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INFINIVERSE ™

VOLUME 1 C A M P A I G N G A M E NUMBER 11

™ Remember those blank cards in the bomb at the last second, or to resist the
boxed set? Here is the first card face. effects of decompression of a space
Photocopy and add this to the deck if you suit. The card may not be used to
wish. While meant for the Living Land, it attack another character. A friendly
can be used in the other realms as well. gamemaster may choose to let the card
CONTENTS Survival
be played to aid a desperate interac-
tion, but he is under no compulsion to
In the Living Land this card counts do so.
as a +3 bonus modifier and a second A Life Rage that appears on the con-
Rumors and News ....... 2 chance card simultaneously; the char- flict line counts as an up for any char-
acter gets the bonus, and if she fails, acter whose reality is the Living Land.
Monster of the Dark .... 3 may immediately re-attempt the ac- Characters from, or transformed to,
tion, again with the bonus. In other the Living Land are filled with rage
Dispatches ..................... 7 realms, the card is only the +3 bonus inspired by Lanala. The rage is di-
modifier. rected against those who use dead
Your Letters ................. 11 Survival may be played whenever tools. This righteous rage gives the
the character performs an action to characters an up for the duration of
the scene, or until all characters (of
Herald Messages ........ 12 avoid imminent danger, or to over-
which the Lanala worshipper is aware)
come a threat posed by the environ-
ment. A character who had been poi- stop using dead things as tools, pref-
soned may use the card to help over- erably dropping or otherwise break-
come the effects of poison. A charac- ing contact with the tool. If the tool
ter leaping across a ravine may play operates automatically without char-
the card to make it to the other side. acter action, life rage often results in
The card may be used to defuse a the character attempting to destroy
the tool until it stops operating.

Contributors This Issue:


Greg Farshtey, Greg Gorden, Bill 157
Smith, Ed Stark; three in a row!
The will of Lanala!
S: V — H Life Rage
D: H — V Life Rage
Act: ATTACK/ MANEUVER
®
20811
Publisher: Skill A B D
Daniel Scott Palter
Associate Publisher: in Living Land.
Steven Palter
Creative Staff: plus second chance if played
Fred Jandt, Nikola Vrtis overcomes environment;
Sales Director: which avoids danger or
Sue Hartung
Treasurer: +3 bonus to any action
Karen Bayly Survival
Accountants:
Mary Galant, Wendy Lord 157
Secretarial Assistant:
Paula Lasko
®, TM & © 1998 West End Games.
All Rights Reserved.

1
Rumors and News
irst Indication reports on while Spartans “relocate” resistance directed at Data Cathedral in Troyes.

F the newest batch of ru-


mors to which you have
responded. Continuing
Report updates the rumors as more
communities. True (11).
3. A possible threat to Malraux’s
rule emerging among the Cardinals of
Magna Verita. Papal Legate Cardinal-
Slight drop to True (19).
5. NRRA (Non-Realm Resident
Aliens) populations on the rise in Aus-
tralia, South America, elsewhere. Refu-
Bishop Gerrard Pierre may have dis- gees encountering prejudice in many
responses come in. The Wrap Up gives
covered the “bugging” of his cyber- places. Holds at True (15).
you the tally after the rumor has rever- netic eyes. True (15). 6. Kanawa Co. has stepped up its
berated throughout the Infiniverse for 4. Hawaii, largely untouched by war with Hantu Ltd. Hantu consider-
about three months. The wrap up will the Possibility Wars, has become a ing plan to expose “Ryuchi Kanawa”
be the last report for that rumor in modern-day Casablanca. Hawaii may as High Lord. Increases to True (35).
Infiniverse. have declared independence. Delphi The Wrap Up: Issue #7
Council refuses to comment. False (15). 1. Plans underway to assassinate
Rumor Report Continuing Report: Issue #8 Viking chieftain Thorfinn Bjanni,
The results are given a true or false, 1. House Liandar accused, perhaps whose body is possessed by Dark High
followed by a parenthetical number. falsely, of the massacre of a tribe of Ice Lord Uthorion. Finishes at True (24).
That number represents the strength Nomads. Incident causing schism be- 2. Soviets scientists report increas-
of the truth or falsehood throughout tween Nomads and Liandars. Climbs ing radiation levels at site of Tunguska
the Infiniverse. For example a state- to False (15). explosion. Nippon, Cyberpapacy in-
ment which is false (15) is false unless 2. Nippon agrees to help Core Earth vestigating. Ends at True (25).
the gamemaster decides to test the United States against Baruk Kaah, in 3. US entertainment industry react-
statement; on a roll of 15 or better, the exchange for intelligence information. ing to edeinos invasion with war films,
statement is actually true. Roll again Remains very True (35). Spartan dolls, and Five Realms
on 10 and 20 when testing the truth or 3. Nile troops have conquered Libya roleplaying game. Senator Ty Gardner
falsity of a reported rumor. and made inroads into Tunisia in ma- contemplating run for president. Up
First Indication: Issue #9 jor land grab. Qaddafi receives asy- slightly to finish at True (17).
1. Cyberpapacy ships dropping lum in Algeria. Mobius signs non-ag- 4. Kanawa subsidiary slipping pro-
mysterious crates into the Mediterra- gression pact with South Africa. Drops Nippon, anti-Living Land subliminals
nean, only miles from the shores of to True (17). into American films. A slight jump to
Africa. True (17). 4. Provins a center of resistance to finish at True (17).
2. Nippon agents eliminating Malraux’s regime. Inquisition investi-
edeinos from California mixed zones gating, and expecting a massive blow

