TEXT: Introduction
  Undertaking an expedition to the distant parts of the world is not simply a case of 
  packing one’s bags and heading off into the wilderness in the hope of having a jolly time. 
  Underfunded, poorly equipped, and badly planned expeditions will encounter many hard-
  ships, with most never returning to civilization. To help ensure the best possible result, 
  a significant investment must be secured, supplies purchased, travel arranged, papers 
  signed, and guides and bearers hired. In game terms, the two important factors are financ-
  ing and supplies, the core focus of this supplement.
  New Leagues
  Described below are new Leagues of Adventure open to any player character. They, and 
  others that come in future supplements, follow the same rules as the Leagues presented 
  in the core book.
  The Dandy Club
  A throwback to the Georgian era (the late 18th and early 19th centuries), the Dandy 
  Club is devoted to the pursuit of excellence in physical appearance, refined language, and 
  gentile hobbies. Generally of the middle-class, members carry themselves with an aristo-
  cratic air, and consider themselves above the hoi polloi. Members travel abroad mainly so 
  they can be seen—and hopefully admired—by as many people as possible, but there is an 
  interest in foreign culture, especially fashion. As Oscar Wilde said, “One should either be a 
  work of Art, or wear a work of Art.”
  Although considered a single League by their peers, the Dandy Club operates two sepa-
  rate branches, each of which has a separate clubhouse. The Dandy Club proper is reserved 
  solely for men, while the Quaintrelles Club is exclusively for ladies. The twin memberships 
  meet once a month at a venue determined by the two club secretaries, where they engage 
  in dinner, polite conversation, and light entertainment, all the while showing off the latest 
  innovations in fashion.
  Starting Skill List: Pick two from Art, Connoisseur, Gambling, Linguistics, Perfor-
  mance
  202101
  Author: Paul “Wiggy” Wade-Williams
  Editing: Tom Cadorette
  Graphic Design: Robin Elliott
  Globetrotters’ Guide to
  Expeditions
  www.tripleacegames.com
  Permission is granted to print this ebook. No site licence is given.
  This game uses the Ubiquity Roleplaying System, developed by Exile Game Studio (www.exilegames.com). Ubiquity Roleplaying 
  System, Exile Games Studio, and all associated logos and trademarks are copyright, Exile Games Studio, LLC. Used with permission.
  ©2012 Triple Ace Games. Leagues of Adventure and all related marks and logos are  
  trademarks of Triple Ace Games. All Rights Reserved.
  •              •
  •             •
  
  The Jockey Club
  Founded in 1750, the Jockey Club has its headquar-
  ters at Newmarket Racecourse, though it maintains a 
  small clubhouse in London. Although the dominant or-
  ganization in British horseracing, training, and breeding, 
  the Club has recently expanded its remit and member-
  ship, allowing both women and jockeys into its hallowed 
  halls. Members sponsor and participate in races across 
  the globe, both at recognized courses and through the 
  untamed wilderness. Trusted members may be called 
  upon to travel overseas to purchase racehorses or studs 
  from selected stables. In addition, they are permitted to 
  take part in competitions using other mounts, such as 
  camels and elephants. The Jockey Club draws the line at 
  any other form of racing, including horse-and–trap: one 
  rider and one mount only. 
  Starting Skill List: Pick two from Animal Handling, 
  Gambling, Ride
  The Numismatic Society
  As the name implies, members of the Numismatic 
  Society are concerned with the collection of currency of 
  all forms. Modern coins and notes from the major world 
  powers tend to be of lesser interest to the society, since 
  these are readily available. Rather, antique coins and ob-
  jects that perform the same function as currency—such 
  as the shells of the cowrie used as money—and currency 
  from the remotest parts of the planet are highly sought 
  after. While some members prefer to hire agents to travel 
  the globe and source currency on their behalf, others of a 
  more adventurous spirit are quite prepared to journey to 
  the far ends of the globe in the pursuit of their hobby.
  Starting Skill List: Hobby: Numismatics, plus one 
  Skill of your choice
  Securing Finance
  In order to fund an expedition, the globetrotters must 
  first secure financial support. Without this, any expedi-
  tion venturing far beyond one’s native shores is doomed 
  to failure and its members, should they survive, face an 
  ignominious drubbing in the world’s press.
  There are seven methods of acquiring funds, detailed 
  separately below, to equip and organize an expedition. 
  Unless there are mitigating circumstances, several of 
  these methods can usually be combined by the party. In 
  order to prevent the game descending into a series of 
  dice rolls, we suggest that the player roleplay at least part 
  of his presentation, and that no individual character be 
  allowed to use more than one method for any expedi-
  tion. Not every adventure requires an expedition!
  No.1: Sponsorship
  When someone looks to directly hire the globetrotters 
  leagues of adventure
  
  •                  •
  New Skill
    Hobby
  Specialized Skill
  Base Attribute: Intelligence
  For game purposes, hobbies include the collection 
  and study of certain objects. Practitioners can ap-
  praise, categorize, and where applicable date ob-
  jects in their field of interest.
  Your character must focus on a specific discipline:
  * Faleristics: The collection and study of medals 
  and decorations
  * Lepidoptery: The collection and study of moths 
  and butterflies
  * Numismatics: The collection and study of coins, 
  paper money, and other forms of currency
  * Oology: The collection and study of birds’ eggs
  * Philately: The collection and study of postage 
  stamps and heraldic seals
  New Flaws
    Physical Flaw
  Ravenous: Your character requires an immense 
  amount of food to sustain herself. Perhaps this is be-
  cause he is on a growth spurt, has a digestive disor-
  der, or is host to a parasite. If he does not consume 
  twice the quantity of food required for an average 
  adult, he will suffer from starvation. You earn a Style 
  point whenever your character’s hunger forces him 
  or his friends to starve. A character with this Flaw 
  can’t take the Famine Hardy Talent.
    Social Flaw
  Doomsayer: Your character is given to prophesying 
  death and destruction. Maybe she does it because 
  she is driven by powerful dreams or simply does it 
  for attention. Some might hail your character as a 
  walking curse, while others considered you an un-
  abashed liar, but they rarely give your predictions a 
  warm reception. You earn a Style point whenever 
  your character is persecuted for her predictions or 
  when one of her dire predictions comes true.
  
  for an expedition, they usually assume responsibility for 
  providing funds. Exactly how much financial assistance is 
  left to the Gamemaster to determine, depending on the 
  wealth of the patron, the nature of the expedition, and 
  how tough he wants to make the venture. Many spon-
  sors are quite happy to allow other interested parties 
  to support the expedition, thus giving the globetrotters 
  the opportunity to approach their League. Others may 
  demand that no other funding be sought from any other 
  organization or private patron, thus ensuring any public 
  adulation is retained by the sole sponsor.
  In some cases, a League or Patron may approach just 
  one globetrotter in the party, offering private support for 
  a wider venture in return for the character performing 
  a specific act. Typically they want no publicity, and their 
  involvement must be kept secret from the other expedi-
  tion members. The Assassination Bureau, for instance, 
  may offer a fellow assassin funds towards a general ex-
  pedition to China in which he is a member, but in return 
  he must assassinate a ruthless warlord while keeping the 
  Bureau’s name out of the press, of course. 
  No. : League of Adventure
  A globetrotter with the Rank Resource for any League 
  of Adventure can submit a proposal in the hope of secur-
  ing financing for an expedition.
  An individual globetrotter may approach only one 
  League, no matter how many he is a member of. Simi-
  larly, only one expedition member may approach a given 
  League, and he must be a member in good standing of 
  that organization. Multiple members of the same League 
  can work together on a proposal, however. Any member 
  of the same League may provide a Teamwork bonus if he 
  has an applicable Skill. In addition to the usual fixed bo-
  nus, the fellow clubber provides bonus dice as dictated 
  by his Rank Resource Level.
  Whether or not multiple Leagues can be approached 
  by the various expedition members should be deter-
  mined by the Gamemaster. Generally this is not an issue, 
  but some instances may arise where Leagues are rivals 
  that will refuse to cooperate on a joint venture.
  In order to have his proposal accepted, the character 
  with the Resource must make a Charisma + applicable 
  Skill roll. The choice of Skill is left to the petitioner, 
  though the Gamemaster has the final say on whether it 
  is applicable. For instance, Diplomacy represents powers 
  of persuasion; Anthropology or Science could extol the 
  scientific nature of the proposed expedition; Academics: 
  History provides an historical “paper trail,” backing up 
  the globetrotter’s claims; while Expeditions allows the 
  petitioner to present a detailed summary of where he is 
  going, what he needs to get there, and the risks involved 
  in the venture.
  The petitioner gains the Skill bonus from his Fame 
  and Rank (appropriate League) Resources as a bonus to 
  his roll—famous people are actively courted because of 
  their reputation, and the words of more senior members 
  carry more clout with the finance committee or secretary. 
  Rank, other than one’s League, and Status bonuses rarely 
  apply—public recognition and membership status are 
  far more important to the Leagues than aristocratic titles 
  or military rank when giving away a League’s money.
  The Difficulty is determined by the nature of the ex-
  pedition and the League’s interests.
  Difficulty
  League’s Interest in Expedition
  1
  Of immediate and direct interest (e.g. 
  Alpine Club and scaling a never before 
  climbed mountain with a rival League in 
  competition)
  2
  Direct interest (Christmas Society and 
  building a hospital in darkest Africa)
  3
  Casual interest (Dueling Club and the 
  tomb of an ancient warrior)
  4
  Very minor interest (Epicurean Society 
  exploring a desolate wasteland)
  5
  Absolutely no interest at all (Fenian Soci-
  ety and a search for a lost Egyptian tomb)
  Example: Sir Henry, an RGS member, is planning 
  an expedition to Mexico to search for a lost city, and 
  decides to approach his League for financial support. 
  He has Charisma 2, Diplomacy 3, and Rank 3 (+4 dice). 
  He rolls a total of 9 dice.
  His trusted friend Mortimer is also an RGS member 
  (Rank 0). He uses his Expeditions 4 to provide a +2 
  Teamwork bonus, laying out the proposed route and 
  detailing the equipment required, and provides an ad-
  ditional +1 for having membership in the same League 
  (based on his Rank). All told, Sir Henry has 12 dice in 
  his pool.
  No. 3: Government
  The various governments of the Western world are 
  keen to sponsor expeditions, but only if they are of a di-
  rect political, financial, or military benefit to the country 
  in question. Scientific research and adventure is of little 
  concern to those in power, unless they have practical 
  benefits applicable to the Great Game. 
  The roll is similar to that of approaching a League, 
  except one’s Fame, Rank Resource in a League, and Sta-
  tus have no direct bearing. Instead, only a military or 
  political Rank Resource grants the appropriate Social 
  bonus. Status Resource bonuses might apply, but only if 
  the petitioner has the aforementioned military or politi-
  cal credentials.
  No. 4: Newspaper
  In this day and age of global travel, newspapers ac-
  tively sponsor expeditions. In return, they expect not 
  only regular updates by telegraph or letter, but also pho-
  tographs, sketches, and, of course, the exclusive scoop 
  when the expedition returns. If none of the characters 
  are correspondents, the newspaper may insist on assign-
  Globetrotters’ Guide to Expeditions
  3
  
