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THE DELPHI COUNCIL NEEDS YOU!


Delphi Missions: The Nile Empire is part of
a series of adventures designed to enhance
any Torg Eternity campaign. Each of the
ten adventures inside is suitable for an
evening of play, and may be dropped
into an existing story or played on its

DELPHI MISSIONS: THE NILE EMPIRE


own. These dangerous missions add
opportunities and complications to the
Storm Knights‘ lives.

This product contains adventures for


Alpha and Beta Clearance Storm Knights
written by a host of returning Torg icons,
including Greg Gorden, Ed Stark, Miranda Horner, and John Terra. Industry
names like John Wick, Steve Kenson, Wendelyn Reischl, Camdon Wright,
and Tracy Sizemore join in to add their own spins to the pulp adventure
of the Nile Empire!

INSIDE YOU‘LL FIND:


• Ten adventures, all set within different parts of the Nile Empire.
• Great for a one night fill-in, or to extend an act that ends
too early.
• New foes to battle and allies to win!

UlissesNorthAmerica.com

$24.99

9 781643 770543

This game requires the ISBN 978-1-64377-054-3


Torg Eternity Core Rules UNA10049
and Drama Deck to play.

Justus Pendleton (order #17831739)


Delphi Missions Nile Empire Team Revised & Expanded Developers: Eric Gibson,
Writing: Greg Gorden, Miranda Horner, Steve Jim Ogle, Gareth Michael Skarka, Nikola Vrtis,
Kenson, Tracy Sizemore, Bill Slavicsek, Ed Stark, Stephen Marsh, Talon Dunning
John Terra, John Wick, Scott Woodard, Camdon Nile Empire and Terra Design: Greg Farshtey, Greg
Wright Gorden, Brian Sean Perry, Ed Stark, Michael Stern, and
Ray Winninger
Editing: Ron Blessing
Art Direction: Aaron Acevedo Torg Eternity Design Team
Layout: Aaron Acevedo, Darrell Hayhurst Writing and Design: Shane Lacy Hensley, Darrell
Graphic Design: Aaron Acevedo, Jason Engle, Hayhurst, Markus Plötz, Deanna Gilbert, Ross
Maik Schmidt Watson
Cover: Scott Schomburg, Bien Flores Unique Contributors: Greg Gorden, Jim Ogle, Steve
Soparie Kenson, Ed Stark, George Strayton, Henry Lopez,
Aaron Pavao, Angus Abranson, Steven Marsh,
Interior Illustrations: Ben Acevedo, Emma Beltran, Patrick Kapera, Bill Keyes, John Terra, James
Chris Bivins, Donald Crank, Dennis Darmody, Knevitt, Jonathan Thompson, Andy Vetromile,
Talon Dunning, Bien Flores, Ross Grams, Gunship Joseph Wolf, Jasyn Jones
Revolution, Aaron Riley, Alida Saxon, Unique
Soparie, Carly Sorge Art Director: Aaron Acevedo
Graphic Design: Aaron Acevedo, Jason Engle
Original Design Team Playtesting: Jimmy Macias, Michael Conn,
Mythos and Game Design: Greg Gorden, Bill Damien Coltice, Michael Mingers, Michelle
Slavicsek, & Douglas Kaufman, with Ed Stark, Greg Hensley, Ron Blessing, Veronica Blessing, Tracy
Farshtey, Stan!, Brian Schomburg, Christopher Sizemore, Golda Lloyd, Andrew Harvey, Dale
Kubasik, Ray Winninger, and Paul Murphy Davies, Ed Rugolo, Scott Walker, Darrell Brooks,
Additional Concepts and Playtesting: Daniel Melvin Willis, James Dawsey, Brad Rogers, Jamal
Scott Palter, Denise Palter, Jonatha Ariadne Caspian, Hassan, Jeremy Dawsey
Michael Stern, Richard Hawran, C.J. Tramontana,
Martin Wixted
Technical Assistance: Dr. Michael Fortner, Dr.
George Exner
Original Logo Design: Tom Tomita

Torg, The Possibility Wars, and all unique characters,


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

1
HYENAS OF HARAR
Two-Pronged Strike��������������������������������������������������� 30
BY CAMDON WRIGHT 4 Fatal Attraction ���������������������������������������������������������� 31
Mission Briefing��������������������������������������������������������� 4 The Fog Lifts��������������������������������������������������������������� 33
The City of Harar ������������������������������������������������������ 5 Threats ������������������������������������������������������������������������ 33
Negasi Attacks������������������������������������������������������������ 7
Allies and Threats������������������������������������������������������ 7 FLIGHT OF THE IKARUS
BY ED STARK 34
THE CATS OF KHARTOUM
Delphi Briefing ���������������������������������������������������������� 35
BY MIRANDA HORNER 10 The Mission���������������������������������������������������������������� 36
Mission Briefing������������������������������������������������������� 10 The Superstructure ��������������������������������������������������� 38
The Khartoum Cat Lady ���������������������������������������� 11 Denouement��������������������������������������������������������������� 40
Talking to the Mummies ���������������������������������������� 12 Threats ������������������������������������������������������������������������ 40
I Vant to Suck Your Blood! ������������������������������������� 13
The Aftermath���������������������������������������������������������� 14 DIGGING UP THE BETTER HALF
Threats ���������������������������������������������������������������������� 15 BY JOHN WICK 42
A Pulp Vampire������������������������������������������������������� 15 Delphi Briefing ���������������������������������������������������������� 42
The Hidden Tomb������������������������������������������������������ 43
RACE FOR THE SCARAB
Consequences ������������������������������������������������������������ 46
BY TRACY SIZEMORE 16 Threats ������������������������������������������������������������������������ 46
Mission Briefing������������������������������������������������������� 16 The Gift of Service������������������������������������������������������ 47
Locating Aspers������������������������������������������������������� 17
The Cairo Metro������������������������������������������������������� 18 THE SERIAL GAMBIT
Amenhotep’s Scarab ����������������������������������������������� 20 BY GREG GORDEN 48
Scarab Image������������������������������������������������������������� 20 Meanwhile...��������������������������������������������������������������� 48
Escaping Cairo���������������������������������������������������������� 20 Cupola Falling������������������������������������������������������������ 50
Aftermath ����������������������������������������������������������������� 21 Hangar Ablaze������������������������������������������������������������ 51
Threats and Vehicles����������������������������������������������� 21 Delphi Council Briefing�������������������������������������������� 52
The Plan in Motion���������������������������������������������������� 54
FOOD FOR THOTH
For the scholars among us ��������������������������������������� 56
BY JOHN TERRA 22 We Can Only Do One Take��������������������������������������� 56
Delphi Briefing �������������������������������������������������������� 22 Threats ������������������������������������������������������������������������ 59
Well, It’s Not Exactly Uber… �������������������������������� 24
As the Crow Flies…������������������������������������������������� 24 THE ORPHAN
Oh, NOW What!? ���������������������������������������������������� 25 BY SCOTT WOODARD 62
Q&A Gone Horribly Wrong���������������������������������� 26 Delphi Briefing?��������������������������������������������������������� 62
Aftermath ����������������������������������������������������������������� 27 In the Desert��������������������������������������������������������������� 62
Bottling the Demon��������������������������������������������������� 64
FOG OF WAR
The Chase is On!��������������������������������������������������������� 64
BY STEVE KENSON 28 Sunrise, Sun Set ��������������������������������������������������������� 66
Delphi Briefing �������������������������������������������������������� 28 After the Fact ������������������������������������������������������������� 66
Crossing the Valley ������������������������������������������������� 28 Threats ������������������������������������������������������������������������ 66
Two for the Price of One ���������������������������������������� 30

2
GRIM HOUSE
BY BILL SLAVICSEK 68
It’s Definitely a Trap! ���������������������������������������������� 68
The Catacombs �������������������������������������������������������� 70
Jackals in the Dark �������������������������������������������������� 71
The Deadly Enclosure �������������������������������������������� 72
Doctor Grim and the Possibility Extractor ���������� 73
The Aftermath���������������������������������������������������������� 74
Threats ���������������������������������������������������������������������� 75

COMMON FOES 76

GENERAL DIRECTIVE #5
an
From the desk of Quinn Sebasti

how we win.
Share your tales of glory—it’s
ion is mo re val ua ble tha n am muntion in the Living Land.
Spreading hope to the popu lat
, bu t for the sa ke of Co re Ea rth, get over it! When you do
I know some of you are shy out it!
ng ex tra ord ina ry wh ile fig hti ng the High Lords, tell people ab
somethi
Quinn Sebastian

GENERAL DIRECTIVE #6
From the desk of Quinn Sebastian

Only share the really glorious stuff.


Some of you really took Directive #5 to heart, but it’s come to
my attention that a
few of the tales going around are a bit...mundane, even if the energ
y was there. If it’s
not a great story, it doesn’t spread well. If it doesn’t spread
well then hope doesn’t
get where it needs to go. Save the tales for the big moment,
the one that leaves a
lasting impression.
Quinn Sebastian

3
COSM: NILE EMPIRE

LOCATION:
HARAR, ETHIOPIA

The ancient city of Harar in Ethiopia has a long and


sometimes troubled history with the hyenas that

BY CAMDON WRIGHT
HYENAS OF
prowl the desert at night. Long before the coming
of the Nile Empire the city made peace with the
creatures by learning how to coexist with them. For
generations the famed hyena men of Harar hand
fed the nocturnal visitors with bone and meat
scraps.
HARAR
With the coming of the Nile Empire the hyenas have
transformed into supernatural beings, and control
of the animals falls upon the shoulders of a very
special woman. A Storm Knight, Desta Mulugeta,
with the power to control and communicate with
these nocturnal predators, has stepped forward
and become the city’s protector. She has kept the
city an unconquered stronghold, but four days ago
everything changed.
Kofi Wolde Gabriel from the Delphi Council has
a mission for the team: save Desta and keep Harar
out of Dr. Mobius’ clutches.

MISSION BRIEFING
The heroes gather at a desert encampment
just outside the Nile Empire boundaries. The
Delphi command tent contains communication
equipment, maps, and a large conference table.
Kofi Wolde Gabriel sits at the table head and briefs
the characters on the mission
“The situation in Harar is dire. Someone or something
seems to be controlling Desta Mulugeta. She is the
beloved protector of Harar who has the unique ability
to communicate with the magical hyenas that live
in the city. She has devoted her life to Harar and is
possibly the most powerful Storm Knight in Ethiopia.
Despite her protests, the city treats her as a warrior
queen, and most would give their life to save hers.
If Dr. Mobius was able to permanently gain control
over Desta’s mind the people of Harar would be his to
control as well.

4
The walls of the transfromed city still have tunnels for the local hyenas.

The city location makes it strategic to our operations,


but just as important are the lives of the good people THE CITY OF HARAR
who live there. They don’t deserve to become subjects The stone walls of the city rise up out of the desert
of Dr. Mobius’ tyranny. as they have for centuries. Locals destroyed and
Break the spell clouding her mind and find who is cleared most of the modern buildings that once
responsible. Unfortunately, time does not seem to be surrounded the walls for 30 meters in every
on your side. You must complete this mission before direction. Shocktroopers and hyenas patrol the top
the sun sets on this day. of the city walls in plain sight. Everything about the
city makes it clear outsiders are no longer welcome.
Each night Desta seems to lose more of herself and I
fear we have run out of time. Sunset transforms the
hyenas into terrifying beasts seemingly made of the THE WALLS
night itself. If she were to order them to attack you… Walkways line the top of the six-meter (20-foot)
it won’t be good.” high stone walls surrounding the city. Guards
The Delphi Council has vehicles and horses patrol the catwalks day and night. Guards have
waiting for the travelers. They choose their an unobstructed view of the surrounding area and
preferred means of travel to Harar. can spot characters in their line of sight as they
approach the city. The predictably timed patrols
are avoidable with a standard stealth skill test.

5
Duke Gate INSIDE THE WALLS
A large stone arch, called Duke Gate, is the largest
entrance to Harar. Hyenas and Shocktroopers The city streets
stand guard over the opening in the city walls. Large roads from the main gates (Duke and
The hyenas have a golden glow coming from their Argorba) lead to the square in the city center.
eyes, which gives them a supernatural quality. The Countless narrow alleys branch off of those main
Shocktroopers stand out from the rest of the city’s roads and create a maze connecting everything.
inhabitants with their uniforms. Stone buildings and canvas tents provide shelter
Three hyenas and Shocktroopers guard the Duke to Harar’s residents. Most of the city is mundane
Gate. The team requests passage through the gate, in nature and filled with people living trying to
which the guards deny. It is possible for the party to survive in a world of heroes and supervillains.
make its way past the guards with a hard persuasion It is easy to get lost inside the city without a
test, but a Shocktrooper and hyena accompanies guide. Characters unfamiliar with the city make
the heroes inside the city walls. a standard find test to pick their way through the
If the Storm Knights attack the guards one hyena street and alleys without losing time.
and Shocktrooper per two characters join the fight
on the next round. Command Tent
Inside the Shocktrooper base of operations one tent
Argorba Gate is much larger than the others. Five Shocktroopers
Two hyenas and one Shocktroopers protect the are at work inside coordinating the Harar mission.
smaller Argorba gate on the eastern side of the On a large wooden table are drawings for the
city. They only allow Nile Empire Shocktroopers obelisk under construction in the city center, and a
through this gate. scroll detailing the final ritual to be used on Desta.
Just inside the gate is a group of tents the
Shocktrooper platoon stationed in Harar is using
City Center (Feres Magala)
The city center is located where the roads
as a base of operations.
from both Duke and Argorba gates meet. It’s a
When attacked the Shocktroopers guarding gathering place for celebrations, public debate,
the gate will call out for help. Two hyenas and and pronouncements from city leaders. Desta often
Shocktroopers per Storm Knight join the battle at uses the area to meet with people in need of her
the rear gate two rounds later. help.
A large stone obelisk, covered in scaffolding, sits
Hyena Tunnels at the center point of the central square. The obelisk
The people of Harar carved these passageways seems to grow right out of the earth itself. There is
into the city walls more than 100 years ago. Two a large wooden stage on the southern side of the
of the tunnels remain, one each in the southern city center.
and northern walls. They provide quick access
in and out of the city for the hyenas, and are just Desta sits on a low wooden stool in the center
big enough for an average sized adult human to of the stage. She is speaking to a group of three
crawl through. Larger people (Strength 10+) or Shocktroopers about plans to better secure the city
those in heavy armor (Armor 3+) struggle in the walls. Two hyenas are asleep at her feet. Citizens
tight spaces, and must make a Hard (DN 14) stealth move about the area going about their daily
test to wriggle out before attracting the attention of routines. There is a group of young girls sitting
wandering guards. on the scaffolding across from the stage. They’re
watching Desta closely and most are imitating her
movements. One of the children is carrying a small
cloth hyena doll. They are having a mock battle
with the air and defeating imaginary foes.

6
Both Desta and the Shocktroopers are hostile to If his defeat seems certain, Negasi tries to escape
anyone who doesn’t appear to be from Harar or Dr. by knocking over all of the scaffolding onto nearby
Mobius’ army. Convincing Desta to break out of innocents. He tries to force the heroes to choose
the spell controlling her requires either a persuasion between saving the innocent or going after him. If
test at –10 or the scroll from the tomb. they let him go he burrows into the ground and
returns to the tunnels. Tracking him after this is a
Tomb of Nur ibn Mujahid heroic (DN 18) tracking test. He opens and closes
On top of a small hill sits a bright green building tunnels as he travels to confuse things even further.
shaped like a beehive. Stone protrusions jut out If Desta is killed, a supernatural darkness envelops
from the sides. A small group of people sit around the city, and the hyenas shift into their nighttime
the tomb singing an ancient sounding song. An form, regardless of the sun’s position. The frenzied
elderly woman cautions the party they must enter hyenas attack all armed people, outsiders, and
the tomb facing forward and exit by backing out. anyone threatening them. The attacks last until
A spirit resides inside the tomb and provides the sunrise of the following day. Only the original
healing scroll if the party respectfully asks for help. residents of Harar are safe.
The scroll only breaks a curse for those who are true
of heart. By reading the scroll aloud while staring
directly into the eyes of the cursed, any magical ALLIES AND THREATS
hold over a person is broken. Any heroic person,
regardless of the language they speak, can read the DESTA MULUGETA
scroll. The scroll bursts into flames after it is used.
Legend says only the purest of heart can speak to
Written on the scroll are the words, “A spirt has the hyena and bring peace to Harar. Desta is the
turned its evil eye upon you. We see the goodness only known Harari Storm Knight and has made the
of your path and would set you back upon it. Grasp most of her power. She has the ability to speak with
the light inside yourself and burn away evil’s hold. the magically enhanced hyenas, known locally as
Return to this world.” the Waraba.
If characters ignore the woman’s instructions on She is a leader to her people, organizer of the
how to exit the tomb the scroll bursts into flames resistance to Dr. Mobius’ takeover, and protector
when it crosses the tomb’s threshold. of the city. Things changed when she invited Dr.
The people outside of the tomb start yelling for Mobius’ Shocktroopers into the city’s walls. Desta
help if the party attacks them, threatens them, proclaimed she brokered a truce and the soldiers
or defiles the tomb in anyway. Their cries attract are there to make sure the city is safe and strong for
the attention of nearby guards and hyenas. One generations to come.
Shocktrooper per player character and one hyena The mummy sorcerer Negasi, a powerful agent
per two player characters respond to the situation. of Dr. Mobius, controls her mind with an ancient
amulet. She hasn’t fallen completely under his
control yet so won’t turn the hyenas on her beloved
NEGASI ATTACKS city. Negasi will have total control of her mind with
Negasi, the mummy sorcerer who has invaded one final ritual.
Desta’s mind, sits in a small chamber under the city Desta has a burn in the shape of an Axum cross on
center. If he senses unfamiliar magic in the area, or the back of her right hand. The wound was created
feels his control over Desta break, he opens a portal by the pendant Negasi is using to control Desta’s
in the earth next to the scaffolding. He knows the mind.
cost of failing Dr. Mobius, so he does everything
Quote: “The hyenas aren’t evil, they simply are.”
in his power to regain control over Desta. Negasi
has an amulet on his hand that matches a burn on Attributes: Charisma 8, Dexterity 7, Mind 9, Spirit
Desta’s hand. 9, Strength 7

7
Skills: Dodge 9, find 10, intimidation 10, fire Special Abilities:
combat 9, melee weapons 8, persuasion 11, • Claws: Damage Strength +2 (18)
reality 10, taunt 10, trick 10, unarmed combat 8, • Divine Blessings: Negasi was a spellcaster
willpower 11 in his previous life, and knows the bullet,
Move: 7; Tough: 7; Shock: 9; Wounds: 3 magehands, and shield spells.
Equipment: MP-40 (Damage 13, Short Burst, • Dread: While a divine mummy is present any
Range 10/25/40) Standard Scene counts as Dramatic instead.
Perks: Beastmaster (Hyena), Rally • Fear (–2): Divine mummies have a horrifying
Possibilities: 3 groan. The first time a character encounters a
Special Abilities: divine mummy in an act, he must make a Spirit
• Hyena Affinity: Desta can control the magical test at –2 or become Very Stymied.
hyenas of Harar. • Immunity: Divine mummies are immune to
intimidate and fire.
NEGASI • Relentless: Divine mummies ignore Shock.
Even in death Negasi still hungers for power over • Tunneling: He can move 10 meters through
the world of man as he did in life. Dr. Mobius agreed solid stone, may not run.
to hand him control over the southern region of the • Undead: Mummies are immune to poison
Nile Empire. Even Negasi realizes every promise and other effects that require living processes.
from Dr. Mobius carries an unspoken, “Until it no
longer serves my purposes.” SHOCKTROOPERS
Negasi, once a powerful sorcerer, is wrapped in There is a full platoon of Shocktroopers, 40 soldiers,
traditional bandages. Brightly painted glass orbs inside the city walls of Harar. They proudly wear
with a dim red glow sit in his hollow eye sockets. the full regalia of Dr. Mobius’ army.

He has an Axum cross woven into the bandages of The rest of the Shocktrooper company is on their
his right hand, which he is using to control Desta’s way to secure the city. The Delphi Council doesn’t
mind. Negasi has a lair carved out of the rock realize the Shocktroopers are close by and will
underneath the city center. The obelisk above the arrive the following morning. There are 80 more
ground continues into this room three meters (nine Shocktroopers inside of the city walls, and they
feet) below the surface. Dr. Mobius gave him very make retaking Harar difficult. If they maintain
specific instructions to carve symbols into the base control of Desta and the hyenas it becomes almost
of the obelisk. Negasi doesn’t yet understand the impossible.
ultimate purpose the obelisk will serve. See page 78.
Quote: “What was once, shall be again.”
Attributes: Charisma 11, Dexterity 10, Mind 9, HYENAS
Spirit 15, Strength 16 There are currently 31 supernatural hyenas in
Skills: Alteration 14, apportation 14, conjuration Harar. Two stay with Desta at all times, with the
14, dodge 13, faith 20, find 14, intimidation 20, remaining 29 spread out through the city assisting
maneuver 13, melee weapons 15, missile weapons the Shocktroopers. They all have freewill and are
14, reality 18, survival 12, taunt 14, tracking 13, defending the city from outsiders because Desta
trick 12, unarmed combat 14, willpower 20 told them there is danger.
Move: 10; Tough: 16; Shock: —; Wounds: 3
Equipment: Khopesh (Damage Strength +2/18) Daytime:
Perks: — These might appear to be mundane spotted hyenas
Possibilities: 5 of the desert at first glance but they are not. One
look into their glowing golden eyes speaks to the
power they contain.

8
Attributes: Charisma 5, Dexterity 8, Mind 5, Spirit
9, Strength 8
Skills: Dodge 10, intimidation 10, stealth 10,
tracking 8, unarmed combat 10
Move: 12; Tough: 8; Shock: 9; Wounds: 2
Possibilities: Never
Perks: —
Special Abilities:
• Bite/Claws: Strength +2 (10)

Nighttime:
At night the hyenas transform into a much darker
and deadlier version of themselves. They become
larger, their hide thickens, and they transform into
shadowy nocturnal predators. The hyenas still
listen to Desta in this form, but they hunger for
the hunt. The inhabitants of the city keep piles of
bones and scrap meat around the city at night as an
offering of thanks for their protection.
Attributes: Charisma 4, Dexterity 9, Mind 5, Spirit
10, Strength 17
Skills: Dodge 12, intimidation 15, stealth 15,
tracking 10, unarmed combat 12
Move: 12; Tough: 20 (3); Shock: 14; Wounds: 4
Possibilities: Never
Perks: —
Special Abilities:
• Armor: Thick Hide +3.
• Bite/Claws: Damage Strength +3 (20).
• Dread: These transformed hyenas become
terrifying beasts seemingly made of shadows;
any Standard Scene immediately becomes a
Dramatic Scene.
• Fear: The unnatural shadow form and piercing
laugh of these hyenas triggers instinctive terror.
Test Spirit or become Very Stymied.

NIGHT TIME
HYENA

9
COSM: NILE EMPIRE

LOCATION: KHARTOUM, EGYPT

A potential safehouse in Khartoum is under threat.


It’s been discovered by the villainous Baron Insidia,
THE CATS OF
but he won’t report anything until he unravels the
KHARTOUM
BY MIRANDA HORNER
mystery surrounding a group of mummies within
the site.

MISSION BRIEFING
Standard Scene. The Storm Knights received an
Alpha Clearance, urgent missive from Karima of
Khartoum, asking them to head to a small house on
the outskirts of Khartoum so they could meet with
the Medjay, a recent addition to those helping the
Delphi Council. They are urged to dress to avoid
suspicion, due to Khartoum’s place in Doctor
Mobius’ empire.
Once at the small house, they are ushered inside
by a man whose dark eyes miss nothing. He
introduces himself as the Medjay, saying:
“Welcome to Khartoum, where Doctor Mobius holds
sway and eyes are everywhere. I am the protector of
safehouses throughout the Nile Empire, and I asked for
help because a new agent, Lamassu, needs assistance
securing a safehouse here, in the heart of Mobius’
empire.
“She’s onsite at the prospective safehouse now, dealing
with another unfortunate situation that requires me to
leave this in your hands. I will return soon, though,
and I hope you can help her out with a specific matter
while I acquire what she needs. Essentially, one of
Mobius’ agents, a self-styled vampire named Baron
Insidia, has become aware of her efforts to set up a safe
space for us. Please take care of him.
“Time is of the essence. If Insidia decides to talk to
his superiors, we’ll need to reconsider having this
safehouse, unfortunately.”
The Medjay answers any questions, especially any
that can help the Storm Knights maintain a low
profile while in Khartoum, but he cannot linger
long. He plans to guide them to the safehouse, then
leave them in Lamassu’s hands.

