Time to tidy these up.
Worlds on Fire
Burn shift: Postapocalyptic setting. Burn shifts (mutations) 181-185. Community designs and actions (187-198] might suit us for groups like crews and conspiracies. Equipment 200-205 useful if reskinned. Beasts and obstacles [209-219} many of these are useful if reskinned – some can be directly lifted to our game. NPC faction leaders (226-236) suit us, with some reworking, as NPCs, excepting the one that’s a robot, which could be a spirit/automaton.
Fight Fire: You play a firefighter. Stunts (FAE) p. 81-88, Smoke rules 96,
Kriegszeppelin Valkyrie: Air aces from the First World War fighting cybernetic planes. Aerial dogfights are 131. Learning enemies 136. There’s not a lot here for us unless you are, say, doing a wing of dragons opposing the Armada. The NPCS are based heavily around their machines.
Tower of Serpents: Generic fantasy setting. Stats for footpad, eavesdropper and guttersnipe [p.9], caravan master [p.12], mercenaries and cult leader [p.13], governor and bodyguard [p. 15.], city watch [p.16], Crime lords and their thugs [p. 16, 18], Ape [p.23], Spirit guardian [p. 29], Sorcerer and elemental spirits [p.32],
White Picket Witches: Small town urban fantasy. Places of power [39, building 40-41], Face-off rules [40], Metaplot design 43, Spell list 61-63 (types Bone, Muscle, Blood, Skin, Breath), NPCs (In FAE, Mr Scratch 65, May Lady-in-Green 66, Sorrowful Dead 66, Bloody Matriarch 67, Brilliant Beast 68,
Wild Blue: Superpowered people in the sort of weird American Colonial west. Survival stunts 244, gear 245-7, magical powers (called gifts) 248-253. NPCS: Chamberlain 255, Warden of the citadel 257, Rail captain 258, Academy teacher 260. Wise woman 262, Merchant prince 264, folk spirit 265, Vengeful nature spirit 267, Pirate king 269, Twisted faerie lord 271,
Worlds in Shadow
Camelot Trigger: Sci-fi knights in mecha suits fighting in space against a computer intelligence. Skills and Stunts (218-226) are particularly suited to us because of their Renaissance phrasing. Power Armor rules 230-235. NPCs: Sci-fi Arthurian characters with wizards as AI 235-244
Court/Ship: Aliens invade. PCs are from the court of Louis XV (France, 18th century). The court and society 170-174, Character classes 177-8, The Skills and Stunts in 180-9 are useful to us as they are about playing courtiers and aristocrats. 190-3 rules for creating and revealing secrets. Pregens are suited for our game but, require some skill changes. 194-200. Rules for playing supernaturals, example vampire 201, NPCS: Louis VX, Queen Marie, Madame Pompadour, various types of courtiers and soldiers, 202-5, Alien King 206, Typical alien 207,
CrimeWorld: a guide to heists and cons. Slang 6-7, Expertise skill 9, Crime story design 10-20, Useful if you are playing a team of criminals.
The Ellis Affair: pulp spy story in 1920s Japan. Chinese pirates 91, Martial arts cop 93, NPCs 116-118, but not particularly suited to our stories. Stunts 119. Pregens 120-123, 1920s forensics 126-7.
No Exit, Psychological horror. New skill: clarity 137, sacrificing memories 139. NPCs: bureaucrat 148, voice on the phone 148, gate guard 149, management reps 150, barista 151, cook, nurse 152, caretaker 153, residents 154-157, the complex 159, How to do psychological horror 162-4.
Timeworks: Time travel to edit history on behalf of corporations, opposed by the Shadow Men. There’s an extensive in-character description of the setting. Anchors (like the mementoes they use in Inception) 53-54, Skills 55-61, Time agents 63-72, Shadow men 74.