. the heroes are suddenly getting more
actions for nothing.
Either way, heroes in or out of a
DRIVING MODIFIERS veh icle can act normally after all the
vehicles are done moving.
Condition Modifier
Quarter Pace -4
Half Pace ±O (RASH AND BURN
Full Pace +2 When a vehicle crashes, it takes
Each turn after the second +2 1d6+5 d amage for every 5 Pace it was
90° turn +3 movmg.
180° turn +6 If two veh icles collide, figure the
dam age using their relative speeds. For
in stance, if tw o cars are coming at each
DRIVI-BYS other at 45 and 65 mph, their relative
A hero riding in a vehicle can m ake speed is (45+65=) 110 mph.
an attack du ring the vehicle's move if If someone's hit by a car, she takes a
he's got a held action. Using the vehicle similar amount of damage, but it's
to ram another vehicle or run someone considered massive damage. This kind
d own counts as an attack. of injury can really ruin a hero's day.
If the hero doesn't have a held action
wh en the car's moving, he can't make
an attack, even with the vehicle. He's (RUNCH!
just plain out of luck. Each vehicle has a two-number
Similarly, a hero with a held action Durability. The first is the number of
can attack a vehicle at any p oint during wounds the vehicle can take before it's
its move. This allows a hero to take a totally destroyed.
swipe or a shot at a speedin g vehicle as Each time the vehicle takes as many
it zooms by. wounds as the second number (or a
Heroes don't have to attack with a multiple of that number), add +1 to the
held action. They can take the Target Number of any driving rolls
opportunity to move, shine their shoes, made with it.
or whatever they like. It's really up to
them. Example: A car at Durability
Kind Guides will assume that 30/6 can take up to 30 wounds. If
everyone in a combat has a held action takes 15 wounds, add (15-;.- 6=2.5=)
on the first turn if a vehicle is involved. +2 to the Target Number of
Otherwise, characters with vehicles driving rolls made with it.

SAMPLE VEHICLE
Vehicle Durability Pace Tum M PG Size Armor Top Speed Cost
Chevy Cam aro 15 / 3 100 5 20 10 10/ - 120 mph $30,000

CROSS POLlt
(HAPTER SlVfH: TRICKS OF Tm TRADf
(HAPTIR SIVIN:
TRICKS OF
THI TRADI

Tricks are special things that a hero BULL'S EYE


can do when he gets extra successes on For each extra su ccess you get on an
a die roll. To use a trick, the hero must attack roll, you can add +1 or take -1
first know it. During hero creation, from your roll on the Hit Location
each hero is allowed three tricks for Table. Or you can m ove the hit from
free. Other tricks can be learned later at one limb to the op posite. Each such
a cost of 10 points each. See Chapter move costs a single success.
Ten for more about how this works.
If a hero gets lots of extra successes Examp le: Rebel throws a rock at
on a roll, he can activate as many tricks a Primer and hits with one extra
as he likes and make sense. The only success on the attack roll. H e then
thing he needs is one extra success for rolls Id6 and checks the Hit
every trick he wants to pull off. Location Table. He gets a 5: arm.
You don't h ave to declare which He can use his extra success to
tricks you want to use until after you change his roll by ±l, to either 4:
make your roll and figure out how torso or 6: head. Since he knows he
many successes you have to play with. gets extra damage for a hit to the
head, he changes his roll to a 6.

COMBAT TRICKS ENTANGLING


Most tricks are related to a particular Some weapons can be used to trap a
skill, but there are a few that are target instead of hurting him. These
triggered by attack rolls instead. Just include things like, whips, lassos, and
like with skill tricks, the hero must nets. If the hero gets an extra success
know the trick to activate it with an when using a weapon of this sort, the
extra success. Otherwise, he's just p lain target is not injured. Instead, the victim
ou t of lu ck. is entangled by the w eap on.

CROSS POul
(HAPUR SEVEN: TRICKS Of THE TRADE
An entangled character is unable to To get away, the foe has to beat the
move, attack, or really do much of hero on an opposed close combat roll,
anything until he disentangles himself. which he can tryon each of his own
Doing so is either a Challenging (10) actions. Otherwise, the hero can keep
Speed or Strength roll. up the pressure until she lets go.

EXTRA DAMAGE KNOCKBACK


For each extra success on an attack, With each extra success on an attack,
the hero can add another die to his the hero can knock a target back 2
damage roll. inches. If this knocks the target into
something hard-like a wall-he must
GRAPPLE make an immediate stun check, even if
he's not wounded. If the surface is
If the hero gets an extra success with
more lethal-like spikes or broken
a barehanded or blunt-weapon attack,
glass-it's up to the Guide to set the
she can grab her foe and put the
extra damage.
squeeze on him, holding him in place.
First, roll the hit location and damage
normally. Then the hero can do her KNOCKDOWN
Strength in damage to the foe on each of With an extra success on an attack,
her following actions, including any the hero can knock a target off her feet.
damage bonus for a head shot.
RICOCHET
With an extra success on a ranged
attack, the hero can bounce the attack
off something hard to get another
attack at something else within range.
Add +4 to the Target Number for each
ad ditional attack. For each additional
attack, roll again. The hero can
continue ricocheting the attack from
target to target if he gets another
success on the new attack roll. The
mod ifier is cumulative with each
attack, so the third attack (second
bounce), for instance, has a +8 modifier.
Be reasonable here. Penetrating
attacks can't ricochet off something
they hurt. Bullets and knives don't
bounce off a victim's chest, for instance,
although they might bounce off a suit
of armor if they don't do damage.
Something like a thrown club might
ricochet off a thug's skull though. If
there's a question about this, it's the
Guide's call.
(HAPTER SEVEN: TRICKS Of THE TRADE
This can also be used to take shots For examp le, if the hero has four
against targets w ith cover by bouncing actions, he can sacrifice one of them
the attack around the cover. The hero and then use his other three actions all
has to attack whatever he's bouncing at once.
the attack off of. Ad d +4 to the Target
Number for each bounce. With an extra KNOW THE STREETS STREHWISE
success, the ricochet hits.
With an extra success, the hero gains
area knowledge 1 of the area he's in for
TRAIT &SKILL TRICKS free.

The following tricks can be used MAKE AN IMPRESSION HOSTILE PERSUASION


with extra successes on trait or skill
The person the hero's talking to is
rolls. Anyone can pick these, whether
really intimidated by her. For each
or not they have a related skill. Related
extra success over the opposed roll,
skills are listed in the trick's head er.
add +2 to all future hostile persuasion
Many skills already give bonuses for
rolls with this person.
extra successes. You get those whether
you know a trick or not. Only heroes
who know a trick can benefit from it. THE NATURAL UNSKILLED SPEED
Otherwise, she's just plain out of luck If the hero gets three extra successes
and any extra successes are wasted. on an unskilled Speed roll, she gets 1
point in the skill for which she
BRILLIANT IOU RAW SMARTS substituted the Speed roll. Obviously,
this can only be u sed once with each
With an extra success, the Guid e
skill.
gives the hero a hint about something
he's overlooking. The Guide shouldn't
be too blatant. It's u p to th e player to NEW fRIEND fRIENDLY PERSUASION
figure out what she's getting at. The person the hero's talking to
considers the hero a new friend. For
fAST LURNER UNSKILLED SMARTS each extra success over the opposed
roll, add +2 to all future friendly
If the hero gets three extra successes
persuasion rolls with this person.
on an unskilled Smarts roll, she gets 1
point in the skill for which she
substituted the Smarts roll. Obviously, ON AROLL RAW SPIRIT
this can only be u sed once with each The hero's h aving a good day. For
skill. each extra success on any Spirit-related
roll, take -2 from the Target Number of
FIRST MOVE RAW SPEED her next roll during this encounter.
Extra successes on an initia tive roll
normally mean extra actions. With this PUMPED UP RAW STRENGTH
trick, the hero can sacrifice one of those For each extra success, the hero can
successes-and the action that would lift and carry 25% more weight than
have come with it-and use any or all normal, up to twice the normal
of his remaining actions when his turn amount. This lasts for Id6 rounds. (Roll
comes around. open-endedly. )

poul
(HAPTfR EIGHT: WHAT MAKES ADELTA ADELTA
(HAPTER liGHT:
WHAT MAKES
ADELTA ADELTA

This is where we get to the really


cool stuff, the things that separate the PACKAGED POWERS
deltas from the regs on the street: Deltas come in all flavors. Some have
superpowers. lots of different kinds of powers-or at
least access to them-while others'
superhuman abilities are concentrated
DELTAS ARE PEOPLE TOO into a single power. Some of them are
The fact is that d eltas are just normal, similar to each other, and others are
average, everyday folks-people like wildly different.
you or me-that happen to have A hero's p owers don't come in a
superpowers. There doesn't seem to be mix-and-match variety. They come as
rhyme or reason for who becomes a p ackages. To use one, all you have to
delta. Whatever higher power-if do is p ick it and ad d the package'S
any- there is that's in the business of elements to your hero's sheet. It's that
handing out superpowers is apparently simple.
an equal-opportunity employer. Each power p ackage tells you what
That's why the biggest part of kind of powers the d elta has, as well as
creating your hero is figu ring out who any kinds of quirks that might come
he is as a person. That's what's most with the package. Some quirks are
important about the hero, not w hether positive, bu t others are negative. Either
or not he can fly circles around a way, these quirks don't cost your hero
helicopter or rip a car apart with his anything or give her points. They're
bare h ands. part of the package.
Of course, w hen you're done with A delta can only ever have one
that part, it's time to get in to what p ower package. Once you pick one for
makes a delta special: powers of which your hero, he's stuck with it, so choose
most people can only dream . carefully.

'5 PIJI.ICC CROSS POLII


(HAPTER EIGHT: WHAT MAKES ADELTA ADELTA
Look for more power packages in A power package usually involves
other Brave New World books. There are one or two powers, although it's
lots of different kinds of deltas out sometimes more. If the powers give a
there-more than we could possibly fit bonus to a skill or trait, it's rarely more
into this chapter-and it's going to be a than +5, and then only if the package
while before we really even do more only has one power. If there are two or
than scratch the surface. more powers, the bonuses are
Still, it's one heck of a surface, so accordingly less.
keep watching. More powerful packages can be
created, but they need to be offset by
negative quirks. See the goliath
MAKING YOUR OWN POWER PA(KAGES package for an example of this.
If you've got a great idea for a power The rule of thumb here is that if the
package of your own, sit down and new power package is obviously much
discuss it with your Guide. If she likes better than one already in print, it's
it, you're all set. After all, it's your probably too powerful. If you propose
game, and you can play it however you that kind of package to your Guide, she
like. should shoot it down like a loose
If you think your power package is balloon.
really good, submit it to us. If we think
it's got the right stuff, we might even
stick it in an upcoming book for the rest ALPHA POWERS
of the world to see. Those of you who've been reading
Making a power package is pretty closely should remember that there is a
simple. There are no hard and fast more powerful level of delta: the alpha.
rules, but there are some guidelines we You might also notice that there aren't
can offer. any alpha power packages in this book.
(NAPIER ElGNT: WNAT MAKES ADELTA ADELTA
That's because all of the heroes in Brave inherently evil, as long as the Bargainer
N ew World start out as deltas, and since does so with good intentions. It's a
the Vanishing, there have been few new long, slippery slope though, one that's
alphas. fraught with perils for the soul.
We'll get to alpha powers and how Still, the Bargainers can't seem to
your hero might get them in a later help it. It's in their nature to summon
book. For now, if your hero gets killed, up demons and bind them to obey.
don't throw that hero sheet aw ay. You Bargainers normally summon a
never know when you migh t need it demon into their presence and then
again. In the meantime, you should force the otherworldly spirit to
make up a new hero to play w ith. After empower some kind of focus or totem
all, you need something to d o while with an unearthly power. Creating a
you're waiting to find ou t your hero's totem is a p ainstaking process that can
ultimate fate. go w rong at an y time. More than one
incautious Bargainer has found himself
at the m ercy of the very demon he was
1"1 POWIR PACKAGIS struggling to bind to his service.
Every power package has at least It's not an easy way to m ake a living.
one entry: powers. Under this, we list
what powers a hero gets if you choose HARNING THE TRADE
this package for her.
Unlike most other deltas, a Bargainer
Many packages also come w ith
has to be taught his trade. After all, it's
another entry: quirks. When you p ick
one thing to have the power to
this package, the hero gets these quirks
summon demons. Doing it properly is
along with the powers.
another thing altogether.
Last, every package comes w ith its
There are a few Bargainers who have
own tricks. Heroes don't get these
figured out the whole thing on their
automatically. They can pick them as
own. They had to start somewhere,
part of their three free tricks (see
after all. Most of them, however, have
Chapter Seven), or they can pick them
been tracked down and taught the
up later (see Chapter Ten).
proper use of their power by the
members of a mysterious organization
BARGAINIR known as the Bargainers.
The most well-known Bargainer was
Bargainers are a truly unusual kind the world-famous escape artist Harry
of delta. They have the power to speak Houdini. The legendary magician's
with strange creatures from the nether flair for performance has colored the
realms. Your Sunday preacher w ould way in which the Bargainers look at
call them demons, and you know w hat their power. To this day, Bargainer
happens to people who consort with training includes instruction in stage
demons. magic, and most Bargainers feed
The Bargainers aren't worried about themselves by means of their more
their ultimate fate . They know better. A mundane "magic" skills. Many wear
person's final d estiny is determined not the traditional black tuxedo when
by what she can do but by what she w orking their d ay job, but not all feel
does. Dealing with d emons isn't so bound by the traditions of the p ast.

~5 PIlICC CROSS poul


'-~--
(HAPTER EIGHT: WHAT MAKES ADELTA ADELTA
REQUIREMENTS
As part of their training, Bargainers
pick up a few skills. They are required
to have the following skills at the
minimum listed levels: academia :
occult 3, escaping 2, performing: public
speaking 2, and sleight of hand 3.