10
There’s danger lurking in every shadow within the Nile Empire.

THE KHARTOUM The woman is in her late twenties, and she is of


Middle-Eastern descent. She’s wearing a plain
CAT LADY blue robe over what might be casual clothes, and
After winding through several back streets leading her dark hair is braided ornately on her head. Her
deeper into Khartoum, the Medjay steps into expression is a mix of worry and frustration.
an alcove, where he pops up a paving stone. He “I am here now with some friends, Lamassu, and
indicates that the Storm Knights should head we’ll help you finish this project,” the Medjay says
down. soothingly, but with a touch of warm humor. “Those
A long descent ends at the beginning of a rounded mummies won’t annoy you much longer if we do as
tunnel. The smell of incense lingers here, and the they ask.”
darkness fades into light near a hovering blue- The Medjay introduces the characters, adding,
tinted crystal ahead. More such crystals light the “While I acquire the gemstone they seek, they will
way into a larger room, which contains several other help you with the baron.”
doors leading into other areas of this underground
complex. A woman calls out in excitement when Lamassu hops once in excitement, then rushes
the Storm Knights cross the threshold. forward.

“You’re here! Oh, Medjay, they’re being annoying!” “Bless you all! To have more allies at last! I’ve
already had to prove myself so much. I promise to be

11
TALKING TO worthy of your trust. And that of the mummies. And
Karima’s. Mobius is a fiend. I’m so happy to no longer
THE MUMMIES be working for him. So are my cats. Though he doesn’t
know about them because I left when I figured out I
The mummies in the central chamber are
could work with them.”
guardians of this place (four regular mummies
and one divine mummy), though they won’t As if on cue, several cats and some kittens
tell anyone what this place once was right come forward and wind themselves among the
now, which is irritating to Lamassu. Feel free characters. At this point, both Lamassu and the
to flesh out the lore of it yourself to suit your Medjay answer more questions. Here are some
campaign’s needs or make it available to the points of information that might be useful in
Storm Knights as they continue to work with handling Baron Insidia, plus tidbits about Lamassu.
and for the mummies, who have their own • Baron Insidia works for Doctor Mobius and
goals (of your choosing). After learning about while he’s not actually a vampire, he likes to
the current situation, they wish to start working believe he is. He has some abilities that back
against Doctor Mobius and his minions. this up. (Feel free to note them.)
When the Storm Knights and Lamassu first • The baron once worked with Lamassu before
meet the mummies, though, they are limited she left. She finds him both amusing and
to the chamber they’re in, and their divine annoying, she’s quick to say, but he can also
mummy leader is not conscious. Once the be deadly. She warns the Storm Knights that it
gemstone is returned to the throne, the divine might be easy to not take him seriously when
mummy stands up and interacts with those he talks, but they should treat him as a high-
around her. She demands answers to the level threat. And maybe not let him talk.
following questions of anyone who enters the • Baron Insidia picked up Lamassu’s trail a
central chamber. couple of days ago, and he was either good
enough or lucky enough to have spotted her in
1. What is your name?
this area repeatedly. When her cats alerted her
2. What did you dream about before meeting to his continued presence around here in the
me? evenings, she decided to ask Karima for help.
3. What are you most ashamed of? • “No matter what happens, do NOT invite
him into anywhere ever,” Lamassu states.
4. What do you consider to be your kindest
“You’ll never be rid of him. And that’s how the
act toward another?
last safehouse attempt went here in Khartoum:
5. Who is your most powerful enemy right He controlled someone to invite him in. It was
now? over after that. It was disgusting to hear him
This roleplaying scene could allow both the brag about it, too. Ugh. And I made the mistake
players and GM to add more depth to each of of inviting him into my workspace once before
the characters and their interactions with the I really knew him, and he always made a point
world and campaign story, so take notes! to step into it whenever he was around because
he knew how much it irritated me.”
If Lamassu, the Medjay, and the Storm
• At around this time, too, she finally figured
Knights earn the trust of these mummies, they
out how to get into the central chamber of this
could accompany people outside the safehouse
complex, which contains five mummies and a
on missions in the area, but they won’t leave
throne. Four of the mummies are awake; the
Khartoum at any point.
fifth is not and is seated on the throne. She has
been tasked with returning a gemstone to the
throne on their behalf, and if she does so, they
will assist in guarding the entire safehouse
instead of maintaining their vigilance within

12
the chamber only. The Medjay knows where it If the baron feels like he will lose, though, he
is now and needs to head out to retrieve it. attempts to flee the area, and the safehouse will
• Lamassu was once an agent of Doctor Mobius, assuredly be compromised shortly thereafter.
but after being asked to do something terrible,
which she won’t talk about, she started thinking
about leaving. That’s when she realized she
could work with cats: talk with them, ask them HOW DARE YOU INTERRUPT
to help her, and so on. Obviously, not all cats MY DAILY REST!
are quite ready to help exactly as she’d ask, but In keeping with his belief that he is a vampire (and
for the most part, they work with her pretty his aversion to daylight), Baron Insidia likes to find
well. She uses them to patrol the area, watch for a safe place to wait out the day, and he keeps several
trouble, and so on. They serve as eyes, though, guardians around him. When the Storm Knights
and do not attack. appear to deal with him, however that looks like,
• She plans to send out several cats with the the guardians are ready to fight, but it takes the
Storm Knights to help them keep undetected baron a round or two to come into play. Playing it
and to get them to where they think Baron smart and taking advantage of the baron’s aversion
Insidia is holed up right now. to daylight should be rewarded!
• Shocktrooper Officer: See page 78.
UTILIZING THE KHARTOUM • Nile Empire Shocktrooper (1 per hero): See
CAT SPY NETWORK page 78.
The Storm Knights could ask Lamassu to have • Baron Insidia: See page 15.
the cats help set them up for good positions, so
reward that level of planning by having each cat VAIT? VHAT?
that accompanies them point out potential spots.
The sign that Lamassu tells them to watch for is Because Baron Insidia is seeking to find out what
that the cat sits down and starts cleaning it face. Lamassu has been up to, and because he has a
certain amount of hubris and wants to victoriously
Additionally, you could have a lot of fun present all information possible to his superiors,
personalizing the cat experience by giving the crew he wanders the area at night alone, waiting to
that helps the characters names, specific coloring, catch sight of her and follow her back. He has a
and even behaviors. few people in the area who help him with this
unwillingly (using his Mind Control), but the
limited nature of this ability (the target must make
I VANT TO SUCK eye contact) means he hasn’t anywhere near as
YOUR BLOOD! good a spy network as Lamassu does.
Now the Storm Knights must figure out how they So, it’s possible the Storm Knights could try to
want to handle Baron Insidia. Lamassu and her ambush him as he moves around the area by using
cats know where he spends his days, and if they stealth and streetwise. If the cats help out due to
want to wait until daylight to handle him, they planning ahead, their efforts could become easier
might surprise him and his daytime guardians. and quieter. But if the Storm Knights make a lot of
Faster, though, might be better, and the timing of noise, have a group of shocktroopers show up.
this scenario might have the characters facing the • Baron Insidia: See page 15.
baron alone during the night, when he’s looking • Nile Empire Shocktrooper (2 per hero): See
around the area. In this case, the cats can guide page 78.
them to meet up with him and allow the Storm
Knights to pick their timing. Use either set-up as
time of day dictates

13
THE AFTERMATH
If the Storm Knights decide to capture Baron
Insidia or put an end to him entirely, they have
helped Lamassu secure the Khartoum safehouse
for the time being, so she can finish off preparations
to open its doors to those who have need of it.
Given its location, though, it will remain one of the
most vulnerable safehouses among the Medjay’s
network.
If the baron escapes, it doesn’t take too many days
before the location is discovered—Doctor Mobius
puts many people on finding it after Baron Insidia
tells him something is awry in that area of his
empire.
When the Medjay returns from his errand, he
hands the gemstone to Lamassu, who gestures to
everyone that they should accompany her. She
places the stone within a socket in the throne, which
then briefly lights up, awakening the mummy upon
it. At this point, the mummy starts interacting with
everyone. Play this out as a roleplaying scene for as
long as it remains interesting. When the mummies
realize their goals can align with Lamassu’s, the
Medjay’s, and the Delphi Council, they become
allies. However, if the baron escaped earlier, they
request to be removed to another location within
the city, which they reveal only to Lamassu.
“Only when we have remained undetected in our new
location for six full cycles of the moon will we then
allow it to become a safehouse for you and yours,” the
noble mummy states. “After that, we will join forces.”
If asked how many other places they know of, the
mummies remain irritatingly silent.
As for the cats: If any of the Storm Knights wish
to take one on as a companion, Lamassu is happy
to help, but the character must guarantee the cat’s
well-being.
“I know you lead dangerous lives, but within the
scope of that, please take care of this one!”

14
THREATS
A PULP VAMPIRE
BARON INSIDIA There is some debate on what a “true” vampire
Baron Insidia’s body was altered in an experiment is like. There is a strain in Orrorsh that is widely
conducted by Doctor Mobius and gained the considered the standard, but other cosms
abilities of an old movie vampire, complete have legends or creatures that fit some of the
with sensitivity to the sun, immense strength, a same characteristics. Whatever the truth about
beguiling gaze, and a distaste of garlic. He actually vampires, the Baron isn’t one.
truly believes he is a vampire, even though he isn’t. Instead, Insidia is quite mad. He has strange
Quote: “Ahh, ahh, ahh!” pulp powers and believes he is a vampire, but
Attributes: Charisma 11, Dexterity 7, Mind 8, that is the only connection he has to the actual
Spirit 8, Strength 13 mythical creatures. However, in the world of
Skills: Dodge 9, find 12, intimidation 12, maneuver Torg belief is a powerful thing, especially in the
9, persuasion 16, reality 11, scholar 11, stealth hands of a Stormer with the ability to impose
10, streetwise 13, taunt 13, tracking 11, trick 10, his mad beliefs on the reality around him.
unarmed combat 11, willpower 13 When judging the effects involving Insidia,
Move: 7; Tough: 13; Shock: 10; Wounds: 3 belief is the key component. He can’t enter a
Equipment: — home uninvited because he thinks he can’t. He
Perks: Endurance, Super Attribute (Strength), burns in sunlight or becomes sick near garlic
Mind Control (uses persuasion, target must because he believes he should. If he doesn’t
make eye contact) realize a dish contains garlic, however, it has
Possibilities: 5 no effect on him whatsoever.
Special Abilities:
• Grappler: Unarmed combat tests, when A Hard (DN 12) scholar test provides other
attempting to grapple a target or preventing vampire legends that might be used against
a target from escaping a grapple, are Favored Insidia: an inability to cross running water,
(see Grappling in Torg Eternity). he must sleep atop Terran soil inside his own
• I Vant To Suck Your Blood!: If Baron Insidia coffin, and so on. Encourage the characters to
has restrained a target without Full Body play into these weaknesses.
armor, he may bite for Strength +2 (13) + 1BD If the Baron is killed in a direct confrontation
damage automatically. with the Storm Knights it might turn out that
• Allergy to Sunlight: While in direct supernatural forces are at play after all. The
sunlight, Baron Insidia is Stymied. Law of Inevitable Return insures that even if
•Sensitivity to Garlic: Interaction attacks that staked and burned Insidia may rise from the
involve garlic in some way are Favored. grave seeking revenge!

15
COSM: NILE EMPIRE

LOCATION: CAIRO, EGYPT


RACE FOR THE
An Eternity Shard is suspected to reside under
Cairo and must be found before the Insidious Wu
Han realizes what’s happening.

BY TRACY SIZEMORE
MISSION BRIEFING
Standard Scene. The Storm Knights are on a
PBY Seaplane (see page 21) bound for Cairo.
SCARAB
On the plane with the heroes is a Delphi Council
operative named Redner. He pilots the plane
if none of the team has the air vehicles skill and
merely accompanies them if they do. Once in the
air, Redner passes a message bearing the Delphi
Council seal to the Storm Knights. It’s marked
“Top Secret and Urgent!”
“Sabella, our operative now based in Giza, has
obtained intelligence regarding a powerful eternity
shard known as Amenhotep’s Scarab, a unique jewel
purported to have regenerative properties. It was
commissioned by Egyptian pharaoh, Amenhotep III,
to be the centerpiece of his sarcophagus in the 13th
century B.C., but the sarcophagus disappeared from
his tomb shortly after his death.
“Sabella believes a mysterious figure in the Cairo
underworld named Aspers knows the Scarab’s
location, but he is cagey and mercenary in his dealings.
Sabella located Aspers, but her notoriety among Dr.
Mobius’ forces prevented her from making contact. To
complicate matters, we believe Wu Han’s agents are
already on Aspers’ trail, so what was an information
gathering curiosity has now turned into an urgent
operation!
“Aspers works as a tailor in downtown Cairo. You
are to make contact, get the location of the Scarab by
whatever means necessary, and immediately bring it
to Naples, Italy without delay.
“Our operative Redner will secure your plane after
landing and ensure it’s ready to go for quick extraction
on completion of your mission. Time is of the essence!
Good luck.
“Signed, Omar Bednarczyk, Delphi Council
Cassandra Division.”

16
The Shroud knows all too well it’s better to be inside the plane than outside.
Redner gives the team a package, including Attributes: Charisma 12, Dexterity 7, Mind 10,
roughly 10,000 Royals, indicating they might need Spirit 8, Strength 7.
it to grease the wheels with Aspers. The plane Skills: Evidence analysis 11, persuasion 13, stealth
touches down on the Nile next to downtown Cairo, 12, streetwise 14, trick 10.
and Redner assures the team it will be ready to go Move: 7; Tough: 7; Shock: 8; Wounds: —
when they are. Equipment: Flash grenade (x2), knife.
Perks: —
ASPERS Possibilities: None
Special Abilities:
Aspers is a piece of work. He’s less a treasure • Slippery: Aspers has an uncanny ability to
hunter and more of an information mercenary who slip away and disappear the moment no one is
sells his knowledge to the highest bidder. He’s looking.
survived this long by being clever and not playing
fair. He’s always on the lookout for a better deal,
and when things go wrong, he tends to disappear. LOCATING ASPERS
Quote: “Come now! This is valuable information, Standard Scene. In Cairo, the Storm Knights
if not to you, then to someone else.” should get a sense of a world that never slows
down. Crowds of people shop, work and move

17
around, while various dramas large and small Special Abilities:
play out everywhere they look. Strangers with • Gloater: When taunt or intimidation are
suspicious stares and secrets, whispered between Approved Actions, the villain may affect the
masked figures, is the norm. entire party without a Multi-Target penalty.
Aspers’ shop offers high-end clothing and Affected heroes lose a random card from their
tailoring to people of influence and money. It’s hand.
located in downtown Cairo, just a few blocks from • Minions: The villain may transfer any hit to a
the seaplane port. lackey within a few meters if he succeeds at a
reality test.
Wu Han’s Men Let’s Make a Deal
By the time the Storm Knights arrive at the shop, After the heroes defeat the Archeologen and his
they’re almost too late. They enter to see Aspers, a goons, Aspers dusts himself off and expresses
small, frightened looking older man in shirt-sleeves his gratitude to the heroes for saving his life. In
with a measuring tape draped around his neck. A exchange, he’s happy to offer the heroes a special
sinister but charismatic man with a scar across his “friends” discount in exchange for the location of
face (the Archeologen) threatens Aspers with a the Scarab. Aspers is anything if not irrationally
knife. The man wears a black suit and a panama greedy.
hat, and he’s flanked by several humorless thugs.
Aspers looks relieved at the interruption, but the With a Hard (DN 14) persuasion or intimidation test,
Archeologen simply grins. He is only too happy to they convince him it’s in his best interest to reveal
dispatch any rivals on his path to the Scarab. his secret. Lower the difficulty if the Storm Knights
grease the wheels with an offer of substantial cash,
Aspers is content to sit out the conflict and cower but Aspers is never fully satisfied with what he
in the corner. He’s a deal maker, not an action hero, gets. After he gives the heroes the information they
and the only deal to be made is with the winner of need, he mysteriously disappears the first time
the fight. they take their eyes off him.
• The Archeologen: See below.
• Thugs (2 per hero): See page 77.
THE CAIRO METRO
THE ARCHEOLOGEN Standard Scene. The Scarab is buried in a secret
A servant of Wu Han, the Archeologen is a tomb, directly under the Nile itself, in the very
ruthless criminal who specializes in finding hidden heart of Cairo. Aspers discovered access to it while
antiquities. Soft spoken and a snappy dresser, his exploring the ruined Cairo Metro lines under the
charismatic demeanor belies his cold brutality. His city. An explosion in one of the tunnels during the
goal is to extract the information he needs from invasion’s reality storms created an opening into
Aspers and kill anyone who gets in his way. an ancient undiscovered passage.
Quote: “Ah, more amateurs to deal with!” When the team goes down there, they see what
Attributes: Charisma 12, Dexterity 9, Mind 10, used to be a modern metro train, transformed
Spirit 9, Strength 11 during the reality storms into a steam powered
Skills: Dodge 11, find 11, fire combat 12, passenger locomotive, seemingly straight out of
intimidation 12, land vehicles 10, melee weapons the 1950s. It is wrecked and clogs the area where
11, reality 12, stealth 10, taunt 11, trick 11, rubble and steel hide the entrance to the cave. The
willpower 11. passage leads down in a winding path to a chamber
Move: 9; Tough: 11, Shock: 9; Wounds: 3 directly below the Nile River under downtown
Equipment: Knife, leather armor, Thompson 1928 Cairo.
Perks: Mind Control
Possibilities: 3

18
AMENHOTEP’S • Step C: Once they’ve identified the right
jewel, the water is already bubbling around the
SARCOPHAGUS team’s waist and rising fast. They must quickly
Standard Scene. An ancient sarcophagus pry the Scarab loose from the sarcophagus.
encrusted with jewels, including Amenhotep’s Suggested test: Strength DN 16. Up to two other
Scarab, rests on a precarious rock pedestal at the people may use Combined Actions to assist
far end of the large chamber. The only access to it this roll.
is via a dangerous, rickety rope bridge that is badly • Step D: The water level has reached the
damaged and almost unpassable. Below the bridge ceiling. The only way to get out of the chamber
is a deep pit ending in a shallow pool of water a alive is to wait for the pressure to equalize.
hundred feet down. Several massive blocks of Then the heroes must swim through one of
stone line the walls of the chamber, suspended the openings in the wall and find a path to the
through tight, form fitting holes in the ceiling. river. Suggested test: Find DN 14.
The walls below the blocks are wet with dripping
water (obviously the source of the pools below) Dilemmas
and lined with glowing moss, which provides dim When dilemmas happen, feel free to improvise,
illumination in the room. but here are some ideas for each type.
If the Storm Knights start planning too much (or • Possible Setback: This could represent an
at all), rush them along with an unreasonably large errant spray of water knocking the Storm
hoard of Shocktroopers charging down the tunnel Knights off balance. A failure of the current
behind them. Naturally, they were followed. step means the Storm Knights must back up
and repeat the previous step.
THE FLOODING OF THE NILE • Complication: If the current step’s test fails,
After the team enters the chamber, a massive stone this could represent the extreme pressure of the
barrier they didn’t see before drops behind them, situation, and the fear involved. This imposes
trapping them inside. Exactly what tripped the trap a –1 cumulative penalty for the rest of the
is a mystery, but they feel a shifting under their steps but taking a deep breath and making a
feet, and a rumble surrounds them. Through some Hard (DN 14) willpower test as a free action can
unseen, ancient mechanism, the stone blocks on the overcome the fear and eliminate the penalties.
walls slowly begin receding into the ceiling as the • Critical Problem: Failure on their test against
trickle of water becomes a stream, then a flood, then the current step may represent a surge of water
a deluge, as wall openings are exposed. Thousands through a newly opened crack in the wall,
of gallons of water roar into the chamber from all washing the Storm Knights away from the
directions and threaten to fill it completely within pedestal, and dislodging the Scarab from their
minutes. Getting to the sarcophagus, removing the grasp (if they’ve gotten that far). This forces
Scarab, and escaping the trap alive is a Dramatic them to start over on step A with the test types
Skill Resolution which must be completed in the for each step adjusted accordingly.
usual five rounds.
• Step A: The Storm Knights must first find Failure
a way to jury-rig the broken bridge so they If the heroes fail the Dramatic Skill Resolution,
can cross it safely and get to the sarcophagus. they’re in big trouble. No matter which step they
Suggested test: Science DN14. fail on, the Scarab is lost, and the Storm Knights
have only one chance to escape alive. A successful
• Step B: After reaching the sarcophagus, the
Hard (DN 14) find test allows them to discover a
heroes are confronted with an array of jeweled
path to the river’s surface, but if they fail, well, it’s
scarabs affixed to it. They must identify the
not called a deathtrap for nothing.
correct one before removing it. Suggested Test:
Scholar DN 10.

19
SWIMMING TO THE SURFACE
AMENHOTEP’S SCARAB Regardless of whether they succeeded or failed the
Cosm: Core Earth Dramatic Skill Resolution, each Storm Knight must
Possibilities: 8 pass a Hard (DN 14) Strength test to swim out of
Tapping Difficulty: 12 there before drowning. Those who make Good or
Purpose: To affect rebirth, regeneration, and Outstanding successes may also add +2 to another
empowerment. player’s roll. Those who fail take 15 damage plus
Description: A large jeweled scarab, made of two BD (ignoring armor) from almost drowning,
dark blue gemstone with flecks of shiny red and it’s not over yet.
impurities. It was originally commissioned
by Amenhotep III as the centerpiece of
his sarcophagus. After his entombment, ESCAPING CAIRO
Amenhotep III’s sarcophagus disappeared, Dramatic Scene. The Storm Knights surface in
and the Scarab along with it. the middle of the Nile River in downtown Cairo.
Powers: During a glory event, anyone within Unfortunately, the Law of Drama rules the day,
25m of Amenhotep’s Scarab automatically and Aspers couldn’t help himself. He sold the
heals all Wounds. Each character in range Storm Knights out to a higher bidder.
(including villains) may also make a very
The heroes see dozens of motor boats filled with
hard (DN16) faith test, and if successful, may
Nile Empire Shocktroopers approaching them
remove one permanent injury. The Law of
from both directions. Countless more armed thugs
Glory is always in effect for anyone within
crowd the shores around them.
range of Amenhotep’s Scarab.
Restrictions: Amenhotep’s Scarab’s Powers On the bright side, the Law of Drama occasionally
and Possibilities may only be used in the comes to the rescue as well, and this also happens to
presence of the sun. be the port where their seaplane is parked, gassed
up and ready to go, just as promised by Redner.
It’s a Very Easy (DN 6) Dexterity test to hop on the
plane, as Redner taxis past to pick up the heroes,
but there’s no time to lick their wounds because
once they take off, things get really crazy.

THE WING WALKERS


Whether piloted by one of the Storm Knights, or
Redner, the seaplane successfully takes off and
leaves the Shocktroopers behind. A few minutes
later, however, those who make a Challenging (DN
12) find test see the armed Sopwith Camel biplanes
(see page 21) closing on their position. Those
who get a Good success or better also notice several
masked wing walkers tethered to each plane—all
clearly insane and itching for trouble.
If the heroes fail the find test instead, the villains
get a leg up and start on step B of the ensuing chase,
rather than step A.