  ing one to the expedition as part of the conditions for 
  arranging finance.
  The roll is as per approaching a League, except bonus 
  dice from the Fame, Rank, and Status Resources all apply 
  (albeit for different reasons).
  No. 5: Private Patron
  Unlike Leagues, Patrons are individual figures. 
  Nothing prevents globetrotters from approaching their 
  Patrons, but as with Leagues, each unique named indi-
  vidual can be approached but once. Fellow characters 
  can provide Teamwork bonuses, even if they don’t share 
  the Patron—in this instance, they represent experts 
  called upon to help with the proposal.
  The roll is as per that of securing League help, Cha-
  risma + an appropriate Skill. The Patron Resource Level 
  provides no bonuses, but Rank and Status do. Whether 
  Fame might apply is up to the relationship between the 
  character and his patron.
  Whether a Patron has any interest in the expedition 
  depends on their backstory, Skills, and Resources. For 
  instance, a politician with aims of climbing the political 
  ladder might well help finance an expedition to forge 
  trade links with the Chinese, but he’s unlikely to have 
  much direct interest in funding a venture to climb a 
  mountain (though he might offer token support if the 
  expedition flies the flag for Queen and Country).
  No. 6: Lecture Tour
  Another way to appropriate funding is to go on a lec-
  ture tour and seek public donations. This process is la-
  borious and slow, and potential donors will only support 
  expeditions that promise adventure or otherwise capture 
  their collective imagination. Typically, the Difficulty is 3 
  (representing the problem of attracting enough spon-
  sors to raise a decent sum of cash), but may be higher if 
  the expedition’s goal sounds rather dull.
  The roll is as per approaching a League, except only 
  bonus dice from the Fame Resource apply—those in the 
  public eye are more likely to have admirers seeking to 
  have their name attached to the hero(ine), no matter 
  how tenuously.
  No. 7: Self-Financing
  The globetrotters’ expedition funds equal whatever 
  cash they can generate through their combined Wealth 
  Resources, or spare monies they have in their pockets, 
  with no rolls necessary. Unless a globetrotter has a de-
  cent income, this is likely to produce only a very meager 
  amount, forcing them to seek other sources of funding.
  SECurED FuNDS
  EEach success on a roll to acquire funds from a spon-
  sor generates a given amount of funds. For a League or 
  government each success equates to £50. For a Patron, 
  lecture tour, or newspaper, the expedition acquires £25 
  per success. For this reason, while it is always possible to 
  Take the Average to guarantee some funding, rolling the 
  dice may bring far bigger rewards.
  Out of this funding must come all travel, equipment, 
  and service costs, as well as bribes and so forth. Leagues 
  and Patrons are not made of money, and they demand 
  receipts and accurate accounts ledgers be kept. Those 
  they suspect of misusing donations will find it more dif-
  ficult to finance future ventures.
  Example: Sir Henry rolls his 12 dice against Difficulty 
  2 (as set by the Gamemaster) and scores an impressive 6 
  successes, securing him donations equaling £300.
  Weird Science Artifacts
  Certain Leagues, and a few Patrons, have access to 
  leagues of adventure
  4
  FINANCE SummAry TAbLE
  This table summarizes the various ways globetrotters can secure finance for an expedition.
  Method
  Die Roll*
  Applicable Resources
  Finances Earned
  Sponsorship
  —
  —
  Variable (set by Gamemaster)
  League of Adventure
  Charisma + Skill
  Fame, Rank (League)
  £50 per success
  Government
  Charisma + Skill
  Rank (political, military)
  £50 per success
  Newspaper
  Charisma + Skill
  Fame, Rank, Status
  £25 per success
  Private Patron
  Charisma + Skill
  Rank, Status
  £25 per success
  Lecture Tour
  Charisma + Skill
  Fame
  £25 per success
  Self-Financed
  —
  —
  Whatever the characters have
  * Skill refers to any applicable Skill. See League of Adventure entry for more details.
  
  weird science artifacts. Instead of taking money from a 
  sponsor, a globetrotter may take one Level in the Artifact 
  Resource for each success he scores. Successes from dif-
  ferent sponsors cannot be combined to purchase high-
  level artifacts—any weird science device must come from 
  a single source. Leftover successes count toward money 
  as normal.
  Gamemasters should ensure the League in question 
  would logically have access to the artifacts. For instance, 
  the Hollow Earth Society is a very good candidate for a 
  mole machine, while the Christmas Society, a charitable 
  club dedicated to performing good deeds, is rather un-
  likely to provide any form of weird science weaponry. 
  The Gun Club, conversely, has an impressive armory at 
  its disposal.
  Loss of very expensive Artifacts will cause the globe-
  trotter future problems in his dealings with his League 
  or Patron. A globetrotter who borrows an Artifact and 
  loses it (or allows it to be destroyed) suffers an immedi-
  ate League Point penalty (see On One’s Return below) 
  equal to twice the Artifact’s Level. How a Patron might 
  react is left to the Gamemaster to determine, but should 
  involve undertaking another expedition to make amends 
  at the very least.
  Example: Mr. Lyle (Rank 4) has managed to secure 
  use of a mole machine (Artifact 5). During the expedi-
  tion the machine is destroyed in a volcanic eruption. 
  He incurs a –10 League Point penalty for the pur-
  poses of increasing his Rank within the League at a 
  future date. Instead of needing 15 Experience Points to 
  purchase Rank 5, Mr. Lyle now needs 25! He’d better get 
  involved in a few more expeditions and pray they are 
  very successful.
  Equipment
  Now the globetrotters have their finance sorted, they 
  can go shopping.  The realistic way to handle equipment 
  is to make the heroes purchase everything they need. No 
  expedition can account in advance for every little extra 
  expense that may arise, and thus globetrotters are en-
  couraged not to spend every last penny… after all, one 
  may need to grease the wheel of bureaucracy.
  Equipment Dice
  While some groups of players might enjoy roleplay-
  ing the buying of every last tin of preserved food and 
  tent peg their globetrotters may need, most will find the 
  process laborious and tedious. This section presents a 
  completely abstract method of handling equipment. 
  These rules apply only to basic, mundane gear and not 
  weird science devices.
  Instead of hard cash, each success on the securing 
  funds roll earns one Equipment Die from a Patron and 
  two from a League. In game terms, each die represents 
  one encumbrance level of miscellaneous equipment. 
  The encumbrance level is irrespective of an individual’s 
  Strength Attribute, and common sense should be applied 
  as to what characters and bearers are carrying. 
  For instance, a character with Strength 4 carrying 
  one Equipment Die (Light Load) can shoulder up to 100 
  pounds. He is likely to be carrying around one or more 
  tents, a camping kit, and several days worth of provi-
  sions. His weaker comrade (Strength 1), can only bear 
  10 pounds as a Light Load, carrying a compass, a few 
  canteens, a lantern, and maybe a bedroll.
  Most times, the expedition has automatic access to 
  common gear suited to the terrain and nature of the ex-
  pedition—compasses, tents, cooking pots, clothing, am-
  munition, and so on. Military hardware, such as cannons 
  and machineguns, are not going to available to most ex-
  peditions, although there may be exceptions on rare oc-
  casions. Logic must be applied by the Gamemaster with 
  regard more general gear—a party exploring the frozen 
  wastes of Greenland is very unlikely to be equipped with 
  desert outfits or theatrical kits, for instance. 
  However, if the party is separated or suffers a loss of 
  packs, then the Equipment Dice each person shoulders 
  becomes important. In such circumstances, a die roll is 
  required to determine if a given piece of equipment is still 
  available. The character rolls dice equal to the number 
  of Equipment Dice being carried. At the Gamemaster’s 
  discretion, heavy, expensive, or unusual items might 
  incur a penalty. Any success indicates the item is in his 
  pack, or otherwise on his person. You cannot Take the 
  Average when rolling Equipment Dice. Once a piece of 
  equipment is determined to exist, it should be recorded, 
  along with its weight. Once a given character reaches his 
  encumbrance limit, as based on the number of Equip-
  ment Dice he is carrying, he can make no further rolls.
  It is wise to roll the dice one person at a time, rather 
  than everyone rolling simultaneously. If everyone rolls 
  together and scores successes, then everyone has the 
  sought-after item. While this might sometimes be ben-
  eficial, there are times when having everyone carry the 
  same piece of gear does nothing but add to their encum-
  brance (and so limit future equipment).
  Example: Albert, Bernice, and Clarence are sepa-
  rated from their comrades after their raft capsizes. Al-
  bert and Bernice are carrying Light Loads (1 Equipment 
  Die), while Clarence has a Medium Load (2 Equipment 
  Dice). They decide to try and build a new raft. In order 
  to hack down trees, they need a machete or hand axe.
  Each rolls the appropriate Equipment Dice. Albert 
  rolls his one dice and comes up with a failure. Bernice 
  then rolls, and scores a success, indicating she has a 
  hand axe. She notes this on her equipment list, and re-
  cords that it weighs 1.5 lbs. Clarence doesn’t bother to 
  roll—the party currently has no need of two axes.
  bEArErS & GuIDES
  We suggest that equipment weights not be ignored 
  Globetrotters’ Guide to Expeditions
  5
  •           •
  
