Torg Eternity The Nile Empire
Torg Eternity The Nile Empire
Torg Eternity The Nile Empire
Nile Empire Source Book Team Technical Assistance: Dr. Michael Fortner, Dr. George
Design and Writing: Deanna Gilbert Exner
Original Logo Design: Tom Tomita
Contributor: Nathan Smith
Revised & Expanded Developers: Eric Gibson, Jim
Additional Design and Consultation: Darrell Ogle, Gareth Michael Skarka, Nikola Vrtis, Stephen
Hayhurst, Brian Reeves Marsh, Talon Dunning
Editing: Ron Blessing Nile Empire and Terra Design: Greg Farshtey, Greg
Art Direction: Aaron Acevedo Gorden, Brian Sean Perry, Ed Stark, Michael Stern, and
Ray Winninger
Layout: Darrell Hayhurst, Deanna Gilbert
Graphic Design: Aaron Acevedo, Jason Engle Torg Eternity Design Team
Additional Graphic Design: Alida Saxon Writing and Design: Shane Lacy Hensley, Darrell
Cover: Aaron Riley Hayhurst, Markus Plötz, Deanna Gilbert, Ross Watson
Contributors: Greg Gorden, Jim Ogle, Steve Kenson,
Interior Illustrations: Chris Bivins, Yoann
Ed Stark, George Strayton, Henry Lopez, Aaron Pavao,
Boissonn, Donald Crank, Dennis Darmody, Angus Abranson, Steven Marsh, Patrick Kapera, Bill
Thomas Denmark, James Denton, Talon Dunning, Keyes, John Terra, James Knevitt, Jonathan Thompson,
Bien Flores, Ross Grams, Gunship Revolution, Andy Vetromile, Joseph Wolf, Jasyn Jones
Aaron Riley, Alida Saxon, Scott Schomburg,
Art Director: Aaron Acevedo
Unique Soparie, Carly Sorge
Graphic Design: Aaron Acevedo, Jason Engle
Playtesting: Kevin Elmore, Crystal Elmore, Lisa
Playtesting: Jimmy Macias, Michael Conn, Damien
Felton, Sam Frazier II, Brendon Hays, Brad Mongar,
Coltice, Michael Mingers, Michelle Hensley, Ron
Robert Schneider, Chris Dugdale, John Pearce,
Blessing, Veronica Blessing, Tracy Sizemore, Golda
Martin Wallace, Nathan Smith, Steve Goucher Lloyd, Andrew Harvey, Dale Davies, Ed Rugolo, Scott
Walker, Darrell Brooks, Melvin Willis, James Dawsey,
Original Design Team Brad Rogers, Jamal Hassan, Jeremy Dawsey
Mythos and Game Design: Greg Gorden, Bill
Slavicsek, & Douglas Kaufman, with Ed Stark, Greg
Farshtey, Stan!, Brian Schomburg, Christopher Kubasik,
Ray Winninger, and Paul Murphy
Additional Concepts and Playtesting: Daniel Scott
Palter, Denise Palter, Jonatha Ariadne Caspian, Michael
Stern, Richard Hawran, C.J. Tramontana, Martin Wixted
1
WELCOME TO THE NILE EMPIRE 4 DR. MOBIUS AND THE INVADERS 86
The Secret Origin of Dr. Mobius �������������������������������� 86
ONE YEAR LATER... 6 High Lord Mobius ����������������������������������������������������� 88
The Basics of the Nile Empire ��������������������������������� 7 Stelae �������������������������������������������������������������������������� 91
Life in the Nile Empire ��������������������������������������������� 8 Apophis���������������������������������������������������������������������� 92
The State of the War������������������������������������������������� 11 Relations with other High Lords ������������������������������� 92
Year 1 Major Timeline Events�������������������������������� 15 The Pharaoh’s Advisors���������������������������������������������� 94
Overgovernors ����������������������������������������������������������� 95
STORM KNIGHTS 16
THE DELPHI COUNCIL 100
New Perks������������������������������������������������������������������� 16
Agendas, Objectives, and Priorities���������������������������100
PULP POWERS 20 Personnel �������������������������������������������������������������������101
Power Origins������������������������������������������������������������� 20 Resources ������������������������������������������������������������������103
Enhancements and Limitations���������������������������������� 21 Information ���������������������������������������������������������������104
New Pulp Powers������������������������������������������������������� 22 The Mystery Men ������������������������������������������������������106
REALITY78
Nile Empire Axioms���������������������������������������������������� 78
World Laws ���������������������������������������������������������������� 81
Minor World Laws ����������������������������������������������������� 84
2
3
Z
hang Zhi woke.
As his eyes opened he realized he was
swinging gently, about two feet off the
sandstone floor below. His hands were tied behind
his back and his feet were restrained by rope as
well. His head pounded, very likely caused by
the massive fist attached to that gigantic bruiser
4
Then there was silence. One second passed. Two A Caucasian woman with frizzled hair, lab coat,
seconds. and a strange looking gun-like device stood on the
Then Zhi broke out laughing. “Seriously? Aidan, other side of the ruined wall. She was grinning.
you told me what this shӑ guā was like, but I didn’t Next to her, posing dramatically, stood a masked
believe you!” Aidan shrugged. Zhi looked at Wu Arab teen, wearing a red shirt and pants, her
Han with a grin. head covered with a black hijab. On her arm was
a circular shield mottled red and blue, with gold
Wu Han’s face flushed with anger. “You will not hieroglyphics encircling a large Eye of Horus in the
laugh long, Zhang Zhi!” He walked over to the center.
strange computer and pulled the black lever up.
With a grinding groan, the stone floor beneath Zhi “What do you know? That actually worked!”
slowly opened, revealing a ten foot deep pit. Professor Clementine Balmer said.
The floor was black. “I don’t think you’re actually surprised,” Ensign
Egypt replied, rolling her eyes.
And moving.
Aidan groaned. “Couldn’t you have waited two
Zhang saw the mass of scarab beetles trying, and minutes? He was going to give it all up!”
failing, to climb the sides of the pit. He’d seen the
picked-over skeletons of some of the previous Professor Balmer retorted, “If you’d like us to
victims of a swarm of these things. Zhi stopped wait, we can come back later.”
laughing. “Now is fine!” Zhi said, swinging gently over the
“Obviously you’ve brought us here for a reason, ravenous beetles below.
Wu Han!” Aidan yelled. The master criminal “You fool!” Wu Han yelled at Branko. “You were
turned to him. supposed to search them for trackers!”
“Yes. Yes I have.” He walked over to Aidan and “Sorry boss,“ Branko said, chagrined.
leaned over him as Branko stood next to the levers. “Don’t just stand there, you brute, get them!”
“Where is the Book of Osiris?” Wu Han ordered. A trio of Nile shocktroopers,
“Osiris? Never heard of it.” bare chested, wearing Egyptian headdresses, and
Wu Han frowned. “Do not play me for a fool, no armed with Schmeisser machine pistols charged
matter what your companion says.” He snapped into the room.
his fingers and Branko pushed the red lever down. Clementine aimed her device at the shocktroopers
Zhi began to descend slowly into the pit. and pressed the trigger. The weapon gurgled
“Let’s not be hasty!” Zhi yelled, struggling at the and then started smoking. Clementine tossed it
ropes restraining him, trying to get a hand free. aside. “At least it worked once,” she mumbled.
Clementine pulled out her Electro-Ray gun from
“Oh, that Book of Osiris!“ Aidan said. its holster and pressed a button on her belt.
Wu Han snapped his fingers again, directing Wu Han growled in frustration, ran over to the
Branko to pull the red lever up partially and stop levers, and pulled one up. Zhi again dropped
Zhi’s descent. slowly into the pit. He was three feet above the
“What do you want with it?” Aidan glanced at beetles, which had finally noticed him. Two feet.
Zhi with a grin. One foot. Zhi, struggling vainly, closed his eyes,
“My plan? Wu Han laughed. “Since you’re about prepared for death!
to die anyway, I suppose I can tell you…”
Suddenly…
The stone wall letting sunlight in disintegrated,
blowing bits of dust and rock into the room!
5
L
ater today, early tomorrow, or sometime
next week, the world as we know it began
to end. Africa, the Middle East, and other
regions of the Earth have been invaded by other
realities. The raiders, led by “High Lords,” want to
consume Earth’s Possibility Energy, the distillation
of the creativity and stories of humans and aliens
throughout the cosmverse.
Doctor Mobius struck first at Cairo but rapidly
expanded throughout northern Africa, much
ONE YEAR of the Middle East, East Africa, and the Congo.
Mobius is the High Lord of the Nile Empire, a
6
THE BASICS OF THE NILE on the cusp of development. Automobiles are
relatively slow but rugged. Radio is the main source
EMPIRE of news, as well as the provider of entertainment,
The Nile Empire is a strongly spiritual realm. but the new-fangled ‘talkie’ films are proving very
Walking aspects of the gods guard tombs popular. Yet wonders of technology can still be
throughout the desert sands, and miracles which found. The World Laws of the Nile Empire support
can multiply food, rapidly heal wounds, and the existence of weird science gadgets—devices
other incredible effects, are regular occurrences. that cannot be mass produced yet are capable of
Amaatism, a religion based loosely on ancient feats only seen at a higher Tech Axiom. The Nile
Egyptian mythology, is the only faith which is lawful Empire military is armed with simple, semi-
in the Nile Empire. Most Egyptians converted with automatic, self-loading rifles and tommy guns, but
the arrival of the Nile Empire, as part of the mind special individuals shoot ray-guns and fly with
control technology Doctor Mobius used when he rocket packs.
invaded. However, Muslims, Jews, Christians, and Magic is also prevalent in the empire. Pulp
members of other faiths still worship in secret, sorcerers have appeared, basing their rituals on
despite the danger shocktroopers may discover ancient magic spells as well as more ‘modern’ pulp
them. Even the Bantu religions of central and east rituals. Many of these sorcerers are as over-the-top
Africa are making a comeback. Spiritual items are as any pulp hero. These are not magicians who
not uncommon, including protective ankhs blessed work in the shadows. They want to be seen. Arcane
by Amaatist priests. traditions based on astrology were developed
The Nile Empire’s Technology Axiom keeps millennia ago, and gradually improved, allowing
machines and inventions mostly at a level seen in mathematicians to predict the future with uncanny
the late 1930s to early 1940s. Atomic power is known accuracy. Engineers create and manipulate
but theoretical. Aircraft are prop-driven with jets buildings of immense scale. However, though the
7
and cowl and challenge villainy where they can.
HISTORY AND PREJUDICE These World Laws support pulp powers, which
can come in many forms: inherent powers, gadgets,
The Nile Empire is based on, and celebrates mystical artifacts, and pulp sorcery rituals.
aspects of, an actual historical period. The 1930s
were a time of rampant prejudice, and the pulp
fiction of the time amplified those prevailing
attitudes.
LIFE IN THE NILE EMPIRE
A year after the Possibility Wars began, the Nile
While Torg Eternity encourages players to Empire stretches from the Congo River in Central
enjoy all the over-the-top action and drama of Africa, east to Kenya, north to Libya, Crete, Cyprus,
the 1930s pulps, we want to make it clear that and Syria, and east to Iraq. Much of the territory
this can be done without reinforcing racism, is desert, particularly Libya, Egypt, Sudan, Saudi
sexism, and other prejudices. If you use the Arabia, and Iraq, with pockets of civilization
archetypes of the period we urge you to make concentrated on major rivers (especially the Nile)
them nuanced, layered characters rather than and oases. Further south, large savannas cover
damaging caricatures. You are not obligated to much of East Africa, with forests in the mountains,
adhere to damaging stereotypes when playing especially in Ethiopia. Thick jungle covers almost
any character. the entire Congo region.
Although there were significant gaps in the rail
network connecting the nations of this region,
Doctor Mobius ordered rapid expansion of the
Magic Axiom supports enchanted items, the vast railways, and now a contiguous rail line extends
majority are ancient mystical artifacts, imbued from Alexandria to Nairobi, allowing quick
with some unusual energy akin to weird science movement of material and men anywhere in the
gadgets, wards protecting locations, or pyramids empire. However, Israel prevented Doctor Mobius
capable of channeling magical power. The spells from building a direct rail link between Egypt and
found in the Nile Empire simply do not allow the the Arabian Peninsula, Iraq and Syria, so most
easy creation of diverse enchanted items like in goods between the two regions must either go by
other realms. boat or via the maelstrom bridges in Thebes and
Socially, the Nile Empire is straight out of the Baghdad.
1930s, though women and men enjoy more
equality in the Nile Empire than they did on early CIVILIAN LIFE
20th Century Earth. The Nile Empire survives on People who find themselves transformed into Nile
its bureaucracy, and the nation runs relatively Empire reality have their dress and attitudes change
smoothly given its wartime footing. Although to that of a typical native of Core Earth in the 1920s
the Nile Empire’s Social Axiom supports limited and 30s. For a lot of folks though, this change isn’t
psionic power, the presence of pulp powers short as significant as it is for those more used to a 21st
circuited that development. Those who study the Century European or North American society.
powers of the mind find it much easier to go that
route instead. There is a significant difference between those
who were under the influence of Nile Empire
The World Laws of the Nile Empire reflect the two- axioms on Day One (essentially Egypt) and those
fisted action the stories from pulp magazines of the who were added to the Empire in the subsequent
20s and 30s entail. The Law of Action encourages expansion. This difference was caused by weird
heroes (and villains) to attempt incredible feats science mind control pylons Mobius invented and
no matter how poor the odds. The Law of Drama manufactured.
ensures danger is always around the corner and
death is often temporary. The Law of Heroism These gizmos were placed throughout the
encourages everyday citizens to take up the cape invasion zone and activated as the axiom wash
8
spread over the land. Those within the stelae
boundaries for the first 24 hours were influenced by PULP POWERS VS SUPER
the pylons, and Doctor Mobius effectively created
a large loyal population that adores and obeys him.
POWERS
Additionally, the vast majority of people affected The scale of abilities possessed by heroes and
by the gizmos converted to Amaatism. This mind villains in the Nile Empire are more of a ‘street
control didn’t stick for all people though, and the level’ scale demonstrated in the pulps of the
amount of resistance within Egypt is ever-so-slowly 1920s and 30s, as opposed to the more powerful
increasing. However, almost all Egyptians support abilities of comics in the late 30s and beyond.
Mobius and his war effort, with the expectation Close modern day examples would be Batman,
they will return to their glorious place as the top Green Arrow or Daredevil, with heroes like
civilization on Earth. Spider-Man, Nightcrawler, or Green Lantern
having power levels beyond what is seen here.
Those in conquered areas may find their values
Captain America would be the top end example
only changed slightly. This region of the world was
of a pulp hero.
already rather conservative compared to the rest of
the world, and any changes in opinions would be Pulp heroes and villains are just a little bit
subtle for the vast majority of people. Otherwise, better than a normal human. Heroes capable of
they act much like most other conquered teleporting from one place to another, flipping
populations act. They generally keep their heads tanks, or causing a storm on a state-wide scale
down and protect their families from harm. Some are beyond the Nile Empire’s heroes and
folks resist Doctor Mobius’ rule, but this is because villains capabilities.
that’s what people do, rather than any effect from The main power that stretches this limit is
being transformed or not. flight, and is mainly because rocket packs are
completely in genre.
MILITARY
The Imperial Military is pervasive throughout
the empire. Most young men were drafted into does lease property to favored businessmen,
the army (though most soldiers would have generals, and other important people of the
volunteered anyway if asked), and all cities and Imperial government. Occasionally he may even
towns have at least one garrison of shocktroopers grant a permanent lease to his most favored friends.
standing watch over them. Although most of the The upper class consists of Terrans who
Nile Empire’s armed forces are a mix of Khemite accompanied Mobius on his previous conquests,
supporters and denizens of Doctor Mobius’ other high ranking military officers, particularly
empires, a sizeable amount of the army and successful mobsters, rich Egyptians, and those
air force consist of transformed Egyptians who Earth natives who assisted Doctor Mobius directly
volunteered for the war effort. The success of the in important ways. The middle class includes
Nile Empire is not only due to its military might, criminals, merchants, and skilled laborers,
but also due to the economic support the Egyptians especially if their skills are useful to Mobius, such
provide, including manufacturing weapons and as mathematicians, engineers, and weird scientists.
heavy equipment, food, medical supplies, and Unskilled labor fills the lower class, which is
other important goods. the largest class in the Empire. Finally, political
criminals and prisoners are effectively slaves, and
ECONOMY work the fields and farms, often alongside 1st
planting gospog. Prisoners are told if they try to
A relatively robust capitalist economy functions
escape, they’ll be caught, killed, and turned into a
(mostly) in the empire, though it’s rife with
gospog, and will keep working regardless.
corruption and bribery, especially in Cairo. The
empire owns most of the land, but Doctor Mobius Although slavery existed in ancient Egypt, it no
longer exists, at least in the open. Some may argue
9
prisoners are the new slaves now, especially given of the gods, the influence of the Egyptian gods and
how easy it is to trump someone up on charges. goddesses is literally seen on every street corner in
Areas of Earth covered by low Tech realms can the empire.
have a significant issue with feeding the population. Following other religions is illegal and has been
This has not been a major issue in the Nile Empire. driven underground. Although most of the former
Although technology is less advanced than Core citizens of Egypt converted to Amaatism, most
Earth, it is sufficient to support the population, Jews, Muslims, and other worshipers in other areas
especially when supplemented by miracles such as of the Empire did not, and now worship in secret,
bounty. merely keeping up their temple visits and offerings
Oil and fuel is more restricted, though most to maintain appearances.
people don’t own automobiles anyway and either
take trains, trolleys, or live near their workplace. POLITICS
The pre-invasion subway system still exists (albeit Doctor Mobius is the absolute ruler of the Nile
with 1930s-era subway cars) as well. Most factories Empire, but he needs the Imperial bureaucracy to
producing goods, weapons, and goods for Doctor make the empire run smoothly. Mobius largely lets
Mobius are on Earth, but those natural resources in his Overgovernors and other department heads
short supply are acquired in the staging area of the run their little domains as they see fit. As long as
9th Empire. things work, he’s happy, and he doesn’t want to
In addition, Doctor Mobius instituted a crash be bothered micromanaging things he feels are
investment in transport infrastructure and now a beneath him or “boring.” Mobius is a “big picture”
nearly complete modern railway system extends leader, and his plans involve dealing with the other
almost throughout the Empire, with the exception High Lords, Storm Knights, and his nemeses, the
of the Congo and the Arabian Peninsula. Mystery Men.
The hospitals are run by the government, and This relative freedom of the lower ladders of
reports on all patients treated are submitted to the government allow bureaucrats to play their political
government, in case enemies of the state are injured games, largely without Mobius’s knowledge (or if
and seek treatment there. he does know about them, he doesn’t care). The
There is no free press—all news is censored. political chest beating and in-fighting can often
All radio stations in the empire are government be a way for Storm Knights to interfere with the
controlled, and most of the newspapers are as well. workings of the Imperial government.
Some underground presses do still exist and these
editors and reporters are some of the unsung heroes LAW AND ORDER
of the Possibility Wars. However, pulp novels and As a despotic regime, the Nile Empire has many
comic books print freely, and some even report on laws on the books that allow the authorities to
actual events using real heroes and villains. For imprison those who cause problems. It usually isn’t
some odd reason, Mobius allows these books to hard to find some law a troublemaker has broken,
circulate, though the creators of books who put but here are some illegal activities in addition to
him in a negative light frequently “disappear.” the familiar ones:
• Possession of firearms
RELIGION • Possession of weird science gadgets
Amaatism is the official religion of the Nile • Possession of pulp powers in general
Empire, and the Imperial High Priest Akhemeses • Following religions other than Amaatism
is actually part of Doctor Mobius’ government. • Smuggling contraband
Doctor Mobius uses the High Priest’s prophetic • Protesting
abilities to determine the best time to strike at his • Associating with the Mystery Men
foes, or initiate a plan. Given that traffic signs and • Harming a sacred animal, such as cobras,
street signs are Egyptian obelisks with the symbols crocodiles, and jackals
10
• Tomb robbery jeeps stationed nearby in case they need to pursue
• Lying to a representative of the Pharaoh someone breaking through the checkpoint.
The Shocktroopers of the Nile Empire come from all corners of the realm.
11
ancient Egypt, including the Congo, Iraq, and were prepared when Doctor Mobius revealed his
Crete. Furthermore, these ruins appear to be of an intentions and launched an attack towards Israel.
Egyptian civilization never seen before on Earth or The IDF quickly moved to meet the spearhead.
Terra, the home cosm of Doctor Mobius. The stories Israeli commanders laughed as they watched
found in those tombs tell of pharaohs who ruled at columns of primitive World War 2 era tanks
the same time as known rulers like Ramses, and emerge from the reality storm. Even outnumbered,
conquests throughout Africa, the Middle East and the technological advantages of the Israel Defense
even, shockingly, North America. Forces armor and jets would make quick work out
Pulp heroes and villains abound in the Nile of the invading forces. For a brief period of time,
Empire, but most are concentrated in Cairo and they were right, but it was here, at the Battle of the
neighboring Giza. The Insidious Wu Han rules Sinai, Doctor Mobius first unleashed his reality
Greater Cairo, but most of the time he allows the bombs.
criminal organizations, gangs, and mob families to Israeli Air Force F-16 and Kfir fighters shot down
control their territories, only stepping in when the several incoming Nile Herusent and Paket fighters
situation becomes too chaotic. Why Doctor Mobius as they emerged from the storm, but the number of
has allowed the concentration of heroes in Cairo, Nile fighters overwhelmed the elite, but small IDF
and why he hasn’t stamped out the corruption, air force.
and crime he has in other areas of the Empire, is a
secret known only to the High Lord. All it took was one Herusent to get over the
main body of the IDF armor, and it dropped its
The Mystery Men, a group of heroes and heroines payload—a reality bomb. With a red and blue
from Terra (as well as recent local recruits) are a flash, all Israeli electronics failed. Screens went
constant thorn in Doctor Mobius’s side. They allied blank. Computers shut down. Advancing M1A1
with the Delphi Council almost as soon as they Abrams tanks ground to a halt. Even the IDF’s M4
arrived in the first month of the war, and continue and M16 rifles stopped working. The IDF force was
to fight although they are recovering from the loss a sitting duck. Mobius’ forces were not merciful,
of their leader, Dr. Alexus Frest. and the slaughter was complete.
Stunned by the rout, the Israeli defense minister,
CORE EARTH’S RESPONSE Omer Peres, halted the advance of his reserves at
the Israel/Egypt border and waited to see what
Although the Nile Empire’s Core Earth neighbors would happen. Out of the storm front came another
are preparing for invasion, the centuries of distrust division of tanks and infantry. And another.
among the peoples of this region has threatened And another. The prime minister of Israel, Tamir
the coordination of the response. Fortunately the Abelman chose to play his trump card.
Delphi Council provides a multinational way
to organize resistance, one the nations of the As the first columns of tanks and halftrack
region can cooperate with individually, and thus transports approached the border, the IDF sent
collectively, even if they aren’t working side-by- a single jeep forward, with a white flag of truce.
side themselves. Teth-Net, the Royal Marshall, sent an envoy of his
own to meet the jeep. Inside was Omer Peres with
a message for the invading commander: “We can
ISRAEL destroy your army with a single bomb. And we
Many Israelis had seen this before—a nationalistic have many bombs. If one soldier steps foot inside
government intent on expansion and conquest. Israel, we will unleash the Samson Option.”
They’d feared invasion from nations of a different This was above Teth-Net’s pay grade and he
faith since the day the country was born, and this was consulted with his Pharaoh. Doctor Mobius was
just a different kind of nation. Despite concealing concerned about these “nuclear weapons.” Could
the assembly of Super Battlegroup Mobius west of the Israelis actually do what they claimed? The
Cairo with a sandstorm, the Israeli Defense Forces concept of nuclear weapons is supported by the
12
axioms of the Nile Empire, but not the weapons to determine if any other "unpleasant surprises"
themselves. Although nuclear weapons were used lay in store.
on Core Earth in the past, Mobius was unsure Fortunately, Israel has prepared for the eventual
about how they would interact with Nile axioms conflict and has manufactured weapons, vehicles,
and World Laws, especially after the disaster tanks, and even aircraft that fight under Nile axioms.
that unfolded in Russia. Could they ignite the
atmosphere?
IRAN
Dr. Mobius decided to play cautious. For now. He
agreed to a truce, and he would not attack Israel Since Iranian Muslims are predominantly from
or bring it under his own reality. In exchange, the Shia sect, the government of Iran has often been
Israel would not interfere in conquests at odds with even its Sunni Muslim neighbors.
elsewhere in the Middle East. Other However, as the invasion progressed over the
governments in the area viewed the truce as last year, the government of Iran significantly
a betrayal against a common enemy. tempered its hostility and is nominally an
ally of all Core Earth nations fighting the
For the past year the two sides honored High Lords. Iran is starting to feel squeezed
the agreement, at least overtly. That though, with the Nile Empire encroaching
hasn’t stopped either side from from the west and Orrorsh looming
undertaking covert operations to the east. Still, Iran continues to
to hinder the other. Doctor support nearby nations as well
Mobius sent Stormers into as supply central and eastern
Israel, attempting sabotage Europe with oil through the recently
or conducting espionage in completed Persian Pipeline. Iran’s
order to best defeat the nation. military stands guard just east
These efforts are led by Jayna of the Iraq border, surprised
Paterski, the Royal Spymaster, Mobius hasn’t extended
who often gets her hands dirty eastward. The High Lord hasn’t
by actively getting involved in even made any probing attacks
operations. beyond the Iraqi border.
Israel considers Doctor Mobius Tehran currently houses a
as an existential threat. With regional Delphi Council base,
the mediation of members of the from which Storm Knights
Delphi Council, especially Quinn undertake missions into the
Sebastian, Israel has soothed ruffled Middle East zone of the Nile
features with other Middle East Empire, as well as incursions into
nations, including the Saudi, Iraqi, Orrorsh to the east.
and Kuwaiti governments-in-exile.
The Delphi Council and Israel expect
Mobius is nearly finished with ARABIAN PENINSULA
dancing around Israel and will make Although the United States has its
his move shortly. hands full with Baruk Kaah and the
The expansion of Nile Empire Living Land, the USA still has a small
stelae into the Mediterranean
threatens to absorb Israel into the
realm with the placement of a single
additional stelae, but the surprising ELITE SHOCK
development on Karpathos forced
Doctor Mobius to consult with his TROOPER
newly promoted head astrologers
13
presence in the Middle East. Although surprised The other central and eastern European nations
by the assault on Iraq, the US was able to withdraw largely have their hands full trying to prevent
most of its forces from Camp Doha in Kuwait to the Cyberpapacy, Tharkold, and especially Aysle
the United Arab Emirates. For now, the US has from advancing further. In addition to oil coming
made its forces (including a company of M1A2 through the Perisan Pipeline, central and eastern
Abrams tanks and a squadron of Apache attack Europe critically dependent on shipping moving
helicopters) available to the governments of Qatar, through the Suez Canal. This has placed the
the United Arab Emirates, Oman, and in particular governments of Germany and Italy in particular in
the government-in-exile of Saudi Arabia, in the a bind with respect to Doctor Mobius. Mobius has
hopes a push-back against the Nile Empire stelae told them he has no quarrel with them, and as long
network can develop, and the high technology as they stay out of his affairs, he is quite willing
and firepower of the US forces could rout any Nile to keep the Suez Canal open. For now, the Delphi
troops left exposed to Core Earth reality. Council gets covert assistance from central and
Yemen’s civil war has paused, though neither side eastern Europe, but little else.
has shown any willingness to work with the other,
despite the apparent threat posed by the Nile WEST AND SOUTH AFRICA
Empire. With the extension of the Nile Empire into eastern
and central Africa, it’s readily apparent Mobius
CORE EARTH EUROPE AND intends to control the whole of the continent. In
TURKEY response, the free nations of Africa strengthened
the African Union, and it is now is a full-fledged
Like Iran, Turkey is feeling the squeeze between military alliance which coordinates the African
two realms with Tharkold moving southwards response to the invasion. All suspended members
and the Nile Empire now within striking distance have been reinstated, and the nations that have
of Turkey. Greece is also threatened by the Nile been conquered by Mobius continue to retain
Empire having lost the island of Crete. Turkey and membership. However, the alliance has no effective
Greece are strategically critical to central Europe’s response to maelstrom bridge assaults, and has
resistance against Aysle, as the Persian Pipeline found it difficult to decide where, or even if, to
runs through these countries on its way from Iran. concentrate their forces.
The Delphi Council has (ironically) a major regional
base in the Greek city of Delphi, and most missions
going into Egypt proper leave from Delphi. TUNISIA, ALGERIA, AND
MOROCCO
These three nations have prepared for an attack
by Doctor Mobius for the entire year. However,
although these nations have joined the African
Alliance, they are not expecting much assistance
“NOT EVEN THE YELLOW
due to their relative isolation from the rest of the
CRAB COULD HAVE continent, separated by the great expanse of the
SURVIVED THAT HIT Sahara Desert. The arrival of Battlegroup Red
FROM MY DEADLY RAY!” Hand in addition to Super Battlegroup Mobius just
across the border in Libya indicates Doctor Mobius
is about strike. It’s only a matter of time.
– THE INSIDIOUS
Meanwhile, agents of the Cyberpapacy have been
WU HAN sighted in this region as well, especially in the port
city of Casablanca.
14
YEAR 1 MAJOR TIMELINE EVENTS
Day 1: The Possibility Wars begin. Doctor Mobius Day 110: Doctor Mobius orders Natatiri to crush
invades Cairo then moves south. Mecca and Medina.
Day 4: Almost all Egyptians are brainwashed to Day 121: "Big Boy" Baz assassinated in a mob hit..
support Doctor Mobius and convert to Amaatism. Baz-Hajjar mob war begins in Cairo.
Day 8: Battle of the Sinai. Doctor Mobius attacks Day 134: Core Earth refugees from the western
Israel, drops first reality bomb. Israel threatens use parts of South Sudan flee east to enter the Nile
of nuclear weapons, Doctor Mobius agrees to a Empire.
non-aggression pact. Day 145: Gaunt Man agents plant nightmare tree
Day 10: Libya invaded. near Gondar, Ethiopia.
Day 13: Sudan invaded. Day 164: Nile Empire envelops Mecca again.
Day 22: Doctor Mobius invades Saudi Arabia via Day 170: Riyadh conquered. Saudi government
maelstrom bridge. flees to Dubai
Day 25: The Mystery Men arrive from Terra. Day 175: Crete invaded.
Day 28: Sieges of Mecca and Medina begin. Day 180: Rumors that Karpathos is now inhabited
Day 31: “The Insidious” Wu Han is granted control only by women and girls.
of Cairo, where villains, mob families, and heroes Day 182: Nairobi maelstrom bridge drops. Southern
battle. expansion restarts.
Day 35: Eritrea invaded Day 183: Tanzania invaded from Kenya
Day 37: Ethiopia invaded Day 184: Aegea, Queen of the Amazons declares
Day 42: US naval forces board Qatar supertanker nationhood for the island of Hespera.
heading into Red Sea. Oil was going to Nile Empire. Day 185: Rwanda and Burundi invaded.
Day 50: Addis Ababa falls Day 195: The Great Nile Railway is completed
Day 72: Nairobi maelstrom bridge drops. Kenya Day 204: Tunnel to Merretika, the Land Below
invaded. Tanzanian force destroyed. surveyed.
Day 75: Kenyan forces annihilated. Day 235: Democratic Republic of the Congo and
Day 81: South Sudan and Uganda invaded. much of the Central African Republic are absorbed.
Day 89: Nile forces reach the shores of Lake Victoria Day 241: Storm Knights destroy the Robosphinx.
Day 95: Djibouti invaded and conquered with little Day 263: Medina hardpoint reduced to the city
loss of life. core.
Day 98: Glory events in Mecca. Day 298: Mobius announces the death of Alexus
Frest. Day of Celebration proclaimed.
Day 100: Stela SW of Mecca is ripped up. Zone
returns to Core Earth. Day 302: Baghdad maelstrom bridge drops. Iraq
invaded.
Day 101: Saudi Arabia reinforces Mecca.
Day 320: Nefertiri completes the conquest of
Day 102: Expansion southward halts and Doctor Kuwait, Iraqi Kurdistan and Eastern Syria.
Mobius begins increasing his supply of backup
stelae. Day 321: Mobius orders the halt of expansion to
replenish his supply of reality bombs.
Day 109: Doctor Mobius orders the construction of
the Great Nile Railway. Day 366: Vigils observing the one year anniversary
of the Possibility Wars are held.
15
S
torm Knights adventuring in the thrilling
STORM KNIGHTS
Nile Empire have many new options for
Experience Points (XP).
NEW PERKS
The new Perks below include more options for pulp
powers, miracles, new arcane traditions, and Perks
supporting the over-the-top heroes and villains of
the Nile Empire.
If a Perk lists Beta Clearance as a prerequisite
it may only be taken once the Storm Knight has
achieved that clearance level (50+ XPs) or greater.
When a Perk boosts an attribute, it counts exactly
the same as if the gain were purchased by XPs. If
the Perk is lost, so is the attribute gain. The standard
ceiling for a race's attribute remains unchanged
unless the Perk specifically increases it.
FAITH PERKS
Cosm: Nile Empire
There are many Core Earth religions found within
the Nile Empire, but all are oppressed save Mobius’
personal “Cult of Amaat.”
Amaatist Hem-Netjer
• Prereq: Miracles, at least two adds in faith.
The priest may not have Perks from a different
religion.
The priest is particularly in tune with the Ennead,
and the gods and goddesses grant him additional
boons beyond those who are less devoted. The
invoker gets access to the Amaatist Hem-Netjer
miracle list on page 47 and may select two of
those miracles plus prophecy.
Mummy
• Prereq: Must have died and been resurrected
by recall spirit (see page 47). If Perk selected at
character creation, the hero suffers an Injury.
This Perk is unusual in that it is granted when,
and only when, the character died, was properly
mummified, and then had his spirit returned to
his body through the invocation of recall spirit. The
character is no longer affected by poison, breathing,
eating, Fatigue, or other functions required by the
living. He is still affected by Shock, however.
16
PROWESS PERKS Trap Master
Cosm: Any • Prereq: At least one add in find, science, and
scholar
The pulp heroes of the realm are capable of heroic
The hero has a heightened awareness when a
feats—many of which aren’t exclusive to the Nile
trap is present, and how it is triggered. All tests
Empire!
made by the hero or nearby allies to avoid a trap or
complete steps of a deathtrap are Favored.
Aerial Acrobat
• Prereq: At least two adds in air vehicles
Wheelman
The character is exceptionally adept at • Prereq: At least two adds in land vehicles
maneuvering in the air, either close to the ground
Driving backwards at high speeds, dodging in
in slow flight, or while rocketing through the sky
and out of oncoming traffic, and generally being a
in a dog fight with fighters. Air vehicles tests are
badass driver is all in a day's work for this character.
Favored, and can be used instead of maneuver as
an interaction attack, however this usage doesn’t Land vehicles tests for stunts, completing steps of a
count as an Approved Action. chase, and making an Active Defense while driving
are Favored.
Ingenious
• Prereq: Mind 10+ SOCIAL PERKS
Cosm: Any
Not only is the hero incredibly smart, but she
knows how to use her brains in creative ways. The action comes fast and furious in the Nile
As a simple action, the character may spend a Empire, so more subtle social interactions are
Possibility to draw a Destiny card then take a Mind easy to gloss over. But a true hero is part of the
test. On a success, she may immediately draw community, and has more than just clenched fists
another Destiny card and put it into any player's as tools for solving a problem.
hand. On a Good Success she may draw two cards,
and select one to put into any player's hand. On an Famous
Outstanding Success she may instead draw three • Prereq: Charisma 8+
cards, and select one. Storied heroes may gain a reputation of being
honorable, true, and gracious. There’s just
Lethal Shot something about them that makes people gosh
• Prereq: Beta Clearance, Sniper, fire combat 15+, darn like them. Persuasion tests are Favored as long
missile weapons 15+, or energy weapons 15+ as the character is open about his identity, and
The character is one of the best shots in the once per act, the character may search the Destiny
world. If the sharpshooter fires an aimed ranged deck or discard pile for a Connection card and add
weapon and hits with a Vital Blow, he may spend a it to his hand.
Possibility to reroll any or all bonus dice. He must
take the new results. SPELLCRAFT PERKS
Cosm: Nile Empire
Just a Flesh Wound
• Prereq: Beta Clearance Magic is woven into the very fabric of the Nile
Empire. It’s a powerful tool for both heroes and
The hero has been around the block a few times,
villains. Mobius himself is known as not just a
and even when it seems she has suffered Wounds,
master of science but also of magic.
often they turned out to be merely a glancing blow.
Once, immediately after a combat ends, the hero There are multiple schools of unique study within
can spend a Possibility to recover 1 Wound. the Empire, and each jealously guards its secrets
17
from the others. Engineers and Mathematicians Although separate arcane traditions, Mathematics
aren’t traditional spellcasters at all, although and Engineering have a common origin—astrology.
they do learn and cast spells in the same way as a Some mathematicians and engineers are able to
standard mage. translate the concepts of the other discipline into
terms they can understand. However, their jack-of-
Astrologer all-trades nature prevents them from specializing
• Prereq: Nile Mathematician, knowledge of in either field.
contemplation or portent, and at least one add in The spellcaster gains access to the Mathematics or
scholar. Engineering spell lists, whichever one she doesn’t
Astrology is the ancient tradition of deciphering already have (see page 33), and can select two
the motions and placement of the planets amongst spells. Additionally, the hero may select Perks that
the stars. The discoveries of ancient astrologers led have Spellcaster as a prerequisite, unless the Perk
to the advancement of the Mathematics tradition. provides access to new spells.
The astrologer is trained to ascertain the influence The generalist may not select any other Perks that
of different planets, which represent the members have Nile Engineer or Nile Mathematician as a
of the Ennead, the Amaatist pantheon. prerequisite.
Each morning as the sun rises, the character may Gifted Numerologist
consult his astrological charts to divine upcoming • Prereq: Nile Mathematician, at least three adds
events and make a scholar test. Depending on the in divination.
Success Level, the casting of divination based spells
on the Mathematics list (and only those spells) are The spellcaster is uniquely talented in the study of
altered until the next sunrise. numbers, and can divine subtleties in the stars and
equations others cannot.
• Mishap: Divination tests to cast Mathematics
spells are Very Stymied and Possibilities spent The mathematician gains two spells from the
on divination tests do not have a minimum Mathematics list on page 33 and may reroll
result of 10. any result of 4 or 7 while casting a spell on the
Mathematics list.
• Failure: Divination tests to cast Mathematics
spells are Stymied. Master Astrologer
• Standard: Divination tests to cast Mathematics • Prereq: Astrologer, at least five adds in
spells are Favored. divination, and at least three adds in scholar.
• Good: No matter what the result of casting a The astrologer has discovered secrets in the skies
Mathematics spell is, the astrologer may reroll even experts in his field are unaware of. Not only
the divination test (either to succeed or get a can he now study the future, but he can actively
better success) even on a Mishap. The second alter the future of powerful people and interrogate
test stands. This effect lasts until the next reality itself.
sunrise. The astrologer learns the possibility rend and
• Outstanding: As Good but the astrologer is possibility shadows spells, which are described in the
Up when rerolling the divination test. Magic chapter of Torg Eternity. Possibility rend and
The scholar test may only be attempted once per possibility shadows are contradictory for characters
day. from the Nile Empire. The spell was discovered in
a place of power on Terra where the Magic Axiom
Astrological Generalist was locally 15.
• Prereq: Nile Engineer or Nile Mathematician. Possibility rend and possibility shadows are not
Cannot have any other Perk with Nile Engineer considered Mathematics spells as far as the
or Nile Mathematician as a prereq. Astrologer Perk is concerned.
18
Master Mason Pulp Sorcerer
• Prereq: Nile Engineer and at least three adds in • Prereq: Spellcaster. The character cannot have
two of alteration, apporation, or divination. the Nile Mathematician or Nile Engineer Perks.
Master masons are considered the most highly Some sorcerers have pierced the veil of the
qualified of the Engineers, and are held in high physical world and into the ethereal realm of
regard by their peers. illusion and spirits. The sorcerer gains access to the
Pulp Sorcery spell list on page 33, and may select
The engineer may select two additional spells two spells.
from the Engineering List on page 33, and tests
to cast the neutralize traps spell are Favored. Although some neophyte sorcerers are capable
of subtlety, as they advance further they are
incapable of this, and spellcasters with this
Nile Engineer
Perk must yell the names of their spells
• Prereq: At least one add in alteration,
while casting them. Loudly. Very, very
apportation, or divination. The character
loudly. Illusions are a noteable exception.
cannot have any other Spellcraft Perk
that grants access to another spell list.
Supreme Sorcery
Engineers have discovered the inner • Prereq: Beta Clearance, Pulp
workings of the universe’s structure Sorcerer, and at least 5 adds in alteration,
and have applied those lessons in the apportation, conjuration, or divination.
construction of huge monuments
and grand buildings. The engineer The pulp sorcerer has studied the
gains access to the Engineering ancient tomes of arcana and has
spell list on page 33, and may reached the pinnacle of his craft. The
select three of those spells. sorcerer may spend one Possibility
to know any single spell from either
New Spells: This Perk may be the Nile Empire Sorcerer (see Torg
taken more than once. Each time Eternity) or Pulp Sorcerer lists (see
after the first, the character learns an page 33) for the remainder of the
additional spell from the Engineering scene. He must still meet the Skill
list. requirement.
19
O
ne of the defining characteristics of
the Nile Empire is the existence of
pulp powers—extraordinary or even
supernatural abilities not associated directly with
magic, miracles, or technology. Something about
PULP POWERS
the Law of Heroism allowed pulp powers to spring
into existence. Some people with pulp powers are
heroes and use their gifts wisely and for the good
of society. Many don’t.
POWER ORIGINS
Pulp powers come in a variety of forms. Many
pulp powers are an inherent quality of the hero or
villain. Weird science gadgets and mystical artifacts
found in the desert or tombs are physical devices
that can activate pulp powers, which allows even
more people to tap into these powers. Some pulp
sorcerers have discovered that powers can also
be cast as rituals. To the trained eye, there is a
distinct difference between rituals sourced from
pulp powers and those based on arcane magic,
even though in some cases they are similar (e.g. the
Flight pulp power and the fly magic spell).
Pulp powers are Perks and are purchased as
described in the Perks chapter of Torg Eternity.
The actual trappings of the power are left up to the
player, whether the powers are inherent, gadgets,
mystical artifacts, or pulp sorcery rituals. To make
a pulp power stronger or increase its utility, the
character can select one or more Enhancements by
choosing Limitations as described in Torg Eternity.
Some Limitations are particularly suited for
gadgets, mystical artifacts, or pulp sorcery rituals.
No matter the trapping, pulp powers are supported
by the Nile Empire’s Law of Heroism. If outside the
Nile Empire, the use of pulp powers causes a one-
case contradiction (though some rumors state pulp
powers can be used without contradiction within
Wonders found in the Living Land).
INHERENT POWERS
Pulp powers inherent to the character usually
have some sort of event that granted these powers.
Perhaps the character was exposed to some strange
chemical, or was part of a medical experiment gone
wrong, or had been bombarded by cosmic rays.
20
Pulp heroes and villains generally don’t have a
whole slew of powers—usually it’s limited to one
ENHANCEMENTS AND
or two things they do really well. LIMITATIONS
Pulp powers are fairly unique from other Perks
GADGETS AND MYSTICAL and abilities in the fact that Enhancements can be
ARTIFACTS selected which increase the power level or utility
of the power. This can be done either by choosing
Gadgets and mystical artifacts are objects imbued
Limitations or as a new Perk selection by spending
with a pulp power, either through weird science or
XP. However, clever players can “game” the
by some ancient magical means.
system by selecting Limitations that aren’t very
To create a gadget, a character purchases a Perk to limiting and substantially increasing the power
select a pulp power, exactly as he would if it was an level of their hero.
inherent power. He just has to state what kind of
The Game Master gets the final call over
gadget the pulp power is based in, like electro-ray
approving Limitations for a power. The whole
being a gun, or force field being in a belt.
point of Limitations is they must actually be limiting
By purchasing a Perk the character is assumed in play, and they must trigger frequently. By selecting
to have enough eternium to power the gadget. a Limitation, the player is telling the GM to put
If he purchases a Perk to create a gadget later in a spotlight on this flaw. Tagging a Limitation is
the campaign, it’s assumed he’s acquired another not the Game Master being nasty, but the player
minor amount of eternium, enough to power the accepting these restrictions in order to have greater
new gadget. A mystical artifact is created in the power.
same manner, but is instead powered by an ancient
For example, if a pulp power is contained in
enchantment.
a gadget, it should only gain a Limitation for
Gadgets and mystical artifacts are very suitable for possibly being “lost” temporarily if it’s reasonable
several Limitations due to their nature as physical the character could actually lose possession of it
objects that can temporarily break, stop working, with some frequency, like weapons or hand held
or be removed from the hero’s possession. Gadgets tools. Items like armor, belts, or bracelets, which
and mystical artifacts purchased as Perks cannot can be worn and not “disarmed” like weapons,
generally be used by other people, except for should not be granted a Limitation just because
specific exceptions (see page 50). For some reason they’re a gadget.
they’re only attuned to the character, or only the
If the player will be upset he’s losing a power or
hero knows how to get the device to function.
his life becoming complicated due to a Limitation,
The origins of these artifacts are mysterious, and the player shouldn’t choose a Limitation and
much of the time they’re not associated with any should accept the lower (but still useful) power
ancient civilization, Egyptian or otherwise, that level. The cost of having really great pulp powers
actually existed on Earth. is occasionally (and at the most inopportune times)
they just don’t work or something bad happens.
PULP SORCERY RITUALS
Recently pulp sorcerers have begun to appear in NEW LIMITATIONS
the Nile Empire and on Terra, manifesting pulp In addition to those listed in the Perks chapter of
powers as elaborate rituals with bombastic names Torg Eternity, here are some new Limitations.
which are almost always enunciated as part of
the casting. Some of these pulp sorcerers have Major Limitations
also learned the arcane arts that originated with • A Mishap when using or activating this power
the traditions of antiquity. Those aspects of pulp occurs on a roll of 1–4. This may trigger an
sorcery are described in the Magic chapter. effect from another Limitation, or some other
effect at the GM's discretion.*
21
• Activating the power is a lengthy process and Limitations marked by an asterisk can only be
is not completed until the end of the opposing taken if the power requires a skill test to use or
side’s next turn. activate.
• After activating the power, the character
becomes Very Stymied.
• After activating the power, the character NEW PULP POWERS
becomes Very Vulnerable.
