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Torg Worldbook

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Introduction

Introduction
egends. They speak of The With no other course available, Apeiros richer in possibilities than any ever dis-
Place, in the Time of Noth- left The Place. It appealed to Eternity and covered before. It was he who planned the
ing. The Void was alone in saw an infinite number of possibilities Possibility Raid, gathered other High Lords
The Place, possessed by an opened before it. Apeiros took them all, to help him, and orchestrated the con-
unending hunger but unable diffusing the possibilities throughout the quest. It was he who proclaimed himself
to sate it. Then Eternity entered The Place, new place throughout the cosmverse. Torg!
full of dreams and possibilities locked The Nameless One, now alone in The The Near Now. It is a time of legends in
within its infinite instant with no method Place with the Void, vowed to hunt down the making, of designs that do not proceed
of release. Void and Eternity met, and The Apeiros and Eternity, no matter how long as smoothly as planned. It is a time of The
Maelstrom was formed. it took. It used what limited creative powers Possibility Wars!
The Void tasted the essence of Eternity, it had learned during its war against
and it became aware of what it craved. Apeiros to create the Darkness Devices. The Possibility Wars have sundered
Eternity boiled away into the Void and Then it sent these items of evil into the Earth's reality, overlaying much of it
billions of possibilities were destroyed. cosmverse to perpetuate acts of destruc- with invading realities from other
Whole galaxies came and went as the Void tion and capture the dispersed shards of cosms. This book is an introduction to
fed. The Maelstrom endlessly tossed out Eternity. the world of the Possibility Wars. The
possibilities that were destroyed in the Legends. They tell of the discovery of complexities of the Possibility Wars
whirling currents of creation. But, even- the first Darkness Device, and how it and the invaders' realities, however,
tually, two possibilities survived. elevated its possessor to High Lord and can only be touched upon in this book.
The Nameless One, a being that took then led him to other cosms to destroy and This World Book is a handy refer-
after the Void, was destruction personi- drain possibilities. Thus was born the first ence tool for the Torg universe. The
fied. Apeiros, created from realized possi- of the Possibility Raiders; thus was spoken invading realms of the Living Land,
bilities, was of Eternity's image. The two The Prophecy there would arise a High the Nile Empire, Aysle, the Cyberpa-
waged a war of creation and destruction Lord with the knowledge and power to pacy, Nippon Tech and Orrorsh, as
- Apeiros setting possibilities free, the absorb so much energy as to become well as what remains of Core Earth,
Nameless One feeding on their power. But immortal, all powerful, a god. And this are briefly described in this book. But
as fast as the Nameless One could feed, High Lord would be called the Torg! these descriptions are only starting
Apeiros could create. There could be no Legends. They whisper of the Gaunt points capsule reviews, if you will.
victor. Then the Nameless One invoked Man, most powerful of the High Lords. It West End Games publishes source-
the Void. was he who discovered Earth, a world books on each of the invading realms,

1
TORG: Worldbook scan&ocr: dafek

and will update campaign events possibility potential of "none", the own economic systems. One of the
through the Infiniverse Newsletter. We creature is never possibility rated. If most obvious differences is the cur-
recommend you pick up those source- the potential is "some", the gamemas- rency they use. In the Rule Book, the
books that detail the realms that inter- ter can decide whether or not the crea- prices for equipment are given in Core
est you the most, as well as subscrib- ture is possibility rated. As a guide, Earth US dollars. The table below gives
ing to the newsletter. But it all begins there is a number given in parentheses the equivalents for the currency of
here, and there is plenty to get you beside the "some". You may choose to other realms.
started. roll a die; if your final roll (rolling For the game, you often need the
Each of the chapters that follow again on 10s and 20s) is equal to or values of the measure of money for
cover one of the realms, including greater than the number, the creature determining equipment availability.
details on the environment and axi- or character is possibility rated. If the price is given in dollars, you just
oms, important personalities, and Natural Tools. Natural tools in- look up the value of the measure of
creatures native to the area. They also clude claws and teeth, or magical abili- that number of dollars. For other cur-
talk about relations with others realms, ties (but not skills), which are part of rency use the value modifier listed in
upcoming plans and strategies, new the creature or character. the realm column, applying it to the
rules, new equipment, and other things Equipment. Equipment includes value of the measure.
of interest. tools which have to be given to the
character or creature. Cyberware, now Example: The price of a Peugeot
part of a character's body, is consid- 707 is 50, 000 francs in the Cyberpa-
ered equipment because it did not pacy. A measure of 50, 000 has a value
Using the World originate in that character's body. If a of 24. The modifier for a price given in
Book Entries character type always has certain
equipment, the equipment is listed
francs is -4; the value for determining
availability is 20, which is the same as
The World Book contains history, under the equipment section. He may saying 50, 000 francs is worth approxi-
characters, creatures, spells and other have more if you decide to give it to mately 10, 000 dollars.
rules for the realms. Some of the char- him.
acter templates (located in the back of Skills. Creatures and characters The column labeled US$ translates
this book) require the rules listed in may have skills which are only used the values of dollar prices into the
their section. For example, the Gadget defensively, as the difficulty numbers value of realm currency. You can use
Hero needs the power rules found in for another character's actions. Most The Torg Value Chart (Rule Book, page
the Nile Empire chapter, while the commonly these are interaction skills; 43) instead of dividing the price in
Werewolf template needs the shape while it may be very difficult to taunt dollars by the exchange rate to find the
change rules found in the Orrorsh an Udatok, it is certainly not the case realm price.
chapter. that an Udatok could easily taunt your
Before setting an adventure in a average character. Defensive skills are Example: You believe the price of a
realm, read the realm entry to see if listed parenthetically next to the skill Nippon Tech motorcycle should be
there are any rules or background names. about $2500. A measure of 2500 has a
material which are important to your If a creature or character is listed value of 17. The modifier is +11, for a
adventure. with an ability which is not found in yen value of 28. The motorcyle costs
Note: A realm is a portion of Earth the Rule Book, it will be defined in the 400, 000 yen.
transformed and operating under the realm chapter where it is listed.
axioms of a different reality. In the World Book entries, all val-
ues are given in terms of US$ for check-
Currency ing equipment availability. The prices
Creatures and As the High Lords have invaded
are given in the local currency of the
realm.
Characters Core Earth, they have brought with
them their own societies, with their
Creatures and characters are listed
with their attributes first, and these
Unit Equivalent in Value Modifiers
are abbreviated as follows:
DEX (Dexterity), STR (Strength), Core Earth US $ Realm US $
TOU (Toughness), PER (Perception), MlN Aysle Trades 0. 50 -2 +2
(Mind), CHA (Charisma), SPR (Spirit).
Equipment Dollar 1. 00 0 0
Possibility Potential. Creatures are Cyberpapacy Franc 0. 15 -4 +4
also listed for their possibility poten- Living Land barter na na na
tial, whether or not the creature is New Nile Royal 10. 00 +5 -5
possibility rated or not. If a creature Nippon Tech Yen 0. 007 -11 +11
has a potential of "all", it is always Orrorsh Sterlings 5. 00 +4 -4
possibility rated. If the creature has a

2
Chapter One

Chapter One

Core Earth and the


Still World
he Possibility Raiders He sent agents via dimthreads to
came from alien cosms of dozens, then hundreds, of cosms in
differing realities, invad- search of one filled with enough possi-
ing Earth in order to strip bility energy that he might fulfill an
this cosm of its enormous ancient and legendary prophecy
amount of possibility energy. The that he might become the Torg. Dec-
invasion was coordinated by the Gaunt ades of futile expeditions were neces-
Man, the High Lord of Orrorsh. Earth sary. Thousands of valuable agents
was too large a prize for even so disappeared or were destroyed. But
powerful a High Lord, so the Gaunt the Gaunt Man perservered. Eventu-
Man contacted others to help him ally he found Earth.
invade Earth. The High Lord was astonished by
He contacted Baruk Kaah with his the amount of possibility energy which
primitive reality, a reality higher in flowed through Earth. At a loss to
spiritual energies than any other cosm explain why this single planet was
subdued by a High Lord. The Gaunt situated in such a dense possibility
Man cajoled Uthorion, once his chief nexi, the Gaunt Man was not about to
officer and now lord of the fantasy overlook his good fortune. He pre-
cosm of Aysle, into participating in pared for the invasion by sending
the invasion, although Lord Uthorion several of his best agents through. Their
was suspicious and had goals of his appearance was spread over many,
own. Another of the Gaunt Man's ex- many years, for the Gaunt Man ap-
lieutenants, now High Lord of a proached Earth cautiously. This prize,
techno-horror realm, was invited to more than any of his earlier plunders,
join, and accepted in light of recent had to be understood in order to be
setbacks. Pope Jean Malraux I, High fully exploited. Earth could be the cosm
Lord and antipope of a dark, medieval which made the Gaunt Man the Torg,
world, was asked in by both the Gaunt a true immortal with god-like powers.
Man and Uthorion. Through an elabo- The invasion ran into an obstacle
rate maze of contacts, the lord of Or- large enough to temporarily halt the
rorsh contacted Dr. Mobius, the in- Gaunt Man's plans. Earth had too
sane genius who proclaims himself much possibility energy. In every
Pharaoh of a reality where the Nile invasion there is a contest of realities,
Empire still exists. Finally, a series of in which possibility energy surges
complex, tense and expensive nego- from the invading cosm, then from the
tiations with the Kanawa Corporation defending cosm, then back to the in-
brought the Nippon Tech cosm into vading cosm, until one reality is tri-
the plan. umphant (see page 92 of The Rule
Book). Each High Lord uses his Dark-
ness Device to sustain and absorb the
The Gaunt Man's surge from the defending cosm. But
the defensive surge from Earth was
Prize too large to be handled by Orrorsh.
The excess energy would destroy ste-
From his squat, ugly observatory in
lae, removing the protective bound-
Orrorsh, the Gaunt Man, most power-
ary from the invading reality, and
ful of the current High Lords, began
Earth's reality would quickly reassert
his search for new worlds to plunder.
itself.

3
TORG: Worldbook

The Gaunt Man experimented, was gathered to be ignored. Only in stable for his tastes. Transformation of
theorized, worked obsessively on the Nippon Tech were the effects virtually the Scottish countryside, and many of
difficulties of draining Earth, but the invisible, as the Kanawa Corporation its people, posed the most immediate
problem remained beyond even his worked carefully to integrate itself into danger to the United Kingdom. As the
enormous powers. After years of the existing society before changing realm of Aysle spread, the deteriora-
brooding, the Gaunt Man decided reality. tion of technology became a far greater
there was only one solution: invade The Gaunt Man was the first to problem than the occasional pixie or
Earth from several cosms within a short invade, dropping a maelstrom bridge ghost. London remained a hardpoint
span of time. This tactic would spread in Indonesia. He brought with him a for the British, and Ireland and parts
the defensive surge across a number formidable army of horrors, more than of Wales seemed to be less affected.
of cosms, and allow all of them to enough to establish a pure zone. Most Norway fell completely to the in-
survive. of the army then splintered into small vaders. Resistance continues, but
The Gaunt Man's calculation indi- groups, more herded than led by the Viking raiders have taken over many
cated that nine cosms was the safest agents who had been previously sent of the smaller cities and cyclically loot
number for invasion. With nine there to Indonesia. Sabotage and reality the larger ones.
would be no chance of failure. The storms did their work; for a short Sweden fell as the Stockholm bridge
minimum number which had any period of time Indonesia was com- converted a large number of Swedes
chance of succeeding was four; with pletely cut off from the rest of the and allowed the Viking fleets access to
four invading cosms there was a slight world. The incidents of terror increased the Norwegian Sea and the Gulf of
chance Earth's possibility surge would a hundredfold. Bothnia. As the Vikings roamed, the
not eradicate all four invading reali- Almost immediately the Gaunt Man areas fell to the fantasy axioms. But
ties. At five through eight, the chances moved his Darkness Device and his the town of Mora, Sweden remained a
of an invading realm being eliminated possibility machine to the realm of Core Earth hardpoint. Storm Knights
dropped off rapidly, and Earth's surge Orrorsh on Earth. At the same time he were drawn there, and there a plan for
manifested itself in more or fewer unleashed waves of savagery across
stormers. In the end, the Gaunt Man the countryside, and in their wake he
decided to invade with seven cosms, planted fields of gospog.
giving each High Lord a substantial The second invasion came from the
gain in possibility energy, while being Living Land. Baruk Kaah dropped chemes Within
safe enough to virtually guarantee the three bridges down onto North Amer- Schemes: Uthorion and
success of the invasion. ica, one in Canada and two in the Jean Malraux
Now the Gaunt Man's large prob- United States. Whole tribes of edeinos
lem was broken down into two smaller swarmed down the bridges. Extremely The High Lords of Aysle and
problems finding six other High violent reality storms wracked North the False Papacy cosms had
Lords he could trust (or manipulate) America as two hugely disparate re- known each other for several
well enough to plan the invasion, and alities struggled against one another. decades, and had developed an
then coordinate the details of the inva- Huge winged reptiles called lakten appreciation for each other's
sion. were pushed beyond their breaking cynical manipulations of their
point, held together only by the power suppressed peoples. Uthorion
of faith of their riders; these edeinos was unsettled by the Gaunt
The High Lords then planted stelae to increase their Man's offer, edgy at again deal-
ing with his old master. But the
High Lord's demesne.
Attack Canadian and United States mili- prize was too great for him to
tary forces were devastatingly effec- turn down the offer. He and Jean
The invasion took a number of years Malraux each requested, and
to prepare. The High Lords sent agents tive outside of the stelae bounds, but
virtually useless within the reality of received, more detailed informa-
to infiltrate Earth, to scout and report tion on the invasion from the
the Living Land. Official doctrine is
on the forms and strength of resis- Gaunt Man. They each began to
tance. Most cosms, but particularly not changing as fast as the battlefield
conditions, and a few field-brewed plan, then joined in a conspiracy
the False Papacy and Nippon Tech, to maximize their own gains.
sent agents to help prepare the people solutions are being attempted. Secu-
rity forces currently have their hands Uthorion was to encourage
of Earth to accept the new realities Baruk Kaah into overextending
full trying to maintain order in the
which were about to establish bridge- himself, and lend him help in a
heads. A few weird events were re- areas they still hold, as there are mil-
lions of refugees streaming away from destructive form, most likely the
ported, but only the tabloids carried Wild Hunt. Jean Malraux was to
the Living Land.
the news. Then, as the cycle of events gain territory originally allotted
The fantasy cosm of Aysle invaded
quickened, respectable news agencies to Uthorion, and contain the
next with several bridges, but the High
carried the news. Reuters, the BBC, expansion and influence of the
Lord Uthorion declined to personally
Gemini News Service, Asiaweek, Le clearly insane Dr. Mobius.
partake in the invasion, holding back
Monde, IRNA, all began to carry sto-
until the situation became a little more
ries as too much physical evidence

4
Chapter One

liberation formed. Small adventures


were soon followed by heroic deeds.
As tales of the heroes spread, the people
in the Stockholm triangle began to chemes Within Schemes: The Kanawa Plan
reconnect to the Core Earth axioms. To: Kanawa Corporation; Sec- lae. Their Bureau of Psychic
The possibility storms raged for hours, tion Blue Mountain. Research has several promising
but in the end a mixed area supporting From: Kanawa Corporation; candidates, and they are most
both magic and technology emerged. Section Harvest Gold. likely to find the invasion site
When the Viking fleets returned they Date: Code 14 Office Access without our intervention. They
were swiftly eliminated by Swedish Denied. should be able to destroy the
airpower. stelae before the Gaunt Man's
The False Papacy arrived next, Kanawa Sama, client lord can establish a bridge.
reverting France to its medieval mind- The weather in Moscow was The realm should then be de-
set and theocratic dominion. beautiful yesterday, and al- stroyed when the bridge drops.
The horror-tech realm belonging to though I could not identify the I recommend we shift covert
another former lieutenant of the Gaunt sweet fragrance in the breeze, I resources to sufficiently damag-
Man invaded next. When the bridge was reminded of the calming air ing the Soviet infrastructure so
dropped into the Soviet Union, that of your garden. I well remember that they will accept our invita-
country's psychics had already located the perfect Yorosai and the ar- tions of direct aid.
one of the stelae and Soviet forces had rangement along the walk. It was Second, we should increase
disposed of it. When the maelstrom by the Yorosai that you imparted our contact with this Wu-Han of
bridge appeared, Core Earth quickly the wisdom which I have kept the Nile Empire. His desire for
built a tremendous surge of possibil- close to me, the wisdom which superior technology is strong,
ity energy, culminating in a storm
has always guided me as I travel and if we can convince him to
severe enough to completely elimi- these new lands. delay Mobius' entrance into
nate the competing horror reality and While I am sure you already Egypt, there will be only four
remove the bridge. know this, I would be remiss in realms on Earth: the Gaunt
The next few days produced the
my duty if I did not give you my Man's, Baruk Kaah's, Uthorion's
greatest amount of tension of the early conclusions in the matter for and Jean Malraux's. Each would
invasion. Enough gospog fields were
which I have traveled so far. be destroyed by the powerful
being harvested to provide fresh forces
First, little direct aid must be surge of this cosm's possiblity
for the invaders. At the same time, given the Soviet government, energy. With one blow we could
only four cosms had successfully in- and less indirect aid, in order to rid ourselves of two competitors
vaded. The possibility storms were
assure their discovery of the ste- and badly damage two others.
growing more severe, threatening all
four, so the High Lords could afford to
pay less attention to increasing the
progress of the invasion, and had to liant, was completely insane. of Core Earth is in turmoil, as the
focus on retaining what they had Dr. Mobius and his Nile Empire political, military, and social upheaval
gained so far. For a brief time it looked represented the fifth cosm, distribut- caused by the invasion continues to
as though Core Earth was about to free ing Earth's retaliatory energy five grow. But resolve is growing, and
herself from the invaders. Then the ways; the timely appearance greatly possibility-rated Storm Knights are
Nile Empire arrived. increased the chances of the Possibil- appearing faster than the High Lords
Dr. Mobius quickly established ity Raiders, significantly enough to can destroy them. Core Earth faces a
himself as Pharaoh of a new Egyptian convince the Kanawa Corporation that grim situation. But Core Earth is not
empire. With him came an army there was now more to be gained by without hope.
equipped with reality bombs, weird joining the invasion than in trying to
science constructs which allowed them subvert it. The first bridge came down
to temporarily overrun a battlefield
with their own reality, denying Core
silently, almost invisibly. Kanawa Africa
Corporation began their expansion in
Earth troops the use of most of their the same manner of controlled quiet, Africa is reeling from the rapid
best weapons. The Pharaoh's armies and the Nippon Tech realm was expansion of the Nile Empire, while
made two lightning strikes. The first formed. Morocco, Algeria and Tunisia are also
against Israel, the second (and far preoccupied with the appearance of
longer) strike south through Sudan the Cyberpapacy. During the initial
into Ethiopia and beyond. Dr. Mobius confusion following the invasion,
was extravagant in his expansion, Core Earth Angola, Mozambique, South Africa
covering vast tracts of desert with and Zimbabwe took advantage of
precious stelae. This act alone was The areas of Earth not conquered being out of the international spot-
enough to convince most of the High by the Possibility Raiders are collec- light by engaging in ferocious blood-
Lords that Mobius, if perhaps bril- tively referred to as Core Earth. Much letting to settle old scores. As Soviet-

5
TORG: Worldbook

supplied weapons began to dry up,


South Africa gained the upper hand.
horrible occurrences in next door
Indonesia which have softened the
Australia
Then its economy teetered on the brink focus on Japan. Core Earth nations Australia is entrenching. Creatures
of collapse, partially from strikes, desperately need the industrial might have been boiling out of Orrorsh,
largely from Mobius suddenly pro- of Japan, and they are willing to look a whose southernmost boundary is
ducing gold, diamonds and minerals little blindly at changes in the internal within a couple hours boat travel from
in quantity (and cheaply enough) to workings of that nation. Australia. Perth is preparing for a siege.
provide virtually all of the world's Korea, China, and the Soviet Union Many have chosen to flee to the east,
dwindling needs. Coupled with the are the only nations whose govern- but those who have stayed are staying
loss of Israel as a technological part- ments have branches which suspect for the long haul. Churches are used as
ner, South Africa halted its offensives. something is amiss in Japan, and they storehouses with the rationale that they
The nations of southern Africa are now are keeping quiet about it for the are most resistant to the forces of evil,
in an uneasy truce, willing to put moment. Other Pacific nations have and civilians are not allowed to travel
energy into keeping their own house become mildly concerned by the in- alone. The government is trying to
in order rather than pummeling them- creasingly interventionist rhetoric secure adequate supplies for what they
selves. coming out of Tokyo, rhetoric with believe will be a bloody, protracted
The central African nations, spear- eerie echoes of Imperial Japan's Co- struggle. They are purchasing most of
headed by Zaire and Kenya, are at- Prosperity Sphere philosophy prior to their materials from Japan, and they
tempting to form a united front to deal World War II, but the leadership of are receiving a small quantity of goods
with Mobius and the Nile, but Mobius Japan is still sought in this time of from Japan in a lend-lease style pro-
has plans which so far keep frustrat- crisis. gram. Australia is in turn lending what
ing the diplomatic initiatives. Libya India has been drawn into the con- aid they can to the Phillipines, less to
has arranged a separate peace with the flict spiritually more than materially, Thailand, as they too are battling Or-
Nile Empire, but for how long is as many of the myriad spiritual sites in rorsh.
anybody's guess. India have increased their power.
Thousands of pilgrims drawn to these
sites are not even aware of why they Europe
Asia were called. Many stay in India, but
some journey out again. Most of those Germany has reunified in the chaos
The rise of the Kanawa Corpora- who journey out travel to Sumatra or of the early days of the Possibility
tion and the coming of Nippon Tech Java to help build the spiritual resis- Wars, consolidating their nations for
has been largely invisible. This invisi- tance against the horror realm. mutual defense. With the Soviets suf-
bility is due in part to the carefully laid The Phillipines and Thailand are fering from internal upheaval made
plans of the Kanawa Corporation, locked in a struggle with Orrorsh. Their worse by Kanawa provocateurs, Ger-
partly due to the distractions dino- valiant struggle is doomed if they are many has become Core Earth's largest
saurs in New York, witchburnings in forced to face the horror realm with- economic power. There is still coop-
France, dragons over London, and out help. eration between Germany and Japan,

6
Chapter One

as Bonn has little reason to suspect House assumed the Presidency, ap- is gathering a vast amount of physical
Nippon Tech even exists. Germany is pointed the Secretary of Defense as energy, energy equal to thousands
doing what it can to halt the Cyberpa- Vice-President, and was assassinated upon millions of times the energy of
pacy and help African nations slow during his first few weeks in office, the Earth's entire nuclear arsenal. The
the advance of the Nile Empire. While after establishing the Delphi Council third is the ability to sort possibilities,
the vast majority of American troops to deal with the crisis at hand. The new which the Gaunt Man accomplished
have returned to the United States, a President, Dennis Quartermain, is a by building a device which used storm-
few units are "on loan" to the German member of the Delphi Council, and is ers as sensing devices. The Gaunt Man
government, being supplied from ex- restoring what order he can to the has hoarded possibility energy for
isting NATO stockpiles. nation. years, and with the huge potential of
Italy is locked in a death struggle Mexico has a severe refugee prob- Earth's cosm before him he could
with the Cyberpapacy. The Antipope lem, as tens of thousands of people are quickly strip the Earth of what he
Jean Malraux I has declared the Core crossing the border to escape the needed.
Earth Roman Pope to be, or at least changes further north. Many of them The physical energy required would
allied with, the antichrist. Avignon are repatriates, returning to the coun- be more problematical. To this prob-
and Rome battle for the souls of mil- try of their birth. Some are Americans lem the Gaunt Man harnessed his
lions of worshippers, and the military desperate to flee the alien war which considerable knoweldge, filtered
might involved pales in comparison threatens to engulf the whole conti- through his personal bent to cause
to the spiritual significance of the nent. Food, water, and basic necessi- misery in as spectacular a way as
struggle. Spain is leaning toward Rome ties are in short supply, especially since possible. The solution he eventually
in this struggle. France stopped shipping aid. Mexico decided upon was slowing the Earth's
Eastern Europe is slowly gravitat- is turning away from the United States, rotation so that it matched its period of
ing toward the German sphere of in- and is working with the nations of revolution. Doing so would face the
fluence as the USSR wanes. Greece Central and South America to form a same portion of Earth toward the sun
and Turkey had a brief five-day clash joint policy on the invasion. all year long, causing nearly boiling
over Cyprus, but then aggression from temperatures on the light side, while
the Nile Empire cooled that conflict. freezing the dark side. It more than
South and Central amused him that the other Possibility
Raiders would not have time to strip
The Middle East America the Earth of its possibilities before the
Argentina, Mexico and Brazil are world's population became extinct.
Saudi Arabia is buying every weap- Using a combination of eldritch
ons system they can get their hands spearheading initiatives to form a joint
coalition against the invaders. Colom- knowledge and Orrorsh physical en-
on, mostly from the Germans and the gineering, the Gaunt Man built the
Japanese. German and American bia, Bolivia and Peru are consolidat-
ing their hold on their own countries, machine necessary for the job, a ma-
advisors are trying to help the Saudis chine patently impossible by the real-
counter the threat of Dr. Mobius. Help sweeping clear the drug lords whose
markets have largely disintegrated. ity of Core Earth. It worked too well,
is pouring in from the Islamic world as absorbed and distributed heat too
Mobius is increasing troop concentra- Religious revival, support of the Pope
perfectly. Even so, the Gaunt Man had
tions at Bur Sudan, across the Red Sea in Rome, and education in cultural
heritage to support Core Earth beliefs to send agents to mystically prepare
from Mecca. Jordan and Iraq have several volcanoes around Indonesia
received permission to send troops are among the first items on the agenda.
to accept what little heat bled off from
through Saudi Arabia. Syria and Iran Baruk Kaah appears to be the near-
est threat, but emotionally the Cyber- the machine.
may soon receive similar permission. The machine was built, piece by
papacy is far more dangerous and
occupies a greater portion of poli- piece, by his agents, at a spot on the
ocean floor several nautical miles due
North America cymakers' time. This interest is re-
turned by Jean Malraux I, who has north of Christmas Island, in the Java
shown an intense interest in the lead- Trench. When the Gaunt Man invaded,
Canada and the United States have the machine was within a stelae
been invaded from Takta Ker, as Baruk ers of traditionally Catholic nations.
Cyberpapal agents have been agitat- bounded area, and could now work
Kaah forms the Living Land realm. within Orrorsh axioms. Earth's rota-
There are still large areas of these two ing in South America, but so far with
only very limited effect. tion began to slow. The linked volca-
nations not under the dominion of the noes erupted in their most fiery dis-
primitive High Lord. While the Cana- play ever, spewing dark ash high into
dian government is struggling in the atmosphere to be carried by the
Regina, Saskatchewan, the turmoil
suffered by the United States is even The Still World winds around the world.
The plan was working perfectly,
greater. The President and Vice-Presi- To become Torg requires three basic until a group of Storm Knights (as
dent disappeared while attending a conditions. The first is a tremendous chronicled in The Possibility Wars novel
United Nations conference when the quantity of possibility energy. Second trilogy) interfered with his efforts,
invasion began. The Speaker of the

7
TORG: Worldbook

neutralizing the Gaunt Man. describes the condition of the Still and the coastal areas of the Americas,
Thratchen, a demon who helped ease World over time. particularly those to the extreme north
the Gaunt Man to his demise, had no or south, are livable. Greenland looks
real knowledge of this portion of the Four Days good for real estate speculators. The
Gaunt Man's plans. He did not even Antarctic icecap begins expanding
know the location of the machine. North and South America are in the north into the Indian Ocean.
While this would-be lord of horror light, portions of Britain, France, Spain
had reason to stop the Gaunt Man's and Africa are in perpetual twilight. Three Months
device, he had no way of doing so. The The heating and cooling begin very
Still World arrived despite no one rapidly; the interior of the Americas is Alaska basks in the 80s, only the
remaining who wanted it. 140 degrees fahrenheit or greater. At southern tip of South America is liv-
that temperature no common Core able. The Greenland icecap melts more
Earth cooling technology works. Re- rapidly. Britain, France, Spain, and
Still World Climate frigeration, air conditioning, and the West Africa are the only other livable
like break down. areas on Core Earth.
The adventure in the Adventure Central Asia goes into a deep freeze Unless the High Lords provide
Book, "Before the Dawn", chronicles a which is still barely livable. The twi- magical, spiritual, or technological
party of Storm Knights' efforts to find light nations settle into temperatures means to support life on Earth, the
the Gaunt Man's machine and begin ranging from the 40s to 60s. Storms planet and its lifeforms will die. This
to respin the Earth, using Orrorsh begin to rage along the twilight zone. does not make for fun roleplaying. We
technology against its master's inten- They only get worse as time goes on. suggest that you stop the dramatic
tions. In Torg products, we assume the temperature changes at something
Storm Knights succeed. If they do not, One Month livable (via a High Lord's interven-
or if another High Lord tries to stop tion) or allow your Storm Knights to
Earth again (with the Gaunt Man's The interior of North and South restart Earth's spin at some point
machine or a method of his own choos- America are dead lands. Much of the during your campaign.
ing), or if you simply like that as a Amazon Rain Forest is destroyed.
campaign setting, the section below Alaska has warmed to the 40s and 60s,

8
Chapter One

9
TORG: Worldbook

Chapter Two

The Realm of
Orrorsh
"I need the possibility energy to sea. The climate is hot and wet, though
succeed. The misery and despair are the mountains are cooler than the
an added bonus. " lowlands. Tropical rain forests and
The Gaunt Man jungles cover much of the country-
side, though many acres have been
destroyed to create farmland to sup-
rrorsh is the horror port the huge population.
realm. It is a place of The land is geologically unstable
agony and despair, and subject to frequent earthquakes
where monsters stalk the and volcanic activity, including the
night while men huddle infamous Krakatoa volcano which
in terror, waiting for the day. Orrorsh erupted in 1883, destroying an entire
is the realm of the Gaunt Man the island and darkening the skies across
instigator of the Possibility Wars and the entire globe.
would-be Torg. Indonesia is a democratic republic.
Though the Gaunt Man is for the It contains a wide variety of ethnic
moment imprisoned (see The Possibil- cultures, including Malay, Chinese,
ity Wars novel trilogy), his evil pres- and Irianese. Eighty percent of the
ence still infects the land like a cancer. population is Moslem. Thirty percent
A cunning and powerful demon, of the population lives in urban areas
Thratchen, inhabits the High Lord's the island of Java is one of the most
keep on Borneo, seeking to learn the densely populated places in the world,
power of the Darkness Device and with 1, 500 persons to the square mile
become a High Lord himself before the remaining 70 percent are farm-
the Gaunt Man escapes. ers, living in small villages scattered
On Earth, the Orrorsh realm covers on the islands. The capital of Indone-
roughly the same area as the countries sia is Jakarta; the official language is
of Indonesia, Malaysia and Singapore, Bahasa Indonesian.
excepting the eastern portion of Indo- Malaysia is a parliamentary democ-
nesia (the island of New Guinea is for racy with a constitutional monarchy.
the moment still free). Orrorsh also Its population is 60 percent Malays, 30
encompasses several Phillipine and percent Chinese, and nine percent
Australian islands, as well as sections Indian. The major religions are Mos-
of the South China, Celebes and Banda lem, Hinduism, and Buddhism. The
Seas (see accompanying map). population is evenly split between
urban and rural. Heavily industrial-
ized, Malaysia produces 30 percent of
the world's output of rubber. The
Before the Storm capital city is Kuala Lumpur; the offi-
cial language is Malay, though many
This portion of the world contains
speak English and Chinese.
more than 150, 000, 000 people spread Singapore is a parliamentary de-
out over 13, 000 islands, in conditions mocracy. The entire country is virtu-
ranging from isolated tribes living in ally one large city; with an area of 224
jungles, to teeming masses crammed square miles (smaller than New York
in the highly-technological city of Sin- City), it has a population in excess of
gapore. 2, 600, 000 people. Seventy-seven per-
The terrain is rugged, with steep cent of the population is Chinese, 15
mountains descending almost to the

10
Chapter Two

percent Malays, and six percent In- could easily be taken for natives of our the humans alive his other minions
dian. Virtually all of the world's major planet. Though Orrorsh has a higher were absolutely loyal and very tough,
religions are practiced in Singapore. magical and spiritual axiom than but often not quite intelligent or subtle
Singapore is heavily industrialized and Earth, much of the planet's history enough for his purposes.
relies on imports for nearly all its agri- bears a striking resemblance to ours, Currently, in Orrorsh Europe, the
cultural needs. With an excellent har- at least through the late 17th century. most powerful people are the Victori-
bor, it is one of the great commerce Then the Gaunt Man appeared. ans, very similar to Earth's English in
and manufacturing centers of the He came with his numberless slaves the 19th century. They are not aware
world. The capital of Singapore is and creatures of horror ravagons, that their planet is under the domina-
Singapore; Chinese, Malay, Tamil, and gospogs, ghosts, werewolves, and tion of the Gaunt Man, except for a
English are all official languages. other monsters. In a few short years he very few of their ruling class who work
overran much of the Orrorsh Ameri- for him directly and even fewer
can continents and all of Asia and who fight against him. The people
Africa. Millions were wiped out or know that their planet was invaded by
The Cosm of driven mad. He deliberately let Eu- something out of nightmare, but they
Orrorsh rope survive untouched on the
surface, anyway while subtly cor-
have no comprehension what that
something is.
Orrorsh is similar in many ways to rupting the leaders and destroying the Even though they don't know what
late 19th century Earth. Orrorsh's populace very, very slowly from they are fighting, the Victorians are
geography is very much like Earth's, within. warriors: they fight the Gaunt Man's
and it is inhabited by people, animals It was more fun that way, and he monsters whenever and wherever they
and plants which, for the most part, thought that he might someday need

11
TORG: Worldbook

find them, seeking to reclaim their monsters. Within hours, the area be- stepped through the portal, onto the
world. tween Tanjungselor, Sukadana and bridge and down into the jungle night.
The Gaunt Man savors the hopeless Balikpapan was overrun. Thousands It came from nowhere, suddenly ap-
battle, feeding off of the Victorians' if not millions of men, women pearing before him as if it had been in
emotions and the possibility energy and children were killed. The area his lab with him, unnoticed, and then
spent in a losing cause. He lets the transformed into the realm of Orrorsh. passed through his gate into the new
Victorians win often enough to make The rest of the world didn't notice, world. Paralyzed, he watched help-
them think eventual victory is pos- even yet. But they soon would. lessly, as another creatured appeared.
sible but if they are too successful, Settling into his castle, Illmound And then another. And another. And
he unleashes a relentless fury of mon- Keep, created instantaneously by pos- then dozens. Thousands. An army of
sters to drive them back, or his thralls sibility energy stolen from Earth, the monsters.
in the Victorian upper classes find a Gaunt Man waited patiently for the Shaking in terror, he ran over to the
way to impede their progress. second phase of his invasion to com- machine and turned it off. Nothing
In a final piece of irony, the Gaunt mence. happened. Screaming, he smashed the
Man has duped the Victorians into Several months earlier, back in the delicate machinery, wiped out the
helping him invade and overrun Earth. Orrorsh cosm, a scientist from Her pentagrams. The portal stood. A
While they believe they come as sav- Majesty's London Institute made an demon appeared, turned to point at
iors, they are in fact the agents of much astonishing discovery. While on an him, and laughed.
of the pain and misery suffered by the expedition to the darkest reaches of Before he killed himself, Dr. Wells
people of Indonesia. Rhodesland (Orrorsh Africa), Dr. Wells wrote a long letter to his colleagues,
found an ancient treatise of arcane explaining exactly what he had done.
knowledge which stated that there The authorities quickly set a guard
were other worlds in the void, worlds to watch the portal, to ensure that
The Invasion of one could travel to if one had the will. none of the creatures stepped through
Earth However, there were risks if one
made a mistake, one could seriously
the portal to the lab. Fortunately, the
supply of demons appeared to have
First came the creatures. Vampyres, weaken the very fabric of reality, al- been exhausted, at least temporarily,
werewolves, things which looked lowing all manner of beasts and crea- for few more were seen, and those that
human but were something much, tures to cross between worlds or appeared were quickly dispatched by
much worse. Dead things. Creatures possibly opening a gate into hell itself. the Victorian soldiers, priests and
which gibbered and capered madly, Dr. Wells built the device described magicians stationed in the lab.
or moved silently with ominous pur- in the treatise. A master of science and Though it appeared that the inva-
pose. They came down the dimthreads, magic, he used both arts in its creation. sion was contained and no demons
bearing their master's stelae. They He was obsessed; he could neither eat had used the gate to get into Orrorsh's
planted dozens all across Indonesia. nor sleep until he completed the ma- London, no one knew how many crea-
At first, no one noticed. The tele- chine. His friends and fellow scientists tures had been let loose on the New
phones kept working; the tribesmen worried that he was going mad a World. The Victorians were aghast.
in the jungles who suddenly found not uncommon fate for those who Through the actions of one of their
that their magic and religious incanta- dabble in the arcane but he was the people, an innocent world had been
tions worked were ignored. Most greatest scientist of his day, and they subjected to the same kind of calamity
people were unaware that anything respected him too much to interfere. which had all but destroyed their own
had changed at all. He grew secretive, almost paranoid, world, rendering nearly nine-tenths
Then the terror started. Fisherman working in his laboratory all through of it a place of hell.
went out to sea and were never heard the night, refusing to let anyone see They were responsible. Somehow,
from again. A bizarre rash of ritual what he was doing. they must make amends. They must
killings rocked Singapore. It rained Eventually, it was finished. He go and warn the populace of the New
blood in the Celebes. A child was born turned it on... and it worked. World and help defeat the monsters.
with wings and fangs. Across the It was as though the far wall of the Plans were readied. Troops were called
country, people began to dream of a science lab had disappeared, opening up.
pale, thin white man, dressed in rags onto a long, dark bridge leading down Two months later, the day after the
and with burning eyes. His laughter into the middle of a jungle. He could Gaunt Man invaded Borneo, the
rang in their ears, even after they awoke hear the birds sing! He could feel the Queen's Own 17th Lancers stepped
screaming. breeze! Dr. Wells was elated. He had onto the bridge, followed in short order
Then the maelstrom bridge came found a new, clean world, where per- by 30, 000 other troops, support serv-
down in Borneo. A horrible, evil, haps they could escape the terrors of ices, doctors, camp followers, lawyers
somehow living thing, built of twisted this one! With tears in his eyes, he and missionaries.
and tortured bodies, mortared with approached the portal. And retreated The Victorians had been duped. The
the blood of innocents. The Gaunt Man in horror. Gaunt Man had caused Dr. Wells to
descended, followed by armies of his While he watched, something discover the treatise, and he had ere-

12
Chapter Two

ated the illusion that it had worked


the Doctor's pitiful machine had done
nothing. The bridge, the monsters they
saw stepping through, had all been
illusory; the Gaunt Man sent his real
forces down threads or through the
real bridge on Borneo.
It was only when the Victorians
prepared to cross that the Gaunt Man
replaced the illusion with a real bridge,
leading not to Borneo, but to the neigh-
boring island of Sumatra.
The second phase of his invasion
had begun.
When the Victorians went down
the bridge into Sumatra, they were the
invaders, they provided the believers
to activate the stelae, they destroyed
the Indonesians' reality. They brought
the horrors of Orrorsh to Earth.

Orrorsh Realm
Today
The realm of Orrorsh is a very
unpleasant place. Monsters roam the
Earth, killing thousands of innocent
people. Sections of Indonesia have
been transformed into someplace else,
where Earth's laws don't work. The
delicate infrastructure of this densely-
populated area begins to collapse.
The Victorians are marching across
the countryside of Sumatra, fighting
monsters, alerting the population to
the menace. As they do so, they create
more believers in Orrorsh, causing new
areas to flip, changing the area's axi-
no real High Lord in power in Orrorsh
oms, causing more damage to the in-
frastructure and causing some of the The High Lord realm.
natives to transform into monsters. Thratchen is doing the best he can
Though few are aware of it, the to cover up the Gaunt Man's absence.
Seeing the new monsters, the Victo- Gaunt Man is in trouble. Several weeks
rians are more than ever convinced of He pretends to be acting in the Gaunt
after the invasion commenced, he
the rightness of their mission. The Man's name; he is able to fool most of
became embroiled in a battle with an the Gaunt Man's minions within Or-
monsters must be stopped now, before unlikely group of Storm Knights.
they gain too strong a foothold on this rorsh, but the other High Lords are
Though not destroyed, the Knights becoming suspicious, as are the ravag-
planet. They send more and more were able at great cost to neutralize
soldiersand, increasingly, colonists ons.
him for an indefinite period of time. None are yet willing to make a move
exacerbating the problem even The invasion of Earth is without its
further. against the horror realm, however; the
most powerful and dangerous leader. Gaunt Man is famous for his deep
Centers of civilization such as Sing- In Orrorsh realm, his place has been
apore are paralyzed. Monsters roam plots and intricate traps to snare the
taken by Thratchen, a techno-demon
the streets. The military and civil au- unwary. The Gaunt Man may have
from another cosm. Thratchen does gone into hiding to draw them to at-
thorities are helpless. As technologi- not have control over the Gaunt Man's
cal equipment breaks down, vital serv- tack; once in his realm, he could swat
Darkness Devicethough he's work- them like insects. So they wait, and
ices are interrupted. People begin to ing on it desperately. Until he does, or
starve. Chaos grows. watch.
until the Gaunt Man returns, there is

13
TORG: Worldbook

Without a Darkness Device,


Thratchen cannot create stelae or ex-
Victorians in Battle 15-Pound Breach-Loading
pand the cosm's foothold on the planet.
Rifled Gun
Victorians fight with single-action
He's got a few extra stelae that the revolvers (similar to Colt Peace mak- This artillery piece is pulled into
Gaunt Man made and had not yet ers), Lee-Hollings bolt-action rifles, battle by teams of six horses, oxen, or,
placed; Thratchen is conserving them Meecham water-cooled machineguns, in unusual cases, camels or elephants.
to replace stelae destroyed by Storm and 15-pound breach-loading rifled It fires 76. 2mm shells weighing 15
Knights. For the moment, the invasion field guns. Officers are armed with pounds each. The shells are explosive,
of Earth by Orrorsh is contained. pistols and sabres; their infantry excell designed to hit targets with shrapnel.
at the bayonette charge, and they have
Thratchen (Techno-Demon): DEX 15, excellent cavalry (horse, not mecha- 15-Pound Breach-Loaded Rifled Gun:
STR 18, TOU 26, PER 24, MlN 25, CHA nized). tech 19, damage 25, range of shell 3-
16, SPI 24. Victorian officers come almost ex- 250/251-1000/1001-6000, range of
Skills: reality 28, charm 21, persua- clusively from the aristocracy, the shrapnel 4/6/10 from point of impact,
sion 22, taunt 23, dodge 17, energy soldiers from the lower classes. They ammo 1.
weapons 17, fire combat 16, flight 19, get along surprisingly well together. Special Loads: Artillery shells also
maneuver 18, stealth 18, unarmed can be made of silver (or at least a
combat 23, faith 27, focus 26, intimida- silver alloy). These are also blessed in
tion 26, evidence analysis 26, find 27,
Lee-Hollings Rifle
the same religious ceremony for bless-
scholar (The Nameless One) 27, track- This is the standard weapon of the ing the regiment's bullets (see "Mir-
ing 25, trick 26, science 26, test 27, Victorian army. Virtually identical to acles").
willpower 27. the Lee-Metford rifle used in the late
Possibilities: 35. 19th century on Earth, the Lee-Hollings
Known Equipment: cybersenses, is a bolt-action rifle, with a magazine Victorian Technology
internal computer, cyberclaws (dam- clip holding eight rounds of. 303 inch
age value STR+5), cyberwings (speed cartridges. Victorian transportation consists of
value 11), laser pistol (damage value horse-drawn carriages, steam-driven
19), armor (defense value 30). Lee-Hollings Rifle: tech 19, damage railroads, and coal steamers. They have
18, range 3-40/41-300/301-1800, experimented with Zeppelins, but with
ammo 8. little success. Long-range communi-
cation is by fast packet steamer or,
The Victorians Special Loads: The Victorian sol-
dier typically carries 100 rounds of increasingly, telegraph.
normal ammunition. In addition, he is Coming from a lower tech level,
The Victorians are always firmly Victorians are fascinated by the im-
often equipped with two dozen silver
convinced that they are doing the right possible devices they encounter on
thing. That may be their single most bullets, specially blessed by the Regi-
mental Chaplain in a mass ritual held this planetheavier than air vehicles,
important characteristic: self-right- telephones, heart transplants, and so
eousness. They fight to the death for once a month (see "Miracles"). He uses
these when facing undead or other forth. However, they note that those
Queen and Country; the Victorian Way things break with alarming frequency
monsters, some of whom cannot be
is the best way; God has given them a in Orrorsh realm (because of the lower
mission to civilize their world and, injured by normal bullets, to inflict
spiritual damage upon them. tech level they have caused in their
apparently, this New World as well. realm, though they don't know it); ob-
They treat others as inferiors - viously, their way is the best.
European-stock people as poor sec- Bayonettes
ond-cousins with the misfortune to
The bayonette is a short sword,
have not been born Victorian, non-
whites as savage children, needing
mounted below or to the right of the Victorian Religion
barrel of a rifle, turning the gun into a
control and guidance to achieve civili- Victorians practice a religion very
deadly hand-to-hand combat weapon.
zation (whether they want it or not). similar to some sects of Core Earth
Many Victorian bayonettes are inlayed
Though there are notable exceptions, Christianity. The mythos and religious
with silver, making them effective
most Victorians firmly believe that they rites are nearly identical; though the
against certain monsters. Characters
are the chosen people. Victorians' deity is seen as somewhat
trained in the Victorian military auto-
On the other hand, Victorians are harsher, more quicker to anger than
matically gain the melee combat skill
scrupulously honest and courageous, (with the bayonette only) at the same most modern Core Earth views of God
and fully believe in the principles of more Old Testament than New.
adds as their fire combat adds.
fair play. Believing themselves noble, The Victorians see the Core Earth
they take noblesse oblige quite seriously. Christian religions as tragically
Bayonette: tech 16, damage +5/19
Secure in the rightness of their actions, max. warped views of the truth. Having a
they will fight to the death to defend high spiritual axiom, they have con-
them.

14
Chapter Two

stantly witnessed miracles, vastly re- to the faith value of the firer plus the who is to be the beneficiary of the
inforcing their faith. They pity the bonus. miracle must be judged pure and right-
Christian Earthers their misguided- Note: the blessed missiles are only eous by the elders of the church (typi-
ness, but generally do not interfere. effective in the hands of a firer who cally gamemaster characters). He must
With non-Christians, however, the took part in the ritual; they are merely vow to always follow the church's in-
Victorians are ardent missionaries; as normal missiles when fired by anyone structions and die willingly to smite
they spread across Indonesia fighting else. the enemy of the church, in sure knowl-
the monsters, they also proselytize to edge of his reward in the next world.
the natives. Saving the savages' souls If these conditions are met, the
is at least as important as defeating the Curse character is given a staff prominently
creatures, if not more so. Victorians marked with symbols of his religion.
consider all non-Christian religions to Spiritual Rating: 10 He fasts and prays for seven days. At
be enemies. Community Rating: 6 the end of the seven days, the faithful
Difficulty: 10 appeal to God to make the character
Range: sight strong in His work. For each level of
Duration: year and a day success in the miracle, the character's
Miracles Effect: marks target as enemy of the Strength and melee combat skill are in-
faith; lowers Charisma and Charisma- creased by one when fighting with the
The miracles of the Victorian reli- based skills. staff. In addition, the staff acts as a
gion tend to be of the Old Testament
focus for the character, with the same
sort: curses, plagues, pillars of salt, Curse causes an ugly welt, scar, or level as the level of success achieved in
burning bushes, and so forth. The blemish to appear on the target the miracle.
Victorians' god is a jealous god: (in- character's face. The mark cannot be The staff loses its potency if the
crease the difficulty of casting benefi- eradicated and will quickly burn character breaks his vow.
cial miracles on non-believers by 2). through cosmetics or plastic surgery.
The character must either have the
curse lifted by the character's religion
Bless Missile or the religion which caused it, or go to Victorians and
a cosm whose spiritual level is not
Spiritual Rating: 11
Community Rating: 10
high enough to support the curse. Even Magic
then, the curse will return if the char-
Difficulty: variable (see below) The Victorians' cosm of Orrorsh has
acter subsequently goes to a cosm with
Range: voice a magic axiom of 15. This is high
a spiritual axiom of 10 or higher before
Duration: one month enough to give magic real power: spells
the time period passes.
Effect: imbues bullets, arrows, can- may be cast, magical beings exist, and
Curse lowers the character's Cha-
non shells, grenades, and the like so forth. The Victorians accept the
risma values. It lowers these values by
with the faith of the firer. existence and power of magicians,
one when the character interacts with
alchemists, witches, and so forth.
non-members of the religion; when
The bless missile miracle is a ritual, However, there is a large stigma
interacting with members of the reli-
typically performed by the Regimen- attached to the practice of magic. Be-
gion, it lowers them by one for each
tal Chaplain once a month during cause of the peculiar world rules of
success level attained by the miracle
Sunday services. The missiles are piled Orrorsh (largely due to the Gaunt
(i. e., a good success lowers values by
to the right of the altar. After sprink- Man's interference), it is easier to hurt
three).
ling them with holy water, the Chap- than to heal with magic in Orrorsh
lain calls the community (the regiment) destruction is a lot easier than crea-
to pray for God to allow their missiles
to smite the unholy with His Right-
Staff of tion. Magic also has a distinct warping
effect upon its practitioners: constantly
eous Anger. Righteousness tempted by the evil of the Gaunt Man,
The difficulty of the spell is equal to many are twisted, destroyed by the
the value of the number of bullets Spiritual Rating: 11 powers they wield, or simply go mad.
blessed. Arrows are equal to 10 bul- Community Rating: 12 There is nothing so frightening as a
lets, grenades to 30 bullets, artillery Difficulty: 12 madman who wields arcane power.
shells to 70 bullets. Range: touch There are exceptions. "White"
If the chaplain equals the difficulty, Duration: permanent magicians who scrupulously avoid
the missiles are blessed for a month. Effect: imbues a staff with holy doing evil and thus manage to avert
When a blessed missile hits a target, it power to smite the enemies of the the destructive side effects exist, but
does both physical and spiritual faithful. they are weaker than practitioners of
damage. The physical damage is as the black arts. Black or white, all are
normal for the missile type; the spiri- A staff of righteousness may only viewed with justifiable suspicion and
tual attack has a damage value equal be created in a ritual. The character fear by the populace.