20
Use the chase and vehicle combat rules in
Chapter 4 of the Torg Eternity core rulebook. The
THREATS AND VEHICLES
wing walkers use guns to make called shots at
the seaplane’s engine or control surfaces unless WING WALKERS
they are on the same step, in which case they Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit
attempt to board and hijack it. Anyone who leaves 8, Strength 8
the confines of their plane’s cab to crawl around Skills: Air vehicles 9, dodge 10, find 8, fire combat
outside (including the wing-walkers) must make 10, first aid 8, heavy weapons 9, intimidation 9,
a Very Easy (DN 6) Dexterity test at the beginning maneuver 9, melee weapons 9, stealth 9, unarmed
of their turn each round, to avoid plummeting to combat 9
their doom. Move: 8; Tough: 9 (1); Shock: 7; Wounds: —
If the Storm Knights escape unscathed, they fly Equipment: Flight uniform (Armor +1), Thompson
on without further harassment. If, on the other SMG (Damage 14, Short Burst, Range 15/30/60),
hand, their plane gets wrecked or they fall out, Bullwhip (Strength +2/10 damage, reach 3
just remember this is the Nile Empire. Be on the meters), petrol bomb (14 damage, Medium Blast).
lookout for crazy twists, creative solutions, and Perks: Double Tap
insane action. Almost anything is possible. There Possibilities: Rare (2)
aren’t any parachutes on the plane, but there’s Special Abilities: —
almost certainly a blow-up raft one could find very
useful! PBY SEAPLANE
• The Crimson Cape Twins (2): The pilots of Speed: 200 kph (13); Tough: 18 (2); Wounds: 3
the Sopwith Camels. Use the Masked Marauder • Armament: None.
(See page 77) with three Possibilities each, an • Fast: Speed grants a +2 bonus to complete
air vehicles skill of 12, and a heavy weapons skill steps in a Chase or a −2 penalty to be hit.
of 11. • Maneuverability Rating: –2 penalty to air
vehicles for defenses or tests.
• Wing-Walkers (2 per Hero): see Threats • Passengers: 6.
below.
• Redner: He only flies the plane if none of the SOPWITH CAMEL
Storm Knights are pilots. Use the stats for a Speed: 200 kph (13); Tough: 14; Wounds: 2
Soldier (see page 77) with the addition of an • Armament: Two .30 caliber machineguns
air vehicles skill of 9. (Damage 15, AP 2, Range 500/1k/2k, Long
Burst, Ammo 200 each).
• Fast: Speed grants a +2 bonus to complete
AFTERMATH steps in a Chase or a −2 penalty to be hit.
When the Storm Knights reach Italy, Delphi council • Passengers: 2, plus Wing Walkers.
member Omar Bednarczyk himself is there to meet
them. He listens to their tale with amazement and
thanks them for their remarkable and important
work. He assures the heroes Sabella is safe in Giza
and hasn’t been discovered, and she passes on her
congratulations as well.
As far as Aspers goes, Omar is confident this
is not the last they’ll see of him, and given his
resourcefulness, he may prove as much of an asset
as a liability. It’s probably best to let him go—for
now. Of course, that’s not to say the Storm Knights
won’t have other ideas.

21
COSM: NILE EMPIRE

LOCATION: CAIRO AND THE


SINAI PENINSULA, EGYPT

A wild ride takes the Storm Knights through a


storm of bullets in Cairo, to the distant peak of
Mount Sinai, where a cabal of Amaatist priests has
made a powerful mistake. They have unwittingly
FOOD FOR
released Thoth’s “Destructive Bird of Carnage,”and
the team must act quickly to set things right before
BY JOHN TERRA the creature’s rampage becomes unstoppable.
THOTH
DELPHI BRIEFING
Standard Scene. It’s nine o’clock at night, and the
Storm Knights are on the outskirts of Cairo, lurking
in a dark railroad switchyard, awaiting their Delphi
Council contact. It’s quiet, except for the occasional
rumble of a passing freight train, pulled by a
puffing and chugging steam locomotive. Standing
around, waiting for word on the next mission, is a
difficult endeavor in a realm where constant action
and motion rule the day, but one does what one
must.
Suddenly, when it seems the Storm Knights can’t
stand one more moment of inaction, the air is
filled with the desperate roar of a heavy sedan’s
engine, getting ever closer. Headlights catch the
Storm Knights in their glow as the car approaches.
A Challenging (DN 12) Mind test reveals that the
sedan is all shot up, and there are two figures in the
front seat, the one in the passenger seat is slumped
over.
The vehicle swerves to a nifty, tidy stop right
alongside the Storm Knights, with 18 inches’
clearance to spare. Read the following aloud:
“The black sedan, an Allenton Roadster, is riddled
with bullet holes, some of them still smoking. The
engine’s idling rough, as if it’s been subject to damage
and overwork. There’s what can best be described as a
robot, clutching the steering wheel, a metal cigar in its
“mouth” and a green “newsie” cap on its head. Sitting
next to him, with a look of fear found only in the wide
desperate eyes of a dying man, is Daoud, your contact.

22
“He’s bleeding profusely and clutching
a dispatch, which is slowly soaking up his
blood. ‘Please!’ he manages to gasp. ‘I’ve
been found out! They’re after me! Hurry,
take this! Robo-Hack knows the way, just
tell him where to go!’ As he holds up the
document, his eyes roll up into his head and
he expires, his forehead hitting the dashboard
with a solid THUMP.”
All Dauod has on him is a .38 revolver, a
dozen bullets, and $12 in local currency.
When the Storm Knights decide to read
the dispatch, show them this or read it
aloud:
“This is DC Middle-East Division dispatch.
Informants and radio traffic all point to a
BIG MOVE by Doctor Mobius, a real Hail
Mary play. Several of his favorite personal
sorcerers congregating at the site of Biblical
Mount Sinai, attempting to ascertain via
magic the locations of not one but MANY
Eternity Shards in one fell swoop. Possible
treasures include the Spear of Longinus, a
piece of the True Cross, Moses’ staff, the
Holy Grail, and the Ark of the Covenant.
“If this is true, the ritual MUST be disrupted
at all costs. Proceed to Al Fadrin Airfield,
south suburban Cairo, take possession of the
Fokker-Ramses aircraft labelled ‘Reggie’s
Charter,’ fly to co-ordinates secreted in
the plane. This mission is High Priority.
Destroy this document after reading. End.”
As the Storm Knights finish reading
the dispatch, the sounds of several more
Roadsters fill the damp night air. Multiple
headlights light up the bullet-ridden
car, courtesy of three speeding sedans,
brimming with Thompson-wielding
thugs, bearing down on the group!
Robo-Hack whirrs and clicks, and in an
electronic voice enhanced by a Brooklyn
accent says “Where to, youse guys?”

23
WELL, IT’S NOT Unfortunately, as the car roars down the highway,
halfway to the airfield, the thugs fire a lucky burst
EXACTLY UBER… and take out Robo-Hack, who sparks and fizzles
Standard Scene. The Storm Knights are being and exclaims “Dey got me! Dose bums got me! I
pursued by a trio of sedans filled with gangsters in been eighty-sixed! SNAFUed!” as he shuts down.
the employ of Mobius-backed crime lords. They’re However, the car is still doing 70 mph; the robot’s
the ones who shot up Daoud, and now they aim to heavy foot is still on the gas, and a Storm Knight
give the same treatment to the Storm Knights. will need to make a hard (DN 14) land vehicles
test in order to move Robo-Hack aside and take
ROBO-HACK control of the car. Incidentally, Robo-Hack can’t be
repaired unless taken back to a Weird Science lab
This robot is a product of Weird Science, and was and worked on by professionals. This is hardly the
designed by Mystery Men support scientists to time or place.
drive a car expertly, freeing up Nile heroes to do
impressively heroic things like standing on a car But up ahead on the road is a stalled produce truck,
roof, making impossible trick shots, or executing its hood open in the universally known signal for
dramatic leaps onto pursuing vehicles. Although engine trouble. The Storm Knight attempting to
just a prototype, Robo-Hack has been pressed into gain control of the speeding car will have just one
service in this urgent capacity. He has a land vehicles shot at gaining control of the car before having to
skill of 15, and that’s all anyone needs to know. make a Very Hard (DN 16) land vehicles test in order
to get around the truck, before plowing into several
Robo-Hack speaks with a stereotypical Brooklyn hundred pounds of watermelons.
accent, and uses slang from the 30’s and 40’s. More
importantly, his memory banks have the location For the duration of the pursuit, use the Chase rules
of the small airfield the Storm Knights need to found in the Torg Eternity Rulebook. Consider the
get to. While it is possible for the Storm Knights starting distance between the Storm Knights and
to extract that information and use it on their own the thugs to be 20 meters.
with a Hard (DN 14) Science test, the approaching With Robo-Hack on the fritz, the Storm Knights
mobsters may make such a time-consuming will need to perform the memory bank access on the
operation problematic. Bottom line, Robo-Hack is damaged robot. Kind GMs could also simply put
the Storm Knights’ driver! At least initially… signs on the road that point to Al-Fadrin airfield,
if the Storm Knights can’t extract the information.
THE PURSUIT
There are two Mob Goons for each Storm Knight,
with the total number of enemies distributed evenly
AS THE CROW FLIES…
among the three black Allenton Roadsters bearing Standard Scene. The Al-Fadrin airfield is a small
down on the group. If the Storm Knights need any installation, surrounded by a chain-link fence,
extra urging, Robo-Hack yells “Whadda youse one of numerous small airfields scattered around
bums waitin’ for, an engraved inna-vertation? Get the Cairo-Giza area. It’s a civilian facility, though
in, ya mooks, before ya gets filled with hot lead!” it’s often watched over by a handful of Nile
shocktroopers, like for instance, right now.
To start, everything seems to work out alright.
Robo-Hack guns the car through the railyard, The entry has a guard booth and simple wooden
weaving between moving box cars (land vehicles DN gate that’s raised and lowered, and occupied by a
10), beating a passing freight train to the crossing single, lowly, bored shocktrooper. Once past it, the
(land vehicles DN 12), and crashing through a barrier Storm Knights notice a series of Fokker-Ramses
to the main southern road (land vehicles DN 10), and DC-3’s lined up on the tarmac, near several
until the car is finally racing down the open road, hangar buildings. An Easy (DN 8) Mind test reveals
heading to the airfield, a mere 15 minutes away. the shabby Fokker-Ramses with the “Reggie’s
Charter” logo and colors. The field seems otherwise

24
quiet, as few flights arrive or depart at night. If of fighting, the Fokker-Ramses just can’t take
there’s a need to make things more interesting, or if anymore, sputters, loses power, stalls, and begins
the Storm Knights have been too noisy, the airfield a rapid glide earthward, shedding pieces and
does have a barracks with a shocktrooper patrol. generally falling apart in mid-air.
The pilot has two choices: attempt to land on the
THE AIRFIELD sand or try for what appears from their vantage
There are a total of four Fokker-Ramses and point to be a large soft patch of lush green grass
two DC-3’s. In terms of buildings, there’s the (500 meters wide, 800 meters long), certainly with
guard booth, three large hangars, a shocktrooper the potential to be a better cushion. Landing in the
barracks, a control tower, a garage/machine shop, sand safely is a Near Impossible (DN 20) air vehicles
a series of aviation fuel tanks, and an anti-aircraft test, the key word here is “safely,” as in, no one gets
emplacement. hurt. Landing safely in the crops is a Hard (DN 14)
air vehicles test. Ideally, the Storm Knights should
The Aircraft be “encouraged” to land in the greenery.
The battered Fokker-Ramses has seen better days. In either case, use the Collision rules to determine
It has a first-aid kit, a flare gun with 10 flares, any damage.
two parachutes for an emergency, a flashlight, a
lighter, four spare batteries, and, in a pouch next
to the pilot’s seat, a map with the coordinates for OH, NOW WHAT!?
the mission. Standard Scene. If the Storm Knights land
The map shows a mountain called Jebel Musa, successfully in the greenery, they quickly realize
located in the southern portion of the Sinai this isn’t just any regular agricultural endeavor,
Peninsula, and considered by Hebrew scholars as the smell of freshly cut grass, rotting leaves,
to be one of the most likely spots of the Biblical and the copper tang of fresh blood reveal. On the
Mount Sinai. There’s a big red circle drawn on contrary, they have just landed smack-dab in the
the mountain, with the words “BREAK UP THE middle of a gospog field! Within two rounds, the
RITUAL!” scrawled next to it. It’s a 400 kilometer Storm Knights will be surrounded by two dozen
flight from the Al-Fadrin airfield. Time to take off… Gospog of the First Planting!
Should the Storm Knights land successfully in the
Ack-Ack desert instead of the field, they land adjacent to
No sooner does the Storm Knights’ plane leave the the green field, about 30 meters away. In this case
runway and begin banking around to the correct the gospog horde will emerge from the thicket en
flight vector, when an anti-aircraft gun opens up masse, charging as a murderous mob at the Storm
with the intent of bringing down the plane. The gun Knights!
battery is manned by a crew of three shocktroopers.
THE FIELD’S ENVIRONS
Pursuit
Unfortunately, the alarm has already been raised The field is located within sight of Mount Sinai,
to other nearby airfields. A few minutes after the about 10 kilometers away. Adjacent to the field lies
Storm Knights take to the air, they are intercepted a caretaker’s cabin. There is also a crop-dusting bi-
by a trio of Paket fighters, determined to shoot plane (treat as a Sopwith Camel), three motorcycles
them down. If the Storm Knights can shake them w/side cars, one Ujarak transport truck, and one
off, they’ll have a clear flight until they get close to Senehem Jeep. Lastly, there’s a fueling station/
their destination, just in time for them to meet… motor pool for vehicles. There’s a road that leads
up the mountain, and it’s clearly the way to go if
Once the party is within 10 kilometers of their
the group is proceeding on foot or by vehicle.
destination, a half-dozen Scarab Warriors fly
up to intercept the plane. After a couple rounds

25
The gospog field caretaker is currently absent, but hand, scoops up all 10 shocktroopers, and tosses them,
if things need to be kept even more interesting, screaming, into its massive gullet.
there is optionally a group of a dozen shocktroopers “Then it turns its attention to the cowering, panicked
here performing some half-hearted maintenance sorcerers…
and patrol duties.
“Red beams shoot out of the thing’s eyes, sweeping
Any Scarab Warriors who were eliminated have over the terrified sorcerers, who melt, screaming, into
crash-landed within sight of the field. Although no piles of goo, gurgling and bubbling into the mountain’s
one will survive the landing, the battle suits may be soil. But then the great creature suddenly staggers, as
salvaged if anyone thinks of it. Feel free to throw in if tired or confused. It clutches at its monstrous bird-
any surviving Scarab Warriors into this fray. head, as if ready to pass out.”
The Storm Knights can get up to the Mount Sinai The sorcerers were indeed up here on this magical,
site in one of several ways. They can steal the land Possibility-laced Mount Sinai to conduct a ritual to
vehicles, attempt to take the crop-duster, jury-rig divine the location of a number of Eternity Shards,
some kind of jet packs from any Sky Warrior suit all part of Mobius’ cunning plan to ascertain the
wreckage, or just plain hoof it. locations of many Eternity Shards at once. To that
end, they discovered an ancient spell they thought
would reveal the information Mobius desired.
Q&A GONE The sorcerers translated the text of the spell
HORRIBLY WRONG as “Thoth’s Instructive Words of Knowledge”;
Dramatic Scene. Three of Mobius’ favorite unfortunately, they grossly mistranslated the
sorcerers stand around a small (3 meters high) parchment, which actually reads “Thoth’s
limestone pyramid, chanting a spell of extreme Destructive Bird of Carnage.” Thoth uses this
age and power. Hovering a hand span above the creature to punish anyone daring to plumb the
little pyramid’s apex is a statuette of Wadjet. Off Secrets No Man Was Meant To Know.
to the side, 10 shocktroopers and a shocktrooper Whoops…
officer stand on guard. The air seems charged with The sorcerers had also searched for a talisman to
electricity, and ominous dark clouds roil overhead, give their spellcasting an extra boost. They tried
with an occasional flash of lightning that has a to find a Thoth talisman rumored to exist (and it
slight blue-red tint to it. does, in the Delphi Missions Book mission, Kali
The trio of sorcerers have hands linked, faces Station’s Gone Dark.) and were unsuccessful, so
raised heavenward, eyes blazing with golden light, they improvised with the only talisman they could
as they chant their ancient spell. Before the Storm get their hands on, one of Wadjet, figuring that as
Knights can react, the wind kicks up, bringing the she is the goddess of protection that would at least
smell of ancient dust, old dried herbs, and blood, help keep them safe. Clearly, they figured wrong.
and suddenly in the midst of the sorcerer group However, in the course of its rampage, the ibis
appears a hideous entity. Read the following aloud: beast of Thoth has exerted itself too hard, too soon.
“The wind howls, and from the dark storm clouds It is currently weakened and disoriented, but that
overhead comes a dark being, a twisted ibis-man condition only lasts for two rounds, after which it
hybrid with jet black skin, glowing red eyes, vicious recovers, spends the following round finishing off
taloned hands, and a bloody curved beak. The the babbling and fear-struck shocktrooper officer,
monstrosity, towering twenty meters tall, lets out a then finally turning its attention to the Storm
hideous screech as it is illuminated by the flash of blue Knights. Now is the time for the Storm Knights to
and red lightning. strike, while it’s vulnerable!
“Before anyone, be they Storm Knight or Nile Empire If the Storm Knights manage to knock the Wadjet
denizen, can do anything, the grotesque personification statuette off its hovering perch (a hard shot, DN
of knowledge gone wrong reaches down with a massive 14), the feeble little protection the talisman offered

26
is gone, and the ibis-thing immediately recovers,
and is back to full power, letting out a hideous
AFTERMATH
shriek of triumph! Once the ibis-thing is defeated, all that’s left is
the clean-up. A single Focus Ankh survived the
onslaught, and can be salvaged for Storm Knight
THOTH’S DESTRUCTIVE use. If the shocktrooper officer survives, he won’t
BIRD OF CARNAGE be any trouble at all, as his mind is still recovering
Due to its dramatically weakened state, the ibis- from the horror he witnessed. He’ll just let the
thing is Very Stymied, Very Vulnerable, and can’t Storm Knights go, and in fact will probably just
take an action on the first round of the encounter. wander off into the desert. Who knows, maybe
During the second round it is Stymied and they’ll meet him again someday!
Vulnerable, but able to act. From the third round Enterprising GMs can use the whole incident to
on it behaves normally. reward the Storm Knights by revealing some hidden
Attributes: Charisma 8, Dexterity 6, Mind 10, bit of information, in keeping with the whole Thoth
Spirit 15, Strength 18 motif. At the very least, the Storm Knights could be
Skills: Find 12, intimidation 20, unarmed combat given the hook for the next adventure.
20 As for the statuette, it’s a Nile talisman. The
Move: 1; Tough: 18; Shock: 15; Wounds: 5 talisman is one of a series of ten, fashioned in the
Equipment: — shape of various Egyptian gods. The talismans
Possibilities: 7 were sown throughout the world in an effort to
Special Abilities: sow chaos and strengthen Nile influence.
• Bite/Claws: Strength +3 (21).
The first talisman, Thoth, is found in the Delphi
• Very Large: Attacks against the ibis-thing
Missions: Rising Storm adventure, Kali Station’s
gain a +4 bonus.
Gone Dark. The second one, Sebek, shows up in the
• Fear: The ibis-thing causes fear.
Delphi Missions: Living Land scenario, Deeper Impact.
• Relentless: The ibis-thing ignores Shock;
The Wadjet talisman is the only one that didn’t
Fatigue has no effect.
wind up leaving the borders of the Nile Empire.
• Immunity: Normal weapons

TROOPS
If you Storm Knights
aren’t getting enough of a
challenge so far, feel free
to replace the group of 10
shocktroopers and an officer
with a larger contingent or add
reinforcements.
• Nile Shocktroopers: 10 (see
page 78) and one reality-
rated Nile Shocktrooper
Officer (see page 78).
• Gospog of the Second
Planting: 3 per Storm Knight
(see page 76) commanded
by a reality-rated Amaatist
Priest (see page 76).
• Mob Goons: 3 per Storm
Knight (see page 77).

27
COSM: NILE EMPIRE

LOCATION: RIFT VALLEY, KENYA

The Nile Empire has built a secret base inside


FOG OF WAR Kenya. A small group of Rocket Rangers plan to
bomb the base, but it’s protected by a thick layer of
fog and guided anti-aircraft batteries. The Delphi
Council needs the Storm Knights to slip in and
BY STEVE KENSON
disable the batteries, so the Rocket Rangers’ attack
has a chance.

DELPHI BRIEFING
The storm knights receive the following missive
from the Delphi Counil in the form of a coded
message:
“Rocket Rangers have learned the location of a secret
Nile Empire munitions factory in the Rift Valley of
Kenya. Continuous heavy fog and magnetically-
guided anti-aircraft emplacements make an air-raid
on the facility too risky. You are needed to infiltrate the
site and shut down the defensive measures in advance
of a coordinated Rocket Ranger attack, then get out of
there before the place is blown to hell. Timing will be
critical. Good luck.”
The mission dispatches the storm knights to the
northern Rift Valley in Kenya, which is occupied
Nile Empire territory and a dominant Nile reality
zone bordering Core Earth, on the southern front
of the Empire’s expansion. As their Delphi Council
briefing indicates, the factory is protected by
some weird science security measures, including
a continuous fog bank created by a study of the
Living Land’s Deep Mist by the Green Shroud, the
pulp villain who oversees the facility, developing
fiendish new weapons for Pharoh Mobius.

CROSSING THE VALLEY


Standard Scene. The Storm Knights need to
approach the munitions factory on foot through
the thick shroud of mist surrounding the area. They
need to move at a brisk pace but, at the same time,
avoid any hazards as well as Nile Shocktrooper

28
The Shroud faees obstacles and mines in the dangerous fog.

patrols, which are equipped with special goggles This is a Hard (DN 14) survival test.
allowing them to ignore some of the obscurement • Step B: Overcome obstacles and set a quick
caused by the mist. pace overland to the site. This is a Difficult (DN
The heavy fog hanging over the whole area 12) Strength test.
sharply limits visibility, such that the Storm • Step C: Avoid detection or trouble along the
Knights take a –6 penalty for blind fire on ranged way. This is a Hard (DN 14) stealth test.
attacks (Torg Eternity, p. 119). The special goggles
worn by the Nile shocktroopers eliminates this • Step D: Pick a safe path through the magnetic
penalty, although they only allow wearers to make mine fields scattered around the base. This is a
out shapes and movement rather than any real Very Hard (DN 16) test against find or science.
details at a distance. If the task fails, the heroes still reach the site, but
Making it to the site is a Dramatic Skill Resolution are Fatigued along the way, suffering 2 Shock (or
(see Torg Eternity) with the following steps: more with Armor), which cannot be recovered
until the Storm Knight’s rest—meaning essentially
• Step A: Set out in the right direction and along not until their mission is over! Dilemmas that may
the best route towards the factory, in spite of arise during the Storm Knights’ trip to the factory
the cloaking fog and relative lack of landmarks. include the following:

29
• Possible Setback: The heroes find their route
blocked by a natural barrier, a demolished
TWO-PRONGED STRIKE
structure, or other debris. If they fail their test Standard Scene. The team’s goal is twofold: Shut
to progress, they lose a step and have to find a down power to the magnetically-guided anti-air
new route around the obstruction, going back emplacements around the factory, and close down
to the previous step. the device generating the fog bank surrounding
it. Fortunately, the Council has provided them
• Complication: A patrol of four Nile
with enough information to know where the main
shocktroopers passes near the Storm Knights’
generators for the factory are located, and some
location. They are equiped with special goggles
compact charges to blow them up, if need be. The
that allow them to partially see through the fog
Storm Knights need to determine on their own that
shrouding the area.
the fog generator has its own independent power
• Critical Problem: On a failed test, the source.
Storm Knights set off a dangerous “magnetic
Let the players come up with their own plan of
mine field” trap, with weird science devices
action once they have reached the factory. They
buried just below the ground. In addition, the
might decide to keep the group together, going
character who failed is trapped in an intense
through the process of sneaking around and
magnetic bubble and may not act until freed
planting charges, or they might decide to split up,
by a Very Hard (DN 16) lockpicking or science
with one group taking out the generators and the
test. A failed attempt causes a shock dealing 12
other investigating the source of the fog, creating a
+ 1BD damage.
distraction, or the like.
Setting the charges to destroy the generators or
TWO FOR THE the anti-aircraft weapons is another Dramatic Skill
Resolution.
PRICE OF ONE • Step A & C: A Hard (DN 14) stealth test to get
There are two targets to go after in Two- into position to plant charges.
Pronged Strike, and the Storm Knights may
try to go after them sequentially or split up and • Step B & D: A Challenging (DN 12) heavy
attack both at the same time. weapons test based on Mind to set the charges
and time their detonation correctly.
If they split up, one group only needs to do
steps A & B, and the other only needs to do C If the charges still haven’t been planted by the
& D. That means the second group starts with fifth turn, the heroes are captured by the base’s full
Step C active, and the first group is finished forces—the Green Shroud wants them alive—and
after they complete Step B. placed in the Magnetic Trap described in Fatal
Attraction following.
The downside to splitting up is the groups can’t
help one another—which includes Support and • Possible Setback: A patrol of four Nile
trading cards from their Action Pools. Empire Shocktroopers (see page 78) passes
near the Storm Knights’ location and must be
Dilemmas affect both groups, so if either distracted or eliminated. If they fire shots, 10
group fails the test for a Complication the more arrive each turn.
alarm sounds, or for the Critical Problem all
charges are found and both groups must start • Complication: An alarm sounds and the
over. For the Possible Setback split the four installation goes on alert. All further steps
man patrol into two pairs, one for each group. suffer a –2 penalty in place of the standard –1
However a group that fails to eliminate a patrol one for a Complication.
quietly must deal with all 10 reinforcements • Critical Problem: If the test fails, a patrol
each round! finds any planted charges and disables them.

