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H
eists are a common trope in ction that
typically involve corporations, since they
almost always feature a scrappy group
of competent individuals going up against a
huge, powerful organi ation. Heists normally
involve stealing something, but ob ectives that
lead to sabotage, ruining someone s reputation, or

OPERATIONS
inserting false intelligence to increase the success
of other missions also make for great stories.
Most Torg Eternity adventures involve a signi cant
number of combat encounters, but Operations
emphasi e more non combat oriented activities
KANAWA
and characters . Combat may still happen, but it s
typically against ust a few Ords and isn t usually
a ma or obstacle for the Storm Knights. Fisticuffs
are often part of an Operation, but they aren t of
any higher importace than running a con, hacking
a network, cracking a safe, or executing a plan.
This chapter discusses how to best conduct this
sort of mission using the Torg Eternity rules.

OPERATIONS
Megacorporations are Kanawa s key weapon in their
strategy for the Possibility Wars. Through banking,
news media, military industrial companies, and
other powerful corporations, Kanawa s octopus
like tendrils have in ltrated every country in the
Pan Paci c region, and many others across the
globe.
nlike the Storm Knights battles against the other
High Lords forces, ghting the Kanawa Corporation
often involves battles inside countries that don t
understand they ve been invaded. To ght such an
invasion, Storm Knights must learn how to wage a
different kind of war one fought in the shadows,
using cunning and stealth rather than sheer
repower a war based on corporate espionage.
ou can resolve Operations, or Ops for short,
using the Torg Eternity rules, but some elaboration
and direction is warranted to highlight this type of
mission s particular features.

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RULE CHANGES FOR OPERATIONS

Operations occur using narrative time, rather than relying on precise timekeeping. Although
the Torg Eternity rules do cover most situations, there are a few changes needed to smoothly
resolve an Operation.
Activation and Duration of Abilities: Many abilities such as casting spells, invoking miracles,
or manifesting psionic powers involve the Storm Knight taking an action and that ability lasting
a set amount of time. Because several abilities have a relatively short duration i.e., one minute
or less , their fre uent activation or reactivation becomes somewhat farcical in the context of an
Operation. During an Operation, the Drama card ip states this action is the one that matters.
Skill effects last only while the Drama card is in effect. f a skill has duration, it ends as soon as
a new Drama card is ipped. Thus, the ow of the story becomes more important than worrying
about whether an action is taking number of minutes or how many minutes the Storm Knights
are into the scene.
Shock: Shock is not recovered over time, but is fully recovered at the end of the scene. Shock
can still be recovered through the activation of abilities, or by taking the Recover Shock action,
but these take place in the context of round play. f a character has taken a real pummeling, the
GM may say the shock carries forward into the next scene as a Snag see page .

As long as the heroes are in communication with


OPERATION SCENES each other, there are ways to assist in some manner,
An Operation takes place over several scenes especially with the activation of certain special
usually four with the nal scene being a Dramatic abilities like the Helper or Mastermind Perks.
scene. These scenes use the Drama deck, ust as if At the end of each scene, the Action Pool is
the heroes were in combat or in a Dramatic Skill emptied, cards are put back into the players hands,
Resolution. The length of a round, however, is and card refresh occurs, as normal.
relaxed.
• Rounds during an Operation can last seconds, OPERATION ROUNDS
minutes, or even hours.
• Cards are played into the Action Pool each Each time a signi cant test is about to be attempted,
round rather than being played directly from like opening a vault, punching a goon, or hacking
the player s hand. a computer, a Drama card is ipped. Note this is
Just like heist movies, most scenes are relatively only for actual tests.
short, only taking a few minutes. The heroes • f an action doesn t have a success or failure
don t necessarily have to be in the same location. that changes the course of the scene, then a test
Theoretically everybody could be in different areas. doesn t need to be made.
Operations are different in that it is often critical the • Avoid tests where it s perfectly reasonable for
heroes are NOT together in the same place. the heroes to succeed.

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• Standard: The heroes succeed at the test. f
SNAGS the Corporation attribute value is unknown,
it remains hidden.
When the Drama card shows a Dilemma ,
• Good: As Standard but the players now know
it may result in changing the situation that
the value of the Corporation attribute targeted.
complicates the matter substantially.
• Outstanding: As Good but the heroes also
Snags cannot be avoided the Law of
learn the value of another Corporate attribute,
Perversity ensures it. The Drama card could
of their choice.
still be ipped through an ability or playing
a Sei e nitiative card, but the Snag will The lead character s action determines what
still take effect. happens next. f the hero succeeds, the Storm
Knights goal is one step closer, but if the hero fails,
Possible Setback: Something arises that
it never means the end of the situation. t can instead
makes the lead character s task more di cult,
mean they succeed, but with a complication, or with
and imposes a Hard penalty on their test.
a new option revealed that might be more di cult.
Complication: The GM creates a Snag see
A failed hack could alert network security, a
page . This Snag can be completely
failed persuasion test from a con artist may raise the
unassociated with the current task.
suspicions of the target or someone nearby , or a
Critical Problem: A potential new problem failed lockpicking test could result in the thief getting
arises, re uiring it s own test to prevent. This the papers in the safe but accidentally leaving
could be ust a more threatening complication, something behind, revealing she was there.
or something that dramatically changes the Each roll matters, but a straight failure is never
situation. a good option.
The GM may choose to activate one of the At the end of a player s turn, she may put a card
corporation s Special Abilities instead of from her hand into her Action Pool, as normal.
creating a Snag on the y.
OPS AND THE DRAMA DECK
The elements of the Drama card have slightly
Although the ip of a Drama card is triggered by different effects during an Operation.
an important test being made, other players can take Initiative: Much of the time, the heroes are going
actions of their own. This can include an appropriate to be the only ones undertaking any actions.
test of their own, assisting the lead character in They re the ones attempting to con someone, steal
their task by oining a Combined Action, or taking something, or download the data. Even if they re
any other bene cial action like Recover Shock or opposed, these actions are usually resolved with
activating a bene cial ability. a contest. However, if a ght breaks out, initiative
The DN of the important test can be based on any applies as normal.
involved nonplayer characters i.e. the front desk Con ict and Situation Lines: Any effects on the
admin or a laboratory scientist , but if the target of Con ict Line or Situation Line take effect, as long
the test is more nebulous, the test is against one of as it makes sense given the actual situation. Outside
the corporation s attributes see page . of combat Flurries act as a Second Chance for a
The Success Level against a Corporation attribute test failed on the rst part of the round, or allow
determines the outcome the characters to activate additional abilities that
• Mishap: As Failure, but additionally the Storm re uire actions such as invoking another miracle
Knight gets burned see page . or Recovering Shock .
• Failure: A new Complication is introduced. f Approved Actions: Since tests made during
the Corporation attribute value is unknown, Operations often occur outside of combat or
it remains hidden. a Dramatic Skill Resolution, there may not be