15
TORG: Worldbook

Spells Cast Time: 23 (10 hours)


Manipulation: control, duration
gold reverts to lead at the end of the
spell's duration.
As stated above, in Orrorsh (realm As lead is quite similar to gold, this
or cosm), it is easier to use magic to Madness is an impressed spell, cast is a relatively easy spell to cast. Lighter
hurt than it is to heal. Increase the in advance of need. To activate the metals are more difficult; non-metals
difficulty of non-combat spells by one; spell, the magician thinks of images of all but impossible. Magicians have
decrease the difficulty of combat spells hatred, pain, misery and despair, been working intently to increase the
by one. working himself into a frenzy of spell's duration, with limited success
Following are several magic spells emotion. Then he hurls his emotions (unless they are willing to spend weeks
of common use in Orrorsh. at the target, attempting to write them casting it); attempts to make the gold
on the target's mind. The spell's effect impervious to the iron test have thus
value is compared to the target's Mind; far been completely unsuccessful.
Boiling Blood if a superior success is achieved, the
target is deranged for one week.
Note that in Victoria, shopkeepers
have iron plates to test all gold they
Axiom Level: 13 Note that if the caster is knocked receive. It may take Earth merchants
Skill: alteration/folk 15 unconscious by the backlash of the several months to realize the dangers
spell, he is affected by the madness from arcane forgery until they do,
Backlash: 19 whether or not the target was. How- unscrupulous Victorian magicians will
Difficulty: 10 ever, the caster is mad for only one have a field day.
Effect Value: 10 day.
Bonus Number to: Effect The exact form the madness takes is
up to the gamemaster: paranoid delu-
Range: 10 (100 meters) sions, catatonia, schizophrenia, homi- Victorians and
Duration: 8 (40 seconds)
Cast Time: 3 (four seconds)
cidal mania, or a combination of the
above are all possibilities. Earthers
Manipulation: control

Boiling blood requires a torch or other Transmute Lead Indonesians


open flame and small portion of blood
from the folk type under attack. The to Gold The Victorians treat the dark-
magician pours the blood over his hand Axiom Level: 9 skinned natives of Indonesia with
and places his hand in the flame. The Skill: alteration/metal 22 everything from good-natured con-
pain is excruciating (hence the high descension to outright contempt. They
backlash) but the hand emerges un- Backlash: 24 are savages, to be treated fairly but
scathed. Difficulty: 10 firmly. The Victorians believe in the
If the spell hits (the alteration total is Effect Value: 1 White Man's Burden: under the Victo-
higher than the target's dodge or Bonus Number to: duration rians' guidance, the natives may some
Dexterity), the target's blood begins to day be nearly as good as Europeans.
boil. The effect value is compared to Range: 0 (one meter) Naturally, this infuriates the Indo-
the target's Toughness, ignoring armor Duration: 25 (one day) nesians, who have spent the better
adds, and the target takes that level of Cast Time: 18 (one hour) part of this century ridding themselves
damage for four rounds. The magi- Manipulation: control, duration of Core Earth imperialists, and they
cian does not need to concentrate to have no desire to be subjected to new
keep the spell operating for the four By using this spell, the magician ones from another cosm. The Indone-
rounds; once he has cast it, it continues changes one kilogram of lead into one sians are fighting as much against the
to operate on its own for the full dura- kilogram of gold. Victorians as against the other invad-
tion. The magician needs a kilogram of ers. Unfortunately, much of the Indo-
lead and a small coin, one side of which nesians' modern weaponry is break-
is covered in gold, the other in lead. ing down; without the ability to repair
Madness The magician ties the coin to a string, it, they are forced to use more primi-
and dangles it in the air. While making tive equipment against the Victorians.
Axiom Level: 13 the correct incantations, the magician With their discipline, esprite de
Skill: alteration/folk 20 taps the coin's edge, causing it to twirl corps, and unparalleled experience in
rapidly. At the end of an hour, the small-unit combat not to mention
Backlash: 16 their access to magic and miracles
magician taps the coin sharply against
Difficulty: 15 the lead, causing it to transmute. the Victorians are soundly beating the
Effect Value: 15 The gold is to all appearances real, Indonesians, taking over territory as
Bonus Number to: effect except that if it touches cold iron, it fast as their supply trains allow them
Range: 10 (100 meters) will immediately revert to lead. The to occupy it.
Duration: 29 (one week)

16
Chapter Two

Australians
The Victorians are somewhat con-
fused by their nearest European-based
neighbors, the Australians. Obviously
somehow distantly related, they feel
that the Australians should join them
(under Victorian command, of course)
in stamping out the monsters and
bringing civilization to the savages.
They don't understand why the Aus-
tralians disagree, and in fact insist upon
viewing Victorians as invaders, as well.
Victorian gunboats which have ven-
tured outside of Orrorsh realm into
Australian waters have been fired on
and destroyed by vastly superior Aus-
tralian ships and airplanes; Australian
vessels which have gone into Orrorsh
realm have broken down and been
summarily sunk by Victorian gunfire
and magic.
A few on both sides are attempting
to establish diplomatic relations, but
with very limited success the gap
between the 19th and 20th centuries is
almost insurmountable.
Lacking radio technology and con-
centrating upon consolidating their
gains in Sumatra, the Victorians have
had very limited contact with any of
the other nations on Earth. For obvi-
ous reasons, few countries are willing
to send diplomatic missions into the
horror realm to open formal relations.

Shapeshifting
Shapeshifting is the ability (or curse) the gamemaster agrees with the choice. TOU 9, PER 10, MIN 9, CHA 9, SPI 11.
of changing form between human and The shapeshifter's animal form may Bill's player decides that his weretiger
animal. For most shapeshifters, the be larger or smaller than his human attributes are: DEX 12, STR 14, TOU
transformation is involuntary, trig- form. The maximum difference is the 12, PER 10, MlN 4, CHA 3, SPI 11. Both
gered by stress, danger, or the full character's initial adds in Shapeshifting. sets of attributes total to 66 points; the
moon. They lose all memory of their Once chosen the size does not vary. Spirit is 11 for both forms.
humanity, becoming animal in body Example: A character with a weight The shifter also has two completely
and mind. Possibility-rated shape- value of 10 and three initial adds of different sets of skills. When a player
shifters maintain a modicum of self- Shapeshifting may choose as his animal designs a shapeshifter, he has 16 skill
control when shifted, though there are
form a beast with a weight value of from points for each form. He must assign
risks even for them. three adds to Shapeshifting for each
seven to 13 (25 to 400 kilos).
Only characters from Orrorsh may form. If he wishes to have any other
have the Shapeshifting skill. Using the A shapeshifter has the same total of
attribute points in either form, though skill in both forms, he must also pur-
Shapeshifting skill in any other realm or chase the skill separately for both
cosm creates a contradiction. When a they can be distributed differently in
each form. The Spirit attribute must be forms. When improving skills, skills
player chooses Shapeshifting, he must are improved independently for each
take the skill as the character's tag skill. the same for both forms. In animal form
a shifter may have very high attributes, form. Shapeshifting adds must be im-
When a character shapeshifts, he
beyond the normal character limits. proved simultaneously for each form;
transforms into another creature, typi- going from Shapeshifting +3 to +4 costs
cally a wolf; a player may choose a Example: Bill is a weretiger. In his eight Possibilities.
different animal for his Shapeshifting if human form he has: DEX 9, STR 9,

17
TORG: Worldbook

Human forms may start with any ter were in animal form for one hour, Note: Resistant to non-magical, non-
skill available in Orrorsh. They may the shapeshifting difficulty is nine. If silver attacks (shock damage only).
learn others throughout their life, in- the character had six shock points at
cluding skills from other realms. the time he tried to change back, the
Animal forms are limited to skills
which animals might logically know.
shapeshifting difficulty is 15.
If a character fails the shifting roll to Monsters of
The gamemaster must approve all skill
choices. When in animal form
return to human form, the animal na-
ture has taken over. The gamemaster
Orrorsh
shapeshifters have a primary attack takes control of the character for a time There are thousands of monsters
form with a damage value equal to equal to the time so far spent in animal wandering Orrorsh realm. Some are
their Strength plus their shapeshifting form. During this time the gamemaster under the control of the Gaunt Man
adds. A werewolf with a Strength 14 takes control of the character's sheet, (and now Thratchen); most are inde-
and shapeshifting +3 has a primary at- and decides all actions for the character. pendent, killing and terrorizing humans
tack damage value of 17. For a At the end of this time the character for their own pleasure. The Gaunt Man's
werewolf, his bite is his primary at- automatically reverts to human form. Darkness Device shields many of the
tack. As the shapeshifting adds increase, The gamemaster does not take control monsters from casual sight; ghouls,
the damage value of the primary at- if the character fails when trying to vampyres and demons walk the streets
tack also increases. avoid changing to animal form. of London, ignored by most, seen only
A shapeshifter's animal form also Each time the gamemaster takes by those with possibility energy (who
has the following power and weakness: control of the character, the shape- are almost always judged mad by the
Resistance to normal weapons shifter gains a Corruption point. Any rest of the population).
Severe weakness to silver evil done while under gamemaster Common monsters of Orrorsh in-
This power and weakness do not control can increase this Corruption. clude the standard monsters from Euro-
apply to the character's human form. The Power of Fear looks forward to pean legendvampyres, werewolves,
Human forms can be damaged by any the time when the shapeshifter be- ghosts, ghouls, spectres, and so forth
normal means. comes a true creature of Orrorsh. as well as some rather nasty new crea-
A severe weakness is an item or mate- Resistance to Normal Weapons: The tures created by the Gaunt Man. Four of
rial that causes damage if placed against creature can transform wound damage these monsters are listed below.
the creature's flesh. If the item is nor- from standard weapons (non-magical
mally used to cause damage, such as swords, lead bullets) into shock dam-
silver bullets, use the damage value of
the item. Otherwise the damage value
age. The first five wounds taken from an
attack are converted into shock dam-
Werewolf
of the touch is the Spirit or faith of the age, one shock point per wound. Knock- The werewolf hunts by the light of
person wielding the item (unless the out conditions are ignored. A single the moon, feeding on the flesh of men. It
item itself has Spirit or faith). If the char- attack which causes six or more wounds is cunning, evil, and very hard to defeat.
acter did not have to roll a bonus to can wound a creature with this power. By day, however, the creature is human,
touch the monster, she rolls a bonus to In addition, the "shock wounds" are with nothing but confused, tortured
generate a damage total. treated as wounds when spending a memories of its actions during the night.
A shapeshifter whose animal form Possibility to remove damage. Some very few werewolves have the
falls unconscious automatically reverts Example: Tanya, a gypsy woman ability to control their curse turning
to human form. No shapeshifting total from Orrorsh, is a shapeshifter, able to from man into beast and back again at
is needed. If the damage is from turn into a giant eagle. Tanya's player will. However, these creatures may
friendly sources (i. e., players trying to designs her character as follows: change involuntarily when excited or
avoid having the shapeshifter lose con- threatened, whether it be full moon or
trol) the gamemaster may insist on a Tanya's Human Form: DEX 8, STR 8, not (see "Shapeshifting, " above).
shapeshifting total, as described below, TOU9, PER12, MIN10, CHA9, SPI10. The following monster is a stan-
to see if the gamemaster takes control Skills: reality 12, acrobatics 9, beast dard werewolf, with average attrib-
of the character. riding 9, dodge 10, melee weapons 11, utes and skills. Much tougher were-
The difficulty of voluntarily shift- alteration magic 13, divination magic wolves are possible, though rare.
ing into animal shape is 10. When the 13, apportation magic 11, conjuration
magic 11, shapeshifting 13. Werewolf (Wolf Form): DEX 12, STR
moon rises, or the character is in a life-
threatening situation, the difficulty of 12, TOU 14, PER 11, MIN 6, CHA 5, SPI
Giant Eagle Form: DEX 14, STR 9, 10.
remaining in human form is 10 plus TOU 8, PER 13, MlN 6, CHA 5, SPI10. Skills: dodge 13, maneuver 14, run-
the amount of shock damage taken. Skills: reality 12, dodge 15, flight ning 14, stealth 13, unarmed combat 16,
When in animal form, the difficulty of 15, stealth 15, unarmed combat 15,
returning to human form is equal to tracking 12, test 9, taunt 8, intimidation
find 14, tracking 14, test 9, taunt 8, 12, shapeshifting 13, willpower 12.
the time value of the number of min- intimidation 11, shapeshifting 13. Possibility Potential: some (35).
utes spent in animal form. This num- Natural Tools: wings, speed value Natural Tools: claws, damage value
ber is increased by the amount of shock 9; claws, damage value 11; beak dam- 14; teeth, damage value 15.
damage the character has. If a charac- age value 12.

18
Chapter Two

Note: resistant to physical attacks:


takes shock damage only from non-
magical, non-silver weapons.
Human Form: 70 points total: SPI 10,
remainder determined by gamemaster.
Skills: as determined by game-
master, but always including shape-
shifting 13.

Vampyre
The vampyre also hunts by night. It
feeds on man's blood, and can enslave
the weak-willed with the power of its
gaze.
During the day the vampyre is al-
most helpless and usually seeks the
refuge of its coffin. If forced to battle
15, scholar 16, trick 16, test 23, will-
power 23, charm 26, persuasion 21,
The Caretakers
during daylight hours, a vampyre is
faith 12, intimidation 17, reality 18. The Caretakers are second-genera-
always stymied (that is, loses his first
Possibility Potential: some (7). tion gospog, specifically created to con-
roll again). During the night, the
Natural Tools: fangs, damage value trol the Others. Two are assigned to
vampyre always has an up result (that
18. each Other, to herd them in the right
is, always gains a roll again).
In addition, a vampyre takes a wound Note: resistant to physical attacks: direction, force them to follow orders,
takes only shock damage from non- keep them out of mischief (though what
every round it is subjected to direct
sunlight. However, legend has it that magical attacks. second-generation gospog consider
older vampyres slowly gain immunity mischief is a frightening question).
to sunlight, though they are never com- The Caretakers are armed with
fortable in it (and always stymied). The Others huge, primitive blunderbusses; they
A vampyre also takes a wound for fire these (with low powder charges)
The Others are huge, shambling at the Others to control them.
each round it is immersed in running octopus-like creatures. They roam the
water; it takes two shock points if it Caretakers may be magically linked
jungles of Orrorsh realm looking for to commanders who are able to give
comes in contact with garlic. Characters human prey. When fresh human prey
with the faith skill and an appropriate them orders from miles away. Com-
is not available, they graze on the munication is normally one-way: a
focus may be able to damage vampyres gospog fields, feeding on those gospog
with the power of their religion. Caretaker cannot send messages to its
too slow or weak to escape. commander unless the commander
Vampyres are immune to most Others are very strong, and wield
physical damage, taking only shock sets up the link specially. This is ex-
their tentacles with unearthly speed pensive and time-consuming and thus
damage from non-magical weapons, and accuracy, but they are also rather
including silver weapons. A vampyre used only in emergencies.
slow movers and not particularly in-
is healed of all damage after spending telligent. They are almost always ac- Caretakers: DEX 10, STR 10, TOU 10,
a day in its coffin. Some vampyres are companied by Caretakers (see below). PER 9, MlN 8, CHA 8, SPI 8.
rumored to be able to change form, Others are particular favorites of Skills: dodge 12, fire combat 14,
becoming wolf, bat, mist, or other the Gaunt Man. maneuver 14, unarmed combat 13,
shape at will. If true, this is not an tracking 13, trick 12, test 12, taunt 12,
innate ability; these vampyres must The Others: DEX 10, STR 20, TOU 17, intimidate 12, willpower 10.
have learned alteration magic during PER 8, MIN 5, CHA 5, SPI 8. Possibility Potential: none.
their unnaturally long existences. Skills: unarmed combat 16, find 13, Natural Tools: armor, defense value
Vampyres are nearly immortal, and tracking 13, intimidation 14, test (20), 12; fangs, damage value 12.
the older they are, the more powerful. taunt (20). Equipment: blunderbuss; tech 15,
The following vampyre is of average Possibility Potential: none. damage value 18, range 3-10/11-20/
age, undead for perhaps 150 years. Natural Tools: tentacles, damage 21 -40, ammo 1. (When controlling Oth-
value 20. ers, Caretakers load weapons with half
Vampyre: DEX 12, STR 16, TOU 18, Note: Ignore multi-action penalty
PER 11, MlN 14, CHA 14, SPI 9. powder, reducing damage value to 12
to attack up to four opponents. If at- and range to 10 meters. )
Skills: acrobatics 20, dodge 19, tacking five, penalty is 2; if attacking
maneuver 17, running 17, stealth 20, six, penalty is 3, etc.
unarmed combat 20, climbing 19, al-
teration magic 15, find 14, language

19
TORG: Worldbook

Chapter Three

The Living Land


"We bring new experiences to the
the fullest, to experience extreme sen-
Dead of this world. We show them
sations. This religion of extreme pas-
what Life is. Then we kill them. "
sion is called Keta Kalles. Its central
Baruk Kaah
concept is that the more intensely one
experiences life through the senses,
he Living Land is a primi- the more Lanala will reward you. The
tive realm. It is dinosaurs faithful become instruments of sensa-
and lizard men, action tion so that Lanala (the universe) can
and adventure, unusable experience Life through them. It does
technology and high not matter what the emotion or expe-
spiritual power. It is a "Lost World" rience is, as long as it is intense.
superimposed over the world we Because of this love for life, follow-
know, thus adding to the mystery and ers of Keta Kalles refuse to make use of
horror of the place. anything that is dead tools, weap-
Baruk Kaah leads his slaves and ons, and the like created from non-
followers in search of new experiences living material such as rock, cut wood,
and greater power. He is a High Lord etc. Further, organics not of Lanala are
of strength and ambition who can be also considered dead, so humans from
reckless in one instance, then overly Core Earth who have not embraced
cautious the next. Lanala are the living dead. The dead
On Earth, the Living Land realm are anathema to Lanala, unholy. The
extends across three portions of North only tools the Edeinos can employ are
America from New York to Wis- those living items formed by Lanala
consin and James Bay to Kentucky on from hrockt shoots through prayer.
the East Coast, from Vancouver to The living hrockt can become a spear,
Monterey on the West Coast, and club, or other implement in the hands
around Canada's Great Slave Lake in of the faithful, and then be returned to
the Far North (see the accompanying the ground to continue its life.
map). Baruk Kaah changed some of these
beliefs when he became Saar of the
Edeinos and High Lord of Takta Ker.
For one thing, his Darkness Device
Takta Ker was a dead thing, as were the gifts it
gave to him (such as stelae). But
Takta Ker is a huge world of jungles, through his power and conquests he
forests, and swamps, covered almost has given the Edeinos many new and
entirely by a Deep Mist. It is the home intense experiences, so they remain
cosm of Baruk Kaah and his Possibil- loyal to his rule.
ity Raiders. The saurians who inhabit
Takta Ker (literally translated as The
Living Land) call themselves Edeinos.
Because of the Deep Mist, the planet is The Invasion
constantly damp and warm winter
is unknown. of Earth
The Edeinos follow the ways of After conquering countless cosms,
nature as personified in their goddess, after bringing Keta Kalles to dozens of
Lanala. Lanala is the universe itself. worlds, Baruk Kaah was approached
She is all living things and all experi- to join other High Lords in the con-
ences. To honor Lanala is to live life to quest of an extremely possibility rich

20
Chapter Three

cosm called Earth. He readily agreed. these people must make do without
In exchange for his services, the Gaunt modern conveniences, as technology
Man provided Baruk Kaah with two refuses to function in the pure zone.
types of aid gospog seeds and rav- Philadelphia is a Core Earth he Land Below
agons. hardpoint that is surrounded on all
Rumors abound that the six
The primitive High Lord's first sides by Takta Ker's Deep Mist. It
realms that invaded Earth
maelstrom bridge of living jungle serves as a place of refuge, a launching
caused more changes to the
crashed into Earth's New York City. point for counter strikes, and a place of
planet than have been immedi-
From there, Baruk Kaah and his fol- contact between the Living Land and
ately obvious. One story speaks
lowers quickly neutralized much of Core Earth as long as it can hold off
of an underground world of
the north-eastern United States. Other the enemy army camped outside its hollow spaces and twisting
bridges followed, spreading Baruk bounds.
tunnels. It is said that one such
Kaah's primitive reality in the west Scattered across the Eastern Land
tunnel connects the Living Land
and far north. are resistance communities that ref- realm to the Nile Empire realm.
In those stelae areas of pure Takta use to fall to Baruk Kaah's raiders. If this is true, speculation con-
Ker, technology does not operate and Many of these communities are self- tinues, then perhaps all of the
the "dead" people of Earth transform sufficient, but others need supplies
realms are connected in this
to the ways of Lanala and Life. that possibility-rated truckers trans- way. But what else exists below
The initial stages of the invasion port from place to place. They tend to the Earth? Which realities hold
went very well. Baruk Kaah took much keep low profiles, not only to avoid
sway? Unless some brave ad-
of the land with little trouble. It was the attention of the invaders, but to
venturers decide to discover the
when he tried to overturn a Core Earth stay out of sight of the Delphi Council
truth to these rumors, then we
hardpoint in California that Baruk (see below).
may never know for sure.
Kaah suffered his first true defeat. Since Most of the battles still occurring in
then, the boundaries between primi- North America are taking place along
tive and Core Earth reality have re- the border zones of the Eastern Land.
mained stable. But many feel that the
war will soon resume with its original his gotaks (priests of the dead) have at
ferocity as the Edeinos move to extend The Western Land least two secret projects under way in
the northern reaches. If and when these
their reality.
As this was the site of Baruk Kaah's reach fruition, it will only mean more
greatest defeat, many of the tribes in trouble for the beleagured Earth.
The Eastern Land the west have turned away from the
High Lord's rule. They feel that his
The Eastern Land is the seat of Baruk association with and use of dead things The Delphi Council
Kaah's power on Earth. From the is an abomination. Perhaps, they say,
Established by the late President
abandoned and overgrown cities Lanala has abandoned him because of
Jonathan Wells, the Delphi Council is
through the outlying farm lands, the his familiarity with the dead. While
an emergency task force with the au-
area is filled with all manner of dino- there are huge forces still loyal to the
thority to act in "the best interests of
saurs and tribes of Edeinos fiercely Saar fighting to expand the stelae
the people of the United States. " With
loyal to the Saar. These tribes have bounds, they also find themselves
the support of the new President,
been bolstered by Core Earthers who fighting renegade tribes from within
Dennis Quartermain, the definition of
have transformed to the reality of Takta their own realm.
what those best interests are is truly
Ker and become savages at least by A religious war is beginning in this
staggering. The Council works under
20th century standards. portion of the realm. Certain Edeinos
a war mentality, doing everything in
The dense population has allowed tribes have started helping Core Earth-
its power to assure the continued exis-
the High Lord to expand quickly. This ers resist the invaders. What will even-
has provided not only new tribe tually happen in this hot bed of revo- tence of the United States even if its
measures are definitely not in a demo-
members, but also plenty of bodies for lution is anyone's guess.
fertilizing gospog seeds. cratic vein.
Border towns are placed under
New York, considered to be a dead
land by the Edeinos, has been left to The Northern Land martial law and converted into armed
camps in order to defend the interior
those humans who steadfastly refuse
The Northern Land was taken so nation. A military draft is about to be
to flee. Although a few areas remain
that Baruk Kaah could perform ex- reinstated. Property is being confis-
under the control of the Edeinos, nota-
periments combining his Darkness cated for the greater good, and people
bly the bridgehead area around Flush-
Device with Keta Kalles in relative are being forced to move if it is sus-
ing Meadow Park and Manhattan's
quiet and away from the watchful eyes pected they are unwittingly provid-
Central Park gospog field, the rest is
of Lanala's optants (priests of Life). ing possibility energy to the invaders.
left for those "soft-skinned ones" who
It is rumored that Baruk Kaah and Special agents, codenamed Spar-
have not yet found Life in Lanala. But

21
TORG: Worldbook

tans, work to promote the decisions of


the Council. The primary function of
The Common Ground The Folk of the
the Spartans is to enter the Living Land, Association Land
find and log resistence communities,
and then remove them from the Liv- The Common Ground Association The following are the predominant
ing Land by any means possible so is a grass-roots movement that is gain- types of folk currently living in the
that the enemy cannot become stronger ing popularity throughout the United realm of the Living Land.
including extermination. States and Canada. This group believes
that there are Edeinos who are not a
Spartan: DEX 10, STR 10, TOU 11, part of the invading forces, and they
demand that Keta Kalles be treated
Edeinos
PER 9, MlN 8, CHA 9, SPI 9.
Skills: charm 11, persuasion 12, like any other religion in America. Edeinos are the primary beings that
taunt 10, dodge 12, fire combat 12, Many Americans feel that mem- make up Baruk Kaah's forces. The High
melee weapons 11, stealth 12, unarmed bers of the movement are simply en- Lord himself is of this race that obvi-
combat 11, intimidation 12, evidence emy sympathizers, and the Delphi ously evolved from Takta Ker's dino-
analysis 10, tracking 10, plus three Council is doing its best to destroy the saurs. They are tall, powerful folk,
others at +2 adds (at gamemaster's movement. This has caused many with scaled hides, clawed hands and
discretion). clashes at CGA demonstrations, and if feet, and sharp-beaked heads. They
Possibility Potential: some (40). support continues to grow it could have long tails they use for balance,
Equipment: variable. lead to a civil war to add to the United and occasionally for attack. The main
States's troubles. types of Edeinos are: the warriors who

22
Chapter Three

Jakatts Core Earthers


The followers of Lanala and Keta There are those people from Core
he Deep Mist Kelles are known as Jakatts. While Earth who refuse to let the invaders
most Edeinos are also Jakatts, here we drive them away. Of the many types,
The Deep Mist of Takta Ker two are most often encountered
will describe those other races which
has spilled into the realm of the stayers and realm runners. Stayers are
have taken up the faith of Life. Each of
Living Land. It pervades every- these races was conquered by Baruk humans who refuse to leave their
thing, causing the land to re- homes. Some stayers are solitary, ex-
Kaah and then decided to join his con-
main warm and humid through isting like hermits within their walled
tinuing conquest of the cosmverse be-
day and night. It confuses trav- dwellings. Others join together to form
cause of the sensations it provided.
elers, obscures vision, hides dan- resistance communities. The stayer's
The Benthe are small, amoeba-like
gers. It is a thick gray fog that best friend is the realm runner, Core
beings who can manipulate phero-
produces strange echoes and
mones, thus controlling other beings Earther's who shuttle back and forth
muffles sounds. and creatures through emotional re- between Core Earth and the Living
Characters in the mist can see Land bringing supplies, news, and
leases. Baruk Kaah often attaches
no further than 30 meters on a other important items with them, of-
Benthe to dinosaurs to provide them
good day, much less on a bad ten in the back of powerful rigs.
with intelligent control.
day or in specific areas where
Humans who have transformed to
the mist gathers more thickly.
the reality of the Living Land often Stayer: DEX 8, STR 8, TOU 8, PER 8,
Whatever the case, objects be-
hear the call of Lanala and take up her MIN 8, CHA 8, SPI 8.
yond 10 meters distant appear
faith. These savages form perhaps the Skills: survival 11, fire combat 9,
as vague shapes in the fog. melee weapon 9, faith 9, intimidation
second largest force in Baruk Kaah's
Because of a powerful mir-
armies, if one does not count the 10, land vehicles 9, first aid 9, trick 9,
acle of Lanala, the Deep Mist
gospog. plus three skills at +2.
also confuses compasses and
Stalengers are starfish-shaped be- Possibility Potential: some (45).
other navigational equipment,
ings that fly by sucking air through a
even those items used by a pos-
hole in the top of their bodies and then Realm Runner: DEX 8, STR 8, TOU 8,
sibility-rated character. Being
forcing it out through holes in the PER 8, MIN 8, CHA 8, SPI 8.
lost is a permanent feature of
bottom and tips of their appendages. Skills: charm 10, persuasion 9, taunt
the Living Land.
Thin tentacles uncoil from the bottom 9, fire combat 10, missile weapons 9,
of their bodies for use in navigation, unarmed combat 9, land vehicles 11,
sensory input, defense, and commu- trick 9, lifting 9, plus three skills at +1.
nication. Possibility Potential: some (35).
live to experience sensation through
battle; the optants, priests of Life dedi- Benthe: DEX 7, STR 7, TOU 12, PER 17,
cated to Lanala and the religion of MIN 14, CHA 11, SPI 11.
Keta Kalles; and the gotaks, the priests Skills: 13 adds, variable, including Living Land
of the dead who Baruk Kaah appointed
to deal with stelae and the gospog.
faith (Keta Kelles). Immune to taunt
attacks, cannot taunt another. Miracles
Possibility Potential: some (30). The coming of the invaders changed
Edeinos Warrior: DEX 11, STR 9, TOU Natural Tools: pheromone manipu-
10, PER 9, MlN 9, CHA 8, SPI10. the reality of the United States and
lation. Canada in many ways, but none was
Skills: 13 adds, variable.
Possibility Potential: some (65). as profound as the rise of miracles of
Human Jakatt: DEX 8, STR 8, TOU 8, faith. These are some of the miracles
PER 8, MIN 8, CHA 8, SPI 8. available to the faithful of Lanala.
Edeinos Optant: DEX 9, STR 9, TOU Skills: 13 adds, variable, including
10, PER 9, MIN 9, CHA 8, SPI 12. faith (Keta Kelles).
Skills: 13 adds, variable, including
faith (Keta. Kelles).
Possibility Potential: some (65). See Through Mist
Possibility Potential: some (45). Stalenger: DEX 8, STR 8, TOU 8, PER Spiritual Rating: 10
9, MlN 8, CHA 7, SPI 8. Community Rating: 8
Edeinos Gotak: DEX 10, STR 10, TOU Skills: 13 adds, variable, including Difficulty: 12
10, PER 8, MIN 9, CHA 8, SPI 11. faith (Keta Kelles), flight, tracking. Range: result points +5
Skills: 13 adds, variable, including Possibility Potential: some (65). Duration: 24 hours
faith (Keta Kelles/Baruk Kaah).
Effect: lets the blessed Jakatt see
Possibility Potential: some (55).
through the Deep Mist without
impairment

23
TORG: Worldbook

See through mist is usually a bless


upon an entire tribe to provide clear
Pain Sacks Duration: until re-planted
Effect: turns a hrockt shoot into a
sight as though the Deep Mist was not Spiritual Rating: 11 spear
present. Those blessed by this miracle Community Rating: na
are not hindered by the Deep Mist. Difficulty: 13 Simple spear allows a Jakatt to take a
Range: touch hrockt shoot and pray to Lanala to
Duration: until triggered turn it into a weapon. The tip becomes
Heightened Sight Effect: creates a device for causing sharp, the shaft strong. Damage is
pain to one's enemies STR+3.
Spiritual Rating: 11
Community Rating: 6
Pain sacks draws its power from
Difficulty: 10
Range: sight
Baruk Kaah's Darkness Device, and Intense Fear
therefore can only be invoked by a
Duration: result points +3 Spiritual Rating: 11
gotak. It allows a gotak to create a sack
Effect: makes everything the Community Rating: 11
of dead items that must be buried in
blessed character looks at more clear Difficulty: 15
the living ground. When a non-Jakatt
and vibrant steps over the sack, it explodes and Range: sight
inflicts damage on the victim. The Duration: result points +5
Heightened sight makes everything Effect: strikes terror into the hearts
Strength of the sack is determined by
within sight much clearer, more vi- of those cursed by Lanala
the success achieved when it was cre-
brant. Every detail becomes distinct. ated minimal 10, average 12, good
A character under the effects of this 14, superior 16, spectacular 18. Intense fear causes anyone so cursed
miracle receives a PER+2 for all rolls to be seized by an extreme terror. This
involving sight, but also suffers a DEX causes the victim to flee for a place of
-2 and MIN-2 because the brain and safety and hide there until the miracle
body cannot assimilate all of the infor- dissipates. Once in safety, the victim
mation coming in through the eyes. can try to shake the fear before it elapses
by making a faith roll of 15 difficulty.

24
Chapter Three

Increase Toughness Baragon: DEX 11, STR 18, TOU 19,


PER 6, MIN 5, CHA 4, SPI 2.
Carnol
Spiritual Rating: 13 Skills: unarmed combat 14, run- Carnol are large predators with
Community Rating: 10 ning 12, stealth 12, climbing 18, lifting powerful jaws. An average carnol
Difficulty: 17 16, taunt (10), intimidation 10, trick measures 15 meters from head to tail,
Range: sight (10), test (10). has a spiked ridge running along its
Duration: one scene Possibility Potential: none. spine, long teeth, and useless fore-
Effect: increase the ability to with- Natural Tools: armor +2; claws, limbs. It is a fast, graceful monster,
stand wounds damage STR+2; teeth, damage STR+3. able to deliver a terrible bite surpris-
Increase toughness is one of the more ingly quickly. Its hind legs are built for
perverse miracles available to the faith- running and dodging, but its spiked
ful of Lanala. It allows a Jakatt to feel Kylot tail can cause much damage.
all the pain inflicted upon him, but it
has no physical effect. An Edeinos Kylots are large, tanklike dinosaurs Carnol: DEX 13, STR 26, TOU 30, PER
warrior, for example, ignores shock that walk on all fours beneath a heavy 6, MIN 5, CHA 4, SPI 3.
and KO damage in combat and does shell. Three spiked tails extend behind
Skills: dodge 16, bite 17, tail 14,
not fall. Instead, he keeps fighting, them. They can manipulate these tails maneuver 14, tracking 8, intimidation
relishing the intense pain. All damage independently to inflict damage on
(22), test (12), taunt (10), trick (15).
is real. The warrior simply ignores it three separate targets at the same time. Possibility Potential: none.
until the battle ends. The miracle lasts They grow to a length of eight meters Natural Tools: armor +2; teeth,
throughout a scene, so the only way to and a height of three meters. damage STR+6; tail, damage STR+2.
stop the blessed warrior is to cause so
much damage the body cannot con- Kylot: DEX 8, STR 22, TOU 21, PER 3,
tinue to fight (seven wounds). MIN 3, CHA 3, SPI 2.
Skills: club 14, ram 11, intimida-
Tresir
After the scene, the shock, KO, and
other damage takes effect. If he has tion 17, taunt (11), trick (8), test (8). The tresir is the hunter of the Living
taken four or more wounds, the war- Possibility Potential: none. Land, prowling in search of prey. It is
rior must make a successful healing Natural Tools: armor +5; clubs, a catlike warm-blooded reptile of un-
roll of TOU+10 to lower it to a mortal damage STR+6; ram, damage STR+3. usual grace and savagery. The aver-
wound. Failure brings on automatic age tresir has a sleek, black body with
death. a mane of black fur falling around its
Lakten head. Claws on each of four legs are
designed to rend and tear, and its teeth
Lakten are flying lizards that Edei-
are extremely sharp. A tresir grows as
Creatures of the nos use as mounts. They have a wing-
span of four meters, and grow as long
large as nine meters.
Living Land as three meters. They have only two Tresir: DEX 15, STR 19, TOU 19, PER 8,
legs, but these are equipped with sharp MIN 7, CHA 5, SPI 5.
The creatures of the Living Land talons. Their beaked heads can also Skills: acrobatics 16, dodge 18,
are many. Here are a few. For more, cause extreme damage. maneuver 16, running 18, intimida-
see The Living Land Sourcebook.
tion 9, find 12, tracking 14, trick 10, test
Lakten: DEX 12, STR 9, TOU 12, PER 7, 8, willpower 9, taunt (8).
MlN 6, CHA 4, SPI 4.
Baragon Skills: dodge 14, flight 14, unarmed
Possibility Potential: none.
Natural Tools: claws, damage
combat 13, maneuver 14, intimidation
Baragons are great two-legged mon- STR+5, teeth, damage STR+6.
(6), taunt (11).
sters with powerful arms and rending Possibility Potential: none.
teeth. They resemble reptilian bears, Natural Tools: beak, damage
covered with heavy scales instead of STR+2; talons, damage STR+3, wings,
fur. They are meat eaters, and very speed 12.
violent. They grow to a height of six
meters and love to feed on larger dino-
saurs.

25
TORG: Worldbook

Chapter Four

Aysle Realm
"We remain to right the wrongs Uthorion could establish his own
perpetuated upon these people by the power base using what remained of
evil Uthorion. We shall stay until that that conquered reality. The cosm
task is finished. " Uthorion chose was Aysle.
Lady Pella Ardinay Using all manner of nightmare crea-
tures, ravagons, gospog, and even the
dread Carredon, Uthorion attacked.
ysle is the fantasy realm. Aysle, though, was not without its
It is a place of dreams own defenders, and these heroes ral-
and nightmares, of folk lied around their leader, the Lady of
both magical and mun- the Houses of Aysle, Pella Ardinay.
dane, of creatures of light The final battle occurred within
... and darkness. It is a realm thrown Ardinay's castle, out of the sight of the
into confusion, a realm split along the folk of Aysle. As the Carredon tore
lines of two powerful beings who can through the Knight Protectors, Ardi-
both claim to be its High Lord Lady nay faced off against Uthorion. There
Pella Ardinay of the light, and Lord was no contest. With the power of his
Angar Uthorion of the dark. Darkness Device to aid him, Uthorion
Humans, dwarves, elves, and giants placed his spirit within Ardinay's
are the predominant races that arrived body. Her own spirit was sundered as
from the cosm via maelstrom bridge, Uthorion took charge of her physical
mingling with Earth humans and the form. He re-attuned his Device to the
newly-created races, goblins and faer- new body and reality, thus making
ies, as well as a huge increase in the himself High Lord of Aysle. But it was
population of the half-folk. Creatures an Aysle transformed to Uthorion's
include unicorns, dragons, basilisks, liking, full of dark and evil things.
manes, manticores, trolls, and The Gaunt Man saw that the con-
will'o'wisps. quest was complete, and he called his
On Earth, Aysle realm extends from forces back to Orrorsh. The people of
the United Kingdom through Norway, Aysle, of course, assumed that the
Sweden, Finland, and parts of Den- monsters were retreating. Lady Ardi-
mark (see the accompanying map). nay must have triumphed! Uthorion
did nothing to dispell that belief.
But when Aysle attacked Earth
Before the Invasion many centuries later, a group of Storm
Knights returned Ardinay to her body
Long ago, on the world of Aysle, in and sundered Uthorion's spirit from
a cosm where fantasy was reality, a her body. Now Aysle contains aspects
terrible war took place. Aysle was of both light and dark, and Lady Ardi-
invaded by horrific raiders under the nay is working to restore her world to
control of Uthorion. This evil High its former glory first in the realm on
Lord was once the Gaunt Man's chief Earth, and then back in the cosm.
lieutenant, but one day he discovered Rumors abound, though, that
his own Darkness Device. The Gaunt Uthorion has taken another form and
Man, knowing that he might need to is desperately seeking a way to re-
call on his lieutenant at some future claim his Darkness Device. Ardinay,
time, helped Uthorion work out a plan. of course, refuses to use it, though it
If Uthorion found a cosm to his own promises her quick and easy solutions
liking, the Gaunt Man would provide to the problems she works to correct.
the forces to conquer that cosm. Then

26
Chapter Four

The Cosm of Aysle positions because of the oppressions


imposed by Uthorion (who the people
air, there for the taking by those adept,
is once more commonplace.
The Aysle homeworld is a disk- thought was Ardinay), and they are But Aysle does not cast a single,
shaped planet with a hole cutting reluctant to so easily return to the ways monochromatic veil across the por-
through its center, connecting the top of old which the changed Ardinay is tion of Earth it overlays. With the
half of the disk with the bottom. The proposing. sundering of Uthorion's spirit, and
world's sun travels through this hole, But Lady Ardinay has not yet re- the re-investing of Pella Ardinay's
providing day and night to each side turned to the cosm to deal with these spirit in her natural body (these events
in turn. issues. She remains on Earth to handle are chronicled in The Possibility Wars
The cosm has suffered under the matters there. So, all kinds of mischief novel trilogy), the reality of Aysle has
oppressive rule of Uthorion (working is occurring in her absence, especially been thrown into flux. Uthorion's dark
throughthe body of Ardinay)formany by the Vikings, who seem most strin- laws still hold in patches of Aysle,
centuries. As such, much of the land is gent in carrying out Uthorion's origi- though in other locales the Lady of the
dark and twisted. Evil creatures nal plans. Houses' rules of light are dominant.
abound, as do malicious supernatural As yet, the boundaries between the
entities. two forces are fluid, blurred in places,
and overlapped in others.
The cosm is in flux. Lady Ardinay
has definitely changed since the inva-
Aysle on Earth As it is in the cosm, so is it in the
sion of Earth began, and many of the realm some of Uthorion's minions
Aysle on Earth is a realm of magic still function, their loyalty and their
leaders of the ruling houses are pre- and fantasy. In Aysle, elves and dwar-
paring to make their own claims at visages unchanged. Some have trans-
ves and giants roam, and the feeling formed into hideous caricatures of their
total power. Many are in their vaunted that eldritch power saturates the very former selves, the evil of their natures

27
TORG: Worldbook

reflected in the contortions of their


bodies. And some of the Ayslish have
been released from the bondage of the
evil High Lord to become friends, even chemes Within Schemes: Uthorion and Jean Malraux
champions, of the native peoples in
the realm. Uthorion, the High Lord of realm. We descend. He notes
If the residents of Aysle are a mixed Aysle, smiled. On his own face, our tardy presence. But his pre-
lot, the peoples of the realm they oc- the expression would have been occupation is his undoing for
cupy are a veritable smorgasbord. a hideous rictus straining keloid then we strike. India is ours, and
While the realm of Aysle on Earth may scars. But he occupied the lovely Europe is yours, and together
not have the largest number of differ- body of Pella Ardinay now, and ... " He let the throaty contralto
ent cultures ever to be invaded by a the wise, sad tilt of her lips was of the Lady's voice trail sugges-
single High Lord, it does have the the vision Pope Jean Malraux I tively into silence.
most active post-invasion mix. apprehended. Jean Malraux's milky blue
The actual war for the land now "Our Huntsman tells us that eyes mirrored no passions; his
occupied by Aysle realm was rela- Baruk Kaah is failing daily. His white-haired crown nodded in-
tively short. Uthorion's forces fought spirit falters, just as we had fintesimally. "And if Mobius
savagely in the areas where the mael- hoped, " said Uthorion through strikes north?"
strom bridges descended, but then Ardinay's lips. Forestalling a "Our raiders and mages are
were thrown into confusion when question he saw in the at your disposal against him. "
Ardinay ordered the fighting to cease. Antipope's eyes, Uthorion held Ardinay who was Uthorion
A truce was declared, and the Lady of Ardinay's slim-fingered hand leaned forward, the Dark Lord's
Aysle worked to make reparations aloft. "Wait. The Gaunt Man will intensity hardening the Lady's
with the invaded nations. Only days be occupied with that imbecile's soft features. "We will win. "
passed, however, when those most
loyal to Uthorion's dark vision took
up weapons against Ardinay herself. bike. When reality changes, you do Kerry sprout tent cities like a summer
Aysle seems caught in a destructive "forget. " crop as a non-combatant third of the
civil war, with the invaded nations The sudden loss of technology has almost four million Irish try to outrun
trapped in the middle. caused panic and fear of famine among the evil creatures that have not disap-
the 47 million or more people who peared with the return of Ardinay.
inhabit England. Refugees stream into The beaches are crowded with fishing
England the countryside from the cities. Conti- boats and dinghies fleeing south.
nental drops of supplies along the
England was hardest hit by the Channel have drawn many folk south.
invaders, in terms of actual fighting. It
also suffered profound setbacks in
Scotland
technology due to the sudden lower-
ing of tech and social axioms. The only
Ireland Nearly 70 percent of Scotland's land
is within the pure zone of Aysle. With
places that computers and modern Ireland has developed very differ- the collapse ofand isolation from
devices work are London and the lower ent lines of division. A maelstrom the parliamentary government, and
Thames, within the walled city of York, bridge landed in Belfast, pouring Aysle the influx of good, evil and neutral
and south of the line that transects denizens into the city. The IRA, or Ayslish, many Scots have regrouped
Dover in the east and Land's End at what's left of it, retreated to Castle- at the clan level, depending on strong
the tip of Cornwall. Unfortunately, bellingham in the mixed zone where family leaders and local allegiances to
there is no coal to burn in the Tilbury both magic and technology function. see them through these strange times.
electrical generating station within They regroup, resupply, and adjust Technology is slightly harder hit
London's bounds, so even in this pure their techniques to most fully harass than in England. Here, not only do the
Core Earth area, the city current is the new, spell-casting and fantastical people not remember how to bicycle,
down. An individual must have his beings still loyal to Uthorion. The but the metal itself sags or goes brittle
own generator or batteries to run Ulster Defense League has done the and breaks.
appliances. same. Protestants and Catholics work Another result of the pure zone is
For the majority of the English, side by side, if uneasily, against the that more Scots than other British cul-
horse-drawn carts are the most com- greater evil of Uthorion's raiders, and tures have transformed into Ayslish
mon transportation, though steam their Christianity can support miracles folk and more have reached hero
power still works. Bicycles? Most of faith. potential as well. The Second Sight,
people can't seem to get the hang of But in the south, Core Earth still which has been in some families for
how to balance any more, can't seem holds sway. West of the line from In- generations, is particularly strong now.
to pedal and steer and stay upright all ishark Island to Knockadoon Head, North of the line from Kinnaird's
at once. It's not so simple, riding a magic is suppressed. The green hills of Head to North Uist Island, west of the

28
Chapter Four

line from North Uist to St. Bee's Head,


and east of the line from St. Bee's Head
Finland Because nearly every square kilo-
meter of Norwegian coast has been
to Kinnaird's Head, is the dominant The demarcation line of the Aysle overlayed by dominant Ayslish zones
zone, and the land is less affected. realm runs from Lieska by the Soviet (except the Svarlbard island group in
border to Rauma on the Gulf of Both- the Arctic Sea, and Vardo, north of the
nia, cleaving the Finnish lake district Kola Peninsula), Norway's merchant
Wales in two. South of the line, Core Earth is marine fleet has been devasted. Those
the dominant force. To the north, vessels that were within the stelae
The almost three million Welsh have Vikings and giants roam, having come boundaries, and those that came home
not yet faced the brunt of the changing over the Finnish bridge in Oulu. More unaware of the trouble, are largely
reality. But there are rumors of mon- than half of the nearly five million inoperable. Their crews cannot run
sters deep in the caves and coal seams Finns live south of the demarcation the complex radar/sonar navigation
of "the Valleys, " and small roving line, and refugees from the north ar- systems.
bands of Ayslish mercenaries terror- rive every day.
ize outlying cottages and towns. The But if 42 wars lost to Russia have
western tips of Pembroke, Anglesey
and Caernarvon reach into the mixed
not dimmed the Finnish spirit of sisu
(a word that has no English equiva- Ayslish Folk
zone that also encompasses the center lent, but is often translated as "guts"),
of Ireland. The following are the predominant
these most recent invaders have not races currently living in the realm of
broken the people, either. They are Aysle. It does not include Core Earth
stubborn. They will fight. Rumors tell
Sweden of eastern laanit (provinces) where
humans who have flipped to the new
reality, stormers who still live here, or
Ayslish raiders hit the Scandinavian technology and magic both function. Storm Knights operating within the
peninsula soon after they landed in It is a good place to start. realm.
the Scottish heather. The main penin-
sular bridge fountained up out of the
Riddafjarden opposite Stockholm's Norway Ayslish
City Hall. Aylish ships seemed to Viking raiders again ply the cold
spring from the river-bottom like re- These humans have crossed the
fjords of Norway, but this time they maelstrom bridges from the main
surfacing Viking wrecks, except that are not the landholders but the invad-
the invaders were very much alive continent back in the cosm and now
ers. Fighting is heaviest in the south, reside throughout the realm. Like all
and for the most part dry. where the bulk of the four million
About 32, 000 Swedes living in races, there are good and bad among
Norwegians live. North along the the Ayslish. Some follow the dark ways
Stockholm and its environs were trans- fjordlands, raiders make quick attacks,
formed into Aylish folk in that first of Uthorion, others the path of light
striking at fishing villages and derelict that Ardinay preaches. They are war-
attack, as well. Fear runs high against vessels alike.
them, but not all are loyal to Uthorion,
and the armed forces advocate cap-
ture over more permanent solutions.
Uthorion's peninsular troops fea-
ture more Viking-like raiders than
those that attacked Britain, because of
the raiders' superior seafaring skills
and their ability to bring boats over the
water bridge. Like the Vikings of old,
the raiders concentrate on coastal at-
tacks.

