Modern AGE: From the Companion to Threefold

I’m leaving for Origins tomorrow and over there, Green Ronin may well have copies of the Modern AGE Companion available (though at this time of writing, pre-order is still a possibility). Yet it also happens that Origins will fall across Free RPG Day. Due to the rules of Free RPG Day, which put the spotlight on retailers, we won’t have our offering, the Threefold Quickstart, at the booth (862), but I’d love to see in in the wild if you find it nearby!

The new Quickstart is all about the upcoming Threefold setting. Let me tease it a bit here, with the very first worlds you’ll read from the full Threefold hardcover, which is on target for Q3 of this year.

 

 

Introduction

What if you could go anywhere?

Let’s unpack that. By “go,” we mean through gates between worlds: magical portals arrayed in routes called chains. We mean using the quantum ark, which threads our waveforms through the needle’s eye of marginal possibilities to other configurations of time.

By “anywhere,” we mean blinding heavens, fiery hells, machine worlds a century ahead of our own, impossibly sharp mountain tops whose residents are sorcerer-hermits. They don’t want you to visit, but they might be the only ones able to answer some esoteric question, which might even lead you to another world: perhaps via Vigrith, plane of a thousand gates, or Alatum, where the children of lost gods rule an empire, or one of the countless planes where the Nighthost, warriors who defeated their demon generals before recorded history, pillage and conquer.

And by “anywhere,” we also mean parts of our world you thought of as legends, old and new. We mean the rotting mansions of psychic secret societies, the secret labs that make soldiers and spies, the Gray Hand where the secret world government they always warned you about meets.

We mean places that never were, or could have been, or places we fear might exist through superstition or some future dystopian twist, and places we hope exist and are sending their extraordinary agents to help us find the better path.

There are too many possibilities to count, but we’ve settled on some rough classifications. Three of them—and three secret forces behind them. But in the end, you’re the one who might determine the ultimate form of everything that was, is, and shall be. That’s Threefold.

Andrzej, a Sodalt of the Protector branch, as is obvious from his scarab badge. What does that all mean? Oh, we’ll get to that.

Welcome to the Metacosm

Threefold is the first original setting for Modern AGE and, as such, requires the Modern AGE Basic Rulebook for use with the new game systems herein. Threefold is cross-genre, embracing fantasy, horror, and science fiction, and it’s designed to make maximum use of Modern AGE’s possibilities. This means players can potentially use any option in Modern AGE to make their characters, including those that give them extraordinary powers. It means characters can come from a staggering array of backgrounds, from worlds where magic and travel between the planes of existence is commonplace, to the most ordinary lives here on Earth—though in the latter case, those lives are unlikely to stay normal. Using the rules in this book, you can play a demon-haunted occultist, a wizard from a magical college, or a tactical cyborg—and all three of these characters could play in the same campaign.

The backbone of Threefold that allows this is the Metacosm: the universe of universes. There are countless realities, or planes of existence, belonging to three basic categories: Earth and its alternate timelines; the Otherworlds, where magic is a powerful force; and the harsh Netherworlds, where malefic forces reign. In most cases, these planes are connected by gates. Gates are hard to create, destroy, or block, so their presence creates routes through many planes, spawning trade, empires, and warfare. Our Earth is one of thousands of these planes, though our unique physical laws and no small amount of conspiratorial effort hide the greater Metacosm from us.

And?

Here and there I’ll be talking about the Threefold setting, releasing further information before it drops later this year. See you then!

Remembering Alejandro Melchor

This week was supposed to be set aside for me to talk about the Modern AGE Companion a little more, but I want to talk about Alejandro (aka Alex, or Al-X) Melchor instead. Alex passed away last week, due to the extended complications of a stroke he suffered in March.

Alex worked on every Modern AGE book currently at any stage of completion. In the core, he wrote rules, focuses, talents and part of the extensive Game Master advice in that book. He brought his talents to the World of Lazarus, the Modern AGE Companion, and the upcoming Threefold and Enemies & Allies, too. I’m currently looking for writers for a new book. It has an Alex-shaped hole in it now.

I first got to know him through a semiprivate community we shared, in 2001. I’d just been invited, as responses to my early professional work for White Wolf had been good. Alex did some work for them as well before taking an intensive gig with Mongoose Publishing in the early 2000s. I drifted away and he was busy, though I knew him through the Open Game License credits I bumped into while designing my own stuff. In the interim he developed an enormous list of credits, tending toward mechanically intensive work. I’d say one great thing about him is he could work on rules that reinforce stories and atmosphere, because getting game systems down was quick work for him.

