The storm has a name...and it is Torg.

Torg is a cross-genre role playing game set in the “Near Now”, a fictional alternative version of Earth sometime very soon.  FATE Torg is my attempt to adapt the FATE Core rule system to the Torg campaign setting.  My reason for doing so is that while the original rules stimulated dramatic, cinematic role playing, they did so at the cost of very extensive game mechanics.  FATE Core is a much more streamlined system that still encourages collaboration and a cinematic style of role playing.

In Torg, alternate realities called cosms are raiding Earth for its precious possibility energy.  The evil leaders of these cosms are called High Lords, and with their Darkness Devices are intent on carving the Earth up and battling each other for the title of Torg. Their armies are transforming the land and people into their own reality, and each area conquered swell their numbers.  


Current:  Possibility Raiders Are Fighting to Control Earth - Various alternate realities are invading Core Earth and stealing possibility energy, transforming people and places into their realities.  Storm Knights must thwart as many plans of the High Lords as possible to save lives.  The High Lords are no longer united under the Gaunt Man and often work at cross purposes.

Impending:  The Gaunt Man Will Return - The most powerful High Lord and leader of the horror realm of Orrorsh is missing, and his lieutenants are competing for power, slowing the invasion, but no one expects him to stay gone forever; Storm Knights must stop or delay his return, or prepare for it.  Thratchen, the Gaunt Man’s opportunistic technodemon right hand lieutenant, is attempting to manipulate the other High Lords to play them off one another,  but lacks the Gaunt Man’s finesse.


Aspects  5

Phases 3

Skill Cap: Great (+4)

Pyramid skills

Refresh Rate 3

Initial Stunts 3

Types of Stress Tracks: Physical and Mental

Stress Boxes 3

Default Consequence Boxes 2/4/6

Skills include all in Fate Core, plus Reality and Faith.  Some worlds will have their own skills.  

Character Generation

During character generation phases, the players should tell stories about their moment of crisis.  How they became a Storm Knight should directly influence their aspects.

Fate / Possibility Points

Fate points are analogous to possibility points, and in Fate Torg you can think of them as the same thing. Therefore, Fate points represent possibility energy, the very tangible resource that the Possibility Raiders are after.  You can even call them possibility points if you want.  

NPC’s without the reality skill should not be able to use Fate points.  Fate points are only usable by stormers and Storm Knights.

Cosms and Realms

Every cosm and realm has aspects and axiom ratings, but some also have skills, stunts, and extras of their own.

FATE Torg uses aspects in place of World Laws or Rules.  Like World Laws, aspects of a cosm or realm apply to all connected natives at all times, as well as to any non-natives present in that world.  These aspects can be invoked or compelled as needed.  It is a contradiction to compel or invoke a world aspect if you are in a different world.  

 For example, a native of Nile Empire could compel It Could Be Worse, It’s Worse  while in the Living Land causing a contradiction.  A Living Land native could invoke or compel the same aspect in the Nile Empire without a contradiction, but could never invoke it back in the Living Land or anywhere else but the Nile Empire.  The GM could compel a Nile Empire native’s world aspects against him while in the Living Land.

Axioms use the Fate ladder to describe what is possible in a world, and are described more thoroughly later.  Storm Knights can bend or break these rules, and bring the rules from their native cosm with them wherever they go, as long as they maintain a connection to their home cosm.

Different Realities

Each cosm or realm has a different set of axioms and world laws that govern how reality works.

When a realm is transformed, ordinary people cannot break the axioms or laws of the new reality. For instance, machine guns simply don’t work in Aysle for most people, but magical spells are not only possible, they are common.  Miracles of faith are so rare in Core Earth that few believe they truly exist, but in the Living Land miracles happen every day.  Conversely, social structures in Core Earth can be very complex, including nations, complex economies, and advanced forms of government, but in the Living Land, even the concept of counting or keeping time is alien and just not possible, much less organizing into anything more complicated than a tribe or family.  Making simple plans in the Living Land such as “We will meet here at noon,” is just impossible.

Storm Knights

The hope for Core Earth resides in those few individuals with the power to retain their own reality when in other realms.  The forces of the High Lords fear them, and refer to these people as “Stormers” because reality storms tend to form during their creation.  People gain their power to maintain their reality and become stormers when they make a strong choice for either good or evil while under the influence of another reality.  

Tolwyn of House Tancred, a hero of Aysle, coined the term “Storm Knight” to give a more positive label to stormers who made a strong choice for good and the media of Core Earth popularized the term, leaving the term “stormer” for those who made a choice for evil.  During the Possibility Wars, you made a strong choice for good when tested by another reality and became a Storm Knight.  You have the ability to fight behind enemy lines and make a difference for Core Earth.

Axioms, Contradictions, and World Aspects

Axiom and World Aspects determine what is possible in a realm or cosm.  There are four axioms:  Magic, Social, Spiritual, and Tech.  

The higher the axiom, the more is possible when in that reality.  Storm Knights can bend and even break the rules of a reality.  In a dominant or mixed zone, they can use their axioms freely, until they experience a failure when using a skill.  Even if they succeed at a cost, they then become disconnected from their home reality, and must spend a Fate point to reconnect.  Until then, they must abide by their current reality.  

In a pure zone, even Storm Knights cannot easily cause a contradiction.  They must follow the rules of that reality, unless they use their Reality skill and spend a Fate point first to create a reality bubble (see Reality skill).  In the case of an extreme contradiction, even a tie will cause disconnection (although the action will succeed).  An example of an extreme contradiction might be a character in a higher Technology axiom realm using an item that is even higher than the realm’s axioms.  For instance, an edeinos shooting a GodBeam rifle from the Cyperpapacy while in Core Earth would be an extreme contradiction.

Note that Social, Spiritual, and Magic axioms can cause contradictions too, and some items even have Social, Spiritual, and Magic axiom levels.  For instance, in the Living Land, even something as socially simple as trying to trade with the natives is a contradiction.  The GM may ask for a Reality skill check to overcome the contradiction.

Axioms use the FATE ladder to describe their limits for a particular cosm.  For instance, Core Earth has a Magic axiom of +0 Mediocre, while the Magic axiom in Aysle is +6 Fantastic.  On Core Earth, magic is unproven, rare, and unreliable, but on Aysle, magic is evident everywhere and as undeniable as gravity.

Aysle is the realm of magical fantasy.  Magical creatures and spells are commonplace in Aysle, and Great Britain now resembles the more fantastic versions of the tales of King Arthur and the Knights of Camelot.  The High Lord Uthor Dragonbane was defeated in battle and seemingly destroyed, and denizens of the cosm of Aysle remain to help defend Core Earth from the other invading realms.  Remnants of the High Lord’s invasion of Great Britain remain as some areas are still corrupted by his influence.

