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Torg - Operation - Hard Sell

Storm Knights are investigating criminal activity in Sacramento at the request of a Congressman. They discover a larger plan by Kanawa Corporation to take over Oregon land. The Knights must travel north through Nippon Tech and Living Land zones to uncover Kanawa's deadly Operation: Hard Sell plans and stop them.

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Hantz Tremblay
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0% found this document useful (0 votes)
270 views66 pages

Torg - Operation - Hard Sell

Storm Knights are investigating criminal activity in Sacramento at the request of a Congressman. They discover a larger plan by Kanawa Corporation to take over Oregon land. The Knights must travel north through Nippon Tech and Living Land zones to uncover Kanawa's deadly Operation: Hard Sell plans and stop them.

Uploaded by

Hantz Tremblay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OPtRATION: liARD StLL

ByEd Stark

Espionage in Nippon and the Western Living Land


Roleplaying the Possibility Wars '"

Operation: Hard Sell Published by

~"JlIlfT
Br<ldF~mJln
Original Story
Ed Stark ~JGAMES~
Design
RD 3 Box 2345
Bill Smith
Additional Material Honesdale, PA 18431
Bill Smith, Ed Sink 20561
Drevelopment and Editing
First Printing: June. 1991
Stephen CrJlne. Richard Hawnn. CJllhl~n Hunte.r
Graphics AngvUthorion..A)'$k'.&rukKMh.c.....&rth.Coem.ec.m_.Cyberpo~,
Roger Loveless o..rkne5 ~ Or. Mobim, Gaunt Man. Cotpog. Heart dille Coyot~, High
Lord, Infiniv_. Kanawa, IJving ~, Maelstrom. MMOlstrom Bridge. Nile
Cover Illustration Empi~, Nippol' Tech. Orror$h, rella AtdII\8Y. !'o5f.ibility Raiders, P058ibility
Storm.l'o66ibihly Wars, R.ovagon. StOOl'lel'8, Storm Knights, Torg..nd tlw Tors
Allen Nunis
Interior Illustration
*.
logo an tradl"lNlrbofW$ &.l Games. no lind C 1991 Wf5l: End ~ AU
Rights~.

Publisher. D<lniel Scott Palter Associate Publisher: Richard H.J.WT..n Associate Editor: Greg Gorden. Editor. Greg Fushtey
As5istanl Editors: Bill Smith, Ed Stark Art Director. Stephen Cr.ne Graphic Artists: COIlhleen Hunter, Allen Nunis
Production Manager: Steve Porpor.. Sales Manager: Fitzroy Bonterre Sales Assistant: Mni.. K..mmeier-Ke..n
Special Pro;ects Manager: Ron Seiden Warehouse Manager. Ed Hill Treasurer. J..nel Riccio

S, TM ~nd C 1991 We!it End Game.. .... u Rights~ .

2
Tors: OpefJ.lion: HJ.rd Sell

Introduction
1111 ".,.tion,
adventureHam Sell isRole-
for Torg: an
playing the Possibility Wars.
You must have the role-
Stann Knights, heroes of the Reality
Wars, helped defeat Kaah and claim
back the state. Or so everyone thought.
Kanawa operatives from the Nip-
The Law of
Intrigue
playing game to run this pon Tech realm ripped out the stelae. In this adventure, the Nippon Tech
adventure. Adventures for Tors take The agents planted several Nippon Law of Intrigue works in the favor of
place on Earth in the Near Now. Earth Tech stelae in the same area and the Storm Knights. When the charac-
has been invaded by several powerful dropped a near invisible maelstrom ters discover the Kanawa plan, Tak 1..0
beings from otW realities. The High bridge. The land once occupied by the Chien, Kanawa's Sacramento area
Lords, the leaders of the invaders, have Living Land has not been liberated, leader, will make every effort to stop
the power to conquer realities different but instead it has been invaded by the them (including telling the Spartans
from their own and impose their reality treacherous Kanawa Corporation. that the Stann Knights are dangerous
upon their victims. The Delphi Coundl is unaware of criminals). However, Chien will not
Although the High Lords worked this action and Kanawa is making every risk Maji Khenoto, project leader of
together in the invasion of Earth, the effort to hide the maelstrom bridge's Operation: Hard Sell, discovering that
disappearance of the Gaunt Man has existence from the government. The Chien'sorganization isat fault for the
allowed each of the former allies to peopleof the United States haveswelled Stann Knights fmdingout about Hard
pursue his goals unchecked. Each of with pride, thinking that they have won Sell. It is quite possible for Khenoto
the High Lords is attempting to secure an important victory with American not to know about the existence of the
enough Possibility Energy to become know-how. In reality, Kanawa Corpo- Stonn Knight party until it is too late.
theTorg,a being of near infinite power ration and the criminal Yakuza have
and destruction. sunk their claws into the West Coast.
The contents of this adventure are
for the gamemasler only. Any player
Travel in the
reading this adventure will ruin the Adventure Northwest
adventure for herself and everyone
else. Synopsis A large portion of this adventure is
Camemasters must familiarize the journey from Sacramento into the
themselves with the entire adventure In thisadventure,Stonn Knights,at Uving Land. Sacramento is in a Nip-
before running it. This adventure is the request of U.s. Congress Repre- pon Tech pure zone. About midway
designed for veteran characters. sentative David Okano, are investi- between Sacramento and the Oregon
gating rumored criminal infiltration border, the characters will cross into
of theSacramento businesscommunity the Nippon Tech/Living Land mixed
Adventure and police force.
After some investigation, the char-
zone. Just north of Cottage Grove,
Oregon, the Storm Knights will enter
Background acters will discover that a much larger
plan is in motion. Most of the land in
the liVing Land dominant zone, and
will remain in the Living Land for the
High Lords gain possibility ellergy occupied Oregon is now owned by balance of the adventure.
by invading other la nds and gradually Kanawa front companies. The Stonn if using the truck in Act One, Scene
stealing each individual's minute Knights also find a map of Oregon Four, Storm Knights will be able to
amount of energy. High Lords bound cryptically labeled "Operation: Hard travel an average of 100 kilometers per
their territory with devices called ste- Sell." hour in the Nippon Tech pure zone.
lat, which hold their reality in check Escaping an ambush set up by the They will have to slow to about 60
while keeping oul other realities, in- Kanawa leader in Sacramento, the kilometers per hour in the mixed zone.
cluding Core Earth's. After a time, so characters must travel north for Or- They will be hard pressed to exceed 20
much posSibility energy has been re- egon. The Knights and a trio of Port- kilometers per hour in the Living Land
moved that the realm must expand to land, Oregon computer hackers known because the roads have deteriorated
accumulate more power. as "Ghost in the Machine" will be able so much since the invasion.
Such is the case in northern Cali- to piece together all the clues, and It is about 520 kilometers from
fornia. Baruk Kaah, leader of the uncover Kanawa's deadly plans for Sacramento to the Oregon border,
primitive Living land realm,claimed the Columbia River valley. TheStonn another 280 to Cottage Grove, 35 more
most of the state in the initial invasion Knights must stop Maji Khenoto and to Fort Eugene, 225 more to Portland
of Core Earth. However, a team of Operation: Hard Sell.

4
Introduction

and another 40 kilometers to the Op-


eration: Hard Sell base (total journey
Mind Skills Gambling Rules
of approximately 1100 kilometers, or Science (Computers) Scholar (gambling) may only be used
6&5 miles). for games which involve the use of
This skill is used to create and alter skill. Pure luck games, such as slots
computer software and hardware. and roulette, are resolved by rolling
The Mixed Zone Characters may create new programs the die only. The following games are
with no equipment beyond the com- the only ones in the casino in Act One,
The Nippon Tech/Living Land puter itself. Creating new hardware, Scene One.
mixed zone is a very dangerous place such as chips, disk drives, processors
toadventure. Realitystormsconstantly and monitors, requires a well Slots
sweep the area, as the two realities equipped lab.
battle for control. The storms take on Use the difficulty numbers from Slots is a game of luc.k, using no
many forms, and often create tempo- theSciencecharton page560f the Torg skill. The character may spend one to
rary realities. Some of them bash Rulebook. Add a minimum +3 modifier five dollars on a slot machine. When
anyone caught in the way with high to difficulty when designing new spending more money, the odds of
winds, lightning or ice pellets. Other hardware which exceeds the capabili- winning increase slightly, but the p0-
storms rain fire from the sky, while ties of commonty available equipment tential payoff is much larger.
some induce vivid hallucinations. without entering a higher axiom level. To win the amount listed, the roll
More infonnation on reality stonns in Science (computers) cannot be used must equal toor higher than thenum-
included in Act Two. unskilled. ber. Reroll on a 10 or 20. No possibili-
ties or cards may be spent on the roll.
The maximum payoff depends on the
Perception Skills Unskilled Penalty money spent.
Money Money Spent
Scholar (Computer Science) Operation: Hard Sell introduces the Won 1 2 3 4 5
concept of the Unskilled Penalty. Very
Scholar (computer science) is the specialized skills, such as scholar $1 19 18 16
ability to manipulate existing com (computer science) are difficult, but not $2 20 19 17 16 19
puter programs to enter, retrieve and impossible, when attempted unskilled. $3 22 19 19
alter information. A character with this The unskilled penalty modifier is ap- $4 25 20 20 20
skill cannot change a program, al- plied any time a character with no
though creative users can often access $5 30 25 22 22 20
training attempts to do something in 35 30 25 25 22
restricted infonnation ina roundabout $10
oneof these fields. Themodifier reflects
way. the character's ignorance of the skill's $15 4035303025
A character must have science basic concepts. If an unskilled penalty $25 45 40 35 35 30
(compllfers) toalteror program a com- is to be applied, it will be included in $50 50 45 40 40 35
puter. the text. $100 75 50 45 45 40
The additional difficulty for un- $250 60505045
Scholar (Gambling) skilled use is generally +3, although
the modifier should be customized on $500 75 60 60 50
Scholar (gambling) is the character's a case--by-ease basis (use the "Difficulty $1000 75 75 60
ability to manipulate games of chance. Number Scale" on page 42 of the Torg $2500 85 75
Games which rely on luck, such as Rulebook). $5000 85
slots and roulette, cannot be manipu- Skills that often use the unskilled
lated with this skill. Games which can $10,000 95
penalty include acrobatics, beast
be altered with this skill include $25,000 105
riding, prestidigitation, evidence
blackjack, poker and any other game analysis, language, scholar, tracking, $50,000 125
that involves strategy, manipulating survival, and disguise (Torg Worldbook,
opponents and taking calculated risks.
The scholar (gambling) roll reflects
page 54). More infonnation on un- Roulette
skilled penalties will be presented in
how well the character has manipu- future Torg supplements. Roulette is based purely on luck
lated the odds. The skill can be used and does not use the scholar (gambling)
offensively or defensively (acts as an skill. The casino has devised an un-
active dodge). usual variation on the standard rou-
lette game.

5
.-
Torg: Openlion: Hard ~1I

The wheel is numbered one to 32, According to house rules, any win 4
The difficulty to win is the dealer's
with a zero and a double zero. The ner who leaves all of winnings on the gambling total, plus five for the in-
number the ball lands on pays. If the same square for two consecutive rolls herent difficulty of the game. The un-
ball lands on zero or double zero, the will double her money if she wins a skilled penalty is +3 to difficulty. Ev-
house wins. The Storm Knights may second time. TItis technique may also eryone who beats the dealer wins
bet on anyone number or a block o( be used (or a block, but they only win double their wager.
fournumbers{thehousedoesn'taUow 150 percent more. TItis is an excellent
anyone to bet on more than one way to tempt money from unwary Craps
number or block). and overconfident characters. Possi-
Winning characters who bet on a bilities or cards may not be used (or Craps is another skill-based game.
single number receive double their roulette. The minimum bet is $5. The gambler
money. Characters who bet on a block must make a gambling roll, while the
win their money plus 25 percent. Blackjack house almost always uses active
The game mechanics are simulated gamble. The unskilled difficulty is +3.
as follows: A character can use his scholar On a minimal success, the character
The gamemaster rolls the die first. (gambling) skill to increase his odds of wins back hali his money. Average
Ua 190r20is rolled, the house wins. If winning. Blackjack is resolved like success allows the character to break
the house doesn't win, each character combat. Anyone gambling makes an even. Good success give the character
rolls. The first to roll a 20 wins. A block "attack" on the dealer. The dealer will one and a half-times his money. Su-
wins on 18 through 20. Characters roll always make an active gamble <active perior success gets double the money.
in Dexterity and, in the case of a tie, defense, Torg Ru/ebook, page 78) un- Spectacular success getsback fj ve times
Perception order. The house wins if less he want the gambler{s) to win. the wager.
none o( the characters roll a win. Dealers and othergamblers frequent!y
use taunt, test, intimidation and trick
while gambling.

6
Introduction

Prologue
111'1 he head
mento of the looked
Spartans Sac,"-
at his watch and fidgeted
Still, his superiors, though they kow
towed to the Japanese at every pass,
were his superiors. Cinz struggled to
effective, Cinz found himself turned
back toward the table and sitting down.
Across the table, in the chair that
in his chair. Eight-thirty. remind himself that he was just a minor had been empty only seconds before,
Hesighed anxiously and leader in a big organization. sat a middle-aged Orientalgentleman.
looked around the room. But he could not help but feel Behind him were two larger, young
Two entrances, fronl and back, he cheated. orientals, and a fourth who seemed to
thought. Both covered. Snipers and look- Suddenly, Ginz heard a buzzing in stick to the shadows. Derek also though
outs 011 the surrounding buildings, early- his left ear. Reflexively, he stiffened he caught a glance of the owner of the
warning system downstairs. No one's and put his hand over the ear mike. "small but firm hands" retreating into
getting in or oul without my boys know Glancing down at his tie clip he asked, the shadows at his side, but he wasn't
ing, his mind assured him. But, un "yes? Are they here yet1" sure. He didn't look, morbidly confi
wanted and inevitable, the rising ap- A voice replaced the low frequency dent that it wouldn't make a differ
prehension pushed another thought buzzing, "A limo just pulled up front. ence anyway.
to the fore. Came down Cherry, then west on the "Mr. Ginz, I presume?" The leader
Unless they really want to. Boulevard." of the Orientals said. It was not a
His name was Derek Ginz, and he "Anyone out yet?" Ginz knew the question, and Ginz knew it. A facade
remained in his chair, staring at its answer, but he asked anyway. of politeness, he assumed.
twin across the table. He frowned. All After a brief pause, the voice an- "Yes:' Derek affirmed. He resisted
the furniture and, indeed, the ware- swered, "Nope. Could be our fish, saying, Correct as always, Mr. Stan.ley. A
house itself, was wooden. Wood im boss." little sarcasm might settle him down,
ported into Sacramento after the Our "fish," my eye, Cinz thought but the orientals looked as if they had
"miracle." Only a few months ago, cynically. His voice was steady, how- the sense of humor of a gospog.
Sacramento had been home to dino- ever, when he continued. "1 am Tak La Chien. I represent
saursand lizard men, then suddenly- "Okay; they're probably ours, all certain businesses that are helping to
inexplicably-they were defeated and right. Get somebody down there- finance the rebuilding ofSacramento."
thecity was returning to normal. True, SOP-to greet our guests. I'll be wait He gestured over his shoulder absently
virtually everything needed to be re- ing up here." Ginz leaned back in his and continued, "These are my body-
built; but between his Spartans, the chair and eyed the door. guards. I hope you do not mind me
returning populace of Sacramento and "Right, boss," came the answer. bringing them along; Sacramento is a
the surrounding area, and the assis rough city." Chien's mouth smiled at
tance of the rest of the country, they "That will not be necessary, Mr. his implied joke, but it was almost as if
could do it. Ginz." the rest of his face had forgotten how.
But that prideful thought rang hol- Derek had been operating in the Derek felt a chill creep down his spine.
low. Though the Delphi Council would Living Land, fighting in the jungle "Uh, no, I don't mind, Mr. Chien,"
never admit it, and the general popu- and living off of his wits since the he stammered. He cursed silently that
lace had noclues pointing to it, the fact Possibility Wars began. Even so, when he had allowed the Oriental to assume
was that They had driven out the di the soft, melodious voice spoke from so much control. In an effort to reas-
nosaurs; They had made it possible for two inches behind his head, he practi- sert control, Derek said, "But that man
Ginz and his Spartans to "liberate" cally had a heart attack. As he jumped doesn't look like a bodyguard to me.
Sacramento; and now Cinz and the out of his sitting position and whirled And the one I was dancing with sure
country needed Their help to hold it. toward the voice, his nerves scream- doesn't move like one." He leaned
Japan. ing alarm signals and adrenalin forward in his chair and put his hands
That stuck in his craw. Derek Cinz, shooting into his bloodstream, he on the table. "Mind introdUcing them
former Amerialn businessman and now fumbled clumsily for his pistol in its before we conduct business?" he con-
Ameriam Spartan, was sitting here, in shoulder holster. tinued.
the dark, in an Ameriam warehouse, The pistol may as well have been But Chien appeared to be expecting
waiting for the Japanese to help him left in the next state. A pair of small but this. "Of course. This," and he gestured
with hisproblem. Even though America firm hands grasped his shoulders from to the man in back, "is Mr. Kyotal. He
was largely a defunct confederation, behind, a small foot caught his instep will be assisting us in our endeavors."
Cinz still thought of himself as an gracefully yet insistently, and, with a The man called Mr. Kyotal stepped
American, and he was not, to say the motion that was as quick as it was forward, out of the shadows and
least, fond of the situation. bowed. l[this guy' sa businessman, Ginz

7

Torg: Opention: Hard Sell

thought, lhot the Big &d Wolf was a "This," Chien said as he turned back watched the departing limousine and
Fuller Brush man. The man was fairly to Derek, "is the plan that will allow the relaxed only when its lights where no
young, maybe a little older than Ginz Delphi Council to keep Sacramento ... longer visible.
himself, but his face was hard and and retake the restof the Western United "Man-ohman," one of the Spartans
lean. He bore a bright red. scar across States." Chien put thedocument in front said in a tone of forced relief, '1 thought
his forehead and his mouth was a thin of Derek.. It was paper thin and. written you were a dead man,. Derek.."
slit cut into the granite of his face. He in what Derek assumed was Japanese. Another Spartan, a small woman
stepped back into the shadows. '1 did not have time to translate it, as it carrying a sniper rine, chimed. in,
Mr. Chien continued, ,.And the one returned only minutes ago from the "Yeah, Derek; we checked the limo,
in the shadows? Well, she is not im- approval meeting in Tokyo." found it was empty, and thought it
portant to your end of the operation. Something was fishy, but Derek was a trap. When we couldn't raise
Suffice it to say that her loyalty is chose to ignore it. "Does the Delphi you on the chatterbox, we thought
mine." Chien leaned forward and put Council have a copy of the plan?'" you were fried for sure." She paused
his hands on the table in, if Ginz could Chien nodded, 'They approved it and wiped the sweat off her brow.
believe his senses, an imitation of before Kanawa did," he said. Derek Living Land or no Living Land,Sacra-
Derek's own manner. Ginz did not knew that, at least, was a lie, and he menta was still hot in the summer.
know whether to feel complimented knew Chien knew Derek knew it was "We were just about to assault when
or mocked. He decided to let it pass. a lie, but it didn't matter. you came back on line."
"So," Ginz said as he nodded as- 'Then I don't need to know it," The head of the Sacramento Spar-
sent, "what exactly is 'my side' of the Ginz said as he pushed. the paper back tans still stood, looking off in the di-
operation? Upstairs said to assist you across the table, "just my part." rection the limo had gone. His squad
and that your plans were already ap- "Good," Chien said, "then let me shifted nervously and looked at the
proved." explain ... " empty, ruined buildings on the street.
The Oriental stared brieny at Derek Finally, he said, "Cmon, let's go."
and then looked over his shoulder at An hour later, as the Orientals drove "Where?" The first Spartan asked.
oneofthebodyguards. The man made off into the Free Sacramento night "Back to the War," Ginz stated flatly,
a manila folder appear out of his suit Derek Ginz stood with his men near a "where it's safe."
jacket and handed. it to his employer. rebuilt, empty warehouse. They

8
Act One

Act One

Sacramento Shuffle
The Major Beat The Gold Chrysanthemum is 10-
c..ted on the first floor of an old, but
TheStorm Knights have been asked rebuilt, brownstone. The walls look
by U.S. Representative David Okano very sturdy, and of the' fow doors,
to investigate rumors of organized only one seems to be admitting cus-
crime in the area. Since arriving in tomers.
Sacramento, they have heard rumors Have the Stann Knights make a
of casinos, moneylenders, drug rings Perception roll. If any generate a total
and other illegal activities. Some of eight or higher, they will notice that
people believe that the police force is there are rotating security cameras on
overlooking all of these activities. each exterior wall.
An unusual number of Japanese
immigrants have been arriving since The Interior
the defeat of the living Land invad-
ers. Many of the new arrivals are If the Knights go to the front door
buying or occupying the deserted and ask to be admitted, the doorman
warehouses and buildings in and (a Yalcuza bouncer) will let them in.
around Northern Sacramento. He will politely direct them to the coat
The Storm Knights will discover check in the comer and will confiscate
that Kanawa Corporation has set its any weapon more powerful than a
sights on the West Coast. pistol or knife.
After the Knights have entered and
have a chance to look around, read or
SCENE ONE: paraphrase the following:
It's only about eight o'clock at
Exposing the night, but the place is already packed.
Hole Card The noise of slot machines paying
off and the shouts of winning cus-
tomers come from the eastern end,
The Situation whiJe the bar's lounge singer per-
forms on stage to the north.
Standard. The Storm Knights
Most of the patrons are Anglo, Af-
should be steered to the area's largest
rican, or Mexican Americans, while
casino, theGold Chrysanthemum. This
all of the casino's empJoyees are of
is the most likely place to find useful
Japanese descent. There are a few
information. This scene begins with
Japanese customers, but aU of them
the Knights' arrival at theChrysanthe-
are watching the Japanese singer and
mum. This scene will probably be run
ignoring the gambling.
at night.

