TEXT: The Near Now …
  Later today, early tomorrow, sometime next week,
  the world began to end.
  The Possibility Raiders had come to steal Earth’s energy, its Possibili-
  ties. At the start of the invasion, France experienced the Collapse, a period
  during which techonology ceased to function. Then the Raider’s plan
  went wrong and technology returned, with a vengeance. The Cyberpa-
  pacy was born.
  A false Pope, Jean Malraux I, has brought the gift of cyberware to a
  waiting nation. He promises glories unimaginable, security in an uncer-
  tain world, spiritual power in a darkening age. All you must do is serve
  God. Serving God is easy, for Jean Malraux is His Vicar. Jean Malraux shall
  tell you what to do. Always. The Cyberpapacy has everything under
  control. Except the streets. Those are yours.
  This is the realm of …
  
  Torg: The Cyberpapacy
  2
  Roleplaying the Possibility Wars
  TM
  TM
  The Cyberpapacy
  The Sourcebook of Virtual Reality
  T A B L E  O F  C O N T E N T S
  Introduction
  4
  THE REALM AND COSM
  Chapter One: Magna Verita
  7
  Chapter Two: Jean Malraux I
  11
  Chapter Three: Organizations in the Cyberpapacy
  18
  Chapter Four: CyberFrance
  26
  Chapter Five: Paris
  47
  THE RULES
  Chapter Six: World Laws and Reality Storms
  54
  Chapter Seven: Skills
  59
  Chapter Eight: Miracles
  61
  Chapter Nine: Characters and Creatures
  71
  Chapter Ten: Cyberware and Equipment
  76
  TEMPLATES
  101
  
  3
  Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosmverse, Cyberpapacy, Darkness Device, Dr. Mobius, the Gaunt Man, Gospog, Heart of Coyote, High Lord,
  Infiniverse, Kanawa, the Living Land, Maelstrom, Maelstrom Bridge, Nile Empire, Orrorsh, Pella Ardinay, Possibility Raiders, Possibility Storm, Possibility Wars, Ravagon,
  Stormers, Storm Knights, Torg, the Torg logo, West End Games, and WEG are trademarks of Humanoids, Inc. ®, ™ and © 2002 Humanoids, Inc. All Rights Reserved.
  The Cyberpapacy
  Jim Bambra
  Design
  Greg Gorden, Robert A. Maxwell
  Contributing Design
  Greg Gorden
  Development and Editing
  Stephen Crane, Richard Hawran, Cathleen Hunter
  Graphics
  Daniel Horne
  Cover Illustration
  Timothy Bradstreet, Rob Caswell, Grant Goleash,
  Rick Harris, Allen Nunis
  Interior Illustrations
  Nikola Vrtis
  PDF Version Creator
  Special thanks to Jeux Descartes for all their help.
  Eric Aldrich (James S. Bracher, Jeff Brown, Garry Corbin, Letha
  Owens), Jeremy Duffer (Bill Askins, Robert Blanton, Jeff
  McManus, Bryan Prince, Eric Prince), Dr. Michael A. Fortner
  (Kevin M. Carrol), Robert A. Maxwell (Kevin Barkan, Rob Brese,
  Paul Keck, Leigh McNicholas, Heather Pritchett, Marc
  Silverboard), Louis J. Prosperi, Lawrence J. Trainer
  Playtesting and Advice
  Published by
  Honesdale, PA 18431
  www.westendgames.com
  First Printing: February 1991
  PDF Published: October 2002
  Note to Our Readers
  This PDF version of the Cyberpapacy Sourcebook was created from the original electronic files. Images were left out or
  modified and the page layout was modified to reduce file size and production time (the images do not have electronic
  counterparts). Typographical errors were not fixed, nor was any attempt made to update the sourcebook to reflect current
  technological progress or any developments in the Possibility Wars since this book was first printed. This electronic
  document is provided as an relatively inexpensive means for people to get the original Cyberpapacy infirmation from a
  popular book now long out of print.
  If you received a copy of this file from a friend and would like to support the publishing efforts of West End Games, please
  send US$9.00 via PayPal (https://www.paypal.com/) to d6lweg@yahoo.com.
  For more information about Torg and other West End Games products, please visit our Web site, www.westendgames.com.
  This PDF requires the Torg basic set (WEG #20501) to play. You or your favorite local or Internet retailer can order the
  Torg basic set and other printed Torg supplements through West End Games. You can find more information about ordering
  directly from West End Games in the Catalog section of our Web site.
  
  Torg: The Cyberpapacy
  4
  elevision  screens and cel-
  lular phone lines across
  France flicker into life. A
  gleaming golden crucifix
  appears on millions of
  screens as a deep voice fills the air-
  waves.
  “France at Six O’clock, brought to
  you by the News Service of the Cyber-
  papacy.”
  The crucifix fades and is replaced
  by live action scenes of the day’s news.
  “As the Antichrist continues his
  assault on the French nation, severe
  Apocalypse storms continue to isolate
  France from the rest of Europe
  “Labor unrest continues in the Paris
  district.
  “The Nuclear disaster at Creys-
  Malville continues to claim more lives
  as fallout blows over Isere, Savoie,
  and Hautes-Alpes.
  “The collapse of the European Eco-
  nomic Community and the ending of
  petrochemical imports brings untold
  hardship to millions.
  “AIDS continues to spread amongst
  the poor and heretics.”
  A richly dressed Cardinal appears
  on the screen and smiles benignly at
  his audience of millions.
  “These are only some of the top
  stories in the news today. Stay tuned
  for detailed reports on each of these
  stories and for an up-to-the-minute
  account of the steps taken by the Cy-
  berpope to counter the menace of the
  Antichrist. But first, an important mes-
  sage from his Holiness, Pope Jean
  Malraux I.”
  A fanfare of trumpets and synthe-
  sized sounds erupts from the speak-
  ers. The glowing crucifix reappears
  and begins to revolve slowly. It fades
  and is replaced by the smiling counte-
  nance of the Cyberpope.
  A shining golden halo surrounds
  Pope Jean Malraux’s miter and head.
  Circuitry flashes along the edges of his
  miter, illuminating his snow white
  hair. His right eye is milky blue and
  his left flashes cryptic red LED dis-
  plays. Wires run up his throat and
  disappear into his neck. Lights and
  microchip circuitry blink and flash on
  the right side of his face. A huge cross
  towers behind him with coiling wires
  running up its sides. Lights blink up
  its length and across it arms.
  The Cyberpope raises a smaller cir-
  cuitry encrusted cross to his lips and
  kisses it. He radiates an aura of au-
  thority and calm as his hands fall se-
  renely into his lap.
  “Catholic people of France, we face
  today our greatest crisis since the Ger-
  man invasion of 1940.” His voice is
  deep and resonating. “Never before in
  the history of the Church has the power
  of the Antichrist been so strong. His
  grip tightens around us, and the agents
  of darkness foment industrial unrest
  in our urban areas. Vital services are
  denied to the old and the sick by hea-
  then agitators and heretics. Nuclear
  ‘accidents’ have been instigated by the
  agents of the Antichrist. France now
  stands alone against the forces of dark-
  ness. The rest of Europe has already
  fallen to the Antichrist.
  “Although isolated and cut off from
  many vital imports and from our part-
  ners in the European Economic Com-
  munity, we have our faith to sustain
  us. But our faith must be strong. Only
  the power of Christ can support us
  and give us the strength to throw back
  the powers of the dark one. There is no
  room for the godless servants of the
  Antichrist or for deviants who still
  look to Rome for guidance.
  “Rome has fallen. God, in His ulti-
  mate wisdom, has entrusted to us the
  secrets of cybernetics and the omnipo-
  tent power of the GodNet computer.
  With their great strength we will turn
  back the powers of darkness and bring
  salvation to all souls who readily ac-
  cept the teachings of Jesus Christ into
  their hearts. But the path is not an easy
  one. Pure and correct thinking, and
  obedience to the Papacy at Avignon
  are required. Only by complete sub-
  servience to the power of the Papacy
  can we defeat the Antichrist. For the
  Antichrist is adroit at exploiting the
  weak and the foolish who seek earthly
  salvation without fully subjugating
  themselves to the will of God, and We,
  his humble servant upon earth.
  “To this end, We have prepared a
  Papal Bull to root out and destroy
  heresy, and godless behavior wher-
  ever it may lurk.
  “By the power invested in Us as the
  rightful successor to Saint Peter, We
  condemn and declare all who deviate
  from the path of righteousness as her-
  etics who seek to destroy the sanctity
  of the Church and its teachings. Her-
  etics who refuse to follow the teach-
  ings of the holy Church are to be rooted
  out by the most holy of institutions,
  the Inquisition.
  “True Catholics have nothing to fear
  from the Inquisition. Its use and meth-
  ods have been sanctioned by God. All
  who hold the true faith in their hearts
  should gladly condemn those they
  suspect of heretical beliefs and behav-
  ior. The agents of the Antichrist are
  amongst us. They harbor godlessness
  and disobedience to the Holy Church,
  and seek to spread impiety and sacri-
  legious beliefs.
  “Trust in the power of the Church,
  and we shall stand firm against the
  tide of the Antichrist. Hold God within
  your hearts, be pure in your thoughts,
  and report anyone you suspect of her-
  esy or blasphemy to the Church Po-
  lice, either personally or via modem or
  phone. The GodNet is open and wait-
  ing for your calls.
  “Peace be with you, and may the
  Lord watch over us all.”
  The Cyberpope blesses his congre-
  gation as telephone numbers and com-
  puter call numbers flow in a thin high-
  lighted band across the bottom of the
  screen. The Pope waves and fades from
  the screen.
  The Cardinal reappears, “Members
  of the Inquisition will soon be visiting
  your neighborhood. Assist them in
  whatever way you can. Report all sus-
  picious activity and any who question
  the Church. And now we go live to
  Flanders for the latest information on
  the Apocalypse Storm sweeping the
  English Channel....”
  Introduction
  
  5
  Radio Free France
  As images of violent storms sweep-
  ing over the English Channel ap-
  peared, Christophe Goldstein reached
  over and switched off the vidscreen.
  Behind him Francois Dubango swore
  and shook his head, “Possibility Raid-
  ers got dis sewn up, mon. They sell the
  people hope and religion while they
  destroy the world around us, mon.
  We’s gotta do something,” he crushed
  out the smoking remains of a cigarette
  into the ashtray.
  Christophe reached over the trans-
  mitter in front of him and flicked a
  couple of switches. “Just get this unit
  powered up and then we’ll broadcast
  the truth over the airwaves,” he said.
  Francois shook his dreadlocks and
  attached wires from his cyberdeck to
  the input sockets at his temples. “Take
  more than the truth to convince those
  people, mon. The Whore of Babylon
  has got dem scared and ready to be-
  lieve anything, mon. Babylon’s dress-
  ing everything up as the work of the
  Antichrist!” His fingers played across
  the cyberdeck in front of him. His eyes
  glazed over.
  Francois’s breathing slowed, his
  body sat relaxed in the chair. Only the
  slight movements of his fingers indi-
  cated that he was still awake.
  Christophe made a final adjustment to
  the transmitter and waited for Francois
  to emerge from the GodNet. Events
  had happened fast. Christophe had
  been a lecturer at Lyon University.
  He’d watched with interest the grow-
  ing strength and public demonstra-
  tions of the right wing hit squads, but
  little suspected at the time that this
  was the first stage in the Possibility
  Raiders’ plan to conquer Earth. When
  the sabotage of the fast-breeder nuclear
  reactor at Creys-Malville resulted in a
  fallout of immense proportions he, like
  most observers, attributed it to human
  error. The apparent upsurge of AIDS
  cases was terrifying, but Christophe
  had little reason to suspect the Possi-
  bility Raiders had altered the disease
  to change it into something even more
  frightening. Little did he suspect that
  France was being prepared for inva-
  sion.
   When the Raiders opened their
  cosm to Earth, and the reality storms
  blasted around the borders, it was too
  late to stop them. Isolated from the
  rest of Europe, France found itself lack-
  ing raw materials and petrochemicals.
  The fall came fast. The technologi-
  cal base of France mysteriously col-
  lapsed. Vital supplies disappeared
  overnight as armed hit squads de-
  stroyed or captured stockpiles.
  Mass hysteria spread through the
  French population as word of the Re-
  ality Storms spread. France was cut
  off, surrounded on all sides by titanic
  forces that threatened to engulf it. Loot-
  ing broke out in Paris and other major
  cities as food and medical supplies
  became scarce. Word spread that the
  AIDS virus contaminated all medical
  supplies, further adding to the fear.
  Unable to prevent widespread loot-
  ing and public disorder, the army and
  police stood by helpless. Elements of
  the armed forces, including elite ar-
  mor units, refused to obey orders and
  contributed to the spreading anarchy
  by seizing supplies for their own use.
  Conflicts broke out between renegade
  units and those still loyal to the gov-
  ernment. Many industrial and urban
  areas became battle grounds, with refu-
  gees fleeing into the overcrowded cit-
  ies, further taxing the already strained
  resources. Disease and famine spread
  fast, fanned by the flames of war. To
  many it looked like the Apocalypse
  had arrived as Famine, Disease and
  War stalked the land.
  As the government proved unable
  to cope with the crisis, the Church
  stepped in to do relief work and to
  preach that it was the sins of the world
  and material greed which had brought
  about the current crisis. Many people,
  fearing the end of the world, looked to
  the Church for guidance and spiritual
  redemption. It was then that the Possi-
  bility Raiders put the next part of their
  plan into action. Jean Malraux arrived
  and preached that the current catas-
  trophe was the work of the Antichrist.
  By turning away from God the people
  had brought it upon themselves.
  But other dramatic changes accom-
  panied the coming of Jean Malraux.
  Equipment which had failed to work,
  suddenly whirred back to life. Not
  only that but new technology appeared
  everywhere. The GodNet, a country
  wide computer grid controlling all
  communications and monitoring the
  movements of people and goods, came
  to life. Advanced cybernetic systems
  were everywhere.
  Once ensconced in the medieval
  seat of the French papacy at Avignon,
  Pope Jean Malraux I took firm control
  of the Church and society. Supported
  by right-wing elements and by sec-
  tions of the armed forces, he tightened
  his grip on France.
  Liberal members of the Church were
  purged, many of them never to be
  seen again. Christophe lost his profes-
  sorship when the universities were
  placed under Church jurisdiction. As
  a Jew he, like all Protestants, Muslims,
  atheists, Marxists and other heretics,
  was expelled. The Church took over
  the running of the country, although
  some areas such as the large Paris
  conurbation remained in open rebel-
  lion and governed itself as a commune.
  All of the media outside of Paris and
  Marseille was brought under Church
  control, giving it a monopoly on infor-
  mation and an effective means of con-
  trolling public opinion.
  Clergy who refused to accept the
  new orthodoxy and its technology
  were removed from their posts and
  subsequently disappeared. Others,
  perceived as reluctant to follow the
  commands of the Cyberpope, were
  taken to Avignon for re-education. Not
  all emerged from those ancient dun-
  geons and catacombs, but those that
  did were fanatical in their belief in the
  infallibility of the Cyberpope.
  Christophe winced as he thought
  about what was to come next. With the
  Inquisition again active it was only a
  matter of time before all Jews and her-
  etics were rounded up and placed in
  concentration camps. All dissidents
  would feel the clamp down of the
  Church. He shuddered at the pros-
  pect. The possibility of a crusade
  against all heretics was not out of the
  question either. The Church had a his-
  tory of bloodshed in its single minded
  pursuit of orthodoxy. France had pre-
  viously suffered in 1209 when the Pope
  had decreed that was far better to
  murder heretics than to convert them
  to a blameless life. Over 20,000 were
  killed by the Church in the Albigensian
  Crusade in southern France. The ac-
  tions of the Nazis against the Jews was
  Introduction
  
  Torg: The Cyberpapacy
  6
  a further reminder that man’s inhu-
  manity to man was not restricted to
  medieval times.
                         *****
  Francois groaned, breaking off
  Christophe’s train of thought. The
  young Rasta rubbed the sides of his
  head, “Hey, mon, time to go. They not
  monitoring us at the moment,”
  Francois said. “I ’n’ I’s going back in.
  Stay cool, mon.” Francois’s conscious-
  ness again disappeared into the
  GodNet.
  Christophe flicked switches send-
  ing the pre-recorded broadcast over
  the airwaves.
  The Possibility
  Wars
  The Possibility Wars have brought
  dramatic changes to Earth. The realms
  of the High Lords have come blasting
  down to transform the Earth and its
  inhabitants in unexpected ways. In
  Indonesia and Malaysia, the Gaunt
  Man’s realm has brought untold hor-
  ror to millions. The Middle East and
  northern Africa lies under the control
  of Dr. Mobius’s 1930s-esque pulp fic-
  tion reality. Kanawa’s Nippon Tech
  realm has brought advanced technol-
  ogy and corporate wars to Japan and
  parts of the far east. In Canada and the
  United States, heroes battle the sha-
  manistic power of Baruk Kaah’s Liv-
  ing Land. Britain and Scandinavia have
  been transformed into a fantasy real-
  ity. There hope shines out from the
  turmoil as the Lady Ardinay has arisen
  to defeat, at least for now, the power of
  the High Lord Uthorion. Across the
  English Channel hope is  diminishing.
  Cyberpope Jean Malraux I is expand-
  ing his dark and grim hold over France.
  The Cyberpapacy
  From Avignon, the medieval seat
  of the French Popes of the Middle
  Ages, Cyberpope Jean Malraux I con-
  demns thousands of heretics to the
  stake and the darker regions of the
  GodNet. But all has not gone accord-
  ing to Jean Malraux’s plans. He is from
  a medieval cosm where the Church
  holds temporal and spiritual power. It
  was his intention to impose its reality
  upon his new realm.
  Forces beyond his control have
  transformed him and his realm into an
  oppressive blend of Medieval Catholi-
  cism and hi-tech cyberware. A con-
  frontation with the Storm Knights in
  the aboriginal Dream Time (as told in
  the Torg novel, The Nightmare Dream)
  caused him to be altered by Hachi
  Mara-Two’s custom dataplate. The
  reality in the plate was seized upon by
  the Darkness Device, which sent an
  immense flux of Possibility energy
  through the  technological axiom, in-
  creasing the technology of France by
  decades. It brought him the power of
  the GodNet, a vast matrix of comput-
  ers and communications devices; and
  of cybernetics. He and his followers
  were transformed. The Cyberpapacy
  was born.
  Now, the Cyberpope’s cyberneti-
  cally enhanced followers are imple-
  menting his plans throughout his
  realm. Many look to the Cyberpope as
  their saviour. Faced with a world gone
  mad, many believe Jean Malraux’s
  claims. To them the Cyberpope is all
  that lies between them and everlast-
  ing torment; should the Cyberpapacy
  come to full fruition it will be the most
  oppressive institution in history.
   Yet, while hope may be diminished,
  it is not entirely lost. A Resistance
  movement has arisen to oppose him.
  Storm Knights fight desperate battles
  to save the citizens of France from his
  tyranny. The odds are stacked against
  them but, with luck, they may yet save
  France from the worst holocaust in its
  history.
  The Cyberpapacy
  Sourcebook
  The Cyberpapacy Sourcebook expands
  on the information given in the Torg
  basic set. It provides an in-depth look
  eligions in a Game
  R
  This sourcebook describes a
  fictional religion as it exists and
  operates in the fictional setting
  we have created for the Torg
  game. It is in no way intended to
  portray a real religion operating
  in the real world.
  at the realm of the Cyberpope, and at
  his home cosm of Magna Verita. The
  Cyberpapacy Sourcebook is filled with
  descriptions of the current state of
  France, the powers of cybernetics
  available to its inhabitants, and the
  organizations that work for and
  against the Cyberpope. It presents new
  rules to bring to life the reality of the
  Cyberpapacy, and new character tem-
  plates for the heroes who must sur-
  vive all that the Cyberpope throws
  against them.
  With The Cyberpapacy Sourcebook,
  you can set adventures and campaigns
  in the Cyberpapacy, or use it as a
  reference for adventurers who pass
  through this dark realm.
  It is a dark time. Heretics are ruth-
  lessly hunted down by the Inquisi-
  tion. The power of the Cyberpope
  reaches out to bend all to his will.
  Those who oppose him know only too
  well the fate that lies in store for them.
  They are prepared to take up the
  struggle to once again restore Liberty,
  Equality and Fraternity to France.
  
  7
  cross the Maelstrom
  Bridge from Avignon in
  France, lies Magna Verita
  —the Great Truth. The
  home cosm of Pope Jean
  Malraux I, Magna Verita is both famil-
  iar and strange to visitors from Core
  Earth. The Maelstrom Bridge arches
  down to the Papal seat of Avignon,
  France. But this Avignon is far larger
  than its counterpart on Earth. For over
  600 years it has been capital of Magna
  Verita. From its resplendent Gothic
  cathedrals and palaces, the Popes of
  Avignon have ruled over Magna Verita
  with an iron hand.
  The suburbs of Avignon sprawl
  across the countryside of Southern
  Provence. The spires of its majestic
  cathedrals tower above the surround-
  ing buildings; a constant reminder that
  this is a cosm where the Vicar of Christ
  rules supreme. His empire stretches
  from the Americas in the West to the
  penal colonies of the Australias in the
  East. His Inquisitors and missionaries
  have spread the word of God with
  sword and fire across all of the known
  world.
  Magna Verita is subjugated to the
  will of the Pope. The Great Truth of
  Veritan Catholicism has conquered
  and destroyed almost every other reli-
  gion on the face of Magna Verita. Only
  within the most remote jungles of the
  Americas and Africa has the word of
  God failed to spread. Catholicism
  holds sway; a Catholicism where the
  Pope’s word is law, and the teachings
  of Jesus are an inconvenience, replaced
  long ago by dogma and Papal decrees.
  The Edges of the
  World
  Magna Verita lies at the center of its
  universe. Orbiting it are the celestial
  spheres of the sun, moon, and planets.
  Set there by God during the Creation,
  they continue in their preordained
  paths until the Day of Judgement.
  Magna Verita is a flat world. It is a
  huge disk surrounded by vast oceans
  which ebb and flow according to the
  will of God. Above its surface, floating
  in the great expanse of the heavens,
  lies the Celestial City. Below, in the
  fiery interior of Hell, souls writhe in
  torment waiting for Judgement Day
  when they will be called to account for
  their sins.
  Such is the rule of the High Lord,
  Pope Jean Malraux I, that none dis-
  pute this medieval view of the world.
  And as Pope Jean Malraux’s hold over
  his cosm is absolute, Magna Verita
  does indeed conform to this perverse
  version of Catholic truth. Magna Verita
  is the only world within its cosm. The
  only way to reach Magna Verita is by
  the Maelstrom Bridge. Outer space
  does not exist, only the vast expanse of
  heaven.
  The weather and climatic patterns
  of Magna Verita closely resemble those
  of Earth. To anyone unaware of the
  flattened nature of Magna Verita, it is
  as though they have stepped back into
  the late middle ages. For there is noth-
  ing to indicate that Magna Verita is
  anywhere other than Earth.
  The History of
  Magna Verita
  Anyone delving into the past of
  Magna Verita would be struck at how
  its history closely resembles that of
  Earth. The great civilizations of Egypt,
  Mesopotamia, Persia, Greece and
  Rome rose and fell as they did on
  Earth. In the Roman province of Pales-
  tine, Jesus of Nazareth preached and
  was crucified. His followers slowly
  spread his teachings throughout the
  Mediterranean world, finally arriving
  in Rome itself were they were perse-
  cuted mercilessly. St. Peter and St. Paul
  preached and died in Rome. Under
  the Emperor Constantine, the Roman
  Church got its first taste of temporal
  power. It was an appetite that finally
  led it to bring the whole world under
  its sway.
  The Avignon Papacy
  In 1309 the seat of Papal power was
  moved from Rome to Avignon in
  Provence. The move followed the elec-
  tion of Bertrand de Grot, Archbishop of
  Bordeaux, as Pope Clement V. At the
  urging of the French king, Clement left
  Rome to take up residency at Avignon.
  Seven Popes in succession ruled from
  Avignon and established it as one of the
  greatest and most corrupt cities in the
  world. To many, Avignon was a sym-
  bol of Papal corruption. It became a seat
  of conspicuous consumption, a great
  cultural center, and a breeding ground
  for licentious living.
  The Popes turned their talents not
  to spiritual matters, but toward the
  accumulation of wealth. The revenue
  system was overhauled and central-
  ized. Anything that could possibly be
  sold was for sale. On offer were 700
  Bishoprics and hundreds of thousands
  of lower offices. The Church became a
  means of gaining earthly power and
  wealth. Bribery and corruption were
  the order of the day. Most priests kept
  mistresses, ate off silver and gold
  plates, and rarely attended Mass.
  The Great Schism
  In January 1377, Pope Gregory XI
  returned the Papacy to Rome. He took
  up residency in the Vatican where he
  died in March 1378. A new Pope, Ur-
  ban VI was duly elected, but he proved
  unpopular with the French Cardinals
  who had elected him. They slipped
  away and elected a second Pope, Clem-
  ent VII. Clement returned to Avignon,
  while Urban ruled from Rome. Two
  Popes now existed and a Great Schism
  divided Christian Europe. Neither
  Pope was exemplary in his behavior.
  Both excommunicated the other.
  In 1409, a Church Council met in
  Pisa and declared both the Roman and
  Avignon Popes to be heretics and schis-
  matics. They elected a third Pope,
  Alexander V to head the Catholic
  Church. The other two Popes refused
  Chapter One
  Magna Verita
  
  Torg: The Cyberpapacy
  8
  to step down, so three Popes now
  claimed supreme authority over the
  Church. Excommunications flew thick
  and fast between them. For the next
  six years Christendom was divided
  amongst three Popes.
  It is at this point that the histories of
  Earth and Magna Verita diverge dra-
  matically. On Earth in 1415, the Coun-
  cil of Constance successfully deposed
  all three popes and elected Martin V as
  supreme pontiff of the Catholic
  Church. Papal authority again resided
  exclusively in a Roman Pope. The Great
  Schism had healed. On Magna Verita,
  matters proceeded very differently.
  The Victory of
  Avignon
  The Avignon Pope, Benedict XIII,
  was poisoned by one of his cardinals,
  who was duly elected as Benedict XIV.
  Benedict refused to attend the Council
  of Constance. Instead, using the vast
  wealth of Avignon, he set about buy-
  ing the support of the King of France.
  With hired mercenaries, he joined the
  King at Agincourt. Together they suc-
  ceeded in destroying the English army
  led by Henry V. In the ensuing massa-
  cre Henry was slain; England collapsed
  into civil war over his succession.
  Flushed with victory, the French
  king firmly backed Benedict XIV’s
  claim as the only rightful Pope. Repu-
  diating the Council of Constance, they
  marched on Rome. After solemnly
  excommunicating all within the walls,
  the Holy City was sacked and the de-
  fenders put to the sword as Schismat-
  ics. Holy relics, including the tomb of
  St. Peter, were taken to Avignon.
  One Pope now ruled. The Great
  Schism had ended in Avignon’s favor.
  Benedict and the King of France
  then attacked and defeated the Duke
  of Burgundy, who had previously al-
  lied with the English. Pope Benedict
  endowed Charles of France with En-
  gland. After the French King embarked
  to claim his new lands, Benedict set
  about increasing Papal power. Fortu-
  nately for Benedict, Charles was killed
  while besieging London. His heir was
  abducted by Benedict’s agents and was
  forced to sign over all of his posses-
  sions to the Papacy. The Avignon Pa-
  pacy now emerged as the greatest
  power in Europe.
  Benedict’s territories stretched from
  Northern Italy to Scotland. Through-
  out his lands, he ruled supreme. His
  Inquisitors tortured and imprisoned
  any who dared speak against him.
  A new age was dawning and God
  was truly aiding the Pope. As a sign
  the Black Death, which had devas-
  tated Europe, disappeared overnight.
  Princes, fearing for their own lands,
  flocked to pay homage to God’s ser-
  vant. Christendom was united and
  Avignon ruled supreme.
  The Crusades
  Having secured a power base in
  Europe, Benedict turned his attention
  to Spain. Occupied by the Moors for
  600 years, the Pope still claimed Spain
  as a Christian nation. Almost a million
  men and women answered his call for
  a crusade in 1435. Led by the Pope’s
  own troops, they flocked to Spain
  where they put Jews and Muslims alike
  to the sword. Many Spanish Chris-
  tians perished in the holocaust. Within
  five years, Spain lay under the juris-
  diction of the Pope.
  All was not quiet elsewhere in Eu-
  rope. Members of the Franciscan or-
  der began to preach against the wealth
  and corruption of the Papacy. Their
  message fanned the flames of rebel-
  lion. Peasants rose up to protest against
  high taxes; nobles fearing for their own
  positions in the face of the Papacy’s
  expansion joined them. Papal retalia-
  tion came swiftly.
  Excommunications were hastily dis-
  patched and Indulgences issued to all
  who would undertake this great cru-
  sade against the enemies of the Church.
  Towns and villages were burnt. Hun-
  dreds of thousands died as the Crusad-
  ers swept back into France from Spain.
  At the end of the Peasants’ Revolt, Pa-
  pal power was firmly ensconced.
  Over the next hundred years, In-
  quisitors rooted out those who har-
  bored misgivings about the Pope.
  In 1492, the Patriarch of Spain fi-
  nanced an expedition to follow the
  legendary voyage of Saint Brendan
  the Navigator: the Americas were dis-
  covered by Christopher Columbus.
  Fueled by the wealth of the New
  World, a new crusade was preached
  against the infidel. Fresh crusades were
  launched to the East. In 1520
  Constantinople was retaken from the
  Turks. The Turks were mercilessly
  hunted down and killed. Greek Ortho-
  dox Christians and Jews who refused to
  convert to the Avignon doctrine were
  slaughtered in their thousands.
  A year later, the Pope entered
  Jerusalem. Again Jews and Christians
  of different sects were forced to con-
  vert or die. In 1525, the crusaders swept
  into Egypt. The streets of Alexandria
  and Cairo ran red with blood. Persia
  followed three years later.
  Forced out of Spain into Morocco,
  the Moors were driven along the coast
  of North Africa toward Arabia. In 1564
  Mecca was burnt to the ground. Vast
  legions of Inquisitors began to sys-
  tematically eradicate Islam.
  By 1600, the Pope held most of Eu-
  rope and North Africa under his sway.
  The Inquisition mercilessly rooted out
  heretics and unbelievers throughout
  the Papacy. It was a time of blood and
  fire. The bonfires of the Inquisition
  raged across Europe and the East.
  The Americas
  In the New World, disease took a
  heavy toll on the indigenous popula-
  tion, but it was nothing compared to
  the mass genocide carried out by the
  Conquistadors. Following much
  heated debate, Pope Countenance II
  decreed that the native peoples of the
  Americas did not possess souls and
  were  therefore the same as animals.
  Millions of Indians were enslaved and
  worked to death by their masters. Be-
  lief in religious and racial superiority,
  and the blessing of the Pope, meant
  that little compassion was shown to
  the human “animals”.
  History rolled on. Japan and China
  fell to the Popes. Africa was explored
  and the natives converted. India was
  quickly eaten up, and the Australias
  became outposts of the Papacy. By
  1841, the Papacy ruled supreme.
  The Julian Bible
  In 1842 Pope Julian III revised the
  Bible to bring it up to date with mod-
  ern thought.
  
  9
  In this new version of the Bible, the
  Church was shown to be a natural
  order, conferred by God on his chosen
  people. The teachings of Jesus were
  subtly changed to alter his condemna-
  tions of wealth and power. By clever
  manipulation, the Pope made it ap-
  pear that wealth and power were in-
  deed sinful, but only if they existed
  outside of the Holy Church. For how
  could Christ’s own Church be wrong?
  The Great Halt
  The technological axiom of Magna
  Verita has never progressed beyond
  15. Successive Popes’ insistence that
  nothing could contradict Biblical teach-
  ings brought a brutal halt to scientific
  and technological advances. Anyone
  who doubted the words of the Bible
  was tortured for a confession and then
  executed by the Inquisition. Men such
  as Johannes Kepler, Copernicus and
  Galileo were exposed as frauds and
  burnt along with their writings. No
  great philosophers arose to set forth
  the rights of humanity or to propound
  concepts of natural justice.
  Magna Verita is very similar to Eu-
  rope in the 15th and 16th centuries.
  Gunpowder is used in cannons and in
  primitive hand guns, but the main
  missile weapons are still the crossbow
  and bow. The Papal armies are com-
  posed of halberdiers and swordsmen,
  with large numbers of heavy cavalry
  in plate armor. Hand to hand fighting
  is the standard way of winning battles.
  Only the telescope and the printing
  press have had an impact on Magna
  Verita. After an initial period of liber-
  alism, during which thousands of he-
  retical books were published, the
  Church began to destroy printing
  presses and published an Index of
  Banned Books in 1489. Anyone caught
  in possession of these forbidden books
  was accused of being in league with
  the Devil, and duly executed. Now, all
  presses are under the direct control of
  the Church. The evil of free thought
  has been expunged and God’s word
  holds sway.
  For 400 hundred years, technologi-
  cal advances have been artificially halted
  by the Popes. Life proceeds at a simpler
  pace in a world free from pollution. The
  horse is the main means of transport,
  and most of the population are peas-
  ants who live content in the knowledge
  that God provides for them.
  Administration of
  Magna Verita
  From Avignon, Papal bureaucrats
  administer a world-spanning Empire.
  Communications are slow; it takes over
  six weeks for a message to travel from
  Avignon to New Avignon in the
  Americas. The Patriarchs who admin-
  ister the vast geographic areas under
  their control are only allowed to make
  minor decisions. Important decisions
  are left to the Curia at Avignon.
  Inquisitors are sent out to the far-
  thest corners of the world to maintain
  the orthodoxy of the Faith. Their com-
  ing is greatly feared, as many Inquisi-
  tors have vested interests in seeing
  friends and relatives promoted to the
  position of Patriarch. More than one
  Patriarch has been removed from his
  post for heresy. A few have even been
  burned. The Inquisition is a hated in-
  stitution in the colonies.
  The major administrative areas of
  Magna Verita are listed on the next
  page.
  imeline of Magna Verita
  T
  1054
  Schism between Eastern
  andWestern Churches
  1095-9 First Crusade preached
  by Pope Urban I
  1099
  Jerusalem captured
  1123
   Clerical marriages
  declaredinvalid
  1146-8
  Second Crusade
  1182
  Fall of Jerusalem
  1189-92
  Third Crusade
  1201-4
  Fourth Crusade; sack-
  ing of Constantinople
  1209
  First Albigensian Crusade
  in southern France
  1212
  Children’s Crusade
  1219
  Fifth Crusade
  1228
  Jerusalem recaptured
  1232
   Pope Gregory IX estab-
  lishes the Inquisition
  1248-51
  Fifth Crusade under St.
  Louis of France
  1252
  Innocent IV allows torture
  to the Inquisition
  1309-78
  Papacy moves to
  Avignon
  1378-1417
  The Great Schism be-
  gins with two Popes
  1409
  Council of Pisa: three
  Popes
  1414-18
  Council of Constance.
  Benedict XIV excommuni-
  cates Roman Pope and sacks
  Rome. Histories of Earth and
  Magna Verita diverge.
  1435
  Spanish Crusade
  launched
  1440
  Peasants’ Revolt savagely
  crushed
  1453
  Constantinople falls to the
  Turks
  1456
  Gutenberg prints the first
  Bible
  1492
  Columbus discovers the
  Americas
  1520
  Constantinople recap-
  tured
  1521
  Holy Land recaptured
  1523
  Martin Luther burnt as a
  heretic
  1525
  Egypt captured by the Pa-
  pacy
  1532
  John Calvin disappears
  intothe hands of the Inquisi-
  tion
  1564
  Destruction of Mecca
  1840
  Birth of Jean Malraux
  1842
  The Julian Bible published
  1890
  Jean Malraux gains the
  Darkness Device
  NearNow The PossibilityWars;
  Papacy of Jean Malraux I
  invades France
  Chapter One
  
  Torg: The Cyberpapacy
  10
  The Cardinals of
  Magna Verita
  The Cardinals in Magna Verita con-
  tinue to administer Papal policy. They
  send Inquisitors and Papal legates to
  the far-flung corners of Magna Verita
  to ensure the loyalty and orthodoxy of
  the Patriarchs in charge of the admin-
  istrative areas.
  Within the Curia in Magna Verita,
  the effects of the Tech Surge in France
  met with a mixed reaction. Jean
  Malraux’s “cousin” Marcel-Anton was
  recently appointed by the Cyberpope
  as Grand Inquisitor of Magna Verita.
  He returned across the Maelstrom
  Bridge to Magna Verita to ensure that
  any resistance to the Cyberpope’s new
  orthodoxy is contained and eradicated.
  Twenty-five cybernetically enhanced
  Inquisitors, 100 cyberpriests and 1,500
  Church Police accompanied the Grand
  Inquisitor. His contingent took with
  them Tech 26 weapons, armor and
  vehicles.
  The Grand Inquisitor’s arrival in
  Avignon, Magna Verita caused a stir
  amongst the other Cardinals. Five fled
  immediately from the capital claim-
  ing that Jean Malraux had been pos-
  sessed by the Devil, and that the obvi-
  ous cybernetic enhancements of the
  Grand Inquisitor and his forces proved
  it beyond doubt.
  Of the remaining 25 Cardinals, 21
  have been investigated by the Inquisi-
  tion and allowed to continue their
  duties. Four have since confessed and
  renounced their harboring of heretical
  thoughts. They have been taken across
  the Maelstrom Bridge for re-educa-
  tion.
  Cardinal-Bishop Gerrard-Pierre has
  been installed as Papal Legate acting
  in the absence of the Pope. The Cardi-
  nal-Bishop has been fitted with a Faith
  chip, bugging devices, and a Homer,
  all without his knowledge, while he
  underwent surgery to install 20-20 vi-
  sion. Although Papal Legate Gerrard-
  Pierre seems to have accepted the new
  faith fully, the Cyberpope has no de-
  sire to take any chances with his home
  cosm.
  The Palace of the Popes in Magna
  Verita is being wired for sound and
  cameras by the techpriests who ac-
  companied the Grand Inquisitor. The
  remaining Cardinals are to be sent
  across the Maelstrom Bridge, where
  they will be trained in the new ortho-
  doxy and fitted with Faith chips and
  Homers.
  Cardinal-Deacon 
  Bohemond-
  Beuvois is overseeing the establish-
  ment of a cyberware factory to the
  south of Avignon. Local peasant labor
  has been coerced into carrying out the
  heavy work, while technicians from
  the Cyberpapacy oversee the construc-
  tion of the buildings and installation
  of machinery from France.
  Rebellion
  The five Cardinals, who fled from
  the Grand Inquisitor, have been ex-
  communicated. They are now being
  hunted throughout Europe. The Car-
  dinals, considering themselves to be
  the true defenders of the Church, have
  elected one of their number, Cardinal-
  Bishop Francis-Remoir, as Pope. They
  have fled to the Americas where they
  hope to enlist the aid of the Patriarchs
  of New Avignon and New Clairvaux.
  Opposition to the power of the Pope
  has long smoldered in the farthest
  reaches of the Papacy. With the Pope
  now absent on another crusade, the
  Patriarchs of the Americas and the
  Australias are making plans to cut
  their links with Avignon and establish
  themselves as independent Popes.
  The arrival of the false Pope Francis-
  Remoir, and his four Cardinals, with
  their tales of devilish possession and
  the technological disfigurement of the
  Grand Inquisitor’s body, will encour-
  age the Patriarchs to make their move.
  Pope Francis-Remoir will find many
  followers in the New World. Whether
  he or another becomes their leader
  remains to be seen.
  The Cardinals and the Patriarchs,
  while they represent an opposition to
  the Cyberpope’s new orthodoxy, are
  still very much tied into the doctrines
  of the Avignon Papacy. The stain of
  cybernetics is what they object to, not
  the overall methods and policy of the
  Papacy. They still believe in the ruth-
  less suppression of heresy.
  The Tech Surge
  The Tech Surge on Magna Verita
  has been slight. Although the world is
  technically Tech 26, it retains its previ-
  ous level of technology. People still
  live as they have done for centuries.
  No great tech surge has occurred.
  Instead, the basis of an advance to
  Tech 26 has been created. Any items
  brought back from Earth work per-
  fectly in Magna Verita. Although the
  Cyberpope could unleash a Tech Surge
  across Magna Verita, he has no wish to
  have cyberware fall into the hands of
  his subjects. It’s far better to bring
  cyberware and the equipment to
  manufacture it across the Maelstrom
  Bridge to Magna Verita. That way,
  cyberware can be restricted to mem-
  bers of the Church.
  Administrative Area
  Seat of Patriarch
  Western Europe
  Avignon
  Eastern Europe
  Moscow
  The Holy Land/Persia
  Jerusalem
  Northern Africa
  Alexandria
  Southern Africa
  Cape of Good Hope
  Northern Americas
  New Clairvaux
  Southern Americas
  New Avignon
  China
  Peking
  Japan
  Kyoto
  The Australias
  Port Innocent (Australia)
  Administrative Centers of Magna Verita
  