Magic +6, Social +3, Spiritual +5, Tech +0

Magic is Everywhere, and Everyone Knows Some Magic

The Honorable Must Protect the Innocent

The Corrupt Cannot Hide

Valor Creates Might

Every native of Aysle has the Alteration, Apportation, Conjuration, Divination skills at Mediocre +0, and one Prepared spell.  (See the Ayslish Magic extra)

The high Magic axiom enables Ayslish natives to have a skill cap of Superb +5.

Core Earth is still intact, but getting smaller all the time as the High Lords transform it piece by piece to their own realities.  Natives of Core Earth have great potential however, due to the great amount of possibility energy. These are dire times for Core Earth, but as long as there are Storm Knights, there is hope.

Magic +1, Social +5, Spiritual +3, Tech +5

There Is Always Hope

I Am The Best At What I Do

We Live Here Dammit

Wars Are Won With Tales of Glory

Core Earthers are able defenders of their cosm and despite their seemingly mundane appearance may have abilities that are as yet unrevealed.  It is known that Core Earth produces more Storm Knights than any other cosm.

Cyberpapacy is the land of cyber-religious reality.  The Catholic church is very concerned about the new invaders from this realm, as the their leader, the CyberPope Jean Malreux I has twisted the ideals of the Catholic religion to control and oppress the population of France.  Their technology is incredibly advanced, with a greatly improved virtual reality Internet, called the GodNet, and ubiquitous cybernetic implants.  The Cyberpope denies being a High Lord, but only his most faithful followers believe him.

Magic +2, Social +4, Spiritual +5, Tech +7

There Is Only One God, and Malraux is His Cyberpope

Magic is the Work of the Devil

Guilty Until Proven Innocent

Everything Has a Cost

Natives of the Cyberpapacy all have a neural interface jack, a cyberware port that allows them to jack in to the GodNet, a “Matrix”-like virtual reality in the Cyberpapacy.  (See Godnet extra)

The Living Land transformed North American cities into jungles, its animals into prehistoric beasts, and its people into savages.  Baruk Kaah, the edeinos High Lord, is leading his people on a religious jihad in the name of their goddess Lanala leaving only the rural countryside untransformed.  

Magic -2, Social +0, Spiritual +7, Tech -2

I Think We’re Lost

Where Did That Equipment Go?

Lanala Hates Dead Things

If You Aren’t a Predator, You Are Prey

All natives of the Living Land have access to the Miracles of Faith extra, but can only have Faith in Lanala, goddess of life.

The Nile Empire brought Egypt back to 1930’s era pre-atomic technology, but super powered heroes and villains roam the streets.  Everyone fights for the side good or evil with no shades of gray.  Dr. Moebius leads a sinister army throughout the Middle East, and is seizing control of oil and other resources, while transforming various countries to his odd reality of pulp fiction. The Mystery Men are organizing resistance and trying to save as many lives as possible while stopping the advance of the new Nile Empire.

Magic +4, Social +5, Spiritual +5, Tech +3

There Is No Gray Area

It Could Be Worse.  It’s Worse.

Never Tell Me The Odds

We Always Cut These Things Too Close

All natives of the Nile Empire have access to the Weird Science extra, allowing them access to strange super powers and gadgets, and the Miracles of the Faith extra.  Lore may be used to cast magical rituals in the Nile Empire, but the casting times are long, and the effects limited.  

Nippon Tech is the land of corporate intrigue and few have even noticed its invasion of Japan, China and California. Corporations have increased in power, wealth, and ruthlessness.  Technology has rapidly improved in subtle ways.  Martial artists are now capable of extreme moves previously only seen in wuxia movies.  Gangs of Yakuza, clans of ninja, and Shao Lin monks all fight for or against the secretive High Lord of Nippon Tech and his puppet corporations.  The Highlord of Nippon Tech is a mysterious corporate CEO known as Ryuchi Kanawa.

Magic -1, Social +5, Spiritual +2, Tech +6

Spies, Lies, and Traitors Are Everywhere

The Rich Get Richer, the Poor Get Poorer

Revenge Is a Dish Best Served Frequently

My Kung Fu is Strong, Yours is Weak

Nippon Tech natives have access to the Martial Arts extra.

Orrorsh is the realm of the Gaunt Man, leader of the High Lords, and a being spoken of in fear by all.  His horror realm has invaded Indonesia and Singapore, where vampires, werewolves, and other legends of gothic horror are whispered to now be reality.  The Gaunt Man disappeared shortly after the invasion, but his lack of presence may not be a blessing, as his lieutenants are free to spread horror wherever and however they wish, and his disappearance may even be part of his master plan.

Magic +4, Social +4, Spiritual +5, Tech +2

The Wicked Path is the Easiest

Someone Is Going to Die Horribly

We Should Split Up

If It Can Go Wrong, It Will Go Wrong At the Worst Possible Moment

Natives of Orrorsh can delve into the dark arts with the Orrorshan Rituals extra, and the Miracles of the Faith extra.  The Power of Fear always manifests when an Orrorshan horror makes its presence known.


Magic is the axiom that governs the limits of supernatural power.  Magical spells, arcane powered artifacts, and magical creatures all depend on the Magic axiom to function.  If the Magic axiom isn’t high enough, the fireball spell won’t work, the magical creature can’t survive, and the mystical artifact sputters.

+8 Legendary: Wish spells and time travel through magic is possible.  A single thought can create or destroy a world.  The natural world exists only at the whim of the supernatural.

+7 Epic: Widespread areas of effect are possible; a spell can affect the entire kingdom. Casting spells no longer requires study or special talent; magic is the fabric of creation.  Time can be manipulated to a small degree.

+6 Fantastic: Aysle.  Magic is common enough that most beings use it to some degree.  Truly wondrous magical places and creatures can exist.  

+5 Superb: With training, magic can be awe inspiring.  Powerful energies and forces such as fire, lightning, and gravity are commonly manipulated with magic.

+4 Great:  Lord of the Rings.  True conjuration is possible; matter and energy can be created from nothing. Large and powerful magical creatures such as trolls, undead, and dragons can exist.  Flashy effects such as fireballs, lightning bolts, and flight possible but rare.

+3 Good:  Items can be enchanted.  Magic can enhance attributes but is generally low key and hard to detect.  Spells might make you fast or strong or hurl an item at a foe (alteration and apportation).  

+2 Fair:  Enough magic exists that minor magical creatures such as fairies and sprites can exist.  Illusion powerful.

