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Relics of Power—Acts 1 & 2

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


Writing: Deanna Gilbert, Brian Reeves, and Craig Jim Ogle, Gareth Michael Skarka, Nikola Vrtis,
Shackleton Stephen Marsh, Talon Dunning
Editing: Kevin MacGregor
Original Relics of Power Team
Art Direction: Aaron Acevedo 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 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 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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A Note from the Designers . . . . . . . . . . . . . . . . . . . . . 3

ACT ONE: PROJECT MAGNOLIA 4


What the Delphi Council Knows ��������������������������������������������������������������������� 5
The Destiny Map, Possibility Chalice, and Forever City ������������������������������������������������ 5
The Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Adventure Synopsis�������������������������������������������������������������������������������������������� 6
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Beta Clearance����������������������������������������������������������������������������������������������������� 7
Scene One: Security Breach�������������������������������������������������������������������������������� 8
Briefing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Honoki Research Center . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Security . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Fooling People for Pleasure and Profit . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Security Teams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Physical Security . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
The Campus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
High Alert!��������������������������������������������������������������������������������������������������������� 11
Scene two: Going Down?��������������������������������������������������������������������������������� 14
Intrusion Countermeasures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Destiny and Cosm Cards��������������������������������������������������������������������������������� 15
Main and Upper Floors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Lower Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Scene Three: Outbreak!������������������������������������������������������������������������������������ 20
Sub-Level One: Secure Labs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Crouching Tiger, Hidden Contagion . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Sub-Level Two: VIP and Chief Administrator’s Office ������������������������������������������������� 22
Contingency Alpha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Doctor Hachi Mara One ���������������������������������������������������������������������������������� 23
Contagion KNowledge������������������������������������������������������������������������������������ 24
Other Approaches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Scene Four: Breakout!��������������������������������������������������������������������������������������� 25
Sick Friends and Dinosaurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
The Gauntlet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Aftermath ���������������������������������������������������������������������������������������������������������� 27
ACT TWO: OBSERVATORY OF THE GODS 28
Overview������������������������������������������������������������������������������������������������������������ 28
Scene 1: The Sky-Fisher������������������������������������������������������������������������������������ 28
One if By Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

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Two if By Air . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Lunch! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Scene 2: Stranger on the Shore�������������������������������������������������������������������������������������������������32
Scene 3: Eyes of Flame��������������������������������������������������������������������������������������������������������������33
The Cliffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
The Stairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
The Tube . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Scene 4: The Secrets of the Observatory ��������������������������������������������������������������������������������35
Akashan Reality�������������������������������������������������������������������������������������������������������������������������35
Welcome Center . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Flooded Tunnels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Central Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Scene 5: An Ancient Signal�������������������������������������������������������������������������������������������������������38
Unwelcome Arrivals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
River Chase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Aftermath �����������������������������������������������������������������������������������������������������������������������������������41
THREATS42

RS
A NOTE FROM THE DESIGNE
the plan for the Torg
ent ure wa sn’ t ori gin ally on our radar. When we developed cosms—
This adv ple of years, to focus on individual
ect ed, at lea st for the firs t cou
Eternity line, we exp . Then, once we
and des crib ing eac h in dep th before proceeding to the next one , the
exploring
boo ks, we pla nne d to wr ite som e cross-cosm adventures. But you
released all of the cosm
ened.
fans, demanded more, and we list of Power adventure
r mo st req ues ted pro du ct wa s a relaunch of the original Relics Torg
By far, you
p, The Pos sibi lity Cha lice , and The Forever City). When Original
trilogy (The Destiny Ma the same time
firs t adv ent ure in the Rel ics tril ogy, The Destiny Map, came out at on
debuted, the
the Kee p on the Bor der lan ds for Dungeons and Dragons, Crash
as the boxed set. Much like tho tep for Call of Cthulhu, The Destiny
Map was
Fro ntie rs, and Ma sks of Ny arla
Volturnus for Star arguably the iconic
by mo st if not all Tor g pla yer s in the early 1990s. To many, it is
enjoyed
representation of Torg’s potential. ls during
ann oun ce tha t Rel ics of Pow er wil l be released serially as stretch goa
We are happy to Acts into a hardcover
t few Kic kst art er cam pai gns , with the intent of compiling all the It is a
the nex
is nei the r a con ver sio n nor an exact duplicate of the original.
book. This epic trilogy re some characters
g aki n to the 200 9 reb oot of the Star Trek film franchise. Both sha nts
reimaginin
tril ogy off ers new exp erie nce s as well. You may recognize eleme
and situations, but the new ies . Most of all we want this to be a
good Torg
pir atio n fro m the ori gin al ser
that served as ins tures.
adv ent ure tha t shi nes a spo tlig ht on many of the game’s best fea
Eternity