  11
  orn into the papal family
  150 years ago in Avignon
  on Magna Verita, Pope
  Jean Malraux’s father
  was 
  Pope 
  Paulo-
  Duchamp IV. In keeping with Papal
  policy of not officially recognizing their
  offspring, Jean Malraux is technically
  Innocent’s “nephew”.
  Raised in Avignon with his broth-
  ers and sisters, Jean Malraux was
  trained as an Inquisitor and later
  served in the New World. There he
  was responsible for torturing and sen-
  tencing to death hundreds of heretics
  who had fled there to escape the wrath
  of the Papacy.
  It was while he was in the New
  World that Jean Malraux witnessed
  the arrival of the Darkness Device. It
  had travelled across the vastness of
  the cosmverse for thousands of years
  before reaching the disk world of Ma-
  gna Verita. The Darkness Device
  scanned the world beneath it and read
  the minds of its inhabitants. It found in
  Jean Malraux the power-hungry am-
  bition it required to do its work. Sens-
  ing the religious power of the world, it
  transformed itself into a huge, glow-
  ing crucifix. It fell from the sky in a
  great beam of golden light. As the
  faithful of New Avignon prostrated
  themselves in the cathedral square, it
  called to Jean Malraux.
  With the Darkness Device in his
  possession, Jean Malraux returned to
  Avignon. At first, Jean Malraux sus-
  pected that the Darkness Device was
  the work of the devil. But as its corrup-
  tion gnawed deeper and deeper into
  his soul, he soon came to see it as a gift
  from God. Had it not been sent to aid
  him in his constant vigilance against
  heresy? Did it not seek out the heretics
  who harbored within the very walls of
  Avignon?
  Fired with its energies, he corrupted
  bishops and cardinals, offering them
  worldly power and fulfillment of their
  deepest desires. Secure in the support
  of the most prominent members of the
  College of Cardinals, he poisoned his
  “uncle”, and engineered his own elec-
  tion as Pope. At his coronation, none
  doubted that the golden halo around
  his head was a sign from God. Awed
  by his holiness, the Curia prostrated
  themselves before him. Pope Jean
  Malraux I was indeed blessed. From
  that day, over 100 years ago, the Pope
  did not age.
  Pope Jean Malraux purged the Cu-
  ria. He renamed the College of Cardi-
  nals to the College of the Way, and
  began spreading his corruption
  throughout Magna Verita. To disguise
  it, he secretly encouraged dabblers in
  the magic arts, and staged show trials
  in which the witches and sorcerers
  were forced to confess their sins. His
  clerics began teaching that the only
  path to salvation lay in embracing Pope
  Jean Malraux as God’s representative.
  Those who opposed Jean Malraux
  were hunted down, branded as her-
  etics who consorted with demons, and
  burnt. For ten years, the Inquisition
  stoked their fires and wielded their
  implements of torture. Finally, no one
  dared to openly oppose Pope Jean
  Malraux, though many did so secretly.
  The more Jean Malraux became cor-
  rupted by the Darkness Device, the
  more he proclaimed his own purity.
  He was the embodiment of the faith:
  all other paths to spiritual redemption
  were false. At first, his eyes would
  flash brightly as his Cardinals in-
  formed him of the work of the Inquisi-
  tors, but as resistance to his will began
  to fade, Jean Malraux grew restless.
  He turned to his Darkness Device for
  distraction.
  The Great Crusade
  The Darkness Device whispered to
  him of a means of reaching other
  worlds. Jean Malraux became fired
  with the desire to extend his own
  power and to eradicate heresy wher-
  ever it lurked. The finest minds of
  Magna Verita were set to work to dis-
  cover the secrets of the Maelstrom
  Bridge. They succeeded. After dem-
  onstrating its operation, they were
  excommunicated and burned as her-
  etics. Only the Pope would know the
  secrets of the Maelstrom Bridge.
  He now prepared for the greatest
  crusade Magna Verita had ever known.
  A crusade that would carry the faith-
  ful and the Word of God to countless
  other worlds.
  Jean Malraux began his crusades
  across the cosmverse. For 70 years, the
  Avignon Pope’s crusaders have trav-
  elled the cosmverse destroying her-
  etics and stripping worlds of their pos-
  sibilities.
  Over half a dozen cosms have been
  destroyed to feed the Darkness Device
  and the Pope’s craving for religious
  purity. The Inquisition has tortured
  millions. Smoking, barren worlds are
  all that remain. Fire and blood have
  cleansed them of sin.
  The Vicar of Christ has eradicated
  heresy and heaped millions of souls
  before the gates of heaven and hell.
  Fueled with vast quantities of possi-
  bility energy, the Pope and his Cardi-
  nals have extended their lives mani-
  fold.
  Uthorion
  Another world fell to Jean Malraux
  before he encountered a second High
  Lord. Searching for another cosm to
  destroy, he dropped his own
  dimthread onto Aysle. Stepping
  through, he was met by Uthorion in
  the form of Pella Ardinay. At first
  abhorred by what he saw, Jean
  Malraux sensed that the figure before
  him was possessed, but he also found
  himself drawn to the beauty of Pella
  Ardinay. Suppressing the urge to de-
  stroy the abomination before him, Jean
  Malraux negotiated with Uthorion,
  and found much in common with the
  other High Lord. They learned much
  from each other.
  Uthorion told him much about the
  cosmverse and how he could increase
  his power. In return, Jean Malraux
  showed Uthorion ways that opponents
  could be exploited by their own inner
  Chapter Two
  Jean Malraux I
  
  Torg: The Cyberpapacy
  12
  the open space. But he would
  come when summoned. It
  plunged into the square.
  A golden arc of light sped
  down from the sky. It hit the
  ground in a blinding ball of light.
  The heavenly voices of angels
  were heard to soar from it. The
  soldiers looked around wildly
  as the sergeant flung himself
  prostrate onto the ground. Terri-
  fied, the Indians ran.
  Priests rushed to see what was
  happening. Upon seeing the ball
  of light they crossed themselves,
  fell to their knees and prayed.
  The ball began to slow its spin. A
  shape was forming within it.
  Warily, an Inquisitor ap-
  proached. A beam of light sped
  out and struck him in the chest.
  He flew backwards and lay still.
  Smoke drifted from his charred
  robes.
                          *****
  “Come, Jean Malraux.” Jean
  Malraux dropped the heated
  tongs into the brazier as though
  they had seared his flesh. An
  Inquisitor rushed to his side.
  “Are you hurt, your Holiness?”
  The man’s eyes burnt with a fa-
  natical light. “The heretic shall
  pay dearly for harming your ex-
  alted person.” He began to turn
  the rack.
  he Sign of God
  T
  Jean Malraux was in his office
  in New Avignon. He flicked
  through the confessions ex-
  tracted from the five heretics,
  signed their attached death war-
  rants, and marked them with the
  seal of the Grand Inquisitor of
  the New World. He handed them
  to his secretary who bowed low
  and left the room.
  Bored, Jean Malraux poured
  himself a goblet of wine and
  stared out of the window. In the
  square below, Indian slaves piled
  bundles of wood around the
  bases of four stakes. The fifth
  was being erected by two slaves
  supervised by a sergeant of the
  guard. Across the square, two
  soldiers leaned against a wall
  and swatted lazily at flies.
  The 
  Grand 
  Inquisitor
  sighed—  another uneventful day
  in New Avignon. He wiped the
  sweat from his brow and wished
  he was back in Provence. Seek-
  ing cooler air and a diversion, he
  headed for the dungeons where
  three heretics had refused to con-
  fess their sins. Heartened by the
  prospect of gaining a confession,
  Jean Malraux stepped down the
  worn stairs.
                          *****
  The Darkness Device hovered
  over New Avignon. The one it
  sought was not amongst those in
  Jean Malraux pushed the In-
  quisitor aside. The voice spoke
  to him again. “Come, Jean
  Malraux, come to me.” He
  glanced at the Inquisitor, but the
  man’s lips did not move. Jean
  Malraux shook his head and
  stormed from the room. Behind
  him the heretic screamed.
  The voice was strong. It drew
  him towards the square. “What
  do you want?” Jean Malraux
  demanded.
  “I want nothing, I have been
  sent to aid you,” it replied. “Come
  to me and fulfill your destiny.”
  He strode into the square not
  knowing what to expect. Upon
  seeing the light, he crossed him-
  self. “Come, do not be afraid,” it
  called to him. Warily, he stepped
  forwards. The light spread to
  bathe him in its golden glow.
  Before him was a cross.
  Father Rodriguez raised his
  eyes. He saw the Grand Inquisi-
  tor approach the golden cross.
  He watched in awe as Jean
  Malraux floated from the
  ground, his arms outspread. The
  Grand Inquisitor’s head shone
  with holy light as he turned
  slowly in the air and merged with
  the cross. Transfixed upon the
  cross, Jean Malraux ascended
  into heaven. Father Rodriguez
  crossed himself and prayed.
  
  13
  drives, and how they could ultimately
  be destroyed by their deepest cravings.
  The two soon discovered that they
  had a great mutual interest in the
  subtleties of pain. An unholy union
  was born between the two. It was not
  a union based on trust or respect, but
  on a mutual craving for power and
  destruction.
  They joined forces to destroy an-
  other cosm. Each learnt much from the
  exchange, before parting to follow their
  own destinies.
  Earth
  When he was approached by the
  Gaunt Man, Pope Jean Malraux was
  skeptical. Uthorion had told him much
  about the godless horror cosm that the
  Gaunt Man inhabited. Its existence had
  always disturbed him, but he knew
  that the Gaunt Man was too strong to
  attack. He did, however, suspect a
  trap. Particularly when he discovered
  that the Gaunt Man had approached
  the heretical lunatic Dr. Mobius of the
  Empire of the New Nile, and the sav-
  age beasts of the Living Land. Of the
  mysterious Kanawa of Nippon Tech,
  Pope Jean Malraux knew nothing, but
  he greatly mistrusted anyone outside
  of the faith.
  It was only when Uthorion, the High
  Lord of Dark Fantasy, pointed out that
  Earth contained large numbers of mis-
  guided Catholics that the Pope took
  an interest. He also saw Uthorion as a
  useful ally against the others, and Aysle
  as a cosm which could later be per-
  verted to his own ends. In order to
  carry out his work as the Vicar of
  Christ, Jean Malraux agreed to partici-
  pate in the invasion.
  Malraux and Uthorion began to plot
  to destroy Baruk Kaah and  Dr. Mo-
  bius. Their ultimate aim is to carve the
  rich possibility potential of Earth be-
  tween themselves.
  The Plan
  Corrupted by the Darkness Device,
  the false Pope remains a strong propo-
  nent of his own distorted faith. Any
  who embrace it and accept his su-
  preme position as leader of the Catho-
  lic Church, are entitled to salvation. In
  order to save the millions of souls who
  inhabit Western Europe, and to pre-
  pare for the expansion of his
  realm,Malraux knew he must be seen
  as the saviour of France, and ultimately
  of the Earth.
  First, he needed to use the actions of
  the Gaunt Man and the other High
  Lords to pave the way for his own
  coming. The faith of the inhabitants of
  Earth would be severely stretched
  when the realms of the Living Land,
  horror, and Uthorion’s fantasy opened.
  Thrown into a panic, they would look
  for a saviour. The Pope considered
  himself ideally suited to such a role.
  Agents from the College of the Way
  entered western Europe where they
  preached the imminent end of the
  world. Unless people gave up their
  sinful lives and accepted the saviour,
  whose arrival was to be heralded by
  disasters on a huge scale, the world
  would be destroyed. Some agents en-
  tered the growing Green Movement
  and led demonstrations against the
  use of nuclear energy. Others agitated
  within disarmament groups. The mes-
  sages that the growth of technology
  was harmful, and that a return to spiri-
  tual values was vital, gained many
  converts to the faith.
  Meanwhile, other agents were busy
  corrupting church officials and plant-
  ing stelae under churches and cathe-
  drals, and in graveyards and mausole-
  ums. A select few, armed with a mu-
  tated virus with symptoms very much
  like AIDS, but which could also be
  transmitted by miracle. They contami-
  nated hospital blood supplies with the
  he End of the World is Nigh
  T
  “Then the angel took the cen-
  ser and filled it with fire from the
  altar and threw it on the earth;
  and there were peals of thunder,
  loud noises, flashes of lightning,
  and an earthquake.”
  Revelations 8:5
  The end of the world is immi-
  nent. Indonesia has disappeared,
  and the United States have been
  assailed by the beasts of the
  Apocalypse. Fire and brimstone
  have spewed forth from volca-
  noes across the world. Demons
  have been sighted. Britain and
  the Soviet Union will fall next.
  Egypt will again enslave the chil-
  dren of God.
  The Antichrist grows strong.
  His fury knows no bounds. Dis-
  ease, Famine, War and Death
  shall stalk the land.
   Even though many have
  turned from God, the Lord has
  not forsaken us. He shall send a
  saviour who will lead us from
  the Darkness, as Moses led the
  Israelites of old from their cap-
  tivity in Egypt.
  He will free our souls from
  the trappings of materialism; our
  spirits will soar in the Glory of
  the Lord.
  The one who comes is the cho-
  sen of God.
  He shall set us upon the path
  of righteousness.
  He shall be our shepherd.
  He shall protect us from the
  Antichrist.
  He shall give us life everlast-
  ing.
  Disasters on a great scale will
  signal his coming. He is not the
  new Messiah, but his servant
  upon Earth. He shall do the work
  of the Lord. For he shall be the
  Vicar of Christ.
  It is time to prepare yourselves
  for his coming. Confess your sins
  and become pure. Only by the
  strength of your faith in the Lord
  our Father, shall you be saved.
  Distributed by the Catholic
  Church of Redemption prior to the
  appearance of Jean Malraux I
  Chapter Two
  
  Torg: The Cyberpapacy
  14
  disease. Morality useful to Malraux
  would be restored through fear, and
  the spiritual power of the Pope would
  cure the AIDS victims his faith had
  created.
  When Indonesia was cut off by the
  arrival of the Gaunt Man, Papal agents
  took to the streets to proclaim that the
  Antichrist had arrived. As the Living
  Land erupted into North America, this
  too was credited to the Antichrist.
  The next part of the plan was de-
  signed to further fuel the fear of the
  Antichrist by making technology ap-
  pear to be one of his tools. Papal agents
  targeted the nuclear reactor at Creys-
  Malville. They entered the power sta-
  tion, and rigged it to explode. The
  devastation was immense. The fallout
  even worse.
   The Pope would return France to a
  simpler age, ending the threat of
  nuclear war and disasters for all time.
  He would be hailed as the saviour of
  the human race
  Fast Forward to the
  Future
  Events took an unexpected turn
  when Pope Jean Malraux and Uthorion
  went up against a group of Storm
  Knights on the maelstrom bridge be-
  tween Aysle cosm and realm. Uthorion
  and Jean Malraux found that the bridge
  had been connected to Earth’s Dream
  Time. Here, Malraux was assaulted by
  one of the Storm Knights, and subse-
  quently underwent a dramatic trans-
  formation. The Storm Knight Hachi
  Mara-Two had traveled to Earth from
  a cybertech reality to give her aid
  against the High Lords. She carried
  copies of the axioms of her world with
  her in a dataplate, wired to a Jaz pack
  so that others could experience the
  sensover images of her world. As
  Uthorion and Pope Jean Malraux
  closed their attacks on the stormers,
  Mara struck. She embedded the axiom
  dataplate into the Pope. It was to have
  a dramatic effect on him and his plans.
  The Pope, unwilling to delay his
  own plans any longer, traveled via
  dimthread toward his own bridge of
  light. Though gone from the fight,
  Malraux still was affected by Mara’s
  dataplate. Once activated, it showed
  the Antipope images that interacted
  with the Dream Time in startling ways.
  As he crossed the Maelstrom Bridge,
  the full impact of the changes wrought
  by the dataplate visions were appar-
  ent. It signalled the dawn of the Cy-
  berpapacy.
  Pope Jean Malraux crossed the
  Maelstrom Bridge and emerged in
  Avignon. His arrival signalled the
  advent of the Cyberpapacy and the
  creation of the GodNet. Quick to act,
  he used the GodNet to discover all he
  could about the new technology un-
  der his control. His agents who had
  been sucked into the GodNet were
  even more fanatical in their devotion
  to his cause. With the aid of the Dark-
  ness Device he altered his plans.
  The Cyberpope
  The Cyberpope, corrupt and power-
  mad, is a fanatical exponent of his
  brand of Catholicism. He is now so
  corrupted by the Darkness Device that
  he genuinely believes that it and cy-
  bernetics are a gift from God. As God’s
  servant he seeks to save the souls of all
  those who embrace the Church and
  look to Père Jean, as he likes to be
  called, for salvation. It is only fitting
  that those who refuse his salvation
  should be branded heretics and de-
  stroyed to fuel the Darkness Device.
  To his family, Père Jean is kindly
  and fatherly. He is the spiritual father
  of his people and the only true heir to
  St. Peter. He can be gentle and consid-
  erate to those who accept his position
  as head of the only true church. But as
  a father, he must punish those chil-
  dren who stray from the path of righ-
  teousness. They must be given a chance
  to repent and an opportunity to con-
  fess their sins to the Inquisition before
  they are sucked into the GodNet or
  burnt as heretics.
  Père Jean comes from a cruel world.
  Sang et Sang! (Blood and more Blood)
  has long been the unofficial motto of
  the Church. St. Peter himself had not
  only carried a sword, but used it when
  Christ was arrested. Violence is not by
  itself inherently sinful. It is how it is
  used that matters. Violence carried out
  in the name of God is virtuous. These
  beliefs are firmly entrenched in Jean
  he Cyber Vision of
  Pope Jean Malraux
  T
  “Lo, I was bathed in the light.
  It flooded me and illuminated
  my soul. Though I was struck
  blind, I could see with eyes that
  looked upon a new earthly para-
  dise. There the sins of the flesh
  were controlled by machines. No
  longer did mortals fear the be-
  trayal of their own flesh. I looked
  and saw that it was good.
  “I wandered with only my
  faith to comfort me. Then I knew
  what I must do. I knew that the
  Lord had chosen me a second
  time to do his work. The Cross
  floated before me. I merged with
  it and prepared myself for the
  task ahead.
   “I walked upon the celestial
  bridge. The strength of the Lord
  poured through me. With each
  step I took the Lord imbued the
  bridge with new power. Its blind-
  ing white light was replaced by
  sparkling lines of circuity that
  erupted from my feet. I watched
  the cyber power streak toward
  the Earth and transform His cho-
  sen land of France.
  “It was then I knew change
  was indeed upon us. My coming
  heralded a new age: The age of
  the Cyberpapacy. As His envoy
  upon Earth, I took up the burden
  of redemption and became the
  Cyberpope.”
  
  15
  Malraux, and he holds to them fer-
  vently. Holy violence is the only way
  to deal with heresy. If entire worlds
  are to be destroyed, so be it. God will
  know his own.
  Aims of the
  Cyberpope
  The Cyberpope seeks to secure
  France and install Homers and Faith
  chips in all loyal Catholics. He shall
  accomplish this by repression and by
  a much publicized display of his spiri-
  tual powers. On television he will
  purge the AIDS virus from sufferers.
  Other critically ill people will be made
  whole by laying on of hands. Radia-
  tion sufferers will be purged of their
  sickness.
  His miracles will bring millions of
  converts, all desperate for an answer
  to the overwhelming problems facing
  them, into his church. Those who still
  oppose him will be hunted down by
  the Inquisition. The Church Police will
  deal with any who take up arms
  against him.
  Paris will ultimately fall or be de-
  stroyed. The Pope cares little either
  way. When he has secured the rest of
  his realm, he’ll turn his attention to
  Paris. For now, he prefers to harry its
  occupants and prevent them from act-
  ing against him.
  Père Jean’s long term plans involve
  continuing his expansion in Spain, then
  adding Portugal, the Netherlands,
  Switzerland, Luxembourg, Italy and
  Germany. His agents will extend the
  reach of his stelae and the power of his
  church will win him many converts.
  With most of western Europe un-
  der his control, he intends to turn to-
  ward Egypt and the realm of Dr. Mo-
  bius. Nothing would give the Cyber-
  pope more pleasure than wiping this
  heretic and his followers from the
  infiniverse. With Egypt in his posses-
  sion the Cyberpope could move
  against the Horror realm, or the Liv-
  ing land.
  Malraux will let nothing block his
  single minded pursuit of orthodoxy.
  Eventually, he might become Torg. It
  is not a position he covets, but should
  it come to him, it will because God has
  decreed it.
  Work continues on the Channel tun-
  nel to link Britain and Aysle with the
  Cyberpapacy. Soon to be completed,
  the Cyberpope intends to use it to
  begin to subvert Aysle and bend it to
  his will.
  Cyberpope Jean
  Malraux I
  The Cyberpope resembles a white-
  haired man of 50 years. During his
  crossing to Earth he was imbued with
  large quantities of cyberware. For pub-
  lic appearances a holo-projector cre-
  ates a glowing halo around his head.
  Chapter Two
  Grant Goleash
  
  Torg: The Cyberpapacy
  16
  DEXTERITY 16
  Beast Riding 18, dodge 21, fire com-
  bat 18, energy weapons 18, maneu-
  ver 19, melee weapons 22, unarmed
  combat 19
  STRENGTH 15
  TOUGHNESS 18 (25 with armor)
  PERCEPTION 15
  Cyberdeck operation 19, evidence
  analysis 18, find 20, first aid 19,
  language 20, scholar (Avignon Doc-
  trine 21), trick 19
  MIND 16
  Cybertech 19, science (computer sci-
  ence) 19, test of will 19, willpower
  20
  CHARISMA 15
  Charm 22, persuasion 21, taunt 24
  SPIRIT 30 (25 without blessing
  vow)
  Faith 30, focus 30 (+5 for Crucifix),
  intimidation 28, reality 33
  Possibilities: 66
  Equipment: Armor of God (+8/
  max 25), God Meeter (damage value
  20), Cyberware: NeuraCal, Epipha-
  Neur, BelleView 20-20, CSI HotShot
  II, CSI LEDs, DATAS Snooper,
  CyberHam Receiver, True Spirit Toner,
  Throat Mike, PLP Hypertouch,TSE
  LeMotion, Two ChipHolder 3’s, any
  chips; cyber value 27
  The Darkness Device
  The Darkness Device of Jean
  Malraux is linked to the GodNet. It
  exists at the center of the GodNet in
  the area known as Purgatory. From
  here it molds the GodNet to the will of
  the Cyberpope. Physically it resides in
  the Palace at Avignon where it sup-
  plies Possibilities to the Cyberpope as
  he requires them.
  The powers of the Darkness Device
  include that of molding and maintain-
  ing the GodNet. In addition it has the
  power to imbue the Angels of the
  GodNet with the Possibility energy
  required for their transformation.
  Malraux and the
  High Lords
  Uthorion
  The relationship between Uthorion
  and Jean Malraux remains strong with
  both High Lords agreeing to come to
  one another’s aid if either is attacked.
  Jean Malraux is taking advantage of
  the trust between him and Uthorion to
  spy on his ally. Papal emissaries at
  Uthorion’s court dispatch regular re-
  ports to their master at Avignon in
  CyberFrance, 
  and 
  accompany
  Uthorion’s forces when they raid into
  territory held by Pella Ardinay.
  Pella Ardinay
  Cyberpriests have been sent to Ox-
  ford to persuade Pella Ardinay that
  the Cyberpope harbors no enmity to-
  wards her. The cyberpriests have even
  gone as far as claiming that they will
  assist her should she launch a major
  attack on Uthorion. Pella Ardinay re-
  mains suspicious of the Cyberpope
  and wary of the technology under his
  command.
  Dr. Mobius
  In the Middle East, the Cyberpope’s
  agents are trying to unite Christian
  communities against the forces of Dr.
  Mobius. They are also attempting to
  he Cyberpope
  T
  rounded up and brought to
  Avignon for restructuring. Op-
  position groups, particularly
  those known to contain Storm
  Knights, were to be eradicated.
  The number of cybernetic en-
  hancements were to be increased
  and their benefits extended to all
  loyal lay members. Technological
  change was to be accelerated
  across the country in order to
  maintain 
  the 
  effects 
  of
  technoshock already evidenced
  by the majority of the population.
  Right- wing groups and street-
  punks, in the area under the con-
  trol of the Paris Commune, were
  to be given access to cybernetics.
  These groups should be encour-
  aged to cause as much public
  disorder as possible. Fail-safe
  destruct devices were to be fitted
  to all these cybernetic enhance-
  ments so that these undesirable
  could be destroyed once they had
  served their purpose.
  The briefing over, the Cardi-
  nals nodded. They lined up to
  kiss the Cyberpope’s ring. As the
  last Cardinal left the room, the
  Cyberpope smiled slowly and
  summoned his concubines.
  Jean Malraux lay on a soft di-
  van. A shadow-clad nun ran her
  hand soothingly over his brow
  as another massaged his feet.
  Languidly he popped a pill into
  his mouth and waited for its burst
  of energy to hit him. As it did, he
  brushed the nuns aside and
  strode across the room to a
  vidscreen.
  He inserted the jacks into his
  neck and entered the GodNet.
  There he accessed the informa-
  tion compiled for him by the cy-
  berpriests. Red LED images
  flashed in his cybernetic eye. He
  unplugged himself and headed
  for his throne room.
  Five minutes later, the Cyber-
  pope sat upon his Papal throne
  deep within the cathedral for-
  tress of Avignon. His Cardinals
  sat on chairs in front of him, their
  consciousness linked to him by
  the power of the GodNet. The
  Cyberpope briefed them rapidly.
  He spat the information along
  the GodNet at the speed of
  thought. Almost instantly it
  reached the Cardinals linked to
  him in the GodNet.
  Known heretics were to be
  
  17
  stir up religious hatred in Northern
  Africa by masquerading as Islamic
  holy men who preach a holy war
  against the realm of Dr. Mobius.
  The Cyberpope fears the spread of
  the Nile Empire realm into Europe. He
  has warned Dr. Mobius that any en-
  croachment into Europe will be dealt
  with savagely. Dr. Mobius responded
  by murdering the Cyberpapal legates
  who delivered the message. Relation-
  ships between the two High Lords
  remain tense, but have, so far, not
  flared up into open warfare. For now,
  both are content to bide their time
  until they have secured the lands im-
  mediately surrounding their respec-
  tive realms.
  Baruk Kaah
  Jean Malraux is content to let
  Uthorion deal with Baruk Kaah, a crea-
  ture who the Cyberpope considers to
  be an abomination. Jean Malraux, how-
  ever, has kept his true feelings towards
  Baruk Kaah a secret. His emissaries
  are instructed to mislead the High Lord
  into believing that Jean Malraux is too
  concerned with expanding and secur-
  ing his own realm to take any interest
  in the affairs of North America.
  Agents from the College of the Way
  do however spread their warnings of
  the impending Apocalypse amongst
  the people of North America, prepar-
  ing them for the day when the Cyber-
  pope and Uthorion intend to topple
  both Baruk Kaah and the Delphi Coun-
  cil.
  To further add to the unrest in North
  America, agents are attempting to
  spread the mutated AIDS virus
  amongst the populace. They are also
  engaged in stealing and buying medi-
  cal and street drugs for shipment back
  to the Cyberpapacy where they will be
  analyzed and synthesized for use in
  CyberFrance and Core Earth.
  Gaunt Man
  All contact has ceased with the
  Gaunt Man and none has been made
  with Thratchen. The Cyberpope sees
  the Gaunt Man’s silence as the work of
  God. Papal agents have entered the
  Gaunt Man’s realm in an attempt to
  discover what has occurred there and
  to steal the Gaunt Man’s Darkness
  Device, if possible. Some of the Victo-
  rians, who inhabit this realm, have
  been receptive to the message of the
  Cyberpope and see the increase in
  demons and other supernatural crea-
  tures as evidence that the Apocalypse
  is fast approaching.
  Thratchen and Jean Malraux have
  as little to do with each other as they
  can, as their tolerance for each other’s
  personalities is minimal. However,
  they may grudgingly work together
  against Nippon Tech, should it ever be
  proven that Kanawa is methodically
  working against them.
  Kanawa
  No contact has been made with
  Kanawa since the invasion com-
  menced. However, the Cyberpope is
  aware that Germany’s new weapon
  technology can be traced back to the
  Kanawa Corporation. Anxious to pre-
  vent the presence of a Tech 24 Ger-
  many, cyberpriests are charged with
  eliminating all orientals in Germany,
  and also in Europe; Malraux does not
  have time to separate the innocent
  from the enemy.
  Plans are being made to release
  Angels and cyberpriests into Nippon
  Tech’s computer systems. These will
  be equipped with computer viruses
  which are hoped will destroy the ad-
  vances made in computer technology
  in Nippon Tech. By also staging a war
  of propaganda, the cyberpriests hope
  to expose the hold that the Kanawa
  Corporation has over the realm. But
  given Nippon Tech’s Law of Intrigue,
  the cyberpriests are unlikely to make
  much headway. Aware of the situa-
  tion, Kanawa already seeks revenge
  on the Cyberpope’s realm.
  r. Mobius Considers the Surge
  D
  “Imbecile! Son of a camel! Cre-
  tin!” Dr. Mobius’ hand moved
  forwards. A beam of golden yel-
  low light sped from it. The light
  played over the prostrated fig-
  ure before him, causing at first
  smoke, then flames, to erupt over
  its body. Within seconds a
  charred mass lay on the floor.
  “Remove that.” Dr. Mobius
  gestured to the guards. They
  rushed to drag the corpse from
  the room. One stooped to pick
  up the blackened crucifix that
  fell from the corpse’s neck.
  After the guards left, Dr. Mo-
  bius turned to his Overgovernor
  Ramses. “That fool Malraux has
  harnessed some new power. We
  must find out what it is. I find it
  hard to believe that the transfor-
  mation of France reported by our
  agents is the responsibility of
  his god. He must have discov-
  ered some gizmo on one of
  those worlds that he delights
  in destroying. We must find
  it, disable or destroy it, and
  return Malraux back to his
  medieval peasant lifestyle.”
  The words battered against
  Ramses’ ears, who listened
  and planned.
  “Malraux is dangerous.”
  Dr. Mobius continued. “These
  cyber-powers are a threat. But
  we have a means of stopping
  him.” He cackled and rubbed
  his hands together. “Order a
  reality bomb to be detonated
  in his lands. Then we will see
  what happens.”
  Ramses saluted. “I hear and
  obey!”
  Chapter Two
  
  Torg: The Cyberpapacy
  18
  he Cyberpapacy is sus-
  tained by a wide variety
  of organizations. Some
  are from Magna Verita,
  others existed in France
  prior to the opening of the Maelstrom
  Bridge. Opposing organizations have
  since come into existence to resist the
  Cyberpope.
  The Avignon
  Papacy
  The Avignon Papacy has ruled
  Magna Verita for over six hundred
  years. During that time it has devel-
  oped a complex, but effective bureau-
  cracy under the control of the Pope.
  The bureaucracy handles the day to
  day affairs of the Church, its powerful
  financial institutions, the administra-
  tion of its vast territories, the conver-
  sion of heathens, and the eradication
  of heretics.
  The Pope is the head of the Church.
  Below him are the Curia, the officials
  and Cardinals who help him define
  and implement Papal policy. Jean
  Malraux I, as part of his preparation
  for his great crusades, purged and re-
  formed the Curia. He removed all those
  Cardinals who had the audacity to
  speak against his election and replaced
  them with his own loyal followers.
  Policies are formulated by the Cy-
  berpope at Avignon and are trans-
  ferred to local centers via the GodNet.
  Daily reports are entered into the
  GodNet by cyberpriests in each area.
  The reports are constantly updated
  and cross-referenced by cyberpriests
  in Avignon and held in the GodNet for
  the Cyberpope and his Cardinals to
  inspect. By plugging into the GodNet,
  Père Jean is able to instantly access the
  extent of opposition to his rule, and to
  assess the effectiveness of each of his
  regional agents.
   Jean Malraux I is the center of a vast
  theocracy with better than four centu-
  ries of experience in destroying those
  who hold different beliefs. The follow-
  ing are vital parts of the Cyberpapacy
  and its attempts to put the fire and
  sword to the disbelievers of Core Earth.
  Avignon Hierarchy
  At the top of the Avignon Church is
  the infallible Cyberpope, Jean Malraux
  I. Underneath him is a maze of occa-
  sionally conflicting rankings which
  have become tangled through centu-
  ries of political protocol and graft.
  Authority and rank come from two
  sources. First is the ranking of holy
  orders composed of bishops, priests,
  and deacons; technically these offices
  are supposed to be a measure of faith.
  The second is by political jurisdiction,
  the office which the person holds. Car-
  dinal-bishops, cardinal-priests, and car-
  dinal-deacons are all members of the
  College of the Way, the top of the politi-
  cal order of Avignon. Members of the
  College of the Way report directly to the
  Cyberpope on political matters.
  Outside the college there are the
  rankings of archbishop, who has juris-
  diction over three or more bishops in a
  region called the archdiocese. A bishop
  runs all the churches in a diocese. A
  priest is the lowest denomination
  which can administer a church and
  the surrounding area, known as a par-
  ish. A deacon may perform holy ser-
  vices, but does have the power to ad-
  minister a parish. An archpriest is one,
  who for political reasons has been ap-
  pointed the administration of more
  than one parish, possibly all of a dio-
  cese, by a superior. An abbot is a priest
  who has been elected by his fellows to
  administer a religious community,
  such as a monastery. Certain orders
  give different titles to the position of
  abbot: Jazuits use the title Rector, Pri-
  ors head the convents of certain or-
  ders, and Brother-Superior is a title
  often used by the Inquisition.
  The conflicting lines of authority
  set in when the holy orders join the
  political jurisdiction. An archbishop
  who is not a member of the College of
  the Way, may have under him a priest
  who has been appointed a cardinal-
  deacon. The archbishop can give or-
  ders to the priest, but the priest reports
  directly Jean Malraux I, who of course
  gives orders to the archbishop. In gen-
  eral, political realities have established
  the following hierarchy:
  Cyberpope
  Cardinal-Bishop
  Cardinal-Priest
  Cardinal-Deacon
  Archbishop
  Bishop
  Archpriest
  Brother-Superior (Inquisition)
  Abbot/Rector/Prior
  Priest
  Deacon
  The College of the
  Way
  Technically, the College consists of
  10 Cardinal-Bishops, 20 Cardinal-
  Priests, and 30 Cardinal-Deacons. Due
  to recent events the actual number of
  Cardinals has been reduced to 40. The
  Cyberpope personally appoints the
  Cardinals and it is likely that he will
  shortly increase them back up to their
  original number.
  The Cardinals act as the Cyber-
  pope’s councilors and assistants, and
  as his legates to the farthest corners of
  Magna Verita. They also head the vari-
  ous Curial departments. As a ruling
  body, they are exempted from reli-
  gious service. Most do not even attend
  mass. Some, to maintain appearances,
  have had complex programs created
  to allow a VX image of themselves to
  attend masses in the GodNet.
  Originally, all Cardinals were from
  Magna Verita. Eight of them are re-
  lated to Jean Malraux by blood. By the
  Chapter Three Organizations in the
  Cyberpapacy
  
  19
  time of the Tech Surge, 30 Cardinals
  were in France overseeing the expan-
  sion and pacification of their new
  realm. The other 30 Cardinals re-
  mained at Avignon in Magna Verita to
  administer the Cyberpope’s cosm (see
  Magna Verita, page 11). An equal split
  of Cardinal-Bishops, Priests and Dea-
  cons existed between the two worlds.
  Of the 30 Cardinals who entered
  France prior to the coming of the Cy-
  berpope, only 16 remain. Six have been
  found guilty of heresy against the
  Cyberpope and have had their per-
  sonalities placed in spirit chips and
  their bodies destroyed. Two have fled
  from Avignon and are now hiding in a
  monastery in Spain. Four Cardinals
  are permanently inside the GodNet.
  Two have returned to Magna Verita to
  oversee the Cyberpope’s cosm.
  The 16 Cardinals aid the Cyber-
  pope in the formulation and imple-
  mentation of policy and head the vari-
  ous departments of the Curia. All are
  considered to be loyal, and have un-
  dergone surgery to ensure that loy-
  alty.
  The Cyberpope has created four
  new Cardinals from Core Earth. Three
  of these are scientists from the Côte d’
  Azur are treated to the luxurious
  lifestyle of all Cardinals. In reality they
  wield no power, but the Cyberpope
  values their suggestions and opinions
  on cyberware and the GodNet.
  The fourth Cardinal is the Arch-
  bishop of Paris who enthusiastically
  welcomed the Cyberpope’s arrival and
  was instrumental in convincing Ro-
  man Catholics to support the new
  French Pope. The Archbishop has un-
  dergone extensive surgery and has
  been fitted with a faith chip.
  The Apostolic
  Chamber
  This chamber administers Papal fi-
  nances. Headed by Cardinal-Bishop
  Emile Delboius, it collects taxes from
  around the Papacy and makes avail-
  able dispensations for crusades against
  the infidel. Following the false
  Papacy’s expansion to a world power,
  its offices have grown dramatically. In
  rooms in Avignon, Magna Verita,
  thousands of scribes collate and ad-
  minister a vast fiscal empire.
  In the realm of the Cyberpapacy,
  the Apostolic Chamber has benefitted
  tremendously from the cybernetic
  transformation. Vast areas of the
  Avignon data bases are taken up with
  its accounts.
  The Chancery
  Each year thousands of Papal de-
  crees pass through this department.
  Hundreds of rooms in Magna Verita
  are filled with its output. These range
  from instructions detailing the admin-
  istration of the Papacy’s estates to the
  finer details of what exactly consti-
  tutes heresy.
  In the Cyberpapacy, Jean Malraux
  is concerned with ensuring that his
  rule is unquestioned within his new
  territory. The vast resources available
  to him in the form of cybernetics are
  being classified by the Chancery. New
  departments have been created to keep
  a record of all those fitted with legal
  cyberware.
  The Chancery is headed by Cardi-
  nal-Bishop Jean-Pierre.
  Indulgences
  The Cyberpope’s Inquisitors may
  be fanatical in their pursuit of heresy,
  but even the most sin-stained heretic
  can be accepted into the flock of the
  Cyberpapacy. All it takes is a sheet of
  paper and a data entry in the GodNet.
  All the heretics have to do is join the
  Crusade against the heretics of the
  Massif Central, or other chosen loca-
  tion, and they’ll receive an Indulgence.
  Indulgences are also for sale to the
  discreet. The prices vary with the ex-
  tent of the sins absolved, from 1,000
  francs for mere peccadillos to
  25,000,000 francs for serious, publi-
  he Cardinals
  T
  The Cardinal-Bishops were all
  originally possibility-rated. But
  following the flight of some of its
  members, and the actions of the
  Inquisition, being possibility-
  rated is no longer a prerequisite
  for holding the post.
  A few of the Cardinal-Priests
  and Deacons possess Possibili-
  ties. Of these, three were drawn
  into the GodNet as Archangels.
  Only two now exist outside of
  the GodNet: Cardinal-Deacon
  August-Francis and Cardinal-
  Priest Roger-Bernard. August-
  Francis is currently accompany-
  ing the New World’s false Pope
  in Magna Verita. Roger-Bernard
  is the effective power in the
  Council of Monitors.
  Possibility-Rated Cardinals
  Cyberpapacy
  Grand Inquisitor Bernard-
  Jenet
  Emile Delboius, Head of the
  Apostolic Chamber
  Jacques-Christopher, Head of
  the Penitentiary
  GodNet Archangels
  August-Challier
  Peter-Renier
  Christopher-Luguar
  Julian-Cartre
  Magna Verita
  Grand Inquisitor Marcel-
  Anton
  Papal Legate Cardinal-Bishop
  Gerrard-Pierre
  Antipope Francis-Remoir
  Cardinal-Deacon August-
  Francis, accompanying the fasle
  Pope of the Americas
  The Cardinals who have en-
  tered Earth are all equipped with
  EpiphaNeur jacks and other
  items of cyberware. They have
  had extensive modifications car-
  ried out at Avignon in France.
  Chapter Three
  
  Torg: The Cyberpapacy
  20
  cized cases of heresy or resistance to
  the authority of Malraux’s church.
  Indulgences are issued by the Chan-
  cery and bear the Cyberpope’s seal.
  They absolve sinners of their sins. In-
  dulgences place people technically be-
  yond the reach of the Inquisition, and
  announce their return to the faith. As
  long as a devout life is led, the owner of
  an Indulgence has nothing to fear.
  However, an Indulgence from the
  Pope is not a license to continue to
  commit sin. It absolves past sins, not
  future ones. Anyone accused of com-
  mitting heresy after the date their In-
  dulgence was issued, could still face
  the terrors of Inquisition.
  The Penitentiary
  Legal matters are dealt with by this
  department headed by Cardinal-
  Bishop Jacques-Christopher. All liti-
  gation passes through its chambers,
  from non-payment of taxes to charges
  of incompetence. It is responsible for
  maintaining discipline and the smooth
  operation of the Papal bureaucracy.
   Converting the Heathen
  Monks and priests who work for
  the Penitentiary are in charge of con-
  verting the heathen. This is an out-
  growth of the fact that dealing with
  heathen has always been a tricky legal
  matter, treading lightly around the
  grounds of heresy. Avignon Popes
  eventually decided that those who
  understood the law best were least
  likely to inadvertently cross the line of
  heresy when dealing with the hea-
  then. The Penitentiary has flourished
  under this assumption.
  Père Jean is not one to deny the
  chance of salvation to his people. Ev-
  eryone, including Jews, Muslims, the
  godless and heretics are given a chance
  to convert. This is a sign of the
  Cyberpope’s magnanimity. Admit-
  tedly they are treated as second-class
  citizens, who will be ultimately con-
  tained within ghettoes and watched
  carefully to ensure that they embrace
  the Cyberpope’s teachings completely.
  Even heretics who willingly confess
  their heresy and repent are accepted
  back into the fold. But those who cling
  to their heretical beliefs are shown no
  mercy. They are rooted out by the
  Inquisition.
  Council of Monitors
  The Council of Monitors is headed
  by Cardinal-Bishop Rene-Clairvaux.
  It is based in Avignon and has respon-
  sibility for monitoring all activities of
  the GodNet. It traces the origin points
  of calls and dispatches Church Police
  to arrest illegal users.
  The Electronic Trail
  When a GodNet monitor or cyber-
  priest detects suspicious activity in
  the GodNet, he is supposed to send a
  VX messenger to Babel Central and
  he Monitors
  T
  Cyberpriests with input jacks
  in their necks sat staring at the
  vidscreens in front of them. Be-
  hind them the Master of Moni-
  tors stalked impatiently up and
  down. He stopped every now
  and then to peer angrily at a
  screen. One in particular drew
  his attention more than all the
  others. It showed a heretical
  Catholic priest who earnestly
  explained that the current crisis
  sweeping over France was not
  caused by the Antichrist, but by
  the false Cyberpope and his min-
  ions. The priest claimed that the
  Cyberpope and his followers
  were extraterrestrial beings
  whose one aim was to destroy
  the Earth for their own ends.
  The Master of Monitors was
  angry. The Cyberpope would
  make him pay dearly if this
  broadcast was allowed to con-
  tinue. So far he’d been unable to
  track down and eradicate the
  Decker who was running amok
  amongst the GodNet’s surveil-
  lance programs. Until the Decker
  was caught, the cyberpriests
  could not jam or trace the loca-
  tion of the broadcast.
  His patience finally failed. The
  Master of Monitors yanked a
  cyberpriest out of his seat and
  callously watched as the
  cyberpriest howled, clutched at
  the input jacks at his head, and
  fell to the floor. The Master of
  Monitors stuck the input leads
  into his own neck sockets and
  slipped into the GodNet.
  Bright light filled his vision.
  Before him intricate circuitry
  flowed along a vast crucifix.
  Murmuring Hail Marys, the
  Master of Monitors sped along
  the crucifix towards the center of
  the GodNet. Around him lines
  of data and communications spi-
  ralled off in all directions. He
  selected one that would take him
  to Babel Central, the controlling
  heart of the GodNet.
  He was vaguely aware of the
  other cyberpriests who manned
  this station, but paid them no
  heed. Within microseconds he
  towered above the data lines and
  information towers strung out
  below him along the arms of the
  GodNet’s crucifix form. He knew
  that what he was seeing was only
  an illusory appearance of reality
  imposed by the GodNet’s com-
  puter interface, but it never failed
  to fill him with awe.
  He activated a series of pro-
  grams. Around him seven an-
  gels sprang into existence, each
  one carried a plague-filled cen-
  sor. At his command they sped
  from the Tower of Babel deep
  into the GodNet.
  