+1 Average:  Magical effects can be taught and reproduced.  Divination powerful.  The Spellcasting Extra may be used to alter the natural world with supernatural spells.

+0 Mediocre:  Small magical effects happen randomly, like a sense of deja vu or flashes of ESP. Minor magic effects can only happen with long rituals learned with years of study and can never be proven scientifically.  Most magic is accidental, natural, or at best haphazard, and takes the form of coincidences, athletes “in the zone”, or other subtle effects chalked up to instinct or luck.  Mediums, psychics, witches and other practitioners may create minor effects with no reliability, and may think of their art as a religion.

-1 Poor:    Magic is universally disbelieved in.  Music is possible, but much of it sounds the same.  Reports of the supernatural are rare.  No one dreams. Fiction is rare, and of poor quality; most entertainment is factual, for instance biographies, documentaries and reality shows.  Coincidence, deja vu, and good or bad luck do not seem to exist.

-2 Terrible:  Complete absence of Magic. The supernatural does not exist.  Imagination is scarce.    Fiction and music are unheard of.  Colors seem muted; grays and beiges seem to dominate.  Nothing seems cute or creepy, beautiful or ugly, everything takes on a bland property somewhere in between.


+8 Legendary: Utopian society without the need for government or formal rules.

+7 Epic: Universal government and individual rights recognized by all.  

+6 Fantastic: Language, class, and ethnic barriers minimized.

+5 Superb: Vast bureaucracies may be spawned, supranational organizations possible.

+4 Great: Capitalism, socialism, communism, and stock exchanges possible.

+3 Good: Nation states, federal government, and corporations possible.

+2 Fair:   Credit, money lending, postal and news service possible. Long fiction possible.

+1 Average:  City states and standing armies developed.  Money and trade possible.

+0 Mediocre:  Multi-family tribal groups, timekeeping, pictographic writing, and poetry developed.

-1 Poor:   Extended families, language, verbal traditions, and personal ownership possible.

-2 Terrible:  No organization or communication is possible.  Complete savagery where the strong have absolute power over the weak.


+8 Legendary: Only one mythos is real, others are mythical.  Everything believed by the community of faith instantly becomes fact regardless of minor details such as “fact” or “physics”. Miracles are daily occurrences and not at all “miraculous”.  Disbelief is a contradiction.

+7 Epic: One mythos becomes dominant, others begin to lose power and followers and become less powerful cults.  Even the laity invoke miracles in their everyday routines.

+6 Fantastic: Travel to paradise or other divine places possible. Direct intervention common. Belief in the gods is near universal.  Invocation of miracles is common among the clergy. Atheism is a contradiction; even a mad person couldn’t deny the existence of the gods.

+5 Superb: Miracles can be invoked (see Miracles of Faith extra), producing irrefutable evidence of divine power.

+4 Great: Community of faithful can imbue an item or place with spiritual power.

+3 Good: Direct intervention of spiritual entities possible. Community of faithful can invoke miracles.  

+2 Fair:  Rituals requiring years of training can invoke divine power and produce small effects.

+1 Average:  Community of faithful can invoke miracles but divine power still cannot be proven.

+0 Mediocre:  Powerful miracles happen rarely but still cannot be invoked by the faithful.

-1 Poor:   Miracles only happen in the presence of many faithful, and are usually subtle in effect.

-2 Terrible:  The world is devoid of higher beings or an afterlife.  Miracles are impossible.


+8 Legendary: Impossible Tech.  Fast than light travel, time travel, matter creation, android life, teleportation, life creation, advanced psionic powers.  Just about anything is possible and Tech seems like Magic.

+7 Epic: Far Future.  Artificial intelligence, ambulatory robots, cybernetic or bionic prosthetics, slow interstellar travel, advanced genetic manipulation, terraforming, personal energy weapons, rudimentary psionics.  Medicine can cure almost anything, and if brought to an advanced surgical center with cloned body parts, almost anything can be healed.  

+6 Fantastic: Near Future tech just out of reach today.  Inter-planetary travel, quantum computing, virtual reality networks with almost unlimited bandwidth.  Fast cloning of body parts, genetic manipulation.  Fusion reactors.

+5 Superb: Early 21st century tech possible.  High speed computer networks, smart phones/tablets, unmanned drones, nuclear weapons, biochemical weapons of mass destruction, 3d printing, global positioning system.

+4 Great: World War II level tech possible. Long range bombers, doppler radar, assault rifles and machine guns, orbital spacecraft and satellites, home computers, artificial hearts, prosthetic limbs, ballistic missiles, atomic bombs.  

+3 Good: World War I level tech possible.  Airplanes, brain surgery, radios, automobiles, automatic pistol, submachine guns, tanks, radar, electron microscopes, television, mainframe computers.  Assembly line and other innovations make mass production of goods possible.

+2 Fair:   Late 19th century and early 20th century tech possible.  Rifling makes artillery and small firearms accurate. Coal powered ships and trains, barbed wire, telephones, light bulb, phonograph, bicycles, hydrogen air ships, submarines practical.

+1 Average:  Steam age. Crude firearms up to muskets, watches, bifocals, electric batteries, steam engines, railroads, telegraph, industrial revolution possible.

+0 Mediocre:  Renaissance possible.  Printing press, telescope, microscope, cannon possible.  Steel weapons and armor.  Large, complex sailing vessels make efficient global exploration possible. Basic physics, electricity, magnetism can be understood.  

-1 Poor:   Basic Dark Ages, Roman Empire, and medieval era technologies such as block printing, milling, aqueducts, stonemasonry, maps, magnetic compass, bridges, dams and roads possible.  Iron weapons and armor, bows, metal armor. Domestication of animals.  Basic agriculture. Plow.

-2 Terrible:  Stone Age.  Bearskins, stone knives, rafts, and fire making.  The most advanced weapons would be spears and clubs.

Note that some types of advances  that we think of as merely “technology” require two or more axioms to be high enough to support in a reality.  For instance, assembly lines and mass production requires +3 Tech, but it might also require +3 Social to enable large scale production lines.  Social media of Core Earth in 2013 both requires +5 Tech and Social axioms.  Without both international organizations and high speed computer networks, social media would be a contradiction.  

Likewise, there may be certain advances that are impossible on Core Earth.  If a wizard wants to create a spell that allows his entire college of wizards to instantly communicate, it may require both a high Magic and Social axiom.  A technological device that communicates with divine entities, say a prayer teletype, might require both high Tech and Spiritual axioms.

