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• . .0' . ....... 1-.

ThI

,~~-~ Roleplaying the Possibility Wars Thl

Terra
Where Reality is High Adventure

TABLE OF CONTENTS
Introduction 4
Chapter One: History 101: Origins of the World of Weird Science 5
Chapter Two: History 201: Politics of War 12
Chapter Three: History 301: After the War 24
Chapter Four: History 401: The New Age of Heroism 35
Chapter Five: Axioms and World Laws 41
Chapter Six: New Terrian Skills & Pulp Powers 54
Chapter Seven: Pulp Magic 70
Chapter Eight: Gadgets and Gizmos 77
Chapter Nine: Equipment 93
Chapter Ten: Cities of Adventure, People of Power 100
Chapter Eleven: Template Section 116

•• 2
Brian Sean Perry
Design

Ed Stark
Additional Design, Development and Editing

Brian Schomburg
Cover Design
Published by
Nicole Black
Graphics
~",r
Ken Barr l.JGAME5®
Cover Illustration
RR 3 Box2345
Malcolm Hee, Jaime Lombardo & Ron Hill, Scott Honesdale I PA 18431
Rosema, Brian Schomburg
First Printing: January, 1994
Interior Illustrations
A ngar Uthorion, Aysle, Barnk Kaa h, Core Earth, Cosm, Cosmverse, C y berpapacy,
Bill Olmesdahl and Brian Schomburg Darkness Device, Dr. Mobius, Gaunt Man, Gospog, Heart of the Coyote, High
Lord. Infiniverse, Kanawa, Living Land, Maelstrom, Maelstrom Bridge, Nile
Playtesting and Advice Empire, Nippon Tech, Occultech, Orrorsh, Pella Ardinay, Possibility Raiders,
Possibility Storm, Possibility Wars, Ra vagao, StarSphere, Stormers, Storm Knights,
Tharkold, Torg, and the Torg logo are trademarks of West End Games ®, n, and
©1994 West End Games. All Rights Reserved.

Publisher: Daniel Scott Palter· Associate PublisherjTreasurer: Denise Palter· Assistant Publisher: Richard Hawran •
Senior Editor: Greg Farshtey • Editors: Peter Schweighofer, Bill Smith, Ed Stark' Art ·Director: Stephen Crane Graphic
Artists: Nicole Black, Tom ONeill, Brian Schomburg' Sales Associate: Bill Olmesdahl • Licensing Manager: Ron Seiden'
Warehouse Manager: Ed Hill • Accounting: Karen Bayly,Wendy Lord, Kimberly Riccio' Billing: Amy Giacobbe

®, TM and © 1994 West End Games. All Rights Reserved.

.1
3
Torg: Terra

Introduction
_ mo. M."y ,,,"" " . or introduction for you folks that have wouldn't believe some of the stuff I've
scribed it as a world of travelled the cosmverse (that's the discovered in researching this book.
high adventure. Others, name the government lab coats are So, let's start with the basics ... World
a world of mystery and calling this new expanded universe). History. (Hey, Mrs. McPersis told me
intrigue holding secrets both super- For those folks hailing from Terra, there history was important and it is, so just
natural and political. And others still are few things in here for you, too. You read on and stop that groaning.)
call it the world of the heroic. Me, I call
it home. My name is Joseph Stillwell,
"Typewriter Joe" to my friends. You
can call me Joe and, as I was just say- ~T
ing, welcome to Terra. My boss (who he Terra Sourcebook
actually likes being called "Chief")
decided that I should be the one to let The Terra sourcebook is a fic- ing), a copy of the basic game,
you in on our world. Iguess he figured tional sourcebook for West End Torg: Roleplayillg the Possibility
my Pulitzer prize for investiga ting the Game's Torg: Roleplayillg the Pos- Wars, is necessary, unless you
year's city election scam needed a com- sibility Wars roleplaying game. intend to use this supplement
panion. Either that or he's a lot more Players adventuring on Terra with another game system
pissed off than I thought about that are able to play in a world very (which you can). The basic game
practical joke I pulled last week in the similar to that which was writ- describes the game-specific terms
printroom. ten about in our pulp fiction and notations and is all you need
In either event, here I am. So where novels of the 20s, 30s and 40s. to get started. There are some
do I begin? Whew, that's tough. First, Terra blends the political over- Torg products already in print
I need to establish why I'm writing tones of a near-depression post- <Check the shelf right next to this
you at all. Apparently, there is a lot WWI world with heroes and vil- one!) that are also helpful in cre-
more to this great big universe than lains with strange "weird" sci- ating and playing a Terra cam-
what my physics teacher taught me ence powers and gadgets. Dur- paign. These are The Nile EII/pire
back in twelfth grade. Somewhere out ing the course of a adventure in sourcebook, The Lalld Below
there, like in the farthest reaches of Terra, it is just as likely that a supplement, and Ill/illiverse Up-
some strange ten-cent sci-fi novel! al- player may find himself chas- date Vol. I and II. Having these is
ternatespace-time-continuum pocket, ing a gangster through the not mandatory, but they do in-
there are literally thousands of other streets of New York as he is to clude several additional items of
dimensions, or C051115 as some people find himself face to face with interest to both players and
call them. Many of them are more or po\ver-hungry sorcerer from the gamemasters for adventuring in
less just like my world, but there are (fictional) Far East. Terra. Most notably, The Nile
others that are just like the fictional Beyond the initial history found EII/pire sourcebook has descrip-
fantasy worlds in Howard's last ad- in the following chapters, there tionsof many of the pulp powers
venture story. Besides them, there are are several pieces of infonna- that are available to Terran char-
horror-filled places like those I listen tion for both players and acters but which are not outlined
to tales about every Wednesday night gamemasters. Ho\vever, this here. Some other items of inter-
and futuristic planets that even Mr. supplement is not a complete est in these supplements include
Wells would've balked at. game. Owning, or at least bor- equipment and pre-developed
Butyou probably know that, seeing rowing (the law frowns on steal- non-player characters.
as that's \vhere rnostof you canle from
and that's why I'm writing this book.
The Terra sourcebook is a kind of guide

•• 4
Chapter One

Chapter One

HISTORY 101:
Origins of the World
of Weird Science
o preface, I an1 writing quer much of Northern Africa and the
this history assuming Middle East for his father. Under the
that you know some of guidance of Amat-Ra and the might of
the basic history of a Sutenhotep, Egypt became the primary
cosm called Core Enrtii. power of their time.
Apparently, there is some sort of war But their reign was not without its
going on there and that's where many turbulence. Because of the illegitimacy
of you are coming from. This assump- of his birth, Sutenhotep was denied
tion makes my life a bit easier because the right to become pharaoh upon his
Core Earth's history is nearly identical father's death. Instead, Amat-Ra an-
to Terra's. It also makes your life a bit nounced publicly that Toth,
easier because you won't have to read Sutenhotep's half-brother, would be
a whole bunch of stuff you already the heir to power. This caused
know. So, on wi th the book. Sutenhotep to seethe with hatred. He
Terra's ancient history is pretty was angered, not just because he was
unremarkable. As I said, Terran his- not picked, but because Toth was cho-
tory is virtually the same as Core Earth sen in his stead. Although Toth was
history up until the turn of this past another successful leader in Amat-Ra's
century. We both had Roman Empires, army, Sutenhotep felt that, without
we both had legends of King Arthur his own leadership, the armies of
and Robin Hood, we both had pirates Amat-Ra would never have becon1e
and we both had English and French so great. He considered the extremely
revolts. We even had an Industrial popular Toth to be an imbecile and
Revolution back a few years ago ... refused to accept his father's sugges-
though I'm told by some of my more tion that he take the post of Toth's
philosophical sources tha t this is about grand vizier - a position of great
where the divergence began. power and influence in its own right.
But back to what I was saying - Sutenhotep's mentor, Kerkeremtis,
aside from all that, there is one item of attempted to soothe Sutenhotep's an-
note in Terra's ancient past that has ger. Kerkeremtis knew his student's
taken a slightly different turn on Terra anger would lead only to trouble, but
than it has on Core Earth. This item of Sutenhotep shrugged off the advice.
note surrounds the life of an Egyptian Instead, he swore to his mentor that
pharaoh, Sutenhotep. not only would he see himself seated
The way the story goes is that on the throne of Egypt, vanquishing
Sutenhotep, the illegitimate son of his father and brother, but he would
pharaoh Amat-Ra, was a powerful conquer time and eternity itself.
leader. Using his natural command Thiswasa vow thatSutenhotepmade
abilities, he led massive armies to con- a very good attempt at keeping.

I.
5
Torg: Terra

Sutenhotep managed to gather several Sutenhotep took command and or- murdered during a public speech. The
loyal armies together and marched them dered the deaths of his father's advi- large audience in attendance bore wit-
against his half-brothers forces. Van- sors. When he captured his father, ness to his assassination, and nearly
quishing them with barely a fight, Sutenhotep had compassion. Instead all cheered uncontrollably for days as
Sutenhotep walked up to and killed of slaying his progenitor outright, he Sutenhotep's self-proclaimed desire to
Toth personally. However, because of ordered Amat-Ra to be mummified rule forever was brutally crushed.
Toth's popularity, public opinion alive in a sadistic tribute to his station. Nearly all.
swayed radically at this gesture, and It was to be a glorious ceremony which
many of the would-be pharaoh's own would befit the passing of a pharaoh.
troops demanded that Amat-Ra make Although Sutenhotep thought that Prophesy or
Sutenhotep pay for his transgressions. this was considerate, Amat-Ra had
Unable to order the death of his only other opinions on his death sentence. Psychosis?
remaining son, Amat-Ra instead exiled Overcoming the pain of the slow, ago-
After that brief jaunt into ancient his-
Sutenhotepand hisstill-loyal troops into nizing death of living mummification,
tory, we move a bit closer to the present.
the deserts of Africa, never to return. he managed to utter a curse that made
Sutenhotep's reign bloody and short. The date is August 12th, 1897, exactly
After a fifteen-year anger-simmer-
three thousand years to the day of
ing retreat into the desert, Sutenhotep Amat-Ra's curse took effect almost
immediately upon his death and Sutenhotep's assassination. A small cult
returned, regardless of his father's or-
on an uncharted island in the Pacific
ders. During his exile he had used his quickly caused Egypt's fertile crops to
rose from their underground vaults to
masterful leadership abilities to gather be overcome with blight. The lands
shifted into arid, barren deserts and perform a ritual. They, claiming to be
another army, an army of nomads and
once-complacent peasants turned into direct descendents of the same priests
warriors, that were able to beat the
that served Sutenhotep three thousand
vastly superior forces of Amat-Ra and unruly rioters. A mere six months af-
ter Sutenhotep took power, he was years ago, begin casting a series ofspells
seize the capital. From there,
to bring their long-dead ruler back to

8.
6
ChtlpterOne

life. Twenty-four hours later, they fall to on the skies and prayed, asking the electric lights and trolley cars. And,
the ground in worship as they claim Egyptian gods to align the stellar con- unlike the magics of his priests, this
success. Their leader has returned to stellations and planets prematurely so seemed to have a firm foundation in
fulfill his prophesy of life over death. that their leader could be returned to the real world. It was a constant force
Sutenhotep once again walks among them. But, unfortunately for Suten- which could be produced accurately
the living. hotep, either the gods weren't listen- and controlled and manipulated with
Believable? Who knows?Whatiscer- ingor Amat-Ra's curse still had power, amazing ease.
tain is this: Khem, the small island in the because the descendents were unable Sutenhotep became fascinated with
Pacific, was unheard of before. Despite to perform the ritual for not only one this constant, controllable power and
numerous sailing voyages during three thousand years, but not for three thou- was led by his curiosi ty to spend some
millennia oftravel, there had neverbeen sand years. During the first two stellar time studying at the University of
a documented sighting of or landing on conjunctions, Khem was wracked vio- California at San Francisco. There he
the island. But over the course of the lently as two monstrous monsoons made his greatest discovery. Having
next few years, this island would reach raged across the island. The first was been thrust entirely into the world of
international recognition as the secret so intense that during the course of the modern science without the intenne-
island retreat of the pulp villain known storm the oceans rose high enough to diate development years, his studies
as Dr. Mobius. engulf the entire island. Only the elabo- were not clouded by those restrictions
Dr. Mobius, who completely van- rate underground vaults that were that Newton and Edison had floun-
ished from Terra several years ago, built during their ten-century waiting dered in. Combined \vith his own
was one of the first "pulp villains." period allowed the priests to survive. knowledge of magic and theirunnatu-
Unsettlingly intelligent, and unbeliev- Finally, the third time proved to be the ral effects, his concepts of science were
ably psychotic, Dr. Mobius made his charm as the priests were able to per- not limited to the realm of Newtonian
mark a lasting one. My research into form their ritual without interference physics. His genius allowed him to see
his background (and believe me, you from nature. beyond the scientific community's
don't want to meet allY of the people I nearsightedness and discover the
had to in researching this) exposes Dr. world of "\veird" science.
Mobius as a brilliant whacko. Accord- Sutenhotep's This discovery rekindled
ing to these unnameable sources, Dr. Sutenhotep's spirit. He had only been
Mobius believes himself to be the res- Journeys awake six years and already he had
urrected persona of Sutenhotep. After his resurrection, Sutenhotep discovered something that no one else
In theory, the saga of Sutenhotep immediately began studying the world had and it was something which could
continues long after his brutal mur- in which he had awoken. His servants, be used to his advantage. Sutenhotep
der. My sources say that Sutenhotep's having made occasional forays onto returned to Khem in 1903 where heset
few remaining loyal disciples, prima- the mainland, kept their civilization his evil genius in motion to\vards the
rily priests and a handful of soldiers, from being lost in time. For the next creation of the first of his world-domi-
whisked away his body before it could two and a half years, Sutenhotep spent nation plans. He spent much of his
be desecrated by the celebrating every waking hour poring over the time designing and testing new de-
masses. They were chased by a small tomes which his followers brought vices, but hesoon began to run short of
mob, but eventually made good their him. ThenSutenhotep went to investi- materials and funds.
escape upon reaching the Red Sea. gate the world about him.
From there it is unknown as to how Sutenhotep reached the American
they travelled, but it is rumored that West Coast on February 3rd, 1900. Dr. Mobius'
the priests ventured to and remained
in India for several years before they
Like many immigrants, he arrived in
San Francisco full of wide-eyed won-
Adventures
finally settled much further east on der. It wasn't the American Dream This lack of wealth led Sutenhotep
small island in the central Pacific. that Sutenhotep sought, but knowl- to return to the United States in 1906.
Once on the island of Khem, edge. Sutenhotep set out in search of This is when, according to Khemite
Sutenhotep's followers began prepa- everything he could use to rejain power history, Sutenhotep began his life of
ration ofa ritual that could be cast only and what caught his interest the most crime and adopted the alias "Dr. Mo-
once everyone thousand years. The was technology. Sutenhotep was awed bius" to fulfill his promise to
descendents of the original priests by the newly-discovered wonders of Kerkeremtis that he would rebuild his
maintained their isolation by utilizing electricity and industry. Being a man empire and beat eternity. His first few
Egyptian magics to mask the island's of three thousand years ago, he had adventures \-"ere flawless, but
presence and quietly let the centuries never witnessed the developments of unfulfilIing. Still a little untrusting of
pass by. They continually kept watch

Ii.-
7
Torg: Terra

8.
8
Chapter One

his own discoveries, his early capers cracy, Frest and all of the military and
were simple, small-time robberies. In- civilian officers involved in the case
experience led him to make some early
mistakes, but quick-thinking kept him
were ordered to ren1ain quiet. The
agents rationalized that with the hos-
T he First Hero
from getting caught. During the first tilities beginning in Europe that the Throughout the war (see the
six months, Mobius only managed to discoveries related to this case could next chapter, "History 201"),
steal about $5,000, but with time, he fall into the wrong hands if they papers across the country began
was becOlning bolder and more dar- weren't covered up. The police cap- reporting on sightings of a
masked man. Apparently the
ing. tain was given a promotion to keep
man, whom they dubbed the
Unfortunately for Dr. Mobius, his him silent and Frest 'l,iVaS given the Guardian, had been helping the
grace period was over. The strange option to stay on as the head of a new innocent victims of crimes. Vari-
nature in which his crimes took place Government Agency on Weird Sci- OliS descriptions began pouring
brought unnecessary attention to him. ence Investigations (GAWS!). Dr. Frest in, but the most consistent one
Reports of vanishing lnen and strange agreed and was named the agency's was of a white male, about six
devices caused the summoning of a first director after swearing to a policy feettall, wearing a dark blue coat
physics professor from the University of non-disclosure and secrecy. and mask. After the first few re-
of Chicago. A young prodigy by the ports, this unknown hero ac-
name of Dr. Alexus Frest arrived in knowledged his fame by adding
San Francisco after classes ended in Mobius Escapes! a golden "G" to his mask. In all of
the reports, the Guardian ap-
June. By mid-July, Dr. Frest, whose
Even with his genius, Mobius real- peared during a purse snatching
intelligence seemingly matched Mo- or mugging and stopped the
bius' o\ovn, was able to determine how ized that someday he might make a
mistake and get captured. Since it was criminals with a diamond-tipped
the crimes were being commi tted. The cane that delivered some sort of
next week a trap was laid. awfully tough to rebuild an empire
electrical shock.
Mobius' blind obsession led him to from jail, Mobius had set up a contin- Rumors abounded as to the
create a predictable pattern in his gency plan in the eventuality that he Guardian's identity because he
crimes. Confident in his ability to avoid was imprisoned. The night after Dr. never stayed more than a few
capture, Mobius moved in a specific Frest agreed to start GAWSI, a fol- seconds after the crime. He saw
pattern during his crime sprees. But lower of Mobius' activated a backup to the victim's safety and then
once Dr. Frest was able to determine device which teleported him out of jail disappeared back into the night.
and back to Khem. It wasn't until after the war that
how Mobius was escaping, Mobius
This time, Mobius remained on more would be learned about
was handed his first major defeat. In this man.
the past, Mobiushad used an invisibil- Khem for two years before returning
ity-generating device to mask his pres- to America for his third visit. In 1908,
ence. He would commit the crime and he decided to move to the other coast
and take on New York. This proved GAWSI was on the scene within
simply sHin plain sight until everyone hours. Dr. Frest was brought in with a
left, following his potential captors wise as Mobius was quite successful
in his new location for nearly two years. huge thought-scanning device which
out the door. This time, however, Dr. he used to determine how Mobius had
Frest advised that someone wait in- Unfortunately, his good fortune did
come to an end. Haste and poor foot- escaped the first time. Before Mobius'
side until Mobius became tired of servants were able to enact a second jail
waiting. Predictably, Mobius did tire, ing led to his second capture at the
hands (well, actually fists) of a private break, Frest removed the small trans-
tried to escape, and was captured. porter-lockingdevice that had been over-
detective named Rex McMasters. Mo-
bius had just robbed another bank and looked after their first confrontation,
and Mobius spent some real time in jail.
The Weird Science was making good his escape when he
blindly ran into McMasters' back. Rex,
Cover-up and acting instinctively, turned and took a
Dr. Frest
blind swing at his unknown assailant.
GAWSI He connected and sent Mobius over Disappears
Within a few hours of the arrest, backwards. Mobius' misfortune was
government agents from Washington compounded when the fall broke his Without his transport device or any
arrived at the office of police Capt. invisibility device, revealing his posi- means to contact his followers, Dr.
Edwards and the home of Dr. Frest.ln tion. Suddenly, police officers that had Mobius spent the next three years in
the interests of national security, pub- been searching in vain were able to prison. But lax security and Mobius'
lic safety and government bureau- capture Mobius. strong yearning for freedom eventu-

. . -----------------------9-··
Torg: Terra

•• 10
Chapter One

ally provided him with the means to His first action once free was to
escape. Toward the end of his third strike back at his arch-enemy, Dr. Frest.
N ote From Joe: year, Mobius began slowly collecting
strange pieces of discarded prison
In three years of incarceration, Mo-
biushad become friends with many of
Contained throughout the equipment. When questioned, Mobius New York's sleazier elements. Utiliz-
Terra sourcebook are several claimed tha t he was going to repair ing their contact base, Mobius was
dates and events which oc- them to save the prison money. This able to determine Dr. Frest's back-
curred in both Terran and Core pleased the warden who was delighted ground and the location of his family.
Earth history. As a disclaimer, to see the normally-disruptive Mo- After escaping, Mobius used this in-
many ofTerranhistorical dates bius working towards a useful goal. formation to arrange the kidnapping
may not match exactly their
Even if he wasn't successful at repair- of Frest's wife and son. A week later,
Core Earth counterpart. Like-
wise, time doesn't seem to pass ing the equipment, it kept Mobius out while back on Khem, Mobius man-
the same in both cosms. One of trouble. The warden's lack of cau- aged to abduct Dr. Frest himself. A
year in Terran time might be tion was a huge mistake, however, as note left at Frest's Washington apart-
two in Earth time, or less than one late night, Mobius used the vari- ment kept CAWSI from following up.
six months. I don't pretend to ous electronic components to jury-rig Mob.ius stated in no uncertain terms
understand how this works a small weird science explosive de- that Dr. Frestwas not to be sought out.
but, for ease of reference, I've vice. After waiting for evening Failure to comply with this order
tried to list most times in Terran lockdown, Mobius activated the de- would result in the murder of Dr.
references when possible. I'm vice and broke out of jail. Frest's family.
sure I'll mess it up occasionally
but, on Terra, we've learned
that knowing the sequence of
events is more important than
knowing exactly when some-
thing happened.

11
I'
Torg: Tern

Chapter Two

HISTORY 201:
Politics of War
march across Europe. Therefore, while
Prelude to War diplomacizing, Bismarck set out to
While Mobius played with his weird make sure France remained without
science, the rest of the world contin- allies. Austria, a long-standing ally of
ued along on its own pace. Just like on Germany, was no threat, but Bismarck
Core Earth, there was a very heavy still made the occasional friendly over-
expansionist period throughout the ture to them because it allowed for the
1800s. Over the course of fifty years, formation of another, more important,
every single European power raced to alliance with Russia.
capture as much territory as they could A French-Russian alliance, while
- and America was not too far be- unlikely, "vas a consideration. Given
hind. Countless thousands of tourists its current might, Germany could eas-
and diplomats rushed to explore the ily withstand any advance by France,
previously unexploited continents of but a two-front war by both Russia
Africa and Eastern Asia. This was good and France would be devastating.
because it kept the peace back at home. Therefore, Germany made certain that
Wars between European powers had Russia remained friendly by control-
been COillmon as relations between ling Russia's greatest fear, Austria. As
Britain, France and Prussia were cold long as Germany could keep Austria
at best. The colonization of the New from invading theSerbian lands which
World in the 1700s and the aggres- sat between Russia and Austria, Rus-
sions ofleaders such as Napoleon kept sia remained neutral.
people on edge throughout the first The other major threat, Great Brit-
half of the 1800s. ain, ,vas the easiest to buy off. Prima-
This expansion benefited one leader rilya colonial power at this time, Great
in particular - Prussian prime minis- Britain was unconcerned with the petty
ter Bismarck. When the colonial front bickering on the continent. Therefore,
finally began to settle down in the whenever Bisillarck offered conces-
mid-1800s, Bismarck kept the peace sions abroad to appease Great Britain,
going (and a bit of German superior- Great Britain willingly accepted and
ity) through savvy alliances and isola- remained neutral.
tionism. Treaties and foreign lands In addition to Austria, Russia and
were tossed about like pinochle cards. Great Britain, Germany remained on
Bismarck did this to keep his adver- good terms with Italy. Although their
saries constantly a bit off-center. They position and weak strength made them
didn't trust him, but remained casual a minor threat at best, Italy still could
because he was helping them. It ,,,,'as be problematic in a war if France were
because of Bismarck that Prussia rose to woo them. Germany therefore beat
to become a world power. France to the punch and established a
Prussia, which eventually become protective alliance with Italy.
Germany, had only one major fear- Spain, France's last possible ally,
France. A long enmity between these cut itself out of the European picture
two dated back well before Napoleon's by losing a costly war with the United

8.
12
Chapter Two

New York Sentinel


July ll, 1914

WORLD AT WAR!
Border wars continue along began last month. In its first pub- sponded by firing upon a rou-
southern Texas. Spain is em- lic proclamation on the matter tine British patrol vessel. This,
broiled in internal revolution. yesterday, Great Britain's prime combined with their heartless
Theprotectorates ofAfrica feud minister announced: attacks on the defenseless na-
with each other and their tribes "Germany's aggressions tion of Belgium, allows us no
swear to overthrow their "For- against our allies in France and other alternative at this point
eign Oppressors." China and Russia require us to assume oUr than formally declaring war
Japan deal with internal hostili- own defensive stance. Last against the Kaiser of Germany
ties and overwhelming public month, we issued adirect'''''arn- and ordering our fleet into the
demands to oust foreign influ- ing to Germany to cease its na. North Sea. It is for the protec-
ences. And now, 'war in Europe. val activities in the North Sea to tion of our own connlry thatwe
Last week, the last of the Euro- prevent the possible loss of ci- take this stand."
pean nations finally committed vilian lives while venturing in This proclamation truly
itself to the bloodshed which that area. Last week, they re- makes this a world at war.

States. Spain's personal recovery left had left Bismarck to his diplomacies. need for a land po\ver to develop a
France completely unsupported France was quickly becoming help- sea-based force to fight a land war.
against a rising Germany. less and the slightest provocation on Great Britain thought that Germany
the part of the French would have already had enough troops to ransack
given Germany the go-ahead to march all the way to the French coast and
Kaiser Bill's Big all over France. No one would have consequently gave them an ultinla-
Blunder come to France's aid and, once that tum to withdra'vv from the North Sea.
keystone of Europe was taken, it is Wilhelm ignored this demand and
Unfortunately for Bismarck and doubtful that anyone could have pre- continued to pour ships out into Brit-
Germany, his policies of diplomacy vented the remainder of a European ish dominated waters.
went unappreciated by his boss Kai- takeover. This set off a chain of events that
ser Wilhelm II. Wilhelm became tired Butinstead ofsitting back paSSively, neutralized the other major defensive
ofbeing in charge of a country without Wilhelm attempted a forceful take- alliance that Germany had. As Ger-
actually getting to run anything. By over ofEurope thatignored Bismarck's many prepared for war, Austria be-
1890, he was sick of Bismarck's end- careful diplomacy of the last several gan to get similar notions. Austria be-
less card deck shuffling of African and decades. First, Wilhelm viola ted the gan to seriously contemplate taking
European diplomacy. By 1900, he alliance between Great Britain and the Serbian lands and Russia in1rnedi-
wanted to play himself. Germany. In preparation for a major ately became defensive. Czar Nicho-
Wilhelm developed the notion of war, northern Germany set up to be- las II of Russia informed Wilhelm that,
Mille/europa, a Europeall neatly united gin producing a massive naval fleet. if he was unable to control Austria,
under his German flag. 'Alhile seem- Being the unchallenged master of the their alliance could be considered null
ingly impossible, this very well could seas, Great Britain was immediately and void. Wilhelm ignored the whin-
have been what happened if Wilhelm taken aback by this action. It saw no ing of his eastern ally, confident that

.e
13
Torg: Terra

he could easily withstand a retaliatory Spanish power in the Caribbean This prompted the US to send workers
Russian advance. Unfortunately, he around the turn of the century, and money to Mexico in excess of
forgot about the possibility of a two- McKinley and Roosevelt passed 50,000 people and one billion dollars.
front war. through Congress the measures nec- Despite these measures, a revolu-
These two simple judgment errors essary to increase the United State's tion still occurred in 1910. Francisco
on Wilhelm's part radically shifted the naval power in the region. During the Madero won the support of a starving
balance of power in Europe. Under course of their administrations, the US general populace and easily lead a
Bismarck's alliances, the balance was fleet produced ten new battleships by revolution against the aging Diaz with
three strong alliances (Germany, Aus- 1905 and effectively doubled the navy the aid of former bandito Pancho Villa.
tria and Italy) and two weak alliances by 1910. Once the Europeans with- Knowing that the Americans had been
(Russia, Great Britain) against lonely drew to prepare for their impending supporting Diaz, Madero quickly
France. With Wilhelm's aggressive war, the US took complete control of moved to make peace with President
blunders, the odds quickly became the Caribbean. Taft. He pointed out that even with the
three on three with Russia, Great Brit- This left Mexico in trouble. Profirio enormous sums of American aid, 95%
ain and France united against the ag- Diaz, the Mexican president, met with of the Mexican public lived in com-
gressive Germany. .presidents Roosevelt and Taft to re- plete poverty. Taft noted this and
quest aid. He pleaded with them for agreed to give Madero a chance to
economic and military help because prove his policies.
Pre-War America he felt that, with Spain's and Madero's government proved to be
Germany's withdrawals, Mexico even more ineffectual than Diaz's. Al-
The United States remained out of
would soon be wrought with bloody though his intentions were good, the
the European picture in the pre-war
revolutions. He further contended that 5% of the Mexican population that
years. Instead, it became embroiled in
such a revolution could spill up into weren't poor were the land owners
Spanish and Mexican politics much
the US if support wasn't supplied. that were the most affected by
closer to home. In an effort to end

•• 14
Chapter Two

Madero's new policies. One land


owner in particular, Victoriano Huerta,
wasso upset over increasing taxes and
overheads that he led Madero's own
troops against ltim in 1913. Madero
requested aid from the US and ini-
tially received it, but lost it when
Huerta presented false evidence of
NewYorkSe Jul 11,1916
Madero's economic grafts and private
wealth stockpiling. Without US sup-
port, Madero lost power on February
18th after only ten days of fighting.
STRANGE LIGHTS OVER
Huerto ordered the execution of
Madero four days later.
RUSSIA
War rages on in Europe night, reporters throughout
The Great War and Asia, but stranger still is the war zone informed us tha t
thebizarreblastwhichrocked· even well after midnight, the
Although I've heard that Core Earth the Russian countryside two sky was so ,veil-lit that one
has had two of these beauties, Terra nights ago. Reports from could read outside without
has still only had one great World War sources abroad claim that, on aid. Russian scientists refused
(but we're working on a second). While July' 9th, a tremendous blast to comment on the origin of
occurred somewhere in Rus- the explosion and have
Mexico began to bleed internally, Aus-
sia, probably near central Si- blamed the night-time phe-
tria and Serbia began to tussle. Taking
beria. Even more strange than nomena on a "rare" extremely
cues from its aggressive partner Ger- the still-unexplained blast are powerful solar flare that has
many, Austria began to set up for some the after-effects of the blast. affected the Aurora Borealis."
expansion of its own. Austria started The explosion is supposedly At this point, because of their
to trade blows with Serbia in 1910 and -linked toaseriesofmild trem- silence, we can only wonder if
1911. A series of border disputes and ors throughout the regionand their claims are true.
limited excursions sent temperatures even as far away as th~ east-
soaring in the Balkan states - natu- em front in Rumania and,last
rally making Russia stand up and
watch very carefully.
Wilhelm was still able to hold
Nicholas in check for a few more years.
He continued to maintain the strained
alliance because he wasn't ready for Ferdinand's assassination, Austria military forces. The central European
war yet. But, eventually, everything declared war on Serbia and Serbia re- nations ofGermany, Austria-Hungary
fell apart when in 1914 things got too plied in kind as Austrian forces and Italy formed the Triple Alliance.
hot for him to handle. marched in. Russia, finally confronted The outlying powers, Great Britain,
Despite numerous warnings and with its worst fears, moved quickly to France and Russia, created the Triple
death threats, the heir to the Austrian Serbia's aid. Having spent the last ten Entente. The early days were some-
throne, Archduke Francis Ferdinand, years preparing for war, Germany fi- what one-sided. The Alliance's early
visited the besieged country ofBosnia. nally made its move. Wilhelm broke successes were aided significantly by
When the Archduke arrived in his alliance with Nicholas and backed Austria's efforts at keeping Russia cen-
Sarajevo on June 28th, a Serbian ter- Austria. This mistake finally freed tered on itself rather than Germany.
rorist tossed a bomb into his car. He France from its stranglehold. France The lack of a two-front war favored
was able to get rid of it before it ex- quickly joined with Russia and Serbia, Germany, and despite its diplomatic
ploded, but was unable to dodge the causing Italy to side with Germany in shortfalls, Germany was still pretty
hail of bullets that riddled his car the its own defense. Faced with the possi- damn good at war. Reliving the glory
next day. The Archduke watched help- bility of losing both the North Sea to of Bismarck's early days, Germany
lessly as his wife was shot twice in the Germany and the Mediterranean Sea marched all over Belgium and into
abdomen before he was shot himself to Italy, Great Britain was reluctantly France. Germany was also aided by an
repeatedly in the chest and throat. pulled into the war on France's side. intelligent handling of Great Britain.
Less than a full day after These alliances created two huge Rather than directly taking on the Ilum-

.e
15
Torg: Terra

ber one naval power in the world, Ger- ever, this is "vhere the hvo histories fOrIlled across France. Wilhelm figured
many used a defensive offense to keep begin to radically diverge. On Core that his submarines would force Great
Great Britain at bay and to slO\v the Earth, for those that have forgotten, Britain to back out of the "var com-
transfer of supplies to France. Even in things got much worse in Europe. Ger- pletely, fearing the loss of its transports.
wartime, the most effective way ofdeal- many continued to sweep and crush This would thencutsupply aid to France
ing with the French \vas to isolate them. everything in its path until it committed and cause them to lose the war due to
a fatal mistake. The Ullierseebool, also attrition.
known as the V-boat or submarine, be- Instead, it backfired dramatically.
The United States and came one of Germany's greatest weap- Great Britain, the world's greatest naval
the Great War ons. Silent, hidden, lethal, it struck dead power, was forced to put up or shut up.
whatever it hunted. Submarines were No longer just in support of France,
TI,e United States wasted absolutely thought to be the solution to the long, Great Britain began to fight backaggres-
no time in declaring itself a neutral party laborious trench warfare that had sively and, by mid-1915, both Great Brit-
in thevlar for Europe. The huge influx of
European immigrants that had begun
arriving since the beginningofthe 1900s
prevented the United Sta tes from clearly
choosing a side. While the relations be-
tween the US and Germany \veren't
entirely cordial (stemming back to inci-
dents in the Caribbean), powerful fac-
Hans of German in1migrants seated in
government kept the US from allying
with France. It was decided that the best
policy was to have no policy. "We won't
attack you if you won't attack us" was
the message president Wilson sent to
the European embassies in Washing-
ton.
This turned out to be a fortuitous
decision. In 1914, as GerIllany declared
\..var, the US became involved in a war
itself. A third Mexican civil war broke
out in December 1913 as Venusiano
Carranza rebelled against Huerta's op-
pressivedictatorship. V\'ilson,somewhat
upset over the UlU1ecessary execuHon of
Madero, turned onHuertoin 1914as the
evidence of Madero's setup came to
light. He sent a small arIlled force to
Carranza's aid. Huertb responded by
ordering Pancho Villa to raid first
Carranza's estates in Coahuila and then
New Mexico. One week later, Huerta
himself led a Mexican arIllY of 20,000
against El Paso, Texas, razing it to the
ground.

The War Concludes on


Core Earth
Now, far as I can tell, much of this
except for the Mexican situation, is just
like \vhatoccurred on Core Earth. How-

•• 16
Chapter Two

ain and Germany were in the midst of a ntis one of the factors that led to his many because American passengers trav-
tremendous naval conflict in the North kidnapping by Mobius. But his disap- elling abroad were becomingcasualties in
Sea. This was bad because it made pearance brought an end to the inno- Gennany's U-boat war. And just like on
Genl1any's war on the Western Front a cence of GAWSI's research. Core Earth, pecple began to call out to
concentrated two-on-oneconfrontation. Prior to Frest's disappearance, a small President Wilson for intervention. Wil-
This led tothesituation which spelled but powerful faction of Congress be- son, huwever, continued to adhere to his
Germany's downfall. On Core Earth, came inspired. These men, the same policy of total neutrality and that cost him
the US became upset with the naval ones who helped found GAWSI, noted the election in '16, despite recent US victo-
war. Germany's declaration of unre- the ease with which Roosevelt and Taft ries in Mexico. People wanted togo to ,var.
stricted submarine warfare in the North had handled their scuffles with Spain HissuccessorwasAlexanderGivens,a
Sea and the areas around France and and became convinced that the US no fonnersolctier-h.mled-senator from Texas.
Great Britain infuriated President Wil- longerneeded to play patsy to the Euro- Gi vens \vaselected becausehevel)'dearly
son. Because inn,?cent, neutral US lives pean powers. They determined that it stated his surprising intentions for US
were being lost in the U-boat attacks, was tinle to make the United States a involvement in the European war. He
Wilson demanded t~lat Germany cease world power at last. energetically called the public to anns:
and desist. ButWilhelm'srefusal to com- When Dr. Frest was kidnapped, this
ply combined with possible evidence of "When, not if, America enters
faction re-examined the purpose of
a Gennan-Mexican alliance against the this terrible ,,\'ar, \ve must enter
GAWS!. Given the change in relations
US drew Wilson into the war. onourO\vn terms and unaligned.
between Mexico and the United States,
In 1916, just as Russia began to fall We must break free of ollr ties to
they decided to place one of their own in
outofthewar, the US entered and swung charge of the agency and center the ourill-maIUlered relativesandde-
the tide of battle to the side of the west- velop our own self-identity. We
agency's research on mor.e practical,
ern allies. With their entry, the minor cannot continue to rely upon Ollr
military uses. In 1916,GAWSI produced
and majorskirmishes of the lastsix years past if we are to have a future.
its first weird science invention with
Therefore, 'when we enter, it \vill
came to a close within h-vo years. Ger- military applications - a warplane.
many sinlply could not withstand the Now,althoughstandard planes ,vere be to protect American lives and
bombardment of three allies, especially already in use in the war, they were American interests. Our men will
as Austria bega.n to fade and Italy ran. problematic. They were extremely use- not die for foreign gains."
On Core Earth, the Kaiser abdicated ful in reconnaissance and aerial attacks, He campaigned hard on his declara-
with public opinion of the war waver- but they still required the training of tion that there could be no choosing
ing and Gemlany surrendered, ending pilots and were vulnerable to return sides. Hereminded the voters that there
nearly ten years of fighting. attacks. This meant that they were ex- were too many conflicts of interest in
pensive to maintain in time, lives and choosing a single side. During his elec-
money. GA WSI, however, developed a tion speeches, large numbers of inmu-
The Weird Science reasonable compromise. In 1916, dur- grant voters became convinced that a
Solution inga borderskinnishat Laredo, GAWSI French-allied America or a German-al-
unveiled its prize creation, a remote- lied America 'would cause Illore inter-
The aftermath of the \-var and war control drone aircraft. In addition to its nal, domestic strife than American-al-
reparations caused severe economic long-range capabilities, it was able to lied America. He capitalized on the vi-
hardships across the globe. People in generate a limited defense shield to pro- sions of the American Dream that
each of the wartime nations, including tect itself from gunfire. A cavalry regi- brought so many of the immigrants to
the United States, would be hit by their ment along with five support drones the United States in the first place. Vot-
worst recessions ever. This, combined wereable to causea routamong Huerto's ers agreed and Wilson \vas ouste~.
with lingering hostilities, would even- forces. This didn't immediately end the
tually lead to yet another war on Core war between the United States and
Earth. Mexico, but it did prove to GAWSI that The President's
On Terra, however, the Great War it could develop effective weaponry.
was ended much differently. Dr. Frest's
Directives
disappearance in 1913 set in motion a Givens moved immediately to ful-
change in GAWSL While he was in The Great War Finale fill his promise. Unknown to the gen-
charge, the agency's goals were prima- eral public, Givens was also the cur-
As the war continued in Mexico, it
rily innocent scientific discovery and rent director of GAWS!. Upon his in-
also became more apparent that the
protection against villains like Dr. Mo- auguration, he ordered the creation of
United States would not be able to re-
bius. Frest had become enormously in- several hundred 11l0re aerodrones and
main neutral in the European \var. Pub-
trigued by the world of weird science. then held a military conference with
lic opinion began to sway against Ger-

••
17
L
Torg: Terra

~ Terra: Diagram 2
~ The Aerodrone

Top View

Side View

, ,--------------
------_:::::::::::::::~ :-------------

---------- _:_:::::::~:::::::::::: ------- ----------

Control Panel ,_hhm.... hhmm: u-Tuuf---: uu__ ---------


~ ~

i I:::
: I
:, I ~ A ....
C0 W (0
;::::::::::::::::::::~_: : __ :::::~I~--~--~c-~-c-~--~--~--~--~-I i":~IDoI
n-- n---:i ~~ : :: ~ i ~ • Vi ..

l "- "- " - n '- =
- """"- - '=
- """:i-

Jb Jb Jb i i~ • i: ~
:_ Q_Q _0_~ _ ~_ ~ _
____________i .1 L ~

-a·-------------9
18
Chapter Two

thermore, that if the US was not an ally Instigation of War


of France, then it was an enemy of
France. On March 2, a French cruise ship
Weird Science Mass
The Germans, on the other hand, fired on a neutral commercial vessel.
Production made no such gestures to "woo" the All hands aboard the Alexander were
United States. Instead, they ridiculed lost and nearly eight hundred people
One thing Americans learned
the newly-elected Givens who had died including more than one hun-
during the harsh winter was an
equally harsh fact: most of the been injured early on in the \var with dred' and fifty American civilians.
Rocket Ranger battlesuits, and Mexico. Wilhelm made fun of the fact When Givens demanded a publica pol-
other "weird science" gadgets, that"ignorant" Americanshad elected ogy and restitution, Clemenceau ig-
seemed to resist any sort of stan- a leader that could not even beat a nored him, claiming that the vessel
dardization and mass produc- simple-minded Mexican cur. He ig- had been a secret military transport
tion. It seemed that the more used nored Givens' threats, stating that there carrying Germansympathizers and
a single blueprint was, the less was no possible way that US troops weapons. Three days later, a second
reliable the end product would could beat seasoned German soldiers passenger ship carrying Americans
become. It soon became appar- and that the American aerodrones "'"as lost in a similar attack by the
ent that "weird science," while Germans. Like Clemenceau, Wilhelm
were no threat to his underwater sub-
an important key to American
marines. gave no apologies for the "acceptable"
superiority, was not going to be
as easily deployed as once Great Britain, already involved in a loss of American lives.
thought. a cool distrust of its former colony, On March 7, 1917, Givens went to
simply ignored its President's warn- Congress. Although Congress was
ings.
Great Britain, France and Germany.
Givens warned the warring European
powers tha t further loss of American

ark Sentinel
lives in the war would not be toler-
ated:
"Every commercial passenger
ship that carries American civil-
ians will be accompanied by a December 26 1917
squadron of remote drones, re-
gardless of the nationality of the
vessel or its destination. Any at-
tempts at the destruction or cap-
NOT EVEN COAL
ture of such protected ships will Rocket Rangers per-
Christmas was bleak for
be met v,"ith firm retaliation. Fur- formed sweepsurveillance
ourboys in green. Theirholi-
thermore, if the European pow- in a 90-mile circle around
day was ruined by yet an-
ers cannot reach a committed the ship's sailing plan, but
other unexplainable disap-
'peace without victory' - the turned up no sign of the
pearance. Like so many be-
only true peace with honor- by Mistletoe. No other vessel,
fore it, another US supply
year's end, the United States will European or American,
ship, this time the present-
be forced to enter the European was reported in the vicin-
bearing Mistletoe, has van-
conflict on the behalf of your own ity either. This is the ninth
ished. In an interview held
war-weary subjects."
withPortAuthorityofficials, such vessel to disappear,
The reaction from abroad was as one representative thesecond this weekalone.
Givens expected. The French premier stated:"Radio contact was At this time, we have no
Clemenceau attempted to get the US lost about 24 hours after leads as to the vessels'
to enter on his side. But, instead of Mistletoe's departure from whereabouts.
diplomatically requesting the aid, he Boston Harbor.
demanded that the US help France
and her allies. He informed Givens
that even a "fledgling" nation such as
the United States should be able to see
that the Germans were the instigators
and aggressors of this war and, fur-

19
I'
Torg: Terra

unable to agree on the decision to de- again to Congress. After a two-day Christmas in Europe, saw supply ship
clare war against either France or Ger- meeting, it was finally decided that after supply ship mysteriously hi-
ll1any, they did agree that it was time the European war was to be given jacked (see "Not Even Coal" article).
to give definiti ve support to the clailns priority. German and English forces capital-
Givens had made in the January con- Givens first sent a private message ized on the winter. Having already
ference. Givens was allowed to de- to each of the conspirators and then fought during three winters, they
ploy his aerodrones and the planes' re- ordered a first strike on Mexico. managed to make the American casu-
mote operators \vere given standing GAWSI supplied a unit of just75 troops alties finally mount. By the end of
orders to attack {lily aggressive Euro- "vith a prototype rocket armor suit. March, when the weather finally be-
pean forces. In adclition,all militarywuts These fi.rst "Rocket Rangers" \vere then gan to become warm enough for the
not involved in the conflict with Mexico directed to push back Mexican forces, Rocket Rangers to return, nearly 30,000
were shifted to active status in the event all the way to the capital if possible. Americanshad been killed or captured.
of retaliation for aerodrone attacks. They weren't quite that successful, France was also aided by the weak-
The aerodrones proved very effec- but their attacks did generate some ened American position as supply lines
tive against both enemy ships and pleasing results. The first was that the between Great Britain and France be-
Llllfersec boats. Each one was a deadly, in-the-field flight tests enabled GAWSI gan to flow again. Troops stuck in the
guided missile, and each loss was only a to pinpoint and correct the final few trenches were able to receive oil and
gain for the United States- more money errors in the rocket suits. The second coal for fires and much needed medi-
and materials \vere shifted into result was that the attack was a very cal supplies were distributed through-
aerodrone production, and it looked effective demonstration to Europe that out the war zone.
like America had her protective squad- the US was not joking around any-
rons. more. After hearing how quickly sev-
enty-five Rocket Rangers defeated 425 The Mexican War
Mexican bandits - without sustain- Ends
Arms Escalation ing a single casualty to enemy fire-
An aggressive stalemate lasted for France backed out its agreement with While winter raged in Europe, the
five months. None of the European Mexico. Rocket Rangers were moved back to
nations were willing to commit to a The next two attacks were against Mexico. They began by patrolling the
war with the US lest they leave them- British bases in southern England fol- gulfs surrounding Mexico and then
selves vulnerable to a attack by their lowed closely by several attacks began invading inland. By March of
real enemies. At the same time, how- against German-occupied positions in 1918, Mexico's forces \-vere in full re-
ever, they had to continue to pursue Belgium. By mid-November, thenum- treat. Huerta was deposed in another
what they believed to be enemy sup- ber of European soldier surrenders Mexican revolution, this time by his
ply ships. Unable to individually solve was at 2,677 with only 800 of these own general, Pancho Villa. Villa
their collective problem, the leaders of being wounded and with only 68 ca- quickly met with President Givens to
Great Britain, France and Germany sualties. Against these numbers were talk of peace and issue a plea for clem-
decided to gather for a rare, peaceful the Rocket Ranger's230 wounded and ency. Villa escaped mostly unpunished
conference. At this conference, British 34 deaths. And, of those wounded or after stepping down in favor of a Mexi-
prime minister Lloyd George sug- killed, roughly one-third were due to can-American businessman. Pancho
gested that a more intense war \vith rocket malfunctions and not direct Villa was then returned to his estates
Mexico might force the US to ""ith- combat. fora period of house arrest and Valeno
draw from Europe. Wilhelm agreed Castilla became the new Mexican presi-
and Clemenceau grudgingly \'vent dent.
along \vith the plan. The next \,veek,
A Long Winter
each of their respective foreign minis- A harsh winter caused the Ameri-
ters would approach president Huerto
The European War
cans to lose some ground at the year's
and offer any aid that he requested in end. The rocket suits became extremely Ends
his war with the United States. unreliable in the cold of England and
Givens was able to prevent this from Despite their manufacturing prob-
Northern Europe, and especially at
happening. Expecting some sort of lems, the Rocket Rangers eventually
sea. For the first time since conflict had
eventual alliance against him, Givens proved to be the ultimate \veapon in
begun in October, Givens had to use
used the original invisibility belt taken the \var in Europe. Once warm weather
conventional troops to continue his
from Dr. Mobius to get a spy into the returned, all of the Rocket Ranger units
struggle. Morale also became a prob-
meeting. As soon as he was informed were reassigned to posts in the north-
lem as soldiers, spending their first
of the conspiracy, Givens returned ern Atlantic and surrenders soon

....." ' 1 - - - - - - - - - - - - - - - - - - - - - - - .-.~


2 0 W ; ; V
Chapter Two

~ Terra: Diagram 3
~ Rocket Ranger Suit

Power Pack

Omni-Directional
Gyroscopic
Cooling Vents Rangefinder
Reinforced
Power Gauntlets

Polarized
Visor

Magna-Steel
Chestplate

Utility Hook for Clip-on Gear


'----Power Adjuster

Pneumatic
Knee-Guards

Sidearm Clip

Boot Jet----...