  when it comes to individual loads. The more the globe-
  trotters purchase, the more difficult it will be to hump 
  the gear through jungles and deserts, and up and over 
  mountains. Encumbrance also places finite restrictions 
  on what equipment the expedition can transport. Fortu-
  nately for those who wish to ensure ample equipment, 
  there are always plenty of locals willing to work as bear-
  ers in return for hard coin.
   A typical bearer costs 6d per week, while a good 
  bearer costs 1s per week. Guides of similar quality, hired 
  for their knowledge of the region and its inhabitants 
  rather than their brawn, cost 3s and 6s respectively per 
  week of employment. Most bearers and guides demand 
  at least half the prospective wages up front.
  The sample stats below are for typical central and 
  southern African bearers. In other regions of the world, 
  different melee weapons may be the norm, while guides 
  might swap Melee for Firearms, representing either a 
  culture with ready access to guns or a guide of European 
  origin (likely a big game hunter).
  Typical bearer
  Follower 0
  Primary Attributes: Body 2, Dexterity 1, Strength 3, 
  Charisma 1, Intelligence 1, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 2, 
  Initiative 2, Defense 3, Stun 2, Health 3
  Skills: Athletics 5, Survival 4
  Talents/Resources: None
  Flaws: Coward (+1 Style point if he gives up without 
  a fight or abandons his friends to save his own skin)
  Weapons: Punch 0N
  Good bearer
  Follower 1
  Primary Attributes: Body 3, Dexterity 2, Strength 3, 
  Charisma 1, Intelligence 1, Willpower 2
  Secondary Attributes: Size 0, Move 5, Perception 3, 
  Initiative 3, Defense 5, Stun 3, Health 5
  Skills: Animal Handling 5, Athletics 5, Survival 5
  Talents: Pack Mule (Treats his encumbrance level as 
  one less)
  Resources: None
  Flaws: Coward (+1 Style point if he gives up without 
  a fight or abandons his friends to save his own skin)
  Weapons: Punch 0N
  Typical Guide
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 3, 
  Initiative 3, Defense 3, Stun 1, Health 2
  Skills: Athletics 4 (Running 5), Survival 4 (Naviga-
  tion 5)
  Talents/Resources: None
  Flaws: Stubborn (+1 Style point whenever his inflex-
  ibility causes him trouble, or he forces others to go along 
  with his idea)
  Weapons: Punch 0N
  Good Guide
  Follower 1
  Primary Attributes: Body 1, Dexterity 2, Strength 2, 
  Charisma 2, Intelligence 3, Willpower 2
  Secondary Attributes: Size 0, Move 4, Perception 5, 
  Initiative 5, Defense 3, Stun 1, Health 3
  Skills: Athletics 4 (Running 5), Diplomacy 4, Empa-
  thy 4, Melee 4, Survival 5 (Navigation 6)
  Talents: Native Terrain (pick one)
  Resources: None
  Flaws: Stubborn (+1 Style point whenever his inflex-
  ibility causes him trouble, or he forces others to go along 
  with his idea)
  Weapons: Punch 0N, Spear 7L
  Getting There
  In most cases, how the globetrotters reach the country 
  they intend to explore can be summarized with a brief 
  description rather than being played out. Of course, 
  since they are stuck on whatever form of transportation 
  they take, travel can be an ideal opportunity to run a 
  short adventure, related or not to the larger story at 
  hand. Murder mysteries and instances of intrigue are 
  especially well-suited—the killer can’t escape, but there 
  is a natural time limit built in, for when the journey ends, 
  the passengers will disembark, with the killer going free 
  unless discovered first. 
  Note that while transportation costs are detailed in 
  the core book, there is no price for freight. For ease, we 
  assume that transportation of the expedition’s equip-
  ment is covered by the individuals’ fares.
  TrAvEL ComPANIES
  Tourism is a growing industry, and there are dozens 
  of travel firms and shipping lines catering to a variety of 
  needs and tastes. A few of the more well-known ones are 
  described below.
  Cox & Co.
  With its origin dating back to 1758, Cox and Co. is 
  arguably the oldest travel company anywhere in the 
  world. Since its inception, the firm has been the ship-
  ping and transportation agent to an ever-growing part 
  of the British army. As the British Empire has expanded, 
  so Cox & Co. has followed (and profited) in its wake. In 
  recent years, the company has opened offices in Alexan-
  leagues of adventure
  6
  •               •
  
  dria (Egypt), Bombay (India), and Rangoon (India), with 
  plans for opening a field office in South Africa.
  As the regimental agent for the army, the company 
  is primarily responsible for the payment of soldiers, ar-
  ranging adequate supplies, and ensuring men reach their 
  posting. As such, it is ideally organized to help move 
  globetrotting expeditions across the world. Despite its 
  military bent, the company does deal with civilians, al-
  though only those with prior military service or excellent 
  reputation (Fame 1+ or Rank 2+ in a League).
  Henry Lunn Travel
  A missionary, physician, and member of the Alpine 
  Club, Henry Lunn arranges expeditions solely for his 
  club until 1893. After this, he offers public excursions 
  to Europe’s major winter sports centers, and arranging 
  private globetrotter travel to the far-flung mountainous 
  and snow-covered regions of the world.
  P&o
  Founded in 1835 by Arthur Anderson, a sailor from 
  the Shetland Islands, and Brodie McGhie Wilcox, a 
  London shipbroker, P&O (or the Peninsula and Oriental 
  Steam Navigation Company, to give it its full title) op-
  erates a shipping line linking England, Spain, Portugal, 
  and Alexandria. It specializes in mail deliveries, but its 
  regular routes and reliable service make it popular with 
  globetrotters heading for Egypt.
  Thomas Cook and Son
  In 1841, Thomas Cook, a Baptist preacher and cabinet-
  maker, made an arrangement with his local rail company, 
  a contract which formed the first privately chartered rail 
  excursion open to members of the public. Despite going 
  bankrupt a few years later due to a lack of business acu-
  men, Cook persevered, expanding his area of operations 
  to take in Paris, Switzerland, Egypt, and even the United 
  States of America. In 1872, it arranged the first around-
  the-world tour, an epic voyage lasting 222 days.
  By 1888, the company was in the hands of the 
  founder’s only son, John. Having secured contracts to 
  transport military personnel and mail, the company has 
  enjoyed growing prosperity, and now arranges excur-
  sions across the globe. John dies in 1898 after contract-
  ing dysentery while arranging for Emperor Wilhelm II to 
  tour Palestine, with the company passing into the hands 
  of his three sons, Frank, Thomas, and Ernest.
  moDES oF TrANSPorT
  Depending on their destination and finances, globe-
  trotters may travel by railway, airship, or steamship (or 
  some combination of all three). Once beyond the ma-
  jor settlements, the only choices are feet and beasts of 
  Globetrotters’ Guide to Expeditions
  7
  New Talents
  These new Talents are open to all globetrotters.
    beast rider
  Prerequisites: Ride 4
  Your character is an expert at riding hostile mounts, able 
  to hang tight on the backs of the wildest bucking broncos 
  or surliest elephants.
  Benefit: Your character can treat a hostile mount as if it 
  were a cooperative mount while riding it (see Riding Ani-
  mals in Leagues of Adventure).
  Normal: Your character must make a Ride roll to hang on 
  to a hostile mount.
  Advanced: You may purchase this Talent up to three 
  times. Your character gains a +2 Ride bonus at second 
  level and a +4 bonus at third level. 
    Deep breath
  Unique
  Prerequisites: Body 3
  Your character has exceptional lung capacity and is able to 
  hold his breath for much longer than other people can.
  Benefit: Your character can hold his breath for two min-
  utes per point of Body rating, or two turns per success on 
  a reflexive Body roll during combat (see Drowning and 
  Suffocation in Leagues of Adventure)
  Normal: Your character can hold his breath for one min-
  ute per point of Body rating, or one turn per success on a 
  reflexive Body roll during combat.
    Native Terrain
  Prerequisites: None
  Your character is highly experienced at surviving in an en-
  vironment where most fear to tread. She has an instinctive 
  knack for finding food and water when in a specifically 
  chosen terrain.
  Benefit: Choose a certain type of terrain (such as Arctic, 
  Jungle, Desert, Mountain, etc.). Whenever your character 
  is in that terrain, she is immune to Deprivation and Expo-
  sure (see Deprivation in Leagues of Adventure).
  Normal: Your character does not have any Native Terrain 
  experience.
  Advanced: You may buy this Talent any number of times, 
  with each selection indicating mastery of a different type 
  of terrain. Alternately, you may purchase this Talent up to 
  three times for the same terrain type, gaining a +2 bonus 
  to all Skill rolls when in the specified terrain at second 
  level or a +4 bonus at third level.
  