  21
  the Council of Monitors along normal
  exchange routes (see The GodNet
  sourcebook). In observance of six cen-
  turies of protocol, the messenger must
  stop at each exchange along the route
  and inform the Abbot Monitor of six
  pieces of information: where he is
  bound, who the message is for, and
  from whom the message comes, how
  long the message is, which exchange
  he just came from, and which exchange
  is next. The VX messenger then moves
  on to the next exchange.
  At the end of each week the Moni-
  tor Abbot sends VX messengers to
  each exchange to which he is con-
  nected. Each Abbot messenger carries
  the list of all messengers routed
  through the Abbot’s exchange that
  week who should have next arrived at
  this exchange, and the rudimentary
  information on the message. Each
  Abbot monitor compares these incom-
  ing lists with the list of all VX messen-
  gers which did arrive. Any missing
  messenger, or discrepancies in the
  message information is flagged, and
  cyberpriests are put on the case.
  This primitive form of “error-check-
  ing” worked well in the communica-
  tion system on Magna Verita where
  response time was measured in weeks,
  and where an Abbot might see a dozen
  messages in a week. Now tens of thou-
  sands of church messengers flow
  through the exchanges each week, and
  messenger who is a week missing has
  probably given the Resistance a huge
  window of opportunity with which to
  hamper operations in the GodNet.
  As bad, the regular, scheduled
  transfer of information by the Abbot
  messengers makes an ideal target for
  deckers. A week’s worth of who has
  been talking to whom, where, and for
  how long, often gives valuable insight
  as to the current priorities of the Cy-
  berpapacy.
  Many Cyberpapal officials recog-
  nize that this method of message trans-
  mission and recording is crippling the
  Cyberpapacy’s efforts, particularly
  against deckers. A few have tried tink-
  ering with the system, but with little
  success.
  Cardinal-Priest Roger-Bernard has
  Malraux’s blessing to circumvent this
  problem in the Council of Monitors.
  VX messengers with his seal may by-
  pass the exchanges, making long dis-
  tance links to Babel Central from
  whichever exchange they are located
  at. Bernard’s staff personally logs the
  messages, but allows Babel Monitors
  and Jackpriests to respond to the mes-
  sages without observing protocol. This
  change allowed Babel Central to
  quickly reinforce data vaults which
  had previously had to rely strictly on
  local resources. Dozens of deckers
  were fried during the initial weeks of
  Bernard’s campaign. With deckers
  now wary, the odds have begun to
  even out once again.
  The Cyber Council
  The Cyber Council is headed by the
  Cyberpope. Its members are drawn
  from throughout the Cyberpapacy.
  Industrialists and scientists from
  Provence and the Côte d’ Azur sit in
  the council and advise the Cyberpope
  and his cardinals of the best ways to
  exploit the cybernetic revolution. The
  lay members of the Council are well
  taken care of. They live in luxurious
  apartments in Avignon, many of which
  boast intelligent and self-cleaning
  houses, as well as a high concentration
  of bugging devices.
  The GodNet
  Cardinals
  Three Cardinals were sucked into
  the GodNet during its formation and
  were transformed into the Archangels
  of the GodNet. Cardinal-Bishop Au-
  gust-Challier, a “cousin” of the Cyber-
  pope, entered the GodNet on his own
  free will and acts as the Cyberpope’s
  Legate in the GodNet.
  The Cardinal-Bishop is, however,
  an ambitious man, who sees the
  GodNet as a way of expanding his
  own power at his “cousin’s” expense.
  Cardinal-Bishop August-Challier
  rules the Angels of the GodNet from
  Babel Central. His position within the
  GodNet provides him with an ideal
  opportunity to spy on Malraux and
  also to meddle with data to suit his
  own purposes. The Cardinal-Bishop
  is too shrewd to make any overt moves
  against the Cyberpope, but he is rap-
  idly learning as much about the
  GodNet as he can.
   The other three Cardinals within
  the GodNet are all loyal to Jean
  Malraux and administer the areas of
  the Net for him. Cardinal-Priest Peter-
  Renier guards the gates of Heaven,
  and Cardinal-Deacon Julian-Cartre
  oversees the creation of the HolyVids.
  Cardinal-Priest Christopher-Luguar
  takes great delight in being in charge
  of Purgatory.
  The Inquisition
  The Cyberpapacy is geared towards
  ensuring the subjugation of the flesh
  to the spiritual will of the Pope. In
  practice, the Pope is an absolute mon-
  arch with the power of life and death
  over all his subjects. Ultimately, the
  Inquisition is the body which ensures
  that society conforms to the Pope’s
  wishes. Anything else is classified as
  heresy. Malraux’s Inquisition is
  headed by Grand Inquisitor Bernard-
  Jenet.
  Within Magna Verita there is no
  popular opposition to the Inquisition,
  but disdain for it exists within the
  Church. The Inquisition is the up-
  holder of the faith; the public execu-
  tion of a heretic is an event for celebra-
  tion as it maintains the purity of the
  faith. In the newly born Cyber-papacy,
  the Inquisition has met with antago-
  nism. The Cyberpope and Inquisitors
  credit this to the wide-scale extent of
  heresy allowed to proliferate under
  the Roman Church. The Inquisition
  seeks to eradicate these heretics by
  restoring the Church to its rightful
  position as the basis of society.
  Within this viewpoint, individuals
  have no rights, they function only for
  the sake of the whole of society. An
  individual who impinges on any ar-
  ticle of faith immediately forfeits any
  rights which the law would normally
  offer. Aberration from the faith is a
  sign of intellectual arrogance, but also
  an act of rebellion against the author-
  ity of the Pope. It is an infectious dis-
  ease which must be burned out of the
  body of society.
  Inquisitors see themselves as doing
  God’s work. Loyal Catholics have
  nothing to fear from them…but the
  Inquisition defines what constitutes
  loyalty. Only those who seek to un-
  dermine society and pervert God’s will
  Chapter Three
  
  Torg: The Cyberpapacy
  22
  become the targets of the Inquisition.
  In the Cyberpapacy this authoritar-
  ian and pragmatic view has gained
  many converts. In this world gone
  mad, there are many who accept the
  Cyberpope as their saviour. It is their
  solemn duty to report heretics, for they
  oppose the will of the Vicar of Christ
  and allow the Antichrist to grow stron-
  ger. Those who resist the Inquisition
  are a threat to society; these heretics
  must be dealt with accordingly.
  The Inquisition answers directly to
  the Cyberpope. No other member of
  the Curia can interfere in any action of
  the Inquisition. Nor would they want
  to. In doing so they would be proclaim
  themselves to be heretics and subject
  to the enquiries of the Inquisitors. No
  one, except the Cyberpope is beyond
  the reach of the Inquisition. Père Jean
  uses the Inquisition to maintain his
  position and power. His word is law.
  His Inquisitors ensure that he is obeyed
  in all matters.
  The Inquisition has been active in
  its war against heresy. The faithful are
  encouraged to turn their neighbors
  and colleagues in. Many have done so,
  helping to further fuel the fear and
  uncertainty gripping the nation.
  Methods of the Inquisition
  Inquisitors travel from town to
  town. Public broadcasts announce
  their arrival and call upon people to
  come forward to confess their sins and
  to report heretics.
  Those accused of heresy are arrested
  by the Church Police and brought be-
  fore the Inquisitor. Their guilt as-
  sumed, they are never told the charges,
  and are forbidden to ask. Witnesses
  for the defence are not allowed. Even
  if they were, few would want to risk
  incurring the taint of heresy them-
  selves.
  Prosecution witnesses testimonies
  are taken in secret. Their identities are
  never revealed to the accused, even
  though they might be members of their
  own family, or sworn enemies.
  The accused are given the opportu-
  nity to confess their guilt. If they refuse
  they are tortured to gain a confession.
  Once a heretic confesses, the severity
  of his or her crime is assessed. The
  ultimate penalty is death by burning,
  but this is conducted more for public
  spectacle than as a method of purify-
  ing the heretic’s soul. Most heretics
  are sucked into the GodNet and either
  sent to Purgatory or cast down into
  hell. Lesser heretics are fitted with
  Faith Chips and Homers, then released.
  Cyber Powers of
  the Inquisitors
  Blessed with cybernetics, the Inqui-
  sition has been able to add to its reper-
  toire of fanciful tortures. Electric cattle
  prods, boosted hypertouch systems,
  drugs, and HolyVids filled with the
  horrors of Hell and Purgatory are much
  favored. The more aesthetic Inquisi-
  tors delight in the pain and suffering
  they can create without recourse to the
  rack, thumbscrews, or by searing flesh
  with hot irons. The Inquisition has
  entered a new cleaner modern age
  where confessions can be extracted
  without messy bloodshed and the
  breaking of bones. Some traditional-
  ists, however, are loath to give up their
  tried and tested techniques.
  The Cyberpriests and
  Cybernuns
  Formerly 
  cyberpriests 
  and
  cybernuns were simple medieval
  monks, priests and nuns, but with the
  advent of the Cyberpapacy they were
  transformed into cybernetically en-
  hanced servants of the GodNet and
  Malraux.
  Cyberpriests and nuns exist within
  and outside of the GodNet. When the
  Darkness Device created the GodNet
  it sensed that it needed human opera-
  tors to control and monitor its many
  functions. It drew priests who resided
  in Avignon into the GodNet. Their
  spirits and minds were sucked from
  their bodies, leaving empty husks be-
  hind. No longer distracted by the de-
  sires of the flesh, and as one with the
  manifestation of God and the Holy
  Spirit upon Earth, the cyberpriests and
  nuns provided the initial link between
  the Cyberpope and the GodNet. They
  now exist inside the GodNet as disem-
  bodied spirits, which defend the
  GodNet from intruders and the enti-
  ties which seek to pervert its work-
  ings. They are the Angels of the
  uidance for
  Inquisitors
  G
  “Either the heretic confesses
  and is proved guilty, or he re-
  fuses and is equally guilty on the
  evidence of witnesses. If a her-
  etic confesses the whole of what
  he has been accused, he is un-
  questionably guilty of the whole;
  but if he confesses only a part, he
  ought to still to be regarded as
  guilty of the whole, since what
  he has confessed proves him to
  be capable of guilt as to the other
  points of the accusation.
  “Bodily torture has ever been
  found the most salutary and effi-
  cient means of leading to spiri-
  tual repentance. Therefore, the
  choice of the most befitting mode
  of torture is left to the Judge of
  the Inquisition, who determines
  according to the age, sex, and the
  constitution of the party....
  “If, notwithstanding, all the
  means employed, the unfortu-
  nate wretch still denies his guilt,
  he is to be considered as a victim
  of the Devil: and, as such, de-
  serves no compassion from the
  servants of God, nor the pity and
  indulgence of Holy Mother
  Church: he is a son of perdition.
  Let him perish among the
  damned.”
  From the Inquisitor’s Black Book
  
  23
  GodNet.
  Cyberpriests also jack into the
  GodNet just like deckers. They pos-
  sess programs which they use in at-
  tack and defense. They monitor the
  GodNet searching for intruders, and
  they guard the data constructs.
  Cyberpriests and cybernuns can
  also be found throughout monasteries
  in the Cyberpapacy. They spend the
  majority of their lives jacked into the
  GodNet experiencing the delights of
  its electronic heaven. They are also
  monitor its functions from their mon-
  asteries.
  Cyberpriests and nuns also serve
  the Inquisitors and act as officers in
  the Church Police. They are an elite
  force within the Cyberpapacy. Sure of
  their place in heaven and totally loyal
  to the Cyberpope, they follow orders
  unquestionably and are fanatical in
  their pursuit of heretics.
  Cyberpriests and nuns are fitted
  with large amounts of cyberware. Their
  high Spirit attributes allow them to
  offset many of the disadvantages of
  cyberpsychosis. Frequent entry into
  the GodNet also serves to heighten
  their resistance to cyberpsychosis. The
  full rules are given in The GodNet
  sourcebook, but you can assume that
  for each full week that a cyberpriest
  or nun spends jacked into the
  GodNet, he or she automatically loses
  one point from their cyber value. This
  works in a similar manner as a charac-
  ter treated by the psychology skill (see
  page 73): the cyber rating of any piece
  of cyberware cannot be reduced be-
  low one.
  Techpriests and Nuns: These are
  cyberpriests who possess high
  cybertech and medical skills. They
  maintain and develop cyberware and
  carry out cyber implants in Cyber
  Hospitals. They generally possess less
  cyberware than the cyberpriests as they
  are not expected to engage in combat.
  Techpriests and nuns are, however,
  attached to cyberpriests and nuns on
  active duty. They then act as techni-
  cians and medics.
  Church Police
  The Church Police form the mili-
  tary and police arm of the Cyberpa-
  pacy. They assist Inquisitors and cy-
  Chapter Three
  he Constitution of
  Heresy
  T
  “Every human being must do
  as the Cyberpope tells him. To
  act otherwise, is to fall into
  heresy.”
  Cyberpope Jean Malraux I
  Heretical Acts:
  † Showing disrespect to the
  Cyberpope and his decrees.
  † Eating meat on Fridays.
  † Omitting Easter duties.
  † Not attending church.
  † Reading false Bibles — only
  the Malraux Bible is true and
  holy.
  † Speaking ill of a cleric.
  † Saying it is a sin to persecute
  for sake of conscience.
  † Committing sacrilege, blas-
  phemy, sorcery, or witchcraft.
  † Licentious behavior.
  † Refusing to pay taxes.
  † Sloth in the service of the
  church.
  † Possession of a forbidden
  book.
  † Possession of unsanctified
  cyberware.
  † Accessing the GodNet with-
  out the clergy’s permission.
  † Living in or visiting Paris,
  the modern day Sodom and
  Gomorrah.
  † Harboring heretical
  thoughts.
  Rick Harris
  
  Torg: The Cyberpapacy
  24
  berpriests and nuns in their duties,
  and are stationed in cities, towns vil-
  lages throughout the Cyberpapacy.
  The Church Police also act as front line
  troops and are equipped with the lat-
  est vehicles and weapons from the
  factories of Avignon.
  Originally, all Church Police were
  crusaders from Magna Verita. They
  now include elements of the French
  armed services and police who have
  been fitted with Faith Chips and Hom-
  ers. Right-wing hit squads have also
  been integrated into the Church Po-
  lice. Leadership positions are, how-
  ever, retained for natives of Magna
  Verita.
  Hospitallers
  Hospitallers are an order of elite
  warriors who trace their origins back
  to the First Crusade in the Holy Land.
  They operate independently of the
  Church Police, but Hospitallers are
  frequently attached to Church Police
  Units. Hospitallers also guard
  Godware Hospitals throughout the
  Cyberpapacy.
  Other Factions and
  Organizations
  Not all who have crossed the Mael-
  strom Bridge from Magna Verita are
  loyal followers of Père Jean. Some
  priests distrust cyber transformation
  and refuse to accept the mechanical
  “purity” installed in their bodies. They
  see it as an insult to God and have
  sought ways to remove it. The fortu-
  nate ones have been able to find cyber-
  leggers to take it from them. A few
  have been driven mad by the strange
  world and their internal changes. They
  represent a threat to members of the
  Church and to those living within the
  boundaries of the Cyberpapacy.
  There are itinerant preachers from
  Magna Verita who speak out against
  the Cyberpope. Horrified at the
  changes he has wrought to themselves
  and to the Church, they can be found
  proclaiming that Jean Malraux is actu-
  ally the Antipope who has been cor-
  rupted by the devil to spread the false
  gospel of cybernetics.
  Hunted by the Inquisition, these
  renegades have no love for the Cyber-
  papacy and seek to help Storm Knights
  defeat their previous master. Aware
  of this, the Cyberpope is using it as a
  means of infiltrating the Resistance.
  Loyal cyberpriests have been sent out
  to dupe members of the Resistance
  into thinking that they are renegades.
  How successful this ruse will turn out
  to be remains to be seen.
  Not all the inhabitants of Magna
  Verita have a love of the Church. For
  centuries magic has been practiced in
  hidden groves and remote mountain
  areas by witches and sorcerers. With
  the opening of the maelstrom bridge,
  some of these heretics have fled to
  Earth where they hope to join with
  others against the Cyberpope. Unfor-
  tunately for them, the detection pow-
  ers of the Inquisition, enhanced by the
  cyber powers are their command, are
  more efficient at finding them. The
  ones lucky enough to slip through the
  Cyberpope’s defenses have headed for
  Paris.
  The Armed Forces
  The French military has disinte-
  grated. When the Collapse occurred
  the military was thrown into disarray.
  Cut off from the government, many
  commanders took steps to secure sup-
  plies for their own forces. Gasoline
  and food dumps were captured dur-
  ing the confusion and jealously
  guarded by the troops. At first gaso-
  line supplies outside of Paris were
  useless, but following the Surge they
  allowed commanders to maintain their
  untransformed vehicles.
  As supplies began to dwindle, units
  of the army began to forage, and battle,
  for what little remained. Some units
  found themselves equipped with hi-
  tech cyberware and vehicles. They
  quickly gained an upper hand and
  routed conventionally armed forces.
  The transformed forces also did not
  need to rely on gasoline supplies as
  their vehicles were electrically oper-
  ated.
  Seeing the Cyberpope as the only
  strong leader and focal point in the
  anarchy that ensued, many trans-
  formed forces have joined him. They
  have been examined by the Inquisi-
  tion and amalgamated into the Church
  Police. Fitted with Faith chips and
  Homers, they now loyally serve their
  new religious master. Those members
  who were found lacking in their con-
  victions have had their minds stripped
  and been sacrificed to the GodNet. As
  a consequence, the Church Police have
  been greatly strengthened.
  Not all units have gone over to the
  Cyberpope. Many have been de-
  stroyed in battle with other forces.
  Some have simply ceased to exist as
  their members deserted in huge num-
  bers. Others now roam the Cyberpa-
  pacy struggling to survive as best they
  can. In many case their officers have
  been shot, and these groups are now
  little more than brigands who look
  only to their own survival. They indis-
  criminately attack civilians and Church
  forces to gain the supplies they need.
  A few military units, mainly those
  already based in Paris, now serve as
  the Militia of Paris Liberté (see page
  56). They seek to protect Paris from the
  attacks of the Cyberpapacy forces, and
  to maintain the city’s fragile govern-
  ment.
  The Resistance contains elements
  of the French armed services which
  act as its cadre group. These ex-mem-
  bers of the military, seeing the de-
  struction and growing totalitarianism,
  have vowed to fight against the Cy-
  berpapacy. They provide much
  needed military expertise to the scat-
  tered Resistance Movement.
  Brigands
  The dissolution of society and the
  army has created new problems
  throughout France. Petty warlords
  with their own small armies, and
  groups of brigands have sprung up in
  the towns and countryside. These
  armed groups raid villages and towns
  for supplies.
  On the outskirts of Paris, these war-
  lords have established territories
  which they use as a base to attack
  other parts of the city. The Massif Cen-
  tral, Pyrenees, Alps, and Jura moun-
  tains contain numerous brigand
  groups.
  
  25
  Not all brigands consist of armed
  thugs. Some of them carry out a gue-
  rilla struggle against the Cyberpapacy,
  and provide food and shelter to refu-
  gees fleeing from Cyberpapacy op-
  pression. While not technically part of
  the Resistance, their activities are al-
  most identical.
  The activities of other groups are
  more sinister. Supplied by the Cyber-
  papacy they are hired as auxiliary
  forces and fitted with cyberware. These
  groups are currently moving toward
  Paris where they will be used against
  its citizens.
  Hands of God
  (HOGs)
  The Hands of God are a loose amal-
  gam of neo-fascist, monarchist,
  survivalist and other right-wing
  groups. Their unifying traits are a ha-
  tred of foreigners, a desire to return to
  traditional values and to the days of
  Imperial France. Originally, many of
  these groups had ties with neo-fascist
  groups in Germany, and date their
  formation to the days of the German
  occupation when they cooperated with
  Nazis. Their manifestos set forth vari-
  ous reactionary programs which in-
  clude the forced repatriation of immi-
  grants, the establishment of concen-
  tration camps to house trade union-
  ists, Jews, blacks and other so-called
  undesirables.
  Before the Collapse, these groups
  represented a small and insignificant
  proportion of French society. They
  were contacted by the Jean Malraux’s
  agents and supplied with funds and
  arms. Informed of the imminent Col-
  lapse, they were encouraged to desta-
  bilize France even further by starting
  race riots and by staging terrorist at-
  tacks on prominent socialists and gov-
  ernment officials.
  Following the Collapse and their
  usurpation of the government, they
  were unable to impose a strong gov-
  ernment. Sectarian in-fighting devel-
  oped amongst them which resulted in
  the eradication of the weaker groups.
  The newly formed Paris Liberté Mili-
  tia, under the leadership of the Com-
  mune, was able to drive them from the
  center of the capital into the suburbs.
  The Cyberpapacy now supplies the
  HOGs with hi-tech arms, armor, and
  cyberware. It encourages them to de-
  stroy vital stockpiles of supplies in
  Paris. They pose a constant threat to
  the stability of Paris Liberté. Their
  members have also started an indis-
  criminate reign of terror with rocket
  attacks on apartment buildings,
  schools, hospitals and public places.
  Fortunately, sectarian differences still
  lead them to fight one another, thereby
  weakening their efforts against the citi-
  zens of Paris.
  The Resistance
  With the overthrow of the legiti-
  mate government of France, the Cy-
  berpope looked set to impose his will
  without opposition. But many refused
  to meekly accept the fate that lay in
  store. Liberals, socialists, communists,
  trade unionists, nationalists, dissident
  Roman Catholics and members of he-
  retical religions, have banded together
  to oppose the Cyberpope. They have
  established a Resistance Movement
  that seeks to halt and turn back the
  spread of the Cyberpapacy.
  The Resistance is not a unified
  movement, it is split into hundreds of
  cells, and the location of these cells are
  kept a secret from the members of
  other cells. If the members of any one
  cell are caught, they cannot give away
  the names of members within other
  cells. Only the controller of the cells
  knows how and where to contact the
  five to ten cells under his or her com-
  mand. Even then, the controller may
  not know who the members of a cell
  are. The controller’s only contact may
  be via letter or information drops, or
  personal contact with one member of
  each cell.
  The headquarters of the Resistance
  is Paris Liberté, one area of France not
  under the control of the Cyberpapacy.
  However, many Resistance groups are
  isolated, having no contact with other
  groups. They conduct a guerilla war
  against the Cyberpope as best they
  can.
  Resistance groups provide safe
  houses, and can supply forged iden-
  tity papers to others struggling against
  the oppression of the Cyberpope. They
  are extremely wary of outsiders, and
  newcomers will be expected to prove
  themselves before being trusted.
  As in other matters, the Cyberpope
  is not beyond setting up false Resis-
  tance groups to act as lures for ren-
  egades. His agents have even infil-
  trated existing Resistance groups, and
  have managed to bribe or hold hos-
  tage the relatives of Resistance mem-
  bers. It is not always easy to know for
  certain that cell is not a front for the
  cyberpriests, or that a cell does not
  contain at least one informer.
  The Roman Catholic
  Church
  Independent elements within the
  Roman Catholic Church in France were
  crushed by the Cyberpapacy upon the
  appearance of the Cyberpope. Before
  then, the official policy was that the
  arrival of a savior was a hoax put
  around by cranks. With the Collapse,
  followed by the Tech Surge, and then
  the appearance of the Cyberpope, this
  official view was hurriedly changed.
  The Roman Catholic Church in France
  supported Jean Malraux’s inaugura-
  tion as Cyberpope.
  Most of its members have gone over
  to the Cyberpapacy. Their faith has
  been reaffirmed by the increase they
  can feel in the spiritual axiom, and by
  the minor miracles they have wit-
  nessed the cyberpriests perform.
  Outside of France, the teachings of
  the Roman Catholic Church place it in
  direct confrontation with the Cyber-
  papacy. Priests who listen to their own
  consciences, or to Rome, have spoken
  out against the barbaric and repres-
  sive policies of Avignon. While they
  are happy to have a society in which
  the word of God is given a prominent
  place, they do not wish it to come out
  from armed might and from the wide-
  spread rounding up of heretics. Of
  those priests who listened to their own
  consciences and spoke out against the
  Cyberpapacy, many have been taken
  to Avignon for re-education and the
  fitting of Faith Chips. The most ardent
  opponents have simply disappeared
  into the dungeon or been found shot
  in their homes or by the sides of coun-
  try roads. The ones lucky enough to
  have gone into hiding, now serve in
  the Resistance as priests and medics,
  or as freedom fighters.
  Chapter Three
  
  Torg: The Cyberpapacy
  26
  Chapter Four
  CyberFrance
  rance’s population is
  now 52 million; events of
  the first dark days of the
  invasion of the Possibil-
  ity Raiders killed over
  four million citizens. While tradition-
  ally a Catholic country, France con-
  tains 1.5 million muslims, a large Jew-
  ish population, protestants of various
  sects, and many minority religions.
  The currency of France is the Franc,
  which is worth approximately 15
  American cents, or 10 British pence.
  One hundred Centimes make one
  Franc, but because of the small pur-
  chasing power of the Centime, the
  smallest coin is the five Centime. The
  Cyberpapacy has kept the Franc as the
  standard currency, but it is trying to
  phase out coinage in favor of com-
  puter monitored credit transactions.
  History:
  The Collapse
  The Collapse occurred when the
  Maelstrom Bridge came tearing up into
  the dungeons of Avignon. As it en-
  tered Core Earth Avignon, electricity
  failed. The lights went out all over
  Provence. Papal agents poured
  through to secure Avignon as a base of
  operations. The Roman Catholic
  priests of Avignon, already prepared
  for the change by false Papal agents,
  were immediately transformed into
  loyal followers of Père Jean.
  As the axioms of Magna Verita
  surged across France, many modern
  appliances and power sources ceased
  to operate or were transformed into
  their medieval equivalents. Cars and
  trains came to a grinding halt. Airplanes
  crashed. A few ships in port were trans-
  formed into medieval vessels.
  Crises erupted as essential services
  collapsed. Thousands died as hospital
  power supplies were suddenly cut off.
  The modern age’s reliance on electri-
  cal power brought untold hardships
  to millions. The whole infrastructure
  of society collapsed as transport sys-
  tems came to a grinding halt. Food
  was prevented from reaching the
  towns and cities, causing widespread
  shortages. Many found themselves
  divorced from their livelihoods as fac-
  tories ceased to exist.
  The transformation of the living,
  prepared by the preaching of Papal
  agents, occurred on a large scale. All
  those who had accepted the Catholic
  Church of Redemption’s teachings
  were changed into its followers. To
  many their memories of modern day
  life became as irrelevant as the history
  of World War One the day after final
  exams, and therefore began to fade as
  they embraced a medieval reality. The
  few who believed it was important to
  remember were seen at best as eccen-
  tric, usually as dangerous, and at worst
  as heretics.
  Panic erupted amongst the
  untransformed in towns and the coun-
  tryside as television and radio news
  broadcasts ended. No newspapers
  were printed. Rumors of events, how-
  ever, spread quickly by word of mouth.
  The stories were exaggerated. Many
  held the Antichrist responsible, fur-
  ther adding to the mass hysteria. Oth-
  ers thought that World War Three had
  started. They were cut off from other
  cities. No news came through. A
  nuclear strike seemed the most logical
  answer.
  Roman Catholic priests, who had
  rejected the preaching of Papal agents,
  found their faith severely tested. Many
  turned to the prophecies spread by the
  Avignon Papists for an answer. They
  accepted that it is was the work of God
  and anxiously awaited the coming of
  the promised saviour. Others searched
  for deeper meanings and explanations,
  and found none. A few went mad.
  Mass hysteria, fueled by Pope Jean
  Malraux’s agents, spread rapidly.
  Those who refused to accept the new
  reality were branded as witches and
  sorcerers and then lynched.
  Heralding the End
  Throughout France and West Bel-
  gium, the Church stepped in to do
  relief work and to help ease suffering.
  Right-wing groups, funded by
  Avignon, supplied muscle to help the
  Church maintain order. Outside of
  Paris the Church soon established it-
  self as the ruling body. Roman Catho-
  lic priests who refused to accept the
  new situation went into hiding.
  Right-wing groups began to con-
  verge on Paris. Elements of the army
  went over to their side. Forty days
  after the Collapse, they attacked the
  National Assembly. Seizing the outer
  chambers, they set fire to the building
  and mercilessly turned their guns on
  those fleeing from the inferno. A Papal
  Legate proclaimed that the Church
  was now in control. The savior was
  coming in the form of the Pope. France
  would be safe from the Antichrist now
  that the godless socialists had been
  destroyed.
  Pope Jean Malraux did not imme-
  diately enter his new realm. Instead,
  he waited for more apocalyptical
  events to prepare the way for his com-
  ing. The arrival of the Beasts would
  signal his presence. Then he would
  arrive to battle the Beasts and save
  France from its fate.
  Magna Verita had always been
  home to creatures of demonic origins.
  The inhabitants of Magna Verita ac-
  cepted gargoyles and demons as part
  of their lives. It was, after all, the role of
  the Church to protect the faithful from
  the powers of darkness. To usher in
  his arrival, his servants drove two de-
  mons across the Maelstrom Bridge into
  France.
  The Beasts appeared as predicted
  in the Book of Revelations and began
  to destroy the urban areas they en-
  tered. People fled in terror as the night-
  mare creatures rampaged across the
  land. The prophets of the false savior
  preached his imminent arrival and
  salvation. But the Pope was unexpect-
  edly delayed during his sojourn into
  Aysle and the Dream Time. When he
  did arrive, the effect was dramatic.
  As Pope Jean Malraux crossed the
  Maelstrom Bridge to Earth, his Dark-
  ness Device unleashed the cyber tech
  
  27
  he Global Disasters — Is There A Logical Explanation?
  T
  Screens fill with apocalyptical
  images as the presenter’s voice
  issues from television sets across
  France.
  “Disturbing reports continue
  to appear from the United States
  where US troops battle dinosaurs
  and lizardmen in California and
  New Jersey.
  “Indonesia remains cut off by
  violent electrical storms.
  “Volcanoes continue to erupt
  throughout the Pacific Ring of
  Fire.
  “The Red Army claims to have
  defeated invaders from another
  dimension.
  “White-robed figures worship
  at the Sphinx and Pyramids.
  “Creatures resembling bibli-
  cal demons have been sighted in
  London, California, and Canada.
  Are they the servants of the An-
  tichrist, as claimed by the Catho-
  lic Church of Redemption, or
  merely a hoax?
  “Tonight, on Faith in the Mod-
  ern World, we put these and other
  questions to Father Jacques
  Laverton of the Catholic Church
  of Redemption.”
  The scene shifts to a television
  studio where the presenter,
  Claude Galipaud, sits next to a
  Catholic priest.
  “Father, before we address the
  main issues, could you please
  tell us how your church differs
  from the established Roman
  Church?”
  The camera pans onto the
  Father’s serene face. “I’m glad you
  asked me that question, Claude,”
  the Father looks serious and leans
  toward the camera.
  “That we are witnesses to the
  greatest biblical event since the
  Resurrection is beyond dispute.
  The Apocalypse is upon us. The
  Roman Church, instead of wel-
  coming this as its greatest test, is
  paralyzed with fear. They have
  shifted so far from the tenets of
  the faith that they look for logi-
  cal, scientific reasons to explain
  events. As is apparent to all, there
  can be no logic behind what is
  happening. Only by realizing
  that the Antichrist has been un-
  leashed, and by placing our trust
  in the Lord, can we hope to be
  saved.
  “We, in the Catholic Church
  of Redemption, are true Catho-
  lics. We uphold the beliefs that
  the Church was founded upon.
  The Roman Church has allowed
  godless Protestants to under-
  mine it. It has given in to man’s
  material greed and sacrificed its
  beliefs upon the altar of progress.
  “Look around you. Motor cars
  pollute our cities; industrial
  waste contaminates our rivers
  and skies. AIDS and other so-
  called social diseases are reach-
  ing epidemic proportions. The
  institution of marriage and the
  family are being destroyed by
  heathen communists. France is
  governed by the godless. The
  Church is no longer looked to as
  the upholder of morals and truth.
  Is it any wonder that the Lord
  has forsaken us?
  “The Catholic Church of Re-
  demption seeks to redeem all
  who embrace true Catholicism.
  We wish to return the Church to
  its rightful place as ruler of
  Christendom. We seek to estab-
  lish a Europe based upon spiri-
  tual values; not upon the altar of
  industrial progress.
  “The Antichrist has arisen.
  Join us in the Catholic Church of
  Redemption, and together we
  will usher in a new world. For
  God has not forsaken us. He will
  send us a Pope who will redeem
  us all.”
  Father Jacques leans back in
  his chair.
  “Thank you, Father,” the pre-
  senter says. “Let me get this right.
  You wish to return us to a
  Church-dominated world?” The
  Father nods agreement. “You
  also claim that a new Pope will
  be sent to lead us?” He nods
  again. “You seriously think that
  people will believe all this, let
  alone allow the Church to turn
  back the clock to the Middle
  Ages?”
  Father Jacques nods emphati-
  cally. He spreads his hands. “All
  that is happening now is only
  the beginning. The Apocalypse
  is here. It will not go away of its
  own accord. The full scale of
  events have yet to be seen. Re-
  member, the Lord moves in mys-
  terious ways. He is the one tell-
  ing us to change, not I.”
  “Thank you, Father.” The
  camera pans onto the presenter.
  “The phone lines are now open.
  If you have any questions or com-
  ments for Father Jacques, ring
  the number at the bottom of the
  screen. We’ll be back after this
  break.”
  Chapter Four
  axiom stored within Hachi Mara-
  Two’s dataplate. The tech axiom
  surged upwards from 15 to 26 as the
  
  Torg: The Cyberpapacy
  28
  he Coming of
  the Beasts
  T
  “And I saw a beast rising out
  of the sea, with ten horns and
  seven heads, with ten diadems
  upon its horns and a blasphe-
  mous name upon its heads.
  “And the beast that I saw was
  like a leopard, its feet were like a
  bear’s, and its mouth was like a
  lion’s mouth.
  “Then I saw another beast
  which rose out of the earth; it
  had two horns like a lamb and it
  spoke like a dragon.”
                     Revelations 13
  Rosaria J. Balderi
  axioms changed once again. The axiom
  sped across France transforming the
  living and the unliving in an
  unpredicted way. As the cyber tech
  axiom battled with those of Magna
  Verita and Core Earth, it had profound
  effects on the unliving and the living.
  Many of the living had been trans-
  formed by the opening of the Mael-
  strom Bridge. Now they were again
  transformed to match the cyber tech
  reality. Energy surged between the
  stelae and the Darkness Device sup-
  plying the possibilities to make this
  second transformation possible. Pos-
  sibility-rated characters found them-
  selves shifting between the fluctuat-
  ing realities at an alarming rate.
  The Darkness Device transformed
  people and objects to match its new
  reality. Non-living items underwent
  rapid transformations. Some items
  melted in the intense heat generated,
  but most changed into cyberware. The
  axioms of Magna Verita pulled many
  back, only to have them again trans-
  form to match the new reality.
  By the end, the newly created Cy-
  berpapacy had settled down in a bi-
  zarre mix of realities. The cyber tech
  axiom had won the battle, but it shared
  an uneasy existence with Magna
  Verita’s Spirit, Magic and Social axi-
  oms. The Cyberpapacy was in control.
  What’s more, its access to technology
  was totally unexpected.
  The New Reality
  Circumstances have changed
  greatly from the original plans of Pope
  Jean Malraux. But the Pope has faith
  enough to rise to the challenge. Thanks
  to the Darkness Device, he controls
  the GodNet, the most sophisticated
  computer system on Earth. The trans-
  formation to the Cyberpapacy created
  the cyberpriests.
  Information contained within the
  GodNet was at first fragmentary and
  confused. Thanks to the work of the
  cyberpriests, data has been collated
  and systemized within the vast data
  bases of the GodNet. The Cyberpope
  now has instant access to information
  detailing the extent and structure of
  his new realm. Confident in its work-
  ings, the Cyberpope has decreed that
  all loyal Catholics will be connected to
  the GodNet and their activities moni-
  tored by it. Information is currently
  being compiled on the activities and
  locations of all heretics and opposition
  groups. The Cyberpope is tightening
  