THf TOUM
The focus of every Bargainer's
power is his totem. There are as many
different kinds of totems as there are
Bargainers. Houdini used a magician's
wand, and many of his students follow
in his footsteps. After all, nobody ever
expects one of those wands to work.
Other Bargainers use large pieces of
jewelry or carved stone or wooden
images. More modern Bargainers have
been known to even use computers.
The key thing about the totem is that
it must be noticeable-bigger than a
pistol-and it needs to be visible when
in use. The casual onlooker doesn't
know what's really in the Bargainer's
hand, it's a telltale for the less-ignorant.
A Bargainer can have more than one
totem-up to one for each point of
Spirit he has-but he can only use one
at a time. Since these are items of great
power and require an incredible
amount of risk and labor to create, they
are guarded jealously. As soon as the
totem leaves the Bargainer's grasp, the
Bargainer loses its powers.
A Bargainer can only use a totem
that he's been attuned to, which
requires a tremendous amount of time
and effort. Totems can be reattuned to
another owner, but this is just as hard.
The number of different kinds of
totems would justify an entire book all
on their own. For now, we're only
going to cover the two most common
kinds: the mimic and the delta totem.

?5PULIce CROSS PUll


(HAPUR fiGHT: WHAT MAKES ADELTA ADELTA
Assume that a starting Bargainer hit in close combat and the Bargainer
hero has a single totem. If the totem is must win an opposed Spirit roll. Skip
lost, it takes the hero a week to recreate the roll with friendly deltas.
it. At the end of that week, the hero Second, the Bargainer must copy the
must make a Phenomenal (30) Spirit other delta's entire power package. No
roll to recreate the totem. If he fails, cherry picking .
he's got to start over from scratch. Third, the totem can only mimic
The hero uses a similar procedure to powers for so long: one hour. After the
attune a totem to himself, but the time hour's up, the mimicked power
is cut to three days. Also, he only needs package fades away.
an Amazing (20) Spirit roll. Fourth, the totem can only be used to
mimic a single power package at a
POWERS time. If the hero is mimicking a power
Bargaining: The hero can summon
package and then copies another, the
first set of powers leaves him.
demons and use them to create totems
Fifth, if the totem leaves the hero's
of power. See page 176 for examples.
person, the powers do too. If the mimic
manages to get his totem back, any
TRICKS pow ers it w as copying are gone.
Jinx: With an extra success on an
initiative roll, the hero can try to cause
a foe to lose an action. The Bargainer THI DHTA TOUM
must win an opposed Spirit roll too. This kind of totem is similar to the
Either way, the hero uses that success mimic totem in that it allows the
and can't use it for another action. Bargainer to permanently imbue a
Make It Look Easy: With an extra totem with any single power package
success on any Challenging (5) or she likes.
harder roll, the hero does what she's The upside is the Bargainer doesn't
attempting with style. Afterward, the have to have another delta around. It's
hero can add +2 to any persuasion rolls not mimicking powers. It has its own.
made against anyone who w as Also, there's no time limit on how long
watching, until the encounter ends. the powers stay with the hero.
Other Tricks: A Bargainer can learn The downside is that the hero's stuck
tricks for any power package one of his with a single power package-at least
totems can imitate. When he's not w ith this one totem.
using the totem, though, he doesn't
know the tricks either.
BLASTER
THI MIMIC TOUM Some people keep a lot bottled up
inside them. Some deltas have the
A Bargainer with a mimic totem can
power to let it all out-explosively.
mimic the power of any other delta.
A blaster's hands are basically living
Of course, there are a few catches.
guns, capable of firing blasts of energy
First, the Bargainer has to actually
that can smack into a target like a truck.
touch the delta in question with his
He can fire an attack from each hand
mimic totem. If the target tries to avoid
too, doubling his firepower.
the Bargainer's touch, this requires a

$5 PIlice CH055 POLI/


CHAPTER EIGHT: WHAT MAKES ADELTA ADELTA
Blasters don't usually bother with it's just a normal blast. If the hero is
other weapons. After all, when your stunned while she's building her
hands are living guns, what's the power, thebonus is lost.
point?
Whatever source of energy the
blaster draws upon toughens his skin BOUN(ER
too. It doesn't do him as much good as This hero moves faster than the eye
a suit of armor, but it helps to take the can follow, and he's got a hell of a
edge off that small-arms fire. punch to boot.
With his augmented Strength, the
POWERS hero can do as much damage with his
Armor: 5/- fists as most people can do with a
Energy Blast: The hero can fire an bullet. Lots of bouncers don't bother
energy blast from each hand. See the with weapons. They're a pain to have
Blaster Attack Table for the details on to carry around, and they're forever
this kind of attack. This blast ignores breaking, jamming, or running out of
armor that's not part of the target's skin ammo.
or power. Other bouncers love weapons. With
their extra Speed, they're pretty damn
TRICKS good with them after all.
The bouncer's boosted Speed also
Blast Punch: The hero can use his
means he's usually going to end up
energy blast to open a real can of
with several actions every round. Since
whup-ass with a punch. If the hero gets
he's so fast, he can use some of these
an extra success on his close-combat
extra actions to dodge attacks against
attack roll, he does Strength+ 15 points
him, waiting for his chance to land a
of damage. Additionally, he can use
solid blow at the end of the round
superblast with his blast punch, but he
when everyone else is standing around,
needs two extra successes to pull that
waiting for their next actions to come
off. If he only gets one, the blast punch
along in the next round. Of course,
works, but the superb last fails.
enough foes can simply overwhelm
Superb last: Instead of firing an
him , so he's still got to pick his battles
energy blast, the hero can spend an
wisely.
action to build up her energy. The hero
can then add +5 to the damage of a
blast for each action she spends POWERS
powering up a single blast, up to a Fast: Add +5 to Speed rolls for
maximum of +20. For the superblast to initiative and dodging. Also add +5 to
work, the hero must also get an extra Pace.
success on the attack roll. Otherwise, Strong: Add +3 to Strength rolls.

BLASTER ATTACK

Rate of Range
Weapon Type Ammo Shots Quickness Fire Increment Damage Cost
Energy blast Energy Unlimited 1 3 10 5d6+10
(HAPTER EIGHT: WHAT MAKES ADELTA ADELTA
TRICKS
Bounce Attack: With an extra
fLYER
success on a close-combat attack roll, A flyer can soar through the air like a
the hero can bounce off one foe and bird on a spring day. This is one of the
a ttack another, all on the same action. powers that regs are most jealous of.
Add +6 to the Target Number of the Who would n't w ant to be able to soar
new attack. throu gh the skies?
The hero can continue bouncing Flyers can speed along in the air at a
from target to target if he gets another pretty good clip, or hover in midair.
success on the new attack roll. The They fly up, down, and sideways at the
modifier is cumulative, though, with same rate. Unlike most aircraft, they
each attack, so the third attack (second can even stop and turn on a dime.
bounce) would have a total +12 Flying apparently energizes the
modifier. flyer's body in some way, even making
Flip-Toss: With an extra success her skin tougher, but only so long as
when dodging a close combat attack, she's aloft. Some flyers actually walk
the hero flips up into the air and grabs around on air to maintain this benefit,
her attacker while she's still in midair. but they risk discovery when they do.
As she lands, she uses her momentum A flyer can carry passengers or cargo
to toss her foe up to 1 inch for each if she likes, but only as much as she
point of Strength. could n ormally handle on the ground.
If the foe fails a Challenging (10) See p age 142 for all about how extra
acrobatics roll, he lands hard on his weight affects normal movement. It's
back. If so, he takes the bou ncer's the sam e for a flyer, except if she
Strength in d amage, p lus damage from manages to exceed her limit while in
anything sharp he fell on. the air, she drops like a stone.
CHAPTER EIGHT: WHAT MAKIS ADELTA ADELTA
POW~RS
Armor: 5/- when flying.
Flight: Can fly at a Pace of 50.

TRICKS
Burst of Speed: With each extra
success on an Easy (5) flying roll, the
hero can add +10 to her flying Pace this
round. This roll requires an action.
Flying Dodge: With each extra
success on a fly ing roll or a dodge roll
while in midair, any attacks against the
hero must add +3 to the Target Number
for the rest of the round.

GADGITIIR
Most deltas have obvious kinds of
powers. They can fire blasts from their
fists, run faster than a car, or even
bounce bullets off their skin. Not so
with the gadgeteer.
A gadgeteer's power is to be able to
build and maintain technological bits
of wonder that bend the theoretical
laws of physics.
Read that last bit carefully. It's
important.
A gadgeteer's power is to build and
maintain wondrous devices. We call
these devices "gadgets." If you're not a
gadgeteer, you can still use a gadget,
but you can't keep it in working order.
If you look around in Brave New
World, you'll see things like people
walking around in suits of powered
armor or d ashing about on rocket sleds.
These gad gets are obviously far beyond
even our most cutting-edge advances
in technology. They've been created by
gadgeteers.
In a world that focuses on the
benefits of mass production, gadgeteers
are an anomaly. Nearly all of their
creations are one-of-a-kind marvels.

CROSS poul
(HAPTER EIGHT: WHAT MAK£S ADUTA ADUTA
Repairing a damaged gadget can be
MAINTAINING AGADGH done, but it takes time. To repair a
A gadgeteer can build as many single w ound done to a gadget, it takes
gadgets as he likes, but he can only an Easy (10) tinkering roll and four
maintain one at a time. This makes it hours. Each success reduces the time by
impossible to mass-produce gadgets, as an hour, down to a minimum of one.
they invariably fall apart and stop
working soon after they leave the
gadgeteer 's care. CREATING YOUR OWN GADGHS
Maintaining a device requires at As the story of Brave New World
least one hour of tinkering with it in a develops, we're going to introduce
24-hour period, and an Easy (5) more and more gadgets for heroes to
tinkering roll. use. In the meantime, though, here are
After a gadget is successfully some guidelines for creating your own
tinkered with by a gadgeteer, it gadgets.
continues to function n ormally for 24 Most gadgeteers take the
hours or until it's tinkered with again . "everything and the kitchen sink"
If 24 hours go by withou t the gad get approach toward building their own
being tinkered with, it becomes gadgets. That's fine-up to a point.
useless-at least until a gadgeteer takes Rem ember, these heroes are only
it in for an overhaul. d eltas, and their powers only extend so
Overhauling a device, or bringin g it far. N o Death Stars here.
back into a gadgeteer 's care, takes eight As a guideline, the powers that a
hours of work. At that p oint, the gad get gadget confers should be only as
is back in good working order. p ow erful as those of a delta who
If you're good with num bers, you n aturally has that power. Any weapons
might realize that a gadgeteer could the gad get has should only be as
conceivably have three gadgets going powerful as a standard weapon that
at once. All he has to do is have one anyone could buy.
gadget working, then spend two eight- The real trick with a gadget is it can
hour periods getting two other gadgets only bend the laws of physics, not
up to speed. Then he's got eight h ours outrigh t break them. Look at the device
left before the first gadget he w as and see if it makes any kind of sense at
maintaining gives out. all. If the answer's no, then scrap it.
Of course, a tactic like this means the Also, if the gadget would make the
hero's going to be working on little hero incredibly powerful, much more
sleep. The Guide might want to keep so than another delta, it's too much.
this in mind when assigning Target Scale it back down.
Numbers. As always, it's up to the Guide to
The size of the gadget the hero's approve any kind of new gadget before
maintaining is really irrelevant. This is it's introduced into the game. Also, the
one reason why most gadgeteers Guide has the option to disallow the
incorporate as m any different things gadget at any point if she feels its
into a gadget as they can. This has the presence is too powerful or is simply
effect of pu tting all their eggs into one d isrup ting the game. When that
basket, but since they can only really hap pens, the gadget suddenly fails-
carry one basket at a time, w hy not? hopefu lly at a dramatically appropriate
(HAPTfR EIGHT: WHAT MAKfS AOHTA AOHTA
moment-and afterward can't ever be Well, you might want something a
properly overhauled, no matter how bit easier to carry. Power armor is
hard the hero may try. heavy, not just something you tote
This way, the player and the Guid e around w ith you like a laptop. It fits in
can experiment with different types of a steamer trunk, but you're not going
gadgets until they get a feel for what's to be hauling that around with you on
appropriate in the game. A word of your next d ate. You'd just better hope
advice for gadgeteers: Don't get too the thing fits in the back of your car.
attached to those gadgets you come up Also, it takes a while to put on. With
with. You never know when they're practice, a hero can slip into a suit of
just going to stop working for no power armor in six actions. That's
reason under your control. plen ty of time for the hero to get her
Of course, then your hero's got time clock cleaned before she even suits up.
to come up with a whole new gadget to
play with. ABILlTIfS
Armor: 10/3.
POWfRS Powerful: Add +3 to Strength rolls.
Gadgeteering: The hero can build Guns: Each wrist has a Triumph 300
and maintain gadgets. firearm mounted on top of it. See the
table below for details.
TRICKS Flight: Can fly at a Pace of 40.
Fine Tuning: With an extra success
on a tinkering roll, the gadget the hero
is working on doesn't need to be
GOLIATH
tinkered with for an additional 24 This hero's just huge. Her skin is
hours. hard enough to bounce bullets off of,
Smack It: When faced with a gadget and she's got enough muscle to toss
that's not working, the hero can give it bowling balls around like acorns.
a good whack and make an Easy (5) Unfortunately, she's slower than dirt
Smarts roll. For every success he gets, and ugly as sin.
the device works for a single round. Hey, you can't have it all.
A goliath may not get in as many
swings as a bouncer, for instance, but
POWER ARMOR all she's got to do is connect with a
Power armor is just what it sounds single punch and it's lights out!
like, a powered suit of armor that The real problem with being a
comes complete with automatic guns, goliath is that the hero stands about
augmented strength, and a jetpack. eight feet tall and weighs in at
What more could you ask for? somewhere around 400 pounds. This

POWfR ARMOR GUNS


Rate of Range
Weapon Type Action Ammo Shots Quickness Fire Increment Damage Cost
Triumph 300 Auto .45 50 1 3 5 5d6+5
(HAPUR EIGHT: WHAT MAKIS ADUT! ADUTA

makes it really hard to disgu ise the TRICKS


hero's status as a d elta. She d oesn 't Rock Your World: The hero can
really blend in with a crowd. attack the floor and set it shaking like a
For this reason, police officers and bowl full of jello. Hitting the floor in
Delta Primers are constantly hassling the right way is an Easy (5) fighting:
the goliath for her registration papers. barehanded roll. If successful, the hero
If she doesn't have them-whether she has managed to shake the ground
never registered or has simply enough to possibly knock nearby
misplaced her papers-she's going to people off their feet. With a single
have a lot of explaining to do. success, only people within 2 inches of
the hero are affected. With each extra
POWIRS success, people another 2 inches away
Armor: 10 /-. are affected. Anyone affected must
Big: Add +2 to Size. make a Challenging (10) Speed roll to
Powerful: Add +5 to Strength rolls. stay standing.
Superjump: The hero can leap over
small buildings in a single bound. The
QUIRK
hero makes a Strength roll. For every
Dirt Slow: Take -2 from Speed rolls
success he gets, he can leap 2 inches
for initiative. straight up and 2 inches in any
Ugly: Take -2 from all friendly direction he likes. If the hero tries to
persuasion rolls. At the Guide's option, land on a foe, treat this as a charge,
the hero can add +2 to all hostile taking all the hero's movement into
persuasion rolls. account. If the Goliath's Size is 4 more
Obvious: This is the standard -3 than the target, he does massive
quirk. damage.