  burden, save for the occasional railway line upon which 
  trains run according to their own sporadic timetable.
  Air
  The most direct way to cross the globe is via airship. 
  While the domain of the rich, many globetrotters prefer 
  to reach far-lung destinations via airship simply because 
  of the time it saves. Unfortunately, long-distance aerial 
  transportation is not yet a major industry. Passengers 
  can fly to and from London to the major European cities 
  three times a week, but those looking to move between 
  continents are limited to just one or two flights per 
  month, depending on their destination.
  Airships are broadly divided into three categories. The 
  smallest civil airships ferry travelers only between the 
  great European cities. Catering to around 50 passengers, 
  they have only ten staterooms (for those who disdain 
  the company of others or desire a modicum of privacy). 
  Once aboard, most passengers congregate in the lounge, 
  which doubles as the dining room. Depending on the 
  duration of the flight, meals range from tea and sand-
  wiches to a three-course meal. Smoking is not permitted, 
  due to the explosive hydrogen gas in the airbag above.
  The largest passenger airships cross the continents, 
  though rarely in a single bound. Except when heading 
  to New York, the first destination is always Cairo, a bus-
  tling airship hub under British dominion. From here, the 
  airship network continues across the southern Atlantic 
  to Brazil, south to South Africa, and east to India, from 
  where it extends to China, Australia, and then across 
  the vast Pacific to San Francisco. Transcontinental flights 
  across the United States are few, thanks to the influence 
  of the railroad companies.
  Life aboard these lumbering behemoths is far more 
  salubrious. Admittedly the cabins are small and cramped, 
  and either two to four per berth, but they are designed 
  only to sleep in. During the day, passengers can pass 
  the time in the dining room (furnished and decorated 
  in the same manner as the grandest of hotels), lounge 
  (complete with bar and piano), writing room (with small 
  library), and the smoking room (kept at a slightly higher 
  pressure to prevent hydrogen from entering) also with 
  an accompanying bar, or stroll the enclosed promenades 
  for exercise.
  The third class of airships are those owned, or at least 
  sponsored, by the various governments. To date, only 
  Great Britain, France, Germany, and the United States 
  operate fleets of these, with airships flying the Union 
  Flag  by far the most common, and Germany a distant 
  second. As it rules the sea, so Great Britain rules the air.
  Small but fast, mail airships carry letters and light-
  weight packages across the globe, making frequent stops 
  to deliver their cargo. Even when they don’t land, the 
  airships slow and descend to a height where the well-
  wrapped bundles can be lowered to the ground without 
  risk of damage. The largest ships are the flying fortresses 
  of the military. Stripped of passenger accommodation, 
  they bristle with machineguns, light cannon (on the aerial 
  dreadnought class), and bombs. Largely useless against 
  ground targets except through bombing, they are used 
  as a deterrent rather than a mailed fist. Those with the 
  right contacts can find a berth on government-controlled 
  airships, but there are no recreational facilities save a 
  small mess hall, and globetrotters too snooty to consort 
  with the crew will find the trip most uncomfortable.
  Land
  The fastest way to move people and freight large 
  distances across land is via the railways (railroads to the 
  Americans). Much of Europe is linked by tracks, though 
  the changing of trains is frequently required (as is the oc-
  casional change of transportation), and the further east 
  one goes, the less reliable the service becomes. Once the 
  Russians finish their Trans-Siberian line (started 1891), it 
  will be possible to journey by train most of the way from 
  Paris to Vladivostok on the Pacific coast.
  European colonial interests elsewhere have seen the 
  emergence of the railway in India, Africa, and southeast 
  Asia. In 1849, India boasted not a single foot of track. In 
  the time of Leagues, it has nearly 10,000 miles webbed 
  inward from the ports of Bombay, Calcutta, and Madras. 
  Such is India’s progress that she is now constructing her 
  own locomotives, and lines are being extended deeper 
  into the country every day.
  China, despite its enormous size, has but a few short 
  miles of track. Major expansion at the hands of foreign 
  investors is underway, but the country still remains far 
  behind the developed nations. Japan, on the other hand, 
  has embraced industrialization, and with that has come 
  major investment in the railway. In 1899, the first rail-
  way in Korea opens. The United States is crisscrossed by 
  multiple competing lines, with branch lines and junction 
  cities linking them together.
  Water
  Airships may be the future, but they have one serious 
  limitation: low cargo capacity. Thus, while the mighty 
  craft ferry a small number of elite passengers, waterborne 
  travel for most people and cargo remains the norm. For 
  long-distance journeys, the only serious options are 
  steamships or wind-powered clippers.
  Passenger liners (which almost always operate as mail 
  ships to help make ends meet) regularly travel the world’s 
  waterways, stopping regularly along well-defined routes 
  to load and unload passengers and cargo, take on fresh 
  provisions, and restock the coal bunkers. While the jour-
  ney may be delayed a day or two every now and then, it 
  still affords passengers an opportunity to go ashore and 
  see local sites, send telegrams, and such like.
  While airships offer fine dining, first-class passengers 
  on a steamer enjoy a lifestyle and range of facilities not 
  dissimilar to the finest European hotels. Saloon bars, 
  restaurants, exercise rooms, smoking rooms, music sa-
  lons, and libraries ensure they will not be overly bored 
  on the voyage. For those who wish to maintain a sociable 
  leagues of adventure
  
  
  appearance, there is a barber, and one may even find 
  spa facilities on grander vessels. Clippers offer far fewer 
  facilities, but accommodation can be just as grand.
  Globetrotters without any funds, who wish to travel 
  incognito, or who don’t mind slumming it can always 
  find a berth in steerage. Sleeping space is in communal 
  rooms or in corridors, lavatory facilities are primitive, the 
  stench of unwashed bodies is rank, and the food is ap-
  palling, but at least the tickets are cheap.
  Those needing to travel between lesser ports, or 
  along rivers, will find few (if any) luxurious options. Yes, 
  paddle steamers catering to upper-class tourists move up 
  and down the mighty Nile in Egypt, but those wishing to 
  maneuver up the Amazon, for instance, will either need 
  to wait until a small steamer is heading their way or hire 
  a ship. Typically there is one cabin that might be called 
  luxurious, if one is willing to bend the meaning of the 
  word, but on most vessels accommodation is rudimen-
  tary at best as are the facilities.
  on Expedition
  An expedition technically begins the moment the 
  globetrotters board the first form of transportation, and 
  ends when they arrive back in their home city. In between 
  await untold adventures, intrigues, setbacks, mysteries, 
  and dangers. While there are many perils, the two most 
  frequently encountered will be getting lost and running 
  out of provisions.
  ovErLAND TrAvEL rATES
  As noted in Leagues of Adventure, most journeys can 
  be handled with a few descriptive terms, and maybe an 
  encounter or two, thus allowing the globetrotters to get 
  straight to the main action.
  For those interested in movement rates for long-dis-
  tance overland travel on foot or mount, a character’s 
  base walking rate in miles per hour is equal to one-half 
  his (or his mount’s) Move or Athletics rating, retaining all 
  fractions. This is modified by the various factors below. 
  An entry with “—” indicates no modifier applies.
  At the start of each day, one character in the group may 
  make a Survival: Navigation roll (Difficulty 3). Success 
  means he has plotted a slightly faster route. Everyone 
  increases their base speed by 0.5 mph for that day.
  If any character’s movement drops below 0.25 mph 
  due to modifiers, then overland movement is impos-
  sible. At this point, the explorer must either wait until 
  conditions improve, or do something that allows for-
  ward progress to continue (such as reducing his load or 
  healing wounds).
  Distances travelled are deemed to be horizontal—that 
  one must move vertically in hills and mountains is han-
  dled by the reduction in the distance one can travel.
  Terrain*
  MPH
  Easy (plains, deserts with a hard surface, gentle 
  hills, roads or well-trod paths, and light forest 
  or jungle)
  —
  Rugged (steep hills, general uneven ground 
  (such as rock-strewn deserts or scree fields), 
  soft-surface deserts, medium forests or jungle, 
  snow to a depth of 6-12”, wetlands, and areas 
  broken by frequent streams, rivers, or gullies)
  –0.5
  Very Rugged (mountains, thick forest or jungle, 
  swamp or bog, snow to a depth of 13”+, jag-
  ged ice or glaciers, areas with many waterways 
  or gullies)**
  –1
  Lighting
  MPH
  Night-time (moon visible)
  –0.25
  Night-time (cloudy or starlight only)
  –0.5
  Expedition Size 
  MPH
  1-10 members
  —
  11-50 members
  –0.25
  50+ members
  –0.5
  Encumbrance
  MPH
  Light Load
  —
  Medium Load
  –0.5
  Heavy Load
  –1
  Maximum Load
  –2
  Wounded
  MPH
  Per wound
  –0.5
  Weather
  MPH
  Heavy rain or snow
  –0.25
  Storm, blizzard, or sandstorm
  –0.5
  * Appropriate footwear and vehicles may reduce the 
  terrain to the next best category. For instance, wearing 
  skis or using dogsleds in light snow (rugged terrain) 
  will allow movement as if it were easy terrain, reducing 
  very rugged snowy ground to rugged terrain
  Forced marches
  Taking a Sunday stroll in Hyde Park can hardly be 
  considered taxing. Hiking through rough terrain while 
  carrying a heavy pack is another kettle of fish altogether.
  As a rule of thumb, globetrotters can walk for a num-
  ber of hours a day equal to three times their Body rat-
  ing without unduly fatiguing themselves in easy terrain, 
  two times their Body rating in rugged terrain, and their 
  Body rating in very rugged terrain. After this limit, the 
  character suffers a nonlethal wound for each additional 
  increment of time based on his Body rating (regardless 
  of terrain). The fatigue remains until the character rests 
  or sleeps for eight hours plus a number of hours equal 
  to the number of wounds he has suffered.
  Globetrotters’ Guide to Expeditions
  