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

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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 laptop 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,” Burton 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. Alice of shocktroopers. Your secondary mission is to rescue
“Ghost” Barton, head of the Marathon Division Samantha Kendal.”
of the Delphi Council, conducts the briefing. She
heads the Council’s efforts to collect and analyze Alice Barton then distributes a packet containing
intelligence regarding the invading realities. highlights from Kendal’s background check, notes on
several locations on campus, such as the main research
Read or paraphrase the following: facility and Kendal’s apartment, and some basic
Snow falls lightly in Canada’s capital. You and your information regarding Honoki Biomedical. She explains
team members arrive by plane to receive your next it as follows.
mission briefing. A driver meets you at the airport and “Honoki Biomedical was founded five years ago. Despite
takes you to a non-descript government office building. initial successes with medical treatments derived from
Inside, you meet a petite Caucasian woman with jet black genetically-modified stem cells, the company’s major
hair. Her name is Alice “Ghost” Burton. She is the head products failed their clinical trials. Afterwards, the
of Marathon Division and the de facto head intelligence investors withdrew and the company sank further into
operative in the Delphi Council. debt until two years ago, when Honoki sold its assets to a
“Welcome. Please be seated,” she says when you arrive, privately-held firm called Magnolia Research. Before the
motioning to the chairs arranged around a table that invasion, Magnolia ran all its operations from its North
can seat a much larger number of people. She dims the American headquarters in Atlanta, Georgia. Magnolia
lights, activates a projector, and presses a key on the now operates from its Asian HQ in Kobe, Japan.

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,“ Burton continues. “He night. Regardless of their decision, a fresh layer of
was born in America, he graduated cum laude from snow covers the ground when they arrive.
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 Barton’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 43.
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 45. 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: Baton, 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
• Baton/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 43.
The first sub-level consists of a floor of secure labs, • Yokai: See page 46.
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 Knight):
Glass shards fly everywhere, killing two See page 43.
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 12,
test suffers a -4 penalty if they attacked Strength 13
any of the infected Edeinos, and a Skills: Beast Riding 12, dodge
further -4 penalty if they wear 12, evidence analysis 11,
Honoki Security uniforms. A faith 15, find 12, intimidation
Good Success convinces 16, kinesis 17, maneuver
him to help the 12, melee weapons 12, missile
Storm Knights, weapons 12, reality 15, stealth 12,
although he survival 12, taunt 10, telepathy 13,
turns on them tracking 12, trick 11, unarmed combat
if they later 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 43.
takes 2 Wounds (which may be Soaked as usual). • Infected Humans (6): See page 43.
If Step D is not finished, the heroes take 1 Wound • Jiangshi: See page 44
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 43)
computer. • Infected Protoceratops: (see page 44)
A more specialized option could involve simply • Yokai: (see page 46)
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 44. 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 45. 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 1: THE SKY-FISHER


Standard Scene. Living Land Dominant Zone.
The Delphi Council, realizing that time is of the
essence, immediately deploy the Storm Knights

28
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
on the river, or perhaps a helicopter.