••
21
Torg: Terra

started mounting again. During the [1] England, France and Germany [3] The United States will receive
spring of 1918, they proved to be virtu- are mandated to withdraw entirely similar recompense for the lives lost in
ally unbeatable in infantry situations from one another's countries back to ending the war. As a neutral nation, it
and their maneuverability and speed those borders officially recognized in should be rewarded for its clarity of
made certain that they could avoid the 1914. thought and its definitive ability to
larger, deadlier foes such as tanks and [2] Belgium is to be given its full end a such a senseless conflict.
planes. In mid-April, after several one- independence. In addition to indepen- [4] Reparations on the part of En-
sided victories, the UnitedStatesopened deIKe, Great Britain, France and Ger- gland, France and Germany with one
peace negotiations with France. Byearly many are further mandated to give another are not a consideration of this
June, Great Britain was at the tables. just compensatory war reparations. article. All three of these nations shall
Fearful that it might get allied against, The Serbian states, as well, are to be be held accountable only to themselves
Gemlatl)' joined tv.ro weeks later. Giv- given their independence. They may, for their involvement in the war. Fur-
ens declared the war officially over on at their desire and for their protection, thermore, in this time of global expan-
July 4th, 1918, the United State's Inde- form into a single nation or, if they sion, world nations such as these
pendence Day. choose, remain separate. Once the should be more concerned with im-
nation's status has been settled, Aus- proving the global environment than
The Five-Point Plan tria, Russia, Italy and Turkey shall all increasing their personal wealth. In
give reparations to the Serbian state(sl order to mandate this, the three coun-
Givens' demands were simply for their roles in the harmful invasion tries will pay sufficient funds to begin
stated in his "Five-Point World Peace of said state(s). the formation of a united League of
Plan."

H ow'd They Do It?

Why was the United States the out the war, GAWSI's existence ther experimentation led him to
only one to develop \veird science remained the most closely- the first synthesis of elen/il/Ill and,
based weapons? Surely, upon see- guarded secret of Americans. On consequently, the discovery of
ing the capabilities of the Rocket top of that, only a single, heavily weird science. It was by using
Rangers, the other nation's would patrolled, impenetrable produc- minute amounts of the eternium as
have raced to build their own de- tion facility was ever used to make a power source that Mobius was
vices? the Rocket Ranger suits. President soon able to create his first gadget.
Well, they did try; they just Givens took nochances that might [Game Mechanics Note: This
weren't very successful. During cause his country to lose sole pos- minute trace of eternium is what
the first few months of "\veird session of the know-how on creat- powers possibility capacitors, the
science expansion," European ing weird science devices. building block of all weird science
troops tried in vain to retrieve gadgets. It is the rarest of elements,
Rocket Ranger suits, but heavy and its existence is a closely-
victories on the part of the United What's the Secret? guarded secret.]
States thwarted every attempt. Later, after Dr. Frest defeated
And, even later, as the number of The secret that eluded Euro- Mobius, the United States came into
Rocket Rangers increased and pean scientists was the knowledge possession of this knowledge and
suits were fi.nally captured, Euro- of what powered the suits. All tlleir this material. In a raid of the crimi-
pean scientists were still baffled research could onlydetemtine that nal San Francisco apartment, Dr.
because they couldn't figure out it was an element completely un- Frest secured many of Mobius'
how they \·vorked - they didn't known to them. In the early days early notes and this is what led to
make sense scientifically. After of his resurrection, Mobius' reli- the formation of GAWSI. Keeping
that, Europe tried to send wave gious background had allowed this knowledge secret is what put
after wave of spies to ferret out him to discover the traces of possi- the United States on top of the war
supposed Rocket Ranger centers bility energy that existed in cer- scene.
from which to steal the informa- tain personal possessions that were
tion, but this too failed. Through- left over from his first reign. Fur-

•• 22
Chapter Two

Free Nations. Its base membership owned colonies and newly formed members directly (upon evidence of
shall include: the United States (as its nations, the validation of declarations such) shall require a two-thirds major-
chairman), Great Britain, France, Ger- of independence, and the overseeing ity vote. Votes involving non-aligned
many, Austria, Russia, Italy and Tur- of military weapons production. Each territories or other minor rna tters shall
key. A two-year advisement position member nation, excluding those in be passed by a simple majority. Other
shall be granted to Belgium, Mexico, advisement positions, shall also pro- nations may join the Leagueonly upon
China, Spain, and Japan, after which vide a number of common troops as receiving the sponsorship of a current
time these nations may apply for full determined by the whole League. League member. If their nomination
membership. The League of Free Na- These non-aligned forces shall be acti- passes a simple majority vote, they
tions shall be responsible for those vated to deter hostile forces in any will be placed on a two-year proba-
items of global interest including, but warring nation where civilian lives tion. After the probation, a two-thirds
not limited to, the settlement of border are considered to be in jeopardy. vote is required to become a full League
disputes, the guardianship of foreign- [5J Votes which involve League member.

23
.e
Torg: Terra

Chapter Three

HISTORY 301:
After the War
lid agreat blacklless fell over wasn't quiet about his actions. Using

II the crowd. Their screams of


terrorsilellcedas they stared,
wide-eyed alld opell-
mouthed, at the imposillg
form of the Shrolld. Alld yet, despite their
fear, Ilolle of them wOllld rUIl. They had all
new devices of his and Dr. Frest's de-
signs, Mobius began a new world-
wide crime spree. The first was which
stopped by the mysterious Guardian
in 1920. After a long chase through the
streets of New York City, Mobius fi-
heard the tales, all read the articles alld all nally gave up running when he
saw the photos, photos of victi//lS who had reached the Brooklyn Bridge. Mobius
fled. Illstead, they stood there alld let the ambushed the Guardian and held the
Shrolld doashewas WOllt todo.IfthClJdidll't hero back for nearly thirty minutes,
resist, perhaps he wOllld let them live. but eventually theGuardian managed
- A reporter describing an at- to overcome Mobius' devices and cap-
tack by the Shroud in Toronto's ture him for a third time.
theater district. This was not the end of the crime
lJnnge is everything. It doesn't //latter waves, however. All throughout his
what YOIl can do, it ollly matlers what they crime spree, Mobius' exploits were
think YOIl enll do. Alld will do. highly-publicized. There was some-
- TI,e Shroud thing in his high-profile adventures
that sold ne\vspapers. Perhaps after
So what happened after the war? On nearly a decade of conflicts, people
Core Earth, the 19205 were marked by needed the little fantastic retreats that
extreme wealth and excess, ending in his daily exploits touted. And, as a
severe recessions and depressions as direct result, several other less than
European nations stmggled to pick up good-willed personalities began to
the pieces of World War I. Even the show up as well. Seeming to leap right
United States succumbed to domestic out of the din1e novels, the first wave
economic troubles. This led to the down- of "pulp" villains looked to Mobius as
fall of at least two major govemn1ents, their role model and began similar
revolutIons in other countries and a sec- careers of crin1e.
ond, even bloodier World War.
But this is not \vhat happened on
Terra. Here's a glimpse of huw things Pulp Villains
worked out for us:
Jonathan Blackman, aka the Silk
Panther, victimized Ne\v York first in
1918. A cat burglar of uncanny ability,
The First Age of the Silk Panther is believed to have
Heroism stolen in excess of three million dol-
lars in jewels, precious gems and art-
Immediately after the ,vaT, even as work over the course of his two-year
the League of Free Nations \vas form- career (he was shot and killed in 1920
ing, Dr. Mobiusreturned. This time he by a rookie police officer).

•• 24
Chapter Three

took the law into their own hands to


mete out justice. While spectacular,
the Lightning Raider's crime career
was short-lived once he ran into the
Protector. TIle Protector, a forrnerelec-
trician, developed an insulation suit
against the Lightning Raider'selectro-
gun and managed to stop him in the
midst of another bank robbery. The
Crimson Shroud's heroiccounterpart
arrived in 1920 as Toronto's first pulp
vigilante: the Blackguard with his
weird science autogiro patrolled the
theater district. The Flower of Flo-
rence met his match when Alexan-
dria LaGrieve, a self-styled water
daredevil and fascinating heroine
pursued him across the high seas and
beat him at his o\vn game.

Villains of Terra
The Silk Panther,
aka Jonathan Blackman
DEXTERITY 14
Acrobatics 17 (19), dodge 16, fire
combat 15, lock picking 16, long
jumping 17, melee weapons 16,
maneuver 16, stealth 19, unarmed
combat 16
STRENGTH 9
Climbing 15
TOUGHNESS 10 (13)
PERCEPTION 9
Evidenceanalysis 10, find 11, track-
ing 12, trick 13
MIND 8
Survival (urban) 13, test 10, will-
power 11
CHARISMA 11
Charm 13, persuasion 12, taunt 14
SPIRIT 8
In 1919, Philadelphia was besieged wealthy with a finesse and style that Reality 9
by the Lighhling Raider who used a captured the attention of newspaper Possibilities: 8
gun-style version of the Guardian's readers and radio announcers across
Inclination: Good
electro-cane to rob banks and armored the globe. Pulp Powers: sllperskil/ (acrobatics)
cars. The Crimson Shroud (also known Equipment: Panther costume (ar-
as just "the Shroud") flitted about mor value TOU+3 118); panther claws
Toronto's nightlife, attacking late- The Heroes (+2 toc/ill/billg totals,STR+4/17 dam-
night theater attendees for their jewels age value); grappling hook; panther
and furs. And overseas, the Flower of But always, coming to oppose this bag (black bag for loot); $500 in booty
Florence, a high-stakes, high-living new breed of criminals were the pulp Description: The Silk Panther be-
criminal, raided the Mediterranean heroes. Using the Guardian as their came a pulp figure early on in the
and Atlantic coastal estates of the inspiration, several private citizens "pulp revolution" but, unlike other

~"'-------------------_I_.
~ 25
Torg: Terra

characters of the time, he avoided be- Fishbait'snlen wasa local crime boss's Possibilities: 30
ing typecast as a hero or a villain. In a son, and he wanted Paulo made an Inclination: Good
world of black and white, he was per- example of - in court. Pulp Powers: SlIper nttribllte on his
haps the only grey. Blackman took the case, knowing it Perceptioll and Milld attributes (but Dr.
Jonathan Blackman was a public was a set-up. And he made such a Frest has "worked off" his flaws by
defender with an uninspired career. stink in the national press about "War spending possibilities); various one-
He was an idealist who sought to pro- Hero Charged WithMurderingGang- shot gizmos that he constructs, includ-
tect the "little guy's" rights, but he ster," that the local judge had to let ing a fog screell chemical with a value
constantly met with frustration. Re- Paulo go. of 12; various gadgets including
fusing to defend criminals whose tri-' Paulo Escare was murdered the hyperlenses (x-my eyes value of 16,
als he knew were bought, Blackman same day he was let out oflock-up. No lI1ega-sigilt value 16, II/lm-sight value
instead pursued those cases that were charges were ever filed. 13), boom belt (teleportatiol1 value of
hopeless - the ones bought the other At this point, Blackman snapped. 11), stun gun (electro-my, value of 15,
way. He became the Silk Panther almost but each wound counts as three shock
His last case as a public defender overnight. But, instead of becoming a instead).
came when a young man was charged hardened vigilante, the Silk Panther Equipment: Miscellaneous lab sup-
with the murder of a known racketeer hit the crimelords where it hurt - he plies, gizmo parts, real and synthe-
and legbreaker named Jonny stole their money and spread it around. sized eternium
"Fishbait" Fishburn. According to eye He "visited" the homes ofthose on the Description: At the beginning of
witnesses (who refused to testify, but take and relieved them of their dirty the Possibility Wars, Dr. Frest sent the
would talk to Blackman personally), profits. It got to the point that judges Mystery Men (who were willing) to
Fishburn and some of his "boys" \vere and police were refusing bribes be- Core Earth to fight Dr. Mobius, and
putting the "arm" on a small-time cause they knew the Silk Panther then he went to work on his Mountain
shopkeeper who refused to run nunl- would just come along and take the Fortress.
bers for them out of his back room. moneya\vay. But the Fortress, located in the
Fishburn got a little enthusiastic, and It is ironic that, when Jonathan Rocky Mountains, was never com-
the shopkeeper got dead. It was all Blackman was killed, he wns killed by pleted. Dr. Frest grew disturbed at
hushed up by the police, and evidence a young, idealistic officer who, if he'd GAWS/'s and the United States
disappeared right and left, so nothing known the man's true story, probably government's attitude regarding pulp
ever went to trial - Fishbait had the never would have shot him. But powered people, and he thought it
right attorneys. Blackman was portrayed, at best, as a best to disappear. When the villains of
But the goon couldn't layoff. The "misguided Robin Hood" and a crimi- Terra united and killed off manyofthe
shopkeeper had a son - an ex-soldier nal. Mystery Men's sidekicks, and pulp
with an impressive record (rumor has May he rest in peace. heroes became almost extinct, Frest
it he was even with the Rocket Rang- decided he had to do something.
ers for a time, though the government Dr. Alexus Frest(updated stats) Currently, Dr. Frest has taken a
never confirmed this) named Paulo DEXTERITY 6 more active role in Terra's pulp hero
Escare. Paulo reopened his father's Beast riding 8, dodge 9, fire combat activities. He has been avoiding the
shop after the funeral, and Fishbait 12, lock picking 10, maneuver 8, authorities and contacting pulp he-
paid him a visit the next day. unarmed combat 11 roes and adventurers across the cosm
Sometime during the visit, there STRENGTH 8 -occasionally helping them out with
was a shoving match, and it drew TOUGHNESS 8 information, gizmos, or whatever else
quitea crowd. Fishbaitand threeofhis PERCEPTION 14 (13) they need. He himself avoids conflicts
goons decided to teach Paulo a lesson, Evidence analysis 16, find 16, first with pulp villains - this attracts too
so they took him outside and tried to aid 17, land vehicles 15, language much attention - but he is definitely
work him over \·vith axe handles. 19,scholar(cosm theory) 22, scholar a hero in his own right.
Apparently, they'd never heard the (engineering) 20, trick 17
MIND 13 (15) The Guardian <updated stats,
phrase "Special Forces Training," or real name unknown)
seen a man out-numbered four-to-one Medicine 18, science (various) 23,
survival 19, test 20, weird science DEXTERITY 13 (16)
nttnck. Acrobatics 19, dodge 19, fire com-
When the smoke cleared, three men 27, willpower 16
CHARISMA 10 bat 17, maneuver 23, melee weap-
went to the hospital, one went to the ons20, running18,stealth 17, swim-
morgue. Paulo went to the police sta- Charm 11, persuasion 16, taunt 11
SPlRIT9 ming 17, unarmed combat 27
tion to report the assault, and he was STRENGTH 14 (15)
promptly locked up. It seems one of Reality 19

•• 26
Cha pter Three

f: .
Torg: Terra

Climbing IS, lifting 17 and of the Possibility Wars. It is ru- It is not uncom111on to encowlter the
TOUGHNESS 11 (13) mored that he did travel to the Nile Guardian in the company of Dr. Frest.
PERCEPTION 12 Empireat least once (with the help of Dr. Alone a1110ng the remaining (or "new")
Disguise 15, find 14, first aid 13, Frest), spent over a year there, and re- Mystery Men, the Guardian seems to be
land vehicles15, language 14, track- turned (taking almost no time in Terra). able to contact the good doctor at will.
ing 13, trick 13 TI,e Guardian has a special hatred for The Lightning Raider
MIND 9 Dr. Mobius, so it is quite possible this (True Identity Unknown)
Test 13, willpower 12 happened. DEXTERITY 10
CHARISMA 9 Right now, the Guardian knows he Dodge 12, energy wea pons 16, fire
Charm 12, persuasion 13, taunt 11 could be closing in on the latter end of conlbat 12, maneuver 13, melee
SPIRIT 10 his career (especially if he aged in the weapons 14, unarmed combat 11
Intimidation 12, reality 16 Nile Empire), so he has decided to see STRENGTHS
Possibilities: 40 whathecoulddoaboutsavinghisworld. TOUGHNESS 8
Inclination: Good He is currently engaged in discovering PERCEPTION 10
Pulp Powers: The Guardian has two nlore about the Martians, and he has Find 13, land vehicles 14, scholar:
super attributes spread out among his \vorked undercover in Europeand Asia, electricity 14, trick 11
Dexterity, StrengtlI, and TOllgiiness stats, and in trying to win the public back over MIND 12
but he is also under a curse inflicted by to the side of pulp heroism - despite Weird science 17
a High Priest of Anubis. Whenever a government opposition. CHARISMA 7
character with faitii in the Egyptian reli-
gion generates a fOClls total equal or
greater than his Spirit, the Guardian
loses hissllperattriblltes for the rest of the
scene (this is worth 12 possibilities). He
also has an electro-slwck cane with a dam-
age value ofSlli+5/22 (the cane has the
power limitatioll flaw - it must be used
NewYorkSe
Jul 31,1919
as a melee weapon - and the charges
flaw-only five charges). The cane also
delivers an electric shock when it hits at
a damage value of 18 (do not add a
bonus number). Finally, the Guardian
MOBIUS ASSAULTS
usually wears a fabri-steeleoat that adds
+6/19 to his TOllgiiness and an 1Iltm-sight
mask (action value 14).
MUSEUM
Once again, one of our fair
Equipment: Varies - most often, TI,e exhibit, due to open
the Guardian only uses his costume, his cOlmtry's museums has been next Monday, was to feature
robbed. And again, the crime artifacts pertaining to early
rep, and his cane to fight evildoers. but,
was perpetrated by the dis- European ethnic and religious
oilate, he has tried out different types of tressingly familiar Dr. Mo- history. The artifacts, which
armor and even conventional weapons bius. The self-proclaimed were recovered last month
against particularly powerful foes. He master of crime broke into from a devastated museum in
has terrific resources - at least $10,000 the museum sometitne late Germany, are valued at close
at his disposal at any time. last night around 11 :30 PM. to $400,000. Museum curators
Description:TheGuardiannormally Museulll curators have in- reluctantly declined to say
wears a long, dark blue coat and a dark formed the police and theSe1J- when the exhibit would be
blue mask with a gold letter "G" em- tinel that Mobius managed to ready, but they are soliciting
broidered on it. He carries a long black fiind a way into ilieir private anyone with information that
cane with a diamond tip. preparation rooms and stole would lead to the recovery of
severalkey pieces from a new the artifacts.
His costume is currently under revi-
"Wonders of Europe" dis-
sion - due to the more grim nature of
play.
Terra these days, the Guardian has ex-
perimented with different types of ar-
mor, and even a few unusual weapons
(gamemaster's option as to what).
The Guardian knows of other cosms

•• 28
Chapter Three

New York Sentinel


SILK PANTHER SLAIN
, Se tember 12, 1918


his three million doUar ca-
A legend passed away last When questioned, Warren
night. Jonathan Blackman had this to say, '1 warned him reer haul was given to vari-
several times. I didn't want to ous charitable groups, none
died at approximately 10:32
p.m. willie under protected do it [shoot at Blackman]' but of which ever came forward
I had to. Although I thought to return the "donations."
care at St. Mercy hospital
where he was attempting to the Panther wasn't a bad guy, Perhaps this was his way of
recover from a gunshot the academy taught us that repaying the system which
wound to the chest. Faithful the law is the law - and he brought him up.
readers of the Selltinel knew was breaking it. I just wanted Blackman, who was 34
Mr. Blackman as the much- to stop him, but he was mov- when he died, was believed
idealized cat burglar, the Silk ing too fast. That's why I got to have been guided through
Panther. Notorious for his al- him in the chest. It was an his formative years by the
most Robin Hood-like esca- accident." ladies at the Sisters ofToler-
pades, the Silk Panther was TI,e Silk Panther was best ance orphanage on 122nd
caught in the midst of yet known for his strange ethics. street.
another daring robbery. He The Silk Panther only targeied Although he was a
was shot while trying to flee the extraordinarily wealthy criminal, he will be missed.
the scene of his latest, and and, although he kept most of His memory should not live
last, crime by New York Po- the loot himself, the Panther alongside the true villains
lice Department officer Ed- often left secret packages of of this age, men and women
ward Warren. The rookie of- money at church shelters and like Dr. Mobius, the Scarlet
ficer, who was devastated by orphanages - along with his Mayhem, and Lady Morte;
the news of Blackman's familiar calling card: a stray the Silk Panther was in a
death, stated that he was kitten in a pet box. It is be- class by himself.
merely performing his duty. lieved that almost $350,000 of

Persuasion 8, taunt 12 in cached booty he learned his trade from someone


SPIRIT 9 Description: The Lightning other than GAWS!. He has referred to
Reality 10 Raider's origin is currently unknown. a "teacher" occaSionally, but no iden-
Possibilities: 12 When he was captured, he refused to tity has been established.
Inclination: Evil give his name, place of birth, or any • His accent suggests that he comes
Pulp Powers: Lightning Gun other facts about his history. This won from the American southwest or, per-
(electro-my in a gadget, damage value him a contempt of court charge, but he haps, Mexico. He is an Anglo, but he
17;stYlI/ie flaw if theeleetm-my hits and just shrugged and went off to prison. has very dark features. He does know
does not cause any damage - and the lt is likely he has an escape plan. some Spanish, though he refuses to
target did not spend possibilities to Some facts about the Lightning tell how much. He has been caught
cancel damage) Raider were gleaned from inadvert- trying to trick the authorities into think-
Equipment: Bullet Proof Costume ent admissions and hypotheses by the ing he does not know the Spanish
(armor value TOU+5/20) with light- Guardian: language.
ning bolt insignia and mask; electric- • The Lightning Raider is obviously
ity-proof bag for loot; at least $10,000 • He once had a well-paying job, and
an accomplished weird scientist, and

~""---------------_I_'
~ 29
Torg: Terra

his sleep atall. background that is known. The Shroud


• He has suggested that the booty is a black man of impressive bearing
T he United States: from his crimes is stored in a secret
hideout. Whether this is true or not,
and build (about six foot five, two
hundred and thirty pounds), though
The Gangster Era his color is not apparent when he is
much of his loot remains unaccounted
Begins for. wearing his full-body costume.
While not exactly pulp villain He is a Canadian citizen, and he
• It is almost certain that he once be- speaks French fluently. He has made
material, the late teens of this
longed to some military organization several references to the "secession-
century also saw the founding of
one of the first professional crime or other. There are no records of him in ist" movement growing in Quebec
syndicates. WallyShoreman,aka the American military (though it is (though it is very unpopular in Terra,
the Diamond King of Crime, was possible), and the Mexican govern- since the US is such an aggressive
a former ballplayer who turned ment is so messed up that it may never world power), though that does not
mob boss in 1919. After return- be known ifhe was a member of one of seem to be a controlling factor in his
ing from action overseas, their armies. He could have fought in life.
Shareman found that his talents the Cuban-American War, but only if His motivations appear to be greed
were no longer needed by base- he is much older than he looks (he
ball. To exact his revenge, and fear. He enjoys frightening those
looks about forty). he preys upon, and he is known to kill
Shareman used his sizeable pre-
war earnings to finance the build- The Crimson Shroud those who try to flee - but he occa-
ing of a gang of gunmen, confi- (True Identity Unknown) sionally kills his targets for no appar-
dence artists, and racketeers. DEXTERITY 11 ent reason as well. "When the Shroud
Later that same year, he used his Dodge 16, fire combat 15, flight 14, comes down, all men see dea th" is his
new contacts to bring shame to maneuver 15, stealth 16, unarmed favorite tag line.
the World Series in one of the
most famous betting scandals combat 15
ever. STRENGTH 13
But his career in crime wasn't Climbing 14
a successful one after that TOUGHNESS 12 Germany: A Period
"bright" inception. After a series PERCEPTION 12
of Silence
ofloan-sharkings and protection Evidence analysis 16, find 14, trick
rackets, Shareman spent the next 16 As the saying goes, "It was
several years dodging the Feds. MIND 11 quiet, too quiei." Strangely
He was eventually arrested in enough, after the Great War
Test 16 (19), willpower 15 ended, Germany remained pas-
1927 and charged with nine CHARISMA 9
counts of tax evasion, thirty-two sive. Whether it was due to fear
Taunt 17 of Givens' weird science or the
counts of racketeering, nine
counts of illegal alcohol sales and SPIRIT 8 domination of the League, no
one count of murder for the Intimidation 17 (20), reality 11 one knows, but regardless of the
drive-by shooting of a federal Possibilities: 30 reasons, the 1920s were a period
investigator. The first true "gang- Inclination: Evil of reflection for the Germans.
ster" still resides quietly in a Pulp Powers: Deep-red cloak (gad- It was alsoa period of progress
maximum security federal peni- get with flight powers- with the power for Germany. The early years of
tentiary in upstate New York. limitation flaw; the Shroud can only the 1920s were filled with re-
glide on the winds); darkness power, building efforts to erase the dam-
age done during the Great War.
action value 18 (the darkness actually Afterwards, the people contin-
it is likely he became the Lightning has a burgundy hue); Crimson Gun
Raider after being frustrated in his ued to divert their attentions
(actually a weird science-boosted gun from war by channelling their
career. As a result, he may have some that does really nasty damage -dam- energies into other uplifting pur-
skills not listed above, but he has re- age value 20) suits. By the end of the 1920s,
fused toacknowledgewhattheymight Equipment: Reddish-black cos- Germany's economy was the sec-
be. tume, mask, getaway car (of unknown ond richest in the world, second
• When the Guardian knocked him type), unknown amount of loot (in only to the United States, and it
unconscious, he muttered something excess of $15,000 dollars). was quickly developing a scien-
about a woman named "Maria" leav- Description: While the Crimson tific community tha t would soon
ing him, but he has since gotten an- match Givens' own GAWSI.
Shroud's true identity has yet to be
other prisoner to perform deep hyp- established, there is much about his
nosis on him - he no longer talks in

•• 30
Chapter Three

possessed cheered their heroes. It


captured a few times, but he has never seemed to the wealthy that the self-
G reat Britian: An Age
even made it to the nearest station
house. Some say he has a store of one-
proclaimed protectors were actually
causing more harm than aid. Wher-
of Depression shot gizmos that allow him to either ever a hero showed up, there was sure
teleport or disperse, others admit he is to be a villain and this almost always
Of the four western powers just too hard to hold.
(France, Germany and the United led to money loss and property dam-
States being the others), Great age. United States President Givens,
Britain was hardest hit by the who was re-elected in 1920 by these
Great War peace treaty signed in League Crackdown wealthy citizens and their supporters,
Versailles. France was given was more than happy to oblige. In fact,
some recompense for being a The early 1920s were much worse.
As the number of pulp-style heroes it had already been a concern of Ius
slightly unwilling stomping- considering his connections with
ground for the Germans, but and villains increased, so did public
paranoia. Private citizens, particularly GAWSI. He saw the independence of
Great Britain'sown pleas for eco- these heroes as a threat to his own
nomic support went mostly un- wealthy, connected ones, began to call
out to their governments to halt the power. Although they weren't all
heard. It was decided by the
council at Versailles that Great heroics, even as the poor and the dis- dependant upon weird science, these
Britain's decision to enter the war crimefighters and vigilantes severely
was uncalled for, given the fact
that it was primarily a European
land war. Great Britain's reac-
tion to Germany's entrance into F ranee: Unease
the naval corridors of the north
were determined to have been France, like Germany, was note about France during this
hasty and ill-advised. Conse- quiet for most of the 1920s. time was its feeling on the in-
quently, Great Britain was left Clemenceau was definitely the crease in adventurers. As tour-
on its own as far as rebuilding most afraid of the three Euro- ism increased in France, so did
efforts go. pean leaders and he bowed gra- cultural pride, arts and enter-
This plunged Great Britain ciously before Givens whenever tainment. Nowhere except per-
into a major depression immedi- given the opportunity. This hapsin the bigcitiesofthe United
ately following the war. Recon- worked in his favor as a small States were the "Roaring Twen-
struction of southern England recompense was finally given to ties" so evident. Social balls, par-
took nearly ten years and, even his country for the Great War ties and get-togethers of all kinds
when it was completed, labor damages. This allowed France to could be found almost nightly,
strikes and food lines were still begin the same tedious rebuild- in any city throughout France.
common. The problem was wors- ing efforts that were occurring The wild, hair-raising stories
ened still by InterNet's inability throughout Europe. that came along with the pulp
to break the pulp villain/gang- Economic conditions weren't heroes and villains went per-
ster strangleholds that existed in fantastic but they remained fectly with this rebirth. There-
London, Birmingham, Manches- stable. Only one minor repres- fore, many in France openly wel-
ter and many other major cities. sion hit France between the war comed members of the pulp
All throughout the 1920s, sev- and the 1930s, and that was scene and often gave them pref-
eral great works of arts and in- qUickly cured by a heavy em- erential treatment. France be-
valuable treasures were stolen phasis on reind ustrialization and came a kind of "hero/villain"
throughout Great Britain, many an increase in American tour- resort or adventurer's Mecca.
of which are still unrecovered. ism. This increased France's self- Many villains retreated to France,
dependence and even caused using the country as a hideout
other nations to start coming to it while foreign nations fought in
There is a $5000 reward for the Crim- for monetary loans and trade. By vain with French bureaucrats
son Shroud's capture and a $10,000 1930, nearly one and a half mil- who delayed extraditions as long
lion of France's workers were as possible. Even some heroes
reward for his death (a thing unheard
immigrants which consequently came to France, simply in order
of in Canadian law, and it is being to meet and converse with their
brought in more foreign travel-
fought about in the courts right now) lers and gave a huge boost to the "enemies" - though notables
since he is such a ruthless killer. The tourism industry. such as the Guardian were con-
reward for capture, however, will only One final interesting side spicuouslyabsent.
be paid if the Crimson Shroud spends
at least a night in jail - he has been

tt. . . . - - - - - - - - - - - - - - - -I- .
~. 31
Torg: Terra

down played the uniqueness of his ages led to all kinds of stealing and erful than themselves. Russia wasn't
Rocket Rangers and that had to be property destruction. It was the arrival beleaguered by these problems, but
stopped. of the pulp heroes that finally pushed other internal problems (see Chapter
In 1921, Givens approached the Free the flood waters over the levee because Four) prompted them to just go along
League of Nations with this problem. with them came hoards oftreasure-Ioot- with the crowd. France's reaction to this
Great Britain was happy to throw in ing pulp villains. Even before Givens situation was the only objection,consid-
with the US this time and work toward approad1ed the League, Great Britain ering how large part of their economy
asolution-especially considering their was the first to enact anti-vigilantism had begun to cater to the pulp hero jet
recent troubles with pulp villains. It,vas laws and even curfews in those cities set (see the France sidebar). But France
bad enough that the police had to deal hardest hit by crime. decided prudence was her best course,
with nonllal criminals. Crime in Great In Gern1any and Austria, the prime and she followed the United States' lead
Britain following the war ''''as at an all- ministers were outraged mostlybecause on paper.
time high. Labor strikes and food short- the heroes were seemingly more pow- So, despite France's quiet objections,
the rest of the League detem1i.ned that
there was to be an international crack-
down on vigilantism and pulp villainy.
They all agreed to enact strict regula-
tions concerning non-sanctioned law
enforcement, and resolved that crimi-
nals deemed to be of the "pulp villain"
class would be dealt with harshly. In
order to enforce these edicts, the League
made the first use of its private a=y to
ereatell I terNet, an international network
of government agents charged with the
task of tracking down and capturing the
vigilantes and the criminals alike.
TIle League's new organization was
partially successful at stemming the tide
ofpulp personalities. Over the course of
the next few years, several pulp villains
were brought to swift justice and many
vigilantes all but disappeared. Those
that remained were forced to move un-
derground (or flee to France) to escape
the ungrateful governments who they
freely helped.
It should be noted that InterPol prob-
ably never would have succeeded with-
out the cooperation of many pulp he-
roes and "refonned" villains who joined
up and used weird science against the
vigilantes and heroes. Many govern-
ment-employed "pulp agents" re-
mained in costume throughou t this pe-
riod.

Dr. Mobius, the


Kefetiri Idol and the
Mystery Men
Throughout this, Dr. Mobius was
free. Back in 1921, this time after only
a month behind bars, Mobius man-

........1 - - - - - - - - - - - - - - - - - - - - - - -.... ~
32 .. . . ,
Chapter Three

o ,
E
_ _ _...J~

aged to find a yet another way to beat ise of power too great for Mobius to ing his service to Mobius, Frest had
the penal system. He briefly visited pass up, so he began his search. devised several escape plans, but fear
Khem to check up on his private slave, In 1925, the trail of the Kefetiri Idol of repercussions on his family kept
Dr. Frest, and then returned to his life led to a museum in San Francisco. him from executing any of the schemes.
of crime in the US. This is the period Intent on not leaving a stoneunturned, The news of the Guardian's rescue
most people associate \...,ith Dr. Mo- Mobius broke into the museum late (coming from the mouths of talkative
bius. one night and this led to another fight guards) was a godsend because it
After a series of humiliating defeats with his nemesis, the Guardian, who meant that Dr. Frest could finally es-
in 1922 and the new edicts of the had remained active despite InterNet. cape.
League, Mobius decided to lay low for This was the same fight in which Mo- Dr. Frest quickly reunited himself
a little while. During this time, Mobius bius accidentally let slip the source of with his family and met for the first
sought out anything that might swing his gadgets. The Guardian pressed time with the Guardian. Dr. Frest
the odds in his favor once again. The Mobius' ego and he buckled, reveal- thanked the hero for saving his family
solution came to him in the form of an ing the kidnapping of Dr. Frest and his and also revealed to him Mobius' plans
ancient legend. Great power and sta- family. to find the Kefetiri Idol and conquer
tus \...,ere aUributed to an artHact called Two weeks later, the Guardian was Terra. In response, the Guardian called
the Kefetiri Idol. Thought to be cre- able to track down the location of in a few favors and held a meeting
ated by Mobius' patron deity, Sebek, Frest's family. After beating up hoards with several other underground pulp
the idol supposedly held the power to of Mobius' henchmen, the Guardian heroes. This meeting led to the foun-
conquer Terra. It would also allo\'\' then made his way to the secret hide- dation of the Mystery Men whose pri-
Mobius to travel beyond his own world away and freed them. He hoped that mary objective became the capture of
and into other realities. Given his al- in some way this would help the still- Dr. Mobius. I'm sure you are aware of
ready enormous knowledge of possi- missing Dr. Frest. the rest of the history between the
bilitiesand eternium, this wasa prom- Thisdid indeed help Dr. Frest. Dur- Mystery Men and Mobius.

.1
33
Torg: Terra

T imeline of Crime
Todarify Mobius' exploits, here's a brief timelineofhiscareeron Terra. Again,keepin mind that time on Terra
passes differently than time on Core Earth - I understand, for example, that Dr. Mobius has been conquering
cosms for thirty years- well, according to Terran calenders, he left ourcosm only something over a decade ago.
circa 1144 BC: SutenllOtep is bam the illegitimate son of Egyptian pharaoh Amat-Ra.
circa 1119 BC: After the murder of his brother, Sutenhotep is exiled. Sutenhotep vows
to his mentor to beat etemity.
circa 1104 BC: Sutenhotep retums from exile and overthrows his father. Amat-Raplaces a
curse on Sutenhotep.
circa 1103 BC: SutenllOtep is slain by a disgruntled peasant assassin.
1897 AD: Sutenhotep is resurrected and affected with spells keep him from aging. He
spends the remainder of the 19th century catching up on the last three
thousand years.
1900: Sutenhotep visits the United States and begins his studies at the Univer
sity of California.
1903: Sutenhotep discovers weird science. Retums to Khem.
1906: Naming himself Dr. Mobius, Sutenhotep retums to the United States as
a criminal. He uses his weird science devices to steal in order to finance the
rebuilding of his empire. Dr. Frest arrives in June and Mobius is captured
a month later. GAWSI is formed.
1908: After escaping, Mobius retreats to Khem for two years before coming
back to the US.
1910: Mobius is captured again, this time at the hands of Rex McMasters.
1913: Mobius spends three years in jail before escaping. Upon his escape,
Mobius first kidnaps Dr. Frest's family and then Dr. Frest himself. He
forces Dr. Frest to begin building more gizmos to further Mobius' goal
of conquering the world.
1918: Mobius begins a new world-wide crime spree, this time using the works
of Dr. Frest's labors. Other pulp villains follow.
1920: The Guardian tracks down Mobius in New York and captures him
during a fight at the Brooklyn Bridge.
1921: Mobius escapes and renews his crime sprees.
1922: Mobius discovers the first clue regarding the Kefetiri Idol. He leams of
the cosmverse and begins making his plans to establish empires on other worlds.
1925: The Guardian frees Dr. Frest's family. Dr. Frest leams of this and escapes
himself. Once united, Dr. Frest, the Guardian and a third pulp hero,
Dr. Mystico, form the Mystery Men.
1926: Mobius finds the Kefetiri Idol itself. He flees Terra entirely and uses the
darkness device to conquer his first empire. To avoid further problems
,,~th the Mystery Men, Mobius uses his darkness device to remove
Khem from Terra. But Mobius does vow to one day retum to Terra and
conquer his old foes, the Mystery Men.
1936: As a result of a successful 30-year career (note the time discrepancy
between Terra and other cosms) during which he has rebuilt his
empire and conquered nine others (destroying six in the process),
Mobius is approached by the Gaunt Man. Mobius is invited to join in
the invasion of Core Eartll. Mobius accepts and he opens up the
gateway to beginhis tenth invasion. Dr. Frest and the Mystery Men
finally track Mobius down and follow him to Core Earth to prevent his
success.
1938: The present.

