Blood On The Blasted Lands [PDF]

  • 0 0 0
  • Gefällt Ihnen dieses papier und der download? Sie können Ihre eigene PDF-Datei in wenigen Minuten kostenlos online veröffentlichen! Anmelden
Datei wird geladen, bitte warten...
Zitiervorschau

BLOOD ON THE BLASTED LANDS

TORG ETERNITY DESIGN TEAM

Design and Writing: John Watson, Brian Reeves, and Leamon Crafton, Jr.

Writing and Design: Shane Lacy Hensley, Darrell Hayhurst, Markus Plötz, Deanna Gilbert, Ross Watson

Additional Contributions: Deanna Gilbert, Greg Gorden, and Darrell Hayhurst

Contributors: Greg Gorden, Jim Ogle, Steve Kenson, Ed Stark, George Strayton, Henry Lopez, Aaron Pavao, Angus Abranson, Steven Marsh, Patrick Kapera, Bill Keyes, John Terra, James Knevitt, Jonathan Thompson, Andy Vetromile, Joseph Wolf, Jasyn Jones

Editing: Ron Blessing Art Director: Aaron Acevedo Graphic Design: Aaron Acevedo, Jason Engle Cover: Tyler Clark Interior Illustrations: Playtesting: .

ORIGINAL DESIGN TEAM

Mythos and Game Design: Greg Gorden, Bill Slavicsek, & Douglas Kaufman, with Ed Stark, Greg Farshtey, Stan!, Brian Schomburg, Christopher Kubasik, Ray Winninger, and Paul Murphy Additional Concepts and Playtesting: Daniel Scott Palter, Denise Palter, Jonatha Ariadne Caspian, Michael Stern, Richard Hawran, C.J. Tramontana, Martin Wixted Technical Assistance: Dr. Michael Fortner, Dr. George Exner Original Logo Design: Tom Tomita Revised & Expanded Developers: Eric Gibson, Jim Ogle, Gareth Michael Skarka, Nikola Vrtis, Stephen Marsh, Talon Dunning Nile Empire and Terra Design: Greg Farshtey, Greg Gorden, Brian Sean Perry, Ed Stark, Michael Stern, and Ray Winninger

Art Director: Aaron Acevedo Graphic Design: Aaron Acevedo, Jason Engle Playtesting: Jimmy Macias, Michael Conn, Damien Coltice, Michael Mingers, Michelle Hensley, Ron Blessing, Veronica Blessing, Tracy Sizemore, Golda Lloyd, Andrew Harvey, Dale Davies, Ed Rugolo, Scott Walker, Darrell Brooks, Melvin Willis, James Dawsey, Brad Rogers, Jamal Hassan, Jeremy Dawsey

ULISSES SPIELE

Administration: Christian Elsässer, Carsten Moos, Sven Paff, Stefanie Peuser, Marlies Plötz  Marketing: Jens Ballerstädt, Philipp Jerulank, Derya Öcalan, Katharina Wagner  Publishing Team Germany: Zoe Adamietz, Jörn Aust, Mirko Bader, Steffen Brand, Tim Brothage, Frauke Forster, Kai Großkordt, Nikolai Hoch, Nadine Hoffmann, Johannes Kaub, Arne Frederic Kunz, Matthias Lück, Thomas Michalski, Jasmin Neitzel, Markus Plötz, Nadine Schäkel, Maik Schmidt, Ulrich-Alexander Schmidt, Alex Spohr, Jens Ullrich  Publishing Team USA: Robert Adducci, Bill Bridges, Timothy Brown, Eric Simon, Ross Watson  Distribution & Customer Support: Florian Hering, Jan Hulverscheidt, Thomas Schwertfeger, Saskia Steltner, Stefan Tannert

© 2020 Ulisses Spiele. Torg, The Possibility Wars, and all unique characters, concepts, locations, and creatures are trademarks and/or copyrights of Ulisses Spiele. All rights reserved.

1

INTRODUCTION 4 Adventure Background . . . . . . . . . . . . Beta Clearance! . . . . . . . . . . . . . . . . . Navigating Sensitive Topics . . . . . . . . . . . Adventure Synopsis . . . . . . . . . . . . . . Act Timing . . . . . . . . . . . . . . . . . . .

4 5 6 7 7

ACT ONE: HIGHWAY TO HELL

8

ACT THREE: FINDING THE SOURCE

34

Overview . . . . . . . . . . . . . . . . . . . . 34 Scene One: This Isn’t the Place . . . . . . . . 34 The Abandoned Lab . . . . . . . . . . . . . . . . . . . . . . 36 What Adrik Knows . . . . . . . . . . . . . . . . . . . . . . . 36

Overview . . . . . . . . . . . . . . . . . . . . 8 Scene One: The Edge of Hell . . . . . . . . . 9

Scene Two: Wait, Do You Work Here? . . . . 37 Techs Mexx . . . . . . . . . . . . . . . . . . . 37

Scene Two: The Price of Knowledge . . . . . 11

Scene Three: Deep in Enemy Territory . . . 39

Winter Weather . . . . . . . . . . . . . . . . . . . . . . . . . 9 A Difficult Choice . . . . . . . . . . . . . . . . . . . . . . . . 10 Reduce Reuse Recycle . . . . . . . . . . . . . . . . . . . . . 12 Mind Bomb . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 All Payments Up Front . . . . . . . . . . . . . . . . . . . . . 13 The Great Ulyana Speaks . . . . . . . . . . . . . . . . . . . 13

Scene Three: The Fate of Saber Company . . 13 Saber Company . . . . . . . . . . . . . . . . . 14 Scene Four: Here, In This Blighted Place . . 15 Marauder Camp . . . . . . . . . . . . . . . . . . . . . . . . . 17

Scene Five: Warriors of the Wasteland . . . . 18 The Chase is On! . . . . . . . . . . . . . . . . . . . . . . . . 18

Aftermath . . . . . . . . . . . . . . . . . . . . 20

ACT TWO: THE MEAT GRINDER

22

Overview . . . . . . . . . . . . . . . . . . . . 22 Scene One: A Plague of Locusts . . . . . . . 22 Speed Trap . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

What is this stuff, anyway? . . . . . . . . . . . 24 Scene Two: Enemies at the gates . . . . . . . 24 Scene Three: Down and Out in Low Town . 26

Breaking and Entering . . . . . . . . . . . . . . . . . . . . . 38 In the Yard . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Encounters in Mexx’s Factory . . . . . . . . . . . . . . . . . 39

Scene Four: The Source . . . . . . . . . . . . 40 Intrusion Countermeasures . . . . . . . . . . . . . . . . . . 41

Junco . . . . . . . . . . . . . . . . . . . . . . . 42 Time to Go! . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

Aftermath . . . . . . . . . . . . . . . . . . . . 43

ACT FOUR: MAZES AND MACHINES

44

Overview . . . . . . . . . . . . . . . . . . . . Scene One: Hunted! . . . . . . . . . . . . . . Scene Two: Safe House . . . . . . . . . . . . The Destroyer . . . . . . . . . . . . . . . . . Albert Mayakovsky . . . . . . . . . . . . . . . Scene Three: Steppin’ on a Razor . . . . . . . Scene Four: Killing the Unkillable . . . . . . Scene Five: A Virtual Hell . . . . . . . . . . .

44 44 46 46 47 48 49 50

DayTrippers . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 We have such sights to show you . . . . . . . . . . . . . . . 51

Beating the Streets . . . . . . . . . . . . . . . . . . . . . . . 26 Encounters in Low Town . . . . . . . . . . . . . . . . . . . 26

Raven . . . . . . . . . . . . . . . . . . . . . . 51 Aftermath . . . . . . . . . . . . . . . . . . . . 53

Quid Pro Quo . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Tricking out the Devastator . . . . . . . . . . . . . . . . . . 28

ACT FIVE: STRANGE BEDFELLOWS

Scene Four: Friends in Low Places . . . . . . 27 Scene Five: A Message from Bazz Pila . . . . 29 Death Race Vehicle Add-Ons . . . . . . . . . . 29 Scene Six: Death Race . . . . . . . . . . . . . 30 A Game of Death . . . . . . . . . . . . . . . . . . . . . . . . 31 The Racers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

2

Strike While the Iron is Hot . . . . . . . . . . . . . . . . . . 32

Aftermath . . . . . . . . . . . . . . . . . . . . 33 Bazz Pila . . . . . . . . . . . . . . . . . . . . 33

54

Overview . . . . . . . . . . . . . . . . . . . . 54 Scene One: The Friendship Arch . . . . . . . 55 These Colors Run . . . . . . . . . . . . . . . . . . . . . . . . 56

Scene Two: Written on the Subway Walls . . 56

Scene Three: The Guts of the City . . . . . . 58 Spy vs. Spy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

Svitlana . . . . . . . . . . . . . . . . . . . . . 59 SVitlana Ivanichenko . . . . . . . . . . . . . . 60 Scene Four: Rumble in the Concrete Jungle 60 The Storm Knight Draft . . . . . . . . . . . . . . . . . . . . 61

Scene Five: Steel and Scales . . . . . . . . . . 62 The Camel Sphere . . . . . . . . . . . . . . . . . . . . . . . . 62 The Archangel . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Respawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

The Bulava of Sovereignty . . . . . . . . . . . . 64 Getting the Bulava . . . . . . . . . . . . . . . . . . . . . . . 64

Aftermath . . . . . . . . . . . . . . . . . . . . 65

ACT SIX: GAZING INTO THE ABYSS

66

Overview . . . . . . . . . . . . . . . . . . . . 66 Scene One: Mindscape . . . . . . . . . . . . . 67 Wait, Aren’t We the Good Guys? . . . . . . . . 67 The Daymares . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Back to Life . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

Scene Two: The Call of the Wild . . . . . . . 70 Scene Three: Blinded by the Light . . . . . . 72

ACT SEVEN: BREAKING THE HORDE

78

Overview . . . . . . . . . . . . . . . . . . . . 78 Scene One: The Enemy of My Enemy . . . . 78 Strah and Thratchen . . . . . . . . . . . . . . . 80 Forging an Alliance . . . . . . . . . . . . . . . . . . . . . . . 80

Scene Two: The Wolf or the Thrall? . . . . . 81 The Tides of War . . . . . . . . . . . . . . . . . . . . . . . . 81

Scene Three: warzone . . . . . . . . . . . . . 82 Bad Brains . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Black Water . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Heavy Metal . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

Scene Four: Conquering Fear . . . . . . . . . 85 Hazards while fighting strah . . . . . . . . . . 85 A Dynamic Battlefield . . . . . . . . . . . . . . . . . . . . . 86

Strah . . . . . . . . . . . . . . . . . . . . . . . 86 Aftermath . . . . . . . . . . . . . . . . . . . . 87

THREATS AND VILLAINS

88

Common Foes . . . . . . . . . . . . . . . . . 88

SECRETS OF THARKOLD

94

We are But One Mind . . . . . . . . . . . . . . . . . . . . . . 73

Scene Four: No Pain, No Gain . . . . . . . . 74 Unwelcome Visitors . . . . . . . . . . . . . . . . . . . . . . 75

Scene Five: Dirty Deeds Done Dirt Cheap . 75 Aftermath . . . . . . . . . . . . . . . . . . . . 76 Void Shard: The Bulava of Conquest . . . . . . 77

3

INTRODUCTION 4

B

lood on the Blasted Lands is a seven-act adventure that takes place in the realm of Tharkold during the latter half of the first year of the war. The events it describes are not linked to or dependent on the outcomes of other adventures, so Game Masters may use this scenario before or after other adventures set in the first year, including other Tharkold-based adventures. The outcome determines the state of the Blasted Lands, the perception of the Storm Knights and the Delphi Council among the people of Tharkold, as well as the balance of power between Jezrael, Thratchen, and Volkov, the three forces currently vying for control over Tharkold and for the attentions of its Darkness Device. By the end of the adventure, the Storm Knights are confronted with a rising force in the Blasted Lands which could upset the delicate balance of the region and weaken the Delphi Council’s power, and must make some hard decisions that have enduring ramifications.

ADVENTURE BACKGROUND President Volkov was never one to flinch away from tough decisions. As news of the Invasion swept the world, Volkov mobilized the Russian army to push back against this strange new threat. Realizing that ground forces weren’t enough, and that Russia was in peril, he made the shocking judgment call to drop a nuclear weapon on the Maelstrom Bridge in a desperate bid to seal off the invader’s entry point. The result is well documented. Bits of the shattered bridge were scattered north and east, along with radiation and other fallout from the explosion, creating the sprawling Blasted Lands, an area of mutant horrors, harsh conditions, and an ever-present nightmarish struggle for survival. Often overlooked are the dutiful Russian soldiers who made the ultimate sacrifice the day the bomb dropped: those who were holding the front lines at ground zero, and who were obliterated in the flash. And they were the lucky ones. Others who were close enough to be exposed to the burst of radiation, but far enough from the blast zone to survive, crawled away to die slowly from their burns or radiation sickness among a homeland that was collapsing into demonic horror all around them.

One such soldier was Mikhail Obolensky, a ranking officer in the Russian army. On that day, he was in charge of a unit sent to hold several square blocks in northeast Moscow. The unit was far enough away to survive the blast, but fallout rained on them for hours. His men suffered horribly and died, but something altogether different happened to Mikhail. He crawled out of the wreckage with pieces of steaming, blackened Occultech fused into his body. Somehow it kept him alive over the next few weeks as he wandered aimlessly through the ruins of Moscow. All the while, the reality of Volkov’s betrayal grew from a nagging thought to a burning hatred. There had been no order to evacuate, no disbursement of protective gear, not even a warning to seek cover. Volkov had just sacrificed his own people without regard for their lives. Mikhail didn’t know how he would do it, but he knew he would one day get his revenge. Over time, his wanderings ranged him farther and farther into the Blasted Lands, the only place where someone like him could keep out of sight of the demons which had taken over Russia. Out there, he began once more to accumulate followers, assembling a small army of mutant ravagers of his own. His old identity, that of the soldier Mikhail, started to fade, replaced by the nickname Strah, taken from the Russian word for “Fear.” A chance encounter with Thratchen changed everything. As his small army of marauders converged on a convoy, they quickly discovered it was crewed by thralls in the service of one of the most powerful technodemons in all of Tharkold. But rather than slaying this upstart mutant, Thratchen immediately recognized in Strah an opportunity. Strah was too spirited to become a thrall, but his single-minded anger against Volkov, his astonishing physical prowess, and his natural leadership abilities could prove very useful. Thratchen had some of his thralls experimenting with a toxic, radioactive substance that could boost their strength and endurance, at the cost of their humanity. He placed Strah in charge of the manufacture and application of this chemical, dubbed the BRUTE serum.

BETA CLEARANCE! This adventure assumes the Storm Knights have progressed to Beta Clearance. If your group is only Alpha Clearance don't worry! The encounters here may be difficult early on, but not impossible. If the team is finding things too easy or difficult, here are a few options for the GM: • Upgrade or downgrade the opponents: Increase the number of reality-rated foes among them and the Possibilities each has, include magic weapons (and use them!), or add Perks like Endurance, Brawler, Whirlwind, or any Darkness Perk. Try one of those three types of upgrade first, and add more elements as needed. If things are too hard, leave out reality-rated leaders. • Increase or decrease the number of foes: Upgrading or downgrading is better, but changing the force of numbers is an easy operation and can be done in a pinch. Anywhere foes are listed as "# per Storm Knight," simply increase that number if things are too easy, or reduce it if things are too hard. Start by a difference of one, and go higher if it's still necessary. Remember, increasing the number also increases the number of reality-rated versions of the foe present. Most are Rare, meaning 1 in 10 are rated. It's important to use Combined Actions and Mob damage with so many foes in play. Only alter the forces if players express that they aren't feeling challenged. Some fights are easy, some are hard. What should be an easy battle could suddenly become very difficult after a few unlucky rolls, resulting in Disconnection and Wounds. A light touch is best—remember these are heroes after all!

The first “Ravagers,” as they came to be known, were Strah’s own followers. He and Thratchen

5

NAVIGATING SENSITIVE TOPICS Every reality in Torg Eternity depicts evil, from the Living Land’s savagery to Aysle’s Darkness and conquest, from the Nile Empire’s nefarious villains to Orrorsh’s terrifying creatures of the night. However, Tharkold, as the reality of literal hell on Earth, sometimes deals more directly with themes of body horror, slavery, torture, sadism, masochism, trauma, depravity, and so on, which might be upsetting or distressing to some players. A successful session set in Tharkold (or anywhere, for that matter) relies on communication between the Game Master and players. The well-being of the players should take precedence over the story, plot, or attempts at “accuracy.” There are a few well-established tools which can help Game Masters ensure a successful session:

SESSION ZERO

Before the game, correspond or meet to discuss expectations. Go over the play style, goals, and potential themes that could arise to make sure all parties are on the same page. Suggesting a movie rating (PG, PG-13, etc.) is one way to establish and compare expectations. It can be helpful to meet one-on-one to ensure confidentiality, honor boundaries, and prevent pressure.

LINES AND VEILS

Simply put, this technique allows the Game Master and player to create boundaries. Go over possible content, such as those mentioned above, and place behind a line those things which shouldn’t show up in the game at all, and behind a veil those things which are okay “off camera”— existing in the world but not happening directly to or near the characters.

THE X-CARD This method, invented by John Stavropoulos, is a visual or auditory signal (maybe even an actual card) that the players can use to signal whenever something in the story is making them uncomfortable. Without comment or critique, the Game Master immediately alters, rewinds, or skips ahead in the story to remove that element. You can read more about X-Cards at http:// tinyurl.com/x-card-rpg.

CHECK-INS AND SESSION AFTERCARE

During the session, and especially during particularly gory or frightening scenes, the Game Master should pause to quickly check in with the players and see if they’re okay to continue. And after the session, the Game Master should individually check with each player to see how they feel about that session’s content, then shape future sessions accordingly. There are many other methods, and some will work better for certain groups. The key is to make sure everyone at the table feels safe, supported, and comfortable during every session. If a player expresses discomfort, they should be under no pressure to explain or justify their feelings.

6

were so pleased with the results they beefed up manufacture, and Strah used his army of chemically-enhanced mutants to seek out new subjects, raiding survivor communities or convoys, then injecting them with more BRUTE serum. The last step in the process was the development of the recycling canisters which could be attached to a Ravager’s back to inject them with a constant supply of BRUTE serum. This final breakthrough meant his Ravagers didn’t need to return to home base for booster shots. At last, Strah was once more in charge of an army, and he set his sights on an old grudge: President Volkov. As his Ravager horde grew exponentially, he made plans to converge them on Moscow and exact his revenge against the man who turned his back on his own soldiers. Thratchen couldn’t be more pleased.

ADVENTURE SYNOPSIS Blood on the Blasted Lands opens with reports that a fellow Storm Knight team, “Saber Company,” has gone missing in the Blasted Lands. This isn’t unusual, of course, but this team had vital information it was trying to deliver to the Delphi Council. The Storm Knights are tasked with locating the missing team to recover their intel, and, if possible, bring them to safety. After consulting a mysterious oracle, the Storm Knights learn the whereabouts of Saber Company. From the site of their ambush, the heroes are able to track the other team to a raider compound run by a renegade technodemon. The information provided by Saber Company tells of the growing threat in the Blasted Lands. The Ravager horde is growing, are seemingly unstoppable, and moving toward Moscow. To get more information, the heroes head to Low Town, a marauder city located in the ruins of Nizhny Novgorod. There, after helping members of a chop shop, they gain an Interactive Map which shows the factory where the BRUTE serum is manufactured. After infiltrating the facility, the Storm Knights learn more about this dangerous green goo and what it can do. Their next step is to find out

more information on the mysterious Ravagers themselves, which calls for a trip into Kur. While fighting off the attacks of a powerful assassin robot sent after them, the heroes seek out a Gridrunner to help them venture into Kur. In that strange realm of horror and temptation, they at last learn the name of the Ravager leader—but who is he, and what does he want? The name “Strah” is associated with only one other person, a Ukrainian sympathizer named Svitlana who is working for Volkov. The heroes are drawn into a local conflict in Kyiv to find her, but Svitlana is only willing to part with the information if the heroes undertake a unique task for her: recovering, then modifying, a Core Earth Eternity Shard. Tracking down the shard in northern Kyiv, the next step is to deliver it to the area around Chernobyl, the site of the infamous reactor meltdown in the 1980s, now a Core Earth “softpoint.” There, through a series of challenges the Storm Knights must rework the Eternity Shard into one that reflects the ferocity and domination of Tharkold’s reality. Having proven themselves to Svitlana, the Storm Knights learn what she knows about Strah. At this time, as the Ravager horde approaches Moscow, the heroes are forced to pick sides, with their decision forever impacting the power balance in the area. At last, in a terrible confrontation in Red Square, the Storm Knights must put a stop to Strah and his Ravager horde.

ACT TIMING Act One draws the Storm Knights into the growing threat coming out of the Blasted Lands. Picking up where Saber Company left off leads them to a trail of clues in Act Two that leads directly to Act Three. The events in Act Three echo into Act Four as they seek additional information. There’s room for Delphi Missions or other jaunts between these Acts, as long as the team doesn’t dally! Acts Five and Six work together as a “side quest” to secure more information. Act Seven is the finale, and occurs immediately after Act Six.

7

T

ACT ONE: HIGHWAY TO HELL

he Storm Knights are sent into Tharkold’s Blasted Lands in search of a missing Storm Knight team, unaware of the magnitude of the situation in which they’re about to become entangled.

8

To find the team, they need to employ the services of a reclusive psychic named Madame Ulyana, who requires a special exchange for her services. With Ulyana’s reading, the Storm Knights find the missing team’s truck, but the team is no longer there. The trail leads to a marauder camp, where the Storm Knights rescue part of the team, but from there they are drawn into a running battle between vehicles in a life or death struggle to rescue the remaining members of the missing team. Along the way they learn of a new and unique threat arising in the Blasted Lands.

OVERVIEW Scene One: Getting into Tharkold isn’t easy. The Storm Knights need to find a way past the guarded border to reach their contact in Votkisnk. Scene Two: Before the psychic can help the Storm Knights, she needs them to prove themselves by picking up a valuable item from an ally on the other side of town. Scene Three: With the psychic’s information, the Storm Knights locate the missing team’s bus, now the territory of a pack of chain wolves. Clues indicate Saber Company was captured by nearby mutated raiders. Scene Four: Locating the raider compound, the Storm Knights fight to rescue two surviving members of Saber Company. Scene Five: To rescue the other two team members, the Storm Knights must stop the mutant leader in his powerful war rig.

SCENE ONE: THE EDGE OF HELL Standard Scene. Tharkold Dominant Zone. The Storm Knights have been sent into Tharkold’s Blasted Lands to find another Delphi Council team that has gone missing. Read or paraphrase the following: You weren’t sure what to expect when you arrived in Berlin and were escorted directly to the Delphi Council’s regional headquarters. All you knew was something important was happening, as told by the speed at which the driver took the crowded Berlin streets and the dour look on the face of Deputy Director Michael Gruber when you arrived. You were seated in the situation room and he immediately plopped down a stack of photographs. “This is Saber,” he said, pointing at a picture of a photo of a muscular black man in a hunting vest and brown Stetson. “He and his team, which call themselves ‘Saber Company,’ went missing five days ago in Tharkold. He was traveling with four other alphaclearance operatives: Lyriand, an Ayslish wizard; Ms. Quincy, a detective from Orrorsh; Katsuko, an expert pilot from Pan-Pacifica; Elekka, one of the edeinos we turned against Kaah. And of course there’s Saber himself, who we’re proud to say comes from Core Earth. “Sadly, losing Storm Knight teams is nothing new. But Saber had sent a message that they’d learned of something in that demonic place that was so urgent that they needed immediate support. For their own safety, they could offer no details, only that they need a rendezvous just across the border near Perm. We scrambled a support team, but then… they never showed. Nobody knows their current whereabouts. We can’t afford to lose whatever intel they turned up. “One of our contacts is a psychic, Ulyana, a former member of the Russian Psychic Research Institute, currently operating out of the town of Votkinsk in the Volga District, not far from the edge of the Tharkold border. She’s been helpful before. We need you to get to her and see if she can help you find the missing team. If she can, your next priority—and let me be crystal clear here—is getting their intel. If they’re alive and you can get them out, all the better, but they come second to the information.”

WINTER WEATHER In this part of the world, winter can present a serious environmental challenge, with heavy snowstorms, subzero temperatures, wind chill, and icy conditions. Game Masters who prefer not to deal with these environmental conditions, or to have this adventure occur in another season, should adjust all descriptions in the adventure as needed. Exposure: Use the rules for Extreme Cold in Torg Eternity. Fatigue from exposure can only be recovered with a heat source and/ or shelter. Other circumstances, such as a cold snap or strong winds, might impose an additional penalty. Anyone who falls into frigid water is immediately Very Stymied. Every minute they remain in such conditions forces a Challenging (DN 12) survival or Strength test, dealing Fatigue on a failure. Cold Weather Gear: Grants a +4 bonus to survival or Strength tests in cold conditions. Detailed in the Tharkold Sourcebook. Visibility: Falling snow or fog can impinge on sight, similar to darkness penalties. Light snowstorms impose a -2 to see (or aim at) distant objects, heavy snowstorms impose -4, and blizzards impose -6. Movement: Slick ice imposes a -4 penalty to Dexterity tests for those on foot, and the Maneuver Rating of ground vehicles. Deep snow counts as rough terrain (move half speed) during combat, for vehicles, or when traveling by foot. Proper gear, such as cross-country skis (detailed in the Tharkold Sourcebook), or chains/treads for vehicles, eliminate these penalties, but treat ground without snow as rough terrain. Large/ Very large creatures, or those with suitable adaptations, ignore these penalties.

9

Gruber is willing to answer any questions the Storm Knights might have. Saber Company was originally sent to establish a Delphi Council safehouse in or near the city of Nizhny Novgorod, but it is unknown whether or not they achieved this goal, or if they even reached the city. Each of them are veterans of actions in and around the European theater and have thoroughly proven their allegiance to the Delphi Council time and again. Aside from that, Gruber has no additional information.

A DIFFICULT CHOICE The Storm Knights are flown to the Core Earth city of Perm, close to the Tharkold border. Here they meet with a Delphi Operative named Denis Zakharov, a gruff, no-nonsense man who doesn’t sugar-coat the current problem: Getting across the border isn’t going to be easy. This part of Tharkold is claimed by Thratchen, so the usual security passes issued by special arrangement with Volkov aren’t going to work here. There are three possible methods to get to Votkinsk: • By Foot: Sneaking across the border and avoiding major roads should take them a day. As long as they don’t encounter patrols or other hazards, their main concern will be staying warm. • By Pipeline: There’s an old pipeline near the frozen river that should get them across the border unseen. It was explored and found to be empty, but Denis can’t guarantee it has remained that way. • By Air: An incredibly risky proposition, as the aircraft will surely be spotted. If it does get past the border, and doesn’t run into problems with reality storms or

10

digan bogeys, the Storm Knights will have to drop by parachute. No matter which method the Storm Knights choose, they’re given backpacks containing several days’ worth of food and water, a rad counter, cold weather gear, and radiation pills. This adventure assumes they encounter no reality storm along the border, but it is certainly possible, and Game Masters might want to introduce one to spice up their travel.

CROSS COUNTRY TREK

If the Storm Knights choose to sneak across the border by foot, they’re given cross-country skis to speed things up a bit. The drop-off spot is the abandoned river town of Babka, 25 kilometers from Votinsk, and only a few from the Tharkold border. Wintry weather makes for miserable conditions already, but not far across the border the Storm Knights are caught in a coldsnap (see Tharkold Sourcebook). The first sign is an icy crackling sound in the air, and birds falling from the sky, frozen solid. Finding shelter, in this case an abandoned hunter’s cabin, is a Dramatic Skill Resolution testing survival for each step, and the DN is Hard (DN 14). Their cold weather gear grants them +4 to survival or Strength tests every round against Fatigue.

DOWN THE TUBE

If the Storm Knights choose to take the pipeline, they enter near the abandoned town of Polozovo. The empty pipeline is Pitch Black (-6), littered with rat droppings and small bones, and still stinks of old petroleum. The claustrophobia-inducing 2-meter diameter forces the heroes to go single-file. For most of the length, the Storm Knights can hear distant gunfire or passing vehicles, but they remain undetected. Close to their destination, they

hear a loud skittering noise coming toward them down the pipe, then are overwhelmed by a mass of hungry swarmrats. The unique acoustics magnify gunfire and other loud noises, causing everyone to test Strength or be Stymied the first time one is fired. Area of affect attacks are increased by one size increment due to the extremely tight quarters. The pipe has a Toughness of 20.

CESSNA 172 Speed: 210 kph (13, Fast); Tough: 14; Wounds: 2 Fast: Speed grants a +2 bonus to complete steps in a chase or a –2 penalty to be hit. Large: Attacks against the vehicle gain a +2 bonus due to its size.

• Swarmrats: See page 92

Maneuverability: –2 penalty to air vehicles for defenses or chases.

LOW ALTITUDE, HIGH OPENING

Passengers: 4, Core Earth pilot: air vehicles 10 (defense 10), Shock 8.

If the Storm Knights prefer to fly, a quicker but more dangerous method, Denis scrambles a small aircraft and supplies them with parachutes. They hit turbulence crossing the border, but things become far worse when a Digan Specter takes notice of their plane. It darts around the aircraft, attacking with an Alph Exterminator. The pilot turns around to head back to Core Earth and instructs the Storm Knights to jump. If the Digan Specter hasn’t been defeated when the Storm Knights start parachuting, it switches targets to them instead. They come down in a field on the edge of Votkinsk. To land, each Storm Knight needs to make a Standard (DN 10) air vehicles test or suffer 10 damage (or 10 +1 BD on a Mishap). • Digan Specter: See below • Cessna: See below

DIGAN SPECTER Speed: 600 kph (16, Very Fast); Tough: 22 (4); Wounds: 2 Very Fast: Speed grants a +4 bonus to complete steps in a chase or a –4 penalty to be hit. Large: Attacks against the vehicle gain a +2 bonus due to its size. Maneuverability: –0 penalty to air vehicles for defenses or chases. Passengers: 0, Tharkold pilot: air vehicles 12 (defense 12), Shock 9. Armament: Alph Exterminator (Damage 16, range 100/500/1k, Heavy Burst, Energy) and a pod of four Mim Obliterater missiles (Damage 25, range —/2k/4k, Lock on required, Medium Blast).

Armament: None

SCENE TWO: THE PRICE OF KNOWLEDGE Standard Scene. Tharkold Dominant Zone. Finally reaching Votkinsk, the Storm Knights can start their search for Ulyana. Denis provided them just enough information to locate her among the ruins. Before the Invasion, Votkinsk was a large industrial town, but being this close to the border has left it largely abandoned. The crumbling brick and concrete façades tell of dozens of battles which have occurred on its streets. Piles of detritus choke intersections, cars lie burned-out and empty, and bones—human and otherwise—litter the streets. In the southwest part of town is a Russian Orthodox church, its onion dome and blue spire miraculously still standing. The field around it is choked with debris and razor wire. Hiding around the field are several of Ulyana’s assistants. They stop the Storm Knights, and when they learn of their desire for Madame Ulyana’s services, one of the assistants hands the Storm Knights a slip of paper with the word, кристалл (“crystal” in Russian). Their job is to acquire one from a chop-shop in the center of town. If they return with the requested crystal, Ulyana will do a reading for the Storm Knights. The harsh reality of life in Tharkold means nothing is for free. Before she can render this service, she needs the heroes to perform something for her, as an act of good faith.

11

Not even death can erase Madme Ulyana’s clairvoyant powers. What they don’t realize is that this is a Vril crystal, a hardened chunk of suffering formed by Occultech and used as a potent energy source in Tharkold.

REDUCE REUSE RECYCLE

12

synthcycler operator prefers to approach when they’re in a pinch point between buildings or mounds of debris, targeting the largest among them if forced to choose. The synthecycler is capable of smashing through many obstacles and climbing piles of rubble on its tank treads.

Most of the town is abandoned and eerie, but they run into trouble long before they reach their destination. Several synthecyclers are crushing their way through mounds of rubble, collecting bits of metal, plastics, and organic material for recycling into autoCAD blocks. Being behind on the day’s “organics” quota, the thrall operator is keenly watching out for any such matter, and doesn’t care if it is alive or dead.

Though fighting back directly is an option, it’s also possible to simply outmaneuver the machine by going through buildings, over walls, etc. Doing so is a Dramatic Skill Resolution testing Mind or Dexterity at each step against the operator’s land vehicles. If the synthecycler reaches Step D before the Storm Knights, they’ve been pinned into a blind alley and must fight or die.

Sensors on the synthecycler spot the Storm Knights as they move through the city. The

• Synthecycler: See page 93

• Thrall Specialist: See page 93

MIND BOMB

LEV

One way or another, once the Storm Knights deal with the synthecycler, they pass through an area where Race Aspirants have set a particularly nasty trap. Even though the trap was intended for technodemons or thralls, it doesn’t discriminate.

Attributes: Charisma 6, Dexterity 8, Mind 10, Spirit 9, Strength 8 Skills: Dodge 10, find 14, intimidation 13, kinesis 12, maneuver 9, melee weapons 12, reality 10, science 13, stealth 11, trick 12, unarmed combat 10, willpower 11. Move: 6; Tough: 8; Shock: 13; Wounds: 3 Equipment: Meathook (Str +2/10), . Perks: Mutation, Dead to the Pain, Sadist, Psionic (atrophy. energize, telekinetic barrier) Possibilities: 3 Special Abilities: • Immunity: Radiation • Deformative Mutation: Disfigured leg

Set about the area are several “Cere-bombs,” metallic stakes with an array of Occultech machinery and wiring. Fused into the top is the partially-decomposed torso and head of a human corpse. The rotting skull’s jaw is wired open into a permanent scream. As soon as anyone approaches within 10 meters of one, the Cere-bomb triggers a telepathy 14 psychic blast against the willpower or Mind of all living creatures in a 30 meter radius. It deals 10 nonlethal damage if successful, or 10 + 1BD on a Mishap. The Storm Knights can spot one of these grisly things among the rubble with a Challenging (DN 12) find or Mind test, though realizing it is a trap requires a Very Hard (DN 16) evidence analysis or Mind test. Characters from Tharkold with at least one add in telepathy or those with the Trap Master Perk immediately recognize it as a trap.

