TEXT: While the many Leagues of Adventure and their members are largely benevolent or-
  ganizations and individuals with noble ambitions, there is a plethora of villains who seek 
  to cause chaos, persecute others, amass wealth, or rule the world (among other fiendish 
  objectives). This supplement increases the Gamemaster’s arsenal of villainous characters 
  and organizations.
  It is not intended that every cad and cult be introduced into your campaign—that would 
  make for a very hectic world. Rather, Gamemasters should cherry pick the ones they like or 
  which suit the style of game they want to run, and ignore the others. While an individual 
  villain is out of the game once arrested or killed, organizations are more resilient. The 
  globetrotters may foil one of their plans, they may kill, maim, or incarcerate the sample 
  member provided in this supplement, but the organization, like the mythical hydra, simply 
  grows a new head and continues to prosper. Thus, the machinations of a single cult can be 
  used many times before it is finally put out of business… or fulfills its diabolical goal.
  Cads
  While they may share ideals with and occasionally work for an organization, cads are 
  individuals with their own agendas and modus operandi. They are intended to be used as 
  villains into whose dastardly plots the globetrotters are unwittingly or deliberately drawn. 
  Some operate under pseudonyms. Where no real name or origin is given, the Gamemaster 
  has a free hand to create whatever back-story he desires without fear of being contradicted 
  in any official Leagues of Adventure product.
  The Angel of DeATh
  Mankind has always been a prestigious killer. One does not climb to the top of the food 
  chain without the ability to kill effectively. Untold sums of money are invested in armies 
  and military hardware capable of decimating populations and razing cities, yet mankind 
  remains largely helpless against the smallest creatures—bacteria.
  The madman known as the Angel of Death exploits that weakness to his own benefit. 
  A genius in the field of diseases, he has devised a number of new bacteria, which he plans 
  to unleash on unwitting populations. In return for providing a cure, or at least a chance to 
  survive the plague, he demands huge sums of money. Of course, he doubts governments 
  202112
  Author: Paul “Wiggy” Wade-Williams
  Editing:Robert Davis
  Graphic Design: Robin Elliott
  globetrotters’ guide to
  Cads & Cults
  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.
  ©2013 Triple Ace Games. Leagues of Adventure and all related marks and logos are  
  trademarks of Triple Ace Games. All Rights Reserved.
  •     •
  
  will pay to provide cures for the general population, but 
  the rich will undoubtedly wish to preserve their own 
  existence. Naturally it would be foolish of him to suc-
  cumb to some ailment of his own creation. To that end, 
  he has deliberately infected himself with all manner of 
  bacteria in order to build up resistance. As a result, his 
  body shows the ravages of various diseases, and he has 
  become a carrier for some of the most deadly bacteria.
  Patron 2
  Archetype: Scientist; Motivation: Power; Style: 2
  Primary Attributes: Body 4, Dexterity 2, Strength 3, 
  Charisma 2, Intelligence 4, Willpower 3
  Secondary Attributes: Size 0, Move 5, Perception 7, 
  Initiative 6, Defense 6, Stun 4, Health 7
  Skills: Academics: Philosophy 7, Craft: Pharmacology 8, 
  Linguistics 6, Medicine 9 (Diseases 10), Science: Biology 
  8 (Bacteria 9), Survival 5
  Talents: Weird Science
  Resources: Disease Resistance 2 (+4 to resist diseases)
  Flaws: Megalomania (+2 Style points whenever he takes 
  a major step toward realizing his destiny or has his plans 
  foiled because he was gloating over his victims)
  Weapons: Punch 1N
  Deus X
  Unbeknownst to the world at large, the weird scientist 
  known as Deux X is itself a weird science device, albeit an 
  extremely advanced one. Created by a reclusive genius 
  to serve as his assistant and intellectual companion, its 
  name is reference to the phrase deus ex machina and its 
  iteration number. Deus X lived a content existence, work-
  ing tirelessly by day and discussing literature, philosophy, 
  and religion by night. An immortal being (though not 
  indestructible) powered by a miniature atomic engine, it 
  began to ponder the frailty of the human condition the 
  day its creator died. Well versed in the Bible, it had until 
  then considered its creator to be God, and he his Adam.
  After much thought and logic processing, Deus X 
  came to the conclusion that humans were not gods. 
  Indeed, they killed their own kind with wild abandon, 
  refused to cooperate for the common good, and lived 
  very short and largely unproductive lives. Machines, tire-
  less, loyal, united, and easy to modify, were far superior. 
  Given its superior intellect and the fact it was the first 
  machine to think this way, Deus X decided that it was 
  a god. So it was Deus X followed ancient tradition and 
  began constructing life in its own image.
  Worshipped by its intellectually inferior creations as 
  their creator, Deus X’s godlike reached new heights. It 
  created a new faith, Machinism, which foretold the Rise 
  of the Machines, the day when intelligent mechanical 
  life forms would rise to dominance and humans would 
  be consigned to the dust of history. Operating from the 
  shadows, Deus X is responsible for a number of me-
  chanical automata and intelligent devices (such as gun-
  nery control computators that replace the need for hu-
  man operators), which it openly sells for modest sums. 
  While they proffer loyalty to their human masters, each 
  machine is secretly devoted to Deus X. When the time is 
  right, they will turn on the humans.
  Just to make sure the humans cannot mount a united 
  front, Deus X is secretly planning to force the nations 
  to war on each other. A “mechanical failure” may be to 
  blame for a British warship accidentally torpedoing a 
  Prussian vessel, for instance, but the injured parties will 
  not blame the machine.
  Ally 3
  Archetype: Inventor; Motivation: Power; Style: 2
  Primary Attributes: Body 3, Dexterity 2, Strength 4, 
  Charisma 2, Intelligence 4, Willpower 3
  Secondary Attributes: Size 0, Move 6, Perception 7, 
  Initiative 6, Defense 5, Stun 3, Health 6
  Skills: Academics: Literature 6, Academics: Philosophy 6, 
  Academics: Religion 6, Craft: Electrics 6, Craft: Mechan-
  ics 8, Firearms 5, Gunnery 5, Science: Engineering 8
  Talents: Jack of all Trades (improved untrained Skill 
  rolls), Skilled Assistant (improved teamwork bonus), 
  Spark of Life (can create intelligent devices), Total Recall 
  (never forgets anything), Weird Science: Engineering
  Resources: —
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 2N, Heavy rotary action pistol 8L
  Deus X
  Artifact 5
  Enhancements: Ally 3 (+6 Enhancements), Increased 
  Duration: One Week (+4 Enhancements), Talent: Skilled 
  Assistant (+2 Enhancements), Talent: Total Recall (+2 
  Enhancements)
  Limitations: Requires Maintenance: Difficulty 3 (–4 
  Enhancements)
  Dr. ruDolf sTeinberg
  Some of those who personally knew Steinberg claim 
  his problems began in his childhood, when he was badly 
  mauled by a dog. Others argue he succumbed to stress 
  brought on by an excessive workload, while others argue 
  he was always a penny short of a shilling.
  A world authority in the field of botany, Steinberg 
  wrote numerous papers on botany, building from Dar-
  win’s ideas and revolutionizing the field. In Vienna 1887, 
  Steinberg was invited to deliver the keynote speech at a 
  major scientific conference. His claims that plants pos-
  sessed intelligence and could feel pain were enough 
  to ruin his career, but he went further, arguing with an 
  insane logic that animals were interlopers in a world that 
  should rightly have been ruled by plants. His bemused 
  audience cried blasphemy when he suggested men 
  should bow low before plants and worship the plant 
  leagues of adventure
  
  
  deities of old, such as Ashtarte and Osiris. Ridiculed and 
  hounded by the press, Steinberg vanished from the pub-
  lic eye, retreating to his secret laboratory in the Amazon. 
  He wrote a handful of papers espousing his views, but 
  none were widely published. In 1889, he seemingly van-
  ished into thin air.
  Steinberg’s insane world vision came about through 
  a drug he had created. The serum allowed him to com-
  municate with plants. Suddenly he could hear the grass 
  scream as it was mowed, the agonized wails of trees 
  felled for lumber or firewood, the groans of flowers 
  yanked from the earth to adorn dining tables. Needless 
  to say, he went stark raving mad.
  Through his knowledge of botany, chemistry, and 
  pharmacology, Steinberg has succeeded in giving intel-
  ligence to plants. Vines capable of strangling intruders 
  guard his home, while innocent looking flowers that emit 
  poisonous spores or wield venomous thorns are sent to 
  those who continue to mock his beliefs. He has also ex-
  perimented on his own flesh, injecting it with numerous 
  plant compounds, resulting in him becoming less than 
  human. Green sap runs in his veins, visible through his 
  sallow, pale green skin; his hair has the texture of long 
  grass; his nails are slivers of bark; his bones are wooden; 
  and his flesh has become fibrous, imbuing him with in-
  creased vigor and resistance to injury. His latest project is 
  a powder which, when ingested, will transform flesh into 
  docile plant matter. Should he succeed in manufacturing 
  this vile concoction, his vision of a world ruled by plants 
  may yet prove prophetic.
  Patron 2
  Archetype: Scientist; Motivation: Faith; Style: 2
  Primary Attributes: Body 4, Dexterity 2, Strength 3, 
  Charisma 1, Intelligence 4, Willpower 4
  Secondary Attributes: Size 0, Move 5, Perception 8, 
  Initiative 6, Defense 6, Stun 4, Health 8
  Skills: Academics: Philosophy 6, Academics: Religion 5, 
  Craft: Chemistry 7, Craft: Pharmacology 7, Empathy 6, 
  Linguistics 6, Science: Botany 8, Science: Chemistry 7
  Talents: Spark of Life (can create intelligent flora), Weird 
  Science: Chemistry
  Resources: Refuge 1: Equipment (+2 Science: Chemis-
  try bonus)
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 1N
  eisenkopf (“ironheAD”)
  All that is known about Eisenkopf is that he is Ger-
  man, extremely violent, and hires his services to the 
  highest bidder. All existing records were mysteriously 
  destroyed in a fire.
  A former German soldier, Eisenkopf suffered extensive 
  cranial injuries during the Franco-Prussian War in 1871. 
  Doctors saved his life by performing drastic and highly 
  experimental surgery—they attached an iron plate to 
  his forehead to hold the pieces together. Unfortunately, 
  the battlefield injury caused severe brain damage, com-
  pletely crippling the part of the brain governing moral 
  behavior, as well as his pain receptors. Since being dis-
  charged from the army, Eisenkopf has had doctors slowly 
  add to his disfigurement by riveting additional plates to 
  his head. Today, they cover much of his face.
  Eisenkopf is a monster, though a very human one. 
  His body is muscled, though not excessively save for his 
  neck, which is thicker than a man’s thigh, and shoulders. 
  His eyes are small, dark, and cold, his limited intellect 
  a dim glow concealed behind an all too apparent cruel 
  stare. His mouth is fixed in a permanent sneer, a result 
  of scarring from his injury and the way the plates are 
  attached to his cheeks.
  Eisenkopf is a thug for hire. He has no personal 
  long-term agenda or ambitions, and cares nothing for 
  the causes his paymasters support. All he wants is to 
  cause pain and suffering. Unfortunately, for those who 
  cross his path, they are something at which he excels. If 
  he happens to be able to earn a good living from that, 
  then that’s all the better. Although handy with his fists, 
  he much prefers to head butt his victims. His immense 
  neck muscles, coupled with his thick iron skull, allow 
  him to deliver lethal damage, and even smash through 
  walls. One apocryphal tale has him head butting a land 
  dreadnought immobile. Given enough time, there is 
  little doubt he could pull off such a feat of strength.
  Patron 2
  Archetype: Everyman; Motivation: Duty; Style: 2
  Primary Attributes: Body 4, Dexterity 3, Strength 3, 
  Charisma 1, Intelligence 2, Willpower 4
  Secondary Attributes: Size 0, Move 6, Perception 6, 
  Initiative 5, Defense 7 [10]*, Stun 4, Health 8
  Skills: Athletics 7, Brawl 8 (Head butt 9), Intimidation 7 
  (Staredown 8), Linguistics 4, Survival 4
  Talents: High Pain Tolerance (remains conscious and 
  ignores wound penalties until reaching –3 Health)
  Resources: Artifact 2 (see below)
  Flaws: Sadist (+1 Style point whenever he inflicts pain 
  on others for his own amusement or is needlessly cruel 
  to his friends)
  Weapons: Punch 8N, Head butt 11N**
  * Eisenkopf’s head has +3 Passive Defense due to the 
  iron plates
  ** When trying to inflict lethal damage, he rolls 13 dice 
  due to his Lethal Blow 2 Talent.
  iron skull plates
  Artifact 2
  Enhancements: Increased Damage: +2 (headbutt; 
  +2 Enhancements), Talent: Knockout Blow (head butt 
  only; +2 Enhancements), Talent: Lethal Blow 2 (head 
  butt only; +4 Enhancements)
  Limitations: Flaw: Disfigured (–2 Enhancements), 
  Reduced Attribute: –1 Intelligence (included in stats; –2 
  Enhancements)
  globetrotters’ guide to Cads & Cults
  