  •               •
  
  GETTING LoST
  Even armed with a compass and map, it is still possible 
  to become lost. While one might know the direction of 
  one’s goal at the start of one’s journey, it is not always 
  possible to know exactly where one is in relation to that 
  one travel begins. Dense jungle might force an expedi-
  tion to make a lengthy detour off the indicated route; 
  sand dunes look the same except to the trained eye and 
  heat shimmer can fool the eye; clouds may shroud the 
  sun and stars for days on end, foiling attempts to plot 
  latitude, and so on. With no reliable means of calculating 
  the exact distance travelled on land without the labori-
  ous process of counting steps of known and constant 
  stride, even hardened explorers may believe themselves 
  lost, simply because they have over- or underestimated 
  how far they have walked. Each day or week (depending 
  on the length of the journey), someone must make a Sur-
  vival: Navigation roll to keep the expedition on course. 
  The Difficulty is based on the predominant terrain.
  Whether the party actually needs to roll to avoid 
  becoming lost is up to the Gamemaster. Unless it leads 
  to good roleplaying opportunities or an interesting 
  encounter, or the party is short of provisions, avoiding 
  becoming lost is little more than a dice rolling exercise 
  to no useful end.
  Predominant Terrain
  Difficulty
  Arctic
  4
  Desert
  4
  Forest
  2
  Jungle
  3
  Mountains
  3
  Plains
  1
  Naval
  3
  Modifiers apply to the Survival roll, as shown below. 
  The roll can also be modified in the explorer’s favor by 
  taking additional Time to calculate his position.
  Modifier
  Reason
  –2*
  No compass or no map
  –4*
  No compass and no map
  –2
  Featureless or labyrinthine terrain
  * Increase the penalty by a further –2 if the explorer 
  cannot see the heavens, either.
  FINDING FooD & WATEr
  For convenience, all food and water requirements 
  are broken down into man-days, rather than specific 
  amounts. Typically, a man-day of food weighs one pound, 
  while water requirements vary from one quart (temper-
  ate forest) to a gallon or more (desert).
  leagues of adventure
  10
  Select major Currencies
  Globetrotters will spend a great deal of time outside their 
  native country. A sample of common currencies is provid-
  ed below. Note that most countries have a great number 
  of coins of differing values, but for ease, we use only those 
  we consider the most common. All lesser denominations 
  are shown in their equivalent to the first listed currency. 
  For instance, one Chinese yuan is worth 10 hao or 100 
  fen. From this, we can deduce that 1 hao is worth 10 fen.
  Leagues of Adventure is a game about derring-do and ex-
  ploration, not playing the currency markets. Hence, no 
  currency conversion rates to British pounds are given. 
  Keep all prices in pounds sterling—if a hero has £2 in his 
  wallet, then you can assume he has the local equivalent of 
  that amount. And remember, even without any local cur-
  rency, gold opens many doors.
  Austro-Hungarian Empire: Krone (1 krone = 100 hell-
  er)
  Belgium: Belgian Franc (1 franc = 100 centimes)
  China: Yuan (1 yuan = 10 hao = 100 fen)
  Egypt: Egyptian pound (1 pound = 100 piastres = 1000 
  milliemes)
  France: Union Latine Franc (1 franc = 100 centimes)
  Germany: Mark (1 mark = 100 pfennige)
  Greece: Silver drachma (1 drachma = 100 lepta)
  India: Silver rupee (1 rupee = 16 annas = 64 pice = 192 
  pies)
  Italy: Union Latine Lira (1 lira = 100 centesimi)
  Japan: Yen (1 yen = 100 sen = 1000 rin)
  Mexico: Silver peso (1 peso = 10 decimos = 100 centa-
  vos)
  Netherlands: Guilder (1 guilder = 2/5 rijksdaalder = 100 
  cents)
  Ottoman Empire: Lira (1 lira = 100 piastres = 4000 pa-
  ras)
  Persia: Kran (1 kran = 5 abassis = 20 shahis = 1000 di-
  nars)
  Peru: Sol (1 sol = 1/10 libra = 10  dineros = 100 centa-
  vos)
  Portugal: Mil Reis (1 gold coroa = 2.5 gold escudos = 5 
  silver coa = 50 silver tostado = 5000 reis = 5 mil reis)
  Romania: Silver leu (1 leu = 100 bani)
  Russia: Ruble (1 ruble = 100 kopeks)
  Scandinavia (Norway, Sweden, Denmark): Scandina-
  vian Monetary Union Krone (1 krone = 100 ore)
  Spain: Peseta (1 pesta = 100 centimos = 1000 milesi-
  mas)
  Switzerland: Swiss franc (1 franc = 100 rappen)
  United States of America: US dollar (1 dollar = 100 
  cents)
  
  Once a party runs out of food and water, things 
  are going to turn ugly very quickly. While food can be 
  neglected for a week before any ill effects are suffered, 
  water is required daily. Unless a globetrotter has the 
  Native Terrain Talent (see page 7), he is going to have 
  to start foraging. Heroes with the Talent have enough 
  knowledge to automatically gain one man-day of food 
  and water—just enough to keep themselves nourished.
  Hunting & Foraging
  In order to find edible food and potable water in the 
  wilds, the expedition must hunt or forage. Finding food 
  can be done with Survival: Foraging or Survival: Hunt-
  ing, while searching for water requires Survival: Forag-
  ing. One character leads the hunting trip, with the others 
  providing Teamwork bonuses as applicable.
  The difficulty of finding food and water is based on 
  the predominant terrain, as shown below. Note that in 
  Arctic conditions water can always be found. However, 
  the snow and ice must be heated before it can be safely 
  consumed. Eating snow is a surefire way to develop 
  hypothermia. A truly desperate man can drink his own 
  urine—this, however, is not a long-term survival option. 
  Reduced to such ungentlemanly activity, a globetrotter 
  takes a point of lethal damage every two days, instead 
  of every day, or every four days with the Famine Hardy 
  Talent).
  A typical search takes 120 minutes (two hours). The 
  rules for Time (see Leagues of Adventure) modify this 
  appropriately. Each success finds one man-day’s worth of 
  food or water. The party can split the successes between 
  the two resources, if they so desire.
  Predominant Terrain
  Food
  Water
  Arctic
  Difficulty 5*
  Difficulty 0
  Desert
  Difficulty 4
  Difficulty 4
  Forest
  Difficulty 1
  Difficulty 2
  Jungle
  Difficulty 2
  Difficulty 1
  Mountains
  Difficulty 4
  Difficulty 2
  Plains
  Difficulty 2
  Difficulty 2
  Naval
  Difficulty 3
  Difficulty **
  * Away from the coast, no roll is possible (though 
  a globetrotter with the appropriate Native Terrain can 
  always find lichen and such like).
  ** Automatic in a fresh water environment. In a salt 
  water environment, the Difficulty is 5, and represents 
  catching rainfall and collecting condensation.
  Example: Lord Fanhard and Mr. Lyle have become 
  lost in the Sahara, and their provisions have run out. 
  Lord Fanhard (Survival 6) decides to dig for water at 
  the base of a hill, while Mr. Lyle (Survival 4) assists him, 
  granting Fanhard a +2 bonus. The Difficulty is 4, and 
  their dice pool is 8. Taking the Average (4) will produce 
  a few mouthfuls, but not enough to make any differ-
  ence. Knowing their survival depends on finding water, 
  they elect to increase the time fivefold, earning a further 
  +4 bonus, for a pool of 12 dice.
  Taking the Average now would net them two man-
  days of water—enough for just one day each. All in all, 
  a meager reward after 10 hours of labor in the baking 
  sun. Fanhard decides to risk rolling. Fortune smiles 
  upon him, and he scores ten successes!
  The globetrotters find six man-days of water, enough 
  to last each of them three days. Quickly filling their 
  canteens before the water evaporates, they prepare to 
  resume their journey, ever knowing that in three days 
  they must repeat the procedure.
  Hunting as Combat
  If the Gamemaster desires, hunting wild animals can 
  be conducted as a combat scene rather than a Survival 
  roll. When specific beasts are killed, the man-days of 
  edible flesh they provide is equal to the beast’s (Size + 
  Maximum Body rating) times its height in feet as listed 
  on the Size table. An elephant, for example is Size 2, has 
  a Maximum Body 8, and a height of 15 feet. This equates 
  to (2+8) x 15, or 150 man-days of food. Unless the meat 
  is quickly preserved, it will spoil in a few days (depend-
  ing on the local environment), and the smell of blood 
  will attract hungry predators. 
  Note that these numbers are not intended to be real-
  istic, merely practical. An adult elephant has as much as 
  1,500 pounds of edible meat on its bones.
  on one’s return
  As noted elsewhere, most Leagues crave good public-
  ity in return for providing funds. Even those Leagues that 
  prefer to operate behind a veil of secrecy expect results 
  and reports from members. At the end of an expedition, 
  once the globetrotters have had time to make themselves 
  presentable, any characters who secured funding from 
  a government, newspaper, League, private patron, or 
  fundraising lecture tour must report to an extraordinary 
  general meeting. In most cases, the press is also invited 
  to attend, as are distinguished members of society, gov-
  ernment, and the military.
  Presentation
  Any character who secured funding from an outside 
  agency must make a Diplomacy roll (Difficulty 2) to pres-
  ent his findings to the assembled membership. Physical 
  evidence, such as photographs and specimens, is worth 
  bonus dice, depending on the number and quality. Con-
  versely, fanciful stories or ones that claim a world first 
  without any corroborating evidence, or a failed endeavor, 
  should result in a dice penalty—the more ludicrous the 
  claim, the higher the penalty. Bonus dice from Resources 
  used to gain the funding apply equally here.
  Each success earns the expedition one Reputation 
  Globetrotters’ Guide to Expeditions
  11
  •                 •
  