CROSS POLII
CHAPTER liGHT: WHAT MAKES ADELTA ADELTA

GUNNER
There are great shots, and then there
are great shots. A gunner's one of those
legendary shootist who can shave the
wings off a mosquito at 50 paces. Or at
least that's what he'd probably have
you believe.
In a country in which nearly
everyone carries a gun, some skill with
a firearm is often assumed. Just because
someone can point a pistol and pull a
trigger doesn't mean she's actually
going to hit what she's shooting at.
With the gunner's power, it's almost
assured.
Most gunners don't waste their time
just blasting away at a target. They go
for called shots to vital areas instead. If
they're feeling gracious, they might
even pull a Lone Ranger and shoot an
opponent's guns out of her hands
instead.
Gunners are lightning-fast with their
hands too. On a good day, a gunner can
actually outdraw and shoot down
someone who's already got a gun on
him.
With the prevalence of guns in
Kennedy's America, most gunners
blend right in. Unless they start pulling
off tricks most shooters couldn't even
dream of, chances of them blowing
their cover are pretty small. Of course,
if they make use of their talents too
often, they might get hauled in on
another charge than being an
unregistered delta. Shooting people is
frowned upon, even in Jack Kennedy's
country.

POWERS
Crack Shot: Add +5 to shooting
attacks.
Quick: Add +5 to Speed rolls for
initiative.

CRSS PULII
(HAPTER fiGHT: WHAT MAKIS AOUTA AOHTA
TRICKS A h ealer can only try to h eal a
Mercy: With an extra success on a victim's current wounds once. Any
shooting roll, the hero can redu ce the wounds that aren't healed after an
amount of actu al d am age a shot d oes attempted healing cannot be healed by
by choosing exactly h ow he wants the any means except time or standard
bullet to hit the poor target. Roll medicine. A healer can try to cure later
damage and check for stun normally. wounds normally, but even then, the
After the stun check, th ough, the victim old er wounds cannot be affected.
only takes half the n ormal amount of A healer can try to help as many
w ounds. people as she can reach, but healing
Pierce Armor: With two extra isn 't as simple as it could be. It's an
successes on a shooting roll against an involved p rocess requiring the healer
armored foe, the hero find s a w eak spot to m entally p eer into the victim's b od y
in the armor. The armor d oes not affect and carefully push the natural healing
this shot. It's the Guide's call as to p rocess along. Each healing attempt
w hether or not the foe's armor actUally requ ires a full minute (12 actions).
h as a weak spot. If not, the trick d oes A h ealer can work without any
n othing. m ed ical training at all, but the better
she knows the human body, the more
su ccess she's going to have with her
HIALER p ow er.
Not all delta powers are en tirely
destructive in nature. Case in p oint: the POWIRS
healer. H ealing: The hero can heal wounds
Healers aren' t all fire-and-brimstone and illnesses. Add +10 to medicine rolls
televangelists bringing d ow n the favor when u sing the h ealing power.
of God in an ecstatic moment of holy
fervor. They come in all stripes. Som e TRICKS
are doctors, others are "natural Healing Disease: A healer can try to
healers," and there are even a few cure diseases too. See the Healing
sham ans in th e bunch. Disease Table on page 184 for how
When a healer lays her h ands on a many successes are required to heal a
sick or injured p erson, sh e can-if she's particular type of illness. If you don't
lucky-cure that person's woes. To use see what you're looking for on the list,
the healing power, the hero p u ts her it's up to the Guide to come up with
h ands on the victim's injuries an d then the n umb er of successes needed. In
m akes an Easy (5) medicine roll. most cases, the Guide should guess
Unlike w ith a stan d ard medicine roll, high.
th e hero d oesn't w ork on each hit If the hero manages to get the
location separately. The h ealing power required number of successes, the
is more holistic th an that. disease is healed. Otherwise, the p ower
For every success the h ero gets on fails to help at all. At the Guide's
the medicine roll, one wou n d on th e discretion, a failed attempt may
victim is healed in any hit location or temporarily help with the symptoms of
locations of the h ealer 's ch oice. It's that certain kinds of ailments, but in the
sim p le. en d, they're b ound to return.
(HAPTER liGHT: WHAT MAKES ADELTA ADELTA
Just as with wounds, if a healer fails
to cure an illness, no other power can SCRAPPER
help. It's up to modern medical When there's nothing for it but to
science-such as it is-and time. wade in with both fists and get your
Heroes that have the illness quirk are hands bloody, you want a scrapper on
assumed to have had a healer try to your side. Not only are they strong as
help them and fail. This way, they can't bulls and tough as nails, they've got
easily rid themselves of the illness. healing factors that allows them to
quickly recover from all but the worst
wounds.
HEALING DISEASE In short, they're just built for
brawling.
Successes There's nothing most scrappers like
Disease to Cure better than getting into a fight-fair or
AIDS 8 otherwise. Anything else is a waste of
Asthma 5 their talents. Some scrappers are a bit
Blindness 6 more careful than that though. Those
Cancer, early stage 6 are the ones who live the longest.
Cancer, late stage 8 Lots of scrappers have the
Cold 2
bloodthirsty or temper quirks, but just as
Deafness 6 many are cool customers. What they're
Flu 3 buying is victory, and they're ready to
Headache 2
pay for it in broken bones and
Nausea 2
splattered blood.
Pneumonia 4
Radiation poisoning 5
POWERS
Healing Poison: This w orks just like Armor: 5 / -
with healing diseases. With this trick, Healing Factor: The h ero can m ake a
the hero can cure poisons of varying healing roll every hour instead of every
strengths, as long as she racks up day.
enough successes. See the Healing Strong: Add +3 to Strength.
Poison Table for exactly how many
successes you need to roll. If the TRICKS
strength of the poison isn't known, it's Fast Healer: For every extra success
up to the Guide to figure it out. If the on a h ealing roll, the hero heals a
healer likes, she can actually negate up wound. Combined with the hero's
to a pint of bottled poison instead. healing factor and his extra strength,
this can get him back on his feet in
virtually no time at all.
HEALING POISON
Dirty Fighting: If the hero hits the
target in the head or torso with a
Successes
fighting roll, add +2d6 to the damage
Poison to Cure
for every extra success the hero has. For
Poison, mild 3
head shots, this adds to the standard
Poison, medium 4
damage bonus.
Poison, severe 5

~s PIlICC
(HAPTlR EIGHT: WHAT MAKES ADELTA ADELTA
POWERS
SPIIDSTIR Fast Runner: Add +100 to Pace.
When you need to get something Lightning Reflexes: Add +5 to Speed
someplace in a hurry, the speedster's rolls for initiative and dodging.
the way to go. On level ground, they
can run faster than a speeding car. TRICKS
Plucking bullets out of the air is
Afterimages: When the hero makes a
beyond them, but not by ~uch. .
dodge roll, check how many successes
In a fight, the speed ster s favonte
he gets over Challenging (10). For each
tactic is to run up to one target, sm ack
extra success, the hero leaves behind a
it hard, then run up to another target
separate afterimage of where he was.
on the other side of the combat. In
These images cluster around where the
some cases, a speedster can zip across a
hero really is and follow him around
room and knock a foe out before the
for the rest of the turn. If the attack roll
poor bastard can even squeeze off a
actually succeeds, the attacker must
shot.
randomly roll to see if the attack
When running long distances, the
actually hit an afterimage instead,
speedster needs to use the running
missing the hero entirely. An
rules on page 105. It's all a m atter of
afterimage that's hit by an attack
endurance, and smart speed sters build
d isappears instantly. Of course, this
up their Strength and their running skill
trick is useless against area-affect
as high as they can . Otherwise, they 're
weapons like grenades or gas.
bound to run ou t of steam when they
Burst of Speed: With each extra
should be just hitting their stride.
success on an Easy (5) running roll, the
Speedsters cannot have the slow
hero can ad d +10 to his Pace this round.
quirk.
Making this roll requires an action .

/1

5 PII.ICC CROSS poul


(HAPTER NINE: THINGS IVERY HERO NHDS
(HAPTIR NINI:
THINGS IVIRY
HIRO NIIDS

Now that you know who your h ero A hero can only try for a loan every
is and how his powers work, it's up to three months. If he fails, he can always
you to figure out what kin d of gear he's try again. If he succeeds, that's all he
got. Every hero starts out with the can borrow until he pays off the loan or
basics of m odern American life: an refinan ces up to the same amount.
apartment, clothes, a radio, a TV, a
used car, an d so on. Unfortunately, that
usually includes a p istol. STARTING MONn
Your hero also has $1,000 to spend
on things like weapons, ammunition, Starting Yearly
armor, and other things the average Status Money Salary
person probably doesn't have. Most of Poor $100
these are listed on the n ext few pages. Standard $1,000 $20,000
Rich +1 $4,000 $40,000
Rich +2 $7,500 $75,000
fiNANCING Rich +3 $12,500 $125,000
Rich +4 $25,000 $250,000
Heroes can get loans for things that
Rich +5 $50,000 $500,000
are their own collateral: cars, houses,
and the like-not w eapons. Getting a
loan for up to the h ero's yearly salary is
a Ch allenging (10) friendly persuasion
PRICING OTHIR GIAR
roll. For each step above the hero's We d on't have enough space to list
salary on the Starting Money Table that p rices for everything your hero might
the hero wants to borrow, the Target want to buy. The solution to this
Number goes up by +2. This means problem is simple. The cost for most
that a hero w ith rich +2 who wants a items in Brave New World is roughly
loan for $500,000 needs a 13 or better. what it is in the real world.
CHAPTER NINE: THINGS IVERY HERO NHDS

lUNGED WEAPONS
Rate of Range
Weapon Type Action Ammo Shots Quickness Fire Increment Damage Cost
Bow
Compound bow - Drawn Arrow 1 2 1 5 Strength+5 $100
Longbow- Drawn Arrow 1 2 1 5 Strength+3 $50
Crossbow- Drawn Bolt 1 1 1 5 5d6+5 $100
Thrown Weapons
Small knife Throw 1 1 1 5 Strength+2 $25
Large knife Throw 1 1 1 5 Strength+5 $50
Shuriken Throw 1 1 3 5 Strength+1 $10
Pistol
Colt Agent Revolver .38 6 1 1 5 5d6+3 $300
Colt Python Revolver .357mag 6 1 1 5 5d6+8 $500
Colt 2000 Auto 9mm 15 1 1 5 5d6+5 $600
Derringer Single .22 2 1 1 5 5d6+2 $200
Taser Single Built-in 1 1 1 5 Stun (9) $200
Rifles
Remington M700 - Bolt 7.62mm 5 2 1 10 6d6+8 $500
Barrett M90- Bolt .50 5 2 1 10 6d6+10 $1,400
Colt M16A2- Auto 5.56mm 30 2 3 10 6d6+5 $900
Shotguns
Double-barreled - Standard 12 gauge 2 2 2 3 Shotgun $200
Winchester Defender- Pump 12 gauge 7 2 1 3 Shotgun $260
PancorJackhammer- Auto 12 gauge 10 2 2 3 Shotgun $1,200
Submachine-Guns
Colt9mm- Auto 9mm 20 1 6 10 5d6+5 $800
Ingram M10- Auto 9mm 32 1 6 5 5d6+5 $400
Machine-Guns
SacoM60Elt Auto 7.62mm 90* 1 9 10 6d6+8 $3,000
Browning M2t Auto .50 72* 1 9 10 6d6+10 $4,000
Miscellaneous
Grenade Thrown 1 1 1 5 10d6+ 100 $100
Grenade Launcher- Auto 40mm 3 1 1 10 10d6+ 100 $1,500
Rocket Launcher- Single 120mm 1 2 1 10 10d6+20° $2,500

*These machine-guns are belt-fed. °These weapons have a Burst Radius of 3.


-These are two-handed weapons. tThese weapons are usually mounted on a tripod or vehicle.
They could be used as a two-handed weapon by a hero with a Strength of 8 or more.