Denmark
Only the northern third of the Jut-
land Peninsula is overlayed by Aysle.
Most of Denmark still functions under
Core Earth axioms, and the five mil-
lion Danes have the support of their
German neighbors by land, air and sea
against the evil creatures that once
made up Uthorion's army.

29
TORG: Worldbook

and mages, priests and thieves. And ships, the Vikings engage in piracy, clude minotaurs, centaurs, harpies,
they are by far the largest contingent trade, and land taking throughout and mer-folk.
to come out of the cosm. Northern Europe. Standard Half-Folk (Minotaur): DEX
Standard Ayslish Yeoman: DEX 9, Standard Viking: DEX 10, STR 10, 8, STR 12, TOU 7, PER 7, MIN 8, CHA
STR 9, TOU 9, PER 7, MIN 7, CHA 7, TOU 10, PER 6, MIN 6, CHA 7, SPI 7. 7, SPI 7.
SPI 8. Skills: dodge 11, melee weapons Skills: tracking 11, melee weapons
Skills: missile weapons 12, dodge 13, maneuver 11, missile weapons 11, 11, unarmed combat 12, intimidation
10, beast riding 10, melee weapons 10, swimming 12, unarmed combat 11, 18, test 14, taunt 14, trick 10, find 10,
running 10, lifting 10, find 9, tracking 8, scholar (navigation) 7, trick 8, water willpower 10.
trick 8, survival 8, plus three skills at +1. vehicles 7, plus three skills at +1. Natural Tools: teeth, damage STR
Possibility Potential: some (55). Possibility Potential: some (65). +3; minotaur hide, defense +7; charge,
damage STR +4, to hit value -4.
Possibility Potential: some (60).
Dwarves Goblins
Dwarves are the oldest race known The goblin race is not native to the
to exist in the Aysle cosm. They live Aysle cosm. Some Core Earthers trans- Ayslish Magic
underground there, in vast subterra- formed when Aysle reality washed
nean cities. They were forced into mili- over the land, becoming a new kind of The coming of the invaders changed
tary service by Uthorion, and while folk the goblins. Small, twisted be- the reality of Britain and Scandinavia
the long-lived race remembers the days ings, goblins have large, oversized in many ways, but none was as pro-
of peace under Ardinay, they also re- heads and slender bodies. They tend found as the influx (or perhaps resur-
member the dark days that followed to be malicious and depraved, and gence?) of magic. Many magic spells
while Ardinay was under Uthorion's refuse to have anything to do with and effects duplicate or harken back to
control. Distrustful and cynical by tools or machinery. Some other folk the old tales that modern Earth toler-
nature, they have become even more claim goblins can control and speak to antly regards as legends. In addition
so in light of Ardinay's seemingly mi- insects, but that may only be a result of to the spells listed in the Rule Book, we
raculous change of attitude. Dwarves the abundance of bugs usually found present these from Aysle.
appear as merchants, warriors, schol- around and on them. They have a
ars, scientists, even wizards, but they penchant for crime, violence, and anti- Ayslish Grimoire
have little love for the priesthood or social behavior, and many have begun
organized religion. to immigrate up bridge into the cosm.
Bleeding Blade
Standard Dwarf Mage: DEX 7, STR 9, Standard Goblin: DEX 11, STR 6, TOU
TOU 9, PER 9, MIN 9, CHA 7, SPI 6. 7, PER 8, MIN 8, CHA 8, SPI 8. Axiom Level: 8
Skills: conjuration magic 12, al- Skills: taunt 13, intimidation (10), Skill: divination/true knowledge 23
teration magic 11, divination magic acrobatics 11, beast riding 11, dodge Backlash: 20
11, apportation magic 11, languages 11, lockpicking 11, maneuver 11, me- Difficulty: 16
10, evidence analysis 10, trick 10, test lee weapons 11, stealth 11, prestidigi- Effect Value: 23
10, plus three skills at +1. tation 11, willpower 10, find 9, trick Bonus Number to: effect
Arcane Knowledges: air 3, folk 3, (10), medicine 9, plus three skills at +1.
earth 1, others at gamemaster's choice. Possibility Potential: none. Range: 0 (one meter)
Spells: Dvergamal, others at Duration: 23 (10 hours)
Cast Time: 21 (four hours)
gamemaster's choice.
Possibility Potential: some (45).
Half-Folk Manipulation: control, duration,
state
When Uthorion first invaded the
Vikings Aysle cosm, the reality storms trans-
formed the folk into beings that were
Bleeding blade allows the caster to de-
termine unequivocally if the target is
A seafaring race of humans, the half creature. This multitude of beings telling the truth. It is an impressed spell.
Vikings are savage warriors. They became known collectively as the half- The mage uses the target's dagger,
embraced the idea of conquest and folk. When Aysle invaded Earth, the or any sharp metal object, such as a
have refused to let it go, even in light process happened again and more half- brooch or a sewing needle, which has
of recent developments. Crossing into folk were created from the human been the target's exclusive property
Scandinavia via maelstrom bridges population. First generation half-folk for at least a year and a day. The mage
formed of water, the Vikings are loot- are never possibility-rated, but each places the tip of the blade against the
ing, pilaging, and spreading the evil of succeeding generation produces more target's throat, and casts the spell. The
Uthorion in the High Lord's absence. possibility-rated beings. So, half-folk caster then asks a question. If the tar-
While not all are evil, the dictates of Storm Knights can only come from the get lies, the blade is stained blood red.
their society allow them to terrorize cosm of Aysle. Half-folk range from The effect value of the spell is com-
and behave cruelly. Uthorion encour- normal human intelligence to very low, pared to the target's persuasion or Cha-
aged this. Upon great, magical long- almost animal cunning. Varieties in- risma. On a Minimal or Average success,

30
Chapter Four

the caster can tell that some element in freezing him in place for the duration Dvergamal, literally "voice of the
the target's statement is untrue to some of the spell. It is an impressed spell. dwarf, " can be used to confuse pur-
extent, but not which or how much; on The mage commands "Stop" (in the suit. The dwarf whispers into his hand,
a Good success, the caster can identify old language) as he holds his arms then "throws" the whisper in the di-
the element (which may well be the before his body, crossed at the wrists. rection he chooses an echo to come
entire statement); on a Superior or Spec- The effect value of the spell is com- from. Targets of the spell must gener-
tacular success, the caster can gauge to pared to the target's Mind or willpower. ate a Mind or willpower total greater
what extent the statement is untrue. If successful, the target is prevented than or equal to the effect value of the
from moving as if his muscles had spell to disbelieve it.
Multiple Selves suddenly locked up. A Mind or will-
power total equal to or higher than the Thistledown
Axiom Level: 12 effect value of the spell is required to
Skill: conjuration/folk 17 "shake off" the paralysis. Axiom Level: 16
Backlash: 19 Skill: alteration/living forces 18
Difficulty: 15 Water Scry Backlash: 20
Effect Value: 17 Difficulty; 15
Bonus Number to: effect Axiom Level: 8 Effect Value: 24
Skill: divination/mixed forces 16 Bonus Number to: duration
Range: 15 (1, 000 meters)
Duration: 14 (10 minutes) Backlash: 19 Range: 0 (one meter)
Cast Time: 3 (four seconds) Difficulty: 16 Duration: 23 (10 hours)
Manipulation: mixed forces Effect Value: 12 Cast Time: 18 (one hour)
Bonus Number to: range Manipulation: apportation
Multiple selves allows a mage to con-
fuse pursuit by creating physical du- Range: 23 (40 kilometers) Thistledown lets the caster or his
plicates which scatter in all directions. Duration: 9 (one minute) friends travel incognito as long as there
The mage folds his hands into fists Cast Time: 17 (40 minutes) is wind to carry them. A mage with
touching each other, then quickly flings Manipulation: apportation, mass, synonymous knowledges might also
his hands wide, spreading his fingers control, duration create or direct the wind, so that he
to their fullest extension. Physical illu- The caster pours water into a silver travels to the exact point he chooses.
sions of the mage (capable of cracking basin, then places a veil soaked in The caster plucks three hairs from his
twigs, bending grass and twitching divining oil (oil steeped with three head or his target's head, adds a piece of
branches) scatter in all directions. hairs from the target) over his head, thistledown, and rolls the ingredients
The effect value of the spell is com- obscuring his sight. Slowly, he pulls into a loose ball in his palm. He holds his
pared to the target's Mind or willpower the veil from the bottom, dragging the open palm up before his face, and puffs
value. If successful, the target sees cloth from his face and crumpling it in the ball off in the direction he wishes to
multiple images of the caster, the exact the water. He withdraws the cloth, travel. The effect value of the spell is
number dependent on the level of suc- wringing out the liquid. When the compared to the target's Toughness on
cess achieved: Minimal, one; Average, surface of the oiled water goes flat, the the Power Push table. To this result,
two to three; Good, four to five; Supe- current activities of the subject are re- nine is added. If the final result equals or
rior, six to 10; Spectacular, as many as vealed for one minute. The effect value exceeds the target's Toughness, then he is
the caster wishes. of the spell is equivalent to the maxi- tranformed to thistledown and becomes
A Mind or willpower total of 17 is mum Perception value which can be capable of floating on air. The target
required to disbelieve the images. used to examine the scenes reflected. now has DEX 1, STR 1, and TOU 1.

Stay Voice Dwarven Grimoire Turn to Stone


Axiom Level: 8 Axiom Level: 12
Skill: alteration/folk 14 Dvergamal Skill: alteration/folk 18
Backlash: 19 (Voice of the Dwarf)
Difficulty: 20 Backlash: 25
Effect Value: 14 Axiom Level: 11 Difficulty: 18
Bonus Number to: duration Skill: conjuration/air 15 Effect Value: 25
Backlash: 16 Bonus Number to: duration
Range: 5 (10 meters)
Duration: 12 (four minutes) Difficulty: 13
Effect Value: 9 Range: 5 (10 meters)
Cast Time: 20 (2. 5 hours) Duration: 29 (one week)
Manipulation: apportation, conju- Bonus Number to: effect
Cast Time: 23 (10 hours)
ration Range: 10 (100 meters) Manipulation: state, control
Stay voice allows the caster to use Duration: 15 (15 minutes)
Cast Time: 9 (one minute) Turn to stone is an impressed spell.
the power of his voice to stop a target The caster touches his target, or a scrap
from committing an action, essentially Manipulation: mixed forces

31
TORG: Worldbook

of the target's skin, hair or clothing find 23, trick 22, test 21, willpower 18, sharp fangs for rending corpses.
with a pebble of the stone he is turning taunt (11), plus three additional skill Ghouls usually attack in groups.
the target into. Most mages have only at +2 adds. Ghoul: DEX 7, STR 12, TOU 12, PER 7,
one stone; very powerful mages may Possibility Potential: all. MIN 6, CHA 6, SPI 7.
be able to transform subjects into sev- Arcane Knowledges: darkness 4, Skills: dodge 9, lock picking 8, un-
eral similar lithic types. The most com- air 6. armed combat 10, stealth 9, intimida-
mon stones are igneous rocks: basalt, Natural Tools: armor +12; wings, tion 9, trick (9), taunt (9), lifting 14,
granite, and obsidian. speed 11; claws, damage STR+3; arctic willpower 20.
The effect value of the spell is com- air breath, damage 36, range 3-50/51- Possibility Potential: some (60).
pared to the target's Toughness on the 250/251-600. Natural Tools: fangs, damage
Power Push table. To this result, nine STR+2. Immune to KO conditions. If
is added. If the final total equals or
exceeds the target's Toughness, he is
Draconis Aysle Hero Setback card comes up, characters
flee in fear if intimidated.
transformed to stone for the duration The good dragons from the Aysle
of the spell. continent are lizardlike, with four
clawed legs and great wings. Scaled Skeletons
armor protects them from attack, and
Creatures of Aysle they are generally faster and more agile
Animated skeletons are almost as
plentiful as gospog in Aysle. While
than the larger dragons. They have an not as powerful, skeletons can be raised
The creatures and monsters of Aysle affinity with elemental fire, using its much faster than gospog. Uthorion
are as varied as the land itself. Many searing heat as a burning breath and his chief unholy priests can pull
resemble the myths and legends of weapon. An Aysle dragon can store the bones right from a dead corpse
Earth, while others are specific only to fire within three internal sacs, which and order it into battle, even if the
the cosm that spawned them. Here are allows it to expend three blasts in quick corpse was a fallen enemy. Skeletons
a few. For more, see The Aysle Fantasy succession (one per combat round). can use a variety of weapons.
Sourcebook. The sacs refill at a rate of one every
three rounds. As the breath weapon is Skeleton: DEX 8, STR 10, TOU 10, PER
6, MIN 4, CHA 4, SPI 3.
Draconis Teutonica magical in nature, it can be defended
against using elemental fire magic. This Skills: dodge 9, melee weapon 11,
The evil dragons from the Rimward species averages 15 meters from snout unarmed combat 10, intimidation (7),
Seas of the Aysle homeworld are fierce, to tail. Hating the tasks Uthorion forced taunt (8).
deadly creatures of superior intelli- them to accomplish, the Aysle drag- Possibility Potential: none.
gence and great egos. These beasts are ons are pleased by Ardinay's seeming Natural Tools: armor +2; sword,
long, serpentlike creatures with two change of heart to do more good and damage STR+4. Immune to shock and
powerful clawed appendages and a honorable deeds. KO conditions.
pair of huge wings. Armor covers their Aysle Dragon: DEX 14, STR 21, TOU
many coils, providing excellent pro- 19/27, PER 15, MIN 19, CHA 9, SPI 8. Trolls
tection. They have an affinity with Skills: reality 10, flight 15, unarmed
elemental air, using its arctic blasts as combat 17, apportation magic 22, con- Trolls are giant creatures, standing
a freezing breath weapon. A teutonic juration magic 22, evidence analysis eight feet tall and half again as wide as
dragon can store arctic air within three 19, find 19, trick 24, test 21, willpower a man. Strong creatures, trolls are cov-
internal sacs, which allows it to fire 21, taunt (12), plus three additional ered in fur or coarse hair. They are
three blasts in quick succession (one skill at +2 adds. slobbering monsters, drooling con-
per combat round). The sacs refill at a Possibility Potential: all. stantly. They prefer caves, and have
rate of one every three rounds. As the Arcane Knowledges: light 3, fire 5. taken up residence in the British Un-
breath weapon is magical in nature, it Natural Tools: armor +8; wings, derground. Rumors abound that many
can be defended against using ele- speed 15; claws, damage STR+3; fire have placed themselves as leaders of
mental air magic. The older a dragon breath, damage 28, range 3-30 / 31 -100 / goblin bands, propagating evil
is, the larger it is. They continue to 101-250. throughout the realm.
grow until they die. But the teutonic Troll: DEX 11, STR 18, TOU 19, PER 6,
variety is larger than most of its cous-
ins, averaging 40 meters from snout to Ghouls MIN 8, CHA 5, SPI 5.
Skills: dodge 13, fire combat 12,
tail. They have been known to work melee weapons 14, unarmed combat
Ghouls are undead creatures of the
with the Vikings on occasion. 14, lifting 20, intimidation 13, test 10,
night that followed Uthorion from
Teutonic Dragon: DEX 9, STR 27, TOU Orrorsh. They feast on fresh corpses, trick 9, missile weapons 12, willpower
23/35, PER 19, MIN 15, CHA 7, SPI 7. delighting in killing a victim in order 10, taunt 9.
Skills: reality 9, flight 12, unarmed to create a meal. They are horrid, gray- Possibility Potential: some (85).
combat 11, alteration magic 22, divi- skinned creatures with jelly-like flesh. Natural Tools: claws, damage
nation magic 22, evidence analysis 21, They are extremely strong and have STR+3.

32
Chapter Five

Chapter Five

The Cyberpapacy
Realm
"Faith is for the masses. Power is Malraux was an ambitious bishop
for those who provide the faith. " when he discovered his Darkness
Pope Jean Malraux I Device. Always fascinated with the
supernatural, he first assumed the
device to be the work of the devil,
he Cyberpapacy is a which did not deter him. Rather than
mixed realm, formed report it to the College of Cardinals,
from the joining of two Malraux experimented with the de-
distinct realities a fu- vice himself. As he acquired power
turistic cybertech world and became more comfortable with it,
and a dark ages' theocracy of spiritual he began to corrupt other influential
power. Here, believers and non-be- bishops and cardinals, discovering
lievers alike pay homage to the God- their fears and deep desires, and pan-
Net, a massive computer that provides dering to them. Those who resisted
the path to God. Pope Jean Malraux I seduction were soon "retired" from
is High Lord and leader of a false active service. Jean Malraux displaced
church that sprang from a cosm where the spiritual leader of the people, Paulo
the Great Schism was never recon- Duchamp, and declared himself Pope
ciled and the anti-popes were never with the puppet-like approval of the
abolished, but instead took control of College of Cardinals. But in truth, he
the church. was an antipope.
On Earth, the Cyberpapist realm Jean Malraux began the corruption
covers all of France. Paris, however, of the land, beginning with renaming
remains a Core Earth hardpoint, and the College of Cardinals to the College
Avignon has become the new capital of the Way. Technological progress
as it is the seat of power for the Cyber- which would have encouraged indi-
papist Church and headquarters of vidualism was halted. The Inquisition
the Cyberpope. See the accompany- was given powers which far exceeded
ing map. its previous authority. Covert support
was given to dabblers in the super-
natural, providing a genuine threat
The Cosm: Magna from which the church could protect
the citizenry. The dogma of the church
Verita became harsher, less forgiving of trans-
gression. Sins were forever, damna-
Jean Malraux I discretely and firmly tion only a matter of time and the
warped Magna Verita into a cosm of only hope for salvation lay with Jean
evil. Originally Magna Verita was a Malraux I (or so he claimed).
world of noble spirit, a darker magic, The greater his personal corrup-
and moderate technology. It was in a tion, the more effort the antipope put
period of history much like Earth's into projecting an aura of purity. The
Medieval era. But it was about to be- more he destroyed the spirituality of
come the Dark Ages. Malaraux's Dark- his cosm's religion, the more his
ness Device amplified his own spiri- lackey's trumpeted him as the em-
tual corruption until the whole of his bodiment of the faith. Those who dis-
cosm was woven into a cynical, des- agreed were burned as heretics, re-
pairing pattern. educated by the Inquisition, or "lost

33
TORG: Worldbook

from the fold", never to be found again. High Lords could surely be manipu- for. A few disciples adopted Malraux's
Crushing the spirit of his people lated. They agreed to participate and new technology, and these became the
gave Malraux a warm, pleasant glow immediately began their plan to de- first cyberpriests. The New Inquisi-
of power. But as all resistance was stroy Baruk Kaah and Dr. Mobius, tion hunted down those among the
reduced to scattered whimpers, Pope vastly increasing their share of Earth's Cyberpope's old agents who refused
Jean Malraux grew restless and bored. possibility energy. to "be born again. " The rest have been
It was time to take his spiritual balm to Malraux began his invasion of Earth driven into hiding.
another people. by sending many agents from the The second problem was reconcil-
College of the Way to France. These ing his religion with the new technol-
agents prepared the way, preaching, ogy. The Cyberpope grasped upon the
Whispers in the Dark warning of the apocalypse to come, concept of the sins of the flesh, and
and laying the groundwork for that how spiritual experience was divorced
Malraux received hints from his apocalypse. France became uneasy as from the experience of the body.
Darkness Device that there were far the number of unexplained events Around these tenets he built a dogma
more worlds left to conquer and teach became increasingly prominent in the embracing cybernetic replacement of
humility to. The antipope put his schol- headlines. Crucial, reliable technolo- human parts. His new religion also
ars to work on the prospect, and sent gies began to fail where they had centered around spiritual experience
out expeditions to search for ancient always worked before. Then the mael- beyond the body, experiences of
records and artifacts. Eventually, a strom bridge smashed into Avignon, heaven and hell accessible to the liv-
group of scholars unravelled the se- shattering France's reality. ing. He constructed the GodNet a
crets of the maelstrom bridge. Upon super computer network.
successfully demonstrating the tech- Now France is torn into four fac-
niques, the scholars were excommu- tions. The most powerful is the
nicated and burned as heretics. Then France of the Cyberpope's. His Inquisition grows in
Malraux ordered a holy war to spread
the faith to the world on the other side Cyberpope power and number every day, prying
into the lives of hundreds of thou-
of the bridge. Pope Jean Malraux's sands of French citizens; in some weeks
When Malraux finally descended
Holy Crusades had begun. tens of thousands are rounded up by
the bridge weeks later, he had changed.
After two successful invasions and Church Police never to be seen again.
His confrontation with Storm Knights
a brief run in with another High Lord The cyberpriests advocate the God-
(as told in The Possibility Wars novel
named Dr. Mobius, Malraux dropped Net as the people's path to god, con-
trilogy) changed his technological
an exploratory dimthread onto a new verting France to the new faith. Clinics
axiom, raising it greatly. When he came
world: Aysle. hum 24 hours a day with the sound of
over the bridge, Malraux brought his
The pope was soon met by Uthorion, laser scalpels as citizens are wired for
Darkness Device with him, and tuned
who occupied the body of Lady Pella jacking into the GodNet.
it to accept his new axioms. Malraux
Ardinay. After some initial tension, There is the France not yet trans-
then sent the new axioms flooding
the two discovered a mutual interest formed, its citizens holding true to the
through the stelae in France, reawak-
in the subtleties of pain. Malraux con- values of Core Earth France while
ening Core Earth technology and
sidered the other High Lord a heathen embracing the technology of the Cy-
advancing what was possible by dec-
scoundrel who might very well be berpapacy. Some have formed an
ades, making the following possible:
possessed, but a heathen who had an underground, not yet coordinated but
neural computer interfaces, artificial
appreciation of what was important in of sufficient skill and daring to pose a
eyes which see different portions of
life. Uthorion explained that there were tremendous problem to Malraux.
the EM spectrum, limbs far more
more than enough cosms to satisfy the Many have gathered in Paris in the
powerful than nature designed, hu-
antipope, and provided valuable armed neighborhoods known collec-
man skills programmable upon etched
advice on how to conduct a Possibility tively as Paris Liberteto foster resis-
silicon, nanotechnological machines
War. tance to the Cyberpope.
capable of manufacturing and repair-
Malraux, in turn, shared his exper- There is the France of the average
ing flesh better than the body.
tise in finding what truly matters to an citizen struggling to survive. Most
Malraux himself was the first to
opponent, and then using fine, patient have accepted the Cyberpapacy with
convert to the new technology. Jean
manipulations of that knowledge to sullen resignation, some with an eye
Malraux I became the Cyberpope.
get the opponent to self-destruct. The toward cautious resistance. A small
The first problem confronting
two shared in Malraux's destruction minority have gladly embraced the
Malraux was his own agents, many of
of another cosm. dogma of Jean Malraux, accepting his
them possibility rated. The members
When the Gaunt Man first presented spiritual path. This minority is rapidly
of the College of the Way lived under
his plan, the two High Lords were growing, perhaps two years away from
the axioms of Magna Verita, initially
skeptical. Uthorion was more than a becoming a majority as propaganda,
rejecting the technology of the Cyber-
little afraid of his former master, but carefully orchestrated miracles, and
pope, as technology went against
Malraux pointed out that anyone with the Inquisition take its toll.
everything that Malraux once stood
a need so great as to require six other There is the shadow France, where

34
Chapter Five

the agents of Magna Verita hide. They


are hunted with a fervor exceeding
even the effort spent ferretting out the
free French. For Magna Verita is un-
der its original axioms, and the agents
could rally the cosm to oppose the
high technology of the Cyberpope,
forcing Jean Malraux to fight the Pos-
sibility Wars on two fronts.

The Inquisition
The Inquisition exists to further the
faith as promulgated by Jean Malraux
I. They hunt down heretics, using the
most sophisticated technology while
still burning witches. They are not the
same institution as the Church Police,
but they can call upon the police and
numerous tactical teams if a situation
requires heavier firepower than the
Inquisition normally has available.
The Inquisition has tens of thou-
sands of informants, and thousands of
plain-clothed agents. But their sym-
bol, and their most feared members,
are the cyberpriests.
One of the most feared weapons in
the cyberpriests' arsenal is the Net Dam-
nation miracle. If the miracle is suc-
cessful, the target is sent to the Purga-
tory region of the GodNet the next
time the target "jacks in" (see below).
Cyberpriest: DEX 8, STR 8, TOU 9/14,
PER 11, MIN 10, CHA 8, SPI 12.
Skills: dodge 10, fire combat 10,
melee weapons 10, cyberdeck opera-
tions 14, find 12, scholar (Avignon
doctrine) 11, trick 12, science (comput-
ers) 12, test 11, willpower 13, charm
11, persuasion 11, taunt 11, faith 15,
focus 14, intimidation 14.
Additional Skills: three at +1 adds. the Spirit of the target. If the target is of characters and sensations which can
Possibility Potential: some (40). a faith other than the Cyberpapacy, pass for the real thing. Touch, taste,
Equipment: HallowMesh, armor then the faith value of the target is sight, sound, smellall sensation can
value TOU+5/14; God Meeter, dam- used. When the target next connects to be duplicated through VX. A VX can
age value 20; power dagger, damage the GodNet, his virtual image will be damage a person, for the images/ex-
value STR+5/13; Cyberware: surrounded by demons who eventu- periences are relayed to the user
NeuraCal EpiphaNeur, Belle View 20- ally overpower him and transport him through a neural interface.
20, CSI LEDs, CyberHam Receiver, to Purgatory (see below). Neural interfacing, or jacking, can
TSE LeMotion, Throat Mike, Homer, be done by any person who has been
DATAS Boomer, MB Charger, equipped with a neural jack. A neural
ChipHolder 3. Entering a jack's visible component is a socket,
usually on the head or the neck. Its
Cyber Value: 21.
Miracle: Net Damnation; spiritual Computer Net most important pieces are the mini-
rating 11, community rating 13. Diffi- ature axion amplifier (called an ax) for
culty (see below). Range: touch. Dura- Jean Malraux I carried with him the boosting nerve current and the dipo-
tion: until removed. Effect: sends concept of the virtual experience com- lar receding chip (dipchip) for trans-
GodNet user to the Purgatory file. puter net. Virtual experiences (VXs) lating mental commands and images
The difficulty of Net Damnation is are computer generated situations, to the computer net, and vice versa.

35
TORG: Worldbook

Neural jacks are fairly easy to implant


(see "Cyberware" below). A user can
unskilled when using the cyberdeck.
Characters who do not have cyberdeck
Skill Use in the Net
jack straight into a VX net with no operation or scholar (computer science) Characters can use any skill they
additional hardware needed. may not operate a cyberdeck. possess (as these skills are part of their
A VX net has all of the traditional One of the benefits of decking is the self-image) at their full skill values.
features of a large computer net, with user's ability to choose the appearance The adds of their cyberdeck operation or
access to all kinds of important data. of his virtual self. There are a few scholar (computer science) skill are added
Communications, financial records restrictions: a character's virtual self to these values to get the net value for
and transactions, technical secrets, must be roughly the same size as he is the skill.
production records and schedules, all (within 25 percent), and must be hu- Even if a Storm Knight does not
exist on a VX net. A hot user can ma- manoid in appearance. Truly skilled have a skill, he may increase his net
nipulate the VX features to gain access deckers (cyberdeck operation of 18 or value by his cyberdeck operation adds,
that would be impractical through more) can have less of a humanoid but makes all rolls unskilled, losing
normal programming techniques, but appearance, and can vary their size up his roll again bonus on die rolls of 20.
the danger increases as well. Most find to 100 percent. Choosing the appear- Cyberdeck operation, but not scholar (com-
it to be worth the risk. ance of his virtual self is more than a puter science), even allows a character
When a user jacks into a net, the user's idiosyncratic self-expression. It to use skills which cannot normally be
computer creates a "virtual self" for can effectively mask his identity from used unskilled. That is part of the VX
the user, one which resembles the user the cyberpriests and identification pro- experience.
in most ways. The user finds he has the grams which prowl the net.
same skills in VX as he would in the Cyberdecks are rated in four fac-
real world, but any physical tools he
carried are lost. Only mental or spiri-
tors: response, stealth, processor
power, and storage. The ratings range
Sample Cyberdecks
tual tools, or programs, may be car- from +1 to +5 for response and stealth. Cyberdecks are literally a cottage
ried into a VX net. These ratings are adds to the user's industry in France. No one outside of
Users can only affect the VX net and cyberdeck operation or scholar skill. Most the sanctioned research facilities in
those jacked into it. All VX reality is cyberdecks have +1 in both areas, and Avignon is even supposed to tinker
confined to the net. If a magician suc- none yet developed have total adds of with cyberdeck technology, but com-
ceeded in an "end the world" spell more than +5, although technicians puter and technical literacy are too
while in VX, the net would crash, but are working feverishly on improving widespread to control completely.
the real world would remain. cyberdeck technology. Processor Attics, alleys, abandoned schools
power ranges from 1 to 5, and storage all have been the site of makeshift labs
from 3 to 10. where cyberdecks are assembled be-
Cyberdecks Response measures how quickly a fore being sold on the black market.
cyberdeck can react to events within The three decks described below
While jacking into a net is enough the net. When traveling through the have reputations large enough to be
to VX, it gives users little control over net, a character moves through the known by almost every net raider in
the experiences they have. Comp- computer-generated landscape at a the realm. The Delicious is a standard
Plexes have the capacity to modify perceived rate equal to his Perception. cyberdeck, and almost every VX tech
VXs sent to users. CompPlexes are Response increases a character's vir- house can assemble one. Components
axion boosters, dipolar recorders, tual speed within the net; a character may very, but the reliability of the De-
cyber-signal (cygnal) filters, and me- with a Perception of 10 and a cyberdeck licious is very high. The Marseilles
dia chips integrated into a horrify- with a response of +2 would have a Hermes was actually first introduced
ingly complex system coordinated by base virtual speed of 12 when in the in Lyon, from a shop run out of the
vast computing power. Cyberdecks GodNet. Response also determines the back of the Cafe Marseilles. It is diffi-
are portable CompPlexes, with small speed at which data may be read; a cult to find, and dealers are reluctant
VX work areas (compared to a full net) decker can read a number of "data to discount the price under any circum-
within them. Within these work areas blocks" equal to the response adds of stances. The IRCOM Custom Vee is
the net's VX are modified by programs his cyberdeck each round. rumored to be equal to any deck the
carried with the cyberdeck and con- Stealth measures how well the Inqusition now has, although not the
trolled by the user. A cyberdeck can cyberdeck can prevent detection of the equal of the large terminals monitor-
give a sophisticated user significant user from the net's defensive programs, ing the GodNet. The IRCOM is impos-
ability to control his experience in the or from net monitors and other users sible to find without an inside connec-
net. who might also be roaming the net. tion with one of the two VX tech houses
Using a cyberdeck requires either Each cyberdeck has a signature signal which manufactures them. Finding the
cyberdeck operation, which is a Percep- which can be traced. Stealth mutes, dis- houses is not easy as they are con-
tion skill native to the Cyberpapacy, or torts and disguises this signal. Stealth stantly on the run from the Inquisi-
scholar (computer science). If a character adds and cyberdeck operation value yield tion.
is using the scholar skill, he is treated as the stealth value of the net raider.

36
Chapter Five

Delicious: Response +1, Stealth +1, Example: Valjean has a program This is Babel Central. All information
Processor Power 3, Storage 4. with find +1, and a cyberdeck operation (including jacked-in users) entering
Cost: 17, 000 francs (value 13). value of 13. His find skill value in the the GodNet is routed through Babel
net is 14. Central for clearance and surveillance.
Marseilles Hermes: Response +3,
Stealth +1, Processor Power 4, Storage If a character has a skill and a pro-
3. gram with that skill, only the higher Combat in the
Cost: 40, 000 francs (value 19). adds apply, not both. In general, pro-
grams are used to provide a decker GodNet
IRCOM Custom Vee: Response +2, with skills he does not have naturally,
Net combat is a contest of decking
Stealth +3, Processor Power 4, Storage or to provide tools and other equip-
skill and program power which can
5. ment in the net.
have lethal consequences. Combat in
Cost: 100, 000 francs (value 21). The most sophisticated programs the GodNet is fought in the VX envi-
currently available for cyberdecks have
ronment, but the neural connections
adds +4, but these are charitably called make the damage real. The damage
Programs beta-test versions and are prone to
taken is mental damage, although there
crash. Programs with adds +3 are the
The most common programs used are often physical manifestations to
best generally available programs to
by net raiders are programs which go along with the mental damage.
date. The average costs of programs is When attacking in net combat a
mimic skills in the VX environment, or given below.
which mimic physical tools or proc- character's skill value is equal to his
esses. An attack+1 program might have attack skill value plus cyberdeck opera-
Program Adds Cost in Francs tion adds plus cyberdeck response adds.
a virtual image of a laser pistol, or (Value)
perhaps a missile launcher if the decker When defending, his net skill value is
+1 1, 000 (11) equal to his defensive skill value plus
has a high cyberdeck operation skill.
+2 3, 000 (14) cyberdeck operation adds plus cyberdeck
A program has a size equal to its
+3 10, 000 (16) response adds.
adds; i. e., a program of find +1 has a
size of one, combat +2 has a size of two.
A cyberdeck can run a program of a Example: Valjean has fire combat 10,
size equal to its processing power. A
cyberdeck with processing power 3 can
The GodNet cyberdeck operation adds +2, and a deck
with response +1. His net fire combat
run a program with adds of +3. Alter- value is 13. When attacking, he gener-
The GodNet is the spiritual and
nately, it can run programs which have ates a fire combat total from the net
technological core of the Cyberpapacy,
adds totaling to three, such as three +1 a computer network with the power to value. When he defends, he uses his
programs, or a +2 and a +1 program. A net dodge value.
process tens of thousands of neural
user cannot run programs which are interfaces simultaneously, and its
too large for his processor, and must capacity is growing rapidly. The Attack programs are like weapons,
swap out programs to make room for GodNet is now the true heart of France. the program adds are combined with
new ones. A cyberdeck can have addi- Unwary users are awed by the sophis- the user's Mind to get a damage value.
tional programs in storage; programs Defense programs act as mental ar-
ticated virtual experiences provided
may be swapped from storage to the by the GodNet. As the VX is bolstered mor, increasing the decker's Mind by
processor. This swapping counts as a the armor value.
by strong, visceral religious symbol-
simple action. If a character suffers a knockdown
ism, thousands of citizens within the
When reading a program from an in net combat, he cannot switch pro-
realm are converted to the Cyberpope's
outside source, how long it takes to religion each week. grams for a round, and can only de-
read depends on the number of data fend himself that round.
Once he has jacked in, the first
blocks in the program. The number of impression a user has of the GodNet is A KO scrambles the cyberdeck for
data blocks in a program is usually three rounds, but does not knock the
of a huge glowing cross with pulsat-
five plus its adds, although a few may ing lines of circuitry etched into it and character unconscious. When a cyber-
be smaller and several may be larger. deck is scrambled, none of its pro-
flowing out of it; the user is connected
The average size one program has six grams are accessible to its user.
by a gossamer strand thrown off from
data blocks; a cyberdeck with response A character who has taken shock
one of these lines. As the user follows
+1 would take six rounds to read the the strand down toward the cross, the damage equal to his Toughness does
data from an outside file of this size. other lines disappear and the cross fall unconscious; both his virtual im-
Program adds increase the user's expands to fill the field of vision, age and his physical self are uncon-
cyberdeck operation value when using stretching to the vanishing points along scious.
that skill. A character who has taken a heavy
the horizon. At the junction of the
crosspieces is an angular, stepped wound or worse shows physical signs
of damage. If a character is mortally
tower which stretches into the sky.
wounded in combat, he must receive

37
TORG: Worldbook

medical attention or he will die. A


character who takes four or more
wound levels in net combat is dead,
just as he would be anywhere else.

Net Defenses
The GodNet has a number of de-
fenses, most of which are not yet
known to net raiders or even to priests
of the Cyberpapacy. The Darkness
Device is responsible for most of the
GodNet's defenses, and the purpose,
presence and strength of many of them
are unknown even to the Cyberpope.
The first line of defense, and the
most numerous, are the priests who
man the terminals hooked in through
Babel Central. They share a massive
CompPlex which is larger, more pow-
erful than the mobile cyberdecks used
by the net raiders. The standard termi-
nal is the Penitence IV.
Penitence IV: Response +3, Stealth
+0, Processor Power 7, Storage 15.
Jackpriests and cache monitors are
hooked up to the GodNet from termi-
nal stations throughout the Cyberpa-
pacy. The largest terminal station is in
Avignon, and has become known as
Babel Central, although the real Babel
Central is actually a VX construct. The
priests and the monitors have 24-hour
surveillance on the GodNet. They do
not always pounce upon intruders.
Often they "tag" them, trying to trace
signals emanating from the intruder's
VX persona to discover from where
the intruder is jacking in. They then
notify Church Police and the Inquisi-
tion of the location, and leave it at that. Babel Monitor: DEX 8, STR 8, TOU 9, by the machinations of the Darkness
More dangerous intruders, ones PER 12, MIN 10, CHA 8, SPI 9. Device. Most are known to inhabit
who are known to have evade de- Skills: dodge 10, fire combat 10 specific regions of the GodNet. A few
fenses, or against whom there is evi- melee weapons 9, cyberdeck opera- have been known to travel from re-
dence of data theft or net-tampering, tion 16, find 13, trick 13, science 11, test gion to region. Some short-lived enti-
are dealt with directly. 11, willpower 13, persuasion 11, taunt ties have been introduced by ambi-
11, faith 12, focus 11, intimidation 12 tious net raiders, but Babel Central
Jackpriest: DEX 8, STR 8, TOU 8, PER Additional Skills: three at +1 adds quickly finds and destroys virtually
10, MIN 9, CHA 9, SPI 9. Net Values: net attack (fire combat) all of the entities not sanctioned by the
Skills: dodge 9, fire combat 9, me- 17, net defense 17, net find 20, net Cyberpope or created by the Darkness
lee weapons 9, cyberdeck operation stealth 12, net manipulation 19, net Device. Rumors that other entities ex-
12, find 11, trick 11, science 10, test 10, tracking 12. ist which they have no power over
willpower 11, faith 10, focus 10, in- Possibility Potential: some (21). have yet to be verified.
timidation 10.
When an entity is listed, its attrib-
Additional Skills: three at +1 adds utes are given as they appear in VX.
Net Values: net attack (fire combat)
14, net defense 14, net find 16, net Entities Natural tools and skills are sub-pro-
grams, such as attack and defense pro-
stealth 10, net manipulation 15, net grams, which the entity can use.
tracking 13. Entities are self-aware programs
Possibility Potential: some (40). which inhabit the net, occasionally by
design of the Cyberpope, most often Beast of the Apocalypse: DEX 10, STR

38
Chapter Five

22, TOU 25, PER 14, MIN 26, CHA 10, are in Babel Central at any one time. blocked. The wall instantly repairs any
SPI 12. There are several gardens, full of sub- damage done to it. The only apparent
Skills: stealth 22 (until beast mani- dued pastel light plants, which are gate is guarded by the VX Peter. Peter
fests), find 17, missle combat 15, un- fairly accessible to users. These are is reported to be infallible in knowing
armed combat 17, trick 17, test 27, popular spots for rendezvous, draw- whether or not a user is allowed to
taunt (23), intimidate 17 (23), reality ing heavy traffic and monitoring. enter Heaven, even rejecting some who
14. Gatekeepers appear in many guises, were sent by the cyberpriests. Only
Net Values: net attack (melee) 20, most frequently as friendly monks with Peter's blessing can one then walk
net attack (missile) 18, net defense 14, willing to help the lost in Babel Cen- through the seemingly open gate.
net find 20, net stealth 25, net manipu- tral. Their appearance is normal, ex- Inside, the faithful have reported
lation 17, net track 17. cept they have perfectly white, nearly speaking to angels who have commu-
Possibilities: 12. glowing teeth, upon which encoded nicated their wishes to God. Upon leav-
Response/Processor/Storage: 3/ signals occasionally flash. ing Heaven, they have noticed many
16/32. Gatekeeper: DEX 8, STR 7, TOU 10, of their desired changes worked into
Programs: Onslaught 6 (5), PER 9, MIN 11, CHA 10, SPI 10. the fabric of the GodNet. In Heaven it
Scramble 3 (3), MindWipe 3 (4), Skills: melee weapons 10, stealth might be possible to alter the entire
BrainBurn 1 (2), Surge 1 (2), DeckWipe 10, find 11, trick 10, test 12, charm 15, configuration of the GodNet.
2 (3), Armor 4 (3), Scan 3 (3), Trace 4 (4), persuasion 15, taunt 15, intimidate 11.
Grapple 2 (3). Net Values: net attack (fire Hell
Natural Tools: claws, damage value combat)m 8, net defense 8, net find 9,
28; bite, damage value 29; gaze, dam- Again, no net raider has descended
net stealth 8, net manipulation 9, net
age value 26, hide, armor +4. into Hell and returned. Those whom
track 9.
Note: gaze is a missile combat at- the cyberpriests have excommunicated
Possibility Potential: none
tack. The pupils of the beast's eyes and damned face Hell. The gates of
Response/Processor/Storage: 0/6/8.
seem to whir and detach, propelled at Hell are reputedly guarded by a fero-
Programs: Attack 3 (3), Defense 3
unbelievable velocity toward the vic- cious judge wearing a huge bronze
(3), Scan 2 (2).
tim. The pupils reform in a round; its headdress in the shape of a bull, armed
vision is unaffected by the attack. with a whip which strips away and
Description: This entity is rumored
Cathedrals absorbs programs upon contact. Any
to be able to appear in any region of Almost all data on the GodNet is user lost to Hell is presumed lost for-
the GodNet. Looking like the huge housed in one of a myriad cathedrals ever.
Apocalyptic beast, with seven heads, scattered throughout the net. The term
horns and a diadem, this horrible crea- cathedral includes the smaller, out of Purgatory
ture can cause such a surge of power the way churches, some of which are
that net raiders literally explode on A more common punishment
quite hard to find, and whose location
the ends of their neura-jacks. The beast meted by the Cyberpapacy is Purga-
often changes. The larger, more con-
can travel nearly undetected, until it tory. Souls consigned to Purgatory by
spicuous cathedrals are less likely to
manifests itself by generating a VX Net Damnation remain there, balanced
move around the net. Jackpriests usu-
form to use its attack and defense pro- between Hell and salvation, until the
ally patrol the better known cathe-
grams. cyberpriests judge them fit enough to
drals, and some have their own enti-
be reborn as a "spirit chip" (see be-
ties to help serve worshippers and
low), or until a cyberpriest removes
protect data.
Regions of the the damnation. The personalities in
spirit chips have told tales of a dismal,
GodNet Heaven endless plain. A miasma drifts about
No net raider has ever made it to the plain, transporting and separating
Heaven, and so the many rumors about users who have more than the most
Babel Central it are based entirely on the few faithful banal communications. Loneliness and
whom the cyberpriests have allowed isolation, breached by only infrequent
Babel Central is carefully screened contact, are features of Purgatory upon
by several watchdog programs entry. While there are the to-be-ex-
pected stories of angels and a perfect which all spirit chips agree. The only
(known as Gatekeepers) and con- known distinctive landmark in Pur-
stantly monitored by jackpriests and paradise, what interests deckers most
about Heaven are the rumors about gatory is the Church of the Abyss, the
their superiors. Inside, Babel Central contact point for those in Purgatory
looks like a glass, chrome and light speaking to God.
Heaven is surrounded by a low wall, and the cyberpriests.
tower. Stairs lead to nowhere, balco- If the church of Jean Malraux ex-
nies hang upside down, passages wind beyond which nothing can be seen. If
one tries to scale or go over the wall, communicates a soul (before or while
labyrinthine and transparent, so that the soul is in Purgatory), the soul is
you can see your goal but can't quite the wall rises higher to block passage.
If one tries to dig under, he is similarly immediately wired to Hell.
get there. Thousands of VX personas

39
TORG: Worldbook

Cyberware and added and bodily functions are per-


formed by machinery, a character be-
to be connected to the brain. The J-jack
is the standard neural jack put out by
Equipment comes progressively dehumanized.
Every item of cyberware is rated
the street labs. Reliability is not one of
its strong points, but for about twice
The tech level of the Cyberpapacy according to its dehumanizing effects. the price failure rates are much lower.
is the highest currently available in the Each time a character has a new sys- Normal J-jacks fail on a roll of 1 when-
Possibility Wars, and all cyberware is tem implanted, the cyber rating of the ever they are used. Reliable J-jacks
of tech level 26. However, due to the system is noted on the character sheet never fail except under the most ex-
freak nature of Jean Malraux's trans- in the cyberware box. The sum of a treme operating conditions.
formation into the Cyberpope, the tech character's cyber ratings are added The EpiphaNeur is the most reli-
level has not yet been fully exploited. together to determine his cyber value; able neural jack developed. It is inex-
The Cyberpope is concentrating heav- this is noted on the cyber value box on pensive. Its only drawback is that only
ily on the GodNet technology, and lets the character sheet. the cyberpriest's techs can outfit a char-
other cyberware lag behind. The Cyberpsychosis occurs whenever a acter with one, and sometimes they
French were more accepting of the character suffers a setback result, add unwanted extras to the person
changes, and the street-labs quickly whether as the result of an opponent's undergoing the surgery. However,
found a market for their wares. New action (maneuver, intimidate, etc. ) or tens of thousands of French citizens
products are being developed each via a conflict line result. When this have undergone, or are scheduled to
week, and a field test is usually the occurs, the gamemaster generates a undergo, the surgery in order to con-
only time a piece of equipment is tested. cyber total (the afflicted character's nect to the GodNet.
The Inquisition has been the branch of cyber value plus a bonus) against the
the False Papacy most accepting of target's Spirit. The result points are Prosthetic limbs
cyberware, if only because they must read on the Cyberpsychosis Table.
battle those who have it. A player may declare his character The Cyberpapacy leans away from
is resisting Cyberpsychosis. He must prosthetics, preferring experimental
declare this before the gamemaster muscular implants and other subtler
Implanting rolls the die for the Cyberpsychosis measure for most of their cyberpriests.
Cyberware check. The character then generates a
Spirit total, with a minimum bonus of
However, the street labs have wholly
adopted prosthetic limbs. Limbs are sold
Adding cyberware to a body is a +1. Resisting Cyberpsychosis is there- individually; the prices on the chart be-
risky venture. It is a new technology fore a form of active defense, like an low are for one limb. Cyber arms and
for the Cyberpapacy, and accidents active dodge. legs increase the Strength of those limbs,
happen. The surgery is often danger- The effect of Cyberpsychosis varies including damage done when striking.
ous, and the outcome uncertain. In the greatly from situation to situation, The amount of strength added is equal
lists of equipment below there is a from the gaining of inner strength and to the cyber rating of the limb.
surgery difficulty and a surgery effect minor mental blocks on the mild end Example: The BiV(Bi-Five) has a
listed for each piece of gear. The diffi- to catatonia and hysterical rage on the cyber rating of +5. It adds five points
culty is the total which must be gener- severe end. of Strength to the users arm.
ated on a medicine roll to successfully
install the cyberware. The surgery ef- Cyber legs increase the limit values
Basic Wiring for running and long jumping. For
fect is the wound level taken during
Basic wiring links the central nerv- every three points of additional leg
surgery. A character may not spend
Possibilities to avoid this injury. Heal- ous system to the cyberware, allowing strength the limit values are increased
ing from surgery is the same as heal- the user to activate it upon thought. by one. A pair of legs, each rated at
ing from combat. The most popular is a synthetic nerve STR+5, would increase the running
If the surgery is successful, the fiber called NeuraCal. and long jumping limit values by three.
cyberware is implanted. If the surgery When first installed, NeuraCal has Cyber arms increase the climbing
has a success level of good or better, the a cyber rating of +5. and lifting limit values. For every three
Neural jacks can be embedded into points of additional arm strength, the
patient takes one less wound. If the
surgery is a failure, the ware is either the temples, neck, or other part of the limit values are increased by one.
not connected, or it malfunctions. The body. If not wired to the neck or Apotheducts are surface patches
character still takes the wound. temples, a neural jack needs NeuraCal onto which drugpacks may be hooked.

