City of Demons

Download as pdf or txt
Download as pdf or txt
You are on page 1of 66
At a glance
Powered by AI
The story is set in a fantasy world where different realms have invaded Earth through reality storms. The realm of Tharkold now reigns over Los Angeles. A demon lord named Garthak plans a rebellion that could spark a civil war between demon prides.

The story is set in the fictional city of Los Angeles, which is now part of the demon-ruled realm of Tharkold after a reality storm invasion. Different supernatural factions now vie for power over parts of Earth.

Thratchen is the High Lord-Regent of the demon realm of Orrorsh. He has betrayed his former master, the Gaunt Man, and hopes the Gaunt Man will perish in a reality storm.

elTY Of D"lMONS

By Christopher Kubasik

Welcome to Hell on Earth


Roleplaying the Possibility Wars TN

City of Demons
Christopher KubilSik
o..;gn
Greg Farshtey
Development and Editing

Cathleen Hunler
Graphics

Hector Garrido
Cover lllustration

DOiniel GeloR. Doug Shuler


Interior lllustrations

Fitzroy Banlerre, Jeff Dennis, Bill Smith, Ed Sink


Playtesting and Advice

Published by

RD 3 Box 2345
Honesdale, PA 18431
20565

Publisher. Daniel Scott Palter' Associate Publisher: Rit:hud HOIwnn • Editors: Creg Fnshley. Bill Smith. Ed Stan:
Art Director: Stephen <:nne' Graphic Artists: CAthlHn Hunter. John r,ut Lou • Sales Manager: Fitzroy Bonlerre
SilIes AssisUlnt: MarUi Kammeier-Kean • Administrilti~ Assistmt Jeff Dennis • Special Projects M.nager. Ron ~idVl
Warehouse ~n.ager. Ed Hill • Tr8SUrer: JUift Ricrio

Msar Utborion, AyW. &Nk KuJl. an Erorth. CcAn. CoAnwrw, c)'t-ppKy. DI~ Dtvior. Dr. Mobi~ C.UnI M.n. GoIpos. Hem oi t)w, CoyotIr. HJsh Lord,
lnfil'liwrw. KanawlI,l..ivin& Land. M.lstrom. MKlstrorn Brid8~ Nile Empire. Nippon T«h, Ornlrsh. PdLo Ard,nay. PoMibihty R.lldfts, ~bLllly Storm. POMibibty W;ll"lI,
RJ,vilgon. Stormert. Storm Knight$, TOfK,..lInd the Tors log<J.lIre tradema.rks oi W~ End Garnet. iI. no and C 1992 West End Garnet. All Righl5 Rnefved.

ill. TM and C 1992 West End Games. All Rights Reserved.

•• 2
Torg: City of Demons

Prologue
reat flames rose out of Thratchen lowered his head, weary and would outlast Hie storm. And with

II bronze ums. The flames


hungered to eat the dark-
ness of the large room, to
consume it and flood the
chamber with red light, but the dark-
ness of lllmound Keep was not so eas-
of the sight. How many more times
could the Gaunt Man accomplish that
miracle? When he had helped send the
GauntManintothemaelstrommonths
ago, he had expected the Raider to
perish. The Gaunt Man's realm,
the storm gone, the Gaunt Man would
be free.
What would he do? He had turned
his back on Tharkold, and then be-
trayed the Gaunt Man. He needed a
safe haven, butwho would take him in
ily defeated. Deep shadows hung in Orrorsh, would be available for now?
the corners and along the rafters. Thratchen to claim, and he would be- An idea occurred to him, and he
Within the shadows, strange creatures come, in the Gaunt Man's stead, a stood straight, his wings unfurling
with gleaming eyes of gold and silver High Lord. slightly.
scuttled about and argued over scraps But the Gaunt Man did not perish. Anothertraitor, perhaps?Someone
of rotted food. He lived on, despite the power of the who might be sympathetic to the ben-
Thratchen sat upon a throne made storm. The two of them, the Gaunt efits of treachery? Someone who might
ofbones and skulls. The silvered metal Man and the storJ1\. werealmost evenly be surrounded by enemies?
parts of his body caught the light of the matched. Jezrael, perhaps?
red flames and mirrored it. Hisc1awed Tbratchen had thought that even if His agents had brought him word
hands, his large, folded wings, his fear- theGaunt Man werenot dead, he could that Tharkold, his native cosm, had
some visage, seemed to writhe with use the Gaunt Man's situation to his attacked Los Angeles on the North
fire. own advantage. While the Gaunt Man American continent. With that news
Ahead of him churned the mael- remained trapped in the storm, came the revelation that Kranod had
strom of a reality storm, powered by Thratchen believed he could conquer been deposed by one of the Race, a
an eternity shard called. the Heart of Orrorsh, master its reality and its in- janissary named jezrael. Apparently
the Coyote. The storm had boiled on habitants. Malgest, Tharkold'sDarkness Device,
and on for nearly two years. Thratchen But suchgoalsseemed beyond even had grown tired of Kranoo's incom-
peered into the storm and saw the Thratchen's abilities. He had allies in petence, and had backed jezrael
Gaunt Man, High Lord of Orrorsh, Orrorsh, but he had no true feel for against the demon. She defeated It in
and victim of Thratchen's betrayal. realm's reality. HewasfromTharkold, hand-to-hand combat and tookthetitle
Thratchen saw the withered flesh and themagicofTharkold and Orrorsh of High Lord. Her allies were few, for
of the Gaunt Man ripped apart by the were so different that he Simply could most demon lords wouJd have noth-
storm. The storm did not rend the not feel its logiC in his cybernetic body. ing to do with her.
Gaunt Man, as the werewolves of Both were based on terror, but each of She needs help, Thratchen thought.
Orrorsh might assault a helpless child. its own flavor. Perhaps even from the likes of me.
Instead it frayed the edges of his body, He looked up and his eyes wid- He would have to make a gift, of
and pulled the fabric of the Gaunt ened. Ahead of him, he was certain, course, for she would never take him
Man's body into its coiling force. Not the face of the Gaunt Man peered out into her court empty handed. But
just the Gaunt Man's flesh, but his of the storm and smiled at him. The what?
very being, was swirled about. lost man's eyes burned with dark malevo- Perhaps hecouJd find something in
and formless, dragged to lheprecipice lence as they met Thratchen's eyes. Los Angeles, her beachhead on Earth.
of oblivion. The smile broadened, turning his taut Help her war, somehow. He would
Thratchen leaned forward, desper- faceintoadeathmask. Thenthestorm's keep his actions a secret, telling no one
ate, curious. Would this be the mo- power overcame him. Slowly it frayed of his presence. He could not fail her
ment at last? Would his damnable him at the edges and the Gaunt Man then, for she would have no expecta-
former master finally be gone? dissolved toward oblivion. The storm tions. He would simply ad, and let the
No. took his eyes last, and the whole while actions speak for themselves.
As he had done so many times be- they remained transfixed upon He glanced back at the storm. Once
fore, the Gaunt Man imposed his will. Thratchen. more the Gaunt Man stared out of it,
He mustered the awesome strength Thratchen stood completely still, once more his eyes transfixed on
that was his to command and gath- his breathing quick, and watched with Thratchen. The Gaunt Man smiled at
ered himself - piece by piece - to- terror as the eyes finally faded. him.
gether once again. He clawed his be- Never had the Gaunt Man been Certainly it would not harm him to
ing back from the force of the storm, able to do that. leave Orrorsh for a while.
re-built himself, rescued himself from The storm was losing. The Gaunt No. A trip to Los Angeles seemed a
the maw of nonexistence. Man simply was the more powerful, wonderful idea ...

. ·...·~4-----------------------~
Prologue

I.
S
Torg: City of DemoN

Introduction
1111 ilyofD<mons;sanadven-
ture for Torg: Roleplaying
the Possibility Wars. Ad-
maelstrom bridge was forming.
These defeats turned Malgest, the
Tharkoldu Darkness Device, against
Angeles and see if he might aid her in
any way. He decided to keep his pres-
ence in the city a secret, searching for
ventures for Torg take Kranod, Tharkold's High Lord. information that might prove valu-
placeonEarthin theNear Malgest gave strength to a woman able to her.
Now. Earthis besieged by several pow- named ]ezrael, a human warrior from It took a few months for him to sort
erful beings from other realities. The the ranks of Kranod's elite guard. out the politics. Thesuper-strugglesof
High Lords, the leaders of the invad- Jezrael defeated Kranod,and took con- the High Lords paled against the subtle
ers, have the power to conquer other trol of Tharkold. However, few de- power games played out in the ruined
rosms by imposing their own realities mons wish to follow the orders of a city of Los Angeles. Kanawa agents,
upon their victims. fanner human slave. Jezrael is only Tharkoldu demons, street gangs, the
Although the High Lords worked beginning to build her power base, US military, and the local city bureau~
together in the invasion of Earth, the and her attack on Earth had of neces- cracy aU contributed to a political
disappearance of the Gaunt Man has sity to be limited. nightmare. But Thratchen is an excep-
allowed each of the fonner allies to She attacked Earth with a Specific tional techno-demon, being both pa-
pursue his goals unchecked. Each of purpose in mind. She investigated tient and subtle. He watched from the
the High Lords is attempting tosecure Kranod's failed attack on this rosm shadows, hired gang members to be
enough possibility energy to become and learned that Nippon agents had his eyes and ears, gathered informa-
theTorg, a being of near infinite power been largely responsible for the techno- tion, sifted it, discarded the useless
and destruction. demon's defeat. Using the idea of ven- data, and correlated the important
You must have the Torg roleplaying geance against 3327 and his forces as a details.
game to play this adventure, and both rallying point to bring the demon lords After a few months he discovered
the Nippon Tuh and Tharkold in line with her rule, ]ezrael attacked something that might buy him a place
SOllJ"Cebooks would be helpful, but are Los Angeles, where the Kanawa Cor- inJezrael'scourt: a demon lord named
not necessary. poration has a strong presence. Garthak, leader of a powerful pride,
Aside from certain props, the con- Nippon has invested a tremendous was planning a coup against the new
tents of this adventure are for the amount of time and resources into the High Lord. Thratchen could not fmd
gamemaster only. Any player reading city, which makes it a tempting target. outwhyGarthakexpected to win such
this adventure will ruin theadventure In addition, it is farenough away from an endeavor, but the discovery of the
for herself and everyone else. 3327's power base in Japan that he can intended betrayal was enough.
The gamemaster should familiar- provide only limited aid to the forces Thratchen decided to eliminate
ize themselves with the entire adven- defending the city. Garthak without telling Jezrael. This
ture before running it. Thus if the play- Many of the demons decided to would make it his own victory, and
ers have their characters do something help her achieve her goal-at least for gain him more favor. Besides, if he
unexpected dUring the course of the the time being. And that was what defeated Garthak. himself, he might
adventure, thegamemasterwill beable Jezrael sought-time to gather power. get the demon lord to submit, and he
to handle it in a manner that will not Meanwhile, in the realm ofOrrorsh, would then gain a demon pride of his
conflict with later details of the story. Thratchen, a former lieutenant of own.
Kranod, watched the reality stann that But Thratchen knew he was no
held the Gaunt Man prisoner weaken. match for Garthak and his pride by
Adventure He knew that the High Lord would himself. He needed help. But whom to
soon be free. Fearing for his life, he turn to? Certainly not other techno--
Background decided to return to Tharkold, his na- demons, for he did not yet know who
tive reality, and try to claim a spot in he could trust. And it was extremely
The techno-horror realm of the new Tharkoldu court. doubtful that Nippon agents would
Tharkold recently invaded the city of However, he didn't want to simply be willing to work with him.
Los Angeles. The invasion was very appear and ask for grace from Jezrael. No. Thratchen knew he needed
small compared to the attacks made That would make him appear weak, someone on the outside of the conflict,
on Earth by other Possibility Raiders, and he would have to accept whatever someone used to working the ins and
but then, Tharkold has had a hard scraps she offered. An ever-ambitious outs of the Possibility Wars. Finally,
time of it of late. First, the Tharkoldu creature, Thratchen wanted to arrive Thratchen realized he had already
invasion of Kadandra was repelled, with a gift that would gain him great worked with exactly the kind of people
and then Tharkold's attack on the S0- glory in Jezrael's eyes. he needed now.
viet Union collapsed as Core Earth Thus he decided to travel to Los Storm Knights.
forces destroyed the stelae just as the

. ·. .·. ~6--------------------- . .
Introduction

Adventure make it seem as if an eight by eight


block area of the city is about to be
of maintaining the stalemate with
Nippon, which provides the Knights
Synopsis utterly destroyed by techncrdemons.
The result of this cunning maneu-
badly needed time to strike back at
both realms.
The adventure begins when ver will be to lure Kanawa Corpora-
Thratchen approaches the Storm tion forces into a preemptive strike on
Knightsand outlines his plan. Hedoes the area, which serves as the home of Uneasy Allies
not lie to them about the situation in Garthak's pride. While this is taking
Los Angeles, or about the details of his place, Garthak can be found and de- Throughout this adventure the
plan. In fact, at no time in the adven- feated. Storm Knights are asked to form tem-
ture does he try to deceive the Storm But there's one catch to this deal: porary alliances with people and crea-
Knights. Thratchen proposes a race between tures they normally would fight on
After checking his story. the Knights himself and the Storm Knights to reach the spot. Post-invasion Los Angeles is
will discover that there Garthak is in- the rebellious demon lord. If the like that. Things are too complicated
deed planning a coup, one which will Knights win, they can claim the eter- for clear-cut morality, there are too
play into the hands of Nippon by weak- nity shard and Thratchen will be con- many factions at work to know all the
ening the Tharkoldu realm. They will tent with tellingJezrael how he helped time who's right and who's wrong.
also learn something Thratchen does preserve her power. But if Thratchen Part of the strategy of the city is setting
not know: Garthak has recently come reaches Garthak first, he will kill or villains against one another.
into possession of a powerful eternity dominate the demon lord and take Watch for these moments of com-
shard. over his pride, thus gaining a power promise in the adventure and try to
Thratchen asks the Knights to take base in the Tharkold realm. play them up for the Storm Knights.
a computer disk he provides them and Nomatterwhat happens, Thratchen They provide an excellent opportu-
feed its data into a computer in the wins. But the Storm Knights stand to nity for roleplaying.
offices of Kanawa-controlled Katana gain a victory also - Jezrael is capable
Security. Once processed, this data will

.".--------------------7-·--
LA's Weather The Response Form Starting the
As noted in the 17ulrkold sou.n:ebook, On page 64 of this adventure. you Adventure
Los Angeles' climate is affected by its will find aspeciaJ response fonn. Once
proximity to the Living Land. Kanawa you have completed this adventure, Thisadventurecanbeginanywhere,
industrial activity, and Tharkoldu re- please fill it out and mail it to us. The under almost any circumstances, for
ality. outcome of this adventure is crucial to Thratchen will track down a strong
Rain will be falling for the entire the future of the Possibility Wars and group of Storm Knights to help him.
time the Storm Knights are in the city. the survival of Earth's reality, SO we No matter where the Storm Knights
Rain makes the task of spotting char· want to know how every group makes are, no matter what they're doing,
acters or items more difficult. The diE· out. For instructions on filling out the Thratchen can find them. After all,
ficulties of find or other Percqnion-re- form, please refer to page 13 of the he's Thratchen ...
latOO skills which require vision are Infiniverse CAmpaign Game, Issue 1
increased by +3 in a drizzle or steady (which is included in the Torg boxed
rain. and by +5 during a torrential set). Mail it to the address listed on the
downpour. Thedifficultyofhittingan form.
opponent in the rain, when the oppo-
Vnent is not at point blank or short
, range, has the difficulty increased by
+3 in a drizzle or steady rain, +5 dur-
ing a downpour. This is in addition to
the usual penalties. The Knightsshould
encounter all three levels of storm
during their stay in LA.

•• 8
Act One

Act One

Deal with the Devil


The Major Beat A slower tempo is important to the
start of this adventure, so the Storm
Theadventureopens with the Storm Knights are not all hyped up for a fight
Knights receiving a peculiar message when they come face to face with
from Thratchen: he wants to meet with Thratchen. Aslow opening scene gives
them, and will allow the Knights to theStorm Knights a chance to approach
pick the spot. the meeting with Thratchen in a more
Thratchen keeps an eye on the Storm thoughtful mood. You should allow
Knights, and when they get to their thecharacters to banter amongst them-
meeting place and give the appropri- selves for a bit, if their players are
ate signal, Thratchen approaches and prone to do so, letting them soak up
makes his request for help. It will take the idea of just hanging out. If the
some negotiation on the part of players aren't intrigued with the idea
Thratchen to get the Storm Knights to of roleplaying their characters relax-
believe him, of course, and the Storm ing, of if the scene should start to lose
Knights can use their various abilities momentum, Thratchen's servant ar-
to determine that Thratchen is telling rives with his message.
the truth. When the servant approaches, read
The Storm Knights then go to Los aloud or paraphrase:
Angeles to check the situation out for You see a man made of silver metal.
themselves. Once there, they confirm He does not seem to be a robot; that is,
what Thratchen has told them, but his smooth, reflective surface does
discover something else. Garthak, the not seem to have been stamped out of
demon lord that Thratchen wants to an assembly line. Instead it seems to
defeat, is in possession of an eternity have the same contours and curves of
shard. Heplans tosacrificeittoMalgest a human's body. The face is asym-
to get the power he needs to defeat metrical in the same way a human
Jezrael. face is asymmetrical. The features,
the man's hair, all seem as if sculpted
to match a man's face - and you
SCENE ONE: cannot shake the feeling that this is a
man, a true man, recently turned to
The Servant metal. He seems calm and is appar-
ently unarmed. He walks directly to-
ward you without hesitation in his
The Situation step.

Standard. This scene opens with


the Storm Knights engaging in an ac- The Action
tivity they seldom get to experience:
relaxing. You should ask the players Thratchen's servant, a man under
what their Storm Knights do on their the effects of a Tharkold mecllaniwtion
time off. They can pick almost any- miracle, approaches theStorm Knights
thing, but it should be something the wherever they are: a jazz dub, a mu-
group can do together. Do they hang seum, the wilderness. If they are in a
out in jazz clubs? Museums? Forests, locked building or base, the servant
fishing and hunting? Do they have a knocks on the door or rings the door-
base where they just sit around and bell and waits patiently for an answer.
read books and wait for people to call If the scene is occurring in a public
them up for help? place, almost everyone around the
Storm Knights will run off in panic.

9
••
Torg: City of Demon.

Thratchen's Servant Note: Parenthetical values apply to things settle down and the Storm
DEXTERITY 8 character while under influence of Knight approach him to examine his
Dodge 9, maneuver 9, stealth 9 ma:haniZAtion miracle. fallen form, he will attempt to deliver
STRENGTH 8 (] l) the message. If theStorm Knights have
Lifting 10 (13) The Storm Knights can either run, severely wounded or killed the metal
TOUGHNESS 8 (11) attack, or hear the servant out. If they man, cut to "Variables," below.
PERCEPTION 8 try to flee, the servant will pursue, If they wait to listen to him, or they
Find 10, tracking 13, trick 10 forcing them to either attack or listen stop their attack once they see that he
MJND7 to what he has to say. isn't fighting back, the servant deliv·
Test 11 If they attack, the servant wiD take ers the message.
CHARISMA 8 the blows and gunshots and sword
Persuasion 11, taunt 9 strokes or whatever the Storm Knights
SPlRIT 8 might pummel him with,as Thratchen The Message
Intimidation 12 instructed him to do. He will not fight
Possibilities: none back, and will probably end up flat on The servant approaches the Storm
Equipment: none his back within a round or two. When Knights, and when close enough to be
heard, he says, '1 havea message from
my master." His voice is cold and
mechanical, though not purposefully
menacing. If the Storm Knightslet him
speak, he says:
"I have come to bring you word
from Thratchen. He wishes to meet
with you, and make you an offer. He
desires your help, and believes coop-
eration between himself and your
group will be mutually beneficiaL"
Pause hereand let the implicationsof
the metal man's words sink in. Players
familiar with the Torg mythos will be
especially taken aback - Thratchen
wants to meet with them! This might be
very good, or very bad. Let the player
characters talk amongst themselves for
a few moments, before having the ser·
vant ask if there are any questions.
1be servant will answer any queries
put to him to the best of his ability (use
the infonnation listed under " ... But
Were Afraid to Ask" to provide the
answers). If the Knights don't ask a
numberofquestionssufficienttoobtain
that information, have the servant vol-
unteer it. Remember that his job is to
slavishly communicate Thratchen's
terms for the meeting with the Krugh...
If the Storm Knights make use of
any miracles or magic to determine
the veracity of the servant's words,
they will find that everything he is
saying is the truth, as he knows it. An
inclination check of the servant will
reveal that he is Good - merely a
victim of Thratchen's cruelty.