  29
  he Malraux Bible
  T
  The Malraux Bible was the first
  order of business for Père Jean,
  and it encapsulates the Cyber-
  pope’s message of salvation
  through Cybernetics. It is based
  upon the Julian Bible of Magna
  Verita (see page 10), but adds a
  final book: the Cybernetic Vision.
  Within its pages, the vision ex-
  perienced by Jean Malraux when
  the dataplate, Dream Time and
  his mind interacted is described
  in lurid terms.
  The Cyberpope’s role as sav-
  iour of the world and the threat
  posed by the Antichrist is elabo-
  rated in great detail. Its message
  is clear: Salvation is only pos-
  sible through complete accep-
  tance of the Cyberpope’s teach-
  ings and the power of the
  GodNet. To reject the new tech-
  nology is to reject hope itself.
  God has provided the GodNet
  for His people. It is the Cyber-
  pope’s task to bring everyone
  into the fold.
  Chapter Four
  his grip to create the perfect totalitar-
  ian state.
  The Inquisition is engaged in round-
  ing up heretics and destroying them.
  The Cyberpope has published a new
  version of the Bible and an Index of
  Banned Books in his efforts to control
  the minds of his people. He frequently
  appears on Television to speak to his
  followers, and to televise his spiritual
  powers.
  The GodNet is Born
  Pope Jean Malraux’s Darkness De-
  vice analyzed the dataplate connected
  to his body. There was much about the
  chip that was strange to it, but the
  concept of a net of computers and
  processors linked by lines of commu-
  nication made sense; in the right hands
  it could create untold chances for de-
  struction and human misery. As the
  Darkness Device unleashed the cyber
  axioms, it began to spin a web from the
  restored communications that came
  back to life. At its heart was itself. It
  drew in the strands and used images
  from its master’s mind to lend sub-
  stance to its work.
  When it had finished, it had created
  a matrix of data and communication
  comprised of biblical images. Data
  bases and computers took on the
  shapes of religious buildings. Huge
  Gothic cathedrals came into being in
  its cyber landscape. Churches and
  shrines appeared which held less im-
  portant data. In the center, where the
  arms of the cross met, it raised a cyber-
  netic Tower of Babel. Signals are routed
  through and monitored through here.
  In Avignon, monitor screens and
  cyberdecks were established to allow
  the cyberpriests to watch over this
  new tool of Papal power.
  But the GodNet was not solely a
  cyberspace. The images that the Dark-
  ness Device extracted from Malraux
  interacted with the Dream Time in
  which the images first came into be-
  ing. The power of Dream Time im-
  printed spiritual energy into the
  GodNet, the spiritual power at the
  core of Magna Verita. The Darkness
  Device gave the GodNet its images;
  the magic of Core Earth’s Dream Time
  gave it substance. The GodNet is now
  a spiritual reality, but a reality which
  is accessed through technology, and
  which can be molded by programs
  and cyberdecking skills. Still, parts of
  the GodNet are unmalleable by mere
  technology or magic, requiring faith
  and vision instead. The Darkness De-
  vice itself does not control, nor is it
  even necessarily aware, of all that oc-
  curs or exists in the GodNet.
  The Darkness Device created this
  new reality of Godspace from the
  Pope’s mind. It populated it with Pa-
  pal agents already in France. Their
  minds sucked from their bodies, they
  entered the GodNet to guard and pro-
  tect it. To them the GodNet is heaven.
  It is the Kingdom of God where they
  can enjoy the electronic wonderland
  created to glorify His name. But they
  discovered that the GodNet could also
  be Hell.
  The Darkness Device had searched
  for those strong in spiritual energy to
  merge with the GodNet. It had not
  discriminated between priests and
  demons. The Beasts unleashed by the
  Papal agents suddenly vanished from
  the land. They appeared in the GodNet.
  The Beasts lurk in the darker re-
  gions of the GodNet. They justifiably
  fear the wrath and power of the Cy-
  berpope and avoid his presence when-
  ever possible. Other visitors to the
  GodNet are not so fortunate. Cyber-
  priests and deckers have mysteriously
  become lost. Their minds sucked dry
  by the Beasts in the Net, they have
  never emerged again. Even cyber-
  priests who were drawn into the
  GodNet during its creation have van-
  ished. The Beasts are a menace to all.
  The Maelstrom
  Bridge
  The original Maelstrom Bridge ap-
  peared as a blinding shaft of light.
  When invading other worlds, the
  bridge would spear down from the
  sky, allowing the hordes of crusaders
  to charge down it to conquer the world
  below. But the Pope has decided to be
  less flashy in his entry to Earth. The
  presence of the other heretical High
  Lords and their minions have given
  him reason to be cautious. Access to
  his Maelstrom Bridge is also access to
  Magna Verita.
  The Maelstrom Bridge linking Earth
  to Magna Verita is located in the dun-
  geons of Avignon. Pope Jean Malraux
  willed it to appear there so that its
  location would remain a secret. The
  less people had reason to connect him
  to the other Possibility Raiders assail-
  ing Earth, the better.
  The bridge has been transformed
  by the cyber Axiom. It is now a pulsat-
  ing mass of circuitry-imprinted stone,
  along which sparkling electrical en-
  ergy flows. In Avignon, Earth, it ap-
  pears as a 50 meter wide bridge lead-
  
  Torg: The Cyberpapacy
  30
  ing into pulsating lights. In Magna
  Verita the Maelstrom Bridge arcs down
  from the heavens in a shimmering ka-
  leidoscopic array of light through the
  roof of Avignon Cathedral. It serves to
  remind the faithful that Pope Jean
  Malraux’s powers extend as far as
  heaven.
  When denizens of Magna Verita
  cross the bridge, the Darkness Device
  invokes a reality storm against all pos-
  sibility-rated immigrants, perhaps
  transforming them to the Cyberpa-
  pacy (see page 70).
  Unwelcome Visitors
  When Jean Malraux entered Earth
  and unleashed the Cyberpapacy, he
  was not in control. In the confusing
  days that followed the Darkness De-
  vice called to demons, gargoyles and
  other denizens of Magna Verita to cross
  the Maelstrom Bridge to Earth. They
  did so in the thousands. Equipped
  with cyberware, some merged with
  the GodNet; others flew over the rap-
  idly changing land riding the spread
  of the cyber Axiom as surfers ride a
  wave. These creatures now lurk in
  remote locations, or on church and
  cathedral walls masquerading as stone
  gargoyles. A few use stolen cyberdecks
  to enter the GodNet and wreak havoc
  with data and other travellers. But it is
  the ones who actually merged with
  the GodNet who pose the most dan-
  ger. They now inhabit the area of the
  GodNet known as Hell.
  Life in CyberFrance
   The structure of society has been
  altered, so has daily life. The cyber
  tech axiom of Kadandra restored the
  technology destroyed in the Collapse,
  and in many cases has transformed
  items to conform to Tech axiom 26.
  Those who possess such items are in a
  fortunate position to meet the chal-
  lenges brought about by these changes.
  They possess electric cars and self-
  cleaning homes. The lucky ones even
  retain their jobs. Life has not been so
  kind to most of the population.
  The Cyberpapacy is isolated from
  the rest of Europe by the savage reality
  storms around its borders. Supplies of
  oil have ceased altogether. Gasoline-
  driven cars lie abandoned in town and
  city streets. The Collapse caused wide-
  spread disruption of industry and
  power services. The Tech Surge has
  restored them, but at a cost in jobs.
  Now one person equipped with a
  cyberdeck can do the work of a hun-
  dred. Entire automated factories can
  be maintained by few people plugged
  directly into its computer systems.
  Breakdowns and other production
  problems are experienced through the
  GodNet by these deckers as though
  they were occurring in their own bod-
  ies. Millions of urban inhabitants have
  been thrown out of work.
  Power supplies have been restored
  throughout the Cyberpapacy. A ma-
  jor result of the Surge was the transfor-
  mation of nuclear power stations into
  safer producers of power. They now
  recycle their waste materials and are
  inherently more stable than previous
  stations. The electricity is supplied free
  to all homes.
  In the countryside, life continues
  much as before, but farmers are in
  danger of having their crops seized by
  the Cyberpapacy or raided by the dis-
  possessed gangs of town and city
  dwellers who have abandoned their
  homes in search of food. While these
  brigands are hunted mercilessly by
  the Cyberpapacy, they still pose a
  threat to the rural population.
  It is in the rural areas that the Cy-
  berpapacy has made the most progress
  in winning the minds of the popula-
  tion. Fearful farmers have accepted
  gladly the Cyberpope into their hearts.
  In the urban areas, food riots occur
  frequently and violence is widespread.
  Unless Cyberpapacy property or au-
  thority is directly threatened, these
  riots are allowed to continue. The Cy-
  berpapacy has instigated many of these
  themselves, directing them against
  Jews, Muslims, Protestants and other
  heretics. Cyberpapacy organized po-
  groms act as a release valve for the
  frustrations of the faithful. The Cyber-
  pope cares nothing for the safety of
  heretics.
  Relief stations have been set up to
  supply credit and food to the faithful.
  To qualify for relief, applicants must
  undergo examination by the cyber-
  priests to assess their worthiness. The
  results of the tests are fed into the
  GodNet. Those considered particu-
  larly worthy are sent to Avignon to be
  fitted with Faith chips and Homers.
  They are then returned to their com-
  munity to act as informers and spies.
  HolyVids
  The cyber factories of Avignon and
  Lyon have also been producing vast
  quantities of HolyVid machines. These
  “entertainment” devices are issued to
  the faithful. They allow entire families
  to enter into the Biblical stories con-
  tained within them. People can enjoy
  Moses’ exodus from Egypt or the Last
  Supper as though they were actually
  there. HolyVids mentally transport the
  user into a three dimensional world
  within their own minds, where the
  sights, sounds and smells are real.
  HolyVids plunge users into the
  GodNet. They are connected to the
  user via TempTrodes. HolyVids con-
  tain subliminal messages designed to
  further control the activities of the faith-
  ful. This can be meek acceptance of
  their lot in life, to overwhelming ha-
  tred of all heretics. Using HolyVids
  the Cyberpapacy can directly influ-
  ence the thoughts of their flock.
  Cyberpriest’s give inspiring sermons
  at technicolor masses which worship-
  pers attend through their HolyVids
  HolyVids have proved very popu-
  lar as they allow people to escape from
  the uncertainty and boredom of their
  daily lives. They are also mentally
  addictive. After using them two or
  three times, the real world looks flat
  and monotonous compared to the
  hyped up sensations experienced
  when Moses parts the Red Sea. Any-
  one can have one, and most people do.
  The Cyberpapacy is fast expanding its
  hold.
  Rules: HolyVids are addictive. Any
  character using a HolyVid must use
  their Mind to overcome a difficulty
  number equal to value of the measure
  of the number of HolyVid programs
  he has watched (including partial pro-
  grams and his current program). Pro-
  grams include religious services at-
  tended in the GodNet. Each time he
  watches a program, he must generate
  a Mind total to avoid addiction.
  Example: If a character has watched
  eleven programs, and is now watch-
  ing his twelfth. A measure of 12 has a
  
  31
  Chapter Four
  value of six; the character must gener-
  ate a Mind total of six or better to avoid
  addiction.
   If the Mind total is less than the
  difficulty number, the viewer is addicted
  to HolyVid, and experiences a loss of
  one point from their Mind, Spirit and
  Perception attributes each day that they
  do not spend immersed in a HolyVid
  for an hour or more. The addict loses
  these points for three days, then bot-
  toms out, losing no more points.
  The lost points may be restored by
  watching the HolyVid again, at the rate
  of one point in each  attribute per day.
  Lost points may also be restored
  through the psychology skill, at the rate
  of one per week. The psychologist must
  succeed against the addiction diffi-
  culty number; after a month of normal
  viewing and religious services this is
  typically 9; after a year it is typically a
  15.  When all lost points are restored,
  the addiction is broken.
  Provinces of the
  Cyberpapacy
  The existing administrative regions
  of France have been kept intact by the
  Cyberpope. Two additional provinces
  have been added: Belgium and the
  Trans-Pyrénées (northern Spain and
  Andorra). Each province is adminis-
  tered by a cyberpriest Archbishop who
  answers to the Chancery at Avignon.
  Each province is divided into de-
  partments headed by a Bishop who
  reports to the Provincial Archbishop.
  The numbered departments are used
  in identity papers and Faith chips to
  show people’s point of origin.
  At a local level, cyberpriests handle
  the day-to-day running of towns and
  villages. As all cyberpriests have ac-
  cess to the GodNet, information trans-
  fer is rapid with important instruc-
  tions being sent directly from Avignon.
  Provence and the Côte d’Azur
  Provence is a land of hot sun and
  beautiful scenery. Wheat, maize, veg-
  etables, fruit, and sheep farming are
  its primary produce, and production
  has been increased through genetic
  engineering in order to meet the in-
  creased demand caused by the isola-
  tion of CyberFrance. But Provence and
  the Côte d’Azur also house the cutting
  edge of cybertechnology. Even before
  the Collapse this area was hailed as
  France’s equivalent to California’s Sili-
  con Valley. With the Surge, the high-
  tech computer and science industries
  were transformed, along with most of
  their personnel, into producers of cy-
  berware.
  Jean Malraux’s agents had already
  secured this area during the Collapse.
  In the weeks following the Surge, the
  personnel of the area were inducted
  into the Church. Executives and scien-
  tists were offered prominent Church
  positions, with all the attendant ben-
  efits and privileges; the technicians
  were offered positions as managers
  and supervisors of cyberware facto-
  ries. The Cyberpapacy has secured the
  loyalty of its new technocrats by drug-
  ging them and then fitting Spirit chips
  surreptitiously.
  Avignon, the capital of the Cyber-
  papacy is undergoing rapid expan-
  sion. Construction is underway to
  build a vast industrial park which will
  cater to needs of the Curia and Church
  Police. Factories, which turn out thou-
  sands of Faith chips, Spirit chips, and
  Homers a day, have been set up close
  to the Palace of the Popes. The rapidly
  expanding Avignon hospital fits over
  a thousand patients a day with the
  produce of the factories. Temporary
  shelters for “pilgrims” have been es-
  tablished next to the rail yards. Hourly
  trains bring the thousands of faithful
  from all over France to share in the
  new reality of the Cyberpope.
  Nord-Pas-de-Calais/Picardie/
  Champagne-Ardennes
  This industrial area skirts the Bel-
  gium border. It produces natural and
  artificial textiles, coal, steel and steel
  goods, and is the largest industrial
  and coal mining area within the Cy-
  berpapacy. Its agriculture comprises
  sugar beet, potatoes, pork, wine (nota-
  bly Champagne). The landscape is ch-
  aracterized by mills, factories, coal
  mines and canals. Under the Cyberpa-
  pacy the region has taken an extremely
  grim turn.
  Unemployment, a problem even
  before the advent of the Cyberpapacy,
  is widespread. Many of the workers
  are foreign immigrants from North
  Africa, Italy, Poland and Portugal. In-
  dustrial unrest has occurred in the
  coal fields and factories, halting pro-
  duction and endangering the indus-
  trial capacity of the Cyberpapacy. The
  danger of rioting is common;
  cyberpunks from these regions are
  among 
  the 
  most 
  violent 
  in
  CyberFrance.
  The Cyberpapacy’s attempts at con-
  trolling the population by fitting Spirit
  chips and Homers has met with fierce
  resistance. Units of Church Police at-
  tempt to quell any opposition, and
  street fighting is frequent. Inquisitors
  are engaged in rounding up and try-
  ing trade unionists for heresy. Unem-
  ployed workers have been forcibly
  conscripted into labor battalions and
  sent to Cluny in Bourgogne.
  Large numbers of foreign workers
  have fled toward Paris in the south.
  Rather than attempt to turn them back,
  the Church Police herd them into Paris.
  As the streets of Paris are already filled
  to overflowing, this has placed great
  strain upon the citizens of Paris.
  The cathedral cities of Reims and
  Amiens are the key administrative
  centers of this area and house the nine
  battalions of Church Police respon-
  sible for maintaining law and order.
  Haute-Normandie
  and Basse Normandie
  Prior to the opening of the Mael-
  strom Bridge, the Normandies charac-
  terized by rich flat land covered with
  apple orchards and cows. Milk, butter
  and cheese were its major products.
  The Cyberpapacy is trying to expand
  production, but has been unsuccess-
  ful with it bioengineered livestock.
  Whether these failures are due to
  flawed procedures or sabotage is un-
  known. Repeated failures have re-
  duced Cyberpapal programs in the
  Normandies to a low priority.
  Bretagne
  Formerly a farming area, Bretagne
  was devastated by the most severe
  reality storms to hit the Cyberpapacy.
  Thousands were evacuated before the
  Collapse, but at least as many were
  killed in the destructive clash of reali-
  ties. Malraux’s church runs continu-
  
  Torg: The Cyberpapacy
  32
  Stephen Crane/Richard Hawran
  The Cyberpapacy: Map 2
  Provinces and Departments of the Cyberpapacy
  
  33
  Chapter Four
  ous relief missions into the area, but
  little has been done to reconstruct it.
  Brest has become a quiet center for
  democratic resistance. A government
  has discretely organized itself. Any
  outwards signs of government are
  explained to the Cyberpriests and In-
  quisitors as necessary to battle the
  region’s many bandits. Within the past
  couple of weeks, Resistance operatives
  in coastal villages in Bretagne have
  received weapons and medical sup-
  plies from Germany.
  Pays de La Loire
  and Poitou-Charentes
  These predominantly agricultural
  areas are major wine and cognac pro-
  ducers. Nanotech hydroponics have
  been introduced as an attempt to boost
  food production, and the results are
  encouraging to the Cyberpapacy, if
  somewhat unappetizing to the French
  palate. Dairy farming provides the
  other major means of employment.
  The majority of inhabitants in these
  regions support the Cyberpapacy, and
  serve as a recruiting ground for the
  Church Police and the Inquisition.
  Alsace-Lorraine-Les Vosges
  The north-east corner of France is
  bounded by severe reality storms along
  the German border to the east.
  The industrial production of Alsace
  area has continued to expand under
  the Cyberpapacy. The engineering and
  chemical factories were greatly trans-
  formed by the Surge, and now pro-
  duce arms and equipment for the Cy-
  berpapacy. The oil processing instal-
  lations at Strasbourg are currently be-
  ing replaced by cyberware factories.
  The Archbishop of Strasbourg is re-
  sponsible for maintaining the work force
  and for eradicating the heresy of trade
  unionism. Large numbers of Church
  Police and Inquisitors operate in the
  towns and cities of Alsace. They have
  dealt brutally with labor unrest. Groups
  of engineers and builders are construct-
  ing concentration camps on the out-
  skirts of Strasbourg to hold heretics.
  Lorraine produces 90% of the
  Cyberpapacy’s iron ore, and its facto-
  ries produce large amounts of iron
  and steel goods. Glass, textiles and
  electrical goods were manufactured
  here before the advent of the Cyberpa-
  pacy. Many of these factories were
  transformed in the Surge; the remain-
  der are now being brought into the
  Cyber Age. Current policy is geared
  toward making the change without
  creating widespread unemployment.
  The production of cyberware and ar-
  maments is the Cyberpapacy’s aim in
  this region. God’s Word Industries is
  opening a number of small factories in
  the region.
  Les Vosges
  This highland area separates Alsace
  from Lorraine. Much of it is moorland
  or forests which supplied the French
  paper mills. Following the Surge, the
  demand for paper has dropped off,
  creating unemployment amongst the
  millworkers. The cotton industry of
  this region continues to thrive, but
  large numbers of workers have been
  made redundant by the transforma-
  tion of the industry. These have banded
  together with the paper workers to
  resist the intrusion of the Cyberpa-
  pacy. Members of the French army
  and workers fleeing from Alsace and
  Lorraine have also moved into the
  highlands.
  The Resistance has so far been suc-
  cessful in keeping the Cyberpapacy
  out of Les Vosges. Papal forces are
  geared toward controlling the indus-
  trial centers of Alsace and Lorraine.
  Food and supply shortages are begin-
  ning to pose major problems for the
  Resistance; the reality storms make
  supply from Germany problematic.
  Bringing in supplies from other re-
  gions of CyberFrance means running
  through the dozens of checkpoints the
  Church Police maintain in this volatile
  area. Raids into Alsace and Lorraine
  are being stepped up in an attempt to
  alleviate the current hardships.
  Bourgogne and
  the Franche-Comte
  Bourgogne is famous for its vine-
  yards and wines. Its hills are covered
  in trees and its valleys are home to
  avid supporters of the Cyberpope.
  Religion has returned to Bourgogne in
  a big way. The medieval monastery at
  Cluny is being rebuilt by conscript
  labor from Nord-Pas-de-Calais. The
  workers are housed in large concen-
  tration camps on the outskirts of the
  town.
  The Franche-Comte is a mountain-
  ous area bordered by reality storms to
  the east. Trees on the mountain slopes
  burn and crackle fiercely from fires
  caused by lightning arcing from the
  reality storms. It serves as a constant
  reminder to all loyal Catholics that it is
  only the power of the Cyberpope that
  prevents the Antichrist from crossing
  the mountains. Religious fanaticism is
  understandably high amongst the lo-
  cal populace.
  The plastics industry of the French-
  Comte is thriving from the Cyber-
  papacy’s demand for plastics. Unem-
  ployment is almost non-existent in this
  area, and many citizens genuinely
  enjoy Malraux’s rule.
  Anjou and Touraine
  — the Center
  The Loire River runs through
  wooded valleys in this area dubbed the
  “Garden of France”. It produces a wide
  variety of fruit and farm produce. As in
  most rural areas, support for the Cyber-
  pope is high; heretics will find few
  friends here. Many Cardinals have taken
  over the chateaux of this area as vaca-
  tion homes. Cyberware is less intrusive
  in this area than others; citizens admire
  Jean Malraux, but have less enthusiasti-
  cally embraced his Cyber Catechism;
  HolyVid viewing rates are exception-
  ally low here. But the regions works
  hard to get Avignon the food it needs,
  so Malraux is content to leave the re-
  gion alone for now.
  Aquitaine
  This low lying area of flat land is a
  major wine producing region. Pre-
  dominantly agricultural, it supports
  the Cyberpapacy. France’s only source
  of oil was produced at Parentis. The
  town became the site of fierce fighting
  between elements of the French mili-
  tary following the Surge. In the
  struggle, the oil refineries were hit by
  incendiaries and Parentis was con-
  sumed in the resulting inferno.
  The town of Lourdes used to attract
  over four million visitors, many from
  abroad, each year. They come to the
  
  Torg: The Cyberpapacy
  34
  visit the Grotto of Massabielle where
  in 1858, Bernadette Soubirous, a local
  girl, claimed to have seen the Virgin
  Mary. Later, a spring with healing
  properties appeared. The Cyberpa-
  pacy has produced holographic dis-
  plays of the Virgin Mary and HolyVid
  systems are available in huge num-
  bers. The Cyberpapacy has founded a
  Godware Hospital here to cater to sick
  and injured members of the faith. The
  spring water is bottled and sold
  throughout the Cyberpapacy.
  Lanquedoc-
  Roussillon and the
  Midi-Pyrénées
  These regions run from the Pyrénées
  to the reality storm-wracked beaches
  of the Mediterranean. More wine is
  produced here than anywhere else in
  France. The advent of cybertechnology
  is evident here with widespread use of
  robot grape-picking and planting ma-
  chines. Wine manufacture is auto-
  mated and large storage tanks dot the
  countryside.
  Toulouse has undergone a dramatic
  transformation and is now one of the
  foremost producers of cyberware and
  armaments. Its residents always sport
  the latest in fashion.
  A heresy known as neoCathari has
  sprung up in Albi. Its leader, Victor
  Berigard, successfully isolated Albi
  from the GodNet. By the time
  techpriests had reestablished the con-
  nections, entities known as Bright
  Bones (page 81) prevented Cyberpapal
  agents, and most others, from enter-
  ing the cyberspace in Albi. Black mar-
  ket cyberware shops are taking ad-
  vantage of this lack of monitoring by
  jackpriests and setting up shops
  around Albi.
  To keep the Cyberpope off of them
  the black marketeers have adopted an
  extremely cynical strategy. They know
  the Cyberpapacy monitors all media,
  eavesdrops on thousands of homes,
  and has monasteries dedicated to fer-
  reting out useful facts and trends from
  their social data. The marketeers wish
  to make Albi match Avignon’s pre-
  conceptions of a recently heretical area
  which has been cleansed. This means
  senseless violence as a residue of re-
  bellion, decreasing attacks on the
  Avignon clergy, an increasing num-
  ber of “heretics” turned in to the In-
  quisition (often “heretics” whose only
  crime is being a stranger to the area),
  and violence directed against sus-
  pected believers in other faiths. By
  contributing to this violent subterfuge,
  black marketeers hope to buy time to
  become strong enough to withstand
  Malraux’s eventual military campaign.
  This region has produced some of
  CyberFrance’s most flamboyant rebels,
  including Jaz Cool, Chipped Die-
  mond, and Cytiger.
  Limousin and Auvergne
  These two provinces are located in
  the mountains of the Massif Central.
  The lowlands of Limousin provide
  excellent grazing land for sheep and
  cattle. The capital, Limoges, produces
  porcelain and enamel, and since the
  Surge, important composite material
  used in vehicle and the heavier per-
  sonal armor. The Resistance is strong
  in this region. It raids industrial cen-
  ters from hidden camps in the Massif
  Central.
  Auvergne is an important indus-
  trial region which has seen great un-
  rest. The workers in the iron and steel
  producing towns of Saint-Etienne and
  Le Creusot refused to allow passage to
  Cyberpapacy emissaries. This caused
  the Cyberpope to preach a crusade
  against them at Clermont-Ferrand, a
  city he chose for the impact it would
  have on his own followers. In 1095,
  Pope Urban II had launched the First
  Crusade from Clermont-Ferrand.
  What better place for the Cyberpope
  to begin his crusade against the her-
  etics of France?
  Severe fighting occurred with units
  of the French army joining in on both
  sides. The workers of Clermont-
  Ferrand, itself an important producer
  of textiles and motor tires, came to the
  aid of their colleagues. At first the
  newly born Resistance was effective
  in holding its position, but the
  Cyberpapacy’s cybernetically en-
  hanced forces finally overcame them.
  Many members of the Resistance fled
  to the caves in Les Causses, an area of
  bare plateau to the south of Auvergne.
  At least five hundred members of the
  Resistance now live in the caves and
  underground rivers of this area. Oth-
  ers hide in the many villages of the
  Massif Central.
  Sabotage attacks are mounted by
  the Resistance against the industries
  of Clermont-Ferrand, Saint-Etienne, Le
  Creusot and Montlucon. As a conse-
  quence, the Inquisition is very active.
  Loyal Catholics are being fitted with
  Spirit chips and Homers as quickly as
  possible.
  The Cyberpapacy is offering Indul-
  gences to any who will join the cru-
  sade against the heretics of this region.
  Bands of brigands are moving into the
  Massif Central and eradicating entire
  villages. The Church continues to give
  its blessing to such acts.
  The Rhone/Saone Valley
  This area was devastated by the
  explosion of the nuclear reactor at
  Creys-Malville. Thousands were
  evacuated before the Collapse, but
  hundreds were killed in the explosion
  and by the resulting fallout. Radioac-
  tivity in departments 1, 26, 38, 73 and
  74 remains high. Cyberpriests are us-
  ing their spiritual powers to slowly
  eradicate the residual fallout. The Cy-
  berpope is expected to visit here to
  attempt to cleanse department Isère of
  remaining radioactivity in a huge mass
  carried on all HolyVid frequencies.
  The Rhone/Saone valley produces
  Beaujolais, Burgundy, Macon, and
  Cotes du Rhone wines, although is far
  less quantity than before the nuclear
  accident. Beef and dairy farming, wheat,
  maize, tobacco, sugar beet and fruit are
  still major products of this region. The
  Mistral, a strong, cold wind, blows al-
  most incessantly down the Rhone val-
  ley from the Massif Central.
  Lyon, the second largest city in
  France, produces silk and artificial fi-
  bers, electrical equipment, vehicles,
  chemicals and leather goods. The elec-
  trical and vehicle factories were trans-
  formed during the Surge into the fore-
  most producers of electrical vehicles,
  including accessories and software.
  Many of the workers were transformed
  to conform to the new cyber reality at
  the same time. Of these, the majority
  have found themselves out of work
  and now live in crushing poverty in
  the midst of the new age of affluence
  surrounding them.
  
  35
  Chapter Four
  The Resistance in Lyon suffered
  severe losses following the arrival of
  the Inquisition. Hundreds of inform-
  ers gave the names and addresses of
  Resistance members and trade union-
  ists to the Inquisitors. Forced under-
  ground by the Inquisition and Church
  Police, the Resistance now leads a pre-
  carious existence with members, and
  anyone suspected of being a member,
  being arrested regularly.
  Marseille, the third largest city, has
  been hit hard by the ending of oil
  imports and overseas trade. Huge
  unemployment faces the population
  of Marseille; riots and street fighting
  are daily occurrences amongst the dis-
  affected citizens. In an attempt to alle-
  viate the crisis, the Cyberpapacy has
  offered Indulgences to any willing to
  join the crusade against the Resistance
  in the Massif Central. Of those who
  accept, many are taken to Avignon
  and fitted with Spirit chips.
  Disorder rules in Marseille. Once
  the crusade in the Massif Central is
  completed, the Cyberpope is likely to
  preach a crusade against the heretics
  of Marseille.
  Belgium
  The stelae planted in western Bel-
  gium isolate the Belgian coalfields from
  the industries of Brussels. Fierce real-
  ity storms have set fire to the underly-
  ing coal seams turning the west of
  Belgium into a raging inferno. Thou-
  sands of Belgians have been killed in
  the resulting disaster and now lead a
  precarious existence amongst the
  smoking ruins.
  The Cyberpapacy’s policy is to
  maintain this area as living represen-
  tation of Hell in order to further its
  claims that the Antichrist continues to
  assail France.
  Trans-Pyrénées
  This department originally con-
  formed to the French-Spanish border,
  but now includes the entire area of
  Spain lying within the new stelae
  boundary. The Trans-Pyrénées admin-
  istrative staff has grown, but not in
  accordance with their new responsi-
  bilities. Cardinal-Deacon Souvarin is
  hard pressed to maintain anything
  more than minimal law and order.
  Until recently, reality storms over
  the Pyrénées caused great disruption.
  Twisted by the storms, the mountains
  are now home to hundreds of unfortu-
  nates who have been transformed into
  cygoyles. Groups of cygoyles raid
  along the northern edge of the moun-
  tains. They attack farms and villages,
  leaving no one alive. The Church Po-
  lice patrol the edge of the mountains,
  and escort trains or special convoys,
  but they lack the resources and num-
  bers to deal with the gargoyles in the
  mountains.
  Resistance groups operate from the
  edges of the mountains, but they lead
  a precarious existence caught between
  the Church Police and the cygoyles.
  Churches,
  Cathedrals and
  Monasteries
  While there are thousands of
  churches in CyberFrance, a few have
  taken on greater significance since the
  arrival of the Cyberpapacy. The most
  important are the cathedrals, which in
  addition to their spiritual values, play
  an important role in the GodNet.
  The GodNet
  The GodNet is covered in detail in
  its own sourcebook, but certain infor-
  mation is important to enough to du-
  plicate here. The GodNet runs
  throughout all of CyberFrance, and is
  rapidly expanding into Spain. The
  GodNet transfers information and VX
  experiences along its network. This
  network, in part due to is spiritual
  nature is routed through churches,
  cathedrals and monasteries. Cathe-
  drals are the main exchanges in the
  GodNet. Local churches are wired into
  the nearest cathedral (but never to each
  other), and all business and residen-
  tial users of the GodNet (including all
  HolyVid viewers) are connected to
  their local church.
  Monasteries are sites of important
  systems research and systems pro-
  gramming. Monasteries are usually
  connected to a cathedral (occasionally
  a church) by a dedicated line; no busi-
  nesses or residences are connected di-
  rectly to a monastery. This system of
  networking has a few important con-
  sequences:
  1. No individuals or businesses may
  contact each other through the GodNet
  without having an impulse (a signal
  which may be traced) first passing
  through a church and a cathedral. This
  is true even for individuals who live
  just a few hundred meters from each
  other who are connected to different
  churches. Every church has at least a
  jackpriest monitoring impulses in and
  out of the church, while every cathe-
  dral has at least a half a dozen cyber-
  priests who are the equivalent of Babel
  monitors checking on their traffic.
  2. The dedicated lines into a monas-
  tery are always monitored at each end
  of the line. The top people for the jobs
  are usually given the responsibility of
  the job. Many cyberpriests consider the
  job a privilege as it affords the opportu-
  nity to destroy so many heretics.
  3. The system of networking as-
  sures that the average user has con-
  stant VX reminders of the religious
  nature of the GodNet. If you are meet-
  ing a friend at a VX cafe, you must first
  walk (or skulk) by a church and a
  cathedral.
  4. The concept of a neighborhood is
  undergoing rapid change. Now the
  center of the neighborhood is the ca-
  thedral, even more than it was in me-
  dieval times. Everyone connected to
  the GodNet is two short exchanges
  away from a meeting place for thou-
  sands of people, and similarly con-
  nected to hundreds of businesses. Mass
  at a cathedral has become a focal social
  point for hundreds of thousands of
  French citizens. They go to Mass, en-
  joy the sense of awe and belonging
  which is magnified many times by the
  nature of the GodNet, and then meet
  friends who might live hours away by
  car. Their own image is more attrac-
  tive in the VX environment, and they
  feel themselves more capable. This
  facet of the GodNet gives Jean Malraux
  I a seductive and powerful tool for
  getting the French citizenry to volun-
  tarily and loyally join his cause.
  Stelae
  The Cyberpapacy’s stelae are altars
  which have been ritually prepared by
  Jean Malraux or one of his Cardinals,
  and then energized by the Darkness
  
  Torg: The Cyberpapacy
  36
  Richard Hawran
  The Cyberpapacy: Map 3
  Churches of the Holy Exchange
  
  37
  Chapter Four
  Device. The comparative ease of the
  ritual has assured Malraux of dozens
  of ritually prepared stelae. Most are
  already in place in churches, and these
  churches are invariably connected to
  the GodNet, which houses the Dark-
  ness Device. If any stelae is destroyed
  by Storm Knights or the machinations
  of another High Lord, the Darkness
  Device can energize the stelae at the
  next-best location. This flexibility is
  unique to the Cyberpapacy, and gives
  it a defensive advantage other High
  Lords envy.
  The altars range in Toughness from
  15 to 21.
  Getting Around
  The Collapse greatly affected the
  transportation net, destroying or trans-
  forming portions of the roads and rails,
  while the constant reality storms made
  flying quite difficult. The Tech Surge
  repaired some of that, and gave a boost
  to the train system in particular.
  Air
  Scheduled air service has been elimi-
  nated. Even the center of the country
  has irregular weather as a consequence
  of the roiling storms surrounding the
  country. The lack of petroleum prod-
  ucts makes it virtually impossible to
  keep 20th century jets and piston-pow-
  ered planes flying. The Cyberpapacy
  has introduced some hydrogen-pow-
  ered jets, particularly as fighter aircraft,
  but these are quite rare. Only one com-
  mercial hydrogen-powered jet, the Air-
  bus 800, has been introduced. All flights
  are now chartered. Any flights in or out
  of Paris are interdicted by CyberFrench
  fighters or drones.
  The difficulty of flying depends on
  the weather, but a flight generally re-
  quires an air vehicles total of 10 at least
  once in the flight due to bad weather.
  If the aircraft is skirting the edge of a
  reality storm, two or three totals of 12
  or more are usually needed. If flying
  within a reality storm, the difficulty is
  equal to the damage value of the storm
  (page 70), and at least three successful
  air vehicles attempts must be made.
  Road
  The road network has not improved
  with the Tech surge, and in some re-
  mote areas it remains as bad as it had
  been during the collapse. There is a lot
  less traffic now than in pre-invasion
  France. Travel generally does not re-
  quire land vehicles checks. However,
  controlling a vehicle during a chase or
  when operating at high speeds is an-
  other matter. The base difficulty for
  performing a maneuver of driving to
  avoid fire is the speed of the vehicle.
  Example: A car travelling at 60 miles
  per hour has a speed value of 12. Ma-
  neuvering on such a road has a base
  difficulty of 12.
  A primary road gives the driver a
  +5 bonus when performing a maneu-
  ver, pushing for speed, or attempting
  to avoid fire.
  A secondary road (including most
  major thoroughfares in a city) gives
  the driver a +3 bonus.
  A tertiary road (a dirt road, a nar-
  row mountain road, a city road which
  is not a main road) gives the driver no
  bonus.
  If the driving difficulty exceeds the
  vehicle total, the difference is read as
  result points on the general success
  chart. Average failure results in a +3
  increase in difficulty next round and a
  fatigue result (+2 shock points ) ap-
  plied to the vehicle. A good level of
  failure results in a crash, doing dam-
  age equal to the speed value plus a
  bonus. A superior failure is a crash
  with a damage value equal to the speed
  value plus a bonus, with a +5 bonus
  modifier. A spectacular crash has a dam-
  age value equal to the speed value,
  with a bonus modifier of +5 and an
  automatic roll-again!
  Rail
  The rail system for the Cyberpa-
  pacy has improved on France’s already
  impressive system. Commuters (trains
  which stop at every stop) can travel at
  speeds of over 150 miles per hour. The
  effective speed (including stops, ac-
  celerating and decelerating) is usually
  closer to 90 miles per hour during
  peak use, i.e. during rush hour it takes
  30 minutes to travel 45 miles. During
  off hours the effective speed is close to
  150 miles per hour. During rush hours
  commuters run every four minutes.
  During non-rush the commuters run
  every 12 minutes, and during night-
  owl service they run every 20 minutes.
  Express trains only run between
  major cities. They can travel at speeds
  approaching 400 miles per hour. An
  express leaves to a city along the line
  once an hour (the exact minute of de-
  parture varies depending on the desti-
  nation city). All the train tracks are
  triple tracks for the magnetic levita-
  tion trains. The center tracks are for
  express, the outside tracks are for com-
  muters, and temporary switching track
  for express trains which would other-
  wise collide on the center track.
  Most commuters are run entirely
  by computers located on-board, and
  in communication with the traffic-rout-
  ing computer at the next station. Ex-
  press trains have the same set-up, but
  they also have two human engineers
  as backups. One of the engineers is
  jacked into the on-board computers at
  all times.
  Sea
  There is no scheduled sea service to
  France. However, the coast of France
  is still used as a drop-zone for person-
  nel and supplies in support of the Re-
  sistance.
   The City of
  Avignon
  Avignon, in Provence/Côte d’Azur,
  is fast expanding as new cyberware
  factories are built on its outskirts. The
  pilgrim trade is booming with new
  hotels and restaurants springing into
  existence to meet the demands of those
  visiting the city.
  Avignon contains over 25,000
  Church Police, 1,200 Hospitallers, and
  over 50,000 clerical and support staff;
  the overall population has swollen to
  300,000 from the 90,000 it was a year
  ago. Most Cardinals have residences
  in the city, as well as rooms within the
  Palace of the Popes.
  The Papacy moved to Avignon in
  1309 and commenced building the
  Palace of the Popes. With the ending
  of the Great Schism in 1415, Avignon
  began to decline. Its former splendors
  became only a memory.
  After securing the Palace of the Popes
  in Avignon, Earth, the Cyberpope’s fol-
  lowers began to restore it to its former
  glory. This task was made easier with
  the sudden technological transforma-
  
  Torg: The Cyberpapacy
  38
  Richard Hawran
  The Cyberpapacy: Map 4
  Roads and Rail Lines
  