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appropriate targets for many interaction attacks. Example: Mara Two looks at her clone sister,
So, during an Operation, you may use your Mara One s, gun pointing at her. Well, it s
interaction tests to make witty uips, comments a good thing we knew that gun was there,
or uick moves that count as Extra Effort to assist wasn t it, Zhi Zhi s player, Kimball plays
in a Combined Action see Combined Actions the Flashback card and narrates how Zhi had
in Torg Eternity . Ordinary Extra Effort is always snuck into the room while his companions were
considered an Approved Action. searching the neighboring o ce, discovered
Dramatic Steps: The Dramatic Steps line is the pistol, and removed the ammunition.
still mostly used for Dramatic Skill Resolutions never leave a loaded gun in reach of a
However, unlike combat rounds, during an Op, child, Zhi responds, nodding at Mara One.
Dilemmas always can affect the situation see The ction of the scene is now altered, so the
sidebar . gun is unloaded.
If Mara Two was confronted alone, and out
of communication with her allies, while the
FLASHBACKS Flashback could be triggered by any player
playing the Trigger Flashback card, Mara Two
Flashbacks work on the premise that the Storm
would still need to make an appropriate skill
Knights not the players did, in fact, plan for
test to make the Flashback true.
certain unpleasant surprises. Each team gains
one Flashback to use during the Op page . Other
Flashbacks are generally initiated through the use dramatiC FlaShbaCkS
of the Flashback Cosm card, or triggered by the use These Flashbacks can only be triggered during a
of other abilities such as the Trigger Flashback or Dramatic scene, and often are the nishing blow
Mastermind Perks. The type of Flashback depends against the target.
on the type of scene it occurs in. Dramatic Flashbacks can involve any number of
Storm Knights participating in the Op, but each
Standard FlaShbaCkS must spend a Possibility to participate.
n Standard scenes Flashbacks involve a character The player narrates the action their character took
taking a routine action involving the immediate in the past to help resolve the Operation and makes
situation which there was a reasonable opportunity an appropriate skill test. nlike Standard Flashbacks
to take in the past, such as unloading a gun in a the di culty is often higher than Standard DN .
desk drawer in a room the character had been in, or
On a Success, the hero assists the lead character in
a bit of backstory, such as a hacker getting her butt
the nal confrontation see page . On a Failure,
kicked by her nemesis in a previous adventure or
the GM and player narrate why their assistance
even before the Possibility Wars began.
didn t work out.
As long as a Standard Flashback is triggered at
the prompting of another character in the scene, FlaShbaCk limitS
or if the Trigger Flashback card is played by any Flashbacks are a narrative trick to simulate good
player , no test is needed. However, if the character planning or improvising during an Operation,
is alone, the Flashback re uires a Standard DN not time travel. Flashbacks are always triggered
skill test. The GM makes the nal decision on the test in response to a change in situation generally an
needed, with input from the player. On a Success unpleasant one. The characters can t change the
the Flashback affects the current situation, while fact that they re surrounded by Kanawa Security
on a Failure, something happened that prevented Troopers, but they can change the context of the
it from occurring. encounter.

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major ConFrontationS
NO GUNS?!? Although a ma or battle is unlikely, occasionally
this happens despite the Storm Knights efforts to
Sure, guns might be uicker and easier, but be discreet.
they re messy, and worse...they re LO D.
These battles are handled ust as normal, including
sually. picking up the Action Pool. f appropriate, the
Either way, these guards are fre uently battle could be it s own scene, which would
ust ordinary people who are ust getting involve refreshing the hand at the start and end of
a paycheck. They aren t warriors in the the encounter.
Possibility Wars, they aren t willing minions Once the battle is over, the Operation proceeds
of the High Lords. Many of them don t even as it had been.
believe that they re involved in a war at all.
Punching a guard s lights out doesn t attract dramatiC Skill reSolUtionS
nearly as much attention, and it avoids resulting Dramatic Skill Resolutions handle rushed actions
in murder charges or a diplomatic incident. that are somewhat complex, like hacking or
Plus, they re mostly Ords, so a reality lockpicking. n these cases, the Dramatic Skill
rated character shouldn t have much trouble Resolution should be simple Four steps, each
taking them out. completed with the same skill, and with the same
But when the Storm Knights are facing a DN.
Stormer, or a large group of Kanawa Security f the hero doesn t complete the Dramatic Skill
Troopers, it s time to unleash and go to a Resolution, it s treated as if the test failed, and the
normal encounter. character has to make a choice achieve what they
were trying to get, or get away cleanly.