... But Were Afraid to Ask


1lleservant can provide the Knights

....,.,
with the following information:

_.~.10 :'::""""---------------- 0W'W


Act One

-Thratchen has kept an eye on the


Storm Knights for about a week, and
or help him in some way. They'll also
want to discuss what action to take
Cut To ...
has decided they are the ones he he regarding Thratchen's offer. The Storm Knights will probably
wishes to make a deal with. need some time to think over
-As a gesture of good will, Thratchen Thratchen's offer - first to decide if
wants the Storm Knights to pick the Flags the want to accept, and then to decide
meeting site. He will keep an eye on If a Suspicion card is played, one the where they want to meet him. Let
them, and when they are ready for the Knights does not trust the metallic ser· them have all they need. When the
meeting, they should speak his name vant, and will refuse to listen to any- Storm Knights are in agreement and
loudly and clearly, and then say, "Meet thing he says. He will be convinced the the meeting place has been chosen, cut
with us now, as equals." "thing" intends to attack. to Scene Two, "A Meeting of Minds."
- Herequests that the meeting not take If a True Identity card is played, one
place indoors (and certainly not in the of the Knights recognizes Stan Greer,
base of the Storm Knights, if they have and feels that the party should do SCENE TWO:
one). He makes his offer in all good
will, but he is no fool and will not walk
whatever they can to help him.
If a Mistaken Identity card is played,
A Meeting of
blindly into a trap. one of the Knights thinks Greer is
merely a robot.
Minds
-The matter he wishes to speak with
the Storm Knights about is of dire
consequence, and time is running out.
Variables The Situation
He has no time to waste fighting the
Storm Knights. If they are not inter- Standard. The Storm Knights meet
If the Storm Knights attacked Greer
ested in meeting with him under a flag Thratchen in a place of their choosing.
of truce for purposes of negotiation, while in metallic form, any damage
carries over to his human form. The Whatever site they picked, try and
he asks that they simply refuse his inject a little atmosphere - the weather
request to meet now. Storm Knights may have to work
quickly to save his life. This should is dark and gloomy, with lots of gray
-Thratchen proposes this as the topic serve to teach them not to be quite so clouds overhead and lightning flash-
of discussion: the fate of Los Angeles, rash when dealing with metal human- ing in the sky. The feeling should be
and the conflict between Kanawa cor- oids -like Thratchen. oppressive and dreary.
porations and the Tharkoldu demons If the Knights kill Greer while in When the Storm Knights gather and
now fighting for control of the me- metallic form, he will be unable to speak the words, '''Thratcben,meetwith
tropolis. interact with them. He will simply us now as equals," read aloud or para-
The servant does not offer lhe fol- recite all of the information above like phrase:
lowing information of his own accord, a broken record. When the miracle's [n the distance, you see a speck of
but if asked who he is or where he duration expires, the Knights will have silver approaching. As it gets closer
came from, he responds: a human corpse at their feet. you see it is a human form, made of
metal, borne along the wind with
"I am a man, 1am ... Stan Greer ... large silver wings. Within moments,
1 am not like this. A thing - The Road Less you can see it is a demon from
Thratchen, did this to me. 1 feel very Tharkold. He has large talons and
cold. 1 want to be warm again. Travelled across his forehead lies a series of
The Storm Knights must now de- datajacks. His face is full of both
Metal to Flesh cide whether to take Thratchen up on mirth and malice. He swoops up high
his offer or not. If they should simply on his final approach, and then dives
Themechanjzation miracle only lasts refuse to have anything to do with down, landing gently twenty meters
for five minutes, and when that time is him, the adventure is essentially over. from where your group stands.
up, the servant transmutes from a This probably won't happen, how- "Greelings, Stormers!" the techno--
metal creature to a flesh·bound man. ever. Most Knights are willing to un- demon calls. "I am Thratchen, and I
He is shivering and is very afraid, but dertake any challenge, and besides, am pleased you answered my request
he can talk. If questioned, he says his even if Thratchen is setting them up, for a meeting."
name isStan Greer, thata terriblecrea- he must have a reason. It's unlikely
ture made of metal swooped down that the High Lord Regent of Orrorsh
and grabbed him. The creature said he goes to the trouble to entrap individual
The Action
needed to borrow him for a little while. parties of Knights just for fun (well, Thratchen has a great deal of infor·
Stan remembers nothing after that. maybe not that unlikely, but you get mation to impart to the Knights. The
At this point the characters will the point). trick to making exposition interesting
probably want to get Stan to a hospital is to make sure to put a lot of character

I.
11
TOl'g: City 01 DtinOQ

into it. You should figure out a voice Knights. He says, '1 know you expect thing, is it not?
for Thratchen (something deep, with me to try to deceive you. Just to annoy If Garthak rebels, m ultiply by ten-
heavy breathing), and make sure to you, I am going tospeak the truth inall fold the number of innocent deaths
curl your fingers into claws as you matters." occuring in this place. If Garthak
speak for Thratchen. Thratchen also Thratchen then proceeds to the rebels, all of this city will be his battle.
loves being annoying, so you should other points, all the while attempting field; ally with me, and only
wear a smirk as much as possible. per5lUlSion on the Knights: Garthak's stronghold need suffer.
-The Gaunt Man is winning the fight And remember - it was only with
Thratchen my help that your fellow Knights
DEXTERITY 15 with the reality storm within lllmound
Keep, and might soon be free. trapped the Gaunt Man."
Dodge, 17, energy weapons 17, fire "I will curry Jezrael's favor, and
combat 16, flight 19, maneuver 18, -Thratchen wants to gain favor with you will delay the conquest of your
stealth 18, unarmed combat 23 Jezrael, the new High Lord of world. What do you say?"
STRENGTH IS Tharkold, so he can retreat to his home
TOUGHNESS 26 (30) cosm if the Gaunt Man frees himself.
PERCEPTION 2. -Thratchen has learned that a demon Checking Out
Evidence analysis 26, find 27, pride in Los Angeles is planning to
scholar (The ameless One) 27, rebel against Jezrael. He is not sure
the Story
tracking 25, trick 26 how its leader, Garthak, plans to de-
MlND25 The Storm Knights will most likely
feat Jezrael, but he is certain that the want tousewhatevermeans they have
Science 26, test 27, willpower 27 demon lord. would not be making the
CHARISMA 16 at their disposal to see if Thratchen is
attempt if he didn't have the means at trying to lead them on. As mentioned
Charm 21, petsuasion 22, taunt 23 claw to accomplish the deed.
SPIRIT 24 in the last scene, the use of magic and
Faith (Tharkoldu Evil) 29, focus 30, -Thratchen wants to destroy ordomi- miracles will reveal that Thratchen is
intimidation 26, reality 28 nateGarthak to prevent theattack from telling the truth. Thratchen will let the
Possibilities: 40 occurring. This will curry favor with Storm Knights cast such spells on him,
Equipment: eybersenses, internal Jezrael. even if they are attempting to east it on
computer (+3 bonus to evidenceanaly· - He believes that the Storm Knights him without his knowledge, and he
sis, find, and targeting rolls if the target will want to help him with his plan, for takes notice. (He will, however, leave
generates electrical impulses; such as right now the forces of Tharkold and or defend himself if attacked with
a character with cyberware), cyber· Nippon are evenly matched. Garthak magic. See "Variables" below.>
claws, damage value STR+5/23; may be as strong as Jezrael, but he is The Storm Knights can also use
cyberwings, speed value 11; laser pis- not as clever. U he should become more mundane methods to discern
tol, damage value 23, ammo 30, range High Lord, he will not deAl with the the veracity and logic of Thratchen's
3-10/50/100; anno" TOU+4/30 Nippon forces as well as Jezrael can, statement. A character may attempt
and 3327's agents may quickly over· an evidena analysis or Perception roll
If the Storm Knights attack run Los Angeles and then the rest of against a difficulty number of
Thratchen, he'll Simply stand there the United States. Right now, with Thratchen's persuasion. What the
and take it for a while. He's got plenty Jezrael in power, the two realm raid· Knight comes away with depends
of Possibilities at the start of the ad· ers are in check. upon his level of success:
venture, and uses them to bum off On a Minimal success, the Knight
If asked why so powerful a techno- thinks Thratchen is telling the truth,
wounds. His goal is to show the Storm demon requires the help of Storm
Knights he has come in peace. He's but isn't certain;
Knights, Thratchen answers: On a Good level of success, the
willing to take some damage to make
that point. "I c~ot attack Garthak myseU, Knight is almost fully convinced that
The meeting is divided into two for I am not strong enough.• cannot Thratchen speaks the truth;
parts. The first is the Set-Up, where tum to my own kind, for there are On a SUperiDTor Spedacularsuccess,
Thratchen describes the situation in many demons who hate having a the Knight feels certain thatThratchen
Los Angeles. Mer Thratchen speaks, human for a High Lord.• donot know truly means all he is saying.
the Storm Knights can think through which of them I can trust. Nor can • Knights can also use scholar (realm
his statements and determine their seek the .J..id of the Nippon forces, as lore) to reflect on the situation within
veracity. Once that's done, Thratchen there is no love lost between us. So • the Tharkold area. Ona 12, he realizes
moves into the second part of the ne- tum to you. thatThratchen's logiC is sound: Nippon
gotiations, where hedesoibes his plan. "'You know the ways of moving and the Tharkoldu are deadlocked, in
freely between realities. You have part due to the fact that Jezrael is well
something to gain from this, as do I. near as subtle and crafty as 3327. A
The Set-Up It is not as good as a victory over a techno-demon would find it far more
difficult to counter the Nippon High
High Lord, I agree, but you will be
First, Thratchen wants to make it helping two High Lords remain Lord's carefully calrulated moves.
clear that he means no ill to the Storm locked in a stalemate. That is some.

•• 12
AetOne

However, all of this only confirms


that Thratchen is saying what he be-
lieDes to be true. The Knights may still
harbor a desire to check out the situa-
tion in LA personally, something the
rest of Act One allows them to do.

The Plan
Once the Storm Knights are ready
to hear it, Thratchen outlines his plan:
-Garthak's demon pride is made up
of2)XXJdemons livingin the Compton
district of Los Angeles, many only
recently arrived from the Tharkoldu
cosmo Even the combined might of the
Storm Knights and Thratchen would
not be enough to attack Garthak and
defeat him. They'll need more help.
-Thratchen wants to get this help from
Kanawa. He knows that Katana Secu-
rity,Inc., a Los Angeles based subsid-
iary of the Magnolia Station Research
Park (which is in tum owned by
Kanawa Petroleum, Kanawa Enter-
prises, and then Kanawa Co.) is keep-
ing close tabs on gang and demon
activity in Los Angeles. The company
is paid by thecity of Los Angeles to file
weeklyreportsofthecity's "hotspots."
Of course, 3327 and his aide-de-comp,
7710, also read the reports, looking for
data of interest.
-Thratchen's plan is to make Katana
believe that the eight-by-eight block
neighborhood where Garthak is lo-
cated is infested with demons that are
about to go on a rampage. He wants to
plant false data in Katana's computer
that will force the Nippon forces to
take immediate aggressive action, a
o. Slou\er
"first strike" as humans call it. If his
plan works properly, Nippon will
launch an attack on Garthak's pride
with hundreds upon hundreds of program on the disk to load the false This is part of the reason Thratchen
agents. Once the battle has begun, data smoothly into the Katana com- needs the Storm Knights. He cannot
Thratchen and the Storm Knights can puters. trust himself to keep his Tharkoldu
use the diversion to seek out Garthak The key to this plan is that it must be rage in check. If cornered, he might
and conquer or kill him. executed without alerting anyone to kill a guard rather than hide and jeop-
When Thratchen is done explain- the fact that the Katana offices were ardize the entire plan.
ing the above, he pulls a computer invaded. This is not a theft that can In addition, the Morgan Building.
disk out of a slot on his body and gives leave a string of guards dead as long as where Katana is located, isa hardpoint
it to the Knights. He explains they are the data is in the hands of the thieves. of Nippon reality. The disk will func-
free to examine it at their leisure. He Katana must not know their security tion perfectly, as it was created using
goes on to say that the disk contains was breached. If they suspect foul play, Nippon technology, but getting it into
false data designed to twist all of they rnay question or even completely the office will be that much more dan-
Katana's projections into a form of use disregard the data produced by the gerous.
to Thratchen. There is also a special computer.

6~------------------'.
~. 13
Tors: City of Demons

The Last Detail If the Storm Knightsdon't purse the


matter, Thratchen will bring it up him-
Angeles. When you are ready to meet,
go to Griffith Observatory a.nd speak
During the scene, one or more of self, for he doesn't want the Storm the words, 'Thratchen, come to us
the Storm Knights might press Knights to find out about it later and now so we can work together.' I will
Thratchenabout just what he's getting think he was holding out on him. He attend you at that time."
out of this plan. After all, he could says something to the effect of, "I must
simply go to JezraeJ. and tell her about confess something.. just so you do not Thratchen will wait around if the
the impending attack. Certainly that think J have tried to deceive you." He Storm Knights have any more ques-
would get her on his good side. If they then says everything in the above para- tions, but explains he can do nothing
do, he smiles and says: graph, starting with, "1 said I would ..." to prove his statements- the Knights
simply must go to Los Angeles for
"Well, yes. 1 said 1 would nol de- themselves.
ceive you, and I will not. 1 do not
know if you are familiar with the
Hour of Decision When there is no more to be said,
Thratchen will tum and flyaway.
ways of my kind, but we have, in the If the Storm Knightsarestill unsure
reality of Tharkold, a law of domina- as to whetheror not they want to work
tion.If 1should force Garthak to sub-
mit to me, I will gain control of his
with Thratchen, as well they should Flags
be, he says:
pride. His 2000 techno-demons will If a setback occurs, an innocent by-
be the start of my new power bOISe. "Very well. Take two weeks. Go to
Los Angeles. My infomla.nts tell me stander will accidentally intrude on
"But we will make it a contest,. eh? the Knights' meeting place. The
U you kill Garthak before he submits that whatever Garthak is planning to
do, it will not start for three more Knights will have to restrain Thratchen
to me, then you maintain the bala.nce from immediate!y killing him, but also
of power in Los Angeles, and I only weeks. We have a little time.
"Investigate, a.nd you will see that see to it that he doesn't run for the
gainJeuael's favor. But ifhesubmits police and have them break up the
to me, then I also gain a demon pride. not only is everything I have said
true, but it is the wisest course of meeting.
That will add spice, won't it?"
action. I will find you again in Los

•• 14
Act One

Variables PERCEPTION 10
Evidence analysis 12, find 12, land
The Storm Knights might have tried
to booby-trap the meeting place be-
vehicles 11, trick 13
MIND 11 T hratchen's Disk
fore this scene occurs. You should re- Science (computers) 15, willpower
To examine the computer
member that Thratchen is keeping an 12
disk, the Storm Knights need a
eye on the Knights, and if he sees them CHARISMA 9 computer of at least Tech 24 (the
trapping the area, he'll remove the Charm 12, persuasion 12, taunt 10 same Tech axiom as Nippon,
traps at the first chance he gets. Thus, SPIRIT 11 whose machines it is designed. to
if the Storm Knights trap the area and Faith (Christianity) 12, reality 13 be run on). Thratchen did not
then leave, he'll come in and deacti- Possibilities: 2
put any security measures on the
vate the traps. Equipment: home-made computer disk, so examining it requires
If he doesn't get this chance, he'll (Tech 24) only a science (computers) total of
simply avoid the traps, but will com· Description: Victoria is a shy, per· 9.
ment on them, letting the Storm sonablecomputer genius. Daring and If none of the Storm Knights
Knights know he knows they're there. imaginative, Victoria would love to go
have this skill, they will need
The only real problem is once again on the adventure with the Storm to find someone who has some
the Storm Knights might decide to Knights, but will have to get out of the talent in this area. If a Connec-
ignore Thratchen. If this happens, they house without her parents knowing tion card is played, one of the
should bereminded that innocent lives where she is going. Knights knows Victoria
could be lost ifThratchen carry out his Victoria is very bright, but is not a Hester, a sixteen-year-old
plan on his own, or with less honor- "nerd," nor arrogant about intelli- computer whiz with friZZy
able Stormers by his side. gence. She loves computers, though, blonde hair and braces on her
and drifts off into some strange men- teeth. She's always thrilled to
tal state when she begins to work on help out Storm Knights, but
Cut To ... them. doesn't want her parents find-
ing out about it ("They
Thratchen has left the Storm Knights The following information is wouldn't understand") so
with a great deal of information to gleaned. from the disk, depending on they'll have to contact her se-
ponder and a computer disk. If they the resuItof thescience(computers) roll. cretly. She's built her own
want to check out the disk, see On a Minimal or Average success, Tech 24 computer, so even if
'Thratchen's Disk." If they want to the Knights see that the program is the Storm Knights have the
check out the politics of LA, cut to written in a very sophisticated com-
relevant skill, they might still
Scene Three, "Looking forTrouble." If puter language. need to borrow her computer.
they want to check out Garthak and Ona Good success, the Knights learn
his pride, cut to to Scene Four, that the program is a computer virus,
"Gutterpunk Alley." (Of course, the designed to worm its way into the
characters can examine the disk be- su~routines of a very sophisticated. quest to Los Angeles. She'll need to
fore they leave for Los Angeles, or number-erunching program. make up a story for her folks (a class
while they are in the city.) On a Superior success, the Knights trip, maybe), and the Storm Knights
If the Storm Knights accept discern that the program will divert can use whatever skills they have at
Thratchen's deal on the spot, he says data throughout the whole number- their disposal to help her.
he'IJ meet them in Los Angeles. When crunching programming, re-focusing
they get to LA, cut to Scene Eight, everything to give completely false
"And the Heavens Weep. " results. SCENE THREE:
There's no need to play out getting On a Speclacularsuccess, the Knights
to Los Angeles. It might be difficult for realize the virus will do exactly what Looking For
the Knights to get there (a group based Thratchen predicted. It's aimed at a
in CyberFrance would haveto be most security alert number~runchingpro- Trouble
careful about revealing their destina- gram, which logs criminal and violent
tion, for instance), but it can be as- activities throughout Los Angeles.
sumed that a group of Storm Knights Once fed into the Katana program, the The Situation
are resourceful enough to make it to virus will alter the results and give
Los Angeles relatively unscathed. completely false data, making it look Standard. The Knights arrive in Los
as if a tremendous amount of demon Angelesand try to get a feel forthe city
Victoria Hester activity is centered on an eight·by· and its bizarre post-invasion politics.
DEXTERITY 9 eight block area of Compton, a district Read aloud or paraphrase:
Dodge 12, running 10, stealth 13 ofLA. The city is worn down and tom by
STRENGTHS H the Storm Knights ask, Victoria strife. Wherever you go, you see the
TOUGHNESS 9 will gladly accompany them on their results of violence committed by

••
15
-/"
'rorg: City of Demon.

some of the city's factions - the scribed him with the raincoal and the to go to the FOOD Cafe on Wilshire
corpses of children cut down by cough. He took five bucks in return. Boulevard and ask the cook for some
~ger drive-by shootings; the inte- Nowyougettofindoutifyowmoney cooked sushi. The $500 dollars is his
riors of can splattered with blood was wen spent base negotiation price, and can be
from it tedmo-dernon hunt Squads Charlie won't notice the Storm rai.sesi or lowered using the haggling
of KanaWil securityguards and LAPO Knights as they approach.lf they speak rules (see pages 72-74 of the Torg
patrol sections of the city in full riot to him or touch him, he whirls in ter- Rulebook).
geM. ror. He will be certain a techno-demon The Storm Knights can also try to
A steady rain falls from the dark has come to kill him, and when he sees interrogate Chartie to get the informa-
sky. The rain is thick, and mixed with the Knights aren't Tharkoldu, he leans tion they want. For the purposes of
pollutants from Nippon factories, over, a bit relieved, and says, "What?" interrogation, Charlie is friendly with
giving the air it sulphur taste. Phoenix. If the Storm Knights use
You have heard it rumor that it Charlie threats or force or any approach other
Rauro Block agent codenamed Phoe- DEXTERITY? than giving him cash, Charlie will get
nix is working in the city. It's said he Dodge 8, stealth 10, unarmed com- on the phone to Phoenix as soon as the
knows i1.U the players in LA. and h.u ba.8 Storm Knights are gone. He will tell
aided Storm Knights before. His STRENGTH? Phoenix some people roughed him up
street contact isa bum named Charlie TOUGHNESS 8 and are on their way to see him.
- find him, and you've: got it good PERCEPTION 12 U the Knights ask Charlie to show
shot at finding Phoenix. Find 15, trick 13 them the way to the FOOD Cafe, he
MIND 11 .refuses. He feels uncomfortable in that
Survival 13 area of the city, and will be hostile
The Action CHARISMA 11 toward any efforts to get him to go
Persuasion 12 there.
Each day the Storm Kni his spend SPIRlT 11
searchin for Charlie, ey ge en Possibilities: none
r e it n r ion total (c rae Equipment: none Ambush!
ters Cit pport ch other on this rol Description: Charlie is a 54 year-
- coord inatiofi'difficulty is 8). ChaIli old bum with rheumy eyes and white After the Storm Knights have
~Iy stavs'in one place for very long, stubble on his chin. He has an odd searched for four days, Nippon opera-
soatotalof16isneeded"to '. relationship with Phoenix: he really tives will be aware of their presence in
e Storm g ve four days likes the ancient Japanese cook, but LA and who they are searching for.
to find Charlie. U they encounter him mostly for the food he receives in pay- Since Kanawa Corp. wants to find
in that time, cut to "Charlie." ment for his services. Thus, he can be Phoenix as much as the Storm Knights
On the fifth day, the Knights will bribed, but there's an emotional check do (though they intend on killing him).
find him as soon as they make their in place that has to be overcome first they start .searching for Charlie, too.
roll, but he is being attacked by corpo- Charlie has seen some horrible On the fifth day of the Knights'
rate ninjas. Cut to "Ambush!" things since the invasion of Los Ange- search, they come across Charlie in an
If you'd like, you may play out a les, and he's convinced himself there alley, dressed in the same manner de-
small scene from each day's search: are at least a dozen factions out to get scribed above. However, this time in-
talking to an LA cop, meeting with a him. Sowhile the Storm Knights nego- stead of finding him picking through a
drug dealer who might have seen tiate with him, he should be scanning garbage can, they find himsurrounded
Charlie. But since these people really the rooftops, looking over their shoul- by a group of ninjas who are system·
don't know him that well, and have no ders, laughing slightly when there's atically beating the life out of him.
relevant information to offer theStorm no reason to laugh. It's a tough call as They had offered him money, butthere
Knights, you can choose to let the days to whether he's actually insane. He was no way a group of ninjas could
pass quickly in terms of real time. might Simply be responding app~ convince him that they meant well for
priately to the Possibility Wars. Phoenix.
Rounds begin as soon as the Storm
Charlie To bribeChartie, the Storm Knights Knights see the beating.lf the Knights
must first prove their gfXKi intentions receive the initiative in the first round,
As soon as the Knights have gener- toward Phoenix with a ptrSlllJSion roll. they have the advantage of surprise
ated a successful find or PUcqJtion to- Charlie begins the scene neutral to the on the ninjas.
tal, read aloud or paraphrase: Storm Knights. Until they convince There is one ninja for each Storm
You see a man picking through a him they don't want to hurt Phoenix, Knight in the group. Two ninjas are
garbage dumpster. He's wearing a he'll say over and over again, "I don't hidden on the rooftops overlooking
long, battered rain coat and coughs know who you're talking about." the alley. Storm Knights will have to
violently every once in a while. A Once assured of their good inten· generate find or Perception totals against
bum down the block said you could tions, Charlie will accept a bribe. U the adifficulty numberoftheninjas' stealth
find Charlie in this alley, ~d he de- Storm Knightsoffer$500, he'll tell them values to spot them. One round after