ARMOR
Type Armor Covers Costs Notes
Thick coat 1/- Arms, torso $100 Adds +4 to survival in the cold.
Leather jacket 1/- Vitals, torso, arms $75
Leather pants 1/- Legs $75
Motorcycle helmet 6/- Head $75
Riot helmet 10/- Head $200
Plastic riot shield 6/- Varies $200
Steel riot shield 10/3 Varies $400
Kevlar vest 10/ - Torso $200 Useless against blades, arrows, or
bolts.
Power armor 10/ 3 Entire body Only available to gadgeteers.
CHAPTER MIHI: THIHGS EVIRY H1RO MHOS

(LOSI COMBAT WUPOHS

Weapon Defensive Bonus Quickness Damage Cost


Ax - +1 2 Strengtla5 $20
Bayonet +1 1 Strength+3 $50
Brass knuckles 1 Strength+2 $20
Cattle prod +1 1 Stun (9) $100
Chainsaw- +2 2 Strength+7 $200
Club, big- 2 Strength +2
Club, small 1 Strength+1
Hatchet +1 1 Strength+3 $10
Knife, hunting +1 1 Strength+3 $10
Knife, kitchen +1 1 Strengtla2 $5
Lariat - 2 None $10
Machete +1 1 Strength+4 $30
Nightstick +1 1 Strength+ 1 $40
Sword +2 1 Strength+5 $250
Whip +2 2 2d6 $45

- These are two-handed weapons.

- --
VIHICLIS
- --
Vehicle Durability Pace Turn MPG Size A rmor Top Speed Cost
Chevy Camaro 15/ 3 100 5 20 10 10/ - 120 mph $30,000
Chevy Metro 10 / 2 75 7 40 9 10/ - 90 mph $8,000
Dod ge Ram 20 / 4 80 8 25 11 10/ - 100 mph $15,000
Harley-David son
Sportster 10/ 2 100 5 50 8 120 mph $20,000
Jeep Cherokee 20/ 4 80 8 15 11 10/ - 100 mph $35,000

AMMUHITIOH MISCULAHIOUS GUR


Ammo Type Cost Item Cost
.22 lO ~ / bullet Binoculars $100
.38 20~ / bullet Computer, full n et
.357 magnum 85 ~/ bullet access $2,000
.50 $1 / bullet Comp uter, limited
5.56mm $l / bullet net access Free
7.62mm $l / bullet False ID papers (poor) $500
9mm 75 ~ / bulle t False ID papers (good) $5,000
12-gauge shell $1/shell Gas $1/ gallon
12-gauge slug $1.50 / slu g H andcuffs $25
40mm grenade $250 / grena de Lockpicks, mechanical $50
120mm rocket $1,000/ rocket Lockpicks, electronic $5,000
Arrow $5 / arrow Nightvision goggles (negates
Bolt $1/bolt lighting modifiers in all but
Belt of ammo $100 / belt total darkness) $1,000
AP bullet (AP 5) lOx normal Rifle scop e, standard (doubles
AP bullet (AP 10) 20x normal Range Increment when aiming) $30
Rubber bullet: lOx normal Rifle scope, excellent (triples
.22, .38, 5.56mm (Stun (5)) Range Increment when aiming) $200
.357, .50, 7.62mm, 9mm (Stun 7» Spare gun clip $10

5 Pl.ICC
CHAPTER UN: LIBERTY OR OUTH!

!is PIlUCE
L~_
CROSS poul
(HAPIIR TIN:
LlBIRIY
OR DIAIH!
So what's it all about? Why is your
hero running around, trying to free his LIVING IN flAR
fellow Americans from the shackles of The fact is that most people didn't
martial law? have their basic civil rights taken away
Simply put, it's the right thing to from them by force. They voluntarily
do-at least from your hero's p oint of gave them u p .
view. One element we explore in Brave That's what happ ens when peop le
New World is how differen tly p eople get scared. When they feel like they
can see the same situation. can't understand the world around
To a member of the Defiance, it them. When they d on't know who their
might seem like Delta Prime is an neighbors might be. When they fear for
entirely evil organization bent on the lives of those they love.
oppressing the entire country, bu t When those kinds of things happen,
others in America d on't see it that way. people are willin g to make all kinds of
In fact, many Americans believe what sacrifices. If you're that frightened,
they see on TV, what the federal- things like free speech, p rivacy, and the
controlled media an d the government like don't mean a whole lot.
itself tell them. After all, if you're one of the good
After all, they don't know any better. guys, what have you got to hide? Let
All they can see is that deltas are the government come in and poke in to
destroying the world, and men like every aspect of your life. Let them rip
John F. Kennedy and the stalwart your history ap art, tossing through
heroes of Delta Prime are the last line your past for clues to some deeper
of defense between the common citizen d eviancy, some threat you might pose
and total anarchy. to the greater whole.
As a member of the Defiance, it's up There's n othing suspicious in your
to you to bring them the truth. past. Is there?

SSPOI.IC~
l
CROSS POLII
(HAPTER TEN: LIBERTY OR DUTH!

THE ABUSE Of POWER YOU ARE THE ENEMY


Of course, even if you're squeaky Plen ty of deltas have given the
clean, it's not that simple. Power p ublic good reason to be scared. The
corrupts, as the saying goes, and in d estruction of Chicago is the most
Kennedy's America, the federal n otable, but there have been thousands
government has ultimate power. of smaller incidents over the years.
Sometimes it gets abused. It's in your hero's interest to put an
Innocent people have been end to this terror. The fewer reasons
disappeared by the feds in the middle people have to fear deltas, the less they
of the night, brought in for questioning, can hate them. Or so the theory goes.
never again to see the ligh t of free day. Some Defiants h ave taken the low
Some of them fester in filthy cells in the road, using their p owers to beat,
country's overcrowded p risons. Others th reaten, and even kill those who
rot in shallow graves or at the bottom disagree w ith them. That's one way to
of lakes from sea to shining sea. The win the battle, but it's a sure way to
even-less fortunate end up drafted into lose the war.
the government's service, their loyalty Your hero needs to set an example of
ensured by thinly veiled death threats how a delta should act. He has to help
against the people they know and love. those in need. He has to take down
As a delta, if you hero is captured, those who would threaten innocents.
that's her fate. If she hasn't registered, And he needs to fight for life, liberty,
she's automatically an enemy of the and the pursuit of happiness.
state. It's up to your hero to avoid those That's a serious responsibility. Ask
destinies. If, in the course of doing that, yourself: If your hero, with all his
you make life a little easier for others in powers, doesn't take up that cause,
your situation, so much the better. who will?

CROSS POLII
(HAPTER TEN: LIBERTY OR DUTH!

DILlA POINTS ONLY AfLfSH WOUND


You can also u se a delta point to save
Because your hero's a delta and not
your hero's life.
just one of the regs, he's got one more
When you r hero takes a w ound, you
p ow er we h av en't talked abou t yet.
can spend a d elta p oint to keep the
He's got fate on his side. wound from ever h appening. If you
In Brave New World, the world
take more th an one w ound from a
belongs to the bold, those willing to single attack, you can spend more delta
step up and take their destiny in their
p oin ts, bu t it still takes one delta point
own hands. To reflect that in the game,
to deflect each w ound.
every delta hero gets 3 delta points at
The hero still gets hit by the attack.
the beginning of each game session.
It's just that through some twist of fate
it doesn't do the kind of damage it
YOUR fAn, YOUR HANDS could h ave.
Your hero can spend a delta p oint in That's what being a delta is like.
one of two ways.
First, after making an action roll, the USE '£M OR LOSE '£M
hero can spend a delta point to roll
You can't save delta points from
another die and add the result to his
game session to session. If you don't
current total.
use them in one session, they're gone.
If that h app ens, just count yourself
Examp le: The Rebel makes a
lucky. Heroes w ho use all their delta
last-ditch attempt to clean the
points are usu ally the ones closest to
Wastoid's clock. Wounded as he is,
death.
the Target Number for the Rebel's
attack is 9. Marty rolls his hero's
fighting: barehanded, and his
result is 7, not quite enough.
IXPIRIINCI POINTS
Grimacing, Marty decides to spend As you play the game, your hero is
a delta point. He rolls the die, gets going to hopefully learn something in
6, and rerolls it for 2 more. His the course of her adventures. We're n ot
new result is (7+6+2=) 15, enough just talking about figuring out w ho's
fo r an extra success! behind the latest an ti-delta p lot or
w ho's threatenin g the life of the m ayor
You can keep spending delta points of Crescent City-this time.
until you get the result you're looking Sure, that's going to happen too, but
for or you run out. Each extra d ie you in addition to all that, your hero's just
roll gets added to the total result. The going to get better at doing the things
extra dice rolls are open-ended, so if that she does. In the course of the
you get a 6, keep rolling! gam e, the Guide is going to award you
Delta points can be spent on damage points w hen your hero does the right
rolls too, but not on things like hit- kinds of things. If the hero helps foil an
location rolls or any other table roll. evil plot or saves the life of an innocent,
You can't use delta p oints to improve there are some points in it for her.
a disastrous roll. There's just no way to We call these things experience
make that kind of situation better. p oints.
(HAPTER TEN: LIBERTY OR DUTH!

USING £XPERIENCf POINTS £XPERIENCf AND ROLEPLAYING


You can use experience points your You should also get experience
hero's earned in four ways: improving points for roleplaying your hero well.
traits, buying or improving skills, The more you get into the role you and
buying off negative quirks, or buying your Guide have defined for yourself,
new tricks. the better-up to a point, of course.
Improving a trait costs three times Insert the standard legal disclaimer
the new score in that trait. Going from here.
3 to 4, for instance, costs 12 points. And You remember all of those quirks
no, you can't skip a score to save you picked out for your hero? Those
yourself points. are the kinds of things that help you
Buying or improving a skill works flesh out your hero, to make her into a
pretty much the same way, except it's realistic character, a person. Keep those
cheaper. It only costs you a number of in mind when playing your hero, and
points equal to the new score. Moving don't be afraid to ham them up a bit.
from 3 to 4 costs 4 points. Again, you Guides tend to reward those players
can't skip scores to save points. who do.
You can't buy new quirks, but you
can get rid of the negative ones. All you
have to do is pay back the cost of the HAVING fUN
quirk with experience points. Your At the end of the day, Brave New
Guide might give your hero new quirks World is a game, and games are all
during play, like a new enemy your about having fun. Of course, fun comes
hero's picked up, but these don't give in more than 31 flavors, and it's up to
you any points. you and the rest of your team to come
You can also buy new tricks for your up with your own definition of the
hero. Each new trick costs 10 points. kind of game you enjoy.
You can save up experience points Make jokes. Or be dead serious if
between sessions. They don't go away you like. Describe how your hero
until you spend them. launches himself into a room with both
guns blazing like he just burst straight
out the screen during a John Woo
£ARNING £XPERIENCE POINTS movie. Get into your hero's character,
It's up to the Guide as to how many and play her to the hilt.
experience points he wants to give out. These are your friends you're
Published adventures-like the one playing with. You're there to entertain
that comes with Power Shield, the Brave them as much as they're there for you.
New World Guide's screen-tell the Do what you can to make each game a
Guide exactly how to handle this, and memorable experience.
we cover this in some depth in the We've got one other treat for you. To
Guide's Handbook. encourage you to make things better
As a player, the only thing you need for everyone, the Guide also gives out
to know is that if your hero does the experience points for heroes who make
right thing, she'll be rewarded for it. the game more fun.
Figuring out what's right isn't always As if you really needed another
easy, but that's part of the game. reason.
(HAPTER ELEYEN: GUIDING THE GAME
(HAPTIR(LIVIN:
GUIDING
THI GAMI
Being a Guide-or a Gamemaster, as Sure, the players can read all the
some games call it- is d efinitely the Brave New W orld books they like, but
biggest responsibility in Brave New those are just books, not the actual
World. It's up to the Guide to come up game. If they w ant the full roleplaying
w ith the adventures, figure out who all experience, they need a Gu ide.
the extras are, get together a group of It's up to you to take the word s we
players, and then run the game. p ublish in these books and breathe life
into them . To make the heroes hate the
villains. To make them care enough
THE GUIDE'S JOB abou t it all to w ant to save the world .
It's not a job for the faint of heart. As In short, when you 're playing Brave
Guide, you're p art writer, part referee, New World , it's your game, not ours. We
part actor, an d p art entertainer. It's up can't be there looking over your
to you to make sure that the game runs shou ld er and cheering you on.
smoothly and-most importan tly-that N o. You're on your own.
everyone has fun- including yourself!
Don't worry. We're here to help you. IHI GUIDI'S POWIR
That doesn't mean we're just goin g
IHI GUIDI'S WORLD to leave you twisting in the w ind . If
As the Guide, you're the ultimate you thin k you've got what it takes to
power in your game. You are your run a good game, then we're here for
players' eyes and ears into the realm of you. Here's your first gift:
Brave New World. Withou t your As Guide, your word is final.
d escriptions of the p eople the heroes When you say that something
meet and the p laces they go, they're hap pens in your game, that's exactly
deaf, dumb, and blind. what happens. There's no arguing
about it.
(HAPTER HEYEN: GUIDING THE GAME
If the players aren't having fun,
they'll quit.
Now, people are going to come and
go from your game for lots of different
reasons, but if you suddenly find
yourself alone on every game night,
you need to take a long, hard look at
yourself and see if it's something you
did as Guide. If so, you can always give
it another try, but if you do so, make
sure to change your ways.