The Exterior The Action


The building used to be a brown- Map One shows the casino's layout
stone housingwban profes5Kma1s. Only TIle main entrance is to the west, while
the first floor and basement are intact. there are patrons' exits to the north and
Now, the basement is used for storage south. The bar, thestage,and the casino
and apartments, while the first floor are theonly areas theStorm Knights will
houses the casino. Read or paraphrase beabletoenter. They maysneakintothe
the following for the characters: guard room or Mr. KyotaJ's office. The

9

Torg: Oper.tion: Hard Sell

basement, whichcanonlybereached by The Guard Lounge Three sets of Micro-tink armor (ar
going down the stairs behind stageor in mor value +5/22). Micro-Unk armor
Mr. KyotaJ's office, is also off limits. There are eight guards in the Gold covers the torso only. Micro transpon
Thereareapartmenls for Mr. KyotaI, the Chrysanthemum. Four patrol the ca ders help the user compensate for the
bouncers, and the lounge singer in the sino and four remain in this room armor's bulk so there is no fatigue
basement watchingthesurveiUancesystems. The penalty.
Allow the Storm Knights to question cameras, located both inside and out Twelve GG-3 gas grenades (damage
the casino's workers and patrons. The side the Chrysanthemum, rotate 180 value 30, stun damage only, range 1
Storm Knights win probably want to degrees and may be controlled from 8/15/40). TheGG-3hasa3-meterblast
do a little gambling (see the Introduc- inside the guard. lounge. The guards radius first round, which expands to
tion). The difficulties for the games of normally have the cameras' micro- five meters during the second round
skill are designed with Ords in mind, phones turned off. but attacks at -4 to damage. The gas is
so Storm Knights may clean out the U any guards have to leave the ca- totally dissipated in three rounds.
house. If the Storm Knights do too sino, the guards in the lounge will
replace them. If all the guards in the Five gas masks.
well (win more than $15,000>, have the
bodyguards politely mention that their lounge have to leave at anyone time, Mr. Kyotol's Office
luck has been a little too good. They the cameras will be set to record.
will suggest another casino in a differ Bodyguards Although less formal than a typical
ent part of town. (Nippon Tech Yakuza) Nipponoffice, this room isstillspartan.
Anyone attempting to go behind DEXTERITY 9 The bouncers will accompany Mr.
the curtain to the east or backstage will Dodge 11, fire combat 13, melee Kyotal into his office with any guest
be intercepted by a bouncer (Yakuza) weapons 10, unarmed combat 12 (unless he specifically orders other-
and asked to retum to the patrons' wise).
STRENGTH 9
areas. After the Storm Knights have TOUGHNESS 10 The desk is bare except for a com
been in the casino for approximately PERCEPTION S utero a scholar (compufir sa;;n~,
ten minutes, skip to the Event (below). Find 10, trick 9 mceanatysirofl'erception total ofBt
Dealers MIND 7 the Storm Knig~~;;:~ it isJ
DEXTERITY 11 Test 8 '*'.,.""a Tecft-2 . e com
CHARISMAS puter has no useful information.
Fire combat 12, prestidigitation 14
Taunt 9 On the table are bar supply receipts
STRENGTHS
SPIRIT 7 and a record of the day's business. On
TOUGHNESSS
Intimidation 9 a Perception or find total of 8 or higher,
PERCEPTIO 10
Possibilities: none the Storm Knights will discover a
Scholar (gambling) 14, trick 13
Equipment: 13mm Chunyokai business card:
MIND9
Test 12, willpower 11 (damage value 18, ammo 9, range J.-
CHARISMA 9 10/4O/50),lrimesh (+3/ armor value Joe Reynolds, Private Eye
13), concussion glove (use unarmed 'Their Business is Your Business"
Persuade 11, taunt 13
SPIRIT 10 combat skill, damage value STR+4/13, 8860 Watson Blvd.
Intimidation 12 stun damage only). Sacramento, California
Possibilities: none Note: These are the statistics for the
Equipment: Chiang 67 (damage six nonPossibility rated guards. The "Watch!" is written in red ink on
value 16, ammo 8, range3--10/25/50), other two are detailed in "Right Up the back of the carel.
deck of cards, button com. Your Alley" (below). During the evening, Mr. Kyotal
Note: Each dealer's button com will spends his time in the casino or near
transmitdirectl.yintotheGuard Lounge. There isa large weapons cabinet on the bararea. Hemingles with hisguests
the east wall. U shooting starts in the and keeps an eye out for trouble. After
casino, the guards in the lounge will the casino closes, he enters the day's
Behind the Curtain use these weapons. receipts into the computer and then
retires to his apartment downstairs.ln
If the Storm Knights go behind the Weapons Locker Contents the aftemoon, he will either be in his
curtain and investigate the office and FiveSC Kyago 144's (damage value office or out in Sacramento.
supply area, they will find the follow 18, ammo 15, J.-15/4O/150). Fifteen
clips of ammo. Mr. Kyotal
ing: DEXTERITY 9
One 7mm Brandeis (damage value
20, ammo 18, range 3-75/220/550). Dodge 10, fire combat 11, maneu
The Supply Room Five clips of ammo. verl0
There are several boxes and crates STRENGTHS
Ten clips of ammo for the Chiang 67.
containing barsupplies. Therearealso TOUGHNESS 10
Twenty clips of ammo for the 13 mm
kegs of beer and wine bottles in a small Chunyokai.
rack.

10
Act One

Kyn Ti, the bartender, is an amiable


sort who will empathize about the
Operation: Hard Sell- Map 1 rising crime wave (ignoring the ille--
The Gold Chrysanthemum gality of the casino) and provide some
speculation as to why the police are no
w."..
help (roleplay this and make it up as
SO,,,,'>' ~ Rear Exit you wish). Kyn Ti is also the casino's
c_ (noen ) assistant manager and will listen to
000000 anything said at the bar.
000000
IlorSuppJia
0000
go 00 0 00"""~0 Event: A Disgruntled
CUlUln
Men's
Patron
Room
00 The event takes place about ten
Black- 0 minutes after the Stonn Knights enter.
jack 0 Ladies' From the other side of the casino, the
00 Room Knights will hear some shouting about
"cheating Japs," and will see a scuffle
Slots Slots Slots move towards the side exit. The man
being escorted out is skinny, of indeter-
Side Exit Side Exit minateageand is wearing an out-dated
I (no entry) (no entry)
suit that has seen lots of use. He is Joe
Reynolds, a detective investigating
suspicious activities in the casino.
00
QO
opoo otto opoo
00
00
0
0000
Joe is causing trouble so that Kyotal
will take him to his office behind the
0
0 0 well-guarded curtain. Kyotal has no
00 0
intention of doing this. He has in
00 O~O
0 0~
0
structed his bouncers to put Joe out
Ii>
0 0 Bo<
00 0
00
o~0
0
a;
the next time he causes trouble (which
~
0 0 0
0
0 0 he is), and give him a "good scare."

~
00 0000

Stairs down
p~ opoo o
0
0 On a Perception total of eight or
higher, theStonn Knights will witness
one of the bouncers pull a pistol outof
Coo,
Main Entrance Ched a shoulder holster as the trio exit into
the alley.
Disguised Surveillance Camera (as dragon, Asian lantern, etc.)

Following the Lead


Note: The button com is a minia- If the Storm Knights decide to inter-
PERCEPTION 10
Evidence analysis 11, find 12, lan- ture transmitter mounted on one cuff fere with the removal of Joe Reynolds,
guage 11, scholar (business) 12, and appears to be an ordinary button. Mr. Kyotal, flanked by two body-
scholar (Yakuza) 13, scholar (gam- The user activates it by saying a spe- guards, will attempt to intervene. He
bling) 15, trick 11, science (com- cific code, and messages can be sent to will be cordial, apologize for any dis-
puter) 12 every receiver or only specific ones. turbance, and even, if pressed, offer
MIND9 Each Yakuza has an earpiece receiver. the Stonn Knights up to twenty dollars
Willpower 12 The device's range is SO meters. in chips "as a further apology."
CHARISMA 11 Kyotal, although a criminal, is also
Charm 13, persuade 15, taunt 12 a businessman who wants to cultivate
SPIRIT 8 The Polite Approach satisfied clients. He will not put up
Intimidation 11 with any trouble in the Chrysanthe--
Possibilities: 4 The Storm Knights can learn some mum, however, and the longer the
Equipment: LOV 9mm (damage information from the employees and Knights argue, the more suspicious he
value 15, ammo 12, range 3-20/30/ patrons ofThe Gold Chrysanthemum, will become. His Yakuza bodyguards
SO), lrimesh (armor value +3/11), but- if they are subtle and pick their words and the bouncers in the lounge will
ton com, keys to all rooms and com- carefully. take strong action if there is any diffi-

...- - - - - - - - - - - - - - _..
puter, $500. culty with the Storm Knights (see
"Variables").

"'
~. 11
Tors: Operation: Hard Stll

After the disturbance, the Storm has a strange-looking pistol pointed Description: In the alley and in the
Knights may leave the casino uno~ at the trapped man. Gold Chrysanthemum, Reynolds is
served through either the south or dressed in a cheap black suit and black
Joe Reynolds
main exit. They can easily make their tie. His shoes, though polished, are
way to the north alley in the round (Core Earth Detective) worn, and his face, though shaved, is
following their exit. OEXTERITY 11
sprouting an irregular shadow. Still,
Dodge 13, fire combat 12, lockpick-
he has a rough-hewn attractiveness
ing 12, maneuver 12, stealth 14,
and a kind of cynical appeal.
Right Up Your Alley unarmed combat 12
Joe has been hired by Rauru Block
STRENGTH 9
interests to establish proofof Kanawa's
When the Storm Knights enter the TOUGHNESS 10
connection to the Yakuza. He is aware
alley to the north of the Chrysanthe- PERCEPTION 14
that Nippon Tech exists (he has been
mum, they will see one of two scenes. Evidence analysis 17, find 16,
to Japan several times and has put the
If they arrive more than one minute scholar (sLreetwise) 15, trick 16
information together), but he will keep
after Joe has been escorted out, then MIND 10
that information secret for the time
they see one bouncer picking himseU Survival 11
being.
upout of the garbage piled near the far SPIRIT 8
wall and theother limping back toward lntimidation 10, reality 9 Bodyguards
his partner. CHARISMA 10 (Nippon Tech Yakuza)
If the Storm Knights leave the ca- Charm 11, persuasion 12, taunt 11 DEXTERITY 11
sino before a minute has passed, they Possibilities: 12 Dodge 13, fire combat 14, melee
will see the following (read or para- Equipment: 9mm Beretta (damage weapons 13, unarmed combat 14
phrase): value 15, amrn09, range 3-10/25/40), STRENGTH 10
shoulderholster, notepad, pencil,$200, TOUGHNESS 11
One of the bouncers has pinned several business cards. Reynolds also PERCEPTION 9
the disgruntled patron against the owns a bulletproof vest and a trench Find 10, trick 10
outer wan of the casino and is coat but, as he is dressed up for the MIND 7
threatening him with a king-sized, evening (i.e. in disguise), he left these TestS
brass knuckle adorned fist. The other at his office. CHARISMA 9

12
Act One

Taunt 11
SPIRIT 7
Intimidation 9
Possibilities: 3 each ,-"J-, oe Reynolds, Privale Eye
Equipment: 13 mm Chunyokai Joe has been operating out of reclaimed.. At first, he was as ec-
(damage value 18, ammo 9, range 3- the Sacramento area since before static as the rest of the survivors,
10/40/50), lrimesh (+3/ armor value the Possibility Wars began. He but after a couple of weeks and
14), brass knuckles, damage value was always a hard-nosed, down some educated guesses, he real-
STR+3/13. and dirty detective, investigat- ized that the Kanawa Corpora-
ing cases other people in his pro- tion that had so ruthlessly
The Heroic Rescue fession wouldn't touch. He has a claimed Japan was now in his
reputation for toughness, per- hometown.
At this point, ]oe or one of the
sistence, and honesty. About a week ago, Reynolds
Yakuza will notice the Storm Knights'
When the invasion occurred, was approached by representa-
arrival. Read or paraphrase the fol-
Reynolds was in Mexico on a tives of the Rauru Block, a con-
lowing:
bail bond case. When he heard sortium of ]apanese business-
The young man in the cheap suit that Sacramento had been in- men. He took the case they of-
starts as you round the comer of the vaded, he took it personally.]oe fered: investigate Kanawa inter-
building. He looks at you and then traveled, learning plenty about ests in the American West Coast
smiles. the Possibility Wars, and re- and report back to the Rauru
"Ah:' he says with apparent smug- turned when Sacramento was Block.
ness, "it's about time you got here,"
]oe is trying to trick the Yakuza
holding him against the wall. If he is will face resistance if they try to reen- If the Knights survive a battle in the
successful, he will attempt to kick the ter, but will be allowed to leave the Chrysanthemum, they will bemarked
bouncer with a vital blow and squirm area unharmed. Mr. Kyotal will have men unless all evidence is destroyed.
free next round. spies sent to track them. The Yakuza will believe they are hit
men from a rival crime organization.
In the event the Knights are caught
After the Battle Flag in the back rooms of the casino, they
will beexpelled from the building. Mr.
The Storm Knights will undoubt- If a Storm Knight has a Connection Kyotal will act very indignant at their
edly be drawn into the battle. After card, then she will recognize ]oe trespassing, and will threaten to call
beating up or subduing the bouncers, Reynolds as he is being dragged from the police. What he will really do,
the Storm Knights can examine them the casino, and he will be a little less however, is call Tak Lo Chien ("Scene
if they wish. If they roll up the thugs' suspicious after the alley incident. A Four: TheChemical Connection")who
sleeves or open their shirts, they will Mistaken Identity card, however, will will arrange for ninjas to shadow the
see the large, complicated designs that cause the detective to believe that the Knights and discover their motives.
indicate Yakuza (any Nippon Storm Storm Knight is a Yakuza plant. He If the Knights help Joe battle the
Knight will realize this immediately, will still play along, but he will be bouncers and then try to reenter the
and others can make a scholar (Nippon likely to try a test or a trap on the Chrysanthemum, the bouncers at the
culture) or Perception total of 8 or Knights. door will politely suggest that they
higher). patronize another establishment - or
]oe will brush off any attempts at else. If the Knights argue, the bounc-
questioning by the Knights, pointing Variables ers will simply bar the door.
to the surveillance camera overhead. If the Knights don't find out about
Pressing one of his business cards into If the Knights cause trouble in the Joe, have them encounter him while
the nearest Storm Knight's hand, he casino (i.e., drawing a fire combat he is investigating a case tomorrow.
will run down the alley. weapon or attacking someone with This leads into Scene Two.
If the Storm Knights attempt to lethal force), every casino employee and
pursue,]oewill make his best effort to the "Japanese businessmen" will takeanns
lose them and go to his hideout across against them!Thereare 12 businessmen Cut To ...
town (two blocks from his office). If (use the bodyguard statistics on page
the Storm Knights follow, he will ar- to). They will do everything possible If the Storm Knights "call it a night"
range a distraction by having some of to make sure the Storm Knights do not and have not done anything too outra-
his friends on the street delay them. leave the building alive, and they will geous, then allow them to rest peace-
If the Storm Knights linger at the not be deterred by the poSSibility of fully and resume the action in "Scene
casino, they should realize that the "civilian casualties," Two: The Source of Information."

.... ----------------_._.
video camera is tracking them. They

~
~. 13
Torg: Opention; Hard Sell

SCENE TWO: area. Before the Knights are admitted Joe keeps all his important infor-
to his office, Reynolds will be looking mation in a secret compartment be-
The Source of the Knights over and examining them hind the bookcase. It is a refurbished
for weapons, bugs, etc. Joe uses his closet and is as clean as the rest of the
Information find, evidena analysis and other Per- office is dirty. at only are there files
ception skills. on Kanawa activity on the American
The Situation If Joe does not know the Knights, West Coast, but there is information
and they are heavily armed, then he regarding just about every major Pos-
Standard. A meeting with Joe will sneak out a hidden back door and sibility War event to date.
Reynolds brings forth his suspicions round up some friends to capture the If Joe has suspicions that the Knights
about Yakuza involvement. He has Knights for questioning. Unless he are hereabout the Yakuza. he will have
several leads that he hasn't been able already has suspicions about the pulled the file about this before the
to investigate. Knights, he will see them. He may be Knights enter his office. He will under
very reticent to discuss his investiga- no circumstances reveal his secret
tions, however. compartment willingly, and only a find
The Action or Peraption total of 17 by the Knights
will uncover its existence. A lockpidcing
AssumingeventsinSceneOnewent
reasonably well, you can pick up the
Joe's Office total of 19 or higher is required to enter
the closet without a key.
scene with the arrival of the Storm The office proper appears even
Knights at the office of Joe Reynolds, smaller than the reception area. All the
Private Detective. Theoffice is located
in a reconstructed building on the
furniture - Joe's desk, the sofa, the The Information
filing cabinet. and the bookcase-are
South Side of the city. Joe's office is on covered with debris of one fonn or Joe will be hesitant to provideinfor-
the second floor, above "Lean Dog another. Most of the stuff consists of mation if he has not met them before.
Literature," a science fiction and fan- papers and files about long-standing If they say the right things, like men-
tasy bookstore. cases (there's even one about Jimmy tioning a concern over Yakuza in-
Hoffa, if the Knights were to dig far volvement or Japanese investment, he
enough), but none contain any infor- will use his speech below.
The Reception Area mation about current caseloads. If the Storm Knights helped him in
The door to Reynolds' office reads
simply "'Joe Reynolds, Private Eye:
'Their Business is Your Business.'''
Behind it is a twenty by twenty foot
room. The reception area contains two
beat-up sofas, a desk (for the properly
apathetiC Beth, Joe's receptionist), a
filing cabinet, a dying rubber tree plant.
and an old battery-operated rotating
fan. The door to Joe's office is behind
the receptionist's desk.
On a find or Perception total of 13 or
higher, the Storm Knights will realize
there is a hidden camera on the wall
behind the receptionist.

Further Investigation
IJ the Storm Knights are here at
Joe's request, they will be kept in the
reception area for only a few minutes
before being admitted to Reynold's
office. If they learned of Joe through
some third party (the card in Mr.
Kyotal'soffice, for example), their wait
will be considerably longer.
As part ofJoe's payment, the Rauru
Block installed a very sophisticated
security system within his reception

14
Act One

"Scene One: Exposing the HoleCard," of the surrounding rooftops. This is a gates and the entrance to the main
he will be more willing to talk. Read or ninja sent by Tak La Chien to spy on building. The building's six windows
paraphrase Joe's following speech: Reynolds, but he will take no action. are locked.
"So," he says leaning back in his The ninja will flee if chased. Four guards patrol the yard, while
chair and putting his feet on his desk, two are in the office building's re-
"you're interested in the Yakuza, huh? ceptionist area watching the security
I've been working in this city for over Cut To ... cameras.
tenyearsandIknowwhensomething's Corporate Enforcers
"Scene Three: Lumbering Along,"
wrong.." he states. "The air's wrong. At DEXTERITY 10
or "Scene Four: The Chemical Con-
first I thought it was the stink of the Dodge 12, fire combat 13, maneu-
nection."
lizards, but it's not. It's something ver 12, unarmed combat 12
worse." STRENGTH 9
Reynolds leans fOlWard and stares
at you intently.
Scene Three: TOUGHNESS 9
PERCEPTION 10
"With the lizards we knew whatwe Lumbering Along Evidence Analysis 13, find 12,
were fighting. We knew they could be tracking 13, trick (8)
killed. We could take them with the
right information. We don'tknow what
The Situation MIND 8
CHARISMA 8
we're up against here. Everyone is so This scene takes place in and around Persuasion (4)
busy celebrating, they've become the Ishiyama Lumber & Supply Co., a SPIRIT 7
careless. The Yakuza is here. Kanawa small, apparently independent com- Possibilities: none
is here, too. That spells trouble," pany owned and operated by a newly Of the six enforcers, four have this
Joe will then explain to the Knights formed Japanese company. The com- equipment:
that he has been watching thedealings pany is in northwest Sacramento, an SC Kyogo 144 (damage value 18,
of various Yakuza and Kanawa op- area that hasn't seen much rebuilding ammo 15, range 3-15/40/150), one
eratives for about a month. He won't yet. replacement clip ofammo, bullet proof
mention the Rauru Block, but he might The Storm Knights will probably vest (armor value +6/15), radio, flash
hint at "outside sources" of informa want to access the computer for infor light, hand cuffs.
tion. He will also talk of an "opera mation. They may also get cIueson the
tive" inside the casino. grounds. The Knights should be re- . These two are watching the secu-
This operative has made a definite ~nded that what they are doing is nty cameras:
connection between the Yakuza, illegal (whether or not it is the right 7mm Brandeis (damage value 20,
Ishiyama Lumber and Supply, and thing to do), and the guards will react ammo 18, range3-75/220/550), Kevlar
Lunton Biochemical. accordingly. armor (armor value +5/14), Infra-Red
Joe has maps to both areas. He is goggles, radio.
bein~ trailed so he can't investigate,
All of the enforcers have blue uni
but smce the Storm Knights are new in The Action forms with gold pinstriping and
town, it may take a little time for the Ishiyama security badges.
Yakuza tocatchon. Hesays Mr. Kyotal The Storm Knights, if they are fol-
goes to Ishiyama several times a week. lowing Joe Reynolds' advice, will ar-
He says something appears to be up rive at lshiyama Lumber & Supply Infiltrating the Yard
because there isa tremendous amount after midnight. They will see a typical
lumber yard: stacks of raw wood, The Storm Knights may pose as
of traffic between Ishiyama and customers and walk around the yard
Lunton, and a lotof Lunton shipments lumber, bundles of packaged boards,
a (ew forklifts, etc. There are two during the day. However, it will be
are headed north. Ofcourse, there isn't almost impossible to get to the com
much left to the north. buildings in the yard. One is an open-
walled pavilion that stores finished puter dUring daytime hours.
lumber and smaller heavy machinery, If they go near the barrels, a Per-
ception total of 10 wiJIlet them find a
Flags and the other is a small office area.
Inside the pavilion is a stack of pallets, transfer form listing several barrels
The card flags for "Scene Two: The with several barrels behind. bound for Lunton Biochemical. The
Source of Information" are the same ~e ~ompound is surrounded by a unusual thing is that there is no cost
as for "Scene One: Exposing the Hole chamlmk fence. There is a large gate listed for this transfer and it is initialed
Card," with the follOWing exceptions: on the western end and a smaller one by Ishiyama himself. The barrels con-
to the east. A lockpicking total of 12 is t?in a colo~less, odorless liquid stabi-
U one of the Storm Knights plays an hzer chemical, which is mixed with
necessary to open either of the gates.
Alertness card before entering Joe's The lumber yard is poorly lit, but the Operation: Hard Sell poison.
office, she will see, out of the comer of
there are security cameras by both
her eye, a dark figure moving on one

I.
15
Tors: OpeTlllion: Hud Sell

Operation: Hard 5e/l- Map 2


Ishiyama Lumber & Supply Company
Gate
Chain Link Fence

Lumber and ,_--1,---


Stacked Boards
I U I
B::l~~glll Pavilion
(machinery)

1m Gate I Sawdust

The Main Building lshiyama received the assignment to


establish a lumbercompany that could
If the character.> mention they are
looking for any tie-ins to Lunton BKr
The main office building is a one- be used to buy up land and lumber chemical, Operation: Hard Sell, any in-
floor pre-fab construction in the rights, he was told to "fit in" as much terests north of Sacramento, Mr. Kyotal
compound's center. There are five as possible. or any connection to the Yakuza. they
rooms and the reception area. Four Ishiyama considered this a dis- areon the right track. but the mainframe
junior offices are for sales managers tasteful proposition, but he had no watchdog will alert Chien. Ishiyama is
and foremen, while Mr. Ishiyama's choice but to accept it. His tour of Las allowed access to files regarding 0p-
office is a little larger. Each oElice has Vegas and Texasallowed him to gather eration: Hard Sell, sosuspicions will not
one shuttered window, except for the several "typical" office decorations: be raised immediately.
receptionist area, which has two. To store-hought picture frames (with the At the mainframe, Chien will wait
'Open the window from the inside, a models' pictures still in them), tourist- ten minutes, whilehedetermineswhat
lockpicking total of 14 is needed. A lifting trap knick-knacks from all over the the Knights are looking for. He then
total of 16 is required to force the Southwest, and even a stuffed boar's calls the security squad at the lumber
window from outside. head over his upholstered chair. His yard. if the Knights have incapaci-
All of the offices have computers. computer, however, is unmistakably tated all of the corporate enforcers,
However, the only computer with any Kanawa top-<)f-the-line equipment. then Chien will send a dozen of his
important information is in Mr. 1be case of the computer is locked. own men (use the same stats for them
lshiyama's office. This computer is Character.> must generate a Iockpiding as for the enforcers) and he will try to
hooked up to the mainframe run by total of 14 to open the case. A find or keep the Knights on line until they
Tak La Chien ("Scene Four: The Perception roll of 15 will let the Storm arrive. Chien's security guards will
Chemical Connection"). Knighlsfind the keylaped lathebottom take about twenty minutes to get to
of the desk.. Tak Lo Chien's computer the lumber yard.
Assignment: Unobtrusive system will know when Ishiyama's
computer is turned on. 1be computer Computer Cloak and Dagger
Iko lshiyama, apparent owner of will show that the last file accessed was
the company, keeps an office atypical named Operation: Hard Sell. In order to get any useful informa-
of most Nippon executives. When tion, the Storm Knights must generate
a scholar (computer science) total of 12.

