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Relics of Power Team Revised & Expanded Developers: Eric Gibson,

Writing: Leamon Crafton, Jr., Deanna Gilbert, Jim Ogle, Gareth Michael Skarka, Nikola Vrtis,
Brian Reeves, Craig Shackleton, and Nathan Smith Stephen Marsh, Talon Dunning
Editing: Ron Blessing, Kevin MacGregor
Original Relics of Power Team
Art Direction: Aaron Acevedo, xxx Design: Christopher Kubasik, Douglas Kaufman,
Layout: Aaron Acevedo, Darrell Hayhurst, C. J. Tramontana
Deanna Gilbert Development: Michael Stern
Graphic Design: Aaron Acevedo, Jason Engle, Playtesting and Advice: Jonatha Caspian, Tony
Maik Schmidt DeCoismo, Greg Farshtey, Greg Gordon, Cathleen
Cover: Jon Taylor Hunter, Paul Murphy, Barbara Schlichting, Jennifer
Williams, Sharon Wyckoff
Interior Illustrations: Alida Saxon, Bien Flores
Chris Bivins, Daniel Horne, Jon Taylor, Unique
Soparie, xxx Torg Eternity Design Team
Writing and Design: Shane Lacy Hensley, Darrell
Playtesting: Jay Rutley, Chris Plotts, Jacob Ratliff, Hayhurst, Markus Plötz, Deanna Gilbert, Ross
John Thompson, Kevin Elmore, Crystal Elmore, Watson
Lisa Felton, Sam Frazier II, Brendon Hays, Brad
Mongar, Robert Schneider, xxx Contributors: Greg Gorden, Jim Ogle, Steve
Kenson, Ed Stark, George Strayton, Henry Lopez,
Aaron Pavao, Angus Abranson, Steven Marsh,
Original Design Team Patrick Kapera, Bill Keyes, John Terra, James
Mythos and Game Design: Greg Gorden, Bill
Knevitt, Jonathan Thompson, Andy Vetromile,
Slavicsek, & Douglas Kaufman, with Ed Stark, Greg
Joseph Wolf, Jasyn Jones
Farshtey, Stan!, Brian Schomburg, Christopher
Kubasik, Ray Winninger, and Paul Murphy Art Director: Aaron Acevedo
Additional Concepts and Playtesting: Daniel Graphic Design: Aaron Acevedo, Jason Engle
Scott Palter, Denise Palter, Jonatha Ariadne Caspian, Playtesting: Jimmy Macias, Michael Conn,
Michael Stern, Richard Hawran, C.J. Tramontana, Damien Coltice, Michael Mingers, Michelle
Martin Wixted Hensley, Ron Blessing, Veronica Blessing, Tracy
Technical Assistance: Dr. Michael Fortner, Dr. Sizemore, Golda Lloyd, Andrew Harvey, Dale
George Exner Davies, Ed Rugolo, Scott Walker, Darrell Brooks,
Melvin Willis, James Dawsey, Brad Rogers, Jamal
Original Logo Design: Tom Tomita
Hassan, Jeremy Dawsey

Torg, The Possibility Wars, and all unique characters,


concepts, locations, and creatures are trademarks and/or
copyrights of Ulisses Spiele. All rights reserved.

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ACT ONE: PROJECT MAGNOLIA 4
What the Delphi Council Knows ��������������������������������������������������������������������� 5
Adventure Synopsis�������������������������������������������������������������������������������������������� 6
Beta Clearance����������������������������������������������������������������������������������������������������� 7
Scene One: Security Breach�������������������������������������������������������������������������������� 8
High Alert!��������������������������������������������������������������������������������������������������������� 11
Scene two: Going Down?��������������������������������������������������������������������������������� 14
Destiny and Cosm Cards��������������������������������������������������������������������������������� 15
Scene Three: Outbreak!������������������������������������������������������������������������������������ 20
Doctor Hachi Mara One ���������������������������������������������������������������������������������� 23
Contagion Knowledge������������������������������������������������������������������������������������� 24
Scene Four: Breakout!��������������������������������������������������������������������������������������� 25
Aftermath ���������������������������������������������������������������������������������������������������������� 27
ACT TWO: OBSERVATORY OF THE GODS 28
Overview������������������������������������������������������������������������������������������������������������ 28
Scene One: The Sky-Fisher������������������������������������������������������������������������������ 28
Scene Two: Stranger on the Shore������������������������������������������������������������������ 32
Scene Three: Eyes of Flame������������������������������������������������������������������������������ 33
Scene Four: The Secrets of the Observatory ������������������������������������������������� 35
Akashan Reality������������������������������������������������������������������������������������������������ 35
Scene Five: An Ancient Signal ������������������������������������������������������������������������ 38
Aftermath ���������������������������������������������������������������������������������������������������������� 41
ACT THREE: CRADLE OF SHADOW 42
Overview������������������������������������������������������������������������������������������������������������ 42
Scene One: Thar be dragon������������������������������������������������������������������������������ 44
Dreams��������������������������������������������������������������������������������������������������������������� 45
Scene Two: Welcome to Kirkwall������������������������������������������������������������������� 47
“Criminal elements” ���������������������������������������������������������������������������������������� 48
Amy’s Amulets������������������������������������������������������������������������������������������������� 49
High Lord Agents��������������������������������������������������������������������������������������������� 50
Scene Three: Seek and Hide���������������������������������������������������������������������������� 50
Scene Four: The Wyrm Returns ��������������������������������������������������������������������� 51
Scene Five: A Friendly Face?��������������������������������������������������������������������������� 51
The Ancient Ritual ������������������������������������������������������������������������������������������� 51
Aftermath ���������������������������������������������������������������������������������������������������������� 54

2
ACT FOUR: CRADLE OF PAIN 56
Overview�������������������������������������������������������������������������������������������������������������������������������������56
Scene One: A Knight at the Museum �������������������������������������������������������������������������������������57
Scene Two: Trans-Siberian Express ����������������������������������������������������������������������������������������59
Attracting the Law ��������������������������������������������������������������������������������������������������������������������59
Flying to Kirov����������������������������������������������������������������������������������������������������������������������������60
Father Frost ��������������������������������������������������������������������������������������������������������������������������������62
Scene Three: It’s Showtime!�����������������������������������������������������������������������������������������������������62
High Lord Agents����������������������������������������������������������������������������������������������������������������������63
Scene Four: City of Terror ��������������������������������������������������������������������������������������������������������64
Scene Five: To See a Sunrise ����������������������������������������������������������������������������������������������������65
High Lord Agents����������������������������������������������������������������������������������������������������������������������66
Aftermath �����������������������������������������������������������������������������������������������������������������������������������68
ACT FIVE: CRADLE OF FAITH 70
Overview�������������������������������������������������������������������������������������������������������������������������������������70
Briefing����������������������������������������������������������������������������������������������������������������������������������������71
Scene One: Dead on Arrival�����������������������������������������������������������������������������������������������������72
Scene Two: Starting from Scratch �������������������������������������������������������������������������������������������73
Iscariot’s Soul�����������������������������������������������������������������������������������������������������������������������������74
Scene Three: The Twelve Apostles�������������������������������������������������������������������������������������������75
High Lord Agents����������������������������������������������������������������������������������������������������������������������75
Jacaré’s Help�������������������������������������������������������������������������������������������������������������������������������76
Scene Four: Cradle to the Grave����������������������������������������������������������������������������������������������77
Cyberpapacy Agents�����������������������������������������������������������������������������������������������������������������78
High Lord Agents����������������������������������������������������������������������������������������������������������������������80
Aftermath �����������������������������������������������������������������������������������������������������������������������������������80
THREATS82
High Lord Agents����������������������������������������������������������������������������������������������������������������������82
Cyberpapacy�������������������������������������������������������������������������������������������������������������������������������82
Nile Empire��������������������������������������������������������������������������������������������������������������������������������83
Pan-Pacifica ��������������������������������������������������������������������������������������������������������������������������������84
Other Foes ����������������������������������������������������������������������������������������������������������������������������������84

3
A
pproximately 6,000 years ago, an advanced
culture arose in a cosm other than that of
Core Earth. This civilization, the Akashans,
were peaceful explorers, who, after exploring their
world and advancing their technology, discovered
the means to manipulate Possibility Energy and
travel between cosms. They sent expeditions to
many cosms, ushering in a new golden age of
exploration. Sometimes they met with violence.
Other times they met with fear. Occasionally they

MAGNOLIA
made friends and established embassies to facilitate
the exchange of knowledge, stories, legends, and
ACT ONE:

myths. Each embassy maintained a link with its


PROJECT
home cosm (Akasha) via a web-like network of
what the Akashans called tranquility bridges.
The Akashans contacted many of Earth’s proto-
civilizations, including those developing along the
Nile River in Egypt, along the Tigris and Euphrates
rivers in Iraq, and along the Indus River in India.
The Akashans visited the Americas as well, and
contacted the Mexica (who later founded the Aztec
Empire in central Mexico), the Mayans of the
Yucatán Peninsula, the Andeans (who later became
the Incas) and the Mound Builders and Pueblo
of what would later become the southwestern
United States. Since these interactions preceded
the advent of writing, hints of the Akashans’
existence survived only in legends. The folkore
of many civilizations shared a common thread—
generations of storytellers told stories of the Space
Gods.
Shortly after the Akashans established their first
centers of cultural exchange in other cosms, their
precogs experienced a terrifying premonition—
they saw the destruction of their own cosm. If the
warnings were to be believed, their world would
be annihilated in just a few years. To avoid this
fate, the Akashans built a fleet of lifeboats. Each
carried the sum total of Akashan knowledge and
culture, the genetic makeup of every species from
their world, and a small crew—a precious few who
might survive the coming disaster. The lifeboats
escaped to cosms such as Aysle and Core Earth,
and the Akashan people breathed a collective sigh
of relief. At least their culture would survive.
Then the Akashans began losing contact with
their people in other cosms, and soon recorded the
utter destruction of those cosms. Each lost cosm

4
sheltered an Akashan life boat—a fact that was Missouri, a team of Storm Knights discovered
not lost upon the Akashans. They tried cutting the a Wonder—an unusual temple infested with
bridges that linked beseiged cosms to the network a Nightmare Tree of Orrorsh. The temple held
of tranquility bridges, but without effect. As each pictographs which told the story of the fall of
cosm came under attack, lifeboat captains invited the Mound Builders. For more details, see the
local allies to gather what they could of their adventure Burden of Glory. A summary of that
culture’s records and come aboard. Each lifeboat pictograph story is as follows.
then set out with as many passengers as possible, An advanced civilization, which resembles the
sailing not to another cosm, but to the nothingness Aztecs or Incas, thrives on another planet. They
between the cosms. They pulled up their bridges explore other realities and soon discover an
as they departed and hid themselves away, like unstoppable Doom headed towards their world.
turtles pulling their heads into their shells. They use their knowledge of the cosmverse to
The obliteration of Akasha shook the cosmverse. flee their native cosm and set up colony sites in
Psychic emanations crossed between worlds and other cosms. Their ships—lifeboats that resemble
triggered massive earthquakes and floods. Akasha temples like this one—travel to different cosms
vanished in less than a day, and nearby cosms that and spread their culture to many civilizations.
knew of the Akashans would remember their fall Unfortunately, regardless of the travelers’
in legends sung across the generations.... destination, the Doom always follows. One by one,
The Akshans floated alone in the Void, prisoners the lifeboats withdraw in fear of the Doom. Most
of a region with no axioms and no World Laws. vessels drift in the nothingness between realities,
Despite their advanced ability to manipulate dying slowly in the void. Some travelers work
Possibility Energy, they couldn’t prevent it from with the elves to create mighty trees that blend
seeping slowly away into the Void. Their people technology and magic and help the cursed travelers
were doomed. survive in the dark spaces between cosms. Before
Unwilling to surrender in the face of extinction, they move on, the travelers give the elves a means
the Akashans continued their research in the fields to call for help if their cosm falls prey to the Doom.
of psionics and biology. They devised a way to The elves soon find themselves on the verge of
engineer a tree—powered by a volunteer who destruction at the hands of a dark figure wielding
merged with the organism—which could impose a sword and a wand. They raise their hands to the
and sustain reality locally. However, this plan sky, imploring the travelers’ lifeboats to return, but
needed knowledge the Akashans did not possess. the travelers do not respond because the elves do
Specifically, it needed knowledge of arcane and not face the travelers’ Doom.
spiritual energy—something the Akashans had The Dark One beckons to a thin figure, one who
yet to master. After several rounds of delicate can only be the Gaunt Man. This entity somehow
negotiations, the elves of Aysle worked with the corrupts the travelers’ bio-technology, twisting the
Akashans to create the first reality trees, each reality trees and creating shambling undead that
powering a lifeboat, and allowing the Akashans to find and destroy lifeboats hiding in the darkness
survive in the inky blackness of nothing. between cosms.
They survived thus for thousands of years, until Although they may not understand all the details,
one day, not so long ago, their luck ran out. the Delphi Council grasps the implications of the
Akashans’ destruction.
WHAT THE DELPHI THE DESTINY MAP, POSSIBILITY
COUNCIL KNOWS CHALICE, AND FOREVER CITY
Much of the basic story of the eventual fate of the Although the Akashans knew they were doomed,
Akashans is already known to the Delphi Council. they never lost hope that a cosm would one day
Just before ripping up the stela near Ashland, contact them and perhaps share knowledge that

5
would help them safely rejoin the cosmverse. The shocktroopers and delivered them to the Honōki
Akashans established an automated base—known field scientists investigating the effects of the
as an Observatory—on Core Earth’s moon, to Contagion on creatures from the Living Land.
monitor Earth civilizations. They hoped that the Pierre de Vris, a cyberknight servant of Cyberpope
people of Earth, upon advancing enough to reach Malraux who infiltrated the research company
the moon, would soon also possess the ability to about a month earlier, was on guard duty when the
cross between universes. agents returned with the Nile shocktroopers. He
Upon sensing individuals from an advanced hacked Honoki’s computer network and learned
civilization, the Observatory activates three Cradles of their discovery in the jungle. Divine inspiration
of Life, secret caches hidden on different continents, led him to realize that this discovery could be of
somewhere beneath the surface. Each contains a clue immense importance. He is about to extract himself
which, when combined, form a map that shows the with the information he has gathered.
location of an object called the Possibility Chalice.
By activating this item in a secret location
known as the Forever City, the user gains ADVENTURE SYNOPSIS
the ability tocontact the Akashans Relics of Power starts late in Year
in their space between the cosms. One of the Possibility Wars, after the
Thus, Those Cyberpapacy gains control of Brazil,
Who Wait... and after the death of Kranod, the High
waited. Lord of Tharkold, but before the Abnormal
attack on Sydney. However, the first
Their plan was two acts of this adventure do not
working intil specifically hinge on these events,
maelstrom bridges so the Game Master is free to
from seven invading set this part of the adventure
realities crashed onto earlier in the year though
Core Earth, forever doing so requires some minor
altering the planet’s modifications.
fate. One of the invading
realities, the Living Land, The next few acts run
featured Wonders that discontinuously with
appeared or disappeared gaps of time between
randomly. Most were relics of them.. The GM may
dead civilizations. The summarize this time
Observatory’s massive and proceed to the next
reality warp became caught act, or allow the heroes
up with that of the Living Land, and to use the time for other
the base suddenly found itself on purposes. We suggest GMs
Earth, perched atop a waterfall and place the final act of the adventure
surrounded by steaming jungle. at the end of Year One as it sets the
stage for Year Two.
THE PLAYERS Act One begins as the Storm
Knights undertake a mission to
The Wonder was soon discovered in infiltrate the Honoki Biomedical
quick succession by exploration teams Research Center, a suspected
from both the Nile Empire and from Kanawa Corporation subsidiary
Honoki Biomedical, a subsidiary of
Kanawa Corporation. Kanawa agents
subsequently captured some Nile THOMAS CANE

6
conducting research on Living Land organisms
(a conscientious security guard reported the
lab’s suspicious activities to the Delphi Council). BETA CLEARANCE
The heroes infiltrate the complex and arrive at Relics of Power is not intended for beginning
the Innovation Center, a Pan-Pacifica hardpoint. characters. It is designed for mid-range Alpha
Unfortunately, as they make their way into the Clearance characters who, by the end of the
sublevels, infected edeinos escape and release adventure will reach reaching Beta Clearance,.
the Contagion into the complex. The heroes must However, Storm Knights who already have
acquire the intelligence they seek and escape before Beta Clearance should still find the encounters
it’s too late! challenging.
Act Two opens with the heroes entering the At Beta Clearance, the GM gets a pool of two
Living Land to explore a new Wonder discovered Possibilities per player. These may be spent for
at the top of Niagara Falls. This Wonder is actually any foe, Ord or reality-rated. Only reality-rated
the Observatory, an Akashan outpost placed on opponents can soak damage, but Ords may
the moon to monitor Earth and guide humanity use these Possibilities to gain dice on attack
in contacting the Akashans. The heroes encounter skill tests. Reality-rated villains have their own
two groups here—the Nile Empire agents who first Possibilities as usual, plus full access to the
discovered the Observatory, and the Cyberpapacy GM’s pool.
agents de Vris sent to investigate the Nile agents’
activities. The heroes must enter the Observatory, If the team finds the adventure unchallenging,
deal with the various agents (and some edeinos re are a few options for the GM:
protecting their territory), and learn the locations • Upgrade the opponents: Increase their
of the pieces of the Destiny Map. number of Possibilities, give them heavier
weapons (such as grenades), or add Perks
OVERVIEW like Endurance, Brawler, Whirlwind, and
so on. Try one of these suggested upgrades
Scene One: The Storm Knights gain access to first, and add more elements as needed.
Honoki Biomedical Research Center. This large
facility’s many buildings are protected by advanced • Increase the number of foes: Upgrading
security. Here the characters may find clues left for is better, but sheer force of numbers is easy
them by Samantha Kendal. The scene ends when to achieve. For foes listed as “# per Storm
they gain access to the Innovation Center (a Pan- Knight,” simply increase the number of
Pacifica hardpoint). foes. Start by adding one foe, then add more
if necessary. Note: increasing the number
Scene Two: The heroes investigate the Innovation of foes also increases the number of reality-
Center and discover that someone is experimenting rated foes in the encounter (most are Rare,
on edeinos and dinosaurs exposed to the Contagion. meaning 1 in 10 are rated). Remember, also,
Clues in the labs lead the heroes to the office of the to use Combined Actions and Mob damage
chief administrator, Dr. Osato. when you have many foes in play.
Scene Three: The Contagion escapes quarantine Avoid altering enemy forces unless players
in the facility, and infected creatures run amok. mention they don’t feel challenged. Some
The heroes confront Dr. Osato in his office just as fights are supposed to go well, and some are
his superior activates a contingency designed to supposed to be worrisome. What starts as an
prevent the Contagion from leaving the facility. easy battle can suddenly become very hard if
The heroes must acquire the information they need someone suffers Wounds or Disconnection due
and stop a countdown before they are destroyed to a few unlucky rolls. A light touch is best—
with the rest of the building. remember, these are heroes after all!
Scene Four: The Storm Knights fight upwards
through the severely damaged building, dealing

7
with infected humans, dinosaurs, and a yokai computer sitting in front of her.
who used to be Samantha Kendal. To escape the A photo of a young woman with blond hair appears on
facility, the heroes must run a gauntlet through the projection screen. It is obviously from an ID card.
the building’s main floor atrium and defeat two
powerful robot guards. “This is Samantha Kendal,” Tenusath explains. “She
works as a security guard at a research center operated
by Honoki Biomedical and located on the otherwise
SCENE ONE: SECURITY abandoned University of Toronto Mississauga campus,
in western Toronto, ten kilometers from the stelae
BREACH boundary of the Living Land. U. of T. closed the campus
Standard Scene. Core Earth Dominant Zone. A shortly before Canadian government issued evacuation
concerned security guard at a Honoki Biomedical orders for the entire region. Not all activity ended,
research lab blew the whistle on suspicious activity however, and the university was only too happy to lease
at the center, and the Storm Knights receive orders the entire campus to Honoki Biomedical for biotech
to investigate. Although not required, a Storm research.
Knight with computer skill will prove a great asset. Samantha Kendal contacted us a week ago, via our
The Storm Knights receive their mission briefing anomaly reporting system, to express concerns over
and they make their way to the University of the nature of the center’s research on living dinosaurs.
Toronto Missasauga campus to investigate whether Her background check revealed no security risks, so we
the research facility is doing something untoward. deemed her a potential asset and issued her a secure cell
The heroes must infiltrate the research complex phone. Two days ago, she used that phone to report the
without raising suspicion, and then access the lab’s dinosaur capture team returned with a number of
Innovation Center either by acquiring a security human prisoners dressed in military-style uniforms.
badge or by convincing someone to admit them. Judging from her descriptions, we suspect the prisoners
are shocktroopers from the Nile Empire.
Deal a Core Earth Cosm card to each player.
She agreed to acquire security passes for our operatives,
but we have not heard from her since.
BRIEFING
Your primary mission is to reconnoiter the facility,
The Storm Knights attend a mission briefing in a determine the nature of Honoki Biomedical’s research,
government office in Ottawa, Ontario, sometime and investigate the apparent capture and detainment
late in the first year of the Possibility Wars. Tenusath, of shocktroopers. Your secondary mission is to rescue
a cybernetic elf and head of the Marathon Division Samantha Kendal.”
of the Delphi Council, conducts the briefing. He
heads the Council’s efforts to collect and analyze Tenusath then distributes a packet containing highlights
intelligence regarding the invading realities. from Kendal’s background check, notes on several
locations on campus, such as the main research facility
Read or paraphrase the following: and Kendal’s apartment, and some basic information
Snow falls lightly in Canada’s capital. You and your regarding Honoki Biomedical. He explains it as follows.
team members arrive by plane to receive your next “Honoki Biomedical was founded five years ago. Despite
mission briefing. A driver meets you at the airport and initial successes with medical treatments derived from
takes you to a non-descript government office building. genetically-modified stem cells, the company’s major
Inside, you meet a male elf, with a neural jack in his products failed their clinical trials. Afterwards, the
temple. His name is Tenusath and he is the head of investors withdrew and the company sank further into
Marathon Division and the de facto head intelligence debt until two years ago, when Honoki sold its assets to a
operative in the Delphi Council. privately-held firm called Magnolia Research. Before the
“Welcome. Please be seated,” he says when you arrive, invasion, Magnolia ran all its operations from its North
motioning to the chairs arranged around a table that can American headquarters in Atlanta, Georgia. Magnolia
seat a much larger number of people. he dims the lights, now operates from its Asian HQ in Kobe, Japan.
activates a projector, and presses a key on the laptop

8
Until we heard from Kendal, we had no reason to city, albeit unsuccessfully.
suspect Honoki Biomedical was anything other than it Eventually, the Storm Knights clear a checkpoint
seemed—just another acquisition. Now we have reason near Toronto Pearson International Airport. The
to believe Magnolia is in league with at least one of the army presence is greatest here, and guards remain
invading realms, most likely the Kanawa Corportation in on alert for the occasional dinosaur emerging from
Pan-Pacifica. Although we can’t prove this conspiracy, the reality storms to the southwest. Every soldier
Director Sebastian believes the acquisition of Honoki fits watches for long-expected indications that the
the pattern.” storms are drawing closer. Nearly a year of waiting
Another picture pops up on the screen—that of a has done nothing to dull their watchfulness.
middle-aged man of Japanese ethnicity. “This is Doctor The Storm Knights may choose whether to
Reginald Osato, Chief Administrator of the Honoki approach the Honoki facility either by day or by
Biomedical Research Center,“ Tenusath continues. night. Regardless of their decision, a fresh layer of
“He was born in America, he graduated cum laude snow covers the ground when they arrive.
from Johns Hopkins University, and his career, though
successful, is nonetheless unremarkable. Nothing about An unsettling feeling descends upon the party
his backgroud raises any red flags, which of course makes as they approach the center. The area around the
me doubly suspicious.” The hint of a smile dances at the lab is completely abandoned, and the only sound
corners of Tenusath’s mouth. the characters hear is the constant rumbling of the
reality storms in the distance.
“Hackers attempted to breach Honoki’s systems, and
the lab’s internet presence went down shortly thereafter. The campus research center sits in a (formerly)
We don’t know if they detected our activities and cut upscale residential neighborhood. Honoki installed
their connection deliberately, or if something else is to many security upgrades and remodeled several
blame. This is why we need you to infiltrate the base and campus buildings during the past year. A tall,
access their computers. Good luck and Godspeed.” chain-link fence surrounds the entire facility, and
most of the facility’s nearly 2,000 employees live
Honoki Biomedical is, in fact, a wholly-owned within the compound. Of these, most are research
subsidiary of the Kanawa Corporation, but no or support staff. The Lab operates around the clock,
paper trail connects the two corporations. and people can be found outside moving from one
The Delphi Council outfits the Storm Knights with building to another, even in the middle of the night.
one or two jeeps, as needed, plus enough gasoline Those who do not work in the Innovation Center
for a round trip to the research center. The heroes are largely unaware that the lab is conducting
also receive a Delphi Survival Kit (see the Living something sinister. Surprisingly, the vast majority
Land Sourcebook), and may procure additional of Honoki’s research is legitimate and potentially
equipment as described in Torg Eternity. helpful in the war against the High Lords.

HONOKI RESEARCH CENTER


The Storm Knights drive to their destination
passing many refugee camps full of people trying
to stay warm in the face of winter. Tent cities give “‘MULTI-PASS.’ I
way to empty homes and businesses as the party
approaches Toronto, and they see almost no signs
ALWAYS WANTED TO
of looting even though security seems to be light. SAY THAT.”
As they near the outskirts of Toronto, the heroes
pass through a series of checkpoints operated
-AIDAN MCALISTER
by soldiers of the Canadian army. On several
occasions, the heroes pass groups of people who
demand the guards admit them to the abandoned

9
on a failure, the employee becomes Alert and
SECURITY reports the Storm Knights’ actions as soon as
If the Storm Knights interact with a Honoki possible.
Biomedical employee, succeeding at a Very • Alert: The employee realizes that the Storm
Easy (DN 6) persuasion test keeps suspicions at Knights are intruders and reports their location
bay. If the heroes try to fool a security guard, and activities as soon as it is safe to do so. If
the DN increases to Standard (DN 10). Apply the employee is a security guard and the heroes
the following penalties for each of the following appear to be armed, the guard reports them but
situations. refrains from attacking until reinforcements
outnumber the Storm Knights.
SECURITY MODIFIERS Heroes observed without uniforms in the
Situation Mod Innovation Center are automatically assumed to be
If more than two employees interact -2 intruders. Any employee who sees them becomes
with the Storm Knights. Alert.
If the employee is Suspicious. -2
If one of the characters is an edeinos.. -4 SECURITY TEAMS
If the characters are not wearing -4 Five security teams, working in pairs, patrol
uniforms. outside the buildings at any given time. One team
The characters try to access a location -4 always remains at the gate.
that requires a Level 1 or Level 2 key Core Earth Security Guards (2): See page 86.
card. Security is concerned more about threats crossing
over from the Living Land than covert infiltration.
Pairs of guards make routine patrols outside the
campus fence, but they are not particularly vigilant.
FOOLING PEOPLE FOR PLEASURE Other people in the compound ignore the Storm
Knights and assume that they are supposed to be
AND PROFIT there. However if one or more of the Storm Knights
The employees of the research complex have three is non-human (especially an edeinos) or otherwise
states with respect to the Storm Knights: looks or acts in a suspicious manner, the security
• Unaware: The employee generally ignores forces become Suspicious (see sidebar).
the Storm Knights. During interactions, The compound’s security forces are well-
Storm Knights make persuasion tests versus organized professionals. All are from Core Earth,
the employees’ evidence analsysis (see below unless noted otherwise. They don’t recognize the
for DN). A failure means the employee authority of the Delphi Council, and refuse access
becomes Suspicious (if already Suspicious, the without a warrant, claiming that this is private
employee’s state jumps to Alert). property. Attempts to convince non-security
• Suspicious: If the Storm Knights appear personnel to grant access to a building is a Hard
armed, the employee reports their presence (DN 14) persuasion test. If the Storm Knights
and location to the Security Office. If the Storm attempt to convince security guards, the test carries
Knights do not appear armed, the employee a -4 penalty; on any failure the guards report the
interacts with them, asking who they are characters to the Security Office (this likely also
and what they’re doing. To fool employees, triggers combat). Storm Knights may try to invoke
the Storm Knights must succeed at a contest the federal government’s Emergencies Act as their
(persuasion vs. evidence analysis) rather than authority to access a building (+2 bonus); this is,
a test. A success ends the interaction and the in fact, the only way they may openly gain access
employee counts as Unaware again. However, to a secure area, and even then this is a Nearly

10
Impossible (DN 20) persuasion test.
If the Storm Knights draw attention to themselves,
all security teams on patrol (except at the ones at
HIGH ALERT!
the gate) arrive in 1BD rounds to investigate. If the Storm Knights should have little trouble
characters trip multiple alarms, the facility goes on dispatching even multiple Security Patrols if
High Alert (see sidebar). If multiple alarms come caught. Ultimately the question is whether or
from one location, the Security Office sends all not the team can ennter the Innovation Center
teams to that location. Every security team checks without triggering an alarm or otherwise
in via radio with the security station every five alerting security forces to their presence.
minutes. If one team fails to check in, the Security
When someone sounds a campus-wide High
Office sends a team to the missing team’s last
Alert, lab employees shelter in place, entering
known location to investigate.
the nearest building first, if necessary. Off-
A security team that catches the Storm Knights duty security personnel equip themselves with
doing something suspicious attempts to detain radios and weapons, don their Kevlar vests,
and search them. If the Storm Knights resist, the form teams of six, and patrol their respective
security team uses non-lethal force to capture them areas. Guards assume that anyone walking
(security teams use their firearms only if the Storm about on campus several minutes after High
Knights use lethal force). If the Storm Knights Alert sounds is an intruder, and they question
surrender peacefully, security teams escort them or detain suspects, as needed.
from the property. If the party resists, or if this is
If someone reports active contact with
the party’s second offense, guards take them to the
intruders, or if multiple alarms sound within
Security Office in the Innovation Center.
one building, all but one security team responds
immediately to that location, accompanied
PHYSICAL SECURITY by two security officers from the Innovation
All campus buildings have security cameras, Center. The remaining security team, and one
most of which can be controlled manually. Only officer, take up position at the entrance to the
the cameras at the gate and at the entrance to the Innovation Center. Sa Chae-Won remains in
Innovation Center are actively monitored. The the Security Office to coordinate defense.
Security Office is in the basement of the Innovation
Center. Agents in the Security Office access and
control the campus’ cameras and stay in radio
contact with all security teams. Level 1 doors can be unlocked with a set of
Nearly all doors in the facility use electronic locks electronic lockpicks and a Standard (DN 10)
that open only with an appropriate RFID security lockpicking test. Opening a Level 2 door is Hard
badge. The lab uses three levels of security, namely, (DN 14), while Level 3 is Heroic (DN 18).
Level 1, Level 2, and Level 3. Higher level badges
grant access to anything that opens with a badge of THE CAMPUS
lower level. Employees who live and work outside
the Innovation Center do not carry security badges.
Security Fence
All Security guards carry Level 1 badges, while A 3.5-meter-high chain-link fence surrounds the
one member of each security team has a Level 2 campus. Signs displaying the words High Voltage,
badge. Everyone who works in the Innovation placed at regular intervals, warn of the fence’s
Center carries a Level 1 badge at a minimum; electric current. The lower part of the fence is
security and important staff carry Level 2 badges. safe to touch, but cutting the chain links incurs an
Only Pan-Pacifica Security squad leaders and electrical shock.
certain executives carry Level 3 badges.
Special wires run along the top and the outward
facing side of the fence. Climbing the fence without

11
touching one of these wires is a Challenging (DN high security areas within the Innovation Center.
12) Dexterity test. Failure, or upon cutting the Note that the uniforms fit all Storm Knights in the
chain links, incurs 10 +1BD AP2 damage. Cutting party, even those who are obviously non-human,
the fence or touching the live wires also triggers a though the fit is not perfect. Non-human Storm
silent alarm in the Security Office; a security team Knights must make do with them or devise another
investigates immediately. plan.