Steve Kenson got to know Alex well, and took the lead in doing what we could to help when he fell ill. He reintroduced me to Alex, and Alex became a bedrock contributor for Modern AGE. He did so much more, in his own communities, on other games, and with other creative people, but I don’t want to presume to talk about any of that. We worked hard. We made some good ideas playable together. And he was unfailingly nice to everyone, a born collaborator, but didn’t hesitate to point out what he thought would be bad ideas.

According to family and friends, Alex liked proactive, resourceful, tough woman protagonists. Modern AGE uses a loose set of iconic characters created by the writers. Alex created Indra Winchester, the technically-inclined punk, who you can see on the cover of the Modern AGE Companion and inside the books of the line. In examples, he’s her player. I plan to keep it that way.

It seems so inane to go through his qualities as a creative guy, when of course there was more, but he was my comrade in making games. That’s what I’ve got to work with, even though it’s not enough to give the man his due. He was a visual artist, and beloved by various communities. And more, always more. In and out of this industry, I won’t be missing him alone, and won’t be the only one feeling new gaps in what might be possible, in work and life. I’m going to miss him.

 

Nisaba Press Fiction: Lancelot (Mutants & Masterminds Novella)

Cover of Lancelot, a Mutants & Masterminds novella by Richard Lee Byers. Image depicts Britannia, a superhero with long, blonde hair and a red, white, and black suit featuring a stylized lion. She stands confidently, hands on hips, facing the viewer.We are pleased to present a new novella for our Mutants & Masterminds line, Lancelot by Richard Lee Byers!

The new hero is very helpful, assisting Britannia in putting down rampaging dinosaurs, and helping her rescue hostages. But as two nations escalate a simple question of borders into threatened war, their respective patriotic heroes come into conflict as well, and someone seems to be fanning the flames. Britannia finds herself questioning what this new hero’s purpose is, and who her allies really are. It will all come to a head over the Atlantic Ocean, as hero battles hero, and treachery is afoot.

Buy Lancelot today! ($4.95 purchase includes PDF, mobi, and epub formats.)

Nisaba Press Update: Height of the Storm!

Last year, we announced Height of the Storm, the first novel for the Mutants & Masterminds line, by Aaron Rosenberg. Well, we’re counting down the weeks now ‘til publication, so we wanted to give you a sneak peek!

Height of the Storm is about a teenager who gets caught up in some pretty big events. Lindsay Seldon, though, is no normal teenager. The granddaughter of a real superhero, Lindsay grew up wanting to follow in his footsteps, but his overprotectiveness of his orphaned granddaughter keeps her out of the fight. But, caught up in an unnatural storm, Lindsay now has powers of her own, powers that her disability has prepared her for in ways she never imagined.

Donning her grandfather’s old armor, she sets out to thwart a villain bent on revenge.

Height of the Storm will be coming out in August, and will be available at Gen Con! Aaron will be there, so if you want to get your book signed, be sure to keep an eye out for our signings.

In the meantime, please enjoy an excerpt, and this first look at the cover of Height of the Storm, by the incredible Dale Ray DeForest. For more about Aaron, please visit http://gryphonrose.malibulist.com/, and for more about Dale, please see http://www.daledeforest.com/.


**

Lindsay gulped and tried to maintain her composure. This was not going at all the way she expected. “That’s not happening,” she replied, pleased to not hear her voice waver. “Put down the gun and submit to arrest, or I will be forced to subdue you.” She rested her hand on the hilt of the sword hanging at her side. Maybe she should have drawn it first.

The mugger’s eyes narrowed. “A sword?” he asked, chuckling. “You for real? I’ve got a gun, sweetheart. You try that, you’re gonna get hurt.” She wondered why didn’t his voice waver at all. Probably because he’d done this, or something like it, a thousand times.

Well, he’d never faced the Knight Light before.

Frowning, she drew her sword—and he shot her. Full in the chest. Dead center even. Well, he’d had plenty of time to aim, she thought ruefully as the impact knocked her off her feet. I’ll have to work on that.