ASSEMBLING ATEAM
As a Guide, one of the first things
you've got to do is get together a group
of players to take part in your Brave
New World game. That part should be
easy. Just tell some of your friends
about the game and invite them to play.
Roleplaying games usually do well
with smaller groups of players,
especially if you're new to running a
game. As Guide, you need to pay
Well, the players can always try to attention to each of the players during
convince you of the error of your ways, the course of the game, making sure
but at the end of the day, it's your call. each of their heroes gets some time in
When you've heard enough, you can the spotlight.
also end a discussion about any ruling No one likes sitting around watching
you make. Like we just said, your word other people enjoying themselves. No,
is final. they want to get into the fun too! The
That's really all you need. It's a lot of easiest way to do that is to start small.
power, and you've got to be careful We recommend starting out with
how you use it. only three or four players-not
counting yourself. That way, you know
you're going to have enough time to
THE GUIDE'S DUTY devote to each of them.
Someone once said, "With great Once you've run the game a few
power comes great responsibility." Just times and you're comfortable with both
because you're in charge of your game the game system and running a game,
doesn't mean you can abuse that you can add more players. Do this
power. slowly. If you're careful, you'll spot
It's your job to make sure the players your limit before you go over it. An
are all enjoying themselves. There's one experience Guide may be able to
easy way to tell if you're succeeding or handle up to eight players, but more
not. than that is often unmanageable.

CROSS paul
(HAPTER mVIN: GUIDING THI GAMI
ATEAM EffORT RUNNING AN AOVINTURI
Sure, it's ultimately your
A rolep laying game is different than
responsibility to make sure the players
most kinds of game because there are
are having fun, but help is close at
n o winners or losers. The players all
hand. Your players can pitch in too.
When you sit down w ith the p layers just get together to have fun, pr~tend to
be different people, and entertam each
to make up their heroes, first talk abou t
other. If everything works like it's
what kind of game you'd like to play.
supposed to and a good time is had by
Do you want to concentrate on
all, then everyone wins.
paramilitary combat or political
Just like some of your favorite
intrigue or something else entirely? Are
fictional stories in films, novels, or
the players more interested in rolling
comics, the saga might have a definite
dice or roleplaying?
beginning, but it doesn't ever have to
There's no right or wrong h ere, but it
end. As long as the players keep having
helps if you can come up with some
fun, you can keep getting together for
kind of consensus. If you've got sev eral
session after session for as long as you
people who are all trying to play in a
like or the sun goes out-whichever
different type of game, they're not
comes firs t.
going to be able to work together.
We call a group of heroes a team for
a reason. When a team's at its peak, it TH! SAGA
functions as a unit, a well-oiled An ongoing game of Brave New
machine. For this reason, start out with World is called a saga. The saga is made
heroes that all have the same status up of several different stories or
quirks. For most games, this means . adventures that link together into a
they should be unregistered deltas wIth greater whole. Some of the stories
secret identities. might have a deeper meaning when
An accomplished Guide can handle seen in the context of the saga's
a disparate group. In fact, the tensi?ns ongoing tale, while others might just be
in the team can add to the roleplaymg temporary tangents. .
experience. If the players aren't . Each time you and your players SIt
extremely mature and friendly about It, down to play Brave New World, we call
though, it can lead to some serious that a session. When you call a halt to
friction, which can destroy a team. the game until you can meet again, the
That's not fun. session is over. It can take several
If you can come up with even an sessions to finish a story, or just one.
overall consensus before the heroes are As Guide, you need to think about
created, then you're a step ahead of the your game in terms of both the saga
game. When the players come up with and the stories. The easiest way to do
their heroes' personalities, they should this is to just start playing through
be thinking about how each of the whatever stories you like. As time goes
heroes is going to work as part of the on, you can look back and see all the
larger whole. With any luck, this things the heroes have done-all the
should translate to a closer-knit team people they've saved and all the
and happier players who can have fun enemies they've made. Suddenly
together. you've got a saga.

CROSS POL/I
(HAPUR ELEVEN: GUIDING THE GAME
Alternatively, you can set up each of STORY STRUCTURE
your stories ahead of time to link into
the overarching saga. As the heroes go Once you m ove on to creating your
from story to story, they pick up on own stories, w e're still there for you.
larger themes and possibilities, an d Here's the basic structure of any Brave
eventually they realize there's New World story.
something larger going on here, a
major plot in which they've now found THE BACKSTORY
themselves embroiled.
Most times, the heroes don't come in
You can go either way you like.
at the beginning of a story. Instead,
Better yet, you don't have to decide
they stumble onto or are led into
now. If you like, you can just start out
something that's been going on for a
playing whatever kinds of stories you
good while already. The tale of what's
like. Later you can start up a more
happened up until the heroes get
integrated saga, or you can even weave
involved is called the backs tory.
elements of the earlier stories into a
You need a good backstory so you
new whole.
can quickly figure out what happens if
the heroes wander off in a different
CREATING YOUR OWN STORIES direction th an you might have
p redicted .
Coming up with your own stories Take our w ord for it: This happens
can be tough, but we've got help for all the time! There's no predicting
you there too. Power Shield is the exactly what a team 's going to do, so
Guide's screen for Brave New World. It's you need to be p rep ared.
a colorful cardboard screen you can
hide your secret n otes beh ind w hile
you run the game, but it also comes THE SETUP
with an introductory adventure, perfect Once you know what's going on,
for launching any Brave N ew W orld you've got to get the heroes involved.
saga. In this section, you figure out how th e
As time goes on, we're going to be heroes m ight first d iscover what's
releasing more and more sourcebooks going on.
for Brave New World, exploring different You also need to think about why
aspects of its people and universe. they might want to get involved. Sure,
Most-if not all-of these are going to you can say, "They're heroes! They'll
come with an adventure too. Many of lend a h and." But it's not always that
these are designed to be generic simple.
enough for you to be able to slot into Think about who the heroes are and
many different types of sagas. what motivates them. Is it love?
Even if you never use any of the Money? Patriotism? An overwhelming
published adventures in your saga, sense of responsibility? Figure out what
they still serve as excellent examples of the heroes' buttons are and push them.
how a story is constructed. If you're Hard.
just starting out, we strongly If you can't quite figure this out, let
recommend you try one of the the players give you a hand. Have
published adventures. them come up with their own reasons.

CROSS POLIt
(HAPUR ELfVEN: GUIDING THE GAME

(HAPURS AWARDING EXPERIENCE POINTS


Stories are generally broken down
Part of being a hero in Brave New
into chapters. Short stories might only
World is the challenge. You've got to be
have a single chapter, while mini-sagas
careful about giving out too many
could be a d ozen or more ch apters
experience p oints. At the end of a
long.
In each chapter, describe a single chapter, a hero who did well might
earn 1 or 2 points, and that's it. If it's a
scene and who might be encoun tered
really important chapter-like the
there. This is where you list the full
climactic one-the hero might get 3 or
profiles of any goons or villains the
even 4 points, but no more.
heroes might run into. You should have
an idea of what's supposed to happen
here, and some contingency plans in DELTA POINTS
case things go awry. If you want to reward the hero for
being clever or keeping everyone
MOVING RIGHT ALONG ~ntertained, give him a free delta point
mstead. If you give this out during
If you want to keep things moving
play, it can only be used in this session.
along, you also need to stick in clues or
If you give it out at the end of play, it
contacts to lead the heroes on to a later
has to be used during the next session.
chapter. If the chapters simply lead
Unused delta points simply disappear.
from one to another, you 've got a linear
adventure. If the heroes d eviate from
the plotline you've developed , there's
no telling where they m ight end up.
To make the story less constrictive,
try having two or three different
directions in which the heroes might go
after a chapter. Most adventures h ave a
single climactic scene that the heroes
need to get to in order to succeed, bu t
that doesn't have to be true. You can
even come up with multiple endings if
y?U like. This can be a truly rewarding
kmd of adventure, but it's a lot more
work, so tread carefully in this territory,
especially if you're new to it.

R~WARDS
At the end of each chapter, you
should list the rewards the heroes' get
if they have a successful chapter. These
usually come in the form of experience
points, but they can also be new
friends, enemies, gear, or even cash. It's
up to you.
(HAPTER ELEVEN: GUIDING THE GAME
families and jobs and real lives and all
IHI GUIDI'S SHORTCUTS of that, but in terms of the heroes'
As the Guide, you've got a lot going interaction with them, we can ignore a
on. Not only do you have to know lot of the fin er details.
what's happening at any given point in Major extras (some of which are the
the game, you've got to keep track of big villains) can affect the heroes' lives
both the players and every extra in the in big w ays. This runs from the local
game. That can quickly overwhelm chief of police to the head of the
even the most experienced Guide, so terrorist organization threatening to
we've got some tried and true shortcuts blow up Crescent City-this week.
to make your life that much easier. To m ake things easier on you, you
can h andle minor and major extras in
different ways.
HANDLING THI IXTRAS
First, let's separate out the extras into
two different types: minor and major.
PROFILfS
Minor extras (called goons) are those A profile for a major extra needs to
people who aren't too powerful or who be complete, often requiring as much
aren't going to have much of an affect thought as creating a hero. A minor
upon the game. They're pretty much a extra, on the other hand, doesn't
dime a dozen, at least as far as the require as much attention. You can just
game is concerned. Sure, they've all got list down their trait scores and only the
skills that might come up in the course
of meeting one of the heroes.
Sure, that cabbie might have a contact
in Delta Prime, or maybe he's fluent in
12 languages, but since you can pretty
much bet that's not going to come up in
the course of the story, don't worry
about it. That much detail just bogs
things down.
As a baseline, the average person has
a score of 2d6 in each trait, plus a score
of 2 in any skills she might need to
have. You can bump this up to a score
of 3 in skills the person specializes in.
That cabbie above, for instance, would
have a driving: personal vehicle of 3,
while his language: English would be 2.
You can usually ignore any quirks.
In the case of major extras-who
have a tendency to crop up again and
again, even when the heroes think
they're dead-you need to have a full
profile. After all, you never know what
the heroes are going to put him
through.
CHAPTER HEVEN: GUIDING THE GAME
If you get caught flatfooted and
suddenly need to know an extra's score
INJURlfS
for any trait or skill, just roll1d6. If it's Villains and goons get separated
a goon, cut the results in half. Either once more when it comes to sucking up
way, it's not an open-ended roll, so the those wounds.
highest the score can be is 6. Major extras take wounds just like
heroes do. For each point of Strength
they have, they can take one wound in
INITIATIVf each of the six different hit locations.
The first thing you're going to need For all intents and purposes, minor
is a bit of scrap paper to keep track of extras don't have hit locations. Let the
everyone's initiative roll. Be sure to heroes roll for hit location anyhow. If
write down each players' result as well they're lucky, they might get some
the extras'. You're going to need to extra damage dice after all.
keep track of them all, and having When applying the wounds to a
them right in front of you works a lot goon, they all go to a single spot. Once
b etter than having to ask p layers to the goon takes more wounds than his
repeat themselves all the time. Strength, he's been knocked
When rolling initiative for a major unconscious. If he takes double that
extra, it works just like with the heroes. amount, he's dead.
Just roll h er Speed. Since the extra If this makes the hero into an
w orks for you though, you don't h ave acciden tal killer, show some mercy. The
to announce the result. Keep it to goon isn't really dead, but he's going to
yourself and keep the players guessin g. be spending the next few weeks of his
With minor extras, you've got two life eating hospital food.
options. You've usually got lots of these Of course, if the hero's got a mean
goons fighting at once, so you don't streak and she's trying to kill the goon,
want to have to keep track of initiative let her go right ahead. Just remember,
rolls for each of them. It can get that goon's a real person, and the law
ridiculous pretty quickly. doesn't look kindly on killers.
First, you can just not roll for any of
the goons. Depending on who they are,
just set an initiative number for them
MAPS AND MINIATURfS
and go. If they're a bunch of really If possible, get yourself a dry-erase
minor extras, their result is 4. This map or board. During play, you can
means they each only get one action. If sketch layouts of rooms and areas so
they're a bit tougher, their result is 7, the players can see exactly what's
giving them two actions each. going on.
Alternatively, you can m ake a single Better yet, with a map drawn
Speed roll for each type of goon rou ghly to scale, you can use
involved. Since each type of goon h as m iniatures-metal figurines about an
the same profile, u se the Speed listed on inch tall-to keep track of exactly
that profile for the initiative roll. where every hero and extra is. Brave
If you get a really great roll (10 or New World is designed to make easy
higher) or a disastrous roll, assign that use of miniatures. Pace, for instance, is
result to one of th e goons and then roll listed in inches, so get yourself a ruler,
again for the rest. and you're all set.
CHAPTER TWELVE: BRAVE NEW SECRETS

CROSS pout
("APTIR TWILVI:
BRAVI NIW
SICRITS

Hey, buddy! Come here. We got Why? First, we asked nicely. Second,
something for you. Something we d on't as a p layer you're going to eventually
tell those player-types about. learn about most if not all of the secrets,
That is, if you're a Gu ide. but in the course of playing the game.
This part of the book is for Guides Be patient.
only. If you don't qualify, you'd better Sure, it m ight seem cool to get your
flip back to the earlier p arts of th e book h ands on all the secrets ahead of time,
before your Guide sees you. bu t you're really just spoiling the fun.
If you don't h ave a Guide yet and It's like waking u p on Christmas and
you're just w andering around, that's knowing w ho really put those presents
fine- to a p oint. If you're thinking under the tree and what's in them. It
about being a Guide, come on in and takes half the fun ou t of it.
poke around a bit. See if this Guide
gig's for you .
If th at's what you're doing, though, THf GUlDf'S DUTY
we recommend you go back and read If you are a Guide, then the warning
Chap ter Eleven and leave the rest of about keep ing things secret goes
the book un til you 're absolutely sure. doub le for you. Don't go wandering
aroun d w ith loose lip s. Even if your
players h ave already figured out some
THI CONI Of SIUNCI of Brave New W orld's secrets, you can
bet not every player has. For their sake,
The fact is that this chap ter and keep the faith.
Chapter Thirteen are full of all sorts of
Just to keep you h onest, w e're
secrets that only the Guide sh ould
keeping some of the most importan t
know about. If you're not pretty darn
secrets to ourselves-for n ow. That
sure you're going to be a Guide, leave
way, you can join in the unwrapping of
now.
those presents too.