• While the power is active, the character is Adrenaline
Stymied. Prereq: Strength 8+
• While the power is active, the character is
Adrenaline enables the hero to manipulate their
Vulnerable.
adrenaline levels, effectively “pumping them up”
• Must spend one Possibility to activate the
for a brief period. Adrenaline may be activated once
power.
per act, and it lasts for 30 seconds. Upon activation,
• On a Mishap, activating the power causes one
the character does not take any Shock as long as
Wound which cannot be soaked. *
the power is active. When the power deactivates
• Skill tests when activating the power have a
for any reason, the character suffers Fatigue.
Hard (-4) penalty.*
• The power comes from a gadget affixed to a Enhancements:
vehicle or an immobile mount. • Ignores Pain: The character recovers 1BD of
• The power has a Weakness to a condition Shock and ignores Wound penalties for one
(heat, cold, water, etc.). When and while the minute.
character is exposed to that condition, he
• Longer: The duration increases to one minute.
becomes Very Vulnerable and Very Stymied.
• Stronger: The character gets a +1 bonus to
Minor Limitations Strength and Toughness while Adrenaline is
• A Malfunction when using or activating this active.
power can occur on a roll of 1–2.*
• Activating the power cannot be part of a Beastmaster
multi-action.* Prereq: Charisma 8+.
• After activating the power, the character
The beastmaster gains a dangerous animal
becomes Fatigued.
companion, such as a wolf, panther, or bear, which
• After activating the power, the character
fights alongside the hero during combat. The hero
becomes Stymied.
selects a strong animal (e.g. ape), a fast animal (e.g.
• After activating the power, the character
panther), or a pair of small animals (e.g. ferrets or
becomes Vulnerable.
birds).
• It isn’t possible to activate the power quietly.
Anyone in earshot will hear the power activate. The animal is as intelligent as the most well-
• A ranged power has a range of Touch and can trained dog, so it can follow basic commands,
only affect those in melee. such as attacking a foe it’s pointed at, protecting a
• Activating the power inflicts one or two Shock person or area, or going to or waiting at a familiar
(depending on if the power would be activated place the character has marked for it.
frequently or not). The player controls the animal. The Game Master
• The power is subject to a Vulnerability to a should only take over if the pet becomes confused,
condition (heat, cold, water, etc.). When and abused, or is off on its own.
while the character is exposed to that condition,
The animal companion does not have Possibilities
she is Vulnerable and Stymied.
of its own, but the character can spend his
• Skill tests when activating the power have a
Possibilities (and Destiny cards) for the creature
Challenging (-2) penalty.
even if they are separated.
22
If the animal is Defeated, it should be considered • Synchronized: Apply any bonus from a
incapacitated instead of slain. It returns at the Combined Action to damage as well as the
start of the next act. If it’s truly and undeniably attack itself.
killed, the character must spend several nights in
an appropriate environment to bond with a new Panther
companion. The companion may also return by Attributes: Charisma 7, Dexterity 10, Mind 5,
playing the Inevitable Return Cosm card. Spirit 8, Strength 7
Skills: Dodge 12, find 7, intimidation 9, maneuver
Enhancements: 11, stealth 13, survival 7, unarmed combat 11.
• Attribute: An animal increases one attribute Move: 12; Tough: 7; Shock: 8; Wounds: 2
by +1. Perks: —
• Prowess: An animal gains the benefit of any Possibilities: Never
one Prowess Perk it qualifies for. Special Abilities:
• Bite/Claws: Strength +2/9
• Telepathic: The hero can communicate with
his animal companions telepathically. Chameleon
• Menagerie: Gain a new companion. The Prereq: Charisma 8+.
animal must be different than the current This power allows the hero to completely change
companion. her appearance, to look and sound like any general
person, but not enough to look like a specific one
Ape (e.g. a common guard, but not the Lieutenant). It
Attributes: Charisma 7, Dexterity 7, Mind 5, Spirit also allows her clothing to change appearance, but
8, Strength 13 only in a cosmetic sense. Clothes might look like
Skills: Find 8, intimidation 10, survival 7, unarmed body armor but won’t provide any protection.
combat 9 When the character interacts with someone
Move: 7; Tough: 13; Shock: 8; Wounds: 2 who may be familiar with the person (if the hero
Perks: — chose the Doppleganger Enhancement) or position
Possibilities: Never being imitated, the character makes a persuasion or
Special Abilities: — similar test against the target’s evidence analysis or
Ferrets Mind. If the person has reason to be suspicious, the
Rather than a single creature, this represents test becomes a contest. The effect depends on the
a business of several (two to four) ferrets. The success level:
Wounds are used collectively for the group, with • Failure: The target penetrates the disguise
each Wound defeating an individual ferret but not and reacts accordingly. This may or may not
its companions. involve alerting other people around him.
Attributes: Charisma 9, Dexterity 10, Mind 5, • Standard: The target is completely
Spirit 9, Strength 3 unsuspecting.
Skills: Dodge 12, find 10, maneuver 11, stealth 13, • Good: Not only is the target unsuspecting,
survival 8, trick 10, unarmed combat 11. but any of his companions lose any suspicions
Move: 10; Tough: 3; Shock: 9; Wounds: 3 as well.
Perks: — • Outstanding: As Good and any additional
Possibilities: Never tests to fool others are Favored.
Special Abilities: Enhancements:
• Bite: Strength +1/4
• Get Them Off!: Ferrets get into all sorts of • Doppleganger: The hero may attempt to look
cracks and crannies and can attack the target's like a specific individual who she has seen close
lowest Armor without making a Called Shot. up.
• Size: Attacks against ferrets take a -6 penalty. • Favored: Persuasion tests to fool others are
Favored while this power is active.
23
• Tricky: The character can use persuasion misses, that attack is reflected back at the attacker
instead of trick when making an interaction using his action total, with a bonus to the total
attack while this power is active. This does not equal to the Active Defense bonus. Destiny cards
count as an Approved Action. may modify this total as normal, but additional
Possibilities cannot be spent to improve the result.
Dazzle Enhancements:
Prereq: At last one add in energy weapons.
• Control: The character may reflect an attack
This power creates flashes of bright light that against any target within range of the attack,
can temporarily blind a target within 10 meters. not just the one who attacked her.
The hero makes an attack with Dexterity or energy
weapons against the target’s dodge or Dexterity. • Mirrored: The character can also deflect
Unless the target has an ability to 'see' without light ranged energy attacks such as rays, lightning
(such as radar or sonar), they are affected as listed bolts, and lasers.
below, even if they are otherwise able to ignore • Power: Max base damage of an incoming
darkness penalties (e.g an elf's Darkvision). attack that may be reflected increases to 18.
The effect depends on success level: • Precision: Once per attack, take 2 Shock to
• Standard: The target is dazed and is treated add +2 to the reflected attack total.
as if in Dim light (-2 to attacks) until the end of
their next turn. Fear
• Good: The target is dazzled and treated as if Prereq: Spirit 8+.
in the Dark (-4 to attacks) until the end of their This power inflicts the target’s worst fears upon
next turn. them. The visions and panic may be illusionary
• Outstanding: The target is blinded and but the effects are real. Villains with this power can
treated as if in Pitch Black (-6 to attacks) until literally scare a person to death.
the end of their next turn. The character makes a Fear attack with Spirit or
Enhancements: willpower against the target’s Spirit or willpower.
The power has a range of 10 meters. A success
• Duration: The duration of any successful use causes 10 non-lethal damage, ignoring armor. This
of Dazzle increases to 2 rounds. power cannot be targeted at multiple people.
• Medium Blast Radius: Dazzle targets
everyone in a Medium Blast Radius. It can no • Good: +1BD damage
longer be Multi-Targeted. • Outstanding: +2 BD damage.
• Vulnerable: The target also becomes Enhancements:
Vulnerable with a Good Success, or Very • Aura: The hero gains the Fear Special Ability:
Vulnerable with an Outstanding Success. when a character first encounters the hero in an
act, he must make a willpower or Spirit test or be
Deflect Very Stymied.
Prereq: Dexterity 8+. • Control: Multiple targets can be affected
This power intercepts thrown objects, arrows, or using the Multi-Targeting rules as normal.
bullets. While making an Active Defense, the hero • Lethal: The damage becomes lethal.
gets a +2 bonus to dodge against any ranged attacks • Power: The target becomes Stymied on a Good
involving projectiles. The trappings of this power Success, or Very Stymied on an Outstanding
could be a strong wind, bulletproof shielding, or Success.
even just luck. • Range: The power's range increases to 50
When a deflecting hero takes an Active Defense, meters.
if a ranged attack with a base damage of 14 or less
24
Gadgeteer gizmo has three 'charges'. Each round the gizmo is
Prereq: Wealthy or Beta Clearance activated (either continuously or through separate
activations) expends one charge. On a Good Success
Some people like to play with new toys. Weird
the gizmo gets four charges, or gets five charges on
scientists just can't settle on inventing just one
an Outstanding Success.
gadget—there's always something new and shiny
that pops into their head. Alternatively, the hero If the gizmo is activated for the first time outside
may have a weird scientist friend or colleague who of round play, it lasts up to 10 minutes on a success,
gives them gadgets to "test". 30 minutes on a Good Success, and one hour on an
Outstanding Success. At the end of the duration, or
The hero chooses two gadgets. The gadgets can be
if a combat or Dramatic Skill Resolution begins, the
based on a pulp power which uses a hand to operate
gizmo's charges are immediately depleted.
and once activated, lasts for up to 30 seconds before
it becomes inert, or be a minor gadget detailed in The eternium splinter also depletes at the end of
the Gear section or other supplements (e.g rocket the scene, even if it has charges remaining.
pack or ray-gun). Enhancements:
At the beginning of each adventure, • Favored: The science test to create a gizmo
the Gadgeteer must replace both of his is Favored.
gadgets with different ones. • Robust: The gizmo will no longer
Enhancements: Malfunction.
• Supplier: At the beginning of each
• All the Gadgets!: The Gadgeteer gets
adventure, if the hero does not have a
three gadgets instead of two.
gizmo kit or three eternium splinters,
• Robust: The gadgets' Malfunction he acquires a kit and refreshes up to
ranges are reduced to 1. three splinters for free.
• Replenishment: The Gadgeteer may
spend a Possibility to power a minor
Invisibility
Prereq: None.
gadget's burnt out eternium splinter
until the end of the scene. Invisibility allows the hero to
become blurry and partially
Gizmos transparent to visible light at
Prereq: Weird Scientist will by taking a simple action.
She can still be seen normally
Ad hoc devices that weird
by infrared and ultraviolet
scientists construct on the fly
means. While this power
that replicate a single pulp
is active, she is treated
power are called gizmos. These
by targets trying to find
one shot gadgets are assembled in
or attack her as if she
the same manner as described in the
was in Dark light
Weird Scientist Perk but also require an
(a penalty of –4).
eternium splinter to function.
However, if she
Once per act, the hero may construct a attacks, that
gizmo by taking a Hard (DN 14) science
test. The difficulty increases to Heroic (DN
18) if the hero doesn't use a gizmo kit.
On a success the hero creates a gizmo
that replicates a single pulp power
with no Enhancements, and has
a Malfunction range of 1-2. The
RAVEN
25
penalty is reduced to Dim light (–2) until the end manner, including fog, gas, or just plain darkness.
of her next turn. The hero and anyone within the obscured area is
Enhancements: treated as being in Dim Light (–2 penalty). This
penalty applies to attacks into, within, or out of the
• Power: The hero becomes fully transparent to obscured area.
visible light, and now is treated as if she is in
Pitch Black darkness (for a penalty of –6). The Enhancements:
penalty still reduces to Dim (–2) if she attacks. • Power: The Darkness penalty increases to
• Favored: Stealth tests and physical attacks Dark (–4).
against a Flat Footed opponent are Favored • Control: The hero (and only the hero) is not
while this power is active. subject to the Darkness penalty caused by this
power, but is subject to Darkness penalties
Mind Reading caused by other effects.
Prereq: None. • Cloak: The area increases to 5 meters in
This power allows the hero to extract information radius.
from a person’s mind by touching a target. The • Disorientation: Maneuver attacks by the hero
target is fully aware an attempt to read his mind against targets who are subject to Darkness
is being made. The character makes a willpower or penalties within the obscured area are Favored.
Spirit test against the target’s willpower or Spirit.
The amount of information acquired depends on Power Upgrade
the Success Level. Prereq: Beta Clearance, at least one pulp
• Standard: The character detects surface power.
thoughts and emotions. The heroine has enhanced one of her pulp
• Good: The hero can detect and scan important powers, either by training, accident, improving a
memories, but these are usually vague. Exactly gadget, or a pulp sorcery ritual. She may select two
what constitutes an "important" memory is up Enhancements for one of her current pulp powers
to the GM, but should usually be interpreted in without requiring additional Limitations, or may
context of what is most dramatic with respect remove the equivalent of two Major Limitations, or
to the current adventure. While the birthday one of each option.
of a child is certainly important to a person,
their smartphone password likely has more Ray
relevance to the situation. Prereq: None.
• Outstanding: Important memories can be
The hero can fire a powerful blast of energy at a
extracted clearly.
target. It has a maximum range of 10/25/50 meters
Enhancements: and causes 13 damage. The ray contains five shots,
and regenerates one shot each round. Attacking
• Ranged: The hero can extract information with a Ray uses energy weapons unless otherwise
from a target up to 50 meters away. specified.
• Subtle: The target is unaware of the mind
reading attempt on a success (though he is Select a type of Ray from the list below.
aware of the attempt if it fails).
• Communication: The hero may communicate Blast-Ray
telepathically with a single target within 50 The hero fires a blast of concussive force.
meters. • Knockback: On a Good or Outstanding
hit against a target in melee combat, the
Obscure target is pushed out of melee combat. This
Prereq: None.
knockback cannot push someone into a
While activated, an area three meters in radius dangerous position (such as into a pit full of
surrounding the hero becomes obscured in some snakes or off a cliff) unless they’re Defeated.
26
Electro-Ray is put out. The target can extinguish a fire by
dropping and rolling and making a successful
This ray is a powerful bolt of electricity.
willpower or Spirit test as an action.
• Dangerous When Wet: Increase the damage • Damage: The damage is increased to 15. This
by +2 in light rain or if the target is standing in does not apply to Mind-Ray or Sonic-Ray.
a puddle, and +4 in heavy rain or if the target is • Frozen Feet: Cold-Ray also makes the target
in water up to his ankles or higher. Vulnerable on a Good or Outstanding hit.
• Lethal: Mind-Ray increases to 13 lethal
Heat-Ray damage.
Heat-ray is a powerful beam of intense heat. • Painful: Electro-Ray becomes Painful, and a
• Fire: The hero can also shoot a blast of fire target taking any damage suffers 1 extra Shock.
that does 2 less damage but attacks the target’s • Rapid Fire: The character may use the Short
lowest Armor. Burst option when using his Ray.
• Range: The range increases to 20/50/100.
Mind-Ray • Shots: The power now holds 10 shots.
The hero can slam another person’s mind with • Small Blast Radius: The ray affects everyone
his own using mental energy. He attacks using in a Small Blast Radius.
willpower or Spirit against the target target’s own • Sonic Devastator: Sonic-Ray gains AP 4.
willpower or Spirit. The damage is 10, ignores all
armor, and is non-lethal. Regeneration
Prereq: Strength 10+.
Targets with the Mindless special ability are
immune to this power. The character is blessed with incredibly fast
healing. He can shake off punches quickly and, in
• Headache: On a Good or Outstanding hit, the some cases, Wounds can visibly close.
target also becomes Vulnerable.
Cold-Ray
Cold-Ray is a blast of cold that freezes the target, EXAMPLE LIMITATIONS
possibly even temporarily locking his feet to the Some players may have difficulty coming up
ground or within ice. with appropriate Limitations. Here are some
• Cold Feet: On an Outstanding hit against a examples:
target on the ground, the target is immobilized • A hero who has a power he generates
until the end of its next turn. The target can using his own lifeforce, and becomes Stymied
otherwise act as normal. and Vulnerable when he activates the power
(two Minor Limitations).
Sonic-Ray • A hero who gets injured becomes super
Sonic-Ray is a powerfully loud scream. If any strong (Major Limitation).
Wounds are inflicted, the target is also deafened
for one round. Sonic-Ray does 11 damage, with • A hero has a belt which can create a
Armor Piercing 2. force field or create an area of darkness, but not
both at the same time (one Minor Limitation).
• Ringing Ears: On a Good hit, the target
becomes Stymied. On an Outstanding hit, the • A villain with a Mind-Ray rifle, which
target becomes Stymied and Vulnerable. can be disarmed and cannot be used in melee
(two Minor Limitations).
Ray Enhancements:
• A hero with an electric ball-and-chain
• BBQ: On a Good or Outstanding hit with (Electro-Ray), which can be disarmed, and
Heat-Ray, the target is set on fire and takes must be used in melee (two Minor Limitations).
8 +1BD fire damage each round until the fire
27
Most weird science is powerful, but not always reliable.
This power is always active and the hero heals one the war the Rocket Rangers continued to operate
Shock per round at the end of his turn. under the control of the American government, but
Enhancements: some Rangers realized the threat Doctor Mobius
presented and joined the Mystery Men on their
• Dead Hard: The character must already way to Earth.
have selected the Fast Healing Enhancement.
If the hero gets an Outstanding Success when Members of the Rocket Rangers utilize rocket
attempting a Defeat test, the hero isn’t KO’ed propelled suits, powered with an ingot of eternium.
and keeps fighting as normal. Once fully upgraded a ranger can fly faster than
• Fast Healing: The character heals one Wound prop-driven fighters, smash through airplanes, and
per scene. even crash into the ground without major damage.
The base model Mk 1 Rocket Ranger battlesuit
Rocket Ranger Battlesuit is piloted with the air vehicles skill and has the
Prereq: At least one add in air vehicles, following properties:
Charisma 8+ • The Flight pulp power, however the ranger
The Rocket Rangers are an elite group of soldiers, can fly at 20 meters per round or 160 meters
many of whom fought for the United States in per round (Value 11) if “rushing.”.
Terra’s Great War. They were chosen for their • Armor +4: Reduces Collision damage by -4.
leadership as opposed to their physical prowess, Max Dex 8, Fatigue +2, Weakness to Cold (see
and proved to be a critical weapon against the forces page 21).
of Germany and her allies, including Mexico. After
28
• Since the battlesuit is powered by eternium, • Reinforced Power Gauntlets: The battlesuit
it does not have a Tech Axiom, but is a becomes stronger and the pilot gets a +2 bonus
contradiction anywhere pulp powers would to Strength tests and unarmed combat damage.
be.
Sleep
Unfortunately, despite the tendency of the Prereq: None.
battlesuit to overheat, it is still susceptible to seizing
up when exposed to extreme cold. This power makes the target dozy and may put
them to sleep. The character undertakes a willpower
This Perk can be taken multiple times, and each or Spirit contest against a single target within 10
time the hero chooses one of the following options. meters. On a success the target becomes drowsy
For each option, the Mk number increments by one. and Vulnerable. A Good Success causes the target
• Advanced Actuators: The armor increases to to become lethargic—they become Flat Footed. An
Full Body coverage. Outstanding Success KO's the target if they are
• Cooling Vents: These vents open up when shaken they can wake up by succeeding at an easy
the suit begins to overheat. The battlesuit now (DN 8) Strength test.
only causes Fatigue +1. Enhancements:
• Crash Cushioning: Collision damage is now
reduced by a total of –8 and increases Torpedo • Control: The character can put multiple
Mode damage by +2. targets to sleep by using the Multi-Targeting
• Torpedo Mode: The battlesuit’s helmet and rule.
actuators lock, turning the ranger herself into • Deeper Slumber: The target also becomes
a projectile. The Rocket Ranger is unable to Stymied on a Standard or Good Success. On an
fire weapons or make attacks, but the suit’s top Outstanding Success, a KO’ed target requires a
speed increases to 700 kph: Speed Value 16, Hard (DN 14) first aid test to be revived.
Very Fast, with a Maneuver Rating of –2. The
pilot may ram or collide in this mode! However,
Super Sense
Prereq: None.
he may only ram Large or Very Large targets,
and takes the -2 MR penalty when doing so The character has at least one sense enhanced
due to poor maneuverability. Switching into or beyond normal human capability. The hero chooses
out of torpedo mode requires an action, but the two Enhancements for free.
character may move and even rush during that Enhancements:
turn.
• Dark-Sight: The character can see in fog,
• Internal Gyroscopes: The battlesuit is now
darkness, or similar concealment. The character
equipped with internal gyroscopes that increase
cannot detect color though. The hero can “see”
the maneuverability of the suit when in attack
via sound waves (echolocation), radio waves
mode. The Max Dex of the battlesuit increases
(radar), or some other mystical method. The
by one. This enhancement may be purchased
hero ignores four points of Darkness penalties.
more than once.
• Eagle-Vison: The character has incredible
• Omni-Directional Rangefinder: This sensor
vision. She can see things from out to one
allows the pilot to be aware of his surroundings
kilometer as if she was looking at it from only
with a 360 degree field of view, and alerts him
two feet away, and can view small objects as if
to incoming danger by directional tones. Offset
magnified 10 times. Find tests involving distant
up to 4 points of Range penalties.
objects are Favored.
• Radar: This upgrade allows the Rocket
• Hyper-Awareness: The character is difficult
Ranger to detect enemies when in complete
to sneak up on. Defending against a stealth test
darkness or when obscured by clouds or fog.
is always a contest, and the hero’s find test is
The Rocket Ranger ignores up to 4 points of
Favored.
Darkness penalties.
29
• Sixth Sense: The character receives Enhancements:
premonitions of things about to occur in the • Boomerang: The shield automatically returns
next few seconds. The hero is never considered to the hero when thrown.
to be Flat Footed or surprised when attacked. • Control: The hero may spend 2 Shock to
This does not apply to any of her allies. provide the defense bonus to an adjacent ally.
• Super-Hearing: The character has an increased This is a free action but must be done before the
ability to hear otherwise barely audible sounds, attack roll is made.
even in the presence of background noise. The • Ricochet: The shield can ricochet off
character can hear normal conversations as surfaces or even people, and can hit multiple
far away as 500 meters by succeeding at a find targets (using the Multi-Targeting rules as
test. She can discern the nature of someone she usual). It also can bounce off of surfaces
hears by making an evidence analysis test. such that it ignores cover unless the GM
• Super-Scent: The character has an increased rules otherwise (such as no suitable surface).
sense of smell and taste, and tracking tests are
Favored when using her sense of smell. Find Uncanny Dodge
tests to detect poisons have a +4 bonus. Prereq: Dexterity 10+.
• X-Ray Vision: The hero can see through one
layer of solid object as if it wasn’t there, such Despite not wearing armor, quick and agile pulp
as seeing into a closed safe. If it’s dark inside a heroes and villains regularly escape serious injury
closed object, the hero can see as if that space from bullets, electro-blasts, heat-rays, and shark
was illuminated. bites, instead only getting their costume or uniform
ripped.
Tough as Nails The hero may suffer 2 Shock to attempt to Soak
Prereq: Strength 10+, Dexterity 7- damage, rather than spending a Possibility. Use
The character is not particularly agile, but is reality for the attempt as usual.
incredibly resilient, and shrugs off blows that Uncanny Dodge is always active, but only if the
would stagger a horse. The character gains a +4 hero has no Armor bonus to Toughness from any
Armor bonus to Toughness which counts as Full source other than a mask.
Body Armor with a Max Dex 8.
Enhancements:
Enhancements:
• Favored: The hero’s attempts to do an Active
• Built Like a Brick Outhouse: The Armor Defense are Favored.
bonus is +5. • Dumb Luck: An Outstanding Success gives
• Poison Resistant: The character can make a back the initial 2 Shock suffered in order to
Strength test every 3 rounds to end poison, and soak damage.
those tests are Favored. • Nimble: The hero’s dodge, melee weapons, and
• Stalwart: The brute’s Shock limit increases by unarmed combat defenses gain a +1 bonus.
2.
30
Enhancements:
• Power: The hero can also run up walls or on OTHER GADGETS
the ceiling as fast as her run speed.
• Look Ma, No Hands: The hero doesn’t need Characters can also acquire gadgets in other
to use one hand to stabilize herself on the wall ways, often by “liberating” them from their
or ceiling, and can take actions for the rest of previous owners, or by acquiring them through
the round which require the use of two hands. the black market (see page 50).
• Wall Scramble: The character may move Gadgets acquired by selecting a Perk normally
through enemies and out of close combat do not function in the hands of another person.
without becoming Vulnerable while there’s a However, a reality-rated character can make a
wall nearby. Perk-based gadget function for them for one
round by a spending a Possibility. Any skill
Weird Scientist test or additional cost must be done normally.
Prereq: At least two adds in science. Weaker gadgets are powered by eternium
This Perk is intended for creative players who like splinters and can function for anyone.
to narratively come up with unique and interesting The use of gadgets is contradictory outside
ways to solve problems. the Nile Empire, unless in strange areas like
Weird scientists often have a compulsion to create the Wonders of the Living Land.
new inventions, which may or may not work, and Gadgets cause One Case contradictions for
then abandon them to create something new. natives of the Nile Empire when used outside
Once per scene, the hero can use locally available the realm or a Four Case contradiction for
parts and tools (GM’s call) to create a device to aid those who are not from this reality.
in overcoming a particular obstacle (e.g. picking There is no equivalent for mystical artifacts.
an unpickable lock, hang gliding off a cliff, or If one is acquired, it will only function for
making an improvised weapon). These devices someone if they spend a Perk to attune it to
really shouldn’t function with the materials and themselves.
tools available, but they really do work. Most of the
time. Briefly. Once.
The nature of the device doesn't need to make bonus to a single skill or attribute test involving the
pure scientific sense, but should be different than problem. On an Outstanding Success that bonus is
recent uses of this Perk. No spamming! +4 instead.
The time it takes to construct the device is up to On a Mishap something particularly dramatic or
the GM, but usually takes at least 10 minutes to amusing occurs.
several hours. The player must come up with an
Enhancements:
interesting description of the device.
• Favored: The hero’s science tests to create a
When it comes time to use the device, the Storm
device are Favored.
Knight rolls a science test. The test is only rolled
• Quick: If the device's construction is relatively
when it is dramatically appropriate, any roll prior
simple (GM's call) such as tin foil, chewing
to when the device is really needed doesn’t apply.
gum, and a paperclip, the hero can sacrifice his
If the weird scientist doesn't have a gizmo kit, the
action to construct the device in a single round.
test is Hard (DN 14). The test is related to this pulp
He can still move as normal to assemble the
power, and so it does create a contradiction.
device. The device is completed at the end of
On a success the device functions and can be used the hero's turn.
to overcome the hero’s problem, though this may
require additional skill tests (e.g. lockpicking or air
vehicles). On a Good Success the hero grants a +2
31
T
he Nile Empire is a magical realm, one
where ancient sorcery mixes with modern
knowledge to create pulp sorcerers. More
deliberative traditions in magic revolve around
the art of astrology. Mathematics investigates
the power of numbers and the cycles of the stars
and planets to predict the future. Engineers use
astrological alignments and arcane techniques to
study and build structures. Both of these traditions
are core parts of the Imperial bureaucracy, but
heroes are starting to use them against Mobius.
MATHEMATICS AND
ENGINEERING
MAGIC
Mathematics is an ancient arcane tradition
developed during the Bronze Age of Terra but
faded after civilizations fell over 3,000 years ago.
With the rise of Doctor Mobius, Mathematics has
returned.
The ancient Egyptians believed there is powerful
magic in numbers, and they were right! Specifically,
they believed the numbers 2, 3, 4, and 7, as well as
their multiples and sums, had mystical properties.
Later, astrologers monitoring the motion of the
stars and planets discovered these heavenly bodies
reflected the power of numbers, and that fact could
be used to enhance predictions of the future.
Mathematicians are not just stuck thousands of
years in the past. Modern discoveries have enabled
new spells to be discovered. The discovery of
imaginary numbers led to the science of waves, and
mathematical spellcasters applied those discoveries
in a variety of ways. Spells like corporeal diffraction
and harmonic wave utilize waves in magical ways
that astound physicists.
The magical tradition of Engineering is related to
Mathematics. Early engineers realized pyramids fit
perfectly within the Mathematics paradigm, with
their four visible sides (2 squared), eight edges
(2 cubed), and five vertices (the sum of 2 and 3).
Additionally, pyramids with features aligned
with the stars’ positions at certain special times
of the year were found to have enhanced magical
properties. Later, spells developed for pyramids
were applied to other forms of buildings and
construction (but not natural caves).
32
Mathematics and Engineering are not very flashy
traditions. With a few exceptions, these spells’ effects AVAILABLE SPELLS
are not dramatic (ironic considering the reality).
However, Mathematics and Engineering spells Below are the spells a character with the Nile
have understated utility in predicting future events Mathematician Perk, Nile Engineer Perk, or
and investigating buried tombs in the Nile Empire, Supreme Sorcery Perk can choose.
dungeons in Aysle, and even buildings throughout
Core Earth and the other higher-tech realms. • Engineering: Alarm*, bullet*, calculate
weakness, detect magic*, detect traps, dispel
Most mathematicians and engineers come from magic*, entropy, map building, mage hands*,
Khem and the cosms Doctor Mobius invaded mage light*, magical trap, mechanical trap,
previously. Only a few are native to Core Earth (and neutralize traps, open lock*, pathfinder*.
even then have transformed). Most mathematicians
are loyal to Doctor Mobius, but a handful have • Mathematics: Armor*, calculate weakness,
turned away from the High Lord and now work contemplation, corporeal diffraction, detect
with the Delphi Council. magic*, dispel magic*, gain language*, haste*,
harmonic wave, one by four by nine, pathfinder*,
portent.
MAAT MATRICES
• Pulp Sorcery: Astral form, blue bands
Nile engineers cast spells and rituals that aid in of Bastet, figment, glamor, images of Isis,
the construction of buildings, monuments, bridges, invisibility*, phantasm
roadways, and railways. Most importantly,
engineers construct pyramids. These capabilities, *Detailed in Torg Eternity
while important to the background of the Nile
Empire, are not expected to be of interest to most
Storm Knights.
A bound spell may be cast by anyone with the
However, many buildings and tombs that are the appropriate skill who holds a was scepter attuned
settings of Nile Empire adventures were previously to the building. He doesn’t need to know the spell,
enhanced by engineers. Engineers create a “maat nor be able to actually cast magic spells normally—
matrix” which is an arcane energy field anchored the was scepter grants the holder the knowledge to
in the structure of the building. This creation is cast the spell while he holds it. Bound miracles can
not easy and requires the coordination of multiple be invoked by anyone with the faith skill who holds
engineers and a week of preparation. This maat a was scepter, but those who have faith in a religion
matrix effectively creates an enchanted item, it’s other than Amaatism are treated as unskilled and
just that the “item” is the size of a building. can only use their base Spirit.
After the maat matrix is established, spells and Those who do know a spell or miracle bound to a
miracles can be bound to the structure. Until recently, maat matrix are Favored when casting or invoking
only spells from the Mathematics or Engineering it as long as they wield an attuned was scepter.
traditions were bound to Nile Empire buildings. Traps created by a spell are made permanent if
However, with the exposure of other traditions of bound to a maat matrix.
magic, any spell that isn’t contradictory can be cast
into a maat matrix, including pulp sorcery spells
(but not those based on pulp powers) and spells
HIEROGLYPHICS
from other cosms. Miracles can also be infused into Many structures, including ruined tombs,
a maat matrix but only if they’re available to those “modern” buildings, and pyramids, display
who follow Amaatism (even if they’re not invoked huge spreads of hieroglyphics on their walls.
by an Amaatist priest). Once cast or invoked, All of these spreads tell legends and stories.
engineers spend a day binding the spell or miracle These stories may be of pharaohs, or heroes on
into the maat matrix. adventure, or about the owner or inhabitants of
the building. In addition to their intrinsic value,
33
when some Egyptian sorcerers learned how to
fling lightning.
RITUALS AND ASTROLOGY
Sorcery was rediscovered on Terra shortly after
There are additional effects in the Mathematics Doctor Mobius began his conquests of other
and Engineering disciplines, as well as miracles realities. These modern spellcasters, now known
cast by Amaatist priests that extend beyond as pulp sorcerers, are flashy, not only through
what is listed here. Generally though, these the effects of their spells, but in their spellcasting
effects apply more to the background or the technique. Many pulp sorcerers frequently name
story, as opposed to being directly cast by their spells alliteratively, like renaming lightning
Storm Knights or their foes. Examples include to the shocking spell of silurius! (exclamation mark
enhancements to buildings, wards, death traps required). Furthermore, they yell the name of the
(as opposed to simple traps), and the powers of spell as they cast it (except for illusions).
pyramids.
Some pulp sorcerers discovered rituals that
Some rituals are only possible during certain expand their repertoire, much like weird science
alignments of the planets (such as the ritual gadgets can produce more advanced effects than
cast by the priests of Khem to resurrect the Nile Empire’s Tech Axiom allows. These rituals
Doctor Mobius), and these are better handled are pulp powers and are not cast in the same manner
in the Torg Eternity rules as a Dramatic Skill as arcane spells. The distinction is subtle though,
Resolution, as opposed to an actual spell entry. and few non-practitioners notice the difference.
The bottom line is the spells and miracles
detailed in this book should not be construed
as the limit of these traditions and rites. ILLUSIONS
Illusions are spells with a variety of forms, and
players can use them in many creative ways,
these stories, if bound into a maat matrix, can although details are determined by the specific
absorb the power of those stories in the form of spell cast.
Possibility Energy. That energy can be used to Game Masters are encouraged to allow player
empower spells and miracles, even by Ords, as creativity but have the authority to decline an
long as they wield an appropriately attuned was application of an illusion or apply additional
scepter. Difficulty Modifiers. The illusion should be simple
and believable.
Sorcery is an ancient magical tradition, one • Senses: Illusions affect viewers' primary
practiced at least as early as Terra’s Bronze Age, senses (sight, hearing, touch, smell, taste)
but legends say sorcery was even more common in and can be perceived by anyone in the area.
an Age prior to that. Mindless creatures are affected by illusions,
as they still have senses, even if they have no
After the collapse of the Bronze Age civilizations, minds.
sorcery disappeared. Some reality scholars • Substance: Illusions 'appear' to have physical
speculate the Magic Axiom of Terra simply fell substance—bullets may appear to bounce off,
below the levels that support organized magic. or a person touching one may feel it— but they
However, with the rise of Doctor Mobius and are not truly concrete. For example, if someone
his acts to raise the Nile Empire’s Magic Axiom, walks onto an illusionary bridge, they will fall
sorcery has returned—in spades. through.
Ancient sorcery only produced effects which were • Damage: Illusions usually cannot cause direct
not especially flamboyant. The lone exception was physical damage, but can be used as part of an
a brief period near the end of the Bronze Age, interaction attack.
34
• Concealment: Illusions can provide
Concealment but not Cover.
• Difficulty Modifiers: Illusions cannot
PYRAMID POWER
move from place to place under normal Pyramids are special structures inherently
circumstances, but can do so if the spell is attuned to the harmony of the universe,
cast with a Challenging (-2) penalty. Specific especially when the pyramid’s sides are aligned
individuals or objects can be replicated by with certain planets at certain times of the year.
taking a Hard (-4) penalty to the spellcasting The unique numerological properties of its
test. physical form allow the pyramid to naturally
• Disbelieving: Unless otherwise stated, living be imbued with arcane and spiritual energy.
beings perceiving the illusion believe it unless They do not require maat matrices to be created
they interact with it in some manner (e.g. in order to bind spells and miracles to them,
touching or shooting it), or if an interaction or the maat matrix forms naturally within a few
physical attack made by the illusion misses the weeks after construction is complete.
target. To disbelieve the illusion, the character Additionally, pyramids naturally absorb
makes an evidence analysis or Mind test vs. the Possibility Energy. That absorption is increased
caster’s conjuration as a free action. If the caster when legends are written on the interior walls
is present the test becomes a contest. If multiple with hieroglyphics. The minimum size a
beings attempt to disbelieve the illusion at the pyramid needs to be is 40 meters on a side (the
same time, they may do so as a Combined Great Pyramid is 215 meters long).
Action. Once anyone disbelieves the illusion,
the illusion is broken and fades away.
or if the caster’s astral form or physical body is
subject to an effect like the banish miracle.
NEW SPELLS
The hero can view the physical realm as if he
Astral Form were physically present but cannot interact
Axiom Level: 10 with beings or objects present. However, he can
Skill: Alteration 16 interact with and be attacked by ghosts, spirits, or
Casting Time: 1 Action other immaterial entities. Any of his abilities not
DN: Hard (DN 14) connected to physical objects can be used in astral
Range: Self form, including inherent pulp powers, pulp sorcery
Duration: Concentration rituals, miracles, or spells. He can also attack using
Parallel to our physical existence is an immaterial unarmed combat. These abilities and attacks only
one, a realm of ghosts and spirits. Some of these affect immaterial beings. Invoking banish while
vengeful spirits, under a high enough Magic in astral form on an already immaterial foe has no
Axiom, can physically manifest and appear as effect.
demons. Skilled sorcerers have discovered a means Attacks that can affect ethereal beings work on the
to replicate this feat, but in the other direction. caster’s spirit for full effect.
When successfully cast, the sorcerer intentionally Success Levels:
separates his spirit from his physical body, and • Good: The character becomes invisible but
his body becomes helpless and inert, as if he were can become visible and speak to others in the
sleeping. The hero’s astral form is transparent, physical realm as a simple action. The caster
ethereal, and can fly as fast as he can run. The still cannot touch or otherwise physically
character remains connected to his physical body interact with any objects, but can make verbal
through a silver cord, and can travel up to one interaction attacks.
kilometer away. The spellcaster may instantly • Outstanding: As Good and the spellcaster
move back into his physical body as a free action. can travel any distance away (in the same realm
This also happens if the caster loses Concentration or cosm) from his body, and can travel to that
35
location instantly (though he must already be Contemplation
familiar with that location). Axiom Level: 6
Skill: Divination 12
Blue Bands of Bastet Casting Time: 1 minute
Axiom Level: 14
DN: Standard (DN 10)
Skill: Conjuration 12
Range: Self
Casting Time: 1 Action
Duration: Instant
DN: Target’s dodge or Dexterity
To be able to cast this spell at all, the spellcaster
Range: 20 meters
must spend an hour quietly meditating on the
Duration: Concentration
universe. This can include studying astrological
The sorcerer yells out the name of this spell while
charts as part of the use of the Astrologer Perk. After
making circular motions with his fingers, causing
this preperation is complete, the Mathematician
glowing blue bands of energy to form and constrict
subconciously considers potential outcomes
around a single target (Multi-Targeting may not
which can be brought to the forefront by casting
be used). On a success, the target is Stymied and
contemplation once per scene until the next sunrise.
Vulnerable until the spell ends.
On a success, the Storm Knight may draw two
Success Levels:
new Destiny cards and then immediately discard
• Good: The target is restrained. To escape the
two cards.
target win a contest of Strength vs. the caster's
conjuration. A nonplayer character who casts this spell
• Outstanding: As Good but the duration successfully may reroll one test or contest during
increases to one minute, and the caster’s test to the rest of the scene, even a Mishap, as if they
keep the target restrained is Favored. played a Second Chance card.
Success Levels:
Calculate Weakness • Good: The Storm Knight draws three cards
Axiom Level: 8 and then discards three cards. A nonplayer
Skill: Divination 12 character gets a +2 bonus to the reattempt.
Casting Time: 1 Action • Outstanding: The mathematician draws
DN: Standard (DN 10) three cards then discards two cards. Nonplayer
Range: Self characters get a +4 bonus to the reattempt.
Duration: Concentration
Calculate weakness is cast on one (and only one) Corporeal Diffraction
heavily armored opponent or an object, and allows Axiom Level: 14
the caster to find a weakness in the target's armor. Skill: Alteration 12
The spellcaster writes out a series of equations and Casting Time: 1 minute
informs his allies in hearing range the location of DN: Hard (DN 14)
the weak spot. If the caster is unable to write out Range: Self
the equations, he must do the calculations in his Duration: Concentration
head which makes it a Hard (DN 14) divination test. By calculating his own vibrational frequency, the
While this spell is active, the spellcaster allies may mathematician can decrease that frequency to a
make a Called Shot (-4 penalty). On a hit, the attack point he (and everything he is wearing) can pass
gains Armor Piercing 2. through spaces physically smaller than himself.
The spellcaster isn’t just able to pass through a
Calculate weakness cannot be cast again until the
single opening, but can pass through multiple
first casting ends.
openings like bars or a portcullis. On a success,
Success Levels: the mathematician can pass through openings 10
• Good: The hit gains AP4. centimeters across or larger.
• Outstanding: As Good and the attacker deals
This calculation is not simple and it does pose
the target an additional +1BD damage.
some danger. Concentration must be maintained
36
while passing through openings, and should and states a certain mathematical formula. If the
concentration fail, the spellcaster’s body is forcibly object is held by a character, the test is treated as a
ejected forward or backward through the opening Called Shot.
(whichever is closer). To avoid injury, the caster On a success, the object begins to rot or disintegrate.
must succeed at a Hard (DN 14) alteration test. On If the object is held by a character, actions using that
a failure, he takes one Wound. On a Mishap, he item have a –2 penalty, and damage is reduced by
takes 1 BD Wounds. These wounds may be soaked 2. If the object is armor, the bonus to Toughness is
normally. decreased by 2. At the end of the spell, the penalty
Success Levels: goes away.
• Good: The spellcaster can pass through If the object is not in anyone’s possession, it loses
openings one centimeter across or larger. 2 points of cover and Toughness each round.
• Outstanding: The mathematician may pass Once the object’s Toughness reaches zero, the
through an opening one millimeter across or object disintegrates into dust. Eternity Shards and
larger. Darkness Devices are not affected at all by this
spell.
Detect Traps
Axiom Level: 10 Success Levels:
Skill: Divination 10 • Good: The penalties are increased to –4.
Casting Time: 1 minute • Outstanding: The object disintegrates unless
DN: Standard (DN 10) it is a magic item, sacred item, or mystical
Range: Self artifact.
Duration: 6 hours Figment
The engineer touches the walls of an individual Axiom Level: 13
structure, and closes his eyes. For the duration, the Skill: Conjuration 10
engineer may use his divination skill to avoid traps. Casting Time: 1 Action
This spell does not detect traps that are the result DN: Standard (DN 10)
of a Cosm Card or deathtraps (thanks to the Law of Range: 50 meters
Drama). Casting Detect traps can only be attempted Duration: Concentration
on the same building once every six hours (even if The illusionist closes his eyes briefly and imagines
the casting fails). an object up to the size of a small house or a large
See page 114 for more information on traps. dinosaur. He then opens his eyes and motions
Success Levels: towards the target location. This spell creates an
• Good: The caster and nearby allies’ tests to illusion of a new object (see Illusions on page
avoid traps are Favored. 34). Figment cannot make something that already
• Outstanding: As Good and if a player has exists look like something else. If the caster wishes
a Cosm card that causes a trap to go off, that to create multiple objects, the Multi-Targeting rule
player may discard it for the full benefit. applies.
As long as the caster maintains concentration he
Entropy can make the illusion change shape or state, such
Axiom Level: 10 as speaking, or moving its hands, etc. The illusion
Skill: Alteration 12 can be used as part of an interaction attack, but
Casting Time: 1 Action cannot do physical damage.
DN: Hard (DN 14) or target's dodge or Dexterity Success Levels:
Range: 50 meters • Good: The spell's duration is increased to 1
Duration: Concentration minute and interaction attacks made with the
The engineer points at an inanimate object or a part illusion are Favored.
of a larger object (such as the wheels of a truck) no • Outstanding: As Good and the interaction
larger than something a typical human can carry, attack may use the caster’s conjuration skill
37
instead of the interaction skill. The Repeated Harmonic Wave
Actions restriction of the Multi-Action rule Axiom Level: 10
does not apply for this attack. Skill: Alteration 14
Casting Time: 1 action
Glamor DN: Target’s dodge or Dexterity
Axiom Level: 13 Range: 10 meters
Skill: Conjuration 12 Duration: Instant
Casting Time: 1 Action Mathematicians are familiar with the concept that
DN: Standard (DN 10) harmonics can amplify the power of anything,
Range: 50 meters even to the point of allowing something as light
Duration: Concentration as air destroy a bridge, simply by blowing at its
The caster closes his eyes and briefly imagines an harmonic frequency. Harmonic wave changes the
object up to the size of a giant or train locomotive harmonic frequency within an object or organism.
changes to appear to be something else (e.g. Mathematicians often joke, calling it “being on the
making a car look like a tree). He then opens his same wavelength as someone”.
eyes and motions towards the object in question,
The spellcaster motions with her fingers,
which then appears to be the new object.
starting with a single index finger, then both
This spell is an illusion (see page 34). It index fingers, then four, then eight before
cannot turn an object invisible, nor can it make pushing out with her hands at the target. The
an object appear that didn't exist previously harmonic wave causes 10 damage that ignores
(e.g. an intact bridge over a canyon). If armor.
the caster wishes to make multiple
Success Levels:
objects appear different, the Multi-
• Good: +1 BD damage.
Targeting rule applies.
• Outstanding: +2 BD damage.
The illusion cannot do physical
damage, but can be used as Images of Isis
part of an interaction attack. Axiom Level: 14
Success Levels: Skill: Conjuration 14
• Good: The spell's Casting Time: 1 Action
duration increases DN: Standard (DN 10)
to 1 minute and Range: Self
any interaction Duration: Concentration
attacks made with Images of Isis is cast by the
the glamor are Favored. sorcerer making motions with
• Outstanding: As Good and the his hands and spinning around
caster may use his conjuration skill once. On a success, two nearly
instead of the interaction skill perfect illusory duplicates of the
when making an interaction caster appear and move into, out of,
attack. The Repeated Actions and around the caster like a huckster
restriction of the Multi-Action playing a shell game.
rule does not apply for this If an enemy succeeds in an attack,
attack. the attack randomly strikes one of
the illusions or the caster. If the
attack hits an image, it disappears.
38
or in an area effect attack. In this case, the normal • Cold Blast Trap
Multi-Targeting penalty applies. • Ennervate Trap
Success Levels: • Flameburst Trap
• Good: Three duplicates are created. • Lightning Trap
• Outstanding: Four duplicates are created and The engineer also chooses a trigger, which usually
the duration increases to one minute. is stepping on a spot or passing a threshold. The
result is a Standard (DN 10) trap. When triggered
the trap conjures the chosen effect, and then resets
Map Building
10 seconds later.
Axiom Level: 12
Skill: Divination 14 An individual caster may only have three traps
Casting Time: 1 minute (magical and mechanical) active simultaneously.
DN: Standard (DN 10) When the spell ends, the trap disappears.