  Point (see below). Whoever gives the talk may decide 
  to keep the points for himself (hogging the limelight, 
  blatantly ignoring any part played by his peers) or share 
  them among his fellow player characters as he desires 
  (so proclaiming their support). Scoring zero successes 
  earns nods of approval, but no recognition.
  Failure results in mixed responses. His reputation is 
  not boosted, but neither is it harmed. A critical failure 
  earns the speaker –3 Reputation Points as his stories and 
  claims are ridiculed and subjected to howls of derision 
  by his peers, and lambasted in the press, and his col-
  leagues –1 Reputation Point.
  Note that while players always know if their character 
  has been rewarded or punished, characters might not. 
  For instance, an Assassination Bureau member would 
  report in a private meeting, and might tell his peers how 
  others helped him in his mission, but the Bureau doesn’t 
  make that knowledge known to outsiders. In such cases, 
  the information should be recorded by the player, but 
  cannot be acted upon by the character.
  reputation Points
  Reputation is extremely important to Victorian ex-
  plorers, and a good or bad report can make or break 
  an adventurer. Reputation Points are a special form of 
  Experience Points. Unlike regular Experience Points, 
  Reputation Points may be used solely for the purposes of 
  purchasing membership or promotion within the specific 
  League who awarded them, or improving Fame (public 
  adulation), Rank (military or political; only applies to 
  serving personnel), or Status (official recognition by a 
  government or head of state). 
  When a globetrotter earns or loses Reputation Points, 
  he must assign them to an applicable Resource based 
  on the sponsor. For instance, those earned through a 
  League typically apply to Fame and the Rank (League) 
  Resources, though they may apply to Status if the League 
  is sufficiently well thought of by the establishment. No 
  Resource can ever have more than –15 Reputation Points 
  assigned to it—you cannot continually dump negative 
  reputation into a Resource you never intend to improve 
  during play. For these reasons, it is important to record 
  Reputation Points by individual entry linked to specific 
  Resources, not as a general grouping, as you would Ex-
  perience Points. For instance, after a few adventures a 
  character might have Fame 4 RP, Status –1 RP, Alpine Club 
  3 RP, and Royal Geographical Society 6 RP.
  When a globetrotter wishes to gain or increase a 
  specific Resource, he can trade in Reputation Points for 
  Experience Points on a one-for-one basis. This allows 
  him to buy public recognition, membership, promotion, 
  and even a chivalric honor at a reduced cost.
  A character who has no levels in the Resource can 
  never acquire more than 7 Reputation Points in that Re-
  source. Once he reaches that number, he automatically 
  trades in his Reputation Points and gains the Resource 
  at zero-Level. A globetrotter offered membership is a 
  League in this manner may refuse, of course, but doing 
  so offends the powers that be—he loses half his accu-
  mulated Reputation Points for that League and cannot 
  gain any more until he becomes a member. Assuming he 
  wants membership at a later date, he must make up the 
  difference using Experience Points.
  Should a character who is already has the Fame or 
  Rank Resource ever reach –15 Reputation Points for that 
  Resource, he automatically drops one Level. His negative 
  Reputation Points are then erased. Once he drops below 
  Rank 0, he is expelled from a League or the military (as 
  appropriate), and can never reapply. A character whose 
  Fame drops below 0 has fallen into ignominy.
  Remember! Reputation Points are earned only at the 
  end of an adventure in which something important was 
  achieved, and then only if the characters had need to 
  secure funding from a sponsor of some kind and pre-
  sented a good report to them.
  Example: Sir Henry returns from a successful ex-
  pedition to Mexico. He presents the membership with 
  photographs of a previous unknown city and several 
  mundane finds. He rolls his Charisma (2) + Diplomacy 
  (3) + Rank 3 (+4 dice), and earns a further 2 dice from 
  the various evidence he presents, giving him 11 dice in 
  total. He scores a total of 5 successes, earning the expe-
  dition five Reputation Points.
  Being a man of honor, he keeps two Reputation 
  Points for himself, and assigns one to each of the three 
  other player characters who accompanied him on the 
  venture. Assuming he has no points accumulated from 
  previous ventures and puts these toward League ad-
  vancement, Sir Henry now requires just 13 Experience 
  Points to purchase Rank 4.
  Had he rolled a critical failure, his reputation would 
  have been smeared in the press. He would have –3 
  Reputation Points. Assuming he put these toward future 
  promotion, he would need to pay 18 Experience Points 
  for the next Level.
  One of his fellows, Lord Fanhard, already has 6 
  Reputation Points with the RGS, of which he is not a 
  member. He elects to add the point just earned to his 
  collection, bringing him up to 7 Reputation Points. 
  Since he isn’t yet a member, he is offered membership 
  for his outstanding services. Fanhard crosses out his 
  Reputation Points, and gains Rank (RGS) 0 instead. He 
  has gained a new zero-Level Resource without spending 
  a single Experience Point.
  Why reputation Points?
  Reputation Points serve as a way to encourage players 
  to invest in Resources, and reward characters for under-
  taking perilous expeditions in foreign climes. Leagues 
  especially are a fundamental part of this setting, and we 
  hope characters won’t just stick with their free Rank 0 
  Resource throughout their globetrotting career, but will 
  actively seek advancement within not only their favored 
  organization, but in the many Leagues of Adventure that 
  court the famous, adventurous, and knowledgeable citi-
  zens of our Victorian world.
  leagues of adventure
  1
  
  Globetrotters’ Guide to Expeditions
  13
  bored Scion
  Archetype: Aristocrat 
  Motivation: Escape
  Style: 3
  Health: 5
  Primary Attributes
  Body: 3
  Charisma: 3
  Dexterity: 2
  Intelligence: 2
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 5
  Defense: 5
  Perception: 4
  Stun: 3
  Skill
  Base
  Levels
  Rating
  Average
  Diplomacy
  3
  3
  6
  (3)
  Firearms
  2
  3
  5
  (2+)
  Linguistics
  2
  2
  4
  (2)
  Performance
  3
  2
  5
  (2+)
  Ride
  2
  3
  5
  (2+)
  Sports
  2
  2
  4
  (2)
  Streetwise
  3
  2
  5
  (2+)
  Talents
  Well-Connected (Can boost Contacts Resource as if it 
  were a Talent)
  Resources
  Followers 0 (Dim-but-Sporty School Chum)
  Rank 1 (Traveler’s Club; +2 Social bonus)
  Status 0 (Noble heir; +1 Social bonus)
  Flaw
  Blasé (+1 Style point whenever his indifference causes 
  harm)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Heavy revolver
  3L
  0
  8L
  (4)L
  “yes, the ruins are lovely, 
  but can we move on to 
  something interesting now?”
  Character background
  My family has owned its estates since the time of the 
  Norman Conquest, you know. As the only son, I was 
  naturally groomed from birth to inherit my father’s ti-
  tle upon his eventual demise, marry appropriate to my 
  station, and settle down to a life of endless parties and 
  social engagements. It was at university that I became 
  bored. The endless repetition of the classroom and the 
  droning voices of dusty old professors did nothing to 
  stimulate me mentally. Rather than focus my attentions 
  on my academic studies, I turned my attention toward 
  sports. While I had the physique to play well, I quickly 
  found that even vigorous exercise could not dispel the 
  feeling of apathy that hung over me like a storm cloud.
  During the summer holidays I packed my case, made 
  hasty arrangements for a transfer of funds from my be-
  fuddled and somewhat angry father, and made for Dover 
  with all haste. I purchased a steamer ticket to Egypt, 
  where I spent a glorious summer wandering through that 
  strange and ancient land, acquiring knowledge of its lan-
  guage and customs. My father had perhaps let me go on 
  my sojourn in the hope it would cure me of my malaise 
  and return me to the family bosom intent on taking up 
  my role as heir, but in that he was mistaken. The world 
  was vast and new to my eyes. I could no more return to 
  the humdrum life of a student and bored aristocrat than 
  I could fly to the Moon. Knowing my father’s temper, 
  I wrote to him of my plans, and promptly joined the 
  Travelers Club, an enlightened band of fellow men and 
  women whose adventures overseas gave me renewed 
  hope that I could find true purpose with my existence. 
  Well, at least that is the grand story I told my family—I 
  actually sought to avoid returning to my family’s boring 
  life. Father continues to pay me a stipend, though it is a 
  pittance at best. I suspect he hopes to starve me of funds, 
  ensuring I come home in swift course.
  roleplaying
  Though some may call you feckless and other pos-
  sessed of a curious streak, you are constantly struggling 
  to alleviate the boredom that permeates you to your 
  core. It is not adventure or the desire to see what is over 
  the next hill that drives you to travel the world, but the 
  constant need to experience new things, no matter how 
  mundane they seem to others. Whether it is an expedi-
  tion to explore the frigid wastes of Antarctica or the mat-
  ter of solving a crime in the bustling streets of London, 
  you are ready to act—so long as it promises something 
  novel.
  
  leagues of adventure
  14
  Gloryhound
  Archetype: Patron 
  Motivation: Glory
  Style: 3
  Health: 5
  Primary Attributes
  Body: 3
  Charisma: 3
  Dexterity: 2
  Intelligence: 3
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 4
  Defense: 5
  Perception: 5
  Stun: 3
  Skill
  Base
  Levels
  Rating
  Average
  Academics:
  History
  3
  3
  6
  (3)
  Athletics
  2
  2
  4
  (2)
  Bureaucracy
  3
  3
  6
  (3)
  Diplomacy
  3
  3
  6
  (3)
  Expeditions
  3
  2
  5
  (2+)
  Firearms
  2
  3
  5
  (2+)
  Linguistics
  3
  1
  4
  (2)
  Talents
  Moneywise (May boost his Wealth resource as if it were 
  a talent)
  Resources
  Follower 0 (Expedition Planner)
  Rank 0 (Society of Antiquarians; +1 Social bonus)
  Wealth 1 (£5 per month)
  Flaw
  Dying (–2 penalty to all rolls whenever his disease acts 
  up; +1 Style point if he is incapacitated by sickness or 
  forced to confront his mortality)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Light revolver
  2L
  0
  7L
  (3+)L
  “I don’t care what it takes or 
  what it costs... we must reach 
  the city before our rivals!”
  Character background
  I have in abundance what many people envy—money. 
  Yet I would give it all away for the one thing I do not 
  have—a long life expectancy. I do not recall the exact 
  name of my medical condition, nor do I particularly 
  care. The best doctors all agree it is incurable, and no 
  amount of money is going to change the outcome. Thus, 
  I stand before this esteemed audience today to offer you 
  that which I do have—my wealth.  Most of us live and 
  die without being noticed by society at large. Even the 
  famous are soon forgotten once their bones are interred. 
  Since I cannot buy life, and fame is fleeting, I seek noth-
  ing less than immortality. No, not potions or elixirs of 
  fable, but immortality of name. I could perhaps fund a 
  new hospital or donate generously to a library to ensure 
  my name is written in stone, but such a memorial is eas-
  ily replaced when a more wealthy patron appears. 
  No, ladies and gentlemen, if my name is to be on 
  tongues throughout time, then it must be for an achieve-
  ment none can ever take from me, nor diminish with 
  the passage of time. To that end, I propose to sponsor, 
  and accompany, as many expeditions as my time and 
  resources will allow. Yes, I know my health is failing, but 
  merely having my name attached to a successful venture 
  is not enough to secure immortality. You remember the 
  name of Sir William Edward Parry, no doubt, but can you 
  name the man who sanctioned his expedition? No, you 
  cannot!
  A condition of my funding your expeditions is not 
  only that they carry my name, but that I have the glory of 
  completing them or possessing any artifacts unearthed, 
  the latter so that I might make a collection worthy of 
  being remembered. A demand born out of arrogance, 
  perhaps, but my time is short, while you have many years 
  ahead of you. Of course, you will have the honor of not 
  only accompanying me, but also using my good name 
  to further your own future endeavors. I have already 
  received two requests for funding from the audience as-
  sembled before me. The venture I choose to fund shall 
  receive donations to the sum of £500, enough to warrant 
  me being expedition leader, yes? I thought so as well.
  roleplaying
  Your life is almost at an end, and you have nothing 
  to show for it except money—and you can’t take that 
  with you. Before you die, you’re determined to leave 
  your mark on history. You have no interest in fleeting 
  fame—you want immortality, and that means sponsoring 
  and going on as many expeditions as possible.
  