30
FATAL ATTRACTION The Green Shroud’s has the final anit-aircraft
battery tied directly to the magnetic controls and
Dramatic Scene. Either the Storm Knights are the fog generator, and he’s counting on it to destroy
defeated and captured by the Nile shocktroopers the Rocket Rangers before they arrive. The attack is
while trying to reach the factory, or they succeed due to start in five turns—which is also when any
and make their way inside and find the machine charges the heroes successfully planted are due to
generating the fog bank around the facility and in explode. One way or another, the Storm Knights
the valley. need to escape and act fast.
It is installed in a weird science lab in the facility, This is a final Dramatic Skill Resolution with these
a device like a metallic cube roughly two meters steps:
across on each side, equipped with the variety
• Step A: A Very Hard (DN 16) lockpicking or
of levers, knobs, and dials. A half-meter glass
science test to disable the magnetic field trap.
cylinder is attached to the inner side. It is filled
Any failed test results in the character making
with a sample of the Deep Mist from the Living
the attempt taking 12 + 1BD in electrical shock.
Land, acquired as a “gift” from Baruk Kaah to Dr.
Mobius. The opposite side of the device, near the • Steps B & C: The Storm Knights must reach
outside wall, has a long corrugated hose attached to the correct switches on the control panel on the
a wide dispersal nozzle, a bit like an old-fashioned far side of the room and turn off the magnetic
vacuum cleaner, which belches the artificial fog out guidance systems for the anti-air guns and the
into the space beyond the building. fog generator. These are Difficult (DN 12) science
tests—or Difficult (DN 12) heavy weapons based
If the Storm Knights make their way in here on
on Mind tests to destroy the equipment with
their own and find the fog device, they trigger a trap
explosives withough blowing up the heroes
the Green Shroud set to defend it. If the characters
themselves in the process. Once out of the
were captured, then they regain consciousness
entrapping field from Step A the Green Shroud
inside the Green Shroud’s trap just in time for the
and his shocktroopers (see below) attack.
villain to gloat about it.
• Step D: Climb to (relative) safety of the
The trap is a weird science magnetic field, similar
beams overhead and help everyone else up.
to a Force Field Pulp Power gadget. It immobilizes
This is a Standard (DN 10) Strength test, and
the characters and has a Toughness value of 20.
any bonuses or special options that apply to
As soon as the heroes are trapped or regain climbing attempts work normally. Once one
consciousness, they see a swirling mist in the room Storm Knight succeeds he can drop a rope or
and hear a sinister laugh. Read or paraphrase the a convenient ladder that allows others easy
following aloud for the players: access to the beams. A character who can fly
Hahahaha! Did you fools truly think such an succeeds at this step without a test!
important site as this one would be unguarded, or The forces present include:
that the all-powerful Pharaoh Mobius would allow its
• The Green Shroud: see page 33.
location to fall into the hands of the enemy? You were
lured here into my trap, and now your friends, the • Nile Empire Shocktroopers: 20, see page
Rocket Rangers, are flying to their doom! You will live 78. These troopers carry grenades that they
to see their end, and then you will make excellent test won’t use inside the facility, but may be taken
subjects to develop further weapons to conquer this by the Storm Knights to make an improvised
cosm! explosive device for the Dramatic Skill
Resolution.
The Green Shroud has the heroes right where he
wants them and is in full pulp-villain gloating-
mode. The heroes gain a +2 bonus on any interaction
designed to keep him talking and distract him from
anything else they might be doing.

31
IT’S NOT OVER YET!
The possible Dilemmas are:
Once five rounds have elapsed, explosions begin
• Possible Setback: The control panels in the ripping through the facility, either due to damage
room are damaged by the heroes’ escape. done by the Storm Knights or the attack of the
• Complication: An explosion rocks the facility! Rocket Rangers. Whether any Rocket Rangers
Either one or more of the Storm Knights’ own survived their bombing run depends entirely on
explosive devices has gone off or the attack the group’s success in shutting down the guns
has begun. In addition to the normal effects, earlier.
everyone in the scene is shaken up and Stymied The lab’s floor is engulfed in flames, and the only
when the Complication is revealed. viable escape route is along the beams above. The
• Critical Problem: The magnetic field trap heroes suffer 16 + 1BD damage each round until
crackles with extra power, potentially trapping they reach the beams. Once at the beams a Storm
the heroes (and anyone close to them) again if Knight may simply run for it and escape, or stay
the current test fails. If trapped, or if already and try to catch the Green Shroud as he also climbs
on Step A, everyone inside the field suffers 12 + the beams and attempts to escape, but the troopers
1BD damage. below aren’t so lucky.

Once the lab catches fire it’s time to climb the struts and get out!

32
If any hero pursues the Green Shroud, they must The Green Shroud has pursued various fiendish
do so across a network of beams high above the weapon designs for Pharaoh Mobius and the
factory floor, shrouded in mist. This requires a Hard Nile Empire, and likes nothing more than the
(DN 14) Dexterity test to avoid falling and hanging opportunity to expound about his brilliance to
from a beam. Falling into the conflagration deals 20 a captive audience. He prefers non-lethal forms
+ 1BD damage, plus the damage for the fire below. of combat like his gas gun, allowing him to take
The Green Shroud may seize this opportunity to prisoners for interrogation—and eventual use as
try and throw the Storm Knight to their death, or live test subjects.
simply to flee. If the pulp villain is defeated, he The Green Shroud uses his fog cloud power when
plunges from the beams and disappears into the the heroes escape from his trap, either trying to stop
swirling fire from burning debris down below— them from reaching the controls to the facility’s
surely no one could survive! (Allowing the Shroud defenses or, once explosions start happening, to try
the opportunity to return in a later thrilling and escape under cover.
adventure.) Quote: “Fools! I am the shroud that marks your
doom!”
THE FOG LIFTS Attributes: Charisma 8, Dexterity 9, Mind 11,
Spirit 10, Strength 9
If the Storm Knights are able to escape from the Skills: Dodge 11, evidence analysis 13, find 12,
Green Shroud’s trap and shut down the anti- fire combat 12, intimidation 12, reality 13, science
aircraft guns in time, the Rocket Rangers’ strike 15, stealth 13, taunt 10, unarmed combat 11,
is successful and the Nile munitions factory is willpower 12
destroyed in a spectacular explosion, which also Move: 9; Tough: 11; Shock: 10; Wounds: 3
eliminates the Shroud’s fog generator and samples Equipment: Armored Cloak (+2 Toughness), Fog
of the Living Land Deep Mist, along with all of his Goggles (able to see through his fog cloud), Gas
research notes. Gun (attacks using fire combat, causes 13 damage,
The heroes may even be able to salvage some damage ignores armor bonuses but only causes
things from the facility before it is destroyed, Shock and not Wounds)
in which case the Delphi Council immediately Perks: Obscure (Power, Cloak—all within 5 meters
turns them over to “top people” in their fields for suffer –4 penalty)
examination. Possibilities: 4
Special Abilities:
• Gloater: When intimidation or taunt are the
THREATS Approved Actions, the Green Shroud may
affect the entire group of adversaries without a
THE GREEN SHROUD Multi-Target penalty.
• Minions: When the Green Shroud is injured
The mysterious Green Shroud is a criminal scientist by an attack, he may make a reality test. If
who conceals his true appearance beneath a full, successful, the attack is transferred to a nearby
hooded green cloak and face-mask, along with lackey instead. This has no effect if there are no
heavy gauntlets, boots, and goggles, which he uses minions within a few meters.
to see through his trademark fog.

33
COSM: NILE EMPIRE

LOCATION: ANY CITY


WITHIN THE NILE EMPIRE
FLIGHT OF THE
WITH A ZEPPELIN PORT

This mission involves a race against time aboard


a massive zeppelin transporting passengers across
the Nile Empire.
“… and in an effort to escape their island prison,
Daedalus and his son Ikarus fashioned wings of
feathers and wax. The two worked in secret, so even
IKARUS
the gods would not know of their efforts.
BY ED STARK
“When the day came for the pair to attempt their
fateful flight, Daedalus warned his son. ‘Do not fly
too close to the waves, Ikarus, or the spray from the sea
will weigh down your wings and you will crash.’ The
boy nodded, checking the straps underneath his arms
and along his back. ‘And do not fly too high, my son,
lest Apollo, the Sun-God, grow angry and melt the
wax that holds your wings together.’ Ikarus shrugged
and finished his preparations.
“The two launched themselves off the highest cliff
and soared over the sea. It was all Daedalus could do to
flap his old arms and keep himself between the sea and
the sun. When he looked up, he saw Ikarus, strong and
young, flapping madly and rising higher and higher
into the sky.
“Daedalus cried out, but his son could not hear him
over the wind and the sounds of his own laughter. But
when the young man felt the heat of the sun, he saw
the wax beginning to melt. Daedalus saw Ikarus fan
frantically at the melting wax and cried out uselessly.
“Suddenly, a great, white spray flowed down Ikarus’s
arms, coating the wax and hardening it instantly.
“’Ha!’ Ikarus shouted, spinning and whirling in
the air. The sun was hot but his arms were cool and
his wings strong. ‘I knew it, old man! The coolant
worked!’
“’Arrogant little bastard,’ Daedalus muttered as
they continued their flight to freedom. ‘I should have
thrown you off the cliff.’”
—“The Flight of Ikarus,” From The Myths and
Legends of Terra

34
Try not to let the Ikarus crash and burn!

DELPHI BRIEFING Operatives. No one on the airship will know your true
loyalties except for a single crew-member, and we need
Standard Scene. Read or paraphrase the following to keep it that way.
orders, delivered by a Delphi Council messenger:
“Maintain your cover and contact our on-board
“An organization integral to the success of Delphi operative, code-name: The Crimson Eye. She is a deep-
Council operations in the Nile Empire is in the cover operative and may be in disguise. She knows
midst of establishing a new safe-route for operatives, someone is trying to contact her, however, and has
information, and supplies. They have suborned or agreed to wear a red Eye of Osiris hairpin at all times
recruited the crew and staff of Airship Ikarus, a to identify herself.
zeppelin used to transport high-ranking Empire
“We don’t know whether she is masquerading as
officials, troops, and supplies.
crew, a passenger, or something else, but we have sent
“The Council, however, is concerned that Empire her a contact phrase. If asked ‘Are there sandstorms
operatives have discovered the shift in the Ikarus’ brewing at the feet of the Great Pyramid?’ she’ll
loyalties. We have secured passage for your team respond, ‘Nonsense. The reports of the storms are
on the airship, your cover being that of mercenaries greatly exaggerated.’
looking for employment with the Empire.
“Again, your mission is to discover whether the crew
“It is vital that you survey the situation and of the Ikarus is loyal to Mobius or the Council, and the
determine whether the Ikarus is truly an ally of the Crimson Eye can help, if you can make contact.”
Council or if they have been turned or betrayed by Nile

35
The messenger supplies each Storm Knight with THE CASINO
false identity papers and a change of clothes—
Airship Ikarus’ casino is as large as any normal
formalwear expected of passengers dining or
club. It is used for dining, entertainment, and
gambling in the Airship Ikarus’s lounge area. The
casino games. It is the hub of the airship and doors
messenger can provide the Knights with other
lead from the casino to the passengers’ staterooms,
(minor) gear requests as necessary. The Storm
the crew quarters, and the flight deck. It is also a
Knights also receive transport to the nearest stop on
hub of activity—after takeoff, virtually all of the
the Airship Ikarus’s route (Gamemaster’s choice).
ship’s passengers and nearly every crewmember
The Storm Knights’ cover identities are those of not necessary for flying the airship is here.
mercenaries traveling at the behest of Dr. Mobius
The Storm Knights can mingle and try to uncover
or one of his lieutenants. Everyone on the airship
information about the airship’s crew as well as the
(except the Crimson Eye) should believe they are
location of the Crimson Spector. They can search
powerful minions of the tyrant.
the crowd, talk to people, or try to get into other
sections of the ship from here.
ALL ABOARD!
Allow the players to be creative and roleplay their
Boarding the airship should be no problem (unless actions, but here are some guidelines for working
the Gamemaster has other ideas), and the Storm the casino.
Knights are assigned first-class, double-occupancy
staterooms in the same area of the massive airship The Loyalty Question
and welcomed by the crew. Whether the crew are To determine the loyalties of the passengers and
Delphi agents or Mobius loyalists, they’re treating crew, the players can use persuasion, intimidation,
the Storm Knights like valuable guests—and streetwise or similar skill tests to acquire
potentially dangerous mercenaries: All smiles and information. The DN is generally Hard (DN 14),
deference. but see the Difficulty Modifiers below. Add up
As the Storm Knights settle into their staterooms, the total number of successes by the group, with a
they have time to “make themselves presentable” Good success counting as two and an Oustanding
and get ready to mingle with the other passengers result as three.
and crew. Once the Ikarus has achieved cruising
altitude (around 10,000 feet), the captain will make Successes Information Gained
an announcement, inviting passengers to mingle in
0 None; everyone is very guarded
the lounge, restaurant, and casino area.
and close-lipped
“But what can you do about it, eh?”
THE MISSION 1—4 Most passengers and crew don’t
like the current leadership of the
Standard Scene. The Storm Knights need to
Nile Empire
uncover the allegiance of the Ikarus’s crew and
should try to locate the Crimson Eye. Other than “Time something was done, what!”
the passenger section, the airship is divided into 5—9 Most passengers and crew hate
four parts, though only the first three are easily the current leadership of the Nile
accessible: The casino/lounge, the crew quarters, Empire
and the flight deck. The superstructure of the “But keep it down, eh—there are
zeppelin is off-limits to both passengers and crew spies everywhere!”
during flight, except during emergencies.
10+ Most passengers and crew are, or
have acted, against the leadership
of the Nile Empire

36
Difficulty Modifiers: Storm Knights wearing The Loyalty Question Revisited
formalwear gain +2 on checks using “soft” If the Storm Knights search the crew quarters, they
approaches like persuasion. Those wearing their can use combinations of skills like find or evidence
weapons and adventuring gear gain +2 on checks analysis to uncover the sympathies of the crew.
using “hard” approaches like intimidation., but
quickly draw the attention of Storm Kite (see page Successes Information Gained
40). 0 None; this crew is totally apolitical
1—4 Some pro-Council sentiments
Searching for the Specter
The Knights can also make checks to locate the “A couple anti-Mobius editorial
Crimson Spector. They can make similar interaction cartoons; nothing too seditious”
tests and also find and evidence analysis tests. 5—9 Contact info for a pro-Council
meeting group in Cairo
Successes Information Gained “Someone on the ship is definitely
0 None; no one knows anything working against Mobius!”
about anyone wearing an Osiris 10+ A small diary detailing the
hairpin loyalties of the crew
1—4 Someone recalls a woman in crew “Everyone seems to be apolitical or
dress wearing a hairpin like that pro-Council except the new head of
“Don’t see her around anymore, security! She’s a real bastard!”
though.”
5—9 And … the woman was young, Searching for the Specter Revisited
with dark hair and glasses. She In addition to information about the crew’s
was dealing Pai Gow sentiments, the search turns up clues about the
“I think she went on break a few Specter as well.
minutes ago.”
10+ And … she didn’t head to the crew
Successes Information Gained
quarters 0 None; the crew quarters don’t
have any evidence
“I could have sworn she headed
down toward the flight deck.” 1—4 The remains of a burnt message
found in the crew lavatory.
THE CREW QUARTERS “The only legible word is
The door leading to the crew quarters abuts the ‘sandstorm.’”
casino’s service area. This area is locked (DN 10 5—9 A shock pistol hidden in a fake fire
lockpicking) and off-limits to passengers. At least extinguisher.
two Ikarus security guards are near the door at all “Looks like security issue; fully
times (unless otherwise dealt with) and notice and charged.”
try to prevent any attempts by non-crew to enter. A
10+ A small jewelry case with an
total of 10 guards are aboard.
indentation in the silk.
• Ikarus Security Guards (up to 10): See page “That looks like the shape of an Eye
40. of Osiris to me!”
Every guard and crewmember possess a key to
the Crew Quarters. Storm Knights can steal keys, Mishaps: If any player suffers a mishap during
bribe crewmembers, or attempt to intimidate or the search, Security Guards are on patrol and
persuade guards into letting them pass—let the stumble on to the Storm Knights during the search,
players roleplay the situation. The Crew Quarters and battle ensues.
aren’t so secure that there should be no way in.

37
THE FLIGHT DECK The air is thin here, and traces of helium make
voices squeak—there isn’t enough leakage to be
The Flight Deck is locked from the inside and the
dangerous, but enough to remind everyone what
door barred­—a Near Impossible (DN 20) Strength
keeps the Ikarus airborne and instill a –2 penalty
test to break down. The only way in without force
on attempts to intimidate.
is to convince a guard behind the door to open it.
The door itself has a small eye-height sliding panel. That shouldn’t cause more than passing interest to
the Storm Knights. Instead, they should be drawn
Cadeus Nueses, Elite Guard to an upper level of the superstructure, accessible
Cadeus is a new member of the crew, brought on only by vertical beams and wire ladders. But that’s
personally by the Security Chief, and he is loyal not all.
only to her (and she is loyal only to Dr. Mobius). “As you enter the superstructure of Airship Ikarus,
He has one job: Guard the door to the Flight Deck. you hear the thrum of the great ship’s engines and feel
While it might be possible to somehow fool Cadeus the winds and thin air of the high altitude. As you
into opening the door to the Flight Deck, he can’t steady yourselves on the narrow walkway, it shakes
be bribed. If he can be convinced those asking to be violently, and your eyes are drawn to a flash of fiery
let in are loyal to Dr. Mobius or his Security Chief, light.
add a +6 bonus to their attempts. “Above you, someone screams and there’s another
The Flight Deck area consists of the Security flash—fire! And a scream—’For the Gods’ sake, no!
Chief’s office (where the door to the casino is), the You’ll kill us all!’
airship’s control room, and a ladder leading into “A small object falls from the great height. With a
the superstructure. stab in the air that is almost reflex, you catch it. It
The most notable thing about this area is that it looks like a simple stopwatch, counting down from
is empty except for Cadeus and his accompanying one minute. Another explosion rocks the zeppelin as
guards—there is no flight crew on board! another scream rings out.”
If Cadeus is defeated in combat, he’ll reveal under
questioning (he’s loyal, but also a bit of a coward), THE FIRE SHIP
that the crew has been taken into the superstructure The Security Chief is actually a Nile Villain, Storm
for “loyalty assessment” by the Security Chief. Kite (see page 40), and she has determined
Should the players search the flight deck, a that the majority of the Airship Ikarus’ crew and
successful find test reveals small drops of blood in passengers are Delphi Council sympathizers and,
the Security Chief’s office and in the control room. under her authority, has decided to destroy the
Nothing major—but enough to draw attention. ship and all its inhabitants. She’s set up several
bombs in the superstructure and given herself just
• Cadeus Nueses: see page 40. enough time to escape—but the Crimson Eye isn’t
• Ikarus Security Guards: 1 per Storm Knight, letting her get away that easily.
see page 40. These guards aren’t in on any The Storm Knights need to reach the bomb, disarm
plans, they are just doing what the chief says. it, and (if possible), help the Crimson Eye defeat
Storm Kite.

THE SUPERSTRUCTURE To disarm the bomb the players need to perform a


Dramatic Skill Resolution before time runs out. The
Dramatic Scene. When the Storm Knights ascend bombs go off after five rounds, and, if not dealt with
the ladder into the superstructure of the blimp, before then, the airship is disabled and doomed to
they enter a large, open area, crisscrossed by beams crash. The Storm Knights must do their best to get
and wires. There is a narrow walkway leading from the passengers and crew to safety—if they’re still
the front to the back of the zeppelin’s interior and a around after suffering 24 + 1BD damage from the
few wires strung as handholds. initial explosion inside the superstructure!