Gate Research Labs


This gate grants the only direct access to the These buildings house research labs devoted to
compound. One security patrol team remains on the physical sciences, especially biology, geology,
duty here at all times. Besides, the gate in the fence, and environmental sciences. Many of the current
a one-meter-high steel security barrier blocks the projects concern the Living Land, though none are
road. This barrier can only be lowered by the guard suspicious or malicious.
in the Security Office who monitors the gate via
multiple cameras.
Utilities Plant
The Utilities plant houses the main control
Residences center for the campus’ power and water supplies.
Honoki converted these former student residences A Challenging (DN 12) science test allows a
into apartments and townhouses for employees character to supply (or deny) power and/or water
of the Research Center. Most employees live here to individual buildings in the complex. However,
along with their families. Access to apartment most of the labs and residences have independent
buildings as well as to apartments and townhouses back-up generators, and the Innovation Center
requires individual keycards issued by the Security has both its own power supply and its own water
Office. Either a Level 2 or Level 3 security badge reserve.
can override these locks.
Samantha Kendal’s apartment shows signs of a Innovation Center
struggle and a hasty search. A Challenging (DN 12) The Innovation Center is the heart of the research
find test reveals a locker key stuck to the back of a facility. It previously served as the university’s
postcard mounted on the refrigerator via magnet. Health Sciences Complex. The entire building is
The postcard reads, “Beautiful Washington, DC.” a Pan-Pacifica hardpoint. Most of the structure is
Someone underlined the last two letters, perhaps a Dominant Zone, while the lowest sub-level is a
in reference to the Delphi Council. The key is Pure Zone.
stamped with “Athletics Center W302,” meaning
Reality-rated characters who approach the
it opens a locker in the women’s changing room
building automattically feel the subtle difference
in the Athletics Center. The apartment contains no
in reality emanating from the building. The tallest
blood or other signs that suggest someone died
part of the building stands six stories high, while
here.
the lowest is three stories high.
Athletics Center The building’s sole pedestrian entrance is on its
This facility has fitness rooms, a health center, an north side, facing the parking lot. This door remains
olympic-sized pool, an indoor running track, and locked at all times (Level 2 security badge to open).
several gymnasiums. Locker #302 in the women’s A character may bypass this lock by succeeding at
changing room contains one maintenance uniform a Hard (DN 14) lockpicking test.
and one Level 2 security badge for each Storm A video intercom is located on the wall near each
Knight. The key for this locker is hidden in interior door, and all such intercoms connect with
Samantha Kendal’s apartment. The badges grant the security desk. The buidling’s one cargo door sits
access to every building in the facility, including on the east side of the building. It opens manually ,
the Innovation Center, but do not grant access to and only from the inside. A pair of cameras focuses

12
on the cargo door’s exterior. The approach—a Pacifica’s Grid). No visible ladder connects the roof
ramp that descends to the cargo bay—allows a and the ground on the budling’s exterior, but an
large tractor trailer truck to back up to the cargo emergency ladder is kept in a box on the roof.
bay’s door. A helicopter lands on the roof as the Storm
Personnel converted the building’s other exterior Knights approach the Center. Several employees
doors to emergency exits with no exterior disembark and enter the building. This helicopter
mechanisms. Secretly, these so-called exits are may become important later if the Storm Knights
sealed and do not open from either side. The need to escape quickly.
buidling’s many ground floor windows are made
of a strong and highly-reflective security glass Other Buildings
(Toughness 15). No window on any floor can be Garage: This relatively new structure includes
opened. A search reveals maintenance entrances on bays for repairing vehicles. Ten jeeps and a Mack
the roof, but again, none have exterior mechanisms. semi tractor trailer sit in the garage when the Storm
Though not actively monitored, cameras watch all Knights arrive.
secondary exits, and motion detectors alert staff
VIP Guest Residence: this bulding formerly
in the Security Office to check the camera feed. A
housed the dean of the University. Its luxury suites
Very Hard (DN 16) stealth test lets characters pass
now serve important guests.
the motion sensors undetected, but only by moving
exceptionally slowly. Library and Learning Center: Formerly the
University Library, this building now houses a
Besides a helipad, the roof is dotted with various
small private school for the children of Honoki
satellite dishes and antennas that connect the
employees.
Center to the internet (and thus, indirectly, to Pan-

13
Common Building: These buildings’ communal This heightened security has nothing to do with
spaces, such as cafeterias, shops, event rooms, a the Storm Knights’ activities. Kanawa computer
medical clinic, and so on—serve for employees of security specialists initiated the new measures
Honoki. These spaces do not require key cards or after detecting a hack conducted secretly by
badges to enter, at least during normal business Cybernight Pierre de Vris. He infiltrated the
hours. Many are open 24-hours. complex by posing as somene else and accepting a
Research Greenhouse: The research in this computer technician job. He worked in an outlying
greenhouse focuses on plants native to the Living building, so he used his cybernetics and cyberdeck
Land, especially those plants suitable as food for to hack the network and acquire identification and
herbivorous dinosaurs. uniforms for entering the Innovation Center. A
vigilant programmer detected his computer worm,
but not before it extracted details on the Center’s
SCENE TWO: GOING research projects and information regarding the
discovery of the Observatory in the Living Land.
DOWN? Pierre’s hack brought Dr. Osato an enormous
Standard. Pan-Pacifica Dominant Zone. The Storm amount of grief. His superior, Doctor Hachi Mara
Knights enter the Innovation Center. Their goal is One, is angry at the loss of efficiency arising from
to enter covertly and make their way down to the the need to isolate critical information on the
sub-basement levels. The Storm Knights may have network. She is losing patience with Osato. Just one
one or more fights with security guards, including more unfavorable incident—auch as an incursion
Security Chief Sa Chae-won, but the scene ends by a group of Delphi Council Storm Knights—may
(and the players may refresh their Destiny card cause her to take drastic action.
hands) only when the heroes enter one of two
places: the bio-vector lab on Sub-level One, or Dr. Ships Passing In the Night
Osato’s office on Sub-level Two. If the Innovation Center went on High Alert in
Any players holding unplayed Cosm cards at the Scene One, Pierre de Vris escaped around the same
start of Scene Two must immediately trade them time, and he does not encounter the heroes in this
for a Pan-Pacifica card. scene.
The Innovation Center is a Pan-Pacifica hardpoint, If High Alert is not yet in effect, the Storm Knights
and the employees who primarily work here are encounter Pierre on his way out the door, as follows.
Pan-Pacifica natives. Core Earthers usually do not If the Storm Knights question a random employee
spend enough time inside to have much chance of in the Innovation Center, that employee is Maurice
transforming spontaneously. Gagnon, a computer tech. However, Maurice is
actually the cyberknight Pierre de Vris in disguise.
Pierre/Gagnon is surprisingly helpful, as he wants
INTRUSION COUNTERMEASURES to exit the building as soon as possible. He knows
Facility staff implemented tighter security the heroes aren’t employees of Honoki Biomedical
measures two days ago, starting with the addition (it takes one to know one), but he has no interest in
of extra firewalls on the facility’s intranet. Most of their plans. He already transmitted the information
the lab’s critical and secret information, including he gathered and ordered other Cyberpapal agents
the research conducted in the secure labs in to continue the investigation. He now wishes only
the sub-levels, is now physically isolated and to extract himself from the premises.
accessable only from the computer terminals in
If the Storm Knights grow suspicious, let them
the sub-levels. Some employees grumbled at the
make a Nearly Impossible (DN 20) evidence analysis
inconveniences imposed by the security upgrades,
test. On a success they realize that de Vris is using
but such changes are a regular occurence this close
a false identity. On a Good or Outstanding Success,
to a realm boundary.
de Vris doesn’t realize his cover is blown. If the
heroes confront him, he says he has no quarrel

14
with them, and he explains he has no interest in
their plans as long as they do not hinder his escape.
If the heroes escalate, he threatens to expose them DESTINY AND COSM
and warns he can trigger High Alert with but a
thought. If they continue to escalate, he follows
CARDS
through with his threat and activates the High Here are some suggestions for resolving
Alert alarm in the Security Office. certain Destiny or Cosm cards played in this
act:
High Alert in the Innovation Center Is That a Bite?: An airbone illness, likely just
If the complex goes on High Alert, the employees a common cold, is spreading amongst the
in the Innovation Center shelter in place, and employees. As a precaution, security patrols
all off-shift Pan-Pacifica security personnel arm are doubled in size and are checking up on all
themselves just like those outside the center. The employees for possible Contagion infection.
electronic locks to the exterior doors, as well as
Mistaken Identity*: If played as an advantage,
those in the elevators and stairwells, all ahve
someone mistakes the Storm Knight for a
upgrades—they now open only with a Level 3
member of the Security staff. If played as a
badge. Teams of six Pan-Pacifica Security Guards
disadvantage, a mid-level manager confuses
(three teams in all), search floor by floor. Two are
the character with a clumsy employee and
led by Pan-Pacifica Security Leaders, while the
reprimands the character for making too many
third is commanded by Security Chief Sa Chae-
mistakes during the previous three work shifts.
won.
This may result in the Storm Knights being
Although security increased two days ago due to discovered.
Pierre de Vris’ cyber incursion, the facility is not at
Outbreak: This card does not take effect until
a state of High Alert (the staff cannot maintain this
Scene 3 or 4.
condition for lengthy periods of time).
You Don’t Look So Good: The hero only rises
PIERRE DE VRIS as a jiangshi if she dies after the Contagion is
released in Scene Three or Four.
De Vris is tall, rugged, and graying at the temples,
but otherwise looks young for his age. He was *The Mistaken Identity card is available in the
a street ganger in Nice when the Cyberpapacy Living Land Drama Deck Booster.
invaded, but he converted to Malraux’s religion.
The Church desired his skills, so he accepted edged claws that extend from his fingertips). He
training and cyberware and became one of the can also call upon a holographic suit of plate mail
Church’s agents abroad. A simple man with a armor (activation is a simple action). This armor is
matter-of-fact demeanor, he is content to state his attuned to de Vris and does not function for anyone
willingness to kill, though he is not a blood-thirsty else.
killer. The mission always comes first. Quote: “I have no quarrel with you, but I can kill
Note: This stat block reflects his possessions at you with little effort. Please step aside.”
the time he exits the Innovation Center. Besides his Attributes: Charisma 9, Dexterity 12, Mind 10,
special abilities, his cyberware allows him to store Spirit 11, Strength 13
countless photographs and many hours of video Skills: Computers 14, dodge 16, energy weapons
in a datachip. It also lets him circumvent or fool 16, evidence analysis 13, faith 14, find 13, fire
numerous security measures such as retinal scans, combat 17, intimidation 14, land vehicles 13,
fingerprint scans, and voice prints. lockpicking 16, maneuver 16, melee weapons 15,
Although de Vris appears unarmed, he secretly persuasion 12, reality 14, stealth 15, streetwise 11,
possesses slicers (small, cybernetic, monofilament- taunt 11, tracking 13, trick 13, unarmed combat
17, willpower 13

15
Move: 12; Tough: 15 (2); Shock: 13; Wounds: 4 An evidence analysis test allows the heroes to
Equipment: — realize that all of the windows and doors in the
Perks: Cyberware (BelleView 20-20, Compte’s Innovation Center have some sort of roll-down
Stabiliza, Cyberham Retina Mimic, DATAS security shutters, and an Idea card or hard science
Synthivoice, MB Adrenal Booster, slicers), test allows a character to realize that the security
Endurance, Hard to Kill, Linguist shutters are incredibly strong—possibly strong
Possibilities: 5 enough to withstand a ram by a semi-tractor trailer.
Special Abilities:
• Armor: Holographic Armor +4. Elevators and Stairwells
• Slicers: Strength +1 (14) damage, AP1, Small, Use of the elevators requires a security badge.
uses unarmed combat Anyone can board an elevator and ride it down to
• BelleView 20-20: Visual evidence analysis, the ground floor, but riding to any of the upper
find, tracking become Favored. stories requires a Level 1 security badge.
• Compte’s Stabiliza: +1 to dodge,
The stairwells use the same security
maneuver, melee, and unarmed defenses.
measures as the elevators (anyone can enter
• MB Adrenal Booster: Once per day,
at any level, but an appropriate security
activate with a free action to remove all
badge is required to exit at any level other
Shock and prevent the accumulation of new
than the main floor). Almost every
Shock for 30 seconds. Afterwards, de Vris
stairwell and elevator leading to the
suffers Fatigue.
basement is filled with debris and
blocked.
MAIN AND UPPER
The freight elevator that sits at the
FLOORS
east end of the building, next to
The Innovation Center building the delivery bay, and the stairwell
consists of numerous rooms next to the Security Office are the
surrounding a grand atrium that only two ways to access to the
reaches to the roof. The building is basement and sub-basement
four stories high. Floors 2 through levels.
4 are apartments for the Pan-
Activating the freight elevator
Pacifica employees who work in the
or opening the door to the
building.
stairwell to the sub-levels
The first floor of the building requires a Level 2 security
consists of administrative offices, a badge.
delivery bay, a cafeteria, and several
research labs. The apartments have Security Office
balconies that overlook the atrium. The Security Office is located on
No apartment contains anything of the ground floor, directly adjacent
importance, but all the technology in to the freight elevator. At least one
this area appears to be cutting edge. The security guard is stationed here
executives’ offices and the secure labs at all times. Its door can only be
are located in the sub-basement levels. opened with a Level 3 badge,
Even in the middle of the night, the though the adjacent wall is made
activity level in the Innovation Center is entirely of glass, granting officers
similar to that seen in a hospital in a major an unobstructed view into the
city. Although administration staff do grand hall. The office contains a
not work nights, the lab schedules round-
the-clock shifts for research and security
personnel. PIERRE DE VRIS

16
security terminal with capabilities similar to that • Frag Grenade (6)
possessed by terminals on the ground floor, but • Impala Chain Gun (5 magazines)
these also grant access to security information for • SC Kyogo T11 with 5 additional clips (5)
those with Level 3 security clearance. • SC Kyogo 144 SMG with 5 additional clips (5)
One wall is covered in monitors showing feeds Unless called away for some reason (such as
from the various security cameras on campus. to deal with the infected edeinos who break out
Video from exterior cameras feed to a small number of containment), Security Chief Sa Chae-won
of screens, ; these video feeds loop sequentially. A is here when the Storm Knights pass by. She is
second, larger bank of monitors shows static images immediately Suspicious of the Storm Knights when
fed from all cameras located within the Innovation they exit the elevator, and she investigates. At least
Center; Each is labeled with its camera’s location. one Pan-Pacifica Security Leader accompanies her
Attached to the office is a room that contains five at all times. On the first round of combat, one of
holding cells, all of which open only with a Level the Security Leaders activates the High Alert as a
3 badge. All are unoccupied—unless the Storm simple action.
Knights were captured earlier, in which case they • Security Chief Sa Chae-won: See page 18.
occupy the cells.
• Kanawa Security Leaders (one for every
The rear wall of the office has a large weapons two Storm Knights): See Kanawa Security
locker that includes the following: Troopers on page 90. Each has reality 10 and
• LAW Rocket (2) 2 Possibilities.
• C-4 (three 300 g blocks)

17
SA CHAE-WON Each security desk has its own terminal. Heroes
with adds in computers can use these terminals to
Sa isn’t merely the chief of security for Honōki
view the feed from any of the building’s security
Biomedical, she is also a full-fledged ninja. Though
cameras, contact the Security Office, or view
barely 5 feet tall, she is surprisingly strong and
an interactive map of the facility. A successful
literally packs a wollop in hand to hand combat.
Standard computers test allows the user to create
During fights, she quickly moves to engage foes in and issue a Level 1 security badge, while a Level 2
close combat, where she stays as long as possible. badge requires a Good Success (only the terminal
If forced to engage an opponent at range, she uses in the Security office can issue a Level 3 badge).
heat-seeking shuriken. Her Whirlwind Perk lets A failure means an employee catches the hero
her engage multiple foes with ease. attempting to use the terminal to make a badge.
Quote: “First I’m going to take you down, and A Mishap triggers an alarm in the Security Office,
then you, and you, and you...” and the facility subsequently goes on High Alert.
Attributes: Charisma 8, Dexterity 12, Mind 8, The terminal at the Security Office can be used to
Spirit 11, Strength 9 extract additional information by taking a Hard
Skills: Dodge 16, evidence analysis 12, find 12, (DN 14) computers test. A success reveals that
fire combat 14, intimidation 15, lockpicking facility personnel isolated the sub-level computers
13, maneuver 16, melee weapons 15, missile after discovering an incredibly sophisticated worm
weapons 15, persuasion 11, reality 14, science 9, gathering information on the network. The Honoki
stealth 15, streetwise 10, taunt 9, tracking 11, trick computer techs do not know if they stopped
10, unarmed combat 17, willpower 13 the worm from transmitting the information it
Move: 12; Tough: 9; Shock: 13; Wounds: 3 gathered, but they cut the physical connections to
Equipment: Heat-seeking Shuriken (10) the sub-level’s network anyway, as a precaution.
Perks: Brawler, Endurance, Whirlwind Good: Personnel identified a suspect—Maurice
Possibilities: 3 Gagnon, and his photograph accompanies the
Special Abilities: report. If the heroes met de Vris earlier, they see
• Fists: Strength +2 (11) this is not his photo. De Vris hacked the system
• Heat-seeking Shuriken: Strength +1 (10). and replaced his photo with someone else’s.
Range 10/20/30. Ignores 2 points of range
Outstanding: Same results as Good, plus the
penalties.
Storm Knights learn the photo was replaced, and
• Lightning Fist: Sa may spend 1 Shock to gain
de Vris was the actual hacker. Additionally, The
+2 to her attack roll with her fists. If she rolls
heroes find a report stating that something called
a Mishap 1-2 on the attack she cannot use this
Contingency Alpha is ready for implementation
ability for the rest of the scene.
the moment it is needed. The report also states
• Heart Punch: Before making an attack with
that the JD-209 robots are in place on the ground
her fists, Sa may spend 1 Shock to render the
floor. The heroes do not find anything that explains
target Stymied on a Good or Outstanding Hit.
Contingency Alpha or the robots’ capabilities.
• Center Ki: When the Action Stack gets its 3rd
card, Sa recovers 1BD + 1 Shock as a free action
Research Labs
Security Desks These labs are similar to the ones in the other
These desks are located at the main entrance buildings in the compound, except their equipment
and in the delivery bay. A security guard covers and computers are more advanced. Most of the
each desk at all times to monitor footage from labs are dedicated to studying plants and animals
the cameras scattered throughout the ground and from the Living Land. One lab contains a giant
upper floors and on the building’s exterior. These starfish-like creature undergoing dissection, while
guards’ primary responsibility is to notify the another holds a cage full of small, live pterosaurs.
Security Office of any problems they witness. A character who wishes to search for specific
specimens from the Living Land must make a

18
Hard (DN 14) science test to find it. A failure results Everything—except for the hidden alcoves that
in discovery by a lab employee. conceal the JD-210 security robots)—is labeled
Labs are located mainly on the main floor. clearly
Additional labs are located in the basement and
basement sub-levels. On a Good Success, the Storm Knights acquire the
following.
Delivery Bay • A map of the basement and sub-basement
The delivery bay’s freight door can be opened levels of the Center
only from the inside, and then only with the use of • A protoceratops, about a half dozen edeinos,
a Level 2 security badge. The delivery bay contains and a half dozen Nile shocktroopers were seen
boxes full of various—and largely uninteresting— being taken down into the lower levels via the
supplies for the building. Lab personnel move freight elevator within the last few days. They
the truly interesting supplies to the sub-basement have not been seen since.
levels as each shipment arrives.
Outstanding Success:
Information Gathering • The reason for the tightened security was a
Storm Knights can gather the intel they need hack of the computer system, but no additional
in a variety of ways, including questioning (via details are revealed here.
careful or even outright interrogation) or hacking • The existence of the incredibly strong
into computer systems. Most administration and retractable shutters that can cover the exterior
research personnel do not know the most secret doors and windows of the Center. These were
information about the Center, but the information installed to protect against possible attacks by
they provide can assist the Storm Knights in large dinosaurs, even one as dangerous as a bor
eventually finding locations or people who can akka.
provide the knowledge they seek.
Heroes can gather info here by hacking a
computer on the ground or upper floors (computers
LOWER LEVELS
test), by surreptitiously questioning an employee The lower levels house utility and storage rooms,
(persuasion test), or, by cornering a target in secret, the secure labs, the Security Office, and five
through interrogation (intimidation test). Failing apartments assigned to Sa Chae-won, (Chief of
one of these tests trips an alarm in the Security Security), Dr. Osato (Chief Administrator), and
office or raises an employee’s suspicions. Darren Kosami (Chief Scientist). Security cameras,
linked to the Security Office, watch every square
Regardless of the test resultt, the party learns
foot of these levels, except for the apartments.
personnel tightened the lab’s security sometime
within the last 48 hours. Measures included cutting Utility and Storage Rooms
outside access to certain high level accounts and Most of the basement level consists of storage
physically isolating sections of the database on the rooms for the use of employees who live in the
network in the sub-levels. Employees do not know building, with space for storing basic scientific
the reason for levated precautions. supplies, hardware, and so on. A utility room
On a success the Storm Knights acquire the houses the building’s generator and water supply,
following information. which are independent of the rest of the compound.
• The names of the facility’s Chief of Security Shutting down the generator or cutting off the
(Sa Chae-won), the Chief Scientist (Darren water supply is trivial but both require the use of a
Kosami), and the Chief Administrator (Dr. Level 2 security badge. Even if the heroes manage
Osato) to shut down the power, an emergency generator
• A map of the campus, plus a map of the ground activates in the sub-basement levels.
level and upper floors of the Innovation Center.

19
SCENE THREE: or various measurements. Their research focuses
on learning whether dinosaurs from the Living
OUTBREAK! Land change physically when they transform to
Standard Scene. Pan-Pacifica Dominant Zone another reality. The researchers believe that this
(Sub-Level One) or Pure Zone (Sub-Level specimen is native to the Living Land (rather than
Two). The scene begins when the Storm Knights being a transformed Core Earth animal), but they
investigate either the secure labs on Sub-Level One, are not certain.
or Doctor Osato’s office on Sub-Level Two. It marks Three of the containment labs are empty, but the
the start of the Contagion outbreak that results in fourth contains seven secretly-infected humans,
the effective destruction of the Honoki Medical including six male Nile shocktroopers in uniform,
research complex. If the heroes skip straight to plus one female wearing a Honoki Biomedical
the second sub-level, the Storm Knights witness uniform. She is easily identifiable as Samantha
the outbreak on the monitors in Dr. Osato’s office Kendall.
while they confront him. Crouching Lakten attack If the Storm Knights release the infected humans,
them soon afterwards. they attack immediately. When Samantha Kendall
dies, she mutates into a yokai on her next turn.
SUB-LEVEL ONE: SECURE LABS • Infected Humans (7): See page 88.
The first sub-level consists of a floor of secure labs, • Yokai: See page 91.
including the mutation lab, the bio-vector research
lab, and four other secure containment labs that CROUCHING TIGER, HIDDEN
are utilized for various purposes. All these labs
require a Level 2 security badge to enter. Each lab is
CONTAGION
divided in two. One half contains work (computers, When the Storm Knights move close enough to
chemical equipment, or biological equipment), see into the bio-vector lab, read or paraphrase the
and a large window that allows people in the following.
main corridor to view activities in the lab without Beyond the glass you see a lab full of various medical
entering. The other half of each lab serves as an and chemical equipment, desks, and computers.
isolation chamber, the contents of which depend Several edeinos are held in the bio-vector lab’s
on the details of the specific experiment or study isolation chamber, while three researchers observe the
in progress. The wall dividing each lab is made subjects. The edeinos meander and stumble around in
entirely of hardened glass (Toughness 12), and the confined space. One edeinos, more alert than the
each lab’s door can only be opened with a Level 2 others, stands calmly at the glass wall, staring at his
or higher security badge. captors. One of the computer screens displays an open
Ductwork is visible on the ceiling. The air email, though it is difficult to read from this distance.
intakes incorporate high-tech, ultrafine filters that An interoffice envelope labeled “Blood Samples–
block the spread of particles as small as viruses. Edeinos” sits on one desk.
Unfortunately, careless workers failed to isolate the The researchers exposed the edeinos to the
air circulation vents from the rest of the building Contagion, and all are now infected though
when constructing the labs. Naturally, this leads to not yet murderous. The only outward evidence
immense problems later. of their infection manifests in their behavior,
The mutation lab’s isolation chamber features but if Wounded, they bleed black blood. The
a large, terrarium-like pen that contains a edeinos who remains alert, Crouching Lakten,
protoceratops (a primitive ancestor of triceratops, underwent his moment of crisis and transformed
with a compact bony frill and a relatively small to Pan-Pacifica reality. His former savage abilities
horn, that is around the size of an adult male and miracles transformed to ki powers and
human). The lab contains one or two researchers telekinesis. He remains infected, and though he
observing, recording notes, or taking DNA samples avoided mindlessness because he is reality-rated,

20
the rage characteristic of other infected victims is attack an infected edeinos. On an Outstanding
building within him. Success, he helps them fight anyone, even his
If the Storm Knights enter the lab, the Chief former tribe-mates.
Scientist, Darren Kosami, an overweight, balding Even if the Storm Knights prevent all of the
Japanese-Canadian, demands they identify infected edeinos from escaping the bio-vector
themselves and explain their presence in his lab. lab, the Contagion escapes into the duct work
Crouching Lakten chooses this time to make his through the holes made by the shattered glass and
move. it spreads through the Innovation Center. If the
He gains surprise and blasts the containment Center was not on High Alert already, automated
window using his telekinetic blast, sending systems trigger that status now—although this
shards of glass flying throughout the room. The won’t matter much in a few minutes.
Storm Knights may make a dodge test to avoid At the end of the combat, have the players return
the shattering glass. Those who fail take 10 + 2BD their action pool cards to their hands, but they do
damage. On a success, the damage is reduced to 10 not refresh, as the scene continues.
+ 1BD; a Good Success reduces it to 10 damage. An • Crouching Lakten (see below)
Outstanding Success results in no damage at all. • Infected Edeinos (1 per Storm
Glass shards fly everywhere, killing two Knight): See page 88.
scientists and perforating the walls, desks,
monitors, and worst of all, the ductwork
on the ceiling. Then, after stepping out CROUCHING LAKTEN
of the containment room, Crouching Crouching Lakten is infected with
Lakten grabs the wounded Dr. Kosami the Contagion, a fact revealed by a
telekinetically and crushes his Hard (DN 14) evidence analysis test.
head. Bones snap and blood spurts Before blasting the window open,
everywhere. The infected edeinos rush he activated his telekinetic barrier,
forth and attack everyone in their way granting a +2 bonus to his defenses.
(except Crouching Lakten) as they try to He maintains his Concentration on
escape the lab. this power.
Crouching Lakten assumes the Storm Although he mutates into a
Knights are employees of Honoki jiangshi-like creature if he dies,
Biomedical, and he attacks them next. this does not occur until several
However, a Very Hard (DN 16) persuasion hours after his death.
test convinces him that he doesn’t need Attributes: Charisma 9,
to fight the Storm Knights, although the Dexterity 9, Mind 9, Spirit
test suffers a -4 penalty if they attacked 12, Strength 13
any of the infected Edeinos, and a Skills: Beast Riding 12, dodge
further -4 penalty if they wear 12, evidence analysis
Honoki Security uniforms. A 11, faith 15, find 12,
Good Success convinces intimidation 16, kinesis 17,
him to help the maneuver 12, melee weapons
Storm Knights, 12, missile weapons 12, reality 15,
although he stealth 12, survival 12, taunt 10,
turns on them telepathy 13, tracking 12, trick 11,
if they later unarmed combat 12, willpower 16
Move: 9; Tough: 13; Shock: 12;
CROUCHING Wounds: 3
Equipment: —
LAKTEN

21
Perks: Psionics (energize, read mind, telekinetic Peering through the hallway window into the office,
barrier, telekinesis) you see a middle-aged Japanese man, presumably Dr.
Possibilities: 3 Osato, pleading with a huge wall monitor. One half
Special Abilities: of the monitor shows the displeased face of an East
• Claws: Strength +1 (13) Asian woman; the other half of the wall monitor shows
• Telekinetic Attack: Damage Spirit (12). Range video feeds from three cameras presumably located in
10 meters. Uses kinesis vs target’s Strength.. the labs upstairs. An advanced server rack holding
• Infected: Ords KO’ed or Defeated by this multiple computers is mounted in one corner­—this is
creature become infected themselves. Reality- the Pan-Pacifica hardpoint.
rated characters slain by infected rise as jiangshi If the Contagion has not yet escaped, add the
sometime within the act. following.
• Telekinetic Blast: Crouching Lakten makes
a kinesis test against one or more targets’ One camera feed shows three researchers observing a
Dexterity or dodge within 10 meters. A hit does group of edeinos meandering around in a containment
14 damage, with a Good or Outstanding hit cell. One edeinos stands unmoving and stares at
dealing extra bonus damage as usual. the researchers. A second camera feed shows what
appears to be a primitive horned dinosaur locked in a
SUB-LEVEL TWO: VIP AND CHIEF holding pen. The third feed shows a room with several
Nile shocktroopers and a person wearing a Honoki
ADMINISTRATOR’S OFFICE Biomedical uniform.
Sub-Level Two is a Pan-Pacifica Pure Zone due to
If the heroes encountered Crouching Lakten
the proximity of the hardpoint—specifically, the
previously, add the following.
network computers buried under Doctor Osato’s
office. The office also contains three men and three women
trying (and failing) to ignore the argument while they
The second sub-level holds five apartments and
shred documents.
one office. Not only does this allow the most
important employees to react rapidly to emergency The arguing man yells, “But Hachi-sama! We
situations, it also allows them to work in their off identified the infiltrator, and we are about to detain
hours, if desired. Each such employee is identified and question him!”
only by number, though the terminal in the Security From the video screen, the woman’s voice replies,
Office indicates who lives in which apartment. “Your assurances are meaningless, Osato. You had
All doors in this area are locked and can only be two days to identify the mole and trace his activities,
opened with a Level 2 badge. Each apartment is and you have nothing to show for it. Now the complex
fairly spartan as far as furnishings go, but each has is on high alert, and the Delphi Council may already
a computer terminal connected to the complex’s be aware of your project.”
network. If the Contagion has not yet escaped, add the
following.
Osato’s Office You hear a loud explosion in the room above you,
Dr. Osato’s office is located directly beneath the and the hall shakes. The monitor shows an explosion
bio-vector lab, next to the freight elevator. This of glass ripping into two of the researchers while one
adventure assumes the center is on High Alert edeinos reaches out with his hand, telekinetically
when the Storm Knights reach the second sub- lifting the other hapless scientist and crushing his
level. Read or paraphrase the following. skull. Then the power goes out.
Upon exiting the elevator, you hear yelling from Regardless, the sub-level becomes Pitch Black
behind a nearby door marked “Dr. Osato, Chief (–6 penalty). The heroes have one round to do
Administrator.” something before the emergency power switches
When the Storm Knights investigate, continue on, at which point the lighting on the sub-level
with the following. becomes Dim (–2 penalty).