_00-:': - : - - - - - - - - - - - - - - - - - - . . . . . .
1 6 . . ,
Act One

[Ill City of Demons: Map 1


~ Charlie's Alley

D
CD
® D
2

1. Charlie
2. Ninja
3. Lamp store
4. Fast food
restaurant
5. Furniture store

the Knights haveentered. the fray, these TOUGHNESS 10 As soon as the ninjas are aware of
two ninjas attack. You can have them PERCEPTION 11 the Storm Knights, they'll forget about
simply jump down three flights, ninja Find 12, tracking 12, trick 12 Charlie for the moment. His face is a
style, and land gracefully on thealJey's MINDS bloody mess, and he won't be going
pavement. Test to anywhere soon. He collapses to the
CHARISMA 7 ground dUring the fight.
Corporate Ninja (one per Storm Charm (11), persuasion 12, taunt 10 If two-thirds of their number have
Knight) SPIRIT 7 been defeated, the ninjas will attempt
DEXTERITY 16 Intimidation to, reality to to retreat. The Storm Knights can, of
Acrobatics 17, dodge 17, energy Possibilities: 1 course, pursue.
weapons 17, fire combat 17, ma- Equipment:shirnsisword,damage If captured and successfully inter-
neuver 18, martial arts (ninjulsu) value STR+5/16; 13mm Chunyokai, rogated, a ninja reveals what was stated
18, melee weapons 17, unarmed damage value 18, ammo 9, range 3- above: Kanawa is aware of the Storm
combat 17 10/40/50; laser rifle, Tech 25, damage Knights' presence in LA, they heard
STRENGTH 11 value 23, ammo 10, range lQ.40/BO/ they were searching for Phoenix, and
Climbing 12 ISO they heard Charlie was the link to

17
I.
v
Torg: City of Demons

Phoenix. If they failed to learn about Phoe- pick up some interesting information
Once the fight is over, the Storm nix, they can look for information about this way. If they choose toabsorbsome
Knights can deal with Charlie. He's gangs and demons in Compton. Cut of the local atmosphere, cut to "Ru-
beaten up, but has only suffered a KO to Scene Five, "Gutterpunk Alley." If mors."
6. Once revived, he will gladly accept they decide to accept Thratchen's deal, If the Storm Knights choose to enter
any medical assistance the Storm cut to Scene Six, "And the Heavens the restaurant and go right to the cook
Knights offer, but won't go with them Weep ... " to deliver the password, cut to
to a hospital. He's convinced that "Cooked Sushi."
people who go to hospitals are en-
slaved and sold to the demons. SCENE FOUR:
AU of the negotiations described in Rumors
"Charlie" above now take place, with FOOD and Phoenix
the following changes: If the Storm Knights choose to en-
.If the Storm Knights have not at- ter the restaurant, they can easily find
tempted fiTSt aid or some other form of The Situation an empty seat, and most likely no one
healing on him, Charlie will have a will take any notice of their appear-
hostile attitude toward them. He will Standard. The Storm Knights visit ance. (Los Angeles was always pretty
beconvinced the Knights arejust more the FOOD Cafe on Wilshire Blvd, a free-w heeling before the invasion, and
thugs out to kill Phoenix. rundown diner that used. to be a first- since the scales and the demons ar-
class restaurant, in search of Phoenix. rived - well, LA's inhabitants have
• If the Storm Knights have attempted Read aloud or paraphrase: always considered the city a metro-
first aid or any other form of healing politan weirdness magnet, and now
(successfully or unsuccessfully) on The outside of the diner is pink-
they know they were right.) However,
Charlie, his attitude toward them will painted stucco. The original
if the group is especially fantastic in a
be friendly. His base price for the bribe restaurant's sign is gone, replaced by
dark or dangerous way-cyberpapist
remains the same ($500). an assortment of mismatched blink-
priests with attitudes, werewolves in
ingneon letters that proclaim UfOOD
full fur- a few folks might get up and
Cafe:" Through large windows you
takeoffintotherain. When they leave,
Flags can see a varied clientele-rundown
it's with fear clearly marked on their
locals, gangers wearing blue jackets
faces. They've known buildings to
If a hero setback appears, another with silver strips on the arms,. and
blow up around people like the
ninja shows up for every ninja already even a couple of edeinos. Some of the Knights.
knocked down. They leap down from folks are staring quietly into their By sitting and listening to conver-
the roof. cups. Others are quite boisterous.
sations, the Knights might overhear a
If a Nemesis card is played, one of few rumors floatin aroun the din-
the ninjas escapes and may return to rs. ave ea rm t rna a
bedevil the Knights later in the adven- The Action Per tionr aga~'ns iffi yof8.
tu.... Read or raphr the 'antIDfor
If a Romance card is played, and The action here centers around find-
ing Phoenix and the information he ati bela a n the-1Uoo
Victoria has accompanied the Knights,
shedevelops a crush on a male Knight. imparts to the Knights. Charlie told Ie e~I!;.~~:,.. _ _-::-::-:--:~~
them to give the password to the cook, I ~~ ...·.. lmaIIAverage: Nothing of note.
who would connect them with Phoe- Good: You hear some of the gang-
ers talking about a war escalating in
Variables nix. What he didn't tell them is that the
Compton between the Posse, aganger
cook is Phoenix. All they have to do is
The Storm Knights may wish to say "cooked sushi" and Phoenix will federation, and the Mercuries, a
simply grab Charlie and escape from smile and lead them to a quiet place to s1avegang hooked up wilh a pride
the ninjas. If they can pull it off, let talk. run by a demon lord named Garthick,.
them. The ninjas will chase after them, An alley runs alongside the restau- or something.
however, for they really want to find rant, and contains the back entrance to U the Storm Knights were already
Phoenix. You'll have to play out the the restaurant. Thisdoor islocked (lock involved in the fight in Compton in
chase to see what happens. picking difficulty of 8). If the Knights Scene Five, have the gangers mention
choose to break in, they will find them- that as well.
selves in the kitchen, but may be mis- Superior: You hear a group of old
Cut To ... taken for gangers in the employ of men and women arguing local poli-
tics. Seems Ihat all the Japanese cor-
Kanawa. If Phoenix suspects danger,
If the Storm Knights have learned he will slip out of the diner and try to porations that the city welcomed have
about the FOOD Cafe, they can go lose himself in the night. stalled on their promises to deliver
there and hook up with Phoenix. Cut The Storm Knights might want to economic recovery. Several theories
to Scene Four. check the restaurant out before they are bandied about - the gangs,
make contact with Phoenix. They can crooked politicians, and so on - but

•• 18
Act One

[nJ City of Demons: Map 2


~ The Cafe
-
0 ®

\ 0
®

r
0
I ~
0 0 ..... vOoooo 0
- - ~ ~ ~ ~

I IDODJOD ®U I U

I 1
. ® 0
_0 1 1°
~h
I I
~ ®
....... I I
1. Entrance 6. Sacks of flour
2. Exit to alley 7. Shelves
Basement 3. Kitchen 8. Cot
4. Stairs to basement 9. Sink
5. Stairs to first floor

19
I.
Torg: City of O..molUl

the general consensus seems to be


th..t the demons hne stopped the
You see a wizened littleman, about
a meter ntd a half 101111. He smiles and
Phoenix Rising
J"pMle5e corps. dud in their trub. bows slightly whenever he passes Read aloud or paraphrase:
The only mystery is why the demons Mlyone. He seems like he just got off
the bo..t, ntd you're nol sure if he'll The old mMi looks at you, and
would pick on the J"pMle5e comp"-
nies in particubr. even understand English. then smiles, almost mindlessly, He
walks over to a door leading 10 the
SptCtacu/Qr: You heOIl!''' young m..n
t..lking to his wife. He looks over ..t If the Storm Knights say "Cooked basement. He geslures for you to fol-
sushi" to him,cut to "Phoenix Rising. low, Mid walks down the stairs,
the g..ng members iUld s..ys, "'Kids H

like that killed the old man on the


news, They went into his home and Let the Storm Knights decide if
stole an old cross they don't even Flags they're going to follow, who's going to
know anything ..bout. H follow, and in what order, and then
If the Storm Knights approach him If a Mistaken Identity or Suspicion read:
and ask for more details, he says he card is played, some of the gangers He leads you down into the base-
heard about the break-in on the news will stop talking when the Knights ment, which is divided into two sec-
last week. The police suspect mem- enter. After a few moments, they will tions. One half, that closest to the
bers of a demon slavegang broke into leave the diner, looking very afraid. stairs, is lined with !kicks of flow,
the home, killed the owner, and stolea They are confusing one of the bottles of water, and other reslauranl
small, ancient cross. He doesn't know Knights with someone who wasted a supplies. The other half of the bue-
anything more than that. ganger named RAM from the Mercu- ment, in the back,. contains almost
ries gang in a particularly gruesome nothing. A col A bamboo staff lean-
manner. Theyarenot in the Mercuries ing against the wall. An Uzi hanging
Cooked Sushi gang, but they'd rather not be around by its strap from a nail on the wall.
this guy. (This flag sets up a bit carried The cook steps into the area, turns,
When the Storm Knights seek out out through the rest of the Ad.) iUld suddenly seems very alert and
the cook, read aloud or paraphrase: certain of himself. "How can I help
you?" he asks.

•• 20
Actun~

. At this point the characters can in- Storm Knight, one after another, and to Phoenix's question (or, again, the
troduce themselves, explain what they looks into their eyes. Go around the general indination is positive) Phoe-
want, and so on. If they don't under- table and have each player generate a nix says:
stand that the old man is Phoenix, he Spirit total, one after another. Phoenix "Exactly. Especially in Los Ange-
laughs and tells them. stops at the first Storm Knight to gen- les. It is a place far different from
erate a total of 15 or more. If no one other cities, other realities. Here,
Phoenix generates a successful total he sighs, sometimes the good warrior must
DEXTERITY 9 shakes his head, and goes back to the walk down the road with a silver
Acrobatics 10, dodge II, fire com- beginning of the group. He will do this demon, for there is no other road
bat 14, maneuver 11, melee weap- until someone makes a successful roll. available. But he must never behave
ons 15, stealth 12, unarmed combat Once someone does so, he will look like the demon. Doyou understand?"
15 at them and say, "Ahhh. You will an-
STRENGTH 10 swer for your group, yes?" Hedoesn't And then, as above, if the Storm
TOUGHNESS 10 even wait for an answer and says: Knights did not use force against
PERCEPTION 12
"Does the good wamortraffic with Charlie, cut to "The Warning." If they
Evidence analysis 14, find IS, trick
evil?" did, they must persuade Phoenix to
14
give his help.
MIND 14
Artist (chef) 16, survival 15, test 16, Let the player come up with a re-
sponse for his character. If any other
willpower 16 TheWaming
Storm Knight tries to feed the chosen
Survival 13
one an answer, Phoenix hushes them
CHARISMA 11 Read aloud or paraphrase:
with a wave of his hand. When the
Charm 15, persuasion 16, taunt 14
Knight has given his answer, Phoenix "Very well," he says. "Here is what
SPIRIT 14
nods his head sagely. I know. The demons of Tharkold,
Intimidation IS, reality 17
If the Storm Knight answered in the underthecommandoftheirnewHigh
Possibilities: 5
negative (or a general trend of the Lord, Jezrael, have attacked Los An-
Equipment: bamboo staff, damage
negative, as the answer might be quite geles almost specifically to halt the
value STR+3/13; Uzi, damage value
obtuse), Phoenix says: progress of Kanawa Enterprises. The
17, ammo II, range 3-15/40/100
Description: Phoenix is a native of "I will tell you this: you are in Los defeat of the Tharkoldu on Earth was
Japan who now works as an operative Angeles. It is a place far different engineered by Kanawa, and the
for the Rauru Block. He'sa competent from other cities, other realities. Here, techno-demons bum for revenge. At
agent, but people sometimes feel un- sometimes the good warrior must this point the two sides are fighting
o comfortable around him because he's walk down the road with a silver to a standstill. For people like you
got a strange mystical side to him. He demon, for there is no other road and me, this is a very good thing, for
believes in the concept of moderation available. But he must never behave they waste their resources against one
in aU things. A man who devotes all like the demon. Do you understand?" another, but donot grow in strength."
his energies to remaining pure is so
outside of life that he can be no help to If the Storm Knights did not use If anybody mentions the possibility
those trapped in the mire. force to obtain information from of Garthak taking over the High Lord
Phoenix is an old, old man, and yet Charlie, cut to "The Warning." position from ]ezrael, Phoenix says:
quite able to take care of himself. His If the Stann Knights used force "Oh, now Garthak. That would
limbs are long and thin, and his face against Charlie (a frightened, out-of- be very bad. The only reason the
bears deep wrinkles. his-mind old homeless man), Phoenix techno-demons are successfully
Play Phoenix like the old mystical says: countering Kanawa's maneuvers is
coot he is. He should come off a bit "Unfortunately, despite your because of ]ezrael. She is a schemer,
creepy-not scary, but creepy, so the words, you treated my infonnant to like Kanawa. They are matched.
Storm Knights are worried about what the demon's talons. You have proven There are few of the demons who
sins the old guy might find Iwking yourself unworthy for my aid. You could plan in such a way. Thratchen,
inside them. walk with the demons, but you also perhaps, but of even him, I cannot be
act like them." certain. It is not their way, you see.
Once the Knights are done explain- Theirs is the life of pain, of tonnent.
ing themselves, Phoenix says: At this point the Storm Knights can There is no discipline."
HI must examine you before I can tum tail and leave in shame, or they
help you. Will you let me do that?" can plead with Phoenix to help them. After a moment of consideration he
Pleading requires a persuasion roll. adds:
If the Storm Knights answer in the Phoenix's attitude toward the Storm "For Garthak to threaten Jezrael,
negative, he tells them to go away. If Knights is hostile if they attacked he would need the support of

...
they try to force him, he fights back. Charlie. Tharkold's Darkness Device. J won-
If they agree, he steps up to each If the Storm Knight answers "Yes," der how he will accomplish that?"

,. --------------_.-.
~. 21
Tors: City of Demont

last few days you've confirmed ru· the guards retreat as weU.
Phoenix has no more to offer, and mors that the Posse is particularly The guards also attack if the Stonn
asks them to leave so hecan get back to concerned about a demon pride in Knights try to do anything they were
work in the lcitchen. the area, run by a demon named specifically told not to, or if they don't
Garthak. The pride rules an eight- do something they were specifically
by·eight block area on the east side of told to do.
Flags the city.
The Posse is currently at war with Posse Gangers (20)
If a True Identity card is played, one the red-jacketed Mercuries, who have DEXTERITY 9
of the Knights has seen Phoenix at a sworn themselves as Garthak's Dodge Il,firecombat 12maneuver
Rauru Block meeting. and recognizes slavegangers. 10, melee weapons II, stealth 12,
him immediately in the diner. [nformants have pointed you to a unanned combat 11
Posse safehouse-a three story apart· STRENGTH 10
ment building. A casual glance re· TOUGHNESS 10
Variables veals a teenager on the roof armed PERCEPTION 9
with an Uzi. Around you are empty Find 10, trick 11
If the Stonn Knights decide to in- buildings, their windows boarded up. MIND 9
vestigate the theft of the cross, they Old cars rest on boxes, while next to Survival 11, willpower 12
can doso. They will find that the house them are parked shiny new sports CHARISMA 8
has already been picked clean of clues
by the police, who have laid thecaseat c"". Taunt 10
SPlRIT9
Sitting on the steps of the building
the feet of the gangers. There's no other is a kid, maybe fourteen, dressed in a Intimidation 12
in£onnation available. black jacket covered with patches of Possibilities: none
sports team logos. He's got shades Equipment: Uzi, damage value 17,
on, and looks like he's got an attitude ammo 11, range 3-15/40/100
Cut To ••• as thick as an edeinoshide. Two more
teenagers, maybe eighteen years old Danger Danger
If theStonn Knights haven't inv~ each, are leaning against lamp posts
tigated the gangers and Compton yet, on either side of the building. Sitting on the stoop of the building
they may choose to do so now. If so, isa fourteen-year~ldlcid named "Dan-
cut to Scene Five, "Gutterpunk Alley." ger Danger." He's the doorman for the
If they're ready to accept Thratchen's
deal, cut to Scene Six, "And the Heav-
The Action safehouse. U the Stann Knights want
to deal with the Posse, they'll have to
ens Weep .. :' The Stonn Knights have the chance talk to him.
to get some information about
Garthak's pride from its neighbors. Danger Danger
SCENE FIVE: The Posse members are tough gang DEXTERITY 11
members who commit terrible acts of Dodge, 13, fire combat 12, maneu-
Gutterpunk Alley violence against demons, other gang· ver 13, stealth 14, unarmed combat
ers,and people in LA who really don't 12
consider themselves part of the war. STRENGTH'
The Situation They'll try to cut the Stonn Knights TOUGHNESS 9
PERCEPTION 10
down in a second if it looks like it
Stnldud. The Stonn Knights turn would profit them. Evidence analysis 11, find 13
to the local gangs to gather informa- But they're pragmatic up toa point, M1ND10
tion on Garthak and his alleged plot to and will lei the Knights speak their Test 12, willpower 13
overthrow jezrael. piece if they have something gain by CHARISMA 11
Read aloud or paraphrase: it. Persuasion 12, taunt 13
SPIRIT 10
After checking around Los Ange·
Intimidation 13
les, you learn that the gangs of the
city are as influential as Kanawa and Security Possibilities: none
Equipment: Uzi, damage value 17,
the Tharkold demons, and almost as
The safehouse is crawling with ammo 11, range 3-15/40/100
powerful. Their lack of orgnlization,
gangers with guns. Theirpositionsare Description: Danger Dangerwears
however, k~ps them from wielding
marked on the map. If the Stonn dark glasses, and shows as little eIllO-"
that power effectively.
Knights start an attack on the place, tion as he can. Play him as a tough kid
Compton hosts a treacherous gang
they guards open fire and fight for six who is truly tough, and feels no need
confederation know as The Posse that
rounds. During that time, everyone to show off
is trying to overcome this problem.
else in the building will take off Like the other members of the Posse,
The Posse brings gangs together and
through thebackdoor. Aftersix rounds Danger Danger wears a black jacket
ads as a forum for disputes. Over the

. ·...· ""22"....-------------------- ~
Act One

covered with fourteen sports patches, over concrete blocks. The worn floor- SPIRIT 11
each placed in a particular spot on the boards are covered with paint chips lntimidation 16
jacket. and rat feces. Possibilities: none
Equipment: Uzi, damage value 17,
Toeitherget information from Dan· Nanosec ammo II, range 3-15/40/100; Cyber-
ger Danger, or to get into the building ware: Neuracal, CSI Hotshot U; eyber
to meet with his fellow gangers, the After a few moments, Danger Dan- value 7.
Stann Knights need to get a negotiated ger returns with a huge eighteen-year- Description: Nanosec is a massive
agreement result on a persuasion roll. old. Danger Danger introduces the eighteen year-old pumped up on iron
Danger Danger's attitude, as well as newcomer as Nanosec. Nanosec takes and steroids. His head is completely
the attitude of all the gangers, is hostile. a position in the doorway, pulls off his shaved, and his looks are arresting
TheStonn Knights' offer should entail shades, revealing his one silver eye, enough to catch the Stann Knights off
exchanging information about the and folds his arms. "Yes?"he asks. guard. Like Danger Danger, he wears
Mercuries or Garthak's pride. a black jacket covered with sports
If they do this successfully, Danger Nanosec patches.
Danger says, "Come on, meat," leads DEXTERITY 12 Before running this scene, lookover
them up the stairs to the front door, Dodge 13, fire combat 14, maneu- thedialogue written for Nanosec. Most
and lets them in. He gestures for them ver 13, stealth 14, unanned combat of the slang is referenced to comput-
to enter the room marked ~eeting 14 ers, and when playing Nanosec, you
Room" on the map, and tells them to STRENGTH 13 should try to get this kind of feel into
sit. He also makes it clear that they Lifting 15 the way he speaks.
aren't welcome anywhere else in the TOUGHNESS 13 anosec is very low-key, almost
building. PERCEPTION 9 gentle, despite his appearance, and as
The meeting room is very dark. MlND9 long as the Stonn Knights don't give
Drops of rain spla tter though cracks in Test 12, willpower 13 him a hard time, he won't give them a
the boards in the windows. The only CHAR1SMA 11 hard time.
furniture is two-by-fours stretched out Persuasion 12, taunt 13