Cyberpsychosis Surgery Cyber Cost


Difficulty Effect Rating (Value)
Advances in medical science have
made the installation of cyberware pos- NeuraCal 13 Mortal +5 12, 000 (17)
sible, but they have been unable to effec- J-Jack 13 Mortal +2 9, 000 (16)
tively counter the effects on the human EpiphaNeur 10 Mortal +2 1, 000 (11)
psyche. As more items of cyberware are

40
Chapter Five

A secondary capillary system fires the pseudo-random path, covering a wide tarsal bone in the foot. Slashers have a
medicine (or whatever) through the arc of vision. The rove-eye has chips damage value of STR+4 in unarmed
body in a matter of seconds, far faster which recognize hundreds of weap- combat.
than can usually be absorbed through ons and use motions, programmed to Interdermal plating is armor con-
the bloodstream. Apotheducts can alert the wearer and tag the suspicious structed by surgically introducing hun-
save lives, for example, when speed- images with a yellow overlay. Using a dreds of nanotech manufacturing com-
ing coagulating agents through the rove-eye gives a +3 find bonus when plexes into the host body. These
body to rapidly stop bleeding. detecting ambushes, hidden weapons, nanotech machines manufacture the
Kreelar tendon-supplements are or the like. The rove-eye software au- armor from minerals naturally found
necessary to support cyberlimbs which tomatically screens the image from (or supplemented) in the bloodstream.
increase Strength by three or more, the user's mind, until locked on a tar- NeuraCal is necessary for all characters
and add one cyber value point per get image (or images). Even so, a rove- with interdermal plating to coordinate
limb. The supplements absorb huge eye can be disorienting to new users. the nano-enhanced muscle fiber woven
amounts of shock which would other- Skinscans are becoming more popu- through the armor. Jaz (see below) is not
wise crack bone or rip the cyberlimb lar in the Cyberpapacy. Organic skin enough, for should the armor ever fail,
from its organic housing. Some street is replaced with NeuraSkin, which is the character suffers a negative bonus
warriors have Kreelar installed even if embedded with an intricate array of modifier to all Dexterity and Strength
they do not take cyberlimbs; Kreelar sensors. The most popular model is based actions equal to the armor add. In
grants non-cyber users a +5 bonus the LeDos, which detects motions any- addition, any time the character takes a
when pushing speed or power, a po- where to the rear of the user. Le Dos fatigue result (from cards, maneuver re-
tentially lifesaving edge. grants a +3 bonus to find rolls for am- sult, or other reason), the character takes
Cyber hands are still experimental. bushes or physically hostile rear ac- result points of damage equal to the a
The current production model, the tions. Warning signals are strong sen- generated bonus plus the armor adds.
Manofique, gives uses a +1 bonus when sations (as skin crawling). Interdermal plate has an armor value of
generating prestidigitation and lockpicking +6. Head and limb armor each increase
totals. They can also house miniature Subdermal Weaponry the armor value by +1, each addition
tools which grant a user +1 bonus on increasing the cyber value by +1.
science totals (for assembling devices),
and Armor Wrist guns have become popular
but these prototypes are not yet for sale. ShocKnucks are quick-charge capaci- accessories on the street, because "its
tors inset into a Polydeb matrix, awful tough to lose one before you
Sensors charged from batteries located and lose the fight. " Wrist guns are linked
accessed through the user's forearm. via NeuraCal to the user's brain, and
The number of sensors which can ShocKnucks generate 25, 000 volts, smartgun links (weapons targeted
be added to a human body is growing enough to increase any shock damage through the eyes of the user) are just
almost daily in the Cyberpapacy. Pro- taken by an opponent by +3. now entering the experimental stages.
totypes abound, but only the tested Slicers are short blades which ex- The two most common wrist guns are
items below are common. tend from the ends of the fingers or the FN Jammer by Fabrique Nationale
Eyes were first developed to cor- toes upon command. Slicers have a and the Avro PR IIV by Avro Ltd. The
rect astigmatism and other vision de- damage value of STR+2 in unarmed Jammer is a fully automatic cluster
fects. Some labs, such as BelleVision, combat. gun, firing flechette clusters which
developed cosmetic eyes, changing the Slashers are long blades which ex- explode into whirling clouds meters
proportion of pupil to iris, altering tend from the top of the wrist or the from the barrel. When firing the Jam-
color, shape, texture of lids; the limit is
taste not technology. Currently, the
favorite in Paris is TriEyes, eyes which Damage Range
appear normal until a user-signal
Value Ammo Short Med. Long
causes the pupil and iris to flash the
French tricolor as a sign to those who FN Jammer 23 7 3-40 41-100 101-150
resist the Cyberpope. Avro PR II. V 19 20 3-10 11-60
Low-light eyes automatically am-
plify available light from five to 100, 000
times. The eyes will not work in com- Surgery Cyber Cost
plete darkness. Difficulty Effect Rating (Value)
EM eyes are built with extra recep- ShocKnucks 8 Wound +2 6, 000 (15)
tors for mid-frequency electrical im-
Slashers 8 Wound +1 10, 000 (16)
pulses, the kind most cyberware emits.
The impulses appear as either neon Slicers 10 Wound +1 2, 000 (13)
blue or red sparks around the target's IntDermal Plate 12 Mortal +2 300, 000 (29)
cyberware. FN Jammer 10 Wound +2 10, 000 (16)
A rove-eye is eerie to see, for when Avro PR II. V 10 Wound +2 8, 000 (16)
tuned on, it constantly moves in a

41
TORG: Worldbook

municating with their hosts (as well as


Surgery Cyber Cost taunting, tricking, testing and intimi-
Difficulty Effect Rating (Value) dating their hosts), and often attempt
Cyberarm to get their own way.
Limb Libre 8 Wound +2 20, 000 (18)
BiV 8 Wound 60, 000 (20) Jaz
Cyberhand Jaz is a drug which modifies or-
Manofique 8 Wound +1 15, 000 (17) ganic neural fiber for use in connect-
ing cyberware, making NeuraCal un-
Cyberleg
necessary. Jaz is used by cyberfans
PlazHop 10 Heavy +3 40, 000 (19) who are afraid of cyberpsychosis.
Adidas Master 10 Heavy +5 100, 000 (21) While making the psychosis less likely,
Other Jaz does have the drawback that it
runs out, while NeuraCal is forever.
Apotheduct 8 Wound +2 4, 000 (14) Jaz comes in packs of 20 doses, each
Kreelar Tendons 12 Heavy +2 30, 000 (19) dose lasting half an hour. Each dose of
Chipware Jaz requires a check for cyberpsycho-
sis. It is connected through an
ChipHolder 1 8 Wound +1 10, 000 (16)
Apotheduct. Jaz has a cyber rating of
ChipHolder 3 8 Wound +2 20, 000 (18) +1, and costs $ 3, 000 (14) per pack.
Chip +1 na 0 5, 000 (15)
Chip +2 na 0 15, 000 (17)
Spirit chip na +2 40, 000 (19) Cygoyles
Sensors
Whether they have stepped from
EM eye 8 Wound +2 8, 000 (16) their perches atop the great cathedrals,
Low-light eye 8 Wound +2 5, 000 (15) or if the Cyberpope himself con-
Rove eye 8 Wound +3 10, 000 (16) structed them with his unholy tech-
LeDos Skin 13 Heavy +3 15, 000 (17) nology, the cygoyles are horrors to
behold. These winged demons are
mer, the user has a +3 bonus to hit the chip is used. If the user is unskilled equipped with all manner of cyber-
only, not to damage. This is above the in the skill the chip enhances, he gets netic implants and weaponry, and no
usual automatic weapon bonus. the bonus but is still considered un- two are the same. Some work for the
Armored targets receive an addi- skilled for the die roll. church, others serve only their
tional +3 to their armor value against ActChips are available for the fol- own dark purposes.
the Jammer, which is lethal only lowing skills: Dexterity skills of acrobat- Cygoyle: DEX 13, STR 15, TOU 15,
against lightly-armored targets. ics, beast riding, dodge, energy weap- PER 11, MIN 12, CHA 9, SPI 13.
The PR II. V is a small caliber weapon ons, fire combat, heavy weapons, Skills: dodge 15, flight 14, fire com-
which fires three-round bursts only. lockpicking, melee weapons, missile bat 14, energy weapons 15, unarmed
The high-velocity rounds carry sig- weapons, stealth, unarmed combat; combat 14, stealth 15, find 12, trick 13,
nificant punch. Strength skills of climbing and lifting. test 14, taunt 12, intimidation 15, faith
MemChips are available for the fol- 14, willpower 14.
Chipware lowing skills: Perception skills of air ve-
hicles, evidence analysis, first aid, land
Natural Tools: claws (damage value
17), teeth (damage value 15), razor-
Chipware comes in three basic fla- vehicles, language, scholar (by type), tipped wings (damage value 17), speed
vors. ActChips enhance a character's water vehicles; Mind skills of artist, medi- value 13.
physical actions. MemChips enhance cine, survival, science (by type). Equipment: GWI GodLight (dam-
mental skills. Spirit chips are created Spirit chips contain all the skills age value 24), plus smart-gun attach-
from users the cyberpriests recover and the complete personality of the ment. Cyberware: NeuraCal,
from Purgatory, and contain a com- user who was chipped by the Cyber- EpiphaNeur, BelleScan, CSI Eyekill
plete personality. papacy. They have the Perception, Mk. IV (if smartgun carried), DAT AS
To use chipware requires a Mind, Charisma and Spirit values of the Snooper, Fangs (increases bite value
chipholder. Chipholders can be in- chipped character. The skills of the to 17), Slashers (enhances claw value
stalled in virtually any part of a spirit chip may be accessed as they to 19), interdermal plate (+6), and
person's body. They hold either one could for any other chip, making a Trigon body plating (+2) for a total
chip, or up to three chips. Installing spirit chip an extremely compact and armor add of +8 (armor value 23);
and removing chips is a simple action. useful source of skills and knowledge. cyber value 19.
ActChips and MemChips grant ei- While useful, the chips have person- Possibility Potential: some (30).
ther a +1 or +2 bonus when the skill in alities of their own, are capable of com-

42
Chapter Six

Chapter Six

The Nile Empire


Realm
"This world shall be mine!" sands, while ancient legends and un-
Pharaoh Mobius told horrors stir once more within the
hidden tombs beneath the Valley of
Kings. This is Egypt of the Near Now.
obius dangled the beaker of From his lavish palace in the re-
acid loosely between his born city of Thebes, the insidious Dr.
thumb and forefinger as if it Mobius, power-mad scientist, Phar-
were a cheap cigar. Professor aoh, and High Lord, surveys his
Tewkesbury began to per- mighty Empire. It stretches much far-
spire. "Come now, Professor" came the ther than his eyes can see: north to
voice of the High Lord, thinned from be- Cyprus, east to the Arabian Peninsula,
hind a formless mask. "Don't look so de- south into the Ethiopian jungles, and
jected. This 'atomic energy' idea of yours west into the forbidding wasteland of
shows great promise. " the Sahara. Everywhere his mighty
Mobius moved toward the nervous Imperial armies fight to expand the
professor as he continued. "It is only your borders of the New Empire of the Nile.
lackof vision which keeps you from achiev- Everywhere the stelae creep slowly
ing true genius. Why use this discovery of outward.
yours on such inconsequential endeavors Within the Empire the situation is
as transportation and medicine when there not as grim as it may seem, however.
are so many more intriguing possibili- The intrepid costumed heroes of Terra
ties?" The Professor imagined that Mo- (Mobius' home cosm) have followed
bius was smiling now, behind that shape- him to Core Earth, determined to put
less mask. an end to his hideous schemes. To-
"After all, Professor, science is what gether with the powerful Storm
you make of it. " Knights of Earth, they may yet accom-
plish their goal, and forever rid the
Outside the laboratory, a dark silhou- cosmverse of the evil that is Mobius.
ette was framed in the bevelled glass of the
door. The two shocktroopers standing with
their backs to the door showed no emotion.
There was a sound of shattering glass, The New Empire of
followed by a sharp hiss, a shrill cry, and
the awful cackle of an amused High Lord. the Nile
The Nile Empire is a hybrid realm,
combining the mysterious lore of
majestic ancient Egypt with the two-
Egypt of the fisted action of the "pulp" magazines
and serials of the late 1930s.
Near Now This strange combination is almost
entirely the doing of the realm's idio-
Robed priests offer sacrifices to gods syncratic High Lord, Dr. Mobius.
long thought dead. Cryptic mathema- Mobius hails from a cosm known as
ticians, astronomers and engineers Terra, a duplicate Earth which re-
practice long lost magics. Bare-chested sembles that of the pulp adventure
shocktroopers in full headdress march stories of the 30s. On Terra, Mobius
the streets of Luxor. Mighty pyramids was a reborn Pharaoh from ancient
rise resplendent over shifting desert

43
TORG: Worldbook

Egypt who became a power-mad sci- gyros are commonplace, while single-
entist. His schemes were continually wing, twin engine aircraft and aircraft
thwarted by that world's great masked carriers are right on the cutting edge of
heroes. Eventually, he discovered his Nile technology. eird Science
Darkness Device. With it, he set out to Socially, the Empire stands at an
conquer other cosms while leaving his axiom rating of 20, similar to Core Although most of the Empire
home cosm relatively intact (for rea- Earth, but with a few subtle differ- is confined to the tech axiom
sons all his own). ences. The Empire itself is a single, level of 21, a few fantastic scien-
Like each of the other realms on massive bureaucracy, run by a power- tific wonders far beyond the
Earth, the Nile Empire operates under mad individual who wields ultimate scope of the Empire's normal
the reality axioms of its High Lord's power. tech levels do exist. This is be-
home cosm. At the instant these axi- The spiritual axiom rating of the cause a totally different set of
oms were dropped over Egypt, the Empire is 17, due in large part to the scientific laws and rules exists
local geography underwent a stun- revival of the religion of the ancient within the Empire, functioning
ning transformation, as did its very Egyptians. The Egyptian pantheon of side-by-side with its mundane
history. gods may not literally exist, but be- scientific principles. This second
The entire area began to assimilate cause of the sheer number of "believ- set of scientific rules is called
Terra's pulp reality, while at the same ers, " there is a substantial amount of "weird science, " and it allows
time undergoing a mesmerizing trans- spiritual energy for Mobius' High for the creation of such fantastic
formation which revived the reality of Priests to tap into. gizmos as ray guns, invisibility
ancient Egypt, restoring the once-great In addition to the many spiritual belts and time machines. Weird
Nile basin to its former glory. practitioners active within the science can only be practiced by
The cryptic religion and magic of Empire's boundaries, there are many those characters from the Em-
ancient Egypt became a reality once potent spiritual artifacts which have pire who have the weird science
more, while countless hidden tombs sprung into existence as a result of skill. The skill allows a charac-
housing fantastic treasures and evil Mobius' invasion of Earth. The reality ter to design and build scientific
curses suddenly came into being. The overlay which brought the Empire's gizmos which operate at tech
residents of the area were also trans- axioms into sway made literal truths levels beyond the Nile's.
formed, many of them twisted by the of the legendary powers and abilities
new axiom wash into evil servants of of many of the artifacts hidden in
Mobius. buried tombs, grottos and catacombs ity. In other words, all creatures in the
This amazing transformation was which litter the Egyptian desert. realm can be classified absolutely as
made relatively facile by the clever The Empire's magical rating is a "good" or "evil. " There are no neu-
reasonings of Dr. Mobius. He chose to substantial 12. When the ancient Egyp- trals.
set up his realm in and around Earth's tian legends became literal truths due All Storm Knights who enter the
Egypt because he was originally a to the reality wash, magic became a realm will automatically acquire an
native of the ancient Egypt of Terra. reality. It is an ancient and mysterious inclination of good or evil, and those
Once the new axioms had taken magic, involving such age-old con- who are native to the Empire have
hold, it was simple for Mobius and his cepts as mummification, pyramid their inclination listed on their charac-
army of shocktroopers, wizards and power and the magical circumvention ter sheet. Acting against your inclina-
priests to arrive on Earth and convince of floods. The two chief schools of tion (in the judgment of the gamemas-
the Egyptian natives that the "glory of magic in the Empire are derived from ter) while within Empire boundaries
the Empire had returned, " and that it the ancient Egyptian concepts of costs a character one Possibility.
was their "ultimate manifest destiny mathematics and engineering. Al- The second law is the Law of Drama.
to return to greatness as well. " though each requires an intensive This rule represents the spirit of pulp
A wave of patriotism caught hold, program of rigorous study, once mas- action. It states simply that everything
and crowds of locals signed up to serve tered they are capable of an astound- happening to a possibility-rated char-
in Mobius' mighty army. ing array of enchantments. acter within the axiom bounds should
be infused with a sense of melodrama.
The action should be fast and furious,
World Laws with heroes confronting a seemingly
The Axioms of the endless string of obstacles in order to
In addition to the four basic axioms, accomplish their goals.
Empire the Nile Empire has several lesser The third law is the Law of Action.
"laws" which help define the reality This law allows possibility-rated char-
The operative technological axioms within its stelae bounds. acters to accomplish physical and
within the Empire's stelae bounds are The first is called the Law of Moral- mental feats which are more difficult
roughly the equivalent of late 1930s ity. This peculiar law demands that all than those they could accomplish
Earth, with a tech rating of 21. Early living things within the Empire's outside the Nile Empire.
tanks, bi-planes, zeppelins, and auto- boundaries take on an absolute moral-

44
Chapter Six

In accordance with this law, a pos-


sibility-rated character can spend two
Possibilities on any generated total
made within the realm's axiom bounds
instead of just one. The character is
then allowed to roll twice and select
the roll he would like to keep. The
unused roll is ignored, and cannot be
added to the total.
In addition, characters from the
Terran cosm or from the Nile Empire
realm can have a single attribute as
high as 14, rather than the normal
maximum of 13.

Powers
Many of the famous heroes of Terra,
as well as the newly created heroes
who face Mobius in the Nile Empire,
possess strange and powerful abilities
which separate them from mortal men.
These are called "powers, " and they
form a new category of abilities sepa-
rate from attributes and skills.
As opposed to skills, powers can-
not be picked up and learned by any-
one. Only a character with a special-
ized background can possess a power.
(A hero who was exposed to danger-
ous radioactivity or cosmic rays or one
who was raised in the wild by apes, for
example. ) Powers are a bizarre by-
product of the weird science tech and
magic axioms, and are therefore only
available to natives of Terra or the Nile
realm.
If you are designing your own
templates for Terran or Nile-based
characters, powers may be purchased
during the character creation process
just like skills. Each power costs the
designed character or character tem- calculate the power's value. Remem-
character one Possibility, reducing a
plate can spend attribute points to ber that additional attribute points can
character's starting Possibility total.
increase the action values of any be spent to increase these action val-
Each power has an adventure cost. A
powers he has purchased on a one- ues.
power's adventure cost is the number
for-one basis (one attribute point pur- The range is the distance over which
of Possibilities a character must pay
chases one additional point of power the user may project his power. Com-
at the end of each adventure in order
value). Note that powers are only bat-oriented powers have a range rat-
to keep the power. If a player pays the
available to possibility-rated charac- ing similar to those given weapons,
cost for his character, he has the power
ters. while others have a simple distance
for the next adventure. If he fails to
pay the cost, his character loses the limit. A range of "vision" means as far
power. Unless you devise a storyline as the character can see unaided.
which allows the character to regain Power Descriptions The tech rating is a measure of how
the power, the character loses the technologically sophisticated the gadg-
Adventure cost is the number of ets and devices are that feature the
power forever. Possibilities which must be spent per
Powers have an associated value, power. This is important for gizmos
adventure to maintain the power. which use the power. See The Nile
just like attributes and skills. A self- The value lists the formula used to Empire Sourcebook for details.

45
TORG: Worldbook

Dazzle: adventure cost 3; action value fore invisible to normal eyes. Invisible Description: Ultra-sight gives its
STR+2; range, 25 meters; tech rating characters can still be seen by those user the ability to see in the dark as
20. creatures capable of looking into the well as he sees in the daylight. In
Description: This is the ability to infrared and ultraviolet spectrums. For combat, he suffers none of the penal-
create a flash of light that will tempo- characters with normal vision, the ties usually associated with darkness,
rarily blind onlookers. The user gener- power value is the difficulty number nor does he suffer such penalties while
ates a power total against the target's of the Perception roll necessary to sense making visual Perception checks.
Dexterity. The success levels earned the character while he is invisible.
equal the number of combat rounds Invisibility can be maintained for an X-Ray Eyes: adventure cost 3; action
that the target is blinded. A blinded amount of time value equal to the value STR+5; range, vision; tech rat-
character has his or her Dexterity and power user's Mind. ing 25.
the action values of all his or her Dex- All characters aiming attacks at Description: Characters with x-ray
terity -based skills reduced by 3. Dazzle invisible targets must first generate a eyes can look through solid objects as
can be used to attempt to blind more Perception total to spot their target. The though they were transparent. Once
than one target with a single attack, attack has a -3 bonus modifier if this activated through character concen-
but multiple target penalties apply. check succeeds. Otherwise, the attack tration (a simple action), the power
receives a -10 bonus modifier. will remain active until the user vol-
Flight: adventure cost 3; action value untarily switches it off, or a time value
DEX; range, self; tech rating 24. Mega-Hearing: adventure cost 3; ac- has passed equal to the power value.
Description: Characters with this tion value PER+5; range, self; tech The user's x-ray eyes total serves as
power can fly under their own power. rating 25. the maximum Toughness he can pene-
The speed at which the power user can Description: Characters with mega- trate; he cannot look through an object
travel is equal to his action value as a hearing have an enhanced ability to with a higher Toughness. X-ray eyes
speed value. A character with this hear sounds which would be barely will never penetrate lead. Generating
power may purchase the flight skill to audible to others. Such characters are an x-ray eyes total greater than the base
be more nimble in the air. A character allowed to use their mega-hearing ac- value is tiring; the character fatigues
with the flight power may attempt ma- tion values in places of their raw Per- (two shock points of damage) for each
neuvers using his flight power value. ception scores when generating totals total generated above the base value.
to know whether or not they hear a
Fog Screen: adventure cost 3; action noise or sound. Such characters can
value TOU+5; range, 10 meter globe hear sounds at distances many times High Tech Gizmos
around user; tech rating 21. the range of normal human hearing,
Description: Characters with the from 10x (for mega-hearing of 15 or The arsenal of powerful high-tech
fog screen power can summon a thick less) to as a much as 100x normal range gizmos and devices that Dr. Mobius
gaseous cloud from nowhere that (for mega-hearing of 25 or more). The and his minions have designed, built
arises and obscures them from view. user can actively seek particular and collected over the years is among
This cloud forms a 10-meter globe that sounds, but cannot filter out other his most powerful assets. Such de-
surrounds the power user and lasts for sounds audible in the same location as vices bolster his armies and help him
approximately 10 combat rounds. the chosen sound. A conversation in a to carry out plans others would doom
Once a fog screen has been summoned, generator room two miles away might to failure.
it stays where it is until dispersed. be audible with mega-hearing, but the Technically, a gizmo can be as
The difficulty of all attacks aimed at character would still have to sort mundane as a toaster or an automo-
targets within the cloud is automati- through the generator noise. bile, but gizmos can also have special
cally increased by 5, as is that of any powers built into them. For example, a
ranged attack that has a line of sight Running: adventure cost 3; action high-tech automobile might have the
passing through the field. The user's value, DEX; range, self; tech rating 22. fog screen and flight powers, allowing it
fog screen value functions as the Diffi- Description: Characters with this to perform feats that normal cars can-
culty Number for the Perception roll power are capable of running at unbe- not.
needed to spot a character or item lievably extreme speeds. A character's A player who wants to give his
inside the cloud (though a successful running limit value is equal to the value character special abilities without
Perception check will not cancel out the of his running power. A character with giving him powers of his own, might
attack penalty). The power user is this power may purchase the running just equip the character with special
never penalized by his own fog screen. skill to be more nimble while moving gizmos (see the "Gadget Hero" tem-
fast. A character with the running plate).
Invisibility: adventure cost 4; action power may attempt maneuvers using Dr. Mobius has personally con-
value MIN+10; range, self; tech rating his running power value. structed several extremely powerful
31. gizmos for use within his new Empire.
Description: This power enables Ultra-Sight: adventure cost 2; action Among these are the hideous
the user to render himself completely value, PER; range, vision; tech rating Omegatron, an awful torture device
transparent to visible light, and there- 25. capable of consistently reviving vie-

46
Chapter Six

tims after they pass out. Mobius keeps With his skills fully developed, Egyptian tradition, its people continu-
this in the dungeons below his palace Sutenhotep began to scheme for the ing to worship the fallen Sutenhotep.
at Thebes. But the single most power- very throne of Egypt, despite his Eventually, after many centuries of
ful gizmo in the cosmverse is the father's good health. His former men- waiting, the stars were aligned in the
awesome artificial sun which Mobius tor, Kerkeremtis, scorned his student correct manner to bring about the
constructed atop the ornate temple of for his schemings, but died before he resurrection of Sutenhotep. His fol-
Ra in the city of Luxor. The sun's most could dissuade the ambitious youth. lowers still practiced the ancient rites,
devastating feature is its ability to fire Sutenhotep vowed to prove himself and they performed the ritual to reviv-
a powerful energy bolt capable of superior to Kerkeremtis, the wisest ify their master.
leveling entire towns from miles away. man he had ever met, by conquering Shortly after his awakening, Suten-
eternity itself. hotep left Khem to explore this strange
Deceiving the Pharaoh Amat-Ra, new world all around him. He was, of
Sutenhotep seized the throne of Egypt course, most fascinated by the scien-
Dr. Mobius and with a daring coup. With his dying tific wonders the world had seen since
His Empire gasps, Amat-Ra pronounced a terrible
curse on his son. The curse took its toll
his death, and with his remarkable
intellect, he went about the task of
immediately, as Sutenhotep's rule mastering these new sciences.
began to grow foul. Crops died, ar- Soon, Sutenhotep's dreams of con-
The History of mies deserted, and his subjects be-
came angered and outraged. Before
quest returned, and he turned to crime
in order to gather the riches necessary
Mobius long they turned upon their leader, to build his way back to the top. In-
deposed him, and slew him in anger. spired by the many "pulp" villains
Mobius was born on the Terran cosm Shortly after his death, Sutenhotep which terrorized the world of Terra,
nearly three thousand years ago, dur- was mummified by his closest follow- Sutenhotep took on the guise of Dr.
ing the height of its ancient Egyptian ers, and entombed in an underground Mobius.
civilization. He was then called Suten- vault on the remote island of Khem. During his stint as an arch-villain,
hotep, and was raised by a powerful Centuries passed, and the world Mobius frequently pitted his skills
and evil Pharaoh. Sutenhotep studied underwant sweeping changes; but against Terra's costumed heroes. They
astronomy, mathematics, medicine almost three thousand years later, presented a constant threat to the
and history under the wise Kerker- Sutenhotep's tomb remained isolated doctor's plans, consistently foiling
emtis, and before long he developed and untouched. In fact, the entire is- them with deeds of derring-do. It was
into a brilliant scientist and academi- land of Khem remained isolated from during one of the many clashes with
cian. the rest of the world, still steeped in its these intrepid heroes that Mobius came

47
TORG: Worldbook

across his Darkness Device. With it, he special element of his own devising very powerful miracle worker, who
discovered the secrets of the cosmverse called Eternium. together with Rama-tet, the head of
and maelstrom bridges, and before Eternium is the main ingredient in the College of Mathematicians, works
long had constructed the machinery one of Mobius' more effective high very powerful magic for the Pharaoh.
necessary to build one. tech gizmos, the dread Reality Bombs. The Royal Builder is Muab, a bril-
Returning to Khem, the doctor ral- These bombs provide the means for liant engineer who designs and builds
lied his followers into an army, prom- Mobius to expand his Empire. When the elaborate temples and palaces in
ising them the glories of ancient Egypt dropped in an area of Core Earth real- each of the newly established empires.
once again. With that, Mobius and his ity just before an Imperial attack, the Muab built Mobius' palace in Thebes
army crossed the maelstrom bridge Reality Bombs create a temporary zone and the mighty temple of Ra which
into another cosm. of Empire axioms. This renders the houses Mobius' artificial sun.
This cosm was somewhat of a push- modern, high-tech weapons of Earth's Teth-net is Mobius' military advi-
over for Mobius and his army, as its armies useless, while Mobius' own sor and chief general, and wields per-
people were barely beyond the primi- forces roll over the defenseless area. haps the most power among all the
tive stages of development. Mobius Lately, the Israeli army and other advisors.
took control and dubbed it "New opposition forces have begun to col-
Khem: The First Empire. " lect antiquated World War II surplus
tanks and equipment to oppose Mo- Overgovernors
bius' armies.
Mobius and the As far as the other High Lords are To rule the many cosms which
concerned, Mobius is technically al- Mobius has conquered is certainly
Possibility Wars lied with none of them, although he more than the High Lord can handle
does occasionally exchange informa- personally. To solve this problem,
From his new Egypt, Mobius Mobius divided each of the empires
launched attacks at various cosms, tion and other pleasantries with Baruk
Kaah. The Cyberpope and the Nippon into roughly 10 equal regions. These
always careful to select worlds which regions are directly ruled by "Over-
Kanawas are those he fears and dis-
could be easily conquered while pro- governors. " Each has direct control
trusts most.
viding ample possibility energy. The over his territory, but still must an-
High Lord of the Nile became fairly swer to Mobius.
well known in the cosmverse, and The Imperial Government
The Overgovernors of Earth's Nile
before long garnered the attention of a Empire represent the most traditional
Earth's Nile Empire is the latest in a
certain other High Lord: The Gaunt "pulp" villains which the player char-
string of empires which Mobius and
Man. acters will face. They never face he-
his followers have set up in various
The Gaunt Man invited Mobius to roes without their minions beside
cosms. Each cosm is referred to by
take part in a grand invasion of a cosm them. They are varied in personality
Mobius and his men in the chrono-
unthinkably rich in possibility energy and background, and each naturally
logical order it was conquered, hence
Earth. Mobius agreed. desires more power than he already
Khem is the "First Empire, " while Nile
on Earth is the "Tenth Empire. " has. Politics between Overgovernors
Mobius' "traveling empire" is a is strictly a cutthroat, back-stabbing
Mobius and His Plans rigid dictatorship. Mobius himself acts affair.
Dr. Mobius is a shrewd, calculating as Pharaoh, and all of his followers The Overgovernors are generally
man with an unequalled intellect. He refer to him as such. He has direct less naive about Mobius' true inten-
has it in mind to build as much per- control over virtually everything, but tions than his advisors, priests and
sonal power as possible, undermining pays particular attention to person- armies are. Several of them worked
the other Possibility Raiders and grab- ally overseeing the Imperial treasury. with Mobius back on Terra during his
bing as much of Earth's possibility Most of Mobius' top officials were arch-villain days, and can see through
energy for himself as he can. To do originally followers of his on Khem. this "returning Egypt to its former
this, he has ordered his generals to They grew up worshiping Sutenho- glory" nonsense.
continue their attacks on all fronts, tep, and are still doing the same. He is The following is some background
constantly expanding the Empire's seen as a divine being by most Khem and statistics for several of the more
stelae bounds. cultists, and they both fear and revere prominent Overgovernors:
Mobius has also placed a priority him. They believe that Mobius plans
on acquiring an abundance of Earth's to return Egypt to glory, and serve this Wu-Han: DEX 8, STR 7, TOU 7, PER
legendary artifacts (many of which cause gladly. 13, MIN 14, CHA 13, SPI 7.
litter the tombs and grottos of his own Mobius has five "Personal Advi- Skills: unarmed combat 10, melee
Empire), particularly those embued sors, " each with a specific area of combat 10, charm 14, persuasion 14,
with possibility energy. Mobius uses expertise. Ahkemeses is his High reality 16, science 15, weird science 16,
the possibility energy inherent in his Priest, in charge of all religious mat- trick 15, scholar 15, willpower 18.
collected eternity shards to create a ters within the Empire. He is also a Inclination: evil.

48
Chapter Six

Possibilites: 25.
Description: Wu-Han is an insidi-
Mobius, under the command of the
High Lord himself.
Asp
ous oriental master criminal recruited Mobius' armies move the stelae Asps are deadly venomous snakes
by Mobius from his home cosm of bounds continually outward, prepar- that have become more common in
Terra. He is a superb strategist and a ing a new area for attack by using the the rise of the Nile Empire. In fact, the
brilliant scientist who enjoys enigmas dread Reality Bombs. The stelae them- new asp is larger and more deadly
and riddles. His underlings are a gang selves appear as idols of the Egyptian than its Core Earth counterpart.
of martial-arts experts, Sumo wres- god Horus sitting atop a huge stone
tlers and oriental wise men whom he obelisk. Asp: DEX 11, STR 2, TOU 3, PER 1,
brought over from his Terran organi- MIN 1, CHA 1, SPI 3.
zation. Imperial Shocktrooper: DEX 9, STR 9 Skills: bite 13, find 12, trick (8), test
TOU 9, PER 7, MIN 7, CHA 7, SPI 9. (10), taunt (8), intimidate (8).
Natatiri: DEX 9, STR 7, TOU 9, PER 13, Skills: beast riding 10, fire combat Natural Tools: fangs, damage STR
MIN 11, CHA 15, SPI 8. 10, heavy weapons 10, unarmed com- +9; venom, damage value 9. Venom
Skills: charm 17, persuasion 17, bat 10, climbing 10, willpower 10. continues to cause damage once it is
taunt 16, trick 12, unarmed combat 10, introduced into the bloodsteam. Once
stealth 10, reality 10, willpower 18. it causes a wound, the victim has six
Inclination: evil.
Possibilities: 30. Creatures of rounds to neutralize the poison before
death occurs. Victim must make Tough-
Decription: A former slave girl,
Natatiri murdered her former master.
the Nile ness rolls against venom's damage
value. If the victim achieves superior or
Mobius was so impressed with her better success, he neutralizes the
that he promoted her to the deceased venom.
Overgovernor's post. Natatiri is crafty
and headstrong. She uses her powers
Mummy
of seduction to get what she wants, Mummies represent a variety of
and has already gotten certain Over- undead creatures. Some are ancient Locations
governor's to "fight" for her. Her do- and very powerful, others are mind-
main is one of the most efficiently run less constructs churned out by the High
in the entire Empire. Priest's temples for use in battle. All Cairo
require a dead body which has been
Cairo is unique within the Empire.
prepared according to the ancient rit-
The Imperial Military ual, wrapped in treated bandages, and
Terra's pulp axioms had a strange ef-
fect on the city and its inhabitants. It
then entombed for at least three days,
The strong arm of Mobius is his became a center for criminal corrup-
massive Imperial army. The work- tion and depression-era gang warfare,
Standard Mummy: DEX 6, STR 15,
horse of the army is the Imperial shock- with an Arabic slant. The syndicates
TOU 20 (8 against fire), PER 3, MIN 5,
trooper. To most, they are the most and mob bosses hold sway in the city,
CHA 3, SPI 15.
visible symbol of the Empire. Shock- and Mobius maintains only a token
Skills: intimidate 16, unarmed com-
troopers wear traditional white Egyp- Imperial military presence here.
bat 11, fear 10, taunt (13), test (13), trick
tian skirts with sandals and a ceremo- (13).
nial Egyptian headdress. They are gen- Thebes
erally bare-chested with silver
Thebes is the current Imperial capi-
armclasps delineating rank.
Most shocktroopers are cosm na-
Crocodile tal. Pharaoh Mobius' opulent palace is
tives who either willingly serve Mo- here, as well as the headquarters of the
Crocodiles have become predomi-
bius (because they believe in his cause), nant all through the Nile Basin and College of Mathematicians and the
or they are slaves. The two shock- Society of Engineers. Across the river
other parts of the Empire. They are
trooper ranks are "footsoldier" and is its twin city Luxor, which is mainly
large tropical reptiles with armorlike
"veteran. " distinguished by the lavish temple of
skin and long, tapering jaws.
The Imperial army uses World War Ra, with its magnificent artificial sun.
II-style tanks as its main armored Crocodile: DEX 7, STR 8, TOU 9, PER
weapon, while '40s fighter and bomber 3, MIN 1, CHA 1, SPI 3. Memphis
planes provide effective air support. Skills: bite 8, swimming 10, un-
The armies are divided into massive Memphis, which sits at the oppo-
armed combat 8, find 10, tracking 8,
"battlegroups, " each under the con- site end of the Nile from Khartoum, is
trick (8), test (15), willpower (8).
trol of a different Overgovernor. The the hub of the domain of Wu-Han. It is
Natural Tools: teeth, damage value
largest of these is Super Battlegroup noted for its thriving "Chinatown. "
13; tail, damage value 8; hide, armor
value +2.

49
TORG: Worldbook

Alexandria Ethiopia Israel


Alexandria is the largest of Wu- Ethiopia, which before the invasion Israel is a consistant thorn in the
Han's cities, and it is there that he was a barren wasteland, has been trans- side of the mighty Imperial War Ma-
holds his infamous gladiatorial-style formed by the new reality into a lush, chine. Mobius recognized that the
tournaments. full-blown rain forest. Rumors of vast military prowess of this small nation
gold and diamond deposits buried might become a threat, so he moved
Hespera beneath the jungle make this a priority against it early in the invasion, seizing
target for Mobius' army. the western half of the country. The
Hespera is a mysterious island portion of the Israeli army still re-
which sits in the middle of a large lake The Land of the Dead maining is currently fighting a tena-
that came into existence in Libya. cious battle against Mobius' forces.
According to ancient legends, this was The Land of the Dead, also replete Fighting out of Jordan and Saudi
the home of the Amazons. The axiom with gold deposits, was dramatically Arabia, the Israeli army is Mobius'
overlay saw to it that this legend came affected by the axiom wash. The an- most dangerous foe. They constantly
true. cient caves became an immense com- strike, in guerrilla fashion. Unknown
The axiom wash killed off all of the plex of networked passageways and to Mobius, a large contingent of Israeli
male residents of Hespera, causing catacombs which now honeycomb the troops has set up a secret base in the
the native females to flee the island. A entire eastern half of Egypt. ruins of the ancient fortress of Masada,
young archeologist named Hyppolyta It is rumored that near the Land of the sight of the Israelites' heroic stand
Kosmos, a direct descendant from the the Dead, one of the underground against the Romans in 73 AD.
queen of the Amazons, became "en- tunnels expands to form a vast cave Most of the captured people of Is-
lightened" by the new axiom wash. filled with thousands of bats. This rael are being used as slaves by Muab,
Hyppolyta became obsessed with supposedly empties into a huge sub- the Royal Builder.
the idea of re-populating Hespera with terranean tunnel world which leads
a new tribe of Amazon women. She far across the globe, coming out at the
drew her recruits from the battered other end in the United States, in the
Libya
and mistreated women of the Empire, realm known as the Living Land. Libya was quickly invaded by
then returned to the island to form the Mobius due to its proximity, but full
new Amazon nation. hostilities on that front have but re-
The new Amazons are strengthened Core Earth Locations cently ceased. It is thought that Mo-
by the mighty Flame of Power, an- bius has made some sort of arrange-
other ancient legend brought to life by The following locations are all cur- ment with Libyan leaders, but reports
the invasion. While it burns, this rently under attack by the forces of the are unconfirmed.
mighty brazier sits in the fabulous Empire.
palace of Hespera and grants the
Amazons amazing physical prowess. Ethiopia
Hyppolyta Kosmos: DEX 14, STR 16, Ethiopia, or what's left of it, is being
TOU 13, PER 12, MIN 11, CHA 16, SPI supported by Soviet and some token
12. Western forces in its struggle against
Skills: beast riding 15, unarmed the Empire. Because of Mobius' con-
combat 16, melee combat 17, charm centration on this axiom-transformed
17, persuasion 17, faith 13, reality 16. jungle land, this support is beginning
Possibilities: 20. to unravel.
Inclination: good.

50
Chapter Seven

Chapter Seven

The Nippon Tech


Realm
"There are more effective weapons buyouts, concealed by clever electronic
than armies and missiles, more subtle. manipulation, led to a nearly blood-
And these are much more deadly. " less conquest of Japan.
Kanawa-Sama The bloodshed began after the
conquest had been accomplished.
Japan now has an eerie, harsh aspect;
ippon Tech is a realm of nerves are often frayed simply by liv-
high technology, corpo- ing under Nippon Tech reality. Crime
rate power plays, and has increased. So has the peoples'
espionage. The High Lord resentment of crime. Core Earth's
is head of a massive con- possibility energy created compara-
glomerate called the Kanawa Corpo- tively large numbers of Storm Knights
ration. to defend our reality. Kanawa Corpo-
Because of the way Kanawa brought ration, in response, has begun active
his reality to Earth, few average Japa- elimination of Storm Knights. The
nese citizens believe they have been result is an explosive increase in vio-
invaded. In other countries, the inva- lence in Japan.
sion has been more profound and The Kanawa Corporation has also
recognizable. In Japan, all of the created a technological surge nearly
changes, no matter how miraculous, as explosive. Artificial hearts, eyes,
were introduced subtley, without lungs and other organs are all reliable,
panic. compact, and far more affordable than
The reality of the Kanawa Corpora- Core Earth counterparts. Prosthetic
tion extends across the Japanese is- limbs are almost as good as the real
lands, and even touches a portion of thing; in experimental laboratories
South Korea (see the accompanying which dot the island, rudimentary
map). cybernetic experiments are being per-
formed.
Automobiles have fully lived up to
Kanawa their names, many requiring only
minimal human supervision to drive,
Corporation although tricky maneuvering requires
human skill. Nipponese cars reach
The Kanawa Corporation does not speeds in excess of 150 mph. Satellite
own Japan just all the portions it road navigation, collision sensor and
believes are necessary to gain control avoidance control software, per-
of the nation. Kanawa Corporation maform seating which adjusts per-
owns virtually everything worth fectly to passenger body contour all
owning in Marketplace, their home are standard on most models.
cosm, and their agents brought their Cellular phones are now standard
techniques and wealth to Core Earth on most cars, and a single cellular net-
Japan. Just as Japanese fiscal and work covers most of Japan, with only
government authorities were begin- the most remote northern regions
ning to become aware of and react to having spotty coverage.
the stealthy intruders, the High Lord Computers are commonplace, with
dropped his maelstrom bridge. Real- 94 percent of Japanese homes having
ity turned against the Japanese, and at least one. Monitor, printer, and holo-
wave after wave of mergers and frame are the most common output

51
TORG: Worldbook

devices. Japanese homes have access Nagara Security 44TS Robot: DEX 8, mortality is on the rise. Less is being
to thousands of films and videos STR 14, TOU 15, PER 7, MIN 7, CHA 5, spent on public education, as corpora-
through computer networks, reduc- SPI 0. tions increasingly fund private schools.
ing cable television to a carrier of Skills: fire combat 13, heavy weap- If you want to give your children a
sporting events and live specials. Huge ons 12, jumping 10, running 10, un- good education, you have to let them
hypermedia databases compete for armed combat 12, find 13, trick (12), be indoctrinated with the company
business; the largest and most suc- test (20), taunt (20), intimidation (22). line.
cessful so far is a collaboration be- Possibility Potential: none. Nippon has become a land with
tween Tosida Electronics and the Natural Tools: armor +7 (armor intricate conspiracies and incredible
University of Kyoto. Games for the value 22); coincidences. Foes seem to appear and
holographic frame output (frame- Equipment: pincers, damage value disappear in the night mist. Some
games) are tremendously popular. A 19; belt-fed shotgun, damage value 20; corporations and organizations wield
current favorite is Lizard Hunt, a real- Kanawa Sprite anti-vehicle missile, great power with uncanny knowledge,
time tactical wargame based on the US damage value 29 (carries two missiles; which can appear to be supernatural
Army's war against the Edeinos. same range as LAW missile). to a Core Earther. But that is the way of
The holographic technology is still things in Nippon.
new and the surrounding images can
be extremely disorienting to some Number 3327
users. As a result, more traditional The Law of Intrigue
video games are still popular, with 32- Most Storm Knights assume that
bit machines now the industry stan- the High Lord of Nippon Tech is a Mr. The Law of Intrigue states that
dard. Zelda V has sold nine million Kanawa, head of the Kanawa Corpo- individuals and organizations are
copies in Japan. ration. They are partially correct. The quite vulnerable to intrigue and de-
Corporations prefer 64-bit super- High Lord is Number 3327, a member ception. Trust is difficult to earn and
computers with several gigabytes of (or perhaps members) of a secretive betrayal common. Specific game ef-
memory. Molecular information re- cabal which has run Marketplace and fects include:
trieval technology is now a very hot its conquered cosms for centuries. The 1. The stealth skill is easier to use in
field, and the most common common name of Number 3327 is Mr. Nippon. The bonus of all stealth at-
buzzwords are "genetic efficient", Kanawa, but it is not known whether tempts is increased by three.
referring to a media and data packing the semi-public figure the media calls 2. When using charm, increase the
algorithms which store information as Mr. Kanawa is actually Number 3327. bonus by three if the charmer is using
efficiently and compactly as human No one who is inside the ruling cabal lies or deceit as the basis of the charm
DNA, with none of the annoying slow- refers to the High Lord as Mr. Ka- attempt. Persuasion attempts also have
ness of human biological processes. If nawa, except when sending messages their bonus increased by three if the
the breakthrough is achieved, storage from outside the realm. aim of the persuasion is to get the
capacity for the average machine will To Core Earther's and citizens of victim to believe a lie or fall for a
expand more than ten-thousandfold. other realms, Kanawa Japan is an ex- deception. Possibility-rated characters
Robots have advanced from tremely eerie place. This eeriness is in gain a +3 bonus for trick attempts.
tracked, specialized, assembly-line part caused by the low magic axiom of 3. Use of the disguise skill (see be-
machines to self-moving, learning the realm. Other realms have ambient low) is easier in Nippon. A character
machines capable of a number of dif- magical energy which aids, sometimes trying to penetrate a disguise always
ferent (but usually similar) tasks. even sustains, life. Nippon Tech, like receives one less success level for his
Robots with delicate manipulators and the Living Land, has a magical axiom Perception or find action. Minimal suc-
an array of visual, tactile and chemical too low to generate that energy. Un- cess becomes a failure.
sensors have become popular for cook- like the Living Land, Nippon Tech 4. Any group in Nippon with more
ing, cleaning and routine maintenance. lacks the high spirituality to compen- than 100 members has a least one spy
The most popular model is the Home- sate. The result is a mystical malaise, or traitor within its ranks. The traitor
Domo from NEC/Mitsubishi. akin to a slow, wasting disease, which should belong to a rival organization
Corporations are turning with produces the eerie feeling. or be working toward goals contrary
greater frequency to robots for secu- While the social axiom is higher to those of the group he is betraying. If
rity. While not yet fully intelligent, than Core Earth's, the Kanawa Corpo- the organization has 1, 000 or more
they can be fast, well armed and ar- ration has prevented Japan from reach- members, there is a subgroup with at
mored, and perhaps most important ing its potential. Conditions are now least 10 members who have formed a
of all, immune to the Law of Intrigue worse for the average Japanese citi- conspiracy to seize control of the larger
(see below). zen. The sudden rise in technology group. The conspiracy may be about
But these nearly miraculous techni- has left many workers without the seizing overt leadership, but more they
cal advances are controlled by a few necessary skills to compete, and un- are trying to build a shadowy, influen-
corporations, most of whom or di- der Nippon Tech reality corporations tial group which can manipulate the
rectly or indirectly controlled by the are far more cold-hearted toward larger group to achieve their own ends.
Kanawa Corporation. workers than before. Unemployment Traitors in politically unimportant
is high, poverty is increasing, infant or innocent groups may be social

52
Chapter Seven

deviants or psychopaths if there are If a person makes more than or situated in an exclusive neighbor-
no larger, active goals to betray. There 6, 000, 000 yen, then all prices will be 10 hood), or convincing the shopkeep he
are traitors in Japanese government, percent cheaper for him. If he makes is entitled to the best price.
and in every major company, social more than 100, 000, 000 yen, he can find
and political organization in the coun- goods 25 percent cheaper. This does
try; betrayal has now been woven into not mean that when a poor person The Law of
the fabric of Nippon society. buys a shirt from a department store
for 6, 000 yen, a rich person can then Vengeance
step up and pay 4, 500. The lower prices In Nippon Tech vengeance the
The Law of Profit are found in exclusive shops located personal righting of a wrong done you
in richer neighborhoods, or in loca- is an important concept. The cosm
The Law of Profit penalizes the poor tions which are available only to
and benefits the wealthy. The literal reality is aligned to aid those who
members, all of whom are corporate exact an eye-for-an-eye justice. It is not
truth of Nippon is that the rich get executives.
richer and the poor get poorer. The known whether the Law of Venge-
If a player character is wealthy and
Law of Profit states that goods and ance is the cosm's way of compensat-
wishes to exercise this privilege, a play ing for the Law of Intrigue, but there
services cost less when purchased by of a Connection card guarantees he can
those of means than those without seems to be some evidence of that.
get the prices to which his station In the game, a character who per-
wealth. The dividing line for "those of entitles him. Otherwise he has to role-
means" is the median income of Nip- sonally claims vengeance against a
play finding his sources (which are party who wronged him gains six
pon Tech (which is $25, 000 or about often on the move in Nippon Tech if
6, 000, 000 yen). Possibilities at the end of the act in
they aren't part of a large corporation which the vengeance was exacted. In