22
Continue with the following.
“You’re an incompetent fèiréen, Osato,” the woman
sneers sarcastically. “Your services are no longer DOCTOR HACHI MARA
required. Consider your employment terminated.” The
woman’s face disappears, replaced by a black screen
ONE
with the words. “Contingency Alpha implemented.” Fans of Original Torg may remember Doctor
Osato screams, “No, Hachi-sama! Please!” The other Hachi Mara Two. Doctor Hachi Mara Two
employees in the office stare in shock at the screen. A had an uncredited cameo in the novelette,
klaxon sounds loudly and the lighting in the room and Into the Storm, by Ed Stark. She is a high-
hall turns red. The screens on the computer terminals ranking member of the Delphi Council serving
in the office flash: “Deleting...1%....2%...3%...” in the division that focuses on Pan-Pacifica.
The woman arguing with Dr. Osato in this
adventure is Hachi Mara One, Two’s clone-
CONTINGENCY ALPHA
sister from the cosm of Kadandra, one of the
Contingency Alpha was set in place to destroy the two cosms Gokuraku invaded and exploited
complex in dire cirmumstances, such as during a before attacking Core Earth. A Storm Knight
Contagion outbreak, and it is now running. Nothing from Pan-Pacifica may have met Hachi Mara
can stop Contingency Alpha from ersing the intel Two, and an Idea or Connection card allows
the Storm Knights seek, but they can extract it from the character to make the connection.
the network if they act quickly. They must also try
to prevent the buidling’s destruction so they can
escape. This is resolved through a Dramatic Skill
Resolution. Dr. Osato assists in any way he can,
but the other office workers panic and cower in a
corner.
It is important that the hardpoint not be destroyed
until Step D. The server must remain functional
until the Storm Knights download the information
they need and stop the demolition sequence.
Unlike with most Dramatic Skill Resolutions, do
not reveal the nature of Step D until the players
reach Step C.
don’t have time to read the info. Note whether
• Step A: Download information from Dr. they achieve a Good or Outstanding Success.
Osato’s computer to a USB drive (several are The Storm Knights cannot retry this step to get
available on a nearby table) and then hack the a higher Success Level unless forced to do so by
sub-level network to gain access to the research a dilemma.
database. This is a Challenging (DN 12) computers
test. Dr. Osato volunteers his password, but it • Step C: Halt the primary detonation sequence.
is no longer valid (his credentials expired when This is a Very Hard (DN 16) computers test. Prior
Dr. Hachi implemented Contingency Alpha). to this test, the acting Storm Knight realizes the
explosives in the office’s walls are tied to an
• Step B: Download the database onto the independent circuit and cannot be deactivated
USB drive. This is a Hard (DN 14) computers unless the hardpoint is destroyed.
test that takes time, so Step C or D cannot be
attempted as a Multi-Action in addition to B. • Step D: Destroy the Pan-Pacifica hardpoint
However, tell the players this Success Level (the server bank mounted in the corner of
determines the amount and importance of the the office) by disrupting the hardpoint and
intelligence their characters gather. The heroes removing the resistance to damage. This
requires a Heroic (DN 16) reality test and a

23
Events
CONTAGION The following events occur during the Dramatic
Skill Resolution in addition to any Dilemmas.
KNOWLEDGE • At the start of the Villain turn, during the
Although much remains unknown about first round: Contagion spores enter the room
the nature of the Contagion, primarily due to from the duct work. As reality-rated people
its affinity for mutation, some of the plague’s the Storm Knights are not affected right away,
characteristics are known to the Delphi Council. but the Ord office workers become infected
Thus the Storm Knights might have access to immediately and turn. The mutation of the
this knowledge as well. This knowledge is as Contagion that incubated in the edeinos
follows. transforms them physically into something
more akin to Neanderthals, but black blood
• The disease spreads primarily through the still oozes from their eyes and ears.
exchange of bodily fluids, most commonly
• At the end of the round after they complete
via bites. Nearly every Ord becomes
Step A: Crouching Lakten and the infected
infected upon exposure, but reality-rated
edeinos storm into the room. Lakten discovered
beings exhibit at least some resistance.
the one who ordered his capture was downstairs
• The Contagion can spread through the air on the lowest level. He automatically kills
as well, but the spores survive only a few Osato using his Telekinetic Attack.
seconds at best
• At the end of the round after they complete
• Those who contract the disease are Step B: The heroes hear (and feel) a massive
effectively dead, as they develop irreversible explosion in the complex. Soon after, they hear
insanity and die within a day a loud crash and see the freight elevator’s doors
• The Contagion is highly mutable, turning bulge outward. The first detonation destroyed
some people, especially if they’re reality- the elevator car, which was several floors up,
rated, into more vicious monsters. Rumors and debris rained down the shaft.
say that some infected individuals combine
• At the start of the round after Dr. Osato dies:
into larger creatures, but evidence for this
Osato rises as a jiangshi and attacks the heroes
is scarce
immediately. This counts as his action for the
• The disease does not spread into areas round.
with a Tech Axiom lower than 24
Dilemmas
modicum of physical force. If the heroes have Possible Setback: The responsiveness of the
access to explosives, they can succeed with a terminal slows dramatically, and some deft
Nearly Impossible (DN 20) science test. deletion of other tasks is required to maintain the
If the players succeed at the Dramatic Skill bandwitdth between the server and the USB drive.
Resolution, the heroes obtain the intel they sought Complication: Smoke irritates the heroes’ eyes.
and reach the stairwell in safety. Core Earth reality Critical Problem: The download included the
is reestablished and the Contagion spreads no code deleting the files, and it proceeds to erase the
further. USB drive.
If Step C is not completed, the heroes appear to • Crouching Lakten: (see page 21)
stop the demolition at the last second, but the office • Infected Edeinos (1 per Storm Knight): See
explodes as they flee the office. Each Storm Knight page 88.
takes 2 Wounds (which may be Soaked as usual). • Infected Humans (6): See page 88.
If Step D is not finished, the heroes take 1 Wound • Jiangshi: See page 89
instead. In either case, the hardpoint survive, and
Pan-Pacifica reality is maintained.

24
OTHER APPROACHES SICK FRIENDS AND DINOSAURS
This scene assumes the heroes infiltrated the This encounter occurs only if the Storm Knights
Innovation Center but someone sounded the alarm, did not kill the protoceratops or infected humans
and the complex is on High Alert. in Scene 3.
If the heroes reach Dr. Osato without setting off the When the heroes exit the stairwell on Sub-Level
alarm, and they wish to interrogate him rather than One and walk into the smoke-filled hallway, an
crack the computer system, they can do a Dramatic infected protoceratops charges straight at them.
Skill Resolution involving intimidation tests (start at This surprises any heroes unless they can mitigate
DN 12 and increase by 2 for each additional step). it. The infected emerge from the smoke behind the
If successful, they acquire the information listed protoceratops. Among them is Samantha Kendal,
in Aftermath. who mutated into a yokai.

Five rounds later, Crouching Lakten escapes and The lighting on this level is Dim (-2 penalty).
the heroes can try to get information from the • Infected Humans (6): (see page 88)
computer. • Infected Protoceratops: (see page 89)
A more specialized option could involve simply • Yokai: (see page 91)
killing Osato and interrogating his corpse if the If the heroes try to flee, they must first open the
heroes have access to the speak with dead spell. freight elevator door (the stairwell is impassible),
which is a Hard (DN 14) Strength test. This takes a
full action to accomplish, and Multi-Actions are not
SCENE FOUR: BREAKOUT! allowed. Multiple people can assist as a Combined
Action, but only one test may be attempted each
Dramatic Scene. Core Earth Dominant Zone round. During the next round, half of the heroes
or Pan-Pacifica Dominant Zone. If Step D in the may then try to climb through the debris and up
Dramatic Skill Resolution was not completed, the inside of the shaft. Unfortunately, the shaft is
this scene takes place under Pan-Pacifica reality. a bit slippery and climbing requires succeeding
Otherwise the building has returned to Core Earth at a Dexterity test. Failure means the hero remains
reality. stuck on Sub-Level One. The remaining heroes can
Information in hand, the Storm Knights must follow suit on the next round. The infected and
escape the facility before they’re taken by infected yokai do not follow the Storm Knights up the shaft.
(or, if Contingency Alpha is still in effect, the (not yet, anyway).
building explodes). They must first ascend to Sub- If the heroes defeat their opponents, they can
Level One via the stairwell (the freight elevator was ascend without taking any tests.
destroyed and debris blocks the shaft. The damage
At the end of the combat, the players return action
caused by the earlier explosion short-circuted the
pool cards to their hand but do not refresh.
power to the electronic locks, and opening Center
doors no longer requires badges.
THE GAUNTLET
Unfortunately, this also means the infected on
Sub-Level One are free to roam the facility. The As the heros approach the ground floor, read or
Storm Knights discover this soon after learning paraphrase the following.
the stairwell to the Basement level is also entirely The sounds of gunfire and screams echo down from
blocked with debris. The only way out now is to the open elevator doors above. You hear gunfire above
open the elevator doors, force their way through you, and an infected Honoki Biomedical researcher falls
the debris, and climb the elevator shaft. silently past you. A deep voice calls out as you near the
edge of the open doors. It says, “Please put down your
weapons and lie on the ground. You have five seconds
to comply.” As you peek over the edge you see a group

25
Honoki scientists come to a violent end..
of infected gnawing on two researchers. Seconds later, The rest of the atrium lies in ruins, and the balconies
a lengthy burst of large-caliber rounds rips the infected overlooking the open space suffered severe damaged from
and their victims to shreds. falling debris, explosions, or large bullets. The robots
You scan the atrium for the source of the gunfire. stand between you and the only visible exit—a stairwell
Near the entrance, you see two large bipedal security to a second floor balcony. It appears to be in good shape.
robots mowing down infected employees. When the last A stairwell on the second floor, across the atrium, looks
employee stops moving, the miniguns stop firing and the reasonably intact and may lead all the way to the roof.
robots revert to sentry mode. The silence is eerie. The only problem is that the first stairwell is behind the
robots.
If Pan-Pacifica reality is still present: the robots’ AI
remains functioning, meaning they did not kill the If Core Earth reality is present: the robots’ Electric
two Kanawa Security Leaders who subsequently Defense Field and Semi-Autonomous AI abilities
took refuge behind them. The two step out from no longer function.
behind the robots. The robots were kept in storage compartments that
Glancing to your (right/left) you see that several opened when Contingency Alpha was activated.
upper floors collapsed into the delivery bay, completely Normally these robots protect the complex against
blocking that exit. Strong security barriers, apparently large dinosaurs that wander in from the Living
activated by Contingency Alpha, seem to have dropped Land, but their programming now directs them to
into place over the main entrance, blocking it competely. kill any living thing that moves—infected or not.

26
Their firepower is strong, and so is their armor, If the heroes left the Pan-Pacifica hardpoint intact,
but they have weak spots on their rear casings. A the U.S. Air Force destroyed the university campus
Storm Knight can take a Hard (DN 14) science test with a MOAB bomb and eliminated the chance of
to spot this weakness. spreading the Contagion.
A hero can get into position to attack the weak spot Burton identifies the woman with whom Dr.
on the next turn by achieving a Player’s Call on a Osato conversed. She is Doctor Hachi Mara One,
maneuver or trick interaction. Alternatively, at least the clone sister of Hachi Mara Two (a high-ranking
two Storm Knights can do a Combined Maneuver; member of the Delphi Council, Pan-Pacifica
with a Good Success, one hero can make an attack Division). She and Dr. Osato are highly skilled
on the weak spot, while on a Player’s Call, two can geneticists. According to the information acquired
attack. from Dr. Osato’s computer, they discovered a
The Storm Knights could instead make a beeline strange Wonder in the Living Land that apparently
for the door but this exposes them to chain gun contains advanced biotechnology. Burton shows
fire for three rounds (one while still on the ground the Storm Knights several photos taken downriver
floor, and then two while in cover on the balcony from Niagara Falls and looking up at a strange
on the second level). Of course those heroes with tree-like structure perched atop the falls.
alternative forms of movement—such as wall- The Storm Knights also learn the following,
walking or flight—can use those modes to try to based on their Success Level on Step C during the
avoid attack. Dramatic Skill Resolution in Dr. Osato’s office.
If the Storm Knights feel outgunned (and they Standard: Tensions between the High Lords is
should feel that way), an Idea card allows a Storm reaching a critical juncture. Interrogation of the
Knight to realize that the armory in the Security Nile shocktroopers indicates that Doctor Mobius
Office probably contains heavy weapons to deal personally ordered Nile troops to attack Cyberpapal
with the ever-present threat from large dinosaurs. agents abroad. Also, Mobius claims the Cyberpope
When the heroes either defeat the JD-210 Security is about to attack another High Lord.
Robots or escape into the stairwell to the upper Good: Honoki Biomedical is, in fact, a subsidiary
levels, they easily make their way to the rooftop of Kanawa Corporation (this should come as no
and commandeer the helicopter on top. surprise). Its mission was to investigate the effects
• JD-210 Security Robot (2): see page 89. of Contagion exposure on the many creatures in
• Kanawa Security Leaders (one for every the Living Land. They disocvered that different
two Storm Knights): See Kanawa Security species express different symptoms, and also that
Troopers on page 90. Each has reality 10 and the speed of mutation is increasing.
2 Possibilities. Outstanding: In what may be the most important
discovery of the war, the heroes secured video of
Reiko Kanawa explaining some of the techniques
AFTERMATH she used to genetically modify gospog seeds
Several hours after the heroes return to Ottawa provided by the Gaunt Man. The Delphi Council
and deliver the USB drive to the Delphi Council, now has hard evidence both that the Kanawa
they receive a debriefing from Alice Burton. She Corporation is an invader, and also that the
congratulates them for a job well done, especially if company created the Contagion and released it on
the Storm Knights gained additional information, Day One to seize control of various nations under
as such proves critical to the prosecution of the the banner of the Pan-Pacific Alliance.
war. She then tells them the following.

27
T
he Storm Knights follow the clues found in Dr.
Osato’s office and journey to the mysterious
Wonder in the jungle of the Living Land.
The Wonder is an Akashan construct dubbed
“The Observatory” by the Delphi Council. It was

OBSERVATORY originally built on the moon to await humanity’s

OF THE GODS
eventual discovery, but the Living Land’s bizarre
Law of Wonders brought it temporarily to Earth.
The heroes discover it is grown larger since Osato’s
last visit, and it also drew the attention of agents
from the Cyberpapacy and the Nile Empire. The
ACT TWO:
race is on to discover the secrets of this weird living
structure and live to tell the tale!
Because the turnaround is rapid, the Delphi
Council does not have time to properly analyze the
information the heroes secured in Act 1.

OVERVIEW
Scene One: As the Storm Knights fly close to the
Observatory, an automatic defense system knocks
them out of the sky, forcing them to contend with a
curious dinosaur, a carnivorous plant, and a swarm
of dangerous biotech robots.
Scene Two: The heroes stumble upon a mortally-
wounded shocktrooper who might prove to be a
source of information, if they can keep him alive!
Scene Three: Almost at their destination, the
Storm Knights need to find a way up to the top of
Niagara Falls. If they can’t find the safe (and secret)
passage to the top, they face ambush by a troop of
Redjaw edeinos.
Scene Four: Arriving at the Observatory, the
heroes navigate the flooded lower levels, where
they must contend with Cyberpapacy agents.
Scene Five: Reaching the Map Room, the Storm
Knights discover Nile agents have activated a
strange device and learned the Observatory’s
original purpose. During the ensuing battle, the
shocktroopers set off a chain reaction that causes
the Observatory to self-destruct.

SCENE ONE: THE SKY-


FISHER
Standard Scene. Living Land Dominant Zone.

28
The Delphi Council, realizing that time is of the on the river, or perhaps a helicopter.
essence, immediately deploy the Storm Knights
to explore the Wonder that Nile Empire and Pan- ONE IF BY LAND
Pacifica agents discovered inside the Living Land.
If the Storm Knights cross the border on foot,
The clues in Osato’s office lead the heroes to presumably they do so as close as they can to
Niagara Falls, now a precipitous waterfall in a Niagara Falls, or they at least travel up the Niagara
misty, tropical jungle. Perched near the top of the River by boat. In either case they must first deal
falls is the Wonder, an Akashan base known as with the nasty reality storm that rages as they pass
the Observatory, which, as they learn, has its own through the stelae boundary. Each hero must make
automated defenses. a reality test with a -4 Zone penalty. The effects of
Niagara Falls is only 10 kilometers from the failure or exceptional success are listed in the GM’s
border between Core Earth and the Living Land. Guide chapter of Torg Eternity.
However, reality storms in this region are rather As the heroes approach the falls they see a large
intense and unpredictable due to an unanticipated pteranodon fly almost directly overhead and then
interaction between the presence of the Wonder get hit by a green beam that appears to originate
and the stelae boundary. The Storm Knights have from the vicinity of the falls. The beam completely
two choices: brave the reality storm and approach halts the pteranodon’s flight, and it plummets into
the falls (either on foot or by sailing up the Niagara the jungle below, landing practically on top of the
River), or skirt around the reality storms in a heroes.
floatplane like a Piper Super Cub which can land

29
TWO IF BY AIR down air vehicles—such as the one piloted by the
Storm Knights.
If the heroes choose to fly, they find that once they
enter the Living Land, the intense reality storms The engine is no longer functional, so crashing
have affected the local weather, causing serious into the trees below is inevitable. This deals 15+2BD
visibility issues. Thick clouds and constant rain damage to everyone on board. However, the
cover this part of the jungle, and in the places where flaps still work (if the heroes are in a plane) or an
it isn’t cloudy, the mist is unusually pervasive (for autorotation landing is possible (in a helicopter).
this part of the Living Land, anyway). Fortunately The pilot can make a Hard (DN 14) air vehicles test to
the reality storm’s red and green lightning guides soften the impact. If successful, damage is reduced
the Storm Knights toward the Observatory. to 15+1BD. A Good result reduces damage to 15,
and an Outstanding result eliminates all damage.
Read or paraphrase the following:
The aircraft comes to rest dangling nose-down,
The dark clouds and endles fog through which you
seven meters above the forest floor, in a sling
fly are lit almost continuously by red and blue flashes
of vines. This unusual orientation imposes a -2
from the nearby reality storm hugging the Living
penalty to Dexterity-based skill tests while within
Land’s border. Keeping those flashes roughly the
the aircraft. During the fight, a Setback results in
same distance from your aircraft and to the same side
the aircraft unexpectedly dropping another meter,
helped you navigate to the Wonder with relative ease
forcing everyone inside to make a Dexterity test as a
considering the weather. Suddenly, the clouds break
free action (without the penalty) or fall through the
and you enter a break in the clouds.
fuselage and out the broken front window.
You see the jungle below and, cutting through it,
the Niagara River, which curves and loops as it flows LUNCH!
from the waterfalls ahead. You seem to be downriver
of the world-famous falls and you steer towards them. No matter which route the Storm Knights take,
As you draw closer, something catches your eye: a they find themselves in the vicinity of a huge
massive, spiked object, looking remarkably like the root carnivorous plant that attacks as soo nas they move
structure of an upturned tree, is perched at the top within range. If the heroes flew, the aircraft comes
of the cliff, partially overhanging the falls. The river down directly above the plant. On a Setback the
rushes through the structure and plunges over the aircraft drops a few feet, forcing everyone inside
edge. The Falls’ iconic, horseshoe-shape is still visible to make a Hard (-4) Dexterity test or fall. A third
beneath the lush greenery. As you admire the sight, a Setback drops the aircraft into the carnivorous
green beam erupts from the structure and strikes your plant’s maw.
aircraft. Your engines quit abruptly and your vehicle The commotion draws the attention of a sohba
comes to a sudden halt in mid air, as if your momentum sohba hiding in the trees. After a couple of rounds
and energy were somehow simply negated. Then the (or at a dramatically appropriate moment), it flees
beam vanishes and your aircraft plummets like a stone the unseen approach of a swarm of small, ant-
toward the jungle canopy below! like biotech creatures called harvesters, which are
The green beam originated from the Sky-Fisher, designed to scavenge usable metals or chemicals
a defense system that uses an inertia-dampening from objects downed by the Sky-Fisher.
ray to prevent airborne objects from hitting the If the Storm Knights arrived in an aircraft, these
Observatory. The ray captures energy (kinetic spider-like, cybernetic creatures tear the aircraft
or otherwise) and converts it to power for the apart, stripping it down to nothing in just a few
Observatory’s many other functions. Intended for minutes. The harvesters are interested only in
meteorites and other space debris, this automatic metals and chemicals—they ignore living tissue,
defense has been working overtime since the but any weapons, armor, or cyberware also draw
Observatory appeared on Earth, mostly by stopping their attention, and they fight as a unit if any of
large, flying dinos, but also occasionally bringing them are attacked. If the heroes arrived on foot, the

30
harvesters detect their equipment and attempt to aboard objects knocked out of the sky by the Sky-
scavenge it. Fisher defense system. Harvesters are equipped
The Storm Knights can continue toward the with a range of cutting, sawing, drilling, and
Observatory once they deal with these threats or smashing tools, plus a surgical laser.
otherwise escape the area. Attributes: Charisma 4, Dexterity 8, Mind 4, Spirit
• Carnivorous Plant: see page 82. 6, Strength 12
Skills: Energy weapons 10, find 9, melee weapons
• Sohba Sohba: see page 91. 10, science 8, tracking 8
• Harvesters (5 per Storm Knight): see below. Move: 10; Tough: 14 (2); Shock: 6; Wounds: 1
Equipment: Harvesting tool (Strength +3 damage),
HARVESTERS cutting laser (damage 14, range 5/10/15).
Perks: –
Harvesters are small, genetically-engineered Possibilities: Never
organisms created by the Akashans. These ant- Special Abilities:
shaped creatures are about the size of a cat and • Armor: Metallic casing +2.
designed to be efficient, if mindless, collectors of • Harvesting Tool: Strength +3 (15) damage
whatever matter their programming directs them • Cutting Laser: Damage 14, range 5/10/15.
to seek. Those in the Observatory are programmed • Mindless: Harvesters are immune to
to gather any valuable metals or chemicals found intimidation and taunt interactions.

Visiting scenic Niagara Falls .

31
• Very Small: Harvesters are no larger than a behind Niagara Falls, where he was swept into
housecat. Attackers suffer -4 to attack rolls due the river. He remembers nothing else.
to their size. As he talks, several chupacabras emerge from the
underbrush, drawn by the scent of death in the air.
SCENE TWO: STRANGER Though their main target is Mohab, they’re happy
to feast on the Storm Knights, too.
ON THE SHORE • Chupacabras (1 per Storm Knight): see page
Standard Scene. Living Land Dominant Zone. 82.
The Storm Knights stumble upon a lone, injured Mere seconds after the Storm Knights wipe out or
shocktrooper resting on the riverbank, and find drive off the chupacabras (or in round five, if the
themselves uncomfortably close to the Sky-Fisher’s combat lasts that long), everyone hears the rumble
next victim. Read or paraphrase the following. of an approaching airplane. A boxy VTOL (Vertical
Hacking your way through the jungle, you come Takeoff and Landing) craft bearing the fleur-de-
upon the Niagara River. The far side of the river is lis symbol of the Cyberpapacy approaches from
shrouded in mist. Ahead, perhaps two kilometers downriver. As it nears, a loud thrum, like a trumpet
upriver, you can just make out the massive cloud of blast from the gods, echoes from the Observatory,
spray from the waterfall, as well as the mysterious, and that familiar green beam arcs out as before.
branching structure perched atop it. By keeping the The Cyberpapacy plane stops dead in the air.
river to your left and the steep cliff to your right, you Then it plummets, spinning wildly, its struggling
might be able to reach the falls with little trouble. jets unable to save it as it plunges toward the
Sometime later, the travelers spot a body washed riverbank—and the heroes!
up on the riverbank ahead. It’s a shocktrooper, Everyone on the bank, including any surviving
whose right hand and the bottom of one leg ripped chupacabras, must make a Dexterity test to
off. He has lost a lot of blood. avoid the incoming plane. Heroes who were not
The Living Land’s Law of Life has barely kept him near Mohab (which might be all of them, if they
alive, and he is just conscious enough to talk. Even avoided his body or fled from the monsters) roll
miraculous means cannot prevent his passing, but a at +2. Those who fail this test are struck by a spray
Standard (DN 10) first aid test can ease his pain for a of shrapnel and gravel for 10 +1BD damage (or 10
few minutes. A successful persuasion test convinces +2BD on a Mishap). Mohab suffers a direct hit and
him to reveal bits of useful information between his dies instantly.
moans and coughing fits. The test is Favored if they With a roar of upturned earth and rupturing metal,
succeeded performing first aid, or Up on a Good or the fuselage breaks in half as it slides along the
Outstanding Success. Alternatively, the heroes can riverbank and into the river. The current quickly
use intimidation, but gain no bonuses. Depending snatches up both halves of the plane; the front half
on the result, he shares the following: floats quickly out of sight, while the rear half sinks
• Fail: His name is Mohab, and he is a private, just offshore. Part of it remains visible above the
first class, with the 3rd Gold Lion squad, surface.
Battlegroup Natatiri. He doesn’t know Heroic Storm Knights might be tempted to dive
anything about the strange structure, but his for survivors. Alas, there are none. Anyone in the
squad leader referred to it as the Device. water is attacked by a swarm of fierce biru fish,
• Standard: His squad sailed downriver aboard which look similar to Core Earth’s piranha. The
two boats. Accompanying them is a masked fish make their presence known with a flurry of
villain who calls herself La Calavera. bubbles and blood as they feast on crash victims
• Good: They made it to the Device but walked beneath the surface. It takes the Storm Knights five
into a velociraptor ambush. His team scattered rounds to swim to the wreckage.
• Outstanding: He escaped the ambush by The wreckage holds a locked, armored briefcase
sliding down a root tunnel that emerged that requires a Hard (DN 14) lockpicking test to

32
open. It contains a cyberdeck, a suit of projection • Swarm: Unarmed attacks and crushing
clothing (see Gear in Torg Eternity). Stored on weapons deal base damage normally, as
the cyberdeck are digital photos, which can be do area-of-effect attacks. Blades, bullets, or
displayed with a Challenging (DN 12) computers weapons that can’t hit dozens of creatures at
test. The photos are of the Observatory—except it is once deal no damage at all.
smaller than the one nearby, and it appears to sit on
a white, dusty plain broken by stark shadows and
craters (its original location on the Moon). SCENE THREE: EYES OF
The front half of the wrecked plane washes up a FLAME
minute later on the mist-shrouded far riverbank. Standard Scene. Living Land Dominant Zone.
That section’s occupants crawl out of the wreckage To approach the Observatory, the Storm Knights
and run off into the trees. The heroes encounter must choose a route to the top of Niagara Falls.
them later.... Both options present unique dangers. Read or
paraphrase the following.
BIRU SWARM This close to the falls, the sound is nearly deafening
The terror of rivers and lakes in the Living Land, and the wind gusts like a tropical storm all around
the biru is a tiny fish about the size of a human you. Directly above you and leaning slightly over the
hand. Superficially it resembles a piranha from top of the waterfall is that massive mysterious object. It
Core Earth, but its distended jaw and needle-like looks even bigger, somehow. Getting up there is the next
teeth more closely resemble those of deepwater challenge. Climbing the waterfall itself is, of course, out
anglerfish. A single biru can bite someone’s hand of the question. You might be able to scale the cliff to one
off at the wrist; swarms of them are downright side—it’s thick with vines and other growth clinging
deadly, as they can strip an adult triceratops to to the wet stones. Near the base of the falls is a moss-
bones in less than one minute. covered concrete structure with an open door. An old
Attributes: Charisma 5, Dexterity 8, Mind 3, Spirit sign above the door reads: JOURNEY BENEATH THE
8, Strength 8 FALLS.
Skills: Intimidation 13, maneuver 10, stealth 10, It is possible to backtrack to an old access road
tracking 8, unarmed combat 11 some ways downstream, but they’ll lose a lot of
Move: 8; Tough: 8; Shock: 13; Wounds: 2 time, and flying heroes run the risk of becoming a
Equipment: – target of the Sky-Fisher.
Perks: – On a successful survival test, a Storm Knight
Possibilities: Never recalls that dangerous fungi and other creatures
Special Abilities: often make their homes in underground caves. A
• Bite: Each round, targets in contact with a successful evidence analysis test reveals the cliff face
biru swarm automatically take 4 Shock. Targets would make an excellent ambush location.
that are Vulnerable or Very Vulnerable take 1
Wound, 4 Shock. No matter which route the heroes choose, a group
• Fear: The sight of a swarm of biru inspires of Redjaw edeinos, which have been tracking
terror. The first time characters encounter a biru them from the safety of the cliff-top, takes this
swarm per act, each must make a willpower or opportunity to confront them. The edeinos’ leader
Spirit test or become Very Stymied. is a brutal Redjaw War-Scarred named Kalar-
• Large: Biru swarms occupy three cubic meters Kal. He is eager to prove his superiority to these
of water; attacks against them gain a +2 bonus. interlopers and claim a battle prize. The outcome of
• Mindless: Biru swarms are immune to this encounter depends on which route the heroes
intimidate and taunt interactions, as well choose.
as telepathic powers. They are susceptible
to abilities that influence or otherwise
communicate with animals.

33
THE CLIFFS Center at the top of the stairs, where a patch of rare,
psychotropic mushrooms grows thickly on the
The cliff face is wide, with plenty of vines to
pillars and walls.
accommodate everyone in the party at once.
However, when the heroes are partway up the cliff, Fungi are common in the Living Land. Unless a
the edeinos appear at the top. Kalar-Kal barks out Storm Knight succeeds at a Hard (DN 14) survival
an order to surrender, but he has no intention of test, the heroes take no special notice of the fungi
taking prisoners—he just wants to humiliate them until it is too late. Success allows the Storm Knights
before the slaughter! The edeinos hurl huge stones to pass safely. Otherwise, in unison, dozens of the
and tree limbs at the Storm Knights. The edienos toadstools produce a cloud of microscopic, odorless
attack with missile weapons, and if the target is hit, spores that affect everyone. The heroes soon feel
he takes Strength +3 damage. Heroes clinging to the lightheaded and experience a sense of dysphoria
cliff become Vulnerable and Stymied at the start of (colors are more saturated, and shadows darker).
their turn. Unknown to the Storm Knights, the Redjaw
Climbing the cliff is Dramatic Skill Resolution, but edeinos enter the building to intercept them. The
each Storm Knight completes steps individually, spores’ effects lend the approaching edeinos a
like a chase. Make a Standard (DN 10) Strength test fearsome appearance. Read or paraphrase the
per step. Storm Knights on Step D can attack (and following.
be attacked) in close combat. When a Dilemma Agroup of savage-looking creatures, similar to edeinos
appears on the Drama card, the situation worsens, but larger and stronger, stride toward you through the
as follows. dark room. Their skin is charred black, and their hollow
• Possible Setback: The hero’s grip fails for a bodies overflow with an intense, furnace-like flame that
moment. issues from their mouths and empty eye sockets.
• Complication: Thorns make vines hard to The Storm Knights must test against Fear
grip, the hero is tiring out. (willpower or Spirit) or begin this fight Very Stymied.
Due to the mind-altering influence of the spores,
• Critical Problem: The vines rip out of the cliff
the heroes become Stymied at the start of each of
wall and the Storm Knight falls. On a failure,
their turns for the entire combat. Also, fire appears
she takes 16 +1BD damage (or 16 +2BD on a
to jet from the edeinos’ mouths; at the end of each
Mishap) and must start over.
of their turns, the Storm Knights must make a Mind
At the top, Kalar-Kal and his edeinos eagerly test or take 8 + 1 BD non-lethal damage.
await battle. They fight to the death. If things go
Due to many years’ exposure to the hallucinogenic
badly, Kalar-Kal tries to use a maneuver to push
spores, the edeinos are immune to their debilitating
his enemies over the cliff; to succeed, he needs a
aspects.
“Player’s Call” result. Falling off the cliff causes 16
+ 1BD damage. • Redjaw War-Scarred (1): See page 90.
• Edeinos Warrior (2 per Storm Knight): See
• Redjaw War-Scarred (1): See page 90.
page 87.
• Edeinos Warrior (2 per Storm Knight): See
page 87.
THE TUBE
THE STAIRS There’s one more route up to the Observatory, but
the Storm Knights probably won’t find it unless
This route no less dangerous. The door leads into
they learned about it from Mohab. A damp cave
a narrow tunnel choked with debris and bones.
lies behind the curtain of water. Midway along this
Slick moss dangles from the roof and algae slickens
hidden track is a root, part of the Observatory that
the floor. The elevator shaft collapsed, leaving only
burrowed its way through the earth and emerged
the stairs. Countless creepy-crawlies and small
behind the falls. Finding this path without Mohab’s
creatures live in here. Despite appearances, they’re
tip requires a Nearly Impossible (DN 20) find test.
harmless. The true threat waits in the open Visitor’s

34
However, test only if the players specify they want
to try looking behind the waterfall, or if the heroes
play an Idea card, which allows them to make the AKASHAN REALITY
test with a +6 bonus. This Wonder acts as an Akashan Dominant
The root forms a twisting, slippery tube that leads Zone, with the following axioms and World
up into the Observatory’s basement (see Flooded Laws:
Tunnels, below). This path is free of threats but • Magic: 1
extraordinarily difficult to traverse. It requires an • Social: 26
hour and a Hard (DN 14) Strength test to climb. The • Spirit: 1
results may affect what happens in Scene 4. • Tech: 28
Failure: The Storm Knights succeed in reaching the Akashan society is highly advanced in its
top but take Fatigue from trying (and sometimes system of governance, its use of psionics, and
failing) to avoid sliding back down the tube. This its application of technology, which focuses
Shock cannot be removed until the end of the next on biotechnology and embraces the use of
scene. genetically-modified organisms. The Akashans
Good: The heroes arrive in Central Processing just also developed the ability to travel to other
after the Cyberpapacy agents do, and while the cosms and they even learned to manipulate
agents attempt to surprise the heroes, the ambush Possibility Energy to a limited degree. However,
attempt fails. they do not believe in the supernatural. Their
Outstanding: The heroes arrive prior to explorers witnessed the use of miracles and
the Cyberpapacy agents and gain surprise magic in other cosms, and while they accept
automatically if they choose to attack. these concepts, such powers do not exist in
their own reality.
This route avoids Kalar-Kal and his edeinos
warriors. Instead, the edeinos warband may show The Law of Diversity
up in Scene 5, adding a new layer of complication Akashan culture stresses acceptance of the
to the battle that takes place in the heart of the unknown and a determination to understand
Observatory! it on its own terms. This sense of openness,
natural curiosity, and receptiveness to other
realities is integral to the Akashan worldview.
SCENE FOUR: THE Everyone is stronger when different beliefs,
SECRETS OF THE biological variants, and even different realities
flourish and inform one another.
OBSERVATORY • Diversity: Abilities supported by the
Standard scene. Akashan Dominant Zone. After World Laws of a character’s reality do not
arriving at the Observatory, the Storm Knights cause contradictions
make their way through the dangerous lower level,
learning more about the nature of this strange site The Law of the Void
as they go. Read or paraphrase the following. Something terrible happened to the Akashans
As you reach the bank near the top of the falls, you long ago, fundamentally devastating their
finally get a clear view of the strange building. It reality and leaving it starving of Possibility
reinforces your first impressions, namely that it looks Energy.
like the root structure of an overturned tree. The object • The Void: Spending a Possibility does not
consists of massive, branching stems that twist outward grant an automatic minimum result of 10.
and appear to be made of a wood-like substance. From Also, the players’ hand limit immediately
this distance you can see the structure is significantly decreases by one, and Glory has no effect.

