Professional Documents
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War's End
War's End
War's End
By John Terra
War's End
John Terra
Design
Greg Farshtey
Development and Editing
Brian Schomburg
Cover Design and Graphics
Paul Jaquays
Cover Illustration
Published by
Publisher: Daniel Scott Palter· Associate Publisher/Treasurer: Denise Palter· Associate Publisher: Richard Hawran
Senior Editor: Greg Farshtey • Editors: Miranda Homer, Bill Olmesdahl, Peter Schweighofer, Bill Smith, Paul Sud low
Art Director: Stephen Crane· Graphic Artists: Tim Babko, Steven Brown, Tom ONeill, Brian Schomburg· Sales Manager: Jeff Kent
Licensing Manager: Ron Seiden. Warehouse Manager: Ed Hill· Accounting: Karen Bayly, Wendy Lord, Kimberly Riccio· Billing: Amy Giacobbe
Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosffiverse, Cyberpapacy, Darkness Device, Dr. Mobius, Gaunt Man, Gospog, Heart of the Coyole, High Lord,
Infiniverse, Kanawa, Living L~nd, Maelstrom, Maelstrom Bridge, Nile Empire, Nippon Tech, Occultech, Orrorsh, Pella Ardinay, Possibility Raiders, Possibility Stonn,
Possibility Wars, Ravagon, Star Sphere, Stonners, Stann Knights, Tharkold, Torg, and the Torg logo are trademarks of West End Games.
®, TM and © 1995 West End Games. All Rights Reserved.
This product is not in continuity with Tors products published by Omni Gaming Products, Inc.
'1
2
Prologue
Introduction
1111 h,
up C"O"' M"" wok,
one morning and
knew it was time. Time
for this war-and this
man skull. From it, he poured a
scarlet liquid into a goblet and
drained it slowly, savoring the taste.
"It is not enough to conquer and
Heketon?"
"Surely you do not mean -?"
"Ah, but 1 do! No single High
Lord, no single Darkness Device,
world - to end. destroy," he said as he paced the controls enough territory to pro-
Actually, of the two actions, chamber, cradling the goblet in one vide the possibility energy needed
awakening would seem to be the hand. "I need to inspire fear, to to become Torg. But all of them
more unusual, as the High Lord of taste the terror of my victims." together, that is another matter
Orrorsh had no need for sleep or "Of course, Gaunt Lord. But you entirely. 1 shall summon the De-
even sustenance. But he enjoyed know as well as 1thatwe are drain- vices using a ritual that was old
plumbing his unconscious, and ing far too little possibility energy when this world was new, and they
often found inspiration for new from our realm for you to attain shall join with their brother once
and deadlier Horrors there. the rank of Torg to which you as- more. Then 1shall benefit from the
He rose and walked into his pire." possibilities of all the realms!"
chamber of war. There before him m'Dur' realm, crea ture?" the 'This is madness," Heketon de-
hovered an image of Earth, tainted Gaunt Man snapped. "I have taken . clared flatly. The Darkness Device
with colors representing territory this place. 1 rule here!" did not like the direction in which
held by each of the seven invading "With my help, High Lord, re- this conversation was going at all.
realms, as well as that occupied by member that," Heketon responded "Oh, is it?" the Gaunt Man
the Akashans. It was the fifth year evenly. "Without my powers and grinned. "No, it is enlightenment.
of what Core Earthers called the my counsel, you would be as a It is a breakthrough. This world -
Possibility Wars, a struggle begun babe in a very dark and lonely and all others - shall be mine!"
when the Gaunt Man led denizens cosm." "Others may rise to stop you,"
of other realities to invade this "I can do without your coun- Heketon warned.
sphere. They had met sel," the High Lord said sharply. "They will be the first to die,
unprecendented resistance from "And as for your powers ... " and then 1 shall absorb their ener-
Earth's Storm Knights, as well as The Black Heart waited in si- gies into myself. The Gaunt Man
those of other realms - the Gaunt lence for a moment before saying, slammed his crystal goblet against
Man himself had been imprisoned "Well?" the wall. Each shard of crystal flew
for far too long in a reality storm "They are far less than what 1 in a different direction, wailing like
by interfering Stormers. Now he need, Heketon. You have been a ... a lost soul (not so surprising, con-
felt a grim resolve to bring matters disappointment." sidering what the goblet was made
to a close - to assume the mantle "And what shall you do, Gaunt of). 'Then I need only seize the
of Torg that had been meant for Man? Cast me to the Dire Wolves, physical energy and 1 am Torg -
him from the start, and reduce this as you did Uthorion? Dispatch me once 1 have moved my pawn into
world to blood-spattered ash in as you have a hundred other ser- place, that is."
the process. vants? Spare me your empty threats. "And the Stormers? What of
"Brooding again, master?" Even your madness would not al- them?"
Heketon, the Orrorshan Darkness low you to -" "1 am counting on them rising
Device, said with a wry chuckle. "Have a care, thing of stone!" to stop me," the Gaunt Man said,
"It's more than time to end this," the Gaunt Man spat coldly. "Your smiling. "1 have accounted for ev-
the High Lord replied. "This war lord does as he will! Remember ery contingency this time, Heketon,
holds my interest no longer." that, of all the High Lords in this and so 1 cannot fail."
The heart-shaped Darkness De- cosm, only 1 truly understand the "You have taken leave of your
vice hovered in the air. "And so it nature of Darkness Devices. Only I senses," Heketon said quietly.
ends, just like that? Just because know that you are not seven sepa- "On the contrary, my slave -
you say so? If this is so, then why rate entities, but portions of the yes, slave, for that is what you are,
didn't you end things sooner?" same being: the Nameless One him- in truth - [ have finally regained
The Gaunt Man picked up a crys- self. And what was once merged them."
tal decanter in the shape of a hu- could be merged again, eh, Without another word, the Gaunt
3
.-
Torg: War's End
Man spun on his heel and left the This adventure is recommended stay together and adventure in some
room. Earth's days were numbered for six or more veteran Storm Knight other setting. In the back of this
- the only question remaining was characters. Gamemasters should be book, you will find an appendix
which Darkness Device to sum- aware that this module was de- listing a number of different "post-
mon first. And then he thought of signed to be lethal, and they may war" directions your campaign
Kanawa - that arrogant, postur- wish to modify it if they are play- could go in, as well as a brief con-
ing fool who had dared to pit his ing with fewer or less experienced version to West End's new
realm of antiquated ninja and mod- characters. MasterBook rules system.
ern corporate greed against a land Interspersed throughoutthis ad-
of true horror. Yes, he would be venture are fiction sidebars that
the first ... detail the fates of many of the High What You Need
Surel y a businessman like Lords. Thanks to the power of the
You will, of course, need the
Kanawa would appreciate the need Avatar of Apeiros, the characters
Torg boxed set to play this adven-
to collect on old debts ... will be teleported to the sites of
ture. The Nippon Tech, Orrorsh,
these dramatic events and will have
Cyberpapacy, Tharkold and Nile
the ability to intervene. Game-
Empire sourcebooks will also be
Pax Torg masters need not feel they are bound
helpful, but are by no means re-
to the outcomes presented in the
War's End is a super-module for quired. Keep in mind that if you
fiction - if the actions of the char-
the Torg: Roleplaying the Possibility don't have a particular book,
acters markedly change an event,
Wars. This book contains the final though, some modification of the
great. This is your and their ad-
adventure in the saga of the Possi- adventure may be necessary, as
venture, and should be run that
bility Wars, an epic that has certain spells gamemaster charac-
way.
stretched over five years, in that ters have, etc. are spelled out in the
Act Four permanently resolves
time taking its place as one of the relevant sourcebooks rather than
the Possibility Wars. However, it
most unique and innovative role- here.
is possible that your Torg players
playing games on the market. may wish to a) keep fighting or b)
•• 4
Prologue
Adventure Storm Knights learn the horrible into one whole, the Gaunt Man
truth of what the Gaunt Man in- wiII benefit from all the possibility
Overview tends to do in California. The energy being drained from Earth
Randolph Chapman subplot ends from all the realms (the various
The adventure begins in the N He here. Devices will still serve their former
Empire, where the characters are Act Four is the end-all, where masters, but all their energy will
on a case involving the disappear- the loose ends are tied up. Starting be fed on by Heketon and thus
ances of numerous fortunetellers, off in Los Angeles and then mov- profit the Gaunt Man). That means
prophets, and clairvoyants. After ing to an uninhabited area near the he needs only a huge amount of
encounters with Gaean gypsies and San Andreas fault, the Storm physical energy to become Tor'g-
the viIIainous Wu Han and his Knights must contend with an in- and this he wiII achieve by trigger-
minions, the Knights go to Thebes vasion by Ayroa and the Kantovian ing a massive earthquake at the
for a showdown with Dr Mobius Dire Wolves; a deadly clash be- San Andreas Fault.
himself, who gives a little expOSi- tween Jezrael and her errant son; He has the explosive, he but
tion before attempting escape back the revelation of the identity of the needs the fuse. And so he has used
to his cosmo Avatar of Apeiros; Baruk Kaah's occult rituals to get Baruk Kaah,
In Act Two, the Storm Knights last stand; and the final battle with former Living Land High Lord and
travel to CyberpapistNew England, the Gaunt Man. now half-mad amalgram of all re-
specifically to Boston, to attempt alities, to the fault. Kaah will be
to find a witch who apparently has used to start the quake itself.
more of an idea about what's go- Adventure But a plan this dark and deadly
ing on. The Storm Knights wind cannot be hidden for long. Mo-
up meeting Thratchen, and even- Background bius, suspecting something is about
tually going to Salem in order to to happen, has ordered the abduc-
The Gaunt Man has always
rescue the witch from being burnt tions of seers and fortunetellers.
known a good deal more about the
by the Cyperpapal Inquisition. The Meanwhile, a Cyberpapal witch
nature of Darkness Devices than
Storm Knights also cross the path who has been plagued with vi-
the other High Lords. He instructed
of Randolph Chapman, apsychotic sions of the end is about to be burnt
his Device, Heketon, to attempt to
Core Earther who wishes to kill as at the stake by the Inquisition in
summon the Devices and merge
many Storm Knights as he can. Salem.
with them - but, unwilling to
New Orleans in the Orrorsh/ Into the midst of this come the
lose its own identity, the Black Heart
Core Earth mixed zone is the focus Storm Knights, thrust into the search
has made no real effort. The Gaunt
of Act Three. What the Storm for the missing seers and little
Man has now resolved to perform
Knights are unaware of is that the dreaming tha t the world as they
the task himself.
feud between Basjas and Saba thina know it is about the change for-
His plan is simplicity itself: by
has shifted ba ttlegrounds to New ever ...
allowing the other Devices to merge
Orleans and vicinity. Here, the
.e
5
Torg: War's End
Act One
In a State of De-Nile
tension as if a storm were about to
The Major Beat break. Still, your contacts have
The Storm Knights are in Cairo, no concrete information for you
in the Nile Empire, where they get - it's just a feeling they have.
involved in investigating a kid- One tent does catch your eyes,
napping case for some Gaean gyp- though. A gypsy sits before the
sies. After encounters with Akashan flap of this multi-colored silken
Monitors and Wu Han, the Knights shelter, doing his best to convince
travel to Thebes and meet Dr. Mo- passers-by to enter. "Fortunes
bius, who winds up giving them told!" he shouts. "In these uncer-
more information than they bar- tain times, you need to know what
gained for. This will set them on tomorrow will bring!" He beck-
the road to Boston. ons you to enter.
Play this act as typical Nile, start- A Perceptioll or scholar (Orrorshall
ing off slow, then rapidly speed- lore) total of 9 reveals this man to
ing up. Danger upon danger should be a gypsy from the cosm of Gaea.
be stacked up on the characters,
building suspense and tension until
the final scene. The Action
Once inside, it's obvious that
SCENE ONE: A the tent is broken up into several
rooms. The largest of these by far
"Prophetable" is the main entry, where incense
Venture hangs in the air, and everything
feels differellt. There is a logical
explanation for this: the entire tent
is under Orrorshan axioms thanks
The Situation to a small statue with a clock in its
belly, situated in the precise center
Standard. The Storm Knights are of the tent. It is an Orrorshan talis-
in a marketplace in Cairo. Note man, extending a pure zone
that this is a Nile pure zone. Read throughout the tent's confines.
aloud or paraphrase: The fortuneteller introduces him-
Your adventures of late have self as Karlo. He gives the Knights
deposited you in the city of Cairo, a blatantly incorrect reading (a Per-
an ancient city filled with mod- ceptioll total of 10 shows that he
ern intrigue. Your band is in the really doesn't know what he's do-
marketplace, where the shouts of ing). When confronted with this,
the merchants hawking merchan- he stares at the party for a minute
dise mingle with the sounds of (using True Sight on them), then
livestock, and the air is filled with speaks:
the scents of spices and produce. "Yes, I am a fraud, I admit. At
It is three in the afternoon. least in the province of telling the
Something is odd in Cairo these future, I am incompetent. But I do
days; there's an undercurrent of have the Sight, and I see that you
•• 6
Act One
I.
7
Torg: War's End
Flags
A COl/nectiol/ means that the
Knight knows Karla, and the gypsy
leader will offer the money and all
the items without negotiation. An
Alertness card reveals that Karla's
fortunetelling is a sham, and that
he's profoundly disturbed about
something. A Personal Stake means
that the Knight knows either Agatha
or Valara and is willing to do what-
ever needs to be done to get them
back.
Variables
If the Knights turn Karla down,
he scowls at them and vows that
they will be cursed for their indiffer-
ence and cowardice. From here, the
gamemaster has several options:
Option 1: Now It's Personal. If
any Storm Knight has precogni-
tive abilities, he or she gets kid-
napped by ninja and dragged to
the sewers. This should be done in
such a way that the rest of the
Storm Knights cannot foil the kid-
napping.
Option 2: Whoops, Our Mis-
take.1f a Storm Knight has no pre-
cognitive abilities but does have a
are knights of the storm. I am the last 24 hours. Agatha had gone Mistakel/ Idel/tity card, the ninja
doing this work only because my to a nearby silversmith to buy some kidna p him like in Option 1, under
familymusteat-andthoseamong trinkets and was never seen again the mistaken impression that the
us who read the cards have disap- after she left there. Valara went to Storm Knight does possess such a
peared. 1I
a club on the waterfront and also gift.
vanished. Both women were gyp- Option 3: III Media Res. The
If the characters inquire about
SIes, and both gifted with the abil- Storm Knights stumble onto a kid-
this, Karla will add that several napping in progress; an Ayslish
local mystics have disappeared as ity to see the future.
Karla is willing to hire the char- elven mage with fortune telling
well ... or so says the word on the abilities (and rather weak offen-
street. Both his mother, Agatha, acters to find the two, but has little
money. At most, he can scrape to- sive capabili ties) is being assailed
and one of the other women of the by the ninja, who are intent on
tribe, Valara, disappeared within gether 100 Sterlings. He can also
offer four vials of holy water, a dragging the elf away.
•• 8
Act One
With any of these options, it is one who wants to drop out of sight. SPIRIT 8
easy for the Storm Knights to go There is also a thriving black mar- Intimidation 11
back to the gypsies, if necessary, in ket here. A Mind or streetwise total Possibilities: None
order to get the leads again. When of 14 will give the Knight a contact Equipment: Either a switchblade
they do go back, the gypsies will that will allow him to purchase knife (STR+2/12), a club (STR+3/
be very difficult, giving the Storm Nile hardware that is otherwise 13), brass knuckles (STR+3/13), or
Knights a hard time. Once the gyp- illegal and/or impossible to get 9mm Luger (damage value 15,
sies feel that the Storm Knights are through normal channels. ammo 8). Note: Only one out of
contrite enough, they will be glad A Mind'or streetwise of 13 allows three toughs has a gun. Use these
to give them the information again. the Knight to ask questions of the stats for any dock encounter, in-
locals. Use the appropriate charac- cluding inside the Cairene Cafe.
ter interaction skills, bearing in Any level of success in interro-
Cut To ... mind that the local toughs con- gating the toughs yields one of the
sider the Knights to be Enemies. three following paragraphs:
If the Storm Knights decide to Furthermore, the toughs are Neu-
follow the trail of Valara, cut to 1. "Da whole docks is a danger-
tral towards the kidnappers. Any ous place, bub. People disappears
Scene Two, "On The Waterfront." failure to get positive result points
If they go looking for Agatha, cut all da time, shanghaied on ships.
results in a fight (see "Event," be- Don't know about no gypsy dame.
to Scene Three, "The Monitors and low).
the Merry Mac." But I do knows that dere seems to
be more disappearances when da
Frenchie ships are at dock."
Event
SCENE TWO: On 2. "If it's disappearances ya
wanna know about, no one knows
Be it because of a botched inter-
The Waterfront action attempt, or just to give the more about kidnappin' than Gat
Knights a little action, a gang of "The Grabber" Grabowski. The
toughs decides to roll the Knights gunsel specializes in kidnappin'
for their money and equipment. people! Here's his address, and just
The Situation This should only be attempted if say 'Ali sent me!' Now leave me
Standard. The Storm Knights go the group of Knights does not ex- alone!1I
down to the docks of Cairo look- ceed four. Since in many cases, the 3. "A gypsy dame? Yeah dere's
ing for leads on Valara's disap- Knights may wind up splitting up one cutie who likes ta dance at the
pearance. Read aloud or para- at the docks in order to cover more cafe. She's a tough cookie,
phrase: ground, this is a good likelihood. lemmetellya. She enjoyed pick-
There should be two toughs per pocketing suckers in the alley next
Numerous freighters lie tied up to the cafe. Dey always thought
Storm Knight, although this can
at the wharves as musclebound she was takin' them out dere for
increase to three per Knight (the
stevedores load and unload cargo some fun, then she cleans em out
number ofhoods traveIling together
from all over the world. Mobius and runs away. Never gets caught.
should be no more than a dozen in
may be a power-hungry madman, Heard she got snatched by some
all).
but he at least knows enough to guys in black last night."
keep trade flourishing between Dock Toughs (2 per Storm Note that there is a French cargo
his empire and the rest of the Knight) ship docked here: the Aix La
world. Reality: Nile Chapel/e.
A dingy little wooden shack DEXTERITY 9
called "The Cairene Cafe" catches Dodge 12, fire combat 10, melee
your eye, just as your presence weapons 12, unarmed combat The Cairene Cafe
catches the eyes ofnumerous shady 13
characters lurking about. STRENGTH 10 Calling this shack a cafe is a
TOUGHNESS 10 joke; it is a rundown bar with a
PERCEPTION 8 sawdust-covered floor and a back
The Action Find 10, trick 10 room used for conducting illegal
MIND 7 transactions of every conceivable
The docks are a known hangout sort. It is run by a nasty ex-sailor
Streetwise 9, willpower 10
for muggers, thieves, kidnappers, named Nob. There are about two
CHARISMA 7
smugglers, pimps, whores, and any- dozen toughs in here, drinking and
Taunt 11
I.
9
Torg: War's End
gambling, at any given time. Superior: "She used to tell for- analysis total of 12 says that it's
If Nob is interrogated, he knows tunes here ... corne ta tink of it, last part of a charm bracelet, appar-
the following, obtainable upon any night this Japanese fella carne in, ently ripped off with great force.
level of interaction success: seemed especially keen on gettin'
"Yeah there's been a latta his fortune told. But when Val carne
kidnappin's round here for the last in ta dance, he didn't stick around, Flags
two weeks. All I hears is dat the even though I pointed her out ta
A Connection card means the Storm
dark shadows demselves stalk da him as the fortune teller."
Knight knows Nob, who is wiIling
victims an take em away." Spectacular: "Seems like there's
to give out the info with no effort.
If asked about Valara specifi- a shortage of fortunetellers and
An Alertness card reveals the clue in
cally, use his willpower of 10 as the seers and folks like that. Someone
the alley. A Mistaken Identity means
difficulty number. Depending on told me that they've all been
that the toughs think that the Storm
the success level, he says: rounded up and taken ta Thebes,
Knight is a wealthy man, and a group
Minimal: "Ya mean Val? Yeah I ta see the Pharaoh himself!"
of a dozen will tail the Storm Knight,
know her. She dances in my club
looking for an opportunity to mug
and tells fortunes sometimes. A
The Kidnap Site him sometime during the Cairo por-
real looker."
tion of the Act.
Average: "She lures drunk sail-
The alley next to the Cairene is
ors out to the alley in back heres,
where Valara was taken. She was
and dey think she's gonna have Variables
ambushed by four Nile ninja types.
some fun wit" ern. Oh she has fun,
A Perception or find total of 12 re-
alright: she picks their pockets and The French cargo ship Aix La
veals a torn piece of black cloth. A
dey pass out from too much booze, Chape/le is an utter red herring.
Perception or evidence analysis total
and she gets away scot free." However, there are 20 Church Po-
of 14shows it to be silk. Afind total
Good: "I last saw her last night; lice on board as security. The ship's
of 17 reveals a small silver charm,
she didn't leave wit' no one cargo is a load of dates bound for
a miniature tambourine; an evidence
though." Marseilles in the morning.
•• 10
Act One
Cairene Cafe
~ War's End: Map 1
~ The Waterfront
To City
;r
Church Police (20) for 3 min), MB Blocker (Ignore K tion 12
Reality: Cyberpapacy results, 3 less shock per hit). Possibilities: None
DEXTERITY 10 Cybervalue: IB Equipment: KKBl, damage value
Dodge 12, energy weapons 13, A Setback indicates that a truck- 19, ammo 24; two grenades, dam-
fire combat 12, melee weapons load of 24 Nile veteran shock- age value 19; bayonet, STR+4/13;
12, unarmed combat 12 troopers has arrived at the docks field kit
STRENGTH 9 in a sweep of the local scum. Any-
TOUGHNESS 9 (17) one who does not have official Nile
PERCEPTION 9 papers is subdued and brought in Cut To
Find 10, first aid 10, tracking 10 for questioning.
MIND 9 If the Storm Knights go to exam-
Test 10, willpower 10 Veteran Shocktroopers (24) ine the disappearance of Agatha,
CHARISMAB Reality: Nile Empire cut to Scene Three, "The Monitors
Persuasion 10, taunt 9 DEXTERITY 9 and the Merry Mac." If they decide
SPIRIT 9 Beast riding 11, fire combat 12, to pay Mr. Grabowski a visit, cut to
Faith (Cyberpapal) 10, intimi- heavy weapons 12, melee weap- Scene Four, "Grab Bag."
dation 11, reality (Cyberpapacy) ons 11, unarmed combat 12
10 STRENGTH 9
Possibilities: 3 Climbing 10 SCENE THREE:
Equipment: Armor of God, ar-
morvalueTOU+B/17; God Meeter,
TOUGHNESS 10 The Monitors and
PERCEPTION 7
damage value 20, ammo 30, with Find 9, first aid 9, tracking 9, the Merry Mac
Smartgun (+3 to hit) trick 9
Cyberware: EpiphaNeur; CSI MIND 7
EyeKill Mk IV; BelleSee Telesight Survival 9, test 9, willpower 12
(+3 to find at range), CyberHam CHARISMA 7 The Situation
Receiver /Homer /Throat Mike Taunt 9 Standard. The Storm Knights in-
(fully functional radio and hom- SPIRIT 9 vestigate the disappearance of the
ing signal); MB Chargerl (DEX+l Faith (Egyptian) 12, intimida-
••
11
Torg: War's End
old gypsy woman Agatha, and wind is "Merry Mac," a derelict who of six heavily armed and armored
up finding some rather different gets in a giddy mood whenever individuals, each one bearing the
individuals altogether. Read aloud he's drunk. attributes of the race known as
or paraphrase: Merry Mac didn't see Agatha Akashans. They stare at you with
You are at the outskirts of the get kidnapped, but he later found eyes narrowed in suspicion. "We
bazaar, close to a section of the and picked up a silver comb that seek Lotar," a striking brunette
old city wall. The silversmith's she dropped in the struggle. There's announces in a cold voice. "What
booth is located a little ways away a nearby storm drain set into the have you done with him?" The
from the major crowds: no doubt wall, which is where the kidnap- Akashans ready their weapons.
the proprietor has hissteady cus- pers made their escape. A Percep- This team of six Akashan Moni-
tomers and has little need to be tion or tracking total of 13 reveals tors is searching for Lotar Grell,
set up along the busier thorough- the signs of a struggle near the one of their race endowed with
fare. However, the silversmith is wall, with tracks going to the storm particularly strong precognitive
not at his booth today; a small drain. No objects have been powers. He disappeared the day
sign says "Closed for the Day" in dropped anywhere around. before, and like the Storm Knights,
Arabic and English. The only the Akashans are looking for an-
things you see are the closed booth, swers (albeit with less subtlety).
the old wall, and a drunken va-
The Monitors The woman who spoke is Darah
grant slouched against it, singing Before the Storm Knights get a Nahl, the leader of this team. For
happily. chance to question Mac, a searing interaction purposes, she starts out
bolt of energy passes over their as Hostile to the Storm Knights. If
heads and takes out part of the the party manages to get her to
The Action wall. Gamemasters should go into talk she explains her story:
rounds, while reading the follow- "We are searching for one of
Ahmad, the silversmith, is in-
ing: our number, Lotar Grell, a fellow
deed taking a holiday today. No
foul play is involved. The vagrant Standing before you is a squad Monitor and a member of my
II
12
Act One
II
13
Torg: War's End
Merry Mac tempts to fry the Knight and his brings the bouncer out, plus puts
group. the gangsters inside on alert.
Merry Mac will only part with
the silver gypsy comb if given at "Knuckles" McGee
least $40 US money, in addition to Variables DEXTERITY 10
any level of success. using persua- Dodge 12, melee weapons 13,
If the Knights attack the Moni- unarmed combat 12
sion (Mac starts out as Hostile to
tors, let two rounds of combat oc- STRENGTH 14
the party if they approach him,
cur, then have each Knight gener- TOUGHNESS 14
asking questions and such; other-
ate a Perception total of 12. Those PERCEPTION 7
wise he is Neutral to them.)
who succeed realize that the Moni- Divination magic 1O,find 10, trick
All that Mac knows is that he
tors are clearly acting agitated, as 10
saw several black shadows grab
if looking for someone, and feel- MIND 7
the old lady after she left the
silversmith's booth, and take her ing very frustrated. Streetwise 10, test 12, willpower
into the sewers. 14
CHARISMA 7
Merry Mac Cut To Taunt 10
DEXTERITY 9 SPIRIT 8
If the Storm Knights go to hunt
Dodge 11, melee weapons 10, Intimidation 15, reality (Aysle)lO
down Valara, cut to Scene Two,
unarmed combat 10 Possibilities: 10
"On The Waterfront:' Should they
STRENGTH 7 Arcane Knowledges: Folk 7
decide to visit the esteemed Mr
TOUGHNESS 8 Spells: Detect truth, telepathy
Grabowski, cut to Scene Four, "Grab
PERCEPTION 8 Natural Tools: Claws, damage
Bag:' If they go into the sewer, cut
Find 10, trick 9 value STR+3/17
to Scene Five, "Night of the Ninja:'
MIND 7 Equipment: Club, damage value
Artist (singing) 9 STR+4/18; pinstriped suit
CHARISMA 8 Description: "Knuckles" is an
Persuasion 9, taunt 12, reality
SCENE FOUR: Ayslish troll who decided that get-
(Nile Empire) 9 Grab Bag ting paid to hit people in the Nile
SPIRIT 7 Empire made a lot more sense than
Possibilities: 1 having paladins shove pigstickers
Equipment: Sharp stick, dam- in him every other day in Aysle.
age value STR+ 1/8; begger's bowl; The Situation He is the doorkeeper, using his
bottle of cheap hooch magic to screen out liars and in-
Standard. The Storm Knights
form Grabowski of any trouble.
visit a speakeasy, the headquar-
He's very good at this, and at break-
Flags ters of "Gat" Grabowski, known
ing people's heads open. Aside from
gangster. When the party arrives
those two skills, he's a dim bulb.
A Connection card means that at the door of the speakeasy, read
(Note that the two spells he knows
the Storm Knight knows Darah, aloud or paraphrase:
and she immediately trusts him or are of a sufficiently low Magic axiom
Your group stands in front of a that they can be used in a Nile pure
her, once she gets a look at the nondescript metal door with a zone without contradiction.)
Storm Knight. An Alertness card single bare 40 watt light bulb
finds the tracks leading to the sewer, When the Storm Knights give
burning feebly overhead. When
or the silver comb sticking out of the pass phrase and enter the speak-
you rap on the door, a small slid-
Mac's filthy tunic. A Personal Stake easy, read aloud the following:
ing plate opens up, and a pair of
means that the Storm Knight knows large, bloodshot, watery yellow After the smelly Troll gangster
Lotar, and will do whatever he or eyes look out at you. A gravelly opens the metal door and lets you
she can to get him back. A Suspi- voice says, "Yeah?" in, you walk down a flight of steps
cion card means that the Monitors into the speakeasy itself. From
do not totally trust that Storm your vantage point on the stairs,
Knight, and if there are no results
in twelve hours, the team hunts
The Action you can catch a very good glimpse
of the entire establishment.
down the Storm Knight courtesy The code phrase is "Ali sent me." The place is packed with unsa-
of a small organic tracer (a bug in If this is not said, the sliding panel vory looking characters in
all senses of the word), and at- slams shut. Any further knocking
'1
14
Act One
Nice Family!
A Perception or find total of 12
reveals a hidden door against one
wall. Behind this is the office where
Grabowski does his business. There
are 15 gangsters in his employ,
two of whom are seated near the
secret door, posing as customers.
The bartenders are twins; thick
necks, bald heads, muscular bod-
ies. They're the Smash Brothers
(Butch and Bonzo), best bartend-
ers/legbreakers this side of the Nile.
Smash Brothers
Reality: Nile Empire
DEXTERITY 9
Melee weapons 13, missileweap- to persuade the Smash Brothers to don't seem ta care, like dey ain't
ons 13, unarmed combat 14 set it up (initial attitude towards gonna be around much longer!"