38
• Step A: Locate the bombs. Storm Kite set up DEFEATING STORM KITE
a number of bombs in the superstructure and
Storm Kite is a Nile villain and loyal servant of
set them up so that if one is detached from
Doctor Mobius. She has flight powers, an attack
the others, they’ll all blow. The Storm Knights
power, and is a mistress of disguise.
need to locate each bomb, so they can disarm
them simultaneously. The Storm Knights need When the players arrive on the high walkway
to succeed at a Very Hard (DN 16) find test to above the superstructure, they see her squaring
locate all the bombs. off with a woman who must be the Crimson Eye—
but who is who? The identifying hairpin has fallen
• Step B: Reach the bombs. Each bomb can
midway between the two women who are fighting
be reached by a walkway or ladder, but this
for their lives.
is dangerous. Each Storm Knight needs to
succeed at a Challenging (DN 12) Dexterity test The battle in the superstructure involves fighting
to reach them. Knights that can fly gain a +6 one, or perhaps two, women who can maneuver
bonus to this test! acrobatically and fly. Crimson Eye has exactly
the same defenses as Storm Kite if attacked. If the
• Step C: Disarm the bombs. The bombs aren’t
attacks are indescriminate, Storm Kite ends up the
actually that hard to disarm—but disarming
least damaged of the two once revealed.
them doesn’t make them harmless, just easier
to move. The Storm Knight must succeed at a Any Storm Knight who suffers any sort of damage
heavy weapons test based on Mind, otherwise it’s must succeed at an Easy (DN 8) Dexterity test or
too dangerous to move the devices. fall through the superstructure for 15 + 1BD more
damage. Any attack that pushes a character a meter
• Step D: Get rid of the Bombs! Even disarmed,
or more makes the test Hard (DN 14) to grab a strut
any damage could set off the bombs (and the
or catwalk and avoid the fall. It takes 15 meters of
villains take advantage of this after five turns),
movement to return to the top where the battle is.
so the only way to truly save the Ikarus is to
dispose of the bombs. This is a Challenging If the Storm Knights try to use the pass-phrase to
(DN 12) missile weapons test, based on Strength. identify the Crimson Eye, Storm Kite recognizes the
A failure means the bombs get caught on some tactic immediately and will try to cause confusion
protrusion or blown back towards the ship by as long as she can. If she is outed, she will summon
gusty winds! the remainder of her security guards hiding in the
superstructure to assist her.
The following are appropriate Dilemmas for this
situation: • Storm Kite: See page 40.
• Possible Setback: The Ikarus rocked by • Ikarus Security Guards: 1 per Storm Knight,
wind, potentially sending Knights or a bomb see page 40. These are the last of the guards
tumbling down into the superstructure. The loyal to Storm Kite, the rest aboard are
bomb doesn’t detonate but gets wedged in a sympathetic to the Delphi Council.
difficult new spot. The hero who failed the test
suffers 15 + 1BD falling damage.
• Complication: One of the bombs goes off
early. It doesn’t set off the chain reaction or
directly harm anyone, but the smoke and fire “CAREFUL, I THINK MOST
from the blast add the standard –1 penalty OF THOSE PARTS ARE
to further tests and a –2 visibility penalty for IMPORTANT TO STAYING
attacks within the superstructure.
IN THE AIR!”
• Critical Problem: There’s another bomb that
was missed! -RAMA TUT

39
DENOUEMENT • Kite Wings: Flight (150 meters per round,
Value 11). If not Flat Footed, ranged attacks
Once Storm Kite has been defeated or escaped, the against Storm Kite have a –2 penalty.
Crimson Eye can introduce herself properly. She • Kite Talons: Damage Strength +2 (10), AP 2.
affirms that virtually everyone on Airship Ikarus is • Mistress of Disguise: Given time ,Storm Kite
either a Delphi operative or sympathizer—except can change her appearance to mimic anyone.
the certain guards (yes, even most of the regular Currently she looks just like Crimson Eye.
guards are good guys). Someone who knew Crimson Eye could test
If Storm Kite was defeated, the Crimson Eye find vs her persuasion to spot the disguise, but
believes she can assume her identity—that’s what since no one knows her, that’s not an option.
the Specter does after all. She’ll report in that the
Ikarus is loyal to Mobius and should be used to trap IKARUS SECURITY GUARD
important Delphi operatives and transport secret Each guard is armed only with a shock pistol.
plans and personnel for the Empire. She believes These use the energy weapons skill to hit and inflict
she can keep up the ruse for quite some time—and only painful, non-lethal damage. Guards patrol in
get everyone out should things go belly-up. pairs, and if they raise an alarm, two more guards
If Storm Kite escaped, the Crimson Eye will go arrive on the scene each turn until all 10 aboard are
after her but asks the Storm Knights to help the accounted for.
crew of the Ikarus to escape to a safehouse. She Attributes: Charisma 6, Dexterity 7, Mind 7, Spirit
believes most of the passengers have their own 8, Strength 8
ways of escaping and isn’t too worried about them. Skills: Dodge 8, energy weapons 8, find 8, fire
combat 8, intimidation 9, maneuver 8, melee
weapons 8, taunt 7, trick 8
THREATS Move: 7; Tough: 8; Shock: 8; Wounds: —
Equipment: Shock Pistol (Damage 13, Range
STORM KITE 10/25/40, Non-Lethal, deals +1 Shock)
Perks: —
The nefarious Storm Kite is one of Mobius’
Possibilities: Rare (2)
troubleshooters, sent to root out resistance cells
Special Abilities: —
and rabble-rousers. Her wings and talons are
hidden while she’s in disguise, and spring out
when needed.
CADEUS NUESES
Cadeus is Storm Kite’s trusted lackey. The other
Quote: “You can’t fly? Too bad, it’s a long way
security guards respect his rank and follow his
down.”
orders, but they don’t trust him.
Attributes: Charisma 10, Dexterity 12, Mind 8,
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit
Spirit 10, Strength 8
8, Strength 10
Skills: Air Vehicles 14, dodge 15, energy weapons
Skills: Dodge 10, energy weapons 10, find 8, fire
14, find 10, intimidation 12, maneuver 15, melee
combat 10, intimidation 10, maneuver 10, melee
weapons 14, persuasion 13, reality 12, taunt 13,
weapons 11, taunt 7, trick 8
trick 10, unarmed combat 16, willpower 13
Move: 8; Tough: 10; Shock: 8; Wounds: —
Move: 12; Tough: 10 (2); Shock: 10; Wounds: 3
Equipment: Shock Pistol (Damage 13, Range
Equipment: Mask (Armor +2)
10/25/40, Non-Lethal, deals +1 Shock), baton
Perks: Flight (gadget), Whirlwind
(Damage Str+2/12)
Possibilities: 5.
Perks: —
Special Abilities:
Possibilities: 2.
Special Abilities: —

40
41
COSM: NILE EMPIRE
DIGGING UP THE LOCATION:
ANYWHERE WITHIN THE REALM

BETTER HALF Ten thousand years ago, the creature we called Dr.
Mobius sat on a throne, governing what he believed
to be the known world. But he did not rule alone.
By his side was his magnificent bride, Mukamatura.
The Queen of the Desert. Together, they ruled an
empire of cruelty, villainy, and suffering. But then
came the day when she was bitten by an asp. No
BY JOHN WICK
medicine or magic could save her. She died in his
arms.
He used all the magic he knew to bind and protect
her for the ages, so that one day, when he discovered
the right magic, he could bring his bride back from
the dead.
That day is now.
Mobius has discovered a page from the original
Book of the Dead containing an uncorrupted spell
that is said can restore life. He plans on acquiring
it. Immediately.
Fortunately, Jayne Campbell’s inside agents have
gotten wind of the plan and have sent a secret
missive to Storm Knights in the area. They have
to move fast. Mobius is already on his way to the
location.
Unfortunately, Mobius isn’t the only one on the
way. Another villain, the Scarlet Spectre, is also on
his way to acquire the artifact. He wants to use it as
leverage against Mobius…and to finish off his own
collection of Egyptian artifacts.

DELPHI BRIEFING
Standard Scene. Warning: This is not your standard
Delphi briefing!
One of your Storm Knights sits at a café or at a
street corner when she hears shouts and gunfire.
Suddenly, one of Doctor Mobius’ thugs runs
around the corner, holding his belly, blood on his
fingers. There’s something in his hand. A grenade?
He rushes at you, stumbling into you. He whispers
these words:

42
Careful with the torch— and explosives — in an ancient tomb.

“Eris…Mobius…Mukamatura…” The note ends with a stamp, the Delphi Council


He then puts a small apple, carved from peroba seal and Campbell’s signature.
(golden) wood into your hand. And with one last With a moment to consider, it makes sense the man
breath, he dies. In your arms. who handed the Storm Knights the apple was one
You hear guards shouting from around the corner. of Jayne Campbell’s golden apple agents: a native
Time to run! to the Nile Empire cosm who is close enough to
Mobius to thwart his plans.
The peroba apple is hollow and the Storm Knight
can open it by twisting the stem three times. Inside
is a message hand-written by Jayne Campbell
herself:
THE HIDDEN TOMB
The page of The Book of the Dead Mobius wants
There is no time. My agents have discovered that rests in a hidden tomb. The tomb itself can be
Dr. Mobius is planning some sort of magical ritual anywhere in the Nile Empire you want. We keep
in the deserts of Egypt. I have rough coordinates. My the location up to you, so you can put it as close
sources say Mobius is cackling mad, screaming about to the Storm Knights as possible. It could even be
“The Time is Now!” Confusing reports. Something under a city if that’s where your heroes happen to
about resurrection and a lost spell. I cannot confirm be.
what his plans are, but they must be stopped. Use
these coordinates to get to whatever he’s planning and Keep in mind that at this moment, the Storm
STOP HIM AT ALL COSTS. Knights have no idea what they’re supposed to be

43
doing. All they know is that Mobius is on his way— This hidden tomb was built by a loyal servant of
perhaps personally—and they have to prevent him the unnamed Pharaoh and he didn’t have a whole
from doing…something…in this pyramid. lot of time to prepare. Rather than a resplendent
Fortunately, hieroglyphics on the pyramid wall pyramid, this feels more like a last minute rush.
give a hint. This pyramid once held the body of a The servant had no time: he had to find a place to
Pharaoh’s bride. She was killed by an asp, but the hide the Pharaoh and his bride. This was the best
Pharaoh was able to bring her back to life using he could do.
a magic spell. The two lived long lives together The tomb itself consists of three chambers.
and also died together, having been murdered by The first is the entryway. This is where the one
the Pharaoh’s jealous brother. A faithful servant and only trap rests. Unfortunately, the trap hasn’t
secretly buried them here in this place along with survived the last few thousand years. There is
the spell. a pressure plate and a poison crossbow, but the
The tomb entrance can be any number of things, rope that was supposed to make the trap work
including a secret door in the sewers under the city, has rotted away. When the Storm Knights step
or a secret door in an already discovered pyramid, on the pressure plate, they hear a distinct click…
or a hidden panel in the city’s library. It all depends then nothing happens. Nothing at all. A little
on where your Storm Knights are at the time. investigation shows a bolt hole in the end of the
Once they enter the tomb, they encounter all the corridor where a crossbow waits, armed with what
things people encounter when they open a door was poison. But the poison has spoiled and the
that was closed a few thousand years ago: dust, crossbow is broken.
stale air, cobwebs, a sudden intake of oxygen from The second, and largest, chamber is where
the seal being broken. It’s all there. And, as they the bodies rest. Alas, because they were buried
may expect, there are also traps. in secret, there are no treasures here, just two
mummies in stone boxes. Not even a sarcophagus.
One mummy—the male of the pair—holds a scroll
in his hands. This is the spell Dr. Mobius is looking
for.
Unfortunately, the papyrus the spell was written
on has crumbled in the mummy’s grip. It’s useless.
Unreadable. Mobius’ plan of bringing back his
bride are delayed once again. The High Lord will
not be happy about this.
The third chamber has the remains of an ancient
corpse: this is the faithful servant who locked
himself inside the chamber to protect the Pharaoh
and his bride. By his side are small, sealed jars
containing scrolls of handwritten hieratic (the
written language that developed alongside
hieroglyphs). The scrolls are fragile, but intact.
Written on papyrus is the confession of the servant,
as follows:
“I have done as I hoped my lord and lady would
command by finding them a proper resting place here
in this hidden chamber. I have also laid with them the
spell that may rejuvenate their life should anyone have
the courage to use it. I curse myself that I do not. My
lord was a god with the power of creation in his blood.

44
I am just a simple servant and am incapable of such in the middle of capturing enemies of the state.
feats of magic. At first, the Spectre uses quiet and non-lethal
“And so I rest here to guard them. I will perish soon weapons, but if the fight starts to turn against her,
but I have no life outside this room. I served my master she uses louder and more lethal tactics.
and mistress all my life and I will end my life with She’s (in)famous for her arsenal of various smoke
them, with only his final gift to me to remind me of and gas bombs, and she’ll use them with dangerous
his majesty.” efficiency. All of her goons wear gas masks, so
Around the neck of the corpse is a talisman. The they’re immune to her toxins.
talisman gleams with blue and gold. An eternity
shard.
Sleeping Gas
At first, the Spectre uses sleeping gas to knock out
the Storm Knights quickly and efficiently. In such a
THE SCARLET SPECTRE small area, the gas spreads quickly. Without proper
Depending on how you want to play it, the Scarlet protection, the Storm Knights may find themselves
Spectre can arrive before the Storm Knights or falling and at her mercy.
after. Remember: there’s only one way in and out of
this tomb. That means someone has to go through Poison Gas
someone else to escape. If the sleeping gas doesn’t work, she’ll resort to a
deadly poison gas. Once again, she wants to take
One of her spies inside Mobius’ operations heard the Storm Knights quietly, but if things get too
about the spell, and she wants it herself. She knows rough, she doesn’t care about taking them alive.
why Mobius wants it, and she plans on using the
spell to leverage control in the Empire. Guns and Bombs
• Scarlet Spectre: see page 46. Finally, if all else fails, the Spectre resorts to firing
her pistol and throwing small bombs at the Storm
• Scarlet Goons: 2 per hero, see page 47.
Knights. She doesn’t care about making noise
down here: she wants the local soldiers and officials
If the Spectre Gets There First… to find them. Unfortunately, like the pulp villain
She has a troop of goons with her. She’ll casually she is, the Spectre doesn’t count on the explosions
reveal to the Knights that the spell is useless and collapsing the small tomb. Which will happen.
even show them the ruined papyrus. They may
believe her; they may not. She doesn’t care. Now,
she has a cadre of Storm Knights to trade for favor THE COLLAPSING TOMB
with Mobius instead of the papyrus, and that’s just On the fourth round, after Scarlet Spectre switches
fine with her. to bombs, the tomb begins to shudder and fall.
Once the tomb starts coming down, the battle
If the Spectre Arrives After the
becomes a special Chase. Spectre and her goons are
Knights… involved, but the true opponent here is time. It’s an
She wants the papyrus. Depending on how
Easy (DN 8) Dexterity test to complete a step, but
convincing the Storm Knights are, she may believe
at the end of the round, the cave-in automatically
them. That doesn’t matter. She can still turn the
proceeds through all available steps. So if A, B, and
Storm Knights over to Mobius and curry favor
C are displayed on the card, at the end of the round
from the exchange. That means…fight scene!
it finishes on Step C. Once the cave-in covers Step
D, everyone who hasn’t escaped is buried alive—
THE FIGHT: SPECTRE’S STRATEGY hope for the Law of Inevitable Return!
The Scarlet Spectre is of two minds here. Half of Being passed by the collapse in the earlier steps
her wants to keep things quiet so she can smuggle isn’t fatal, so long as the Storm Knight finishes Step
the Knights out herself, but the other half wants D before it’s too late. Scarlet Spectre attempts to
to make a big noise so Mobius’ goons can find her Stymie or attack the heroes whenever she has time!

45
REINFORCEMENTS IN THE CLUTCHES
A Setback for the heroes triggers the arrival of local OF A MADMAN
shocktroopers. They aren’t friendly to either side If the Storm Knights foul everything up, Mobius’
in this scenario—they ruin the Scarlet Spectre’s crack troops arrive and shut the whole show
plans—but at least they don’t open fire upon her. down. (You can use the Drama Deck for the timing
The same isn’t true for the Storm Knights! of Mobius’ troops arriving, by the way!) Mobius
If they arrive after the tomb begins collapsing himself won’t be there—unless you want the High
they don’t enter, but they happily take potshots or Lord to arrive. His presence will doom the Storm
attempt to Stymie the unfortunates who are fleeing Knights to capture and torture…but then again,
inside. Their attacks suffer a –2 for cover provided maybe that’s in your plans.
by the walls, and an extra –2 for each Step away He won’t be in a good mood having discovered
from the end the target is, so –2 if attempting Step the spell he’s looking for has been destroyed by
D, –4 at Step C, –6 on Step B, and –8 if just starting time, but perhaps he can collect the ashes and
on Step A. create a device that can restore the papyrus!
• Nile Empire Shocktroopers: 20, see page
78. CONCLUSION
However all this turns out, the Storm Knights have
CONSEQUENCES a Core Earth Eternity Shard, made a new enemy of
the Scarlet Spectre, and possibly have earned the
A few things can happen here. It all depends on wrath of Doctor Mobius himself.
how your Storm Knights tackle the problem.
Not a bad way to spend a day.
THEY ESCAPE THE SPECTRE
The Storm Knights defeat the Spectre and her THREATS
minions without raising the ire of local authorities.
This is the best outcome. If they defeat the Spectre, SCARLET SPECTRE
they can leave the tomb with the Eternity Shard
and a notorious villain. Kudos to them! The Scarlet Spectre is a woman dressed in a man’s
red suit, wide-brimmed red hat, red gloves, a red
They still have to get out of the city (or whatever mask across her face, and a red veil over the mask.
location they happen to be) with the Spectre in their Years ago, that face was burned by acid, and she
hands. She isn’t going to make it easy for them, and uses the mask and veil to hide her disfigurement.
she’ll make every attempt to escape. She enjoys using a whip to torment her foes but will
By the way, did we mention her lipstick is use a pistol to dispatch them if they cease to amuse
poisonous? her. She has a mind for the unique technology of the
Nile Empire, and the pistol can fire either bullets
THE SPECTRE CAPTURES THEM or gas pellets. The pistol setting reads “femme” for
the pellets and “fatale” for the bullets.
A small chance exists of the Spectre capturing the
heroes without the local officials discovering the Quote: “You no longer amuse me. Too bad—for
disturbance. If this is the case, it sets up a scenario of you.“
her bargaining with Mobius for an Eternity Shard Attributes: Charisma 6, Dexterity 10, Mind 10,
and a group of Storm Knights. She’ll take them to Spirit 10, Strength 8
a secret lair for holding while she negotiates with Skills: Dodge 15, find 10, intimidation 13,
Mobius. maneuver 13, missile weapons 14, reality 14,
taunt 9, trick 15, unarmed combat 14
Move: 10; Tough: 10 (2); Shock: 12; Wounds: 3

46
Equipment: Gas Mask (Armor +2), Bombs (Damage
14, Range 5/10/15, Medium Blast), Unique Pistol
(Damage 14 or a dose of Poison Gas or Sleeping
THE GIFT OF SERVICE
Gas below, range 10/25/40). Cosm: Core Earth
Perks: Endurance, Poison Tolerance Possibilities: 5
Possibilities: 5. Tapping Difficulty: 10
Special Abilities: Purpose: To soothe the hopeless in times of
• Poison Gas: Anyone within 10 meters of darkness.
Scarlet Spectre who inhales this deadly gas Description: A golden necklace with a glowing
suffers a Wound each round. Holding breath blue gem. Red specks are barely visible within
avoids the gas for Strength/2 rounds, but the gemstone.
prevents recovering Shock during that time! Powers: The Gift of Service may be tapped and
If fired from her gun, this affects character one of it’s Possibilities spent to restore 1BD
holding breath if damage exceeds Toughness. worth of Shock to the wielder or a target who
• Minions: When the Scarlet Spectre is injured can see the gem.
by an attack, she may make a reality test. If Restrictions: The Gift of Service may only be
successful, the attack is transferred to a nearby trapped to activate its power, or as part of a
lackey instead. This has no effect if there are no Combined Test the wielder is participating in.
minions within a few meters.
• Sleeping Gas: Anyone within 10 meters of
Scarlet Spectre who inhales this gas suffers
a Fatigue result each round. Holding breath
avoids the gas for Strength/2 rounds, but
prevents recovering Shock during that time!
If fired from her gun, this affects characters
holding breath if damage exceeds Toughness.

SCARLET GOONS
Spectre’s goons are notable for their color
coordination and their gas masks. It’s the masks
that heroes may find especially of interest. A
grapple with the –2 for a Disarm or a Player’s Call
on a maneuver can snatch the mask, leaving the
goon vulnerable to Spectre’s poisons and the lucky
hero protected.
Attributes: Charisma 7, Dexterity 8, Mind 6, Spirit
8, Strength 10
Skills: Dodge 9, find 8, fire combat 11, intimidation
12, land vehicles 10, lockpicking 10, maneuver
10, melee weapons 9, profession (Mob Goon) 7,
streetwise 9, taunt 9, unarmed combat 10
Move: 8; Tough: 10; Shock: 8; Wounds: —
Equipment: Gas Mask, Thompson 1928 (Damage
14), Brass Knuckles (Damage Strength +1/13)
Perks: Brawler
Possibilities: Rare (2).
Special Abilities:—

47
COSM: NILE EMPIRE

LOCATION:
THE GYROFORTRESS OF THE
NEFARIOUS NEURON MASTER

Movie mogul Janus Challenge produces a popular


movie serial, The Mighty Fists of Mobius. This
THE SERIAL
serial’s stories mirror the real world actions of
our heroes a couple weeks after their adventures,
BY GREG GORDEN showing in movie theaters throughout Cairo.
What is the purpose of this celluloid plot? How is
GAMBIT
Mr. Challenge’s fate intertwined with the Neuron
Master? Who is behind this evil scheme? The
Pharaoh? Another High Lord? Find out as our
investigators take…The Serial Gambit.

MEANWHILE...
Standard Scene, Nile Empire Pure Zone. The
briefing occurs after the first encounter. See
“Matinee” below for the briefing. Meanwhile,
aboard the GyroFortress of the Nefarious Neuron
Master…
Our heroes snuck aboard the GyroFortress of
the mastermind known as the Neuron Master.
Concealed in cargo crates in cargo bay two, our
heroes break free of their concealment and rush the
villain before he can deploy his madness ray upon
the people of Cairo.
Each Storm Knight must make an Easy (DN
8) maneuver or Strength test to escape their cargo
container. As each test is made, adopt your best
old-movie narrator voice, and as each Storm Knight
archetype escapes their container, introduce that
archetype intoning the equivalent of “Starring the
Masked Crusader!” or “Also Starring the Relic
Raider!” Encourage the players to strike a dramatic
pose, describe the visual of them freeing themselves
from their crate, utter a line of pithy dialogue, or
otherwise act in accordance with the purple-prose
pulp sensibilities of the Nile Empire.
Any characters who fail to break free in the
first round can have their archetypes introduced
with the equivalent of “Co-starring the Cyber

48
The Shroud ought to be in pictures!
Witch!,” and anyone who really fails can have The heroes need to do two things: wipe out the
their archetype introduced with the equivalent of defenders in the hangar with the madness ray
“Eventually starring the Realm Runner?” and destroy the weapon; take over the piloting
Next round all heroes are free of the cargo crates. stations in the control cupola and start steering the
GyroFortress away from Cairo.
Four shocktroopers stand guard outside the
entrance to cargo bay two. Opening the wide bay Ask for the division of the party with leading
doors quietly is a Standard (DN 10) stealth test. questions such as “Which of you are valiantly
If the doors are opened quietly, the heroes have dying in a hangar firefight?” and “Who wants to
Surprise. The shocktroopers are Flat Footed the plunge to their doom in the control cupola?” Those
first round and do not act. If the Storm Knights fail heading to the cupola slide down fire poles to the
to achieve surprise, have at it per normal. piloting station. Those heading to the hangar run
down the corridor.
If any shocktroopers get to act, their first
action triggers an alarm. Whirring red ceiling • Nile Empire Shock Troopers: 4, see page
lights illuminate the corridor, and a claxon 78.
sounds throughout the GyroFortress. Once the
shocktroopers are dispatched, it is onto the assault.

49
CUPOLA FALLING test against the pilot’s defense. A success gets
the parachute away whether he’s KO’ed or not.
Standard Scene. The Storm Knight(s) racing to
• Step C: Wind is rushing past in a roar, the
the cupola have a shorter distance to go. As soon
ground is getting way, way too close, and
as they slide down the poles, the encounter starts.
the horizon is wobbling and spinning. Make
The heroes racing toward the hangar take no action
a Standard (DN 10) Dexterity test. The hero
other than running, but they may still put a card in
comes out of the tumble and opens her shoot.
their pool at the end of the heroes’ turn.
• Step D: Land in style with a Standard (DN 10)
The heroes in the cupola are opposed by two
air vehicles test; no hero wants to make a poor
shocktroopers and one pilot per Storm Knight.
entrance. Feel free to embellish with details
The pilots are actively flying the GyroFortress
such as:
and won’t attack until threatened or attacked. The
pilots are wearing flight suits and are equipped
with parachutes. On Failure
• The hero lands in a crumpled heap in the
• Pilots: 1 per hero, see below. midst of Cairo traffic, resulting in a series of
fender benders.
PILOTS • The hero steers herself onto a balcony, which
These are seasoned professional pilots, retired from turns out to be an awning. The awning tears
Mobius’ air force. They are loyal to the Neuron and rips, depositing the hero in the middle of
Master, but they are not suicidal. They will do their a family meal.
best to survive rather than defeat the heroes. When • The hero crashed through the skylight of a
the cupola separates, they will use maneuver to Weird Science laboratory, landing in the lobby
avoid the heroes, pulling their ripcords when they amidst a rain of glass. Security guards mosey
get separation. on over to contain the hero if she doesn’t make
a hasty retreat.
Attributes: Charisma 8, Dexterity 9, Mind 9, Spirit • All failures result in a Wound. Yes, even if
9, Strength 8 they never succeeded back at Step A. This is
Skills: Air vehicles 12, dodge 11, find 11, fire the Nile Empire, not a physics seminar, dag
combat 11, maneuver 10, taunt 10, trick 10, gummit!
willpower 10
Move: 11; Tough: 10(2); Shock: 9; Wounds: — On Success
Equipment: Desert survival flight suit (armor +2), • The hero successfully steers into a couple
Mauser pistol (damage 13, 10/25/40) of goons who are shaking down a fruit
Perks: Brawler cart merchant. The goons are knocked
Possibilities: Rare (2). out, the merchant tosses the hero a couple
Special Abilities:— pomegranates, and the crowd cheers.
• The hero gracefully lands in the middle of a
When the Neuron Master explosively detaches fancy wedding reception, near the table of the
the cupola from the GyroFortress, the heroes find bride and groom, just as the best man is about
themselves in free fall. A special Dramatic Skill to propose a toast. The hero has time to grab a
Resolution is necessary to survive the uncontrolled flute of champagne, propose a toast of his own,
plummet to the ground—each hero must perform and get out of there.
all the steps or court failure! • The hero slams into a statue of Wu Han at Al
• Step A: Make an opposed maneuver test Azhar Park during its dedication ceremony,
against a pilot. The hero’s free fall is now a knocking the statue off its pedestal just as
controlled dive that catches her up to the pilot. reporters’ flashbulbs go off. Our hero has time
to make her escape before flabbergasted police
• Step B: The hero impacts the pilot with a
can react.
crunch. Make a melee weapons or unarmed combat

50
• Engram Generator: Toughness 12(8); a
HANGAR ABLAZE collection of five whirling hexagonal crystal
Standard Scene. The heroes enter the hangar columns. A Wound to the column causes it to
prepared for the trouble that awaits them. The shatter, throwing off razor-sharp fragments,
villains are in position and ready for the Storm Damage Value 13, in a Large blast radius.
Knights. As soon as the Neuron Master sees the • Agitation Capacitors: Toughness 8; five
good guys, he gives a brief speech: “My apologies. transparent rounded tubes, with flickering
Your sudden appearance left me neither the time helical filaments that flash brightly as the
for a soliloquy, nor a proper death trap. Kill them.” psychic charge is released. A Wound to the
He then depresses a button on his glove; echoing capacitors causes them to discharge into open
booms are heard as explosive bolts fire, blasting air. All characters in the hangar are Vulnerable
the piloting cupola away from the GyroFortress. the next round.
Unfortunately, Janus Challenge designed this • Cognitive dissonance coils: Toughness
part himself as part of his betrayal of the Neuron 20; alchemically treated ceramic with an
Master. The cupola release is cross-wired into the engrammatically aligned structure. Any
self-destruct mechanism of the GyroFortress. As damage from a melee or unarmed strike
the battle progresses, more blasts are heard, and causes counter-waves which change the flow
flaming, plummeting chunks of airship are seen out in the coils; this wave may be targeted at any
the open hangar doors. This ship is going down. character, making them Very Stymied and Very
• Nile Empire Shocktroopers: Four, see page Vulnerable.
78; they target the closest Storm Knight. A hero with the Weird Science Perk can make an
• Machingun Crew: Two shocktroopers (page Easy (DN 8) test. A Storm Knight with scholar or
78). A machine gun crew firing a .30 caliber science makes a Challenging (DN 12) test. Success
El Alamein (Damage Value 14, 100/400/600, reveals that the components function as follows:
Long Burst). They are situated on the opposite The engram generators produce low level psychic
wall of the hangar, 30 meters from the entrance. energy from crystalized thoughts. These flow to the
The crew fires continuous long bursts as long agitation capacitors, which allow the mental energy
as one of the crew is able to belt-feed ammo to to build to 112 KiloPsi’s. At peak, the capacitors
the weapon. Without that feed, the machine discharge into the cognitive dissonance coils, which
gun has one final long burst before it is out of energize and fire a thought-beam which can drive
ammo. The crew targets the Storm Knight with its targets mad. Other than its industrial scale, the
the highest toughness. Neuron Master’s apparatus is nothing more than a
• The Neuron Master: see page 60. He attacks copy of the process notorious stage magician Lotus
whichever hero he considers the greatest Madeline used in her infamous “Veil of Dreams”
remaining threat. If there is no obvious target, tour. Child’s play, really; you betcha Neuron
he prefers a Nile Empire hero as his target. Master is Vulnerable to a taunt based on this fact.
• Additional Shocktroopers: Four or eight, • Rotary Drop Pods: These are escape pods
see page 78. If there are four Storm Knights, which can hold up to eight passengers. They
four additional shocktroopers guard the are not powered; steering controls were not
madness ray. If there are five or more Storm considered necessary. Allow the players to get
Knights, four more Shocktroopers are present creative if they really want to direct a pod’s fall.
as reinforcements to engage where needed. The drop powers the rotors to allow a crash
landing, which might be considered gentle on
Madness Ray Terrain Features the scale of crash landings. No serious injuries,
If playing on a map-grid, all madness ray just scrapes, bruises, and possible loss of
components occupy a 2 x 2 square (10 meters) plot dignity. There are four pods in the hangar.
on the grid.