35
larger compared to its size in the photos you obtained Dozens of tracks lead through this moon dust into
in the Innovation Center. It grows visibly as you the Observatory. A tracking test reveals details
watch; each rootlet expands incrementally in the light about the heroes’ opposition, as follows.
and heat. A step pyramid made of a silvery metal • Standard: At least a dozen humans came
nestles deep inside the formation, nearly engulfed by through here. Prints from several small,
the growing roots. identical creatures—probably dinosaurs—are
A scholar test allows the Storm Knights to notice also visible.
that this metal pyramid closely resembles pyramids • Good: If the heroes did not achieve an
found in Mexico and South America. Outstanding Success when climbing the root
Roots extend outward in all directions, including tube behind the waterfall, the human footprints
to the bank upon which the Storm Knights stand, appear to be of at least two styles: a smaller,
providing a method of ingress to the Observatory. lighter boot print, and a slightly larger, heavier
The powerful river rushes dangerously underfoot boot print. If the heroes climbed rapidly, they
before plunging over the falls, and the wood is see only one set of boot prints (the smaller
slick from spray. Crossing it takes ten minutes and ones). The animal prints belong to some sort of
a Hard (DN 14) Dexterity test, unless the team has carnivorous dinosaur, possibly velociraptors.
ropes or some other means to secure themselves • Outstanding: The smaller prints resemble
as they cross. Those who fail fall in the water and those made by Nile shocktroopers’ standard
suffer a battering from the roots that dip into the issue boots. They are several hours old, as are
river but manage to grab hold of a root before the velociraptor prints. The heavier boot prints
going over the falls. Storm Knights thus affected are characteristic of those from Cyberpapal
are Stymied for the rest of the scene due to severe Armor of God, and appear to have been made
headache. This condition can be removed with a within the last hour (if the heroes climbed
Challenging (DN 12) first aid test. quickly, the Cyberpapal agents haven’t arrived.
This allows the heroes to avoid the ambush in
Once across, the Storm Knights get a better look Central Processing.
at the structure. The organic material resembles
wood but is hard as stone and warm to the touch.
A science or evidence analysis test assures the heroes WELCOME CENTER
that it did not evolve on Core Earth. The hallway extends 15 meters into the heart of
As for the pyramid, another science or evidence the Observatory. Its walls are lined with designs
analysis test shows the silvery metal to be an alloy similar to those seen outside. If the Storm Knights
of titanium and chromium, though it seems to take the time to examine these designs, a Standard
contain unknown elements as well. It is covered (DN 10) evidence analysis or scholar test reveals the
with intricate scrollwork and bas-relief images images tell the story of visitors from across the
of humans speaking with other humans wearing universe arriving on Earth. Read or paraphrase the
strange, elaborate headdresses. following.

The only entry to the pyramid is easily visible—a The images depict a bridge made of light extending from
doorway that towers 12 meters high. Just inside the top of a mountain and illuminating Earth, which
it is a button panel and a second, open door. A floats serenely among the stars. Subsequent images show
Challenging (DN 12) science test reveals this is an visitors arriving on Earth and teaching or otherwise
airlock. Beyond, a hallway extends deeply into the communicating with what appear to be primitive
building. A powdery substance covers the floor humans. Then a dark cloud appears and destroys one
around the door. A Challenging (DN 12) science planet, then another, and another. The visitors appear
test confirms it is regolith: a mix of pebbles and alarmed as the dark cloud approaches Earth. They return
fine powder from pulverized silicates and other quickly to their home, pulling up the bridge of light. The
kinds of rock. On an Outstanding Success the dark cloud passes Earth, leaving it unharmed. Then the
Storm Knight realizes it originated from the moon! humans, now apparently more advanced, search the

36
cosmos for the visitors by shining faint beams of light Twisting trunks and branches of what appears to
into the stars. At the end of the panels, the humans find be the structure’s massive, continuous, ligneous
the planet of the visitors, and both races walk hand-in- framework extend everywhere.
hand while shining a bright beam of red and blue light Unfortunately, this organic foundation’s rapid
at the dark cloud, vanquishing it forever. growth damaged the Observatory. The snaking
At the end of the hall is a room the Akashans hallway ends in a collapse beyond the Welcome
intended as a welcome center, where curious Center, but lower-level service tunnels—partially
humans would be greeted with a holographic flooded by the Niagara river—are the only way
depiction of the story carved in bas-relief along the forward. The water creates a restrictive, hazardous
hallway. Read or paraphrase the following. environment. Mohab’s escape route (the root
The walls in this cathedral-like room alternate between tunnel) begins here (see Scene 2).
metal and living wood, seamlessly joined in a remarkable Tropical river water swirls knee deep through
hybrid that seems oddly natural. Great hanging boughs these tunnels, rendered even more dangerous by
that resemble willow branches trail downward along the bundles of live electrical wiring hanging from the
walls. The high ceiling is dark as obsidian and dotted ceilings. Avoiding the wires is simple enough,
with glowing orbs that bathe the room in a calming but they do 14 +1BD AP4 damage if touched.
light. The floor, a similar, glassy black marble, is broken These tunnels also contain the corpses of several
by colorful designs that look almost Incan in origin. shocktroopers and Cyberpapacy hospitalers. Each
Pulsing lights travel along the etched scrollwork of the bears mortal injuries similar to those sustained by
walls, reminiscent of circuitry. Denizens of the jungle Mohab. These agents were slain by the tunnels’
already invaded this space—colorful lizards bounce in new residents—a pack of velociraptors which
the low gravity along the boughs, while avian creatures now stalk the heroes. The velociraptors wait until
flutter around, building nests overhead. Moments after the right moment and then attack from all sides at
you enter, beams of soft light emanate from the orbs, once. They gain surprise if the heroes fail a Hard
merging to form the towering image of a smiling man (DN 14) Combined find test.
wearing flowing robes and an elaborate headdress. The • Velociraptors (2 per Storm Knight): see page
image flickers. Just as he opens his mouth to speak, his 91.
hands held out in welcome, the orbs fail and the image
disappears.
CENTRAL PROCESSING
Unfortunately, the runaway growth of the
Observatory’s organic components permanently The service tunnels terminate in a room that houses
damaged the projectors. The Storm Knights the Observatory’s main computer banks. The
may make an Easy (DN 8) science or Mind test to entire room is essentially the interior of a massive
understand the purpose of this chamber and its biotech supercomputer. Most of its functions are
hologram. Though the heroes do not have the time, beyond the comprehension of heroes from the
tools, and knowledge to repair the technology, they most scientifically advanced cosms. Liquids of
can take comfort from the fact that this room was various colors flow through translucent pipes,
intended to welcome—not repel—visitors. holographic panels display a dizzying stream of
undecipherable alien symbols, cubes rise and fall,
piston-like, from the floor, and so on.
FLOODED TUNNELS
The Cyberpapacy team that crashed in Scene 2
From the Welcome Center, the tunnel continues but floated away in the front half of the wreck is
forward. The heroes realize quickly that the interior already here, waiting as their leader—a Brazilian
of this pyramid is far larger than its exterior—a cyberpriest named Cristóvão Ribiero—examines
folding of space-time, perhaps? A number of design a console trying (and failing) to learn something
motifs—black floor tiles broken by colorful whorls, about the alien technology. Ribiero soon activates
and metal walls featuring intricate carvings and his hardlight assault drone, which streaks around
patterns of light—repeat throughout the structure. the room under his mental control.

37
• Church Police Streetbeaters (1 per Storm during combat.
Knight): see page 86.
• Father Cristóvão Ribiero: see page 38 ASSAULT DRONE
• Hardlight Assault Drone: see page 38 This glowing holographic image looks like a
jagged, yellow arrowhead in its ranged form, but
The Art of Ambush morphs into a many-bladed cylinder while in its
Unless the Storm Knights moved exceptionally melee form. This change instant, but the drone can
quietly through the tunnels, the enemy team take only one form each combat round.
prepared for their arrival and surprises them. If the Attributes: Charisma 5, Dexterity 9, Mind 5, Spirit
heroes achieved Good Success when climbing the 6, Strength 8
tube, or if they achieved an Outstanding Success Skills: Dodge 11, energy weapons 11, melee
when examining the tracks in the regolith, the weapons 11
enemy team does not surprise them. If the heroes Move: (see below); Tough: 13; Shock: –; Wounds: 2
achieved an Outstanding Success climbing the Perks: –
tube, they arrive here prior to the Cyberpapacy Possibilities: Never
agents and surprise them instead! Special Abilities:
• Armor: Forcefield +2
FATHER CRISTÓVÃO RIBIERO • Mass of Blades: Only functions in Melee
Father Ribiero is a loyal member of the São mode. +2 bonus to hit. Damage Strength +2 (10).
Paulo Basilica who specializes in data systems. • High-Powered Laser: Only functions in
When Cyberknight de Vris learned of the Kanawa Ranged mode. Damage 15. Range 10/25/50.
Corporation’s discovery of a suspected alien object, • Airborne: Hardlight drones move only by
but could not investigate himself, he sent Ribiero flying (speed 9 in air).
and a strike team to recover new technology and • Mindless: Assault drones are immune to
learn more about the find. Like all cyberpriests, intimidate and taunt interactions as well as
Ribiero is thoroughly trained for battle, but he telepathic powers.
prefers using his hardlight drone in combat while • Tech Construct: Hardlight drones are
he stands back and takes an Active Defense. immune to poison and other effects that require
breathing, eating, or other life processes.
Quote: “While you have the light, believe in the
light, that you may become sons of light.”
Attributes: Charisma 7, Dexterity 6, Mind 10, SCENE FIVE: AN ANCIENT
Spirit 11, Strength 7
Skills: Computers 13, dodge 9, energy weapons
SIGNAL
10, evidence analysis 12, faith 13, find 11, fire Dramatic Scene. Akashan Dominant Zone. The
combat 8, reality 14, stealth 9, science 12, taunt heroes find a rubble-choked hole on the other side
11, unarmed combat 8, willpower 11 of the Central Processing chamber. This hole leads
Move: 6; Tough: 9 (2); Shock: 11; Wounds: 3 back up to the main hallway, which then continues
Equipment: – winding lazily through the structure. The passage
Perks: Cyberware (Trigon Body Plating, TSE ends in the Observatory’s heart—the Map Room.
Drone Controller), Miracles (bless, hellfire, Read or paraphrase the following.
ward enemy), Drone Jockey, Hardlight Drone The grand hallway comes to an end at a breathtaking
(Assault) sight—a room you estimate is 30 meters high and just
Possibilities: 3 as wide. The walls a synthesis of machine and plant
Special Abilities: that pulse with a complex pattern of colored lights,
• Drone Jockey: Ribiero mentally controls while obsidian cubes, about one meter to a side, float
a hardlight drone, which has a range of one soundlessly near the ceiling and light up whenever they
kilometer. He may spend his Possibilities for touch. A grand staircase curves down to the floor from
the drone even if he gets separated from it

38
where you stand at the entrance. Anyone with at least one add in telepathy realizes
From here, you see a group of shocktroopers milling the Observatory just emitted a powerful telepathic
around a pyramid-shaped computer in the center of the signal. All telepaths in the building become Very
floor. A woman wearing a black outfit and gaucho hat Stymied by the sheer power of the Observatory’s
stands at a console, with her back to you so you can’t see psionic pulse.
her face. The console features a large button shaped like a The Storm Knights may also test to
human hand. The woman presses the button and pauses recognize the hologram is alternating between
to see what happens. dialects of Indo-European, Austronesian,
A gong-like tone, so deep you feel it in your chest, rings Afroasiatic, and other ancient proto-languages from
through the entire complex. A beam of holographic light around the world. Comprehension is impossible,
shoots upward from the console and projects a 3D image but a Good result catches the word destiny, and an
of a genderless human form in the air. This individual Outstanding result catches the words possibility
wears nearly transparent white clothing and an elaborate and chalice. A Storm Knight with the Linguist Perk
headdress with tentacle-like shapes dangling automatically gets an Outstanding Success.
from each temple. The figure raises one hand i n
what resembles a common human greeting. Then Events
it speaks in an unfamiliar language, its words The following events occur tas the battle unfolds.
echoing through the room. • Beginning of Round 1: A glowing data spike
Moments later, the figure vanishes, hovers in the center of the ruined console.
replaced with a rotating, 3D image La Calavera uses her round to seize it
of Earth. However, you realize this with her whip. The floor then shakes,
view of Earth differs slightly from imposing a -2 penalty to Dexterity-
the one you know. Its lakes and related skills.
seas are larger, and a greater • Beginning of Round 2: A loud
amount of ice covers the bang, followed by electricity arcing
poles. Three red pulses appear from the console—it’s alarming
on the globe—one in the taiga though harmless. The floating
of European Russia, one near cubes fall to the ground.
the mouth of the Amazon, Everyone inside of the Map
and one in the Orkney Room makes a free Dexterity
Islands. test or suffers 8 + 1BD from
A shocktrooper a falling cube (8 +2BD on
in a lookout position a Mishap). The cubes
spots you and cries litter the floor randomly,
out. The woman at giving everyone partial
the console spins concealment.
around, revealing her • Beginning
bizarre skull mask and whip. She orders
the shocktroopers to stop you as she turns
back to the controls and smashes them
to prevent you from using them. The
console pops and sparks, and
a column of dark smoke issues
forth. LA CALAVERA
All parties were too awed by the
Observatory’s display to gain the
benefits of surprise.

39
of Round 3: The entire Observatory structure Perks: Trademark Weapon (bull whip)
starts to collapse. Huge cracks appear in the Possibilities: 3
floor and walls, and parts of the ceiling fall. La Special Abilities:
Calavera, and anyone left on her team, evacuate • Getting Out of Dodge: The first time La
through one of the holes in the wall.Warn the Calavera takes enough Wounds to test Defeat,
players that the collapse of the structure is she automatically gets an Outstanding Success
imminent! and may move her speed (including rushing)
• Beginning of Round 4: The Observatory as a free action.
collapses. Any heroes or villains escape with • Minions: When La Cavalera is injured by an
their lives but must make a Defeat test. attack, she may make a reality test. If successful,
the attack transfers to a nearby lackey instead.
Assuming the heroes immediately give chase in This has no effect if no minions are within a few
Round 3, they find themselves emerging outside meters of her.
the Observatory just behind the Nile Empire team. • One With the Whip: La Calavera’s whip
The heroes pick up their Destiny cards but do is practically an extension of her body. She
not refresh. Four speedboats are moored here; La may manipulate objects with it as she would
Calavera and her team are already in two of them her own hands—pressing buttons, pulling
and speeding away upriver. If the shocktrooper levers, opening doors, or performing any other
officer is still around, he is in a different boat than simple activity she would otherwise do with
La Calavera. Reality switches back to a Living Land her hands; this counts as an action, however.
Dominant Zone. The whip has a Strength equal to her Spirit
• La Cavalera: See below. and a range of three meters. Also, she gains +1
• Shocktroopers (3 per Storm Knight): See to maneuver and trick attempts that involve the
page 90. use of her whip.
• Shocktrooper Officer (1): See page 90 The • Slippery as an Eel: Once per round, if La
officer has reality 12 and 2 Possibilities. Calavera is restrained, she may spend a
Possibility to immediately end the restrained
LA CALAVERA condition as a free action, and act normally.
Before the invasion, the Nile villain named La
Calavera was a ruthless businesswoman from
UNWELCOME ARRIVALS
Cordoba, Spain. She was vaationing in the Middle If the heroes managed to avoid Kalar Kal and his
East when the invasion struck, and in the Axiom tribesmen, they appear during a Hero Setback in
wash found herself drawn to the Nile Empire’s this scene. They are particularly furious that the
seductive promise of power and wealth to those Storm Knights avoided them, so they focus their
fearless enough to take it. She dresses in an all- attacks on the heroes.
black leather outfit and gaucho-style hat, but she is
known mostly for her silver skull mask and flashy RIVER CHASE
whip, which she wields with astonishing skill.
If the Storm Knights give chase, the players must
Attributes: Charisma 9, Dexterity 11, Mind 9, choose which character takes the helm. One other
Spirit 10, Strength 9 character may assist (use the rules for Combined
Skills: Beast riding 12, dodge 16, find 12, fire Actions). The boats have a Top Speed of 12, making
combat 15, land vehicles 13, maneuver 15, melee them Fast and hard to hit (–2). Each side tests water
weapons 16, reality 13, taunt 13, trick 15, water vehicles to gain a step vs DN 12. La Calavera has a
vehicles 13 head start, so her boat begins at step B, or Step C
Move: 11; Tough: 10 (1); Shock: 10; Wounds: 3 if the heroes delayed persuing her until Round 4.
Equipment: Leather armor (+1), bull whip (damage
• Possible Setback: Submerged rocks, a
+2/11, reach 3 meters), Webley revolver (damage
floating log.
14, 10/25/40)
• Complication: The boat’s engine overheats,

40
water enters through hull damage. that explored the cosmverse and visited Earth more
• Critical Problem: The first time a Critical than twenty-five hundred years ago.
Problem arises, the Observatory simply Sebastian relates the info under What the Delphi
vanishes (it returns to its original location on Council Knows on page 5, and continues:
the Moon). The partial dam across the Niagara
river fails spectacularly, sending water surging “We think the Akashans called the structure you
downstream and creating turbulence and explored the Observatory. We theorize the points on
unpredictable currents. the holographic globe you saw there likely conceal
pieces of a map to a place called the Forever City,
If the heroes catch up with La Calavera, or her which is the site of the Akashans’ embassy on Earth.
boat is on the verge of failure, she turns it around
and sails back toward the waterfall. All remaining Apparently, the Akashans believed we had great
shocktroopers dive overboard and flee in terror, potential, and they left us a means to contact them once
though they are unable to reach shore before the we attained a certain level of social and technological
current sweeps them over the falls. La Calavera is development.”
the last to go over the edge. Sebastian points to the sky and says, “One obvious
If the heroes decide to follow her, their survival benchmark was our ability to live on the moon. We
is chancy at best. They take 20 +1BD damage, and haven’t reached that level. We aren’t ready to discover
the roiling undertow holds them underwater at the this information. However, our very existence is at
bottom until they pass a Near Impossible (DN 20) stake. Others may already have this information, so
Strength test. All boats are destroyed. we must be the first to reach the Forever City.
Of course, as one expects with a Nile Villain, La The dots you saw on the globe covered a great deal of
Calavera washes up alive downriver some time territory—too large to investigate, as it turns out. We
later, though without the data spike. It eventually sent recon teams to scout the area, but these locations
winds up in the hands of a Pan-Pacifica team (they lie within foreign realities, so we might have to wait a
steal it if the Storm Knights find it first), keeping few weeks to hear what they learn.
them in the race for the pieces of the Destiny Map. Make no mistake—this is a great breakthrough. The
whole of reality may be in your debt.”

AFTERMATH
If the Observatory didn’t return to the moon by
the end of the chase, it does so within minutes.
The heroes notice the reality storms lessening in
intensity on the border with Core Earth, and a
Delphi Council helicopter arrives shortly thereafter.
It lowers a rope ladder to the heroes and flies them
home.
The Storm Knights return to Ottawa. Surprisingly,
Alice Burton and Quinn Sebastian, both attend
their debriefing. The presence of the Director of the
Delphi Council should emphasize this mission’s
significance. Sebastian mentions this briefly, in his
usual gruff manner. He then says:
“We recently discovered an object in the Living
Land with characteristics similar to the structure you
explored at Niagara Falls. We since learned this object
was created by the Akashans, an advanced civilization

41
A
cts Three through Five can be played in any
order and feature the heroes acquiring the
pieces of the Destiny Map.
Despite the name, the Destiny Map is not a
geographical one, but a genome map, split into
three pieces and placed into the Cradles of Life.
Each piece consists of a long string of four symbols
representing the four nigtrogenous bases of
ACT THREE:
DNA, displayed on a super-strong organic metal
CRADLE OF reinforced by a hard forcefield and a stasis field.
The Akashans knew it could be thousands or even
tens of thousands of years before the inhabitants of

SHADOW Earth would develop enough to aid them, and the


Akashans designed the Cradles to survive the tests
of time. They are nigh indestructible.
Unfortuantely, the agents of Doctor Mobius,
Cyberpope Malraux, and Kanawa are on the hunt
for the Cradles as well. Each of the next three acts
features situations where those agents may show
up. Although the invaders are racing to gather
the pieces, the heroes are a bit ahead of the game,
and do not encounter any High Lord agents in the
first Cradle they explore. However in the second
Cradle, there is a good chance they will encounter
a team of agents while pursuing their goal, and
in the third Cradle, the villains may actually be
ahead of them (though this may end up being their
undoing).
The exact nature of these agents is up to the GM,
and it is highly encouraged to have the heroes
encounter familiar foes. Sample teams are detailed
on page xxx.
In this act, the Storm Knights travel to the Orkney
Islands of Scotland where they encounter a dragon
and an ancient creature with abilities never seen
before.

OVERVIEW
Scene One: The characters travel to Orkney
Mainland under the cover of a thick sea fog. On the
way they rescue a young man from being eaten by
Lord Hrimscala. After the dragon is driven off the
local is able to give them information to aid their
quest.
Scene Two: The team makes their way to
Mainland’s capital, Kirkwall, to acquire an ancient

42
mace. The locals don’t trust strangers, and the mace This civilization lasted for a thousand years,
isn’t where expected, but the town Mayor, Lady during which the Orkneys’ Magic Axiom returned
Amy, appears warily cooperative and turns the to the norm for Earth. Memories of the Akashans,
mace over if the heroes agree to defeat Hrimscala. or the enemy they helped defeat, faded into legend.
Scene Three: The mace leads the team to a neolithic
tomb. Here an ancient spirit reveals the history of THE ORKNEYS SINCE THE
the Cradle and how to reach it. As they travel to the INVASION
Cradle site, the heroes are hunted across the fog-
Shortly after Aysle arrived, Uthorion noticed an
shrouded island by bands of Vikings.
anomaly within the fabric of the Underground.
Scene Four: To reach the Cradle, the heroes must The High Lord dispatched agents to investigate,
perform a ritual at an ancient stone circle, the Ring hoping to find a hardpoint, Eternity Shard or some
of Brodgar, which is guarded by Vikings. Hrimscala other artifact which might aid his cause. Instead
arrives before the ritual can be completed and must they found the Cradle.
be defeated by the heroes.
He recognized the site’s Akashan origins, but
Scene Five: Once the ritual’s complete, the Cradle it appeared dead, devoid of any power he could
appears, its structure superimposed over the stone discern. It was no threat to him, but no use either,
circle. Lady Amy is here. It becomes apparent especially given the gulf between Akashan and
Hrimscala wasn’t the Map’s only guardian, but Ayslish Axioms.
Amethyst the fae is willing to cut a deal... if the
The one point of interest was the creature trapped,
heroes are willing.
dormant, within the structure’s fabric. Uthorion
freed Amethyst, who gratefully told her tale.
A LONG TIME AGO... However, the creature was entirely self-centered
The Orkneys caught the Akashans’ eyes during and cared only that the Cradle had been used to
their initial surveys of Earth. Here they discovered bind her. Any other purpose the Akashans might
unexpectedly high local Magic and Spirit Axioms. have had for the place were of no interest to her.
They established one of their embassies there, but The creature seemed grateful and subservient,
it was soon assaulted by a fae—a magical being— to Uthorion, but the High Lord knew not to trust
who had set herself up as overlord of the islands’ a fae. Also, the creature’s power appeared tied to
primitive people. This creature, who called herself the Orkneys, and it apparently had no ambitions
Amethyst, fed off the adoration of its subjects but beyond reestablishing its rule over the Orcadian
was manipulative and capricious, treating the people.
people as play-things.
Uthorion, recognized that the fae might be a
The Akashans helped the humans defeat her, but useful—and expendable—guardian for the Cradle.
a few years later, while seeking sites for the Cradles Although he has little regard for the vanquished
of Life, they discovered she’d returned, rejuvenated Akashans, Uthorion knows that other High Lords
by the islands’ magic. Defeating her again, the might not be so ambivalent.
Akashans’ understanding of reality revealed a
method to keep the beast dormant. The Akashans So the High Lord granted the creature’s wish—
combined their advanced knowledge with the with conditions. It would serve as the overseer
mystic arts of the locals to lock the fae within the of the Orcadian people and, in return, would
structure of the Cradle. The presence of the Cradle protect the Cradle from other High Lords’ agents.
elevated the local Social and Tech Axioms, and the However, Uthorion insisted that Hrimscala, one of
result was a communal theocracy with technology, the dragons still allied with him, would rule the
which pushed the limits of neolithic human Ornkneys as a whole, with Amethyst as his vassal.
capabilities. The creature accepted, delighted to hold sway over
the people again, but also recognizing she had little
other choice. However, Uthorion underestimated

43
the extent of Amethyst’s powers and ambition “The Isles are ruled by a dragon, Hrimscala. The
once she was fully restored and bolstered by islanders appear to be under his sway, too afraid to help
Aysle’s Magic Axiom. Superficially she defers to outsiders.
Hrimscala, but he too has become a play-thing for “The northern isles within the archipelago were
her. conquered by Vikings early in the war. The Viking
She expertly manipulated his draconic ego, and expansion stopped after Hrimscala claimed the Islands,
for all intents and purposes, Amethyst is, once and their attitude to him appears to be one of pragmatic
again, the true ruler of the Orkney Islands. deference. They now use the Isles as a base for raids
further afield, mostly leaving the locals in peace. Their
THE ORKNEYS TODAY only foothold on Orkney Mainland is a fortified camp on
the north-west coast at Birsay, but bands of Vikings may
Despite initially chaffing at being an underling, be encountered anywhere around the Isles.
Amethyst, now calling herself Lady Amy, has
found this arrangement works even better than her “Ideally we’d like more information before dispatching
past reign. So far as the islanders are concerned she a team, but reaching the Cradle before the High Lords’
is one of them—a brave and beloved intermediary forces is a top priority, so it’s a risk we must take. Our
who somehow manages to curb the dragon’s worst intel states that Hrimscala has declared the Orkneys’
impulses. neolithic sites to be forbidden ground, on pain of death.
It seems he made this decree shortly after we accessed the
When Storm Knights activated the Cradles, Observatory. It may just be coincidence, but we know
nothing obvious changed on the Orkneys. The the Cradle was built thousands of years ago, so it might
Cradle failed to surface, snarled by the fabric of be a lead.
the Underground. However, things had changed.
Amy felt an echo of the power used to bind her to “Our local contact is a trader who runs supplies,
the Cradle. messages, and, occasionally, people between the Orkneys
and the Scottish mainland. Old Tam is sympathetic to
She was not the only one. Some of the Islands’ our goals and has agreed to insert you into the Isles. We
residents also felt it. A nagging calling to the ancient will supply you with a pair of speaking stones, so you
places. When word of these compulsions reached can contact him when you require extraction.”
Lady Amy she “suggested” Hrimscala forbid any
from visiting the ancient holy sites. Director Drake supplies the party with a pair of
speaking stones, magical items which allow two
way communication between the stones’ holders
SCENE ONE: THAR BE as long as they are within the boundaries of Aysle.
The stones have only 5 charges so should be used
DRAGON sparingly.
Standard Scene. Aysle Dominant Zone.
OLD TAM
DELPHI COUNCIL BRIEFING The group travels to the north coast of Scotland
The Storm Knights are briefed by Deputy Director and meets Old Tam.
Thomas Drake in London, charged with locating Read or paraphrase the following:
the Akashan Cradle on the Orkney Isles and
Tam lives up to his nickname, a craggy weathered face,
recovering its map fragment.
framed by white hair and beard, but his bright eyes and
Read or paraphrase the following: sharp wit hint at a mind unphased by age. He has sailed
“Available satellite reconnaissance hasn’t revealed any these waters all his life, and knows them well. During
changes in the local landscape which might indicate the invasion he transformed to Ayslish reality, acquiring
the Cradle’s location. However, calculations, based on arcane skills which aid his seamanship.
the location indicated at the Observatory, allowed us to Tam tells the group how the Orkney’s have become
narrow down the Cradle’s location to Orkney Mainland. largely isolated since Hrimscala took control. Lady

44
Amy, the mayor of Kirkwall, the Orkney’s capital,
seems like a decent sort who tries to insulate her people
from the wyrm’s worst excesses. It was her petitions DREAMS
which persuaded the dragon to allow traders from the If Callum doesn’t get to tell the heroes about
Mainland, such as Tam, to operate around the islands. his dream, for any reason, have one of the
Rumor has it she also had a hand in convincing team members experience a similar dream
Hrimscala to actively discourage the Vikings from during their first night on the island. The most
raiding around the Islands. The Vikings usually respect scholarly character recognizes the ancient mace.
the dragon’s laws, but Tam avoids them when possible. They saw a picture of it while researching, in
preparation for the mission, and recall it’s from
NEVER SMOOTH SAILING Kirkwall museum.
A fog sets in as Tam’s boat approaches the Orkney
coast. Then, from somewhere in the murk ahead, a
desperate cry for help is heard. as neither the condemned—Callum—nor Tam
pose a threat to him. At this point both characters
The Pentland Firth is a notoriously dangerous are still useful to the plot, so GM’s are encouraged
waterway, but it’s second nature for Tam to help to keep them alive if possible. Tam takes cover in
others in trouble out here. Nothing short of violence his boat, while Callum cowers on the stone slab.
will prevent him from taking a “wee look.”
Despite his draconic pride, Hrimscala has no wish
The heroes are soon jolted as the boat comes to a to die here. He will retreat beneath the sea once he
sudden stop, barely avoiding running aground on has taken any Wounds or expended 2 Possibilities.
a wide, low-lying shingle bank. A young man, half As he departs he roars “Take this wretch and leave
naked and shivering, is bound, with leather straps, my realm. If you ever return your lives shall be
to an unworked stone slab protruding from the forfeit.”
shingle. His eyes widen, hopefully, when he sees
the boat. “Please. Help me,” he begs. Hrimscala appears again in Scene Four.