ALL PAYMENTS UP FRONT Unfortunately, finally reaching the chop shop isn’t end of their trouble. Rather than dealing in vehicles or Occultech implants, as they might have assumed, this chop shop deals with body parts. Inside the converted auto body shop are dozens of deceased victims, their various bits sold on the black market for whomever can pay, no questions asked. The chop shop is run by a coldblooded psychic mutant named Lev. He has taken to his work with a savage glee, expanding what he calls “wetwork” from simply scavenging bodies along the roadside to intentionally hunting down victims. His looks belie his ability as a shrewd calculator, but he isn’t afraid of a fight if he can’t leverage a situation. On a workstation is a chunk of jagged, smokygray crystal. If the Storm Knights have already encountered vril they recognize it instantly. • Lev: See below

THE GREAT ULYANA SPEAKS Returning to Madame Ulyana’s, the assistants lead the heroes into the old church, which is now decorated with a mishmash of rugs and furniture scavenged from nearby buildings. A crackling record player fills the room with Soviet-era orchestral music. An assistant places the crystal inside an odd machine, then pulls a curtain off of a glass museum case in the center of the room. Inside is Ulyana’s withered, severed head, connected by tubes to the machine. The long-dead eyes open blankly and she begins to chant a series of numbers which the assistants dutifully write down. When she is finished, they cover the case once more. The numbers are coordinates which point to the location of Saber Company’s truck, and lead directly to Scene Three.

SCENE THREE: THE FATE OF SABER COMPANY Standard Scene. Tharkold Dominant Zone. The coordinates for Saber Company’s whereabouts puts them in the southern Blasted Lands, south of the city of Kirov. Getting there requires a vehicle. A success on a Hard (DN 14) streetwise test can get them a Gaz Tiger Transport. On a failure, they are only able to locate a Kamaz Truck. If they are still on good terms with Ulyana’s assistants or the chop shop, they gain a +2 to this roll.

13

SABER COMPANY Led by the affable “Saber” McConnell, Saber Company is one of the Delphi Council’s many Storm Knight teams. When encountered in this act, they have no equipment, no remaining Possibilities, and are at 3 Wounds until they can be treated with first aid or medicine.

JEREMY “SABER” MCCONNELL “Saber” McConnell is known for his Texas-style Stetson hat, his khaki hunting vest, and his booming laughter. A former Core Earth combat instructor, Saber joined the Delphi Council after fighting against edeinos in northern Florida. Attributes: Charisma 10, Dexterity 9, Mind 8, Spirit 8, Strength 8 Skills: Dodge 11, find 11, fire combat 12, heavy weapons 10, intimidation 12, land vehicles 10, maneuver 10, melee weapons 12, persuasion 12, reality 10, stealth 10, taunt 12, trick 10, unarmed combat 12. Move: 9; Tough: 8; Shock: 8; Wounds: 3 Equipment: AK-47 (Damage 13, Range 10/25/40, Long Burst), Machete (Str +2/10, survival tests favored), Ammo Belt. Perks: Brawler, Rally, Survivor Possibilities: 3 Special Abilities: —

MS. QUINCY Obsessed with manners, the Orrorshan Ms. Quincy is not only Saber Company’s sharpest mind, she’s also its moral center. She wears a white blouse and crimson petticoat, with an ankle holster hidden beneath its folds. Attributes: Charisma 8, Dexterity 7, Mind Spirit 9, Strength 7 Skills: Beast riding 9, evidence analysis faith 11, find 15, fire combat 10, first aid language (latin) 12, reality 11, scholar survival 11, trick 11, willpower 11. Move: 7; Tough: 7; Shock: 9; Wounds: 3 Equipment: Webley Revolver (Damage 14,

14

10, 15, 12, 13,

Unless the Game Master wants to introduce the Storm Knights to more Blasted Lands denizens, or complicate the journey with a side trek, they meet no opposition along the snowy, hilly roads, and in only a few hours reach the site of Ulyana’s coordinates. Almost immediately they spot the bus. It is lying on its side beside the highway, partially burned. A half-eaten carcass bloodies the snow beside the bus. The various members of Saber Company fell victim to a gang of mutated raiders which tracked them down, attacked their bus, and captured them all, killing Lyriand in the process. Now a pack of chain wolves is using the toppled bus for a temporary shelter. A Challenging (DN 12) find or Mind test allows Storm Knights to spot wolf tracks from a distance. A Good result also spots one of the wolves lurking inside the bus, and an Outstanding result lets the Storm Knights see the chains hanging from the wolf’s body. The wolves are aggressive and attack as soon as they detect the Storm Knights, but prefer to use typical pack tactics if possible: One wolf acts as a decoy while others circle around behind the bus to flank. A Standard (DN 10) evidence analysis confirms the carcass is the remains of Lyriand, the wizard from Saber company. On a Good or better result, the examiner can tell he died from a cutting weapon. The snow around the bus shows many set of vehicle tracks and spatters of blood. Some kind of confrontation clearly happened here, then several vehicles sped off the direction they came from. A Standard (DN 10) tracking or Mind test turns up some useful details: • Standard: There were four vehicles: two motorcycles, one buggy, and a bus or semi. • Good: Four people were dragged from the overturned bus. One of them was bleeding. They were brought on board the pursuing vehicles. • Outstanding: This happened about three days ago. The bus is riddled with bullet holes. Most of the windows are shattered, and blood is visible on

jagged edges of the gaping windshield. The inside has been looted except for a destroyed Interactive Map. There’s also a strange canister made of metal and plexiglass that shattered in the crash, spilling a neon-green sludge all over the inside of the van. A Standard (DN 10) evidence analysis test only indicates the goo is not a naturally-occurring substance. Lastly, fur, spoor, and carrion from the chain wolves makes the interior very ripe. • Chain Wolves (1, plus 1 per Storm Knight): see page 88

SCENE FOUR: HERE, IN THIS BLIGHTED PLACE Standard Scene. Tharkold Dominant Zone. Despite a fresh dusting of snow, the tracks are not difficult to follow. The vehicles follow the main highway for some time, passing smashed and burned out vehicles, piles of refuse, and skeletonized corpses discared along the roadside. Eventually the highway crosses over into the area bounded by Tharkold stelae. Soon afterward, the tracks veer off the highway into scrub country, where the radiation and fallout from the nuclear blast that destroyed the maelstrom bridge has killed much of the vegetation, and even the hardiest plants are sickly and warped. A dirt vehicle track twists and turns through the hills until it ends at a ramshackle camp. At the peak of an adjacent hill is a small lookout blind tucked between rocks. One mutant continually mans this spot, scanning for danger. Approaching by foot without being seen is a test of either land vehicles or stealth (if approaching by foot) against his find, but tires kick up enough dust that he gets a +4 to notice approaching vehicles. Darkness penalties apply as usual. When the Storm Knights are close enough to see the camp, read or paraphrase the following: Nestled at the base of a hill is an encampment, a crude structure that isn’t much more than a few clapboard buildings of corrugated tin and plywood, surrounded by a crude wall and concertina wire. Two large rolling gates on either side provide vehicle access. You can see five main buildings, elevated walkways, and sniper

(SABER COMPANY CONT’D.) Range 10/25/40), Notebook, Spectacles. Perks: Helper, Protected, Spirit Bane. Possibilities: 3 Special Abilities: —

ELEKKA Elekka is a warrior edeinos from the Living Land. Aside from his leather loincloth, he wears a necklace of dinosaur teeth from his kills. As a devout follower of Lanala, he is dedicated to spreading her true message. Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit 10, Strength 10 Skills: Beast riding 11, dodge 11, faith 13, find 8, maneuver 11, melee weapons 12, reality 11, stealth 12, survival 9, tracking 10, unarmed combat 12, willpower 13. Move: 9; Tough: 10 ; Shock: 12; Wounds: 3 Equipment: Hrockt-Shoot Spear (Str + 2/12). Perks: Endurance, Vengeful, Whip Tail. Possibilities: 3 Special Abilities: — • Bite/Claws: Damage Strength +2 (12)

KATSUKO Katsuko (no last name) is a no-nonsense pilot for hire from Gokuraku known for her quick observations and decisive action. She dresses in an all-black pilot’s jacket and pants, with leather fingerless gloves. Attributes: Charisma 7, Dexterity 9, Mind 8, Spirit 8, Strength 8 Skills: Air vehicles 12, computers 10, dodge 10, find 10, fire combat 11, land vehicles 12, lockpicking 11, melee weapons 10, reality 9, streetwise 9, tracking 10, water vehicles 12. Move: 9; Tough: 8; Shock: 8; Wounds: 3 Equipment: SC Kyogo 144 SMG (Damage 13, Range 20/40/80, Short Burst), Night-Vision Goggles. Perks: Speed Demon, Survivor, Unflinching. Possibilities: 3 Special Abilities: ¬—

15

GM Screen Marauder Compound Map goes here

16

towers. To your horror, the gates are decorated with the bodies of victims, and one of them is still alive! In its battered state, you can barely recognize him as an edeinos. Crows flock around his weak body, ignoring his feeble hisses as they peck at his flesh

• Mission: Saber Company was initially sent into Tharkold to stop smugglers in Nizhny Novgorod, when they heard about communities being wiped out by a new type of army, unlike anything seen before: “Ravagers.”

An Easy (DN 8) find or Mind test allows the Storm Knights to recognize the victim as Elekka, the edeinos warrior from Saber Company. He dangles by chains and concertina wire eight meters over the main gate, the word неудачник (“loser”) painted on his chest. He is connected to a Vril Converter providing power to the compound. Cutting him down is a simple action for anyone who makes it to the platform on either side of the gate, but shooting the wires from a distance is a Near Impossible (DN 20) fire combat, energy weapons, or missile weapons test.

• Ravagers: They’ve only heard rumors, but reports say the Ravager horde descends like locusts on survivor towns and marauder compounds alike, pillaging wantonly and dragging survivors off to an unknown fate. Saber Company traded for a canister of weird green goo taken from one of the bodies and was trying to get it back to the Delphi Council for analysis.

MARAUDER CAMP The walls and gates are sheets of rusty metal five meters high with a Toughness of 20. Climbing over without tools requires a Very Hard (DN 16) Strength test. A Very Hard (DN 16) find or Mind test turns up a small hole on one side of the compound big enough for someone to crawl through. Once the mutants are outnumbered by the Storm Knights, they flee in different directions. The inside of the compound is littered with trash, unusable bits of tech, and the bones of the fallen. In a pit in the central yard are several emaciated slaves. Among them is Ms. Quincy, the Orrorshan member of Saber Company. Between being hungry, filthy, and wounded, she’s noticeably dazed, but she can rally enough to take directions and help get other victims out of the pit. The other slaves are Ord survivors of the Wasteland, some of them even rival marauders, and are in need of provisions and rest more than anything else. From either Elekka or Ms. Quincy, the heroes can learn some more information: • Mutants: Just when they’d almost made it safely out of the Blasted Lands Saber Company was ambushed on the highway by several raider vehicles. The leader, “Jawbone,” rammed Saber Company’s bus with his huge war rig, and murdered Lyriand as he tried to cast a spell.

• Interactive Map: This was purchased in Low Town (the colloquial name for the city of Nizhny Novgorod) from a contact named Atom. It is a copy of his own map which had coordinates for the location of one of the sites where the canisters are believed to originate. Their map is broken beyond repair, but Atom should still have his master copy. He’s a member of a Race chop shop in Low Town called the Junkers. • Low Town: One of the most dangerous cities in Tharkold, Low Town (formerly Nizhny Novgorod) is controlled by Bazz Pila, a marauder warlord friendly to Thratchen. Surrounded by a ruined city infested with ghuls and other horrors, Low Town sits behind a high palisade wall and is home to thousands of savage wastelanders. It is famous for its Death Race, which takes place in the old stadium and draws incredible crowds, along with racers from all over Tharkold. No one gets in or out without a Low Town badge. • Saber and Katsuko: Jawbone immediately claimed Katsuko as his “bride” and put a slaver collar on her. When Saber tried to intervene, he was beaten savagely, then lashed to the grill of Jawbone’s battle rig and connected to a Vril converter, so that he can power the machine with his terror. • Jawbone: A hideous technodemon with a metal jaw. He drove out of here with several of his marauders not long ago after hearing of a potential survivor community nearby.

17

Without healing, neither Sarah nor Elekka are in any position to offer aid. If healed, Sarah stays behind to assist the other slaves, but Elekka is eager to exact his revenge on the mutant raider who humiliated him. Saber Company’s missing equipment is held in Jawbone’s quarters in the camp. There are still two Wasteland Junkers parked in the compound, fueled up and ready to go. • Mutated Raider (2 per Storm Knight): See page 90

WASTELAND JUNKER Speed: 100 (12, Fast); Tough: 15 (2); Wounds: 2 Fast: Speed grants a +2 bonus to complete steps in a chase or a –2 penalty to be hit. Large: Attacks against the vehicle gain a +2 bonus due to its size. Maneuverability: –2 penalty to land vehicles for defenses or chases. Passengers: 4.

SCENE FIVE: WARRIORS OF THE WASTELAND Standard Scene. Tharkold Dominant Zone. The dusting of snow makes it easy to follow Jawbone’s convoy. The tracks range several kilometers to the north, at last coming to a broad open plain. Read or paraphrase the following: In the middle of an open snowy plain is a compound built around the base of a radio tower, now not much more than a bent, rusty spire. Several industrial-looking buildings sit behind a dry moat and piles of wrecked cars which form an ad hoc wall. Circling like vultures are half a dozen vehicles, including Jawbone’s battle rig, keeping a safe distance but occasionally darting in to test the defenses. The Storm Knights are still far enough away from the site of the siege that they are safely out of sight, at least for now. The thin clusters of sickly pines on outcroppings around the open plain make for plenty of spots to hide and observe. A Standard (DN 10) find test reveals a little more about the compound.

18

• Standard: There are two gates, both of which are huge metal slabs that can be lifted by a pulley system. The walls are about 6 meters high. • Good: One of the wrecked, ransacked vehicles outside the compound is still fresh, as if the occupants were trying to get back to the compound and didn’t make it. • Outstanding: A well-hidden survivor atop the wall is using gestures to communicate the changing position of Jawbone’s circling convoy to allies inside the compound. Perhaps they’re planning an escape? The siege continues for another hour. During this time, the survivors inside the compound are loading supplies into an armored bus in hopes of making a run for it, using their scout’s information to time their escape and maximize their lead. However, the moment the Storm Knights make a move on Jawbone’s convoy, the wastelanders inside the compound take advantage of the distraction to escape in the bus. Their bus darts out of the farthest gate, speeding in the opposite direction. No matter what the Storm Knights are doing, Jawbone immediately redirects his forces to give chase. If the Storm Knights don’t do anything to intervene or make themselves known during the siege, Jawbone’s raiders attempt another unsuccessful attack on the compound half an hour after the heroes arrive. Then, at the one hour mark, the people inside the compound decide to make a run for it.

THE CHASE IS ON! As soon as the wastelanders in the compound make their move, read or paraphrase the following: Just then, the elaborate winch and pulley system spins and the far compound gate opens. A souped-up school bus darts out of one of the far gates, kicking up a plume of muddy snow as they make a run for it. Jawbone’s forces, seeing this, immediately swing around to give chase.

This scene is a standard Chase (see Torg Eternity). Even though the busload of wastelanders is in the lead, they do not need to test during this Chase, and are always on the same Step as Jawbone. As normal, every vehicle tests land vehicles separately to advance a Step. If the heroes reach Step D first, the wastelanders get a chance to escape, but if Jawbone’s group reaches Step D first they force the wastelander bus to a stop. Saber is bound to the front of the battle rig, tubes in his body, his screams audible over the roar of engines. Katsuko is chained to a protected platform on the battle rig’s roof. Guarding her are a pair of mutants. Jawbone is inside the cab, driving the rig. He only hands over driving duties to another mutant if a Storm Knight makes it onto the rig. None of the other mutants leave their vehicles unless they have no choice, because it affords them a crucial combination of mobility and protection. Rescuing Saber and Katsuko is only possible by getting on board the moving battle rig or disabling it— without harming the captives! Jawbone’s mutants are so intent on the wastelander bus that the Storm Knight’s driver may make a land vehicles test against the rear vehicle’s find 9, starting off with Surprise if successful. Jumping between vehicles is a Standard (DN 10) Dexterity test. On a Failure, the hero takes 5 + 1BD damage (or 5 + 2BD on a Mishap), and is out of the action unless a vehicle willingly goes back one step to pick them up.

JAWBONE The cast-out demon Jawbone has been terrorizing the southeastern Blasted Lands for months. His jaw and wings were torn off by his superior, and now he decorates the wing stubs with dangling chains and has a metal lower jaw—the origin of his nickname. By demon standards, he’s on a smaller end, but he still towers over his mutant allies. Attributes: Charisma 8, Dexterity 10, Mind 10, Spirit 10, Strength 14 Skills: Conjuration 12, dodge 12, energy weapons 14, find 11, heavy weapons 9, intimidation 13, land vehicles 13, maneuver 10, melee weapons 14, missile weapons 11, reality 12, stealth 9, survival 10, taunt 12, trick 9, unarmed combat 12. Move: 10; Tough: 16 (2); Shock: 10; Wounds: 3 Equipment: Alph Sprayer (Damage 14, Range 40/80/160, Long Burst), Cutting Wheel (Damage 14, AP 2, Min Str 10). Perks: Sadist, Occultech (Brut Distended Jaw, Chod Adrenal Booster, Zan Endoskeleton Mk I), Vengeful, Vicious. Possibilities: 3 Special Abilities: • Armor: Cybernetic plating +2. • Chains: A technodemon may use conjuration to summon chains and attack a target within 50 meters (Damage 15). This attack may use the standard Grappling rules. • Fear: Technodemons inspire instinctive horror in creatures who see them. When first

If Jawbone is defeated, any surviving raiders immediately flee. As an final insult to Jawbone, the wastelanders rigged the compound to explode not long after they drove away. Anyone inside takes 20 + 1BD damage from the massive explosion, which also renders almost anything inside useless for scavenging. • Mutated Raider (4 per Storm Knight): See page 90 • Jawbone: See below • Wastelander (5): See below • Armored Bus: See below

“THESE SLAGBRAINS WANT TO GET GREASED OVER SOME WORTHLESS SKAV WASTLANDERS? MY PLEASURE!” -JAWBONE

• Battle Rig (1): See below • Doombuggy (3): See below

19

encountering one, heroes must test willpower or Spirit or become Very Stymied.

Very Large: Attacks against the vehicle gain a +4 bonus due to its size.

• Minions: Jawbone may transfer any hit to a lackey within a few meters if he succeeds at a reality test.

Maneuverability: –4 penalty to land vehicles for defenses or chases.

WASTELANDER

Armament: Skewers (+1 damage to collisions, intimidation is Favored), Serrated Grill Guard (+2 to Stunts).

These scrappy Race or humans live miserable lives. Harsh elements, hunger, and combat have left their mark on each one in different ways, but they share an enduring spirit of defiance. Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit 9, Strength 7 Skills: Dodge 9, find 10, fire combat 11, first aid 9, land vehicles 10, melee weapons 10, stealth 11, survival 11, trick 9, unarmed combat 10. Move: 8; Tough: 7; Shock: 9; Wounds: — Equipment: AN-94 Assault Rifle (Damage 14, 40/80/160, Long Burst), Machete (Str +2/9). Perks: — Possibilities: Rare (2) Special Abilities: —

ARMORED BUS Speed: 90 (11, Fast); Tough: 15 (2); Wounds: 2 Fast: Speed grants a +2 bonus to complete steps in a chase or a –2 penalty to be hit. Very Large: Attacks against the vehicle gain a +4 bonus due to its size. Maneuverability: –4 penalty to land vehicles for defenses or chases. Passengers: 30. Armament: None.

BATTLE RIG This modified 18-wheeler hauls a tanker full of vril. It is covered in bloody spikes to repel boarders, boasts a serrated ram plate in front, and has protected sniper nests at the back, center, and above the cab. Speed: 120 (12, Fast); Tough: 17 (2); Wounds: 2 Fast: Speed grants a +2 bonus to complete steps in a chase or a –2 penalty to be hit.

20

Passengers: 4.

DOOMBUGGY Speed: 100 (12, Fast); Tough: 15 (2); Wounds: 2 Fast: Speed grants a +2 bonus to complete steps in a chase or a –2 penalty to be hit. Large: Attacks against the vehicle gain a +2 bonus due to its size. Maneuverability: –2 penalty to land vehicles for defenses or chases. Passengers: 4. Armament: Skewers (+1 damage to collisions, intimidation is Favored).

AFTERMATH With any luck, the Storm Knights have rescued at least one of the missing members of Saber Company. They can return Saber Company back to Perm with no trouble, unless the Game Master wants to take some time to introduce some of the other threats to be found in the Blasted Lands, or insert a short side quest or Delphi Adventure. Much of the territory between here and Perm is Mixed Tharkold/Core Earth, and still harsh and brutal, but not quite matching the savagery of the areas bounded by Tharkold stelae. The Storm Knights have also learned of a growing threat—the Ravager horde. They have very little information about it so far, but Saber Company considered it serious enough to call of their original task to get the intel back to the Delphi Council, so it merits an investigation. Somehow the weird green goo canister has something to do with it as well.

Jawbone is prepared to defend his Battle Rig against all boarders. The Interactive Map containing the whereabouts of a lab purportedly making the canisters was destroyed. However, thanks to the information provided by any surviving members of Saber Company, the Storm Knights at least know where to find the original copy of the map: Atom, who works with a chop shop in Low Town, the marauder city in what was once Nizhny Novgrod. If the Storm Knights can get a copy of their own,

they’ll be able to do some further research on these “Ravagers.” The heroes have a moment to rest, and possibly pursue a side adventure or Delphi Mission, but they will soon need to seek out Atom in Low Town. If the Storm Knights need further prodding, the Delphi Council specifically asks the Storm Knights to take Saber Company’s place and learn more information on the Ravager horde.

21

ACT TWO: THE MEAT GRINDER

T

he Storm Knights seek more information on the growing threat posed by the Ravager horde. The Interactive map they picked up in the previous act was damaged beyond repair, but the person who originally shared the data should still have a copy, if he can be found. He resides in the city of Nizhny Novgorod, one of the abandoned and war-torn cities in the zone disputed by Thratchen and Jezrael. At the center of the ruins is a marauder city called Low Town, a lawless place of brutal humanity ruled by Bazz Pila, a decadent warlord who has a fondness for bloodsports. In order to get close to Atom, and thus to get his copy of the Interactive Map, the Storm Knights must participate in the Death Race, a brutal, no-holdsbarred derby in the Low Town stadium.

OVERVIEW Scene One: As the Storm Knights cross the Blasted Lands, they stumble upon a small force of Ravagers, finally getting their first real glimpse of this new threat. Scene Two: Other than a single, well-guarded tunnel, the only way to get to Low Town is to pass through the ghul-infested ruins of Nizhny Novgorod. Scene Three: The Storm Knights meet up with a chop shop run by a group called The Junkers, who can help the Storm Knights enter into the Death Race, the only way to reach Atom. Scene Four: Low Town’s tyrannical leader, Bazz Pila, tries to sabotage the heroes before the match. Scene Five: Entering the Death Race to save Atom, the Storm Knights are up against four other ruthless drivers in a race for their lives, culminating with the chance to end Bazz Pila for once and for all.

SCENE ONE: A PLAGUE OF LOCUSTS Standard Scene. Tharkold Dominant Zone. As the previous act came to an end, the Storm Knights had rescued at least some of the surviving members of the missing Saber Company, and possibly escorted

22

The Ravagers are single-minded in their pursuit of devastation and destruction. them back to Perm to recover. The heroes have now inherited the mystery uncovered by Saber Company: the as-yet-unknown threat posed by the “Ravager” horde, and the weird canister of green sludge found in Saber Company’s wrecked vehicle. Also in the vehicle was an Interactive Map. Now damaged beyond repair, the map originally showed key sites somehow connected to the Ravagers. Even though the data on this map is ruined, it was a copy of one owned by someone named “Atom,” a member of a chop shop in the city of Nizhny Novgorod. The next step for the Storm Knights is to find Atom and get a new copy of his map. Getting to Nizhny Novgorod means crossing the Blasted Lands. This journey is usually fraught with

danger in the form of mutants and marauders, sudden fire storms, areas of radiation, and hideous wastelands monsters. Unless the Game Master wants to have the Storm Knights encounter some more of these enemies or have a side adventure on their way to their destination, they’re fortunate enough to avoid the usual hazards during this trip. However, along the way they begin to see strange sights: empty but fully-functional marauder cars, snow fields trampled as if by hundreds of feet, survivor compounds standing empty.

SPEED TRAP Then, about halfway to Nizhny Novgorod, they encounter an ambush along the road between two

23

WHAT IS THIS STUFF, ANYWAY? Examining the bright green sludge with a Very Hard (DN 16) science or Mind test indicates it is acidic, toxic, radioactive, and magical in origin. Its exact chemical makeup would require a lab and several days of processing, but it isn’t hard to tell the stuff should be killing anyone injected with it. The glass and metal canisters have tentaclelike metal hooks buried deep into the Ravager’s back, presumably to anchor it in place. Several tubules continuously pump the contents into the victim’s bloodstream. Even though there doesn’t appear to be any machinery inside the canister to continuously manufacture the goo, each one seems perpetually filled and ready to go. The canisters have no identifying features, numbering, etc. Not a lot to work with, but seeing this gives the Storm Knights their first sense of the magnitude of the problem!

wrecked marauder cars. A crude, homemade spike strip between the cars destroys the Storm Knights’ vehicle tires (treaded vehicles, such as tanks or snowmobiles are immune). The spike strip can be avoided with a Challenging (DN 12) find or land vehicles test. Hiding behind the wreckage are several Ravagers waiting to attack any vehicle that it stops because of the spikes or to scavenge the cars. The canisters on their backs have Toughness 15 and can be targeted with a -4 Called Shot. A Wound causes the canister to burst, spattering the toxic green contents onto anyone and anything in a Small Blast Radius. Those affected make a Challenging (DN 12) Dexterity test or take 10 + 1BD damage (or 10 + 2BD on a Mishap) from the corrosive, flesheating substance. Destroying a Ravager’s canister causes him to be immediately KOd. • Ravagers (3 per Storm Knight): See page 91

24

SCENE TWO: ENEMIES AT THE GATES Standard Scene. Tharkold Dominant Zone. After crossing the Blasted Lands, the Storm Knights arrive at the city of Nizhny Novgorod. Read or paraphrase the following: On the far side of the slate-gray Volga river sits Nizhny Novgorod—or what remains of it. Most of the city is a rubble-strewn wasteland. At the center, perched along the banks of the Volga, is an amazing fortress rising out of the ravaged city, its palisades a cobbledtogether patchwork of corrugated metal, plywood, concrete slabs, and car frames several stories high, as though a marauder compound grew into a town. From its ramparts dangle rotting corpses, tattered streamers, and banners which read УБИРАЙСЯ (“Stay Away”). There’s no mistaking that for Low Town, the marauder city where Saber Company said you can find the “Junkers,” the chop shop where Atom works. Find Atom and you can get a copy of his map.. But first, you have to get through the city. Street after street of concrete buildings lie hollowed-out and bombed, windows framing empty sky, and piles of rubble choke the avenues. One corridor cuts straight through the city to a main gate; It looks like it has been cleared of obstacles. From here, the Storm Knights need to decide how they’ll get into Low Town. There are only a few angles of approach: Bluff or bribe the guards at the gate, fly or climb over the wall without being seen, or find a hidden way in underground or along the river wall.

STORMING THE GATES

The corridor leading to and from the city is kept clear by city enforcers, who also guard this critical entrance point against unauthorized persons, which in this case includes the Storm Knights. Close to the gate, two T-90 tanks emerge from side streets to block their route, and a score of gunners on the wall and high rooftops all around take aim at the interlopers. The Storm Knights are told in no uncertain terms to turn around or die. The captain of the guard is a foul-mouthed scoundrel named Khabalov. No amount of intimidation, trickery, or persuasion moves him,

but he pauses at serious offers of financial reward. Should the Storm Knights make a suitable proposal, he tells them to meet him at a rendezvous point elsewhere in the city in an hour. He arrives at the site with several marauder doombuggies as backup. Instead of honoring the deal, he and his marauders attempt to simply kill the Storm Knights for whatever valuables they have on their person. Should they defeat him, he bargains to get the Storm Knights into the city in exchange for his filthy life. He has a gate clearance insignia on his person which can be used to get unfettered gate access by posing as guards. • Marauders (1, plus 1 per Storm Knight): See page 89

OVER THE WALL

It might be possible to climb the palisade wall, but the Storm Knights first need to reach an unguarded stretch, which means getting through the shattered remnants of the city. The tenaments form concrete canyons where the shadows seem extra dark. Down through here lurk various terrors who are drawn to the ruin and smell of decay. As the heroes pass through a courtyard strewn with wreckage, they stumble upon a trio of gospog of the third planting, which endlessly scour the city for bits of corpses and metal to use for their bodies. The gospog aren’t being particularly stealthy, but sight lines are short among these shattered buildings and mounds of debris, and noises have a tendency to be either muffled or echo strangely, so it is quite possible for the two parties to literally bump into each other. When the heroes reach the Low Town wall, they can attempt to climb the structure with a Challenging (DN 12) Strength test. Once at the top, they must test stealth test vs. the marauder guard’s find 8 or be spotted; If successful, they can drop safely into the alleys of Low Town without combat. • Gospog of the Third Planting (3): See page 92 • Marauder (1): See page 89

PAPERS, PLEASE

Trading caravans routinely arrive from various parts of the Blasted Lands carrying barter. These war wagons have specially-made insignias that denote their status and permit them entry into

the city. The Storm Knights witness one of these vehicles arriving at the main gate. It’s too late to sneak aboard that caravan, but it might be possible to intercept the next one and hide in or under the war wagon, replace the marauders operating it, or create a facsimile. Stowing away on one of the approaching vehicles isn’t easy; They move too quickly through the city to simply jump on board, so the Storm Knights need to find a way to stop one. Each war wagon has four passengers and carries an assortment of scavenged weapons, tech, food, or even slaves. The guards are very familiar with the regular supply crews and traders, and are adept at spotting fake badges. Tricking them is a Very Hard (-6) test of stealth against their evidence analysis 8. If this fails, tricking them a second time becomes Near Impossible (-10). They attack any frauds, enjoying +4 cover from their wall perches. • Wastelander (5 per Storm Knight): See page 20

RIVER OUTFLOW

One side of Low Town faces the Volga river. Guards along the palisade don’t expect trouble from that side, so the Storm Knights receive a +4 to stealth attempts vs. the guards’ find 8 when approaching from those quarters. However, the Volga is brutally cold (see the Winter Weather sidebar on page 9), and the heroes need to swim at least 100 meters before reaching an accessible drainage pipe, so depending on their movement rate in water they might be in the water for more than a minute.

TAKING WING

If the Storm Knights have some way of flying, floating, or gliding, they can launch from the top of an 18-story tenement building nearby. Unfortunately, the top of the building is a nesting ground for necros, hideous bird-like creatures that feed on flesh. They need to be lured away or defeated before the Storm Knights can access the upper floors of the building. • Necro (1 per Storm Knight): See page 90

WHAT LIES BELOW

An above-ground vestibule not far from Low Town’s main gate leads down into the dark passageways of the old “Gorky Metro,” once one

25

of the largest subway systems in Russia, but now just a maze of ghul-infested tunnels. Corpses hang from the ceiling by hooked chains, and the old platform of Strelka Station is littered with bones and other debris. If the Storm Knights are brave enough to venture down here, they can come up through an access tunnel right in the heart of Low Town. But first they need to get past the horrors lurching about in the Pitch Dark Metro station. • Ghuls (3 per Storm Knight): See page 89

SCENE THREE: DOWN AND OUT IN LOW TOWN Standard Scene. Tharkold Dominant Zone. Whichever means the Storm Knights use to get into Low Town, they find the interior a crowded, chaotic, and dangerous place. Read or paraphrase the following: Nothing could have prepared you for the wretched sprawl that meets you on the inside of Low Town’s walls. Walkways and rickety staircases connect a maze of clapboard hovels built atop one another like a human hive. Within this labyrinth, the filthiest dregs of the Blasted Lands come together to form a community of thieves, murderers, and cannibals held together by a flimsy balance of domination and mutual greed. Starving masses beg for food, rowdy hooligans brawl around burn barrels, thugs shake down miserable wretches for their last bits of food, marauders gamble on quons battling in rusty cages, and everywhere your eyes meet a million other examples of brutality and depravity. Unless the Storm Knights have already adopted some kind of disguise, they’re quickly singled out as newcomers, attracting the attention of a pack of hooligans (who have probably bit off more than they can handle).

26

The hooligans surround the party and demand all their possessions or they’ll inform Bazz Pila’s elite guard. In truth, they’ll do no such thing—the fiercest thug in Low Town stays far away from Bazz Pila’s minions—but such threats usually work. • Hooligans (2 per Storm Knight): See page 89

BEATING THE STREETS The first order of business is to locate the Junkers’ chop shop. That is where the members of Saber Company went to contact Atom. But in the mazelike warren of Low Town, it could take days of wandering to find it, keeping them in this dangerous slum far longer than they’d like. Tracking down the Junkers requires the Storm Knights to pass three streetwise tests either individually or as a team by using the Combined Actions rules. Every “round” represents an hour of searching, during which time each team or solo character also has an encounter (see below). As soon as someone meets the number of required successes, or once they exhaust all the encounters, the search is over.