16
This will be a macro skill use (Torg Trapping the Storm Knights window and demand surrender. The
Rulebook, page 49), requiring at least guards will try to keep at least one
ten minutes to get anything useful. When the enforcers have learned Knight alive for questioning byChien.
The user will get a +1 bonus for each that someone is in the office, or after
additional time value she uses when Tak La Chien's men have arrived, a
negotiating the system (a +1 if she trap will beset for the Knights. Half of Flags
takes 15 minutes, a +2 if she takes 25, the guards will sneak toward
etc.). Of course, taking longer also in- lshiyama's office and open fire on the .If one of the Storm Knights plays an
creases the risk of discovery (below). Knights. The guards will not try to be Alertness card during this scene, she
Read the result points on the Power quiet. will realize that the computer has a
Push Table. The unskilled penalty is The other half of the guard force silent alarm and that someone has been
+3 to difficulty. will wait outside Ishiyama's window notified of their activities surround-
and hide behind the cover of the lum- ing lshiyama's computer.
Minimal: Ishiyama Lumber & Sup- ber (have the guards make stealth rolls
ply has made several recent deliveries In theevent an Escape! card is played,
versus the Knights' find or Perception the enforcers will make a loud noise
ofsome undisclosed product to Lunton skill). They will shine flashlights on
Biochemical. before heading fortheir positions. This
the burglars when they crawl out the will give the Stonn Knights an extra
Average: The lumber company has
purchased twelve major lumber com-
panies' rights to the Northwestern
United States (from Portland, Oregon
to Big Timber, Montana) - territory
Operation: Hard Sell- Map 3
which is currently part of the Living Ishiyama Lumber & Supply - Offices
Land.
Good: There are several references to Computer Tables
recent shipments of some und isclosed
product to and from Eugene, Oregon
through Lunton Biochemical.
Superior or Spectacular: There are
9 ~.~ Cl
I1lIl

several coded reports going through
the satellite network to Japan every
week since the company's founding
three months ago.
Closet
~Coffee
Area
" I1l7

I{ any of the Storm Knights have


language or scholar (code breaking), then
they can attempt to break the code, IIIIl IIIIlIllll
which has a difficulty of 16 (unskilled
penalty is +3 to difficulty). If success-
ful, they realize the transmissions are Mr. Kyotal's
sent through a variety of red herrings Office
and on to Kanawa Corporation.

Discovered!
The Storm Knights will have 10
minutes from the time they access the
C1
o
computer until Tak La Chien calls the
enforcers at the lumber yard. If Chien
dispatches more firepower, they arrive
20 minutes afterthecall is made. These
numbers assume that the Storm
Knights did not draw undue attention
Receptionist
1
(}
lJ
D

to themselves by turning on lights in


the office or leaving unconscious or
dead bodies in the lumber yard.
If the characters did something ob-
vious, they arediscovered within three
minutes.

6~--------------_1_.
~. 17
Torg: Openlion: Hard Sell

minute to crawl out the window and be brought to Lunton Biochemkal, and things just fall into place), cut to "Act
hide while the enforcers take their p0- Chien will torture them for information Two, Scene One: Dragon Attack."
sitions. (see "'Scene Four. The Chemical Con--
nection" for personnel and layout). U
the Storm Knights free themselves and SCENE FOUR:
Variables put up a good fight, Chien will allow
The Chemical
them to escape on foot so they can be
If the Storm Knights don't use the
computer, have the enforcers make a
followed back to their employer.
If the Storm Knights don't get any
Connection
find check every time they circle the clues that something bad is going to StandardIDramatk. U the Knights
compound (about once every four happen, have them encounter a Rauru decide to go directly to Lunton BiG-"
minutes). The difficulty for finding Block agent who knows that Kanawa chemical and investigate, then skip to
the Knights depends on what actions is up to no good in Oregon. He will "Lunton Biochemical" later in the
they have taken. hand the Storm Knights the map from scene. They may contact Joe Reynolds
U they are captured, but were not "Scene Four: The Chemical Connec- (HReturning with the Prize (or at)")
able to break into lshiyama's computer tion," explaining that he cannot afford or head north ("Act Two, Scene One:
and don't indicate that they were trying to get personally involved in the mat Dragon Attack").
to, they will be turned over to Ihe Sac- ter, but they would probably find this
ramento police for questioning. They of interest. Assume the agent has been
will be held in jail for threeor four days,
and bailed out by Joe Reynolds, who
able 10 find out about the Storm Returning with the
Knights through rumors.
will question themaboul theiractivities. Prize (or Not)
A few days later, they willieamofsome
sort of epidemic in Portland. The ip- Cut To ... When the Knights return with
pon agents will be able to complete whatever information they were able
Operation: Hard. Seu undisturbed. If the Storm Knights wish to enter to obtain about lshiyama, Joe will be
Should the Knightsbecaughl break Lunton Biochemical, cut to "Scene waiting for them. He will listen to their
ing into the computer, Chien will wanl Four: The Chemical Connection:' U tale and comment on it (read or para
to question them personaUy. They will they decide to head north (and hope phrase):

18
Act One

'"'Y'know,'"' Joe says, leaning back


in his chair and lighting a cigarette,
'"'this Tak La Otien guy just doesn't
add up. Comes in, wants to be a repu-
table business man. He's dean. too
clean. I found out where his dirty
laundry is. Former Kanawa involve-
ment Un't prove a thing, but it just
doesn't feel right."
Joe will encourage the Knights to
investigate Lunton to find out what
Chien is doing.

The Action
Joe will propose the following plan
(read or paraphrase):
'"'Look. we just don't know what's
going on. But why send something
north? There's nothing up there but
jungle and lizards. I know these guys
- it's all profit. There's no way they
can make money up there. There's
something we don't know about.
'"'Tak Lo Chien has an office on the
second floor of Lunton, so the best
bet would be to get in there. I figure,
though, that you might be able to and the sadly ineffective security sys- and Three, he is expecting some
find out something inside the ship- tem, and replaced them with Nippon trouble. He has set a trap.
ping office on the first floor as well." Tech equipment. Otien has deliberately softened se-
Joe recommends either sneaking Now, Lunton is part factory, part curity at Lunton toallow the Knights in,
into tunton dUring the day somehow fortress. Because the biochemicals vi- but notout. He wants toleam what they
(perhaps in the back of a truck) or tal to the Operation: Hard Sell project know and who they are working for.
trying to beat thesecurity at night. The are produced here, Tak 1.0 Chien is
latter is probably, he believes, themore almost paranoid about security. He
viable option. believes that if the Delphi Council The Mouse and the
knew what Nippon was really trying
to accomplish here, they would move Cheese
Lunton Biochemical against Nippon. The general populace When the Stonn Knights plan the
certainly would. Therefore, he has
Lunton is heavily fortified, unlike break-in, Joe will point out the two
employed his best and brightest se-
Ishiyama Lumber and Supply. Some- places the information is most likely to
curity agents to guard Lunton, and he
body doesn't want theoutside to know be: Chien's own office and the ship-
has spared no expense on equipment.
what's going on. Thecomplex is in the ping office. Joe will emphasize that
The compound is surrounded by a
northeast section of town. security at the plant is tight, and that
high fence. There is a main entrance,
Since Lunton was originally an the party should stay together. He fig-
flanked by two security cameras, a ures that if there are a lot of individu-
American company, Tak Lo Chien truck in the loading doc:kand a service
decided to keep the name. He felt, and aisroamingaround Lunton. then there
entrance.
Kanawa agreed, that the Nippon take- will be a greater chance of discovery.
over of the West Coast would be more Unfortunately, this is the plan Tax
Lo Chien expects. He has disabled
effective if the Americans remained The Not-so-tragic portions of the security system in an
blissfully unaware that they were be-
ing invaded. Likewise, when Chien Flaw attempt to herd them into the trap. The
moved into the old warehouse/fac- Knights will notice, on an evidence
tory, he decided not to change the Since Chien has been watching Joe Qllalysis or Perception result of 11, the
layout that much. He did, however, Reynold'S office, and probably has security camera near the service en
rip out all the old machinery (which heard about the Storm Knights be- trance door is malfunctioning slightly.
had provided a Core Earth hardpoint) cause of their actions in Scenes One

tfI~----------------_'_
'I'OilIP. 19
Torg: ~tio": Hud Seu

Operation: Hard 5e/l- Map 4


Lunlon Biochemical
Gate

To 1-80
Security
Parking Lot Camera

Visitors'
Parking

Gate
'-----.t--To 1-5-

Loading
Area

The service entrance camera's rota- it, and then stealth or Dexterity rolls of figure out from the map that Lunton
tion has been slowed <quick-moving 100r above to avoid its field of vision. receives shipments from Japan and
Knights, with a running or CNxterity All security cameras in the complex Houston, and there are very few ex-
result of9, could run from the parking have the same statistics. ports to anywhere.
lot and through the service entrance
door before the camera swings around The Next Step towards Into the Computer,
to the door). Thedoor is unlocked (the
patrolling guards go in and out of it
Disaster Once Again
occasionally, so they see no need to Getting into the shipping office is Because Chien wants the Knights
lock it). simple if the Knights have Joe's map to probe his mainframe and show him
Chien has two enforcers positioned with them. It is the only enclosed of- what they are looking for (he is
at each gate entrance, which is normal, fice on this floor. If they attempt to use monitoring the shipping office's
but none patrolling the grounds. Chien the computers in the general office computer from upstairs), he has or-
wants the Stann Knights to enter, but area (there are severa!), they will not dered the computer to be unlocked,
not to leave. be able to link up with the mainframe and he has Simplified some of the
(and they will have to avoid the cam- commands. While Chien observes the
era every round). Only the shipping Stann Knights, the trap is set into
Once Inside office's computer can get the infonna- motion.
tion they want. Getting infonnation from the com-
If the Knights enter the building by The shipping office is plain, with a puter is a macro skill use, with a mini-
the service entrance, it is possibleChien desk, two chairs, a map of the world mum time of six minutes (value 13). For
will not see them on his security with little rnulti-<:olored flags on pins, each time value the Stann Knights take,
monitor. There is a camera in the gen- and a computer. If the Knights search add a bonus of +1 to their roll (for ex-
eral office area, but it is slow moving the room, they will find nothing to ample, taking ten minutes, value 14,
and the service entrance ison the edge indicate shipments north of Sacra- getsa +1bonus;taking15minutes, value
of its vision. Due to the low lighting.. mento. On an tvidma IlnQlysis or PeT- 15, gets a +2). On a schoitzr (computer
the Knights wiJI have to make find or aption result of 11, they will be able to sciena) result of nine, the Storm Knights
Paaption rolls of 13 or higher to spot

20
[II'J Operation: Hard Sell- Map 5
~ Lunlon Biochemical- Offices

Firsl Floor Second Floor


00000 00000
00000 0 0000
00 ,0 ~, 0000
o 00

..
FtJled Chemical
Containers /00

Empty
Trud< Chemical
Containers
Loading 00000,
Boy 00 0
o 'OO~O Open to
First Floor
0000

"
00 0 0 0000
o
0

.=
Gl .

Machinery

Stairs
Do~

Area under Second-Floor Catwalk Catwalk

o:l ~ ~ OJ ~
0

e.-11 OJ ~ Open

<> Junior

Cl 0 Stairs
Office Area

*
Office
A... Down
Of'", o
CJ

Junior
Offi",O ~ ~o
I CIooet

Private
Both
* ~

(J-O
\;W
O.
T.kLoCh""'sOffke

...

I
~

Receptionist ~

21
I.
Torg'. 0 peuhon;
. Hard Sell


Act One

will discover the following infonnation diately. They have flashlights and and women. He grins evilly and there
(unskilled penalty of +3): make no attempt to be stealthy. isa flash of malice in his eye as he says:
-Minimal: Lunton Biochemical pays The plan calls for the enforcers to "So, mylittle detectives, you attempt
engage the Storm Knights briefly, then to beard the lion inhis lair. I am Tak Lo
Kanawa Corporation, through su~
run towards the machine area. Otien, honorable scientist and busi-
sidiaries, a substantial amount of its
profits every quarter (though it is un- nessman, and you are my prisoners."
Corporate Enforcers You hear, from behind the rna
clear where these profits come from); (four as decoys) chinery, the unmistakable sound of
- Average: Ishiyama Lumber & Supply DEXTERITY 11 submachinegun bolts being locked
was ordered by Lunton to purchase Dodge 13, fire combat 13, maneu- into place. From all over the ware-
the Iumber rights for the northwestern ver 13, unarmed combat 12 house, Enforcers rise up out of their
Living Land; STRENGTH 9 hiding places and point their weap
TOUGHNESS 10 ons at you.
-Average: Lunton Biochemical has PERCEPTION 10
been shipping chemical mixtures "Surrender, little detectives. I bear
evidence analysis 13, find 12, track no malice towards you. We are busi
(content undisclosed) north to a secret
ing 13, trick 12 nessmen. I just wish to know who my
base referred to as "Operation: Hard MINDS
Sell" east of Portland, Oregon; competitors are."
CHARISMAS
-Good: A report from the base states SPIRIT 7 Chien will not be expecting the
"edeinos and humans respond to vi- Intimidation 11 Storm Knights to surrender, but he
rus predictably; vaccine less reliable; Possibilities: none. will be expecting some sort of banter
testing will continue"; Equipment: flashlight, bullet proof before the lead starts flying. There are
vest (armor value +6/16), Chiang 67 two enforcers per Storm Knight. They
-Superior or spectacular: A map of will delay their actions until the Storm
California, Oregon, and some of the (damage value 16, ammo 8, range 3-
10/25/50). Knights makea hostile move, and then
surrounding states (enclosed) with
they will fire. Chien wants some of the
stelae lines drawn, Eugene, Oregon These guards will try to fall back Knights alive, however, so they will
circled, Portland circled, and an "X" towards the machine area without try not to kill them all ... if they can
east of Portland; and getting killed. Even if they begin to help it.
-Superior or spectacular: A report win (highly unlikely), they will head
dated yesterday stating that "virus in that direction. The idea is to get the Corporate Enforcers
perfected; sufficient supplies for Port- Knights to chase the decoys. DEXTERITY 11
land resistancecommunity and nearby Dodge 12, fire combat 14, maneu-
edeinos being manufactured; results ver 13, unarmed combat 12
within days." Snap! STRENGTH 9
TOUGHNESS 10
Chien will send his enforcers after The Jaws Close PERCEPTION 10
15 minutes even if the Storm Knights Evidence Analysis 13, find 12,
haven't found anything interesting. If the guards are able to entice the tracking 13, trick 12
Knights into the machine area, Chien MINDS
will wait one round (to make sure
CHARISMAS
The Trap is Sprung! most of the Knights are in) and then SPIRIT 7
flip on the lights. At this point, the Intimidation 11
When Chien notices the Knights scene switches from Standard to Possibilities: Two of the enforcers
accessing the shipping computer, he Dramatic. have two possibilities each, and re-
will order his men into position. Six of When the lights come on, the de- ality skill adds of one. The rest are
his best enforcers hide in the machine coys will dive for thenearestcover. An not possibility rated.
area adjacent to the general office area. automatic mechanism swings the door Equipment: Most of the enforcers
Heand his four ninja bodyguards will shut behind the Knights (a Strength are armed with a SC Kyogo 144 (dam-
position themselves on the catwalk roll of 16 is required to keep it from age value 18, ammo 15, range 3-15/
overlooking the machine area. When closing each round it is active), and a 40/150), one replacement clip of
the Knights are just about finished, he laugh will sound from above. Read or ammo, bullet proof vest (armor value
will send four enforcers either down paraphrase the following: +6/16)and a Chiang 67 (damage value
the stairs or through the door linking The lights of the room come on sud 16, ammo 8, range 3-10/25/50).
the machine and general office areas, denly, leaving you -blinking. As the The possibility-rated enforcers each
where they will act as guards "on pa- guards you chased dive for cover, the haveaSCKyogoT11 (damagevalue21,
trol. " door behind you swings shut and a ammo 40, range 3-40/150/400), and
The four guards, if no one appears harsh, cruel laugh rings out from above Kyoto armor (armor value +7/17).
to be in the general office area, will and behind you. You look up to see a
proceed to the shipping office imme- The four ninjas are to protect Chien
tall, greyhaired but solid Oriental SUI- but may join the battle if most of the
rounded by four black-garbed men enforcers are incapacitated. The ninjas


23
Torg: Op6.)lic;H\~ Hud Sell

appear to be unarmed. With their 15 He will becompletelydefended by the


prestidigitation skill, they will be able CHARISMA 10 Ninjas, and will use his possibilities to
to draw weapons from their suits in Charm 14, persuasion 16, taunt 12 counter theirs.
the blink of an eye. The ninjas will use SPIRIT 10
their stenlth to sneak up on unsuspect- Intimidation 15, reality 14 Fighting it Out
ing Storm Knights and then engage in Possibilities: 14
melee. Theywillusethethrowingstars Equipment: Kanawa KMl1 (dam- The villains attempt to subdue the
as a distraction if necessary. age value 18, ammo 12, range 3--10/ characters before killing them. Chien
25/40), micro radio, very expensive believes he has the resources to wear
Corporate Ninjas suit, $2500. them down. If the battle seems to tum
DEXTERITY 13
During the battle, Chien will direct against Chien, he will tell his enforcers
Acrobatics 14, fire combat 14, ma-
his troops. He will also use his non- to use whatever force is necessary to
neuver 14, martial arts 16, melee
combatant skills (intimidate, test) to try stop the Storm Knights.
weapons 14, missile weapons 14, The enforcers will flee if Chien is
prestidigitation 15, stealth 14, un- to get the Storm Knights to surrender
or, at 1east, to throw them off guard. killed or knocked unconscious, al-
armed combat 14
STRENGTH 9
Climbing 11
TOUGHNESS 9
PERCEPTION 9
Tracking 11
MIND 9
CHARISMA 8
SPIRIT9
Reality 10
Additional Skills: Threeat +1 adds
Possibilities: 8
Equipment: AU of the ninjas carry
Shimsi Swords (damage value STR
+5/14). a standard sai (damage value
STR +3/12), threesmoke screen pellets.
a smoke screen lens, sorobu gloves
and boots(+2 tocfimbing) and a Niyoki
camouflage suit (black, +1 to stenlth).
Three of the ninjas are carrying three
heat-seeking throwing stars (+2 to
miss;'#! wenpons with vital blows, dam-
age value STR+3/17, range 3--10/15/
20). The final ninja has five heat seek-
ing throwing stars and three electro-
stars (damage value STR+5/18, auto-
matic UK" result. double any shock
damage, and an additional wound is
inflicted if there is a wound resuh,
range 3-5/10/15).
Tak Lo Chien
DEXTERITY 10
Dodge 12, fire combat 13,stealth 14
STRENGTH 9
TOUGHNESS 10
PERCEPTION 11
Air vehicles 12, evidence analysis
14, find 13, land vehicles 12, lan-
guage 13. scholar <Yakuza lore) 16,
scholar (business) 14, scholar
( ippon law) IS, trick 17, scholar
(computers) 14
MINDU
Science (chemistry) 13. science
(computers) 15, test 15, willpower

24
Act One

though the ninjas will fight tothedeath. Other Options Mr. Kyotal will take the same actions
Nine barrels are stored in the north (as he gets comfortable in his new
section and they are filled with the poi- The only way to disarm all the position as head of Kanawa's Sacra-
son thatwill be used in Operation: Hard bombs is to use the remote control mento activities).
Sell Any failed attacks in that direction Chien carries with him. Should the Knights not take the
have a two in 20 chance of striking the If he has escaped, then the remote truck for some reason, it will hamper
barrels and causing a huge explosion control is with him. If he was wounded their activities in Act Two. The truck
(the poison is highly flammable). during the battle, one of the shots hit will greatly speed their progress, al-
U the barrels explode, the blast ra- and destroyed. the remote control. If though it will be a liability when they
dius is 6/15/40and the effect value is Chien has been subdued without be- get to Cottage Grove. If they have
24. Fortunately, the poison evaporates ing wounded, the Storm Knights may taken another vehicle, assume that
in three rounds if it has not been mixed be able to disarm the bombs with the Chien's operatives have spotted them
with the other biochemical agents controller(makeanaridenua1Ullysisor and reported it.
(stored separately in the facility). Once Perception roll with a difficulty of 12). In the event that the Storm Knights
the first barrel explodes, the rest will There is no other way, including give up or are captured by Chien, he
follow within two minutes, so Chien playing an Opponnlt Fails card, to stop will tie them up and torture them to
will order an evacuation of the facility. the bombs from exploding. find out what they know and, most
Chien hopes thebombs will kill any importantly, who sent them. See the
Storm Knights, but his prime objective "Variables" section in Scene Three for
When the Bullets is to destroy any evidence of Kanawa's a description of this procedure.
presence. eliminating the link between If it seems unfeasible for the Storm
Stop Flying Kanawa and Operation: Hard Sell. Knights to escape, Joe Reynolds may
After the Knights have defeated or lead some Rauru Block agents in to
rescue them.
driven off Chien, they can go upstairs
to Chien's office.
The Escape
Unfortunately, Chien has planned
even for this eventuality. He has
The keys are in the truck, the load-
ing dock door can be unlocked easily
Awards
planted bombs all over the factory and (difficulty of five), and there's a full Every Storm Knight who survives
set them to detonate if anyone turned charge to the truck's battery (it's elec- this Act should receive three possi-
on the computer without first dis- tric). If the Knights look in the glove bilities each. If the Knights did not
arming the hidden bombs. compartment, they will find a map obtain enough information for them
Lf the Storm Knights search the (identical to the one in Chien's com- to continue on their own, then reduce
room, then they will find a bomb un- puter) with Interstate Five highlighted. the award. to two each. U they killed
derneath the desk, with the timer set Chien, then give each an extra possi-
todetonatesoon (fifteen minutes after bility.
the battle began). The Storm Knights Variables
should realize that Chien has prob-
ably planted more than one bomb.
At this point, someone (probably
Chien will not report his failure to
his superiors or Maji Khenoto. How-
Cut to ...
the gamemaster) should mention the ever, Chien will dispatch operatives Act Two, north of Sacramento on I-
truck in the loading area as a means of after the Storm Knights and will in- S. The Storm Knights are on their own
escape. form the Spartans that "dangerous and off to stop Operation: Hard Sell.
criminals have stolen a truck of highly
dangerous chemicals:' If Chien dies,

25
.-
Tors: Oper.lion: Hard ~II

Act Two

North on 1-5
The Major Beat charge to travel about 700 kilometers.
After this, the battery will have to be
In this act, the Storm Knights must replaced or recharged.
drive north on Interstate Five toward The communications and radar
Portland, Oregon. They must avoid systems require a science total of 12 or
Kanawa agents and hostile Spartans higher to activate. Use the sciDJa skill
while trying to stop Operation: Hard modifiers on page 56 of the Torg
Sell. Rulebook (a Core Earther would have a
During the first scene, the Knights difficulty of 22 to operate it),
encounter an unusual Nippon Tech The communications console has a
creature. They will face an ambush range of 200 kilometers and the radar
just before entering the Living Land is useful for up to 10 kilometers. In
dominant zone, and must finally infil order to detect a movi06-0bjecllYithin
trate a heavilyarmed Spartan camp O::kiIo~r tylgl!, th.$-Operating
just inside the Living Land for fuel. haractefm~make.-asciena roll
ga'nsttheob;ect'sstealth eobject
, ea ym ,
SCENE ONE: then the base difficulty is seven. The
object must beat least the size ofa man
Dragon Attack for the radar to detect. Cover adds to
the difficulty number.
The Situation
Standard. In this scene, the Storm
Cargo
Knights will leave Sacramento and In the back of the truck are six large
head north along Interstate Five. They cylindrical containers. Three are
will begin the scene in the ippon marked "Biochemical Agricultural
Tech pure zone surrounding Sacra- Stimulant" (this product gives the
mento and end it just inside the ad- poison a longer active life and makes it
joining ippon Tech-Living Land stable) and the other three are labelled
mixed zone 180kilometers to the north. "Reseeding Catalyst" (the poison is in
It will take the Knights three hours to these barrels). The labels are printed
drive the distance in the Nippon Tech in Japanese. These biochemicals, when
truck. combined, produce the deadly virus
for Operation: Hard Sell. The barrels
are sealed, with no lids. The first bar-
The High-Tech Truck rels contain a colorless, odorless liquid
stabilizer chemical to be mixed with
The truck from Lunton Biochemi the poison. The chemical is not ex-
cal appears to be a plain army truck, plosive or dangerous by itself.
but inside it is obviously not from If the Storm Knights are unwise
Core Earth. While the steering wheel, enough to open the barrels with the
gas and break pedals, and othersimple poison, everyone within three meters
mechanisms are the same, there are suffers damage from the poison (dam
also fuel monitoring systems, radar age value 24). The poison is highly
and communications gear. The truck flammable and evaporates in three
is electrical and, on an evidenceanalysis rounds unless mixed with the other
or science (mechanical) skill roll of 8 or chemical. The range of an explosion
higher, it appears to have enough of a for one container is 6/15/40 and the
effect value is 24.