FIGHTS AND DRAMATIC


SKILL RESOLUTIONS CORPORATION THREATS
Fre uently a situation develops where it s time to Megacorporations are massive, networked entities
bust heads, or a task must be rushed and made in with subsidiaries and parent companies that protect
a short amount of time. n these circumstances, them from many direct attacks, so Operations
combat or Dramatic Skill Resolutions are resolved target a single corporation in most cases.
as normal, with two changes cards in the players Each corporation is represented by a stat block
Action Pools are NOT picked up and returned to consisting of attributes and traits which is very
their hands, nor do any effects with a duration of similar to any other Threat. Attributes are used to
Concentration end. de ne the di culty challenging a corporation when
Narratively, the pace uickens, and the duration the players undertake an operation against one of
of a round drops to about seconds. their facilities.

FiGhtS CORPORATION SIZE


Fights during an Op generally involve ust a
Corporations come in varying degrees of power
handful of Ord goons and the battle is brutal and
and complexity, and the si e of the corporation
short. A single combat oriented Storm Knight could
modi es the DN which determines how di cult
easily take them out. Essentially the duration of a
it will be for the Storm Knights to achieve their
round brie y shortens. See Neutralize Security for
ob ective.
more details page .

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meGaCorporation Corporations come in two si es.
Megacorporations are gigantic conglomerates with Large Corporations: Large companies are multi
tens to hundreds of subsidiaries. The presidents national entities, employ tens to hundreds of
of the megacorporations are the true rulers of the thousands of people, and supply goods and
Marketplace Conglomerate in general, and Pan services of all sorts,
Paci ca speci cally. Small Corporations: These companies almost
t is essentially impossible to take down a always have a parent and rarely have their own
megacorporation without doing a massive amount subsidiaries.
of damage to its subsidaries. Even key management Small corporations are usually not international,
will be easily replaced by ambitious underlings who at most expanding to one other nation, and they
would thank you for helping their promotion. speciali e in a specific class of products like
Although the megacorp itself is near immune computers, news media, or food production.
to destruction, it can still be targeted for an Op to Employees of a small corporation can number in
accomplish lesser goals. t s still dangerous to take the hundreds or thousands.
them on, but as long as the ob ective is modest,
Storm Knights can nd success. Small CompanieS
Small companies are non existent in Marketplace,
Government aGenCy but many still exist in Pan Paci ca. However, they
Although government agencies are technically are gradually being eaten up by corporations. Small
under a different organi ational structure, they re companies don t have parents or subsidiaries.
very similar to corporations. They are still groups
They re usually run by a small management
of people who have similar ambitions and goals.
group, or even ust a single person.
t s ust that their power extends within geopolitical
borders. Shell CompanieS
Similarly to a megacorp, agencies can t be actually Shell companies only exist on paper. They don t
destroyed, but they can still be targets for Ops as long have any actual employees, don t have any
as Storm Knights are trying for a lesser ob ective. products or services, and their physical location is
often faked or an empty lot.
CorporationS
Corporations are the targets of most ops. They all Shells serve to hide the true ownership of
have parent corporations even if that parent is a a subsidiary, which usually indicates that the
megacorp and many have subsidiaries. subsidiary is doing something illegal or immoral.
Parent corporations are corporations which Storm Knights cannot undertake Operations
own and control another corporation. These do directly against shell companies. nstead, their
not always follow a clear hierarchy, as different existence and evidence of their ephemeral existence
shell companies can be used to mask which must be gained through an Operation on either the
companies are owned by which corporations. Shell shell s parent or subsidiary.
companies do not come into play in these rules
they merely re ect how di cult it is to track down CORPORATION ATTRIBUTES
the appropriate target for an Operation. Similar to other Threats, Corporation Threats
Subsidiary corporations are companies attached to have several attributes that not only describe the
or owned by larger companies. These subsidiaries strengths and weaknesses of a corporation, but
may be aware of their owners or completely also determine the DN for many tests involved in
oblivious, depending on the nature of any given the Op.
corporation. However, in the end, they are generally
seen as disposable assets by the parent.

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reSearCh FACES
This attribute represents a company s ability
Faces are nonplayer characters the GM can use
to explore new technology or ideas. Examples
to represent a corporation s structure. They are
include, but are not limited to medicines, weapons,
usually a leader within the corporate structure,
computer science, manufacturing techni ues, etc.
either the person in command, or the person
Personnel at a primarily Research oriented facility
secretly assigned by Kanawa to run things from
are usually scientists and engineers.
near the top of the command structure. Faces of
corporations are almost always actually faces of
prodUCtion Kanawa, and are always reality rated.
This represents a corporation s ability to actuali e
ideas. This is often represented by the manufacture The rst Face listed is the leader of the corporation.
of prototype hardware, new software, medicine or She may not be the public face of the company,
bioweapons, and other industrial style endeavors. but she is the one in power, with the greatest
Production focused facilities are generally staffed responsibility.
by engineers, technicians, security guards, and Faces are like any other Threat they have
various blue collar workers. Possibilities e ual to the number listed in the Faces
Coporation entry,
imaGe
This is an ability which combines the effects of SECURITY FORCES
deception and persuasion, enabling the corporation Although the GM can determine any opposing
to control public perception. Most corporations forces on the y, here are some suggested
invest huge resources in protecting their public encounters for different scenarios
reputation, though some are more secretive.
Patrol: Corporate Security. Resolved by
Neutrali e Security action see page .
intel
Intel represents a company s ability to gather Heavy Patrol: Elite Security. Resolved by
information about people, places, or things, both Neutrali e Security,
inside and outside the corporation. Personnel at Incursion Response Team: Ords per Storm
ntel focused facilities are often spies, news media Knight plus Stormer. Resolved through normal
personalities, reporters, and surveyors. encounter.
When agents attempt to sneak around, or when Stormer Response: Elite Security per SK plus
hackers attempt to break into a network, they re plus Stormer per Storm Knights rounded up .
usually being opposed by this attribute. Resolved through normal encounter.
SeCUrity
This serves as a company s physical security
measures on site. Security personnel include OBJECTIVES
armed guards, robots, and corporate assassins. Before Storm Knights initiate an operation, they
Security focused facilities can be used to control must either identify a speci c target of their own, or
a local population through force, such as military have one provided to them by the Delphi Council.
bases, or to house an important asset for Kanawa After determining their target, the next phase is
until it can be moved to another location for Research to determine the intended ob ective.
or Production.
The ob ective of an Operation can be
• Face Elimination preferably through character
assassination rather than murder