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 42. 6, Strength 12
Skills: Energy weapons 10, find 9, melee weapons
• Sohba Sohba: see page 46. 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 2: STRANGER ON Though their main target is Mohab, they’re happy
to feast on the Storm Knights, too.
THE SHORE • Chupacabras (1 per Storm Knight): see page
Standard Scene. Living Land Dominant Zone. 42.
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 3: EYES OF FLAME
The front half of the wrecked plane washes up a Standard Scene. Living Land Dominant Zone.
minute later on the mist-shrouded far riverbank. To approach the Observatory, the Storm Knights
That section’s occupants crawl out of the wreckage must choose a route to the top of Niagara Falls.
and run off into the trees. The heroes encounter Both options present unique dangers. Read or
them later.... paraphrase the following.
This close to the falls, the sound is nearly deafening
BIRU SWARM and the wind gusts like a tropical storm all around
you. Directly above you and leaning slightly over the
The terror of rivers and lakes in the Living Land, top of the waterfall is that massive mysterious object. It
the biru is a tiny fish about the size of a human looks even bigger, somehow. Getting up there is the next
hand. Superficially it resembles a piranha from challenge. Climbing the waterfall itself is, of course, out
Core Earth, but its distended jaw and needle-like of the question. You might be able to scale the cliff to one
teeth more closely resemble those of deepwater side—it’s thick with vines and other growth clinging
anglerfish. A single biru can bite someone’s hand to the wet stones. Near the base of the falls is a moss-
off at the wrist; swarms of them are downright covered concrete structure with an open door. An old
deadly, as they can strip an adult triceratops to sign above the door reads: JOURNEY BENEATH THE
bones in less than one minute. FALLS.
Attributes: Charisma 5, Dexterity 8, Mind 3, Spirit It is possible to backtrack to an old access road
8, Strength 8 some ways downstream, but they’ll lose a lot of
Skills: Intimidation 13, maneuver 10, stealth 10, time, and flying heroes run the risk of becoming a
tracking 8, unarmed combat 11 target of the Sky-Fisher.
Move: 8; Tough: 8; Shock: 13; Wounds: 2
Equipment: – On a successful survival test, a Storm Knight
Perks: – recalls that dangerous fungi and other creatures
Possibilities: Never often make their homes in underground caves. A
Special Abilities: successful evidence analysis test reveals the cliff face
• Bite: Each round, targets in contact with a would make an excellent ambush location.
biru swarm automatically take 4 Shock. Targets No matter which route the heroes choose, a group
that are Vulnerable or Very Vulnerable take 1 of Redjaw edeinos, which have been tracking
Wound, 4 Shock. them from the safety of the cliff-top, takes this
• Fear: The sight of a swarm of biru inspires opportunity to confront them. The edeinos’ leader
terror. The first time characters encounter a biru is a brutal Redjaw War-Scarred named Kalar-
swarm per act, each must make a willpower or Kal. He is eager to prove his superiority to these
Spirit test or become Very Stymied. interlopers and claim a battle prize. The outcome of
• Large: Biru swarms occupy three cubic meters this encounter depends on which route the heroes
of water; attacks against them gain a +2 bonus. choose.
• Mindless: Biru swarms are immune to
intimidate and taunt interactions, as well THE CLIFFS
as telepathic powers. They are susceptible
to abilities that influence or otherwise The cliff face is wide, with plenty of vines to
communicate with animals. accommodate everyone in the party at once.

33
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.
• Critical Problem: The vines rip out of the cliff Due to the mind-altering influence of the spores,
wall and the Storm Knight falls. On a failure, the heroes become Stymied at the start of each of
she takes 16 +1BD damage (or 16 +2BD on a their turns for the entire combat. Also, fire appears
Mishap) and must start over. to jet from the edeinos’ mouths; at the end of each
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
badly, Kalar-Kal tries to use a maneuver to push Due to many years’ exposure to the hallucinogenic
his enemies over the cliff; to succeed, he needs a spores, the edeinos are immune to their debilitating
“Player’s Call” result. Falling off the cliff causes 16 aspects.
+ 1BD damage. • Redjaw War-Scarred (1): See page 45.
• Redjaw War-Scarred (1): See page 45. • Edeinos Warrior (2 per Storm Knight): See
• Edeinos Warrior (2 per Storm Knight): See page 43.
page 43.
THE TUBE
THE STAIRS There’s one more route up to the Observatory, but
This route no less dangerous. The door leads into the Storm Knights probably won’t find it unless
a narrow tunnel choked with debris and bones. they learned about it from Mohab. A damp cave
Slick moss dangles from the roof and algae slickens lies behind the curtain of water. Midway along this
the floor. The elevator shaft collapsed, leaving only hidden track is a root, part of the Observatory that
the stairs. Countless creepy-crawlies and small burrowed its way through the earth and emerged
creatures live in here. Despite appearances, they’re behind the falls. Finding this path without Mohab’s
harmless. The true threat waits in the open Visitor’s tip requires a Nearly Impossible (DN 20) find test.
Center at the top of the stairs, where a patch of rare, However, test only if the players specify they want
psychotropic mushrooms grows thickly on the to try looking behind the waterfall, or if the heroes
pillars and walls. play an Idea card, which allows them to make the
test with a +6 bonus.