51
DELPHI COUNCIL CAIRO AT NIGHT
BRIEFING The Ministry of Tourism touts all sorts of
wholesome, legal, night-time activities for you and
the whole family to enjoy. Yeah, well, nobody who
MATINEE is anybody does those. Many activities that are
Standard Scene. Our defenders of justice are legal or commercialized in other cosms are crimes
meeting with their Delphi Council contact, Salma in Cairo. These include:
Fayoud. She has invited them to a matinee showing • Bootlegged alcoholic beverages.
of The Cypriot, an espionage thriller starring the • Serving any sort of alcohol after 11 PM.
ubiquitous Amal Faisal. As the shorts and serials • Performing songs not approved by the
before the feature begin to play, Fayoud says, Council on Culture.
“Sorry, you might have seen this one before.” • Carrying firearms of any kind.
The lights dim, audience members cough, the • Wearing clothing that breaks with tradition,
popcorn tastes delicious as a narrator voices: is too ostentatious, or shows excess foreign
influence.
“Meanwhile, the fortress of the evil rebel villain
Neuron Master approaches Cairo with a fully Note that all of the above is commonplace in Cairo,
functioning madness ray. Who dares oppose such and these rules are usually invoked only when a
villainy? Who can save us?” patrol wants to make a point.
A tinny orchestral soundtrack crescendo as the
title “Mighty Fists of Mobius” fades in. The black- LEG WORK
and-white serial is a crisply filmed recreation of the
The Delphi Council operatives could just enter
Storm Knights attack on the Neuron Master. The
the Anubis Club as customers and try to plant
actors portraying the Storm Knights are very close
the listening device on Janus Challenge directly.
in appearance to our heroes, close enough that our
But where is the caper-film fun in that? If your
champions may experience their own personal
players are up for something more elaborate, they
uncanny valley.
can set up a plan where they can plant a blue-
Salma Fayoud says, “This seems strange, even for rose microphone on Mr. Challenge, here are some
Mobius and his underlings. The serial is produced things they can discover or do.
and directed by Janus Challenge for Dreamland. I
• The woman at the coat check is a Stormer.
suggest you hob nob with Mr. Challenge and the…
Carlissa Stroud is a part owner of the club, and
elite of our dubious Cairo nightlife. Janus Challenge
protects the coat-check armory safe. She is not
enjoys gin joints and lounge singers. In his role as
to be trifled with. Use the Masked Marauder
‘man about town,’ Mr. Challenge always has two
stats in Torg Eternity, with the exception that
well-trained, well-groomed goons. He is famous
her electro-ray is in the form of a long cigarette
for the blue rose boutonnière he wears whenever
holder, which she fires in the manner of a wand.
frequenting the Anubis Club. After a few tries, we
• Janus Challenge has a ‘thing’ for a torch singer
perfected a micro-transmitter small enough to be
named Amanda Sorrento. She performs Friday
placed in the flower.”
and Saturday night, and Janus has made all of
Salma hands a hero a wax-paper envelope with a her performances so far.
transmitter about one-half centimeter across. • Janus Challenge always, always brings two
“Make contact, make sure this gets on our man, loyal bodyguards with him. Bob and Biyali
find out what he is up to, stop it,” she says. are feared and respected by the Anubis Club’s
bouncers; the pair gets to bring in whatever
She then excuses herself and leaves before the
weaponry or gear they want to.
feature, grabbing one last handful of popcorn on
her way out.

52
• Salma Fayoud can set up a character with • A Storm Knight could pose as a replacement
false credentials for 710 AM Akhenaten Radio’s for a member of the house band or backup
upcoming socialite feature, Clear Night in singers. Musical ability helps avoid
Cairo. The show has been rumored long embarrassment, but they don’t call them ‘fake
enough that Janus Challenge has heard of it. Of books’ for nothing.
course he expects to be interviewed. Clumsy
recording equipment is included as part of the
cover story.
THE ANUBIS CLUB
• A small ‘hiring fee’ can get the restaurant Gin and jazz joints, such as the Anubis Club, give
manager, Nick Falcone, to hire any character Cairo’s rich, mobbed-up, or other elites a chance
as a top-section server, bartender, or cigarette to jam in a lot of illicit activity in at one place at
vendor. Cigarette vendors wear provocative one time. These clubs are where danger and class
clothing and are flirtatious with customers. mingle in a heady mix; business is booming.
Bartenders are quick with a quip, quicker with
a pour; the bar is located next to the VIP section. The Entrance
Top-section servers are attentive, polite to a Velvet rope barriers, blue silk tabards slowly
fault, and are expected to hover around the waving in the night breeze, soft sounds of jazz
tables of VIPs to accommodate any order. coming from ivory-trimmed speakers set above the
• An investigator could disguise herself/himself entrance, the Anubis Club works at the impression
as one of Cairo’s rich and famous. Cover stories, of a high-end establishment. The bouncers are a
appropriate wealth, and other resources are up counterpoint; thick-necked toughs in ill-fitting
to the investigators to fake. suits, whose uncomfortable ties have their faces

53
set into perpetual mug-shot expressions. Use Mob The goal: succeed at an opposed test, an operatives
Goons (see page 77) for statistics. Two work maneuver test against Mr. Challenge’s find test.
the line, searching for weapons, armor or other Success plants the bug into his boutonnière
contraband. unnoticed. Failure and the bad guys sense the
• The bouncers can be bribed. Use persuasion attempt. They stop the bug from being planted,
against the thug’s Spirit 8 if money is involved, and a ruckus ensues.
and gain a +2 bonus if more than $100 is offered.
• They can miss well-hidden items, but they Ideas for Storm Knights
take their jobs seriously. Let the Storm Knight As cigarette vendors, servers, or bartender can
test stealth as a contest against the thug’s find 8. joust with Mr. Challenge in conversation. He
Larger weapons confer a penalty of –2 or more. admires spunk, and gives Storm Knights a chance
• They deny entrance to anyone who refuses to to impress him.
check forbidden items with them. Characters
• They can use humor or a sharp comeback as a
who check their gear are escorted to the coat
taunt to Stymie him.
check area, given a receipt in the form of blue-
• They can flirt with him using persuasion and
enameled brass quarter-notes with their check
make Mr. Challenge Vulnerable.
number etched upon them.
• Any attempt to use intimidation gets Bob and
• All checked gear is stored in a large walk-
Biyali to toss the intimidator into the back alley.
in safe; Very Hard (DN 16) lockpicking test,
Toughness 25(8) if trying to break into it or As the 710 AM interviewer or wealthy socialite,
explode it open. The safe is guarded by Carlissa they can:
Stroud.
• Ask engaging questions as a trick test to
Behind the bouncers are two more Mob Goons, 15 Stymie Mr. Challenge.
meters back. They are armed with Thompson 1928s • Pour on the flattery for his serial work
(Damage 14, Long Burst), and they back up the two as a persuasion test to make Mr. Challenge
bouncers on the line if things get really rough. Vulnerable.
Past the coat check, the heroes-about-town As a band member, they can:
descend down Carrara marble stairs to the main
• Start the intro riff introducing Amanda
floor and stage of the Anubis Club. The air is thick
Sorrento’s set. Once Amanda starts singing,
with aromatic cigar smoke. The place is loud with
Mr. Challenge focuses on her singing, and is
conversation, laughter and lively jazz from the
Stymied.
house band. If the Storm Nights are entering the
• Change the current song to one that either
club as themselves they are the subject of curious
brings the crowd out to the dance floor, or
stares and obvious whispers; it is clear they are not
calms them and returns them to their seats.
the usual clientele.
This crowd control may aid the Storm Knight’s
hasty exit should they need to make one.
THE PLAN IN MOTION
Standard Scene. Once Mr. Challenge has arrived,
Possible Complications
You can run some or none of the following to
the Delphi Council operatives can put their plan in
make the operatives lives a little more difficult.
motion. Mr. Challenge is seated at his usual VIP
table. A neighboring table seats a loud, showy, • Bob (see page 59) is smitten with one of
shipping magnate, who throws money at every the investigators. He is very attentive and hard
request he makes and gestures with jack-hammer to shake. His attention means the character is
speed and ferocity. On either side are gangsters Stymied if they try taking action against Mr.
from two mobs who do not look happy to be seated Challenge, unless she can find a way to ditch
so closely to their rivals. him.

54
• Members of the two rival mobs decide to about the Mighty Fists of Mobius scene, the
settle their latest differences with a brawl that Storm Knights are going to need something
catches Mr. Challenge’s table in the middle. with enough “boom” to take down a large
• Nick Falcone assigns one of more servers armored target.
to another section when a very important • Outstanding: Janus Challenge seems to be
customer, Faith Testatore, starts to complain working for another High Lord more than
about her current servers. he is working for Mobius. Cyberpapacy? Pan
• Amanda Sorrento pulls out the investigator in Pacifica? These two are the leading contenders.
the band to join her in a duet. Janus Challenge’s But it is not even clear if Mr. Challenge is fully
jealousy prompts him to send Bob to “convince” aware of what he is doing.
the band member it’s time to move to another
song.
• Panya Annan, a producer from Ethiopia, is AND…ACTION!
trying to pitch his serial ideas to Mr. Challenge. Next morning, Salma Fayoud brings by an
He orders the staff to fetch a particular brand engraved invitation from Janus Challenge. She is
of cigarettes, whiskey, sauces, any excuse to pleased that they impressed Mr. Challenge enough
send the staff away from the table if they are to be invited to the studio for the filming of the
engaging Mr. Challenge. latest chapter of Mighty Fists of Mobius.
• A rival reporter is also trying to interview The invitation is for 6 PM sharp, Studio Four. The
Mr. Challenge. The reporter thinks one of invitation includes a security pass for a number
staff looks familiar; any Storm Knight who of people equal to the number of Storm Knights.
parachuted into the city in Cupola Falling Allow a last-minute provisioning from the Delphi
could be recognized. Council, which will leave just enough time to
• A loud, wildly gesturing showoff race through the streets of Cairo to the sprawling
inadvertently knocks the bug from a Storm complex owned by Dreamland.
Knight’s hand or pocket, sending it spinning
across the dance floor. They need to retrieve
it before it is crushed by a dancer, or sends it THE GATE
skittering farther along the floor. If you want to At the gate, a studio photographer is taking
make things even worse, Bob notices the bug pictures of the “Stars of the Night,” the cast of
flying through the air, and moves to retrieve it lesser feature films and serials who film during
himself. This could even play out as a Dramatic the night shift at Dreamland. The photographer,
Skill Resolution using Hard (DN 14) find tests! Clare, mistakes the Delphi Council operatives for
the stars of Mighty Fists of Mobius. She insists on
If the bug is not planted, the heroes move on to the taking pictures, including staging fights with the
final scene without any intel on the situation. security team and two stunt people she manages to
If the bug is planted the heroes make an Easy (DN grab as they tried to leave for the day. The heroes
8) evidence analysis test: can talk their way out, or ham it up, as they choose.
• Success: Janus Challenge is planning an
ambush which he intends to film for an
upcoming episode of the Mighty Fists of
Mobius. He is blowing the budget for the action “I FIND ALL THIS
extravaganza filming in Dreamland Studio SHOWMANSHIP...
Four.
UNDIGNIFIED.”
• Good: Janus Challenge seems to be working
with and at cross-purposes to Mobius. His
motives are unknown; the producer seems more -RAMA TUT
than a little unhinged. From his discussions

55
THE STUDIO WE CAN ONLY
The studio is better measured in square kilometers
than hectares; it is huge. Climate-controlled
DO ONE TAKE
Quonset huts store delicate costumes, more rugged Dramatic Scene. Inside Studio Four is an elaborate
warehouses store props for current productions, set depicting the mythic Tomb of Cyrus of
and dingier buildings house inventory from Cappadocia. Above the set on catwalks, and around
past films. Make-up trailers rub up against film the set just out of camera view, stand film crew.
laboratories where dailies are developed. Machine From the entrance where the Storm Knight’s
shops churn out replicas of every kind, chemists, stand, two sets of alabaster pillars, four pillars in
electricians, and mechanical engineers collaborate each set, support a massive ceiling that is frescoed
in workshops building elaborate practical effects. with scenes from an ancient siege. To the right,
Hangars store the vehicles needed for films, the temple wall is full of lit niches displaying
with mechanics and special effects teams always votive statuary of unknown gods. Shocktroopers
tinkering with something on the floor. Our heroes in ancient dress position themselves between the
pass the charred husk of Studio Three, where heroes and the back of the temple. At the back of
pyrotechnics went awry while Amal Faisal filmed the temple is a marble sarcophagus…and Janus
the climax of “Last Warrior in Beirut.” Their Challenge. He is dressed in an expeditionary outfit,
destination, Studio Four, is still standing for now. complete with pith helmet and a monocle. He says:
“Good evening, thank you for accepting my
FOR THE SCHOLARS invitation, and for being part of the greatest
episode of Mighty Fists of Mobius ever conceived.
AMONG US Tonight, you try to stop the evil archeologist, Dr.
To learn about the legend the movie scene is Forrester Fields, played by myself, before I can loot
replicating is an Easy (DN 8) scholar test. this historic tomb. But alas, the Doctor has laid a
• Success: Cyrus of Cappadocia was a trap for you, and one of you…dies. Can the rest of
historic figure in Terra. Scrolls buried with you overcome this tragic loss to stop me? I think
him were said to hold the greatest magical not, but if you do…well, that is what rewrites are
secrets of the age. Dr. Forrester Fields led for.” Off set, a director yells, “action!,” and the
an expedition to recover the scrolls for battle is on.
Dr. Mobius, but the temple’s defenders
overwhelmed his team. TERRAIN FEATURES
• Good: When one of the defending
priests fell, his final prayer was answered. Pillars of Cyrus
A walking god crashed into the temple. They may appear to be marble, but they are made
The god’s divine wrath swept aside the from far less sterner stuff, painted to look like
defenders, murdered Forrester’s team stone. They only offer cover +2, and can be fired
and the doctor himself, and destroyed the through. The special effects team has rigged the
temple. pillars to fall during the battle. The crew abandons
the studio before triggering the effect, but a Hard
• Outstanding: So again, the Mighty Fists of (DN 14) Strength test can topple a line of pillars
Mobius are actually depicting heroes who toward the sarcophagus. The falling pillars do
fought against one of Mobius’s schemes. Damage Value 20, medium area of effect, centered
Mr. Challenge clearly has an agenda that on the sarcophagus.
is at odds with the Pharaoh’s. If he weren’t
trying to kill the Storm Knights, it would be Sarcophagus
good to find out what he is up to. In one of those Dreamland quirks, they spent
money transporting an actual sarcophagus to the set.
Given tomb robbers sold this to movie executives,

56
57
smart money is this is not the sarcophagus of Cyrus. The shocktroopers fall back toward the
There is no longer anything inside the sarcophagus sarcophagus. Those remaining continue to fight
except a special effects package that rattles and well. The melee fighters try to attack then move out
shakes the tomb as if something were trying to get of the way of robo-Sebek’s savage pounding.
out. The sarcophagus provides cover (+6). Janus Challenge keeps firing, and stays in character
as Dr. Forrester Fields. He starts shouting, “The
First Round tomb of Cyrus shall belong to my Pharaoh. The
Three groups of shocktroopers stand between the dead emperor’s treasure shall belong to the new
heroes and Janus Challenge. Each group has a emperor of the world, Dr. Mobius!”
number of shocktroopers equal to the number of
Storm Knights. • Robo-Sebek: see page 61.

First Rank: Armed with their short swords Third Round Onward
(Strength+2/10) As the robo-Sebek takes damage, sparks fly from
Second Rank: Armed with their short swords its torso. The temple set has some very combustible
(Strength +2/10) materials and starts to catch fire.
Third Rank: MP-40 at 20 meters, medium range Janus Challenge continues the scene, with frothing
(Damage 13, short burst, 10/25/40) dialogue gems such as, “I have come too far too fail.
The shocktroopers are organized and tactically This tomb is mine, its death is yours!,” “Taste the
sound. The third rank will time their shots in concert black flames of Set, you faithless curs,” and “Sebek,
with the melee attacks of the first two ranks so no! I am a scholar. They are the tomb robbers, not
as to not fire into melee. Remember, the me. Not meeeeee!”
swordsmen may move into contact, Once the tomb set catches fire, any
attack, and then step away with remaining shocktroopers suddenly
any remaining movement by remember they had promised
becoming Vulnerable. to buy the crew drinks. They
Janus Challenge is 40 meters decide to get right on
from the entrance, that, and flee.
taking cover behind the
sarcophagus. He fires Aftermath
at the nearest Storm Once Janus
Knight, long bursts at Challenge takes
every opportunity. his third wound,
he stops fighting.
• Nile Empire Shocktroopers: 3 per His expression and
hero, see page 78. demeanor change.
• Janus Challenge: see page Spitting blood, the
60. villain

Second Round
The robo-Sebek crashes
through the wall. Its flailing
attacks start to damage the
temple set, weakening
structural supports which
begin to creak. The film
crew notices. They rapidly
choose to spend the rest of
the evening elsewhere.

58
introduces himself as Qiang Shu, a Foreign
Operations Executive from Pan-Pacifica.
THREATS
Qiang Shu appreciates the Storm Knights help in BOB AND BIYALI
eliminating a potential problem in Neuron Master.
The weird science cameras and projectors, used for Bob and Biyali were orphaned when the invasion
the Mighty Fists of Mobius, transmit tiny amounts started. They worked together to avoid starvation
of possibility energy into the viewers. If the films and the invaders. Unrelated, the pair shared a
should feature an act of Glory...well, then everyone moment of crisis which bonded them as they were
in the audience would be refilled. transformed. They are not identical twins, but the
transformation left them resembling each other.
Shu suggests a partnership. Regardless of whether
the Nile Empire converts to Pan-Pacifica, or back They are extremely loyal to each other, and
to Core Earth, Shu’s scheme could save tens of reasonably loyal to Janus Challenge. But the Law
thousands of lives when the reality flips. of Morality created a dichotomy. Bob is villainous,
Biyali is heroic. This struggle of good and evil
strains their relationship, but their loyalty to each
DEAL? other ultimately wins out.
If the Storm Knights refuse, they defeat Challenge,
Quote: “Simmer down Bob; I am sure she didn’t
and can expunge Qiang Shu’s personality with the
mean nothing by it. Did you, ma’am?”
aid of his weird science gear they find in the studio.
Attributes: Charisma 10, Dexterity 9, Mind 10,
If they agree, they are movie stars.
Spirit 11, Strength 12
Their adventures are projected on hundreds of Skills: Dodge 11, faith 10, find 12, intimidation
screens throughout the empire. Viewers receive 13(Bob), maneuver 12, persuasion 13(Biyali),
any Glory result the Storm Knights generate on the reality 12, taunt 12(Bob), trick 12(Biyali), unarmed
actual adventure. combat 11, willpower 11
The Delphi Council operatives can be famous to Move: 9; Tough: 12; Shock: 11; Wounds: 3
hundreds of thousands of movie goers. As a result Equipment: Webley revolver (Damage 14, Ammo
they gain the Famous perk. This doesn’t cost XP, 6, 10/25/40)
but does count as a Perk when determining the cost Perks: —
of future Perks. Possibilities: 3
Special Abilities:
They can hide their activities in plain sight, playing • Bond of Brothers: Once per scene, their
as the actors who portray the heroes they really are, connection allows one of them to take damage
creating “secret identities” for their heroes. inflicted upon the other. While villainous, Bob
is as likely to sacrifice himself for Biyali as Biyali
is to sacrifice for him.