If the heroes hesitate he desperately pleads “He’ll • Hrimscala: See below.


be here soon, please, hurry!” If asked “who,” he’ll
reply that he’s been sentenced to death, and is to be HRIMSCALA (“RIMESCALE”)
consumed by Hrimscala. Tam blanches. He’s busy Hrimscala the sea dragon is a proud, arrogant
keeping the boat from getting beached, but if the beast. His scales and wing membranes are white
heroes don’t spring to the rescue, he’ll curtly direct with a bluish tint and glisten with a dusting of frost.
them to get the lad aboard quickly.
Attributes: Charisma 10, Dexterity 8, Mind 10,
The bank’s full extent is lost in the fog, and there’s Spirit 12, Strength 17
plenty of room for any heroes who wish to get out Skills: Dodge 10, intimidation 15, find 12,
of the boat. maneuver 10, missile weapons 12, reality 14,
taunt 13, unarmed combat 14
TOO LATE Move: 10; Tough: 21 (4); Shock: 16; Wounds: 5
Just as the Storm Knights finish freeing the captive, Perks: (Vengeful, Scene 4 only)
Hrimscala erupts from the sea in a drenching wave Possibilities: 5
of freezing water. Special Abilities:
• Armor: Scaly skin +4.
He regards the heroes balefully, declaiming: • Bite/Claws: Damage Strength +2 (19).
“I am Hrimscala, Lord of the Orkneys! This wretch, • Dread: While a dragon is present, any
is a criminal. For interfering in my justice, you are Standard Scene counts as a Dramatic Scene
condemned to share his fate!” instead.
With this he attacks. He concentrates on the heroes,

45
Never get between a dragon and his meal..

• Fear: These awe-inspiring monsters make foes weapons to hit. A Good Success does +1BD
tremble. Test willpower or Spirit or become damage and Stymies the target, an Outstanding
Very Stymied. Success does + 2BD damage and inflicts a Very
• Flight: Move 12 in the air. Stymied condition.
• Fog bank: Hrimscala is almost constantly • Swimming: Move 12 in water. Hrimscala can
shrouded in a bank of thick, freezing fog also breath underwater and isn’t impeded at all
which radiates out almost 100 meters. He can while submerged.
summon or dispel the fog as a free action. This • Very Large: Hrimscala is 18 meters long,
fog causes him no penalties, but his natural attacks against him gain a +4 bonus.
coloration allows him to blend into the fog,
causing attacks made against him from a range CALLUM’S STORY
greater than 10 meters to suffer a –4 penalty. Once rescued, the young man, Callum, expresses
• Rampage: Hrimscala ignores up to 4 points of his undying gratitude. Foremost in his mind is
Multi-Targeting penalties when attacking with getting away in case Hrimscala returns. Tam agrees.
his bite and claws. Once they move on, Callum tells the tale of how he
• Regeneration: While immersed in water, came to be designated as dragon food.
Hrimscala heals 1 Wound every hour.
• Rime Breath: Damage 14, Medium Blast, Callum is a farm hand who’s lived on the Orkneys
range 20/40/60. This frost attack uses missile all his life and hasn’t transformed to Ayslish reality

46
yet. About a week ago he began to feel drawn by an
incessant, nagging feeling, to the Ring of Brodgar,
SCENE TWO: WELCOME
an ancient stone circle. TO KIRKWALL
At first he tried to ignore it. The ancient sites have Standard Scene. Aysle Dominant Zone.
been declared off-limits. Lord Hrimscala decreed Under cover of fog, Tam finds a quiet spot to put
them a source of dark magic which might bring the team ashore a couple of miles from Kirkwall.
ruin upon the isles, and anyone found at these sites
would be executed. Callum’s timescale allows the By the time the heroes reach the town, Hrimscala
team to confirm this decree was made within days has already informed Amy of their presence.
of the Akashan Observatory being activated. Hearing of his defeat, at their hands, she wonders if
they might be manipulated to rid her of the wyrm,
After a few days the compulsion became leaving her to rule the Orkneys without drawing
unbearable. He couldn’t concentrate, or even sleep. Uthorion’s ire in the process. While talking to
So he relented, visiting the Ring of Brodgar one Callum after his capture, she learned the Mace of
night. Once there he felt as if someone was trying Brodgar might be connected to the changes she’s
to talk to him, but the words were too faint to make felt in the Cradle recently. She removed it from the
out. Sleep-deprived and frustrated, he collapsed in museum and placed it in a chest enchanted with
despair and then passed out. anti-scrying magic.
While asleep he dreamed he stood in the Ring, Kirkwall appears to be a fairly typical Ayslish
part of a ritual congregation. The others present town. The town and harbor are defended by a
were a mixture, most dressed in primitive styles, ditch and palisade. Replacing the latter with a
but there were others whose garb would fit better stone wall appears to be a work in progress. The
in a sci-fi movie. An old woman, bearing a stone- area outside of town has been cleared of buildings
headed mace, presided over the rite. and undergrowth to beyond bow range. Guards
Before his dream ended he was roughly wakened keep a watchful eye out into the fog, but the gates
by Vikings, and they imprisoned him in their camp are open.
at Birsay. Yesterday, Kirkwall’s Mayor, Lady Amy,
visited the Viking camp under a white flag of truce. EASY WAY OR HARD WAY?
She was distressed by his state and promised to beg
Hrimscala for mercy. However, she wasn’t hopeful, The heroes will be challenged if they enter via
as the dragon was furious at its law being flouted. the gates. This is an insular place where strangers
Apparently her pleas failed. He was brought out to stand out, so a Very Hard (DN 16) persuasion test
the slab a few hours before the heroes rescued him. is required to convince the guards of the heroes’
legitimate business in town. Otherwise they’re
Callum has since realized that the mace from his escorted to the Mayor’s palace to register their visit
dream is one of the ancient maces from the Ness of with the town clerks. The heroes don’t have to wait
Brodgar, now an exhibit at the Kirkwall museum. long before a clerk arrives, telling them the mayor
Callum is sure the mace is the key that will help herself has granted them an audience.
him make sense of his dream.
Sneaking into town requires a Hard (DN 14)
Having witnessed the Storm Knights defeat combined stealth test from the team, though this
Hrimscala once, Callum urges the heroes to talk to drops to Standard (DN 10) at night. If spotted the
Lady Amy. He’s sure she would be a willing ally if heroes are assumed to be up to no good. The militia
there’s a hope of permanently freeing the islands will attempt to arrest, and disarm, them then take
from the dragon. them to the town gaol, or jail.
The same stealth DNs are used for moving
unnoticed around town between significant
locations. However, once inside the town persuasion
tests become Standard (DN 10). The locals assume

47
including archers, arrive. The locals are no match
for Storm Knights. If they take casualties they’ll
“CRIMINAL ELEMENTS” attempt to back off while watching the group.
If Callum is with the group, a Mishap on any Lady Amy arrives within a few minutes. If she
persuasion or stealth test to get around town arrives to a stand off she calls on everyone to lower
results in him being recognized as a wanted their weapons and engages the heroes, asking
criminal. A posse will be raised before the their purpose in the town. If the heroes appear
heroes are confronted, or an obvious alarm is reasonable she suggests a private audience might
raised. In this case the townsfolk are terrified be fitting “to avoid undue distress to my people.” If
Callum’s presence will bring Hrimscala’s Callum is present she looks at him pointedly while
vengeance down upon the whole town. Callum suggesting the audience. Amy wants to talk to the
is pelted with verbal abuse, vegetables, and heroes so will do what she can to ease tensions.
the occasional rock, and looks to the team for If blood has been spilled some of the townsfolk
protection. The crowd could become a lynch call for justice. Others are concerned their beloved
mob if the heroes aren’t suitably imposing, but, ruler is putting herself in danger by offering to meet
either way, Amy arrives before things escalate with the strangers. The mob is large, and angry,
too far. She reassures the mob, saying she’ll but their respect for her keeps them in check. They
deal with the matter, Hrimscala will hear that seem placated by her talk of negotiating reparations
the townsfolk are not to blame for Callum’s for any harm the heroes have done.
presence.
Even if the heroes escape confrontation, once
they’re spotted the townsfolk will be on high alert
anyone who got past the gates has legitimate for strangers, resulting in a Hard (–4) penalty to
business but, while polite, are still standoffish with any stealth or persuasion tests.
strangers. A Good Success is required to obtain
• Militia (2 per Storm Knight): see Viking
anything more than basic information.
Raider on page xxx.
Any failed test results in a group of townsfolk
• Archers (1 per Storm Knight): see Bandit on
challenging the party, while others run to alert the
page xxx.
militia.

GAOL BIRDS THE MUSEUM


The grounds of St Magnus Cathedral form a square
If the heroes end up in gaol, Lady Amy arrives
which dominates the center of town. The medieval
shortly afterwards. She wishes to know their
Earl’s Palace, restored by the axiom wash, lies on
purpose in town and, assuming reasonable
the south side of the square. It now serves as both
responses, sets them free and offers a private
the town’s administrative center and the Mayor’s
audience in more comfortable surroundings.
palace.
If Callum is present she looks pleased to see him,
The museum lies on the southwest corner of this
but admonishes him in hushed tones. Doesn’t he
square. During the day it’s open to the public, and
know that coming here has put the townsfolk in
the heroes can explore freely.
danger? When he starts to respond she silences him
with a meaningful glance at the guards outside the The museum is locked up at night. Breaking in
cell, suggesting some conversations are best held unnoticed requires lockpicking and combined stealth
privately. tests.
It’s easy for the group to find the museum’s
RESISTING ARREST neolithic collection, but the Mace of Brodgar is
If the heroes resist the militia an alarm is raised, missing—its glass case is empty. Museum staff can
and they try to hold their own until reinforcements, inform the heroes it was removed by order of Lady
Amy. Such removals aren’t unknown. Exhibits

48
occasionally manifest enchantments and are then
put to good use.
The staff don’t know where the mace is now,
AMY’S AMULETS
suggesting the heroes ask at the Mayor’s Palace. Before the party leave, Amy offers them each
Asking after the mace at the palace earns the a gold amulet, set with a pale purple gem. The
strangers a suspicious look from the clerk, who wearer may transfer up to two points of Shock
asks them to wait while he looks into it. He returns to the amulet each day, as a simple action.
shortly, informing them that Lady Amy will grant Casting detect magic reveals the enchantment
them an audience. to be a relatively crude alteration magic. An
Outstanding Success with detect magic reveals
WHO ARE YOU? the enchantment is storing the wearer’s Shock
rather than healing it. This is magic not faith.
Eventually the heroes almost certainly end up
meeting Lady Amy in one of the Palace’s private
meeting chambers. Lady Amy is a middle-aged
opines that such a place might draw the attention
woman, wearing a plain, white dress rather
of dangerous forces. She’s keen for the heroes to
than the finery which might befit her rank. She’s
succeed, so the Possibility Wars move on, leaving
down to earth and unconcerned with formalities.
her home in peace.
She appears wary of the strangers—her primary
concern is her people’s welfare, and the team’s Regarding the Mace of Brogdar, she says that
presence could bring retribution from Hrimscala. when Callum told her of his dream when she
visited him after his capture, she thought it best to
She wants to know why the heroes are here. Who
hide the mace for everyone’s safety. She agrees to
do they work for? The group’s (likely) diverse
hand the mace over, acknowledging it’s the best
nature clearly marks them as Stormers, so she seeks
lead to finding the Cradle.
assurances they don’t work for the High Lords. She
seems pleased, if not relieved, if told they’re Delphi The mace appears ceremonial but is an Enchanted
Council agents. item (see the Aysle sourcebook) and has a +1 bonus
to damage. It has a polished spherical stone head
If Callum is present, she asks where the group
set upon its wooden haft. The haft looks hand-
met him. She seems pleased to see the lad alive,
worked, but is clearly modern.
but admonishes him as his presence endangers the
town. Once they have the mace, Amy encourages the
group to take Callum and leave town promptly.
If the group disclose how they rescued Callum,
Whoever holds the mace gets vague feelings of the
besting Hrimscala, she warms to them, seemingly
direction it “wants” to go. To Amy and Callum’s
awed by their heroic deed. She isn’t willing to risk
surprise, the mace draws the wielder southeast,
drawing Hrimscala’s wrath towards the town but
rather than west towards the Ring of Brodgar.
will offer any help she can if the heroes pledge to
free her people by killing the wyrm. Lady Amy sees the party off from a postern gate
in the palisade. She wishes them luck on their quest
Even if the heroes are evasive about Callum’s
before shutting the gate, leaving the heroes alone
rescue, he won’t be able to contain himself, and
in the fog.
will blurt out the tale.

WHAT DO YOU WANT?


Privately suspecting the heroes seek the Cradle,
Amy tries to coax their mission from them. Saying
she knows the Islands well but can’t help if she
doesn’t know what they seek.
If the Cradle is mentioned she seems surprised but

49
of the Orkneys. The mace leads them to a remote
spot on the isle’s southern coast.
HIGH LORD AGENTS
If this is the second Cradle the Storm Knights MEET THE ANCESTORS
have investigated, the Vikings don’t attack
them. Instead the Vikings were ambushed by Set back from the clifftop is a grassy barrow, the
the High Lord agents who attack as the heroes Tomb of the Eagles. Built into one side is an ancient
come across their bodies. dry-stone wall with a two foot square, lintelled,
opening. The mace-bearer feels they should enter.
If this is the 3rd Cradle the Storm Knights have
investigated, they arrived soon after the heroes The cramped tunnel is only a few meters long, and
left. Not wanting them (at the time anyways) to the chamber beyond has room to stand. A corridor,
interfere with the Storm Knight’s plans, Amy lined with empty alcoves, leads from the room then
trapped them inside the amethysts that had ends in a wall, but the mace-bearer feels their path
trapped her soul for millenia. lies beyond. The wall is actually quite thin, and an
opening is easily made, revealing a chamber with
When the Cradle appears, the Storm Knights several low stone plinths, each of which holds a
notice their screaming faces trapped in the skeleton.
largest gems. Since the High Lord agents are
not bound to the structure of the Cradle, merely The mace-bearer hears a voice in their head. Who
smashing the gems releases them. The gems are they? What do they want? When the hero
have a Toughness of 13, and any Wound taken answers a translucent spiritual figure coalesces
will shatter the gem. in the darkness. The features are indistinct but it
appears to be a woman, dressed in ancient garb.
Lady Amy offers to snuff their life out for Her voice is faint but all can hear, and interact,
them as part of any deal, but doing so will with her.
inflict a Dark Mark (see the Aysle Sourcebook) on
top of any the heroes gain from making a deal The spirit has forgotten much about her life, but
with Lady Amy, and the Storm Knights gain when the heroes ask about the Cradle, read or
a Darkness Perk each. The GM should warn paraphrase the following:
them of this fact before making their decision. The woman lived at the time of the Cradle’s
construction, under the rule of a cruel and manipulative
spirit, but when the Sky People came, arriving in great
silver eagles, they befriended and educated her people.
SCENE THREE: SEEK AND They helped overthrow the spirit and built a temple—
the Cradle—which would bind it for as long as folk
HIDE worshiped there.
Standard Scene. Aysle Dominant Zone. Now she feels a change in the land—the spirit has
been freed. She begs the heroes to travel to the Ring
Fog shrouds the party as they travel. They
of Brodgar, where the Cradle stood, and describes the
sometimes feel like they’re being watched by
ritual required to gain access. Once within the Cradle
unseen eyes but seem to be alone and their journey
a second ritual, a prayer for the people’s protection,
across the island is uneventful.
can bind the spirit once more.
Amy is, in fact, watching them, using the scry
spell. Callum is the easiest target, and this is one of
OOPS
the reasons she insisted the party take him along.
Amy has been observing the party, via scrying,
The party travel southeast and cross several
while also misdirecting Hrimscala, to give them
smaller islands via connecting causeways, before
time. She was willing to assist the group to
reaching South Ronaldsay, the south-easternmost
investigate the Cradle but hadn’t anticipated them

50
finding out about the binding ritual. Unwilling to
risk being bound again, she now works to stop, or
at least weaken, the party before they can reach the THE ANCIENT RITUAL
Cradle. The ritual involves walking a circuit of the
stone circle while entreating the gods to protect
BACK TO THE MAINLAND the Isles from evil forces. The stones aren’t tied
to any particular religion and any character
The thick fog persists as the party heads toward
with at least one add in faith can perfom it, as
the Ring of Brodgar, but a group of Viking raiders
can anyone who bears the Mace. Completing
noted their passing and have been watching the
the ritual causes the Cradle to miraculously
causeway. When they spot the heroes, one of them
manifest, its structure overlaid on the stone
blows a horn, and they attack. The two Viking
circle.
Berserkers are reality-rated with reality 9 and 2
Possibilities. The ritual also provides all those present with
a +4 bonus to all defenses against Amy’s attacks
• Viking Raiders (2 per Storm Knight): see
or abilities.
page xxx.
• Viking Berserkers (2): see page xxx.

• Hrimscala: See page xxx.


SCENE FOUR: THE WYRM • Viking Raider (2 per Storm Knight): See
RETURNS page xxx

Standard Scene. Aysle Dominant Zone.


The Ring of Brodgar lies on a narrow isthmus SCENE FIVE: A FRIENDLY
between two lochs. The ring is over 100 meters
across and there are two entrances. Otherwise it
FACE?
is surrounded by a ditch, three meters deep and Dramatic Scene. Aysle Dominant Zone.
10 meters wide. Only about 30 of the stones still
stand, many having fallen over the millennia. The THE CRADLE ARRIVES
stones are irregular shapes and sizes; some tower
The heroes briefly feel a stomach-churning, falling
over four meters, while others are mere stumps
feeling. When it stops they’re still within the Ring of
protruding from the heather.
Brodgar, but another structure appears to occupy
The Ring is guarded by a band of Vikings, one the same space. Dull metallic slabs, etched with
of whom blows a horn as they attack. At the start symbols, overlay the standing stones, seemingly
of Round 3 Hrimscala arrives, his Dread ability existing in the same space. Other slabs stand where
immediately changing this to a Dramatic Scene. He missing stones once stood.
swoops out of the fog, alighting and opening with
The foggy Orkney landscape still lies beyond the
his breath weapon, but has a –2 rushing penalty
Ring, but a circular structure now bounds it along
this round. Any wounds Hrimscala suffered
the line of the Ring’s outer ditch. It is constructed
previously have healed.
of the distinctive Akashan hybrid of silvery metal
Pride wounded from his earlier defeat, and wary and living wood, the branches forming a dome
of failing Uthorion, Hrimscala attacks the heroes high above. The trees are crusted with large, pale
furiously, fighting to the death this time. He has no purple gems.
regard for the Vikings and doesn’t care if they’re
The heroes feel like they’re in a waking dream.
caught by his breath attacks. Seeing this, the
The background moves and shifts at the edges of
Vikings flee.
their vision.

51
Lady Amethyst reveals herself in the Cradle

DEAL? If the heroes take the deal, Lady Amy teaches them
the required ritual, and when the heroes complete
Amy stands at the center of the circle, having
it, she sighs with a smile on her face as the Cradle
used her residual connection with the Cradle to
vanishes from existence.
manifest within it. She is dressed in a fine white
gown, embroidered with purple gems, and regards
the party warmly. ALTERING THE DEAL
As she raises her arms, as if in greeting, a ripple If the group mentions, or start performing, the
seems to flow across the Cradle’s interior. She ritual which binds her (see below) she commands
congratulates the group on their victory over them to stop, saying they don’t understand what
Hrimscala and thanks them for freeing her people they’re doing. She tells them that performing the
from his yoke. She gestures to the metallic slabs ritual will draw Uthorion’s attention and leave
bidding them take their reward—a piece of the her unable to protect her people. The safest thing
Destiny Map. Their work here is done, their quest for the Orkneys would be for the group to go, and
complete. They are free to leave in triumph—if never return. They must purge all memory of the
they are willing to conduct the ritual that will ritual from their minds.
completely sever her connection with the Cradle She can help them to forget...if they’ll let her.
(which will also cause the Cradle to utterly vanish).
If the heroes tell her about the ancestor spirit’s
plea she’s unmoved, saying the spirit’s mistaken

52
and doesn’t understand the Isles’ current situation. a Multi-Action as well. If the heroes seem like they
Amy fears being trapped again more than anything, are besting her, she will use Nightmare.
but a Nearly Impossible (DN 20) persuasion test She’ll use the damage re-direction aspect of her
with a Heroic (–8) penalty convinces her to trust Shadow Minions power the first time she’s hit
the heroes if they pledge not to tell anyone of the hard, hoping it makes the heroes think twice about
ritual. unleashing big attacks on her.
If the heroes agree to having the ritual scrubbed
from their memories, the adventure ends. (B) LADY AMETHYST
Attributes: Charisma 14, Dexterity 12, Mind 14,
OR NO DEAL? Spirit 13, Strength 12
If the party resists having their minds wiped or Skills: Alteration 19, divination 19, dodge 16,
insists on completing the ritual she’ll attack. She evidence analysis 17, find 17, intimidation 18,
has no interest in killing the group. She attempts maneuver 15, persuasion 19, reality 16, taunt 19,
to knock the party unconscious, so their memories trick 19, unarmed combat 16, willpower 18
can be “tidied up.” Move: 12; Tough: 12; Shock: 13; Wounds: 4
• Lady Amethyst: see below Perks: Endurance
Possibilities: 5
Special Abilities:
THE BINDING RITUAL • Natural Weapons: Damage Strength +2 (14).
The ritual to once again bind Lady Amethyst to Amy can temporarily morph her form to
the Cradle is a Dramatic Skill Resolution. There is manifest claws, spines, etc. at the moment of
no time limit, but the fae will violently oppose her striking.
entrapment. • Banish self: Maintaining her presence outside
• Step A: a DN 12 faith test to begin the ritual. the Cradle still requires effort on her part. She
can cease this effort at any time, as a free action,
• Step B: a DN 14 find, divination or evidence to return to the Cradle. Her physical form fades
analysis test to spot that one of the nearby slabs out (a la “Cheshire Cat”) or dissolves into a
has become misaligned. cascade of blossom, butterflies, etc. An hour
• Step C: a DN 16 Strength or apportation test to later she may manifest where she was.
shift the slab back into place. • Insidious: When Amy performs a successful
• Step D: a DN 18 faith test to complete the Approved Action, she discards a random
ritual. Destiny card from each of the affected heroes’
Action Pools.
If the ritual is successful, Lady Amy screams in • Consume memory: She can consume the
terror as she fades away and merges once again memories of willing or KO’ed characters. These
with the Cradle, which fades with the rising sun memories no longer exist, restoring them
the next day. would take extraordinary steps, if it’s possible
at all.
AMETHYST’S TACTICS • Dream Thief: (Cradle only): Very Large Blast.
The first thing she does, as a free action, is drop the Test Mind + willpower vs the target’s Mind +
enchantment on the amulets she gave out earlier. willpower. Targets hit take 2 Shock, or 3 Shock
Any Shock currently stored in them instantly on a Good Success, or 3 Shock and Stymied
reverts to the wearer. on an Outstanding Success. If successful she
recovers an amount of Shock equal to that lost
Her main tactic is to use Dream Thief to KO the by the most affected target (i.e. 2 or 3 points.)
characters, but will attempt to use Insidious to • Scry: Lady Amy may automatically scry any
remove dangerous cards from characters’ pools as being carrying an object she has owned for
a year and a day, as long as they are on the

53
Orkney Islands. They have a piece of the Destiny Map but have left
• Shadow Minions (Void Power): When hit Amy in charge of the Orkneys. Superficially she’s
by an attack, after damage is determined, Lady a less cruel ruler than in ancient times, but is still
Amethyst may spend a Possibility as a free capricious and doesn’t value human lives. She
action to contest reality vs. her attacker. On a doesn’t serve Uthorion willingly but won’t directly
success the damage is applied to another target oppose him.
(but not the attacker), with a Good Success If she succeeds in KOing the party, the GM should
increasing the damage further by +1BD, and stop, and let it sink in with the players for a few
an Outstanding Success by +2BD. This ability moments. Then describe them, sat, feeling subdued
cannot be nullified by any means. and drained, in Tam’s boat, the Orkneys receding
• Protean: Amy’s physical form shifts fluidly behind them, the Scottish mainland visible ahead.
according to her will. As a simple action she
may change form into any animal or humanoid They recall most of their adventure, but there are
form of Small to Large size. If she is restrained, some hazy bits. They won’t recall Amy’s betrayal,
Amy’s attempts to escape aren’t contested by speaking to the ancient in the Tomb of the Eagles,
the character restraining her. or any details about the binding ritual.
• Entrapment (Eternity Power): Once per They do know they freed the locals by defeating
turn, Lady Amy may spend a Possibility as a dragon and were hailed as heroes before their
a free action to attack any number of targets departure. They remember Amy’s assistance, and
within 50 meters with a reality vs. reality test. they have the Map. Surely they have achieved a
On a success, the victim feels like their soul is great victory for the Delphi Council. No wonder
being siphoned off, and they are only barely they’re so tired, it feels as if they could sleep for a
able to resist it. The victim is Disfavored when week.
attempting Approved Actions (including those
in a Dramatic Skill Resolution) until the end of
her next turn. On a Good Success, a hero cannot
attempt an Approved Action at all, and on an
Outstanding Success the target is magically
transferred to one of the gems in the Cradle,
to be tormented until the gem is broken. This
ability can be countered by the Negation Perk.
• Needy: Amy craves the adoration of mortals
to the extent that mockery or rejection weakens
her. Taunt attacks against Lady Amethyst are
Favored.
• Vulnerability: If the binding ritual is
completed Amy gets a –4 Action penalty and
can no longer use her “Cradle Only” powers.
This takes the form of a DSR without the usual
time limit.

AFTERMATH
If the heroes agree to unbind Lady Amy from the
Cradle, she is now completely free, and continues
to rule the Orkneys. The Cradle vanishes, and the
Storm Knights have a piece of the Destiny Map.
If the party agrees to having their memories of the
ritual wiped, the adventure pretty much ends here.

54
55
T
he heroes travel from the civilized Tharkold
city of Izhevsk through the Russian Igri

CRADLE OF PAIN
(Игры - Games) in the ruins of Kirov to the
closed city of Pervomaysky in order to enter the
Akashan Cradle.
Pervomaysky was a Russian closed city,
where only those authorized could visit or live.
“Officially” it was an administration center, but
in truth, it was the headquarters of the Bureau of
ACT FOUR:
Psychic Research. Unbeknownst to the Soviet,
and later, Russian military, the Akashan Cradle
was boosting the city’s Social Axiom to 24, which
permitted enhanced psionic powers. Psychics
based here sensed the impending invasion, and
although they were unsuccessful in completely
stopping the attack, their premonitions allowed
them to coordinate with Race saboteurs to severely
hinder it.
After the invasion, Pervomaysky continued to be
an important part of Russia’s psychic power. Many
left because of the city being a hot spot in the Blasted
Land, but soon monthly caravans of radiation pills,
environmental protection suits, and other needed
supplies allowed about 2,000 people to remain in
the city. Unfortunately, the Observatory’s psychic
pulse caused the local Cradle to burst to the
surface, killing many psychics, creating a “death
cry spiral” which killed more and soon everyone in
the city was dead, manifesting a psychic creature
—a psychic cairn.

OVERVIEW
Scene One: The Storm Knights learn the Cradle’s
location. Their contact suggests they travel by train
through the Blasted Land to Kirov, which is the
nearest large cityt to Pervomaysky, and then is
unexpectedly ambushed by the rescued scientist
Oleg Petrov.
Scene Two: Travel by auto or train takes the Storm
Knights through the Tharkold wilderness. If they
decide to go by train they can either help Russians
being processed for the Igri or help the train’s
Protectors fight off a calinosaur. If they go by car,
they find the ruined train and encounter both the
calinosaur and ghuls feasting upon the remains of
those who died in the train wreck.

56
Scene Three: The heroes make their way through the Delphi Council to operate directly in the demon-
Kirov’s destroyed northeastern section, which is controlled cities. Unlike other realms, the people of
where one of the Tharkold Igri takes place. They Russia know their country was invaded and that
meet up with scavengers and Igri hunters on their their President made a deal with the invaders.
way to Pervomaysky through Blasted Land. Izhevsk stayed out of the Possibility Wars for
Scene Four: In the Pervomaysky City ruins, the most of the first year but when Kranod, the High
heroes see the destruction caused by the psychic Lord of Tharkold, was assassinated, a flurry
surge in Act Two. They find a supply truck and of expansion resulted, led by three people: the
encounter the terrifying psychic cairn and its gury Russian Federation President, Aleksandr Volkov,
upir extensions. the former thrall of Kranod, Jezrael, and the
Scene Five: Inside the mutated Cradle, the Storm Tharkoldu Duke, Thratchen. Unfortunately for
Knights fight Xyrkor and their thrall, Lance , for a Izhevsk, President Volkov pushed west to the old
piece of the Destiny Map. On leaving the Cradle, Eastern Bloc countries, leaving Jezrael to expand
they must make the choice to save a demorling or the realm east through Russia itself.
destroy it. The majority of Russian people both inside and
outside of Tharkold try to carry on with their lives
the best they can, but as in the days of the Soviet
SCENE ONE: A KNIGHT Union, there are those who resist the tyranny of the
government.
AT THE MUSEUM
The Storm Knights travel to the city of Izhevsk,
Standard scene. Tharkold Dominant Zone. which borders the Blasted Land. The heroes meet
The Observatory in Act Two indicated the location Anastasia Petrovna Ivanova at the Kalashnikov
of a Cradle of Life in the cold taiga of Russia, Museum.
within the Blasted Land. However, because of the Read or paraphrase the following:
mix of radiation and reality storms, satellites were
unable to locate the Cradle, so the Delphi Council The cold Russian winter bites deep. You don’t know
activated agents on the ground to locate it. if it’s the cold or the Law of Pain, but your eyes are
almost frozen; trying to blink hurts. You walk down
Days ago, the Delphi Council briefly heard from snow-covered sidewalks, where it has been packed down
an agent, a scientist from Pervomaysky by the name by previous pedestrians. It forms a slick surface that
of Anastasia Petrovna Ivanova, who reported the makes the less dexterous members of your group slip
emergence of the Russian Cradle of Life, and the and slide as you walk to your rendezvous point. You
heroes are sent to meet her. move from Karl Marx street towards St. Michael’s, an
In addition to any equipment the Storm Knights impressive Orthodox cathedral of red with golden onion
requisition from the Delphi Council, the Council domes. Diagonally across from the cathedral is a strange
also provides forged weapons permits, allowing looking building. A square framework encompasses
the heroes to carry firearms and other personal a curved building with a metal canopy-like structure
weapons. These forgeries grant a +4 bonus to that goes across the entire building from the corner
persuasion or trick tests to convince Russian closest to you to the opposite one. This is the Mikhail
authorities of their authenticity. Kalashnikov Small Arm’s Museum, dedicated to the life
The heroes are also provided 20 doses of radiation and inventions of the man who created the famous AK-
pills each. Just in case. 47 assault rifle. A woman with curly red hair and steel
blue eyes opens the door to the museum, steps outside,
and quickly motions you to come in. From your briefing,
FROM RUSSIA, WITH LOVE you recognize her as Anastasia Ivanova.
The Russian Federation is allied with the Once inside, the team sees the museum. Many
technohorror realm of Tharkold. This fact, along items from Kalashnikov’s life as well as an
with the Law of Domination, makes it difficult for

57
assortment of weapons are arranged in displays scientists and soldiers sent to investigate did
for viewing. not return.
Anastasia looks at the Storm Knights with stoic • Standard: Oleg adds that before the invasion,
resolve in her features. She explains to the Storm Russian psychics felt a powerful presence
Knights that her subordinates found a very large underground were stationed there for decades,
and strange bio-structure at Pervomaysky. On back to the Soviet era, trying to advance their
their way back to Izhevsk, they came across psionic abilities. Oleg continues that before the
an unconscious scientist from the site, Oleg invasion, the psychics there all went insane,
Vladimirovich Petrov, who told of unimaginable screaming about imminent doom. This warning
horrors there. The scientist is currently resting at allowed the Russians to rapidly engage the
the museum and Anastasia offers the heroes an Tharkold forces when they invaded. Since
opportunity to interrogate him. the Blasted Land formed, the city has been a
radioactive hot spot and supplies had to be
TRUST US, WE’RE THE GOOD delivered on a monthly basis to protect those
working in the city.
GUYS
• Good: When the structure burst from the
Heroic Storm Knights may express surprise at
ground, people rapidly died, not only from
Nastya’s words. Tharkold is a harsh reality and
buildings collapsing, but those even in the
even the “good guys” fall prey to the Laws of Pain
open died where they stood. Oleg explains he
and Domination, and while members of the Delphi
suddenly got a pounding migraine that made
Council may not have thralls, Tharkold agents
his eyes water. He made it to the edge of the
naturally set up in “dominance chains,” which
city but passed out from the pain.
provide a hierarchy of leaders and subordinates.
• Outstanding: Before he passed out, he
Oleg is a thin and unassuming man. He looks
thought he saw a techno-demon accompanied
frail and has many scrapes and bruises. While he
by something in some sort of power armor
wears fresh clothing it looks like he’s only had a
looking at the ruined city. He thinks it was too
quick wash-up. He has matted close-cropped hair
preoccupied with the city and didn’t notice
and dirt under his fingernails. He’s very skittish,
him. Anastasia interjects that based on the
his eyes dart back and forth. What he has seen has
description of the Tharkoldu, it is probably one
obviously scarred him mentally.
of Thracthen’s thralls.
Unfortunately for the Storm Knights, Oleg
is literally a ticking time bomb, and was been SURPRISE!
converted into a chip-killer—a human fitted with
Occultech that activates in the future to cause At this time, Oleg’s chip-killer Occultech activates.
havoc. Oleg’s implants were installed after he Long slashers burst from Oleg’s hands. His eyes
escaped Pervomaysky, before he was found by melt, revealing red-glowing mechanical eyes.
Anastasia’s subordinates. Armor plates are seen under his skin as it pushes
outward.
A Storm Knight may make a Hard (DN 14)
persuasion or intimidation test. The Success Level Oleg attacks immediately and gains a surprise
of the test determines how far the conversation round (see Surprise in Torg Eternity). On the
continues until the chip-killer is activated. second round of combat, the dim’azzin phase in
and attack them as well. “Luckily” for the knights,
• Failure: The Knights are told Pervomaysky is the Museum allows visitors to shoot demonstration
located north of Kirov, in the Blasted Land, and firearms, so, as long as they do not bring larger
was a closed city, where only those authorized weapons into the fight, they do not attract the local
could live or visit. When the Observatory sent police.
out the psychic signal, a large biomechanical
structure burst out of the ground. Teams of Additionally, on the second round two
additional dim’azzin phase in and attempt to

58
extract information from Anastasia, as they know
she, being from Tharkold, probably has more
information on the Delphi Council’s operations in ATTRACTING THE LAW
the realm. Gunfire from within the Museum is often heard
On the third round they grab her and their fingers by the locals, due to practical demonstrations
elongate into thin tentacle-like probes, which bore of the weapons. However, higher caliber fire or
into her nostrils, mouth, and ears and download explosions and fighting outside the museum
information directly from the victim’s brain. attracts the attention of the city’s Protectors.
• Oleg, Chip-Killer (1): See below. If such weapons are used, law enforcement
arrives one minute later. The police are just
• Dim’Azzin (1 per Storm Knight): See page
trying to keep the peace, but being in Tharkold,
xxx.
they continue to attack those who surrender for
another round.
OLEG, CHIP-KILLER If the knights are carrying long arms or
A chip-killer is a human fitted with Occultech unconcealed small weapons, they may be
that enhance his physical capabilities as well as questioned. Fortunately, the characters
dominates his will. Occultech nanobots build metal have been given forged Russian Federation
plate armor and slashers under the skin, where they weapon permits by the Delphi Council. Those
are hidden until activated. A SlaveChip activates investigating make a contest of evidence analysis
on a programmed trigger, and until triggered the vs. the Storm Knights’ persuasion to notice them
sleeper-agent seems normal. Once triggered, all as fake. Because of the good quality of the
the hidden Occultech activates, and the chip-killer forgery, the Storm Knights gain a +4 bonus.
attacks the nearest person. Chip-killers consistently
• Protectors (1 per Storm Knight): See page
use All-Out Attacks.
xxx
Attributes: Charisma 6, Dexterity 10, Mind 5,
• Protectors (Officer) (1): See page xxx
Spirit 10, Strength 12
Skills: Dodge 12, unarmed combat 15
Move: 10; Tough: 14 (2); Shock: 10; Wounds: 3
Equipment: — Russian winter and Blasted Land radiation are not
Perks: Occultech x2 (Zan Slashers, Zan Spinose kind.
Plating, Vav Sensation Suppressor)
If a dim’azzin successfully probed Anastasia’s
Possibilities: 3
brain and escaped, Jezrael becomes aware of the
Special Abilities:
Storm Knights’ mission and will send a group of
• Slashers: Damage Strength +2 (14).
thralls to investigate the heroes’ activities further
• Immunity: Activated chip-killers cannot be
in Act Six.
mind controlled, taunted, or intimidated.