34
The root forms a twisting, slippery tube that leads
up into the Observatory’s basement (see Flooded
Tunnels, below). This path is free of threats but AKASHAN REALITY
extraordinarily difficult to traverse. It requires an This Wonder acts as an Akashan Dominant
hour and a Hard (DN 14) Strength test to climb. The Zone, with the following axioms and World
results may affect what happens in Scene 4. Laws:
Failure: The Storm Knights succeed in reaching the • Magic: 1
top but take Fatigue from trying (and sometimes • Social: 26
failing) to avoid sliding back down the tube. This • Spirit: 1
Shock cannot be removed until the end of the next • Tech: 28
scene.
Akashan society is highly advanced in its
Good: The heroes arrive in Central Processing just system of governance, its use of psionics, and
after the Cyberpapacy agents do, and while the its application of technology, which focuses
agents attempt to surprise the heroes, the ambush on biotechnology and embraces the use of
attempt fails. genetically-modified organisms. The Akashans
Outstanding: The heroes arrive prior to also developed the ability to travel to other
the Cyberpapacy agents and gain surprise cosms and they even learned to manipulate
automatically if they choose to attack. Possibility Energy to a limited degree. However,
This route avoids Kalar-Kal and his edeinos they do not believe in the supernatural. Their
warriors. Instead, the edeinos warband may show explorers witnessed the use of miracles and
up in Scene 5, adding a new layer of complication magic in other cosms, and while they accept
to the battle that takes place in the heart of the these concepts, such powers do not exist in
Observatory! their own reality.

The Law of Diversity


SCENE 4: THE SECRETS Akashan culture stresses acceptance of the
unknown and a determination to understand
OF THE OBSERVATORY it on its own terms. This sense of openness,
Standard scene. Akashan Dominant Zone. After natural curiosity, and receptiveness to other
arriving at the Observatory, the Storm Knights realities is integral to the Akashan worldview.
make their way through the dangerous lower level, Everyone is stronger when different beliefs,
learning more about the nature of this strange site biological variants, and even different realities
as they go. Read or paraphrase the following. flourish and inform one another.
As you reach the bank near the top of the falls, you • Diversity: Abilities supported by the
finally get a clear view of the strange building. It World Laws of a character’s reality do not
reinforces your first impressions, namely that it looks cause contradictions
like the root structure of an overturned tree. The object
consists of massive, branching stems that twist outward The Law of the Void
and appear to be made of a wood-like substance. From Something terrible happened to the Akashans
this distance you can see the structure is significantly long ago, fundamentally devastating their
larger compared to its size in the photos you obtained reality and leaving it starving of Possibility
in the Innovation Center. It grows visibly as you Energy.
watch; each rootlet expands incrementally in the light • The Void: Spending a Possibility does not
and heat. A step pyramid made of a silvery metal grant an automatic minimum result of 10.
nestles deep inside the formation, nearly engulfed by Also, the players’ hand limit immediately
the growing roots. decreases by one, and Glory has no effect.

35
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
Dozens of tracks lead through this moon dust into cosmos for the visitors by shining faint beams of light
the Observatory. A tracking test reveals details into the stars. At the end of the panels, the humans find
about the heroes’ opposition, as follows. the planet of the visitors, and both races walk hand-in-
hand while shining a bright beam of red and blue light
• Standard: At least a dozen humans came at the dark cloud, vanquishing it forever.
through here. Prints from several small,
identical creatures—probably dinosaurs—are At the end of the hall is a room the Akashans

36
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 46.
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.
Twisting trunks and branches of what appears to
be the structure’s massive, continuous, ligneous • Church Police Streetbeaters (1 per Storm
framework extend everywhere. Knight): see page 43.
• Father Cristóvão Ribiero: see page 38
Unfortunately, this organic foundation’s rapid • Hardlight Assault Drone: see page 38
growth damaged the Observatory. The snaking
hallway ends in a collapse beyond the Welcome

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

38
From here, you see a group of shocktroopers milling 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 and chalice. A Storm Knight with the Linguist Perk
elaborate 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. La
replaced with a rotating, 3D image of Calavera uses her round to seize it with her
Earth. However, you realize this view whip. The floor then shakes, imposing a
of Earth differs slightly from the one -2 penalty to Dexterity-related skills.
you know. Its lakes and seas are
• Beginning of Round 2: A loud bang,
larger, and a greater amount of
followed by electricity arcing from the
ice covers the poles. Three red
console—it’s alarming though harmless.
pulses appear on the globe—
The floating cubes fall to the ground.
one in the taiga of European
Everyone inside of the Map Room makes
Russia, one near the mouth of the
a free Dexterity test or suffers 8 +
Amazon, and one in the Orkney
1BD from a falling cube (8 +2BD
Islands.
on a Mishap). The cubes litter
A shocktrooper in a the floor randomly, giving
lookout position everyone partial concealment.
spots you and cries
out. The woman
at the console spins
around, revealing her
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.
All parties were too awed
by the Observatory’s LA CALAVERA
display to gain the benefits
of surprise. Anyone with at least
one add in telepathy
realizes the