26
Act Two

If the Knights choose to keep the ing the vehicle the Knights have liber- Nippon Tech dragon. Any Nippon
lethal cargo in the truck, then keep in ated. At the end of the scene, when the Tech characters will recognize the
mind the explosive value of the three Knights have entered the Nippon- creature from their mythology.
containers.lf the Knights get involved Living Land mixed zone, there will be Nippon Dragon (Transformed)
in a gun battle, there is a chance that an encounter with an unusual beast. DEXTERITY 14
thecontainers will get hit and explode. Unarmed combat 19
Almost a Dragon STRENGTH 17
Sky Sleds TOUGHNESS 19
Upon crossing into the mixed zone,
PERCEPTION 5
Hidden underneath the truck on a the Knights will notice a change in the
Find 14, Trick (12)
rack are two Nippon sky sleds. They environment. While the road they have
MINOS
look very much like jet skis, but they driven on remains in reasonable shape,
Survival 13, test (16)
are used in the air. To operate theOda the jungle is much denser. It grows
CHARISMA 4
I1SkySled (Tech24,Speed 125/80/13, right u p to the road, and nearly eclipses
Taunt (13)
fatigue 1, passengers 1), the character most of the ruined buildings they pass.
SPIRIT 4
must first make a science total of 10 or In the Sacramento area, it is likely that
Intimidation 16
higher to tum it on and figure out the I they Knights passed a few travelers or
Possibilities: none
basic controls. The Sleds operate on occupied houses, but here there is no
Natural Tools: Scales (armor value
electricity and may run for an hour. sign of civilization save the road they
+3/22), teeth (damage value STR +4/
They may be recharged by hooking travel. A fine mist hangs over the area.
21), trample (damage value STR +3/
them into the truck while it is running If anyone is able to use the radar
20), running limit value 14
(ten minutes to fully recharge). system in the truck, and is able to
Note: While more intelligent than
penetrate the cover of the jungle, they
most animals, keep in mind that this
will perceive a largeobjectclosingfrom
oriental dragon is still only an animal
The Action the northeast ten seconds (one round)
and will act like one. It is a strong
before it bursts out of the jungle and
Aside from escaping the reach of predator, and cunning in some re-
attacks the truck.
the Sacramento Yakuza, this scene in- spects, but the law of the jungle-self-
The creature is a Living Land dino-
volves little but driving and examin- preservation-rules it entirely.
saur which has transformed into a

R ealily Storms
The Nippon Tech/Living physical threat to the Storm to any Perception or Dexterity
Land mixed zone is home to some Knights, they could cause men- based skill).
of the most vicious reality storms tal damage. Ofcourse, if the truck - Bigger storms should have cor-
so far in the Possibility Wars. is caught in a storm and still has respondingly bigger effects and
The mixed zone is composed of the chemicals on board, things longer durations. Effect values
stelae from two different realms. might be over for the Storm in the mid-20's would beenough
Because of this, the zone cannot Knights very quickly. Here are to shatter houses (with attacks)
"flip" to either Living Land or some guidelines on what they or create temporary realities that
Nippon Tech, so thearea will be can do: can last for a couple of hours.
buffeted by the storms until one -The majority of the storms Inflict larger penalties for Per-
realm's stelae are removed. should have an effect value of 18 ception- and Dexterity-based
Reality storms can appear in- or less (for damage), with dra skills.
stantly. They can last for hours matic but not spectacular effects.
or maybe only seconds, and - The rarest storms will cause
The storm's winds could make a vivid hallucinations and fear-in-
might travel for dozens of miles physica Iattack, or the storm may
or be limited to a small area. A spiring alterations to reality.
make a mental attack. Such Most characters will be shocked
storm will be attuned to either storms often last less than ten
Nippon Tech or the Living Land. into inaction, able to do nothing
minutes, and have few lingering but try to hold on to their sanity
Reality storms attack things that effects. A few items might be
directly contradict the attuned (for example, make a Spirit check
transformed in the storm. Per with a difficulty of 14; failure
realm's reality. ceptions of distance would be
Reality storms are best when should cause a penalty while re-
affected by the reality warping maining in the zone).
used fordrama in theadventure. of the storm (a -3 penalty ormore
Notonly will these storms pose a

I.
27
Torg: Ope~tion; Hard Sell

The dragon is eight meters long a much greater range. If pursued, the Three hundred and fifty kilometers
and three meters tall, witha huge bony plane will pour on the throttle and after the dragon attack (maximum
ridge around its neck. Its ornately col- head south as fast as possible. maintainable speed on this road is
ored red and blue scales terrorize any about 50 kph), the Knights will reach
smaller animals unfortunate enough the outskirts of a community once
to cross its path. The dragon will at- Flags known as Cottage Grove.
tack anything which appears edible or
may pose a threat. -An Idea card could tell the Knights
that the dragon isa transformed dino- The Action
saur (if they haven't already figured
Looking Up Old that out) or it could help them realize Since its "emancipation," the Spar-
that the Sacramento Nippon agents tans have used Cottage Grove as a
Friends have used some means to locate them stopover before entering the Living
and the truck. land dominant zone to the north. The
After dealing with the dragon, the planes that have been flying overhead
Knights will hear the sound of a prop- are the communications link between
g ~ nyingoYtheod. If .h"ll SCENE TWO: the Sacramento Kanawa organization
generate a find or Perception total of 14 and the Spartans stationed at Fort Eu-
or higher, they can actually see it. TheX Ambush at Cottage gene. After the Knights escaped Tak
y.,-o,lcourse, use the radar equip-
ment in lhet.rndr.'fhe-phme-isa15Out Grove La Chien, he contacted the Spartans
and told them that dangerous crimi-
500 meters up. It will fly over the area, nals had stolen a truck loaded with
circle, and head back south. If the The Situation explosive chemicals.
Knights attempt to pursue (on the sleds The Spartans have been ordered to
or on the ground), they may, but they Standard. The Stann Knights will
bepassed overby small, private planes stop the Storm Knights and hold the
should realize that the plane has a truck for the Nippon agents that will
much greater speed than they do and at least two more times during the
next day. The road will get rougheras soon arrive.
they go.

28
Act Two

Running the Gauntlet side streets, they could easily be mis- CHARISMA 9
construed as harmless rubble. Taunt 11
The trap is simple. Some Spartans SPIRIT 9
have gone to the burnt-out remnants Possibilities: 8
of Cottage Grove. They have blocked Spartan Attitudes Equipment: three knives (damage
off all the streets except for 1-5, which value STR +3/17), compound bow
goes right through the middle of the The Spartans are a combination of (damagevalue+7/25,range3-10/100/
old resistance community. The Spar- patriots, mercenaries, and ruthless 250), M-16 (damage value 20, ammo
tans have hidden themselves in build- killers. Most of them believe their 10, range ~0/250/400), cigar, bull
ings on either side of the road and will assignments are the right thing to do. hom, combat fatigues, cowboy hat,
attempt to shoot out the tires of the However, a few are bloodthirsty mur- motorcycle (hidden in supermarket).
vehicle as it drives by. When the derers, such as Pete "Uproot 'em and
Knights disembark, the Spartans will Shoot 'em" Combes, the leader of this
finish them off. assault. He will observe the ambush After the Ambush
Since the Spartans have been from the roof of one of the few intact
warned that the chemicals in the truck bUildings in Cottage Grove and flee If the Knights survive the ambush
are toxic and explosive, they will try immediately if it seems like the Knights they will probably hear, if not see,
not to shoot at anyone in the truck are winning. Though he enjoys Combes streaking north on his motor-
unless absolutely necessary. The Nip- shooting people, he is under orders to cycle. Surviving Spartans will head
pon agents (who will arrive one day report to his superior Derek Ginz for their horses and try to make for
after the ambush) hope to recover the <below). Fort Eugene. It will be almost impos-
expensive biochemicals. Both parties, Pete "Uproot 'em and sible to catch Combes in their truck
however, would rathersee the Knights (assuming it's still functioning) since
Shoot 'em" Combes
dead even if they lose the chemicals in he has a much more maneuverable
DEXTERITY 11 vehicle and knows the terrain.
the process.
Beast riding 12, dodge 13, fire com- If the Knights question any of the
There are thirteen Spartans. They
bat 13. heavy weapons 13, maneu- Spartans (if any are alive), the men
have the same stats, and three of them
ver 12, melee weapons 13, running and women who participated in the
have two possibilities each.
12. unarmed combat 13 ambush will seem self-righteous and
Spartans (13) STRENGTH 10 arrogant. They feel that they are the
DEXTERITY 10 Lifting 12 last defense of their country.
Beast riding 11, dodge 12, melee TOUGHNESS 11 If one is able to be interrogated
weapons 12, missile weapons 13, PERCEPTION 9 effectively, however, the Knights will
stealth 12, unarmed combat 11 Find to, first aid 11, land vehicles learn the following things:
STRENGTH 10 11, scholar (military tactics) 11,
TOUGHNESS 11 tracking 12 -The Knightsarewanted by the Delphi
PERCEPTION 9 MIND 9 Council for terrorism;
Evidenceanalysis 10, find 11, track- Survival 13, willpower 11 -The Nippon businessmen have been
ing 10, trick 11 communicating with Fort Eugene; and
MINDS
CHARISMA 9
Charm 11, persuasion 12, taunt 10
SPIRIT 9
Lntimidation 10
C ottage Grove: Posthumous Report
Possibilities: three of the Spartans Before the Possibility Wars, keep in touch with Eugene and
have two possibilities each Cottage Grove was a mid-sized Portland, Oregon. Realm run-
Equipment: Huntingrifle(damage community similar to many ners brought news and supplies.
value 19, ammo 8, range ~0/300/ other towns in the American When it looked as if the Cot-
600), 100 meters of rope, spear (dam- Northwest. When Baruk Kaah tage Grave community would
age value STR +3/19), horse (one kilo- invaded, however, all that survive, the Spartans showed up.
meter north of town). changed. Most of the citizens Brash, heavily-armed men came
died in the initial invasion, or into town and demanded that
Because of the light mist of the
transformed and then died in the the resistance community relo-
mixed zone, the Knights will be un-
aftermath. Few survived. Some cate ... or else. The townspeople,
able to see the Spartans if they are
fled north to Free Canada, while enraged at the demand and
driving into the town-until it's too others headed for the Pacific doubting the authority of the so-
late. If, however, the Knights scout Ocean. Most, however, decided called "Delphi Council," refused.
ahead---eitheron foot or using the sky
tostay. They formed the Cottage TheSpartans destroyed the town,
sleds-they may be able to detect the
Grove resistance community. killing anyone who couldn't flee
ambush. Although the Spartans have
The community managed to into the jungle in time.
put up obvious barricades in the town's

~~-----------------_
~ 29
..
Torsn....
..... ~.lIlion: HMd Sell
"".:' ,wu

Fort Eugene has an airstrip and a If an f.salpt! card is played, the SCENE THREE:
hardpoinl. Knights may be able to slip off into the
This is information that will not be jungle ... minus their truck. In this Refueling and
diffirult to get out ofa defeated Spartan. case only. the Spartans will let them
1lle Spartans know nothing about a run away as long as they leave the Reconnaissance
Nippon realm or Operation: Hard 5eU, vehicle.
though theydo know Japanese '1ogg.";"
The Situation
went north, near Portland, about a
month ago. Variables Standard/Oramatic. The truck is
running dangerously low on electric
IfCombeshimselfiscaptured, which current. Fort Eugene is the only place
While the Spartans are not inter
is possible but unlikely, he will know to get a replacement battery.
ested in taking prisoners, if the Knights
more about Fort Eugene and the Japa- Just up ahead on Interstate Five is
surrender early in the combat (before
nese traffic, but not a lot. He is not very the old city of Eugene, Oregon. If the
they have seriously injured anybody),
loyal "tothecause," somay actually talk Knights were able to get a map in Act
the attackers will let them. They will
easierthansomeofthe men and women One, or if they were able to interrogate
strip them of any weapons-includ-
he commands. He will teU the Knights one of the Spartans that participated
ing obvious cyberware - bind them,
thata plane travels to Fort Eugeneevery in the ambush, then they will know
and take them to Fort Eugene.
day. and then travels north to an area that Eugene as a city no longer exists.
near Portland. butthenew Fort Eugenestandsnearby.
Cut To '"
Flags "Scene Three: Refueling and The Action
Reconnaisance."
If an Alertness card is played, the If the Stonn Knights and their ve-
Knights may notice that something is hicle both survived the ambush at
moving in Cottage Grove, or that the Cottage Grove (Scene Two), then they
rubble in the streets looks man-made. will need to get a new battery for their

I.
31
Torg: OpuiItion: Hard Se.11

truck before going on to Portland. Ii value 21 in 3-meter sphere, stun dam-


the truck was destroyed, then they age only), .44 Magnum (damage value
wiU have to capture new vehicles. 17, ammo 6, range 3-10/15/40). bullet
Decay of Dead Things proof vest (armorvalue+6/22), walkie
talkie (150 meter range), first aid kit,
Todarify Lanala's LoveofLife
Fort Eugene on page 67 of The Living Land:
100 meters of rope, knife (damage
valueSTR +3/17), mapofOregon with
Fort Eugene, which has been estab- Anything which dies in the
CottageGroveand Fort Eugenecirded.
lished around a Core Earth hardpoint, Living Land decays within 24
Note: Cinz is suspicious of
was once a primary base for the Spar- hours.
Kanawa's motives and "assistance."
tans within the Living Land. Now, it is Food, once exposed to the
If the Stann Knights are able to prove
a gateway to the wildemess. Less than mist, decays according to the
that Operation: Hard Sell will wipe
five kilometers inside the Living Land Corrosion Chart on page 66.
out everyone in the Living Land areas
dominant zone, the Spartan base pro- Dead things brought into the
(including his Spartans), then he would
vides an excellent base of operations Li",ing Land, such as wood and
bea valuable ally. His starting attitude
for the Delphi Council's operatives. leather, are not subject to rapid
for any persuasion attempt is enemy
decay.
because he is convinced the Stann
Armaments Knights are terrorists. Cinz will also
consider the reaction of the blood-
The walls and buildings of the fort plus the bonus number. A Perception thirsty Spartans he is trying tocontrol.
are made of wood brought in from the total of 10 or better is necessary to spot
Sacramento area. Since the wood Fifteen Spartans remained at Fort
the pits. Eugene when Combes set up the Cot-
"died" before entering the Living
Land, it will not decompose as quickly tage Crave ambush. Five of them are
as wood in the Living Land tends to Personnel loyal toCinz, but the rest would rather
do. Fort EugeneresemblesanOld West obey Combes.
Fort Eugene's normally light
fort more than anything else. complement of personnel has been Ginz's Spartans (5)
ThreeMaremontM60machineguns built up because of Kanawa's "new DEXTERITY 11
have been mounted on the fort's walls plan" for taking back the Living Land. Beast riding 12, dodge 14, heavy
and are crewed by the possibility-rated Derek Cinz is Fort Eugene's com- weapons 14, melee weapons 13,
Spartans. They have damage value 23, mander, as well as head of the Sacra- missile weapons 13, stealth 12, un-
with range 3-1oo/600/1.5k. They are mento-based Spartans. Unlike anned combat 12
fed by a gunner's assistant and will Combes, Cinz is in this war because of STRENGTH 10
not run out of ammunition for several his patriotism. He is probably the most TOUGHNESS 11
minutes even if continuously fired. efficient and capable leader the Delphi PERCEPTION 9
TheSpartans have built three "rock Council has in the area. Evidence analysis 10, find 11, track-
tubes" as a more primitive means of ing 10, trick 11, first aid 12
defense. Thetubesare five meters high Derek Ginz, MINDS
and are made of wood. The tubes are Spartan Commander CHARISMA 9
at a sharp angle, ending just over the DEXTERITY 11 Chann 11, persuasion 12, taunt 10
fort's wall. The tube's platform is Beast riding 12,dodge 13, fire com- SPIRIT 9
wheeled, SO it may be pushed to any bat 14, melee weapons 12, missile Intimidation 10
point on the wall (weight value 15). weapons 15, stealth 13, unarmed Possibilities: 3
The platfonn hasa three by three meter combat 12 Equipment:.44 Magnum (damage
pen to hold the rocks. STRENGTH 10 value 17, ammo 6, range3-10/15/4O),
To work the weapon, a Spartan lifts TOUGHNESS 11 100 meters of rope, spear (damage
a large, round rock onto the elevated PERCEPTION 11 value STR +4/18), throwing knife
portion of the tube. The rock simply Evidenceanalysis 12,find 13, track- (damage valueSfR +3/17, range 3-5/
rolls down the tube,over the wall and ing 12, trick 12 10/15), bullet proof vest (annor value
smashes into whatever is in the way. MINDS +6/22), compound bow (damage
The rocks cause damage with weight CHARISMA 10 valueSTR +7/25, range3-10/1oo/2.50),
value +2. Heavy weapons skill is ap- Chann 12, persuasion 13, taunt 11 15 arrows
propriate for this weapon, but it can SPIRIT 9 Note: These Spartans all have atti-
also be used unskilled. The Spartans Intimidation 12, reality 10 tudes similar to Cinz. However, they
keep extra rocks near the north wall. Possibilities: 8 are under orders to shoot first and ask
The Spartans have dug nea rly three Equipment: Compound bow questions later, so they probably won't
dozen pits near the compound to dis- (damage value SfR +7/25, range 3- get to talk much.
courage approaching dinosaurs. The 10/100/250), 15 arrows, three explo-
sive tip arrows (damage value STR The remaining ten Spartans are
pits are four meters deep, with dam~

....'"
+9126), three tear gas arrows (damage under Cinz's command, but they fol-
age equal to the victim's weight plus 3
low Combes' lead. For their stats and

.".,....------------------
........ 32 .w;:v
Act Two

,
Q
l

"-----
cr- ,
t .r

equipment, use the non-possibility- TOUGHNESS 11 Eugene, then Ginz will notify the scout
rated Spartans from Scene Two. Re- PERCEPTION 9 leader of the Storm Knights' presence.
member to indudeCombesand anyof Evidenceanalysis 10,find 11, track- She will take six scouts south and try
his men that made it back to Fort Eu- ing 12, trick 11, first aid 11 to intercept the Knights before they
gene after the ambush. MINDS reach the fort. If she does this, she will
CHARISMA 9 spy on them and attempt to warn Ginz
The Scouts Charm 11, persuasion 12, taunt 10 of the Knights' actions. If the scout
SPIRIT 9 leader isn't warned, then there is only
There are ten patrolling Spartans in Intimidation 10 a slim chance that the Knights will
addition to those stationed in the fort. Possibilities: onlyoneofthescouts encounter any of the Spartan scouts
They have equipped themselves in is possibility-rated. She is the leader, before reaching the fort.
native fashion to avoid disconnection. with three possibilities and one add
They do carry guns, but will only use in the reality skill.
them in emergencies. Their primary Equipment: .44 Magnum (damage Inside the Fort
interest is scouting the surrounding value 17, ammo 6, range 3-10/15/40),
ten-kilometer area for trouble and re- 100 meters of rope, spear (damage There are two gates in the eight
porting in once or twice a week to the value STR +4/18), first aid kit, knife meter high wall of Fort Eugene, one in
fort. They travel in groupsofthreeand (damage value 5TR +3/17), one walkie the north and one in the south. The
four, and they generally don't set up talkie (leader only). gates slide and are nearly as strong as
camps. These Spartans are lookouts Description: ThesesSpartansdress the wall. The exterior walls are made
and will avoid trouble if at all possible. like Jakatts, but are Idistinguished of a double layer of upright logs with
from them by their hygiene and orga- sharpened. points. On the inside of the
Spartan Scouts
nization. They do everything they can wall, one meter below the top, is a
DEXTERITY 10
to avoid disconnection, but old habits walkway that circumnavigates the fort.
Beast riding 11, dodge 12, melee
die hard. There are usually at least four guards
weapons 12, missile weapons 13,
Note: If Combes or one of the am- on the walls at night and two during
stealth 14, unarmed combat 11
bushing Spartans makes it back to Fort the daytime.
STRENGTH 10

33

Torg: OpualiQn: Hud Sell

The Hardpoint and ammo forGinz's weapons. He has The Ammo Dump
ten extra clips of ammo for each side-
The Core Earth hardpoint is the arm, and twenty of each type of arrow. Ammunition and components for
former Jackson residence (see Map 8, Upstairs, if the Knights make a find the M-6O's are kept near the southern
"Fort Eugene"). The house is in good or Perception total of130r higher while entrance to the fort. There is enough in
condition and has two stories, a paved searchingGinz'sdresser, they will find the dump to keep all three guns firing
driveway, and a basketball court. The a packet taped to the underside of the continuously for severa] haws. The
mailbox, with the name 1ackson", is top drawer. In it, Ginz keeps a map ammunition is periodically checked
still at the end of the driveway. detailing California, Oregon, and for damage, and the boxes are rotated
The Spartans aren't sure why the Washington. The map apparently to keep them dry.
house has maintained Earth's reality, came with axiom lines drawn and la-
but they try to disturb it as little as belled (though the Nippon zones are The Refueling Area
possible so the hard point isn't de- labelled "Core Earth"), but Ginz has
stroyed. No one lives in the house, and added his own notes. In the northeast comer is the fuel
few of the Spartans ever enter it. Bat Near Sacramento, he has written dump, as well as the horse stables.
teries for electrical vehicles and food '1apson the West Coast." He has also There are seven horses and their sup-
are stored in the house's first floor traced lnterstate Five from Sacramento plies, which are kept near the gate. A
hallway. Thisistheonly location where to Eugene and written "truck route." wall separates Combes' and Ginz's
the Storm Knights can get replace- From there, he drew a dotted line to motorcycles and two drums of fuel.
ment batteries for their truck. somewhere southeast of town (just
It is easy for anyone within the fort over the axiom line into the mixed
to tell theexact extent ofthe hard point's zone) and wrote "airstrip." In the Getting Inside
influence. Inside most of Fort Eugene, north,Ginzcircled Portland and wrote
the Spartans fight an uphill battle to "Resistance Community-Strong." The best way to get into Fort Eu-
control the growth of vegetation. For a Just east of Portland, he put a red "X" gene will be to sneak in, because Ginz
15-meter radius around the house, the and wrote beside it "Edeinos village- is expecting the worst. The reaction of
lawn appears healthy but not uncon Aggressive; afraid of Portland." the Spartans will be hostile at best.
trolled. It is just to the northeast of this last Ginz will post extra guards if Combes
The Spartans have set up a "hold notation thatGinz's markings get con has not returned within six haws of
ing area" just outside the house (next being sent to Cottage Grove.
fusing. U a Knight makes an roidena
to the basketball court) where they put arwlysis or Perception total of 15, she There are no electric lights in the
anyone who "goes native." Anyone will realize that Ginz has been specu fort, but there are torches. Uthe Knights
who disconnects is kept there until lating on the location of something. try to break in, they will have to get by
they reconnect. This something is somewhere near the pits and over the walls without
The hardpoint is a 20-foot long. scale Soda Peak, Oregon. There are no addi- attracting the attention of the very
model of the aircraft carrier U.s.s En- tional notations. watchful guards. Anyone trying to find
terprisein thebasement. Thehardpoint the Knights should have a -3 penalty
has a dominant zone radius of 15 due to the poor visibility.
meters (value6), with a pwe zone area
The Barracks Once inside, the Knights must
of6meters(value4). Themodelweighs TheSpartans' barracks are long and choose where to go in a hurry. At
250 kilograms (value 12), and if it is low, built to hold up to one hundred night, there are four guards on the
moved, it loses its properties within people on bunk beds. The building wall, and usually one or two in the
five hours. holds plenty of ammunition, weapons courtyard. Just about everyone is out
(three M-16's and a dozen pistols) and during the daytime. Other than guard
and scouting duty, the Spartans have
The Commandant's Office miscellaneous equipment..lll Tech 23.
very few duties while at Fort Eugene.
ext to the house is the com- It is very difficult to predict where
The Field Hospital exactly each man or woman will be
mandant's office. It is a log cabin -like
all of the buildings except for the Jack In the northeast corner of the fort during the day, but the armaments
son house - but it is two stories high. lies the field hospital. There are vari- will be manned, and Ginz will be ei-
Derek Ginz's office is on the first floor, ous medical supplies (all brought in ther in his office or in the compound.
with his bedroom on the second. from Core Earth SO they won't decom-
If the Knights search Ginz's office, pose). Most first aid is done here, al-
they will find standing Delphi Coun- though surgery is done within the
cil orders, requisitions and receipts, hardpoint dominant zone.