As she fell, Lindsay flailed, both arms shooting forward in an instinctive attempt to latch onto something, anything. If there was one thing she was an expert at, it was falling. Her right hand shot out and grabbed onto the light post, which was a good ten feet away, causing both the mugger and his intended victims—who had stayed there frozen this whole time—to gasp.

But her left hand nailed the mugger in the jaw, the weights in her gauntlet causing his head to snap back from the impact. Gotcha!

Finally, Lindsay’s training kicked in. She was still in mid-air—it was like time had slowed for her, the fraction of a second required to fall feeling like an eternity—and so she brought her left knee up, positioning her foot to hit the ground properly even as she extended her right leg and brought it around and out, knee locked, foot extended into a proper sweep kick.

Time snapped back into place. She was stable and secure, thanks to both her left foot and her right hand, and her right leg took the still-staggering mugger just above the ankles. The impact jarred Lindsay—most likely taking her hip out, which unfortunately she was all too used to—but it swept him off his feet. He hit the ground hard, landing on his back with enough force to drive the air from his lungs as the gun flew from his hand, clattering to rest a few feet beyond his reach even as Lindsay released her grip on the lamppost and rose to her feet, striding over to stand above him.

Perfect!

She winced as the motion aggravated her hip—definitely out of place, probably the knee with it—and her chest, which felt bruised despite the bullet-stopping heavy links. Thanks, Granddad. She hoped she was keeping all of that out of her face and voice, though, as she turned to face the two women. “Are you all right?” she asked.

“Oh, yes, thank you!” the one on the right managed. The other one just nodded energetically, wringing her hands. “That was amazing!”

“Thank you,” Lindsay told her, feeling the same thrill she’d had whenever she’d completed a training maneuver successfully, only a thousand times more. “You two should get on home now. Be safe.”

“We will,” they promised. “Thank you!” And they rushed off, glancing back at her several times. Lindsay did her best not to grin like a little kid on Christmas Day but inside she was bouncing deliriously.

Yes!

Movement at her feet alerted her that the mugger had rolled over and was trying to crawl away. “Not so fast,” she told him, turning back and crouching down, planting all her weight on the small of his back and pinning him in place as effectively as a tack-secured a strip of paper. “You will wait right here for the police,” she insisted, drawing zip ties from the pouch at her belt and quickly securing his hands and feet behind him, “and you will tell them that the Knight Light is back, protecting these streets once more.”

Then she marched away, reaching into the pouch at her belt for her phone as she went. Her breathing was coming in gulps, and her face hurt from smiling so much; she’d done it! At the same time, her leg and side and chest hurt as well, and for less happy reasons.

This had all sounded so much easier before.

Ronin Roundtable: Expansive Future

The Expanse Roleplaying Game, along with The Expanse Quickstart and GM’s Kit, are just the beginning of the game products for the popular sci-fi series. Green Ronin has more in the works, including two follow-up products that will round out and complete the stretch goals of the successful Kickstarter, and then some. Let’s peer into the future of The Expanse RPG with a look at those.

Abzu’s Bounty

One stretch goal of The Expanse RPG Kickstarter was a campaign series of adventures to supplement adventure material in the core book, GM’s Kit, and Quickstart. That series is Abzu’s Bounty, a complete Expanse campaign with a linked series of six adventures. It is designed as a “starter” game, although it contains advice on moving from one or more of the already published adventures into the series, and has links to the background of the “To Sleep, Perchance to Dream” adventure from the core book. The player characters in Abzu’s Bounty go from relative nobodies to potentially deciding the future of the System by the end of the campaign.

No spoilers as to the plot, but Abzu’s Bounty ventures across the System, from the Outer to the Inner Planets and back, and includes a means of supplying the crew with a ship of their own. There is also plenty of Expanse-style skullduggery and intrigue along the way. By the end of the series, characters should be in the mid-level range, starting at 2nd and ending up 7th or 8th level, leaving plenty of room to grow as The Expanse RPG does.

Abzu’s Bounty is written and developed, and in the editing and art phase of production.

Ships of the Expanse

The other major stretch goal of the Kickstarter was deck plans for a number of ship classes from The Expanse setting. Those will feature as part of the forthcoming Ships of the Expanse sourcebook; backers will get downloads of all of the stretch goal deck plans, but the sourcebook will include those and much more. In particular, Ships will take the basic chapter on ship-building and in-game use of ships from the core rules and build upon it, offering expanded details, options, and ways of creating and using ships in your own game.