Additionally, just because an advance is possible doesn’t mean it exists, and world aspects might prevent it from being a possibility.  The Cyberpapacy may have the Tech axiom to support a cure for cancer, but the world aspect There is Only One God, and Malreux is His CyberPope might prevent its discovery, since such a cure would deny his cyberpriests from using faith to heal it and gain followers.

World Axioms










Core Earth










Living Land





Nile Empire





Nippon Tech










Axiom Changes

The invasion of Earth has caused Core Earth’s Spiritual axiom to increase from +1 Average to +3 Good; this is a dramatic increase unheard of in the Infiniverse, and unexpected by the Possibility Raiders.  Even the Gaunt Man did not expect this, but perhaps he should have, given Core Earth’s world aspects.  Miracles of Faith are now much more common, and various religions of Core Earth are experiencing a spiritual revival.  Most mythos believe this is a time of Apocalypse or the End Times, and their faith is rising to defend Core Earth and their spiritual beliefs from the invaders.

The Cyberpapacy experienced a much more radical axiom shift due to the influence of another technically advanced cosm on the Darkness Device.  Formerly Tech -1 Poor, the sudden Tech Surge boosted the Cyberpapacy realm and its home cosm of Magna Verita to Tech +7 Epic.  This huge shift in reality had an extreme effect on everyday life in the realm, but Malreaux has chosen not to transform the Magna Verita cosm.  

Some local areas have slightly different axioms than the surrounding reality.  For instance, sites like Stonehenge and the Bermuda Triangle in Core Earth has a slightly higher Magic axiom, and sometimes the Tech axiom increases in one area before the rest of the cosm catches up, such as at NASA or the various Manhattan Project laboratories.  Religious sites such as the Vatican, the Masada, Jerusalem, Mecca, or the Shao Lin temples in China might have a slightly higher Spiritual axiom.  First world countries are theorized to have a slightly higher Social axiom than third world nations, and while the nature of the Social axiom makes it difficult to tell if this is by circumstance or choice or if the Social axiom is actually more limiting in some regions, the volatile history of regions such as the Middle East lends some validity to this hypothesis.

Reality Skill

All Stormers and Storm Knights get a skill called Reality. Reality is used to assert the rules of your home cosm, even if you are in another realm.  Specifically, having the Reality skill is what enables you to cause contradictions, you can use Reality to create a reality bubble, to resist transformation to another reality, and you can use it to overcome reality storms.  

Overcome:  Reality can be used to overcome the reality of a pure zone in order to create a contradiction without a risk of disconnection by spending a Fate point.  This creates a personal reality bubble that allows you to use your axioms for the duration of a scene.

Reality Storms:  In Torg, player characters could initiate reality storms.  For my FATE Torg hack, I have decided not to allow it, but reality storms can be created by certain very powerful creatures and artifacts (not usually by player characters)  in a challenge to invoke a reality storm against another character from a different cosm with Reality skill in the same zone.  

Create an Advantage:  Reality is used to create an advantage during reality storms.  An example would be temporarily making your reality a pure zone, summoning a denizen or equipment of your reality, or transforming an ord or equipment in the zone to your reality.

Attack:  Reality cannot be used to attack, except by the cosm itself (see below), or in certain special circumstances like with a Darkness Device or an Eternity Shard.  Cosms and Darkness Devices use Reality in attempts to transform denizens of other realities with a reality storm.

Defend:  You can use Reality to defend against transformation.  If you are disconnected from your reality and don’t return to your native cosm, you must spend a FATE point to reconnect at the next milestone.  If you can’t or choose not to, you run the risk of being transformed to the new reality.  The new cosm or realm makes an attack against your character with a +2 bonus.  If it is a cosm rather than realm, or if it is a pure zone, it gets an additional +2 bonus.  If you are taken out, the reality wins and you are transformed.  If not, the cosm or realm can attack again at the next milestone if you have not yet reconnected.  A character transformed loses all Fate points, and gets the Transformed to <Insert New Realm Here> aspect.  Once you have a “Transformed” aspect, it can have dire consequences.  If you are transformed again, you lose the Reality skill forever, and  player characters who lose their Reality skill should be made into an NPC.  Note that you can begin play as a Transformed character if you wish, and it does not cost one of your aspects.


Ordinary people and items (ords) get transformed automatically and immediately when enveloped with a pure zone of a different reality.  Dominant zones also automatically transform them, but it can take hours, days or weeks.  Mixed zones may or may not transform ords.  Characters with the Reality skill can resist transformation automatically as long as they don’t disconnect.  If they disconnect, then they check for transformation at the next milestone (see the Reality skill).  

Transformed characters drop the world aspects and axioms of their old native cosm and pick up the aspects and axioms of their new home.  Their appearance will change to closer match the natives, but the change will be as subtle as possible.  Al Core Earther man transformed to the Living Land might become a hairy neanderthal-looking human savage, for example, and would not turn into an edeinos.  Items and locations transform too, usually into items of similar function that better suite the new realm, so his Glock pistol becomes a simple hrockt shoot spear or perhaps a large, hard seed suitable for bashing.  His camouflage clothing might become a mash of living plants.  Feel free to change personal aspects and even the character’s high concept if necessary; transformation is a pretty big deal.  

Martial Arts  - I want this extra to be able to differentiate attacks made by martial artist characters and simulate kung fu movie style action.  Martial arts is primarily action oriented, but I could see it influencing the story as wuxia is an entire genre.  It should have stunts as well because it can influence skills.  There is a Chi Stress track for characters with the Martial Arts skill.  However, most uses of martial arts does not require stress unless the stunt has extreme magical like effects.  For instance, attacking with the five point palm exploding heart technique might have stress,  but most uses would not, but might require expenditure of Fate points or be usable a limited number of times.

An aspect must be used to get permission to use martial arts.  It requires years of training to use these skills and stunts and it is a part of the character’s life.

Extras: Weapon and Armor Ratings

Weapons have two stats in Fate Torg, a damage rating and at least one axiom rating.  The damage rating is a number from +0 to +4.  Guidelines for weapon damage ratings are as follows:

-  No weapon can have a damage rating higher than its axiom rating.  The type of axiom depends on how the weapon does its damage.  Weapons that depend on scientific principles to work, such as clubs, swords, muskets, machineguns, and even laser pistols and atomic bombs are limited by their Tech axiom.  Magic wands and staves are limited by their Magic axiom.  A religious artifact that melts people would be limited by its Spiritual axiom.

- Axioms higher than +4 don’t enable more damage, but might increase the area of effect or cause other aspects such as Nuclear Fallout.

Armor can reduce damage but armor can only go from +0 to +2.  Armor in FATE Torg is never as effective as weaponry, and can be completely ineffective against weapons of higher axioms.