6~--------------------'_·
~. 23
Torg: City 01 [h,molUl

The Storm Knights must onceagain ning on sacrificing to Malgest. ries following the battle. Have the
make a ptrSUQSion roll, but for the mOo" Note that Nanosec doesn't know Mercuries arrive three rounds after
ment Nanosec's attitude is neutral, much about High Lords, Darkness any fight begins with the Posse.
since Danger Danger spoke for the Devices, and eternity shards. That's
group. The ptrSuasion roll should be why he gets the names wrong.
made in the context of the characters Crossfire
roleplaying questions about Garthak,
the Mercuries, and trying to get Event The Storm Knights are either al-
Nanosec's trust. ready involved in a gun fight with the
If the Storm Knights get enough As soon as the Knights have re- Posse, or they are conversing with
result points for a neutral result, he ceived what information Nanosec is Nanosec, when:
says: going to give them, the Mercuries You hear the roar of approaching
mount their attack. Cut to "Crossfire." motorcycles, followed by rapid bursts
"Sweat,. ye~, I know them claws.
GMthd. Righl Them Mercuries boys of automatic fire. Bullets slam
all hot for their 'wue, but it's dealing through the wooden boards over the
with the chrome devil. Themgangers
Flags windows and fierce rain washes into
gonna get their ends plated someday. [f a Mistaken Identity card or Suspi- the room. You hear someone shout-
The Mercuries all hot for some plan. cion card is played,Nanosec looks care- ing, ....Mercuries!" and then the sound
Say they gonna rule it all soon. Chips fully at the Storm Knight for a moment of a great many machine guns firing.
... Dead as all hell what they gonna and then asks, "Password. Didn't you
be if I ever get my piece near their slag RAM out ofthe Mercuries?" (He's The Mercuries are wired up with
clac.kin' asses. asking if the Storm Knight killed a 1ltarkold technology. Some have got
ganger out of the Mercuries.) If the red eyes, some have silver hands with
If the Storm Knights get enough Storm Knight says yes, Nanosec's re- claws, others have metal spikes that
result points for a hostile result he says action becomes friendly, and the re- grow out of the sides of their arms.
the above and adds: sults for the above information are They all wear red jackets.
"Mercuries say Garthak is going made easier. If he says no, then Mercuries (20)
for their claws's new High Woman, Nanosec looks at him carefully again DEXTERITY 8
Jezrium or whatever. Or so the byte and the scene proceeds. Dodge 10, energy weapons 9, fire
says. Now what's mean to you, sys combat 10, melee weapons 9, stealth
op?You got a beads on this I missed? 10, unarmed combat 10
What're they up to?'" Variables STRENGTH 9
This scene sets up the living condi- Climbing 10
If the Storm Knights get enough TOUGHNESS 9
result points for a ennny result he says tions of some of the inhabitants of Los
Angeles and introduces the Storm PERCEPTION 8
all of the above, and adds: Find 10, land vehicles 9, tracking
Knights to some LA gangers. Play it to
"They say he's got some shard or 10, trick 9
keep them off balance. Though they
something, a little exira meg could probably take out all the kids in MIND 9
Garthak's gonna use to get in good the safe house, they'll be better served Test 10, willpower 10
with some big mainframe back on CHARISMA 8
by staying cool. This means playing
Tharkold." by the rules of the gang. Charm 9, persuasion 9, taunt 11
However, since they don't know SPIRIT 8
Translated, with some information the rules, you should take the time to Faith (Tharkoldu Evil) 10, intimi-
Nanosec doesn't have thrown in: make them feel uncomfortable. For dation 10
1) The Mercuries are getting Possibilities: none
example, St0rt11 Knights are probably
cyberware, but it's going to cost them. used to people reacting to them with Equipment: Nanocord; SlaveChip;
The Mercuries are bragging about be- excitement, or fear,orsometrung. Dan- darksight; talons, damage value
ing on the vergeofgaining great power, ger Danger doesn't shift his position STR+2/11; Cyber value: 6. 9/Gam
but Nanosec doubts it'll amount to when they saunter up. This fourteen automatic pistol, damage value 15,
anything. And if he sees any of them, year-old kid doesn't expect to live past ammo 9, range 3-10/20/30
Nanosec will waste them himself. the age ofeighteen. He'sseen toomuch
2) The Mercuries also say that The Mercuries tracked down the
already, and one thing he knows is
Garthak is out to kill Jezrael, or sosays you don't let your reactions show Posse safehouse and sent twenty
the word on the street. But Nanosec you're impressed. It marks you as slavegangers on motorcycles to hit the
isn't sure about thatone,and he wants meat. place. The fight is a turf war between
the Storm Knights to give him some Uthe Storm Knights get into a fight the Posse membersand theMercurials,
details. with the Posse, they'll lose the infor- and because of this the Storm Knights
3) The Mercuries say that Garthak mation they'd get from Nanosec, but have a great deal of leeway as to how
has an eternity shard that he's plan- they'll beable to get it from the Mercu- they respond to the fight.

_.0-:'24
: - : - - - - - - - - - - - - - - - - - - . . ....
.
Act One

-They can try to retreat from the com-


bat. Although the gangers won't go
outtheiTway to keep theStorm Knights
outof the lineof fire, neither will either
side pursue them.
-They can side with the Posse and try
to take out the Mercuries. If they want
information from the Mercuries, this
makes the most sense.
-They can side with the Mercuries
against the Posse, hoping to get in
with the Mercuries. This probably
won't work, but they won't know it at
the time.
-They can try to take on both sides, •
and then pick through the wounded
for clues when the smoke clears.
They're Storm Knights. They could
probably pull it off.
If the Storm Knights were talking
withDangerDangerandNanosecwith
the Mercuries hit the place, the two of
them will whip out Uzis and rush to
the windows to shoot down the rival
gangers. They'll stay in those spots
unless forced out of them or killed.

Gangs of Trouble
Although there are 20 gangers to a
side, the Storm Knights won't be deal-
ing with all of them at once, no matter
which option they pick. During the
fight there are little sub-fights around
the building. Members of both gangs
are all over the place - on the roof, in
the back alley, hanging out windows,
riding by on motorcycles (only five of
the Mercuries actually stay on their
motorcycles after the first pass - the
rest get on foot to raid the building).
hiding behind cars and so on.
The Storm Knights will probably
make up their own sub-fight, or they
may split up and form several sub-
fights. In any case, in any given round
no more than 10 enemy gang mem-
bers (enemy as defined by the Stonn
Knights) are within combat range of gang members in sub-fights the Stonn sue if they wish, but the winning gang
Knights are not participating in. You is content to sit on their turf and bask
the Storm Knights. For example, if the
Storm Knights are attacking both should keep track of the number of in their victory.
gangs, they're able to fight five Posse dead on both sides. The tide of the
members and five Mercuries each battle is determined by the Storm
round. The other 30 gangers are off Knights, for without them, the two Event
somewhereelseshooting at each other. gangs would fight to draw.
When either gang is cui down to 10 During most of the battle, a ganger
After the third round of combat. will think the Storm Knights areon his
one ganger from eac.h side is assumed or fewer breathing members, that side
retreats. The Storm Knights can pur- side as long as he sees them shooting
killed from damage inflicted by other

6~---------------·_·
~. 25
Torg: City of Demon.

[Ill City of Demons: Map 3


~ Posse Safehouse

1st Floor
\
2nd Floor
... 0 0
~
I

0 =
0 JJ
0
......... o 02
0
0 Landins

0
\
(6) .
=
0
1'1 10 01
. Jl
1,\ 0
0
I~' c·
T.Root
1. Main entrance 0 0
2. Posse ganger
3. Meeting room

'~:;'i .. ' '.


0 f-

0 3rd Floor

2)
Roof

•• 26
Act One

at gangers from the other side. Variables rooms that were secure a second ago.
If the Storm Knights try to work
But it's also possible that, during
the battle, the Storm Knights might be This should bea nice, chaotic shoot- with the Mercuries, the gangers will
attacked by gangers on the side they out. Make sure that the Storm Knight thank them, but WILL NOT offer any
are defending. After all, the only ones hear the spray of automatic weapons help. If the Storm Knights are insis-
who know them are Danger Danger coming from the other side of the build· tent, they gangers will try to take off. If
and Nanosec. If you want, you can ing, and the screams of gangers stak- they want information from the Mer-
have the Storm Knights assaulted by ing out their final piece of turf. The feel curies, they'll have to fight for it.
gangers at their backs who just don't you should try to communicate is that This is the common behavior of LA
know any better. in LA there is no single, clear fight. The gangs. The Posse is a unique gang
To avoid this, if the Storm Knights fighting occurs all over the place, and because it knows how to cooperate-
are working with the Posse, they're you can't beeverywhereat once. Spice other gangs don't. Oust likeThratchen,
best off hanging with Danger Danger it up with enemy gang members slip- compared to other techno-demons.)
or Nanosec. Other Posse members will ping in through windows, taking If the Storm Knights should cap-
assume the Knights are clean if they're
with these guys.

Flags
.'
If a hero setback appears at any time
dUring the combat, one of the Storm
Knights spots a mother and her son
trapped in a small alcove doorway at
the street level of an apartment build- 1\
ing across the street. They have to get
the two innocents to safety before stray
bullets rake them down. If the Storm
Knights don't act on the situation, the
mother and son die in five rounds. The
setback occurs because the Storm
Knights will have to expose themselves
to enemy fire to rescue the mother and
son. If the Knights make no attempt to
save them, subtract a Possibility from
their award at the end of this act.
If a Mistaken Identity card or Suspi-
don card is played, one of the Mercu-
ries gangers shouts at the Storm
Knight, "It's the chip who magged
RAM!" ("It's the jerk who killed
RAM!") Needless to say, every one of
the Mercuries is very upset about this,
and will take special pains to nail that
Storm Knight with automatic fire.
If a Nemesiscard is played, the Storm
Knight confronts a Mercuries ganger
who will come back to haunt him later.
In this scene they should end up away
from the other combatants, and ex-
change blows for a while. Then the
ganger should run off, to reappear in
Act Three. Use the statistics for the
slavegangers from Act Three for this
character, not the slavegangers from
this act.

27
••
Torg: City of InllJlon.

lure a Mercuries member and attempt This is an important piece of infor- "50. We are, for the moment, allies?"
to obtain information from him, cut to mation, because it tells the Storm Suddenly, there is a rustling of
"Data Spill." Knights that Garthak"s got an eternity leaves as a group of ThiUkoldu de-
If the Knights do not grab a ganger shard he's planning on surrendering monsflyoutofthesunoundingtrees.
to interrogate, see "Cut To .. :' below. to Malgest. This, combined with some They make a circle around you and
of the information Nanosec had to Thratchen. The demons all but ig-
offer, gives the Storm Knights their nore you, their focus on Thratchen,
Data Spill own reason for helping Thratchen. He their faces filled with fury. "50,
wants the demon pride, they want the Thratchen," spits out one of the de-
The Knights have managed to cap- shard. At this point they might well be mons, "'You would betray our kind to
turea wounded Mercuries ganger for ready to accept Thratchen's offer. these thiltgs?'" and It gestures at you.
interrogation. "'You would betray our one ch~ce to
Read aloud or paraphrase: remove the monkey from the throne
He's a sixteen year-old kid with Flags of High Lord?"
gleaming red metal eyes. The sarlet Thratchen smiles c.ooly ~d says,
chrome nearly matches the bright red If a Mistaken Identity card is played, "Ah, Vachab, you do not know the
blood that flows out of a bullet wound the Mercuries member the Knights are ways of the world. Times have
just to the left of his collar bone. He questioning mistakes one of them for changed. We are at war with forces
glares at you like a wounded and RAM's killer. All intimidation rolls re- we barely understand. The rules we
d~gerous ~imal.
ceive a +5 bonus modifier. lived by are useless now. I throw
them out because I cannot afford them
The Storm Knights might hold sev· ~ymore. U I must ally myself with
eral Mercuries prisoner, and each can Cut To ... Storm Knights, I will. Because I know
be questioned separately, to increase that the best ch~ce our world has is
If the Knights wish to confirm more to be ruled by JezraeI. Now, if you
the chances of getting the information
of Thratchen's story, and have not yet will forgive me, I must kill you ..."
below.
encountered Phoenix, cut to Scene
To ask the kid about Garthak, the
Three, "LookingforTrouble." If they're
Storm Knights need to interrogate him.
The ganger is loyal to the Mercuries,
ready to accept the deal, cut to Scene
Six, "And the Heavens Weep ... "
The Action
Garthak's pride, and Garthak. The in·
terrogation must generate 15 or more There are three Tharkoldu techno-
demons for each Storm Knight. How-
result points, as per the Interaction
Results Table.
SCENE SIX: ever, thedemonsknow thatThratchen
is the biggest threat at the gathering.
If the Storm Knights fail to crack
him, he says:
And the Heavens Two thirds of the demons attack
"'You might as well spike me here, Weep ... Thratchen, and the other third attack
the Storm Knights, so each Storm
chips, cause I ain't turning on my Knight battles one demon.
daws. They done things to meat I
never want to scan again." The Situation Tharkoldu Techno-Demons
(three per Storm Knight)
If the Storm Knights successfully Dramatic. TheStorm Knights travel DEXTERITY 10
interrogate him, he says: to Griffith Observatory for a second Dodge 14, energy weapons 14, fire
. . . Hey, hey, hey, sweat. I'll hook meeting with Thratchen. When they combat 12, flight 15, melee wea~
you on line. Here's the biggest file I speak the words, 'Thratchen, come to 005 12 (15 defense), missile wea~
got for you. We dug up this cross, us now so we can work together," 005 12, stealth 11, unarmed combat
run? 'Cause Garthak, he says he Thratchen flies out of the surrounding 15(8)
thinks there's this thing nearby, a trees. (Remember, Thratchen has been STRENGTH 16
shard or some chip. We ripped it out keeping an eye on the Storm Knights. Lilting 18
of a fat meat's home. But Garthak. he He followed them up to the observa- TOUGHNESS 16 (21)
goes on·line when he touches it. He tory, and waits for them to speak the PERCEPTION 10
does a data scan on it. It's a shard, words just to keep everything or- Alteration magic 13, divination
whatever. Checks with some locals dered.) magic 13, find 14 (17), first aid 11,
he's got by the claw, they says it's out Read aloud or paraphrase: land vehicles 12, tracking 14, trick
of Engl~d, long time past. Big mojo. You hear a beating of wings ~d 12
Garthak's gonna give it to his 100 look up to see Thratchen floating MIND 11
Meg Darkness on Tharkold, ~d get down to you from over the dome of Apportation magic 14, conjuration
enough juice to waste the new High the observatory. He wearsa wide grin magic 14, test 15, wiUpower 15
udy." on his demonic face. When his feet CHAR1SMA9

: ':""""----------------
--""':'28
touch the ground he smiles and says, Persuasion 11, taunt 13

....,.,
.. . ,
Torg: City of Inmon.

SPIRIT 11 madly. Even an Orrorshan vampyre planning, it's happening soon. There
Faith (Tharkoldu Evil) 16, intimi- would be taken aback by the maniacal is no more time available. (If the
dation 16, reality 15 grin. Then he says: Knights accepted Thratchen's deal
Possibility Pot~ntia1: some (45) "We have a few matters to dis- back in Scene Two, you can come up
Arcane Knowledges: folk 4, entity cuss." with a reason why the Knights had to
3, inanimate forces 2, Jiving forces 2, wait until now to make the raid -
water 1, metal 1, perhaps there was additional security
Spells: bullet, fog, stealth walk Target: Katana posted at the building, or it was being
Natural Tools: teeth, damagevalue watched by members of Garthak's
STR+2/18; talons (non-eybered limb), First, Thratchen confirms that the pride.)
damage value STR+3/19; wing strike Storm Knights still have the disk he
Thratchen wishes them luck, and
(Urulrmed combat to hit; damage value gave them. U they lost it, or it was
says he'll wait for them in Compton,
STR+7/13), flight speed 10. damaged, he gives them a copy. He on the border ofGarthalc"s turf. There
Equipment Nanocord;windsniffer then runs down the following infor-
they will wait to see if the Nippon
(+3 to Perception or find skills using mation:
forces have taken the bait.
smell, noted above), balance-wires (+3 • Katana Security Systems' main of-
to skills using agility, noted in paren· fices are located on Santa Monica Bou-
theses above), interdermal plate, ar-
mor value TOU+5/21; talon, enhance
levard in Santa Monica. The offices Variables
take up the fifth and sixth floors of the
normaltalonstodamagevalueSTR+S/ Morgan Building, which is currently If the Storm Knights are defeated
21; cyberwings (+3 to push for {light, owned by Kanawa Enterprises. by the techno-demons, Thratchen can
lifting while flying)speed value 10; life disposeofthe lotofthem.lfThratchen,
cyber; 3-5lot chipholder. Cyber value: ·The data and the program on
Thratchen's disk must be loaded on- too, is being defeated, he'll attempt to
16. Res-14/ Alph lasers, damage value create a diversion and spirit the
25, ranges 3-150/400/2,000 site. The portion of the data storage
that must be affected is not on external Knights to a place of safety. At this
data lines. ThisiswhyThratchenneeds stage, it's too late for him to recruit
Ou t of the comer of their eyes, even the Storm Knights. He's not the first another party of Knights - for good
when engaged with their opposing choice for going intoa guarded facility or ill, these will have to do.
demons, the Storm Knights see some- and sneaking around (in addition to
thing quite terrible. Thratchen and the the fact that the building is a Nippon
other demons attack each other with a hardpoint). Everything must be done
Awards
fury the like of which few of the Storm without Kanawa knowing about it, or
Knights have ever seen. Read aloud or Each Storm Knight should receive
the plan won't work. three Possibilities for completing this
paraphrase:
• As the program is designed, it will act. However, if the Storm Knights
Metal claws rend through take fifteen minutes for the informa- harmed or killed any innocents - in-
cyberflesh. All of the demons are tion on the disk to load into the Katana cluding Charlie, and the women and
possessed by an apparently uncon- computer system. The Storm Knights herson in Compton, thoseresponsible
trollable bloodlusl. They never seem might be able to make it go faster if receive no points. Also, if the woman
to stop moving. Never have you seen they have computing skills, but it's and her son were ignored by the Storm
anything so well·suited to battle, nor tricky. Knights, those who could have helped
so enjoying the act of killing. and did not also receive only two Pos-
.0£ course, the Storm Knights cannot
simply slip the disk in and leave. sibilities.
Thratchen dispatches two of his
demonseachtimeaStormKnighttakes They've got to wait around to make
sure the data loads properly, and then
one oul. If a free Storm Knight at-
eliminate any traces of their intrusion Cut To ...
tempts to help him, hespitsout, "Help
your companions, fool!IO' into the building.
Once the Knights are ready to p~
When the fight is done, Thratchen • The job must be done tonight. His ceed to the Morgan Building, cut to
will look around at the mess, grinning sources say that whatever Carthak is Act Two, "Garbage In, Garbage Out."

•• 30
Act Two

Act Two

Garbage In,
Garbage Out
The Major Beat The Action
The Storm Knights break into the This scene calls for the Knights to
offices of Katana Security to plant move quickly and quietly. If every-
Thratchen's program on the firm's thing goes well, no one will know they
computers. While there, they encoun- have been in the building orwhat they
ter a second group of industrial sabo- have done while there. If they break
teurs, and must decide whether to into the building at night, there are
work with them or risk a fight that only seven people they will have to
could wreck their entire plan. avoid, so the odds are in their favor.
This scene should not be about
things going wrong, but about things
SCENE ONE: almost going wrong. Events listed be-
low should beused to keep the tension
The Break-In level high and make them think things
are about to blow apart.
Before getting into the Katana of-
The Situation fices, the Knights must get into the
building. Here's what the Storm
Standard. The Storm Knights may Knights can learn about the building
wish to learn more about the Morgan and ways they can go about getting
Building and its security before they the information. Keep in mind that
attempt to plant the false data. What this is also your listing of the building's
they learn is, of course, determined by security measures.
how they go about investigating and There are a number of ways the
how successful they are at it. Knights can gather data about the
All of the basic information about building and Katana. It is possible that
the Morgan Building is presented in there may be floor plans of the build-
this scene. This can be given to the ing available in a city office, providing
Knights during thecourseofthis scene, they were not shredded by Nippon
and should improve their chances of agents. The Knights might also per-
success in the next two scenes. suade or bribe an exiting office worker
When they first approach the build- to give them info. Finally, Rauru Block
ing, read: connections (other than Phoenix) could
probably help the Knights.
You see a six-story building.. an They can also glean some informa-
imposing edifice of glass and steel. tion casually. For example, if they
The lower lobby is walled only by watch the building from across the
glass, supported at the edge of the street in the evening, they'll see that
building by exposed I-beams. At the the lights of the Katana offices are still
center of the lobby is a central eleva- on, and that there are people moving
torblock painted mat-black. Between about inside. This will tell them that
the front doors and the elevator is a there are people working late at night.
large desk. Two guards sit behind If the Knights are conceivably
the desk. within view of the lobby guards (across
the street from the front of the build-