  
  eliAs orfAne
  Though born to a well-to-do family, Orfane was never 
  satisfied with his family’s wealth. Possessed of genius, 
  especially in the field of chemistry (more accurately ex-
  plosives), he sided with the Confederacy during the Civil 
  War, offering his unique explosive compounds in return 
  for gold. Careful never to reveal the formulae, he made 
  a small fortune from death and destruction. Never once 
  did he cast a thought toward, or shed a tear for, those 
  who perished by his dastardly inventions.
  His factory seized by the victorious North, Orfane 
  was left destitute. For a brief spell he was a member of 
  the Gun Club, but continuance of his former mercenary 
  activities led to his expulsion.
  It was then he heard of the mineral wealth likely located 
  beneath the frozen Arctic. Using what little money he had 
  left, and selling explosives to make up what he needed, 
  he began to purchase vast areas of ice and snow, using a 
  series of aliases and false companies to hide his activities. 
  While the minerals he believes exist are currently locked 
  away beneath a white sheet, Orfane has a plan.
  He intends to drill into the Earth’s core and plant a 
  truly unimaginable amount of explosives. The resultant 
  explosion will cause the Earth’s axis to shift, sending the 
  Arctic into a more temperate region, so melting the ice. 
  That there will be catastrophic floods, not to mention 
  sizeable earthquakes, is of no consequence to Orfane.
  The diabolical scientist cannot, however, hope to 
  construct enough explosives on his own. As such, he has 
  been forced to kidnap other weird scientists, as well as 
  place orders for large quantities of chemicals and pre-
  made explosives. It is likely the Leagues will soon detect 
  his activities; whether they can deduce his true purpose 
  before it is too late is another story.
  Patron 2
  Archetype: Inventor; Motivation: Greed; Style: 2
  Primary Attributes: Body 3, Dexterity 3, Strength 3, 
  Charisma 2, Intelligence 4, Willpower 3
  Secondary Attributes: Size 0, Move 6, Perception 7, 
  Initiative 7, Defense 6, Stun 3, Health 6
  Skills: Bureaucracy 5, Craft: Chemistry 7, Demolitions 8, 
  Expeditions 5, Firearms 6, Gunnery 7, Science: Chemis-
  try 8, Science: Engineering 5
  Talents: Rapid Shot (reduced penalty for multiple shots), 
  Weird Science: Chemistry
  Resources: Contacts 1 (Military; +2 bonus)
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 1N, Heavy revolver 9L
  The ghosT
  For the last few years a thief known only as The Ghost 
  has terrorized Leagues, museums, and private collectors 
  across the globe. Although only a handful of years have 
  passed since first appearing, the figure has achieved near 
  legendary status. The mere mention of his name has col-
  lectors scurrying home like frightened children to check 
  on their valuables.
  The thief’s nickname, given him by the Leagues, 
  comes from his well documented ability to enter any 
  vault, bypass its security, and walk out with valuable 
  objects without being detected. While many globetrot-
  ters assume The Ghost is male, this is more down to the 
  belief that no woman could perform such brazen acts. 
  No one has been able to provide a description beyond 
  seeing a fleeting shadow that may have been a trick of 
  the light or a gust of wind blowing a curtain.
  What is agreed is that he is not a cold-blooded fiend. 
  Security guards have been knocked unconscious, but 
  lethal force has never been employed. Whenever guards 
  have opened fire, The Ghost prefers to forfeit his prize 
  and run rather than fight back. Globetrotters with less 
  than honest contacts have revealed that none of the 
  stolen objects have ever appeared for sale or been ran-
  somed back. Once The Ghost claims them, they simply 
  disappear forever.
  The Ghost has no interest in accumulating personal 
  wealth, at least not through selling the objects he steals. 
  An avid collector with a wide knowledge of all forms 
  of art, he displays his precious objects in a secret and 
  well-protected vault beneath his house. Here he can gaze 
  on them at his leisure while enjoying a glass of vintage 
  brandy and a fine cigar.
  Patron 3
  Archetype: Criminal Mastermind; Motivation: Greed; 
  Style: 3
  Primary Attributes: Body 2, Dexterity 5, Strength 3, 
  Charisma 4, Intelligence 4, Willpower 3
  Secondary Attributes: Size 0, Move 8, Perception 7, 
  Initiative 9, Defense 7, Stun 2, Health 5
  Skills: Acrobatics 6, Athletics 6, Brawl 7, Con 7, Con-
  noisseur 7 (Art 8), Investigation 6, Larceny 8 (Alarms 9), 
  Performance 6, Stealth 8, Streetwise 6
  Talents: Finesse Attack (Uses Dexterity for Brawl), 
  Knockout Blow (+1 bonus to stun opponent), Lucky 
  (+2 bonus to any one roll per game session)
  Resources: Refuge 1: Security (Vault; –2 penalty)
  Flaws: Pacifist (+1 Style point whenever he is able to 
  prevent violence or resolve a dispute peaceably)
  Weapons: Punch 7N
  leATher Apron
  One of the many nicknames ascribed to the Whitecha-
  pel Murderer before Jack the Ripper entered the popular 
  imagination was Leather Apron. Various descriptions 
  of the murderer were circulated in the press, but the 
  police dismissed these as “a mythical outgrowth of the 
  reporter’s fancy.” Little did the police know that Leather 
  Apron was the killer they sought. They cannot be entirely 
  leagues of adventure
  
  
  blamed for not catching him, though, for Leather Apron 
  is not a unique individual. Rather, it is an object.
  Leather Apron originated in Mexico, where Aztec 
  priests wore it as they sacrificed victims on the altars of 
  their temples. Passed from generation to generation, and 
  regularly soaked in blood, Leather Apron developed an 
  unholy thirst. Were it not for the Conquistadors, it would 
  perhaps have remained in Mexico. Instead, it has been 
  transported around the world.
  In the previous decade it was worn by two unfortu-
  nate souls whose murderous rampages have become 
  infamous. The first became a serial killer known as the 
  Servant Girl Annihilator. He murdered seven women 
  and one man in Austin, Texas during 1884 and 1885. The 
  second was Jack the Ripper, who murdered at least five 
  women in London during the late summer and early fall 
  of 1888. Before these it may have been the catalyst that 
  led Darya Saltykova (1730-1801), Delphine LaLaurie (c. 
  1775–1842), and Manuel Blanco Romasanta (1809-63) 
  to embark on their bloody rampages.
  Although it has the appearance of leather, the apron 
  is actually crafted from human skin. This has gone un-
  noticed for the simple reason that the apron has the abil-
  ity to transform into a similar type of garment of other 
  material and design. For instance, it might appear as the 
  decorated apron commonly worn by Freemasons, the 
  protective garments of blacksmiths or surgeons, or the 
  common apron worn by female domestic servants.
  The current owner is Sir Neville Blythe, a prominent 
  politician and personal friend of the Prime Minister. 
  Blythe secretly considers prostitutes to be the spawn 
  of the Whore of Babylon. His delusion stems from the 
  death of his only son, who contracted syphilis from a 
  prostitute. The official paperwork and newspaper reports 
  both state he died of consumption. Blythe was a perfect 
  target for Leather Apron, which has taken the form of a 
  Freemason’s apron.
  Patron 1
  Archetype: Politician; Motivation: Revenge; Style: 1
  Primary Attributes: Body 2, Dexterity 2, Strength 3*, 
  Charisma 3, Intelligence 3, Willpower 3
  Secondary Attributes: Size 0, Move 5, Perception 6, 
  Initiative 5, Defense 4, Stun 2, Health 5
  Skills: Con 6, Diplomacy 6, Empathy 5, Gambling 4, 
  Intimidation 6, Linguistics 4, Melee 9*
  Talents: —
  Resources: Contacts 1 (Political; +2 bonus), Rank 0 
  (Freemason; +1 Social bonus), Status 0 (Politician; +1 
  Social bonus)
  Flaws: Intolerant: Prostitutes (+1 Style point whenever 
  his intolerance causes trouble, or he convinces someone 
  else to detest the same thing he does)
  Weapons: Punch 1N, Straight razor 9L
  * Includes modifiers from Leather Apron.
  leather Apron
  Artifact 1
  Leather Apron feeds by dominating those who wear 
  it. It cannot, however, possess those who do not already 
  harbor dark thoughts or suffer some form of brain 
  malady. Thus, it uses the worst, or most unfortunate, ele-
  ments of society to carry out its unholy demands.
  A suitable victim who dons Leather Apron automati-
  cally falls under its evil power. Exactly whom the killer 
  targets depends on the darker aspects of his own person-
  ality—Leather Apron doesn’t care whose blood is shed. 
  Many choose to murder lower class women simply be-
  cause they are less likely to fight back and their services 
  are easily bought.
  The apron’s effect is insidious—the killer has no 
  need to wear Leather Apron again, nor does he retain 
  any memories of committing his vile crimes. He commits 
  the deed, cleans himself of any blood, and then returns 
  home, utterly convinced he has spent the time under-
  taking some mundane task, such as an evening stroll 
  or a visit to a show. During this time he is effectively an 
  automaton, his conscious mind asleep while the apron 
  works to fulfill its unquenchable thirst.
  Dominance is not permanent, though—no matter 
  how wicked they are naturally, victims’ unconsciously 
  struggle against the apron’s commands. After a host has 
  committed 9 murders less his Willpower rating, Leather 
  Apron finds a way to move on to a new host as its last 
  act of possession. Similarly, if someone else dons the 
  apron before the quota is met, the previous wearer is 
  freed from its murderous influence. He loses all benefits 
  and hindrances.
  Enhancements: Increased Attribute: +1 Strength 
  (+2 Enhancements), Skill: Melee 2 (+4 Enhancements)
  Limitations: Flaw: Addiction (Murder; –2 Enhance-
  ments), Flaw: Amnesia (–2 Enhancements)
  luDwig von lum
  As far as the world is concerned, Wolfgang Amadeus 
  Mozart died of “severe military fever.” In fact, his death 
  was caused by the physical and mental strain of his final 
  piece, an organ music of unimaginable complexity. This 
  music only came to light in 1875, when the famous Aus-
  trian composer and organist Ludwig von Lum discovered 
  it among a pile of musical sheets in a secondhand book 
  shop in Vienna.
  Ludwig spent the next five years trying to play the 
  piece, only to be met with failure after failure. His peers 
  said the work was the result of Mozart’s fevered mind, 
  and that musically it was impossible. Ludwig had not 
  reached the height of his fame by playing simple pieces, 
  and refused to be swayed from his goal. In the end, his 
  mind broke and Ludwig went insane.
  In his deranged state he suffered vivid dreams of a 
  mighty organ whose keys produced not standard sounds, 
  but human voices. This, the lunatic decided, was the key 
  to playing Mozart’s final work.
  For the last decade he has worked on constructing 
  the greatest organ ever seen. It is truly immense, with 
  globetrotters’ guide to Cads & Cults
  