STRENGTH 12 the Storm Knights is Hostile, their However, if the Storm Knights
TOUGHNESS 12 attitude towards Grabowski is begin causing trouble, all fifteen
PERCEPTION S Loyal). A bribe of 100 Royals adds gangsters pullout their Thompsons,
Find 10, scholar (bar drinks) 14, +4 to any attempt to influence them. draw back the bolts, and try to ice
trick 10 Of course, a successful Player's Call the Storm Knights.
MINDS on an intimidation attempt works
Streetwise 11, test 12, willpower wonders as well. Gangsters (15)
15 On the other hand, getting Reality: Nile Empire
CHARISMA S scuttlebutt from the bartenders is DEXTERITY 10
Charm (16), persuasion (16), a far simpler matter. A five Royal Fire combat 14, melee weapons
taunt 13 bribe ot a- successful streetwise to- 13, unarmed combat 13
SPIRIT 10 tal of 14 gets one of the following: STRENGTH 9
Intimidation 16 TOUGHNESS 9
• "I hear tell dat da sewers have PERCEPTION 9
Possibilities: None
become a real dangerous place dese Find 11, land vehicles 12, track-
Inclination: Evil
days. Ya never can tell what ye'll ing 12, trick 13
Equipment: Each brother has a
find dere!" MINDS
baseball bat under the counter, dam-
age value STR+3/15, and a Luger, • "Da waterfront is da best place ta Streetwise 10, willpower 10
damage value 15, ammo 8, tucked find missin' persons, so dey say. CHARISMA 7
in a pouch on their bartenders' Ya know, all dat guff about Taunt 9
aprons. shanghaingpeople for ship crews!" SPIRIT 9
• "Somethin's weird about da Intimidation 12
If the Storm Knights want to see
shocktroopers. One minute they're Inclination: Evil
Grabowski, they are going to have
actin' specially nasty, da next, dey Equipment: Thompson subma-
15
.1
Torg: War's End
chineguns, damage value 20, ammo triggered by a very loud noise oc- Smash Brothers, and will easily get
30; brass knuckles, damage value curring when he uses the power. a meeting with Grabowski. A Nem-
STR+3/12 Description: Grabowski is a con- esis card means that Grabowski
niving sneak, possessing a pulp "doesn't like yourface," and marks
power but not letting on until it's that Storm Knight as an enemy.
The Meeting too late. He makes his living kid- This means tha t gangster drive-
napping people, either for ransom bys (eight gangsters in two cars)
If and when the Storm Knights
or for hire by a third party. become a fact of life for tha t Storm
finally get the chance to meet
Gat is a tall man with a per- Knight for the rest of the act.
Grabowski, they are taken behind
petual smirk, forever chewing on
the bar and through an entrance
a' thick stogie. He's dressed in a
there, not through the secret door. Variables
pinstripe suit, spats, and fedora.
After all, if the door was used ca-
sually, it wouldn't be much of a If successfully questioned/inter- If the Storm Knights are low on
secret for long. rogated, he claims ignorance of the cash, they each get $5,000 reward
Once in the back, they are taken kidnapping of prophets, seers, and for rescuing the kidnap victims.
through another secret door, this fortunetellers. He has heard that A setback for the heroes means
one leading into the same room someone has been homing in on his that a squad of Nile veteran
that the first secret door leads into. racket, snatching up a whole bunch shocktroopers has picked this point
The room is a well-appointed of- ofpeople. He thinks, personally, that in time to raid the speakeasy. Since
fice with a huge desk. Four Th- the Empire itself is behind the dis- the Storm Knights are in here, they
ompson-toting gangsters stand here appearances, and that the victims are guilty by association. The
as guards. Sitting behind the desk, are being shipped out of the city, shocktroopers attempt to arrest
puffing on a big stogie, is Gat since there is no trace of them, dead them as well.
Grabowski himself. or alive, and no ransom note. Noth-
ing. Grabowski knows kidnapping, Veteran Shocktroopers (20)
Gat "The Grabber" Grabowski and these aren't normal ones. Reality: Nile Empire
DEXTERITY 12 DEXTERITY 9
Dodge 15, fire combat 16, ma- Beast riding 11, fire combat 12,
neuver 17, melee weapons 14, But What's This? heavy weapons 12, melee weap-
running 14, ons 11, unarmed combat 12
stealth 16, unarmed combat 15 There is a third secret door in STRENGTH 9
STRENGTH 11 Grabowski's office (found on a Per- Climbing 10
TOUGHNESS 10 ception or find total of 17). When TOUGHNESS 10
PERCEPTION 10 opened, the air smells of human PERCEPTION 7
Find 13, land vehicles 13, scholar sweat and urine. Down a very short Find 9, first aid 9, tracking 9,
(master criminal) 15, trick 14 hall is a large cell, with 11 people trick 9
MIND 10 chained up. These are all rniddle- MIND 7
Business 14, streetwise 12, will- class/wealthy citizens of Cairo, Survival 9, test 9, willpower 12
power 13 being held for ransom. They will CHARISMA 7
CHARISMA 9 all be quite happy to be released. Taunt 9
Charm 11'; persuasion 12, taunt None of them are gifted with the SPIRIT 9
13 ability to predict the future, how- Faith (Egyptian) 12, intimida-
SPIRIT 10 ever. tion 12
Intimidation 12, reality (Nile Em- Needless to say, Grabowski will Possibilities: None
pire) 12 do his best to make sure that the Equipment: KK81, damage value
Possibilities: 15 Storm Knights don't find or use 19, ammo 24; two grenades, dam-
Inclination: Evil that secret door. He and his men age value 19; bayonet, STR+4/13;
Equipment: Thompson subma- will fight like wildca ts to keep them field kit
chinegun, damage value 20; weird out.
science brass knuckles, delivers an
electro-jolt, damage value STR+9/
Flags Cut To ...
20.
Pulp Power: Brainbuster (value If the Storm Knights go to hunt
A Connection card means that
15) down Valara, cut to Scene Two,
the Storm Knight knows one of the
Power Flaw: A power setback, "On The Waterfront." If the Storm
....16
~ -:-:--------------------~~
'w-'
Act One
Knights go to examine the disap- crawl on the slimy walls. The The only conduits into the sewer
pearance of Agatha, cut to Scene sounds of rodent chittering echo are small drain holes and pipes
Three, 'The Monitors and the Merry loudly around you. The brackish connecting to buildings.
Mac." If the characters go into the water is about half a meter deep.
sewers in search of the old gypsy Fortunately, this is a single tun- It's A Gas
woman, cut to Scene Five. nel run-off with no man-sized side
passages, making the trail easy to Sewers are notorious for having
follow ... you hope. quantities of methane and other
SCENE FIVE: combustible gasses. If anyone
brings down an open flame <e.g.
Night of the Ninja The Action an Ayslish Storm Knight with a lit
torch), the flame glows blue for
This is a layered obstacle scene. one round. This is the heavy-handed
Each obstacle should follow on the hint that the fire better be extin-
The Situation heels of the previous one, never guished ... NOW. If the flame isn't
Standard. The Storm Knights en- giving the players much of a chance extinguished, it sets off a fiery ex-
ter the sewers, looking for the old to catch their breaths. Use them in plosion of damage value 30, with a
gypsy woman, and find that the any order, except for "Catch a 20 meter blast radius.
kidnappers are none other than Wave," which should be the final Optionally, the gas explosion
Wu Han and his army of pulp ninja one before finding Wu Han and damage can also apply if anyone
assassins. Read aloud or para- his ninja. casts a flame-based spell, such as a
phrase: The sewer tunnel is round and fireball, in the sewers.
2.5 meters in diameter, with about
Great. Here you are, in the sew- half a meter of brackish water. Oh, Rats!
ers of Cairo, and not surprisingly, Climbing the walls is a difficulty
it stinks. Huge water bugs the of 10. There are no branches that A massive number of rats emerge
length of a grown man's forearm give access to the Storm Knights. from every pipe and cranny, driven
I.
17
Torg: War's End
•• 18
Act One
.e
19
Torg: War's End
.....
TOUGHNESS 10 successfully, the armor will be neu- Beast riding 11, fire combat 12,
.....~20.~---------------------- .. . ~
,
Act One
heavy weapons 12, melee weap- psionic domination, magical charm, the afternoon; assume that the pre-
ons 11, unarmed combat 12 the Tharkoldu Law of Domination, vious scenes take about two hours.
STRENGTH 9 or any other will-bending method. The timing should be such that the
Climbing 10 Actually, "impervious" isn't train is pulling away just as the
TOUGHNESS 10 quite accurate: if a Storm Knight Storm Knights reach the platform
PERCEPTION 7 gets a result that would otherwise - perhaps requiring a Dexterity or
Find 9, first aid 9, tracking 9, mean a complete success (such as a long jumping total of 12 to make it.
trick 9 Player's Call), Wu Han clutches The trip takes seven hours, ar-
MIND 7 his head, and trickles of blood run riving in Thebes at midnight. Be-
Survival 9, test 9, willpower 12 from his nose and ears. If the Storm sides the steam locomotive, there
CHARISMA 7 Knights make a second attempt, is the mail/baggage car, troop com-
Taunt 9 he writhes on the ground, swear- mand car, dining car, four passen-
SPIRIT 9 ing fealty to Mobius one second, ger cars, and an observation car in
Faith (Egyptian) 12, intimida- then swearing Violently at Mobius the rear. Note that tickets can be
tion 12 the next. His heart suddenly seizes bought on the train via the con-
Possibilities: None up, and he dies, eyes wide with ductor (a mere 10 Royals).
Equipment: KK81, damage value pain. The train is crawling with Nile
19, ammo 24; two grenades, dam- veteran shocktroopers (about four
age value 19; bayonet, STR+4/13; dozen), all on alert for possible
field kit Cut To ... troublemakers. Mobius' decision
Theseshocktroopers travel in two to hold court has them tense and
troop trucks (speed value 100/60/ Saving the seers means going to papers are being checked very care-
12, TOU 20), two Senehem jeeps Thebes - and with a horde of fully, to screen out potential assas-
(speed value 150/100/13, TOU 15), shocktroopers on their trail, now sins.
and two Serseru recon vehicles might be a good time to leave. If
(speed value 100/60/2, TOU 26). they decide to make for the train
station, cut to Scene Six. If they
decide instead to head to the US
The Action
Flags and look for Roxanne, cu t to Act Travelling in squads of three,
Two. the Nile shocktroopers carry out
An Alertness card reveals the se- routine checks on the passengers.
cret door in the sewer wall. Eventually, they will reach the
SCENE SIX: Wild Storm Knights, demanding papers,
and using find to see if they are
Variables Ride packing weapons. If weapons are
If the Storm Knights attempt to found, more shocktroopers are
bargain with, control, dominate, called for, weapons are impounded,
or otherwise intimidate Wu Han The Situation and suspicious characters are
trundled off to the troop command
into taking them to Mobius, it will
fail. Mobius has placed a post-hyp- Standard. This short scene cov- car. The troops are under the com-
notic suggestion on his lieutenant, ers the train ride from Cairo to mand of Captain Azhad.
making him impervious to incli- Thebes. The train pulls out of the
nation seduction, hypnotism, station at around five o'clock in
= Car
taaajt
Observation
t ' t , troW ~ m
aaa aaa
Passenger Cars
Dining
Car
Troop
Command
=
Mailand
Baggage
1~tJ~
21
••
Torg: War's End
Veteran Shocktroopers (48) Beast riding 14, dodge 13, fire maneuver total of 12 would be re-
Reality: Nile Empire combat 14, heavy weapons 14, quired to maintain one's footing
DEXTERITY 9 melee weapons 14, unarmed atop the moving train. Anyone fool-
Beast riding 11, fire combat 12, combat 14 ing off gets one chance- at a Dex-
heavy weapons 12, melee weap- STRENGTH 10 terity difficulty of 10 - to grab on
ons 11, unarmed combat 12 TOUGHNESS 11 to the train. A Strength total of 10
STRENGTH 9 PERCEPTION 10 per round is required to hang on
Climbing 10 Find 13, first aid 11, languages until the character is pulled back
TOUGHNESS 10 11, tracking 12, trick 11 up - if he pulls himself up, a
PERCEPTION 7 MIND 9 Strength total of 12 is needed.
Find 9, first aid 9, tracking 9, Survival 11, test 11, willpower
trick 9 14
MIND 7 CHARISMA 8 Agent of Fear
Survival 9, test 9, willpower 12 Persuasion 10, taunt 11
The Gaunt Man has an agent
CHARISMA 7 SPIRIT 11
aboard the train, an Ayslish
Taunt 9 Intimidation 15, reality (Nile Em-
manticore who was transformed
SPIRIT 9 pire) 13
to Orrorshan axioms and quickly
Faith (Egyptian) 12, intimida- Possibilities: 15
became one of the Gaunt Man's
tion 12 Equipment: K08, danage value
most trusted "overseas operatives."
Possibilities: None 15, ammo 8; field kit.
In his human guise of "Mr. Manuel
Equipment:KK81,damagevalue Description: Azhad is a strict
T. Koar," he walks the train, look-
19, ammo 24; two grenades, dam- commander, slavishly devoted to
ing for any sign of Stormer activ-
age value 19; bayonet, STR+4/13; the Pharaoh. He has very little tol-
ity. He isa shapechanger. Thestats
field kit erance for Storm Knights.
on the left are for human form, on
Captain Azhad An ideal fight would take place the right for the manticore-human-
DEXTERITY 11 on the train's roof. A Dexterity or oid form.
II
22
Act One
Mr. Koar Koar will most certainly find the attack on them, luring them to the
DEXTERITY 10/14 Storm Knights, but rather than re- observation car (which will be
Acrobatics 12/16, dodge 13/17, veal his true nature, he will tail cleared out first); either that, or
flight -/18, maneuver 14/17, them for much of the adventure. Mr. Koar knows exactly who the
stealth 12/16, unarmed combat He will not strike at them by choice Knight is, and intends to play with
16/20 until they reach New Orleans. him a little as he follows him.
STRENGTH 11115
TOUGHNESS 10115
PERCEPTION 12/10 Flags Variables
Evidence analysis 16/14, find
A Trueldentitymeans that Azhad If the Storm Knights have caused
16/14, language 15/11, track-
knows exactly who the Storm a major ruckus in Cairo, there is a
ing 17/17, trick 14/12
Knight is, and will lead an all-out squad of 24 veteran shocktroopers
MIND 10/8
Occult 13/-, test of will 12/10,
willpower 14/12
CHARISMA 13
Charm 15/-, persuasion 15/-,
taunt 13/10
SPIRIT 13
Faith (Orrorshan evil) 17, intimi-
dation 19, reality (Orrorsh) 15,
shapeshifting 20, true sight 15
Possibilities: 20
Natural Tools: (in manticore
form) wings, speed value 12; claws,
. damage value STR+4/19; scorpion
tail, damage value STR+3/18;
venom, delivered by tailona wound
or better from an unarmed combat
attack - damage value 16 per round
unless trea ted.
Equipment: Sword cane, dam-
age value STR+5/16
Powers: Paralyzing touch, armor
defeating attack, resistance to normal
weapons, dark vision
Corruption Value: 14
Fear Rating: 3
Perseverance: 15
Weakness: Salt (severe weak-
ness)
True Death: Stabbed in the heart
with a knife while seeing its face
reflected in a mirror.
Description: In human form,
Koar appears as a sharply dressed
American. He has no pronounced
accent and smiles a little too much.
In manticore form, his head changes
into that of a deformed lion with
three sets of teeth in its mouth. A
scorpion tail erupts from his tail-
bone, ba t wings spring from his
shoulder blades, and his hands twist
into claws.
I.
23
Torg: War's End
at the train station, watching ev- in which you travel about its be- Possibilities: 13
eryone who gets on board. If the ingmoved. Equipment: .455 Webley, dam-
Storm Knights are being chased to Before you stands the walled age value 17, ammo 6
the train station by shocktroopers courtyard of the Imperial Palace. Description: Ketif rose to power
from a previous scene (a VERY The walls are easily five meters as Sesetek fell, and he has come to
possible situation), the shock- high, and access is gained by a play much the same role as that
troopers at the station will be wait- huge golden gate decorated with worthy did in Mobius' court: some-
ing specifically for the Storm Egyptianhieroglyphs, and flanked one to gently steer the High Lord
Knights (news of their flight was on both sides by a pair of seated away from his madder schemes.
radioed ahead). Egyptian pharaohs carved from He is clever and quick, and though
There is also the possibility that marble. he disapproved of the idea of hold-
the Storm Knights have their own Mobius may be "holding court," ing court, he held his tongue on
air transportation. If they choose but he's not letting just anyone the condition that he be the one to
to use it, they will find another two in. Atop the walls, and atthe gates, question petitioners.
dozen shocktroopers at the airport, are numerous armed figures wear- If the characters are able to con-
forbidding all private planes/ gy- ing Egyptian style headdresses. vince Ketif they are legitimate sub-
ros/whatever from taking off. If At certain odd intervals along the jects of the Pharaoh with a griev-
they do get airborne, throw as many wall are strange tower-like em- ance, they will be allowed to pass
Paket fighters at them as needed to placements with what look like a through the gates and into the pal-
bring them down. And where do cross between a weird science ray ace proper (cut to Scene Eight). If
they crash? Why, right near the gun and an anti-aircraft battery. they fail, they may have to fight or
tracks of the Cairo-Thebes Express, The gates are shut. flee.
and the train is coming! A good The walls are manned by Sec-
time to jump on, no? ond Planting gospog and veteran
The Action shocktroopers, whose orders are
to stop anyone from entering the
Cut To ... The Knights have two options
here. They can present themselves palace without authorization from
When the Storm Knights arrive as petitioners or they can attack. Ketif. There are three dozen gospog
at Thebes, cutto Scene Seven, "Now We'll deal with the former choice and two dozen veteran shock-
Appearing at The Palace." first: troopers stationed on the walls
One of Mobius' advisers, Ketif, surrounding the palace. Each of
is posted at the gate to entertain all the eight tower /battery units con-
SCENE SEVEN: requests for 'Illaudience with Mo-
bius. He is a canny middle-aged
tains a dozen gospog and six
shocktroopers. Add as many
Now Appearing at man, and will not be easily fooled. gospog and troopers on the grounds
as you want to, depending on how
The Palace The characters will need good dis-
guises and one heck of a good story. the characters are doing and how
bloody you want to make this fight.
Ketif Play the combat out until you feel
The Situation DEXTERITY 8 the characters are getting bored,
Dodge 11, fire combat 10, stealth then let them get in and cut to
Standard. This scene takes place 10, unarmed combat 11 Scene Eight.
at Mobius' palace in Thebes. Bear STRENGTH 8
in mind that the city is crawling TOUGHNESS 8 Gospog of the Second
with shocktroopers; stealth and PERCEPTION 12 Planting
secrecy will carry the day. When Evidence analysis 16, find 17, Reality: Nile Empire
the Knights eventually reach the hieroglyphics 16, trick 18 DEXTERITY 10
palace grounds, read aloud the MIND 11 Fire combat 12, heavy weapons
following: Test 16, willpower 16 11, melee wea pons 11, unarmed
CHARISMA 12 combat 11
Something is very wrong ... or STRENGTH 10
very right. The artificial sun that Persuasion 17
SPIRIT 11 TOUGHNESS 14
is supposed to be Mobius' pride PERCEPTION 10
and joy is nowhere to be seen. But Intimidation 17, reality (Nile Em-
Find 11
....
there's been no word in the circles pire) 16
MIND 9
....~2
.------------------------
4 " "
~
Act One
Willpower 11
CHARISMA 7
SPIRIT 7
Intimidation 13
Equipment: KK81 rifle, damage
value 19, ammo 24
Variables
The electro-ray guns are to be
used on anyone who attempts to
fly into the courtyard.
Cut To ...
Once the Storm Knights man-
age to penetrate the front gate (or
somehow get over the wall) and
are in the courtyard, cu t to Scene
Eight, "The Will and the Way."
SCENE EIGHT:
The Will and the away. The circular yard is roughly The Action
Way 30 meters in diameter, with its
floor composed of millions of tiny A Perception or scholar (Nile lore)
mosaic tiles which make a beauti- total of 8 reveals that the statue is
ful rendition of the Zodiac. At the indeed the Kefertiri Idol, the Dark-
The Situation far northern end, a tall, thin, ness Device of Dr. Mobius. The
cowled figure sits on a throne. hooded figure - Mobius himself
Dramatic. The Storm Knights en- Behind him rests a small bunker, - beckons the Knights closer, at
counter Dr. Mobius ... for the last and beside him an idol of a man the same time ordering his remain-
time? Read aloud or paraphrase: with the head of a crocodile, made ing troops to lower their weapons.
In the courtyard of Mobius' pal- of black obsidian. But even this is Read aloud or paraphrase:
ace is a sight to take your breath not the most arresting sight: Mo-
The cowled figure's right hand
bius' grand palace is on fire!
I.
25
Torg: War's End
or. °
Electro-rays
Gate
•• 26
Act One
~""-------------------_I_.
~. 27
Torg: War's End
hicles 19, water vehicles 19 trap door, go down the hole, find What Goes On Here?
MIND 25 and rescue the prisoners, and leave
Hypnosis 30, meditation 28, the hole: eight rounds. The Gaunt Man has, of course,
medicine 29, science 34, test 27, The steel trap door that shut be- summoned Mobius' Darkness De-
weird science 39 hind Mobius has a TaU of 40. If vice and it has been absorbed into
CHARISMA 25 somehow broken through, it leads Heketon. As for Mobius - he was
Charm 27, persuasion 30, taunt to a tunnel which heads north to never in the rocket ship. There is,
27 the small bunker. A Perception or however, a dead body of approxi-
SPIRIT 22 find total of 16 notes that the tunnel mately his size and weight inside,
Faith (Egyptian) 26, intimida- has another, secret, spur that leads and since it's doubtful that the char-
tion 25, reality (Nile Empire) 27 to the Palace proper. acters have ever seen him without
Possibilities: 260 The bunker is a seamless, steel his hood, how can they know
Inclination: Evil structure with no apparent win- whether it is him or not?
Equipment: .455 Webley, dam- dows or doors. In truth, Mobius has decided to
age value 17, ammo 6; force field Follow this timeline to deter- depart this cosm while the depart-
belt, armor value TOU+20/29; mine the chain of events. Remem- ing is good. Prior to the Knights'
weird science ruling staves: one ber to keep things moving! arrival, he had a slave dressed in
has Electro Ray 19, the other has Round 0: Mobius and his throne clothing identical to his own and
Fear 26. disappear into the ground and the strapped into the ship. The ship
steel trap door shuts tight. was then launched and blown up
Round 1: The entire facility be- by remote control to fake his death.
The Burning Palace gins to tremble. The surviving Mobius then slipped through a gate
gospog open fire on the party and to Terra (created by weird science).
The royal palace is ablaze, the
attempt to close with them. (Note that the machines that cre-
work of Mobius. The rock itself of
Round 6: The tremors get worse. ated the gate are programmed to
which the fortress is made burns
Round 8: The bunker's roof opens self-destruct, to prevent anyone fol-
now, albeit slowly. The palace has
up to reveal a one-man rocket, with lowing.)
already been stripped of all its trea-
Mobius' symbol emblazoned on Of course, if you, as gamemaster,
sures, which have been hauled back
the hull. really want Mobius dead through
to Terra.
Round 9: The rocket takes off his own machinations, go right ahead.
Once Mobius is out of sight, the
into the sky. We're kind of fond of him and pre-
entire complex begins to tremble.
Round 11: The rocket explodes fer to think he escaped and is plot-
A Perception or find total of 12 at
in mid-air, in a violent burst of red, ting anew somewhere else ...
any of the Zodiac signs reveals a
orange, and yellow fire.
trap door. Each trap door appears
Round 12: The tremors inten-
to drop into a tunnel. However, all Prophets With Honor
sify. From this point on, everyone
of them, except for the Zodiac sign
must generate a Dexterity or ma-
of Cancer the Crab, are death traps. All of the prophets say the same
nel/ver total of 10 to stay on their
In all of the signs except Cancer, thing: they have seen visions of an
feet.
hidden wall jets pour gouts of flame evil man with the powers of a god.
Round 15: The courtyard, the bun-
into the individual tunnels, caus- He is tearing apart the Earth at a
ker, and the palace erupt in a huge
ing damage value 35. Spotting the place where it is most fragile, where
explosion that is neatly limited to
jets requires a Perception or find it has already been wounded. The
the immediate environs. Anyone
total of 15. Total time to open a Akashan, Lotar, has seen a beauti-
caught in any of those three areas at
trap door, go down, explore it and ful woman being burned by
the time is vaporized. As the Storm
return: four rounds. cyberpriests - a woman who
Knights flee the complex, remem-
The Cancer the Crab trapdoor knows something that could stop
ber that any surviving gospog are
leads to a large cell, which con- this great evil before it takes place.
still on the walls, and will stubbornly
tains Lotar the Akashan, the gyp-
continue firing at them, heedless of
sies Agatha and Valara, and nine
the destruction about to take place Flags
other people gifted with precogni-
around them. Things should build
tion of one sort or another. Open-
to enoughofa climax that the Knights An Idea card can give the Storm
ing the cell require a Dexterity or
have at least a couple of rounds' Knights the Zodiac-based clue
lockpicking total of14. The bars have
warning that everything is about to about where the prisoners are. An
a TaU of30. Total time to open the
blow. Alertness card shows the Knight
•• 28
Act One
R etumings ...
The old man sat on a stone "Of course we are," the Colonel can return via one of the mael-
bench and stared at the lovely replied. "Your ... illness was strom bridges. We know the
garden. Behind him stood the scarcely your fault. And it was route home."
imposing, ornate building that your efforts to help us that ... well "Strange, though," Colonel
had been his home for the last " Cairo said. "Strange that the
three months. He was better "Drove me mad?" Frest bridges should be still stand-
now, or so they said. prompted. A moment of awkward ing. We heard that the Dark-
The sky here was a daz- silence ensued. Frest, frustrated ness Device disappeared."
zling blue, so farremoved from at his inability to create a means of "What? Amazing! Impos-
the stormy grey skies of Ber- getting the Mystery Men back to sible!" Frestsaid excitedly, ris-
lin. Of course, the fact that the Terra, had snapped some time back ing to his feet. "Unless ... no,
sanitarium was located out- and fled to Berlin. Once there, he it couldn't be."
side of Leipzig, far from Ber- fell in with the Tharkoldu, form- "What is it?"
lin and safely within Core ing an unholy alliance in hopes of "The only explanation I can
Earth axioms, might have had opening a gateway to Mobius' think of," Frest began, "is if
something to do with it. home cosmo The Tharkoldu real- someone else is maintaining
The old man smiled as he ity pushed him further over the the reality here. Someone other
watched a fat bumblebee buzz- brink, driving him to use inno- than Mobius is draining the
ing from flower to flower. A cents as guinea pigs in his experi- possibility energy from this
few months ago, he was so ments. It was their screams that realm."
obsessed with his work that it haunted his nights. The Guardian allowed him-
had become a mania; he never "I ... I have done much evil," self a smile. "Now that's the
would have noticed something Frest muttered at last, hands cra- Frest I know! Back to his real-
so elegantly amazing as an dling his head. ity mechanics technobabble!"
insect whose body isn't aero- "You were tainted with mad- "All qui te fascina ting,"
dynamic yet it flies anyway. ness," the Wraith declared qui- Frest said, scratching his head.
But that was ... so long ago. etly. "But it has past. What was "But you say we are return-
He was a different man then. done is done. It is all over now." ing to Terra. For a well-de-
He was a better man now. "It ... is over?" Frest echoed in served rest, I presume?"
Three shadows fell on him, confused wonder. "No," the Wraith answered
prompting him to turn about, The Guardian nodded his head. grimly. "Back to resume our
curious. He drew in his breath. "More so than you know. The war own personal war on the forces
Standing before him were is over. Our agents in Thebes re- of evil. Don't worry, Doctor
three of his oldest, dearest port that Mobius is no more." - I am sure there will be plenty
comrades: the Guardian, the A smile of rapturous joy spread for us to do back there."
Wraith, and Colonel Cairo. over Frest's face. "Defeated? At No one spoke for a while,
"Hello again, Doctor Frest," last?" each reflecting on the war tha t
the Guardian announced. "Yes, Alexus," the Guardian had been won and the
"You are looking well." said. "Come along now. It's time struggles that still awaited
Doctor Frest nodded to go home." them. Evil was never truly
weakly. "Greetings, friends! "Home? But how?" vanquished - the best they
If my friends you still are?" "When word of Mobius' death could hope to do was stop it,
The Wraith nodded as Colo- spreads, there will be confusion in one battlefield at a time.
nel Cairo gave a slight smile. the ranks of his shocktroopers. We
••
29
Torg: War's End
'1
30
Act Two
Act Two
Banned In Boston
The Major Beat and only recently has Boston been
altered. It's a tense situation in
The Storm Knights travel to Bos- Beantown these days; the
ton,MA, which is under Cyberpapal CyberChurch does not rule the
axioms, in search of Roxanne city, but rather is attempted to
D' Aramis. Roxanne is a witch who gain influence slowly, offering the
holdsa vital clue to the Gaunt Man's average citizen protection from
plans. But learning it means sav- various horrors; horrors which,
ing her from a Cyberpapal version you realize, didn't start showing
of the Salem witch trials. up until the Cyberpapacy landed
The Storm Knights go to Boston here.
with no specific information on It is quite apparent that city,
where to start. They are going to state, and federal governments are
have to figure it out for themselves. still intact here; but the Cyberpapal
Thus, the first several scenes can authorities are given a wide
be played in any order. breadth of discretion to act for
Gamemasters should run this act their own defense and the greater
with the deadly, in-your-face atti- good of the people. Every day,
tude of cyberpunk. It's every man however, the Cyberpapists push
for himself and damn everyone else. the limit just a fraction more.