. . .~34I----------------------- .... ~
....-v
Chapter Four

Chapter Four

HISTORY 401:
The New Age of
Heroism
see a whole Hew world Ollt of heroism still existed, so he relin-
there, OHe which Ollr COIl1J- quished the presidency in favor of fel-
try has refllsed to take COII- low GAWSI member Thomas Cross.
trot of. Dllr enelllies bask This brought a new spark back into the
ill the protectioll of the GAWSI and InterNet which led to a
Ullited States olld the weakness of ollr new campaign against the pulp vigi-
lender. I say 1I0W is the tillle to let ring the lante problem. In the United States,
coli to boffleolld overthrow Wilhe/lll. First, this campaign held more resemblance
we will recoptllre ollr own heritage, then to colonial witch hunts than anything
we will recapture ollr own coul1try alId else, and Cross and Givens committed
then we will forge a Ilew world. large numbers of League agents,
- An anxious Adolph Hitler, Rocket Rangers and finances to the
days before the reconvening capture of every known gadget hero
of the German assembly in and villain. In addition, special com-
1935 mittees were set up and dozens of
I see a whole lIew world Ollt there, olle helpless innocents were mercilessly
which our compatriots refuse to take cou- grilled over their suspected ties to
trolof. Dllr ellelllies are fl!lv as the Mys- blacklisted scientists and their immi-
telY Men have vOllished, lenvillg the Ullited grants' ties back to European coun-
States unprotected. Isay now is the tillle to tries.
let ring the coli to baffle Willialll. First we In Europe, Great Britain also com-
will coptllre the Mystery Men's sidekicks, mitted itself to the eradication of the
thellwewill captllre this cOllntn) and thell pulp hero. Over the course of three
we will capture the world. years, some 275 citizens, all suspected
- the mysterious Silent Part- of being or harboring a pulp hero or
ner, days before the rampage villain, were thrown in jail, many with
of William the Terrible in 1936 no trial at all. In Italy, mafia dons
Willingly produced false evidence of
pulp activities and turned over scape-
goats to take the heat off of their own
The Inquisition of activities. And even in France the new
the Early 1930s premier, Anton Pinoit, reversed sev-
eral vigilante-protection laws.
Little changed concerning the sup- By 1931, almost all of the pulp he-
pression of heroism in the last half of roes had vanished. The only major
the 1920s and the beginning of the heroes that remained were all mem-
1930s. In 1928, Givens moved to head bers ofthe Mystery Men. Dr. Frest had
the Free League of Nations himself. seen what Givens was up to and asked
Many of the problems of the first age his companions to act quietly. Simi-

35
I'
Torg: Terra

larly, the only villains that remained tion Thirties" that Givens and Cross search papers written by a student at
were the most high-powered ones with had placed upon the nation in the the university of San Francisco (i.e.,
enough common sense to stay out of interests of "moral guidance." Even Dr. Mobius) to an essay on the proper-
the linlelight and the lucky few low- Dr. Frest's group of heroes had disap- ties of the captured Rocket Ranger
po"'.rered crooks that had thus far peared, truly becoming "mystery" suits, Professor Helmut Wells discov-
avoided capture. But even a casual men. With the help ofthe Rocket Rang- ered the process to synthesize
observer would notice that the villains ers and GAWSI's pulp-powered eternium, just as Dr. Frest had in the
of Terra nO'w ou tnumbered its heroes agents, prohibition on Terra was luuch over twenty years ago. When the sci-
by at least four to one. more successful than on Core Earth. It entist reported his findings to his su-
looked like things were under periors, they, in turn, informed their
somebody's control. political supporters, a minority group
Explosion! Then things got weird. known as the Nationalsozialists (Na-
Just as Cross, GAWSI, the League zis) which, at that time, had just elected
By the mid-1930s, things looked as
and InterNet relaxed, thinking their a new leader, Adolph Hitler.
if they had finally settled down. Eu-
power absolute, everything exploded
rope was surprisingly calm, with Great
at once.
Britain, France and Germany too em- Japan, June 1935
broiled in internal politics to concern
themselves with their neighbors. Rus- Germany, March 1935 A second Leaguenation begancaus-
sia, China, Japan and the rest of East- ing problems for Givens during the
ern Asia remained as silent as they After years of very careful research summer of 1935. Perhaps as a result of
had been for nearly fifteen years. Even and espionage, German spies and sci- being in such close quarters with other
people in the United States were be- entists finally tracked down a crucial expansionist nations, Japan finally
ginning to calm down. The Roaring piece of information about weird sci- tired of being a small island power. As
Tv..'enties gave \vay to the "Prohibi- ence. Linking a series of bizarre re- an Asian country, the Europeans

•• 36
Chapter Four

looked upon Japan \"lith scorn and, as 50,000 lives were lost in the first night became a factor in Terran Russian his-
an island power, the Europeans ridi- aloneas radio broadcasters kepta mid- tory. Nicholas reported to the League
culed them. This angered Emperor night vigil on the events that tran- as requested and occasionally formed
Hirohitoand, in retaliation, he ordered spired: trade agreements with other countries
his prime minister and military lead- Reports are coll/illg ill fr0111 all over the to get the necessary goods to keep his
ers to begin a conquest of Eastern Asia. city. Fires. Eorthqllokes. Moss deslruc- people happy- he, apparently, was a
In the spring, Korea was quickly lioll. The dealh toll is IIl1gllessed as yel, much more enlightened Czar than
annexed by japan. The attack was bllt 11111St be horrelldolls. It is as if Ihe Russia had ever had in the past. It
made to look like a response to a Ko- wrath ofGod hns beell visited ollihe city of appeared to the outside world that
rean first strike, but it was, in fact, Pillsbllrgh. Russia had finally found peace and
started by japanese espionage agents stability with its position as a semi-
in the Korean army. Russia surpris- The fires from the explosion lasted industrialized nation. It didn't appear
ingly made no move to aid Korea, so for over two weeks and the eventual to be making any serious attempts at
the whole conflict was over within death toll attributed to the Great Pitts- breaking into the twentieth century
two months. burgh Inferno was placed at 350,000. technologically, however.
This outraged Korea's other neigh- This "vas an especially important di- This, of course, all changed in the
bor, China, whose pleas for protection saster as GAWSI's main production dead of winter of 1936. The first indi-
fell upon deaf ears in the first half of facility had been in Pittsburgh. While cations of trouble came from Nazi spies
the year. Everyone in the League still other sites had been set up since the ,vho intercepted a Russian communi-
remembered China's Boxer Rebellion Great War, this was still a major set- que concerning the possible Russian
over thirty years ago and the Empress back for much of GAWSI's more ex- development of weird science capa-
Dowager's obvious opinions regard- perimental work. bilities. Unfortunately, it didn't arrive
ing Westerners. They were also under fast enough. Before anyone could re-
the opinion that the Japanese-Korea The Broadcast act to Russia's sudden technological
Conflict was provoked by Korea and It should be noted that, at the same leap, that country led a major offen-
japan had been justified in its actions. time the Pittsburgh disaster \-vas sive against its long-time enemy Aus-
It wasn't until june that they realized occuring, one radio station was not tria. Not caring for the League, the
they may have made a mistake. On the carrying news of this horrible Treaty of Versailles or the Serbian
23rd of that month, japan begin its occurance. A radio announcer, a Mr. peoples, Nicholas himself led a huge
first of many attacks against China. Welles, coutinued to broadcast "The tank drive straight into Romania and
War of the Worlds," a report many then into Hungary. Within a week,
later skeptics concluded wasa fictional Russia had captured Budapest.
Pittsburgh, October account of a Martan Invasion of New In the next ,veek there came an even
1935 jersey. greater shock. A ne'v form of aircraft
1n later years, many people have was introduced by the Russians that
Some years ago, back when Russia theorized that the New jersey inva- seemed to defy all current radar de-
had experienced its mysterious explo- sion was the true invasion, while "The vices. They were saucer-shaped ve-
sion, several radical astronomers Pitt" disaster was only a terrible "dis- hicles that seemed to have no means of
claimed that the Earth had been struck traction." propulsion other than a spinning cen-
by a huge meteorite. This would have trally-located disk. From theseaircraft
been acceptable had it not been for came violent rays of death that rained
their additional claims that the mete- Russia, January 1936 all over Eastern Europe paving the
orite was an invasion from Mars. Had way for even more Russian aggres-
they not included this opinion, more Throughout its post-war years, sion.
people might have taken them seri- Russia remained very quiet about its
ously when they started claiming that internal activities. Their war with Aus-
a second meteorite (again fronl Mars) tria had been pretty much a draw since Chile, February 1936
was fast approaching the Earth. Germany had remained concentrated
on France. Because of this, Russia Hot on the heels of the Russian
And so, on Halloween night, Octo-
didn't suffer many of the hardships discovery of v..eird science came a
ber 31st, a second meteorite did in-
that its Core Earth equivalent did. Tsar nearly-fatal blow to GAWSl's domi-
deed appearin the heavens. It fell with
Nicholas II remained in power after nance. A Mexican scientist emerged
a tremendous explosion on the me-
the ,var and things went along steadily from his retreat in Chile to announce a
tropolis of Pittsburgh. It left a crater
under his guidance - for some rea- ne'N chemical, one which, when prop-
nearly a mile across and its impactwas
son, Lenin and the communists never erly refined and combined with a sec-
heard as far away as Maryland. Over

37
.e
Torg: Terra

8.
38
Chapter Four

and invention of his, could grant cer- that city's mayor. Two hours later, the disappeared, his history was easy to
tain individuals their own pulp pow- mayor of Philadelphia was similarly trace. He worked for GAWSI in its
ers. Two weeks later, the scientist was attacked and, at 6:15, Cleveland early years, but was transferred to a
found murdered in his villa and the Davidson, the mayor of New York, civilian military advisory position in
blame was placed upon the American was assassinated. Three hours later, the late teens of this century. He was
President Thomas Cross. another unknown man made a public part of a Congressional appointment
This sent GAWSI into chaos and broadcast on several radio networks that oversaw the maintenance of the
effectively removed the United States calling for the immediate surrender of Rocket Ranger suits.
from the first part of the Euro-Russian the Mystery Men and their sidekicks. William Johnson never attracted
war. Although Cross truly had noth- At midnight, a few Mystery Men any attention - good or bad. When
ing to do with the assassination, con- and their sidekicks complied and were interviewing old co-workers, no one
spiracy theories flew like confetti and coldly slain "for their idealistic hero- was ever sure exactly what William
Givens offered up Cross and his Vice- ics" atthe hands of theman now known did in the group, only that he always
President Alfred Denton as sacrificial as William the Terrible. William then did "it." He never received a report-
lambs. Cross and Denton were im- disappeared. good or bad - about his work habits,
peached and arrested as Givens sent and his raises and promotions only
GAWSI into deep seclusion. William "the Terrible" Johnson came as a matter of course. The man
This worst part of this whole fiasco DEXTERITY 9 who gave Johnson his last in-staff pro-
for Givens was that the scientist's for- Dodge 11, fire combat 16 (19), flight motion could only say, "He was with
mula had been sna tched by someone 11, maneuver 12 us for so long it seemed like the thing
else who had begun distributing it at STRENGTH 8 to do."
random. People wi th pulp powers TOUGHNESS 10 William Johnson was unremark-
began to re-emerge all around the PERCEPTION 8 able.
globe. Previously, only scientific "ac- Disguise 12, find 10, tracking 12, William the Terrible, however,drew
cidents" or mischance had given pulp trick 14 many remarks.
powers to people instead of gadgets MIND 8 No one knows for certain, but per-
- now, it appeared, the process could Test 10, willpower 10 hapsitwas this "non-recognition" that
be synthesized. CHARISMA 6 drove William to steal an experimen-
SPIRIT 8 tal rifle and flight device from GAWSI.
Reality 10 If so, he has only himself to blame-
VVashington,~ay Possibilities: 15 he never did anything positive that
Inclination: Evil would gain him recognition.
1936 Pulp Powers: High-powered, But he has it now.
WilliamJohnson,soon to bea major boosted rifle - damage value 22, William's personality profile sug-
international figure, arrived in Wash- ammo 6, range 5-30/250/750, +3 to hit gests that, after taking these extreme
ington the day before the new at any range above short; flight belt actions, William \-vill continue his ter-
President's inauguration. At eight (value 16), sllper skill (fire combal). Wil- rorist crusade against the government,
o'clock the next morning, he quietly liam also has a setback flaw - if suc- pulp heroes, and anyone else he feels
ate his breakfast while reading the cessfully intimidated, he will panic and like blaming for his own inadequacy.
recent reports of the Russian advances "forget" how his flight belt works and He could kill anyone, anywhere, any
in Austria. At nine 0' clock, he stopped he will attempt to escape using nor- time. And, with his bizarre skill, that
by a local barbershop for a trim and mal means. statement is not just an idle threat.
shave. At ten o'clock, he boarded a Equipment: Normal clothing,
trolley that took him to the National glasses (he doesn't need them), dis-
Zoo where he spent two hours feeding guise kit (+2 to any maledisgllise), $250
various animals. At twelve o'clock he Description: William Johnson is not France, September
strolled along the museums of the just evil, he is psychotic. But he is not
mad in the globally dangerous way 1936
United States Smithsonian and at two
o'clock, he reached Capitol Hill. that Dr. Mobius is, or evil in the sadis- France once again reversed its poli-
At 2:02 p.m., William assassinated tic way of the Crimson Shroud. He is cies regarding pulp heroes. A second
the newly-inaugurated President Mar- evil and insane in an up close, per- hero-friendlypremier,Renard DuPrie,
tin W. Browning by shooting him in sonal way that strikes terror deeper was elected in September and, over
the head and quietly flew away. into the heart than any other villain on the course of the next few months, he
An hour later, William was seen in Terra. reversed many of the previous
Baltimore where he reportedly killed While William "the Terrible" has administration's edicts on weird sci-

.e
39
Torg: Terra

ence and pulp powers. While this had point, many nearby observers began burgh. TI,e reasons behind their inva-
no immediate effect on the country's to think of Adolf Hitler as a pulp vil- sion of Terra are unknown, but appar-
economy or stability, France again lain. ently they have infiltrated their way
became a "headquarters" for many into our society at every level. Russia
pulp heroes and a few villains - and America seem the most likely
though the proportion there was more Russia, July 1937 places to find a Martian, but they have
even than in the rest of the \vorld. While spying on a private Russian been found in every other major in-
function, Turkish agents uncovered dustrial nation as well.
Nicholas' hideous secret - the most The general populace of Terra is
Great Britain, important discovery since Mobius' de- unaware that they have been invaded,
February 1937 velopment of weird science. but most highly-placed government
Czar Nicholas II of Russia, beloved agents know the secret ... one way or
In light of the re-emergence of pulp by his people and feared and respected another.
villainy, the parliament of England by his enemies wasn't !wlIlall.
convened for a special meeting. At In fact, during that party, several
that meeting they determined that the highly-placed Russian dignitaries let
New York, November
possession of weird science gear or the down their guards and their identities 1937
display of weird science powers or at the private party and the agents \vere
abilities was a capital offense. One for disgusted by the sight of hideous crea- On the 15th of November, the reso-
which, for the first time in nearly a tures. They were bare-skinned, clammy lution calling for the disbanding oHhe
hundred years, called for the arming creatures slightly resembling spiders, Free League of Nations became offi-
of England's police force. but with only four legs instead of eight. cial. With its primary supporter (Giv-
Their hands had only four, suction- ens) missing, several League mem-
cupped fingers and they had large bul- bers at war with each other, and the
Germany, March 1937 bous eyes. They maintained their hu- League's failure to deal with a pos-
man disguises through the use of a belt sible alien invasion, the effectiveness
Adolph Hitler used his party's dis-
device which masked them with a bipe- of the League became minimal to say
covery of weird science as a means to
dal form. the least.
power. Obsessed with the occult and
weird science alike, Hitler ordered the The agents were unable to discover
Nazis to loot domestic and foreign any more infonl1ation after retreating,
collections and museums where they disgusted by the creatures' culinary And So
quickly found several large stores of tastes (they consumed in mass quanti- Well, that's enough history from
eterniu11l in ancient German and Eu- ties some sort of large, live wOffil-like me. I never was really found of the
ropean artifacts. With these devices, creature that the aliens could drain of stuff, but Chief insisted, seeing as how
the Nazis forced their way into the nutrients using their fingers). Fleeing to you are out-of-towners. This pretty
General Assembly and took control of their own country the agents spread the much gives you an outline of what's
a 20% share of the power. The only \,,'ord that Russia was no longer con- been going on for the last thirty-five to
thing that kept the Nazis from gaining trolled by humanity. forty years. Nextup isa bit of rules and
grea ter power was Germany's general Rather quickly, scientists reasoned then I'll get to some adventuring tips
satisfaction with Wilhelm's defense t1lat the false Nicholas is most probably in case you haven'talreadygota bunch
against the Russians. So, instead,Hitler a Martian and that there may be several in mind.
was forced to begin a hunt for more thousands more on Terra. Theories Watch your back, watch the gov-
artifacts. This would give him even abound about their invasion, whidl ernment, and, above all, watch the
more eternium and even more power many believe began that night back in skies.
with which to attack Wilhelm. At this 1916 and which was continued in Pitts-

•• 40
Chapter Five

Chapter Five

Terran Axioms and


World Laws
he Ivory Ibis gLeamed in immediately becomes subject to its
the sllnlight, resting si- laws (for more information on the
Lently on its dllsty pedes- breakdown of axiom levels and
tal. It looked hallntingly everlaws, see pages 91-102 of the Torg
alive, and I felt its eyes RlILebook). Terra's basic axioms are:
appraising me even as Isurveyed it. Ihope Technology 21
it Liked what it saw, becnuse we were goilzg Social 21
to be seeing a lot of each other. I didn't Magic 11
come throllgh all those'deadLy tmps, hos- Spiritual 9
tiLe natives, and milzd-nllll1bing mazes
jllst to give lip now.
- Jack Bombay, in an excerpt Technology: 21
from hismemoirs,ArchaeoLo:5'J:
A Swell Way to Make a Living As you would expect, most ofTerra
hasa TechnoLogy level similar to that of
Just like Core Earth, the Nile Em-
Core Earth in the late 19305. Militarily,
pire, Orrorsh and each of the other
this translates into primitive tanks,
realms of the cosmverse, Terra sup-
fighter planes, long-range submarines
ports its own system of rules and axi-
and a few bombers. Commercially,
oms which govern her people's real-
flight is possible, but costs are still
ity. In fact, you may already be aware
somewhat prohibitive for the average
of many of these laws as it is Terra's
Joe. The most common way to travel
unique world which allowed the de-
cross-country is still by train, but there
velopment of Dr. Mobius' Nile Em-
are now regular flights traveling be-
pire. And, if not for Terra's strange
tween large cities in America and Eu-
bend on the physics of the world, you
rope. In the United States, routes exist
probably never would have seen the
between New York, Chicago, and San
wonders of the "weird" science which
Francisco. In Europe, Paris, Berlin,
lends itself so well to designs of the
Lisbon and Rome all have readily-
personal rocket suits, invisibility belts
accessible airports. In addition, many
and dimension-shattering transport-
countries, including Germany, West-
ers.
ern Europe, and Southern Europe,
Aren't you happy about that?
have zeppelin-runs - zeppelins con-
tinue to be popular in Terra, as many
Terra's Axioms of the disasters that occured in Core
Earth history never happened on Terra.
The basic rules that govern reality On the oceans, things aren't much
in each oftheinvadingcosms are called different. Trans-oceanic journeys are
axioms. Terra, being another cosm, is still made almost entirely upon luxury
no different. Just like Core Earth, it has liners and stearn ships rather than air-
the four axioms: Technology, SociaL, planes or zeppelins, but, just for your
Magic and Spiritual. As a person trav- information, the major transatlantic
els from another cosm to Terra, she flights are generally available from

41
I'
Torg: Terra

Medically, Terra supports the same Tech axioms of other cosms. Items de-
ad vances as the Nile Enlpire. Immuni- veloped using weird science are fine
1V\T hatabout~obius zations to some childhood diseases
are available, but diseases such as
as long as the destination realm sup-
ports the Tech level of the item. For
and the Nile Empire? smallpox and malaria can still break instance, Professor Furioso's weird
out with deadly results, despite the science rocket plane (Tech 23) is fine in
Since Mobius is a High Lord
advances of weird science. Terra's pulp Core Earth (Tech 23), but it suffers the
and he originates from Terra,
why aren't Terra's axioms and flavor makes it far more likely that a same problems as the supersonic jet in
world laws exactly the same as rare, tropical disease originating from the Living Land (Tech 7).
the Nile Empire's? deepest Africa would have a cure than Just to make things a little more
First, the Nile Empire's axi- the far more common rheumatoid fe- twisted, while using a weird science
oms were at one time the same as ver, however, and heroic scientists are item in another reality nlight not be a
Terra's. When Mobius found the much more likely to come up with contradiction, using weird science in
Kefetiri Idol and removed Khem last-minute cures here than on Core any reality other than Terra or the Nile
from Terra, the darkness device Earth. Of course, nlore dramatic dis- Empire is a contradiction. So, Profes-
merged Mobius' remembrance eases and afflictions are also present. sor Furioso might fly his rocket plane
of Ancient Egypt with modern Besides the strange medical situa- without contradiction in Core Earth,
Terra. The result ,vas his Nile
tion, weird science has made for many but he couldn't repair it without con-
Empire - a separate, but not
entirely unique, realm. other contradictory developments on tradiction if it broke down.
Second, Mobius never pur- Terra. Although Terra sits plainly in
sued the conquest of Terra as a the I930s, several advances have al-
High Lord. He has gone on nu- ready been made that didn't occur in The Social Axiom: 21
meroussuccessful realm-raiding Core Earth for decades. Terra has even
Full industrialization and urban
campaigns (nine to da te, with nlade a few advances that still haven't
one pending), but he has never development are supported at this
occurred on Core Earth. All of this is,
attempted to take over Terra us- level, and multi-national governments
in part or in whole, thanks to the ef-
ing his darkness device and his are developing (the Free League of
forts of Dr. Frest and the other master-
High Lord powers. Instead, Mo- Nations) and the socia-economic con-
minds in and out of labs across the
bius' linlited ventures on Terra cepts ofcommunism, fascisin and capi-
since his ascension have been in globe - most of whom are now out-
talism have all been understood for
his old role as a pulp villain. It lawed. Because of this, weird science
years (though both communism and
seems to give him greater satis- allows a boost in Terra's Tech axiom
fascism are not nearly as evidenced in
faction taking on the likes of the up to 31 occasionally. However, any
Terra as they were in Core Earth). In
Mystery Men as a master crimi- advance above Tech 21 must be based
the work force, the blue collar worker
nal than as a High Lord. This upon some weird science principle.
makes up the largest cross-section of
may either be some form of ego- Thus, a supersonic jet is a contradic-
stroking or possibly a side effect urban societies, whiIe there are still
tion on Terra, but a rocket aerodrone
of the curse of Amat-Ra. many third-world nations still trying
developed under the guidance of
Finally, since Terra ,vas never to figure out proper irrigation to avoid
weird science physics will perform
conquered, it has flexible world yet another famine.
perfectly welL Under Terra's Tech
laws and axiOlns - much like Society has gone through the Roar-
axiom, it is fairly easy to believe that
Core Earth. Since Mobius left ing Twenties and into the High Thir-
Terra and established the Tenth the Speed Wizard has developed his
ties with a fanfare. Gin club jazz is the
Empire of the Nile, Terra has own perpetual motion-based power
rag, society gals and guys change their
changed a little. Those changes pack that never needs recharging while
fashions at the drop of a hat and every-
are reflected here. the search continues for atomic en-
one is trying to learn the latest dance
ergyelsewhere.
steps of Gene Astaire while listening
This split Tech level carries over to
to the tunes of "Big Band" Benny
New York and Boston to Paris and items being brought into Terra. Any
Bigtone and "Skip Jazz" Glenn
London. Those desiring transPacific item up to Tech 21 can be brought in
Riteman. Despite prohibition, which
flights usually book passage from ei- ,vithout any problems, but items from
has still yet to be abolished in Terran
ther San Francisco, Hong Kong or Tech 22 to Tech 31 only function with-
America and Europe, everyone finds
Shanghai. Other ports of call tend to out contradiction if they were devel-
some way to drown their sorrows or
be unreliable at best. For more infor- oped using weird science. Anything
celebrate their joys.
mation on Terran travel routes and above Tech 31, weird science or not, is
So, even though Terra is experienc-
times, checkout ChapterNine, "Equip- a contradiction. Conversely, items
ing global upheaval - especially in
ment." leaving Terra become subject to the

....~42I----------------------- ...
.. . ~
,
Chapter Five
Torg: Terra

M edical Dilemmas

Despite the advances of weird Disease: Anthrax vs. 12 roll. Only this daily roll
science, there are many diseases can cure the character, drinking
Cause/Symptoms: Transmit- clean wa ter will not. Characters
still uncured in the 1930s. AI- ted through close contact with
though they are less common in dying of thirst will last TOllgh-
cattle, sheep and other livestock.
urban centers, adventurers trav- lless/2 days, half this time if the
Wool products may also carry character is active or in a desert,
eHing the wilds ofSouth America the bacteria which will cause fa-
or Africa had best watch out for one quarter this time if activealld
ciallesions and hair loss.
the diseases listed below. Fight- in a desert.
Game Mechanics: Adventur-
ing a disease generally consists ers in contact with infected an1- Disease: Hepatitis
of making a Toughness roll oncea rna Is can makea TOllgl1l1essvs.10 Cause/Symptoms: Transmit-
character has been subjected to total to avoid contracting the dis- ted by the ingestion of contami-
the conditions under which the ease. Once contracted, Toughness, nated food or water, or through
disease is caught. Each disease's St,.ellgth and Dexte,.ill) are all re- unclean cuts or lacerations,hepa-
specific resistance roll is detailed duced by 3. Every two days the titis causes severe weakness.
in its description. victim is given another TOllgh- Game Mechanics: For every
Note: successful use of a medi- Iless vs. 10 to fight off the bacte- five da ys tha t the disease remains
cille skill will not cure a victin1, ria. Bad failures (those missing in the victim's systen1, reduce
but it will give a bonus number by 5 or more result points) can his or her TOllghlless and St,.ength
to a character's TOllghlless roll causescarringboilsand hair loss. by 1 point. The character also has
equal to the Power Push of the his shock total halved until the
result points generated by com- Disease: Cholera
TOllghlless vs. 14 roll is made (i.e.,
paring the medicille total against Cause/Symptoms: Severe the character can only take half
the disease's strength. Game- thirst and diarrhea brought on his TOllghlless in shock points
masters, at their option, can sub- by drinking improperly steril- before going unconscious.)
stitute the appropriate slI/"Vival ized water.
Game Mechanics: The bacte- Disease: Malaria
skill (jungle, desert, forest,
swamp, etc.) for the TOllghness ria vibrio cholera will cause death Cause/Symptoms: Mosquitos
rolls against contracting the dis- by extreme thirst unless the char- are the carriers of one of the most
ease, but TOllghlless rolls are still acter can overcome a Toughness cornman diseases amongst ad-
needed to fight off the disease. venturers.

Europe and the Far East-and a secret to look - on Terra. SeeChapterSeven, Hinduism and Buddhism are quite
invasion from outer space, things are "Pulp Magic," for a full explana tion of prevalent in the Far East. Miracles of
pretty lively for the affluent. The De- magic and its availability on Terra. faith are still considered miracles -
pression ofCore Earth was only a slight meaning they are infrequent. Only the
recession in most of Terra - at least most devote practitioners of religions
everywhere that counted, according The Spirit Axiom: 9 are able to perform them.
to most sources - and the rumblings The exception to this is the presence
of war are still only rumblings that This is, perhaps, the largest differ-
of mystical objects and religious relics.
most people can ignore. ence between Mobius' Nile Empire
As pulp archaeologists and mystic relic
and Terra. In the Nile Empire, itseems
seekers dig up the world, more and
that long-forgotten Egyptian gods (and
more unexplainable objects of power
The Magic Axiom: 11 even a few Greek ones) are once again
are being turned up, much to the de-
able to walk the domain of the living.
Although the common person on light of those factions which would
But on Terra, they still remain mostly
the street will never encounter a de- seize them for their own diabolic pur-
forgotten, only known to a few book-
mon of the sixth plane or witness a poses (read: the weird scientists). These
worms and persistent archaeologists.
villain escape in a puff of smoke that objects are the equivalents of eternity
Christians, Catholics and Protestants
doesn't have to do with a weird sci- shards (see sidebar and below).
make up the leading religious factions
ence gizmo, magic is possible - and An interesting development note
of Europe and the West, Muslim sur-
relatively prolific if you know where for Terra should be fairly clear. As the
rounds the Arab lands and Africa and

8.
44
Chapter Five

Social axiom is starting to flex and ex-


pand again (or collapse, if things go
bad), the Spiritual axiom is getting ne-
glected. Men and women of Terra are
turning to science (weird and 110/1-) for
their answers nowadays, and churches
are almost always emptier than speak-
easies and dance clubs. It would not be
too unlikely if the Spiritual axiom of .'
Terra took another drop fairly soon.

New Eternity
Shards
The Terra sourcebook opens up a
new realm of roleplaying in the Torg
infiniverse. Instead of fighting High
Lords, Storm Knights now can pursue
more personal goals. Instead of being
freedom fighters, they can be high-
stakes adventurers. Because of this, it
is necessary to point out that not all
eternity shards exist for the sole pur-
pose of defeating the High Lords or
even for defending their home reali-
ties. Eternity shards are merely con-
centrated manifestations of Apeiros
which are created by excesses in spiri-
tual devotion. Their abundance on
Core Earth is a result of the spiritual
turmoil that the realm is undergoing
in defending itself from the preda-
tions of the High Lords, but this does
not have to be case.
In this section several eternity
shards which may be found on Terra "~
are presented. These shards are more
like the cinematic prizes which evildo-
~
ers seek for world domination and .L.l.=--~]
good-hearted archaeologists desire to
see honored in museums. All of these
treasures of the ancient world have
the same form and definition as nor- Perseverance enables a person to ests of the German peoples (not neces-
mal eternity shards but they have less subsist on minimal food, water and sarily the good of the state).
reality-inclined powers and restric- sleep. While in possession of the shard, Description: The Eagle is a carved
tions. the owner can live on a single day's ivory bust approximately 0.5 meters
food and water for a week and can tall and four kilograms. It is believed
The Ivon) Eagle that the knight had the eagle mounted
remain alert on catnaps oftwo to three
Cosmo Terra upon a standard which he carried
hours per day.
Possibilities: 25 proudly while riding. The Iron Eagle
Tapping Difficulty: 18 Group Powers: Uplift (see new
emblem of Hitler is based upon this
Purpose: support German national Group Powers below)
item.
pride. Restrictions: The Eagle can only be
This artifactis believed to ha ve been
Powers: Perseverance used by those of Germanic descent or
created by an unknown German arti-
by those who are working in the inter-

ti. . . . - - - - - - - - - - - - - - - - - - · ·
~ 45
Torg: Terra

san for the birth of jesus. However, the CHARISMA 7 round that they hold one of the coins.
artisan died mysteriously on his way Taunt 10 Description: These artifacts are be-
to the babe's birth and the Eagle be- SPIRIT 8 lieved to be the first coins minted from
canle lost. Several cenhrries later, it Reality 9, intimidation 11 the gold stolen from the Incas by the
was supposedly found by an English Inclination: Evil Spanish. Legends claim that one day
knight during a campaign of the Cru- Natural Tools: Claws (STR+5/17), their rediscovery will usher in the re-
sades. When the knight returned to Fangs (STR+3/15), Wings turn of Incan glory. It is unknown
England, his heart was crushed when Possibility Potential: Some (25) whether or not the coins reside some-
he witnessed the hardships placed Description: (Of the Minions) The where on the Caribbean Islands, were
upon the Saxons (who were of Ger- Minions generally assume the form of lost at sea, or if they made their way
man descent) by Prince john and the devils or demons from the character's back to Spain. Given the hardships of
Normans. The legend then claims that religion, but their true forms are of the Spanish the last few years, it is
the knight and the Eagle were lost humanoid, shadowy beings with fiery almost probable that they did make it
somewhere in France after the knight red mouths, eyes, and claws. back to Spain and are somehow exact-
had sought out and freed an impris- Description: (ofthe Tome) There is ing a measure of vengeance for the
oned King Richard (it was Richard no writing on the surface of the Tome, Spaniards' greed.
who returned to England and de- and only a person of Evil alignment
throned the usurper john, much to the can open the book - or a person of
joy of the Saxons). tremendous willpower and unques- New Group Powers
TIle Tome of Blackness tionable Good alignment. An Evil per-
Cosm: Terra son who opens it sees foul spells and These are some of the group pow-
Possibilities: 35 incantations written there - theoreti- ers known to exist on Terra. Other
Tapping Difficulty: 19 cally, all the evil works of magic that grou p. powers, includ ing those present
Purpose: unite the powers of evil ha ve ever been performed in Terra are in Core Earth's reality, probably exist
Powers: The Tome reduces the dif- listed there - but even the most Evil as well.
ficulty of any spell cast by the holder person has never been able to read the
by three if the caster is of evil inclina- book. A Good person who opens the
tion. It also reduces the cost of the pitch-black volume (though none are
Conversion
sorcery pulp power by two possibili- known to have ever done it) will be Purchase: 20
ties for evil characters (see Chapter beset by Minions of the Tome in greater Use Cost: 3
Seven, "Pulp Magic"). numbers and power than ever seen on Coordination: 8
Group Powers: Enslave (see new Terra. If he manages to beat the de- Difficulty: 15
Group Powers below) mons (unlikely, because they will in- Range: 10 (l00 meters)
Restrictions: Besides being evil, the crease in power as they depart the Duration: The reality skill value of
character must swear an oath to the Tome), the book will be destroyed. If the character measured in seconds.
deity of evil/death of the character's the Minions win, they will drag the Effect: This power is only available
religion (Satan, Kali, etc.). Once the person back into the Tome for never- in those artifacts of religious signifi-
oath is s",,rorn, if the sorcerer is ever ending torment. cance. It converts the Terran World
setback during a dramatic scene where Coins of Gold Law of Morality (see "World Laws" to
the Tome has been in use, that deity eosm: Terra follow) into the Law of Religion. For
decides the character is no longer wor- Purchase: 4 this purpose, worshippers of the reli-
thy of the Tome and sets forth his Use Cost: 3 gion are treated as Good and non-
minions to reclaim it (slaying the use- Range: believers as Evil. Inclination Detection
less character if possible). Possibilities: 35 becomes Religious Detection, which
Tapping Difficulty: 19 allows ana/ertness card to be played to
Minions of the Tome
Purpose: Rebuild the glory of the determine a person's faith. Inclination
DEXTERITY 12
Incas Seduction becomes Religious Conver-
Dodge 15, flight 13, maneuver 13,
Powers: Any action taken towards sion with skill tests being made with
stealth 14, unarmed combat 15
the restoration of Incan power has its faith skill rather than Charisma. Any
STRENGTH 12
difficulty reduced by 1. non-believer that fails the faith test
TOUGHNESS 15
Group Powers: Conversion (see becomes converted to the target reli-
PERCEPTION 8
new group powers below) gion and must follow its tenets. It con-
Find 9, tracking 10, trick 10
Restrictions: Any person of Span- verts all but one of his adds in his
MIND 7
ish descent will take one shock every previous faith to the new faith, caus-
Test 10, willpower 10

. ."
. 46'I----------------------- .....
~
Chapter Five

ing a strongly religious person in one might), Aluito's difficulty is reduced Enslave
religion to become strongly religious by 1, so he does succeed in converting
in the new one). Victims who had no Eric. Eric's faith (Christianity) adds Purchase: 20
faith adds will automatically gain 1 in of 3 now become 2 adds in faith Use Cost: 4
the new religion. (lncan) giving him a new faith total Coordination: 10
Example: A tribe of Hovitos discov- of 12. The remaining add in faith Difficulty: 20
ers that the Coins of Gold are in fact (Christianity) remains, but is sub- Range: voice
still in South America and they re- merged and he can't use it (unless he Duration: A measure equal to the
claim them. As asplinter group of the is somehow converted back to Chris- character's reality value
original Incan Empire, they decide to tianity). Effect: Usable only by groups of
rekindle theirformerglory. Theirfirst Most gamemasters will want to Evil Inclination, it saps the will of its
victim is a Christian missionary, Eric keep in mind that a character has been victims. To use, the lead villain (gener-
O'Reilly, who recently arrived to a victim ofconversion because the new ally a cult head) generates a test total
preach to the "misguided" tribe. The religion is not really one of the versus the victim's Mind or willpower.
Hovitos quickly purchase the conver- character's choice. Eventually, the If successful, the victim is shj1nied ver-
sion power and Aluito, their tribal character will probably fully adopt sus the group. This affect lasts until the
leader, makes a Religious Conversion the religion (forgetting all he's ever victim makes a Mind roll versus a ON of
on Eric. Aluito's faith is a 12 and he known about the old religion), but, 25. As with any other action, if enslave-
rolls a bonus number of zero. Eric's until then, there should always be the ment is used against a group of people,
faith is stronger at 13, but he rolls a chance he will "snap out of it" and go the test total becomes a "One-an-Many"
10 (-I), tying Aluito's total of 12. back to his true faith (there are no attempt (but, remember, other mem-
But, since the purpose of the Coins is game mechanics for this; it is a simple bers of the group can support the usage
being fulfilled (rebuilding Incan roleplaying exercise). of an eternity shard's group power).

~
"
o
"2
.E
E
j
o
E
=-_--':a

.1
47
Torg: Terra

Exalllple: Li'l fonlly, sidekick to the When heroes possess the power, The World Laws
Termll odvelltllrer KOllsos filii, fool- Card becomes New
ishly tries to toke alit thevilloill kllowlI Condition Condition Since Mobius left for his invasions,
as "the Drifter" all his 01011. Ullfortll- Confused Ignored' the World Laws of Terra have also
Iwtely, the Drifter has jllst discovered Fatigued Confused changed. These World Laws are an
theTomeofBlacknessolld allied his Stymied Unskilled integral part of Terra and all adven-
gOllg with Lllcifer, a Termll Lord of Setback Stymied turers in Terra.
Evil. The Drifter's test is 12 and he When villains possess the po\ver,
gets a +2 bOllllS for a total of 14. His Card New
lackey Vito sllpports sllccessflllly, Condition
becomes
Condition
The Law of Morality
II/oking the coordillotion roll. The Fatigue Ignored' [This world law is essentially the
Drifter's filial test total becolI/es a 15. Stymied Unskilled sanle as the world law of the same
fonllY glllps, kllowillg that his lowly Setback Stymied name in The Nile EII/piresourcebook-
Mind of 8 (he is a sidekick after all) Breaks Setback it is reiterated for clarity here. Its use
probably iSII't lip to the clwllellge. He *Treat this condition as if there were does not cause a contradiction in the
rolls a 19 - 0 good try, bllt that ollly no condition. Nile Empire 1
gives hill/ a defensive total ofl4. Poor
IOlIny becomes enslaved.
Characters who are enslaved are not
-C haracters of the Nile Empire
actually forced to obey their "masters,"
but most find themselves sapped of will
Terra, as was stated before, is possible. Terra is now fully distinct
and power (being stymied will do that
distinct from the Nile Empire. AI- from the Nile Empire and charac-
to you).
though the Nile Empire was based ters from Terra are guided entirely
upon Terra, they now have dis- by the Terran axioms and \vorld
Uplift tinct axioms and world laws. What la"ws. Similarly, ne\v characters cre-
does this mean for existing charac- ated in the Nile Empire must follow
Purchase: 20 ters? Mobius' separate reality. Neither
Use Cost: 10 The answer is simple. Charac- will experience the reality change
Coordination: 12 ters that have been fighting Mo- that existing characters underwent
Difficulty: 22 bius during the POSSibility Wars and the transformation of charac-
Range: 9 (60 meters) have become characters of the Nile ters between the two realms is
Duration: one Scene Enlpire - even if they started as handled the same way that it is be-
Effect: This group power modifies Terran characters. Alexus Frest, the tween any other pair of realms (see
the effects of certain cards and interac- Mystery Men and all of the other the basic Torg Rulebook for more on
tion results. The lead character attempts adventurers that originated in transformation between realms).
to make a reality total greater than the Terra have remained the same "Vhat does this mean as far as
power'sdifficulty of22. This difficulty is during the course of their adven- game play and contradictions? Since
modified by the number of people she is tures, while the Terran cosm has pulp powers and weird science are
trying to uplift (using the standard One- changed. It wasn't a conscious supported by both Terra and the
on-Many modifiers). Once successful. choice or direct transformation that Nile Empire, neither of these causes
uplift reduces all illtill/idotioll, test, tOllllt caused this change, but rather a a contradiction. Nile heroes and
and trick effects on the "Combat Results mild change caused by the progress Terran vigilantes can both utilize
Table" by one level. For example, a set- of Terra. Any characters that have their utility belts and pulp powers
back becomes a stYlI/ied (regardless of travelled from Terra to the Nile on either realm with equal ease.
whether the result points were 10 or 14) Empire fairly recently were slowly Ho\·vever, the usage of magic is sus-
and an lip/setback becomes a setback. incorpora ted or transformed as the ceptible to a contradiction in cosm-
During combat situations (using "old" reality (with its new ele- hoppers (seeChapterSeven). When-
cards), the side benefiting from the ments) sought to define itself and ever a Terran character or a Nile
uplift has their situation modified as now, perhaps without even rea liz- Empire character attempts to do
in the following chart: ingit, they have changed over com- something not su pported by the
pletely to the new reality. other's realm, make sure a contra-
For new characters, the "forma- diction check is still made.
tive" transfonnation is no longer

_._.--------------------.-.~
48 .. , . . ,
Chapter Five

i I, I \1
~ ' I.
. ,f
• \ 1'\'\
, . \ .
\
,
\
I
\ '
• t
'
,

49
I.
Torg: Terra

All great pulp novels have one ba- that same little old lady down is fairly ticed - but only because it will ad-
sic plot: the battle of good versus evil. easy to mark as evil. Generally, a good vance his own career at the cost of
Whether it be a tale of the lowly street person is one who follows theaccepted another's. An Evil reporter will take
detective taking on organized crime, a social behaviors of the majority. For bribes to suppress a story, however,
patriotic soldier defending his home instance, a patriotic soldier who fends and he will also "bend" the truth to
from invaders from afar, or costumed off hoards of martian invaders to de- make the story more "interesting."
crusaders duking it out for the Lost fend his family is categorized as a Possibility-rated characters have a
Chalice of Alet-Su, there" are always good character. An evil soldier is one bit more flexibility, but it comes with a
two sides to the battle. And only two who follows, without question, his cost. Sometimes the line between good
sides (even though people on either leader's order to murder a helpless and evil is razor-thin and it may be
side might not always work together). woman and newborn babe. Compas- crossed. For every act against one's
Reflecting this is Terra's most basic sion is a good indicator of a good morality, the cost is one possibility.
law, the Law of Morality. Every man, action. A good action is one that helps For instance, the Dark Avenger who
woman and child hasa inherent goo d-
II others or, at a minimum, does not watches callously as his foe is swept
ness" or "evilness." cause harm to another. into a raging whirlpool could be con-
For most people, approximately 90 Of course, the insidious nature of sidered Evil for a moment. Overall, he
percent of the population, their moral- Evil has crept into Terra as well. Part is probably still good, because the
ity is good. A good person is one who of the world's "progress" has been the death of his foe will save lives, but
general looks out for the well-being of fact that many Evil people can sup- such a cold act would still cost a possi-
other people. Typical "good" people press their evil tendencies enough to bility because justified murder is still
are your loving mother and father, "pass" as Good. This does not cause a murder. Be warned, however, this sort
who, without question, raised you in contradiction, as it is detectable of action must be closely monitored. If
the accepted ways of society; the shop- through inclination deduction (below), a character is deemed to be "ignoring"
keeper next door, who every now and and it has been in Terra for quite some his chosen morality excessively, the
then gives the little kid a free piece of time - it's just becoming more preva- gamernaster might penalize him more
candy and, of course, the pulp hero. lent now. than one possibility at a time, or he
Falling into the "evil" category are may even end up switching sides. If
those heartless few that are concerned Good and Evil in Play so, this dramatic change causes the
first and foremostforthemselves. Gun- character to forfeit all of his possibili-
toting gangsters, heartless second Every single Terran character has ties.
grade teachers that give F's for the an inclinatiol1, and all characters from [This partof the Law of Morality is an
sheer joy of watching little boys cry, that cosm must align with Good or addition to the Nile world law and may
and maniacal pulp villains bent on Evil. (Player characters, "Storm be adapted for use in the realm. It is not
world domination are a couple of ex"- Knights," can only be of Good inclina- a contradiction-just a new slant on the
amples of who could be deemed evil. tion.) Once a character's morality is same idea. Note that a character who
Note that enemies in a war are not determined, that character must strive has no possibilities when he or she is
necessarily evil. In Terra's Great War, to live up to it. A Good hero will, penalized automatically switches incli-
the Entente was not made up entirely ideally and almost always in reality, nation immediately.]
of Good people, and the Alliance was put aside personal safety when it
not made up entirely of Evil people. means that he can save someone else Inclination Abilities
Most of the soldiers and civilians were from harm (not doing so should be
Good - they were simply following penalized). An Evil villain will con- A character's morality is consid-
the conscience of their countries. Of stantly be plotting his next diabolic ered an inclination. A character has an
course, a soldier on one side might act, and Evil villains will often try to inclination for good or evil. With this
think that all soldiers on the other side convert Good characters to Evil. come additional, special abilities that
are Evil, but that's only a perception, For norma lOrd-ra ted personalities, Terran Storm Knights have at their
not a reality. this is an absolute. A Good reporter disposal.
will always act in the best interest of Detect Inclination: Any possibil-
his public audience, even if it could ity-rated character who plays an Alert-
Acting Good and Evil
cost him his job. The slightest sign of ness card can detect the inclination of
The distinction between the two is corruption or unpatriotic intrigue another character with a successful
usually fairly easy to detect. The cub would force a reporter to investigate Perception total against the target's
scout that helps the little old lady across so that it can be stopped. Similarly, the Spirit total. A character can only make
the street is obviously acting in a good selfish, conniving sleaze investigator one such roll against a target per adven-
nature, while the psychopath that runs won't let a single scandal slip by unno- tllre, unless the target acts in accor-