  
  hundreds of stops, dozens of pedals, six rows of keys, 
  and 100 pipes. With the mechanical aspect finished, Lud-
  wig, still totally nuts, has begun collecting human voices. 
  When he has enough to fill every pipe, he will invite the 
  world to Vienna to hear the masterpiece.
  Depending on the style of game you’re running, 
  Ludwig’s insanity can take one of two forms. For hor-
  ror-themed games, the deranged musician physically 
  removes the vocal cords of his victims and installs them 
  in the organ, preserving them and keeping them in 
  working order through an arcane alchemical formula 
  provided by an unwitting weird scientist. In this regard 
  he is an insane serial killer with a very distinct and grue-
  some modus operandi. For regular games, he is armed 
  with a weird science device that literally steals his victims’ 
  voices to place in the organ, bestowing the unfortunate 
  souls with the Mute Flaw. In both cases, he targets men 
  and women with excellent singing voices (he needs a full 
  range of notes).
  Patron 2
  Archetype: Artist; Motivation: Glory; Style: 2
  Primary Attributes: Body 3, Dexterity 3, Strength 2, 
  Charisma 4, Intelligence 3, Willpower 3
  Secondary Attributes: Size 0, Move 5, Perception 6 
  (10), Initiative 6, Defense 6, Stun 3, Health 6
  Skills: Art: Music 7 (Organ music 8), Con 5, Diplomacy 
  5, Linguistics 5, Medicine 5, Melee 5, Performance 8 (Mu-
  sic 9), Stealth 5
  Talents*: Keen Sense (+4 to hearing-based Perception 
  rolls)
  Resources: Fame 1 (Composer & organist; +2 Social 
  bonus)
  Flaws: Fanatical (+1 Style point whenever his devotion
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 0N, Scalpel 6L (for horror games)
  * Special: Ludwig has one additional Talent. In Gothic 
  Horror games, Ludwig has Bold Attack, giving him Melee 
  7. In a regular game, he has Weird Science, which he uses 
  to create his special voice-capturing devices (see below). 
  Due to the unique nature of his devices, he uses Medi-
  cine to design them and Art: Music to construct them.
  voice stealer
  Artifact 2
  Each Voice Stealer resembles a slim metal tube with a 
  clear crystal at one end. To use it, Ludwig must place it 
  against his victim’s vocal cords. Against unwilling victims, 
  this requires a called shot to the head. With success, the 
  device literally steals a person’s voice, storing it in the 
  crystal, which glows softly to indicate it is charged. 
  Each Voice Stealer can hold but a single voice. Once 
  a voice has been stolen, Ludwig places the device in the 
  organ pipes, ready for his insane performance.
  Enhancements: Increased Duration: Special* (+2 
  Enhancements), Induce Flaw: Mute (+2 Enhancements)
  * The loss of voice is permanent, in that it does not 
  recover naturally, but not incurable. To restore the 
  power of speech, one need merely place the Voice Stealer 
  against the vocal cords and activate the device. Care 
  must be taken to select the correct device, lest an indi-
  vidual end up with the wrong voice. 
  mAnikin
  Despite pouring years of his life into his art, Henri 
  Maran was a mediocre wax sculptor, a poor imitator of 
  Tussaud’s work whose figures were exceedingly crude. 
  People did visit his small Parisian gallery, but only to mock 
  his work and amuse themselves trying to guess who the 
  grotesque manikins were supposed to represent.
  Embittered, Maran pushed himself harder in a bid to 
  master the art and make a name for himself. Physical and 
  mental exhaustion led to a near fatal mistake. One night, 
  while working alone in his workshop, he slipped and 
  fell into a vat of molten wax. The fluid melted his flesh, 
  disfiguring his hands and face, and all but destroying his 
  nervous system. Rather than offer sympathy, the newspa-
  per cruelly remarked that Maran, whose body was now a 
  blend of flesh and hardened wax, had produced his best 
  ever work.
  As soon as he was able, Maran withdrew from public 
  life. His grotesque face hidden behind a mask, he trav-
  eled extensively in search of a means to cure his condi-
  tion. Somewhere on his travels he came across a Hebrew 
  text detailing the ritual on how to create a golem. Maran 
  spent the next decade trying to unlock the forbidden 
  secret. Instead of magic and prayer, he turned to the 
  modern miracles of chemistry and electricity. After many 
  failures, he finally succeeded in awakening a crude wax 
  manikin. The endeavor took its toll on his mind, shatter-
  ing what remained of his fragile sanity.
  Madness came with certain benefits, at least from 
  Maran’s point of view. Calling on an unlocked part of his 
  mind, Maran suddenly found he could create sculptures 
  so realistic they could pass as real people. It was then a 
  terrible idea came unbidden into his mind. By creating 
  living wax duplicates, he could insert his puppets into 
  positions of power. His plan requires patience.
  He intends to start small, replacing largely inconse-
  quential people so as to test and perfect his plan, and 
  then work his way up to replacing Queen Victoria. After 
  that, other heads of state will be duplicated. He knows 
  it may take a decade or more to complete his task, but 
  Maran firmly believes he will become the hidden master 
  of the world.
  Patron 3
  Archetype: Artist; Motivation: Power; Style: 3
  Primary Attributes: Body 5, Dexterity 2, Strength 3, 
  Charisma 3, Intelligence 4, Willpower 4
  Secondary Attributes: Size 0, Move 5, Perception 8, 
  Initiative 6, Defense 7, Stun 5, Health 9
  Skills: Art: Sculpture 8, Brawl 6, Craft: Chemistry 7, 
  Craft: Electrics 7, Empathy 5, Intimidation 6, Investiga-
  tion 7, Linguistics 5, Stealth 6
  leagues of adventure
  
  
  Talents: High Pain Tolerance (Reduced penalty for 
  wounds), Spark of Life, Weird Science
  Resources: Refuge 1: Equipment (Secret laboratory; +2 
  bonus)
  Flaws: Disfigured (+1 Style point whenever he is reject-
  ed because of his appearance), Megalomania (+2 Style 
  points whenever he takes a major step toward realizing 
  his destiny or has his plans foiled because he was gloat-
  ing over his victims)
  Weapons: Punch 6N
  Wax Flesh: Maran’s body is part wax and part flesh. 
  Medicine rolls to treat his injuries suffer a –2 penalty. He 
  suffers an additional 1L caustic damage from fire.
  The puppeTeer
  Despite being a master criminal of the first water, the 
  Puppeteer is completely unknown to law enforcement 
  agencies and consulting detectives. Though he has been 
  tempted to reveal his presence on more than one occa-
  sion, he has always refrained. As he says to himself, if one 
  sees the puppeteer, the puppets lose their magic.
  He has dined with heads of state and high nobility, yet 
  possesses no aristocratic title. He has started wars across 
  the globe despite wielding no overt political power and 
  ordered armies to commit barbarous, incompetent, and 
  heroic acts in equal measure without possessing a mili-
  tary rank. He has committed countless acts of theft and 
  murder, yet not once has he ever dirtied his hands in 
  active criminal behavior. Whatever whim takes his fancy, 
  it is carried out without question by those who unknow-
  ingly call him master.
  A skilled student of the human mind, a master of ver-
  bal subterfuge and persuasion, a competent forger, and 
  a talented mentalist with the power to dominate lesser 
  minds, he lies, tricks, cajoles, or compels others into car-
  rying out his nefarious plans. On occasion he allows the 
  perpetrators to remember carrying out whatever act he 
  bids them complete. Naturally, they possess no memory 
  of him, leaving them unable to find a logical cause for 
  their behavior. Other times he grants them the mercy of 
  forgetting everything, leaving them with false memories. 
  Since no one has ever met the Puppeteer (at least not 
  that they recall), he could in fact be a she.
  He could, if he so desired, rule a country or have 
  wealth beyond measure. Yet he does not care for such 
  things. Like any puppeteer he takes pleasure from ma-
  nipulating his puppets, caring little for the story they tell. 
  The end result is merely sport, a passing fancy to amuse 
  him while he dreams up another insidious venture.
  Patron 3
  Archetype: Master Criminal; Motivation: Power; Style: 
  3
  Primary Attributes: Body 3, Dexterity 3, Strength 3, 
  Charisma 4, Intelligence 4, Willpower 5
  Secondary Attributes: Size 0, Move 6, Perception 9, 
  Initiative 7, Defense 6, Stun 5, Health 8
  Skills: Alienism 8, Bureaucracy 6, Con 8, Diplomacy 7, 
  Empathy 7, Intimidation 6, Investigation 6, Linguistics 7, 
  Spying 6
  Talents: Headstrong (uses Willpower for Stun rating), 
  Iron Will (+1 Willpower), Mentalism (Telepathy, Mind 
  Control)
  Resources: —
  Flaws: Condescending (+1 Style point whenever he 
  proves someone else wrong or establishes his own su-
  periority)
  Weapons: Punch 0N
  robur
  The origins of the man known as Robur are a mystery. 
  It is clear he is extremely well educated and possesses 
  an understanding of advanced scientific principles, but 
  where he learned his lore is, as yet, unknown. A pioneer 
  and champion of heavier-than-air travel, Robur has con-
  structed a number of flying machines, most notably the 
  Albatross and the Terror. While the former was simply an 
  advanced flying machine, the latter had the capacity for 
  nautical, underwater, and land operation.
  Robur is also a megalomaniac. At first he desired 
  merely to prove the superiority of his designs over air-
  ships and balloons. However, rejection of his ideas drove 
  him over the brink and into insanity. The madman, for 
  such he is, intends to use his flying machines to terrorize 
  humanity into submission. Once cowed, they will work 
  together as one people under his guidance, and beneath 
  his fluttering banner—a black flag emblazoned with a 
  golden sun. 
  According to one unsubstantiated report, Robur has 
  already met his maker. His aerial craft, the Terror, crashed 
  into the Caribbean after being struck by lightning, taking 
  Robur to a watery grave. Lengthy investigations revealed 
  no signs of wreckage or bodies. Those who know of his 
  genius consider it more likely he simply placed the Ter-
  ror into submersible mode and disappeared beneath the 
  waves, biding his time until his next appearance. What 
  flying terror he may have dreamed up and constructed 
  by then is anyone’s guess.
  Patron 2
  Archetype: Inventor; Motivation: Power; Style: 2
  Primary Attributes: Body 2, Dexterity 3, Strength 2, 
  Charisma 3, Intelligence 5, Willpower 3
  Secondary Attributes: Size 0, Move 5, Perception 8, 
  Initiative 8, Defense 5, Stun 2, Health 5
  Skills: Craft: Mechanics 8, Diplomacy 5, Expeditions 6, 
  Intimidation 5, Investigation 6, Linguistics 7, Pilot: Aerial 
  Craft 7, Science 9, Survival 6
  Talents: Well-Educated: Science, Weird Science: Engi-
  neering
  Resources: Fame 1 (Infamy; +2 Social bonus)
  Flaws: Megalomania (+2 Style points whenever he takes 
  a major step toward realizing his destiny)
  Weapons: Punch 0N
  globetrotters’ guide to Cads & Cults
  
  
  Cults
  Despite the title, this section introduces new Leagues, 
  cults, nefarious organizations, and secret societies open 
  only to Gamemaster-controlled characters. Some are 
  truly diabolical and are intended to serve purely as vil-
  lains whose plots the globetrotters uncover and thwart. 
  Others have agendas that may make them allies or en-
  emies of the globetrotters depending on the explorers’ 
  current activities.
  AnArChisTs
  Not all anarchists are equal in their views. Some 
  fight to overthrow repressive governments in the hope 
  of bringing about republican, socialist, or democratic 
  changes. Others wage war against the social elite out of 
  simple envy, perceived slights, or revenge.
  Further, they are not all equal in their methods. While 
  pamphlets and rhetoric are often employed, anarchists 
  are just as likely to resort to bullets and bombs (known 
  as propaganda of the deed) to get their message across.
  It is not just governments and aristocrats who need 
  fear them—businessmen who deny workers basic rights 
  are just as much valid targets.
  ravachol
  Born François Claudius Koenigstein in 1859, the an-
  archist known as Ravachol (his mother’s maiden name) 
  came from a poor French family. Abandoned by his fa-
  ther when he was just 8 years old, the young Ravachol 
  become the family breadwinner. The destruction of the 
  Paris Commune in 1871, the brutal reprisals, and the 
  continuing persecution of the working classes drove 
  Ravachol to anarchy.
  His first attempts were crude—dynamite and bullets 
  aimed at repressive government officials and aristocrats 
  whose ancestors escaped the guillotine during the French 
  Revolution. Not surprisingly, Ravachol was caught, tried, 
  and sentenced to death by guillotine. The night before 
  his execution, Ravachol demanded a gag, claiming that 
  he wished his mother to be spared his cries for mercy 
  and the people his anti-government rhetoric. “The noise 
  of my crimes has stirred enough hearts,” he said. “Let my 
  death be silent.” Fearing his dying words might spark a 
  riot in a still volatile city, the authorities happily granted 
  his last request.
  On the morning of his execution, Ravachol was 
  dragged to his death, struggling violently until at last the 
  blade fell and his twitches became involuntary. It was 
  only after the head was picked up that the truth behind 
  the request for the gag was revealed—the hair came 
  away to reveal the dead man as the priest sent to hear 
  Ravachol’s final confession! A lengthy search revealed 
  nothing. Ravachol, in his disguise as the priest, had long 
  since fled Paris.
  Now a legend among anarchists, Ravachol set to work 
  on more ambitious plans, as he had always intended. 
  A master of disguise, fluent in several languages, and 
  armed with advanced explosives, he has left a swathe of 
  death and destruction across Europe.
  Patron 2
  Archetype: Criminal Mastermind; Motivation: Re-
  venge; Style: 2
  Primary Attributes: Body 3, Dexterity 3, Strength 3, 
  Charisma 3, Intelligence 3, Willpower 3
  Secondary Attributes: Size 0, Move 6, Perception 6, 
  Initiative 6, Defense 6, Stun 3, Health 6
  Skills: Athletics 5, Con 6 (Bluff 7), Demolitions 6, Fire-
  arms 6, Linguistics 6, Performance 4, Spying 5, Stealth 7 
  (Disguise 8)
  Talents: Ricochet Shot (ignores 2 points of cover penal-
  ties), Skill Aptitude (+2 Stealth rating)
  Resources: Ally 1 (Weird scientist explosive manufac-
  turer)
  Flaws: Hunted (+1 Style point whenever he is in danger 
  of being caught)
  Weapons: Punch 1N, Heavy revolver 9L
  stepniak
  A former Russian artillery officer of good birth, Sergey 
  Mikhaylovich Stepnyak-Kravchinsky resigned his commis-
  sion in 1871, having developed revolutionary opinions. 
  Briefly arrested in 1874 for daring to promote democ-
  racy, he joined the Bosnian revolt against the Turks. His 
  experiences led him to pen a manual on guerilla warfare, 
  and further boosted his belief in the power of the people 
  to bring about change. In 1878, he assassinated General 
  Nikolai Mezentsov, head of Russia’s secret police, plung-
  ing a dagger into his heart on a busy street in broad 
  daylight. 
  After leaving Russia, Stepniak, as he had become 
  known among anarchists, disappeared. He (or possibly 
  someone using his name) has claimed responsibility for 
  several high-profile murders and numerous treatises on 
  the plight of the working classes and democratic thinking. 
  Regardless of whether or not Stepniak is still at large, his 
  name still attracts new recruits to the anarchists’ cause.
  Patron 1
  Archetype: Criminal; Motivation: Faith; Style: 1
  Primary Attributes: Body 2, Dexterity 3, Strength 3, 
  Charisma 2, Intelligence 3, Willpower 2
  Secondary Attributes: Size 0, Move 6, Perception 5, 
  Initiative 6, Defense 5, Stun 2, Health 4
  Skills: Academics: Philosophy 5, Athletics 5, Gunnery 4, 
  Linguistics 4, Melee 6, Stealth 5, Streetwise 4, Survival 5
  Talents: Flurry (reduced penalty for multiple attacks)
  Resources: Contacts 1 (Anarchists; +1 bonus)
  Flaws: Criminal (+1 Style point whenever he is hurt by 
  his negative reputation)
  Weapons: Punch 1N, Dagger 7L
  leagues of adventure
  