39
• Beginning of Round 3: The entire Observatory Perks: Trademark Weapon (bull whip)
structure starts to collapse. Huge cracks appear Possibilities: 3
in the floor and walls, and parts of the ceiling Special Abilities:
fall. La Calavera, and anyone left on her team, • Getting Out of Dodge: The first time La
evacuate through one of the holes in the wall. Calavera takes enough Wounds to test Defeat,
Warn the players that the collapse of the she automatically gets an Outstanding Success
structure is 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 45. use of her whip.
• Shocktrooper Officer (1): See page 45 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. The Storm Knights return to Ottawa. Surprisingly,
• Critical Problem: The first time a Critical Alice Burton and Quinn Sebastian, both attend
Problem arises, the Observatory simply their debriefing. The presence of the Director of the
vanishes (it returns to its original location on Delphi Council should emphasize this mission’s
the Moon). The partial dam across the Niagara significance. Sebastian mentions this briefly, in his
river fails spectacularly, sending water surging usual gruff manner. He then says:
downstream and creating turbulence and “We recently discovered an object in the Living
unpredictable currents. Land with characteristics similar to the structure you
If the heroes catch up with La Calavera, or her explored at Niagara Falls. We since learned this object
boat is on the verge of failure, she turns it around was created by the Akashans, an advanced civilization
and sails back toward the waterfall. All remaining that explored the cosmverse and visited Earth more
shocktroopers dive overboard and flee in terror, than twenty-five hundred years ago.
though they are unable to reach shore before the Sebastian relates the info under What the Delphi
current sweeps them over the falls. La Calavera is Council Knows on page 5, and continues:
the last to go over the edge.
“We think the Akashans called the structure you
If the heroes decide to follow her, their survival explored the Observatory. We theorize the points on
is chancy at best. They take 20 +1BD damage, and the holographic globe you saw there likely conceal
the roiling undertow holds them underwater at the pieces of a map to a place called the Forever City,
bottom until they pass a Near Impossible (DN 20) which is the site of the Akashans’ embassy on Earth.
Strength test. All boats are destroyed.
Apparently, the Akashans believed we had great
Of course, as one expects with a Nile Villain, La potential, and they left us a means to contact them once
Calavera washes up alive downriver some time we attained a certain level of social and technological
later, though without the data spike. It eventually development.”
winds up in the hands of a Pan-Pacifica team (they
steal it if the Storm Knights find it first), keeping Sebastian points to the sky and says, “One obvious
them in the race for the pieces of the Destiny Map. benchmark was our ability to live on the moon. We
haven’t reached that level. We aren’t ready to discover
this information. However, our very existence is at
stake. Others may already have this information, so
AFTERMATH we must be the first to reach the Forever City.
If the Observatory didn’t return to the moon by The dots you saw on the globe covered a great deal of
the end of the chase, it does so within minutes. territory—too large to investigate, as it turns out. We
The heroes notice the reality storms lessening in sent recon teams to scout the area, but these locations
intensity on the border with Core Earth, and a lie within foreign realities, so we might have to wait a
Delphi Council helicopter arrives shortly thereafter. few weeks to hear what they learn.
It lowers a rope ladder to the heroes and flies them Make no mistake—this is a great breakthrough. The
home. whole of reality may be in your debt.”

41
CARNIVORIOUS PLANT
Attributes: Charisma 2, Dexterity 6, Mind 2, Spirit
6, Strength 12
Skills: Dodge 8, find 8, maneuver (9), missile
weapons 12, trick (7), unarmed combat 12
Move: 2; Tough: 13 (1); Shock: —; Wounds: 2
Equipment: —
Perks: —
Possibilities: Never
Special Abilities:
• Armor: Thick skin +1.
• Clutching Roots: Damage Strength +1 (13),
reach 10 meters. Roots attempt to grapple all
THREATS
foes within reach without suffering Multi-
Target penalties.
• Large: These massive plants are three meters
tall and can fit a human inside their grotesque
bulbs. Attackers gain +2 to attack rolls due to its
size and bulk.
• Launched Thorns: Damage 12, range 10/20/30.
A plant only launches thorns if it has no foes to
grapple with its Clutching Roots.
• Mindless: Carnivourous plants are immune
to intimidation and taunt interactions.
• Relentless: Carnivourous plants ignore
Shock.