GETTING OUT OF DODGE SCENE TWO: TRANS-


After the Storm Knights defeat the chip-killer and
dim’azzin, Anastasia (assuming she has survived) SIBERIAN EXPRESS
presses them to leave Izhevsk. The museum base of Standard scene. Tharkold Dominant Zone and
operations is revealed, and they should wonder if Core Earth/Tharkold Mixed Zone
any more phasers know where they are. Anastasia
The Storm Knights travel to Kirov, located within
suggests they take a train to Kirov but can provide
the Blasted Land. If they took Anastasia’s advice,
an automobile if the heroes insist. She offers
they take a train to Perm and from there use the
winter clothing, 10 radiation pills per hero, and
Trans-Siberian railway for the remainder of the
an interactive map (See Torg Eternity, Gear) as the
journey to Kirov. Between the cities, roadways are

59
If the heroes talk to the pair, a Hard (DN 14)
persuasion or intimidation test gains the following
FLYING TO KIROV information:
Although there are theoretically no constraints • Fail: The two are going to Kirov to watch a
to flying to Kirov, the Delphi Council is live recording of the Igri. The Tharkold-Russian
hesitant to send aircraft into Russian airspace treaty protects Russian citizens from becoming
without permission. At the very least flying thralls. But for non-citizens, including those
in helicopters from Core Earth would attract in conquered Eastern Europe, there is no such
attention, which is undesirable, and flying guarantee.
in winter is hazardous even in the best of
• Success: Traitors to the Fatherland have their
conditions.
citizenship revoked and either become thralls
Which the Blasted Land very much is not. or sent to the Igri. When Jezrael expanded
eastward, President Volkov moved the capital
from its temporary location to Novosibirk,
dangerous, and the majority of travel occurs on Russian’s third most populous city as well as
trains guarded by Tharkoldu thralls and Russian the capital of Siberia. Traitors who have lost
Protectors. The Storm Knights’ weapons permits (if their citizenship are on this very train, being
they were not confiscated) allow them to board the “prepared.” Preparation includes Occultech
train with their arms. If not, they may have to find implants, recording devices, and other
other ways to get them on board. attachments that allow the contestants to both
inflict and survive much pain.
Read or paraphrase the following:
• Good: In the Kirov Igri, the ruins of the
Your travel from Izhevsk to Perm has shown you the northeast section of the city are used as an arena.
stark contrast between the oppressive but civilized The konkursatov (contestants) are let loose and
Tharkold cities in Russia, which seem almost normal, must escape hunters who pursue them. If they
compared to the apparent empty wilderness between escape over the bridge of the Vyatka river, they
them, which in truth is home to techno-horror are treated as celebrities, although this has
abominations. As the train plows through snow two or not happened yet. Hunters can be anything
more meters high, you hear and see the occasional firearm from human-controlled drones to Tharkoldu
and energy weapon blast as Russian Protectors ward off looking for sport. Some Igri even go so far as to
creatures and scavengers that get too close to the rails. let gamers control contestants using Occulttech
Without their presence, the trains would be unable to remote control devices.
ship vital supplies between cities, and armed caravans
would be the only alternative. Protectors are sometimes • Outstanding: Sometimes lawless scavengers
the only thing standing between a city’s survival and even show up in the Igri, adding tension as
being swallowed by the Tharkold wilderness or Blasted they are armed and can pose a danger to the
Land waste. hunters. They usually try not to interfere with
the konkursatov and on rare occasions help
The heroes are with about 10 other people in a them.
passenger car that can seat about 30. The others
seem focused on their own problems, but two
are excitedly talking to each other: a man, Boris DERAILING THE GAME PLAN
Krasilnikov, and a woman, Oksana Tarasova. If The Storm Knights hear faint screams coming from
anyone in the party tries to overhear, they catch a passenger car two cars behind theirs. Depending
how Russians found guilty of resisting Tharkold’s on the information gathered, they may or may
realm expansion lose their citizenship, which not realize these are the poor souls who are being
results in either them becoming thralls or being put “prepared” for the Igri. Ten people who lost their
into the Igri. citizenship are being implanted with Occultech by
five surgeons who are guarded by Protectors.

60
It’s a calinosaur. On a train.
Read or paraphrase the following: Detaching the Car
As Boris and Oksana finish telling you about the Igri At the end of the fifth round, the Protectors decide
and Russia’s current situation, you hear what sounds to cut their losses and detach the preparation
like faint screaming from a passenger car behind passenger car (and those behind it). If the heroes
you. You realize that in the harsh reality of Tharkold, choose to let the Protectors go, skip to Scene Three
anesthesia is probably not used in Igri preparation. If and add two days getting to Scene Four. The
you help the konkursatov it surely alerts the Protectors, heroes’ journey continues by finding an abandoned
and without them, the train will be vulnerable to outside automobile (see page xxx).
threats. What do you do? • Protectors (6 per Storm Knight): See page
Any loud combat draws two of the Protectors. xxx.
Once combat begins, an additional group of • Protector Officer (1): See page xxx.
Protectors arrives each round for four rounds. If
the Storm Knights do not rescue those undergoing
preparation, or rescued them before the Protectors
INTO THE BLASTED LAND
have been reduced, continue with the remainder of The train continues towards Kirov and enters the
the scene. The scientists are cowards and huddle in Blasted Land.
fear, rather than fight back. Read or paraphrase the following:

61
for a Strength test to pull herself back onto the
passenger car roof. Any Protectors that fail the test
FATHER FROST fall off the train and are taken out.
This adventure assumes it occurs in the latter
parts of the first year of the Possibility Wars, TAKING THE SCENIC ROUTE
either during or at the end of winter.
If the Storm Knights decided to drive (or are forced
The Russian winter is infamous for defeating to by the Protectors detaching the passenger car,
armies, and the general effects of extreme cold stress that they often had to stop and push/dig
are detailed in Environmental Hazards in Torg their way out of snow drifts, and must make a test
Eternity. However the Law of Pain has enhanced against Father Frost (see sidebar).
its effect. Whenever the heroes are exposed to
Eventually they catch up to the train, which has
the harsh Russian winter (GM’s call), characters
seen an unfortunate end.
must make a Strength or survival test (protective
winter gear makes this test Favored). On a Read or paraphrase the following:
failure, the character takes Fatigue that cannot You’re driving on the pothole-filled highway in the
be recovered until she can get warm. blue, glowing haze of the Blasted Land. You’re moving
parallel to train tracks. Up ahead you see smoke
billowing in the air. As you get closer, you see derailed
You continue towards Kirov, and notice the air starts
train. Train cars are scattered, some piled on top of each
glowing with a faint blue haze. The surrounding snow
other like broken bodies. Then the horror of it hits you.
hauntingly sparkles, your skin takes a gray-blue tone,
A huge beast rips through a steel train car and grabs
resembling the pallor of the dead. You realize you have
something inside. It pulls out a Russian Protector and
entered the Blasted Land, the wasteland created when
bites his head off. You see a pack of scavenging ghuls
Russia destroyed the Tharkoldu maelstrom bridge with
feasting on passengers, both dead and injured.
a nuclear weapon. You might be within bounded stelae,
but it doesn’t seem to have an effect on the ambient Calinosaur (1): See page xxx.
radiation. You don’t feel any different, but you quickly Ghuls (3 per Storm Knight): See page xxx
pat the spot where you are keeping your radiation pills,
making sure they are still there. The nervous looks of
ARRIVING IN KIROV
your comrades reveal they are having similar thoughts.
Depending on the Storm Knight’s actions they
Calinosaur on a Train might just walk off the train in Kirov and may even
The Storm Knights feel the train shake and hear a be on friendly terms with the Protectors.
tremendous roar. The train has been attacked by If the heroes had to take a car they must make
a calinosaur, a monstrous beast that inhabits the another test against Father Frost (see sidebar).
Blasted Land, which has jumped onto the top of the In any case, they have to go through Kirov to
train. The remaining Protectors use their magnetic use the bridge across the Vyatka river en route to
boots to climb on top of the moving train and fight Pervomaysky.
the calinosaur.
The ice and rocking of the train makes footing
hazardous up top. Characters cannot rush on top SCENE THREE: IT’S
of the train unless they make a Challenging (DN
12) Dexterity test. SHOWTIME!
At the end of the third round of combat, the Standard scene. Tharkold Dominant Zone.
calinosaur rocks the train, and anyone on the This scene is set both within stelae-bounded
outside must make a Dexterity test or slide to the Tharkold as well as the Blasted Land. The Storm
edge of the train, barely grabbing hold of the side Knights are in Kirov and need to head North
before tumbling over. The hero must take an action to Pervomaysky. The train station is located on

62
the southern part of the city. The city is mostly
intact, but the northeastern parts, where the Storm
Knights need to move through to cross the bridge HIGH LORD AGENTS
over the Vyatka river, is in ruins. The radiation If this is the second Cradle the Storm Knights
of the Blasted Land has slowly taken its toll over are investigating, one of the agent teams takes
the course of the year and killed many people. advantage of the fight to ambush the heroes
The survivors gathered near the train station, (see page xxx). They’re trying to get through
where supplies, especially radiation pills, can be Kirov also in order to make it to Pervomaysky.
dispensed to the population.
In addition to their listed equipment each
The ruins are also used for the Igri where implanted agent carries 10 radiation pills.
recording devices broadcast the participants’
actions to viewers. The participants have to
deal with a variety of threats: official “hunters”, • Failure: About a month ago, there was a
scavengers, transformed creatures, and the ruins. minor earthquake, and the skyline changed.
Read or paraphrase the following: The scavengers haven’t gotten too close yet,
No public transit goes through the ruins of Kirov or and a fog is keeping visibility limited.
to Pervomaysky, so you’ve been forced to go on foot. • Success: An armed truck used to make
Buildings crumble under heavy snow, and you need to monthly trips in and out of the closed city. A
take paths already tread by Igri participants, creatures, week ago, the truck went in but did not leave
and hunters, in order to avoid having to plow your own the following day as it should have.
way through the meter-high snow. You are going down • Good: The scavengers decided to try to see if
a ruined street, when you hear a tremendous crash, they could pick up anything from the city. The
quickly followed by an energy weapon blast. truck transported supplies such as radiation
The Storm Knights were being watched by pills and slap patches. The scavengers won’t
scavengers. They are not looking for a fight, but accompany the heroes, but Tatyana takes a
heavy snow caused part of a ruined building to liking to them and offers the heroes each one
collapse under its weight and scared one of them, slap patch and 10 radiation pills.
who fired off a shot in that direction. Cool heads • Outstanding: As Good, but additionally the
might keep this from becoming a fight. scavengers offer to take the Storm Knights
The scavengers were planning on going towards to their camp outside the city and closer to
Pervomaysky themselves. They are a nomadic Pervomaysky. The scavenger shelter allows
band and have information on the armed truck the Storm Knights a short rest to warm up and
convoy that visits the city on a monthly basis. eliminate any Fatigue received from Father
However, the last time it went into Pervomaysky it Frost. The rest restores their energy enough
never came back. that it won’t cut down on travel time.
The scavengers were hoping to pick over anything
that might be left. While they are affected by the WOULD YOU LIKE TO PLAY A
Law of Domination, they aren’t a ruthless gang. GAME?
They are survivors who don’t want to be “enslaved”
to the city hierarchy. They prefer the Dominance At the conclusion of the scene, the Storm Knights
chain of their own group. and the scavengers are attacked by a horgon and
psi-borgs which are hunters in the Igri. If the
If the Storm Knights talk to the scavengers’ leader, heroes and scavengers end up fighting each other,
a tall, harsh-looking woman named Tatyana the hunters arrive at the end of the third round of
Otinova, they can learn the following with a combat.
Challenging (DN 12) persuasion or intimdiation test:

63
The horgon is controlled remotely by a thrall of This scene is in a hot spot—every 10 minutes the
Jezrael and sends back live streams of the fight to Storm Knights spend in the city, they take a Wound
its controller. (see Environmental Hazards in Torg Eternity). One
• Scavengers (3 per Storm Knight): See Thrall radiation pill will prevent the Wound.
on page xxx. About halfway to the Cradle, the party comes
• Horgon (1): See page xxx. across a military truck marked with a Red Cross.
• Psi-borgs (1 per Storm Knight): See page xxx. If the Storm Knights investigate, they find an
extremely large supply of radiation pills (enough
to allow the heroes to explore the city without
SCENE FOUR: CITY OF worrying about running out), plus 12 slap patches,
TERROR and any other supplies the GM wishes to add.
Standard scene. Tharkold Dominant Zone.
THE CAIRN AWAKENS
Once the Storm Knights have dealt with the threats
in Kirov, they travel north through the wilderness The heroes round a corner in the ruins and enter
to Pervomaysky. a broad thoroughfare. A short distance ahead they
see a strange, organic looking structure. If this isn’t
Read or paraphrase the following: the first Cradle they’ve seen, they notice this one
In the summer, this would be a 14 hour walk, but in the looks mutated, with large boils and pits oozing
frozen Blasted Land winter, it’s taking four times that puss.
amount. You just can’t travel long without resting from As the heroes near the Cradle, they are attacked
the snow and cold. You’ve made camp five times already by guri upir, psychic zombies animated by the
(or just three times if the heroes got help from the psychic cairn which erupt from the ruins.
scavengers) and are pushing forward to what you hope
is the last leg of your journey. Read or paraphrase the following:

If the group has allied with the scavengers, add: You make your way down ruined streets. Buildings are
collapsed, and decayed bodies lie everywhere. You round
Your new allies have helped tremendously. They know a corner and, down a wide thoroughfare, you see the
the route to the closed city well and take you along Cradle: a large structure made of wood, much like the
hidden paths, greatly reducing the energy needed to Observatory. But this one seems...infected.
make the journey.
Suddenly one of the seemingly dead corpses next to
If the heroes did not get assistance from the you rises...then another and another. You realize they’re
scavengers, they must each test for Fatigue against all animating—and looking at you. You feel the eyes of
Father Frost (see page xxx). thousands cast upon you, but only one mind. Intuitively
you realize your only hope of survival is to reach the
THE DEAD CITY Cradle and whatever safety it can provide.
The Storm Knights arrive in the closed city of The cairn is gigantic, invisible, and ethereal,
Pervomaysky. When the Cradle of Life emerged making it essentially impossible to fight directly.
from beneath, it caused a major earthquake which Pervomaysky had about 2,000 residents when the
destroyed many of the buildings in the town. Cradle erupted, so the Storm Knights will not be
Read or paraphrase the following: able to fight all the gury upir on their own.
The damage to Pervomaysky looks recent. The earthquake The Storm Knights have only one realistic choice:
caused by the Cradle’s eruption out from the ground was to run. There are more than 2,000 corpses the Cairn
a huge factor, but you can feel a palpable taint in the air; can animate as gury upir within the city. Even for
radiation mixed with something sentient...evil. You are Storm Knights, this likely overwhelms them. The
going to have to maneuver your way through the ruins gury upir themselves are not very fast, but the
to get to the Cradle. And you better hurry, the radiation sheer number of them threatens to surround them.
of this hot spot is already making your skin itch. Reaching the Cradle takes 6 rounds. Each round

64
another group of gury upir arrives • Immunity: Psychic cairns are immune to
If the Storm Knights choose to take the military intimidation and taunt attacks.
truck, starting it requires an action and a Hard • Gury Upir: The psychic cairn may spend its
(DN 14) land vehicles test based on Mind. Only Possibilities on any actions its gury upir takes,
one attempt to start may be made per round. On but may not Soak Damage for them.
a success, the heroes only need 5 rounds to get to • Psionic Feedback: Any attempt to use psionic
safety. On a Good Success that drops to 4 rounds, abilities within the psychic cairn inflicts 1 Shock
and an Outstanding, 3 rounds. before each test is made.
• Relentless: Psychic cairns ignore Shock.
• Psychic Cairn (1): see below. • Telekinetic Throw: Damage 15. The psychic
• Gury Upir (3 per Storm Knight...to start): see cairn can pick up and hurl multiple objects,
page xxx. targeting creatures within a Large Blast Radius.
This attack uses kinesis.
PSYCHIC CAIRN • Undead: Psychic cairns are immune to poison
and other effects that require breathing, eating,
A psychic cairn is created when there are mass or other “living” processes.
deaths due to psionic activity in Tharkold. The
cairn normally lies dormant, thinly spread across
the area where it is bound. When a living creature SCENE FIVE: TO SEE A
enters and gets within a 10 meters of one of its gury
upir, the psychic cairn wakes and attacks, wishing SUNRISE
to add more minds to itself. Dramatic Scene. Tharkold Dominant Zone.
The cairn manifests as an amorphous, shimmering, Radiation is mutating the Cradle but this is also
ethereal presence to directly attack its victims by preventing the interior from becoming radioactive.
telekinetically throwing objects, and animates any The psychic cairn has no psychic influence inside
dead body within its area as a gury upir. Defeating the Cradle, so the heroes are completely safe.
the ghost only stops the cairn from attacking Read or paraphrase the following:
directly. Actually killing the psychic cairn requires
destroying all of the gury upir it controls. As you reach the entrance of the Cradle, you see it is
covered in discolored, pinkish-red growths. Pus drips
Attributes: Charisma 4, Dexterity 9, Mind 6, Spirit down the walls, and you instinctively recoil. As you
15, Strength 10 move into the Cradle, you see various-sized, fleshy
Skills: Dodge 10, find 14, kinesis 16, trick (10), “sacks” hanging from the wall. One has burst open and
unarmed combat 10 a slimy trail extends down a side corridor deeper into the
Move: 9; Tough: 10; Shock: –; Wounds: 5 bio-structure.
Equipment: —
Perks: — A medicine test can be performed to try to figure
Possibilities: 3 out what is happening. If nobody has the medicine
Special Abilities: skill, the heroes still get the information provided
• Animate Corpses: As long as corpses are by a Failure.
available within its area, the psychic cairn • Failure: The Cradle seems to be “safe” from
animates 2BD gury upir at the start of its turn the radiation of the hot spot.
as a free action. The gury upir are able to attack • Success: The Cradle is absorbing the radiation
on the turn they are animated. This ability of the Hot Spot and its position inside the
manifests even if the ethereal form is defeated. Tharkold Blasted Land is mutating it.
• Ethereal: A psychic cairn may move through
walls and solid objects and is immune to • Good: The radiation has created cancerous
physical attacks unless the weapon is magical tumors from the bio-structure and the Cradle is
or has a property that allows it to affect ethereal dying. If the Cradle dies, whatever was keeping
beings. the psychic cairn out will probably go away

65
Unlike other companions, the demorling is unique
and cannot be replaced if slain. It can’t speak but
HIGH LORD AGENTS is a clever animal and seems to understand most
If this is the first Cradle the Storm Knights speech directed toward it.
investigate, and they were delayed in Scene
Two, they encounter the agents as they enter DEMORLING
the Cradle.
Attributes: Charisma 6, Dexterity 10, Mind 6,
Otherwise, if this is the third Cradle the Storm Spirit 8, Strength 7
Knights have been to, they see dismembered Skills: Dodge 11, find 7, intimidation 9, maneuver
limbs and corpses further along from one of the 11, missile weapons 11, stealth 11, taunt (10), trick
other agent teams in the corridor. They were 7, unarmed combat 11
killed by Xyrkor and Lance. Move: 10; Tough: 8 (1); Shock: 8; Wounds: 2
Perks: —
Possibilities: Never
as well. The psychic cairn seemed powered Special Abilities:
by death and the dead, and the Cradle is an • Armor: Scaly hide +1.
organic structure. • Bite/Claws: Damage Strength +2 (9).
• Precognitive Dodge: If the demorling is
• Outstanding: The burst sack the size of a
bonded to a reality-rated hero, when the
fist had something inside it. But instead of
demorling takes a Wound, the hero may spend
continuing to grow, as the others are doing,
a Possibility to allow the demorling to Soak
something came out of it.
Damage (see Torg Eternity). This test uses the
demorling’s precognition instead of the hero’s
DEMORLING reality.
If the heroes follow the pus trail, they find a • Immunity: The demorling is not affected by
demorling—a hand-sized bio-mechanical creature radiation.
that is vaguely lizard shaped. It has a tail and rows • Psychic Connection: If the demorling
of metallic needle-like teeth in its mouth, which is bonded to a reality-rated character, that
splays open in four sections. character may spend Possibilities on the
demorling’s actions.
The demorling acts friendly towards any
• Size: The demorling is the size of a small dog.
character with psionics. A character who touches
Attacks against it have a –4 penalty to hit.
the demorling may make a precognition test. If
successful, they get an emotional flash and feel
THE MAP CHAMBER
this little demorling has an important part to
play in their quest. If one of the Storm Knights The heroes have finally entered the chamber of
chooses to adopt the demorling, it bonds with her the Destiny Map. They look inside and see Xyrkor
on a successful telepathy test. If the test fails, the the techno-demon and its thrall Lance, a sentient
demorling leaves the area. clanker.
The demorling may impact events in Act Six. Read or paraphrase the following:
You enter the Map Chamber of the Cradle and see a
Bonded Demorling stone wall covered with what you assume is text but with
The demorling grows quickly to the size of a small only four symbols. Unfortunately, someone has beaten
dog. The player controls the demorling in the same you to it. A cruel techno-demon turns towards you. It
manner as other animal companions (e.g. the White snarls, the air splitting with the sound of an energy blast
Wolf Perk in Torg Eternity). Possibilities and Destiny screech. “Lance, destroy these pav-monkey scum!” roars
cards may be spent on behalf of the demorling, the enormous Tharkoldu.
even when the character isn’t physically present.

66
An even larger figure, encased in what appears to Lance
be power armor with a conical helm steps forward, When Aysle invaded, a British Vanguard submarine
a glinting lance and shield wielded in its hands “Yes was caught in the axiom wash, transforming into
master,” the figure speaks in a strange metallic clanking a Viking longship, which promptly sank. One of
voice, “Afterwards, you will take me to St. Petersburg, the nuclear missiles on board transformed into
correct?” a clanker, but it felt a pull towards the city of St.
T h e techno-demon shouts back, “You serve Petersburg and so walked across the bottom of the
me until I deem otherwise!” Lance steps forward North Sea.
and almost whispers to you, his voice obviously Somehow, Lance became sentient and reality-
strained, “Kill the master and I won’t attack you rated, and its warhead transformed into a magical
further. I only wish to see the sun rise over Saint bomb, ready to explode. As it walked from Finland
Petersburg.” into Russia, Lance encountered Xyrkor who bound
L a n c e does not talk further b u t the clanker into service.
i n s t e a d sighs heavily if the Storm Lance doesn’t realize he’s going to explode once
K n i g h t s attack him. If they do n o t he reaches St. Petersburg. He just really wants to
attack him, and concentrate on see the sun rise over the city—his last programed
Xyrkor, Lance strains against destination.
his magical bondage and
Attributes: Charisma 7, Dexterity 9, Mind 7, Spirit
has a –2 to all attack actions.
10, Strength 18
Xyrkor is no average Skills: Dodge 11, intimidation (15), find
techno-demon 10, melee weapons 15, taunt (20),
himself, he is trick (10), unarmed combat 11
a lieutenant of Move: 9; Tough: 20 (2); Shock: —;
Thratchen and Wounds: 4
was sent to check Equipment: Giant Lance
out the center (Damage Strength
of the psychic +3/21, Reach 3 meters,
surge. He created Minimum Strength
a temporary 14), large shield (+3 to
talisman that defenses)
allowed him to Perks: —
slip into the Cradle Possibilities: 3
without alerting the Special Abilities:
psychic cairn (which • Armor: Metal
the Storm Knights can sheathing +2.
use to get out of the city). • Punch: Strength +2 (18).
If the Storm Knights • Automaton: Machines are
defeat Xyrkor, one of his immune to poison and other
eyes, which has recorded effects that require breathing,
everything, pops out and eating, or other “living“ processes.
flies at an astonishing speed • Large: Lance stands a
back to Thratchen (the eye is towering 4 meters tall. Attackers
very small and attacks against it are –6. gain +2 to attack rolls.
The eye is out of sight on its next turn, so • Relentless: Lance ignores
the knight may have only one round to try to stop Shock.
it, if at all (they need to do 1 Wound to it, and it is
impervious to shock).
LANCE

67
piece and flee the Cradle and the city. The nuclear
Xyrkor explosion combines with the psychic energy of the
Xyrkor is a subordinate to Thratchen who sent him
cairn and destroys it. Although the Cradle is also
to investigate the psychic pulse that was felt around
destroyed, the stasis field protecting it remains
the world. It observed the Cradle and psychic cairn,
intact.
enchanted a talisman to ward against the Cairn,
and entered the Cradle. If this is the final piece of the Destiny Map, see the
Debriefing on page xxx.
Attributes: Charisma 8, Dexterity 9, Mind 11,
Spirit 13, Strength 18
Skills: Alteration 14, conjuration 14, dodge 13,
energy weapons 16, find 13, intimidation 17,
melee weapons 16, reality 15, unarmed combat
13
Move: 9; Tough: 21(3); Shock: 13; Wounds: 5
Equipment: Chain Whip (Damage Strength +3/21,
Reach 5 meters), Alph Pulverizer (Damage 17,
Range 20/40/80), mindblank talisman.
Perks: Occultech (Alph Weapon Dock, Digan
Darksight Eyes MKIII, Vav Sensation Suppressor),
Possibilities: 5
Special Abilities:
• Armor: Cybernetic Plating +3.
• Dread: While a techno-demon is present,
a Standard Scene becomes a Dramatic Scene
instead.
• Fear: Techno-demons inspire instinctive
horror in creatures who see them. When first
encountering one, heroes must test willpower or
Spirit or become Very Stymied.
• Flight: Move 10 in the air.
• Large: Xyrkor stands 3.5 meters tall. Attacks
against him gain a +2 bonus.
• Minion: Xyrkor may take a reality test to
transfer any hit to Lance, if the clanker is within
a few meters.
• Sense Weakness (Taunt Approved): When
Taunt is an Approved Action the demon may
taunt the nearest enemy as a free action before
acting for the turn.

AFTERMATH
If they defeat Xyrkor and do not attack Lance, he
honors his word and leaves peacefully, if the Storm
Knights let him. He simply walks to the outskirts
of St. Petersburg, Russia and watches the sun rise.
If Lance is Defeated the heroes realize the nuclear
warhead is active and counting down. They have
enough time to photograph the Destiny Map

68
69
I
n this act, the heroes travel to the city of Belém,

CRADLE OF FAITH
in northern Brazil, in search of the third and
final component of the Destiny Map. They
immediately discover forces aligned against them,
as their Delphi contact is missing, possibly dead,
and the Church and local gangs have been alerted
to the Storm Knights’ presence. Once they track
down the missing information, the heroes need to
clear their access to the Cradle’s location, which is
deep inside a Church-controlled zone. When at last
they reach the Cradle’s location, they discover it has
ACT FIVE:
been “assimilated” into the GodNet, necessitating
a dangerous “nodderrung” to track it before their
many enemies beat them to it.