ENCOUNTERS IN LOW TOWN Randomly roll or select from the following short encounters every hour for each searching “team.” Players with suitable Destiny Cards may opt to play them instead of rolling on the table. Collapse: Low Town is a multi-layer maze of homemade platforms and bridges, one of which cracks as the heroes cross. The fall deals 10 + 1BD damage (10 + 2BD on a Mishap), and can be avoided with a Standard (DN 10) find or Dexterity test. Drinking Buddy: A wastelander at an open pub calls to the Storm Knight(s) to come share a drink. This is “Phantom,” a driver for high-risk

supply runs and search and rescue missions in the Blasted Lands. Befriending him in this encounter grants a +6 to their persuasion test to recruit him in the next scene (see Recruit a Driver). Initiation: As part of his initiation ritual into a Cultech gang, a young man has to find the most dangerous-looking target and beat them in a fight. With no pretext, he attacks the hero, picking the one with the highest Strength if they are traveling in a group. He has Surprise unless the Storm Knight(s) successfully test find against his Dexterity 10. • Cultech Ganger: See page 88 Parasite: A passing wastelander selling furs apologizes profusely after accidentally tipping his cart onto the Storm Knight’s feet. Unfortunately, the affected character has now been exposed to Radticks (see Tharkold Sourcebook). Mongrels: A pack of starving mutant dogs decides to make a meal of the heroes. The dogs flee if they lose half their numbers. • Mutant dog (4): See below

MUTANT DOG Attributes: Charisma 5, Dexterity 10, Mind 5, Spirit 8, Strength 10 Skills: Dodge 12, find 10, intimidation 10, maneuver 12, stealth 11, taunt (10), trick (10), tracking 10, unarmed combat 12 Move: 12; Tough: 12 (2); Shock: 8; Wounds: — Equipment: — Perks: — Possibilities: Never Special Abilities: • Bite: Strength +2 (12).

SCENE FOUR: FRIENDS IN LOW PLACES Standard Scene. Tharkold Dominant Zone. The Junkers’ chop shop is tucked away near the palisade wall in a quieter part of Low Town. It is run by Yuliy, a scowling Race mechanic who is missing both legs and moves around on a homemade wooden “creeper.” The other Junkers consist of: Pasha, a silent, bearded man who handles metalwork; “Bullet,” a fierce young

woman who specializes in onboard weapons systems; Mira, an older woman who buys and sells vehicle parts; Mo, a mousy man who does the wiring; and Osin, a nonbinary former Race thrall who is apprenticing with the shop. The Junkers worked frequently with Atom, an Occultech specialist who did critical work for many people around the area. Unfortunately, Atom’s lover, Jora, was caught trying to gin up a rebellion against Bazz Pila. He was slapped in a slave collar and marched through the city as a pre-execution humiliation, but Atom bargained for Jora’s life by volunteering to drive in the next Death Race. This was a futile gesture at best since Atom has no real experience driving. No one will drive for him, as they’re afraid of earning Bazz Pila’s disfavor. Atom is imprisoned in Bazz Pila’s complex as he awaits the race. Meanwhile, the Junkers are hard at work putting together his vehicle, which must be presented at call time in just a few hours. The only way for the Storm Knights to meet Atom is to join his race team. If they don’t come up with this idea themselves, they may play an Idea card, or Yuliy suggests it.

QUID PRO QUO Just because the Junkers are helping Atom, it doesn’t mean they’re altruistic. In the shop is a custom Lexus SUV, the “Devastator,” that Atom will use in the Death Race. However, Yuliy offers to upgrade the Devastator if the Storm Knights undertake some tasks on their behalf. For each successful mission, Yuliy and his team will install one of the pieces listed at the end of this section. There’s only enough time to accomplish three of these tasks before the Death Race.

SABOTAGE RIVALS

Yuliy asks the Storm Knights to sneak into a rival chop shop and impair a vehicle, a test of stealth against the rival mechanics’ find 10. Sabotaging the doombuggy requires a Challenging (DN 12) land vehicles or Mind test. The heroes only get one shot, as the driver is about to return for her car. • Wastelander (4): See page 20

27

ACQUIRE A VALUABLE PART

A supplier, Petro, had a falling out with the Junkers. Problem is, she just acquired a very rare Nitrous Injector (provides a one-time +4 bonus to a single land vehicles test), and is holding out for the highest bidder. The Storm Knights can decide on the best way of approaching her for the Injector: intimidation, persuasion, stealth, even ruses or trickery. If they have a suitably valuable object, they might convince her to trade. She has several assistants to come to her aid if combat ensues. All of them, Petro included, use the Wastelander stats. • Wastelander (4): See page 20

SOW DISCORD

Bazz Pila’s support has begun to erode, and more and more Low Town citizens are grumbling for rebellion. If word spread that a revolt was planned for this evening’s Death Race, there’s a good chance it could lead to a coup—or at least an opportunity to get Atom and Jora out of Bazz Pila’s clutches. Getting the word out while avoiding Bazz Pila’s loyal enforcers is a Dramatic Skill Resolution, where each step is a Hard (DN 14) test of streetwise or Mind test. Storm Knights can combine their effort on this task. If they reach Step D, the message has successfully spread into the community and results in a riot during Scene Five. If they fail, an informant snitches to a team of marauder enforcers who ambush the Storm Knights. • Marauder (1, plus 1 per Storm Knight): See page 89

MINE THE RACE TRACK

For this risky mission, the Storm Knights are asked to sneak into the stadium and bury an M18 Claymore mine just under the dirt. The stadium is poorly guarded and slipping in there is easy enough that the heroes don’t need to roll. Burying the landmine properly requires a Standard (DN 10) profession (demolitions) test. A Good success makes the mine Challenging (-2) to find, and an Outstanding success increases this to Hard (-4). A ravenous Necro spots them from its nest high in the stadium rafters moments after the Storm Knights bury the mine. They need to deal with it and get out of there within five rounds or the stadium guards notice the commotion and the scheme is exposed. If the mission is successful, during the Death Race (Scene Five) the Storm Knights can use a Stunt to

28

trick a single opponent’s car into the mine, which deals Damage 19 in a Medium Blast. The opponent gets a chance to spot the mine at the last second as a free action. • Necro: See page 90

RECRUIT A DRIVER

This mission might appeal to Storm Knight teams who lack a member with high land vehicles, something they’ll surely need to compete in the Death Race. Bullet knows of a legendary driver, “Phantom,” the survivor of many deadly search & rescue or supply missions into the Blasted Lands, currently enjoying a brief respite in Low Town. She wants him to join the Junkers as their official driver—a move which would instantly elevate their chop shop’s status. Problem is, Phantom is notoriously suspicious and prefers to work alone, so convincing him to join the Junkers requires a Near Impossible (DN 20) persuasion test. Though they only get one chance to make their case, the Storm Knights can use Combined Effort to boost their odds, and gifting him an object with suitable utility in the Blasted Lands boosts this roll by +2.

TRICKING OUT THE DEVASTATOR The Junkers install one of the following upgrades into the Devastator (or a vehicle of their choice) for each successful mission: • Additional Seats (see sidebar) • Bullet-Resistant Tires (see sidebar) • Flamers (see sidebar) • Junk Armor (+2 armor bonus) • Mounted Harpoon Cannon (see sidebar) • Nitrous Injector (see sidebar) • Serrated Grill Guard (see sidebar) • Spike Dropper (Opposed land vehicles test to deal Top Speed +1 BD damage to Wheels) • Skewers (+1 damage to collisions, intimidation is Favored). • Ram Plate (-1/+1 BD to collision damage). • Smoker (see sidebar)

THE DEVASTATOR Speed: 100 (12, Fast); Tough: 15; Wounds: 2 Fast: Speed grants a +2 bonus to complete steps in a chase or a –2 penalty to be hit. Large: Attacks against the vehicle gain a +2 bonus due to its size. Maneuverability: –1 penalty to land vehicles for defenses or chases. Passengers: 6.

SCENE FIVE: A MESSAGE FROM BAZZ PILA Standard Scene. Tharkold Dominant Zone. Bazz Pila may own Low Town but that doesn’t mean he respects the letter of his own law. As call time rapidly approaches and the Junkers put the last finishing touches on the Devastator, a group of Bazz Pila’s marauders approach the chop shop with a chunk of corrupt Occultech from the shattered maelstrom bridge. They creep across the roof and drop the twisted item through a ceiling window. Loud music and machine noise in the shop give the marauders a +4 bonus to stealth. A random member of the Junkers is first to find the piece of Occultech. The moment they touch it, it fuses into their body, lacing them with random pipes, wires, and chunks of cybernetics, driving them instantly mad. They mindlessly attack the nearest target, be it Storm Knight or fellow Junker. If the Devastator is the closest target, they attack it instead. Every member of the Junkers use the Wastelander stats (page 20). Unfortunately, there’s no way to remove the Occultech without killing the host. The object immediately starts looking for new flesh to fuse, and should be promptly destroyed. The Junkers know exactly who was responsible: Bazz Pila. The tyrant needs to be eliminated! • Mad Cyborg: See page 89.

DEATH RACE VEHICLE ADD-ONS Additional Seats: Welding part of another vehicle onto the rear increases the vehicle’s Passengers by +4, though this also reduces the vehicle’s MR by 1. Bullet-Resistant Tires: Special tires have the same Toughness as the vehicle, making them more resistant to Called Shots and damage. Flamers: Side-mounted mini-flamethrowers deal Damage 14 in a Small Blast Radius. The attack uses the driver’s vehicle skill. Mounted Harpoon Cannon: This specialized heavy weapon is attached to the top of the vehicle and requires a user to operate it by hand. It has a Range of 10/20/40 and deals 18 damage, but on a Good or better result it also hooks onto the target. If the target is a vehicle, this prevents it from advancing a Step until the target succeeds at an opposed test of the relevant vehicle skill or manually dislodges it with a Challenging (DN 12) Strength test. Nitrous Injector: A press of a button injects nitrous oxide directly into the vril, causing a momentary boost of speed. The vehicle gains a +2 bonus to its Speed Value for one round, which can be applied to Chases or defense. One use per scene. Serrated Grill Guard: This jagged metal frame protruding from the front grill gives +2 to Stunts. Smoker: This device injects a special aerated chemical into the exhaust system, causing a dense cloud of smoke to belch from the tail pipe for a few seconds. Vehicles on the same Step the user during a Chase suffer a -6 vision penalty to land vehicles tests during their next turn. Smokers cost $300 (12) and are only good for one use per scene.

29

The other competitors were paid to put aside their differences long enough to eliminate the heroes.

SCENE SIX: DEATH RACE

of the arena. Bazz Pila watches over it all from his skybox, grinning in pleasure.

Dramatic Scene. Tharkold Dominant Zone. It is finally time for the Storm Knights to report to the Death Race in the Devastator (or another vehicle if they’ve made other arrangements). Since the Death Race doesn’t allow pit crews, the other members of the Junkers will be watching and cheering from the stands.

Four other cars enter, each one a medley of rust and chrome, spikes and plates, skulls and war paint. A team of wasteland warriors clings to each vehicle, weapons at the ready. They scream obscenities at you as their drivers rev the engines to the breaking point.

Read or paraphrase the following: You’re guided through a tunnel by Low Town guards, finally emerging into a jaw-dropping sight. The massive stadium has been converted into a death arena, the floor covered in mud and dirt, protective walls lined with spikes. Thousands of bloodthirsty marauders pack the stands, howling for a good show, their energy amped up by thundering drums and the antics of the pre-show motorcycle jousters murdering each other in the center

30

Atom is led through the stadium in chains. The crowd jeers and spits at him. He glances up at Bazz Pila’s skybox just once and offers a brave smile to Jora. He’s shocked—and visibly grateful—to see you waiting for him at the car. In broken, hard to understand Russian, a race official breaks down the rules. The race follows a bumpy, swerving track that twists around the outer perimeter of the arena floor. The goal is to be the first team to complete two circuits. Anything else is fair game: attacking other vehicles or racers

is not only okay, it is encouraged. It’s possible to win simply by killing the opposition!

the winners keep driving and fighting until there is a clear champion.

A GAME OF DEATH

THE RACERS

Bazz Pila does not play fair. He paid all the contestants a small fortune to temporarily put aside their differences and focus on Atom’s car first. This uneasy truce is broken if a Mishap causes a racer to damage one of their “allies,” or if a Setback occurs on the Villain’s Conflict Line.

Competing against the Storm Knights in the Death Race are a collection of Blasted Lands scum, each in their own custom vehicles that run on vril. Every driver has at least one gunner. They all use the Marauder stats (see page 89).

The Death Race uses the standard Chase rules, but every competing car has to complete two full Dramatic Skill Resolutions to win the race. In other words, after completing Step D once, competitors start again at Step A. It might be helpful to place a token or marker next to teams who have completed all the steps once. While each Step is abstract and not tied to a specific portion of the track, racers on their second round are once more physically behind cars on higher Steps and are subject to attacks from spike droppers, etc. Just as in a regular chase, attacks and Stunts against other vehicles or their crew are at -2 for every dramatic step between the attacker and the target, but due to the unique structure of this race, it might be possible to target an opponent from two different directions! Contestants test land vehicles against DN 13, the Top Speed value of Blackjack’s souped-up “Guillotine.” Here are some ways to interpret Dilemmas that arise during the match. If a Critical Problem forces a team back to Step A on their second circuit, they only have to repeat that circuit. Possible Setback: Large pieces broken off other vehicles, a crazed fan running onto the field, hitting a mud patch, spinning out, momentarily driving off the track. Complication: A flat tire, the car overheating, damage to the chassis. Critical Problem: A rollover, becoming high centered, an axle breaks. Victory goes to the first team who completes Step D twice, though it is also possible to win by simply eliminating all the other players. In the case of a tie,

Havoc is a skinny, tattooed Ukrainian man who shaves his head bald. His car, “Deathbuggy,” is a modified doombuggy that uses human skulls as armor. His gunner sits in the passenger’s seat. Spike is a muscular Russian woman with a mohawk. Her car, “the Beast,” is Frankenstein’s monster of other cars bolted together on top of a truck chassis. She has two female gunners, one in the cab and one manning the machine gun on top. Craven is a sickly Aspirant who paints his face to look like a skull. His wasteland junker, “Screamer,” has his former Technodemon master’s undead head mounted to the hood, fed by the same vril that powers the vehicle. It howls at opponents and gnashes its teeth. The head cannot defend itself, but uses Craven’s land vehicles for defense. His gunner stands up through a sunroof. Blackjack is a mysterious, black-clad man who always wears dark shades. His car, “the Guillotine,” is a sleek black sports car with a supercharger sticking out of the hood and telescoping buzz saws on either side. He doesn’t have a gunner.

HAVOC’S DEATHBUGGY Speed: 120 (12, Fast); Tough: 16 (3); Wounds: 2 Fast: Speed grants a +2 bonus to complete steps in a chase or a –2 penalty to be hit. Large: Attacks against the vehicle gain a +2 bonus due to its size. Maneuverability: –3 penalty to land vehicles for defenses or chases. Passengers: 1, Tharkold driver: land vehicles 12, Shock 10. Armaments: Junk Armor, Skewers (+1 damage to collisions, intimidation is Favored).

31

SPIKE’S BEAST Speed: 80 kph (11, Fast); Tough: 22 (4); Wounds: 4 Fast: Speed grants a +2 bonus to complete steps in a chase or a –2 penalty to be hit. Very Large: Attacks against the vehicle gain a +4 bonus due to its size. Maneuverability: –2 penalty to land vehicles for defenses or chases. Passengers: 2, Tharkold driver: land vehicles 12, Shock 10. Armaments: 7.62 mm machine gun (Damage 189 Range 250/1k/4k, Full-auto only, Ammo 250), Junk Armor.

CRAVEN’S SCREAMER Speed: 100 (12, Fast); Tough: 15 (2); Wounds: 2 Fast: Speed grants a +2 bonus to complete steps in a chase or a –2 penalty to be hit. Large: Attacks against the vehicle gain a +2 bonus due to its size.

BLACKJACK’S GUILLOTINE Speed: 200 kmh (13, Fast); Tough: 15 (2); Wounds: 2 Fast: Speed grants a +2 bonus to complete steps in a chase or a –2 penalty to be hit. Large: Attacks against the vehicle gain a +2 bonus due to its size. Maneuverability: –1 penalty to land vehicles for defenses or chases. Passengers: 0, Tharkold driver: land vehicles 12, Shock 10.

Maneuverability: –2 penalty to land vehicles for defenses or chases.

Armaments: Side-Mounted Buzz Saws (Damage 14, AP 2, must be on same Step as target), Nitrous Injector (+2 bonus to vehicle Speed Value, one use), Ram Plate (–1/+1 BD collision damage).

Passengers: 1, Tharkold driver: land vehicles 12, Shock 10.

STRIKE WHILE THE IRON IS HOT

Armaments: Flame Thrower (Damage 16, Range 20/25/30, Small Blast), Spike Dropper.

UNDEAD TECHNODEMON HEAD Attributes: Charisma 8, Dexterity —, Mind 10, Spirit 10, Strength 15 Skills: Conjuration 12, find 11, intimidation 13, taunt 12. Move: —; Tough: 16 (1); Shock: —; Wounds: 1 Equipment: — Perks: — Possibilities: None Special Abilities: • Armor: Cybernetic plating +1. • Chains: A technodemon may use conjuration to summon chains and attack a target within 50 meters (Damage 15). This attack may use the standard Grappling rules.

32

• Fear: Techno-demons inspire horror in creatures who see them. When first encountering one, heroes must test willpower or Spirit or become Very Stymied. • Relentless: The technodemon head ig-nores Shock. • Undead: The technodemon head is immune to poison and other effects that require breathing, eating, or other “living” processes.

No matter who crosses the finish line first, Bazz Pila is unwilling to hold up his end of the bargain. He shocks Jora with the slave collar and orders his guards to take Atom back into captivity. If the Storm Knights fomented a revolution during Scene Three, it pays off at this time. In an eruption of violence, half the marauders in the stands charge the field, overwhelming Bazz Pila’s guards and allowing the Storm Knights to fight him directly. If not, seeing Bazz Pila attacked also sparks the rebellion, but too late to help take on the guards. • Marauder (2 per Storm Knight): See page 89 • Bazz Pila: See below

BAZZ PILA An escaped Race Thrall, Bazz Pila rose quickly through the ranks of the cruel wastelanders trying to eke out a living in the ruins of Nizhny Novgorod, and after slaying the currently warlord, took over the city. He is a huge man, both in height and girth, feared for his wrath and disturbing taste for violence. He punctures his tattooed body with hooks for decoration, proudly slick with his own blood. Attributes: Charisma 7, Dexterity 9, Mind 8, Spirit 11, Strength 12 Skills: Dodge 10, energy weapons 11, find 11, fire combat 10, intimidation 15, land vehicles 12, melee weapons 13, reality 13, streetwise 10, survival 10, trick 10, unarmed combat 11, willpower 14. Move: 9; Tough: 12; Shock: 11; Wounds: 3 Equipment: Morningstar (Str +3/15), Alph Blaster (Damage 13, Range 10/25/40, Pistol). Perks: One With Pain, Intimidating Presence, Masochist, Occultech (Chod Adrenal Booster, Digan Cyberarm). Possibilities: 3 Special Abilities: —

explains that he heard rumors of some kind of factory in that city pumping out the weird canisters of toxic green sludge attached to the back of each Ravager. If the Storm Knights want to know more about this growing threat, Yaroslavl would be a great place to start. For their performance in the Death Race, the Junkers allow the heroes to keep the Devastator, assuming it survived the brutal competition. If united, Atom and Jora go into hiding to recover from their ordeal, and might make decent local contacts for the Storm Knights in later adventures.

AFTERMATH In the wake of a rebellion, Low Town is even more dangerous than before, with waves of infighting and bloodshed rippling through the community as Tharkold’s Darwinian World Laws lift a new leader out of the mayhem. In a few days, the city will likely fall under control of some new warlord. Time will tell if they are better or worse than Bazz Pila. On the chance that Atom perishes during the Death Race or the ensuing fight, Jora knows where he kept the original map. Either way, the Storm Knights end this act with a functioning copy of the Interactive Map. The map depicts several large blobs in the Blasted Lands where Ravager hordes might be gathering. A spot nearby, in the city of Yaroslavl, is marked on the map and tagged with a note: “Canister production facility?” If he is still alive, Atom

BAZZ PILA

33

ACT THREE: FINDING THE SOURCE

T

he Storm Knights, now with the interactive map in their possession, head to the blip marked “Canister production facility?” in the city of Yaroslavl. When they arrive, they find the map is outdated and the facility is only occupied by a Thrall Adept. After learning the location of the new facility and that it is the heavily guarded compound of a Demon Alpha, the Storm Knights must come up with a plan to infiltrate it. Once inside, they navigate to the lab where the sludge is manufactured but are discovered and ambushed by a group of psychic thralls. After dealing with the thralls and recovering data about the sludge, the alarm is sounded. The act finishes with the Storm Knights fleeing the facility while being hunted.

OVERVIEW Scene One: The Storm Knights follow the GPS coordinates on the interactive map to an adept who knows more about the sludge in Moscow. There they learn that the sludge can be traced to the heavily guarded compound of a Demon Alpha. Scene Two: The Storm Knights travel into the Presnensky District of Moscow to the Alpha’s compound – an old abandoned factory - and must find a way to infiltrate it. Scene Three: Gaining access to the compound, the Storm Knights must use subterfuge or remain inconspicuous in some other way to move deeper within. Scene Four: The Storm Knights eventually find the lab where the sludge is manufactured but are confronted by a group of psychic thralls. Scene Five: After having acquired a significant amount of the sludge and its purpose, the Storm Knights must escape the compound as the alarm is sounded.

SCENE ONE: THIS ISN’T THE PLACE Standard Scene. Tharkold Dominant Zone. Atom’s copy of the interactive map has a tagged location in the city of Yaroslavl with the marker “Canister production facility?” With little else on

34

Fesh might not be very smart, but woe to those who underestimate his strength. which to go, the Storm Knights need to travel there and see what they can find. Unfortunately, the interactive map they possess has become outdated. This does not become apparent until the Storm Knights get into the lab! Yaroslavl lies some 280 kilometers from Nizhny Novgorod (the ruined city surrounding Lowtown). Unless the GM wishes to insert other encounters or short adventures along the way, the journey is uneventful. The city lies inside Thratchen’s territory, and like so many other cities in Tharkold, is ravaged by war, its citizens living lives of horror among the ruins. The map points to an old laboratory building on the outskirts of the city. The old two-story concrete building rests at the center of an open parking lot filled with rusted, abandoned cars. If the Storm Knights hold off to observe, they soon spot a hovering metal sphere slowly gliding by: a Digan Bogey. The Storm Knights can make a Hard

(DN 14) scholar or Mind test to know Digan Bogeys are alert and relentless killer drones (heroes who are very familiar with Tharkold automatically pass this test). The Bogey circles the building on its patrol, giving heroes a brief chance to sneak by if they prefer not to tangle with it directly. One of the doors can be opened with a Very Hard (DN 16) lockpicking test, or heroes can climb to an open window with a Challenging (DN 12) Strength test. Bashing in a door doesn’t require a roll, but alerts the Bogey. • Digan Bogey: See below

DIGAN BOGEY Attributes: Charisma 5, Dexterity 10, Mind 5, Spirit 6, Strength 6 Skills: Air vehicles 14, dodge 14, energy weapons 12, find 8, heavy weapons 11, intimidation 10, stealth 14, trick (10) Move: —; Tough: 9 (3); Shock: —; Wounds: —

35

Equipment: Digan Darksight Eyes, Alph Sprayer (Damage 14, Long Burst, Range 40/80/160), Mim Rockets (Damage 25, HEAT AP 4, Medium Blast, Ammo 2) Perks: — Possibilities: Never Special Abilities: • Armor: Metal plating +3. • Fear: When an unseen (find vs Stealth 14) bogey becomes aggressive it makes a startling sound. Test willpower or Spirit or become Very Stymied. • Flight: Move 14 in the air. • Mindless: Bogeys are immune to intimidation and taunt interactions and telepathy powers. • Relentless: Bogeys ignore Shock. • Small: A bogey is slightly larger than a human head, plus its weapons and propulsion struts. Attacks against it suffer a –2 to hit. • Undead: Bogeys are immune to poison and other effects that require breathing, eating, or other “living“ processes.

THE ABANDONED LAB Once inside, the Storm Knights find that no one is at reception nor anywhere else that they can immediately see. However, they do find signs of recent activity in here: a glass with ice in it that still has condensation on it, a lack of dust on certain objects indicating they’ve been moved recently, and lights on in some rooms. Storm Knights can try to hack into one of the many computer terminals around the lab with a Standard (DN 10) computers test. Lab notes refer to the strange green sludge as “BRUTE serum,” and indicate a lab deeper inside this facility where the scientists and adepts created the strange sludge. Heading deeper into the facility, the Storm Knights come to a room with two massive vats with dried green sludge crust oozing down the sides. Most lab equipment is gone, but scattered here and there are some instruments used for chemistry, a couple of rolling computer terminals, and notes on magic and occultech on numerous tablets and scraps of paper. This was the laboratory where the sludge was manufactured. Unfortunately, none of the sludge is still here.

36

The lab is now home to Adrik Semenov, a skinny, jumpy scientist native to Moscow who transformed when the Tharkold invaded. He is now an Adept and former thrall who served the Demon Alpha Mexx. When the Storm Knights arrive, Adrik is muttering to himself and fiddling with some mutagenic chemicals he intends to inject into some captive swarmrats. Adrik doesn’t attack, but he does demand to know who these intruders are and what they’re doing here. The scars from wearing the slave collar are still visible around his neck. The Storm Knights can approach Adrik in a couple of different ways:

DIRECT CONFRONTATION

Adrik does know some magic and has the home field advantage of the lab. He’ll utilize the vats and other objects in the room for cover while he casts defensive spells on himself and relies on his magic to defeat the weakest looking of the Storm Knights. As soon as he takes two Wounds he surrenders and tells the Storm Knights as much as he knows.

QUESTIONS AND ANSWERS

Adrik is suspicious and an unscrupulous scientist. Though he was a slave to Mexx, he enjoyed conducting the experiments into making the Sludge and wants to protect this thing he had a hand in creating. Winning an opposed intimidation or persuasion test gets him to talk, but remind the players that a successful intimidation gains them a draw from the Destiny Deck if this is the first such attempt in this act.

CREEPING IN

If the Storm Knights kept their arrival secret, they can wait until Adrik walks out of the lab and slip in to examine his notes and digitized journal entries. A successful stealth against his find (he has a -2 to this test) provides the same information Adrik would have provided himself, but in written form.

WHAT ADRIK KNOWS This lab is where the sludge was originally designed, and the first few batches were manufactured. After close calls with raiders and Volkov spies, the Tharkoldu Alpha Mexx, who was in charge of overseeing the operation, didn’t trust this precious “weapon” in such an easily accessible

area so he had the manufacturing transported to his home compound within the Presnensky District of Moscow where it could be guarded by him personally. During the transport and removal of most of the lab equipment to the new facility, Adrik hid and was eventually able to find a way to remove the slave collar without killing himself. Adrik knows very little about Mexx’s facility, having been there only once. He does know that it is heavily guarded and that a frontal assault would be insane. “Sneaking in would be a much better option. I mean, the fools left several of the guard and scientist outfits here. If someone knew what they were doing, they should be able to trick the guards and get inside.” If the Storm Knights earned a Good or better result in their intimidation or persuasion attempt, or if they did at least two Wounds to him in combat, he offers to take them to a supply room where they can scrounge up enough disguises for the Storm Knights to pose as guards and/or scientists. He even has several deactivated slave collars, if the Storm Knights would like to wear one. A disguise grants +2 to stealth or persuasion attempts to infiltrate Mexx’s lab in Scene Two, and a fake slave collar increases this bonus to +4. • Adrik Semenov: See below

ADRIK SEMENOV A bookish, emaciated man with long unkept hair and glasses, Adrik was a scientist before the invasion. His experiments were always unusual— and often downright unethical. He was shunned by his fellow scholars, but then Tharkold invaded and soon afterward he discovered he could wield magic. He used this to conduct even more unusual experiments. He soon caught the wrong kind of attention, and Adrik was taken as one of Mexx’s thralls. Mexx used him to help develop the BRUTE serum. Even though he was a willing assistant, he was brutalized every day, so when he eventually saw his opportunity to escape he seized it. Attributes: Charisma 6, Dexterity: 7, Mind 11, Spirit 10, Strength 6 Skills: Alteration 13, Apportation 13, Computers 12, Conjuration 11, Land Vehicles 8, Medicine

TECHS MEXX There are approximately 200 thralls and 20 technodemon subs at any one time inside of Mexx’s stronghold. About a quarter of the thralls are scientists and/or adepts, with the other quarter being workers. The remainder are all combatants of some variety. If the Storm Knights want to make a full-frontal assault, they’ll be in for quite a battle! Mexx will eventually join the fight too, if it goes on for long enough. He is likely beyond the Storm Knights’ capabilities at this point. It’s okay to let the players know that attempting entry by force is almost certain to end in defeat, possibly death. Information gleaned from Adrik, plus the evidence of their own eyes, should warn them of the folly of a direct assault. 13, Profession 12, Reality 11, Science 14, Stealth 9, Trick 12, Willpower 11 Move: 7; Toughness 6; Shock: 10; Wounds 3 Equipment: Lab coat, data pad, deactivated slave collar Perks: Spellcaster (agony, bullet, and mage dark), Tortured Soul Possibilities: 3 Special Abilities: —

SCENE TWO: WAIT, DO YOU WORK HERE? Standard Scene. Tharkold Dominant Zone. With all the information they can gather about the new manufacturing facility and disguises (hopefully) in hand the Storm Knights make their way to Moscow. As before, unless the GM wishes to insert additional encounters or side treks, the journey is uneventful. Mexx’s compound can be seen from a distance. It is a massive factory with several smokestacks pumping toxins into the air. An electrified chain link fence topped with razor wire surrounds the factory. On the other side of the fence is a sight

37

barrier made from a long line of concrete slabs, just far enough apart to squeeze through. Thralls and a handful of the Tharkoldu are in the concrete yard area—a former parking lot—working at various tasks. Several spindly watchtowers of wood and metal provide a commanding view of the entire grounds. At the gate stand two thrall guards and an exceptionally hideous looking technodemon— Fesh, one of Mexx’s pride. If the Storm Knights watch from hiding, the guards stop anyone who tries to enter and the technodemon talks to them. Two groups are observed trying to enter in such a way and one is admitted access. The other (two thralls) after a brief exchange, are killed swiftly by the thrall guards while the technodemon watches and laughs.

BREAKING AND ENTERING The Storm Knights are in luck that Fesh is on duty and not one of Mexx’s top lieutenants. If the Storm Knights approach undisguised, Fesh and his two thrall guards raise their weapons cautiously, but they will not attack. However, if the Storm Knights in disguise, Fesh lets them approach, casually picking at a scab as they walk up, but calls out to them as they get within 20’ of the entrance and asks their business. The Storm Knights have to talk their way past Fesh. He cares little about what his thralls think. To get past Fesh without raising an alarm or being attacked, the Storm Knights must make an intimidate or persuasion test. If the Storm Knights are disguised as guards or lab workers, they have a bonus to their test (see Scene One). Also, a particularly clever story or some props (ex. slave collars, lab notes, or lab equipment) can earn them an additional +2 to this test. Alternatively, sneaking into the lab can be accomplished by cutting or climbing the fence. Anything conductive that touches the fence takes 8 + 1BD damage. The chain link has a Toughness of 6. Climbing over is simple but the razor wire deals 5 + 1BD damage if the climber fails a Hard (DN 14) Dexterity test. Once inside the yard, reaching the main building without being spotted by one of the

38

many guards or workers is a Very Hard (-6) stealth or Dexterity test. • Fesh: See below • Thralls (2): See page 93

FESH The technodemon Fesh is not the most intelligent of the Tharkoldu, often being tricked by crafty thralls, but he’s stronger than most of his brethren. His foes often underestimate his strength, since his rotund body hides his powerful muscles beneath layers of fat. Mexx keeps him around because of his intimidating appearance and ability to follow orders without question. Attributes: Charisma 7, Dexterity 10, Mind 8, Spirit 7, Strength 17 Skills: Conjuration 10, dodge 12, energy weapons 13, find 9, intimidation 10, melee weapons 15, reality 9, unarmed combat 15 Move: 10; Tough: 20 (3); Shock: 7; Wounds: 1 Equipment: Pain Gauntlet (Str +1/18, Painful, Stagger), Morning Star (Str +3, Unwieldy) Perks: Intimidating Presence, Occultech (Digan Darksight Eyes, Digan Cyberarm, Vav Razor Wings) Possibilities: Common (2) Special Abilities: • Armor: Cybernetic plating +2. • Chains: A technodemon may use conjuration to summon chains and attack a target within 50 meters (Damage 15). This attack may use the standard Grappling rules. • Fear: Technodemons inspire instinctive horror in creatures who see them. When first encountering one heroes must test willpower or Spirit or become Very Stymied. • Flight: Move 12 in the air.

IN THE YARD Inside the compound yard, a small army of thralls perform various tasks: unloading boxes, brawling for the entertainment of a technodemon, and operating an ultraCAD printer. They are watched by several cruel technodemons. Storm Knights go unnoticed if they are disguised. If not, they will have to make more persuasion or intimidation tests

to convince anyone they encounter that they belong here, especially if they start asking questions. The group unloading boxes is carrying them through a door guarded by a thrall. If the Storm Knights pick up boxes and join them, a Standard (DN 10) persuasion test passes them off part of the group, allowing them to carry the boxes past the thrall into the factory. Alternatively, the Storm Knights can attempt to steal the thrall’s key card by testing stealth against her evidence analysis, or by distracting her away from the door by testing trick against her Mind. As a last resort the Storm Knights may attempt to hack the key panel, a Challenging (DN 12) lockpicking test.

