Product Review
The yellow paper seems rough in my
hands, cheap, but made from the stuff of dreams. The
pale black ink reveals yet another story of action,
of fear, of humanity. In an age of much-needed hope,
men (and some women) of vision sit at their typewriters…
and on they type. Their stories unfold, released on
cheap pulp paper, dismissed by the snobbish literates
as garbage fit only for the uneducated. But, as Robert
Bloch (known horror author, nowadays especially for
his “Psycho,” which inspired Hitchcock’s
movie) so aptly put on paper: “no objective literary
school can ignore the lasting influence of Sherlock
Holmes, Tarzan and the Wizard of Oz upon contemporary
culture.” The pulp stories deal with larger-than-life
heroes, who risk life and limb to save their fellow
man. The most famous of the pulp heroes is Doc Savage,
but we are probably more familiar with the Phantom,
the Shadow and Indiana Jones, among others. Adventure!
gives you the chance of portraying one such hero, and
living exciting adventures while saving humanity from
its impending doom. The second prequel to Trinity, White
Wolf’s science-fiction RPG, this game is set 200
years earlier, in an age of Hope.
It’s the roaring twenties. The
Great War has come to an end, and people want to enjoy
their lives. Liquor, however, has been outlawed in the
U.S. through the Volstead Act. Still, thirsty men and
women rush into the speakeasies, clandestine bars that
won’t refuse people a drink, even if the Constitution
forbids. This decade also witnesses the birth of the
gangsters as a social phenomenon. Gang wars storm the
streets of cities such as Chicago and New York. The
automobile becomes popular and cheap, as are dozens
of magazines that publish stories of action and adventure.
It is in this decade, that Maxwell
Anderson Mercer, philanthropist millionaire opens his
“Æon Society for Gentlemen.” Mercer
has a dream, which is nothing more and nothing less
than helping humanity achieve its potential. Mercer
funds exploration and invention, by talented and gifted
people, and he, and his fellow club members fight crime,
evil and injustice throughout the world. Earlier, in
this very decade, one man, a Doctor Hammersmith exposes
his Z-ray theory, and an accident unleashes Z-waves
all over the world, changing people and places, into
more… interesting ones. Soon, men and women become
gifted as daredevils, mesmerists and stalwarts. Weird
or desolate places give birth to strange civilizations
and ancient mysteries (as Z-waves travel back (and forth)
in time.)
You play one of these individuals.
If you have played Trinity, and or Aberrant, you are
familiar with the idea of super-powered people and the
Æon Society (later Æon Trinity). The characters
available in the Adventure! Era are the daredevils (people
with uncanny luck and abilities, but not essentially
super-powered), mesmerists (somewhat weaker versions
of Trinity’s Psions) and stalwarts (very weak
forms of what you’d call a Nova in Aberrant).
Each of these three categories have their gimmicks and
benefits.
The daredevils can be the best in
the world at what they do best, say, like the world’s
finest surgeon. They also have incredible amounts of
good fortune (in mechanical terms, they have one type
of Knack that give them what seems to be amazing luck).
Mesmerists are those who command their (and other people’s)
minds. They can also develop advanced scientific breakthroughs
and are, generally speaking, mental geniuses. Stalwarts
are physical prodigies. They can literarily have bodies
of bronze, and super-fists of sheer destruction. These
people’s minds are also capable of processing
even more advanced scientific discoveries than mesmerists.
In my opinion, though, the real salt
of the game are the daredevils. They are, also, the
most common type of “gifted people” around
by the 1920s and 30s. One important bit, as I asked
myself upon first hearing of this game, you might ask
yourself as well: “must you play a character that
works for Æon?” Not at all. There are various
organizations, and your character doesn't have to belong
to any of them.
As for the game’s system, well,
it is the same as the one found in Aberrant and Trinity.
There are, however, some changes, mostly in the combat
section. Characters in Adventure! can easily fight several
opponents at a time, and fist-fighting is given a slight
advantage to make it more desirable by players. We are
also introduced to the Virtue/Vice pair under each Nature
Archetype and characters are able to get a sixth dot
in some traits, to reflect their unique prowess in some
areas. There are some new Backgrounds, and most of the
powers (Knacks) are described in an interesting and
funny fashion, revealing, yet again, the light-hearted
ambience that’s in the heart of this game, as
opposed to the all-encompassing-conspiracy of Aberrant
and the fear of the unknown in Trinity.
One thing I liked a lot about this
game is its versatility, as it’s designed to cover
each and any kind of pulp action stories, even with
a little dose of horror, if that’s what you like.
You can play a two-fisted crime-fighter in the New York
City underbelly, or an exploratory/treasure-hunter in
the jungles of the Belgian Congo, even a masked avenger
or a mad scientist obsessed with world domination! The
possibilities are only limited by your imagination.
Meet face to face with a villain who calls himself the
“King of the World” or ride your biplane
into battle against an armada of zeppelins, controlled
by a nut who wishes to bring humanity into the skies!
Put the exclamation mark in “Adventure!”
while you climb Mount Everest in search for the mythical
yeti! This and a lot more, for only 10¢! (Well,
nowadays, that amount will at least cover the character
sheet’s photocopy cost.)
The main book’s layout and design
are superb. An excellent job was made at making the
book look like a dime novel of ages past. The pages
have an aged look and the cover even hosts the “10¢”
price!
I must leave you now, since my most
esteemed colleague, Dr. Winfrey Woodlong has sent me
a frenzied telegram asking for my help. His crew disappeared
in the Amazon three days ago while they were investigating
rumours of the fabled Fountain of Youth. My private
plane, steered by the world’s one and only “Ace”
Burton, takes off in about ten minutes. I will contact
you when I’m back… if I return, that is!
Reviewed by Matías Timm |