..1
. 50+.----------------------- ~~
'w-'
Chapter Five

dance with his true inclination often. sult, a lack of possibilities forces the mechanics. It is primarily a notice to
Two final notes on the ability: one, seduction. the gamemaster to make sure that ev-
the detecting character must be able to A Spectacular result forces the incli- eryadventureisinundated with pulse-
see his target. The target can be un- nation change or a forfeiture of three pounding trials and tribulations. By
aware of the action, but he must still be possibilities. no means should a hero's adventure
visible so that the subtle clues that give be a walk through the park. Cliff-
away a person's inclination can be Note: Morality changes due to In- hangers are the name of the game
viewed. Two, gamemasters may, at clination Seduction under the Law of when it comes to writing tales of dar-
their own discretion, allow their non- Morality do not cause the forfeiture of ing-do and every adventure should
player characters to invoke this ability all of the target's possibilities (see contain their fair share of pitfalls and
without an Alertness card by spending above under "Good and Evil in Play"). traps.
a possibility instead. This is the only exception to this rule.
Also note that, in order to perform For instance, Kansas Jin1, after siz-
Example: KIlnsas Jim,hot on the trail an Inclination Seduction, the charac- ing up the guard, decides to make his
of his enslaved sidekick, has followed ter must roleplay the situation. He must move. He figures the guard to be asleep
a lead down to a waterfront ware- talk to the other cllaracter and tTy to at his post. Either that or the guard is
house. There is a guard outside, but persuade (roleplaying-wise, not skill- really interested in the deckwork of the
KIlnsas Jim is still a bit hesitant. The wise) the target character to change in- wharf. Jim drops down quietly and
guard could just be a union working clination. A player who roleplays well prepares to thwack his foe with a board
stiff stuck working the night shift. shouldachievebonuses to hischaracter's just when the warehouse door opens,
KIlnsas Jim tosses his Alertness card InclinationSeductionattempt,whileone introducing another gangster (Ob-
andgenerates a Perception total. His who does not should receive penalties. stacle One).
perception isanll and he rolls a 9 (- Just saying "Tum to Good/Evil!" is not The new guard shouts and raises
1) giving him a total of 10 for his very motivating, buta villain who straps his gun, waking the first guard. Now
detection. The unknowing guard is down a hero, tortures him, endangers Jim is face-to-face with two guns and
not able to generate a Spirit total the hero's family, and threatens the holding a board. He decides that a
(because he doesn't know this is hap- character's petdoghasa significantedge. quick retreat around the corner would
pening), and his base is only 8. KIln- Likewise, pointing out to an Evil charac- be best while he draws his own gun.
sas Jim can tell by the way the man ter how his life of crime will lead only to Hestepsaround thecornerrightsmack
acts, and by the way he kicks stray death and despair (probably in the near into a third gangster (Obstacle Two).
cats into the harbor, that he is Evil. future) and negotiating from a superior The twocollideandJim spirals back-
Inclination Seduction: Another position will make a big difference. wards. He recovers, but not in time.
tool in a Terran character's belt is the Think about appropriate movies and Jim raises his gun for a shot and the
ability to sway any enemy. History is comic books for ideas. first guard rushes him. Jim hits the
filled with misguided heroes,reformed guard first, but still gets swept back-
The Price of Evil: Being able to will- wards by his forward momentum and
criminals and other pulp turncoats. ingly ignore your morals for self-glory
This is because the forces of good and splashes into the cold waters off the
does not come without a cost. Dimen- dock (Obstacle Three).
evil are powerful indeed. A possibil- sion-hopping characters of evil inclina-
ity-rated character can, once per act, A few action-filled rounds later, Jim
tion will always find it difficult to ,,'in successfully gets back up to the ware-
attempt to seduce a foe over to his own their battles when coming home. As a
side. This inclination seduction re- house after gunning down the second
result, every time a an evilly-inclined guard and pulling the third into the
quires a successful Charisma roll character returns to Terra, he loses a
against the target's Spirit. The result water. He finally reaches the door
possibility. lt is Terra's subtle hint that it when there suddenly appears another
points are tallied and checked one the favors the side of good over evil. This
"General Push Results Table" with the foe, theenslavedJonny(Obstacle Four)
penalty should only be applied once per who glares menacingly at his mentor
following results: adventure. and begins to open fire.
A Good result or less does not suc-
cessfully sway the opponent, but it This is the sort of pacing that a
does cost him a possibility. If the op- The Law of Drama typical Terran adventure should fol-
ponent has no possibilities to lose, then low. lt shouldn't be overdone, but a
[This world law is also nearly the healthy dose of "gotchas" livens up
his or her inclination is changed.
same as the world law of the same name even the simplest fight. A good target
A Superior result causes the victim in The Nile Empire sourcebook, and it to shoot for is four to five plot twists
to have to decide. He can either switch does not cause a contradiction in the per scene. Even better is to end a night's
to the opposite inclination or forfeit realm.] adventure at a cliffhanger like "Ho\v
two possibilities. As with a Good re- The Law of Drama has no real game
.e
51
Torg: Terra

is the heroic Kansas Jim going to stop ity-rated Terran can spend two possi- the first one. Since that isn't going to
his entranced sidekick JOlmy without bilities on a single action, taking the help a whole lot, Jim invokes the Law
hanning the helpless boyar being better roll of the two. These possibility of Action and spends a second possi-
killed himself?" expendihlres are naturally limited to bility. And it probably would have
Also, every Act of a Terran adven- only those actions which wouldn't been a great idea, too, but, unfortu-
ture should have two dramatic scenes cause a contradiction on Terra. nately, the Drifter finally makes his
- usually one leading right into an- appearance behind Jonny and cancels
Back in our story, Jim examines his
other. Sometimes, the beginning of an the second possibility (Obstacle Five).
situation. Jonny's finger is beginning
adventure will contain a short, dra- IguessJonny finally gets toshootsome-
to twitch, ready to release a barrage of
matic scene that gets things going (and one.
red-hot lead at his former companion.
tha t is the first of hvo dramatic scene Glancingupwards,Jimremembers Li'l Spending two possibilities works
in the adventure). Terran adventures Jonny's fascination with the stars and this way: the Terran character declares
probably have fewer Acts than other decides to trick his sidekick while dis- he is going to spend the first possibil-
Torg adventures, but many more arming him at the same time. Jim points ity. He then waits to see if it is can-
scenes - brief pauses instead of long at the sky, yelling "Look- Kohoutek!" celled. If it is, he can then declare he is
ones, leading into more excitement and rushes Jonny. He rolls a miserable going to spend a second possibility,
and danger. 5 on the die, giving him a bonus num- which mayor may not be cancelled as
ber of -5 to add to his trick of 10 and ,veIl.
unarmed combat skill of 13 (hey, Jim's If the first possibility is not can-
The Law of Action new to this). With the multi-action celled, then the Terran character rolls.
Adding to the adrenaline level of penalty, Jim's trick total becomes a 3 If he likes the roll, he sticks with it.lfhe
every fight is the Law of Action. This and the disarm is a 4. Jim decides this doesn't, he spends another possibility
world law states that every possibil- would be really smart time to spend a (which, if cancelled, still lets him use
possibility, but he only rolls an 11 with the first one, since it wasn't cancelled).

•• 52
Chilpter Five

If that isn't cancelled, then the Terran of Heroism relies strongly on your become a matter of contention, simply
character gets to choose which one deciding whether or not an action is let the player go ahead and use the
he'll use - they aren't combined. heroic or villainous. Generally, this possibility. Since the action isn't a criti-
[This section of the Law of Action is should be fairly easy to decide, but in cal one anyway, it doesn't really mat-
slightly different from the one in The those rare cases where it isn't, avoid ter ifthe player uses the card and it just
Nile Empire sourcebook, but it can be fighting with your players. If it does may make things more exciting later.
adapted for use in the realm as well, if Terra demands action , not arguments
the gamemaster likes it. If not, then it
is a modifica tion for Terran characters
.,..
only.] R econnection Numbers
Whenever a character comes to Terran characters are just as likely
Law of Heroism Terra from another realm, there is to disconnect as any other realm run-
[This is a new world law and it does always a chance that the character nero Should one of your characters
cause a contradiction in The Nile Em- may disconnect. If he disconnects, suddenly lose his grasp on the pulp
pire.] he immediately become subject to reality, he must generate a reality
Closely tied to the Law of Action is all of Terra's world laws. In order total equal than or greater to these
the last of Terra's world laws, the Law to reconnect to his original realm, numbers:
of Heroism. This law states that any the character must generate a renl- Terran Characters in
Drama or Hero cards played on Terra ity total greater than or equal to the Reconnection Number
must be for a significantly heroic or numbers listed below. Aysle 10
villainous act (regardless of the Character is From Core Earth 7
character's inc1ina tion). Terran Reconnection Number Cyberpapacy 10
roleplaying is dull when a powerful Aysle 10 Orrorsh 9
Dmlun card is spent on jumping across Core Earth 6 Land Below 6
a five-foot pit. This law forces a hero to Cyberpa pacy 12 Living Land 9
save that card for a really important Orrorsh 8 Nile Empire 3
time, like when that same pit has be- Land Below 6 Nippon Tech 9
cornea fifteen-foot ravine with a forty- Living Land 9 Star Sphere 12
foot drop into a raging river stocked Nile Empire 3 Tharkold 13
with hungry pirhanna.lt becomes even Nippon Tech 9 Tz'Ravok 9
more important when that ravine is Star Sphere 12 Aztec 8
what prevents the hero from escaping Tharkold 14 Atlantis 8
the rampaging hoards of the entire Tz'Ravok 8 Avalon 10
Zulu nation which are hoton his heels. Aztec 8
Now that is heroic' Atlantis 8
Note to Gamemasters: This, unlike Avalon 10
the Law of Drama, may cause some
problems in your campaigns. The Law

.e
53
Torg: Terra

Chapter Six

New Terran Skills


and Pulp Powers
elcome to YOllr doom, Mr. dreams of power.
BlIrdel/. i'lle elljoyed ollr Now, unlike on Core Earth, .there
cat-aIJd-mOIlSe game quite are no High Lords here. Players may
thorollghly, bllt I'm afraid not have such an easily defined enemy
I've beell Ileglectillg my as Dr. Mobius or the others I've been
other chores, sllch as lallllch my bid for told about. Here, the enemy could be
world domilmtioll! 50, I say to yOIl 'fare- the little man next door, who secretly
well' Mr. BlIrdeu,for 1I0wollrgameellds." deposits the brains of helpless young
lack BlIrdell struggled with his bOllds, coeds into the bodies of hulking goril-
bllt to 110 avail. He assllmed he was fillally las. Theenemy could be a bank robber,
dOlle for. He CIIrsed himself for beillg led a burglar, or a pickpocket - but it
ill to the trap so carelessly, bllt he had little could just as easily be a corrupt police
time for self-pity as the water begall to rise. officer shaking down shopkeepers, an
Perhaps, he wOllld get Zalek the 50rcere.- evil banker manipulating funds, or a
ill the lIext life. Ifollly he Imd some kind of dirty politician stuffing ballot boxes.
special power ... Orit mightbesomepsychoin tights
- "Danger in Delhi," The Ul- and a cloak who swings from rooftops
timate Dime Novel #29 and laughs evilly in the night. You
Already I can tell, adventurers are never know.
beginning to ask, "Where do we fit In creating a character, many of the
in?" And I respond, as I always do, templates available in the Nile Empire
"Anywhere you want." Terra's possi- or Core Earth are fine for Terra. A
bilities are limitless, with people from standard Terran character can choose
all walks of life - and, these days, from these templates:
from a few new walks - are making Adventurous Scholar (WB)
their marks on Terra. Some honestly, Amazon (NE)
like Joe Wojoski, opening a small cor- Covert Operative (WB)
ner store grocery; some dishonestly, Dark Avenger (NE)
like Vito Papadoc, who starts his first Fast Hero (WB)
caper by robbing Joe. Some make their Gadget Hero (WB)
appearances heroically, like Kansas Intrepid Reporter (WB)
Jim, the renowned detective who Jungle Lord (NE)
tracks down Vito and "reprinlands" Mystery Man (NE)
Vito for his misguided actions; and National Hero (WB)
some arrive villainously, like the Old Professor (NE)
Drifter, who breaks Vito out of jail to Soldier of Fortune (WB)
recruit his talents for some horrifying Private Detective (NE)
act ofterror. But all ofthem are driven Rocket Ranger (NE)
by a common cause: self-fulfillment. Tough Hero (WB)l
Joe's comes in the form of dreams of WB = templates found in the basic
capitalism, Vito'sasdreamsoftheeasy Torg Worldbook
life, Jim's as dreams of the glory of
good deeds, and the Drifter's are in his NE = template found in The Nile

•• 54
Chapter Six

.e
55
Torg: Terra

Ell1pire sourcebook Mathematics (Perception): NE: 65 and/or hand signals, etc. - it doesn't
With a little modification, any of Nile Martial Arts (Dexterity): HLG: help with general Perceplion rolls like
the above templates can be used on 45 find or evidence analysis. It also conveys
Terra. But beyond these, there are a Pulp Power; power (variable): IV1: the basic knowledge of surveillance
few additional templates which have 50 equipment such as binoculars, listen-
not as yet made their appearances on Research (Perception): 0: 68 ing devices, and radios. A target's
Core Earth (but are listed in the back of Scholar; Master Criminal (Percep- stealth is the difficulty for a surveil-
this book). tion): NE: 65 lance check.
Engineering (Mind): NE: 66 Espionage may nol be used unskilled.
Adventuring Archaeologist Hypnotism (Mind): NE: 66
Beat Cop Weird Science (Mind): NE: 67j Journalism
Ex-Gangster
Government Spy Billy Star, Ace Reporter here. just
Pro Pilot New Perception Skills how well can you report the day's
Pulp Sorcerer events? Well, just check your journal-
These skills are for use with the ism skill, silly. ]oul"l1alism is the skill
Perceptioll attribute. Whether they can that measures a character's ability to
Skills be used Ilnskilled or not is listed under convey standard types of information
each entry. one can find in a newspaper.
There are many skills which existin
Terra that are barely covered by Torg's To do this, jOllrnalism works in two
Espionage ways. First, it is a measure of a
basic skill lists and there are even a few
that are still undefined. This section This skill is the generic government character's interviewing or "finding
contains eight new skills for Terran agent/spy skill. Every member of a out" ability. In most instances, intimi-
adventurers: national or international law enforce- dation isn't really an effective inter-
ment agency should probably have viewing technique. Useful informa-
Perception: tion is generally more effectively
some training in this skill. Espiollage
Espionage gained through subtle interviewing
covers all of the basic technical proce-
journalism questions than overt demands for an-
dures of spy-novel skills such as wire-
Photography swers. To utilize one's joul"l1alislll skill
tapping, message encoding/decoding,
Politics/Diplomacy to gain information as measure of in-
surveillance, etc., and the usage of any
Research (different than the terviewing prowess, use the target's
associated equipment. It is not, how-
Orrorshan skill) Willingness to divulge the informa-
ever, a measure of evidence analysis or
Mind: tion as an attitude level against which
stealth, or any other single skill listed
Science: archaeology a reporter checks his skill on the
in other Torg books (though there may
Science: cartography "Charm/Persuasion" column of the
be some overlap).
Spirit: Combat Results Table.
A character's espiollage total should
Petty crime Note: Sometimes, the information
be matched up against the difficulty of
whatever operation is being attempted. for a news article may not be gathered
from a living subject, but rather
Additional Skills If a character wants to put a basic wire-
through journalistic investigation. In
tapona phone line, thedifficultymight
The skills listed below are not in- be 9 (depending on how secure the this case, the "Charm/Persuasion"
cluded in the Torg boxed set or the gamemaster thinks the line is). More chart is still used, but with the diffi-
Term sourcebook, but they still may be sophisticated or monitored techniques culty of discovering the information
of use to Terran adventurers. They are naturally increase the difficulty. To determining the attitude level.
listed by Skill (Ability): Source; page encode a message, a character simply In addition to holding interviews,
/lumber. generates an espiollage total. That total every journalist must eventually write
(HLG = High Lords' Guide; N1 = then becomes the difficulty of any de- an article based on this information.
lufiniverse Update Volullle Oue; NE = coding rolls unless the translator The success of journalism in these cases
The Nile ElIlpire; 0 = Orrorsh). See the knows how it was encoded (in which depends on how well the character
individual sources for more informa- case, no roll is needed to decode). Sur- wishes to write down the facts. A
tion. veillance is more or less just like Per- simple article generally only requires
ception with the exception that it is a total of 8 or less, but a front page-
Egyptian Religion (Perception): NE:
geared towards watching for specific quality piece might need a 9 or 10 to
64
details such as a subject's attempt to fully coordinate. If the author wishes
Hieroglyphics (Perception): NE: 65
hand-off a package, facial gestures to write a scathing editorials in order

•• 56
Chapter Six

to sway or convince a reader, the diffi- yet, go back and read the history sec- Research
culty is a 15 and Pulitzer Prize articles tion), characters may find that they
are only possible if the total exceeds 25 will need to wine and dine members The research skill actually already
or more. (Note that a journalist can of the political scene. This skill will exists. It was first presented in the
also "slant"articles to make the ON come in extremely handy in these situ- Orrorsh sourcebook (page 68) as a spe-
easier - if he knows that his readers ations. Politics allows a character to cialized form of evidencemlalysis. There,
are interested in details about fires, for know the particulars of the political research qefines the basic gathering of
example, any article about fires would world. This includes: knowing the evidence through a special magical
gain a bonus). names of important political figures, ability. A degree of psychometry al-
Journalism may not be used unskilled. what government's current status is lows Orrorshan characters literally
(Is it at war? Are they experiencing read additional information from ob-
domestic troubles? etc.) and even cur- jects and places a subject has touched
Photography
rent political borders. In all of these or been. And in Orrorsh, too much
jimmyStar here (and no, I'm not Billy instances, treat politics like a scholar research can lead to obsessions and the
Star's brother. Ireallywish people would skill with an emphasis on government loss of perse-<Jerance.
stop asking that). So you wanna be a figures, countries, major laws, and However, for the rest of the free
professional photog,hunh? Well, letme political history. cosms, research is merely the ability to
check your photography skill. Do you The degree of difficulty is rela ted to gather information from second-hand
know what a camera is? Do you know the obscurity of the knowledge being sources with no additional side-effects
which end to point at your subject? sought. An example of an Easy (diffi- (except maybe the occasional "book-
How about flashes? Do you use powder culty 3) skill roll might be the name of worm" comment). It differs from evi-
orbulb?Nightshotsordayshots?Hwlh, a major political figure such as Willlelm dence analysis in that it does not come
Hunh? Come on, now; I haven't got all II or the knowledge that there was a from the scene of a crime or from
day. just take the picture already. The Great War. Averagedifficulty (8) might examining dead bodies. Instead, re-
development room's on your left and correspond to lesser known, but still search relies almost entirely upon
please remember to check to see if the important facts such as the name of printed text. Whether it be through
red light's on before you go in. the Empress Dowager of China or the library searches, newspaper clippings
Photography, as my illustrious com- independence status of Belgium. More or detailed investigations ofpolice files,
panion attempted to point out, is the difficult recollections may be the research often divulges much more
basics of operating a camera, handling mayor of a major city, whether or not than is available through visual obser-
film, determine lighting and exposure Uganda is at war with Kenya, etc. vations.
tinles, developing film, etc. This is a Knowing the martians have taken over To determine the difficulty of a re-
must-have skill for every freelance Russia is up near 25 at least. search total, gamemasters should fig-
clicker, and it isn't bad for a private In addition, this skill is a degree of ure out how well-documented the in-
investigator or cop either. just like the the character's diplomatic skills. When formation is. Information that can be
journalist, basic pictures are an average dealing with foreign dignitaries, one found in a basic encyclopedia would
difficulty of 9. Don't even bother at- should really know ahead of time require only a three to learn. Informa-
tempting the front page unless you can whetheror nOllhey shake hands or bow tion that requires diving into stacks of
handle a difficulty of 15 and Life maga- politely. After all, countries have been newspapers, old magazines, or card
zine doesn't consider anything that re- known to go to war over such matters. catalogs might require a 9. Items that
quires a difficulty of under 20. And because of the somewhat special- only show up in hard-to-find books
Choosing subjects is also a part of the ized knowledge needed, politics should that only major libraries or universi-
photographer's skill. By making a skill be used in place of Charisma, charm or ties carry should be at least a 12 or 13
roll versus a basic ON ofl2 will help the persuasion during interaction rolls of difficulty. Research on the occult or
character find the "best" picture. Read these types. A person can be an all- other subjects which may have very
this result againsllhe ON on the "Power around swell guy who charms the pants rare or obscure sources will have at
Push" column and add the bonus to any off regular people, but when hewaIks up least a 16 for a difficulty. Finally, re-
photography skill total made right then. to the war minister of Germany and searching hidden knowledge (govern-
Photography cannot be used unskilled. metaphorically spits in his face, all the ment secrets or buried records) should
charm in the world isn't going to help. require a 20 or higher at the least.
Only velY polite diplomacy and politi- Research may be used unskilled.
Politics/Diplomacy
cal kowtowing is going to keep him out
Since much of what exists in Terra of jail.
is or revolves around the government Politics may be used unskilled, but the
(and if you haven't figured that out diplomacy aspect of the skill may not.

••
57
Torg: Terra

New Mind Skills


These skills are for use with the
Milld attribute. Whether they can be
used llllskilled or not is listed under
each entry.

Science: Archaeology
Characters with this skill possess the
ability to study and learn about historic
orprehistoricpeoplesand theircultures.
This is done through careful analysis of
their artifacts, inscriptions, n10numents
and other remains. At this time in Terra,
demand for well-read professors and
professional archaeologists are at an all-
time high. As various governments and
private individuals make hurried
searches of tombs and other once-lost
sites, they are blundering into a variety
of ancient traps. Only archaeologists,
who have specialized in learning all
about these sites are prepared to deal
with what may occur.
In terms of game play, any archae-
ologistcan use his skill to learn about an
ancient culture. This can either be direct
study of an uncovered site or through
second hand library research. This skill
is sort of a specialized use of evidence
mmlysis combined with research (though
most archaeologists also use research in
their libraries). In addition, archaeolo-
gists can use their skill to determine the
origin and nature ofancientdeath traps.
All throughout the world there are ad- t=~.E~ o

venturing places that are wrought with \\----1 "


these traps. It is the knowledgeable ar- -----']
chaeologist that can spot and tell the
procedures for disarming these lethal
situations.
To determine how much an
archaeologist's knowledge helps in these point. While aerial reconnaissance has
Note that the skill archaeologJ} does
situations, gamemasters can call for a improved the quality of many maps,
1I0t actually let the character bypass the
roll against the basic Torg Difficulty certain locales such as deep, dark Af-
trap in question -butitwill point itout.
Number Scale. A basic, common place rica are still only charted by inaccu-
The character might even gain informa-
trap (dart holes in a pyramid wall) can rately-scrawled maps. To provide bet-
tion critical to aVOiding the trap through
be spotted on a archeologJ} total of 8 or ter guidance in these situations, the
use of arc/meologJI
less. More difficult or obscure traps are skill of cartography may come in handy.
ArchaeologJ} may 1I0t be used llllskilled.
hardertoavoid.Agiantsuspendedboul- Simply put, cartography allows any
der and guidance track might require a adventurer to accurately convert the
Science: Cartography real world into a pictorial representa-
16 to detect while a pressure plate's
exact weight tolerance could require Map making and map reading is still tion. This includes noting significant
anywhere from a 15 to a 20 to figure out. something of an inexact science at this landmarks, a degree of direction sense

• I
58
Chapter Six

and proper scaling. A character with petty crime has the


To create a basic map that gets the ability to swindle other characters us-
job done, a cartographer needs only to ing the audacity of his or her manner,
Definitions
overcome a difficulty of 10. Any result as well as some trickery and planning.
points higher (or lower) become the Petty crime is a skill that reflects the use Adventure cost is the nlUllber
map's understandability factor. This of scams, cons, and set-ups. of possibilities which must be
understandability factor is in turn used Petty crime uses the "Charm/Per- spent per ad venture to maintain
when someone reads that map. To re- suasion" column of the Combat Re- a power (this cost must be paid
translate a map back into the real sults Table. A character uses his skill either at the beginning of the
world, a character must make a cartog- to influence another person and con- adventure or when the power is
raphyor Mind roll versus ten minus the vince him or her to hand over money, used).
The actioll vallie lists the for-
understandability factor- points be- perform favors, or do what thecharac- mula used to calculate the
low the original difficulty are nega- ter wishes. The difficulty level of the power's value. Remember that
tive, so they increase the ON. A suc- petty crime attempt is equal to the additional attribute points can
cessful roll means the character can target's willpower or Mind, adjusted be spent to increase these action
follow the directions correctly while a for how resistant the character is. For values (as listed in The Nile Em-
failed roll can mean anything from a example, using petty crime to con a pire sourcebook).
simple misstep to a complete reversal man out of a bus token would go The range is the distance over
in direction. against his willpower, but the level of which the user may project his
Note: modifiers can be made to ei- resistance would probably be some- power. Combat-oriented powers
ther the creation or the reading roll where around friendly or nelltral- it's have a range rating similar to
considering the situation. If a charac- not that much of a con. Getting some- those given to weapons, while
others have a simple distance
ter is lost himself, his map creation one to purchase a public works station limit. A range notation of "value"
isn't going to be that great, so (like a toll bridge or a monument) means thattherange of the power
gamemasters can feel free to increase would be enemy+ or more. is equal to the power's action
the difficulty as required. Characters But characters using petty crime also value. For example, a character
reading especially old or weathered use the skill to "set up" the crime. with the x-ray eljCs power and an
maps may encountered similar trouble They can use petty crime to contact action value of 8 could use that
because despite having a good map, it other criminals - those with forgery power on objects up to 40 meters
still must remain legible to be under- (to produce fake bills of sale or mon- away.
stand fully. It's a real pain when that etarynotes), pick pockets, safecrackers, The tech rating is a measure of
last clue regarding a trap over the etc. - in much the same way a charac- how technologically sophisti-
entrance just happened to have been ter could use streetwise. But petty crime cated the gadgets and devices
are that feature the power. See
ripped off. The understandability fac- can only be used like streetwisewhen a Chapter Eight for the details on
tor should be reduced incasesofold or character is trying to set up a scam, or the effects of tech ra tings on
weathered maps. detect a scam. gizmos.
Science: cartography may not be used This latter use of petty crime is really The system limit is a particular
unskilled for making maps, but it may the only one characters of good incli- power'ssystemlimitvaluewhen
be used IInskilled for reading maps. nation should use. Certainly, they can incorporated into a gizmo. As
can and scam bad guys for good rea- with tech ratillg,seeChapter Eight
sons, but they'll mostly use petty crime for more on gizmos.
New Spirit Skills to try to find out if a scam is being run. The ritual difficulty is the base
A character with the petty crime skill difficulty number for any sorcery
This skill is for use with the Spirit spell that mimics the power. See
can use it as a resistance to petM) crime
attribute. Other Spirit skills, such as Chapter Seven for more details
attempts instead of their Mind or will-
new faith skills, may exist, but this is on spells and pulp sorcery.
power skill values.
the primary new skill.
Petty crime may not be used un-
skilled.
Petty Crime sian of the physics of weird science. In
addition to supporting strange gizmos
Petty crime covers all of the basics of
low-level petty larceny such as games Pulp Powers and gadgets, Terra allows characters
themselves to possess the personal
of chance, numbers rackets, and confi-
In addition to new skills, character abilities of flight, super-strength, in-
dence games. No pulp world should
on Terra may possess Pilip Powers. On visibility, or a host of other things.
be without their fill of shills, can men,
Terra, a pulp power is a living exten- Here are several such powers along
and stings.
with their rules. More pulp powers

59
.-
Torg: Terra

exist in The Nile Empire sourcebook, power. Simply take the action valueof of a victim's more base instincts. It
the Torg Worldbook, Infiniverse Update, the darkness as the difficulty number does not fall under the auspices of
vol. I & II, High Lords' Gnide, The Land for a dark vision total. If the dark vision lnind control, however, because the vic-
Below, and The Storm Knights' Gllide to total is higher, then the darkness can tim is still free to act as they desire -
the Possibility Wars. be ignored. Otherwise, the character is provided they perform actions appro-
affected normally. priate to their current emotional state.
Dark Vision The emotions that can be aroused
Emotion Control include, but are not limited to: hatred,
Adventure Cost: 3 love, desire, sadness, pacifism, and
Action Value: PER+S Adventure Cost: 5 (per emotion) despair, but the character must pay
Range: Self (own range of sight) Action Value: CHA+S the adventure cost for each emotion
Tech Rating: 24 Range: 5 meters to establish con- picked. The power does not include
System Limit: 20 trol, unlimited thereafter the emotion fear which is covered spe-
Ritual Difficulty: 23 Tech Rating: 28 cifically by the power fear. The method
Characters '\vith dark visio1l possess System Limit: 8 by which this is done is leftup entirely
the ability to see in near and complete Ritual Difficulty: 28 to the player's imagination. It could be
darkness. Under theseconditions(and Emotion control is a much stronger a love/hate ray, it could be animalistic
only under these conditions), such version of charm and persllasion that is pheromones, or it could even be in-
characters are allowed to use their dark not quite the same as mind cOlltrol. A cluded in gizmos such as gas pellets.
visioll total instead of their Perception character with this pulp power is given To establish an emotion, the char-
total. The character receives no modi- the ability to force an emotional state acter must generate a power total
fiers for darkness. upon a subject. It is not done through against a difficulty number equal to
This power can also be used to the subtle manipulations of charm and the target's Mind or willpower. If the
counter the effects of the darkness persllasioll but rather a direct arousal controller is attempting to make the

•• 60
Chapter Six

target feel the emotion towards n10re That is, a once Loyal follower now is or she has the flight power or another
than one person (i.e. make a villain only friendLy, a once nel/tral person way of flying).
feel love for the character's entire would become hostiLe, etc. An enemy Increasing gravity is done by mak-
party), then the number of the remains an ellemy, but he probably just ing a gravity controL total against a
controller's allies is used as a "One- a little bit more miffed. target's TOl/ghlless. The result points
On-Many" interaction check. Like- Finally, the gamemastermightwant are read on the "Damage" column of
wise, if the emotion control is being to establish modifiers and effects for the Combat Results Table. The Power
used on a crowd, the nun1ber of foes is certain types ofemotions. For example, Push of that nwnber is also subtracted
also a "One-an-Many" interaction. if a target is already angry, and the from the character's Dexterity for the
Once established, the targetcontin- character wants to enrage him, the remainder of the round.
ues to act and think freely (remember, character should get a few points (one There are other applications to grav-
this isn't mind colltrol) as long as the to three) of bonus in his a ttempt. If a ity colltroL as well - for example, if a
emotional state is followed. This means character is enraged, the gamemaster character is standing on a wooden
if a target was instilled with love for might decide he was stymied in all floor, he might fall through if his grav-
the controller, then he couldn't turn attempts at non-physical actions be- ity were increased. A character who
around next round and shoot the con- cause he's so mad. zooms up against the ceiling of a build-
troller. But,atthesametime,hedoesn't ing might go through - or get hurt.
necessarily prevent the loving target Gravity Control These things can be figured out using
from attacking one of the controller's thegrnvihJcolltroL action value and the
allies instead. Adventure Cost: 4 result points on a case-by-case basis.
The normal duration of the emo- Action Value: STR+5 Gravity colltrol has a duration of one
tion control is the time value of the Range: 10 ODD meters) rowld and it must be applied every
generated power total (a power total Tech Rating: 28 round (if you want to continue its
of21, for example yields a duration of System Limit: 13 effects). A character can use gravity
just over four hours). This may be Ritual Difficulty: 27 colltrol to go up into the air hin1selfbut
broken early depending on the target's Gravity colltroL allows characters to not fly - gravity controL can only in-
original attitude. For each attitude level manipulate that force which binds us crease or decrease gravity, not bend it.
above Loyal (Friendly 0), Neutral (2), to Terra. This can be used to decrease
Hostile (3), Enemy (4)), the targetorigi- gravity enough to lift objects or to Power Neutrality/Resistance
nally felt, the target is given one chance increase gravity enough to crush ob-
to shake off the effects of the emotioll jects or push them down. To affect an Adventure Cost: 2/5 (variable; see
control. These opportunities will be object, a character first generates agrav- text)
evenly spaced over the duration of the ity control total and compares it against Action Value: none
control. To shake off the effects, the the target's Dexterity or dodge. Station- Range: self
target must successfully make a new ary objects have a difficulty of 5 to hit Tech Rating: 31
Milld or willpower total against the with gravity COlltrol. System Limit: 15
original emotion control power total. After hitting a target, the controller Ritual Difficulty: 26/31
However, this total is reduced by 1 for can either decrease or increase the grav- T11is power is the "anti-pulp power"
each subsequent shake-off roll. ity in regards to that target. To de- power. With it, characters are given
For example, with our previous crease gravity, the character compares the ability to reduce or negate the ef-
duration of four hours, a hostiLe target the generated gravity controL total fects of other pulp powers that are
would be able to take an immediate against the weight value of the object targeted on them. Power nelltralihJ/re-
shake-off attempt next round at Mind or person being lifted. The result points sistance has hvo basic forms.
minus one, one at Mind minus two are the speed (in meters per round) at Neutrality: This is the cheaper of
after one hour and twenty minutes, which the object is levitated upwards. the two forms and it has an adventure
and a final one Mind minus three at Objects raised in this manner can be cost of 2. When power neutrality is cho-
two hours and forty minutes. If all of lifted up to the power's range of 100 sen, a player also chooses a pulp power
these fail, then the target would have meters. If lifted beyond that point, the to which their character is to be con-
to wait for the full four hours to pass. object breaks free and begins the pos- sidered "neutral." Thereafter, when-
The one negative side effect toemo- sibly dangerous freefall back to Terra ever the character is attacked or other-
tion control is that a non-willing target's (normal falling damage applies). Grab- wise targeted by that pulp power, the
attitude is worsened by the control. bing a falling object within the attack simply fails to succeed or affect
After the effects wear-off or are shaken controller's range has a ON of 8 plus the character in any direct manner. For
off, the target's attitude towards the the range value of the object (a target attack powers, this translates into a
character are worsened by one level. in this situation cannot dodge unless he

I.
61
Torg: Terra

lack of damage. The attacker may still gives its possessor the ability to see ity: sllper attribute, he can achieve the
hit, but the power has no effect on the through objects. It does not give any same effect, but he must pick one at-
neutral character. For control-type special detection powers to see other tribute to be neutral to. For example, a
powers (milld colltrol, emotioll colltrol, objects or people beyond the object character who has sllper attribute:
fear, etc.), the character is similarly looked through. Therefore, lIeutrality: Strellgth could not use his super at-
immune to their effects. Against de- x-ray el)es does not hide a character tribute points when inflicting damage
tection pulp powers (Mega sellses), the from another character who has x-ray on a character with lIeutrality: super
character is only detectable if they eyes. It simply means that the viewer attribllte (Strength), but he could use
would be detectable normally with- can not look through the neutral char- his Agility sllper attribute normally.
out the using of the detection power (a acter. Of course, you could build a Note on Pulp Sorcery: If lIeutralih;:
character who has mega senses: sight gizmo (such as a wall) with the power sorcery is chosen, then no ritual can be
would still see the character with lIeu- lIeutralih): x-ray el)es that the character cast against (or for) the lIelltral charac-
trality: mega sellses if he was standing could not see through. ter. However, if the character chooses
out in the open, but not if there was Note on super attributes and super neutralih) to a non-sorcery power in-
some obstruction that would require skil/s: A character who chooses lIeu- stead, then the character is still subject
mega sellses to see through). tralih) tosllperskil/ has lIeutrality against rituals that mimic the lIeutralized
Note on illvisibility: 111visibility all direct use of super skill. For ex- power. See Chapter Seven for more on
causes its user to become transparent ample, if a character possessed a super soreen).
to visible light and in no way affects skill of charm, the lIeutral character Note on Gadgets and Gizmos: One
other people. Therefore, since lIelltral- would not be affected by those super cannot be immune to gadgets and
ity does not confer any special percep- skill adds. However, the character gizmos; the character must pick pow-
tion bonuses, there is no lIeutrality: wOllld be affected by any non-super ers. If the character picks neutrality:
illvisibility. skill charm adds the character had. electro-shock, then he is immune to
Note on x-ray eyes: X-raYel)es only If a character wants to have lIeutral- electro-shock whether it comes out of

_.I_---------------.-.~
62 .. . . ,
Chapter Six

another character or a gizmo. izing the attributes and skills, a resis- which he adds to his actioll vallie of
Note on Nelltmlitt;: This power is tallt character makes her opponents 17. That's a 23. He has three reslllt
meant to be a specific resistance, not lose the first 5 adds/attribute points poillts. 011 the Torg Vallie Chart,
an over-balancing ability. If a charac- that the enhanced power gives them. that trallslates to a lIIeaSllre of fOllr
ter is constructed with several types of If the enhancement power does not lIIeters. Either Melltat has to go ill to
Ilelltrality that seem to overlap and give the character five adds/attribute the ballk will, his gallg, or he has to do
make the character virtually invulner- points, then the character loses what aile of two thillgs: redlice lI,e Illllllber
able to pulp powers (since Ilelltrality adds/ points he has- versus the resis- of hellel,lllell illvolved ill the tele-
cannot be used to block non-pulp tallt character only, of course. communication link or jllst try
power effects), then the gamemaster agaill alld hope for a better roll (Ilot
should seriously consider outlawing Telecommunication ven) likely).
specific uses of Ilelltrality. Always err In order to reestablish allythillg
on the side of caution. If a particular Adventure Cost: 2 about a TC link besides having a char-
use of Ileutrality looks abusive, it prob- Action Value: Milld + 5 acter leave the range of the switch-
ably is. Range: action value board, a new link has to be estab-
Tech Rating: 27 lished. A new link always wipes out
Resistance: Instead of becoming System Limit: 10
completely neutral to a single pulp the result of the old link. However, if a
Ritual Difficulty: 24 character leaves the range of the link
power, a player can instead make his
character slightly resistant to all pulp Telecommllnicntioll, or UTe," is the and comes back before the duration is
powers foran adventurecostof5. This ability a characler has to send and up, the character can rejoin the same
translates into a +5 bonus number for recei ve messages through the power link automatically by coming back into
any resistance rolls that theplayermust of the mind. The character possessing range.
(or may) make against interactions the power sets up a "mental switch- Note that telecollllllllllicatioll is ollly
involving pulp powers. In the case of board" through which linked charac- communication - no mind reading or
physical attacks, this bonus is applied ters can communicate. seeing througlmthers' eyes. It is just as
to TOllghlless totals. It does not make To establish a switchboard, the char- if you were sitting around talking to
the character any less likely to be hit, acter possessing TC generates a power the people in the link. You can talk,
but it does reduce the resulting dam- total against a ON of 15 + the Torg they can talk back - but you actually
age if he is hil. For other control pow- Value of the number of people to be have mentally talk. Characters cannot
ers, the bonus number is applied to linked. The number of results points is "read" each others' minds.
MiHd, Charisma, or whatever is used as the value of the maximum range any
the defense. For powers which don't linked character can be from the TC Telekinesis
have a resistance roll (i.e. detection character. The duration of a link is one
hour. Should the need arise to add Adventure Cost: 4
powers), increase the attacker's ON Action Value: Milld + 5
by 5 (i.e., lIIega-sight still functions nor- more people to the switchboard once
it is established, a new TC total must Range: action value
mally, but it will only detect a resistant Tech Rating: 28
character if it can do so with a +5 be generated.
System Limit: 12
added to the ON). Example: Melltat alld his evil hellch- Ritual Difficulty: 27
Note on illvisibility: Unlike Ilell- lIIell, the Thollght MOllgers, are set to
trality, resistallce: illvisibility has some go ahead with a ballk robben;. Melltat Terran pulp telekillesis, or "TK/' is
effecl. Add +5 to the bonus number of wallts to direct the hold lip from the similar to the Space Gods' psionic
the character with resistallce: illvisibil- sidelines, while his nine hencJlmell do power of the same name. It can be
ity when he or she tries to use Percep- the dirty work. He sets lip ill a slllall used to lift objects by the power of the
tioll or filld to locate the invisible tar- sidewalk cafe thirty lIIeters frOIll the mind up to a range equal to the Power
gel. ballk. Push of the power'saction value. When
Note on sorcery: Resistance: sorcery Melltat Ileeds to gellerate a power doing so, objects can be thrown to
is treated asall of the other powers are. total (IISillg his Mind attribllte of 12 causedamageequaltheability to move
Damage spells have their effect value pillS 5 as the actioll vallie) agaillst a objects with the power of the mind.
reduced, Perceptioll-spells have their ON of 15 pillS the vallie of tell people Picking up objects is automatic pro-
difficulties increased, etc. It does not (Melltat pillS his Ilille hmchlllell) so vided the object is stationary and has a
affect the caster's difficulty. SeeChap- he Cnll com11l1l11icate with them. The Torg mass value equal to or less than
ter Seven for more on sorcenJ. Torg vallie ofl0 is five, so the ON is the character's TK power value (no
Note on sllper attributes and sllper 15+5 or 20. skill roll is necessary, but this does
skills: Instead of completely neutral- Melltat gets a ball liS Illlmber of 6 count as an action during rounds).
Thedifficulty to hita target with the