2
Monster of the Dark
onster of the Dark is an ad- The Darkness Devices identified a Large creatures never before en-

M venture set in the myste-


rious Land Below. This
strange place has been a
subject of speculation and wild ru-
pocket realm on the fringes of Earth’s
reality, similar to the aborigine Dream
Time. For their own evil reasons, they
have attached their dimthreads to the
countered during the Possibility Wars
reside in these caverns. Some seem to
have evolved specifically for cavern
living, while others appear hopelessly
realm. The dimthreads make use of out of place, although they still repre-
mors among Storm Knights, but little
Earth’s cave network, which has been sent a threat to most travelers.
hard information has come to light. greatly extended since the invasion, as Several small tribes of heretofore
Until now. well as the cave network of Merretika. unknown humanoid races have
To the unsophisticated adventurer, the settled in the Land Below, their origin
Going Below realm appears to be deep inside the remaining a mystery. In general, they
The Land Below is an incredibly Earth. are shorter than the human norm and
complex network of caves and tunnels seem well adapted to the dark. Infor-
honeycombing throughout the planet. Land Below Adventures mation on them remains sketchy, but
But it is also far, far more. The Land Below is especially dan- it is obvious that they have an excel-
Gaining access to the Land Below gerous for unwary Storm Knights. lent supply of food and have found a
is not easy. Entrances exist in all of the These dangers are too numerous and means to protect themselves from the
various realms, but they are well hid- too lethal for anyone, no matter how fearsome creatures.
den. The Nile Empire’s Land of the powerful, to wander the caverns with-
Dead and a massive chasm in the Liv- The Caverns
out adequate preparation. Aside from
ing Land are known entrances, but the creatures who make the caves their The passages running through the
both are largely inaccessible. The same home, there is also the danger of be- planet boast a tremendous diversity in
is true for the hundreds of surface coming hopelessly lost. terms of size and local conditions.
caves which lead to the Land Below. New dimthreads are continually Many caves are only a couple of meters
The dangers below the surface of the being sent down to replace older across, with ceilings only two or three
planet have prevented any visitors dimthreads that have exceeded their meters high. Other passages, however,
from returning to the surface to docu- duration. The constant flux of the are much smaller, requiring travellers
ment their findings and end the specu- dimthreads creates new caverns, while to pass through the area by crawling,
lation. the expiration of the older ones de- while some caverns have ceilings
All of the following information is stroys some passages. This makes scores of meters high.
provided to give the gamemaster an mapping of the land almost impos- Most of the passages are structur-
idea of the kinds of challenges and sible for travelers. ally sound, but a few have been known
dangers in the Land Below. More com- Distances between places on the to collapse, opening the way to other
plete information on the caverns, as surface of the Earth seem much shorter caverns or sending explorers plum-
well as a detailed look at the pocket when traveling in the Land Below. It is meting into bottomless pits.
realm of Merretika will be published possible that Storm Knights could be- Many forms of plant life have
in the Land Below Sourcebook. come lost and travel the caverns for adapted to the caverns, so nourish-
months, but there is a greater prob- ment is available to Storm Knights.
The Land’s Origin ability that they will emerge at a point Underground streams, rivers and
The Land Below is actually a mis- quite a ways distant from where they pools are also quite common. As men-
nomer for both the subterranean net- entered. tioned above, animal life is abundant.
work of caves and a pocket realm Precious metals and gems are also com-
which appears to be hidden deep Inhabitants mon, which acts as a lure to many
within the Earth’s core. However, the The inhabitants of the Land Below greedy individuals.
realm’s connection to the Earth is only are creatures both familiar and strange. Prior to the invasion, the deepest
through the dimthreads created by Creatures from all of the invading known caves were gold mines in South
Rec Pakken and the Kefertiri idol. Their realms will be encountered below, with Africa, well over three kilometers deep.
interest in the realm represents a grave creatures from the Living Land and Even at that depth, temperatures are
threat to Earth. the Nile Empire the most common. hot enough to burn away a person’s

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skin on contact. These caverns are ing creatures capable of using power- encounter a giant desert beetle, asp or
much cooler, with temperatures rarely ful sorcery or advanced technology tarantula (see the Nile Empire Source-
warm enough to cause discomfort. will alert the characters to the fact that book). The Storm Knights will also have
The gamemaster must pay atten- they have entered an unusual region. to somehow keep track of their posi-
tion to the depth of the caverns. At 150 tion or they could easily become lost.
meters, the reality of the caves switches Upon arriving at the oasis, the
from whatever realm the adventure The Adventure Knights will see a gruesome sight: the
started in to that of Core Earth. At a corpses of nearly a dozen desert no-
Player Information: The strain of
depth of anywhere from 200 meters the flight had been too much on the mads, rotted from days in the sun. The
down to three kilometers, reality will cause of death appears to have been an
Fokker-Ramses. As the plane plum-
change to that of the pocket realm animal attack, as each body has been
meted toward the Sahara, you braced
(Magic 12, Social 7, Spirit 17, Tech 10). If for impact. slashed by jagged claws. Any tracks in
the Storm Knights are not traveling the area have been erased by one of the
Seconds later, you emerged from
by way of dimthreads, they will en- numerous sand storms.
the flaming wreck, battered but not
counter reality storms at each of these too seriously injured. However, the Allow the Storm Knights time to
borders. rest and gather water. Any character
matter of survival was still in ques-
If they are within a dimthread pas- making a Perception total of 12 or higher
tion. Where were you? Where was the
sage when crossing the border, they nearest oasis or village? Where could will see what looks like a wide, round
will not have to deal with a storm. Of hole in the ground. Investigation will
you find shelter?
course, the dimthread is attuned to its reveal that it is a cave mouth (in the
Beneath the scorching sun, there
natural reality (at this point, only the were no ready answers. As the wind desert?!).
Nile Empire and the Living Land are If the Storm Knights do not imme-
kicked sand into your face and the
using dimthreads). The Storm Knights diately enter the cave, a brutal sand
twisted wreckage continued to burn,
will probably not know whether they you knew that this might be your final storm will roll in from the north within
are in a dimthread passage, as they an hour of their arrival. Considering
adventure.
wind unpredictably amongst the other their isolation from the outside world,
tunnels in the cave network. Gamemaster Information: This their options are limited. The storm
can last only a few minutes, or much
Relics of the Past adventure is designed to introduce
longer if the gamemaster desires. The
characters to the Land Below. The en-
In the course of their adventures in trance they will be using is deep in the storm reduces Perception and all re-
the Land Below, the Storm Knights lated skills by -3, while the storm in-
Sahara Desert of the Nile Empire, al-
may come across ancient cities from flicts a damage value of 10 for each
though entrances to the caverns could
cultures long past, including the be anywhere on Earth. If necessary, round the Knights are exposed. Just
Greeks, Romans and Mayans. While dropping to the ground will give them
the oasis setting can be altered, using
the Land Below has not been con- a +2 to effective armor against the
an abandoned subway tunnel, moun-
nected to Earth in modern times, these tain cave or other alternative entrance abrasive effects of the sand, but there
ruins are obvious indicators that it is the chance that a character will be
to the caverns.
was at one time. buried. The cave provides complete
This adventure is especially enter-
taining if another outside element of protection from the storm, although
Reality Warps danger is added, such as pursuing
sand will be blown into the cave, ulti-
mately blocking the passage back to
Reality warps are transitory areas Nile shocktroopers. This can be cus-
tomized to the needs of your indi- the surface.
with their own axioms and world laws. After a few minutes inside the tun-
Most of the warp areas are small (less vidual campaign.
nel, the spirits of the dead nomads
than a kilometer across) and their ef- The adventure begins deep in the
Sahara, at about three o’clock in the appear. If the Knights generate a lan-
fects seldom last for more than three guage total of 11 (6, if one of the Knights
to four days. They occur infrequently, afternoon local time. The first part of
speaks Arabic), they will understand
but when they do, the results can be the adventure is trying to survive in
the desert (survival total of 15) — a that the spirits are speaking of a huge
spectacular, as any inhabitants can be creature which emerged from the
transformed into appropriate repre- successful check will reveal that an
sands. They are trying to warn the
sentatives of the newly created real- oasis is 25 miles to the southwest.
As the day turns to night, the Storm Storm Knights of the evil inside this
ity. These warps are similar in func- tunnel, but also ask that the monster
tion to reality storms, as Core Earth Knights should notice that the desert
be killed to release their spirits. Then it
attempts to fight back against the High is beginning to come to life. If they
waste time and don’t reach the oasis seems as if they are reliving the mo-
Lords’ realms. ment of their deaths, as one by one the
Many of the warp areas are bor- by nightfall, they could face several
nomads scream in terror, fall to the
dered by what appear to be miniature animal attacks before being able to
find shelter. ground and disappear. If the Storm
reality storms, although sometimes Knights attack or take any hostile ac-
there is no physical indication that the During the course of the journey to
tion, the spirits will slowly fade from
area is unusual. However, encounter- the oasis, the Storm Knights might
sight, proclaiming numerous curses