Also, bear in mind that the Boston has an extensive subway
Cyberpapacy does not control this and bus system, making for easy
zone with the same iron fist as it access to any part of the city, in-
controls France. It's not a military cluding the airport. Rental cars are
occupation, at least not yet. In Bos- also available.
ton and vicinity, the CyberChurch Note that Boston, and most of
is rather engaged in a competition the state of Massachusetts, is in a
for the hearts and minds of the Cyberpapal dominant zone.
people. The Cyberpapacy has taken
a battering in recent years, and
there is a certain sense of urgency SCENE ONE: The
in the action of its agents - tem-
pered by a concern that too much Cathedral
overt action will stiffen resistance.
Let the people be lulled into the
CyberChurch, goes the common
wisdom, rather than bludgeoned
The Situation
into it. Standard. The Cyberpapists'
Read aloud or paraphrase the main cathedral in Boston is on the
following at the start of the act: former site of the First Church of
It's drizzling as you land at Christ, Scientist, otherwise known
Boston's Logan International Air- as the Christian Science church.
port. You know that the Cyberpa- This sceneis to be used if the Knights
pacy has extended its realm south try go get some informa tion on
from Canada into New England, Roxanne through the Cyberpapal
authorities.
.e
31
Torg: War's End
Read aloud or paraphrase the one, this buildingstillseemsrather vating the alarm requires a Mind
following: intimidating and oppressive. or science (electronics) total of 14.
You are standing on Massachu- All locked interior doors require a
setts Avenue, watching vehicles Dexterity or lock picking total of 12.
and pedestrians going about their The Action Consult the map on page 34 while
business. When the Cyberpapal running this scene:
The following is the floor plan
axiom wash struck Boston, one of for the Boston Cathedral. Exterior 1. Sanctuary: The first thing
the first casualties was the head- doors need a Dexterity or lock pick- which catches everyone's attention
quarters of the Christian Scien- ing total of 18 to penetrate. The is the huge electronic crucifix that
tists, their huge church transform- doors are alarmed (Perception or is suspended from the ceiling, six
ing into a massive Gothic cathe- find of 16 to spot), and any attempt meters above their head.
dral. Although the Cyberpapal to enter (successful or not) will The sanctuary has rows of pews,
presence here is not a military activate the silent alarm. Deacti- an altar, a holy water font, a choir
area, and a baptismal. A huge
stained-glass window depicts a
cybernetic Moses dispersing
DatChips imprinted with the Ten
War's End: Map 5 Parameters to the children of Is-
Salem rael.
Boston
Finding the secret door requires
a Perception or find total of 20.
2. Priests' Quarters: Each room
contains two cyberpriests. The
rooms have beds, night stands,
writing desks, computer terminals,
and a large golden crucifix stud-
ded with electronic circuitry.
All room doors are locked.
Cyberpriests (20)
DEXTERITY 8
Dodge 10, fire combat 10, melee
weapons 10
STRENGTH 8
TOUGHNESS 9 (14)
PERCEPTION 11
Cyberdeck ops 14, find 12, trick
12
MIND 10
Science (computers) 12, test 12,
willpower 13
CHARISMA 8
Charm 12, persuasion 11, taunt
11
SPIRIT 12
Faith (CyberpapaD 15, focus 14
(16 w / crucifix), intimidation 14,
reality (Cyberpapacy) 14
Possibilities: 8
Equipment: HalloMesh, armor
value TOU+5/14; God Meeter,
damage value 20, ammo 30; blessed
crucifix (+2 to focus)
Cyberware: NeuraCal, Epipha-
Neur, BelleView 20-20 (+2 to PER
•• 32
33
.-
Torg: War's End
based on sight), CSI LEDs, trois alarms and locks. Also, it can The file goes on to say that Salem,
CyberHamReceiver/ThroatMike/ bring in the cygoyles from Room 4. MA was the site of witch hunts
Homer, TSE LeMotion (+3 to find The computer contains files with centuries ago, and that it would be
for detecting movement), DATAS the names of all known heretics, in fitting to revive the tradition, es-
Boomer (amplifies voice), MB custody and at large. Breaking into pecially if the fears of the people
Charger (+1 DEX for 3 min), the system requires a science (com- can be manipulated.
ChipHolder 3. Cyber value: 21 puters) total of 15. Getting file con- Other files talk about possible
3. Church Police: This is the bar- tents requires a science (computers) areas where insurrection and dis-
racks/ security work space for the total of 17. The data indicates that ruptive behavior are found, nota-
Church Police contingent, plus the Roxanne D' Aramis was arrested bly Boston Common, and Kenmore
location of the church's computer for witchcraft four days ago, and Square. A file on "other-cosm ac-
and eight Netmonitor stations. shipped to Salem, Massachusetts tivity" notes that Nippon Tech is
The security work space con- for an upcoming "public lesson." in Boston, in the form of the Bank
ofJapan, which is owned by Kanawa
Corp.
There are a total of 24 Church
Police stationed in the church. Six
War's End: Map 6 are off-duty, asleep in the bunks,
Cyberpapal Cathedral four man the room, and 14 patrol.
the church. Eight cyberpriests are
always manning the Net stations.
4. Archbishop
Mouton's Rooms Church Police (24)
DEXTERITY 10
2. Priests' Dodge 12, energy weapons 13,
/Quarters fire combat 12, melee weapons
12, unarmed combat 12
STRENGTH 9
TOUGHNESS 9 (17)
PERCEPTION 9
Find 10, first aid 10, tracking 10
MIND 9
Test 10, willpower 10
CHARISMA 8
Persuasion 10, taunt 9
SPIRIT 9
Faith (Cyberpapal) 10, intimi-
2. Priests'
/ dation 11, reality (Cyberpapacy)
Quarters 10
Possibilities: 3
Equipment: Armor of God, ar-
mor value TOU+8/17; God Meeter,
3. Church Police damage value 20 with Smartgun
Barracks
(+3 to hit)
Cyberware: EpiphaNeur, CSI
EyeKill Mk IV, BelleSee Telesight
(+3 to find at range), CyberHam
Receiver /Homer /Throat Mike
(fully functional radio and hom-
ing signal), MB Charger1 (+1 DEX
for 3 min), MB Blocker (ignore K
results, 3 less shock per hit). Cyber
value: 18
4. Archbishop Mouton's Rooms:
....
Street
This room is locked (Dexterity or
----------------------
~.-.34 .. . .~
,
Act Two
35
.-
Torg: War's End
•• 36
Act Two
Artist (drawing) 14, willpower bat 14 tract information from the locals.
10 STRENGTH 9 Any level of success yields one of
CHARISMA 10 TOUGHNESS 9 the following rumors. A "T" or "F"
Charm 12, persuasion 13 PERCEPTION 9 notation marks it as true or false:
SPIRIT 10 Find 12, tracking 10, trick 11 • There's a huge, winged, nasty
Reality (Core Earth) 11 MIND 9 dude skulking around the city at
Possibilities: 2 Meditation 11 night. Seems to be looking for some-
Equipment: Leather jacket, ar- CHARISMA 8 one (T).
mor value TOU+2/10; pocket knife, Taunt 12
damage value STR+2/10; magic SPIRIT 10 • Boston Common is the best place
components; $50. Intimidation 14, reality (Nippon to look for new arrivals to the city
Arcane Knowledges: Light 2, Tech) 12 (T).
Magic 1, Folk 2 Possibilities: 4 • Part of Boston Common has been
Spells: Away Sight, Detect Magic, Equipment: Shimsi sword, dam- turned into a gospog field (F).
Possibility Shadows age value STR+5/14; 13mm • "Old Ironsides," the USS Consti-
Description: Linda is a modestly Chunyokai, damage value 18; heat- tl/tion in Charlestown Navy Yard,
attractive redhead with bright blue seeking throwing stars (4), dam- is a Core Earth hardpoint (T).
eyes and a strong Boston accent. She age value STR+3/12; Niyoki cam-
used to be an art student, but got ouflage suit; Allied camcorder; • There's a Bank of Japan branch
interested in magic when the smoke pellets (6); smoke lenses; in Boston's financial district (T).
Cyberpapal axiom wash hit. Her mini-parabolic mike and recorder • Bos ton's North End is being
magical abilities are unremarkable. Martial Arts Style: Ninjutsu (all plagued by Orrorshan style Hor-
minor maneuvers, plus the major rors at night (F).
maneuver of Invisibility). • Tharkoldu techno-demons are
The Rat The ninja will photograph and terrorizing the Massachusetts In-
The Rat is a dark, crowded, noisy record any suspicious activity. stitute of Technology (F).
nightclub featuring the latest up A streetwise total of 12 is needed • People who practice magic in
and coming punk/ cyberpunk acts. (one attempt may be made per Boston and vicinity are rounded
It's characterized by lots of beer, Knight, every 10 minutes) to ex-
moshing, and ear-shattering mu-
sic.
The Rat is run by Slug, a profi-
teering entrepreneur. He charges War's End: Map 7
a five dollar cover charge to come The Rat
into the Rat, and word has it that
he has good connections. Slug also
has a line on Nippon Tech black
market items; he knows that Nippon
Tech is strong in Boston, since the 0
New York Stock Exchange moved 0
to Boston early in the wars, mak- 0 Mash Pit
ing the city a major financial force. 0
Unfortunately, the Kanawa folks
have caught wind of Slug's black ~O0
market activities. A pair of corpo-
rate ninja are always skulking 0
around the club, invisible to ev- 0
Bar 0
eryone else.
0
Corporate Ninja (2) 0 Ninja
DEXTERITY 13 0
Acrobatics 14, fire combat 14, 0
maneuver 14, martial arts 16,
melee weapons 14, missile weap-
ons 14, stealth 15, unarmed com-
~~-------------------_I_.
~. 37
Torg: War's End
Fight!!!
At any point in the scene, whether
it's in the Rat or on the street, there
is a very real possibility of getting
into a fight with local punks. The
reasons are not very important;
perhaps the punks don't like the
look ofthe Storm Knights, or covet
a piece of their equipment, or the
Storm Knights are asking too many
questions. In any case, the stats are damage value 20, ammo 30 the party.
given below. During the fight, give
Cybernetics: NeuraCal, Belle- An Alertness card tips off the
each Storm Knight a chance to gen- View 20-20, Slashers, damage value Storm Knights to the ninjas' pres-
erate a Perception total. On a 16,
STR+4/13; cyber value: 8 ence. The party can follow the ninja
they notice the two ninja lurking
back to the bank.
in the shadows, observing all.
Punks (2 per Storm Knight)
Flags
Reality: Cyberpapacy A Romance card means Linda
Cut To •••
DEXTERITY 9 falls for a male Storm Knight, or If the Storm Knights decide to
Dodge 10, energy weapons 10, vice versa. If Linda falls for the visit Boston Common, cut to Scene
fire combat 11, melee weapons character, she insists on following Three, "Anything But Common."
10, unarmed combat 12 him for the rest of the act. A Mis- If the Storm Knights decide to fol-
STRENGTH 9 taken Identity card means that a low the ninja back to the bank, cut
TOUGHNESS 9 (14 with armor) group of cybered hoods thinks that to Scene Four, "Bank Shot."
PERCEPTION 9 the player and his friends are un-
Find 11, trick 10 dercover Church Police. A Connec-
MIND 9
Test 12, willpower 11
tion card makes the Storm Knight SCENE THREE:
friends with Slug, the owner of
CHARISMA 8 The Rat. Slug can fix up the Storm Anything But
Persuasion 9, taunt 12 Knights with a black market con-
SPIRIT 9 tact or a cyberlegger. A True Iden-
Common
Intimidation 12 tity card marks the Storm Knight
Possibilities: None as a known threat by the Nippon The Situation
Equipment: HalloMesh armor, ninja, who will radio for a few Standard. The Storm Knights
....
value TOU+S/14; God Meeter, more of their friends and follow find themselves at Boston Com-
_.~.~--------------
38
~
'-.r;w
Act Two
The Action
The Storm Knights aren't the only
one looking for Roxanne. Jezrael
has caught wind of what happened
in the Nile Empire, and has sent
Thratchen to Boston to search for
her. The Tharkold High Lord is
curious about this so-called witch's
precognitive powers, and what she
may know about the future.
Thratchen is now in Boston Com-
mon, interrogating people none too
gently, in a so far futile effort to
ascertain Roxanne/s location.
Each Storm Knight should gen-
erate a Perception total - on a 14,
they hear a small struggle, a few
gasps, and the unmistakable sound
of cyberclaws being extended. A
Perception or find of 12 points them
in the right direction.
The Storm Knights come upon
Thratchen, forcibly interrogating
two teenagers. A third lies curled
ina fetal position, bleeding to death.
A dozen techno-demons hover
behind, all of them bearing a mark
.e
39
Torg: War's End
lore) 29, tracking 2S, trick 26 youths why Thratchen was even fire combat 12, flight IS (18),
MIND 25 here, they say that the techno-de- melee weapons 12 (1S defense),
Apportation magic 27, conjura- mon was looking for a witch, some- missile weapons 12, stealth 11,
tion magic 27, cybertech 28, oc- one named Roxanne. When they unarmed combat IS (18)
cult 26, test 27, willpower 27 didn't know who she was, let alone STRENGTH 16
CHARISMA 16 her whereabouts, Thratchen got Lifting 18
Charm 21, persuasion 22, taunt angry and started slicing them up. TOUGHNESS 16 (21)
23 PERCEPTION 10
SPIRIT 24 Tharkoldu Techno-Demons Alteration magic 13, divination
Faith (Cult of the Dominant) 29, (12) magic 13, find 14 (17), first aid
focus 30, intimidate 26, occultecll Reality: Tharkold 11, land vehicles 12, tracking 14,
28, pain weapon 2S, reality DEXTERITY 10 trick 12
(Tharkold) 29 Dodge 14, energy weapons 14, MIND 11
Possibilities: 40
Natural Tools: Teeth, damage
value STR+2/20; status armor,
value TOU+S /29; wings swift flight,
speed value 11, damage value
STR+7/2S
Spells: Monkey form, command
obedience
Equipment: Res-14 laser, dam-
age value 2S, ammo SO
Cyberware: Nanocord,
nervejacks, EMVue, Sharpsight,
Cyberwings, cybertalons, damage
value STR+S/23, cyberarm (right),
LifeCyber, Mem-Sift; Cyber value:
20
Miracles: Thratchen has access
to all the miracles of the Cult of the
Dominant.
Thratchen will put up a good
fight, but if he suffers more than
two wounds, he will give up on
this errand. His survival instinct
overrides any loyalty he feels to
Jezrael. Thratchen doesn't think any
monkey meat could be worth tak-
ing any more pain than absolutely
necessary. Thratchen will use his
wing of techno-demons as a means
of running interference for him-
self.
Bear in mind that the Gaunt Man
can still see and hear everything
that Thratchen sees and hears,
thanks to an occult ritual. He will
make sure that Mr. Koar (from Act
One) picks up the Knights' trail, if
he hasn't already done so.
Saving the bleeding teenager re-
quires a first aid total of 14. If the
Storm Knights think to ask the
•• 40
Act Two
••
41
Torg: War's End
(Dexterity or lock picking of 18), and age value STR+5/14; 13mm it's unlikely he'll blow his cover
alarmed (Perception or find total of Chunyokai, damage value 18; heat- (see "Flags," however).
16 to locate them, science (electron- seeking throwing stars (4), dam-
ics) of 18 to disable them.) age value STR+3/12; Niyoki cam- Boston Police (8)
ouflage suit; Allied camcorder; Reality: Core Earth
MarSec Agents (20) smoke pellets (6); smoke lenses; DEXTERITY 9
Reality: NipponTech mini-parabolic mike and recorder Fire combat 12, melee combat
DEXTERITY 9 Martial Arts Style: Ninjutsu (all 11, running 12, unarmed com-
Dodge 10, fire combat 11, ma- minor maneuvers, plus the major bat 12
neuver 10, melee weapons 10, maneuver of Invisibility). STRENGTH 9
stealth 10, unarmed combat 10 TOUGHNESS 9
STRENGTH 8 The ninja will photograph and PERCEPTION 9
TOUGHNESS 8 (15 with Kyoto record any suspicious activity. Evidence analysis 10, find 12,
RKD armor) These ninja are the team from land vehicles 12, tracking 11
PERCEPTION 8 whence comes the two ninjas at MIND 8
Find 9, tracking 10, trick 9 The Rat (see Scene Two). If their CHARISMA 8
MIND 8 ranks have been depleted, note it Persuasion 10
Test 9 here. SPIRIT 9
CHARISMA 8 4401 (Mr Takashima) Intimidation 11
Charm 10, persuasion 9 DEXTERITY 10 Additional Skills: One at +1 add
SPIRIT 7 Dodge 13, fire combat 12, mar- Possibility Potential: Some (50)
Intimidation 9 tial arts 12, stealth 13, unarmed Equipment: 9mm Glock, dam-
Additional Skills: Two at +1 combat 12 age value 17, ammo 9; nightstick,
adds STRENGTH 8 damage value STR+2/11; cuffs;
Possibility Potential: Some (55) TOUGHNESS 9 radios
Equipment: RKD armor, value PERCEPTION 10 Description: Eight patrolm!"n
TOU+7/15; nunchaka, damage Evidence analysis 11, find 11, with two squad cars will be dis-
valueSTR+5/13; Impala chain gun, land vehicles 13, language 12, patched if the alarm goes off. If
damage value 23, ammo 600; Note: scholar (Core Earth financial heavier backup is needed, t:le Tac-
During the day, the MarSec secu- theories) 15, trick 14 tical Squad is called in. Use the
rity men carry only KMll pistols MIND 12 same stats, except that they wear
(damage value 18, ammo 12), and Business 15, computer science Kevlar vests (TOU+S/14), and
wrist mounted telecoms to call for 14, test 13, willpower 13 wield Savage 77E shotguns (dam-
backup. CHARISMA 11 age value 18, ammo 5). A dozen
Charm 13, persuasion 15, taunt Tactical Squad members in two vans
Corporate Ninja (12) will respond.
DEXTERITY 13 12
Acrobatics 14, fire combat 14, SPIRIT 10
Intimidation 12, reality (Nippon
maneuver 14, martial arts 16,
Tech) 12
The Layout
melee weapons 14, missile weap-
ons 14, stealth 15, unarmed com- Possibilities: 6
bat 14 Equipment: LOV 9mm pistol, Ground Floor
STRENGTH 9 damage value 15, ammo 12 (+3 to
fire combat when attempting vital 1. Lobby. This contains the el-
TOUGHNESS 9
blow); smoke screen lenses; Sony evators, two ATM machines, and a
PERCEPTION 9
Talkman security desk with two MarSee
Find 12, tracking 10, trick 11
Martial Arts Style: Seda Chen agents. The desk has phones, an
MIND 9
(all maneuvers) intercom system, and a directory.
Meditation 11
Description: The handsomely Floors 3-10 have normal, legiti-
CHARISMA 8
dressed Mr Takashima is an ambi- mate businesses and offices.
Taunt 12
tious executive in his early 30's, 2. Bank. There are eight teller
SPIRIT 10
and a martial arts enthusiast. He is windows, and four customer ser-
Intimidation 14, reality (Nippon
greatly disturbed by the recent vice desks here. Two MarSec agents
Tech) 12
developments within Kanawa Corp keep watch here.
Possibilities: 4
and fears for his future. He's se- 3. Vault. The vault has a com-
....
Equipment: Shimsi sword, dam-
cretlya Rauru Block member, but plex electronic lock (science (elec-
....."42
'.~---------------------- ~
.-..,v
Act Two
(0 @
flT
B: (I IXI
0 V
Elevators
0
Tellers
Second Floor
Elevators
Ground Floor
trollies) total of 25 to disable). On Second Floor four guards here at all times, sleep-
any given day, there's $1,500,000 ing or just relaxing off-duty.
in US bills and Japanese yen here. 7. Security Room. Staffed con- 10. Ninja Quarters. This simple,
4. Safe Deposit Box Area. Two tinuously by eight MarSee agents, austere room has 14 mats for the
MarSee agents watch over this area. this room coordinates the cameras, corporate ninja. Two ninja are here
The customer has one key, and the alarms, and general security mea- at all times.
bank official has another key. Both sures. The control boards here con- 11. President's Office. An ex-
must insert their keys in order to trol all cameras and alarms. pensively decorated office with
open a box. 8. Computer Room. Staffed by computer terminal, phone, fax
5. Supervisor's Office. The su- four technicians, this room con- machine, bar, even a continuously
pervisor is Miss Akimoto. She re- tains the bank's computers, plus running stock price report display.
ports directly to 4401. Heroffice con- the links to the main corporate com- On the floor at the foot of his desk,
tains a desk,computer terminal, sev- puters in Japan. See the "Computer Takashima has a "panic" button
era! chairs, and filing cabinets. Information" section for what data which, when pressed, brings a half
6. Private Stairwell. This gives can be retrieved. dozen heavily armed MarSee agents
access from the ground floor to the 9. MarSee Quarters. There are in two rounds.
second floor.
.e
43
Torg: War's End
•• 44
Act Two
Flags on the highway to Salem. If it takes wounds or kills even one, he will
place in Boston proper, then it oc- be content, jump on his motorcyle
If a Connection card is played, curs on a quiet stretch of thruway. and flee. If possible, have him sur-
and the Storm Knight is from ei- Randolph Chapman is deliberately vive this scene - you want the
ther Nippon Tech or Core Earth, setting up a situation to draw the player characters to build up a real
heorshe is known to 4401. It should attention of "heroic" individuals, hatred of him.
be arranged that the executive walks who more often than not turn out
by the group if they visit the bank to be Storm Knights. Randolph Chapman
during regular hours, and he will Read aloud or paraphrase the DEXTERITY 12
recognize the Storm Knight (and following: Beast riding 14, dodge 15, en-
vice versa), but give no hint of ergy weapons 16, fire combat
Even though the Cyberpapacy 16,heavyweapons 13,lockpick-
such recognition. If the Storm does not have a stranglehold on
Knight manages to talk with 4401, ing 14, maneuver 14, martial arts
Boston and its surroundings, 14, melee weapons 15, missile
he will give the full story about things are still bad enough that
how Kanawa is returning to Mar- weapons 13, running 13, stealth
there are not many cars on the 16, swimming
ketplace and the realm is collaps- streets.
ing. 14, unarmed combat 14
On a wooded stretch of road, STRENGTH 11 (15 with his right
you notice a van, pulled over to arm)
the side of the road, its hazard
Variables lights blinking. Bumper stickers
Climbing 12
TOUGHNESS 11 (18 with ar-
If the Storm Knights cause trouble are plastered all over the rear door mor)
in the bank during business hours, and bumper, declaring things like, PERCEPTION 9
they will be arrested by the Boston "Question Authority," "Save The Air vehicles 11, cyberdeck ops
police, and charged with something Whales," "I Support Edeinos 12, disguise 11, evidence analy-
ranging from disorderly conduct, Rights," "Visualize World Peace," sis 12, find 14, first aid 10, land
to illegal possession of firearms, to Kanawa Out Of U.S.... NOW!" vehicles 11, language 10, scholar
possibly assault and battery. Bail (Living Land realm lore) 12,
per Storm Knight will be set a scholar (Nippon Tech realm lore)
$10,000. If they can't make bail, The Action 12, tracking 15, trick 14, water
they're thrown in jail, with a court vehicles 10
Have everyone who is looking
date set for within 30 days. MIND 9
at the van generate a Perception
total. On a 12, they notice that the Meditation 10, science (comput-
driver is slumped over on the steer- ers) 14, survival 14, test 14, will-
Cut To ... ing wheel. Anyone getting a Spec- power 14
tacularsuccess also notices that there CHARISMA 8
Before the Storm Knights can
is a second figure, seated in the Persuasion 10, taunt 11
head for Salem, they have one more SPIRIT 11
encounter waiting for them. Cut to front passenger seat, head leaning
on the driver's shoulder. Intimidation 15, reality (Core
Scene Five. Once they are on their
If the characters examine the Earth) 14
way to Salem, cut to Scene Six.
scene, they will find thatboth people Possibilities: 26
are dead. They appear to be middle- Cybernetics: NeuraCal, J-Jack,
Bellescan eye, MB Blocker, Trigon
SCENE FIVE: Enter aged hippies and their throats have
Hercule Arm (right); Cyber value:
been slashed. An evidence analysis
Randolph total of 14 or a medicine total of 12 15
reveals that they were killed with Martial Arts Style: Jujitsu (all
Chapman a sword. There's blood all over the disciplines including Master)
front seat. Equipment: KevlarICeramic Ar-
Randolph Chapman is lurking mor, value TOU+7/18; Res-14 la-
ser pistol, damage value 25, ammo
The Situation nearby, waiting for his moment to
50; Uzi submachinegun, damage
strike. He was careful enough to
Standard. This scene can be in- obliterate his tracks around the van. value 17, ammo 11; .45 Colt Auto,
serted at any point in the Act when He is hiding in the brush, waiting damage value 16, ammo 7; MAS
the Storm Knights are on the road, for the perfect opportunity to sur- Grenade Launcher with bandolier
either driving through Boston or prise the Storm Knights. If he of 12 frag grenades, damage value
I.
45
Torg: War's End
Flags
21; burst radius 0-3/8/15; modem slightly unhinged, and now hunts A True Identity card means that
compound bow, damage value down Storm Knights and murders the Storm Knight is the one whom
STR+7/22; hunting knife, damage them. Lately, his sanity has been Chapman must kill in order for the
valueSTR+3/18; nylon rope; back- stretched a little further thanks to dreams to stop. A Nemesis card
pack; C-rations; first aid kit; Kokoru dreams implanted in his head makes the Storm Knight a hated
Avenger motorcycle, Tech23,speed through occult means by the Gaunt enemy of Chapman, for no other
value 13, TOU 13. Man. He now hunts with even reason than that he is a Knight. An
Chapman wields an eternity greater ferocity, convinced that Alertness card allows the Storm
shard, the sword of Vlad the when he kills a particular Storm Knight to realize that he is being
Impaler. Knight, the dreams will stop. watched by someone, as they are
Description: Chapman is a Chapman is a ruggedly hand- checking out the car.
former Spartan who has become
•• 46
Act Two
.e
47
Torg: War's End
Flags
A True Identity means that sev-
eral people in the crowd recognize
the Storm Knight for what he is,
and shout that he is a
"demonspawn," like the Cyber-
Church warned. A Connection card
means the Storm Knight knows one
of the policemen, who will explain
the situation in town.
Variables
The Storm Knights can certainly
figh t the crowd, though this will
be a less than heroic thing to do.
Twenty more police will respond
within six rounds. Four rounds after
the police reinforcements arrive, a
contingent of a dozen Church Po-
lice and six Hospitallers will rush
in to "save" the crowd.
Cut To ...
When the Storm Knights go to
the town square, cut to Scene Seven,
"A Good Day For A Hanging."