.e
63
Torg: Terra

object then is the target's normal de- it anyway) and can turn it back on its each power that they would like their
fense plus the mass value ofthe object. wielder or discard it at his or her lei- character to have. Note: purchasing
The damage caused by successful TK sure. powers in this manner can only occur
attacks is equal to the mass of the Telekillesis cannot be used to lift a normally during a character's creation.
object plus the bonus number roll.ed person or being that does not want to There may be special instances where
when throwing the object. The TK be lifted (though a willing character is a garnemaster will rule otherwise, such
power value is used when rolling to treated like an object). TK cannot be as when a power's emergence occurs
hit instead of thrown weapons. used for fine motor functions - such during a planned scenario.
Exalllple:The Solid Specter has aTK as flipping switches or pushing but-
actioll value of 18 (a Mind attribute tons - though the character may at-
of13 plus 5 for the power). He call lift tempt to use objects to perform that Maintaining Powers
all object with a lIlass of 4000 kilo- function (the same way a character
In addition to purchasing a power,
grams (4 tons) or less whellusillg his might throw a rock at a button in an
characters must pay an ndventll"re cost
power. He picks up a 5111011 enr easily attempt to turn a machine off).
to use the power during an adventure.
(it has a 111055 value of only 15). The Every power has its own cost, and
car is ollly five meters away, so it is when the character first wants to use it
wellwithiu his rallge(the Power Push
of his actioll value is 7, or 25 meters,
Purchasing Powers during an adventure, he pays the cost
in possibilities. Then, if he wants to
all the Extended Power Push Table). To choose a character's power(s), a use it again during the adventure, he
The lIext roulld, he decides to throw it player merely looks over the list of can do so for "free."
at Colollel Cairo, who has a dodge choices and spends one possibility for
value of 22. The Colonel gets to add
the object's 111055 value to his dodge
(since bulky objects) are hard to hit
with, so the Specter lIeeds a 37 to hit.
His action value is equal to eighteell, Pulp Powers vs. Super Powers
so he lIeeds a bOllus lIulllber of 19.
Good luck.
Ofcourse, ifthe Specter does hit, he'll As the number and variety of may seem far-fetched in pulp
do dalllage equal to the bonus II/ullber pulp powers increases, some novels, a personal rocket pack
players and gamemasters begin certainly is not. Similarly, a grav-
of his attack (atlenst lIineteell) plus to question how faithful we are ity control device operated by a
the 111055 of the object - 15. That remaining to the pulp genre. For mad scientist is right in-line with
would bea damage valueofatleast34. instance, isn't a power like grnv- the genre even if a gravity-con-
Ouch. itycontrol much more in therealm trolling character is not. Lastly,
TK can also be used as an nctive of the superhero than the pulp "vith the inclusion of sorcery,
defellse to stop incoming ranged at- hero? The basic answer is yes, many of these seemingly "su-
tacks. Essentially, instead of generat- but only if taken from the stand- per" powers are perfectly accept-
ing a bonus number and adding it to point of a person possessing the able as 1930s "Mad Magician"-
the character' sdodge, telekinesis is used. power. If one really wishes to style spells.
Note that only objects the character remain true to the genre, the only Just remember the Golden
real powers that heroes or vil- Rule of Gaming: ROLE-play not
can see can be influenced by telekinesis,
lains should possess are en- ROLL-play. There isn't a power
so bullets and energy attacks (which hanced attributes and super- listed here that a pulp hero or
aren't objects) are unaffected. Nearly skills. Very few of the personali- villain can't reasonably use while
any missile or thrown weapon is af- ties of the pulp novels actually remaining inside the bounds of
fected, however. possessed "powers"; they were pul p fiction, as long as the
Note: Because of the extra concen- more "super-human" than super- gamemaster doesn't let things
tration necessary for TK, there is no powered. TIley had more skills get too outofhand.ln most cases,
minimum bonus number for an active and betterphysicalcharacteristics this means restricting characters
defense. However, if a character using but few actually had powers. in the number of powers they
telekinesis gets a Good or better success However, this should not can have - usually, one or two
against a thrown weapon or a missile, prevent us from creating these actual powers is sufficient, while
neVl powers, because none of the the powers super skill and super
the character has actually caught the
powers are limited exclusively attribute are much more flexible.
missile (if it masses a small enough to people. While personal flight
amount - if it doesn't, he can't block

. . . .I64~---------------------- '-''1\
'w-'
Chapter Six

Powers that are not used during an Terra is so removed from the Possibil- can be used. Once the character de-
adventure start to "fade." A character ity Wars, it has developed a different clares that he wants to use his power,
who does not make a menningfnl use of style of power flaws. These advanced he must wait the time chosen below
any of his powers (gamemaster's dis- flaws give more"character" to the pow- before he can actually use it. The re-
cretion as to what a meaningful use is) ers a character has, making them and duction rate depends on two things:
should start to lose the power. After the character more interesting, and first, how long the activation time is,
twoorthree adventures, the character they provide a fun challenge for and, two, whether the character can
should start losing the power, and roleplaying. use the power repeatedly thereafter.
when it is gone, it is gone permanently. If the character has an activation
The intent behind this rule is to Advanced Flaws time between one round and three
keep players from selecting a bunch of rounds, then the reduction rate is a
powers at the beginning of the game These power flaws are cost-reduc- base of one possibility. If the activa-
and then just using them when they ing flaws instead of possibility-gener- tion time is between four and ten
want. In reality, no character should ating flaws. That is, when these flaws rounds, then the base reduction rate is
have more than two or three powers are taken, they reduce the net adven- two possibilities. For any activation
(super af/ributes and snper skills don't turecostofa powerra ther than award- time greater than ten rounds, the base
always fit into this limit), and the char- ing the character freebie possibilities reduced rate is three possibilities.
acter certainly shouldn't be able to go every time a particular situation comes If the character can then use the
through a menu of powers during an up. These flaws are chosen at the same power until the end of the Scene he or
adventure. time as the power is chosen and their she is in, then use the base rate as the
point red uctions are listed below. reduction rate. However, if the char-
Multiple flaws can be combined upon acter must re-activate the power every
Gadget Heroes and Sorcerers
a single power and similar flaws may time he wants to use it, add one to the
The exceptions to this rule are the be applied to for more than one power reduction rate.
gadget heroes and the sorcerers. These powers as well. However, a character
two types of characters seldom have can never have an adventure cost of Example: Nero, aTelTan villain witlt
their own powers but rely on the use less than one for any power, regard- tlte fire blast power needs to pay an
of pulp sorcery and weird science to less of how many powers he or she adventure cost of 5 every time Ite nses
produce effects through theuseofritu- has. it. However, iflte takes tlteactivation
als and gadgetry. These types of char- Most of the power flaws listed have time advanced flaw, Ite can reduce
acters should be able to mix and match variable reduction rates. This is either this. Tlte gamemaster decides that
their powers occasionally - that's their because they have variable effects or Nero has to rub It is hands witlt wicked
whole purpose for existing. But they they are keyed to certain power levels. glee to produce the frictionnecessan)
should have limits as well - gadget Read the descriptions below as you for the fire blast (tltis is a standard
heroes have to spend time and money decide what types of advanced flaws activation, but tlte fact tltat it takes
building gadgets, and sorcerers have you want to select. him one roUlld to do this is the activa-
to find new spells. These are adven- tion time). Tltat's a one point reduc-
Activation: [n order to use a power tion (plus one point for tlte simple
ture hooks in and of themselves. with this flaw, the character must per- activation). Tlte gamemaster also
form a particular action first. Usually, decides tltat Nero Itas to do tltis even)
this action is related to the power in a
Power Flaws thematic sense. For example, Meteor
time he uses the power, so that's an-
otlter point. Nero gets to reduce tlte
In Tlte Nile Empire sourcebook, a Lad might have to touch a piece of the advmture cost oftlte fire blast power
basic system is presented for invoking meteor he gained hisfliglttpower from from 5 to 2 (two points of reduction
"power flaws." These flaws were de- before he can fly. This advantage flaw for tlte activation time and one point
signed to help player characters pay reduces the cost of a power by one if it for tIte activation).
their adventure costs for their differ- is something the character can usually Activation time always takes time. A
ent powers - and to make their char- do easily (like the above example), or character who has a power with a one-
acters more interesting. by two points if it is something not round activation has to spend the en-
In the first case, it succeeded. Shj- automatically performed (perhaps the tire round doing nothing but that (no
mie, setback, and other flaws certainly character has to generate a Mind total other actions, that is - the character
come across with the possibilities, giv- of8 or better to "contact" the power of can usually perform simple actions as
ing the character a chance to pay his the meteor). well as the activation involved). So, if
costs. Activation Time: Powers can also Nero, from the example above, was
However, in the second case, they take time to "warm up" before they performing his activation time during a
are a little flimsy. Fortunately, since

.1
65
Torg: Terra

fllIrry, he would not get two actions; he die roll makes the result truly random. ture, but he'd only have to pay the
would be activatillg for both. Notes: A character who rolls a burlI- minimum adventure cost of one pos-
ActivatiolI tillledoes notalways have alit may spend a possibility to roll the sibility for his power.
to be combined with an actual activa- die again and add. If the possibility is Power Limitations: Players and
tioll-though it usually is. A character not cancelled and the die total is higher gamemasters may work together to
might just have to "summon" the than the bllnIollt number (which will limit power effects, ranges, and abili-
power and wait for it to work. A char- always happen if the die roll is not ties if they want. These are good ways
acter who cannot abort apo\ver use cancelled), then no burlIollt occurs. to produce reductions. For example,
(i.e., once he states that he is activating If a character has a bllnIollt flaw in a water breathing has an adventure cost
his power he can't stop) gets to add gadget, then the gadget doesn't work of two points and the character can
one more point to his activation time until the time period elapses (it burns breathe underwater indefinitely. Per-
reduction rate. out just like a character). If the gadget haps, instead, the character can only
Burnout: Powers with this disad- has a "never returns" burnout result, breathe underwater for one hour be-
vantage have a chance to burn out then the gadget is broken permanently fore having to come up for air - that
whenever they are used. The chance and cannot be repaired. In addition, might reduce the cost of the power by
of a power burning out (i.e., going the character can never build another one point.
away) is where the reduction rate gadget just like the other one (since the Power limitations should be taken
comes from, and when it comes back design was obviously flawed). This is on a case-by-case basis (which is why
(if ever) is another. Use the chart be- a story element to keep gadget heroes they aren't expanded upon here).
lo\·v to determine buruout reduction from avoiding bunlOut. Power limitations should be rea/limi-
rates. Naturally, only powers that have tations. In the above example, if the
skill rolls involved with their use can gamemaster didn't think the charac-
have bllr/lOlIt - either that, or the ter would ever have to spend more
Burnout Reduction player must roll a separate die every than an hour underwater (and decided
Die Roll Power Reduction time the power is used to determine then and there to never make this a
to Comes Rate whether burnollt occurs. necessity in an adventure), he might
Burnout Back ... Bonus Power Reserve: This power utilizes not award the reduction. Either that,
a store of energy within a character or he might decide ten minutes was a
1 (or lower) End of than is slowly used up over the course good duration.
Act 1
2 (or lower) End of of an adventure. When the reserve is Limitations can make powers less
Adven- empty the power can no longer be useful, characters less skillful, or their
ture 2 used. Each usage of the power costs use less versatile. The above example
3 (or lower) After an one point of reserve energy. is a good one of making a power less
interven- The number of points the character useful - the character can only stay
ing ad- can use determines the amount of re- underwater for a limited amount of
venture 3 duction the character can claim. Use time. Another power limit might be a
4 (or !ov,rer) Never 4 the chart below to determine the en- limit on a skill or action value. For
ergy points/reduction rate relation- example, the chame/eoll power has a
If a character uses a power with a ship. Charisma+5 action value. Perhaps, if
burnollt flaw, he has a chance that the the power was only equal to the
po,"ver will go away for a time (or Energy Points character's Charisma, it would be worth
forever) every time he uses it. For ex- one less possibility (four points in-
ample, a character with electro-ray Energy Reduction stead of five). An example of a less
might bllnIollt on a die roll of 2 or Points Rate
versatile power could be given for tele-
lower (that's \·vorth two points of re- 1 5
2 4 kinesis. Normally, TK can be used to
duction) and the power may go away lift anything (other than a person) or
3 3
until the end of the next adventure the block missile attacks. Perhaps a sug-
4 2
character goes on (that's worth an- 5 1 gested limitation would be that the
other three points, for a total of 5 character can only use TK to block
points). Or, perhaps, the power only So, a character who has x-ray flJes, missile attacks. That would probably
burns out on a 1 (one point) but, if it with an adventure cost of three, might reduce the cost of TK by two points
does, it never comes back (worth an- decide to have only four energy points (since the character only gains the ben-
other four points, for a total of5 points - this would mean he could use x-my efit of the weaker half of the power).
again). Any combination is possible. eyes only four times during an adven- Situational Modifiers: Instead of
The fact that the bl/rlIout occurs on a

8.
66
Chapter Six

67
I'
Torg: Terra

having anaetivalioll, perhaps the char- situation will make the character's life As the gamemaster, you have to come
acter has to wait for a particular sitlfa- (and use of the power) and give it a up with ways to make them pay for
lioll to present itself before he can use reduction rate comparable to that. their reductions. The gamemaster
his power. For example, the character should keep notes on situational modi-
might only be able to use his power at Using Reduction Rates fiers and limitations and other flaws,
night, ,,,,hen enraged, or after eating a making sure to work them in as often
good meal. Depending on the situa- Always be cheap when awarding as possible.
tion, the gamemaster can award re- reductions for powers when you have
duction to the adventure cost. to make judgement calls. Players will,
Linking Powers and Flaws
SitllatimlOt 1II0difiers are handled the naturally, try to come up with situa-
same way as power limitations. The tions and limits that give their charac- Normally, every flaw must be
gamemaster judges how difficult the ters the most benefit for the least cost. linked to a particular power. A power
can have mul ti pie fla \"~'s, but, normally,
flaws only affect one power at a time.
However, if you want to get tricky,
you can allow characters to link flaws
and powers to get beller numbers and
more creative flav,'s.
For example, lIIega-sight, lIIega-seelll,
and swimming all have adventure costs
of three. If a character were built with
these powers, he might want to defer
the cost of the powers with some flaws.
But, because of the "minimum cost of
one" rule, he could only take three
two-point flaws (orup tosix one-point-
ers) as a maximum. Not terribly excit-
ing.
But, if the gamemaster wanted, he
could do the following: the character
could "link" the powers. The player
would agree that, whenever he paid
the cost for the powers, he would pay
the cost for all the powers at alice, in-
stead of when he used them. So, if he
needed SWillllllillg, he would pay for
mega-sighl and mega-scent at the same
time (a total of nine points).
So far, no benefit.
However, because the powers are
"linked," the character can have flaws
that affect alllhree powers equally, or
even unequally butin a semi-balanced
manner (we recommend the former,
but it won't always work out). This
would, effectively, mean he could buy
a few big flaws instead of lots of little
ones, applying the reduction against
the whole nine-point adventure cost
instead of the three three-point costs.
Example: Waler Lord has Ihe powers
mentioned aboveat an advellfllre cost
ofIlille Possibililies. Hewallts to have
a big flaw thai affects all his powers so
he COli redlice Ihe cost of the whole

•• 68
Chapter Six

package at once. He agrees to pay the Ords and Powers Possibility-rated (the character makes a
filial cost the first tillle he IIses allY of choice for Good or Evil and becomes a
the powers during all adventure. Ninety-nine out of one hundred Terran hero or Pulp villain), or loses the
The flaw he selects is burnout. Whell- characters with pulp powers are Pos- powerand retunlS to normal ("sa ved" !).
ever Water Lord IIseshis powers, there sibility-rated. Most Ords who have Where we go from there is anybody's
is achallce he 'will overland his senses/ powers have them only through guess.
abihties alld lose his powers. He de- gizmos (given to them by Possibility- The'other option is the creation of a
cides that he cnll lose his powers 011 a rated characters "on loan"). Hench- new character. Nobody pays the adven-
die roll offOllr or lower, IIl1til the elld men, sidekicks, etc. might have gizmos ture cost - no individual, that is - the
. oftheadventllre. That's a total redllc- that emulate the use of powers. COSIII ofTen'a does! The way this works is
tioll rote of 6, lIIenllillg Water Lord But what about that one-in-a-hun- simple: the Terran Law of Drama is
ollly has to pay three possibilities for dred? How does hepay his adventure keeping things moving. For some rea-
his powers ns an adventure cost. cost? son, possibility energy was building up
Multiple flaws may be linked to Simple: the gamemaster cheats. and it needed an outlet. To get the Law
multiple powers, with the following Every once in a while, you may of Drama moving again, the Everlaws
rules: all linked po\,vers are forever decide an Ord in your campaign of the lnfiniverse trigger an event that
Iillked (barring gamemaster interven- should have a power for some reason causes some poor slob to be struck by
tion). What happens to one power or other. Usually, the character gains lightning, bitten by a radioactive insect,
happens to them all. Flaws cannot af- the power through the course of an rocketed from a distant planet, scared
fect individual powers within a link adventure and then gets to become a half to death by a flying rodent ... what-
without express gamenlaster approval Possibility-rated character at some ever. The upshot of this is that the char-
(which is not recommended - it leads point (or dies). But, in the meantime, acter spontaneously gains pulp powers,
to a terrible amount of bookkeeping), how do you rationalize his or her use and thecosm takesoverthecost. Inmost
and powers cannot be moved in and of a pulp power? The character can't cases, the character becomes Possibil-
out'of a link. pay the adventure cost. Who does? ity-rated pretty darn fast (suddenly,
Finally, the minimum adventure The cost is paid in one of two \va ys: you're stronger than an elephant, faster
cost for a complete link is the number First, a powerful character might thana train, and morehandsome/beau-
of powers in the link. Since no power choose to use weird science to "be- tiful than a star/starlet - are you going
can have a modified adventure cost of stow" powers on a character. Usually to go about your daily business as nor-
less than one (no matter what), each evil characters will do this (anybody mal?). In the event that the bozo doesn't
power in the link has to cost at least seen Frankenstein or any of a number do anything to make the jump, then the
one point. The character must always of pulp movies?), since this is the trade- powers eventually wear off (this
pay this adventure cost to keep allY of mark of Mad Scientists (experiment- shouldn't happen in a Terra adventure)
the powers. If Water Lord, from the ing with the helpless, the innocent ... or tl,e sap is killed by someone who can
example above, needs swimmillg but oh, the humanity!). Besides, it's dall- detect the change and wants to find out
not his other two powers - tough, he gerolls. why it happened (serves the jerk right
has to pay the cost for all three any- In that case, the Mad Scientist pays for not using his/her powers).
way, or go without. "Fading powers" the initial adventure cost (not the one
(see "Maintaining Powers" above) are possibility per power acqllisitioll cost
also handled on a link basis - though - the actual adventllre cost) for his So That's It
the gamelnaster may wish to make an experiment. Perhaps this is why ex-
The next chapter covers pulp sor-
exception here. If Water Lord went periments are almost always flawed
cery, the magic of Terra, and Chapter
several adventures without using his -Mad Scientists are notoriously cheap
Eight discusses gizmos and gadgetry.
swimming power, but he used megn- with their resources. The character can
Read over those two sections before
scellt and lIIega-sight quite often, the use the power until the end of the
conting up with a Terran hero - they
gamemaster might want to begin to adventure. By that time, the character
have some interesting suggestions as
"fade" SWillllllillg out of the picture- is either dead (he went evil and got
well.
with game mechanics and modifiers killed or martyred himself for good),
assigned as he sees fit.

69
.-
Torg: Terra

Chapter Seven

Pulp Magic
lacklless fell over the COli 11- necessarily want follow the same paths
tryside. It wasil' I the black- as a mountaintop hermit and they cer-
lIess of lIight or the dim tainly don't want follow sterile sci-
shades of grny genernted ences of the gadgeteers. But some-
by henvy c/olids, bllt the where in between, they want to find a
killd ofblacklless that comes ollly whellihe happy medium. Enabling them to do
SU/1 is blotted Ollt by nil ll111latural pres- this is specialized pulp power known
ence. SlIch a blacklless come as Ihe hoards as P1Ilp Sorcen).
of demoll flies arose fromlheirlale-mol'l1-
illg sillmber to alice agaill feasl "P01l Ihe
livestock of the locol village. S1Ich was Ihe Magic vs. Pulp
black1less as il hod bee1l everyday at 110011
since the tow1111listakenly angered a wan- Sorcery
derillg minslrel, a wallderillg lIli1lsirei by In order to mimic this seeming con-
the 1Iame of Blackheath the Terrible. tradiction in occult philosophy, two
- Prologue, "Blackheath the different styles exist on Terra. Just like
Terrible," Toles of Magic #12 technology, which has beensegregated
Magic and sorcery have long played into the normal and the weird, Terran
a part in the world of the pulps. These wizardry has been divided into two
were tales of strange beings with un- schools, Magic and Pilip Sorcery. Prac-
explainable powers, some of heroic titioners of the first school are known
proportions, some of quiet, mechani- as magicians while, appropriately
cal genius, and others of more mysti- enough, the second school is followed
cal origins. Throughout pulp fiction, by sorcerers. We start by discussing
one could find many strange hermits Terra and its relationship with Illogic.
sitting quietly in their mountaintop
retreats, practicing arts long thought
lost to modern society. But on Terra, The Magic of Terra
these hermits don't merely exist on On realms such as Aysle and
pages of fiction - these strange her-
Orrorsh, the standard style of magic
mits truly exist in the real world.
has become accepted. Mages and gyp-
Among these characters are holy
sies cast fireballs and \"'eave fortunes
mages, sworn to teach the paths of with little effort. It is in their very
responsibility, devout scholars who
nature. It is their \·vorlds' nature. Terra
take on those corrupt sorcerers bent
has a Magic axiom of 11. A realm with
on conquering the world through an axiom of 11 means that characters
mystical domination, and daredevil
in it are capable of a wide range of
sorcerers who seek their own fortune
spells. Alterations, minor conjurations,
and fame through life-threatening and divinations are all possible. There-
adventures.
fore, Terra supports many of these
Throughout Terran adventures,
magics. Any standard spell of an axiom
characters are bound to show up who level of 11 or less can occur on Terra
want to add their o\",n unique flair to
without contradiction. It also means
their pulp powers by expressing them that anyone from another realm, such

....'"
in more mystical ways. They don't as Aysle, which supports magic, will

.....~70.----------------------- ......,
Chapter Seven

obsession or natural abilities have led still ha ve their arcane knowledges and
them to seek out knowledge at great magical skills and Nile mathemati-
cost. Most of the magicians of Terra cians still have their planets to align.
Egyptian Magic
belong to secret societies, cuits, or other They generate totals versus their diffi-
Mobius' Egyptian magic is a organizations and seek to mask their culties and backlashes just as they
actually a factor of his own realm abilities. This is wise - magicians would back at home. All they have to
(Khem) and not Terra's. How- would be treated in much the same worry about is disconnection and ex-
ever, because of the natural link way as pulp characters are by the gov- ceeding the axiom limit of 11.
between Khem and Terra, Egyp- ernments, and they are not usually as For Terran mages, the case is the
tian magic is not a contradiction capable of defending themselves - same. In supporting the magic of other
in Terra, even if the axiom level especially when their powers first realms, it also supports the magical
of the spell cast is over Terra's manifest. systems of other reahns. The "v,rays of
level (Khem/The Nile Empire The most recent upsurge in magic the ancient world" are reflected in a
only has a Magic axiom of 12 was caused, not surprisingly, by Dr. Terran student's ability to learn from
anyway). Mobius. His resurrection of Egyptian reading ancient scrolls, tomes and re-
mythology brought with it the powers ceiving the guidance of their masters.
of Egyptian magic (as described in The This also any Terran character to learn
be able to continue to practice their Nile Empire). That is the only major the standard magical skills of alter-
skills on Terra. magic system kno\·vn in Terra - oth- ation, apportatioll, conjllrntioll and divi-
This doesn't seem much of a contra- ers are crude derivations of magic simi- natioll (or mathematics and engineering
diction yet. But remember I said Terra lar to tha t of Aysle. if the student is using the Nile Em-
supports magic, not Terrans support pire/Egyptian magic system). Along
magic. At least not without help. Al- with this ability, they can learn all of
though the pulps were filled with mas- How Does One Learn the arcane knowledges and any spells
tersoftheoccult, they did not reach their based upon them just as any other
roadeasily. Apprenticesspentlong years Magic? realmrunner can.
in their master's retreats studying long The answer is relatively simple. For Spell creation, however, can be a
hours and painful days. This is because any caster from another realm, magic problem. Since full-powered conjura-
Terra does not share its penchant for works exactly the same. Ayslish mages tion is not open to Terran spell casters,
magic easily.
Hundreds of years ago Terra fully
supported "normal" magic. The tales of
lost Atlantean sorcerers and medieval
mages were based in fact. Merlins and
LeFays were regularly winning the wars
for their kings hundreds of years ago.
But as the world aged, their magic be-
came lost in the hustle and bustle of
modem society. People became more
concerned with that which they could
prove. The age of Industrialization and
Science was disastrous to the age of
magic. No longer did families fear the
night. !twas brightly litby gaslights and
the demons of yesteryear were cast into
the shadows. Long sweatshop hours
simply didn't allow people to have the
time to fear the unknown. The struggle
fornormallifewas hard enough. There-
fore, Terrans lost their ability to use and
recognize magic. Their world still al-
E
lowed it, but their own abilities were '8
extinguished as they sold out to science. "-"'L..,.:j ~
In game terms, this means there are
very few believers in magic in Terra.
Those that do exist are people whose

71
I'
Torg: Terra

spell creation is haphazard at best. If there is a line there (no effect), then powers. A new power, soreen), func-
When a character designs a spell (us- no side effect occurs. Every other re- tions as a "cap" power to all of the
ingthemagicsystem presented inAysle sult causes something strange to hap- other pulp powers and, because it is a
or Pixal/d's Pmctical Grimoire) heorshe pen. See the "Side Effects" chart for pulp power, causes no contradiction
should expect some problems with details. on Terra when being used. The basic
the spell. Note that these effects do not apply background behind how sorcery works
Most often, these "problems" take the same way combat round effects do is thata pulp sorcerer mimics theabili-
the form of side effects. In addition to - they only interact with the spell. ties of other pulp powers by creating
possibly taking backlash from a spell They may affect the rest of the charac- pseudo-magical rituals. For instance,
created on Terra (at any time) or by a ters involved, but only by affecting the instead of purchasing the flight power,
Terran mage, the gamemaster should spell. our villain-of-the-day, the Drifter, pur-
check to see if a side effect occurs. chased thesoreery power and created a
After a spell has been cast, but be- flight ritual.
fore its effect is described, flip over the Pulp Sorcery
top card on the Drama Deck. Check
the appropriate action line (standard Across the mystic arts table from Purchasing Sorcery
or dramatic) and look next to the ap- magic is sorcery. This form of spell-
casting has its basis amongst pulp To initially get the sorcery power, a
propriate side (piayer or gamemaster).
player purchases it during character
creation for one possibility - just like
any other pulp power. Afterwards,
s ide Effects
the adventure cost of sorcery is vari-
able. The base cost of sorcery is 6 possi-
bilities per adventure. Adding to this,
Action Line Effect Side Effect a sorcerer mus tea leulate the cost of his
Flurry The spell goes off as expected, but with some ritl/als. For each pulp power that is
extra, fast-paced benefit (the spell works faster, mimicked, increase the adventure cost
doubles its effect, or whatever the gamemaster of sorcery by the mimicked power's
thinks is a proper fll/rry reaction) cost mil1lls two, with a minimum cost
increase of 1. And, because sorcery's
Inspiration The character takes no backlash, no matter what adventure cost does depend on the
the result of the skill total rituals used, the total cost may vary
Up If the character's spell succeeded, all characters on from adventure to adventure.
the same side receive an up for their next action. For example, in his first adventure,
If it failed, then all characters on the other side the Drifter utilized his sorcery to cast
receive an up for their next action. spells mimicking the pulp powers of
Break If a villain receives a break result after casting a brainbl/ster, fear and sense magic. This
spell, all magical ability "leaves" him until the means his adventure cost would have
end of the scene or until he gets an inspiration been 10 - 6 for the base sorcery + 1 (3-
result from some source. 2 for brail1bl1ster) +2 (4-2 for fear) + 1
(minimum 1 for sense magic). On his
Confused The spell goes wild. Bizarre effects occur, prob- next adventure, however, the Drifter
ably having nothing to do with the spell's normal found that he didn't need to sense magic
effect. Things go very wild for a round. and ended up only paying 9 for his
Fatigued The character automatically takes two points of sorcery and the two powers.
shock from additional backlash, regardless of There are two final notes on sorcery's
whatever skill total he achieved. cost. First, sorcery can be used with the
Setback The spell "blows up" in the caster's face. Double alternate power flaws listed in Chap-
the backlash. Other effects are as normal. ter Six. However, this may only be
used to modify sorcery and not any
Stymied The spell, if it worked, peters out in half the other powers mimicked by sorcery
duration, or has half the normal effect rituals- no linking is allowed. This is
(gamemaster's option - attack spells should because many of the alternate power
nearly always have half effect). flaws have been converted into ritual
modifiers (see below) to further en-
hance the flavor of sorcery.

8.
72
Chapter Seven

Second, you have to have a system When a character finds a teacher or it suits the Law of Drama), but he has
by which characters learn new rituals a source of knowledge, he may pay the to not only spend the possibilities to
and begin the game with rituals. When adventure cost of the new ritual (modi- learn it, but the adventure cost of the
the sorcery power is purchased, it only fied by the sorcery cost formula) to ritual to use it ~ just as if it were one
allows the character to learn rituals learn the new ritual between adven- of his normal rituals. Learning a ritual
and cast them - there are no actual tures, or the actual adventure cost of and using it immediately can be a
rituals automatically learned. the ritual to learn the ritual immedi- heavy-cost enterprise.
Before beginning adventuring, a ately.
character can purchase up to three Example:TIlC Supreme Sorcererfinds
rituals for one possibility each - just an ancient grimoire in the middle of
Using Sorcery in an
as if he were picking more powers. He alladvellture 011 Term. It holds the Adventure
has to pay the adventure cost when he key to the ritual of illusion. The Sor-
uses them, but at the reduced rate for cerer enll either take the book alld Despite the minor complications
sorcery (above). learn the ritllal between adventures with adventure cost, sorcery is fairly
After the initial adventure, charac- - whell it will cost him the adven- simple in its usage. In order to mimic
ters can learn luore rituals only by ture cost of the power illusion (6), the kind of on-the-fly casting of the
seeking out and finding sources for minus two, possibilities, or Ire can pay 1930's novels, a sorcerer develops a
sorcery spells. Gamelnaster character- the whole six right now alld have the free-form casting ritual. To do this, the
teachers are a good source, as are an- illusion ritual right away. sorcerer first finds the mimicked pulp
cient books of knowledge and power's base ritual difficulty. After
otherworldly demons. Pulp heroes and If a character learns a ritual imme- finding this, the sorcerer then is given
weird scientists are no help - they diately, he can use itinunediately (usu- the option of including various ritual
achieve their powers through weird ally, it takes some time to learn a ritual, modifiers to generate special effects
science, not sorcery. but the gamemaster can "bend" this if and add atmosphere to the magical