4
upon their souls (if this happens, feel size — some are several meters wide, eerie, blue glow, but no heat. There are
free to make the adventure much more while others are so cramped that the no clues concerning its origin, but a
difficult; the Storm Knights should be characters will have to crawl through detect magic rite will reveal strong traces
given hints that the only way life will on their hands and knees. of the principle light, indicating a sor-
get easier is if they somehow help the The deeper the Storm Knights ven- cerous origin.
spirits move on to the afterlife). ture into the caves, the more unusual The cavern floor is a reddish brown,
The tunnel is dark and cool. There the creatures will be. with streaks of blue and orange form-
is the constant sound of trickling wa- Chaggua ing a series of overlapping rings. There
ter, and portions of the cave wall are DEXTERITY 6 are also several illustrations of several
damp. The air has an unpleasant, stale Acrobatics 7, dodge 8, long jump- monstrous creatures that the Storm
odor. The mouth of the tunnel is only ing 7, maneuver 8, stealth 8, un- Knights have not yet encountered.
about one meter across, but within a armed combat 7 There are six entrances leading to
few dozen meters it widens to four STRENGTH 4 other caves in the walls, all equidis-
meters across, with a roof about three TOUGHNESS 3 tant from each other. Three of the open-
meters high. The tunnel seems to gen- PERCEPTION 9 ings are only about two meters high
tly slope downward. Find 12, first aid 10, trick 11 and wide, but the others are a full four
Any Storm Knights generating a MIND 4 meters high and five meters wide. A
Perception or find total of 10 will notice CHARISMA 9 Perception or find total of 12 or higher
numerous marks in the floor and walls Charm 12, persuasion 11 will reveal more of the claw marks
of any of the larger caverns. They SPIRIT 6 that the Storm Knights saw upon first
were made by the same creature that Possibility Potential: some (40) entering the caverns.
killed the nomads. Natural Tools: fur, armor value The walls of the cavern feature an
Unless the Storm Knights have TOU+1/4 intricate work of primitive art. Ten
brought a source of illumination with Description: The chaggua are crafty meters above the floor and extending
them, they will spend most of the ad- scavengers who have somehow man- for the length of the chamber is a rep-
venture blindly stumbling about. For aged to survive in the dangerous cav- resentation of the surface world, com-
the first hour of constant travel, the erns. They are normally less than a plete with mountains, oceans and vast
tunnel will be a Nile Empire dominant meter tall with dark grey or brown fur. cities. The sun shines over a flat area
zone. After that, they have gone so far They have small, hairless heads, and with a large body of water. Storm
into the ground that they are in a Core their extraordinarily large mouths are Knights, assuming that the artists were
Earth dominant zone. The cave is a capable of an incredible range of being ethnocentric, can correctly as-
dimthread, so as long as they don’t sounds. sume that the sun shines over ancient
leave the main passageway they will They are foul smelling creatures Egypt. Hundreds of lines, some wide,
not have to deal with reality storms due to their reliance on carrion as a some narrow, run from the land, down
when crossing the borders. food source. They are curious about along the walls, until they all meet at a
The cave winds but has no branch- strangers, and will take no hostile ac- large circle straight below the sun and
offs for the first half hour of travel. tion toward them. They flee if attacked. about one meter above the floor. Sur-
After that, the branches will be so nu- They are fascinated by unusual de- rounding the circle are a large number
merous that the Storm Knights will vices, but are frightened away by any- of creatures, none of which are com-
have to generate a Perception or track- thing that makes a loud noise or bright mon Earth creatures. This is a repre-
ing total of 13 to stay on the main trail. flashes of light. They are normally sentation of the Land Below, at least as
Encounters in the early stages of found in groups of five to fifteen. it was conceived to be by the primitive
the tunnel exploration should consist artists.
of snakes and spiders dropping onto The Temple Egyptian hieroglyphics have been
the Knights from unseen ledges or carved into a small section of the far
striking from behind rocks. More un- Eventually, the Knights will round wall. The hieroglyphics are ancient
usual creatures may be encountered if a bend and see an opening up ahead, and very crude, so a hieroglyphics skill
the gamemaster wishes. There are illuminated by a light source from total of 18 is necessary to read the
many small pools of water and occa- within. passages. If successfully translated, the
sional streams, normally bordered by Venturing forward, they will feel a message relates the tale of two young
fungus and other growth. Creatures slight breeze coming from the open- Egyptians who became lost while trav-
drinking at the streams and pools are ing. Up ahead, the tunnel becomes a eling in the desert. They found and
a common sight. massive cavern over 120 meters across, entered the cave which led to this
The gamemaster should keep track with a roof 25 meters high. The light massive temple. There, they inscribed
of the path that the Storm Knights take comes from a glowing blue orb near a warning to their people that the god
so that future adventures can be con- the roof. Anubis intended to cause a great evil
sistent in terms of any discovered arti- If any Storm Knight examines the to befall Egypt. The inscription went
facts. After leaving the main tunnel, orb, she will see that it is roughly three on to refer to the creatures whose im-
the caverns do not have a consistent meters in diameter and gives off an ages filled the walls of the temple,