53
TORG: Worldbook

essence, the vengeance plot is the Kanawa Corporation. use of disguise. Changing voice and
equivalent of a small adventure by The Block has patterned itself on using appropriate gestures requires
itself. To qualify for the bonus, two the ancient Japanese feudal system. A the artist(actor) skill.
conditions must be met: whole body of modern samurai are Creating a disguise requires the
1. The avenger must have been seri- being trained by the Block, and heads appropriate makeup, costume and
ously wronged. A scuffle or a simple of corporations are referred to as props. The character generates a skill
insult does not count as a serious wrong. Daimyos. The Block uses encoded sur- total against a difficulty number of 8.
The key to a serious wrong is a grievous names for all Daimyos, to hide their Any success levels are temporarily
loss; the loss of a loved one, a limb, identity from Kanawa spies. recorded on the character's sheet, as
personal fortune, or family honor. Japan and the surrounding territo- the success level partially determines
2. The revenge must be delayed at ries have been home to powerful mar- how difficult it is to penetrate the dis-
least 48 hours between the victimiza- tial arts masters for centuries. The Sons guise. The following difficulty modi-
tion and revenge. Gamemasters can of the Wind have spent centuries hid- fiers apply to disguise:
treat the quest for vengeance as a Per- den in the remote portions of the Orient, Modifier Circumstance
sonal Stake subplot for any adventures practicing their arts and safeguarding
between the vitimization and the re- their secrets from the unworthy. When +5 copying a specific
venge, as long as the Storm Knight is the High Lord invaded Japan, the Sons individual
actively seeking vengeance. of the Wind emerged from hiding to +3 opposite sex
oppose him. Unfortunately, the Law of +3 different race
Intrigue caused schisms within the +3 great age difference
Organizations group, and the Kanawa Corporation
has recruited many of the malcontents.
+3 disguised as much
larger build
The Kanawa Corporation is of night- Martial artists now meet in death duels +5 disguised as much
marish size. No one knows the full on mist shrouded streets as the vicious smaller build
extent of its wealth, but it is suspected cycle of betrayal and vengeance plays
that its annual product exceeds the itself out. All modifiers are cumulative. By
sum of pre-invasion United States and The traditional Japanese gangsters, specific individual we mean a particu-
Japan combined. Its corporate struc- the Yakuza, have been heavily infil- lar person, such as trying to disguise
ture is not public knowledge, and those trated by the Kanawa Corporation, yourself as Quin Sebastian rather than
who know more than they are sup- who controls virtually every arm of as a generic soldier of fortune. A great
posed to quickly disappear. The me- the organization. Kanawa uses the age difference is 30 years, or about
dia know of a Mr. Kanawa, who is the Yakuza for muscle, then profit. Profits one third the average life span for
public figurehead of the corporation. are increasing as the drug trade has races other than human. A great dif-
Very few subordinate officers, other quintupled in the short time since ference in build means the larger char-
than public relations officers and vice- Kanawa invested in Japan. acter is at least 120 percent as tall as the
presidents, are ever seen in public. For shorter, and/or the heavier character
all the wealth, influence, and power is at least 150 percent as heavy as the
wielded by the company, almost noth-
ing is known about it.
Skills lighter character.
Seeing through a disguise requires
Japanese government has been shat- Nippon Tech has some skills native a Perception check. The difficulty is 8,
tered by the Law of Intrigue and Ka- to its cosm. With the exception of martial and the success required to penetrate
nawa activity. The scandals of the past arts, the skills listed here may be learned the disguise is equal to the success
few years pale in comparison to the by characters from other cosms. For level of the disguise. The first time a
almost-weekly revelations coming out. complete details on all the Nippon Tech character sees a disguise, he instantly
The average Japanese has very little faith skills, martial arts in particular, see The generates a Perception total to see if he
that the government can solve any of Nippon Tech Sourcebook. sees through the ruse. After the initial
their problems. As the government is attempt, he again generates a total
whenever the disguised person says
riddled with traitors and Kanawa pup-
pets, the view is most likely correct.
Disguise or does something which is out of
The Rauru Block was founded by a (Perception-based) character for the role.
Disguise can be used unskilled.
coalition of Japanese businessmen who
noticed the odd happenings in the A character who is skilled in dis-
financial markets. They banded to-
gether too late to prevent Kanawa from
guise can use makeup, costume, wigs
and props to appear to be another
Meditation
invading Japan, but they continue to person. Humans can only disguise (Mind-based)
be the primary source of resistance to themselves as other humans, or as
the High Lord. The Rauru Block has beings who are very similar to hu- Meditation grants a character great
begun to invest profits in a private mans in appearance. "Appearance" is control over his mind and body, with
secret service whose aim is to find, the key phrase, as a disguise is visual the ability to easily slip into a meditative
organize and give limited support to only. The character's voice or gestures trance. In most situations, no roll is
Storm Knights who can oppose the cannot be effectively changed through needed to go into a trance, but it the

54
Chapter Seven

character is in a stressful situation (such martial arts are something different. of play, failing a test means the Knight
as being in a room full of angry, shout- The martial arts are combat strategies must attempt to learn the maneuver
ing people) the character must generate and maneuvers rooted in spiritual phi- during the next available "year" (if
a meditation total against a difficulty losophy. The arts are far more effective any). Once play has begun, however,
number of 8. If the character is in a than mere unarmed combat. They are failing a test means the Knight cannot
violent situation, with a good chance effective because they draw upon the take another one until she gains an
that he may be a target of some of the martial artist's inner strength, known as additional martial arts add.
violence, the difficulty number of slip- "ki. " For almost one thousand years Tests can be taken any time a Knight
ping into a trance is 13. Slipping into a sages, soldiers and monks have prac- gains an add in martial arts. One possi-
trance requires the user's complete con- ticed the martial arts. It wasn't until the bility may be expended per test, but no
centration, taking about 15 minutes. The Possibility Wars began that the ancient cards may be played during testing that
benefits of a meditative trance are: concept of ki was recognized as the takes place prior to the start of play or
1. He can substitute his meditation same energy sought by the High Lords between game sessions. If taking a test is
value for his Perception or Mind value possibility energy. Because the mar- part of an adventure, then one possibil-
when trying to solve a riddle or prob- tial arts require the use and control of ity and the martial artisf s cards only
lem. The problem would have to be possibility energy, only possibility-rated may be used in an attempt to pass.
such that raw Perception or Mind is characters may become martial artists.
able to solve it. A problem which re- Martial arts is a Dexterity-based skill. Ninjutsu
quired science (which cannot be used A character's martial arts value is used Ninjutsu originated in Japan almost
unskilled) cannot be solved by enter- instead of his unarmed combat value 500 years ago, and is the martial art of
ing meditation. when making an unarmed attack. The the ninja. Practitioners must have the
2. His healing is accelerated. Shock base damage value of a martial artist is stealth, lock picking and prestidigita-
damage and knockout conditions may his Strength +2. Martial arts may be tion skills. The practitioner must also
be eliminated at twice the normal rate. used to defend against unarmed, me- take a vow of secrecy divulging the
If a character meditates for at least lee, and missile combat. The martial secrets of the style or revealing the true
three hours, he may eliminate an addi- arts skill may be be used to attack with identity of another practitioner causes
tional wound level if he succeeds at weapons, although a martial artist is the erring master to forfeit all his martial
healing himself that same day. free to use weapons if she has other arts skill adds and maneuvers.
3. He does not have to eat or drink skills. Because it is so difficult to learn, As ninjutsu is essentially a corrup-
while in a trance. At a maximum he the first martial arts add costs three of tion of the martial arts (used solely to
may go for a number of days equal to a characters initial skill points. Each inflict pain rather than to enhance the
his meditation total without ill effect, add after that cost the usual one skill spirit), practitioners are penalized for
although he will be quite hungry and point. If a character buys martial arts its use by being unable to spend possi-
thirsty when he exits meditation. He during play, the cost is three times the bilities on uses of their reality skill,
also needs far less oxygen than nor- normal Possibility cost for the first including reconnection attempts.
mal. The meditation adds are added to add. All other adds are purchased at Note that the maneuver descrip-
the time value of the available oxygen the normal cost. tions below include the base STR+2
for the time value the meditating char- Martial arts cannot be used unskilled. bonus in their damage values.
acter can survive. A block/strike allows the practitioner
Styles
Example: Chao is trapped in an air- to both block an opponent's blow and
tight chamber, with just 20 minutes' Martial arts are learned in particu- strike himself in around. In game terms,
worth of oxygen left. Chao has medita- lar styles, such as the Red Lotus, an- this means the martial artist can use his
tion adds of +2. The value of 20 min- cient Shao-Lin or ninjutsu styles. Each skill to deflect an unarmed combat, mar-
utes is 16. 16+2=18, the value of one style has eight disciplines, five minor, tial arts, melee or missile attack, and launch
hour. Chao can hold out for one hour two major, and one master. The disci- a martial arts attack in the same combat
in the chamber. plines are abilities granted as the re- round. During flurry rounds, a charac-
A character may never stay in medi- sult of skill and training. Styles can be ter employing this maneuver blocks once
tation longer than his meditation total learned in any order, but all maneu- and throws two blows.
in days. At the end of that time he vers in a style must be mastered before To successfully perform a block/strike,
comes out of meditation, and must a martial artist can study another. two martial arts totals must be gener-
find adequate food and water before Prior to the game, a character is ated. The first would have a difficulty
he can again enter meditation. allowed six "years" of training. Dur- number of the attacker's combat skill
Meditation cannot be used unskilled. ing each of these years, she may at- (i. e., unarmed combat if he is throwing a
tempt to become proficient at one of punch), and success would allow the
the maneuvers included in her style. martial artist to block the blow. The
Martial Arts In order to learn a maneuver, the Storm second would concern the strike, and
Knight must successfully complete its would have an opposing value of the
The martial arts are different from particular training exercise, a type of opponent's relevant defensive skill.
judo or karate. Judo, jujitsu and the test. If the Knight passes that test, she Martial artists who have mastered
other common Oriental fighting styles learns that discipline. Prior to the start lightning fist can make two martial arts
are covered by unarmed combat. The

55
TORG: Worldbook

ers, pails, and buckets. To pass the final


Ninjutsu Disciplines Training test, the martial artist must carry two
Block/Strike (Minor) Board Break large buckets in each hand without drop-
Lightning Fist (Minor) ping her arms once for the duration of
Rabbit Chase
the run. This requires a Strength total of
Stunning Attack (Minor) Bucket Walk
9 to accomplish successfully.
Missile Dodge (Minor) Pebble Snatch Pebble Snatch: in this test, the pupil
Felling to Oak (Minor) Cherry Blossom attempts to snatch a pebble from the
Invisibility (Major) Immobility Test hand of his master, and it is much more
Weapon Master (Major) Break Brick difficult than it sounds. The pebble
True Invisibility (Master) Appreciate Sunrise snatch requires a Dexterity total of 10.
Cherry Blossom: to successfully
attacks in the same round, on the same ence, as a result of which others do not complete this test, the martial artist
or different targets. If performed notice your presence. All styles that must pluck a cherry blossom from the
against a single target, only one total make use of this ability have stealth as waters of a small pond without caus-
need be generated (the same bonus a required skill. ing a disturbance in the liquid. This
can be applied to both strikes). If there Anyone mastering the art of invis- requires a martial arts total of 11.
are two separate targets, a total must ibility gains a +4 bonus to her stealth Immobility Test: in this test, the
be generated for each attack. value, but suffers a -2 penalty to all student tenses all the muscles in his
Lightning fist may not be used in Perception and Mind-related skills. body and stands perfectly still. The mas-
consecutive rounds, and may never be Acquiring the weapon master disci- ter then strikes the student, first with his
used during flurry rounds. pline allows the martial artist to select fist, then with his foot, and then with a
Stunning attack gives the martial a single melee or missile weapon and board. To pass the test, the student must
artist the skill to attack a target and become an expert at its use. The remain completely immobile through
cause stun damage. A martial artist at- weapon master receives a +2 bonus to all three blows. Flinching even a frac-
tempting a stunning attack receives a his acting value (martial arts) when tion of an inch constitutes failure. This
+2 bonus to his martial arts value, but fighting with the weapon in question. requires a Toughness total of 12.
does not do as much damage as he True invisibility is a more powerful Break Brick: to pass this test, the
would with another blow. form of the major discipline invisibility. student must smash a brick with her
A successful stunning attack does The effect is produced in the same man- hand, foot, or fist. To break the brick,
shock and KO damage as a standard ner, with the difference that the user the student must generate a martial
blow would, but when checking for receives a +5 bonus to his stealth value, arts total of 12.
the effects of the blow, ignore a knock- and does not suffer a penalty to his Appreciate Sunrise: to complete
down result, treat a wound result as a Perception or Mind skills. For every ten this test, the master sits out and watches
knockdown, and any #Wnd result has minutes during which he remains invis- the sunrise every morning until she
the number reduced by one. ible, the martial artist must generate a feels one with nature. This requires an
Missile dodge enhances a martial new total. If he should fail a roll, he ability to be at peace with one's self
artist's ability to avoid arrows, spears, abruptly becomes visible toothers again. and the world around one, and a suc-
knives, and other muscle-powered Each use of true invisibility costs cessful Spirit total of 13 to accomplish.
missile weapons. Missile dodge can be two possibilities.
used for either passive or active de-
fense, and provides a DEX+2 bonus to Tests Equipment
efforts to sidestep an incoming attack. Board Break: to signal that he has
Missile dodge can only be employed learned the corresponding maneuver, Some Nippon Tech equipment is
against missile weapon attacks. the martial artist must break a wooden listed in the equipment list in the Rule
A devastating blow, felling the oak board in half with his fist or foot. To Book. Most of what Nippon Tech
involves chopping with both hands at break the board, the student must gen- makes will eventually be a profitable
the opponent's sides below the rib cage. erate a martial arts total of 9. export. Nippon Tech has perfected
Such an attack has a damage value of Rabbit Chase: this is another test of techniques of manufacture which do
STR+4. This maneuver can also be used the student's quickness. A rabbit is not violate the tech axiom levels of the
as a vital blow attack, as it can do damage unleashed at one end of a long field. cosms to which they are trying to sell,
to the kidneys and other internal organs To pass the test, the student must suc- selling items which are at the cutting
if performed properly. cessfully run down the rabbit and pick edge of the local technology. The Law
Masters of the invisibility discipline of Profit guarantees them an edge in
it up overhead. This requires a suc-
can sneak around unseen so success- almost every market; given dwarven
cessful Dexterity total of 10.
fully that many observers would swear Bucket Walk: in this test, the martial smiths-for-hire, Kanawa could even-
the martial artists have the power to artist runs up a steep hill carrying full tually produce swords more cheaply
turn invisible. The secret to this mi- containers of water at the end of her in Nippon Tech than dwarven smiths
raculous feat involves emptying the in Aysle could, selling them in Aysle
outstretched arms. The trainee begins
mind of awareness of one's own exist- for a profit. For details see the Nippon
with tiny cups and graduates to pitch-
Tech Sourcebook.

56
Cosm: Aysle. Cosm: Core Earth.
Background: New lands have ap- Background: You were trained in
peared, lands which have somehow one of the world's finest universities,
caused a change in Aysle itself. You do although you did not take full advan-
not know how the changes came about, tage of your training. Learning second
or how the pathways work. The dark hand, by word of mouth, or from well-
oppression of the land has been par- worn books was a necessary evil. You
tially eradicated, and it is rumored began traveling while working on your
that even Pella Ardinay has had a doctoral thesis, which to the surprise
change of heart. But there are others of your adviser, you did finish. Since
who still hold to the old dark ways. then you have done a number of one
You have fought many of those in the year stints at different universities,
past few days, fighting your way to spending too much time in the field to
one of the pathways to the new land. play the important political games back
There you hope to aid those who on campus.
struggle against the dark ways, for the You find your work exhilirating,
glory of a battle well fought and to enjoying the challenges of the field.
rekindle a sense of pride long ago You learned to scavenge your own
crushed in Aysle. The new land has resources rather than rely on govern-
been stranger than you had ever ex- mental or institutional support; the
pected, but the battle is evident nearly Possibility Wars have rewarded this
everywhere. Perhaps this time it can skill. The savagery of the wars have
be won. not dimmed your enthusiasm for col-
Personality: Aggressive, with a lecting the rare or discovering the
strong sense of personal honor and unknown. You are one of the few
pride. Foes or companions who fight sources of new knowledge available to
honorably deserve respect. Compan- Equipment: ring mail (+3/armor Core Earth, and the chances for adven- Equipment: backpack, camping
ions who act cowardly are disdained, value 14), broadsword (+6/dam- ture have never been greater. The gear,. 38 revolver (damage value
foes who fight dishonorably are ruth- age value 18), scabbard, small world of shifting realities is waiting to 14), spare ammunition, flashlight,
lessly dispatched. peddlar's bag, tribal totem on neck be discovered. notebook, sketchpad, $500.
thong, a Timex watch, 100 Ayslish Personality: Confident, friendly, Quote: "Tokari poison is not
Trades. you are attracted to the unknown, and always painfully fatal, but I still
Quote: "These trucks, are they as are willing to undergo considerable recommend that you duck the
powerful as trolls?" risks for an obscure, but important darts. "
Skill Notes: Your tag skill is melee fact. You can operate alone, but you Skill Notes: Your tag skill is
weapons. have learned that sharing knowledge scholar; choose a primary field of
can increase the total knowledge avail- study. Other scholar skills are in
able to you; it's just that getting people other, not necessarily related fields.
to go where you want to go is some-
times difficult.
Cosm: Core Earth. Cosm: Nippon Tech.
Background: You were in Africa Background: Need for your serv-
when reality was torn to shreds by the ices grew rapidly during the Mit-
invaders. While your organization was suyana/Kanawa takeover wars. The
paralyzed for a few days, it recovered only distress you felt was the rapid
far faster than other branches of the expansion of the ninja class, many of
government, and began to seek out the whom were glorified street fighters
causes for this catastrophe, understand with no sense of tradition, whose train-
them, and eliminate them if pos- ing consisted of a few choreographed
sible. Resources are scarce, the mis- brawls. Your opinion is correct, but it
sion more difficult, and the enemy is unpopular with some of those who
more baffling than ever, but that soon employ you. Unfortunately, being un-
became part of the job. popular has led to the request for your
For now reconnaissance is the name termination. Fortunately, your correct
of the game; find out how strong the opinion meant that those who sought
enemy is, harass them where practi- to kill you lack the necessary skill to do
cable, and discover which portions of so. You are getting better. So are they.
the population might be contacted to They have the numbers. So you have
help bolster resistance to the Possibil- sought defensive ground outside the
ity Raiders. You are to keep yourself in realm of Nippon Tech, ground which
play; do not take yourself out of the neutralizes the resources the corpora-
game by taking foolish risks unless tions can grant your adversaries. In
directly ordered to do so. these areas you have found that em-
Personality: You are efficient, and ployment opportunities are still avail-
approach most people as a puzzle to able, and you have found others whose
be solved. You do appreciate people fight is similar to your own struggles.
Equipment: 9mm Beretta (dam- There are forces which seek to elimi- Equipment: Niyoki camouflage
who share your views, and return loy-
age value 15), ammunition, ankle nate those who follow the correct path, suit (+1 to stealth), shimsi sword
alty with loyalty. You are extremely
knife (+3/damage value 11), false forces which are growing stronger each (+5/damage value 13), throwing
unpleasant when crossed.
ID papers, miniature camera, mini- day. stars (+3 / damage value 11), Sorubu
ature tape recorder, hand-held sat- gloves (+2 to climbing), 100, 000 yen
Personality: You pursue your art
ellite transceiver (tech 23), $2, 000 account card.
with diligence. While you are far from
worth of gold coins. perfection, you know that to seek any- Quote: "Conceding one's death
Quote: "I wonder if you haven't thing less is incorrect. You honor a before battle may prevent that
got your priorities a little mixed up contract, and consider an oath between death. "
here. " friends or within family such a con- Skill Notes: Your skill tag is mar-
Skill Notes: Your tag skill is per- tract. tial arts. You only have 11 skill points
suasion. to assign, and must take lockpicking,
stealth, and prestidigitation. You are
unable to spend possibilities on re-
ality skill rolls.
Cosm: Nippon Tech. Cosm: Aysle.
Background: You worked for one Background: Since being amazed
of the medium sized arbitrage houses by the illusions of a merchant magi-
which did work for Mitsuyana Indus- cian, you have devoted most of your
tries. You acquired a reputation as a life to the study of magic, much of that
youthful miracle worker, finessing the time hiding from Ardinay's minions.
finance net in time to prevent huge Luckily they thought your research
gains by Kanawa Corporation, even annoying rather than a real threat, and
posting respectable gains for your own you could deal with the minions the
firm. But the fight became increasingly High Lord did bother to send. Your
grim, fought on the street almost as knowledge has grown slowly, pains-
often as across terminals. Clever finan- takingly, but events have unfolded
cial action blurred into the unethical, which may give you an opportunity to
then into the murderously criminal. increase your knowledge manyfold!
They were doing it, so you would have The flow of magic was interrupted
to do it too. by when Ardinay ordered another
You decided that you would not. invasion; and now the magic of Aysle
The art of business had gone horribly is "spilling over" into someplace else.
wrong. It was time to move elsewhere. To travel these lands, to explore the
When you began to look around, you "edges" of magic, and areas where
saw that more than business was start- magic works differently, would be a
ing to go wrong. As you regain control great help to your research.
of your life, you see that others are Personality: Enthusiastic and curi-
diligently working to restrict self-de- ous about everything related to magic,
termination in others. you occasionally forget the practical
Personality: Hard-working, you side of life. Usually the result is a tad Equipment: robes, equipment
(damage value 15), ammunition, jim- embarrassing, but nothing else. In the belt, belt pouches, spell components,
dive into any task in which you believe
mied identity card, 5, 000, 000 yen wild situations of the Possibility Wars, dagger (+3/damage value 10),
with a zeal others may find hard to
account card. the flaw may be more serious, and you empty food pouch, and you could
understand. You enjoy working with
others, but find idle time difficult; re- have promised yourself you will be- swear you had brought a healing
Quote: "The bottom line is there is come more practical as soon as you draught, right next the the pouch
laxation makes you restless for the next
more than the bottom line. " finish designing your next spell. with all your money... well maybe
challenge.
Equipment: Panasonic currency Arcane Knowledges: Fire +2, you left that one at home.
" Skill Notes: Your tag skill is charm.
emulator (manufactures copies of up Quote: "While not having quite
to 1, 000 units of any paper currency the effect intended, the spell was a
per cartridge), three cartridges, port- success. Don't you think so?"
able computer (in purse or attache) Spells: Skill Notes: Your tag skill is al-
with telecom links (tech 24), convert- teration magic. You have 10 points
ible rain-poncho/mono-tent, infrared to distribute in other arcane knowl-
binoculars, first aid kit, 9mm Beretta edges and spells, in addition to the
13 to spend on skills.
Cosm: Nile Empire. Cosm: Core Earth.
Background: You spent your youth Background: You have always
reading the stories in Weird Tales, wondered about many things, particu-
imagining yourself as a hero. Heck, larly about the hard questions, the
you could probably go them one better tough questions of existence and
if you had the chance certainly you meaning. Combined with a desire to
would give yourself snappier dialogue. help others answer their own ques-
When you read the small advertise- tions, you entered the clergy. You
ment from Elhai University, the one sought answers in formal religious
about "enhancement research", you training; instead your questions
figured this was your chance. The boys loomed larger once you finished.
in white had it mostly figured out, but Travel did not ease your soul, and you
there were some setbacks and a lot of eventually returned home to assume
hard work before the payoff. And then the traditional role of the cleric. Then
things got weird. The Pharaoh moved armageddon struck.
his palace somewhere else, another Now the questions of good, evil and
planet; you were expected to help the free will, of what man's role is, of what
Pharaoh crush the natives. That isn't constitutes reality, are being brutally
what you had become a hero for, and posed by the Possibility Raiders. The
your weren't going to let a few dozen answers cannot be found in medita-
shocktroopers dissuade you. Okay, tion. You must find them in action,
maybe the shocktroopers could con- helping others to find those answers in
vince you to leave, but they couldn't time to save themselves from the Raid-
dissuade you from being a hero. ers.
Personality: Brash, energetic, you Personality: Earnest, seeking the
are ready to tackle the world. You truth, you have developed a keen sense
Equipment: costume, street Equipment: holy symbol, holy
have abilities beyond most mortal men, of humor and a sarcastic wit to protect
clothes, Nile identity papers, 50 Nile book, first aid kit, envelopes, post-
just as you have always wanted. There you from the disappointments of your
Royals. age, paper and pen, club (+3/dam-
is the occasional drawback, but heck, search so far. The news of miracles has
Quote: "This time Dr. Mobius has age value 11), $250.
that's always been part of the hero biz. given you hope, while news of the
This is the life you have always wanted gone too far!" Possibility Wars threatens to crush it. Quote: "Not all mysteries are
to lead. Skill Notes: You start with only 9 meant to be solved, but you can't tell
Possibilities and no tag skill. You have which is which without trying to solve
flight power 15. Your power has an them. "
adventure cost of 3; you must spend Skill Notes: Your tag skill is evi-
3 possibilities an adventure to keep dence analysis 3/15.
flight.
Cosm: Cyberpapacy. Cosm: Nile Empire.
Background: Things became a Background: As a boy, you were
mother-circuit mess in a hurry. You fascinated by your grandfather's
were working for IRCOM, working on watch, and your mother let you con-
electronic composition, when the duct simple experiments in the lab,
machines started to wack out. Yours under her strict supervision. As you
were one of the first to go, and then grew older, you exploited the lapses in
nothing would work for you, even her superivion (and the really keen
your electric guitar. Then the beeps articles in Journal for the Advancement of
came back, and you could work things the Sciences and Popular Mechanics) to
again. When his Holiness Jean Malraux build a few widgets of your own. Bol-
arrived, something snapped. First it stered by simple successes you con-
snapped in France, then you; when ceived a far more complicated device,
you heard of the GodNet, it sounded one which would give you an ability
like a dream. You jacked in with al- you had always wanted. It just never
tered IRCOM equipment and discov- came together.
ered the truth. The GodNet was wrong, Then the Pharaoh gathered all his
like a great piece of music being butch- scientists and moved them across the
ered by a backup band. Whoever set it maelstrom bridge. It had happened
up didn't have a clue or worse, they before, but this time something hap-
knew exactly what they were doing, pened to you. You gained a clearer
and wanted it this way. You found vision of what was happening around
things out, but people didn't want to you, and what was happening was
hear them. wrong. At the same time, your techni-
Things are hot right now, so you cal understanding made a leap, and
have taken a vacation elsewhere. But you completed your device. Minutes
someday you are going back to the Equipment: J-Jack, cyberdeck De- later the lab was attacked by creatures Equipment: costume, gadget belt
GodNet. Someday you are going to licious and spare parts, Uzi (damage seeking you, and you fled. You have (value 17 for one of the following
help get it right. value 17), ammunition, IRCOM pass, been battling crime and evil ever since. powers: dazzle, flight, invisibility, fog
portable holo CD, portable keyboard, Personality: Shy, you tried to over- screen, mega-hearing, ultra-sight, x-
Personality: Energetic, committed ray eyes),. 38 revolver (damage value
10, 000 Franc account card. come your shyness by devloping tech-
to music and meaning, you believe 14), ammunition, tool kit, oscilloscope
Programs: attack +1, defense +2, nical marvels to impress people. As
that harmony is a key principle in life.
stealth +2, charm +1. your social skills improved, you found parts, 400 Nile Royals.
The Possibilty Raiders increase dis-
cord and destroy harmony, although Quote: "You gotta learn to listen you could interact with people on your Quote: "This isn't anything a little
some of the tools they have introduced before you learn to play. " own, but you retained your love of ingenuity can't get us out of. "
will be useful in the right hands Skill Notes: Your tag skill is cyber- gadgets. Skill Notes: Your skill tag is scholar
such as yours. You intend to use them. deck operation. You have cyber value 2. (science). Pick a science.
Cosm: Core Earth. Cosm: Orrorsh.
Background: The spirits whispered Background: You have always had
to you when you were a young child. more empathy for the natives than the
Oh, you ignored them first, as did all colonists. The Victorians were too
the others who had forgotten, but the stuffy, to stolid in their day to day
spirits were patient. In a few years, lives. You believe they understand less
you were ready to listen, to learn the about the night dangers than they think
wisdom they could teach, and walk they do; such pride in Orrorsh is a
the paths they set before you. You saw deadly extravagance. But coins rarely
what the white man could no longer walk up to you without being invited,
see, heard what he no longer was able and the invitations are so easily ex-
to hear. At first the vision was beauti- tended to the Victorians. Their coins
ful, liberating. It soon changed. The do not walk to you, they run. Not one
spirits foretold of the ripping of the to spit at such benefits, you have trav-
souls of the people at the hands of eled with the colonists, and share their
invaders, of the struggle to preserve desire to defeat the horror which per-
the very link between Earth and her meates the land. Your methods may
people, a link already weak. You be- just be a little different.
gan your travels, guided by the knowl- Personality: Showman, con artist,
edge of your visions, and seeking oth- magician: you are a little of each and
ers who would join you in your quest relish each role as it is appropriate.
to heal the lands. Confident, you know never to show
Personality: Patient with purpose, doubt, certainly never to a client.
you wait for the emotions of others to
crest before speaking. Your calm Equipment: Silver jewelery, gold
strength carries you, and others with bandana pin, boot knife (+3/damage
Quote: "To hear the answers given Quote: "You are wise to seek me
you, through severe circumstances. value 11), Colt Peacemaker (damage
you, you must listen to the quiet in out, for I have read the lore of Gro-
Equipment: street clothes, tribal value 15), ammunition including nine
between the words, for much is spo- lisch herself, and I myself have seen
clothes, war boomerang +4/12, leather silver bullets, incense, combustible
ken there. " the eyes which fill the pale night. "
coat/armor +2/12. powders for colored flame, the Gro-
Skill Notes: Your tag skill is conju- lisch Tome of Ancient Lore (not really, Skill Notes: Your tag skill is divi-
Arcane Knowledges: ration magic. You have 12 points of ar- but an impressive enough forgery), nation magic. You have 11 points to
cane knowledges and spells 100 Victorian Sterlings. distribute in other arcane knowledges
and spells, in addition to the 13 to
Arcane Knowledges: Folk +1,
Spells: spend on skills.

Spells:
Cosm: Cyberpapacy. Cosm: Core Earth.
Background: The street was iced Background: Indonesia disap-
when the hood-and-frocks started to peared from the electronic eyes of the
wipe everything down. It was eerie world. Then New York collapsed
the way they found punks; blink and almost overnight, and people every-
they would be there. The street wasn't where wanted to know why. Why
safe for anybody but pedestrians. Then Paris? Why London? The whole planet
things began to change. Sharps could was besieged by uncertainty in the
pick up parts, from chopshops that wake of the invasion of the Possibility
had nothing to do with cars. And the Raiders. You read the incoming re-
parts kept getting better. When the ports, then decided to enter the war
frocks showed again, you decided you zones to look for answers. When you
needed something to even the odds. find answers you disseminate them
So you went on the jaz, and got a little however possible, through the net-
wire-and-polish done. The frocks went works if the machinery works, by local
ape when they first saw you, and you couriers if nothing else. The job is
made sure those frocks weren't going dangerous, for the invaders have a
to get a second look. The street's inter- strong interest in keeping the people
esting again. Like it should be. of Earth ignorant as long as possible.
Personality: Rough, you like those But the people have a right to know!
wo handle rough and dish it too. Your You have lost most of your reporter's
patience has decreased since the jaz, objectivity they taught you in journal-
but you will listen to folk who are ism school, for everyone is on the front
talking sense. As long as you don't lines of the Possibility Wars in some
have to sit around too long to hear way or another, and the people on the
them. other side want you dead.
Equipment: Avro PR II. V wrist Equipment: News van, camcor-
Personality: Brusque when you
gun (damage value 19), ammuni- der, dozens of yellow pads, pens,
need answers, and a skilled verbal
tion, Kreelar tendon-supplements, Macintosh portable computer, Sam-
duelist, you have developed an ability
apotheduct, rove-eye, two jaz packs, sonite luggage,. 38 revolver (damage
to relate to people off the record. You
IriMesh jacket (+3/armor value 14), value 14), $700.
are often the only source of informa-
Paris Liberte pass. tion people have, and you have met Quote: "The pen isn't always
Quote: "Moving targets are more the challege head on. mightier than the sword, but it can
fun. " help someone else decide where to
Skill Notes: Your tag skill is fire swing. "
combat. You have cyber value 10. Skill Notes: Your tag skill is per-
suasion.
Cosm: Core Earth. Cosm: Cyberpapacy.
Background: You rose to prominence Background: You have always ex-
through the feats of your youth, a hero / celled, often to the point where there
celebrity for much of the nation. As was no meaning to the phrase, "your
your fame began to fade, opportunists peers. " You have been alone for nearly
decided it was time for you to move as long as you have achieved, at least
into politics, to act as speaker for a in the sense of true friendship. The one
coalition, to coax the public into ac- or two people to whom you grew close
cepting their agenda. You were elected, have been almost clinically removed
and applied yourself to the new job as by the others around you. There have
you had to everything else; you were been plenty of people eager to latch
determined to be the best you could onto your work, to share the credit,
possibly be. Your "advisors" tried to and others equally eager to discredit
contain you in your role as mouth- you to save their own egos. You have
piece, but your ideas, your agenda, tread the path between the two types
began to be heard. You survived your carefully.
opponent's smear campaign, and some You thrive in your work, as your
of your ideas even came to fruition. work never deserts you and is still
Then the Possibility Raiders tore eve- important. But the Possibility Wars
rything apart. have given a new dimension to your
Now you hope to rally the people, life, creating a problem so large, events
to help them regain hope and control so vast, that they dwarf any of the
of their destiny. You travel in other work you have done. Somehow, this
countries as well, as an ambassador- must be your life's work. Somehow
at-large, reminding the world that your the Wars are a key to yourself.
nation still exists. Personality: Quick, smart, and oc-
Equipment: business suit with Equipment: SC Kyogo T11 (dam-
Personality: Determined, optimis- casionally guilty at how smart you are.
kevlar lined coat (+5/armor value age value 21), two extra clips, Valle
tic, you believe the ideals of your na- You take things literally, and are just
13), casual clothes, passport, Mac 10 chipware (3 skills/+l add each),
tion are meant as a blueprint for ac- beginning to develop a sense of humor
(damage value 18), ammunition, 10 chipholder 1, climbing cable, infra-
tion, not musty ideas to be relegated to and a way of dealing with people other
one-ounce gold bars, pen and gov- red goggles. Cyber value 1. 125, 000
history discussions. You constantly than through your work.
ernment stationery. franc account card.
take calculated risks, and are used to
winning. You are going to win this one Quote: "Times which need heroes Quote: "Cosm catastrophe folds
also. usually get the heroes they need, but were just a theory, until someone else
probably not the ones they want. " used them to start kicking our butt. "
Skill Notes: Your tag skill is real- Skill Notes: Your tag skill is sci-
ity. ence.
Cosm: Core Earth. Cosm: Aysle.
Background: You have been called Background: You were a defender
a grease monkey since you were 12, of a lord of Aysle, one of the privileged
and have been fascinated by cars, elite. When Uthorian's forces over-
trucks, planes and boats since you were whelmed Aysle, you fought well, but
three. You are good with vehicles, al- were defeated. You vaguely remem-
though you have your favorites, and ber your last moments, and were sure
made a decent living along the smaller that you were going to be killed. But
racing circuits. Then the muck really you have recently awakened in an-
hit the fan; buggies stopped working, other world, not sure how you had
tractors stopped working, even can gotten there, or where "there" is. Soon
openers stopped working. You noticed you came to realize that others like
that things worked fine when you used Uthorian were invading this world,
them, and you could even get them that the gods have given you a chance
going again when they stopped on to fight once more. As you began ex-
you, a talent too few people have. ploring further you discovered that
As you are one of the few people Aysle itself had taken part in this inva-
who can keep a vehicle going, regard- sion, but that dramatic events had
less of where it is, you have entered a changed things in your home land.
new line of work. You have become a Someday it may be possible for you to
realm runner, the person who gets return home, and help your own
goods into areas which need them, or people as you now help those of this
who takes things out of an area when Earth.
someone else needs them. The first Personality: Commanding, self-
few times were pretty straight hauls, assured in battle, you are less assured
but lately things have gotten pretty when you put your sword down. You
weird. But hey, the world's pretty Equipment: battered vehicle Equipment: broadsword(+6/
are often grim, but you can be warm
weird, too. You figure you are doing (choice of land, water, or air), spare damage value 15), plate armor (+6/
when in the company of people whom
good by doing what you do best. That's parts, tool kit, welding mask, acety- armor value 15), holy symbol, food
you trust.
about all you can ask out of life. lene torch, extra battery, old calen- pouches, worn copy of The Dark
dar, Savage 77E (damage value 18), Knight.
Personality: Jovial, easy going in a
$100 and spare change. Quote: "Faith in our mission must
crisis, you are often taken less seri-
ously than you ought to be. Not that it Quote: "Stop looking so nervous, never waiver, or we have lost the first
bothers you, and being underestimated this buggy has always held it together battle with our enemy. "
can be an advantage sometimes. You at this speed... Uh-oh. " Skill Notes: Your tag skill is faith.
allow other people their pride, and Skill Notes: Your tag skill is land
you get the results. vehicles (or air vehicles or water ve-
hicles, your choice).
Cosm: Core Earth. Cosm: The Living Land.
Background: A short time ago you Background: The gotak had told
only concerned yourself with shifting you it was time for the tribe to move
the odds in another African struggle once again, and you led a party of
between democracy and despotism. warriors ahead to scout. What you
Your ethics were dutifully subordi- saw confused you. Other Edeinos,
nate to your mission, but your honesty under direct orders from Baruk Kaah,
shone through at inappropriate times, were starving out the huge camps of
causing problems with your employ- the natives by intercepting food, rather
ers. Your employment abruptly termi- than doing battle with the natives. The
nated, you drifted north toward ru- gotak who told you that the soft-
mors of war in Egypt. skinned beings of this world were al-
You found yourself in the strangest ready dead instructed you to use the
revolution you had ever seen the weapons of the walking dead. They
return of the Pharaoh to rule Egypt, a wanted you to use the captured "rifles"
reversion to four millenia old religion rather than throw your spear for the
and 50 year old technology. But the glory of Lanala. They were telling you
totalitarian ring of the retoric was to become like the walking dead.
timeless. You fought against the revo- Troubled, you went to talk to your
lutionaries; you lost. The Nile Empire optant; she seemed to understand, but
only forgives dead enemies, and you then she called for the Ravagons to
decided you would pass on that sort of deal with you. You evaded them by
forgiveness. Since then you have crossing into the land of the dead,
drifted from one front of the Possibil- where some of their optants gave you
ity Wars to another, hoping to win sanctuary. Since then you have wan-
enough small victories to make a dif- dered in and out of the Living Land,
ference in the big picture. Equipment: Uzi (damage value sometimes as a guide for those who Equipment: hrockt spear (+4/
17),. 357 Desert Eagle (damage value call themselves Americans, sometimes damage value 13), loincloth, musical
Personality: You survive, and you
16), ammunition, stolen maps of Nile to regrow spiritually. You know Baruk greeting card, club (+3 / damage value
have built your personality to enhance
fortifications, fatigues and camo gear, Kaah is doing something bad to your 12), TMNT tee-shirt.
your chances of keeping your skin.
sunglasses, hip pouches and canteen, people. You pray to Lanala that your Natural Tools: claws, damage
You trust few people, and are always
$700. people do not become as vapid as these value 13; tail, damage value 10.
on guard when entering a new situ-
ation. While courageous, you fiercely Quote: "Forget the song; dirty Earthers. Quote: "Why do so many of you
resist being sucked into fighting for deeds cost big bucks. " Personality: You accept much of watch the fighting on that box, rather
what looks like a completely lost cause. Skill Notes: Your tag skill is fire what life gives you, choosing to am- than become warriors yourselves?"
combat. plify the experience, good or bad, rather Skill Notes: Your tag skill is melee
than avoid it. You find Core Earthers weapons. Hrock spear needs a spiri-
too restrained, but you have found a tual level of nine to function.
few new, delightful experiences out-
side of the Living Land.
Cosm: Nile Empire. Cosm: The Living Land.
Background: Scum is scum, and no Background: You were not good at
matter who is in charge, the scum sticks stories as a child. You did not even
around the alleys and the gutters. particularly enjoy listening to the sha-
Crime has gotten worse since the sun- man tell his stories. Then one day you
loving Pharaoh took power, and all heard the wind, and a few weeks later
those extra shocktroopers don't do a the water. They began to tell you their
wooden nickel's worth for the Joe on stories. You listened enraptured as the
the street. The scum prey on the Joes. wind and the water told you that it
You wipe off the scum. At least some was your destiny to tell stories, to
of them. Then they seem to grow back, gather them from all over the lands,
and the cycle starts again. You can't and plant them in the imaginations of
seem to win. But if you stopped, the others. This work is important, for
scum would win. And even a stinking people could find their ideals, their
hole-in-the-sand city like this one de- worlds, through the greater truth in
serves better than that. So you go out, stories. The wind murmured of the
ask some question, knock a few heads approaching storm, the water stood
together, and things get better until silent. When the Possibility Wars be-
tomorrow night. gan, you knew that this was the storm
Personality: Cynical, tough, you are you were warned of, and that you had
rumored to have a heart of gold. But as to gather the stories of the world, and
a former secretary said, it might be reseed hope in those who had lost it.
there, but it certainly isn't getting any Personality: An eloquent, emotional
larger. speaker, you have learned how to en-
tertain and how to inform through
Equipment: Brass knuckles (+2/ your stories. You believe that all good
Quote: "Sorry punk, but you've Equipment: spear (+4/12), short
damage value 13),. 38 revolver (dam- stories contain important truth, no
got such a pretty face that my fist just bow (+5/damage value 13) from Core
age value 14) which you sometimes matter how outrageous the story. You
had to meet it. " Earth survivor, clothes, papers, pens
even load, half a ham sandwich, opera enjoy your travels and the people you
Skill Notes: Your tag skill is un- and tape recorder from the "dead
glasses, Dentley's cinnamon gum, a get to know, but the Possibility Wars
armed combat. You have only 10 skill lands", blanket, copy of Winnie the
checking acount with a minimum bal- are never out of sight.
points to distribute. You have a su- Pooh.
ance (50 Nile Royals) and pocket
change. per-attribute, with two points added Quote: "Time was different then
to Toughness and one to Strength. Ad- than it is now... this is a story of that
venture cost: 3. time. "
Skill Notes: Your tag skill is charm.
Cosm: Orrorsh. Cosm: Orrorsh.
Background: You had served in Background: The undead claimed
Rhodeland as a Gallic Legionaire, bat- an older sibling when you were quite
tling the "squigglies", the horrific crea- young. The pain, loss, and shame
tures which threatened the few vital experienced by your family pro-
colonies on the forsaken continent. foundly affected you. Fear, curiosity,
Your patrol was ambushed by a shape and a desire for justice led you to delve
shifter one night. It killed two and into every available source of mythic
wounded five others, including your- lore. While you were primarily inter-
self, before being driven off by silver- ested in the lore of the undead, your
coated Enfield rounds. The dead were systematic, analytical mind arrayed
destroyed, and four of the wounded every fact you discovered into a useful
were later executed when the com- whole.
pany chaplain pronounced them be- You attended Holgromb's College
yond hope. He said that you had at Oxford, a college with an emphasis
avoided the fate of a beast, and so were on science. Your classmates thought
spared. The chaplain was wrong. you odd, a perfectly valid conclusion
A month later you first manifested given their rather pedestrian point of
an ability to shift shape; luckily you view. Your career as a stalker of the
were alone at the time. But in a society undead began when you found, and
well attuned to tracking and eliminat- destroyed, the ghoul who had killed a
ing horrors, you knew your time in university Don.
civilized lands to be limited. The new Personality: A brilliant, keen
colony on Earth provided you an thinker, you are often brusque to those
opportunity for as fresh a start as pos- who waste your time with groundless
sible. speculation or mindless distortion of
Quote: "Sir, savagery is a subject I Equipment: holy symbol, wooden
Personality: Honorable, you still the facts. You are somewhat fright-
better understand than you could stake,. 44 revolver (damage value 15,
conduct yourself in accordance with ened of the possibility of someday,
ever know. " like the Colt Peacemaker), fingerprint
the code of the Gallic Legion you somewhere, encountering your
Skill Notes: Your tag skill is shape powder of your own invention, pen
have great physical and moral cour- vampiric sibling.
shift. All values are presented as and notebook, 500 Victorian Sterlings.
age. But the wolf is far less civilized,
and his behavior is beginning, ever so human /werewolf. So, claws /16 Quote: "A conclusion is like a por-
slightly, to blend with the man's. means that the human form cannot trait; it should be drawn so as to be
use the claws, but the werewolf has a accurate in every detail. "
Equipment:. 44 revolver (damage
value of 16. Each form receives 13 Skill Notes: Your tag skill is evi-
value 15, akin to Colt Peacemaker),
skill points. Faith adds must be the dence analysis.
ammunition, including 12 silvered
same for each form.
rounds, spare clothes, medal from the
Battle of Vender's Bog, 30 Sterlings
(the remains of your last pay from the
Gallic Legion).
Introduction

Introduction
he group waited in dark fire in his eyes. The Crab shifted nerv- Important: This book is for game-
silence, feeling the walls of ously. He'd seen that fire before. masters only. Players should not read
the small cabin pressing in. "I've got the information we needed," it or at least they should delay read-
Outside, they could hear the Quin stated as he shut the door. "And it's ing it until after their gamemaster has
frightening howl of a tresir all bad. The Edeinos are going to storm run the adventure and hooks within.
on the prowl. They hoped the savage beast Philly. They're just waiting for the newest
wouldn't find their hiding place as it crop of gospog to bloom - - a couple of The Adventure Book contains in-
trekked through the new-grown jungle. hundred third-generation gospogs, due in formation on how to run Torg adven-
"If he doesn't show up soon, I say we two days, max. There's no way the Army tures and how to design adventures of
give him up for lost," the Yellow Crab will be able to stop them. They need time to your own. It also contains a complete
muttered, his muffled voice loud in the regroup and resupply." adventure to introduce gamemasters
silence. "Let's face it, the scales probably The Yellow Crab turned pale beneath and players to the world of Torg, as
got him and are enjoying a good meal his mask. "You're not suggesting well as adventure hooks to give you
while we sit here ..." "That's exactly what I'm suggesting," ideas of the types of adventures that
"That's enough," commanded Crow- Quin said flatly. "We have to destroy the can take place in the Near Now.
fire. All humor fled from the Crab's man- gospog fields before the harvest. Other- The Adventure Book builds on in-
ner. "We'll give Quin another hour and wise the city will be overrun." formation provided in the Rule Book
then ..." Quin looked at each of them in turn; and World Book. The gamemaster
"And then what?" The cabin door Crowfire, the Yellow Crab, Sabrina, should read the Rule Book first, then
swung open, stirring the stale air. Vancen. Each one, reluctantly perhaps, at least skim the World Book before
Crowfire, the Yellow Crab and Sabrina nodded in assent. reading this one.
looked up to see Quin Sebastian standing The soldier of fortune smiled grimly.
in the open doorway. He was dirty and "Then what are we waiting for? Let's
ragged, but he was alive and there was move out!" What's in this Book
The first chapter of this book intro-
duces you to the gamemaster and
explains just what this important per-
son does. The second chapter talks
about "Running Adventures." It ex-
amines the methods and techniques of
gamemastering a role playing game
session especially a session of Torg.
The third takes an in-depth look at
card play, a critical part of the Torg
game. The fourth takes you through
the steps of creating adventures, from
story concept to the ready-to-play,
fully-realized version. Next is the first
adventure for Torg, called "Before the
Dawn." Finally, we present a series of
adventure hooks. These are brief plot
synopses that serve as starting points
for building your own adventures.
In addition, on the center eight
pages we have gathered together the
most important charts and tables
needed to run the game as well as
handouts for the adventure. These can
be removed for easy reference; we sug-
gest that you photocopy them and
keep a backup set well away from the
gaming table (which is usually cov-
ered with glasses of soda just waiting
to be knocked over in the heat of battle).