34
....ct IWO

make it through the trees. If the Knights able to obtain transportation - either
Drama decide that this is still the better op- horses, motorcycles, or a new battery
Once the Knights reach sight of Fort tion, inform that even if they don't get for their truck - then give them two
Eugene, they should be informed that lost, and even if they find their way to each. In the event that they break in and
they are in a dramatic scene. This is Portland, they will be far too late to do find Ginz's map, give them three poosi-
because the Spartans arein their home any good. biJities each. If, by some ridirolous
turf and are prepared for trouble. A After a day or so of waiting, the amount of good luck and skill they are
break-in will be difficult for the he-- Spartans will send menout tosee what able to talk to Ginz and convince him to
roes, and a frontal assault will be near happened to the Knights. They will join them. give each Knight five possi.
impossible. probably be able to track the Storm bilities each..
Knightsand attack them in thejungle-
which will put the Knights at nearly as
Variables bad a disadvantage. In this contin- Cut To ...
gency, the fight will still be a dramatic
The Knights may decide to avoid episode. H Act Three: On the Road to Port
Fort Eugene entirely. They can do this land." The Knights must continue north
by going into the jungle and risking to Portland, in the hopes of finding out
getting lost (see The Living lAnd, pages Awards just what Nippon has planned for the
66 and 67). northwestern United States ... and what
If they do this, they will have to go If the Knights survive theact and are they can do about it.
on foot. The Sky Sleds will run out of able to continue only on foot, the award
power quickly, and the truck just can't is only one possibility each. If they are

35

Torg: Opeution.: turd Sell

Act Three

Portland Puzzle
The Major Beat The Storm Knights have encoun-
tered a band of six Portland
If the Storm Knights were able to Outrunners, who are hunting for food
sneak in and out of Fort Eugene unno- for the city residents. They heard the
tice.jl, then the Spartans will, under noise caused by the Knights hacking
orders from Tak Lo Chien, leave them through the forest and have come to
alone. If not, they may be pursued by investigate.
vengeful Spartans. Scene One intro- Portland Outrunners
duces the characters to Outrunners DEXTERITY 9
from the Portland Resistance Com- Beast riding 11, dodge 11, melee
munity, while Scenes Two and Three weapons 12, missile weapons 12,
wrap all the pieces of the puzzle to- stealth 10
gether, thanks to the computer hack- STRENGTH 8
ers known as "Ghost in the Machine." TOUGHNESS 9
The Act will conclude with a fiery PERCEPTION 9
battle over the Ghost in the Machine's Evidenceanalysis 10, find 11, track-
headquarters. ing 10, trick 11
MIND 8
CHARISMA 9
SCENE ONE: Chann 11, persuasion 12, taunt 10
Outrunners SPIRIT 9
Intimidation 10
If the Stann Knights have managed Possibilities: The leader has two
to get past Fort Eugene with some sort possibilities and two reality adds.
of ready transportation, they can fol Equipment: four spears (damage
low 1-5 (or what's left of it) north to value STR +4/18), three throwing
Portland. If they elect to investigate knives (damage value STR +3/17).
the airfield southeast of Fort Eugene, The leader of the Outrunners has a
that can be run as an interl ude between .44 Magnum (damage value 17,ammo
acts. There is nothing there. The planes 6, range 3-10/15/40). Another has a
used by the Nippon agents are in Savage 77E (damage value 18, ammo
Sacramento and the Operation: Hard 5, range 3-15/40/60). These charac
Seu base. tersalso havefirecombatskillat 12. Even
if the Knights attack them, the
Outrunners will hesitate to use their
The Situation Core Earth equipment.
Description: The Outrunners, ex-
Standard. The Knights' clumsy trek cept for the two Core Earth weapons,
through the jungles will attract the at- are eqUipped in native Living Land
tention of the Outrunners of Portland. fashion. They are used to being in the
Living Land for weeks at a time, so
have learned the importance of adap-
The Action tation.
The Outrunners will wait a few
When the Stann Knights look up moments beforespeaking to the Storm
from one of fhe many episodes of Knights. They have seen no humans
cutting through trees, they realize they other than realm runners and Spartans
are being watched. Six humans, since the Possibility Wars began. They
mounted on four-meter long lizards will be suspicious, but not immediately
known as Tra, look down on the party. hostile. If talked to, they can be easily

...._,.,..,...------------------~
36 .... .~
Act Three

persuaded that the Knights are not


Spartans (it is unlikely that the party
homes." She will also discuss world
news and events. With an evidence
The Action
looks like a ~up of Spartans). The QnJllysis or Perception total of 6, the TheStorm Knights meet the leaders
Outrunners Will still be suspicious, Knights will realize that her knowledge of the community, who could become
but will lead the party to Portland. of world events is ridiculously high for valuable allies.
Uthe Knights attacktheOutrunners, someone supposed.ly secluded in the U nothing disastrous happens in
then four of them will engage while Uving land for so long. the jungle, the Knights will be led by
the other two flee to warn Portland. U the Knights ask her about her the Outrunners to the remnants of the
They will fortify the community extensive knOwledge, she will smile old cityofPortland,Oregon. Theplace
against the Knights and will probably and be evasive. Katherine will, under looks much like every other city in
bring back more of their people to no circumstances, tell the Knights America or Canada taken by the Uv-
fend off this new threat. aboutChost in the Machine (see below) ing Land. Buildings have been trans-
or the Portland hardpoint. formed or are crumbling.. abandoned
vehicles are slowly disintegrating in
Talking with the the street. Occasional liVing Land
Outrunners SCENE TWO: creatures skitter or slither for cover in
the alleyways.
Portland Resistance To the Knights. this scene may be
Assuming the Knightsusetheirheads
instead of their weapons, the Community somewhat depressing. It is one they
Outrunners. after getting over some of have seen many times before but it is
their initial apprehension, will be more made more poignant by the presence
than happy toronversewith the Knights. of the Outrunners. They ride through
'The leader, a woman named Katherine
The Situation the city as if they were riding through
Burr, is especiaUy talkative. She will the jungle. Their homes have been lost.
Su.ndud. The Storm Knights will The party will continue through to
discuss the history of the Portland Re- be led to Portland ResistanceCommu-
sistance Community, the prominent thenorthemedgeofthecity. Through
oity, one of the few cities remaining in the mist and the trees they will finally
cit:izeM of the area, and the many at-
the Uving Land. see their destination: the resistance
tempts by the Spartans to "steal OUT


37
Torg: Operation; Hard Sell

community of Portland. it is located Storm Knights will be asked to leave. scholar (government) 15, scholar
on the southern bank of the Columbia But, before any more questions can be (computer) 12, tracking 12, trick 12
River. A small walled town in the midst asked or evasions given, a tall, hand- MlNDIO
of the wilderness. some man in jungle gear will step Survival 12, willpower 12
through the crowd and say, (read or CHARISMA 10
paraphrase), Charm 12, persuasion 13, taunt 11
A Community at "Before we answer any of your SPIRIT 9
Intimidation 12, reality 11
Odds questions, perhaps you would care to
answer a few of mine." Possibilities: 10
The Portland Resistance Commu- Equipment: .44 Magnum (damage
nity is large for Living Land settle. Luco value 17, ammo 6, range 3-10/15/40),
ments, with just over one thousand bullet proof vest (armor value +6/22),
people. The walls of the town are made The man is Luco, a Mexican-born first aid kit, 100 meters of rope, knife
of piled stone. Despite the ragged ap- American. When the Possibility Wars (damage value STR +3/17), pictures
pearance, the walls are sturdy and broke out, he was working for theCIA of family members killed in invasion,
able to repel most attacks. A sign as an operative against the drug lords cigarettes, canteen, spear (STR +4/18).
proclaims, "Portland Resistance of South America. He was a deep op- Description: Luco is an intense
Community - hope, courage and a erative in California at the time of the young man. He dresses in jungle fa-
future worth fighting for." Spray invasion. Though he has not told tigues that used to bear the patches of
painted at the base of the sign is a anyone, even his new family in Por1* many branches of service. He hates
simple, "Spartans need not apply. H land, many believe that he lost more the Possibility Raiders and their ser-
than friends to Baruk Kaah's invaders. vants but has learned, through the
Whatever happened, Luco found kindness of Tiri Tal and the Portland
The Basic Structure residents, that not aU strangers are
himself to be one of the few, the proud,
The resistance community is bor- the Storm Knights. He fought his way enemies.
dered by a high, rounded wall of piled south to Texas and, finding that the Luco will question the Knights in-
stone. The Columbia River borders newly formed "Delphi Council was H
cessantly about what they aredoing in
the town's northern rim, and there is looking for stormers to fight the in- Portland, what they have been doing
no wall there. The town is circular, vasion, he signed on. At first, Luco in the Living Land, and what is going
and doesn't have much vegetation was Derek Ginz's right-hand man. He on in the outside world. He will delib-
inside its walls. This is in direct con- respected Ginz, and they both believed erately throw in a few "red herrings"
trast to the thick jungle on the other in what they were doing - relocating (questions to which he already knows
side of the stone wall. civilians outside the Living Land. the answers) to try to trip up the
The oddest characteristic of the But then things went bad. Pete Knights. Play Luco as streetwise and
community is its center. In the exact Combes was assigned to their unit, tough, but not overly rude or obnox-
center of the town, on a small hill, is a and the order came down that any ious.
concrete bunker with a satellite dish resistors who didn't relocate were to When Luco is fairly satisfied with
on top. If the Knights make an evidence be shot on Sight. After witnessing the Knights answers, he will introduce
analysis or Perception total of 12, they Combes' first massacre, Lucodeserted. them to Tin Tal, an edeinos Storm
will see the dish turn. His original intention was to head Knight. Tiri has been in one of the
north to Free Canada, to see if things nearby buildings listening to the con*
were any better there. However, on versation.
Inside the his way through Oregon, he was at-
tacked and nearly killed by a group of Tiri Tal
Community Jakatts. He escaped and was found,
half dead, by Tiri Tal (see below). Ai- Like Luco, no one knows much
When the Storm Knights have en-
tersome initial hostility, the two joined about Tiri Tal's background. She is,
tered the community, which the resi-
forces and headed for the Portland obviously,anedeinos, but beyond that
dents still caU Portland, they will be
Resistance Community. she is an enigma. When asked about
greeted by many curious citizens.
Luco her past dealings with others of her
Unlike the Outrunners, these people kind, she will simply state, "I was
will, for the most part, be wearing DEXTERITY 11 dead then; it is only now that I am
Core Earth clothing. Also, if the Beast riding 14, dodge 13, fire com-
bat 13, melee weapons 13, unarmed truly alive."
Knights have arrived at night, or they
Tiri Tal believes that the conquering
make a Perception total of 10, they will combat 13, missile weapons 12 and subjugation ofanother reality goes
realize that there are lights operating STRENGTH to against the will of Lanala. She believes
in some of the buildings. Climbing 12
in "spreading the word,H but not by
If the Storm Knights ask about this TOUGHNESS 11
force or coercion. She is very philo-
phenomenon, the townsfolk will p0- PERCEPTION 11

....
sophical at times, in contrast to her
litely ignore the question. Forceful Evidence analysis 12, find 13,
normally inquisitive nature.

: : : - - - - - - - - - - - - - - - - - - .. .'-'
--""":'38 ,
Act Three

39
I.
Torg: ~Iion; ""rei Mil
Tal will ask the Knights questions - Luco is suspicious because the Spar- arrows as well, though theydon't make
also, but she will be much more open tans have not attacked Portland for a poinl of carrying them everywhere
with them in return. The Knights may over three months; and they go.
respect Luco, but they should really - All the residents will express worry Description: The average Portland
like Tal. if the Knights mention that Japanese resident dresses in casual clothes and
businessmen are taking an interest in maintains close contact with the com-
Tin Tal
Portland and the surrounding area. munity. Everyone has some basic
DEXTERITY 10
Acrobatics 11, dodge 12, fire com- combat training and is expected to
If the Knights bring out any more pitch in whenever asked - whether
bat 11, missile weapons 13,running details about Operation: Hard Sell,
12, stealth 12 the task is 10 put out a fire or hold off
have Luco and Tiri Tal react accord- edeinos, everyone, including children,
STRE GTH9 ingly. At the end of the interrogation, is put to the task.
TOUGHNESSU they will send the Krughts tosee "Ghost
PERCEPTION 9 in the Machine."
Land vehicles 10, language 10, trick
11 Flags
MIND9
Survival 12
General Attitude -A Connection card played dUring this
scene could allow a Core Earth Stonn
CHARISMA 9 lbe general attitude of the town is Knight to know Katherine Burr, Luco,
Persuasion 10, taunt 12 very close to the typical "small town or even some miscellaneous Portland
SPiRIT 8 Americana" seen in fifties sitcoms. The resident. A Living Land Knight would
Intimidation 9 townsfolk are generally nice 10 one be able to know Tiri Tal.
Possibilities: 4 another and though there are a few
Equipment: long bow (damage bad apples, no one is really rotten. - A Suspicion or Mistaken Identity card
value STR +6/20), 24 arrows, quiver, would cause Luco to believe that the
They have a basic system: if you don't
Mac 10 (damage value 18). dice, spear work for the town, leave. Knights are here to either destroy the
(STR +4/18) This attitude will affect the Storm town orbring him back for deserting the
Description: Tin Tal finds Ihe Knights' quest in the following ways. Spartans. Hewill "keepaneyeon them,"
people of Portland immensely inter- If the Knights are generally nice to the hoping they will slip up somehow.
esting and fights with them to hold people of Portland, they will be wel- -If a Knight plays an Idea card, she
their land. She believes that Bamk come. If the Knights can convince the could figure out that there is a really
Kaah is wrong in his invasion attempts, townsfolk that Operation: Hard Sell large hard point in thetown,orwhat to
and she feels other edeinos are being presents some sort of danger to the say to make Luco believe they are here
misled by the High Lord. She is ami- town's welfare, the Portland citizens 10 help the town.
able and enjoys playing cra ps for "neat will try to help (though only Luco and -A Subplot or CarnJNlign card might
stuff.'" Physically, the female edeinos Tiri Tal will actually leave the town make one of the Knights identify with
looks the same as the many others the with the Knights). If, however, the the town of Portland, making it a base
Storm Knights have encountered, al- Knights come across as obnoxious, for further operations.
though she seems more graceful than rude, insincere, or otherwise obstruc-
most edeinos. tive 10 the town's welfare, the town
will respond in kind.
Theaveragecilizen of the town has
Variables
Getting Help from the following characteristics: Since this scene involves a lot of
the Town Average Village Resident talking and roleplaying, it is quite
possible that the Knights, even with
DEXTERITY 8
Dodge 9, melee combat 9 Tin Tal and Luco "'helping," will for
Between Luco and Tiri Tal, one of STRENGTH 8 get to mention important clues they
them should convince the Knights to TOUGHNESS 8 have obtained during their quest (Ihe
tell them what they have been doing. PERCEPTION 7 map that led them here for one thing).
The two Portland adoptees will not First aid 8 If the gamemaster can find some way
knowanythingaboutOperation:Hard MIND 7 to get those things out in the open,
Sell, but Ihey will mention (if the sub- Survival 9 "Oops, what's that piece of paper that
ject can be worked in normally): CHARISMA 8 fell out of your pocket?'" or "Hey, look
SPIRIT 8 whall found in the back ofyour truck,"
-Outrunners have Spoiled planes go- it will make things a little easier on the
ing overhead to the northeast; Three other skills at +1 add each
Possibility Potenti;lll: some (25) Stonn Knights.
-The edeinos tribe located 10 kilome- Don't be tooquick todo this, though.
Equ ipment: clothes, knife (STR +3/
ters 10 the east is very agitated about 17), equIpment or tools with which to This is an opportunity for both the
something; barter. Mosl have rifles or bows and gamemaster and the Knights to exer--
cise their roleplaying skills.

......, ~-------------------
40 .... '"
Act Three

There is one simple variable in this Thecomputer hacker residents have Possibilities: 3
scene, however. If the Knights attack actually raised the Tech axiom of the Equipment: Laptop computer,
and hurt anyone inside the town (at hard point to 24. This will only be ap- desktop computer up-linked to satel
tacking theOutrunners by mistakecan parent to those Storm Knights who lite relay stations, eyeglasses, scientific
be forgiven if corrected qUickly attempt to use Tech 24 equipment calculator, candy bars, three sodas,
enough), the gamemaster can feel free within the hardpoint's influence, or watch, various computer text lxxJks,
to end their quest here. Killing the thosewhoaresensitivetosuchchanges notes on his own research, plastic su-
offending Storm Knights, and running for one reason or another. per hero figure, pens, Nike AirJordans,
the rest of their buddies out of town, is soldering gun, blueprints for com-
perfectly acceptable in this situation. puters, small tools
The Building Description: Sidekick, at 15, is the
youngest Ghost member. He has been
Cut To ... Anyone approaching the bunker hacking at computers since he can re-
will be observed, as there are five member and uses his skills to put
"Scene Three: Ghost in the Ma- motion detectors (stealth difficulty of Wizard and Jammer's theories into
chine." This is where the Knights fi- 16 to avoid, fi'ld or Perception of 12 to practice. Sidekick is keeping notes and
nally put all the clues together ... with detect) surrounding the area, an infra- someday intends to publish a lxxJk on
a little outside help. red sensor at the front door (stealth of the subject (assuming he lives long
17 to avoid), a computer analyzer at enough to talk to an agent). Sidekick is
the door (looking for weapons with a the most pessimistic of the group,
SCENE THREE: find of 16; characters may generate a having lost a large family in the inva
prestidigitation total to hide weapons), sion. He is convinced his days are
Ghost in the Machine and computer controlled guns (inside numbered and that all of new Portland
the entrance). Once a target has been will be overrun very soon.
The Situation identified as an enemy, the guns have
a fire combat skill of 14, damage value Wizard, aka Joshua
Standard. After meeting some of 16, ammo 16, range 3-10/20/40. DEXTERITI7
the townspeople and discussing some There are also exterior computer Prestidigitation 9
of the aspects of their quest, the Storm controlled guns (same statistics as STRENGTH 6
Knights will be told to seek help from above except damage value 20, and TOUGHNESS 7
"Ghost in the Machine." The townsfolk they are targeted outside the main PERCEPTION 12
will direct the Knights to the center of entrance) mounted above the entrance Evidence analysis 14, language 14,
town where a large, gray bunker sits (fi"d or Perception of 12 to detect). The scholar (computer science) 16,
alone on a hill. walls to the arcade have been rein- scholar (security) 15
forced to a Toughness of 22 and must MIND 10
have four "wound" results to be Science (computer science) 12
"GitM" breached. CHARISMA 8
Persuasion 10
The gray, pillbox-shaped building SPIRIT 6
stands alone at the top ofa steep, grassy
hill. The building was originally an The GitM Team Possibilities: 6
Equipment: Desktop computer,
arcade and appears to be constructed The GitM team is three orphans expensive clothes (unkempt), expen-
of concrete and metal. There are no who took refuge in thearcade after the sive shoes, casual clothes, alarm clock,
windows, and the only entrance is a initial invasion. They shut out the rest pocket watch, cigarettes, extensive
steel door in the northwestern side. of the world and began working on research library
Above the door is a neon sign (not computers, the things they relate to Description: Wizard is the Ghost in
illuminated) that reads simply "GitM." best. They have now set themselves the Machine leader by default. He
up as protectors of the community. spent most of his childhood stealing
minor trinkets; with adolescence, he
The Hardpoint Sidekick, aka Ron Trainor moved on to car stereos. By his late
DEXTERlTY9 teens he discovered the wonders of
Ghost In the Machine, or GitM, re. STRENGTH 7 computer hacking and switched to
camea Core Earth hardpoint when the TOUGHNESS 7 data theft. Now 19, he believes that he
Possibility Wars began. Because the PERCEPTION 10 is the best hacker alive, and uses his
bunker itself is the hardpoint, its Scholar (computer science) 14 other companions to prove it. He is an
strength is very great. The hardpoint's MIND 11 excellent strategist and his security
dominant zone range is one kilometer Science (computer science) 16, sci- skill helps him plan strikes that are
-enclosing the entire villageof "new" ence (surveillance equipment) 13 effective and unexpected. He is abra-
Portland. The Core Earth pure zone CHARISMA 7 sive, arrogant and manipulative. He
range is 25 meters. SPIRIT 7 expects to get rich from his computer