••
73
Torg: Terra

their inclusion. For example, a ritual


involving electro-blast might involve
the character holding a lightning rod
(average, -1 to ritual), but why would
the blood of a virgin help? If the expla-
nation is more than a few lines, then it
doesn't fit.
Verbal Command: Modifiers can
be made depending on the difficulty
of a command word, phrase or incan-
tation.1f the caster is gagged or cannot
utter the phrase, the ritual can not be
used.
Multiple voice commands cannot
be used - they are just more complex
ones. However, voice commands don't
always have to make sense. Nonsense
words and doggerel poetry are often
used by pulp sorcerers, and reading
an effect backwards is one of the great
~ old ways of performing sorcery in the
~ pulps.
~~~J ] Physical Gestures: If the caster de-
sires, he can get himself into the ritual
by requiring theusage of motions such
as hand gestures or other physical
movements. Speech or mouth move-
style. The sorcerer then generates a ritual can have its difficulty cut by ments are not applicable as they are
quick pilip power: sorcery total against more than half its base difficulty. covered under "Verbal Commands,"
the final ritual difficulty with success Material component: A ritual's dif- above.
and results being determined just as in ficulty can be modified by requiring Multiple gestures can be employed,
the mimicked powers normal use. the usage of specific material to con- as long as they are distinctly different
Note: The base ritual difficulties for tribute to the spell's formation. The - otherwise, they are just more com-
existing pulp powers are listed on page degree of modification depends on plex gestures.
75 for all pulp powers that can be used the accessibility of the component. Extended Casting Time: The de-
as rituals (virtually all of them). The Multiple components may be used fault casting time for a ritual is one
difficulty numbers deliberately run in a ritual, as long as each component round (this does not count any sorcery
high so as to encourage the use of the is, in the gamemaster's judgement, advanced flaws, such as application
modifiers to flavor spellcasting (mul- unique. Material components may also time). The round in which a ritual is
tiple modifiers can be placed on the be disallowed if there is no reason for castis the same round in which it takes
same ritual). Try to imagine Hadji
(from the cartoon show JOIl1IY Qllest)
without his trademark "5im sim Gesture Modifiers
Salabim!" command and you get the
idea of \\That spells without modifiers Modifier Action
are like. A fev./ examples on ritual -0 No gesture
modifications follow; more can be -1 Simple gesture that in most casescan not be prevented easily (a
added as players and gamemasters head nod, a pointing finger, etc.).
come up with them. -2 Gestures that can be inhibited fairly easily (complex hand
gestures, foot movements, etc.).
-3 Complex gestures which require a Dexterity total of 6 or better
Ritual Modification to perform (a complex dance, an acrobatic maneuver, etc.).
Simply subtract the modifier from -4 More complex gestures that require a Dexterity total of 12 or
the ritual difficulty of the ritual. No greater.

_II~-------------""~
74 .. , . . ,
Chapter Seven

....• ~'''',.' ~,''''' .." ••-, "'-'-".~ ~'.~ ~,.,",. ",",,' ","'-',..' ..., .•." .•-' ..... '.,~ ",.~",' ~,>o. ~"'" ~, ..,',. ""'_,,......~_ . . '_.,",,' _.' ...,.•..• """'.' ~"".- "" .•"' •..' _'.• """'.'

Sacrifice Modifiers Base Ritual Difficulties for Pulp Powers


Modifier Sacrifice ,'~3 Pulp Power
absolute vision
Ritual DN
23
Pulp Power
mega hearing
Ritual DN ,i
23
-0 No sacrifice is required. ~:
~7 adrenaline 24 mega scent 25
-1 Small animal (bat,
mouse,fish).Thisworks f
animal companion 24 mega sight 23
well as a " cauldron"
" animal friend 24 mind control 28
ritual for witches. brainbuster 26 mind reading 28
chameleon 27 power drain 29
· -2 Large animals (goats, claws 23 power neutrality /
cows).
, [1:
darkness 25 resistance 26/31
;,, -4 Dangerous animals (Ti- dark vision 23 regeneration 30 .y
ger, Cobra). This level ij dazzle 18 running 20
, of sacrifice should re- dispersal 31 sense danger 28
,• quire some danger and i~ electro-ray 26 sense magic 15
,, often a skill roll (though
not always) to kill the
if
1;,
emotion control 28 shrinking 28
far vision 22 360 0 sight 23
, creature. fear 26 sonar 23
,
-6 Live person. fire blast 30 sonic scream 28
-7 Virginal person. flight 22 super attribute 25
fog screen 19 super skill 14
force field 30 swimming 18
gravity control 27 telecommunication 24
;
Verbal Modifiers grow 30 telekinesis 27
"
ice blast 30 teleportation 30
'. Modifier Phrase illusion 29 wall walking 25
-0 No phrase invisibility 30 water breathing 23
-1 Single word (abraca- jump 20 webs 26
dabra, allakazam) magnetism 25 withering touch 35
,'.
,
-2 Simple phrase or rhyme. ;i x-ray eyes 23 -{,
This phrase must be f· Note: Any pulp powers not listed here are not normally available as
based upon the specific rituals, but gamemasters may choose to overrule that decision and create i,
conditions during cast- ~~ ONs for those rituals. If so, then use the above numbers as examples. ..
ing time (light for night, .,.
fi re for spire, Blackness ~f.~:,.;;"";.",,,,-~'>G·-::J·~''"->:il,~-:i1'~'~->E·~-"","'·""c;;:··'~::;;'~'l3,"",:,,;;;-·;r.'ll-""!<l~!:"2.:."1!]r,,:,"E··"~\-;;;'·1'i'''~'-;;,"',."';;,",-;;,.•",:;".'"!)l-;;,"ll--"'·:l!"1ii,'-!lJ··-E·"~,,~i'E-·ill~·§ci1i·!''"->:il·-:i1''"'-'''.."'=iii··''-l.i·!1.,:;::.~.•;;:<::,$.~~]
leave Loch Ness, Wis- Material Modifiers ;
dom of Solomon aid me, ~i i'
-"
Modifier Component*
ete.). ~i
-0 Easily obtained (no component, rocks, cloth, paper)
-4 Complexphraseorincan- ~.
tation.5uchaphrasemust ;' -1 Average (cooking ingredients, fire, herbs, blood)
be read or recalled from '." -2 Medium (rare herbs, live animals, precious metals, personal
memory. If memorized, ,. possessions, blood of a virgin)
, a Mind roll vs. 12 must -' -3 Hard (the blood of a virgin bornduring the first full moon ofthe ,
, also be made either be- ~. year)
, fore the ritual is cast or as ;;: -4 Very Hard (the blood ofa virgin born during the firsHull moon ~
, a multi-action. if in1 9 2 1 ) '
:
-6 Reading from a passage i' -6 Extremely Hard (the blood of a virgin born during the first full
, or incantation in an un- ~~,j! moon 0 f 1921 a t preCiOUS
. Iy 12 ml'd'
mg It)
1
, known tongue. This must " -8 Virtually impossible (the blood 'of a child born three hundred
be read mId a Milld vs. 15 r years ago) !
'. mustbemadetoutterthe " ;
, phrase correctly. !t, *Material components do not include live animals or people used In .,

·
-,,-, ~,.--......... ~.. ,:.~
-- sacrifices. That is a separate modifier detailed below.
-~'.~; .•. ,_.,,~ ."~'" ~ ."~'" ~"'-"'o!..·".""'·"'o!..·".~ ...··.. r-,~J;~ "'."'~''''.>","", L·",_,-"" ,-' ,.", ,'..... _ '~, ...~,.. ,- •. .,... ' ••"'._ '- •__ ._'>-< ••.•",_ . .,_ •.., ,"._"" ....,.... • ",.",,:'

.e
75
Torg: Terra

ter reduces the difficulty by, he takes


one shock point. If the character goes
unconscious during the use of the
ritual, the ritual still takes effect (if
possible). Possibilities can be spent to
keep the character from going out, as
if the character were taking damage
normally.
Sacrifice: This modifier can only be
taken by those of Evil Inclination. The
modifier is conferred when the sacri-
fice is killed.
In order for sacrifices to work, the
sacrifice must be made right before
the ritual is cast. Also, the sacrifice
must be conscious and aware of what
is going on - being bound or even
drugged is okay, as long as the charac-
ter is aware of what is happening.
Mind-affecting drugs do not allow for
good sacrifices.
Two additional modifiers: willing
sacrifices ("life person" or "virginal
person" only) add an additional five
to the modifier (a willing virgin would
have a total modifier of -12), but the
character must be really willing. He-
roes can do this to save their friends
(willing under coercion), and fanati-
cal followers can also accomplish this.
Other Modifiers: Come up with
I whatever you want. Most modifiers
g should range between one and five
~ points, and only very unusual modifi-
jj ers should subtract more from the
'E
~ ritual difficulty.

The Permanence of
Modifiers
Once a modifier is built into a ritual,
effect. However, a pulp sorcerer can round is the round the effect occurs
that's it. If the Drifter has a flight ritual
reduce his difficulty by increasing his and is not an "extra" round). If the
thatinvolvesa sacrifice, that's the only
casting time. The spell then takes af- caster performs any other skill use
way it can be used. Other modifiers
fect at the end of this casting time. during this time (even though he is
cannot be added on, and the sacrifice
For every extra round the character only going to have to make one sor-
cannot be avoided. Characters can
must take to perform the ritual, sub- cery roll for the whole effect), the en-
learn multiple rituals with the same
tract one from the ritual difficulty. So, tire time is wasted and the sorcery
effect, but those are exactly that: dif-
ifa ritual had a difficulty of 25, and the attempt fails.
ferent rituals. Rituals cannot be
character took five rounds to perform Fatigue: For every point the charac- changed once they are intitiated.
it, the difficulty would be 21 (the last

,.
76
Chapter Eight

Chapter Eight

Gadgets and
Gizmos
n The Nile Empire weird science has been the dream, ren!
sourcebook, there is an science the reality.
involved gadget-cre- Until Dr. Mobius.
ation system designed Mobius was strange enough, des-
for use with the weird perate enough, and talented enough
science realm. This systen1 was used to discover rules for the unruly won-
by Dr. Mobius when he created his ders of weird science. His principles
first gizmos, and by Dr. Frest when he and laws formed the basis for Dr.
began his research. It is the same sys- Frest's research. They were able to
tem that produced the first Rocket harness what others could not tame.
Ranger suits, and many of the gizmos But they did itin such a stmllge way.
and gadgets that have been seen in the
Nile Empire and on Terra since.
This is not that system. The Confusion of
Weird Science
The Evolution of After Dr. Frest's kidnapping by Dr.
Mobius (indeed, about the time Mo-
Weird Science bius left to conquer other realities), a
Dr. Mobius was a madman and an young woman was interning at the
evil genius. No one will seriously de- GAWSI lab in Pittsburgh. Her name
bate the fact that he was the father of was Dr. Emily Blachek, a young scien-
weird science. Certainly, there were tific prodigy of Italian-Czech origin.
other inventors who used some of the She had fled the terror of the Great
basic principles of weird science in War in Europe with her parents, and
their experiments - John Franklin, now she was giving her all to help her
discoverer of electricity, had to use country. Like Maria Curie, she was a
weird science to control his initial ex- felnale pioneer in what was predomi-
periments; Hank Ford's first auton10- nantly male world.
bile had elements of weird science in Socially, this was a disaster. Dr.
it; and even Johnson Carver, a pioneer Blachek was younger than any other
in agriculture, used weird science scientist at GAWSI by over ten years
chemicals to increase the nutritional (she was nineteen when she started),
value of many vegetables and fruits. and her male peers and overseers
But all of these famous men found, strove to keep her down. Instead of
as others had before, that weird sci- being the head of a project, she was
ence was too w1predictable, too bi- always the "swing man" (a sexist title
zarre in its effects, to harness on a in and of itself), forced to move from
regular basis. Abandoning their "frivo- one project to another. And, since the
lous" experiments, they used hard remaillingGAWSI scientists lacked the
work and "real" science to crea te n10re ingenuity and abilities of Dr. Frest,
lasting wonders. All throughout his- this usually meant she moved from
tory - from Aristotle to Galilei - one mess to another, cleaning things

.e
77
Torg: Terra

up as she went - and getting less pay who always patrolled the patent bu- she left for South America and has
than the other scientists and hostility reaus must have been out to lunch. been performing experiments there
instead of respect. After doing this, she revealed her new since. GAWSI has been, thus far, un-
During "down" times (which were process to her seething "superiors," able to locate her.
frequent), Dr. Blachek spent her time leased it to them for a huge amount of And so, this chapter has been re-
performing experiments and tinker- cash, and disappeared. constructed and revised from her
ing with broken or abandoned gad- Threedays later, Pittsburgh was hit notes. The basic weird science prin-
gets. Since she was only considered an by the "meteor" from outer space, and ciples (as presented in The Nile Empire
intern with the GAWSI project, she the GAWSI lab Dr. Blachek worked at sourcebook) are the same, but there
was not given material request per- was totally destroyed. Rumor has it have been a few changes.
mission or funds. She had to work
with the cast-offs of others. And so she
did - late into the night and early in
the morning. She buried herself in her
work, letting it become the outlet for
her frustrations and energies.
And, as many great scientists dis-
cover, all Dr. Blachek's work culmi-
na ted in one bright flash of inspira-
tion. While working on a particularly
annoying gadget, she discovered
something no one else had ever found
before - weird science, the way Dr.
Mobius and Dr. Frest had developed
it, and the way GAWSI scientists tried
to mimic it, was wrong.
Or, at least, not as right as it could
be.

The Blachek
Streamline
Though it would never be officially
called by this name, Dr. Emily
Blachek's notes called her "weird sci-
ence revisions" the "Blachek Stream-
line," and that's what it was. Dr.
Blachek found that many of the "prin-
ciples" of weird science could have
their "fat" boiled away and disposed
of, making the gadgets and gizmos
created much more reliable and easier
to produce. Not as easy as "real" sci-
ence, of course, but easier than they
were.
The final note regarding Dr. Emily
Hlachek is this: after perfecting her
process, she tookitto the United States
Patent Bureau and, somehow, got it
authorized. As it turned out, because
Dr. Blachek was only regarded as a
lowly intern and not a full scientist, a
loophole in her work contract allowed
hertodothis-and the GAWSI agents

•• 78
Chapter Eight

spear, etc.), a vehicle (car, plane, etc.) or


Gadgets and anything else you can think of.
22"; or, if the system was designed to
increase a character's Strength, then
Gizmos In most cases, thehousing is an actual list the character's current Strength
itemwithsomefunction before theweird here).
In Dr. Blachek's notes, she distin- scientist gets hold of it. Professor
guishedgadgetsand gizmos-the prod- Furioso's Rocket Plane was a standard Possibility Capacitors
ucts of weird science. Dr. Blachek al- aircraft before he modified it; Colonel
ways thought of gadgets as the "perma- Cairo's Ball & Chain was a pretty nice PossibilihJ capncitors provide the re-
nent" creations ofweird science-stable weapon before it was made better; and ality-shaping energy necessary to
itemslikeDr. Zap's FlightBelt, theCrirn- Dr. Zap'sFlight Belt was a really gaudy, make weird science work. Every possi-
son Cloak's Bow & Arrows, and Colo- oversizedbeltbefore he tinkered with it. bility capacitor holds a small amount
nel Cairo's Ball & Chain-and gizmos Sometimes, however, the housing has of etemium (the strange element inte-
as impermanent, unstable, "one-shot" to be built from scratch. An electro-ray gral to eternity shards), or synthesized
creations of weird science - such as might be shot out of a specially-made etemillm. This is the "reality battery"
those used by Professor Furioso (his steel pole or a sleep-gas could be pro- of the gadget and keeps its weird sci-
"disappearing powder" and the "Se- duced by the mixing of two strange ence energy flowing through it. What-
rum ofStrength," being two of the most elements in a specially-designed con- ever weird science effects are produced
notable of his creations) and several tainer. But, even there, you might want begin with the possibility capacitor.
other weird scientists. to just use a lightning rod and a beaker. Note: synthesized eternium is much
Gadgets take longer to make than The reason you need to know what easier to get than true eterniurn, but it
gizmos, and they often require more the housing is is twofold: first, you have can cause problems in some systems.
components and more research. Gizmos to know how bigit is, initially, and what In most cases, synthesized eternium
are extensions of weird science prin- itlooks like. Secondly, you ha ve to know breaks down after less than a month of
ciples, but in a very raw form. They are whatits Tougl1l1essis. Generally, you can use and the supply has to be replaced.
built to be used once, and once only, and guess at that - melee weapons and True eternium is, naturally, eternal
then they break down or are used up armor have Toughness ratings around (unless all the energy is sucked out of
and have to be constructed again. their maximum damage/protection it by something like the Omegatron or
[Note: Since the terms "gadget" and values. Standard, everyday items have the Gaunt Man's power).
"gizmo" are used interchangeably ev- variable Toughnesses - cars and planes
erywhere elsein Torg supplements, only are between 15 and 25, depending on
this chopter will use the definitions pre- their uses, on down to glass and fragile
Optional Components
sented here without further explana- items with Toughnesses below five. If all The following components mayor
tion. Unless otherwise specified, other else fails, give the housing a Toughness may not be found in various gadgets.
Torg products will refer to "gadgets" equal to its mass value. They usually are designed not to make
and "gizmos" as the same thing.] the gadget work, but to make it work
Systems better. In some cases, they are neces-
sary. In others, they are not.
The Makings of a Many gadgets have more than one
system. The system is the mechanism
Gadget by which the weird science effect is The Power Plant
All gadgets have a skeleton of com- achieved. If the gadget is supposed to Many weird science gadgets have
ponents thaltheyare builtaround. These emulate a pulp power, simply label it mundane usages as well. Forexample,
are listed here, along with theirdescrip- by thepowername and put the system the legendary Black Car, a weird sci-
tions. limit value next to it. Limit values for ence-enhanced sedan used by the
List every component you have on a new pulp powers can be found listed Whisper, can be driven around town
copy the "Gadget!Gizmo Construction with the power descriptions. Other like a normal car - but when it goes
Check Sheet" on page 91. If there isn't powers are listed elsewhere. into "Whisper Mode," it is absolutely
enough room, write on the back. If the system is simply a booster (see silent and impossibly fast.
"Optional Components" below), then When a weird science gadget is
The Housing list the attribute ilis boosting here. The performing "mundane" operations, it
system value is simply the target of the gets its energy from a power plant. The
The housing of a gadget is what the booster (I.e., if this is a suit of armor power plant uses normal fuel (it might
gadget is "built into." This could be an that is going to be increased in Tough- be a normal battery or a gas-powered
item of clothing (a belt, a cloak, a ha t, a ness, you could list it as "Bullet Proof engine) and must, occasionally, be re-
suit ofarmor, etc.), a weapon (gun,club, Vest" with a "system value" of "+6/ charged (because of the Law of Drama,

79
I.
Torg: Terra

.. 80
Chapter Eight

it only usually needs recharging be- installing a booster, the weird scientist tors you want to have and what you
tween adventures or at a critical mo- could increase either the "plus rating" want them linked to (system-wise),
ment). But the power plant is neces- of the BPV (the +6) or the "max rating" and record this information. If you
sary in many gadgets to make the (the 22) above its normal limit. have more than one system in a gad-
machine work. Another character might just want get, each needs its own compensators
Some examples of items that don't to create something that increases his (just like each needs its own boosters)
need power plants: an invisibility belt, own Toughness. This is possible. Maybe if you want to compensate for it.
an electro-ray gun, a flight pack, a he creates a weird science exoskeleton You may not install compensators
stealth suit, or a rope-gun. All these that boosts his Tonghness by harden- on a system with no boosters, and you
items are only used in their "weird ing his muscles and epidermis. This can never have more than one com-
science" mode and run entirely off would apply the booster against his pensa tor per booster.
their possibility capacitors. own Toughness value. But, remember,
Some examples of gadgets that do the maximum Toughness for any char-
need power plants: any type of ve- acteron Terra is 14 (or 13, if he already Constructing Gadgets
hicle, an automatic door-opener, any has one attribute at 14 normally - see
Now you need to know how to
gadget working on a timer, or a weird The Nile Empire sourcebook). That's
assemble all the parts and put them
science computer. the limit value of the boost- the max
together into a workable mess.
Basically, if you have any doubt in rating. So, the max rating would have
your mind as to whether a gadget to be increased as well as the character's
needs a power plant, it does. There is plus rating (ofzero, unless he has natu- Step One: Component List
no harm in putting a "redundant" ral armor) to make it higher than the Determine what components you
power plant in - the Blachek Stream- limit value. need (if you haven't already done that)
line only shaves away scientific fat, But always remember the follow- and list them on your Check Sheet
not personal error. Such is the way of ing rule: "one booster, one boost." The with any values you know. Use the
weird science. Bullet Proof Vest cannot have its plus descriptions above to determine what
Only one power plant is necessary rating and its max rating increased by you want. Then proceed to Step Two.
for any gadget, but more than one the same booster - two (or more)
power plant may be installed. This boosters would have to be installed. Step Two: Order of
might be a good idea sometimes - if But installing boosters affects the
Installation
you are flying a weird science planet performance of the gadget. Boosted
that has auto-targeting guns and you gadgets break down much easier, and The order of installation is as fol-
get a setback or something that causes they are harder to use. This is because lows (optional components are listed
your guns' auto-fire power plant to they have been boosted past their lim- in parenthesis):
fail, you don't want to have the whole its and are much more complex and The Housing
plane shut down because they're run- fragile. The System
ning off the same plant, right? So, if The Possibility Capacitor
you want to have more than one power Compensators (The Power Plant)
plant, list it on the Check Sheet, along (The Boosters)
with the systems it powers. Don't Compensators are, in many ways,
the companion of boosters. Boosters (The Compensators)
worry about the value right now -
that will be filled in later. increase the effect of a gadget, but they
also increase the difficulty /fragility of Step Three: "Installing" the
Boosters the gadget. Compensators make the Housing
gadget more durable and easier to use.
Other than power plants, boosters They do not affect the gadget's effec- In most cases, you won't need to do
are probably the most common op- tiveness at all. anything here. If you have an object
tional components installed. Boosters Visually, compensators are you want to use as the housing, just
are used to "boost" system values past strengthening-points and supports write down its name, its Toughness,
their limits, or to enhance non-sys- that hold the gadget together. A gad- and any other pertinent information
tems (like character attributes). get with a lot of boosters has exposed on the Check Sheet.
For example, a character who has a wiring and Van Der Graph generators At this point, however, you do need
weird science suit of armor might want flickering. A compensator covers the to generate your first skill total. Make
to increase its Toughness bonus - or wiring and secures the fastenings, and a weird science roll (or science, if you are
its maximum armor value. Let's say puts a bulb on that electrical night- using that) to prepare the housing for
the armor is a Bullet Proof Vest. That mare. its modifications. This is the Housing
has a Toughness bonus of +6/22. By Determine how many compensa- Value, and it is important.

81
.-
Torg: Terra

The Housing Value is the maxi- meallS that, if Dr. Seiden wallts to with the limit value.
mum value for allythillg installed in boost the Housing Toughness later Then, generate a weird sciellce total
the housing (except the housing's all, he'll have to gellerate a weird for each system. This is the System
unboosted TOllg/mess - if the Tough- science total of more thall 25, sillce Value for that system. Each system has
ness of the item, unboosted, is higher that is the currellt Toughlless of the its own System Value. If the System
than the Housing Value, that's okay. gadget. If he is Ilot goillg to boost the Value is higher than the Housing
But if the TOllghlless of the housing is armor ratiug later all, then it doesn't Value, then write in the Housing Value
going to be boosted, then the maxi- matter Jf the weird science total is instead - that becomes the System
mum boosted value is equal to the less thall 25 or Ilot. Dr. Seidell decides Value.
Housing Value). The System Value to play it safe alld go high. The System Value(s) may be
may not be higher than the Housing He ellds up spelldillg a Possibility boosted later on to get higher system
Value, and it may not be boosted past alld get/illg a weird science total of limits, until the Boosted System Value
this number. You may spend Possi- 29. That is 1l0W the Housing Value equals the Housing Value.
bilities on this roll, and it is recom- and the maximum valHe for anything If the system you want to install
mended that you roll high -since this ill the gadget. does not emulate a pulp power, then it
is the highest value of the entire gad- is a "booster" system - it "boosts"
get. Step Four: Installing the some attribute or value of your
Example: Dr. Seidell has a weird System(s) character's or the housing. Do Ilot gen-
science skill oflS. He Wallts to create erate a weird sciellce total at this time
a sllit of super-armor, much like the First, determine what system, or for the booster system - that is taken
Rocket Rallger Bat/lesuits. He starts systems, you are installing in the gad- care of below, under "Installing
with a housillg of full plate armor get. If these are systems that emulate Booster Systems."
(Housing Toughness Value 25, pulp powers, write the name of the Example: Dr. Seidell wallts to incor-
with all armor value of +5/25). This pulp power under "System" along porate three systems illio his Super

'1
82
Chapter Eight

Armor - flight, electro-ray, and moved and installed again, or you can system both will use power. While
mega-sight. He writes each down, strip the useless systems off the gadget. this is not according to the 110rma/
along with their limit values: For example, ifyou were trying to hook rules, Dr. Seidel1lets the gamemaster
Flight 12 fivesystemsintoacapacitor, you'dneed get away with it, because he does 110t
Electro-ray 7 a weird science total of 12 + 8 = 20 to hook want to be pestered with details at this
Mega-Sight 10 up all the systems correctly. Tf you got a point.
Dr. Seiden also wants to enhance total of, say, 17, then you would have Dr. Seiden gets an amazing total-
the armor's Toughness plus rating, gotten three out of the five systems a 32 - for his weird science skill
so he can protect the wearer. The hooked up - the first three listed on roll. He subtracts two for the extra
armor has an armor value ofTOU+5/ your check sheet (so decide what are system, fora Power Plant Valueof30.
25, so the limit value is 25. yourmostimportantsystems). Theother Unfortunately, this value is higher
Extra Toughness 25 two could be cut right out automati- than the Housil1g Value ofthe gadget
Even though "Extra Toughness" cally, or the scientist could try again (which is 29), so it is automatically
is not a weird science power - it is a (trying again takes time - see "Time lowered to 29. Both systems will rUI1
booster - it has to be listed here, spentconstructingthe Gadget," below). for over a day before needing a re-
because Dr. Seiden has to note that he Example: The mad Dr. Seiden (not charge.
is making that modification. The limit crazy-he's mad becauseofhow much
value of the armor is 25 - the maxi- he Iwd to pay for his possibility capaci- (Step Seven: Installing
mum value for plate armor. tor) is going to try to hook up four Booster Systems)
Dr. Seiden generates a weird Sci- systems to his capacitor, meaning he'll
ence total for each of the systems. He Booster systems are another op-
need to generate a weird science total
gets a 14 for flight, a 9 for electro- tional feature used to increase the out-
of 18. He gets a 17, which means his
ray, and a 17 for mega-sight. He does put of a weird science gadget. Boost-
Toughness booster won't be Iwoked
not generate a total for the Extra ers as described above increase pow-
up. Rather than abandon it, he goes l l

Toughness here, because that is a ers and abilities above and beyond
through the whale process again and
booster system - it is actually in- their limit values. There are two types
this timegetsahigh enough total to link
stalled below, under "Installing Boost- ofboosters: power boosters and attribute
all the systems.
ers." He writes the other values in the boosters.
"System Value" column. If any of Power boosters increase the effec-
(Step Six: The Power Plant) tiveness of powers by increasing their
these numbers had been higher than
29, the Housing Value, it would have Installing a power plant is just like limit values - for example, the pulp
been reduced to 29. installing a possibility capacitor, only power flight has a limit value of 12.
easier. For one thing, you can have mul- That means, if a character were wear-
Step Five: The Possibility tiple power plants for multiple systems ing an unboosted flight belt, the maxi-
Capacitor if you want, so you don't have to gener- mum speed at which he could fly
atea "One-on-Many." Foranotherthing, would be at a value of 12 (250 meters)
Possibility capacitors must be hooked any value is good enough to hook up a a round (assuming he achieved the
up to each system in the gadget, and powerplant to asystem-justgenerate maximum System Value for installing
mounted onto the housing. The base a weird science value for each hook up the flight system).
difficulty for hooking a possibility ca- (separately-youdon'tevenhave to do Power boosters can be installed to
pacitor into the gadget is twelve, plus a "One-on-Many" if you have the same bypass that "cap." Simply generate a
a "One-an-Many" modifier for each power plant running separate systems) weirdscience total against the limitvalue
individual system - you can't install and record the Power Plant Value. This of the system (or the current System
one system at a time. There only needs value, plus eight, is equal to the amount Value, if that is lower), and read the
to be one possibility capacitor in a oftime (as read on the Torg Value Chart) result points on the General Push Re-
system - indeed, more than one al- the system can operate without being sults Table, using the Power column.
most always causes an overload - so recharged. Subtract two from this value The "plus value" on the push is added
only one roll needs to be made. You for every system after the first hooked to the Limit Value of the power (or, if
don't need to record the weird science up to the same power plant. the System Value is lower, then add it
value of the possibility capacitor in- to that). However, the parenthetical
stallation roll; just note that it was Example: Dr. Seiden did not intend to
"shock value" come into playas well-
installed properly. install a power plant in the Super
every time a system is used, it takes a
Tf a possibility capacitor is installed
Armor he is creating, but the
number of shock equal to the shock
incorrectly to some systems but cor- gamemaster says he has to, citing that
value of all its boosters (thars once per
rectly to others, it can either be re- his flight power and his Toughness
round). When that shock reaches the

~""----------------------_I'"
~. 83
Torg: Terra

Housing Value, the gadget shuts do\vn priate) as the ON. TIus means that ap-
and needs to be repaired. A weird sciellce plying several boosters to one system
Changes in Boosters total equal to 12 plus two for every gets harder each time.
booster in the system is required to re- When armor is boosted, the weird
The reason for the change in pair a blown system. If the system does scientist has to decide whether hewants
the use of boosters comes from not blow, all shock goes away after one to boost the plus value of the armor or
the fact that boosters can be very minute of disuse - regardless of how the max rating. Sometimes, he'll need to
powerful - they can take the nluch shock has been taken. apply boosters to both.
limit values of the old system Note that only systems actually in For example, a character has a suit of
and chuck them right out the use count toward the total shock of the amlor with an armor value of TOU+6/
window. In pulp fiction,gadgets
system. For example, if an electro-my 19. The character could already have a
were always "blowing out" or
"overheating" or whatever. They gun also has a darkness power installed, Toughness of 14, making further boosts
didn't operate like "normal" sci- and both have +3 (6) boosters, when the to the amlor's plus rating useless_ Or,
ence. electro-my is used, it causes the gun to the character might have a Toughness of
If, however, you are uncom- take six shock points but the darklless 6, making increases to the max rating
fortable in using the new "shock booster gets one round to "heal" since it illogical. Of course, boosters can be ap-
system," simply allow the gad- wasn't used. plied to each "system" as you wish.
gets in your campaign to have If the plus rating is being boosted,
Attribute boosters are used to boost
"booster switches." By throwing that number is the ON of the boost. So,
a booster switch, a character can either the attributes of the device, or of
the character using the device. For ex- if the character with the +6/19 armor
disable the booster on his gun,
ample, a booster might be installed to were boosting the plus rating, he would
belt, or whatever, and operate at
increase the speed value of a car, or to make a weird science total against the DN
the limit value (or System Value,
if that is lower) of the device. increase the StrengtlI of a character. Two of 6. TI,e result points would be read on
Forexample, if a character has very different gadgets, but really the the Power Push Table, and recorded.
a fliglTt system \<\lith a limit value same system. The shock, in this case is igl10red - this
of 12, but a boosted value of 16, it A weird science total is generated is one of two exceptions to this rule.
takes between 6 and 10 shock against the Limit Value of the "system" If the max value is being boosted,
every round it is used at its again, that number is the ON oftheweird
to be boosted and read either on the
boosted value. But, if the charac- science total, and the results are read on
Speed or Power Push column of the
ter throws the booster switch, it the Power Push Table. Again, add the
can operate at its limi t value of 12 General Push Results Table (whichever
is appropriate). The "plus value" is plus to the max value and ignore the
and take 110 shock at all. If the
added to the appropriate system, and shock - the second exception.
system had multiple boosters, the
the "shock value" is recorded. More than one booster can be ap-
switch could turn offoneorrnore
boosters at a time. For example, if a car were having its plied to armor as well, or to different
Also, acharacter might choose speed value boosted, the character systems. Remember, the Housing Value
to limit the effectiveness of a would read the result points of the push is still the limit of the boost - if a char-
booster. This is done as if the on the Speed column. If the car had a acter has armor with a boosted value of
booster were a push performed current maximum speed value of 12, +S/22, but the Housing Value is 20, then
by a character. Say a weird scien- and the weird scientist got a 19 for seven tlInt is the max value of the arnl0r. So, if
tist gets five result points on the a character with a TOllglIl1ess of 14 were
result points, the new speed of the car
Speed Push Table for an effect of wearing the armor, his armored value
+2(]0). He might not want the would be 14, withashockvalueofS. The
weird scientist could keep that value or would only be 20.
booster to blow so fast, so he
reduce it to "+1(1)" if he wanted. Finally, if a character wants to create
could automatically decrease the
a system that boosts his attributes, he
effect of the booster to the next
constructs a complete booster system.
highest value - four result Multiple Boosters
points, or +](1). Then, he could This could be a "Mind Enhancer Hel-
install another booster and do As manyboosters asa character wants met" oran "UltraStrengthSuit" orwhat-
the same thing, getting the same can be attached to a system. However, ever. The limit value of the "system" is
effect but much less shock. their total cannot push the value of the equal to the limit value of the attribute
Booster switches have a ON boosted system past the Housing Value, - 14, if the character does not already
of 15 to install, but they can be and thecharactermust,most likely, keep have an attribute of 14 (othenvise it
installed separately to avoid track of the additional shock. would be 13) -and this is the ON ofthe
"One-on-Many" penalties. When applying a second, or con- boost.
secutive, booster, use the boosted value Theweird science total is read against
as the system or limit value (as appro- the limit value on the Power Push

•• 84
Chapter Eight

.e
85
Torg: Terra

Table. The plus rating is added to ei- electro-ray (currelltly set at its limit is the value of the boosted system. So, if
ther the character's attribute or the value of 7), and the Toughness of the a water breathing apparatus had a limit
limit value (depending on which is annoy. value of 6 and a boosted value of 12, the
being boosted). The shock is recorded, Dr. Seiden gets a 19 versus the ON to install a compensator would be
and it is applied to the character every electro-ray's limitvalueof7. That's 12 12.
time the booster system is used. result points, for a booster of +5(10). There are two ways to install com-
For example, a character wants a 17,.gamemaster remindshim theHous- pensators. One way is to use the com-
MiIld-enhancing helmet. He has a Mind ing Value of the armor is 29, so he pensator to reduce the ON penalty
of 12 and his limit value is 14. He reduces the boost to +4 (6) - it's new caused by a booster or boosters. Gener-
decides that, since he is so close to the action value is 11. This means Seiden ate a weird science total against the ON of
limit value, he will boost the limit value can shoot the electro-ray four times theinstallation and read the resultpoints
first. The character gets a weird science without disabling the electro-ray sys- on the Power Push Table. Then,subtract
total of 24, for ten result points. That tem. the plus rating from the ON penalty-
means the character can add +4 to the Dr. Seiden then rolls against the the minimum ON penalty is O. Ignore
limit value of his Mind attribute when annor's plus value of +5. He gets eight the shock of the compensator-push.
he wears the helmet, but he takes eight . result points this time, for a ballus of The other way to install compensa-
shock. He decides to decrease this to +3(6), making the amlOr value of the tors is to "cushion" the shock of the
+3(6), which is a little better. Super Annor+812S. Dr. Seiden doesn't boosters. Instead of subtracting the re-
Then, he pushes against the boosted have to worn) about the shock of this sults of the push from the ON modifiers,
limit value to boost his ownMind when booster, because that mle does not ap- subtract it from the amount ofshock the
he wears the helmet. He gets another ply for annor. gadget withstands when used (or the
24, but this time it's only worth seven Dr. Seiden considers. He has a amount ofshock it passes on to a charac-
result points (since he's performing a Toughness of 8. Adding another eight ter).
multiple boost and has to use the means his armored Toughness will be But, remember, only one compensa-
boosted limit as the ON), for a +3(8). only 16-well below theannor's nor- tor per system. You can't reduce both the
He decreases this all the way down to mal max ratingof25. Hewon't need to ONand theshockcaused by the booster.
a +1(1), meaning the helmet boosts his boost that. But,hedoeswant some more Also remember, when armor is af-
Mind by +1 whenever he wears it, but protection. He decides to installanother fected, it is often affected by two differ-
it does him seven shock points. Ow! booster. ent systems. Plate armor boosted from
Finally, when boosters are applied This time, Dr. Seiden generates his +5/25 to +10/30 has two systems. A
to a system, increase the ON of the total versus the DN of the boosted sys- compensator can be applied to the plus
system by +1 for each booster. This tem - 8. He gets five result points, for rating booster and another can be ap-
means that the Mind-enhancer, above, a bonus of +2(1). Now his armor is plied to the limit value booster. This
would be useless - every time he rated at +10125. He stops there. goes for attribute boosters as well.
used the system he'd gain +1 to his The gamemaster notes that the Su- Example: Dr. Seiden's Super Annor
Mil/d, but also + 1 to the ON of using perAnnorhasoneboosterin its electro- has two boosted systems: the electro-
the system. This means an electro-ray ray and two in its Toughness. He ray has aile booster with a DN modi-
gun with two boosters could be shot declares that there will be a +1 to the fier of +1 and a shock value of 6, and
for greater effect, but it would have to DN of all energy weapons attacks huo boosters on the armor's plus rat-
increase the ON of the shot by +2. perfonned using the electro-ray, and a ing, adding +2 to the DN ofall Dex-
Again, armor gets off light - since +2 to the DN of all Dexterity actions terity actions.
no ON is being tested by wearing ar- the wearer perfonns (including flight)
mor, there is no penalty for wearing becallsetheannor'sboostersaresobulky. Dr. Seiden chooses to cut dawll on
boosted armor. If the gamemaster the shock from the electro-ray. It's
boosted value is 11,50 that's the DN.
wishes, he might want to impose "side (Step Eight: Installing
effects" - maybe the character gains He makes a weird science roll and
Compensators) gets a 16 for five result points. On the
+3 to the ON of all Dexterity actions
performed while wearing armor with If your system has boosters, you Power Push Table, that means he
three boosters. might want compensators. A compensa- received a +2, which he can subtract
Note that the ON penalty is applied tor can nega te some, or all, or the harm- from the shock the gun takes when he
per booster, not per boosted point. A gun ful effects of boosters. However, only uses it. Now, the electro-ray gun
with a +5 and a +3 booster gains +8 to one compensator can be installed per only takes 4 shock when it is fired.
some value, but only +2 to the ON. system- no matter how manyboosters Dr. Seiden decides to live with the
were installed. Dexterity penalhj.
Example: Dr. Seiden's SuperAnnoris
The ON for installing a compensator
coming along. He decides to boost the

•• 86
Chapter Eight

many options as possible)? Make up as


many rules as you have to, but try to
keep things simple.

Caps, Diagrams, and


Other Abandoned
Rules
So, what happened to those neat dia-
grams and those strange "caps?" Why
were the shock rules changed? Where is
<insert missing rule here>?
Well, this system is meant to be both
a change and a supplement of the Nile
ElI/pil'e system. If there are rules miss-
ing, or rules you liked that have been
replaced with rules you don't like, sim-
ply mix and match using that system
and this one. Terra's system shol/ld be a
little different from the Nile Empire's,
for reasons explained above, but it does
not hnve to be.
Finally, diagrams are still very useful
in constructing gadgets. YOli can use
them if you want, with one exception:
caps are no longernecessary. Dr. B1achek
figured out a way to "build in" caps and
regulate leads simply, so that they are
no longer necessary.

Time Spent
Constructing the
Gadget
In general, constructing a gadget us-
ing the Terra system should take a time
value equal to the Housing Value ofthe
gadget or, if you want to "push" for
time, the Housing Value of the gadget
minus the Power Push of a weird science
Step Nine: Totalling the Plant, how long can it go without re-
total versus the Housing Value. So, in
Numbers charge,and what is its Value? Are there
the "Dr. Seiden" example, where the
boosters? Does each booster only boost
Housing Value is 29, it would either
At this point, you should add up all one value? What are the effects of the
take Dr. Seiden a week to construct his
the numbers and values and make cer- boosters (in pluses, DNs, and/or side
Super Armor, or one week minus the
tain that every component is accounted effects)? Aretherecol11pensators?There
result points of his weird science total
for. What is the Housing Value of the can only be one compensator hooked
versus the 29 ON (Dr. Seiden has a weiI'd
gadget? Is it the highest value of the into a system, and there have to be
science skill value of 15, so good luck).
gadget(except, possibly, forthegadgers boosters on that system.
The minimum time for constructing
TOl/glll/ess)? What is the System Value, Finally, anticipate any rules or story
any gadget is one hOl/I', regardless of the
or are there several System Values? questions about the gadget. What does
results of a push.
Is the Possibility Capacitor hooked it look like? How big is it? What do I do
up to every system? If there is a Power if "this" happens (fill in "this" with as

.e
87
Torg: Terra

Step Failure Gadgets can be built with flaws (see A minute after the last electro-my shot,
Chapter Six as well), and these are six shock heal. A minute after the last
If a character fails in a step, or if he applied thesamewayasregularpower dar/mess ray shot, four more shock heal.
gets a result he is not happy with, he flaws. If the power requires an activa- And a minute after the invisibility is
may go back and start again at the tion time, then the gadget needs to turned off, five more shock heal. This
beginning of that step. So, if a character "warm up." If the powercausesfatigue shock is different from damage taken
is preparing the housing and gener- to the user, then the gadget has "feed- from attacks and should be recorded
ates a Housing Value that is too low back." But the minimum adventure separately.
for his purposes, he can simply roll cost for each power is one possibility. Finally, inspimtions and fatigues affect
again. However, if the same character gadgets as well, if the character uses the
was at "Installing Booster Systems" gadget during the appropriate round.
and he attached five boosters to vari- U sing the Science
ous systems before rolling really badly
on a booster he needed, he would have
Skill Constructing
to start the whole step over again. In The Nile Empire, characters were
This is because weird science is still able to use the science skill to construct Gizmos
an inexact science. Blowing a step usu- gadgets. In Terra, that is only possible to Gizmos, in the Term sourcebook, are
ally means something bad happened a limited degree. A character can use the different from gadgets, as explained
- wires fused together, cathode tubes science skill to construct a gadget that above. They are "one-shot" or limited-
exploded, etc. -or that you have to go does not use pulp powers. For example, tenn creations that a weird scientist can
in and try a whole new approach if ascientistcould boost armororthespeed whip up on the spur of the moment to
you want a different result. You can't of a vehicle, but not install the flight use during an adventure.
just erase the latest part of the process power in a gadget. For example, let's say the adventur-
and start over. When characters use the science skill, ers encounter an evil monster in the
Blowing, or rejecting, a step costs they may only use the Speed column of mountains of Tibet. They have been
time as well. Every time a character the General Push Results Table - they unable to defeat it, and their normal
blows a step, he adds 10% onto the may never use the Power Push column. gadgets have been destroyed or areuse-
construction time of the gizmo - and This is because scientists must stay less. The weird scientist of the group
this is 10% of the original time value. within the bounds of the "nearly pos- elects to build a teleport gizmo so that
So, if the construction time (after any sible." Only weird scientists can leap one character can go for help.
pushing for better time is done) is 20 past those bounds. Building the gizmo works exactly
and two steps are blown, the character the same way as building a gadget
adds 10% of the time value of 20 twice works, with the following important
(2), for a time value of 24. Damage and exceptions:
Breakdowns First, the gizmo construction time is
equaltotheHousingValueofthegizmo,
Adventure Costs and Aside from the booster shock dam- minus ten, with a minimum of ten min-
Gadgets age noted above, gadgets in Terra use utes (a push will lower this to a mini-
the same rules as in the Nile Empire for mum of ten rounds, or 100 seconds, if
When powers are built into a gad- taking damage. Breakdowns, however, you want to try it).
get, the character using the gadget has are caused when the shock damage of a Gizmos do nol require pOSSibility
to pay the normal one possibility to gadget is pushed past its HousingValue capacitors- the pOSSibility energy nec-
"get" the gadget, and the adventure - and that is covered above, under essary for a gizmo's use is taken from
cost (minus one, minimum of one) in "Installing Booster Systems." either the user or the builder (see be-
possibilities every time apoweris used. Shock "heals" from a gadget all at low).
So, if a gadget had the power of dis- once. After one minute of "rest" (the Gizmos cannot "heal" shock dam-
persal (adventure cost 5) and fenr (ad- gadget has not been used for a minute), age. Once a gizmo takes as much shock
venture cost 4), the whole gadget the system recovers. Remember, if a as its Housing Value, it is destroyed.
would havean adventure cost ofseven gadget has multiple systems, all shock Gizmos aren't built to hold together
(five minus one, plus four minus one). goes against the Housing Value ClImula- for long, so they usually break down
The adventure cost is actually paid as tively. So, ifa gadget takes six shockfrom immediately after use or, at best, at the
if the character had the powers and firing an electro-my, four shock from end of the Act in which they were first
was using them (see Chapter Six and firing a darkness ray, and five shock from used.
The Nile Empire sourcebook for more being used to tum invisible, the Hous-
information). ing Value has taken a total of 15 shock.

•• 88
Chapter Eight

Why Gizmos are possibilities, and that person has to put builds a gizmo with no flaws at all
them in all at once. (and, thus, a high activation cost), it
Useful should hold together longer than one
Activating Booster Gizmos with a lot of flaws (and a low adven-
A character can create a gizmo at any
ture cost). It has more possibility en-
time-during an adventure orbetween Because booster systems aren't ergy coursing through it.
adventures - as long as he can get the powers, they don't have adventure Gamernasters, use your judgement
parts for it. He can cobble together an costs. To activate them, simply spend with gizmos. Discuss the gizmo with
electro-gun out of old electronics parts, one possibility per booster (not per your players and come up with a solu-
or supe-up an old jalopy with a monkey plus). A suit of armor that was tempo- tion everyone would like. Forexample,
wrench, some wire, and a little gum. rarily boosted with three boosters of if a character works out a way to boost
Gizmos are built by weird sciellce but +3,+4, and +5 would cost three possi- his Strength with a gizmo-serum by
held together by possibility energy. bilities to activate -the same cost as ten or so points, warn him that the
When a weird scientist creates a gizmo, any other three booster combination. serum will burn itself out in a few
he may "power it up" without using a
rounds. If he wants a longer effect, he
possibility capacitor (a capacitor turns a Using the Gizmo should lower the increase.
gizmo into a gadget, and that means it
When the gizmo has been "acti- If the gizmo can take a certain
takes as long as a gadget to build). TI,e
vated," it can be used at any time. It amoun t of shock damage before expe-
weird scientist might opt to give it to
might sit in a hero's utility belt or on a riencing "burn out" (below), then that
another possibility-rated person to
weird scientist's lab table for any might be your time limit. That is the
"charge it up" ifhe prefers. It is up to the
amount of time, but when someone one case where a gizmo might stretch
weird scientist.
eventually uses it, the clock starts tick- between adventures (though it still
After constructing the gizmo, some-
ing. shouldn't) and probably could stretch
one has to pay a cost to activate it. When
Once the gizmo is used, the between Acts. If a gizmo had a Hous-
the gizmo is activated (i.e., the power
gamemaster should declare how long ing Value of 15 and it took one shock
can be used), someone has to pay the filii
it will be useful for. Usually, the gizmo every time it was used, it could be
adventure cost of the power (minus one
should work until the end of the cur- used 15 times before burn out - re-
possibility for the power being in a
rent Act, but the gamemaster may gardless of how long this took. The
gizmo, minus any possibilities for any
choose to lengthen or shorten this time gamemastershould judge whether this
flaws in the gizmo that are applicable, to
period as he or she sees fit. No gizmo is how the gizmo burns out or not.
a minimum of one possibility) immedi-
ately. Then the gizmo can be used. should be allowed to work for more
than one Act or into another ad ven- Setbacks and Gizmos
Paying the Cost: Creator vs. ture. If a character has been using a gizmo
This is purely a story-element. Be- at all during a time when he experi-
User
cause there is no possibility capacitor, ences a setback, the gizmo overloads
If the creator wants, immediately af- the gizmo is flimsy and cannot hold and "konks out." It is now useless.
ter building the gizmo, he can sacrifice itself together for long - weird sci-
some of his possibilities to activate it. ence is a defiance of "natural" laws,
Burn Out
Once these are spent, anyone can use after all. Usually, the more effective or
ilie gizmo at any time, for as long as the potent the gizmo is, the shorter the Once a gizmo experiences a setback,
gizmo holds together. That means the usage time. For example, a kind takes a number of shock equal to its
creator could use it hinlself, give it to gamemaster might let the teleport Housing Value, or has just been used
someone,.or have it stolen - it doesn't gizmo (from above) work long enough its allotted amount of tinle, it bllms Ollt.
matter; it will work for anyone who to teleport the whole group out of The gizmo becomes useless and can
knows how to use it. (The creator can danger, or he might only allow one never be repaired.
put "safeguards" on it if he wants - character to use the device before it nus is a result of the construction of
generate a weird science total and make shuts down (probably the latter). Buta gizmos. Gizmos are one-shots or linl-
iliat ilieMind or weirdscience total needed median-powered weapon, like an ited-runs. They are built, usually, for a
to figure out how to work it.) electro-ray gun with a damage value of specific purpose and, when that is
Or, ilie creator can just turn it over to around 15 would probably work for served, they are taken away. They may
someone. Then they, oranyone else who an entire Act (it would be pretty use- be constructed again from scratch, but
gets hold of it, can put the requisite less if it worked only once, unless it they are seldom exactly the same.
number of possibilities into it to get it to was really powerful). Burn out usually destroys the hous-
work. Only one person can contribute Also, the less flawed a gizmo is, the ing. If a car were "gizrnoed" into run-
longer it should work. If a character ning very fast for a shortamount of time,

.e
89
Torg: Terra

the engine would probably be totally (gizmos tend to explode during setbacks don't use all the time - gizmo heroes
destroyed during burn-out. An electro- or do other annoying and dangerous are the exception). Finally, they don't
gun might melt. . things). have to pay any cost for the gizmo until
At the gamemaster's option, welT? they use it. .
scientists might be able to save therr Gizmo heroes should come up WIth
housings by perfonning "extraction~" Gizmo Heroes three or four gizmos they can construct
before the gizmo burns out. They do tlus and make "blueprints" for them (not
Quite a fe\v adventurers have be-
by ceasing use of the gizmo and gener- diagrams - just write-ups of the ONs
come "gizmo heroes." TIleseareTerran
ating a weird science total equal. to or and the effects). Usually, gizmo heroes
heroes who rely on lots of different dis-
above the Housing Value of the gIzmo. should be allowed to carry one or two
posable gizmos instead of permanent
If they succeed, they can remove the each of these gizmos with them, and
gadgets for their repertoire of powers.
weird science components and save the perhaps constructmore as theygo along.
There are quite a few advantages to
housing for other use. While doing this Giznlo heroes are always strIppmg
this. For one thing, they don't have to
to an electro-gun makes it useless (Just a down evil scientists' labs for parts, or
find possibility capacitors (easily the
shell of a toy-like ray gun), doing this to tinkering with their friends' gadgets.
rarest element to the gadget). For an-
agizmoed carsavesquitea bito~money. This type of hero often has no powers
other, they aren't bugged by
If, however, the gizmo expenenced a of his own - except perhaps slIper skill:
gamemasters for building lots of gad-
setback, there is no \vay to save it. This is weird sciellce or a super attribute or two.
gets (gamemasters, if you remember,
the same as burning it out over use - He is inquisitive and fun to have arou~d.
are discouraged from lettlllg characters
the gizmo is fired. In addition, there is He can also be versatile without bemg
have access to too many powers they
probably some additional bad effect too over!y powerful.

•• 90
Chapter Eight

Terran Gadget/Gizmo Check Sheet


Step One - -

Housing Description:
System(s): (1) (2) (3) (4)

Possibility Capacitor(circle one): Yes No


Power Plant Attached to System(s):
Boosters: (1) (2) (3) (4)
(by system)
(5) (6) (7) (8)

Compensators: (l) (2) (3) (4)


(by system)

Step Two . - . - Diagram/Illustration


Order of Components:
The Housing
The System
The Possibility Capacitor
(The Power Plant)
(The Boosters)
(The Compensators)

Step Three
Housing Value:

Step Four
System System Value
(or Max)

fi'" ------
~. 91
1 __
Torg: Terra

Step Five ====== Step Six = = = = = = = = = =


Possibility Capacitor
Properly Connected? Power Plant Value
System #1: Yes No System #1:
#2: Yes No #2:
#3: Yes No #3:
#4: Yes No #4:

Step Seven====================
System Booster Boosted System Shock Rating
Value

Step Eight===================
Boosted Current Current Shock Compensated Compensated
System DN Modifier Rating DN Modifier Shock Rating

Step Nine: Summary;======== Notes:


Housing: _ Housing Value: _
System(s):
Final (Boosted)
System Value(s): _
DN Mod(s):
Shock Rating(s): _
Adventure Cost(s): _
Effect: _

•• 92
Chapter Nine

Chapter Nine

Equipment
xioms and world laws,
check. Skills and pow-
Nile Empire Gear
ers, check. Weird science This is a list of some basic gear
gizmos, check. All that's listed in The Nile E1IIpire sourcebook,
left now for our new but which is included here as well for
Terran characters is some equipment. ease of reference. These can all be con-
Below is a list and the prices for the sidered Tech 21 or less. They are "typi-
basic adventure gear that every new cal" adventurer'sgear. Theircostshave
archaeologist, crime fighter or gang- been modified to fit with Terra's cur-
ster needs for his daily life. rent economy and the prices are in
Note: these prices are in Core Earth Core Earth dollars.
dollars. Because of the time and eco- Backpack: Holds 20 pounds. Cost:
nomie differences, a good rate of ex- $50
change between Core Earth and Terra Basic Adventurer's Clothing: Cost:
is 10:1. That is, one Core Earth dollar is $100 to $150 depending on style and
worth about ten Terran dollars. This cut.
may not be trueeveryv.rhere your char- Basic Rations: One day of generic
acter may adventure once supply, de- food. Cost: $10
mand and local economy are factored Binoculars: Negates Perception ON
in, but the exchange rate is a good modifiers at ranges up to extremely
average. Also, for simplicity's sake, long. Cost: $70
individual rates of exchange between Blanket: Cost: $15
Terrancountriesarenotbothered with. Camera: Flash bulb-style of every
Any gamemasters wishing to create cub cameraman. Cost: $35. Rolls of
such a system are free to do so on their B&W film: $3. Color film: $6
own. Carpenter's Tool Kit: Hammer,
The rate of exchange between Nile wrench, pliers, screwdrivers, saw.
Empire royals and Terran dollars is Cost: $80
even. One royal = One Terran dollar. Crowbar: +2 toStrellgth to pry items
Prices for items listed in The Nile E1II- loose; damage value STR+5/20. Cost:
pire can be used directly. The reason $15
Core Earth monetary units are used Duffel Bag: 25 pound capacity.
here is to make conversion for more Cost: $12
different types of characters easier. Eating Utensils: Cost: $5
Flashlight: Range 30m. Cost: $8.
Batteries cost $1 for 2 batteries.
General Gear Gas Mask: TOllghlless 15 versus gas
See page 134 of the Torg RlIlebook for attacks. Cost: $35
the basic adventure gear. Anything of Geiger Counter: Radiation detec-
Tech 21 or less is available - just re- tion at Sm. Cost: $500
member to divide these prices by 10 to Handcuffs: TOllghlless 18,
get the Terran cost. Exceptions: Micro- Lockpickillg difficulty 12. Cost: $50
wave ovens (listed as Tech 21) are not Holster: Cost: $20
available on Terra, but a Terran equiva- Jungle Adventurer's Pack: Pith
lent to the climbing cable (Tech 23) is Helmet, insect repellant, and mosquito
available.
.1
93
Torg: Terra

netting. Use of these gives +1 to sur- Lockpicking Tools: Necessary for cloth), $25 (professional stand), $200
vival (jungle) (+3 vs. a malaria check). use of the lockpicking skill. Cost: $30 (movie theater silver screen)
Cost: $45 Phonograph: Cost: $30 Personal Hygiene Kit: Soap, shav-
Lantern: 10m radius of light. Oil Pulp Magazine: The general action ing razor, comb, toothpaste, pocket
flasks last about two hours. Cost: $18. or suspense dime novel is indeed, one mirror. Cost: $5
One night of oil (4 flasks): $1 dime (Terran currency). Cost: one Sewing Machine: Ripped your fa-
Lighter, refillable: Cost: $1 penny vorite shirt? Cost: $30
Shovel: Cost: $4 Steamer Trunk: 50 pound capac-
Telescope: Adds works like the bin- ity, waterproof. Cost: $25
oculars (above), but add +2 to the Per- Wind-up Alarm Clock: Cost $5
ception total. Cost: $100
M akingthe Tent (l Person): Single person por-
table (4 kilos). Cost: $40 Wages of War, Sin
Conversions
Tent (3 Person): Weight: 12 kilos.
On the surface, it may seem Cost: $60 and Adventure
that the monetary conversions Typewriter: Smith-Corona regular.
don't always seem to balance au t. Since many characters may have to
Cost: $80 work for a living, here are some typi-
Some Terran goods seem ridicu-
lously expensive when con- Wire Cutters: Cost: $10 cal occupations and their average
verted to Core Earth cash, and Writing Supplies: Fountain pen, monthly (unless otherwise specified)
others are incredibly cheap. Well, pencils, inks, 200 sheets of paper, en- wages. In this case, the units areTerran
tha t' s because Terra is a different velopes. Cost: $1 dollars. This is what the characters
world, not just a different coun- will actually receive for their services
try. The best thing to do when (or what gamemaster characters re-
bringing new characters to Terra New Equipment ceive), so they have to make the con-
is to acquaint them with the fact
that some items of value in Core This is a list of some new adventur- versions themselves.
Earth are not nearly as valuable ing paraphernalia. These items are also Adventurer: $500-$5000/adven-
in Terra, and vice versa. Most are listed in Core Earth dollars. ture depending on the dangers and
comparable (gold is valuable in Archaeologist's Tool Kit: Shovels, who's financing the expedition. The
both worlds), but sometimes it dusting equipment, dating chemicals, right friends can do wonders.
isn't (automobiles in Terra are hammer, chisel, compass. Cost: $50 Athlete: $45-$125 depending on
more expensive, proportionally, ability and sport (baseball players
Daily Newspaper: Cost: one penny
than those in Core Earth, for ex- make the most at this point, while
ample). Electrician/Construction Tool Kit:
Wires, wire cutters, solder, heat gun, there are no actual professional track
This is because, while Terra stars, for example).
and Core Earth are two very simi- crimps. Necessary for every weird sci-
entist. Cost: $125 Beat Cop: $75 (honest); $250 (dis-
lar cosms, they have had differ-
ent developmental influences. Fishing Gear: Basic pole, line, hooks honest)
Terra's history and evolution and sinkers. Perfect for catching extra Bookkeeper: $75-$100 (Mob book-
closely parallels Core Earth's, but provisions while on the go. Cost: $15 keepers can make as much as $500/
not exactly. Interested characters Kerosene Heater: Small portable week for their services)
might find that, for example, the heater required for arctic adventure or Club or Big Band Musician: $5G-
Terran version of the Magna high mountain climbs. Cost: $20. One $125. Big names can get much more
Carta wasn't signed by King]ohn ($25-$50/ night)
day's kerosene: $1
of England, but rather Richard, DilettantelPlayboy: $1000-$5,000
who used the document to keep Mechanic's Tool Kit: The torque
wrenches, jacks, and other necessary depending on the size of Daddy's
his realm from fractionalizing wallet.
while he was on the Crusades. equipment needed for fixing up cars
and planes. Cost: $125 Doctor: $300 (personal practice),
At the twentieth century end of
history, this has very little no- Medical Tool Kit: bandages, pain $200 (public hospital)
ticeable impact - on the pills, antiseptic, splints, thermometer, Factory Worker: $35 (Line manag-
economy or anything else - but etc. The complete field doctor's pack. ers: $75-$150)
there is a difference. These dif- Cost: $75 Freelance Photographer: $5-$10/
ferences should not only be em- Movie Camera: Wind-up camera roll depending on the quality. Scan-
phasized in cash-far-cash trans- with film cannisters. Cost: $75. Film dalous or headline pictures can gener-
actions, but in appearances and ate $50-$500 depending on who you
canister (3 minutes, B&W): $10. Movie
perspectives. sell them too since the papers aren't
Projector: $125. Backdrop: $2 (cheap

•• 94
Chapter Nine

Private Investigator: $5-501 case +


expenses. Special cases can bring in
more money, but generally not with-
out trouble. That's what makes them
special.
Pulp Fiction Writer: $60 (sometimes
more, often less, on royalties)
Salesperson: $20 + commission
Soldier: $35 + RIB
Thug (low level hired criminal;
Louie, Joey): $75-$100.
Thug (big name; Eddie "Fingers"
Fishburn, "Waterfront" Jonny):$500-
$7501 contract. More for big contracts.
University Professor: $200
Weird Scientist: $500 or more for a
government; dead if not (governments
are nasty that way)
RIB = Room and Board (living quar-
ters and 2 meals I day)

Costs of Living in
the Pulps
Generally, characters don't need to
know how llluch basic living costs are
for people in thegameworld-they're
adventurers, and such things are "be-
low" them. But it's not a bad idea to
get some picture of what people
around you are spending their money
on.
Blue Collar Worker/Retail Clerk:
These people spend most of their
money on rents, food, and clothes.
Insurance and credit are still primi-
tive, so a family can be financially
wiped out if a breadwinner comes
down sick. Some of these families can
put a little money aside, but, for the
most part, discretionary income is be-
your only clients. Newspaper Editor: $100-$250 yond them.
Hired Hand: $10 + RIB Office Worker: $60 Factory Worker/Store Manager:
Joumalist/Independent Reporter: Retail Clerk: $30 Most of these "upper blue collar"
$55 Pilot (Commercial Airline): $200- people spend their money on rents
Lawyer (private): $200-$400 de- 300 and food, or mortgage payments for
pending on record. Pilot (Private): $100-$500/flight + their homes. A few have cars. A "night
Lawyer (public defender): $100- expenses out" might consist of a trip to the local