CHUPACABRA
Attributes: Charisma 4, Dexterity 11, Mind 5,
Spirit 8, Strength 8
Skills: Dodge 13, find 7, intimidation 12, maneuver
13, taunt (9), trick (8), unarmed combat 14
Move: 11; Tough: 10 (2); Shock: 8; Wounds: 1
Equipment: —
Perks: Ferocious
Possibilities: Never
Special Abilities:
• Armor: Scaly skin +2.
• Bite/Claws: Damage Strength +2 (10)
• Bloodsucking: On an Outstanding attack
the chupacabra’s attack hits the target’s lowest
Armor value.
• Jump: A chupacabra may leap double its
movement as a simple action, but doing so
leaves it Vulnerable.

42
CHURCH POLICE STREETBEATER Attributes: Charisma 4, Dexterity 9, Mind 4, Spirit
10, Strength 12
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit
Skills: Dodge 10, find 8, intimidation (10), stealth
7, Strength 8
10, taunt (9), trick (10), unarmed combat 11
Skills: Dodge 9, energy weapons 9, evidence
Move: 9; Tough: 12; Shock: 10; Wounds: 1
analysis 9, faith 10, find 9, fire combat 10, heavy
Equipment: —
weapons 9, intimidation 10, land vehicles 9,
Perks: —
melee weapons 9, taunt 8, trick 9, willpower 8
Possibilities: Never
Move: 8; Tough: 12 (4); Shock: 7; Wounds: —
Special Abilities:
Equipment: Armor of God (+4), GodMeeter
• Bite/Claws: Damage Strength +2 (14).
(Damage 15, Range 10/25/40), riot stick (Strength
• Horde: Infected crowd together to overwhelm
+3/11 damage, non-lethal)
their prey. Apply any bonus from a Combined
Perks: —
Action to damage as well as the attack itself
Possibilities: Rare (2)
when multiple infected attack a single target.
Special Abilities: —
• Infected: Ords KO’ed or Defeated by this
creature become infected themselves. Reality-
CORE EARTH SECURITY GUARD rated characters slain by infected rise as jiangshi
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit sometime within the act.
8, Strength 8 Possibilities: Never
Skills: Dodge 9, evidence analysis 8, find 8, fire Special Abilities:
combat 9, first aid 8, intimidation 9, land vehicles • Armor: Shell and scaly skin +4.
9, melee weapons 9, stealth 9, unarmed combat 9 • Head Butt: Damage Strength +2 (16).
Move: 8; Tough: 12 (4); Shock: 8; Wounds: — • Charge: If the dinosaur begins its turn
Equipment: Ballistic vest (+4), M4 carbine (Damage unengaged in close combat, it may enter close
13), Truncheon (Strength +2/10) combat by charging. This attack has a -2 penalty
Perks: — but gains +1BD on a hit.
Possibilities: Rare (2). • Infected: Ords KO’ed or Defeated by this
Special Abilities: — creature become infected themselves. Reality-
rated characters slain by infected rise as jiangshi
EDEINOS WARRIOR sometime within the act.
Attributes: Charisma 5, Dexterity 9, Mind 6, Spirit
8, Strength 10 INFECTED HUMAN
Skills: Beast riding 10, dodge 10, faith 9, find 8,
Attributes: Charisma 4, Dexterity 7, Mind 4, Spirit
intimidation 10, maneuver 10, melee weapons
5, Strength 8
11, missile weapons 10, stealth 10, survival 8,
Skills: Find 8, intimidation (10), stealth 8, taunt (9),
tracking 8, unarmed combat 11
trick (10), unarmed combat 9
Move: 9; Tough: 10; Shock: 10; Wounds: —
Move: 7; Tough: 8; Shock: 5; Wounds: —
Equipment: Hrockt shoot spear (Strength +2/12)
Equipment: —
Perks: Whirlwind
Perks: —
Possibilities: Rare (2)
Possibilities: Never
Special Abilities:
Special Abilities:
• Bite/Claws: Damage Strength +2 (12).
• Bite/Claws: Damage Strength +1 (9).
• Horde: Infected crowd together to overwhelm
INFECTED EDEINOS their prey. Apply any bonus from a Combined
As with infected humans, infected edeinos are Action to Damage as well as the attack itself
effectively mindless killers who desire only to eat when multiple infected attack a single target.
the living. Most such edeinos die within 24 hours.