-  Armor is only effective if it is of equal or higher axiom levels as the weapon it is defending against.  People stopped wearing chainmail when guns became common. The type of axiom is irrelevant...for example a suit of enchanted plate mail might have a Magic axiom of +5, and thus would be effective against a 9mm pistol with a Tech axiom of +5. This is up to the GM of course, as in some cases this wouldn’t make sense.  A bulletproof vest might work against a wand of force, but be useless against a wand of lightning.

-  Armor rated at +1 is light and causes characters to be Slightly Encumbered and can be concealed under clothing. You get a -1 penalty on Athletics checks and to defend against attacks when wearing light armor.

-  Armor rated at +2 causes characters to be Heavily Armored and cannot be concealed.  You get a -2 penalty on Athletics checks and to defend against attacks when wearing heavy armor.

Example Weapon and Armor Ratings:

+1  Magic Missile spell, Sword, Dagger or Club

+2 Magical Blade, Musket, Grenade, Mortar Round, or Flintlock pistol

+3 Wand of Fireballs, Rifle, Artillery Shell blast zone, or Shotgun

+4 Vorpal Blade, Archmage Staff of Lightning, Machine Gun, Automatic Assault Rifle, Mini-Gun, GodBeam Laser Pistol,  Rocket Propelled Grenade

Example Armor Ratings:

+ 1 Leather armor, Chain shirt, Bulletproof Vest, Breastplate, Subdermal Cyberplating

+2 Chainmail, Platemail, Kanawa Exoskeleton, Powered Battlesuit, Cyborg Exo-Plating

Extra: Martial Arts

Permissions: One aspect reflecting that you’ve been trained in one or more exotic martial arts, and your home reality must be Nippon Tech.

Costs:  Skill ranks in Martial Arts, a new skill. If you have Fight, convert it to Martial Arts.

Martial Arts replaces the Fight skill for those who take it.  It can do everything that the Fight skill does, plus the following actions.

Overcome:  Same as Fight, but you can also use Martial Arts to break through doors, bricks or other obstacles.

Create an Advantage:  Sames as Fight, but you can also use Martial Arts to throw or hold an opponent.

Attack:  Same as Fight.

Defend:  Same as Fight, but you can also use Martial Arts to defend against ranged attacks.

Stunts include any Fighting stunts, and also any Martial Arts Style stunts, below.

Martial Arts Stunts

These stunts are useful for martial artists of any style.

Light Step - Like wire-fu movie actors, you can run across water, dance on the blades or heads of your enemies, dash up walls or leap effortlessly rooftop to rooftop.

Chi Flight - You must have the Light Step stun to be able to use this stunt.  By taking Chi Stress, you can fly for the duration of the scene at the same speed that you can run.

Chi Punch - By taking Chi Stress, you can use martial arts to punch from a distance, striking opponents in the next zone with the martial arts skill as if they were in the same zone.

Extra: Martial Arts Styles

In addition to the martial arts skill, you can take a particular style at the cost of one refresh.  Styles represent extreme levels of training that specialize your character.  It is very rare for a martial artist to master more than one style, but it is possible.  Spending one refresh grants you a Style Aspect and two stunts from the style.  Further stunts must be purchased as normal.

Ninjutsu, style of the ninja (aka shinobi)

Permission:  You must take the Martial Arts skill.

Costs:  1 Refresh.  

Style Aspect: Shinobi Own the Shadows

Ninja Stunts

Ninja Vanish  (Same as Ninja Vanish from page 126 of Fate Core)

Infiltration - You gain a +2 bonus to Burglary skill checks.

Escape - Once per session, you can spend a Fate point to find a viable exit from any trap or prison.  This creates an advantage and you can use your Martial Arts skill to use it to escape, instead of Burglary.

Throwing Stars - Once per scene, you can throw shuriken, small spikes, or caltrops as a free action.  These cause little damage but can create an advantage such as Slowed by Caltrops or Distracted By Shuriken. 

Assassination - (Same as Killing Stroke from page 111 of Fate Core)

Kung Fu, style taught by Shao Lin priests that is the ancestor of many styles of Chinese martial arts.

Style Aspect:   Anything Can Be Used as a Weapon

Kung Fu stunts:

Short Fist - When you cause a consequence with an unarmed strike, you can spend a Fate point to cause oppponents to be Knocked Off Their Feet until they use movement to get up.  Succeeding with style means they are also pushed back.

Long Fist - When using Martial Arts to fight multiple opponents you gain a +2 bonus.

Dim Mak - You know where the vital pressure points are and how to attack them.  Once per scene you can take Chi Stress when you cause a consequence.  If you do, you cause an additional consequence of the same value.

Iron Palm - By striking progressively harder surfaces over years, you train your body to be a weapon.  Your unarmed strikes gain a +1 weapon damage rating (see Extras: Weapons and Armor Ratings), and you gain a +2 bonus to break items with your bare hands.

Arrow Deflection - You gain a +2 bonus to Athletics checks to defend against arrows or thrown weapons.  If you succeed with style, you catch the missile.

Extra: Ayslish Spellcasting

Permissions:  Every native of Aysle can use this extra, and gains one prepared spell as if they had the prepared spell stunt for free, but by taking an aspect indicating you have studied magic (aka are a mage) , you gain additional skill ranks in Divination, Apportation, Alteration, and Conjuration.  

Costs:  Skill ranks and refresh for associated stunts

Every native of Aysle knows these skills at Mediocre +0, but if you are a mage you gain one each at Great, Good, Fair and Average.

On Aysle, Magic is Everywhere, and Everyone Knows Some Magic.  This world aspect profoundly affects Aysle, but the biggest effect is that every native of the Aysle realm or cosm can use Aylish Spellcasting to some degree.  Most folk know only a few cantrips to help them through their daily chores, but those with the Lore skill can create their own spells to fantastic effect.  

There are four major types of spells (also called patterns) on Aysle:

Divination:  This pattern focuses on prediction, scrying, and detecting.

Apportation:  Movement and energy are the primary foci of this pattern.

Alteration:  Changing matter and energy from one form to another is this pattern’s focus.

Conjuration:  Creating something from nothing is the focus of this pattern. Note that illusion is a weak form of conjuration and not a true pattern, but it has special implications when used, so illusion is often regarded as a pattern.  

These types of patterns are all used to craft every spell, but one pattern is always dominant.  For example, the divination pattern would be the dominant pattern in a spell that predicts the weather, while an invisibility spell would be alteration.  Summoning a troll or a ball of fire would be a conjuration.  Flying or causing a rock to fly across a room would be apportation.