SCENE THREE: DEEP IN ENEMY TERRITORY Standard Scene: Dominant Zone: Tharkold Once inside the factory, the Storm Knights need to find out where the sludge is being manufactured and gather any information about it that they can find. They’ll need to keep their disguises up while moving throughout the facility. Adrik was correct in telling the Storm Knights that the factory is heavily guarded—the corridors and rooms of this complex are swarming with scientists and armed thralls. As long as the Storm Knights are in disguise, keep moving purposefully, and avoid doing anything suspicious, they don’t need to make stealth tests. If the Storm Knights ask anyone for directions, they must make an opposed intimidation or persuasion test to ensure the worker doesn’t try to sound the alarm. Thralls commonly travel in groups of four. If endangered, one runs for help while the other three hold off intruders. Knowing Mexx or one of his technodemons will punish them if they fail to prevent intruders from getting into the compound, they will fight to the death. • Thralls (4) (see page 93)

ENCOUNTERS IN MEXX’S FACTORY Finding their way through the building requires a Challenging (DN 12) find or Mind test. Along

the way, the Storm Knights have three chance encounters. A successful find reduces the encounters to two, and a Good or better success reduces it to one. Game Masters may choose among them or determine an encounter at random.

PSYCHIC THRALL

The Storm Knights pass a lone thrall as they move down a hall. Heroes from Tharkold can make an Easy (DN 8) Mind test to recognize him as a member of the Race and not a standard human. The thrall simply nods as he passes but tries to use the read mind power (see Torg Eternity) on one of the Storm Knights at random. If the thrall gets a Good or better success, this creates complications for the Storm Knights in the next scene. A Standard success means the thrall didn’t pick up anything useful, but chosen Storm Knight is aware of the attempt, as long as he or she is also from a reality that supports psionics. • Thrall Psychic (1): See page 42

INJURED THRALL

The Storm Knights come across two thralls who are just off the main hallway in a room. One is badly injured, having suffered wounds at the hands of an angry Tharkoldu. The other thrall is trying to help the injured one, but quickly jumps up and balls her hands into fists while standing guard over her injured friend. She warns the Storm Knights to stay back. Only some convincing roleplaying or a Challenging (DN 12) persuasion test gets the protective thrall to permit the Storm Knights look at her friend. The injured thrall has a compound fracture in his right femur—a very nasty injury. Setting the leg and doing other basic medical intervention is a Standard first aid test with a -1 penalty, plus any wound penalties currently ailing the Storm Knight performing the treatment. If successful, the grateful thralls tell the Storm Knights of a secret tunnel that the Free have carved out beneath the lab through which other thralls have escaped. This might come in handy during at the end of Scene Five. • Thrall (2): See page 93

THE LESSER OF TWO EVILS

The Storm Knights spot a whip-wielding technodemon taskmistress at the next guard post

39

carefully questioning every passing thrall. Chul is one of Mexx’s most fiercely loyal subs, tackling her job with glee. She looks almost human, her bloodred skin revealing that she’s no Race thrall herself. A nearby access door leads into a darkened service tunnel going in the same direction, but the floor in that hall is thick with a clear, caustic substance dripping from cracked pipes. If they can get past the acid, the Storm Knights can bypass the guard post. Leaping across the pool is a Hard (DN 14) Dexterity test, while going hand-over-hand via the pipes is a Challenging (DN 12) Strength test. The acid deals 15 + 1BD damage, which is enough to destroy most shoes or boots. If the Storm Knights choose instead to approach Chul, she assumes the Storm Knight with the highest Strength is the default leader (unless someone else speaks up immediately) and demands to know their business in this section of the factory. Allaying her suspicions is a persuasion test against her evidence analysis. If anyone else speaks, she lashes them, dealing damage if she hits. Should any Storm Knights attempt intimidation, or if they retaliate after a whip strike, Chul immediately attacks. If the Storm Knights are wearing visible slave collars, her first act in combat is to trigger her universal detonation device during the first round of combat. Otherwise, or after the detonation fails, she shouts “intruders!” and fights to the death. The Storm Knights have only three rounds to defeat her and slip back into the crowd of thralls before their cover is blown. • Chul: See below

CHUL Chul could almost pass as human, if it weren’t for her blood-red skin. She has two small devilish horns and a mane of long black hair, and keeps her hooves hidden inside black leather boots. Attributes: Charisma 9, Dexterity 12, Mind 10, Spirit 11, Strength 12 Skills: Conjuration 11, dodge 14, energy weapons 13, find 13, intimidation 13, melee weapons 15, reality 12, unarmed combat 13, willpower 14 Move: 12; Tough: 13 (1); Shock: 11; Wounds: 1

40

Equipment: Barbed Whip (Str +2, Painful, Reach 3 meters), leather armor (+1) Perks: Occultech (Brut Cerebral Enhancer, Vav Sensation Suppressor), Vicious Possibilities: Common (2) Special Abilities: • Chains: A technodemon may use conjuration to summon chains and attack a target within 50 meters (Damage 15). This attack may use the standard Grappling rules. • Fear: Technodemons inspire instinctive horror in creatures who see them. When first encountering one heroes must test willpower or Spirit or become Very Stymied. • Flight: Move 12 in the air.

SCENE FOUR: THE SOURCE Dramatic Scene. Tharkold Dominant Zone. The Storm Knights have finally reached the heart of the facility, the chamber where the sludge is manufactured. Read or paraphrase the following: You cross into a massive room with a high domed ceiling. The smell of chemicals burns your lungs. All throughout the room are numerous large vats, each slightly vibrating, from whatever mechanism churns within. A labyrinth of pipes crisscrosses the ceiling and feeds into and out of each vat. A few thralls move about completing various tasks. At the far end is a station where two thralls, both with visible signs of radiation sickness, fill barrels with the toxic sludge and load them onto a cart for shipping. They either don’t notice you, or don’t care. A computer terminal sits a few paces off to your right. The thralls in here go about their work without paying much attention to the Storm Knights, whether in disguise or not. If approached, the thralls answer general questions about the sludge, but they don’t know much other than that it’s acidic, toxic, radioactive, vile, and “Mexx wants it churned out and shipped as quickly as possible.” They don’t know where the sludge is shipped. The thralls all know that the scientists work on the computer and shruggingly suggest giving it a try.

Getting out is rarely as easy as getting in!

LOGGING ON

The computer is on, but password protected. It is not connected to Kur. Hacking it requires a Hard (DN 14) computers test, or the Storm Knights can attempt a Challenging (DN 12) persuasion or Standard (DN 10) intimidation to convince a thrall to divulge the password. The thralls have a pretty low morale right now, having been forced to work in conditions that could likely kill them, which makes them susceptible to such disloyalty. Once they’ve gained access to the computer, the Storm Knights can find basic details about the facility and the sludge. Read or paraphrase the following: The detailed notes again refer to the green sludge as BRUTE serum, a radioactive, magicallyinfused super steroid. When injected, the subject becomes exceptionally powerful and aggressive. Unfortunately, the serum’s extremely acidic nature requires it to be mixed with another agent or it

kills the subject. The solution was an Occultech device which roots itself into the subject’s body, then continuously cycles treated serum through his bloodstream, establishing a tenuous balance. The rest of the information is encrypted, and much more detailed information has been uploaded to the Grid.

INTRUSION COUNTERMEASURES Unfortunately, the Storm Knights intrusion has finally caught the attention of Mexx’s most prized thrall, Junco. Junco is a powerful psychic who has completely submitted to Mexx. She is fiercely loyal to her demonic master and sensed the Storm Knights not long after they entered the compound but was unable to determine their specific location due to the magical nature of the sludge interfering with her psychic perception. She discreetly sent out some of the other thralls to find the intruders and purposely didn’t inform Mexx or any of the other

41

technodemons so she could gain his favor when she dealt with them on her own. The psychic that the Storm Knights encountered on the way here is one of hers.

pale skin, but is otherwise indistinguishable from any other human or member of the Race. Junco is Mexx’s favorite pet and he gives her free run of his compound.

Just as the Storm Knights absorb the information on the computer workstation, Junco enters the room with backup to confront and stop the Storm Knights. She isn’t much for talking and immediately attacks. If the psychic the Storm Knights encountered in the last scene was able to read the mind of one of the Storm Knights, Junco knew to bring extra backup, doubling the number of thralls in her team.

Attributes: Charisma 10, Dexterity 7, Mind 8, Spirit 9, Strength 6 Skills: Dodge 9, Find 10, Fire Combat 8, Intimidation 12, Kinesis 12, Maneuver 8, Precognition 10, Reality 12, Survival 9, Taunt 12, Telepathy 14, Unarmed Combat 8, Willpower 12 Move: 7; Tough: 8 (2); Shock: 9; Wounds: 3 Equipment: Diffrax Vest (+2 Armor) Perks: Psionic (Mind Blast, Mind Sense, and Telekinetic Barrier), Awakened to the Way (Mind Surge and Telepathy), and Disciplined Mind Possibilities: 3 Special Abilities: -

During the fight, the Storm Knights and their opponents will need to be mindful of their environment. Barrels, vats, and pipes of sludge might be damaged on a Mishap or Setback. Deal full damage to the container’s Toughness 12. A wound causes the acidic sludge to immediately pour out into a medium Blast Radius adjacent to the busted container, dealing 15 + 1 BD damage to anyone affected. The puddle remains for the duration of the combat, dealing damage to anybody inside its radius. Intentionally kicking over a barrel to create a sludge pool is an action. The worker thralls flee the room during this fight. • Junco: See below • Thrall Psychic (1 Knight): See below

per

Storm

JUNCO Though a thrall, Junco is fanatically loyal to her master, Mexx. She was born in a slave pit on Tharkold and came down with the rest of Mexx’s thralls during the invasion. She is a powerful psychic and even unlocked several ancient powers that the Race fiercely guards. She has flared hair, violet eyes and

JUNCO 42

THRALL PSYCHIC Attributes: Charisma 7, Dexterity 10, Mind 9, Spirit 9, Strength 10 Skills: Dodge 13, find 11, fire combat 11, kinesis 15, maneuver 11, melee weapons 12, precognition 13, stealth 12, telepathy 13, unarmed combat 12 Move: 10; Tough: 12 (2); Shock: 9; Wounds: — Equipment: Diffrax Vest (+2) Alph Blaster (Damage 13, Range 10/25/40, Pistol), slave collar Perks: Psionic (Confusion, mind blast, telekinesis, telekinetic barrier, read mind) Possibilities: Rare (2) Special Abilities: • Danger Sense: Thrall psychics aren’t Surprised during the first round of an ambush. • Feedback: Thrall psychics gain +1 when activating powers as a group using Combine Action.

TIME TO GO! As the fight ends, an alarm starts echoing throughout the complex. The computer screen flashes “Lock Down. Access Prohibited.” The Storm Knights can also hear shouts in the distance and the voices getting closer. Perhaps one of the escaped thralls set off the alarm, or Junco sent out a telepathic message before dying. Regardless, the Storm Knights must now escape the facility with thralls and technodemons hot on their heels.

A PARTING GIFT

Before they start, the Storm Knights can sabotage the pressure regulator keeping sludge from overfilling the vats. It will take several minutes, but eventually the backflow causes the machine to catastrophically fail and the vats to explode in a pressurized blast of acidic sludge. The heroes should obviously be long gone by then, but it’s a potential setback to the operation and one that will surely kill anyone in this room. Sabotaging the regulator requires a Standard (DN 10) science or Mind test and can only be performed while the Storm Knights are still on Step A. Unfortunately, this also uses up one round of the chase, and they still need to complete it within five rounds to successfully escape.

HOT PURSUIT

Run this as a standard chase against Tharkoldu guards. The heroes test a variety of skills to clear each Step, but the Tharkoldu have the advantage of cameras and spy drones, needing only make a Hard (DN 14) find test each round to advance a Step. If they complete Step D before the Storm Knights, they manage to corner them in a loading bay or tunnel, depending on which Step the Storm Knights were completing. The intercepting team is comprised of one technodemon and two thralls per Storm Knight. Defeating this last group of foes buys enough time that the heroes can make good their escape. • Step A: The factory immediately goes on lockdown as soon as the alarm sounded, and heavy blast doors sealed all exits. In order to escape, the Storm Knights must make a Hard (DN 14) computer test on a nearby computer

console to cancel the lockdown and open doors throughout the complex. • Step B: The Storm Knights must avoid patrols in the maze of corridors as they look for a way out. A Very Hard (DN 16) persuasion test can convince any patrols they encounter that they are also looking for the intruders (don’t forget to include disguise bonuses, if any). Alternatively, they may attempt a Very Hard (DN 16) stealth test to hide in rooms and shadowed areas until the patrols pass by. The heroes must decide as a group which method to try. • Step C: The Storm Knights must locate an exit, which requires a Hard (DN 14) Mind test. If the Storm Knights helped the injured thrall in scene three, they have directions to one of the secret tunnels, allowing them to automatically pass this test and move onto step D. • Step D: The exit is sealed and locked! Lifting the lockdown did not affect the perimeter doors. The Storm Knights must pass a Very Hard lockpicking test to finally escape Mexx’s compound. As soon as the heroes are away from the compound, it is easy to slip unnoticed into the winding streets nearby and vanish. • Technodemon Sub: See page 92 • Thrall (2 per Storm Knight): See page 93

AFTERMATH The Storm Knights escape with leads on more information about the BRUTE serum. Mexx is furious. He holds his thralls and some of the technodemons accountable, killing many of them. Not trusting anyone else to find the intruders and what they stole, he activates an ancient Occultech machine he brought with him from Tharkold, which he commands to find and kill the heroes. Though the Storm Knights have gathered more information and Strah is likely to hear about it, he still isn’t worried. He’s aware of where Mexx kept additional information on the sludge and those who manufactured it. Only a madman would try to go into Kur to find this information.

43

ACT FOUR: MAZES AND MACHINES 44

T

he Storm Knights escaped Mexx’s stronghold with some information about the sludge and where to find more data on who is behind its creation. Unknown to them, Mexx activates an ancient nearly indestructible Occultech device to hunt them down. The Storm Knights must make their way across Moscow, while fending of the machine, and make their way to an ally of the Delphi Council who has a way for them to connect to the Grid and dive into Kur.

OVERVIEW Scene One: Catching their breath after successfully fleeing Mexx’s stronghold, the Storm Knights make their way to a Delphi Council safe house. Before they can reach it, they are attacked by the machine. After a tough fight, they put it down. Scene Two: The Storm Knights reach the safe house. There, they speak with an ally of the Delphi Council who knows where they’ll need to go to access the Grid and a fair deal about the machine that is hunting them and how to permanently destroy it. Scene Three: The Storm Knights continue to move through Moscow towards their destination. Having to move into Jezreal’s territory, they are attacked by a group of thralls led by one of Jez’s Razors when the machine shows up once again. Scene Four: Having found their way to a Core Earth Dominant Zone, the Storm Knights make their stand against the Machine, finally getting a chance to defeat it. Scene Five: The Storm Knights finally contact the Grid Runner. Once inside Kur, they must make their way through the labyrinth and retrieve the information they seek. This is where the Storm Knights first lean the name “Strah” – the man responsible for the ravager horde.

SCENE ONE: HUNTED! Standard Scene. Tharkold Dominant Zone. The Storm Knights take a moment to catch their breath after they’ve gotten a safe distance away from Mexx’s stronghold. They are just north of city center, in territory claimed by Thratchen. Their next step

The Destroyer is unkillable and unstoppable when it is sent after a target. is to reach a Delphi Council safehouse, but it is in Volkov’s territory on the other side of the city! Just as the Storm Knights begin to move out, read or paraphrase the following: After escaping Mexx’s BRUTE serum factory, you found a spot among rubble where you could hide. Teams of thralls and technodemon taskmasters scoured the area around the factory. While waiting you checked your gear one last time, reloaded clips, sharpened blades, and bandaged wounds. There’s a Delphi Council safehouse about three kilometers away through the city, in Volkov’s territory — a good place to regroup, supply up, send a report, and find some way to access the Grid. At last, it is safe to get moving again. As you steal cautiously down the empty streets, you hear heavy footsteps crunching in the gravel behind you. You turn and see a humanoid form about the size of a large man. It’s made completely of dark metal with runes etched into it. The face looks a skull without a mouth, and with

glowing blue eyes. It is obviously of Occultech design. The machine studies you for a few seconds and then raises one hand, launching a rocket your direction. The machine is known as a Destroyer, an ancient and nearly indestructible Tharkoldu Occultech robot that is used to hunt and destroy enemies. Most of the Destroyers have been lost or no longer functional. The Destroyer is Mexx’s most prized possession. He was saving it to use in a dire time. He knows that Thratchen will see it as weakness if he finds out that the Storm Knights infiltrated his compound and got away with information on the serum. Mexx sent the Destroyer to stop the Storm Knights so he could report this back to Thratchen and turn a failure into a victory. The Destroyer only has one rocket for its Mim Obliterator, so it drops the weapon after firing, then focuses on unarmed combat until it can acquire another ranged weapon.

45

THE DESTROYER The Destroyer is a humanoid-shaped Occultech machine designed to relentlessly hunt down and kill any foe chosen by its owner. It is single minded in design and purpose. Powerful and skilled at using most weapons, it is also able to regenerate damage while in the Tharkold cosm. The secrets of making a Destroyer were, thankfully, lost to the Tharkoldu long ago. Attributes: Charisma 5, Dexterity 9, Mind 10, Spirit 10, Strength 17 Skills: Air vehicles 10, computers 12, energy weapons 12, evidence analysis 13, find 13, fire combat 13, heavy weapons 13, land vehicles 10, melee weapons 12, missile weapons 11, reality 11, science 11, tracking 15, unarmed combat 13 Move 9; Toughness 21 (4); Shock -; Wounds 3 Equipment: Mim Obliterator (Damage 25, -/2k/4k, Lock on, Medium Blast) Perks: None Possibilities: 3 Special Abilities: • Armor: Metal body +4

SCENE TWO: SAFE HOUSE Standard Scene: Tharkold Dominant Zone. Licking their wounds, the Storm Knights reach the Delphi Safe House. It is in a sector of Moscow controlled by Volkov. The buildings here are heavily damaged from battles and the urban decay of Tharkold’s cruel reality. Abandoned cars litter the streets, many turned on their sides, tops, and at other abnormal angles. Though known to the Storm Knights, the safe house is well concealed. Albert Mayakovsky, the safehouse’s keeper, recognizes the Storm Knights from a Delphi Council dispatch mentioning that they might be in the area. Storm Knights who have never met him can make a Standard (DN 10) evidence analysis or Mind test, play an Idea card, or employ magic or other powers to certify his identity.

• Mindless: The Destroyer is a machine and immune to intimidation, taunt, and telepathy. • Occultech Construct: The Destroyer is immune to poison and other effects that require breathing, eating, or other “living” processes. • Tracking: The Destroyer treats all tracking tests against its programmed target as favored. • Relentless: The Destroyer ignores Shock. • Regeneration: While within a Tharkold Zone, if defeated, the Destroyer will completely regenerate within 2 hours.

THE DESTROYER 46

Read or paraphrase the following: Though you wouldn’t have guessed that this man, dressed like a bum and smelling of alcohol, would be an agent of the Delphi Council, he leads you on a winding path through the rubble, behind a truck leaning against one of the walls of a building, down the remains of what was once a hallway, and to a plain brick wall. Mayakovsky presses one of the cinderblocks, and decompressing air hisses at you as a large part of the wall slides to the side. Following the Russian in, you enter an unexpectedly large basement room. It is comfortably decorated with several single beds, a few tables surrounded by chairs, chests, cabinets, and other pieces of furniture designed to hold supplies are throughout the room. There are even a couple of classic arcade machines with faded artwork on the sides and script in Russian at the top. The only natural light comes from two small dingy windows high up on the wall. A step ladder is propped up beneath one of them, evidently as an emergency exit. Mayakovsky walks to a cabinet, uncorks a bottle of clear liquid, takes a long swig, and sighs. In a thick Russian accent, he asks, “Well, you’re safe now. What can I help you with?” Mayakovsky doesn’t know anything about the BRUTE serum or the ravagers, but he does have other valuable information and shares it freely. If the heroes don’t have an Interactive Map, he provides one. He can also perform first aid if anyone is injured. Resting, alas, is not an option because the Destroyer is still tracking them, and it will cause the safehouse to be compromised. He’ll also answer, to the best of his ability, any questions the Storm Knights have about this part of their mission: • The Destroyer: He is familiar with the thing chasing them. It is an ancient Occultech robot called as a Destroyer. It is used to seek and destroy its quarry. It will never shop hunting the Storm Knights — ever. It does not rest. It does not sleep. It does not eat. It regenerates damage then starts the hunt again. It is relentless and impossible to kill. Well... nearly impossible. Mayakovksy read somewhere that if it is taken into a different reality and defeated that it might not be able to rebuild itself. He could be wrong though, but it’s worth a shot.

ALBERT MAYAKOVSKY Albert Mayakovsky is a middle-aged man of average height and build. He is bald on the top of his head with wild dark hair growing on the sides. He has a long unkept salt and pepper beard. He is almost always wearing a dark grey knit cap and dresses in ragged clothes. Though he constantly smells of alcohol and drinks from the bottle (usually containing vodka) often he has a sharp mind and misses few details in all situations. Though not a native of Tharkold the planet, he is a citizen of the cosm and has become a subject matter expert on everything that is Tharkold. Attributes: Charisma 9, Dexterity 9, Mind 10, Spirit 6, Strength 8 Skills: Computers 11, Dodge 10, Evidence Analysis 11, Find 13, Fire Combat 11, First Aid 12, Heavy Weapons 10, Land Vehicles, Lockpicking 10, Maneuver 11, Medicine 11, Persuasion 12, Reality 7, Scholar 13, Streetwise 12, Survival 11, Taunt 11 Move: 9; Toughness: 10 (4); Shock: 6; Wounds: 3 Equipment: AN94 Assault Rifle (Damage 14, Long Burst, 40/80/160), Bottle of Cheap Vodka, Zan Endoskeleton MKIII (+4 Armor) Perks: Occultech Implant (Zan Endoskeleton MKIII), Survivor. Possibilities: 3 Special Abilities: • Another Reality: There is a statue to Yuri Gagarin, the first man in space, not far from here. The area around it is hardened to Core Earth. If they can lead the Destroyer there, they might be able to put it down forever. Maykovsky tags this location on their Interactive Map. • Kur: More information about the BRUTE serum was shunted to a location in Kur. Maykovsky knows a Grid Runner named Raven who can guide them into and out of that hell hole. She owes him a favor. Mayakovsky adds her location to the Interactive Map. He finishes by saying, “Tell Raven that Mayakovsky sent you, and give her this.” He passes them a cheap costume jewelry earring with gawdy gems.

47

• Supplies: The safehouse has common gear, melee weapons, and ammunition for most weapons that use fire combat from every realm. Anything extraordinary is only available if the player spends a Possibility (subject to Gamemaster veto, of course). There are no vehicles. Once the Storm Knights are reoutfitted and patched up, Mayakovsky hurries them along their way. If they stay put, the Destroyer arrives a short time later in dramatic fashion by crashing through one of the basement windows. Mayakovksy curses the Storm Knights in Russian but does his best to hold off the Destroyer with his AN94 assault rifle and give the heroes a chance to flee. No matter the outcome, the safehouse is compromised and has to be abandoned, which can affect their relationship with Mayakovsky (if he survives!) and leave a mark on their reputation with the Delphi Council.

SCENE THREE: STEPPIN’ ON A RAZOR Standard Scene: Tharkold Dominant Zone. The Storm Knights head toward the Core Earth Dominant Zone, which is just on the eastern border of President Volkov’s territory. With the aid of the interactive map, it is simple to navigate through the city to the statue of the first Cosmonaut. The journey takes an hour, during which time the Storm Knights need to stay one step ahead of the Destroyer. Unfortunately, they’re walking right into a trap set up by a gang of Thralls that wandered in from Jezreal’s territory. The group of thralls are led by Sobachka, one of Jezreal’s “Razors.” Looking to gain favor from his master, Sobachka has taken over a small amount of the Wolf’s territory and staged an ambush point along a semi busy road to assault supply shipments or anyone that looks interesting. The gang of thralls have set up an area to funnel anyone traveling along the road into a “kill box.” They’ve arranged abandoned cars, debris, and whatever else they could find to guide their victims to an area of the road with an abandoned bus across the street from a large building. Armed thralls hide inside both the bus and building, allowing them to

48

attack from two sides. They’ve also hidden a couple of mines along the road to immobilize or destroy vehicles that may be passing through. Unlike normal mines with a pressure trigger, these are rigged to a remote detonator in Sobachka’s possession. A Hard (DN 14) find test alerts the Storm Knights that the rubble and other objects around the area have been moved to create a specific path. On a Good success, the Storm Knights realize that the area between the bus and building is ideal for an ambush. On an Outstanding success, the Storm Knights also spot the mines tucked under small rock piles in the road. Read or paraphrase the following: You come to an area where the path threads through a significant amount of junk and rubble in the road. Standing between an abandoned city bus and an old bank building with its front windows smashed out is a short, wiry man with visible Occultech enhancements. He has a mohawk and wears a black long-sleeved jacket, jeans and combat boots. With a knife he picks idly at one of his cybernetic fingers and gives you a wicked smile. In a British accent he shouts, “This road is blocked, friends. If you want to pass, you’ve got to pay the toll.” If they engage in conversation with Sobachka, he arrogantly demands all their weapons, armor, money, and gear. He tells them that he’s feeling generous so they can keep their clothes and shoes. If they comply, Sobachka tells them that he will spare their lives. This, of course, is a lie. Sobachka is a cold-blooded killer who waits for anyone complying with his demands to remove their equipment, then orders his gang to ambush them. The Storm Knights can test evidence analysis or Mind against Sobachka’s persuasion skill to see if they he’s lying. If they refuse to cooperate, Sobachka shruggingly activates his Adrenal Boosters, causing all of his visible veins to pop out and his breathing to quicken, and attacks the Storm Knights. Before combat begins, each Storm Knight should make a Challenging (DN 12) find test to see if they notice the ambushers. Half of the thralls are hidden behind posts inside the building, ready to enter melee with Sobachka. The other half (rounded down) are in the bus ready to attack with ranged weapons. Any who fail are surprised (see Torg Eternity).

BAD TO WORSE

After two rounds of combat, the Destroyer appears atop the bank building. It leaps down, landing unfazed on both feet with a booming thud that cracks the pavement. Sobachka and all the others to turn their attacks toward this new, more alarming threat, ignoring the Storm Knights. With the thralls temporarily occupying the Destroyer, the Storm Knights have a clear path to flee in the direction they were traveling. If they take this option, they can exit combat without trouble— but they don’t have time to tarry! • Sobachka: See below • Hooligan (2 per Storm Knight): See page 89

SOBACHKA Brian Furse was an English tourist visiting Moscow when the invasion began. Like so many others, he immediately transformed. When Moscow turned into a war zone, it wasn’t long before people started to turn on one another. Brian quickly earned a reputation for his merciless ferocity, earning him the nickname of “Sobachka,” Russian for “little dog.” Jezreal took Sobachka hostage and tortured him for a time. When she learned what he was calling himself, she found him comical and decided to make him one of her thralls. Though she treats him like a runt in the pack, Sobachka remains loyal to Jezreal and is constantly seeking her approval. Attributes: Charisma 7, Dexterity 10, Mind 6, Spirit 7, Strength 8 Skills: Dodge 13, Energy Weapons 12, Find 7, Fire Combat 11, Intimidation 10, Land Vehicles 11, Maneuver 12, Melee Weapons 13, Missile Weapons 11, Persuasion 9, Reality 8, Streetwise 8, Taunt 9, Trick 8, Unarmed Combat 11 Move: 10; Toughness: 8; Shock: 7; Wounds: 3 Equipment: Chod Adrenal Boosters (+2 Dexterity & Strength for 1 minute, -2 to everything for 2 minutes after, action to activate) and Zan Hot Slashers (Damage Strength +3 (11), AP 2) Perks: Occultech Implants (Brut Circuit Spy, Chod Adrenal Boosters MKII, and Zan Hot Slashers) and Whirlwind Possibilities: 3 Special Abilities: —

SCENE FOUR: KILLING THE UNKILLABLE Dramatic Scene. Core Earth Dominant Zone. After the encounter with Sobachka and his gang, their goal, a Core Earth hardpoint, is only a few blocks away. The statue of Senior Lieutenant Yuri Gagarin sits in a modest sized park. As soon as the Storm Knights step onto the park grounds, they can feel the change to Core Earth’s reality. All the players must replace their Tharkold cosm cards with Core Earth cards. The statue of the first cosmonaut stands near a fountain that has long gone dry. Despite this, the rest of the park appears to have been cared for. Bushes, trees, and grass have all been landscaped, even though debris and rubble still surrounds the park. Senior Lieutenant Gagarin’s reverence as a hero has inspired locals to maintain this monument and given life to the Law of Hope, creating a small (50-meter radius) Core Earth hardpoint. The tiny park contains wooden benches, trash cans, and three large trees. The Storm Knights have mere moments to prepare before the Destroyer arrives. It made short work of the Sobachka and his goons. What little damage the gang was able to deal to it has already regenerated. Read or paraphrase the following: You hear heavy footsteps among the rubble. The black metal rune-covered monstrosity targets you with its glowing blue eyes. It moves directly towards you, stepping into the park and passing into the Core Earth zone. Now is your time to strike. The Destroyer has the same statistics as in the previous scenes except that, while inside this Core Earth zone, it no longer has access to its regeneration ability. If the Storm Knights can simply deal enough Wounds to it, the ancient Occultech nightmare is permanently destroyed. After the battle has concluded, the Storm Knights each gain one Possibility. The laws of Core Earth are strong here and reward those who fight against the odds to destroy the wicked. • Destroyer: See page 46

49

SCENE FIVE: A VIRTUAL HELL Dramatic Scene: Tharkold Dominant Zone. After having defeated the Destroyer for good, the Storm Knights can now safely meet up with the contact Mayakovsky’s contact, Raven, and get her help accessing the BRUTE serum information hidden in the Grid. Thankfully, the blip on their Interactive Map is just under an hour away into Jezreal’s territory in Moscow. The area where Raven is located, though still part of the Tharkold reality, has been less impacted by the invasion. Buildings in this part of the city are mostly intact, with fewer signs of the ongoing war, yet most lie abandoned. Doors gape open, weeds choke yards, and cars rust at the curb. A Challenging (DN 12) find test allows the Storm Knights to spot a few clues that indicate there’s more life here than what is visible at first glance: the occasional boarded-up window, a path worn through the weeds, a fresh pool of oil on the street where a car was recently parked. The blip leads the Storm Knights to a small house with faded light green paint. The interior looks just as abandoned. The furniture is still in place, but dust clings to everything. A dead cat, now nothing but fur and skeleton, lies in the hall. There are even still dishes at the dinner table—though all the food has long since rotted away. However, the heroes can make another Challenging (DN 12) find test to notice similar subtle signs of life in here: a cobweb torn in half across a doorway, and a recently-dead roach squashed as if under a boot.

50

walking these streets. If the Storm Knights produce the earring that Mayavkoski gave them, Raven immediately stands down, steps out of the doorway and motions for them to enter the basement. Otherwise, they can earn her (conditional) trust with a Standard (DN 10) persuasion or streetwise test, or gifting her with money or something of value. Inside is a room with numerous computer terminals and odd equipment connected to the various computer systems. The cramped living space also includes a bed, small refrigerator, and shelf stacked with canned food. Raven listens to what the Storm Knights need with a blank expression. She tells them that she can help, but even she isn’t going to go after what they want. She can help them get into the Grid, but even she isn’t crazy enough to go into that part of Kur. She’ll stay here and monitor their conditions while they dive into the demon’s maze and, if they survive, she’ll help guide them out.

DAYTRIPPERS When they are ready, Raven fits each character who doesn’t have a Grid Jack with a helmet that straps to their heads. After everyone is fitted and sitting, she touches a few options on a screen, and says, “Good luck. This is going to hurt.” Needles plunge into their eyes, ears, temples, and neck. Each of the Storm Knights who is using one of the helmets suffers one Wound. This Wound may not be healed until after they leave Kur. Read or paraphrase the following:

In the basement is a closed door. Just as the Storm Knights approach, it opens to reveal a slight woman with bright green eyes, a nose piercing, and a “fohawk.” She wears a white t-shirt with REBELS scrawled across it in a slanted red script and camo pants. But most notably, she levels a laser pistol at the group and asks, “What in the hell do you want?”

After a moment of searing pain and a blinding white flash, you find yourself standing in a hallway. The black walls of the hallway are striated with lines of blue light that pulse. The walls extend up toward a dark grey sky. One end of the hallway branches off at a T intersection, while the other leads up a flight of stairs. Raven’s harsh voice sounds in your head. “I’ll guide you, but most of this will be up to you. Now you need to move before you attract any unwanted attention.”

This is Raven, Mayakovsky’s Gridrunner contact. A hard life in the Moscow war zone has made her understandably slow to trust outsiders, yet she recognizes the heroes are not thralls, hooligans, soldiers, or any of the other abundant threats

The Storm Knights need to navigate their way through the mazes of Kur. Thankfully, Raven can guide them remotely, making finding their way through the maze a little easier, but the Grid is still a dark and twisted place full of the worst things the

Tharkoldu can imagine. Stairways move, doorways disappear, and other obstacles present themselves in the mad maze. There are treasures to be found here, but also madness. The team should elect one character to take the lead. That Storm Knight can either make a Hard (DN 14) computers test or a Very Hard (DN 16) find test to ensure they are on the correct path. Only one Storm Knight can make this test, attempting to guide the group through Kur. The Storm Knights must make three successful rolls to reach their destination, but the longer they remain in Kur, the more likely they’ll encounter one of the horrific denizens of this place. If they fail a roll, the Game Master rolls a Bonus Die. On a result of ∞, the Storm Knights stumble upon Wailing Souls, damned spirits trapped in Kur and bent on spreading their misery. If the Storm Knights fail the roll again, roll the Bonus Die twice, with the encounter happening if either die shows a ∞. This continues to increase until the Storm Knights reach their goal or are found by the group of Wailing Souls. • Wailing Soul (1 per Storm Knight): See below

WAILING SOUL Attributes: Charisma 5, Dexterity 8, Mind 6, Spirit 6, Strength 8 Skills: Dodge 7, find 8,intimidate 7, maneuver 8, taunt 7, trick 8 Move: 8; Tough: 10 (2); Shock: 6; Wounds: — Equipment: —, Perks: — Possibilities: Never • Cyber-ethereal: Wailing Souls are ethereal within Kur, and may only be affected by powers or items created within the grid itself. A Storm Knight may use computers as an interaction attack against the creature’s computers or Mind, and a Player’s Call disables this ability.