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• mage Damage Releasing compromising Investigations can reveal important targets for
video or audio, internal emails, recorded the Storm Knights, like locations of important
meetings, any material that con icts with the war assets, new technologies the corporation is
corp s curated image researching, or the truth behind an important rumor
• Sabotage Rather than theft, a corporate asset about a corporation illegal activities.
could be rigged to fail, such as a prototype ust Sabotage operations: The DN for a sabotage
prior to an investor demonstration op is a company s Production. These ops attack a
• Theft money, prototype, Eternity Shard, corporation s ability to develop new technologies
research data or product some kind of asset in the Possibility
The Operation s ob ective largely determines what War.
kind of operation the Storm Knights will undertake,
and what the nal test in the Confrontation scene Sabotage can create a manufacturing aw that
will target see page . makes certain weapons unreliable in the field
granting allied forces a boost in combat encounters ,
operation typeS make engineering pro ects fail due to faulty materials
The type of operation the Storm Knights choose introduced into the process, or otherwise attack
determines which attribute is the DN for the nal industrial efforts made by the corporation.
confrontation. Theft operations: The Security Attribute of a
Corporation is the DN for a Theft operation. Theft
Disinformation operations: The DN for a
operations more commonly refered to as heists
disinformation op is either a corporation s Research
involve stealing physical or intellectual property
or Intel, depending on the type of information the
owned by a company. These assets can range from
Storm Knights are attempting to falsify. These
property deeds to Eternity Shards, depending
ops are designed to feed a corporation false and
on how powerful the corporation is. The GM
misleading data, causing them to spend resources
determines the asset or item a Storm Knight group
on useless pro ects or inhibiting their ability to
can target on such an op and reveals it to the Storm
detect and respond to activities the Storm Knights
Knights during their investigations in Scene 1.
wish to protect.
Exposé operations: An expos operation is an
attempt to attack a corporation s Image by revealing
important secrets to the public. EXECUTING THE
This can hurt investor con dence, implicate them OPERATION
in criminal activities, or otherwise bring public
sentiment to bear against the company. A successful Executing the operation involves several scenes
expos can even remove a Face from power by during which the heroes get additional information,
uncovering or creating a scandal, or strengthen ac uire more resources, set up cons, all with the
another corporation s Image by hurting their rival. intent of forcing a nal confrontation which can
deal a devastating blow against the target.
Investigation operations: The DN for an
investigation op is Research or Intel, depending Typical signi cant Operation actions and the usual
on the type of information the Storm Knights are skill tests are provided in Tables on pages .
attempting to obtain. An investigation op can
change the course of a military action Kanawa is OPERATION OVERVIEW
taking or give Storm Knights a head start on trying
Scene 1 (The Plan): Preparation involves gathering
to ac uire important corporate assets.
additional intelligence and ac uiring contacts.
Investigation ops involve invading a corporation
Scene 2 (The Snag): The heroes begin the
facility to discover secret information protected there.
Operation, often involving cons, in ltration, and
hacking. This scene ends with an automatic Snag.

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CompetenCe
The heist genre revolves around the key concept
GETTING BURNED that the heroes know what they re doing, and in
Torg Eternity, the Storm Knights aren t ust skilled,
Most of the time, failure only results in a but reality rated as well.
temporary setback or complication. However,
when the Storm Knights really screw up, they This competence leads to the premise that
can get burned . whatever plan the Storm Knights come up with
will work...as long as there are no complications.
Getting burned occurs when the hero s But there are always complications.
presence is noted, and their cover identity if
any is discovered. When a character is burned, The classic problem with roleplaying games and
it can be signi cantly more di cult for them planning is the players aren t actually in world.
to act in an covert manner on site. The heroes have skills, knowledge, and experience
the players don t. So the players try to come up with
Burned heroes can still take part, but any plans and backup plans to cover every contingency
persuasion or trick tests in situations where they they can think of, and prepare for those they don t.
are involved become Hard .
The trouble is this takes a lot of time which could
f a burned hero was playing a critical role be better used by actually playing.
in the Op, they can be replaced by a contact
gathered during Scene . To help re ect the aesthetic of caper movies, and
facilitate more improvisational play, the best plan is
simple, not complex. Any complications or surprises
can instead be covered by the use of Flashbacks
Scene 3 (The Twist): The heroes deal with the Snag see page .
and continue the Op, only to discover that a ma or
Twist will make their lives even more interesting. reSoUrCeS
The heroes gain the use of one Flashback at the
Scene 4 (The Confrontation): During the Final
start of the Op. When they use the Flashback is up
Confrontation, the heroes deal with the Twist, and
to them.
take actions to achieve their nal goal. sually the
Final Confrontation involves a Dramatic Flashback Gathering basic intelligence is often not all that
see page interesting. The stakes are often low since much of the
basic information needed to formulate an initial plan
is available publicly through news reports, websites,
SCENE 1: THE PLAN and shareholders reports. Additionally, Storm
Once a target is selected and an ob ective determined, Knights have the intelligence gathering resources
the next step is the plan. Since Operations can of the Delphi Council, and their cohort of spies and
involve a wide variety of targets, each with their hackers, especially from Marathon Division.
own uni ue features and challenges, and the The Delphi Council can provide the names and
Storm Knights can have a variety of strengths and general characteristics of Faces, identify the target
weaknesses themselves, planning an Operation is corporation s highest attribute and what the value is.
largely left to the players. The other attributes, however, need to be determined
during play. Marathon Division can also provide the
target, but also possible secondary ob ectives should
THE BASIC PLAN the opportunity arise.
Keeping the utility of Flashbacks in mind, the Essentially the GM should provide all the
players come up with a basic plan. At rst glance, information needed to get the Operation rolling.
this may seem a ma or endeavor, but there are Don t worry too much about the details most
some key points to remember. details determined prior to actually doing the Op
are often irrelevant to the game session anyway.