SCENE SEVEN: A
Good Day For A
Hanging
The Situation
Dramatic. In Salem's town
square, a huge spectacle is pre- burning brightly. robes screaming, "The time has
pared: the mass hanging of sus- A huge platform and scaffold come to purge ourselves of the
pected witches, and a book burn- has been erected. Surrounding the influence of witchcraft and false
ing, overseen by the Inquisition area are a score of black uniformed religions! As we are burning the
and watched by a frenzied mob. Church Police, supplemented by mind- and soul-poisoning mate-
Read aloud or paraphrase the a half dozen cybernetically en- rials found in our homes, we shall
following: hanced warriors wearing white also remove from our midst those
The first thing that catches your surcoats with red crosses over their whose minds and souls are so
eyes is the large bonfire in the black armor. These sit high on poisoned with deceit that they are
middle of the square. In the fire cybernetically enhanced steeds. a threat to us all!''
you see numerous books, CDs, Atop the platform stand eight The crowd cheers, punctuated
....
records, comics, roleplaying men in white robes and skull- with exclamations such as JlBurn
games, decks of cards, and Bibles caps, listening to a man in red the witch!" and "Save us!" as the
.....-48. - - - - - - - - - - - - - - - - - - - - .. . ~
,
AetTwo
man with red robes raises a hand If the crowd is convinced, they Church Police (20)
for silence. JlBrothers and sisters, will begin shouting for the con- DEXTERITY 10
I present to you, the condemned! demned to be let go, and begin to Dodge 12, energy weapons 13,
May the Lord have mercy on their press forward. The Cyberpapists, fire combat 12, melee weapons
souls!JI angered, launch an attack on the 12, unarmed combat 12
You see a line of people at the Storm Knights, loudly proclaim- STRENGTH 9
scaffold, each with a rope around ing that they are the witches. TOUGHNESS 9 (17)
their neck. You can quite clearly If the Storm Knights instead de- PERCEPTION 9
make out clergymen of various cide not to speak at all, but rather Find 10, first aid 10, tracking 10
faiths, three young women, a to just attack the Cyberpapists, the MIND 9
young man, a male dwarf, and a crowd shouts its outrage at the Test 10, willpower 10
Mystery Man. One Church Po- Knights, and many people begin CHARISMA 8
liceman, close to the gallows, holds spilling into the battle site, in a Persuasion 10, taunt 9
a strange red helmet in his hands, mad attempt to subdue the charac- SPIRIT 9
evidently taken from this Nile ters. Faith (Cyberpapal) 10, intimi-
hero. dation 11, reality (Cyberpapacy)
The red-robed figure gestures Cardinal Andre Froussard 10
up in the sky, and everyone sees a DEXTERITY 9 Possibilities: 3
robed skeleton with oily black Dodge 10, fire combat 11, stealth Equipment: Armor of God, ar-
wings and a scythe. Some people 10 morvalueTOU+8/17;GodMeeter,
scream in terror. JlBehold!JI the STRENGTH 9 damage value 20 with Smartgun
robed man shrieks, clearly build- TOUGHNESS 9 (16 with armor) (+3 to hit)
ing the tension up to a fever pitch. PERCEPTION 11 Cyberware: EpiphaNeur, CSI
"Behold, the Angel of Death, Uriel, Cyberdeck ops 17, evidence EyeKill Mk IV, BelleSee Telesight
awaits the souls of the condemned! analysis 15, find 13, language (+3 to filld at range), CyberHam
Let the executions commence!JI The 13, scholar (Avignon Doctrine) Receiver /Homer /Throat Mike
crowd roars its approval. 15, trick 14 (fully functional radio and hom-
MIND 12 ing signal), MB Chargerl (+1 DEX
Test 14, willpower 14 for 3 min), MB Blocker (ignore K
The Action CHARISMA 13
Charm 15, persuasion 16
results, 3 less shock per hit). Cyber
value: 18
Things are about to get real ugly, SPIRIT 18
real fast, but it can be played in Faith 22, focus 21, intimidation Hospitallers (6)
several ways. The Storm Knights 20, reality (Cyberpapacy) 21 DEXTERITY 10
may attempt to take to the plat- Possibilities: 20 Beast riding 12, dodge 11, fire
form and try to plead with the Cyberware: NeuraCal, Epipha- combat 13, energy weapons 13,
crowd, appealing to their sense of Neur, interdermal plate, armor maneuver 12, melee weapons 13,
reason. For purposes of interac- valueTOU+7/16; FFOCamEye, CSI unarmed combat 12
tion, the crowd's willpower is con- LEOs, FFO NightView, AVRO PR STRENGTH 9
sidered to be a 20; this reflects the II.V, damage value 19, ammo 20; TOUGHNESS 9 (17 with armor)
large number of people (100) and slicers, damage value STR+2/11 PERCEPTION 9
the mob mentality. Consider the Cyber value: 17 Find 11, first aid 11, tracking 11
crowd's attitude to be Enemy. Miracles: Has access to all MIND 9
Gamemasters should feel free Cyberpapal miracles. Test 11, willpower 12
to add a bonus of no more than +3 Description: Andre is a favored CHARISMA 9
if the speech given is an especially Cardinal of Malraux's. He usually Persuasion 10, taunt 12
good one. If the crowd at the road- runs his affairs from Quebec, but SPIRIT 12
block has been won over, add an- Malraux himself ordered him to Faith 17, focus 13 (15 due to cru-
other +3 bonus. If the Storm Knights Salem to kick off the new witch cifixes), intimidation 15, reality
somehow brought the evidence hunts. A handsome, square-jawed (Cyberpapacy) 14
from the Boston cathedral's com- man with salt and pepper hair and Possibilities: 4
puter room, detailing how the a booming voice, he's practically a Equipment: GWI Armor of God,
Cyberpapacy was manipulating the walking recruitment poster for the armor value TOU+8/17; God
people of Salem, add a +2 bonus. Cyberpapacy. Meeter, damage value 20, ammo
30; MASStormGun with CSlSmart-
.e
49
Torg: War's End
CHARISMA 3
Taunt (6)
War's End: Map 9 SPIRIT 3
Intimidation 9, reality
Public Witch Execution (Cyberpapacy) 9
Possibilities: 2
® ® Cyberware: NeuraCal, CSI
LtFilta, Interdermal Plating, value
TOU+6/18, Homer, MB Adrenal
Booster, MB Blocker, The Clamp.
Cyber value: 15
®
®® GI
Inquistion (8)
DEXTERITY 8
® GI Dodge 10, energy weapons 10,
GI GI melee weapons 10, stealth 12,
GIGI ® unarmed combat 10
®® STRENGTH 8
® ® TOUGHNESS 9 (14 with armor)
® PERCEPTION 11
Cyberdeck ops 12, evidence
analysis 15, find 12, scholar
(Avignon Doctrine) 14, trick 12
MIND 10
Test 12, willpower 14
CHARISMA 8
Charm 11, persuasion 11, taunt
11
SPIRIT 12
Faith 15, focus 14 (16 with cruci-
fix), intimidation 15, reality
(Cyberpapacy) 14
Possibilities: 8
Equipment: GWI HalloMesh, ar-
mor value TOU+5/14; GWI
GodLight housed in a staff, dam-
age value 24, ammo 50; electroprod
in same staff, damage value 16,
non-lethal; crucifix (adds +2 to fo-
eus).
Cyberware: NeuraCal, Epipha-
Neur, BelleView 20-20, CSI LEDs,
Gun, damage value 22, ammo 12 Miracles: Can use any CSI LtFilta, FFO ColEnhanz,
(+6 to hit with SmartGun bonus); Cyberpapal miracle except excom- DATAS Snooper, CyberHam Re-
power broadsword, damage value munication. ceiver, TSE LeMotion, Throat Mike,
STR+8 / 17; crucifix (adds +2 to fo- Homer. Cyber value: 15
cus). Each Hospitaller rides a Charger (6)
DEXTERITY 10 Miracles: Any Cyberpapal
Charger miracles allowed.
Cyberware: NeuraCal, Epipha- Dodge 12, running 12 (speed 12),
Neur, CSI Eyekill Mk IV, CSI unarmed combat 12 Gospog of the Fifth Planting
HotShot, CyberHam Receiver, TSE STRENGTH 12 - Angel of Death
LeMotion, Throat Mike, Homer, TOUGHNESS 12 (18 with Reality: Cyberpapacy
MB Charger 2 (+2 DEX for 3 min), interdermal plating) DEXTERITY 13
MB Blocker, Compte's Stabiliza (+2 PERCEPTION 5 Dodge 15, flight 18, melee weap-
to defensive skills). Cyber value: MIND 3 ons 20, unarmed combat 20
19 Willpower 8
II
50
Act Two
II
51
Torg: War's End
STRENGTH 14 punish them. Their base interac- of his flight power. Every success-
TOUGHNESS 30 tion attitude toward the Knights is ful attack on an opponent inflicts
PERCEPTION 14 Enemy. one shock point of damage on
Find 19, materialization 20, track- Destructo. A complete miss means
ing 25, trick 16 that Don has crashed into a wall,
MIND 13 The Would-Be ceiling, floor, tree, whatever, and
Test 16 Victims he suffers three more shock points
CHARISMA 12 of damage.
Persuasion 16 The three clergymen are Rever- Power Flaw: Don's flight power
SPIRIT 20 end Edward Charles White, Fa- is neutralized in any form of dark-
Faith 25, focus 21, intimidation ther Joseph Carroll, and Rabbi ness.
25 David Baruch. The dwarf is an Description: Destructo Don is a
Possibility Potential: None Ayslish refugee named Pandar well-meaning Nile pulp hero who
Natural Tools: Wings, speed Goldsmith, who justarrived in New was trying to fly from Cairo to
value 15 England and was unaware of the Houston (to battle the Nile ele-
Cybernetics: NeuraCal, BelleSee atmosphere in Salem. The other ments there), and wound up
Tele-sight (+3 to find at distant ob- human female is Fiona Crag, a prac- "slightly" off-course, crash-land-
jects), CSI LEDs, FFO NightView ticing witch, and the man is Rob ing in Salem. There, his fire en-
(+3 to find, plus tracking up to 50 Trainor, a student of the occult. gine-red metallic suit and glowing
meters away), True Spirit Toner, The Mystery Man is Destructo Don, warheadpiece helmet branded him
TSE Sifter (homes in on specific who may choose to aid the charac- as a demon. Don is naturally very
sounds), slashers, damage value ters if they free him. None of the confused by all this.
STR+8/22. Cyber value: 15 victims but him are possibility rated,
Equipment: Death scythe, a two- and all just happened to be in the Roxanne D'Aramis
handed weapon with a damage wrong place at the wrong time. DEXTERITY 11
value equal to faith of user (25) Dodge 12, melee weapons 13,
Miracles: May use all the miracles Destructo Don stealth 14, unarmed combat 12
of the Cyberpapacy except excom- DEXTERITY 8 STRENGTH 9
munication. Acrobatics 9, dodge 9, flight 12, TOUGHNESS 9 (11 with leather
heavy weapons 9, melee weap- jacket)
Frenzied Crowd (l00) ons 11, unarmed combat 11 PERCEPTION 13
Reality: Cyberpapacy STRENGTH 15 Alteration magic 15, divination
DEXTERITY 7 Climbing 17, lifting 18 magic 15, first aid 15, land ve-
Melee weapons 9, missile weap- TOUGHNESS 10 (13 with suit) hicles 15, language 16, trick 14
ons 8, unarmed combat 9 PERCEPTION 9· MIND 11
STRENGTH 7 Air vehicles 12, find 10, trick 11 Artist (flute) 14, streetwise 12,
TOUGHNESS 7 MIND 8 survival 12, test 14, willpower
PERCEPTION 8 Weird science 10, willpower 10 14
Find 9, tracking 9 CHARISMA 9 CHARISMA 10
MIND 7 Charm 11, persuasion 12, taunt Charm 12, persuasion 14, taunt
CHARISMA 8 14 13
Taunt 10 SPIRIT 10 SPIRIT 10
SPIRIT 8 Intimidation 12,reality (Nile Em- Intimidation 13, reality
Possibilities: None pire) 14 (Cyberpapacy) 12
Equipment: Variable, either: Possibilities: 22 Possibilities: 6
torches, damage value STR+4/11, Inclination: Good Equipment: Power dagger, dam-
set fire to flammable material; Equipment: DO suit, armor value age value STR+5/14; spell compo-
clubs/baseball bats, damage value TOU+3/13; Warheadpiece, armor nents. Cyberware: NeuraCal,J-Jack,
STR+3/10; broken bottles, dam- value TOU 12, damage value 14; TSE Taster, ChipHolder 3, Slasher,
age value STR+2/9; knives, dam- 16 meters of rope, flashlight. The damage value STR+4/13; Cyber
age value STR+3/10; rocks/bricks, Warheadpiece is shaped like the value: 12
damage value STR+4/11, hurled nosecone of a missile and is about Arcane Knowledges: Water 4,
A Perception total of 10 reveals .6 meters high. The only way the Earth 4, Light 3, Magic 2
that the crowd is out for blood, helmet can be used properly is if Spells: Cleanse, Away Sight, De-
anxious to find scapegoats and the target(s) are rammed courtesy tect Magic, Fog, Mage Light, Path-
....tot.~ - - - - - - - - - - - - - - - - - - - - - - - - - - - . . . .~
52 'SV
Act Two
finder, Tracker, Water Spray appears again and whisks them themselves standing on a battle-
Description: A French woman off to the Aysle realm. Cut to "My field beside Tolwyn of Tancred.
in her mid-20s, with long blonde Enemy, Myself." Again, upon their The characters mayor may not
hair and hazel eyes, D'Aramis ra- return to the same place and time intervene in the scene below - but
diates a wholesome attractiveness from which they left, they will be their presence will be noticed by
rather than a sensual beauty. mysteriously aware of the events the Warrior of the Dark, as you
She is indeed a witch. Of all the of the sidebar "Deliver Us From will see in the text.)
prisoners, she is the only one Evil." 1I0nward!1I
gagged, for fear she will hurl spells The commanding voice of
at her captors. Tolwyn Tancred soared above the
Roxanne has had a number of Act Awards din of the battle. The Warrior of
precognitive dreams. In one, two the Dark, High Lord of Aysle, had
Every Storm Knight who sur- chosen this time to attack Oxford
women, one who feeds on blood vived the act gains four Possibili-
and one who lurks in webs, battle and eliminate the dispirited Army
ties. Saving the condemned vic- of the Light once and for all. What
to the death in a city that is some- tims, or killing Thratchen nets them
how both American and French. she had found, however, was a
an additional three Possibilities. well-rested, rejuvenated force pre-
She feels a strong sense of occult- The follOWing acts each net the
driven horror, and somehow knows pared to meet her challenge.
Storm Knights an additional two Having beaten back the Warrior's
that the women hold the key to Possibilities: saving Linda, killing
events in the near future. first assault, the Army of the Light
the Cardinal. The following acts now launched a counteroffensive.
Her most recent dream was of a each net the Storm Knights an ad-
one-eyed ruler, or monarch, seek- At their head stood Tolwyn, slash-
ditional Possibility: saving the ing through the ranks of the Dark
ing refuge in that same city. She bleeding teenager in the Common,
doesn't know what the dream army, leaving a trail of corpses in
getting by the Salem roadblock her wake.
means, but senses it is important. without firing a shot. lilt ends now."
Tolwyn halted at the sound of
Flags Cut To ... the chillingly familiar voice. Be-
fore her were the tents of the Army
A Romance means that Destructo of Darkness' commanders, and
When the Storm Knights decide
Don has fallen for a female Storm standing alone, the black crown
to go to New Orleans, cut to Act
Knight, or Roxanne has fallen for a Drakacanus on her head, was the
Three, "Southern Inhospitality."
male Storm Knight. The love-struck Warrior of the Dark herself. The
Getting from Boston to New Or-
gamemaster character will follow two women confronted each other
leans will most likely be done by
the Knight into the next- Act. An for the first time, even as the fight-
car. This takes about 24 hours of
Idea card lets the Storm Knights ing raged around them.
non-stop driving, including hav-
know that the city in question is "You were a fool, Tolwyn, to
ing to drive through the Land Above
New Orleans. emerge from behind your waIls,"
(assuming you don't disconnect).
Flights in and out of New Orleans the Warrior said coldly. "You would
airport have recently been sus- have been well served to remain
Variables pended due to -a large amount of beyond the bridge and let this world
If Destructo Don regains his winged Horrors sighted in the vi- fall to me."
Warheadpiece during the battle, cinity. "Nay, villainess," Tolwyn
he will enthusiastically fight for It is possible to fly to Atlanta, snarled. "1 tire of this madness.
the Storm Knights, doing his best then take a train to New Orleans. The war has been won on the world
to clobber the mob into stunned There is no direct rail service from of Asyle; now it shall be won here."
unconsciousness. Roxanne will do Boston to New Orleans, since the The Warrior of the Dark threw
likewise if freed. Land Above cuts the rail lines at its back her head and laughed, the
frontiers. great helm hiding her features.
"Fool! It will end, but only with
Aftermath your death. We meet now, blade to
53
I'
Torg: War's End
'1
54
Act Two
mands them to stay back - this (Note: At this point, the Light sound as if the soil was burning.
fight is between her and the High soldiers will begin to celebrate their Around where it lay, the grass with-
Lord. victory. The Knights will see a sec- ered and died.
Both Armies let out cheers and ond flash of light and begin to fade The Warrior of the Dark howled
catcalls as the two warriors clashed, from the scene. As they do so, the in furious pain and fell to her knees,
sparks flying from their swords. following happens. It is also pos- cradling the stump of her left wrist.
The Warrior swung her blade in a sible the Knights may take action Her features warped in sheer ha-
wide, lethal arc, but Tolwyn easily (they have one round in which to tred, she looked up at Tolwyn. "I
ducked it, and, summoning a great do so) and stop the Warrior them- will always defy you!" she swore.
burst of strength, swung her own selves.) "Somehow, somewhere, I will get
two-handed sword from left to With surprising speed, the War- my vengeance!"
right. Her blade slashed the War- rior reached her feet even as a dag- "I showed you mercy, and you
rior, and then she reversed her ger slid from a sheath on her wrist. would have repaid me with treach-
stroke, catching the High Lord a She raised it high and charged, its ery. Die, creature of evil!" Tolwyn
second time. The Warrior of the point headed for Tolwyn's back. said. With a mighty swing of her
Dark staggered backward, bleed- But for some reason that may sword, she beheaded the High Lord.
ing. never be known ... perhaps be- An instant later, the corpse had
A predatory smile crept across cause/ in some way/ the two were disintegrated and vanished from
Tolwyn's face. "Whatever is the truly one ... Tolwyn turned in time sight.
matter, 'sister'? Are you finding to see the murderous attack. She Tolwyn turned back to her army.
that without your precious Dark- wheeled and brought her sword "Slaughter any of the Dark who
ness Device, you are nothing?" down, severing the hand of the will not surrender!" she shouted.
"What have you done with it?" High Lord and sending the dagger "This is the dawning of a new age
the Warrior screamed as she barely spinning into the grass. Where blade for the people of Aysle ... and of
deflected Tolwyn's next blow. met earth, there came a hissing Earth!"
"1 wish it had been destroyed by
my hand, abomination, but it was
not," Tolwyn replied. "Ah, but you
... that is another matter."
Tolwyn's blade fell again, this
time slicing into the Warrior's left
shoulder, gravely injuring it. The
High Lord attempted to lift her
heavy sword and her face contorted
in pain. The weapon fell to the
ground.
"Mercy!" the Warrior cried out.
"1 appeal to you, in the name of
Dunad, to spare me!"
A loud cry went up from the
assembled armies, as a horde of
barbarians charged at the Army of
Darkness. Tolwyn smiled and
turned back to the bleeding High
Lord. She took a deep breath and
said quietly, "Go ... go and take
your life with you. Your power is
broken, monster. In Dunad's name,
I spare you."
Tolwyn turned her back on the
defeated Warrior,contemptuously.
She raised her sword in victory
before her mighty army.
.e
55
Torg: War's End
'1
56
Act Two
sands of heretics he had so casu- Devil in a form of a black cross! in over a dozen of Core Earth's
ally condemned to death. Yahweh is the one true God! Jesus languages. All the high clergy
Malraux screamed again as his is His Son! Muhammad is Allah's knew that he did not know
body began to move of its own Prophet! Cybernetics ... cybernet- these tongues - this was a
accord, carrying him to the bal- ics are an abomination." powerful miracle at work
cony that overlooked the multi- A collective gasp erupted from ... perhaps even witchcraft.
tudes assembled to hear him. They the crowd. The faces of the as- The clergymen bowed their
numbered in the thousands, each sembled CyberChurch clergy went heads and attempted to in-
face turned upward toward white with shock, then red with voke miracles of their own.
Malraux and the heavens (which fury. But their prayers went unan-
they considered much the same But Malraux was helpless in the swered. And the crowd read
thing). Holocam crews covered the grip of a will far more powerful the fear and panic on their
event, beaming it all over the than his own. "We ... are all her- faces and surged forward,
Cyberpapacy. Security was air- etics! We have blasphemed against offering the priests the chance
tight. Directly under the balcony, the Lord! And we must pay!" to die for their faith.
a small gallery had been erected, A senior Cardinal rose. "Shut Malraux was in the middle
occupied by a dour collection of those cameras oW" he boomed. of yet another repea t of his
Cardinals and high-ranking In- "NOW!" An Inquisitor looked address when the Hospitallers
quisitors. At the far end of the questioningly at the clergyman, seized him. The Inquisitor at
square, the shining maelstrom who nodded. The Inquisitor sig- their head looked at him with
bridge arched upwards into the nalled in turn to a group of disgust and said, "Heretic!
clouds like a high-tech version of Hospitallers, who rose to follow Take him home. He will be ...
Jacob's Ladder. All was in readi- him. reeducated."
ness; the air charged with antici- The cameras were still roIling. The crowd parted as the
pation. Malraux was still ranting. The Hospitallers levelled their
Malraux staggered out and Cardinal turned to a second group weapons. Behind them, the
clutched the railing, his distance ofHospitallers and shouted, "Shut Cyberpope, once mighty High
from the crowd concealing his those cameras down!" Lord, was dragged kicking and
haggard, panicked expression. The warriors replied by open- screaming toward his mael-
With one hand, he grabbed a mi- ing fire on the holocams. Screams strom bridge. Frightened
crophone. An expectant hush fell rose from the crowd as bullets clergy followed behind, their
over the crowd. The square was whined over their heads, and the power seemingly gone, the
silent, save for the soft humming need to escape turned a once-rapt mob they had once so easily
of the holocam transmitters. audience into a frenzied mob. manipulated now at their
"It's a lie!" Malraux said in a The Cardinal turned to look at heels.
ragged shout. "It's all a lie! We Malraux. The Cyberpope was still It was the beginning of the
have been deceived by Satan, the speaking, repeating his message end ...
.e
57
Torg: War's End
Act Three
Southern
Inhospitality
demonic spider creature. The Gaunt
The Major Beat Man, weary of their constant squab-
The Storm Knights arrive in New bling, banished them to New Or-
Orleans, a city under the influence leans to settle their dispute. Thus,
of an Akashan reality tree, which both females and their followers
houses an Orrorshan. Currently, have taken up residence there, and
the city and its suburbs are in a are battling it out in a bloody, gro-
Core Earth /Orrorsh mixed zone, tesque little war.
giving it the highest of each realms' In this Act, the Storm Knights
axioms, and both realms' world get dragged into the battle, all the
laws are in effect. while trying to fathom exactly what
The atmosphere in New Orleans the Gaunt Man is up to. Mr. Koar
is a mix of old and new. Gaslights from Act One makes his move
and electric street lights stand side against the Knights, and th'e
by side, horse-drawn hansom cabs Randolph Chapman subplot is re-
jockey for road space with auto- solved once and for all. The Act
mobiles and motorbikes, and gentle- culminates wi th the Storm Knights
men in silk top hats and ruffled getting the chance to uproot the
shirts associate freely with leather reality tree.
jacketed and denim-clad
partygoers.
The Cyberpapists are here in Regarding Mr. Koar
force, drawn to the French popula- If Mr. Koar is still following the
tion, and Nippon Tech still con- Storm Knights, he lurks in the St.
trols many offshore Gulf oil rigs. Louis Cemetery, in one of the crypts.
Voodoo now works all too well in He does his best to follow the Storm
this area. Knights without being seen, all the
Gamemasters should play up while trying to sabotage their in-
New Orleans as an easy-going, vestigations. If any Storm Knights
friendly, seductive place, with many split off from their party, in groups
secrets tha t could lead to danger of one or two, Koar will follow tile
and death. There is Southern hos- smaller group and a ttempt to wipe
pitality and the well-known New them out. A harsh lesson, but a
Orleans party atmosphere, but good one; in Orrorsh, there's secu-
there's also a sinister undercur- rity in numbers.
rent, thanks to the presence of
Orrorshans.
Currently, there is a "turf war" Researching
raging between the Nightmare
Sabathina, a vampyress, and the As we all know, knowledge is
Hellion Court member Basjas, a power, and the best way to build
•• 58
Act Three
up perseverance and gain infor- are the bodies of four giant spi- DEXTERITY 9
mation on weaknesses and true ders, each two meters long, and Fire combat 12, melee weapons
deaths of various Horrors is to use three gray blobs covered with dull 11, running 12, unarmed com-
the research skill. There are two red eyes. The giant spiders have bat12
places in New Orleans where the human skulls for heads. STRENGTH 9
Storm Knights can do this: the li- The police seem to be going TOUGHNESS 9
brary in the manor house of the about their business, doing their PERCEPTION 9
Southern Gentlemen, a secret soci- jobs despite their obvious discom- Evidence analysis 10, find 12,
ety, and the New Orleans Public fort and disgust. One man, a sher- land vehicles 12, scholar (police
Library. The latter, in true reality- iff, hooks his thumbs in his belt procedures) 12, tracking 11
altering fashion, now carries an- and ambles towards you, idly MIND 8
cient Orrorshan grimoires. chewing on a toothpick. "Cin ah CHARISMA 8
help you folks?" he asks. Persuasion 10
SPIRIT 9
SCENE ONE: A Intimidation 11
Grim Introduction The Action Possibility Potential: Some (35)
Equipment: .38 revolver, dam-
The sheriff is named J. T. Mac- age value 15, ammo 6; Savage 77E
Allister. Though slightly out of his shotgun, damage value 18, ammo
jurisdiction, he was just passing
The Situation by when he saw the murder scene,
5; nightstick, damage value STR+2/
11; cuffs; radio
Standard. No matter how the and, having had some experience
Storm Knigh ts get to the New Or- lately with investigating bizarre Sheriff J.T. MacAllister
leans area, they are stopped just murders, decided to offer his help. DEXTERITY 9
eight kilometers short of the actual The five State Police on the scene Dodge 10, fire combat 15, ma-
city. If the Storm Knights are com- were more than happy to accept. neuver 11, melee weapons 12,
ing by car, it is a roadblock; if they unarmed combat 14
Louisiana State Police (5) STRENGTH 10
are coming by train, the train stops Reality: Core Earth
at a railroad crossing (where there TOUGHNESS 11
is also a roadblock).
Read aloud the following:
The night sky is lit by the flash-
~. War's Elld: Map 10, ;;;-=::;=~:::::,I=::\
-~'NewOrleans 1-?r \ !-,;=
r-
ing red and blue strobes from the
domes of three police cars. To be I
~> ~~ - 0 II
precise, two Louisiana State Trooper
cars, and one Sheriff's car. \-\:=\ II
\.
The damp chilly air is filled /
Gi
~ -----'B- - -
0 ,
<:
radios and the orders and com- \\ \' - 8 I i I'"""-N:IRamparl 51.~ o:J
I
mands being shouted out to sev-
eral of the law enforcement mem-
bers. Here, at this lonely railroad I
crossing, a gruesome scene awaits.
Three bodies lie at the side of the
o
road, near the gravel of the rail-
road bed. Two of the bodies ap-
pear half-covered in webs. The
other body appears somewhat
shrivelled, as if drained of fluids.
Strands of webbing hang from
gnarled shrubs and low-lying tree
branches.
However, that is not the worst
of it; strewn about haphazardly
I.
59
Torg: War's End
PERCEPTION 10 stumbled upon this grisly scene dress on Canal Street, in central
Evidence analysis 14, find 15, while on patrol. Right now, New Orleans.
first aid 11, land vehicles 14, everyone's waiting for the coroner Seeing this scene requires a Per-
tracking 12 to come. In the meantime, the Storm severance check against a difficulty
MINDS Knights are free to investigate the number of 25 (Basjas' Perseverance
Survival 10, test 12, willpower 13 area, providing they don't mess difficulty number).
CHARISMA 8 up the scene of the crime or take
Persuasion 12, taunt 13 away any evidence.
SPIRIT 10 A Perception or tracking total of Calling It A Night
Faith (Southern Baptist) 12, in- 12 reveals many pock-marks in the
Sheriff MacAllister can give the
timidation 16, reality (Core Earth) soil. An evidence analysis total of 13
Storm Knights an address in New
12 identifies them as the tracks of gi-
Orleans for a fine bar /restaurant/
Possibilities: 6 ant spiders. Looking at the giant
rooms establishment: La Bon Vie,
Equipment: .44 Smith & Wesson spider-things, a scholar (Orrorshan
located on Bourbon Street. It is a
magnum, damage value 17, ammo realm lore) total of12identifies them
perfect place to spend the night. In
6; nightstick, damage value STR+3 / as spider-kin, elite servants of
fact, the Sheriff himself is staying
13; handcuffs; flashlight; dark Basjas. Another total of 14 informs
there, though he doesn't say so
glasses the Storm Knight that Basjas is a
unless he's become friendly with
Description: Sheriff MacAllister member of the Gaunt Man's Hel-
the Storm Knights.
looks and acts like your stereo- lion Court. A Perception or evidence
typical Southern sheriff, but with analysis total of 12 shows a single
a few extras. Though he has the hole in the spider-things' chest; a Perseverance Awards
right "look" (dark glasses, slight medicine total of 14 or a first aid
gut, etc), and the right vocal inflec- total of 17 shows that the spider- The Storm Knights start out with
tions (e.g. "Yoah in a heap 0' trouble, things were drained of what passes a base Perseverance of 8. Seeing
boah!"), he is a devoted lawman for blood in their bodies. the scene initially drops it by -1,
who really does want to see justice A scholar (Orrarshan realm lore) but later adds +2 as it increases the
done. He's polite, slow to anger, total of 14 identifies the blobs as Knights' determina tion to stop such
and speaks in a lazy but comfort- blood-thirsts, soldiers of Sabathina. things from happening again. Find-
ing drawl that hints at the strong Another total of 15 identifies ing the charm and the business
confidence underlying his words. Sabathina as a Nightmare of card adds +1 to the group's Perse-
MacAllister can prove to be a Orrorsh, and also that she and Basjas verance apiece. Identifying the two
valuable ally to the Storm Knights. are at war with each other. antagonists gives +2 to Persever-
All that he asks is that people re- A Perception or evidence analysis ance.
spect the law, the people of the total of 12 on the shrivelled corpse
town, and his role as lawman, in reveals a single hole in the neck. A
that order. The State Police have medicine total of 12 or first aid total Flags
already cleared the way so that of 15 shows that the corpse was
A Connection card means the
MacAllister's law enforcement drained of all blood.
Storm Knight knows Sheriff
powers are still in force, even out A medicine total of 14 or a first aid
MacAllister, and will be immedi-
here. total of 17 on the two web-bound
ately allowed to help in the inves-
The State Police ha ve pu t corpses shows tha t they had been
tigation. A Suspicion card means
MacAllister in charge of the site. poisoned.
that the State Police feel the Storm
The Storm Knights are going to All three victims are African-
Knight (and maybe his friends) are
have to convince/persuade Amerrican males in their early 40's.
involved in the situation, perhaps
MacAllister that they are well suited A Perception or find total of 13 on
responsible for the grisly murders.
to commence an investigation. one of the webbed victims uncov-
The party will be discreetly tailed
MacAllister starts out as Neutral ers a small talisman. A scholar (oc-
by State Troopers and perhaps even
to the Storm Knights. cult lore) 12 identifies it as a voo-
by Sheriff MacAllister himself. An
doo charm, used to ward off dan-
Alertness card means the Storm
ger. A Perception or find total of 12
Investigating The Site Knight feels as ifhe is being watched
on the body of the shrivelled man
by someone or something (it can
reveals a business card reading 'The
The State Police tell the Storm be either Chapman or Mr. Koar).