1
TORG: Adventure Book scan & ocr: dafek

Chapter One

Introduction to
Gamemastering
he essential difference nary abilities and destined (or cursed)
between roleplaying to play a central role in the Possibility
games and other adven- Wars.
ture games is the referee, The players cannot be heroes with-
or gamemaster. While out you. You devise the fiendish plots
other games are designed so that play- of the villains. You play the roles of the
ers interact with situations defined by bad guys, their henchmen and min-
the game rules, roleplayers interact ions, the threatened innocents, and
with situations created by a gamemas- the cast of thousands. Yours are the
ter, who uses the rules as a guide. The huge fortresses filled with evil mist,
rules are not meant to limit or con- the mighty war machines of the new
strain a gamemaster: they are meant to Empire of the Nile, and the creatures
give him direction. that rule the night. You combine these
A good gamemaster is more than a elements into a story, a story with a
rules lawyer. Gamemastering requires goal, obstacles, opposing characters,
quick wit, dramatic flair, a sense of interesting encounters, and a satisfy-
timing, and a level of fairness and ing climax.
impartiality not found in other types Gamemastering is more difficult
of games. Remember, the gamemaster than playing. A player controls his
is not playing against the players - character one piece of the story. If
there are no winners as the term is he plays his role well, he's doing all
defined in traditional games. Every- he's supposed to. The player does not
one, players and gamemaster alike, even have to know the rules very well
wins if a roleplaying session is fun, the gamemaster can be counted on
exciting, and extends a sense of ac- to correct any missteps. The game-
complishment (or acceptable loss) to master is responsible for the rest of the
all involved. world.
The gamemaster, then, is a judge, a
referee, and a storyteller all in one.
There are plenty of tricks and simple Isn't This a Lot to Do?
principles that can improve your
gamemastering style, and we'll go over In a word, yes. But it's well worth
a few of them here. But the best way to the effort. Every bit of energy you put
become better, more dramatic, and into the game will result in a better
more creative as a gamemaster is to session. A session in which the players
gamemaster. are enjoying themselves is quite a
payoff when they become excited
by the story, their enthusiasm is infec-
tious. They win, you win, and every-
The Role of the body has a good time. Despite the
appearance of the gamemaster as the
Gamemaster one running all the bad guys and doing
his best to thwart the heroes, one of the
The gamemaster's primary task is most enjoyable aspects of roleplaying
to create and present adventure sto- games is when you and your players
ries for his players to participate in. really work together to create an excit-
The players' characters are the heroes ing story.
of the stories, blessed with extraordi-

2
Chapter One

There is another benefit for all the to guard the "purity" of the rules by from? Does he have any unusual
work you do you are the only one adhering to every line of every para- mannerisms or speech patterns? The
who really knows where the story is graph, but to make sure that what is more detail you put into characteriz-
going. We find that gamemastering is being done in the story makes sense in ing important characters, the better.
the most exciting form of authoring a the language of the rules. And if the player characters are likely
story, with your ideas played out right to interact with the character through
in front of you. the game system that is, they are
The gamemaster's job can be bro- likely to fight, bargain with, spy on,
ken down into six tasks: refereeing, Roleplaying ensorcel, or be ensorcelled by him
roleplaying gamemaster characters, you had better give some thought to
describing the scene, setting the tone, Gamemaster his attributes, skills, spells, equipment,
sustaining suspension of disbelief, and
responding to players' wishes.
Characters and so forth.
But some characters are just spear
The players are the heroes of the carriers, minor functionaries who help
stories you create together. But adven- the story along and then disappear.
ture stories also need dozens of char- Don't bother working up much detail
Refereeing acters besides the heroes, including on themdoing so is actually counter-
villains, allies, and bit players. You are productive. If every character is de-
Refereeing means interpreting the scribed in a wealth of detail, they will
rules, making sure that the players expected to bring these gamemaster
characters to life when they appear in all blur together after a while. A single
abide by them, and resolving disputes detail will often suffice to distinguish
in an impartial and reasonable way. the story, giving them unique person-
alities, perhaps with individual quirks a character who plays a supporting
To do this, you of course need to have role: a policeman may have a very
a good understanding of the rules (and and beliefs.
If a particular gamemaster charac- rotund face, a clerk at the night desk
it is important to know them at least as may have a squeaky voice. Only the
well as your most knowledgeable ter is going to be prominent in a story,
it is worth lavishing some time and very important gamemaster charac-
player does). When the rules do not
effort to flesh out his personality. What ters need complete backgrounds, turns
cover a situation, you have to impro- of phrase, and game values.
vise a solution. If a dispute arises, your does he look like? Where does he come
decision is final.
As the players describe the actions
of their characters, you decide whether
or not they can do what they describe,
or how difficult the action is. You inter-
pret the card play and dice rolls ac-
cording to the rules, and then tell the
players what happens. You also de-
cide what the gamemaster characters
are doing, roll the dice, and determine
the results of their actions as well.
We find it useful to think of role-
playing games as a language for telling
interactive stories. The roleplaying
language has many rules, akin to gram-
mar, which control what sort of things
you may and may not do in the context
of the game. If a friend said to you,
"Roses quickly very bullfrog alien
gazebo," she has spoken a sentence
which makes no sense. To communi-
cate her idea, she would have to re-
phrase it according to the rules of
English.
The same holds true for the lan-
guage of the game. If your friend tries
to have a character do something which
makes no sense according to the rules,
you have to tell her that the character's
action cannot be done. Your job is not

3
TORG: Adventure Book

Barb: Fortunately he gave Sabrina


Describing the the key (rotates wrist to mimic open-
instance. Not wishing to make it too
obvious, the gamemaster also threw
Scene ing the door). I open the door.
Paul: Hold on here. What if he's just
in a few other details to muddy the
water; the players could have chosen
You are the senses of your player in the kitchen making some warm milk, to ignore the smell of dinner, instead
characters. You describe what they and we sneak in ... deciding to, say, search the closet or
see, what they hear, touch, taste and Doug: Who said anything about examine the dusty correspondence in
smell. Descriptions with sensory depth sneaking? (cups his hands) "Doctor the hallway. But basically, the game-
help suspend disbelief, and make Leyden, it's us!" master limited his description to in-
players believe their characters really Paul: ... Of course, if it is a trap, we formation important to the story.
are in the scene. Props can help, but just let everybody know we're here.
props cannot integrate a character into Barb: Fine time to bring that up.
a scene as well as a good description. What do I see?
Remember that most of the time Gamemaster: The foyer is a mess, Setting the Tone
your descriptions to the players will with lots of dust and papers piled on
the endtables. The coat closet is open, The gamemaster sets the tone of
be from their characters' point of view. each play session by the way he de-
For the most part you should limit the the hat rack is piled with weathered
pith helmets. Smells as though dinner scribes the scene, the characters, and
information they receive to what their the available information. Each of the
characters can sense. Sometimes, for tonight was roast beef.
Doug: I'm checking the kitchen. realms has a different feel to it, and a
story purposes, the point of view can similar encounter taking place in two
change, as it does in movies; this tech- Gamemaster: Dishes are piled in
the sink. The kitchen is filled with the different realms might have two very
nique is described in the next chapter. different tones. When playing a game-
smell of cooked beef. Vancen (Doug's
character) notices heat from the oven master character, remember that they
Example: The player characters visit and a note on the kitchen table. are living examples of their home
Dr. Leyden, an acquaintance in Cairo. Paul: Quin is going upstairs. realm.
The gamemaster knows that two Nile Doug: What does the note say? Example: In the Nile Empire ...
shocktroopers are holding the doctor Gamemaster: It says "Dear Fellows.
in an upstairs bedroom, having forced I have been called away on a bit of Player (as character): Excuse me,
Leyden to write a hurried note excus- urgent business. Back by Friday. All do you know where the offices of Men-
ing his absence when the shocktroop- my best, Andy Leyden." hotep Excavations are?
ers spotted the heroes' car approach- Barb: Andy? I thought he hated Gamemaster (as gamemaster char-
ing. The game goes something like that name. Didn't he tell us never to acter, rustling a newspaper): Say,
this ... call him "Andy?" would you take a gander at this! Soon
Doug: I'm checking out the kitchen. they'll be sending rocket ships to the
Gamemaster: The door to Dr. Anything unusual? moon! All the science wizzes need is a
Leyden's townhouse is locked. You Gamemaster (while scribbling a mineral some big ape lord is trying to
knock, and there is no answer. A sec- note for Paul): The oven was left on, keep for himself the silly sap! Ain't
ond, louder knock brings no better and the roasting pan inside has not he learned yet that what the Pharaoh
response. been cleaned. wants, the Pharaoh gets?
Barb: But the pan hasn't burned? Player: Fascinating. But about
Gamemaster: Nope. (Hands note Menhotep Excavations?
to Paul which reads): "A shocktrooper Gamemaster: It's two blocks, over
motions for silence while pointing an on El Asimat, past the new pyramid;
automatic pistol at you." can't miss it. You know, pal, going to
Doug: Uh-oh. "Quin, you found the moon might be easier than getting
anything up there?" in there it's tighter than a gambler's
smile. See? This rag's got pictures:
The gamemaster in the example was shocktroops, burp-guns, half-tracks.
giving out very limited information. Say. Why do you want to get in there,
The players had to act to get the full anyway?
story, and were drawing their own
conclusions. By handing Paul the note, Example: In Orrorsh ...
the gamemaster has restricted the in-
formation even further; though, with- Player (as character): Excuse me,
out telling Doug and Barb what was but do you know how to get to the
happening upstairs, he clued them in governor general's office?
to the fact that something was up. Gamemaster (as gamemaster char-
While limited, most of the descrip- acter, rustling a newspaper): Who
tion provided was pertinent -- the knows anything these days? Look at
smell of dinner led to the kitchen, for the nonsense they print in this ... this

4
Chapter One

yellow rag! "Shredded Bodies Found sonality allowand they should only
After Climbing Mishap: Fall Blamed." have information they could obtain
Ten experienced climbers all fell to through actions they have taken, not
their deaths? And how did they get information gained from your omnis- ricks of the Trade:
"shredded" - perhaps the bloody cient viewpoint as gamemaster. Maintaining Secrecy
mountain goats did it. Preposterous For example, if the characters are
absolute rubbish! Can't anyone see plotting an escape from prison in a Discourage your players from
what is going on around us? dark corner of their cell, you can hear reading much beyond the play-
Player: I can see I may not get to the the players discuss their plan ... but ers' section of the Rule Book. Part
governor general's office. the guards cannot. So don't have them of the fun of Torg is in discover-
Gamemaster: Well excuse me all to act as if they could. ing the secrets of the realms as
bloody hell for wasting your valuable play proceeds. Also, as long as
time, your lordships! The governor they don't know what's in the
general can be found in the ornate
mansion beside the cemetery. Respond to Your rest of these books, they'll al-
ways wonder what you know
You can do the same thing with Players' Wishes that they don't know. It doesn't
descriptions of scenery, or the tone of matter if you have secret infor-
Respond to your players' wishes.
you voice. Think of books and movies Get feedback about the sort of stories mation or not. If your players
which have the tone you want, and they want to see. Do they like myster- think that you do, you'll be able
draw on them for inspiration. ies and puzzles? Lots of fast action? to maintain a sense of mystery
Confrontations with many repercus- and uncertainty.
sions across the realms? Personal gain? Let this carry through in the
Suspension of When playing, do they want more or
less descriptions? Fewer fights, more
way you run adventures. Never
give away any information that
Disbelief character interaction? If players have
questions, try to answer them (as long
your player characters cannot
know through normal senses,
Roleplaying sessions are works of as you don't divulge any critical plot and never give away secrets that
imagination. Playing the game re- twists). If they are confused by your they haven't worked to uncover.
quires you and your players to sus- stories, try to discover where the con-
pend your disbelief while playing fusion lies and clear it up. By respond- Remember, secrets keep them
otherwise it is just like a novel or movie ing to the wishes of the players you striving for answers, and pro-
where you cannot believe the charac- can better cooperate to build an excit- vide you with a powerful con-
ter can or would do the things he does. ing story. trolling tool curiosity.
Disbelief destroys a story. Keeping Respond to the players' wishes
disbelief at bay requires the coopera- during the game, as well. Improvise
tion of the players, but you are the key. when the player characters do some-
Be consistent. Be consistent in your thing slightly unexpected; "wing it" posing as rich entrepreneurs looking
interpretation of the rules. If you de- as best you can. A strictly linear, rigid to invest their money in the New
cide that a skill can be used in a way plotline where the characters must Empire's growing mining industry.
not mentioned in the rules, make sure go where you tell them, must do ex- Thinking quickly, you let them set
the skill works that way for all charac- actly what you have planned for them up a meeting with an unctuous under-
ters from then on. Be consistent in to do severely inhibits the players' ling and attempt to con him. If suc-
your descriptions. If a dining room imagination. But when you wing it, cessful, they earn an appointment with
has mahogany furniture, it should not wing it with the rest of the story in the villain herself, who puts them
have oak furniture, or no furniture, mind. through a pretty rigorous grilling,
the next time the characters see it, threatening to unravel their cover al-
unless there is a good reason. Keep Example: The heroes are looking together. If they can con the villain,
notes to jog your memory. for a lost diamond mine, recently found they can bid for rights to the mine and
Another important way to keep by the Tankhanic Corporation. You thus obtain its secret location. Once
your players believing in your story is expect them to find an old map hidden they've got it, they hire guides and set
to make sure that gamemaster charac- in the false bottom of a chest they have
off into the jungle - - and the
ters act according to their personality, inherited, hire guides and march off adventure's back on track.
motivations, and the knowledge that into the jungle to look for the mine. To All of the improvisations have led
they not you have. As gamemas- that end, you have created a number the players back into your original
ter, you have knowledge of your player of jungle-type encounters and a cli- plotline. You could have had them get
character's plans and actions which mactic battle in the mineshaft itself. caught in a stockholders struggle for
the villains of the story would not. However, the players don't even control of the corporation, but you
Your villains should be as clever, or look for the map; instead, they decide didn't: that would not advance the
incompetent, as their skills and per- to infiltrate Tankhanic Corporation plot at hand.

5
TORG: Adventure Book

Chapter Two

Running
Adventures
roleplaying game adven- Read the Adventure
ture is a story told by a
group of people as they Well, if you're using a packaged
play a roleplaying game. adventure, the first thing you should
In other words, the do is read it. We suggest you run the
people take on the roles of characters, adventure that comes with this book,
and these characters interact with the "Before the Dawn," as your first ad-
game system, and with situations and venture. It was designed to introduce
events set up by another person, the you and your players to the world and
gamemaster. game of Torg.
These elements are expressed dra- Make sure you read through the
matically within a definite structure. adventure at least once so that you can
All adventures have a beginning, a identify the main events of the story
middle, and an end. The characters and have an idea of the characters
may go on to experience other adven- you'll be called upon to portray. You
tures which may be linked together don't need to memorize it word for
in a campaign but each individual word, but you do need to know where
adventure follows the basic story for- you can find things later. If you absorb
mat. the essential elements, you'll be able
Adventures are stories created for to improvise or look up specific de-
players stories that their characters tails as you need them.
can experience, complete with sup-
porting cast, an interesting plot, and
rewards for success. What's more, Stock Up
players help the stories grow to a sat-
isfying conclusion by the things they It's good to be prepared, so stock up
bring to an adventuring session - on all the props and accessories you're
their own ideas, the way they have going to need for a night of play. A
their characters behave, and the way photocopy machine will make your
they interact with the other players. job infinitely easier. Photocopying
When you play a Torg adventure, character templates, important maps,
you create your own Torg "movie." or other props makes the game run
The "movie" stars the player charac- more smoothly and gives the players
ters, and the gamemaster acts as direc- something to hold on to and examine
tor, writer, and supporting cast. (players love hand-outs). Having lots
of copies of important charts can make
your life easier, as well.
You'll also need plenty of pens and
Preparing for a pencils, paper to write and draw on, as
many 20-sided dice as you can find (or
Session have your players each bring their
By now, you've read the rules and own), and something to eat and drink.
have a basic understanding of the Torg Gaming is meant to be a fun social
game. Now what do you do to begin to activity, and munchies make for a fun
play? time. But be fair; have everyone con-
tribute to the refreshment pool.

6
Chapter Two

Gather Your Friends Getting the Maintaining a


Finally, after you have done all of Adventure Rolling Lively Pace
your preparation, invite your friends
over to play. We find that the most Next, you have to get these charac- Players may take a little while to get
manageable-sized group for a role- ters into the story you have devised. going. They may get stuck on what to
playing session ranges from three to This involves providing background do next, or they may not be able to
six players. information that the characters would solve a problem you've placed before
know because they live in the game them. They may bicker over some little
universe, as well as getting them inter- thing, not know what they are to do
Session Length ested and emotionally involved. next, or they may simply be too cau-
You could accomplish this with a tious. If it seems that a particular scene
A session of play should last as long long monologue, but there are better is taking too long, or the session is
as you are comfortable running, the ways available. Setting up short scripts getting dull, then it is up to you to the
players are comfortable playing, and for the players to read to each other in story moving again. Here are some
the game remains fun. While this can character can begin an adventure with suggestions:
vary from group to group, we've found a bang. You can give them quite a bit of
that most gaming sessions last from information through the dialog, and Villains
three to five hours. no one is bored because everyone
If an adventure runs over one ses- participates. There are a lot of bad guys in Torg.
sion of play, we suggest that you end Another method for getting things You can always have Nile shocktroops
the sessions with the old cliff hanger rolling is to begin in media res. That's or Nippon ninjas or Aysle dragons
gimmick. Leave the player characters Latin for "in the middle of things." show up in a scene. Nothing focuses a
in some perilous situation in the Starting an adventure in media res is a player's attention like the appearance
middle of a firefight, on a raft heading technique that plunges player charac- of a vile villain.
straight for the falls, or, indeed, dan- ters right into the action. The game
gling over a 1000-meter cliff. This way, session begins with something inter- Information
you leave the players wanting more. esting, instead of spending a lot of
They'll go home thinking about their time getting to where the action is. If the players are at a dead end or
situation and trying to figure out what For example, in "Before the Dawn," torn between too many options, feed
to do next. the adventure opens with the heroes them new information: a new clue, a
fighting a group of Edeinos. They don't cooperative or venal gamemaster
learn the adventure's objectives until character, a bit of overheard conversa-
after the battle is over. tion; any of these can be used to point
Running a Typical the group in the right direction.
Adventure
What goes into a typical adventure
session? Let's examine one and see ...

Introducing
Characters
At the beginning of a session, have
each player introduce his character to
the rest of the group. Introductions
should be short and to the point so that
play can begin quickly. The players
should announce their characters'
name and template type and describe
their appearance, including distinc-
tive garments, armor and visible
weapons. It helps build mood if the
players introduce themselves "in char-
acter," speaking as they think their
character would.

7
TORG: Adventure Book

Time plummeting 75 meters straight down Again, in the example above, when
into the Pacific Ocean, the story isn't Dr. Mobius fires his disinto-ray at the
Time passes, even in a game world. exactly satisfying to you or your play- heroes' vehicle, he rolls incredibly well,
Time in the adventure must always ers. Similarly, if Dr. Mobius sends the getting, say, 15 result points on the car,
move forward, or the illusion of story heroes to a watery grave with a single, totalling it and sending it in an uncon-
and world are lost. If the characters are well-placed shot of his disinto-ray, trolled crash through the guard-rails.
dithering, that doesn't mean that the ending the adventure before the open- You decide that this is an inappropri-
villains are simply waiting patiently ing credits have finished rolling, no- ate way to end the adventure (and
for them to resume their actions. Set body is going to be happy. probably the heroes' lives).
time limits as to how long before a At these times, you must use your If you rolled for the Doctor in se-
patrol comes along, or the invading power as gamemaster to come to the cret, you could simply lie about your
army arrives, or an important contact rescue of the adventure. How? You roll, and tell the players that Mobius
tires of waiting for the player charac- have a couple of alternatives. got only, say, four points, enough to
ters to show up. puncture the radiator and knock the
Also, you can skip over the "boring heroes out of the chase. They have to
parts" of a story by using a combina-
tion of cinematic techniques. If the
Alter Reality stop and repair it; they limp into the
nearest town several hours later, where
player characters are jetting over to What the players don't know won't they find the Doctor's abandoned car
Australia and you have nothing sched- annoy them. You have control over the sitting on the beach (Mobius radioed
uled to occur on the plane ride, simply environment and reality; you can eas- his submarine to send a boat to pick
wipe to (or fade to, or cut to) Sidney ily change either out of the players' him up there).
Airport instead of roleplaying out the sight. Remember, this is "cheating" in
uneventful trip. In our example above, when the favor of a satisfying game, not to vic-
heroes got off the lucky shot, sending timize players or benefit one over the
Dr. Mobius's car off the cliff, you had other.
assumed that the good Doctor was Dramatic failure is always accept-
Avoiding driving a standard automobile. How- able, but random, senseless failure is
ever, to salvage the adventure, you
Anticlimax quickly decide that the car was a spe-
not. However, never let your players
know this. To keep the dramatic ten-
Heroes should not die in the first cial pulp-style auto, full of weird sci- sion, they must believe that their char-
reel of a movie, or the first chapter of a ence gadgets and gizmos. As the car acters can fail. Otherwise, why play?
book. Death and failure while real plummets, explosive charges blow the Use your gamemaster prerogative
possibilities should not be common roof off and the car seat ejects the sparingly.
experiences for heroes. On the other Doctor into the air. Mobius activates
hand, they shouldn't defeat the main his rocket boots and, as the heroes
villain 10 minutes into the story, ei- watch helplessly, flies serenely out into
ther. The purpose of a roleplaying the Pacific Ocean (to be picked up later The Reality Skill
game such as Torg is to tell an epic by a Nile submarine). The battered car
lies in a crumpled heap at the foot of According to the rules, characters
story. The heroes may win or they must make a reality check for discon-
may lose, but only in true heroic style. the cliff, waiting for the player charac-
ters to climb down and investigate it. nection every time they begin a scene
The rules allow you to decide if in a cosm whose axioms are lower
actions succeed or fail; sometimes, as Don't do this lightly: if the players
suspect that you are capriciously than necessary to maintain the passive
we've mentioned before, the rules get equipment they carry. Additionally,
in the way of the story. This usually changing reality on them, they will
soon become frustrated. If you are any time "they actively use a piece of
occurs during those scenes when, for equipment and roll badly from a
dramatic reasons, the heroes must forced to alter reality because the he-
roes have been too successful, you straight 1 to a 1-4, depending upon the
succeed or fail in order to tell a satisfy- cosm and the circumstances they
ing story. should reward them with an extra
Possibility each at the end of the act. may disconnect. These rules are im-
For example, say your adventure portant to maintain the flavor and
opens in media res, with the heroes balance of Torg.
chasing the evil Dr. Mobius down the
Pacific Coastal Highway. The object of Fudge Dice-Rolls Remember that disconnection af-
fects more than just equipment. A
the scene is to get everybody's blood This is even easier than the above character who disconnects in the Liv-
racing and to give the heroes a clue (a method. If you make rolls for the ing Land must live under all of the
scrap of paper the Pharoah leaves in gamemaster characters in secret (or Living Land's axioms, not just the
his car when he abandons it at the end without revealing the characters' val- technological axiom. As the Living
of the scene). If the heroes get off a ues), you can lower or raise the result Land's social axiom is remarkably low,
lucky shot and blow out Dr. Mobius's points as necessary. he will lose his ability to understand
tire, sending the car and the doctor esoteric concepts such as "nations,"

8
Chapter Two

"money," and "health insurance." As Naturally, if the difference is less They can easily face twice their num-
the Living Land's magic axiom is zero, than 10 points, the odds begin to even ber in soldiers, or a couple of decent
the character will not be able to use any out, though the higher character still magicians, or a medium to large
magic until he reconnects. In many has a bit of an edge even if he betters monster without much trouble.
ways, these effects are as devastating his opponent by only a couple of points. The combat is quick, and the heroes
as losing the ability to understand how Remember that this is only a rough are expected to win in a short time.
to pull a trigger. estimate of combat potential. It can They should not have to spend more
Disconnection means more than just easily be crocked by environmental than one Possibility point each; if they
loss of high-tech or spiritual or magi- conditions, or if one of the combatants have had to spend much more than
cal goodies. A character who discon- has an unusually high or low value in that, the encounter was probably
nects becomes part of the realm in one of the categories. Note also that it somewhat unbalanced against them.
which he disconnects. Until he recon- is easier to defeat three characters who (See "Adventure Balance," page 11.)
nects, he should roleplay his character have a 10-point disadvantage than it is
as if he were a native of the realm. In to defeat one who has an equal num-
the Living Land, he might wonder ber of points. Dramatic Encounters
what all of that funny green paper he
is carrying around is for and use it to In dramatic encounters, the heroes
start fires. In the Nile Empire, he might Home-Cosm are expected to work for their victory.
start wearing strange costumes and The villains are tougher, more power-
speaking only in exclamation points. Advantage ful, and, quite possibly, Possibility-
rated. The cards are stacked against
The odds change if one of the char- them: the villains often receive the
acters is fighting in his home cosm and initiative and other advantages; the
Encounter Balance the other is an intruder, shifting by a
significant amount in the home
heroes are sometimes stymied, con-
fused, or otherwise hindered.
Are five elves with crossbows equal character's advantage as the intruder The best way to balance a dramatic
to two soldiers with M- l6s? How many risks disconnection with every action. encounter is to use Possibility-rated
magicians does it take to kill a dino- The shift is smaller if the invading villains in the battle. They should be as
saur? Can a cyber-priest take on a character is Possibility-rated, but he is tough or tougher than the player char-
ninja-werewolf? As you can see, with still at a disadvantage. acters, (though probably fewer in
so many possible mixes, Torg can be an number), and backed up by a couple
extremely difficult game to balance. of Ords.
The player characters are heroes, Possibility-Rated In general, the villains' side should
and, with heroes, you naturally expect
them to face overwhelming odds Characters receive around two Possibility points
per player character they face; i.e., if
and, hopefully, emerge victorious. So A Possibility-rated hero can whip three cyber-ninjas face six player char-
what kind of odds are overwhelming, an Ord who is his equal or better under acters in a dramatic encounter, they
but beatable? almost any circumstances if he has should have 12 Possibilities between
the points and is willing to spend them. them, split up as you like.
A hero can even overcome Ords with On average, the heroes should
The 10-Point 10-point or greater advantages, though expend two Possibilities in a dramatic
Advantage she may go through an exorbitant encounter. If they are always spend-
number of Possibility points to do so. ing a lot more or less than that, your
To get a rough handle on various More on this below. dramatic encounters are probably too
characters' relative abilities, add to- difficult or easy.
gether each character's relevant attack
skill, defense skill, damage value of Standard Encounters
the weapon they are using, and armor
points. If one has a total 10 points In standard encounters, the deck is Approved Actions
higher than the other, he's got a deci- weighted in the heroes' favor. They
receive the initiative more often than As said before, the purpose of ap-
sive advantage and, all else being proved actions is to introduce a new
equal, will win 99 percent of the time. not; the villains are often stymied,
fatigued, or otherwise hindered. In all dimension to combat, i.e., to keep
A character who is that much better player characters from merely bash-
than his opponents can take on three liklihood, the heroes are facing Ords
(a battle against Possibility-rated ing on their opposition until they have
or four of them without raising much pounded them into the ground.
of a sweat. This holds true no matter opponents is, almost by definition,
dramatic). We picked "Maneuver," "Trick,"
what they are fighting with: spells, "Test of Wills," "Taunt," and "Intimi-
chainsaws, blunderbusses, miracles, Under these circumstances, the
heroes should wipe the floor with their date" because they occur most fre-
or any combination thereof. quently in the action movies and seri-
opponents no matter who they are.

9
TORG: Adventure Book

als we like to watch; these are generali- rug he is standing on, or attempting to Again, not having egos, skeletons
zations of a whole gamut of tactics convince him someone is right behind and robots are remarkably resistant to
used by adventure heroes throughout him. taunting. A lion probably couldn't be
history to dismay or outwit their It is difficult to trick someone who is taunted, while a dog or great ape could.
opponents. really smart; it is also difficult to trick Vampires and pulp villains, being
What exactly do these represent? someone who is really, really stupid egomaniacs by nature, might be easy
(like a dinosaur). to taunt.
Maneuver. Using your speed and Test of Wills. An attempt to pit Intimidation. This is quite simi-
Dexterity to confuse, outflank, or tire your willpower and determination lar to Test, except that you are pitting
out your opponent. Rolling between against your opponent, to stare him your indominable human spirit against
the giant's legs as he swings at you is down, to make him doubt himself. your opponent, not the force of your
a good example, as is leaping onto the Gunslingers do this before pulling their mind. Intimidation involves an element
back of the triceratops or faking left guns. A modern variant would be of fear; if there seems to be no reason to
and then dodging right. playing "chicken." fear a character, he cannot intimidate.
It would be basically impossible to It is difficult to stare down a skele- Standing up and roaring at the black
out maneuver an opponent who does ton or a robot. It is, however, possible bear who is about to attack is an ex-
not move, for example a stone statue to stare down a bear or a lion. ample of intimidation in action, as is a
who attacks strictly through magic. Taunt. Any attempt to mock your man walking directly toward his op-
Trick. Essentially, this is an at- opponent, to infuriate him into mak- ponents and calmly telling them to
tempt to outwit your opponent, to do ing a mistake. Telling someone his surrender or they will surely be killed
something completely unexpected. mother smelled of elderberries, mak- by the three dozen soldiers hiding in
Throwing sand in his face, for instance, ing a rude noise or gesture, laughing the surrounding woods.
or reaching down and jerking out the at him, would all count as taunts.

10
Chapter Two

Animals can be intimidated; once Adventure Awards always be rewarded. On the other
again, skeletons and robots probably hand, if a player constantly acts con-
cannot (unless the robots are as so- After the final act in an adventure, trary to his character's nature, or fails
phisticated as, say, the ones in Star rather than give out act awards, you to develop a character's personality
Wars). It is very tough to intimidate a must distribute the big payoff ad- just to "win" the adventure, he should
vampire or a blue whale. venture awards. be penalized.
At the conclusion of an adventure,
give each player character from six to
Defensive Skills 12 Possibilities, with nine being the Adventure Balance
standard. In addition, for each suc-
Though a pulp robot may be resis- cessfully played Glory card, award In Torg, Possibilities are the coin of
tant to intimidation, it is unlikely that every player character three Possibili- the realm. They are used to dramati-
the robot will attempt to intimidate ties. And, for every Drama card re- cally enhance a character's chance of
someone else; unless very sophisti- tained in a player's hand, award that survival, perform great feats, and
cated indeed, it is much more likely to player's character three additional improve his skills between adventures.
simply try to shoot its opponent with Possibilities. See the Rule Book, Game- Characters receive more Possibilities
its mega-death ray. master Section Chapter Four, for more when they are doing well, less when
Creatures or beings with a high details on the play of these cards. they are not. You can judge the way an
resistance to a combat skill but who adventure is going by the characters'
are unable or highly unlikely to use expenditure of Possibility points.
that skill against an opponent are given Award Guidelines Here's how it works.
values in the skill, but they are paren- At the start of the adventure, write
thesized to show that they cannot use You should vary the actual Possi- down each character's starting num-
the skill offensively. Some creatures bility awards depending on: ber of Possibility points. As the adven-
might be given two values, one paren- ture progresses, keep track of points
thesized and one not, the parenthe- How Well the Players Did Over- they spend and new points awarded
sized value used defensively, the all. If the players solved all the puzzles, them between acts. This will give you
unparenthesized one offensively. came up with ingenius solutions, and a good idea of how they are doing.
out-fought and out-thought the op- In general, if her player is wise, a
penents, give them each an extra Pos- character will spend at most one or
sibility or two. If they failed, award two Possibilities per act in non-dra-
Rewarding zero or one. matic situations interaction, skill
How Well Each Player Did Indi- use, standard conflict, and the like.
Characters vidually. If a player really contributed She will probably spend two possibili-
to a session coming up with good ties during each dramatic conflict
There are two types of awards to be ideas, refereeing group disputes, act-
given to player characters. These are scene. So, if your adventure has one
ing intelligently give that player an dramatic conflict per act, she will be
Act Awards and Adventure Awards. extra Possibility or two. If a player did spending around three or four Possi-
nothing, give him no extra Possibili- bilities each act.
ties. If a player actively obstructed the If you follow the guidelines above,
Act Awards other players, remove a Possibility or you will be giving her around two
Adventures are broken down into two from his award total. Possibility points back at the end of
segments called acts (see the next chap- Whether the Players Cooperated each act. So, she will be running a
ter). At the conclusion of each act, you or Argued. If the players worked to- deficit of one or two points each act.
gether and mediated disputes, reward This is just what should be going on.
must award Possibilities to the player
characters. We recommend from one them appropriately. If they argued If your adventure is properly bal-
to three Possibilities for each character among themselves and threw tan- anced, a character will be down four to
after each act, with two being the stan- trums, penalize them. six Possibilities by its conclusion. If
dard. You are encouraged to award Whether They Amused You and the character's play was competent,
Possibilities according to the play of Each Other. If you and everyone else you will award her around nine to 12
each individual character. Guidelines had a good time, that's worth a Possi- bonus Possibilities at the adventure's
for this follow. bility all around. end; this will mean a net gain of around
Whether They Played in Charac- five or six Possibilities per adventure.
ter. If a player had his character try This does not include Glory or Drama
something risky or lose something card bonuses; those are special bo-
valuable because that's how the nuses the player earns by herself and
character would act reward that should not be included in your calcu-
player. In a roleplaying game, some- lations.
one willing to play his role well should

11
TORG: Adventure Book

Chapter Three

Tips on Card Play


hapter Four of the Game-
master Section discusses
drama card play in Torg
in detail. This chapter ead Time
provides additional tips
and suggestions to help you use the In the heat of battle, as it ap-
cards more effectively. proaches the climax and every-
body has a big pool in front of
him, you are likely to find your-
self spending a lot of time wait-
Gamemaster Fiat ing while the players wrestle with
You are able to invoke gamemaster their cards. They will be fever-
fiat up to three times during each dra- ishly attempting to figure out
matic encounter. You take the top four the optimum way to play the
cards off of the drama deck, discard ones they have; they may be trad-
three, and place one on the action stack. ing cards with each other, playing
When do you do this and which card Leadership Cards, and doing any-
do you pick? Well, there are basically thing else they can think of to
two reasons to invoke gamemaster fiat: enhance somebody's upcoming
the players are doing too well or the Big Attack.
players are doing too poorly. One of our gamemasters has
According to our play tests, an av-
clocked the time spent setting up
erage dramatic encounter runs about
12 to 14 rounds. It doesn't seem to a single player's Big Attack as
matter much how tough the opposi- just over four minutes of ex-
tion is: by that time, the player charac- tended card-trading! During this
ters have won or have been defeated. time, he had nothing to do ex-
If, in your dramatic encounter, the cept sit there and watch the play-
player characters have virtually wiped ers argue.
out the opposition by the third or fourth What should you do to speed
round, you might wish to invoke the players up?
gamemaster fiat and search for a card Nothing.
to slow them down. If, on the other This is fun. The players are
hand, it's the seventh or eighth round
cooperating on a critical portion
and the heroes haven't really yet made
a dent or built up good pools, you of the story, using one of their
might invoke gamemaster fiat to find most important advantages
a helpful card. the cards to whup the opposi-
Note: It's important to remember tion. Unless it goes on intermi-
that you can use gamemaster fiat to nably, say five minutes without
help the players; this kind of option is sign of conclusion, let the play-
not usually open in other roleplaying ers go.
games and is all too easily forgotten. You should spend that dead
time embellishing later scenes in
your adventure or scarfing up
the nacho chips.

12
Chapter Three

Which Cards to Play ity energy. Therefore, when one is Note: It is very bad form to take a
played, the characters have done Glory Card out of a player's pool after
Villain Inspiration is about the nasti- something spectacular, and people you have Intimidated or Taunted his
est card there is. Villain Up and Hero know about it. character successfully.
Setback are almost as bad. Less vicious In addition to the three Possibility
but still unpleasant are Hero Stymied points you award the player charac-
and Villain Flurry. The most beneficial ters at the end of the adventure, you
cards are Hero Flurry, Hero Up, and should award them some glory, too. Subplots
Hero Inspiration. Failing any of these, Maybe they get a ticker-tape parade in
you should look for a card which fa- Subplots are fun, and add an extra
Philadelphia. Perhaps they are ap-
tigues the side you wish to penalize, or dimension to the game, as your play-
proached by representatives of Pella
gives the other side the initiative, or ers get directly involved in determin-
Ardinay and asked to join her Knights
both. Templar, or the Delphi Council de- ing the course of the adventure. En-
cides that they are a force to be reck- courage all of the players to get their
characters involved in them.
oned with, and makes high-tech weap-
onry and vehicles available to them at If Quin is romantically involved
Glory Cards little or no cost. with the slave girl from Queen Erika's
By the same token, the villains will court, it would be fitting (and amus-
Glory Cards are extremely difficult ing) for the Yellow Crab to declare
to get into play. There aren't many of also begin to take note of the heroes.
Perhaps the player characters will himself also smitten with the slave girl
them, and it isn't often a player charac- and do his best to woo her away from
ter manages to roll 60 or better under shortly find themselves the targets of a
ninja hit squad, or Dr. Mobius will Sebastian. This adds a neat complica-
any circumstances. In short, a Glory tion to an already difficult situation,
Card is a really big deal. attempt to capture them to place them
in his eternity machine. With increased and provides much-needed comic
Glory Cards represent a great deed relief too. Give every player character
worthy of the telling, filling everyone glory comes increased danger but
that comes with the territory. who advances the story of a subplot a
who hears of it with hope and possibil- possibility point award, not just the
player character who played the card.
It's important, however, not to let a
subplot overshadow the adventure
itself - - they must always remain
secondary to the main plot. Whether
or not Quin Sebastian is in fact the Lost
Dauphin, it does not change the fact
that he and his friends have to destroy
the gospog fields before the Edeinos
trash Philly. If a subplot begins to get
in the way, use your power as game-
master to write it out of the story.

Connection Cards
These cards can be quite useful at
getting the characters out of a jam;
they can also mess up a story some-
thing fierce. Remember that, to play a
connection, there has to be at least a
marginally plausible connection. If you
can't think one up, and your player
cannot either, the card cannot be
played. At your option, you can give
the player a Possibility and have him
discard the card, or allow him to re-
turn it to his hand for possible later
use.

13
TORG:Adventure Book

Chapter Four

Designing
Adventures
hen you roleplay, you are religious fanaticism thrown in for
engaged in group story spice. And Nippon Tech allows you to
telling. But how do you run high-tech science fiction and es-
tell these stories? And pionage adventures. Because each can
what kind of stories do be combined, you can design cross-
you tell? Does it all happen spontane- over stories that jump from one genre
ously? to another, or create a whole new set-
To answer the last question first, ting by mixing the genre elements in
no, it doesn't. Every good roleplaying new ways.
session began with an adventure for
the gamemaster to follow. An adven-
ture is a guide to a story, complete Genres
with plot, setup, confrontations, and
possible resolutions. When you add These are the major reality genres
players, their characters work within that invade Earth in Torg: The Possibil-
the framework of the adventure to ity Wars. Please see the World Book
create the story. Every adventure tells and separate sourcebooks for more in-
a different story depending on the formation.
players who run through it.
An adventure must be more than a The Living Land
series of battles. You must come up
with a storyline, complete with a be- The primitive reality of the Living
ginning, middle and end, a goal for the Land is designed to tell action/adven-
player characters, and a full cast of ture stories in the tradition of Edgar
gamemaster characters to help or hin- Rice Burroughs and Arthur Conan
der the player characters. Doyle, stories about lost worlds, pre-
historic creatures, and the arrival of
modern-day explorers. Except, the lost
Types of Stories world in Torg is in your own back
yard, a United States that has been
What types of stories can you tell mutated by Baruk Kaah and his Edei-
with Torg? The game is built upon the nos followers.
premise that alternate realities have This genre is often filled with
attacked Earth, bringing their laws of straightforward action stories. Char-
nature with them. We designed these acters are presented with tasks (find-
realities to correspond with certain ing the hidden city, exploring the
genres of fiction a particular kind of primitive settlement, capturing the
story that is easily recognizable. The strange beast), then confronted by
easiest stories to tell in Torg are stories obstacles they must overcome to
which conform to those genres, or complete the task (natural disasters
stories which mix those genres. like earthquakes, natural obstacles like
The Living Land is our "Lost World" water-falls and mountains, wild crea-
genre, complete with dinosaurs and tures, evil enemies). Exploration, track-
primitive people. The Nile Empire is ing and survival are central to these
our pulp adventure genre. Aysle is stories, and opportunities abound for
our fantasy setting; Orrorsh is our characters to use their combat skills
horror genre. The Cyberpapacy pays here.
tribute to cybertech, but with a dash of

14
Chapter Four

The Empire of the Nile Aysle Take all of the conventions of the dark,
brutally cynical cyberpunk genre,
The pulp adventure reality of the The reality of Aysle follows the combine it with a warped theocracy,
Empire of the Nile is designed to show- conventions of the fantasy genre. It is and you get the Cyberpapacy. This
case stories similar to those from 1930's a realm of dreams; a place of noble bleak realm is ruled by a dark-ages
and 40's movie serials, old pulp maga- warriors, of beautiful princesses, of philosophy that slaughters heretics,
zines, and early comic books. These evil dragons. It is a fantastic world of wages holy wars, and practices inqui-
are also action/adventure stories like unmapped regions and powerful crea- sitions. Here grim, fanatical priests,
those told in the Living Land, but with tures, of magic swords and skillful armed with high-technology devices
implausible science, flashy magic, and sorcery. But, as a flipside to the realm and the might of a vengeful god, do
strange religions added. Here, the of dreams, we have built a region of battle with drug-addicted, bionically-
weird science of E. E. "Doc" Smith and nightmare. Here is dark fantasy coex- enhanced street punks.
A. E. Van Vogt governs technology, isting beside the light, making life more The tone is oppressive and grim.
the soldiers of a conquest-crazed dic- interesting and more dangerous. Stories can be action oriented, but
tator march in the streets, stalwart All kinds of stories are possible here, many will be stealthy, mysterious, and
heroes battle crime, perfidious villains as long as they follow a few guide- horrific in nature. Some will concen-
plan schemes, and the dark gods of lines. Monsters and fantastic beings trate solely on either the cyber or fa-
ancient Eygpt brood in their hidden abound, as do unknown lands and natical religion elements, others will
temples. dark dungeons. Magic items and treas- combine the two in nasty, brutal ways.
This genre deals with the same type ure exist for the taking, if one knows Tasks include rescuing "heretics,"
of straightforward plots prevalent in where to look. Political intrigue is a escaping inquisitors, breaching the
all action/adventure stories, with a way of life since the changes wrought GodNet computer, helping the ortho-
few added conventions. These tales by High Lord Pella Ardinay's trans- dox church, and gaining powerful
are of good versus evil, with highly formation. And epic battles are com- cyber weapons. Obstacles include evil
motivated heroes and villains, lots of monplace; indeed, everything in this cyberpriests, inquisitors, the GodNet
high-speed action, and a touch of genre should have an epic or grand and its defenses, cygoyles, and cyber
humor and melodrama. feel to it. knights.
Tasks here range from recovering
lost artifacts, to stopping dangerous The Cyberpapacy Nippon Tech
cults, to thwarting the plots of archvil-
lains and their minions. Obstacles Here is a genre melded from two Nippon Tech is science fiction of
include dastardly traps, ancient curses, seemingly opposite concepts. Because the near future. The technology is
jackbooted Nile shocktroopers, and of this, we think it is one of the more better than ours, but not so much that
awful supernatural creatures. interesting places to set adventures. we cannot understand it. Again,
however, we have added a twist,
adding the popular mythos of Japan
to the sf. Nippon Tech is a realm of
great corporations, of espionage, of
spys and ninjas with high-tech gear.
Mostly, the scenarios of Nippon
Tech are active and grim. They in-
volve cloak-and-dagger deeds like
spying, sabotage and assassination.
Tasks require intricate and clever plans
to succeed; stealth is more useful than
bloodshed. Grim, efficient enemies
lurk behind every corner, and betrayal
is commonplace.
Big business intrigue and Japanese
stereotypes abound. Nippon Tech is
filled with corporate power brokers,
high-tech samurai, martial artists, giant
robots and radioactive monsters, all
battling to take control of the world's
economy.

15
TORG:Adventure Book

Orrorsh
The horror reality of Orrorsh fol-
lows all the conventions of classic and
modern horror stories. Tales set here
are tales of terror, designed to scare
both the characters and players. As
the realm is based upon a world view
similar to the Victorian Era, there is a
host of opportunities for using gothic
trappings. However, shambling mon-
sters and run-down houses are not
enough to make it a horror genre -
the shambling monster must first
frighten before it attacks, the house
must induce fear before its skeletons
appear.
Monsters lurk in these stories, hid-
ing just out of sight. Around the next
corner, perhaps. Or out in the jungle,
or lying, cold and clammy in their
coffins with preternatural patience,
waiting for night. And whatever you
do, don't go down in the basement!
Old, dark settings, deep shadows,
the supernatural invading the natural,
things lurking just beyond one's vi-
sion, terrified gamemaster characters,
inexplicable monsters, strange weather
these are characteristics of the hor-
ror story. Keep the players off guard
and scare the pants off of them, if
you can.

Common Adventure
Themes
Besides telling the traditional sto-
or to someone they love. It could be a
dastardly crime (murder of a loved
Building an
ries associated with our genres, you
can tell other kinds of stories, as well.
one), a grave insult, or a blood fued
that inspires the course of the story. A
Adventure
good theme for an adventure set in the An adventure for Torg is made up
Mystery Nile Empire, or possibly Aysle. of a number of acts needed to tell a
particular story, usually from one to
The mystery presents player char- Comedy six. Each act is divided into scenes, the
acters with a puzzle to solve. Often, exact number depending on how many
this puzzle takes the form of a murder While the tone of Torg is usually you need to get the characters to the
or some other crime. This is a thinking grim or at least serious some- next act. But before we can go further,
adventure, not usually a combat-ori- times a humorous story is just the we need an idea for a story.
ented one, requiring lots of interaction ticket for a change of pace. It is fun for Where do you get ideas? They can
with gamemaster characters and fun's sake, light entertainment with come from a lot of different places.
plenty of roleplaying. A good one to little true danger. We do not suggest From published adventures, from
set in Orrorsh, the Cyperpapacy, or using this theme constantly in Torg, books, from movies, from TV shows,
Nippon Tech. but once in a great while you should from your players ideas can come
lighten things up a bit. from anywhere.
Revenge Comedy is characterized by plans Once you have the idea, you have
that go completely astray, witty dia- to build a plot around it. Then you
Revenge is a grim ad venture theme logue, weird encounters, strange need to break the plot into a sequence
characterized by violence and strong gamemaster characters, amusing vil- of acts, each with its own minor prob-
emotions. Someone has done some- lains, bumbling henchmen, and pecu- lem that has to be solved in order to
thing terrible to the player characters liar goals.

16
Chapter Four

advance the plot toward the story's Act Two. The caravan is attacked Acts
climax. Finally, you have to translate by a Core Earth scavenger team. The
the problems you present into game scavengers are intent on robbing the Each act should be interesting in its
terms so that you can resolve them as travelers as they make their way across own right, including all the same in-
they occur during a gaming session. the mutated Indiana landscape. A gredients that make the entire story
chase ensues, followed by a pitched exciting. Each act is a block of dra-
battle as the scavenger team corners matic action that has its own begin-
Outline the caravan. ning, middle and end. An individual
After the battle, the group is at- act should also have its own tone, based
Okay. You've got an idea for an tacked by a herd of terrible thunder upon which of the different realities it
adventure and you've worked out a lizards. They fight the herd, but there is set in.
plot. You have to break the plot into are too many of them. The Knights are Act One is the setup. It presents the
several acts, saving the resolution of about to be overwhelmed, when, player characters with a situation,
the major problem until the climax. suddenly, a weird, high-pitched cry is defines the major problem that faces
For example: heard in the distance. The thunder them, and gets them started toward
Adventure Idea. A group of Storm lizards flee at the sound, and what- the climax. Near the conclusion of the
Knights is hired to protect a news crew ever made the cry gives chase. The act, a plot point is presented. A plot
on a journey through the Living Land. journey continues. point is an incident or event that the
Background. The news crew is Act Three. The Storm Knights act builds toward. It gives the act its
actually an elaborate cover for a group finally get the news crew safely to payoff and leads to the next act.
of big game hunters hired by the Del- Ohio. Here they find a tribe of humans
phi Council to wipe out a tribe of who have flipped over to the primi-
humans who have gone native and tive reality of the Living Land and Example: In the outline above, the
apparently learned to communicate allied themselves with a herd of me- setup presents the Storm Knights with
with a special breed of dinosaurs. dium-sized dinosaurs, gifted with a a simple job accompany and pro-
Though the humans have in fact docile disposition and superior intelli- tect a news crew through the Living
gone native and made friends with an gence. The tribe is peaceful, and, the Land while the crew films a documen-
especially intelligent breed of dino- heroes learn, were the ones who saved tary for a Core Earth television station.
saur, they are diametrically opposed them from the thunder lizards. Shortly after the journey begins, the
to Baruk Kah, and have rescued many The big game hunters don't care: dangers of the primitive reality start to
a traveler from his forces' clutches and they draw their weapons and begin manifest themselves. The plot point
other perils. They are a definite force gunning down the helpless humans here is an event that reveals that the
for good in the Living Land, and de- and dinosaurs. danger that has been stalking them is
serve to survive. Conclusion. The Knights battle not Edeinos, but something that uses
The hunters, while quite willing and the hunters to save themselves, the "dead" tools and weapons.
able to deal with the humans and converted humans, and the gentle
dinosaurs they have been hired to kill, dinosaurs that saved their lives.
want protection from other incidental
perils of the trip. They are especially
fearful of a band of Core Earth scaven-
gers who operate along the route they
must take to the tribe's territory.
The hunters hope to keep their cover
at least until the Storm Knights help
them reach the tribe's grounds. Then
they will show their true nature and
exterminate the "traitorous" humans
and their special dinosaurs.
The trail will take the Knights and
their devious charges from Core Earth
Kentucky, through a transformed
Indiana, and finally to the tribe's home
in primitive Ohio.
Act One. The Storm Knights meet
with the news crew's producer about
employment as guards. Then comes
the first leg of the journey. The Knights
must get the crew past carnivorous
dinosaurs and other dangers of the
primitive realm. They find themselves
being followed.