5
great and terrible beasts the like of SPIRIT 5 Continuing On
which the explorers had never seen, Intimidation 12
no doubt servants of Anubis. Possibilities: none After the gerlan has been defeated,
One of the openings in the cavern Natural Tools: claws, damage value the Storm Knights may opt to delve
wall leads to the lair of one such crea- STR+3/21, armored hide, TOU +2/ deeper into the caverns to see what
ture, the gerlan, who will react vio- 23, truth (if any) there is to the drawings,
lently to the intrusion of the Storm Description: The gerlan is a large or they may decide to try and find
Knights into its domain. On a Percep- carnivorous creature native to the cav- their way to the surface. Either deci-
tion total of 7, the Knights recognize erns of Merretika. Since the dimthreads sion will require further exploration,
the creature as one that figures promi- were dropped by the two Darkness unless they attempt to return to the
nently in the primitive mural. Devices, it has migrated to Earth’s oasis (it will require two hours of dig-
If the Storm Knights do not explore caves. ging to remove the sand blocking the
the gerlan’s nest, it will be roused by The creatures is about 10 meters tunnel’s entrance).
the noise the party is making and at- The gamemaster can either do a
long, with over half of that distance
tack the Knights. detailed map of the area or have the
taken up by its thick tail. It stands
about 1.5 meters tall at the shoulder. It continued exploration be random in
Gerlan nature. Eventually, they should be
DEXTERITY 12 is reptilian in nature, with a muscular
lucky enough to find their way out,
Maneuver 13, stealth 13, unarmed build and four legs ending in sharp
claws. Its black scales help camou- although the surface entrance should
combat 15 be remote, such as a cave in the moun-
STRENGTH 18 flage it within the tunnels.
tains. They can emerge in any of the
TOUGHNESS 21 (23) The creature is aggressive and fear-
less. Gerlans are normally found in realms (at the gamemaster’s discre-
PERCEPTION 5 tion), although as a general rule of
Tracking 10, trick (12) packs of three to five, although this
thumb, for each time zone they have
MIND 5 one is by itself. If the Storm Knights
investigate its lair, they will find five crossed there should have been at least
Test (9) six hours walking travel (assuming
CHARISMA 4 eggs beginning to hatch.
they had a rather direct route).
Charm (11), persuasion (10), taunt
(13)

6
Dispatches and Rumors
value STR+7/22), plate mail, armor Ayslish villages still controlled by the

D ispatches
value TOU+15 (enchanted by the spell
armor of the Draconis Metallica, see page
80 of Pixaud’s Practical Grimoire).
Note: The Warrior of the Dark’s
armor was enchanted ten days prior
Light. One village in particular, Reidal,
has called for aid. The Knights must
drive off or defeat the Warrior of the
Dark and stop her rampage before she
can gather more troops.
1 to the Storm Knights’ encounter with Defeating the Warrior of the Dark
her. It will remain enchanted for and scattering her minions is a Good
A fearsome warrior has appeared twenty more days. After that, the result, even if she herself is not cap-
in Norway. Roaming the land near Warrior must return to Sweden, where tured. Allowing her to continue her
Bergen, she is a terror to the remain- the armor can be re-enchanted by her raiding of Norway is a Bad result.
ing supporters of Light. When last wizard ally.
seen, she was in the company of a Description: The Warrior dresses 2
group of twenty or so half-folk war- entirely in black, but her armor is en-
riors (minotaurs, harpies, and cen- crusted with many sapphire, emerald, Something very frightening has
taurs) who appear to be following her and black opal gems. The armor is happened in CyberFrance. A group of
lead. She is known only as the “War- worth approximately 40,000 trades. Resistance fighters left Free Paris to
rior of the Dark.” Her helm is in the shape of a dragon’s strike back at the Cyberpapacy, among
While this motley collection seems head, and she wears a long, flowing them a heretic named Ernst Castigir.
to have no central purpose, other than black cloak. Along with his other skills, Castigir is
destruction and terror, the warrior’s Companions: The Warrior’s com- — or was — a heretic mage of impres-
abilities make it a fearsome force. The panions are a variety of half folk se- sive ability. The mission — a rela-
forces of Light are dismayed by the duced by the Dark. They fear and tively simple espionage operation —
group’s activities, and hope that some- serve her and will fight with abandon was complicated when the mage failed
one can turn them from their south- as long as she is able to command casting an unlearned altered fireball
erly course. them. If she is defeated or obviously spell … by a lot. The resulting back-
Warrior of the Dark losing a fight, however, they will flee. lash incapacitated the mage and, while
DEXTERITY 12 They are poorly armed, as the War- he lay unconscious, he was possessed
Beast riding 13, dodge 13, fire com- rior does not wish for mutiny to be a by a demon from the GodNet. The
bat 13, maneuver 14, melee weap- possibility. demon, in Castigir’s form, slaughtered
ons 17, unarmed combat 13 Tactics: Riding through the north- his former compatriots, a group of
STRENGTH 13 ern Aysle realm on a coal black mare, Resistance operatives and a
TOUGHNESS 10 (25) the Warrior leads her minions against cyberlegger.
PERCEPTION 9 small villages, travelers, and anyone Ernst Castigir
Alteration magic 11, tracking 10, else outnumbered by her band. Know- DEXTERITY 9/12
trick 13 ing that her group is limited in its Dodge 11/15, energy weapons 10/
MIND 9 loyalties, she avoids pitched battles 14, lock picking 10, unarmed com-
Survival 10, test 12 and tends to lead from the rear. She is bat 10/15
CHARISMA 9 not overly concerned about losses STRENGTH 8/11
Taunt 13, charm 11, persuade 10 among her raiders, except as it affects TOUGHNESS 10
SPIRIT 12 her future success. She allows her PERCEPTION 11/12
Corruption 15, faith (Kalim) 14, in- minions to pillage and torture, as long Alteration magic 14/14, divination
timidation 15, reality 15 as she can still maintain discipline. magic 12/16, cyberdeck operations
Possibilities: 4 per Storm Knight Half-Folk (20) 13, find 12/14, scholar (computer
Arcane Knowledges: metal 4 See page107 of the Aysle Sourcebook science) 12, trick 12/14
Spells: keen blade MIND 12/13
Equipment: wheelock dag pistol Critical Event: The Storm Knights Apportation magic 14/16, conjura-
(damage value 13, ammo 1, range 3-5/ have heard that the Warrior of the tion magic 13/15, medicine 14, test
10/25), two-handed sword (damage Dark is heading south towards some 13/15

