Originally posted by Kirby1024:
sigh. I'm falling more and more in love with Adventure every time I hear something new about it. I just need one more "Cool Tidbit" to instantly start saving every cent I earn in order to buy the damn book and play it.
Here's a dandy little second hand tidbit from the Origins convention via a fellow known to me only as jboerg. Sorry about the drool stains all over it...
Subject: Adventure!
jboerj - 07/05/2001 20:19:07
Whooohooo!
Okay,
The good: They have a pre-release laser print version of the Adventure
game that they are letting people take peaks at.
The bad: No one is running demos,...unless they didn't tell the staff
at the exhibit booth.

The ugly: The list of people that bruce sent in the previous thread
are not here. *sigh*
But it's all good!
Spoilers past this point--------------And If I get anything
wrong, tough, I only got to glance at the copy of the Adventure
book!----------------------------------------------------------
Hah! This game is going to rock...rock, I tell you!
Now, for those of you from the Aberrant side of the house, a lot is
going to seem very familiar to you. the character generation is
extremely similar to Nova generation. There are points that you use
post "character generation" to buy skills, background and abilities.
For those of you from the Trinity side of the house, you will like
the "lower" power level of the game, but I'm betting that still some
will dislike it because of the aforementioned character gen feel.
Now, what are Daredevils, Mesmerists and Stalwarts? Well, honestly,
I figure I ought to let the authors have their fun and let you see it
when the books come out but I'll give you a few hints. They aren't
really psychomorphs, nor are they novas, nor are they psions. What
are they? Hmmm, that will take someone explaining Z-waves to you to
figure out.
They each have a type of superhuman skill, called "Knacks" that
belongs just to their own "class". i.e.- You are not liable to see Mesmerists using Daredevil Knacks. Don't ask me what Knacks are or
how they work, I won't tell you even if you ask and even if I knew.
There's cool stuff that adds on to Backgrounds, Abilities, Knacks,
... and there's gadgets. Lots of gadgets.
Other than that, I'm not going to say much more because I figure the
authors will kill me for giving away all their secrets and then we'll
never get a preview like this again.
So, where does this lay the Eximorph, Psychomorph, Paramorph
as Daredevils, Mesmerists and Stalwarts argument?
I think it leaves it at the door and proceeds on foot without it.
But that is just my take on it from flipping through the book for
5 minutes. Maybe I'll know more tomorrow if they still have the book out.
P.S. - I hope I haven't given away too many "spoilers" here. If the
WW folk think I have, post here and I'll read it before I post
tomorrow and keep my very wide mouth shut. ;-)
Subject: Adventure!
jboerj - 07/06/2001 19:14:10
Well, I guess it's time for part 2: No one seems to have nuked me
from orbit yet so I guess I'm staying in bounds.
I think I'll start with the "universal energy" comment.
Honestly, I'm not sure there is a third energy. You could in a way
just argue that this z-wave concept sort of makes the three types
"erupt" even though the human norm has not advanced far enough yet
to have these powers normally.
Then again, you could argue that it is a completely separate, unknown
force outside of Quantum and Sub-Quantum. That might make all of the
"specials" in the game, Paramorphs.
The plot device by which z-waves irradiate the earth is pure pulp era
fiction, and would not make a lot of sense in a super-science setting.
I'm still trying to figure out how Dr. Hammersmith unlocks z-waves.
My guess is that he uncovered an artifact from an ancient civilization,
(this is pulp after all) and got lucky....or almost. That would be
cool.
Of course, if the Daredevils, Mesmerists and Stalwarts are Paramorphs,
Psychomorphs and Exomorphs then I think that someone is going to have
to explain how z-waves cause quantum and psionic eruption.
I'll move onto other subjects.
Inspiration: This appears to be how one "powers" all of these abilities.
But I didn't read far enough to understand the whole destructive,
creative and ? Inspiration types.
And villains explicitly get "abilities" based on their destructive
Inspirations. Talk about black and white... ;-)
Favorite Quote so far: paraphrased "Oh, you must have been quite
mistaken ma'am. He's not dead, the fall from the window merely knocked
the wind out of him" -- Quote referring to a Mesmerist healing Knack.
It so captures the flavor of the age. I love it.
Knacks: Each set of Knacks comes in three Levels, similar to Nova
powers (the original) and the powers in fact are similar to but
distinctly different from Trinity and Aberrant.
Gadgets: I think that Gadgets in Adventure will be way cooler than
Gadgets in Aberrant or Trinity, just because they are I think more
balanced. Still, I want a zeppelin (sp?) city for my own. ;-)
(No, this is not a standard Gadget, it's actually in their promo
piece ... looks like a newspaper ... that talks about Zorba and
his fleet of Death Balloons.)