Southern Gentlemen," and an ad-
Knights that one of their own men
•• 60
Act Three
61
Torg: War's End
start complaining about the lack of Next, you see many spots of bright
Cut To ••• action." This encounter is not cru-
lI light, diffused in the New Or-
If the Storm Knights decide to cial to the storyline, but does pro- leans' evening mist. All at once,
go to the Bon Vie, cut to Scene vide atmosphere. you see the source of the light and
Four, "Calm Before the Storm." If Read aloud or paraphrase: noise: a pack of young women on
the Storm Knights instead plan on The streets of New Orleans are motorbikes, riding recklessly
visiting the address of the South- even wilder than usual these days. through the streets. They're all
ern Gentlemen, cut to Scene Three, Aside from Orrorsh and Core Earth wearing distinctive plaid skirts,
"A Not Very Secret Society." Note realities conflicting, it is known dark greert blazers, and black
tha t Scene Two can be inserted that Kanawa Corp has a subsid- patent leather shoes. Some of them
anywhere during the Act. iary in New Orleans, dealing in have blades coming out of their
petroleum, and the Cyberpapacy knuckles, while others seem
has a cathedral. jacked into their machines. Many
SCENE TWO: A lot of the changes also affect of them have a tell-tale red glow
the so-called average person, and in one eye.
School of the you see evidences of this every- The girls cast malevolent
glances a t you and gun their
Damned where: gentlemen in Victorian
throttles, bearing down on you.
dress, shadows flitting by which
mayor may not be ninja, and
Cyberpapal street preachers warn-
The Situation ing about the dangers of New The Action
Orleans' style hedonism. These "schoolgirls" are of the
Standard. This scene occurs at
Another interesting change is Cyberpapal variety, out "wilding,"
any point during the visit to New
heading towards you right now. supposedly in search of heretics
Orleans, and is especially useful if
It starts with a low rumbling, like and troublemakers. But their defi-
the Storm Knights are burning
a flight of demons on the wing. nition of that is anyone who isn't
through this Act way too fast, or
•• 62
Act Three
part of the CyberChurch and some- han. Cyberware: NeuraCal, SCENE THREE: A
times they even get that wrong. EpiphaNeur, BelleView 20-20,
They're basically just a gang of DATAS Snooper, Apotheduct, MB Not Very Secret
thugs. Adrenal Booster, slashers, damage
When the girls close in on the value STR+4/12. Cyber value: 16 Society
Storm Knights, they open fire on Anygirl who receives two wounds
any vehicle the Storm Knights have, or more will leave the scene. Once
in the hopes of disabling it. The half of their number is wounded / The Situation
girls will do their best to stay on departed, the rest leave as well. They
theirbikes, even fighting from them. return to their Cyberpapal school, a Standard. This is the manor
While some of the girls will shoot facility which is adjacent to the which houses a new Victorian se-
to kill or maim, others are more Cyberpapal Cathedral. cret society, this one composed
interested in hefting any expen- primarily of New Orleans gentle-
sive looking items off the Storm men, transformed from Core Earth
Knights, especially high-tech weap- Flags to Orrorsh. They call themselves
onry. simply "The Southern Gentlemen."
A True Identity card means the and their goal is to defend New
Cyberpapal Schoolgirls (2 per girls recognize the Storm Knight as Orleans and her people against the
Storm Knight) a wanted heretic, and decide to score Horrors, but do so with a sense of
DEXTERITY 9 some points with the clergy by cap- style and class.
Dodge 12, fire combat 12, ma- turing the victim and bringing him When the Storm Knights reach
neuver 10, melee weapons 12, or her back to the Cathedral. the Canal Street address, read aloud
running 11, stealth 11, unarmed A Nemesis card means the Storm or paraphrase the following:
combat 10 Knight has really irritated the girls,
STRENGTHS who have marked him or her for You stand before an old, ivy-
TOUGHNESS S (13 with blaz- nasty treatment at some later time. covered mansion, a stone wall and
ers) Before the Act is over, the girls will metal gate sealing its grounds off
PERCEPTION 9 make another appearance, gunning from passersby on the street. Lights
Find 10, land vehicles (motor- especially for the one Storm Knight. shine from the mansion's many
cycles) 15, language 11, scholar This makes a lot more sense if the windows. A buzzer and a speaker
(Avignon doctrine) 11, trick 12 Storm Knight with theNemesis card are imbedded in a metal plate in
MINDS is a female. the wall near the wrought-iron
Streetwise 12, willpower 10 gate.
CHARISMA 11 Canal Street itself is quiet; a
Charm 15, persuasion 12, taunt Variables light mist rolling down the street,
15 diffusing the glow of gas lights
SPIRIT 10 If the Storm Knights intend to and electric lights, standing side
Faith (Cyberpapal) 14, intimi- pursue the girls back to the Cathe- by side in a technological incon-
dation 12, reality (Cyberpapacy) dral, the gamemaster will have to gruence.
12 make up the floor plan. lt should
Possibilities: 4 be staffed similar to the Cathedral
Equipment: GWI God Meeter in Act Two, but with double the The Action
pistol, damage value 20, ammo 30; number of cyberpriests, a dozen
cybernuns, and two dozen Ringing the buzzer alerts the oc-
power dagger, damage value
Hospitallers. cupants that visitors are here. The
STR+5 /13; blazers with HalloMesh
gates swing open of their own ac-
weave lining, armor value TOU+5/
cord, allowing the Storm Knights
13; totalamine (4 doses), headbanger
(4 doses); Dazzleomine (4 doses); Cut To ••• to walk up the driveway to the
ornate front door.
Peugeot Chargers, speed value 12, Once this scene has played itself At the front door, the party is
passengers 2, TOU 14). Note that out for all its worth, cut to Scene
the girls are interfaced with their greeted by Reeves, the butler, who
Three, "A Not Very Secret Soci- is Neutral to the party for pur-
bikes, giving them a +3 bonus to ety," or Scene Four, "Calm Before poses of interaction. If the Storm
any land vehicles (motorcycle) ac- the Storm." Knights can persuade Reeves that
they have genuine business with
••
63
Torg: War's End
the Southern Gentlemen, then the Equipment: Tuxedo; silver Charm 13, persuasion 14, taunt
butler will let them in and make Sacellum cross (inside jacket pocket) 15
them comfortable in the sitting Description: Reeves is the SPIRIT 10
room. After doing so, Reeves will archetypical snooty butler, very de- Faith (Christian) 13, intimida-
fetch Sebastian Orwell, the leader voted to Sebastian and to the South- tion 14, reality (Orrorsh) 12
of the Southern Gentlemen. ern Gentlemen. He is originally Possibilities: 10
from Gaea, and has been valuable Equipment: Cross Heavy Re-
Reeves in filling in the Sou thern volver, damage value 16, ammo 6;
DEXTERITY 9 Gentlemen's information gaps sword cane, damage value STR+5/
Unarmed combat 11 about Orrorshan life. 15; Holy Bible; vial of holy water;
STRENGTH 10 silver cross
TOUGHNESS 10 Sebastian Orwell Description: Sebastian is the
PERCEPTION 10 DEXTERITY 10 sharply-dressed, impeccably man-
Find 16, scholar (etiquette) 17, Beast riding 13, fire combat 14, nered leader of the Southern Gentle-
scholar (home economics) 15, melee combat 13, unarmed com- men. He is in his early 40's, with
scholar (Orrorshan realm lore) bat 14 black hair, handlebar moustache,
14 STRENGTH 10 muttonchop sideburns, and a very
MIND 11 TOUGHNESS 11 expensive suit.
Occult 13, science (horticulture) PERCEPTION 12
14, test 15, willpower 16 Evidence analysis 14, find 14,
CHARISMA 8 land vehicles 14, language 14, The Manor
Persuasion 10, taunt (17) research 16, scholar (Core Earth
SPIRIT 10 occult) 15, tracking 13, trick 16 The manor contains an occult
Intimidation 12, reality (Orrorsh) MIND 10 lab, dining room, studies, work
11 Occult 14, test 15, willpower 16 rooms, sitting room, a massive li-
Possibilities: 4 CHARISMA 9 brary, meeting room, carriage house
with two buggies, and a green-
house with two dozen Gaean Peace
Roses in bloom.
If the Storm Knights manage to
win the confidence of the South-
ern Gentlemen, they may be able
to return to the manor in order to
use the library for research, and
the occult lab for conducting ritu-
als.
Atany given time, there are eight
society members (not counting
Reeves) at the mansion.
Gentleman's
Agreement
Sebastian begins the conversa-
tion by asking for introductions
and engaging in small talk while
Reeves serves coffee and brandy.
In order to have him open up about
anything important or related to
the occult, his confidence needs to
be won. Just showing him the
society's card found on one of the
victims is scarcely enough proof of
the Storm Knights' honorable in-
. . .H
64 o.----------------------- .... '1\
..,..,
Act Three
tentions. For purposes of interac- seemed more interested in voodoo ders lurking about.
tion, Sebastian starts off as Neu- practitioners, which the society If asked a bou t Roxanne
tral. frowns upon. Sebastian recalls that D' Aramis' reference to a one-eyed
Note that this is 1101 a place to they were worried abou t some monarch, all that Sebastian recalls
corne into for purposes of crashing looming occult disaster, and wanted is that there is a club called The
for the night, or picking up weap- all the protection they could get. One-Eyed King, on Basin Street,
onry or silver bullets. This isn't They came to the Southern Gentle- near St Louis Cemetery #1. Accord-
some "safe house" for Storm men for help, but refused to give ing to Sebastian, it comes across as
Knights. Anyone who is pushy, them enough information to act a combination coffee house, bar,
rude, or demanding will be upon. They seemed afraid to say dance club, done in a very Gothic
promptly ejected. too much, as if someone or some- theme.
If asked abou t the dead men in thing could hear them. Sebastian If pressed about a turf war,
Scene One, Sebastian mentions that recalls one of the men, Albert, as Sebastian says that two members
yes, he knew of them, bu t they asking if the manor had any spi- of the Gaunt Man's retinue, the
II
65
Torg: War's End
Nightmare Sabathina and the Hel- gentleman. He is unflinchingly ing, enraged, until he is to be used
lion Court member Basjas, were brave and loyal to the cause. by the Gaunt Man in California).
rumored to be in the city. They are "Unholy Horror within arbor
said to be at war with each other, prison sleeps, changing all we know
with the citizens of New Orleans The Gypsies into its own twisted vision. Strong
caught in the middle. Perhaps that's it grows, rooted where the trum-
The Southern Gentlemen, in their
the reference, perhaps it isn't. peter is honored." (An Orrorshan
efforts to get to know more about
The voodoo token found on one Horror once occupied a reality tree
Orrorsh, have taken the unusual
of the dead men in Scene One can in Louis Armstrong Park).
step in inviting a group of four
be identified here by the Gentle-
Gaean gypsies into the manor for "Metal priests of heresy, failing,
men as coming from a voodoo prac-
consultations. The Gentlemen in- fading, have no part in this part of
titioner on Bourbon Street, a Cajun
woman named Sister Trinity. troduce the gypsies to the Storm the play of horror and pain." (The
Knights, and ask that they help the Cyberpapacy's involvement in cur-
Any Storm Knight with the re-
characters with any questions or rent and future events is nonexist-
search skill call use it here in the
problems. Sebastian will even pro- ent).
manor's library, once permission
pose a seance, as one of the gypsies
is secured. Kella can ask as many questions
As far as the Peace Roses are is a spirit medium.
for the Storm Knights as they want,
The gypsy band consists of their
concerned, the Storm Knights can though each attempt takes ten min-
take only four of them on a vine, spokesman Lazlo, his daughter
utes. However, if more than three
Elysa, his bodyguard Gregor, and
and then only if Sebastian is now questions are asked, Orrorsh's evil
his mother, Grandmama Kella.
Friendly with them. kicks in, and a Chthon coalesces
If the Storm Knights are injured,
Grandmama Kella is the spirit
out of the ether, lands on the table
medium, and she will do the se-
they are in luck, as one of the South- with a loud crash, and begins at-
ance for 10 Sterlings or its equiva-
ern Gentlemen is a licensed physi- tacking everyone.
cian.
lent.
The gypsies scream and run for
For a single Victorian Sterling,
cover. Reeves and Sebastian are
Dr. Jack Watson Grandmama Kella will read a Storm
the only two allies the Storm Knights
DEXTERITY 10 Knight's fortune. Gamemasters can
can count on in the fight.
Beast riding 11, fire combat 12, drop hints of things to come, couch-
maneuver 12, unarmed combat ing them in obscure terms. Grandmama Kella
13 DEXTERITY 7
STRENGTH 10 Dodge 8
TOUGHNESS 10 The Seance STRENGTH 7
PERCEPTION 13 The participants include Kella, TOUGHNESS 10
Evidence analysis 15, first aid Lazlo, Reeves, Sebastian, Watson, PERCEPTION 12
15, language 12, scholar (occult and as many of the Storm Knights Evidence analysis 14, find 15,
practices) 14, scholar (pharma- who wish to join in. All partici- language 14, scholar (Gaean
ceuticals) 15 pants sit around the table in the gypsy culture) 17, scholar
MIND 13 darkened dining room, and Kella (fortunetelling) 17
Medicine 18, occult 15, psychol- goes into her trance. No one need MIND 11
ogy 16, science (chemistry) 16, hold hands; Kella sees no purpose Occult 13, Willpower 16
willpower 15 in it. CHARISMA 8
CHARISMA 10 Before Kella asks any questions, Persuasion 14, taunt 14
Persuasion 13 she goes into a prophetic trance SPIRIT 12
SPIRIT 9 and utters the following cryptic Intimidation 13, reality (Orrorsh)
Reality (Orrorsh) 10 clues: . 14, spirit medium 18, true sight
Possibilities: 8 17
Equipment: Doctor's bag; flask "Once on high,now one in many, Possibilities: 6
of brandy; Rutherford Single Bar- it walks the Earth in rage and de- Equipment: Tarot deck; crystal
rel, damage value 14, ammo 1 feat, looking for blood. A tool it is, ball; bones; cane; a handful of nails
Description: Dr. Watson isa com- to be used by he who would take made of solid silver
passiona te man, a cross between a all." (A reference to Baruk Kaah, Description: Grandmama Kella
good old-fashioned country doc- former High Lord and now an appears to be the oldest woman
tor, and a well-bred Southern amalgam of all the cosms, wander- alive, her face a roadmap ofwrinkles
•• 66
Act Three
and her long hair of snow white, do the seance for only a single Ster- sigh of relief as you realize that
braided down her back. She wears ling or equivalent. A Suspicion card this is a tourist thing, not signs of
the bright silks of the gypsies, and means that Sebastian suspects the yet another cosm invading Earth!
has a rather sweet disposition. Storm Knight of being a Horror, The atmosphere here is active
and will have him tailed by several and friendly; people chatter in
Chthon society members. A Romance card French and English, as they eat,
Reality: Orrorsh means that either the female Storm drink, and make merry. The down-
DEXTERITY 11 Knight is smitten with Sebastian, stairs consists of a bar and restau-
Dodge 14 (19 with Blur Form), or vice versa. rant, the two separated by a cur-
flight 15, unarmed combat 16 An Idea card interprets one of tain. Soft jazz piano filters from
STRENGTH 14 Grandmama's cryptic prophecies. the dining area. Upstairs, there
TOUGHNESS 16 (25) are rooms to rent for the night.
PERCEPTION 9 The place is filled with people
Find 12, tracking 12, trick 12 (15) Variables of all shapes and sizes, here to
MIND 8 have a good time and forget the
Test (15), willpower 15 If any Storm Knight has the gypsy
horrors so preval"nt in their city
CHARISMA 11 token from Act One, the gypsies
these days. This is New Orleans,
Taunt (15) will do the seance for free, and
after all; the party must go on.
SPIRIT 8 give three free fortune readings.
Faith (Orrorshan evil) 15, intimi-
dation 15
Cut To ... The Action
Possibility Potential: None
Natural Tools: Pincers, damage La Bon Vie is a fine establish-
If the Storm Knights decide to
value STR+5/19; layered bodies ment, though its clientele is a little
go to the Bon Vie, cut to Scene
as armor, value TOU+9 /25; wings, unusual and diverse. It has a late
Four, "Calm Before the Storm." If
speed value 11 18th-early 19th century feel, with
they decide to go to the One-Eyed
Powers: Attack Form Resistance pewter mugs and plates, and au-
King bar, cu t to Scene Five, "Rev-
(firearms), Blur Form thentic, old-fashioned French, Cre-
elations." If they go to Sister
Corruption Value: 17 ole, and American dishes. The pro-
Trinity's, cut to Scene Six, "Voo-
Fear Rating: 1 prietor is Louisa Saint-Michel, an
doo Lounge." always smiling, ample woman who
Perseverance ON: 11
Weakness: None has been widowed for the past five
True Death: Occult Ritual years. She's in her mid-40s, and is
SCENE FOUR: a huge flirt.
Perseverance Awards
Calm Before the Rooms are $55 a night single
occupancy, $85 a night double oc-
Give the party 2 Perseverance
Storm cupancy. Breakfast in bed is pro-
vided at no extra charge. The din-
points if they get answers in the ing room stays open till 1:00 a.m.,
seance. Erase a point at the first the bar till 3:00 a.m. It should be
sight of the chthon; if they beat the The Situation noted that Sheriff MacAllister has
Horror, award them two points. a room here, since he decided to
Standard. This place provides a
chance for the Storm Knights to stay overnight in order to help with
Flags rest up and get better acquainted the triple murder case.
with the city by means of its people. There is even a carriage house
A Connection card means that The atmosphere in the establish- and stable, to accommodate the
the Storm Knight knows Sebastian, ment should be one of hospitality horses of Victorians. Stabling an
and will get in easily to see him; and joviality, as a defense against animal costs $10 a night.
any help the Storm Knights need the lurking Horrors outside. The following is a list of people
will be freely given, but only for Read aloud or paraphrase the present in the bar/restaurant:
this one visit. Otherwise, the Con- following:
nection can be played on Etienne (Steven) LeBeau
You have stepped into a Colo- DEXTERITY 13
Grandmama Kella, who will hug
nial style building, where the Acrobatics 16, dodge 18,
the Storm Knight as if he or she
waitresses are clad in the styles of lockpicking 16, maneuver 15, me-
were a missed grandchild, and will
the early 1800's. You breathe a
.e
67
Torg: War's End
.. ,., Kitchen
p
cO Office
Q Dining
Room Q
Q Hostess
rQ
Bar
l) 1
c=:J Up
u Carriage
d Q ¢QQ House
lee weapons 15, prestidigitation though, Etienne will pick their SPIRIT 8
18, running 15, stealth 19, un- pockets of any valuables, or break Faith (Sacellum) 9, intimidation
armed combat 15 into their rooms and take choice 9, reality (Orrorsh) 9
STRENGTH 8 stuff that can be pawned. Possibilities: 8
TOUGHNESS 8 Equipment: Rapier, STR+5/14;
PERCEPTION 10 Linda Fujiyama Cross Heavy Revolver, damage
Find 14, land vehicles 12, scholar A]apanese-American woman in value 16, ammo 6; eight silver bul-
(gambling) 15, trick 14 her late 20s, working for Gulf Oil lets; silver Sacellum cross; vial of
MIND 8 in New Orleans. She's a bit stand- holy water; wooden stake and
Streetwise 12, test 13, willpower offish, which will be ideal for mallet
14 theStorm Knights, who probably Description: Sergeant-Major
CHARISMA 12 think every person of Japanese Crawford is a spit and polish Vic-
Charm 16, persuasion 15, taunt extraction is Nippon Tech. Keep torian military man. Looking re-
15 them going for a while on this. splendentin his dress red uniform,
SPIRIT 8 Sergeant-Major Crawford slicked back hair, square jaw, and
Reality (Core Earth) 10 DEXTERITY 9 walrus moustache, he cuts quite a
Possibilities: 6 Beast riding 12, dodge 12, fire figure. He is here with his squad
Equipment: Blackjack, damage combat 12, maneuver 10, melee for a drink and a bite to eat.
value STR+3/11; lockpick tools; weapons 12, unarmed combat If politely engaged in conversa-
trenchcoat; gloves; loaded dice; 10 tion, he says that he and his men
marked cards STRENGTH 9 hail from the 7th Regiment, Victo-
Description: Etienne is a local TOUGHNESS 11 rian Royal Order, which special-
thief, and accomplished pickpocket. PERCEPTION 9 izes in hunting down Horrors. The
He has an extensive knowledge of Scholar (military tactics) 13, trick Regiment is here on a goodwill
New Orleans and its interesting 14 mission, advising the local authori-
sites. If somehow the Storm Knights MIND 8 ties how best to handle the Hor-
manage to get him to cooperate CHARISMA 12 rors.
with them, they will have a reli-
...
Persuasion 14 Victorian Soldiers (4)
able guide to the city. Most likely,
....."68'.----------------------- .. . .~
,
Act Three
Reality: Orrorsh suburb of Port Sulphur. She has 12, unarmed combat 12
DEXTERITY 9 come to New Orleans in hopes of STRENGTH 9
Dodge 11, fire combat 11, ma- finding better fortunes. She is well TOUGHNESS 9 (17)
neuver 10, melee weapons 10, aware of what Horrors are and PERCEPTION 9
unarmed combat 10 what they can do. Find 10, first aid 10, tracking 10
STRENGTH 10 MIND 9
TOUGHNESS 9 Pere Alfonse Gastoneau Test 10, willpower 10
PERCEPTION 9 DEXTERITY 9 CHARISMA 8
MIND 8 Dodge 11, fire combat 11, melee Persuasion 10, taunt 9
Willpower 10 weapons 11, unarmed combat SPIRIT 9
CHARISMA 7 12 Faith (Cyberpapal) 10, intimi-
SPIRIT 8 STRENGTH 10 dation II,reality (Cyberpapacy)
Faith (Sacellum) 9 TOUGHNESS 10 (15) 10
Possibility Potential: Some (50) PERCEPTION 11 Possibilities: 3
Equipment: Weston Bolt-Action, Cyberdeckops 14,find 12,scholar Equipment: Armor of God, ar-
damage value 17, ammo 8; (value (Avignon Doctrine) 15, trick 12 morvalueTOU+8/17;GodMeeter,
18) MIND 10 damage value 20 with Smartgun
Description: These are just four Science (computers) 12, test 12, (+3 to hit)
Victorian soldiers, on a bit of leave. willpower 13 Cyberware: EpiphaNeur, CSI
They do not instigate anything CHARISMA 10 EyeKill Mk IV, BelleSee Telesight
unless Crawford orders it. Charm 14, persuasion 13, taunt (+3 to find at range), CyberHam
13 Receiver /Homer /Throat Mike
Reverend Montague Winter SPIRIT 12 (fully functional radio and hom-
DEXTERITY 8 Faith (Cyberpapal) 15, focus 14 ing signal), MB Chargerl (+1 DEX
Beast riding 9, dodge9, fire com- (16 w / crucifix), intimidation 14, for 3 min), MB Blocker (ignore K
bat 9 reality (Cyberpapacy) 14 results, 3 less shock per hit). Cyber
STRENGTH 12 Possibilities: 8 value: 18 .
TOUGHNESS 12 Equipment: HalloMesh, armor
PERCEPTION 10 TOU+5/15; God Meeter, damage Cassandra Riley
First aid 12, scholar (Sacellum value 20, ammo 30; blessed cruci- DEXTERITY 8
Doctrine) 15 fix (+2 to focus). Cyberware: Dodge 10, running 9, stealth 10,
MIND 9 NeuraCal,EpiphaNeur, BelleView unarmed combat 9
Test 11 20-20 (+2 to PER-based on sight), STRENGTH 8
CHARISMA 12 CSI LEDs, CyberHam Receiver/ TOUGHNESS 8 (10 with leather
Charm 13, persuasion 14 Throat Mike/Homer, TSE jacket)
SPIRIT 12 LeMotion (+3 to find in detecting PERCEPTION 10
Faith (Sacellum) 14, focus 15, movement), DATAS Boomer (am- Find 13, land vehicles 14, lan-
intimidation 14, reality (Orrorsh) plifies voice), MB Charger (+1 DEX guage 13, scholar (journalism)
14 for 3 min), ChipHolder 3. Cyber 14
Possibilities: 10 value: 21 MIND 10
Equipment: Sacellum Bible Description: Pere Gastoneau is Willpower 14
(Book of Power); silver Sacellum a small, bald man with dark, beady CHARISMA 10
cross; whip, damage value STR+2/ eyes and a commanding voice. He Charm 13, persuasion 13
14 is in his late 40s. Gastoneau is as- SPIRIT 9
Description: Reverend Winter signed to the Cathedral in New Faith (Christian) 10, reality (Core
is a huge, imposing man with bushy Orleans, and travels with a retinue Earth) 10
blonde eyebrows, piercing steel of six Church Police. Possibilities: 4
eyes, and a booming voice. He is When the Storm Knights enter Equipment:35mm camera; mini-
determined to eradica te sin, real the establishment, Gastoneau is tape recorder; notepad and pens;
or imagined, anywhere he finds it. having a theological discussion with press credentials; leather jacket,
Reverend Winter. armor value TOU+2/10
Minou Description: Cassandra "Cassie"
A cute brunette with a big smile Church Police (6)
DEXTERITY 10 Riley is a freelance journalist who
and a short red dress, Minou is a has been covering the Possibility
local "good-time girl," from the Dodge 12, energy weapons 13,
fire combat 12, melee weapons Wars for four years now, concen-
69
••
Torg: War's End
trating mostly on the United States. ation, it is clear to me that either cyberpriest does likewise for the
If she smells a story, she will go you have been duped into believ- Church Police. It's a standoff, as
after it, and will follow the Storm ing this rubbish, or you are, by people scramble under tables, and
Knights if they seem to be moving choice, an accomplice in this her- the owner begs them all to stand
with a purpose. esy!" down, offering everyone free drinks
Cassie is in her late 20s, athletic, PG: "How dare you! If your God if peace is maintained. Neither side,
and attractive. She is also happily is so powerful, why hasn't He just however, seems interested in drink-
married, and is not above slugging removed the Horrors? Eh? Tell me ing.
any man who refuses to take the that!" Sheriff MacAllister pulls out his
hint, or see the ring on her left RW: "The ways of our God are own revolver and demands that
hand. She can be a good source of mysterious. We become stronger both sides stand down and put
rumors about goings-on in the in our struggles." away their weapons. Both sides
United States, but will expect a PG: (laughs derisively) "Bah! ignore him, though Pere Gastoneau
favor in return (like an exclusive That sounds like Tharkoldu talk to calmly says, without taking his hate-
story). me, m'sieu!" filled eyes off of the Reverend, that
RW: "You take that back, you this is an inter-cosm dispute, and
wine-swilling Cyberpapal heretic!" that the sheriff should keep out of
Event PG: ''I'll see you in Hell first, it. MacAllister keeps his gun lev-
you tea-guzzling apostate!" elled at the antagonists, and re-
Reverend Winter and Pere
RW: "Provincial hedge-priest!" peats his demand.
Gastoneau's discussion eventually
PG: "eochon!" (pig) The Storm Knights will have to
gets heated up to the point of ex-
RW: "Right! That does it, then!" do some fancy talking in order to
plosion. What follows is a sample
A hand signal from the Rever- resolve this thing peacefully. For
of the dialogue in the latter stages
end brings the Sergeant-Major and Storm Knight interaction purposes,
of disintegration:
his men to a fighting stance, weap- consider the Victorians to be Neu-
RW: "I think 1 have heard
ons ready. A sharp nod from the tral, and the Cyberpapists to be
enough, sir. After some consider-
•• 70
Act Three
71
.-
Torg: War's End
odd combination of a dirge and a many shadowy comers, and you Find 14, land vehicles 13, trick
rock song. Alcohol is served here. could swear that sometimes you 17
Regardless of the room, the cli- can catch the glint of a badly con- MIND 14
entele is the same: young people, cealed weapon, the flash of Artist (singer) 15, streetwise 17,
ranging from late teens to late cyberware, even the hint of a fang test 20, willpower 21
twenties, sit at tables or lean or two in a mouth opened wide CHARISMA 14
against the interior walls. Most with sarcastic laughter. Charm 26, persuasion 21
are clad in black: trenchcoats, Maybe you will be a little more SPIRIT 9
leather jackets, blazers, jeans. careful in here. Faith (Orrorshan Evil) 14,intimi-
There is a preponderance of jew- dation 16, reality (Core Earth)
elry with skull, dagger, and ankh 18
motifs. The Action Possibilities: 6
You've been in everything from Equipment: None
the gangster-owned speakeasies This club is the perfect place for Natural Tools: Fangs, damage
of the Nile, to the raucous taverns tortured, angst-ridden people, it's value STR+2/18
of Aysle, and the smash clubs of true, but many of these pitiful Powers: Life Drain, value 29,
the Cyberpapacy, but never have people can also be very danger- drains TOU by drinking blood,
you seen a club where the mood is ous. A sampling of the regulars: Infection, Armor Defeating Attack,
so deliberately subdued, even de- Skarlet Dark Vision, Blur Form
pressing. Most of the clientele DEXTERITY 12 Corruption Value: 24
appear to be posing, overacting, Acrobatics 20, dodge 19 (24 with Fear Rating: 6
or overdosing on angst. Blur Form), maneuver 17, run- Perseverance DN: 18
You might be tempted to just ning 18, stealth 20, unarmed Weakness: Sunlight (severe)
laugh and dismiss the whole place combat 21 True Death: A wooden stake
as a gathering area of preening, STRENGTH 16 through the heart.
self-absorbed, pseudo-intellectual Climbing 18 Description: Skarlet (she always
losers, except for the fact that there TOUGHNESS 18 introduces herself as "Skarlet ...
is definitely an underlying sinis- PERCEPTION 11 with a K") is a ravishing brunette
ter current of evil. The place has in a tight leather mini-dress and
Stage
Bar
~~v
O~$OO
Main Bar
- ;;-
OW(P~V
Stage o o ~ Coffee House
Office
+0
•• 72
Act Three
.-----------_..
in a ponytail, and stares with in- Find 11, trick 10
known to him. Tezel has contacts
73
Torg: War's End
.....
TOUGHNESS 10/17 Powers: Resistance to Normal
reunion.
_..~
74
--------------- .