  39
  Chapter Four
  tion which accompanied Pope Jean
  Malraux’s arrival. A complete overhaul
  of the palace began.
  What were faded frescoes suddenly
  became holographic projections with
  an almost life-like intensity. This was
  especially true in the case of the In-
  quisitors’ quarters where their taste in
  lurid representations of hellfire, ex-
  tended to scenes vividly portraying
  the sufferings of souls condemned to
  eternal damnation.
  The Palace of the Popes rises im-
  pressively above the city. The highest
  structure in the Palace is the Monitor
  Tower which looms above its walls.
  These outer walls are thirty meters
  high and four meters thick in places.
  In previous times, the bell tower of
  the cathedral dominated the skyline
  of Avignon by virtue of the bronze
  statue of the Virgin which surmounted
  it. However, these days a laser holo-
  graphic projection of Jacob’s Ladder
  rising to Heaven lights up the sky
  from dusk to dawn, and the GWI’s
  glowing cross is easily visible (see page
  94). The cathedral now stands within
  the Palace walls having been dis-
  mantled brick by brick and moved
  from its previous location by cartagras.
  Common Locations
  The following locations can be
  found in most cities or in areas through-
  out CyberFrance.
  Cyberlegger Hideout
  By close study of its techniques,
  individuals outside of the Church have
  been able to duplicate and manufac-
  ture items of cyberware. Some people
  were actually transformed into cyber-
  leggers during the Tech Surge. Cal-
  lous cyberleggers resort to stripping
  cyberware systems from other charac-
  ters, creating a lucrative black market
  for second-hand cyberware. Murder
  and other violent crimes are on the
  increase as punks and thugs scour the
  streets in search of suitable “donors.”
  Cyberware systems available
  from cyberleggers vary greatly.
  There are cyberleggers who special-
  ize in cybernetic eyes, ears or limbs.
  They have access to limited supplies
  of components and generally know
  specialists in other areas. They pro-
  vide a reputable, but illegal service.
  Given time they can procure reliable
  items of cyberware from secret cy-
  berware factories.
  Most cyberleggers, however, pos-
  sess dubious morals and skills. They
  deal in second-hand items, asking no
  questions regarding their origins, and
  paying their suppliers well. Most items
  are available from these cyberleggers
  over time: it’s just a matter of the right
  components coming onto the market.
  Use of these “reconditioned” cyber-
  ware systems can be risky as they are
  known to malfunction frequently.
  The level of medicine and cybertech
  skills vary greatly amongst cyberleg-
  gers: some are highly trained special-
  ists with skill values of 16 or more;
  most are enthusiastic amateurs with
  skill levels ranging from 9-15.
  The cyberlegger’s hideout can be
  used as a base for player characters, a
  place for characters to go to be fitted
  for cyberware, or as a target for a raid.
  The hideout is a derelict gas station,
  or restaurant, small office building...
  almost any structure can be adapted
  by an ambitious cyberlegger. The one
  below assumes the cyberlegger chose
  a gas station.
   From the outside, it looks as though
  it were about to collapse into a pile of
  rubble. But inside the walls have been
  reinforced. Sensors, disguised as bro-
  ken car/machine parts and chimney
  stacks, are fitted around the building.
  The main and rear gates are oper-
  ated by electric motors and are scanned
  by cameras. These are monitored from
  the operations room (17). Lights flash
  in the rooms if danger threatens.
  Internal doors are reinforced with
  steel and can be locked with electronic
  locks. Cameras scan each doorway.
  1. Double Gates
  These are heavily reinforced with
  steel bars on the inside (Toughness 30).
  They open inward.
  2. Courtyard
  There is an old gasoline pump and
  a hatchway connecting to the gas stor-
  age tank in the yard. The tank is full of
  acid and is used for the disposal of
  organic waste. A splash of acid has a
  damage value of 12; being immersed
  does a damage value of 18.
  3. Surgery
  The metal doors to this room slide
  on runners. There is one operating
  bench situated under a powerful light
  rig in the center of the room. Next to it
  is another frame from which hang vari-
  ous gadgets used for fitting and re-
  moving cyberware.
  4. Kitchen
  Cyberleggers have to keep up their
  strength between operations, you
  know. Sometimes even during opera-
  tions.
  5. Back Yard
  The gate to the alley is packed with
  explosives. When detonated they blow
  the door out into the street allowing
  for a quick getaway and injuring any-
  one within 10 meters of the blast (dam-
  age value 22).
  6. Recovery Room
  7. Store Rooms
  The north room holds surgical
  implements and cyberware. The south
  room is piled high with junk from the
  days when the building was a gas
  station.
  8. Living Area
  9. W/C
  10. Washroom and Shower
  11. Landing and Stairwell
  12. Lounge
  A HolyVid unit sits in the corner, its
  screen being used as a dart board.
  13. Study
  Three laser-disc readers, and sev-
  eral racks of technical disks boosted
  from Cyberpapal labs or downloaded
  from data vaults. A lot of it hasn’t even
  been scanned yet… a busy cyberlegger
  often does not have time to keep up
  with the finer points of the technology
  he is installing in a patient.
  14. Bedroom
  15. Patients’ Bedrooms
  Each room usually contains only a
  bed and a bottle of painkillers. Expen-
  sive cyberleggers give you a vid unit
  and clean sheets.
  16. Nurse’s Room
  17.Communications and Cyberdeck
  Room
  There is an impressive array of elec-
  tronic equipment in the center of this
  room. Power cables disappear through
  the floor in thick bound clusters. The
  cyberlegger’s assistant sleeps in here
  and controls the cameras and door
  locks.
  18. Weapons Locker
  
  Torg: The Cyberpapacy
  40
  The Cyberpapacy: Diagram 1
  A Typical Cyberlegger Hideout
  Cathleen Hunter
  Godware Hospital
  Godware Hospitals have been es-
  tablished throughout the Cyberpa-
  pacy. They have two main functions:
  to implant cyberware and allow cy-
  berpriests to enter the GodNet to re-
  duce their cyber values. In times of
  need they double as field hospitals for
  wounded troops.
  Garrisons of Church Police are sta-
  tioned at Godware Hospitals to pro-
  tect them from attack and to patrol the
  area around the hospital.
  The Godware Hospital described
  below was formerly a monastery. The
  monks have gone; replaced by
  techpriests and cyberpriests. Hi-tech
  surveillance equipment and cygoyles
  monitor approaches to the hospital.
  The monastery is built on top of a
  100-meter high cliff face. The road lead-
  ing to it zigzags back and forth across
  the cliff. The only other ways to reach
  the monastery are by air, or by scaling
  the cliff.
  Personnel
  A team of 18 techpriests conduct
  surgical operations and maintain the
  hospital’s equipment. Twelve cyber-
  priests monitor GodNet communica-
  tions and the sensors around the hos-
  pital. The cyberpriests and techpriests
  are under the control of the Abbot.
  Twelve Hospitallers and 40 Church
  Police form the permanent garrison.
  They are lead by a Hospitaller captain
  who answers to the Abbot. Six booster
  dogs (two of each type) and four cy-
  goyles are on hand to patrol the
  grounds. Twenty cartagras perform
  menial tasks such as caring for the
  garden and, unfortunately for all con-
  cerned, the food preparation. In the
  event of an attack on the monastery,
  weapons are issued to the cartagras
  who are controlled by a cyberpriest in
  building 10.
  The hospital can accommodate 30
  patients comfortably, and another 20
  if necessary. These patients are at vari-
  ous stages of recovery. Some may be
  plugged into the GodNet, while oth-
  ers exercise their new abilities in the
  gardens and courtyards.
  Layout of the Hospital
  The hospital is built into and on top
  of the cliff. The gate level rises up
  above the cliff, while the lower level is
  built into the south side of the cliff.
  Access to the lower level is gained by
  descending the staircases from the gate
  level. The gray shaded areas on the
  gate level map overlook open areas on
  the lower level.
  1. Gate House
  This reinforced walled entrance
  (Toughness 32) is guarded by two cy-
  goyles and two Church Police sentries.
  2. Booster Dog Kennel
  3. Garage
  The Church Police’s GWI Aaron
  APC and two GWI David hover cars
  are kept here.
  4. Maintenance Equipment and Store-
  rooms
  5. Guard Post
  Two Church Police with booster
  dogs are stationed here.
  
  41
  he Chop Shop
  T
  “Hey, man. This dude’s still
  wriggling,” Slash Louis leapt
  back as the cyberpriest’s arm
  lashed out from the table.
  Janette grabbed a wrench and
  swung at the cyberpriest.
  “No! Stop.” Louis grabbed her
  arm. “What do you think you’re
  doing?”
  “Stopping that holy roller
  from getting up,” she snapped at
  him. “What the hell did you think
  I’m doing?” She pulled her arm
  free.
  “You could have damaged the
  hardware. This dude’s all done
  up nice and flash. He’s worth a
  packet.” Louis glanced avari-
  ciously towards the cyberpriest.
  “Damn, where’d he go?”
  They glanced anxiously at
  each other. “You should have let
  me hit him.”
  “Never mind about that,”
  Louis scanned the room, red
  LEDs flickered across his right
  eye. “There,” he pointed, “he’s
  under that table.”
  “Let’s get him,” Janette hefted
  the wrench. Louis winced at the
  thought of it damaging his new
  stock.
  The cyberpriest rolled over.
  The stub of a gun barrel pro-
  jected from his wrist. It spat fire.
  Louis felt the bullet hit. It lifted
  him up and back.
  Louis heard another shot go
  off, followed by a dull thud. He
  looked up at Janette; then across
  at the cyberpriest. “Aw! His head.
  What have you done to his
  head?”
  Louis dragged himself to his
  feet. He shot Janette a venomous
  look. “You could have hit him in
  guts.”
  “Shut up, Louis.” She waved
  the wrench at him. “If you’d
  checked him for a gun, we
  wouldn’t have been dodging
  slugs.” She looked at the hole in
  Louis’s shirt. “At least you
  wouldn’t have been catching
  them.”
  “Hey, don’t get on me.” he
  prodded at the hole in his chest.
  “Guy told me he was dead when
  he dragged him in.” Louis
  pushed his finger into the hole.
  A bullet dropped onto the floor.
  “Interdermal plate,” he grinned,
  “You can’t beat it.”
  “Give me a hand getting this
  roller back onto the table,” Janette
  pulled at the cyberpriest’s arms.
  They lifted him onto the table.
  “Look at that 20-20 vis unit,”
  Louis pointed accusingly at the
  cyberpriest’s face. “Cracked all
  to hell, ‘cause you’re too smash
  happy.”
  “Just shut up, Louis.” Janette
  picked up a laser scalpel. “Let’s
  get the parts out and cleaned.
  We got a customer due soon. ‘N’
  she’s gonna want that gun.”
  Chapter Four
  6. Hospitaller Barracks
  7. Church Police Barracks
  8. Church
  The tower of the church has a para-
  peted flat roof above the belfry. Two
  cygoyles sit on the edge of the tower
  observing movements below.
  The main power cell for the com-
  plex is located beneath the Church.
  9. Stables and Workshop for Charger
  Horses
  The Hospitallers’ twelve charger
  horses are stabled and maintained
  here. Usually one or two of them re-
  quire maintenance and are not avail-
  able for duty.
  10. Priests’ Quarters and GodNet
  Monitors
  The gate level houses the Priests
  and Abbot. The lower level contains
  cyber workstations, and communica-
  tions and surveillance equipment for
  the hospital.
  11. Watch Tower
  Two Church Police observe the road
  leading to the monastery from here.
  12. Lower Level Courtyard
  This area is surrounded by shaded
  cloisters.
  13. Wards
  The wards are spartan and func-
  tional. They each contain five beds for
  patients, washing facilities, and a com-
  puter vidscreen.
  14. Flower Garden
  Cartagras prune and trim the bushes
  and plants in this flower garden.
  15. Convalescent Training and Modi-
  fication Center
  The two north rooms are gymnasi-
  ums. A kitchen and dining room oc-
  cupy the southern rooms. These areas
  and their personnel deal with the af-
  tercare of cyber fitting.
  16. GodNet Therapy Room
  Consoles line the center of this room
  where patient’s jack into the GodNet
  to reduce their cyber values.
  17. Operating Theaters
  These three rooms are equipped
  with the latest in cyberware implant
  equipment. Most of the instruments
  are “smart” meaning they have skill
  chips within them and can be con-
  nected to a surgeon via jack. Others
  are hooked up to diagnostic databases
  which can relay pertinent information
  via jack or LED.
  18. Herb Garden
  19. Visitors’ Quarters and Prison
  
  Torg: The Cyberpapacy
  42
  Cathleen Hunter
  The Cyberpapacy: Diagram 2
  Godware Hospital
  
  43
  Chapter Four
  The lower level contains rooms for
  the use of visitors. Inquisitors often
  stay here to practice their craft on any
  prisoners. Six Church Police are sta-
  tioned here permanently.
  The prison is on the gate level but is
  only accessible via the visitors’ quar-
  ters below.
  20. Courtyards
  Steps lead down to these two court-
  yards. They are watched over by cam-
  eras monitored by a cyberpriest in
  building 10.
  Church Police
  Checkpoints
  The Church Police maintain check-
  points along all major roads leading to
  and from Paris, Marseille, and sur-
  rounding other trouble spots. Check-
  points are also found on most high-
  ways throughout the Cyberpapacy at
  intervals of 100-200 kilometers, and at
  the entrances of major train stations.
  Major Checkpoint
  Major checkpoints act as garrisons
  holding a force of 20 Church Police led
  by a captain and two lieutenants. Each
  detachment of Church Police has two
  to four booster dogs attached to it.
  1. Bunkers
  The bunkers are made from con-
  crete and reinforced with HardPlas.
  Two Church Police man each bunker.
  Surveillance equipment scans ap-
  proaching vehicles and pedestrians for
  Homers.
  2. Officers’ Quarters
  3.Headquarters
  A terminal links the headquarters
  into the GodNet.
  4. Vehicle Garage
  One to three GWI Aaron personnel
  carriers are stored here for patrols of
  the surrounding area and for pursuit
  of vehicles.
  5. Barracks
  6. Vehicle Park
  7. Electric Chain-link Fence
  The fence is 3 meters high and de-
  livers an electrical discharge (damage
  value 20). The road is blocked by a
  barrier which can be raised to allow in
  vehicles.
  8. Microwave Relay Tower
  GodNet and other communications
  are relayed across the Cyberpapacy
  from this 5 meter high tower, extend-
  able to 20 meters.
  Minor Checkpoint
  Minor checkpoints are either per-
  manent establishments or are placed
  on a temporary basis as needed to
  cordon off an area.
  1. Bunkers and Barrier
  The bunkers are made from
  HardPlas and hold four Church Po-
  lice. They are dropped from the back
  of trucks or lowered into position by
  helicopter. The bunkers have walls
  with a Toughness of 25.
  Church Police Strongpoint
  The Church Police use old manor
  houses and monasteries as garrisons
  throughout the Cyberpapacy. Garri-
  sons hold 40-100 Church Police, and
  10-20 booster dogs. The walls of the
  strongpoint are eight meters high.
  1. Barrier and Bunker
  This checkpoint covers the ap-
  proach to the stronghold. It is identical
  to a minor road checkpoint.
  2. Gates
  Gates are crash-proof with a Tough-
  ness of 33.
  3. Gate House and Barracks
  4. Vehicles
  Two to six GWI Aaron personnel
  carriers are garaged and maintained
  here.
  5. Kitchens
  6. Dining Room and Recreation Area
  HolyVids predominate, but there
  are also a ping-pong table and a holo-
  graphic GWI Tactical Wargames table.
  7. Barracks
  8. Security Station
  Four Church Police with two
  booster dogs guard this area, ready to
  reinforce attacks on the main gates
  and walls.
  9. Administration
  10 & 11. Barracks
  12. Officers’ Mess
  13. Officers’ Quarters
  The officers’ quarters includes the
  chaplain’s room (a cyberpriest) and
  spare room for any visiting Inquisi-
  tors.
  14. Chapel
  15. Hallway
  16. Communications Center
  GodNet communications equip-
  ment and terminals. A microwave re-
  lay tower is on the roof above.
  17. Heliport
  CyberFrance and
  Core Earth Europe
  The advent of the Cyberpapacy in
  France caused great panic in Core Earth
  Europe. The United Kingdom, Nor-
  way, Sweden, Finland and over half of
  Denmark, had already been trans-
  formed into the dark fantasy realm of
  Aysle. At a stroke, the Cyberpapacy
  isolated France behind fierce reality
  storms. Half of Switzerland, and part
  of western Belgium disappeared into
  the Cyberpapacy. Agents who at-
  tempted to cross the storms either
  failed to return, or were instantly trans-
  formed. A new power had entered the
  equation, and it hid behind raging
  storms.
  As the reality storms began to die in
  intensity, it was discovered that they
  occasionally parted, allowing agents
  from Germany, Belgium, Italy and
  Spain to enter the realm of the Cyber-
  papacy. At first, the agents reported
  on a realm that was very similar to that
  of Aysle. A widespread technological
  collapse had returned France to the
  Middle Ages, complete with a resur-
  gence of Avignon as the spiritual cen-
  ter of French Catholicism. Convinced
  that what they faced was another ex-
  pansion of Aysle, the European states
  were caught completely by surprise
  when the Tech Surge ripped through
  the Cyberpapacy.
  Agents came stumbling through the
  reality storms gibbering about witch
  hunts, Inquisitors, and unprecedented
  advances in technology. The miracu-
  lous appearance of cyberware on many
  of the agents, convinced the govern-
  ments of Europe that they faced a threat
  more dangerous than that posed by
  Aysle. The Cyberpapacy’s combina-
  tion of spiritual power and hi-tech
  equipment, brought a whole new ele-
  ment into play. Nervously, they waited
  for Aysle to undergo its own Tech
  Surge. It is only now becoming appar-
  ent that the realms of Aysle and the
  Cyberpapacy are not connected.
  
  Torg: The Cyberpapacy
  44
  Cathleen Hunter
  The Cyberpapacy: Diagram 3
  Checkpoints and Strongpoints
  
  45
  Chapter Four
  Germany
  Unified Germany was looking for-
  ward to period of prosperity within
  Europe. Their hopes were dashed
  when the Cyberpapacy opened. Ger-
  many dispatched a few companies of
  German and NATO troops, stationed
  in Europe, to perform a reconnais-
  sance in force on France. Most were
  destroyed in the reality storms, others
  were transformed into medieval mer-
  cenaries. Of those that crossed the
  storms, many were caught and burnt
  as heretics. As a full scale invasion
  looked untenable, the German gov-
  ernment withdrew its forces 20 kilo-
  meters from the reality storms, began
  constructing a fortified line, and
  switched NATO’s defense in depth
  tactics to face west rather than east.
  Germany prepared for the worst.
  They did not have to wait long. The
  reality storms flared. Fire and brim-
  stone erupted into the sky. The sun
  was obscured by ash. It was a week
  before it finally settled like gray snow
  over western Germany. Demons ap-
  peared at the edges of the storm to
  mock the already nervous soldiers.
  The demons then attacked. The sol-
  diers took heavy casualties, and grudg-
  ingly gave up ground. German com-
  mand and control held against the
  threat, and tactics were proven or dis-
  carded in battle. Defensive tactics in-
  volved giving ground to the attacker
  but harrassing him from ambush at
  every step of the way. Eventually
  enough attackers would disconnect
  from the cyber reality to blunt the
  attack; a counterstrike on the attackers
  then proved effective.
  Now able to defend, but unable to
  effectively attack the threat, the  Ger-
  man government waits, and main-
  tains armed patrols along its borders.
  Within Germany, calls for militarism
  are increasing. Many German
  protestants fear for their lives, and
  dread that the Inquisition will enter
  their country. The west of Germany is
  rapidly being changed into a vast de-
  fensive line of missile silos and under-
  ground bunkers.
  Industrial production has been
  stepped up. Most of it is geared to
  armaments, and research into new
  weapons systems is receiving large
  amounts of government money. Ja-
  pan has provided much needed tech-
  nology to Germany. None suspect that
  Germany is dealing with Kanawa, an-
  other High Lord. The Kanawa Corpo-
  ration is doing its utmost to maintain
  this secret. With the aid of Japan, Ger-
  man weapon technology is at the edge
  of Tech 23, beginning to reach Tech 24.
  German arms are exported through-
  out Core Earth Europe and to the free
  nations of Africa struggling against
  the forces of Dr. Mobius.
  Luxembourg
  Widespread panic erupted in Lux-
  embourg as reality storms flared across
  its western border with France. Fire and
  brimstone rained down on its town and
  cities and destroyed large tracts of popu-
  lated land. Refugees flooded over the
  German border in an effort to escape
  the holocaust. The Luxembourg gov-
  ernment has collapsed, and anarchy
  now rules the countryside. Luxembourg
  has become a wasteland of feuding
  armed bands and frightened citizens.
  NATO forces at first attempted to re-
  store order, but they have now been
  withdrawn to guard Germany’s bor-
  ders. Luxembourg is now nothing more
  than a buffer state lying between Ger-
  many and the reality storms surround-
  ing the Cyberpapacy.
  Italy
  The Roman Catholic Church is
  locked in a death struggle with the
  Cyberpapacy. Agents from the Col-
  lege of the Way have crossed the Alps
  into northern Italy. Here they preach
  the doctrine of the Cyberpope, and
  claim that the current crisis facing Core
  Earth is caused by a decline in faith.
  The Roman Pope is portrayed as the
  Antichrist, and is personally blamed
  for not overseeing the spiritual de-
  cline that caused the predicament.
  Rome has countered by claiming that
  the Cyberpope is an abomination un-
  der God. Rome draws on its long heri-
  tage as the spiritual center of the Ro-
  man Catholic church.
  The battle for Italy is one of propa-
  ganda and counter-propaganda, and
  lethal terrorism against the Roman
  Church. Frightened citizens near the
  reality storms are torn in their beliefs.
  A few look towards Avignon for sal-
  vation. Most, with a historical distrust
  of French influence, fervently put their
  trust in Rome. In some towns and
  villages, Roman Catholic priests have
  been assassinated, and their places
  taken by disguised Cyberpapal agents.
  In many of these cases they have been
  exposed by Italian citizens alert for
  differences in doctrine, not to mention
  the odd bit of cyberware. The Avignon
  Pope is beginning to have doubts about
  the costs and benefits of the current
  terrorism campaign.
  Roman Catholic emissaries have
  been dispatched throughout the
  Catholic world to counter the claims
  of the College of the Way. The emis-
  saries are being systematically hunted
  down and killed by Cyberpapal agents;
  these murdered emissaries have be-
  come martyrs for the Roman Catholic
  cause.
  Miracle at Saint Peter’s Square
  At the Vatican, the Pope holds
  masses more frequently, and miracles
  are commonly reported. His public
  appearances and speeches have helped
  greatly to bolster the hopes of the faith-
  ful. Since the Possibility Wars began,
  the Roman Pope’s verve and charisma
  seemed to have increased dramati-
  cally. During one mass, the Pope was
  attacked by four hospitallers masquer-
  ading as pilgrims. The assailants made
  quick work of the Swiss Guards who
  tried to intervene, but as each
  hospitaller attacked the Pope, his cy-
  berware failed. Fatally. Roman Catho-
  lics everywhere have taken this inci-
  dent as the surest sign that God is on
  their side.
  Belgium
  Western Belgium has been turned
  into a raging inferno by underground
  fires that consume its coal seams. Bel-
  gium government’s resources are
  taken up with providing relief to refu-
  gees from western Belgium and from
  the Netherlands. It maintains military
  forces in the west and along the Lux-
  embourg border. In the east, military
  checkpoints channel refugees fleeing
  from the devastation in the Nether-
  lands. Patrols watch the coastline, fear-
  ful for a seaborne invasion. With the
  exception of its German border, Bel-
  gium is entering a state of siege.
  
  Torg: The Cyberpapacy
  46
  Belgium looks to Germany for lead-
  ership, and for much needed aid in the
  form of medical supplies and food. In
  the event of a full-scale breakout by
  the Cyberpapacy, Germany has agreed
  to come to Belgium’s aid.
  As in other European nations,
  Cyberpapal agents preach that the
  current calamities are due to a decline
  in faith and spiritual principles.
  Amongst the Catholic population, they
  are gaining many converts. As the cri-
  sis deepens and the Belgian economy
  begins to collapse under the weight of
  vast numbers of refugees, the Cyber-
  papacy will gain the converts needed
  to expand its realm across Belgium to
  the Netherlands.
  The Netherlands
  The Netherlands, like Switzerland,
  has experienced widespread devasta-
  tion in the wake of the arrival of the
  reality storms. Titanic waves roared
  down the English Channel as the mael-
  strom bridge entered Earth from Ma-
  gna Verita. Prevented from washing
  over England by the reality storms
  there, it swept past Belgium to smash
  away the dikes surrounding the Neth-
  erlands. The water roared onwards, to
  blast its way into Amsterdam. The
  canals of the city were unable to con-
  tain the vast forces and much of
  Amsterdam was destroyed. Huge ar-
  eas of farm land were also swept away
  with severe losses in livestock.
  By the time the water had run its
  course, the Netherlands had been dev-
  astated. The whole of the western sea-
  board now lies under water. Food and
  medical supplies are long gone. The
  Netherlands is only a geographical
  area. The government is ineffectual,
  and anarchy rules in the towns and
  countryside. Thousands of refugees
  flee the country to seek shelter in Ger-
  many, Belgium and CyberFrance.
  Switzerland
  Switzerland has suffered tremen-
  dous damage from the reality storms.
  Half of the country has been destroyed
  by the storms which burnt away large
  tracts of trees and vegetation, and
  blasted the tops from mountains. A
  constant black smoke hangs over the
  country as forest and towns are con-
  sumed by the storms. The tremendous
  heat generated in these infernos has
  caused glaciers and high-lying snow
  to melt into raging torrents that have
  swept into low-lying areas. Thousands
  of Swiss have lost their lives in the
  resulting floods.
  In the east of the country, the Swiss
  government administers what little
  relief it has been able to provide, and
  seeks to maintain order in a fear racked
  country. Rumors abound of Swiss
  protestants being lynched and burnt
  by 
  their 
  fellow 
  countrymen.
  Cyberpapal agents and Inquisitors,
  masquerading as envoys of the Ro-
  man Church, have fermented more
  unrest. It is only a matter of time be-
  fore Switzerland collapses.
  Spain
  Spain looks towards Rome for spiri-
  tual guidance in these troubled times.
  Roman emissaries have travelled to
  Madrid to give assurance to the Span-
  ish government and church, and to
  denounce the Cyberpope as a false
  pope. The expansion of the Cyberpa-
  pacy into Spanish territory has not
  diminished their resistance. Rather it
  has convinced the majority who some-
  how hoped to avoid confrontation
  between the two Catholicisms that
  Spain must win this struggle if it is to
  survive.
  Hundreds of rain-soaked patrols
  dutifully watch at the storm’s edge.
  Anyone found crossing the boundary
  from the Cyberpapacy is interred in
  prison camps until their identities can
  be confirmed.
  However, many members of the
  College of the Way had already en-
  tered the country before the border
  was sealed. They spread their insidi-
  ous message and faith in remote vil-
  lages and small towns, gaining many
  converts in the process. As in France,
  prior to the advent of the Cyberpa-
  pacy, there are many people who find
  comfort and hope in the Cyberpope’s
  claims that the Apocalypse as arrived.
  The Cyberpope’s agents have
  avoided the larger industrial towns
  and cities. They seek to build their
  support in the less sophisticated areas
  of Spain. They hop to harness the
  frightened folk to their cause, and pre-
  pare them for the time more stelae are
  placed in the Iberian Peninsula.
  The Rest of Core
  Earth and the
  Cyberpapacy
  CyberFrance’s agents are actively
  searching Core Earth for religious rel-
  ics believed to be imbued with Possi-
  bilities. As well as their interest in the
  True Cross, cyberpriests are seeking
  to locate such items as the Holy Grail
  in England, the Spear that punctured
  Christ’s side and nails from the True
  Cross in Europe and the Holy Land,
  the Ark of the Covenant in Egypt (or
  possibly the United States), and the
  relics of saints and other holy men
  throughout the world. Agents in Rome
  aspire to steal religious artifacts from
  the Vatican and other sites in the Holy
  City. The Cyberpapacy also seeks to
  expand its realm into Israel and other
  Biblical lands, once the threat of Dr.
  Mobius’ Nile Empire has been dealt
  with.
  Agents from the Cyberpapacy are
  engaged in winning the hearts and
  minds of Catholics across the world.
  They intend do this by putting on
  displays of their miraculous powers
  in which they heal the sick and
  crippled, as well as by spreading pro-
  paganda aimed at undermining the
  Roman Church’s authority.
  The Cyberpope is actively seeking
  to gain the support of Council of Delphi
  in the United States and by frustrating
  any overtures made by Dr. Mobius.
  
  47
  Chapter Five
  Paris
  aris alone remained un-
  affected by the Collapse.
  The Eiffel Tower resisted
  the expansion of Magna
  Verita’s axioms. It main-
  tained the axioms of Core Earth over
  most of the Paris area. There,  modern
  transport and power supplies re-
  mained intact. Those who attempted
  to leave Paris, to discover what had
  happened to relatives and friends in
  the countryside and other cities, en-
  tered a changed landscape. Many civic
  buildings and large houses were
  changed into castles and manor
  houses. People looked and dressed
  differently. The further they got from
  Paris, the worse it got. Their vehicles
  began to break down; some even be-
  gan to transform into horse-drawn
  carts.
  News spread throughout the coun-
  tryside surrounding Paris that it was
  a place untouched by the horrors else-
  where. Thousands of people headed
  for the capital, straining its already
  diminishing resources. Papal agents
  also took the opportunity to enter the
  city in large numbers.
  The government, helpless in the
  face of the collapse, did its best to
  maintain vital services. But it was a
  useless task. Reality storms flared up
  around the areas bounded by the ste-
  lae. France was cut off from its Euro-
  pean Economic Community partners.
  Vital supplies of petroleum, essential
  to a non-oil producing country, ended.
  As a desperate measure, rationing was
  introduced in Paris. But to no avail.
  Armed gangs seized the gas stations
  and drove off all comers. Over the
  next two weeks, while supplies lasted,
  fierce gun battles took place all over
  the capital. With the ending of the oil
  supplies, vital services collapsed.
  Food supplies dwindled. The mil-
  lions of refugees and the activities of
  the extreme right wing Hands of God
  hit hard at already meager supplies.
  Fights over cans of dog food became
  common occurrences. Pets became
  much sought-after sources of food.
  Animals were mercilessly hunted un-
  til there were hardly any dogs, cats or
  birds left in the capital.
  The Apocalypse had arrived.
  The Paris Commune
  The fall of the French government
  left a power vacuum in Paris. The
  right wing hit squads responsible for
  its overthrow soon fell to squabbling
  amongst themselves. The changes
  wrought by the cyber axiom gave the
  citizens of Paris the opportunity they
  had been waiting for. A provisional
  government was elected comprised
  of liberals, socialists, communists and
  minority groups whose very existence
  depended on remaining free from the
  Cyberpope’s tyranny.
  The government is known as the
  Commune: a loose collection of he-
  retical and dissident bodies. The com-
  mune sparked and organized action
  against the HOGs and allied right-
  wingers. Severe fighting broke out in
  the streets and suburbs of Paris as the
  right-wing hit squads and the Church
  Police were slowly driven out. Now
  Paris remains as beacon of Free France.
  Faced with the growing influx of refu-
  gees, food and medical shortages, and
  constant harassment, the continued
  existence of Paris Liberté is shaky in
  the extreme.
   The Paris Commune has responsi-
  bility for the defense of Paris and main-
  tenance of vital services. As Paris be-
  comes increasingly more isolated, this
  task becomes more difficult as sup-
  plies of food, medicinal drugs and
  gasoline dry up. Repeated attacks by
  the Church Police on the outskirts of
  Paris and the continued activities of
  the Hands of God within, further jeop-
  ardize the Commune’s already pre-
  carious position.
  Paris Liberté Militia
  (PLM)
  Founded by the Paris Commune,
  the PLM consists of the armed citi-
  zens of Paris reinforced by elements
  of the French army and Parisian po-
  lice force. It protects vital strongpoints
  and guards the many barricades
  erected in Paris. Groups of 2-4 militia
  members patrol the streets of Paris
  Liberté regularly searching for infil-
  trators, street gangs and criminal ac-
  tivity. They stay well clear of areas
  outside of the jurisdiction of the Com-
  mune.
  The PLM have no standard dress
  or equipment. They are identified by
  red armbands worn on the left arm.
  Their headquarters is the Ecole
  Militaire, at the other end of the Champ
  de Mars (now a shanty town) across
  from the Eiffel Tower.
  The PLM has twelve tanks in Paris,
  of these only two are still mobile. The
  other ten are stationed along major
  boulevards leading to the center.
  Four AH-64 Apache helicopters are
  still operational. Sixteen missile sites
  with an assortment of Stingers,
  Hellfires, TOWs and LAWs have so
  far protected Paris from air and
  ground attacks. While the reality
  storms which surround Paris still pro-
  vide the major defense for Paris, the
  firepower to the PLM has proven use-
  ful in handling the small groups which
  have managed to get through.
  Paris Today
  Paris and its environs housed a
  population of 10,500,000 people prior
  to the beginning of the Possibility
  Wars. This number has now been
  swollen, by refugees flocking into the
  capital, to over 13,000,000. The City of
  Paris is badly overcrowded and the
  suburban area of Greater Paris under
  the control of the Paris Commune is
  filled with make shift refugee camps.
  Paris remains free. But for how long,
  is anybody’s guess. The Paris Com-
  mune struggles to maintain vital ser-
  vices and the Paris Liberté Militia pa-
  trol the streets attempting to protect
  its citizens. The Hands Of God and
  street gangs control areas of the city
  and raid into Commune held areas.
  
  Torg: The Cyberpapacy
  48
  Paris’s extensive sewers and Metro
  system have been taken over by crazies
  and punks. Thousands of refugees are
  crammed into the Louvre, the
  Sorbonne, Le Panthéon and almost
  every other large building in Paris.
  Outside, Church Police forces main-
  tain a cordon to prevent people from
  leaving. They herd hordes of refugees
  into the city, taxing its already dimin-
  ished supplies.
  Street fighting occurs on daily, and
  Papal agents have infiltrated the city.
  The Paris Liberté Militia faces severe
  problems in maintaining control and
  protecting citizens. They have at-
  tempted to turn back the flow of refu-
  gees, but reluctant to use their guns
  on their fellow countryman, they have
  herded the latest refugees into the
  sprawling suburbs.
  Food shortages are widespread.
  The Resistance still manages to cap-
  ture food and bring it into the city, but
  as the numbers of refugees increase,
  its efforts will do little to prevent wide-
  spread starvation. Cholera and ty-
  phoid are beginning to spread. Medi-
  cal supplies are scarce. Paris may face
  widespread epidemics unless large
  quantities of medical supplies can be
  obtained.
  For all its hardships and dangers,
  Paris remains a beacon of Free France.
  The Tricolor flies proudly from the
  Eiffel Tower and from public and pri-
  vate buildings. The Marseille blasts
  out from public address systems
  across the city. The citizens of Paris
  may be on the brink of starvation and
  epidemic, but their spirits remain high.
  They are prepared to fight and die, if
  necessary, to protect Paris from the
  Cyberpope. Paris may no longer be a
  beautiful city, but it is a determined
  one. Vive Liberté, Viva France.
  The Eiffel Tower
  The Eiffel Tower hardpoint main-
  tains Core Earth axioms in a pure
  zone with a radius of 100 meters, and
  maintaining a dominant reality out to
  a radius of four kilometers. The ebb
  and flow of the conflicting realities
  sometimes expands the boundary out
  to six kilometers. Electrical storms oc-
  casionally crackle over Paris as the
  realities of Core Earth and the Cyber-
  papacy battle one another. During
  these storms rain falls unceasingly and
  lightning blasts down to strike tall
  buildings. Usually the interaction is a
  dazzling display of electromagnetic
  forces, akin to the aurora borealis but
  more than 25 times as bright.
  Cyber Reality in Paris
  Cyberleggers and back street labo-
  ratories hug the edges of the domi-
  nant zone, where they create and im-
  plant cyberware free of the effects of
  the Eiffel Tower.
  Despite the dominance of Core
  Earth reality within Paris, cyberware
  is an evidence within the zone sur-
  rounding the Eiffel Tower. While less
  common than in CyberFrance proper,
  Paris has a special interest in the more
  lethal forms of cyberware; subdermal
  weaponry in virtually a given with
  any resident who bothers to use cy-
  berware. Deckers do connect into the
  GodNet from garrets in Paris. The risk
  of disconnection is seen as an accept-
  able price to pay for some protection
  from the agents of the Cyberpope.
  The Reality Storms
  Reality storms constantly rage out-
  side the dominant zone, occasionally
  washing over the city. The average storm
  front extends 10 kilometers from the
  dominant zone. Much as the reality
  storms around the Cyberpapacy form a
  boundary between Core Earth and the
  Cyberpapacy, these storms isolate Paris
  from the rest of CyberFrance. See page
  70 for more information on the effect of
  reality storms on play. However, unlike
  the other storms, these have a strong
  affinity for defending the reality of
  Core Earth from that of the Cyberpa-
  pacy. Perhaps this is a result of the will
  of the people in Paris, perhaps it is a sign
  from God, or perhaps it is a backlash
  from the Darkness Device’s interven-
  tion in the reality storms at the edge of
  France. Core Earth characters receive a
  +3 bonus to their reality totals when
  confronting a storm (+3 to Toughness if
  the character is an Ord). Cyberpapacy
  characters do not receive any bonus,
  and the storm’s damage value is in-
  creased by three against them.
  The City of Paris
  The City of Paris is bounded by the
  boulevard peripherique (the outer
  ring road). Through its center flows
  the River Seine. The Commune keeps
  a tenuous hold over the City, but ar-
  eas of the city are under the control of
  street gangs.
  The City is divided into twenty
  areas known as arrondissements. They
  spiral clockwise from the center of
  Paris. They are:
  City of Paris Arrondissements
  1. Louvre
  2. Bourse
  3. Temple
  4. Hôtel-de-Ville
  5. Le Panthéon
  6. Luxembourg
  7. Palais-Bourbon
  8. Elysée
  9. Opera
  10. Entrepot
  11. Popincourt
  12. Reuilly
  13. Gobelins
  14. Observatoire
  15. Grenelle & Vaugirard
  16. Passy
  17. Batignolles-Monceau
  18. Butte-Montmartre
  19. Butte Chaumont
  20. Ménilmontant
  In the center of the River Seine are
  the Ile de la Cite and the Ile Saint-
  Louis. Notre Dame cathedral rises
  above the Ile de la Cite. Roman Catho-
  lic masses are still held here in defi-
  ance of the Cyberpope. It has become
  a symbol of free Catholicism in Paris.
  On a more disturbing note, the stone
  gargoyles that perched on its walls
  were transformed during the tech
  surge and now prey on the citizens of
  the city.
  The Left Bank
  The Left Bank of the Seine is known
  as the Quartier Latin and is centered
  on the University of Paris. Its narrow,
  medieval streets are crowded with
  students and refugees. Its once color-
  ful cafes and restaurants are now
  mostly closed down, and their dining
  areas, along with many of the
  university’s lecture halls, are crammed
  full of refugees. Le Panthéon, where
  many of France’s famous dead are
  buried, is now home to hundreds of
  refugees.
  