17
TORG:Adventure Book

Act Two (and subsequent acts other


than the last act) contains one or more
confrontations. The basis of all drama is
conflict, and this act is filled with inci-
dental conflicts leading toward the
major conflict. Another plot point
should be planned to give the act payoff
and send the characters onto the rest
of the adventure.

Example: Using our outline again,


the confrontation in Act Two takes the
form of a major obstacle between the
characters and their goal. This obstacle
is the scavenger team, and they are
trying to waylay the heroes and pre-
vent them from getting the news crew
to their destination (the supposed goal
of the entire adventure at this point).
The plot point that leads to the climax
is the attack of the thunder lizards and
the timely rescue by the humans and
the dinosaurs.

Act Three (or the final act) is the Example: Back to our outline, the of big game hunters out to wipe out a
climax and resolution.Here, all the major final scenes are set in and around the tribe of humans and their tame dino-
threads of the story come together for camp of a tribe of humans who have saurs. They needed the Knights to help
the ultimate climax. And it comes succumbed to the primitive axioms. A them past the scavengers. The Knights
together in a strong ending that an- plot twist is thrown in here, revealing must step aside, or be blown away
chors your strong story. that the Storm Knights have been along with their targets. Now comes
duped. The news crew is really a gang the climax, where the story is resolved.
Great acts of heroism are performed,
important decisions are made, lots of
Possibilities are used up, and the he-
roes win or lose in a Big Finish.
sing the Drama Deck
To Recap: An adventure is a dra-
The drama deck helps the flow dation comes up in the final, cli- matic structure defined as a linear
of the story as your adventure mactic battle. The head villain arrangement of related events leading
unfolds. Be aware that you may calls to a Core Earth Knight dur- to a dramatic conclusion. It is divided
need to plan for certain card play ing a lull in the battle, telling him into a number of acts, each having its
own beginning, middle and end. It has
during the course of an adven- that the Delphi Council knows
direction determined by plot points,
ture. where his family is, and threat- the place in each act you want the
Specifically, you may want to ens them with retribution if he characters to get to. And it has inter-
determine how the following does not come over to their side esting gamemaster characters who
special villain actions work dur- now. This is certainly an Intimi- serve as enemies, allies, and neutrals
ing dramatic encounters: Taunt, dation, and a potent one, at that! for the player characters to interact
Trick, Intimidation, Test of Wills, Also, be prepared with a few with.
Maneuver, Attack, and Defend. villain and hero setbacks, and Most importantly, as you plot each
These have standard default throw in a Dramatic Skill Reso- act, think about your players' charac-
meanings, which certainly can lution or two during the course ters. Keep in mind all of their strong
be employed, but, if you have of an adventure. points and weaknesses, and try to
picture what each will be able to do in
the time, you might find if en- See the previous chapter and
a scene. In this way, you'll be able to
hances play to have a few special Gamemaster Chapter Four of the plan scenes where each character has
results up your sleeve. Rule Book for more information a chance to shine and show off. The
For example, in the adventure on using the drama deck. players will feel that they were in-
outlined above, a Villain Intimi- volved in the story and that's the
purpose and attraction of roleplaying.

18
Chapter Four

Scenes
Scenes are discrete units of action
within each act. The purpose of every ettings
scene is to move the act forward. Each
scene is made up of a setting, game- Settings work along with tone in a dark, Indonesian jungle; an
master characters, and goal. Scenes and genre to place an adventure enchanted circle of standing
can be used to provide information, or firmly in front of the players. Ide- stones on an English moor; a
to set an action sequence -- be it ally, each act should have its own shadowy, rain-slicked street,
combat, a chase, interaction, or prob- unusual and distinct setting. Sto- bathed in the glow of neon and
lem-solving. Use as many scenes as ries can be pretty much the same fluorescent lights. Each of these
necessary to move the act to its conclu- from genre to genre, tales of de- settings is simply a background,
sion. sire, greed, foolishness, love, but each makes its presence felt
Within each scene, you need to honor and valor. But what makes and makes the story seem com-
decide what the action will be and a Torg story truly horrific or fan- plete. Pay attention to one or two
what events you want to occur.
tastic or mysterious is the setting. details, and the setting becomes
A Victorian mansion sequestered real.
Example: In Act One, the first scene
is a meeting between the head of the
"news crew" and the Storm Knights. It
is set in a dimly-lit bar in Core Earth handle the action is up to them. When Events can occur whenever a game-
Kentucky. The major gamemaster the action is finished, they should have master wants to use one within a scene.
character is Alexander Becker, who done a good deal of roleplaying, a fair In the scene example above, the
claims to be the producer for the "LA amount of dice rolling, and perhaps Storm Knights are meeting with the
Action" TV news magazine. The Storm some note-taking. You have gotten news crew producer. The event sched-
Knights' goal is to find out what the them into the adventure and given uled for this scene is an encounter
producer wants and to come to terms them a good idea about what's going with a storytelling drunk. He over-
if they want the job. on. hears the ongoing conversation and
The essence of roleplaying is ac- decides to put in his own two cents. He
tion. In some scenes, the player char- tells a story about the time he went
The Action acters act, and gamemaster characters into the Living Land and was stalked
The action in a scene tells us what react to their actions. In other scenes, by a carnivorous monster. The only
the player characters will be doing. the player characters react to actions thing that saved him was the interven-
Not in a specific sense, mind you, but happening to them. You need a fair tion of a group of primitive humans
in general. In the above example, the mix of both kinds of scenes to make a riding dinosaurs. If the player charac-
action is a meeting between the Storm satisfying adventure. ters try to send the drunk away, they
Knights and a gamemaster character. Each scene should involve only lose a valuable piece of intelligence
The action, in general terms, involves one primary action. If there is another though they may not recognize it as
discussion and negotiation. How the action, it should probably be split into such at the time.
players decide to have their characters another scene.
Torg divides scenes into two types Variables
standard and dramatic. A dramatic
scene is one which is pivotal to the Variables are sections that plan for
resolution of the act. In general, there alternate directions in the storyline.
eginnings should only be one of these in an act. They are not designed to cover every
All other scenes are standard they possibility -- indeed, no adventure
Always try to start with some keep the action moving, but rarely couldbut they are set up to give you
sort of action. This can be accom- mean life and death for the characters some guidelines if the players decide
plished by dropping the player or the adventure. Put more time into to stray.
characters into a combat scene in developing the dramatic scenes, and In our famous first scene, the Storm
media res, by presenting them the standard scenes will take care of Knights decide not to accept the
with a problem to solve, or by themselves. producer's offer. This is a probable
forcing them to interact with variable and one that should be
other characters. No matter how planned for. What do you do if they
Events take this course? You could have the
you do it, if you can start things producer offer more incentives, but
off with a bang, then the rest of An event is an interactive situation you never want to give too much up
the adventure will follow the which depends upon timing and set- front. Or you could have the drunk
lead. ting. It is an occurrence or incident of inform them that the producer is actu-
significance within a particular scene. ally a big game hunter recently seen in

19
TORG:Adventure Book

lot Twists its tacks


Even in the most straightfor- Bits, like stacks, are events that Stacks are scenes that exist
ward adventure, it pays to throw are not part of the central sto- separate and apart from individ-
in a surprise or two. A plot twist ryline. But, like stacks, they can ual acts. But they are designed to
grabs the story as it runs along its be inserted into the adventure to tie into the storyline smoothly if
track and hurls it in a new direc- provide running gags, comic the need arises.
tion. relief, red herrings, or to just spice Stacks work with the subplot
Adventures must begin by up a stretch that has turned out cards in the drama deck to add
giving players enough informa- to be duller than the way you new elements to the overall plot.
tion for them to determine their planned it. You should plan for these sub-
characters' actions intelligently. Bits should be short bursts of plots in very general ways, be-
But an adventure will become a action that are not set in any cause you may not be called upon
lot more interesting if you keep specific locale. They should be to drop a stack into an adven-
some information secret until free floating, available for you to ture. But if a player decides to
later. In the outline above, the use as you see fit. play a subplot card, you will need
major plot twist is revealed when For example, you could de- a general idea on how to inte-
the news crew turns out to be sign an attack by a large flying grate that particular subplot into
something other than it seemed. dinosaur, who swoops down out the story.
Twists surprise players and keep of the mist and attempts to carry The subplot cards are:
them alert. off the smallest character. This Martyr, Mistaken Identity,
In general, plot twists depend could occur virtually anywhere Nemesis, Personal Stake, Ro-
on the players having incomplete in the Living Land or nearby mance (there are two of these
information. If you give the play- Core Earth; it could be inserted cards), Suspicion, True Identity,
ers just enough information to virtually any time things begin and Campaign.
make them think in the direction to drag. In addition, there is a special
you want them to, you can easily Connection card that you will
hit them with twists. The unex- need to plan for as well.
pected happens -- or the ex- You will find detailed expla-
pected fails to happen. You'll Design flags that add new twists, nations of these cards and their
new menaces, or new information to specific uses in the Rule Book,
create an adventure that will keep the adventure when they are activated.
the players guessing and ex- Here are two examples of flags in Gamemaster Section, Chapter
cited to see what happens. action. Four.
Flag One: If the Storm Knights de-
cide not to take the job offer in Act
the company of agents for the Delphi One, a flag is activated. It presents an
Council. This might convince the event to get the characters back into Awards
player characters to play along with the storyline. A delegation from the
him, to find out what he is up to. Common Ground Association asks the At the end of each act and at the end
Plan for two or three variables that Storm Knights to lead them into the of the adventure, you must award
are most likely to arise during play. If Living Land to meet with a primitive characters for their efforts. See the
something you weren't expecting tribe in Ohio. If they accept, it will be previous chapter for award guidelines.
occurs, you'll have to rework your easy enough to retrofit the rest of the
variable scenes to account for it, but at adventure to this new plot; most of the Cut To...
least you'll have a place to begin. intermediate acts can be used virtu-
ally as is. And if the player characters The final section of an act is the
Flags reach the tribe at the same time as the lead-in to the next one. It is brief, giv-
hunters, the climax will remain almost ing simple directions on how to shift
Flags are conditional events that are exactly the same, as well. from the current act to the next one.
activated by the player characters' Flag Two: In Act Two, if the Knights This will always be included in our
actions, and not necessarily connected are having too easy a time, a menace published adventures, but you can
to a specific setting. In fact, a flag may flag is activated. This triggers an event certainly do it on the fly or skip it
not even occur, depending on what that introduces a tribe of Edeinos altogether in your home-grown ad-
the player characters wind up doing warriors roaming the area, searching ventures.
during the adventure. for human prey.

20
Pullout Section

Before the Dawn Map 1


Assault on the Digging Device

1 River 5 Digging Device


2 Swamp 6 Trees
3 Path x Shocktroopers
4 Rubble

21
TORG: Adventure Book

22
INTERACTION RESULTS TABLE
Result Intimidate Taunt Charm
Points Test Trick Interrogate Persuade Maneuver

S Unskilled Unskilled Enemy Loyal Unskilled


1 Unskilled Unskilled Enemy Friendly Unskilled
2 Unskilled Unskilled Enemy Friendly Unskilled
3 Unskilled Unskilled Hostile Neutral Unskilled
4 Unskilled Unskilled Hostile Neutral Unskilled
5 Stymied Stymied Hostile Neutral Fatigued
6 Stymied Stymied Hostile Neutral Fatigued
7 Stymied Stymied Neutral Hostile Fatigued
8 Stymied Stymied Neutral Hostile Fatigued
9 Stymied Stymied Neutral Hostile Fatigued
10 Setback Setback Neutral Hostile Stymied/ Fatigued
11 Setback Setback Neutral Hostile Stymied/ Fatigued
12 Setback Setback Friendly Enemy Stymied/ Fatigued
13 Setback Setback Friendly Enemy Stymied/ Fatigued
14 Setback Setback Friendly Enemy +1 Stymied/ Fatigued
15 Break Up/ Setback Loyal Enemy +1 Setback/ Fatigued
+2 Player's Call Player's Call Loyal Enemy +1 Player's Call

COMBAT RESULTS TABLE GENERAL AND PUSH RESULTS TABLE


Ords Possibility-rated
Success Speed Power Storm
S 1 1
1 Ol 1
S Minimal 0 +1(3) -1
1 Average +1(4) +1(2) -1
2 Kl Ol
3 O2 Kl
2 Average +1(3) +1(1) -2
4 03
3 Good +1(2) +2(6) -2
2
02
4 Good +1(1) +2(3) -2 Storm x2
5 K3
Knockdown K/O 4 Knockdown O 2 5 Good +2(10) +2(1) -3 Storm x2
6
Knockdown K/O 5 Knockdown K 2 6 Good +2(9) +3(10) -3 Storm x5
7
7 Superior +2(8) +3(8) -4 Storm x2
8 Wnd K/O 7 Knockdown K 2
8 Superior +2(7) +3(6) -4 Storm x5
9 Wnd K/O 9 WndK3
Wnd K/O 10 WndK4 9 Superior +2(6) +4(10) -5 Maelstrom
10
2WndK/O 11 WndO4 10 Superior +2(5) +4(8) -6 Maelstrom
11
11 Superior +2(4) +4(6) -7 Maelstrom
12 2 Wnd KO 12 WndK5
3WndKO13 2Wnd O 4 12 Spectac. +2(3) +5(10) -8 Maelstrom
13
3Wnd KO 14 2Wnd KO 5 13 Spectac. +2(2) +5(8) Transform (5)
14
4 Wnd KO 15 3Wnd KO 5 14 Spectac. +2(1) +5(6) Transform (5)
15
15 Spectac. +2(0) +6(10) Transform (5)
+2 +lWnd +lWnd
+2 +0(-2)

LINK DIFFICULTY CHART


Character is in:
Character
is from: Core Living Nippon Nile
Earth Land Aysle Tech Cyberpapacy Orrorsh Empire
Core Earth 0 18 11 8 6 8 6
Living Land 16 0 10 16 12 9 9
Aysle 14 20 0 17 11 6 8
Nippon Tech 5 19 11 0 7 8 7
Cyberpapacy 9 21 12 12 0 9 8
Orrorsh 11 17 8 15 8 0 6
Nile Empire 11 16 10 12 8 5 0
BONUS CHART
Die 3 5 7 9 11 13 21 26 31 36 41 46
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1

SKILL CHARTS
ANALYSIS CHART VAULTING/SPRINGING
Physical Evidence Difficulty CHART
ACTION SUMMARY Familiar objects, Obstacle Difficulty #
expected use 8 Hopping a Fence 3
Tactic Attribute Familiar objects, Grabbing an overhang
uncommon use and swinging over a
or unfamiliar pit 8
Intimidate Spirit objects, common use 10 Vaulting or swinging
Taunt Charisma Uncommon objects, over a tricky obstacle 12
uncommon effect 12 Bouncing off an awning
Test Mind Criminal tried to during a free fall to
Trick Perception conceal evidence +2 reach a specific
Master criminal destination 15
concealed evidence +5
SURVIVAL CHART
LANGUAGE CHART Wilderness Type Difficulty #
Situation Difficulty Woods 3
Different dialect of own High Mountains 8
language 3 Desert 12
Language is derived from Polar Regions 15
common language (e.g.
Spanish and French) 8 CLIMBING CHART
COMBAT OPTIONS CHART Completely foreign Climb Difficulty
language (e.g. Chinese) 12
Action Damage Alien language, language Ladder -3
from another Cosm 22 Tree 5
Value Value Wall w/handholds,
RANGE MOD ARTIST CHART natural rock 8
Point Blank M1 0 Smooth stone, metal 15
Success Work Quality Darkness +2
Short 0 0 Minimal Good beginner's effort Rain +5
Medium -3 -3 (no mini- mum time) Ice-covered +5
Long -5 -5 Average Journeyman effort
FIRE OPTIONS (minimum one hour) TRACKING CHART
Good Professional effort {one Situation Modifier
Burst fire as single 0 -3 day)
Full Auto +3 +3 Trail is a day old +2
Superior Expert craftsmanship Trail is a few days old +5
Single fire as multi 0 +3 (one week) Trail is a week old +8
ATTACK OPTIONS Spectacular Masterpiece (one month)
Tracking during
Aim +3 0(a) inclement weather +5
FALLING CHART Tracking over a hard
Vital Blow -8 +4 surface (e.g. cement) +10
All-out Attack +3 +1 (b) Distance Fallen Difficulty # Tracking through
Sweep Attack +5 -5 1 story (15 feet) 3 mud or snow -5
Opportunity Attack -3 -3 (c) 2 stories (16-30 feet) 8 Tracking a vehicle -5
Location Attack 0 0 (d) 5 stories (31-100 feet) 12
Over 5 stories 15 FIRST AID CHART
DEFENSE OPTIONS Wound Level Difficulty
Active Defense Ml na LOCKPICKING CHART
Wound, K, O,
Aggressive Defense -4 0 (e) Sample Locks Difficulty and/or shock 8
CONCEALMENT Typical Interior Door 3 Heavy Wound 12
Partial -3 ** Padlock 8 Mortal 15
Medium -5 ** Wall Safe/ Deadbolt 12 Dead No first aid
High -10 ** Bank Vault 15 possible
SITUATION STEALTH CHART SCIENCE CHART
Blindside Attack +3 +3 Condition Difficulty Complexity Difficulty #
Complete Surprise (f) Modifier Simple 8
Normal Surprise (g) Rain, sleet, etc. -1 Average 12
Dawn or dusk, Complex 15
KEY fog, trees, Prototype 18
walls, crowd, etc. -2 From cosm with
Ml = Minimum bonus of one; ** = Use Night -3 lower tech axiom -5
Cover Value chart for damage modifiers; na = Dozing guards -3 From cosm with
not applicable; (a) = Takes one round; (b) = Dense concealment higher tech axiom +10
Attacks against are +3/+3; (c) = Holds action; (jungle, crowd Consists of many
in costume) -5 integrated systems +5
(d) = Holds for location; (e) = Defense total de- Very close scrutiny +1 Consists of hundreds of
creased by 2; (f) = Two rounds of cardplay; (g) Open terrain +2 integrated systems +10
= One round of cardplay Broad daylight +3
TORG VALUE CHART TORG BENCHMARK CHART
Val. Meas. Val. Meas. Val. Meas. Value Time Weight Distance
0 1 35 1E+7 70 1 E+14 0 Second 1 kilo 1 meter
1 1.5 36 1.5 E+7 71 1.5E+14 2 Tallest human
2 2.5 37 2.5 E+7 72 2.5 E+14 3 Human
3 4 38 4E+7 73 4 E+14 baby
4 6 39 6 E+7 74 6 E+14 9 Minute Human
5 10 40 1E+8 75 1 E+15 female
6 15 41 1.5E+8 76 1.5E+15 10 Human
7 25 42 2.5 E+8 77 2.5 E+15 male Football Field
8 40 43 4E+8 78 4 E+15 11 Lion City block
9 60 44 6 E+8 79 6 E+15 12 Brown Bear
10 100 45 1 billion 80 1 E+16 15 Small Car Kilometer
11 150 46 1.5E+9 81 1.5E+16 16 Large Car Mile
12 250 47 2.5 E+9 82 2.5 E+16 17 Elephant
13 400 48 4E+9 83 4 E+16 18 Hour
14 600 49 6 E+9 84 6 E+16 20 Empty Truck
15 1,000 50 1 E+10 85 1E+17 22 APC
16 1,500 51 1.5E+10 86 1.5E+17 23 Marathon race
17 2,500 52 2.5 E+10 87 2.5 E+17 24 Loaded
18 4,000 53 4 E+10 88 4E+17 Truck
19 6,000 54 6 E+10 89 6 E+17 25 Day Blue Whale
20 10,000 55 1E+11 90 1E+18 27 Boeing 747
21 15,000 56 1.5 E+11 91 1.5E+18 28 C5A Galaxy
22 25,000 57 2.5E+11 92 2.5E+18 29 Week Tramp
23 40,000 58 4E+11 93 4E+18 Freighter
24 60,000 59 6E+11 94 6E+18 30 Destroyer Length of
25 100,000 60 1 trillion 95 1E+19 Great Britain
26 150,000 61 1.5E+12 96 1.51+19 32 Month Six-flat
27 250,000 62 2.5E+12 97 2.5E+19 building Paris to Moscow
28 400,000 63 4E+12 98 4E+19 33 Fully loaded
29 600,000 64 6E+12 99 6E+19 train New York to L.A.
30 1 Million 65 1 E+13 100 1 E+20 34 New York to
31 1.5 E+6 66 1.5E+13 London
32 2.5 E+6 67 2.5 E+13 35 London to
33 4 E+6 68 4 E+13 Tokyo
34 6 E+6 69 6 E+13 38 Year Circumference
of Earth
39 Battleship
41 Aircraft
Carrier
45 Loaded Oil
Tanker
DIFFICULTY NUMBER
SCALE

Description # Modifier

Very Easy 3 -5
Easy 5 -3 THE AXIOMS OF THE COSMS
Average 8 0
2:1 Against 10 +2 Magic Social Spirit. Tech.
Difficult 12 +4
10:1 13 +5 Core Earth 7 21 9 23
Heroic 15 +7 Living Land 0 7 24 7
100:1 18 +10 Aysle 18 18 16 15
1000:1 22 +14 Nippon Tech 2 22 8 24
Never Tell Cyberpapacy 10 18 14 26
Me the Orrorsh 15 20 17 19
Odds 25 +17 Nile Empire 12 20 17 21
SKILL LIST TRANSFORMATION TABLE
Time Pure Area Dominant Area
CHARISMA PERCEPTION Transform Roll # Transform Roll#
Charm Air vehicles 1 second 1 /E7 105 2/E8 130
Persuasion Alteration 1 minute 5/E6 90 9/E7 100
Taunt magic 1 hour 3/ E4 60 5/E5 77
Divination 1 day 7/1000 40 1/E4 72
DEXTERITY magic
1 week 5/100 26 9/1000 38
Acrobatics Evidence
Beast riding analysis 1 month 20/100 18 4/100 28
Dodge Find 3 months 50/100 12 11/100 19
Energy First aid 6 months 75/100 6 25/100 17
weapons Land vehicles 1 year 93/100 3 37/100 14
Fire combat Language 18 months 98/100 2 50/100 12
Flight Scholar 2 years 100/100 60/100 9
Heavy Space 3 years 100/100 75/100 6
weapons vehicles 4 years 100/100 84/100 4
Lock picking Tracking 5 years 100/100 90/100 3
Long jumping Trick
Maneuver Water The "E " notation is shorthand for large numbers. "E7" would be 10,000,000,
Melee vehicles which is 10 to the seventh power, or a one followed by seven zeroes.
weapons
Missile MIND
weapons Apportation
Prestidigitation magic
Running Artist
Stealth Conjuration MULTI-ACTION CHARTS
Swimming magic
MEASURE
Unarmed Medicine CONVERSION CHART Many On One
combat Science
# Char. Bonus How Many
Survival Measure is Value Modifier Succeed
SPIRIT
Test of Will in units of Modifier
Faith Willpower 1 DN
Focus Seconds 0 2 +2 DN+2
Intimidation STRENGTH Minutes +9 3-4 +3 DN+4
Reality Climbing Hours +18 5-6 +4 DN+6
Lifting Days +25 7-10 +5 DN+8
Weeks +29 11-15 +6 DN+10
Months +32
Skills listed in boldface Years +38
cannot be used unskilled. One On Many
Meters # Char. Toughness How Many
Increase Succeed/
per round 0
Difficulty
MPH +3 Increase
COVER VALUE CHART KMH +2
1 DN+2
Type of Example Add/Max.
Kilos 0 2 +2 DN+4
Cover
Pounds -2 3-4 +3 DN+6
Soft Bush, +3/15 Tons +15 5-6 +4 DN+8
car door 7-10 +5 DN+10
Medium Logs, +10/25 Meters 0 11-15 +6 DN+12
brick wall Feet -3 DN = difficulty number; DN + ? means
Hard Steel, +15/40 Kilometers +15 add the listed amount to the difficulty
stone wall Miles +16 number.
Pull out Section

27
TORG: Adventure Book

28
Chapter Four

Gamemaster Definite Objective. Every game- In addition, when creating game-


master character, from a lowly Ord to master characters, spend some time
Characters a Possibility-laden master villain, thinking about the role they will play
should be given a definite objective. in your plot. Types of roles include:
One of the great joys of gamemas- The character should want to get
tering is playing all the allies, neutrals, something out of his encounter with Motivation. The character's pur-
creatures, and villains that exist in an the player characters, be it informa- pose is to motivate the player charac-
adventure to help, hinder, and oppose tion, help, power, or a few laughs. If ters toward a specific series of action.
the player characters. These are the you know what the character wants, it This character helps direct the course
gamemaster characters, and if they will be much easier to portray him. of the adventure.
are designed right, they can enliven an Skills. You do not need to design Information Source. This charac-
adventure. Even a combat-oriented every gamemaster character with a ter is used to provide information and
scene can be jazzed up by creating an complete set of skills and attributes, clues to the player characters.
opponent who has a few unusual skills, but you should note those you expect Obstacle. Whether through com-
or a trick or two to use against the the character to use during an encoun- bat, uncooperativeness, or some other
player characters. ter. means, this character is designed to
What makes a gamemaster charac- impede the player characters' prog-
ter interesting? Example: ress through the adventure. Many
Name: Alexander Becker obstacle characters are minor hench-
Distinctive Appearance. Jot Template: Big Game Hunter (dis- men and lieutenants of the major vil-
down an adjective or two to use when guised as TV news producer) lain of the adventure and are actively
you describe the character's appear- Appearance: six feet tall, blonde hair, working against the characters, though
ance to the playersbald, ugly, beau- chiseled features others officious customs officials,
tiful, thin, tall, bulky, short, dark, fair, Speech: Hollywood mogul style punks, highwaymen, missionaries,
etc. This gives the players a tag with "Let's feel the vibes on this shot. Work wild dogs are merely in the way.
which to visualize the character. with me baby, work with me." Major Villain. No adventure is
Distinctive Speech. Different Objective: To trick the player char- complete without a hateful major vil-
.characters should talk in different acters into believing he is a producer; lain to serve as an antagonist. The
ways. A street thug, for example, to wipe out the human tribe. major villain must be powerful enough
speaks much differently from a col- Values: DEX 11, STR 10, TOU 10, to stand up against a group of Storm
lege professor, and an Edeinos hunter PER 10, MIN 9, CHA 8, SPI 8; reality 9, Knights, clever enough to be behind
differently from a pulp villain. Vary dodge 13, fire combat 13, unarmed the evil plans, and interesting enough
different characters' accents, vocabu- combat 12 to warrant a major role in the story.
laries, and figures of speech. Possibility Points: 9

29
TORG:Adventure Book

In some adventures, the major villain to make the adventure more visual words, they must make their way
is a shadowy figure who manipulates and, therefore, more real. through obstacle after obstacle,
events from behind the scenes, never Take a look at what we include in our through villain after villain, in order
actually showing himself at all or published adventures to get a better to achieve their destination. Each step
only in the last scene of the last act. idea of the range of handouts you can of the gauntlet has a distinctive per-
"Before the Dawn" is an example of create. sonality, and each step wears down
this type. Dr. Mobius is the antagonist Remember, all scripts and hand- the heroes perhaps even killing a
of this adventure, but the player char- outs should serve the following pur- few so that by the time they reach
acters never get within a mile of him poses: to impart information, to help the final goal, they have no doubt that
and a good thing for them they visualize a scene, to give the players one side or the other will be utterly
don't, too! something to examine and refer to. destroyed in the final conflict.
Comic Relief. This bumbling,
funny, or otherwise amusing charac-
ter is designed to lighten up portions
A Further Word on The Gathering
of an adventure.
Mood-Setting Device. Any char- In this type of plot, the player char-
acters designed to work with and re- Plots acters must go from place to place and
flect a particular setting help set the accumulate elements to be used to
Below we'll briefly discuss the most complete their goal. They may be
mood and tone of an act or whole common plots used to set up Torg
adventure. For example, a fly-eating forced to roam from realm to realm in
adventures. You'll notice that most their travels, or the entire adventure
madman named Igor met at the start involve movement from one setting to
of a story will certainly set the horror might take place in a single realm.
another. An experienced gamemaster They may be gathering anything from
mood. can run an adventure set in a single clues, to pieces of a powerful relic, to
setting but, unless the setting is un- hard evidence, or even allies to help
usually rich and well-thought out, it is
Maps difficult to maintain the players' inter-
fight against a terrible threat.

By drawing simple maps for the est.


players, you help them visualize what
is going on and where they are in a Finally, the Climax
particular act or scene. Most of the The Quest
In addition to everything else, the
maps you'll want to sketch are those The quest is an epic plot, wherein climax should present the player char-
areas where combat is likely to occur. the player characters undertake (or acters with plenty of opportunities to
But you might also want to draw are given) a task to perform. These accomplish amazing feats. Never de-
simple maps of buildings, towns or tasks could be anything from remov- sign an adventure where the player
cities, in case someone asks for details. ing a stelae, to rescuing a captured characters take a back seat to a game-
It is sometimes useful to prepare innocent, to throwing an evil magic master character. They should be to-
two versions of the same map item into a deep crevice. But while the tally involved and completely instru-
one for your reference with all the goal might be quite straight-forward, mental in the climatic events and reso-
pertinent details in place, and one for the path leading up to that goal must lutions of the adventure. After all, they
the players showing them only what be fraught with danger, intrigue, false didn't play through the entire thing
their characters could know or believe. clues, and deceptive omens. just to sit and watch the conclusion
Often, a quest will require that some happen to someone else!
item be acquired first, and then some- Some types of climaxes include the
Scripts and Handouts thing done with that item before the classic fight-to-the-finish with the
major task can be performed. major villain, the timely arrival to
Anything you feel inspired to pre-
pare for the adventure will only make prevent the villain's goal and save the
the story that much more memorable day, the chase to the villain's last ref-
and exciting. A good script to open the The Gauntlet uge, and the bloody clash of major
adventure in media res, clue-filled forces while the heroes confront the
This dramatic type of plot also in- bad guy. It doesn't matter which cli-
handouts such as newspaper clippings volves a quest of sorts, but the path to
or computer screen printouts, and max you use, just as long as the player
the goal is deadly. Along the route to characters play a major role in the
other types of props all work together the specific goal, the player characters outcome.
must "run the gauntlet." In other

30
Chapter Five

Chapter Five

Before the Dawn


A Torg Adventure
Mobius, perplexed, stepped away from Lieutenant Adams wiped the sweat from
his Darkness Device. He examined the his brow as he swept the forward area with
thread that led to the realm of Orrorsh, his binoculars. The perpetual storm sur-
running his gloved hand over its stone rounding Philadelphia obscured much of
surface. The hieroglyphics carved into the his view, but, from what he could see, the
smooth stone praised his power and do- Edeinos were once more in retreat.
minion in a thousand different ways. Then "All right. Call this another win for the
the praises started again, curving up to good guys," he said to Corporal Morrison,
where the thread faded in mid air. his radioman. "The enemy is pulling back."
"I do not understand," Mobius said He squinted up at the sun, cursing its
aloud. He turned to address the six sar- immobility. By his watch, it was 2:00 am;
cophagi of the previous pharaohs of Egypt the sun had been in that same position for
which rested at the base of the Device. 20 hours. Already, the temperature had
"Why does not my loyal servant return risen nearly six degrees from yesterday's
from Orrorsh realm? Why does not the record high.
Gaunt Man answer my request for an The casualty reports began to come in.
audience?" Adams listened with growing dismay. Two
"Perhaps, Pharaoh," replied the rav- men of his depleted company killed, three
agon as it entered the vast chamber, "the missing, and 12 wounded. Half of the
Torg would grant your request if he were injured were cases of exhaustion and heat-
able. But his most-trusted lieutenant, prostration. Hell, they had lost more men
Thratchen, sends his greetings." to the weather than to enemy action!
"I told you and your kind never to enter If the temperature continued to climb,
this room!" Mobius raged at the winged he didn't think his company would sur-
demon. vive a week.
"A thousand pardons, High Lord," the
ravagon said in mock regret. "I assumed
you would want the information that I
have brought. But if I disturb you ..." The Introduction
ravagon let the sentence hang unfinished
as he turned to leave. "Before the Dawn" is the first ad-
"Wait," Mobius commanded. "What venture set in the Near Now of Torg. It
news have you brought?" is designed for up to six players and a
"Just this. The Torg has taken a short gamemaster. The gamemaster should
trip, as he is wont to do. During his ab- read the World Book and the entire
sence, he has left Thratchen to oversee the adventure prior to play, in order to
realm. Thratchen says to carry on with become familiar with the overall Torg
your work, and leave him to carry on with story and the adventure plotline. Play-
his." ers should not read the adventure, as
The Gaunt Man is away? At this criti- knowing what is going to happen
cal moment? Well, thought Mobius, then removes the suspense and excitement
perhaps the time is right for me to put my of the story.
plan in motion ... This adventure is designed to intro-
"Summon Professor Shariff," Mobius duce a group of Storm Knights to each
called, striding from the chamber. There other and to the world of Torg. It is set
was work to be done. just after the Earth has stopped spin-

31
TORG: Adventure Book

ning (see "Core Earth" in the World the planet itself has started to break Act One climaxes with the battle
Book), and allows them to meet deni- down the planet Earth has stopped between the Storm Knights and Pro-
zens of the Living Land, the Empire of spinning and even more deaths are fessor Shariff's forces.
the Nile, and Orrorsh. imminent from heat and cold. In Act Two, the heroes meet the
Everything you need to play "Be- The Gaunt Man, leader of the in- girl's father, Doctor Marlen, and search
fore the Dawn" is in the game box. vading realms, has been neutralized the digging machine. They discover
Begin by helping the players create by another group of Storm Knights that Professor Shariff was in the Liv-
characters (see the Rule Book), then (see the "Possibility Wars" novel tril- ing Land at Dr. Mobius's command, to
start the adventure. ogy, available where you purchased trade Edeinos warriors weapons, in
this game). This has left his mystic- return for some kind of an "egg," which
science machine for siphoning off the would be useful to him in stealing the
Adventure Format Earth's energy unsupervised. It rests energy the Gaunt Man gained by stop-
beneath the Indian Ocean, in the Java ping the Earth. They hope to discover
Each act starts with its own synop- Trench, waiting for the command to the Earth-stopping machine's location
sis, called "The Major Beat," which release its stored energy. by journeying to Shariff's base in the
outlines what the player characters Pharaoh Mobius, High Lord of the Nile Empire.
must accomplish before they can move Nile Empire, has discovered the great The heroes may choose to stick
on to the next act. Within an act the vortex of power that marks the around and, pretending to be Shariff's
characters can move about rather machine's location. With his own men, trade the weaponry for the egg
freely, perhaps even skipping some weird science, the Pharaoh knows he (or steal it from the Edeinos); if so, they
scenes, but until they finish the major can get the machine to give him the will be puzzled to discover that it is a
beat, they cannot move forward in the energy. Then he can claim the Torg Faberge egg, a stunning and beautiful
adventure. Acts are broken into smaller title and the cosmverse will be his! piece of jewelry, but of dubious mili-
segments, called "Scenes," and these But a second group of Storm Knights tary, magical, or scientific value.
are defined as either "standard" or - the player characters happen The Storm Knights take the digging
"dramatic" for purposes of drama card upon the Pharaoh's scheme. Not only machine back to the base in the Nile
play (see the Rule Book). Scenes begin must they deny Mobius this energy, Empire. Here, they skulk around,
with sections called "The Situation," they must return it to the Earth so that evading Nile shocktroopers, interro-
and these may be read aloud or para- the planet can resume its spin before gating prisoners, and attempting to
phrased by the gamemaster in order all life is destroyed by the extreme discover the location of the Earth-stop-
to set the scene. temperatures settling across the ping device. They learn its exact loca-
planet's surface. tion and that Mobius himself will
shortly be arriving to board a seaplane
Adventure (in a nearby hangar) to go there him-
Background Adventure Synopsis self!
The Storm Knights determine to
Some important things have hap- The adventure begins during the steal the plane and beat Mobius to the
second night of the Still World. The punch. The battle to steal the plane is
pened to Earth over the past three
months. It all started with the appear- player characters are in the Living ferocious and bloody, but, as the shock-
Land, returning from a successful troopers are surprised to be attacked
ance of the maelstrom bridges and the
sweeping storms that changed reality. resupply mission, when a tire blows this deep within their own lines, they
The World Book describes what the on their army vehicle. While they are are ultimately defeated, and the Storm
repairing it, a young woman rushes Knights steal the seaplane.
realities of different portions of Earth
up to them and begins shouting wildly Act Two ends with a battle between
have changed to, but suffice to say that
in some places the laws of nature have at them unfortunately, in German. the seaplane and a pair of Nile fighter
While they attempt to calm her and planes. The fight is complicated by the
become very strange indeed. Millions
of people have transformed into beings figure out what she is saying, they are arrival of Shul, a huge brute of a me-
attacked by a group of Edeinos. chanic who was hidden aboard the
more suited to these new realities.
After the attackers are beaten off, seaplane when it took off. Shul does
Technology has broken down in some
the woman tells the heroes that she his very best to kill everyone he en-
places; in others it has become fright-
and her father have been taken pris- counters while the fighter planes
eningly advanced.
oner in the New Empire of the Nile, pepper the seaplane from outside!
Death and destruction accompa-
and forced to accompany Professor In Act Three, the heroes arrive in
nied the storms of change, as did the
Shariff to the Living Land in a fantastic the realm of Orrorsh. They fly to the
terrible Possibility Raiders. These
digging machine of her father's de- location marked on the map, discov-
invaders have attacked our planet with
sign, from where she recently escaped. ering there a weird, unnatural tor-
blinding speed and ferocity, killed
She also tells them that, from what she nado, fixed in position directly at the
hundreds of thousands, enslaved
has overheard, Professor Shariff's coordinates. They land their plane as
countless others. And now, as the third
mission has something to do with the close to the tornado as possible.
month of the invasion comes to a close,
stopping of the Earth!

32
Chapter Five

Once landed on the sea, their air- it will be so hot that the device will fall the stopping of the Earth. They may
ship is attacked by a huge white shark, straight through into the mantle, tak- acquire a Faberge egg, which they be-
who slams into its hull with frighten- ing the heroes, and all hope of restart- lieve will aid them in restarting the
ing violence. This shark is a demon ing the Earth, with it! world.
named Gibberfat. Once they "kill" the If they are successful, the Earth Following their slim leads, they
demon shark, it transforms into a vi- gradually resumes its spin, and thou- board a fabulous tunneling machine
cious electric eel. Once the eel is dis- sands of people's lives are saved. If to a secret base in the Empire of the
patched, Gibberfat assumes his true not, the Still World is permanent; in a Nile, where they hope to find the loca-
form. He calls to them in English, tell- few short years, most of this planet tion of the device which has caused
ing them to desist or they will perish. will be uninhabitable. the Earth to stop and possibly learn
If the Knights have the egg, they can how to restart the planet.
use it to buy Gibberfat off, otherwise,
they must fight him. Once he dies or is
bribed, the heroes must face the last ACT ONE SCENE ONE:
obstacle between them and the Gaunt
Man's device. A Hot Time in the The Meeting
The climactic battle for the Earth
takes place 50 meters beneath the Old Town Tonight The Situation
surface of the ocean. The Storm Standard. The heroes are running
Knights, wearing old-fashioned div- The Major Beat supplies into the Living Land. This
ing suits and armed with various weird scene takes place on a dirt road, deep
science weapons from the arsenal of In this act, while traveling in the in the jungle, when their tire blows
Dr. Mobius, battle against the final Living Land, the heroes meet Hildy out. As the heroes are changing a tire
guardians of the Earth-stopping de- Marlen, a beautiful young damsel in on their truck, they meet a beautiful
vice - skeletal, long-dead pirates! distress. They rescue her father, Doc- young German woman.
Some of the heroes must hold off the tor Marlen, from the clutches of the
pirates while the others work fever- evil Professor Shariff, a servant of the The world has surely gone to hell
ishly to master the controls of the even more evil Dr. Mobius. The heroes recently. The USA has been invaded
machine. Meanwhile, the ocean floor (incorrectly) come to understand that by dinosaurs and lizard-men; the
itself begins to bubble and melt; soon Dr. Mobius has something to do with United Kingdom and Scandinavia

33
TORG: Adventure Book

have been overrun by knights in ar- ing at him hysterically -- unfortu-


mor, Vikings and sorcerers; France has nately, in German while pointing
been transformed into a dark-ages down the road from whence she came.
theocracy; the Middle East has been he Deep Mist
taken over by a raygun-weilding lu- Hildy Marlen (Damsel in Distress):
natic who wishes to recreate the glo- The Living Land is en- DEX 8, STR 7, TOU 7, PER 7, MIN 8,
ries of Ancient Egypt. It's been a bad shrouded in a veil of mist, called CHA 12, SPI 10.
couple of months. "The Deep Mist." The Deep Mist Skills: dodge 10, running 10, un-
And now the Earth has stopped obscures vision; a character can- armed combat 9, scholar (geology) 13,
moving. The sun has been in the same not ever see more than 10 meters charm 14.
place for over 20 hours somewhere around him. In addition, the
over the ocean near South America Description: Beautiful young blond
Deep Mist screws up compasses German woman. Dressed in standard
and the temperature over North
and other direction-finding de- explorer's gear in pretty disarray.
America has risen almost six degrees
above the record high for this day. vices, making it very difficult to Once the characters succeed in calm-
You shudder to think what it must be get anywhere without getting ing her, she manages to remember her
like in South America now and lost. English, and says, "Please help me! I
what it will be like here in a week. am being chased by those terrible, how
But there's nothing you can do about you say? I forget the words. Oh, yes, I
that, so you are doing the best you can, remember now! Lizards!"
Deuce-and-a-Half: Tech 22, Speed Right about then the lizards show
running supplies into the boundaries 100kph/60mph (value 12), Passengers
of the so-called "Living Land" - a up.
14, TOU 22. Price: 60k (value 24).
place that used to be called Ohio.
Despite the invasion of the dinosaurs Description: The deuce-and-a-half The Edeinos Attack
and the Edeinos, despite the destruc- is so-named because it weighs around
tion of the cities, despite the collapse 2.5 tons; it's not so easy to change a There are seven Edeinos in the
of technology, people still live there, tire. The difficulty of changing a tire is hunting party six warriors and one
refusing to leave their beloved homes. 8 (land vehicles skill); the base time optant (an Edeinos priest). They picked
They may be foolish even crazy value is 17, or around 40 minutes. up Hildy's trail about three miles back;
- but you cannot simply let them Subtract one from the time value for though they could have captured her
starve or die for lack of food or proper each level of success above minimal the at any time, they let her run, to in-
medicine. So, every day for the last character receives (that is, on an aver- crease the fun of the chase. They are
couple of weeks, you have been run- age succes it takes 25 minutes; good about to pay dearly for that decision.
ning a truckload of supplies into Ohio success, 15 minutes; etc.). The coordi- When they left their tribe this morn-
from still-normal Kentucky, at the nation difficulty of this task is 5. ing, the hunting party was blessed
same time, attempting to convince the with the miracle See Through Mist, al-
people to leave. Enter Hildy lowing them to see up to 40 meters
After a few terrifying experiences through the Deep Mist (remember,
in the first trips, you've gotten the While the heroes are repairing their the heroes can see only 10 meters).
hang of it by now more or less tire (at least five minutes before they When they get within sight of the truck,
and this trip has so far been unevent- have finished), they hear something the warriors spread out, planning to
ful. You are heading down a dirt road coming down the road toward them. encircle the truck and hit it simultane-
back toward Kentucky. The road has Whatever it is, it is not attempting to ously from all sides. Meanwhile, the
degraded significantly, and, hitting a be silent; they can easily hear it splash- optant begins to cast the miracle, Ani-
sharp rock, your front left tire blows ing through puddles, cracking mate Plant on the jungle around the
out. branches, and so forth. The Knights truck. Once cast, the Edeinos attack.
may attempt find or Perception rolls
against a difficulty of 8 to learn more. Edeinos Warriors (6): DEX 11, STR 9,
The Action Under no circumstances should the TOU 10, PER 9, MIN 9, CHA 8, SPI 10.
Have the Knight driving the truck Knights be allowed to kill Hildy. If Skills: dodge 12, melee weapons
generate a land vehicles total. If the total anyone foolishly wishes to fire off a 12, missile weapons 12, stealth 12,
exceeds 5, he brings the truck to a safe burst before seeing what they are fir- unarmed combat 12, tracking 10, fo-
stop. If less, the truck crashes. An army ing at, Hildy gives off a frightened cus 11, faith 11.
deuce-and-a-half, the truck is sturdy scream (she saw a large snake in the Natural Tools: claws 13, teeth 11,
and emerges unscathed; each Knight trees) just as they are about to fire. If tail 9.
is hit with a damage value of 5. the Knights insist upon firing anyway, Equipment: hrockt spears; damage
they miss. Period. 12, range 5/10/15.
Seconds later, Hildy appears out of Notes: Can see 40 meters through
the Mist. Seeing the Knights, she mist because of See Through Mist mir-
throws herself in the arms of the near- acle.
est handsome male and begins jabber-

34
Chapter Five

Edeinos Optant: Same attributes and them that they were to meet some From what Hildy has told you, the
skills as warriors, except: SPI 12, faith Edeinos, to trade weapons there are digging device is just up ahead, maybe
14, reality 13. Possibilities 2. several hundred rifles on the device 50 meters down the path, which runs
Miracle: Animate Plant, community for a key. He said that Pharoah would between the jungle and the swamp off
rating 12, difficulty 16; range: sight; be able to use the key to unlock the to your right. There are 10 shocktroop-
duration 18. Area of effect: 20 meter power of the Still World!" ers on board, armed with some kind of
radius. Cast time two rounds. Effect: "When we arrived here this morn- machine pistol or gun; Hildy doesn't
Immobilizes victims. ing, the Professor met with some of the know what kind of weaponry Profes-
When the Animate Plant miracle is lizards I do not know what they sor Shariff may have. She also tells you
cast, all of the plants within the area of said. Then the lizards left; we have that it takes five minutes to start up the
effect writhe and wriggle as if alive, been waiting ever since. Two hours digging machine when the engine is
seeking to entwine anything nearby, ago, my father and I were let out of the cold. Other than that, she doesn't know
attacking animals and beings with an device to get some fresh air. My father much of any use.
unarmed combat skill of 12. If success- hit our guard on the back of the head
ful, the plants have wrapped around and told me to run and get help. As I The Action
the character, immobilizing him and left he was struggling with the guard.
causing him to suffer a -4 to all Dexter- "An hour later, I was discovered by See the "Assault on the Digging
ity-based skills or any skills which the Edeinos. They chased me until I Device" map in the pullout section:
require movement. The character may met you. the guards are located at the spots
attempt to break free by making a "My father is an old man; they are marked "X"; six more and Professor
Strength roll of difficulty 13; other free sure to kill him! Won't you please Shariff are inside the digging machine.
characters can help, coordination dif- rescue him?" The heroes arrive from the south, about
ficulty 5. 30 meters below the two shocktroop-
The plants are animate only for one The Storm Knights may be more in- ers guarding the southern path.
round (though anything they catch terested in the "key" to the Earth-stop- The shocktroopers' first priority is
will be held for the full duration of the ping device than in rescuing the doc- to sound the alarm. The moment they
spell); after the first round, other char- tor; in any event, they must go to the spot the Knights or, if the Knights
acters can enter the area without risk. digging device if the adventure is to are being sneaky, the moment they are
continue. Hildy knows the way back attacked by the Knights they fire
(more or less); the journey takes about their weapons to alert the other guards.
45 minutes. The other guards rush toward the
Hildy's Story sound of battle, except for the guard
Cut To... atop the pile of dirt and rubble, who
Read the following or paraphrase it has orders to stay there and guard the
in answer to the Knights' questions: Forty minutes later. The Knights machine.
follow Hildy back down the road and The guards inside the digging
"I am the daughter of Herr Doctor up a trail. She tells them that she thinks machine emerge in the first round
Heinrich Marlen, a famous engineer. the camp is just up ahead, somewhere following the alarm sounding; Profes-
We were in Cairo when the Pharoah in the mist. sor Shariff emerges in the next round.
came. My father was captured, and Professor Shariff is a fanatically loyal
forced to work for the Pharoah, under servant of Dr. Mobius; he fights to the
the direction of Professor Shariff." SCENE TWO: death. If it looks as if he is going to be
(Here she gives a pretty shudder.) "Pro- defeated, he retreats into the digging
fessor Shariff said he would do things DoctorMarlen's machine and attempts to initiate the
terrible things! to me if my father
did not work for him.
Incredible start-up sequence. This takes roughly
five minutes (or 30 rounds). The door
"In the next two months, my father Digging Device to the digging machine has a Toughness
built a fantastic digging device. He of 24; the lock has a lockpicking diffi-
could never do this before; I think he The Situation culty of 10.
changed somehow when the world
did." (In fact he transformed into a weird Dramatic. The heroes head down
the road in the direction Hildy came Shocktroops (10): DEX 9, STR 9, TOU
scientist.) 9, PER 7, MIN 7, CHA 7, SPI 9.
"Three days ago, Professor Shariff from. Ten minutes later, they hit a
path leading off into the jungle. Fol- Skills: dodge 10, fire combat 10,
took my father and myself onto the unarmed combat 10, climbing 10.
digging device and forced my father lowing that, they eventually reach the
clearing where Doctor Marlen's in- Equipment: Schemisser Machine-
to drive it to this place. During the guns; damage 17, range 15/25/100.
two-day trip, we overheard the Pro- credible digging device is located.
Knives; damage STR + 3.
fessor talking to the soldiers. He told

35
TORG: Adventure Book

Professor Shariff: DEX 9,STR 10, TOU


8/20*, PER 9, MIN 12, CHA 9, SPI 9.
Skills: reality 12, dodge 13, energy
weapons 14, maneuver 11, unarmed
combat 10, land vehicles 12, scholar
(weird science) 13, science 13, test 13,
weird science 14, willpower 14, charm
12, taunt 11, intimidation 12.
Possibilities: 10.