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Keep it simple. Determine the target. Make a This scene always ends in a Snag.
basic plan. Get moving. The Snag is essentially a Complication which
The heroes have the option to get additional makes the Storm Knights lives a bit more
information on their target, or to ac uire additional interesting during the rest of the Operation. The
aid. However, gathering these resources does pose Snag is generally chosen by the GM, but improvising
a risk of discovery. based on actions in play is encouraged. The Snag
occurs when the GM feels the time is appropriate,
SCENE 2: THE SNAG and doesn t re uire a Dilemma to show up on
a Drama card.
Once the basic plan is made, the Operation begins
in earnest. Since the plan will always go off the rails SCENE 3: THE TWIST
at some point, rst a test is made to see how far
into the Op the Storm Knights get before things get During this Scene the Storm Knights continue their
complicated. Op, ending with the reveal of the Twist.
One Storm Knight is selected as the one who The Twist is a Critical Problem which completely
came up with the ma ority of the plan, and they upends the situation. The Twist is more commonly
make a Mind test vs. the corporation s Intel. The test determined prior to the mission, but again, should
is Favored if the plan is a simple one. The Storm something that makes more sense come up in play,
Knight s situation when the action starts depends don t be afraid to go with it.
on the Success Level Some example twists: another team is after the
Failure: The operation is F BAR from the word same ob ective as our heroes, an old foe has arrived
go. The original ob ective may not be obtainable. f on scene for reasons that may have nothing to do
the goal is still on the table, it can only be ac uired with the heist, the Face is planning and executing
through much greater risk. Burning a team member their disappearance during the same time frame,
is now an option for the GM as a Snag at any point or a severe reality storm threatens to transform or
during a future scene. destroy the prototypes the heroes are after.
Standard: The ob ective is con rmed to be as
expected, but it has moved, has extra security,
SCENE 4: CONFRONTATION
the team is missing a needed resource, or a time This scene is always Dramatic and involves the the
constraint is signi cantly shortened more than one Twist and taking the nal action against the target.
obstacle has arisen that the team must overcome to p to two rounds may be played allowing any
obtain the goal. nal preparation like casting spells . The leader of
Good: Everything about the ob ective seems to be the Operation triggers the Dramatic Flashback.
as expected. What could possibly go wrong Only When each character has had an opportunity to
the Snag the GM has prepared, that s what. participate in the Flashback, the leader of the Op
Outstanding: The group gains an additional takes a Mind + reality test or a contest if a Face
Flashback for use in this Op. The ob ective is is involved and present with a DN e ual to the
con rmed to be as expected, but an additional ob ective s Final Confrontation DN see table on
ob ective has surfaced with one or more of the page . The test gets a universal bonus for
Snags listed under Standard above. So the Face is each character who succeed in their own test.
accompanied by a team member s Nemesis, the The result depends on the Success Level
information is stored in the same o ce as valuable
• Failure: The Operation fails. Not only do the
shadow ledgers, or two prototypes are being
Storm Knights not achieve their goal, but they
stored in the same lab. The original ob ective is
may create a diplomatic incident, be framed
obtainable with the original plan, but grabbing
as enemy agents, or an ally or even a Storm
both will re uire some improvisation on the part
Knight, with their player s permission is
of the heroes.
captured.

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FINAL CONFRONTATION FINAL CONFRONTATION
SIZE MODIFIERS DIFFICULTY
Corporation Size DN Modifier Objective DN
Small Company Face Elimination
Small Corporation mage Damage

Large Corporation Sabotage


Government Agency Theft
Megacorporation

• Standard: The Op succeeds, but only TRADECRAFT


marginally. The heroes achieve the bene t they
were hoping for, but at a minor cost such as There are a variety of common actions taken by
being exposed or put on a watchlist or the Face those in the espionage eld. Skill tests commonly
of the target corporation being transferred used are detailed in the Common Operaton Tests
instead of disgraced . table.

• Good: The heroes have an un uali ed success. brUSh paSS


They ve got the goods, or ruined a company s A brush pass is used when one person wishes
rep, and many of those in control will be to pass an ob ect to another person walking by
retired or otherwise removed from the without anyone else noticing. During an Op this
Possibility Wars, without ring a shot. often occurs after someone ac uires an item of
• Outstanding: The Storm Knights prove importance, especially after a lift.
victorious beyond their hopes. Not only did A brush pass conducted as it s own action is
they steal the prototype biotech device, or usually a trick test vs. the trick of anyone tailing
utterly destroy a Face s reputation, but they ve them, or Intel if the opposition is more nebulous.
gained a signi cant additional bene t an Allies doing a brush pass can assist in a lift as a
associated corporation is damaged, the entire
endeavor is shut down, or perhaps the heroes Combined Action.
even gain a captured Eternity Shard.
dead drop
Not commonly used during an Op, but when
it is, it s usually during the early parts gathering
COMMON OP ACTIONS additional intel.
The item one party wishes to transfer is put in, or
Although Operations tend to involve a lot of under an otherwise non descript ob ect, and then
improvisation, there are some common actions they walk away.
taken during an Op. Skills mentioned are intended
The interested target then retrieves the item, either
to serve as a guideline. GMs should feel free to
after a certain amount of time has passed, or on the
choose different skills depending on circumstances.
receipt of a signal. Dead drops take longer than a
Most of these actions involve tests, but if their brush pass, but are safer.
activities are actively monitored, especially if a As long as there isn t any time pressure and the
reality rated individual is involved, then they can Storm Knights aren t under suspicion, a dead drop
re uire contests instead. succeeds automatically. However, if someone is
trying to detect a dead drop, the action is resolved
as a dryclean or a tail.