RAVEN

• Howl: A Storm Knight in proximity to wailing souls must test willpower or Spirit each round. On a failure the character is Stymied and suffers 2 Shock. A success avoids the Shock. A Good Success or better avoids all penalties.

WE HAVE SUCH SIGHTS TO SHOW YOU Once the Storm Knights have passed their three tests or have faced the Wailing Souls, they finally arrive at their goal. In the distance the Storm Knights can see a spectral image of weeping, howling faces grouped together in a hazy mass. Raven informs them that the information they seek is within. As the heroes approach the torment cloud, they stumble into a magical trap which engulfs the lead character in a black beam. This trap has no visible component, so it cannot be avoided with a find test. The trap remains in place until disabled.

LIFE FORCE TRAP

These magical traps sap the strength of their victim. They target a single individual who triggers the trap. Test: computers / Hard (–4) willpower Reset: 1 round. Disable: Very Hard (DN 16) computers. Mishap: Strength and Toughness are reduced by 2 for the rest of the scene. Miss: Strength and Toughness are reduced by 1 for the rest of the scene. After they have dealt with the Virtual Trap, one of the Storm Knights have to access the information held within the torment cloud. Raven says they’ll need to reach out and touch the writhing mass of disturbed spectral heads. She warns them that the process is painful and can be dangerous, but this is the only way to get what they’re looking for. Only one Storm Knight at a time may access the knowledge within the torment cloud. The hero touching the disturbing mass of screaming faces must make a Very Hard (DN 16) willpower test. On a failure she is driven temporarily

51

Kur is home to many dark secrets better left unknown! insane and claws at her own face, making a single unarmed combat attack against herself, ignoring armor (unless wearing a face-covering helmet). In either case, she witnesses what the souls saw. Several violent images flood her mind at the same time, some more relevant than others. Read or paraphrase the following: You are in a crowd of people standing together in a muddy shanty town. A powerful looking man with Occultech fused to his mutated flesh works the crowd into a frenzy as he speaks of leaving the Blasted Lands and reclaiming the cities. He claims to have a secret weapon that will empower you all. “Some of you will be the first to receive this weapon. A great gift!” The man makes a hand gesture, and powerful mutants enter the crowd, seizing people at random. One particularly gruesome mutant grabs your arm and hauls you with the others out of the crowd. You are lined up before the man, then you watch in horror as, one at a time, he presses a strange canister of foul green liquid against their back. The canister seems to come alive, burying

52

tentacle-like anchors into their back. The green sludgy substance courses into their body. Immediately, each one turns into a monster, hunched and wiry, yet rippling with muscles. The process ends with a metal mask clamped over their face, leaving only their drooling, grinning mouth exposed. When it is your turn, just like the others, you have second thoughts and attempt to resist, but are overpowered. You cry out in pain as the strange thing burrows into your flesh and pumps something into your body that sets it on fire. As your pulse quickens and your muscles begin to bulge, you scream in horror and pain as the crowd chants one name repeatedly: “Strah! Strah! Strah!” The vision ends there. Touching the torment cloud again forces another willpower test, but provides no new information. Raven informs the Storm Knights they should head back while they still can. But moments later they realize it is too late—the path back has changed! Something powerful has noticed their intrusion. They must thread their way back through the labyrinth before it finds them.

Escaping Kur is a Dramatic Skill resolution. Raven’s guides them the best she can, but they’ve ventured into new territory, so her only aid is to grant a one-time +4 bonus to a single test. Step A: The Storm Knights must decide on one of several paths, which requires a Challenging (DN 12) computers or Mind test. Step B: A heavy portcullis with rusty, blooddrenched barbs stands in the way. Finding a trigger to open it takes a Hard (DN 14) find or Mind test. Step C: Is this a familiar landmark? And if so, did they originally come from the right or the left? Figuring this out is a Very Hard (DN 16) evidence analysis or Mind test. Step D: As the Storm Knights close in on the exit, Kur tries to tempt them with its dark delights. Each character is struck with a vision of themselves receiving their heart’s desire. Fighting this temptation requires a Heroic (DN 18) willpower or Spirit test. If the team fails to escape Kur in time, they are cornered at last by a Technodemon Stalker, a hideously-deformed demon named Xukor who plays out his power fantasies in Kur while his physical body withers away in some forgotten place in the real world. Still bearing the flayed flesh of numerous punishments, Xukor takes delight in passing on his torment to others. He is attended by Jackwraiths whom he has “modified” with his peculiar taste for pain and suffering. • Xukor: See below • Jackwraith (1 per Storm Knight): See page 89

XUKOR Xukor’s emaciated body has been flayed open and then crudely stitched together so many times that his skin is a roadmap of agony. He wears a tight black leather outfit of strange design, with openings that expose gaping wounds or hooked flesh. Attributes: Charisma 8, Dexterity 8, Mind 10, Spirit 12, Strength 16 Skills: Alteration 14, apportation 16, computers 15, conjuration 14, divination 13, dodge 12, energy weapons 15, find 11, intimidation 16, melee weapons 15, reality 14, unarmed combat 12

Move: 8; Tough: 19 (3); Shock: 14; Wounds: 5 Equipment: Chain whip (Strength +3/19, Reach 5 meters) Perks: Occultech (Digan Darksight Eyes, Vav Razorwings), Sadist, Spellcasting (Diminish, Fear, Flesh Link, Impaling Limb, Occultech Blast, Possibility Rend), Whirlwind Possibilities: Common (3) Special Abilities: • Armor: Coded protection +3. • Chains: A technodemon may use conjuration to summon chains and attack a target within 50 meters (Damage 15). This attack may use the standard Grappling rules. • Dread: While a technodemon is present, a Standard Scene becomes a Dramatic Scene instead. • Fear: Technodemons inspire instinctive horror in creatures who see them. When first encountering one heroes must test willpower or Spirit or become Very Stymied. • Flight: Move 10 in the air. • Large: Most technodemons stand three or more meters tall. Attacks against them gain a +2 bonus. Minions: The technodemon may transfer any hit to a lackey within a few meters if he succeeds at a reality test.

AFTERMATH Once the Storm Knights defeat Xukor, or if they succeed at the Dramatic Skill resolution, Raven pulls them out of the Grid. She already ran a quick search on the name “Strah,” getting a single hit: one of the Wolf’s agents, Svitlana Ivanichenko, mentioned that name in a post-interrogation report. Raven permits them to rest and recuperate in her hidden lair until they are ready to move on. Should they need her in the future, they have a +2 to streetwise attempts to find and recruit her for a Grid run.

53

ACT FIVE: STRANGE BEDFELLOWS

I

n this act, the Storm Knights go to Kyiv, Ukraine to meet an informant who is willing to give information on Strah in exchange for a peculiar favor: altering an eternity shard into a weapon for President Volkov, who controls this part of the Tharkold realm. The simple meeting becomes more as the informant has been kidnapped and the Storm Knights must try to find her. They make their way through the underground metro to a resistance cell hideout and then to the Northern part of the city to get the eternity shard. Thratchen needs to stop the Storm Knights in the Obolon disctrict before they ruin his plan to become High Lord, so he sends in his force of thralls, Tharkoldu technodemons, and a powerful cygon. The winter in Ukraine can be just as harsh as in Russia, so Game Masters setting this adventure during that time should be sure to apply the environmental rules outlined in Act I.

OVERVIEW Scene One: The Storm Knights are sent to Kyiv, Ukraine, to meet a Russian sympathizer with loyalties to Volkov who might have information on how to defeat Strah. At the meeting point, they are instead attacked by Ukrainian Patriots who have captured the sympathizer. Scene Two: After the fight, the heroes chase a fleeing Patriot through the Metro, then deep into the Kyiv underground, and must deal with hazards in the dark tunnels. Scene Three: Confronting the Patriots and their leader, the Storm Knight discover the sympathizer has been tortured but still alive. She offers a shocking bargain: If they locate and alter the Bulava of Sovereignty, a Ukrainian Eternity Shard, she will provide information that can help defeat Strah. Scene Four: Heading North in search of the Bulava, the Storm Knights end up in a crossfire between the remaining Patriots and Volkov’s occupying forces, when Techno-demons sent by Thratchen intercede. Scene Five: In the Obolon District of northern Kyiv, the Storm Knights find the Bulava of Sovereignty. Thratchen sends a mighty cygon to stop them as a last-ditch effort.

54

The Patriots are ready for the Storm Knights, taking position all around the monument.

SCENE ONE: THE FRIENDSHIP ARCH Standard Scene. Tharkold Dominant Zone. At the end of the previous act, the Storm Knights found information that Svitlana Ivanichenko, an agent of President Volkov, has information on Strah which she gained through interrogation of one of his close subordinates shortly after Strah’s defection from the Russian military. Now the Storm Knights have a name and mental image of the man who is responsible for creating the Ravager Horde. Additionally, they have the name of a contact in President Volkov’s employment who might be able to give them more information on this mysterious figure. But since this requires going into “The Wolf’s” territory, they’ll have to reach out to their superiors with the Delphi Council to ensure a meeting can take place.

The Storm Knights make brief contact with the Delphi Council in order to get the proper paperwork to enter the Wolflands, as that Tharkold territory is controlled by President Volkov. As their objective has potential to eliminate a common foe and benefit him, their processing is uncharacteristically swift and hassle-free, with all the normal red-tape seemingly nonexistent. If they did not already possess them, they are given temporary weapon permits which expire in one month. Svitlana is in Kyiv, the capital of Ukraine. The Storm Knights travel to the city, which sits on the Dniepro river. Again, unless the Game Master wishes to insert additional encounters or side quests, this journey is largely unremarkable. While Kyiv is mostly intact, the Russian-Tharkold military has taken over the city, as well as most of the country. The Storm Knights were told to meet Svitlana at the Friendship of Nations Arch, a local

55

landmark which was constructed during Soviet times to commemorate the USSR. Underneath the center of the arch is a statue of two workers, one Ukrainian and the other Russian, who raised arms together hold a large replica of the Soviet Order of Friendship of Peoples medal. The Ukrainian government had planned to dismantle the monument as part of decommunization, but since Volkov’s takeover, the monument was deemed to be culturally significant and forced to remain. However, the Patriots discovered Svitlana was a Volkov informer and captured her. They discovered she was planning to meet potential allies. Thinking the Storm Knights have come to help crush the resistance, they set up an ambush. Read or paraphrase the following: Just 650 meters from Kyiv’s city center, Maidan Nezhalenzhnosti (Independence Square), stands an impressive arch made completely of titanium. Heavy snowfall has covered the statue and is piled up around the monument. You were supposed to meet Svitlana under the arch, but no one is there. The Patriots are hiding behind trees, low walls, and both ends of the monument. A find test opposed against the Patriot’s stealth alerts the Storm Knights to the ambush; otherwise the Patriots act with surprise (see Combat and Action Options in Torg Eternity). • Ukrainian Patriots (4 per Storm Knight): See page 60

THESE COLORS RUN Once the Storm Knights have defeated half of them, the remaining Patriots flee towards the city center. The easiest way to find out what they did with Svitlana is to pursue them. Run it as a standard Chase, where both sides test Dexterity to advance a Step. If successful, they chase the Patriots into the Metro, putting them close to the rebels’ hideout. Should the Patriots escape, or if the heroes don’t pursue them, they need to find them using other means. Playing an Idea card gets them there. Otherwise, a Standard (DN 10) tracking lets them follow the boot prints to the Metro, or they can ask around Kyiv for leads with a Challenging (DN 12) streetwise or Charisma test. A quick foray into the

56

Grid and a Hard (DN 14) computers test picks up drone footage of Patriots in and around the Metro entrance. Unlucky Storm Knights aren’t stuck for too long, though—they stumble into a lone Patriot who recognizes them and, terrified without his companions, spills his guts in exchange for being let go. Unfortunately, this also means the Patriots have had time to prepare (see Scene Three).

SCENE TWO: WRITTEN ON THE SUBWAY WALLS Standard Scene. Tharkold Dominant Zone. If the heroes reach Step D before the Patriots (or find them through other means), the Storm Knights track them into a Metro tunnel. Read or paraphrase the following: A long flight of stairs drops down into a dim Metro tunnel, lit by a single flickering fluorescent bulb. The steps are littered with trash and slick with patches of ice. At the bottom, you find yourselves on an old subway platform, now eerily silent and shrouded in darkness. Graffiti covers nearly every vertical surface. Something small skitters in the shadows. There is no sign of your quarry. Only one of the two subway tunnels is open, the other blocked by a crashed subway car and subsequent cave-in. Water trickles down the wall into oily puddles, the walls are spattered with old blood stains, and the Storm Knights can’t shake the feeling that some… thing is watching them. Just a few paces down other tunnel is a door leading into the maintenance tunnels. Somewhere in there is the Patriot’s hideout. As one might suspect, these tunnels are home to many Tharkoldu horrors. Through trial and error the Patriots have learned how to avoid many of these. The spray-painted tags are more than just idle vandalism; They are part of a code to help the Patriots navigate in the war-torn city, avoid dangerous areas, locate supplies and safehouses, leave warning messages, and deliver information. Storm Knights can make a Very Hard (DN 16) evidence analysis or Mind test to decipher the graffiti and learn the safest route to the Patriot safehouse.

Heroes from Tharkold gain +2 to this test, while those with the Linguist Perk automatically succeed. If the heroes failed to read the graffiti, they encounter three of the nightmarish threats listed below (Game Master’s choice). With a Standard success they only encounter two, while on an Outstanding success they only encounter the Pain Sculpture. Occasional flickering lights, burning trash barrels, or dim emergency bulbs create oases of light separated by long corridors of darkness. Unless they brought their own light, the tunnel is Dark, imposing a -4 penalty (see Darkness in Torg Eternity).

HACKLES

These tiny psionic parasites lurk on the ceiling, awaiting victims. As the Storm Knights pass below them, one Hackle drops unseen onto each Storm Knight, wriggles underneath armor, and attaches itself to the hero’s flesh. Feeling or spotting these things, which are no more than two centimeters long, is a Hard (DN 14) find or Mind test (don’t forget to include Darkness penalties). If unnoticed, the creatures simply wait, then the next time the Storm Knights are in a stressful encounter, the Hackles attempt a psionic intimidation attack with skill 14, feeding off the host’s heightened terror. On a Player’s Call the Hackles force the host to freeze in terror and take no action. Hackles are too small to need stats; If found, they are easily squashed.

MONOFILAMENT DEATH

Bones are common in these tunnels, but the Storm Knights come upon several which have been sliced through with laser precision. The unusual damage is the work of a Thin Widow, an Occultech arachnoid drone roughly the size of a fist, which weaves monofilament polymer webs from its spinnerets. Unsuspecting creatures who walk into the nearly-invisible fibers are bisected with surgical precision, leaving the Thin Widow to scuttle down and feed on the severed parts. Examining the bones with a Hard (DN 14) evidence analysis alerts the heroes to the potential threat, granting them +4 on find tests to locate the strands stretched across a doorway in the direction the Storm Knights must travel. The strands deal 20

+ 1BD damage (or 20 + 2BD on a Mishap) and can be avoided with a Near Impossible (DN 20) find or Heroic (18) Dexterity test. The strands themselves are weak, instantly destroyed by fire, acid, or similar effects. Weapons can break the fibers, but attacks destroy the weapon or ammunition in the process. Hitting the microscopic strands at range is a Near Impossible (DN 20) difficulty.

NEEDLER

From up ahead the heroes hear a soft sobbing and shuffling sound. Staggering toward them is a barefoot young woman in blood-spattered clothes whose face is obscured by her mop of hair. She moans for help. In truth, this a Needler, a fiendish bloodsucker. If attacked, it abandons the pretense of being bipedal, reveals its true, hideous face, and scrambles up the wall to position another attack. • Needler: See below

NEEDLER These hellish creatures pose as a member of the Race, using the illusion of being bipedal to get close to the target, aided by its psionic abilities. In truth, it is really walking on its hands, it’s rear legs dangling like “arms.” The shock of hair conceals the Needler’s syringe-like aculeus, which is where it derives the name. First the Needler lures victims close with its telepathy, then strikes with its hollow tail, draining the victim’s blood. Attributes: Charisma 11, Dexterity 12, Mind 8, Spirit 7, Strength 9 Skills: Dodge 14, find 11, intimidation 10, maneuver 13, precognition 10, stealth 15, taunt 13, telepathy 16, trick 9, unarmed combat 14 Move: 12; Tough: 9; Shock: 7; Wounds: 1 Equipment: — Perks: — Possibilities: Never Special Abilities: • Drain: The Needler makes an unarmed combat attack, gaining a +4 bonus if the target is under the effects of its Lure power. If successful, the target is considered Grappled and the Needler inserts its aculeus into the victim, dealing 1 Bonus Die of Shock damage per round until the target is KOed or breaks free.

57

• Fear: On first encountering a Needler, a hero must test willpower or Spirit or become Very Stymied. • Lure: This ability is identical to the mind control psionic power, but the Needler only uses it to move the controlled target toward it and let down its defenses. The effect is not broken when the Needler feeds. • Relentless: Needlers ignore Shock.

PAIN SCULPTURE

A macabre “artwork” of bone, rebar, wood planks, and chains adorns the wall of a small room. The bizarre design features a human body in the center, suspended by numerous hooks which tug at his flesh. Two additional arms and legs have been sewn crudely onto his body as a perverse homage to Leonardo Da Vinci’s famous “Vitruvian Man” sketch. The way forward requires the heroes to pass the unsettling contraption. The Patriots have a tenuous bargain with this thing, not destroying it in exchange for free passage. Everyone else is fair game. When someone approaches (or tries to pass by), the man’s eyes open and he gasps in agony, “Help… me...” He doesn’t respond to attempts to communicate. When the right time comes, the Pain Sculpture strikes, hoping to feed off their dying screams. • Pain Sculpture: See below

PAIN SCULPTURE Originally created by the technodemon Malkoth, these bizarre creatures were once members of the Race who were twisted through dark magic and torment into ghoulish works of “art.” They can take many forms and sizes, but each one nourishes itself with the screams of the dying. Attributes: Charisma 4, Dexterity 9, Mind 9, Spirit 10, Strength 12 Skills: Conjuration 15, dodge 10, find 12, intimidation 11, kinesis 14, taunt (5), telepathy 14, trick 11, willpower 15 Move: —; Tough: 12; Shock: 10; Wounds: 1 Equipment: — Perks: Iron Will, Psionic (atrophy, mind blast, strangle), Tortured Soul

58

Possibilities: Rare (2) Special Abilities: • Chains: A Pain Sculpture may use conjuration to summon chains and attack a target within 50 meters (Damage 15). This attack may use the standard Grappling rules (see page 123). • Fear: On first encountering a Pain Sculpture, a hero must test willpower or Spirit or become Very Stymied. • They Live on Fear: Every time a Pain Sculpture deals a Wound, it recovers one Bonus Die of Shock.

RATS IN THE WALLS

This part of the tunnels is warmer, being near some sort of generator or power source. A maze of pipes fills most of the tunnel, forcing the Storm Knights to crawl for five meters on their hands and knees. Swarmrats, drawn to nest here because of the heat, pour out of cracks and pipes when the first character is midway in the crawlspace. The tight quarters impose a -2 on all physical actions and cut Pace by half. • Swarmrats: See page 92

SCENE THREE: THE GUTS OF THE CITY Standard Scene. Tharkold Dominant Zone. The Storm Knights finally make it to the Patriot hideout. It’s located in a large room that serves as a central substation for water, natural gas, electricity, and sewage systems. An absolute maze of pipes occupies most of the space in this room. If the Storm Knights found this place after successfully chasing the Patriots from Scene One and avoiding most of the tunnel hazards by deciphering the graffiti in Scene Two, they surprise on the Patriots. If they had to locate them via other means in Scene One, or took a longer route in Scene Two, the Patriots are ready for them and immediately attack. If the Storm Knights failed to moving quickly in both Scene One and Scene Two, the Patriots have doubled their numbers. The Patriots, along with their leader, Petro, are interrogating Svitlana and are desperate to get

information from her. Unfortunately for her, Volkov sent her with an offer for the storm Knights and she has no information beyond the location of the Bulava of Sovereignty—something that might also interest the Patriots—but they assume she was sent as a spy against them and are asking the wrong questions. Petro is opposed to everything Tharkold and Volkov. He is completely convinced that the Storm Knights are sent by Volkov to take out the Ukrainian resistance in Kyiv and any persuasion attempts against him by the heroes are at a -4 penalty. He does not know that Svitlana knows about the Bulava of Sovereignty and if he finds out, he becomes single-mindedly focused on regaining this Ukrainian eternity shard to use against the Russian-Tharkold forces. Fighting in here is complicated due to the pipes. They can be used as Partial Cover (-2), but also reduce Movement by 2 and prevent running. On a Mishap, a pipe is hit with from a ricochet or direct hit. Chose or roll randomly to determine what type of pipe was hit: • 1 – 5: Electrical conduit. Sparks fly and everyone within a Small Blast takes Damage 13. This damage ignores armor. • 6 – 10: Water pipe. Those within a Small Blast are hit with a torrent of pressurized water and must make a Standard (DN 10) Strength test or become either Vulnerable or Stymied (or both on a Mishap). • 11 – 15: Steam pipe. A plume of boiling hot steam forces everyone in a Small Blast radius to make a Standard (DN 10) Dexterity test or take 8 + 1BD damage (8 + 2BD on a Mishap). • 16 – 20: Natural gas. No immediate effect, but any fire-based attacks, flames, fire combat attacks cause an explosion in a large blast for Damage 15 that targets the lowest armor.

SPY VS. SPY What the Patriots don’t know is there’s already a spy among their ranks. Valentin Klitscho has risen through the ranks to become the second in command of the rebels, but is actually a Russian sympathizer and informant. He perfectly impersonates a loyal member, going as far as helping interrogate Svitlana so that his cover won’t be blown. He knows he can’t take out the resistance by himself, so fights the Storm Knights until he is sure they are about to win. At that moment he turns on Petro (or another Patriot if Petro is defeated), shooting him point-blank from behind. This is a Called Shot that deals +4 if he hits. Petro is Flat-Footed, as he is caught by surprise. If Valentin takes a wound, he immediately surrenders. Should the heroes fail, he doesn’t break his cover, even to save Svitlana. • Ukrainian Patriots (1 per Storm Knight): See below • Valentin Klitschko: See below • Petro Sumeyko: See below

UKRAINIAN PATRIOTS Citizens and escaped soldiers who fight against Tharkold and Volkov’s takeover of eastern Ukraine, these patriots are ready to do anything to re-establish Ukraine as a sovereign state. Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit 8, Strength 8 Skills: Dodge 10, find 8, fire combat 10, first aid 8, heavy weapons 9, intimidation 9, land vehicles 9, melee weapons 10, maneuver 9, survival 10, unarmed combat 9. Move: 7; Tough: 12 (4) ; Shock: 8; Wounds: —

SVITLANA 59

SVITLANA IVANICHENKO Svitlana is a native Ukrainian, but in the divided country has firmly placed herself on the Pro-Russian side. She does feel that President Volkov is the only one who was able to hold his country mostly intact during the invasion and wants him in a position of stability so that Ukraine does not fall to Aysle, the Cyberpapacy, or the Nile. When she transformed to Tharkold, she became a natural psychic. Attributes: Charisma 11, Dexterity 7, Mind 10, Spirit 7, Strength 5 Skills: Dodge 8, evidence analysis 13, find 13, first aid 13, language: Russian 13, persuasion 18, precognition 14, reality 10, streetwise 12, scholar 12, science 12, survival 12, telepathy 14, trick 13, willpower 10 Move: 8; Tough: 5; Shock: 7; Wounds: 3 Equipment: Perks: Psionic (read mind, telepathy, psychometry), Institute Field Agent (psychic deception, déjà vu), Subtle Activation Possibilities: 3 Special Abilities: —

Equipment: Ballistic vest (+4), AK-47 (Damage 14, Long burst, Range 40/80/160), Perks: — Possibilities: Rare (2) Special Abilities: —

VALENTIN KLITSCHKO The second-in-command of the Ukrainian Patriots, Valentin is an attractive man with close-cropped hair and five-o`clock shadow. He wears olive green fatigues and army boots. Attributes: Charisma 12, Dexterity 8, Mind 8, Spirit 11, Strength 9 Skills: Dodge 10, find 11, fire combat 10, intimidation 15, land vehicles 10, melee weapons 10, persuasion 13, reality 12, streetwise 12, survival 10, trick 10, unarmed combat 11, willpower 11.

60

Move: 8; Tough: 11 (2); Shock: 11; Wounds: 2 Equipment: Thav-9 SMG (Damage 13, Range 20/40/80, Short Burst). Diffrax Vest (+2, bonus adds to dodge vs. energy weapons, torso). Perks: Sniper, Subterfuge Possibilities: 2 Special Abilities: —

PETRO SHUMEYKO The current leader of the Ukrainian Patriots, Petro is a huge man built like a bear. He became leader due to his sheer strength. Attributes: Charisma 10, Dexterity 8, Mind 5, Spirit 7, Strength 13 Skills: Dodge 10, intimidation 11, melee weapons 13, persuasion 13, reality 8, streetwise 14, survival 10, unarmed combat 13. Move: 8; Tough: 17 (4); Shock: 7; Wounds: 3 Equipment: Impact Hammer (Str +6/19, Stagger, Two Handed), Perks: Occultech x3 (Zan Endoskeleton Mk III), Vav Sensation Suppressor, Zan Hot Slashers MK II: +3 damage AP 2) Possibilities: 3 Special Abilities: —

SCENE FOUR: RUMBLE IN THE CONCRETE JUNGLE Standard Scene. Tharkold Dominant Zone. The Storm Knights are now able to tend to Svitlana. The interrogation reduced her down to 1 Shock and 3 Wounds. Attempting first aid can ease her pain. She is in no condition to travel but can still offer the Storm Knights her deal. If Valentin is still alive and all the patriots defeated, his cover is no longer needed and helps her with whatever she may need. Read or paraphrase the following: Svitlana, battered and bruised, hanging on to life by a thread, looks at you and with quiet determination tells you, “I sorry that you had to go through so much to find me. But I have information that will help you in your pursuit of Strah.” She picks up a nearby datapad and enters a code into the pad. “I have unlocked it. You have Interactive Map, yes? Connect. For information, I must ask you to do… favor.”

If the Storm Knights connect the datapad to their interactive map, or allow Valentin to do it, information on the datapad is uploaded to the map. She continues: “Now map has location of Eternity Shard, Bulava of Sovereignty. It is ceremonial mace of President of Ukraine. President Volkov, Defender of Earth and only world leader to force a truce with invaders, wishes to keep Bulava out of hands of Jezrael and Thratchen. Currently, Bulava is limited, but our scientists have discovered potential path to make it deadly against invaders. Go to Obolon and get Shard, then scan with map to verify. Instructions will appear on map. Do this and bring Shard to me and I to you give way to defeat Strah.” She deflects if asked any other questions and use all her skills and abilities to try to convince the heroes to do as she asks. Even if they don’t trust her, an Eternity Shard is a valuable tool that could be used against the High Lords and they might want to go after it themselves. They don’t have much time though as other Patriots in the city might be coming to the hideout at any time.

THE STORM KNIGHT DRAFT Valentin assures the Storm Knights he will take care of Svitlana. As soon as they leave, he does in fact escort her to the Russian-Tharkold Forces, but during the trip he contacts the remaining resistance members to tell them the Storm Knights took out Petro and are now heading to the Obolon district in Northern Kyiv. He then notifies the RussianTharkold forces with the same information, but that the Storm Knights are on Volkov’s side. He wants the Storm Knights to ally with the Russian President and dismiss any second thoughts they may have in helping him. If Valentin died or the Storm Knights somehow sided with Petro, adjust which parties are fighting and who is allied with the Storm Knights. No matter which side the heroes ultimately take, Thratchen’s forces attack them in the upcoming battle. They may take a taxi, rideshare, bus, other vehicle, or simply walk, but on the outskirts of the Obolon district, at least one opposing force attacks the Storm Knights. Read or paraphrase the following: Finally leaving the metro tunnels behind, you are once again in the cold, fresh air and sun. As you make

your way north, you arrive at the thin strip of highway squeezed between lakes Yordonske and Kyrylivske. Ahead, you see an autobus suddenly stop. Doors open and out pours a bus-load of resistance fighters. From behind, you see Russian-Tharkold military APCs fast approaching. Depending on who the Storm Knights are allied with, the battle begins. If they fight against the last of the Patriots, the Russian-Tharkold soldiers arrive in the second round of combat. If they are against the Russian-Tharkold forces, they have a round to prepare before the fight. In the fourth round of combat, the Storm Knights spot metallic pterodactyl-like creatures rocketing in quickly toward the battle. These are Skats, rocketpropelled predators used by Thratchen. They rotate strafing runs, with one half attacking while the other half circles back for another attack. One round later a Techno-demon force flies in to attack the Storm Knights. The Skats and Techno-demons focus on the Storm Knights, but do not care if any of their attacks hit either the resistance or Russian-Tharkold forces. • Ukrainian Patriots (2 per Storm Knight): see page 60 • Soldiers: (1 per Storm Knight): see page 91 • Skats (2 per Storm Knight): see below • Technodemon Sub (1 per two Storm Knights): see page 92

SKAT Skats are mechanical predators resembling pterodactyls used by techno-demons much like falcons are used to hunt prey by humans. They are physically weak, so use strafing run tactics on their prey. They hunt in pairs, with one doing a strafing run, while the other stays back and transmits enemy positions to its pair. They alternate strafing runs to continuously attack their foes. As long as both Skats are coordinating, they can ignore any movement penalty to their actions. Attributes: Charisma 4, Dexterity 11, Mind 7, Spirit 6, Strength 6 Skills: Dodge 13, energy weapons 14, find 10, maneuver 15, taunt (6), tracking 10, Move: 11; Tough: 8 (2); Shock: 6; Wounds: 1 Equipment: Plasma ejector Damage 14, Small blast 25/50/100

61

Perks: — Possibilities: Never Special Abilities: • Armor: Metalic plating +2 • Bite/Claws: Strength +2 (8) • Paired: Movement penalties are ignored as long as both Skats in a pair are present. • Sonic Powered: Flight 19 (+8)

SCENE FIVE: STEEL AND SCALES Standard Scene. Tharkold Dominant Zone. The Storm Knights are close to the Eternity Shard, the Bulava of Sovereignty. But they won’t be able to just go to its location and grab it. Once inside Obolon, the interactive map beeps and displays three nearby locations. The agent who stole the Eternity Shard during the invasion of Kyiv did not want the precise location known, so the Storm Knights are going to have to visit each point and upload data at them, which pieces together the Eternity Shard’s whereabouts. These locations can be visited in any order. If for any reason the Storm Knights fail at an upload, they have a cumulative -2 penalty to the final test to determine its location. Read or paraphrase the following: Apparently, the agents couldn’t just make it easy for you and give the exact location of the eternity shard. So, you are going to have to physically go to three locations in Obolon and upload data there and triangulate its location. The first location is a cylindrical building five stories high with a peculiar statue on the roof of five wire-framed camels holding up a sphere. The second location is a monument to the Archangel Michael near the Minsky Metro station. The third location is in a huge apartment complex with various stores and restaurants located on the ground level. The Interactive map reads, “Respawn”. The heroes can choose to tackle these in any order.

THE CAMEL SPHERE The first location is atop an office building. Getting to the roof is not a problem. Once there, they can clearly see the camel-and-globe sculpture which

62

stands nearly 10 meters tall. At least one of the Storm Knights must get to the top of the wireframed sphere (through flight, climbing, or other means). Climbing requires a Standard (DN 10) Strength test, but because there are no solid walls to climb, equipment such as wall crawlers or claws do not help. A fall deals 10 + 1BD damage, or 10 + 2BD on a Mishap. At the top, a small metal box, about the size of a matchbook, is fastened to the apex of the wireframed sphere. Holding the interactive map close to it causes one portion of the coordinates to transfer over. Once this is finished, the metal box makes an audible crackle and ceases to function. There are no attacks or tricks in this location. This may make the party overly optimistic or extremely paranoid.

THE ARCHANGEL At a small park near the Minsky Metro entrance is a statue of the Archangel Michael. When the interactive map gets within 2 meters of the statue it beeps and on it appears the Russian words “Кто Я?” (This roughly translates to, “Who am I?”). A Challenging (DN 12) scholar or Easy (DN 8) language: Russian test lets the character know that in the Orthodox religion, Michael is known as the Taxiarch, which is the correct answer. An Idea card, spell, or power might also help the Storm Knights derive this information. Most incorrect answers, or answers in another language, cause the statue to emit a pulse similar to a disruptor grenade, dealing 15 non-lethal damage to everyone in a Medium Blast. However, if the Storm Knights enter other Russian words with a similar meaning, such as Michael, Archangel, General, etc., the map instead provides a clue in the form of a checkered flag and a photo of the Friendship arch they visited earlier (“taxi” + “arch”). The correct answer must be entered in the Cyrillic alphabet for it to be accepted (таксиарх). The correct answer transfers pieces of coordinates to the map. An audible crackle sounds, as whatever device that transferred the data no longer functions.