  •      •
  
  The briTAnniA Club
  Misguided patriots to the last, the members of the Bri-
  tannia Club hold to the notion that Britain has actually 
  become weaker as its sphere of influence has expanded. 
  The goals of the Club are straightforward—an end to 
  colonialism followed by an isolationist policy for Great 
  Britain. A limited amount of free trade would be permit-
  ted, but the country would not enter into any diplomatic, 
  economic, or military pacts with other countries. Britain 
  would look after itself first and avoid becoming involved 
  in the affairs of others unless there was a clear and pres-
  ent threat to her people. This policy would, in their eyes, 
  improve education and health, increase wages, boost 
  domestic trade, and ensure peace throughout the land. 
  It would also put an end to seditious talk by republicans 
  and socialists.
  The Britannia Club does not espouse racist views 
  against other nations or races (and certainly does not 
  condone such thoughts or actions), has no interest in 
  ethnically-cleansing Britain’s shores of foreign citizens 
  (though it would dramatically curb immigration in order 
  to ensure British workers prospered), and is tolerant 
  toward all officially recognized religious faiths.
  Of course, they have no interest in alleviating the 
  suffering of others—they simply want to avoid all inter-
  national relations. Colonialism, they argue, has forced 
  Britain to square up against Russia, and created tensions 
  with both France and Germany.
  To most folk the Club is a collection of harmless 
  eccentrics and oddballs. This is not to say it does not 
  have grass roots support—their ideas of creating a bet-
  ter society appeal to the downtrodden masses. There is, 
  however, a much darker side to the organization.
  Political pressure is unlikely to bring about their ob-
  jectives, and when politics fails violence is the next step. 
  They openly support insurgencies and rebellions against 
  British rule in the colonies, and even engage in terrorist 
  acts against their kinsmen. Naturally, they see these acts 
  as being for the greater good—if Britain will not volun-
  tarily abandon its colonies and close its borders, then 
  it must be forced to see sense. While the former prefer 
  to act openly, the latter operate behind a veil of secrecy, 
  hiring outside agents or using trusted middlemen to stir 
  the flames of anti-British resentment.
  Captain richard Copley
  Captain Copley, Captain of Infantry in the 2nd Bat-
  talion, Somerset Light Infantry (Prince Albert’s), loves his 
  country. What he doesn’t love is the thought of her acting 
  as the world’s police and spreading her resources and 
  manpower thin. While the government in London frets 
  over a vast overseas empire, the belligerent nations of 
  Germany and Russia grow stronger. He also can’t stand 
  the heat of India, which is rather annoying for him, as 
  he’s been stationed there the last three years. Still, his 
  time has not been entirely wasted.
  Thanks to the fragmented nature of India, the complex 
  colonial bureaucracy, and the inefficient military logistic 
  chain, he has been able to “lose” several consignments 
  of cannons, rifles, and ammunition. These have ended 
  up in the hands of rajas and maharajas with strong anti-
  British sentiment. That Copley has been well rewarded 
  for his clerical oversights is of secondary concern to 
  him—he just wants Britain out of India before Britain 
  is dragged into a costly war with Russia. An uprising by 
  enough natives would, in his opinion, give the British 
  government reason to abandon India.
  Patron 2
  Archetype: Officer; Motivation: Faith; Style: 2
  Primary Attributes: Body 3, Dexterity 3, Strength 3, 
  Charisma 3, Intelligence 3, Willpower 3
  Secondary Attributes: Size 0, Move 6, Perception 6, 
  Initiative 6, Defense 6, Stun 3, Health 6
  Skills: Athletics 5, Bureaucracy 6, Con 5, Expeditions 
  5, Firearms 6, Gunnery 4, Intimidation 5, Linguistics 4, 
  Melee 4, Ride 5, Sports 4
  Talents: —
  Resources: Contacts 1 (Military; +2 bonus)*, Rank 1 
  (The Britannia Club; +2 Social bonus), Rank 2 (Army 
  Captain; +2 Social bonus)
  Flaws: Intolerant: Colonialism (+1 Style point whenever 
  his intolerance causes trouble, or he convinces someone 
  else to detest the same thing he does)
  Weapons: Punch 1N, Saber 7L, Heavy revolver 9L
  * Bonus Resource gained through his military Rank.
  Typical member
  The great majority of club members are bureaucrats 
  and military officers, men with first-hand knowledge of 
  the harm colonialism is causing Britain. Added to the 
  mix are a number of eminent physicians, politicians, 
  aristocrats, bankers, and businessmen.
  Ally 1
  Archetype: Government Official; Motivation: Faith; 
  Style: 0
  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, Con 4, Diplomacy 4, Empathy 4, 
  Linguistics 4
  Talents: —
  Resources: Rank 1 (Britannia Club, +2 Social bonus)
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking )
  Weapons: Punch 0N
  broTherhooD of kings
  While there are plenty of bored and curious men 
  who dabble at the fringes of the dark arts or partake in 
  globetrotters’ guide to Cads & Cults
  
  
  elaborate ceremonies to appease the forces of darkness, 
  there are others whose interest in Satanism is very real. 
  One such organization is the Brotherhood of Kings. They 
  believe that Satan is destined to become Rex Mundi, the 
  King of the World, and when he ascends they plan on 
  being at his side, ruling over the world as his disciples.
  There are only ten true Brothers—one for each of the 
  crowns worn by the seven-headed, ten-horned Beast of 
  the Book of Revelation. Each of these symbolizes a king 
  yet to receive a kingdom.
  Individually, the Brothers hold prominent positions, 
  but they are not yet true kings of men. Together, they 
  represent a formidable network of aristocrats, politicians, 
  and military officers, leaders of men who can call on each 
  other for mutual support. They cannot start famines, but 
  they can manipulate the supply of food to troubled areas. 
  They cannot start wars, but they can ensure both armies 
  have plenty of weapons and ammunition.
  Beneath the Brothers are 70 Apprentices, who shall 
  rule as subordinates to the kings. The number is taken 
  from multiplying the number of the Beast’s heads (7) 
  by its horns (10). Among their ranks are doctors, poli-
  ticians, junior military officers, bankers, scientists, and 
  businessmen. There are few women members for the 
  simple reason that Victorian society does not allow them 
  to gain positions of power or authority.
  Those who play at being wicked men perform fake 
  rituals and mock sacrifices. Those who don the black 
  robes of the Brotherhood know true rites and regularly 
  perform human sacrifices. Their hearts are black; their 
  hands are stained with the blood of innocents. Every 
  member, Brother or Apprentice, wears a ring embla-
  zoned with the organization’s symbol—a circle with two 
  protruding lines forming a stylized bull’s head. This is 
  the Mark of the Beast. Brothers wear gold rings, while 
  Apprentices wear silver ones.
  sir melvin loxborough kCb
  Sir Melvin has served the government of Britain for 
  30 years, and the Brotherhood of Kings for longer. A se-
  nior civil servant, he has advised successive governments 
  from the wings, never stepping into the spotlight when it 
  can be avoided. On the face of things he has been a loyal 
  and devoted servant, resulting in him being appointed 
  Knight Commander of the Order of the Bath.
  Sir Melvin detests democracy, seeing it as a weak form 
  of government. Men who have little understanding of 
  anything of importance elect politicians, and Parliament 
  itself is little more than a gentleman’s club full of self-
  serving whelps who seek only to retain their comfortable 
  positions by appeasing the masses. As far as Sir Melvin is 
  concerned, power should rest in the hands of one man 
  and be wielded like a rod of iron. Despite his autocratic 
  views, Sir Melvin has never attempted to gain overt po-
  litical power.
  His day will come, so he believes, when Satan ascends 
  from the fiery pit. On that day, the false governments of 
  the world will be swept aside and new kings anointed in 
  his unholy name. Sir Melvin intends to be one of those 
  new lords of the earth.
  Patron 3
  Archetype: Aristocrat; Motivation: Faith; Style: 3
  Primary Attributes: Body 4, Dexterity 3, Strength 3, 
  Charisma 4, Intelligence 3, Willpower 4
  Secondary Attributes: Size 0, Move 6, Perception 7, 
  Initiative 6, Defense 7, Stun 4, Health 8
  Skills: Bureaucracy 5, Con 7, Diplomacy 7, Empathy 6, 
  Intimidation 8, Linguistics 5, Magic: Black Magic 9, Per-
  formance 7
  Talents: Captivate (can enthrall opponents), Magical 
  Aptitude (can cast spells)
  Resources: Rank 1 (Brotherhood of Kings; +2 Social 
  bonus), Status 1 (Peer of the Realm; +2 Social bonus)
  Rituals: Arcane Shield, Empower, Fear, Harm, Hex 
  (Greater), Summon Horror
  Flaws: Dominant (+1 Style point whenever his need to 
  dominate others brings unnecessary strife)
  Weapons: Punch 1N
  Typical member
  The true Brothers are Patrons, not Allies. Like spiders 
  at the heart of a web they remain hidden, tweaking at 
  strands to control the actions of their minions without 
  endangering themselves. The globetrotters are most 
  likely to encounter Apprentices to begin with, but their 
  investigations may lead to them taking down a Brother.
  While there are some aristocrats in their number, oth-
  ers are businessmen, government officials, and junior 
  military officers. This example Apprentice is a business-
  man, one of the 70 apprentices. He might own an arma-
  ments or munitions factory, a mine, or a shipping line. 
  His wealth and power are limited, but he is not without 
  resources.
  Ally 1
  Archetype: Businessman; Motivation: Faith; Style: 0
  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: Academics: Occult 4, Bureaucracy 4, Con 4, Di-
  plomacy 4, Intimidation 4
  Talents: —
  Resources: Rank 0 (Brotherhood of Kings; +1 Social 
  bonus), Status 0 (Prominent businessman; +1 Social 
  bonus)
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 0N
  CAT AnD mouse Club
  For many people, the thought of trying to evade re-
  lentless, unknown pursuers is a terrifying thought. For 
  leagues of adventure
  10
  