31
••
/ "-
Torg: City of Demons

ing. etC.) have them generate stealth e e):t~~~diI)g CHARISMA 9


totals against the guard's find. U a are mad~pec~etn orced gl1s Charm(l2), persuasion 11, taunt 10
Knight fails, one of the guards notices (1ough,!!>,.19). - SPIRIT 9
him. He will step just outside of the Thel<.nights can, of course, mount Intimidation 10
bUilding and inquire what the Knights an assault on the building and takeout Possibilities: none
want, and inform them that the build~ the guards. But doing this will alert Equipment: Chiang 67, damage
ing is closed for the night. Katana officials that there was a break· value 16, ammo a, range 3-10/25/50;
in, and possibly ruin the whole plan. walkie--talkie
They must remember that stealth is
The Morgan Building more important than mowing down Kanawa Response Guards (8)
Kanawa minions. DEXTERITY 9
There are three companies in the Dodge 10, fire combat 12, missile
building. f1oorsoneand twoaretaken Guards weapons 10, running 10, stealth 12,
up with RisingSun, a Japanese public unarmed combat 10
relations firm. The third and fourth Twosecurityguardsremainbehind STRENGTHS
floors are used by Tokyo Ltd., an im- a large deskat the frontentranceof the TOUGHNESS S (15)
port export company. The two top building day and night. All guests to PERCEPTION 9
floors are taken up by Katana. the building must sign in. Guests are Evidence analysis 10, find 12, first
Both Rising Sun and Tokyo lim- only allowed between the hours of aid 11, land vehicles 11, trick 11
ited. are empty of staff between the 7:00 am to 6:00 pm. MIND 9
hours of 6:00 pm and 7:00 am. Katana There is a third guard who patrols Test 11, willpower 11
Security, however, has two shifts of a the building. (The guards actually CHARISMAS
skeleton staff, four people on each shift, switch off for this duty.) If there are Taunt 10 (15)
who are ready to coordinate data com- any disturbances, the guards call in to SPIRIT 9
ingin atany hour. The shifts change at a Kanawa security base and a squad of Intimidation 11
midnight. They also do numher- Kanawa security guards arrive in five Possibilities: none
crunching throughout the night. minutes. Equipment: 13mm Chunyokai,
IMPORTANT: Keep in mind that This is not a high security building. damage value 18, ammo 9, range 3-
the Morgan Building is a Nippon It's an office building with some intru· 10/40/50; Kyoto Police RKD, armor
hardpoint. sion alerts - the guards, the cameras. value TOU+7/15
There are three entrances into the While Kanawa wants to protect its
building: the main door, the emer· property, there's a limit to what re- Cameras
gency fire exit at the rear of the lobby, sources they have available since the
and the fire exit on the roof. The main Tharkoldu invasion. The offices of a There are 20 security cameras dig..
door is open only during business public relations firm, an import and tributed throughout the building,. in·
hours, and it and the other two doors export company, and a security firm's eluding one on the roof. Four cameras
are locked at the beginning of this data processing facility don't rate that at a time can project their images on
scene. Lock picking totals of 9 are re- high when compared with the local the monitors at the security station in
qUired to get through these doors. warehouses packed with Kanawa tech the lobby, for a duration of 10 seconds.
If the Knights wish to walk boldly goodies. This means that once a set of cameras
up to the front doors and knock, they The most important site in thebuild· has finished projecting, forty seconds
may do so- but they'd better have an ing is where the Storm Knights are will elapse before their images will
awfully good story to tell the guards. going - Katana's computer room. again appear on the monitors.
Both fire exits are equipped with However, what is valuable is the data The solid lines projecting from the
ectro . cameras on the map show the entire
within, and it's guarded by sophisti·
~4ed In sc' ce cated program defenses. No one ex- area covered by them. The devices
o~ ~ri r j otals . If they pected anyone to put false data into pivot back forth to cover their section,
have not been disabled, a g w the computer, and no one expected and the the area within the dotted
flash on the lobby guards' panel when the computer intrusions to be as .s0- lines shows how much is in view at
they are opened - the Knights may phisticated as the work Thratchen did. any given moment. Thus, the Storm
need to create some kind of diversion Knights can sneak past a camera with
to keep them from noticing. Morgan Security Guards ease if they are not in the area cur·
If the Knights break in through the DEXTERITY 10 rently being viewed. (A simple me--
lobby fire exit, they will have togener· Dodge 11, fire combat 12, maneu· chanic to determine which camera is
ate stealth totals against the guards' ver 11, unarmed combat 11 transmitting when is to roll the dice.
find values while they are trying to get STRENGTH 10 On a 14, the camera by which the
into the elevators to keep from being TOUGHNESS 11 Knights are trying to sneak is sending
spotted. If a guard should spot the PERCEPTION 10 an' a to the lobb in that round.
Knights, he will try to apprehend them Find 12, trick (12) S gtlig.camer~! u.treSa 'n
while his partner summons a Kanawa MIND 10 ercqz.t~tota1 of 9 I ut
security squad (see below) . Willpower 11 their tiIiUii n owing when

•• 32
Act Two

[Ill City of Demons: Map 4


~ The Morgan Building
1. Entrance
2. Guards
3. Security
Lobby cameras
4. lD Locks
5. Elevators
6. Fire exit
7. Stairs

......- - .

- . ..- .... -.
........ - - .. - - - .
®
7

Roof ~=========:::::...J
·Note: Solid lines extending from cameras
indicate field of vision at anyone time.
Dotted lines indicate sweep of cameras.

to slip em ~~n evidence the building - an edeinos, for ex- If a Personal Stake is played, one of
anal IS or Perc rion total of 11. ample - the guards will immediately the Knights once saved a relative of
ere 15 no way to judge, y look- call in the Kanawa security squad. one of the guards from Yakuza. The
ing at the cameras, whether or not Otherwise, they'll give the guard five guard will bewilling to "look the other
their images are currently being minutes to report in, and then call the way."
viewed on the lobby monitors. If a security squad. If a Connection card is played, a
camera is disabled, the lobby guards Knight knows someone at Tokyo Lim-
will know about it within four rounds, ited who can be bribed into providing
and dispatch the guard on patrol to Flags details on the building's security.
investigate. If he does not report in
within five minutes, they will send for If a Mistaken Identity card is played
the security team. and there is a Nippon Knight in the Variables
If the Knights are spotted by a cam- party, one of the lobby guards will
era, they'll send the patrolling guard mistake him for a friend of Rising Sun's If the Knights were defeated by the
I to investigate. If the Storm Knight is CEO. The Knights can take advantage ninjas in Act One, or one of the ninjas
clearly someone who shouldn't be in of this confusion to gain access to the was able to escape them, Kanawa in-
building. ternal security has notified the mega-

I.
33
Torg: City of Demon.

corporation's holdings in LA that the larly inspired bit of theft, a good trick, combination. (Each smagnetic
Knights are about and causing trouble. or a bit of magic can obtain one of strip actually tains several e1ec·
Descriptions of the Knights will have those. Opening a door with an IOcard \ronic co nations, and can get
been faxed to the guards in the Mor- is asimp!eadion-opening an 10 lock ~ugh nydoo.y
gan Building. and they will immedi- without a card requires the use of Ora· C Conv~ the lock that the
ately recognize the Knights (particu- matic Skill Resolution. Pf' rcombtnation has been entered,
larly any unusual-looking ones) if they Play up the tension when the ahd it should swin 0 n.
spot them. Knights are attempting this. There is
always the chance someone will come The Katana Offices
along and see them while they are
Hitting the Target . 0 a 1 _ When the Knights reach the floors
picking" an ID lock which house Katana Securities, they
Every employee of one of the three requ steps A, B, and C. All three can begin searching for the computer
companies in the Morgan Building r ire a science or scoo e «tronics) room. Here are brief descriptions of
owns a photo identity card with a tatalof lOora Mi I of 13. Each of some of the other sections:
magnetic strip, used to unlock doors. thestopsrep tsaccomplishin
The IDs open those doors specifically correspondi task: Executive Offices
stated on the map to have an 10 lock, A- ting the s alann sys-
as well as accessing the elevators. All tem. The"Stonn .ghts cannot pro- Theseroomscontainlargewooden
guestsaregivenguest IDs, which open ceed with the sk until this is done. If desks. book shelves, and two guest
only the elevator doors. The recep- the lock is tampered with while the chairs. Most also sport a computer
tionist must buzz in any guests at the alarm system is still intact, a red light station, but these cannot be used to
company's main doors. goes on at the front des ving the input the false data into the main banks.
The Knights can obtain an to card guards the location 0 break·in. If Note that a Katana staff member is
by stealing one from an exiting em- the lock is simply troyed, the same present in oneof the offices at the start
ployee. Guests IDs are kept in the se- thing happens. of this scene.
curity desk in the lobby, so a particu· B - DiscoVering the lock's unique

•• 34
Act Two

Work Stations by diversions created by the Storm They will begin on the first floor and
Knights, or by you, to create addi- work their way up. It will take them 10
These stations are where most of the tional tension in the scene. minutes to reach the fifth floor.
employees work. There is a terminal at If the Storm Knights are wandering
each station, but they cannot be used to around the offices, they might enter an
input the falsedata into the main banks. area with a Katana employee in it. Event
Note that two employees are at work Depending on the circumstances.. they
here at the start of this scene. can either quickly hide, or talk their Feel free to inject as much suspense
way out of the situation. into this scene as you wish, using the
Office Supply Closet No one on the Katana staff will events below and those you come up
actively look for intruders, so do not with yourself. Get a feel for how your
This closet is filled with office sup- make random rolls to see if they notice players are enjoying themselves - if
plies: paper, printer toners, staples, suspicious behavior on the part of the they're having a great time sneaking
and other odds and ends. There is Storm Knights. The staff is here for around the building. keep going. If it
nothing of use to the Knights in here, you to use at your whim. looks like they've gotten as much en~
but it is large enough for two people to If the Knights gained. entrance in joyment as they can out of this scene,
hide in it.. if necessary. disguise (as electricians or telephone let them reach the computer room
repairmen, say).. an employee may ask without further incident and cut to
Cleaning Supply Closet them to perform such a task ("As long Scene Two.
as you're here, could you fix this?") If the Storm Knights are about to
Thisclosetcontains buckets and mops This could create problems for an use the elevator when they aren't sup-
and other janitorialsupplies. It alsocon~ Ayslish Storm Knight who hasn't the posed. to be in the building, they might
tainstwomaintenanceworkeruniforms slightest notion what a phone is, let see that the elevator has stopped one
the Knights could don, and is large alone how to fix one. floor up (or down). Someone has got-
enough for one person to hide in. ten onto the elevator is heading to-
Katana Employees (4) ward them.
Conference Rooms DEXTERITYS If the Storm Knights are working
STRENGTHS on the 10 lock outside the elevator
These rooms contain large tables TOUGHNESS 7 bank they could hear the elevator en-
surrounded. by eight chairs. An easel PERCEPTION 9 gines in the elevator shaft begin to
with colored markers stands at one Evidence analysis 12, find 10, lan- grind, and know an elevator is mov-
end ofthe room. Note that a staffmem- guage (English) 10, trick 10 ing up or down toward them. Will it
ber is present in one of these rooms at MIND 9 stop at their floor?
the start of the scene. Science(computers) t 2, science(sta- While lurking about, the Storm
tistical analysis 12) Knights may heartwoemployees talk~
Spiral Staircase CHARISMAS ing from a distance, getting closer and
Persuasion 9 closer. At one point.. one of the em-
This staircase connects the fifth and SPIRIT 7 ployees calls out, "Hello?" and gets up
sixth floors and leads to the fire exit on Possibility Potential: none from his work station to investigate a
the roof. The door to the roof is kept Equipment: Zamftech Monolith noise. He might even add.. "Who's
locked, due to fears ofpossible break-in. computer there?" Then another employee might
come out from his work station and
The Computer Room Avoiding the Guards ask, "What is it?"
"I thought I heard something."
This chamber has reinforced glass The primary purpose of the guards, "What?"
walls (Toughness 21) and its door bears like the employees, is to give the Storm "Nothing, I guess."
an ID lock. It is kept cooler than the Knights people to avoid. The patrol~ During this time the Storm Knights
other rooms. Computer banks and file ling night guard should pass by the should be waiting, their breathing
cabinets line the walls.. so it is dUficult Storm Knights once every ten to thirty down to almost nothing. waiting to
to see movement within. minutes of game time. There should see if the employees will come closer.
When the Storm Knights reach the be at least one close call where the They probably won't, but let the em-
computer room, cut to Scene Two, guard thinks he hears something and ployees take a few steps toward wher-
"Check and Mate." comes searching for the Storm Knights. ever the Storm Knights are hiding.
He eventually gives up if the Storm The whole while they'll be saying
Skeleton Crew Knights maneuver themselves care- things like, ...Are you sure you heard
fully enough. something?" and "Maybe we should
At night there are four people on Ifthe Kanawa security squad is sum- call the guards .....
duty in the Katana offices. The start~ moned, the guards will seal off the
ing positions of these four people are
lobby doors, and the squad will begin
marked. on map. They can be moved a floor-by-floor search of the building.

35
••
Torg; CII)' of DrmolUl

(Jill City of Demons: Map 5


~ The Morgan Building - 5th Floor

(2) (2)

8{] @ ®
0 @

~
(2)
@
............... 8

CD
8

CD 8

~
®
(2)
@
-----
(2)-~
1 .
@

<9
(2) (2)
8

1. Executive offices 7. Elevator


2 Work stations 8. ID lock
3. Conference room 9. Spiral stairs
4. Computer room 10. Staff member
S. Office supply closet 11. Security camera ·Note: All floors have identical floor plans.
6. Cleaning supply 12. Men's room Solid lines extending from cameras indicatefield
closet 13. Women's room of vision at anyone time.
Dotted lines indicate sweep of cameras.

•• 36
Act Two

Flags Cut To ... You see a glass-walled room. There


are no lights on within, but inside are
U a hero setback occurs, someone When theStonn Knightshavefound several computers, keyboards, and
enters the room the Storm Knights are the computer room,cut toScene Three, terminals. The hallway is dimly-lit,
in, catching them completely off· "Check and Mate." and no one seems to be nearby.
guard. They will either have to come
up with a plausible explanation for If the Knights generate an evidence
their being there or quietly subdue the SCENE THREE: analysis or Perception total of 8 while
looking at the door, they see that it has
person (the former is far better in this
situation). Check and Mate an ID lock.
U a Conntdion card is played, one of When the Knights are preparing to
the Knights knows a local bartender. enter the room (through whatever
He serves drinks at a nightspot fre- The Situation means). have them generate Percep-
quented by Katana employees - the tion totals. On a 13, they hear footsteps
Knights might be able to obtain an 10 Dramatic. As the Storm Knights coming down the corridor from the
card there. approach the computer room, read opposite direction in which they ap-
U a Suspicion card is played, one of aloud or paraphrase: proached. Allow the Knights to take
the Knights suspects the quiet Katana
offices are a trap waiting to be sprung
upon him and his confederates.

Variables
There is every chance the Knights
will be spotted and tagged as intrud-
ers before they can get to the computer
room. U they can quietly subdue the
person. the mission can still be sal-
vaged.Magicorhypnotisrncouldcon-
vince the inconvenient visitor that he
never saw the Knights. It's also p0s-
sible that the Knightscould steal some-
thing from the computer room, mak·
ing the whole operation look like a
standard theft.
If the Knights are spotted and de-
feated, either by the lobby guards or
the Kanawa security squad, they will
be brought to the lobby. While someof
the Kanawa guards search the build-
ing for other intruders, the Knights
will be held under guard until addi·
tional security forces arrive to take
them into custody. They will be taken
by hovercraft to the Kanawa Enter-
prises building, where they wiD be
held for questioning by MaJ5ec. The
Knights will have to make theirescape
to have any chance of succeeding at
their mission.
The Kanawa eight-man squad will
remain at the Morgan Building as ex·
trasecurity, making the Knights' job a
little tougher. But ifnoone hasdiscov·
ered their true purpose in breaking in.
they still have a chance to carry out
Thratchen's instructions.

I.
37
Torg: Oty of Demont

whatever action they wish (hiding,


etc.) and then read the following:
The Action When the two groups first face off,
there should be a moment of tension
To your surprise, you see a small The Storm Knights are in an inter- as neither side knows what to do.
group of Asian men and women, dad esting situation, for they have encoun- If the Storm Knights take no hostile
in black body suits. Their body lan- tered an elite industrial sabotagestrike action, Mariko raises her hand, signal-
guage indicates that they, too, Me team from Asuga Hovercraft, a Mar- ling for her people to stay their wea~
intruders. All wear night vision ketplacemega-eorporation. TheAsuga ons, which they do.
goggles, and one carries a large coil agents, led by a woman named Manko, U the Storm Knights draw their
on rope around his shoulder. have been sent to steal data from weapons or makea threatening move,
Katana. They have the presence of all the Asuga agents but Mariko draw
If the Knights failed the Perception mind not to attack the Knights, for just their weapons. Mariko raises her hand,
check, they hear nothing and are taken as that group wishes to remain unde- as above, and her group waits.
by surprise by the newcomers. In ei- lected, so too do the Asuga agents. If the Storm Knights attack, the
ther case, the intruders will not attack Since both groups are after Katana, Asuga agents dive for cover, but
the Knights, but wait for player char- ideally a bargain can be struck where Manko shouts in a harsh whisper,
acters to make the first move. both sides work together against 'Wait!"
Katana, accomplish their goals, and Manko's ob;ective is to get the situ-
then go their separate ways. alion resolved peacefully. She has al-

City of Demons
Prop #1

File: C,IIlK' r,cport Appendlu', M 3) /43945 BG34 39 HH·PddCJIUSS Cros,


Primary Report Compiled by LAPD.
Additional information by I<atana operative B. Yabu:
ACCOfdH1CJ to ttll' OvVllef of the c ross It tJelollCjccl to d 8ntl')tl monk
-n(Hlwd f)L'I.tglu'), or tht., hlcllldl'r· nll':.Ill,Hl fllt',lllWCj d tlL'fl'tlc.tl c10Cfrllle
-of Ffel' Will III ROIlll' dumlg thl' tlfllC of ttlt' ( lHI')!ldll CllUfCllS L'dfly
- devL'f0flfllcnt He tJeJll'vcc1 thdt l'Vl'f Y person. rl'(j, tfc11ess of fl'llcJlon WdS
-fcspanslt)1l' fOf hiS own conduct HIS greeHest conflict With till' Cilurctl
-Cril1l(' WIth illS CleHIll th,·H f1ldnkrnc1 IS not cursed WIth Orlgln"l )111. <is till'
-C/1LUctl t)('IH.'vcd f1letnklnc1 to be He concluded thelt I1ldl1 WelS Hlilercntly
-CJood ~
je elIsa dssc!tec1 t1ldt every Ill,Hl held el rlgtlt to tx> wrollCJ. ,111(1 thelt
-b(~ptlsnl. ,1 ntudl of Cll',lfl,)lfl<]. W,l" 1l0! nf.'cdec1 for ChflStlclll sdlvdtlon
- PeldCJlus W.lS dcclclfed cl heretIC In ·llS (md bcllllC;/lcd frolll r~Oflll'
It IS IIllP0,),)lbll~ to beJil've thdt ttlL' Cj.1ngefs \vl1o stoll' OlC ero')) (see fill'
·Appendlct's M 32 7'139,) S BG34 3-9 ~Ml'Ic UIICs! wOllldlldVl' 'Uell knONI
-edge .1llC1 would tlelVe broken Hlto till' owners tlOlll1' to sted) dllltl'fll thcH
-dOL":' not look pdftlCul,nly VdJUdbll' It sccms they knc\v wildt ttll'y were
-/OOkIIlCJ fOl, rnost IJkdy elt till' rCCjul'st of .t r~t'<IJIll R<ildl'r Tl1u'). the
-conclusion tildt the cross IS Indcl'cl ,Hl etefnlty "h.tfc1 scelll" the most
- sound

•• 38
Act Two

ready figured out the Storm Knights 14, find 14,firstaid 14,land vehicles way she does. She'll try 10 force the
are lhieves. (She's wrong about the 14, trick 15 Storm Knights to be reasonable with
specifics, of course. TheStonn Knights MIND 13 logic, and then, if this approach fails,
aren't here to steal anything.) She's Science (computers) 16, test 14 she'll try lokilJ them as quickly and as
willing to cut a deal with them rather CHARISMA 11 quietly as possible.
than risk discovery by the Katana Charm 12, persuasion 13
guards - a discovery that would in- SPlRlTll Asuga Agents (5)
evitably take place if the two sides Intimidation 12, reality 14 DEXTERITY 11
fought. Possibilities: 5 Acrobatics 12, dodge 12, energy
U no fight breaks out between the Equipment: hand laser, damage weapons 12, maneuver 13, martial
Knights and the Asuga agents, or it is value 17, ammo 20, range 3-30/100/ arts 12 (Red Lotus - minor disci-
stopped before a disturbance is cre- 200; night vision goggles (+2 tofind or plines) melee weapons 13, stealth
ated, cut to "Talking It Out." U a fight Perception in darkness); retina pattern 12, unarmed combat 12
should take place, cut to 'War With recorder; Niyoki camouflage suil; STRENGTH 11
No Winners." Sorobu gloves and boots; electronic Climbing 13
safecracker; Allied microcamera TOUGHNESS 10
Mariko Description: Mariko is a loyal and PERCEPTION 11
DEXTERITY 12 dedicated Asuga agent. She is lithe Trick 12
Acrobatics 13, dodge 14, energy and attractive, and her major strength MIND 10
weapons 13, maneuver 13, martial is pragmatism - she will do what Science(computers)12, willpower12
arts 14 (Red Lotus - minor and needs to be done 10 complete a job CHARISMA 7
major disciplines), melee weapons successfully. Persuasion 9
13, stealth 15, unarmed combat 15 While working. Mariko is all busi- SPIRIT 8
STRENCTHll ness. If the Storm Knights refuse to Intimidation 10, reality 10
Climbing 13 cooperale with her, she will at first Possibilities: 3
TOUGHNESS 11 become quite annoyed. One of her Equipment: hand lasers, damage
PERCEPTION 13 shortcomings is that she doesn't un- value 17, ammo 10, range 3-30/100/
Air vehicles 14, evidence analysis derstand why people can't think the 200 thrOWing stars (5), damage value