41
Torg: ~r..tion: Hud Sell

exploits - once the war calms down. system and then altering it (he isn't re- and they will insist that the Knights
ally interested in data theft, but that's disarm completely before entering the
Jammer, aka Kevin Brown what Wizard wants). He is loyal to arcade proper. All of the GitM teams
DEXTI'RITY 8 Wizard and 'Kick. Jammer is the most will be Enemy +3 versus letting any-
Fire combat 9
creative of the trio, and often comes up one in with any kind of weapon, in
sTRE GTH7 eluding obvious cyber weapons.
withtheideasforthebigbreakthroughs.
TQUGHNEss6 Hedrawsthediagramsand works with Note on roleplaying the GitM
PERCEPTION 11 Sidekick to bring the devices to reality. team: The team is a trio of paranoid
Find 12, scholar (computer science)
Jammeris tJustingand more intimidated teens, whose perceptions of strangers
16
by strangers than anything. Jammer's are based on action/adventure films
MIN09 latest "pet project" is perfecting the ho- and the many bad personal experi-
Artist (diagrams) 12, science (com- ences they have had. They have been
lograph generator and adding a com-
puters) 15 placed in a position of responsibility
puter link so he can program games.
CHARISMA 9 that they take seriously. They are
SPIRIT 7 asocial and unused to being around
Possibilities: 4 Inside the Arcade anyone except themselves.
EC)uipment: Laptop computer,
comic books, desktop computer, The lock to the front door requires a
primitive holograph generator, com-
puter repair tools, finger pads (+1 to
lock picking total of 14 or higher, but The "Game" Room
anyone approaching peacefully will
scienct! (computer science, pens, probably (pmuade total of 8 or higher) Once the Ghost in the Machine team
sketchbook be allowed into the entrance. If Luco has been assured that the Knights mean
Description: Jammer is talented, but or Tiri Tal accompany the Knights, no harm, they will let them enter.
will also end up getting himself killed if then their entrance will be assured. Upon entering, the Knights will be
he's not careful. He's read far too many Once inside the entry hall, theGitM greeted by Jammer and Sidekick, who
comic books in his 17 y~ar.; and thinks team will spend some time examining were behind the door talking through
that he is invincible. He lives for the their guests. They will use their vari- a microphone. The kids will be wary;
excitement of breaking into a computer ous detection devices to spot weapons

42
Act Three

but they will lead them past the me-


chanical and electronic debris to the
Link-Up with running through Japan. Well, that hit
me right between the eyes."
computer room where Wizard awaits. Nippon "All this time," Jammer laughs,
As the Knights walk through the "we'd been getting TV through the
game room, they will notice all of the After the introductions and GitM satellites- 'cept once in a while when
old video games are piled up near one has been informed of whatever the it'd go out temporarily - but we
wall, with the cannibalized mechani- Knights know about Operation: Hard never thought to beam our computer
cal and electronic parts stacked neatly Sell (or at least about Japanese in- signal out that way."
on the floor. At the far end of the room volvement in the region), one of the Wizard turns around from the
is a big screen TV (three meters by GitM team will suggest linking up to computer and says, "So we did. Side
three meters) and an HDTV compat- the Kanawa Communications SateI- kick did the hardware, Jammer an'
ible VCR. Everything that is running lite and breaking intotheircomputers. me did the software and - voila -
looks like it has been enhanced; every Read, paraphrase, or roleplay the we've got our uplink."
thing else is a mess. scene: With a sweep of his hand, Wizard
"Yeah," Sidekick says, "we been gestures at three computer screens
breakin' into Nippon's camps for which go blank and come back up
Mr. Wizard months now. They can't keep us out with the Kanawa symbol. He then
anymore." says, "Okay; me an' Jammer need
If the Knights were impressed by Wizard says, "Jammer, get the up some privacy. You tell us what you
the game room, then they cannot help link set; Sidekick, fire up the WD40." wanna know, an' we'll go in alld get
but admire the computer room. Ex- Wizard smiles at the Knights, "I caLI it. You guys go watch TV or some
cept for three swivel chairs, everything it that 'cause it gets into anything." thing:'
in this sizeable room is a computer or
The three GitM members will then If the Knights attempt to persuade
hardware add-on. Lights and sounds
ignore the Storm Knightsas they try to Wizard that they should be allowed to
bathe the room in an incredible clash
break through Kanawa's defenses. If stay in the small, cramped room while
of sensory input. It is at once inspiring
the Storm Knights ask questions or heand Jammeruse the computer, they
and annoying. will have to beat a Hostile result on each.
In the center of itall is Wizard. Heis interfere in any other way, they will be
told to "shut up and stay out of the Both like their privacy while they work.
wearing an expensive, if rumpled,
way." It will take them about ten min- The Storm Knights may watch TV,
Brooks Brothers' suit he looted from
utes to do what they call "breaking they may play the video games, or
one of Portland's abandoned depart-
down the door and putting it back they can just relax. The two hackers
ment stores. He is trying to feed his
up." After a few minutes, Sidekick will assure them that the job will be
ego as he says:
will explain how they found out about done within a half hour at most.
"So, puny mortals, how may the
Wizard of Portland assist you?" the Kanawa satellites (read or para
If the Storm Knights react by sim- phrase):
ply going ahead and talking to Wizard "Yeah, a coupla' months ago, we
The Big Crash
and the other members of GitM nor- were messin' around with Jammer's Within five minutes, Wizard will
mally, then Wizard's ego will quickly new halo projector, and we were call the leader of the Storm Knights
take a back seat to his interest in their thinking, 'boy, what we wouldn't give into the computer room. He will ex-
discoveries. On the other hand, if the for some computer mags an' manu- plain, "I think we have something.
Knights decide they just have to get als:" Kanawa has a definite interest up here.
into a battle of egos with the teenagers, Sidekick shrugs, "All we've been Operation: Hard Sell is the buzzword
let them. They can wasteas much time able to get our hands on is the old and it's mowing down security clear-
as they want being snide and biting at stuff from Portland, and whatever ances like they aren't there (or change
the kids, who are going to help them the realm runners could bring us. We it to, "this Operation: Hard Sell code
regardless. Eventually, have one of got no manufacturers or bookstores name you gave us is getting through
the other GitM members step in (prob- around here." an awful lot of doors. This is some-
ablyJammer) and do some face-saving Jammer laughs cynically. "Yeah. thing important," if the Storm Knights
for both sides. Remember, however, Foronce, we were on top of the world; already know the name).
how the Knights acted towards Wiz the townies would give us anything 'The local brain case for Kanawa is
ard, because it could influence GitM's we needed, but they couldn't give us a guy named Maji Khenoto. Got his
future actions. anything we wanted." security code 'most by accident, but
"Well, anyway," Sidekick cantin we're in. He's based out in the woods.
ues, "one day, Jammer goes in an' Computer's not questioning us too
turns on the TV. We'd been linked much'cause we're in the same neigh-
into theJapanese satellites for a while. borhood, far as it's concerned. We
He gets some ad about Kanawa should have some hard copy for you
Corporation's new link-up net that's in a few."

43
I.
F"liteen minutes later, the Knights whe~ we are. It looks like lhis report A Connection card would allow one
will hear the faint buzzofa laser printer came over yesterday. Take a second of the Core Earth Knights to know
working in the Computer Room. A and look this over, but get comfort- Wizard from before the Wars - he
few seconds later, every computer and able 'cause we're gonna be gettin' probably stole her car stereo.
working video game on the first floor company.H
will explode outwards in a storm of He found the following informa-
breaking glass and lightning. tion on Operation: Hard Sell and Variables
Anyone within two meters of the printed it out:
video games, thecomputers,or the TV Operation: Hard Sell Hostility to or from Ghost in the
suffers an attack with a damage value Machine, unwillingness of the Storm
of 26. Anyone between two and four Kanawa Expansion Agenda Knights to explain about their mission
meters facesa damage value 18 attack. .Maji Khenoto, Head of Op and dues, and other factors should be
Anyone within four to six meters suf- Preliminary Implementation: roleplayed out. Keep in mind, Hard
fers a damage value 12 attack. COMPLETE Sell is on a time limit. It was intended
All three of the hackers took a 5 Secondary Implementation: to keep the characters moving and
Wnd KO 5, but they spent a possibility PROCEEDING AHEAO OF active. If they waste time, have them
to reduce to mortally wounded, with SCHEDULE pay for it later.
five shock points. They will explain Final Stage Implementation:
that they had found and printed out WITHIN 36 HOURS
information on Operation: Hard Sell.
Hard Sell Virus Update: Cut To
Seconds later, the uplink seemed to The Virus will kill anyone infected
cut off, and the screens exploded. The Dramatic Scene of the Act:
within ten days. We wi1l be monitor-
ing the edeinos in the Portland test "Scene Three: Death from Above."
In the Town area. A second team will be dis-
patched to convince the Portland
If the Storm Knights leave the
ResistanceCommunityto leave. They SCENE FOUR:
bunker immediately, they will learn
that everyone watching TV in their
wi1l offer "'medical treatment'" (the Death from Above
antidote), but explain that the facili-
homes through the satellite link-up
was overloaded, but the effect was ties ilre to the south and the antidote
is too unstable to bring to Portland.
The Situation
much worse. GitM thought that their
shielding could handle any kind of Once evacuated, they will be legally Dramatic. After the explosion in
kept out because Kanawa owns most the arcade, the Storm Knights and the
surge, but this one was too powerful
of the land. team should be concentrating on put-
and funnelled right into everyone's
home. Most of the people watching If Portland experiment is success+ ting out the fires in the bunker and
TV were killed, while several houses ful, as I expect it will be, we can soon checking for damage. The fires will
infect the rest of the Western Living take about five minutes to extinguish
exploded into flame. The streets of
Land. Although we are using the river (the team has plenty of fireextinguish-
Portland will be chaotic, as everyone
to transport the virus, it appears to be ers lying around). The place is a com-
is asked to pitch in and put out the fire.
just as effective when spread by plete loss, with all video games, active
plane. computers and the television/holo
The Information .Maji Khenoto projector set up destroyed. Read or
There is a printed map of Oregon, paraphrase:
The three hackers will be battered with Portland circled. On an area just "What a rush, man," says Sidekick..
and bloodied, but they are proud of east of Portland, there is an "Xu near "'but let's not do it again ilny time
themselves for how far they got. They Mount Soda. If the Knights can't fig- soon, okay?"
will be talking about how Kanawa ure it out, Wizard will observe, "That Wizard moans in disgust, as he
will be sending something after them, must be the Hard Sell base!H checks out some wires behind the
and they'll fight to the death, but it is main computer console, "We can't.
painfully obvious that the boys are The whole exterior link up and
most of the way there already. Flags broadcast is fried, and we don't have
Before the computers exploded, the enough replacements. Our surge
Wizard lived up to his name. He will A Suspicion card will cause Wizard to dampers stopped most of the flash."
explain that he went deeper into distrust one of the Knights, and he }ammer rushes over to the damaged
Kanawa's security files than he's ever may withhold his help until the others dampers. The look on his face is one of
gone before. Read or paraphrase: can persuade him that he must put his shock and horror, as he says, "'Oh, God.
...It was awesome, man. I saw stuff feelings aside forthe good of Portland. We got lucky, but the rest of town got
I never thought I'd get a look at. Prob- If one of the Knights enters GitM with it bad. Look at these wires ... the surge
lem is, we've got a serious problem, anAfertness card up, she will realize that chopped on down into town. It must
and since they flashed us, they know the hardpoint has a Tech of 24.

44
Act Three

be a mess out there. They must know "Bogies!" he says, "two, coming in It was ordering the printout that set
we're here and probably gonna be fast and low from the northeast. They of( the alarms. To get into the Opera-
sendin' someone ow way. Let's check look hot! Search bombs; probably a tion: Hard Sell database, the two hack-
the hole and see what we can do." few miniature hole makers as well!" ers posed as Maji Khenoto, leader of
Jammer turns to Wizard, plead- the Hard Sell project. When they ac-
ing, "We gotta clear out the town, cessed files he himself had written, the
The Hole man. They'll fly everyone." defense net saw no problems. But,
"No time. They'll have to take care when they asked for a printout of the
The GitM team will them head of themselves." information without rescinding
downstairs to the "hole." It will take If the Storm Knights can't follow Khenoto's own order restricting hard
about 15 minutes to get down to the copy of the rna teria!, they were caught.
Jammer's slang, the bogies are coming
holebecause several video games were in fast, with armament and firedup They were able to circumvent the se-
knocked down and block the passage. weapons systems. The system can't curity, but another portion.of the sys-
The hole is where they keep a backup determine exactly what is coming at tem called Khenoto over a separate
computer system - not nearly as im them. line for confirmation.
pressive as the computer room, but Khenoto, working at the Hard Sell
If asked about the external defenses
serviceable. It is also where the gen- base, was more than a little surprised
of the bunker, Wizard punches a few
erator is located. by this request. Thinking that some-
keys and affirms that they are fried as
GitM and the Knights will find that one in the Kanawa operation was try
well. Jammer estimates that the bogies
the backup computer and the genera- ing to undercut him and usurp his
will arrive in less that three minutes.
tor are both undamaged. Breathing a authority (see the Law of IntrigUe in
sigh of relief, Sidekick plugs in and the Introduction), he ordered the call
boots up the "hole" computer. "What Happened?" traced. This gave the hackers time to
Almost immediately, red lightsstart actually get the printout. When he
flashing and a alarm starts to sound. When Wizard and Jammer broke found it was coming from just a few
Jammer pushes past everyone and sits into the Kanawa net, they were very kilometers west, Khenoto was
in front of the backup. Read or para careful. They were able to get most of alarmed. Sophisticated computer op-
phrase: the information they were looking for eration inside the Living Land could
without arousing suspicion. only be done by a group of Storm

45

Torg: Ope:l1Ition: Hard Sell

Knights! He ordered the Kanawa PERCEPTION 10 standing and the platforms are within
computer to activate its primary of- Evidence Analysis 13, find 12, one kilometer, the Nippon agents can
fensive system <the power surge) and tracking 13, trick 12 not disconnect.
sent a team to deal with the Storm MIND8 The gospog will jump off the plat-
Knights. CHARISMA 8 form within 100 meters of the bunker.
SPIRIT 7 They will engage anyone in range. If
Intimidation 11, reality to the Knights choose to hide in the
The Action Possibilities: 4
bunker, the gospog will enter even
Equipment: SC Kyogo T11 (dam though the enforcers are firing upon
Khenoto has sent out forces to de- age value 21, ammo 40), Micrc:Circui t
stroy CitM. His team will arrive 25 it. If the Knights run away and do not
BOdy Plate (+5/23, causes fattgue) attack the gospog or the platform, the
minutes after the explosion.
There are four enforcers and four Oda Attack Platform gospog wiD surround t~e ~unJcer and
fourth-generation gospog on twoOda Speed 100/60/12, driver, gunner, wait to attack anyone WIthin range. If
Attack Platforms. The enforcers will two passengers, Toughness IS,satellite the enforcers flee or are destroyed, the
swing in low, discharging the gospog, navigalion system, cellular phone. on- gospog will try to kill as many people
and will withdraw to fire on the bun board computer. Each platform has a as the can before they are destroyed.
ker itself. They consider the bunker to Kanawa Sprite missile (damage value Fourth-Planting Gospog (4)
be their primary target and the gospog 29, range 10-100/250/400). DEXTERITY 9
are expendable. Note: The platform has been spe- Energy weapons 10, fire combat 10,
cially modified to accept two pilots. If melee weapons 10, missile weap-
Enforcers (4) one of the enforcers disconnects dur
DEXTERITY 11 ons 10, unarmed combat 10
ing the combat, the other will take
Dodge 12, fire combat 14, maneu- STRENGTH 8
over while his partner reconnects. Climbing 9
ver 13, unarmed combat 12 Otherwise, one will fire the weapons
STRENGTH 9 TOUGHNESS 17
while the other maneuvers away from
TOUGHNESS 10 PERCEPTION 10
incoming fire. As long as the bunker is Find 13, tracking 11, trick (23)

46
Act 1"hre<

MINDS attack platforms, any survivors will


put the Hard Sell base on alert.
Awards
Willpower 11
CHARISMA 7 Khenoto believes that Chien is re- If the Knights were able to survive
Charm (20), persuasion (20), taunt sponsible for this espionage and, if this act with: enough information to
(20) Khenoto can destroy what he thinks is continue, give them two or three possi-
SPIRIT 7 Chien's northern resource, then bilities each, depending on their role-
Intimidation (20) Khenoto will be satisfied. playing skiIls. If they figure out
Possibilities: none Khenoto's attitude towards the bunker
Equipment Kyoto annaT (+7/24), and act accordingly (Le., letting the en-
shimsi sword (damage value STR +5/ Variables forcers destroy most of it and get away),
13). two SC Kyogo 144 (damage value give them each an extra possibility.
18, ammo 15, range 3-15/40/150 -one It is possible that the Storm Knights
mounted on each arm), chest-mounted figure out Khenoto will be satisfied if
flame--thrower (damage value 18, range the arcade isdestroyed and may let his
operatives destroy it rather than risk
Interlude
3-10/40/100), one dozen heat-seeking
throwing stars (damage value 11, range their mission. The GitM team will be If over 75 percent of the bunker has
3-5/10/15), jet pack (speed value 13, upset, as will the town, but the Knights been destroyed, then the hardpoint is
Toughness 17) may be able to persuade them that the down for good. Otherwise, it will
action was best. function normally.
The Combat If the Knights destroy the attackers, If the Knights fought the gospog,
Act Four will be much more difficult. then the residents will not blame them
The gospog. of course, wUl fight to While Khenoto knows there will be for the destruction, even if they did
the death if necessary. The enforcers resistance from whoever was man- not engage the enforcers. When told of
will not. They will attempt to cause as ning the computer, he does not believe Khenoto's plan, most decide that they
much damage to the bunker as pos- anyone can stand up to the force he will stay despite the danger. The
sible, then return to Hard Sell base. has sent against them. Knights must stop Hard Sell. Tiri Tal
This, of course, can be modified as the and Luco may volunteer to go after
gamemaster sees fit. If the gospog are Hard Sell if the Knights have been
winning, or if they can be picked up Flags helpfuL They know something of the
safely after the bunker is destroyed, terrain the Knights will have to travel,
then the enforcers might wait to re- An Alertness card played at the be-- and want to help.
trieve them. ginning of the battle will tell the Storm
Knights the enforcer's strategy -
though not Khenoto's plan. They will Cut To
Aftermath realize that, unless fired upon, the
enforcers will probably be content to "Act Four: Live Free or Buy Hard."
There are several different possible bombard the bunker. The Storm Knights must locate Hard
outcomes to this battle, and each could If an Idea card is played during or Sell Base, somewhere in the Living
affect the events in Act Four. If the immediately after this scene, then the Land, and destroy the operation. But
enforcers are able to destroy the arcade Knights can determine Khenoto's plan. they have to move through edeinos
and nee, they will do so and report They may choose to let the enforcers country to get there ...
that their mission was accomplished. destroy the arcade while defending
If, however, the Knightseasily destroy themselves against the gospog.
the gospog and/or one or both of the
T org: ~ntion: HHd Se.1l

Act Four

Live Free or
Buy Hard
The Major Beat The Action
In the concluding Act of Operation: The edeinos village of Helet Senneck
Hard Sell, the Storm Knightsare racing spreads over both banks of the river.
against time. They must travel on foot The tribe is supposed to be rooting out
through the living Land to the Hard pockets of resistance, and has not been
Sell base. There, they must find some involved in much of the front line com-
way to disrupt the use of the Hard. Sell bat. In fact, Baruk Kaah has ordered
virus or the entire west coast of the them to leave Portland alone. This frus.-
United States will come under the sway trates them and they .....m enjoy any
of the Kanawa Corporation. distraction the Knights can give them.
In the first scene, the Knights must The tribe has 65 edeinos, 14
sneak past or through an edeinos vii stalengers, six benthe, 50 huma 05, and
lage located just a few kilometers up- 25 gospog of the First Planting_
stream of the Portland resistance com The tribe has been greatly disturbed
munity. Since it is so easy to get lost in by the sounds of the "dead thing thai
the Living Land, they must rely upon acts as a lakten." They have sent sev-
stealth to avoid a confrontation with eral patrols in an attempt to follow the
the village. plane, but none have returned. They
are preparing another patrol at the
moment, with two flame warriors that
SCENE ONE: have recently arrived from the lands
to the north.
Moving Fast The tribe's village stretches for
nearly a quarter-mile along the river,
The Situation but it closely hugs the river banks. The
gosJX?g fields are just to the south (see
When the Portland residents hear MapS, "Portland and Environs"). The
about the Hard Sell experiment from flame warriors have camped at the
the Knights or the Ghost in the Ma- eastern edge of the field.
chine team, they will urge the Knights
The Knights will have to get around
to set out as quickly as possible. They
the village undetected. Both river banks
will then start filling up all available
will bedangerousbecauseoftheedeinos
containers with water, SO that if the
and gosjX)g. Both methods require the
Knights fail, the community can head
use of stenlth or Dexterity. The difficulty
across theriver,and north intoCanada.
is the edeinas' or gospog's find or Pu-
Luco and/orTiri Tal will probably aption skill, plus the Man -on-0ne
go as a guide for the Stonn Knights. penalty Ina more than ve einos 0
They will advise the Knights to stick to p~t a time will be looking in the
the riverbanks for as much of the jour- ,storm Knights' general direction),5 for
ney as they can to avoid getting lost or theconcealment ofthe jungle. TheStonn
attacked. They will warn them of the Knights will receive an additional-2 to
large, but so far peaceful village of the difficulty if on the river's southern
edeinos to the east. nk.