RESPAWN Directly across the highway is the third location. A string of shops and restaurants stretch across the

There are fewer beasts in Tharkold more mighty and terrifying than a cygon. ground level of a massive apartment complex. Near the center is a neon sign that reads, “Respawn.” This turns out to be a cocktail bar that caters to gamers and took to the Tharkold reality with enthusiasm. More than any other area the Storm Knights have visited, Respawn is crowded. Patrons drink at the bar and tables. A large variety of board and video games are located throughout the cocktail bar. The interactive map leads them to a larger booth with “Horgon Tank” written in English on the sides. Suddenly the word, “Играть!” (“Play!”) appears on the map. The booth has a gaming chair with a virtual reality helmet resting on the seat. One of the Storm Knights needs to play the game. Inside the helmet are small metal disks, almost like large sequins. Once a character places the helmet on their head, read or paraphrase the following: For a moment you feel a strong sense of vertigo and the sensations that your mind has left its body. It’s very dissimilar to anything you’ve ever experienced.

This is not the GodNet and not even Kur. You feel the presence of a simple mind in the back of yours. A subtle but constant pain and helplessness emanates from it. You’re in the mind of another being! Suddenly you see that you.. no, IT… is in the ruins of a city. You are a little dizzy and seem to be looking around using three eyes on metallic stalks… A moment of dizziness takes over as you look down and see huge black elephantlike legs… You’re not even in a human. A look to the side and you see Occultech weaponry and armor has replaced almost everything except the legs. It’s as if everything above the pelvis of this creature has been encased or replaced by Occultech. Several small figures run around firing tiny weapons at you, while hordes of spectators cheer from the caged-in stands all around. The Storm Knight playing the game has been projected into the mind of a an actual Horgon, a beast from another world which the Tharkoldu technodemons have enslaved and turned into walking artillery. This game allows a normal person to control it during a fight in some far-off battle arena.

63

THE BULAVA OF SOVEREIGNTY A bulava is a ceremonial mace, often made from wood but gilded and adorned with precious gems and designs. They have long been a symbol of authority in Eastern Europe. This one is the emblem of the President of Ukraine. The bulava was unknown to be an eternity shard by the Ukrainian president when Volkov’s forces took over the eastern half of the country. It was taken because it was culturally significant, and as a high ranking agent, Svitlana ended up with it. Svitlana, as a nativeborn Ukrainian, used her psionic powers to determine its uses. She realized it would not be useful outside of Ukraine and spent time devising a plan in where it could be altered and used on a much larger scale. Cosm: Core Earth Possibilities: 3 Tapping Difficulty: 20 (10 if fighting invaders of Ukraine) Purpose: To preserve Ukraine as a Sovereign State. Powers: As a mace, the bulava can be used with melee weapons. When used in combat on Ukrainian soil and against someone who is considered an invader of Ukraine the bulava gives a +1BD of damage on a successful hit (in addition to any +BD from higher successes). If the wielder is a native-born Ukrainian, this is increased to +2BD. In addition, any persuasion test is considered Favored when speaking to a large crowd about the need to keep Ukraine sovereignty or other similar occasions (GM’ call) Restrictions: The bulava’s Possibilities can be tapped and Powers used only within Ukraine. Description: The bulava is wooden, but as hard as any metal. It has wooden spikes and artistic patterns on its head.

64

ROUND ONE – FIGHT!

As the Game Master, you can make this as short as long as you wish, but don’t drag it out too much, as no other characters are aware of what is going on. They just see their companion sitting silently in the chair, wearing the helmet. The player must make three Challenging (DN 12) computers or Standard (DN 10) telepathy tests during the game. If the player wins the majority of these tests, she “wins” the game. However, if the player fails at least two of these skill tests, she takes 3 Shock from the psychic trauma of the shared pain of the Horgon’s defeat, and is either Stymied or Vulnerable for the rest of the scene. If the player used telepathy, the damage is increased to 5 Shock and both Stymied and Vulnerable should they fail two tests. A Character with at least one Darkness Perk can ignore all Shock and conditions, but gains another Darkness Perk. Any Orrorshan character may ignore the Shock and conditions but must make a Corruption test. A the game concludes (regardless of the outcome for the player and the Horgon), partial coordinates are uploaded into the interactive map. The video game booth makes an audible crackle as the information device is disabled.

GETTING THE BULAVA Once the Storm Knights have all three pieces to the coordinates, the interactive map shows them the location of the Bulava of Sovereignty: an apartment located in a complex just across the street from the Camel Sphere building! Like most apartments in Kyiv, these apartments have a magnetic lock at the entrance which requires a Hard (DN 14) lockpicking test. Another test is required to get into the actual apartment. Alternately, they can attempt to climb the outside of the complex and enter the apartment on the 4th floor through the balcony door, which requires a Challenging (DN 12) Strength test. Falling from this height deals 15 + 1BD damage to the climber.

Once they are inside, read or paraphrase the following: The apartment is completely bare. It’s as if whoever placed the Eternity Shard here wanted to make it clearly visible. On the floor in the center of the room is an open wooden box, inside which is an ornate wooden mace painted with red and blue patterns. Before you can decide on your next move, the apartment shudders violently and a huge armoed Occultech claw bursts through the wall in an explosion of concrete dust and glass. In a last-ditch effort to stop the Storm Knights, Thratchen has sent a Cygon, a massive Occultechenhanced dragon of darkness, to track them down. The entire side wall collapses, providing little cover. If the Storm Knights flee into the building interior, the Cygon focuses on bringing down the whole thing. The building has an effective Toughness of 15 and 5 Wounds. Anyone still trapped inside when it collapses is dealt 30 + 1BD damage, and is most certainly dead or trapped under rubble. Dozens of innocent lives are at risk until the heroes can neutralize the Cygon. • Cygon: See below

CYGON When Tharkold was magic-rich, dragons thrived there. As the Magic axioms fell and Occultech was created, the Tharkoldu techno-demons offered the dragons a way to survive. Occultech in exchange of submission. Those that chose to submit were changed into cygons, a horrible blend of dragon and pain-powered tech. Attributes: Charisma 10, Dexterity 10, Mind 10, Spirit 12, Strength 17 Skills: Dodge 12, heavy weapons 14, intimidation 15, find 12, maneuver 10, reality 14, taunt 13, unarmed combat 14 Move: 10; Tough: 21 (4); Shock: 16; Wounds: 5 Perks: Relentless

Possibilities: 5 Special Abilities: • Armor: Occultech Scales +4. • Auto-Cannon Breath: Damage 14, AP 2, Medium Blast, range 20/40/60. The autoCannon replaces a dragon’s normal breath weapon. Attack uses heavy weapons to hit. This may only be once a scene, unless Reload occurs. • Bite/Claws: Damage Strength +2 (19). • Dread: While a cygon is present, any Standard Scene counts as a Dramatic Scene instead. • Fear: These awe-inspiring monsters make foes tremble. Test willpower or Spirit or become Very Stymied. • Flight: Move 12 in the air. • Rampage: Hrimscala ignores up to 4 points of Multi-Targeting penalties when attacking with his bite and claws. • Occultech Regeneration: For each Wound taken, roll a die. On an even result the Wound is ignored. • Reload: Whenever the heroes are Setback, the Auto-cannon reloads for one additional use per Scene. This can occur multiple times. • Very Large: cygons are 18 meters long, attacks against them gain a +4 bonus

AFTERMATH With the Cygon’s defeat, the Storm Knights possess the Bulava of Sovereignty. When they scan it with their interactive map, instructions appear. Much like with the locations in Obolon, three points are shown on the map, although these are not in a triangle. All three are in located in the area of the Chornobyl disaster of 1986, which now has been taken over by Tharkold’s reality.

65

ACT SIX: GAZING INTO THE ABYSS

H

66

aving acquired the Bulava of Sovereignty, the Storm Knights travel north of Kyiv to the irradiated area around Chernobyl. Here, in stages, they change the eternity shard into something different by harnessing the powers of the Tharkold World Laws of Ferocity, Domination, and Pain. Each process has its own dangers and trials. Ferocity demands that they take on the primal aspects of mutated wildlife. To show Domination, the Storm Knights must vanquish a radiation energy being and its hive-minded subordinates. They then have to harness the Pain of those who lost their lives in the Chernobyl disaster and restore Hope. Once the Storm Knights have completed the trials and have changed the eternity shard, Svitlana comes to them, ready to exchange vital information in Strah for the altered bulava. The entirety of Act 6 takes place in a radioactive “hot spot.” For every 10 minutes the Storm Knights spend in the city, they take a Wound (see Environmental Hazards in Torg Eternity). One radiation pill prevents the Wound. If the Storm Knights do not already have their own supply, they are each given 30 pills by whichever side they allied with in the previous Act. If for some reason they did not ally with anyone, they may have to use streetwise or other means to obtain them. Going into the Hot Spot unprepared is fatal otherwise. Scenes Two through Four may be played in any order.

OVERVIEW Scene One: The journey to the Chernobyl region is harsh. The hot spot, along with a psychic terror messes with their minds, mixing past and future that threatens their very sanity and existence. Scene Two: A radioactive ghost town, before the invasion, Pripyat has only grown more dangerous under Tharkold axioms. The Storm Knights perform a ritual to harness the psychic energy of Ferocity into the Bulava, while mutated wildlife tries to intervene. Scene Three: The Storm Knights move south, encountering a group of strange energy beings along the way. Inside the nuclear reactor area, they encounter the leader of these strange beings,

the core of their hive-mind. Upon defeating it, its Domination energy is absorbed into the Bulava. Scene Four: Upon reaching Chernobyl city, the Storm Knights encounter a strange “Soft Point” and area that, while under Core Earth’s axioms, has the Law of Hope replaced by the Law of Pain. The Knights are attacked by “super” Ravagers while the bulava absorbs the Law of Pain from the area, creating a full Core Earth Hard Point, but this is done by absorbing the Pain into itself. Scene Five: When the three aspects of Tharkold (Ferocity, Pain, and Domination) are all absorbed by the Bulava of Sovereignty, it is transformed into a Void Shard of Tharkold: The Bulava of Conquest. A recovered Svitlana and Russian forces meet the Storm Knights. The interaction determines the fate of the Bulava, information gathered on Strah, and how Volkov views the Storm Knights in the future.

SCENE ONE: MINDSCAPE Standard Scene. Tharkold Dominant Zone. The interactive map shows the Storm Knights where their next objectives are located. Even though this area is not part of the Blasted Land, when Tharkold reality took over the irradiated Chernobyl area, it formed a radioactive “hot spot.” In Kyiv, the Storm Knights easily requisition a basic wasteland junker (see Torg Eternity), if they do not still have transportation from previous acts. Read or paraphrase the following: You travel northward towards the Chernobyl area. The area is forested and covered in snow. As you get closer, you notice the air has a faint blue haze. The surrounding snow hauntingly sparkles and your skin begins to take a gray-blue tone. You realize you have entered the Chernobyl zone, an irradiated area from the disaster over thirty years ago. You are startled as the interactive map suddenly comes to life. English words, definitely written by a non-native speaker appear on the screen. “In my studies of bulava, I learned that eternity shard is of limited use. Bulava can only be used within borders of Ukraine, and thus cannot be used against invaders of Earth. But has property to defeat opposition to Ukraine and Earth reality. If you use to cleanse Chernobyl

WAIT, AREN’T WE THE GOOD GUYS? The group may be wondering why they should be helping President Volkov. Isn’t he a “bad guy” after all? Things are not always clear cut and to many people the alternate choices of Thratchen or Jezrael would be even worse. Volkov has a propagation machine of unimaginable size and many of the citizens of Russia fully believe he is their savior. Even the Delphi Council is unsure, but Quinn Sebastian himself sees Volkov as a wildcard and hopes that the uneasy alliance between the two won’t be in vain. Even if the Storm Knights have decided or eventually decide not to hand the bulava over to Svitlana, they do not know what the end result of their actions. The promise of a great weapon to use against all invaders is a strong temptation. Plus, after each trial, a good effect does happen as the harsh reality of Tharkold is subdued, even if only temporarily. area of both Tharkold reality and long-lasting USSR disaster, I believe Bulava will gain power and can be used against all invaders of Earth.” While Svitlana did not lie, she did not reveal the whole truth on her intentions for the eternity shard. Svitlana is not a fighter and knew that she could not undertake this mission. Tharkold reality warped the disaster zone, quickly altering all life within it that were not killed by the sudden rise in radiation due to the area becoming a hot spot. The psychic impression that had soaked into the area from the lives lost in the decades old disaster has manifested and the Storm Knights entrance into the zone has called it to them. Their vehicle stalls and can’t be restarted. Give the heroes a moment to puzzle over this development, cast spells, or take other actions, then read or paraphrase the following: The blue haze thickens into a fog that surrounds you. You can only see a meter in front of you. Your consciousness suddenly reels in a pounding pain, giving you all a splitting headache. Visions and images flash in your mind and before your eyes.

67

A Psychic emanation is attacking the Storm Knights. This would rip mind the mind out of a normal person, trapping him or her in an eternity spent reliving moments of the disaster and aftermath, but the Bulava of Sovereignty partially protects the group against this mental invasion of an alien reality.

THE DAYMARES The Storm Knights must contend with four increasingly horrific shared “daymares” of moments from Chernobyl’s past and future to break free of the mental prison. Whoever holds the bulava may tap its Possibilities during the following challenges.

AVERTING DISASTER

This daymare is vaguely based on the mistakes made in the Chernobyl nuclear reactor control room that led to the disaster.

Klaxon sirens wail in the distance. You are in a room with old computers the size of walls; buttons, knobs, switches are on the computers as well as a control table in the room. Something is terribly wrong. You’re trying to stop it from happening, but you fumble, making mistake after mistake. Suddenly radiation rushes into the room and you feel your skin burning in agony. Your skin turns into ash which flakes off revealing bone. Your corpses fall to the ground…. And then you reappear in the same control room just before the disaster strikes once more. To prevent the disaster from happening again, the Storm Knights have two rounds to succeed at four separate Standard (DN 10) computers tests. One person can perform more than one step with a Multi-Action, but all four must succeed within the short timeframe. If they fail, they must make a Hard (DN 14) willpower or Mind test, taking radiation Damage 15 (ignoring armor). They must repeat this daymare until they are successful.

The Bulava of Soverignty

68

INNOCENT VICTIM

This daymare takes place in Priyat, a city that was populated by the families and Chernobyl workers. The city was evacuated and this experience fills the Storm Knights with the dread and despair of what was lost in the disaster. You are in a city on a cold morning. The howl of air raid sirens fills the air. Beyond the concrete buildings you see a Ferris Wheel, its promise of happiness now a grotesque mockery as horror grips the city. People run everywhere and trample each other as they try to escape an approaching doom. Panic grips you. You have to move quickly against a building so that you are not knocked down. A small child sobs, “Mama! Mama! Gde Ty..” With wide eyes she looks everywhere. The crowd surges over her, and she is crushed underfoot… And then you reappear on that same city street as the crowd rushes in panic. The Storm Knights must get to the child and rescue her within two rounds before the panicking crowd overtakes her. At least one person must run to the girl and make a Hard (DN 14) maneuver test to get her out of harm. Other Storm Knight can provide a bonus by assisting. If they fail, they must make a Hard (DN 14) willpower or Mind test, taking Damage 17 (ignoring armor). They must repeat the daymare until they are successful.

STARVATION

The Storm Knights must find supplies and survive harsh conditions to defeat this daymare, which represents a possible future if Jezrael become the High Lord of Tharkold. You’re standing in the rubble-strewn remnant of Kyiv, now a wasteland. Jezrael has won and her demented fury has scorched the realm and razed Kyiv to the ground. You’ve searching everywhere for food and water, to no avail. You are weak and barely able to think from starvation. You lie down to take a little rest, then close your eyes and drift away into nothingness… And then you reappear in Kyiv, wandering and starving once more. Defeating this daymare requires a Hard (DN 14) find or survival test, as they poke through the ruins in search of nourishment. However, this time their numbers work against them: the heroes have a penalty to this roll equal to the size of the team. Every

member must roll this test separately. If they fail, they must against make a Hard (DN 14) willpower or Mind test, taking Damage 14 (ignoring armor). They must repeat the daymare until they are successful.

UNSTOPPABLE HORDE

Thratchen released the ravager horde on Kyiv. It surges through the city, savagely slaughtering anyone in its path. He has been deemed worthy to become High Lord by Malghest. As the sun sets, you are standing in the highway between Obolon from the rest of Kyiv. A countless horde of Ravagers streams towards you, silhouetted against the burning city. At your back are what is left of Volkov’s Russian forces, Ukrainian resistance fighters, and ordinary citizens who have taken up arms to try to delay the ravager horde long enough for their families to escape the city. The horde rips through you as you weren’t even there. Screams pierce your night as they butcher everyone in their path without pity, without quarter. And then one leaps down on you, and in the last moment as it raises its club to crush your skull, you recognize it as your own mother, missing for weeks… And then you reappear in the blood-red sunset, once more watching the horde rush toward you. This is the psychic spirit’s best chance to absorb the Storm Knights minds and it presses hard. However, whoever has possession of the bulava has a chance to inspire the defenders. After a rousing speech, one Storm Knight can make a Hard (DN 14) persuasion or Charisma test. Her allies cannot assist in this test. A Standard success grants the Storm Knights a +2 Bonus during the next test, while a Good or Outstanding success increases the Bonus to +4 or +6, respectively. After the speech, the horde arrives. Each Storm Knight may choose one skill to test. This could be a combat skill, such as fire combat or melee weapons; an interaction skill, such as intimidate or trick; a spellcasting, miracle, or psionic skill; or anything else the GM deems appropriate. In all cases, this is a Heroic (DN 18) test. If any Storm Knight failed their roll, the entire team must make a Standard (DN 10) willpower or Mind test, taking Damage 14 (ignoring armor). They must repeat the daymare until they are all successful.

69

BACK TO LIFE The Storm Knights have defeated the Psychic Terror, and the Bulava has actually absorbed its power. Only a few minutes have passed, even though the daymares seem to take much longer. Any Core Earth or Tharkold psychic with the mental blast power temporarily gains an additional +1BD damage on a success for the duration of this act. Oddly, one of the smaller red/blue swirls on the bulava has been replaced by a swirl of purple and black. Their vehicle now restarts easily.

The Law of Ferocity has made the mutated fauna extremely savage and the heroes only have a round to prepare before they are attacked by chain wolves. Every round, two more chain wolves join the battle. In the third round, a savage, mutated bear emerges from the ruins and joins the wolves. In the fourth round, a flock of needlebirds swoops in.

At this point, the heroes should decide which order they’d like to explore the three locations. The abandoned city of Priyat is described in Scene One, the Chernobyl Nuclear Power Plant is described in Scene Two, and the city of Chernobyl is described in Scene Three.

Complicating this fight are the weeds and brush all around restricting movement. Most are harmless, but among them are bloodvines, a mutant form of a local flowering creeper which eats animal flesh and responds to nearby movement. The bloodvines attack indiscriminately, but local wildlife knows to avoid the bloodvines’ slithering runners.

SCENE TWO: THE CALL OF THE WILD

After the first combat round, the Bulava of Sovereignty starts taking Ferocity into itself. Any Wound taken in the battle (and not Soaked) helps the Eternity Shard cleanse the Law of Ferocity from the area.

Standard Scene. Tharkold Dominant Zone. Priyat was a town just north of the Chernobyl Nuclear Power Plant that was primarily built to house the facility’s families and workers. Before the 1986 disaster, it was bustling and vibrant, with an amusement park and other modern attractions. When the reactor melted down, the town was completely evacuated. Over time, nature encroached on the abandoned area and wildlife flourished. Hunters started using the area for food. A few people even took up residence in the city. The Tharkold reality wash changed all of that. Residents were all killed due to the hot spot or mentally absorbed by the Psychic Terror from Scene 1. Since wildlife aren’t sentient, they were spared from the Terror, but the radiation, boosted by Tharkold’s disturbing reality, mutated them even more. As the team approaches the town, read or paraphrase the following: The area is eerily silent. Trees, grass and other flora have overgrown highways, parking lots, and buildings. You see an old, corroded Ferris wheel in the distance, and shudder in memory of the daymare. The interactive

70

map leads you to a forlorn square, where brush and weeds swallow park benches and rusted-out cars. Then, you hear a hair-raising howl, and several slavering chain wolves rush into the square.

• Abomination Bear: See below • Bloodvines (1 per three Storm Knights): See below • Chain Wolves (1 per Storm Knight): See page 88 • Needlebird Swarm: See below

ABOMINATION BEAR A berserk bear that has been mutated by the Chernobyl area Hot Spot. Attributes: Charisma 4, Dexterity 10, Mind 3, Spirit 8, Strength 14 Skills: Dodge 12, find 10, intimidation 12, maneuver 11, stealth 11, taunt (13), tracking 7, unarmed combat 13. Move: 10; Tough: 16 (2); Shock: 10; Wounds: 2 Equipment: Perks: — Possibilities: Never Special Abilities: • Armor: Mutated fur +2 • Bite/Claws: Strength +2 (16)

The strange beings made of radiation want to absorb others into their hive mind. • Immunity: Radiation • Large: Attacks against a Large creature gain a +2 Bonus.

BLOODVINES These entangling creepers have tiny mouths in the center of their beautiful red flowers. Their vines radiate out from a single bulb with an uncanny resemblance to a human face. Attributes: Charisma 3, Dexterity 5, Mind 1, Spirit 8, Strength 10 Skills: Find 8, unarmed combat 12. Move: —; Tough: 10; Shock: —; Wounds: 1 Equipment: Perks: — Possibilities: Never Special Abilities: • Immunity: Radiation

• Large: Attacks against a Large creature gain a +2 Bonus. • Lash: On a successful attack, the target is considered Grappled and the bloodvine drains 1 Bonus Die of Shock damage per round until the target is KOed or breaks free. • Mindless: Immune to intimidation and taunt interactions and telepathy powers. • Relentless: Bloodvines ignore Shock. • Swift Tendrils: Bloodvine tendrils can attack up to four targets within a Large Blast radius without a Multi-Action penalty.

NEEDLEBIRD SWARM These hummingbird-size birds feed by quickly diving into their target, then siphoning blood through its syringe-like beak. Individually, they go

71

for small animals no larger than a cat, but gather into huge flocks for hunting bigger prey—like humans. Attributes: Charisma 5, Dexterity 8, Mind 3, Spirit 7, Strength 6 Skills: Dodge 10, maneuver 10, stealth 10, tracking 8, trick (8), unarmed combat 13 Move: 8; Tough: 6; Shock: 12; Wounds: 4 Equipment: — Perks: — Possibilities: Never Special Abilities: • Flurry of Wings: Each round, a creature in contact with a needlebird swarm begins their turn Stymied. • Piercing Beaks: Once per turn the needlebird swarm may attack each target inside its area with without taking a Multi-Targeting penalty. A hit inflicts damage 14. • Flight: Move 10 in the air. • Fear: The mad screeching of a needlebird flock inspires terror. The first time a character encounters a swarm in an act, he must make a Spirit test or become Very Stymied. • Swarm: Unarmed attacks and crushing weapons deal base damage normally, as do area of effect attacks. Blades, bullets, or weapons that can’t hit dozens of creatures at once deal no damage at all.

"THESE GUYS ARE TAKING THIS WHOLE COMMUNISM THING A BIT TOO LITERALLY!” - AIDAN MCALLISTER

72

When a total of 10 Wounds have been dealt to any participant—human or otherwise—the Eternity Shard completes the cleansing. The bloodvines cease moving, and any remaining mutant animals flee. The Bulava of Sovereignty now deals an additional +1BD when an All-Out-Attack is used. Even more of the Eternity Shard’s red/blue swirls have been replaced by purple and black.

SCENE THREE: BLINDED BY THE LIGHT Standard Scene. Tharkold Dominant Zone. The Storm Knights enter the grounds of the Chernobyl nuclear reactor. The hot spot seems more intense here, not due to the environment, but instead by the strange creatures that live here. Read or paraphrase the following: You see the nuclear reactor site up ahead. The blue haze has grown stronger here and for a moment you start to fear encountering the Psychic Terror again, but no fog materializes, only an iridescent blue glow covering everything. Up ahead you see people slowly moving towards you. As they get closer, you see that they aren’t really people at all, but glowing blue beings. They appear solid, not ethereal, but are also “smooth” with no wrinkles or folds of skin. You feel a presence in your mind, as if these strange beings want to communicate with you. The party has been noticed by a small group of radiation beings, people transformed in the Tharkold axiom wash into alien-like life forms. They attempt telepathy to communicate (use the Combined Actions Chart in Torg Eternity). The radiation beings try to persuade the Storm Knights to join them and failing that, attempt to intimidate them into doing so. They do not attack unless attacked first. But they do approach the Storm Knights, getting into their personal space and touching them if allowed. Every round spent within a meter of one of these creatures counts as 10 minutes in a radioactive hot spot. Each Wound taken by this weird radiation visibly turns the victim into one of these Radiation Beings, a transformation which is complete at death, and only reversable by healing.

The Radiation Beings cannot run, but doggedly pursue the Storm Knights, even trying to break into buildings to follow. The Storm Knights can fight or just continue quickly towards the reactor. • Radiation Beings (1 per Storm Knight): See below

WE ARE BUT ONE MIND Once they reach the reactor, they are met by a larger crowd of the strange radiation beings. In the middle is one that stands out as more “intense.” This is the tribe’s Alpha. She again uses telepathy to convince the Storm Knights to join. Unlike her brethren, she explains the benefits of becoming one of them: independence, contentment, freedom from hunger, and so on. The Storm Knights need to break the Domination of the Radiation Being Alpha. If the Alpha is slain one random Radiation Beings within a kilometer instantly becomes the new Alpha. Thus, if the heroes go in guns blazing, they’ll eventually have to defeat each and every Radiation Being to succeed. But by considering hive-minds, the Law of Domination, or similar systems, a Storm Knight can attempt a Challenging (DN 12) scholar or Mind test. The results are as follows: • Standard: This hive-mind is probably based on the Law of Domination. • Good: Intimidation is tied to the Law of Domination. A successful intimidation test deals 1 non-lethal wound per success level to a Radiation Being. • Outstanding: If the Alpha is successfully KOed through intimidation, it breaks the Dominance chain completely.

should emphasize the positive aspect of changing the Eternity Shard. • Radiation Beings (2 per Storm Knight): See below • Radiation Being Alpha: See below

RADIATION BEING These members of a large tour group were visiting the former Chernobyl reactor site when the Tharkold axiom wash hit. They fused with the nuclear energy and became strange matter/ energy hybrids. Their shared telepathy mixes their sense of identity, save for one Alpha which always dominates the hive-mind. Attributes: Charisma 10, Dexterity 5, Mind 11, Spirit 9, Strength 5 Skills: Dodge 7, find 13, intimidation 13, persuasion 12, taunt (12), telepathy 15, trick (13), unarmed combat 7. Move: 5; Tough: 5; Shock: -; Wounds: 1 Equipment: Perks: Psionics (Clarity, Mind Blast, Telepathy), Iron Will Possibilities: None Special Abilities: • Immunity: Radiation Beings are immune to radiation, as well as any type of energy attack, be it from energy weapons, magic, miracles, or psionic powers. • Radiation Aura: Anyone who starts their turn within a Small Burst Radius of a Radiation Being is dealt the equivalent of 10 minutes of radiation (see Savage Worlds). • Relentless: Radiation Beings do not experience pain, so are immune to Shock.

Breaking the Dominance Chain causes the Bulava of Sovereignty to absorb the power of the Law of Domination. Intimidation tests are Favored by those who wield it. Its appearance changes further.

This radiation being shines brighter than the rest, and serves as the group’s psychic “leader.”

It also “cures” the Radiation Beings. They become human once more, but nearly collapse with exhaustion, no longer protected from the Chernobyl hot spot. If they aren’t evacuated soon, they will die. Giving each one a radiation pill saves their life long enough to get them to safety. This

Attributes: Charisma 12, Dexterity 7, Mind 11, Spirit 9, Strength 7 Skills: Dodge 7, find 14, intimidation 13, persuasion 14, taunt (14), telepathy 17, trick (13), unarmed combat 9. Move: 7; Tough: 7; Shock: -; Wounds: 3

RADIATION BEING ALPHA

73

Now that their task is complete, Svitlana wants the Bulava. Equipment: Perks: Psionics (Clarity, Mind Blast, Read Mind, Sense Psionics, Telepathy), Iron Will, Multi-Tasker Possibilities: 5 Special Abilities: • Mental Transference: If the Alpha is slain its energy and thoughts then transfer to another Radiation being within a Kilometer. • Immunity: Radiation Beings are immune to radiation, as well as any type of energy attack, be it from energy weapons, magic, miracles, or psionic powers. • Radiation Aura: Anyone who starts their turn within a Small Burst Radius of a Radiation Being is dealt the equivalent of 10 minutes of radiation (see Savage Worlds). • Relentless: Radiation Beings do not experience pain, so are immune to Shock.

74

SCENE FOUR: NO PAIN, NO GAIN Standard Scene. Core Earth Softpoint. This is a strange area. Normally a hardpoint requires people from that reality to live within or nearby, or else the hardpoint fades. When Tharkold axioms washed over Chernobyl city, a very different area was created. The cultural significance of the loss, and decades of trying to fix the aftermath of the disaster, inexplicably prevented the Tharkold reality from encroaching into this area. But it did not leave the small section of Core Earth completely unaffected. While Core earth axioms and the Laws of Glory and the Underdog are still present, The Law of Pain has supplanted the Law of Hope. Therefore, any remaining Cosm cards are not exchanged for Core Earth ones. In addition,

Possibilities granted within this area are Tharkold Possibilities.

another willpower or Spirit test. A failure results in another BD of Shock damage.

This isn’t a mixed zone, but something never experienced before and unique: a “softpoint.” It encompasses Chernobyl city, but does not extend to the reactor or the city of Priyat.

• Step C: In this test, the eternity shard, with the hero’s help, completes the seal. The Storm Knight must test against faith or Spirit at a Challenging DN 12.

Read or paraphrase the following: You feel a shift in reality, and realize you are no longer in Tharkold. From your experience this feels like Core Earth. You sense Core Earth’s vitality, its reality of great future accomplishments and victory snatched from defeat, but there’s something wrong. These things are tinged with great pain and anguish. Glorious deeds and accomplishments result in a Pyrrhic victory, where winning is as bad—or even worse—than losing. It feels like foul oil coating a pool of fresh water. The eternity shard tugs at its wielder’s mind. It wants to purge this Core Earth area of the invading reality’s Law of Pain. The Bulava’s Possibilities can be tapped during this scene to form a strange type of Reality Storm between itself and the Law of Pain within the softpoint, using its wielder as a conduit. While in the Storm, the person possessing the Eternity Shard cannot be affected by outside forces. They must succeed a Dramatic Skill Resolution alone.

UNWELCOME VISITORS This is complicated by the arrival of Super-Ravagers — members of the horde who have survived a long time under the influence of the BRUTE serum. They have been tracking the heroes, and finally converge on them as the Reality Storm begins. The Storm Knights must fight the Ravagers while the one of them battles the Law of Pain. Core Earth Storm Knights get a +2 Bonus to any tests during the Dramatic Skill Resolution. • Step A: This step steels the Storm Knight’s mind from the Law of Pain. The Storm Knight engulfed in the Reality Storm must make a willpower or Spirit test. On a failure they take 1BD of Shock damage. This steels the Storm Knight’s mind from the Law of Pain. • Step B: In this step the Storm Knight helps the eternity shard start to seal off the Law of Pain present in the Soft Point from the rest of the Tharkold realm. The Storm Knight makes

• Step D: The bulava absorbs the Law of Pain within itself. The Storm Knight must make a reality test at a Hard difficulty (DN 14). With the success of the DSR, the Pain of the Soft Point has been absorbed and the area becomes a full Core Earth Hard Point. Any Tharkold Cosm cards that the players may have are switched out to Core Earth ones. The bulava itself has gained another ability. It is considered a Painful weapon and when it does any damage, it deals an additional point of Shock. In addition it’s wielder is always considered to be under the Law of Pain and whenever they do at least one wound using the bulava, they regain 1 point of Shock. The Reality Storm fades, and if any ravagers are left, the Storm Knight may join his companions in defeating them. The ravagers are stronger than those they faced before, their mission to defeat Strah is even more vital. The Storm Knights can now continue to Scene 2 or 3 if they have not done them already, if this is the last Tharkold aspect, move to Scene 5. • Super-Ravagers: (2 per Storm Knight): See page 91

SCENE FIVE: DIRTY DEEDS DONE DIRT CHEAP Dramatic Scene. Core Earth Dominant Zone. When all three aspects of Tharkold have been absorbed into the Bulava of Sovereignty, its design has completely changed. The usual Eternity Shard red and blue swirls have been replaced by purple and black. This might be troubling to some teams. However, the entire Chernobyl site has been cleansed of Tharkold reality, and is now a large Core Earth hardpoint nearly 17 kilometers in diameter, reaching from Priyat to Chernobyl.