  49
  The Cyberpapacy: Map 5
  Paris
  Richard Hawran
  Chapter Five
  The Right Bank
  Les Tuileries, the seat of the Paris
  Commune, is situated on the Right
  Bank. Security is high here with PLM
  patrols checking everyone who ap-
  proaches the Les Tuileries.
  The area of Montmartre is crammed
  to overflowing. People sleep on the
  streets and violent crime has reached
  epic proportions. Faced with the over-
  whelming number of refugees the
  PLM have been unable to effectively
  police this area.
  Eastern Paris
  Eastern Paris has long been the
  poorest area of Paris. The houses are
  old and crumbling and people live in
  grossly overcrowded conditions. The
  streets are filled with people living in
  derelict vehicles and cardboard boxes.
  Crazies and Carrion Dogs roam the
  streets making it a very dangerous
  place to venture out at night. The Gare
  du Nord railway station has been
  turned into a bustling center of Pari-
  sian nightlife with drugs and drink
  freely on sale. Many Paris posers come
  here to listen to loud music and to
  hustle.
  The arrondissements of Butte
  Chaumont and Menilmontant houses
  many of Paris’s Jews, Arabs and Alge-
  rians. The area is patrolled by Jewish,
  Arabic and Algerian members of the
  PLM, and has seen heavy street fight-
  ing between HOG groups and the
  PLM. Consequently, Europeans are
  not welcome in this area unless they
  can prove conclusively that they are
  members of the PLM.
  Western Paris
  Western Paris was noticeably
  wealthier than the east with middle
  class residences abounding. But the
  current crisis has led the apartment
  buildings to become grossly over-
  crowded. Hundreds of gasoline-pow-
  ered cars and buses, tanks empty, line
  its streets and act as homes for refu-
  gees. Many buildings in this area are
  heavily fortified with visible sensors
  scanning their approaches.
  Shanty Towns
  The overcrowding has led to shanty
  towns, towns where thousands live in
  “houses” made cardboard boxes and
  flattened tin cans cobbled together.
  Comparatively open areas of Paris,
  
  Torg: The Cyberpapacy
  50
  Map: Richard Hawran, Art: Timothy Bradstreet
  The Cyberpapacy: Map 6
  The Metro System
  
  51
  Chapter Five
  such as the heliport, parks and  race-
  track, were the first to become shanty
  towns. These areas are often called
  Les Bocage; from a safe, antiseptic
  distance these jumbles of buildings
  vaguely 
  resemble 
  the 
  dense
  hedgerows of the same name. Lack of
  adequate clean water has led to the
  spread of disease, and malnutrition is
  particularly hard on the elderly and
  the children. The situation would be
  completely hopeless if not for the Core
  Earth clergy who have managed to
  provide just enough faith and miracles
  to keep most people alive.
  The Metro
  The Paris Metro no longer runs. Its
  tunnels have been taken over by street
  punks, demons and gargoyles. The
  central stations have all been turned
  into refugee camps and barricades,
  and in some cases brick walls block
  off the tunnels. Tension and fear run
  high here, with a high number of spac-
  ers and crazies making up the refugee
  population. Knife fights and shootings
  are common, with gang warfare erupt-
  ing frequently. Outsiders visiting the
  Metro stations need to be able to look
  after themselves.
  Greater Paris
  Greater Paris surrounds the City of
  Paris. It includes the suburbs of the
  city and the airports…although the
  airports rarely have any flights due to
  the constant reality storms.  The Com-
  mune maintains patrols in a narrow
  central stretch that runs from the
  northern outer suburbs to those in the
  south. The Church Police cordon en-
  compasses the entire Paris con-
  urbation. Members of the various or-
  ganizations making up the Hands of
  God (HOGs) control most of the out-
  lying areas. The Church Police have
  recently moved into the Versailles
  area, driving the refugees, who had
  been living in the Versailles Palace,
  further into the city.
  There are many areas which no
  organization currently controls. There
  street punks and refugees eke out a
  meager existence in the shattered land-
  scape. The Commune has insufficient
  resources to police this area, and it’s
  only a matter of time before one of the
  HOG groups or other Cyberpapal al-
  lies take over this area.
  The industrial areas of St Denis and
  Argenteuil lie just to the north of the
  City of Paris and remain under the
  control of the commune. Pressure from
  the Mouvement National to the north
  and west  has led to these areas be-
  coming heavily fortified. Of most con-
  cern to the Commune is the vulner-
  ability to attack of the armaments and
  cyberware factories located there.
  Street Gangs
  The cyber tech axiom has created
  its own peculiar brand of cyberpunks.
  Many of these were existing street
  gang members who were transformed
  during the Tech Surge. The following
  gangs all operate within Paris, but
  similar gangs can be found in other
  urban areas.
  Most Paris street gangs have a mar-
  gin of survival just slightly greater
  than the desperate in the shanty towns.
  While not much better, better is bet-
  ter, and the shanty towns are prime
  recruiting areas for the more orga-
  nized gangs.
  Crime keeps the gangs alive, and
  decreases the odds of Paris’s survival.
  For this reason, Cyberpapal agents
  will occasionally supply arms and
  drugs to street gangs, although they
  do so very, very discretely as the In-
  quisition takes a firm stand on the
  arming of heretics.
  Crimes against the citizens of Paris
  began with the normal theft and
  muggings. Then came drugs. Then
  came zipyanks, murders in which the
  victim’s organs or cyberware were
  removed for sale; fry-bys, where
  punks drive by citizens and attack
  them with energy weapons modified
  so as to ignite the victim; grabaways,
  where the victims, usually entire fami-
  lies, are kidnapped and assaulted.
  The PLM cannot stop the gangs,
  and so prioritizes its response.
  Muggings and thefts are ignored, and
  zipyanks are tolerated as long as an
  unofficial “quota” is not exceeded.
  However they, and Paris at large, draw
  the line at grabaways and fry-bys.
  These crimes provoke a considerable
  response. Most PLM members con-
  sider such crimes reprehensible
  enough to dispose of any legal nice-
  ties they are supposed to observe as
  law enforcement officers. Mob justice
  has been invoked, and at least one
  gang, the NazBoys, was hunted to
  extinction after a rash of grabaways.
  The Sun Kings
  and Queens
  The Sun Kings and Queens are
  streetwise posers who dress in the
  style of Ancièn France with pomaded
  wigs, chalked faces (complete with
  beauty spots) and elegant clothing.
  While they may look effete, the aver-
  age Sun King is a mean fighter who
  never goes unarmed. They use cyber-
  ware extensively and have a large
  number of connections with the cy-
  berleggers who operate in Paris.
  The Sun Kings and Queens control
  the dockland area of Paris. Any who
  enter their territory without their per-
  mission risk being shot and chopped
  for any cyberware they possess. The
  Sun Kings run various rackets, from
  protection to sin-palaces, which pro-
  vide them with a lucrative income, as
  is evident in the large amounts of
  high-tech equipment they have at their
  disposal. Their highly protected data
  base in the GodNet appears as the
  Palace of Versailles.
  The Sun Kings and Queens are led
  by Louis XIV, who rules from his Sun
  Palace. They are arranged in a strict
  hierarchy and are always called Louis
  or Marie. Their current position in the
  hierarchy is obvious from the suffix to
  their name. Louis XIV is in command
  and no Louis ever has a lower number
  than XIV. As they rise in the hierar-
  chy, the Sun King’s number decreases.
  Although not in the pay of the Cy-
  berpope, the Sun Kings are antagonistic
  to all other groups. They will, however,
  conduct “business” with others if it ap-
  pears to be in their interest.
  The Sun Kings’ Headquarters
  The Sun Kings are based in a run-
  down area of the Paris docklands.
  From the outside all of the warehouse
  buildings appear to be derelict. Closer
  inspection reveals a high proportion
  
  Torg: The Cyberpapacy
  52
  The Cyberpapacy: Diagram 4
  The Sun Kings’ Headquarters
  Cathleen Hunter
  of Sun Kings and Queens in the area.
  Any one who does not have connec-
  tions with the Sun Kings is stopped
  and searched by patrols of two to four
  Sun Kings. Most people are told to
  leave; but suspicious-looking charac-
  ters are taken for questioning, and if
  they fail to convince the Sun Kings of
  their good intent, they are dumped
  into the River Seine.
  The headquarters consists of five
  warehouses each scanned by sensors
  and secured by electronic locks. It
  holds a total of 200 Sun Kings. Other
  Sun Kings live in other buildings sur-
  rounding the area. In the event of an
  attack, the Sun Kings can quickly mo-
  bilize a cordon of the area as outlying
  Sun Kings converge on their HQ.
  1. Wharf Side
  Old shipping containers and crates
  line the wharf. Many of them contain
  sensors and cameras which are moni-
  tored from location eight.
  2. Vehicle Bay
  The Sun Kings keep two stolen GWI
  Aaron personnel carriers here.
  3. Armory
  4. Meeting Area
  Important Sun King announce-
  ments and meetings are held in this
  section of the warehouse. It is deco-
  rated with tapestries and paintings
  stolen from the palace of Versailles.
  5. Recreation Area
  Drugs are available for purchase in
  this area, although the favorite form
  of recreation currently is CyDie, a
  linked multi-player video game in
  which cyberpriests and Church Po-
  lice icons are disposed of in particu-
  larly graphic ways. The game  often
  crashes on a player, as the chips which
  run it are from CyberFrance. Eager
  players are bound to disconnect after
  a few sessions.
  6. Bedrooms
  7. Reception
  Visitors to the Sun Kings are first
  brought here to be scanned for im-
  plants and searched for weapons. The
  room can be sealed and poison gas
  pumped in if deemed necessary.
  8. Security
  The cameras and scanners are op-
  erated from here. Each security sta-
  tion also has computers linked into
  the GodNet.
  9. Warehousing
  Supplies of cyberware, drugs and
  weapons are stored here for dissemi-
  nation throughout Paris.
  The Carrion Dogs
  Whereas the Sun Kings put on pre-
  tentious airs and graces, the Carrion
  Dogs delight in the life of the streets.
  They all possess fangs and many have
  slicers or slashers. Adrenal boosters
  and painblockers are also popular.
  Carrion Dogs wear filthy rags and are
  frequently covered in dirt and sores.
  The bite of a Carrion Dog is greatly
  feared as they carry the rabies virus
  
  53
  Chapter Five
  within their fangs. Many of their own
  members suffer from this disease,
  which makes them very dangerous
  and highly unpredictable.
  The Carrion Dogs are not adverse to
  eating human flesh. In fact, they hunt
  the streets in packs, driving victims into
  blind alleys or chasing them until they
  drop. Most people are understandably
  nervous in their presence.
  Carrion dogs have access to cyber-
  ware through cyberleggers working
  for the Cyberpapacy. They guard their
  sources very carefully.
  The Crucifaces
  The Crucifaces sport high, brightly-
  colored cockatoo hairstyles and dress
  in tattered leathers. Their most no-
  table feature is the cross painted or
  tattooed into their face, the crosspiece
  covering their eyes. Slashers and slic-
  ers, or knives, are the tools of their
  trade. They are not as aggressive as
  the Carrion Dogs, but they are dan-
  gerous enough. The Crucifaces oper-
  ate protection rackets throughout the
  city. These vary from premeditated
  “leaning” on shopkeepers or tenants,
  to simple muggings of passers-by.
  The Crucifaces are a very loosely
  knit group. They have been known to
  fight among themselves for no appar-
  ent reason. Drug abuse is rife amongst
  their members,  who tend to be per-
  manently hyped on drugs.
  The Warewolves
  The Warewolves are a gang which
  is devoted to cyberware. They steal,
  5buy, and zipyank all they can. They
  rarely sell any of the cyberware, in-
  stead installing as much of it into them-
  selves as their Spirits can stand, and
  usually a few pieces more. Their em-
  blem is a stitched baying wolf’s head
  profile, made from multi-colored me-
  tallic thread. The Warewolves roam
  the edges of the dominant zone, as
  they are aware that disconnection
  could be fatal for them.
  The Tri’s
  The Tri’s wear the French tricolor
  on their jacket, or as a patch on their
  pants, or have TriEyes as a symbol of
  their defiance of the Cyberpope. Not
  that their rebellion against Jean
  Malraux I means they are dedicated
  members of the Resistance. Au
  contraire, over 95 percent of their
  crimes are committed against the citi-
  zens of Paris. However their leader,
  Anne Druillard, is smarter than she is
  tough, and she is tough enough to
  have single-handedly killed six Sun
  Kings in a fair fight.
  Ms. Druillard has carefully cultivated
  the Tri’s image. Paris doesn’t really want
  any street gangs, but if they had to have
  one, it would be the Tri’s. She has
  planned and executed some highly
  publicized raids into CyberFrance, raids
  which did a great deal to boost the
  morale of the average Parisian. She has
  also been more than willing to cooper-
  ate with the PLM when another street
  gang has stepped out of line against the
  poorer, more helpless citizens of Paris.
  This Robin Hood image has helped her
  build the Tri’s into the most profitable,
  if not yet the largest, gang in Paris.
  Raids against the Cyberpapacy,
  while glorious, tend to get many of
  her gang members killed. To avoid
  this, Anne Druillard has hired Storm
  Knights to execute particularly dar-
  ing raids. They are made temporary
  members of the Tri’s, and she will
  lavish equipment and support on such
  an expedition. If the raid is successful,
  you can bet that the Tri’s will get the
  credit.
  Spacers and Crazies
  Spacers can be found all over Paris.
  They are not a gang as such. Merely
  the burnt-out wrecks of drug abuse.
  Many spacers have turned to drugs to
  ease the pain of living in a world gone
  mad. Others are sufferers from
  cyberpsychosis who hoped to kill their
  violent urges by drowning them in
  pleasurable experiences.
  Spacers appear to exist on a diet of
  drugs. This makes them liable to vio-
  lent outbursts, followed by periods of
  withdrawal. Cyberpsychosis suffer-
  ers are doubly dangerous. As hard-
  ened addicts, Spacers will do any-
  thing for money.
  To some the traumas of the Col-
  lapse and the Tech Surge have proved
  far too much. They have become de-
  ranged and completely unstable. Some
  crazies are extremely dangerous as
  they possess large amounts of lethal
  cyberware. Most are just content to
  babble and search through trash for
  food. Crazies pose yet another men-
  ace to those walking the streets of
  Paris.
  The problem of the crazies is grow-
  ing daily as more citizens snap under
  the pressure of living in Paris. The
  constant stream of refugees into the
  city adds further to the problem, as
  does the Cyberpope’s policy of herd-
  ing crazies into Paris.
  
  Torg: The Cyberpapacy
  54
  Chapter Six
  World Laws and
  Reality Storms
  he axioms of the Cyber-
  papacy define the levels
  of its magic, social struc-
  tures, spiritual beliefs,
  and technical achieve-
  ments. These natural laws set the lim-
  its of what is possible within the Cy-
  berpapacy and the accompanying
  cosm of Magna Verita.
  When the Possibility Raiders invaded
  Earth, they brought about dramatic
  changes. From the city of Avignon in
  southern France, the axioms of a medi-
  eval world swept across France, into
  southern Spain and western Belgium.
  Then upon reaching the limits of the
  stelae, planted by the Possibility Raid-
  ers, they swept back over France.
  In the process, France suffered a
  technological collapse of huge pro-
  portions. The Collapse, as it was called,
  was followed a month later by an
  equally dramatic technological surge.
  After the Surge settled down, France
  had changed dramatically. It had been
  transformed into a bizarre mix of me-
  dieval beliefs and high-tech. The Cy-
  berpapacy had arrived.
  Axioms of the
  Cyberpapacy
  People in the Cyberpapacy live un-
  der a strange mix of axioms. Magic
  has increased allowing highly magi-
  cal entities to exist side by side with
  technology. Social systems have col-
  lapsed; democracy has been almost
  entirely eradicated to be replaced with
  the theocratic technocracy unlike any
  the world has ever known. Spiritual
  faith has risen to an extent to where
  miracles are common events. But it is
  technology which has had the most
  dramatic impact. The tech axiom had
  been suppressed and then boosted
  decades into the future. Cyberware
  and the direct neural interfacing of
  humans to machines are not only pos-
  sible, but part of everyday reality.
  The Magic Axiom
  Magic has increased by three points
  form Core Earth’s making the alter-
  ation of living beings possible, and
  minor conjurations feasible. Sustained
  by the magical energy that imbues the
  realm, entities in the forms of demons
  and gargoyles now exist freely. The
  GodNet, a matrix of telecommunica-
  tions and commuters, is more than
  just a collection of circuitry and wires;
  it is also affected by magic. Demons
  exist within it, as do angels, self-aware
  beings who were once human, but
  who now serve the Cyberpope inside
  the GodNet.
  But magic in the Cyberpapacy is
  considered to be the work of the Devil.
  Any one suspected of practicing any
  form of magic is branded as a witch or
  sorcerer. They are ruthlessly hunted
  down by the Inquisition and burnt.
  Only spiritual power is considered to
  be holy and good.
  Developments in magic have not
  kept pace with the tech surge, while
  spiritual powers, such as miracles,
  have adapted somewhat. This is doubt-
  lessly due to the Cyber Church’s sup-
  pression of magic. Given Aysle’s prox-
  imity to the Cyberpapacy, it is prob-
  ably just a matter of time before tech
  specific spells appear.
  The Social Axiom
  This axiom has been permanently
  decreased by the advent of the Cyber-
  papacy. The democracy of France has
  been swept away by a bureaucratic
  government that views all life as sub-
  servient to the needs of the Papacy.
  Freedom of thought and expression
  are in the process of being eradicated.
  The Social axiom allows the state to
  dominate all walks of life. The reach of
  the Church is long, and unforgiving of
  those who seek to weaken its power. If
  the doctrine of the church were ever to
  catch up to the technology, the Cyber-
  papacy would become a totalitarian
  state so complete, so intrusive and
  pervasive that individual freedom
  would be extinct and the capacity for
  individual thought threatened.
  But the doctrine has remained the
  same for years, and is ill-suited to
  adapting to their new circumstances.
  The bureaucrats and bishop appointed
  sinecures see society as completely
  static. On Magna Verita this view was
  largely correct. In CyberFrance this
  view is ludicrous given the huge spiri-
  tual, technical and magical upheavals
  the nation has experienced. But the
  bureaucrats fervently believe that all
  France needs is time to settle down, to
  prove that the Church’s methods for
  running a medieval empire are per-
  fectly adequate for running the most
  technologically sophisticated society
  on Earth. This attitude is perhaps the
  Cyberpapacy’s most glaring weakness;
  they have held Magna Verita at the
  equivalent of a Social axiom 13. The
  concepts of personal liberty, equality
  and brotherhood, constitutional gov-
  ernment, capitalism and communism
  are all possible in the cosm; Malraux’s
  church has effectively frozen the de-
  velopment of society. But France al-
  ready understands these concepts, and
  citizens accept them as part of political
  reality. Now rather than suppress de-
  velopments, the church must attempt
  to reverse the flow of progress to a
  point beneath the natural level of the
  cosm, a task of considerable difficulty.
  Efforts to restrain society are bound to
  create further resistance.
  Within the bureaucracy adminis-
  tering Magna Verita, a breed of cyni-
  cal and often corrupt official has
  evolved. The power of the church is
  abused for private gain; Malraux has
  usually overlooked (and occasionally
  encouraged) these transgressions.
  These officials are used to thinking of
  themselves as above the teachings of
  the Church, which they view as means
  to keep the peasant and laborer work-
  ing faithfully and fearfully for the ser-
  
  55
  Chapter Six
  vants of God, who are, of course, them-
  selves. These officials believe in God,
  but as firmly believe that Jean Malraux
  is the Vicar of Christ; whatever Pope
  Malraux condones must be right with
  God as well. Any sins they are com-
  mitting must be permissible because
  they are permitted.
  Fortunately for France and the rest
  of Core Earth, a corrupt bureaucrat
  with a medieval mind set is not the
  most efficient overseer for a technoc-
  racy such as the Cyberpapacy. There
  are myriad cracks in the system which
  can be exploited by the brave, the
  clever, and one willing to match the
  fervent beliefs of the Cyberpapacy with
  a faith of her own.
  Attitudes in the Cyberpapacy
  The change in the Social axiom has
  made the rigid theocracy acceptable to
  most of the transformed population.
  They look to the Cyberpope as their
  saviour. The apocalyptical events
  which heralded his coming have been
  accepted totally. The transformed Ords
  fear the power of the Antichrist,
  witches and sorcerers. The reality
  which has invaded western Europe
  has shocked many people into accept-
  ing that the Cyberpope is their protec-
  tor and only hope against the forces of
  darkness.
  Viewed from an outside perspec-
  tive, the Cyberpope and his followers
  are evil. But from their own medieval
  viewpoint, they are merely upholding
  the values of their society. If anyone
  opposes the Church, they threaten the
  well-being of society. Eradicating her-
  etics and others who threaten to de-
  stroy the Church are therefore justifi-
  able acts. As most of the population
  sees things this way, life in the Cyber-
  papacy is hard for those who don’t
  conform. But the reality of the Cyber-
  papacy has been distorted.
  The cyber reality, that formed the
  basis of the Tech Surge, was home to
  some very tough-minded and callous
  individuals. Cyberpunks who would
  cheerfully slice and dice any who got
  in their way. Cyberleggers who made
  their living from selling and fitting
  cyberware ripped out of unsuspecting
  donors. Fixers who could lay their
  hands on anything your required, pro-
  viding you asked no questions and
  had the readies to pay for it. And
  console cowboys who ran the data
  matrix looking for a score. These char-
  acters all exist, and most of their mo-
  rales are very suspect. They live in the
  cracks of the Cyberpapacy, coming
  out at night to ply their trade. Most
  live in urban areas, in cities such as
  Paris, Marseille, Lyon, or Bordeaux.
  They live in fear of the Inquisition, but
  they are also skilled at avoiding it.
  The people who have suffered the
  most are those Ords who were not
  transformed. They have watched in
  shock as apocalyptical events rocked
  first the world and then France. They
  have experienced the hardship of the
  Collapse, and watched in stunned
  amazement the effects of the Tech
  Surge. Fearing for their lives many
  have turned to the Cyberpope, but
  there are those who refuse to accept
  the fate that lies in store for them.
  They have begun to resist. The flag of
  Free France flies above Paris,
  Marseille, the Massif Central and the
  Les Vosges mountains. The Resistance
  has risen again.
  The Spiritual Axiom
  France is experiencing an increase
  in spiritual beliefs and powers. The
  Cyberpapacy is founded upon its
  power to perform miracles. Its reli-
  gious items are filled with spiritual
  power that allow the clergy to work
  miracles more easily.
  Across the nation, people have wit-
  nessed the techpriests’ and the
  Cyberpope’s spiritual power. They
  can feel the increased Spiritual axiom
  in the air. With so much widespread
  evidence that the powers of the Cy-
  berpapacy are real, many have totally
  accepted its teachings. They conform
  to the new reality around them and
  look to the Church to save them from
  the powers of darkness.
  The Cyberpope and his followers
  are also affected by the Spiritual axiom.
  They believe that God is actually guid-
  ing their work and they see His hand
  in everything. According to the
  Papacy’s beliefs, the Tech Surge was
  not an accident, but proof of the will
  of God.
  The Tech Axiom
   First came the Collapse, followed
  by the Surge. Possibility energy seared
  through the area bounded by the ste-
  lae, transforming people at an un-
  precedented rate. Even Possibility
  rated characters did not escape en-
  tirely; they too were dragged into the
  future world of the Cyberpope. The
  Tech Surge transformed a large num-
  ber of them into characters from a
  Cyber Tech reality. This freak occur-
  rence drained them of Possibilities,
  but not for long. The changes in reali-
  ties was too fast. The Darkness De-
  vice, already pulsating with the en-
  ergy it had gathered during the Col-
  lapse, could not absorb all the Possi-
  bilities released when the Tech Surge
  transformed so many people at once.
  Instead, the stelae literally radiated
  possibility energy; some of it trans-
  formed the land, some of it poured
  into empty reality-rated characters,
  refilling the Storm Knights.
  The ordinary people of France were
  not so lucky. Thousands died as the
  Surge ripped across the land, trans-
  forming them a second time. Millions
  of others have been transformed into
  loyal subjects of the Cyberpapacy.
  The Tech Surge was not a premedi-
  tated move by Pope Jean Malraux.
  When Jean Malraux made his cross-
  ing into Earth, the cyber reality he had
  drawn into his Darkness Device was
  released. Using on the Cyber Axiom
  contained within it, the Darkness De-
  vice created a perverted reality where
  medieval dogma coexists with futur-
  istic technology. It molded people to
  its will, expending large amounts of
  Possibilities in the progress. Deckers,
  cyberleggers, hardware punks and
  others were created from people who
  had previously led comparable
  lifestyles. Cyberpriests came into ex-
  istence as France was transformed a
  second time.
  The Tech axiom is not uniform.
  Teleportation is still a dream, although
  it may now be possible. Mind boosting
  had not yet allowed psi powers which
  mimic magic; it is possible the anti-
  magic bent of the cosm will never allow
  psi powers to become effective. Robot-
  ics is confined to controlling peripheral
  devices rather than the creation of self-
  
  Torg: The Cyberpapacy
  56
  aware robots. Cyberware and weapons
  production lag behind the the stunning
  tech achievement of the GodNet, al-
  though the gap is narrowing. The
  Cyberpope’s newly transformed
  Techpriests work to develop more pow-
  erful programs, while expanding the
  reach and power of the GodNet.
   In back street workshops and labo-
  ratories, people experiment with the
  new technology. Cyberware and de-
  signer drugs are produced in hidden
  factories and sold on the streets to
  those looking for thrills, or a way to
  fight back at the Cyberpapacy. Devel-
  opments are uneven, and not always
  safe. But anyone with the money can
  find a cyberlegger who’ll do them a
  quick chop and fit.
  After first ignoring weapons in fa-
  vor of expanding the GodNet and de-
  veloping cyberware, events have
  forced the Cyberpope to take a keen
  interest in weapons production. The
  new technology has made weaponry
  available that the Cyberpope thought
  only belonged to God. The names of
  the new weapons strongly reflect this
  belief: GodMeeter, GodLight and
  GodsFire, are just some of them.
  While the mammoth God’s Word
  Industries produces Cyberpapal ar-
  maments 24 hours a day, the demand
  is too large for even that megacor-
  poration. Bishops award contracts to
  gunsmiths working from small work-
  shops, and they have been turning
  out these weapons using computer
  controlled lathes. Corrupt officials fat-
  ten bank account by letting plans and
  prototypes slip from the these small
  factories. Equipment is often avail-
  able for sale on the streets a few weeks
  after it has been issued to the false
  Pope’s own forces.
  In the Cosm of Magna Verita, the
  Tech axiom did not cause a Tech Surge.
  The increase in the Tech axiom made
  the existence of tech level 26 items
  possible. People in Magna Verita con-
  tinue to live as they have always done.
  Oppressed peasants labor for their
  rich masters in the Church using tools
  that have remained unchanged since
  the Sixteenth Century.
  The Cyberpope is not one to turn
  his nose up at what he believes are the
  gifts of God. He has begun to transfer
  cyberware into Magna Verita, and con-
  struction of a cyberware factory has
  already begun near that cosm’s
  Avignon. The Cyberpope sees cyber-
  ware as a means of control; its benefits
  are (officially at least ) restricted to the
  Church.
  World Laws
  The Cyberpapacy is subject to four
  lesser laws that define reality within
  the boundaries of the stelae. These
  laws are in addition to the axioms of
  the Cyberpapacy.
  The Law of the One
  True God
  Cyberpapal doctrine states there is
  but one true god, and that only those
  who worship him can have spiritual
  power. Of course for the Cyberpa-
  pacy, the one true god is the one who
  chose Jean Malraux I as the Vicar of
  Christ. As a result only members of
  the Cyberpapacy are able to perform
  miracles normally. Members of other
  religions have their difficulty levels
  increased when attempting to perform
  miracles. The following table shows
  the amount that the difficulty number
  is increased by.
  Character’s Faith
       Modifier
  Catholic or Greek Orthodox
  +1
  Protestant/
  The Secullam(Orrorsh)
  +2
  Muslim or Jew
  +3
  Hindu/Aysle religion/Egyptian
  Religion (Nile Empire)
  +5
  Shintoist/Buddhist/Taoist/
  Palanic (Nippon Tech)
  +6
  Haitian/Shaman/Animist/
  Keta Kalles (Living Land)
  +7
  Example: a Catholic priest attempt-
  ing to perform a bless has his difficulty
  number increased from 10 to 11.
  The Law of
  Heretical Magic
  The study or practice of magic is
  condemned by the Cyberpapacy. This
  makes magic more difficult to cast,
  but also increases its power when used
  successfully. The underpinning as-
  sumption is that magic is the tool of
  the Devil, and that the Devil aids his
  disciples, but in time he extracts his
  due.
   Specific game effects include:
  1. Any character attempting to per-
  form magic suffers a +3 increase in the
  spell’s difficulty number, and a +3
  increase in the backlash number.
  2. Any character who suffers any
  backlash other than just shock points
  ( a K, knockdown or any wound), may
  have a demon appear and attempt to
  possess him. To determine whether a
  demon appears, the mage uses his
  Spirit to beat a difficulty number of 3.
  The difficulty number is increased by
  the result points of backlash. There-
  fore a mage who suffers a backlash of
  10 result points, must overcome a dif-
  ficulty number of 13 (3+10) with his
  Spirit.
  The appearance of a demon does
  not affect the success or failure of the
  spell, although the mage may feel oth-
  erwise.
  3. Any spell which is cast success-
  fully has a bonus modifier of +5 when
  determining effect. It’s harder to cast
  spells within the Cyberpapacy, but
  they are more powerful than normal
  once cast.
  The Law of Ordeal
  The “judgment of God” in the form
  of trial by ordeal is open to all mem-
  bers of the Cyberpapacy accused of
  performing criminal acts, with the ex-
  ception of heresy. Trial by ordeal is a
  common way of determining guilt in
  the Cyberpapacy for all crimes except
  heresy, which is judged by Inquisi-
  tors using whatever methods they
  deem appropriate. The citizens of
  Cyber-France have come to expect
  these public trials, and the church finds
  them a fine way to reinforce their
  teachings while pandering to the blood
  lust of a mob.
  The important social assumption
  of the Law of Ordeal is that such trials
  actually determine guilt or innocence,
  and that eye-witness accounts, circum-
  stantial or material evidence is of only
  
  57
  the slightest importance. The Law of
  Ordeal expressed another fundamen-
  tal underpinning of the church, which
  is all of the faithful are capable of sin,
  and must stand ready for judgement
  at any time. The faithful must prove
  their innocence, and the heretic or hea-
  then, as well as the guilty shall be
  found through these trials. The clergy
  of Malraux’s church, as representa-
  tives of the Vicar of Christ, are entitled
  and obligated to accuse the faithful of
  crimes. They may bring to trial any-
  one, at any time, for any reason; the
  victim may have been accused by a
  member of her community, or she may
  actually be implicated by the evidence
  of a crime; the priest may have simply
  had a bad lunch; the reason is irrel-
  evant. In the Cyberpapal view of the
  world, the choice of a priest to accuse
  a character morally obligates the char-
  acter to prove her innocence through
  a trial by ordeal. Failure to take the
  trial is an admission of guilt, and not
  incidentally, heresy.
  There are four types of trial by or-
  deal practiced in the Cyberpapacy.
  Prior to the actual ordeal, the accused
  is ordered to spend three days fasting
  and in prayer. The ordeal is then car-
  ried out under the watchful eyes of the
  cyberpriests.
  Ordeal by Boiling Water: This or-
  deal is sanctified by the belief that
  water is representative of the Old Tes-
  tament flood in which only the virtu-
  ous few escaped destruction. Exor-
  cised water is brought to the boil in a
  blessed cauldron. For minor crimes,
  the accused plunges his hand into boil-
  ing water (damage value 13, but a
  minimum of one wound) and then
  withdraws it, or is ordered to retrieve
  a ring or a stone from an appropriately
  measured depth. For more serious
  crimes, the arm is plunged in up to
  elbow (damage value 16, with a mini-
  mum of one wound). After immer-
  sion, the hand or arm is bound up in
  cloth, and sealed with the signet of a
  cyberpriest, to prevent tampering with
  the wound. If the character spends a
  Possibility to reduce the damage rather
  than take it, the priests see this as
  obvious collusion with Satan. The ac-
  cused must then stand trial for heresy.
  After three days the accused’s guilt
  is determined by whether or not he still
  shows visible signs of burning . If he
  does, he is considered guilty. If no burns
  remain, he is pronounced innocent.
  Game effects are described below:
  1. To heal from the ordeal by boil-
  ing water, the accused must beat a
  difficulty number of 13 with his Spirit,
  or faith if the character has faith in the
  Malraux religion. No healing by physi-
  cal or magical means is possible (al-
  though the K results and shock dam-
  age will go away.) The character may
  spend a Possibility to increase the to-
  tal. If he succeeds, then no burns re-
  main on his hand after three days.
  2. The accused receives a bonus
  modifier of +5 to his Spirit if he his
  innocent of the crime; and a -5 penalty,
  if he is guilty.
  3. The accused remains wounded
  (all wound levels) if the ordeal finds
  him guilty; only a miracle of healing
  can now help him. If he is found inno-
  cent, he suffers no damage from the
  ordeal.
  Ordeal by Cold Water: The pure
  element of water, being divinely influ-
  enced, must necessarily reject the body
  of anyone guilty of a crime or a sin.
  This ordeal is used primarily for those
  accused of witchcraft. The accused is
  bound hand and foot and lowered
  into the water on the end of a rope, in
  which a knot has been made at a dis-
  tance of a long hair’s breath to half a
  yard long. If the accused sinks, and
  pulls the knot down with him so that
  it breaks the surface of the water, he is
  cleared; but if the accused and the
  knot float, he is found guilty. Game
  rules are described below:
  1. A practicer of magic, defined as a
  character who has magic or occult skills,
  must generate a Spirit or faith total of 40.
  This total must be generated to pass the
  ordeal; there is no way to “fake” or
  surreptitiously pass this test.
  2. Other characters float only if they
  generate a Spirit or faith total of less
  than 8. This total is modified by -5 if
  the character is actually guilty, and +5
  if innocent.
  Ordeal By Fire: Fire points to the
  general conflagration of the Last Judge-
  ment which will consume the earth. In
  this ordeal the accused carries a sanc-
  tified lump of red-hot iron for nine
  feet. The priests instruct the accused of
  when to take a step, and while they
  usually allow the accused to complete
  the distance in one round, they occa-
  sionally take longer, sometimes up to
  three rounds. The damage value is 15,
  and the accused will end the ordeal
  with a minimum of a wound. The
  victim’s Toughness is increased by any
  faith adds he possesses, although he
  always takes at least one wound.
  If the victim passes out when per-
  forming the ordeal, he is considered to
  be an obvious heathen, and therefore
  guilty. If he succeeds in staying con-
  scious, the hand is then bound and
  sealed by a cyberpriest. At the end of
  three days, the bandages are removed;
  the accused is found guilty if burns
  still remain on his hand. Ordeal by fire
  uses the same game rules for recovery
  as ordeal by boiling water.
  Trial by Combat: This form of or-
  deal involves single combat between
  the accused and a champion of justice
  chosen by the Cyberpapacy. It is to the
  death. Non-powered melee weapons
  are always used. During the trial by
  combat, the following rules apply:
  1. Guilty characters suffer a -5 pen-
  alty to dodge and all weapons skills. If
  a character is unskilled, she is still
  unskilled.
  2. Innocent characters gain a +5
  bonus to dodge and all weapons skills.
  If a character is unskilled, she is con-
  sidered to be skilled (gaining the  roll
  again on a 10 or 20) for the duration of
  the trial.
  3. The skills of the church’s cham-
  pion are unaltered.
  The Law of Suspicion
  This law states that individuals
  within the Cyberpapacy are suspicious
  of anyone they do not know. In game
  terms this includes:
  1. A character’s willpower or Mind is
  increased by three when resisting a
  charm or persuasion attempt.
  2. Proof of identity (real or other-
  wise) of the character attempting the
  charm or the persuasion reduces the
  above increase to +1.
  3. Attempts to taunt or intimidate
  have their bonus increased by +3. Char-
  acters may be suspicious, but they have
  a healthy fear for anyone who stands
  up to them.
  
  Torg: The Cyberpapacy
  58
  Entering and
  Leaving the
  Cyberpapacy
  Crossing the Maelstrom Bridge
  from Magna Verita or passing through
  the Reality Storms are currently the
  only ways to enter or leave the Cyber-
  papacy.
  The Maelstrom Bridge links Core
  Earth Avignon with Avignon in Ma-
  gna Verita. Any beings who cross the
  Bridge to Core Earth for the first time
  are prepared for the realm that awaits
  them. Unless the Darkness Device is
  otherwise engaged, it invokes a reality
  storm against a Storm Knight or
  stormer when she crosses the bridge.
  When it wins, the stormers are physi-
  cally transformed to the reality of the
  Cyberpapacy. They all receive a neu-
  ral jack in their necks or temples, and
  another one to three items of cyber-
  ware (roll the action die: 1-12 = 1 item;
  13-19 = 2 items; 20+ = 3 items). The
  gamemaster chooses the items of cy-
  berware as he deems appropriate.
  The Reality Storms
  The Cyberpapacy is surrounded by
  howling winds that rush at over a two
  hundred miles per hour. Great bolts
  and flashes of lightning rage through
  the storms, blasting the tops from
  mountains and setting fire to large
  tracts of forest. According to the Cy-
  berpope, the storms are the work of
  the Antichrist who is punishing the
  Earth for falling from the path of righ-
  teousness. Fed by Possibilities from
  the Cyberpope’s Darkness Device, the
  Reality Storms show no signs of dying
  down.
  The Reality Storms effectively iso-
  late the Cyberpapacy from the rest of
  Earth. The storm has a value of which
  ranges from 10 (at the mildest) to 25 (at
  its most extreme). The average strength
  of the Storm is 20 against individual
  characters; Ords are attacked with a
  damage value of 20, while stormers
  and Storm Knights must use their real-
  ity skill (see below). The most fierce
  storms are over the English Channel.
  There the realities of Core Earth, Aysle
  and the Cyberpapacy clash together.
  Bolts of lightning sear the cloud filled
  skies as plumes of water soar up from
  the boiling waters of the Channel. Over
  the English Channel the reality storm
  has an average value of 23.
  Other than the English Channel the
  reality storms occasionally blow away,
  leaving clear blue skies behind. It is
  during these times that a safe entry
  into the Cyberpapacy is possible. But
  people making the crossing run the
  risk of being caught in a storm as it
  rolls back in. Depending on the game
  master’s wishes and sense of drama,
  the gap in storm can last long enough
  for characters to get though or merely
  be a brief lull.
  Passing through the storms is tax-
  ing, but not impossible. The character
  attempts to beat the storm’s value with
  her reality skill. The player may use
  cards and Possibilities. If the character
  is successful, she passes through the
  storm with no ill effects. In the more
  likely event that she fails, the amount
  she failed by is read from the Storm
  Results table. Storm multipliers and
  maelstrom results are ignored, only
  the loss of Possibilities and transform
  results are important. A character who
  is transformed loses all her Possibili-
  ties, but gains a neural jack and cyber-
  ware on a roll of the die as mentioned
  above: 1-12 = 1 item; 13-19 = 2 items;
  20+ = 3 items
  Example: Marie Clare enters the
  reality storm on the German border.
  She pits her reality against the storm’s
  value of 20, and fails by 5 points. Check-
  ing the table, “-3 Storm X2” is the
  result; Marie loses 3 Possibilities. When
  passing back through the storm to Core
  Earth, a similar procedure is followed.
  Cyberpapacy Characters In a  Storm
  The reality storms at the border  are
  in a large part filled with the Cyber-
  papacy reality. Cyberpapacy charac-
  ters gain a +3 bonus to  reality total
  when passing through a storm (or +3
  to Toughness if an ord). If a Cyberpa-
  pacy character is transformed, he loses
  cyberware on the action die roll: 1-12 =
  1 item; 13-19 = 2 items; 20+ = 3 items.
  The character is transformed to the
  Core Earth reality, unless he is in the
  English Channel storm, in which case
  he is transformed to either Core Earth
  or Aysle at the game master’s discre-
  tion.
  