34
COMMON OPERATION TESTS
Action Test
Brush Pass Stealth vs. find or Intel or Security.
Dead Drop ery Easy stealth vs. Intel
Disguise Mind + persuasion see text .
Dryclean Streetwise or evidence analysis vs. stealth, streetwise, or Intel.
Establish Contact Streetwise vs. Intel.
Gather ntel Appropriate skill vs. Intel.
Gain Con dence Persuasion vs. Mind + willpower.or Intel or Security.
Hacking Computers vs. Intel
Lift Plant Dexterity + trick vs. trick or Intel. or Security.
Lockpicking Lockpicking vs Intel or Security.
Neutrali e Security Unarmed combat vs. Security see text
Safecracking Lockpicking vs. Intel. or see Skills in Torg Eternity
Tail Hard find or tracking vs. stealth or streetwise or Intel
Tap Hardline Science vs. Intel
• Mishap: The disguised character gets burned
diSGUiSe and corporation security is notified that
Creating a disguise at least of a generic person intruders are present.
who the grifter represents often helps with the
• Failure: The target s suspicions are raised,
con. The act of creating a disguise is considered
but not enough to immediately alert people.
part of the con dence game. Taking on a simple
However, they will mention to co workers that
disguise as a security guard, waiter, or potential
something seemed off, and any future attempts
business partner is what allows a character to gain
to gain con dence have a Hard penalty.
con dence without taking any penalties.
• Success: The disguise is su cient, but doesn t
A disguise becomes more important when a
provide any additional bene t.
character is trying to disguise themselves as a
speci c person, or someone who would have an • Good: The disguise is nearly perfect. Any
elevated position in the company. Hardly anyone persuasion tests involving the doppleganger
knows all the vice presidents in the corporation, or are Favored for the rest of the Act.
the heads of security, but there are still aspects of • Outstanding: Perfection. As Good but
those positions that can be a tell that something is off. persuasion tests are at instead.
nfortuantely for a character, the uality of the
disguise isn t truly known until it s tested in the dryClean
eld, which is also when a grifter is most likely This is a term used to describe detecting a tail. An
to get burned. agent can determine if they re being followed by
taking unusual actions and seeing if they recogni e
f a character is using a disguise to replicate a
anyone following, or by going into buildings, parks,
generic individual with a high rank, when they
or other choke points to reduce the likelihood
rst interact with someone who could perceive the
someone following ust by accident. Drycleaning
disguise, the character who created the disguise
usually involves streetwise or evidence analysis vs.
makes a Mind+persuasion test. f the character is
stealth or streetwise.
attempting to represent a particular individual,
the DN is higher. The bene t depends on the
Success Level

35
DISGUISE DIFFICULTY Gain ConFidenCe
Disguise DN Running a con can be something as simple as
Generic P e.g. vice irting with the secretary for a few minutes in
president, security head order to get access to an impounded vehicle, or a
months long plot with a made up identity.
Speci c Person
Gaining someone s con dence is an essential part
of running an Op on the .t. and re uires a test for
Speci c P
each interaction between the grifter and the mark
Company President, where something new is introduced, which could
government minister, celebrity cause a mark to doubt the Storm Knight s credibility.
Kanawa o cial Gaining con dence generally re uires a persuasion
test vs. the target s Mind + willpower, with a modi er
depending on circumstances.
Ps can include high ranking people like vice
presidents, governmental deputies, or security
haCkinG
Operation: Soft Sell has extended NetRunning rules
in the appendix use those if you have them. f not,
use the computers skill from Torg Eternity.
eStabliSh ContaCt
Establishing contacts can help a team during an Op,
and can be done in two ways. The straightforward liFt/plant
way to gain a contact is by playing a Connection Fre uently it s necessary to ac uire an item from
Destiny card or the use of the Connections Perk. a person, or slip something onto them without the
Alternatively a Storm Knight may use her action target reali ing it. D badges, which are used to
gain a single contact by making a streetwise test vs restrict access to certain locations in a building, are
the corporation s Intel attribute. common items an agent needs to lift.
Each contact is associated with a corporation A character attemps a lift by making a Dexterity+trick
attribute, which the Storm Knight selects before test against the target s trick. f an ally makes a brush
making the test. Each hero attempts to establish pass, they can use a test to get Extra Effort to provide
a contact once though they could assist others a Combined Action bonus as well as get the item to
through a Combined Action .The Success Level the necessary person .
determines the result
Mishap: The Storm Knight gets burned see page loCkpiCkinG
, and the target discovers their participation Whether it s a door, a desk drawer,or a safe, one of
in the Op. the simplest forms of security is the lock.
Failure: The Storm Knight is unable to nd their aluables, including hardcopies of digital items
contact, or convince them to take a risk by helping are often kept in safes. Lockpicking is the skill used,
on the Operation. usually against DNs listed in the Skills chapter in
Standard: The contact agrees to assist on one test Torg Eternity.
during the Op where it s reasonable. This choice
neUtralize SeCUrity
must be made before making the test, but the test
Whether it s from a random patrol, or goons sent
is Favored.
to apprehend a burned hacker, eventually some
Good:As Standard but the assisted test gains a armed personnel will arrive to interfere with the
bonus. Op. That s when it s time to punch them out.
Outstanding: As Standard but the assisted test is Security guards are almost always Ords, but if a
p. patrol does include a Stormer it s probably time to
go to a full on encounter.