Alteration magic is used when a spell primarily is changing matter or energy from one form to another.

Overcome:  Use Alteration to defeat a magical ward or trap, or to turn off a magical automaton.  

Create an Advantage:  Use Alteration to alter the environment or place physical or mental impediments on a target. Characters can defend against this with Will.

Attack:  Use Alteration to transmute someone with magic, whether through conjuring of elements or mental assault.  Targets defend against this with Will or Alteration.  

Defend:  Alteration spells can defend against transmutation magic.

Apportation spells cause movement.

Overcome: Apportation spells could be used to move obstructions.

Create an Advantage:  Use Apportation to speed up allies or slow down foes.

Attack:  Use Apportation to throw rocks at enemies or to throw enemies off cliffs.  Characters can defend against this with Athletics or Apportation.

Defend:  Apportation spells can deflect ranged attacks.

Divination spells are used to find lost items and people, to better perceive the present, to foretell the future, and to learn about the past.  

Overcome:  Divination magic can allow sight through concealment or obstructions or other senses to work despite distractions and obfuscations.

Create an Advantage:  Divination magic can create advantages like Hard to Surprise or Can See in the Dark.

Attack:  Divination spells are not used to attack.

Defend:  Divination can be used to detect or prevent magical spying.

Conjuration spells are used to create illusions, to summon objects or creatures, or even to create something from nothing.  

Overcome:  Creating a bridge over a chasm is an example of how Conjuration can solve problems.

Create an Advantage:  Summoning or creating a creature or weapon, or an illusion of such.

Attack:  Conjuration can be used to summon or create energy or illusions that attack the body or mind.  

Defend: Conjuration can be used to defend against being summoned magically.

Special:  There is a new track for Aylish spell casters called Backlash with three stress boxes.  Backlash stress is only taken when a roll to cast a spell fails.  

Ayslish Spellcasting stunts

Prepared Spell:  By learning an optimized pattern, one can become so proficient at casting spell that Backlash stress is never taken, even on a failure.  You can take this stunt multiple times, each time you take it you are able to prepare three spells.  You may change which spells you’ve prepared during a milestone.

Note that all Ayslish natives have one prepared spell as if they had this stunt...casting this spell is a talent with which they are born, although most folk cannot cast it until puberty.  This birth spell is usually determined by the time of day of when they were born.  Ayslish midwives work hard to try to get babies to be born during a favorable hour so they will know spells that are useful and positve, but sometimes babies just insist on being born during a bad moon or other ill fated time, and have necromantic or other disagreeable birth spells. Place of birth is also a factor.

Invitation to Madness:  You have the ability to push your magical powers, at a cost.  By choosing to use the Invitation to Madness, you gain a +2 bonus to your spell, but you must take Backlash stress.  If taken out as the result of Backlash while using this stunt,  you become a Raving Lunatic.  

Specialization:  Gain a +2 bonus to spells in one of the following disciplines:  necromancy, fire, water, earth, air, metal, plants, lightning, darkness, light, golems, fairies, or some other focused area.  You can take this stunt multiple times, each time you choose a different speciality.

Extra:  Miracles of Faith

In worlds with a Spiritual axiom of at least Superb +5, miracles can be invoked.  Miracles are much like spells, but the power from the miracle comes from the deity that the invoker believes in, and the exact effect of the miracle may not be exactly what the invoker requests or imagines it will be.  

Permissions:  You must have an aspect that indicates you are a clergyman, shaman, priest, or that you are simply “touched” by your deity to be able to invoke miracles.

Cost:  It costs 1 refresh to be able to invoke miracles, and stress is taken.  You must have at least +1 in the Faith skill to attempt to invoke miracles.

When the Faith skill is taken, a deity, pantheon, or denomination must be chosen.  For example, Faith (Catholicism),  Faith (Lanala), Faith (Asgardian Pantheon), or even Faith (Atheist).  The choice must be from a mythos in your native cosm or realm.

Overcome: Faith might be used to break through spiritual wards, to heal, or to remove curses or other spiritual afflictions.

Create an Advantage:  Faith can make an area into holy / unholy ground, bless or curse an item or person.

Attack:  Faith can invoke a miracle or spiritual attack that directly or indirectly attacks someone.

Defend:  Faith can defend against spiritual attack.

Invoking miracles is harder when the target or beneficiary is of another faith.  Note that if you don’t have Faith as a skill, you can still be considered as being of a certain faith if you have an aspect that indicates as much.  If you don’t have the Faith skill or an aspect dealing with faith or religion, your character may still have beliefs but they aren’t particularly strong and don’t affect miracles.  Your character might even think of themselves as faithful or strongly spiritual and not really be as such.  

When the target or beneficiary of a miracle is of a different faith, you get a -2 penalty. Most miracles require a Spiritual axiom of Superb +5, or they are a contradiction.  A particularly subtle or small miracle, or a miracle invoked by a community of the faith is possible in worlds with a lower Spiritual axiom.

A crisis of faith is when a miracle targets someone with a different faith than the invoker.  Even if the miracle is beneficial to the target, if they have a different type of faith skill, it can cause them to convert to the invoker’s faith.  They must overcome the miracle with their Faith.  

Extra:  The Power of Fear  (Work in progress)

The Gaunt Man has used Heketon to twist Orrorsh into a realm of horror.  By what he calls “the Power of Fear”, the Gaunt Man can siphon possibility energy from Core Earth faster and more efficiently than any other High Lord.

This is an extra that needs to be created to model how adventuring works in Orrorsh.  Only by researching the weaknesses of horrors and perservering and sacrificing can the horrors of Orrorsh be defeated.  

Extra:  Orrorshan Ritual Casting (Work in progress)

In Orrorsh, the Power of Fear forces heroes to seek dark, dangerous knowledge to find the true death of horrors.  Orrorshan Ritual Casting is a seductive, dark art that can make killing a horror easier, but it can also turn a Storm Knight into one of the very horrors that they hunt.  I pictures this as an extra that can be used to shortcut the Power of Fear, at a cost, using Lore to cast rituals to find weaknesses of horrors and to do horribly cruel things to anyone who gets in the way of your monster hunting.


The Torg Timeline Thus Far

The original Torg game was set to start in 1991.  I have updated the dates of the timeline to bring it into the near future of the 21st century, far enough in the future that the names of politicians don’t conflict with current office holders, but soon enough to make current events and maps usable and relevant.