48
Act Four

A Gospog Battle? they are out of sight of the edeinos


villitge. The raft will hold four people.
warrior, a pair of gospog of the First
Planting, and two flame warriors.
If the Knights are attacked by the Have the Knights generate a U)Qter Jaalk Trecktan, Optanl
gospog (see below for gospog of the vehicles total of 10 to cross the swift DEXTERITY 9
First Planting statistics), then they must moving river. For every result point Melee weapons 10, unarmed com-
dispatch them quickly and qUietly. they fail by, they are swept down bat 10
If there is no or little gunfire, then stream 20 meters toward the village
STRENGTH 9
the other viUage residents and gospog each round. If they fail by more than
TOUGHNESS 10
will have to make a Perception total of ten result points, then the raft is ca~
PERCEPTION 9
18 to realize the Storm Knights are sized. Find la, language 11, tracking 10,
there (only 15 residents will be close trick 10
enough to hear, SO they get a +6 to the MIND 9
roll). If the Storm Knights use any Battle Across the Survival 10
weapon louder than a pistol, the viI Water CHARISMA 8
lage residents and gospog get a +3 to SPlRIT12
hear the noise. After crossing the river, the Knights Faith (Keta Kalles) 15, focus 14
For villagers' statistics, see the sta should feel that they are far enough Possibilities: 3
tistics in "Battle Across the Water." away from the village to be out of Natural Tools: claws (damage
danger. They are, of course, wrong. If value 12), tail (damage value 9), teeth
the Knights make a Perctpfion total of (damage value 11)
Crossing the River 15 or higher, they will hear something
Juth Uis. Gotak
up ahead.
Luco, if he is with the Knights, will DEXTERITY 10
The next round, the edeinos sortie Dodge 11, maneuver 11, melee
have a rubber raft and oars that can be
sent toward Hard Sell base leaps outat weapons 11,
used to cross the river after they pass them.
the village. Ifheis not, then the Knights STRENGTH 10
There is one Optant with the party,
will have been presented with this TOUGHNESS 10
Jaalk Trecktan. Juth Ulg is a Gotak
item upon leaving Portland. Tin Tal PERCEPTION 8
There are six edeinos warriors and Scholar (Gospog) 9, trick 9
will advise them to cross as soon as
two humanJakatts. There isa staJenger

6~----------------~-'.
~. 49
Torg: Opentlon: Hud Sell

50
Act Four

MIND 9 SPIRIT S STRENGTHS


Test 10 Faith (Keta Kalles) 10, focus 9 Climbing 9
CHARISMAS Possibilities: none TOUGHNESSS
SPIRIT 11 PERCEPTION 7
The Gospog have been equipped
Faith (Keta KaUes/Baruk Kaah) 14, with M-16s (damage value 20, ammo Find 10, tracking 8
focus 13, intimidation 13 10, range 3-40/400/600) that were dis- MIND 7
Possibilities: 2 WHlpowerl0
covered shortly after the invasion.
Natural Tools: claws (damage CHARISMA 7
value 12), tail (damage value 9), teeth Gospog of the First Planting (2) SPIRIT 7
(damage value 11) DEXTERITYS Possibilities: none
Energy weapons 9, fire combat 9, Natural Tools: Armor(armorvalue
Edeinos Warrior (6) melee weapons 9, missile weapons +2/10)
DEXTERITY 11 9, unarmed combat 9 Equipment: M-16, 6 extra clips of
Dodge 12, melee weapons 12, mis-
ammo
sile weapons 14, running 12, un-
armed combat 14
STRENGTH 9
TOUGHNESS 10
PERCEPTION 9
Language 10, tracking 10
MIND 9
Survival 10
CHARISMA 9
Taunt 11
SPIRIT 9
Faith (Keta Kalles) 10
Possibilities: none
Natural Tools: claws (damage
value 12), tail (damage value 9), teeth
(damage value 11)
Stalenger
DEXTERITYS
Dodge 11, flight 12, stealth 11, un-
armed combat (tentacles) 12
STRENGTHS
TOUGHNESSS
PERCEPTION 9
Find 11, tracking 11
MINDS
Artist 10, survival 10,
CHARISMA 7
SPIRIT S
Faith (Keta Kalles) 11, focus 12
Possibilities: none
Natural Tools: Flying pump (speed
value 11), tentacles (damage value 12)
Human Jakatt Warrior (2)
DEXTERITYS
Dodge 10, melee weapons 10, mis-
sile weapons 10, unarmed combat9
STRENGTHS
TOUGHNESSS
PERCEPTION 8
Tracking 9
MINDS
Survival 9, willpower 9
CHARISMA 8


51
Tors: Ope:ulion: Hard Sell

Flame Watrior (2) north to within Sight of a mountain. comer and the other in the near south-
DEXTERITY 1. Scouring thearea with whatever means western comer. On a find or Ptreq1fion
Dodge 15. missile weapons 15. me-- poss;ble, they cannot find the base. total of 14, the Knights can see two
leeweapons 15, stealth 15, unanned guards in the near tower and a
combat 15 switched off spotlight (see "The Bar
STRENGTH 13 An Event: racks" for the guards' stats). This roll
TOUGHNESS 1. will also allow the Storm Knights to
PERCEPTION 10
The Flying Clue see the guards patrolling the grounds:
Tracking 11, language 12 When the Knights have spent about if at night. they will see three, while
MIND 8 during the day, they will seeonedozen.
an hour searching the area, they will
Test 10 suddenly hear the muffled sound of a
CHARISMA 9 plane overhead. Looking up through The Project Workers'
Intimidate 11 the mist, they see a single plane flying Residences
SPIRIT 11 abc?ve the river. The plane looks iden-
Faith (Keta KaUes) 13 tical to the one they saw in Act Two. It There are four small, one--story
Possibilities: none heads straight for the mountain. buildings in the compound. Each of
Natural Tools: claws (damage Instead of crashing. however, it djs.. them houses four of the project work
value 14), tail (damage value 13), teeth appears through some hidden pas ers. Inside, they are very plain, and the
(damage value 15) sage. When the Storm Knights reach workers have no weapons and very
Power of the Flame: All damage the mountain, by beating a find or few personal effects.
inructed in unanned combat is at an Perception difficulty of 15, they can see
additional +3 due to the flame. Project Workers
a cleverly disguised tunnel about two DEXTERITY 8
thirds of the way up the mountain. STRENGTH 8
Using their climbing skill, they can scale TOUGHNESS 8
The Fight the mountain ona result of7 or higher. PERCEPTION 10
There appears to be no other way in. Scholar (biology) 13, scholar
Allow the Jakatt party to employ
miracles in theirdefense, and make them (chemistry) 12, scholar (mechani-
tough. They are anxious for action, al cal) 11
though their prime motivation is to find
The Inside of the MIND 9
Science (biology) 12, science(chem-
out where the plane comes from. Mountain istry) 11, willpower 11
When the Knights reach the end of CHARlSMAS
"What Next?" the tunnel, they will be amazed. The SPIRIT 8
mountain was once volcanic, but now Reality 9
If the Knights are able to kill or houses buildings and an airstrip on Possibilities: 2
drive off the Jakatt party, they will be the volcano's floor. Equipment Handheldcomputers,
safe for a while. They will be advised The area has a slight haze from the lab coats, rubber gloves, mask
by their guides to keep moving, aJ Living Land mist that has seeped into The lab assistants will not put up a
though no one in the village heard the the tunnels. Inside the great cavern is struggle if surprised in their sleep, but
battle. a base about 200 meters wide and 100 they will try to alert the restof the base.
meters long. The plane rests at the end During the daytime, all the lab assis-
of an airstrip on the farsideof the base. tants are in the laboratory (below).
Cut To ... On a Perception total of16, the Storm
Knights will see the northern tunnel. The Infirmary
"'Scene Two: Finding Hard Sell."
The Stonn Knights, using the map Another one story building is the
they obtained from Ghost in the Ma- The Buildings infirmary. It is slightly larger than the
workers' barracks, but lower to the
chine, must find the exact location of
the base. The base's three meter high stone ground. Inside, the project's physidan
wall is hexagonal, and there are 12 has his residence, and there are medi
buildings inside the perimeter. Thearea cal supplies and equipment. There are
SCENE TWO: hasbeensomehowsweptdeanofplants, quite a few lowtech pieces of medical
and all the buildings are stone. The only equipment in case a patient discon-
Finding Hard Sell visible gate is on the western side. nects while being treated.

The Situation Doctor


The Watchtowers DEXTERITY 8
SWldvd. The Knights will reach a STRENGTHS
There are two watchtowers inside

....'"
the Wind River. a tributary to the Or TOUGHNESS 8
the wall; one is in the far northeastern PERCEPTION 10
lumbia. After crossing it, they travel

::------------------
_.-:.52 .. . ,
Act Four

Scholar (biology) 13, scholar The Barracks TOUGHNESS 9


(chemistry) 12, fiISt aid 13 PERCEPTION 8
MIND9 One barracks building houses aU of Find 11, tracking 10, trick 9
Science (biology) 12, science(chem- the guards. At night, the dozen guards MIND 7
istry) 11, willpower 11, medicine 14 not on duty remain inside the bar- Test of wi1l9, willpower 9
CHARISMA 8 racks. There is a weapons locker in the CHARISMAB
Persuasion 10 building containing the guards' pri- SPIRIT 7
SPIRIT 8 mary and secondary weapons. Reality 9
Reality 9 Weapons Locker Contents Possibilities: 2
Possibilities: 2 Eight 7mm Brandeis (damage value Equipment: Micr<rLink armor (ar-
Equipment: Hand-held computers, 20, ammo 18, range 3-75/220/550) mor value +5/22), SC Kyogo TIl
lab coats, rubber gloves, mask (damage value 21, ammo 40, range 3-
Eight SC Kyogo 144s (damage value 40/150/4(0)
18, ammo 15, range 3-15/40/150)
The Communications Tower Unless on guard duty, theenforcers
Twelve sets of Micro-Link armor
(armor value +5/22) are unarmed.
Smaller than the watchtowers, the
communications tower lies well within Twelve 13mm Chunyokais (dam-
the boundary of the walls. A radar age value 18, ammo 9, 3-10/40/50) Officer's Quarters
dish is on top of the building. One ammo for all weapons This one story building houses the
guard is on duty at all times, and con- assistant project head and the chief of
Twenty-four grenades (damage
trols base communications and the value 24, ammo 1, range 1-6/15/40) base security. Itisa little nicer than the
alarm system. other buildings, but still very plain,
The base's generator is connected Enforcer Guards (12) inside and out. Colika Jenkatara, the
to the comm tower and the laboratory. DEXTERITY 9 assistant project head, lives in this
The generator can beaceessed through Dodge 11, fire combat 12, melee building, but works in the laboratory.
either building. weapons 11 Toshi Senako lives and works in this
STRENGTH 8 building.

.t
53
Torg: O~r.tion.: Hard S~II

Toshi Senako, Security Head Colika Jenkatara's office is on the sec- Colika Jenkatara
DEXTERITY 10 ond floor. This is one of the places the DEXTERITY 10
Dodge 12, fire combat 13, heavy Storm Knights may need to go be-- Dodge 13, fire combat 14, unarmed
weapons 14, running 11, stealth 12 cause the second floor computer has combat 12
STRE GTH9 information on the dumping area for STRENGTH 10
TOUGHNESS 10 the virus (see below). TOUGH ESS9
PERCEPTION 9 PERCEPTION 9
Evidence analysis 10, find 11, land Maji Khenoto's Office and Air vehicles 10, language 11, water
vehicles 10, tracking 11, trick 12 Residence vehicles 10
MIND8 MI 09
CHARISMA 8 Near the northwest comer of the Willpower 12
Persuasion 10, taunt 10 compound lies Maji Khenoto's domi- CHARISMA 9
SPIRIT 7 cile. It is a two story building and Taunt 12
Possibilities: 4 obviously a residence. If the Storm SPIRIT 8
Equipment: Impala chain gun Knignts enter the area at night, it will Intimidation 11, reality 11
(damage value 26, ammo 200. range 3- be the only area where something other Possibilities: 8
40/150/400), IriMesh +3/22. than moonlight shines. Colika Equipment: IriMesh +3/20, 15mm
Jenkatara, Khenoto's assistant, is us- Kana-blok (damage value 19, ammo 8,
The Laboratory ing one of the battery packs energized range 3-10/30/45), hand-held com-
by the generator (see "Power for the puter, grey jumpsuit, pocket radio
Easily the largest of all the buildings, Base" below) to do some last-minute
the lab is connected to the communica- checking on the operation. Downstairs
tions tower and generator building. The isa computer (with a power pack) that The Action
laboratory is two stories high and has a has information on the Hard Sell
basement. The small basement is used dumping area (see below). Khenoto The Storm Knights should realize
to store the Hard Sell chemicals. himself is at the dumping station. that this base is not the dumping site
The first floor is where most of the for the virus. There is no river within a
work and experimentation is done. kilometer of the base and it would take

[Jill Operation: Hard Sell-Map 9


~ The Base In the Mountain

Mounbin

Mountain

Mount.in

54
Act Four

more time than they have to search the Theguards in the watchtowers must the guards have keys to everything
riverbanks. They must break into the make their Perception rolls at +3 to the except Khenoto's building. A lock
base and find the information. difficulty to see any stealthy Knights. picking total of 16 is necessary to open
The two places that have the infor- Any Knight who falls into a pit must them without the keys.
mation they need are the first floor of make a willpower roll at difficulty 13
Maji Khenoto's house or the second not to scream in surprise and pain.
floor of the laboratory. If they are there Fortunately, the Nippon guards are The Computer
at night, the only light they will have used to haVing surveillance cameras
to work by is that of the moon shining and motion detectors do their work
Information
through the open volcano. During the for them. Since coming to the Living The information the Stonn Knights
day, the base if too busy for them to Land they have been on full alert, but need is stored on CD files in both
sneak in unnoticed. have had no action in nearly three Khenoto's house and the Laboratory.
weeks, so they have become careless. To find the right CD, the Knights must
If the Storm Knights try to open the generate a find total of 17, minus one to
Getting Inside gate, a heavy baron the inside holds it the difficulty for every five minutes
closed.. They can try to climb the wall, spent looking. As the guards often
The walls will not appear hard to which is made of smooth stone. The enter buildings unexpectedly, this time
climb, but they must avoid the guards climbing difficulty is 12. limit could prove important.
in the watchtowers. There is a series of
hidden pits (used to deter wandering Once the CD is found, a scholar
lizards), but they can be detected with The Compound (computers) total of 16 is needed in the
a find or Perception total of 10. If the laboratory, while only a 10 is needed
in Khenoto's house. The CD gives the
Knights do not find the pits, they will After getting inside, things become
fall into the four meter deep hole laced a little more dIfficult. The guards pa exact location of the Hard Sell dump--
with pungee sticks (damage value 18 trolling the compound are alert and ing facility, located inan underground
due to the force of the fall). Of course, will not hesitate to sound the alarm at cavern near the Wind River. There isa
the Knights must makea stealth roll to the first sign of trouble. map that shows all the machinery and
avoid being seen. All building doors are locked, but the "escape hatch" to the facility. The

6~
...
. . - - - - - - - - - - - - - - - - - -55

Tors: Opu,tion: Hard Sell

elevator is also pictured, but no out- Cut To ... Cutting through the wall will alert the
side coordinates are given. The map guards below, especially if the Knights
notes that theentrance is underneath a "Scene Three: The Base of Death." take the elevator instead of crawling
large pile of stone. There are no other The Knights must hurry to Hard Sell's down the shaft.
labels on the map. final base and figure out some way to
There is, however, a date and a time destroy it before Maji Khenoto can
for the project's testing - tomorrow release the virus into the river. Going for a Swim
at dawn! The Knights only have a few
hours to find the facility and destroy The river is slowmoving in this
it, or Portland and the other resistance SCENE THREE: area, and any Knight who can swim
communities are doomed! should not have a problem staying
The Base of Death afloat provided he is not weighed
down. The Knights must make a find
Tarry Too Long ... .The Situation or Perception total of 8 to notice the
pipe.
The Storm Knights should feel the Standard. The Knights, having
time pressure when they are looking found the location of the dumping
for or through the files. one of the facility at the Hard Sell base, must Event: Monster in
buildings, except for Khenoto's, have infiltrateand destroy the underground
glass windows or shades. Even if they base. They know there are two en- the Water!
are being careful, it is only a matter of trances: a ground level elevator and an
time before one of the guards notices underwater pipe. As the Knights are progressing to-
the light of the computer or an inad wards shore. have them make a Per-
vertent noise made by one of the ception roli. On a total of 10, they will
notice something has followed them
Knights. As the gamemaster, stress The Action from the river -something small and
the importance of speed as well as
stealth. The Knights can find the base by vicious. It isa Uving Land monster-
making a tracking or Pm:eption total of a takakton.
10. The facility is about one kilometer Takakton
Getting out again from the Hard Sell base and is under DEXTERITY 13
neath a large pile of stone near the Swimming 16, unarmed combat 15
Getting out should be no more, or riverbank.lftheStonn Knightshaven't STRENCTH15
no less, difficult than getting in was. seen the map, if they make a evidence TOUGHNESS 19
The Knights will learn that they need analysis or Perception total of 15, they PERCEPTION 10
to go through the smaller, northern wilJ know that the pile of rocks is an Find 12, tracking 13, trick 11
passage to get to the facility, and it is artificial construction. MINOS
plainly visible from the gate of the But how to get in? The Knights Survival10, willpower 8
base. They should hurry, however, or have two options: find the concealed CHARISMAS
it will be too late. elevator shaft (which they should Taunt (3)
guess would be guarded underneath), SPIRIT 9
or swim underwater and try to find Intimidation 11
Variables the cavern from that direction. Possibilities: none
Natural Tools: Bite (damage value
1f a shoot out starts and the Knights, STR + 3/18). swimming Oimit value 12)
by the grace of high die rolls, survive, The Elevator Shaft The takakton is much more dan-
any surviving Kanawa agents will ra
dioahead to Khenoto(they must reach The elevator shah is underneath gerous than its genial appearance
the communications tower to do this). the rocks and, unless the Knights are would indicate. Thecreature is a small
If the Stonn Knights are within ear eager to dig.. it will take a find or Per- lizard, barely a meter and a half long.
shot of the tower, they will hear ception total of 10 to find it. Khenoto H has a short snout and the eyes are
Khenoto explain that he will try to has a controller to raise or lower the planted far back on the skull for excel-
release the vi TUS into the river ahead of elevator shaft. The Storm Knights au- lent peripheral vision. The scales are
schedule. Fortunately for the Stann tomatically find the elevator shah if it green, with a series of brown bands
Knights, technical diffiOllties won't is raised (only if personnel have just running along its belly. The creature
allow this. arrived at the base). They must cut has a large dorsal fin and six smaller
through the shaft wall (Toughrress of24) fins located on its sides and back.
to go down into the base. The elevator It is quite intelligent and veryaggres-
will be waiting at the top of the shaft. sive. llte creature was lured to the en-
tranceof the base by Map Khenoto, who

II
56
Act Four

~ Operation: Hard Sell- Map 10


~ Hard Sell Station Interior

Escape
Hatch
Pump
v",,,l.....:..;

o Research
Station
Chemkal
Supply Valve
Poison
Storage
Tanks

o Research
Station
Closet

Maji @ @
Khenoto's Head Scientists' 'Guard Posts
Room Room
Security
Elevator
_-+--Station
~---'~-----l
SeCurity
Cameras
Colika Guards'
jenkatara's Room
Room Weapons Closet Lab Workers'
Locker Room
and
Closet

Heat Heat
Exchanger Exchanger


57
Tors: Opf:ntion: Hilfd Sell

continues to feed it occasionally. 1he If the Knights have come in through PERCEPTION 10
takakton has managed to drive off or the tunnel, they will lose any element Evidence analysis 12, language 11,
kill all the other creatures in the area. of surprise when they force theescape scholar (biology) 12, trick 13
The takakton will attack the Storm hatch open. The only solution is to MIND 11
Knights from behind and attempt to come through the hatch with guns Science(biology) 14, science(chem-
kill its victim and swim away with the blazing away. istry) 13, survIval 14, test of will 14,
body. Remember that Storm Knights willpower 13
Enforcer Guards (3)
in combat must make a swimming roll CHARISMA 9
DEXTERITY 9 Charm 10, persuasion 11, taunt 12
every round in addition to any action Dodge 11, fire combat 12, melee
they take. weapons 11 SPIRIT 9
Intimidation 11. reality 12
STRENGTH 8
Possibilities: 15
Cut To ... TOUGHNESS 9
Equipment: IriMesh +3/20, 15mm
PERCEPTION 8 Kana-blok (damage value 19, ammo8,
Find 11, tracking 10, trick 9
After the Storm Knights deal with range 3--10/30/45), handheld com
(or flee from) the takakton, they must MIND? puter, grey jumpsuit, white lab coat.
Test of will 9, willpower 9
break into the facility and destroy it.
Scene Four, theconclusion of Operation: CHARISMA 8 Lab Assistants
Hard Stll, "Getting out Alive." SPIRIT? DEXTERITY 8
Reality 9 STRENGTH 8
Possibilities: 2 TOUGHNESS
SCENE FOUR: Equipment: Micro-Link armor (ar
mor value +5/22), SC Kyogo Tl1
PERCEPTION 10
Evidence analysis 13, scholar (bioi
Getting out Alive (damage value 21, ammo 40, range 3-- ogy) 13, scholar (chemistry) 12
40/150/400) MIND9
The Situation If Hard Sell Base radioed ahead that Science (biology) 12, science (chem-
there was trouble, Maji Khenoto, the istry) 11, survival 11, willpower 11
StandardlDramatic. The Knightsare project head, and the lab assistants CHARISMA 8
just outside thedumping facility. lithey will busy trying to get the virus drop SPIRIT 8
have come down theelevator, there is a done early. The computers were pro- PossibBities: 1
large door in front of them, sealed with grammed for a specific drop time, at a Eq u ipment: Hand-held computers,
a valve entrance. There is no kx:k. specific dilution rate, so they are hav- lab coats, rubber gloves, mask.
li they have gone underwater, they ing problems getting the computers to Once Khenoto regainscontrol, three
can swUn up the dumping pipe (they revise the plan and drop early. Once rounds after the Knights arrive, he
must go single file because it is only one the Stonn Knights arrive, the lab as- announces:
meter in diameter). At the end of the sistants' main motivation is to get out
tunnel is the escape hatch,. used during "'My servants have failed me.TItey
alive, while Khenoto wants the Knights did not stop you, but these servants
the construction of the base. The Stonn killed.
Knight must make a lock picking or will!"
If the base hasn't been warned,
Dexterity total of 15 to open the hatch. Khenoto and the lab assistants will be Khenoto reaches inside his rumpled
asleep if the assault is at night, or lab coat and presses a button on his
making last minute preparations if belt. Immediately, the doors on the
The Action during the day. If asleep, it will take two large lockers on the side wall ex-
them three rounds to dress and enter plode outward. Two giant armored
Khenoto has brought several talis- the lab. If working, the assistants wilJ figures step out into the room.
mans from Nippon that allow his de- try to escape. "Now, my dear enemies, you will
vices to function normally. Consider
For the first three rounds, Khenoto meet your doom!"
thearea a Nippon Tech dominant zone
is so consumed with rage that he can-
for game purposes.
not act. He will hide behind cover and
If the Knights come through the
elevator, there will be trouble as soon
not become involved in the battle The Final Battle
(other than occasionally cancelling
as the door is opened because the Thesceneisnowdramatic. The two
Storm Knight possibilities) unless it
agents spotted them from security armored figures are Fifth-Generation
cameras inside the elevator. appears the enforcers are about to be
defeated. gospog. They were "activated" by
If the Knights crawled down the Khenoto's device, and can be "turned
shaft, they must beat a lock picking Maji Khenoto
off" the same way. Outside of the de-
difficulty of 15 to open the door, and DEXTERITY 9 vice, Khenoto has no real control over
they will face security guards ready to Dodge 10, fire combat 11
them.
fight. STRENGTH 10
TOUGHNESS 9

I
58
Act Four


59
Torg: Opention: Hud ~Il

Gospog of the Fifth Planting will notice a panel on its chest is flash
ing. After sixty seconds, the gospog's
Variables
DEXTERJTY9
Energy weapons 10, fire combat 10, self destruct mechanism will activate. If the Knights are unable to destroy
melee weapons 10, missile weap- Maji Khenoto will make every effort to the station, then Operation: Hard Sell
ons 10, unarmed combat 10 flee if he hasn't escaped already. The will be a success. The remnants of
STRENGTHS guards will scatter, although the r~ Portland will flee, but the other settle-
Climbing 9 maining gospog will fight. ments will be subject to Kanawa's vi-
TOUGHNESS 21 rus. All Jakatts in the area will die,
PERCEPTION 11 while Kanawa operatives will enter
Find 14, tracking 12, trick (25) Mass Destruction each resistance community to sell the
MINDS antidote for an outrageous price. Ka-
Willpower 11, test (8) The gospog explosion(s) will de-- nawa will have its land cleared of in-
CHARISMA 7 stroy the facility and the chemicals. vaders as well as make a huge profit.
Charm (20), persuasion (20), taunt Khenoto,ifhesurvives, will head fora If Maji Khenoto is captured and
(20) hidden hoversled and retreat to fight cannot escape, he will kill himself
SPIRIT 7 another day - if 3327 doesn't elimi rather than be interrogated. Khenoto
Intimidation (20) nate him for his incompetence. has a false tooth containing the poi
Possibilities: none son, which takes only two rounds to
Equipment: Kyoto armor (+7/28), do its work.
shimsi sword (damage valueSTR +5/ Aftermath
13), twoSC Kyogo 144 (damage value
18, ammo IS, range J..15/4O/150 - If the facility is destroyed, the Adventure Awards
Knights have succeeded. The Hard
one mounted on each arm), chest
mounted lame-thrower (damage Sell Base will be disbanded and de- If the Hard Sell virus is stopped,
stroyed immediately, and Kanawa will give each Storm Knight 12 possibili
value 18, range 3-10/40/100), one
cover its tracks. Kanawa, if it has any ties. If they can make it back to Sacra-
dozen heat-seeking throwing stars
(damage value 1 L range 3-5/10/15), opportunity to find out who defeated mento or any other city and contact
Hard SeU, will ultimately seek ven- Representative Okano, they receive a
jet pack (speed value 13, Toughness
17). self-destruct mechanism (damage geance. reward. of $50,000. Likewise, if they
value 32, blast radius Q..5/15/4O) Meanwhile, the Knights may have made contact with the Rauru Block
gathered evidence of the existence of back in Act One, they receive a smaller
The fight should be furious and will the Nippon realm. While the Delphi
probably disable the facility. Any stray reward of $5,000.
Council will bury anything brought
shots will start fires that spread dan- forward, Congress will takea look at it
gerously close to the explosive poison
(the two chemicals have not been
and discuss the matter in the appro-
priate committee. The Knights have
Cut To
mixed yet, so the poison is still un- won a major victory in the Possibility A bar, somewhere in Core Earth
stable). The tension of the scene can be Wars! United States. The Knights relax
increased. dramatically by describing around a small table and a round of
in detail how the flames are slowly drinks. A swaggering local adventurer,
headed towards the chemical storage Flags approaches the Storm Knights and
tanks. asks, "So, what have you been up to
-A Subplot or CAmpaign card would lately?"
make a Map Khenoto a sworn enemy
Defeating the Gospog ofany Knight who played it. He would
seek revenge against her forever.
Once a gospog is defeated, if the
Storm Knights make an widenct
QnQlysis or Perception total of 12, they