36
Neutrali ing security is usually Non Lethal, and
involves a simple unarmed combat test. f other non
lethal methods are appropriate e.g., spells other THE ART OF LYING
skills can be used too. On the surface, it seems unusual that
persuasion is used in deceitful as well as honest
tail ways, especially when trick is available as
Tailing is following a target discretely without well.
being detected by the target, or anyone else. Tailing Trick is used more for immediate
someone can use tracking or find as skills, though deception, which is why it s mostly used as an
find takes a Hard penalty. The test or contest if interaction attack. Trick can still be used to fool
the target knows they re being followed is against a target, but it usually is done to allow some
a target s stealth or streetwise, depending on the other uick action to be done such as pick a
situation. pocket, or pull a SB drive out of a laptop.
Persuasion involves a relatively lengthy
tap hardline exchange with someone, and often
Although communications are largely through incorporates multiple lies building on each
encrypted wireless or computer networks, other to create a convincing story. The mark
there is still often a need to directly connect to a doesn t have to believe the story forever, or
communications feed within a building, often to even a long time ust long enough to get
piggy back security systems. Tapping a hardline what the Storm Knights need.
usually re uires a science test vs. the corporation s
Intel.

37
Hachi poses as a rival network executive, there
EXAMPLE OPERATION to try to poach the May ower News Networks
premiere talent in a Gain Con dence action. While
SCene 1: the plan this is going on, Zhang Lifts Pings phone, drops it
The Storm Knights are tasked to ruin the reputation to Chloe who Hacks it to copy the data, then gives it
of May ower News Network, a pan Asian network back to Maru to plant it back on Ping. Hachi makes
which is acting as a propaganda arm of Kanawa dinner plans with Ping, telling Ping to you bring
Corportation. Marathon Division reports that the an appetite, will bring an offer sweeter than any
CEO, William Bradford, anchor Arnold Ping, and dessert they offer.
ace reporter Parker Lee are vulnerable Faces of the Chloe discovers encrypted communication she
company. cannot crack, but the communication came from
Chloe, Hachi, Maru and Zhang start the Plan. elsewhere on the island, and Ping has ordered
The Storm Knights choose to target Ping, The rst his lm and production crew to meet with their
Drama card is ipped, and it s ou Warily Engage sources this evening. Maru Tails the production
so Attack Defend are Approved Actions, and the crew while Chloe and Hachi meet with Ping, and
heroes become Fatigued and take Shock. The GM Zhang Disguises himself for a role.
narrates that while getting ready to hack into the
Meeting Room at May ower s Shanghai o ces, SCene 3: the twiSt
they nearly became detected, and were chased. That night at dinner, Chloe and Hachi stage an
The heroes did get away undetected, but it was argument ust as Ping arrives, pretending they
a long chase. don t know Ping is within earshot. Hachi berates
Hachi concocts a plan to get Ping to do a lead Chloe for her Operation Eris obsession, that there is
story that will turn out to be not only false, but no monster making genemods in that warehouse.
ridiculously so. First they need access to Ping. Hachi is here to recruit Ping, and doesn t want
Chloe upsetting the anchorman with any of her
Chloe hacks into a Meeting Room and then uses
crackpot theories. As Ping arrives at the table,
that access to create new employee records for Maru,
Chloe storms off, with Hachi yelling after her to
Hachi, and Zhang.
Stay away from that crackpot professor in
Hachi fabricates imsy evidence that the Delphi
When Ping in uires what that was about, Hachi
Council is behind xenogospog attacks and is trying
sighs that Chloe is a brilliant producer prone to
to frame Kanawa subsidiaries.
conspiracy theories, including one about Operation
SCene 2: the SnaG Eris producing monsters to frame Kanawa, and
Entering May ower H , they uickly discover some looney professor here is fanning those ames.
Ping is away on assignment, leaving an assistant Anyway, onto dinner...
to attend meetings in his place as a virtual avatar. Maru has tailed the production crew to a meeting
The team must distract or Neutrali e security with a solitary man in a summer suit and body
while Hachi and Zhang pose as Corporate Security armor known by the alias of Headline. Headline and
to get the assistant to spill the beans on her boss. the crew are discussing a series of stories discussing
She reluctantly reveals that Ping s assignment the appalling security situation in the Philippines,
has sent he and his crew to a resort island not far culminating in the assassination of two prominent
from Macao. Just the sort of boondoggle she expects Filipino pro Core Earth politicians. Can Headline
from her boss. assure the assassinations are gruesome enough to
meet Arnold Ping s needs
New identities and a travel montage later, the
team is on the island. Sure enough Ping is lounging Headline promises to ful ll the if it bleeds it leads
in a beachside bar with his crew. While dressed the mantra, with pints to spare. Maru sneaks away.
part for vacation, Arnold Ping seems anything but Meanwhile, subtly goaded by Hachi, Ping stops
relaxed. What is the May ower anchor up to by room . Zhang opens the door Disguised as