  59
  Chapter Seven Skills
  n the realm of the Cyber-
  pope new skills are avail-
  able to characters. Some
  of these, such as cyberdeck
  operation and cybertech are
  a direct result of the changes brought
  about by the Tech Surge. Others, like
  Forgery and streetwise, are skills
  brought to the forefront by characters’
  struggle to survive the advent of the
  Cyberpapacy.
  Perception  Skills
  Cyberdeck Operation
   This skill is used for operating
  cyberdecks. It allows a character with
  a cyberdeck to travel through the
  GodNet, enter data constructs, extract
  data from them, and engage in GodNet
  combat.
  The cyberdeck operation skill is es-
  sential to decker’s if they are to sur-
  vive the GodNet. A highly skilled
  decker can even run the GodNet with-
  out resource to cyberdeck programs,
  although most deckers prefer to use
  the extra edge that programs give them
  (see The GodNet Sourcebook for more
  information).
  In combat, a decker uses her attack
  skill value, plus cyberdeck operation adds
  plus cyberdeck response adds to gen-
  erate an attack total which is used to
  overcome an opponent’s defense.
  When defending, a character’s net skill
  value is equal to her defensive skill
  value plus cyberdeck operation adds plus
  cyberdeck response adds. Cyberdeck
  operation is also used when accessing
  data or manipulating constructs.
  A decker’s stealth value is used
  whenever a decker wishes to stay hid-
  den within the GodNet. It is equal to
  the deck’s stealth plus cyberdeck opera-
  tion value.
  The cyberdeck operation skill cannot
  be used unskilled.
  Disguise
  The disguise skill listed on page 54
  or the World Book is also native to the
  Cyberpapacy. Disguise is now defined
  as native to all realms (including Core
  Earth) except the Living Land. It may
  be used unskilled.
  Forgery
  A character with the forgery skill
  can create false documents, banknotes,
  etc. The forger generates a total to
  determine how successful a forgery is:
  this is the difficulty number for other
  characters to spot it the forgery for
  what it is. They attempt to overcome
  the forgery’s difficulty number with
  their Perception or evidence analysis.
  Characters with the artist skill (in
  an appropriate art form) can use it to
  help forgers in their work by provid-
  ing convincing copies of artwork and
  logos. The artist first generates an art-
  ist total against a difficulty number of
  12. Each success levels adds one point
  to the  forgery total, so that a good level
  of success is worth +3.
  Situation
      Modifier
  Cursory glance
  -3
  Casual inspection
  0
  Careful inspection
  +3
  Guards or bank tellers alerted
  to possible forgeries
  +5
  Forgery is a new skill which is native
  to all realms (including Core Earth)
  except for the Living Land.
  Forgery cannot be used unskilled.
  Scholar (Computer Science)
   A scholar with computer  science can
  operate a cyberdeck, but he is treated
  as unskilled when doing so.
  Mind  Skills
  Cybertech
   This skill is used to build and re-
  pair cyberdecks and cyberware. It also
  provides knowledge of their compo-
  nent parts and the principles govern-
  ing their operation.
  To build or improve upon an item
  of cyberware a character needs access
  to cybernetic parts. The character then
  spends three days assembling the parts
  or tinkering with an existing item of
  cyberware. At the end of that time a
  cybertech skill check is made; the dif-
  ficulty number for success is based on
  the item’s cyber rating (listed in Chap-
  ter Ten).
  Cyber
  Difficulty
  Rating
  Number
  1
  8
  2
  10
  3
  12
  4
  13
  5
  15
  6
  18
  Building and Improving Cyber-
  ware: On a minimal success, cyber-
  ware malfunctions on a roll of 1 or 2
  one the action die (see Systems Fail-
  ure, page 90). With an average or good
  success the cyberware functions as
  described in the  Chapter Ten.  On an
  average or good success, cyberware only
  malfunctions on a roll of 1 on the ac-
  tion die.
  With a superior success, the
  cyberware’s performance is increased
  by one point, at no extra increase in
  cyber rating. With a spectacular suc-
  cess there is no chance of a systems
  failure, and the cyberware’s perfor-
  mance is increased by one point with
  no increase in cyber rating.
  Example: Slash Louis starts work
  on a cyber leg with a strength of +3 and
  
  Torg: The Cyberpapacy
  60
  cyber value of +3. He spends three
  days assembling them, and then makes
  his cybertech check. Louis’s luck is in
  and he gets a spectacular success. He
  improves the strength of the cyber leg
  to +4, but its cyber rating remains at 3.
  Also the cyber legs are so well made
  that they will not suffer from systems
  failure.
  Repairing Faulty Cyberware: To
  repair faulty cyberware the character
  needs to spend one day and beat a
  difficulty number of 8; repairs can be
  made in one hour on a cybertech total of
  15. There are no special results from
  better than minimal results.
  Cybertech cannot be used unskilled.
  Psychology
  The psychology skill helps a charac-
  ter to recover from mental wounds
  and can be used to offset the effects of
  cyberpsychosis. Using psychology to
  aid sufferers from mental wounds re-
  quires a successful skill check. The
  difficulty number of the skill check
  depends on how badly the character is
  wounded.
    Victim’s Mental
  Difficulty
  Wound Level
  Number
   Wound
  8
  Heavy Wound
  12
  Mortal Wound
  15
  If the psychology check succeeds, the
  patient adds the result points to the
  bonus rolled during his recovery
  check. Only one psychology roll may be
  made per day on a character.
  Overcoming Cyberpsychosis:
  Helping a character overcome
  cyberpsychosis requires one week. The
  difficulty number is equal to the
  character’s cyber value. The patient
  selects one item of cyberware that he
  wants psychological help with. If the
  psychologist successfully beats the
  difficulty number, the character can
  reduce the cyber rating of that item of
  cyberware by one. However, cyber
  ratings cannot be reduced to less than
  one. Even the most well-adjusted cy-
  borg can never have a cyber value
  which is less than his number of cyber-
  ware parts. Psychology cannot be used
  as self-treatment.
  Example: Hans Strucker undergoes
  psychology for a week. He currently
  has a cyber value of 15. Doctor Frung
  has a psychology skill of 14. Doctor
  Frung succeeds in beating Hans’ cyber
  value and reduces the cyber rating of
  Hans’ cyber legs from 5 to 4.
  Therapy can also have an adverse
  affect on a character. Any time the
  psychology roll is missed by 5 or more
  points, the cyber rating of the item is
  immediately increased by 2.
  Psychology cannot be used unskilled.
  Science (Computers)
  Science (Computers) or computer sci-
  ence can be used to write, protect and
  remove protection from programs.
  (See The GodNet sourcebook, page 59.)
   Computer science cannot be used
  unskilled.
  Streetwise
  This skill is useful when it comes to
  living on the streets. A successful
  streetwise check lets a character know
  how potentially dangerous an area is,
  the best places to go to contact shadow
  marketeers, the best ways of dealing
  with street gangs, etc. It is useful for
  recognizing the local street gangs, and
  knowing something about them.
  Streetwise is also the ability to sur-
  vive in an urban environment. It in-
  cludes finding shelter, procuring food
  and water, and avoiding disease and
  pacifying local streetpunks.
  Situation
     Difficulty
       Number
  Assessing an area
  8
  Contact shadow marketeers,
  recognizing street gangs,
  finding shelter, procuring
  food and water
  10
  Pacifying streetpunks, others
  who live on the streets
  13
  When procuring food and water,
  the number of result points generated
  equals the number of meal’s worth of
  food and water found.
  When pacifying street punks and
  gang members, the result points gen-
  erated can be used as a bonus to in-
  crease charm and persuasion  skill
  checks.
  Streetwise may also be used instead
  of the taunt skill when used against
  street punks.
  Streetwise is a new skill which is
  native to any cosm which has cities.
  For procuring food and water
  Streetwise may be used unskilled. The
  other aspects of the skill may not be
  used unskilled.
  
  61
  Chapter Eight
  Miracles of Faith
  he Cyberpapacy is more
  than just a collection of
  religious fanatics wield-
  ing the latest in cyber-
  ware, it is also a potent
  spiritual force. Miracles have long been
  accepted and performed in Magna
  Verita, and are now available on Earth.
  The clerics of Magna Verita have
  always worked adverse miracles on
  heretics and heathens. They use their
  own focus and faith to power these
  miracles.
  Modifiers to Miracles
  The modifiers on page 126 of the
  game master’s section of the Torg Rule-
  book are amended for members of the
  Avignon Papacy. The doctrine of the
  Avignon Papacy is deeply entrenched
  in the belief that heresy and heathen-
  ism pose a mortal threat to the souls of
  all god fearing people. Miracles which
  cause harm to others are defined as
  adverse miracles and receive the bless-
  ing of the Church. In effect, this means
  that adverse miracles used against
  heretics and other enemies of the faith
  are in accordance with the values of
  the Avignon Papacy. They do not suf-
  fer from the +15 modifier for violating
  or stretching belief.
  Similarly, adverse miracles defend
  the faithful against another faith by
  striving to destroy that faith, so the -5
  modifier is gained. But the need for
  adverse miracles is often not immedi-
  ate, so they suffer from the +5 modi-
  fier. In most circumstances these modi-
  fiers cancel each other out. So mem-
  bers of the Cyberpapacy when using
  adverse miracles ignore modifiers for
  circumstances. They never gain the -3
  modifier for being needed urgently,
  or in a life threatening situation.
  Beneficial miracles are treated in a
  similar manner. A bless defends the
  faithful, but is often not needed im-
  mediately, so it receives no modifiers.
  Beneficial miracles, however, may
  gain the -3 modifier when their need
  is urgent.
  Characters of other faiths are in a
  similar position. They are in a life and
  death struggle with the Avignon Pa-
  pacy and so may use adverse miracles
  freely, but only against the Papacy.
  When using a curse against a street
  punk, a character is subject to the
  modifiers listed in the Torg Rulebook.
  Crucifixes
  Crucifixes are worn by all members
  of the Cyberpapacy. These items are
  imbued with spiritual power. Those
  of the clergy have a focus bonus, most
  of these having a focus bonus of +1
  which is added to a character’s own
  focus skill. Higher level clergy possess
  crucifixes with bonuses of 3 or 4. The
  Cyberpope’s crucifix contains a focus
  bonus of five; he has another with a
  bonus of five which is currently being
  used by the Inquisition.
  Blessing Vow
  Many members of the Church have
  taken a blessing vow which increases
  one of their attributes by 1-4 points.
  The level of the blessing vow varies
  according to who has invoked the
  power. The following are general
  guidelines only.
  Cyberpriests, Inquisitors and
  Hospitallers have an average increase
  of 2 on their Spirit attribute.
  Bishops and Archbishops have a 3
  point increase to Spirit.
  Cardinals have a 4 point increase
  on their Spirit.
  Most members of the Church Po-
  lice have a blessing vow of 1 on their
  Toughness or Dexterity.
  The characters in Chapter Nine
  have this vow built into their statis-
  tics; the parenthetical values are the
  values if the blessing vow were re-
  moved.
  Miracles of the
  Cyberpapacy
  The Cyberpapacy has access to
  miracles brought from Magna Verita.
  In addition to the miracles listed be-
  low, the Cyberpapacy has miracles
  nearly identical to the following Core
  Earth miracles: bless, blessing vow,
  cure disease, healing, multiply food,
  ritual of hope, ritual of purification,
  ward danger, ward enemy; for com-
  pleteness they are given below.
  Where the miracle descriptions dif-
  fer from those previously published
  (in the World Book or The Forever City)
  the rules in this book take precedence.
  In the descriptions below the diffi-
  culty is often expressed as “faith or
  Spirit of target.” This means use the
  faith value if the character has faith,
  the character’s Spirit if she does not
  have faith.
  Alter Disease
  Spiritual Rating: 14
  Community Rating: 9
  Difficulty: see below
  Range: touch
  Duration: na
  Effect: changes attributes of dis-
  ease
  Alter disease can have many effects;
  the miracle worker may only choose
  one of these per miracle. Minimal or
  better success can make the disease
  incommunicable, so that no one else
  need catch the disease. Alter disease
  can slow the effects of a disease ( on an
  average or better result), causing the
  disease to take twice as long to run its
  course as normal. It can be used to
  speed the effects of the disease (an on
  average or better result), making the
  disease works its way through twice
  as quickly. On a superior or better suc-
  cess, the target character may be given
  a +3 bonus to fight off the disease.
  On a spectacular success, the way in
  which the disease is transmitted may
  be altered in any way the focus charac-
  ter sees fit, as long as the method
  conforms to one in which a disease
  can spread.
  The difficulty of alter disease de-
  pends on the disease.
  
  Torg: The Cyberpapacy
  62
  earning Miracles from Other Cosms
  L
  It is possible for characters
  with the focus skill to acquire
  miracles from other cosms. Three
  conditions must be met before it
  is even possible to acquire a
  miracle.
  1. The religious beliefs of the
  faith from which the miracle
  originates must be compatible
  with the beliefs of the religion of
  the character acquiring the
  miracle.
  Example: The faith of the Cy-
  berpope explicitly denies the va-
  lidity of other religions. A char-
  acter with Cyberpapist faith and
  focus could not learn the miracles
  from any other cosm. However
  other faiths might be able to learn
  Cyberpapal miracles.
  2. The character acquiring the
  miracle must be able to explain
  the miracle as a function of his
  own religion. If the player can-
  not explain to the gamemaster
  how the miracle could be a mani-
  festation of his character’s faith,
  the character cannot acquire the
  miracle.
  3. The character must have
  witnessed the miracle.
  To acquire the miracle, the
  character must invoke his deity
  (page 127 of the Torg Rulebook)
  using the spiritual axiom of the
  cosm to which the miracle be-
  longs, i.e. gaining Living Land
  miracles is done using the spiri-
  tual axiom of the Living Land.
  When making the invocation the
  Condition Modifier chart on page
  127 of the Torg Rulebook is in ef-
  fect. Also, when attempting to
  gain miracles from the Cyber-
  papacy, the difficulty of the in-
  vocation is increased by the faith
  modifiers on page 67.
   If this invocation is success-
  ful, the miracle is granted. The
  character may now pray for this
  miracle as he would any other
  miracle with which he is famil-
  iar. If the invocation is unsuc-
  cessful, the character is denied
  that miracle, now and forever.
  When attempting to acquire a
  miracle, a player may play cards
  for his character, but may not
  trade or receive cards from any
  other player. Acquiring a miracle
  is a private affair between a char-
  acter of faith and his deity.
   The particulars of the miracle
  remain the same, except for its
  spiritual rating, which is raised
  to the spiritual axiom level of its
  cosm if it is lower than the level
  of the cosm. The axiom level of
  the cosm was integral in acquir-
  ing the miracle, and the invoca-
  tion makes that axiom level the
  minimum for the miracle. If the
  spiritual rating is already higher
  than the cosm level, it remains
  unchanged.
  Miracles from the Living Land
  are easier to acquire than those
  from Core Earth, but are likely to
  cause four-case contradictions
  anywhere but the Living Land.
  Core Earth miracles are more
  difficult to obtain, but cause
  fewer contradictions.
  Disease
  Difficulty
  24-hour bug
  8
  Influenza
  10
  Pneumonia
  12
  Cancer
  18
  AIDS
  22
  Alzheimer’s Disease
  25
  Bless
  Spiritual Rating: 9
  Community Rating: 10
  Difficulty: 10
  Range: touch
  Duration: one hour
  Effect: adds success levels to all
  bonuses of one attribute of one char-
  acter.
  Like the Core Earth bless, this
  miracle infuses the target character
  with spiritual energy. For all actions
  which the target character takes with
  the blessed attributes (or a related
  skill), the character receives a bonus
  modifier equal to the success level of
  the miracle.
  Blessing Vow
  Spiritual Rating: 9
  Community Rating: 6
  Difficulty: 8
  Range: voice
  Duration: until vow is broken
  Effect: adds success levels to one
  attribute for one character.
  A blessing vow may only be per-
  formed as a ritual. The blessed affirms
  that the Cyberpope is the Vicar of
  Christ, and swears to uphold and pro-
  tect the ideals of the Avignon Papacy,
  as expressed by the Cyberpope, for as
  long as he shall live. In exchange, the
  blessed has one attribute chosen by
  the focus character increased by the
  success level of the miracle. A charac-
  ter may only have one blessing vow on
  him at one time.
  Crisis of Faith
  Spiritual Rating: 12
  Community Rating: 13
  Difficulty: target’s faith
  Range: voice
  Duration: number of rounds equal
  to result points
  Effect: causes target to doubt his
  gods.
  
  63
  Chapter Eight
  If successful, the target character(s)
  loses the use of his faith skill for the
  duration of the miracle’s effect. If used
  against more than one character, use
  the One-on-Many table. If used against
  a person with faith in the Cyberpa-
  pacy, the invoker must achieve a supe-
  rior success.
  Cure Disease
  Spiritual Rating: 10
  Community Rating: 8
  Difficulty: see below
  Range: touch
  Duration: na
  Effect: cures the disease
  Cure disease destroys the disease
  that is ravaging the target character.
  The character is cured, but must re-
  gain her strength over time or through
  additional means. An important dif-
  ference between this miracle and the
  Core Earth equivalent is that this
  miracle absolutely will not work on
  characters possessing any magic skill.
  Disease
  Difficulty
  24-hour bug
  8
  Influenza
  10
  Pneumonia
  12
  Cancer
  18
  AIDS
  22
  Alzheimer’s Disease
  25
  Curse
  Spiritual Rating: 14
  Community Rating: 9
  Difficulty: faith or Spirit of target
  Range: faith total
  Duration: one hour
  Effect: subtracts success levels from
  all bonuses of one attribute of one
  character
  A curse is directed against any char-
  acter within range. The cursed char-
  acter receives a negative bonus modi-
  fier of one point for each level of suc-
  cess attained by the miracle.
   For example, an average success at-
  tained by a cyberpriest against a Resis-
  tance member’s Dexterity results in bo-
  nus modifier of -2 whenever the charac-
  ter uses Dexterity or a related skill.
  The attribute to be affected is cho-
  sen by the bestower of the curse. A
  character can be affected by only one
  curse at a time. It can be countered by
  a bless with an equal of higher level of
  success. When used in this way a bless
  confers no other advantage; the bless
  and the curse cancel out.
  Damn
  Spiritual Rating: 14
  Community Rating: 8
  Difficulty: 8
  Range: Voice
  Duration: Until removed
  Effect: reduces bonus of recipient
  by level of success
  A damn miracle is used on heretics,
  ones the Inquisition has tried and found
  guilty, but not punished by death. It
  causes an upside down cross to appear
  on the recipient’s forehead which brands
  the person as a damned heretic. Damn
  can only be performed as a ritual. It
  reduces any one of the recipient’s at-
  tributes, selected by the bestower, by an
  amount equal to the success level of the
  damn. A minimal success level reduces
  an attribute by one point.
  A character can only have one damn
  laid upon her at one time. It can only
  be removed by a blessing vow with a
  success level equal to or greater than
  the damn. When used in this way, the
  blessing vow confers no other advan-
  tages, as the blessing vow and damn
  cancel each other.
  Eradicate Radiation
  Spiritual Rating: 14
  Community Rating: 13
  Difficulty: 20
  Range: faith
  Duration: na
  Effect: eradicates radiation
  Eradicate radiation is a ritual which
  reduces harmful radiation within
  range to tolerable levels in the area. It
  does not remove the harmful effects
  of radiation sickness from sufferers, a
  cure disease (difficulty 22) is required
  for that.
  Excommunicate
  Spiritual Rating: 14
  Community Rating: 9
  Difficulty: 22
  Range: Voice
  Duration: until excommunication
  is lifted
  Effect: reduces recipient’s Faith and
  Focus adds by level of success
  An excommunication can only be per-
  formed as a ritual. The character who is
  the target of the excommunication must
  be or must have been a member of the
  Cyberpapist, Catholic or Greek Ortho-
  dox Churches. It will not work on other
  characters. During the ritual the charac-
  ter is branded as an enemy of the Church.
  If the ritual is successful the recipient’s
  faith and focus adds are reduced by the
  success level of the miracle. The adds
  are never reduced below zero. For ex-
  ample, an average success reduces an
  excommunicated character’s faith and
  focus skills by two points.
  An excommunication lasts until it is
  removed by a blessing vow with a
  success level equal to or greater than
  the excommunication. When used in
  such a way, the blessing vow only ends
  the excommunication, it does not con-
  fer any other advantages; the blessing
  vow and excommunication cancel each
  other. A character can only have one
  excommunication at any on time.
  Excommunication may be performed
  by all members of the Avignon clergy,
  but one’s rank within the hierarchy
  affects one’s chances of excommuni-
  cating someone.
  Highest
  Bonus
  Title Held
  Modifier
  Deacon
  0
  Priest
  +1
  Abbot
  +3
  Bishop
  +3
  Archbishop
  +5
  Cardinal
  +7
  Cyberpope
  +10
  Exorcism
  Spiritual Rating: 14
  Community Rating: 9
  Difficulty: 10
  Range: voice
  Duration: na
  Effect: drives out creatures in pos-
  session of another’s body
  An exorcism is a ritual which, if
  successful, pits the faith of the charac-
  ter performing the exorcism against
  the faith or Spirit of the creature pos-
  sessing the body. The miracle triggers
  a dramatic skill use, requiring the use
  of the Drama Deck. The check requires
  A, B, and C to be completed, but only
  particularly tough entities require D.
  
  Torg: The Cyberpapacy
  64
  Each round, the community may
  support the focus character in his ef-
  forts to remove the entity. Each time
  an appropriate letter comes up, the
  focus character generates a faith total
  against the entity to succeed at that
  skill step. Each round the entity may
  make a spiritual attack, using it’s Spirit
  or faith against the faith of the focus
  character. If the focus character suffers
  a heavy wound or worse, she loses her
  faith and focus skills (page 125 of the
  Torg Rulebook) and loses the exorcism.
  If the exorcist reaches the appropriate
  skill step, she drives the entity out of
  the host’s body.
  Fanaticism
  Spiritual Rating: 14
  Community Rating: 8
  Difficulty: 10
  Range: voice
  Duration: level of success (rounds)
  Effect: causes a flurry for as many
  rounds as the level of success
  A fanaticism imbues the recipient
  with a zealous belief that God will
  watch over him. The fanatic receives a
  round of flurry for each level of suc-
  cess. For example, a good success gives
  a flurry for three rounds.
  Healing
  Spiritual Rating: 10
  Community Rating: 11
  Difficulty: 15
  Range: touch
  Duration: na
  Effect: reduces wound damage by
  number of success levels
  If the miracle succeeds at all, the
  target removes all KO-conditions and
  shock. In addition, each success level
  of the miracle reduces the target’s
  wound level by one. An average suc-
  cess would remove two wound lev-
  els. If the character is not of the Cyber-
  papacy faith, the miracle modifiers on
  page 67 must be applied to the healing
  attempt.
  Interface
  Spiritual Rating: 14
  Community Rating: n/a
  Difficulty: 16
  Range: touch
  Duration: result points in rounds
  Effect: allows interface with com-
  puter which is not part of the GodNet.
  This miracle allows the character to
  jack into a heathen or heretic com-
  puter, and use it as if it were a part of
  the GodNet. If the system is less than
  tech 26, the decker gains a +3 bonus to
  his cyberdeck operations totals, due to
  the fact that the system is less sophis-
  ticated than the GodNet. The com-
  puter constructs appear bleak and
  drab, all colors are muted. Otherwise
  the character can perform all of the
  actions he could in the GodNet.
  Machine Empathy
  Spiritual Rating: 14
  Community Rating: 10
  Difficulty: 14
  Range: touch
  Duration: result points in rounds
  Effect: gives understanding of ma-
  chine
  The miracle grants the focus char-
  acter a deeper understanding to the
  machine examined, or even the
  GodNet. The focus character gains one
  point of bonus modifier for each level
  of success, i.e. a good level of success
  grants a +3 bonus modifier. This bo-
  nus modifier may be applied to oper-
  ating or fixing the machine.
  This miracle is currently quite rare,
  as it appeared to only a total of six
  priests and nuns. As others pray for
  the miracle, it is spreading slowly.
  The few clergy who can perform this
  miracle most often use it in an attempt
  to sense and eliminated decker within
  the GodNet.
  Mage Net
  Spiritual Rating: 12
  Community Rating: 13
  Difficulty: 12
  Range: voice
  Duration: result points in rounds
  Effect: constrains magic users
  This miracle can only be used
  against characters who have at least
  one magic skill. If successful the mage
  is held fast until she can generate a
  faith or Spirit total equal to the faith
  total of the mage net.
  Mana
  Spiritual Rating: 14
  Community Rating: 13
  Difficulty: 16
  Range: touch
  Duration: until removed
  Effect: sustains character while in
  GodNet
  A character who jacks in to the
  GodNet leaves his body behind while
  his mind and spirit roam the net. This
  miracle sustains the body so a charac-
  ter can stay in the net for day, weeks,
  even years at a time. The body does
  not need sleep, eat or drink while
  being sustained by mana. Its as if the
  GodNet gives them nourishment and
  refreshes them. However the body
  does age while under this miracle.
  The miracle may be removed by
  the focus character, or by the character
  when he exits the GodNet. If the char-
  acter wishes to use his body in any
  way, he must remove the miracle.
  Multiply Food
  Spiritual Rating: 7
  Community Rating: 3
  Difficulty: 13
  Range: 10 meters
  Duration: permanent
  Effect: multiplies existing food
  This miracle is performed on an
  amount of existing food equal to a
  good-sized meal for one normal per-
  son. It must be performed as a ritual,
  during which time members of the
  faithful bring food to the focus charac-
  ter. A successful miracle produced is
  equal to the measure of the result
  points. For example, five result points
  is a value of five, which has a measure
  of 10. Ten meals worth of food have
  been created.
  Net Damnation
  Spiritual Rating: 11
  Community Rating: 13
  Difficulty: faith or Spirit of target
  Range: touch
  Duration: until removed
  Effect: sends GodNet user to Pur-
  gatory in the GodNet
  If the miracle is successful, the next
  time the target enters the GodNet she
  
  65
  Chapter Eight
  Grant Goleash
  finds himself attacked by a number of
  demons equal to the success level of
  the miracle. This occurs each time the
  user enters the GodNet, until eventu-
  ally the user is overpowered and trans-
  ported to Purgatory.
  Ritual of Hope
  Spiritual Rating: 5
  Community Rating: 5
  Difficulty: 12
  Range: voice
  Duration: na
  Effect: restores lost faith
  The ritual of hope must be performed
  as a ritual; it restores a character’s lost
  faith, whether it was lost due to a
  failed miracle or spiritual damage.
  Once the character has undergone the
  ritual, she may use her faith and may
  be fully healed, if before spiritual dam-
  age had prevented her from being
  healed.
  Ritual of Purification
  Spiritual Rating: 3
  Community Rating: 15
  Difficulty: 10
  Range: voice
  Duration: na
  Effect: restores lost focus
  This miracle may only be cast as a
  ritual. The ceremony heightens aware-
  ness of one’s religion and removes
  impurities of the mundane and the
  material from the spirit. The target
  regains the use of his focus skill,
  whether lost to spiritual damage or a
  failed miracle.
  Rood Awakening
  Spiritual Rating: 12
  Community Rating: 14
  Difficulty: Spirit or faith of target
  Range: touch
  Duration: rounds equal to the
  miracles result points
  Effect: Causes target to experience
  the agony of crucifixion.
  This miracles causes the target’s
  body to become rigid in a cruciform
  position, suffering all the agonies of
  crucifixion. The victim suffers two
  shock points per round and canper-
  form no other actions than attempting
  to break free. Breaking free requires a
  faith total of 22, or the focus character
  to release his victim.
  Stay Disease
  Spiritual Rating: 14
  Community Rating: 10
  Difficulty: 11
  Range: touch
  Duration: result points in months
  Effect: stops symptoms of disease
  Stay disease stops the symptoms of
  
  Torg: The Cyberpapacy
  66
  a diease, and prevents the disease from
  ravaging a character. If the target can
  rid himself of the disease before the
  miracle expires, she has spared her-
  self all the agony of the disease.
  This miracle saw frequent use on
  Magna Verita, where relatively minor
  priests could halt the effects of a hor-
  rible disease, and claim credit for a
  cure.  The same tricks were used on
  Earth, but stay disease saw an even
  more insidious use on this campaign.
  Cardinals used alter disease to change
  the way AIDs was transmitted, to al-
  low the disease to spread through
  casual contact. Another alter disease
  caused this mutated version of the
  virus to affect people more quickly.
  Then agents were given the disease,
  and stay disease was cast upon them.
  Like Typhoid Mary, these walking
  plagues struck many who were con-
  sidered dangerous to the cause of the
  Cyberpapacy.
  Unbeliever’s Doom
  Spiritual Rating: 14
  Community Rating: 10
  Difficulty: 15
  Range: voice
  Duration: na
  Effect: attacks unbelievers
  This miracle causes damage to an
  unbeliever (a character who does not
  have faith in the Cyberpapacy). The
  faith total of the miracle is compared
  the faith or Spirit of the target, and the
  result points are read as physical dam-
  age. The miracle manifests itself as a
  hot blue, bubbling energy about the
  skin of the target.
  The more of an unbeliever the tar-
  get, the greater the damage done to
  him. The table below, derived from
  the Law of the One True God, summa-
  rizes the damage bonuses.
  Character’s Faith
  Modifier
  Catholic or Greek Orthodox
  +1
  Protestant/
  The Secullam(Orrorsh)
  +2
  Muslim or Jew
  +3
  Hindu/Aysle religion/Egyptian
  Religion (Nile Empire)
  +5
  Shintoist/Buddhist/Taoist/
  Palanic (Nippon Tech)
  +6
  Haitian/Shaman/Animist /
  Keta Kalles (Living Land)
  +7
  Atheist
  +8
  Character has magic skill(s)
  +3
  Example: a Hindu magician char-
  acter is targeted by an unbeliever’s
  doom. If successful, the faith total of the
  miracle is increased by eight.
  Vex
  Spiritual Rating: 14
  Community Rating: 8
  Difficulty: faith or Spirit of target
  Range: Voice
  Duration: level of success
  Effect: recipient is stymied
  A vex works just like a stymie: the
  recipient loses his first roll again, in-
  cluding an up on the conflict line or a
  spent Possibility. It lasts for one round
  per level of success. For example, a
  superior success would last for three
  rounds.
  Ward Danger
  Spiritual Rating: 9
  Community Rating: 6
  Difficulty: 13
  Range: Voice
  Duration: performance
  Effect: increases difficulty of harm-
  ing character
  Ward danger gathers the spiritual
  energy of the faithful and attempts to
  decrease the chance of the commu-
  nity coming to harm. The faithful must
  be praying for protection from one
  source of danger, and it must be a
  source of danger of which they are
  aware. If worshippers are praying for
  protection from a tornado, the miracle
  would have no effect against a terror-
  ist who launched a missile at the wor-
  shippers.
  For each level of success of the
  miracle, the difficulty number to harm
  a character protected by ward danger is
  increased by three. Note that this does
  not increase a character’s Toughness (or
  other resistant attribute) should harm
  fall. This clarification holds for the
  Core Earth miracle as well.
  Ward Enemy
  Spiritual Rating: 9
  Community Rating: 6
  Difficulty: 0
  Range: self
  Duration: performance
  Effect: protects from attacks of evil
  creatures
  The Cyberpapal ward enemy works
  against all entities, such as ghosts and
  demons, and against all magic using
  characters. While heretics are enemies,
  they are not defined as such by the
  mythos. This miracle does not require
  a focus total. If the character does not
  have focus, she must have a crucifix.
  Note: the changes below apply to
  all versions of ward enemy, includ-
  ing that listed on page 131 of the Torg
  Rulebook.
  A warded character may not be
  attacked by physical, magical, or spiri-
  tual means. Test of will , trick, taunt,
  and intimidate may be used; on a
  player’s call the warded character has
  succeeded in getting the warding char-
  acter to lower his ward danger. Other
  effects apply if the warding character
  must perform an action, including
  generating another ward danger. The
  only possible enemy attack is a faith
  attack; the attacker generates a faith
  total against the faith total of the
  miracle. This counts as the enemy’s
  action that round. If the enemy’s total
  is higher, the ward is breached, and
  the character suffers the result points
  in spiritual damage. The warding
  character must enact the ward again
  at his next opportunity if he wishes to
  be protected.
  If the miracle’s total is higher, the
  enemy fails to breach the ward. The
  enemy takes spiritual damage equal
  to the result points. However, the
  enemy’s attack does cause the ward to
  waiver. The warding character must
  expend his next action to generate a
  ward enemy total, or the ward col-
  lapses at the end of his action round.
  
  67
  Chapter Nine
  Characters and
  Creatures
  Grant Goleash
  reatures found in the Cy-
  berpapacy 
  include
  Ravagons and Gospogs
  serving Jean Malraux I.
  The cyberpriests have cre-
  ated cartagras, cyberneti-
  cally controlled automatons, and car-
  ried out cybernetic enhancements on
  animals. Gargoyles from Magna Verita
  have also been employed by the Cyber-
  pope to act as guards for Church estab-
  lishments. Demons have entered the
  Cyberpapacy and now lurk in the moun-
  tains and sewers of many towns and
  cities.
  Entities
  Entities, demons, hellhounds, incubi
  and succubi, come from Magna Verita.
  When the Tech Surge hit France, the
  entities saw their chance and rode the
  released Possibility energy into and
  across the nascent Cyberpapacy. Some
  were sucked into the GodNet. The oth-
  ers have taken up residence in out of the
  way places from which they sneak out
  to feed on humans and animals.
  Entities exist within the GodNet.
  These entities are able to leave the
  GodNet by possessing deckers and
  cyberpriests or materializing out of a
  line. They use spiritual combat as de-
  scribed on page 68 of The GodNet
  sourcebook.
  Materialization
  Most demons, and other entities,
  have the ability to materialize from
  the GodNet. This materialization
  power is a form of apportation magic,
  and allows them to exit the GodNet at
  a jack or other interface. To material-
  ize unopposed requires a material-
  ization total of eight. When material-
  izing through a jacked-in character,
  that character’s cyberdeck operation
  value (Perception if unskilled) is the
  difficulty number. If a character has
  defenses against magic, specifically
  apportation/ entity, these may be used
  instead of the cyberdeck operation value,
  if the decker so chooses.
  The entity can return to the GodNet
  by touching a jack or other interface
  and generating a materialization to-
  tal of eight.
  Booster Dogs
  Booster dogs are used to guard in-
  stallations, to attack enemies, and as
  trackers by the Cyberpapacy. They are
  fitted with cyber enhancements ac-
  cording to their intended function.
  Booster Dog
  DEXTERITY 12
  Dodge 13, maneuver 13, running 14,
  swimming 13, unarmed combat 14
  STRENGTH 8
  TOUGHNESS 9 (14)
  PERCEPTION 7
  Find 10, track 13,
  MIND 3
  Test of will (8), willpower 8
  CHARISMA 3
  Taunt (6)
  SPIRIT 4
  Intimidation 8
  Possibility Potential: some (80)
  Natural tools: Bite damage value 12
  Equipment: HallowMesh (+5/ ar-
  mor value 14), Cyberware: Cyberware
  varies according to the dog’s function.
  Generally each dog has a cyber value
  of 12 or less, if more cyberware is
  required, the dog is turned into a
  cartagra under the control of a handler
  or ActChip. All booster dogs have
  apotheducts and Jaz packs.
  Guard Dog: BelleScan, CSI HotShot,
  BelleSee TeleSight, Fangs (damage
  value 14); cyber value 10
  Attack Dog: CSI LtFilta, MB Adre-
  nal Booster (+3 DEX, STR, for 3 min-
  
  Torg: The Cyberpapacy
  68
  utes), MB Charger 1 (+1 DEX, Fangs
  (damage value 14/ 17 with adrenal
  boosters), The Clamp; cyber value 11
  Tracking Dog: BelleView 20-20, TSE
  Sniffer II, TSE Bloodhound, TSE Tasty
  Scent; cyber value 11
  Bright Bones
  Bright Bones are a creature of the
  GodNet which have only recently been
  discovered. Their appearance is prob-
  ably a consequence of the neoCathari
  heresy in Albi. Bright Bones seek out
  any jackpriests or other deckers not
  aligned with the neoCathari. They
  block entry to data vaults, and small
  groups have even been known to tem-
  porarily blocade an exchange. The
  neoCathari faithful reputedly have a
  miracle which will get them by a Bright
  Bones, but if so, the Cyberpapacy does
  not have access to this miracle.
  Bright Bones communicate through
  loud noises accompanied by jumbled
  messages flashing along their bones.
  If a decker makes a successful charm
  action a Bright Bones will communi-
  cate with her. However, Bright Bones
  are hostile to all they meet, except for
  agents of the Cyberpapacy, who are
  are treated as enemies. It is possible
  for a decker to persuade a Bright Bones
  to allow her to pass, but not very
  likely given its Mind and disposition.
  The Bright Bones were a hot topic
  in the open vaults and data huts which
  dot the GodNet. Soon it became ap-
  parent that Cyberpapal agents were
  not welcome in the net in the region of
  Albi. Albi became a magnet for cyber-
  leggers, freelance technicians and
  deckers; quite a few were destroyed
  by the Bright Bones when they tried to
  enter the net. This slowed the immi-
  gration and the enthusiasm.
   Bright Bones
  DEXTERITY 15
  Stealth 20 (appear as background
  noise until discovered), unarmed
  combat 19
  STRENGTH 19
  TOUGHNESS 20
  PERCEPTION 16
  find 28, trick 18
  MIND 24
  Test of will 25
  CHARISMA 15
  Taunt 18 (20)
  SPIRIT 20
  Intimidation 22
  Possibility Potential: Some (12)
  Natural Tools: Scramble touch 26
  (MIN+2); causes mental damage by
  jumbling signals sent through cyber
  interface while boosting them a thou-
  sand-fold. Armor +4 (armor value 24;
  added to Mind in the GodNet; should
  a creature ever leave the GodNet the
  armor is added to its Toughness).
  Cardinals
  As members of the College of the
  Way, Cardinals have the ear of Jean
  Malraux I. This gives them access to
  the best of the Church Police, cyber-
  priests, and jazuits as part of their
  retinue. Cardinals are Malraux’s first
  choice for missions of urgent impor-
  tance. They may may travel far, but
  they never travel alone; a cardinal’s
  retinue is rarely fewer than 12, and
  usually is 40 or more.
  Cardinals dress in the red robes of
  office, and any cyberlimbs are usually
  hidden when traveling to other realms.
  Typical Cardinal
  DEXTERITY 9
  Dodge 10, fire combat 11, stealth 10
  STRENGTH 9
  TOUGHNESS 9 (16 with armor)
  PERCEPTION 11
  cyberdeck operation 17, evidence
  analysis 15, find 13, language 13,
  scholar (religion) 15, trick 14
  MIND 12
  Test 14, willpower 14
  CHARISMA 13
  Charm 15, persuasion 16,
  SPIRIT 18 (14 without blessing
  vow)
  Faith 22, focus 21, intimidation 20,
  reality 21
  Three other skills at +1 add at
  gamemaster’s discretion.
  Possibilities: 10 to 35
  Equipment: IRCOM Custom Vee
  Cyberdeck (response +2, stealth +3,
  processor power 4, storage 5), Cyber-
  ware: NeuraCal, EpiphaNeur ,
  interdermal plate (head and body; +7/
  armor value 16), FFO CamEye, CSI
  LEDs, FFO NightView, Avro PR II.V
  (damage value 19), slicers (STR+2/
  damage value 11); cyber value 17
  Cartagras
  Cartagras are the cybernetically
  controlled husks of people who have
  had their personalities chipped into
  the GodNet. These automatons are
  kept alive on life support machines
  until they are needed. They are fitted
  with control devices and ChipHolders
  designed to take ActChips and Spirit
  chips. 
  Control 
  devices 
  and
  ChipHolders are usually attached to
  the side of the neck.
  The majority of cartagras are au-
  tomatons operated by ActChips pro-
  grammed with certain preset tasks.
  They are used for a variety of func-
  tions: from gardeners to expendable
  troops. The level of ActChip sets a
  cartagra’s skill value; otherwise, it has
  none. Skill values are usually set at 10
  or 11. A cartagra may be controlled by
  up to three chips at once.
  If a cartagra is not chipped for an
  activity, its Perception, Mind, Charisma
  and Spirit all have a value of 5. Strength
  and Toughness remain at the original
  value of the character; Dexterity, unless
  enhanced by a chip, is reduced by three.
  Cartagras are unaffected by test of
  will, taunt, and intimidation. Maneuver
  and trick do affect them. Cartagras never
  perform any of these actions unaided.
  Control of a cartagra can be
  switched from ActChip to the direct
  control of a cyberpriest who operates
  it from a GodNet terminal. The
  cyberpriest sees and hears as though
  he were actually in the body of the
  slave. He may use test of will, taunt,
  intimidation, and trick by using the
  cartagra as a channel for his own skills
  Cartagras may be linked together in
  groups of up to 10 and controlled by
  one cyberpriest. The other nine cartagras
  conduct actions at a -3 bonus modifier;
  the one directly controlled by the
  cyberpriest suffers no penalty. The
  cyberpriest may switch which cartagra
  he controls each round. He may tie the
  others to it, or cause them to go dormant
  or perform according to their ActChips.
  Cartagras acting on the ActChips are
  essentially autonomous, and do not
  suffer the -3 bonus modifier.
   Cartagras fitted with Spirit chips
  are controlled by the Spirit chip and
  use the cartagra’s Strength and Tough-
  ness. The Spirit chip provides the
  cartagra with Perception, Mind, Cha-
  
  69
  Chapter Nine
  Rick Harris
  risma and Spirit. It also restores the
  cartagra’s Dexterity to its full level, as
  the Spirit chip controls hand to eye
  coordination. Cartagras controlled by
  Spirit chips are affected by taunt, test of
  will, and intimidation.
  Cartagras are fitted with a variety
  of cybernetic devices. In certain cir-
  cumstances some cartagras may be
  fitted with so much cyberware that
  they are virtually machines.
  Cartagras
  DEXTERITY 5
  Three skills at values 10 or 11 from
  ActChip
  STRENGTH 9
  TOUGHNESS 9
  PERCEPTION 5
  MIND 5
  CHARISMA 5
  SPIRIT 5
  Possibility Potential: none
  Equipment: any; Cyberware: any
  Charger Horses
  Charger horses or chargers are cy-
  bernetically-enhanced horses that
  were created when the Hospitallers
  crossed the Maelstrom Bridge to Earth.
  They have since been developed to
  increase their performance and are
  now produced for Hospitaller units.
  Charger Horse
  DEXTERITY 10
  Doge 10, running 11 (speed 11) ,
  unarmed combat 12
  STRENGTH 12
  TOUGHNESS 12 (18 )
  PERCEPTION 5
  MIND 3
  Willpower 8
  CHARISMA 3
  Taunt (6)
  SPIRIT 3
  Intimidation 9
  Possibility Potential: some (75)
  Equipment: Cyberware: NeuraCal,
  CSI LtFilta, Interdermal plating +6 (ar-
  mor value 18), Homer, MB Adrenal
  Booster, MB Blocker, The Clamp; cyber
  value 15.
  Church Police
  Church Police wear black Armor of
  God with black helmets and silvered,
  or black, visors. Their helmets contain
  communication gear which keeps
  them in touch with other Church Po-
  lice within a one kilometer range.
  There are many types of Church
  Police as they perform many different
  types of duties. The most common
  Church Policeman is the patrolman,
  known as a streetbeater. Other rela-
  tively common types are given below.
  Church Police (Streetbeater)
  DEXTERITY 10*
  Dodge 12, energy weapons 13, fire
  combat 12, melee weapons 12, un-
  armed combat 12
  STRENGTH 9
  TOUGHNESS 9*(17 )
  PERCEPTION 9
  Find 10, first aid 10, tracking 10
  MIND 9
  Test 10, willpower 10
  CHARISMA 8
  All of the Church Police types be-
  Persuasion 9, taunt 9
  SPIRIT 9
  Faith 10, focus 10 (12 with crucifix),
  intimidation 11
  Three other skills at +1 add at
  gamemaster’s discretion.
  * +1 to either attribute from bless-
  ing vow
  Possibility Potential: some (65)
  Equipment: Armor of God (+8/
  armor value 17), God Meeter (damage
  value 20) or MAS Fury (damage value
  21), MAS StormGun (damage value
  25) or GWI GodLight (damage value
  24). Smart gun attachments are com-
  mon (+3 targeting bonus). Cyberware:
  EpiphaNeur, BelleSee TeleSight, CSI
  EyeKill Mk. IV, CyberHam Receiver,
  Homer, Throat Mike, MB Charger 1
  (+1 DEX for three minutes), MB
  Blocker. If character has NeuraCal the
  cyber value is 18; if apotheducts and
  Jaz, the cyber value is 16.
  