75

What’s more, all the radioactivity in the area is gone. If enough Core Earthers can populate the zone, this could be a very useful area. Whatever their opinion of Svitlana and their task, they have done a great service to the area North of Kyiv. Read or paraphrase the following: You take few minutes to understand what has happened. The Tharkold reality is no longer in the area, completely replaced by Core Earth reality. it’s also as if a Glorious deed has occurred, as no one seems to have faded into “what-ifs”. You feel relief and burgeoning hope that you might pull off your mission to defeat Strah. You look up in the sky and see a dozen Russian military helicopters fly overhead. As if on cue, your interactive map beeps. A new location appears with only one word, “Here”. The location on the map is just a short distance from where the Storm Knights defeated the Super-Ravagers. By the time they arrive, Svitlana is already there (along with Valentin, if he is still alive) as well as a large force of Russian-Tharkold soldiers. They don’t have their weapons ready but look at Svitlana in anticipation. Dozens of soldiers stand around a large concrete monument honoring the sacrifice of the firefighters who died trying to stop the Chernobyl meltdown. Valentin and Svitlana are among them. She is pleased to see you again. “Molodets moi druz’ya! Good job my friends! Your actions, they more impressive than I could imagine. This monument, ‘To Those Who Saved the World.’ Appropriate, da?” She walks towards you and reaches into her heavy coat pocket. Pulling out a datapad, she says, “As agreed, I honor our deal. Bulava is not what it once was. It must be kept safe. Away from clutches of invaders. President Volkov, Defender of Fatherland and Earth will make sure Bulava does not fail into wrong hands.” She raises her hands and waves them a little in the air, “Look what you done. Area is now beautiful!” Svitlana carries a datapad that contains information that can help the Storm Knights put a stop to Strah, but is only willing to hand it over in exchange for the Bulava. If the Storm Knights try to keep the Bulava, she again attempts to persuade them, resorting to psionics if necessary. But if this doesn’t work, with

76

a sigh of sincere disappointment she drops the datapad and crushes it under her heel, and motions for the soldiers to open fire. The Storm Knights really don’t have a happy ending in this encounter. They either give the Bulava, now a powerful “Void Shard,” over to President Volkov, or fight Svitlana, Valentin and the soldiers, causing unnecessary deaths. • Soldiers (5 per Storm Knight): See page 91 • Svitlana: See page 60 • Valentin: See page 60 • MI-24 Hind Attack Helicopters (2): See page 93

AFTERMATH Once the heroes have the datapad, read or paraphrase the following. If it was damaged during the encounter, they can still see the first file (the map), but the other files have been corrupted by the damage. The datapad contains several files on this man named Strah and his Ravager horde. The first are satellite images of several distinct massive Ravager Hordes swarming through small towns and cities all across the Blasted Lands. On the map the horde looks like a cloud of locusts, swarming this way and that, splitting and merging, and their numbers constantly growing. It is easy to see they are converging on Moscow, and should be arriving in just a few hours. If the heroes acquired the datapad without violence, continue with this expanded information: A video file tagged in the town of Krivtsy shows hundreds of the things surging down a street, clambering over cars and destroying everything. They lope after terrified townsfolk, swarming over them and butchering them without remorse. In the last second, a leering Ravager appears in the frame, his mouth nothing but a grotesque sneer under the weird metal masks they wear, as he leaps onto the cameraman. Along with this is a lab report of a captured Ravager, including blood samples and behavior observations. The BRUTE serum causes the injected victim to become exceptionally strong, enraged, and nearly immune to exhaustion. They believe Strah also uses the serum,

but is either immune to its maddening effects, or has a different chemical strain of the synthetic steroid. The final file is is a surveillance photo of a hairless man, lean and muscular, but with a dragon tattoo on his scalp. Bits of Occultech are fused into his body. The caption identifies him as “Strah.” Attached is a Russian Intelligence Dossier which tentatively identifies him as Mikhail Obolensky, though another note counters it, saying the man by that name was a Russian officer who died on the front lines when President Volkov launched a warhead at the Tharkold Maelstrom Bridge. The dossier goes on to describe Strah as “deranged,” “immune to pain,” and says his body has been fused with pieces of Occultech, though it doesn’t appear that he uses them like implants. Intel suggests he possesses no psionic abilities, and that the metal fused into his body might be conductive and/or prone to magnetic fields. It ends with the phrase “Terminate with extreme prejudice.” The Storm Knights now have information on how to defeat Strah. They can use their vehicle to get to their location, or if they peacefully exchanged the Bulava for the datapad, Svitlana offers to fly them back to Kyiv, where they can requisition another vehicle. Volkov extends their passes and weapon permits for one more month within the Wolflands, on the condition being that they do not hamper his forces. Volkov still wants Strah defeated, and the Storm Knights are a way to do it without dirtying his hands, as well as giving a death blow to Thratchen’s plan. But the instant Strah is defeated, they are deemed enemies of the state, and their passes and weapons permits are revoked. Naturally, upon any violent confrontation, they are immediately suspended.

VOID SHARD: THE BULAVA OF CONQUEST The bulava has been warped and altered by its absorption of Tharkold Properties. The last leading to its complete corruption, both transforming it to Tharkold reality as well as changing its very nature. The World Laws of Tharkold are tied to the Darkness Device Malghest and just as the emptiness of the Void eats at the existence of Eternity. The Void touched the eternity shard and made it a tool of its own. Cosm: Tharkold Possibilities: 3 Tapping Difficulty: 20 (10 if fighting to establish Domination over territory controlled by another) Purpose: To Conquer without mercy and inflict as much pain as possible when doing so. Powers: At any time, the bulava can be used as a mace. When an All-Out Attack is used, any successful hit causes an additional +1BD (in addition to any other BD). Any intimidation test is considered Favored when speaking to a large crowd about surrendering or invading another territory (GM’ call). Restrictions: The bulava’s Possibilities can be tapped and Powers used only by someone at the top of a dominance chain. Description: The bulava is wooden, but as hard as any metal. It has wooden spikes and artistic patterns on its head.

Either way, President Volkov now knows about the Storm Knights and remembers their actions.

77

ACT SEVEN: BREAKING THE HORDE

A

fter having turned the Bulava of Sovereignty from an Eternity Shard into a Void Shard, the Storm Knights either found information about Strah’s next steps from Svitlana or discovered it on her data pad after they defeat her. Either way, they know the next step in Strah’s plan: to lead his horde of Ravagers in an assault on Moscow. The Storm Knights receive the help from some old friends they encountered in previous acts but have to decide which faction—Jezreal or Volkov—to support in defending the city. Strah leads the horde through Thratchen’s territory into Moscow. The Storm Knights confront Strah in Red Square, where they must contend with the hazards of the battle as they attempt to finally defeat the Horde Master.

OVERVIEW Scene One: The Delphi Council dispatches all the Storm Knights they have in the area: Saber Company, Albert Mayakovsky, and Raven. If she’s still alive, Svitlana also shows up. Saber Company and the two Moscow native Storm Knights disagree in which side they should support in the upcoming conflict. The Storm Knights have to make a tough choice on which side to aid. Scene Two: The battle begins as the Ravager horde enters Moscow through Thratchen’s territory in the north. The Storm Knights assist with directing units, evacuating non-combatants, and seeing to the overall defenses of the city from a high level. Scene Three: The Storm Knights receive a report that Strah is arriving in Red Square. They must safely find their way through the ruins of Moscow to reach the plaza. Scene Four: Arriving in Red Square, the heroes finally confront Strah and attempt to put a stop to his army of Ravagers.

SCENE ONE: THE ENEMY OF MY ENEMY Standard Scene. Tharkold Pure Zone. After informing the Delphi Council of Strah’s plans to assault Moscow with his ravager horde, the Storm

78

Even in the face of destruction, each faction wants to come out on top. Knights race to Moscow to meet up with the other agents that the Delphi Council sends to assist in the upcoming battle. They’ll have some difficult choices to make regarding how to defend the city. The Delphi Council sends encrypted coordinates to the Storm Knights’ interactive map directing them to a bunker not far from Red Square. Unless the Game Master wishes to insert other encounters or side quests along the way, the Storm Knights travel to the bunker without incident. Read or paraphrase the following: You follow the blip and navigation system on your interactive map. It leads you to a hidden bunker in a building basement deep within Moscow, not far from Red Square. To your surprise, you see several familiar faces standing around a table. The table has an interactive touch screen display of the city projected onto it. The time to plan for the coming attack is at hand.

Awaiting them in the bunker are all the surviving members of Saber Company. Depending on what transpired in Act One, this could include edeinos Elekka, the detective Ms. Quincy, the pilot Katsuko, and the team leader Jeremy “Saber” McConnell. With them (if they are alive) are the two Storm Knights that helped them in Act 4, Albert Mayakovsky and Raven. If the Storm Knights honored their deal with Svitlana in Act 6, she is also here as a formal guest of the Delphi Council. After a few brief moments of greetings and pleastries, the Storm Knights must begin their preparations for the defending Moscow against Strah and his ravager horde. Looking at the large interactive map on the table, the Storm Knights can see that, as indicated on the datapad, the Ravager horde is converging on Moscow from several northern fronts and heading into the city. Though Thratchen’s forces surely

79

STRAH AND THRATCHEN Thratchen discovered the mutated marauder Strah during one of his trips deep into his territory. Though the ambitious former soldier and his followers made the mistake of attacking him, Thratchen decided to spare Strah. The technodemon saw potential in this man. He was angry and this anger could be focused on Thratchen’s enemies if given the proper motivation. Thratchen declared Strah one of his pride and gave him the secrets to creating the BRUTE serum. Strah was grateful for these gifts and become completely loyal to Thratchen. Duke Thratchen is cunning. He knows that Strah can be a useful tool. He gave him the secret to creating the Ravagers because the technodemon knew this could only benefit him if handled correctly. He used his influence over Strah to fuel the fires of his anger against Jezreal and Volkov. Moscow would be the perfect place to extract his revenge against the two of them. Even if Strah fails (an outcome Thratchen secretly desires), he’ll likely have weakened Thratchen’s enemies so significantly in Moscow that Thratchen can easily finish the job. No matter what, the ancient Tharkold demon will benefit from the Ravagers assault on the city. should have spotted them by now, they have made no attempt to repel the horde. If the Storm Knights are unable to connect the dots, they may play an Idea card, or one of the other war council members comment that it’s likely Thratchen is allied with Strah, and that they shouldn’t count on him for any sort of support.

FORGING AN ALLIANCE The discussion turns to which faction the Storm Knights should support during the attack. With Thratchen out of the equation, one of the other two factions (Jezreal or Volkov) must be assisted to

80

ensure the Ravagers are driven back. Allying with neither faction would ensure defeat against such overwhelming numbers. • Saber: The leader of Saber Company adamantly declares that Volkov has been an ally of the Delphia Council and defender of earth since the invasion began, so the group should assist Volkov. • Mayakosky: The Storm Knight’s local contact counters that Volkov is a selfish man only out for his own benefit. He also adds that having lived in Moscow since the invasion, he knows Jezreal’s forces are much stronger than Volkov’s and have the greater chance of repelling Strah and his Ravagers. • Svitlana: If Svitlana is at the meeting, she, of course, wants the Storm Knights to assist President Volkov, though she isn’t as stubborn as the other groups. A heated argument ensues between Mayakosky and Raven against the Saber Company. After things cool down, both sides stubbornly support Jezreal or Volkov, respectively. Svitlana remains silent having already spoken here piece but seems as if she could be shifted in her view.

A HARD CHOICE

The Storm Knights have to make the ultimate decision which side to support during the invasion of Moscow, but doing so will alienate at least some of the allies at the table. Saber Company won’t support Jezrael’s forces, while Mayakosky and Raven refuse to support Volkov. Svitlana prefers Volkov, though she can be swayed toward Jezrael with a Hard (DN 14) persuasion test. The Storm Knights should also remember that Volkov is a friend of the Delphi Council, and while some don’t trust his intentions, he was the only world leader who was able to force the invaders into a truce. Jezreal is like a rabid dog who has been kicked one to many times. Though she did kill Kranod, she did this out of hatred of her former master and not out of a noble purpose to help free the slaves or remove a tyrant from power. Her forces are much stronger than the Wolf’s are and she’ll have the great chance of defending the city against Strah and his ravagers.

Also, if the ravagers can defeat or weaken one of the faction’s troops inside of the city, even if the other side routes the ravagers, this will make it that much easier for Thratchen to take over more of Moscow. No one wants that. If they need verification, the heroes can make a Challenging (DN 12) evidence analysis or Mind test to compare data records of Jezrael’s forces with those of Volkov to confirm that Jezrael has the greater chance of repelling the Ravagers. Svitlana can be convinced with a Very Hard (DN 16) persuasion test to lend them the Bulava of Sovereignty, no matter which faction they chose to support. When they have made their decision, the others grudgingly accept it. The group whose ally was not chosen (either Mayakosky and Raven or Saber Company) depart after emotional good-byes, knowing they likely all won’t come out of this alive.

SCENE TWO: THE WOLF OR THE THRALL? Standard Scene. Tharkold Pure Zone. The Delphi Council assists the Storm Knights in contacting whichever faction they decided to support. The faction they join welcomes them into their Command Center. Volkov’s Russian-Tharkold soldiers are led by a Major Alexeev Lytkin. Jezreal’s rowdy group of soldiers are led by a large thrall who goes by “Mule.” Their Delphi Council allies (Saber Company if they went with Volkov, or Mayakosy and Raven if they went with Jezrael) are assigned to other tasks and soon part ways with the Storm Knights. However, if the heroes are only Alpha Clearance, are not suited to direct combat, or for some other reason really need some assistance, they can return for the final battle in Scene Three.

Jezreal and Volkov, colliding with their frontline troops. The Storm Knights are put in charge of issuing orders remotely to guide the troops during the defense of the city. Over five “rounds” (each representing about thirty minutes of battle), the Storm Knights assist with a variety of remote leadership actions. These actions fall into five different categories: Communications, Movement, Offense, Tactics, and Disaster Mitigation. Each round, the Game Master draws a Drama card and refers to the Dramatic Skill Resolution bar along the side. The letter or letters displayed indicates which actions need to be undertaken at that point in the ongoing battle. A: Communications B: Movement C: Offense D: Tactics: Complication, Possible Setback, or Critical Problem: Disaster Mitigation. The Storm Knights should divide the tasks among them. The individual(s) in charge of each area must test either of the skills below using their own skill or linked attribute. They may Combine Actions for a bonus, but Multi-Action penalties also apply if one hero tackles additional tasks in the same round. If the Storm Knights support Jezreal’s faction, they gain a +2 to bonus to skill checks due to her superior equipment and numbers.

COMMUNICATIONS

Provide information about enemy movement and status to troops, tell non-combatants where to evacuate, and direct the delivery of supplies. Tests use intimidation or persuasion.

MOVEMENT

Maneuver companies of troops toward the enemy, on foot or via transport. Tests use tracking or land vehicles.

THE TIDES OF WAR

OFFENSE

Shortly after this act begins, the Storm Knights receive reports that the Ravagers have entered the northern part of Moscow and are moving through the city, unhindered. Without obstacles ahead of them, they quickly make for the territories of

TACTICS

Direct assaults against the Ravager forces. Tests use energy weapons or fire combat. Instruct field commanders in flanking, defending, and guerilla tactics. Tests use stealth or maneuver.

81

DISASTER MITIGATION

Withdrawing from superior forces, rescuing fallen troops, or dealing with injuries. Tests use survival or first aid. In the first round, all tests are Standard (DN 10). The difficulty increases each round, so that all tests on the fifth and final round are Heroic (DN 18). Keep track of how many times the heroes succeed in a test. This will factor into how difficult the battle is with Strah in Scene Four. See the Hazards While Fighting Strah sidebar.

SCENE THREE: WARZONE Dramatic Scene. Tharkold Pure Zone. A little over two hours into the defense of Moscow, the Storm Knights receive word that the Ravagers have just broken the opposing factions’ forces. Some of the heroes’ own troops are have arrived at the other faction’s headquarters. Read or paraphrase the following: A static filled video feed comes through on the main monitor of the command center. You can see about a dozen of your troops entering the remains of a building. Their leader barks orders as they cover one another moving into the wreckage. Up ahead one of the fighters shouts that she found something. The camera drone zips past the soldiers and weaves through the wreckage. Many corpses lie beneath the rubble. Your friends and allies are among them, savagely slaughtered by an overwhelming force of Ravagers that had poured into their own command center. The sergeant speaks into the camera. “Sir, they’re all dead.” As you take all this in, a specialist says, “Command, we just received an urgent report. It’s Strah. He’s leading the Ravagers straight towards Red Square.” The faction command center, where the Storm Knights are currently, is about a kilometer from Red Square. Major Aleexev or Mule, respectively, uploads the fastest route to Red Square onto the heroes’ Interactive Map. He has no vehicles to offer (they’ve all been deployed) but the Storm Knights can requisition other gear or weapons native to Tharkold that costs 1000k or less. Strah’s dossier at the end of Act 6 mentioned that a solenoid embedded in Strah’s body can be

82

used against him. If he is successfully hit with any electrical attack (be it from a weapon, spell, or other source), the solenoid powerfully attracts magnetic objects for the next round. If the Storm Knights have this information, the commander also gifts them a single shock net (see the Tharkold Sourcebook). It activates the solenoid magnet on a successful missile weapons hit. If the Storm Knights have had a rough time with combat so far and need additional support, the commander in charge can also assign a small unit to accompany them. Give each interested player one Human Soldier (see Threats and Villains) to control during the rest of this scene. The NPC acts at the same time as the player to which she was assigned. She takes orders and fights bravely, but is not suicidal—she ignores any irrational command. The commander then takes over the heroes’ previous duties, and urges them to get moving. At this point, the Storm Knights need to move toward Red Square. This close to the crater and Maelstrom Bridge, shattered buildings and piles of rubble make it easy to lose one’s way. Finding a path through here requires a Hard (DN 14) survival or Mind test. The degree of success determines how long it takes the heroes to thread their way through the downtown Moscow wreckage while avoiding dangerous encounters. If they fail the skill test, they stumble upon all three encounters below. On a Standard success, they have two encounters (Game Master’s choice), while on a Good success they only have one. On an Outstanding success they reach Red Square without incident.

BAD BRAINS The Storm Knights are intercepted by a team of psis sent by Thratchen to prevent them from reaching Strah.. Read or paraphrase the following: You have to move quickly and stealthily through the streets, skirting the edge of the massive wall built to contain the wreckage from the maelstrom bridge. The battle still rages all around, breaking out in skirmishes on side streets, shaking the ground, and filling the night sky with the glow of thousands of fires. You are frighteningly close to the Tharkold maelstrom bridge, which twists overhead like a hellish tentacle.

Moments later, your path is cut off by several strange beings which stride confidently into the street. Each one is clad in black leather that covers them nearly head to toe, but with gaps that expose surgically-applied injuries held open with sutures or hooks. Their entire heads are covered in the same black leather, including their eyes. The only thing visible are their mouths, which have been surgically altered into toothy maws. This is a team of powerful psionic thralls that derive strength from their torment and communicate with one another silently through telepathy. They begin this battle with telekinetic shield active. • Pain Priests (1 per Storm Knight): See below

PAIN PRIEST Attributes: Charisma 8, Dexterity 8, Mind 10, Spirit 8, Strength 8 Skills: Dodge 10, find 13, intimidation 11, kinesis 16, maneuver 9, precognition 15, reality 10, scholar 13, stealth 10, telepathy 15, unarmed combat , willpower 14

Move: 8; Tough: 9 (1); Shock: 8; Wounds: 3 Equipment: Leather armor (Armor +1), Perks: Disciplined Mind, Multi-Tasker, Psionic (awareness, confusion, mind blast, pyrokinesis, strangle, telekinesis, telekinetic shield) Possibilities: 1 Special Abilities: • Painful Focus: Agony helps a Pain Priest focus his mind. When a Pain Priest suffers a Wound (and does not Soak), he gains an Up on his next psionic skill test. Pain Priests may self-inflict Wounds to receive the same effect. • Telepathic Bond: Pain Priests communicate with one another as per the telepathy power.

BLACK WATER A peculiar moving patch of black water presents an unusual threat. Read or paraphrase the following: Bent, flickering streetlights cast a haunting orange glow on the street. This close to the wall, buildings are shattered and teetering, huge chunks of their facades sheered off into mountains of brick and metal. Water,

83

It’s time to finally put an end to Strah and his Ravager Horde! perhaps from a busted main, flows down the street toward you like a miniature flood, splitting around rubble mounds and converging on the other side. But with a start you realize the water is flowing uphill! The Storm Knights have moments to take action before the water surges around them. They need to reach higher ground. A building close by presents a couple of options. They may quickly run inside, but it is soon inundated with the water, and the only way up is a collapsed stairwell which requires a Hard (DN 14) Strength test to climb. Alternatively, they may scrambling onto a pile of rubble in the street then use a collapsed streetlight to reach the exposed 2nd floor of the building, but this balancing act requires a Very Hard (DN 16) Dexterity test. In any case, every round spent in contact with the seemingly-intelligent acidic black water deals 8 + 1BD damage. Those who look at the water

84

must make an Easy (DN 8) willpower test or be compelled to wade into it (passing the test makes a hero immune to this effect for the rest of the scene). The strange black water covers an area of roughly one city block, to a depth of 1 foot. It does not follow the Storm Knights past this area.

HEAVY METAL Nearing their goal, the Storm Knights soon arrive at Bolshoy Moskvoretsky bridge, the only way across the Moskva River. Red Square is in sight on the other side, but crossing isn’t going to be easy. What remains of the Bolshoy Moskvoretsky bridge is a teetering, twisted mass of crumbling asphalt and metal girders choked with burned cars. Striding down the bridge toward you is a metal battlesuit with a Ravager inside. Screaming humans are strapped to each leg, their anguish feeding a Vril converter. The battlesuit carves through everything in its path with a massive plasma cannon.

This is a “Ravager Warlord,” a Super-Ravager enmeshed in a huge, human-shaped Occultech frame, another gift from Thratchen. A pack of Ravagers swarms around its legs like attack dogs.

HAZARDS WHILE FIGHTING STRAH

There isn’t much space left on this bridge to fight: Huge chunks are missing from the sides, leaving bits of cracked pavement suspended on bent girders, with heaps of wrecked cars here and there. It wouldn’t take much for more pieces of this bridge to break off and fall into the dark river below.

The number of successes the Storm Knights accumulated in Scene Two pays off in Scene Four, giving them certain advantages during the final battle: more friendly troops are redirected to this position, the Delphi Council sends in more reinforcements, non-combatants take up arms and join the fight, etc. Consult the following chart with the amount of successes in mind.

• Ravagers (1, plus 1 per Storm Knight): See page 91 • Ravager Warlord: See below

RAVAGER WARLORD A Ravager Warlord is a Super-Ravager built into a hideous framework of Occultech power armor. An unusual amount of BRUTE serum pumps into the Ravager in the center, while screaming victims have been wired to the construct’s legs, keeping the machinery moving with the Vril distilled from their terror and anguish. Attributes: Charisma 4, Dexterity 10, Mind 4, Spirit 5, Strength 18 Skills: Dodge 12, energy weapons 13, find 8, intimidation 14, maneuver 11, reality 8, taunt (5), trick (5), unarmed combat 13 Move: 12; Tough: 20 (2); Shock: –; Wounds: – Equipment: Alph Exterminator (Damage 16, Heavy Burst, Energy), Pain Gauntlet (Damage Str+1/19, Painful, Stagger). Perks: Brute, Iron Will. Possibilities: 3 Special Abilities: • Juiced-Up: A Ravager Warlord has two canisters of BRUTE serum with a Toughness 15. Targeting one requires a -4 Called Shot. A Wound causes this extra-large canister to burst in a Large Blast Radius. Those affected make a Challenging (DN 12) Dexterity test or take 10 + 1BD damage (or 10 + 2BD on a Mishap) from the corrosive, flesh-eating substance. Destroying both of a Ravager Warlord’s canisters causes him to be immediately KOd. • Enhanced Reflexes: Ignore 2 points while taking a multitarget combat option.

• 5 – 8 Successes: The Storm Knights receive a +1 bonus to all their defenses and tests against the hazards while fighting Strah. • 9 – 12 Successes: The bonus to defenses and tests against hazards increases to +2. • 13 – 16 Successes: As the previous level, plus the Storm Knight each gain one Possibility at the beginning of the scene. • 17+ Successes: As the previous level, plus reduce the amount of Super Ravagers by half.

• Relentless: Ravager Warlords ignore Shock. • Vril Powered: If both humans powering the Ravager Warlord armor are removed or killed, the suit becomes inoperable and the Super Ravager must exit the suit. Targeting a victim is a -2 Called Shot, while freeing one can only be done while adjacent to the Warlord and is a Very Hard (DN 16) Strength or science test.

SCENE FOUR: CONQUERING FEAR At last, Strah enters Red Square, just as the battle reaches a fever pitch. Read or paraphrase the following: When you finally reach the cobblestoned Red Square, you find Volkov’s soldiers and Jezreal’s thralls already fighting the Ravager horde. A few technodemons flap through the dark sky as they battle the brutes. The blast from a nearby explosive stuns you for a moment, then as the dust clears you finally see Strah, the leader of the Ravagers, in person. He is a tall man

85

with a lean build like a swimmer. He has no hair on his head, not even eyebrows. His scalp is covered with the tattoo of a dragon. Occultech is fused—not implanted— into his flesh throughout his body. He wields a large laser cannon with a shoulder strap. Strah shouts orders at the Ravagers as fires at his foes. Two incredibly large Ravagers flank him, destroying anyone who gets near Strah. Then he sees you and smiles. The Storm Knights now have a chance to put a stop to the Ravager horde and avenge their friends. If the Storm Knights know about Strah’s solenoid and wish to exploit it, there are plenty of smashed cars around this battlefield to trap him magnetically for a round.

A DYNAMIC BATTLEFIELD During their fight in Red Square, the battle still rages around them as they trade blows with Strah. Stray bullets, mortars, plasma grenades, lasers, and other hazards impact the Storm Knights and Strah during each round of combat. To determine what sort of hazard is impacting the battlefield that round of combat, roll a Bonus Die and consult the table below. Only one hazard occurs each round, and only affects the side which loses initiative. 1: Stray fire. A flurry of bullets or laser fire forces the group to duck for cover. Every member of the affected side must make a Challenging (DN 12) dodge or Dexterity test or become Stymied, or Very Stymied on a Mishap. 2: Explosion. Blasts from bombs, exploding vehicles, or overloading Occultech shake the ground. To stay on their feet, every member of the affected side must make a Challenging (DN 12) Strength test or become Vulnerable, or Very Vulnerable on a Mishap.

3: Fire. A stray blast from a flame thrower, Molotov cocktail or other fiery weapon hits the group. Every member of the affected side must make a Challenging (DN 12) dodge or Dexterity test or suffer 10 + 1BD (or 10 + 2BD on a Mishap) to their lowest armored area. 4: Death from Above. Plasma mortars, rubble, or other debris rains down from above. Every member of the affected side must make a Challenging (DN 12) dodge or Dexterity test or suffer 12 + 1BD damage (or 12 + 2BD on a Mishap) and become Restrained as if Grappled. 5: Stray Vehicle. A tank, truck, or other vehicle smashes through the group’s area, either through accident or intent. Every member of the affected side must make a Challenging (DN 12) dodge or Dexterity test or become either Stymied or Vulnerable, and take 12 +1BD on a Mishap. ∞: No Effect. The battle rages all around, but for a few seconds both sides get a respite. • Ravagers (5 per Storm Knight): See page 91 • Super-Ravagers (2 per Storm Knight): See page 91 • Strah: See below

STRAH Strah is a lean, wiry man. As a result of the mutations, he is completely hairless. His body has been enhanced through repeated injections of BRUTE serum, though modified to reduce the usual deleterious effects, and he does not wear a canister implant on his back. Strah was a former officer in the Russian military and on the front lines when President Volkov launched

STRAH 86

a nuclear warhead at the invading technodemon forces. He and his company were mutated by the fallout. Strah hates Volkov for turning him into a monster. He attracted a small force of mutants and raiders before falling in with Thratchen. Attributes: Charisma 10, Dexterity 16, Mind 10, Spirit 12, Strength 13 Skills: Dodge 21, energy weapons 18, find 13, fire combat 19, heavy weapons 20, intimidation 15, land vehicles 17, maneuver 17, melee weapons 18, missile weapons 17, reality 15, science 11, stealth 18, survival 13, taunt 12, unarmed combat 17, willpower 15 Move: 16; Toughness: 18 (5); Shock: 17; Wounds: 3 Equipment:AlphExterminator(Damage16,Ammo50, Heavy Burst, Energy, Range 100/500/1k) and Pain Gauntlet (Damage Str+1/14, Painful, Stagger) Perks: Dead to the Pain, Enhanced Reflexes, Metal Infused Skin, Mutation, Tenacious Possibilities: 5 Special Abilities: • BRUTE Serum Enhancements: Once per scene, Strah may activate the BRUTE Serum that he has been infused with to gain a +2 bonus to Dexterity and Strength for three rounds. When this wears off, he is at a -2 penalty to all tests until the end of the scene. • Dread: The presence of Strah makes any scene dramatic. • Enhanced Reflexes: Ignore 2 points while taking a multitarget combat option. • Minions: Strah may transfer any hit to one of his ravagers with a successful reality test. • Weakness: The same jumble of fused Occultech which gives Strah his natural armor is also his greatest weakness. One of the pieces is a solenoid—an cylendrical coil which, when electrically charged, creates a powerful magnetic pull. If Strah is successfully damaged with an electrical attack, he immediately attracts any magnetic objects within a Large Blast Radius. Small

items stick to him, but he is pulled toward larger ones and held fast (treat him as Restrained) until the end of the next round, when the charge disperses. The second time this occurs, Strah uses an action to rip the solenoid out of his body, which costs him a Wound but eliminates this Weakness.

AFTERMATH The moment Strah is defeated, his control over the Ravagers is lost. They immediately begin mindlessly attacking anything they see, including one another. The faction forces have a much easier time destroying or running off the rest. Within a few hours, most of the ravager threat has been dealt with and Moscow begins to recover from her wounds. The Storm Knights rejoin their allies and rejoice, though those who assisted the other faction have died. Svitlana, if she is here, comes back to claim her Bulava, being sure to emphasize how useful it was. With a smile and wink, she then disappears into the crowd of soldiers, thrall, medics and civilians. Whichever faction that the Storm Knights didn’t support (Jezrael or Volkov) is now heavily weakened by Strah and his Ravagers. Thratchen immediately takes advantage of this, pushing south into his enemy’s territory within the next few days. Though it cannot be confirmed that Thratchen was behind this, it is reasonable to believe that he had a hand to play in Strah’s rise to power and the creation of the Ravager horde. One way or another, the fractures caused by Strah and his horde will only continue to grow wider as the world reels toward the beginning of Year Two of the Possibility Wars. Through their interference, the Storm Knights have made some powerful new enemies, and further identified themselves as a dangerous force in need of neutralization...

87

COMMON FOES

THREATS AND VILLAINS

CHAIN WOLF

88

Attributes: Charisma 5, Dexterity 10, Mind 5, Spirit 8, Strength 10 Skills: Dodge 12, find 10, intimidation 10, maneuver 12, stealth 11, taunt (10), trick (10), tracking 10, unarmed combat 12 Move: 12; Tough: 12 (2); Shock: 8; Wounds: — Equipment: ­­— Perks: — Possibilities: Never Special Abilities: • Armor: Chains +2. • Bite: Damage Strength +2 (12). If the attack is a Good hit or better the target is also restrained by summoned chains. • Chains: When Maneuver is an Approved Action unconsciously summoned chains begin emerging from the ground all around the pack. All foes within 10 meters are Stymied and reduce base movement speed by 2 meters. If a target is already Very Stymied he becomes Restrained instead. • Fear: Chainwolf howls are unnatural. When first encountering them test willpower or Spirit or become Very Stymied. When Intimidate is an Approved Action the wolves howl again, forcing another round of Fear tests. • Immunity: Radiation.

CULTECH GANGER Attributes: Charisma 6, Dexterity 10, Mind 6, Spirit 7, Strength 10 Skills: Dodge 12, find 7, energy weapons 11, fire combat 12, land vehicles 11, maneuver 12, taunt 8, trick 8, unarmed combat 12 Move: 10; Tough: 12 (2); Shock: 7; Wounds: 1 Equipment: Thav-9 (Damage 14, Short Burst, Range 20/40/80), Pain Gauntlet (Damage Strength +1/13, Painful, Stagger) Perks: Brawler, Occultech (Chod Rabbitjacks, Chod Stitcher, Zan Spinose Plates) Possibilities: Rare (2) Special Abilities: —

• Cyberpsychosis: When Attack is an Approved Action the character must All-Out Attack if possible or become Very Vulnerable anyway.

GHUL Attributes: Charisma 5, Dexterity 8, Mind 5, Spirit 7, Strength 9 Skills: Find 8, fire combat 9, energy weapons 9, land vehicles 9, intimidation 12, stealth 9, taunt (10), trick (10), unarmed combat 11 Move: 8; Tough: 11 (2); Shock: —; Wounds: — Equipment: Thav-9 (Damage 14, Short Burst, Range 20/40/80). Perks: Occultech (Thav Integrated WeaponMount, Zan Spinose Plating) Possibilities: Never Special Abilities: • Cyber-tongue: Used as an unarmed attack the metal tongue deals Strength +2 (11) damage. I f the attack deals a Wound the target is also restrained. • Fear: Ghuls are animated corpses controlled by writhing cybernetic tongues. When first encountering them test willpower or Spirit or become Very Stymied. • Relentless: Ghuls ignore Shock. • Undead: Ghuls are immune to poison and other effects that require breathing, eating, or other “living“ processes.

HOOLIGAN Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit 6, Strength 8 Skills: Dodge 8, find 8, land vehicles 8, melee weapons 8, maneuver 8, missile weapons 8, taunt 9, trick 8, unarmed combat 9 Move: 8; Tough: 10 (2); Shock: 6; Wounds: — Equipment: Improvised Club (Damage Strength +1/9, Unwieldy), Petrol Bomb (Damage 14, Medium Blast, Range 10/20/30, Fire), Perks: — Possibilities: Rare (2) • Special Abilities: —.

JACKWRAITH Attributes: Charisma 6, Dexterity 8, Mind 10, Spirit 8, Strength 8

Skills: Alteration 12, computers 12, dodge 10, intimidate 10, maneuver 10, trick (11), unarmed combat 9 Move: 8; Tough: 10 (2); Shock: 8; Wounds: — Equipment: — Perks: — Possibilities: Rare (2) Special Abilities: • Bite/Claws: A jackwraith’s touch rends souls on the grid, even though it’s ethereal. Its touch deals 12 damage, and Stymies the target whether any damage was done or not. • Cyber-ethereal: Wailing Souls are ethereal within Kur, and may only be affected by powers or items created within the grid itself. A Storm Knight may use computers as an interaction attack against the creature’s computers or Mind, and a Player’s Call disables this ability. • Mindless: Jackwraiths are immune to intimidation and taunt interactions and telepathy powers.