$200 Police Detective: $100 diner andl or a movie. A little savings
Movie Writer: $75 Private Businessman (Factory is not uncommon.
Movie Star: $100-$500. Big names Owner): $500-$1000 Tradesman/Shopkeeper/Public
can make $5000-$10,000 per picture Private Businessman (Shop Servant: Most of these people are a
(usually shot in a month). Owner): $125-$250 little better off. Cars are common to

I.
95
Torg: Terra

these households, and most have some Upper Class: The owner who car; Cost: $2000
sort of savings and credit. Home own- works, but lets his/her office run Sunbeam Model 90 Motorcycle
ership is high in this bracket, though things. This person is definitely "on (KLV-33): 400/150/90/13; single pas-
mortgage payments are common. top" and does not usually have to senger;TaU 12; maneuver-3;Cost$2000
Older members of this class might have push too hard to get things he or she Ford Coupe: 600/200/125/14;5 pas-
their mortgages paid off and are wait- wants. Taking hours or days off at a sengers; TaU 13; maneuver +1; Cost:
ing for a decent retirement. moment's notice is not uncommon, $500
Factory Supervisor/Superior and a second home or a mansion is Roadster. 775/280/175/15;2 passen-
Tradesman: The upper middle class. expected. This person makes enough gers; TaU 15; maneuver +2; Cost:
Riding the bus or trolley is unusual- in a week to pay a family's expensive $15000-$20000. Theseare thesporty little
cars and even occasional cabs are com- for a year or two. two-seater convertibles of the fast lane
mon. A regular night out might in- The Rich: After that, the sky's the drivers. No actor or actress will be seen
clude visits to smaller clubs or decent limit. The "jet-set" crowd (if there were without one.
restaurants, and movies are the rage. true jets) work when they want to, not NashSedan:600/250/150/14;5pas-
A savings is a given, and a house is when they have to. They have money to sengers; TaU 16; maneuver +2; Cost:
usually owned. A two-car family is spare, and they usually spend it amus- $1000-$2000. These are the archetypal
possible, and yearly vacations are a ing themselves. It is not uncommon for cars of the gangster era. Be warned if
regular thing. the Rich tobesomewhat "inbred" philo- you see one approaching with gunmen
Small-time Entrepeneur: The sophically - most come from families on the running boards. Available as a
owner of the department store, the that have been Rich since it didn't mat- hardtop or convertible.
local bank, or the small factory has a ter. Note: In chase scenes, A Strength roll
decent amount of cash and credit. A is necessary to remain on a running
car and a house is a given, and a small board. Use the action value of the
vacation horne not unlikely. These Traveling the World vehicle's speed as the difficulty num-
people usually do a lot of hard work ber. Dodgillg bullets while holding on is
for their money, but they are able to As mentioned in the World Laws a deadly multi-action.
wear fine clothes and jewelry, and go chapter, globe-hopping is possible and Safari Sailer. 400/150/90/13; 4 pas-
to clubs and fine restaurants. They likely (for adventurers). Here are some senger; TaU 17; maneuver +0; Cost:
might even be members of country typical vehicles and passage costs. $2000-$4000. This is the open air, alI-
clubs or other organizations. Note: for GM's wishing to run ve- terrain vehicle generally found roam-
hicle chase scenes, the basic rules are in ing across Africa. In cl,ases across the
the basic Torg RlIlebook on pg. 81. Ad- IODsedustand sand of the desert, add +2
vanced rules can be found in the appen- to alllnnd vehicle difficulties.
Wages and Prejudice dix of the Knnnwn Land Vehicles (KLV)
book on pages 70-79.
Terra is a fictional world, so Speeds are given in meters per Air Vehicles
we're going to let prejudice - round/kilometers per hour/miles per
racial, religious, and gender- hour /Torg action value. All Tech values Grumman FF-l: 1000/400/250/15;
based - take a back seat to ac- are considered Tech 21 unless noted oth- 2passenger;TaU19;maneuver+2; Cost
tion and drama. Consider that ernrise. $17,s00. A quick dogfighting plane that
anyone can be of any working is armed with the equivalent of two
(or non-working) class unless Spandau machine guns, one for the pi-
you feel it is important to mirror Land Vehicles
unpleasant history. Since Terra lot and one for the observer.
is an exciting, trouble-sewn Boeing P-26: 1500/475/300/16;
Rolls Royce Phantom (KLV-21):400/
world itself, prejudice against single passenger; TaU 20; maneuver
145/90/13; 5 passengers; TaU 15; ma-
races, religions, and genders +2; Cost: $20,000. A little pricier than the
neuver+l/ Cost: $11,000
might be more of an annoying Grumman and only a single seater, but
BMW 315/L (KLV-22): 400/140/90/
addition than a motivating fac- it has a higher top end and is more
13; 2 passengers; TaU 15; maneuver
tor. Let people be prejudiced reliable. It comes armed with two
against other countries (not nec- +1 / Cost: $8000
Spandau machine guns, just like the
essarily people) in Terra or against Mercedes-Benz W125 (KLV-23):
Grumman.
people with pulppowersorother 1000/320/200/15; Single passenger;
Sikorsky S-42: 1500/450/275/16; 10
oddities - these are based on TaU 12; maneuver +2; Cost: $12000
passengers;TOU21; maneuver+l;Cost:
fictional circumstance and are BMW R.n Motorcycle (KLV-32):
$35,000. TIleSikorskyisaseaplanewhich
more appropriate for a roleplay- 400/125/78/13; 2 passengers with sid..,..
inggame. has been known to save the day for
car; TaU 13;maneuver+2/+1 with side-
adventurers lost at sea .

'1\
......"'1_ _- - - - - - - - - - - - - - - - - - - - - - . . .
9 6 " ' "
Chapter Nine
Torg: Terra

Water Vehicles ning fast speedboat to handle water- the Great War. A U-boat usually has
front escapes. 10-15 torpedos of speed 150/60/35/
Z-16 Dragonfly: 400/150/90/13; 3 U-Boat: 100/40/25/10; 20 passen- 11; range lk-20k; damage 34; cost
passenger; TOU 20; maneuver +2; Cost gers; TOU 27; maneuver -2; Cost: 5100,000.
55000. Gangsters just love this light- 5100000. This is the infamous vessel of

T ravel Times and Distances


air/28.5 hours; auto/6 days)
Since adventurers surely air/6.5 hours; auto/32 hours)
won't be staying in one place, New York to Warsaw (6,870/air/
London to Berlin (928/ air / 6.5 47.5 hours)
below is a list of the most com- hours)
mon ports of call. New York to Washington, DC (330/
London to Cairo (3,508/ air/24.25
Guide to Listings: air /2.25 hours; auto/ll hours)
hours)
Travel Route (Distance in Paris to Berlin (876/air/6 hours;
kms; most common travel type; London to Madrid (785/air/5.5 auto/29.25 hours)
travel time). hours)
Paris to Cairo (3,210/ air/22 hours)
Time by air calculated using London to Moscow (2,498/air/
17.25 hours) Paris to Lisbon (1,454/ air /10 hours;
a twin-propeller airplane (145 auto/48.5 hours)
kph). Time by land calculated London to Paris (342/air/2.25
using an automobile travelling hours) Paris to Madrid (1,054/air/7.25
at 30 kph, (halve the time for hours; auto/35 hours)
London to Rome (1,431/air/lO
railways moving at 60 kph). hours) Paris to Rome (1,105/air /7.5 hours;
Time by water calculated using auto/37 hours)
London to Stockholm (1,515/air/
an ocean liner (50 kph). 10.5 hours) Rio de janeiro to Buenos Aires
Cairo to Berlin (2,890/air/20 (1,953/air/13.5 hours)
London to Warsaw (2,456/17hours)
hours) Riodejaneiro to Cape Town (3,781 /
New York to Berlin (6,385/air/44 ocean/75.5 hours)
Cairo to Bombay (4,355/air/30 hours)
hours; ocean/87 hours) Rio de janeiro to Caracas (4,546/
New York to Cairo (9,020/ocean/ ocean/91 hours)
Cairo to Calcutta (5,699/air /39.25 7.5 days)
hours; ocean/5 days) Rio de janeiro to Lagos (6,035/
New York to Chicago (1,145/air/
Cairo to Cape Town (7,208/air/ ocean/5 days)
7.75 hours; auto/38 hours)
50 hours) RiodejaneirotoMexicoCity(7,693/
New York to London (5,572/air/
Cairo to johannesburg (6,267/air / air/53 hours; ocean/6.5 days)
38.5 hours; 4,131/ocean/82.5
43.25 hours) hours) Rome to Cairo (2,133/air/14.75
Cairo to Lagos (3,915/air/27 hours; ocean/42.5 hours)
New York toMadrid (5,781 /ocean/
hours) 5 days) Rome to Calcutta (7,219/air / 49.75
Cairo to Nairobi (3,536/ air /24.25 hours; ocean/6 days)
New York to Mexico City (3,364/
hours) air /23.25 hours) Rome to Lisbon (l,861/air/l3
CapeTown to Bombay(7,974/air/ hours; ocean/37.25 hours)
New York to Moscow (7,510/air/
55 hours; 8,508/ocean/7 days) 51.75 hours) Rome to Madrid (1,369/air/9.5
Cape Town to Calcutta (9,459/ hours)
New York to New Orleans (1,884/
air / 66 hours; 10,154/ocean/8.5 air/13 hours; auto/62.75 hours; San Francisco to Bangkok (12,761/
days) 3,157/ocean/63 hours) ocean/11 days)
Cape Town toMelbourne(11,292/ New York to Paris (5,836/air/ 40.25 San Francisco to Chicago (2.991/
ocean/9.5 days) hours) air /20.5 hours; auto/lOO hours)
Chicago to Mexico City (2,726/ New York to Rio de janeiro (7,777/ San Francisco to Hong Kong
air/18.75hours;auto/91 hours) air/53.75 hours; 8,839/ocean/7.5 (11,110/ocean/9.5 days)
Chicago to New Orleans (1,340/ days) San Francisco to Honolulu (3,858/
air/9.25 hours; auto/44.5 New York to Rome (6,888/air/47.5 air/26.5 hours; 3,879 /ocean/77.5
hours) hours)
hours; ocean/6 days)
Chicago to Washington, DC (959/ New York to San Francisco (4,138/ San Francisco to Melbourne

•• 98
Chapter Nine

T ravel Times and Distances (continued)

02,640/ocean/87 hours) air /18 hours) fatigued, setback or confllsed means


Singapore to Melbourne (6,048/ your travel plans have to be
San Francisco to Mexico City (3,036/
ocean /5 days)Singapore to Mos- changed. The boat you want to
air/21 hours; auto/101 hours) take is in need of service, so you
San Francisco to Moscow (9,468/ cow (8,428/air/58 hours)
have to select an alternate route
air / 65.25 hours) Singapore to Sydney (6,300/ocean/
(that's a stymie-a setback might
San Francisco to New Orleans 5.25 days)
mean you're swimming!); the
(3,098/air/21.25 hours; auto/ 103 Singapore to Tokyo (5,321/ air / railway car you're on is packed
hours) 36.75 hours; ocean/l06 hours) to double occupancy, so you are
San Francisco to Peking (9,522/ Most of these times figure in all tired and frustrated when you
ocean/8 days) standard delays and customs, but finally do arrive; the bus you
San Francisco to Shanghai 00,267/ the gamemaster should "en- take "can't get you there from
ocean/8.5 days) hance" the travelling experience here" and you are very confused
for characters when appropri- as to which way to proceed; etc.
San Francisco to Singapore (13,878/ ate. Flipoveracard on the Drama
ocean/ll.5 days) Sometimes, a standard adven-
Deck, read the appropriate ac- lure can be made fun for the
San Francisco to Tokyo (8,286/ tion line (probably a Standard players as they try to roleplay
ocean/7 days) scene), and wing it. Good things, their characters' frustrations with
San Francisco to Washington, DC like fllIrries, lipS, and inspirations what should be simple travel-
(3,927/air/27 hours; auto/5.5 mean good things are happen- "I bOllght a ticket; what do you
days) ing - the customs' agent you'll mean I can't get there?!"
Singapore to Bombay (9,944/ have to get past lets you off with Singapore to Sydney doesn't de-
ocean/8.5 days) only half the bribe you thought cide to land in Indonesia for a
Singapore to Calcutta (2,897/air/ you'd need; the plane from it); or ten-hour layover (like it's done
20 hours; ocean/58 hours) whatever. the last ten times you've flown
Singapore to Hong Kong (2,599/ Bad results, such as stymied,

.e
99
Torg: Terra

Chapter Ten

Cities of Adventure,
People of Power
5 lIight fell across the East- plants. Anyone of these is that prize
ern FroJltnlld tlrt!evclIillg' 5 zoologists and botanists the world
lemperatII res dropped, I hey around would search for.
begall Iheir allacks allew. For the adventurous, these same
Revilafized by Ihecooilless treasures and their values have at-
ofIhe slarfilllighl, Ihe Marlialls slid 0111 of tracted dozens of unsavory charac-
Iheir crafls aIld moved illto the village. ters. Thieves, tomb robbers, and even
Few people remailled, bIlt Ihose thai did neo-Nazi treasure hunters all frequent
were lerrified beyolld belief. Evell IhoIlgh the many sites of northern South
Ihey had heard Ihe reporls alld seell Ihe America. On top ofthis, there are all of
papers, 1101hillg coIlld prepare IheIII for Ihe the local dangers, poisonous snakes,
disgIlstillg sighl of these illvaders from deadly insects and ... natives.
nllOtlrer (ootid.
- Excerpt from the Life &
Times magazine article, Adventure Hooks
"Terror on the Eastern Front"
As mentioned back in the World
As you should be able to tell by Laws chapter, the Incan Coins of Gold
now, modern day (well, modern for are probably somewhere in Central or
us) Terra is a pretty exciting place. But northern South America. One possible
what exactly are the details? Let's find resting place is within the sacred burial
out. In this chapter, I'll give you the grounds of the Malatmu Indians.
final tour of Terra by taking you right Ganlemasters can lead their players
out onto the streets of her most famous through a jungle adventure either from
adventuring sites. the 'west or up the Amazon River in
the east to the tribe's home. Once there,
they can either try to strongarm the
Jungle Heat Indians or use subterfuge to steal the
Coins.
Okay, so the first site doesn't have
The tribal leader, Chalelatsu, is not
streets, but let me assure you it does
aware of the Coins, but will willingly
have adventure. This area, primarily
sacrifice his tribe's lives to defend them
Columbia, northern South America,
if he discovers their existence. Good
and Central America offers a lot for
characters should be warned that tak-
the modern hero. For the bookworm
ing the Coins by force is considered an
types, relics abound amongst ruins of
evil act. The only way they could re-
ancient South American temples and
cover them "rightfully" is if the
villages. Many of these treasures bring
Malatmu are kept uninformed or if
hundreds or thousands of dollars in
they somehow convince Chalelatsu
the museum circuit, not to mention
that they should have them. To do
the prestige associated with their find-
this, characters \'vill have to undoubt-
ings. It, and the Amazon jungle to the
edly perform quests or meet tribal re-
sou thwest, arealso home to thousands
quirements (most likely both). This
of species of rare insects, animals and

•• 100
Choplcr Ten

could lead to a \·vhole series of adven- power 10 add the bonus number to a damage
tures. CHARISMA 9 value of 18. The result points of this,
Oh, yeah, there's one additional Charm 10, Persuasion 10, Taunt 10 versus the character's TOllglllless \vi th-
complication. The Malatmuonly speak SPIRIT 9 out armor, equal the damage the char-
Malatmu. Language students or ar- Faith (Spirit Realm) 11, intimida- acter will take every hour until the
chaeologists can attempt to speak tion 11 character is healed with a lIledicil1c to-
Malatmu if they have another Indian Possibility Potential: some (60) tal of 21 or the antidote the Malatmu
dialect. The difficulty is a 10 for basic Inclination: Good possess).
commands (corne, stay), a 12 for more Skill Notes: These are just the val-
complex concepts (friend, foe, put the ues for general tribe members. The Chalelatsu (Malatmu Tribal
spear down) and a 15 forspecificstate- Medicine Man will have at least 3 adds Leader)
ments (no, really, we don't taste good in first aid and perhaps t\·vo or three in DEXTERITY 9
with blackened herbs). medicine (primitive), and at least three Dodge 11, melee weapons 11, mis-
adds in focus and a fev.., more in faith. sile \veapons 13, running 11, un-
Malatmu Indian Warrior (30) He will also have miracles, selected armed combat 11
DEXTERITY 10 from those available to Core Earth STRENGTH 10
Dodge 12, melee weapons 13, mis- priests. The Warrior Chief (the war- TOUGHNESS 11
sile weapons 14, running 11, un- lord, not the tribal chief) will have four PERCEPTION 9
armed combat 12 to six more adds in various combat Find 11, first aid 11, tracking 12,
STRENGTH 10 skills and increased physical statistics. trick 12
TOUGHNESS 11 Equipment:ThrowingSpear(dam- MIND 9
PERCEPTION 9 age value STR+4/18), Hunting Bow Survival (Jungle) 14, test 12, will-
Find 11, tracking 11, trick 10 (damage value STR+7/23), Blowgun power 12
MINDS (damage value STR-4/14 plus poison CHARISMA 10
Survival (jungle) 11, test 10, will- - if the Malatmu's poison darts hit, Charm 12, persuasion 12, taunt 11

.e
101
Torg: Terra

SPIRIT 10 below), and, perhaps, some rivals and terparts in the Nile, but they are much
Faith (Spirit Realm) 13, focus 13, some fortifica tions to overcome. stronger and deadlier in the waters of
intimidation 12, reality 12 the Amazon. They tend to make river
Possibilities: 10 The Amazonian Spider travel more than a little interesting.
Inclination: Good Cayman
Equipment Throwing Spear (dam- These cousins to other spiders are
vicious predators. They rule the world DEXTERITYS
agevalue+4/1S), Hunting Bow (dam- Maneuver 10, running 10, stealth
age value +7/23), Blowgun (damage of the insects in the jungle. A mother
spider will build a nest and birth up to a 12, swimming 15, unarmed combat
value STR-4/14 plus poison - if the (bite) 16 (tail) 17
Malatmu's poison darts hit, add the thousand soldiers that will conquer ev-
erything within a two-kilometer radius. STRENGTH 16
bonus number to a damage value of TOUGHNESS 14 (1S)
IS. The result points of this, versus the It is not unusual for most nests to attack
even larger prey such as birds and small PERCEPTION 3
character's TOl/ghness without armor, Tracking 10, trick S (16)
equal the damage the character will mammals. A typical swarm that may be
encountered will have twenty to thirty MIND 2
take every hour until the character is Test 10 OS)
healed with a medicine total of21 or the spiders.
CHARISMA 1
antidote the Malatmu possess), valu- Amazonian Spider Taunt (20)
able headdress and accoutrements DEXTERITYS SPIRIT 3
(worth over 1,000 dollars to a collec- Acrobatics 13, stealth 16, unarmed Intimidation 14 (20)
tor). combat 14 Possibility Potential: none
Or try a few ofthese adventurehooks: STRENGTH 3 Natural Weapons: Bite (damage
III Building on the Malatmu adven- Long jumping 15 value STR+5/21), tail (damage value
ture, matters could be complicated by TOUGHNESS 6 (S) STR+3/19), leathery hide (armor value
the addition of an opposing group. This PERCEPTION 4 TOV+4/1S)
group could be a group of Spaniards MIND 1
looking to reclaim "their" lost gold, a Test (20)
group of rival archaeologists seeking CHARISMA 1 Berlin
new wealth, or even corrupt, local Taunt (25)
SPIRIT 3 This is the heart of the Fatherland. It
guides. If the adventurers are pulp he- is from here that Wilhelm II hopes to
roes, then throw in a rew villains to Intimidation 5 (25)
Possibility Potential: None rule Europe, but, unfortunately, he is
make things interesting. facing hard times both from within
Natural Weapons: Furry hide
[2) A botanist has heard of a rare (TOV+2/S), poisonous bite (damage and from without. Internally, he is
plant tha t grows along the Amazon and value STR+5/S plus poison - if the having trouble with the upstart
hires the group to help him find it. This victim takes any damage at all, the Nationalsozialists. Externally, he is
adventure could pit the characters spider's poison automatically doubles preparing for an impending war with
against similar tribesman or better yet, the number of shock taken, before pos- the Russians/Martians.
the dangers of the creatures of the Ama- sibilities are spent to reduce. A wound The Nazis are causing problems
zon listed below. from a spider's bite adds plus four to the because they feel that Wilhelm II has
[3) Dr. Emily Blachek has, suppos- healing check or to any medicine checks let them down. During the pre-war
edly, been working in and around Ar- made during the next day as well). yearsoftheGreat War, they supported
gentina with another group of weird In addition to a tough hide and a his maneuvers, many even participat-
scientists. Rumor has it that they fund deadly bite, these spiders can "jump" ing as platoon leaders, tank captains
their research by selling pulp powers up to two meters, sufficient enough to and foot soldiers on the Western Front.
and gadgets to those with the money to attack a person's face from the ground. Since then, however, they have re-
buy. The adventurers might want to try If this attack is successful (considered a peatedly watched Wilhelm perpetu-
to find their hidden base - either to vital blow), not only is the damage in- ate one failure after another. First, he
shut it down (if it turns out they are creased by +4, but the victim is auto- failed to defeat Britain with the use of
selling to villains), to gain powers and/ matically shjmied the next round. the V-boat, then he failed to defeat the
or gadgets themselves, or to proted it upstart Americans and their "weird
from falling into the wrong hands. In science," and, eventually, he lost the
Cayman
any event, there should be lots of natu- Great War entirely. After that they
ral, or seemingly natural, "guardians" These are the South American rela- cited Germany's numerous humilia-
and traps (including the creatures listed tives of the crocodile and alligator. tions at the hands of the League and
They are a bit slower than their coun- the failure to get weird science for

I.
102
Chapter Ten

Germany. know that they are vicious in combat Hitler's soldiers have a youthful vital-
Then young Ado[fHitler arrived. A and that you don't want to be taken ity that won't be extinguished until
relative unknown in the party for years, prisoner. See "Budapest" (below) for they achieve his vision. To that end,
he jumped to the forefront with his ties more on the Martian's progress in they are willing to do just about any-
to the German discovery of weird sci- Europe. thing to advance their cause. The
ence. After riding that discovery to playercharacterscan become involved
prominence, he used his own personal in any number of skirmishes with Nazi
charisma, and the peoples' own fears, Adventure Hook Brownshirtsand weird science villains.
to gain the party's leadership. Over If the player characters do not wish
Hitler and his Brownshirts are far
the next few years he furthered his to "get involved" in Europe, they will
and away the most dangerous oppo-
power base by gaining a 20% share of still encounter Nazis across the globe
nents in Germany. Wilhelm's troops
the national assembly. - treasure hunting and the like. Also,
have grown complacent and tired.
These days, Hitler has become even
more obsessed with his goal to take
over Germany and Europe. Knowing
that the key to his victory is weird
science, he has sent out dozens of
agents and hundreds ofsupport troops
across the globe in search of possibil-
ity rich objects. Religious and histori-
cally significant artifacts are also un-
der siege by the Nazis as well- Hitler
has unconsciously made the connec-
tion between their Significance and
their power as eternity shards.
His successes have made him dan-
gerous to factions within Germany
other than his own. Seeing his vision
as the only true vision, he has begun to
hunt down those he sees as "impure."
This includes anyone ofnon-Germanic
descent, Jews, and blacks - and, of
course, anyone who disagrees with
him. About the only people it is ru-
mored that Hitler will deal with is the
Japanese. Some of reporters think that
it is because he sees their takeover of
Asia as the same sort of ethnic recla-
mation that he is attempting. As long
as they stay far away from Hitler's
own goals, he will be friends with
them.
But Hitler is not Wilhelm's only
worry. The Martians and their domi-
nated Russian troops are making swift
work of Ausma-Hungary. TheSerbian
lands provided little resistance and
Austria-Hungary isn't faring much
better. Therelatively public revelation
of the Martians' true identity helped
briefly as other European nations and
the United States joined in the battle,
but the Martians are a deadly foe. We
understand very little of their physiol-
ogy, technology or culture, but we do

~""----------------------_I."
~ 103
Torg: Terra

pulp powered individuals are the trick 11 work for Hitler out of love for Ger-
greatest targets - non-German "su- MIND 8 many, hedoes it because he likes blow-
per agents" are, in Hitlers own words, Science (demolitions) 10, test 10, ing things up. Already he has been
"the greatest threat to the Fatherland \villpo\ver 10 responsible for numerous strikes
tha t the people ha ve ever kno\vn." He CHARISMA 8 against Nazi opponents. However,
has vowed to eliminate all pulp pow- Persuasion 9, taunt 11 despite his flamboyancy, he is not the
ered individuals who will not work SPIRIT 7 bravest of souls. Confronted by equal
"for the glory of the Fatherland." Intimidation 9 or superior force, he will run or, possi-
[1] The communists are one of the Possibilities: none bly, surrender. Apply modifiers to ;11-
thorns in Hitler's side. Not only are Inclination: Evil timidntioll and illterrogntioll attempts
their views against his own, but they Equipment: Gasoline canisters, based on the Firebug's strategic posi-
are one of the po\·ver groups keeping lighters, Terran Luger pistol (damage tion.
him from expanding his rankingin the value 15; 3-10/25/40; ammo 8), 3 gre- [2] Hitler would just love an army
national assembly. Therefore, he has nades (damage value 19; radius 1-6/ of super soldiers and, because of this,
begun to plot their downfall. If suc- 15/40) he has devoted much of his party's
cessful, the communists could lose fa- Der Feuerteufel (translation: The resources to the development of a
vor and the Nazis could gain a major- Firebug) power "serum" - one that could be
ity in the next general election, sched- DEXTERITY 11 administered to loyal troops to lead
uled just two \veeks from now. Dodge 13, fire combat 14, heavy his armies to victory. Under Berlin,
The adventurers become involved weapons 16, lock picking 13, ma- there is a secret laboratory/fortress
,",vhen they overhear a plot \vhlie eat- neuver 13, pulp power (fire blast) devoted to this task. This fortress serves
ing in a Berlin bar. A drunken Dutch 15, running 12 as a meeting place for many of the
communist and a few of his friends STRENGTH 9 Nazi party's top leaders.
begin spouting taunts at a party of Lifting 11, Climbing 11 Since having a secret laboratory is a
Nazi-aligned officers at another table. TOUGHNESS 10 legitimate activity in Germany, the
They become even more loud and ob- PERCEPTION 9 party might have some problems with
noxious, proclaiming that they could Find 11, flight 10, forgery 11, trick stornling the fortress. As an incentive,
even burn down the parliament and 10 the party should be given the oppor-
the Nazis would not be able to over- MIND 8 tunity to stumble upon a secret Nazi
come them. Science: demolitions, test 9, will- plan to take over Belgium with the
Especially perceptive characters power 9 "super" soldiers once the serum is
(i.e., those making a Perception total of CHARISMA 7 developed. An alternative solution
13 or more) overhear the officers mut- Persuasion 9, taunt 11 could be the Nazi's kidnapping of test
ter, "We'll just see about that." After SPIRIT 8 subjects. Either of these should con-
returning to their barracks and report- Intimidation 9, reality 10 vince the party of the evil intent be-
ing the incident, the officers are given Possibilities: 15 hind the laboratory work.
the go-ahead to burn do\vn Berlin's Inclination: Evil Finally, the characters might get
Reichstag building so that the com- Equipment: gasoline canisters, some help from non-Nazis and from
munists standing is damaged. They lighters, Terran Luger (damage value the current government of Germany.
are also given the talents of Der 15; 3-10/25/40; ammo 8), flame Wilhelm does not want Hitler to suc-
Feuertell!el, the Firebug, a pulp-pow- thrower (damage value 23; 2-5/7/10; ceed in finding a formula for pulp
ered Nazi. The adventurers' mission ammo 10), Rocket belt (flight value 11) powers (he'd like to himself), since
in this adventure is to stop the arson Pulp Powers: Fire Blast/Fire Wall that would surely sound the death of
and, perhaps, capture the villain. power (damage value 19; 3-10 /25 / 40) his power.
Flaws: The Firebug has a psycho- Nazi Brownshirts (15)
Nazi Arsonists (6) logical flaw: he feels uncomfortable
DEXTERITY 9 DEXTERITY 10
with his pulp power because of his Dodge 12, fire combat 14, maneu-
Dodge 10, fire combat 11, lock pick- leader's view of pulp characters - so
ing 10, maneuver 11, melee weap- ver 13, melee weapons 12, running
he'll use the flamethrower until it 12, stealth 12, unarmed combat 13
ons 10, running 12 proves ineffective or is destroyed. He'll
STRENGTH 9 STRENGTH 9
then use his internal power to try to TOUGHNESS 10
Climbing 11, lifting 11 destroy his enemies or escape.
TOUGHNESS 10 PERCEPTION 9
Personali ty: The Firebug is the Espionage 10, evidence analysis 10,
PERCEPTION 8 quintessential pyromaniac. Hedoesn't
Find 9, forgery 9, land vehicles 10, find 11, land vehicles 12, tracking

. . .~104
I~~--------------------- .-.~
.w;:v
Chapter Ten

~ Terra: ~zagr.
~ANaZl We~r
. am3• d Science'L ab

00 Stairs up
to Sewer


Living Quarters
Guards
• Down

Barracks

LS.D

00
o
GUardS~
/

UP - l1l.l.L-.
Wl


V Dn
Test Area
Storage Room

105
.e
Torg: Terra

11, trick 11 The scientists are all worried about who SPIRIT 4
MIND 9 has how much favor with Hitler, and Taunt 14, intimidation 14
Test 11, willpower 11 they are all worried about spies. Even Possibility Potential: some (25)
CHARISMA 9 the mostloyal scientistknows tha tHitler Inclination: Unknown. While the
Charm 10, persuasion 10, taunt 12 would execute him or her if there was Martians seem to be Evil, there is
SPIRIT 8 any suspicions about thatscientist's loy- evidence tha t they may not be subject
Intimidation 11 alties. to Terra's World Law regarding in-
Possibility potential: some (30) clinations - they may actually de-
Inclination: Evil fine a new "side" of the coin.
Equipment: Terran Luger (damage Budapest Equipment: Personal radio receiver,
value 15; 3-10/25/40; ammo 8), medical kit
Schmeisser MP40 (damage value 17; 3- Budapest is a city under siege. The Gizmos: Magna Ray Gun (electro-ray
15/40/100; anmlO 11), several clips of Eastern Front has advanced well into value 23; range 3-25/60/100), X-ray
ammo, hand radios Austria-Hungary with almost hall the Lenses (x-my value 12), Rocket Cycle
Description: The guards are the most country behind the Martians' line. We (flight value 12), Chameleon Belts (cha-
loyal Hitler could find, and about the can only assume that they will continue me/call value 14)
brightest. TIley not only patrol the halls westward across Europe, and, from Pulp Powers: Some Martians (very
of the underground fortress/lab, but there, who knows? The last days of the few; 1 in 1024) possess the ability to
they watch thescientists and try to make League barely succeeded in revealing control the thought patterns ofhurnans.
certain they are working. They will sum- their true identity, so westill do noteven This power has thesameeffects asTerran
mon help from "regulars" if necessary, know what their intents are. What we Mind Control. It is unknown whether
but it will take at least two minutes for do know is this: Terran Martians can obtain other pulp
any help to arrive. Physical Description: The Martians' powers.
true form is a large spider-like insect. Mentality: Asstated before, wedon't
Nazi Scientists (5) They have eight stringy appendages
DEXTERITY 8 know why they have decided to invade
and possess the ability to move about on our world. Astronomers can only guess
Dodge 9, fire combat 10, maneuver9, either four or eight of them. When in a
stealth 9, unarmed combat 9 that perhaps they have outgrown or
"standing" position, the four forward overexploited their own world and re-
STRENGTH 7 appendages can act as arms. Each ap-
TOUGHNESS 9 qillre ours as a replace. They also sur-
pendage has four digits. They have two mise that none ofthe other planets in the
PERCEPTION 9 bulbous eyes which grant them approxi-
Evidence analysis 12,find 12,scholar solar system would be capable of sup-
mately 180 degree vision. TIleir skin is a porting their life. TI,e outer planets are
(various) 10, trick 11 reddishclanmlycoveringwhichissome-
MIND 10 too cold for them and anything closer
what transparent revealing a diamond them the Earth appears to be too warm.
Medicine 12, science (various) 13, test shaped heart. They can breath our at-
12, weird science 14, willpower 12 Even Earth's cooler areas are tough on
mosphere but the differences in nitro- their systems.
CHARISMA 9 gen content and the heavier gravity to
Persuasion 12, taunt 10 Their four-fingered hands appear to
cause them some problems, but they be a clue to their mentality. Their most
SPIRIT 9 have begun to adapt.
Intimidation 11 common groupings are in singles, fours
Possibility potential: some (5) Martians or sixteens, all multiples of four. How-
Inclination: Evil (some, 10) or Good DEXTERITY 9 ever, additional units of 2 and 8 have
(some, 20) Dodge 10, fire combat 10, energy been seen as well. Military units gener-
Equipment: laboratory supplies, weapons 11, maneuver 11, stealth 13, ally come in flights of 16 or 32 ships.
labcoats, miscellaneous odds and ends unarmed combat 12 Note: Terran Martians seem to be of
(Evil scientists all have Terran Lugersas STRENGTH 11 a different race, but not species, then
well) TOUGHNESS 12 Martians who invaded Core Earth and
Description: Most of the Nazi scien- PERCEPTION 15 the Nile Empire perhaps the crossing of
tists are Hitler-loyalists, but one or two Air vehicles 17, find 16, first aid 16, Maelstrom bridges affects Martians in
may be of Good Inclination. It is quite land vehicles 16, space vehicles 17, some bizarre, unknown way.
likely that the best or brightest scientist tracking 17, trick 17
MIND 14 Technology: They seem to be ca-
is actually a weird scientist captured pable of understanding our own tech-
from the West or taken from a minority Science 17, test 15, weird science 16
CHARISMA 7 nologyand they definitely have an un-
group out of favor with the Nazis and derstanding of weird science. Many of
being forced to work on HitIer's projects. Chaml 8, persuasion 8
their forces have commandeered Rus-

• I
106
Chapter Ten

sian tanks and planes. there is a weakness in the Martian elite is that many of them attend his
Their spaceships seem to ride upon physiology which can be exploited. facilities). His lieutenants are "Lefty"
magnetically-powered "legs." They are This adventure could be expanded Luzinski, Benny "The Books" Fleisher
also capable of generating brief-dura- by having the characters search for a and Harold Fleisher. Wojoski is the
tion force fields of enormous strength. rare plant or mineral which can be only mob boss in Chicago that em-
While theirshields are in place, noTerran synthesized into a weapon. It could be ploys Jewish gang members.
weapon can reach them. The energy a gas which is harmless to humans but
beams mounted in fixed forward posi- lethal to Martians, or it might be Stan Wojoski
tions on their spaceships are devastat- equally deadly to both. DEXTERITY 9
ing in power; they can level buildings Dodge 10, fire combat 13, melee
with ease. Fortunately, in our atmo- weapons 10, unarmed combat 12
sphere, their ships are relatively slow. Chicago STRENGTH 9
TOUGHNESS 9
Gangland, USA. The Windy City PERCEPTION 11
seems virtually immune to the con- Find 12, forgery 14, land vehicles
Adventure Hooks cerns of Europe. Instead, it is in the 12, politics 14
[1) The most obvious adventure is a midst of mob warfare, prohibition, al- MIND 9
defense of Budapest, the chief city cohol runnings and mayhem. Chicago Business 11, streetwise 15, test 10,
along the front. A group of adventur- is broken up into four main districts. willpower 10
ers could be assigned as special agents CHARISMA 11
of the Austrian army with the intent of Charm 14
breaching and capturing a Martian Central Chicago SPIRIT 8
vessel. Scientists have begun to ex- Intimidation 13, petty crime 16, re-
The central district covers the pri-
plore the possibility of biological war- ality 10
mary wards of the city's bureaucracy.
fare against the Martians. Using the Possibilities: '12
Not much as far as gang activity goes
remains of the Great War's mustard Inclination: Evil
down here because this is the mayor's
gas research, it may be possible that Equipment: Convertible Nash Se-
domain. Although his police forces
dan, Thompson SMG (damage value
have lost control of the other wards,
20); pinstriped suit
Edward Riegan still maintains a tight
grip on central Chicago.
Martian Ships Western Chicago
Tech: 31
Speed: 60 kph/40mph/11
Northern Chicago This is the domain of Alfred Capone
value (they seem to be restricted and the Italians. Working out of his own
This section of town is made up of
to a maximum altitude of a few neighborhood, Capone makes sure he
mostly working-class Eastern Euro-
hundred feet before they must stays in control by promoting a sense of
pean immigrants. Poles, Slovaks and
kick in their "orbital accelera- "family" amongst his wards. He sup-
Russian refugees all reside here. The
tors" and head straight up). ports his working class neighbors and
primary gang leader here is Stanley
TOU:25 treats them as he would want to be
Passengers: 8 Martians (ap- Wojoski. A one-time member of the
treated. This, of course, is what he ex-
proximately 12 humans) Shoreman gang who fixed the 1919
peets in return. He will place a greatdeal
Weapons: focused Electro- World Series, he eventually became a
of trust in a person, but should that
Magnetic Ray; damage value 35; mob boss in his own right a few years
personbetray the trust, nothing can stop
range 3-100/600/1k after Shoreman went up river (it is
Capone from exacting revenge.
Defenses: Magnetically-pow- even rumored that Wojoski is the one
ered force fields; armor value Capone's principal interests lie in al-
who set Shoreman up). He is the most
TOU+10/35. The longest a shield coholbootleggingand protection scams.
pleasant of the Chicago bosses and
has been seen to last is about 81 / His mob has several infamous enforc-
perhaps the most dangerous. He cha-
2 minutes (512 seconds, or fifty- ers. Jacob Guzik, Charlie Fischetti, An-
risma and charity has blinded many
one rounds). thony Accardo and of course, Franklin
officials to his underworld connections
Military Units are broken up Nitti.
into 4, 16 or 32 ships. A full wave and he may run for the next mayoral
race in 1940. Franklin Nitti
of attacks usually consists of 4 or
8 units, with the largest recorded Wojoski's primary undertakings are DEXTERITY 10
wave consisting of 256 ships. prostitution and casinos (part of the DodgeI2,firecombat16,meleeweap-
reason he is popular with Chicago's ons 13, missile weapons 13, unarmed
combat 10

107
I.
Torg: Terra

STRENGTH 9 stead of spending so much time as a Intimidation 15, petty crime 17, real-
TOUGHNESS 9 button-man and enforcer, Franklin got ity 10
PERCEPTION 10 into the business end of Capone's deal- Possibilities: 20
Find 12, forgery 12, land vehicles 12, ings much faster and much deeper. Inclination: Evil
tracking 11 While this has cost Capone's organiza- Equipment: Thompson SMG (dam-
MIND 10 tion a little of the fear "Frank" Nitti age value 20; 3-15/25/100); pinstriped
Business 16, streetwise 13, test 11, inspired, it has gained more business suit;baseball bat (damage value STR+31
willpower 11 savvy from a more subdued Franklin. 18); bullet-proof Sedan (TOU 25)
CHARISMA 9 Description: In comparison to his
Alfred "AI" Capone Core Earth counterpart, Alfred, or"AI,"
Taunt 13
DEXTERITY 9 Capone is even nastier and more effec-
SPIRITS
Fire combat 14, melee weapons 12, tive- but also more subtle. Moving up
Intimidation 17, petty crime 14, real-
unarmed combat 12 in the rackets during the '20s, AI saw the
ity9
STRENGTH 9 costunled types and the heavy hitters
Possibilities: 8
TOUGHNESS 11 on both sides of the ball- and he knew
Inclination: Evil
PERCEPTION 11 from the start that common crooks were
Equipment: Customized Thompson
Find 12, forgery 14, land vehicles 15, going to have to get smart or get out of
SMG (damage value 22; 3-15/25/100);
politics 15, Water vehicles 12 crime. It was either be a much more
pinstriped suit; knives (damage value
MINDS politic criminal, a stooge for a pulp vil-
STR+2/17)
Business 19, streetwise 14, test 10, lain,oradead loudmouth ... those were
Description: Coming from a back-
willpower 10 "Big AI's" choices. He made the right
ground nearly identical to the Core
CHARlSMA10 one, and he has not regretted biting
Earth "Frank" Nitti, Franklin moved a
Charm 13, taunt 13 down on his temper a few more times
little faster than his counterpart. In-
SPIRlT9 than he thought necessary.

•• 108
Chapter Ten

Southside provoked othergangs, la\\' enforcement who know about the Martians and the
agencies, and even pulp characters need- gangs theorize thatmany smallerbosses,
Chicago's Southside is controlled by lessly. His gang is the most likely to seek and perhaps a few larger ones or their
another Italian mob, theCatazarrogang. out pulp villains for hire, or to work for lieutenants, are Martians. The Martians
The mob don is Vito "The Barber" a pulp villain. are definitely using the Chicago gangs
Catazarro. Vito runs the largest as infiltration connections in America
meathouse in Chicago and controls the and Canada, and they are there ... some-
railroads. His nickname comes from the The Martians in where.
"close shaves" which he gives his vic- Chicago
tims. Hissons, Gaspari and Antonio run Not Quite the Untouchables
the day-to-day rackets which include The Martians have been exploiting
bootlegging (through the railroads), Chicago's "interesting political climate" While the government has not yet
prostitution, protection and numbers for \,vho knows how many years. Those formed a special "hit squad" targeting
rackets.
This gang is known for being ex-
tremely violent and were probably the
perpetrators of last February's St.
Valentine's Day Massacre. The fouT lead-
ers of the then rival Castellano mob
were gunned dmvn inside their own
southside meat packaging warehouse
and over thirty other known gangsters
were shot in various clubs throughout
Chicago.

Gaspari Catazarro
DEXTERITY 12
Fire combat 16, melee weapons 14,
missile weapons 14, stealth 13, un-
amled corn hat 15
STRENGTH 9
TOUGHNESS 11
PERCEPTION 10
Find 12, forgery 14, land vehicles 13,
politics 11
MIND9
Business 10, science (demolitions) 10,
streelwise 13, test 10, willpower 10
CHARISMA 8
Taunt 13
SPIRIT 8
Intimidation 13, petty crime 14, real-
ity 10
Possibilities: 12
Inclination: Evil
Equipment: Colt .45 (damage value
16; 3-10/15/40, ammo 6); Thompson
SMG (damage value 20; 3-15/25/100);
shotgun (damage value 17; 3-15/25/40;
amm02); Brass Knuckles(damagevalue
STR+3/12); Knife (damage value
STR+2/17); pinstriped suit
Description: TI,e fact that his gang is,
at best, second to AI Capone's, galls at
Catazarro. He is volatile, and he has

~~----------------------_I_.
~ 109
Torg: Terra

gangs in general and Al Capone spe- leon suits) unfortunate holocaust vic- to criminal activity. Opium was the
cifically, there is a small group of fed- tims? commodity of choice around the turn
eral agents in Chicago. Their target: This rumor has been spread by an of the century as desperation turned
Martian infiltrators. irresponsible media. Survivors of the many into its open arms. The Boxer
Led by Roger Marz (the son of Jew- Pitt, who once thought they were for- Rebellion and the evacuation of many
ish-German immigrants), this unit of tuna te to make it to the homes offriends Westerners caused additional troubles
crack agents was picked for two rea- and family outside of Pittsburgh are that virtually handed the port over to
sons: one, every man and woman on now not so sure they were th.e lucky China's criminal overlords. In the re-
the "Marz Squad" has had some con- ones. Some disappear in the night, covery years of World War I, they
tact with a Martian or Martian ma- others are turned out by their kin, and strangled the city and awaited the re-
nipulations of Terrans and, two, each still more are dying under mysterious turn of western trade.
of them is single and orphaned (Marz circumstances - or from mob vio- The net effect of this takeover means
is the sole exception - his mother is lence as the rumors spread. Fortu- that Shanghai is a black market the
still alive, and there are rumors he has nately, the news blackout concerning size of a city. If it's available anywhere,
a sister back in Germany). the Martians has kept these last things there's at least one floa ting somewhere
The Marz Squad has taken on the -from happening too often, but the dam on the junks filling Shanghai's harbor.
gangs on several occasions - most could burst any moment. This is also a great place for out of
gang bosses don't care if they are run- work criminals, pirates, mercenaries
ning liquor across the border from and other assorted deadbeats to find
Canada, or picking up air drops of Shanghai work. It is also a place where people
weird science parts in Lake Michigan. come to get drunk, drugged, and/or
The Marz Squad has crossed paths Shanghai. Jewel of the Orient, gate- lost.
with all the major gangs in recen t years. way to Asia, wondrous mouth of the
More rumors state that the Marz Yangtze. That's what the travel guides
Squad is hiring independent opera- tell you. Cesspool of the Orient, gate- Adventure Hooks
tives - mostly pulp-powered adven- way to the Asiatic drug trade, voice of
oppression, that's what I say - and [1] Eloise Rockefeller is a well-
turers - in direct violation of govern-
I'm a hard-bitten journalist. Now don't known name in the upper echelons of
mentmandates.Rightnow, the Wash-
get me wrong. Shanghai's a wonder- society. Wife of famed builder/de-
ington bureaucrats and local authori-
ful town. It single-handedly harbors signer Eldred Rockefeller, she is known
ties are too busy with other problems
45% of China's imports and exports as the preeminent "society dame."
than to worry about this, but if the
and contains more raw opportunities That's why when she is kidnapped,
"pulp hunters" of Congress ever sight
for wealth than any other single city the group of player characters are
in on Marz, he could be in serious
outside America. The problem is that called in to rescue her. Mrs. Rockefeller
trouble.
the opportunists are usually preyed was kidnapped (perhaps even while
upon by the Far East's vast criminal the characters are attending one of her
Pittsburgh underworld, drug overlords, prosti-
tutes and cutthroatpirates. This makes
famous charity balls) by a group of
gang members who are obViously
The Martians took out a good por- Shanghai a fun place to visit, but a Chinese. The adventure then leads the
tion of Pittsburgh when they landed, deadly place to stay (to say the least). characters on a chased-filled escapade
but then their "invasion forces" disap- Modern Shanghai was founded in from the ball to the airport and across
peared. Rumor has it that the govern- the mid-1800s by the British. As a small the country and the Pacific ocean fi-
ment uncovered hundreds, perhaps encampment on the mouth of the nally ending in Shanghai.
thousands, of Martian bodies in "the Yangtze, it soon grew in popularity as Once there, the characters can at-
Pitt" of Pittsburgh - so, perhaps, the it was occupied by the French and tempt to coerce information out of the
Martians were not aiming for this area Americans in addition to the British. local waterfrontwharfrats. They must
of Terra at all, but crashed acciden- By the end of the 19th century, over- deal with the bee's nest of danger
tally. crowding became a major problem. spread throughout the hundreds of
But other rumors state that there Weak geological support refused to curio shops, opium dens and floating
were too many survivors of the Pitts- allow high-rise expansion and people junks. Eventually, the characters will
burgh holocaust. Could it be that this were packed like sardines in w hatever learn the identity of the kidnappers
was all a planned Martian invasion? housing they could find. The port was (perhaps they mention a distinctive
Did they sacrifice many of their own literally built over the waters of the tattoo) and the mastermind behind
kind in order to get others in, imper- river mouth. them, Tao Kuang-hsu.
sonating (using their special chame- This atmosphere lent itself quickly The end of the adventure will have

I.
110
rz
FrOm: ROger Ma FOUr digitS
To: Marz Squad per limb \
subject: Martian Sightings

Chameleon Belt

.-_=:::==~I. 111
Torg: Terra

the characters meeting face to face with Equipment: Three throwing knives Taunt 13
one of China's great overlords aboard (damage valueSTR+3/17), tonfa (dam- SPIRIT 10
his junk. Perhaps, this confrontation age value STR+4/18) or nunchaku Intimidation 13, petty crime 15, re-
will teach them to respect the East. (damagevalueSTR+5 /19), Schmeisser ality 15
Tao's gang (25) MP40 (damage value 17; 3-15 /40/100; Possibilities: 15
DEXTERITY 9 ammo 11), firecrackers, ligh ter, Inclination: Evil
Dodge 11, fire combat 12, lock pick- lockpicks, smoke grenades. Equipment: Knife (damage value
ing 10, maneuver 10, melee weap- STR+3/17), Schmeisser MP40 (dam-
Tao Kuang-Hsu age value 17; 3-15/40/100; ammo 11),
ons 11, missile weapons 11, run- DEXTERITY 13
ning 10, stealth 11, unarmed com- silk robes and incense
Dodge 16, fire combat 16, flight 15, Pulp Powers: Sorcery; develop up
bat 10 maneuver 15, missile weapons 14,
STRENGTH 9 to five rituals for Tao.
stealth 15, unarmed combat 14 Description: Tao is a manipulator
TOUGHNESS 9 STRENGTH 9
PERCEPTION 7 and an evil genius. He would, how-
TOUGHNESS 10 ever, rather turn over Mrs. Rockefeller
Language (English) 8, trick 10 PERCEPTION 10
MIND8 W1arrned than risk incurring the wrath
Evidence analysis 11, find 12, lan- of the West. However, he will try to get
Test 9, willpower 10 guage (English, French, and Ger-
CHARISMA 8 some profit out of the deal, even ifitis
man at the same levels) 16, politics/ not the one he was looking for. He will
Taunt 11 diplomacy 12, scholar (mysticism)
SPIRIT 8 not fight to the death if he does not
12, trick 14 have to - but he will "mark" the
Intimidation 10, petty crime 10, re- MIND 11
ality 9 characters for later manipulationand/
Medicine 12, pulp power (Sorcery) or revenge.
Possibility Potential: some (30) 17, test 14, willpower 14
Inclination: Evil CHARISMA 9

•• 112
Chapter Ten

Tibet port themselves, they create vast li-


braries of scriptures which are traded
cost five possibilities for the first add.
Upon learning a magic skill, a student
I suppose it is somehow mystically to travellers for food and clothing (no can beginning gaining arcane knowl-
fitting that we end our guidebook to money; most monks rarely own more edge adds. Just as with the basic skills,
Terra with a look at one of the places than the clothes on their backs). They knowledge adds can only be taught
that holds perhaps the greatest secrets. also make hundreds of religious art and can not be used unskilled. The
That place would of course be the high objects which are sold to spread their time cost for an initial magic skill add
mountains of Tibet. Tibet, contrary to wisdom to the four corners ofthe globe. is at least six months in a monastery
realm-runner opinion, is not a snow- In addition to scrolls and art, many and the lime cost for the first knowl-
filled realm. Instead, it is a wind-swept monks supply teaching. Many orders edge add is three months. Learning
country that rarely sees more than ten are open to outsiders provided they basic spells is also a costly process.
inches of precipitation annually. What vow to uphold the tenants of the order While the possibility cost remains the
it does have instead is a near year- while they stay within the confines of same as listed in the basic RlIlebook (l
round gale-force wind that threatens the monasteries. These restrictions in- point per spell), the time cost for learn-
to wipe clean the face ofthe Himalayas clude celibacy, frequent fasting, the ing a spell is a number of months equal
upon which northern Tibet rests. It is celebration of religious holy days and to the spell's skill requirement.
often bitterly cold, but the lack of any other rituals meant to instill a sense of Example: Ollr nemesis, the Drifter,
cloud protection leaves the area dry order within the practitioner. It is only SPellt a I1lnllber ofyears in Tibet. As a
and open for bouts of baking heat. by following these guidelines that the novice, he wished to learn charm
Even more bizarre, these twoextrernes monks believe they can attain the next person and disguise self. He tricked
in temperature can occur in a single stage of the life-cycli" eventually hope his mentor into teaching him these
day, reaching nearly one hundred de- to attain full enlightenment and reach- potelltially evil spells, bllt it cost hilll
grees Fahrenheit during scorching ing the afterlife. dearly. Learnillg the proper methods
noontime, while dipping well below Between these rituals come the stud- ofconjllration took six 1IlOnths. After-
zero once the sun sets. With wind chill, ies of religion, life, and occasionally wards, the Drifter had to learn ·the
the temperatures after dark can reach magic or miracles. Gamemasters who kllowledges of living forces alld folk
as low as 30 or 40 below zero. allow their characters to venture into taking another camhi/Jed six months.
Nestled in these poorly-treated the world of mantras and mysticism Filially, learnillg the spells themselves
mountain nooks and crannies are doz- are free to have them learn any of the took 29 more mOllths !the skill re-
ens of small villages, shrines, and miracles listed in basic Torg rulebook, qlliremellt for charm person is 16
temples. Northern villages are com- provided they first gain at least one alld disguise self is 13). So after
prised mainly of sheep and livestock add in faith (Tibetall) and then one costing him 14 po~sibilities and al-
herders while the more mild clime additional add in foCl/s. Due to the most 3-1/2 years, the Drifter finally
southern villages support a small farm- difficult nature of spirituality in Terra, mastered his desired spells.
ing trade. Between them there is a neither of these skills can be used 1111-
steady trade business that is also sup- skilled and both must be taught. There-
ported strongly by outside travellers. fore, each add will cost five possibili- Forcing the Issue
Marking a division between India, ties. In addition, to simulate the time "Trying to force a monk to teach
Pakistan and China, many Asian trav- and discipline required by the various you something is about as easy as
ellers pass through the villages of Ti- religious orders, at least lweive months moving the world - without a lever."
bet bringing each other objects from must be spent in Tibet. That's an axiom taken from the ex-
both sides of the Himalayas Once purchased, a character is pulp villain Magistro, a man who des-
The· travellers also come to pur- taught two basic rituals (character's perately desired to learn real magic
chase some of the objects made by choice) and additional rituals can be instead of relying entirely on his pulp
Tibet's third largest sect, the priests. learned at a rate dependant upon the powers (telepoytation and darkness).
Approximately 20 percent of Tibet's ritual's spiritual rating. For every two It is fairly accurate.
native population is a full-time mem- points of spiritual rating, it must be The monks of Tibet are a different
ber of a religious order. Tha t means studied for one month. For example, breed of humanity. Torture them, and
one in every five citizens of Tibet is a bless, which has a spiritual rating of 9, they will stoically take what you can
priest, cleric or monk of one of the must be studied for 41/2 months be- dish out. Threaten them, and they will
dozens of various schools of religion fore the monk can use it. stoically ignore you. Attempt to bribe
found in the monasteries that inter- Magiccan be similarly taught, how- them, and they will stoically look at
mingle with the villages. From these ever it is a bit more difficult. Each of you like you've lost your mind. Kill
orders come teachings of faith, life, the the basic skills of magic, aItemtioll, them, and they will stoically die.
afterlife, and enlightenment. To sup- apportatiol1, conjuration, and divination

113
I.
Torg: Terra

Get the picture? Find 10, first aid 11, tracking 12, trick ers are merely stripped of any items of
Ninety-nine percent of the monks 9 value.
in Tibet will willingly admit that they MIND 8
would much rather be rich than poor, Survival (mountain) 13, test 10, will- Colonel Ch'ing Hai
healthy than disabled, happy than sad, power 10 DEXTERITY 9
alive then dead - but not one of them CHARISMA 7 Beastridingll,dodge12,firecombat
will betray their beliefs to gain one Persuasion 9, taunt 11 14, heavy weapons 10, maneuver 13,
ounce of compassion, mercy, or profit. SPIRIT 8 melee weapons 10, stealth 11, un-
Oh, and the other one percent? Faith (varies) 10, reality 10 armed combat 12
They're crazy - they've already de- Possibility Potential: some (40) STRENGTH 10
cided "it's time to die" and, if you try Inclination: Evil TOUGHNESS 10
to kill them, they'll help, because it is Equipment: Horse; sabre (damage PERCEPTION 9
"time for them to leave this mortal value +6/20), rifle (damage value 18; 3- Espionage 11, evidence analysis 11,
plane behind." 40/250/600; ammo 7), heavy furs and find 11, language (English) 12, poli-
This does not mean that you can't leathers (armor value TOU+3/20) tics/diplomacy 11, tracking 11, trick
trick the monks (it's not too hard over· Description: The Nomads are wan- 13
the short term) and, often, the monks dering bandits who prey on the uncom- MIND 10
will teach an evil person in the hopes mon traveller and the Tibetan villages. Survival 11, test 12, willpower 12
he or she will reform. More often than Occasionally, they sweep down from CHARISMA 10
not, the character does. But, they do the mountains and attack the lowlands. Charm 12, persuasion 13, taunt 14
make mistakes. The Drifter was one. Nomads respond well to bribery (+3 to SPIRIT 9
any persuasion attempt that offers any Intimidation 12, reality 11
substantial amount of money and/or Possibilities: 15
Adventure Hooks weapons; upward for large amounts), Inclination: Evil
but they are untrustworthy. A strong Equipment: Cold-weather uniform
III Obviously, the primary adven- (armor value TOU+2/20), pistol (dam-
party that pays one Nomad group a
ture for characters in Tibet is to search age value 15;3-10/15/25; ammo 6), rifle
bribe is likely to be beset many limes by
out a monastery from which to learn 09; 3-5/15/40; ammo 7), machine gun
"different" Nomads (the same Nomads
miracles and spells. This could be com- (damage value 18; 3-15/25/50; = 0
exchangingclothes)formorebribes,and
plicated by a number ofmeans. First, the 10), various CNA documents
a weak party that pays them off will be
terrain is very unpleasant and the jour- Description: Colonel Ch'ing Hai is a
attacked later for more money. Ofcourse,
ney itself to Tibet is dangerous. Air pas- desperate individual. Cut off from his
if you are just outside a large village and
sage into Tibet is rough and deadly with chain of command, he is quick to anger
you are attacked, a "toll" will get you
the presence of the constant gale winds. and hard to soothe. Once angered, little
through - even the Tibetans do come
TI,e adventurers could be forced into a will stop him from ordering firing
out and fight them occasionally.
crash landing anywhere along the squads. In addition, he is very consider
Himalayas. From there they will have to [2] Nomads aren't the only problems about his own personal status. As a
forage their way to their destined vil- characters might face in travelling in border Colonel, he feels that he is a
lage. and out of Tibet. If the characters at- sourceofridicule by central leaders who
Their overland journey is then beset tempt entry or exit out of Tibet on the enjoy theirweaith in comfort. Asa result
bya tribe ofvidous nomads that prey on China side of the Hinlalayas, they meet he often steals from travellers to en-
unwary travellers. While crossing a some trouble with the Chinese National hance his own position.
mountain pass, the nomads descend Army. Colonel Ch'ing Hai, a leader of If there is some way the characters
upon the characters dropping boulders the CNA, was cut off from his chain of can help Ch'ing Haiget back to the main
and firing stolen British rifles. command by the incursion of the Japa- country of China (especially if they can
nese in the north. Somehow his pres- arrange something with China's gov-
Nomads (10-20) ence along the Tibetan border was for- ernment to reassign him), however,
DEXTERITY 9 gotten and he has been forced to deal Ch'ing will become extremely pleasant.
Beast riding 16,dodge 11, fire combat with any "situations" as he sees fit. Un- If the characters can convince him that
12, maneuver 11, melee weapons 12, fortunately, a bitofa paranoid leader, he they have some "clout" -and the abil-
missile weapons 10, unaffiled com- expects an attack from Tibet. He is also ity to get him through the Japanese lines
bat 11 an extremely greedy individual. Any - he will be their best friend. In fact, it
STRENGTH 10 party passing through his region must is really only this desperate situation
Climbing 14 undergo an intensive search. Those car- that has made Ch'ing evil- given bet-

....
TOUGHNESS 12 rying weapons are arrested while oth- ter circumstances and encouragementr
PERCEPTION 8

....._.-
114
- - - - - - - - - - - - - - - - - - - .W'W
~
Chapter Ten

0000000000000°

E
"8
---'~

he might revert to Good Inclination Intimidation 10 more than bandits themselves. There
(though it would take some work). Possibility Potential: some (25) havebeen no desertions yet, butsomeof
Inclination: Eviland Good (fifty-fifty) the still-good men are growing dis-
CNA Cavalryman (150) Equipment: same as Colonel Ch'ing mayed with their comrades' ruthless-
DEXTERITY 9 Hai. ness regarding the natives.
Beastriding I4,dodge 12, fire combat Description: Among the finest cav-
12 maneuver 11, stealth 11, unarmed alrymen China has to offer, this detach-
combat 11
STRENG1H9
ment was not sent to Tibet as a slight to The End
Colonel Ch'ing - they were sent be-
TOUGHNESS 9 cause the government ofChina believed Well, that ends our little tour of
PERCEPTION 7 the Colonel and these men were the Terra. Hope you've found this useful
Find 9, first aid 9, tracking 9, trick 9 only ones who could deal with the pos- and make sure you stop by whenever
MIND 7 sibility of being cut off for months, per- you're in the Big City and make sure to
Survival 9, test 9, willpower 10 hapsyears,ata time. Theywere,tosome call me first whenever you've got a
CHARlSMA7 extent, wrong. The unit has been de- news scoop. I can always use the help.
Persuasion 8, taunt 10 moralized by Ch'ing's attitude, and - "Typewriter" Joe Stillwell
SPIRIT 9 many of the men are becoming little

••
115
Torg: Terra

Chapter Eleven

Template Section
n Terra, there are many ers to play characters of Evil [nclina-
\vho have never heard tion, they may, but with the following
of High Lords or the [n- restrictions:
finiverse. In fact, \o\'ith • Evil characters arewi/. They may, in
the background that has the manner of pulp villains, act good
been outlined, players may find that for short periods of time, but they \\~ll
Torg easily extends beyond the Possi- always give themselves a\vay eventu-
bility Wars. Given this, we introduce a ally.
new set of templates geared towards
• Evil characters should not gain pos-
life on Terra. These characters mayor
sibility awards for completing stan-
may not ever travel to other realms,
dard adventures. They only gain
but that suits them just fine. There is
awards by performing evil (usually by
enough ad venture on their O\o\'n realm.
making certain the rest of the party-
Note: These characters are not
which, presumably, have Goodlncli-
necessarillyStorm Knights<though they
nation - fail). In addition, because of
have theobi! ities ofStorm Knights); they
the nature of Terra, only really evil
are adveJlturers or heroes. They operate
characters get normal possibility
under the same rules as Torg Stann
awards. Others are "minions" and only
Knightsbut, unless they haveconfronted
receive about one-half the normal ad-
otherrealities(asexplained in their back.-
venture and Act awards.
grounds), no character listed hereshould
have more than olle add in the realihJ • Good characters will not knowingly
skill-disconnection and realitystorms adventure with evil characters or help
are not prevalent on Terra for Terran them except under certain
characters. gamemaster-proscribed circum-
However, since Terran characters stances. Usually, a player who wants
are governed by world laws similar to to play an evil character in Terra does
those that govern Storm Knights in the so only for one adventure - or after
Nile Empire, this means they are all, an existing adventurer undergoes in-
by default, of Good Inclination. If clination seduction.
gamemasters want to allow their play-

•• 116
~ . . . . "~~' CHARACTER RECORD SHEET
Player Name:
f!~:e Adventuring Archaeologist
Character I Cos
Home Terra P;~SibilitiCS I Spells Arcane Knowlcdgcs Miracles
Name
Age Wound Level
In

Shock Damngc Magic Social Name D B E Ax~ .


Wound
11 21
Height Hvy Wound
Spiritual Tech
Morl"!
Weight Dead K 0 9 21

Fire Comb"t DEX


Lock picking DEX
Maneuver DEX
Trick
Melee WCtlPOllS DEX
Test
Stealth DEX
Tnunt
UnMmcd Comb<ll DEX
Intimidate Cybcrwarc Powers & Gizmos Natural Tools
Evidence Analysis PER
Find PER Nnl1lc CR E N,mlC Cost E Ax •
Hciroglyphics PER
L,ltlguage PER
Rescilfch PER
Scholilf (History) PER
Trick PER
Science (Archaeology) 3 MIN Weapons
Science (Cartography) MIN Revolver 16 20 13-101 40 60
Survival MIN
Willpower MIN
Charm Cl-lA
Reali! sri

Marlial Arts I'sionics Other

Style: Style: Name D R E Name E Ax


binoculnrs 18 Maneuver: M<1nCllvcr:
'lingle Pilck 14
Mch<lcologist's kit IS
fedora 7

1516 17 18 19 +5
*D: Difficulty B: l3<lcklash E: Effect Ax: Axiom Level C: Coml1\unity R<lting CR: Cyber ROlling R: R<lngc
123456 9 10 11 12 13 +1
&~~' CHARACTER. RECORD SHEET .
[~l~t,c-,._O' __ ~ Adventunng ArchaeologIst
Background: "Dirt boy" they called you
in grade school. That's because you
spent so much time digging up your NOTES
friends' backyards in search of hidden
treasure. In middle school and high
school, yOll got in more than a few
scrnps over "bookworm" taunts. You
showed them that not everyone who
read the c1nssics was a wimpy geek.
You recklessly defended your right to
read adventures of sunken pirate ships,
Egyptian pharaohs and temples of
death.
In college, yOll were even more de-
voted. Sure, you attended the required
fraternity parties and you even had fun
at them (aah, the college romances). But
afterwnrds, it was to work, searching
every local cavern, mining pits, and
shallow hole the ground you could find.
And if you couldn't find one, you made
one.
Now you're full grown and still go-
ing. You hop from country to country,
continent to continent in search of elu-
sive·history. The life of an adventuring
...
F:~t;"

archaeologist isn't illways an easy one, matter, just as long as it's all in the
the rewards more than make up for it. interest of Archaeology!
Personality: Fun-loving, sometimes Equipment: $100 dollars, binoculars,
brash, but always bold. There isn't a jungle pack, journal, archaeologist's kit,
challenge that you won't take on. You'll fedora, revolver (damage value 16,
take on the heat of the searing African range 3-10/40/60, ammo 6)
desert, the oppressive humidity of the Quote: "My only hope is that some
Amazon jungles or the bitter cold of the day, I end up in a museum."
frozen tundras of Russia. It doesn't Skills Notes: Your tag skill is sciellce
(archaeology).
~.~
.... ,p. ..~.
~" CHARACTER RECORD SHEET Player Nnmc:

~lIIILf=~'~'~_ ',. Beat Cop


Character I Home Terra I Possibilities Spells Arc.me Knowledges Miracles
Name
Age Wound level
Cosm
Shock Damage Magic Social 1
10 N,lnll' D B E Ax· . •
Wound
11 21
Height Hvy Wound
Morlal
Spiritual Tech
Weight Dl'iHl K 0 9 21

Dodge
Fire Combat DEX Dcxtcril
Strength
Melee Camhi'll DEX
Running DEX Toughness
PerccptiOtl Trick
Unarmed Combat DEX
Evidence Analvsis PER Mind Test
Find PER Charismll Taunt
Spirit lntimidntc Cybcn\'.1rc Powers & Gizmos Nillur.,1 Tools
First Aid PER ,

Land Vehicles PER Name CR E Name Cost E Ax •


Scho[nf Oocal
neighborhood) I +3 PER
Trick PER
Science (Police
Investigation) MIN
Survival MIN WCilPons
Test of Wills MIN Billvclub STR+
4120
Revolver 16 I 20 13-101 40 60

Marti;'!1 Arts Psionics Other

Style: Style: Name D R E Name E Ax


WhisHc 10 Maneuver: Milncuvcr:
Callbox Kc 8
Coffee o
Pnpcr 7
DOllut o

IS 16 17 18 19 +5
*D: Difficulty D: BilCklilSh [: Effecl Ax: Axiom Level C: Community Rilling CR: Cybcr Rilling R: Rilngc
-8 -5 -2 2 3 4 5 6 13 +1
{*.~.~.
~~
.'.-.
~~~.~.
~'
'J '. .c ~
~..
CHARACTER RECORD SHEET
Beat Co
Background: Gangsters, pulp villains,
foreign spies, and the like - You're
sick of it. It was bad enough when it NOTES
was uptown, but now its happening on
your beat. Gun-running, rum-smug-
gling, jewel theft, international espio-
nage. You name it, its happening.
Sowhat'sa guy like you todo? "Serve
and Protect," that's what. Every day
the captain sends you out on another
beat patrol and you love it. No desk
jockey here. You walk the streets, talk
with the locals, see how jonny's mom
is, catch the latest news on the docks,
check out the local "establishments"
and make sure everyone keeps their
noses clean. You grew up in this neigh-
borhood, and you'll be damned if some
young punk Capone wanna-be is gonna
muscle in on your family and friends.
Personality: Lately, crime has been
getting worse. Gangsters are increas-
ing in number, pulp villains are getting
more aggressive and spying is at its
worst ever. Nothing beats the feeling of
a good old-fashioned car chase down age value 16, 3-10/40/60, ammo 6),
the city streets. Guns a-blazing, Police Whistle, Callbox key, cup of cof-
adrenalin a-rushing; that's how cops fee, paper, donut.
and robbers is meant to be played. Po-
lice procedure be damned. Perhaps Quote:"lt's against the law to resist
that's why your captain always looks arrest, but I really wish you'd just try
so red-faced when you come in. it."