  Globetrotters’ Guide to Expeditions
  15
  Lady of Leisure
  Archetype: Spy 
  Motivation: Duty
  Style: 3
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 3
  Dexterity: 3
  Intelligence: 3
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 5
  Defense: 5
  Perception: 5
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Con
  3
  3
  6
  (3)
     Bluff
  7
  (3+)
  Empathy
  3
  2
  5
  (2+)
  Firearms
  3
  1
  4
  (2)
  Investigation
  3
  2
  5
  (2+)
  Larceny
  3
  3
  6
  (3)
  Linguistics
  3
  2
  5
  (2+)
  Performance
  3
  2
  5
  (2+)
     Acting
  6
  (3)
  Spying
  3
  2
  5
  (2+)
  Stealth
  3
  2
  5
  (2+)
     Disguise
  6
  (3)
  Talents
  None
  Resources
  Fame 1 (Socialite; +2 Fame bonus)
  Followers 0 (Petty Criminal)
  Rank 0 (The Christmas Society; +1 Social bonus)
  Flaw
  Secret (+1 Style point if confronted with the truth)
  Weapons
  Rating
  Size
  Attack
  Average
  Light revolver
  2L
  0
  7L
  (3+)L
  “A spy? How preposterous! 
  I merely knocked over those 
  papers by accident and was 
  setting them back in order.”
  Character background
  What would your readers like to know? Most of my 
  life already appears to have been detailed in the social 
  columns of a dozen newspapers both at home and 
  abroad, darling. Oh well, I suppose it is always best to 
  begin at the beginning.
  My father is a wealthy industrialist and a peer of the 
  realm. I grew up spoiled by lavish attention, surrounded 
  by servants and wanting for nothing. At the age of fifteen, 
  I attended a finishing school in Geneva, mastering all the 
  skills required of a young lady of leisure—my father’s 
  wealth assured I would never have to soil my hands at 
  work. On my return, I entered society with grand fan-
  fare, attending all the notable social events in the calen-
  dar. Whether it is my father’s wealth or, as some say, my 
  looks, that attract suitors I cannot say, but God knows I 
  have had my share of young men fawning over me, des-
  perate to make me their wife. I quickly discovered how 
  vacuous high society can be.
  I would be remiss in this interview if I did not reveal 
  that I do actually work for a living. How else can I afford 
  to give away so much money and still live the high life? 
  My profession is an unusual one, more so for a woman. 
  You see, I am a spy for our government. Come now, have 
  a sip of your drink to calm your sudden cough.
  As an unmarried woman of social fame, I have the 
  means and reason to travel overseas and attend social 
  events with foreign government officials and officers. All 
  I need do is uncover information of a nature useful to 
  the Government while I did so. I must say the offer was 
  intriguing—it was either adopt a double life of intrigue 
  and glamour, or quickly fade into nothingness as age 
  took my looks. Naturally I chose what was best for me. 
  No, I am not worried that you will go to the authori-
  ties now I have revealed all of  this to you. The amnesia 
  drug I slipped into your drink earlier should be taking 
  effect soon. Within minutes you will forget you ever met 
  me.
  roleplaying
  You live a double life. On the one hand, you are a 
  paragon of British genteel society, a renowned socialite 
  known widely for her wit and charm, not to mention 
  charitable acts worthy of praise. On the other, you are 
  a government agent, uncovering secret plots against the 
  Empire and rubbing shoulders with unsavory villains 
  who seek the downfall of your great nation.
  
  leagues of adventure
  16
  Shipping Agent
  Archetype: Businessman 
  Motivation: Honor
  Style: 3
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 3
  Dexterity: 3
  Intelligence: 3
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 5
  Defense: 5
  Perception: 5
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Bureaucracy
  3
  3
  6
  (3)
  Diplomacy
  3
  2
  5
  (2+)
  Empathy
  3
  1
  4
  (2)
  Expeditions
  3
  2
  5
  (2+)
  Firearms
  3
  3
  6
  (3)
  Linguistics
  3
  2
  5
  (2+)
  Stealth
  3
  2
  5
  (2+)
  Streetwise
  3
  2
  5
  (2+)
  Talents
  Accuracy (Ignore up to a –2 penalty for targeting a 
  specific location)
  Resources
  Contacts 1 (Transport; +2 bonus)
  Followers 0 (Smuggler)
  Rank 0 (The Assassination Bureau; +1 Social bonus)
  Flaw
  Skeptic (+1 Style point whenever he proves an asser-
  tion wrong or convinces someone else to question his 
  beliefs)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Light revolver
  2L
  0
  8L
  (4)L
  “until I’ve checked the 
  contents of every crate, your 
  payment can wait, captain.”
  Character background
  As a young lad, I would pore for hours over photo-
  graphs taken in exotic locales throughout the world 
  – since that time, I have always yearned to travel. My 
  family’s fortunes did not allow me to do so as a casual 
  traveler, so with future wanderlust in mind, I opted to 
  join a shipping company, taking position as a junior 
  clerk. In the early days I was confined to the office, save 
  for the occasional trip to the ports to finalize arrange-
  ments. Then an opportunity arose. A gentleman desired 
  for a small party to travel to China without attracting un-
  due attention from the authorities. The expedition was 
  of little consequence, and my manager decided it would 
  be good for me to undertake the responsibility.
  I must admit I performed my task admirably, ensur-
  ing the paperwork was in order, smoothing potential 
  wrinkles with the discreet disbursement of funds to the 
  appropriate people. My employer was kind enough to al-
  low me to accompany the expedition, so that I might en-
  sure a smooth exit once their business was concluded.
  I did not expect to have to smuggle my patron and his 
  friends out of the country, but it seems a notorious war-
  lord met with a sudden demise and they were somehow 
  implicated. Despite the many obstacles, I completed the 
  task as contracted, earning myself a sizeable bonus. My 
  patron was impressed enough that he used our company 
  several more times, each time requesting that I alone act 
  as sole agent. After several more successful ventures, I 
  was invited to join the Assassination Bureau, the patron 
  for whom I had unknowingly been serving so faithfully.
  Let me be clear that while I have taken the lives of sev-
  eral men (never women, and always avoiding means that 
  might imperil innocents), they have all been wicked to 
  the core and thoroughly deserved to die. Furthermore, 
  murder is not my specialty—others within the Bureau 
  are far more adept at that line of work. My principle role 
  is the transportation of personnel and equipment to 
  whatever country the Bureau has business. Word from 
  my patrons has seen me promoted to a position where I 
  am now able to travel with ease. At last I have fulfilled my 
  dream of traveling, and long may it continue.
  roleplaying
  Reputation is important in your industry, and you live 
  by your word of honor. Naturally, you expect others to 
  do the same. Unfortunately, the world is full of cads and 
  bounders, and you find it hard to take people at their 
  word. As a result, you demand proof of claims before 
  accepting their validity.
  
  Globetrotters’ Guide to Expeditions
  17
  Sample Henchmen
  Accountant
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Craft: Accountancy 4, Diplomacy 3 (Etiquette 
  4), Streetwise 3 (Haggling 4)
  Talents/Resources: None
  Flaws: Stingy (+1 Style point when his reluctance to 
  spend money or insistence on haggling causes trouble 
  for herself or her friends)
  Weapons: Punch 0N
  Actor
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2 , Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Empathy 4 (Emotions 5), Performance 4 (Act-
  ing 5)
  Talents/Resources: None
  Flaws: Vain (+1 Style point whenever he steals the 
  spotlight or is forced to confront her shortcomings)
  Weapons: Punch 0N
  All-rounder
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 3, 
  Initiative 4, Defense 3, Stun 1, Health 2
  Skills: Athletics 4 (Throwing 5), Sports 4 (Cricket 5)
  Talents/Resources: None
  Flaws: Superstitious (+1 Style point whenever his 
  eccentricities cause him trouble, or if one of his beliefs 
  turns out to be true)
  Weapons: Punch 0N
  Anarchist
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 2, 
  Charisma 1, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 3, Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Athletics 4 (Throwing 5), Demolitions 4 (Im-
  provised 5)
  Talents/Resources: None
  Flaws: Fanatical (+1 Style point whenever his devo-
  tion causes harm or he converts someone else to his way 
  of thinking)
  Weapons: Punch 0N, Dynamite 4L
  Antiquarian
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 3, Willpower 1
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 4, Defense 2, Stun 1, Health 2
  Skills: Academics: History 4, Anthropology 4, Expedi-
  tions 4, Linguistics 4
  Talents/Resources: None
  Flaws: Boring (+1 Style point whenever his boring 
  persona causes him or his allies trouble)
  Weapons: Punch 0N
  Army officer
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, Strength 2, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 4, Perception 4, 
  Initiative 4, Defense 4, Stun 2, Health 4
  Skills: Bureaucracy 4, Expeditions 4, Firearms 4, In-
  timidation 4, Ride 4
  Talents: None
  Resources: Rank 1 (Lieutenant; +2 Social bonus)
  Flaws: Stubborn (+1 Style point whenever his inflex-
  ibility causes him trouble, or he forces others to go along 
  with his idea)
  Weapons: Punch 0N, Heavy revolver 7L
  bare-knuckle Pugilist
  Follower 0
  Primary Attributes: Body 2, Dexterity 1, Strength 2, 
  Charisma 1, Intelligence 1, Willpower 2
  Secondary Attributes: Size 0, Move 3, Perception 3, 
  Initiative 2, Defense 3, Stun 2, Health 4
  Skills: Brawl 7
  Talents/Resources: None
  Flaws: Short Temper (+1 Style point whenever his 
  short temper causes trouble)
  Weapons: Punch 7N
  batman
  Follower 0
  Primary Attributes: Body 2, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 1, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 2, 
  Initiative 3, Defense 4, Stun 2, Health 3
  Skills: Athletics 4, Firearms 5
  Talents/Resource: None
  Flaws: Lazy (+1 Style point when he convinces 
  someone else to carry out a task he was supposed to 
  perform)
  