38
Dr. Fenton Palau, noted Cryptid specialist. Ping Headline waving goodbye to Maru on the runway.
lies about being a friend of Chloe, and is curious The scene cuts again to Headline olted from a nap by
if Palau would share his evidence of monsters a hard landing. He looks out to see the runway of an
Zhang eagerly agrees, giving Piing all manner of aircraft carrier, with Sebastian uinn and a Spartan
disgusting organic samples, while saying he is glad detachment there to greet him. From the cockpit
that Chloe is going against Hachi s orders, gathering Zhang says over the intercom, We appreciate you
an independent lm crew to go to the warehouse ying Delphi Airways, the only airline you will need
and expose the per dy of Operation Eris early for the next years to life.
tomorrow. Can Ping imagine anyone wanting to Back at the warehouse there are ashing police
frame the benevolent Kanawa corporation that way lights, and Ping being led away in cuffs. Ping sneers
Should be a huge story for Chloe. Ping takes the bait. that breaking and entering charges won t hold him
Hachi, Chloe, Maru, and Zhang hastily meet to go through the afternoon. Maru holds up her recoding
over last minute changes. of the meeting with Headline where his name is
mentioned, Conspiracy to assassinate will hold you
SCene 4: the ConFrontation awhile longer.
Hachi bangs on the door of Ping s hotel room.
Chloe adds Certainly long enough for me to
Ping answers, dressed for broadcast and with his
upload the video of your investigative ournalism
production crew gearing up. Hachi is apopletic,
on Operation Eris and their cuddly minions.
asking Ping if he knows where Chloe is Ping
answers rudely, On the way to a warehouse, Hachi says, Time for you and your career to
wisely ignoring you. He and the crew then rush fade to black.
out to a van and off to the warehouse. The three of them walk away, leaving Arnold Ping
Meanwhile Maru pursues Headline, who sees her in shambles.
ust in time to avoid her. A chase ensues as Headline
attempts to get to a private air eld and escape.
He umps into a waiting twin engine prop plane.
Headline auntily waves goodbye as Maru vainly
CORPORATION THREATS
tries to catch the plane on the runway.
Ping s crew cuts the bolts on the warehouse door. SPECIAL ABILITIES
Lights beam brightly into the warehouse. Ping walks
During an Operation, when a Snag comes up,
inside, narrating line for line the pseudoscience that
one of the GM s options is to activate one of the
Zhang fed him as Dr. Palau, along with in ammatory
corporation s Special Abilities. Each Special Ability
invective about Operation Eris. His crew nds the
may only be used once during a single Op.
suspected shipments, and crowbar them open.
Out pour do ens of adorable monster plushy toys. Some Special Abilities have effects which last for
Only then does Ping see Chloe and her lm crew, the duration of an Op, and don t go away on the
lming him. next card ip.
Hachi walks into the warehouse as the Dramatic Advanced InfoSec: Any successful Hacking
Flashback begins. The scene shifts back to the automatically trigger countermeasures that can do
May ower o ces as Maru and Zhang interrogate one of the following
the assistant as May ower security, Chloe seats • Relay all of the Hacker s activities to Security.
herself at the unattended workstation, executing an • Lockdown the facility, trying to keep the
order for , plushy toys on Arnold Ping s expense Hacker in place until security arrives.
account. The scene then shifts to the island where • Change some other system state, the Hacker
we see Zhang taking off his professor disguise, and knows something has been changed, but has
Chloe handing him information on a piece of hotel no way of determining what has changed.
stationery. Scene cuts to a scene of Zhang cold Double Agent: f the heroes gained a contact in
cocking someone in a ight suit, then cuts again to Scene 1, they have been betrayed. The Double

39
Agent might be an in ltrator, an ally suffering from MAYFLOWER NEWS NETWORK
blackmail, or even an associate of their contact.
May ower News Network is a conglomeration
The heroes are challenged by members of the
of news media companies all around the Paci c.
corp s security this may result in the heroes being
Early in the invasion, several companies found
surprised.
themselves targeted by corporate espionage,
False Intel: An important piece of information the uickly losing nancial backing, until hostile
Storm Knights gathered or were given is wrong. takeovers left them uickly pulled under the
The mistake could be the types of security systems unifying umbrella of May ower. MNN is an
employed, or the work schedule of a critical international facing news corporation designed to
employee, or the presence of a former foil. The GM be on the front line of disseminating both local and
may replace or add a Face to the Op. international news and disinformation. A careful
Increased Security: Either by detecting Storm mix of propaganda and facts, MNN has become a
Knight activity, or a surprise bu ng of security, trusted voice in the lives of most people in various
the corporation s Security or Intel attribute gains a Pan Paci c countries, and the antenna ower logo
bonus for the rest of the Op. has become a familiar sight everywhere people
look for news.
New Leadership: The corporation primary Face
the has been unexpectedly replaced with a different Attributes: mage , ntel , Production ,
Face. This is an excellent opportunity to bring in a Research , Security .
favorite campaign nemesis. Size: Small Corporation
Parent Corporation: Macropax Media
Secret Project: The pro ect is shrouded in secrecy
Subsidiary Corporations: Local News A liate
,and deception with many false trails, fragmented
Determined by GM based on Op location
information, body doubles or fake pieces of
Faces: CEO Willaim Bradford , News Anchor
e uipment. At least one piece of the team s ob ective
Arnold Ping , Reporter Parker Lee
turns out to be fake, re uiring the team to obtain
Special Abilities:
the authentic version.
• False Intel: An important piece of information
Quarantined Servers: Servers may only be the Storm Knights gathered or were given is
accessed from a special console ero, which cannot wrong. The mistake could be the types of security
be more than meters from the uarantined systems employed, or the work schedule of a
machine. critical employee, or the presence of a former
foil. The GM may replace or add a Face to the Op.
• Increased Security: Either by detecting Storm
Knight activity, or a surprise bu ng of security,
the corporation s Security or Intel attribute gains
a bonus for the rest of the Op.

40
A CURE IS WITHIN REACH…
Dr. Y of the Bujutsu Corporation has
discovered a potential cure for the jiangshi
virus. But, as usual, nothing is clear sailing.
Both the Bujutsu Corporation and Dr. Y
himself have gone missing. In Dr. Y and
the Jiangshi, Storm Knights must find out
what happened to the illustrious doctor
and provide needed assistance. The fate
of countless lives in Pan-Pacifica hang in
the balance as the contagion continues to
ravage the population of Asia.

Pan-Pacifica Operations detials how


Game Masters can use heists to plan out a more non-combative approach to
Torg Eternity adventures.

INSIDE YOU‘LL FIND:


• A Two Act adventure in which the Storm Knights may
help Pan-Pacifica obtain a cure to the contagion.
• Operation rules that allow Game Masters and Players
to plan and execute heists that focus on objectives like
sabotage, increasing or decreasing reputations, or hacking
into a network.

UlissesNorthAmerica.com

$14.99

ISBN 978-3-98732-042-2
This game requires the UlissesNorthAmerica.com
Torg Eternity Core Rules US82173PDF
US82173
and Drama Deck to play.

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