Range: Self Success Levels:
Duration: 6 hours • Good: The spell creates a Challenging (DN
The engineer touches the walls of a single 12) trap.
structure, closes his eyes and extends his senses
throughout the structure. The spell provides a • Outstanding: The spell creates a Hard (DN
vague description of the current level in his head 14) trap.
(e.g. “There’s a large room that way”), but does not
give any information about floors above or below. Mechanical Trap
The spellcaster automatically detects any secret Axiom Level: 11
doors with stealth 10 or less when he is in line of Skill: Alteration 12
sight of them. Casting Time: 10 minutes
DN: Standard (DN 10)
Casting map building on a particular floor may Range: Touch
only be done once every six hours, even if the spell Duration: Until the next sunrise.
fails. Mechanical trap must be cast inside a structure or
Success Levels: one of its entrances, and the target location cannot
• Good: Any secret doors with stealth 14 or less be occupied by any creature. The engineer points
are detected when the spellcaster is in line of at the spot he wishes to trap, then motions, with
sight of them. a finger, equations involving motion and gravity.
• Outstanding: The spellcaster gets a roughly The spellcaster then chooses one of the following
accurate map of the entire building imprinted traps (see page 116):
in his mind. The GM can sketch the map, • Deadfall Trap
provide a copy of the actual map (if available), • Pit Trap
or be very lenient with guiding the spellcaster • Spike Trap
through the building. • Arrow Trap
• Poison Dart Trap
Magical Trap The spellcaster also chooses a trigger, such as a
Axiom Level: 14 pressure plate, tripwire, or blocking a beam of
Skill: Conjuration 12 light. The materials in the structure, including the
Casting Time: 10 minutes floor, wall, or doors transform to form the chosen
DN: Hard (DN 14) trap. On a success the spell creates a Standard (DN
Range: 5 meters 10) trap.
Duration: Until the next sunrise.
This spell is cast upon an unoccupied location When the spell ends, the trap components return
within a structure or one of its entrances. The to the original shape or state. An individual caster
caster chooses one of the following magical traps may only have three traps (magical and mechanical)
(see page 116): active simultaneously.
39
Success Levels: This spell does not affect traps related to a Cosm
• Good: The spellcaster creates a Challenging card or affect deathtraps (thanks to the Law of
(DN 12) trap. Drama).
• Outstanding: The trap created is Hard (DN This spell cannot be cast on the same building
14). more than once every six hours, even if the casting
fails.
Neutralize Traps Success Levels:
Axiom Level: 10 • Good: If a player has a Cosm card related to
Skill: Alteration 12 traps, she may discard it for the full benefit.
Casting Time: 1 Minute • Outstanding: As Good plus once per scene,
DN: Standard (DN 10) the engineer may automatically succeed at a
Range: 10 meters Dramatic Skill Resolution step when solving a
Duration: 6 hours deathtrap.
The engineer touches the walls of an individual
building and closes his eyes. Until the end of the One by Four by Nine
duration, the engineer may use his alteration skill Axiom Level: 9
to disable traps, and attempts to disable traps Skill: Alteration 10
are Favored. Even traps that cannot normally be Casting Time: 1 minute, must be cast at sunrise.
disabled may be attempted at Nearly Impossible DN: Standard (DN 10)
(DN 20).
40
Range: Self Unlike normal illusions, phantasms are partially
Duration: Until the next sunrise real, and can inflict physical, but non-lethal
Numbers have power, and one, four, and nine damage.
are the numbers one, two, and three raised to
the second power. This pattern is said to have No matter what form the illusion takes, once
cosmic significance, and is rumored to have been per turn the caster may attack with it as a simple
discovered by an early mathematician, Zarathustra. action, making a conjuration test against the target's
willpower or Mind. On a success the target takes 10
One by four by nine must be cast at sunrise, while damage that ignores armor. Good and Outstanding
vocalizing particular notes and drumming a Successes add bonus dice as usual.
particular beat. Only one attempt may be made to
cast per day. If an actual drum is used, the test is Success Levels:
Favored. • Good: The duration increases to 1 minute.
• Outstanding: As Good plus the phantasm
On a success, the mathematician can reduce the instead does a base 13 damage that ignores
impact of his misfortune until the next sunrise. armor.
When mathematician rolls a 1 on the first die
roll of any test, he rolls a die and adds it to 1. Portent
This second roll has a minimum of 4, similar to Axiom Level: 10
spending Possibilities. Any Mishap or Malfunction Skill: Divination 12
still takes effect, even if the test is a success. This is Casting Time: 1 action
an exception to the rule that a 1 always fails, and DN: Standard (DN 10)
the character can also spend Possibilities or play Range: Self
cards to further improve the result. If the Mishap Duration: Instant
causes a disconnection, it occurs after the test is The spellcaster thinks of a person, item, area, or
resolved rather than immediately. course of action, and receives an indication about
Success Levels: immediate fortune surrounding the situation.
• Good: If the second die roll is a 4 (and not Sometimes the flash of insight is so potent that the
just a lower roll that counts as 4), a third die is immediate future can even be altered slightly.
rolled and added to the total, with a minimum On a success, the mathematician may look at the
of 9. top card on the Drama deck and then return it to
• Outstanding: As Good, but a roll of 1 on any the top of the deck.
die roll during a test (including Up conditions
or Possibilities) starts the 1-4-9 sequence. Success Levels:
• Good: Two cards may be looked at and then
Phantasm replaced in the same order.
Prerequisite: Knowledge of figment or glamor • Outstanding: Two cards may be looked at
Axiom Level: 14 and then one discarded and the other placed
Skill: Conjuration 14 back on top of the Drama deck.
Casting Time: 1 Action
DN: Hard (DN 14)
Range: 25 meters
Duration: Concentration
The caster closes his eyes briefly and creates a
mental image of a creature. He then opens his
eyes and motions towards a target location, and
an illusion (see page 34) based on the creature
appears.
41
T
he Nile Empire is a realm teeming with
spiritual energy. Representatives of the
gods and goddesses guard tombs and ruins,
and many of those same tombs contain spiritual
artifacts and locations imbued with spontaneous
spiritual energy.
Amaatism is the dominant religion of the Nile
Empire and is, in fact, the only one practiced
legally. All other religions are followed in secret,
MIRACLES though followers of the other faiths, in particular
Muslims, Jews, Christians, and followers of the
various African faiths, have begun to invoke
miracles themselves.
This chapter will detail Amaatism, a religion
based loosely on an ancient Egyptian faith brought
to existence on Terra by Doctor Mobius' father,
Amat-Ra. as well as miracles commonly invoked
by priests of that faith.
AMAATISM
Amaatism is similar to the faith of the ancient
Egyptians of Earth. Doctor Mobius’ father, Amat-
Ra, introduced this variant of the religion to ancient
Egypt on Terra. The myths and legends of these
gods and goddesses have a darker tone, and Osiris
is conspicuous by his complete absence from the
Ennead.
Amaatism is polytheistic, with nine primary gods
and goddesses:
• Ra (God of the Sun)
• Bastet (Goddess of Warfare)
• Horus (God of Life)
• Serket (Goddess of Death)
• Ammit (Goddess of Judgement)
• Set (God of Storms)
• Wadjet (Goddess of Protection)
• Anubis (God of the Underworld)
• Sebek (God of Destruction)
42
TENETS The afterlife exists. After death, the soul, or ba,
journeys through the Duat, defeating supernatural
Here are the basic tenets almost all followers of
challenges, before finally undergoing the ritual of
Amaatism believe.
the “Weighing of the Heart.” Ammit compares the
Ra was born fully formed from the primordial soul’s actions before death to Amaat, and if he or
watery abyss, Nu. Ra created the gods of the earth she is judged worthy, the soul is sent to dwell in
and sky, Geb and Nut, who begat Osiris, Bastet, Set, the realm of Anubis. Those souls found unworthy
and Serket. Osiris and Bastet married and had two are eaten.
sons, Horus and Anubis, and a daughter, Wadjet.
Most gods hold certain animals sacred, and
Serket and Set joined to sire Ammit and Sebek. Geb
they use them to serve as their eyes and ears on
and Nut retired, vanishing from the cosmos. The
Earth. Ammit has never had a sacred animal. The
nine gods are known as the Ennead, and they reside
associated sacred animals of the other gods and
in Heliopolis, the city of the sun. The creation of the
goddesses are:
Ennead also resulted in the creation of humanity.
• Ra (sparrow)
Power is granted to those who can take it. While
• Bastet (cat)
Ra looks over the world and gives it life, he is
• Horus (hawk)
disinterested in the schemes of his offspring. The
• Serket (scorpion)
Ennead is a violent and jealous family, and each
• Wadjet (cobra)
god or goddess attempts to increase their own
• Anubis (jackal)
power. Legend holds Osiris tried to become the
• Set (sha, see page 124)
supreme god of the Ennead, and only an alliance
• Sebek (crocodile)
of Ammit, Anubis, and Sebek prevented him from
doing so. Osiris was unfortunately killed during Killing Sacred Animals
his attack on the Ennead. Anubis took control of If a character kills a sacred animal, there is a
Osiris’ domain and now rules the underworld. chance the god or goddess will curse the character.
Only Horus and Wadjet actively try to keep the Whoever makes the death blow must take a Spirit
Ennead from fully falling to darkness. test or be cursed for the remainder of this act and
Amaat is a concept which combines truth, order, the next one. A cursed character is either Stymied
law, and power. It represents the fixed, eternal or Vulnerable (GM’s choice).
order of the universe, as reflected in the stars as A character can have the curse lifted by an Amaatist
well as human society. All members of society must priest, by supplicating herself at an Amaatist
obey their betters. Amaat is renewed periodically temple and making a “significant” offering to the
by events that reflect the original creation and offended god or goddess.
evolution of the universe. Cyclical patterns
An Amaatist priest killing a sacred animal is
reinforce Amaat, including the daily journey of
considered a major violation of the faith and loses
Ra, the sun god, through the sky, and then at night
access to invoking miracles until she atones for the
through the underworld before moving through
sin, as described in the Miracles chapter of Torg
Duat, a region of death and rebirth, before being
Eternity.
reborn at dawn. Other cycles include the annual
flooding of the Nile, and succession of one Pharaoh
to another (usually by violent means). The Pharaoh is Always Right
Shortly after the invasion, the former Egyptian
There are three kinds of beings: gods, spirits Minister of Antiquities told Doctor Mobius during
of deceased humans, and humanity, of which an audience that he didn’t think Amaatism was
Pharaoh is the greatest by virtue of his divinity. accurate (e.g. Osiris not part of the Ennead, Anubis
The Pharaoh upholds Amaat by maintaining order and Sebek being considered “evil” gods, and some
in society, usually with an iron fist, and is the head gods having different portfolios), but the Pharaoh
of Amaatism. His will is law, and he will join the pointedly told him he was there three thousand
gods upon death. years ago, the Minister was wrong, and that’s how
43
it’s done. Then he summarily dropped the Minister visibility as head of the religion in order to maintain
into a shark tank. Pharaoh Mobius then turned to his propaganda that he is merely leading Egypt to
the former deputy Minister of Antiquities, and return to its former glory.
asked his opinion. The deputy Minister agreed Dr. The highest ranking visible member of the
Mobius was absolutely correct. Ammatist priesthood is the Imperial High Priest,
Ahkemeses, who resides in the Grand Temple in
WORSHIP Luxor. Under him are nine High Priests—one for
Amaatist worship is fairly simple. The gods are each member of the Ennead. The High Priests
sustained through offerings and rituals that allow maintain a Grand Temple for their favored god in
them to continue nature’s cycles. A petitioner their god’s home city and live in a luxurious palace
makes an offering at a temple and requests a boon in the same location.
from the gods. It is customary to pay the priests a • Ra (Heliopolis)
small fee for the use of their temple. • Bastet (Khartoum)
There are a few major rituals performed, and each • Horus (Nairobi)
god has at least one. One of the most significant is • Serket (Addis Ababa)
the Festival of Ra, which occurs during the annual • Set (Alexandria)
Nile River flood. Rituals involving the worship of • Wadjet (Cairo)
Horus often occur on Tuesday. • Anubis (Babylon)
• Sebek (Luxor)
Followers of Amaatism generally worship all of
the members of the Ennead, at least in some fashion, Below the High Priests are the priests and
if only to supplicate them to prevent misfortune, priestesses, numbering between a hundred and a
though many have a favorite deity. Monotheistic thousand per High Priest, depending on how much
cults that worship a single god or goddess do exist, Ahkemeses favors the High Priest in question. The
but are considered extremists and are outside the priests and priestesses run the smaller temples
Amaatist hierarchy. in the cities, towns, and villages, and live among
When invoking commune with animals, supplicants the people. These temples are often, but not
often speak to crickets. always, aligned with a particular member of the
Ennead. This does not mean the temple worships a
The head of the Amaatist faith is the Pharoah, particular god or goddess exclusively, only that the
Doctor Mobius. He, however, has limited his priests and priestesses favor them. Not every priest
or priestess is capable of invoking miracles. Those
MASS CONVERSION who can, particularly those favored by the gods,
are known as “hem-netjer.”
One of the most shocking developments of the
first days of the invasion was the conversion Finally, below the priests and priestesses are the
to Amaatism of most Egyptians.. The acolytes—boys and girls between the ages of 9 and
Delphi Council is uncertain exactly how this 22 who are trainees to become priests. They conduct
happened, but many suspect Doctor Mobius minor religious duties and other menial tasks,
performed an incredible feat of mind control including cleaning and sweeping the temples.
given the people of Egypt nearly universally
hailed his arrival. It is unknown why this Astrology
hasn’t happened in any areas the Nile Empire The position and motions of the planets that
has expanded to, but some reality scholars represent the members of the Ennead can
speculate it was the initial pulse of energy due have significant influence over the followers of
to the clash of realities that powered the mind Amaatism, and those trained in astrology can
control devices and was only possible on the use charts to divine when the stars are right to
very first day of the war. significantly increase the power of certain rituals,
such as the one which resurrected Doctor Mobius.
44
These rituals are best handled as plot devices or as DN: Standard (DN 10)
part of Dramatic Skill Resolutions. Range: 50 meters
Duration: Concentration
Blinding dust creates an area 10 meters in radius
COPTS AND ISLAM filled with blowing dust. Any physical attacks at
The majority of the population in the Nile Empire targets within the the blowing dust, or by characters
outside Egypt follows Islam. Many people in East in the dust attacking out, are treated as having a
Africa are Christians with a hardy minority of Dim (–2) Darkness Penalty.
Coptic Christians remaining inside Egypt itself. If the miracle is invoked in a sandy area, the faith
Both belief systems will be covered in more detail test has a +4 bonus.
in future source books. Success Levels:
Neither God nor the angels from either religion • Good: The Darkness Penalty is increased to
appear in the Nile Empire, but worshipers may still Dark (-4).
find their prayers answered by Miracles. Both use the • Outstanding: The zone of dust is treated as
“Core Earth ‘Good’ Religion” list from Torg Eternity. Pitch Black (-6).
Cure Poison
NEW MIRACLES Axiom Level: 12
Listed below are new miracles a character from Skill: Faith 10
religions in this book can choose when the Miracles Casting Time: 1 action
Perk, or specific alternatives like the Amaatist DN: Standard (DN 10)
Hem-Netjer Perk, is selected. Range: Touch
Duration: Instant
Animate Mummy This miracle quickly flushes any toxins out of the
Axiom Level: 16 target’s system. On a success the target makes a
Skill: Faith 12 Strength test as if the full minute of the poison’s
Casting Time: 1 hour effects had expired. Any of the toxin’s modifiers for
DN: Challenging (DN 12) the test remain in place. If the test fails, the poison
Range: Touch continues to affect the target normally.
Duration: Permanent Success Levels:
This ritual allows the invoker to animate and • Good: The poison ends its duration
command a corpse which has been properly immediately without requiring a Strength test
mummified. The supplicant can command the from the target. Conditions caused by the
mummy to perform a specific task (“kill Rama poison linger normally.
Tut!” or “bring me the Possibility Chalice!”). The • Outstanding: The poison ends its duration
mummy remains animated until it performs the immediately without requiring a Strength test
task or is destroyed. The mummy’s statistics are from the target and any conditions caused
found on page 130. by the poison are removed. This includes
Success Levels: conditions like Stymied and Vulnerable, but
• Good: The mummy has 2 Wounds. also the KO’ed condition.
• Outstanding: The mummy has Strength 15
and Toughness 15. Death Shout
Axiom Level: 16
Blinding Dust Skill: Faith 12
Axiom Level: 14 Casting Time: 1 Action
Skill: Faith 10 DN: Target’s dodge or Dexterity
Casting Time: 1 Action Range: 10 meters
Duration: Instant
45
The invoker shouts at a target with such force it remember the particulars of the dream once she
can actually kill a person. Death shout causes 12 awakens, but when the problem presents itself in
damage and attacks the target’s lowest Armor. the form of a Dramatic Skill Resolution, the dream
If the target has Full Body armor, the damage comes to her and enables her to help solve the
increases by +1 BD. problem for real.
Success Levels: The priest may declare that she is using the
• Good: Damage +1BD. knowledge gained through her dream during
• Outstanding: Damage +2BD.. Additionally, any Dramatic Skill Resolution. She may make
the target is deafened for one minute. tests herself or assist others making tests through
a Combined Action. All tests to solve steps of the
Drain Life Dramatic Skill Resolution the priest is involved
Axiom Level: 18 with are Favored.
Skill: Faith 14 The supplicant can only invoke this miracle once
Casting Time: 1 Action per act, and once the Dramatic Skill Resolution is
DN: Target’s willpower or Spirit complete, this miracle ends.
Range: Touch
Duration: Instant Success Levels:
This miracle, only invoked by evil priests, • Good: As Standard, and the dreamer may
particularly those who favor Anubis, Set, and cancel the negative consequence of failing a test
Sebek, actually drains the life energy from the target that she attempted when a dilemma is showing
grants it to the priest, possibly even regenerating on the Drama Deck.
the priest’s wounds. • Outstanding: As Good and once per Dramatic
Skill Resolution the character automatically
This miracle may only be invoked on a single succeeds at one step associated with a dilemma.
target (no Multi-Targeting) and may not be
invoked as a Multi-Action as it requires the priest's Empower Ankh
full attention. The target may choose to make this a Axiom Level: 14
contest after being declared the target, but becomes Skill: Faith 12
Vulnerable and Stymied after the contest. Casting Time: 10 minutes
On a success, the target takes 12 damage which DN: Standard (DN 10)
ignores all armor. Any Shock or Wounds drain life Range: Touch
actually causes are recovered by the priest. The Duration: 1 week
target may attempt to Soak Damage, but the test To invoke this miracle, the priest requires at least
has a Hard (-4) penalty. one ankh with a jewel assoicated with a particular
variety of ankh (see the Gear chapter for some
Success Levels: examples), which are relatively easily acquired in
• Good: Damage +1BD. the Nile Empire (Value 10) but are otherwise Rare.
• Outstanding: Damage +2BD. The priest touches the ankh invoking the power of
Wadjet to aid and protect the bearer.
Dream
On a success this miracle infuses the ankh with
Axiom Level: 8
spiritual energy.
Skill: Faith 10
Casting Time: 10 minutes The ankh must be attuned to a target in a ritual
DN: Standard (DN 10) that takes one hour to conduct. One attuned, the
Range: Self ankh has no effect if worn by another person.
Duration: One act Additionally if the bearer is already attuned to
The priest invokes this miracle on herself as he another ankh, that ankh's power fades.
goes to sleep. On a success, she has a dream in Protective Ankhs: Protective ankhs normally only
which she solves a future problem. She does not provide +1 Full Body Armor, but can be empowered
46
to higher levels. The DN to infuse a protective ankh
with enough energy to provide +2 Armor is Hard AVAILABLE MIRACLES
(DN 14), or Heroic (DN 18) for +3 Armor.
Success Levels: Below are the miracles a character who
• Good: The priest retains enough spiritual worships religions found in the Nile Empire
power to immediately empower a second ankh. have access to.
• Outstanding: The priest can empower a total • Amaatism: Banish*, bless*, bounty*, call
of three ankhs. animals*, commune with animals*, commune
with spirits*, cure disease*, curse*, healing*,
Pronouncement of Doom lightning strike*, repel, soothe*, strike*, ward
Axiom Level: 18 enemy*, wither*.
Skill: Faith 16 • Amaatist Hem-Netjer: Animate mummy,
Casting Time: 10 minutes blinding dust, cure poison, death shout, drain
DN: Target’s faith or Spirit life, dream, empower ankh, pronouncement of
Range: Not Applicable doom, prophecy, recall spirit, sandstorm, scarab
Duration: 24 hours swarm, snake staff, sundew, wings of the hawk.
The pronouncement of doom is the most powerful
curse that can be invoked by Amaatist priests. *Detailed in Torg Eternity
The priest invoking pronouncement of doom doesn’t
even need to be in the vicinity of the target (but the The priest performs a ritual that involves prayer
target must be in the same cosm or stelae boundary and symbolic sacrifices, and puts himself into an
as the invoker). He merely needs an object once altered state of conciousness, hoping that he is
possessed by the target for at least a week and an blessed with a vision of the future. Preferably one
offering to a member of the Ennead worth at least that's useful and correct.
Value Level 8.
On a success the priest receives a vision of the next
A character with a pronouncement of doom inflicted Dramatic scene, and if the GM knows the details
upon him is Stymied for the next 24 hours and can she may provide vague details.
cannot remove this condition until the duration
ends. Once in the next Dramatic scene, immediately
after a Drama card is flipped the priest may choose
Success Levels: to make the Standard Conflict Line in effect for the
• Good: The character is also Vulnerable for the round instead of the Dramatic Conflict Line.
next 24 hours.
• Outstanding: As Good, but if an additional Success Levels:
offering of at least Value Level 15 is sacrificed • Good: The priest may choose twice in the next
by the invoker, the target must make a Defeat Dramatic scene instead of once.
test at the end of the 24 hours. • Outstanding: The priest may choose the
Standard Conflict line every round when the
Prophecy card is revealed.
Axiom Level: 10
Skill: Faith 10 Recall Spirit
Casting Time: 1 hour Axiom Level: 18
DN: Hard (DN 14) Skill: Faith 16
Range: Self Casting Time: 10 minutes
Duration: One act DN: Very Hard (DN 16)
Sacred texts are full of prophecies, some Range: Touch
fulfilled, many that have not, and all are open to Duration: Instant
interpretation.
47
Death isn’t permanent in the Nile Empire, and it Success Levels:
is possible to resurrect certain individuals. A body • Good: Each hour, those exposed to the
which has been dead for longer than three days sandstorm must make a survival test or suffer
cannot be resurrected unless the miracle is invoked Fatigue. Those who are KO’ed automatically
under special circumstances—certain planets must take 1 Wound every hour. Recovery of Shock is
align and the body must have been mummified not possible while within the sandstorm for the
and the organs properly contained within nearby duration of the miracle.
canopic jars(see page 51). • Outstanding: As Good, but the survival test is
The priest touches the corpse and asks his deity Hard (DN 14).
to return the spirit to the body. If the person was
ever previously the target of this miracle (whether Scarab Swarm
it succeeded or not), the invocation automatically Axiom Level: 18
fails. Skill: Faith 14
Casting Time: 1 Action
On a success, the corpse is reunited with its spirit DN: Hard (DN 14)
and the body is reanimated as a Mummy. The Range: 10 meters
character suffers a permanent Injury but gains the Duration: Concentration
Mummy Perk (see page 16), which must be paid The invoker summons a single massive swarm of
for with XP’s when possible. scarab beetles, which can rapidly envelop a target and
Success Levels: chew them down to bones in seconds. The priest can
• Good: As Standard but the target suffers no direct the beetles to move and attack telepathically as
Injury. a simple action, out to a range of 25 meters.
• Outstanding: The person is truly returned In addition to the damage a creature takes at the
to life with no Injury and does not gain the start of their turn, the scarab swarm may make a
Mummy Perk. Shred attack to directly attack targets it is touching.
48
If the asp is KO’ed, the miracle ends and the snake Success Levels:
transforms back into a staff. If the asp is killed, it • Good: The invoker may move at maximum
transforms into a staff, broken into several pieces. speed without suffering a –2 penalty.
The invoker may only have one staff transformed • Outstanding: Maximum speed is increased to
into a snake at a time. 100 meters per round.
Success Levels:
• Good: The asp’s fangs do Strength +2 damage.
• Outstanding: As Good plus the asp's poison
deals 3 Shock each round instead of 2.
Sundew
Axiom Level: 12
Skill: Faith 14
Casting Time: 1 Action
DN: Hard (DN 14)
Range: Self
Duration: Instant
Sundew can only be invoked when the targets are
outside or otherwise exposed to the sky. When this
miracle is invoked, a burst of sunlight descends
from the sky and strikes the invoker and those
around him in a Medium Burst Radius. A success
heals one Wound.
An individual may only be the target of sundew
once per day.
Success Levels:
• Good: Heals 2 Wounds.
• Outstanding: Heals 3 Wounds.
49
T
his chapter describes typical mundane,
magical, spiritual, and just plain weird
equipment that can be acquired in the Nile
Empire. Most of these items are relatively available
with the right connections, although some of the
more “supernatural” items may require delving
into a tomb, army base, or weird science laboratory
in order to acquire.
See the Gear chapter in Torg Eternity for more
information on requisitioning equipment from the
Delphi Council or using personal resources to buy
items.
HOLY ITEMS
Spiritual energy abounds within the Nile Empire,
and this energy is infused into items, particular
GEAR
ankhs, which provide a variety of gifts. The various
types of ankhs are powered with a small gemstone,
which is different for each type of ankh. A character
can only carry one holy item at a time, otherwise
none of the holy items carried grant their benefits.
Holy items require Spirit Axiom 14 to function
without contradiction.
Ankhs are attuned to particular individuals and
do not function for anyone else. Additionally, a
character can only be attuned to a single ankh. The
power infused in an ankh lasts for a single week
without daily prayer and blessing by the bearer.
If the bearer has adds in faith and worships an
appropriate deity or religion, this duration extends
indefinitely.
MAGIC ITEMS
Although enchanted items are not as widespread
in the Nile Empire as they are in realms such as
Aysle, there is the occasional item to be found.
Any item noted as Magic requires Magic Axiom of
13 to function without contradiction, and is –4 to
procure thanks to its rarity.
50
An eternium splinter burns out on a Malfunction of • A small hand mirror.
1-2. Once an eternium splinter burns out, it cannot • An individual collapsible tent.
be replaced until the next scene, as it requires some • An insulated sleeping bag.
time and tools to do so. Other gadgets may have • One week’s worth of freeze-dried, vacuum-
strange quirks or defects detailed individually. sealed ration packs.
A few varieties are relatively easy to acquire, • A canteen.
though still pricey. However, because the sale of • 24 iodine water purification tablets.
gadgets is illegal, most must be acquired through • A small first aid kit.
very secretive black markets—a Hard (DN14) • A collapsible shovel.
streetwise test to locate. See page 31 for additional Dowsing Rod: This Y-shaped forked stick is used
information on minor gadgets. to find sources of water underground. The wielder
holds the two ends and makes a divination test if
water is within 100 meters. If the nearest water is up
GENERAL GEAR to 1 kilometer away, or up to 10 kilometers, there
Ankh: A piece of jewelry usually made from is a -2 or -4 penalty, respectively. On a success, the
copper or bronze, inlaid with a variety of jewels. rod points to the nearest water source within range.
Can be embued with holy power by some Amaatist Eternium Splinter: A splinter is a small piece
hem-netjers. of eternium that allows gizmos to temporarily
Antivenom Draught: This potion, blessed by replicate pulp powers. Eternium splinters are also
Wadjet, allows the imbiber to immediately make a used in minor gadgets.
Strength test to stop any and all poison effects she Focus Ankh: This ankh holds a stone of selenite.
is inflicted with. Concentration tests become Favored.
Astrological Charts: This collection of charts, Gizmo Kit: This kit comes with tools and
books and maps details the motions of the planets components (including Possibility capacitors,
according to Amaatist astrology, and is used in boosters, small power plants, and compensators)
several divination spells.
Canopic Jar: These ceramic urns, topped with GENERAL GEAR
heads representing the various members of the Nile Empire Items Tech Price
Ennead, contain and preserve the organs removed
from the body during the mummification process. Ankh 8 100 (10)
These organs are important for certain resurrection Antivenom Draught 8 250 (12)
miracles, or for the journey to the afterlife. Canopic Astrological Charts (Magic) 8 100 (10)
jars can keep these organs for thousands of years Canopic Jar (Magic) 8 100 (10)
as long as the jar remains sealed. Once unsealed,
Delphi Desert Survival Kit 20 300 (12)
the organs inside decompose rapidly, going to dust
within moments. Four jars are needed, one each for Dowsing Rod (Magic) 4 100 (10)
the stomach, intestines, lungs, and liver. Eternium Splinter — 500 (13)
Delphi Council Nile Empire Survival Kit: The Focus Ankh (Holy) 8 250 (12)
Delphi Council provides its agents (without Gizmo Kit (Weird Science) 20 500 (13)
requiring a persuasion test) with a canvas rucksack, Healing Draught 8 500 (13)
filled with items useful for surviving in the Nile
Insect Water 8 100 (10)
Empire. The kit contains:
Lucky Ankh (Holy) 8 500 (13)
• A small gas stove, with fuel.
Regenerative Ankh (Holy) 8 250 (12)
• A box of matches in a waterproof container.
• A sturdy compass. Soothing Ankh (Holy) 8 500 (13)
• An adjustable flashlight. Rocket Pack (Weird Science) 20 6k (19)
• A whistle. Was Scepter (Magic) 8 100 (10)
51
that allow the creation of weird science devices and the Conflict Line of the Drama Deck, and when the
gizmos, which often incorporate materials found rocket pack is first activated in a scene. If the hero
in the field. Enough components are included in is flying when the Mishap is rolled, he crashes (see
the kit for five uses of the Weird Scientist (see page Collisions in Torg Eternity).
31) or Gizmo Perks (see page 25). Was Scepter: A was scepter is a rod or staff with
Healing Draught: Drinking this potion, which a forked end at the bottom and a stylized animal
contains water blessed by Horus, takes a simple head representing one of the Ennead on the top.
action and restores one Wound and one bonus die Was scepters have symbolic use as emblems of
of Shock. It has a Spirit Axiom of 14. power, but some are enchanted and attuned to a
Insect Water: When this vial of blessed water is particular structure and allow a wielder to cast
poured onto the ground, a spiritual barrier prevents spells or invoke miracles bound to the building’s
all insects from passing, including scarab beetles. maat matrix (see page 33).
Any attacks through that barrier cancel the effect.
Lucky Ankh: This ankh, featuring a tiger’s eye ARMOR AND SHIELDS
gemstone, cancels the first Mishap the bearer rolls Amazon Armor: Specially crafted by the Amazon
while wearing it. Once this triggers the ankh’s smiths and only available on their island. Human
power is exhausted. The ankh automatically women from the Nile Empire may purchase this
recharges in a week if the bearer has faith adds and armor at the base price, but for anyone else it costs
is a follower of Amaatism. much more (Value 17), thanks to its rarity.
Regenerative Ankh: This ankh, completely made Bulletproof Vest: This is a low-tech version of
from amber, grants a +2 bonus to the daily Strength Core Earth’s Kevlar vest, which is bulkier and
tests made when recovering Wounds. more restrictive. It grants an armor bonus of +4,
Soothing Ankh: The opal mounted on this ankh covers the Torso, Fatigues, and has a Max Dex of 8.
provides a +1 to defenses against interaction Force Field Belt: This belt with lights and buttons
attacks. on the buckle replicates the Force Field pulp
Rocket Pack: This twin rocket mounted in a power. Whenever the force field may cancel a
backpack acts as the Flight pulp power with the Wound, the character rolls a die. On a 1–2, the force
Speed Enhancement, and can fly 10 meters or rush field doesn’t absorb the damage and burns out the
150 meters per round (Value 11). Rocket packs are eternium splinter.
notoriously unreliable, and Malfunction on a 1–3. Mask: Masks have power in the Nile Empire.
In addition to any tests made to move using the Those heroes and villains who don a mask find
Rocket Pack, a character must roll a die to check themselves protected “somehow” even though
for a Malfunction anytime a Setback comes up on they wear normal clothes or a costume. Masks
52
MELEE AND MISSILE WEAPONS
Weapon Tech Bonus Price Notes
Brass Knuckles 15 +1 10 (5) Small, uses unarmed combat
Khopesh 15 +2 200 (12) See description
Lasso 7 +0 10 (5) Reach 10 meters, Grapple
Shuriken 15 +1 10 (5) Small, Thrown, Range 5/10/15
count as +2 Armor for reality-rated characters. As Khopesh: A khopesh is an ancient Egyptian sickle-
usual, only the largest bonus applies if the character shaped sword, sharpened only on the outside
is already wearing armor. The protection is Full portion of the curved blade. The shape of the sword
Body, even though it technically doesn’t cover any makes it useful for disarming an opponent. When
of the character’s body at all! attempting to disarm, the target gets a –2 penalty
This bonus only applies within the Nile Empire to her Strength test to avoid disarming. Although
where the Law of Masks is in effect. Also, masks khopeshes existed during the Bronze Age, these
carry a significant connotation within the Empire. khopeshes are made from steel.
Anyone who wears one is either a villain working Lasso: Also known as a lariat, this loop of rope is
for Mobius or a vigilante about to cause trouble. thrown around a target and, when pulled, tightens
Protective Ankh: One or two of these ankhs are and restrains the victim. A character with a lasso
available at most major temples in the Empire, can make a grappling attack against a target within
with more available at temples dedicated to reach, except with melee weapons instead of unarmed
Wadjet. Protective ankhs house a tourmaline, and combat (see Grappling in the Combat Options
provide an Armor bonus of +1 that counts as Full section in Torg Eternity). Lassos are particularly
Body Armor. If the purchaser wishes to have an favored by Amazons.
Amaatist priest invoke empower ankh for him to Shuriken: Only really used by those who know
gain a higher Armor bonus (see page 50), it costs pulp martial arts or similar disciplines, these
more but there is no guarantee the miracle will throwing stars are made of steel and are sharp as
succeed. Priests normally invoking this miracle a knife. In addition to being used as weapon, they
have faith 12, the minimum required. often are used in tricks as a distraction.
Important agents of Doctor Mobius frequently
wear protective ankhs which provide +2 or +3 FIREARMS
Armor bonuses. These protective ankhs are attuned Although similar to firearms developed in the early
to the wearer and do not function for others. 20th century, Doctor Mobius’ factories continue to
Shield Ankh: This ankh, containing a ruby, grants produce their own designs, some invented by the
the bearer +1 to defenses against physical attacks. Pharoah himself. These weapons are exclusively
for the use by the Imperial Military and police.
MELEE AND MISSILE WEAPONS Possession of firearms by civilians is illegal.
Brass Knuckles: These shaped, pieces of metal 7.92 KAR Assault Rifle: This early assault rifle
(often but not always made of brass) fit around is typically issued to shocktrooper veterans,
the knuckles. Brass knuckles concentrate the force especially those in special forces units.
of a punch on a smaller area, while reducing the KK08 Pistol: The KK08 is a semi-automatic
impact on the puncher. They are small and easily pistol assigned to shocktrooper officers and other
concealed and favored by thugs and mobster soldiers.
minions. Attacking with brass knuckles uses an KK81 Rifle: The KK81 is a semi-automatic
unarmed combat test instead of melee weapons, and carbine and is the standard issue weapon for all
damage stacks with Perks like Brawler. shocktrooper infantry.
53
FIREARMS
Weapon Tech Damage Ammo Range Price Notes
7.92 KAR 20 14 21 50/100/200 2.5k (17) Long Burst
KK08 Pistol 20 13 11 10/25/40 150 (11) —
KK81 Rifle 20 14 9 50/100/200 300 (12) —
Kocha MG 20 14 210 100/500/1k 3K (17) Long Burst, Bulky
Ray-Gun Pistol 20 13 5 10/20/40 2K (16) Weird Science
Webley Revolver 20 14 6 10/25/40 280 (12) —
Kocha Machinegun: This man packed, belt fed, round) that is corrected, the penalty is reduced by
.30 caliber machine gun is typically assigned to one 2 until the entire Range penalty is eliminated. Once
shocktrooper per squad who is usually paired with the penalty is eliminated the mortar can “fire for
a second who is in charge of reloading the belt. The effect,” and the Blast radius increase to Huge.
Kocha can only fire Long Bursts. These weapons Bomb: These are “dumb” gravity bombs, usually
are occasionally mounted onto vehicles and if so, dropped by aircraft. Dive bombing, where bombs
lose the Bulky property. Reloading the weapon are released about 500 meters above the target is
requires a full turn. most accurate, but still results in a -4 penalty to
Ray-Gun: This futuristic looking pistol replicates hit. Medium level bombing, around 3,000 meters
any of the Ray pulp powers—chosen when the in altitude suffers a -8 penalty to hit, while high
device is created. It is powered with an eternium level bombing above 8,000 meters has a -10 penalty
splinter (included). It may be reloaded by shaking it to hit. 100 and 500 pound bombs are often loaded
for a turn so long as the splinter remains functional. on racks containing multiple bombs, and multiple
Ray-Guns use the energy weapons skill for attacks. bombs can be dropped in a single attack, which
Webley Revolver: The Webley is a popular large counts as a Combined Action attack between all the
caliber revolver with good stopping power. Those bombs and increases the Blast radius size one step
manufactured in the Nile Empire are a touch more if ten or more bombs are dropped at once.
modern, but essentially the same as those found in Khaifu Machinegun: This .50 caliber heavy
Orrorsh. machine gun is often mounted on tanks and aircraft.
On tanks, the Kaifu is often pintle-mounted but
HEAVY WEAPONS occasionally is mounted on the hull or co-axially
with the main gun.
Arguably out of all the invading realms (except
maybe Tharkold), the Nile Empire is where most Onslaught Cannon: The Onslaught is a 20mm
battles between armies and air forces are being cannon frequently mounted on fighter aircraft.
fought. Below are some of the larger weapons in use Gaze of Ra: This futuristic looking gun was created
in this theater of battle. The available ammunition by Doctor Mobius himself and is only mounted on
for each weapon varies based on the vehicle or tanks and tank destroyers in Super Battlegroup
platform it’s mounted on. Mobius. The weapon is not mass produced and is
81mm Mortar: These tubes, which launch high at most mounted on a single vehicle per company.
explosive shells, can only fire indirectly, so they can The Gaze of Ra functions as a Heat-Ray (page
be fired at a target out of line of sight, and have a 27) but with much higher damage and range.
minimum range of 100 meters. They are difficult to It can fire a single shot and then needs one round
aim, and usually require corrections communicated to recharge before firing again. The Gaze of Ra is
by someone who can see the impact location. The powered by an eternium splinter (see page 51)
first time a mortar is fired there is an additional –4 and is specifically manufactured to allow the crew
penalty to hit. For each subsequent attack (once per to replace a burnt out splinter in one full round.
Each vehicle typically carries 5 to 10 spare splinters.
54
HEAVY WEAPONS
Weapon Tech Damage Ammo Range Price Notes
Bomb (100 Pound) 20 24 1 see below 1K (15) Medium Blast
Bomb (500 Pound) 20 28 1 see below 5K (18) Large Blast
Bomb (1,000 Pound) 20 30 1 see below 10K (20) Very Large Blast
Bomb (2,000 Pound) 20 32 1 see below 20K (21) Huge Blast
Bomb (4,000 Pound) 20 34 1 see below 40K (23) Huge Blast
75mm Tank Gun 20 28 1 500/1K/2.5K 300k (27) AP 6
81mm Mortar 20 18 1 –/–/3K 1000 (15) Medium Blast
105mm Tank Gun 20 29 1 500k (28) AP 6
152mm Howitzer 20 32 1 –/–/5K 500k (28) HE only, Large Blast
Khaifu .50 MG 20 16 Varies 500/1k/2K 10k (20) AP 2, Long Burst
Onslaught Cannon 20 22 Varies 500/2k/4K 25k (22) AP 2, Long Burst
Gaze of Ra Beam 20 30 1 1k/3k/5K 10m (35) AP 6, Weird Science
Tank Gun: The tank guns featured in Torg Eternity Aperehen Mk 2 Tank Destroyer: This is the
represent those used by Core Earth nations, even second version of the “equipped with lightning”
if they have a lower Tech Axiom. Although HEAT tank destroyer (similar to the German Jagdtiger)
ammunition is available, it isn’t manufactured that is now beginning to find its way into Mobius’
in large quantities. Unless otherwise stated, the army. These tank destroyers are practically mobile
statistics given above are for Armor Piercing bunkers—they’re heavily armored, but atrociously
ammunition, which is the standard used by forces slow. It has a hull mounted 105 mm tank gun or
of the Nile Empire. High Explosive (HE) shells are 152mm howitzer with 60 shells of ammunition.
also available which lose the AP, but gain Medium Those found in Super Battlegroup Mobius may
Blast. be armed with a Ray of Ra. The main armament
is supplemented by a hull mounted Khaifu
VEHICLES machinegun with 1,200 rounds of ammo.
The Imperial Military has its own designs of cars, These tank destroyers are most often found
trucks, armor, and aircraft, some of which have attached to heavy tank companies, or as an
been modified even since the arrival of the Nile independent platoon of four within a special
Empire on Earth. armored company.
Aaka Halftrack Transport: The Aakas are the DKI Dirigible: The DKI is a typical example of
primary troop transport used by Nile Empire an airship commonly used to transport passengers
shocktroopers. It’s open topped, and armed with a between major locations within the empire.
single Kocha machine gun. The presence of tracks These airships use helium to float, rather than
instead of rear wheels allows the Aaka to avoid the extremely flammable hydrogen, but they do
getting bogged down in sand or loose dirt and can not do well in stormy weather regardless. They
nearly go anywhere a tank can. typically can transport 80 passengers (plus 40
crewmembers), but luxury models only carry 35
Allenton Roadster: A classic late 1930s era passengers.
automobile, representative of cars found on Terra. It
is rather slow and has poor acceleration compared Fokker-Ramses Passenger Plane: This twin-
to modern cars, but its solid steel frame makes this engine passenger plane can carry up to eight
vehicle surprisingly tough. Cars in the Nile Empire people (including two crewmembers) and is often
do not come with seat belts. equipped with pontoons to enable landing on lakes
and rivers.
55
VEHICLES
Air Tech Top Speed Pass MR Size Wnds Tough Price
DKI Dirigible 19 100 (12) Fast 120 –6 VL 5 16 1M (30)
Fokker-Ramses PL 20 200 (13) Fast 10 –2 VL 3 18 300k (27)
Gu88-Herusent AF 20 600 (16) VF 2 –2 VL 3 18 (2) 300k (27)
MB11-Nekata 20 500 (15) VF 12 –4 VL 5 22 (2) 2M (31)
PM-4 Paket Fighter 20 600 (16) VF 1 –2 VL 3 18 (2) 350k (27)
Land Tech Top Speed Pass MR Size Wnds Tough Price
Aaka Halftrack 20 60 (11) 12 –4 VL 2 22 (2) 100k (25)
Allenton Roadster 20 100 (12) Fast 5 –2 L 2 15 8k (19)
Aperehen Mk2 20 30 (9) 5 –6 VL 3 28 (8) 400k (28)
Camel 3 50 (10) 1 — — 1 12 600 (14)
Khepera Mk14 MT 20 65 (11) Fast 5 –2 VL 3 26 (8) 150k (26)
Khnum Mk6 MBT 20 40 (10) 5 –6 VL 4 28 (8) 250k (27)
Senehem Jeep 20 80 (11) Fast 4 –1 L 2 15 (1) 6k (19)
Urajarak Truck 20 80 (11) Fast 12 –2 VL 2 16 14k (20)
GU88-Herusent Attack Fighter: The Herusent, or hull mounted Kocha and pintle mounted Khaifu
“terror hawk,” ground attack fighter is a dual-role machineguns. The tank carries 1,000 rounds of
single engine fighter, capable of dogfighting and ammo for each machinegun.
attacking surface targets. The plane is armed with MB11-Nekata Bomber: The Nekata bomber
twin wing mounted Khaifu machineguns, each is reminiscent of the American B-24 Liberator
with 250 rounds of ammo, and a third, rear-facing bombers from World War 2. Doctor Mobius only
Khaifu machine gun, also with 250 rounds, which is has enough of these bombers currently to form a
fired by the rear gunner for defense. Additionally, single full strength squadron and so only commits
the Herusent is equipped with two bomb racks, them to the battlefield when Nile Empire axioms
one holding ten 100 pound bombs, and the other have been imposed on the area, either through
holding a pair of 500 pound or a single 1,000 pound stelae expansion or the use of a reality bomb.
bomb. The aircraft is equipped with “Jericho
trumpets,” sirens that emits a distinctive sound The Nekata’s loadout varies depending on what
when diving and forces targets to test for Fear. kind of role is needed. For carpet bombing infantry
formations, it can carry eighty 100 pound bombs.
Khepera Mark 14 Medium Tank: The Khepera Against more hardened targets it can carry sixteen
is the standard tank found in armored platoons 500 pound bombs, eight 1,000 pound bombs, four
throughout the Imperial army, comparable to the 2,000 pound bombs, or two 4,000 pound bombs.
German Panther tanks from World War 2. It’s armed
with a turret mounted 75 mm tank gun (with 60 The Nekata is relatively slow and not very
shells), as well as a hull mounted Kocha machine maneuverable compared to fighters, but is bristling
gun with 1,200 rounds. Occasionally these tanks with eight Onslaught machineguns in various
also have a pintle mounted Khaifu machinegun for turrets around the fuselage, each with 300 rounds
anti-air defense, and carry 500 rounds. of ammunition.
Khnum Mk 6 Heavy Tank: This is the preeminent PM4-Paket Fighter: This updated version of the
heavy tank in the Nile Empire arsenal, with PM1-Paket is only now being produced in Nile
capabilities roughly that of the Core Earth factories. It is armed with twin Khaifu machineguns
German King Tiger tank. It’s armed with a turret with 300 rounds, and twin Onslaught cannons that
mounted 105 mm gun (with 80 shells), along with can fire 20 bursts before running out.
56
GAME
MASTERS
SECTION
NILE EMPIRE POSSIBILITY ENERGY
The color and symbol below represent Possibilities specific to the Nile Empire. These Possibilities
are only earned during play in the Nile Empire, but may be spent anywhere. Unlike standard
Possibilities, these are only granted for role-playing and choices that reinforce the pulpy heroics
of Terra, or as a result of Nile Empire Cosm cards. Between acts, when you refresh Possibilities,
you may keep the same number of Nile Empire Possibilities (up to the maximum refresh) or
reset them to standard Possibilities.