1300 BC: Akashan refugee group reaches Earth and comes into contact with the Olmec civilization.

1250 BC: The Gaunt Man defeats Dairoga, High Lord of Kantovia, thereby conqueroring his first cosm. He then wipes clean Dairoga's memory and renames him Kurst. The Kantovian Darkness Device, Tagharra, flees to Earth, pursued by Heketon and the Gaunt man. They are driven back by the sheer amount of possibility energy in this cosm, but the Gaunt Man vows to return.

1240 BC: The Star Sphere gathers refugees from Dairoga.

1225 BC: Kantovian Darkness Device found by Olmecs near Teotihuacan. Device begins to corrupt civilization.

1200 BC: Demons terrorize Mycenae on Tharkold.

1136 BC: Sutenhotep is slain by a disgruntled peasant Assassin.

1100 BC: Because a schism has developed between the Akashans and the Olmecs, the Akashans move south and gather several tribes in Guatamala for protection against the increasingly aggressive Olmecs. The people who emerged from this union would call themselves Maya.

717 BC: Gunpowder developed by the Jhou court on Tharold

300 BC: The Spasm rocks Tharkold

400 AD: After a failed invasion of the Star Sphere, Malgest is locked away in a temple of the Mohani. All records of the defeated invader and his terrible device are erased. The imprissoned Malgest contines to slowly drain the Cosm.

480: Kantovian Darkness Device corrupts Mayan civilization.

550: Kantovian Darkness Device corrupts Toltec civlization.

1110: Evidence of the delining Axioms is presented on Tharkold. Indications showed that demon-kind was doomed unless the decline could be stopped.

1112: The Gaunt Man discovers Tharkold and makes a pact with Krinod, who becomes a lieutenant.

1114: The demons launch a inter-dimenional probe, which comes to Heketon's attention.

1200: The Akashans move away from the Maya toward Peru and Bolivia, leaving a small band behind with the Maya (those Monitors are later slaughtered by the Mayans at the direction of their "War God" Tagharra). The southern branch applied their energies to Incan civilization and began sending emissaries to other peoples around the globe.

1206: Krinod of Tharkold finds Melgast and becomes a High Lord in his own right.

1270: The Gaunt Man discovers Tz'Ravok and the Ravagons.

1300: Representatives of the Akashans visit the Aztec city of Tenochtitlan. Although rebuffed by the rulers of that budding empire, their splendid golden raiment contributed to the legend of Quetzacoatle, who would one day return.

1350: Kranod discovers the Star Sphere, but is reluctant to invade due to the forces available via the Star Gates.

1380: Huitzilopochtli plants the seeds for the plan that eventually result in the Comaghaz into Laria's mind while she is visiting Earth. It senses her thirst for power, and seeks a method of satisfying both of their desires. (It is 'unconciusly' seeking a suitable candidate for High Lord, but still lacks Its full memmory.)

1390: The Comagahz outbreak begins to spread throughout the Star Sphere.

1400: Kantovian Darkness Device, now calling itself Huitzilopochtli, begins corruption of Aztec civilization.

1410: Kranod begins to invade Comagahz weakened Cosms of the Star Sphere.

1473: The forces of Uthorion invade Aysle across a bloody bridge, an army of Monsters. The great houses unite under Lady Pella Ardinay and sent their bravest Knights to serve under Tolwyn of House Tancred as a Knight Protector.

1474: Uthorion's forces have largely defeated the Ayslish forces. Lady Tolwyn of House Tancred is apparently slain. Lady Ardinay apparently defeats Uthorion in single magical combat. Uthorion's forces scatter and disappear. In the years to follow, Lady Ardinay reverses many of her earlier policies and life seems to be, in general, slowly becoming hell. Despite all this, Lady Ardinay remains free of Corruption, puzzling all those with the ability to see Corruption.

1500: The Star Sphere, now cosmic refugees, seek a haven. They send a contingent to Earth, believed to be safe from invasion by the Raiders.

1519: Spanish conquer the Aztec civilization. Priests of the Inquisition cast Huitzilopochtli into the lowest level of its temple and bring the temple down on top of it.

1532: The Spanish arrive in Peru, and the end truly begins for the Incan civilization.

1597: Baruk Kaah discovers Rec Pakken and begins the domination of Tekta Ker.

1690: On Gaia, the Gaunt Man begins to spread his evil from the Grand Canyon in the central plains of the Americas. The might of the Victorian Empire begins to fade.

1866: On Magna Verita, Jean Malreux gains his Darkness Device, the Ebon Cross. Within a few years, he will engineer the death of his own father and his own election to the Papacy.

1919: Pope Jean Malreaux, bored and restless, begins the Great Crusade, to bring the light of God to darkened cosms. Over half a dozen cosms will be destroyed and millions of souls will be heaped before the gates of heaven and hell and their cosms are cleansed of sin by fire and blood.

1931: On Tera, Sutenhotep is resurrected.

1932: Pope Jean Malreaux meets Uthorian. They ally and conquer another cosm, learning much from each other.

1941: On Terra, Sutenhotep names himself Dr. Mobius and starts his career as a Criminal Mastermind.

1961: On Terra, Mobius finds the Kefirtiri Idol. He flees Terra and uses the darkness device to conquer his first empire. He uses his darkness device to remove Khem from Terra and to slow down the flow of time on Terra to one-third that going on elsewhere. In the following years, Mobius conquers nine empires (destroying six in the process).

1969: On the cosm of Marketplace, 3327 comes into contact with the darkness device Daikoku. He calls a meeting of Marketplace's CEOs and establishes the Maelstrom Markets, charging each corporation a leasing fee and 40% of their profits.

1971: Archaeologists working in Peru come close to unearthing Huitzilopochtli, but stop just short of its burial chamber.

July, 2014: The Tharkold invasion of Kadandra is defeated.

Year One

April 8th, 2015: The invasion of Earth begins at the stroke of midnight in Indonesia (11:00am New York time), with the arrival of the Gaunt Man's first maelstrom bridge on the island of Borneo. By the twelfth chime, the reality of Orrosh has spread across the pre-placed stelae areas, bringing all of the Indonesian islands into the realm of the Gaunt Man. The axiom wash smothers electrical power throughout the region, and all communication from Indonesia ceases.

--As predicted, the possibility backlash from Core Earth is incredible. Alone against the full strength of Earth's possibility energy, Orrosh is witness to massive reality storms erupting on its borders. Only a furious expenditure of energy from Heketon allows the horror realm to maintain itself against the onslaught, an exertion that the Darkness Device estimates it can sustain without assistance for three days before the stelae overload and Orrosh is annihilated.