  some, though, it is a thrill, a chance to pit their cunning 
  and wits against professional hunters. The Cat and Mouse 
  Club offers people a chance to experience the sensation 
  of being a hunted man.
  The club’s rules are quite simple, and are even posted 
  outside the clubhouse for public scrutiny. The mouse 
  must either evade capture for a certain length of time (a 
  minimum of 72 hours), or deliver something to a mutu-
  ally agreed third party. In the latter case, only the mouse 
  and the club secretary know the destination. After all, 
  it is hardly sporting if the cats merely congregate at the 
  destination and lie in wait. The mouse must offer a cash 
  sum and sign a contract. If he wins the contest, his stake 
  is returned and the club pays him a like amount. Should 
  he be captured, he forfeits his stake. No form of violence 
  is permitted. All in all, it is a very sporting, and invigorat-
  ing, way to spend a few days.
  For some members, though, simply apprehending 
  the mouse is not enough sport. Men who have hunted 
  lions, tigers, and elephants sometimes grow weary of the 
  hunt. They desire a more dangerous foe, a prey capable 
  of intelligent thought and deception, a quarry it is other-
  wise illegal to hunt—their fellow man.
  Most often the mice in these blood hunts are former 
  soldiers, big game hunters, explorers, or globetrotters. 
  Those down on their luck are most favored, since the sur-
  vival instinct is often greater. They are given an envelope 
  full of cash, a destination, and a head start. Should they 
  reach the destination before being “captured,” they get 
  to keep the money. That their pursuers will be using live 
  ammunition and intend to kill them is, naturally, never 
  mentioned. On rare occasions, the mouse is an unwill-
  ing prey, chosen by members because of his particular 
  talents. He receives money and a destination through the 
  mail, and is told to start running. Those who dally or 
  dismiss the “invitation” as a joke are not given a second 
  chance—the hunt has already begun.
  Despite their bloodthirsty streak, the club is extremely 
  honorable. A mouse that wins a blood hunt is allowed to 
  live in peace with his newfound wealth. Should he take 
  a dislike to the attempts on his life and seek revenge, 
  either violently or through the courts, then he will be 
  permanently silenced. The club does not condone blood 
  hunts against women, but it does allow them to partake 
  in the regular non-violent cat and mouse games.
  lady gloriana “glory” valentine
  When Lady Gloriana Valentine, the only child of no-
  table politician Lord Valentine, offered the Cat & Mouse 
  Club a wager of £500 that she could deliver a letter to 
  the Viceroy of India before being caught the members 
  thought they would be in for an easy hunt. After all, the 
  girl was renowned for being a vapid socialite. 
  Unfortunately, the mouse proved a most adept quarry, 
  easily outfoxing her pursuers. Four of them ended up 
  in hospital with broken bones. Glory, it transpired, was 
  a former member of the Assassination Bureau. Expelled 
  for committing unsanctioned murders, her approach to 
  the Cat & Mouse Club was merely a means of keeping 
  her skills honed while she decided what to do next with 
  her life. Impressed (though still unaware of her past), 
  the Club paid her as promised, rebuked her gently for 
  using violence, and offered her membership.
  Dozens of successful hunts later, her former life is 
  now known to the secret cabal that hunts to the death. 
  Though a little shocked that a woman could be so cold-
  blooded, the cabal was grateful to have her on their side. 
  A woman of many talents, she can turn from a fun-loving 
  aristocrat to a cold-blooded killer in the blink of an eye, 
  and has absolutely no conscience. Her gender has saved 
  her life more than once—even when a woman is point-
  ing a gun at them, men have a great weakness when it 
  comes to harming members of the fairer sex. 
  Patron 3
  Archetype: Aristocrat; Motivation: Power; Style: 3
  Primary Attributes: Body 3, Dexterity 4, Strength 3, 
  Charisma 4, Intelligence 4, Willpower 3
  Secondary Attributes: Size 0, Move 7, Perception 7, 
  Initiative 8, Defense 7, Stun 3, Health 6
  Skills: Athletics 5, Brawl 6, Con 7, Empathy 6, Firearms 
  7, Investigation 5, Linguistics 6, Melee 5, Performance 5, 
  Stealth 7, Streetwise 6, Survival 5
  Talents: Quick Draw (draw weapon as a reflexive action), 
  Rapid Shot (reduced penalty for multiple shots)
  Resources: Contacts 0 (Political; +1 Social bonus), 
  Fame 0 (Socialite; +1 Social bonus), Rank 0 (Cat & 
  Mouse Club; +1 Social bonus), Status 0 (Lady; +1 Social 
  bonus)
  Flaws: Secret (+1 Style point whenever she is confront-
  ed with the truth or goes out of her way to protect the 
  secret)
  Weapons: Punch 6N, Heavy revolver 10L, Saber 8L
  Typical member
  The club caters primarily for retired military officers, 
  bored big game hunters, and thrill-seeking aristocrats, 
  though it is not limited to these occupations. Only a 
  small cabal within the club know of and participate in the 
  blood hunts, and invitation to join the cabal requires one 
  prove one’s willingness to take another human being’s 
  life in cold blood.
  Ally 1
  Archetype: Big Game Hunter; Motivation: Duty; Style: 
  0
  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, Stealth 4, Survival 4
  Talents: —
  Resources: Rank 1 (Cat & Mouse Club; +2 Social bo-
  nus)
  Flaws: Blasé (+1 Style point whenever his indifference 
  causes harm)
  Weapons: Punch 0N, Heavy revolver 7L, Rifle 7L
  * Not all the typical member’s Skill points have been 
  globetrotters’ guide to Cads & Cults
  11
  
  allocated. Pick one other Skill at rating 4. This allows 
  the Gamemaster to quickly customize hunters to suit 
  the nature of the hunt and the prey.
  ClAws of sekhmeT
  Sekhmet, Mistress of Dread, Lady of Slaughter and 
  She Who Mauls, is an ancient Egyptian deity. Protector of 
  Egypt, she is a fierce, lion-headed goddess who revels in 
  destruction and carnage. The Egyptians believed that in 
  order to prevent her from turning her wrath upon them, 
  Sekhmet had to be placated before a different statue 
  each day. Naturally, this led to a great number of icons 
  being created, making her true cult very powerful. She 
  was especially honored after battles, for it was held that 
  unless her heart was calmed, the violence she had been 
  beseeched to unleash would engulf the entire world. 
  Typically, ceremonies involved copious libations of 
  red wine, offered up so she would think it blood, drink 
  her fill, and fall into a drunken stupor, thus sparing the 
  people her wrath. Like all the Egyptian gods, Sekhmet 
  has slumbered for long centuries, her name barely re-
  membered by those she once protected.
  Angered at continued foreign intervention in Egypt, 
  the Claws of Sekhmet, a bloody and brutal sect that has 
  seen itself as the nation’s true protectors for millennia, 
  has sharpened its talons once more. The cult is divided 
  into two rival factions.
  The dominant sect believes that Egypt should be free 
  to govern her own affairs. They strike at any and all for-
  eign interests and citizens in Egypt, killing and destroying 
  with wild abandon. The blood of their victims is offered 
  to Sekhmet in the hope she will awaken and unleash her 
  fury against the invaders. Their activities have brought 
  some success, for Sekhmet is once again granting her 
  most devout worshippers supernatural powers. The fac-
  tion is also engaged in anti-British politics and in stirring 
  nationalist fervor, the latter in the hope of fomenting 
  open rebellion.
  The smaller but more fanatical faction believes Egyp-
  tians should not be content with merely ridding their 
  homeland of foreigners. They too strive to awaken 
  Sekhmet, but in the belief that doing so will bring about a 
  terrible war. The destruction will consume Egypt’s many 
  enemies (basically every other country), allowing Egypt 
  to rise phoenix like from the ashes of a burning world 
  as the dominant global power. They have little concern 
  with nationalist rhetoric or minor uprisings (except for 
  the purpose of shedding blood). Instead, they focus 
  their murderous activities overseas in a bid to start a war 
  between the Great Powers.
  As far as the British and Ottoman authorities are 
  concerned, the escalating violence in Egypt is the work 
  of nationalists; criminals for sure, but not worshippers 
  of an ancient goddess. The Ghost Club suspects some-
  thing more supernatural, for they have detected strange 
  ripples in the astral plane.
  The roar of sekhmet
  While others talk of rebellion and stirring the masses 
  into rising up against Egypt’s foreign rulers, the man 
  known among his fellow cultists as the Roar of Sekhmet 
  (after his fearsome nature and love of explosives) prefers 
  to conduct a private and bloody war in the name of his 
  bloodthirsty goddess.
  Born Ismail ibn-Farid to a military family, he followed 
  in his ancestors’ footsteps in becoming an officer. His 
  political views led him to support the uprising against 
  the khedive. In 1882, Ismail was sentenced to five years 
  imprisonment for his part in the revolt. Among his fellow 
  captives was a cultist of Sekhmet. On hearing Ismail’s 
  story and realizing his views were compatible with those 
  of the cult he began to slowly indoctrinate the idealistic 
  young officer. Paroled three years into his sentence fol-
  lowing a general amnesty, Ismail emerged into the light 
  of day a dedicated servant of Sekhmet. 
  Though disgraced and cut off by his Ottoman-support-
  ing family, Ismail retained many friends in the military 
  sympathetic to his views. Using his contacts, he quickly 
  amassed a stash of guns and explosives. He put these to 
  good use, targeting British interests across the country.
  Ismail’s greatest weapon is not his skill with explo-
  sives, nor his fanatical zeal, but his nondescript appear-
  ance and ability to pass himself off as everything from a 
  common laborer to a military officer.
  Patron 2
  Archetype: Retired Military Officer; Motivation: Faith; 
  Style: 2
  Primary Attributes: Body 3, Dexterity 3, Strength 3, 
  Charisma 3, Intelligence 3, Willpower 3
  Secondary Attributes: Size 0, Move 6, Perception 6, 
  Initiative 6, Defense 6, Stun 3, Health 6
  Skills: Athletics 6, Con 7, Demolitions 6, Firearms 6, 
  Intimidation 5, Linguistics 5, Stealth 6
  Talents: Fearsome (can make an Intimidation roll against 
  all opponents within 10 feet)
  Resources: Contacts 1 (Military; +2 bonus), Rank 1 
  (Claws of Sekhmet; +2 Social bonus)
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 1N, Heavy revolver 9L
  Typical member
  Most low ranking cultists are little more than murder-
  ous thugs filled with nationalist fervor, though a few are 
  skilled spies and assassins. They believe that if they are 
  successful, Egypt will be free to shape her own destiny, 
  heralding a golden age. Death in the course of their du-
  ties is not to be feared, for their devotion assures them a 
  place in paradise.
  Ally 1
  Archetype: Cultist; Motivation: Faith; Style: 0
  Primary Attributes: Body 2, Dexterity 2, Strength 2, 
  Charisma 2, Intelligence 2, Willpower 2
  leagues of adventure
  1
  
  Secondary Attributes: Size 0, Move 4, Perception 4, 
  Initiative 4, Defense 4, Stun 2, Health 4
  Skills: Brawl 4, Demolitions 4, Firearms 4, Melee 4, 
  Stealth 4
  Talents: —
  Resources: Rank 1 (Claws of Sekhmet; +2 Social bo-
  nus)
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 4N, Dagger 5L, Light revolver 6L
  The DiluviAn soCieTy
  It is written that God grew angry at the wickedness of 
  mankind and brought his wrath upon the world in the 
  form of a terrible flood. The Diluvian Society believes it is 
  time a second Flood occurred. Their belief is not driven 
  by religious faith, nor do they hold that mankind has re-
  gressed back into sin—at least not in the accepted sense. 
  In their eyes, the great sin of mankind is democracy.
  The common citizen, they say, lacks the intellectual 
  capacity to make informed decisions. Sheep do not ad-
  vise the shepherds. Elected politicians are self-serving 
  individuals who strive to remain in office through pan-
  dering to the masses. Hereditary nobles are not the solu-
  tion—history has proven that being born to lead does 
  not make one a leader. In their eyes, all decision-making 
  should rest in the hands of a small cabal.
  Naturally, such a proposal would cause near universal 
  outrage, not least among the peasants. While it might 
  be possible to influence one society down the road over 
  generations, the path is slow and only affects one coun-
  try. In order to hasten the transition to their new world 
  order, the Diluvian Society plans to eradicate a sizeable 
  portion of the world population.
  The Society is actively seeking a means to raise sea 
  levels. Melting the polar ice caps is the current favorite, 
  though there is a general disagreement on how this can 
  be brought about. Among the proposals are altering the 
  Earth’s axial tilt through explosives (a plan others are al-
  ready working on, albeit for their own reasons), heat rays, 
  and blanketing the atmosphere in a thick layer of cloud. 
  Additional time and money is been pumped into develop-
  ing a tsunami-generating machine. Many of the world’s 
  greatest cities lie on or near the coast, and drowning them 
  would prove decisive in removing failed governments and 
  heads of state, leaving the peasants in need of leaders. The 
  latter plan, while much quicker, is less favored, simply be-
  cause it leaves too many peasants alive.
  Naturally, the elite who will emerge as the rulers of 
  a new earth need to survive the catacylsm. To that end, 
  they are investing a staggering amount of money in the 
  creation of an ark. This colossal ship, which is being built 
  in secret on a remote Pacific island, will be a luxurious, 
  state-of-the-art vessel, equipped to keep the elite alive for 
  the many years it will take the waters to recede.
  When the ark finally settles, the Diluvian Society 
  members will emerge like gods, bringing salvation and 
  enlightenment to the huddled masses.
  Thomas Carlisle
  Carlisle has long held that the British government has 
  gone weak, pandering to the whims of the uneducated 
  plebs in order to secure re-election. In his eyes, power 
  belongs in the hands of the rich and powerful, especially 
  those who earned it through hard work—he has little 
  love of idle aristocrats. He is a man used to getting what 
  he wants. While some use charm to win over hearts and 
  minds, he prefers a loud voice and domineering nature. 
  He is, after all, a shepherd, and sheep should know their 
  place in society. 
  Carlisle earned his wealth through his shipping line, 
  which operates globally. He serves the Diluvian Society 
  by transporting men and materiel to the secret Pacific 
  island. He is also engaged in a modern slave trade—an 
  army of laborers is required to construct the ark, and the 
  Society’s upper echelons see no point in paying good 
  money to people soon to be drowned.
  Patron 2
  Archetype: Businessman; Motivation: Power; Style: 2
  Primary Attributes: Body 2, Dexterity 3, Strength 3, 
  Charisma 3, Intelligence 3, Willpower 4
  Secondary Attributes: Size 0, Move 6, Perception 7, 
  Initiative 6, Defense 5, Stun 2, Health 6
  Skills: Academics: Law 5, Bureaucracy 8, Diplomacy 5, 
  Firearms 5, Gambling 5, Intimidation 8, Performance 5
  Talents: Fearsome (Can frighten opponents)
  Resources: Rank 1 (Diluvian Society; +2 Social bonus), 
  Status 1 (Rich businessman; +2 Social bonus)
  Flaws: Dominant (+1 Style point whenever his need to 
  dominate others brings unnecessary strife)
  Weapons: Punch 1N, Light revolver 7L
  Typical member
  Only those with the necessary experience and quali-
  fications will be lords of the new world order. Among 
  them are bankers, captains of industry, military officers, 
  scholars, and scientists.
  Ally 1
  Archetype: Businessman; Motivation: Power; Style: 0
  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, Con 4, Diplomacy 4, Empathy 4, 
  Intimidation 4
  Talents: —
  Resources: Rank 0 (Diluvian Society; +1 Social bonus), 
  Rank or Status 0 (+1 Social bonus)
  Flaws: Condescending (+1 Style point whenever he 
  proves someone else wrong or establishes his own su-
  periority)
  Weapons: Punch 0N
  globetrotters’ guide to Cads & Cults
  1
  