  Weapons: Punch 0N, Service revolver 8L
  big Game Hunter
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 3, 
  Initiative 4, Defense 3, Stun 1, Health 2
  Skills: Firearms 4 (Rifles 5), Survival 4 (Tracking 5)
  Talents/Resources: None
  Flaws: Thrill Seeker (+1 Style point whenever she 
  puts herself or her companions in danger just for the 
  fun of it)
  Weapons: Punch 0N, Elephant gun 11L
  butler
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Diplomacy 4, Empathy 4, Intimidation 3
  Talents/ Resources: None
  Flaws: Condescending (+1 Style point when he 
  proves someone else wrong)
  Weapons: Punch 0N
  Carriage Driver
  Follower 0
  Primary Attributes: Body 2, Dexterity 2, Strength 1, 
  Charisma 2, Intelligence 1, Willpower 1
  Secondary Attributes: Size 0, Move 3, Perception 2, 
  Initiative 3, Defense 4, Stun 2, Health 3
  Skills: Animal Handling 3 (Horses 4), Riding 4 (Ve-
  hicles 5)
  Talents/Resources: None
  Flaws: Overconfident (+1 Style point when he is 
  forced to ask for help)
  Weapons: Punch 0N
  Chronicler of Adventures
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Art: Photography 5, Art: Writing 4
  Talents/Resources: None
  Flaws: Liar (+1 Style point whenever his dishonesty 
  causes trouble or his lies catch up with him)
  Weapons: Punch 0N
  Dim-but-Sporty School Chum
  Follower 0
  Primary Attributes: Body 2, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 1, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 2, 
  Initiative 3, Defense 4, Stun 2, Health 3
  Skills: Athletics 3, Brawl 4, Sports 4
  Talents/Resources: None
  Flaws: Thrill Seeker (+1 Style point whenever he puts 
  himself or his companions in danger for the fun of it)
  Weapons: Punch 4N
  Doctor of medicine
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 3, Perception 3, 
  Initiative 4, Defense 3, Stun 1, Health 2
  Skills: Medicine 5, Science: Biology 4
  Talents/Resources: None
  Flaws: Aloof (+1 Style point whenever his business-
  like attitude causes him trouble)
  Weapons: Punch 0N
  Expedition Planner
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Diplomacy 4 (Negotiation 5), Expeditions 4 
  (Logistics 5)
  Talents/Resources: None
  Flaws: Obsession: Continually checking supplies (+1 
  Style point whenever her obsession causes her to do
  whenever her obsession causes her to do 
  something dangerous or endanger someone else’s life))
  Weapons: Punch 0N
  Experienced Guide
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, Strength 2, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 4, Perception 4, 
  Initiative 4, Defense 4, Stun 2, Health 4
  Skills: Athletics 4, Firearms 4, Linguistics 4, Stealth 
  4, Survival 4
  Talents: Direction Sense (Always knows direction)
  Resource: None
  Flaws: Coward (+1 Style point when he gives up 
  without a fight or abandons his friends to save his own 
  skin)
  Weapons: Punch 0N, Bolt action rifle 7L
  Financial backer
  Follower 1
  Primary Attributes: Body 2, Dexterity 1, Strength 2, 
  Charisma 2, Intelligence 3, Willpower 2
  leagues of adventure
  1
  
  Secondary Attributes: Size 0, Move 3, Perception 5, 
  Initiative 4, Defense 3, Stun 2, Health 4
  Skills: Bureaucracy 5, Empathy 5, Gambling 5, Per-
  formance 4, Streetwise 4
  Talents: Moneywise (Can boost his Wealth Resource 
  as if it were a Talent. Optionally, the character to whom 
  the lackey is loyal, and financially backs, can use his Style 
  points for this purpose)
  Resources: None
  Flaws: Honest (–2 to Social rolls when lying; +1 Style 
  point whenever his honesty causes trouble)
  whenever his honesty causes trouble))
  Weapons: Punch 0N
  Gambler
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 3, Perception 3, 
  Initiative 4, Defense 3, Stun 1, Health 2
  Skills: Gambling 5, Larceny 4
  Talents/Resources: None
  Flaws: Addiction: Gambling (–2 penalty on all rolls 
  until he overcomes his addiction if he overindulges; +1 
  Style point whenever his addiction hurts him or some-
  one he cares about)
  Weapons: Punch 0N
  Gamekeeper/Poacher
  Follower 0
  Primary Attributes: Body 2, Dexterity 2, Strength 1, 
  Charisma 1, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 3, Perception 3, 
  Initiative 4, Defense 4, Stun 2, Health 3
  Skills: Firearms 3, Stealth 4, Survival 4
  Talents/Resources: None
  Flaws: Impulsive (+1 Style point whenever his im-
  pulsiveness gets him or his companions into serious 
  trouble)
  Weapons: Punch 0N, 12-gauge Shotgun 7L
  merchant
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Empathy 4 (Lies 5), Streetwise 4 (Haggling 5)
  Talents/Resources: None
  Flaws: Stingy (+1 Style point whenever his reluctance 
  to spend money or insistence on haggling causes trouble 
  for herself or her friends)
  Weapons: Punch 0N
  mule
  Follower 0
  Primary Attributes: Body 2, Dexterity 1, Strength 3, 
  Charisma 1, Intelligence 1, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 2, 
  Initiative 2, Defense 3, Stun 2, Health 3
  Skills: Athletics 7, Brawl 4
  Talents/Resources: None
  Flaws: Stubborn (+1 Style point when his inflexibility 
  causes him trouble)
  Weapons: Punch 4N
  Personal Nurse
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 3, Willpower 1
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 4, Defense 2, Stun 1, Health 2
  Skills: Craft: Medicines 5, Empathy 4, Medicine 5
  Talents/Resources: None
  Flaws: Addiction: Morphine (–2 penalty on all rolls 
  until he overcomes his addiction if he overindulges; +1 
  Style point whenever his addiction hurts him or some-
  one he cares about)
  Weapons: Punch 0N
  Petty Criminal
  Follower 0
  Primary Attributes: Body 1, Dexterity 3, Strength 1, 
  Charisma 1, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 3, 
  Initiative 5, Defense 4, Stun 1, Health 2
  Skills: Athletics 4, Larceny 4, Stealth 4
  Talents/Resources: None
  Flaws: Criminal (+1 Style point whenever he is hurt 
  by his negative reputation)
  Weapons: Punch 0N
  research Assistant
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 3, Willpower 1
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 4, Defense 2, Stun 1, Health 2
  Skills: Academics: History 4, Anthropology 4, Investi-
  gation 4 (Research 5), Linguistics 4 (Translation 5)
  Talents/Resources: None
  Flaws: Curious (+1 Style point whenever his curios-
  ity gets him or his companions into trouble)
  Weapons: Punch 0N
  Sailor
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 3, 
  Initiative 4, Defense 3, Stun 1, Health 2
  Globetrotters’ Guide to Expeditions
  1
  
  Skills: Athletics 5, Pilot: Nautical 4
  Talents/Resources: None
  Flaws: Superstitious (+1 Style point when his eccen-
  tricities cause him trouble, or if one of his beliefs turns 
  out to be true)
  Weapons: Punch 0N
  Soldier, Artillery
  Follower 0
  Primary Attributes: Body 2, Dexterity 1, Strength 2, 
  Charisma 1, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 3 , Perception 3, 
  Initiative 3, Defense 3, Stun 2, Health 3
  Skills: Demolitions 4 (Explosives 5), Gunnery 4 (Ar-
  tillery 5)
  Talents/Resources: None
  Flaws: Loyal (+1 Style point whenever his unswerving 
  loyalty causes trouble for himself or his companions)
  Weapons: Punch 0N
  Soldier, Cavalry
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 1, Willpower 2
  Secondary Attributes: Size 0, Move 4, Perception 3, 
  Initiative 3, Defense 3, Stun 1, Health 3
  Skills: Firearms 3, Melee 4, Ride 4
  Talents/Resources: None
  Flaws: Loyal (+1 Style point whenever his unswerving 
  loyalty causes trouble for himself or his companions)
  Weapons: Punch 0N, Light revolver 5L, Saber 7L
  Soldier, Infantry
  Follower 0
  Primary Attributes: Body 2, Dexterity 2, Strength 1, 
  Charisma 1, Intelligence 1, Willpower 2
  Secondary Attributes: Size 0, Move 3, Perception 3, 
  Initiative 4, Defense 4, Stun 2, Health 3
  Skills: Firearms 4, Melee 4
  Talents/Resources: None
  Flaws: Loyal (+1 Style point whenever his unswerving 
  loyalty causes trouble for himself or his companions)
  Weapons: Punch 0N, Bolt action rifle 7L, Dagger 5L
  Secretary/Personal Assistant
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Bureaucracy 5, Diplomacy 5
  Talents/Resources: None
  Flaws: Lovelorn (+1 Style point whenever her affec-
  tions are rejected or she suffers hardship in the name of 
  love)
  Weapons: Punch 0N
  Smuggler
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 1, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 3, Perception 4, 
  Initiative 4, Defense 3, Stun 1, Health 3
  Skills: Pilot: Nautical 4, Streetwise 5
  Talents/Resources: None
  Flaws: Criminal (+1 Style point whenever he is hurt 
  by his negative reputation)
  Weapons: Punch 0N
  Street urchin
  Follower 0
  Primary Attributes: Body 1, Dexterity 3, Strength 1, 
  Charisma 2, Intelligence 1, Willpower 1
  Secondary Attributes: Size –1, Move 4, Perception 2, 
  Initiative 4, Defense 5, Stun 1, Health 1
  Skills: Larceny 4 (Pickpocketing 5), Stealth 5*, Street-
  wise 4 (Scrounging 5)
  Talents/Resources: None
  Flaws: Young (+1 Style point when his size causes 
  him difficulty or he is patronized because of his age)
  Weapons: Punch 0N, Big stick 1N
  * +1 Size bonus to Stealth rating.
  Strongman
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 4, 
  Charisma 1, Intelligence 1, Willpower 1
  Secondary Attributes: Size 0, Move 5, Perception 2, 
  Initiative 2, Defense 2, Stun 1, Health 2
  Skills: Athletics 5 (Lifting 6), Brawl 5 (Grappling 6), 
  Intimidation 3
  Talents/Resources: None
  Flaws: Overconfident (+1 Style point whenever he is 
  forced to ask for help or when his bravado gets him in 
  over his head)
  Weapons: Punch 5N
  urbane Socialite
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 3, Perception 3, 
  Initiative 4, Defense 3, Stun 1, Health 3
  Skills: Connoisseur 4 (Cuisine 5), Performance 4 
  (Dancing 5)
  Talents/Resources: None
  Flaws: Gossip (+1 Style point whenever she spreads 
  gossip that inadvertently causes trouble for herself or her 
  friends)
  Weapons: Punch 0N
  leagues of adventure
  0
  
SOURCE: textdata/thevault/Triple Ace Games/Leagues of Adventure/Globetrotters Guides/Globetrotters Guide to Expeditions.pdf