Equipment: Billy Club (damage value Skills Notes: Your tag skill is selIGln,.
STR+4 /20), Police-issue revolver (d am- (loen/neighbo,.hood).
CHARACTER RECORD SHEET Plnycr Name:
~~.'~'
... Ex-Gangster
','. '~-'---':'

Character Home Terra Possibilities Spells Arcane Knowlcdgcs Miracles


Name
Age
Cosm
Wound Level I Shock Damage I Magic Social
10 NillllC o B E Ax· .. . •
Wound
Height !-Ivy Wound
11 I 21

Weight
Mort,,!
Dcnd K o
SP~ilU'll TC~; I

Fire Combat DEX Dcxtcrit 8


Strength 13
Lock Picking DEX
Melee Weap_olls DEX TOllt!.hncss 10/13
Perception 10 Trick
Running DEX
Mind 9 Test
Stealth DEX
Charisma 8 Tilunt
Unarmed Combat DEX Cybcnvarc flowers & Gizmos Natural Tools
Soiril 8 Intimidate
Find
Land Vehicles
Trick
PER
PER
PER
Name Cil E NillllC Cost E
Super Allribuic 3 TOU+3
Ax ..
Survival MIN
Test of Will MIN Armor
Willpower MIN
---
Charm CHA
Persuasion CHA
---
WCilnons
Taunt CHA Thomnson SMG 26 I 20 3,]51 25 I 100
Intimidation SPI I3r,1ss Knuckles STR+
Petty Crime 3 SPI 3/12
Realit SPI .45 Colt 16 20 -10 15 40

Marti.ll Arts I'sionics Other

Style: Style: N<lmc D Il E N:lmc E A,


Violin Cas, Maneuver: Maneuver:
5

skof ~.

Pinstripe<! Suit 8

*0: Difficulty B: B:lcklash E: Effccl Ax: Axiom Level C: COllllllllllily I~allng CR: Cybcr Ratilll; It: Range
~a.aAA~' CHARACTER RECORD SHEET
~,~-,-< Ex-Gane:ster
Background: You were the king of the
streets. No crime was too big and no
copper too tough for you and your NOTES
gang to take on - although those guys
in funny tights are pretty hard to deal
with sometimes. You've been running
booze and hustling the straights since
those guys were still in sewing class.
But then something happened. A
bunch of your best cronies made a deal
for a bigger cut. They went off, against
your orders, and joined up with some
clown calling himself "the Night
Creep" or something. They tried to
pull a caper lIsing ray guns instead of
gats, and a flying car instead of a hot
rod.
They got blown away.
This made you think. That creep in
the red cape got away scot free, leaving
your buddies cooling on the sidewalk.
You saw the result of crime on Terra,
and you decided to switch sides while
you still could. It doesn't matter that
the cops still think you're a bad guy-
your rep works for you - but you
aren't. You're out for revenge, now, knuckles (damage value STR+3/12),
against all those costumed crooks violin case, lighter, watch, flask of gin,
who'd lead honest gangsters to the pinstriped suit, $100.
morgue. Quote: IIVOl! genna take that from
Personality: Loud and tough. You don't him? Back in my neighborhood, a guy
back down from any kind of fight. If gives you that kind of lip, you aerate
someone gets in your face, you hand his whole head."
them theirs. You protect your own. Skill Notes: Your tag skill is petty
Equipment: .45 Colt Automatic (dam- crime. You bought a serum from a
age value 16, range 3-10/15/40, ammo scientist that gives you the sllper at-
7), Thompson SMG (damage value 20, tribllte TOU +3. The adventure cost is
range 3-15/25/100, ammo 17), brass 3.
i
~4~~ ~' Government Spy
~§S-"=:
CHARACTER RECORD SHEET Plnyer Nnme:

Character Home Possibilities Spells Arcane Knowlcdgcs Mir.lcles


Terra
Name
Age Wound Level
eosin
Shock Damage I Magic Social
10 Name D 13 E Ax· . •
Wound
Height !-Ivy Wound
11 I 21

Weight
Mort,,1
ecnd K o
SP~itu.) I Te~~

Dcxlcrit
DEX Strength
Maneuver DEX Toughness
Perception Trick
Melee Weapons DEX
Stealth DEX Mind Test
Charisma Timn!
Unilrmcd Combill DEX Cyberwilre Powers & Gizmos Nalural Tools
Spirit Intimidate
PER
Espionage
Evidence i\n"lv~is
Find
3
PER
PER
Name CR E Name Cost
Steillth boosler 2
E
+3
Ax
23
..
LmU!UiH?C PER a.v. goggles 2 15 24
PhotOi!rilph PER Armor
Trackin<> PER
Trick PER
Willpower MIN Weapons
Charm CHA .45 Colt 16 I 20 13-101 15 I 40
Persuasion CHA
Taunt CHA
Intimid<ltion SPI
Realit SPI

Mnrtiill Arts Psionics Other

Style: Stvle: Name o R E N<lmc E Ax


Mtlncuver: Maneuver:

Attache Case
Wire Cutters 11
Rope 21

*D: Difficulty B: Backlash E: Effect Ale: Axiom Level C: Community Rating CR: Cyber R.lting R: Range
i.·~-.'~c--"~~.
".&& . ~' CHARACTER RECORD SHEET
Government Spy
Background: Atnerican dogs, Nazis,
hateful Russians, cowardly Britons, yel-
low Nips and even slimy Martians; NOTES
everyone has a t least one enemy. Your
job is to sabotage them, steal from them
and generally make their lives miser-
able. Whether it be the president, the
prime minister, the emperor or the czar,
your boss has placed with you his trust.
Now it is your job to carry out his
orders. Whether you work solo, recruit
fellow spies or even resort to working
with self-indulgent heroes, your leader
doesn't care, just as long as the job gets
done.
You do have one standard: you like
to think of yourself as a good guy.
That's why your an independent.
Personality: You are a cool customer.
You work because you enjoy it, and
because you can do some good. You
may have whirlwind r0l11anCeS with
the enemy, but they are only empty-
hearted flings.
Equipment:$l 000 in mixed currencies,
false identification, passports, stealtii booster (+3 skill points to stealtlI)
lockpicks, camera, attache case, wire and Dark Vision goggles (value 15).
cutlers, rope, .45 Colt Auto (damage Adventure costs two each (in gizmos)
value 16; 3-10/15/40, ammo 7)
Quote: "Now, if you would just kindly
Special Equipment: In addition to your hand over those papers, you can re-
normal gear, your government has sume your normal sleep patterns."
supplied you with these gadgets: a
Skill Notes: Your tag skill is espiollage.
~~~' Pro Pilot
CHARACTER RECORD SHEET Player Name:

Character I Cosm
Home
Terra
IPossibilities Spells Arc.me Knowlcdgcs Miracles
Name
Age Wound Level
Wound
Shock Dmnagc Magic Sod'll
10 NjJD)C D n FAx· . •• ., ...
Height HvyWound
11 21
Morini
Spiritual Tech
Weighl Dc;ui K 0 9 21

Maneuver DEX
Melee Weapol\s DEX Trick
Test
UIHlfmcd Combill DEX
PER Chilrismn 9 Taunt
Air Vehicles +3 CybcrwMc I'owers & Gizmos N.ltural Tools
Find PER Spirit R lnlimidlltc
First Aid PER Name CR E Name C(lsl E Ax
Lnnd Vehicles PER
Trick PER
Science (C.uto~r~phv) MIN
Test MIN
Willpowl'r MIN
Charm CI-IA WCi\lXms
Intimidillioll SPI .38 Rc\'olvl..'r 14 20 IJ·IOI 25 50
Realit SPI

Martial Arts I'sionics Other

StYle: Slyll~: NillllC D R E N"me E Ax


Plane 21 MilllCllYCr: MilI1ClIVCI':
Tool Kit 17

15 16 17 18 19 20 25 30 35 40 45 50 +5
*0: Difficulty U: B.1ckl<lsh E: EHccl Ax: A.'dom Level C: Community l{nling cn: Cybcr ROlling R: R.lngc
2 3 4 5 6 7 8 9 10 11 12 13 +1
~WAA.
. -I' .:J' Pro PIlot
~lIIIL_...c. ~,_...
CHARA:CTER RECORD SHEET

Background: You were probably too


young to have participated in theGreat
War, but your father wasn't. He came NOTES
back from the front with great tales of
the eilrliest aerial combats. From then
spent most of your waking
Oil, yOll
hours either studying or practicing
aeriil) daredevil stunts. Fortunately for
you, now thilt you arc older, it looks
like you'll finally get your chance to
practice some real dogfight. And even
if you don't, your latest clients seem to
be in some sort of trouble ...
Personality: You are brash and bold.
The sky is yOUT domain and no one is
your equaL You have grown up with a
hefty legacy and now it is your turn to
assume the mantle. Whether it be head-
to-head combat or pulp flights into
dangerous territory, you'll be sure to
tackle it head on.
Equipment: Plane (this can either be a
one or two-seat dogfighter or a small,
junky passenger plane), Pilot's tool kit,
.38 revolver (damage vlaue 14, 3-10/
25/50, ammo 6).
Quote: "Will she fly? Oh, certainly, but
just to be on thesafeside, how much do
you weigh?"
Skills Notes: Your tag skill is air ve-
hicles.
CHARACTER RECORD SHEET Player Nnmc:
~_.~M
. "-~~:c':--:- ;' Pulp Sorceress
Char<lctcr Home Terra IJossibilities Spells Arcane Knowlcdgcs Mir.lc1es
Name
Age
Cosm
Wound Level I Shock Damage I Magic Social
8 Name D B E Ax'" . .. ' • . •
Wound
I-Ieight Hvy Wound
11 I 21

Weight
Mortill
K o
SPi;itunl I TCC~\
Dcnd

PrcstidigitilliOIl DEX
DEX SlrclH?lh
Stcillth
Ull.1rml'd Comb.l! DEX TOllt:.hncss
Alteration Magic PER Perceptioll Trick
Divination Magic PER Mind Test

rind PER Chnrislllil Ti'lllnt


Spirit Intimidate Cybcrwarc Powers & Gizmos Natural Tools
L.ll1I!U:li!C
RCSCilrch
Scholar (mysticism)
PER
PER
PER
NCimc CIl E Name
Pulp Sorcery
Cost
6
E Ax ..
Trick PER
Apporlalion Magi MIN Armor
Coniuriltion Magic MIN
Medicine MIN
Pulp Power (SorCl.'TV) 3 MIN
Willpower MIN
Tnunl CHA
Intimidation Sill
Reali! Sill

Mi'lTliO'lIArts Psionics Other

Style: Style: Name D R E Name E Ax


Maneuver: M<lnCllvcr:

*0: Difficulty B: B.1cklash E: Effect Ax: Axiom Level C: Community Raling CR: Cybcr Ra.ling R: Range
~.".'-'~.'9:Gll>'
. . • ~..~' CHARACTER RECORD SHEET
~"~ilj
L:"""',~,~.,~_< Pul p Sorceress

Background:Theordinary world bored


you. You took all the mandatory classes
in school but there was nothing that NOTES
allowed you to be free. Then you met
the Old Man.
The Old Man took you under his
wing and taught you things you never
thought possible. He told you how to
unlock the power of Terra and bend it
to your will. Then he disappeared.
Personality: You have a seriolls side
that comes from years of long study
and structured living. But that never
cured your adventurous self. Yes you
areawareof the responsibility that your
knowledge demands, but you still are
quite free in your actions. Perha ps that's
why you so willing joined several oth-
ers with the same vision.
Equipment: Tome of magical rituals,
oriental robe, medical supply kit, vari-
ous ritual components.
Quale: "Only the wise may learn from
a master of the Arts. Do you possess the
wisdom?" can take no offensive action until the
Skill Noles: Your tag skill is pilip power spell's effects wear off (see the elllotioll
(sorcery). You have the pulp power, cOl1trol power).
sorcery at an adventure cost of 6. Lightning: Requirements: Based on
Calm: Requirements: toss (or sprinkle) electro-ray (ritual DN of 26), this ritual
a small bit of sanctified water on the requires the recitation of a complex
subject and say "Soothing "Heart take passage (-4, Mind DN of 12 to recall)
this one's anger!" Eye contact is also taught to you by the Old Man, com-
necessary. It is based upon emotion CO/1- bined with a dramatic fanfare and pose
trol (base difficulty 28) and has a simple (-2). The ritual also causes you to take
verbal command (-1), a material com- three shock points (-3) because of its
ponent (-1), a simple hand gesture (-1) power. The final ritual difficulty is 17.
and eye contact (-3), and it takes three Each ritual costs you one possibility
rounds to take effect (-2),' for an end from your starting total (already
difficultyof20. [fsuccessful, the subject marked).

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