  Der eiserne bunD
  Long before the Unification of Germany in 1871, Der 
  Eiserne Bund dreamed and conspired to make Germany 
  a major player in global affairs. The fuelling of the 1848 
  revolution and the foundation of the North German Fed-
  eration (1866-71), the forerunner of the German Empire 
  and a transitional step toward great hegemony, were 
  their first major achievements. Unfortunately, things 
  quickly went awry.
  Der Eiserne Bund had sought to use von Bismarck, 
  a rising star, as a puppet. Following the defeat of the 
  French and the unification of Germany the Chancellor 
  cut their strings. Instead of annexing French territory by 
  force of arms he strived to isolate Germany’s neighbors 
  politically. Worse, he lacked any ambition toward naval 
  or colonial power. Stymied by von Bismarck’s foreign 
  policies, they could only sit and watch as Britain, France, 
  and Russia began to carve up Africa, the Middle East, and 
  Asia between them.
  Then Wilhelm came to the throne. Whereas von Bis-
  marck was a staunch conservative content to play the 
  long game, Wilhelm is a zealous advocate both of impe-
  rialism and expanding Germany’s economic and military 
  strength. Above all, he desires that she be a great nation. 
  This has played perfectly into the hands of Der Eiserne 
  Bund. Through their machinations, Der Eiserne Bund 
  finally managed to oust von Bismarck (1888).
  Primarily made up of aristocratic Prussian families, Der 
  Eiserne Bund has worked tirelessly behind the scenes 
  to break the bond between France and Russia; foment 
  trouble between the British and Russians, thus prevent-
  ing them from ever seeking an alliance, and carve out a 
  colonial empire by force. Of secondary concern is the 
  creation of an alliance between Britain and Germany.
  One primary goal is to lead Britain and France to 
  war against each other, either in Europe or in Africa. A 
  conflict would give the Germans an excuse to enter the 
  war on the side of the British, in return for territorial 
  concessions both in France and Africa. Agents posing as 
  French and British subjects carry out acts of sabotage, 
  espionage, and even minor raids. The same is happening 
  in the Middle East, where the British and Russians are 
  already engaged in the Great Game. Meanwhile, secret 
  construction of a fleet of powerful warships has com-
  menced in remote locations across the globe.
  Historically, things do not go entirely to plan. France 
  and Russia form the Dual Alliance in 1894, placing two 
  allied nations on either side of Germany and preventing 
  any dreams of European expansion. Worse, Britain reacts 
  not with the hand of friendship but with an aggressive 
  stance. But this is Leagues of Adventure, and the future 
  is not set in stone.
  baroness martha von harstein
  The daughter of a minor Prussian family, Martha mar-
  ried into her title. Her husband, a weak-willed man cap-
  tivated by her natural beauty, died soon afterward. The 
  official report said heart failure, but some suspected foul 
  play at the hands of his new, and now wealthy, wife.
  Captivating, ruthless, and fiercely patriotic, Martha 
  serves Der Eiserne Bund as a spy. Using her seductive 
  charms, she works her way into the trust (and often the 
  bed) of foreign officials in order to steal their secrets 
  or plant suggestions into their minds. Martha has left a 
  string of broken hearts, embarrassed officials, and more 
  than a few corpses in her trail.
  Although she sometimes uses her real name and title, 
  she is a master of disguise and has a string of aliases. She 
  has worked her magic against the British, French, Rus-
  sians, and Turks, posing as a secretary, bored aristocrat 
  on vacation, performer, and a globetrotting antiquarian. 
  Her interest in history is genuine—she was a student at 
  the University of Heidelberg. No matter the language she 
  speaks, her accent is flawless.
  Patron 2
  Archetype: Spy; Motivation: Duty; Style: 2
  Primary Attributes: Body 2, Dexterity 3, Strength 2, 
  Charisma 5*, Intelligence 4, Willpower 3
  Secondary Attributes: Size 0, Move 5, Perception 7, 
  Initiative 7, Defense 5, Stun 2, Health 5
  Skills: Academics: History 6, Con 7 (Seduction 8), Diplo-
  macy 6, Empathy 5, Firearms 6, Larceny 5, Linguistics 6, 
  Performance 6, Spying 6, Stealth 6 (Disguise 7)
  Talents: *Attractive 1 (+1 Charisma)
  Resources: Rank 1 (Der Eiserne Bund; +2 Social bo-
  nus), Status 1 (Baroness; +1 Social bonus)
  Flaws: Secret (+1 Style point whenever she is confront-
  ed with the truth or goes out of her way to protect the 
  secret)
  Weapons: Punch 0N, Light revolver 8L
  Typical member
  While many members are Prussian aristocrats, anyone 
  who supports the idea of a greater Germany may be 
  invited to join. Typically, non-aristocrats are kept at the 
  lower end of the organization, as are those unfortunate 
  enough not to be born of Prussian stock.
  The following member can be used as a junior diplo-
  mat or military officer, as well as an aristocrat.
  Ally 1
  Archetype: Aristocrat; Motivation: Duty; Style: 0
  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, Diplomacy 4, Firearms 4, Intimi-
  dation 4, Melee 4
  Talents: —
  Resources: Rank 0 (Der Eiserne Bund; +1 Social bo-
  nus), Rank 0 (Minor noble; +1 Social bonus)
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 0N, Heavy revolver 7L, Saber 7L
  leagues of adventure
  1
  
  greAT whiTe loDge
  Named by European occultists for the purity of its 
  members, the Great White Lodge is an exclusive organi-
  zation. Its membership comprises only the inhabitants of 
  Shangri-la and a very few trusted initiates living outside 
  the valley. Lodge members are also known to outsiders 
  as the Hidden Masters, Invisible Masters, or Secret Teach-
  ers, though they use none of these epitaphs.
  Lodge members are enlightened mystics, whose pow-
  ers include telepathy, the creation of mental illusions 
  (which are used to conceal their home), and the ability 
  to stave off death and prolong life.
  One does not apply for membership in the Lodge. 
  Existing members carefully watch humanity for potential 
  new recruits. Mental power is not enough, for with power 
  comes great responsibility. Those who seek to dominate 
  or impose their beliefs on others, crave material wealth 
  or temporal power, cannot keep a secret, or who possess 
  ulterior motives are never permitted membership.
  The Lodge seeks to improve the spirituality of man-
  kind through the dissemination of wisdom and truth. 
  Its teachings are never overt, and the Lodge does not 
  broadcast its existence—it knows from long experience 
  that the path to true understanding of the cosmos, in 
  all its beauty and horror, comes only through prolonged 
  struggle, self-learning, and perseverance. It holds to no 
  set creed, for organized faith discourages open thinking 
  and stifles true spiritual growth. Thus, the Lodge gently 
  nudges humanity forward from the shadows.
  Although benevolent, the Lodge is not beyond the 
  suppression of knowledge for which mankind is not yet 
  ready. Such knowledge is never destroyed—it is recov-
  ered and kept safe for future generations, who may be 
  more enlightened. Similarly, those who would seek to 
  unleash knowledge mankind is not prepared to wield are 
  never harmed. Instead, their minds are altered, causing 
  them to forget their false and corrupt path. On rare occa-
  sions, such as when dealing with servants of the so-called 
  Old Ones, a more drastic approach is called for—more 
  than one lunatic in the world’s asylums gibbers, drools, 
  and howls by their hand.
  lera mihailova 
  A Russian alienist and philosopher, Lera Mihailova 
  was born Maria Rasputina. The twin sister of the Mad 
  Monk, a quirk of fate saw her born with the mental pow-
  ers her deranged brother now craves.
  Maria suffered from epilepsy in her youth, or so doc-
  tors diagnosed. Her fits were in fact the first displays of 
  her telepathic talent, which the young girl could not con-
  trol. While Rasputin was serving his penance, the Great 
  White Lodge attempted to communicate with his sister 
  telepathically, for it had detected her errant thoughts and 
  sensed in her an important destiny. Though he had no 
  mental ability, the bond between the twins was strong, 
  and Rasputin picked up jumbled strands of thoughts. 
  This inadvertent and unintended connection not only 
  caused Rasputin’s seizure, it lead him down the path 
  of desiring arcane power. Sensing Rasputin’s mind and 
  realizing the evil they had awakened, the Great White 
  Lodge staged Maria’s death (drowning in a river) and 
  took her to Shangri-la to begin her training.
  Now known to the world as Lera Milhailova, Maria has 
  been charged by her superiors with stopping her brother, 
  for Invisible Masters sense a great shadow will fall over the 
  world should he succeed in acquiring arcane power. Ma-
  ria refuses to face her brother personally. Partly because 
  she dreads the thought of having to harm him, and partly 
  because she fears him. Instead, she uses her mental arts, 
  psychology, and persuasive nature to encourage others to 
  thwart his vile plans for world domination.
  Patron 3
  Archetype: Patron; Motivation: Mystery; Style: 3
  Primary Attributes: Body 4, Dexterity 3, Strength 2, 
  Charisma 3, Intelligence 4, Willpower 5
  Secondary Attributes: Size 0, Move 5, Perception 9, 
  Initiative 7, Defense 7, Stun 4, Health 9
  Skills: Academics: Occult 6. Academics: Philosophy 9, 
  Alienism 7, Diplomacy 6, Empathy 6, Intimidation 5, 
  Investigation 6, Linguistics 7, Stealth 6
  Talents: Mentalism 2 (Cloaking, Telepathy)
  Resources: Contacts 1 (Mystic; +2 Social bonus), Rank 
  1 (Great White Lodge; +2 Social bonus)
  Flaws: Shy (+1 Style point whenever she misses out on a 
  reward for her actions because she won’t assert herself)
  Weapons: Punch 0N
  Typical member
  While many occultists picture the Secret Masters as 
  perfectly fit human specimens, old men clad in white 
  robes, or Buddhist monks or Indian swamis, its members 
  are actually quite ordinary in appearance and dress. 
  What separates them from the rest of humanity is 
  their sereneness, wisdom, mental power, and reluctance 
  to give a straight answer. Some are indeed wise men and 
  women with a cult following, but others are authors, 
  aristocrats, businessmen, theologians, scholars, and 
  politicians, their social status and occupation enabling 
  them to gently nudge and shape humanity to a more 
  enlightened future.
  Ally 2
  Archetype: Mystic; Motivation: Truth; Style: 1
  Primary Attributes: Body 3, Dexterity 2, Strength 2, 
  Charisma 2, Intelligence 3, Willpower 3
  Secondary Attributes: Size 0, Move 4, Perception 6, 
  Initiative 5, Defense 5, Stun 3, Health 6
  Skills: Academics: Philosophy 6, Diplomacy 5, Empathy 
  6, Investigation 6, Linguistics 6
  Talents: Mentalism (Pick one Talent)
  Resources: Rank 1 (Great White Lodge; +2 Social bo-
  nus)
  Flaws: Inscrutable (+1 Style point whenever he is mis-
  understood or his mysterious motives cause trouble)
  Weapons: Punch 0N
  globetrotters’ guide to Cads & Cults
  1
  