~
...-v
Act Three
.e
75
Torg: War's End
Perseverance Awards
Award the party two points for
acquiring the bags, no matter how
many they get.
Flags
A Connection card means that
the Sister Trinity knows the Storm
Knight, and will offer whatever
help she can. She cuts her medi-
cine bag costs in half for the Storm
Knights. A Romance card means
SisterTrinity falls for the male Storm
Knight, and may wind up using
her love spell on the "lucky" man.
•• 76
Act Three
I.
77
Torg: War's End
Find 16, tracking 18, trick 19 Spider-Kin (20) True Death: Impaled with a
MIND 17 DEXTERITY 11 branch from a tree, removed from
Test 24, willpower 23 Dodge 14, long jumping 15, ma- the tree no more than an hour be-
CHARISMA 16 neuver 14, stealth 16, unarmed fore.
Charm 28, persuasion 23 combat 16 Description: These Horrors re-
SPIRIT 13 STRENGTH 15 semble huge spiders two meters
Faith (Orrorshan Evil) 21, intimi- TOUGHNESS 15 long and 1.5 meters high. Their
dation 23, reality (Orrorsh) 22 PERCEPTION 14 heads are human skulls with glow-
Possibilities: 50 Find 17, tracking 18, trick 16 ing green eyes and black mandibles
Natural Tools: Fangs, damage MIND 10 extending from both sides of the
value STR+2/24 CHARISMA 5 mouth.
Powers: Life Drain (Spirit, by Charm (14), persuasion (15),
Blood-Thirsts (18)
biting), Shapechange (wolf), Ani- taunt 10 DEXTERITY 10
mal Control, Resistance to Normal SPIRIT 12 Dodge 13, flight 14, maneuver
Weapons, Infection Faith (OrrorshanEvil) 15,intimi- 12, stealth 15, unarmed combat
Corruption Value: 30 dation 16, reality (Orrorsh) 13 15
Fear Rating: 3 Possibilities: 5 STRENGTH 14
Perseverance DN: 24 Natural Tools: Mandibles, dam- TOUGHNESS 15
Weakness: Vassen, the holy sym- age value STR+5/20; poison, dam- PERCEPTION 12
bol from Sabathina's home world age value 16, injected if a wound Find 14, trick 15
(a circle with a triangle within it) or better is caused by an unarmed MIND 12
(severe) combat attack; webs, Toughness 19 Willpower 15
True Death: A stake ofice driven Powers: Resistance to Normal CHARISMA 4
through Sabathina's heart Weapons, Magical Resistance Charm (16), persuasion (15),
The Horrors' respective armies Corruption Value: 16 taunt 11
will fight each other, but any sur- Fear Rating: 1 SPIRIT 13
vivors will help out their mistresses Perseverance DN: 16 Faith (Orrorshan Evil) 16,intimi-
if called upon to do so. Weakness: Bones of birds (se- dation 17, reality (Orrorsh) 15
vere)
•• 78
Act Three
II
79
Torg: War's End
Possibilities: 5 each (each worth $500), and a large who knows what sort of horrors
Natural Tools: Fangs, damage amount of spider-web, wrapped and abominations. You try your
valueSTR+6/20;wing-likeappend- around a pole much like a bundle best not to look to either side,
ages, speed value 14 of kite string. keeping your eyes solely on the
Powers: Cold Aura, Resistance damp cobblestones of the paths.
to Normal Weapons, Life Drain At last, you emerge in a cul-de-
(Toughness, by blood drain), Infec- The Battle sac, surrounded on all sides by
tion darkened buildings, the only
Keep in mind thatfor every round
Corruption Value: 18 means of egress being the way
of combat between Basjas and
Fear Rating: 2 you came in. You recoil at what
Sabathina, there is a round of com-
Perseverance DN: 18 awaits you.
bat between the two armies and a
Weakness: Salt (severe) The four spider-kin, their backs
chance that their ranks will be re-
True Death: Wrapped in the against the far wall, hiss at you,
thorny vines of the Gaean Peace duced by attrition. For every round
but it is not they that make you
that the Storm Knights fight the
Rose. pause. The cul-de-sacis decorated
two Horrors, roll the die and di-
Description: Blood-thirsts come with many strands of spiderwebs,
vide the result by 2, rounding up.
from Sabathina's world of and human-shaped bundles hang
This is how many total casualties
Lereholm. They are sickly gray suspended in them.
the armies suffer. Thus, if a 16 were
colored blobs of opaque protoplasm The abominations leer at you,
rolled, that would be eight dead,
covered with red, unblinking eyes. and you can almost see them imag-
four from each army.
Flaps of skin act as wings, allow- ining how you will look, webbed
If one female falls before the
ing them flight. up like the other victims, hang-
other, the armies of the fallen one
People who are bitten by a blood- ing on the web like some gro-
immediately break off combat and
thirst become a vampyre, but not a tesque ornament. The spider-kin
charge, shrieking, at the Storm
"conventional" vampyre. The move closer to you, you and they
Knights, heedless of their own
victim's skin slowly turns a putrid both realizing that only one fac-
safety. The surviving female, if
gray. Next, dozens of tiny red eyes tion is leaving this cul-de-sac alive.
suffering from two or more wounds,
erupt all over their skin, followed Red uce Perseverance by -1 and
will declare herself the winner and
by the shrivelling up/sloughing make a check. If the characters
flee, her armies covering her es-
off of the victim's limbs, and the defeat the spider-kin, add +2 to
cape.
eruption of a toothed sphincter on their Perseverance total.
his chest. Finally, the head shriv-
els and falls off, and the transfor- Perseverance Awards Spider-Kin (4)
rna tion is complete. The entire pro- DEXTERITY 11
cess takes two weeks. The party gains three Persever- Dodge 14, long jumping 15, ma-
ance points for eliminating neuver 14, stealth 16, unarmed
Sabathina and three for eliminat- combat 16
Bundles of Joy? ing Basjas. The characters earn an STRENGTH 15
extra point for each army that is TOUGHNESS 15
A Perception or find of 14 shows
completely eliminated (none es- PERCEPTION 14
tha t there are two small bundles
caped). Find 17, tracking 18, trick 16
lying where Sabathina and Basjas
MIND 10
were originally standing. Getting
CHARISMA 5
to them means getting the past the Event Charm (14), persuasion (15),
women and overcoming either a
taunt 10
blood-thirst or a spider-kin, de- If the gamemaster wishes, sev-
SPIRIT 12
pending on which bundle the char- eral of the spider-kin get away,
Faith (Orrorshan Evil) 15, intimi-
acter is heading for. and scurry out of the cemetery,
dation 16, reality (Orrorsh) 13
Each woman brought the other's heading down some dark alley-
Possibilities: 5
weakness and true dea th along, to ways.1f the Storm Knights pursue,
Natural Tools: Mandibles, dam-
use on the other: Basjas' bundle read aloud the following:
age value STR+5/20; poison, dam-
contains a holy symbol from As you dash off in pursuit of age value 16, injected if a wound
Sabathina's world, a stake made of the spider-kin, the dark and twist- or better is caused by an unarmed
ice, and a mallet; Sabathina's bundle ing alleys of old New Orleans em- combat attack; webs, Toughness 19
consists of two small bars of gold brace you, its shadows home to Powers: Resistance to Normal
•• 80
Act Three
Weapons, Magical Resistance this time to lunge out into the open
Corruption Value: 16
Cut To ... and attack the Storm Knights. If
Fear Rating: 1 If the Storm Knights decide to Mr. Koar is still alive, he too at-
Perseverance ON: 16 go to Louis Armstrong Park, cut to tacks. Both of these beings some-
Weakness: Bones of birds (se- Scene Eight, "A Tree Grows In New how know that the tree must re-
vere) Orleans." main where it is so that the reality
True Death: Impaled with a which brings Fear and Wickedness
branch from a tree, removed from lingers here forever.
the tree no more than an hour be- SCENE EIGHT: A Orrorshan Reality Tree
fore.
Description: These Horrors re- Tree Grows In New DEXTERITY 0
semble huge spiders two meters STRENGTH 0
long and 1.5 meters high. Their
Orleans TOUGHNESS 50
heads are human skulls with glow- PERCEPTION 12
ing green eyes and black mandibles Trick (35)
MIND 12
extending from both sides of the The Situation Test (35), willpower 20
mouth.
Dramatic. This is unusual, in CHARISMA 0
that it's the second dramatic scene Charm (40), persuasion (40),
Flags of the Act. The reason for this is taunt (40)
that the uprooting of a reality tree SPIRIT 25
An Alertness card reveals one is a big deal, and theoretically it Intimidation 30, reality (Orrorsh)
bundle. An Idea card gives the Storm could happen at any point in the 40
Knight the hint that the contents of act once the Storm Knights put the Possibilities: 40
a bundle constitutes the true death clues together. Description: A ghoul was
of the owner's opponent. When the Storm Knights enter planted in the tree, which gave the
the park, read aloud or paraphrase tree five adds of intimidation. The
the following: tree doesn't have much to defend
Variables itself with. It relies on intimidation
You enter Louis Armstrong
If the players have a huge party to make itself look like a twisted,
Park and discover, to your sur-
of Storm Knights with every con- gnarled, animated spectral tree,
prise, that at first glance it ap-
ceivable weapon and spell imag- with its "Player's Call" being for
pears to be quite normal and se-
inable, an obscene amount of pos- the Storm Knight(s) to run scream-
date. However, to your trained eye,
sibilities, or skills with abnormally ing from the park, not being able
it's obvious that something is
high adds, then don't hesitate to to return until daylight. Of course,
amiss, in the form of the large,
throw the females and their armies the reality tree will attempt to in-
strange tree that grows in the park's
a t them. On the other hand, if the timidate them yet again, doing this
center. To the average person, it
party has been badly worn down as many times as necessary to keep
looks like a regular tree, but you
by previous events, give each fe- the Storm Knights at bay.
know better; itis fueling Orrorshan
male one wound and say that they reality in New Orleans and vicin- Mr. Koar
started figh ting before the Storm ity. DEXTERITY 10/14
Knights arrived. Once they arrive, Acrobatics 12/16, dodge 13/17,
of course, they spot the Knights flight -/18, maneuver 14/17,
and agree on a temporary truce; in The Action stealth 12/16, unarmed combat
effect, they're taking a "lunch 16/20
break." The tree is obviously full grown
STRENGTH 11115
If a Setback occurs for the Vil- - tha t means the host inside has
TOUGHNESS 10115
lains, the Victorian forces from the departed. All that has to be done to
PERCEPTION 12/10
Bon Vie come charging in on horse- end the Orrorshan hold on this
Evidence analysis 16/14, find
back - literally and figuratively, area is to uproot the tree.
16/14, language 15/11, track-
the cavalry has arrived. This is harder than it looks. Re-
ing 17/17, trick 14/12
A Setback for the Heroes could ality trees are extremely tough.
MIND 10/8
bethe gang of four Vampyres, who Wha t' s more, this tree has several
Occult 13/-, test of will 12/10,
serve Sabathina, coming upon the unlikely guardians: if Randolph
willpower 14/12
battle and joining it. Chapman is still alive, he chooses
81
.-
Torg: War's End
'1
82
Act Three
shard, the sword of Vlad the The tree collapses on itself, character suffers damage value 20
Impaler. smoldering, dying. Suddenly, it from the shockwave.
Both men will fight to the death. heaves to life again, pulsating as Read aloud:
if it were breathing rapidly. At You grit your teeth and narrow
last, it explodes like an overripe your eyes as the violent wind slices
Woodsman, Don't melon, except that instead of pulpy into you. Managing to turn your
Spare That Tree fruit matter, a hurricane laced with heads and look toward the city,
red and blue lightning erupts from your hearts leap with excitement
Destruction of the tree can only within. as you see hansom cabs and gas-
be accomplished in one of two ways: Call for Dexterity totals. On a 12, lights vanishing, to be replaced
by wounding it to the point of death the character has found something by electric street lights and auto-
(a very difficult thing to do), or by to hang on to and avoided being mobiles. Top hats, waist coats,
nailing a ghoul to the trunk using buffeted about. Failure means the bonnets, and hoop skirts change
at least four silver nails. Finding
out the latter method of destroy-
ing the tree requires using the re-
search skill in the New Orleans
public library. The gypsy grand-
mother staying with the Southern
Gentlemen has such nails, selling
each one for the equivalent of $20
US each.
Where to find a ghoul? Well, as
it happens, the one who was in the
tree is still hanging about, along
with a few friends.
Ghouls (8)
Reality: Orrorsh
DEXTERITY 10
Dodge 11, unarmed combat 12
STRENGTH 13
TOUGHNESS 15
PERCEPTION 6
Find 11, track 12
MIND 3
Test 9, willpower (11)
CHARISMA 2
Taunt (18)
SPIRIT 7
Faith (Orrorsh) 13, intimidation
14
Possibility Potential: None
Natural Tools: Claws, damage
value STR+2/15; teeth, damage
value STR+3/16
Powers: Armor Defeating At-
tack (their especially long, sharp
claws can slip between armor seams
and rend flesh).
Fear Rating: 1
Weakness: Fire
True Death: Sever spinal column
Once the tree is destroyed, read
or paraphrase the following:
.e
83
Torg: War's End
back into baseball caps, leather Act Awards Getting from New Orleans to
jackets, berets, and blue jeans. Los Angeles is a simple matter of
You realize that thanks to the Surviving this grisly act gives taking a train from New Orleans to
fact that Core Earth was already each Storm Knight five Possibili- Houston, then catching a flight out
present here, no story seed needed ties. If they uprooted the reality to LAX. If New Orleans has been
to be planted. You hang on for tree, add three more. Killing Basjas freed, flights resume the next day,
dear life for what seems like an and/or Sabathina gives the Storm and the Storm Knights can fly di-
eternity, butinreality is only about Knights an additional two Possi- rect to Los Angeles.
70 seconds. Finally, the wind dies bilities per death. Killing Randolph
down to a light breeze, then stops Chapman, Koar, or preventing the
altogether. Cyberpapacy and Victorians from With All My Selves
Shaking, you pick yourselves ripping into each other at the Bon
up, brush yourselves off, and look Vie is worth one Possibility each.
Against Me ...
around. All is quiet. Apparently, (Note: The characters do not ap-
the hurricane was limited only to pear until midway through this
the confines ofthe park. You leave Concluding The Act scene.)
the place on wobbly legs, eyes The CEO of Kanawa Corpora-
wide. New Orleans seems none Read aloud the following:
tion stood patiently in the dark-
the worse for the experience; all Yourjob in New Orleans is done. ened lab and looked at his chro-
traces of Orrorsh are gone. You You have been through hell, but nometer. He gave a slight smirk of
did it. You freed the city. it's over, and you've emerged tri- satisfaction. "Daikoku is gone," he
umphant, though probably a little announced. "The time is now!"
shaken. Staring off at the western "Excellent," replied Kanawa.
Flags sky, you see dark storm clouds "Then let us go and fulfill our
gathering, with what you'd swear task," added 3327.
A Martyr card will destroy the
are forks of blue and red light- "For the glory of ... " Ryuchi
tree, and the Storm Knight along
ning. You know that your destiny began.
with it. An Idea card tells the Storm
now lies out there, in California. " ... our lady Jezrael," finished
Knight that, since the reality tree
After over five long years, at last the High Lord of Marketplace.
was nurtured by an Orrorshan host,
you have come to the end of it all. The eyes of all five Ryuchi
perhaps the tree itself has a weak-
The Gaunt Man must be stopped, Kanawas pulsated with a disturb-
ness now. Otherwise, an Idea card
one way or another, and it looks ing orange light as they filed out of
can be used to tell the Storm Knights
like it's up to your group to do it. the lab.
that the gypsies or the Southern
This is it. The final battle of the It was the perfect infiltration,
Gentlemen would be the people
Possibility Wars. Maybe the last one that any ninja would be proud
most likely to have silver nails.
battle you'll ever fight. of. All five of Kanawa's surviving
But first ... clones had been replaced by
Variables Yes, it's that nimbus of energy Tharkoldu duplicates, under the
again, this time sweeping the char- control of Jezrael. Now with the
If both Chapman and Koar have acters to Japan and "With All My Nippon Tech Darkness Device gone,
been eliminated already, feel free Selves Against Me ... " below. and Kanawa attempting a pullout
to use any stragglers from Again, the characters will be re- of Core Earth, the opportunity to
Sabathina's or Basjas' armies as turned from whence they came at strike had come at last.
defenders of the tree. the end oftha t section, wi th aware- The first stop of the five Kanawa
ness of what went on in"A People copies was a small private storage
Betrayed." locker, which could be opened only
Perseverance Awards by achieving the seemingly impos-
Uprooting the reality tree gains sible: the palm-print reader had to
the Storm Knights four Persever- Cut To •••
scan the owner's right hand palm-
print three times, simultaneously.
ance poin ts.
Once the Storm Knights are ready Three of the clones placed their
to go to Los Angeles, cut to Act right hands, palms down, on the
Four, "It's The End Of The World reader. The scanner confirmed
....
As We Know It." them, and the lock slid open with a
..........~-------------------
84 .. , . .~,
Act Three
loud click. The fourth clone took to Marketplace. open. The Storm Knights can see
ou t a bundle, and opened it, dis- This time, the High Lord of Mar- inside Kanawa's inner office - the
tributing Tharkoldu Res-14 laser ketplace had the honor of placing four damaged clones have roused
pistols to each clone. There were his palm on the reader. The door themselves and all five now con-
six pistols, and Ryuchi took the opened, granting them access to front the High Lord. Spilling in
extra pistol and tucked it in his the sanctum of none other than from the corridor are MarSee troops,
pants at the small of his back. It Ryuchi Kanawa, aka 3327, aka the coming to the aid of their master.
was always a good idea to have a High Lord of Marketplace, aka the
backup. CEO of the megacorporation known MarSee Troops (24)
Now that all five clones were as Kanawa Corporation. Reality: NipponTech
armed and walking down the halls The man who sat at the desk, DEXTERITY 9
of Kanawa's high-rise headquar- Ryuchi Kanawa, frowned as he Dodge 10, fire combat 11, ma-
ters, their demeanor switched to a stood up, hands resting on the desk. neuver 10, melee weapons 10,
more aggressive, warrior posture. He knew, of course, what this tab- stealth 10, unarmed combat 10
The halls of the building were much leau meant. "Computer!" he barked. STRENGTHS
less crowded than the headquar- "Initiate program Judo One!" TOUGHNESS S (15 with Kyoto
ters of a megacorpora tion should The clones raised their laser pis- RKD armor)
be. Most of the staffers had already tols and took careful aim. Five PERCEPTION S
gone back to Marketplace, taking beams lanced out and struck the Find 9, tracking 10, trick 9
essential equipment back to the High Lord, who was blown back- MINDS
main headquarters in that cosmo wards by their sheer force. He was Test 9
All five men stood impassively bloodied and burnt ... but still CHARISMAS
in the elevator as it shot up to the alive. Charm 10, persuasion 9
penthouse offices of Ryuchi Computer program Judo One ac- SPIRIT 7
Kanawa, their images reflecting in tivated itself in the next millisec- Intimidation 9
each other's mirror shades. As one, ond, sending a powerful electrical Possibility Potential: Some (55)
each tugged on the collar of their current arcing through all five Equipment: RKD Armor, value
black turtlenecks, then straightened clones, overloading the laser pis- TOU+7/15; nunchaka, damage
the lapels of their grey sports jack- tols in their hands. The resulting value STR+5/13; Impala chain gun,
ets. explosions left the real 3327 with damage value 23, ammo 600
The elevator door opened, and a the only intact right hand. Only The MarSee troops will not be
dozen heavily armed and armored one clone, in fact, did not lose both eager to sit down and have a chat
MarSec troops levelled their Im- a hand and an eye, and he was the with the Storm Knights. They will
pala Chain Guns. The squad's leader only one who remained standing. assume that the Storm Knights are
began to ask for identification and Suddenly, even this clone stag- the intruders, and blaze away at
verification of the visitors' appoint- gered slightly, dizzy and disori- them. 3327, meanwhile, will shout
ment with the now very reclusive ented. Yes, of course ... all the origi- at them that "Those gaijin are not
High Lord, when his jaw dropped nal clones were linked together by the enemy, you fools!"
in a most uncharacteristic fashion. a shared consciousness. The In any case, the clones may at-
"1m ... impossible," the com- Tharkoldu replicants had a similar tack the Storm Knights, mistaking
mander gasped. "What trickery is system built in. He was feeling the them for stormers hired by 3327 as
this?" pain of his clone brothers! extra security.
"You're all fired," the CEO of "Excellent," the clone muttered.
Kanawa Corp announced as five "A new system?" 3327 (and his clones)
lasers blazed away at the MarSec The true High Lord said sim- DEXTERITY 13
troops. In seconds, all twelve men ply, "I still live ... and all five of Acrobatics 17, dodge 17, energy
lay dead. you have outlived your usefulness. weapons 20, fire combat 20,
Satisfied, the clones walked up Even now, MarSec troops are com- lockpicking 16, maneuver 19,
to the ornate steel office door. 3327 ing to my aid. Your time is almost martial arts 21, melee weapons
placed his palm on the reader. The through." 18, missile weapons 18, presti-
door hissed open smoothly, and digitation 17,stealth23, unarmed
Note: At this point, the Storm combat 20
the five men walked through the Knights appear in the outer office.
secretary's office. It was empty- STRENGTH 9
The door to the corridor is open, Climbing 14
Miss Mikuma had already gone and the door to Kanawa's office is
back up the maelstrom bridge, back TOUGHNESS 9
ti. . . . - - - - - - - - - - - - - - - - - - - -I - .
~. 85
Torg: War's End
PERCEPTION 18 head, even as he spoke the words, and place it next to the other clones,
Disguise 25, evidence analysis "Computer - initiate Kamikaze making him look like just another
27, find 27, language 26, scholar One!" assassin.
(economics) 28, scholar (Japa- Ryuchi, the clone, looked down Ryuchi tiptoed around the dead
nese history 24), trick 27 at the original, dead on the floor. It bodies of his clone brothers, and
MIND 25 suddenly occurred ·to him that he ambled behind the huge glass and
Business 32, meditation 28, sci- was now the leader of the Kanawa steel desk. Leaning down, he was
ence (psychology) 28, test 31, Corpora tion. Of course, he would about to pick up the headless body
willpower 31 have to share the power with the ofthe High Lord w hen he heard an
CHARISMA 21 other clones ... odd beeping coming from the
Charm 23, persuasion 30, taunt Or would he? corpse's chest.
33 He was still armed, and the only Curious, Ryuchi tore open the
SPIRIT 8 one of the clones who was whole. body's Yves St Laurent shirt and
Intimidation 25, reality (Nippon Without a word, he spun around saw a small box with a beeping red
Tech) 32 and slew his four clone brothers. light. It was a heart monitor telem-
Possibilities: 30 for each clone Why bother to share, when it could etry broadcast unit, standard equip-
and for Kanawa all be his? ment for any Kanawa executive of
Equipment: For the clones: Res- mid-level or higher. The monitor
14 laser, damage value 25, ammo would track the executive's heart
50; for Kanawa" himself: 13mm rate, and if the heart ever
Chunyokai, damage value 18, stopped, it sent an emergency
ammo 9 signal to building security and
At this point, gamemasters to an Emergency Medical
can take it one of two ways: Technician team.
Apeiros can take the Storm Frowning, Ryuchi
Knigh ts back to where they couldn't help but to won-
came from, or they have to der why it was beeping. It
get out of the building be- wasn't supposed to beep.
fore the bomb blows (what And shouldn't MarSec and
bomb, you ask? The one the EMTs have been here
3327 is going to set off in by now? Was something
the second half of the fic- wrong with the computer?
tion, below). If the latter is The computer!
used, the Storm Knights have Suddenly, like a thunder-
four rounds before the explo- bolt, Ryuchi remembered the
sion goes off. Once they clear the dying High Lord's last words:
building, Apeiros takes them back "Computer - initiate Kami-
to the spot they started from. kaze One!" His mind raced.
If the characters depart, the scene What command was that? Kami-
plays out as follows: kaze meant divine wind ... kami-
When it was over, he won- kaze was also the name of the Japa-
One of the clone assassins dered what had inspired him. Per- nese pilots on this world who, in
grinned wickedly as he took his haps, despite the disappearance of their last major war, committed
backup laser from behind his back. Daikoku, this was still a Nippon suicide by ramming their planes
"Farewell, once High Lord. Lady pure zone. Even though he was an into the enemy ships. The pilots
Jezrael sends her compliments." artificial being, perhaps he had died ... but they took the enemy
Kanawa made a business deci- transformed. Perhaps he was true with them.
sion. His men were pinned in the Nippon now. Ryuchi's eyes went wide. He
hallway by the laser blasts of the He knew his cover story would dropped the corpse and realized
other four clones. The market was have to be a good one. Jezrael had there was nothing more to do now.
rapidly plummeting. But he would sent five Kanawa lookalikes to as- Nothing to do but die.
not let Jezrael have the satisfaction sassinate the Kana wa CEO, bu t the The explosion could be seen for
of seizing his secrets. computer defenses had stopped kilometers. When the smoke and
The clone fired. The laser beam them. All he had to do was take the dust had cleared, the top three floors
....
sizzled toward the High Lord's body of the assassinated High Lord of the Kanawa Building were gone.
.....~86
."":"':"---------------------- .. . ~
,
Act Three
A People Betrayed
Parok, Warlord of the acteristically wide. "Sallsbor- and suffer no consequences?"
Ravagons, stood on the battle- atza? A deceiver? Impossible!" Arrgurk pressed.
ments of Illmound Keep and Parok glared at the younger Parok smiled, slowly. "Ah,
surveyed his surroundings with ravagon. "Fool. He has twisted but I never said there would be
distaste. It was quiet now, save and manipulated us. Ravokhelp no consequences ..." He retuned
for the screams of the writhing me, but the Denyers were right! to the balcony, his lieutenant
damned that made up the mael- The rejected him for his use of in tow. "Spread the word to all
strom bridge. Interlocking his sinful acts, and they were right!" our kind. We leave this wretched
long, clawed fingers together, "What proof have you of world ... now!"
he brooded over recent events. this?" Arrgurk croaked, not Arrgurk looked surprised,
And it was in this state of mind wanting to see his whole world, but wisely held his tongue.
that Arrgurk Verzta, The Twice as he knew it, collapse. "The Great Deceiver will soon
Named, Guardian for the Parok wordlessly led the end the life of this world. The
Irishantza, found him as he young warrior into the Gaunt hunting shall come to an end
swooped down to land grace- Man's situation room. Near the here. We have done our share;
fully. giant floating globe-image was we have helped him gain a vic-
Arrgurk nodded respectfully the Gaunt Man's journal, with tory here; honor is preserved.
to his superior. Parok gave the his plan neatly written out. Let us return to our blessed
smallest inclination of his own "Does he think so little of Tz'Ravok, and there I shall place
head in response. us," Parok spat, "so little of our myself at the mercy of our
"Something ails you, War- powers, that he thought he could people. They may judge me."
lord?" Arrgurk hissed. just leave his twisted plan ly- Arrgurk nodded as he un-
Parok's eyes narrowed, but ing about where it could be furled his wings. "Do not fear
he never looked at Arrgurk, so found? Does he not fear our this judgment. Sallsboratza was
great was his shame. "We ... might? Does he think we can- very convincing; his words
have been deceived." not stop him?" touched us."
Arrgurk clacked his teeth in Arrgurk quickly read the last "Do not call him by that
the accepted gesture of curios- entries as Parok ranted, then name!" Parok snarled. "I name
ity and confusion. Parok nod- stopped and stared at the War- him Kazarokza, the Great De-
ded and repeated. "Deceived." lord with a killing gleam in his ceiver! Let that be his legacy!"
Parok turned about and eyes. "Then let us do so, lord!" With a grim nod, Arrgurk
walked into Illmound, an he said. "Let us kill him and his took to the air, intent on his
Illmound that was lacking its armies! Our numbers are great, mission.
master. The Gaunt Man had our warriors strong! Let us take Within one day, every
already taken his host and our vengeance!" ravagon on Earth had gathered
headed off for what the natives "No!" Parok replied. "What- at Illmound Keep, there to fol-
of this world called California. ever he has done ... I have low their Warlord back home.
Arrgurk followed, disturbed, pledged an oath of fealty." But if they believed their de-
but daring not to question Parok. "He has broken his oaths to parture would strike at the heart
"He lied to us. He whom I us!" of the Gaunt Man, they were
followed as the Sixth Prophet," "And I will not share his dis- sadly mistaken.
Parok said at last. honor." For Kazarokza had no heart ...
Arrgurk's eyes went unchar- "You will let him betray us
87
.-
Torg: War's End
Act Four
•• 88
Act Four
.a
89
Torg: War's End
only are there loads of opportuni- Storm Knights' reach, while the Read aloud or paraphrase the
ties to kill off Storm Knights, there players, bored and feeling unable following:
is also the unfortunate chance that to do anything, tune out. This is Your passenger flight is nearly
the Storm Knights could wind up THE LAST ACT OF TORG. Excite- at an end as the jetliner banks
just sitting around and watching ment should be everywhere. gracefully for its final approach
the action unfold around them, since There are some events that to LAX. Looking out the window,
some pretty significant things hap- should happen for the sake of the you can see cars and trucks below
pen in rapid succession in this Act. adventure, like the death of Jeff you. Shifting your gaze to the
A lot of loose ends get tied up. Mills. However, all the others interior of the plane, you note that
The roster of gamemaster char- should be up in the air - maybe it's only half full: not too many
acters who appear is a Storm Storm Knight intervention prevents people seem interested in going
Knight's nightmare: Jezrael, the some, but not others. The adven- into LA these days, what with the
Guildmaster, Baruk Kaah, the ture is written from the perspec- Tharkoldu presence.