Abilities: This is a cool bit, they've added a lot of Flavor text
up front of the abilities, much like the flavor text at the start of
backgrounds in the APG. Now it's not nearly as long, but it's fun to
read.
They don't have Warren Ellis' short story at the front of the copy
here, unfortunately. I'd love to read that but it ain't happening.
I think that's all for today. Anyone want me to look for something in
particular, I'll try and find an answer that doesn't spoil things
too much.
Subject: Adventure!
jboerj - 07/07/2001 21:14:53
All, sorry for "gloating". I'm just very psyched. I'll tone it down.

And to answer your questions about Mercer...
Bard had it almost perfectly correct. I suggest you go and find
his post on the paramorphs theory. Bard, you really nailed it
on the head...or close. I think you could replace one word in your
post and have it almost exactly right.
And yes, I found the section on Mercer (Thanks, Conrad!) and in
keeping to the usual let's-tease-the-heck-out-of-the-players, is
very brief. However, I was told by Conrad that the reason there
isn't more in there is because Trinity will be explaining more of
the Mercer background soon. Terra Verde anyone? I thought so.
<< Information deleted due to violation of Aeon Trinity archive
security measures. Please contact the Aeon Council for permission
to view the Babel Dossier. >>
heh.
To wit, Mercer *is* the only paramorph. like we hadn't guessed that
already. But that means Daredevils are definitely not paramorphs and
of course leaves us asking all sorts of questions about what the
three classes in the book are.
Let me repeat. Mercer is unique, irreproducible at this point and
according to White Wolf, they have a squad of "Ph. D.s trying to
figure out" how his powers work. Until they do, you should just fudge
his abilities.
And, I'm still trying to figure out if Mal is who I think he is. And
no, there is no character named Divis Mal in the book. There is,
however, a "Daemon" and his "unrequited love" will cause many problems
for the Aeon Society. And he is "as much above stalwarts" as stalwarts
are above normal men. Which of course has me totally wondering.
Well, there's much more, obviously, but I didn't get to it all.
Oh, and according to the people at the booth (Thanks again, Justin,
Conrad, and everyone!) Adventure comes out in time for GenCon, which
means August 4th-ish!
Can't wait!
Subject: Adventure!
jboerj - 07/09/2001 11:31:24
Last post.
Backstory: One of the things WW was handing out were little two
page foldouts, printed on newspaper pulp, and carrying several
"articles".
One of these is an invitation from Dr. Sir Calvin Hammersmith to view
a demonstration of a new, free, clean form of energy. The description
mentions Einstein's Theory of Relativity and is almost similar to
the whole "vacuum is filled with virtual particles" theories of modern
Quantum Mechanics.
The next is a news article from the London times describing the
fire at Dr. H's manor, that destroyed the lab and his home.
Both of these are set in 1922.
The next is a Chicago Times announcement of the new Aeon Society
for Gentlemen in 1923.
The next is a journal entry by Whitley Styles, recognize him?,
wondering about the adventures they have all been through, and noone
seriously hurt yet.
But the main page, which looks like a page out of the "Daily Herald",
describes the attacks by Zorbo, talks about the links between Dr.
H's telluric engine and the strange phenomena that have cropped up.
This appears to be set in 1925.
---
Here's a couple more mechanic things, but that's about it until
August, as it's all I know (Except for the secret of Mercer's
paramorph-ness, and I don't think that one is fair game. Sorry).
About the three types of Inspiration.
I got the feeling that these mirrored the thread (here or in
the aberrant forums) about how novas erupted, and the types of
powers and the degree of taint was based largely on frame of mind
at the time of eruption. Likewise, your Inspiration, your abilities
and powers in Adventure, are dependent on what you as a person,
are like.
If you're destructive, like Zorbo, I imagine, then you have a
destructive Inspiration, and draw your strength from making others
fear you, or destroying civilization, etc.
Whether or not you recover Inspiration only when performing such
acts, I don't know. I have to believe not, but I flipped through
that section rather quickly.
Finally, may I say simply that Wealth Beyond Avarice is just a cool
Background! Yes, I do believe that ST's are going to have to be
careful with that one (and Gadgets too, but hey, that's their
job)
Well, that's it, I'm out. Enjoy the next month.
Now, to find Terra Verde!
<< Reminder, if I got anything wrong here, tough. If you have
an Eidetic Memory and can find a way to lend it to me, next time I'll
quote chapter, page and paragraph for you. Until then, I am only
human. As always, enjoy the game, enjoy life. >>