I.
39
Tors: City of Demon.

STR+3/14, range3-5/10/15; night vi- tained is dependent upon the type of ested in iL They may not yet recog.
sion goggles (+2 to find or Pm:eption in success attained by the Knights. nize ils value, and we would like to
darkness); Niyoki camouflage suit; Read aloud or paraphrase: keep it that way."
Sorubu gloves and boots; Allied ....1 tde it we are both here for the Mariko will not explain why Asuga
microcamera; nylon rope same purpose? We are employed by a is working against a Kanawa.-owned
rival mega-eorporation to steal data corporation. (In truth, she doesn't
from the Katana crime files." know. 7414, the CEO of that mega-
Talking It Out corporation, wishes to undermine
This is far as Mariko wants to go.
If violence is prevented, either be- TheStormKnightsshouldnowbeable 3327's financial ventures and win for
cause the Knights have enough sense to see that the Asuga agents and they himselfa place on the Triad. Hisagents
not to attack or through Mariko's in· are not in competition, she feels, and have been instructed to keep theireyes
tervention, the two groups have an should be willing to work together. open for any way to accomplish this.)
opportunity to negotiate a temporary If theStorm Knights press her, how· If the Storm Knights get a yes result
alliance. Mariko speaks for her group, ever, she will tell them more. She on a peTSUJlSion attempt, Manko will
and tries to keep as much information would rather give them information tell them:
to herself as she can. However, for the and win their cooperation than risk a ....We believe some gangers out of
purposes of the negotiations, she will fight that could result in the capture of Compton got hold of an eternity
let slip some things the Knights might her group by Kanawa security forces. shard. They probably don't even
wish to know. If the Storm Knights get a negotiated know what it is."
Here's what Mariko will say, be- agreement result on a peTSUJJs;on at·
ginning with that which she will freely tempt. Mariko will add the following: If the Storm Knights get a vow re-
offer the Knights and ending with in- ....We are employees of Asuga sult on a peTSUJJsion attempt, Mariko
formation she wiU only exchange for Hovercr.lft,. a large firm on Market- will go on to explain:
equivalent data from the Knights. The place. For reasons of its own., our -me artifact was stolen from a
Knights can attempt to chann and pu- company wishes us 10 obtain infor- collector of religious art. It is a cross,
suatk Manko to part with the informa· mation from Katana's computers. a small Christian cross, forged in
tion - if they have taken no hostile Asuga would pay for the data we Great Britain in the 5th century. The
action toward her or her group, she is seek, but we don't want Katana, and cross reportedly belonged to a Brit-
neutral toward them. Information ob- thus Kanawa, to know we are inter- ish monk known as Pelagius. H

Mariko knows no more about the


shard than that, and was only given
the name by her superior so she could
find the relevant data on the Katana
computers.
When both sides have stated as

1- ""-
much as they want to state, they can
attempt to reach an agreement. Mariko

rfj NJ!'l'otl
....
~ If is willing to accept an offer ofcoopera·
tion between the two groups until they
are safely out of the building. Any
..,
~ ---...., .
~
other deal will require successful per-
SUJlSio,. or intimidation attempts on the
--", part of the Knights.
The Storm Knights mayor may not
have played out scenarios involving
NipponTech in-fighting. ButonaMind
total of 8, they remember hearing ru-

r mors of such things. Other informa-


tion is available to them, depending
upon the level of success they have
achieved:
Minimal/Average: Ursan Industries,
3327's Marketplace mega-rorporation,
is one of the most powerful in that
cosm. But it is certainly not the only
one, and operations on Earth have
weakened it slightly. This may

•• 40
Act Two

embolden its competitors, like Asuga, Electronic Peeking for their duplicity.
to strike at it. With or without the Asuga agents,
Good: Asuga Hovercraft is the par- While they are sitting at their termi- the Storm Knights can get out when
ent company of Minase Security and nal. working away, clever and sneaky their work is done (most likely the
World Perfect. These two companies Storm Knights might want to hack their way they came, orvia the roaO.If they
have opened up shop in Los Angeles, way into the work of the Asuga agents. want to try to digJnto th~mR.1.!.ter's
and would obviously be interested in Doing this will either augment informa- fi a genera~archt1 ey discover
keeping tabs on the criminal and de- tion they acquired from Mariko, or give hat they n~science or scholar (com·
monic activity in Los Angeles. them the full dirt if Marikosaid nothing ter.l...rolls of 16 orJ;ze.tteL-A-faihlre
Superior: Like most of the Nippon a~uther~n. will u~use an alarm to
Tech citizens, employees of Asuga ----ra-pplng into the Asuga g~ sound. Thrat'Chen's computer pro-
Hovercraft are probably willing to work without being detected requires grams did a lot of the hacking for
make a deal when it suits their needs. a science or scholar (computers) total of them.
Spectacular: Gossip in Nippon states 15 or better. If the et the total el
that 7414, Asuga's CEO, covets a seat em een full of text appears on
on Marketplace's Triad. He may wish their monitor, and hand them a copy Flags
to financiaUyruin Ursan/Kanawaand of Prop #1.
claim 3327's spot. He is believed to be If the Storm Knights fail the roll, the If the hero setback occurs during this
unaware of the true nature of the mael· information comes up on their scene, a guard shows up after hearing
strom technology and the true power terminal's screen, but the Asuga agents suspicious noises. He might not find
of his rival. are alerted to the intrusion. It will take anyone, but he'll send members of both
them three rounds to suspect the Storm groups scrambling for hiding places.
Knights. During that time they will If a Romance card is played, Mariko
War With No Winners assume that someone else in the build- becomes attracted to one of the male
ingis trying tostopthem with counter- Knights, and will try to convince him
[f everybody loses it and a fight hacking tactics. After that, one of the to join the Asuga team.
breaks out, either at the moment of the Asuga agents becomes suspicious and
encounter or during the negotiations, wants to check the screen the Storm
Mariko tries to calm both groups. If Knights are working at. In this case, Variables
this fails, she'll join the fray. give the Storm Knights the prop to
If the fight lasts for more than three look at, but only for 15 seconds or so. If a fight breaks out, the Knights
rounds, the guards hear the noise (cer- If they want to look at it longer, they have to finish their operation fast. The
tainly the employees do) and security must stall the Asuga agents. If they loading time of Thratchen's program
back-up is immediately called. Things delete the text from the screen, take can be cut to five minutes with a sci-
get worse from here on, for the Storm the prop back. ence or scholar (computers) total of 20.
Knights will only have 10 minutes to If the Asuga agents spot the text on To divert suspicion from their true
dispatch the Asugaagents,accomptish the screen, Mariko calms everyone goal, they might steal some data from
their mission, and get out before the down, smiles at the Storm Knights, the Katana computers, making it look
security squad arrives. See "Variables," and compliments them on their clev- like the Asuga group came in, stole
below. erness. She tells her people that it will data, and then had an internal conflict.
not harm their mission for the Storm (Maybe it will work. You'll have to
Knights to see the file. judge, depending on the plan the Storm
The Computer Room Knightscomeupwith. All inall, work-
ing with the Asuga team is thedeanest
Once the ID lock on the door is Getting Out way to get everything done.)
bypassed (see "Hitting the Target,"
above) the Knights (and the Asuga If the Asuga group does not catch
agents, if a deal has been struck) need the Storm Knights tapping into their Awards
only do their business. There are sev- file, Mariko and her team leave with
eral terminals in the room, and both the Knights. Award each player character three
groups can do their dirty work simul- If they do catch the Storm Knights Possibilities for successfully complet~
taneously. messing around with their files, ing this act.
The Storm Knights' program will Mariko pulls her people out as soon as
work fine when loaded into the they are done (about five minutes). If
puter. a a IS,a torm Ig tneeds the Storm Knights object to this, Mariko Cut To
to generate a science or scholar (comput· points out that she is done, while the
us) total of 12 or better. Each attempt Storm Knights are still waiting for their When the Knights are safely out of
to access the computer's files so the) work to finish. She then leaves. As the Morgan Building, and ready to
p ra n load requires five ~ soon as she is out of the building, she rendezvous with Thratchen in
utes. As Thratc ,e-pro-- phones the guards and tells them about Compton, cut to Act Three, "The
gram needs fifteen minutes to load. the Storm Knights, seeking revenge Gauntlet."

6~------------------'·
~. 41
Torg: City of Demons

Act Three

The Gauntlet
The Major Beat you see that the red flashes of light
are the power jets of Kanawa armored
The Storm Knights arrive in battlesuits. Nearly a thousand points
Compton, and find they must clear a of light fill the sky and begin their
path through the massive battle waged decent upon the area before you.
by Kanawa armored warriors and Already you see Tharkoldu taking
Garthalc's demon pride. The entire to the skies and meeting the armored
eight by eight block area is a war zone, warriors. They cut bullf't spells at
and the Storm Knights will have to the Nippon Tech warriors. The
make their way carefully through the Kanawa warriors return fire with la-
neighborhood,avoidingcrossfiresand sers built into their battlesuits. Some
enemy pursuit. of the warriors stay in the air, while
If they take too long getting to hundreds more fly down to street
Garthak's stronghold, Thratchen will level. Explosions rip through the
be in control of the situation, close to buildings beyond your line of sight.
ruling the pride and owning the eter· The battle is begun.
oity shard. "Well," says Thratchen, looking
beyond you, licking his lips. "Shall
we begin our race to determine
SCENE ONE: Garthak's fater

On Your Mark ... The Action


This scene sets up the rest of theact.
The Situation It also gives theStorm Knights a chance
to make last minute deals with
Standard. The Storm Knights wait Thratchen. (Remember that the origi-
at the edge of Garthak's turf, wonder- nal deal is over the fate of Garthak. If
ing if Thratchen - or the Kanawa Thratchen gets Garthak to submit,
assault he predicted - will ever come. Thratchen gets the pride.1f the Storm
Read aloud or paraphrase: Knights kill Garthak, the pride is dis-
It's a cold, rainy night. Compton banded. It's quite possible, and you
looks like a war zone, but a still and should make this clear, that both the
quiet one. Storm Knightsand Thratchen will end
From above you hear a familiar up pummelling Garthak, with
flapping of wings. Thratchen de- Thratchen offering tenns of surrender
scends. He looks blissful and hun· to Garthak the whole while. In effect,
gry, and you know he anticipates the the Storm Knights will be helping
bloodletting soon to come. Thratchen attain his goal. However,
"Did you succeed?'" he asks, scan- Garthak might die before he surren·
ning the skies. ders. It's a crap shoot.)
IfThratchen, for example, does not
Let the Storm Knights tell Thratchen yet know about the eternity shard, the
as much as they want toabout the time Storm Knights might wish to bargain to
spent in Katana's offices. guarantee they get it. Here are
When the talking is finished, read: Thratchen's resp:>nses to various offers.
You look up and notice what seem
to be hundreds of shooting stars hur-
• Sample Deal '1
Storm Knights: "We'll help you
tling over the city of Los Angeles dominate Garthak. We won't try to
from the north. As they get closer, IOU him."

. ·....·":":42:--------------------~
.t
43
Torg: City of IRmoM

Thutchen: "Thank you very


much." (He's prettycertain hecan beat
War Zone due to the weather conditions and
severity of the terrain, you cannot
the Storm Knights to Garthak and Place the large Compton map on move more than onesquareperround
make the demon lord submit before page 45 on the table so aU the players when walking or moving stealthily.
the Storm Knights get there, so he can see it. The Knights can begin in If you wish to run, you can move two
won't offer anything in return.) any square along one of the edges of boxes per round, but increase the
• Sample Deal *2 the map. Read the following rules to chances of yow being spotted.
Storm Knights: "Garthak has an the group:
eternity shard. We want that. We'U Storm Knight movement is limited
Yow group can move &om square in this scene due to the fact that there
promise not to try to kill Garthak if to square while moving through the
you promise that we'U end up with the is a war going on around them. These
eight by eight block area. You can movement rules will have to be modi-
shard." move horizontally, vertically or di-
Thratchen: "Oh, really. WeU, ow fied somewhat if a character has the
agonally through the squares. Re-
deal didn't covera shard, just Garthak, ability to teleport. For characters who
member that you'll be sneaking have the flight skill or power, cut to
and I'd like to keep it that way. Let's through ruined buildings, around
leave the shard asa surprise. Whoever "Come Ay With Me."
ruined cars, and ducking behind ru-
gets the shard first can do what he Each time the characters move a
ined mailboxes to avoid being spot-
wants with it. How about that?" Basi· square, roll the die, rerolling on lOs
ted by both demons and Kanawa
cally, Thratchen is going to stick with and 20s. The Knights have an encoun-
warriors. Direct travel is tough, and
hisoriginaldeal, which didn't involve ter on a 15 or above, if walking; an 18
the shard. Again, he thinks he'll get
the shard, so won't negotiate for it.
Also, if the Storm Knights ask,
Thratchen doesn't know where
Scaling the Map
Garthak is, or where his stronghold is.
The race across Garthak's turf culties vary depending upon
He's never entered the area before,
is intentionally designed to be as how fierce the combat is in a
and he couldn't get that information.
rules-light as possible, to allow given square. The base stealth
(He's telling the truth about this - but
for faster gameplay. However, it difficulty is 13. See the Push!
once he's airborne, it won't take him
is possible that some gamemas- Stealth Chart below.
long to figure out from where all the
ters may wish tousea more com-
techno-demons are emerging.)
plex version, one taking into ac- Turf Movement Chart
When everything is set, Thratchen
count the varying movement
flies off. He only gets about a half a Final Value No. of Squares
rates of characters.
block in when a barrage of laser fire 6 5
U that is the case, read the
lcn~ him to the ground. He gets up 7 5
mapashavingascaleofl square
and flies up to a rooftop where six 8 1
equals 40 meters. To determine
Kanawa armored warriors are sta- 9 1.5
how far characters can move in a
tioned. Several more warriors rush to 10 2.5
round, start with their movement
the aid of their companion, and the 11 4
limit value (running, flying,etc.)
battle is carried out of sight of the 12 6
If they push, find the new value
Storm Knights. 13 10
using the Speed Push Table.
Either way, find the final 14 15
movement value on the scale 15 25
Event below. Listed next to that figure 16 40
is the maximum number of 17 60
U the Storm Knights helped the 18 100
Posse gang defend itself from the Mer- squares that character can move
in a round. The character can 19 150
curies in Act One, Danger Danger or 20 250
Nanosec, or both, show up at the end move less than that number in a
of the scene, before Thratchen's ar- turn, if he so chooses. Keep in
mind, though, that an encounter Push/Stealth Difficulty
rival. (Providing, that is, they through Modifiers Chart
the assault.) They show up on bikes roll must be made for every
with a groupof gangers. They saw the square through which a charac- Type of Push Stealth
battlesuits arriving and came to check. ter moves. If a character has an Encounter Diff. Diff.
the situation out. If the Storm Knights encounter, he must stop in that
square until the encounter has Light +0 +10
ask. Danger Danger or Nanosec say Medium +5 +5
they know where Garthak's strong- ended.
Heavy +10 +0
hold is. One of them will offer to ac- Push and stmlth attempt diffi-
company the Storm Knights to the
stronghold to help them nail Garthak.