7
CHARISMA 8/11 they can get rid of the demon some- Nagat used his knowledge of weird
Charm 9/16, persuasion 9/12/ how and free Castigir, then they get a science to build an exoskeleton similar
taunt 9/12 Good Result. to the one used by Dr. Mobius in his
SPIRIT 12/13 Deathhawk guise. Then, he broke into
Intimidation 13/16 reality 14 3 the laboratory/storage facility contain-
Possibilities: 8 ing the original Deathhawk suit and
Arcane knowledges: fire 5, water 1, Deathhawk (mentioned last in In- destroyed it. He hopes that, by ap-
inanimate forces 3, magic 2 (after posses- finiverse Vol. 1, No. 6) has returned to pearing in public as Deathhawk and
sion: darkness 3, death 3, earth 3, metal 3, the streets of Cairo. He is fighting fighting the forces of the Nile Empire,
folk 3, earthly 3, avian 3, enchanted 3, crime and breaking up the plans of the he will aggravate the High Lord’s al-
entity 3, living forces 3, inanimate forces Overgovernors. ready troubled mind. With any luck,
3) But wait a minute — isn’t Nagat figures, Dr. Mobius will believe
Spells: several, including altered fire- “Deathhawk” really Dr. Mobius in he has developed a split personality.
ball, detect magic, flickering fire shield disguise? Wasn’t the Deathhawk per- Kenneth Nagat, aka “Deathhawk”
Equipment: Since being possessed sona a facade used to trick Storm
DEXTERITY 10/13
by the demon, “Castigir” has picked Knights to their doom?
Acrobatics 15, dodge 15, flight 14,
up quite a bit of equipment. It man- Yes, it was.
energy weapons 16, melee 14,
aged to scavenge a suit of GWI De- But this is not the same Deathhawk.
stealth 15
stroyer Armor, armor value +10/30; Or is it?
STRENGTH 12/14
two GWI God Meeters, damage value The Storm Knights just don’t know.
Lifting 13 (16)
20, ammo 30, range 3–12/30/50; GWI Reports of a Nile “hero” calling him-
TOUGHNESS 10/16
GodLight, damage value 24, ammo self Deathhawk and displaying simi-
PERCEPTION 10
50, range 3–10/25/40 lar abilities to the “original” abound in
Find 11, scholar (streetwise) 11, trick
Note: Figures before the slash refer Cairo. The Storm Knights don’t know
13
to Castigir prior to possession; those what to think. Is it possible that the
MIND 10
after the slash, to the period after the insane Dr. Mobius is trying a plan that
Weird science 14, test 11
demonic possession. Those skills with has already failed?
CHARISMA 8
only one number listed belong to Shocktroopers under Wu Han are
Charm 9, persuasion 9, taunt 10
Castigir alone, and cannot be used by frantically trying to locate the mysteri-
SPIRIT 9
the demon. ous “new” Deathhawk, whose main
Intimidation 12, reality 14
The demon has +1 adds in faith and targets are pulp-powered Nile villains
Possibilities: 14
focus. Castigir cannot break the and crimelords in Cairo. But this Note: Numbers after the slash refer
demon’s hold himself, as he does not means nothing — before, Dr. Mobius
to battlesuit values. Increase all rel-
possess the faith skill (see page 68 of had not informed Wu Han of his plans.
evant skills accordingly when Nagat
The GodNet). Is this another insane plot? is wearing the armor.
No. This is a different Deathhawk
Cyberpriests (5) Equipment: Deathhawk battlesuit,
(if your players have not exposed
See page 83 of The Cyberpapacy armor value TOU+6/16; four smoke
Sourcebook or page 35 of the Torg World Deathhawk as being Dr. Mobius, then grenades, damage value 10, range 0-
this adventure idea will probably not
Book 5/10/20, -4 to all Perception-related
work in your campaign. Of course,
Critical Event: The Storm Knights skills in the blast radius; gauntlet blast-
you can use the “new” Deathhawk as ers, damage value 24, range 3-15/40/
must rescue Castigir from possession an NPC, or you can go back and play
by the demon. But first they must save 60; flight “wings” and jet pack, speed
the original scenarios).
him from Cyberpapal agents who plan value 12, duration two minutes (11);
This Deathhawk is a genuine Nile battle staves, damage value STR+5/
to slay him so that the demon will be hero. His real name is Kenneth Nagat,
forced to return to the GodNet. Once 20; 400 royals
an Egyptian-American transformed
Castigir is “safe” from assassination, Inclination: Good
by the Nile axiom wash. Nagat was a Goals: To drive Dr. Mobius crazy
the Knights must drive out the demon member of a resistance group based in
and escape with the mage. and to fight his minions. Also, to
Cairo at the time the original
Currently, the possessed Castigir is avoid being cheerfully annihilated by
“Deathhawk” (Dr. Mobius in disguise) the citizens of Cairo (who just know
operating in a small town near put his ruse into action. In fact, Nagat
Strasbourg. The demon is trying to Deathhawk is a villain).
was one of the original targets of Dr.
cause as much havoc as possible be- Description: In his “Deathhawk”
Mobius’ plan. battle suit, which covers his entire
fore being sent back to the Net. Nagat escaped the trap (either due
If the Storm Knights are forced to body, Nagat looks nearly identical to
to intervention by the Storm Knights,
kill Castigir, or if they are unable to the original Deathhawk, except for
or through his own ingenuity) and the wings and jetpack addition. On a
drive the demon from his body, or if plotted revenge against the mad High
they are captured by the Cyberpapal Perception or evidence analysis total of
Lord. Knowing he could not strike
forces, then they get a Bad Result. If 15 or higher, anyone who has seen the
back directly at Mobius, he found an- original Deathhawk will know that
other way.