?5PIlICe
CHAPTER TWHVE: BRAVE NEW SECRETS
As delta powers go, Truth's are
WHAT'S REALLY HAPPENING pretty subtle. When she listens to a
Now that it's just you Guides person's voice, she can instantly tell
reading, we can finally kick off our whether or not he's being truthful.
shoes, lie back, and get down to the Unfortunately, that doesn't always get
truth. Right? her a whole lot closer to the truth of the
Not so fast. matter. It just lets her know when she's
Sure, as a Guide, there are certain being fed a line of bull.
secrets we just have to let you in on. Some people have been able to get
Otherwise, we'd be hampering your around Truth's power by telling her the
ability to do your job. But we're not truth, but not all of it. Her finely honed
quite ready to blab about everything all reporter's instincts often let her know
at once. Not quite yet. when someone's being evasive with
As we publish supplements for Brave her, but they're not always foolproof.
New World, you can look forward to The upshot of all of this is that the
learning more and more about what's materials printed in The Delta Times are
really going on behind the world. usually pretty darn trustworthy, but
Eventually you'll be able to piece not always. Smart heroes check their
together the whole story. facts before they rely on them. Of
In the meantime, we've got some course, this is a lesson your team might
pretty darn juicy bits in this chapter for have to learn the hard way.
you, so don't blink. You never know
what you might miss. THE DEfiANCE
Here's the flip side of Truth's
TRUTH IN OUR TIME powers. Sure, she knows the truth, but
The woman known as Truth is she's a damn good liar too. You can't
actually Marta Alonso, a reporter for always trust this seasoned reporter to
the Crescent City Star, one of the city's be as straightforward as you might
two daily newspapers. She's worked hope.
there for several years, as an Case in point: the Defiance
investigative reporter-and a damn Movement. From reading Truth's
good one. diatribe about the Defiance, you might
Unfortunately, Marta's editor refuses come away thinking it's nothing more
to print the best stuff she comes up than what the deltas who spat on the
with for fear of having the federal DRA call themselves.
government come in and shut the That's not entirely true.
paper down. This has happened five Sure, any delta who refuses to sign
times in the past decade, and if it up with the feds can call himself a
happens again, it might be the last Defiant, but there's more to it than that.
anyone will ever see of The Star. There are pockets of resistance in the
Because of her job, Marta knows a lot country in which the Defiance is
more about the world than ever sees actually pretty together, and there's a
print in The Star. She uses this to her secretive higher level to the
advantage when she moonlights as organization that actually thinks it's
Truth, the editor and publisher of The got a shot at kicking Kennedy out of
Delta Times. office.

~S PIlICC CROSS POLII


("APUR TWELVE: BRAVE NEW SECRETS
It might be right.
When the heroes join the Defiance
(as most heroes will), all they really
know about the Defiance is w hat they
read on the website. As opportunities
present themselves to test the heroes'
loyalty's they'll receive assignments
from one of the higher-ups in the
Defiance-often from Truth h erself.

WORKING WITH THf DHIANCf


At the early stages of membership,
the heroes are rarely ever trusted w ith
any information that might prove
potentially harmful to other Defiants.
They're simply presented with a
situation and asked to resolve it.
The heroes might be asked to rescue
a young delta from Delta Prime before
she gets hauled in, for instance. Or they
might be asked to investigate a series of
crimes that are being blamed on the
Defiance. Or maybe they're given a
way they could hamper the activities of
Delta Prime. GUYING BOOno
In any case, the benefits of these test Of course, not all heroes are going to
cases are usually pretty obvious. The succeed at the tasks the Defiance puts
Defiance isn't into running people in front of them. If they blow enough of
around like idiots until they decide them, the Defiance kicks them out.
they can trust them. No, they're more If this happens, the heroes are
about the field test. officially deemed untrustworthy by the
If the heroes manage to complete Defiance. That means the most they can
these test with flying colors, they're do is get on the website to read about
given more important assignments. whatever details Truth has decided
This continues until the heroes are she's willing to release to the general
completely trusted by all levels of the public. Unless the heroes do someth.ing
organiza tion. on their own to redeem themselves m
For more about how this might work the eyes of the Defiance, they're never
in the case of your team, check out the going to have much to do with the
background in Ravaged Planet and the organization.
upcoming Defiance sourcebooks. For This means that when the heroes
now, the information you've got here need a hand, they're not going to have
should be plenty to get you started. If anyone to call on. Since they're
in doubt, the Defiance treats the heroes unregistered deltas, though, they
like mushrooms. They keep them in the should be used to that by now, right?
dark and feed them manure.
(HAPUR TWELVl: BRAn MfW SURHS
Of course, these days there's another
WHfRf DHTA POWfRS (OMf FROM crackpot notion that's gotten more
The fact is no one knows for su re attention than any of the oth ers. It's
where delta powers come from. In the helped by the fact that it's grounded in
old days, there were a lot of cornball scien ce.
theories about alien implants, mad
scientist experiments, and strange
visitors from other planets. THf DHTA FACTOR
None of that ever panned out. With the advent of the Human
Of course, just because there's no Genome Project, scientists have
proof of any of those theories doesn't managed to map large portions of
mean that there aren't lots of people humanity's DNA. While the project is
who believe them. In fact, some of far from complete, the scientists have
those people have positions of great made a few astonishing discoveries.
power in both the Defiance and Delta A good portion of the human
Prime. population has a unique sequence in its
The point is that there are idiots DNA that doesn't appear in any other
everywhere, and people generally creature on the face of the earth. In fact,
believe what they want to believe. Even a good portion of the human
some of the seemingly smartest and population d oesn't have it at all.
most connected people buy into these In deltas, this same sequence has
crackpot notions. been altered-some say mutated-
radically, and often in new and
unpredictable ways. Scientists believe
that th is mutable DNA is the source of
delta p owers. Being the p rosaic kind of
people they tend to be, the eggheads
call this sequence the delta factor.
As is usually the case, this discovery
raises more questions than it answers.
The first of these is both the easiest to
ask and the hardest to answer: Where
did this sequence come from?

YOU SAY YOU WANT AN IVOLUTION


There are lots of guesses and little in
the w ay of proof.
Some people think the delta factor is
simply the next stage in evolution.
Those who have this sequence in their
DNA are part of a new race of people
known as-all adolescent jokes aside-
homo delta.
Those who subscribe to this idea
predict that eventually regular people
will either die off or be bred into the

POLII
("A PUR TWELVE: BRAVE NEW SECRETS
delta population. When tha t happens,
every p erson in the en tire world will
THI GRIAT TRAGIDY
h ave the p otential to become a delta. There is one secret we can reveal to
Others suspect something with you in no uncertain terms.
results th at are just as pervasive but John F. Kennedy is dead.
with far more sinister origins. They In fact, he died on that fateful
claim that this "rogue" DNA sequence November day in Dallas back in '63.
was somehow implan ted into the Obviously, that's not what the
human genome. gener al p ublic-including the heroes-
The more paranoid among those believes. H ere's what really happened.
who tout this theory believe that
whoever did this will one day trigger a
subsequence of the gene that will allow
AMOMINT TOO LAU
Superior was on the scene moments
them to control every delta on earth.
after the Dreadnaut strike team began
These same people often claim that the
its attack. He mopped the floor with
Nazis or Soviets are behind such an
the killers, swept the President up in
effort. Pointing out that the first
his arms, and zoomed off toward the
recorded deltas were discovered d uring
nearest hospital.
World War I doesn't seem to d en t their
On his way to Dallas' Parkland
fervor for their beliefs.
Hospital, Superior quickly realized that
Then there are those who point ou t
the Presid ent was beyon d help. He was
that the easiest way to introduce a new
well an d truly dead .
genetic sequen ce into ~ p op.ulati?n is
Superior wasn't the sort to accept
by breeding. When th IS n ohon hIt the
any defeat gracefully. He didn't let the
papers, all sorts of wackos crawled out
Nazis w in World War II, and h e was
of the w oodwork, claiming they'd been
damned if he was going to let the
abducted by aliens and impregnated
forces of terror believe they'd won this
w ith their delta-factor-taL'1ted
round as well.
offspring. None of these stories h as
Superior turned around and zoomed
ever been proved.
toward Washington, DC, instead.
Then there's the Delta Cu lt. Som e
Within minu tes, he was knocking on
cultists believe that the d eltas are the
the door of a man called Facade.
long-lost descendants of the ancient
Not much is known about this
gods of myth and legend. Th ey
m ysteriou s figure. He's an alpha with a
worship deltas as ch ildren of the
IJ
single, incredible ability: He can
gods," and they say that the great-
im personate anyone.
great-great-whatever grandparents .of
By that, we don't mean Rich Little
these deltas will come b ack to reclaIm
was looking over his shoulder. No, the
their offspring soon.
Facade could actually take on the
Of course, they can't agree on w hen.
appearance, voice, and mannerisms of
Some Des think it's all going to happen
anyone he'd studied. For all intents and
on January 1,2000. Others bet on 200l.
purposes, he could become any oth~r
Of course, the ancient gods never heard
person he studied, lacking only theu
of the Gregorian calendar, but they're
knowledge.
gods, so they can do whatever they
You can guess what Superior had in
want, right.
mind.
Like we said, no one really know s.
(HAPTER TWELVE: BRAVE NEW SECRETS
Dr. Abrahams had served in Delta
Squadron alongside Superior back
when he'd been known as Sparky. He
knew the man that the boy had
become, and he trusted him entirely.
Although he had some reservations, he
shoved them aside and put his faith in
Superior's judgment.

THE RUSE
When the Facade w oke up in Walter
Reed, he feigned m emory loss from the
healed head injury he'd suffered in the
assassination attempt. This gave him a
chance to adjust to his new role as
Presiden t.
In later days, the ruse served the
Facade well. Anytime someone asked
him abou t something Kennedy should
h ave known about, he blamed his
forgetfulness on the head wound.
Over the years, a few people have
gotten close to the truth. They were
either brought on board or-if Superior
THE BIG SWITCH or Kennedy didn't feel that they could
Within moments, the Facade agreed be trusted with so enormous a secret-
to Superior's plan. Minutes later, eliminated.
Superior flew into Walter Reed When Superior originally pitched the
Memorial Hospital with the Facade in idea to the Facade, he had imagined the
his arms. Of course, everyone else d eception would only be a temporary
mistook him for President Kennedy as one. At some point in the future, the
planned. President would "die" peacefully, and
Superior explained to the healers at the Facade would be free to return to
the hospital that he had taken Kennedy his old life.
directly to Dr. Joel Abrahams, the best- That never happened.
known alpha healer in the country. Dr. Superior got the idea for the Delta
Abrahams had been able to repair m ost Registration Act and had the Facade
of the damage done to Mr. Kennedy, p ush it through Congress. After that, it
but the President was going to need to w as only a few short steps to martial
recuperate in private until his personal law.
physicians could arrive. Suddenly, the Facade found himself
After he handed the Facade over to as the sole ruler of the most powerful
the doctors at Walter Reed, Superior nation on the face of the Earth, and
dashed off to Dr. Abraham's home to Superior played the part of the power
get him on board with the deception. behind the throne.
It couldn't last.

CROSS POLII
(",PUR TWELVf: BRAVE HEW SECRETS

THE BICENUNNIAL BATTLE WHERE HAVE ALL THE ALPHAS GON£?


When Chicago disappeared in that The strangest effects of the
burst of white light back in '76, the Devastator's bomb is the one that no
world drew a collective gasp. In one one ever talks about. Ever since the
fell swoop, over 80% of the alpha moment that device went off, shaking
heroes were gone. the country and even the planet to its
Superior was, of course, among core, no delta has become an alpha.
them. This was no coincidence. Sure, there are still some alphas out
The Devastator got the technology there-the ones who were either in
for his amazing bomb directly from the prison at the time, protected from the
Supplier, the head gadgeteer at Evil Vanishing by the power-dampening
Unlimited, the most pervasive criminal fields-but no new ones.
organization on the planet. The Every now and then, a delta steps up
Supplier got the technology from a and calls himself an alpha. She might
freelance gadgeteer looking to make a even really believe it. But it's not true.
quick buck off his latest invention. Th e fact is that deltas still get into the
The freelance gadgeteer was secretly kinds of situations that might cause one
a member of Delta Prime, giving the to transform into an alpha. It's just that
tech to the Supplier under the orders of when they get into these near-death
the President himself. situations, most of them die. Those
It all boils down to this. The Facade who survive just count their lucky
has gotten used to holding th e reins of stars-along with their fingers-and
power, and he wasn't willing to risk move on. Bu t they're not alphas.
ever having to give them up to anyone . Of course, not all of the bodies of
He wanted to get rid of Superior and those dead deltas are always recovered .
any other alpha who might someday That's not anything strange, in and of
challenge his authority. itself. Lots of times, deltas get
When Chicago disappeared, the themselves into incredibly dangerous
Facade got exactly w hat he w anted. situations in w hich they risk not only
Since that fateful day, he's had p lenty death but n ot hav ing much left of
of opportunities to regret his actions. It themselves to fill a coffin.
all falls under that age-old lesson: Be Still, it' s ~uspicious, and those
careful what you wish for. inclined to come u p w ith paranoid
Either way, with one decisive move, theories have lots of answers for these
the Facade cemented his position as kinds of questions.
President for life. There are few w h o
remain who he might even consider
fearing. Sure, the Defiance is always
DRAWING BA(K THE VEIL
making rumbles about tossing him out Of course, the heroes (and the
of office in some kind of coup, b u t h e's players) don't know any of this stuff.
got that angle covered too. It's up to you to make sure it stays that
As for the remaining alphas, they're w ay- at least until we say otherwise.
all either on the run, in his pocket, or so Th e information in Brave New World
far away from Washington that the is released on a need-to-know basis.
false President doesn't even think We'll tell you when you need to
about them. know.