When you spend a Nile Empire Possibility to invoke the Law of Action, add the new die rather
than only taking the better one. Outside the Nile Empire this Possibility may be spent after another
to roll again, taking the better roll just as if the Law of Action were present. If spent on a weird
science device (including Pulp Powers) there is no minimum 10 result for added dice, and
a 1 causes a Malfunction even if it's not on the first die roll.
57
S
oon after the invasion, Doctor Mobius was
very aggressive expanding the area his empire
covered. He limited the number of backup
stelae and intended that a new “blitzkrieg” would
overwhelm any opposition.
He was wrong.
His expansion slowed considerably in the second
half of the year, after losing stela zones near Mecca
WARZONES for two months, but still the Nile Empire covers an
extensive and diverse territory.
• Cairo: A city ostensibly ruled by Overgovernor
Wu Han, but in reality controlled by the various
mob families that struggle for dominance. The
city is also the site of most of the fights between
pulp villains and heroes, especially the Mystery
Men.
• The Nile Basin: A region where Doctor
Mobius is seen as a hero, not a conqueror, and
a site of many of the intrigues involving the
Imperial Government, its various departments,
and Overgovernors.
• North Africa and the Mediterranean: An
immense desert hiding many an ancient tomb,
plus a surprising new actor on the Possibility
Wars stage: the Amazons.
• The Middle East: A region which is used to
battle, insurgency, and now sieges of two of the
most important Muslim holy sites, as well as
the revival of the ancient city of Babylon.
• East Africa and the Congo: The far end of the
empire, where riches abound, and rebellion is
not only starting to flare up but is beginning
to burn brightly. Here the jungles take over,
and hints of a new horror are developing in the
highlands of Ethiopia.
58
Akkadians, Assyrians, and Babylonians, rose and civil war, and parts of Syria and Iraq came under
fell, but the empires in Egypt stayed relatively intact the control of Islamic extremists.
with only brief periods between dynastic periods. When it came time for the High Lords to divide
Unlike Mesopotamia, ancient Egypt remained Earth between them, Doctor Mobius insisted he
under unified Egyptian control (with a couple of would invade Egypt, much of the Middle East, and
relatively short century-long periods of fractured Africa. Not only did he feel an affinity to Egypt
rule). It wasn’t until the early 600s BCE that Egypt due to his background, but he knew the cultural
was conquered by an outsider, the Assyrian King, artifacts and locations would provide great
Sennacherib. amounts of Possibility Energy.
For the next 2500 years or so, one empire or Doctor Mobius would invade Egypt much
another would rule Egypt (though sometimes with like he did the previous nine Empires, with
Egyptian vassals). These foreign rulers included overwhelming military might, weird science, and
Alexander and his descendants, the Roman and miracles. However, he knew he had an additional
Byzantine Empires, the Muslims through the opportunity. The people of this region might just
Middle Ages, the Ottomans, and then finally the come over to his cause if he showed them he would
British Empire before eventually returning to home lead them back to glory and respect. Egypt hadn’t
rule in the 1950s. been of any significance on the world stage for
At the beginning of the 21st Century, Egypt was millennia, and the Muslims of the Middle East felt
controlled by an autocratic government, but after like they had fallen from their glory days as well.
the Arab Spring in 2011, the government was So Doctor Mobius created an incredible series of
unstable. Much of the Middle East and North weird science transmitters, and in the weeks before
Africa was also in various degrees of unrest. Libya the invasion, his agents attached them onto radio
saw its government collapse, Syria succumbed to towers throughout the Nile valley.
59
INVASION! stood down as they became brainwashed by
Doctor Mobius’ propaganda transmitted over the
At exactly 11am local time, a sandstone bridge radio. By the end of the day, Doctor Mobius’ forces
appeared out of nowhere in the sky above the had captured key locations within and around
Giza plateau and crashed down just to the east of Cairo, including Almaza Air Force Base, the
the Pyramid of Khafre. In mere seconds, the Nile headquarters of the Egypt Republican Guard, and
Empire’s axiom wash forced Core Earth back to most importantly, all of the radio stations. Then
the stela boundaries near Alexandria in the north, Doctor Mobius and his army moved south.
and to the Sudan border in the south. Core Earth
pushed back against the onslaught, and violent
reality storms erupted on the stela borders, nearly CAIRO
cutting off Egypt from the rest of the world.
Cairo is a city full of corruption, where pulp
Smaller and temporary reality storms developed villains fight pulp heroes, where gangsters rule
around the many ruins, cultural sites, and museums the streets, and the Possibility Wars almost seem to
that dotted the Nile valley. Most of these reality fade into the background. However, the small scale
storms subsided as they drained the hardpoints nature of adventures here belies the truth—what
of their Possibility Energy. One unusual exception happens in Cairo is reflected in the rest of the Nile
was the Giza plateau. Here, no reality storm ever Empire, and thus the rest of the world. The Law
developed, and the Pyramids and Sphinx never of Heroism practically calls for heroes to rise up,
became Core Earth hardpoints. The Delphi Council and Cairo is where that happens. Often these new
has speculated why this was the case—the close heroes journey beyond the boundaries of the realm
proximity of the pyramids and Sphinx crushed the to fight the minions of other High Lords.
hardpoints out of existence, but they have come to
Cairo is the largest city in Egypt, with over six
no consensus.
million people in the city proper, and another nine
The axiom wash transformed the region. Many million in the surrounding delta. Outsiders often
buildings became pristine versions of the ruins that refer to the entire Greater Cairo area as “Cairo,”
dot the Nile Valley (with the strange exception of though Giza on the east bank is a separate huge city
the pyramids themselves, which remained in their in itself. Traffic is bad, and the pollution is worse.
mostly ruined form). Modern cars transformed to Even though most people don’t own cars, the sheer
models last seen in the 1930s. Men, women, and number of people in the city, and the narrow and
children’s clothes changed, and so did many of clogged streets, often cause traffic jams. The Nile
their minds. River flows through the city and then branches into
The axiom wash excited the large eternium cores the Nile Delta region to the north. The closer to the
of the transmitters Doctor Mobius’ agents placed river the more common 1930s architecture is, with
before the invasion, burning them out but sending much of the outskirts of the city predominantly
out a powerful mind control pulse out to the stela looking like ancient Egypt restored.
boundary. Over 95% of the population became Although many troops are stationed in Cairo,
highly susceptible to propaganda and suggestion, the garrisons here tend to be poorly equipped
and over the next couple of days, Doctor Mobius and manned by less skilled and disciplined
used this susceptibility to effectively brainwash shocktroopers. Morale is low and they turn a blind
most of the Egyptian people to support his regime. eye to the crimes committed here. Bureaucrats
The susceptibility to suggestion also caused most are often transferred here for poor performance,
of the population to convert to Amaatism. or because they angered someone more powerful
There was practically no resistance from the than them. An assignment to Cairo is considered
Egyptian military. The air force and armor were a punishment. The one possible person who is
nullified by the reduction in the Tech Axiom, and actually happy with being assigned to Cairo is
those soldiers who fought, disconnected as they “The Insidious” Wu Han, who, while nominally
fired their relatively high tech weapons. Others in control of the city, tends to let the city run on
60
its own or through the efforts of the gangsters OUTER CAIRO
who have cropped up. In the meantime he gets to
Medieval Cairo is located east of downtown with
initiate schemes and plans of his own, within and
Old Cairo to the south. Before the invasion, Old
outside the empire.
Cairo and Medieval Cairo were well preserved
Although alcohol is legal in the Empire, Wu Han examples of medieval Islamic architecture, but
has ordered that it is to be strictly controlled and were transformed by the reality of the Nile
taxed in Cairo. A significant amount of the proceeds Empire. Ancient Egyptian style buildings are
end up in his pocket to fund his schemes. more prevalent here compared to downtown, with
multiple temples dedicated to each of the deities of
DOWNTOWN CAIRO AND the Ennead.
ZAMALEK Much of this area consists of slums, although they
Downtown Cairo is located on the east bank of aren’t as crowded as they were before the invasion.
the Nile River and features a mix of architecture Many of the able bodied men have enlisted with
from 1930s America and late 19th Century Europe. (or drafted into) the military. The former Cairo
Some ancient Egyptian features, like obelisks and Citadel, previously an Islamic fortification, is now
the occasional temple accent the downtown core. the major military base for the Nile Empire army.
The district is the commercial center of Cairo, and Azhar Park, a large green space which contrasts
although Wu Han nominally rules from Abdeen strongly with the white and yellow sandstone of
Palace, he allows the Zhou Tong Syndicate to the surrounding buildings, is the gem of this area.
control the streets. Crime has exploded since the It covers a hill that was a former landfill made from
war began, largely because the juiciest targets for hundreds of years of trash.
common thieves and pulp villains are located here, Medieval Cairo and Old Cairo are controlled by
including many banks. It’s a rare night that doesn’t the Cairo Cartel though the Hajjar family out of
have the reports of tommy guns echoing through Heliopolis is intruding on their territory. Gang
the streets. warfare and violence has been increasing in the
The downtown core is surprisingly clean, at least last few months, especially in Medieval Cairo, and
on the main thoroughfares. The alleyways hide mob hits are made even in daylight. Wu Han seems
the darker, grimier side of Cairo, away from most to be content with letting the situation develop
of the public, at least until the pulp heroes and organically.
villains take their fisticuffs into the sunlight. There Shubra is a middle class residential district full of
are plenty of trees, mostly date palms, especially treed boulevards and streets. It is more of a mix
right along the Nile River. between ancient Egypt and 1920s architecture,
Several large Amaatist temples are located in compared to downtown and the rest of outer Cairo.
downtown Cairo, including the Grand Temple of Violent crime is limited by the steel fisted control of
Wadjet. Not only is the Cairo temple the largest the Baz Brothers. That is, until a few months ago,
one dedicated to the Goddess of Protection, but it when Hajjar family thugs assassinated "Big Boy"
hides a Delphi Council safehouse in the basement. Baz. The violence hasn’t yet risen to the degree seen
in Medieval Cairo, at least inside Shubra proper.
The fashionable district of Zamalek is located on The surrounding slums are a different story.
Gezira Island, nestled in the Nile River just west
of downtown. In addition to upper class shops
and residences, many landmarks are located here, GIZA
including the Cairo Tower and the Cairo Opera Giza is most famously known for the Great
House. The Gezira Sporting Club is located on the Pyramids and the Sphinx, but it is a large city in its
south end of the island and includes a lush garden, own right, home to over 2.5 million people. Giza is
as well as a golf course, tennis courts, swimming on the west bank of the Nile River, and like Cairo,
pools, and a polo field. is divided into districts.
61
Mob violence is constant inside Cairo, and the Overgovernor refuses to intercede so long as he gets his cut!
Greater Mohandessin, located in northern Giza someone known only as “She” or “Her.” The rest
just west of Zemalek, is a residential area full of of the territory south of Mohandessin is controlled
the upper middle class and the rich. It mostly by the Sisters of the Serpent, with the exception of
looks like a 1920s suburb of Chicago, with plenty the Giza Necropolis itself, which houses a large
of upscale apartment buildings and villas, but still Imperial garrison.
has an isolated ancient Egyptian building here and Finally to the west of the Giza Plateau, lies an area
there. Mohandessin is ruled by the Tahan Family, that, before the invasion, was largely empty desert.
a particularly vile gang who specialize in human Now it’s Dreamland, where the silver screen films
trafficking and extortion. Nile shocktroopers are of the Empire are made. Many radio dramas are
rarely seen patrolling these streets, though are produced here as well, and the area is firmly under
more often seen in the red light district. the control of the Silver Screeners.
To the north of Mohandessin is Bulaq, site of
much of Greater Cairo’s industry, as well as a large The Giza Necropolis
working class population. This is the more “quiet” The Sphinx and the Great Pyramids of Khufu,
section of the Baz Brothers’ territory, who take it Khafre, and Menkaure dominate the Giza Plateau
upon themselves to make sure the factories run just west of the city proper. This is where Doctor
smoothly. For their efforts, Wu Han gives them a Mobius first invaded, but strangely, none of these
cut from the profits. grand monuments became Core Earth hardpoints.
To the south lie the districts of Giza, Omrania, The Delphi Council is unsure why, as the cultural
Haram and Monib. These districts house lower value and mass of the pyramids alone should have
and worker class folks for the most part, as well supported a hardpoint large enough to protect all
as light industry. No gangs appear to control of Cairo and Giza.
Monib. It’s rumored to be under the protection of
62
Rumors abound of a massive complex of tombs shocktroopers, it’s in Cairo. Although gang
and tunnels hidden under the plateau, though violence is common throughout the city, certain
it’s uncertain whether these tunnels were there districts are beset by anarchy more than others.
previous to the invasion, or manifested only after Often the Storm Knights might find themselves
the axiom wash hit. Regardless, Doctor Mobius getting involved with two different mob families,
considers this a vital location for seeking out and possibly with police officers as a third party.
artifacts and Eternity Shards, and it is garrisoned That’s not to say Imperial presence is nonexistent,
by a large amount of shocktroopers and armored especially in some of the more crucial areas of
vehicles. the city like the Giza Plateau and the Monstorod
Refinery. Locations considered important by
HELIOPOLIS AND MAADI Doctor Mobius are well guarded.
The outskirts of Greater Cairo on the east bank of The most characteristic encounter in Cairo is
the Nile consists of two main districts: Heliopolis with pulp villains (and occasionally pulp heroes).
(which also includes the former Nasr City) and Villains still significantly outnumber the heroes in
Maadi. Both of these districts are affluent, with a Cairo, and although encounters with villains who
"modern" city layout and transportation networks, may be executing some minor scheme compared
including a subway. Almost all of the architecture to the significance of the Possibility Wars, the fact
on the outskirts is of ancient Egyptian origin. is small actions can have large consequences on the
For the most part, the outskirts are relatively quiet larger stage. Villains may be merely robbing banks,
with little traffic noise, are abundantly green despite stealing handbags from old ladies, or threatening
the prevalence of ancient Egyptian buildings and to turn a building into a big ball of sludge, but
sandstone, and violent crime is low. The reason the stories of stopping these plans inspires more
for the latter is the presence of the Hajjar Family, heroes to step up and join the fight. Pulp villains by
which controls Heliopolis and the Maadi Mafia, their nature are unique individuals. Some example
located naturally in Maadi. villains are given in Chapter 14: Creatures and
Denizens, but other examples are found in Fires
Maadi is also known as the “Gateway to the Delta,” of Ra. You can find additional inspiration in the
as the first major metropolitan area one reaches original Torg products as well.
when travelling northbound on the east bank of
the Nile. A massive sandstone arch stretches across
Common Threats:
the Nile at the southern boundary of Maadi.
• Mob Gunmen: Masked Marauder (see Torg
Maadi is the location of several secret weird Eternity), Two Mob Gunmen per hero (see page
science laboratories, some controlled by Mobius, 138).
others are privately owned and operated. Helipolis
• Pulp Villains: 1–3 pulp villains (see page
is the site of the important Almaza Airbase, Cairo
137)
International Airport, the Grand Temple of Ra,
and the critical Mostorod Refinery, which refines • Shocktrooper Patrol: One Elite Shocktrooper
much of the Nile Empire’s gasoline. The refinery per hero (see page 125), one Pulp Ninja per
in particular has led to a strong alliance between hero (see page 138), and one Elite Shocktrooper
Wu Han and the Hajjar Family, and much of the Officer (see page 125).
Family’s success and growth into the interior areas • Shocktrooper Patrol (Garrison): Two Nile
of Cairo is a result of the light hand Wu Han puts Empire Shocktroopers per hero (see Torg
on the Hajjar’s schemes and plans. Eternity) and one Shocktrooper Officer (see
page 125).
CAIRO AND THE REALITY • Stormer Reaction Squad: Four Elite
RAIDERS Shocktroopers per hero (see page 125), one
If there is anywhere in the Nile Empire Storm reality-rated Shocktrooper Officer (see page
Knights are least likely to come up against Nile 125), and one pulp villain (see page 137).
63
THE NILE BASIN though, when temperatures regularly reach the
mid-30s, and during heat waves into the mid
The Nile Basin stretches the length of the Nile to upper 40s. The heat can be oppressive, and
River, from the Nile Delta on the coast of the although air conditioners are supported under
Mediterranean to Khartoum, Sudan in the south. the Nile Empire’s Tech Axiom, they’re only seen
Here, the Nile splits into the Blue Nile, which flows commonly in large buildings (though for some
from the east out of Ethiopia, and the White Nile, reason never in ancient Egyptian-style structures).
which flows north from Lake Victoria.
The Nile Delta from Cairo north to the
The Nile River’s floodplain is narrow, often Mediterranean is technically governed by Wu
extending just a few kilometers from the river, Han, though he largely delegates responsibility
but almost all of the Nile River south of Cairo is to underlings and focuses instead on nefarious
farmland, dotted by towns and small cities. The plans (or on issues in Cairo itself). The remainder
most important city on the Nile is the new capitol, of the Nile Delta south to Khartoum, including the
Thebes. Once the Nile reaches Cairo the river delta capital of Thebes, lies under the purview of Madib
fans out, with much of the delta region developed Al-hebpsa (who is actually Doctor Mobius himself
and urban. in disguise).
Egypt proper is firmly under the grip of Doctor
Mobius’ forces, though he doesn’t really need the Healing Pool of Safaga
military to crush resistance movements or unrest. The Nile Empire is so infused with spiritual energy
He truly does enjoy the support of over 90% of that some locations are spontaneously imbued
the Egyptian population. Almost all of the people with power. One such location is the Healing Pool
in Egypt live along the Nile River south to Lake of Safaga, on the west coast of the Red Sea. A large
Mobius, or in the Nile River Delta. Lake Mobius, temple dedicated to Horus houses the Healing
formerly named Lake Nasser after a popular former Pool, and the use of the pool is made available to
Egyptian President, is an artificial lake blocked by those who make an offering to Horus in the form
the Asswan Dam, which provides a large amount of a donation to the temple. This isn’t to say only
of electricity to the cities north of it. the rich can afford to use the saltwater pool—the
The Eastern Desert extends from the Nile River size of the donation is judged worthy or unworthy
to the Red Sea, and is largely barren and rocky by the god according to the person’s ability to pay.
terrain, which include the Red Sea Hills that run Those who sit in the pool for at least one hour
along the coast. Although rainfall is extremely can make a Near Impossible (DN 20) faith or Spirit
rare here, thunderstorms are capable of creating test. If the offering is deemed worthy, the test has
severe flash floods, at the most inopportune (but a +6 bonus. On a failure, all Wounds are healed.
dramatic!) times. On a success, someone who has had an attribute
The western part of the Sinai Peninsula is under decreased due to a Defeat test regains one point
Nile Empire reality, and Doctor Mobius controls in addition to healing all Wounds. Any individual
the strategically important Suez Canal. The eastern person can recover only one attribute point in this
half of the Sinai is largely "no man’s land" and is matter in their lifetime.
a buffer between Israel and the Nile Empire. The Some question why Doctor Mobius hasn’t taken
nomadic Sinai Bedouin still continue to live in this control of the Healing Pool. Though it may be of
area, although their numbers have dwindled. Most some use to him or his forces, he has found Storm
fled into Saudi Arabia, Iraq, and now reside in Iran, Knights have taken to using the Pool and he keeps
while those who transformed have dispersed into it under surveillance constantly.
other areas of the empire.
The climate during the winter is actually rather ALEXANDRIA
pleasant, with temperatures usually rising to near The primary port for the Nile Empire (albeit
20 °C, with overnight low temperatures dropping with fewer cargo ships coming and going than
to near 10 °C. That’s not the case in the summer
64
usual), this large city has seen its most famous To the west of Thebes lies the Valley of the
landmark returned to existence—the Lighthouse Kings, which holds tombs of many famous Earth
of Alexandria. Egyptian pharaohs including Tutankhamen (King
Other important landmarks in Alexandria include Tut), Ramses VI and IX, and Thutmose III. All of
the Ur Guild Building, which houses a "secret" these tombs still lie empty even after the axiom
society of mathematicians and engineers who are wash arrived.
severely loyal to Doctor Mobius, the Grand Temple Of note is the fact that Karnak, located on the
of Set, and a massive chariot race track with northern end of Luxor and a site of a famous (and
grandstands that can hold 20,000 people. now revitalized) temple complex, is the Terran
birthplace of Doctor Mobius.
THEBES AND LUXOR
Thebes is the capital of the Nile Empire, but KHARTOUM
before the invasion it barely existed at all, and was This large city of over 5 million people, located at
merely a bunch of ruins on the west bank of the the confluence of the Blue Nile and the White Nile
Nile River opposite of Luxor. Now the two cities rivers, was the first major city to be conquered by
combined house over a million people. Thebes and Doctor Mobius, as his army raced southward down
Luxor almost exclusively feature ancient Egyptian the Nile. Khartoum is an occupied city, and is
buildings, dominated by the Royal Palace, the held by a large garrison of shocktroopers. Sudan’s
Mathematics Complex (which house the Society of armed forces attempted to resist the advance, but
Mathematicians and the College of Engineers), and the combined air and armor power, as well as the
the Grand Temple of Sebek, dedicated to Doctor use of reality bombs, ensured victory for Doctor
Mobius' favored god. Statues dedicated to Mobius Mobius, and the government of Sudan surrendered
stand throughout the capitol, showing him in mere days after the nation was invaded.
various poses of victory and triumph.
65
Much of Khartoum’s young men were drafted into Additionally, many Amaatist priests,
Doctor Mobius’s army and distributed throughout mathematicians, and engineers are found in all of
the Empire, ensuring any uprising in Sudan would the cities and larger towns along the Nile River.
have minimal support. Now Khartoum produces
much of the weapons and ammunition used by Common Threats:
the Nile Empire, as well as producing gasoline, • Crocs: Two Crocodiles (see Torg Eternity) or
all of which are quickly transported north and one Crocodile of Sebek (see page 124).
south along the newly constructed Great Nile • Enginnering Team: 1 Initiate or Draftsman
Railway. The Grand Temple of Bastet, the Goddess (see Amaatist Priest, page 126) and two Nile
of Warfare, is nestled in the heart of southeast Empire Shocktroopers per hero
Khartoum, between the Shejera Ammunition
Factory and the El Yarmouk Arms • Gospog Mob: Two gospog of the 2nd Planting
Factory Compound. per hero (see page 121) or one gospog
of the 3rd Planting per hero (see page
Amaatist Temples 121).
Temples to individual • Priest Cohort: One reality-rated
gods and goddesses Amaatist Hem-Nejur (see
of the Ennead can be found page 126) and two Nile
throughout the Empire. Some are Empire Shocktroopers per
dedicated to the pantheon as a whole, hero (see Torg Eternity).
but most focus on one particular • Shocktrooper Patrol (Battlegroup
deity. Most provide spiritual and Al-Hebpsa): Two Nile Empire
miraculous services for a donation, Shocktroopers per hero (see Torg
though suspicious people asking Eternity) and one Shocktrooper
for healing services are reported Officer (see page 125).
to the authorities.
• Shocktrooper Strike Team
(Super Battlegroup Mobius): Four
THE NILE BASIN Elite Shocktroopers (see page 125)
AND THE REALITY and one reality-rated Shocktrooper
RAIDERS Officer (see page 125).
The Nile Basin is the heart of the • Ravagon Hunter Triad: Three
Nile Empire, and the presence of ravagons (see Torg Eternity).
the Imperial military is pervasive.
Shocktroopers can be found on nearly
every street corner, and most locations
in major cities are within 10 minutes
of at least a small garrison of soldiers.
Shocktroopers from Battlegroup Wu
Han are found in the Nile Delta north GOSPOG OF THE
of Cairo, while those from Battlegroup SECOND PLANTING
Al-Hebpsa are found south of Cairo
down to Khartoum. Shocktroopers from MODIFIED FOR
Super Battlegroup Mobius are based
around Thebes, assuming they’re not used
USE IN SUPER-
as a spearhead of an invasion. Gospog BATTLEGROUP
are also likely to be found in this region
accompanying and bolstering shocktrooper MOBIUS
patrols.
66
NORTH AFRICA AND LIBYA
THE MEDITERRANEAN Libya, embroiled in a civil war over the last few
years, and without a centralized government,
The North Africa region of the Nile Empire is quickly found its oil fields captured and enveloped
dominated by the sandy wastes of the Sahara within the boundaries of the new realm. However,
Desert—shifting dunes of sand as far as the eye can with the lack of a substantial population base, Dr.
see, dotted with the occasional oasis. This region Mobius was content to allow the zones in eastern
stretches from the Nile River west to the boundaries Libya and western Egypt to remain Mixed until
of the realm in Libya and Sudan. they flipped to Dominant as time progressed.
Beneath the sands lie countless tombs of ancient Eastern Libya is essentially pacified.
pharaohs and other important figures from an The oil fields in the eastern portions of the country
Egypt that never existed, each of which is filled are fully in the hands of the Nile Empire. Strong
with mysteries and treasure. Traveling the sandy garrisons guard the oil fields and terminals for
dunes is not recommended without a guide (or a recently constructed pipelines heading east to
Bedouin). Not only can the terrain shift without Cairo. These oil fields and pipelines are a target of
warning, and there is a paucity of landmarks, the Delphi Council but are a low priority. Resources
but oases are far and few between. Also, the are more needed elsewhere, and the Council hasn’t
temperature on a summer day usually exceeds 40 made many inroads developing an infrastructure
°C, and on the hottest days can nearly reach 50 °C. to mount a local opposition.
The sand itself gets even hotter, upwards of 80 °C.
Western Libya is slowly consolidating under two
The winter climate is milder, at least during the rival factions, but nobody outside of Libya expects
day, but the temperature can drop to freezing at these forces will provide much of an opposition
night. when the Nile Empire expands westward.
Egypt west of the Nile River is covered by the
Western Desert, which is mostly uninhabited Zezura
except in the isolated oases that dot the region and For centuries, stories abounded regarding a lost
roaming nomads. Before the invasion the Western oasis in the deep desert west of the Nile River,
Desert was largely rocky and barren, rather than perhaps as far as Libya. The oasis has been called
covered by picturesque waves of sand dunes. many names, but commonly it is known as Zezura,
However, the axiom wash transformed the land the White City. The stories are true.
and most of this region now truly is covered in sand.
The exception is the White Desert located north USING COMMON THREATS
of the town of Farafra, which features incredible
chalk formations, many of which have been carved The Common Threats listed for each region
by unknown people into statues representing gods represent the most likely encounters for Storm
and pharaohs forgotten to history. Knights roaming the area. The numbers are a
general guideline, and range from a fair battle
Michael Mayhew, a.k.a. “The Red Hand,” is the to challenging for Alpha and Beta Clearance
Overgovernor responsible for the North African Storm Knights.
region of the Nile Empire, and controls Crete and
the Libyan coast (as well as the Libyan oil fields). Some places within a region may be more
Additionally, most archaeological teams sent highly patrolled, or more dangerous in general,
to explore the ruins in this region report to him. warranting increased numbers or tougher foes.
Theoretically he is "in charge" of Hespera, but the The threats also don’t necessarily always lead to
Amazons there aren’t having any of that, instead combat. Canny Storm Knight may try to sneak
following the lead of a woman who calls herself past some foes, negotiate with others, or trick
Aegea, after the mythical queen of the Amazons. one group of enemies into fighting another.
67
Zezura is nearly impossible to find intentionally. Crete was absorbed into the new reality. Greek
It doesn’t show up on any map or satellite photo. military forces were quickly overwhelmed by
Those who have found it did so by accident, usually Nile paratroopers. Several Core Earth hardpoints,
after a sandstorm, or while they were delirious centered on musuems and archaeological sites,
with dehydration. When the discoverer made his flared up, but their Possibility Energy was quickly
or her way back to civilization it was impossible absorbed by the stela network. Within two weeks
to find again. Zezura only appears for those who the island had been completely pacified.
need it. With the arrival of the Nile Empire, some people
The oasis is small, but enough food to feed a claimed to be Greek heroes reborn, including
hundred people for three days is found on the Hercules. The veracity of those claims are unknown
shores and in the pools of the oasis. The water has but what is true is some of the legendary creatures
healing powers, and the oasis invokes the healing of renown have appeared on Crete. Gorgons,
miracle (with a faith 16 skill) on anyone wounded hydras, and chimeras raided the towns and villages
who drinks the water. The water loses this property on Crete, and recently some towns on mainland
should it be taken away from Zezura. Greece and North Africa also started seeing attacks
After three days, or once the final person leaves by these creatures. Almost every tomb on Crete is
the oasis, Zezura fades into nothingness. protected or has been made a lair by one of these
legendary creatures from the past.
CRETE HESPERA
In the sixth month after the Possibility Wars Off the coast of Crete lie the Greek Dodecanese
began, Doctor Mobius invaded Crete. Nile Empire islands, the largest of which is Karpathos. Due
submarines dropped a stela north of the island and to its rather remote location, the island was
68
largely undeveloped until recently, and before such attempt. Additionally if the Amazons were
the Possibility Wars began, it became a popular to move against Doctor Mobius in force, he would
tourist destination with blue coves and ancient have greater incentive to deactivate the stelae
architecture. bounding their island.
Then the Nile Empire arrived.
Karpathos was not actually invaded. It just NORTH AFRICA, THE
happened to be in the same stela zone as Crete, and MEDITERRANEAN, AND THE
Doctor Mobius had little interest in the island. He REALITY RAIDERS
has since changed his mind.
The opposition seen in North Africa is similar
The reality storms created when Nile Empire to those found in the Nile Basin, though veteran
reality smashed into the island were the most shocktroopers here are drawn from Battlegroup
vicious he had ever seen. The battle between Red Hand. At the moment this Battlegroup and
realities had a dramatic and widespread effect. supporting units are preparing to expand the
All of the males on Karpathos transformed into borders of the realm westward, but garrisons of
females, and everyone found their physical abilities shocktroopers can be found guarding locations of
and skill at arms enhanced. Instead of an island strategic importance such as oil fields, pipelines,
ripe for conquest, Mobius found warrior women, and military bases.
10,000 strong, standing ready to defend their
In the deep desert, archaeology teams consisting
home. Doctor Mobius was surprised by this event,
of scientists, shocktroopers, and usually at least
and has not yet determined what to do about it.
one mathematician or engineer try to locate and
Assuredly he could conquer the island, but he is
plunder the multitude of tombs in this region.
not certain it’s worth the effort, if only because he
These teams often also include a pulp villain. Bands
can no longer drain Possibility Energy from any of
of Bedouins also are encountered wandering the
the Amazons. For now he watches and waits to see
desert wastes.
what the Amazons do, knowing that if necessary,
he can deactivate the stelae surrounding the island
and doom nearly every Amazon. The only reason Common Threats:
he hasn’t yet is he needs those stelae to serve as Archaeology Team: One Initiate or Draftsman
anchors for additional zones to the east, as anchors (see Amaatist Priest, page 126) and two Nile
for a zone to cover Cyprus. Empire Shocktroopers per hero (see Torg Eternity).
Occasionally includes a Masked Marauder (see
The Amazons renamed the island Hespera, after Torg Eternity) or a unique pulp villain.
their mythical homeland. The villages and towns
on the island also underwent a nearly complete Bedouin Nomads: Two Bedouin Warriors per
transformation. Most of the villages around the hero (use Human Soldiers from Torg Eternity),
island shrank or vanished. Meanwhile Olympos, often accompanied by camels.
located on a saddleback ridge overlooking the Beetle Lair: Two Giant Desert Beetles (see page
ocean dramatically grew in size. Now almost all of 130)
the Amazons on the island live there, with only a Shocktrooper Patrol (Garrison): Two Nile Empire
handful in the few villages along the waters. Shocktroopers per hero (see Torg Eternity) and one
The Amazons are insular and outsiders are Shocktrooper Officer (see page 125).
generally unwelcome. Still, the Delphi Council Tomb Defender: One Walking God (Ammit,
hopes the Amazons will ally with them, as Bastet, Horus, Serket, Set, or Wadjet—see page
they would be an impressive asset in the fight 132) and one Insect Swarm for every two heroes
against Doctor Mobius. However, with the entire (see page 130) or two Asps per hero (see page
population transformed, the Amazons have little 124) or two Mummies per hero (see page 130).
incentive to assist the Delphi Council to remove
nearby stelae, and will in fact violently oppose any
69
THE MIDDLE EAST the inevitable invasion, bringing older AMX-30
tanks and AMX-10P armored personnel carriers
Much of the Middle East has been conquered by out of reserve, and arming the infantry with AK-
Doctor Mobius. He controls most of Iraq, all of 47s with the hope that "less technical" equipment
Kuwait, and large swaths of Saudi Arabia. Riyadh would still work.
is heavily garrisoned, but Medina and Mecca
Unfortunately, while the Saudis had the right
continue to hold on as Core Earth hardpoints. Iran
idea, their "old" tanks were still too advanced
maintains a heavy military presence on the border
to function when two weeks later, a maelstrom
with Iraq, but they are forced to concern themselves
bridge plunged from the sky just east of Mecca.
with Orrorsh to the east as well.
The western portion of the Arabian Peninsula
The Arabian Desert dominates the geography of fell quickly. However, the holy cities of Medina
this area, and is largely a broad rocky plain, though and Mecca held out, with extremely strong
much of the desert is covered with sand (especially reality storms surrounding them. In fact, Teth-
the Rub’al-Khali Desert in the south). The portions Net observed to Mobius that he had never seen a
of the desert near the Red Sea feature tall mountains reality storm surrounding a hardpoint as intense,
and plateaus cut by steep walled canyons. or as large, as at Mecca. Although reality storms
One surprising result from the arrival of the Nile around the two hardpoints eventually decreased
Empire’s axioms is the enormous increase in the to more "normal" levels, the area covered by the
expanse of caves and lava tubes beneath the desert Mecca hardpoint remained unusually large.
sands. In fact, spelunkers have discovered that just Doctor Mobius was content to besiege the two
a short distance into the new tunnels, Aysle/Nile hardpoints, which were centered on the Kaaba in
Empire mixed zones form. Whether or not these Mecca, and the Prophet’s Mosque in Medina.
are just localized, caused by some strange reality
With its purpose to allow the invasion of Saudi
feature, or perhaps a shortcut to the British Isles
Arabia complete, Mobius moved the maelstrom
or Scandinavia, remains to be seen. Although
bridge back to the capital of Thebes.
Egyptian tombs are found in this region, much
like anywhere else in the Nile Empire, many cave Doctor Mobius then focused his attention on
complexes also hide treasures, and some scholars expanding south into East Africa. Then a succession
have speculated the cave system is representative of incredible feats by Muslim Storm Knights within
of the mythological Sumerian underworld. Even the hardpoint of Mecca (and some not even against
if the tunnels aren’t actually the underworld, his own forces, no less) injected Possibility energy
rock trolls often ambush explorers, and there are out of the hardpoint and into the surrounding
rumors that a legendary demon, Asag, makes his zone. Days later, Storm Knights ripped up the
home here. stela southwest of the city. Since Doctor Mobius,
unlike many of the other High Lords, hadn’t been
Natatiri is the Overgovernor responsible for
placing backup stelae, the zone fell and Core Earth
administering the Middle East region, and her
reality rushed back in. US and Saudi jets attacked
battlegroup is particularly ruthless at stamping out
the stranded Nile forces mercilessly, and the
green shoots of resistance. However, the people
remnants were forced to fall back northward into
of this area have experience fighting against
Nile territory.
occupying forces, and despite Natatiri’s best
efforts, the Delphi Council is making connections Doctor Mobius was unable to expand his territory
with local cells. and retake Mecca for two months. The Delphi
Council, along with US and Saudi forces, reinforced
SAUDI ARABIA the holy city, stockpiling weapons, ammunition,
food, fuel, and other supplies. Mecca became a
Saudi Arabia fully expected Doctor Mobius to fortress. In the meantime, Doctor Mobius halted
quickly invade, somehow, as soon as the truce with his expansion south to activate backup stelae,
Israeli was announced. However, for some reason, especially in the region around Medina, as well
he didn’t. This gave the Saudis time to prepare for
70
as other possible weak spots. This delay angered are strengthening Core Earth’s reality. Still, the
him, and he decided the Possibility Energy he was frequent and violent reality storms make reaching
absorbing from these two hardpoints wasn’t worth the two cities difficult at best. The Delphi Council
the trouble. has been remarkably successful in keeping Mecca
He’d crush them. Eventually. His expansion supplied with food, which is multiplied by Islam
southward was a higher priority, and told Natatiri imams and clerics.
to deal with the two hardpoints as she saw fit. In With the zone around Mecca returned to Nile
in the meantime he used the cities as a "battery" territory, Battlegroup Natatiri moved eastward
of Possibility Energy, as the faith of those who and quickly took Riyadh. However, most of the
remained in the cities replenished the Possibility Saudi army withdrew since it was obvious they
Energy stored within the hardpoints, which was had no answer to Doctor Mobius’s reality bombs,
then harvested by his stelae. and only a small rearguard remained behind to
Eventually Doctor Mobius was able to reabsorb slow the Nile advance. The Saudi Royal Family
the region around Mecca back into his Empire. In and important members of the Saudi government
the meantime his forces did his bidding. The Core fled to Dubai.
Earth zone around Medina has been shrunk to just The Saudi army stopped withdrawing and, with
the city core, and the city is on the verge of defeat. the assistance of American forces previously based
However, Mecca has not only been thwarting in Qatar, set up a perimeter protecting the refineries
Natatiri and Doctor Mobius, but is thriving. and oil terminals on the Persian Gulf. Although the
The size of the hardpoint has actually increased border of the Nile Empire is uncomfortably close,
with the addition of many Muslim faithful who the Delphi Council considers keeping control of
71
extremists who had taken control of the eastern
REFUGEES portions of the country.
There has been a surprising dearth of refugees Iraq and Kuwait are largely pacified, though
fleeing the expansion of the Nile Empire. In barely. An insurgency started fitfully, but efforts
many cases people conquered by Mobius’s by Imperial troops have managed to prevent a
forces have much the same standard of living, widespread rebellion by guerrilla forces. However,
and in some cases, like South Sudan, Mobius the crackdown on those of Muslim faith (very few
arguably raised that standard, stopping the people have converted to Amaatism) continues
infighting and famine that plagued the nation. to anger the populace. The fighting in Baghdad
In other cases, the expansion happens with was particularly violent, and casualties were
such speed that people who are waiting until high. The fighting has dropped to a simmer now,
‘it’s time’ end up waiting too late, and then but like a pressure cooker, its ready to blow. The
find themselves adapting to their new reality. infrastructure of Baghdad is largely in ruins, and
Additionally, Doctor Mobius has an incentive many of the civilians fled to the surrounding area,
to keep as many people within his borders as particularly south to the newly risen Babylon.
possible to maximize the amount of Possibility Babylon was the capital of one of the earliest empires
Energy he drains. on Earth, and the axiom wash recreated at least a
There are however, some established refugee version of the historic city. Many so-called “reality
camps. Many Shiites fled from Iraq into Iran, experts” believed if the Nile Empire ever invaded this
knowing their religion is outright illegal in the region, the old Assyrian and Babylonian structures
Nile Empire. The Israel government operates would be revived, much like ancient Egypt returned
another camp inside their borders as well. in that region. Instead, the architecture transformed
yet again to a combination of early 20th Century and
ancient Egyptian buildings. However, in Babylon
itself, the transformation took a bit of a twist. The
the Ghawar oil field of utmost importance. Not
Hanging Gardens of Babylon have returned, even
only would the loss of the Ghawar oil field mean
though some scholars believed these Wonders of the
a significant increase in oil supplies to Doctor
ancient world to be mythical. But the stone columns
Mobius, but it would remove the cheapest source
are certainly of Egyptian origin, and hieroglyphics
of oil for much of the free areas of Core Earth.
cover the walls and pillars. In fact, some of the reliefs
and tombs in Iraq almost imply that some ancient
IRAQ AND KUWAIT Egyptian empire conquered Babylon, even though
Having recovered from the embarrassment that never actually happened in history on Earth or
of the Mecca Incident, late in the first year of Terra.
the Possibility Wars, Doctor Mobius launched
Operation Babylon. He dropped a new maelstrom JORDAN AND SYRIA
bridge into the Festival and Parade Ground in
Jordan and Israel put aside their differences in the
downtown Baghdad, Iraq, and the Iraqi forces
face of the threat the Nile Empire posed to both of
didn’t have much of a chance. Although the army
them, and coordination between the two militaries
had rearmed themselves with less advanced rifles,
increased substantially over the past year. There
the lack of low-tech armor and planes meant the
are of course, members of both governments and
infantry had no support, and the invading Nile
militaries who don’t trust the other, but so far this
forces easily defeated them.
alliance of convenience is holding. The Delphi
Battlegroup Natatiri and supporting forces moved Council has made contingency plans in case the
out from Baghdad in all directions. They swiftly Nile Empire successfully overlays its reality on this
took southern Iraq and Kuwait, easily conquered region by accumulating resources and personnel at
the Kurdhish city of Mosul, and headed west Petra, expecting it would actually become a Core
into Syria, swiftly defeating the militant Muslim Earth hardpoint if Israel and Jordan fall.
72
Syria was in the middle of a civil war when the High Empire Shocktroopers per hero (see Torg
Lords invaded, and the fighting there continues, Eternity).
though not to the degree it did before the attack. • Gospog Mob: 2 Gospog of the 2nd Planting
Doctor Mobius attempted to recruit the rebels to per hero (see page 121) or 1 Gospog of the 3rd
assist him, but so far has been rebuffed due to his Planting per hero (see page 121).
policy of suppressing Islam within the Empire.
Israel (with the support of the Delphi Council) is • Shocktrooper Patrol (Garrison): Two Nile
surprisingly assisting the Syrian government in Empire Shocktroopers per hero (see Torg
exchange for freedom of movement to transport Eternity) and one Shocktrooper Officer (see
supplies from Turkey south. The balance of power page 125).
between all of the forces here is on a knife edge, • Rock Troll Horde: One Asag and two Rock
and if Doctor Mobius succeeds in cutting Israel off, Trolls per hero (see page 127).
he may be able to focus all his attention elsewhere.
Common threats:
• Ayslish Cave Explorers: 1
Wight (see Torg Eternity) and 2
Lurks per hero (see Torg Eternity).
• Bedouin Nomads: 2 Bedouin
Warriors per hero (use Human
Soldiers from Torg Eternity), often
accompanied by camels.
• Beetle Lair: 2 Giant Desert Beetles (see
page 130).
• Espionage Team: Masked
Marauder (see (see Torg
Eternity) and two Nile
73
EAST AFRICA AND THE fashion. Doctor Mobius is practically jump starting
an industrial base in this region, employing
CONGO thousands of people.
East Africa and the Congo are significantly different
in nature than other regions in the Nile Empire. The Great Nile Railway
Where the northern portions of the empire are Preferring to manufacture more stelae rather than
dominated by sandy deserts, most of East Africa lay down an increasing number of maelstrom
features steppes and grasslands, with portions of bridges, Mobius ordered the Society of Builders
Ethiopia and the entire Congo region covered by to undertake an ambitious program of track
rain forests. The architecture in the cities of East laying throughout the Nile Empire. The Builders
Africa are predominantly those from the early 20th managed to complete the trans-Empire railway,
century, as opposed to ancient Egypt, though there leading from Alexandria and the Libyan oil fields
is still a significant amount of the latter in the mix. in the north, down the Nile to Nairobi in the south,
in only three months. This rail network allowed
Most of the population is black, and there is an Dr. Mobius to rapidly transfer his forces from front
unusual amount of young people. Many of these to front as needed, as well as ensure distribution
youths have joined an army, whether the invading of food and other goods throughout his Empire.
one or the collection of guerrilla fighters who have In fact, Mobius advertised the plentiful food to
risen in rebellion against Doctor Mobius. The neighboring territories, including South Sudan.
dominant religion here is Protestant Christianity, Doctor Mobius cleverly reduced the intensity of
not Islam, although an increasing number of people reality storms along that section of the Nile Empire
follow the ancient Bantu mythology (especially in border in order to entice refugees into his territory,
the Congo), or have converted to Amaatism. No thus gaining Possibility Energy without even
matter what faith a person believes in though, the needing to extend the stelae network.
law still dictates only Amaatism may be worshiped
openly. The March to Lake Victoria
The region is ruled by a pair of Overgovernors. South Sudan was wracked by famine and Ethiopia
Heneru is responsible for South Sudan, Djibouti, by terrorism when the Possibility Wars began.
Eritrea, and Ethiopia, while Ramses rules the Standing armies of Eritrea and Ethiopia stared
Congo (including the Congo River basin and the at each other across their common border. Then
Central African Republic) and the nations of East Super Battlegroup Mobius smashed southward
Africa—Kenya, Uganda, Rwanda, Burundi, and the into Eritrea, followed quickly by western Ethiopia.
northern parts of Tanzania. The two rulers cannot be Here, Doctor Mobius found his first significant
more different. Heneru is old and is having second resistance southward, not because of the Ethiopian
thoughts about his loyalty to Doctor Mobius. He army’s weapons (AK-47s cannot function under
actually treats his subjects well, and arguably the Nile Empire axioms), but because of topography.
formerly starving people of South Sudan have seen The Ethiopian Highlands are rugged, with a
their lives improve since the invasion. Ramses is plateau cut by deep valleys and rivers. The terrain
young and ambitious, yet fiercely loyal to Doctor minimized many of the advantages Nile forces had
Mobius. He rules his territory with an iron fist, but with armor, artillery, and air power. However,
his ruthlessness has resulted in shoots of rebellion although progress was slow it was steady, and
to spring up. within a few weeks the capital, Addis Ababa,
After the conquest of this region, Doctor Mobius fell and the government fled to Dar es Salaam,
ordered the completion of the Trans Nile Railway, Tanzania.
with terminals in Alexandria to the north, and The army continued to grind its way south,
Nairobi in the south. The railway was completed occasionally pausing to allow supplies to get to the
incredibly quickly, and with the arrival of natural front and reached the border with Kenya shortly
resources from other parts of the empire, as well as into the third month. By this point, Kenya and
the Ninth Empire, factories are going up in rapid
74
Uganda realized they were next, and with the Eritrea and Ethiopia were quickly conquered,
assistance of Tanzanian forces started fortifying with Djibouti falling shortly into the fourth month
the border between Ethiopia and Kenya, as well of the Possibility Wars. The western sections of
as acquiring lower tech firearms. Unfortunately, South Sudan are also under Nile occupation, but
Doctor Mobius had a surprise for them. given the civil war and famine the nation has been
Doctor Mobius dropped a maelstrom bridge suffering, the plight of the civilian population
behind the Kenyan and Ugandan forces and arguably improved with the order imposed by the
attacked with Battlegroup Ramses. The flanking empire. Overgovernor Heneru has instructed his
maneuver completely caught the East African troops to treat the occupied populace fairly, and
countries by surprise. The Tanzanians were caught most have obeyed this order. Some of the more
flat footed while en route northward and were violent shocktroopers gripe Heneru has gotten soft
routed, and while the Kenyans and Ugandans were in his old age, but the officers respect him enough
able to turn their forces around, those armies were to follow his wishes. Given the relatively gentle
also smashed quickly. Ramses led his Battlegroup, hand Heneru rules with, and the food provided to
invading eastern South Sudan and Uganda before those recently wracked with famine, many youths
finishing his march to Lake Victoria by the end of actually volunteered to join the army.
the third month of the War. Meanwhile, Doctor Addis Ababa and Nairobi are becoming industrial
Mobius returned his Super Battlegroup to Thebes centers, with many arms and equipment factories
and moved the maelstrom bridge back to his being constructed. The Grand Temple of Serket is
capital. located in the heart of Addis Ababa as well.