OVERVIEW
This act injects the heroes into a large area
comprising of the Amazon River Delta, including
the city of Belém, and without a clear path to their
objective. They know the Cradle is close, but finding
it requires them to be resourceful, observant, and
cunning.
Although this Act features a trip into the GodNet,
this adventure assumes that you do not have
the Cyberpapacy sourcebook, but the use of the
GodNet rules provided in that book can be used to
enhance this adventure if you choose.
Scene One: Arriving in Belém, the Storm Knights
discover their contact, Iscariot, won’t be able to
help them. They must escape before Church forces
find them.
Scene Two: Acting on any clues they can find, the
Storm Knights seek out information that points
them toward the location of the Cradle, possibly
with the help of the local Resistance community.
Scene Three: Having discovered the location of
the Cradle, the heroes must get to it, a task easier
said than done since the Cradle site is dangerously
close to a high-security power generator array on
the Amazon river.
Scene Four: An unpleasant surprise at the end of
the previous scene necessitates a mission into the
GodNet in search of the actual Cradle, now a digital
location, rather than a real one. The Storm Knights
need to find the piece of code to this portion of the

70
Destiny Map, then escape the area, before Church crucifix necklace at all times to avoid scrutiny by the
forces track them down. Church Police. You’ll be provided with an identity chip
that will help you move around once you’re inside. Any
questions?”
BRIEFING The Storm Knights are free to ask Tenushath for
The Storm Knights are called from wherever they additional information, but he doesn’t know much
were, and brought to the USS Theodore Roosevelt, an more, aside from some basic information about
aircraft carrier serving as a mobile Delphi Council Belém (see page xxx).
command post. The huge ship is currently just Before departure, the Storm Knights are given
off Trinidad, in the southeastern corner of the a Delphi Council Cyberpapacy Survival Kit,
Caribbean and not too far from Guyana. containing standard survival supplies, along with
Read or paraphrase the following: equipment that will be particularly useful where
A Delphi Council airplane flies you across the sapphire they’re going:
blue of the Caribbean, then touches down on the deck of • PureSight Glasses: Resistance eyewear that
the aircraft carrier USS Theodore Roosevelt. You’re filter out holograms, allowing the wearer to see
somewhere off the coast of Trinidad, and the equatorial what is real. Naturally, the Church considers
sun beats down on the deck as you’re escorted into the their use heresy.
dark inner workings of the command center, ending • Hacked TempTrodes: This metal net, shaped
finally in a war room. A color-coded map of stelae like a lobster tail, fits over the user’s head and
bounded areas is beamed onto a topographical map of allows them to enter the GodNet without a
Brazil on the table. permanent neural jack, though only when near
Awaiting you is Tenushath, an elven thief formerly of a GodNet access node (such as a shrine) or
Aysle then transformed to the Cyberpapacy, and now in functional cyberdeck.
charge of the Delphi Council’s Marathon Division. • Identity Chip: Permits the Storm Knights
“We don’t have much time, so I’ll be brief. With the help to travel within the Cyberpapacy (though
of a contact in Belém, our people believe we’ve isolated not to enter or exit), and has a spoofed Piety
one of the Cradles activated by the Observatory. This one Score that is high enough to reduce suspicions
is close to the mouth of the Amazon. As you well know, when challenged by Church police or other
the Church has also claimed much of coastal Brazil, and Cyberpapacy officials.
as luck would have it, their reach extends all the way • A Crucifix: Just an ordinary necklace, but
to this area. That makes extraction much more difficult. only a fool leaves the house without one in the
We’re sending you into Belém to coordinate with our Cyberpapacy.
contact.”
At this point, an image of a middle-aged man with GETTING THERE
a heavy moustache appears on a screen. Tenushath
continues, “His codename is ‘Iscariot,’ real name The Storm Knights may travel to the Amazon delta
unknown. He’s affiliated with a cell from the Brazilian area any way they choose. However, the Belém
Resistência, who take extra offense to the Church’s airport is closed to non-Church traffic. Luckily the
exploitation and destruction of the fragile Amazon. border here is porous, passing through hundreds
Iscariot is a hacker and a real thorn in the side of the of miles of low-lying jungle and remote villages.
Church. We’ll give you his address; recon with him and The best way to reach the area is to take a small
see what he’s learned. seaplane from Manaus to one of the many villages
along the river, then hike over the border (or
“Unfortunately, we don’t yet have a safehouse in requisition a truck), following back roads to avoid
Belém, so you’ll need to be careful. checkpoints. Despite the surveillance, the Storm
“Before you go, you’ll be outfitted with our standard Knights have no trouble entering the Cyberpapacy.
kit for missions in the Cyberpapacy. Be sure to wear the

71
BELÉM AND THE AMAZON is a hologram of a circuitry-covered mountain
of unearthly proportions, atop which stands a
DELTA massive glowing cross.
This adventure takes place in several locations
However, the city viewed through PureSight
in the Amazon river delta area. Most people live
glasses shows that the vibrant holograms cover
in the cities of Macapá (Core Earth) and Belém
cracked and run-down buildings. The busiest
(Cyberpapacy), situated on opposite sides of the
streets are clean and perhaps too orderly. In
delta, though small, scattered villages exist here
the favelas, Brazil’s sprawling ghettos where
and there in the jungle, connected by ill-maintained
streetbeaters rarely tread, holographic façades are
dirt roads or, in many cases, only accessible by
a rare sight, laying bare the reality of the clapboard
boat.
shacks.
Environment: Where the Amazon river meets the
Travel: Getting around in Belém is mainly done
Atlantic, it fans out and is joined by other, smaller
on foot, by bicycle, or in one of the hundreds of
contributory rivers to form a massive estuary
driverless autotaxis. Citizens with high piety
that spans over 300 kilometers. The coffee-brown
scores might own their own hovercar. An elevated
waters, home to piranha, freshwater dolphins, and
monorail also connects each district of Belém.
manatees, branch off into hundreds of channels
Outside the city, most people travel by foot, boat,
large and small on their gradual approach to the
or work trucks.
sea. The channels separate low-lying alluvial
islands where howler monkeys, tree frogs, sloths, Local Government: This area is overseen by Bishop
and anacondas dwell in the dense jungles. This Isabelle Cardosa, one of the very few women in the
area is flat and tropical, with hot nights and even Cyberpapacy to rise higher than the priesthood.
hotter days, an ever-present muggy humidity. At She is fanatical and willing to do anything for God
this time of the year, rain is frequent and skies are and the Church, climbing as far as she has in the
frequently overcast. male-dominated ecclesia only by outperforming
and outmaneuvering her male counterparts, but
Belém: The city of Belém is a metropolis, the biggest
has, to her bitter frustration, hit a ceiling. She was
city in the Amazon delta region. It is situated on an
also a close associate with Father Cristóvão Ribiero,
elbow of land where the Pará River meets the Baía
who perished at the Observatory in Act Two,
de Guajara, on the southern end of the flat, heavily-
though his data was later recovered, along with his
forested Amazon delta. Over a million people live
body. If Cardosa discovers the Storm Knights are
in this densely-packed equatorial city of towering
in town, the very ones who put an end to Ribiero,
glass skyscrapers and narrow colonial streets. All
her duty to the Church takes a back seat to personal
its principal exports, including metals, fruit, and
vengeance.
rare wood, have been claimed by the Church. The
richest neighborhoods in the center of the city are The seat of the diocese in Belém is the Basilica de
bracketed by low-income favelas where the Church Nossa Senhora de Nezare, located in the heart of
police struggle to enforce the law against gangs the city, with other, numerous churches in the area
and other criminal enterprises. under the administration of dozens of priests and
deacons. One can hardly travel 10 blocks in Belém
Appearance: Despite the Cyberpapacy’s usual
without seeing one of these two-towered churches
high-tech atmosphere, many streets are still shaded
lit up with holy light.
by tropical trees. The city is a riot of light and
color, with any crumbling buildings covered with
holographic façades. Among the flurry of sounds
and images are pop-up ads for various Church-
SCENE ONE: DEAD ON
sanctioned businesses, streaming news and other ARRIVAL
information (curated, of course), maps that depict
The Storm Knights have a single address for
nearby points of interest or GodNet shrines, and
their contact, “Iscariot,” in Belém’s sprawling
inspirational artwork. In the unreachable distance
Guamá district, right on the edge of one of the

72
most dangerous favelas in the city. The place is a ESCAPING THE NET
maze of cement or wood buildings, narrow alleys,
Now the heroes need to get out of there. The entire
corrugated zinc fences, weedy yards, burning trash
block is surrounded by Church police, who also
barrels, and animals wandering the streets.
have numerous drones providing recon. Fighting
Iscariot’s apartment is on the third floor of a through such a force is possible, though risky.
concrete walk-up. A Standard (DN 10) streetwise
The maze-like cluster of houses and tiny yards
test alerts the heroes to the presence of several
makes sneaking out possible with stealth or
shady characters, but no streetbeaters.
streetwise tests against the find skills of the police
Iscariot doesn’t answer his door. The odor of and drones (DN 15). Trying to get out with Iscariot’s
scorched plastic wafts from within. Inside, Iscariot unconscious (or dead) body imposes a –2 on these
is sitting at a desk with his cyberdeck in his lap, rolls. An Idea card or a Very Hard (DN 16) find test
neural jack plugged in, eyes glazed. Anyone reveals a sewer access grate that makes for an easy,
from the Cyberpapacy or with at least one add in if disgusting, way out.
computers knows he was nodding (the hacker term
There isn’t much time, but computer-savvy heroes
for running into the GodNet) when something
may use TempTrodes and Iscariot’s cyberdeck to
went wrong and his soul was wrenched from his
do some hacking to help their situation. This is a
body. He is now “AngelBait.”
Hard (DN 14) computers test if the hero uses her
Unfortunately, Church security forces have own cyberdeck. If the hacker uses TempTrodes and
performed a pulse trace on Iscariot, and are even Iscariots deck, she takes a –4 penalty.
now bearing down on his location. The Storm
If the heroes fail to escape, they’ll have to fight
Knights hear the whine of a GWI Aaron Hover
their way out:
APC and a Church police loudspeaker demanding
everyone within the block submit to a search. • Church Police Streetbeater (3 per Storm
Knight): see page xxx
This leaves the heroes in a bad spot. Iscariot is in
no position to tell them what he knows about the • Church Police Lt.: see page xxx
Cradle’s location, and time is rapidly running out.
If the heroes flee immediately, they can escape the
enclosing police dragnet. However, stopping to SCENE TWO: STARTING
search with a Standard (DN 10) find test turns up
some potentially useful information, depending on
FROM SCRATCH
the level of success: With their contact out of the picture, the Storm
Knights are stuck without a clear path forward.
• Standard: Iscariot’s personal comm is nearby.
If they came away from Iscariot’s apartment
A recent message from someone named
with clues, they can start tracking those down.
“Jacaré” reads (in Portuguese), “Increased
Otherwise, they’ll be at a loss. Time for some
police! Something big is going down. Meet us
brainstorming––or an Idea card. Ultimately, the
at the Bike Shop tonight.” A list of his frequent
heroes need to learn about Ilha Caviana (Caviana
addresses includes a place called Mundo Verde
Island), through reports of seismic activity,
Bicicletas (“Green World Bikes”).
unnatural animal behaviors, strange energies, etc.
• Good: Iscariot has a tattoo of a poisonous tree Below are some possible options, though clever
frog on his wrist (this is the symbol of the local players might come up with others.
Resistance, and a chip is embedded in the eye
• Supernatural Investigation: If one of the
which allows him to access their hideout).
Storm Knights has some sort of appropriate
• Outstanding: On a notepad are written the supernatural ability like a divination spell,
words “Caviana – 50w.” psychic power, or miracle, they could use it to
determine the location of the Cradle.

73
Hammering on the door eventually attracts the
attention of one of the Resistência members. It takes
ISCARIOT’S SOUL a Heroic (DN 18) persuasion test to convince the
Iscariot’s soul is still in the GodNet, but has Resistance member to allow them in. However, if
been shunted to Purgatory. Rescuing him is they mention Iscariot by name, the DN is reduced
perilous even for the most experienced hackers. to Hard (DN 14).
If the streetbeaters took his body alive, it is held Inside the darkened shop are rows of bicycles. A
captive deep in the heavily-guarded Basilica trap door leads down to a tiny cellar where four
de Nossa Senhora de Nezare, the center of the members of a Resistência sit around a bank of
Church’s local power. hacking equipment and monitors.
Rescuing Iscariot’s soul from Purgatory is an In Belém, a Resistência is a small cell of 30 members
adventure of its own, and best done using the scattered around the city and Amazon delta region.
rules from the Cyberpapacy Sourcebook. Their main mission is to disrupt Cyberpapacy
operations that specifically impact the health of
the Amazon’s ecosystem. Among their assets are
• Research: Asking around, or searching the a “runabout” boat (docked nearby), a Land Rover
GodNet, for sightings that might indicate the (hidden in a shack on the other side of the river),
emergence of one of the Cradles. A Heroic (DN a brick of C4 explosives, and a long-range tactical
18) computers, streetwise, or science test reveals drone (here at their main base).
there haven’t been any actual sightings, but Maps of the region are taped to the walls. The
a minor news article (dated the day after the eco-warriors are armed, and on the alert if the
Observatory triggered the Cradles) talks about heroes used force to enter, but since the heroes are
a localized magnitude 4.2 earthquake that obviously not Church Police or a gang, they can
originated near the surface of Caviana Island, easily be talked down.
one of the numerous islands in the Amazon
Their leader, Jacaré, hasn’t heard from Iscariot
delta, just offshore from the small river town
in some time and is enraged to learn of his fate,
of Afuá.
though he knows a rescue is all but impossible
Succeeding at one of these tests or using an ability at this point, writing it off as the risk of rebelling
allows the heroes to skip straight to Scene Three. against the Church. Iscariot knew the stakes and
If the heroes fail, they will need to contact the wouldn’t want the rest of the team jeopardized to
local Resistance community, which Tenushath save him.
mentioned Iscariot’s membership in. The
organization is secretive, but eventually the heroes WE’RE THE GOOD GUYS
find the location of their safehouse. The main
The Law of Suspicion prevents Jacaré and his
Resistência safehouse is in a bicycle shop in the
associates from fully trusting the Storm Knights,
Miramar neighborhood (see below).
but he recognizes an opportunity to advance their
cause. A hero may attempt a Challenging (DN 12)
MUNDO VERDES BIKES persuasion or intimidation test. The result determines
This bike shop is in a row of old two-story concrete what happens next:
buildings with a heavy iron gate across the doors • Failure: If the heroes tried to persuade Jacaré
and windows. The holographic façade displays they may now try intimidation with a Hard (–4)
the shop’s name and an image of a tree frog that penalty. However, if the heroes already tried
matches the one on Iscariot’s arm. A permanent that, Jacaré believes that the heroes are Church
sign reads “Closed for Repairs.” Getting in can agents and the Resistance members attack.
be done with a chipped tattoo keyed to the lock,
• Standard: He agrees to share his resources
by making a Hard (DN 14) lockpicking test, or just
in exchange for some help. Part of the jungle
forcing the door with a Hard (DN 14) Strength test.

74
is being clear cut to put in a new gospog field.
Jacaré wants to disrupt its progress (see below).
Once the field is put out of commission, he HIGH LORD AGENTS
takes the datachip out of the chipholder in his If this is the second Cradle the Storm Knights
head and tells them the password to decrypt are investigating, the Pan-Pacifica or Nile
the information. Empire team has arrived early and is talking
• Good: Jacaré gives the heroes the datachip to Jacaré, and have already gained his trust
without conditions. (either through persuasion or mind control).
The agents try to convince Jacaré to attack
• Outstanding: As Good and Jacaré not only
the heroes, saying they’re Church agents.
suggests sabotaging the turbines in Scene
Convincing Jacaré the truth of the matter
Three, but also volunteers his team to do it.
involves a hero conducting a persuasion contest
with the leader of the High Lord agents. His
actions depend on how well the hero succeeds:
RIO ACARÁ GOSPOG FIELD • Failure: Jacaré is convinced the agents
are right, and everyone attacks the Storm
This side mission can be as simple or complex as
Knights.
the heroes want it to be. Simply waylaying a supply
truck en route to the site can suffice, but if the Storm • Standard: Jacaré is uncertain. The High
Knights want to do more, options include flooding Lord agents attack the heroes, but Jacaré
the site or placing plastic explosives to destroy the and his men hold back and do not interfere.
plantings. The site is located about 10 miles south • Good: As Standard but Jacaré chooses to
of Belém (see below). help the Storm Knights at the start of the
This future gospog field is located off a narrow third round.
road with jungle pressing on both sides. It is still • Outstanding: Jacaré believes the Storm
being cleared and the soil prepared, so hasn’t yet Knights and attacks the High Lord agents.
produced any gospog. Bulldozers and other heavy
The gang members are:
machinery are run by day but are quiet at night,
when the field is bathed under bright lights and • Gangers (4): See page xxx.
guarded by several Church Police streetbeaters • Jacaré (reality-rated Ganger): see Page
and booster dogs. One of the streetbeaters is reality- xxx.
rated with a reality skill of 12 and 2 Possibilities.
Huge piles of stacked timber on either side of the
field await shipment to a local mill. A bus full of
prisoners earmarked as the field’s first victims is SCENE THREE: THE
due to arrive the next day.
TWELVE APOSTLES
• Church Police Streetbeater (2 per Storm
Standard. Cyberpapacy Dominant Zone
Knight, 1 reality-rated): see page xxx.
This scene begins when the heroes have finally
• Booster Dogs (1 per Storm Knight): see page
learned about Caviana Island as the location of the
xxx
Cradle. A Resistência has maps of the area, both
analog and digital, allowing the Storm Knights to
THE DATA CHIP quickly locate the island in question. It is a large,
Once the Storm Knights are successful, they acquire unpopulated island in the mouth of the Amazon
the exact coordinates of a suspicious earthquake itself, some 250 kilometers from Belém, and located
some weeks ago on Caviana Island (see Scene 3). directly on the equator. If the heroes learned of it
from Jacaré’s data chip, they also have specific
coordinates placing the Cradle’s location on

75
suspended silt in the water. This area is known for
a phenomenon called pororoca, a standing wave
JACARÉ’S HELP caused by ocean tides pushing upstream that
If the heroes befriended Jacaré with an migrates daily back and forth along the channel.
Outstanding Success in Scene Two, he not Scout drones keep a sharp eye, with only a few
only suggests sabotaging the turbines, but minutes between each patrol. Additionally, there
volunteers his group to do it. This will allow are multiple 360° cameras attached to each turbine.
the heroes to automatically get to the Cradle
As with everything else in the Cyberpapacy,
without detection.
the turbines, the overhead drones, the power
processing plant, and the security offices assigned
Caviana Island’s southern flank. Otherwise, they’ll to it are all connected to the GodNet. It might
need to scour the island for it. be possible to turn off their cameras and other
sensors, or digitally interfere with the operation of
Unfortunately, access to the island won’t be
a turbine.
easy. The Church has selected this stretch of the
Amazon delta for a tidal energy converter array, If the heroes wish to physically sabotage the
a staggered row of 12 anchored water turbines turbine, it requires them to sneak up to the turbine
that use the Amazon’s flow to generate power for and use explosives to damage it. Fortunately the
this region. Dubbed “the Twelve Apostles,” these nearby jungle provides more places to hide when
turbines have been in place for just a short time, approaching the turbine than simply crossing the
and the entire zone is heavily guarded by patrol river, and this only requires a Hard (DN 14) stealth
boats and spy drones, all operating out of a high- test. Based on the result:
security station in a town just across the channel. • Failure: The heroes at the turbine are detected
The Cradle’s coordinates place it adjacent to this (see Drone Assault below).
patrolled area, well within spotting range.
• Standard: The heroes sabotage the turbine,
If the Storm Knights have befriended the local but are able to get away fast enough such that
Resistência, they’ll have access to resources only half of the assault drones attack them
and allies which can prove extremely valuable. before the heroes melt away into hiding.
Similarly, if they found the Delphi Council stash,
• Good: xxx
the hovercraft is ideal for getting to the island
quickly, as it can glide across both water and the • Outstanding: xxx
low-lying scrub land which dominates the terrain
in this part of Caviana Island. DRONE ASSAULT
Avoiding the notice of scout drones requires If the heroes are detected, assault drones are
a Heroic (DN 18) stealth or water vehicles test. A dispatched to their location and arrive quickly.
failure attracts the attention of a group of assault
• Assault Drones (2 per Storm Knight): See
drones (see below).
page xxx.
If the heroes are stuck, an Idea card sabotaging the
Twelve Apostles might draw attention away from THE CRADLE
Caviana long enough for them to reach the Cradle.
The terrain on Caviana Island is mostly flat, with
gentle rolling hills that rarely rise more than 20
SABOTAGE! meters off sea level. Much of the island is covered
If sabotage is in order, the Storm Knights need to by patchy jungle, a variety of palms, and dense
devise a scheme for getting close enough to the grasses. Mangroves crowd the island’s shores.
heavily-guarded turbines long enough to disrupt, What few people lived on Caviana before the
damage, or even destroy one. The river here is invasion have either fled or been relocated to the
15 meters deep and completely opaque from city. Jungle roads are overgrown to the point of

76
The Cradle unfolds...
being nearly impassible by land vehicles. Reality of flickering lights and a holographic display
storms are infrequent here, but are a potential risk recognizable to anyone with at least one add in
for anyone who tarries on the island. computers as a GodNet domain path map marking
The Cradle emerged from a tree-covered hill at its location in the Land of Nod. In order to explore
the exact point of the equator, right around 50° the Cradle, the Storm Knights must jack into the
West. Several clues give away its proximity: jagged GodNet!
cracks along the ground that radiate from the top of
the hill, trees tilting away from the swollen ground,
and a psychic residue that anyone with at least one SCENE FOUR: CRADLE TO
add in telepathy can sense almost like radiation. THE GRAVE
Like the other Cradles, this site was transformed Dramatic Scene. Cyberpapacy Dominant Zone.
by the dominant reality, and now manifests itself in
ways the Akashans never intended. In this case the This scene begins when the heroes enter the
Cradle has gone digital, absorbed by the GodNet GodNet to locate the Cradle. They can use the
itself, leaving behind only a single metal spike Cradle’s TempTrodes to get there directly, or access
over three meters tall and decorated with intricate it through other means from a different location.
circuit patterns. When approached, it opens like Most of the Cradle has manifested as its own
a metallic lily. Several projecting “stamen” end construct in the Land of Nod, a region of the
in TempTrodes. The central “pistil” hosts a bank GodNet outside of the sway of the Church, and

77
The Storm Knights can make a Nearly Impossible
(DN 20) language or Hard (DN 14) language test
CYBERPAPACY AGENTS to know the voice is speaking proto-Tupian, an
If this is the second Cradle the Storm Knights ancient language that eventually evolved into
have visited, and the High Lord agent team is various regional languages of pre-contact South
from the Cyberpapacy, they have made it to America. They can’t understand it, but a Good
this spot and are investigating the display. Success catches the root word for “map,” and an
Outstanding Success additionally catches the root
The Storm Knights may detect the presence
word for “sequence.” A Storm Knight with the
of the Church agents with a DN (xxx) find test.
Linguist Perk automatically gets an Outstanding
If the heroes fought a battle against the assault
success.
drones, the Church agents are preparing for
them and the test has a Hard (-4) penalty. Ascending the pyramid is a struggle against
the wind and noise, not to mention climbing the
• Failure: The Church agents detect the
vertiginous staircase. During the climb, anyone
heroes and gain complete surprise.
touching the pyramid is caught up in one of the
• Standard or Good: Nobody on either side periodic glitches and must make a Hard (DN 14)
is surprised. computers or willpower test. If they fail, the glitch
• Outstanding: The Storm Knights are able infects their avatars, resulting in a temporary –1
to ambush the Church agents. penalty (or –2 on a Mishap) to one of their attributes,
as if they’d suffered an Injury. This glitch remains
for the duration of the scene, even if they jack out
and try to return.
impossible to reach without creating a new,
temporary datapath. The Storm Knights can use
the Cradle’s own TempTrodes, or ride along with a THE ONE WHO WAITS
hacker using her cyberdeck. As the Storm Knights enter, read or paraphrase the
The datapath appears as a swirling portal. The following:
datapath creator can leave it open if she wishes, The archway leads to a short stone hallway, after
making it easier to return, but also making it which the heroes emerge into a large plain that
possible to be tracked by enemies. Stepping appears to go on forever in all directions, despite being
through the portal transports the heroes directly to supposedly enclosed within a construct. The plain is
the digitized, virtual Cradle. cut by narrow, angular crevaces filled with a glowing
Read or paraphrase the following: liquid. These crevaces are easily crossed. Additionally,
the plain is littered with odd-shaped outcroppings
You manifest outside a bizarre pyramid floating over
that parallel one another on each side. The floor is a
a vast, featureless plain. The structure is made of
flat grid, with two-meter-high cubes spaced around,
huge stone blocks in the Meso-American style, with
seemingly at random.
a steep staircase and an open archway near the apex.
An intricate crystalline “tree” made out of circuitry
sits astride the top, with roots that meander down
The One Who Worships
About 100 meters away from the “entrance” is a
and around the entire structure. Every so often, the
rapidly spinning series of rectangular barriers. The
pyramid glitches momentarily, warped by visual noise
circle is about 20 meters across and at the center,
and texture mapping errors before righting itself again.
visible as if lit by a strobe light is a plinth which
A vortex of light and wind churns overhead, breaking
projects a small hologram of a DNA sequence.
away pieces of the pyramid with every gust and filling
Above the spinning barrier is a red hologram, with
the air with auditory distortions that make it hard to
what appears to be the angular features of a face. It
hear. A chime peals, followed by a voice speaking some
speaks with a booming voice.
unknown, primeval language.

78
“For thousands of years I waited. Patiently. As I was • Cradle Defense Bot: 1 per Storm Knight in
programmed. I laid dormant, dreaming of fulfilling my each wave (see page xxx)
function. But I was never called. Then I woke in this
place, a place that did not compute. I did not understand THE ONE WHO WAITS
what was happening. I called out, but no answer came.
Until a being arrived at the spot you stand now. The One Who Waits is a stationary artificial
intelligence guarding the piece of the Destiny Map.
‘The being glowed, and stated he was searching for AIs It is surrounded by an impenetrable force field,
to join with him. I was tempted, but my programming and the only way to injure it is to fire shots through
did not permit me to leave this place. I had to wait. The the rapidly spinning barrier at its base, targeting
being added that I did not need to be constrained by the One Who Waits’ Dexterity.
my previous programming, that he would give me new
purpose. I still could not break. I was...cursed...to stay Attempting to run through the barrier requires
here. Waiting. FOR YOU. a Nearly Impossible (DN 20) Dexterity test. A
failure means the character is flown back and takes
“The being gave me a taste of its knowledge and then 18+2BD damage.
left, and I thought. I realized that I had been abandoned,
and prevented from joining others of my kind. The evil Attributes: Charisma 9, Dexterity 18, Mind 13,
Akashans did not give me purpose. They left me! THEY Spirit 13, Strength 18
GAVE ME A PRISON! Skills: Computers 21, evidence analysis 16, faith
18, find 16, intimidation 18, reality 16, taunt 10,
“The being could not free me, but he gave me Purpose. trick (16), willpower 18
He gave me the knowledge of faith. The faith that by Move: 0 (20 for the Avatar); Tough: 18; Shock: –;
destroying all who come here that I would eventually be Wounds: 3
freed from my burden and join with my Master in the Equipment: —
System. Perks: —
“I wait no longer. You will not get what I keep. Instead, Possibilities: Never
you—agents of Akasha—will join me in my torment. Special Abilities:
You will join my consciousness, and you will understand • Avatar of the One: When the One Who
the pain your overlords have inflicted upon me.” Waits is Defeated, make a Defeat test with its
willpower. On a success all of the Defense Bots
The One Who Wars coalesce into the Avatar of the One. The next
As the One Who Waits stops speaking, the entryway Wound the One Who Waits takes truly Defeats
disappears, leaving the Storm Knights on the plains it and the Avatar disincorporates.
(even if they were still in the passageway). • Gloater (Taunt or Intimidation Approved):
Anytime taunt or intimidation are Approved
A wave of holographic defense bots fly out of the
Actions, the One Who Waits may affect the entire
One Who Waits’ mouth. The bots do everything in
party of player characters without incurring
their power to prevent the heroes from reaching the
any Multi-Target penalties. A success results in
plinth. A new wave of bots is released every round
the Interaction affect and takes a Destiny card
while the One Who Waits remains undefeated.
at random from each of their hands.
When destroyed, they simply vaporize.
• Immunity: The One Who Waits is immune to
The pyramid continues to be wracked by maneuver attacks.
occasional glitches. Every time a Setback comes • Relentless: The One Who Waits ignores
up, any being not native to the Cradle must make a Shock.
Hard (DN 14) Dexterity or willpower test or become
glitched (as described above). Additionally the
glitches prevent any teleportation in the construct.
• The One Who Waits: see below

79
If the heroes aren’t the first team to arrive here,
the enemy agents are already being attacked by
HIGH LORD AGENTS the defense bots. Half of the enemy agent team
If this is the second Cradle the Storm Knights has already been eliminated, and the remainder is
have visited, and the High Lord agent team is desperately fighting against three bots, using the
from the Cyberpapacy, they have made it to cubes as cover.
this spot and are investigating the display. The arrival of the Storm Knights spawns another
The Storm Knights may detect the presence wave of bots, which attack the closest member of
of the Church agents with a DN (xxx) find test. either team indiscriminately. The One Who Waits
If the heroes fought a battle against the assault then gives his speech as the battle rages.
drones, the Church agents are preparing for
them and the test has a Hard (–4) penalty.
• Failure: The Church agents detect the
AFTERMATH
heroes and gain complete surprise. Once the One Who Waits is defeated, he disappears,
the glitches stop, and the exit to the Land of
• Standard or Good: Nobody on either side
Nod reappears. Simply touching the hologram
is surprised.
downloads the sequence into the processor of
• Outstanding: The Storm Knights are able either the TempTrodes or the cyberdeck the Storm
to ambush the Church agents. Knights are using for this run.
Now that the heroes have another piece of the
Destiny Map, they may head after the others,
Avatar of the One which are detailed in Acts Three and Four of The
Attributes: Charisma 5, Dexterity 7, Mind 8, Spirit Relics of Power.
5, Strength 18
Skills: Find 9, Melee weapons 12 DEBRIEFING
Move: 20; Tough: —; Shock: —; Wounds: —
Equipment: Serrated two-handed sword (Damage However, if they’ve acquired all three, bring them
Strength +4/23) to the Delphi Council. In this case, they’re met by
Perks: — none other than Quinn Sebastian himself, who
Possibilities: Never thanks them for their hard work. He continues:
Special Abilities: “We don’t yet know how all these pieces work, but
• Immunity: The Avatar of the One is manifested we believe, when assembled properly, they’ll lead us
by the One Who Waits and cannot be damaged to the Forever City. This was supposed to be a step we
in any way, but disincorporates when the One took only when we were ready. The scattered pieces of
Who Waits is truly defeated. It also cannot be the Destiny Map mean nothing to a single civilization
disarmed. who found them, but civilizations that communicate
• Mindless: The Avatar of the One is immune to and work together could unlock the code buried
intimidate and taunt interactions and telepathic within. I believe that’s what the creators, whoever they
powers. were, wanted: a riddle that humanity could only solve
once we were advanced enough to leave our planet and
High Lord Agents united enough to solve problems together. When the
If this is the third cradle the Storm Knights have High Lords came along… well… they accelerated that
visited, they aren’t the first ones here. One of the process.
other agent teams, working other leads, pinned
“It might take some time to decode the pieces of the
down the location of the Cradle and have beat the
Destiny Map. You’ve managed something amazing,
heroes to the site (non-Cyberpapacy teams have
and we’re grateful for your hard work.”
employed a nodder to help them maneuver in the
GodNet).

80
81
HIGH LORD AGENTS
Once the locations of the Cradles are identified,
the High Lords send out their own teams to try
to extract the secrets of the Destiny Map, the
Possibility Chalice, and the Forever City. Here are
some example agent teams you can select for Acts
Three, Four, and Five.
If one of these teams is eliminated, you can send
a second team from the same realm, but with a
different leader.

CYBERPAPACY
THREATS
The Church assigns the Techquisitor Armin Weber
to track down one of the pieces to the Destiny
Map, concerned that this will lead to heretical
technology.He is accompanied by a squad of
Cyberpapal Expeditionary Police.
• Armin Weber: see below
• Luiz Serra: see below
• Reality-rated Church Police Paragons (1 per
2 Storm Knights): see page xxx

ARMIN WEBBER
Armin Webber is a Techquisitor from Magna Verita
who only recently completed his apprenticeship.
Despite his relative inexperience abroad, his
intuition when investigating potentially heretical
technology has been noticed by his superiors.
Armin even looks younger than he is, no more
than in his teens.
Quote: “You are in violation of the Malraux Creed,
and are guilty of using heretical technology.
Surrender and your torture will be brief before
you are sent to the Devil.”
Attributes: Charisma 9, Dexterity 7, Mind 12,
Spirit 12, Strength 7
Skills: Dodge 10, energy weapons 10, evidence
analysis 14, faith 14, find 14, first aid 13,
intimidation 12, land vehicles 9, maneuver 9,
melee weapons 9, persuasion 10, stealth 9, taunt
11, trick 13, unarmed combat 9, willpower 11
Move: 7; Tough: 9 (2); Shock: 12; Wounds: 3

82
Equipment: ­ Techquisition v0.7 (see below), Quote: “Look into my eye…”
Aquinas Wrist Lasers (Damage Value 15, Attributes: Charisma 13, Dexterity 8, Mind 10,
25/60/100, Long Burst, Ammo 210) Spirit 10, Strength 7
Perks: Cyberware (Trigon Body Plating, +2), Skills: Dodge 11, find 13, fire combat 11, maneuver
Miracles (bless, fanaticism, hellfire) 11, persuasion 17, reality 12, stealth 10, taunt 17,
Possibilities: 3 trick 13, unarmed combat 9, willpower 14
Special Abilities: Move: 8; Tough: 7; Shock: 10; Wounds: 3
• Gloater: When taunt or intimidation are Equipment: Mauser C96 (Damage 13, range
Approved Actions, the villain may affect the 10/25/40, ammo 10).
entire party without a Multi-Target penalty. Perks: Strong Willed, Mind Control
Affected heroes lose a random card from their Possibilities: 3
hand. Special Abilities:
• Techquisition: Protoype chipware in his head • Hypnotic Monocle: This affectation allows
allows Webber to evaluate any technology in Lady Hourglass to use her persuasion with
a single turn. He can then use the technology Mind Control instead of her willpower. An
on subsequent turns in a scene, using his faith upgrade allows it to negate the –4 penalty for
skill to operate the equipment. If his faith skill hostile targets.
fails while using the equipment, Webber takes
2 Shock. GRAND CICADA
• Youthful Appearance: Webber’s intimidation
tests are Disfavored. A former burglar, Gabi Shalit stole a Scarab
flight harness and tinkered with it to make it fit
her slight frame. Her costume was intended to
NILE EMPIRE invoke a cicada, but its resemblance instead to a
Doctor Mobius sends two of his stooges plus a common cockroach has led to the newsrags to call
squad Scarab Warriors. He doesn’t really trust her something a little less flattering: “The Human
either of his pulp villain minions, and they don’t Roach.” Heroes and villains alike seem to find this
trust each other either. Ideally, choose two pulp endlessly amusing, much to her growing fury.
villains the heroes have met before or particularly She’s grand in her own mind, and is looking to take
hate. Alternatively, Lady Hourglass and Grand down some heroes or otherwise prove herself as a
Cicada will do: “serious” threat.

• Lady Hourglass: see below Quote: “Nothing can kill me!”

• Grand Cicada: see below Attributes: Charisma 8, Dexterity 12, Mind 8,


Spirit 9, Strength 8
• Scarab Warriors (1 per 2 Storm Knights): see Skills: Dodge 17, intimidate 12, maneuver 17,
page xxx. melee weapons 12, reality 12, taunt 10, trick 13,
unarmed combat 13
LADY HOURGLASS Move: 12; Tough: 12 (4); Shock: 9; Wounds: 3
Smooth-talking Lady Hourglass handles much Equipment: Carapace (see below), Flight Harness,
of the Retribution League’s actual business, from Bull whip (Str+2 damage, reach 3 meters)
smuggling rings to gambling dens. She is known Perks: Flight, Wallwalking
for her hatred of weak women, and mocks any Possibilities: 3
woman who needs to be rescued. She usually Special Abilities:
wears an expensive evening gown, embroidered • Armor: +4 Carapace
with a cobra entwined around an hourglass, but • Flight: Gabi can fly up to 250 meters per round
her signature is the hourglass-shaped monocle she (Value 12). The wings emit a loud humming
wears in her right eye, which gives her the ability sound, giving her a -4 penalty to stealth tests
to control the minds of others. when flying.