43
• Infected: Ords KO’ed or Defeated by this • Undead: Jiangshi are immune to poison and
creature become infected themselves. Reality- other effects that require breathing, eating, or
rated characters slain by infected rise as jiangshi other “living“ processes.
sometime within the act.
JD-210 SECURITY ROBOT
INFECTED PROTOCERATOPS According to the manufacturer (Nagara Security),
Even dinosaurs can be infected by the Contagion. the JD-210 series security robot is a significant
However, they act more like rabid dogs instead of a upgrade to the 209 series. The 209 was rumored
frightening horde of humans who want to eat your to have a major design flaw that caused the robot
brains. to misidentify threats. These robots carry heavy
Attributes: Charisma 3, Dexterity 8, Mind 3, Spirit armor and significant firepower, and they can
9, Strength 14 deal effectively with dangerous threats, such as
Skills: Dodge 9, find 6, intimidation (11), maneuver armored vehicles or dinosaurs.
9, taunt (8), trick (8), unarmed combat 12 The JD-210 comes equipped with twin, arm-
Move: 8; Tough: 18 (4); Shock: 9; Wounds: 1 mounted chain guns, a shoulder-mounted grenade
Equipment: — launcher, and extremely tough armor. Although
Perks: — not designed for close combat, it features an electric
defense field that discharges lethal amounts of
JIANGSHI electricity into opponents during combat.
Attributes: Charisma 6, Dexterity 11, Mind 5, The JD-210 can operate in a reality with a Tech
Spirit 8, Strength 11 Axiom of 23, if needed, but its Electric Defense
Skills: Dodge 13, intimidation (13), maneuver 13, Field and Semi-Autonomous AI cease operating
stealth 10, taunt (11), unarmed combat 13 and the robot loses the ability to discriminate
Move: 5; Tough: 11; Shock: —; Wounds: 1 between friend and foe.
Equipment: — Attributes: Charisma 5, Dexterity 8, Mind 9, Spirit
Perks: — 5, Strength 15
Possibilities: Common (2) Skills: Dodge 8, energy weapons 13, evidence
Special Abilities: analysis 12, find 13, fire combat 13, maneuver
• Bite/Claws: Damage Strength +2 (13). Jiangshi (15), missile weapons 12, unarmed combat 11,
attempt to grapple unless a foe is already trick (17)
restrained, so a standard hit causes straight Move: 8; Tough: 25(10); Shock: —; Wounds: 5
Strength damage (11), a Good hit deals full Equipment: —
damage (13) and restrains the target, and an Perks: —
Outstanding also makes the target Vulnerable Possibilities: Never
and Stymied. If the target is already restrained Special Abilities:
a jiangshi uses an All-Out Attack. • Armor: Titanium +10.
• Fear: On first encountering this twisted • Twin Chain Guns: Damage 15, +1 to hit,
creature a hero must test willpower or Spirit or Heavy Burst, cannot be disarmed
become Very Stymied. • Grenade Launcher: Damage 16, Medium
• Infected: Ords KO’ed or Defeated by this Blast Radius, cannot be disarmed
creature become infected themselves. Reality- • Electric Defense Field: Damage 15 AP4. Uses
rated characters slain by infected rise as jiangshi unarmed combat. When hit in close combat, the
sometime within the act. JD-210 may attack with this weapon as a free
• Jump: A jiangshi may leap double its action. Called Shot at -6 (without Large bonus)
movement as a simple action, but doing so deactivates this ability for the rest of the scene.
leaves it Vulnerable. • Large: The JD-210 robot is the size of a small
• Relentless: Jiangshi ignore Shock. car; attacks against it gain a +2 bonus