Somalia, which had previously been wracked
THE HORN OF AFRICA AND by civil war themselves and only recently formed
a stable government, has so far been spared an
SOUTH SUDAN invasion. The Somali military has prepared for an
The Horn of Africa, the easternmost tip of the invasion, stockpiling low tech firearms, but there
continent, contains the nations of Djibouti, is little hope they could repel the full might of the
Eritrea, Ethiopia, and Somalia. South Sudan is Nile Empire.
not technically part of the Horn of Africa, but is,
along with those nations, under the control of EAST AFRICAN FEDERATION
Overgovernor Heneru.
Prior to the invasion, the nations of South Sudan,
South Sudan is largely covered by savannah (with Kenya, Tanzania, Uganda, Rwanda, and Burundi
the southern edge of the Sahara nudging into the were negotiating to create a single unified country
extreme NW part of the country). The savannah or confederation of states. Those plans ended with
ends on the border with Ethiopia as the mountains the invasion of the Nile Empire. After pausing
rise to a high plateau which dominates the western his southern expansion to create backup stelae in
portions of that country. A pair of mountain ranges response to the Mecca Incident, Doctor Mobius
bound the northern extent of the Great Rift Valley, restarted his assault by dropping a maelstrom
which contains the capital, Addis Ababa. The bridge into Nairobi, and then quickly invaded
highlands are covered by grasslands, with rain Tanzania, Rwanda, and Burundi. The government
forests covering much of the lower slopes of the of Kenya retreated to Mombassa, on the coast,
mountains rising above the plateau. The climate on and is frankly surprised Doctor Mobius hasn’t
the plateau is actually rather pleasant due to the extended his realm to fully conquer the country.
high altitude, with temperatures only occasionally The governments of Kenya and Tanzania continue
rising above 22 °C. Monsoonal downpours to coordinate, but have so far been unable to draft
highlight the summer though. Further east the a strategy to retake their lost territory.
land drops, becoming desert, though crossed with
several rivers that reach the coast in Somalia. Much of Kenya is a low elevation and dry
grassland, with vegetation becoming a savanna
75
in the southwest plateau areas, which includes Unbeknownst to the Imperial government, the
Nairobi. The Great Rift Valley extends southward High Priest of Horus, Hetepheres, recently joined
into western Kenya from Ethiopia. One unusual the insurgency. She hasn’t yet contacted the Delphi
consequence of the invasion is that the axiom Council for assistance, as she is uncertain how
wash created many narrow canyons in the walls much she can trust the organization. Regardless,
of the Great Rift Valley. Many of these canyons the Grand Temple of Horus in Nairobi serves as a
occasionally become "cave like," making it easy base of operations for the rebels.
to hide people, equipment, and projects from
prying eyes—or satellites. Rumors abound of lost King Solomon’s Mine
tombs and other treasures found in these canyons. Rumors abound in that many of the people pressed
Uganda, Rwanda, Burundi, and the northern into working the mines in Kenya are instead taken
portions of Tanzania are largely plateau regions to a secret location in the Rift Valley, which can
covered in grassland and woodlands. The monsoon only be accessed by passing through one of the
dominates the climate in this region, with the rainy canyons in the valley walls. This mine is believed
season mostly in July and August. to be located in a mountain valley shrouded in
Within Nile Empire territory, fighting is increasing mists, of which there are many in this region, and
as an insurgency grows. Rebel cells popped up as this mine contains massive amounts of gold, silver,
Overgovernor Ramses squeezed the population, and other precious metals.
not only pressing young men into the army, but These rumors are mostly true. The mine exists,
other able bodied people including women and but it isn’t a gold mine. It’s an eternium mine. The
children were forced to work in the factories and mine is one of the most closely held secrets in the
mines dotting this region.
76
Nile Empire, and the Delphi Council is only now Like the rest of the empire, the tombs found in
getting an inkling of its existence. The amount the Congo are of ancient Egyptian origin. Frescoes
of eternium contained in the deposits here could and wall carvings found in the tombs tell stories
allow Doctor Mobius to create enough reality of an unknown Egyptian empire which conquered
bombs to easily conquer the world, or make even the Congo region (although this never happened
more powerful devices. on Earth or Terra). There is an unusual amount of
No one taken to the mine returns alive. They work small artifacts made from eternium found in these
alongside gospog of the 1st planting until they die, tombs. They aren’t Eternity Shards, but they can
their bodies used to make more gospog. still be processed into raw eternium and used in
weird science gadgets and other projects.
Kasubi Royal Tombs
The Kasubi Royal Tombs in Kampala, Uganda EAST AFRICA, THE CONGO, AND
anchor an unusual Core Earth hardpoint. The site THE REALITY RAIDERS
is the burial ground for four kings of Buganda,
The situation on the ground depends strongly on
as well as other members of their families. The
the particular location in question. East Africa is
Tombs were destroyed in a fire but recently
experiencing an ever worsening (for the empire)
restored, with funding provided by an anonymous
insurgency. The Horn of Africa is quiescent…for
Japanese corporation. Despite being a relatively
now, and the Congo barely has any shocktrooper
small location, the Core Earth hardpoint is about 5
presence, with the exception of those villages
kilometers wide and the reality storms surrounding
located near tombs and other monuments which
it are particularly strong—the storms can extend
hide beneath the jungle canopy.
outwards in apparently random violent surges,
making it dangerous for Nile Empire troops to The dangers within the Congo aren’t merely
properly blockade it. However, Bantu seers are related to imperial troops, though. Monsters from
uniquely able to predict when and where the reality Bantu mythology are appearing and have been
storms will subside with a successful faith test, attacking villages.
allowing easy passage in and out of the hardpoint.
As such, the Tombs make an excellent home base Common threats:
for Delphi Council operations in this area. • Archaeology Team: 1 Initiate or Draftsman
(see Amaatist Priest, page 126) and Two
THE CONGO Nile Empire Shocktroopers per hero (see Torg
Eternity). Occasionally includes a Masked
Nile Empire axioms now cover almost all of Marauder (see Torg Eternity) or a unique pulp
the Central African Republic and much of the villain.
Democratic Republic of the Congo, including
most of the run of the Congo River, from the • Jungle Monsters: 1 Chiruwi per hero (see
headwaters in the east part of the country, almost page 128) or 2 Chitsimbakazi per hero (see
to Kinshasa. The area is covered in dense jungle, page 129)
which has prevented a large scale occupation from • Shocktrooper Patrol (Garrison): Two Nile
developing, and many villages and towns don’t Empire Shocktroopers per hero (see Torg
have any imperial presence at all. Instead, agents Eternity) and one Shocktrooper Officer (see
and soldiers from the Nile Empire are found in page 125).
strategically important locations, where mines and • Tomb Defender: One Walking God (Ammit,
jungle-covered Egyptian tombs are found. Control Bastet, Horus, Serket, Set, or Wadjet—see page
of this territory is minimal at best. The jungle 132) and one Insect Swarm for every two
terrain makes it nearly impossible for any heavy heroes (see page 130), or two Asps per hero
equipment to operate, and the natives are familiar (see page 124) or two Mummies per hero (see
with the region. page 130).
77
E
ach realm that invaded Core Earth has its own
rules that determine how its reality works.
The basic laws of physics can act differently,
the supernatural effects of magic and miracles can
exist, and even how people think can differ from
realm to realm.
The reality of the Nile Empire is closely associated
with Doctor Mobius’ home cosm, Terra, though
over the past 30 years invading other cosms, he has
tweaked the Nile Empire reality according to his
whims.
The Nile Empire is a mix of pulp adventure
REALITY
from Earth’s 1920s and 1930s with the magic and
spiritualism of ancient Egypt. It’s Raiders of the
Lost Ark meets The Shadow meets The Mummy.
It’s a reality of Good vs. Evil, right vs. wrong,
where heroes like Doc Savage, the Shadow, Rick
O’Connell, Evy Carnahan, and Indiana Jones
overcome incredible odds against dastardly
mundane and otherworldly villains.
78
The third category of magic is sorcery, and its more advantages that Doctor Mobius has in his quest to
modern form, pulp sorcery. Pulp sorcery is flashy, become Torg.
unlike the utilitarian effects of Mathematics or The moderately high Magic Axiom allows the
Engineering, and such spellcasters are appearing in conjuration of illusions, fire, and other types of
the Nile Empire since the invasion of Earth began. energy. Although permanently enchanted items
Pulp sorcerers in the Nile either arrived from Terra can exist, the spells for doing so are not known to
(with the Mystery Men or by other means) or any of the local traditions. Instead they are usually
discovered the art after Nile Empire axioms took found in tombs or other ruins. Those tombs are
over. often guarded by highly magical creatures.
The use of magic is integrated into the Imperial
Government, through the College of Mathematics THE SOCIAL AXIOM
and the Society of Engineers. The common
people can see the impacts and influence that The Nile Empire is a fascist empire. It has a
the two organizations have on the Empire. nationalist, expansionist, totalitarian government,
Mathematicians can accurately predict (at least headed by the Pharaoh, Doctor Mobius. His
somewhat) future events—holding people off from control of the empire is absolute, but he has
doing something too soon, or telling them to rush plenty of support from the citizens, at least from
their work. Engineers build incredible buildings former Egyptians, as he swore to return Egypt to
and monuments seen around the empire, and its rightful place as a superpower on Earth. The
can expand needed infrastructure with literally closest historical parallel would be Italy under the
supernatural speed. These two traditions are subtle dictator Mussolini.
Many inside the Nile Empire are oppressed, despite the Pharaohs' proclamations and propaganda.
79
Although the Social Axiom permits the Nile the Nile Empire, from Sumerian creatures in the
Empire to be a welfare state, it certainly isn’t one. deserts of Iraq to gnomes and other monsters that
The axiom level supports the massive Imperial existed merely in tales told by Bantu storytellers.
bureaucracy, as well as a mixed economy of public Some locations in the Empire, such as Zezura and
and private ownership. Although slavery is not the Healing Pool of Safaga are capable of invoking
utilized in the Nile Empire, debt bondage is, and miracles spontaneously, and sometimes the will
those who cannot pay their debts find themselves of the gods becomes evident without any support
toiling in the fields or factories. from a priest. The axiom wash created numerous
The Social Axiom supports limited precognition powerful spiritual artifacts found buried in tombs
but psis are extremely rare. Psionics typically throughout the Empire, and not just in the typical
manifest as pulp powers, and in fact, some mental tombs of the Egyptian desert. Many of these tombs
pulp powers have the same power level as psis harken back to an Egypt that never existed on Earth
from Pan-Pacifica or Tharkold. or Terra, and ancient Egyptian tombs are even
A 21st Century Core Earther feels as if they’ve found in the forests of the Congo and East Africa,
journeyed back in time about 75 years. Although as well as in Saudi Arabia and Iraq.
women and men do enjoy legal equality, they still Although Amaatism is dominant in the Nile
have strict gender roles, and those who defy those Empire (if only because it is illegal to worship
roles are subject to derision and shame. Social mores any other religion), Core Earth perhaps is the
are very much "pre-60s." Visitors are surprised to only other "realm" that has such a variety of
find the "natives" going to movies (albeit black and faiths. Although most of the Muslims in Egypt
white and, amazingly, with sound!), dancing, going converted to Amaatism, Muslims in conquered
to sporting events, and patronizing restaurants. regions have not, though they worship in secret.
Pulp magazines are very popular. The "pulps" Christians (especially in East Africa) and Jews
frequently feature real-life heroes such as the hide their faith as well. The indigenous religions
Mystery Men, and are often more accurate about of Africa, especially those seen in East Africa, have
current and past events than the newspapers, since undergone a revival.
the government controls the mass media. Only a
handful of underground newspapers exist. Doctor THE TECH AXIOM
Mobius surprisingly does not censor or prevent Currently the Nile Empire’s technology is
the publication of novels, even those that feature roughly the same as Earth in 1936. However, the
him as a villain. That said, most pulp authors write Technological Axiom does allow for technology
under pseudonyms—no need to take unnecessary up until the early 1940s to work. It’s just that the
risks. Nile hasn’t quite advanced to that stage in most
circumstances.
THE SPIRIT AXIOM The main exception is military technology.
Only one realm invading Core Earth has a higher Until his invasion of Core Earth, Doctor Mobius’
Spirit Axiom than the Nile Empire, and that’s not conquests have been against realties with a
a coincidence. Doctor Mobius has invested much significant difference in Tech Axiom levels. Israel
of the Possibility Energy that he has drained from was able to quickly manufacture late World War 2
the previous nine Empires into raising his reality’s era armor which were superior to the Nile Empire’s
Spirit Axiom. tanks. However, over the past year Doctor Mobius
Now, Amaatist hem-netjurs invoke miracles upgraded his armored divisions and now tanks
of impressive power, including summoning entering service are the equivalent of the German
sandstorms and swarms of horrific scarab beetles. Panthers, King Tigers, and Jagdtigers. The Nile
Avatars of the gods literally walk the realm, and Empire air force is relatively small, but growing,
often guard tombs. Even creatures of myth from with ample amounts of land based fighters and
other faiths have been seen in various parts of bombers. Although radioactivity and nuclear
80
physics are understood, the actual production of Example: Rama Tut is jumping across an
nuclear weapons is just slightly beyond the Nile’s incredibly wide pit and needs to succeed at a
Tech Axiom. Very Hard (DN 16) Strength test. He rolls an
Prop-driven aircraft are in commercial use 8, which won’t be enough to succeed, so he
but are rare. Most people travel by automobile, spends a Possibility and rolls a 12. The current
passenger train, or airship. In order to ensure total still won’t succeed so he invokes the Law
rapid deployment of his forces anywhere in the of Action to spend another Possibility and this
Empire, Doctor Mobius developed an Empire- time rolls an 18. He uses the 18 instead of the
wide rail network. Driving a car in the Nile Empire 12, and his new roll is now a 26 for a bonus of
feels familiar to natives of Core Earth. Most of the +9 and succeeds with style.
basics of a car were in place by the 1930s, including The GM should always look for ways to speed the
automatic transmissions and V-8 engines, but no action along. Lengthy planning sessions are not the
intermittent wipers. Nile Empire automobiles are way to go here. Let the players come up with their
heavy and don’t have as high of a top speed as plan quickly and then work with it. This isn’t to say
more modern versions though. that the Game Master shouldn’t throw a wrench or
Many electrical appliances and aids are just starting two into the plan, but she shouldn’t look for all the
to spread throughout the Empire, including electric mistakes the players have made and punish them
can openers, razors, and toasters. Television has for it. Heroes should be awarded for taking action,
been invented, but has not become commonplace not punished for small mistakes in planning.
yet. Most families listen to the radio, phonograph If the players seem to want to slow things down
records, or go watch those new-fangled "talkie" and talk things out, "send in the shocktroopers."
black-and-white movies for their entertainment. Often the best solution in the Nile Empire is to
punch something.
81
villain if you intend for that villain to feature a way out. These situations are often resolved
significantly in the adventure. Once the fight is using Dramatic Skill Resolution. With proper card
over, then the GM can afford a bit of a rest and play, the heroes probably have enough resources
exposition, poassibly with as a flashback, before to power through the steps and make it out of the
jumping back into the action, this time with the situation. However, if by some chance they fail,
main plot. killing them all off is a downer. Better to have them
rescued…by the villain and then put in chains, or
THE LAW OF DRAMA they escape but lose some valuable equipment.
Failing the Dramatic Skill Resolution should have
So much is “over-the-top” in the Nile Empire. a cost, but ending the game shouldn’t be it.
Romances aren’t just romances, they’re passionate
affairs. Enemies don’t dislike each other, they hate
Obstacle Piling!
each other. The GM shouldn't be afraid to ham
Obstacle piling is the process of throwing obstacle
it up. The Nile Empire, out of all of the invading
after obstacle at the heroes during a scene. They
realities, is the one where the villains really are
solve one problem just to have another come up.
over-the-top, mustache-twirling villains.
This often adds spice to Dramatic Scenes in any
Events have a sense of melodrama, and the Game Torg adventure, but in the Nile Empire, obstacle
Master should try to up her game, and dial it up to piling is dialed up to 11. Where a typical Dramatic
11 when it comes to describing situations. Cutting Scene in another reality might have only one or
the wire of the bomb about to go off doesn’t happen two obstacles that get piled on, a Dramatic Scene
at one second left on the clock…it happens with in the Nile Empire may see four or five obstacles.
ZERO seconds! The Shroud doesn’t just grab the Much of these can be handled via Dramatic Skill
end of the rope when falling out of the airship, he Resolutions (dilemmas are basically obstacles for
grabs the end of the rope with his pinky! The villain these purposes), but in the Nile Empire they’re
doesn’t just catch the railing when he’s thrown over absolutely valid outside of that mechanic, including
the side of the building. He catches the railing, has combat.
enough time to spit an insult at the character, and
It’s usually best to prepare the obstacles
then the railing breaks off. Coincidence isn’t rare
beforehand, but introduce them on the fly. The GM
in the Nile Empire, it happens frequently! Though
should look for situations where these obstacles
the coincidences should always get the heroes into
could best be added in to the Scene, such as when a
trouble rather than out of it.
Hero Setback comes up on the Drama Deck, or if a
The Law of Drama can manifest by adding character becomes Stymied or Vulnerable because
obstacles to scenes, especially if they’re Dramatic of an interaction attack. Piling on the obstacles in
Scenes. These complications are either added this fashion makes the scene feel more organic.
ahead of time via "obstacle piling" (see below) or However, sometimes you’re going to have to plug
through the application of Mishaps, even if there the next obstacle in as soon as one is overcome.
is no regular effect from a Mishap such as magical
If you need some help coming up with an
backlash.
appropriate obstacle, roll on the Obstacles chart.
Impossible Situations Example: Raiders of the Lost Ark has a classic
Another trope common to the Nile Empire is example of obstacle piling—the scene with
putting the heroes into impossible situations. the fight at the flying wing. Indy and Marion
They could be dangling above a lake of lava on an have come across an airfield, where a Nazi
unraveling rope. They could be about to be crushed flying wing is warming up its propellers. Indy
under the collapsing temple. They could be caught believes that the Nazis are going to fly the Ark
in a death trap, with walls closing in about to make out of Egypt. Just as he’s about to take out the
the heroes "taller." pilot in the cockpit he’s challenged by …
The key is to describe the situation as it develops
as if the heroes are about to die, but always leave
82
Obstacle 1: A wrench wielding mechanic. Marion jumps into the cockpit to try to move
Indy and the mechanic take swings at each the pilot off the throttle when unfortunately…
other, until Indy forces the mechanic’s wrench Obstacle 4: The cockpit canopy closes on
into a propeller and the mechanic loses his Marion, locking her in.
weapon. Indy then dispatches the mechanic, While Indy continues to get beat on, Marion
and gets back onto the plane, but then... spots…
Obstacle 2: A burly, bare chested, bald, Obstacle 5: A truck full of Nazi soldiers
behemoth of a man challenges Indy to another approaching the plane.
fist fight.
Marion moves over to a machine gun cupola,
Indy climbs down from the plane, fails at a and fires at the truck, killing most of the
trick, and then gets smashed in the face. The soldiers. Meanwhile…
brute chases Indy around the plane, and
the pilot takes a shot at Indy with his pistol. Obstacle 6: The flying wing continues to
Fortunately, just as the pilot has a clean shot at rotate, and cuts open a fuel truck, spilling fuel
Indy, Marion knocks him out with the wheel onto the airfield.
blocks that were holding the plane in place. Obstacle 7: Marion’s shots detonate some fuel
But suddenly… barrels and light a massive fire.
Obstacle 3: The unconscious pilot falls on the Obstacle 8: The spreading fuel reaches the fire,
throttle and the plane begins to rotate. and it ignites, a sheet of flame quickly moving
towards the plane. They escape just in time!
OBSTACLES
d20 Goal
1 An important item runs out of ammunition, fuel, or power.
2 Villainous reinforcements arrive.
3 A fire starts and begins spreading.
4 Earthquakes or turbulence splits open the ground or structure.
5 A hero loses an important weapon or item...and a villain gains it!
6 A foe develops a surprising and dangerous new ability.
7 A weapon malfunctions for the rest of the scene, possibly causing an explosion.
8 Smoke, haze, or blowing sand adds a –4 penalty to visibility and ranged attacks.
9 The weather turns dangerous (thunderstorms, sandstorms, flash floods, etc.)
10 A vehicle malfunctions and needs repairs, or a new vehicle crashes into the area.
11 A villain was faking it, and recovers all Shock and Wounds.
12 The villains get sudden weapon upgrades worth +1 to +2 damage for the scene.
13 Dangerous wild animals arrive to make trouble.
14 Innocent bystanders are in mortal danger unless the heroes act fast.
15 A villain captures an innocent hostage and is –4 to hit while the hostage is held.
16 A reality Surge disconnects all the heroes.
17 Explosions? Explosions!
18 A KOed villain slips away, or any villain gains a Flurry and then escapes.
19 The heroes must solve a Dramatic Skill Resolution or two more obstacles are added.
20 Add two obstacles. Roll again twice and apply both results.
83
LAW OF HEROISM MINOR WORLD LAWS
The Law of Heroism supports the existence of Although each cosm has its own set of three major
pulp powers in all their forms: inherent, gadgets, World Laws, there are technically more that shape
pulp sorcery rituals, and mystical artifacts. Without the development of that cosm. These minor World
the existence of the Law of Heroism (or the Law of Laws are related to the major World Laws in some
Wonders in certain locations in the Living Land), fashion.
pulp powers are a contradiction.
Villains pop up all the time in the Nile Empire, LAW OF MORALITY
but this World Law ensures that heroes are there
The Law of Morality is generally considered to
to fight them. There is something about this
be a subset of the Law of Heroism. Most of the
World Law that ensures the rise of nearby heroes
populace is a mixture of "good" and "evil," in that
whenever villains threaten innocents. Most heroes
they are largely concerned about their own well-
and villains are reality-rated. Stories of heroic deeds
being, as well as the well-being of their friends and
are known to spark the seeds of heroism within the
family. Occasionally they think of others though,
general populace, often by subconsciously nudging
even beyond their own family members. Heroes
proto-heroes who may become reality-rated into a
and villains aren’t like that. They live more in
situation where they can make a moral choice and
absolutes.
transcend. This tendency to inspire more heroes
is why seemingly "small scale" missions fighting Heroes make sacrifices for the common good.
villains on the streets of Cairo actually really does They may have powers, but they use them for the
matter in the greater scheme of the Possibility good of society, not for their own benefit. Even if
Wars. The more villainous plans get thwarted, the their methods are more…violent…dark avengers
more stories are written, the more heroes rise, and still are good in that they fight for those who can’t
the more Storm Knights transcend. fight for themselves. Villains, on the other hand,
are greedy, and while they may cooperate with or
This fact drives the other invading High Lords
serve under other villains, they’re always looking
nuts. Except maybe the Gaunt Man.
out for number one.
Although morality tends to be more black and
The Law of Morality has a few effects. First,
white than in other realities, anti-heroes do exist.
villains are often more powerful individually
These heroes fight for justice, but fight in the
than comparable heroes. This is why a team like
shadows with more violent tactics, thinking the
the Mystery Men is needed to defeat their more
ends justify the means. Many villains, although
powerful foes. Villain teams are fairly rare. More
they care naught for innocents when breaking into
often a villain is the only person of his power level
banks, still care for cats while stewing in their evil
in his group. He may be surrounded by minions,
lair. Sometimes, though rarely, villains can become
but there’s only one top dog.
heroes and vice versa.
Second, villains always have a fatal flaw in their
Not all heroes and villains wear masks or have
plans, and that flaw is always invisible to the villains
pulp powers. Some are ordinary people fighting
and their minions, but there to be discovered by the
against the oppressive forces, directly or indirectly,
heroes. They might have to work at it. They might
and some choose to collaborate with Doctor
have to get a bit of "luck," but eventually that flaw
Mobius. The Law of Heroism treats them as heroes
reveals itself.
and villains as well.
Third, when surrounded by a numerically
• Heroism: Player character Storm Knights
superior group, both heroes and villains often
increase their base Destiny card hand size to
surrender with no fear of summary execution.
five. Players must discard a card of their choice
Heroes do so in order to have the villain tell them
when no longer affected by the Nile Empire’s
their secret plans, or let the heroes into the heart
World Laws.
of their lair, both of which can easily reveal (or
84
be) the fatal flaw in the villain’s plan. The heroes heroic, and that they feel it’s "wrong." They may
might have their equipment and weapons taken feel that handing the criminal off to the authorities
away. They may be placed into cells. But those cells is just allowing them to escape, since the authority
are always escapable and their equipment nearby. is Doctor Mobius, remind them that at least in
Villains on the other hand, when finally defeated Cairo (where this scenario most likely plays out),
and surrounded by heroes, surrender themselves the villains actually do spend time in prison. They
to justice. Even though the heroes know the might be rescued by fellow villains. They may
villain may (and probably will) eventually escape escape through their own devices (figuratively or
imprisonment, they don’t kill those who surrender literally) but in Cairo at least, the government isn’t
to them. Even dark avengers won’t summarily who releases them.
execute prisoners. It’s just not heroic.
The Game Master shouldn’t spend a lot of LAW OF MASKS
game time capturing the heroes. The GM should Another subset of the Law of Heroism, the Law of
just go ahead and narrate it out. The heroes get Masks grants power to the mere act of disguising
surrounded by overwhelming numbers of shock yourself with a mask, as long as you’re actually
troopers and are subdued, or they get trapped in a hero or a villain. When wearing a mask, it is
an enclosed room with knockout gas or electric impossible to ascertain the hero or villain’s true
shocks stunning them. identity. Not just difficult, but impossible. Even if
Getting captured isn’t the interesting part, though. your voice isn’t disguised, even if you don’t cover
It’s the discovery of the villain’s plan, and escaping up that weird scar on your face, once you don a
and foiling that plan that's interesting. Because mask, your heroic identity is your identity. In
players generally don’t like getting captured, the many cases, a hero or villain’s personality changes
GM should be upfront with this trope of the Nile once the masks is donned.
Empire. It’s not punishment, and capture never Additionally, masks somehow provide the hero
lasts long. or villain some semblance of protection, acting like
armor (see page 52).
LAW OF INEVITABLE RETURN
This World Law is a subset of the Law of Drama.
No matter what you do to a hero or villain—
imprison them, kill them, even disintegrate them—
they often seem to come back, and usually at the
most inopportune time. The reality practically
conspires to make deaths ambiguous. The villain
falls to his death, but his body isn’t found. Or he
falls into a misty gorge. Or he gets saved by one
of his minions flying by. The goal is to defeat the
villain’s plans, not to kill him.
Some say that if there isn’t a body, your foe isn’t
dead. The Law of Inevitable Return means that
even if you have a body, your foe isn’t necessarily
gone for good. That body could have been a clone,
an illusion, or a mass delusion, but it wasn’t the
actual real person. Somehow.
When it’s obvious they’re defeated, villains
surrender. If the players want to kill the villains
off, the GM should first remind them it’s not very
85
T
he man who would become Doctor Mobius
was actually born over 3,000 years ago in
Karnak, Egypt, in the cosm of Terra. He was
the bastard son of the evil Pharaoh, Amat-Ra, who
killed his wife and Sutenhotep’s true mother to
hide his son’s illegitimacy. Blaming their deaths on
assassins, Amat-Ra brought the infant Sutenhotep
DR. MOBIUS
into his household, and raised him in the royal
palace in Thebes.
INVADERS
THE SECRET ORIGIN OF
AND THE
DR. MOBIUS
As Sutenhotep grew, he and his half-brother, Toth,
were tutored by the grand vizier and astronomer,
Kerkeremtis, who taught Sutenhotep that
knowledge is power. When Toth and Sutenhotep
came of age, Amat-Ra appointed Toth to be the
general of one of his armies, with Sutenhotep as his
advisor. After several campaigns, Amat-Ra realized
that Sutenhotep was a gifted leader himself, and
assigned him a command of his own. Together,
Sutenhotep and Toth conquered the Hittites and
became popular heroes.
Toth told Sutenhotep that he would name
Sutenhotep grand vizier when he became Pharaoh.
However, Kerkeremtis saw Sutenhotep had no
intention of remaining a mere advisor. Sutenhotep
believed that he had a grander destiny. “Fools who
would conquer are outwitted most frequently by
their own ignorance,” Kerkeremtis said during
one of their frequent arguments. Soon the aging
Kerkeremtis lay dying on his deathbed. Sutenhotep
swore to Kerkeremtis that he would not merely
conquer the world, but Eternity itself.
Kerkeremtis died. Sutenhotep’s obsession grew.
He needed to prove to himself and Kerkeremtis’
spirit that he truly would conquer the universe.
Sutenhotep realized that if he became Pharaoh,
he would walk with the gods after death. Then he
could conquer those very gods. Sutenhotep acted
swiftly, brazenly assassinating his brother Toth.
However, his overconfidence was his downfall.
The armies loyal to Toth were more numerous
and better trained than Sutenhotep’s, and in a
devastating battle, Sutenhotep was captured.
86
The Curse of Amat-Ra The curse took effect shortly after. As he ordered
Although Amat-Ra was evil, he couldn’t bear to slaves and peasants to rebuild the city, his brave
lose both sons. He was unwilling to kill his own veterans became cowards. Crops blighted. Finally
son, so he banished Sutenhotep and his followers the peasants revolted. Easily breaching the royal
to the desert, where they wandered for 15 years. palace walls, the peasants caught Sutenhotep
Sutenhotep encountered many bands of nomads, in the throne room and slew him, stabbing him
and slowly expanded the ranks of his troops. In mercilessly. Sutenhotep’s final thought was “How
hiding, he secretly trained them, taking heed of the can this happen to me?”
lessons of his defeat.
Finally it was time to strike. Sutenhotep led his
The Rise of Mobius
As he lay in a pool of blood, the peasants celebrated
followers into battle and defeated the armies of
and stole the treasures of the palace. Sutenhotep’s
Amat-Ra. While his army sacked Thebes, Sutenhotep
few remaining followers gathered his corpse and
assaulted the royal palace and personally killed
mummified it. They took Sutenhotep’s body across
Amat-Ra’s royal guards. Sutenhotep ordered his
continent and ocean, and interred him in a crypt
father be granted a Pharaoh’s final wish—to be
on the small island of Khem, located in the central
mummified and sent to walk among the gods.
Pacific Ocean.
Then he sneered, “But make sure he’s alive when
you do it.” His followers went into an extended sleep,
waking a thousand years later when the stars
Screaming as he was strapped to the
aligned to resurrect their fallen Pharaoh. However,
mummification table, and had his organs slowly
storms lashed the tiny island, and they were
removed, Amat-Ra on the cusp of death declared,
unable to complete the ritual. A thousand years
“May you forever fail at the threshold of victory!”
later, they tried again and failed. Finally, after
Sutenhotep chuckled to himself as Amat-Ra died in
another thousand years passed, they successfully
front of him, not appreciating the impact the curse
performed the ritual, and Sutenhotep woke.
would have.
Mobius has grown from treacherous prince to mad science super-villain, to High Lord— perhaps to Torg?!
87
Sutenhotep traveled to America and was amazed
at the advances in science. However, magic and
HIGH LORD MOBIUS
miracles had passed into legend. Sutenhotep’s Doctor Mobius. High Lord of the Nile Empire. Also
ambitions hadn’t faded, but he realized he would known as Sutenhotep, Madib Al-Hebpsa, and the
have to achieve immortality another way—through Wielder of Apophis.
science. To conduct his experiments, though, he
needed money. PERSONALITY
Sutenhotep became Doctor Mobius, the first When future dictionaries are written, Doctor
pulp villain, and singlehandedly invented the Mobius’ photo will accompany the term, “mad
field of weird science. His ongoing nemesis was genius." He simply is one of the brightest, most
Doctor Alexus Frest, who became nearly as great intelligent men to ever have lived in any cosm.
of a weird scientist himself. Frest and his so-called However, his royal upbringing made him spoiled,
Mystery Men frequently thwarted Doctor Mobius’ with an immense feeling of entitlement. He believes
plans, but Mobius always escaped (eventually), he deserves to be Torg. The gods would never have
regrouping each time on Khem. granted him his intellect or opportunities if he
didn’t.
High Lord of Terra Dr. Mobius is arrogant and quick to anger. He
During one of his retirements to his island does not suffer people to contradict him, and so
hideout, Doctor Mobius discovered the existence of often makes mistakes simply because he ignores
a powerful artifact, known in the history books as the bad news his underlings report to him.
the Kefetiri Idol. He discovered the Idol, a Darkness
Device, beneath the Great Pyramid of Khufu in Giza. Although he truly has one of the most brilliant
The Kefertiri Idol recognized the power, and more minds to have ever existed, he is still overconfident
importantly, the ability to manipulate Possibility about his abilities. Despite his frequent setbacks,
Energy within Doctor Mobius. The Idol informed Dr. Mobius refuses to believe he can be defeated.
Doctor Mobius its name was Apophis, and together Not by the Mystery Men, not by Stormers, and not
they would conquer worlds. Returning to Khem by the other High Lords, even the dreaded Gaunt
with Apophis, Mobius gathered his followers and Man. He actually tells heroes his cunning plan, just
declared that he would lead them to glory and to see if they can stop him anyway. Which they do.
riches. He hammered his followers into a mighty Frequently.
army, and built an incredible structure containing Doctor Mobius’ mind is always in motion. Plotting.
seven sarcophagi, six of which contained the great Thinking. Planning. He has plans within plans,
Pharoahs of Egypt, including the mummified and plans to initiate if he does (by some strange
remains of his father. The seventh sarcophagus, reason) fail in some. But even though he has so
representing himself as Sutenhotep, he kept empty. many plans he might even forget some of them are
Doctor Mobius did as he promised. He raided one in progress, he loves the challenge of improvising.
unsuspecting cosm after another over the next 30 Doctor Mobius loves a challenge, even when things
years. Doctor Mobius called each defeated world go wrong. And they always go wrong.
an “Empire," nine in all. Shortly after conquering Although Doctor Mobius is a skilled commander,
the Ninth Empire, Doctor Mobius was approached he often berates his direct underlings, and they end
by the Gaunt Man, with promises of Possibility up not as loyal as they may otherwise be. Other
Energy in immense quantities. followers, including most of the former citizens
Seeing his opportunity to master Eternity itself— of Egypt (and some other locations where Doctor
to become Torg—Mobius readily agreed and Mobius is viewed as a savior, like South Sudan)
invaded Core Earth along with the other six High who don’t interact with Doctor Mobius see him as
Lords, establishing the Tenth Empire. an inspiring leader. Others compare Doctor Mobius
to Hitler, but in this aspect, they’re not far off.
88
(Δ) HIGH LORD MOBIUS
Attributes: Charisma 16, Dexterity 15, Mind 18,
Spirit 17, Strength 14
Skills: Air vehicles 18, dodge 20, energy weapons
20, faith 22, find 23, fire combat 20, intimidation
22, land vehicles 20, maneuver 20, melee weapons
20, persuasion 21, reality 24, scholar 23, science
28, stealth 20, taunt 21, trick 24, unarmed combat
20, water vehicles 18, willpower 22
Move: 15; Tough: 17 (3); Shock: 19; Wounds: 5
Equipment: .455 Webley revolver (Damage 14),
was scepter, cowl (grants +3 Full Body armor).
Perks: Amaatist Hem-Netjur, Flight, Forcefield,
Gadgeteer, Gizmos, Miracles (all Amaatist
and Hem-Netjer miracles), Trademark Weapon
(Webley revolver), Weird Scientist
Possibilities: 10
Special Abilities:
• Apophis: Mobius' Darkness Device allows
him to use the Negation Perk. If he Negates a
Negation a reality storm breaks out between
the two characters as though he had the Storm
Caller Perk—see Torg Eternity.
• Curse of Amat-Ra: Once per scene, Doctor
Mobius suffers a Setback. This occurs on the
first Mishap or on the seventh round, whichever
comes first.
• Dimthreads: The High Lord may use
Apophis’ dimthreads to teleport himself away
from or reinforcements to his location. His
overconfidence prompts him to ignore this
ability until he has suffered 2 Wounds.
• Dread: While Mobius is present, any Standard
Scene counts as a Dramatic Scene instead.
• Everything Is Going According to My
Design: If Doctor Mobius performs a successful
Approved Action, he discards a Destiny card
of his choice from each of the affected player
characters’ Action Pools.
• Minions: Mobius may transfer any hit to a
lackey within a few meters if he succeeds at a
reality test.
• One Step Ahead: Mobius may spend 1
Possibility to act before the heroes if the villains
would move second according to the current
Drama Card.
• Second Wind: The first time Doctor Mobius
would be KO’ed he instead recovers all Shock
and gains 10 Possibilities from Apophis.
89
Mobius is an emotional roller coaster. It’s rare that Many of Mobius’s agents are hunting for spiritual
he’s just calm. He’s either ecstatic, or incredibly artifacts and Eternity Shards, both within the Nile
angry, and can switch from one extreme to the Empire and without. Not only does Mobius want
other on a dime. to absorb the Possibility Energy contained within
the eternity shards, but he needs eternity shards to
GOALS manufacture eternium for use in his weird science
gadgets, especially reality bombs.
Like the other High Lords, Doctor Mobius’
ultimate goal is to attain supreme power— Finally, Doctor Mobius quests for clues on how to
becoming Torg. By becoming Torg, Doctor Mobius end Amat-Ra’s curse. He realizes that much of his
will finally prove to Kerkeremtis that he could "failures" on Terra and over the past year on Earth
conquer Eternity itself. Doctor Mobius wouldn’t have been due to his father’s final words. He does
just be a god, he’d be greater than the gods. not want anything to prevent him from becoming
Torg, and Mobius realizes that ending the curse
In order to become Torg, Dr. Mobius is rapidly may ultimately be what allows him to achieve his
expanding his stela network in order to harvest ultimate destiny.
as much Possibility Energy as quickly as possible.
The Nile Empire is expanding faster than most of
the other invading realms—Mobius is spending STORM KNIGHTS
a large proportion of his incoming Possibility Except for Baruk Kaah, no other High Lord likes
Energy on activating and placing new stelae, as to get his hands dirty and directly involve himself
well as priming the new Nile Empire zones to flip in his plans as much as Mobius. Since Doctor
them to dominant. This rapid expansion has had Mobius has countless numbers of plans, some of
two effects. First, he has not accumulated as much which may seem to be minor but lead into grander
Possibility Energy to actually become Torg as some schemes, he could theoretically show up in any
other High Lords, and second, until recently he did adventure.
not have very many "backup" stelae in case some Doctor Mobius has a strange relationship with
get pulled, causing the zones to collapse. After the Storm Knights. Although he hates them with a
Mecca Incident, his expansion slowed a bit. vengeance, any time a group of Storm Knights has
actually had the guts to walk up to the palace and
request an audience with him, he’s granted it—
and even let them go. It is highly recommended
THE OMEGATRON that any Storm Knights wishing to take advantage
of this opportunity to directly speak to a High
To assist his planning of future plots, Doctor Lord not do so under false pretenses. Although
Mobius created his nefarious Omegatron, a Mobius is willing to allow his enemies to see him
torture device he keeps in the sub-basement in his throne room, his security is incredible, with
of the Royal Palace in Thebes. Doctor Mobius all sorts of magical, spiritual, and technological
places Stormers in the Omegatron and uses powers ready to defend him. Only once has an
them to sort Possibilities, investigating possible assassination attempt been made, and that attempt
futures and allowing him to come up with was put down in mere seconds. Taking Doctor
Plans B, C, D, etc. His victims suffer eternal Mobius out of the war involves something a bit
torture as the Omegatron repeatedly kills and more sophisticated than using an audience request
the revives them. Some victims have been as a ruse.
inside the Omegatron for years!
In addition to sorting Possibilities, the
Omegatron distills Possibility Energy from the
hapless Stormers, turning it into pure eternium!
90
STELAE Doctor Mobius also enhanced Nile Empire stelae
with one or more new defenses.
Nile Empire stelae are massive sandstone obelisks.
Enhanced Soulstain: The Storm Knight that
These obelisks often have hieroglyphics engraved
completes Step D feels a pushback from Apophis.
on them, and often they are topped with the symbol
The Darkness Device can scry on the hero for the
of an Egyptian god or goddess. Unfortunately for
next 24 hours, observing what the hero does and
Storm Knights, there are literally thousands of
who he meets, and then can dimthread a squad
these obelisks scattered around the empire.
for revenge.
Sometimes the stelae are buried by sand
or covered by jungle, either naturally or Eternium Bomb: If C and D are completed
intentionally. Apophis is always actively during the same round the stela explodes,
checking for incursions on its stelae, deal 20+2BD damage to everyone within a
so even if the stelae aren’t obviously Large Burst Radius.
guarded, the Idol can easily dimthread in Frequency Scrambler: No single Storm
reinforcements. Knight may complete 2 steps in a row,
Stelae are activated when certain planets including on different rounds, unless it is a
align. To plant and activate these stelae, Last Ditch Effort.
Apophis dimthreads the stela and agents Maat Matrix: Many stelae now have a
of Doctor Mobius to the required location maat matrix installed by engineers, with
where Amaatist priests sanctify the stela. miracles and spells bound to them just like
Stelae that are planted underwater use buildings and pyramids do. These miracles
submarines to house the agents who can and spells may be cast by a defender
activate the stela from within. holding a was scepter, and Apophis
automatically provides one Possibility to
NEW DEFENSES be spent on any miracles and spells cast.
After the Mecca Incident, Doctor Common spells bound to a stela’s maat
Mobius made a point of completely matrix are: diminish, enhance, and lightning,
enveloping major hardpoints deep inside and common bound miracles are: curse,
his territory and increased the defenses repel, and wither.
guarding stelae, especially those on the Reality Alarm: Often stelae are now able
boundaries with Core Earth. In addition to detect -rated creatures within
to 3rd and 4th planting gospog, which 100 meters, and this trips an alarm that
hide under the sands or in the jungles alerts Apophis to send defenders.
to act as guards, Doctor Mobius has Revive Gospog: Each round the stela
bribed various ravagons to act as can revive 1BD Wounds worth
rapid reaction teams. Normally of fallen gospog. These gospog
these ravagons are hunting in the immediately stand up.
forests and jungles of Africa (and
on occasion in Cairo), but they may Sandstorm: Once Step A is
be quickly relocated to a vulnerable resolved, a sandstorm swirls around
stelae when it is attacked by Storm the stela. Anyone within 20 meters
Knights. becomes Very Stymied at the start of
their turn every round. Gospog
are immune to this effect.
91
APOPHIS RELATIONS WITH OTHER
Apophis is a five foot tall, black obsidian idol in the HIGH LORDS
image of Sebek, a crocodile-headed Egyptian god.
Apophis claims to actually be an avatar of Sebek. Nile Empire agents are among the most frequently
Known in legend as the Kefertiri Idol, Apophis seen outside of their home realm. Doctor Mobius
is a force of destruction just like all of the other uses his agents to interfere with the plans of the
Darkness Devices. However, unlike the others, other High Lords, though not enough to ruin the
his High Lord tends to go on tangents, and often grand alliance (yet). Just enough to slow the other
disappears for a week or two at a time. This gives High Lords down in their quests to become Torg.
Apophis a certain degree of independence, and
it uses this time to do its own explorations using AYSLE
the stelae network, looking for more villains, and Until recently, Doctor Mobius and Uthorion
communicating with other Darkness Devices. haven’t interacted much. While Doctor Mobius has
Much like its High Lord, Apophis has plans a healthy respect for Uthorion’s abilities as a High
within plans, and its true allegiance is to the Void. Lord, particularly his ability to transfer his soul
Although it has no intention of abandoning Doctor from body to body, the two High Lords seem quite
Mobius, who has inflicted a great amount of satisfied to mostly leave each other alone.
destruction in a very short period of time, Apophis Doctor Mobius has sent agents into Aysle, not
is always on the lookout for a replacement should to specifically interfere with Uthorion, but more
Doctor Mobius falter. Currently its attention is as part of his general plan to acquire artifacts
focused on the Insidious Wu Han. Doctor Mobius and Eternity Shards. Recently though, Uthorion
is aware of this, of course, and has Wu Han under has soured on Doctor Mobius. Like Cyberpope
a careful watch. Malraux, he views the continued shipping through
the Suez Canal as indirectly assisting the surprising
resistance of central Europe to his invasion plans.
As such, Ayslish agents are starting to appear more
often in the Nile Empire. Given that Uthorion is the
Gaunt Man’s staunchest ally, he’s an obstacle who
Doctor Mobius will have to handle delicately, but
he eventually has to face him.
THE CYBERPAPACY
The relations between Doctor Mobius and
Cyberpope Malraux, while not at the level of
outright war, are very tense. Although ostensibly
an ally of Malraux, any Cyberpapal agents caught
within the Nile Empire or abroad in other realms
are killed immediately upon discovery.
Very recently the Cyberpope was in the process
of preparing a cosm for an invasion. When
Doctor Mobius came across the cosm, he took the
opportunity to "snipe" the cosm from Malraux,
launching an invasion before the Cyberpope was
ready to launch his. Although there was some
fighting between agents of the Nile Empire and
the Cyberpapacy, Malraux decided not to contest
the cosm, but swore that he would take vengeance
92
upon the pulp villain. Doctor Mobius never took trust them for a second. Anything Mobius wants
the threat seriously, thinking that he probably to keep secret he makes sure the ravagons are
would never encounter Malraux again. However, nowhere near when they’re discussed. In addition,
then the Gaunt Man came calling. all Mobius’ plans for becoming Torg are kept away
The Cyberpope often sends agents into the Nile from Thebes in order to ensure that the Gaunt Man
Empire, not only to plunder the tombs for Eternity has no way of finding out where, or even if, they
Shards, but also to sabotage factories or rail lines exist.
and put the blame on local resistance members. Mobius has also accepted the "gift" of gospog
seeds from the Gaunt Man. However, he finds 1st
THE LIVING LAND planting gospog of limited use. Instead of using
them as troops, Doctor Mobius uses 1st planting
Surprisingly, despite the fact that they worship gospog as slaves, constructing buildings, railroads,
two significantly different religions, Baruk Kaah and other infrastructure. He prefers to use science
and Doctor Mobius have become rather staunch and soldiers, not biological horrors in his military.
allies. Mobius finds in Kaah a deceptively Doctor Mobius does however, use the higher order
complicated mind—Kaah is no mindless savage plantings for various other purposes, especially
despite external appearances, and the two High guarding important locations and stelae, if only
Lords have cooperated many times in the past year. because he’s more comfortable with their Egyptian-
This isn’t to say that Doctor Mobius doesn’t send like appearance.
agents into the Living Land, especially given the The appearance of "shards" of Orrorsh reality
existence of lost ruins in the Western Land that within the Nile Empire has caused Mobius some
often feature discarded weird science gadgets. concern. He suspects the Gaunt Man is starting the
However, he makes an effort not to antagonize the second stage of his own plan, but exactly what that
edeinos clans in the area. Kaah, for his part, does plan is, Mobius hasn’t figured out yet. He’s put his
not interfere with Nile agents while they travel in counterintelligence agents within the empire on
the Living Land. high alert for any Orrorsh agents sneaking about.