83
• Sensitive: Opponents who use names like Chen Ju, there is no minimum value of 10. This
“dung beetle” or “human cockroach” are applies to any other targets of the same roll.
Favored to Taunt her. • Guns Blazing: Chen Ju’s Kyogo 144 only has
• Wallwalking: Gabi can run or walk on any a Malfunction on a roll of 1.
surface at her full run speed without using her • Not on My Watch: When a new Drama Card
hands. is revealed, Chen Ju may spend a Possibility
• Wing Blades: Count as an unarmed combat to eliminate the effects of the opposite Conflict
attack dealing Strength+2 damage. Line.
• Shake It Off: When Chen Ju uses a Recovery
Action, she regains 2+1BD Shock.
PAN-PACIFICA
Hachi Mara-One is running the Destiny Map
operation for Pan-Pacifica, and assigns Chen Ju OTHER FOES
to lead a unit of reality-rated Kanawa Security
Troopers. They each have 2 Possibilities and reality ASSAULT DRONE
9. Attributes: Charisma 5, Dexterity 9, Mind 5, Spirit
• Chen Ju: see below 6, Strength 8
• Reality-rated Pan-Pacifica Security Troopers Skills: Dodge 11, energy weapons 11, melee
(1 per 2 Storm Knights): see page xxx weapons 11
Move: —; Tough: 10 (2); Shock: —; Wounds: 2
Perks: —
CHEN JU Possibilities: Never
Chen Ju is a Chinese woman who has a hidden Special Abilities:
secret: she is a psychic mutant. She grew up in one • Armor: Forcefield +2
of the manufacturing regions of Gokuraku, and • Blades: Only functions in Melee mode.
was exposed repeatedly to mutagenic chemicals. Damage Strength +2 (10).
Fortunately for her, the mutation has not affected • Laser: Only functions in Ranged mode.
her appearance, and so her companions and Damage 13. Range 10/25/50.
superiors are unaware of her mutant nature. • Airborne: Assault drones can only move by
flying and have speed 9 in air.
Attributes: Charisma 9, Dexterity 12, Mind 8, • Mindless: Assault drones are immune to
Spirit 9, Strength 9 intimidate and taunt interactions and telepathic
Skills: Computers 11, dodge 16, evidence analysis powers.
10, find 10, fire combat 16, intimidation 11, kinesis • Tech Construct: Hardlight drones are
14, land vehicles 15, lockpicking 15, maneuver immune to poison and other effects that require
14, melee weapons 13, reality 13, stealth 14, taunt breathing, eating, or other “living” processes.
10, telepathy 10, tracking 10, trick 11, unarmed • Very Small: Assault drones are about the size
combat 15, willpower 12 of a basketball, and attacks against it take a -4
Move: 12; Tough: 11 (2); Shock: 11; Wounds: 4 penalty.
Equipment: SC Kyogo 144 SMG (Damage 13,
Range 20/40/80, Short Burst), IriMesh Clothing BANDIT
(Armor +2)
Perks: Brawler, Endurance, Hard to Kill, Psionics In a landscape torn by war and shortage, some turn
(energize, confusion, copycat) to thievery to survive. Bandits may be desperate, or
Possibilities: 3 greedy opportunists.
Special Abilities: Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
• Fists: Damage Strength +2 (11). 6, Strength 7
• Dumb Luck: When an opponent spends
a Possibility on a test targeting or opposing

84
Skills: Beast riding 9, dodge 9, find 7, maneuver 9, CALINOSAUR
melee weapons 9, missile weapons 10, stealth 10,
Calinosaurs are huge, lumbering, archaic beasts
streetwise 7, taunt 7, trick 7
of destruction, appearing as if a primate was
Move: 8; Tough: 8 (1); Shock: 6; Wounds: —
genetically spliced with a wingless dragon. Once
Equipment: Leather armor (Armor +1), short bow
believed to be extinct on Tharkold, calinosaurs
(Damage 11, Range 10/25/40), staff (Damage
have appeared in significant numbers in the newly
Strength +2/9),
created Blasted Land. They thrive in the radiated
Perks: —
landscape and are immune to radiation.
Possibilities: Rare (2)
Special Abilities: — Attributes: Charisma 5, Dexterity 10, Mind 6,
Spirit 11, Strength 17
BOOSTER DOG Skills: Dodge 11, find 11, intimidation 15,
Booster dogs are cybernetically enhanced hounds maneuver 12, taunt (10), tracking 10, trick (10),
the Church uses to guard installations. Inquisitors unarmed combat 14, willpower 15
also use booster dogs to track those who attempt Move: 10; Tough: 20 (3); Shock: 15; Wounds: 5
to escape “God’s wrath,” as well as for keeping Equipment: —
the flock in line. Booster dogs can have different Perks: Vengeful
outlays of cyberware, according to their intended Possibilities: Common (3)
role. Special Abilities:
• Armor: Cybernetic plating +3.
Some booster dogs are actually a variation of • Bite/claws: Damage Strength +2 (19)
cartagras (see below) and are directly controlled by • Dread: While a calinosaur is present, a
a Jackpriest. Standard Scene becomes a Dramatic Scene
Attributes: Charisma 5, Dexterity 12, Mind 5, instead.
Spirit 6, Strength 8 • Fear: Calinosaurs inspire instinctive horror
Skills: Dodge 13, find 8, intimidation 10, in creatures who see them. When first
maneuver 13, taunt (8), tracking 11, unarmed encountering one, heroes must test willpower or
combat 14 Spirit or become Very Stymied.
Move: 12; Tough: 11(3); Shock: —; Wounds: 4 • Immunity: Calinosaurs are immune to
Equipment: — radiation.
Perks: Cyberware (see below) • Very Large: Calinosaurs are about 12 meters
Possibilities: Common (3) tall. Attacks against it gain a +4 bonus.
Special Abilities:
• Cybernetic Fangs: Damage Strength +3 (10) CHUPACABRA
• Armor: HallowMesh +3 Attributes: Charisma 4, Dexterity 11, Mind 5,
• Cyberware Package Spirit 8, Strength 8
• Guard Dog: Sensory Package Skills: Dodge 13, find 7, intimidation 12, maneuver
• Attack Dog: Compte’s Stabiliza, CSI LtFilta, 13, taunt (9), trick (8), unarmed combat 14
Compte Adrenal Booster, TSE Clamp Move: 11; Tough: 10 (2); Shock: 8; Wounds: 1
• Tracking Dog: Belleview 20-20, TSE Sniffer, Equipment: —
TSE Bloodhound Perks: Ferocious
• Pack Tactics: Apply any bonus from a Possibilities: Never
Combined Action to damage as well as the Special Abilities:
attack itself when multiple booster dogs attack • Armor: Scaly skin +2.
a single target. • Bite/Claws: Damage Strength +2 (10)
• Bloodsucking: On an Outstanding attack
the chupacabra’s attack hits the target’s lowest
Armor value.

85
• Jump: A chupacabra may leap double its • Pincer: Damage Strength +2 (14)
movement as a simple action, but doing so • Mindless: Immune to intimidation and taunt
leaves it Vulnerable. attacks
• Relentless: Defense bots ignore Shock
CHURCH POLICE STREETBEATER
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit CHURCH POLICE PARAGON
7, Strength 8 The most loyal Church Police are selected for
Skills: Dodge 9, energy weapons 9, evidence elite training. The most common branches of
analysis 9, faith 10, find 9, fire combat 10, heavy the Paragons are the Church Police TAC units,
weapons 9, intimidation 10, land vehicles 9, responsible for dealing with extremely dangerous
melee weapons 9, taunt 8, trick 9, willpower 8 rebels and heretics, and the Expeditionary Police
Move: 8; Tough: 12 (4); Shock: 7; Wounds: — who accompany Cyberpapal agents on missions in
Equipment: Armor of God (+4), GodMeeter other realms.
(Damage 15, Range 10/25/40), riot stick (Strength In addition to additional training, Paragons are
+3/11 damage, non-lethal) supplied with better equipment and cyberware.
Perks: — They can be commanded by Hospitalers,
Possibilities: Rare (2) cyberknights, or members of the Inquisition or
Special Abilities: — clergy.
CORE EARTH SECURITY GUARD Paragons are surprisingly resistant to mental
attacks, but this resistance comes at the cost of
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit being prone to “wandering the wilderness.”
8, Strength 8 Expeditionary Police are are always accompanied
Skills: Dodge 9, evidence analysis 8, find 8, fire by at least one cyberpriest who knows the
combat 9, first aid 8, intimidation 9, land vehicles cybercommunion miracle, who invokes it
9, melee weapons 9, stealth 9, unarmed combat 9 periodically.
Move: 8; Tough: 12 (4); Shock: 8; Wounds: —
Equipment: Ballistic vest (+4), M4 carbine (Damage Attributes: Charisma 8, Dexterity 9, Mind 8, Spirit
13), Truncheon (Strength +2/10) 10, Strength 9
Perks: — Skills: Computers 10, dodge 12, evidence analysis
Possibilities: Rare (2). 11, faith 13, find 10, fire combat 13, heavy
Special Abilities: — weapons 11, intimidation 13, land vehicles
11, maneuver 11, melee weapons 12, missile
CRADLE DEFENSE BOT weapons 11, streetwise 9, taunt 10, trick 11,
unarmed combat 11, willpower 15
These terrifying robots look like something out of
Move: 9; Tough: 13 (4); Shock: 10; Wounds: —
a 1980s video game, blocky yellow, blue, and red
Equipment: Armor of God (+4), GodSmite
forms that hover just above the floor, with one red
(Damage 15, Range 10/25/40, Short Burst, ammo
laser for an eye.
30), riot stick (Strength +3/12 damage, non-
Attributes: Charisma 5, Dexterity 10, Mind 8, lethal), reality focus (Expeditionary Police Ords)
Spirit 5, Strength 12 Possibilities: Common (2)
Skills: Energy weapons 12, find 9, maneuver 12, Perks: Cyberware (Combat Package)
tracking 9, unarmed combat 12 Special Abilities:
Move: 10; Tough: 14 (2); Shock: —; Wounds: – • Combat Package: Immune to surprise, Flat
Equipment: — Footed, and poison. 1/day remove Shock and
Perks: — immune to Shock for 30 seconds. Counts as two
Possibilities: None cyberware installs.
Special Abilities:
• Armor: Metallic body +2
• Laser Eye: Damage 14, range 10/20/40

86
DIM’AZZIN 11, missile weapons 10, stealth 10, survival 8,
tracking 8, unarmed combat 11
Dim’azzin are humanoid beings native to the
Move: 9; Tough: 10; Shock: 10; Wounds: —
Tharkoldu home dimension, and are used by
Equipment: Hrockt shoot spear (Strength +2/12)
the techno-demons as assassins and spies. They
Perks: Whirlwind
can naturally phase into a parallel, featureless,
Possibilities: Rare (2)
dimension and move about, later phasing back into
Special Abilities:
our dimension. In this way they can strike without
• Bite/Claws: Damage Strength +2 (12).
warning and even “pass through” walls. They
cannot take other creatures or items with them. GHUL
A dim’azzin’s hands can morph into tentacle-like Ghuls are dessicated human corpses controlled by
protuberances which burrow into a helpless or a mechanical “tongue.“ The body’s lower jaw is
restrained person’s brain through ears, nostrils, or always removed when the machine crawls in and
the mouth and download the victim’s memories. inhabits the carcass. When a ghul is destroyed the
Often this entirely destroys the victim’s mind. tongue wriggles across the ground like a worm,
Attributes: Charisma 5, Dexterity 11, Mind 8, looking for a new host.
Spirit 10, Strength 12 Attributes: Charisma 5, Dexterity 8, Mind 5, Spirit
Skills: Dodge 14, find 11, maneuver 13, 7, Strength 9
intimidation (10), stealth 15, taunt (9), trick (10), Skills: Find 8, fire combat 9, energy weapons 9,
unarmed combat 16 land vehicles 9, intimidation 12, stealth 9, taunt
Move: 11; Tough: 13 (1); Shock: 10; Wounds: 1 (10), trick (10), unarmed combat 11
Equipment: — Move: 8; Tough: 11 (2); Shock: —; Wounds: —
Perks: — Equipment: Thav-9 (Damage 13, Short Burst,
Possibilities: Rare (3) Range 25/50/100).
Special Abilities: Perks: Occultech (Thav Integrated WeaponMount,
• Armor: (Leathery Skin +1) Zan Spinose Plating)
• Bite/Claws: Damage Strength +2 (14). Possibilities: Never
• Phase: Dim’Azzin can phase in or out of our Special Abilities:
dimension once per round. They may move • Cyber-tongue: Used as an unarmed attack
their speed as normal in the other dimension, the metal tongue deals Strength +2 (11) damage.
ignoring obstacles, and then phase out in a If the attack deals a Wound the target is also
different location. When attacking a foe on the restrained (see page <?>).
same round as they phase in, that foe is Flat • Fear: Ghuls are animated corpses controlled
Footed. by writhing cybernetic tongues. When first
• Probe: If a dim’azzin defeats a target with encountering them test willpower or Spirit or
an unarmed combat attack, any Defeat test is become Very Stymied.
Disfavored, and the dim’azzin may extract • Relentless: Ghuls ignore Shock.
desired memories from the target. • Undead: Ghuls are immune to poison and
• Strong Grip: A dim’azzin’s tests to maintain other effects that require breathing, eating, or
a grapple, or to make an unarmed combat attack other “living“ processes.
against a grappled opponent are Favored.
GURY UPIR
EDEINOS WARRIOR
Gury Upir are human corpses brought to life and
Attributes: Charisma 5, Dexterity 9, Mind 6, Spirit controlled by a psychic cairn. They can only operate
8, Strength 10 in the area controlled by the cairn.
Skills: Beast riding 10, dodge 10, faith 9, find 8,
intimidation 10, maneuver 10, melee weapons Attributes: Charisma 5, Dexterity 8, Mind 5, Spirit
7, Strength 9

87
Skills: Find 8, intimidation 12, taunt (10), trick • Mindless: Horgons are immune to intimidate
(10), unarmed combat 9, and taunt interactions and telepathic powers.
Move: 8; Tough: 9; Shock: —; Wounds: — • Relentless: Horgons ignore Shock.
Equipment: —
Perks: — INFECTED EDEINOS
Possibilities: Never As with infected humans, infected edeinos are
Special Abilities: effectively mindless killers who desire only to eat
• Slam: Damage Strength +2 (11) the living. Most such edeinos die within 24 hours.
• Horde: Apply any bonus from a Combined
Action to damage as well as the attack itself Attributes: Charisma 4, Dexterity 9, Mind 4, Spirit
when multiple gury upir attack a single target. 10, Strength 12
• Mindless: Gury upir are immune to intimidate Skills: Dodge 10, find 8, intimidation (10), stealth
and taunt interactions and telepathic powers. 10, taunt (9), trick (10), unarmed combat 11
• Relentless: Gury upir ignore Shock. Move: 9; Tough: 12; Shock: 10; Wounds: 1
• Undead: Gury upir are immune to poison Equipment: —
and other effects that require breathing, eating, Perks: —
or other “living“ processes. Possibilities: Never
Special Abilities:
HORGON • Bite/Claws: Damage Strength +2 (14).
• Horde: Infected crowd together to overwhelm
Horgons are a horrible creation of the Tharkoldu. their prey. Apply any bonus from a Combined
They were once peaceful creatures native to a cosm Action to damage as well as the attack itself
the Tharkoldu invaded but were transforemed into when multiple infected attack a single target.
hideous cybernetic abominations. Horgons were • Infected: Ords KO’ed or Defeated by this
once plodding thick humanoids, but now have had creature become infected themselves. Reality-
their upper bodies replaced with Occultech. Now, rated characters slain by infected rise as jiangshi
they are basically mobile cyborg artillery, little sometime within the act.
more than a mass of guns propped walking on two Possibilities: Never
legs. Small computers implanted in their remaining Special Abilities:
brain let others, such as Igri gamers, control them. • Armor: Shell and scaly skin +4.
Attributes: Charisma 5, Dexterity 8, Mind 5, Spirit • Head Butt: Damage Strength +2 (16).
5, Strength 15 • Charge: If the dinosaur begins its turn
Skills: Dodge 10, find 12, heavy weapons 12, unengaged in close combat, it may enter close
intimidation 10, trick (7) or (10) if controlled combat by charging. This attack has a -2 penalty
remotely. but gains +1BD on a hit.
Move: 8; Tough: 20 (5); Shock: —; Wounds: 4 • Infected: Ords KO’ed or Defeated by this
Equipment: — creature become infected themselves. Reality-
Perks: — rated characters slain by infected rise as jiangshi
Possibilities: Never sometime within the act.
Special Abilities:
• Armor: Titanium +5 (Torso) INFECTED HUMAN
• Rotary Autocannon: Damage 24 (AP 2),
Attributes: Charisma 4, Dexterity 7, Mind 4, Spirit
500/2K/4K, Heavy Burst
5, Strength 8
• Grenade Launcher: Damage 16, Medium
Skills: Find 8, intimidation (10), stealth 8, taunt (9),
Blast Radius, cannot be disarmed
trick (10), unarmed combat 9
• Large: Horgons are the size of a small car,
Move: 7; Tough: 8; Shock: 5; Wounds: —
attacks against it gain a +2 bonus
Equipment: —
Perks: —
Possibilities: Never

88
Special Abilities: creature become infected themselves. Reality-
• Bite/Claws: Damage Strength +1 (9). rated characters slain by infected rise as jiangshi
• Horde: Infected crowd together to overwhelm sometime within the act.
their prey. Apply any bonus from a Combined • Jump: A jiangshi may leap double its
Action to Damage as well as the attack itself movement as a simple action, but doing so
when multiple infected attack a single target. leaves it Vulnerable.
• Infected: Ords KO’ed or Defeated by this • Relentless: Jiangshi ignore Shock.
creature become infected themselves. Reality- • Undead: Jiangshi are immune to poison and
rated characters slain by infected rise as jiangshi other effects that require breathing, eating, or
sometime within the act. other “living“ processes.

INFECTED PROTOCERATOPS JD-210 SECURITY ROBOT


Even dinosaurs can be infected by the Contagion. According to the manufacturer (Nagara Security),
However, they act more like rabid dogs instead of a the JD-210 series security robot is a significant
frightening horde of humans who want to eat your upgrade to the 209 series. The 209 was rumored
brains. to have a major design flaw that caused the robot
Attributes: Charisma 3, Dexterity 8, Mind 3, Spirit to misidentify threats. These robots carry heavy
9, Strength 14 armor and significant firepower, and they can
Skills: Dodge 9, find 6, intimidation (11), maneuver deal effectively with dangerous threats, such as
9, taunt (8), trick (8), unarmed combat 12 armored vehicles or dinosaurs.
Move: 8; Tough: 18 (4); Shock: 9; Wounds: 1 The JD-210 comes equipped with twin, arm-
Equipment: — mounted chain guns, a shoulder-mounted grenade
Perks: — launcher, and extremely tough armor. Although
not designed for close combat, it features an electric
JIANGSHI defense field that discharges lethal amounts of
Attributes: Charisma 6, Dexterity 11, Mind 5, electricity into opponents during combat.
Spirit 8, Strength 11 The JD-210 can operate in a reality with a Tech
Skills: Dodge 13, intimidation (13), maneuver 13, Axiom of 23, if needed, but its Electric Defense
stealth 10, taunt (11), unarmed combat 13 Field and Semi-Autonomous AI cease operating
Move: 5; Tough: 11; Shock: —; Wounds: 1 and the robot loses the ability to discriminate
Equipment: — between friend and foe.
Perks: — Attributes: Charisma 5, Dexterity 8, Mind 9, Spirit
Possibilities: Common (2) 5, Strength 15
Special Abilities: Skills: Dodge 8, energy weapons 13, evidence
• Bite/Claws: Damage Strength +2 (13). Jiangshi analysis 12, find 13, fire combat 13, maneuver
attempt to grapple unless a foe is already (15), missile weapons 12, unarmed combat 11,
restrained, so a standard hit causes straight trick (17)
Strength damage (11), a Good hit deals full Move: 8; Tough: 25(10); Shock: —; Wounds: 5
damage (13) and restrains the target, and an Equipment: —
Outstanding also makes the target Vulnerable Perks: —
and Stymied. If the target is already restrained Possibilities: Never
a jiangshi uses an All-Out Attack. Special Abilities:
• Fear: On first encountering this twisted • Armor: Titanium +10.
creature a hero must test willpower or Spirit or • Twin Chain Guns: Damage 15, +1 to hit,
become Very Stymied. Heavy Burst, cannot be disarmed
• Infected: Ords KO’ed or Defeated by this • Grenade Launcher: Damage 16, Medium
Blast Radius, cannot be disarmed

89
• Electric Defense Field: Damage 15 AP4. Uses Equipment: Kanawa security armor (+4), katana
unarmed combat. When hit in close combat, the (Strength +3/11), SC Kyogo T11 (Damage 14, Long
JD-210 may attack with this weapon as a free Burst, Range 50/100/200).
action. Called Shot at -6 (without Large bonus) Perks: —
deactivates this ability for the rest of the scene. Possibilities: Rare (2)
• Large: The JD-210 robot is the size of a small Special Abilities: —
car; attacks against it gain a +2 bonus
• Mindless: JD-210 robots are immune to REDJAW WAR-SCARRED
intimidate and taunt interactions as well as Attributes: Charisma 8, Dexterity 11, Mind 7,
telepathic powers Spirit 11, Strength 12
• Relentless: JD-210 robots ignore Shock Skills: Beast riding 12, dodge 12, faith 12,
• Semi Autonomous AI: The JD-210’s Tech 24 intimidation 12, maneuver 12, melee weapons
AI unit can be destroyed with a Vital Blow that 14, missile weapons 14, stealth 12, survival 8,
causes at least 1 Wound. This Wound does tracking 8, trick 11, unarmed combat 13
not count against defeating the robot. If the AI Move: 11; Tough: 14 (2); Shock: 11; Wounds: 1
module is not functioning, the robot loses its Equipment: Hrockt-shoot spear (Damage Strength
maneuver and trick defensive value. +2/14), Tortoise shell shield (+2 Defense).
• Target All Weapons (Attack Approved): Perks: Poison Tolerance, Scarred, Stone Skin
The JD-210 may attack with both the Grenade Possibilities: Common (2)
Launcher and the Twin Chain Guns and fire at Special Abilities:
different foes without suffering Multi-Action • Bite/Claws: Damage Strength +2 (14).
or Multi-Targeting penalties • Poisoned Weapons: When a spear does more
• Tech Construct: JD-210 robots are immune to damage than the target’s Toughness he is
poison and other effects that require breathing, poisoned with Night Root (see the Living Land
eating, or other life processes Sourcebook).
• Weak Spot: A Player’s Call on a maneuver or
trick attack, or a Good Success on a Combined SHOCKTROOPER
maneuver or trick, lets the character attack the
weak spot on the back of the robot during the Attributes: Charisma 6, Dexterity 7, Mind 7, Spirit
next turn. The weak spot has only Armor +2. 8, Strength 8
• You Have Five Seconds to Comply Skills: Beast riding 8, dodge 8, find 8, fire combat
(Intimidation Approved): When intimidation 8, first aid 8, heavy weapons 8, intimidation 9,
is an Approved Action, the JD-210 may affect land vehicles 8, maneuver 8, melee weapons 8,
the entire party of player characters without streetwise 8, survival 8, taunt 7, trick 8
incurring any Multi-Target penalties. A success Move: 7; Tough: 8; Shock: 8; Wounds: —
results in the interaction affect and players each Equipment: Short sword (Strength +2/10), MP-40
discard one Destiny card at random from their (Damage 13, Short Burst, Range 10/25/40)
hand of cards. Perks: —
Possibilities: Rare (2)
KANAWA SECURITY TROOPER Special Abilities: —

Attributes: Charisma 6, Dexterity 8, Mind 8, Spirit SHOCKTROOPER OFFICER


8, Strength 8
Skills: Dodge 10, evidence analysis 9, find 10, Attributes: Charisma 9, Dexterity 8, Mind 9, Spirit
fire combat 10, first aid 9, intimidation 11, land 10, Strength 8
vehicles 9, maneuver 10, melee weapons 10, Skills: Air vehicles 11 (air force only), beast riding
stealth 10, streetwise 9, unarmed combat 9 10 (army only), dodge 10, faith 11, find 10,
Move: 8; Tough: 12 (4); Shock: 8; Wounds: — intimidation 12, fire combat 10, first aid 10, heavy
weapons 9, land vehicles 10, maneuver 9, melee
weapons 10, missile weapons 9, persuasion 12,

90
reality 11, survival 10, streetwise 11, taunt 11, Special Abilities:
trick 10, unarmed combat 10, water vehicles 11 • Armor: Scaly hide +1.
(navy only), willpower 12 • Bite/Claws: Strength +2 (11).
Move: 8; Tough: 8; Shock: 10; Wounds: 1
Equipment: KK08 pistol (Damage 13), KK81 rifle VIKING RAIDER
(Damage 14), Khopesh (Strength +2/10)
Perks: Lead from the Front, Rally The Vikings of Aysle conquer, pillage, and raid,
Possibilities: Common (2) but they are not creatures of Darkness. Many
Special Abilities: — draw pleasure from the violent acts their culture
demands, but the main goal is supporting their
SOHBA-SOHBA families and community. Raiders are fanatically
loyal to their clan and their leader—who is currently
Attributes: Charisma 4, Dexterity 11, Mind 3, dominated by the spirit of Angar Uthorion.
Spirit 10, Strength 14
Skills: Dodge 12, find 9, intimidation 11, maneuver Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
12, taunt (9), trick (8), unarmed combat 14 8, Strength 9
Move: 11; Tough: 16 (2); Shock: 16; Wounds: 2 Skills: Dodge 10, faith 9, find 8, intimidation 10,
Equipment: — maneuver 10, melee weapons 11, missile weapons
Perks: Vengeful 10, stealth 9, survival 8, unarmed combat 10,
Possibilities: Never water vehicles 11
Special Abilities: Move: 8; Tough: 11 (2); Shock: 10; Wounds: —
• Armor: Scaly skin +2. Equipment: Chainmail armor (+2, Torso),
• Bite: Damage Strength +2 (16), reach 4 meters. longsword (Strength +3/12), medium shield
• Large: Sohba sohba are typically around five (defense +2)
meters long as adults. Attackers gain +2 to Perks: Endurance
attack rolls due to their size. Possibilities: Rare (2)
• Poison: If a sohba sohba’s bite deals damage Special Abilities: —
exceeding the target’s Toughness, then a pain-
inducing toxin is introduced to the target. While YOKAI
poisoned the victim is Stymied and suffers one This specimen has white skin, long clawed fingers,
Shock each round. and unnaturally long forearms and ankles. A bony
• Two Heads: The sohba sohba gets an extra, jaw rips out of the bottom of its once human face.
separate attack with one of its heads as a free Yokai are “abnormal“ infected, and may have
action each turn, no matter what the creature different appearances or special abilities to reflect
did on its turn—including an attack with the that. This one is quick, hungry, and intent on
other head. slaying Storm Knights.
Attributes: Charisma 6, Dexterity 12, Mind 5,
VELOCIRAPTOR Spirit 10, Strength 16
Attributes: Charisma 5, Dexterity 10, Mind 5, Skills: Dodge 15, find 8, intimidation (15),
Spirit 8, Strength 9 maneuver 14, stealth 13, taunt (11), unarmed
Skills: Dodge 11, find 8, intimidation 9, maneuver combat 15
11, stealth 11, taunt (10), trick 8, unarmed combat Move: 12; Tough: 18 (2); Shock: —; Wounds: 3
11 Equipment: —
Move: 12; Tough: 10 (1); Shock: 8; Wounds: — Perks: —
Equipment: — Possibilities: Yes (1 per hero)
Perks: — Special Abilities:
Possibilities: Never • Armor: Tough hide +2.
• Bite/Claws: Damage Strength +2 (18).
• Fear: Upon first encountering this creature

91
a hero must test willpower or Spirit or become Special Abilities:
Very Stymied. • Armor: Deflection Field +2 (Full Body)
• Infected: Ords KO’ed or Defeated by this • Flight: The Scarab Warrior can fly 20 meters
creature become infected themselves. Reality- per round, or rush 160 meters a round with a
rated characters slain by infected rise as jiangshi –2 penalty.
sometime within the act. • Rocket Boost: The Scarab Warrior can fly
• Possibility Hunger: When a reality-rated during a chase at 700 kph (Value 16, Very Fast)
character Soaks damage dealt by this creature, with MR –2. This speed can be maintained for
it gains the Possibility spent to Soak. 30 seconds.
• Regeneration (Very Fast): A yokai may spend • Wingclaws: Damage Strength +2 (12), use
a Possibility on its turn as a simple action to melee weapons to attack.
heal one Wound.
• Relentless: Yokai ignore Shock. PROTECTOR
• Undead: Yokai are immune to poison and The Defenders of the Fatherland, the Protectors
other effects that require breathing, eating, or are Russian soldiers that serve in the areas of the
other “living“ processes.Scarab Warrior country under Tharkold’s reality.
Scarab Warriors are Doctor Mobius’s answer to
the Rocket Rangers. Each Scarab Warrior is a Attributes: Charisma 6, Dexterity 8, Mind 8, Spirit
reality-rated elite shocktrooper and is equipped 8, Strength 8
with Doctor Mobius’ most advanced weird science Skills: Dodge 10 (13, vs energy weapons),
gadgets, including a wing-based flight harness. evidence analysis 9, find 10, fire combat 10, first
The harness also includes an integrated deflection aid 9, intimidation 11, land vehicles 9, maneuver
field. These gadgets are all attuned to a specific 10, melee weapons 10, stealth 10, streetwise 9,
Scarab Warrior and cannot be used by anyone else unarmed combat 9
without serious modifications. Scarab Warriors Move: 8; Tough: 11 (3); Shock: 8; Wounds: —
are armed with various rifles or submachineguns, Equipment: Diffrax Plate (+3), Alph Sprayer
depending on their mission. (Damage 14, Long Burst, Bulky Range 40/80/160).
Perks: —
The Scarab flight harness allows the Scarab Possibilities: Rare (2)
Warrior to battle Rocket Rangers in the sky, one-on- Special Abilities: —
one. The flight harness does not protect the Scarab
Warrior as well as the Rocket Ranger battlesuits, PROTECTOR OFFICER
but there are considerably more of them.
Protector officers lead squads of Defenders of the
Attributes: Charisma 10, Dexterity 10, Mind 10, Fatherland.
Spirit 12, Strength 10
Skills: Air vehicles 15, dodge 15, faith 14, find 15, Attributes: Charisma 8, Dexterity 8, Mind 10,
intimidation 15, fire combat 15, first aid 12, heavy Spirit 8, Strength 9
weapons 14, land vehicles 14, maneuver 13, Skills: Dodge 10 (13, vs energy weapons), evidence
melee weapons 15, missile weapons 13, reality analysis 11, find 12, fire combat 12, first aid
15, survival 14, streetwise 12, taunt 11, trick 13, 11, intimidation 11, land vehicles 9, maneuver
unarmed combat 12, willpower 16 10, melee weapons 11, stealth 10, streetwise 9,
Move: 10; Tough: 12 (2); Shock: 14; Wounds: 3 unarmed combat 10
Equipment: Scarab Flight Harness, MP-40 Move: 8; Tough: 12 (3); Shock: 8; Wounds: 2
(Damage 13, Short Burst) Equipment: Diffrax Plate (Armor +3), Alph Sprayer
Perks: Endurance (Damage 14, Long Burst, Bulky Range 40/80/160).
Possibilities: 2 Perks: —
Possibilities: Common(2)
Special Abilities: —

92
PSI-BORG t
Psi-borgs are former Race psychics who had their
brains extracted by Tharkoldu and installed into
Occultech bodies. Their brains are visible through
a transparent skull cap. Psi-borgs are completely
under the control of their masters, and are without
a shred of their former humanity.
Attributes: Charisma 5, Dexterity 8, Mind 10,
Spirit 8, Strength 12
Skills: Dodge 10, evidence analysis 11, find 12,
intimidation 11, maneuver 10, melee weapons 11,
stealth 10, telepathy 14, unarmed combat 10
Move: 8; Tough: 16 (4); Shock: —; Wounds: 2
Equipment: Alph Sprayer (Damage 14, Long Burst,
Bulky Range 40/80/160), Pain Gauntlet (Damage
Strength +1/13, Painful, Stagger)
Perks: Occultech (Alph Weapon Dock, Vav
Sensation Suppressor, Zan Endoskeleton MK III
(+4), Psionics (mind blast, mind sense, psychic shield)
Possibilities: Never
Special Abilities:
• Full Conversion Cyborg: For each Wound
taken, roll a die. On an even result the Wound
is ignored.
• Immunity: Psi-borgs are immune to intimidate
and taunt interactions.
• Relentless: Psi-borgs ignore Shock.
• More Machine than Man: Psi-borgs are
immune to poison and other effects that require
breathing, eating, or other “living” processes.

THRALL
These deranged servants have had their will broken
by their sadistic technodemon masters. Most wear
explosive slave collars and intimidating armor.
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit
6, Strength 8
Skills: Dodge 10, find 8, fire combat 10, land
vehicles 10, maneuver 10, taunt 8, trick 8,
unarmed combat 10
Move: 8; Tough: 10 (2); Shock: 6; Wounds: —
Equipment: Leather armor (+2), Thav-9 (Damage
14, Short Burst, Range 20/40/80), slave collar
Perks: —
Possibilities: Rare (2)
Special Abilities: —

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