  meoniA
  Contrary to popular belief, the druids were not just 
  teachers and priests in the Celtic world. They were also 
  the physical and spiritual protectors of Britain, and the 
  hereditary guardians of the Thirteen Treasures of the Is-
  land of Britain. It was for this reason the Romans strived 
  so hard to eradicate the faith. Those who survived the 
  great purge of 61 AD went underground, each passing 
  on their knowledge to just a single apprentice, never al-
  lowing the organization to grow large enough to attract 
  unwanted attention. Though greatly weakened, they 
  continued to fulfill their sacred duty.
  Kings of old and later Parliaments may have believed 
  they ruled Great Britain, but all have danced to the 
  society’s tune at some point. Of course, their plans have 
  not always been successful, but Meonia has a knack for 
  converting invaders into becoming defenders of Britain. 
  During the Middle Ages, for instance, many kings sought 
  to prove themselves the heir of King Arthur (a Meonia 
  puppet whose actions were guided by perhaps the 
  society’s greatest member—Merlin).
  The organization will do anything, no matter how 
  onerous or morally repugnant, to ensure Britain is pro-
  tected from threats internal and external. In many ways 
  it is an unofficial secret service, for much of its time and 
  resources are spent covertly foiling the plans of other na-
  tions. Every now and then, though, it feels it must shape 
  domestic or foreign policy, sway popular opinion during 
  elections, or physically remove those it considers an un-
  checked threat to the common good. Thus, while it may 
  occasionally support the globetrotters’ goals (always in 
  secret, mind you), it may feel the need to thwart their 
  endeavors on occasion.
  The recent resurgence in druidic beliefs is not a quirk 
  of fate or sudden spiritual awakening brought about by 
  ancient powers. Meonia has always called upon magic in 
  its work. Indeed, it has battled threats both natural and 
  supernatural during its long existence. For nigh on two 
  millennia, Meonia has operated from the shadows, wor-
  shipping the old gods in secret for fear of its members 
  being branded as witches or devil worshippers. There is 
  evidence suggesting the witch-hunts were a direct result 
  of the Catholic Church’s attempts to eradicate Meonia, 
  which it saw as a threat to their ambitions in Britain.
  Times have changed, though, and Great Britain has 
  more potential enemies plotting dastardly acts and wait-
  ing to strike at the first signs of weakness. In order that 
  they might draw upon greater magical energy, Meonia 
  has nudged men and woman back toward the faith of 
  their distant ancestors. Most druids have no inkling that 
  their rituals are actually works of magic, for most have no 
  true understanding of the arcane world.
  ernest blumenthal
  The world knows young Blumenthal as an up-and-
  coming scholar, an expert on the Classics, and a junior 
  member of the Society of Antiquarians with a bright future 
  ahead of him. Initiated into Meonia at Oxford University 
  (where he read Classical Literature), he secretly works to 
  uncover objects considered myths by the general public, 
  but which the organization knows are not only real, but 
  are also items of immense magical power.
  Short on manpower and finances, Meonia prefers to 
  dupe innocent globetrotters into undertaking expedi-
  tions of its design. Sometimes it achieves this by creating 
  false information and letting it enter the public domain, 
  while other times it simply watches out for expeditions 
  heading to a location of interest. Through its extensive 
  network of contacts, Meonia then gently guides the party 
  toward Blumenthal, who generously volunteers to serve 
  as the party’s scholar. In many cases, the expedition is to-
  tally unaware it is even hunting a relic—Meonia does not 
  like to broadcast its true plans to all and sundry. Once 
  the relic is found, Meonia arranges for a duplicate to be 
  created and the original object transferred to a secret site 
  in the British countryside.
  Patron 1
  Archetype: Academic; Motivation: Duty; Style: 1
  Primary Attributes: Body 2, Dexterity 3, Strength 2, 
  Charisma 2, Intelligence 3, Willpower 3
  Secondary Attributes: Size 0, Move 5, Perception 6, 
  Initiative 6, Defense 5, Stun 2, Health 5
  Skills: Academics: Literature 6, Athletics 4, Con 4, Expe-
  ditions 4, Investigations 5, Linguistics 5, Magic: Old Ways 
  5, Survival 4
  Talents: Magical Aptitude
  Resources: Status 0 (Meonia; +1 Social bonus), Status 0 
  (Society of Antiquarians; +1 Social bonus)
  Rituals: Arcane Shield, Empower
  Flaws: Secret (+1 Style point whenever he is confronted 
  with the truth or goes out of his way to protect the se-
  cret)
  Weapons: Punch 0N
  Typical member
  Meonia places no emphasis on social class or gender. 
  Rather, members are chosen for their usefulness and pa-
  triotism. It boasts politicians, scholars, policemen, spies, 
  military officers, bureaucrats, and magicians in its ranks.
  Ally 2
  Archetype: Varies; Motivation: Guardian; Style: 1
  Primary Attributes: Body 2, Dexterity 3, Strength 2, 
  Charisma 2, Intelligence 3 Willpower 3
  Secondary Attributes: Size 0, Move 5, Perception 6, 
  Initiative 6, Defense 5, Stun 2, Health 5
  Skills: Con 5, Diplomacy 5, Firearms 5, Investigation 5, 
  Larceny 5, Linguistics 4, Magic 5, Stealth 5
  Talents: Magical Aptitude
  Resources: Rank 0 (Meonia; +1 Social bonus), Rank or 
  Status 0 (+1 Social bonus)
  Rituals: Pick two (max. Level 2)
  Flaws: Inscrutable (+1 Style point whenever he is mis-
  understood or his mysterious motives cause trouble)
  Weapons: Punch 0N, Light revolver 7L
  leagues of adventure
  1
  
  The righTful orDer
  Although women are slowly gaining more rights and 
  freedoms, there is a long way to go before they stand 
  equal with men. If the Rightful Order gets its way, that 
  day will never dawn. The members of this misogynistic 
  secret society firmly believe that woman was created 
  subservient to man, and is good only for baking cakes, 
  running a household, and having babies.
  Like many secret societies it claims a largely unprov-
  able ancient heritage. As far as its records are concerned, 
  the Order began with the extermination of the ancient 
  goddess cults and the imposition of male-dominated 
  religion. It likes to claim it was behind the witch trials 
  that terrorized Europe. While the order has always had 
  influence in high places, its influence in the latter event 
  was negligible.
  The Rightful Order does not condone physical attacks 
  against women (and actively punishes members who 
  stoop to such ungentlemanly behavior), save with one 
  exception—women who manage to reach a “dangerous” 
  position, ones which may give other females ideas above 
  their expected stations, may be targeted for permanent 
  removal. At least one of the attempts on the life of Queen 
  Victoria was committed by a member of the Order, driv-
  en to act by outrage that a woman dared sit on Britain’s 
  throne again.
  The Order comprises a higher and lower circle. Those 
  in the higher circle are powerful, educated men—men 
  who wish, and have the power, to deny women such rights. 
  Politicians, professors, doctors, scientists, and scholars, 
  they work tirelessly to restrict what women can achieve. 
  When laws cannot be brought into being, they besmirch 
  female achievers, mocking their endeavors, and producing 
  counter claims to any research. The lower circle is com-
  prised of less powerful men. They are the businessmen 
  who refuse to hire women in their companies except in 
  low paid menial occupations, club secretaries who black-
  ball female applicants, and newspaper men who openly 
  speak out against women occupying certain professions, 
  or who cast female globetrotters in a bad light.
  Note: Before you use the Rightful Order in your 
  games, make sure their inclusion won’t offend any of 
  your players. Ideally, they should be played up as bigoted 
  dinosaurs, out of touch with a rapidly changing society, 
  possessed of archaic views, and used as an occasional, 
  minor nuisance rather than a constant threat. A female 
  globetrotter may have to work harder every now and 
  then to prove herself, but she should always be given a 
  chance to earn her due reward.
  sir henry wilkinson, kCmg
  Note: Sir Henry is designed to be a nemesis to a female 
  player character, and by default her male companions as 
  well. As such, his League has been left for the Gamemas-
  ter to decide. Ideally, he will be in the same League as the 
  globetrotter, where he can use his influence to deny her 
  access to expedition funds and cast aspersions on her 
  endeavors when she returns.
  Barrel-chested, with a huge mustache, a ruddy com-
  plexion, and a bellowing voice, Sir Henry is a bull of a 
  man. A peer of the realm by dint of his League-related 
  endeavors, he has no tolerance for women with delusions 
  of equal status, nor those who dare to go against what he 
  calls the “natural order.” Never one to speak out openly 
  lest it harm his public standing, he strives to keep women 
  down by snide insinuations and emphasizing their failures 
  over their successes, all the while being as patronizing as 
  possible.
  Patron 2
  Archetype: Aristocrat; Motivation: Faith; Style: 2
  Primary Attributes: Body 3, Dexterity 2, Strength 3, 
  Charisma 3, Intelligence 3, Willpower 4
  Secondary Attributes: Size 0, Move 5, Perception 7, 
  Initiative 5, Defense 5, Stun 3, Health 7
  Skills*: Bureaucracy 5, Con 6, Diplomacy 6, Empathy 5, 
  Intimidation 5, Performance 5
  Talents: Well-Connected (can boost Contacts)
  Resources: Rank 3 (Pick a League; +4 Social bonus), 
  Status 1 (Peer of the Realm; +2 Social bonus)**
  Flaws: Intolerant: Women (+1 Style point whenever his 
  intolerance causes trouble, or he convinces someone 
  else to detest the same thing he does)
  Weapons: Punch 1N
  * Sir Henry has 6 Skill points still to spend. The Game-
  master should spend these on Skills appropriate to his 
  League and archrival. For instance, if a female globe-
  trotter is an antiquarian, then Sir Henry should have at 
  least two Skills from Academics: History, Anthropology, 
  Investigation, and Linguistics, enabling him to make 
  counter-arguments to her claims or belittle her work.
  **Bonus Resource gained through his league rank.
  Typical member
  Almost any person can join the Rightful Order—all they 
  need to be are men who despise women achieving any 
  sort of acclaim or status. Thus, they run the entire gamut 
  of Archetypes. This particular member is a journalist fre-
  quently sent to accompany expeditions. If he bothers to 
  mention female globetrotters at all, he does so in a nega-
  tive way. As such, he may be a minor recurring nemesis.
  Ally 1
  Archetype: Reporter; Motivation: Faith; Style: 0
  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, Art: Writing 4, Art: Photography 4, 
  Investigation 4, Survival 4
  Talents: —
  Resources: Status 1 (Reporter; +2 Social bonus)
  Flaws: Intolerant: Women (+1 Style point whenever his 
  intolerance causes trouble, or he convinces someone 
  else to detest the same thing he does)
  Weapons: Punch 0N
  globetrotters’ guide to Cads & Cults
  1
  