The Delphi Council is extremely concerned about
the lack of infighting between these two High PAN-PACIFICA
Lords, for if they should ever come to solidify their
alliance, the team-up would be formidable. Out of all the other invading realms, Pan-Pacifica
has sent the most agents abroad. These agents
often come into conflict with Doctor Mobius’, to
ORRORSH the point that he feels he needs to soon act against
Doctor Mobius remains provisionally allied with Reiko Kanawa. Doctor Mobius respects her, and
the Gaunt Man. Not only will the Gaunt Man’s even her fugitive brother, Ryuichi. He particularly
allocated territory eventually border the Nile is impressed with the ability of the Kanawa
Empire, but also out of all the other High Lords, Corporation to control the population through
the Gaunt Man is the one that Doctor Mobius subtle suggestion, rather than the brute force one-
actually fears, though he would never, ever admit off mass mind control he did to start the invasion.
it to anyone. Considering how much he controls the Nile Empire
Still, Dr. Mobius expects that he will eventually because of the popular support of the Egyptians,
betray the Gaunt Man in order to become Torg, Reiko’s skill at manipulating people could become
if only because he believes that the Gaunt Man is a significant threat.
the only other High Lord who truly is capable of The conflict between Pan-Pacifica and the Nile
becoming Torg. Empire hasn’t reached a hot boil yet, but it’s getting
Doctor Mobius accepted the Gaunt Man’s there.
"assistance" in the form of ravagons, but he doesn’t
93
THARKOLD Ahkemeses
The Gaunt Man is upset with the situation in The Imperial High Priest interprets omens
Tharkold, and Doctor Mobius is delighted that the and communicates the will of the gods to the
assassination of Kranod and the subsequent civil Pharoah. He is self-interested, and intentionally
war is drawing the Gaunt Man’s ire. Kranod was the misinterprets omens if it suits his ambitions. He
last of the High Lords recruited by the Gaunt Man is unusually tall, but thin, and he looks like he’d
to invade Earth, and Mobius thinks that’s because be blown away by even a light breeze. But he is
he didn’t have a better option. The Gaunt Man stronger than he looks. Cold and cruel, he’s always
needed a seventh realm on Earth so the rest could on the lookout for one of the other High Priests to
survive the initial reality backlash. While Tharkold usurp his authority.
has expanded rapidly the last few months, recent
events have convinced the Gaunt Man that inviting Felix Bannerman
Kranod to invade Earth was an error. Bannerman is a financial genius, and on Terra was
an advisor for many mobsters and pulp villains.
Despite the proximity of Tharkold to the Nile He’s loyal to Mobius only in so much as it’s worth
Empire, hardly more than a dozen Tharkoldu have it to him to be loyal—and at ten conquests now,
been seen within the realm’s boundaries since the it’s been well worth it. Bannerman occasionally
invasion. Strangely, members of the Race have embezzles money from the royal coffers, but
been seen more frequently, raiding tombs and Doctor Mobius has seen fit to ignore this for now.
causing problems. Bannerman is just too good at what he does, and
Although Doctor Mobius has plans to deal with he doesn’t seem to have any ambition for anything
Tharkold, he has more immediate concerns with more than being rich.
the Cyberpapacy, Orrorsh, and Pan-Pacifica to
implement them at this time. As long as there is no Teth-Net, Royal Marshall
High Lord of Tharkold and Jezrael, Duke Volkov Teth-Net is Doctor Mobius’s most loyal general.
and Duke Thratchen’s forces battle, time seems to That loyalty is guaranteed through a small
be a luxury Mobius has in this instance. weird science explosive that was surreptitiously
implanted in Teth-Net’s brain, and Doctor Mobius
can set off that explosive on a whim, merely by
THE PHARAOH’S twisting a gemstone on one of his rings. Teth-
ADVISORS Net is quiet and speaks rarely of other topics
than the military and grand strategy. Teth-Net
Doctor Mobius doesn’t rule alone though. He takes has operational command of Super Battlegroup
suggestions from six trusted advisors: Mobius, but can take command of any battlegroup
• Felix Bannerman, Imperial Accountant in the Imperial Army (though only temporarily in
• Ahkemeses, Imperial High Priest the case of Overgovernor Battlegroups). Even then
• Rama-Tet, Grand Vizier of the College of he coordinates the Overgovernors on matters of
Mathematics strategic importance.
• Muab, the Royal Builder
• Teth-Net, the Royal Marshall Rama-Tet, Grand Vizier
• Janya Paterski, the Royal Spymaster The Grand Vizier, Rama-Tet, heads the College
Although the six advisors are the heads of their of Mathematicians and reports directly to Doctor
respective organizations, they may not overrule Mobius. He is ancient, utterly evil, and coldly
local decisions made by the Overgovernors, who rational. He speaks deliberately, choosing his
rule the different regions of the Empire. Except for words with care. Although he is motivated
Felix Bannerman and Janya Paterski, Dr. Mobius’ primarily by self-interest, Rama-Tet sees loyalty to
advisors are all Khemites. Mobius as his best path to knowledge and power.
Below Rama-Tet are the Grand Deans, each serving
a particular Overgovernor. Below each Grand Dean
94
are three Lesser Deans and a number of Initiates
and Apprentices. The Grand Deans and Royal
OVERGOVERNORS
Vizier meet every seven weeks, with the annual The Empire is too large to be administered directly
meeting of the entire College occurring on June 17, by Doctor Mobius, so he has split the Empire into six
the 168th day of the year. areas, each ruled by an Overgovernor appointed by
the Pharaoh himself. In previous conquests, Doctor
Muab, Royal Builder Mobius split the Empire into ten regions, but after
The head of the Society of Engineers is Royal heeding advice from the Grand Vizier, he reduced
Builder Muab. Although technically an advisor to them in number to six, a multiple of the sacred
Mobius, Muab mainly acts as the lead engineer on numbers two and three in Egyptian numerology.
the most massive and ambitious building projects The excess former Overgovernors were "retired."
in the Empire. The one building for which Muab The Overgovernors administer the more mundane
personally handles all the design work is the final day-to-day activities within their jurisdiction.
monument Doctor Mobius builds in each of his Although theoretically in complete control over
Empires just before leaving the invaded cosm to their regions, their decisions are overruled by
its fate. Muab has not yet completed his design the Pharaoh when he sees fit. In addition to their
for the Tenth Empire’s grand monument. Muab administrative duties, including appointing
is loyal to Dr. Mobius largely because he provides lower level governors, the Overgovernors are
all the resources he needs to complete his work. commanders-in-chief of the Imperial Battlegroup
Muab isn’t interested in glory or politics. He’s only assigned to them, as well as the local garrisons.
interested in constructing the perfect building. Overgovernors also occasionally act as Mobius’
Muab coordinates seven Greater Builders, personal operatives, often journeying outside the
which are individually tasked to serve a specific Empire to oversee important operations in Core
Overgovernor. Below them stand three Builders Earth or the other High Lords’ realms.
and many Draftsmen and Journeymen. The Each of the Overgovernors is assisted by a panel
Builders and Royal Builder meet every nine weeks, of advisors. Below the Overgovernors lie governors
with an annual meeting in the Imperial capitol who rule individual cities or groups of towns,
on January 16 (the 16th day of the year). Muab is their advisors, and finally the bureaucrats who
a short man, who wears glasses with very thick actually keep the Empire functioning (mostly) like
lenses due to his poor eyesight. a machine.
95
Even the Shroud is unsettled around the terrors inside the Omegatron.
96
but he is responsible for many of the archaeological
expeditions into the deep desert and is looking
THE IMPERIAL MILITARY
forward to expanding his area of responsibility as The Imperial Military is a highly regimented,
the conquest of the rest of North Africa begins. efficient, and deadly organization. Some of the
enlisted soldiers in the Military are conscripts or
Quote: “Hello ladies. You all look wonderful this
volunteers from the previous nine Empires, but
evening. Now, if you could, put your valuables in
most now are from the local Egyptian population,
the bags held by my associates. All your valuables.”
especially those from the slums of Cairo, and to a
lesser degree, individuals from conquered nations.
RAMSES Although a large portion of the enlisted soldiers are
Ramses looks like a stereotypical Egyptian warrior, drawn from the ranks of native Egyptians, most of
and even now wears a classic shocktrooper uniform the officers are Khemites or those from the earlier
(albeit with a more extravagant headdress). He’s as Empires.
close as you can get to a classical strongman with
ripped arms, chest, and abs. INFANTRY
Ramses is a former shocktrooper who rose in the The core of the army is the shocktrooper, typically
ranks during the previous three conquests, and he armed with a KK81 rifle though many are instead
is Doctor Mobius’s most loyal Overgovernor. He issued MP-40 machine pistols. Officers are
suspects Natatiri of plotting against the High Lord, assigned a KK08 pistol, but lieutenants and veteran
but needs proof, given how much Mobius favors lieutenants are also armed with rifles.
her. He also believes that he should be the next
Shocktroopers are organized into squads
Royal Marshal, and is making plans to accelerate
of 10 men, one of which is assigned a Kocha
Teth-Net’s “retirement.” Rameses is ruthless in
machinegun. Squads are commanded by a veteran
controlling the East African and Congo territories,
shocktrooper. Platoons consist of four squads
and is making preparations to expand southward.
and are led by a lieutenant. Three platoons make
Quote: “Kill them. Kill all of them. Wipe them a company led by a veteran lieutenant. Each
out.” company is also accompanied a support platoon
of five 81mm mortars. Battalions comprise four
HERUNUT companies and are commanded by a field major.
Each battalion has an artillery company attached
Herunut is a 60-year-old Khemite with completely
with mortars, howitzers, and towed tank guns.
gray hair and sad eyes. Herunut has been an
Three battalions make up a wing, consisting of a
Overgovernor since the First Empire, but now
total of approximately 1,600 men.
Herunut is beginning to doubt his position in
the Empire due to all the killing and suffering,
with very little to show for it. Herunut is the best ARMOR, ARTILLERY, AND AIR
target for Storm Knights to turn to get a spy within FORCE
Doctor Mobius’ inner circle. He is responsible Tank platoons are organized according to tank
for South Sudan, Djibouti, Ethiopia, and Eritrea, type with Khepera and Khnum tanks making up
which have been relatively quiet, but there are the bulk of armored vehicles. There is no mixing of
signs of something sinister lurking in the Ethiopian tank types in the same platoon or company. Tank
highlands. platoons consist of four tanks, with three tank
Herunut loves to fly and owns several airplanes platoons making a tank company. Occasionally
personally. tank companies are attached to infantry battalions
Quote: “Let me tell you about the exploits of as support. Four tank companies make up a tank
the Luftstreitkräfte during the Great War. It was battalion, and three tank battalions make a tank
spectacular!” wing, for a total of 144 tanks at full strength.
97
Artillery, including towed and self-propelled specialized units are attached to these battlegroups
guns, are organized in the same way as armor and that vary from Overgovernor to Overgovernor.
infantry units. However, artillery forces are usually The unique features of each Overgovernor
attached to other units as support. Battlegroup are listed below:
Twelve aircraft, which usually consist of Paket • Battlegroup Al-Hebpsa: This battlegroup is
fighters, Herusent attack fighters, and Nekata also technically under control of Doctor Mobius
bombers, make a squadron. Three squadrons make in his Overgovernor disguise. He makes a
a wing, which is the largest organized air unit. point of not favoring this battlegroup, instead
focusing his attention on Super Battlegroup
GARRISONS Mobius. The lack of favor is to the point that
Every town and city in the empire is monitored this Overgovernor Battlegroup rarely sees
by a garrison consisting of one infantry battalion combat, is understrength, and is almost at the
of about 500 men per 50,000 people. Those seeing a same capability as a garrison. Elite troops are
more active insurgency (like East Africa) see more, assigned to Super Battlegroup Mobius instead.
while those quieter locations (e.g. Egypt and the Shocktroopers from this battlegroup wear
Horn of Africa) see less. Garrisons are under the headdresses that look like a hawk’s head.
command of the local Overgovernor. Shocktroopers • Battlegroup Wu Han: Soldiers from
in garrisons tend to be less trained and experienced Battlegroup Wu Han also largely assist in
than those organized in battlegroups. protecting the northern parts of Egypt, and
wear jackal headdresses. In addition to his elite
IMPERIAL BATTLEGROUPS shocktroopers, Wu Han has attached around
500 ninja to his battlegroup.
Battlegroups are military units that are used in
more significant combat, and all military units not • Battlegroup Red Hand: Battlegroup Red
on garrison duty are organized into battlegroups. Hand’s shocktroopers wear a sha headdress.
Battlegroups are formed from four infantry wings, In addition to his complement of elite
plus one wing each of attached armor, artillery, and shocktroopers, this battlegroup has around
dedicated air support units, all totaling about 7,000 500 shocktroopers specifically trained for
men per battlegroup. Battlegroups are designated infiltration tactics.
by number (e.g. the 42nd Battlegroup) with the • Battlegroup Natatiri: Natatiri’s battlegroup
numerologically significant numbers seeing more has taken on the cobra as its mascot animal. This
success than the rest. Multiple battlegroups are battlegroup has additional air support, and the
combined into armies, each commanded by a pilots are among the best in the empire, almost
marshal who reports to the Teth-Net. on par with the pilots in Super Battlegroup
Six elite Overgovernor Battlegroups are assigned Mobius.
directly under the command of, and named for, • Battlegroup Ramses: Ramses selected a scarab
an Overgovernor, though Teth-Net does have the beetle as the mascot of his battlegroup, and the
authority to take temporary command of them. warriors in this unit are as vicious as the beetles
These battlegroups consist of elite shocktroopers, are. They take no prisoners. Unlike nearly all
with a larger-than-normal proportion of them other battlegroups in the army, Ramses uses
reality-rated. With their elite nature, the size of 1st planting gospog as cannon fodder as well
these battlegroups is smaller, numbering around as 2nd plantings.
1,500.
• Battlegroup Herunut: This battlegroup’s
Each Overgovernor Battlegroup has a mascot mascot is the cat, and like their chosen animal,
animal, and shocktrooper officers wear distinctive the shocktroopers in this battlegroup are
headdresses based on these mascots. Tanks and particularly good at nighttime operations.
planes often have similar distinctive murals or
markings painted on them as well. Additionally,
98
Super Battlegroup Mobius the complete annals of prophecy are located here,
Super Battlegroup Mobius is the largest battlegroup locked in nearly impenetrable security.
in the Imperial Army (running around 15,000 men)
and is under the direct control of Dr. Mobius.
Super Battlegroup Mobius is usually commanded THE SOCIETY OF
in the field by Royal Marshal Teth-Net, though
occasionally Doctor Mobius accompanies his troops
ENGINEERS
and controls it personally. The shocktroopers in The Society of Engineers is also a branch of the
Super Battlegroup Mobius are the cream of the Imperial Government and consists of spellcasters of
crop, with weird science equipped vehicles, the the Engineering tradition. The Society’s spellcasters
most advanced technology, and are fiercely loyal are responsible for casting spells to enhance
to the Pharoah. They are usually the spearhead of construction of buildings and monuments. In
any major invasion. When not used to guard stelae addition to spellcasters, the Society employs many
or other installations, 3rd and 4th planting gospog technological engineers and scientists as well.
are used during attacks in addition to the normal The Engineers are also based in Thebes, within
troops. the Mathematics Complex they constructed.
Attached to Super Battlegroup Mobius are Doctor Blueprints of devices and buildings can be found
Mobius’ answer to the Rocket Rangers—the here, including those that were never built—or
ScarabWarriors. These troops are elite, reality-rated should never be built.
shocktroopers who are equipped with advanced
Cold-Ray rifles and wing-based flight harnesses,
shaped like wings. THE ENNEAD
Finally, the flagship of the Imperial Military As above, so the Ennead exists in the Nile Empire
was recently completed and launched—the giant as a branch of the Imperial Government responsible
dirigble aircraft carrier Pharaoh Mobius. The carrier for religious matters. It is led by the Imperial High
houses a full airforce wing, as well as one squad of Priest Ahkemeses. Full details on the hierarchy of
Scarab Warriors. The Pharaoh Mobius floats above the Ennead are given in the section on Miracles—
the battlefield as Super Battlegroup Mobius attacks, page 42.
providing mobile air support, as well as aweing the Like the Ennead itself, most of the High Priests
populace. struggle with each other and with the Imperial High
Shocktroopers of Super Battlegroup Mobius can Priest, with the goal of supplanting his position.
be identified by the fully gold colored headress The High Priest of Ra, Rahotep keeps himself out
each shocktrooper wears. of the power games, much like the god he serves.
The High Priestess of Horus, Hetepheres, and the
High Priestess of Wadjet, Takhaet, go through
THE COLLEGE OF the motions as is expected of them, but they have
more far reaching plans—to overthrow Pharaoh
MATHEMATICS Mobius himself and free his subjects from tyranny.
The College of Mathematics is the branch of the However, these High Priestesses are currently
Imperial Government responsible for providing unaware they are working towards the same goal.
divination services to the Empire. Only members
of the College can cast Mathematics spells legally
in the Empire.
The College is based in Thebes, in the Mathematics
Complex. Research into new fields of understanding
of Mathetmatics is conducted at the Complex, and
99
T
he international organization known as the
Delphi Council is at the forefront of battling
the invading High Lords. The organization
is global in reach and decentralized. While
COUNCIL AND
MYSTERY MEN
Quinn Sebastian and the Delphi Council roughly
coordinate efforts globally, the local directors have
a lot of independence to run their own operations
and coordinate with local resistance cells.
THE DELPHI
AGENDAS, OBJECTIVES,
AND PRIORITIES
The Delphi Council has bases of operations in
central Europe, Iran, and South Africa. The Delphi
Council puts much of its resources, including
“Voice of Earth” radio transmissions into recruiting
resistance fighters inside the Nile Empire. This
strategy has had the most success in East Africa
and, to a lesser extent, Iraq. The support Mobius
enjoys within the former borders of Egypt has
been hard to diminish, and resistance cells are
often rapidly infiltrated and eliminated. However,
guerrilla fighters in other nations volunteered to
fight the forces of Doctor Mobius by sabotaging
supply lines and communications.
Fighting the forces of the Nile Empire is difficult
due to the many countries involved, many of which
are arguably still enemies, forced into cooperation
by circumstances. No country is willing to put its
forces under the direct command of a foreigner, and
the doctrines and tactics of the various militaries
make it difficult to coordinate. The nations of
central and southern Africa have been the most
successful at combining forces.
The Delphi Council believes, however, that
ultimate victory will not come through force of
arms, but through the acts of individuals and
small units. Storm Knights are often tasked by
the Delphi Council to either assist in the more
significant operations or run supplies from outside
the Nile Empire into the interior. Storm Knights
are the ones who directly interfere with Doctor
Mobius’ multitude of plans. Anything Dr. Mobius
is interested in interests the Delphi Council as well,
and Storm Knights are ordered to acquire artifacts,
especially Eternity Shards, before Dr. Mobius’
agents get their hands on them.
100
In rare circumstances, Storm Knights were sent DEPUTY DIRECTOR KENNETH
on missions to assassinate important individuals
in Mobius’ government. However, due to the
NAKATOMI
nature of the Nile Empire’s reality Director Prior to the invasion, Kenneth Nakatomi was
Nakatomi realized that assassination is a nearly a C.I.A. agent who worked at the U.S. Embassy
useless endeavor. Even if agents killed their target, in Cairo, with an expertise in disguise and asset
and brought the body back, the target inevitably recruitment. He became a Storm Knight soon after
returned later, revealing that it was all a hoax, Doctor Mobius invaded Egypt, and was rapidly
the body was actually another person, it was all recruited by Quinn Sebastian. Realizing Nakatomi’s
a dream, or a variety of other reasons. Ultimately skill at infiltration Sebastian appointed Nakatomi
assassination is just not very heroic and Storm to the rank of Deputy Director himself. Nakatomi is
Knights aren’t only fighting the minions of Doctor a man of Japanese descent, who appears to be in his
Mobius, but the Nile Empire reality itself. 30s, and wears a goatee. When he’s not disguised,
he usually appears to be a private detective. He
Although the Nile Empire doesn’t have any space
took the codename “Snowflake” and has been a
launch capability (at least as far as the Delphi
particular thorn in the side of Wu Han, who put
Council knows), Doctor Mobius uses miracles and
him on a high priority list for death or (preferably)
weird science gadgets to obscure the movements
capture.
of his forces, through invocation of sandstorms or
disrupting spy satellites with some weird-fangled “Snowflake” is also the liaison between the Delphi
tech. The Delphi Council needs to get agents into Council and the Mystery Men.
the Nile Empire proper, in order to scope out
Mobius’ latest plans, to try anticipating his moves. TOBIN KAMENSKY
Fortunately there are ample volunteers willing Tobin Kemensky is short and stocky and still
to infiltrate the Nile Empire’s government and cuts his hair according to military regulations.
military. Ords are capable of serving in this He is a former deputy director of Mossad, Israel’s
capacity. The stress makes eventual transformation intelligence agency. Kemensky was responsible
inevitable, so Ord agents are organized into for the Political Action and Liaison Department,
cells to protect against the rare instances where tasked to coordinate Mossad activities with allied
transformation changes the agent’s allegiance too. foreign intelligence services, as well as serve as a
Some recon jobs require more skilled agents, conduit for back-channel diplomacy. He reports
and for these missions, especially ones that likely directly and only to Deputy Director Nakatomi,
involve direct combat against Nile Empire forces, and is the liaison between the Delphi Council and
the Delphi Council sends in Storm Knights. Some Israel.
of these jobs include locating and extracting Kamensky is, if anything, a practical man, and
important assets, like weird science inventors or although he was uncertain about the allegiances of
Nile engineers who want to defect, or contacting many Storm Knights, there was no question that
potential resistance fighters in the non-Egyptian their abilities would determine the fate of the planet.
nations Mobius has conquered. When in meetings or being briefed, Kamensky
often appears as if he is disinterested or ignoring
the speaker. In fact, he’s deep in thought, rolling
PERSONNEL through the permutations and consequences of the
Like the lands the Nile Empire occupies, the major information. It’s only after mulling it over after the
leadership of the area is diverse. In general the speaker finishes that Kamensky finally gives his
organization is loose and impulsive, in keeping opinion. He never interrupts.
with the World Laws that dominate the region. Despite his long animosity towards other Middle
Cooler heads usually prevail beyond Mobius’ East nations hostile to Israel, particularly Iran, he
realm. has put such feelings aside for the duration of the
war, at least consciously.
101
MUSA NAJAFI and diplomatic support, while Nakatomi runs the
actual operations within the Nile Empire proper.
Quinn Sebastian actively pursued getting Iranian
leadership to join the Delphi Council, but they There’s competition for limited resources
refused until the recent Nile Empire conquest including weapons, ammunition, and personnel.
of Iraq. At that point, Iran agreed to coordinate Nakatomi keeps the pair from butting heads
activities with the Delphi Council, but refused to too much. Unfortunately because he is often on
work under the leadership of someone from Israel. a mission, agents occasionally interfere with
one another or work at cross-purposes. Still, the
Sebastian felt that it was better to have the
situation mostly works.
Iranians as part of the organization rather
than separate from it, and agreed to the
formation of the Iranian branch, based in AHANEITH
Tehran and headed by Musa Najafi, who A rotund, middle aged woman, Ahaneith
reports directly to "Snowflake". is the head priestess at the Temple of Wadjet
Until recently, Musa Najafi was the in downtown Cairo and one of the top
head of the Iranian Ministry of Delphi Council agents located
Intelligence. Although amenable within the Nile Empire. She has
to cooperating with Kamensky a surprisingly foul mouth, and
when needed, he does not trust has no issues with telling people
the Israeli, and has not been exactly what is on her mind,
completely forthcoming with for good or ill. However, she’s
regards to some intelligence gathered in smart enough to keep quiet
the last couple of months. He is brusque when Nile shocktroopers are
when dealing with outsiders or those he around and can flip on a dime
considers inferior. He blames this on his between being a rebel and an
limp, caused by an injury he sustained absolutely “loyal” subject of
as a child during the Iran-Iraq war. Pharoah Mobius.
Najafi relishes the strategic operational
aspects of the Delphi Council and is COMMANDER HAZEEM
often the primary planner for significant SHADID
operations. Although abrupt, he is This Shi’ite Iraqi from Basrah reports
aided by the fact that he really is quite to Musa Najafi. The Persian’s nose is
competent at such activities. Najafi also askew, broken when he was a teen, and
coordinates supplies and agents from he often scratches at his trimmed beard.
the Middle East. Shadid is surprisingly jovial under
most circumstances, but shows visible
Internal Politics contempt for those who are reluctant
Although currently allies, agents from to sacrifice everything for the cause.
the formerly hostile countries do not Once someone crosses Shadid, he won’t
work together comfortably. Kamensky forgive. Shadid definitely carries grudges.
and Najafi coordinate the activities of their Commander Shadid is currently Missing
nation’s agents, as well as provide logistics in Action and is believed to be imprisoned
by Doctor Mobius.
102
from Terra who traveled with the Mystery Men to
Earth. Joe runs the hidden weird science laboratory
in Cairo for the Delphi Council, but also directly
assists in the development of new weird science “COMMANDER SHADID IS
gadgets and gizmos. He is exacting, going over
the function of each gizmo he provides to Council PRACTICALLY A DWARF. I
agents, almost to the point of being annoying. LIKE HIM.”
When interrupted he stops, sighs, and pushes his
glasses back up to the top of his nose. – TWOREK
KARIMA BA
Karima is a self-confident Core Earth agent,
originally from Khartoum, but went to university
in Paris. She has bright, almost surreal, green eyes TRANSPORTATION
and seems to honestly enjoy her work fighting the By the end of the first year, the Delphi Council has
invaders. After the Possibility Wars began, she acquired several aircraft that are capable of flying
returned to her home country to fight the forces of in the Nile Empire without contradiction. This
Doctor Mobius and transcended. Quinn Sebastian allows the Council to task Storm Knights to actual
recruited her, and now she frequently liaises with missions within the empire rather than requiring
Storm Knight groups that have missions within them to fly more advanced airplanes. However,
and near Sudan, Egypt and the Arabian peninsula. occasionally a mission may require an aircraft
like a helicopter or a V-22 Osprey. Storm Knights
MERCY JELANI moving between points within the Nile Empire
Agent Jelani is a frequent contact of Storm usually use local transportation, be it rail, car, or
Knights undertaking missions in East Africa and passenger aircraft.
the Congo. A tall and toned Kenyan native, Agent
Jelani grew up on the streets of Nairobi and is a SAFE HOUSES
survivor, having endured conditions when she Once within the Nile Empire, Storm Knights
was a teen that she refuses to speak about. After inevitably find themselves fleeing from an
Mobius’ forces invaded, she fought a group of overpowering force. Although the surveillance in
armed shocktroopers with but a single knife and the Nile Empire isn’t as good as some other high-
somehow prevailed, transcending in the process. tech realities, the fact remains that police and
Now she acts as a guide, source of supplies, and military personnel are numerous. Storm Knights
occasionally a guardian angel when Storm Knights do have to sleep, and it’s better to do that in a place
get in a bit over their heads. where they feel confident they won’t get woken up
with a pistol in their face.
RESOURCES In addition to beds, Delphi Council safe houses
are equipped with extra bundles of the Nile
As a transnational organization, the Delphi Council Empire Survival Kit, radios, weapons local to the
has plenty of resources with which to aid its agents Nile Empire, food, and other incidental supplies.
on missions into the invading realms. Many of
these resources are supplied at the beginning of Storm Knights who play a Connection card
the mission, but since the Tech Axiom of the Nile automatically know the location of any known
Empire is not very low, if necessary, the Delphi Delphi Council safe houses located within an
Council can air drop additional assistance. urban area (if any). Storm Knights looking for a safe
house in an unfamiliar area require a successful
Hard (DN 14) streetwise test, assuming one exists.
103
shocktroopers quickly suppressed previously
manned safe houses and the Delphi Council is
ETERNITY SHARDS unwilling to sacrifice more lives here.
Eternity Shards are very powerful artifacts and • Iraq, Kuwait, and Saudi Arabia: Safe houses
the game could get out of hand if the players in these nations are surprisingly plentiful,
end up collecting and keeping multiple Eternity given the short time since they were invaded,
Shards. The intent of these items is to provide and there are plenty of Delphi Council
a McGuffin for the heroes to pursue—and sympathizers within the population. Finding
to provide an occasional "cool thing" for the a safe house requires only a Standard (DN 10)
Storm Knights to use—but not for the heroes streetwise test, and a Good Success means there
to become walking artifact wielders. After a are actual supplies available for them.
mission, the Delphi Council takes possession • Crete: So far, only a single safe house has
of any Eternity Shards in the possession of the been set up in the basement of a summer home
Storm Knights. of one of the Delphi Council agents in Greece.
We recommend the GM explains this to the Nile Empire troops are continuing to pacify the
players up front. The Delphi Council may island, but so far have not even had a hint that a
likewise loan out Eternity Shards that may base of operations on Crete is solidifying.
provide a crucial edge during a dangerous • East Africa: Safe houses are plentiful in this
mission, but it's rare for them to risk assets region and only require a Standard (DN 10)
like that. A specific Eternity Shard the hero streetwise test to find them. The best supplied
knows about (most likely because he recovered safe house is located in Nairobi.
it personally at some point) may even be
requisitioned with an effective DN of 20. • The Congo: The Delphi Council has yet to
establish any safe houses in the region. This
doesn’t mean the Storm Knights cannot find
shelter, just that there’s no official support from
Some example safe houses located within the Nile the Council yet.
Empire are:
• Cairo (Downtown): The Temple of Wadjet
is located in the downtown district. All of INFORMATION
the Amaatist priests here are friendly to the Delphi Council spies and informants are abundant
Delphi Council and provide miracles as well. within the Empire. The surveillance capabilities
A hidden subbasement is a small Core Earth of Doctor Mobius are less than other realms like
hardpoint with computers and a radio used the Cyberpapacy or Pan-Pacifica, and it is easy for
to transmit encrypted information outside the even foreign agents to infiltrate and hide within the
Nile Empire. The loss of this safe house would local population. The main problem with gathering
be a catastrophe. information is that there is so much of it to go
• Cairo (Ramses Station): The Delphi Council through. Doctor Mobius has countless plans in
maintains a secret weird science laboratory motion throughout the empire, and they crisscross
in the sub-basement level of Ramses Station, each other, making it difficult for the Delphi
which also doubles as a safe house. The secrecy Council to initiate missions and actually have the
of this lab is paramount and should only be Storm Knights complete that mission instead of
used as a safe house in an extreme emergency. another. Occasionally a mission starts and it’s only
• Thebes: The Delphi Council maintains a later the agents realize it was all a ruse to obfuscate
safe house on the outskirts of Thebes. Nobody another plan, or even one that was a honey trap to
is permanently assigned here, and it’s no capture them!
guarantee that the weapons, ammo, and Recently, Delphi Council agents activated a single
other supplies are fully stocked. Nile Empire Core Earth hardpoint within Cairo for the purpose
104
of generating advanced encryption. Although On occasion, the Delphi Council provides an
radio works perfectly fine in the Nile Empire, Eternity Shard to the Storm Knights, either one the
high-tech codes are contradictory, and receivers in group previously acquired or a different one. This
Core Earth only get static. Lower tech encrypted is only a temporary loan, and the Storm Knights
transmissions are easily intercepted, and Doctor are required to return the Eternity Shard at the end
Mobius has weird science devices that are able to of the mission.
quickly decode them. Additionally, reality storms
on the border often result in high amounts of RESISTANCE CELLS
interference.
As Doctor Mobius expanded his empire,
Due to these difficulties, information is distributed significant amounts of resistance cells popped up in
by more "manual" means, like dead drops or brush the nations he conquered. Initially these resistance
passes. Storm Knight couriers with Marathon cells were uncoordinated, and their successes were
Division deliver critical information. short-lived at best. Sabotage would be quickly
repaired. Dead or injured shocktroopers would
SUPPLIES quickly be replaced by volunteers from Egypt.
The Delphi Council supplies its agents with However, in the last few months, resistance cells
weapons, armor, and other goods. In general, have become more organized and better equipped,
Core Earth personal weapons or armor is easily largely through the assistance of the Delphi Council
available. Man packed machine guns are supplied and its agents.
one to a group. If encounters with more significant Resistance cells are organized according to the
forces such as tanks are expected, one or two heavy classic cell structure. Members of a cell know
weapons can be supplied as well. Additionally, only the other members of the cell. They do not
each agent is supplied with a Delphi Council Nile know the identities of their superiors, though
Empire survival kit (see page 51). If a Storm sometimes a controller knows one member of
Knight wishes to acquire more advanced or each cell they handle. This ensures that if Doctor
more difficult to get equipment, he must make a Mobius’ minions discover a cell, only that cell
persuasion test, as detailed in the Torg Eternity core is in danger of elimination. In the past, many
book. small resistance organizations did not follow this
Special equipment is occasionally available, structure, but nearly all of those were discovered
including weird science gadgets and gizmos and and their members executed or enslaved. Each cell
spiritual items. Acquiring weird science devices usually numbers around three to six individuals
usually requires a trip to the hidden Delphi Council and, especially with regards to cells that develop
laboratory under Ramses Station in Cairo, while spontaneously, usually have some sort of previous
holy items can be picked up (if available) at the relationship, either as friends or family. They get
Temple of Wadjet safe house in downtown Cairo. their orders via coded messages over the radio,
Often, the head weird scientist at the Ramses Station including “Radio Free Earth” or dead drops, and
lab provides one shot "experimental" gizmos with many receive material and intelligence support
the hopes that the Storm Knights report on how from the Delphi Council.
they worked. If they work at all. Most resistance cell members try to avoid civilian
The Delphi Council often tasks the Storm Knights casualties whenever possible. This does mean the
with acquiring Eternity Shards for the organization, resistance is not as effective as it could be if ethical
if only to keep them out of the hands of Doctor concerns were not an issue.
Mobius. Occasionally Storm Knights come across The current status of insurgencies in various parts
Eternity Shards while carrying out unrelated of the Nile Empire are detailed below.
missions. In either case, the Storm Knights are • Egypt and Sudan: The mind control devices
expected to surrender the Eternity Shard to the activated by Mobius on the day of the invasion
Council. resulted in an almost completely loyal
105
population along the Nile Valley in Egypt. focusing on the coming invasion of Tunisia.
Although Sudan was conquered, Nile Empire The Delphi Council is planning to supply and
forces have proven adept at keeping any recruit resistance cells on Crete.
insurgency localized. Very little in the way of • South Sudan, Ethiopia, Eritrea, and
resistance developed in the core of the Nile Djibouti: Very little in the way of resistance
Empire until the Mystery Men arrived, and has formed in this region. Herunut’s control is
then later when the Delphi Council increased with a velvet glove, and many in South Sudan
their efforts in recruiting in this area. Most are happy with the end of the famine that
of the resistance cells in this area focus on plagued them.
sabotage efforts in factories, weird science labs,
and on the major railways in the Nile Empire. • East Africa: Ramses is on the edge of
losing absolute control of his territory. The
• Iraq and Kuwait: Many members of the Overgovernor has been particularly brutal,
Iraqi resistance were insurgents in previous executing 100 civilians for every shocktrooper
conflicts. However, the Law of Morality has killed. The exiled governments provide support
tilted their tactics to lessen civilian casualties, to the resistance from Dar es Salaam and
and so there has been significantly fewer Mombassa. The Kenyan resistance is organized
uses of IEDs (improvised explosive devices) by Colonel Absame Geesi, from Mombassa,
than previously. Also, there has been more while the Tanzanian resistance is coordinated
cooperation (or at least less infighting) between by Hanad Ugaas, the defense minister of
the Sunni, Shia, and Kurdish cells since the Tanzania from Dar es Salaam. Resistance cells
Nile Empire invaded. In addition to support in Burundi, Rwanda, and Uganda are locally
provided by the Delphi Council, Shia cells organized.
are getting material support from Iran, and
Kurds are receiving weapons and ammunition • The Congo Region: Resistance cells in
from Turkey. However, there is no centrally the Congo region are just now developing,
organized command of the resistance in Iraq largely supported by the DRC government
and Kuwait. Missions are generally chosen in Kinshasa. However, until the Society of
locally. Builders can extend the Great Nile Railway
southwestward, it is difficult to supply and
• Saudi Arabia: Although Saudi Arabia’s major reinforce the shocktrooper presence here. This
cities are besieged or were taken by the Nile region promises to be a significant location
Empire, the Saudi government continues to of fighting in the future, as hidden ruins are
operate in exile in the United Arab Emirates. discovered, holding secrets and treasures.
The resistance in Saudi Arabia is managed by
General Khalid Toma from Abu Dhabi, though
often he coordinates with Colonel Ibrahim
Abdullah, commander of the armed forces in
THE MYSTERY MEN
the besieged city of Mecca. The major question The Mystery Men are a group of pulp heroes who
occupying the General’s thoughts is whether were organized by Doctor Alexus Frest on Terra to
or not to authorize sabotage of the oil fields in battle the rise of pulp villains. In particular, they
Nile Empire held territory. targeted Doctor Mobius, the first and greatest pulp
villain of them all. After Doctor Mobius disappeared
• Crete: Crete’s resistance movement is only just from Terra to conquer other realities, the Mystery
developing. The major problem at the moment Men went into hiding and largely disbanded
is the lack of weapons and ammunition. Reality due to the crackdown by Terran governments
storms and lack of low-tech aircraft makes on vigilantes and pulp villains. However, when
it difficult to substantially supply the island Alexus Frest discovered where Doctor Mobius had
from the Greek mainland. On the other hand, gone, all of the Mystery Men joined him to fight
the Red Hand has not put as much attention Doctor Mobius on Earth.
toward garrisoning the island properly, instead
106
Only sworn members of the Mystery Men know need hope. He normally prefers to fight alone so
the secret hand signal—two fists flat against each he doesn’t endanger others, but he has recently
other, knuckle to knuckle. Their symbol, often taken Ensign Egypt under his wing.
incorporated somewhere into a hero’s attire, is a
two-fisted motif similar to their hand signal. The Doctor Flash
Mystery Men have safe houses throughout the Doctor Flash is a Canadian hero from Core Earth,
Nile Empire. Meetings are organized through dead with the ability to run as fast as a horse. She was
drops and hand signals, and usually those meetings apparently killed by the forces of Dr. Mobius
only involve a half dozen members at once. several months ago in the Congo region, but in fact
she had severely injured her legs and was nursed
MEMBERSHIP back to health by a Bantu seer.
Although the Mystery Men had some success
against Mobius’ minions, they now have their
Ensign Egypt
Ensign Egypt is an enthusiastic Egyptian teen
greatest challenge—to recover from the loss of
from Cairo who came across an eternium shield
their founder and leader, Doctor Alexus Frest. His
marked by the Eye of Horus while searching for
death left the group reeling and without direction.
food in a garbage dump. She claimed the shield, and
With the Mystery Men currently leaderless, and protected her brothers and sisters against a drive-
in the aftermath of Frest’s death, agents of Wu by shooting by members of the Hajjar Family who
Han and pulp villains hired by Doctor Mobius were trying to kill members of the Baz Brothers.
have severely injured, killed, or captured many Realizing her shield could be used to protect many
members of the Mystery Men. others, she named herself “Ensign Egypt.”
The Guardian, one of the oldest pulp heroes, was She wears a red costume and a black hijab.
gravely injured by three ravagons and nearly died. Although initially reluctant to accept such a young
He refused the mantle of leadership, saying that member into the Mystery Men, Alexus Frest
young blood is needed now, perhaps even from acquiesced after her persistence, and Colonel Cairo
a native of Earth. The Possibility Wars are such a took her under his wing. Ensign Egypt fights for
different experience than the Mystery Men have freedom. Freedom for Muslims to worship as they
had, someone who can handle the shifting situation choose. Freedom for people to live without fear
is better suited than an old man. of being shot in a gang war. Freedom against the
The Mystery Men were largely natives of tyranny and occupation Egypt is suffering, even
Terra, though they have added Core Earth though nearly everyone in the nation believes in
natives (transformed to the Nile Empire) to their what Dr. Mobius is doing.
membership. Without exception, the Mystery Men
are reality-rated. The Possibility Wars have been The Guardian
hard on the group, but some are still active and The Guardian was the first of the pulp heroes on
have sought talented new heroes to take on the Terra. No one has fought evil longer than he has.
fight. He carried a variety of weird science gadgets,
including an electroshock diamond-tipped cane,
Colonel Cairo a fabri-steel coat, and a mask that provides him
Colonel Cairo, an Arabic native of Egypt on Terra, with Dark-Sight. He has superhuman intelligence,
is super strong and agile, and carries an electrified though he was cursed by a High Priest of Anubis
ball-and-chain. He is psychologically incapable and he loses this power when an Amaatist invokes
of putting innocent lives in danger, including his a miracle. The Guardian wore a dark blue mask
allies, and demands that villains fight him over with a gold “G” embroidered on it, and a long
others. Colonel Cairo is not a subtle or stealthy dark blue coat. A trio of ravagon hunters broke his
hero. While others may fight in the shadows, he spine while he was saving an old lady from a purse
believes he provides a beacon of life to those who snatcher.
107
Now wheelchair-bound, the Guardian can no Mary Ann McKay
longer fight villains on the streets, but his mind Mary Ann McKay is a young and spunky former
remains sharp. He coordinates the Mystery Men’s reporter for the New York Sentinel on Terra, she
activities but wants a leader to step up and make originally did a series of exposes on Doctor Mobius,
the strategic decisions. who captured and brainwashed her and forced her
to write nasty pieces on vigilantism. Before he left
Major Havoc Terra, Dr. Mobius realized she might be useful on
After his wife was killed on Terra in a bank his conquests and captured her, putting her into a
robbery, Major Havoc retreated to a Buddhist weird science stasis pod. Then he forgot about her.
monastery to recover from his grief. While there,
She was rescued by the Guardian and Doctor
he discovered how to harness the darkness in his
Frest, who broke her brainwashing. Now, she
heart against those who would harm others. He is
helps coordinate the Mystery Men and reports in
an incredibly attractive man but is uncomfortable
the Nile Empire’s underground newspapers on the
with how much the ladies flirt with him.
exploits of the Mystery Men. Doctor Mobius has
From left to right: The Shroud, Gold Leopard, Enisgn Egypt, and Colonel Cairo.
108
forgotten that Mary Ann is the same woman who
he kidnapped 30 years ago by his counting, but is
infuriated at her stories. WON’T YOU HELP US?
Gold Leopard Sometimes someone doesn’t have a
Nyuesi Chui, known as “Gold Leopard” in her Connection card, but the Storm Knights still
native Swahili, this Kenyan leads the Mystery need help from a local. In the initial invasion
Men’s missions in East Africa. She wears a black zone along the Nile, from Alexandria
and gold costume, with a black mask that fails to to Khartoum, finding indirect help is a
contain her massively curly hair. She has a natural Very Hard (DN 16) streetwise test. Finding
ability to speak to animals and is accompanied someone who will help directly is Heroic
by her trusty panther, Banou. She is allied with (DN 18).
a group of Bantu seers and uses their divination
abilities to plan her assaults. Elsewhere in the Nile Empire, it is much
easier to find assistance. Indirect help is
Challenging (DN 12) and direct assistance is
The Raven Hard (DN 14).
The Raven, also known as Yishara al-Haffah, is a
former gymnast with short black hair, who donned
the mask and her signature talons to fight the
minions of Dr. Mobius after they killed her father. reality of the Nile Empire to maintain his need to
She was born and raised in Cairo and now uses bring criminals to justice. Now the Shroud uses his
her natural athletic ability and bull whip to take mystical cloak, that can show people their darkest
on the local villains, before setting her sights on fears, and his trusty Luger to defeat villains and,
the Pharaoh himself. She often teams up with the eventually, rid the world of Doctor Mobius. The
Shroud when he’s in town. Shroud has worked with both the Mystery Men
and the Delphi Council, and he is an important
The Rocket Rangers liaison between the two organizations.
The Rocket Rangers are a group of men and women
who use the weird science powered battlesuits of The Yellow Crab
the US Rocket Ranger corps. The men are former The Yellow Crab’s second-most famous claim to
soldiers, with the women widowed by pulp villains fame is his stunningly ugly yellow costume and
in the late 20s. They sympathized with and assisted mask. However, he is best known for having
the Mystery Men during the crackdown on pulp the most apparent brushes with death out of all
heroes and were asked by Doctor Frest to come with the Mystery Men. No hero has apparently died
them to Earth. Six Rocket Rangers came to earth and only turned out to be slightly (or severely)
with the Mystery Men, but all of them were captured injured, or a duplicate, or fallen into a river, or a
or killed by Doctor Mobius’ Scarab Warriors. The fog bank, more than the Yellow Crab. Once he was
Mystery Men managed to retain and repair four even buried, complete with a funeral, and showed
Rocket Ranger Battlesuits. They just need honorable up the next day wondering what all the fuss was
men and women to take up the cause. about.
His greatest nemesis was Lord Grimdark, who he
The Shroud fought multiple times with his trusty gadgets and
The Shroud, a.k.a. Gunnery Hayes, was an agent gizmos.
of Interpol prior to the Possibility Wars, stationed
in Cairo. Hayes adapted and transformed to the He is currently deceased.
109
T
here are several themes and tropes to
emphasize when running adventures within
the Nile Empire, all ultimately expressions of
the reality’s World Laws related to action, drama,
and heroism. Here are some of the additional
aspects of running adventures in the Nile Empire
ADVENTURES
to keep in mind.