~s PIlI.ICC
L _,,:,,-_ _ _ CROSS pour
OUPHR THIRTHN: THf USUAL SUSPECTS

CROSS PIlII
(HAPTIR IHIRTIIN:
IHI USUAL
SUSPICTS

All right. The players know how to


create their heroes. You've got the USING fOES
straight dope-or at least part of it-on When you're reading the profiles of
what's going on. You even know how the people and creatures in this chapter,
to run the game. you might think to yourself, "These
Now all you need is something for guys aren't so bad. My team's going to
the heroes to do. mop the floor with them."
Well, we've got that covered too. True enough, in a toe-to-toe fight, a
What's a hero without a villain after delta team is going to make quick work
all? of a beat cop or a wiseguy, but that's
not usually how it goes down. Sure, the
heroes might occasionally run into the
fiGHTING fOES lone police officer, but that cop's got
The following pages describe seven lots of well-armed friends he can call in
different types of extras for the heroes for backup on a moment's notice.
to face off against. This should be The same's true of just about any of
enough to get you started in your saga, the rest of these opponents. They're not
but don't worry, we've got lots more on monsters that popped out of a
the way. video game, and they're not just going
Just about every Brave New W orld to stand there and let the heroes beat
supplement is going to feature n ew on them. They're smart, and they've
adversaries for your heroes. Delta got connections. The leaders of these
Prime, for instance, is going to get an organizations aren't going to be found
entire book all to itself, devoted to walking alone down a dark alley.
dealing with the Defiance's sw orn They've got bodyguards. They've got
enemies in depth. Evil Unlimited is fortress-mansions.
scheduled for its own book as well. And they're ready and waiting.

CROSS pout
(HAPTER THIRTHH: THE USUAL SUSPECTS

AQUARIANS
The Defiance isn't the only illegal
organization of deltas in the nation. It's just
PROfiLE
the largest. Another notable group calls Smarts: 2d6
itself the Aquarians. Area knowledge: Chicago Bay 2, area
These people are apparently deltas who knowledge: Crescent City 1,
have the ability to live and breathe language: English 2, navigation 2,
underwater. They can be found nearly all survival: underwater 2
over the planet, but there's a Speed:3d6
particularly large settlement Dodging 2, shooting 2, stealth 2
of them living in the Spirit: 2d6
bottom of Chicago Bay, Bravery 1, perception 2, scrounging 2,
right below where the scrutinize 1, search 2
Sears Tower used to Strength: 3d6
stand. Climbing 1, fighting: barehanded 2,
The Aquarians fighting: club 2,
are fairly swimming 5,
reclusive. Their throwing 1
stated goal is Size: 5
the founding of Pace: 8
a full-fledged Delta Points: 3
Aquarian city in Quirks: Alert +3, delta ±O,
Chicago Bay. Several double jointed + 1, public
dozen of the identity ±O, sense of
Aquarians actually live direction +1, ugly -1:
there now in an by human
underwater village they standards,
call New Atlantis. unregistered ±O
New Atlantis has been Powers:
attacked on more than one Fast
occasion by aggressors from Swimmer:
Delta Prime. When anyone gets Add +20 to
killed near Crescent City's Pace when
docks, the Aquarians often take swimming.
the blame, rightfully or not. Nightvision:
Some of the Aquarians have Can see
decided to live up to the terrorist label normally in
they've been given by the Crescent Citlf Star. the dark
Others argue for peace, but they're ha"r dly Water Breathing.
willing to start a civil war over protecting a Tricks: Bull's eye and first move.
group of people who are persecuting them. Breach: With an extra success on a
Aquarians look pretty much like normal sw imming roll, the Aquarian can leap
humans, with a few notable exceptions. up to 20 feet from the water.
They have small gills located just below Gear: None.
their ears, and their toes and fingers are
webbed. Most notably, their eyes are
entirely black.

CROSS puut
(HAPTER THIRTEEN: THI USUAL SUSPECTS

EVIL UNLIMITED
N ot every unregistered delta is a
misunderstood freedom fighter looking to
EVIL UNLIMITED SALES REP
live free. Some are actually the horrible Smarts: 2d6
criminals that Kennedy would h ave the Area knowledge: Crescent City 2,
American people believe all rogue deltas language: English 2, profession: sales
are. They kill, rape, pillage, loot, and 4
rob . Sometimes they've even got Speed:2d6
delusions about ruling the planet-or Dodging 1, d riving: personal
at least some small corner of it. vehicle 2, shooting 3, stealth 1
In short, they're bad people. Spirit: 4d6
Th e fact is, there's no higher Perception 2, persuasion:
percentage of bad deltas than bluff 3, persuasion: charm 4,
there are bad people. The ORA, scrutinize 3, search 2
thou gh, instantly criminalizes Strength: 2d6
man y deltas, and the fact is Climbing 1, fighting:
that when a delta d ecides to barehanded 2, swimming 1,
go bad, people n otice. throwing 1
When a delta criminal Size: 5
needs help, she knows who
to turn to: Evil Unlimited. Delta Points: None
EU is an underground Quirks: Arrogant -3, contact
organization of loosely +4: Evil Unlimited's board
affiliated deltas and regs of directors, greedy -2, reg
who have the common aim ±O, self-confident +2,
of supplying people who Gear: Colt 2000 and 45
w ant to cause destruction. rounds of armor-piercing
Evil Unlimited (AP 10) ammo in spare
employees work for a clips, Kevlar vest,
mysterious central office hidden Derringer with
from which they take their 2 rounds of ammo,
orders and to which they explosive briefcase (Dama ge:
relay requests for personnel 10d6+40, Burst Radius: 5), cell
and ordnance. EU sales reps phone, pager, palmtop computer,
come in all different flavors, and $2,000.
but they share one common
trait. They're all a lot more
dangerous than they look.
(HAPTER THIRTEEN: THE USUAL SUSPECTS

DIADIRS
Since anyone with the delta factor in his
genes can become a delta, the Primers have
PROfiLE
Smarts: I d6
a saying: "Don't believe someone's dead
Area knowledge: Crescent City 2,
until you see the body." Even then, you
~ language: English 2
can't always be sure. Speed: 4d6
With deaders, though, you .. Dodging 4, driving: personal vehicle 2,
can pretty much count on their shooting 4, stealth 4
being deceased. Their rotting flesh Spirit: 2d6
is a "dead" giveaway. Perception 2, persuasion:
The first deaders were intimidation 4, scrutinize 1,
created by a gadgeteer who search 2
figured out a way to create i!
Strength: 4d6
a device that could Climbing 1, fighting:
AI barehanded 4, fighting: club 4,
stimulate a dead brain
with electric pulses sent swimming 1, throwing 1
Size: 5
from a central control
Pace: 9
unit-which is the actual
Delta Points: None
gadget-giving a corpse a Quirks: Bloodthirsty -2,
semblance of life. Since clumsy -3, double-jointed
then the technology h as +1, reg ±O
become common knowledge Powers:
among the more m orbid Undead: A deaders
gadgeteers. doesn't suffer wound-
With a little makeup and effect modifiers and
cologne, a deader can pass for doesn' t have to make
human. They don't tend to stun checks. It's only
talk much, although they can if truly dead when its head
is pulped.
they have to. The chips that give
Weaknesses:
them life also force them to
Chipset: A d eader's chip
follow their creator's orders to can be destroyed with a
the letter. Some deaders take single wound to the back of
malicious glee in abusing those the head. The location is
orders, but most readily covered with an armored
comply, since if they fail in plate (Armor 10/-), and
their mission, all that awaits attackers add +8 to hit the location
them is a return to the grave. with a called shot. If a deader is shot
in the head, rollld6. On a 6, the shot
hits the plate.
Tricks: None.
Gear: None.
(HAPTER THIRTHN: THf USUAL SUSPfCTS

Dill! PRIMI
If a hero registers as a delta, she's off to
either Delta Academy or Delta Squadron.
ARMORGEDDON PILOT
From there, m ost registered deltas move on Smarts: 2d6
to Delta Prime. Area knowled ge: Crescent City 2,
Delta Primers are some of language: English 2, navigation 2,
the m ost feared people tactics 3
on the planet, and Speed:5d6
they're legendary in Dodging 4, flying 4, martial
the United States. The arts: barehanded 5, m artial
appearance of a single arts: club 5,
Primer is enough to martial arts:
strike fear into the blade 5, quick
heart of any Defiant. d raw 3, shooting 5,
Those who tell you sp eed-load 3,
different are either stealth 3
lying or dumb. Spirit: 2d6
Perhaps the most Bravery 3,
feared Primers leadership 2, p erception 4,
are those scru tinize 2, search 2
chosen to Strength: 3d6
wear the Climbing 1, fighting:
DP's barehanded 2, fighting:
legendary club 2, persuasion:
power armor: the interrogation 2,
Armorgeddon suit. persuasion:
The fact is that most intimidation 5,
of the people in the swimming 5, throwing 1
Armorgeddon suits aren 't Size: 6
even deltas. They're highly Pace: 10
trained soldiers m aking use of a Delta Points: None
suit that's m aintained for them by Quirks: Authority +3:
a gadgeteer assigned to them as both Delta Primer, contact
their mechanic and mentor. +3: suit's
gadgeteer, duty
+5: Delta Prime,
reg ±O, tough +2
Gear: Armorgeddon suit: Armor 10 /3,
ad d +5 to Strength rolls, shoulder cannon
(see below ), fly at a Pace of 40.

ARMORGfDDON GUNS
Rate of Range
Weapon Type Action Ammo Shots Q uickness Fire Increment Damage Cost
Shoulder Cannon Auto .50 50 1 3 5 5d6+ 10 (AP5) -
THE POLICE
The people most Defiants are going to
get the most hassles from are the cops on
PROflL£
the beat. These men and women are on the Smarts: 2d6
front lines of Kennedy's "war on Defiance." Area knowledge: Crescent City 4,
They're the first on the scene to language: English 2, language:
investigate any kind of disturbance, Spanish 1, navigation 1, tactics 2
so the heroes are likely going to run Speed: 3d6
into them from time to time. Dodging 2, driving: personal vehicle
For the most part, police 2, shooting 2, stealth 2
officers are just men and Spirit: 3d6
women who believe in Bravery 1, perception 2,
their government and persuasion: bluff 2,
are just doing their leadership 1, persuasion:
jobs the best they can. intimidation 3, scrutinize
Not all of them share 2, search 2, shadowing 3
the sentiment that the Strength: 3d6
only good Defiant is a Climbing 1, fighting:
dead Defiant, but barehanded 2,
given the choice, they fighting: club 2,
tend to err on the side swimming 1,
of shooting first and throwing 1
letting their sergeant ask Size: 5
the questions later. Pace: 8
Smart Defiants do their Delta Points:
best not to face off against None
the police. It's hard enough Quirks: Alert +3, authority + 1:
having to put up with beat cop, duty +3: police
Primers chasing you all dep artment, loyal-3, patron +3:
over town, much less police sergeant, reg ±O
having the cops taking an Gear: Colt 2000 with 15 bullets
active hand. Also, most and 15 armor-piercing (AP 5)
officers are just struggling bullets in a spare clip, riot
to keep the peace, shield (in car), Kevlar vest
something most Defiants (Armor 10/-), nightstick,
should be in favor of. five hand grenades (in
In most cases, you should car), patrol car,
use the police as a goad. If Winchester Defender
you want to pressure the with 14 shells (in car), and a set of
heroes to move along, let h andcuffs.
them hear approaching sirens or have them
get spotted by a beat cop who immediately
reports in on his radio. Most cops are just
ordinary people who don't have much of a
chance against a delta, and they know it.
Their strength is in n um bers, and th ey're
not afraid to use it.
(HAPTER THIRTHH: THE USUAL SUSPECTS

THE MAFIA
When the President declared martial law
back in 1963, he took a lot of steps to ensure
PROfiLE (WISEGUY)
that he would remain in power. After all, Smarts: 2d6
without popular support, he w as going to Area knowledge: Crescent City 3,
have a hard time maintaining his authority. language: English 2, language: Italian
One of the most important initiatives he 1, tactics 2
took was deciding to work Speed:3d6
with the Mafia rather than Dodging 1, driving:
against it. personal vehicle 2,
With the Cosa Nostra shooting 2, stealth 1
(an d many labor Spirit: 3d6
unions along w ith Perception 2,
it) in Kennedy's persuasion: bluff 2,
pocket, most of persuasion:
America works intimidation 3,
like Chicago u sed scru tinize 2, search 2
to before it was Strength: 3d6
blown off the face Climbing 1, fighting:
of the planet: It's barehanded 2, reg
extremely corrupt ±O, swimming 1,
but oddly efficient- throwing 1
as lon g as you 're on Size: 5
the right side of things. Pace: 8
The Defiance has put Delta Points: None
taking down the mob at Quirks: Du ty +4:
the top of its list. the family, loyal-3,
Defiance leaders have p atron +3: local mob
long suspected the secret boss, reg ±O
connection with the Gear: Colt Python
White House, and if with 12 bullets and
they can prove it, 6 armor-p iercing
they'll strike quite a (AP 5) bullets, a
blow against the big, black car,
President's public and $1,000.
im age.
In the meantime,
the Mafia runs much
. )
of the country lIke a
well-oiled, money-making
machine. Crimelords line their
pockets with profits m ade on drugs,
prostitution, racketeering, construction,
garbage collection, and others of the
seedier facets of modern American life.