44
• 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
maneuver or trick, lets the character attack the
weak spot on the back of the robot during the
SHOCKTROOPER
next turn. The weak spot has only Armor +2. Attributes: Charisma 6, Dexterity 7, Mind 7, Spirit
• You Have Five Seconds to Comply 8, Strength 8
(Intimidation Approved): When intimidation Skills: Beast riding 8, dodge 8, find 8, fire combat
is an Approved Action, the JD-210 may affect 8, first aid 8, heavy weapons 8, intimidation 9,
the entire party of player characters without land vehicles 8, maneuver 8, melee weapons 8,
incurring any Multi-Target penalties. A success streetwise 8, survival 8, taunt 7, trick 8
results in the interaction affect and players each Move: 7; Tough: 8; Shock: 8; Wounds: —
discard one Destiny card at random from their Equipment: Short sword (Strength +2/10), MP-40
hand of cards. (Damage 13, Short Burst, Range 10/25/40)
Perks: —
KANAWA SECURITY TROOPER Possibilities: Rare (2)
Special Abilities: —
Attributes: Charisma 6, Dexterity 8, Mind 8, Spirit
8, Strength 8
Skills: Dodge 10, evidence analysis 9, find 10,
SHOCKTROOPER OFFICER
fire combat 10, first aid 9, intimidation 11, land Attributes: Charisma 9, Dexterity 8, Mind 9, Spirit
vehicles 9, maneuver 10, melee weapons 10, 10, Strength 8
stealth 10, streetwise 9, unarmed combat 9 Skills: Air vehicles 11 (air force only), beast riding
Move: 8; Tough: 12 (4); Shock: 8; Wounds: — 10 (army only), dodge 10, faith 11, find 10,
Equipment: Kanawa security armor (+4), katana intimidation 12, fire combat 10, first aid 10, heavy
(Strength +3/11), SC Kyogo T11 (Damage 14, Long weapons 9, land vehicles 10, maneuver 9, melee
Burst, Range 50/100/200). weapons 10, missile weapons 9, persuasion 12,
Perks: — reality 11, survival 10, streetwise 11, taunt 11,
Possibilities: Rare (2) trick 10, unarmed combat 10, water vehicles 11
Special Abilities: — (navy only), willpower 12

45
Move: 8; Tough: 8; Shock: 10; Wounds: 1 YOKAI
Equipment: KK08 pistol (Damage 13), KK81 rifle
This specimen has white skin, long clawed fingers,
(Damage 14), Khopesh (Strength +2/10)
and unnaturally long forearms and ankles. A bony
Perks: Lead from the Front, Rally
jaw rips out of the bottom of its once human face.
Possibilities: Common (2)
Yokai are “abnormal“ infected, and may have
Special Abilities: —
different appearances or special abilities to reflect
that. This one is quick, hungry, and intent on
SOHBA-SOHBA slaying Storm Knights.

Attributes: Charisma 4, Dexterity 11, Mind 3, Attributes: Charisma 6, Dexterity 12, Mind 5,
Spirit 10, Strength 14 Spirit 10, Strength 16
Skills: Dodge 12, find 9, intimidation 11, maneuver Skills: Dodge 15, find 8, intimidation (15),
12, taunt (9), trick (8), unarmed combat 14 maneuver 14, stealth 13, taunt (11), unarmed
Move: 11; Tough: 16 (2); Shock: 16; Wounds: 2 combat 15
Equipment: — Move: 12; Tough: 18 (2); Shock: —; Wounds: 3
Perks: Vengeful Equipment: —
Possibilities: Never Perks: —
Special Abilities: Possibilities: Yes (1 per hero)
• Armor: Scaly skin +2. Special Abilities:
• Bite: Damage Strength +2 (16), reach 4 meters. • Armor: Tough hide +2.
• Large: Sohba sohba are typically around five • Bite/Claws: Damage Strength +2 (18).
meters long as adults. Attackers gain +2 to • Fear: Upon first encountering this creature
attack rolls due to their size. a hero must test willpower or Spirit or become
• Poison: If a sohba sohba’s bite deals damage Very Stymied.
exceeding the target’s Toughness, then a pain- • Infected: Ords KO’ed or Defeated by this
inducing toxin is introduced to the target. While creature become infected themselves. Reality-
poisoned the victim is Stymied and suffers one rated characters slain by infected rise as jiangshi
Shock each round. sometime within the act.
• Two Heads: The sohba sohba gets an extra, • Possibility Hunger: When a reality-rated
separate attack with one of its heads as a free character Soaks damage dealt by this creature,
action each turn, no matter what the creature it gains the Possibility spent to Soak.
did on its turn—including an attack with the • Regeneration (Very Fast): A yokai may spend
other head. a Possibility on its turn as a simple action to
heal one Wound.
VELOCIRAPTOR • Relentless: Yokai ignore Shock.
• Undead: Yokai are immune to poison and
Attributes: Charisma 5, Dexterity 10, Mind 5, other effects that require breathing, eating, or
Spirit 8, Strength 9 other “living“ processes.
Skills: Dodge 11, find 8, intimidation 9, maneuver
11, stealth 11, taunt (10), trick 8, unarmed combat
11
Move: 12; Tough: 10 (1); Shock: 8; Wounds: —
Equipment: —
Perks: —
Possibilities: Never
Special Abilities:
• Armor: Scaly hide +1.
• Bite/Claws: Strength +2 (11).

46

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