-"'":;:44~------------~
Act""",,

City of Demons: Map 6


Garthak's Turf

~~~~.~~~~.~~~~.~~~~.~~~~.~~~~.

~ : 1 2 ro 11 12 13 14 ~ 16 17 18 ~ ~ 21
3 4 5 6
~:·:·::':t,::ttE'····'····'··IT"""::J'."""}";
7 8 9 ~ ~

, , ,.. ! , , !. :
N ~ ~ ~ ~ ~ ~

[> 3 ~. . J J. L.. -t... ..L j i3


[> 4 ; : .L...J i ~ i .1 i L i .i iL.. .l .L L.... L. L. J .L....L. L... i · i i .i 4
.L. . .L.
... 5 L..
[> . ; ; ;
..J .. .,
; i ..i
.
il.....i
. J. 5

~ :r:T t ." iI' L:. :


.j'
i·t·rr '::
[>. ' i

~:t·t
····t····':"····':'····.j.····.:.····¥····.j.····.:.····.:.····.:.····v .:. .:. .:. ~ + ~ .:.
:. .:. + ~ .:. .;. .:. .(. ~ .;. .:.._.. ~
[> 12 '" '
[>13 ' . . . . . . 'ii' ..:
'·lrL:1
,13

[> Ln' • r.rM11 'n' L j ,.

~:: ['1!!·I··+·:+::;···:L+·t·i++I·~·!+T++i:+"i+:·l::
~. ....~ ....~ ..._ : ··f.'· .... ~ ~
[> 18 ~ .j. .1..._.: "'. . v... .~_ .. .1 .;. roo' .1 18
~: [ji.rf.ninl.:inlnin:: • . . in:n'n' . i..• :-.L··ln'•• • i i i.:,.. . L.:: L...

[>21 i. ~ .. ' '.: i.....' L.~)..L 'j" i . ' i 21


[>22'_ ' , ,~ , " ' , '22

~~I.!'::~tt~:t!;,t,
[>27""""""'" " ' "L
.j~ "'27

[> 29~.
.
[>isi . , ' . . " ' i ' · i
:
"lriI".. L l. i....
..
.1...
.;. . ,. .
..1..
'ii
~ ~....

.
, 'i,.
,.i 29
~ 30 L. _._ . _ .;. : ~ .L , _.L , _ J.. ~_._ 1 .L L - ; , , _~ i 30
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

I.
45
Torg: City of D~mon.

or above, providing they generate a


successful slealfh total of 13; or a 12 or
above, if running. The type of encoun-
Katana CO. 6800 Battlecomputer ter is determined by what square the
Knights are in, and how heavy the
The 6800 Battlecomputer sensors, as well as microphones fighting is in that area (see "The En-
gives warriors immediate feed- and simple key codings entered counters," below).
backas to the natureof a combat, by armored warriors. The col- A die must be rolled for each square
telling them at a glance where lected data gives a qUick, overall through which the characters move.
reinforcements are needed and impression of the shifting tides So if a Knight runs through two
where patches of safety exist. of the battle. Thus warriors at squares, the die must be rolled once
Because of the expense of these one end ofaconflict havea gauge for the first square he moves through,
units, the Battlecomputers are of how the fight is going in all and a second time for the second
womonlybysquad leaders, who areas. square.
then distribute information to Although the Battlecomputets U you wish to run this scenario with
their soldiers as needed. are functioning, Tharkoldu ra- amorecomplexrolessystemformove-
The computer is driven by dio jamming measures are limit- ment, which takes into account vary-
sensorarraysin aJlofthe Kanawa ing their effectiveness. Thus, the ing movement rates, see the sidebar,
Samurai Battlesuits across the images on the screens are accu- "Scaling the Map."
range of the battlefield. Each rate, but only appear intermit-
warrior's suit sends data to the tently. To reflect this, the Storm
Battlecomputers, which then col- Knightscan usea Battlecomputer The Battle Screens
late the data and form composite if they get one, but the screens
maps of the battle site. Data will only provide data once ev- The Knights can get clues as to
collated includes information ery 30 seconds. where Garthak's stronghold is, and
gathered from motion and heat where the heaviest fighting is occur-
ring, by using one o( the battlecom-
puters some Kanawa warriors are

•• 46
Act l"hn<

equipped with. Copythesix battlecom- hold." 4. Obtain a Katana 6800, as detailed


puter screens included in this act and Invisibility will not be a great deal below in "Getting a Battlecomputer."
cut them out. These screens, part of of help to Knights in this scene, prima-
the Kanawa battlesuit, show the inten- rily because the Tharkoldu have cy-
sity of the combat in the eight by eight bernetically-enhanced senses and the Getting a
block area. If a square is dark gray, it Kanawa warriors have infrared scan-
means the combat is very heavy in that ners in their battlesuits. Invisible
Battlecomputer
square. If the square is a lighter tex· Knightscan ignore all encounters with The first encounter on each of the
tured gray, the fighting is a medium gangers, however. three lists below (heavy combat, me-
intensity. If the square is lined, the dium combat, light combat) is with
fighting is light, or unknown. These one or more warriors in the Kanawa
three grades of intensity affect what Seeking the Samurai Battlesuits. A the start of the
kind of encounter lhe Stann Knights
face when moving into a square. Thus,
Stronghold encounter, have the Storm Knights
generate find or Perception totals. On a
there are three listings of encounters The site of Garthak's stronghold is 7, they notice that one of the warriors
below: one for heavy combat squares, most clearly visible on Battlescreens4- is constantly checking a unit attached
one for medium combat squares, and 6. In the center of each is an area of to his armored gauntlet. This might
one for light combat squares. The combat, completely surrounding four make them curious enough to check
screen changes every three moves the squares in which no battles seems to the device out when the battle is won.
Storm Knights make because thecom- beoccurring. That is where the strong- lf not, after the combat, have the
bat is shifting all around them. hold lies. (It is not marked on either Knights generate evidence analysis or
Sometimes fighting is intense in one the large map or the screens, as the
area, and then it will dissipate and players get the opportunity to see all
move to another area. Sometimes the of them.)
combat will move high into the air, The goal of the Knights in this scene
and then it will come crashing l:iack to is to reach that stronghold, preferably
Samurai 68-D
street level. (The Battlecomputer actu- before Thratchen. There are four pri- Battlesuit
ally only covers combat within the mary ways they can discover the loca-
buildings and streets of the neighbor~ The Samurai 68~D is the latest
tion of the demon's keep:
hood, not airborne combat.) Note that in personal armor from the
because of the changing nature of the 1. If the Knights encountered Nanosec Hachiman Arms labs. Designed
battle, it's possible the Storm Knights and Danger Danger at the beginning by some of the same team re-
will be in a low combat area at the end of this scene, they can lead them to the sponsible for the Rijato Battlesuit,
of a move, and then suddenly find stronghold. If they should be killed, the Samurai has the advantage
themselves in a heavy combat area. however, the Knights will have to use of being Tech 24 and yet phe-
Screen #1 will be used for the first one of methods 2-4. nomenallypowerful. Not as gad-
three moves the Storm Knights make. 2. A character with the flight skill or get-laden as the Rijato, theSamu~
After that pick randomly from Screens power can move up to three squares rai can actually be worn into
#1 through #5 forevery five moves the per round. On an evidence allalysis or battle, and has proven to be a
Storm Knights make. After twenty or Perception total of 10, he'll see that a potent weapon in the war against
so moves, randomly draw from tremendous amount of the fighting the TharkoJdu.
Screens #2 through #6 every three seems to becentered around one block. The Samurai features defense
moves. 1oaddition, Tharkoldu reinforcements modulators, JX>wer boosters, sen-
For further information on the seem to be pouring out of one of the sor packages, and devastating
battlecomputer screens and their use, buildings there. That should point to Sansu SOOK lasers. The suits of
see "Katana Co. 6800 Battlecomputer," that area as being the site of the strong~ squad leaders also feature Katana
and "Getting a Battlecomputer," be- hold. Battlecomputers built into their
low. gauntlets, which intercept sig-
3.Capture and interrogate a Kanawa nals sent by other armored war-
warrior (who may have seen riors.
Come Fly With Me Tharkoldu flying out of a building), a Although the suit cannot be
Any Storm Knight in the air above Tharkoldu, or a Mercuries ganger. Any cybernetically controlled from a
the building level exposes himself di- one of these could probably give the distance as the Rijato can, each
rectly to line of sight of demons and Knights directions to the stronghold, outfit is attuned to the
Kanawa warriors. He is considered albeit unwillingly. (The Tharkold u will brainwaves of its wearer. A sci-
within a heavy combatarea - roll for an regard the Knights as enemies; the ellce (electronics) total of 25 will
encounter. 10suchcases, ignorethecom- Kanawa warrior and the ganger will be necessary fo. a Knight to
bat encounters involving gangers. also, unless they have seen the Knights reattune a suit so that it will func-
down one of their foes, in which case

.... -------------------_._.
For the advantages of flight in this tion for him.
situation, cut to "Seeking the Strong- they'll be neutral.)

~
~. 47
Torg: City of ~l1tons

[Jill City of Demons


~ Battle Computer Screen #1

~~HEAVY

MEDIUM

~LIGHT

PacqJtion totals. On an B, the Knights The Knights need only remove the totals of 10 to recall whether a particu-
will see a small glowing map ona box gauntlet and take it with them to have lar square had some sort of combat
attached to the battlesuit's wrist. access to the battlecomputer. It will going on within it. Otherwise, they
Examination will reveal more. A continue to display information even will have to work from memory until
scinJct or scholar (computm) total of B when separated from the rest of the three moves have passed, at which
allows a character to figure out the suit. (The Knights can, of course, take time they'll get another look at the
device's purpose (as described in the the entire battlesuit, but it will not screen.
sidebar). A total of 12 or more gives work for them, being attuned to the See 'The Battle Screens" above for
the above information, along with the original wearer's brainwaves.) the order in which todrawthescreens.
reason that the device only works in- When the Storm Knights have the
termittently. A separatesdenuorcom- computer, show them the current
puter (scholar) total of 12 lets the Storm Battlecomputer Screen every three Moving Through
Knights manipulate the device. Re- rounds. Hold it out foreveryone to see
member, however, that the battlecom- and count to five. At the end of the the Turf
puter only gives information once ev- count, pull the screen back out of their
Most of the bUildings on the Player's
ery three rounds. sight. Characters can generate Mind
Map are apartment buildings. The

......., .,."...-------------------
48
.......
original human inhabitants of the

.,..,
Act Three

City of Demons
Battle Computer Screen #2

~~HEAVY
_MEDIUM

+···1····· • LIGHT
···'····r·······~
....... F""'F-.. ....;
~

.;··rrn
·UJJ
_·t··~···
···....···t··-t····]
··t ····t··· '
····t··+-·
; ;
.....!...
...--!-... !

buildings were killed by the demons, since that time ... Well, rememberthat I

\~?~
or fled. thedemons several months ago the Tharkoldu work and play rough,
when Garthak and his pride settled and then keep in mind 2000 techno-
the area. On occasion, you might want demons lived in the area for the last
to vary the architecture a bit. Besides month. Walls are knocked down, roofs
apartment buildings, a structure the caved in, windows shattered, doors
Storm Knights enter might be: tom off the hinges. The walls, interior /" 0-5 No?~
A church; apartment buildings with and exterior,aresplattered with blood 6-~O.;gn'
storefronts on the first floor wherethedemons have "played" with 11-15 Medium
(laundromat, pizza place, bar, unem- their prey.Theremainsofpeople, some 19, Heavy
ployment agency); grocery store; diner; fresh, some rotted, litter the streets. ..lr:above Target is completely
restaurant; fast-food place; auto re- Cars are flipped over, huge blocks of lost from view
pair garage; gas station; post office; a concrete, knocked down from build-
police station; a fire house. ings, stand in the middle of the road.
The entire area was in bad shape Use all of these details to give the
before the Tharkoldu took over, and players the feel of the battlefield.

6~
...
. . - - - - - - - - - - - - - - - - - - - - ·49

Torg: Cily 01 O~molU

City of Demons
Battle Computer Screen #3

MEDIUM

IIiII LIGHT

The Encounters volved. in a fight, they remain in the


square until they either defeat or es-
Escaping an
Roll the die each time the Stonn cape their opponents. (See "Escaping Encounter
Knights move from one square to an- Encounters," below.)
other. U they have an encounter, con- Initiative and conflict lines on cards The Storm Knights can fight their
sult the relevant list below, depending come into play only if the Knights foes in any given encounter or try to
upon how heavy the combat is in that have an encounter. escape. The dark streets are filled with
square. If the Knights have an encoun- debris,shadowydoorways.alleys,and
ter in an unmarked. square, some con- Aid and Comfort other places to duck off to.
sequence of the overall battle occurs To escape an encounter a character
(masonry falls, a car explodes). Noth- A Stonn Knight may attack a foe in must declare his attempt before the
ing that could really hann the Knights, an adjacent square, providing he has Drama Deck card is flipped. A charac-
just keep them on their toes. When some sort of ranged weapon. Roll a ter attempting to escape cannot per-
you have gone through all the encoun- die, rerolling on lOs and 20s, to deter- form any other action that tum.
ters in a list, go back tothetopand start mine how much cover the target re- Thecharacter must generate a stealth
over again. ceives as a result of the general confu- total greater than the highest find or
When the Stonn Knights are in- sion in the area. Perception among his opponents. It

•• 50
Act J hree

\Ill City of Demons


~ Battle Computer Screen #4

MEDIUM

.UGHT

doesn't matter if the opponent(s) is dition, a Knight who successfully es· try to retreat when he realizes he's
engaged with someone else, or dis- capes an encounter amasses only half outnumbered.
tracted inotherways. The roll is needed the number of points he would nor·
to successful duck out of the fight in mally have received for the incident. If Kanawa BattJesuit Warrior
such a way that the opponent(s) can all of the Storm Knights can escape DEXTERITY 10
no longer see the Storm Knight. from a fight in the first round of rom· Dodge II, energy weapons 14, fire
If the Storm Knight fails the roll, bat, the encounter does not count to- combat 12, flight 15, melee weap-
there is nothing lost but his action for ward their total. ons 12, unarmed combat 12 (4)
that round. However, he can be at- Successfullyescapinganencounter STRENGTH 10 (15)
tacked by foes that tum. using sfetllth counts as a maneuver on TOUGHNESS 11 (21l
If he succeeds, he isstill in thesquare the Approved Action line. PERCEPTION 10
on the map where the fight began, but Fmd 11 (3), tracking 11 (3)
he is safe from the combat. If a Storm Light Encounters MIND 12
Knight escapes a combat, he may Test 13, willpower 14
choose to later return to the fight to -One Kanawa Battlesuit Squad CHARISMA 9
help his fellow Storm Knights. In ad· Leader: The warrior will take a few SPIRIT 11
shots at the Storm Knights, and then Intimidation 14

~~--------------_._.
~. 51
Torg: City of Demons

(Ill City of Demons


ff!M Battle Computer Screen #5

HEAVY

MEDIUM

~UGHT

Additional Skills: one at +2 adds • One TharkoJdu techno-demon: The land vehicles 12, tracking 14, trick 12
Possibility Potential: some (SO) Tharkoldu is ina battle frenzy and will MIND 11
Equipment: Samurai 68-0 attack until killed. Apportation magic 14, conjuration
Battlesuit, armor value TOU+I0/21; magic 14, test 15, willpower 15
defense modulator (+2 to U11Jlrma com- Tharkoldu Techno-Demon CHARlSMA9
bat active defense); power boosters, DEXTERITY 10 Persuasion 11, taunt 13
STR+5; sensor package, +2 to find and Dodge 14, energy weapons 14, fire SPIRIT 11
tracking skills; Sansu SOOK lasers, dam- combat 12, flight 15, melee weap- Faith (Tharkoldu Evil) 16. intimi-
age value 23, ammo 40, range 3-150/ ons 12 (15 defense), missile weap- dation 16
300/1200; Katana 6800 battlecomputer ons 12,stealth II, unarmed combat Additional Skills: one at +2 adds
(squad leaders only); Flight speed 15 (18) Possibility Potential: some (45)
value 9. STRENGTH 16 Arcane Knowledges: folk 4, entity
Desai plion: All Samurai 68- Os are Lifting 18 3, inanimate forces 2, living forces 2,
linked tothe brainwaves of their wear- TOUGHNESS 16 (21) water 1, metal 1,
ers, and so cannot beoperated by any- PERCEPTION 10 Spells: buIld, fog, stmlth walk

....'"
one else. Alteration magic 13, divination NatunlTools:teeth,damagevalue
magic 13, find 14 (17), first aid II, STR+2/18; talons (non<ybered limb),

......., .52" . " . . . - - - - - - - - - - - - - - - - - - - .,...,


Act Three

City of Demons
Battle Computer Screen #6

[>
[>1
HEAVY
~~
MEDIUM

~LIGHT
[>
~
[>
[> Ir.±:!::t
[>
[>
~
[>
[>
[> 1 I
[>
~
[>

!~IBij~~iili!~i§
[> .~mm~h
~Wntttn

damage value SfR+3/19; wing strike until only fiveof their number are left. Faith (Tharkoldu Evil) 10. intimi-
(ummned combat to hit; damage value Mercuries (10) dation 10
5TR+7/23), flight speed 10. DEXTER1TY8 Possibilities: none
Equipment: Nanocord; windsniffer Equipment: Nanocord; SlaveChip;
DOO.ge 10. energy weapons 9. fire
(+3 to Perception or find skills using combat 10, melee weapons9, stealth darksight; talons, damage value
smell, noted above), balance-wires (+3 STR+2/11; Cyber value: 6. 9/Gam
10. unanned combat 10
to skills using agility, noted in paren- automatic pistol, damage value 15.
STRENGTH 9
theses above), interdermaJ. plate. ar- ammo 9, range 3-10/20/30
Climbing 10
mor value TOU+s/21; talon, enhance -One Bloater: A Storm Knight is am-
TOUGHNESS 9
normaltalonstodamagevalueSTR+sl bushed by a bloater.
PERCEPTION 8
21; cyberwings (+3 to push for flight.
Find 10, land vehicles 9. tracking
lifting while flying) speed value 10; life 10, trick 9 Bloater
cyber; 3-5lot chipholder. Cyber value: MIND 9 DEXTERITY 12
16. Res-141 Alph lasers, damage value Test 10. willpower 10 Acrobatics 16.dodge 14,longjump-
25, ranges 3-150/400/2,000 CHARISMA 8 ing 18, maneuver 14. stealth 20,
-10 Mercuries Gangers: The gangers Charm 9, persuasion 9. taunt 11 swimming 12, unarmed combat 17
attack and pursue the Storm Knights SPIRIT 8 STRENGTH 12

tt~-------------------_·_·
...... 53
Torg; City of Demon.

Climbing 19, lifting 14 Bochdog -A group of 20 Mercuries gange.rs.


TOUGHNESS 15 DEXTERITY 8 The gangers attack and pursue the
PERCEPTION 11 Dodge 10, long jumping 10. maneu- Storm Knights until only five of their
Find 16, tracking 13, trick 13 ver 11, unarmed combat 9 number are left.
MIND8 STRENGTH 19 - A group of Tharkoldu teduto-de-
Test 15, willpower 20 Ufting22 mons equal 10 the number of Storm
CHARISMA 8 TOUGHNESS 18 (271 Knights. The demons are in a battle
Taunt (8) PERCEPTION 5 frenzy and will attack until killed.
SPIRlT9 Alteration magic 18, find 12, track-
lntimidation OS) ing 12, trick 7 (12) - A group of Tharkoldu teduto-de-
Addition.a1 Skills: two at +1 adds MIND 4 mons equ.a1 to the Storm Knights.
possibmty Potenti.a1: some (35) Test (10) The demons are in a battle frenzy and
Natwal Tools: claws, damage value CHARISMA 6 will attack until killed.
STR+3/15; stinger, damage value Taunt (0) - Five Heavy Banger Mercuries gang-
STR+6/18; poison, damage value 17 SPIRIT 6 ers. The gangers all attack until killed.
Description: A bloater is a crawl- Intimidation 15
ing, five-limbed creature with a span Additional Skills: three at +1 adds Heavy Dangers
of roughly 70 centimeters, and weigh- Possibility Potential: some (55) DEXTERITY 9
ing about 20 kilograms. A bloater Natural Tools: teeth,damagevalue Dodge 13, energy weapons 15, fire
moves on four triple-jointed. limbs, STR+2/21; lightning, damage value combat 15, maneuver 13, missile
each of which ends in a serrated claw. 22, range 60 meters (the bochdog pair weapons 12, unanned combat 10
A shorter, many-segmented stinger is must be within 60 meters of each other STRENGTH 9
located to the left-rear of the bloater. It to cast); inanimate forces armor, dam- Climbing 10
climbs or scuttles with at a rate of 100 age value TOU+9/27 TOUGHNESS 11 (16)
meters per round when running, 40 Description: Bochdogs are fero- PERCEPTION 8
meters when climbing, but cannot cious pack animals that stand nearly Find 10, land vehicles 9, tracking
maintain those speeds for more than 1.6 meters at the shoulder and weigh 10, trick 10 (12)
five rounds. roughly 450 kilograms. Most have MlND9
The bloater attacks by dropping on grey-black fur with streaks of red, and Test 10, willpower 10
its victim, then making a Many-Qn- their fur sparkles in combat. CHARISMA 9
Oneattack with itsdaws. lithe bloater Bochdogs instinctive knowledge of Charm 9, persuasion 9, taunt 11
scores a K, 0, or wound result. it has alteration magic/inanimate forces SPIRIT 8
attached itseU to its victim. Even if gives them a high armor value and a Faith (Tharkoldu Evil) 10, intimi-
damage is erased with a Possibility, fonn of lightning spell. To cast it, two dation 12, reality 10
the creature remains attached. dogs must get their quarry between Possibilities: 2
The bloater will make an unanned them and then make yipping noises. Equipment: Nanocord, darksight.
combat attack in the next round to in- The dogs generate an alteration mJJgic SlaveChip. Cyber value: 5. Kap/5 ar-
ject its poison. Any damage inflicted total to hit, using the Many-Qn-Qne mor, value TOU+6/16; Thav-.6/Nu
wiD cause this to happen. The victim table. plasma gun, damage value 30, ammo
suffers damage value 17 in that round, By setting up a keening howl and 20, range 5-50/300/500
and then once every six rounds until generating an alterat ion magic total -One Darkfang: The creature attacks
overcomes the poison or dies. Over- against the willpower of the target, the until wounded.
coming the poison requires a Tough- dogs can cause electronics and
ness or medicine total of 25. eyberware to stop working for the Darkfang
duration of the howl. DEXTERITY 8
-Two Tharkoldu Demons: The
Once one dog is killed, its mate will Dodge 10, flight 10. maneuver 11,
Tharkoldu are in a battle frenzy and unarmed combat 9, stealth 25
will attack until killed. nee. STRENGTH 14
-Two Kanawa Battlesuit Warriors. TOUGHNESS 11 (26)
The warriors will take a few shots at
Medium Encounters PERCEPTION 11
the Storm Knights, and then try to -A group of Kanawa BatUesuit War- Alteration magic 18, divination
retreat when they realize they're out- riors (including one squad leaded magic 19. trick 15 (20)
numbered. equal to the number of Siorm MIND 13
-15 Mercuries Gangers: The gangers Knights. The warriors fight until they Conjuration magic 19, test 15 (20),
attack and pursue the Stonn Knights have lost one third of their number. willpower 20
until only eight of their number are CHARJSMA6
- A group of Tharkoldu techno-de- Taunt (0)
left. mons equal to the number of Storm SPIRlT6
- Bochdogs: The Stonn Knights are Knights. The demons are in a battle Faith (Tharkoldu Evil) 16, intimi-
attacked by a pair of bochdogs. frenzy and attack until killed. dation 15
Additional Skills: one at +1 adds

. .·...·"':'54':""""-------------------- ~
Act Three
Torg: City of Dernons

Possibility Potential: some (45) Heavy Encounters tearing his armor off like so much tin
Natural Tools: shadowfangs,dam- foil, and ripping the man inside apart.
age value STR+4/18; claws, damage -A group of Kanawa Sattlesuit War-
value STR+3/17; shadowfangs and riors equal to the Siorm Knights. The
claws are insubstantial until they con- warriors fight until they have lost half Keeping Track of the
tact flesh-ignore target's annor adds, their number.
unless armor is made of magical light. -A group of Tharkoldu techno-de-
Encounters
Darkthought venom, duration one mons equal to the Storm Knighls. The outcome of the race with
minute or until dispeUed; nightshroud The demons are in a battle frenzy and Thratchen to Garthak's fortress is de-
armor, value TOU+15/26 (effective will attack until killed.
against everything but enchanted light termined by how many fights the
attacks); wings, speed value 12 -A group of Kanawa Annored War- Storm Knights get involved with. The
riors equal to one and a half times the encounters score as follows:
Description: Darkfangs are shad-
owy creatures that are made of magi- Storm Knights. The Warriors fight Ught Encounter: +1
cal darkness. They can assume two until they have lost half their number.
Medium Encounter: +2
shapes: in their travel shape, they re- -A group of Kanawa Armored War-
semble jet-black manta rays (three riors equal to one and a half times the Heavy Encounter. +3
meters long),and in their attack shape, Storm Knights. The Warriors fight Keep a running tolal of the encoun-
they look like shark·toothed, tion- until they have lost half their number. ters. This determines the starting situ-
clawed ogres. In their travel shape, - A group of Tharkoldu techno-de- ation in the final scene of this adven-
they can fly, but not attack. In their mons equal to one and a half times ture.
ogre shape, they are confined to the Storm Knights. Thedemons are in
ground movement. a batlle frenzy and will attack until
In addition to tooth and claw, killed. Flags
darkfangs can use alteration magic to
animate shadows and cause them to - 20 Heavy Sanger Mercuries gang- If the Suspicion or Mistaken Identity
hold their victims. Difficulty number ers. The gangers all attack until killed. card is played, and the Storm Knights
is the opponent's willpower, and teth- encounter Mercuries slavegangers,
ers havea Toughnessof 12. Strength can Non·Combat Encounters they (of course) mistake the player
be used to damage the tethers, but character for the "Chip who magged
they must suffer a mortal wound be- U the Knights should have an en- RAM!" and try to kill him.lfthisStonn
foretheycoUapse. Durationof theteth- counter in a square where no combat Knight tries to escape Ihe slave gang-