CROSS PUUI
(HAPTER IHIRTHN: IH£ USUAL SUSPICTS

VAMPIRES
It seems that deltas aren't the only Those in the know find the vampires'
strange things in Brave New World. efforts to be "pathetically hip" their
Apparently monsters of myth greatest weakness. By clinging to their
and legend also crop up human egos, they open themselves to
from time to time. Case in all sorts of attacks by those who would
point: the vampire. hunt the hunters of human prey.
Some people claim The truly dangerous vampires
these creatures are are those who've left their
actually just a strange humanity far behind. There's no
form of delta. This theory reasoning with such beasts, and
is supported by the
it's difficult to predict their
supernatural abilities the
vampires display, but no
activities.
other deltas have to There's a theory
drink blood in order to that the vampires
survive. Still, there's that have cropped
really no way to be up lately are
sure. actually deltas
Modern who got their
vampires share demented powers
some traits with in the wake of
their mythic the bombs that
ancestors, but destroyed
they've come
Atlanta and San
down out of the
mountains, so to
Francisco. In
speak. They - truth, there is an
cruise large cities unaccountably
at night, looking for very high
fresh blood on concentration
which to feed. of bloodsuckers
Then they in the regions
congregate in around these
all-night dance towns. Of
clubs after course, it's
hours, and by just a theory,
day they sleep in coffins
and there's no
scattered throughout the
city, often in some of the way to prove
most exclusive, high-rent the link.
districts.
There's never been
as good a time to be a
vampire-except for
the deltas who hunt
them down.
CHAPTER THIRTHH: TH£ USUAL SUSP£CYS
using their teeth. More than one of the
PROfiLE living dead has been known to carry
Smarts: 2d6 high-caliber pistols for just this kind
Area knowledge: Crescent City 2, of situation.
language: English 2 Sunlight: At the start of every round a
Speed:3d6+5 vampire is exposed to sunlight, he
Dodging 2, shooting I , stealth 3 takes 3d6+5 points of massive
Spirit: 2d6 damage, ignoring his undead ability.
Perception 2, persuasion: seduction 3, Armor does nothing against this.
scrutinize I, search I, shadowing 3 Wood: Wooden weapons ignore the
Strength: 3d6+5 undead power's abilities.
Climbing 5, fighting: barehanded 2, Tricks: Bull's eye and first move.
throwing 1 Vampiric Grapple: With an extra success
Size: 5 on a fighting: barehanded roll, the
Pace: 13 vampire can bite its opponent for
Delta Points: 3 Strength+2 points of damage.
Quirks: Arrogant -3, beautiful +1, Gear: None.
bloodthirsty -2, dark secret - 5: vampire,
heavy sleeper -1
Powers: BAT fORM
Become Mist: With a single action, can Smarts: 2d6
turn to mist or become solid again. Area knowledge: Crescent City 2,
Mesmerize: Add +5 to persuasion: language: English 2
seduction rolls. Speed:4d6+5
Morph: With a single action, the Dodging 4, stealth 3
vampire can become a huge wolf or a Spirit: 2d6
bat or return to human form. Perception 3, scrutinize I, search I,
Nightvision: The vampire can see in shadowing 3
total darkness and ignores lighting Strength: Id6
modifiers. Fighting: barehanded 1
Undead: Don't suffer wound-effect Size: 1
modifiers and don't have to make Flying Pace: 14
stun checks. It's only truly dead when
its head is pulped.
Vampiric Healing: When biting a foe, WOLf fORM
for each wound the vamp ire does, she
Smarts: 2d6
can heal one wound on herself.
Area knowledge: Crescent City 2,
Weakness:
language: English 2, tracking 4
Bloodthirst: The vampire must drink a
Speed:3d6+5
living being's blood at least once a
Dodging 3, stealth 5
day. Lower forms of life will do in a
Spirit: 2d6
pinch, but most of these bloodsu ckers
Perception 5, scrutinize I, search 3,
prefer the human vintage.
shadowing 3
Holy Water: Vampires can't stand the
Strength: 3d6+5
stuff. This does Id6+1 damage per
Fighting: barehanded 3
ounce. Large amounts of it do
Size: 5
massive damage.
Pace: 13
Religious Symbols or Garlic: The
vampire can't approach within 1 inch
of these. Of course, these d ays
vampires don't limit themselves to

CROSS POLIt
INDEX
A ( E H
Absentminded 115 Carrying 142 Enemy 122 Head shots 156
Academia 86 Cautious 118 Energy blast 177 Healer 72, 183
Acrobatics 87 Charging 153 Entangling 167 H ealing 163, 164, 183
Action Charm 103 Escaping 93 Healing disease 183
Holding an Cheap 118 Etiquette 94 Healing factor 184
action 140 Climbing 90 Experience points 193 Healing poison 184
Weapon action 144 Close combat 152 Awarding 201 Heavy sleeper 124
Action roll 83 Close combat Explosives 147 Hefty 124
Actions l38 maneuvers 153 Extra damage 168 Hero
Addiction 115 Clumsy 119 Extra successes 82, 83 Creating a 60
Afterimages 185 Code of honor 119 Extras 83 Heroic 124
Aiming 150 Combat round 137 Hidden 145
Alert 116 Computing 90 Hipshooting 150
Alpha 83 Contact 119 f Hit locations 154
Alpha powers 172 Cover 155 Faith 94 Honest 125
Ambidextrous ll6 Coward 119 Falling 162 Human shields 149
Ammo 144 Crack Shot 182 .F amous 122
Ammunition 189 Crash 165 Fast 173
Archery 87 Crazy 119 Fast healer 184
Archetypes 60 Criminology 91 Fast learner 169 Illiterate 125
Area knowledge 88 Crossroads 51 Fast runner 185 Illness 125
Armor 156, 188 Curious 120 Favor owed 123 Impulsive 126
Improvised 158 Fighting 94 Initiative l38, 203
Layered 157
Armor-piercing o Financing 187
Fine tuning 180
Injuries 203
Interrogation 103
ammo 158 Damage 144, 155 Fire 162 Intimidation 103
Arrogant 116 Barehanded 156 First move 169 Iron jaw 126
Artillery 88 Close combat Flight 178, 180
Arts 88 weapon 156 Flip-toss 173
Assembling a team 198 Ranged weapons 155 Flyer 68, 177
Attacking 143 Dark secret 120 Flying 95 Jinx 175
Authority 116 Death 158 Flying d odge 178
Death wish 120 Foes 213
Defensive bonuses 152 Forgery 95 K
B Defiants 83 Frail 123 Knockback 168
Bad habit ll7 Delta 83, 114 Knockdown 168
Bargainer 66, 174 Delta factor 208 Know the streets 169
Requirements 175 Delta points 193, 201 G
Bargaining 175 Delta Prime 83 Gadget
Battering it down 158 Demolition 91 Creation 179 L
Beautiful ll7 Dependent 120 Maintenance 179 Language 97
Big 181 Destined for Gadgeteer 69, 178 Leadership 98
Bigot ll7 greatness 121 Gad geteering 180 Leaping 142
Blast punch 177 Deviation 148 Gambling 96 Lifting 142
Blaster 67, 177 Diceless traits 58 Gear 61, 123, 187, 189 Light sleeper 126
Blaster attack 177 Dirt slow 181 Getting down 142 Lighting 146
Bloodthirsty 117 Dirty fighting 184 Getting up 142 Lighting modifiers 86
Bluff 103 Disabled 121 Glass jaw 123 Lightning reflexes 185
And gambling 97 Disarming 150, 153 Goliath 70, 180 Line of sight 143
Boating 89 Disasters 82 Grapple 168 Lockpicking 98
Bounce attack 173 Disguise 92 Greedy 123 Loyal 126
Bouncer 65, 173 Dismemberment 158 Guide 83 Lucky 126
Brave 118 Doctor 163 Gullible 124 Lusty 126
Bravery 89 Dodging 92, 154 Gunner 71, 182
Brawny ll8 Double-jointed 122
Brilliant idea 169 Drive-bys 165
Bull's eye 167 Driving 92
Bureaucratics 90 Drowning 161
Burst 146 Durability 165
Burst of speed 178, 185 Duty 122
Bystanders 149

~S POlice CROSS POLII


INDEX
M Q Sidekick 131
Size 59, 142, 145, 156
Totem 175
Delta 176
Make an impression 169 Quick 182 Skeptical 132 Mimic 176
Make it look easy 175 Quick draw 105, 150 Skills 59, 61, 86 Tough 133
Martial arts 99 Quickness 144 Basic 85 Tracking 111
Massive damage 160 Quirks 59, 61, 113, 115 Free 85 Trade 111
Mean 126 Status quirks 114 Modifiers 86 Trait rolls 59
Medicine 99 Recommended 86 Traits 60
Mercy 183
Mimic 100 R Swapping points 86
Sleight of hand 106
Tricks 59, 61, 167
Two weapons 151
And disguise 92, 100 Range increment 144 Slight 132 Two-fisted brawling 154
Money Range increments 152 Slow 132 Two-handed
Starting funds 187 Ranged attack Smack it 180 weapons 149
Moving 141, 142 modifiers 145 Smarts 58
On a held action 141 Ranged combat Smoke 162
Mute 127 attacks 143 Snobby 132 U
Ranged combat Softhearted 132 Ugly 133, 181
maneuvers 150
N Ranged
Speed 58
Speed-load 108, 151
Unlucky 134
Unregistered 114
Navigation 100 weapons 144, 188 Speedster 74, 185 Unskilled rolls 59
New friend 169 Ranges 152 Spirit 58 Useless limbs 158
Rate of fire 144 Sport 108
o Reg 83, 114
Registered 114
Sprinting 141
Squeamish 133 v
Obligation 127 Reloading 151 Stealth 109 Vehicles 164, 189
Obvious 127, 181 Ricochet 168 Stray bullets 149 Turning 164
Off-hand Riding 105 Streetwise 109 Vengeful 134
attacks 151, 154 Rock your world 181 Strength 58 Veteran 134
Old 128 Roleplaying game 199 Strong 173, 184 Voice 134
On a roll 169 Running 105 Stubborn 132 Vow 134
Opposed roUs 82 Running an Shm 159
Ordained 128 adventure 199 Recovering from 160
Rushing an attack 153 StwUlers 160
p Stutter 132 Waking up 163

Pace 59 s Subskills 59, 85


Success 83
Wanted 134
Weapon type 144
Climbing 90 Saga 199 Successes Weapons
Pacifist 128 Savage 130 Automatic 83 Close combat 189
Patron 128 Science 105 Suffocating 161 Improvised 162
Perception 100 Scrapper 73, 184 Superblast 177 Weaponsmith 111
Vs. stealth 109 Scrounging 105 Superjump 181 Wise 135
Performing 101 Scrutinize 106 Superstitious 133 Wiseguy 45, 219
Persuasion 101 Vs. disguise 92 Surprise 137 Wound-effect
Photographic memory Vs. forgery 95 Survival 109 modifiers 159
128 Vs. mimic 100 Swimming 110 Wounds 158
Pierce armor 183 Search 106
Piloting 103 Secret identity 114
Poor 129 Securi ty 106 T y
Poor ears 129 Seduction 103 Tactics 110 Young 135
Poor eyes 129 Self-confident 130 Target numbers 81, 83
Power armor 180 Self-righteous 130 Targets
Power package 61, 171 Sense of direction 130 Multiple 146
Power packages 173 Sense of time 130 Tasks
Making your Shadowing 107 Classifying 139
own 172 Sharp ears 130 Long 139
Powerful 180, 181 Sharp eyes 131 Short 139
Powers 59 Shields 158 Simple 138
Primer 83 Shooting 107, 143 Tatmt 103
Profession 104 Called shots 150 Temper 133
Profiles 202 Shortcuts 202 The natural 169
Prone targets 155 Shotgun slugs 147 Throwing 110
Public identity 114 Shotguns 146 Thrown weapons 151
Pulling a punch 159 Shots 144 Tinkering 111, 179
Pumped up 169 Shrapnel 161

[;5PULICe
L
WAIT, THIRI'S MORI!
Come on, we weren't going to get you all worked up about Brave New World
and then just leave you hanging. If you liked this book, there's a lot more where
that came from!

RAVAGED PLANET:
THE BRAVE NEW WORLD PLAYER'S GUIDE
N ow that you've got your feet w et, it' s time
to jump on in! Ravaged Planet features coverage
of the delta situation all across America and
even the w orld. Plus, learn the final fate of
Patriot! There are even 10 new power packages
for you to build your heroes w ith .
This deluxe, hardcover book is one you
cannot afford to m iss.
Written by Matt "Brave New World"
Forbeck, w ith a stunning cover by Paul Bonner.
160 pages, 16 in color! SKU# 7002 $25.00

POWER SHIELD
THE BRAVE NEW WORLD GUIDE'S SCREEN
N ow that you know the game, it's time to
actually p lay it. N o more fumbling through the
book looking for that crucial table. They're all
here in an easy-to-reference format on the
insid e of this dazzlingly colorful, trifold screen,
the perfect p lace to keep your secrets behind.
Power Shield also com es complete with The
Ripper, the first Brave N ew World adventure. It's
a great lau nching point for your very own Brave
New World saga.
Written by Shane "Deadlands" Lacy Hensley.
48 pages, plus screen! SKU# 7001 $1 5.00

DEFIANTS:
THE DEFIANCE SOURCEBOOK
The battle for Brave New World rages on. This
book draws back the veil of secrecy that
surrounds the most powerful group of rebels in
America: the Defiance! Learn the truth about
Truth and the organization she's behind.
Defiance also comes with six brand-new
power packages for use in your game. N o good
Defiant would be caught without it!
Written by Matt "Brave New World"
Forbeck, with a hot cover by Brian DeSpain.
128 pages, soft cover SKU# 7003 $20.00

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