Gaunt Man, etc. Even thoughJezrael tive that the Knights will have their Tezel Rak-Four, the cybermage
and her son Sidon wind up fight- hands full battling the Gaunt Man, that your group met in New Or-
ing each other and possibly the but if they want to get involved in leans, has already sent word to
Storm Knights never get a shot at some of the "sideshows," by all his contacts in the Warrior's Peace
her, there is no reason why Baruk means, let them. resistance group in LA, notifying
Kaah would ignore the Storm It may seem like this act is rather them of your arrival. They will
Knights. Considering how his realm linear, dragging the Storm Knights meet you at the airport, and help
was wrecked, it is safe to assume from one big bang-up battle to the you in any way they can.
that he has a burning hatred of next. Well, that's because it is. This With your seat belts fastened
Storm Knights and will attack them is the act where the forces of evil and your trays returned to an up-
with reckless, homicidal abandon. and the forces of good duke it out. right, locked position, you uncon-
The Guildmaster, otherwise No quarter, no compromise, no sciously clutch the armrest as the
known as Ayroa of Kantovia, may shortcuts - it's now or never, folks. plane begins its descent towards
also justifiably lead a small group Above all else, have fun with the runway. Suddenly, a loud
of shapechangers in a charge against this. This is the last act of the Pos- shriek of ripping metal alerts you
the Storm Knights, claiming that sibility Wars, and should be a very that the plane has intruders. You
their interference has ruined her big deal. It's been five years in the look ahead several seats and see a
plans. After the Storm Knights and making, and when it's over, the chunk of the cabin torn away, a
Ayroa have had the chance to ex- world will never be the same. pair of nasty looking techno-de-
change a few blows, Kurst could mons squeezing in through the
come in and attack her, insisting hole. The two passengers in the
on the right to face her in solo SCENE ONE: adjacent seats have scarcely time
combat to the death. (Keep in mind,
though, that if you think it would Interception to be startled before the Tharkoldu
hurl them screaming through the
be more fun for the Knights to take ragged hole.
out one of these heavies, go right Panic erupts as passengers and
ahead. Don't feel that the confron-
tations have to run the way they're
The Situation crew scream and scramble to get
away. One woman stands up, pulls
written - feel free to give the Standard. The aircraft that the out a very large pistol, and begins
Knights more bang for the buck!) Storm Knights take into Los Ange- firing at the Tharkoldu. To say
The various armies (e.g. the les International Airport is attacked that she's outgunned and needs
Gaunt Man's gospog, the techno- by a flight of techno-demons. Jezrael help is an understatement.
demons, the shapechangers) can has long since pieced together that
each easily have some stragglers something significant is happen-
that see the Storm Knights as a ing in California, and has dis- . The Action
group of weak opponents that may patched her spies and scouts to
give them an amusing skirmish. stay alert for any teams of Storm A pair of Alpha techno-demons
The worst thing that could hap- Knights or other groups of possi- has ripped open the jetliner, look-
pen in this Act is for the gamemaster bility-rated beings heading into the ing for Storm Knights. In a true
to be sitting back, reading long- Tharkold's zones. She is especially Possibility Wars coincidence, they
winded descriptions of all this neat looking for these particular Storm have found the player characters.
action taking place beyond the Knights! The woman is Allison Hawke, a
..........-----------------~~
90 .. . ,
Act Four
Storm Knight who works as a weapon 16, intimidation 18, re- Allison Hawke
freelance air marshal for LA-bound ality (Tharkold) 15 DEXTERITY 10
flights. Possibilities: 10 Acrobatics 12, dodge 13, energy
Arcane Knowledges: Folk 4, en- weapon 14, fire combat 16, land
Alpha Techno-demons (2) tity 4, inanimate forces 4, living forces vehicles 13, melee combat 13,
DEXTERITY 12 4 maneuver 15, unarmed combat
Dodge 15, energy weapons 15, Spells: Alpha stetch, foeblaster, foe 12
fire combat 14, flight 16(19), stetch, horriftJing arrival, monketJform, STRENGTH 10
melee weapons 16 (19 defense), pav crush, pop Climbing 12
missile weapons 15, stealth 15, Natural Tools: Teeth, damage TOUGHNESS 10 (15 with
unarmed combat 16 (19) value STR+2/19; non-cybered tal- syntheleather)
STRENGTH 17 ons, damage value STR+3/20; al- PERCEPTION 11
Lifting 20 pha sense (Perception total); wing Air vehicles 13, evidence analy-
TOUGHNESS 17(23) strike, damage value STR+7/24, sis 13, find 15, language 14,
PERCEPTION 12 speed value 10 scholar (Sioux lore) 14, scholar
Alteration magic 16, divination Equipment: Pain baton (pain (Tharkold realm lore) 14
magic 16, find 15, first aid 13, weapon+3/ damage value 19). MIND 10
land vehicles 14, tracking 16, trick Cyberware: Nanocord, balance Streetwise 13, test 14, willpower
14 wires (+3 to skills using agility, 15
MIND 13 noted in parentheses above), CHARISMA 10
Apportation magic 17, conjura- interdermal plate (TOU+6/23), Charm 14, persuasion 15, taunt
tion magic 17, test17, will power enhanced cybertalons (STR+5/22), 13
18 cyberwings (+3 push to flight), SPIRIT 10
CHARISMA 11 backlash buffer 2 (magic skill total Intimidation 14, reality (Thar-
Persuasion 13, taunt 15 +2 for purposes of backlash only), kold) 15
SPIRIT 13 LifeCyber, 3 slot chipholder. Cyber Possibilities: 12
Faith (Tharkoldu Evil) 18, pain value: 16 Equipment: 13/Zan Magnum
.e
91
Torg: War's End
pistol, damage value 18, ammo 21 ing disaster.) It takes the Tharkoldu against his mother soon.
(with Smartgun attachment +2 to two combat rounds to reach the • "It's getting harder to tell the
hit); Kap!S syntheleather jacket, cockpit, and an additional round good guys from the bad. Trust no
armor value TOU+S!IS; monofil- to wipe out the crew. The Alphas one unless they've really proven
ament dagger, damage value will attack the Storm Knights as themselves. That's what I do!"
STR+4!14. Cyberware: Nanocord, they stride to the cockpit, making
Killseeker eye, Modspotter eye, the melee a sort of running battle.
Soundcatcher ear, Truthear, Shock The Alphas may even each hurl Flags
Suppression Booster (absorb 3 two people out of the plane, hop-
shock per blow), cybertalons ing to divert the Storm Knights; A Connection card means that
(STR+2!12). Cyber value: 15 while the heroes are off rescuing the Storm Knight is friends with
Description: Allison is a very the victims, the Alphas could make Allison, and any information will
a ttracti ve, very professional it to the cockpit unimpeded. be easier to obtain. An Alertness
freelance air marshal. Born and If the crew is killed and a Storm card played by someone who
raised in the LA suburbs, Allison Knight attempts to land the plane, doesn't know Allison tips off the
is half AmerIndian. She has been an air vehicles total of 17 is needed. Storm Knight that there's this
fighting the Tharkoldu, in one way If the radio is still functioning and armed, cybered woman on the
or another, since they arrived. the Storm Knight can get in touch plane. A Romance card means that
Allison is slow to trust people, since with LAX, he can land the plane on the Storm Knight falls for Allison;
you never know who you're deal- a Perception or air vehicles total of note that the reverse does not hap-
ing with in the Tharkoldu zones. 15. pen. Allison is fighting a war, she
If the plane crashes for any rea- has no time for romance now. If
son, 114 people die, Allison sur- either of the Alphas escape, and a
Death, Tharkoldu vives, and each Storm Knight suf- Nemesis card appears, that Storm
fers damage value 30 (no armor Knight is now marked by the re-
Style protection allowed) in the ensuing spective Alpha, and will be stalked
At some point during the melee, explosion. by the techno-demon. The Alpha
one of the Alphas grabs a steward- will fight the Storm Knight to the
ess and hurls her out the gaping death before the act is over.
hole. In order to rescue her, a Storm Talking With Allison
Knight must make a Dexterity, ac-
mbatics or a long jumping total of
Allison proves to be a good Variables
source of informa tion. She starts
14. A success enables the Storm If the Storm Knights take their
out Neutral toward the Storm
Knight to catch her, although the own private plane!copter!airship,
Knights, but becomes Loyal if she
rescuer and his or her charge are they meet Allison as they go through
sees them battling the techno-de-
now dangling out of a hole in the LAX security. In this case, the Al-
mons.
jetliner. It requires a Strength or phas are in the airport in monkey
Allison knows the following:
lifting total of 18 for the Storm Knight form guise.
to pull both of them back into the • "There's been an increase in oc-
If the Storm Knights take a train
plane. Naturally, the Storm Knight's cult phenomena in LA the last few
to LA instead, the encounter runs
comrades can help. Also just as weeks. Talk of vampiric cybernetic
pretty much the same; the train's
naturally, one or both of the Al- gangs, shapechangers, and such.
wall is ripped open, the Alphas
phas will take the time to try and It's been building steadily;
throw people out of the hole, and
loosen the rescuer's grip on the something's up."
they attempt to get to the engine,
plane and send both people plum- • "The Kana wans are keeping such speed the train up, and derail it.
meting to the runway below. a low profile that they appear to be Allison is on board as railroad se-
nonexistent. Even though it seems curity.
that they are out of the LA picture,
Take Me To The Pilot that may be just what 3327 wants
The Alphas intend to go to the us to think." Cut To ...
cockpit and eliminate the crew, • "Sidon, Jezrael's son, has hooked
forcing the jet to crash. (Of course, up with some Tharkold-trans- Once the Storm Knights arrive
at LAX, cut to Scene Two, "Your
the winged demons will have long formed Storm Knights, and is mak-
Hosts For Your Stay."
since flown away from the impend- ing vague hints that he will face off
•• 92
Act Four
710
Ambush
Site
Compton
Bellflower
Torrance
Anaheim
SCENE TWO: Your Once past security and baggage The Action
claims, you wander to the outside
Hosts For Your Stay concourse, where taxis, limos, and If the party asks you, the people
shuttles await their passengers. holding the "Mr. Sidon" sign are
The place is teeming with penple, two young men with black jeans,
arriving at and departing from the black turtlenecks, black suit coats,
The Situation airport. Many drivers stand out- dark" glasses, and ponytails. They
side their vehicles, with placards, are indeed supposedly from the
Standard. A gang of cyber-
to help the new arrivals know resistance, and if approached, they
vampyres, loyal to Jezrael, meet
where their rides are. Among the ask the Storm Knights the follow-
the Storm Knights, and attempt to
placards you see are: "Mr. ing question: "If you are here to
lure them to an isolated area where
Fujimoto's party," "Ms. Reed's meet Mr Sidon, we need to ask you
they can be killed.
Read aloud or paraphrase the party," "Mr. Sidon's group," and this. How has Mr Sidon been get-
"The Taylor Party."
following:
••
93
Torg: War's End
ting along with his mother?" SPIRIT 10 bonus to land vehicle totals.
Naturally, the answer is some- Intimidation 13, reality (Thar-
thing along the lines of "Not very kold) 13
well." If the party responds as ex- Possibilities: 6 The Ambush
pected, they are escorted to two Equipment: Vav-9 machinepis-
The limos depart LAX and drive
limousines. Split the player char- tol, damage value 19, ammo 18;
east to Bellflower. Once they ar-
acters up so that half ride in each black blazer with Kap /3 Mesh
rive, read aloud the following:
car. woven into it, armor value TOU+3/
The drivers won't speak much, 13; dark glasses with Text LED and Bellflower has changed little
except for questions like "Were you Darksight capabilities; trail bugs since the initial mass destruction
followed?" or "Did you encounter (2). Cyberware: Nanocord, nerve- of the Tharkoldu arrival. Bombed-
any trouble getting into LA?" jack, Radiohear ear, Radiotalker, out buildings and rubble dot the
Voice Mask, Adrenal Booster (+3 landscape. An occasional strag-
Drivers (2) STR+DEX), cybershroud. Cyber gler looking for food dives for
DEXTERITY 12 value: 11 cover as the limos go by. No one
Dodge 14, energy weapons 14, Description: These two drivers trusts anyone in Bellflower these
fire combat 16, land vehicles 17, are part of a group of gangers that days.
melee weapons 13, running 15, work for the Tharkoldu. They are The limos silently pull into a
stealth 16, unarmed combat 16 the only two that haven't turned ruined courtyard, surrounded on
STRENGTH 10 into vampyres. three sides by blasted out apart-
Climbing 12 Note tha t their VoiceMask ment buildings. The area seems
TOUGHNESS 10 (13 with Mesh) cyberware prevents anyone from devoid of life. Looking to either
PERCEPTION 11 trying to determine whether or not side, the drivers get out of the
Find 13, scholar (Tharkold realm they are telling the truth. The limos and motion for you to do
lore) 14 VoiceMask masks vocal stress, ren- the same. They appear to be on
MINDS dering things like Truthear use- the lookout for trouble.
Streetwise 10, willpower 10 less. When the Storm Knights get out
CHARISMA 9 The drivers jack into their ve- of the vehicles, trouble is exactly
Charm 12, persuasion 11, taunt hicles directly, giving them a +3 what happens. Laser blasts erupt
13
•• 94
Act Four
from the ruined buildings, and the SPIRIT 10 of the gang is now infected with
Storm Knights see the two drivers Intimidation 13, reality (Thar- vampyrism.
crumple to the ground (they're fak- kold) 13 During the battle, the two driv-
ing it). Possibilities: 6 ers will cease playing dead and
The gangers spill out of the ru- Equipment: Res 14/Alph laser attempt to attack the Storm Knights
ined buildings and from under the rifle, damage value 26, ammo 30; from behind. They will do this when
rubble, eager for fresh blood and Chod/5 Skirmisher armor, value the opportunity best presents it-
the chance to inflict pain. TOU+5/ 15. Cyberware: Nanocord, self. Before they actually attack
Hidehunter eye, Cybershroud, anyone, though, the drivers will
Tharkold Vampyre Gangers Cybercestus (STR+2/12). Cyber
(2 per Storm Knight) plant a trail bug on a Storm Knight;
value: S this sets the situation up for the
DEXTERITY 12 Natural Tools: Fangs, damage next scene. (Naturally, the drivers
Dodge 14, energy weapons 14, value STR+2/12 will not attack the Knight on whom
fire combat 16, land vehicles 17, Powers: Shape Change (rat), Life they placed the bug.)
melee weapons 13, running 15, Drain (TOU), Regeneration, Infec- The object of the gang's ambush
stealth 16, unarmed combat 16 tion, Dark Vision is simple: complete destruction of
STRENGTH 10 Corruption Value: 17 the Storm Knights in the most pain-
Climbing 12 Fear Rating: 2 ful way possible; no quarter asked
TOUGHNESS 10 (l5with armor) Perseverance DN: 15 for, no quarter given. If that seems
PERCEPTION 11 Weakness: Sunlight, cross (se- brutal, that's exactly what it's meant
Find 13, scholar (Tharkold realm vere) to be; this is Tharkoldu Los Ange-
lore) 14 True Death: Wooden stake les, not a Nile action romp. People
MINDS through chest die in LA, and they don't die pretty.
Streetwise 10, willpower 10 Description: This gang lost a If any gang members survive
CHARISMA 9 "disagreement" with an Orrorshan and are successfully interrogated,
Charm 12, persuasion 11, taunt vampyre, here to scout things out the only thing the Storm Knights
13 for the Gaunt Man. As a result, all manage to get out of them is that
.e
95
Torg: War's End
Jezrael somehow knew tha t the Knights before Sidon's people Possibilities: 6
Storm Knights would be on the could. Equipment: Res-14 laser pistol,
plane/ train in question. In any event, the gangers help damage value 25, ammo 50; Kap/
bind up the injured, bury the dead, 3 Mesh woven into denim jackets,
Trail Bug and offer to take the Storm Knights armor value TOU+3/13; monofil-
to Sidon. ament dagger, damage value
The trail bug has a broadcast STR+4/14. Cyberware: Nanocord,
range of160 kilometers. Its chame- Resistance Gangers (5) Nervejack, Farsight eye, Darksight
leon chip enables it to blend into DEXTERITY 12 eye, Soundcatcher ear, Endorphin
the clothing of the tagged person, Dodge 13, fire combat 16, land Boosters. Cyber value: 12
requiring a Perception or find total vehicles 14, melee weapons 14, Description: These gang mem-
of 30 in order to locate it. running 15, stealth 16, unarmed bers work for the LA resistance, not
combat 17 making much effort to stay inside
STRENGTH 10 the law, but for the most part stay-
The Cavalry Has TOUGHNESS 10 (13 with ar- ing on the side of the angels.
Arrived? mor)
PERCEPTION 11
When the last ganger falls and Find 13, first aid 14, scholar Flags
the echo of the last gunshot/laser (Tharkold realm lore) 13, track-
blast hasn't yet faded, another ing 14, trick 12 An Alertness card gives the Storm
group of gangers appears. These MIND 9 Knight advance notice of the am-
are members of the resistance, Streetwise 11, survival 10, test bush, or perhaps the Storm Knight
working directly with Sidon. They 11, willpower 12 sees the two drivers falling, de-
were notified by a New Orleans CHARISMA 9 spite the fact tha t no shots hit them.
acquaintance of the Storm Knights' Charm 11, persuasion 12, taunt A Suspicion card makes the resis-
arrival, but one of their members 14 tance gangers believe thatthe Storm
turned out to be a Tharkoldu infil- SPIRIT 10 Knights are in fact working for
tra tor. The Tharkold u gangers Intimidation 13, reality (Thar- Nippon Tech or the Guildmaster.
managed to intercept the Storm kold) 12
~ Elevator
,~ ••
Sleeping Area
~.~
•• 96
Act Four
Variables
If the Storm Knight group is
getting annihilated by the vampyre
gang (two or more player charac-
ters die), the resistance charges in
early, this time arriving like the
cavalry in the nick of time.
Cut To ...
Once the Storm Knights are ready
to go see Sidon, cut to Scene Three,
"Sins of the Mother ... "
SCENE THREE:
Sins of the Mother
The Situation
Standard. TheStorm Knights are
taken to see Sidon, who explains
precisely what the resistance is up
against. The scene ends with a
techno-demon attack, giving the
Storm Knights a chance to kick
some major Tharkoldu tail.
Read aloud or paraphrase:
At the intersection of Interstates
10 and 110 stands an innocuous
looking building, a typical Core
Earth structure converted to
Tharkoldu axioms. The three story
building seems to be made ofsmooth
black plastic, with no obvious win-
dows. The building's roof sports a
billboard advertising "Demon-Prof
Home Security Systems."
Once they are sure that they titions are set up, giving groups walks towards you. His eyes glow
were not followed, the resistance of resistance members privacy for green as he looks your group up
takes you round back, to a freight their various activities. You catch and down. After a few seconds,
elevator. The elevator descends sight of a med area, a cyberlegger, he gives a curt nod and walks
into the basement, where a gang weaponsmilhs, hackers, code- back to the cubicle, signalling for
of a dozen Race soldiers and re- breakers, worktables covered with you to follow, but not the other
sistance gangers waits. Once the electronics, everything you can resistance personnel.
gangers who accompany you possibly imagine a resistance cell In the cubicle, the young man
vouch for your identites, every- needing. The entire place is buzz- sits and looks you over. "Word
one relaxes slightly, and you are ing with activity. has it that you're here for the big
welcomed. From behind one partition, a End of the World rumble. I'm
The basement of this building swarthy young man in tom jeans Sidon, son of your enemy," he
is practically one huge room. Par- and a leather jacket emerges and says smiling.
I.
97
Torg: War's End
•• 98
Act Four
unarmed combat 15 (18) damage value 25, ammo 50. Storm Knight will be watched very
STRENGTH 16 Cyberware: Nanocord, Wind- closely, with any innocent move
Lifting 18 sniffer, Balance Wires, lnterdermal possibly being misconstrued as a
TOUGHNESS 16 (21) Plate, armor value TOU+5/21, traitorous one. A Romancecard means
PERCEPTION 10 Cybertalons, da mage value STR+5/ the female Storm Knight has fallen
Alteration magic 13, divination 21, Cyberwings, Lifecyber, 3-s10t in love with Sidon and will follow
magic 13, find 14 (17), first aid Chipholder. Cyber value: 16 him anywhere. Sidon, naturally, is
11, land vehicles 12, tracking 14, Two of the raiding Tharkoldu not interested in romance right now.
trick 12 have a miniature receiver that en-
MIND 11 abled them to pick up the trail bug's
Apportation magic 14, conjura- signal. The techno-demons' mis- Cut To ...
tion magic 14, test 15, willpower sion is a simple one: search for and
15 Once the fight is over, cut to Scene
destroy the Storm Knights and as Four, "The Devil's Playground."
CHARISMA 9 many of the resistance as possible,
Persuasion 11, taunt 13 and return with a confirmed sight-
SPIRIT 11
Faith (Tharkoldu Evil) 16, intimi-
ing of Sidon.
When the battle is over, Sidon
SCENE FOUR: The
dation 16, reality (Tharkold) 14
Possibilities: 8
will find the bug on the Storm Devil's Playground
Knight. The Knight can expect to
Arcane Knowledges: Folk 3, en- be questioned at length about just
tity 3, inanimate forces 2, living forces where his loyalties lie.
2 The Situation
Spells: Monkey form
Standard. The Storm Knights ar-
Natural Tools: Teeth, damage Flags rive at the site, only to find that
value STR+2/18; talons, damage
value STR+3/19; wings, speed A Suspicion or a Mistaken Identihj others have arrived as well. Read
value 10; wingstrike damage value card played means that Sidon and/ aloud or paraphrase the follow-
STR+7/23 or the resistance views that Storm ing:
Equipment: Res-14/Alph lasers, Knight as a possible traitor. That Taking Interstate 10 East, then
••
99
Torg: War's End
Interstate 15 North, three hours group of Storm Knights, Sidon, The Action
of driving finds you at the place four dozen resistance members,
called the Devil's Playground in and three dozen Race soldiers. The The Gaunt Man has dimthreaded
the Mojave Desert. The Tharkoldu increased numbers do little to a horde of gospog to herald his
axiom wash has changed this ter- bolster your courage. arrival. They have been sent with
rain into a mixture of desert and The ground suddenly shifts and orders to kill everyone they see.
rugged rock formations of almost erupts, rocks shaller and crumble, The only gospog type the Gaunt
alien shape. You survey the deso- spewing forth a host of gospog. Man didn't send is the Fourth Plant-
lation as the wind moans through They are all around you, closing ing, since their function is radi-
the rocks, and you can't help but in eagerly for kill. You can feel cally different from the other four
wonder if this is what the entire the power of Fear radiating off types.
Earth will look like if the Gaunt them, tipping you off as to ex-
Man wins. actly who sent them. Gospog of the First Planting
Your force consists of your (72)
......~.--------------------.-..~
1 0 0 " " "
Act Four
••
101
Torg: War's End
"Greetings, stormers, and oth- plans of the various Possiblity The Gaunt Man
ers ... I am pleased to see that you Raiders, are now here to witness DEXTERITY 17
have made it this far. It is good to my ultimate triumph! Dodge 22, maneuver 18, melee
have witnesses to the end of all IJYour world now dies scream- weapons 20, prestidigitation 20,
things. The power of the combined ing, stormers. And so shall you!" unarmed combat 18
Darkness Devices now rests se- With a wave of his hand, gospog STRENGTH 21
curely within my form. erupt from the sand. The precise TOUGHNESS 28
IJIt is time to end this war, same number of gospog you had PERCEPTION 29
stormers. It is time for me to take already dispatched! Evidence analysis 31, find 30,
my rightful place as Torg. How As gamemaster, you can call for language 32, scholar (eternity
fitting that those who for the last a Perseverance Check now against shards) 32, scholar (the Name-
half decade have thwarted the a difficulty number of 27. less One) 33, trick 31
MIND 28
Test 32, occult 34, willpower 34
CHARISMA 22
Charm 26, persuasion 27, taunt
23
SPIRIT 28
Faith (Orrorsh) 37, intimidation
38, reality (Orrorsh) 35
Possibilities: 225
Equipment: Canewithsmallliv-
ing head, damage value STR+4/
25, can cause Fear in a 30 meter
radius around the Gaunt Man when
the High Lord raises it.
Powers: Attack Form Resistance
(from physical, mental, and spiri-
tual damage from mental attacks),
Regeneration, Resistance To Nor-
mal Weapons, Silence.
Corruption Value: 61
Fear Rating: 5
Perseverance DN: 27
Weakness: His absorption of the
Darkness Devices has allowed the
Gaunt Man to overcome his weak-
ness to all eternity shards save the
sword of Apeiros, to which he has
a severe weakness.
True Death: Slain by the sword
of Apeiros.
Flags
An Alertness card can tip off the
Storm Knight that the initial fight
with the gospog is just a warm-up
for something much worse. Aside
from that, there is little that any
Subplot or Connection is going to do
for the group .
•• 102
Act Four
Cut To ...
Once the gospog rise again, cut
to Scene Five, "Interlopers."
SCENE FIVE:
Interlopers!
The Situation
Dramatic. The Kantovian mael-
strom bridge drops down in the
desert, and Ayroa leads her Dire
Wolves in a last ditch attempt to
invade Earth and gain revenge
against the Gaunt Man.
Read aloud or paraphrase the
following:
As you stand in the middle of
the battlefield, dark clouds gather
overhead, like a major thunder-
storm forming in fast-motion. The
vast gospog host, the ones that
you went through all that trouble
to kill, stand patiently, obediently,
awaiting the last High Lord's word
to attack.
Suddenly, a hole opens in the
clouds and a vast structure de-
scends from the sky. It almost re-
sembles the Living Land's mael-
strom bridge, but not quite; it
seems to be a mixture of rock,
mud, and tough plant fiber,
wreathed in small flames.
Coming down the bridge is a
vast horde of humanoid wolves,
fangs bared. A ripple moves
through the invading army, and
you realize that what you are see- ognize as the Guildmaster (if they the Kantovian bridge shatters, send-
ing is the effect of scores of have ever encountered that wor- ing hundreds ofDire Wolves plung-
shapechangers shifting into more thy). In fact, she is Ayroa, current ing to their deaths.
feral forms. There can be little High Lord of Kantovia. For details But the Gaunt Man isn't finished.
doubt of what you see: the cosm on her history, see the sidebar, "The With a wave of his hand, another
of Kantovia, the Gaunt Man's first Company of Wolves." Dire Wolf appears, larger and stron-
conquest, is invading Earth! Ayroa pays no attention to the ger than any other the Knights have
Storm Knights or their allies. In- seen. This is Kurst. .
stead, she turns on the Gaunt Man, Read aloud or paraphrase:
The Action blazing hatred in her eyes. The
Orrorshan High Lord seems un-
NOnce my servant, always my
servant," the Gaunt Man chuck-
Leading the Dire Wolves is a impressed - he mimes snapping les. The High Lord nods his head
woman the characters might rec- his cane over his knee and instantly
.e
103
Torg: War's End
T he Company of Wolves
Ayroa was the mate of Darkness Device was defeated in gate. He was killed there by
Kurst, High Lord of Kantovia, battle by Heketon and fled to Earth. Dire Wolves.
centuries ago when the Gaunt Later, as Huitzilopochtli, that Ayroa dimthreaded to Earth
Man arrived. The Gaunt Man Device would have an effect on and took on the guise of the
insinuated himself into the Meso-American cultures, and later Guildmaster, funding Storm
court of the shapechangers, attempt to establish a realm based Knight and stormer operations
laying the groundwork for his on the Aztec Empire. Defeated, it while she gauged the strengths
first conquest. Ayroa betrayed was dispatched back to Kantovia, and weaknesses of the High
Kurst to the future Orrorshan where it made contact with Ayroa. Lords and bided her time to
High Lord and was betrayed Suspicious that such a thing had strike. And that time is now ...
in turn, exiled to a pocket di- happened, the Gaunt Man sent For further informa tion, see
mension with her surviving Uthorion to that cosm to investi- the novel Interview With Evil.
followers. The Kantovian
•• 104
Act Four
Man's dialogue as you're rolling STR+3/16; teeth, damage value (Kantovia) 22, shapeshifting 22
the dice for his attack, consulting STR+5/18 Possibilities: 50
the results chart, etc. Unnerve the Description: In true Kantovian Natural Tools: Claws, damage
players. This is the Gaunt Man, Survival of the Fittest fashion, the value STR+3/21; teeth, damage
master of fear, their ultimate en- only Dire Wolves to successfully value STR+5/23
emy. survive in their new mini-cosm Description: Ayroa is in her Dire
Dire Wolves (200) (Wolf Form) were those who were possibility- Wolf form, spurning her human
DEXTERITY 12 rated, hence the entire force's hav- form in order to deliver the most
Dodge 14, maneuver 15, run- ing possibilities to use. Each Dire possible pain to Kurst. She realizes
ning 14, stealth 17, swimming Wolf is fanatically loyal to Ayroa. tha t this Kantovian invasion of hers
15, unarmed combat 17 is a last stab at getting a foothold
Ayroa (Dire Wolf Form) on Earth. Casting aside her
STRENGTH 13 DEXTERITY 18
Climbing 16 Guildmaster cover, she is
Dodge 20, maneuver 22, run- singlemindedly intent on killing
TOUGHNESS 13 OS) ning 24, stealth 23, swimming
PERCEPTION 9 Kurst, neutralizing the Gaunt Man,
20, unarmed combat 25 and establishing her realm here.
Trick 12, tracking 16 STRENGTH 18
MIND 8 Climbing 20, lifting 21 Kurst (Dire Wolf Form)
Survival 10 TOUGHNESS 20 DEXTERITY 20
CHARISMA 8 PERCEPTION 12 Dodge 22, maneuver 24, run-
Taunt 10 Trick 14, tracking 18 ning 26, stealth 25, swimming
SPIRIT 12 MIND 10 22, unarmed combat 27
Intimidation 15, reality Survival 17, willpower 17 STRENGTH 20
(Kantovia) 13 shapeshifting 14 CHARISMA 9 Climbing 22, lifting 23
Possibilities: 4 Persuasion (14), taunt 14 TOUGHNESS 22
Natural Tools:Hide, armor value SPIRIT 14 PERCEPTION 13
TOU+2/15; claws, damage value Intimidation 20, reality Trick 15, tracking 19
105
.-
Torg: War's End
Cut To •••
Eventually, inevitably, the Gaunt
Man will corner the player charac-
ters. At this point, cut to Scene Six,
"Mother and Child Reunion."