Plus there will be those deck plans and details, closer looks at even more types of ships found in The Expanse, what they look like and how they’re laid out. This will make Ships of the Expanse a popular book with fans of the series and gamers alike.

Ships of the Expanse is in the design phase, with authors just completing their first drafts, as it moves into development.

Further Out

As players of The Expanse RPG know, the core book focuses on the period between the first two novels (Leviathan Wakes and Caliban’s War) with a lot of Expanse history waiting to unfold in the future. We’ve identified several distinct eras to Expanse game play, and the next one takes the setting and the series “further out” than ever before—far further than most of humanity ever imagined—once the protomolecule’s mysterious work on Venus is complete.

Modern Monday: The Companion and Beyond

Last time I was here I gave you a rundown of the Modern AGE Companion, currently at press and available for preorder or just PDF (in our store or at DrivethruRPG). Some of you were surprised our fourth Modern AGE release was already here, but believe me, we’re just getting started.

The world and the game are both bigger than you think.

Using the Modern AGE Companion

My last post provided a rundown of the Modern AGE Companion’s contents. It’s a big book of optional rules, and Modern AGE will generally not assume you have the book when it comes to understanding others down the line, though we may use some of its principles for “back end” design guidance. Thus, a power in a new book might be consistent with the Companion’s rules for extraordinary abilities, but you won’t need both books to understand it.

Some rules in the Companion are integrated with each other (such as the connection between the Demolitions Training talent and the new rules for, uh, demolitions) but in most cases, options exist to disconnect them. Incidentally, here’s a preview of the new rules for blowing things up.

Get a taste of Threefold on June 15th for Free RPG Day.

Burning Brighter on Free RPG Day

Next up, Modern AGE represents on Free RPG Day, with a Quickstart in the new Threefold setting, presenting the adventure Burning Brighter. Think of the old Quickstart as a prototype; this one sends characters across multiple strange worlds, to contend with transdimensional mobsters, the demonic invaders of a subterranean realm, and an unhinged clone—and the baby griffon’s still there, too.

The Threefold Quickstart drops on Saturday June 15 and will be available from participating retailers. While Green Ronin will be at Origins Game Fair this release is a retailer exclusive, so you won’t find it at our booth. However, I would be happy to see any you acquire that you see fit to bring by. I’ll be at the convention all week and would love to see it!

Open the Gates to Threefold in Q3

Threefold is the first original in-house Adventure Game Engine setting since the re-release of Blue Rose for the system. Unlike Blue Rose, which is an entire game, Threefold is a supplement to the Modern AGE core, similar to our licensed setting, World of Lazarus.

Threefold is big.

By “big,” I mean expansive in its ambitions, structure and possibilities for play. I wanted a setting where you could play virtually any character type in any genre, with the three “poles” being transhumanist SF, young-adult style fantasy, and dark fantasy, bound together by the concept of “speculative fantasy,” where weird things have rational underpinnings, and provide dilemmas that can be solved with a mix of clear thinking and idealism. I outlined Threefold as the kind of setting that might last through 20 years and 100 support products, and while I don’t expect that, you don’t get its spirit without wanting that.

“Big” expresses itself in the setting’s worlds—plural. Threefold is a setting of interdimensional travel through alternate Earths, fantasy lands, flame-tossed underworlds, and places that defy easy categories. Connected by gates, the countless planes are more than a mix of possibilities. Transplanar empires commanded by demigods, liberated members of the armies of the damned, and idealistic mystics struggle with each other, while enhanced operatives on Earth “hold the fort,” manipulate alternate histories, and deal with bizarre problems in their own backyards.

I want to tell you more, about the Sodality’s vows, the scarab badges members carry, and the conflict between the AI Lucifer and the counterparts who control organized crime, trading in things like souls and magic swords. But I have to let it drip out slowly. Get the Quickstart for Free RPG Day for more—for now. The hardcover is currently in art and layout, and due for release in the 3rd quarter of this year.

Encounter Enemies & Allies in Q4

Enemies & Allies is a book of strange creatures, useful Non-Player Characters, and optional rules to fit your game to their implied genres. The entries in this book cover modern fantasy, horror, technothrillers, crimes dramas, and near future or secret world science fiction. An appendix rounds things out with options to build creatures and NPCs from scratch, along with guidelines for converting creatures from other Adventure Game Engine games, such as the book’s Fantasy AGE counterpart, the Fantasy AGE Bestiary.