60
Gamemasler Conflict Records

Gamemaster Conflict Records


~ Act One Enforcer"3
The possibility-rated enforcers each
have a SC Kyogo TIl (damage value
Shock Damage (9) K
Bodyguards 21, ammo 40, range 3-40/150/400),
Status: o and Kyoto armor (armor value +7/
(2 Nippon Tech Yakuza)
DEXTERITY 11, dodge 13, fire 17).
combat 14, melee weapons 13, un- Corporate Enforcers (4)
armed combat 14; STRENGTH 10; DEXTERITY 11, dodge 13, fire Enforcer#ll
TOUGHNESS 11; PERCEPTION 9, combat 13, maneuver 13, unarmed Shock Damage (0) K
find 10, trick 10; MIND 7, test 8; combat 12; STRENGTH 9; TOUGH Status: o
CHARISMA 9, taunt 11; SPIRIT 7, NESS 10; PERCEPTION 10, evidence
intimidation 9 analysis 13, find 12, tracking 13, trick EnforcerN2
Possibilities: 3 each 12; MIND 8; CHARISMA 8; SPIRIT Shock Damage (10) K
Equipment: 13 mm Chunyokai 7, intimidation 11 Status: o
(damage value 18, ammo 9, range 3- Possibilities: none.
10/40/50), lrimesh (+3/ armor value Equipment: Each has a flashlight, a
Corporate Ninjas
14), brass knuckles, damage value bulletproof vest (armor value +6/16)
DEXTERITY 13, acrobatics 14, fire
STR+3/13. and a Chiang 67 (damage value 16,
combat 14, maneuver 14, martial arts
ammo 8, range 3-10/25/50).
16, melee weapons 14, missile weap-
Bodyguard N:1 ons 14, prestidigitation 15, stealth 14,
Shock Damage (1) K EnforcerN:1
unarmed combat 14; STRENGTH 9,
Status: o Shock Damage (10) K
climbing 11; TOUGHNESS 9; PER-
Status: 0 CEPTION 9, tracking 11; MIND 9;
Bodyguard #12 CHARISMA 8; SPIRIT 9, reality 10
Shock Damage (11) K Enforcer#12
Additional Skills: Threeat +1 adds
Status: o Shock Damage (10) K Possibilities: 8
Status: 0 Equipment: All of the ninjas carry
Corporate Enforcers (6) Shimsi Swords (damage value SfR +5/
Enforcer#l3
DEXTERITY 10, dodge 12, fire 14), a standard sai (damage value STR
Shock Damage (11) K
combat 13, maneuver 12, unarmed +3/12), three smoke screen pellets, a
Status: 0
combat 12; STRENGTH 9; TOUGH smoke screen lense, sorubu gloves and
NESS 9; PERCEPTION 10, evidence boots (+2 to climbing) and a Niyoki
EnforcerN4
analysis 13, find 12, tracking 13, trick camouflage suit (black, +1 to stealth).
Shock Damage (11) K
(18); MIND 8; CHARISMA 8, pe'- Three of the ninjas are carrying three
Status: 0
suasion (4); SPIRIT 7 heat-seeking throwing stars (+2 to Jnis..
Possibilities: none sUe weapons with vital blows, damage
Of the six enforcers, fow have this Corporate Enforcers valueS1'R+3/17,range3-1O/15/20). The
equipment: SC Kyogo 144 (damage (variable numbed final ninja has five heat seeking throw-
value 18, ammo 15, range 3--15/40/ DEXTERITY 11, dodge 12, fire ingstarsand threeelectro-stars(damage
150), one replacement clip of ammo, combat 14, maneuver 13, unarmed value STR+5/18, automatic "K" result,
bullet projf vest (armor value +6/15), combat 12; STRENGTH 9; TOUGH- double any shock damage, and an ad-
radio, flashlight, hand cuffs. NESS 10; PERCEPTION 10, evidence ditional wound is inflicted if there is a
The other two arearmed as follows: analysis 13, find 12, tracking 13, trick wound result, range 3--5/10/15).
7mm Brandeis (damage value 20, 12; MIND 8; CHARISMA 8; SPIRIT
ammo 18,range3--75/220/5SO), Kevlar 7, intimidation 11 Ninja#ll
armor (armor value +5/14), lnfraRed Possibilities: Two of the enforcers Shock Damage (9) K
goggles, radio. have two possibilities each, and reality Status: 0
skill adds of one. The rest are not
EnforcerN:1 possibility rated. NinjaN2
Shock Damage (9) K Equipment: Most of the enforcers Shock Damage (9) K
Status: o are armed with a SC Kyogo 144 (dam- Status: 0
age value 18, ammo 15, range 3-15/
Enforcer#12 40/150), one replacement clip of Ninja #13
Shock Damage (9) K ammo, bullet proof vest (armor value Shock Damage (9) K
Status: o +6/16) and a Chiang 67 (damage value Status: 0
16, ammo 8, range 310125/50).

tt. . . . - - - - - - - - - - - - - - _ . _ .
~. 61
101'g: Operation: Hud ~II

Possibilities: three of the Spartans 250), 15 arrows, three explosive tip


Ninjaf4 have two possibilities each arrows (damage value STR +9126),
Shock Damage (9) K three tear gas arrows (damage value
Equipment: Hunting rille (dam-
Status: o age value 19, ammo 8, range 3-40/ 21 in 3-meter sphere, stun damage
300/6(0), 100 meters of rope, spear only),.44 Magnum (damage value 17,
Tak LoChien (damage valueSTR +3/19), horse (one ammo 6, range 3--10/15/40), bullet
DEXTERITY 10, dodge 12, fire kilometer north of town). proof vest (armorvalue+6/22), walkie
combat 13, stealth 14; STRENGTH 9; talkie U50-meter range), first aid kit,
TOUGHNESS 10; PERCEPTION 11, Spartan'l 100 meters of rope, knife (damage
air vehicles 12, evidence analysis 14, Shock Damage (11) K valueSTR +3/17), mapof Oregon with
find 13, land vehicles 12, language 13, Status: 0 CottageGroveand Fort Eugenecirded.
scholar (Yakuza lore) 16, scholar
(business) 14, scholar ( ippon law) Spartant2 Derek Ginz
15, trick 17, scholar (computers) 14; Shock Damage (11) K Shock Damage (11) K
MIND 12,. science (chemistry) 13, sci- StatuS' 0 Status: 0
ence (computers) 15, test 15, willpower
15; CHARISMA 10, charm 14, per- Spartan'3 Ginz's Spartans (5)
suasion 16, taunt 12; SPIRIT 10, in- Shock Damage (1) K DEXTERITY 11, beast riding 12,
timidation 15, reality 14 Status: 0 dodge 14, heavy weapons 14, melee
Possibilities: 14 weapons 13, missile weapons 13,
Equipment: Kanawa KM11 (dam Pete "Uproot 'em and stealth 12, unarmed combat 12;
age value 18, ammo 12, range 3--10/ STRENGTH 10; TOUGHNESS 11;
25/40), micro radio, very expensive
Shoot 'em" Combes
DEXTERITY 11, beast riding 12, PERCEPTION 9,evidenceanalysis 10,
suit, S25OO. find II, tracking 10, trick 11, first aid
dodge 13, fire combat 13, heavy weap-
ons 13, maneuver 12, melee weapons 12;M1ND8;CHARlSMA 9,charm 11,
Tak Lo Chie.n persuasion 12, taunt 10; SPIRIT 9, in
13, running 12, unarmed combat 13;
Shock Damage (0) K timidation 10
STRENGTH 10, lifting 12; TOUGH-
Status: 0 Possibilities: 3
NESS 1l;PERCEJ7JlON9,find JO,first
aid 11, land vehicles 11, scholar (mili- Equipment: .44 Magnum (damage
tary tadics) 11, tracking 12; MIND 9, value 17, ammo 6, range3-1O/15/40),
Act Two survival 13, willpower 11; CHA- 100 meters of rope, spear (damage
RISMA 9, taunt 11; SPIRIT 9 value STR +4/18), throwing knife
Nippon Dragon (Transformed) Possibilities: 8 (damage value STR +3/17, range 3--5/
DEJITERITYI4.unannedrombaI19; Equipment: three knives (damage 10/15), bulletproof vest (armor value
STRENGTH 17; TOUGHNESS 19; value STR +3/17), compound bow +6/22), compound bow (damage
PERCEPTION 5, find 14, trick (2); (damagevalue+7/25, range3-10/](X)/ valueSTR +7/25, range3-10/loo/250),
MIND 5, survival 13, test (16); CHA 250), M-16 (damage value 20, ammo 15 arrows
RISMA 4, taunt (13); SPIRIT 4, in- 10, range 3-40/250/4(0), cigar, bull
timidation 16 horn, combat fatigues, cowboy hat, Spartantl
Possibilities: none motorcycle (hidden in supermarket). Shock Damage (11) K
Natural Tools: Scales (armor value Status: 0
+3/22), teeth (damage value STR +4/ Pete Combes
21), trample (damage value STR +3/ Shock Damage (11) K Spartilnl2
20), running limit value 14 Status: 0 Shock Damage (1 1) K
Status: 0
Nippon Dragon
Shock Damage (9) K Derek Ginz,
Spartant3
Status: 0 Spartan Commander Shock Damage (11) K
DEXTERITY 11, beast riding 12, Status: 0
dodge 13, fire combat 14, melee weap-
Spartans (13) ons 12. missile weapons 15, stealth 13,
DEXTERITY 10, beast riding 11, unarmed combat 12; STRENGTH 10;
dodge 12, melee weapons 12, missle
weapons 13, stealth 12, unarmed
TOUGHNESS 11; PERCEPTION 11,
evidence analysis 12, find 13, tracking
Act Three
combat 11; STRENGTH 10; 12, trick 12; MIND 8: CHARISMA 10, Enforcers (4)
TOUGHNESS 11; PERCEPTION " charm 12, persuasion 13, taunt 11; DEXTERITY 11, dodge 12, fire
evidence analysis 10, find 11, tracking SPlRIT9, intimidation 12,. reality 10 combat 14, maneuver 13, unarmed
10, trick 11 ;MIND 8; CHARISMA 9, Possibilities: 8 combat 12; STRENGTH 9; TOUGH
charm 11, persuasion 12, taunt 10; Equipment:Compoundbow(dam NESS 10: PERCEYflON 10, evidence
SPIRIT 9, intimidation 10 agevalueSTR +7/25, rangeJ..I0/100/ Analysis 13, find 12, tracking 13, trick 12;

.......,."...------------------
62 .........
.~
Gamemaster Conflict Records

MIND 8; CHARISMA 8; SPIRIT 7, Natural Tools: claws (damage


value 12), tail (damage value 9), teeth StaiengerN1
intimidation 11, reality 10 Shock Damage (8) K
(damage value 11)
Possibilities: 4 Status: o
Equipment: SC Kyogo Tn (dam-
age value 21, ammo 40), Micro-Circuit Jaalk Trecktan
Shock Damage (10) K Stalengerlt2.
Body Plate (+5/23, causes fatigue) Shock Damage (8) K
Status: 0
Status: o
EnforcerN1
Shock Damage (0) K juth Ulg, Gotak
Status: 0 DEXTERITY 10, dodge 11, maneu- Human Jakatt Warrior (2)
verll,meleeweapons11,; STRENGTH DEXTERITY 8, dodge 10, melee
EnforcerN2 10;TOUGHNESSI0;PERCEPTION8, weapons 10, missile weapons 10, un
Shock Damage (0) K scholar(Gospog) 9, trick9; MIND 9, test armed combat 9; STRENGTH 8;
Status: 0 10; CHARISMA 8; SPIRIT 11, faith TOUGHNESS 8; PERCEPTION 8,
(Keto KalIes/Baruk Kaah) 14, focus 13, tracking 9; MIND 8, survival 9, will-
intimidation 13 power 9; CHARISMA 8; SPIRIT 8,
Nippon Gospog of the Fourth faith (Keta Kalles) 10, focus 9
Planting (4) Possibilities: 2
Natural Tools: claws (damage Possibilities: none
DEXTER.ITI 9, energy weapons 10,
firerombat 10, meleeweapons 10, missile value 12), tail (damage value 9), teeth
(damage value 11) Human JakaU N1
weapons 10, unarmed combat 10; Shock Damage (8) K
STRENGTH 8, climbing 9; TOUGH-
Juth Uig Status: o
NESS 17; PERCEPTION 10, find 13,
tracking 11, trick (23); MIND 8, Will- Shock Damage (0) K
Status: 0 Human Jakatt N2
power 11; CHARISMA 7, charm (20), Shock Damage (8) K
persuasion (20), taunt (20); SPIRIT 7, Status: o
intimidation (20) Edeinos Warrior (6)
Possibilities: none DEXTERITY 11, dodge 12, melee
Equipment: Kyoto armor (+7/24), weapons 12, missile weapons 14, run- Living Land Gospog of the First
shimsi sword (damage value STR +5/ ning 12, unarmed combat 14; Planting (2)
13), two SC Kyago 144 (damage value STRENGTH 9; TOUGHNESS 10; DEXTERITY 8, energy weapons 9,
18, ammo 15, range 3-1s/4O/1SO-one PERCEPTION 9, language 10, track- fire combat 9, melee weapons 9, mis-
mounted on each arm), chest-mounted ing 10; MIND 9, Survival 10; CHA- sile weapons 9, unarmed combat 9;
flame-thrower (damage value 18, range RISMA 9, taunt 11; SPIRIT 9, faith STRENGTH 8, climbing 9; TOUGH-
3-10/40/100), one dozen heat-seeking (Keta Kalles) 10 NESS 8; PERCEPTION 7, find 10,
throvving stars (damage value 11, range Possibilities: none tracking 8; MIND 7, willpower 10;
3-5/10/15), jet pack (speed value 13, Natural Tools: claws (damage CHARISMA 7; SPIRIT 7
Toughness 17) value 12), tail (damage value 9), teeth Possibilities: none
(damage value 11) Natural Tools: Armor (armor value
GospogN1 +2/10)
Shock Damage 0 n K Edeinos Warrior *1 Equipment: M16 (damage value
20, ammo 10, range 3-40/400/600),
Status: 0 Shock Damage (0) K
Status: 0 ammo
GospogN'1.
Shock Damage (7) K Edeinos Waniorlt2. Gospog*l
Status: 0 Shock Damage (10) K Shock Damage (8) K
Status: 0 Status: o
GOSpogN2
Act Four Stalenger Shock Damage (8) K
DEXTERITY 8, dodge II, flight 12,
stealth 11, unarmedcombat<tentacles)
Status: o
Jaalk Trecktan, Optant
DEXTERITY 9, melee weapons 10, 12; STRENGTH 8; TOUGHNESS 8;
PERCEPTION 9, find 11, tracking 11; Flame Warriors (2)
unarmed combat 10; STRENGTH 9; DEXTERITY 14, dodge 15, missile
~OUGHNESS 10; PERCEPTION 9, MIND 8, artist 10, survival 10; CHA
RISMA 7; SPIRIT 8, faith (Keta Kalles) weapons 15, melee weapons Is,stealth
find 10, language 11, tracking 10, trick 15, unarmed combat 15; STRENGTH
10;MIND9,survival10;CHARISMA 11, focus 12
Possibilities: none 13; TOUGHNESS "; PERCEPTION
8; SPIRIT 1'1., faith (Keta Kalles) 15, 10, tracking 11, language 12; MIND 8,
focus 14 Natural Tools: Aying pump (speed
value 11), tentacles (damage value 12) test 10; CHARISMA 9, intimidate 11;
Possibilities: 3 SPIRIT 11, faith (Keta Kalles) 13

~""---------_I.
~. 63
Torg: Opftation: Hard Sell

Possibilities: none Colika Jenkatara Maji Khenoto


N..tunl Tools: claws (damage DEXTERITY 10, dodge 13, fire DEXTERITY 9, dodge 10, fire com-
value 14), tail (damage value 13), teeth combat 14, unarmed combat 12; bat 11; STRENGTH 10; TOUGH-
(damage value 15) STRENGTH 10; TOUGHNESS 9; NESS 9; PERCEPTION 10, evidence
Power of the Flame: All damage PERCEPTION 9, air vehicles 10, lan- analysis 12, language 11, scholar (bi-
inflicted in unarmed combat is at an guage 11, water vehicles 10; MIND 9, ology) 12, trick 13; MIND 11, science
additional +3 due to the flame. wilJpowerl2;CHARlSMA 9, taunt 12; (biology) 14, science (chemistry) 13,
SPIRIT 8, intimidation 11, reality 11 survival 14, test of wiD 14, willpower
FlOlme Wurior'l Possibilities: 8 13; CHARJSMA 9, charm 10, persua-
Shock Damage (14) K Equipment lriMesh +3/20, 1Smm sion 11, taunt 12; SPIRIT 9, intimida-
Status: 0 Kana-blok (damage value 19,amm08, tion 11, reality 12
range 3-10/30/45), hand-held com- Possibilities: 15
Flame Warrior 12 puter, grey jumpsuit, pocket radio Equipment: IriMesh +3/20, ISmm
Shock Damage (14) K Kana-blok (damage value 19, ammoS,
Status: 0 Colika Jenkatara range 3-10/30/45), hand-held com-
Shock. Damage (9) K puter, grey jumpsuit, white lab coat.
Enforcer Guards (12) Status: o
DEXTERITY 9, dodge 11, fire Maji Khenoto
combat 12, melee weapons 11; Shock Damage (9) K
Takakton
STRENGTH 8; TOUGHNESS 9; DEXTERITY 13, swimming 16, Status: o
PERCEPTION 8, find 11, tracking 10, unarmed combat 15; STRENGTH 15;
trick 9; MIND 7, test of wiD 9, will- TOUGHNESS 19; PERCEPTION 10, Nippon Gospog of the Fifth
power 9; CHARISMA 8; SPIRIT 7, find 12, tracking 13, trick 11; MIND 5, Planting (2)
reality 9 survival 10, wiJIpower8;CHARISMA DEXTERfIY 9, energy weapons 10,
Possibilities: 2 5, taunt (13); SPIRJT9, intimidation 11 fire combat 10, melee weapons 10, mis-
Equipment: Micro-Link armor (ar- Possibilities: none sile weapons 10, unarmed combat 10;
mor value +5/22), SC Kyogo T11 Natunl Tools: Bite (damage value STRE GTH 8, climbing 9; TOUGH-
(damage value 21, ammo 40, range 3- STR + 3/18), swimming (limit value NESS 21; PERCEPTION 11; find 14,
40/150/400) 12) tracking 12, trick (25); MlND 8, will-
power 11, test (18); CHARISMA 7,
Enforcer Guard'1 Takakton charm (20), persuasion (20), taunt (20);
Shock Damage (9) K Shock Damage (19) K SPIRIT 7, intimidation (20)
Status: 0 Status: 0 Possibilities; none
Equipment Kyoto armor (+7/2J!J),
Enforcer Guard 12 shimsi sword (damage valueSTR+5/
Enforcer Guards (3)
Shock Damage (9) K 13), twoSC Kyogo 144 (damage value
DEXTERITY 9, dodge 11, fire com-
Status: 0 bat 12, melee weapons 11;STRENGTH 18, ammo 15, range 3-15/40/150-
8; TOUGHNESS 9; PERCEPTION 8, one mounted on each arm), chest-
Toshi Senako, Security Head find 11, tracking 10, trick9;MIND 7, test mounted flame-thrower (damage
DEXTERITY 10, dodge 12, fire of will 9, willpower 9; CHARISMA 8; value 18, range 3-10/40/100), one
combat 13, heavy weapons 14, run- SPIRIT 7, reality 9 dozen heat-seeking throwing stars
ning 11, stealth 12; STRENGTH 9; Possibilities: 2 (damage value 11, range 3-5/10/15),
TOUGHNESS 10; PERCEPTION 9, Equipment: Micro-Link armor (ar jet pack (speed value 13, Toughness
evidence analysis 10, find 11, land ve- mor value +5/22), SC Kyogo T1 t 17), self-destruct mechanism (damage
hicles 10, tracking 11, trick 12; MIND (damage value 21, ammo 40, range 3- value 32, blast radius 0-5/15/40)
8; CHARISMA 8, persuasion 10, taunt 40/150/400)
10; SPIRIT 7 Gospog'l
Possibilities: 4 Enforcer Guard'l Shock Damage (21) K
Equipment: Impala chain gun Shock Damage (9) K Status: 0
(damage value 26, ammo 200, range 3- Status: 0
4O/15O/400),lriMesh +3/22. Gospogf2
Enforcer Guard 12- Shock Damage (21) K
Toshi Sen..ko Shock Damage (9) K
Shock Damage (10) K Status: 0
Status: 0
Enforcer Guard'3
Shock Damage (9) K
Status: 0

64
OPtRAT10N: liARD 5tLL
by Ed Stark,
based on a story by Brad Freeman

The Near Now. The Possibility Wars~ rage on,


but this time the battle is on the West Coast. The
rn
participants are Nippon Tech and the Living
Land.'" Caught in the middle are the residents of
Oregon, and their lives are the prize.
The United States has won an important battle for the West
Coast. Sacramento and the rest of northern California have been
reclaimed from Baruk Kaah's primitive Living Land realm.
Or so everyone thought. Northern California has not been
reclaimed, but taken over by the rival Nippon Tech realm. Profit
and greed are motivating the Kanawa Corporation, and it is not
satisified. Oregon is next on Kanawa's list. As for the people who
still live in Oregon ... there won't be any if the Storm Knights TN
don't stop Operation: Hard Sell.

'Thank you for your cooperation. Do not worry about how we


will do it, just be assured that we will reclaim Oregon."
-Hiro Semetako to the Delphi Council-

An Adventure for

Roleplaying the Possibility Wars TM

Operation: Hard Sell is an adventure for use


with Torg: Roleplaying the Possibility Wars. You
need the boxed game to play. This adventure
is for veteran characters. While the material
in this supplement is set in Torg's Earth of the
Near Now, many of the situations and ad- RD3 Box 2345
venture ideas can be incorporated into other Honesdale, FA 18431
game systems.
20561
For ages 12 and up.
Fantasy/Games

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