SCENE SIX:
Mother And Child
Reunion
The Situation
Dramatic. As the Gaunt Man is
about to finish off the Storm
Knights, they are inadvertently
given a little more time by the sud-
den appearance of Jezrael.
Read aloud or paraphrase the
following:
The High Lord who would be
Torg looks at you, his dry skin
stretched tight on his skull, his lips
curled back in a perverse smile of
triumph. Behind him, a confused
MIND 9 side ofthe Storm Knights. But right
bloody massacre continues, with
Survival 16, willpower 16 now, he is under the mental con-
gospog, Dire Wolves, and Tharkoldu
CHARISMA 8 trol of the Gaunt Man. It's possible resistance members locked in fran-
Persuasion (13), taunt 13 that, once Ayroa is subdued or
tic battle. The air stinks of putrefy-
SPIRIT 15 killed, the Gaunt Man might relax
ing flesh, blood and cordite, as
Intimidation 21, reality (Orrorsh) his control as he turns his atten-
screams and swears punctuate the
23, shapeshifting 23 tion elsewhere and Kurst can add
fight. The roiling storm clouds over-
Possibilities: 50 his power to that of the Knights.
head have plunged the battlefield
Natural Tools: Claws, damage Keep in mind that the charac- into an odd, disquieting twilight.
value STR+3/23; teeth, damage ters may choose to intervene in the Occasionally, a stroke of red light-
value STR+5/25 battle between Kurst and Ayroa. If ning gives the scene a bloody crim-
_.. ...
Description: Given the choice, they choose to, by all means let son cast.
Kurst would be fighting on the
~----------
106 .~
~
Act Four
107
.-
Torg: War's End
•• 108
Act Four
Powers: Fire attack (damage Arcane Knowledges: Metal 1, Nanodoc makes self-repairs with
value 34) (comes from his eyes), living forces 4, plant 4 a medicine skill value of 20. All
animal control (snakes and lizards), Spells: Steel shower, charm per- factors and bonuses have already
blur form. son, heal, sixth sense, plant shackles been applied to Kaah's skills.
Perseverance DN: 18 Miracles: Any miracle from any Since his transformation, Kaah
Weakness: Touched by an eter- cosm has managed to learn how to use
nity shard (severe) Alignment: Coar all of the diverse talents that he has
True Death: Slain by a sword Psionic Powers: Psychic Screen, been "blessed" with. He has be-
with a metal handle and pommel, Awareness, Life Sellse, Psi Detectioll, come a very formidable opponent,
wooden blade, and magically en- Beacon, Domination, Psychic Assault and is most anxious to demonstrate
chanted. Natural Tools: Claws, damage this to the Storm Knights.
Pulp Power: Sonic scream (value value STR+3/27; teeth, damage Let Kaah and the Knights bloody
24) value STR+2/26; tail, damage value each other for a while, but don't let
Equipment: .45 automatic, dam- STR+1/25 them kill him if it can be avoided.
age value 16, ammo 6; katana, dam- Additional Notes: Kaah can use At some point, the Gaunt Man
age value STR+7/21; Res-14 laser, a Possibility to remove only two should summon Kaah to his side
damage value 25, ammo 50; bin- packets of damage rather than three. and then send him into the middle
oculars; I1R goggles; lockpick tools; His CSI LED gives him data read- of the battlefield, there to await his
backpack; Marseilles/Hermes outs, his Belle-View Low Light new master's signal.
cyberdeck; medkit. Cyberware: amplifies existing light, and his
NeuraCal, J-Jack, optical package TeleSight gives him a +3 to find at
(CSI LED, Belle©View Low Light, range. He can record sounds with Enter the Avatar
BelleSee TeleSight), cybercorder his cyber ear. Kaah's cybershroud
ear, cybershroud, cyberwings +2, shields his cyberware from a It's time for yet another new
nanodoc, slashers, damage value Modspotter, plus gives him a +5 vs arrival. A bright light suddenly
STR+4/23. Cyber value: 23 electronic detection and a +2 de- flares beside the Knights, similar
Inclination: Evil fense vs smart weaponry. His to the one tha t teleported them
II
109
Torg: War's End
The Action
Kaah must be stopped once and
for all. That is the sale object of this
scene. Naturally, the Storm Knights
will have to wade into the bloody
melee, which may mean more at-
tacks against the above-listed com-
batants. Gamemasters should use
their best judgment; if the Storm
Knights still aren't bloodied much,
throw more combatants at them.
Cut To ...
This time, let the Knights kill or
subdue Kaah if they're able. Once
they do - or once you feel too
early in the adventure. Read aloud you have known this body as Jeff much time has gone by - cut to
or paraphrase: Mills- I used that guise, the Five Scene Eight.
A being walks forth from the Realms game and later my pow-
light. At first, he looks like a young ers to try and slip you informa-
man clad in jeans and a Five tion without drawing the Gaunt SCENE EIGHT: In
Man's attention. But it's too late
Realms shirt. Then he begins to
for games now. So now you see
Final Battle
shift back and forth between this
form and one of pure energy. In me for what I truly am: the Avatar
his hand he holds a glowing sword of Apeiros in this cosm, he who
made of red and blue stone. He embodies creation. The Situation
looks at you after a moment and "You have to listen. The Gaunt
says, "I hope I'm in time. Some of Man is planning to use Kaah as Dramatic. The Gaunt Man strikes
the trigger for a massive earth- down Jeff Mills with a fatal blow,
'1
110
Act Four
and the Storm Knights need to grab The Action "Creation can never truly be
the sword and use it against the destroyed, Storm Knights. Though
would-be Torg. If Kaah is not dead, the Gaunt my physical shell is dead, and my
The characters may have downed Man snaps his fingers at this point spirit quickly dying, I will live on
Kaah at this point. If they haven't, and the edeinos collapses to the in you. Seek, and you shall find
the edeinos goes stiff and glassy- ground. A swirling mass of green my blade, for only the wicked are
eyed as the events of the "read vapor appears in the Gaunt Man's blind."
aloud" begin. Either way, he is out hand. Read aloud or paraphrase: The characters suddenly feel re-
of the fight. newed strength. Any and all dam-
"All this death, stormers, all
Read aloud or paraphrase the age they have taken is healed {of
this glorious death. This is the
following: course, dead Knights stay dead}
combined life energy - physical
You hear a sound like the rush- energy, if you will - of all those and they receive a temporary +5to
ing of wind, followed by a ter- who died on this field. Add to their Dexterity and +10 to their
rible scream. Then you suddenly that the energies of this pitiful Strength, courtesy of the dying
realize silence has descended on Avatar, and poor, bedeviled Kaah Avatar. A Perception or find total of
the Devil's Playground. ... and I have much ofwhatI need. 15 reveals the sword to be just where
You look around, and realize But not quite all ..." it was seen last, but cloaked from
that the battle is over. In every the sight of the Gaunt Man.
In the air above the Gaunt Man,
direction, dead bodies lie stretched The Storm Knights still have a
the dark figure of Ardinay appears.
out. Flies have begun gathering problem - how to get the sword.
She is not there to attack - merely
on the corpses. Gospog, Dire Once they have it, they'll be close
to observe. On the horizon, the
Wolves, techno-demons, Race sol- enough to engage the Gaunt Man
clouds begin to shift madly, and
diers, and LA Resistance, all are in battle. Some sort of distraction
for only a moment, it seems as if a
dead. A single first-planting is needed, and it's up to the play-
horrible, formless face is looking
gospog, missing the right half of ers what kind {might be a good
into this world. This is the Name-
its face and its right arm, staggers time to use those Martyr cards}.
less One, preparing for the feast
amidst the fallen, too stupid to Figure at a run it will only take the
that must surely follow the Gaunt
know that it should be dead too. characters a round to grab the
Man's ascension.
A solitary techno-demon, its wings sword.
Read aloud or paraphrase:
broken, tries in vain to fly, and Once the sword is grasped, it
only succeeds in making its "I offer you a choice, stormers, shifts to a shape familiar with the
wounds even worse, hastening as I have done in the past: crawl to wielder's reality:
death. me, beg for the mercy that is mine Aysle: The weapon becomes a
You see the Gaunt Man grin- to give, and your end will be swift. beautifully crafted elven sword.
ning madly, and at his feet, the Refuse, and you will live to see Core Earth: The weapon becomes
burning corpse of "Jeff Mills," your world die around you. You a large hunting knife.
the Avatar of Apeiros. A short will be the last living things re- Cyberpapacy: The weapon grafts
distance away from the body, maining on this barren planet ... itself onto the wielder's hand, and
about six meters from where you and I will make you relive your becomes a set of three blades, as if
stand, lies the sword that the Ava- failure again, and again, and again. it were cybernetic slashers.
tar was trying to use. Looking at I give you a moment-this cosm's Land Below/Land Above: The
the Gaunt Man, it becomes ap- last moment- to make your de- weapon becomes a spear.
parent that his foe never landed a cision." Living Land: The weapon turns
blow on the High Lord. As you Looks pretty hopeless, doesn't into a spear with living leaves pok-
stare at the sword, it. fades from it? Ba ttle-weary Storm Knights ing out of the shaft.
view. against a High Lord growing more Nile Empire: The weapon be-
The Gaunt Man looks at you powerful by the moment, and the comes a scimitar.
and smiles. "And so it comes down only weapon capable of stopping Nippon Tech: The weapon turns
once again to you, stormers, as it him lost from view. But all is not into a katana.
always has, as it always must. I lost ... Orrorsh: The weapon turns into
commend you for actually sur- In that moment of grace given a cavalry saber.
viving long enough to face me ... by the Gaunt Man, the characters Space Gods: The weapon be-
but all good things must come to hear the voice of the Avatar in comes a sword of pulsating light.
an end." their minds. Tharkold: The weapon grafts
.e
111
Torg: War's End
•• 112
Act Four
itself onto the wielder's wrist, turn- and a shrill death shriek leaves the wound in the sky begins to
ing into a cyber-cestus. his mouth, the sound carrying for heal. This, you know, was the
The Sword of Apeiros miles. Vainly, the Gaunt Man's Nameless One ... stopped just
Cosm: All noW shrivelling fingers try to pull short of devouring this cosm.
Possibilities: Thousands the weapon out, but it is to no There is one more scene to be
Tapping Difficulty: 19 avail. You shield your eyes as the played. Above them, the dark god-
Purpose: To slay the Chosen of High Lord's body is wracked by a dess that is Ardinay transforms
the Nameless One series of increasingly powerful back to the Lady of the Houses of
Powers: The sword is the only explosions, each one sending a Aysle, Pella Ardinay, and plum-
weapon that can bring true death jolt of "agony through his frame. mefs to Earth. The sands shift to
to the Gaunt Man. Finally, one last explosion cushion her body as she lands, and
Group Power: Gate erupts, blasting the Gaunt Man to though not unhurt, she is alive.
Restrictions: None the four winds, and unleashing a The death of the Gaunt Man and
Damage Value: STR+10/35 massive rippling pulse of possi- the retreat of the Nameless One
bility energy. You shield your eyes have "purged her of her taint of
The Storm Knight with the as the energy wave keeps expand-
weapon must get four wounds on corruption. In saving the cosm, the
ing outward, and something deep Knights have saved a soul as well.
the Gaunt Man. Due to the Apeiros- within you realizes that the wave
charged nature of this weapon, the Read aloud or paraphrase:
will cover the entire earth. Fear-
Gaunt Man will be unable to use fully, you wonder what effect it Now, at last, the battlefield is
Possibilities to heal himself. He will have. at peace. The sword is no more;
will, however, have his cane re- As your eyes adjust to the blind- the Gaunt Man is no more. It takes
shape itself into a sword (damage ing light, the very skies themselves several long moments for you to
value STR+6/27) and attempt to appear to rend open. Something realize the import of what has just
parry the Knights' attacks. dark and seductive roils within happened: after five long years,
the breach. A huge chunk of black the war is over.
matter flies up from the explosion's And Earth has won.
Death of the Gaunt ground zero, and hurls itself into
Man the hole. You have this queasy
Adventure Awards
feeling that you shouldn't look
If and when the Gaunt Man is into the breach, at least, not if you
slain by the sword of Apeiros, read AlIStorm Knights who survived
want to keep your sanity intact. the adventure should receive 25
aloud or paraphrase the follow-
ing: Have each Storm Knight gener- Possibilities. The character who
ateaMind or willpower total. They'll actually killed the Gaunt Man
As the weapon of Apeiros need a 12 to avoid looking into the should receive an additional five.
plunges into the Gaunt Man, a breach. If they do look, they see
huge blast of red and blue energy the following:
knocks everyone down onto the
Within the tear in space, you What Now?
blood-soaked sand. The weapon
remains lodged in the High Lord's see a face that is both more and The Possibility Wars maybe over
chest. less than human ... something ... but the adventure need not end
Pure white light erupts from made of shadows and mist and a there. Check out the Appendix at
the Gaunt Man's eyesockets as deeper darkness than any you've the end of this book for some ideas
his jaw drops lower that any nor- ever seen. You feel a tidal wave of of where you and your Torg char-
mal person would think possible, rage and frustration pass over you acters can go from here.
as the entity begins to recede and
113
I'
Torg: War's End
Appendix A
•• 114
Appendix A
••
115
Torg: War's End
....
the world - if they want to find
....~1
.~~---------------------------
1 6 " ' "
~
Appendix A
117
.-
Torg; War's End
Background Generation
Players converting established
Torg characters to MasterBook need
not make use of the Background
Advantages and Compensations
system in MasterBook if they don't
choose to. Essentially, it's a way of
codifying and assigning values to
character traits that probably al-
ready exist as part of the Torg
character's background. In this case,
players should view the system as
optional.
....
directly from one to the other. Now campaign with the MasterBookrules,
your Torg character had in a skill
find your MasterBook character's
_ .--------------------
...... 1 1 8 . . . ,~
Appendix A
"MacroskiII; must select a focus Boldface: Skill cannot be used untrained. t Skill new with MasterBook.
you should keep the following This should ease that problem. to start with in The World of
things in mind: • The reality skill will continue to Bloodshadows than in The World of
• MasterBook uses a 2d10 system, work the same in the Torg setting. Indiana Jones) supercede those of
as opposed to the Id20 system in Torg.
use in Torg. If you wish, you may • New characters created need not
continue using the 20-sided die, as Playing MasterBook have tag skills, though they are
it allows for more "heroic" rolls With Torg Characters not allowed to have more than three
which is part of the tone of Torg. initial adds in a skill. But they are
• Torg card play rules - number If you are taking your Torg party not required to have three adds in
of cards handed out, etc. - remain into a MasterBook world, the fol- anyone skill.
in effect. lowing should be kept in mind: • The reality skill does not exist in
• Use of a Possibility IUfe Point • You may continue using the Id20 any of the MasterBook worlds at
cap in Torg is optional, but recom- system if you want to, providing present. If characters wish, they
mended. One of problems cited by player characters and gamemaster may shift reality skill adds into the
Torg gamemasters in the past is characters alike get to use it. willpower skill.
characters who have 75-100 Possi- • Card play rules for individual • The Ufe Point cap is in place in
bilities and are impossible to stop. universes (Le., you get fewer cards MasterBook worlds and should be
.e
119
Torg: War's End
•• 120
Character Name _
Player Name _
MasterBook Character Sheet
I
species IHeighl I Mass I Age I
Sex
SHOCK
AlTRIBUTES COMBAT BOX K 0
o AGILITY o INTELLECT WOUND LEVEL MODIFIERS
CAPACITY
SHOCK TAKEN
o DEXTERITY o MIND
o
o Liglrt no modifier
o ENDURANCE o CONFIDENCE
Moderate -2 to physical skills
o STRENGTH o CHARISMA
0 Heavy -4 physical & ·2 all
other skills
o MRG (Movement
Rate, Ground)
o MRC (Movement
Rate, Climbing)
L1FEPOImSI
POSSIBILITIES
SKILL POINTS
o MRS (Movement
Rate,S\vimming)
o MRJ (Movement
Rate, Jumping
SKILLS
NAME ATIRIBUTEI SKILL SPECIALIZATIONI 'IODlllmS SKILL
1 VALUE ADDS ADOS I VALl;E
ADVANTAGES COMPENSATIONS
,
DIE 9 11 21 26 31 36 41
ROLL 2
3 4 5 6 7 8 10 12 13 14 15 16 17 18 19 20 25 30 35 40 45 +5
BONUS # -10 -8 -7 -6 -5 -3 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 +1
®,TM & © 1995 West End Carnes. Pennission granted to photocopy for personal use.
EQUIPMENT
Item Game Effect Notes (r.mgcs, elc.)
PERSONALITY
BACKGROUND STORY
NOTES
®,TM & © 1995 West End Games. Permission granted. to photocopy for personal use.
Appendix B
Appendix B
Arachnidia
The domed world of Arachnidia Ustanah society is a cross be-
is connected to Core Earth by a tween an anthill and a city state of
series of tunnels, most of which Classical times on Earth. As with
come up in the northeastern or spiritual power, the Social axiom
north-central US. Like the rest of has been pressed to the limit here.
the pocket dimensions, this area The queen of the hive directs all
survived the end of the Possibility activities, which mostly consist of
Wars. The best known entrance is gathering food. Each ustanah adult
in Upper Michigan, through which gathers his or her own food; any
the ustanah emerged in the early surplus gleaned during the day is
days of the war. The ustanah are placed into a communal storage
the insectoid beings whose defeat building. Among other things, this
on Takta Ker marked the first con- food supports the troops of the
quest of former Living Land High ustanah standing army, which de-
Lord Baruk Kaah. fend the hunters and gatherers from
Arachnidia is said to a rich source the domed world's more danger-
of eternity shards, possibly as the ous wildlife.
result of an extracosmic invasion
at some point in its history.
The Law of
Axioms and World Cooperation
From the unanimity of onslaught
Laws similar to that of an outraged hive
Arachnidia has the same axioms of bees, the ustanah have evolved
as the Land Below in general, in- battle tactics that take full advan-
cluding Merretika (Magic 12, So- tage of the principles of coopera-
cialS, Spiritllal17, TechllologicallO). tion. The Law of Cooperation dem-
However, the ustanah have no onstrates this quite well. When-
mages to take advantage of the ever two or more characters are
first axiom, while their Stone Age working together toward a com-
society lags behind the realm's Tech mon goal, such as fighting the same
potential. Spiritual power is their individual enemy or using their
primary strength; the realm has a combined Strength totals to lift a
higher Spiritllal axiom than any of heavy object, they receive a +1 to
the realities that invaded Earth, their efforts.
save Takta Ker /the Living Land. There is, however, only a single
This turned the original edeinos/ modifier for characters making a
ustanah war into a bitter religious single combined effort, as in the
crusade that made the fighting even lifting example given above or the
more vicious. Now this domed heavy weapolls skill roll for the op-
world is the last stronghold of the erators a single crew-served
ustanah and their religion. (To il- weapon.
lustrate this, any non-ustanah
miracles performed in Arachnidia
will be a one-case contradiction.)
I.
123
Torg: War's End
•• 124
AppendixB
it is roughly equivalent to that of a collection of separa te quartets op- age value STR+3/13; club-atlatl,
human city state. These insects are erating out of step with each other. damage value STR+4/14; crystal
well-disciplined, all working to- When weather permits their sys- discs, damage value STR+3/13,
gether for the good of the commu- tem to work, they operate like range 3-10/40/100
nity. As such, they have no need miitary automatons, reminding at
for laws - the army is there to least one scholar who saw them in
defend against outside threats battle of the Roman legions and Lands Below
alone. their similar small-unit tactics.
Ustanah military organization Current estimates are that there As noted in Appendix C, the
is based on multiples of four, with are at least 10,000 ustanah in Land Below and the various domed
the smallest unit the "appendage" Arachnidia, within 4000 of them in worlds survived the conclusion of
of four warriors, corresponding the standing army. In times of the Possibility Wars relatively un-
with the four limbs of an ustanah emergency, virtually all citizens scathed. In fact, access to these ar-
or human. One of these four is in are required to serve; they already eas is now far easier than it was
charge of all the others. These units know what units they serve in and before, due to the proliferation of
may work in pairs for hunting or with what comrades. Thus, "re- extradimensional ga tes on Earth.
gathering missions. In war, though, serve" units are just as skilled in Below are in-depth looks at the
the "quartet" or 16 warriors is al- battle as the "professionals," though tunnels beneath two of the former
most invariably the smallest unit whether this is due to instinct or realms:
to operate independently. practice is, as yet unknown. Both
In pitched battle, quartets ad- male and female ustanah serve in
vance in four rows, each row tak- the military.
Tharkold
ing turns using its club/atlatl to Of the entire ustanah race, only The tunnels beneath Los Ange-
hurl a volley of sharpened crystal the queen herself and perhaps a les are a curious combination of
discs at the enemy. These discs dozen scholars are exempt from natural and artificial conditions.
may also be hurled by hand at close serving in the ranks. The queen While the caverns themselves are
quarters if there is no time for pre- does organize the warriors, as her natural, with dark damp spaces of
cise firing ranks to operate. Ustanah pheromones ha ve a range of a half irregular shape, they are lit by dim
believe in firing off all their ammo of kilometer - the pheromones of fluorescent and neon lights. The
at once, then marching in close all other ustanah barely make it light they give off is sufficient for
quarters, wielding their atlatl de- 100 meters - making her the explorers to pick their way about,
vices such as clubs and fighting equivalent of a general. but it leaves plenty of areas in
with mandibles and pincers as the shadow, particularly in the cor-
situation dictates. Standard Ustanah Warrior ners, where anything can lurk.
A favorite tactic is to have one Reality: Arachnidia
In addition, some areas are sealed
or two appendages engage an equal AGILITY 10
off by solid steel doors which, when
number of enemies in combat, while Dodge 11, climbing 11, melee
blasted or battered through, seem
the remaining appendages in the combat 13, melee parry 11, mis-
to conceal nothing worth the effort
quartet swing around the flanks sile weapons 11, unarmed com-
of putting them here. Since the
for a double envelopment. Single bat12
doors, like everything else, ap-
flanking attacks are also possible DEXTERITY 10
peared with the initial Tharkold
if the enemy is numerous enough, ENDURANCE 12
axiom wash, their true purpose -
and if the odds are equal, or against STRENGTH 10
if any - may never be known.
the ustanah, there is nothing the TOUGHNESS 12 (14)
Entrances to this portion of the
warriors can do but stand where INTELLECT 8 .
Land Below can be found in base-
they are and fight. Camouflage 10, first aid 10, per-
ments, underground parking ga-
In battle, ustanah units commu- ception 9, tracking 10, trick 9
rages and subway tunnels through-
nicate with each other by means of MIND 9
out L.A., San Diego, Tijuana, and
various pheromones released by CONFIDENCE 9
Berlin.
their scent glands. This works in Intimidation 11, willpower 10
Many of the creatures of this
Arachnidia, where the only winds CHARISMA 8
realm are the wilder inhabitants of
are gentle breezes, but has led to Life Points: 3-5
the cosm itself: bochdogs, dire-
disaster elsewhere. A strong wind, Natural Tools: Chitin, armor
wings, necros, quons, swarmrats,
whether natural or created by value TOU+2/14; pincers, damage
etc. In addition, some ghuls and
magic, will reduce their army to a valueSTR+2/12; mandibles, dam-
rogue Tharkoldu use the more out-
.e
125
Torg: War's End
of-way caverns as lairs to rest in Natural Tools: Cybermandibles, Still, almost no one bothered to
between attacks on the human damage value STR+S/17; metallic look into the matter until the start
population. There are also rumors exoskeleton, armor value TOU+4/ of the Possibility Wars, when it
ofroguegospog-thoseTharkoldu 16; Darksight eye, see normally in became apparent that a bizarre and
gospog who defeated the demons darkness; Dangerscan eye, +3 to unique system of caverns had
who tried to use the Law of Domi- perception when seeking hidden sprung into existence under each
nation on them - roaming the tun- dangers; Windhunter antenna, +3 of the invading realms. Now ex-
nels. They attack anything they to tracking by smell; Windsniffer ploring Storm Knight teams have
encounter. antenna, +3 to perception using uncovered the true nature of these
The following is an example of a smell; Adrenal Booster gland, +3 caverns.
creature unique to the caverns: to Agility, Dexterity and Strength The tunnels beneath Akasha are
(works once per day) clearly man-made in nature, being
Cyberpede long, straight square galleries
whose ceilings range in height from
One of the primary predators of Akasha two to seven meters, with an aver-
Tharkold's Land Below is the age wid th of three meters. These
cyberpede, a glittering golden cen- In the Andes Mountains, from
hallways lead to rooms both large
tipede five meters in length. It at- southernmost Ecuador to south-
and small. Some are empty, while
tacks prey by using its mandibles, ern Chile, and extending west into
others boast parts of a large horde
which appear to be of brass. Its Bolivia, Brazil and Argentina, is a
of plaques, statues and other items
golden exoskeleton provides de- massive and fantastic tunnel net-
of copper, silver and gold.
cent armor protection, and it has a work. There have been rumors that
Contacts among the Space Gods
number of natural cybersystems. such existed before the arrival of
(prior to their departure) claimed
One of its eyes is a Dangerscan the Space Gods (no doubt con-
tha t the passages and rooms were
cybereye; the other is a Darksight. structed by the Machu Coar dur-
carved out of solid rock by means
It has a pair of antennae which it ing the Akashans' first visit to
of thermal drills tipped with the
waves incessantly; they serve as Earth), and is filled with incred-
metal wolfram - among the last
substitute olfactory organs, with ible treasures.
items of "pure" machinery the
the left and right ones serving as
equivalents to the Windhunter and
Windsniffer, respectively. Finally,
it has a special adrenal gland which
is a natural Adrenal Booster gland,
giving the creature its benefits once
every full day (24 hours).
Cyberpede
AGILITY 11 (14)
Dodge 14, maneuver 12, stealth
13, unarmed combat 17
DEXTERITY 11 (14)
ENDURANCE 12
STRENGTH 12 (15)
TOUGHNESS 12 (16)
INTELLECT 14
Perception 16, tracking 17, trick
(16)
MIND 6 (15)
CONFIDENCE 6
Intimidation 17, survival: sub-
terranean 17
CHARISMA 3
Charm (28), persuasion (22),
taunt (26)
Life Points: None
'1
126
AppendixB
Akashans created - and electron Ashlans are poisonous serpents Aside from wild animals, rogue
ray guns. These last are bazooka- two meters in length which have clans of Gudasko who remained
sized versions of the biotech an innate psionic power similar to behind and small knots of Lorbaat
electronus, firing bolts of electric- telekinetic flight, but designed for dissidents seeking refuge have
ity powerful enough to blast apart atmospheric flight. This gives it a moved into some of the rooms and
rock strata too hard for the drill. tremendous advantage over other hallways, using them as a base of
The drill heats all debris to the snakes in the hunt, as it can ac- operations. Human, smugglers,
melting point, and the resulting tively chase down prey. Their flight guerrillas and bandits have done
fluid then solidifies to a diamond- is totally silent, and what is worse the same.
hard glaze that covers the walls, from a Storm Knight's point of view The treasure to be found in these
floor and ceiling. This glaze is so is the fact that they are gregarious, caverns is quite substantial, with
hard that it holds the ceiling up all coiling together in the corners of items made of precious metal to be
by itself, without .the need for pil- rooms in extended families of up found quite literally in the hun-
lars and supports. to several dozen. dreds of tons. Golden statues and'
It also makes the tunnels system Up to a half dozen ashlans can statuettes of animals from all over
watertight, with the only water attack a man-sized target at once, the world, or from Akasha and
present being those underground with a Many-On-One advantage. other worlds in the Star Sphere,
pools or rivers that were deliber- They are quite fearless, relying on predominate, but there are also
ately left uncovered to supply the the speed of of their flight to keep books of gold or silver leaf and
residents. them out of trouble in combat. plaques depicting scenes from
Electron Ray Gun: Tech 30, dam- Akashan history. Finally, a few
Ashian walls have been adorned with bas-
age value 31, ammo 50, range 3- AGILITY 11
150/500/1k reliefs of copper, silver or gold,
Dodge 17, flight 13, maneuver showing the same scene as the
Due to the artificial nature of 12, unarmed combat 13 plaques.
the halls, there is no wildlife that is DEXTERITY 5 Next to simple exploration, the
native to them. However, many ENDURANCES most common adventure Storm
creatures from outside have come STRENGTH 6 Knights will have in the tunnels is
in to take up residence in them, TOUGHNESSS to either secure some of this vast
just as if they were ordinary cav- INTELLECT 10 treasure or prevent others from
erns. Among them are many of the Perception 11, trick (11) getting it. Other possibilities in-
bizarre creatures the Akashans ei- MIND 6 clude wiping out monsters, ban-
ther brought with them or inad- Survival 10 dits or terrorist gangs. Although
vertently created via their genetic CONFIDENCE 7 the glaze over the tunnels seems
experiments. The iemisch, Intimidation 11 indestructible, it is possible that it
lemekanns, and munjabu are most CHARISMA 5 might be shattered in some spot,
common, as are mylodons (like Charm (40) possibly allowing creatures from
megatheriums, but only half as Life Points: None the Land Below to find their way
large). Other creatures never re- Natural Tools: Fangs, damage in. Some teams might even decide
corded before have also been en- value STR+3/9; poison, damage to set up shop there themselves; as
countered in the tunnels, such as value 13 per round; telekinetic bases e;o, they could do worse.
ashlans. flight, speed value 11
127
.-