The Sound-Gun: This weird science


gizmo looks like a cross between a
megaphone and raygun. It has three
settings and power for 12 shots.
Stun Setting: +3 to hit. Damage: 20
(Stun, KO, Knockdown damage only).
Wound Setting: Damage: 16 (normal
damage plus deafness for a number of
rounds equal to half the result points
of the shot).
Kill Setting: Damage: 20 (two
charges per shot. Normal damage plus protection from the rock and dirt. Any
deafness for a number of rounds equal Cut To...
potentially lethal attacks do at most
to the result points of the shot). heavy damage to the digger, requiring If the Knights stay around to get the
several hours' time to repair. egg, cut to Scene Three. If they pro-
*Force Field Generator: This gizmo Finally, you may be in trouble if the ceed directly to the secret base, cut to
looks like a bulky backpack. When Knights decide not to attack at all, in- Scene Four. If they do something
turned on, Professor Shariff is sur- stead preferring to return to Kentucky completely unexpected, cut to the Act
rounded by a heavy nimbus of electri- to get help or do something else alto- Awards and following Cut To section
cal energy, making him almost pain- gether. You have a number of choices: for advice.
ful to look at. There is power for 15 you can use Edeinos to herd them
rounds' continuous use. The force field back to the encounter; once they are in
gives the equivalent of +12 armor
protection, increasing Professor
Kentucky, you can feed them clues SCENE THREE:
and hints suggesting that they go to
Shariff's Armor Value to 20. the Nile Empire and find the hidden Guns for Butter
Variables
base; or you can somehow get them
directly to Act Three in Indonesia,
(or Eggs)
skipping Act Two altogether. The Situation
The main risk here is that the Storm If the Knights simply refuse to have
Knights will be defeated. If so, Profes- anything to do with Dr. Mobius or at- Standard. This scene occurs only if
sor Shariff will attempt to capture them tempting to start up the Earth, you the heroes decide to stick around and
and imprison them in the digging ma- will have to run your campaign in the get the egg from the Edeinos.
chine, so that he can gloat over them at Still World setting, as described in the The heroes have several hours be-
his leisure, and bring them back to Dr. World Book. fore the Edeinos return; they can spend
Mobius as prizes. If this occurs, you this time tidying up the battlefield,
will have to give them an opportunity questioning Dr. Marlen, disguising
to break free of their bonds and over- Aftermath themselves as shocktroopers, and so
whelm their opponents, either during In all likelihood, the heroes have forth. Once they have completed their
the trip, or when they reach the base emerged victorious, having killed preparations, cut to the arrival of the
(see the next act). Professor Shariff and killed or driven Edeinos.
Another risk is that the heroes off the shocktroopers. Hildy has a
somehow manage to completely de- tearful reunion with her father, tied The Action
stroy the digging device possibly up inside the digger. After ransacking
by the injudicious use of magic or high the machine, the Knights find Pro- Clever Storm Knights will attempt
explosives. Don't let them! This causes fesser Shariff's diary; give the players to con the Edeinos into giving the egg
you no end of headaches it destroys "Professor Shariff's Diary" handout in return for the weapons (which they
an important clue, kills Dr. Marlen, from the pullout. If they don't find the have time to render inoperable before
and removes the vehicle which is diary, Dr. Marlen knows the informa- the Edeinos arrive); bloodthirsty
supposed to take them into the next tion, having snuck a look at the diary Knights will probably choose to fight
act. Assume that, since most of it is still during the trip. it out with the lizards. If so, they may
underground, the device gains a lot of be a bit dismayed when a dozen Edei-

36
Chapter Five

nos show up riding a Bor Aka, a dino- Cut To... erators, and be built almost entirely of
saur roughly the size of a bad-tem- big riveted plates. It's a goofy weird
pered football field. This may con- Scene Four. science device, so have fun with it (see
vince them to take a less violent ap- the accompanying diagram).
proach: if not, let the chips fall where Remember that Professor Shariff's
they may. SCENE FOUR: diary is hidden in the captain's cabin.
The thing to remember is that the
Edeinos are not expecting any trouble. Off to Egypt Digger: Tech 21ws (24s), speed
They have been given an assignment The Situation. 160kph/100mph (value 14), Passen-
by Baruk Kaah himself, to pick up a gers 20, TOU 32.
package from another group of Edei- Standard. The Storm Knights will
nos and bring it to Professor Shariff, probably choose to commandeer the
who will in return give them several digging device and head back to the Act Awards
crates of weapons. If the heroes keep secret base in the Empire of the Nile.
cool, the Edeinos will notice nothing Doctor Marlen will gladly operate the The player characters should re-
(all humans look alike, after all). They device, as long as they first go to ceive around two Possibility points
will be unable to test the weapons, Kentucky and drop his daughter off for this act. One if their play was well
which they detest as dead things and with the authorities. The trip to Egypt below average, and three if they were
do not understand how to operate takes two days (the device travels outstanding.
anyway. amazingly quickly underground);
If the humans give them any trouble, there's just enough power left in the Cut To...
the Edeinos riding the Bor Aka will mega-batteries to make the return
cheerfully turn it loose, telling it to journey. Act Two, Scene One. There's no-
stomp all of the humans into so much The Knights -- particularly any where else they can easily go; if they
paste. weird scientists in the bunch can somehow learn the Earth-stopping
fiddle with the device to their hearts' machine's location through their own
Edeinos (12): Same as those in Scene content; it looks a lot like a Flash Gor- devices (esoteric magic or whatever);
One. There is no optant in this party, don-like space ship with a big screw at they can skip the next act and go di-
and they have not been blessed with either end. Feel free to make up inter- rectly to Act Three. If they do this, they
the miracle See Through Mist. nal details to match; it should have will need to provide their own under-
lots of dials and floor-mounted water gear, however.
Bor Aka: DEX 10, STR 41, TOU 43, throttles, sparking Van De Graaf gen-
PER 10, MIN 5, CHA 5, SPI 5.
Skills: running 11,swimming 11,
trick (13), test 12, willpower 12, intimi-
dation 14, taunt (7).
Natural Tools: bite 42, trample 44.
Description: A very, very large
creature, roughly similar to a bron-
tasaurus. The Bor Aka is a vegetarian;
so (for whatever it is worth) it will spit
out any characters it picks up and
chews to a pulp.

hat are those Guns


For, Anyway?
Baruk Kaah plans to arm sev-
eral hundred Gospog with the
weapons and use them to lead
the next assault upon Philadel-
phia. If the Storm Knights do not
disable the weapons before giv-
ing them to the Edeinos, the sol-
diers at Philly are going to be in
for a very nasty surprise...

37
TORG: Adventure Book

fits through the hangar doors. Small


ACT TWO The Action pilots' office in southeast corner; pos-
There is a map of the base in the sible location for flight plans. Two
Into the Empire pullout; refer to it when reading the maintenance workers here; plus the
following descriptions. pilot, Captain Lefleur.
of the Nile The base consists of a number of Officer's Qtrs: Four beds and foot-
prefabricated metal buildings sur- lockers line the walls; table in center of
The Major Beat rounded by barbed wire. It is located building. Nothing of special interest
in the middle of the desert, 10 miles here.
The Knights travel to Egypt, to a from the nearest population center, Pilot's Qtrs: Beds, weather reports,
secret airbase deep within the Empire Thebes. There are 20 guards on duty at map case, other pilot stuff. Possible
of the Nile, to learn the location of the all times (at the locations marked on location for flight plans.
Earth-stopping device. They can steal Warehouse: Food, equipment,
the map), plus 10 or more workers
the pilot's flight plans or they can steal doing maintenance, repairs, and so weapons locker in back, contains sev-
the pilot. Once they have the plans in forth. There are an additional 20 eral dozen schmeisser machineguns,
their possession, they travel to the guards asleep in barracks A. ammunition, grenades, and the like.
Indian Ocean near Indonesia, proba- Barbed Wire Fences: The wire is Two workers here.
bly stealing Dr. Mobius's PBY sea- three meters in height. There are two
plane to do so. sets of fences, with two meters be-
tween them. That area is patrolled by Cast of Characters
four guard dogs.
SCENE ONE: Guard Towers: The towers are Shocktroopers (40): DEX 9, STR 9,
The Airbase seven meters tall. They are standard
prison-camp-style towers -- small
TOU 9, PER 7, MIN 7, CHA 7, SPI 9.
Skills: dodge 10, fire combat 10,
The Situation rooms on top of an open wooden unarmedcombat 10, climbing 10.
framework. Each tower is equipped Equipment: Schmeisser Machine-
Standard. The airbase is located with a searchlight and is manned by guns, damage 17, range 15/25/100.
about 10 miles outside of Thebes two guards. Knives, damage STR +3.
proper, in a Pure Nile zone. If the Kennels: Small building where the
Knights have taken the digging ma- dogs sleep.
chine, they have no problems finding CO's Office: This building contains Colonel Manotep: DEX 10, STR 10,
the base, as the machine is pre-pro- a small office with two desks, a large TOU 11, PER 10, MIN 8, CHA 8, SPI 9.
grammed to return to its dock (a secret two-way radio, and a tactical map of Skills: reality 10, dodge 12, fire
chamber located below Professor the base and surrounding area on the combat 12, unarmed combat 12,
Shariff's quarters in the base). If the wall. The commanding officer, Colo- climbing 12, trick 12, test 12, taunt 12,
heroes haven't taken the digging nel Manotep, and his secretary are intimidation 12.
machine, Dr. Marlen knows the base's usually found in this building. Possibilities: 4.
location; if he's not around, they will Motor Pool: Contains the base's Equipment: Schmeisser Machine-
have to bribe or con Empire officials to vehicles, mainly army trucks and jeeps. gun, damage 17, range 15/25/100.
find it. Generator Room: This building Knife, damage STR +3.
holds the base's electricity generator Personality: Shrewd, careful. Fol-
and water pumps. Outside is the gaso- lows orders to the letter. Not too easily
line tank. One or two maintenance conned or frightened.
till World workers here at all times.
Barracks: A: Contains 20 sleeping Workers: DEX 8, STR 8, TOU 8, PER 8,
and the Nile shocktroopers. B: Empty; where work- MIN 8, CHA 8, SPI 8.
ers sleep. Skills: 10 in work-related skills
Remember how it was very (maintenance, dish-washing, vehicle
Shariff's Qtrs: Semi-opulent house
hot in the Kentucky scenes, and with substantial library of weird sci- repair skills, etc.).
the sun was high in the sky ence literature; secret door in kitchen
even at 3:00 a.m.? Well, the Nile leading down to tunneler dock. Captain Lefleur (Pilot): DEX 10, STR
is just the opposite or it would PBY Hangar: A large open struc- 8, TOU 8, PER 10, MIN 10, CHA 10,
be if not for Mobius' science. The ture with a canal running in under SPI 10.
Nile Empire is on the dark side of garage-style hangar door on north side. Skills: air vehicles 14.
the Still World, and it is very The walls are lined with airplane Personality: Bitter, sarcastic. Hates
maintenance tools; the center of the Mobius, Nile Realm, and everything
cold. But Mobius has placed an else. A native of Terra, Lefleur works
artificial sun in the sky, and this building is taken up by the PBY air-
plane, floating in the canal. It barely for Mobius because he sees him as his
provides light and heat to his
realm.

38
Chapter Five

only chance to get back home. Might


jump at a chance to hurt Mobius if
it involves no personal risk. Speaks
English. Has memorized the location
of the Earth-stopping device.

Objectives
The Knights need to learn the loca-
tion of the Earth-stopping device.
There are a number of places within
the base where they could find this
information in a locker in the pilots'
quarters, in a small office in the PBY
hangar, or from the pilot, Captain
Lefleur, who could be found in either
the hangar, the pilots' quarters, or, if
you want to be difficult about it, in the
brig (in the CO's office) for drunken
and disorderly conduct.
Attached to the flight plans is a
cargo manifest, listing, among other
things, a half-a-dozen diving suits and
oxygen tanks. From this, the heroes
should assume that their final destina-
tion is somewhere under water.
Once they have the location, the
heroes can escape in any way they a number of guards stationed on the truck and drive it through a barrack or
choose. For your purposes, it is much inside of the base, and a whole lot two, or into the base of a guard tower.
better if they take the fueled PBY sea- more within easy hailing distance. Maybe one hero slips outside and fires
plane not only do they then get the However, in this case, appearances off a burst of gunfire, drawing a large
diving suits necessary to finish the are deceiving. This encounter is stan- number of guards out after him while
adventure, but it also allows you to dard, not dramatic. That means that the other heroes trash the base. The
run the exciting climax to this act the Drama Deck is heavily weighted hero outside dispatches a bunch of
the "Big Dogfight." in the Knights' favor. Though things soldiers, leading the others on a merry
may appear tough, if the Knights keep chase. When the other heroes accom-
Running the Scene their wits about them, they should plish their mission and head down the
have little trouble defeating the shock- canal in the PBY, the hero leaps onto
This scene is a big production if troopers. Try to run this encounter as the outside of the airplane, clinging to
this were a movie, probably 30 percent though it were a scene from your a strut while it roars off into the sky.
of the film's budget would be spent on favorite Macho American Bodybuilder The scene is dangerous, and with
the special effects for this one. The vs. the Dimwitted Foreigners who Can't an unlucky turn of the dice a hero
heroes of the film are infiltrating the Shoot Worth a Damn film. The hero could get hurt or killed, but, more than
enemy base. In the beginning, they wades out into a storm of automatic anything else, this should be a lot of
may disguise themselves as shock- fire, taking not a scratch, and, with a wholesome, violent fun.
troopers or Nile officials, bamboozling single burst of his M-16, knocks the Don't worry about going too light
the foolish enemy, but at some time enemy soldiers down like tenpins. on the heroes; you can really hammer
they will probably be discovered and Encourage the players to be flam- them in the next scene.
the scene ended in a blaze of gunfire. bouyant let even outrageous plans
On the outside, things look pretty succeed, if they are cinematically
grim for the Knights. The heroes face
Cut To...
appropriate to the genre.
around 50 well-armed and trained Let the Knights attack a sentry (or, Scene Two if the Knights steal the
opponents. The base is surrounded by if outside, a patrol) to get their uni- seaplane; you'll have to extemporize
barbed wire, and soldiers with spot- forms. Let them blow up the generator their escape if they do not. The heroes
lights watch all approaches. Even if to create a lovely pyrotechnical diver- will have to find their own transporta-
the Knights use the digging device to sion, hopefully immolating a bunch of tion to the Indian Ocean; they will also
get in, arriving at the secret dock under guards in the process. Let them steal a have to come up with their own diving
Professor Shariff's quarters, there are suits or other underwater gear.

39
TORG: Adventure Book

SCENE TWO: is in the form of two Nile fighter planes, The Action
Spitfires, manned by Possibility-rated
The Big Dogfight pilots. There are two things the heroes can
And just when things look their do: attempt to con the pilots into let-
The Situation grimmest, they get a whole lot worse. ting them pass, or say "the heck with
The mechanic, Shul, who has been it" and blast merrily away.
Dramatic. The heroes have stolen hiding in the secret compartment aft,
the flight plans, giving them the loca-
tion of the Earth-stopping device. They
steps forth and does his best to pound Conning the Pilots
the heroes into dust. As Shul is a huge
have also stolen the PBY seaplane and brute of a man and also Possibility- The pilots' statistics are below. Both
are roaring off into the night. rated, this should be quite an interest- speak English (on Terra, as on Earth,
When the heroes are in the plane, ing experience for the heroes. all international pilots must speak
describe it according to the accompa- English). They are aware that Dr.
nying diagram. Don't mention the You've got the flight plans; you've Mobius is supposed to take off in the
secret compartment, unless someone got a plane capable of getting there; PBY, though they were told that he
specifically searches the area behind and it's loaded with the equipment would not be leaving for another few
the cargo and generates a find total of you need to complete your mission. hours. If the Knight on the radio con-
14 or higher with all hell breaking Considering that you have had to go cocts a plausible story, let his player
loose, the heroes probably won't do through 50-odd guards to get this, generate a Persuade total against the
this until it is too late. If they do search everything has gone quite smoothly, pilots' Minds of 11.
this area successfully, they will meet indeed. Why does that make you nerv- The pilots are currently neutral to
Shul ahead of schedule, which is un- ous? the plane. On a negotiated agreement,
fortunate, but not catastrophic. In a moment you find out why, as the pilots will hold off attacking;
In any event, in this scene the he- two Nile Spitfires come screaming out however, they will not let the plane
roes get to experience a dogfight. Their of the clouds. Taking up positions to travel any further toward the Nile
plane is very slow and very unwieldy, your rear, they call over the radio and border until they receive confirmation
but it has been equipped with three demand to know who you are and from Ground Control (it will take
machinegun cupolas. The opposition what you are doing. Ground Control about 10 minutes to
contact the base, which will probably
blow the heroes' story sky-high).

40
Chapter Five

On a yes result, the pilots will let the Spitfires: Tech 21, Speed 600kph/ The pilot of the PBY dives straight
plane proceed. They will still radio in 380mph (value 16), Passenger 1, TOU down, attempting to avoid the Spit-
to Ground Control for confirmation, 17. fires, dumping everyone in back in a
however; when the heroes' story is Weapons: One Spandau Machine- heap; Shul yanks someone away from
blown, they roar off after the plane, gun on each; damage 24, range 100/ his machinegun and tries to throw
catching up to it about two minutes 500/1K. him out a door; the crates in the back of
before the plane leaves Nile airspace. the plane come loose and slide alarm-
Pilots: DEX 11, STR 9, TOU 10, PER 11, ingly across the floor; a burst of gun-
The Dogfight MIN 11,CHA8,SPI9. fire rakes the PBY's wing, puncturing
Skills: air vehicles 14, air vehicle a gas tank and setting an engine on
The air battle will resemble more a weapons 14, maneuver 14, reality 10, fire...
fighter attack against a WWII B17 trick 12, test 12, taunt 10, intimidate 12. Cut back and forth between the
Flying Fortress than it will a dogfight Possibilities: 4. action outside the plane and the action
between fighters. The PBY is slow and inside; keep things moving. Though
clunky; there is no way it can outrun A Small Complication there are a lot fewer opponents, this is
the Spitfires (see the chase rules in probably a lot more dangerous than
Chapter Seven of the Rule Book). At about the time the air battle the previous encounter.
During the chase, if the Knight begins, a small complication arises. If the heroes' airplane is mortally
flying the PBY generates a higher air When the Knights entered the wounded, it will stall and head to-
vehicles total than a pilot, he decides seaplane's hangar, Shul, a mechanic, ward the ground. The pilot must make
what his airplane's relationship to the was inside the airplane, supposedly a difficulty 12 air vehicles roll to land
Spitfires is he can be in front, be- making some last-minute repairs. safely. The heroes must then either
hind, to the left or right. The co-pilot However, he had decided to slip into repair their vehicle or find other trans-
can combine on this roll: coordination the secret compartment of the plane to port to Indonesia.
difficulty of 8. If the pilot's total is catch a quick nap. He slept through
higher, you decide where the Spitfire any unpleasantness at the base (the Searching the Plane
is in relationship to the PBY. compartment is soundproofed), and
This is important because the PBY's only awoke once the plane was air- In the crates stored aboard the
machineguns have limited fire arcs: borne. At first terrified that Dr. Mo- pontoon plane, the Knights find 10 full
one can fire only to the front, one to the bius was on the plane and would diving suits with air tanks, 10 spear
left, and one to the right. Note that the punish him severely, he kept hidden. guns, 10 octi-grenades, 10 Nile sun
Spitfires' machineguns are forward- Once the air battle commenced, how- blades, and 10 torpedo pistols. See Act
firing only; however, because of their ever, he emerged to offer his services. Four for their statistics.
greater speed and maneuverability, Imagine his surprise when he dis-
the pilots can always manage to make covers that the plane has been hijacked. Cut To...
their attack runs head-on they fire Not the subtlest of individuals, Shul
each round, if they choose, no matter decides to do what comes naturally: As the characters fly off into the
whose air vehicle totals were highest. he picks up heavy things and attempts darkness, read:
The pilots can use all of their com- to bounce them against the heroes'
bat skills, including maneuver, trick, heads. It is dark and very, very cold -
test and so forth in this battle. They can outside of the range of Dr. Mobius's
spend Possibility points to reduce Shul: DEX 10, STR 14, TOU 12, PER 8, artificial sun, it is about 15 degrees
damage to their vehicles. Normally, MIN 8,CHA 8, SPI8. colder than it should be. Below you,
all damage caused by machinegun fire Skills: reality 9, dodge 12, fire you see the lights of a few cities and
is against the target vehicle; the gun- combat 12, unarmed combat 14, trick towns bravely attempting to carry on
ners can attempt to shoot at Knights 10, test 10, taunt 14, intimidation 14, in the face of the unending night, but
visible within the vehicle the pilot, vehicle repair 14. you know that, if the Earth does not
anyone in a cupola firing a weapon Possibilities: 4. soon begin moving, they will all die in
this is a vital blow attack. Weapons: Luger; damage 14, range the cold darkness.
10/25/50. Knife; damage STR +3. Hours pass. You cross the Indian
PBY Seaplane: Tech 21,Speed 200kph/ ocean, flying south to avoid Indian
120mph (value 14), Passengers 20, Running the Dogfight airspace a good thing to do, flying a
TOU 17. Nile airplane. Up ahead you see light-
Weapons: Three Vickers Machine- Remember the fight between Indi- ning and dark black clouds. It is the
gun Cupolas, 2 aft, 1 fore; damage 23, ana Jones and the big hulking bruiser border to Orrorsh, the dark realm.
range100/500/1K. outside of the airplane in Raiders of the Beyond, in what used to be the Indo-
Lost Ark? Well, the combat in the back nesian Sea, is your destination. You
of the plane should work like that tighten your seatbelts and prepare to
except with the added complication of brave the storm.
a dogfight in progress.

41
Act Awards the shark rams it from underneath. Bribing Gibberfat
The shark continues to attack the plane
The heroes should receive three from underneath, where the plane's If the heroes have got the egg, Gib-
Possibilities for this act. machineguns cannot hit it, until the berfat takes it eagerly. He thanks them
heroes come out to play. profusely, telling them that he can use
it to buy his way out of this unpleasant
Gibberfat's Great White Shark Form: assignment, bribing the Gaunt Man's
ACT THREE DEX 12, STR 18, TOU 18, PER 8, MIN demon overseer, an Efreet with a real
12, CHA 12, SPI 12. weakness for fine craftsmanship. He
It's Always Darkest Skills: reality 14, dodge 14, maneu- apologizes for his earlier attacks, ex-
ver 14, swimming 14, unarmed com- plaining that "one has to keep up ap-
The Major Beat bat 14, trick 10, test 14, willpower 14, pearances when the Gaunt Man
gives you an assignment, you had bet-
taunt 14, intimidation 14.
The final act takes the Knights to Possibilities: 10. ter live up to it, you know?"
the Indian Ocean, inside the Orrorsh Natural Tools: hide armor +3, bite Beyond that, Gibberfat is an ami-
realm, where they must destroy the 21, ram 18. able, somewhat vainglorious sort. He's
machine that has stilled the Earth and from another plane, doesn't know any-
return the energy needed to restart the Round Two: thing about conditions on this one,
world's spin. They must first get past and couldn't care less. He can tell the
the outer guardian, a demon named The Electric Eel heroes something about the Earth-
Gibberfat; once past him, they must When the shark is "killed," the body stopping device (see sidebar), and that
hold off the machine's inner defend- sinks out of sight, where it transforms there are further guardians below,
ers, skeletal pirates, while one of the into a giant electric eel. The eel will "some dead humans, I believe. Nasty,
Knights reverses the machine. wait to attack the Knights when they reclusive sorts; I'd be careful of them if
are in the water. (See the sidebar for I were you."
descriptions of the equipment and Then he takes his leave, disappear-
SCENE ONE: weaponry the Knights will most proba- ing into a vortex of black light, clutch-
bly use in this battle.) ing his precious egg to him.
The Dead Sea
The Situation Gibberfat's Electric Eel Form: DEX Fighting Gibberfat
18, STR 12, TOU 12, PER 12, MIN 12,
Dramatic. The plane approaches the CHA 12, SPI 12. Though he looks pudgy and some-
area marked on the flight plans, but Skills: reality 14, dodge 20, maneu- what ridiculous, Gibberfat is anything
you would recognize it anyway. A ver 20, shock 20, swimming 20, trick but a pushover. He is physically pow-
great vortex of energy spirals out of 14, test 14, willpower 14, taunt 14, erful and well-versed in the magic
the sky and plunges into the sea, pierc- intimidation 14. arts. He will use all methods at his
ing the darkness with unearthly light. Possibilities: 10 minus those used disposal to defeat the heroes.
According to the charts, you are just in round one. Gibberfat will continue to fight un-
north of Christmas Island in the In- Natural Tools: hide armor +2, elec- til he is mortally wounded, at which
dian Ocean. The water around the tric shock 20. point he is banished back to his own
vortex is surprisingly calm. plane of existence for 1,000 years and
a day.
Round Three:
The Action Gibberfat's True Form Gibberfat in True Form: DEX 14, STR
First, the Knights must get past 14, TOU 14, PER 14, MIN 12, CHA 12,
Once the eel is killed, its body too SPI 12.
Gibberfat, a demon placed here by the will sink into the ocean, where it will
Gaunt Man to ward off intruders. Skills: reality 14, dodge 16, maneu-
transform into Gibberfat's true form, ver 16, swimming 16, unarmed com-
Gibberfat has three different forms that of a pudgy, bright red humanoid
that of a great white shark, a giant bat 16, alteration magic 16, divination
with gills and webbed feet and hands. magic 16, trick 16, apportation magic
electric eel, and his true form, a deep The demon will swim up to the Knights
red, horned, somewhat portly human- 16, conjuration magic 16, test 14, will-
and tell them in a sonorous voice: "Flee power 14, taunt 14, intimidation 14.
oid. All three must be defeated in turn. puny humans! Or I will send you to Possibilities: 10 minus those used
the coldest pit of hell, where you will in rounds one and two.
Round One: writhe in agony for all eternity!" He Natural Tools: magical toughness
The Shark will ruin the effect somewhat by sneez- +2, rending claws 17.
ing violently at the end of his recital. Arcane Knowledge: death 3, life 3,
When the Knights land their sea- The heroes have two options: if they inanimate forces 3, living forces 3,
plane, they notice a giant white fin cut have brought the egg with them, they
the water near their boat. After cir- water 5, elemental 3, control 3.
can offer it to Gibberfat in exchange Spells:
cling once, the fin disappears. Several for free passage; otherwise, they must
seconds later, their plane is rocked as Charm Person: As spell in Rule Book.
fight him.

42
Chapter Five

Cold: This spell works exactly as the


Lightning spell, except that the caster
sends out waves of numbing cold for
four rounds, effect value of 15. The he Equipment
skill is alteration inanimate force 19.
Ink: Similar to Mage Dark, but works There are 10 of each of the fol- tion. They are segmented & self-
underwater. lowing aboard the seaplane, sealing; if a section is punctured
Strength: As spell in Rule Book. packed in the crates in the back. (the character takes a wound or
Weakness: As spell in Rule Book. When clad in a diving suit, a hero worse), several gallons of water
can carry up to three of the weap- pours in and then the hole or
ons strapped to his belt where he slash seals. The victim suffers an
SCENE TWO: can get at them easily; any addi- additional -1 to Dexterity and
The Final Battle tional equipment must be awk- Strength-based skills.
wardly tied or strapped on, re- If the attacker gets 12 result
The Situation quiring two or more rounds to points or better in one attack, he
get at. has cracked the glass on the suit's
Dramatic. The Knights follow the Diving Suits: These are bulky, helmet. The victim begins to
Vortex down to its source far below
the waves. 100 meters down, they find cumbersome, 30's-style suits. drown in a number of rounds
that the vortex funnels into a thin beam They are composed of heavy equal to his Toughness - 6; before
and enters a 17th Century shipwreck rubber-coated cloth covering that time passes he must activate
resting atop an undersea mountain. torso and limbs, with big steel the emergency escape rockets on
The vessel, an old pirate ship, con- helmets with little glass portals the suit's boots; this will propell
tains the main controls to a gigantic to the front and sides. They have him immediately to the surface.
machine that extends far below into big airtanks on back, connecting Spear Gun: damage 14, ammo
the crust of the planet. Guarding the to the helmet, with enough air 5, range 5/10/25.
machine is the ship's undead crew of for two hours. When wearing a Torpedo Pistol: damage 18,
skeletal pirates. To succeed, some of suit, a character suffers a penalty ammo 3, range 25/40/100.
the Knights must hold off the pirates of -1 to all Dexterity , Perception, Octi-Grenade: damage 20,
while the others use dramatic skill
and Strength-related skills. The ammo 1, range 3/5/7.
resolution to deal with the machine.
Treat your descriptions as if they suits are equipped with head- Nile Sun Blade: (Designed to
were part of a horror story, for even mounted lamps and radio com- provide light, and serve as a
with their suit lamps, the shadows are municators. weapon against Orrorsh crea-
thick and murky. Build suspense by The suits provide +3 protec- tures) damage STR+5, max 19.
telling the Knights they catch move-
ment out the side of their helmets, but
they see nothing when they turn. And
sound is muffled and strange under Skeletal Pirates (12): DEX 6, STR 8, nisms out of a mad scientist's dreams
the sea and inside a pressurized suit. TOU 9, PER 4, MIN 6, CHA 2, SPI 12. the vortex control center. Atop the
When the heroes touch the ship, the Skills: melee weapons 9, swimming machine is a rotating globe. This is
vortex begins spinning faster and 10, unarmed combat 9, trick 8, test where the tight beam of the vortex
faster. Several skeletal figures emerge (12), taunt 10, intimidation 16. terminates.
from below decks, walking drunkenly, Natural Tools: Bite 12. Do not take Beneath the control center, through
carrying cutlasses. The dramatic con- shock damage; cannot be KO'ed. Re- places where the deck has broken
flict begins. generation: Completely healed when away, the Knights can see that the rest
See the map of the pirate vessel in Villain Up card is drawn. Can only be of the machine descends down into
the pullout. stopped permanently if dismembered the ocean floor. The machine is huge,
once "killed" (takes three rounds of warm to the touch, and glitters with
concerted breakage). power. As the Knights study it, it grows
The Pirates Equipment: Cutlass, damage STR appreciably hotter.
There are 12 pirates aboard the +5. The Gaunt Man has somehow
vessel. They cannot be reasoned with; imbued the machine with Possibility
they cannot be tricked; they cannot be The Infernal Machine energy. Any physical, mental or spiri-
frightened off. They have only one tual attacks against it are absorbed as
responsibility: to hold off attackers Below deck the Knights find an item though "bought off" with Possibility
until the Earth-stopping device has a that was definitely not aboard the points. Short of effects not in any way
chance to retreat deep into the center vessel when it sunk. A large machine available to the heroes, the machine
of the Earth. They fight until destroyed. fills much of the forward hold. The cannot be destroyed. It might also be
machine is covered with dials, electric noted that it would do no good to
globes, switches, and other mecha- destroy the machine; it would not

43
TORG: Adventure Book

restore movement to the Earth. To do


that, the machine has to be reversed.
There is a certain urgency to the
task, as well. The machine continues
he Infernal Machine and Other Loose Ends
to grow hotter from the moment the As is described elsewhere in motion, but he was prevented
heroes touch the pirate ship, a security
full detail, the Gaunt Man has from doing so by the timely in-
measure placed there by the Gaunt
Man: if any Possibility-rated being intiated the attack against the tervention of several Storm
touches the ship, the device releases Earth for one purpose: to gain Knights (see The Possibility Wars
some of its stored energy as heat, the Possibility energy necessary novel trilogy).
melting the ground around the ma- to achieve immortality and be- Figuring out the Gaunt Man's
chine, causing it to sink deep into the come Torg. However, there is intentions, Professor Mobius
planet's core. another, little-mentioned facet to decided to take advantage of his
This of course makes it exceedingly the process of becoming Torg: absence to steal the energy from
difficult for the Gaunt Man to get at the High Lord must, at the same the device. Mobius sent a party
the machine to take its stored energy time he infuses himself with to scout the device; they did so,
and become Torg, but he figures that Possibility energy, infuse him- reporting the existence of the
he is more capable of doing so than
self with physical energy as well guardian Gibberfat who, after
almost anyone else. He's correct.
From the moment they set foot on otherwise, he would literally killing several, let the others
the pirate ship, the Knights have 20 burst from the power of the Pos- escape, telling them that he
rounds to fight through the pirates sibility energy he consumed. would let anyone pass who car-
and reverse the machine. Deactivat- The physical energy required ried "a gold and silver egg of
ing the machine must be done through is enormous. The Gaunt Man has unsurpassed craftsmanship and
dramatic skill resolution; if all steps stolen this energy from the Earth. beauty."
are not completed by the 20th round, Basically, the infernal machine Mobius correctly interpreted
the heroes will have failed and the has taken the Earth's kinetic en- that to refer to a Faberge Egg,
Earth will not regain its motion. It is ergy that which caused it to several of which were on exhibit
also quite likely that they will be par- spin and stored it in a huge, in New York City when the inva-
boiled by the heat of the machine, but
otherworldly battery, deep be- sion began. Mobius made a deal
that's small potatoes when compared
to the calamities the rest of humanity low the planet's surface. The with his ally Baruk Kaah to trade
will suffer. vortex is merely a side-effect of the egg for weapons though,
the energy drain. of course, without telling Kaah
Dramatic Skill Resolution The Gaunt Man had planned what he wanted it for. The he-
to tap into the device as soon as it roes arrived when Mobius sent
While the pirates attack, some had fully drained the Earth of Shariff to pick up the egg.
Knights must try to figure out and
reverse the Gaunt Man's machine. This
is simulated by dramatic skill resolu-
tion. Knights may coordinate their chine collapses through the now Earth, once they reach the surface they
efforts on the machine (as long as they magma-hot ocean floor. The Knights see a most heartening sight.
are not involved in combat). The coor- cannot return the stolen energy back As they take off in the pontoon
dination difficulty is 8. All coordinat- to the planet, but neither can Mobius plane to head back home, the sky
ing characters must have at least one use it to become Torg. It is sealed within slowly brightens as the sun rises over
of the following skills to use: science; the machine until the Gaunt Man the horizon. The Earth has resumed its
weird science; air, land or water vehicle claims it. You must set your campaign spin and, although the Raiders are still
repair; scholar (engineering); alteration within the Still World (see the World here, there is hope for the future.
magic; etc. Book).
The steps involved in this skill test If the Knights return the energy to Awards
are as follows. the planet, then the machine destroys
Step A allows the Knights to deter- itself in spectacular fashion (another If the Knights stop Mobius from
mine the machine's controls; difficulty failsafe so that it cannot be used again). becoming the Torg but don't restart
10. Step B allows them to turn off the You are ready to begin a Torg "In- the Earth, give each character six Pos-
vortex; difficulty 12. Step C lets them finiverse" campaign. sibilities.
reset the controls to reverse; difficulty If the Knights reverse the machine
10. Step D throws the proper switches The Epic Conclusion and restart the planet, give each char-
to return the energy to Earth; diffi- acter 12 Possibilities.
culty 12. Assuming the Knights use the In addition, see Chapter Two of this
If the Knights only get as far as step machine to restore the stolen energy to book for other award guidelines.
B or C by the 20th card flip, the ma-

44
Chapter Six

Chapter Six

Adventure Ideas
ere are a series of ad- what is going on here either; depend-
venture ideas that you ing upon the heroes' actions, they may
can expand into full be additional foes or possible allies for
adventures like "Before the Knights.
the Dawn." You will need
to break the acts into scenes, deter-
mine where to use standard and dra- ACT ONE:
matic encounters, and design statis-
tics for the characters, creatures, and The Crash
equipment described. The Storm Knights, on their way
through the Orrorsh realm, encounter
a terrible storm. The storm disables
their vehicle (be it plane or ship) and
IDEA ONE: washes them ashore one of the small
islands that dot the seas around Indo-
Terror Island nesia. You can make the opening more
exciting by calling for survival checks
Setting: Orrorsh. as they battle the elements to survive
Theme: Horror. the crash. Or, if you really want a
Goal: To survive and escape. dramatic opening, they can be
A thick, lush jungle sprawls in all di- stranded some distance from the shore
rections, covering the island. But for all when a huge sea monster attacks. They
the flourishing life, the island is silent, must then fend off the creature as they
still. On closer inspection, the plants appear rig paddles to get them to shore.
as nightmarish parodies of themselves The Knights eventually find them-
sharp thorns drip from tangled vines. Foul selves on a deserted beach. The beach
fungi hang from bent, twisted trees, which is surrounded on three sides by the
seem to rustle though there is no wind. dark jungle, on one side by the ocean.
And then, breaking the unnatural si- The beach is eerily quiet. No sounds
lence, a terrible sound echoes out of the can be heard anywhere, except the
jungle. And the sound is coming closer ... constant lapping of the waves.
Decide up front whether or not you
want this to be a true test of survival. If
Background so, you can have most of the Knights'
equipment lost in the crash. Then they
In this adventure, a group of Storm will have to build weapons and other
Knights is marooned on a small island gear from whatever they find in the
in Indonesia. The island, in good hor- jungle.
ror-story fashion, is alive. It is the
monster of the story. It hopes to lure
the Knights to its lair somewhere in ACT TWO:
the center of the jungle. The Knights
must survive the obstacles that the
The Labyrinth
island throws at them and defeat the The island is a living, semi-intelli-
monster, or find a way to escape be- gent entity with animal-level cunning.
fore they are destroyed. It provides the Knights with a clear
Unknown to the Knights, the island path into the jungle, but if they try to
is being explored by Orrorsh Victori- go back the way they came they find
ans at present, and they have set up a the path overgrown and blocked off.
command post on the far side of the The island forms a labyrinth of plant
island. The Victorians do not know

45
TORG: Adventure Book

growth that leads the Knights toward If the Knights decide to fight their island itself, and now the island serves
the island's center; the path is filled way along the coast (and make some as one of Orrorsh's outer defenses.
with minor hazards to weaken the heroic die rolls), they discover the Craving warm flesh and hot blood, the
island's prey. As they trek deeper into remains of a cargo ship. No sign of the entity has led the Knights to its center
the jungle, the Knights can encounter crew remains. But the Knights do find of power in order to consume them.
any of the following hazards: material to make passable firebombs As the heroes approach the statue,
Vine covered pits; tangling, thorny, (styrofoam pellets, gasoline, and long- the very ground they walk on begins
self-propelled plants; man-eating necked soda bottles). to form itself into huge stone and dirt
plants; walking trees; human-shaped Eventually, the path leads them to hands, which attempt to grab and
extensions of the island made from the very heart of the island. crush them. The statue comes to life
rock, mud, or plants; quicksand; earth- and strides toward them as well. The
quakes; and frightened Victorians statue is impervious to all damage,
(who are also being pursued by the ACT THREE: unless the attack is specifically
island). targetted toward its jewelled eyes.
While the Victorians and Knights Heart of Darkness These too are remarkably resistant;
will probably initially distrust each At the center of the island the however, if destroyed, the whole statue
other; they may eventually agree to Knights find an ancient statue. Framed shatters into a million pieces and the
ally against the common foe. (In addi- by a living canopy of leaves and brush, stone hands subside. Several minutes
tion, the Victorians make useful mood- the statue resembles a demonic gar- later, the island itself begins to break
setters: whenever the tone gets too goyle. Its stone lips are locked in a per- up.
light, you can have the heroes stumble manent grin; its jewelled eyes glow The heroes have only a short time to
across the remains of a soldier, killed with evil intelligence. reach the Victorian camp and the boat
in some gruesomely spectacular fash- The statue is host to a foul entity that is moored there before the island
ion.) that has extended its control to the disintegrates.

46
Chapter Six

IDEA TWO: ACT ONE: IDEA THREE:


Who Done It?
The Cruise Wizard's Shame
The Knights are hired as guards for
Setting: Core Earth. the First Conference of World Scien- Setting: Aysle, Cyber France.
Theme: Mystery. tists They spend some time mingling Theme: Fantasy, Cyberpapacy.
Goal: Protect Core Earth scientists. with the various passengers aboard Goal: To stop a war.
The passengers are enjoying themselves The Caribbean Lady when the first The wizard stepped away from his work
this night, putting the problems of the murder is discovered. The victim is a table, removed his glasses, and wiped them
reality-torn world behind them until the phycisist from Italy, and evidence at with a dirty cloth, smearing the grease
start of the conference in the morning. the scene points to a German biologist more than removing it. Replacing the
They talk and joke, but none speak of the as the likely suspect. Additional mur- glasses onto his long nose, he once again
invaders. That is for tomorrow, to be dis- ders occur, and the Knights encounter bent to examine the item on the table.
cussed in the light. loads of possible suspects, including "I have no choice, Quebert," the wizard
Then a scream comes from the Lido Brother Pierre. To complicate matters, said to the cat-sized dragon that sat on his
pool. A figures lies face-down within, Lady Yuka decides to play up to one of shoulder, holding the note up for the dragon
framed by a slowly growing red stain. The the Knights in a romantic fashion in to read. "I must kill Bishop Bernard ..."
problems of the world have found even this order to stay near them in case they get
tiny vessel floating in the Caribbean Sea. too close to discovering her role in the
murders. Background
Background ACT TWO:
The wizard Duncan's name comes
to the Storm Knights via a dead cyber-
In this adventure, a group of Storm priest. The cyberpriest was on his way
Knights joins the passengers aboard A Dagger in the Dark to exterminate the wizard when the
The Caribbean Lady, a luxury cruise The Knights interrupt the Dark Knights dispatched him. Now all they
ship bound for the Caribbean Sea. The Shadow as the villain goes about an have is a data readout with Duncan's
Knights have been hired to provide act of sabotage. After that battle, they name, Nottingham address, and ex-
protection for the passengers scien- find themselves too late to save the termination order on it.
tists from the nations of Core Earth Soviet delegate an assassin's dag- Though the heroes don't know it,
attempting to come up with a defense ger is buried in her back. Finally, the agents from Orrorsh have kidnapped
against the Possibility Raiders. bloodless body of the Brazilian diplo- the wizard's daughter. If he does not
The United States is host to this mat leads the Knights to Lord Bon- do what they want, they will kill the
gathering, and attending scientists terre. The vampire is powerful and a young woman. To secure her freedom,
come from the Soviet Union, Austra- shape-changer, and unless the Knights the wizard must go to Cyberpapist
lia, West Germany, China, and other can dispatch him quickly, he will es- France and destroy Bishop Bernard, a
nations. But some uninvited guests cape into the night. high-ranking church official, using the
have stowed away on the ship also most potent spell he can cast in the
agents from the invading realms. Avignon reality. This will set in mo-
Each of these agents has his own ACT THREE: tion a war between the Cyberpope
reason for coming aboard. The Dark and Aysle, which will keep Lady
Shadow, a pulp villain from the Nile, Assassin Foiled Ardinay too busy to provide adequate
has been sent by Mobius to disrupt the help to the nations of Core Earth or
meetings through sabotage. Brother Deciding that the conference must to bother Thratchen as he fights to
Pierre, a cyberpriest, is aboard to gather go on, the remaining scientists meet in secure his own station in Orrorsh.
information on the scientific capabili- the morning. But by being all in one Since Lady Ardinay is not yet in full
ties of the heathen nations that must place, they play into the assassin's command in Aysle, there is no reason
be purified by the fires of the Cyberpa- hands. Lady Yuka and her team of to believe that she would emerge vic-
pacy. Lady Yuka is an assassin sent to Ninjas cut the lights and begin to stalk torious from the battle her defeat at
foster animosity among the Core Earth the scientists. Now the Knights must this time would be disastrous to Eu-
nations by murdering selected scien- defeat the high-tech killers before all rope and to the entire Earth.
tists and leaving evidence that blames of Earth's top scientific minds are
delegates from another nations. Fi- murdered. If they succeed, the confer-
nally, Lord Bonterre, a vampire from ence can go on to develop some im-
Orrorsh, has been sent by Thratchen portant theories which may in a year's
to observe the other High Lord's time yield a defense against the invad-
agents, and perhaps assist the Core ing realms.
Earthers if the opportunity to discredit
the other Raiders presents itself.

47
TORG: Adventure Book

ACT ONE: which is now operating under the father. After all, Duncan is a favored
axioms of the Cyberpapacy. As Storm advisor of Lady Ardinay, and burning
Presto Chango! Knights, they are marked by the In- him at the stake will just as effectively
quisitor and must deal with his agents begin the war that Orrorsh wants.
The Knights arrive in Nottingham, and the church police. Then they again To save the wizard, the Knights
England, at the address of Wizard pick up the wizard's trail. But he evades must defeat the church guards and the
Duncan. The wizard, who has divined them using more spells. attending cygoyles. Bishop Bernard,
that the Knights would come to stop The heroes also discover that the in typical villain fashion, escapes by
him, has set a trap for the heroes. Being wizard plans to kill the bishop at this inciting the crowd of believers to sui-
a good man, he does not want to hurt evening's midnight mass. That gives cidal action.
the Knights, but he does want to de- them a few hours to find the wizard's
tain them so they cannot interrupt his daughter before they return to the
mission. He will not risk his daughter's church to stop Duncan from starting a
life by failing the task set before him. war between the realms. OTHER IDEAS
So he prepares a massive spell to Orrorsh has an embassy in Cyber
change the Knights into something France, and this is where Dr. Randall Torg provides many unique oppor-
harmless frogs! After the spell goes holds Duncan's daughter. The em- tunities for interesting play. And, be-
off, the wizard apologizes and takes bassy is guarded by gospog, a rav- cause of its very nature, you can play
his leave, shutting the Frog Knights agon, and the doctor himself, who Torg without giving up the campaign
up in his English flat. But the Knights changes into a berserk monster by that you have been playing in for years.
are still Possibility-rated heroes, no downing a vile potion of his own For example, if you have been part
matter what their form, and they fig- design. The Knights must defeat him of a long-running fantasy campaign
ure that one of the potions on the far to rescue the young woman. and have grown very attached to your
table will change them back. All they characters, you can bring them over
have to do is survive such hazards as into the Torg world. On one hand,
the now giant-sized apartment and
the wizard's pets a snake, three
ACT THREE: your fantasy world can be part of
Aysle, which has attached itself to
white rats, and a tiny dragon. Burn the Wizard! Earth. Or, if you want to go back in
history, Uthorion could invade your
With the rescued daughter in tow,
fantasy world for its possibility en-
ACT TWO: the Knights return to the church where ergy. Even better, instead of Earth
Bishop Bernard is holding mass. They being the focus of the Gaunt Man's
Cyber France arrive just prior to midnight and find invasion, your fantasy world can be
that things aren't the way they thought
Once the Knights reach the potions the cosm he and the other High Lords
they would be. Duncan has been cap- choose to invade. You could even make
and turn themselves back into their tured and is tied to a stake set in the
original forms, they find the note from your particular roleplaying campaign
church's courtyard. The bishop him- world a good cosm which decides to
Dr. Randall of the Victorian Institute self is about to begin a mass which will
of Science, which tells the wizard that attach to Earth in order to help stop the
conclude with the burning of a hea- Possibility Raiders. The story is the
they are holding her daughter and then practicioner of the foul arts.
tells him what he must do to get her thing in Torg, and there are so many
Of course, Duncan's daughter now
back. This leads the heroes to France, ways to hook into it. The possibilities
pleads with the Knights to save her are literally endless.

48

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