  sCions of CAin
  The Scions hold that they are the literal flesh and 
  blood descendants of Cain, the infamous Biblical mur-
  derer. In the eyes of most people this was not be a boast 
  to be uttered in polite company, but the Scions of Cain 
  are not most people.
  According to the Bible, Cain was a crop farmer, while 
  his brother Abel was a shepherd. Both offered sacrifices 
  to God, but when Cain’s was rejected in favor of his 
  brother’s, he murdered Abel.
  In the Scions’ account of history, neither are individu-
  als. Cain, the older brother, represents the Atlantean race, 
  whose superior knowledge allowed them to raise crops, 
  work metal, and form villages, while Abel is a term used 
  to describe the rest of humanity, the younger branch, 
  who lived as simple hunter-gatherers and nomadic shep-
  herds. Despite the Atlanteans’ best intentions, mankind 
  rebelled against their rule, overthrowing the rulers in 
  a series of violent struggles. In the end, the Atlanteans 
  were forced to abandon their cities and wander the earth 
  in search of a new home. In order that they might rec-
  ognize each other, the survivors marked themselves with 
  a tattoo—the mark of Cain. Long ago, mankind knew 
  the story’s true meaning. Today, the tale is taken at face 
  value—a mundane story of jealousy and fratricide.
  Though their creed is not based on the Bible, it makes 
  reference to Eden. Appearing in two different contexts, 
  the first refers to the great city of Atlantis, which sank 
  beneath the waves. The second use, more specifically the 
  garden in the east, refers to the distant colonies, which 
  were overthrown by the rebellious slaves.
  Since their downfall, the Scions have strived to locate 
  their greatest technological treasures (which mankind 
  has recorded in legend as objects like the Ark of the Cov-
  enant), to protect their bloodline, and to bring about the 
  birth of a new Atlantean dawn. While there is a certain 
  amount of political ambition, the Scions see the rest of 
  humanity as an inferior species. Thus, their preferred 
  method for securing their goals is assassination.
  Down the ages they have adopted a variety of disguises 
  to conceal their true identity. As the Sicarii, they warred 
  against the Romans, who scoured the Holy Land in their 
  quest for lost Atlantean cities. In 5th century France, they 
  briefly ruled openly as the Merovingian dynasty, before 
  being overthrown by Vatican-backed forces. As the As-
  sassins, they murdered both Christian Crusaders and 
  Muslims who learned of their identities and thought to 
  steal their secrets. Even the Illuminati were one of their 
  many attempts at bringing about change.
  Most Scions have little Atlantean blood, having bred 
  with other humans for untold generations. The true mas-
  ters, the so-called Lords and Ladies, have much purer 
  blood. While the lesser sons and daughters murder 
  for the greater good, the greater children have worked 
  their way into positions of power as bankers, diplomats, 
  politicians, military officers, scholars, and aristocrats in 
  preparation for the instigation of a new world order.
  Camilla Childes-booth
  Camilla’s Atlantean blood runs deep and strong, as 
  evidenced by her fiery red hair and rampant superiority 
  complex. As an explorer and historian, she has achieved 
  great public acclaim, and her exploits are guaranteed to 
  make headline news. Although she has recovered many 
  mundane objects for private collectors, Leagues, and 
  museums, her true aim is to locate lost Atlantean cities 
  and recover any artifacts or writings that may be of use to 
  her kin, and prevent others doing the same.
  More than one globetrotting expedition has been 
  beaten to the prize by her team, and more than one glo-
  betrotter has had his research shredded and reputation 
  dented by her fiery and very public mocking of those 
  who believe in Atlantis or a progenitor culture. Naturally, 
  she is not welcomed at the Sumeria Club.
  Patron 2
  Archetype: Guardian; Motivation: Mystery; Style: 2
  Primary Attributes: Body 3, Dexterity 3, Strength 2, 
  Charisma 3, Intelligence 4, Willpower 3
  Secondary Attributes: Size 0, Move 5, Perception 7, 
  Initiative 7, Defense 6, Stun 3, Health 6
  Skills: Academics: History 8, Con 7, Diplomacy 6, Em-
  pathy 6, Expeditions 5, Investigation 6, Linguistics 7, 
  Survival 5
  Talents: —
  Resources: Fame 1 (Explorer; +2 Social bonus), Rank 
  1 (Scions of Cain; +2 Social bonus), Rank 1 (Society of 
  Antiquarians; +2 Social bonus)
  Flaws: Condescending (+1 Style point whenever she 
  proves someone else wrong or establishes her own su-
  periority)
  Weapons: Punch 0N
  Typical member
  The blood coursing through the veins of most Scions 
  is so watered down that any claim to Atlantean heritage 
  is utterly meaningless. These lesser scions serve the true 
  lords as assassins, fanatics willing to lay down their lives 
  in the hope of bringing about a new Atlantis in which 
  they will hold trusted positions, or protecting the secrets 
  of their forbearers from those who would misuse and 
  abuse the power.
  Ally 1
  Archetype: Everyman; Motivation: Duty; Style: 0
  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, Intimidation 4, Melee 4, 
  Stealth 4
  Talents: —
  Resources: Rank 1 (Scions of Cain; +2 Social bonus)
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 0N, Heavy revolver 7L, Dagger 5L
  leagues of adventure
  1
  
  soCieTy of selene
  In December 1889, the founders of the recently 
  formed Lunar Exploration Society and select members 
  of the Royal Astronomical Society and Society of Anti-
  quarians were invited to attend a lecture by the hitherto 
  unknown Society of Selene. In a packed auditorium, the 
  eminent scholars and scientists listened to a lecture on 
  how Stone Age man not only worshipped the moon rath-
  er than the sun, as evidenced in the alignment of stone 
  circles investigated by the Society, but used a standard 
  unit of length (dubbed the Megalithic Yard, and equal to 
  2.72 ft. or 0.83 m) to construct the circles with amazing 
  accuracy across Northern Europe. In short, there was 
  shared knowledge among people too often thought of 
  as primitives by mainstream science.
  Although they met with a few isolated howls of deri-
  sion, the majority of the audience responded favorably. 
  Flushed with success, the speakers made the mistake of 
  expressing their other theories and “findings.”
  First, the moon was not only hollow, it was the birth-
  place of a race of advanced supermen (and women) who 
  came to the Earth to civilize early man. “Evidence” for this 
  is taken from the Book of Genesis—the Society equates 
  the angelic Watchers to the visitors. For want of a better 
  name the Society dubbed these beings the Ancients.
  Second, the Ancients interbred with humans. Their 
  descendants eventually founded Atlantis.
  Third, although the Atlanteans largely perished in 
  the Flood, a handful of survivors taught lesser races the 
  secret of their ancestors and enshrined it in stone circles 
  constructed using their standard unit of measurement. 
  Later on, memory of the visitors gave rise to the worship 
  of deities such as Metztli (Aztec), Selene (Greek), Sin 
  (Mesopotamian), and Thoth (Egyptian).
  Fourth, the instigation of sun worship was brought 
  about to eradicate the truth about the Ancients.
  All the Society of Selene wanted from those gathered 
  before them was funds to build a rocket to explore the 
  moon, study the Ancients’ hitherto forgotten culture, 
  and reinstate lunar worship so that the lost secrets of the 
  ancients might be rediscovered. They were universally 
  laughed at and hounded from the auditorium.
  Reports of the lecture soon hit the papers. Although 
  these destroyed the Society’s reputation among so-called 
  serious academics, they also attracted a host of new 
  members who wanted to learn more.
  Members are engaged in accurate mapping and 
  measuring of stone circles in Northern Europe, study-
  ing ancient cultures’ worship of the moon for clues, and 
  searching the globe for evidence that an advanced culture 
  existed before the Flood. Evidence that runs contrary to 
  the Society’s theories is hastily discredited or destroyed. 
  On the whole, the Society seems no different to many 
  other Leagues with equally fanciful ideas.
  The original members forgot to mention another goal 
  during their initial presentation. Totally convinced the 
  secret wisdom of the Ancients was deliberately eradicat-
  ed by sun-worshipping cults (which includes Christian-
  ity—as “proven” by the prevalence of halos in religious 
  art), they intend to use the Ancients’ technology hidden 
  in the moon to enforce lunar worship on a global scale. 
  Thomas Alexander
  Educated at Cambridge University, Thomas was a 
  member of the Society of Antiquarians invited to hear 
  the Society of Selene speak. While his peers called the 
  speakers madmen and fools, he saw the hidden truth in 
  their words. Mankind was a more unified race when the 
  lunar cults were at their height during the Stone Ages, 
  and the sudden explosion in metalworking and farming 
  techniques that occurred almost simultaneously around 
  the world could not be explained without the existence 
  of a second, already advanced, party.
  Thomas keeps his allegiance to the Society secret. 
  Considered a respectable scholar, he joins other expedi-
  tions in order to carry out field research on behalf of 
  his colleagues. His main role is to locate Ancient artifacts 
  and return them to the Society.
  Patron 2
  Archetype: Academic; Motivation: Preservation; Style: 
  2
  Primary Attributes: Body 3, Dexterity 2, Strength 3, 
  Charisma 3, Intelligence 4, Willpower 3
  Secondary Attributes: Size 0, Move 5, Perception 7, 
  Initiative 6, Defense 5, Stun 3, Health 6
  Skills: Academics: History 7, Academics: Religion 7, An-
  thropology 6, Athletics 5, Diplomacy 5, Expeditions 6, 
  Investigation 6, Linguistics 7, Survival 5
  Talents: —
  Resources: Rank 2 (Society of Selene; +2 Social bo-
  nus)*, Status 1 (Antiquarian; +2 Social bonus)
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 1N
  * Can take a bonus Resource from his Rank.
  Typical member
  Members are a mixture of amateur astronomers, anti-
  quarians, explorers, and cranks.
  Ally 1
  Archetype: Scientist; Motivation: Truth; Style: 0
  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: Academics: History 4, Anthropology 4, Expedi-
  tions 4, Investigation 4, Linguistics 4
  Talents: —
  Resources: Rank 1 (Society of Selene; +2 Social bonus)
  Flaws: Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way of 
  thinking)
  Weapons: Punch 0N 
  globetrotters’ guide to Cads & Cults
  1
  
  wenDigo soCieTy
  Named after a malevolent spirit in North American 
  Indian mythology, the Wendigo Society is a secret dining 
  club for anthropophagites—cannibals.
  Some members partake of human flesh because they 
  believe it gives them renewed health or increases their 
  strength; others simply because they savor the unique 
  flavor. A small few believe it is the only way they can stay 
  alive. While it can be argued members are insane, they 
  are not mindless savages who devour raw flesh in an orgy 
  of gluttony and depravity. Reserved for the middle and 
  upper classes, decorum is maintained at all times, and 
  the society prides itself on serving a good table. Psycho-
  paths are most certainly not welcome, for such behavior 
  is both uncouth and liable to attract the attention of the 
  local authorities.
  Aside from their grotesque choice of delicacy, mem-
  bers share another common trait—they are all missing 
  the little finger on their left hand. In order to demon-
  strate their desire to taste forbidden flesh, prospective 
  members must slice off their own finger. This alone is 
  a hard enough act to accomplish, but what occurs next 
  truly separates the curious from the devout. After one 
  of the society’s talented chefs has prepared it, the ap-
  plicant must then consume his own flesh in front of club 
  members. Those who fail to perform the act are served 
  up at the next banquet.
  Word of its existence is rumored, but the club is al-
  ways extremely cautious. Prospective members are care-
  fully screened before being approached, and the dinner 
  courses are taken from people whom society at large will 
  not miss. Renouncing a permanent headquarters lest 
  their dining habits attract unwanted attention, members 
  gather at each others houses whenever a special dinner 
  is being served. With members across the globe, the So-
  ciety rarely hosts a banquet twice in succession in the 
  same city, and more often than not changes continent.
  The club operates publicly as the Four Finger Society, 
  an eclectic gathering of people who share the same mi-
  nor physical disability by dint of birth defect or accident. 
  Here members discuss politics and literature, enjoy mu-
  sic, and enjoy good cuisine.
  reginald peters, lord babcombe
  Photographs of Lord Babcombe’s rugged looks and 
  tales of his daring escapades are rarely out of the news-
  papers. A veteran globetrotter and heavily courted by 
  the Leagues, he has so far politely declined every offer 
  of membership. That said, he is a frequent guest and 
  speaker at clubhouses across the globe.
  His first tasting of forbidden meat came during an 
  expedition to Africa. Lost in the central jungles, his 
  party slowly succumbed to starvation. The last man alive, 
  Babcombe wrestled with his conscience for many hours 
  before resolving to dig up one of the bearer’s corpses. 
  Though the act turned his stomach, his will to live kept 
  him from vomiting up his unholy meal. Within a few 
  mouthfuls, Babcombe felt his strength returning. By the 
  time he had sated his appetite he felt like a new man, 
  capable of anything. Although he never told anyone the 
  truth, his tale of deprivation and hardship led the Wen-
  digo Society to confront him. They expected a hard sell, 
  and were rather surprised when the explorer signed up 
  without a moment’s hesitation.
  Babcombe’s taste for human flesh has gone beyond 
  mere enjoyment—it has become a dangerous addiction. 
  He is forced to take greater risks to satisfy his unholy 
  hunger when on expedition. More than once he has 
  been caught in the act, resulting in him having to take 
  drastic action to save his reputation and prevent a scan-
  dal that would rock the globetrotting community. Still, 
  his habit of losing bearers and adventuring companions 
  on even routine expeditions has not gone entirely un-
  noticed, and tongues are already wagging in private that 
  something is amiss.
  Patron 2
  Archetype: Adventurer; Motivation: Survival; Style: 2
  Primary Attributes: Body 4, Dexterity 3, Strength 3, 
  Charisma 2, Intelligence 3, Willpower 3
  Secondary Attributes: Size 0, Move 6, Perception 6, 
  Initiative 6, Defense 7, Stun 4, Health 7
  Skills: Athletics 6, Brawl 5, Expeditions 5, Firearms 7, 
  Gambling 5, Linguistics 5, Sports 5, Survival 6
  Talents: Famine Hardy (can go longer without food and 
  water)
  Resources: Fame 1 (+2 Social bonus), Rank 0 (Wendigo 
  Society; +2 Social bonus), Status 0 (Peer of the Realm; 
  +2 Social bonus)
  Flaws: Addiction: Human flesh (+1 Style point whenever 
  his addiction hurts him or someone he cares about)
  Weapons: Punch 5N, Heavy revolver 10L
  Typical member
  A banquet at the Wendigo Society sees respected and 
  well-known members of high society seated side by side 
  with bank managers, bureaucrats, explorers, low ranking 
  military officers, and scholars. This sample member is a 
  police detective. He has successfully thwarted several 
  investigations into disappearances that would otherwise 
  lead the authorities to the Wendigo Society.
  Ally 1
  Archetype: Law Man; Motivation: Mystery; Style: 0
  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, Con 4, Firearms 4, Intimidation 4, 
  Investigation 4
  Talents: —
  Resources: Rank 0 (Wendigo Society; +1 Social bonus), 
  Status 0 (Police detective; +1 Social bonus)
  Flaws: Secret (+1 Style point whenever he goes out of 
  his way to protect the secret)
  Weapons: Punch 0N, Light revolver 6L
  leagues of adventure
  0
  
SOURCE: textdata/thevault/Triple Ace Games/Leagues of Adventure/Globetrotters Guides/Globetrotters Guide to Cads and Cults.pdf