8
this is not the same suit or the same Knights), the Canadian/Nile hero A Good Result is achieved if the
man. Major Mapleleaf has gone on a ram- Storm Knights are able to head off the
Power Setback Flaw: The page against the Living Land High attack. If the ravagon and its minions
Deathhawk armor that Nagat con- Lord. He has been using his abilities are able to continue to the camp of
structed has a flaw in its manufacture. and his ever-growing number of fol- Major Mapleleaf, effectively endan-
If it is subjected to a strong electrical lowers to spread the tales of his glori- gering his charges and delaying any
charge (damage value 22 or greater), ous deeds throughout the Northern plans he had up to that point, then it is
then the systems will shut down. Since Living Land. In fact, he has been so a Bad Result.
Nagat relies on the suit’s servomotors successful that Baruk Kaah is getting For statistics and details concern-
to allow him to move freely, this means worried about a possible attempt at ing Major Mapleleaf, see Infiniverse
that his Dexterity will drop to 6 until he stelae-ripping. Vol. 1, No. 9.
is able to leave the suit and make a The Living Land High Lord has
weird science repair roll of 11 on its dispatched a group of edeinos war-
overloaded systems (it will take him a riors, two gospog of the third plant- Rumors
minute to get out of the suit and an- ing, and a ravagon to deal with this
other minute to make the repairs). threat to his power. Unfortunately, 1
This flaw is worth six Possibilities. rumors regarding the party have
Nile Shocktroopers (12) reached the ears of the intrepid Major. Some travelers in Aysle have told
See page 23 of the Nile Empire Source- Not wanting to expose his forces to stories of a dwarven settlement be-
book. unnecessary danger, Major Mapleleaf neath the earth near Steinkjer, Nor-
has asked the Storm Knights to inter- way. The rumors say that a group of
Critical Event: The Storm Knights, cept and destroy the group of Living
having already battled Dr. Mobius in dwarves dug themselves into the earth
Land warriors before they reach his immediately after Uthorion invaded,
his Deathhawk guise, are compelled base. The Major himself will not go
to investigate this reappearance of the and have not been heard from since.
with the Knights (he has to stay and The rumors also state that the dwarves
“hero.” Nagat will be Enemy+4 versus lead his “troops”) unless the
any persuasion attempts directed at have been studying the technology of
gamemaster feels they will be slaugh- Core Earth and, through their obses-
revealing his secret identity (as this tered without him.
would foil his whole plan), but will sive devotion, have raised the Tech
still try to avoid fighting any known Edeinos Warriors axiom of the immediate area by one to
heroes. If the Storm Knights are able (3 per Storm Knight) 16.
to track down Deathhawk (not too See page 83 of The Living Land Source- If this rumor is true, it could be of
difficult — find a crime in progress, book. great benefit to eithert the forces of
especially one involving Nile villains, Equipment: hrockt shoot spear, Light or Darkness. Currently, the
and Deathhawk will show up eventu- damage value STR+4; hrockt shoot settlement lies inside a Dark region of
ally), they may try to reason with him, club, damage value STR+3 Norway.
fight him, or whatever they wish. Note: The edeinos also have access The court of Aysle, upon hearing
Partway through any “negotia- to all the Living Land miracles (and these rumors, is desperate to investi-
tions,” the Knights and Deathhawk will probably be pumped up fairly gate. However, sending a large force
will be interrupted by a dozen Nile high for this mission). into the area is out of the question. Not
shocktroopers (sent by Mobius and Ravagon only would it probably be massacred,
Wu Han to find out what the heck is See page 90 of the Torg Rulebook. but it would alert Uthorion that some-
going on). Figuring out that this thing is going on that he should know
Gospog of the Third Planting about. Currently, there is no sign that
Deathhawk is a good guy (and not just See pages 84-85 of The Living Land
Dr. Mobius going schizo) without re- he has heard of the settlement.
Sourcebook. Lady Pella Ardinay wants to send a
vealing his identity (or the fact that it
Equipment: Each gospog carries a small group of Storm Knights into the
isn’t Dr. Mobius going schizo) to the MAC 10 submachine gun. damage
general public is a Good Result (defeat- region to investigate. She must recruit
value 18, ammo 10, range 3–15/25/50 cautiously, however, because
ing the shocktrooperswouldn’t hurt
either). Exposing Nagat, destroying Critical Event: The Storm Knights Uthorion’s spies are everywhere. She
his suit, or having no clue as to what is must move to intercept the party of will only employ those she can trust
going on (or getting captured by the assassins. This will require a tracking implicitly—and those she feels have a
shocktroopers) is a Bad Result. roll of 12, as the group is maintaining chance of survival.
a fairly straight course. Once they find Any group used on this mission
4 them, they need to ambush the group will have to face the Dark Forces at
and destroy as many as possible. If the nearly their worst. They will have to
Why do bad things happen to good party of Living Land creatures is wiped brave the powers of corruption and
lizards? out (or nearly so), the ravagon will remain true to their mission, or be
After escaping Baruk Kaah’s trap break off its attack (if it can) and flee utterly lost.
(with the help of a group of Storm south to report to Baruk Kaah.