MARAUDER Attributes: Charisma 7, Dexterity 9, Mind 7, Spirit 8, Strength 8 Skills: Dodge 10, find 8, fire combat 10, land vehicles 12, heavy weapons 10, maneuver 10, melee weapons 12, missile weapons 11, taunt 10, trick 8, unarmed combat 11 Move: 9; Tough: 10 (2); Shock: 10; Wounds: — Equipment: Spiked Plates (+2 Armor, Damage Strength +2/10), Thav-9 (Damage 14, Short Burst, Range 20/40/80), Battle Axe (Damage Strength +3/11), Net Launcher (Electrified Net Damage 8, Medium Blast, Range 5/10/15). Perks: Endurance Possibilities: Rare (2) Special Abilities: —

MAD CYBORG Attributes: Charisma 4, Dexterity 10, Mind 6, Spirit 6, Strength 12 Skills: Dodge 12, find 8, fire combat 14, maneuver 12, melee weapons 14, trick (8), unarmed combat 14 Move: 12; Tough: 16 (4); Shock: —; Wounds: 2 Equipment: Thav-9 SMG (Damage 14, Short Burst, Range 20/40/80)

89

Ghuls tend to lurk in dark places. Perks: Occultech (Clod Rabbitjacks, Clod Stitcher, Digan Cyberarm, Zan Endoskeleton) Possibilities: Rare (2) Special Abilities: • Amped: Mad cyborgs ignore the first 2 points of Multi-Action or Multi-Target penalties. • Mindless: These killing machines are immune to intimidation and taunt interactions and telepathy powers. • Relentless: These lost souls ignore Shock. • Self Repair: If the Approved Action is defend the unit recovers one lost Wound.

MUTATED RAIDER Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit 8, Strength 10 Skills: Dodge 10, Find 9, Fire Combat 12, First Aid 8, Intimidation 10, Maneuver 11, Stealth 10, Survival 9, Unarmed Combat 10, Water Vehicles 10

90

Move: 9; Tough: 10 (11); Shock: 13; Wounds: 1 Equipment: Leather (+1 Armor), Mim-8 Rifle (Damage 13, ammo 8, 50/100/200, AP 1) Perks: Mutation, Dead to the Pain, Spines. Possibilities: Rare (2) Special Abilities: • Spines: Damage Strength +2/12 • Immunity: Radiation • Deformative Mutation: Weak Fortitude (suffer 1 additional Shock from Fatigue).

NECRO Attributes: Charisma 6, Dexterity 10, Mind 5, Spirit 6, Strength 7 Skills: Dodge 13, find 8, maneuver 12, survival 8, tracking 12, trick (8), unarmed combat 13 Move: 10; Tough: 8 (1); Shock: 6; Wounds: 1 Equipment: —

Perks: — Possibilities: Never Special Abilities: • Armor: Metallic plating +1. • Bite/Claws: Damage Strength +2/15 AP 1. • Blood Sense: Tracking against a target becomes Favored once a necro deals a Wound or tastes the target’s blood. • Flight: Move 12 in the air. • Immune: Radiation. • Mindless: Necros are immune to intimidation and taunt interactions and telepathy powers.

RAVAGER Strah’s footsoldiers are humans twisted by BRUTE serum. They appear gaunt and largely hairless, their skin pulling back from their teeth and nails. No spark of intellect dwells behind their wide eyes. An Occultech canister implanted into on their back constantly cycles the green gooey serum into their bloodstream. Attributes: Charisma 4, Dexterity 8, Mind 4, Spirit 5, Strength 12 Skills: Dodge 12, find 6, intimidation 10, maneuver 10, melee weapons 11, taunt (5), trick (5), unarmed combat 11 Move: 8; Tough: 14; Shock: –; Wounds: – Equipment: Improvised Club (Str +2/14) Perks: —. Possibilities: Never Special Abilities: • Juiced-Up: A Ravager’s canister of BRUTE serum has a Toughness 15. Targeting it requires a -4 Called Shot. A Wound causes the canister to burst in a Small Blast Radius. Those affected make a Challenging (DN 12) Dexterity test or take 10 + 1BD damage (or 10 + 2BD on a Mishap) from the corrosive, flesh-eating substance. Destroying a Ravager’s canister causes him to be immediately KOd. • Relentless: Ravagers ignore Shock. • Horde: Ravagers crowd together to overwhelm their prey. Apply any bonus from a Combined Action to Damage as well as the attack itself when multiple infected attack a single target.

SOLDIER Attributes: Charisma 8, Dexterity 9, Mind 8, Spirit 8, Strength 9 Skills: Dodge 11, find 9, fire combat 11, first aid 9, heavy weapons 9, intimidation 10, land vehicles 9, maneuver 10, melee weapons 9, persuasion 10, stealth 9, unarmed combat 9 Move: 8; Tough: 12 (4); Shock: 8; Wounds: 3 Equipment: Ballistic vest (+4), MP-443 Grach (Damage 13, Range 10/25/40, pistol), F1 Greandes (Damage 16, Range 10/20/30, Medium Blast) Perks: Bodyguard, Double Tap, Helper Possibilities: Rare (2) Special Abilities: —

SUPER-RAVAGER Super-Ravagers are the result of a normal ravager surviving for a long time under the constant influence of the BRUTE serum, juicing their bodies almost to the breaking point. Attributes: Charisma 4, Dexterity 8, Mind 4, Spirit 5, Strength 14 Skills: Dodge 12, find 8, intimidation 10, maneuver 11, melee weapons 13, taunt (5), trick (5), unarmed combat 13 Move: 10; Tough: 16; Shock: –; Wounds: – Equipment: Improvised Club (Str +2/16) Perks: Brute. Possibilities: Rare (2) Special Abilities: • Juiced-Up: Super-Ravagers canister of BRUTE serum has a Toughness 15. Targeting it requires a -4 Called Shot. A Wound causes the canister to burst in a Small Blast Radius. Those affected make a Challenging (DN 12) Dexterity test or take 10 + 1BD damage (or 10 + 2BD on a Mishap) from the corrosive, flesh-eating substance. Destroying a Ravager’s canister causes him to be immediately KOd. • Quick: Super-Ravagers can move faster than normal. They gain +2 to their Movement. • Relentless: Super Ravagers ignore Shock.

SWARMRATS Attributes: Charisma 5, Dexterity 10, Mind 6, Spirit 8, Strength 6

91

Skills: Dodge 12, find 10, intimidation 10, maneuver 12, stealth 11, taunt (10), telepathy 12, trick (10), tracking 10, unarmed combat 12 Move: 10; Tough: 6; Shock: 13; Wounds: Special Equipment: ­­— Perks: — Possibilities: Never Special Abilities: • Massive Swarm: A swarm this size covers 20 meters of ground. Attacks are rolled normally, but a single target weapon or Small Blast may do a maximum of 1 Shock per round to the swarm, a Medium Blast may do a maximum of 2 Shock to the swarm, and a Large Blast or bigger may do a maximum of 3 Shock per round. Wounds have no effect. When the swarm is out of Shock it disperses completely. • Nibbles: Anyone within the swarm when it acts suffers 2 Shock from bites if they are Toughness 7 or lower. Toughness 12+ suffer 1 Shock, and Toughness 17+ take no damage at all. KO’ed targets suffer 1 Wound instead. Each target also loses one random item to the swarm’s teeth each round whether they suffer damage or not.

• Psionic Scratching: One individual, usually the one that suffered the least damage from Nibbles, becomes the target of a telepathic attack on the swarm’s action. The swarm tests telepathy against the target’s willpower or Spirit, and deals 2 Shock on a success. On a Good Success the attack deals 4 Shock, and on an Outstanding Success the target is also Restrained!

TECHNODEMON SUB Attributes: Charisma 8, Dexterity 10, Mind 10, Spirit 10, Strength 14 Skills: Conjuration 12, dodge 12, energy weapons 14, find 11, intimidation 13, melee weapons 14, reality 12, unarmed combat 12 Move: 10; Tough: 17 (3); Shock: 10; Wounds: 1 Equipment: Pain Gauntlet (Damage Strength +1/15, Painful, Stagger), Alph Sprayer (Damage 14, Range 40/80/160, Long Burst) Perks: Occultech (Alph Weapon Dock, Digan Darksight Eyes, Vav Razor Wings) Possibilities: Common (2) Special Abilities: • Armor: Cybernetic plating +2. • Chains: A technodemon may use conjuration to summon chains and attack a target within 50 meters (Damage 15). This attack may use the standard Grappling rules. • Fear: Technodemons inspire instinctive horror in creatures who see them. When first encountering one heroes must test willpower or Spirit or become Very Stymied. • Flight: Move 12 in the air.

THARKOLD GOSPOG OF THE THIRD PLANTING Attributes: Charisma 5, Dexterity 8, Mind 8, Spirit 10, Strength 12 Skills: Dodge 10, energy weapons 15, find 8, fire combat 15, maneuver 9, melee weapons 15, missile weapons 14, stealth 11, trick (13), unarmed combat 15 Move: 8; Tough: 14 (2); Shock: —; Wounds: 1

92

Equipment: Shocklash (DamageStrength +2/14, Painful), AK-47 or Alph Sprayer (Damage 14, Range 40/80/160, Long Burst), other weapons or equipment are possible, varies between gospog. Perks: Occultech (actual items vary) Possibilities: Never Special Abilities: • Armor: Plates and scrap provide Armor +2. • Bite/claws: Damage Strength +2 (14) • Fear: Gospog are horrific amalgamations of a corpse and rotten plant matter that emit a horrid shriek when encountered. Test willpower or Spirit or become Very Stymied. • Mindless: Gospog are immune to intimidation and taunt interactions and telepathy powers. • Radioactive: These gospog are intensely radioactive at close range. At the end of each turn without special protection roll a Bonus Die for each adjacent gospog. If any of the dice roll an 8 result, suffer a Wound from radiation which doesn’t heal via normal means. • Relentless: Gospog ignore Shock. • Undead: Gospog are immune to poison and other effects that require breathing, eating, or other “living“ processes.

THRALL Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit 6, Strength 8 Skills: Dodge 10, find 8, fire combat 10, land vehicles 10, maneuver 10, taunt 8, trick 8, unarmed combat 10 Move: 8; Tough: 10 (2); Shock: 6; Wounds: — Equipment: Leather armor (+2), Thav-9 (Damage 14, Short Burst, Range 20/40/80), slave collar Perks: — Possibilities: Rare (2) Special Abilities: —.

THRALL (SPECIALIST) Attributes: Charisma 8, Dexterity 10, Mind 8, Spirit 8, Strength 10 Skills: Dodge 12, find 10, energy weapons 12, fire combat 12, heavy weapons 12, land vehicles 12, maneuver 12, taunt 10, trick 9, unarmed combat 12 Move: 8; Tough: 10 (2); Shock: 10; Wounds: 1

Equipment: Diffrax Plat (+3, energy weapons –3), Alph Sprayer (Damage 14, Long Burst, Range 40/80/160), Impact Hammer (Damage Strength +4/16, Stagger), slave collar Perks: Endurance, Occultech (Alph Weapon Dock, Digan CyberArms), Relentless, Whirlwind Possibilities: Common (2) Special Abilities: • Maniacal: An odd attack result hits an ally or unintended target within melee just as it does when firing into melee.

VEHICLES SYNTHCYCLER Speed: 40 kph (10); Tough: 20 (5); Wounds: 3 • Armament: Synthecyclers aren’t usually armed, but their prehensile vacuums and salvage cutters do an admirable job on foes who get too close. Range on the deconstruction equipment is a reach of 5 meters, uses heavy weapons to hit, and deals 18 damage AP 10 on a hit! • Very Large: Attacks against the synthecylcer gain a +4 bonus due to its size. • Maneuverability: −4 penalty to land vehicles for defenses or chases. • Passengers: 4.

MI-24 HIND Speed: 370 kph (14); Tough: 22 (4); Wounds: 4 • Armament: 20mm autocannons (Damage 22, AP 2, Range 500/2k/4k, Heavy Burst only, Ammo 300), 2.75 inch rockets (Damage 25, AP 2, Long Burst, Range 500/1k/2,5k, Ammo 32), Tow Missiles (Damage 28, AP 6, Range —/2k/4k, Medium Blast, Requires Lock, Ammo 4). • Very Fast: Speed grants a +4 bonus to complete steps in a Chase or a −4 penalty to be hit. • Very Large: Attacks against the Hind gain a +4 bonus due to its size. • Maneuverability: −1 penalty to air vehicles for defenses or chases. • Passengers: 10.

93

THARKOLD ADVENTURE GENERATOR

T

94

he Adventure Generator tables can help create an appropriate mission into Tharkold. Roll a d20 on the Goals table (page xxx) to determine the stated objective for the briefing. Roll again on the Opposition table (page xxx) to determine the major foes involved. Depending on the situation the opposition may be known and part of the briefing or discovered once in the field. Then roll a d20 on the Setting table (page xxx) to discover where the main encounter for the mission takes place. Finally, because no mission goes exactly as planned, roll on the Complications table (page xxx) to determine what the briefing gets wrong, or how conditions might degenerate once the Storm Knights are in the field. Once all four results are generated, put them together in a way that makes as much sense as possible. Some combinations may require a little creativity, but these usually make the best adventures once the core idea is worked out! On some tables the 20 result states to roll twice more and take both results. If another 20 is rolled, add a third result, and so on! Example: The GM rolls 2: Diplomacy, 16: Minor Demons, 9 Mountains, and 19: Eternity Shard. One interpretation is the Storm Knights are being sent to make contact with a group isolated in the mountains—perhaps Mount Elbrus, which happens to be close to the dividing line between Volkov and Jezrael’s forces. Maybe the team is there to broker a temporary cease-fire, but that’s complicated by renegade demons hoping to impress Thratchen. Or perhaps the mission is to secure an alliance with the demons themselves, who fled to the mountain for their own reasons and are now caught between two armies. The demons may have knowledge of an Eternity Shard they’re using as leverage to broker a deal—or the Eternity Shard could be what’s given the demons the power to forge their own independent path. Do the Storm Knights attempt to recover it at the cost of breaking any potential alliance?

GOALS d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Goal Rescue: Find endangered people and bring them safely out of Tharkold. Diplomacy: Make peaceful contact and negotiate with potential allies. Assessment: Learn information about Tharkold personnel or resources. Recovery: Find and recover an Eternity Shard or Core Earth resources. Recon: Find out about enemy plans, positions, or resources. Attack: Carry out an attack against the enemy or attempt to capture them. Communication: Carry a message or information to allies. Hunt: Track and hunt an abomination of the Blasted Land. Contact: Seek out and win over a group of potential allies. Salvage: Find and obtain Occultech from the wreckage of the maelstrom bridge. Supply: Deliver supplies to allies in contested territory. Protect: Safeguard a person, place, or item contested territory. Investigate: Get to the bottom of a mystery or implausible intelligence. Test: Try out a new or experimental weapon, tactic, device, or other advantage. Surveillance: Observe questionable allies for criminal or treacherous activity. Occupy: Seize and control an important site. Destroy: Seize and destroy an important site or objective. Training: Train or educate other characters in some aspect of Tharkold. Story Seed: Carry a message of hope to people in Tharkold. Stelae Strike: Find and destroy Tharkold stelae.

GOALS Rescue: Defectors make for compelling rescue missions. The team must make contact, find a way to extract the target without tipping off the enemy, and escape. Psionics, former generals, politicians, and other V.I.P.s are also common targets. Small groups of refugees are possible if the Delphi Council already has a sponsor looking to take them in. Usually that means a specific family is the target, and anyone else is out of luck. Diplomacy: There are many possible factions to negotiate with. All three major sides are willing to temporarily ally with the Delphi Council if it means strengthening their position against the others. Gang leaders, warlords, and syndicate bosses are all willing to negotiate special deals for money or freedom. Wayward members of the Race may be convinced to rejoin the fight, or at least form a nonaggression pact with the Delphi Council.

Assessment: Personnel could be war leaders, specialists, or even trying to pin down the exact location of Volkov, Jezrael, or Thratchen. Resources might be a new spell, form of psionic training, new creatures brought over the maelstrom bridge, or previously unseen vehicles and Occultech. Recovery: Eternity Shards are the most common recovery target, but plans for key pieces of Occultech, a useful weapons or fuel cache, or even a prototype piece of Russian equipment could all serve as the focus for the mission. Recon: Malgest is rebuilding energy stores, which means it’s creating more stelae and could even drop a maelstrom bridge in a new location. So far the Dukes haven’t taken sides between the three factions, but their dispositions could be discovered, or if one side had a particularly insidious plan for the others! Attack: An attack usually targets a specific enemy: a gang leader, a crime family, or a specific

95

technodemon alpha. If the team is Beta Clearance or above, the target may even be a Duke! Capture is always preferable, but circumstances sometimes make that impossible, of course. Communication: Between Occultech tapping devices and psionic reading, it’s difficult to get a secure message across Tharkold without revealing the recipient or its contents. Messengers must sometimes physically carry unopened messages to special drop-points or pick up replies from somewhere else. Hunt: A flenser serial-killer is a potential target for a hunt, and a good way to gain favor with everyone in the area. Especially intelligent or powerful mutants in the Blasted Land could draw attention as well. Contact: Where diplomacy is an official invitation, a contact is usually aimed at specific people within a faction—a key lieutenant who may not agree with what his boss is doing, an unaffiliated psychic, a retired war leader, and so on. Salvage: The tricky thing about salvage is finding exactly what the team is looking for, and if it’s important why someone hasn’t already claimed it. The characters may need to trade for the item, or go on an expedition into dangerous radioactive junkyards to recover what they’re looking for. Supply: Many population centers in the Blasted Land are completely cut off from regular supply chains. Convoys with deliveries drive from ports to trade for salvage, and Storm Knights can make all the difference against abominations. The team might also be tasked with smuggling weapons or supplies to freedom fighters or allies inside controlled areas. Protect: Resistance leaders, precognitives, and hardpoints are always at risk and may need intervention from Storm Knights if Tharkoldu are getting too close. Investigate: Sometimes the Cassandra Division gets false visions of futures that don’t make sense, or at least don’t until someone learns the truth. Finding enemy moles or spies falls under this mission type, as does reality research like the mystery around the Geodetic Arc (page xxx).

96

Test: Experimental variations on heavy weapons or grenades suitable for combat against a technodemon is work only Storm Knights might survive if something goes wrong. New supply routes or vehicles for carrying materials to isolated outposts are also vital. Surveillance: The same potential “allies” from a Diplomacy mission above could be the targets of surveillance. Delphi Council operatives who could have split loyalties to Volkov or a crime family make good candidates, as do the FSB agents who follow Storm Knights, once they are identified. Occupy: Fuel refineries, depots, and ports are all tactically important to Core Earth forces. In the Blasted Land, crossroads and walled cities around hardpoints are valuable as well. Control an important site. Hidden entrances to the Underground network are also key positions to keep secret. Destroy: Larger UltraCAD factories that can produce War Walkers or Spectres make tempting targets. Missile silos may need to be destroyed before they fall into Jezrael or Thratchen’s hands. Training: Characters with heavy weapons might train resistance groups in anti-demon weaponry and tactics. It’s also possible the group is going somewhere for training themselves. Many options for psionic training exist for both sides. Story Seed: The best seeds come from the group’s own Glory events, but if none are available it can be entertaining to make one up or pull one from the Infiniverse or the community. If possible, select a zone along the outer edge of Tharkold where a stela might be pulled without collapsing unprepared zones. The three largest urban areas in the zone should be the target. Stelae Strike: All the stelae Thratchen has erected inside the Blasted Land are tempting targets because the expansive mixed zone prevents any axiom wash from harming the ordinary denizens. Any stela may have a backup installed, and the Delphi Council has started targeting backups to clear the way for real strikes once enough hope spreads— and also bleed that energy from a Darkness Device which then has to create a replacement.

OPPOSITION Technodemon Alpha: An Alpha or even a Duke leads an entire team of technodemon subs. Each demon has five or more thralls, which makes this a veritable army. Technodemons: Three or more technodemons make up a pride. Each is reality rated, and likely has unique Occultech implants. The group is likely to have a common pool of thralls or other servants. Technodemon: A single technodemon mastermind is operating against the team. The demon has a large number of thralls, or perhaps non-standard underlings such as gospog or abominations. Race Runaways: A band of Race thralls who escaped their masters and are now looking out for themselves. Treat them as thralls with a realityrated or psychic leader. They may even still be wearing explosive collars.

Warlord: A former general, disillusioned special forces, or a wealthy private contractor is in charge. Warlords tend to have well trained and loyal soldiers and access to captured military equipment including vehicles and heavy weapons. Raiders: A roving band of marauders who loot and pillage any settlements or lone travelers they can find. They may operate on land vehicles, trains, or even on ships in rivers or along the coastline. The band may be composed of humans, Race, or a mixture of the two. Tharkold Gospog: The majority of the gospog should be Second Planting. A screen of First Planting or a handful of Third or Fourth Planting gospog may be available as well, along with whatever overseer has been tasked with planting and maintaining the field. Cyberpapacy Missionaries: Outsiders from the Cyberpapacy operate more like Cyberpriest

OPPOSITION d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Opponents Technodemon Alpha: A powerful demon and its servants pursue or possess the goal. Technodemons: A pride of Tharkoldu are interested in the same goal. Technodemon: A technodemon backed by thralls interferes with the mission. Race Runaways: Runaways are looking to get ahead or repulse outsiders. Warlord: A warlord with military hardware opposes the characters. Raiders: A group of Blasted Land raiders has the target or is in the way. Tharkold Gospog: A gospog field protects the target or is the target. Cyberpapacy Missionaries: A Church team is in the area on a crusade or a mission. Vikings: Ayslish warriors are in the area training or defending the goal as mercenaries. Kanawa Corporate Agents: Rivals from Pan-Pacifica try to secure the same prize. Crime Family: An organized crime syndicate has an interest in the goal. Gang: A human gang has claim to the goal or the characters’ route to it. Abominations: A band of mutant humans or animals interferes. Rebels: Unaffiliated fighters or hooligans attack anyone who enters the area. Jezrael’s Razors: Occultech enhanced gang members make things difficult. Minor Demons: Demons from elsewhere trying to prove themselves get in the way. Russian Psychics: The Institute possesses the goal or is after it. Russian FSB: Secret police have an operation in the area or are after the Storm Knights. Russian Military: Regular and elite soldiers are after the same goal or patrol the area. Multiple Factions: Roll twice and both enemies appear.

97

missionaries if they are trying to be subtle, or Templar crusaders if the mission requires force. Technodemons don’t appreciate their presence, but civilians are likely to favor them despite the difference in faith. Vikings: An exchange program exists between Aysle and Tharkold, allowing vikings to train with Tharkold and Core Earth weapons and tactics in exchange for thralls. This viking clan may have become permanent residents, are the latest to visit a training camp, or are just passing nearby in their ship. Kanawa Corporate Agents: A slick team of a dozen Kanawa Corporation security operatives is pursing their own agenda within Tharkold. They have the best equipment Pan-Pacifica has to offer, including military-grade hardware and vehicles. The team doesn’t draw special attention for being Asian, especially East of Moscow. Crime Family: Brutal human gangsters have access to high-powered weaponry and aren’t shy about using them. The members of the syndicate are motivated, disciplined, and employ underhanded tactics if it means getting the job done effectively. Gang: Gangs are usually undisciplined but very large. One may be filled with angry, poorly equipped rabble, while another may have Occultech or captured tanks. The main danger from gangs comes in the unpredictability around their behavior, size, and resources. Abominations: The mutants of the Blasted Land tend to stick together. Humanoids sometimes train or bond with affected animals, or menageries of creatures form around a single dominant “alpha” monster. Rebels: A group of rebels may be the sympathetic remains of an invaded nation’s armed forces or malcontent hooligans with petrol bombs and more anger than sense. Whoever they are, they can’t afford to trust outsiders, but negotiation may be possible if the Storm Knights can find a way to earn the rebels’ trust. Jezrael’s Razors: This gang is Jezrael’s personal soldiers. They have the best implants, plenty of weapons, and a very aggressive attitude. Jezrael herself may put in an appearance if the situation warrants it!

98

Minor Demons: This is a band of demons from Aysle or the Cyberpapacy pursuing their own agenda inside Tharkold. They may have transformed and are looking to gain Occultech implants and join the technodemon hierarchy, or they may be independent operators trying to stay free and indulge their evil nature. Russian Psychics: This could represent a Special Forces team with psychic soldiers, or a civilian force composed of graduates from the Institute of Psychic Research. The team covers each of the three psionic skills between them, and they are well supported and protected by any conventional forces in the area. Russian FSB: The organization that took the place of the KGB operates across Tharkold as secret police and espionage specialists. A team is almost certainly led by a canny Stormer, and may feature an odd collection of technodemon subs, Race specialists, and even abominations hoping to prove themselves. The FSB has the influence to draft regular soldiers into an operation if needed. Russian Military: This represents a major force of both regular and elite soldiers, led by a reality-rated Major or above. This group should have access to multiple armored vehicles, heavy weapons, artillery support, and air support as needed. Storm Knights beware!

SETTING Wilderness: The main action takes place in one of the forested regions inside Tharkold’s borders. There could be a small encampment or village among the trees or a winding road, but the thick canopy keeps this location’s secrets from satellites or fly-bys. Military Installation: The target is within a wellguarded military base or security installation. This is most likely a Russian Army facility, but naval yards along the coast or even Tharkoldu fortresses are possible. Underwater: This area may be hard to reach without a vehicle or scuba gear. Either a base or an object exists deep underwater: in the sea, under a lake, at the bottom of a major river. A stela may be in such place, or the target may be a sunken sub.

SETTING d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Setting Wilderness: The goal lies in the depths of the forest wilderness of Russia. Military Installation: A Russian or other military base or security installation. Underwater: On the sea floor or underneath a lake or river. Urban Area: The goal is in an urban area. Refuge: A walled or defended camp of human refugees. Runaway Camp: A hidden or mobile settlement of escaped thralls. Port: One of the sea ports along the Barents or Kara Sea. Island: An island in the Barents Sea or a large lake. Mountains: The goal lies high in the mountains, likely the Urals. Landmark: A famous Core Earth building or landmark figures prominently. Tundra: The objective is in the cold, treeless tundra of the North. Industrial: A factory, foundry, refinery, or industrial complex. Haunted Ruins: A completely, or nearly completely, abandoned town. Hardpoint: One of the known or a small new Core Earth hardpoint is the goal’s location. Cultural Center: A museum, art gallery, or similar place of culture and learning. Underground: An actual cave system or the enhanced underground on Core Earth. Religious Site: A prominent cathedral or Russian Orthodox church. Fallout Zone: The objective is in a heavily irradiated and largely lifeless area. Shopping Center: A former commercial center or black market bazaar. Combination: Roll twice and create a single setting with both those properties.

Urban Area: This represents a major metropolitan hub with a bustling population. The buildings may be war-torn and damaged, but civilians and gangs still live and work in them.

Island: There are many islands with small communities both in the Barents Sea or one of the many large lakes inside Russia, and arctic islands with little more than outposts and markers.

Refugee Camp: The camp is a temporary defense position for humans displaced by the war. It may have been set up by the military or enterprising civilians. It has structures, food, barricades, and is well defended.

Mountains: The goal lies high in the mountains, possibly above the timber line or in an area only accessible with climbing gear. The Urals, which mark the eastern border of Tharkold’s influence, are one possibility. The Caucasus range to the south is also inside the expanded borders, along with smaller ranges that dot the landscape.

Runaway Camp: Less permanent than the refuge above, this encampment has more squalid conditions and temporary tents at best. The occupants are likely runaway thralls or a mix of displaced humans who survive by staying on the move and out of sight. Port: Large cities and some smaller towns have docks and port facilities along the northern coastline. During the winter ice may get thick enough to cut some of these areas off. Docked ships could be the focus either way.

Landmark:A famous Core Earth building or landmark figures prominently in the adventure. Moscow and St. Petersburg are teeming with possibilities, but so are sites like Catherine Palace or Kizki Island. Tundra: The objective is in the cold, treeless tundra of the North. Much of this area is affected by the Blasted Land but still offers grass, water, and wildlife.

99

Industrial: A factory, foundry, refinery, or industrial complex. It may be abandoned or still functioning. Tharkoldu often inhabit such areas and convert them to large UltraCAD facilities. Haunted Ruins: A war-torn urban area or smaller town that’s now lifeless. The ruins may tell the story of what happened to the inhabitants, or it may simply be eerily empty. Hardpoint: Battle sites, theaters, and space centers tend to make stable hardpoints. The Tharkoldu haven’t prioritized destroying such sites—yet. Cultural Center: A museum, art gallery, or similar place of culture and learning that citizens protect and maintain despite the war. Each site has protective patrons that keep it intact. Underground: The tunnels that honeycomb Core Earth have many access points, such as St. Savior Church or the carnallite mines in the Urals. Some entrances are too small for Tharkoldu, so they must send thralls to do their dirty work. Religious Site: There are many old and unique churches across the landscape, and colorful Russian Orthodox cathedrals like St. Basils. The Odessa Catacombs can also count as such a site. Fallout Zone: The objective is within one of the heavily irradiated and largely lifeless areas of the Blasted Land. Alternatively, something of interest could be found in or around the Chernobyl disaster area. Shopping Center: Huge malls exist and might serve as shelter for gangs and refugees. Former commercial centers may now operate as a black market, or a crossroad might now host a Blasted Land bazaar.

COMPLICATION Bad Intel: The goal isn’t where (or what) it’s supposed to be. Roll again on the Goal or Location tables and apply the most interesting result. It’s likely the change occurred because the Opposition acted upon the goal before the Storm Knights arrived on the scene. Reality Storm: A reality storm has changed the area or strikes during the mission. This could change the landscape or even draw Ravagons to the area.

100

Boss: Jezrael, Thratchen, or another Duke is in the area handling things personally. In the Wolflands this could be a powerful psychic director of the Institute. Either way, the opposition is dramatically stronger than usual. Shortages: Fuel and ammunition aren’t available in the area, nor is Delphi Council transportation. Attempts at Requisition suffer a –4 penalty before the mission. Civilians beg for food or bullets, and a vehicle may not even reach the objective before running dry of petrol. Defector: An enemy wants to leave with the team. It’s never as simple as just leaving. The defector may have family that needs to be recovered, or an important document to steal to secure his future with the Delphi Council. Fans: Someone in the area knows who the Storm Knights are and won’t leave them alone. A fan could provide help or information, but can’t help drawing unwanted attention to the team at exactly the wrong times. Opportunity: An equally important potential mission arises at the same time. Roll an entire separate mission with its own goal, opposition, location, and complication, then let the Storm Knights discover this other mission once they’re in the field and committed. Madness: Tharkold’s World Laws are especially potent and affect even the Storm Knights. Supporting characters are twitchy and flee or attack the heroes at the first sign of weakness. One Storm Knight may become the alpha of the group by winning a Dominance Challenge (page xxx). The Alpha may spend the Possibilities of other Storm Knights present. Refusing the Possibility is treated like a new Dominance Challenge, and means the group has no Alpha until it’s resolved. Weather: Winter is coming! Use the Extreme Cold rules from Torg Eternity, with the potential for one Cold Snap (page xxx) each scene. Radiation: Storms or shifting winds spike the radiation levels in the area. Treat the entire area as a “Hot Spot” (see Torg Eternity) that requires a test each hour, and a character suffers a radiation Wound on a failure.

COMPLICATIONS d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Complication Bad Intel: The goal isn’t where (or what) it’s supposed to be. Reality Storm: A reality storm has changed the area or strikes during the mission. Boss: Jezrael or Thratchen are in the area, handling things personally. Shortages: Fuel and ammunition aren’t available in the area, nor is Delphi transportation. Defector: An enemy wants to leave with the team. Fans: Someone in the area knows who the Storm Knights are and won’t leave them alone. Opportunity: An equally important potential mission arises at the same time. Madness: Tharkold’s World Laws are especially potent, and affect even the Storm Knights. Weather: Winter is coming! Cold Snaps and extreme low temperatures hit. Radiation: Storms or shifting winds spike the radiation levels in the area. Betrayal: Someone switches sides unexpectedly. Mutation: A powerful and intelligent abomination makes trouble for everyone. Trap: The goal is a trap to lead the characters into an ambush. Stela: An unexpected stela or backup is in the area, along with its guardians. Kur: Accomplishing the goal requires a trip into the technodemon Grid. Nemesis: An unexpected enemy makes an appearance, gunning for the Storm Knights. Rivals: The characters have rivals after the same goal as them. Civilians: A group of innocent civilians is in imminent danger or caught in the crossfire. Eternity Shard: An unexpected Eternity Shard is in play. Multiple Complications: Roll twice and both complications apply.

Betrayal: Someone switches sides unexpectedly, usually a guide or an interpreter. In Tharkold this can be complicated—someone may be threatening the betrayer’s family or applying pressure in some other way. Mutation: A powerful and intelligent abomination makes trouble for everyone. This is a Stormer mastermind with both humanoids and creatures at his command. Trap: The goal is a trap to lead the characters into an ambush. Volkov or a mole is almost certainly behind such a move. Stela: An unexpected stela or backup is in the area, along with its guardian. Some Tharkold stelae are mobile and armed and act like an indestructible tank in a region where there’s not enough energy to safely uproot it! Kur: Accomplishing the goal requires a trip into the technodemon Grid. Kur is deadly, so finding a

hacker willing to navigate it—or risking a Storm Knight—can prove a difficult setback. Nemesis: An unexpected enemy makes an appearance, gunning for the Storm Knights. Any former foe from another cosm might work. If the Storm Knights have made enough trouble they could even get a visit from Thratchen or Jezrael! Rivals: The characters have rivals after the same goal as them. Stormers from Storm Break, special forces from Volkov, or teams with agendas from other cosms could all make for interesting complications. Civilians: A group of innocent civilians is in imminent danger or caught in the crossfire. Eternity Shard: An unexpected Eternity Shard is in play. It could be in the possession of a villain, or information about one could be offered in trade to keep the heroes at bay.

101

SECRETS OF THARKOLD

This chapter will contain a 10page “Secrets of Tharkold” section

102

Kur is labyrinthine, dark, and dangerous — but full of valuable secrets!

103

104

105

106

107

108

109

110

111

INDEX

112