ers is one hour. is currently taking place, one of the ers, the gangers get a +3 10 theirfind or
A successfulunarmal combat allows following may occur: tracking value when following him.
the darkfang to inject the victim with - the Knights see Kanawa warriors (They really want him dead.)
darkthought venom, which attacks the engaged in a fighl with Mercuries If the Nemesis card was played dur-
{Qith or Spirit. The duration of gangers just down an alley they are ing the fight with the Mercuries in Ad
darkthought venom attacks is six passing; One, the Mercuries ganger who es-
rounds or until dispelled. Read the caped comes back now and tries to
-a demon drops from the sky, killed
results on the intimidation column of waste the Storm Knight.
by Kanawa warrior in aerial combat.
the Interaction Table. If the Ideo card is played, and the
The demon's body falls and crushes a
If the victim is unskilled, she loses all Knights have the battlecomputer, one
car the Storm Knights are hiding be-
faith and focus adds (if any), in addi· ofthem figures out that the battle seems
hind;
tion to being unskilled. U the target is to be swirling around one building in
stymied, she experiences nightmare - the Knights see a squad of Kanawa the center of the area.
visions which prevent her from taking warriors rushing down the street to
any action (willpoulU or Mind of 26 to help comrades in trouble;
dispel). U the target is !>dback, evil vi· -the Knights see a Kanawa warrior Variables
sions drive her to attack her allies (will- zipping down the street, pursued by a
pouIU or Mind of 26 to dispel). half dozen Tharkoldu, flapping their The Knights may decide to simply
Darkfangs can also create illusory wings wildly; follow Thratchen. If they do so, peri-
members of theirspecies from the dark- odically generate find totals for him.
-a building down the street coUapses; Once he knows the Knightsarebehind
ness. None of the illusion's attributes
or values can exceed that of a real -the Knights see the flash of laser fire him, he will try to lose them. He will
darkfang. nor can they exceed thecon- from the upper stories of apartment not turn and attack them, as they may
juration magic total that generated building as the Kanawa warriors clear still be of use to him in distracting
them. IUusions last for an hour or until out the demon hiding spots; Garthak.
the target generates a willpower or Mind U the Knights attack Thratchen, he
-the Knights see a group of demons will try to escape them and find the
total of 15. clawing at a fallen Kanawa warrior,
stronghold. He has no lime to waste
battling Knights.

~'.'o-::-::------------------------------- ..-.....~
Act Three

[Ill City of Demons: Map 7


r!!!M The Tunnel to the Fortress

1. Tunnel entrance
2. Ghuls' lair
3. Tunnel exit

Cut To ... SCENE TWO: daws are sealed with thick sheets of
steel and the walls are layered with
When the Stann Knights are in any Storming the armor. The Kanawa warriors fire their
powerful lasers against the walls, but
of the squares in the center building
surrounded. by Heavy Combat Mark- Stronghold their weapons have little effect.
ings on Battlecomputer Screen #6 Several stray laser shots blast the
(squares 13, 17; 13, 18; 14, 17; and 14, ground near you. You have to gel in
18) they have found Garthak's strong- The Situation quickly, if only to avoid the melee
around you.
hold. At that time the encounters from
the previous scene are finished, and Standard. When the Storm Knights
it's time to cut to Scene Two, "Stonn- have reached the outside of Garthak's
ing the Stronghold." stronghold, read aloud or paraphrase: The Action
Around you swirls the fiercest The Storm Knights have reached.
portion of the battle you've seen thus their goal, and now must search for a
far. It's clear that the demons are stmg- way inside. The armor covering the
gling to defend the abandoned fac- walls and windows has been magi-
tory that stands before you. Its win- cally reinforced, and has a TDughness

57
••
,~

TOT!: City of DtmoN

of 40. The metal tear extends only two The hmnel is narrow enough that
There are two possible means of feet above the battlesuit. and is only anyone entering it must crawl. After
entrance: threeinches wide. However. theStorm seven meters, the tunnel opens upinto
Knights could move the ruined a small chamber, about 6.5 meters long,
The Tear in the Wan battlesuit out of the way and then seven meters wide, and three meters
force the crack open more. Moving the high. The room and the hmnel are
Have each of the Knights generate battlesuit requires a Strength total of com letel dar. r Percq I
a find or Perception roll. A total of 12 12. Widening the crack requires a al 0 13 ights at
allows them to spot a crack in the Strength total of 17. Up to four Storm there is an r small elan the
metal of the outer wall, where a Knights maycoordinateon these tasks othe[...&i e of the mber, for faint
Kanawa warrior had crashed into it at (coordination difficulty of 9). ightcanbeseenco 'n frombe ond
full speed. The battlesuit is mixed in If the Storm Knights manage to en·
with other debris at the base of the ter the building this way, cut to Scene A 17 shows the Knights that inside
wall, which is why no else has noticed Tluee. thechamberarethreeghuls, aU former
the breach. ippon agents who were raised from
The Hole in the Ground the dead through the useof Relictin v.
All of them had proven troublesome
U the Storm Knights fail to see the to Garthak at one point, and he felt
Confrontation Table breach, or are unable to move the suit resurrecting them to serve him a fit-
and force the tear open, they can ex- ting punishment.
amine more of the exterior ofthe build- Thecreatures wait for the first Storm
Encounter Confrontation
ing for an entrance. Find or Perception Knight to enter the chamber, and then
Pis. totals of 7 reveal a hole in the base of attack. If the Storm Knights have a
0-3 Confrontation A the building large enough for an light with them, then the ghuls press
4-8 Confrontation B edeinos to crawl through. The hole is themselves against the wall so as not
9+ Confrontation C tunnel-like and seems to lead beneath to be seen as the Storm Knight ap-
the building. proaches (find or Perception of 15 to

•• 58
Act TIm<

spot them). As soon as the Storm


Knight pokes out his head or arms to
Cut To ... throne, "We must take the ShMd now
and go!....
get a better view of the chamber, the The hrnnel on the other side of the Garthak fingers the box on the
ghuls grab him and drag him into the chamber leads up into the stronghold. chain and says, "'No, we must win
chamber. The ghuls will fight until When the Storm Knights exit via this this battle. If I leave my pride, I have
killed, and are all flesh-eaters. second hrnnel, cut to Scene Three, nothing. None of my plans will
"Confrontation." ~ount to anything.....
Ghuls (3)
DEXTERITY 8 Inside the box, of course, is the eter-
Dodge 13, stealth 9, unarmed com-
bat 13
SCENE THREE: nity shard. At this point the Storm
Knights have 20 rounds to act before
STRENGTH 13
Oimbing 15, lifting 15
Confrontation Thratchen arrives.
lfThratchen arrives while the Storm
TOUGHNESS 15 Knights are still present, he will rush
PERCEPTION 1
Find (living beings) 12. track (living The Situation Garthak and demand that the Demon
Lord submit to him. See Confronta-
beings) 12. trick 12 (25) tion B to for how to handle this.
Dr~atic. The Storm Knights are
MIND 1 inside Garthak's stronghold. The ex- If the Storm Knights attack, Garthak
Test 15 (25) defends himself, and his two demon
act situation varies, depending on
CHARISMA 3 companions help him. All ofthem fight
whether or not the Storm Knights beat
Taunt (25) to the death aga inst the Storm Knights.
Thratchen to the building. Check the
SPlRlT 11 None of them will SurTender or sub-
number of encounter points the
Intimidation 15 (25) mit to anyone but another Tharkoldu,
Knights amassed in SceneOne against
Possibilities: none which is why they are rebelling against
the table below. Then cut to the rel-
Natural Tools: teeth, damage value Jezrael.
evant confrontation.
STR+l/14
Read through all of the confronta- Garthak (Demon Lord)
tions below, for each section contains
information that might prove helpful DEXTERITY 15
The Arsenal in running the others. Dodge 19, energy weapons 19, fire
combat 19, night 20 (23), melee
After the ghuts have been defeated, weapons 19 (22 in defense), missile
a find or Perception total of 10 will lead
the Knights to discover seven Res-14/
The Action weapons 18, stealth 18, unarmed
combat 19 (22)
AIph lasers in the tunnel (T«h 26, dam- STRENGTH 19
age value 25, range 3-150/40/2(00). Confrontation A Lifting 22
This area has been used as a secret TOUGHNESS 20 (26)
arsenal by Garthak's pride, but most Read aloud or paraphrase: PERCEPTION 18
of the weapons have been taken by You stand in a dark corridor. Fresh Alteration magic 23, divination
techno-demons involved in the com- pools of blood are on the ground. You magic 23, find 22, first aid 19, land
bat. The Knights can take what re- look up and see human bodies on vehicles 19, tracking 21, trick 21
mains, if they so wish. meat hooks, swinging slightly on MIND 19
thick, metal chains. Light is stream- Apportation magic 24, conjuration
ing from down the corridor and you magic 24, test 24, willpower 25
Variables heM the deep growls of ThMkoldu CHARISMA 15
voices. Persuasion 17, taunt 19
The Storm Knights might have their SPIRIT 18
own uniqueand amazing way of enter- Faith (Tharkoldu Evil) 25, pain
ing the building - wlUch ;s just fine. Let the Storm Knights approach the
room as they wish, and then read: weapon 23, intimidation 24, reality
When they g.. through. cut to Srene 22
Three. You see a large ch~ber lit by Possibilities: 20
The Storm Knights might want to countless neon lights, gathered from Natural Tools: teeth, damage value
scale the walls of the building. Point allover the city. The remains of fac- STR+2/21. alpha sense (Perception to-
out that there are a lot of demons and tory equipment is piled up to form a tal), combat dominance 21, demon luck
warriors flying about, and such a ma- throne. Upon the throne sits a De- 21. status annor +2, wing strike , un-
neuver would put them in danger. If mon Lord. Around his neck he wears armed combat to hit, damage value
they insist on doing it, give them an a chain, and attached to the chain is a STR+7/26. Swift flight, speed value 11.
encounter from the HeavyCombat list black box. Equipment: Nanocord, balance-
above. Speaking with the Demon Lord wires (+3 to skills using agility, noled
Me two ThMkoldu. "'Garthak," says in parentheses above); interdermal
one of them to the demon on the armor, value TOU+6/26; both talons

I.
59
Torg: City of Demon.

(enhance normal talons to damage STRENGTH 18 value STR+5/23


value STR+S/24; Pain Staff (pain Lifting 21 Description: These demons will
weapon) damage value STR+S/24 TOUGHNESS ,. (25) stand by Garthak to the end. They are
Description: Garthak is certainly a PERCEYl10N 15 very loyal, and will probably end up
traitorous demon, but he is somewhat Alteration magic 19. divination dead before the day isover.11ley share
clumsy about it. Unlike Thratchen, magic 19, find 18, first aid 16, land Garthak's disdain for humans, and
who is willing to risk all in his plans, vehicles 17, tracking 20, trick 18 taunt any "monkey" Storm Knights.
Garthak is a bit of a coward. Against MIND 16
the Storm Knights alone, he will Apportation magic 20, conjuration
present himself full of bravado. lf magic 20, test 20, willpower 21 The Eternity Shard
Thratchen threatens him, he will even- CHARISMA 14
hlally surrender. Persuasion 16. taunt 18 The Storm Knights might want to
When playing Garthak. remember SPIRJT 16 simply get the eternity shard and get
that he thinks anyone that looks like Faith (Tharkoldu Evil) 22. pain out. This would be an especially ap--
the monkeys he is familiar with is no weapon 20. intimidation 21, reality propriate behavior if Thratchen is al-
better than an ignorant savage. 20 ready in the room and trying to get
Edeinos, werewolves, and such are Possibilities: 5 Garthak to submit (seeConfrontations
worthy of a bit more respect, but not Natural Tools: teeth, damage value Band C, and remember thatThratchen
too much. STR+2/20; alpha sense (Perception to- will evenhlally show up in Confronta-
tal); demon luck 18; status armor +2; tion A.)
Garthak's Lieutenants wing strike. UtIQrmed combat to hit. dam- To sna p the box off the chain, or to
(Great Alphas) (2) age value STR+7/25; wings. speed snap thechain itself, requires a Strtngth
DEXTERITY 14 value 11 total of 13. Only two Storm Knights at
Dodge 18, energy weapons 18, fire Equipment: Nanocord, balance- a time are able to coordinate on this
combat 18, flight 29 (22), melee wires (+3 to skills using agility, noted task (coordination difficulty of 10).
weapons 18 (21 defense), missile in parentheses above); interdermal Cross of Pelagius
weapons 17, stealth 17. unarmed armor, value TOU+6/25; both talons Cosm: Core Earth
combat 18 (21) (enhance normal talons to damage Possibilities: 40

•• 60
Act Threo

Tapping Difficulty: 18 TheStorm Knights can react as they wound. Assume that Garthak uses one
Purpose: To keep alive freedom of wish. Thratchen will bash on Garthak of his Possibilities each round of com-
choice; to remind people that though until Garthak finally submits. This is bat to stave off damage from
there are guidelines for life, nothing his primary objective. Thratchen is not Thratchen.
can replace a man or woman's ulti- trying to kill Garthak, but he has to hit Garthak's assistants will attack
mate responsibility for his or her own him hard enough for Garthak to think Thratchen, thinking him a greater dan-
actions. he might die. Garthak will submit ger than the Storm Knights. Thratchen
Powers: Anyone who comes in con- when his wounds reach mortal status. pays them little heed, but kills one of
tact with the cross is freed from any Rather than have you generate to- them in the tenth round he's involved
magical or technological enslave- tals for Thratchen's fight against in the combat. If Garthak realizes the
ments. A person can still choose to Garthak, use the following guidelines: Storm Knightsare going for the shard,
follow his or her former master, but it On the fourth, eighth, and twelfth hecommandshishelperstostopthem.
is his or her choice. rounds of combat Garthak takes a The Storm Knights might wish to
Usomeone enslaved by technology wound from Thratchen. Thus, by the attack Garthak as well, to prevent him
or magic is touched by the cross, the 12th round, Garthak has a mortal from submitting to Thratchen. Apply
person generates a Spirit total. U the
total exceeds 16, the person is free.
Group Power: Shift Possibility
Resbidion~ The cross' Possibili-
ties may be used to augment Spirit
skills only. Users must have at least
one add in faith.

Confrontation B
Read aloud or paraphrase:
You stand in a dark corridor. Fresh
pools of blood a.re on the ground. You
look up ~d see human bodies on
me.. t hooks, swinging slightly on
thick.. metal chains. You see light
down the corridor and hear the deep
growls of Tharkoldu voices.

Let the Storm Knightsapproach the


room as they wish, and then read:
You see a large chamber lit by
countless neon lights, gathered from
allover the city. The remains of fac-
tory equipment is piled up to form a
throne. Upon the throne sits a De-
mon Lord. Around his neck he wears
a chain, and attached to the chain is a
black box.
Speaking with the Demon Lord
are two Tharkoldu. "Garthak," says
one of them to the demon on the
throne, "'We must take the shard now
and go!"
Garthak fingers the box on the
chain and says, "No, we must win
this battle. If I leave my pride, I have
nothing. None of my plans will
amount to anything."
Then you 8ft Thratchen, peering
into the chamber from another side
passage. He sees you, smiles, and
charges in.

I.
61
Torg~ City of Of-mOnt

their damage normally, letting it accu-


mulate along with Thrntchen's dam-
Storm Knights retreat, he calls his de-
mons together, as described below.
Flags
age. As soon as Garthak suffers a mor- If the Storm Knights get the shard If a hero setback OCCUJS, one of the
tal wound, he submits to Thratchen. To and Garthak is either killed or sub- techno-demons who had been battling
kill Garthak, the Knights will have to mits, Thrntchen decides he doesn't the Kanawa warriors outside comes to
inflict a fourth wound upon him be- want to chase the Storm Knights all make his report. When he sees what is
fore he has the opportunity to submit. over the city to get the cross. He says: happening, he attacks the Knights
The basics of lbarkoldu submis- "We have all done well. I have the and/or Thratchen.
sion involve a verbal statement and a pride. You have the shard. And all of
dance-like series of bows and prostra- us are still safe from Kanawa's pre-
tions before the dominant. Once dations. Thank you for your help, Variables
Carthak has made the verbal submis- Stormers, and good bye."
sion, Thrntchen will do everything in The Storm Knights might decide to
his power to proted his new slave. With that he grabs Garthak and simply grab the eternity shard and
If the scene started with Confron- flies up to the roof, breaking through leave Garthak's fate in the hands of
tation A, it might change to Confron- the ceiling. Cut to "Aftermath." Thratchen. If they choose this course
tation B when Thratchen arrives. (He of action, Thratchen ignores them as
might be late, but it's still everyone they run off. Cut to "Aftermath."
attacking everyone else.) If Garthak
Confrontation C
suffers a mortal wound from Storm Read aloud or paraphrase:
Knight blows, and then realizes
You stand in a dark corridor. Fresh
Aftermath
Thratchen is here to attack him, he
immediately submits to Thratchen. pools of blood are on the ground. You This adventure might wrap up in
look up and see human bodies on several ways, of course, depending on
meat hooks, swinging slightly on how the Storm Knights deal with
The Eternity Shard thick, metal chains. You see light
down the corridor and hear the deep
Thratchen and the eternity shard.
If the Storm Knights work things
Thrntchen's primary goal is to get growls of Tharkoldu engaged in out with Thratchen and are there to
Garthaktosubmit. Oncethat happens, fierce combal see him depart, then they watch him
he turns his attention to the shard. If crash through theroof(asabove). They
the Storm Knights haven't told him Let the Storm Knightsapproach the see Thratchen flying high into the air
about the shard, he may actually never room as they wish, and then read: with Garthak, and hearCarthakcall to
find out about it. But when Gart:halc. You see a large chamber lit by his former pride, telling them that
submits, he tells Thratchen about the countless neon lights, gathered about Thratchen now rules them. Thratchen
cross in an attempt to gain favor. The from all over the city. The remains of then calls for them to follow him, and
information below assumesThratchen factory equipment is piled up to form over a thousand Tharkoldu demons
has learned about the shard at some a throne. At the base of the throne, rise into the night air and fly toward
point in the adventure. If he doesn't Thratchen is fighting three downtown Los Angeles. From there,
know about it yet, you'll have to ex- Tharkoldu. One of them is largerthan Thratchen and his pride will cross the
trapolate Thratchen's responses from the other two, and has a small box Tharkoldu bridge so Thratchen can
the data below. attached to a chain that hangs around present himself to Jezrael.
IfGarthak is still wearing the shard his neck. If the Storm Knights hang around
when he submits, Thratchen turns to Thratchen concentrates his blows for a few more minutes, the area clears
the Storm Knights and says: against this demon, and the demon out and they can leave the neighbor-
"It seems I have acquired the pride says, "'Spare me your domination, ho<Xl with little difficulty.
and the shard. And we both have Thratchen. I have an eternity shard If the Storm Knights rush out of the
stopped Kanawa's progress. Thank here I will give you in exchange for fortress with theshard while Thratchen
you. Now go." my freedom." Thratchen pays the is still fighting Garthak, they should
demons no heed, and continues to pick a path on the map to reach the
Thratchen will not negotiate for the dawhim.. outskirts of the neighborhood. Roll a
shard, and if the Storm Knights press die a few times to make them think
the issue, he threatens to kill them. At this point in the fight, Garthak they might beambushed,and toss ina
The Storm Knights can, of course, has suffered a heavy wound. The action few more scenes of violence and com-
try to take the shard. In this case, proceeds along the outline in Con- bat for them to witness. However, the
Thratchen fights the Storm Knights frontation Babove. TheStorm Knights adventure is over, and you shouldn't
with all of his might. Once the fight must act quickly to keep the pride and pay any attention to the dice - no
begins, Thratchen does not stop bat- the shard from falling intoThratchen's matter what you roll, no one comes to
tling until killed, or until the Storm hands. fight them.
Cut to "Aftermath." When they reach the edge of the

....'"
Knights successfully retreat. Once the
neighborho<Xl, theysee the same sight

....-62.~------------------- -w-v
Act Three

they will have to contend with more


battles as they try to exit the area. If
they wait three rounds or more before
trying to make their way out of
Compton, the battle will end as the
Kanawa warriors withdraw in defeat.
If Thratchen should be killed, and
Garthak survive, the Knights will still
have to defeat the Demon Lord to
accomplish their mission. If they do
not, and merely attempt to escape, he
will order his pride to hunt them down
- Los Angeles will rapidly become
very unhealthy for the Knights.
If both Thratchen and Garthak are
somehow killed, the Knights have ac-
complished their mission and should
be able to get the shard. Again, if they
wait a few rounds, the battle will end
on its own and they can make their
way out of war-torn Compton.
If both the Knights and Thratchen
fail to defeat Garthak, he will resume
his plans for a coup against ]ezrael.
The Knights will become hunted men
in Los Angeles, and Garthak's pride
can be expected to resurface in the
future.

Adventure Awards
For successful completion of this
adventure, each player character re-
ceives seven Possibilities. Success is
defined as keeping Garthak from hav-
ing the means to lead an attack against
]ezrael. If this was accomplished by
letting the Demon Lord submit to
Thratchen, the Knights receive no ad-
ditional Possibilities. If the Knights
defeated Garthak and prevented him
from submitting, they receive two ad-
ditional Possibilities.
If the Knights killed Thratchen (un-
likely, but always possible) they re-
as above, and again, the adventure is will have other opportunities. I wish ceive an additional three Possibilities.
over. you good fortune in your efforts to If the Knights acquired the eternity
If the Knights managed to prevent escape this hell you helped create." shard, they receive one additional Pos-
Thratchen from winning the submis- With that, Thratchen flies off sibility.
sion of Garthak, the Regent ofOrrorsh through the ceiling and disappears If Garthak was neither defeated by
will be philosophical (as much as a amid the aerial combatants. the Knights nor forced to submit by
Tharkoldu can be, at any rate): Thratchen, the Knights receive no Pos-
"You have won our little race, If the Knights attempt to attack sibilities for this adventure.
Stormers," Thratchen says, with more Thratchen, he makes every effort to
than a trace of menace in his voice. escape them - he has nothing to gain
"But this failure means nothing, for by combat now.
Jezrael will never know of it, and I If the Knights leave immediately,

.e
63
/f~~ Response Form
Rolepu.ying the POS!Iibility WUS Dl

Name IUmp.;gn No.


I'' .'
Address
I No.
I
NumberofD
Storm Knights
Dispatches Rumon
~/T ... fI
D Adventure
Realms ...Herald Messages
D I / I D Aysl'"
--
D CY",,",P"'Y" _
D I / I D Living Land'"' _ _

D I / I D
D
Nile Empire"" _ _

D I / I D
Nippon Tech'" _ _

Orro"h-
--
D I / I Other:

D St.uting

D Possibilities
Ending
Possibilities

D~J D Adventure
Outcome

IIlWEG Notes
1. Did the Knights meet Phoenix?
2. Was Nanosec killed?
3. Was Mariko killed?
4. Did Garthak submit to Thratchen?
5. Was Garthak killed?
6. Was Thratchen killed?
7. Are Garthak and his pride still able to mount a rebellion?

8. Did Thratchen get the Cross?

t,&~
9. Did the Knights get the Cross?
CITY Of DeMONS
By Christopher Kubasik
The Near Now', The Possibility Wars' have taken a
new tum, as the techno-honor realm ofTharkold' reigns
in Los Angeles. Now the threat of a bloody civil war
between demon prides forces the Storm Knights to ally
with a deadly enemy - Thratchen, High Lord- Regent
of Orrorsh~,
A rebellious Demon Lord plans a rebellion against Jezrael.
High Lord of Tharkold, a war which would leave the forces of
ippon Tech'the only winners. Thratchen, in a bid to ,,;n
Jezrael's favor, offers the Storm Knights a deal: aid him in his
quest, and preserve the deadlock between ippon and Tharkold.
This strange alliance leads the Knights to a daring attempt at
sabotage, battles with ninja and undead ghuls, while Thratchen
weaves an intricate web to snare both Kanawa and the demon
pride.
In the end, the Storm Knights must race against time across a
war-tom section of the realm to reach the Demon Lord's strong-
hold. The prize: the future of Los Angeles, and perhaps that of
Thratchen, as well.

Adventure for

Roll'playmg the PossibIlitv War<;

City 01 Demons is an adventure for Torg:

t"~
Roleplaying the Possibility Wars. You need the
boxed game to play. This adventure is (or
veteran characters. While the material in this
supplement is set in Torg's Earth of the Near
ow, many of the situations and adventure R 'JB x2345
ideas can be incorporated into other game sys- ~ nesd I PA t
tems. 2llS6S
For ages 12 and up.
Fantasy/Games
TM.and

You might also like