110
These Egyptian ruins have piqued Doctor Mobius’
interest more than nearly any other mystery he’s
been faced with over the last 30 years. He feels an
REALITY BOMBS
incredible urge to understand what these ruins
Reality bombs are weird science devices
are all about, why they’re appearing, and most
invented by Doctor Mobius that are delivered
importantly, what Egypt they represent. Things
by a bomber, and when triggered, they
that interest Doctor Mobius also interest the
create a temporary Nile Empire Pure Zone,
Delphi Council. Beyond the treasures and secrets
centered on the impact point. Because they
they hold, it’s possible these ancient ruins hold the
are powered by massive amounts of eternium,
secret to defeating Doctor Mobius once and for
the detonation of a reality bomb is not
all…or ensuring his ultimate victory.
contradictory. They come in 1,000 and 4,000
pound versions, with the former creating a
CAIRO: CITY OF HEROES, CITY hardpoint with a radius of 5 kilometers and
OF VILLAINS the latter a radius of 20 kilometers. The Pure
Although Cairo was ground zero of Doctor Zone lasts for three hours.
Mobius’ invasion, he quickly marched south and Since Nile Empire troops are at a
established his capitol in Thebes. Over the past year technological disadvantage when invading
the empire has expanded, but Cairo has remained Core Earth territory, reality bombs are a key
a constant. Nowhere else in the Nile Empire do you component to Doctor Mobius’ expansion
find such a high concentration of pulp heroes and strategy. Although Nile Empire reality floods
villains. There’s a reason for that. Doctor Mobius into a newly activated stelae zone, until there
wanted it this way. are enough denizens of the Nile Empire
When Dr. Mobius and the other High Lords actually in that zone, Doctor Mobius cannot
arrived on Core Earth, they were surprised by use his Darkness Device to flip the zone to
the increased number of Storm Knights who Dominant. The Mixed Zone still allows Core
transcended to defend Core Earth. Doctor Mobius Earth technology to function.
realized this was an even higher concern for As the army approaches the front, a squadron
him, due to the influence of the Law of Heroism. of Herusent bombers armed with 1,000 pound
Additionally, he has slowly become aware that reality bombs cross over the border. When
Apophis has taken an interest in one of his attacking small forces, the Herusents drop
Overgovernors, the Insidious Wu Han, almost as their bombs along the front and create a
if the Darkness Device was grooming him in case small, narrow region of Pure and Dominant
Doctor Mobius falters. Doctor Mobius decided to Nile Empire reality. Against larger forces, one
kill two birds with one stone. or two Herusents drop their bombs, which
First, he established Wu Han as the Overgovernor prevents high-tech anti-aircraft batteries or
of the region that included Cairo, ostensibly with fighters from functioning. Then a Nekata
the goal to maintain the oil refinery just outside the bomber drops a 4,000 pound reality bomb,
city. Second, Doctor Mobius informed the various which is usually sufficient to cover not only
pulp villains in his Empire, including ones that the active forces, but also reserves behind
appeared after he arrived, that he would utterly the main line. The three hour duration of
crush them with the might of his Empire if they the created Pure Zone is usually more than
chose to rob banks or otherwise cause mayhem in enough to get plenty of Nile Empire troops
his Empire—unless it was in Cairo. If pulp villains into the new zone, enabling Doctor Mobius to
wanted to try and work their small scale examples flip the entire zone to Dominant.
of villainy—steal from old ladies, take hostages,
and other "minor" crimes in Cairo—they could do
so. And they did.
111
Pulp heroes responded. Seeing a general lack of and those underlings are introduced early on in the
villainy in other parts of the empire, beyond the adventure to increase the conflict between them
fascist policies of Doctor Mobius, they went where and the heroes.
the villains were—to Cairo. Additionally, defeating
villains in other parts of the Empire merely saw TERRA
those villains get out of jail almost immediately.
It’s hard to fight for Law and Order when that Law One may think the Nile Empire is separate from
and Order is a fascist regime. Surprisingly that Terra. One would be wrong. While it is difficult
isn’t the case in Cairo. Although the city officials to cross from Terra to the Nile Empire, there is
are certainly corrupt, and the Cairo mob bosses a tenuous link through all of the previous nine
have their hands in all sorts of illegal activities, empires to Dr. Mobius’ home cosm. Even after the
villains who commit crimes and are caught by Mystery Men left, pulp heroes make the journey
heroes actually stay in jail, or at least if they escape across the ruined cosms from Terra to Earth, though
prison it was through efforts of their own or their no one thus far has replicated Alexus Frest's weird
friends, as opposed to Wu Han or Doctor Mobius science transportation gadget that allowed the
just releasing them. Mystery Men to go directly to Earth.
Additionally, the stories of these escapades hit the This tenuous connection has had an interesting
pulps and inspire other heroes to rise through the side effect, which even Doctor Mobius isn’t fully
action of the Law of Heroism. aware of. While he raised the axioms of the Nile
Empire, he also increased the axioms of Terra.
Terran reality is Nile Empire reality. They’re one
DOCTOR MOBIUS GETS HIS and the same. This is why pulp sorcerers appeared
HANDS DIRTY on Terra, and soon Terrans are likely to re-discover
When Doctor Mobius decides to actively attack the power of miracles as well.
Storm Knights, he likes to get his hands dirty, The bottom line though is that the Mystery Men
especially when he’s frustrated with his underlings’ didn’t transform when they came to Earth, they
lack of success. This tendency frequently brought were already denizens of the Nile Empire. They
him into contact with the Mystery Men before he just didn’t know it.
left Terra, and he has occasionally gone after Storm
Knights in the Nile Empire. PULP POWER LIMITATIONS
However, Doctor Mobius isn’t your ordinary One aspect about pulp powers you’ll have to
supervillain. He’s one of the most powerful watch out for is the abuse of Limitations. While
individuals in the Possibility Wars, and that’s the benefits of Enhancements are clear and
before you include his connection to Apophis. mechanically-based, Limitations are often more
It wouldn’t be unexpected for Doctor Mobius to story dependent, and thus it's possible for creative
wipe out the Storm Knights without even thinking players to abuse them.
about it. For some reason though, he rarely does
this. Yes, he might capture the whole lot, take them The whole point of Limitations is that they will
to a secret lair for interrogation but inevitably they be used. Frequently. One to three times an act is a
escape (often now knowing how to counter his evil good number to shoot for.
plan). Something always seems to happen out of You aren’t nasty for hitting their Limitations. If
nowhere that causes him to fail or otherwise be a player doesn’t want his Limitations to come up
removed from the scene. It’s uncertain whether frequently, he shouldn’t take any. Communicate
this is the Law of Heroism aiding the heroes, or a with your players and give them a heads up that
possible effect of Amat-Ra’s death curse. this will happen. By choosing a Limitation, a player
If Doctor Mobius gets directly involved with is indicating they accept these restrictions in order
the adventure, you should ensure there is also a to have greater power.
lieutenant (or more than one) the group can defeat,
112
Hit those Limitations, especially when it's THE DESTINATION, NOT THE
dramatically appropriate. If the player complains
that pulp powers are genre-specific to the Nile
JOURNEY
Empire, so Limitations shouldn’t take effect in The Nile Empire features a variety of locations with
another reality, remind them that pulp powers are vastly different climates and geography, from the
supported specifically by those World Laws, and windswept sand seas of the Sahara Desert, to the
so for some weird reason these Limitations happen humid jungles of the Congo, and to the mountainous
even outside the Nile Empire. That’s just the way forests of Ethiopia. Temperatures are hot (much of
the Law of Drama works. the time), sandstorms and thunderstorms appear
at the most dramatic moments, and hidden secrets
Sometimes Limitations create complications
are revealed.
rather than directly affect the hero (such as losing
the power temporarily). Say the Limitation is However, missions in the Nile Empire are usually
that the hero must be in costume. Sometimes the not about survival. This is a realm about heroes
character appearing in costume attracts attention. fighting villains, not the environment. The land
Give the player a choice. Sure, they could try to in the Nile Empire is a supporting character,
infiltrate the cathedral in their flashy costume, but not a main antagonist. So while the jungles and
there will be penalties. Which is more important? deserts make amazing backdrops and can certainly
The power or secrecy? impact scenes, the challenges of surviving in the
wilderness are better featured in another realm like
the Living Land.
SUPER ATTRIBUTES AND SKILLS
It is completely in genre to hand wave extensive
Nile Empire pulp heroes are capable of having
journeys through the desert and jungles with a
rather ridiculously high attributes and skills.
quick “You travel for three days in the sweltering
This should not be considered a problem, but an
heat and reach the Lost Tomb of Akhraten tired
opportunity. If the hero has a crazy high attribute or
and dirty.” The exception of course is if the villains
skill, that means they’re less capable in other areas.
intercept the heroes with planes of their own or
Hit him in those weak areas. Opposing Stormers
hit the heroes with a magically created sandstorm,
can really cause problems by doing Player’s Calls
but at that point the desert or jungle becomes the
with ease by spending a Possibility. Remember to
backdrop again.
use Combined Actions to Taunt/Trick/Intimidate
with Ords, and remember that Very Vulnerable When you set your scenes in different locations,
applies to THOSE attacks as well. spice them up a bit. If a chase is happening along
a dirt road, put that dirt road on a mountain with
Warn your players you will do this though. If a
a sheer cliff face on one side. If a fight is occurring
player wants to "max" their character, they’re going
in a jungle, the vines and vegetation should also be
to get hit in the "mins."
a participant in the combat. Naturally though, the
Also, being incredibly awesome at something terrain seems like it’s a foe to the Storm Knights
attracts attention. If the hero is that freaking rather than a friend. That’s what happens most
amazing, he’s going to quickly have the High of the time in movies. It’s the heroes who get into
Lord’s sights put upon him. Ravagons love to test complicated situations until the finishing move,
their mettle against strong Stormers. Remember when the villain gets her comeuppance.
that a Darkness Device can create a dimthread
When a battle erupts, especially if it’s a Dramatic
from anywhere within its control to anywhere in
Scene, consider the environment and especially
the cosmverse. Even Doctor Mobius might decide
how it might interact with the abilities of the heroes
to take things into his own hands. You should make
or the villains. If a heat ray or fireball would set
a point of having it happen mostly in Dramatic
something on fire, it ignites. No need to roll. It just
scenes, though.
does. Same thing if there’s a giant aquarium. You
know that a bullet is going to strike the glass, make
it crack, and then shatter the next round.
113
TOMBS guardians cannot pass thresholds within the
tombs, but that is not a universal fact.
Every ancient Egyptian tomb is unique, often
representing the personality of the noble buried • Decorations: The walls of the tomb are
within. However, tombs found in the Nile Empire almost always adorned with paintings and
generally do have some common elements. hieroglyphics, telling the stories of the noble
who is buried in the tomb. Sometimes these
• Location: Some, especially those of lower
stories are bound to a maat matrix, which also
ranked nobles, are cut into the rock of a cliff or a
binds spells and miracles that can be used
steep hillside. The greatest pharaohs of history
within the tomb. There usually isn’t an attuned
(ours or the mysterious Egypt that Never Was)
was scepter to cast spells or invoke miracles,
have tombs in the form of pyramids, from
but instead the guardians of the tomb can use
smaller ones to the Great Pyramid of Khufu.
those spells and miracles directly.
• Entrance: Often just a large stone door
• Burial Chamber: In addition to the
blocking the entrance but some tombs are open
sarcophagus the mummy is interred within,
and are revealed when the land shifts, opening
the burial chamber often holds the canopic jars,
the way. Sometimes the entrance is marked by
which contain the noble’s preserved organs
a threshold, which a guardian within cannot
removed during mummification, things that
pass.
would be useful in the afterlife like spiritual
• Corridor: Tombs have a variety of corridor items, food, furniture, and trinkets. In the Nile,
layouts extending from the entrance to the items of power are almost always found in
burial chamber. These corridors often pass the burial chamber, including spiritual items,
through halls. The oldest tombs, with a “Bent mystical artifacts, and Eternity Shards.
Axis” layout dive steeply into the earth and
turn at right angles at least once. Later tombs
feature the “Jogged Axis” layout and descend TRAPS
slower and don’t turn as much. The newest
Traps are a fact of life when exploring tombs and
tombs, “Straight Axis”, have gentle slopes and
ruins in the Nile Empire. It’s a surprise if a buried
barely change direction.
tomb isn’t trapped. Most traps are mechanical,
• Halls: Each tomb usually has several halls though some are magical. They are usually hidden,
within. In ancient Egypt, these halls were have some sort of trigger (e.g. pressure plates,
covered in decorations, but in the Nile Empire, tripwires, blocking sunbeams, or proximity to a
there are often guardians, traps, or even point), and then cause a single effect. Magic traps
deathtraps are contained within. in particular utilize proximity triggers, which are
• Traps: In the Nile Empire, corridors are particularly useful at catching those who don't
frequently trapped, either with mechanical or walk on the ground. Examples include dropping
magical traps. a rolling boulder, shooting poisoned darts, or
opening up into a pit full of spikes (or sharks).
• Deathtraps: Often, though not always, some
Some mechanical traps reset after firing, but
sort of deathtrap is present inside a tomb,
many only fire once. Magical traps often have a
usually inside a hall. Some halls have thresholds
variety of flashy attacks, like fire or lightning, and
at the entrance that act as a trigger to prevent
usually reset quickly unless they’re disabled. Some
powerful items from the Burial Chamber from
examples of traps are on page 116.
being removed. If an important item from the
Burial Chamber is moved past the threshold,
the entire tomb begins collapsing.
Trap Statistics
Each trap has the following entries:
• Guardians: Frequently tombs are guarded by
Test: The skills or attributes (normally two) that
walking gods, undead, or magically preserved
can be used to avoid the trap. The first skill has no
creatures like scarab beetles. Sometimes these
114
modifier, but subsequent skills have penalties to Some players coming from traditional fantasy
use. roleplaying games, where dealing with traps is
Reset: The condition or time it takes to reset the a two-step process, may wonder why, if their
trap. Some traps do not reset. character is good at spotting traps, why they don’t
have an opportunity to detect the trap and warn
Disable: The test and DN needed to disable the their companions. The reason is that in Torg Eternity
trap. we try to make all tests matter. Most of the time if
Mishap: The effect if a Mishap is rolled when the find test is succeeded, nothing happens...but if
attempting to avoid the trap. the find test is failed, nothing also happens. That’s
Fail: What happens if the test to avoid the trap is boring, and boring isn’t what Torg Eternity is about.
failed. The key is for the GM to decide who the targets
Success: Normally this is not listed, as the effect are. If it’s just the one in front, the scout, there
on a success is that the victim is not affected at all. wasn’t time for the expert finder to see the trap
If there actually is some sort of effect even on a and warn the scout before the trap goes off, or an
success, it is listed here. ally was blocking the finder’s view, or some other
circumstance prevented the character from being
Each individual trap can have differing DNs and able to give a warning. The Law of Drama just
triggers, and these are detailed when the trap is messes with the characters that way.
introduced.
The Trap Master Perk (page 17) is designed for
The temple corridor has a beam of sunlight those people who like to be able to find traps easily
shining into it. Blocking this beam triggers a and help their friends.
Very Easy (DN 6) Spike Trap.
Being Rushed
Avoiding Traps If the target is being rushed for some reason
It is assumed that explorers are always actively (e.g. escaping a collapsing ruin after grabbing the
looking for traps as long as they are walking and treasure) including taking part in a Dramatic Skill
taking care to examine the environment. Only Resolution, the stress and lack of care means the
make a test when the trap is about to be triggered, even if the character is aware of the trap (including
unless the group has been forewarned about the avoiding the trap on the way into the ruin) he
trap (e.g. from particularly succesful casting of the must make a test to avoid the trap. The GM may
detect traps spell), knows precisely where the trap require a specific test to be taken, rather than one
is, and how it is triggered. All three conditions the player would prefer and an additional penalty
must be met to avoid making the test entirely. may be applied to the test to avoid traps as well. If
If the trap only affects a single target, the GM the character is aware of the trap, the test is Favored
chooses an appropriate target (e.g. the one in the as usual.
lead) or a random target. If the trap can affect
multiple targets, each target in the area of effect Disabling Traps
must make a test. If the trap does not specify the Some traps can be disabled using a skill listed in
number of targets, the GM may choose how many the trap description. This is only possible if a trap’s
targets the trap attacks. If the target has been position and nature is known, either because the
forewarned about the trap’s existence, but does not trap has already triggered, or through an ability
know where the trap is, the test is Favored. like a detect traps spell. Mechanical traps are often
disabled with a successful science or Mind test,
Each trap can usually be avoided through a
while magical traps are often disabled by using
successful test using a skill or attribute as listed
alteration (which cannot be used unskilled).
in trap description The most common skills are:
dodge, find, scholar, or science. Usually only one of Some traps can only be disabled through the use
the listed skills or attributes can be used without of some special ability like the neutralize traps
penalty. miracle.
115
Traps in the Nile Empire Eternity Shard from the pedestal it is on,
Unlike in Aysle, where a random trap could which triggers the final trap.
suddenly shoot burning fire onto an unsuspecting The temple begins to collapse around Anishaa.
dungeon explorer and then the group goes on, A Dramatic Skill Resolution begins, with
tombs in the Nile Empire are often protected by each step involving avoiding, in succession,
multiple traps, which slow down and injure people the lightning trap (but now being forced to
trying to attain a certain goal within a set amount use her dodge skill), the pit, which requires
of time, including escaping a collapsing temple, a Dexterity test, the pendulum trap, and then
or getting an item that could heal a soon-to-be- avoiding a flameburst trap that was hidden at
dead ally. Those traps aren’t even necessarily well the entrance but only activated if the Eternity
hidden—the explorers could be fully aware of their Shard was stolen. Even though Anishaa is
locations and effects, and find it easy to avoid them aware of the lightning, pit, and pendulum
while methodically making their way, but if they traps, she must still make tests to avoid them,
have to rush, that is when things get interesting. since she is being rushed. Anishaa's tests to
In the Nile Empire, Storm Knights will almost avoid the traps, however, are still Favored.
always eventually have to rush. The Law of Drama
practically ensures it. This is represented by a
Dramatic Skill Resolution, with each step often EXAMPLE TRAPS
involving an individual trap, and by definition
the Storm Knights are rushed. Each Storm Arrow
Knight marks their progress in the Dramatic Skill Arrow traps, when triggered, cause an arrow to
Resolution individually, much like a chase. shoot out of a nearby hole. Occasionally the arrow
is also poisoned.
Exploring an ancient temple, Anishaa comes Test: find / Hard (–4) dodge
across a pendulum trap triggered by a Reset: No.
pressure plate. Prior research warned of the Disable: Hard (DN 14) science or Mind.
trap’s existence and described its nature and Mishap: 12 + 2BD damage.
precise position. Because she knows these Miss: 12 + 1BD damage.
three facts, Anishaa doesn't have to make
a test to avoid the trap. She hops over the Cold Blast Trap
pressure plate. These magical traps affect targets in a Large Blast
Radius. Victims are covered in ice and either are
She then uses a grappling hook and rope to
immobilized or are briefly made Vulnerable and
cross a wide and very deep pit. Because she
Stymied (unless some effect can remove the ice
has the proper equipment, the GM rules she
from their bodies). Normally, once the trap triggers,
doesn't need to make a test to do this.
some other effect occurs, such as the release of
Once at the entrance to the treasure room creatures to attack the now mostly helpless victims.
Anishaa is about to enter, the GM tells her If combat was not already occurring, the side that
that there is a series of pressure plates inside triggers the Cold Trap is surprised.
the room leading to an Eternity Shard that Test: divination / Hard (–4) find / Heroic (–8) dodge
triggers a lightning trap. She succeeds at Reset: 1 minute.
the Hard find test (which is Favored because Disable: Very Hard (DN 16) alteration.
of her Trap Master Perk) and detects the Mishap: The target is immobilized, Stymied, and
pressure plates. She throws a rock onto a Vulnerable for 3 rounds.
pressure plate and lightning shoots across Miss: The target is Stymied and Vulnerable for 3
the room. Now fully aware of the trap, she rounds.
carefully makes her way to the Eternity Shard Standard Success: Target is Stymied and
without requiring another test to avoid the Vulnerable.
trap (for now). Anishaa carefully takes the Good or Outstanding Success: No effect.
116
Aanisha dodges a classic pendulum blade trap. All in a day's work when raiding relics.
117
Flameburst Trap Pendulum Trap
When a flameburst trap is triggered, a blast of fire When a pendulum trap gets triggered, a massive
envelops the area around a point in a Medium Blast blade swings out from the wall, ceiling, or floor
Radius. The trap fires once per round at the start of that cuts down the poor sap. Pendulums that come
the Villain turn. out of the ceiling swing back and forth for a short
Test: divination / Hard (–4) dodge period before retracting. The timing of the swings
Reset: 1 round. is regular and is trivial to avoid. Those that come
Disable: Very Hard (DN 16) alteration. out of walls or the floor usually only swing into the
Mishap: 16 + 2BD fire damage. passage once, and then reset.
Miss: 16 + 1BD fire damage. Test: dodge / Hard (–4) find
Reset: 1 minute.
Lightning Trap Disable: Heroic (DN 18) science or Mind.
Lightning traps shoot out bolts of electricity which Mishap: Make a Defeat test.
attack targets in a Medium Blast Radius. These Miss: 15 + 1 BD damage.
traps fire every round, firing at the beginning of
the Villain turn. Pit Trap
Test: divination / Hard (–4) find / Heroic (-8) dodge Pit traps are simple traps, basically deep pits
Reset: 1 round. hidden by some sort of covering like plants or
Disable: Very Hard (DN 16) alteration. a fake floor. Victims who fall in then need to
Mishap: 16 + 2BD AP 2 damage. somehow get out.
Miss: 16 + 1BD AP2 damage. Test: find / Hard (–4) dodge
Reset: No.
Giant Boulder Trap Disable: Automatic.
Giant boulder traps involve a massive rolling Mishap: 15 + 2 BD damage.
boulder that chases a victim down a narrow Miss: 15 + 1 BD damage.
passageway, possibly crushing them to death.
These traps aren’t active at all, most of the time, Poison Dart
and are only activated when some other event When triggered, this trap shoots out a poisoned
occurs. Only then can this trap be triggered. Once dart. Hard (DN 14) traps or worse hit the head/
triggered, the only way to avoid the boulder is to neck, easier traps hit the legs. If the target takes
run faster than it rolls. any damage, he is poisoned (see Torg Eternity). The
Test: Dexterity poison causes 2 Shock per round, or 1 Wound if the
Reset: No. target is KO’ed.
Disable: No. Test: find / Hard (–4) dodge / Hard (–4) Strength
Mishap: victim must make a Defeat test. Reset: No.
Miss: 20 + 1BD damage, ignores armor. Disable: Hard (DN 14) science or Mind.
Mishap: 2 BD damage.
Spike Trap Miss: 1 BD damage.
These traps are usually located in a narrow passage.
When triggered, a series of spikes shoot out of a Puzzle Trap
nearby wall, the floor, or the ceiling to skewer the A puzzle trap’s trigger is often part of the trap
hapless victim. After a short period of time, the itself. These traps can be highly varied, but usually
trap resets and the spikes retract. involve some sort of problem solving. For example,
Test: science / Hard (–4) dodge the trap may be a large floor covered with letters,
Reset: 1 minute. with a clue as to the subject given at some point
Disable: Very Hard (DN 16) science or Mind. in the past. However, specialized knowledge that
Mishap: 15 + 2BD damage. only those who are allowed to pass would know
Miss: 15 + 1BD damage. is required to avoid the trap. (e.g. knowing that in
118
Latin "Jehovah" begins with an "I," or that the cup
of a carpenter wouldn’t be made of gold).
Test: scholar / Hard (–4) science
LOCATION,
Reset: Instant. LOCATION, LOCATION
Disable: No.
Mishap: Make a Defeat test. Traps can vary on where they’re located, but
Miss: 15 + 1 BD damage, ignores armor. narrow corridors are common. For traps that
can affect an Area, the amount of eligible
DEATHTRAPS targets doubles in a narrow corridor.
Traps aren’t likely to exist in high traffic areas,
Deathtraps are complicated traps, involving
especially places where visitors are likely to
multiple mechanical or magical elements that
have access. Within a structure created and
are worthy of a scene unto themselves. The very
populated by Engineers, however, all bets are
reality of the Nile Empire conspires to have the
off.
heroes test their mettle against deathtraps. Heroes
either stumble upon one or the villain sticks them
into one after they’re captured. Additionally, the
Law of Drama ensures that once in a deathtrap,
but it is hidden in a riddle, which needs to be
someone inevitably triggers it. However, that same
solved with a Mind test (Step B). As Ensign
World Law also provides the deathtrap’s victims
Egypt figures out the solution to the riddle as
a way (in theory) to somehow escape, including
the water reaches her knees, more holes open
having someone coincidentally not be caught in
and powdered cement begins entering the
the deathtrap when it triggers.
chamber. They're about to be entombed!
Deathtraps are almost always resolved through
the use of Dramatic Skill Resolution. If the heroes Ensign Egypt yells out the solution to the
fail the Dramatic Skill Resolution, everyone must riddle, and a small alcove opens revealing a
test for Defeat. Those who survive often do so at large stone lever. Colonel Cairo pushes the
a cost (and are usually captured), but the Law lever with all his might and makes a Strength
of Inevitable Return means that even those who test (Step B). Another alcove opens, displaying
"died" may not truly be dead. a map of the stars, as seen millenia ago and an
equation. As the water level reaches Ensign
While sneaking into Wu Han's secret base, Egypt's chest she calculates the solution, (Step
Colonel Cairo and Ensign Egypt walk into D) which indicates a particular star location,
a dark, stone chamber. In the center of the and she pushes the star, opening the exit and
room are a series of concentric rings of she and Colonel Cairo are expelled from the
hieroglyphics. Colonel Cairo walks up to deathtrap in a rush of water!
the center, and just as Ensign Egypt yells
a warning to him, he hears a click as he
presses a button inset into the floor. The two
exits quickly close. Suddenly, holes open
in the sides of the chamber, allowing water
to rush into the chamber, threatening to
drown our heroes!
A Dramatic Skill Resolution begins. Ensign
Egypt realizes that the hieroglyphics provide
instructions on how to stop the deathtrap,
with a language test (Step A). It says that
there is a magic word that will open 'the way'
119
T A
he Delphi Council is an organization built variety of animals, monsters, legendary
around a single agenda: repel the invasion creatures, and even avatars of the gods can
from every continent on Core Earth. It is be found in the Nile Empire. Particularly
not a government agency, but its personnel have dangerous foes are noted with a (β) to mark that
ties and contacts with many governments. A great a group below Beta Clearance may not be ready to
deal of its resources come from North America, so face such a threat, and may need to get particularly
the council is deeply invested in the United States creative or flee depending on the situation. Similar
and has several operations underway to assist in markers exist for (γ) Gamma Clearance, (Δ) Delta
repelling the Living Land once and for all. Clearance, and finally (Ω) Omega Clearance.
Most missions the Delphi Council sponsors into the
Living Land are scouting or fact-finding in nature,
preferring gathering information to striking out GOSPOG OF THE NILE
EMPIRE
THREATS
blindly. That strategy wasn’t popular early in the
war, when it seemed like Baruk Kaah was running
rampant and nothing was being done to stop him. Gospog are undead combinations of plants and
However, the Nashville Incident showed exactly corpses, provided to the other High Lords as a gift
what was at stake if the war was pursued without by the Gaunt Man. Gospog are created by planting
true understanding, and opinion has swayed back a special seed in a grave along with a corpse, and
in the council’s favor. these graves are usually grouped together in a
flat area called a gospog field. The fields can be
A great deal of research is currently directed replanted after each harvest, which increases the
towards understanding the edeinos culture, "level" of planting. The higher the planting, the
learning more about the pieces of lost worlds fewer gospog are created, and the longer it takes
preserved in the Living Land, and determining a for the seed to germinate, but those gospog that are
plan of action for bringing down Baruk Kaah. grown are more powerful. Gospog fields planted in
The Delphi Council’s operations in the Living Mixed Zones can only yield 1st planting gospog. To
Land have access to a wide range of agents, yield higher level plantings, a field in a Dominant
resources, and influence. Even through the chaos or Pure Zone is required.
of the Possibility Wars, America remains a strong When 4th planting gospog are sowed, if the
nation. Many in the restored US government corpse was reality-rated, the gospog is as well. 5th
have granted the Delphi Council access to stores planting gospog must be germinated in the corpse
of weapons, top-flight researchers, and advanced of a Storm Knight or Stormer (the High Lords
facilities. However, being in the US has also aren’t picky).
exposed the Delphi Council operations there to
interference from competing agencies. Doctor Mobius took his time accepting the Gaunt
Man’s gift. He doesn’t trust the Gaunt Man and
suspects that eventually the Gaunt Man will turn
AGENDAS, OBJECTIVES, on him. So Doctor Mobius doesn’t use 1st planting
gospog in his armies, for the most part. When the
AND PRIORITIES day comes for the Gaunt Man to make his move,
The following are the Delphi Council’s prime Doctor Mobius doesn’t want tens or even hundreds
objectives with regards to the Living Land: of thousands of gospog to have weapons. Instead,
reconnaissance, establishing contact with refugees Mobius uses 1st planting gospog as slaves in
and resistance fighters, recruitment, and disrupting, constructing buildings and railways. Gospog of
dismantling, and destroying the High Lord's hold higher plantings are used in a variety of ways,
on North America. including in the Overgovernor Battlegroups, but
those are fewer in number, and they look more
familiar to the High Lord.
RECONNAISSANCE
120
Unlike in other realms, where the yield and Special Abilities:
time required for different gospog plantings is • Claws: Damage Strength + 2 (11)
somewhat variable, in the Nile Empire Imperial • Fear: Gospog of the 2nd Planting appear to be
mathematicians use divination rituals to determine mummies. The first time a character encounters
the best time to plant gospog, and as a result the a gospog in an act, he must make a willpower or
germination time and yield is well defined. They Spirit test or become Very Stymied.
have taken interest in the fact that the running • Mindless: Gospog are immune to intimidation
germination time for each Nile Empire gospog and taunt interactions and telepathic powers.
planting is a series of squares, and the yield drops • Relentless: Gospog ignore Shock.
off logarithmically. Exactly what this numerological • Synchronized: Apply any bonus from a
feature means is unknown at this time. Combined Action to damage, as well as the
attack itself, when multiple gospog attack a
GOSPOG PLANTING (OPTIMAL) single target.
Planting Germinate Yield Ready Wk • Undead: Gospog are immune to poison and
other effects that require breathing, eating, or
1st 1 week 10,000 1
other “living” processes.
2nd 3 weeks 1,000 4
3rd 5 weeks 100 9 GOSPOG OF THE 3RD PLANTING
4th 7 weeks 10 16 These gospog look like large Egyptian mummies
5th 9 weeks 1 25 or Sphinxes and are significantly stronger, heavier,
and faster than 2nd planting gospog. Although
still made of flesh and bone, their grey skin is rock-
GOSPOG OF THE 2ND PLANTING hard, but can crumble and shatter. Their claws are
These gospog appear to be mummified humans extendable, reaching 10 cm in length. They can
but without their classical wraps. Instead, each "run" on walls as fast as on a flat surface. In addition,
wears an Egyptian headdress and carries a rifle and 3rd planting gospog seem a lot more vicious and
bandolier. Second planting gospog have grey or individualistic than the previous planting.
black desiccated skin, lifeless eyes, and a toothless 3rd planting gospog are created by burying a
mouth which hangs open. They stink of rotten flesh, couple of handfuls of sandstone next to the bodies
and human shocktroopers despise being deployed and gospog seeds in the fields.
near them. Despite their appearance though, these
gospog are actually quite clever. Mobius uses these gospog as guards or shock
troops. The remains of the victims of a third
Doctor Mobius uses these gospog as his cannon planting attack are often strewn across a large area.
fodder, especially when making the initial foray
into Core Earth territory. One of the creepy Attributes: Charisma 5, Dexterity 12, Mind 7,
aspects of these gospog is how coordinated their Spirit 10, Strength 14
movements are—almost as if they’re a tuned Skills: Dodge 14, find 12, intimidation 13,
machine. They march perfectly in unison. They maneuver 14, taunt (12), trick (12), unarmed
raise their weapons simultaneously and shoot at combat 15, willpower 12
the same time. Move: 12; Tough: 17 (3); Shock: —; Wounds: 2
Equipment: —
Attributes: Charisma 5, Dexterity 11, Mind 7, Perks: —
Spirit 10, Strength 9 Possibilities: Never
Skills: Dodge, 12, find 8, fire combat 14, trick (10), Special Abilities:
unarmed combat 13, willpower 12 • Armor: Stone skin +3.
Move: 11; Tough: 9; Shock: —; Wounds: — • Extendable Claws: Damage Strength +3 (17).
Equipment: KK81 rifle (Damage 14) • Fear: Gospog of the 3rd Planting appear to be
Perks: — mummies. The first time a character encounters
Possibilities: Never
121
In front: first planting. Behind left to right: fourth planting, third planting, second planting, fifth planting.
a gospog in an act, he must make a Spirit test or GOSPOG OF THE 4TH PLANTING
become Very Stymied.
Dr. Mobius uses 4th planting gospog to attack
• Immunity: Gospog of the 3rd Planting are
hardened bunkers and bases. These gospog appear
immune to intimidation.
to be giant mummies, complete with cloth wraps.
• Jump: A gospog may leap double its
They stand over three meters tall, and have glowing
movement as a simple action, but doing so
red eyes and mouths filled with jagged teeth. Their
leaves it Vulnerable.
faces look like the person they were grown from,
• Relentless: Gospog of the 3rd Planting ignore
and even retain some of the person’s memories.
Shock.
However, they are utterly under the complete
• Sprinter: These gospog can run 60 meters a
control of Mobius. If the corpse was someone who
round.
was reality-rated, the gospog is also reality-rated.
• Undead: Gospog of the 3rd Planting are
immune to poison, and other effects that require 4th planting gospog have a hidden nature. Except
breathing, eating, or other “living” processes. for their face, they are actually comprised of a
• Wallwalking: Gospog of the 3rd planting can swarm of flies, flesh eating bugs, and beetles, which
walk on walls (but must use their hands) as scuttle and buzz around them out to a distance of
fast as they can run, but can remain on the wall three meters. They can hyper-extend their lower
using just their feet. They can't walk on ceilings. jaws and blow out a cloud of ravenous insects at a
group of targets.
122
Attributes: Charisma 8, Dexterity 10, Mind 8, death—and a hint of the personality of the person
Spirit 10, Strength 17 who was planted with the seed. However, the
Skills: Dodge 11, faith 14, find 12, intimidation gospog is irredeemably evil now, and all it wants
15, maneuver 11, reality 12, taunt (14), trick 13 , to do is destroy.
unarmed combat 15, willpower 15 Attributes: Charisma 10, Dexterity 13, Mind 10,
Move: 10; Tough: 17; Shock: —; Wounds: 4 Spirit 13, Strength 15
Equipment: — Skills: Faith 16, find 12, intimidation 16, maneuver
Perks: — 14, reality 14, taunt 13, trick 13, unarmed combat
Possibilities: Common (3) 18, willpower 16
Special Abilities: Move: 13; Tough: 19 (4); Shock: —; Wounds: 4
• Fists: Damage 17 Equipment: —
• Ravenous Insects: Medium Blast, range 20 Perks: —
meters. Counts as a trick attack, and if trick is Possibilities: 5
an Approved Action, the attack is Favored. Special Abilities:
Successful hit also forces the player to discard • Armor: Chitin exoskeleton +4. The human
a Destiny card (GM’s choice) from her Action part has Toughness 17 (2), and can be targeted
Pool. as a Called Shot with a –2 penalty to hit
• Fear (–2): Gospog of the 4th Planting appear • Claws: Damage Strength +2 (17).
to be giant mummies. The first time a character • Sting: Damage Strength +2 (17). If the target
encounters a gospog in an act, he must make takes any damage, it becomes poisoned. The
a willpower or Spirit test at –2 or become Very poison inflicts one Wound each round until
Stymied. Defeated unless the victim succeeds at a Hard
• Immunity: Gospog of the 4th Planting are (DN 14) Strength test.
immune to intimidation. • Dread: While a Gospog of the 5th Planting is
• Large: Gospog of the 4th Planting are 3 meters present, any Standard Scene counts as Dramatic
tall and attacks against them gain a +2 bonus. instead.
• Swarm Aura: Any enemy within 3 meters of • Fear (–2): Gospog of the 5th Planting are a
a gospog of the 4th planting suffers 2 Shock at monstrous hybrid of human and giant scorpion.
the beginning of its turn. The first time a character encounters a gospog
• Relentless: Gospog of the 4th Planting ignore in an act, he must make a willpower or Spirit test
Shock. at –2 or become Very Stymied.
• Undead: Immune to poison and other effects • Immunity: Gospog of the 5th Planting are
that require breathing, eating, or other “living” immune to intimidation.
processes. • Large: Gospog of the 5th Planting are the size
of horses, and attacks against them gain a +2
(β) GOSPOG OF THE 5TH bonus.
PLANTING • Onslaught: As an action, the gospog may
5th planting gospog look significantly different make three separate attacks (two claws, one
than previous plantings. They are a hybrid of a sting), without using Multi-Targeting against
giant scorpion, with the upper body of an oversized three different targets. It may instead combine
human, who looks like the person planted with the the claw and sting attacks against a single
gospog seed. target and gain +2 on total and damage (which
may poison the target as normal).
To make a 5th planting gospog, the seed must
• Relentless: Gospog of the 5th Planting ignore
be buried in a primed Gospog field with a living
Shock.
reality-rated individual and around three dozen
• Undead: Immune to poison and effects that
scorpions. If not Storm Knights, Doctor Mobius'
require breathing, eating, or other “living”
Stormer disappointments will do nicely. The
processes.
gospog has the memories—especially of his
123
ANIMALS • Bite: Damage Strength +2 (18)
• Sebek’s Curse: If a crocodile of Sebek is KO’ed
by taking a Wound, it makes an immediate
ASP Defeat test using Strength. The attacker may
The asp is a black, poisonous snake, whose venom spend a Possibility on this test. If it dies, Sebek
can be fatal. In ancient Egypt it was a symbol of curses the killer automatically, and he is
royalty. “Very dangerous.” Stymied and Vulnerable for the rest of this act
Attributes: Charisma 3, Dexterity 11, Mind 3, and the next one.
Spirit 7, Strength 5 • Swim: Move 8 in water.
Skills: Dodge 12, find 14, intimidation 9, maneuver • Water Ambush: If attacking from the water in
13, stealth 12, tracking 8, unarmed combat 12 hiding, the attack is Favored.
Move: 11; Tough: 5; Shock: 7; Wounds: — • Vice Grip: If the Crocodile of Sebek has a
Equipment: — restrained target in its jaws, it automatically
Perks: — inflicts 16 + 1BD damage at the start of its
Possibilities: Never turn. When a grabbed target tries to escape
Special Abilities: from being restrained, the crocodile of Sebek’s
• Fangs: Damage Strength +1 (6). Strength test is Favored.
• Small: Asps are small animals, and attacks • Very Large: Crocodiles of Sebek can reach 10
against them take a –2 penalty. meters in length. Attacks against them gain a
• Poison: If fangs do damage equal to or greater +4 bonus.
than the target’s Toughness, she becomes
poisoned. At the start of each round, a poisoned
SHA
character takes 2 Shock, or 1 Wound if she is A sha, also known as a “Set animal,” is a dog-like
KO’ed. After one minute, she must succeed at animal, similar to a jackal but with a stiff, forked
a Strength test to end the Poison effect, or it tail, and a head similar to an aardvark, with a long,
continues for another minute. downward curving nose and triangular ears. Sha
hunt in packs and are Set’s sacred animal.
CROCODILE OF SEBEK Attributes: Charisma 7, Dexterity 10, Mind 5,
Crocodiles of Sebek are gigantic versions of the Spirit 10, Strength 8
Nile crocodile, running as much as 10 meters Skills: Dodge 13, find 10, intimidation 11,
long from snout to tail. Despite the danger they maneuver 12, stealth 12, survival 8, taunt 10,
pose, these crocs are blessed by Sebek, and killing tracking 10, trick 10, unarmed combat 12
one will result in a curse. Much like their smaller Move: 10; Tough: 8; Shock: 10; Wounds: —
brethren, they prefer to attack targets from under Equipment: —
water, grabbing them, and then dragging them Perks: —
underwater to drown. Possibilities: Never
Attributes: Charisma 5, Dexterity 7, Mind 5, Spirit Special Abilities:
9, Strength 16 • Bite: Damage Strength +2 (10)
Skills: Dodge 9, find 10, intimidation 14, maneuver • Pack Hunter: Apply any bonus from a
8, stealth 12, survival 8, taunt (10), trick (10), Combined Action to damage, as well as the
unarmed combat 12 attack itself, when multiple sha attack a single
Move: 7; Tough: 20 (4); Shock: 13; Wounds: 4 target.
Equipment: — • Set’s Curse: If a sha is killed, the character
Perks: — who dealt the death blow may be cursed by Set
Possibilities: Never (see page 43).
Special Abilities:
• Armor: Scaly skin +4
124
IMPERIAL TROOPS heavy weapons 14, land vehicles 14, maneuver
13, melee weapons 15, missile weapons 13,
survival 14, streetwise 12, taunt 11, tracking 13
SHOCKTROOPER OFFICER (special forces only), trick 13, unarmed combat
Shocktrooper officers most frequently encountered 15, water vehicles 15 (navy only), willpower 16
by Storm Knights have the rank of lieutenant Move: 10; Tough: 10; Shock: 14; Wounds: 1
or captain and are often reality-rated. They’re Equipment: KK81 rifle (Damage 14) or 7.92 KAR
distinguished by having bracers with turquoise assault rifle (Damage 14, Long Burst) Two frag
stripes. Since they’re usually responsible for grenades (Damage 16, Medium Blast), Khopesh
issuing orders, or communicating with other units, (Strength +2/12),
officers are generally armed with a K08 pistol, but Perks: Endurance, Sniper
lieutenants and captains frequently carry a rifle as Possibilities: Rare (2)
well. Special Abilities: —
Attributes: Charisma 9, Dexterity 8, Mind 9, Spirit
10, Strength 8
SCARAB WARRIOR
Skills: Air vehicles 11 (air force only), beast Scarab Warriors are Doctor Mobius’s
riding 10 (army only), dodge 10, faith answer to the Rocket Rangers. Each
11, find 10, intimidation 12, fire combat Scarab Warrior is a reality-rated elite
10, first aid 10, heavy weapons 9, land shocktrooper and is equipped with
vehicles 10, maneuver 9, melee weapons Doctor Mobius’ most advanced
10, missile weapons 9, persuasion 12, weird science gadgets, including
reality 11, survival 10, streetwise 11, a wing-based flight harness.
taunt 11, trick 10, unarmed combat The harness also includes an
10, water vehicles 11 (navy only), integrated deflection field. These
willpower 12 gadgets are all attuned to a specific
Move: 8; Tough: 8; Shock: 10; Scarab Warrior and cannot be used
Wounds: 1 by anyone else without serious
Equipment: KK08 pistol (Damage modifications. Scarab Warriors
13), KK81 rifle (Damage 14), are armed with various rifles or
Khopesh (Strength +2/10) submachineguns, depending
Perks: Lead from the Front, Rally on their mission.
Possibilities: Common (2) The Scarab flight harness
Special Abilities: — allows the Scarab Warrior
to battle Rocket Rangers
ELITE SHOCKTROOPER in the sky, one-on-one.
Elite shocktroopers are most The flight harness
often found in the Overgovernor does not protect the
Battlegroups and Super Battlegroup Scarab Warrior as well
Mobius. They have the best training as the Rocket Ranger
and the best equipment. These battlesuits, but there are
shocktroopers wear the Battlegroup considerably more of
headdress. them.
Attributes: Charisma 10, Dexterity 10, Attributes: Charisma 10,
Mind 10, Spirit 12, Strength 10 Dexterity 10, Mind 10, Spirit 12,
Skills: Air vehicles 15 (air force only), Strength 10
beast riding 13 (army only), dodge Skills: Air vehicles 15, dodge 15,
14, faith 14, find 13, intimidation faith 14, find 15, intimidation 15,
15, fire combat 15, first aid 12, fire combat 15, first aid 12, heavy
125
weapons 14, land vehicles 14, maneuver 13, AMAATIST PRIEST/PRIESTESS
melee weapons 15, missile weapons 13, reality
These priests are commonly found in temples
15, survival 14, streetwise 12, taunt 11, trick 13,
throughout the Nile Empire and also undertake
unarmed combat 12, willpower 16
missions in other realms that have a high Spirit
Move: 10; Tough: 12 (2); Shock: 14; Wounds: 3
Axiom, such as the Living Land, Orrorsh, and the
Equipment: Scarab Flight Harness, MP-40
Cyberpapacy.
(Damage 13, Short Burst)
Perks: Endurance Priests generally wear white or cream linen robes
Possibilities: 2 and carry a staff. Male priests have shaved heads,
Special Abilities: often with the symbol of their favored god or
• Armor: Deflection Field +2 (Full Body) goddess tattooed on their forehead, while female
• Flight: The Scarab Warrior can fly 20 meters priestesses cut their hair to shoulder length, and
per round, or rush 160 meters a round with a wear a headband adorned with the sacred animal
–2 penalty. or icon of their favored god or goddess.
• Rocket Boost: The Scarab Warrior can fly Priests on a particular mission are selected not
during a chase at 700 kph (Value 16, Very Fast) only according to their abilities, but the miracles
with MR –2. This speed can be maintained for they have access to. The miracle list below is just
30 seconds. an example. Priests and priestesses have a wide
• Wingclaws: Damage Strength +2 (12), use variety of miracles they can invoke. Priests or
melee weapons to attack. priestesses sent on missions are much more likely
to be reality-rated.
126
Attributes: Charisma 9, Dexterity 7, Mind 8, Spirit Move: 8; Tough: 8; Shock: 11; Wounds: 3
10, Strength 7 Equipment: —
Skills: Evidence analysis 10, faith 13, find 9, fire Perks: —
combat 8, first aid 9, intimidation 11, profession Possibilities: 3
(Amaatist priest) 10, reality 12, scholar 10, taunt Special Abilities:
10, trick 9, unarmed combat 8, willpower 11 • Dreamfeast: If the alu is within 10 meters of
Move: 7; Tough: 10 (3); Shock: 10; Wounds: 1 or 3 at least one unconscious or sleeping person at
Equipment: Protective Ankh (Armor +3), K08 the end of its turn, it heals 3 Shock or 1 Wound.
pistol (Damage 13) When the person wakes she has 3 Shock that
Perks: Miracles, Amaatist Hem-Netjer (curse, death cannot be recovered until she has a full night’s
shout, healing, prophecy, ward enemy, wings of the rest.
hawk) • Evil Lullaby: Damage value 13. The alu
Possibilities: Rare (2) in temples or Common (3) makes a persuasion attack against the target’s
for those found on missions. Spirit or willpower. Any Wounds are converted
Special Abilities: to 5 Shock. If the target is KO’ed by this attack,
• Gloater: Anytime taunt or intimidation are they fall into a coma, and can only be awoken if
Approved Actions, the Amaatist may affect the alu is killed or after 8 hours.
the entire party of player characters without • Fear: The lack of facial features inspires
incurring any Multi-Target penalties. A success disgust in any who see the alu. The first time a
results in the interaction effect and takes a character encounters an Alu in an Act, he must
Destiny card at random from each of their make a willpower or Spirit test or become Very
hands. Stymied.