9
2 and talented ords. “If you want some- Charm 14, persuasion 17, taunt 15
thing done right,” the saying goes, SPIRIT 11
What is happening in CyberFrance? “you go to the Guildmaster and she’ll Intimidation 13, reality 15
Pope Jean Malraux is inordinately deliver.” Possibilities: 28
quiet. After his attempts at military The Guildmaster, apparently, is Equipment: Irimesh armor (looks
conquest and clandestine takeover of completely neutral, hiring her agents like a coverall evening dress), TOU+3/
Europe, he has seemingly suspended out to the highest bidder. It is rumored 20; 9mm Beretta, damage value 15,
his efforts at expansion. that both Kanawa and the Rauru Block ammo 9, range 3–10/25/40; $2000;
There are those in CyberFrance that use her connections frequently. She makeup kit; mutable latex facial mask;
speak out against the Cyberpope, and refuses to comment on her clients. fingernails, damage value STR+1/8;
they are not all being silenced. Some While the Guildmaster herself is injection needles. The Guildmaster has
say that those he left to rule Magna seldom seen outside her penthouse 10 of these implanted under her fin-
Verita are turning slowly away from apartment in Honolulu’s largest ho- gernails. Those on the right hand are
his doctrine. Slowly but surely, more tel, her agents seems to be everywhere. treated with poison which does dam-
and more of his attention is being They search not only for clients, but age value 20 (automatically injected
drawn back across the bridge toward for talented prospective employees. following any successful unarmed com-
his former home. Rumor states that those who work for bat attack). The needles attached to her
Some Resistance organizations have her will perform any service — as long left hand contain knock-out drugs.
discussed the idea of sneaking agents as the money is right. Injected on a successful unarmed com-
back into Magna Verita to find out The Guildmaster (true identity un- bat attack, this drug does damage value
what is going on. Unfortunately, go- known) 25 to a target, KO and shock damage
ing back up the maelstrom bridge is DEXTERITY 9 only. First aiding a drugged character
next to impossible for all but the Dodge 10, fire combat 11 has a difficulty equal to that of treating
Cyberpope’s trusted allies. STRENGTH 7 a heavily wounded character.
TOUGHNESS 8 The Guildmaster owns the top two
3 PERCEPTION 12 floors of the building she lives in. The
Evidence analysis 13, find 13, lan- bottom of the two floors is occupied
A new figure of prominence has guage 14, scholar (streetwise) 15, by her bodyguards, three Stormers
shown herself in Hawaii. Those who trick 16 and seven ords. The bodyguards are
go to the island state speak of a woman MIND 11 of various backgrounds, and the
known only as the Guildmaster. She Test 13, willpower 14 Stormers are from Aysle, Nile, and
is, apparently, an organizer of Stormers CHARISMA 13 Core Earth.

10
Your Letters
1) Can werewolves suffer damage accomplish some great deed there, and can be regarded as an up-to-date pic-
other than shock from creatures akin get a glory result, so that a seed can be ture of conditions in France.
to Orrorsh, such as vampyres? planted and the process begun. All Stormers, Core Earth natives or
2) Are Nippon Tech player charac- 2) Storm Knights can undergo train- otherwise, remember their pasts. That
ters aware that the Kanawa Corpora- ing to increase skills in place of spend- is part of being able to maintain one’s
tion is being run by a High Lord? ing Possibilities to do so (training is own reality.
3) How many rounds does it take a the only way Ords can increase their
shape-shifter to change form? skills). To train, a character must de- 1) How is it possible for a mael-
— Scott Mitchell vote himself exclusively to training in strom bridge to be created by a Storm
3125 S. Racine that skill, spending eight hours a day, Knight, as Tolwyn of House Tancred
Chicago, IL at least 25 days a month to count as one did, considering that the bridges the
month of training. The number of High Lords use are created by their
1) A werewolf will take physical months needed to improve a skill is Darkness Devices?
damage greater than shock only from
equal to the value of the number of 2) Is it possible for a non-
magical attacks or physical attacks in
Possibilities which would be required Cyberpapal character to receive cyber-
which silver is used as a weapon. to raise the skill to the next level. implants? Is it necessary for a charac-
Orrorshan characters do not have any
A Storm Knight may either train for ter with cyber enhancements to make
special physical advantages when at-
a skill add, or spend Possibilities for a link with the enhancements while in
tacking a werewolf. the add, but he may not mix and match. other realms?
2) Some are; some have very strong
The expenditure of Possibilties in- 3) If a pilot was flying an airplane
suspicions. Any character who emi-
creases skills automatically. during the invasion of a realm, and the
grated from 3327’s home cosm of Mar- pilot was transformed, is it possible
ketplace would know he was a High
How much time passed between for the airplane to transform in flight?
Lord — others, like members of the
the coming of Magna Verita and the — Casey Childers,
Sons of the Wind or the Yakuza, are creation of the Cyberpapacy? Did
aware that something is very wrong in Rex, GA
BelleView, GWI, CSI, etc. just spring
Asia and may suspect that the Ka- 1. It’s not possible without the use
up full-formed, and if not, how much
nawa Corporation is involved in some time passed before the Cyberpapacy of a Darkness Device and charged ste-
way. But they are not necessarily cer- lae, which is why Tolwyn never did it.
became as it is in the sourcebook?
tain that “Ryuchi Kanawa” is a High You may be thinking of the incident in
Unlike the other realms, the Cyber-
Lord. papacy has no history of its own, so which Uthorion and Malraux passed
3) It takes one round for a shape- into the Dream Time — that was a case
would Cyberpapacy Stormers remem-
shifter to transform. of the power of the Dream Time being
ber their past lives as Core Earthers?
used to intersect with an Aysle bridge,
1) Do stories told in one stelae area —Victor A. Wood so anyone traveling down it would
go to other stelae areas or are they Havana, IL have to pass through that legendary
confined to that area only? Sixty days went by between the domain.
2) Does it take any time to increase Magna Verita axiom wash in France 2. Yes, it is possible. An Ayslish
skills or does it happen overnight? and the Tech Surge which created the wizard, for instance, could use cyber
— Robert Courtemache Cyberpapacy. The GodNet was cre- implants in the Cyberpapacy and
San Angelo, TX ated shortly after the cyber axioms would be creating a one-case contra-
struck France, and some physical trans- diction. Using them in any other realm
1. A story-seed can only affect a formations occurred immediately, would be a four-case contradiction.
single stelae area. Remember that, to
with others taking longer. The conver- 3. Yes, it is possible for the plane to
be effective, the story-seed must relate
sion of existing factories to produce be transformed by the axioms of the
to the people and their lives, and so cyberware was extremely rapid, but realm over which it is flying. It would
must arise from an adventure the
did not take place immediately after remain inorganic, however — if, for
Storm Knights had in that particular
Malraux crossed off the maelstrom instance, it were over the Living Land
area. To refill the people in an adjacent bridge. The Cyberpapacy source-book it might turn into a thing of stone and
stelae area, the Knights will have to
plummet to the ground.