Enemies and Allies is fully written, in pre-production, and scheduled for release at the end of this year.

Get the Word Out

So, this is what’s coming, and when—at least, in terms of things I can talk about. I’ve talked about these books before, but sometimes people miss these messages and default to what they imagine might be happening. I develop most of Modern AGE’s books and follow each of them from conception to publication. I know what’s happening. So, if people are wondering what’s happening with the game, tell them what I’ve told you—or share this article.

The Expanse Roleplaying Game and GM’s Kit: Pre-Order and PDF

The Expanse Roleplaying Game PreorderIf you missed the Kickstarter campaign, you can now pre-order both the Expanse Roleplaying Game and the Expanse RPG Game Master’s Kit in our Green Ronin Online Store.

The Expanse RPG brings the science fiction universe from James S. A. Corey to the tabletop. Using the Adventure Game Engine (AGE) rules that power Green Ronin’s Fantasy AGE, Blue Rose, and Modern AGE RPGs, The Expanse takes players to a far-future solar system where humanity is divided: Martians, Belters, and the people of old Earth struggle for political power and resources, but older, alien, forces stir in the universe, and human history is about to take an unexpected new turn.

The Expanse: Expansive Content

We’ve had a lot to say about The Expanse Roleplaying Game during the game’s development and successful Kickstarter, so we thought it would be helpful to provide a quick and helpful guide to all things Expanse from Green Ronin Publishing here on our site and elsewhere.

First and foremost, the link greenronin.com/blog/category/the-expanse-rpg/ is your key to Expanse-related posts on the GR.com site. You can download The Expanse Quickstart from here to check out the game and give it a try with a complete starter adventure and pre-generated crew of characters.

 

The Expanse Kickstarter

The Expanse RPG Kickstarter is where it all begins

Where you can see all of the promotional materials of the Kickstarter and, more importantly, view all of the public updates

 

The updates include a number of excerpts and previews from the game as “Expanse Extras”:

Expanse Extra: Spaceship Combat Example

Expanse Extra: Qualities & Flaws

Expanse Extra: Interludes

Expanse Extra: The Churn

Ronin Roundtables

Next, you can check out the previous Ronin Roundtable articles on The Expanse, looking at different previews and aspects of the game to supplement the information found in the Expanse Quickstart.

The Expanse: Questions of Canon

The Expanse: Doors and Corners

The Expanse: Starting Points

The Expanse: Space Combat

The Expanse: Power Armor

The Expanse: Character Creation

The Expanse vs. Modern AGE

Expanse Transmissions

Even with only the Expanse Quickstart and the PDF edition of The Expanse Roleplaying Game core book available, a number of groups have already launched their own Expanse games. If you’re curious to see the game in action and want to check out some actual play games on The Expanse online, here are some good places to start:

Happy Jacks offers an actual play of The Expanse RPG from ShadowCon

Jowzam’s Den ran a stream of the Expanse Quickstart adventure “Cupbearer” live on Twitch. Available for viewing on YouTube

Mosaic Gaming Network’s “Rolling with the Regulars” offers their “Phoenix Rising” vidcast and podcast of The Expanse, starting with Episode 0

The Spice Must Roll is a live broadcast of sci-fi tabletop RPGs. Season 1 focuses on The Expanse RPG, starting with Episode 0

Modern Monday: Here Comes the Companion

It’s been a while since I’ve blogged about Modern AGE, but that’s not because activity on the game has slowed down. Quite the opposite; we have three new books and an adventure written, and a new quickstart ready to drop for Free RPG Day on June 15th this year.  I can’t cover everything in one post, but I can tell you about the Modern AGE Companion, which is out now! (Preorder with an instant PDF option here!)

Let’s do a 101 on the contents.

 

Cover art by: Victor Leza Moreno

Chapter 1: Characters

This chapter starts by breaking down the logic of character creation in Modern AGE, so you can make heroes using the bare bones of the system. Then we get into something long anticipated: fantasy and science-fictional backgrounds, from human anomalies to elves, dwarves, orcs, spirit-bloods—and even artificial intelligences. Then we move on to rules for handling characters who’ve been born with or acquire traits that may provide extra challenges in adventures.

Check out this sample featuring some of the fantasy and sci-fi types covered in this chapter.