• Psychic Sight: If everyone within 100 meters
of the alu closes their eyes, the alu is considered
MONSTERS to be in Pitch Black darkness.
Many monsters from all sorts of mythological
sources are found throughout the Nile Empire. (β) ASAG
While many of these monsters are based on An asag is a large three-legged, three-armed demon
legendary creatures, they are not necessarily the from the Sumerian underworld. It has no neck,
actual named mythological beast. Many of these and several eyes on its body in addition to its head.
monsters are considered Beta level threats, and When it arrives from the underworld though, it is
actual named versions of these legendary monsters incorporeal until it finds a person to infect. It festers
could be Gamma level threats. inside a human body for a week, causing paralysis
and an incredible fever. Finally the demon emerges
ALU from the body, changing the body’s shape to its
An alu is a demon from the Sumerian underworld—a final form. An asag has an aura that can literally
psychic vampire that has no mouth, lips, or eyes. make blood boil. An asag can materialize a black
It sees through other people’s eyes and feasts on sword to use in self defense.
people’s dreams while they sleep, and can speak to Asag are often accompanied in battle by rock
others telepathically. If a person is asleep when an demons.
alu is feasting, the person is paralyzed and unable The statistics below represent an asag after it
to waken. When "killed" the alu’s spirit is banished emerges from the host body.
to the underworld for a year and a day.
Attributes: Charisma 10, Dexterity 11, Mind 9,
Attributes: Charisma 14, Dexterity 8, Mind 8, Spirit 14, Strength 13
Spirit 11, Strength 8 Skills: Dodge 14, find 13, intimidation 19,
Skills: Dodge 9, find 11, intimidation 16, persuasion maneuver 14, melee weapons 16, reality 17,
19, reality 14, stealth 13, taunt 15, tracking 9, trick stealth 14, taunt 13, tracking 13, trick 12, unarmed
11, unarmed combat 9 combat 14, willpower 19
127
Move: 11; Tough: 17 (4); Shock: 14; Wounds: 4 Attributes: Charisma 6, Dexterity 6, Mind 6, Spirit
Equipment: Black sword (Strength +4/17) 10, Strength 15
Perks: — Skills: Dodge 7, find 8, intimidation 15, maneuver
Possibilities: 5 7, melee weapons 9, missile weapons 8, taunt 8,
Special Abilities: tracking 8, trick 8, unarmed combat 11, willpower
• Armor: Rocky hide +4. 12
• Boiling Aura: Any non-demon that is Move: 6; Tough: 15; Shock: 14; Wounds: 2
in close combat with Asag at the end of Asag’s Equipment: Club (Strength +2/17), Rock (Range
turn takes a Damage 13 + BD heat based hit that 5/10/15, Damage Strength +2/17)
ignores armor. Perks: Endurance
• Fear: Asag have a horrific, inhuman Possibilities: Rare (2)
appearance. The first time a character Special Abilities:
encounters an Asag in an Act, he must make a • Large: Chiruwi stand about three meters tall
willpower or Spirit test or become Very Stymied. and attacks against them gain a +2 bonus.
• Whirlwind: An asag can ignore the first • Just a Wax Wound: If the attack roll that hit it
6 points of Multi-Targeting penalties when was odd, the chiruwi can ignore 1 Wound.
making an attack with its black sword. • Vulnerable to Fire: The half of the chiruwi’s
body that is wax is susceptible to melting. The
CHIRUWI chiruwi is Vulnerable when attacked
Sometimes called "ogres" these tall, with fire or heat.
monstrous looking humanoids from
Bantu mythology, have one eye,
one arm, and one leg that
appear to be normal. The
other half of their bodies
are made of wax. They
are rumored to be
particularly fond of
eating human flesh.
CHIRUWI
128
CHITSIMBAKAZI 15, missile weapons 14, reality 18, survival 12,
taunt 14, tracking 13, trick 12, unarmed combat
The chitsimbakazi are small statured humanoids,
14, willpower 20
often compared to gnomes, with a malignant
Move: 10; Tough: 16; Shock: —; Wounds: 3
reputation in Bantu mythology. They are rather
Equipment: Khopesh (Damage Strength +2/18)
sensitive about their appearance and proud about
Perks: —
their abilities to hide.
Possibilities: 5
As small, fragile creatures, they prefer to attack Special Abilities:
from hiding. Fortunately for them, they’re • Claws: Damage Strength +2/18
incredibly adept at getting back into hiding after • Dread: While a divine mummy is present, any
the attack. Standard Scene counts as Dramatic instead.
Attributes: Charisma 6, Dexterity 12, Mind 11, • Fear (–2): Divine mummies have a horrifying
Spirit 7, Strength 5 groan. The first time a character encounters
Skills: Dodge 15, find 14, intimidation 10, a divine mummy in an act, he must make a
maneuver 14, melee weapons 14, missile weapons willpower or Spirit test at –2 or become Very
15, stealth 17, survival 13, taunt (10), tracking 13, Stymied.
trick 16 • Immunity: Divine mummies are immune to
Move: 12; Tough: 5; Shock: 7; Wounds: — intimidation and fire.
Equipment: Dagger (Strength +2/7) • Relentless: Divine mummies ignore Shock.
Perks: — • Undead: Mummies are immune to poison
Possibilities: Rare (2) and other effects that require breathing, eating,
Special Abilities: or other “living” processes.
• Ambush: If a chitsimbakazi is in hiding, their • Unique Blessing: Choose one of the following
attack is Favored. abilities, or determine it randomly:
• Small: Chitsimbakazi stand about one meter Acidic Embalming Fluid: those adjacent
tall and attacks against them take a –2 penalty. to the divine mummy when it takes a Wound,
• Back Into Hiding: If the chitsimbakazi gets an automatically take a 15 acid damage hit.
Outstanding hit on any physical attack it may Non-magical melee weapons that inflict the
immediately make a stealth test (not a contest) Wound will be destroyed at the end of the
to go back into hiding as long as there is an combat unless the wielder uses an action on
appropriate nearby place to hide. the next round to wipe the acid off.
Raise Mummy: As a simple action, the
(β) DIVINE MUMMY divine mummy can raise a regular mummy
that has previously been "killed," unless that
Divine mummies are similar to run-of-the-mill
mummy was killed with an Outstanding hit.
mummies, but these are the mummies of actual
Insidious: If the divine mummy performs
Pharaohs, nobles, sorcerers, and priests of ancient
a successful Approved Action, he discards a
Egypt on Core Earth. They’re found in the most
random Destiny card from each of the affected
hidden and well defended tombs, with the richest
player characters’ Action Pools.
burial chambers. They’re usually accompanied by
Master Warrior: The divine mummy was
several regular mummies, who were buried with
an epic warrior in life. The divine mummy’s
them.
attacks with the khopesh are Favored.
Unlike regular mummies, divine mummies are as Sorcerer: The divine mummy was a
intelligent as they were when alive and have wraps spellcaster in its previous life. It knows three
that are enchanted to be fire proof. spells (diminish, haste, lightning) and has
Attributes: Charisma 11, Dexterity 10, Mind 9, alteration 14 and conjuration 20.
Spirit 15, Strength 16 Priest: The divine mummy was a priest
Skills: Dodge 13, evidence analysis 13, faith 20, find in its previous life. It knows three miracles
14, intimidation 20, maneuver 13, melee weapons (curse, drain life, scarab swarm).
129
GIANT DESERT BEETLE Special Abilities:
• Mandibles: Each round, a creature in contact
Originally much smaller, these desert beetles were
with an insect swarm automatically takes 3
transformed by the axiom wash. They are about 3
Shock at the start of their turn.
meters in length, with enormous mandibles. They
• Shred: Once per turn the swarm may attack
almost always travel in pairs and hide themselves
each target it is in contact with without taking a
beneath the desert sand, ambushing their victims
Multi-Targeting penalty. A hit inflicts damage
as they walk overhead.
12 that affects the target's weakest Armor.
Attributes: Charisma 5, Dexterity 11, Mind 3, • Burrowing: Can move at regular speed
Spirit 5, Strength 13 through small cracks or sand.
Skills: Find 8, intimidation (12), taunt (10), trick • Fear: The horror of flesh eating giant insects
(7), stealth 14, survival 6, tracking 6, unarmed inspires terror. The first time a character
combat 14 encounters a swarm in an act, he must make a
Move: 11; Tough: 17 (4); Shock: 5; Wounds: 1 Spirit test or become Very Stymied.
Equipment: — • Mindless: Insects are immune to intimidate
Perks: — and taunt interactions, as well as telepathic
Possibilities: Never powers.
Special Abilities: • Swarm: Unarmed attacks and crushing
• Armor: Chitin exoskeleton +4 weapons deal base damage normally, as do area
• Mandibles: Damage Strength +2 (15) of effect attacks. Blades, bullets, or weapons
• Ambush Predator: If the giant desert beetle that can’t hit dozens of creatures at once deal
attacks from beneath the sand, it always no damage at all.
gets initiative on the first round of combat,
regardless of the conflict line on the Drama MUMMY
Deck card flipped. Its opponents are surprised Mummies are undead that were ritually mummified
unless otherwise immune. when they died. They were usually members of the
• Burrow: Move 5 through sand. nobility or elite, though occasionally even a favored
• Large: Giant desert beetles are about 3 meters pet of a high ranking official was mummified as
long, and attacks against them gain a +2 bonus. well. They are often animated through invocation
of a miracle, but with the influx of spiritual energy
INSECT SWARM into Egypt, many mummies spontaneously
Insect swarms are composed of giant, flesh-eating animated and are still trapped in tombs throughout
bugs native to Mobius' domain, usually scorpions, the countryside. There are also rumors of magic
locusts, or Nile Scarabs—giant, glossy black beetles spells that can animate mummies.
about half the size of a fist that can rapidly burrow
Mummies are incredibly strong and tough
into someone’s skin. A swarm of these beetles
creatures, and absolutely focused on the purpose
can eat a human’s flesh to the bone in seconds.
they were given when animated. However, the dry
Fortunately, they are not very fast and mostly rely
linen they’re wrapped in is very flammable.
on their target tripping themselves, or otherwise
getting into a compromising position. Attributes: Charisma 5, Dexterity 6, Mind 6, Spirit
12, Strength 13
Attributes: Charisma 5, Dexterity 6, Mind 3, Spirit
Skills: Find 10, intimidation 15, tracking 10, stealth
8, Strength 8
8, unarmed combat 8, willpower 15
Skills: Dodge 8, maneuver 10, stealth 8, tracking 8,
Move: 6; Tough: 13; Shock: —; Wounds: 1
trick (8), unarmed combat 11
Perks: —
Move: 6; Tough: 8; Shock: 13; Wounds: 4
Possibilities: Never
Equipment: —
Special Abilities:
Perks: —
• Fear: Mummies have a horrifying groan.
Possibilities: Never
The first time a character encounters a divine
130
mummy in an act, he must make a willpower or While in combat the sphinx continues to ask
Spirit test at –2 or become Very Stymied. riddles. This time, there is a magical compunction
• Flammable: Mummies take an extra +1BD to answer. If the target does not answer correctly,
damage against fire. he can become confused and discombobulated.
• Mindless: Mummies are immune to Attributes: Charisma 10, Dexterity 12, Mind 14,
intimidate and taunt interactions and telepathic Spirit 12, Strength 14
powers. Skills: Dodge 13, evidence analysis 19, find 17,
• Relentless: Mummies ignore Shock. intimidation 15, maneuver 14, reality 15, scholar
• Undead: Mummies are immune to poison, 19, science 19, stealth 14, survival 17, taunt
and effects that require breathing, eating, or 13, tracking 17, trick 19, unarmed combat 15,
other “living” processes. willpower 16
Move: 12; Tough: 16 (2); Shock: 14; Wounds: 4
ROCK DEMON Equipment: —
Rock demons are one meter tall, squat humanoids Perks: —
made of rock who originate from the Sumerian Possibilities: 5
underworld. They’re literally born from the granite Special Abilities:
within mountains. Rock demons are usually armed • Armor: Thick hide +2.
with rocky clubs but can also shoot shards of rock • Claws: Damage Strength +2 (16)
at their enemies. • Flight: Move 10 in the air.
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit • Large: The Sphinx is nearly twice the size of
8, Strength 10 an ordinary lion, and attacks against it gains a
Skills: Dodge 11, find 9, intimidation 9, maneuver +2 bonus.
11, melee weapons 11, missile weapons 11, stealth • Riddle Me This: Anytime trick is an Approved
13, trick 8, unarmed combat 11, willpower 9 Action, the sphinx may affect the entire party
Move: 8; Tough: 14 (4); Shock: 8; Wounds: — of player characters without incurring any
Equipment: Club (Strength +2) Multi-Target penalties. A success results in the
Perks: — interaction effect and takes a Destiny card at
Possibilities: Never random from each of their hands.
Special Abilities:
• Armor: Granite hide +4. If an attack with a
melee weapon against a Rock Demon rolls a
Mishap, the weapon breaks unless it is magical
or holy, or otherwise hardened.
• Rock Shards: Damage 13, range 10/25/40.
• Small: Rock demons are only one meter tall, “WHAT?! I THOUGHT I
and attacks against them take a –2 penalty. KNEW THE ANSWER TO
(β) SPHINX THAT ONE. IT'S USUALLY
A sphinx is a hybrid creature consisting of the head TIME...OR AN EGG. OR
of a woman, the body of a lion, the wings of an SOMETHING LIKE THAT.”
eagle, and a serpent-headed tail. Sphinxes have
an obsession with puzzles, and will often land -AIDAN MCALLISTER
near travelers and challenge them with a riddle.
Answering the riddle will automatically improve
the sphinx’s attitude towards them. Refusing or
failing to answer will provoke the sphinx to attack.
131
The Egyptian gods may have been friendly, but the Walking Gods are definitely not.
132
AMMIT WALKING GOD BASTET WALKING GOD
The Ammit walking god is a giant construct that A Bastet walking god has the form of a woman with
looks like it has the front quarters of a lion, the a lioness’ head. It fights with a beam of superheated
hind quarters of a hippopotamus, and the head sand that shoots out of its eyes, and is additionally
of a giant crocodile. In addition to its strong bite, protected by ankh and scarab scepters, which it
it gazes upon those it sees and judges their heart. holds in its hands. Disarming those scepters makes
If found wanting (and the target is always found it easier to destroy the walking god.
wanting), the walking god begins to consume the Equipment: Ankh Scepter and Scarab Scepter each
heart. grant the walking god a +2 bonus to Toughness
Special Abilities: (for a total of +4 Toughness if both are held). They
• Jaws: Damage Strength +2 (17). do Strength +1 (16) damage.
• Judgement-Ray: Range 10/20/30. Makes Special Abilities:
a divination attack against a single target’s • Bite/Claws: Strength +2 (17).
willpower or Spirit. On a hit, the target is given • Superheated Sand Beam: Damage 17. Range
a Stymied or Vulnerable condition as if it 20/40/60.
were an interaction attack. On a Good hit, 2
conditions are applied, and on an Outstanding HORUS WALKING GOD
hit, the target takes 3 conditions. On any hit, A Horus walking god looks like a muscular man
while the walking god can see the target, the with the head of a falcon, and talons instead of
target takes 10 + 2BD damage at the start of fingernails. It attacks intruders using an unnerving
their turn, ignoring armor, and the conditions falcon’s cry.
applied cannot be removed. A Player’s Call on
an interaction attack will break the gaze. Special Abilities:
• Multi-Attack: The walking god may make • Bite/Claws: Damage Strength +2 (17).
an attack with its bite and its judgement-ray as • Falcon’s Cry: Intimidation attacks are Favored
a single action without taking a Multi-Action and when Intimidation is an Approved action,
penalty. The usual Multi-Target penalties the walking god may target all targets within
apply. 25 meters without taking any Multi-Targeting
penalty.
ANUBIS WALKING GOD • Whirlwind: The walking god may ignore up
to 6 points of Multi-Targeting penalties.
The Anubis walking god looks like a man with the
head of a black jackal. It’s armed with a massive RA WALKING GOD
two-handed khopesh (counts as holy), and can
shoot beams of ruby light from its eyes. The Ra walking god is often mistaken for a
Horus walking god, since it also has the head of a
Equipment: Two-handed khopesh (Strength +4/20) falcon. However, the Ra walking god attacks with
Special Abilities: incredibly strong heat-rays that shoot out of its
• Multi-Attack: The walking god may make eyes, and is extremely agile.
an attack with the two-handed khopesh and
the slow-ray as a single action without taking Special Abilities:
a Multi-Action penalty. The usual Multi-Target • Agile: The walking god gains +2 bonus
penalties apply. to dodge, melee weapons, and unarmed combat
• Slow-Ray: Range 10/20/30. On a hit, target defenses.
takes a –1 penalty to Dexterity for the remainder • Heat-Ray: Damage 19. Range 50/100/200.
of the Scene. On a Good hit, increase the penalty
to –2, and on an Outstanding hit, increase the SEBEK WALKING GOD
penalty to –3. This penalty does not stack with Sebek walking gods take the form of a strong man
any other penalties affecting Dexterity as usual. with the head of a crocodile. It attacks with its
Only the highest penalty applies.. incredible jaws which can lock down on the target.
133
The Sebek walking god is incredibly tough, but has SET WALKING GOD
a weak spot in its mouth.
A Set walking god appears to be a human with
Special Abilities: the head of a sha—a strange combination of an
• Jaws: Damage Strength +4 (19). If the Ammit aardvark, donkey, and a jackal. It shoots lightning
walking god has a restrained target in its jaws, bolts from its hands, and can blow a wind as strong
it automatically inflicts 19 + 1BD damage at the as a hurricane.
start of its turn. When a grabbed target tries
Special Abilities:
to escape from being restrained, the walking
• Lightning Bolt: Damage 16 AP4. Range
god’s Strength test is Favored.
20/50/100. Uses energy weapons.
• Soft Palate: On a Player’s Call from an
• Tempest: Small Blast, uses missile weapons,
interaction attack, the Sebek walking god will
range 100 meters. Counts as Suppressive Fire,
open its mouth and expose the softer part of its
with an Outstanding hit dealing 16 Damage.
body for one attack (Toughness 13). This also
• Multi-Attack: The walking god may make an
releases anyone restrained in its jaws.
attack with the Thunderbolt and Tempest as
SERKET WALKING GOD a single action without taking a Multi-Action
penalty. The usual Multi-Target penalties
The Serket walking god appears to be an ancient apply.
Egyptian woman holding a very large scorpion, the
size of a house cat. When the walking god attacks, WADJET WALKING GOD
the scorpion leaps from her arms and attempts to
Wadjet walking gods appears to be a woman with
sting a target, then returns quickly to the walking
the head of a cobra and wears bracers much like the
god’s arms. This is treated as an unarmed attack
Amazons. These walking gods are unusual in that
with a 5 meter reach. The scorpion’s venom inflicts
they do not attack directly themselves, but instead
a hypnotic curse on the target.
create a magical aura that grants its defenses to its
Special Abilities: nearby allies. These allies often include asps but
• Scorpion Lunge: Unarmed attack, reach 5 can also include mummies and scarab beetles. If
meters. Damage Strength +1 (16). all of the walking god’s allies have been destroyed,
• Hypno-Ray: Range 10/20/30. Works like the walking god falls to dust.
Suppressive Fire. An Outstanding Hit deals
Special Abilities:
no Damage but costs the target a turn and
• Defensive Aura: The walking god’s allies
automatically breaks Concentration.
within 100 meters have the same defenses as
• Hypnotic Venom (–4): If a target of the
the walking god if those defenses are greater
Scorpion Lunge takes any damage, he is
than their own.
poisoned. At the start of each of the victim’s
• Protector: The Wadjet walking god does not
turns, he must make a willpower test at –4 or
make any attacks.
use an action to make a trick attack on a single
• Shielding Favor: When Defend is an
random nearby ally. Multi-actions are possible
Approved Action, the walking god’s Active
with the usual penalty, unless a Mishap is rolled
Defense roll is Favored.
on the willpower test. A Good or Outstanding
Success on the willpower test ends the poison
effect immediately, otherwise it ends after 1 THE TRIUMVIRATE
minute.
The Triumvirate are three pulp villains who arrived
• Multi-Attack: The walking god may make
on the scene very recently and rapidly organized
an attack with the scorpion and hypno-ray as
a large criminal organization in Cairo. Nobody
a single action without taking a Multi-Action
claims to know the Triumvirate’s secret identities,
penalty. The usual Multi-Target penalties
but publicly they are known as Conundrum,
apply.
Deathhawk, and Doctor Fear.
134
In just weeks they have amassed a sizeable cadre Equipment: KK08 pistol (Damage 13), Mask
of thugs and minions to do the Triumvirate’s (Armor +2)
bidding. All but the strongest gangs have had to Perks: Super Attribute (Mind)
either start working for them or get out of town. Possibilities: see below
Even the Insidious Wu Han seems wary of them. Special Abilities:
The three members are identical “brothers” and • Enigmatic: Any attempt to analyze evidence
have a psychic connection with one another. They left by Conundrum requires a contest of evidence
share a single pool of 15 Possibilities between them. analysis, and Conundrum’s test is Favored.
Additionally, he can spend Possibilities on the
test, even if he is not in the vicinity.
CONUNDRUM • Do Not Mock Me!: If Conundrum is
Conundrum wears a completely black costume, mocked by a hero with respect to his intellect
including a full face mask, with a question or the challenge of his riddles, and the hero
mark on the forehead. He, like his brothers, is a successfully makes a successful taunt, he is
sliver of Alexus Frest, killed in the Stymied for the rest of the scene.
Omegatron, rejuvenated and • Possibilities: Keep going!
appearing to be in his early 20s. • Riddle Me This: Anytime
He never shows his face. Only trick is an Approved Action,
someone who knew him in the Conundrum may affect the entire
early 1900s, such as the Guardian, party of player characters
might recognize him with his without incurring any
mask removed. Multi-Targeting penalties
Conundrum is quite mad. by asking a riddle.
He now kidnaps people, A success also
good or bad, and puts eliminates a
them into dangerous Destiny card of
situations. He leaves
clues and riddles on how
to find them. However,
he always saves one
question for his kidnapped
victim: “Who am I?”
Conundrum rarely sticks
around when he knows he’s
out-gunned and outnumbered,
but his tricks make him
extremely difficult to pin down.
Quote: “Who am I?”
Attributes: Charisma 12, Dexterity
10, Mind 15, Spirit 9, Strength 8
Skills: Dodge 13, fire combat 12, first
aid 18, intimidation 12, lockpicking
15, maneuver 13, persuasion 15, CONUNDRUM,
reality 12, scholar 20, science 20,
stealth 15, streetwise 15, taunt 17, trick DR. FEAR, AND
20, unarmed combat 12, willpower 14 DEATHHAWK
Move: 10; Tough: 10 (2); Shock: 9;
Wounds: 3
135
Conundrum’s choice from each affected hero’s melee combat and uses melee weapons to hit. On
Action Pool. a Good or Outstanding hit against a target in
• Slippery: Conundrum may spend one melee combat, is pushed out of melee combat.
Possibility to automatically escape a scene. This knockback cannot push someone into a
• Possibilities: Yes! Imagine the possibilities. dangerous position (such as into a pit full of
Imagine a world where this is a game! Where snakes or off a cliff), unless they’re Defeated.
friends get together and play other people! Yes, • Fear Gloves: Each scene, when Dr. Fear first
YOU there! I have one question! Who am I? activates his gloves, Storm Knights must test
willpower or Spirit with a –4 penalty or become
DOCTOR FEAR Stymied. Doctor Fear becomes Vulnerable after
Doctor Fear is the most "stable" of the Triumvirate, he activates Fear Gloves.
and appears to be a young, Caucasian man in his late • Minions: When Doctor Fear is injured by an
20s, with jet black glossy hair and a well groomed attack, he may make a reality test. If successful,
goatee. He wears a sharp business suit and carries the attack is transferred to a nearby lackey
a walking cane with a diamond head. Doctor Fear instead. This has no effect if there are no
has the weird science knowledge and skill that minions within a few meters.
Alexus Frest had, but not the raw intellect—that
went to Conundrum. He is extremely charismatic DEATHHAWK
and has attracted the attention of a large group Deathhawk is the brash and talkative member of
of minions and thugs. He doesn’t look like Frest, the Triumvirate. He’s also the physical one of the
though he could be mistaken as a young cousin. trio, and uses weird science gadgets that Doctor
Doctor Fear speaks of himself in the third person. Fear creates for him. His costume is a blue flight
Doctor Fear’s signature device is a pair of gloves suit, with white pilot’s goggles. He has large
that emit a subsonic sound which causes his metallic wings in the shape of hawk’s wings, and
victims to become incredibly afraid. They don’t see attached to them are a pair of rockets.
anything or hear anything specifically, they just His sonic ray-gun, called the Hawk’s Scream,
feel sheer terror. However, Doctor Fear does get tends to get overloaded at times. At that point,
feedback from his gloves, and he gets a jolt of fear Deathhawk does swooping attacks, fighting with
himself whenever he uses them. He also wields a his fists and boots.
diamond tipped cane that can blast foes back with Quote: “I’ll claw your eyes out, and there’s nothing
but a single touch. you can do to stop me! Screeeee!”
Quote: “The only thing to fear is Fear himself!” Attributes: Charisma 10, Dexterity 13, Mind 8,
Attributes: Charisma 14, Dexterity 8, Mind 12, Spirit 10, Strength 11
Spirit 9, Strength 8 Skills: Air Vehicles 18, dodge 18, energy weapons
Skills: Dodge 11, find 17, fire combat 9, intimidation 18, find 11, intimidation 13, lockpicking 16,
20, maneuver 11, melee weapons 11, persuasion maneuver 18, melee weapons 16 (18), reality
19, reality 14, scholar 17, science 20, streetwise 19, 15, streetwise 13, taunt 13, tracking 11, trick 11,
taunt 18, trick 15, unarmed combat 11, willpower unarmed combat 16, willpower 13
14 Move: 13; Tough: 13 (2); Shock: 12; Wounds: 3
Move: 8; Tough: 12 (4); Shock: 9; Wounds: 3 Equipment: Mask (Armor +2)
Equipment: Bulletproof Suit (Armor +4, Fatigues, Perks: Endurance, Flight (gadget), Sonic-Ray
Torso, Max Dex 8), KK08 pistol (Damage 13) (gadget), Trademark Weapon (Hawk’s Scream)
Perks: Super Attribute (Charisma), Blast-Ray Possibilities: see above
(gadget), Followers, Rally Special Abilities:
Possibilities: see above • Hawk’s Scream: Sonic-Ray. Damage 11 AP4.
Special Abilities: Short Burst. Ammo 10, recharges 1 per round.
• Diamond Tipped Cane: As Blast-Ray. Can reroll 1s on BD.
Damage 15. Ammo 5. Can only be used in
136
• Hawk Wings and Rocket Pack: Flight (150 taunt 13, tracking 11, trick 10, unarmed combat
meters per round, Value 11). If not Flat Footed, 11, willpower 13
ranged attacks against Deathhawk have a –2 Move: 7; Tough: 13; Shock: 10; Wounds: 3
penalty. Equipment: —
• Hawk’s Talons: Damage Strength +2 (13), Perks: Endurance, Super Attribute (Strength),
melee defense +2. Mind Control (uses persuasion, target must make
eye contact)
Possibilities: 5
VILLAINS Special Abilities:
Since the invasion, a number of pulp villains have • Grappler: When attempting to grapple a
sprouted up throughout the Empire. Many of target or preventing a target from escaping a
these villains are native Earthers, transformed to grapple, unarmed combat tests are Favored (see
Nile Empire reality. Others are favored criminals Grappling in Torg Eternity).
brought over from previous invasions by Dr. • I Vant To Suck Your Blood!: If Baron Insidia
Mobius. He believes having villains fight heroes is has restrained a target without Full Body
the best way to find the cream of the crop, to coin armor, he may bite for Strength +2 (15) + 1BD
a phrase. Those who survive the gauntlet of Storm damage automatically.
Knights and Mystery Men are brought into • Allergy to Sunlight: While in direct
Dr. Mobius' organization. Others he leaves sunlight, Baron Insidia is Stymied.
to their own devices. If some fall, that’s • Sensitivity to Garlic: Interaction
fine. attacks that involve garlic in some
way are Favored.
BARON INSIDIA
MOB GOON
Baron Insidia’s
body was altered He’s big. He’s a brute.
in an experiment, He follows orders.
conducted by Doctor Criminals such
Mobius, and gained as this are found
the abilities of an old in every gang
movie vampire, and criminal
complete with organization
sensitivity to the in the Nile
sun, immense E m p i r e .
strength, a Or just in
beguiling gaze, business for
and a distaste of themselves,
garlic. He actually trying to create
truly believes he a new syndicate.
is a vampire, even Attributes: Charisma
though he isn’t. 7, Dexterity 8, Mind 6, Spirit 8,
Quote: “I vant to suck your blood! Strength 10
Ahh, ahh, ahh!” Skills: Dodge 9, find 8, fire combat
Attributes: Charisma 11, Dexterity 7, 11, intimidation 12, land vehicles
Mind 8, Spirit 8, Strength 13 10, lockpicking 10, maneuver 10,
Skills: Dodge 9, find 12, intimidation melee weapons 9, profession (Mob
12, maneuver 9, persuasion 16, reality Gunman) 7, streetwise 9, taunt 9,
11, scholar 11, stealth 10, streetwise 13, unarmed combat 10
137
Move: 8; Tough: 10; Shock: 8; Wounds: — VZZEK
Equipment: Thompson 1928 (Damage 14), Brass
Vzzek is a veteran ravagon who realized that Cairo
Knuckles (Damage Strength +1/13)
was a veritable smorgasbord of new Storm Knights
Perks: Brawler
he could rip Possibility Energy from. He proposed
Possibilities: Rare (2).
to Doctor Mobius that he be the "head ravagon" in
Special Abilities:—
charge of monitoring Cairo.
MOB GUNMAN Doctor Mobius doesn’t trust Vzzek any more
Hired guns, extortionists, and killers. Gunmen than any other ravagons, but thought this might
specialize in drive-by attacks and "hits" against be amusing, so he accepted Vzzek’s offer. Vzzek’s
another gang leader or his territory. hunts have slowly changed his opinion of the
Nile Empire, and he has begun to stray from the
Attributes: Charisma 7, Dexterity 8, Mind 6, Spirit teachings of Irishantism. There are even rumors he
7, Strength 8 is trying to transform to the Nile Empire, but has
Skills: Dodge 9, find 8, fire combat 10, intimidation not found success.
10, land vehicles 10, streetwise 9, taunt 9
Move: 8; Tough: 10; Shock: 8; Wounds: — Quote: “Ah…heroes. Your optimism is so
Equipment: Thompson 1928 (Damage 14) delicious.”
Perks: — Attributes: Charisma 8, Dexterity 10, Mind 8,
Possibilities: Rare (2). Spirit 12, Strength 13
Special Abilities:— Skills: Dodge 14, faith 15, find 13, intimidation
16, maneuver 16, reality 17, stealth 13, streetwise
PULP NINJA 11, survival 11, taunt 13, tracking 13, trick 11,
“The Insidious” Wu Han employs many pulp unarmed combat 16, willpower 15
ninja when implementing his schemes, as well as Move: 10; Tough: 16 (3); Shock: 14; Wounds: 4
using them as infiltration troops when attached Equipment: —
to Battlegroup Wu Han. These silent warriors are Perks: Endurance, Hard to Kill, Vengeful
Terran natives from “The Orient,” and have little Possibilities: 6
to do with any cultural equivalents found on Earth. Special Abilities:
• Armor: Thick hide +3.
Attributes: Charisma 7, Dexterity 12, Mind 9, • Claws: Damage Strength +2 (15).
Spirit 9, Strength 10 • Dread: While a ravagon is present any
Skills: Dodge 16, find 12, intimidation 11, land Standard Scene counts as Dramatic instead.
vehicles 14, lockpicking 14, maneuver 15, • Flight: Move 11 in air.
melee weapons 15, missile weapons 16, stealth • Furious Assault: Vzzek ignores the first 4
15, streetwise 8, taunt 8, tracking 11, trick 12, points of Multi-Target penalties when using
willpower 11 unarmed combat.
Move: 12; Tough: 12 (2); Shock: 9; Wounds: — • Possibility Rip: Once per scene, Vzzek can
Equipment: Shuriken (Strength +1/11), Short invoke a reality contest with a reality-rated
Sword (Strength +2/12), Mask (Armor +2) being from another cosm within 10 meters. On
Perks: None a Success, Vzzek steals 1 Possibility from the
Possibilities: Rare (2). target. On a Good or Outstanding Success, he
Special Abilities: steals 2 or 3 Possibilities, respectively. If the
• One at a Time: Pulp Ninjas still make target is undergoing transcendence, Vzzek’s
Combined attacks, but gain half the usual bonus reality test is Favored.
(round down) for doing so. Multi-Targeting is • Possibility Sense: Find and tracking tests
a –4 penalty for each extra Pulp Ninja, rather against reality-rated beings are Favored.
than the usual –2. • Vengeful: When Vzzek suffers a wound,
he gets an Up result on the next action taken
against the offender in the same scene.
138
(Δ) THE “INSIDIOUS” WU HAN Attributes: Charisma 17, Dexterity 15, Mind 18,
Spirit 16, Strength 14
Wu Han is almost never mentioned without his
Skills: Dodge 20, evidence analysis 23, faith 19,
“Insidious” monicker. Wu Han is incredibly
find 23, fire combat 16, intimidation 24, land
intelligent, and is a consummate planner. In
vehicles 18, lockpicking 20, maneuver 18, missile
particular, he realizes that heroes often can foil his
weapons 18, persuasion 22, reality 21, scholar 23,
plans, and so he always has a plan for escape.
science 23, stealth 20, streetwise 22, survival 21,
Wu Han appears to be a stereotypical Chinese taunt 27, trick 25, unarmed combat 18, willpower
crime lord from the 1940s, complete with tendrilled 22
mustache and traditional red and gold Hanfu. This Move: 15; Tough: 18 (4); Shock: 16; Wounds: 4
is entirely intentional. His presentation causes Equipment: K08 pistol (Damage 13)
people to make assumptions about his thoughts Perks: Hard to Kill
and actions, and Wu Han uses his almost Possibilities: 5
instinctual understanding of human nature Special Abilities:
to make people underestimate him. Some of • Armor: Protective ankh +4.
his "defeats" were hardly those at all, but tests • I Am the “Insidious” Wu Han...: When
of his opponents to find their weaknesses. Wu Han performs a successful Approved
He is a master criminal and weird scientist Action, he discards a Destiny
from Terra’s Hong Kong, who teamed card (GM’s choice) from each of
up frequently with Doctor Mobius. the affected player characters'
When selecting an Overgovernor to Action Pools.
travel out of the empire on a mission, • Jensi Lotus Powder: Small
Wu Han is most frequently chosen by Blast, range 5/10/15, uses missile
Mobius. Wu Han is responsible for weapons. Those affected must
the region around the Nile delta, make a standard Strength test.
including Cairo and Alexandria. Those who pass suffer 2 Shock;
Wu Han plots against Doctor those who fail are KO’ed.
Mobius, but while the Pharaoh • Knows His Foes: If all
suspects, Wu Han has been included foes are Beta Clearance
extremely skilled at keeping his or better, or if Wu Han has the
plans hidden. The Overgovernor of encountered them previously, his
the Nile Delta region appears to be of taunts and tricks ignore Multi-
Chinese descent, with a Fu Manchu Targeting penalties and are
mustache, which he often twirls when Favored.
he is confronting his opponents in a • Minions: When Wu Han is
moment of strength. He is arrogant, injured by an attack, he may make
vile, and easily angered. a reality test. If successful, the
attack is transferred to a nearby
Apophis is eying Wu Han as a lackey instead. This has no effect
potential successor High Lord to if there are no minions within a
Doctor Mobius if he should falter, few meters.
but that hasn’t stopped the Pharoah • Master Criminal: Wu Han
from granting Wu Han the boon of may spend one Possibility to
enhancements from his Darkness automatically escape a scene.
Device. • Reinforcements: If Wu
Quote: “I am sure you have heard of Han suffers a Wound, one
me. I am the Insidious……Wu Han!” Bonus Die worth of Pulp Ninjas
immediately spring out of hiding
near Wu Han and join the battle.
139
T
here was a reason Doctor Mobius insisted on
being assigned Africa and the Middle East as
his part of the invasion. He knew that while
there would be plenty of Core Earth hardpoints,
the possible riches in the form of Eternity Shards,
Possibility Energy-rich objects touched by Apeiros
and infused with the power of stories and legends,
was immense.
He wasn’t wrong.
ETERNITY
ARK OF THE COVENANT
Cosm: Core Earth
SHARDS Possibilities: 10
Tapping Difficulty: 20 or 15 for members of the
Jewish faith.
Purpose: To smite the enemies of the Jewish
people.
Description: The Ark of the Covenant is a large
wooden chest, gilded with gold, and covered
by a lid made of solid gold, upon which were
mounted two gold cherubs, inlaid with flecks
of red and blue, with outspread wings facing
each other. The gold makes the Ark extremely
heavy and it needs to be carried by at least two
people holding poles inserted in rings placed at
the corners of the chest. The Ark is sealed, but is
rumored to contain the broken tablets containing
the Ten Commandments. Originally placed in
the Temple of Solomon, the Ark was stolen and
hidden nearly 2,000 years ago, presumably to
keep it away from “the son of Amaat-Ra.”
Powers: The Ark fires a beam of light that can fire
at a Very Large target, five kilometers away with
no range penalties, striking it with damage 20.
The beam is fired using Spirit or faith rather than
energy weapons. As a Dramatic Skill Resolution,
the beam can be powered up by making Hard
(DN 14) faith tests, gaining +5 damage for each
step successfully attained. The damage returns
to 20 once the Ark is activated. Alternatively the
Ark can fire beams of light at multiple targets
within 100 meters with damage 18. As a Dramatic
Skill Resolution, the Ark ignores 2 points of
Multi-Targeting penalties for each step attained.
Each step requires a Hard (DN 14) faith test to
complete.
140
Restrictions: The Ark’s powers and Possibilities BRACELETS OF
may not be used to attack Jews or people
defending the state of Israel.
AMANISHAKHETO
Cosm: Core Earth
Possibilities: 3
Tapping Difficulty: 15
BOOK OF OSIRIS Purpose: To defend the land against foreign
Cosm: Nile Empire invaders.
Possibilities: 3 Description: These wide bracelets are made of
Tapping Difficulty: 14 (10 when using this Eternity gold, inlaid with tiny, red and blue mottled
Shard’s power). stones. Amanishakheto was a warrior queen of
Purpose: To return those who were wrongfully the ancient kingdom of Kush, located in what
killed back to life. is now central Sudan and southern Egypt. She
Description: In the Nile Empire, no one who ever ruled during the first decade BCE, and defended
dies is truly completely dead (only mostly dead), her nation in battle against an invasion by the
even in the case of gods. Amaatist legends state Roman Emperor, Augustus after they broke a
that Ammit, Anubis, and Sebek killed Osiris when peace treaty.
he attempted to take over the Ennead, and spread Powers: The bracelets act as a shield (see Gear
his body throughout the cosmos in an attempt to in Torg Eternity), and they provide a +3 bonus
prevent his return. The Book of Osiris tells the to the bearer’s dodge, unarmed combat, and melee
true story of the assassination of Osiris, that he weapons defenses. Additionally, the wearer of the
was betrayed by the three gods and murdered in bracelets can protect a nearby ally rather than
cold blood, and his remains strewn throughout herself while making an Active Defense.
the cosmverse. However, the Book also contains Restrictions: Possibilities can only be used as part
a ritual that can bring someone, even a god, back of an Active Defense against a physical attack.
to life.
Physically this is a large, thick book with
papyrus pages, nearly 40 centimeters on a side
and five centimeters thick. The cover is leather
but mottled red and blue, and can be fastened
closed with a buckle. The writing inside is
ancient Egyptian hieroglyphics, but can be read
by anyone who follows the Amaatist faith.
Powers: Reading from the Book of Osiris in the
presence of a corpse may return that being to
life with a successful faith test. This test may be
made unskilled. Only one attempt may be made,
and if the being has been resurrected before in
any manner the attempt automatically fails. The
test also automatically fails if the corpse’s soul
doesn’t want to return to life (which is usually
the case). The test is Hard (DN 14) if the corpse
has been dead for longer than a week, or Heroic
(DN 18) if the body has been dead for longer than
a year.
Restrictions: The Book’s Possibilities may never be
used for any action that could potentially cause 1
or more Wounds (even indirectly).
141
CHARIOT OF RA LUCY’S HIPBONE
Cosm: Nile Empire Cosm: Core Earth
Possibilities: 5 Possibilities: 3
Tapping Difficulty: 15 Tapping Difficulty: 15
Purpose: To provide light to those in darkness. Purpose: To discover secrets of the past.
Description: When the reins of this chariot, which Description: “Lucy” was an Australopithecus
appears to be made of wood that is mottled red discovered in Ethiopia in the 1970s and is one of
and blue, are taken, a pair of ghostly flaming the earliest ancestors of humanity discovered on
horses appears in front. The chariot is large Earth. After a recent worldwide tour Lucy’s bones
enough to hold two passengers. were housed in the National Museum of Ethiopia
Powers: The chariot is capable of flight (200 kph in Addis Ababa. Her remains disappeared with
or speed value 13). The chariot can be flown the arrival of the axioms of the Nile Empire.
with air vehicles or beast riding and can be piloted Her hipbone is about the size of a modern day
unskilled. While in flight the chariot emits human’s but is now mottled red and blue and is
daylight in all directions. This light isn’t enough practically indestructible.
to blind though. The chariot is immune to damage Powers: Once per adventure, a group of scholars
but the passengers may be attacked normally. may concentrate on the Hipbone for an hour,
The chariot provides Medium Concealment (-4) focusing on a problem at hand. At the end of the
and +4 armor to the passengers. Additionally the hour, the group may make a combined scholar
chariot’s passengers are immune to fire and heat, test. On a success they may ask the GM one
and are protected from the wind while in flight. specific question about the past that pertains to
Restrictions: The chariot’s Possibilities may be the adventure. On a Good Success they may ask
used only to enhance vehicle skill tests or for the two questions, and on an Outstanding Success,
passengers to soak damage. they may ask three.
Restrictions: Possibilities from Lucy’s Hipbone
cannot be used for any purpose in combat, either
HOLY GRAIL for attack or defense.
Cosm: Core Earth
Possibilities: 3 ETERNIUM
Tapping Difficulty: 20 or 15 for those with adds in Eternium is Possibility Energy in physical form, and
faith that holds Jesus as divine (e.g. Christianity, resembles a mottled blue and red rock. Eternium
Cyberpapacy, Mormons, etc.). is incredibly dense, even denser than osmium
Purpose: To heal the wounded and cure the sick. and iridium. Although in very rare circumstances,
Description: The Holy Grail is a battered clay cup eternium can be found naturally as ore in rocks,
with peeling red and blue paint on the exterior. the purest eternium is synthesized by distilling
Powers: A Wounded person who drinks water Eternity Shards—or heroes!
from the Holy Grail makes a faith test. For each
success she heals one Wound. Those who are Doctor Mobius pioneered the refinement of
ill make an Easy (DN 8) faith test as if they were eternium on Terra, with the eternium distilled from
invoking cure disesase. Eternity Shards and exceptionally pure eternium
Restrictions: Possibilities from the Holy Grail may ore able to be formed into large ingots that can be
only be used on tests that heal wounds or cure used to power weird science gadgets. Impurities
diseases. restrict the size of pieces of eternium. Although
Doctor Mobius’s weird science laboratories refine
most of the eternium in the Nile Empire, agents of
the Delphi Council have developed their own labs.
However, the amount of eternium ore available is
extremely small.
142
The Delphi Council doesn't regularly collect The holder of the jar has Armor +4 (Full Coverage)
eternium, but captured supplies from raids against thanks to the god's protection, and access to a
Mobius' forces are distributed to worthy inventors unique miracle, Osiris' Judgement, so long as she
in need. has the faith to use it!
Impure eternium ore ingots aren’t entirely
worthless though, as they can be formed into Osiris' Judgement
small splinters that can be used to power gadgets, Axiom Level: 18
albeit with a threat of burning out at any time. The Skill: Faith 14
eternium in such splinters isn't destroyed—it's Casting Time: 1 Action
eternal after all—just no longer in a useful form. DN: Target's faith or Spirit
Time and weird science always finds a use for Range: 100 meters
the remains of such shards, either by eventually Duration: Instant
reconstituting them or converting them to The spirit of Osiris weighs the faith and worthiness
something else. of target, and then bathes them in fire if they are
found wanting. A success deals 14 fire damage,
which strikes the lowest Armor on the target. If
SACRED ITEMS the attacker fails Osiris' Judgement turns against
her instead, and she suffers the damage as well as
Sacred versions of ankhs and other holy items the normal backlash. The Heart of Osiris doesn't
have been found in tombs and ruins. Sacred items provide its usual Armor against this attack!
are permanently infused with spiritual energy
regardless of the wearer’s faith. Sacred items have Success Levels:
a Spirit Axiom of 18 and are extremely rare: –8 on • Good: Damage +1BD.
the test to purchase or requisition. • Outstanding: Damage +2BD.
Like the Sacred items described in The Living
Land, each one has its own significant legend
and story. No more than one or two Sacred items
should appear in an entire Torg Eternity campaign,
regardless of the cosm.
The Delphi Council won't request a Storm Knight
to relinquish a sacred item, unlike an Eternity
Shard. Sacred items don't interfere with the use ofa
Holy item, and vice versa.
143
INDEX
A I P
Ahaneith 102 Illusions 34 Perks 16
Amaatism 7, 10, 42, 80 Iran 13 Possibilities 57
Amat-Ra 87 Iraq 72 Pulp Powers 22
Animals 124 Israel 12 Pyramids 35, 61
Apophis 92
Astrology 18, 34, 44 K R
144
A REALM OF PULPY ACTION...
The Nile Empire is ruled by High Lord
Mobius and his legions of lackeys. It
has taken over much of Africa and is
encroaching into the Middle-East.
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