11
Can unplayed subplot cards be
traded for a Possibility at the end of
Herald Messages
an adventure or only during it? “The Ripper” has escaped from jail in
— Paul Bethke Singapore. Storm Knights pursue, taking Inclination/seduction can be used
the Nocturna with them. They are wary of against divine mummies! But it does lead
Waukesha, WI using its powers, however, as it claimed a to some unusual situations …
When a player plays a subplot card Storm Knight with madness. Only a real- — Jim Ogle
into his pool, he must claim it or im- ity storm invoked by a comrade freed him Socorro, NM
mediately discard it for a Possibility. from its power.
— Scott Mitchell The bridge from Das Weltreich has
Subplot cards cannot be saved to gain Chicago, IL been destroyed — but not without cost.
Possibilities at the end of an adven- The Storm Knights have been trapped in
ture. The Gaunt Man has resurfaced. the Nazi cosm with no way home, hunted
Thratchen was quickly dispatched. The by the Gestapo. All Weltreich agents in
1. Could you describe what a “tool” Nightmares have decided to follow the Germany are now at serious risk of dis-
is in relation to magical and spiritual Gaunt Man, out of fear of being reduced connection and transformation, and are
in power to the level of underlings. This no longer considered a threat.
powers? could be a turn in the wrong direction. — Randy Wilde
2. If someone spends Possibilities — Benjamine, Long Beach, CA
to increase an attribute, do all the Storm League
skills related to that attribute also “The Reality Rangers are no more —
increase? If an attribute is increased The Delphi Council has started “Project send more fools!”
due to unnatural means (blessing vow, Apollo,” the US version of “Project — Dr. Mobius
Omen,” the Soviet psychic studies group.
cyberware, magic spell, etc.), do the
Project head Dr. Ernest Geissman is ru- Mike Liverpool has escaped from his
related skills increase? mored to be a powerful psi himself. cell with the help of Nippon Tech agents.
This game is too much. I’ve been — Stephen Kenson Liverpool was last sighted in Tokyo, where
forced to start a second campaign to Merrimack, NH it is believed he agreed to assassinate
allow for more people who want to Baruk Kaah. In return, Kanawa will sup-
play. Working with the Metropolitan Pro- ply high-tech weapons to Living Land
tectorate in New York, the Plague Pala- gospog after Liverpool becomes the new
— Sandy Addison dins have valiantly fought off Delphi High Lord.
Buraby, BC, Canada Council Spartans and rescued President — J. Higginbotham
Douglas Kent, taking him and 300 citi- Litchfield Park, AZ
1. In magical terms, a tool would be zens of Long Island on a barge to Charles-
a spell; in spiritual terms, a miracle. ton, SC.
2. Yes to both questions. — Tasha,
Plague Paladins
1. If Mobius’ cosm of Terra is so like
Earth, does its Orient have its own
martial artists and ninja?
2. If a predatory animal or monster manent increase in the axioms, so it is What, exactly, happens to a cosm
physically entered the GodNet via possible to disconnect when using when its invading realm is repelled?
extradimensional gate, could it “live martial arts in Terra. In other words, what would happen to
off the land” by eating deckers, jack 2. Although the GodNet is an Magna Verita if the Cyberpapacy’s
priests, angels and demons, or would extradimensional pocket, it is com- stelae were all destroyed?
it eventually starve? posed of electronic signals and data — Dan Viger
— Gregory Detwiler impulses. It is impossible to exist physi- New York, NY
Williamsburg, PA cally inside the Net. The beast could
exist as a VX image of itself, and yes, If the Cyberpapal reality were to
1.Yes. Core Earth and Nippon-style could hunt and slay inhabitants (or try fall before Core Earth’s, Magna Verita
martial arts require a Social axiom of would not be affected, save that the
to, at least). However, a VX image
21 and a Spirit axiom of 7. Martial bridges that link it to Earth would of
does not require sustenance, so it
artists on Terra, like those in Core would not need to eat nor would it run necessity have been destroyed. The
Earth’s early history, were able to work cosm’s integrity is not linked to that of
the risk of starving. The creature’s
together to temporarily raise their the realm, and the only way to affect
physical body, however, could starve
axiom limit the needed notch to be while its mind was in the Net. the reality of, say, Magna Verita, would
able to practice their art. However, be for someone to invade it as it in-
they have been unable to cause a per- vaded Earth.

12

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