59
JANUS CHALLENGE Special Abilities:
• Monster Hunter mini-Gatling: Based on
AKA QIANG SHU the legendary three-barreled shotgun used
Qiang Shu is a Foreign Operations Executive by Dr. Forrester Fields, this weapon was
whose ideas were a little too “out there” for his given the Dreamland treatment and amped
Pan-Pacifica handlers. This operation in the Nile up to ridiculous proportions. The heart of the
Empire was approved only because his Pan-Pacifica spinning, nine-barreled monstrosity is actually
superiors were convinced Shu’s plan would result an SC Kyogo T11, substantially reworked by
in his death, saving future embarrassment. Challenge with weird science to hold extra
Qiang Shu had Pan-Pacifica psych specialists ammunition and spit jet-black flame when it
build the personality of Janus Challenge through fires. The flame adds nothing but visual flare;
hypnosis, and submerge the personality with the the weapon itself has plenty of punch: Damage
aid of Pac-Pacifica pharmaceuticals. 15, Ammo 243 (3 to the fifth power), long burst,
50/100/200. Not surprising given its origins,
When he first arrived in the Nile Empire, Qiang
this weapon is a Four Case contradiction in
worked with Neuron Master to build a weird
every Cosm yet known.
science device that could do the same thing with
• Too pretty to hit: Until Challenge initiates
the personality of Qiang Shu. Qiang Shu eventually
combat, opponents must succeed at an opposed
transformed; the hi-tech drugs stopped working,
interaction test against Janus Challenge’s
Janus Challenge’s personality emerged. Janus
persuasion in order to attack him.
Challenge triggered the weird science device, just
as he had been programmed to do. Qiang Shu is
NEURON MASTER
now a double agent inside his own body.
Neuron Master has experimented with mental
As Janus Challenge, his Mighty Fists of Mobius
powers for so many years, he is no longer sure of
serials are sold as brilliant bits of propaganda, giving
his real name. A villain who craves, but never quite
Dr. Mobius credit for saving the day whenever
catches, the Pharaoh’s attention, his team up with
his villains fail. But any close watch reveals the
Janus Challenge seemed his ticket to villainous
subversive nature of these films. Coupled with the
stardom. His defeat of the pesky heroes in glorious
possibility energy transfer from his weird science
combat aboard his GyroFortress is sure to catch the
cameras and projectors, Janus Challenge hopes to
eye of Dr. Mobius.
delay Mobius victory in the Nile Empire until Pan-
Pacifica can turn its full attention to the mad genius Quote: “You wish nothing more than to lay down
of the desert. your arms. Resistance is futile.”
Quote: “I can see it so clearly. Hear me out. This is Attributes: Charisma 9, Dexterity 9, Mind 12,
going to be big…you are going to be big.” Spirit 10, Strength 10
Skills: Dodge 11, energy weapons 12, faith 11, find
Attributes: Charisma 11, Dexterity 9, Mind 11,
13, intimidation 13, maneuver 12, reality 12, taunt
Spirit 13, Strength 10
12, trick 13, unarmed combat 12, willpower 15
Skills: Dodge 11, faith 14, find 13, fire combat 12,
Move: 9; Tough: 13(3); Shock: 10; Wounds: 3
intimidation 14, maneuver 12, persuasion 15,
Equipment: Flexbody bulletproof suit
reality 12, science 15, taunt 12, trick 13, unarmed
(Armor+3,Fatigues, Max Dex10)
combat 10, willpower 12
Perks: Mind Control (gadget), Mind-Ray (gadget)
Move: 9; Tough: 10; Shock: 13; Wounds: 3
Possibilities: 3
Equipment: Monster hunter mini-Gatling. See
Special Abilities:
special abilities below.
• Egotistical Villain: Successful trick tests
Perks: Gizmos, Nile Engineering, Weird Science
generate an extra level of Stymie. Neuron
Possibilities: 3
Master simply refuses to believe heroic riff-raff
can get the better of him.

60
• Eye of the Master: An eye etched into the 17, maneuver 13, reality 13, taunt 10, tracking 11,
helmet of Neuron Master, with a pulsing silver trick 13, unarmed combat 14, willpower 10
pupil—as the mind control power using a skill Move: 8; Tough: 14; Shock: —; Wounds: 4
of 15. Equipment: —
• Madness Pistol: Mind-ray damage 12, ignores Perks: —
armor, 10/25/40 Possibilities: 3
Special Abilities:
ROBO-SEBEK • Concussive Punch: A massive punch
Robo-Sebek is equal parts special effects wizardry, downward at its target, striking the target and
Nile Engineering and pulp sorcery. Built to the ground. Damage Strength +2 (16), Medium
resemble the walking god Sebek, robo-Sebek’s Blast radius.
appearance suffers from its creators never having • Construct: Robots are immune to effects that
seen a walking god, but it’s crocodilian head require breathing, eating, or other “living”
makes it clear who this creature is supposed to processes.
be. Embedded in the chest of robo-Sebek is a • Immunity: Robo-Sebek is fearless and so
votive statue from the genuine Tomb of Cyrus of immune to intimidation.
Cappadocia. This spiritual artifact is the center of • Jaws: Damage Strength +4 (18)
the magic and possibility energy in the construct; • Large: These statues are large and attacks
the statue is a weak point in the robot’s design. against them gain a +2 bonus.
• Relentless: Robo-Sebek ignores shock.
Attributes: Charisma 7, Dexterity 12, Mind 8, • Votive Statue: A Very Small (–4 to hit)
Spirit 10, Strength 14 alabaster statue of a woman warrior embedded
Skills: Dodge 14, faith 16, find 10, intimidation in the chest of the robot, the votive statue has a
Toughness 11. Wounds done to the statue are
suffered by robo-Sebek.

61
COSM: NILE EMPIRE

LOCATION:
A DOMINANT ZONE IN THE
THE ORPHAN WESTERN DESERT OF EGYPT

A magical artifact dislodged by a reality storm


BY SCOTT WOODARD has altered a giant scorpion, making it a literal
whirlwind of destruction. This living reality storm
is sweeping across the desert, wreaking havoc. The
Storm Knights are traveling through the area and
must deal with this “demon” before it falls into the
hands of Pharoah Mobius!

DELPHI BRIEFING?
Unlike many adventures, The Orphan does not
open with a briefing by the Delphi Council. Perhaps
the Storm Knights are on their way to receive
such a briefing in Cairo, they are just coming off a
previous adventure somewhere out in the desert,
or they have been sidetracked after receiving a
briefing for a completely different adventure. How
the heroes get involved is entirely up to the Game
Master.

IN THE DESERT
Standard Scene. Whether on foot, camel back,
or driving some sort of desert-worthy vehicle,
the Storm Knights begin in media res, traversing
a stretch of arid desert, perhaps following an old
camel track, as evening approaches.
According to their map, a tiny, unnamed village
lies ahead where they are likely to find food and
shelter, but as they crest the hill to begin their
journey into the next valley, they see little but a
towering column of black smoke and broken ruins
at the heart of a debris field extending hundreds of
yards in all directions. As the Storm Knights draw
close, they encounter a few bedraggled individuals
fleeing the carnage led by a man named Bahram
who engages them and, speaking surprisingly
good English, encourages the party to seek shelter
elsewhere.

62
What creature lives at the heart of the earthquake and the eye of the storm?

If questioned, read the following aloud: the sky. As quickly as it began, the terrifying storm
“Two days ago, our humble village was a welcoming ended, and we all learned the horrific truth that the
oasis in this great desert. Today, it lies in ruin, laid joyful wedding was to be replaced by a hasty funeral.
waste by the gods. At dawn yesterday, as we prepared “The few of us who survived the onslaught, gathered
to celebrate the wedding of Nadia and Gamal, we all our remaining belongings and fled, but not before
heard a strange rumbling and felt a vibration beneath Hassan trapped an imp, abandoned by the storm, in a
our feet. vault at the heart of town. He sits alone there now, to
“By noon, our conversations could no longer be heard ensure the creature does not escape its prison.”
above the roaring din of an approaching storm. An Bahram will in no way stand in the way of the
hour later, a twisting column of sand erupted from the Storm Knights and his ruined village, nor will he
desert and quickly overwhelmed the village. We tried (or any in the retreating party) willingly volunteer
to flee from the wrath of Set, but few escaped from this to accompany them, even if offered money or
swirling cloud of destruction. goods. As far as they are concerned, their village
“Homes were shaken to their foundations and loved is no more.
ones were wrenched from our hands and pulled up into

63
BOTTLING THE DEMON and chipping away at the brick and mortar with
every strike. Capturing the imp requires a Hard
Standard Scene. The Storm Knights must capture (DN 14) Dexterity test. Failure results in a burn
the “imp” to use it to track the rogue monster. (Damage 12+1BD) as the agitated fragment strikes
While difficult, all is not lost if they fail, as they the victim, while a Mishap finds the imp exiting
may still pursue the escaped fragment through the the café either via a small window or through a
desert as it glows hot and bright like the sun. damaged section of the wall.
Success means the imp is snatched out of the air
THE GUARDIAN and restrained, however it is extremely hot to the
At the center of town, seemingly undamaged, is touch and must be transferred into some sort of
a single-level, mud-brick structure that was once container (there are various clay vessels accessible
the local café. Seated on a mat before this is a in the café), or else the person holding it suffers
middle-aged man, his eyes fixed on the building burns to their hands (Damage 12+1BD). Once
and a swirling cloud of hookah smoke dancing secure, the erratic movements are arrested, though
about his head. This is Hassan. He speaks candidly the imp now begins to pull towards the distant
about what transpired, repeating much of what form of the retreating “demon.”
Bahram related to the heroes, but his eyes never Once the imp is no longer in the café, Hassan
shift from the structure before him. All the while, a gathers up a satchel of his belongings, bows and
rapid, loud tapping sound, like the crack of a small thanks the party, then rushes off into the desert in
caliber handgun being fired, is heard from within pursuit of his friends.
the building.
Should the heroes search the ruins of the village,
If questioned about the noise, Hassan elaborates they scavenge a week’s worth of food and water
in Arabic or in broken English if no one in the with a find test. A failure finds nothing but charred
group can speak it: remnants and ash.
“After the desert demon ravaged our village and If the imp escapes it flies towards its “parent”
raced off into the desert, we discovered that a small under its own power, allowing the Storm Knights
imp remained, somehow trapped inside the café. It to chase or track it. A Challenging (DN 12) find test
was decided that one of us would remain and keep to spots it in daylight.
vigil while the rest escaped. I willingly offered to be
that guardian, and here I sit while the spark within An Easy (DN 8) tracking test can follow the
struggles to break free.” phenomenon directly without the imp. Whatever it
is travels deep under the desert sands, its vibration
If asked about the “demon,” Hassan extends a disturbing the surface and creating unusual
finger and points into the desert. perpendicular ripples. Trackers capable of flight
“It is traveling northwest, perhaps towards the town (jet pack, etc.) gain a +2 to their tests as the trail is
of Qasr Al Farafra. I fear for those who live there, for far more visible from the air.
Set cares naught for those such as us.”
Hassan will not stop those foolish enough
to willingly enter the café (nor will he enter THE CHASE IS ON!
the structure himself), though he warns them Standard Scene. Whether following the imp or the
repeatedly that the imp is “enraged.” creature itself, the Storm Knights are now in a race
against a Nile Empire patrol that’s also looking for
CATCH OF THE DAY the source of these earthquakes and storms. Those
forces are detailed below in the Halftrack Patrol
The imp, glowing hot like an ember kicked from an section. The patrol has a head start, and begins at
inferno, bounces around the interior of the building Step B within the chase. The DN to gain a Step in
like a frictionless pinball, ricocheting off the walls the chase is 11, based on the Halftrack’s speed.

64
If the patrol wins the chase they cut off the Storm If the patrol manages to defeat the heroes they
Knights, and a pitched battle occurs. If the Storm are more than happy to leave the Storm Knights
Knights win they manage to lose the patrol in the abandoned and doomed to die in the desert sun.
desert sands on their way to a showdown with The patrol then meets their own end at the hands of
whatever is behind the earthquakes. the creature they’re hunting, leaving behind clues
The possible Dilemmas that can occur during the and captured equipment among the wreckage.
chase include: The Autogyro pilot is carrying grenades (Damage
• Possible Setback: A swift-moving sandstorm 16, Medium Blast), but is more keen on Stymieing
arrives on scene! If the setback isn’t avoided the driver of any pursuing vehicles and letting the
each affected participant is Fatigued, and flying halftrack do most of the fighting.
vehicles no longer operate. Read the following Apart from the rear-mounted Kocha machine gun,
aloud: the halftrack contains a week’s worth of rations and
Looming large on the horizon, a dark wall of billowing drinking water for up to 12 individuals, binoculars,
sand, preceded by hot, rising winds, indicates the several lengths of rope, two large rope nets, cans
imminent arrival of a sandstorm! You have just a few containing a full tank of extra gasoline, and a spare
minutes to prepare or outrun it. walkie-talkie used to communicate with the pilot
of the autogyro.
• Complication: Aftershocks from the many
earthquakes shake the ground and send rocks Among these items, the Storm Knights also
tumbling. Failure to avoid the issue results in recover a journal and orders detailing the troopers’
damage to the vehicle, scrapes and bruises that month long search for the mysterious anomoly,
slow down a hero on foot, or broken ground however details in the book are vague, with cryptic
and clouds of dust that make navigating more suggestions that the object is likely something
difficult for the remainder of the chase. linked to Set, perhaps an ancient relic.

• Critical Problem: A reality storm breaks out! • Shocktrooper Officer: 1, reality-rated with 2
Any Storm Knight who fails the test for this Possibilities, see page 78.
round loses a Possibility. If the shocktroopers • Nile Shocktrooper: 2 per hero plus a driver
fall prey to the storm half of them are KO’ed. for the halftrack and a pilot for the autogyro,
see page 78.
HALFTRACK PATROL
A shocktrooper patrol has also been tracking AAKA HALFTRACK TRANSPORT
the beast, and they are just as happy to intercept Speed: 60 kph (11); Tough: 22 (2); Wounds: 2
the Storm Knights and see what they know. They • Armament: Kocha Machinegun (Damage 14,
travel on the sand in an Aaka Halftrack Transport Long Burst, Range 100/500/1000).
armed with a Kocha machine gun. They also have • Fast: Speed grants a +2 bonus to complete
an Avro C.30 Autogyro flying above piloted by an steps in a Chase or a −2 penalty to be hit.
additional Shocktrooper with air vehicles 8. This • Maneuverability Rating: –4 penalty to land
trooper is in touch with the officer on the ground vehicles for defenses or tests.
via walkie-talkie. • Passengers: 12.
The shocktroopers are seeking information about
the whereabouts of the fleeing stela (though they AVRO C30 AUTOGYRO
should never reveal its secret to the heroes) as well Speed: 160 kph (13); Tough: 13; Wounds: 2
as resources (food, water, fuel, ammo, etc.). Should • Armament: None.
the shocktroopers learn of the existence of the imp • Fast: Speed grants a +2 bonus to complete
at any point during the confrontation, the officer steps in a Chase or a −2 penalty to be hit.
will issue a shoot to kill order, with a singular goal • Passengers: 2.
of securing the imp for themselves.

65
SUNRISE, SUN SET AFTER THE FACT
Dramatic Scene. The Storm Knights have tracked Whether through their own investigation or the
the phenomenon to a mysterious black rock desert work of the Delphi Council, mystery surrounds
not far from the oasis of Al Farafra. It is here that this shard. It’s most likely an artifact from the
the “demon” strikes a deep wall of subterranean “Egypt That Never Was” and was disrupted by a
rock, shaking the ground above (heroes on foot reality storm or a surge of Possibility Energy from
must make a dexterity test to remain standing). reality bombs or something similar when Mobius
Moments later, it explodes out of the desert before invaded. Since the accident, it has wandered
the heroes like a whirling, roaring juggernaut, aimlessly through the Sahara, ravaging anything
potentially surprising the Storm Knights. in its path.
Now exposed, it must proceed above ground Getting the heavy object back to the Delphi Council
before it can once again plunge back into the may be a challenge, but the Archimedes Division
sands and continue its journey. The team may is delighted to study it. If the creature defeats the
opt to attack it, perhaps using the captured Kocha Storm Knights and escapes it’s later destroyed by
machine gun from the desert pursuit, or arrest its Pharoah Mobius himself—and now he posseesses
movement through the use of magic, miracles, or the Beacon of Set!
some other means.
Once the Storm Knights have the creature’s
attention it engages until destroyed or they’re all THREATS
KO’ed. In the latter case it moves over the rocks
and dives back underground to threaten another BEAST OF SET
city. This creature is the result of an unknown
Immediately following the last Wound on the catastrophe involving the Eternity Shard within.
creature or if it’s KO’ed, the tornado of swirling The result is more of an animate natural disaster
sands around it disperse and it cracks apart, than a monster. It does have a malevolent will, and
revealing the shrouded secret at the heart of the it seeks to destroy any bothersome Storm Knights
maelstrom. Read the following aloud: before returning to its instinctive behavior of
The rapidly spinning vortex of sand scatters in all destroying population centers.
directions, and a strange calm falls over the desert. The beast may have been a scorpion once, twisted
Before you, hovering about five feet above the ground, by reality storms and made larger, twisted, and
is an inverted, storm-worn obelisk, cracked, and crackling with Set’s power.
glowing with strange internal blue light. What floats Attributes: Charisma 5, Dexterity 12, Mind 8,
in the air before you is undeniably an Eternity Shard Spirit 12, Strength 20
of the Nile Empire. Skills: Dodge 16, find 10, intimidation 20,
The shard isn’t usable until the “imp” reaches it, maneuver 14, missile weapons 16, reality 14,
making it whole. If the imp got away and reached taunt (15), trick (13), unarmed combat 18
the creature before the Storm Knights arrived it has Move: 12; Tough: 22 (2); Shock: 14; Wounds: 4
five Possibilities for the battle rather than its usual Equipment: —
three. Perks: Endurance, Whirlwind

66
Possibilities: 3
Special Abilities:
• Amor: The Beast of Set has thick, chitinous THE BEACON OF SET
plates that provide +2 Armor. Cosm: Nile Empire
• Bite/Claws: Damage Strength +2(22). Possibilities: 5
• Cyclone: The Beast is surrounded by swirling Tapping Difficulty: 16
winds and sand out to a range of 10 meters. Purpose: To bring ruin, destruction, and
Any ranged attack passing through the Cyclone darkness upon the world.
except the Beast’s own Lightning Bolt and Description: A large stone obelisk covered in
Tempest suffers a –4 penalty to hit. heiroglyphs chronicling the many misdeeds
• Earth Shaker: Each character within 20 meters of Set. It’s too large for a person to carry, and
of the Beast must make a Standard (DN 10) requires a vehicle to transport. Visually it’s
Dexterity test each round or become Stymied. very similar to the top tip of a Nile Empire
• Lightning Bolt: Damage 16 AP4. Range stelae, but this may be coincidence.
20/50/100. The creature may unleash one bolt Powers: The Beacon of Set may be tapped and
for each Wound it suffers, and uses missile Possiblities spent to summon violent storms
weapons to hit. and earthquakes to its current location. The
• Multi-Attack: The Beast may make separate calamaties last one day for each Possibility
attack rolls with its Tempest and Bite/Claws spent. After the disasters subside the beacon
each round without suffer Multi-Action begins recharging its Possibliities normally.
penalties. If it may use a Lightning Bolt that Restrictions: The beacon’s powers may only
becomes a third separate attack roll. be used after uttering a short prayer to Set.
• Tempest: Small Blast, uses missile weapons,
range 100 meters. Counts as Suppressive Fire,
with an Outstanding hit dealing 16 Damage.
• Very Large: This creature is massive, over 20
meters from its head to the top of its stinger.
Attacks against gain a +4 bonus.

67
COSM: NILE EMPIRE

LOCATION: GRIM HOUSE,


ON AN ISOLATED ISLAND
GRIM HOUSE IN THE MEDITERRAINEAN SEA

While going about their business in other parts of


the world, a select group of Storm Knights receive
an ornate invitation requesting their presence
BY BILL SLAVICSEK
at a private dinner party at the estate of Doctor
Alister Grim somewhere off the coast of Egypt, on
an island in the Mediterranean Sea. A powerful
sedative in the ink knocks out the Storm Knights,
and when they awaken they find themselves in the
banquet hall of Grim House.
The entire estate has been set up as a trap designed
by the ingenious and criminally insane Doctor
Grim—see page 75. The Storm Knights must
make their way through the estate and survive its
numerous dangers before they can finally confront
Doctor Grim, a weird scientist with a taste for
hunting the most dangerous game—Storm Knights
rich in possibility energy!

IT’S DEFINITELY A TRAP!


Standard Scene. Each Storm Knight discovers
an ornate and old-fashioned envelope in the
afternoon’s mail. While an elegant and artistic
hand addressed the envelope to each hero, there is
no return address indicated and no evidence of a
stamp or other sign that the envelope went through
any of the traditional postal systems. Inside the
envelope, each Storm Knight finds an invitation
that’s as ornate and elegant as the outer wrapping.
The letter reads:
“Honored Storm Knight, know that your reputation
precedes you. Consider this a cordial invitation
to attend a dinner party for a select group of like
individuals at the estate of the esteemed expert on
parallel realities, Doctor Alister Grim, esquire.”
“The good doctor has taken the liberty of arranging
transportation to his private island off the coast of
Egypt. In fact, associates of Doctor Grim should be
arriving to collect you at any moment.”

68
The Grim House is filled with deadly surprises — beware!
As you finish reading the unusual invitation, you walls, and no furniture fills the empty space. No
notice the ink has smeared and now stains your rugs cover the bare-wood floor, but a chandelier
fingers. Blackness begins to fill your field of vision glistens with dozens of electric lights high
and you start to lose consciousness, but not before you overhead, casting stark light into every corner. Give
notice the two figures stepping out of the shadows to the characters a moment to introduce themselves
reach for you. (if they don’t know each other already) before
Each hero succumbs to the fast-acting poison in their host introduces them to the day’s festivities.
the ink. The two figures, thugs in the employ of Runes subtly carved into the crown molding and
Doctor Grim, gather up each of the fallen Storm baseboard on the walls suppress the use of magic
Knights and spirit them away aboard a private in the room. As the members of the group get their
airplane. Next stop, the isolated estate of Doctor bearings, they discover they possess none of their
Alister Grim. usual equipment except for the clothes on their
backs and the boots or shoes that cover their feet.
ARRIVAL After introductions and a quick examination of
the room (there’s no obvious way in or out, and the
Standard Scene. Each Storm Knight regains chandelier is too high to reach), a voice reverberates
consciousness in a room out of a Victorian mansion, from the walls themselves:
except no windows or doors can be seen in the

69
“Honored guests,” a powerful voice seems to come all sorts is piled along the three of the walls to form
from every direction at once, “I apologize for the a sort of “U” around you. Tools, weapons, and pieces
method by which you find yourselves at Grim House. of protective gear, among other things, can be seen
You are about to participate in a challenge designed among the pile. The forth wall, meanwhile, is a wide
to test your mettle, even as it tests mine. Survive the opening into more darkness. However, that opening
night within my estate and overcome every hazard I slowly begins to disappear as a stone slab descends to
set before you, and you may just live to see tomorrow. seal it. As it drops, the descending slab picks up speed
Of course, at the end of our game, you must still deal and will soon block off any chance of escape.
with me. Rest assured, you are not the first Storm Each member of the group has one chance to
Knights to grace this manor, and you won’t be the grab something from the pile before slipping out
last. Still, I wish you luck. After all, as we all fully through the rapidly closing opening. Let each
well know, anything is possible.” character make a Challenging (DN 12) find test as
With that, the floor beneath the group slides open, they make their escape from the stone crypt.
dropping the Storm Knights into total darkness. Whatever a Storm Knight grabs is what they have
to defend themselves until they can recover their
own equipment or come upon another stash of
THE CATACOMBS weapons elsewhere in the estate. After everyone
Standard Scene. The group falls about ten feet and makes the check and gains an item, the wall slams
hits a slide that careens them down at a steep angle. shut.
They emerge from a chute to land in a clear spot You randomly grab an item as you slip under the
in the middle of a much larger and colder space. descending slab of stone just before it crashes down
Darkness gives way to dim light, as their eyes and seals off the chamber behind you. Now you find
adjust and they see what spreads out around them. yourselves in a maze of catacombs, probably deep
You have fallen into a stone crypt, emerging from a beneath the manor known as Grim House. As you
chute high on the far wall. Discarded equipment of try to get your bearings, an ungodly howl echoes out