--Meanwhile, in response to the sudden blackout in Indonesia, The United Nations calls an emergency session in New York City. President Douglas Kent and Vice President Gregory Farrell, and several other heads of state from around the world are present at this meeting. Although details are sketchy, it is at first assumed that a freak hurricane caused a major power outage in the area. However, discussion of relief strategies is brought to a halt when a delegate from Japan (a Kanawa plant) blames the disaster on the detonation of nuclear weapons in Indonesia by a foreign power, then angrily storms out of teh conference. Fingers begin to be pointed, with China, the United States, and the Soviet Union being the three most commonly named as instigators for the alleged attack. The talks break down into a shouting match which keeps the UN occupied throughout the night and into the following day.

April 9th, 2015: The first Living Land bridge arrives in New York City. In the confusion, contact with the President and Vice President is lost.

April 10th, 2015: Father Christopher Bryce meets Coyote and Rat. Rick Alder meets Tal Tu.

April 11th, 2015: The second Living Land zone appears, taking more U.S. territory with it.

April 12th, 2015: Speaker of the House Jonathan Wells announces that he will not name himself President, but will assume the duties of the executive office until the status of the President and Vice President is known. He puts the U.S. military on DefCon 2. Meanwhile, Newark burns in the chaos of the invasion.

April 13th, 2015: By now, Illmound Keep is completed and the Victorians are busy setting up a town near their bridge. At night, Andrew Decker has his first dream of the Heart of Coyote.

April 14th, 2015: The second Living Land bridge arrives in Canada, with five tribes settling there. Father Bryce and company meet Malcolm Kane in Trenton, New Jersey. the soviet psychic Katrina locates the general location of a Thakoldu stelae. the Infernal Machine is activated.

April 16th, 2015: Tolwyn of House Tancreed awakens in the body of Wendy Miller. The third Living Land bridge drops near Sacramento. A Japanese agent tells the Soviets about stelae. The earth's slowing is detected by Earth Astronomers.

April 18th, 2015: Speaker of the House Jonathan Wells reluctantly takes the office of President and chooses Dennis Quartermain as his Vice President. By now the Eastern Land has spread as far west as Ohio. Wells sends Decker to look for the Heart of Coyote.

April 20th, 2015: The Gaunt Man recruits serial killer Malcolm Kane.

April 21th, 2015: The first Asyle bridge arrives in Britain. The Soviets locate and uncover one of the three Tharkoldu stelae. Agents from Kanawa sent to warn the French government of the impending Cyberpapal attack are located and eliminated by agents of Malraux.

April 22nd, 2015: Dr. Hachi Mara-Two arrives on Earth and links up with Tolwyn et al. The group decides to seek the Heart of Coyote. Djil decides to leave his home in Australia. Decker and his Marine escorts enter the Living Land. Thratchen appears on Earth in Living Land territory.

April 23rd, 2015: Thratchen arrives in Illmound Keep and informs the Gaunt Man of his search for Mara. The Gaunt Man sends Kurst out to hunt Mara. Djil meets Tom O'Malley at the airport. The dwarves come over the Aysle bridge to Earth. The Gaunt Man makes Thratchen his second in command.

April 24th, 2015: Kurst arrives in Philadelphia.

April 25th, 2015: The False Papacy arrives in Avignon. Kurst meets Decker in the Living Land.

April 26th: The Tharkoldu arrive, but one of the stelae is removed just in time by the Soviets. The Earth's possibility backlash , though of limited suration, is enough to atomize both the bridge and the stronghold of the demon Khernogom, as well as a section of the Tharkold cosm about the size of Texas.

April 27th, 2015: The U.S. capital is moved to Houston and the Delphi Council is formed.

--Meanwhile, on the cosm of Tharkold, another sort of upheaval is taking place. The possibility backlash creates incredible chaos in the cosm, and the Free Nations seize the opportunity to strike back at the demons -- the first major Race offensive in over 300 years. The War breaks out again in the smoldering remains of two demon princes, forcing Kranod to postpone his plans for an immediate counterstrike on Earth.

April 29th, 2015: Tolwyn et al meet Decker and Kurst. Tom O'Malley meets the dwarves in Aysle.

April 30th, 2015: Baruk Kaah tries to destroy the hardpoint at Silicon Valley but fails. This, Baruk Kaah's first major defeat, marks the beginning of the first real grumbling among the edeinos that Lanala no longer favors the Saar.

May 3rd, 2015: The Nile Empire arrives on Earth. The Storm Knights discover the Heart of Coyote. Tolwyn slays the Carredon. Malcolm Kane, who sees Father Bryce as his nemesis, falls seemingly to his death, but no body is found.

May 10th, 2015: The Mystery Men come to Earth via Frest's Machine.

May 14th, 2015: Mobius unveils his artificial sun.

May 16th, 2015: President Wells gives the Delphi Council the power to raise its own army.

May 20th, 2015: Heketon, foretelling what is going to happen to the Gaunt Man, has the Gaunt Man hide it in extradimensional space.

May 25th, 2015: Nippon Tech invades. The invasion goes mostly unnoticed by residents of earth.

June 4th, 2015: Tolwynn and company reach Illmound Keep.

June 5th, 2015: President Wells is assassinated; Dennis Quartermain is sworn in as President. Tolwyn's Storm Knights battle the Gaunt Man, imprisoning him in the Maelstrom with the Heart of Coyote. Kurst fights and kills the weretiger Scythak.

July 8th, 2015: The Earth's rotation stops completely.

July 10th, 2015: Thratchen uses the Gaunt Man's mirror, Wicked, and some of the energy from his Infernal Machine to summon the Nameless One. Meanwhile, Djil brings the Storm Knights into the Dream Time; Uthorion and Malraux are drawn in as well. There, Mara uses her jaz pack/data plate to transfer images of her cosm to Malraux.

The Nameless One arrives, but the combined possibilities of the Storm Knights in Dream Time also bring Aperios. Aperios recreates the cosmverse an infinite amount of times, thus creating the Infiniverse. In this upheaval, Uthorion's spirit is finally sundered from Ardinay's body, and Malraux's dreams of a high-tech reality are hardwired into his cosm. The medieval False Papacy becomes the computerized Cyberpapacy.

July 11th, 2015: Uthorion's spirit awakens in the body of Viking leader Thorfinn Bjanni. As Drakacanus is still attuned to Ardinay's body, Uthorion can no longer call upon his Darkness Device, and so he marshals his forces to regain control of his realm. In Oxford, Ardinay is tempted by Drakacanus but resists; she calls for a halt to the invasion of Earth. The civil war in Asyle begins.

July 12th, 2015:  A group of Storm Knights is recruited by the Delphi Council to find and stop whatever is causing the Earth to stop spinning.