Chapter 2: Talents and Specializations

Next up, we go over optional Grandmaster and Apex degrees for talents and specializations, with some examples of how they’re applied to existing talents. We also present nine new talents and seven new specializations, with full descriptions to the new Apex degree.

Chapter 3: Rules

As the title says! New rules include replacing Health with a damage resistance test, duels, fighting styles, flying characters, using miniatures in combat, advanced rules for hazards, poisons, diseases, fatigue, fear, and horror. These options should be used where they’d fit your campaign.

Chapter 4: Stunts

More about stunts! We start with a general discussion before providing rules to use a single table for all stunts. Then we talk about using these general stunts to make your own suitable for your campaign’s genre, or an adventure’s environment. Use these rules to support everything from swashbuckling panache to fighting in zero gravity.

Chapter 5: Extraordinary Abilities

Powers are one of the most hotly requested additions to the game, and chapter author Steve Kenson might know a little bit about that. These rules don’t turn Modern AGE into a full-on superhero game but are well-suited to lower key “street supers,” cyberpunk, and urban fantasy campaigns. The chapter concludes with rules for items made through magic and other extraordinary means.

Chapter 6: Social Options

New rules for Relationships, along with rules for organizations and social networks, fill this chapter. Characters familiar with other Adventure Game Engine games may have encountered rules for organizations before, but these are expanded to include new ways for characters to directly affect their fortunes. This chapter also includes rules for NPC companions, special stunts, and dramatic complications for Relationships.

Chapter 7: Technology

Here, we provide options for Player Character technicians to jury rig or create devices ranging from simple modifications to weird new inventions, limited by what the Game Master allows. The chapter concludes with guidelines for using explosives in Modern AGE games.

Chapter 8: The Modern Campaign

This chapter includes new rules for Game Masters to use to manage the flow of events in individual scenes and extended campaigns. This includes ratcheting up complications to counteract character success (something you might find familiar from The Expanse Roleplaying Game, in the form of “The Churn”) and rules for serendipity, so good fortune counterbalances failure. The chapter concludes with a system to generate sweeping events in modern games, from political power shifts to natural disasters.

Chapter 9: Genres

Written by Nisaba Press editorial director and accomplished fantasy and SF editor Jaym Gates, Chapter 9 drills deeply into applying genres to your Modern AGE games, expanding on the acclaimed Game Master advice in the core. Sections cover swashbuckling, Gothic horror, 1950s alien invasion, spy-fi, and modern to near future cyberthrillers.

What’s Next?

The Modern AGE Companion is here, but what’s next? Threefold, a new original campaign setting for Modern AGE, which will debut with a new quickstart you’ll get for the princely sum of nothing, because it’s coming out for Free RPG Day! The full campaign book is currently in layout and is scheduled to arrive later this summer. Watch for it—and for what we’ll say about it in the runup to release.

In Cinematic Mode, you never run from explosions.

 

Ronin Roundtable: Death Has Many Faces

The final season of Game of Thrones has special significance to those of us at Green Ronin Publishing, since we worked with George R.R. Martin on A Song of Ice and Fire Roleplaying when the successful show was just a concept. If you haven’t checked out the RPG—or even if you have, but your collection is incomplete—don’t miss out on the current offering from Bundle of Holding, available for the next week or so, where you can get all of the PDFs of the game line, including some Chronicle System supplements, for one bargain price.

Of course, a number of things about the world of Westeros and the saga of A Song of Ice and Fire have been revealed since the RPG core book was published, and Game Masters might want to add some new elements to their SIFRP games. In honor of one of our favorite Game of Thrones characters and the final season of the show, we offer a small additional quality.

 


Faceless Man (Fate Quality)

You are no one.

Requires Face in the Crowd, Furtive or Talented (Stealth), Treacherous, one or more Fighting quality, and sponsorship and training at the Temple of the Many-Faced God

You have mastered the arcane art of face-changing. If you kill a target, you can take their face and wear it, effectively becoming that person in appearance and voice. Under ordinary circumstances, this gives you a flawless disguise. Even those with reason to be suspicious of you can only detect something is amiss with Hard (15) Awareness (Empathy) test and even then may not realize the extent of your deception until it is too late. You automatically surprise anyone unaware of your true nature and gain bonus dice equal to your Cunning, in addition to the usual +1D.

You can save faces you have added to your collection, storing them for later use. It takes about a minute to don a face and assume its form, but you can remove a face you are wearing (ending the guise) as a lesser action, if you wish.