70
that attacks in dim light or total darkness, has an
of the darkness. It is followed by the excited howls of
increased dodge skill to represent a greater degree
multiple creatures.
of difficulty to hit. The Nile Empire considers these
creatures sacred, though Doctor Mobius and other
JACKALS IN THE DARK important personages keep them as guard animals
and beloved pets.
Standard becoming Dramatic Scene. The
Attributes: Charisma 6, Dexterity 13, Mind 7,
catacombs beneath Grim House create a maze
Spirit 9, Strength 15
that forms the first real challenge posed by Doctor
Skills: Dodge 15 (17), find 14, intimidation 14,
Grim’s deadly trap. As the group navigates the
maneuver 15, stealth 17, taunt (12), tracking 14,
maze of dark, stone corridors to find the exit, they
unarmed combat 14
must deal with six divine jackals—large, powerful
Move: 12; Tough: 16 (1); Shock: 9; Wounds: 1
creatures from the cosm of Terra, home to the
Equipment: —
original Nile Empire. The creatures, easily twice
Perks: —
the size of normal jackal and black as a starless
Possibilities: Never.
night, hunt in pairs through the deep shadows
Special Abilities:
beneath the manor. When the group encounters a
• Armor: Thick hide +1.
pair of divine jackals, read:
• Bite: Damage Strength +3 (18).
The now-familiar voice once again echoes from all • Pack Attack: When three or more divine
directions. “Please have a care as you make your way jackals work together to attack, they each
through the catacombs. And do mind my pets.” With receive a +2 bonus to attack and damage.
that, a low, rumbling growl reverberates out of the
darkness as a pair of glowing, yellow eyes fix intently
upon you. A pair of huge jackals prowls closer, their
fur so black as to make them seem to be part of the THE GEAR PILE
darkness. Then, without warning, the pair moves to Find Item
attack. Result (choose one)
If the battle with the first pair of divine jackals lasts Fail A farm implement (pitchfork, sickle,
longer than a single round, another pair arrives to etc.), Strength +1 damage.
attack if the new Drama Card drawn reveals that the
Success Shotgun (Tech 20, Damage 13, Range
Villains act first, until all six creatures have joined
10/20/30, ammo 2)
the fray. As soon as a second pair enters the battle,
the scene immediately switches from Standard to Light Crossbow (Tech 9, Damage 12,
Dramatic. If one pair doesn’t join the pack, it waits Range 10/25/40, ammo 3)
until the group reaches the exit to ambush them. Mace (Tech 8, Damage Strength +2)
At the end of the maze, the group encounters a Good .38 Revolver (Tech 20, Damage 12,
heavy, metal portcullis that blocks the exit. A Range 10/25/40, ammo 6)
staircase on the far side leads toward the upper Medical Kit (Tech 23, +1 bonus to
levels of the manor. First Aid or Medicine checks)
• Divine Jackals: 6, see below. Two-Handed Sword (Tech 10,
Damage Strength +4)
DIVINE JACKAL Out- Thompson 1928 (Tech 20, Damage
standing 14, Range 15/30/60, ammo 25)
A large black jackal, native to the cosm of Terra.
The creatures usually hunt alone or in pairs, but Godlight Laser (Tech 26, Damage 14,
can form into a pack if the situation warrants or the Range 50/100/500, ammo 5)
scent of blood draws them together. In addition to
their great size and powerful bite, a divine jackal

71
THE DEADLY ENCLOSURE USING SCIENCE
Standard Scene. The stairs out of the catacombs A Storm Knight with either the science skill can
leads to the grounds outside the manor house. attempt to shut down the automatons. A control
The long, rectangular area, surrounded by a tall, panel on the far side of each of the metal boxes can
stone wall, features a line of metal pedestals along be used to disable the automaton that emerged
the right wall. A gate on the far side appears to be from it. This requires a Very Hard (DN 16) science
the only exit. As the group moves toward the gate, skill test.
read: Conversely, a Storm Knight can attempt a dramatic
The rectangular enclosure you find yourselves in skill resolution to shut down all of the automatons
measures some 100 feet long and 20 feet wide. A gate simultaneously. This can be attempted by one or
is set in the far wall. Metal boxes, spaced about 10 more science-oriented characters while the rest of
feet apart, line the base of the stone wall to your right. the group deals with the attacking automatons.
As you step toward the gate, seals in the metal boxes • Step A: Open the control panel to expose the
release with a hiss of trapped gases, and spring-loaded inner circuitry. Science test (DN 8).
panels pop open. Strange mechanical automatons
• Step B: Jury-rig the circuits so that all of the
emerge from each box, some equipped with crackling
panels connect to each other. Science test (DN
lightning shooters, the rest armed with a pair of spiked
14).
maces that rotate around them on metal arms, moving
almost too fast to see. “A little surprise of my own • Step C: Rewrite the data code to synchronize
invention,” declares the invisible voice that fills the all of the automatons. Science test (DN 16).
space. “I’m really quite proud of them.” • Step D: Initiate the shut-down procedure and
The next challenge to face the group utilizes an turn off the automatons. Science test (DN 12).
enclosed field, and deadly automatons of Doctor Possible Dilemmas could include sudden changes
Grim’s own design. There are six of the mace- in the automaton’s otherwise predictable behavior,
wielding beaters and four of the lightning lancers. a short circuit that temporarily supercharges the
The beaters move forward to engage with the group robots, or the surprising revelation that the control
in melee, while the lancers move to the far side panels are a decoy—the real control panels are
of the field to fire bolts of lightning at range. The hidden underneath!
Storm Knights must destroy all the automations,
or otherwise disable them, before the gate in the far
THAT’S OUR STUFF!
wall will open.
When the group defeats the automatons and the
• Beater Automatons: 6, see page 75.
gate in the far wall opens, have the characters make
• Lightning Automatons: 4, see page 75. Challenging (DN 12) find tests. If anyone succeeds,
they spot a metal door with softly glowing lights
on the wall to their left. A check of the door
determines it is locked, but a palm-sized panel on
the door glows with a faint blue-red light. To open
the metal door, a Storm Knight must place a hand
“I’M NOW 90% CERTAIN on the panel and make an Easy (DN 8) reality test. A
THAT WASN’T THE RIGHT success gives the character the sense that the panel
WIRE TO CUT.” reacts to Possibility energy. A character can unlock
the door with a Possibility, which flows into the
panel and is then whisked away to the Possibility
-ZHANG ZHI extractor in the next enclosure.
Once opened, the metal door reveals a small vault
that contains each of the Storm Knight’s signature

72
gear, whatever weapon and defenses they would feet wide and rising twenty feet high, each crackling
have been equipped with when they read the letter with arcs of electricity. Another strange mechanism
and fell victim to the fast-acting poison. After they fills the far end of the enclosure. A metal and glass
gear back up, they can enter the next enclosure. contraption, consisting of clear globes of varying sizes
positioned throughout the rectangular metal frame.
Blue-red energy pulses inside the globes, in time to
DOCTOR GRIM AND THE some silent rhythm. A huge metal figure, similar
in form to the famed Rocket Rangers but distinctly
POSSIBILITY EXTRACTOR different, flies into the enclosure on jet-powered boots
Dramatic Scene. The gate from the deadly enclosure to land smoothly in the center of the area. Standing
leads to another long, rectangular space. This is the about twelve-feet tall and painted black with slashes
final part of Doctor’s Grim’s hunting grounds and of red, it boasts a lightning cannon on one arm
the site of his greatest weird science invention— and a wicked blade on the other. The metal figure
the Possibility Extractor. When the group steps studies you through glowing, goggled eyes. “Another
through the gate and enters this enclosure, read: invention of my own design,” the familiar voice says,
Another rectangular enclosure, the same size as the this time emerging from the metal figure. “This battle
previous area, opens before you. This one features a suit is superior to all others in every way. Allow me to
huge Jacob’s Ladder in each corner, each about five introduce myself. I am Doctor Grim.”

73
The Jacob’s Ladders draw energy and feed it ongoing nemesis for the group, he can escape after
directly into the contraption, which Grim refers the Storm Knights defeat him.
to as his “Possibility Extractor.” While the Storm The Storm Knights can destroy the extractor in a
Knights are inside this enclosure, the contraption number of ways, as described below:
can draw possibility energy away from them and
feed it to Grim and his battle suit. This can occur in • Each Jacob’s Ladder has a Toughness 15 and
one of three ways in any given round. 2 Wounds. When destroyed, a Jacob’s Ladder
releases energy, granting 1 Possibility to the
• If Setback appears on the Heroes’ line on closest character.
the current Drama Deck card, roll a Bonus • The possibility extractor has a Toughness 20
Die. The number indicates how many heroes and 3 Wounds. When destroyed, it releases
immediately lose 1 Possibility. The GM all of its energy, granting each Storm Knight 1
randomly determines which characters are Possibility.
affected. Any characters not affected lose their • A character with the science skill can attempt
next turn. to shut down the extractor and release the
• If Surge appears on the Heroes’ line on the stored Possibility energy by engaging in a
current Drama Deck card, every hero must dramatic skill resolution. Use the test provided
immediately make a reality test. A failure on page 72, except all references to automatons
indicates the character has 1 Possibility ripped are changed to figuring out and turning off the
away and drawn into the extractor. extractor. Once shut down, every Storm Knight
• Doctor Grim can use an action to direct the receives 2 Possibilities from the energy stored
extractor to steal Possibilities from a specific in the machine.
Storm Knight. This requires an opposed reality
test. If the Storm Knight gets more Result
Points, nothing happens. If Grim succeeds, THE AFTERMATH
the level of success determines how many Whether the Storm Knights defeat Doctor Grim or
Possibilities the Storm Knight loses: Standard, he escapes, they still wind up with a great victory
1; Good, 2; Outstanding, 3. If the Storm Knight for the Delphi Council. Grim’s files contain all kinds
doesn’t have a Possibility, he or she takes a of important and pertinent information about his
Wound instead. own operations and the operations of other villains
Doctor Grim wants to humiliate and ultimately he has worked with over the years, including
defeat this group of Storm Knights, but not before Doctor Mobius. This information can lead to new
he strips them of as much Possibility energy as adventures, if the GM so desires. There are also lots
he can. Grim starts the encounter with a single of weird science blueprints. A character with the
Possibility of his own, but each turn he can use the weird science skill can gain a new gadget or an add
Possibilities taken from the heroes as per the usual in the skill, as the GM sees fit.
rules of play. The group also finds equipment belonging to
Grim prefers to utilize his lightning cannon from other reality-rated people that fell victim to the
a distance, only resorting to his blade gauntlet mad doctor over the years. Some of this equipment
when forced into close-combat situations. If he has can be used as a reward to bolster the power of the
fewer than 2 Possibilities, he always uses one of his group, or some secret can be revealed that leads to
actions to try to steal a Possibility from one of his a new adventure.
opponents.
Doctor Grim is supremely confident and criminally
insane. He battles until the death, as he can’t
conceive of the idea he could die in the outcome.
Conversely, if the GM wants to turn Grim into an

74
THREATS Equipment: Weird science battle suit (Strength 16,
Toughness 18, armor +5), weird science lightning
cannon (Damage 16, Range 20/40/80), weird
BEATER AUTOMATON science blade gauntlet (Damage Strength +4 (20),
This small, single-wheeled metal automaton stagger).
features a rotating arm equipped with a spiked Perks: Gizmos, super skill (Mind), super skill
mace on each end. There are six beaters, which (science), weird scientist.
move to engage the group in close combat. Possibilities: 1 (but see the Possibility Extractor on
Attributes: Charisma —, Dexterity 9, Mind —, page 73).
Spirit —, Strength 11 Special Abilities:
Skills: Dodge 10, maneuver 10, unarmed combat • Weird Science Battle Suit: Doctor Grim wears
14 battle armor of his own invention. It increases
Move: 8; Tough: 14 (3); Shock: 7; Wounds: 1 his Strength and Toughness, provides armor,
Equipment: Armor plating (+3), double-headed and features two weapons: a lightning canon
mace. (ranged attacks) in the right arm and a blade
Perks: — gauntlet (melee attacks) in the left.
Possibilities: Never. • Enhanced Action: The battle suit’s servo-
Special Abilities: motors grant Doctor Grim extra actions in a
• Armor: Plating +3. round. Essentially, Doctor Grim can Flurry
• Double-headed Mace: Damage 13, strikes every round, performing two turns in quick
twice against a single target each round. succession. If the Conflict Line on the current
Drama Deck card grants the villains a Flurry,
DOCTOR ALISTER GRIM, then Grim gets to take four turns before the
Storm Knights can act again.
ESQUIRE
Doctor Alister Grim made his fortune inventing LIGHTNING LANCER
amazing weird science gadgets that made life easier AUTOMATON
and more convenient for the average people of
Terra. He always had a taste for violence and loved This small, single-wheeled, metal automaton
to hunt, and his desire to constantly overcome features a crackling lightning shooter. There are
the next challenge led him to take on the mystery four lancers, which move to stay at range for as
men of his home cosm. After years perfecting long as possible.
his diabolical method of hunting, draining, and Attributes: Charisma —, Dexterity 12, Mind —,
eventually killing reality-rated heroes, he accepted Spirit —, Strength 9
an offer from Doctor Mobius to join him in his Skills: Dodge 13, energy weapons 15, maneuver
invasions of other realities. Now Grim mostly 13
operates of his own accord, hunting Storm Knights Move: 10; Tough: 11 (2); Shock: 7; Wounds: 1
and taking their Possibility energy as spoils of war. Equipment: Armor plating (+2), lightning shooter.
Attributes: Charisma 10, Dexterity 9, Mind 15, Perks: —
Spirit 11, Strength 11 (16) Possibilities: Never.
Skills: Dodge 13, energy weapons 12, evidence Special Abilities:
analysis 14, find 13, intimidation 14, language • Armor: Plating +2.
13, maneuver 10, medicine 15, melee weapons • Lightning Shooter: Damage 12, Range
11, persuasion 11, reality 13, science 20, taunt 11, 50/75/100.
trick 13, unarmed combat 11.
Move: 8; Tough: 16 or 21 (5); Shock: 11; Wounds: 3

75
COMMON FOES Equipment: Khopesh (Damage Strength +2/18)
Perks: —
AMAATIST PRIEST Possibilities: 5
Attributes: Charisma 9, Dexterity 7, Mind 8, Spirit Special Abilities:
10, Strength 7 • Claws: Damage Strength +2/18
Skills: Evidence analysis 10, faith 13, find 9, fire • Dread: While a divine mummy is present, any
combat 8, first aid 9, intimidation 11, profession Standard Scene counts as Dramatic instead.
(Amaatist priest) 10, reality 12, scholar 10, taunt • Fear (–2): Divine mummies have a horrifying
10, trick 9, unarmed combat 8, willpower 11 groan. The first time a character encounters
Move: 7; Tough: 10 (3); Shock: 10; Wounds: 1 or 3 a divine mummy in an act, he must make a
Equipment: Protective Ankh (Armor +3), K08 willpower or Spirit test at –2 or become Very
pistol (Damage 13) Stymied.
Perks: Miracles, Amaatist Hem-Netjer (curse, death • Immunity: Divine mummies are immune to
shout, healing, prophecy, ward enemy, wings of the intimidation and fire.
hawk) • Relentless: Divine mummies ignore Shock.
Possibilities: Common (3). • Undead: Mummies are immune to poison
Special Abilities: and other effects that require breathing, eating,
• Gloater: Anytime taunt or intimidation are or other “living” processes.
Approved Actions, the Amaatist may affect • Unique Blessing: The divine mummy was
the entire party of player characters without a priest in its previous life. It knows three
incurring any Multi-Target penalties. A success miracles (curse, drain life, scarab swarm).
results in the interaction affect and takes a
Destiny card at random from each of their ELITE SHOCKTROOPER
hands. Attributes: Charisma 10, Dexterity 10, Mind 10,
Spirit 12, Strength 10
CROCODILE Skills: Air vehicles 15 (air force only), beast riding
Attributes: Charisma 4, Dexterity 7, Mind 4, Spirit 13 (army only), dodge 14, faith 14, find 13,
8, Strength 12 intimidation 15, fire combat 15, first aid 12, heavy
Skills: Dodge 8, find 8, intimidation 10, stealth 11, weapons 14, land vehicles 14, maneuver 13,
taunt (9), trick (9), unarmed combat 10 melee weapons 15, missile weapons 13, survival
Move: 7; Tough: 15 (3); Shock: 8; Wounds: 1 14, streetwise 12, taunt 11, tracking 13 (special
Equipment: — forces only), trick 13, unarmed combat 15, water
Perks: — vehicles 15 (navy only), willpower 16
Possibilities: Never Move: 10; Tough: 10; Shock: 14; Wounds: 1
Special Abilities: — Equipment: KK81 rifle (Damage 14) or 7.92 KAR
• Armor: Thick scaly hide +3 assault rifle (Damage 14, Long Burst) Two frag
• Bite: Damage Strength +2 (14). grenades (Damage 16, Medium Blast), Khopesh
• Swim: Move 11 in the water. (Strength 21/11),
Perks: Endurance, Sniper
(β) DIVINE MUMMY Possibilities: Rare (2)
Attributes: Charisma 11, Dexterity 10, Mind 9, Special Abilities: —
Spirit 15, Strength 16
Skills: Dodge 13, evidence analysis 13, faith 20, find GOSPOG OF THE 2ND PLANTING
14, intimidation 20, maneuver 13, melee weapons Attributes: Charisma 5, Dexterity 11, Mind 7,
15, missile weapons 14, reality 18, survival 12, Spirit 10, Strength 9
taunt 14, tracking 13, trick 12, unarmed combat Skills: Dodge, 12, find 8, fire combat 14, trick (10),
14, willpower 20 unarmed combat 13, willpower 12
Move: 10; Tough: 16; Shock: —; Wounds: 3

76
Move: 11; Tough: 9; Shock: —; Wounds: — Perks: Electro-Ray
Equipment: KK81 rifle (Damage 14) • Electro-Ray: Damage 13, Ammo 10. Minor
Perks: — Limitations: Gadget (ray-gun), can’t be used in
Possibilities: Never melee (a rifle).
Special Abilities: Possibilities: Common (3)
• Claws: Damage Strength + 2 (11) Special Abilities:
• Fear: Gospog of the 2nd Planting appear to be • Gloater: When taunt or intimidation are
mummies. The first time a character encounters Approved Actions the villain may affect the
a gospog in an act, he must make a willpower entire party without a Multi-Target penalty.
or Spirit test or become Very Stymied. Affected heroes lose a random card from their
• Mindless: Gospog are immune to intimidation hand.
and taunt interactions and telepathic powers. • Minions: The villain may transfer any hit to a
• Relentless: Gospog ignore Shock. lackey within a few meters if he succeeds at a
• Synchronized: Apply any bonus from a reality test.
Combined Action to damage as well as the
attack itself when multiple gospog attack a MOB GOON
single target.
• Undead: Gospog are immune to poison and Attributes: Charisma 7, Dexterity 8, Mind 6, Spirit
other effects that require breathing, eating, or 8, Strength 10
other “living” processes. Skills: Dodge 9, find 8, fire combat 11, intimidation
12, land vehicles 10, lockpicking 10, maneuver
HUMAN SOLDIER 10, melee weapons 9, profession (Mob Goon) 7,
streetwise 9, taunt 9, unarmed combat 10
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit Move: 8; Tough: 10; Shock: 8; Wounds: —
8, Strength 8 Equipment: Thompson 1928 (Damage 14), Brass
Skills: Dodge 10, find 8, fire combat 10, first aid 8, Knuckles (Damage Strength +1/13)
heavy weapons 9, intimidation 9, land vehicles 9, Perks: Brawler
maneuver 9, melee weapons 9, stealth 9, unarmed Possibilities: Rare (2).
combat 9 Special Abilities:—
Move: 8; Tough: 12 (4); Shock: 8; Wounds: —
Equipment: Ballistic vest (Armor +4), M4 assault SCARAB WARRIOR
rifle (Damage 13, Short Burst, Range 50/100/200).
Perks: Double Tap Attributes: Charisma 10, Dexterity 10, Mind 10,
Possibilities: Rare (2) Spirit 12, Strength 10
Special Abilities: — Skills: Air vehicles 15, dodge 15, faith 14, find 15,
intimidation 15, fire combat 15, first aid 12, heavy
MASKED MARAUDER weapons 14, land vehicles 14, maneuver 13,
melee weapons 15, missile weapons 13, reality
Dr. Mobius has had great success recruiting 15, survival 14, streetwise 12, taunt 11, trick 13,
villains and masked criminals as lieutenants and unarmed combat 12, willpower 16
operatives for his sprawling Empire. Most join out Move: 10; Tough: 12 (2); Shock: 14; Wounds: 3
of greed or fear of what the Pharaoh might do if Equipment: Scarab Flight Harness, MP-40
they don’t cooperate. (Damage 13, Short Burst)
Attributes: Charisma 7, Dexterity 9, Mind 10, Perks: Endurance
Spirit 10, Strength 9 Possibilities: 2
Skills: Dodge 11, find 11, energy weapons 12, Special Abilities:
intimidation 12, land vehicles 11, melee weapons • Armor: Deflection Field +2 (Full Body)
11, reality 12, stealth 10, taunt 10, trick 12 • Flight: The Scarab Warrior can fly 20 meters
Move: 9; Tough: 9; Shock: 10; Wounds: 3 per round, or rush 160 meters a round with a
Equipment: — –2 penalty.

77
• Rocket Boost: The Scarab Warrior can fly
• Flammable: Mummies take an extra +1BD
during a chase at 700 kph (Value 16, Very Fast)
damage against fire.
with MR –2. This speed can be maintained for
• Mindless: Mummies are immune to intimidate
30 seconds.
and taunt interactions and telepathic powers.
• Wingclaws: Damage Strength +2 (12), use
• Relentless: Mummies ignore Shock.
melee weapons to attack.
• Undead: Mummies are immune to poison,
and effects that require breathing, eating, or
MUMMY
other “living” processes.
Attributes: Charisma 5, Dexterity 6, Mind 6, Spirit
12, Strength 13 NILE EMPIRE SHOCKTROOPER
Skills: Find 10, intimidation 15, tracking 10, stealth
Attributes: Charisma 6, Dexterity 7, Mind 7, Spirit
8, unarmed combat 8, willpower 15
8, Strength 8
Move: 6; Tough: 13; Shock: —; Wounds: 1
Skills: Beast riding 8, dodge 8, find 8, fire combat
Perks: —
8, first aid 8, heavy weapons 8, intimidation 9,
Possibilities: Never
land vehicles 8, maneuver 8, melee weapons 8,
Special Abilities:
streetwise 8, survival 8, taunt 7, trick 8
• Fear: Mummies have a horrifying groan.
Move: 7; Tough: 8; Shock: 8; Wounds: —
The first time a character encounters a divine
Equipment: Short sword (Strength +2/10), MP-40
mummy in an act, he must make a willpower or
(Damage 13, Short Burst, Range 10/25/40)
Spirit test at –2 or become Very Stymied.
Perks: —
Possibilities: Rare (2)
Special Abilities: —

BETA CLEARANCE SHOCKTROOPER OFFICER


If the Storm Knights have reached Beta Attributes: Charisma 9, Dexterity 8, Mind 9, Spirit
Clearance a few adjustments can help keep 10, Strength 8
these missions challenging. Skills: Air vehicles 11 (air force only), beast riding
Where an encounter calls for Shocktroopers, 10 (army only), dodge 10, faith 11, find 10,
make a third of the force Elite Shocktroopers, intimidation 12, fire combat 10, first aid 10, heavy
and ensure each officer and one of every group weapons 9, land vehicles 10, maneuver 9, melee
ing is reality-rated. weapons 10, missile weapons 9, persuasion
12, profession (military officer) 11, reality 11,
For other foes, add reality-rated leaders survival 10, streetwise 11, taunt 11, tracking 11
for each grouping, and up the number of (special forces only), trick 10, unarmed combat
Possiblities to five for them and any enemy that 10, water vehicles 11 (navy only), willpower 12
already has access to Possibility Energy. The Move: 8; Tough: 8; Shock: 10; Wounds: 3
overall leader of the group should gain Gloater, Equipment: KK08 pistol (Damage 13), KK81 rifle
Insidious, or even both. Mix in other Perks or (Damage 14), Knife (Strength +1/9)
special properties to keep the surprises coming. Perks: Bolster (if reality-rated), Rally
Don’t go too far. In general the Nile Empire is Possibilities: Common (1 to 3)
a place where heroes triumph over villains and Special Abilities: —
fight spectacular battles without much fear of
injury—unless Mobius or another major villain
is present to up the ante!

78
Index
A L
Amanda Sorrento 55 Lamassu 11
Anubis Club 53
Archeologen 18 M
B Mediterranean Sea 68
Medjay 10
Bahram 62 Mukamatura 42
Baron Insidia 10 Mummy 12, 44

C N
Cairo 16, 52 Negasi 8
Crimson Eye 35
P
D
Panya Annan 55
Dauod 23 Possibility Extractor 73
Deep Mist 33
Desta Mulugeta 7 R
Directive 3
Reggie’s Charter 24
E Rocket Rangers 28

Eternity Shards S
Amenhotep’s Scarab 20
The Beacon of Set 67 Sabella 16
The Gift of Service 47 Salma Fayoud 55
Ethiopia 4, 55 Set 63

H T
Hyena 8 Thoth 26

I V
Ikarus 35 Vampire 15

J W
Janus Challenge 48 Wu Han 18
Jayne Campbell 43

K
Kenya 28
Khartoum 10
Kofi Wolde Gabriel 4

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