  Torg: The Cyberpapacy
  70
  low are based on the streetbeater, with
  the listed differences.
  Tech Support: These Church Police
  have cyberdeck operations 12, cybertech
  12, science 11. They do not have unarmed
  combat skills and have either fire combat
  or energy weapons at 10.
  CAT Team: These are Church Po-
  lice teams of from 10 to 15 characters
  who are trained in close assault, ur-
  ban warfare and counter-terrorist tac-
  tics. They have dodge 14, energy weap-
  ons 18( 15 without smart gun link ) ,
  fire combat 17 (14 without smart gun
  link), heavy weapons 14, missile weapons
  14, melee weapons 14, and unarmed com-
  bat 14. They often wear GWI Destroyer
  armor (armor value 19), and each team
  has a mix of weapons: GWI Hellfire
  (damage value 22), MAS StormGun
  (damage value 25), MAS grenade
  launcher (damage value 21), and the
  GWI GodBeam (damage value 26).
  One team member is armed with the
  GWI GodsFire (damage value 30). All
  CAT team members start with smart
  gun accessories, but damaged units
  are not always promptly replaced.
  Detective: When streetbeaters call
  in something unusual, detectives are
  often dispatched to investigate. They
  are more civil than your average
  streetbeater, being more willing to
  coax information out of witnesses.
  Evidence analysis 11, find 12, charm 10,
  persuasion 12.
  Sergeant: A streetbeater who has
  been promoted, but is still working
  the streets. While not within regula-
  tions, sergeants will often have addi-
  tional cyberware, or types of cyber-
  ware replaced with another kind.
  Dodge 13, energy weapons 14, fire combat
  14, trick 12, taunt 10.
  CyberKnight
  “CyberKnights are street punks
  who sold out for a bed and a shiny suit.
  Me, I’ll stay on the street. Forever.”
  —Peter DeVris
  The Avignon Papacy has been re-
  cruiting street warriors by the dozen,
  now hundreds, and soon possibly the
  thousands, to become CyberKnights.
  After a few months on the streets,
  fighting with refugees, Church Police
  and each other, many are ready to join
  a church which promises glory, cyber-
  ware, and heaven to valiant warriors
  who perish for the cause.
  CyberKnights have appeared with
  increasing frequency, and the HOGs
  are often reinforced by these assem-
  bly-line products of GodWare Hospi-
  tals. Those who remain on the street
  are particularly disdainful of
  CyberKnights, who are seen as being
  unable to take what the street dishes
  out. There is also fearful curiosity
  among the more discerning street
  warriors about what happens to all
  the punks who are offered the graces
  of the Church. While there are cer-
  tainly more CyberKnights now than
  ever before, there are not nearly as
  many as have been recruited. This dis-
  crepancy has become the source for
  many wild, often gruesome, rumors.
  CyberKnight
  DEXTERITY 11
  Dodge 12, energy weapons 12, fire
  combat 12, long jumping 13, melee
  weapons 12, running 12, stealth 12,
  unarmed combat 12
  STRENGTH 9
  TOUGHNESS 9 (14)
  PERCEPTION 10
  Cyberdeck operations 11, find 12,
  land vehicles 11, trick 11
  MIND 8
  Survival 10, test 11, willpower 11
  CHARISMA 8
  Taunt 9
  SPIRIT 8
  Faith 10, intimidation 10
  Three other skills at +1 add at
  gamemaster’s discretion.
  Possibility Potential: some (45)
  Equipment: Plexiflex (+4/ armor
  value 13), Herod IV (damage value 19)
  with CSI SmartGun, power dagger
  (STR +5, damage value 13) Cyberware:
  variable, but the most common con-
  figuration is NeuraCal, EpiphaNeur,
  CSI EyeKill MK IV, Homer, Kreelar
  tendons, PlazHops legs (STR +3/ run-
  ning limit value 13, , jumping limit
  value 6, +1 armor add; kicking dam-
  age value 12); cyber value 16
  Cyberpriest or Nun
  Cyberpriests wear black robes over
  their armor, with silver, circuit-covered
  skullcaps. Cybernuns have peaked
  white wimples instead of a skullcap.
  Cybernuns rarely travel alone, usually
  traveling in groups of three or more.
  Cyberpriests are more often solitary,
  and they are more likely to be part of a
  mixed group, meaning they are more
  likely to accompany Church Police on
  business than are cybernuns.
  Cyberpriest or Nun
  DEXTERITY 8
  Dodge 10, fire combat 10, melee
  weapons 10
  STRENGTH 8
  TOUGHNESS 9 (14 )
  PERCEPTION 11
  Cyberdeck operations 14, find 12,
  scholar (Avignon Doctrine) 11, trick
  12
  MIND 10
  Science (computers) 12, test 11, will-
  power 13
  CHARISMA 8
  Charm 11, persuasion 11, taunt 11
  SPIRIT 12 (10 without blessing
  vow)
  Faith 15, focus 14 (16 with crucifix),
  intimidation 14
  Three other skills at +1 add at
  gamemaster’s discretion.
  Possibility Potential: some (40)
  Equipment: HallowMesh (+5/ ar-
  mor value 14), God Meeter (damage
  value 20), power dagger (STR +5, dam-
  age value 13) Cyberware: NeuraCal,
  EpiphaNeur , BelleView 20-20, CSI
  LEDs, CyberHam Receiver, TSE
  LeMotion, Throat Mike, Homer,
  DATAS Boomer, MB Charger,
  ChipHolder 3; cyber value 21
  Techpriest: Cybertech 12, science 12,
  in addition to the above skills.
  Cygoyles
  When the Tech Surge swept across
  France gargoyles entered Core Earth
  from Magna Verita. Many came to serve
  the Cyberpope, but others came to ex-
  plore the new realm. The Tech Surge
  transformed the hundreds of gargoyles,
  and reality storms even gave life to and
  then transformed the gargoyles cling-
  ing to France’s Gothic cathedrals.
  The transformation was not re-
  stricted to stone gargoyles. In the
  Pyrénées Mountains, hundreds of
  people were changed into cygoyles.
  These unfortunates now exist as mon-
  sters with very little knowledge of their
  
  71
  Chapter Nine
  Rick Harris
  former lives.
  Cygoyles have either a gray, stone-
  like skin, or else they are shiny black
  with chrome trims to their wings, claws
  and teeth. They all have wings and their
  faces resemble snarling waterspouts.
  Cygoyles can speak, and delight in tor-
  menting their victims. Those in the ser-
  vice of the Cyberpope have large
  amounts of cyberware as listed below;
  others have little or no cyberware.
  Cygoyles are used as guards at
  many Cyberpapacy installations. They
  are also employed as aerial units sup-
  porting Church Police ground units.
  Some cygoyles have adapted to the
  street culture of the Cyberpapacy and
  are adding more cyberware to their
  bodies and trying to take over as lead-
  ers of street gangs.
  Cygoyle
  DEXTERITY 13
  Dodge 15, fire combat 14, flight 14,
  stealth 15, unarmed combat 14,
  STRENGTH 15
  TOUGHNESS 15 (23 )
  PERCEPTION 11
  Find 12, trick 13
  MIND 12
  Test 14, willpower 14
  CHARISMA 9
  Taunt 12
  SPIRIT 13
  Demon
  DEXTERITY 13
  Dodge 16, fire combat or energy
  weapons (not both) 15, flight 15,
  unarmed combat 16
  STRENGTH 15
  TOUGHNESS 16 (20 )
  PERCEPTION 12
  Alteration magic 14, divination
  magic 16, Find 14, trick 14
  MIND 13
  Apportation magic 16, conjuration
  magic 15, materialization 20, sur-
  vival 15, test 15, willpower 16.
  CHARISMA 11
  Charm 16, persuasion 12, taunt 12
  SPIRIT 13
  Faith 14, focus 14, intimidation 16
  Three other skills at +1 add at
  gamemaster’s discretion.
  Skill Notes: Demons have at least
  +3 adds in the following arcane
  knowledges: darkness, death, fire,
  earth, metal, folk, earthly, avian, en-
  chanted, entity, living forces, inani-
  mate forces.
  Possibility Potential: some (18)
  Natural Tools: Bite (damage value
  18) claws (damage value 19), wings
  (speed value 12)
  Equipment: Cyberware: NeuraCal,
  DATAS Boomer, MB Adrenal Booster,
  MB Blocker, Slashers (enhances claws
  to damage value 21), fangs (enhances
  bite to damage value 20), monofila-
  ment whip (damage value 23),
  interdermal plate (+4/ armor value
  20), chipholder 3; cyber value 18.
  Gospog
  Gospog are used differently in the
  Cyberpapacy then they are in the Liv-
  ing Land or Aysle. Jean Malraux I
  does not use gospog directly as an
  addition to his armed forces. Instead
  his gospog are a scourge, one of the
  dangers against which the Avignon
  Church offers protection. As the
  gospog fields are overseen by demon
  or cygoyle planters who do not report
  directly to any church authority, the
  gospog do not always attack the tar-
  gets Malraux wishes them to. Cathe-
  drals have occasionally come under
  assault, and cyberpriests have met
  with ugly deaths. These deaths add to
  Avignon’s credibility as defender
  against gospog, and the large major-
  Faith 14, intimidation 15
  Three other skills at +1 add at
  gamemaster’s discretion.
  Skill Notes: Some (14) cygoyles
  have materialization 15.
  Possibility Potential: some (30)
  Natural Tools: claws (damage 17);
  teeth (damage value 15) razor-tipped
  wings ( damage value 17), speed value
  13.
  Equipment: GWI GodLight (dam-
  age value 24) plus smart-gun attach-
  ment Cyberware: NeuraCal, Epipha-
  Neur , BelleScan, CSI EyeKill Mk. IV
  (if SmartGun carried), DATAS
  Snooper,  Fangs (increases bite value
  to 17), Slashers (enhances claw value
  to 19), interdermal plate (+6) and
  Trigon body plating (+2) for a total
  armor add of +8 (armor value 23);
  cyber value 19.
  Demon
  Demons come in many shapes and
  forms, from small looking gremlins to
  large dog-headed monsters. The ma-
  jority have large amounts of cyber-
  ware implants.
  Demons are considered enemies by
  most faiths, and they make frequent
  use of the adverse miracles of the Cy-
  berpapacy.
  
  Torg: The Cyberpapacy
  72
  Timothy Bradstreet
  ity of attacks occur against places or
  characters the Cyberpapacy are most
  pleased to see destroyed.
  Second Planting
  These gospog stand about eight feet
  tall, with overlong arms and legs. Their
  skin is grey or mottled green, with
  plant growth still visible in places. The
  heads are triangular wedge-shaped,
  and their protruding jaws are filled
  with three rows of razor-sharp, dia-
  mond-hard teeth. Their claws are
  nearly as impressive. While dimwitted,
  they are cunning and not easily de-
  ceived. Second planting gospog are
  cruel, and enjoy stalking and badger-
  ing their quarry before finally killing
  and eating him.
  Second planting gospog are im-
  mune to K-results, making them quite
  difficult to bring down, even with ad-
  vanced weapons.
  Second planting gospogs are en-
  countered in groups of two to 10, some-
  times accompanied by cygoyles or first
  planting gospog.
  Second Planting Gospog
  DEXTERITY 8
  Dodge 15, running 12, unarmed
  combat 16
  STRENGTH 19
  TOUGHNESS 18 (23)
  PERCEPTION 6
  Find 10, tracking 13, trick (12)
  MIND 6
  Survival 12, test (12), willpower 13
  CHARISMA 5
  Taunt (8)
  SPIRIT 5
  Intimidation 14
  Possibility Potential: none
  Natural Tools: Bite (damage value
  23), claws (damage value 22), rock-
  tough hide (+5/ armor value 23). Their
  long legs carry them at great speed
  (12) over long distances.
  Equipment: None
  Third Planting
  These gospog take the form of small,
  stooped witches. They  usually appear
  to be female. While their features are
  warty and distorted like the classic
  witches, they show no evidence of their
  plant-like origin. They are quite agile
  despite their appearance, although
  they rarely engage in combat other
  than through magic or miracles.
  Third planting gospog can be found
  alone, or in covens with a demon or
  fourth planting gospog.
  There are unconfirmed rumors that
  a few crops of third planting gospog
  have experienced “flaws” which have
  yielded independent-minded crea-
  tures. While still hostile to Storm
  Knights, they are enemies to their
  brethren. They live solitary existences,
  and one is reputed to be living in
  Paris.
  Third Planting Gospog
  DEXTERITY 9
  Dodge 11, maneuver 12, prestidigi-
  tation 13, stealth 13
  STRENGTH 8
  TOUGHNESS 11
  PERCEPTION 17
  Alteration magic 20, divination
  magic 20, find 18, first aid 18, lan-
  guage 18, scholar (magic) 18, trick
  18
  MIND 17
  Apportation magic 20, conjuration
  magic 19, survival 18, test 19, will-
  power 20.
  CHARISMA 9
  Taunt 11
  SPIRIT 11
  Faith 13, focus 12, intimidation 14
  Possibility Potential: None
  Skill Notes: Third planting gospog
  know living forces, inanimate forces,
  folk, entity, earthly, enchanted, avian,
  air, earth, and fire arcane knowledges
  at +4 adds. They always have the spells
  altered fireball, bullet, detect magic,
  disguise self, earth shield, fly, haste,
  jump, lightning, pathfinder, stealth
  walk, and weakness. They may have
  learned others at the gamemaster’s
  discretion.
  They may use the following
  miracles: alter disease, bless, crisis of
  faith, curse, vex, ward danger and
  ward enemy.
  Equipment: enchanted staff
  (STR+3/ damage value 12; in the staff
  is focused a spell which allows the
  gospog to use its apportation magic as
  the attack value, and which has a dam-
  age value of 18)
  
  73
  Chapter Nine
  Fourth Planting
  The fourth planting gospog appears
  as the goat-footed, horned devil seen
  in medieval manuscripts. They have
  all the sly trickery, lecherous manner
  and evil intentions associated with the
  legends.
  The skin is smooth and shiny, but
  the enchantments upon it occasion-
  ally causes light to “run”; to blur, move,
  and then be absorbed. When not di-
  rectly observed the effect is unsettling,
  the “something is wrong, but you do
  not quite know what it is.” Their horns
  are burnished black, and red numer-
  als and icons of data from the GodNet
  flash upon them at random intervals.
  At the base of the left horn is an
  epiphaneur, although a horned devil
  would disavow any knowledge of the
  GodNet.
  While they can outright destroy a
  victim, they would rather seduce a
  victim to join them in their evil ways.
  They are foul tempered, and easily
  angered. Horned-devil gospog are
  considered enemies of any faith.
  Fourth plantings sometimes rule
  covens of third planting gospog, and
  occasionally consort with demons or
  succubi. They never work with other
  fourth planting gospog.
  Fourth Planting Gospog
  DEXTERITY 13
  Acrobatics 15, dodge 15, melee
  weapons 15, running 15, stealth 15
  unarmed combat 18
  STRENGTH 12
  Lifting 15
  TOUGHNESS 18 (24)
  PERCEPTION 11
  Alteration magic 15, divination
  magic 15, find 16, language 16, track-
  ing 16, trick 16.
  MIND 11
  Apportation magic 15, test 15, will-
  power 20.
  CHARISMA 15
  Charm 20, persuasion 19, taunt 18
  SPIRIT 15
  Faith 20, focus 18, intimidation 18
  Possibility Potential: none
  Skill Notes: They have the follow-
  ing spells: detect magic, disguise self,
  earth shield, fly, haste, jump, light-
  ning, mage dark and mage light, path-
  finder, stealth walk, slow, strength,
  and weakness. The mage dark and
  light spell cause a 1-4 case contradic-
  tion as they are above the gospog and
  the realms axioms. The gospog can
  reconnect when within six kilometers
  of a stelae.
  They may use all cyberpapacy
  miracles except excommunication.
  Natural Tools: horns (damage
  value 16), hooves (damage value 15)
  Equipment: Cyberware: NeuraCal,
  epiphaneur, cyber value 7
  Fifth Planting
  The gospog have largely remained
  the same from Magna Verita to the
  Cyberpapacy. The cyber axiom had a
  small effect on the fourth planting; it
  struck with a vengeance on the fifth.
  The fifth planting gospog is an an-
  gel of death, complete with the ragged
  wings, tattered black robe, and grin-
  ning skull. But blackened bones are
  twined with NeuraCal, and CSI LED’s
  and other cybereyes are rooted in dry
  sockets. A chipholder is attached di-
  rectly to its vertebrae. Slashers do im-
  possible amounts of damage, and a
  crystalline mass projects holographic
  images into and in front of the angel.
  The images are drawn from LifeChips,
  DatChips of unknown origin. The an-
  gel plugs a chip in, and scenes are
  projected from the crystal. Most often
  these are scenes of a character’s life,
  images which the angel could not have
  possibly seen, including images from
  childhood or adolescence which are
  important to the character.
  While perfectly capable of hearing
  and understanding speech, an angel
  of death seems to communicate only
  through unearthly howls and shrieks.
  There is only one known exception to
  this; when the angel of death first meets
  its intended victim, it quietly pro-
  nounces the name of that victim so the
  victim can know for whom the angel
  of death has come.
  An angel of death takes a character
  to judgment and the afterlife. It does
  so by placing the neon-blue
  TempTrodes on the victim (who must
  be restrained, just killed, or uncon-
  scious), and using materialization
  makes a One on Many attempt against
  two characters, itself and the victim. If
  only one character is taken, it is the
  angel who disappears. If the material-
  ization succeeds against two charac-
  ters, the angel leaves the lifeless husk
  of the victim, having taken the mind
  and spirit of the victim into the GodNet.
  Angel of Death (Fifth Planting
  Gospog)
  DEXTERITY 13
  Dodge 15, flight 18, melee weapons
  20, unarmed combat 20
  STRENGTH 14
  TOUGHNESS 30
  PERCEPTION 14
  Find 19, materialization 20, track-
  ing 25, trick 16
  MIND 13
  Test 16
  CHARISMA 12
  Persuasion 16
  SPIRIT 20
  Faith 25, focus 21, intimidation 25
  Possibility Potential: none
  Skill Notes: May use all miracles of
  the Cyberpapacy except excommuni-
  cation.
  Natural Tools: wings (speed value
  15)
  Equipment: Death scythe, a two
  handed weapon which has a damage
  value equal to the faith of the user; us-
  able only by those of Christian, Judaic,
  or Islamic faith, neon-blue TempTrodes,
  known as DeathTrodes Cyberware:
  NeuraCal, BellSee Tele-sight, CSI LEDs,
  FFO NightView, True Spirit Toner, TSE
  Sifter, slashers ( STR+8/ damage value
  22); cyber value 15
  Hellhound
  Hellhounds are large black dogs
  with glowing red eyes. They are intel-
  ligent. They hunt in packs of three to
  12 dogs. They chase their prey, drag-
  ging it down and then tearing it apart
  between them.
  Hellhound
  DEXTERITY 13
  Dodge 15, running 18, unarmed
  combat 16
  STRENGTH 14
  TOUGHNESS 15
  PERCEPTION 10
  Find 12, trick 12
  MIND 8
  Survival 13, test 11
  CHARISMA 8
  Charm 11, persuasion 11, taunt 11
  SPIRIT 8
  
  Torg: The Cyberpapacy
  74
  Faith 9, focus 9, intimidation 14
  Possibility Potential: some (24)
  Skill Notes: some hellhounds have
  materialize 15.
  Natural Tools: Bite (damage value
  16)
  Equipment: Cyberware: Apothe-
  duct, Jaz, MB Adrenal Booster,
  Fangs(enhances bite damage to 18);
  cyber value 6
  The HOGs
  The HOGs generally dress in black
  with silver crosses embroidered on
  shoulder patches. They come from a
  variety of organizations such as the
  Mouvement National, the League For
  a Pure France, the Empire Loyalists,
  the French Movement, and the resur-
  gent NAZI party.
  Typical HOG member
  DEXTERITY 9
  Dodge 10, energy weapons 10, fire
  combat 10, melee weapons 10, un-
  armed combat 11
  STRENGTH 9
  TOUGHNESS 9 (14 )
  PERCEPTION 9
  Find 11
  MIND 9
  Test 12, willpower 10
  CHARISMA 8
  Persuasion 9, taunt 10
  SPIRIT 9
  Faith 10, intimidation 12
  Possibility Potential: some (65)
  Equipment: HallowMesh (+5/ ar-
  mor value 14), God Meeter (damage
  value 20) most common, but the HOGs
  have all but the most advanced mili-
  tary weapons. Cyberware: Any, but
  the most common is apotheduct and
  Jaz, EpiphaNeur, CyberHam Receiver,
  Throat Mike, Homer, ShocKnucks (+3
  shock damage); cyber value 10
  Hospitaller
  Hospitallers wear white surcoats
  with a red cross over the top of their
  black armor. They ride Charger
  Horses. They are fiercely loyal to the
  Cyberpapacy, and they interpret
  cyberpsychosis as a sign from God.
  They treat those who succumb to
  cyberpsychosis as visionaries tempo-
  rarily overwhelmed by their visions.
  Hospitallers are usually given
  NeuraCal, an EpiphaNeur, and one or
  two items of cyberware. They then
  spend several weeks over the next few
  months in the GodNet having their
  cyber values reduced. This period is
  called the “vigil of grace” by the
  Hospitallers. After completing their
  vigil, Hospitallers go back under the
  laser for additional cyberware.
  Hospitaller
  DEXTERITY 10
  Beast Riding 12, dodge 11, fire com-
  bat 13, energy weapons 13, maneu-
  ver 12, melee weapons 13, unarmed
  combat 12
  STRENGTH 9
  TOUGHNESS 9 (17 with armor)
  PERCEPTION 9
  Find 10, first aid 11, tracking 10
  MIND 9
  Test 10, willpower 10
  CHARISMA 9
  Persuasion 10, taunt 11
  SPIRIT 12 (9 without blessing vow)
  Faith 17, focus 12 (14 due to cruci-
  fix), intimidation 10
  Possibility Potential: Some (18)
  Equipment: GWI Armor of God (+8/
  armor value 17), GodMeeter (damage
  value 20), MAS StormGun with CSI
  SmartGun (damage value 22, +6 to hit
  including SmartGun bonus), power
  broadsword (STR+8/ damage value 17)
  Cyberware: NeuraCal, EpiphaNeur,
  CSI EyeKill Mk. IV, CSI HotShot,
  CyberHam Receiver, TSE LeMotion,
  Throat Mike, Homer, MB Charger 2 (+2
  DEX, 3 minutes), MB Blocker, Compte’s
  Stabiliza (+2 defensive skills) ; cyber
  value 19 (reduced from 25)
  Incubus
  Incubi appear as darkly glowing
  male demons with sharp pointed teeth.
  They prefer to prey on females. They
  may shapechange at will into a hand-
  some human male. A character must
  suspect the incubus of being some-
  thing other than human, and generate
  a Mind total of 20 to see the incubus for
  what he is.
  Incubus
  DEXTERITY 13
  Acrobatics 15, dodge 16, fire com-
  bat or energy weapons 16, flight 15,
  melee combat 15, stealth 14, un-
  armed combat 16
  STRENGTH 16
  TOUGHNESS 16
  PERCEPTION 13
  Find 15, trick 15
  MIND 14
  Materialization 17, survival 15, test
  of will 15, willpower 20
  CHARISMA 18
  Charm 23, persuasion 20, taunt 19
  SPIRIT 12
  Faith 15, focus 14, intimidation 14
  Three other skills at +1 add at
  gamemaster’s discretion.
  Possibility Potential: some (20)
  Natural Tools: Bite (damage value
  18), Claws ( damage value 19), wings
  (speed value 12)
  Equipment: Cyberware: Apothe-
  duct, Jaz, TSE sniffer II, DATAS
  Synthivoice, DATAS Vocoder,
  ShocKnucks (+3 shock damage); cyber
  value 11
  Inquisitor
  Inquisitors dress in white robes
  edged in micro-circuitry. They wear
  white skullcaps and have silver cruci-
  fixes round their necks. Once imbued
  with cyberware an Inquisitor goes on
  a “retreat of light” into the GodNet in
  order to reduce his cyber value.
  Inquisitor
  DEXTERITY 8
  Dodge 10, energy weapons 10, me-
  lee 10, stealth 12, unarmed combat
  10
  STRENGTH 8
  TOUGHNESS 9 (14 with armor)
  PERCEPTION 11
  Cyberdeck Operation 12, evidence
  analysis 15, find 12 , scholar
  (Avignon Doctrine) 14, trick 12
  MIND 10
  Test of will 12, willpower 14
  CHARISMA 8
  Charm 11, persuasion 11, taunt 11
  SPIRIT 12 (10 without blessing
  vow)
  Faith 15, focus 14 (16 with crucifix),
  intimidation 14
  Three other skills at +1 add at
  gamemaster’s discretion.
  Possibility Potential: some (21)
  Equipment: GWI HallowMesh
  (+5/ armor value 14), GWI GodLight
  
  75
  housed in staff (damage value 24),
  ElectroProd in staff (damage value 16)
  Cyberware: NeuraCal, EpiphaNeur ,
  BelleView 20-20, CSI LEDs, CSI LtFilta,
  FFO ColEnhanz, DATAS Snooper,
  CyberHam Receiver, TSE LeMotion,
  Throat Mike, Homer; cyber value 15
  (reduced from 21)
  Jazuits
  Jazuits are trained in the art of de-
  bate. They are missionaries for the
  Cyberpapacy; they are also Soldiers
  for the Vicar of Christ, and do not
  hesitate to shed the blood of a heretic.
  A heathen will often be given the
  chance to convert to the Cyberpapal
  church rather than killed. If the victim
  refuses, he is obviously a heretic.
  Jazuits wear long black cassocks
  that reach to the floor and button up
  the front. This outfit easily passes for
  those worn by priests of any number
  of Core Earth Christian religions.
  Jazuits are equipped with Slik-slash-
  ers, prototype slashers manufactured
  by GWI. While thinner than ordinary
  slashers, a mysterious spiritual pro-
  cess makes the blades extremely sharp,
  with a damage bonus of +6.
  Slikslashers work only characters who
  have faith values (in the Cyberpapacy,
  of course) of 15 or more. Slikslashers
  have a cyber rating of +2.
  Jazuits
  DEXTERITY 10
  Dodge 12, fire combat or energy
  weapons 12, unarmed combat 13.
  STRENGTH 9
  TOUGHNESS 8 (13 with armor)
  PERCEPTION 10
  Evidence analysis, find 12, language
  12, scholar (religion) 12, trick 12
  MIND 10
  Test 12, willpower 13
  CHARISMA 9
  Charm 10, persuasion 15, taunt 11
  SPIRIT 13 (11 without blessing
  vow)
  Faith 15, focus 12, reality 12
  Three other skills at +1 add at
  gamemaster’s discretion.
  Possibilities: one to five
  Equipment: HallowMesh (+5/ ar-
  mor value 13), Marseilles Hermes
  Cyberdeck (response +3, stealth +1, pro-
  cessor power 4, storage 3) Cyberware:
  Apotheduct, Jaz, Epipha-Neur ,
  Slikslashers (STR+6/ damage value 15),
  Kreelar tendons; cyber value 9
  Slinkers
  Cyberware has been added to cats
  in Paris by cyberleggers who want to
  maintain surveillance of the ap-
  proaches to their hideouts. Known on
  the street as slinkers, these cats aug-
  ment fixed camera positions and are
  wired with radio transmitters and re-
  ceivers, which the cyberlegger uses to
  send pleasure/pain impulses to direct
  the cat’s actions.
  Slinker
  DEXTERITY 9
  Acrobatics 14, dodge 16, long jump-
  ing 12, maneuver 14, stealth 16,
  unarmed combat 11
  STRENGTH 5
  Climbing 11
  TOUGHNESS 7
  PERCEPTION 6
  Find 11, trick (8)
  MIND 3
  test (8), willpower 8
  CHARISMA 3
  Taunt (8)
  SPIRIT 5
  Possibility Potential: some (75)
  Natural Tools: Teeth (damage value
  7), claws (damage value 8)
  Equipment: Cyberware: Apothe-
  duct, Jaz, BelleView 20-20, BelleSee
  TeleSight, FFO CamEye, DATAS
  Snooper, Slashers (enhances claw dam-
  age to 10); cyber value 13
  Succubus
  Succubi prefer to feed off male char-
  acters. They appear as beautiful
  women crafted from the dreams of
  men. Their coloration passes through
  red to yellow. They have small wings
  sprouting from their backs. They may
  shapechange at will into a handsome
  human female. A character who has
  reason to believe the succubus in not
  human may see her true form by gen-
  erating a Mind total of 20.
  Succubus
  DEXTERITY 14
  Dodge 17, fire combat or energy
  weapons 17, flight 16, melee com-
  bat 16, unarmed combat 16
  STRENGTH 15
  TOUGHNESS 17
  PERCEPTION 14
  Find 16, trick 16,
  MIND 14
  Materialization 15, test of will 16,
  willpower 20
  CHARISMA 15
  Charm 19, persuasion 20, taunt 20
  SPIRIT 14
  Faith 16, focus 15, intimidation 16
  Three other skills at +1 add at
  gamemaster’s discretion.
  Possibility Potential: some (20)
  Natural Tools: bite (damage value
  17), claws (damage value 18)
  Equipment: Cyberware: Apothe-
  duct, Jaz, EpihaNeur, FFO ColEnhanz,
  FFO NightView, PLP Electratouch;
  cyber value 11
  Chapter Nine
  
  Torg: The Cyberpapacy
  76
  Chapter Ten
  Cyberware and
  Equipment
  he Tech Surge created
  cyberware,and cyber-
  ware became critical to
  even the theology of Jean
  Malraux I. This chapter
  provides rules covering
  cyberware, its installation, its use, and
  what can go wrong.
  The Advent of Cyber-
  ware
   “The GodNet brings the benefits of
  cybernetics to all loyal Catholics. Imbued
  with the Holy Spirit and the blessing of
  the Church, cyberware fortifies weak and
  yielding flesh with the power of God.
  Blessed are the faithful, for they shall
  share in the bounty of the Lord.”
  —Extract from the Cyberpope’s
  Inauguration Speech
  The Tech Surge transformed medi-
  cal science and made cybernetics pos-
  sible. Advances in nanotechnology
  made the creation of synthetic nerve
  fibers and the installation of mechani-
  cal systems within living organisms a
  reality. Cyberware is the embodiment
  of these advances: it is the cutting
  edge of the Cyberpope’s realm.
  Availability
  Cyberware systems are available
  from the Cyberpapacy, independent
  companies, and back street cyberleg-
  gers. While the Cyberpapacy strives
  to control all access to cyberware it
  has failed to prevent it from falling
  into outside hands.  Cyber-leggers
  make a living from selling and install-
  ing illegal cyberware in anyone pre-
  pared to pay their price.
  Cyberware is fitted to members of
  the Church who are considered wor-
  thy. The installation is carried out un-
  der the supervision of the techpriests
  in Church hospitals. The Cyberpapacy
  also makes cyberware available to
  members of right-wing hit squads and
  selected street punks.
  All of the cyberware systems de-
  scribed here are available at no cost
  from the Cyberpapacy, but there is a
  price to be paid: to ensure orthodoxy, or
  to prevent the use of these systems
  against the Cyberpapacy, the systems
  are frequently fitted with homing bugs
  (homers), and self-destruct devices
  which can be activated by Malraux’s
  agents. These devices are activated by
  radio, and either burn out a cyberware
  system making it inoperative, or else
  cause severe damage to the user’s Cen-
  tral Nervous System. In the case of life-
  supporting cyberware, death follows
  quickly as cybernetic hearts and lungs
  cease their vital functions. Other sys-
  tems simply burn out and fuse together.
  At the same time, energy stored in their
  powercells is blasted through the user’s
  body causing an attack with a damage
  value of 18.
  Cyberpapacy devices can be re-
  moved by skilled medics; the opera-
  tion has a difficulty number of 12, and
  results in the same kind of wound as
  when the system was installed (see
  Surgery and Recovery, below).
  Surgery and Recovery
  Installation of cyberware involves
  some degree of surgery, followed by a
  period of recovery. Details of these
  times can be found in the descriptions
  below.
  The medicine skill is used to install
  cyberware. The difficulty of the task
  varies according to the system being
  installed. For example, fitting a cyber-
  netic hand has a difficulty of eight ;
  but fitting an artificial heart has a
  difficulty of 12.
  Success indicates that the cyber sys-
  tem has been installed. Characters are
  always unconscious for 30 minutes af-
  ter undergoing surgery, and are likely
  to be wounded. This damage is healed
  at the same rate as normal wounds.
  Each cyber system is rated according to
  the level of surgery required and the
  anticipated level of wounding caused
  during the operation. For example, the
  fitting of a cybernetic hand merely in-
  flicts a wound, but the fitting of cyber-
  netic lungs or a heart results in a mortal
  wound. A character cannot spend Pos-
  sibilities to reduce damage suffered
  during surgery.
  Level of Success
  Abysmal Failure (difficulty at least
  10 greater than the medicine total): The
  character suffers from internal bleed-
  ing and a one level increase in wounds;
  for example, a wound becomes a
  heavy wound. A successful first aid or
  medicine check at Difficulty 12 is re-
  quired to prevent death. All recovery
  checks to recuperate from surgical
  damage are made with a -5 bonus.
  Failure: The operation is unsuc-
  cessful. Character takes normal
  wound damage and the cyber system
  is removed. Alternatively, a failure
  indicates that the system is fitted but
  fails to function correctly. Another
  operation is required to fix it. All re-
  covery checks to recuperate from sur-
  gical damage are made with a -5 bo-
  nus.
  Minimal success: The system is
  only barely installed; malfunctions
  occur on a roll of 1 or 2 (see Systems
  Failures below). Recovery checks
  against surgical damage are made
  with a -5 bonus.
  Average success: The cyber sys-
  tem is fitted. Characters take antici-
  pated wound damage. Recovery
  checks against surgical damage are
  made with a - 3 bonus.
  Good success: The system is fitted
  and the character takes the anticipated
  wound damage. However, there is no
  penalty to the recovery checks.
  Superior success: As above, but
  the character receives a +3 bonus to
  recovery checks made against surgi-
  cal damage.
  
  77
  Chapter Ten
  Spectacular success: As above. The
  system is fitted perfectly. It responds
  instantly to commands from the
  character’s Central Nervous System;
  the system does not experience sys-
  tem failure (see below) under normal
  circumstances. The character receives
  a +5 bonus to recovery checks made
  against surgical damage.
  Upgrading Systems: When up-
  grading a system, the level of surgery
  required is usually less than when the
  original item was fitted. Whenever a
  system can be upgraded with ease,
  the surgery required has its difficulty
  level reduced by three.
  For example, when replacing 20-20
  Vision with a combined 20-20 and
  FFO ColEnhanz, the new system is
  placed in the already prepared eye
  socket. The difficulty is reduced form
  eight to five. However, upgrading an
  existing cybernetic heart with another
  one still involves the same level of
  surgery as before.
  Systems Failures
  Cyberware is an advanced science,
  but it is not a perfect one. Even the
  most carefully crafted products of the
  Cyberpope’s factories have been
  known to malfunction or suffer stress
  through use. Any character who re-
  lies too much on technology could be
  in for a shock when that technology
  responds in an unpredictable way.
  Whenever a character uses a skill
  or attribute enhanced by cyberware
  and rolls a 1 on the action die, there is
  the chance of a systems failure. Sys-
  tems failures vary from minor annoy-
  ances to dangerous malfunctions
  which can injure the user. Whenever a
  1 is rolled on the action die, the
  gamemaster generates a bonus and
  consults the Systems Failure Table.
  The game-master gets a roll again on
  a 10 and 20.
  Faulty Systems: Some cyberware
  systems are poorly maintained or
  manufactured. Devices fitted by cy-
  berleggers using secondhand parts are
  subject to system failure rolls on ac-
  tion die rolls of 1 or 2. If a possibility is
  spent, the system only malfunctions if
  the second die roll is also a 1.
  Cyberpsychosis
  Note: These rules are different from
  those on page 40 of the World Book, and
  take precedence.
  Advances in medical science have
  made the installation of cyberware
  possible, but they have been unable to
  effectively counter the effects on the
  human psyche. As more items of cy-
  berware are added and bodily func-
  tions are performed by machinery, a
  character becomes progressively de-
  humanized.
  Every item of cyberware is rated
  according to its dehumanizing effects.
  Each time a character has a new sys-
  tem implanted, the cyber rating of the
  system is noted on the character sheet
  in the cyberware box. The sum of a
  character’s cyber ratings are added
  together to determine his cyber value;
  this is noted in the cyber value box on
  the character sheet.
  Occurrence: Cyberpsychosis occurs
  whenever a character suffers a setback
  result. This setback could come as the
  result of maneuver, intimidate or other
  interaction, or appear on the conflict
  line. Any setback result can trigger
  cyberpsychosis.
   The gamemaster generates a cyber
  total ( the afflicted character’s cyber
  value plus a bonus) against the target’s
  Spirit. The result points are read on
  the Cyberpsychosis table; note that
  the cyberpsychosis has negative re-
  sult points.
  Resisting Cyberpsychosis
  A player may declare his character
  is resisting cyberpsychosis. He must
  declare this before the gamemaster
  rolls the die for the cyberpsychosis
  check. The character then generates a
  Spirit total, with a minimum bonus of
  +1. Resisting cyberpsychosis is there-
  fore a form of active defense, like an
  active dodge.
  Reducing Cyber values
  A character may reduce his cyber
  values by having cyberware removed
  from his body. This is done on a one-
  to-one basis, so the removal of a CSI
  LtFilta (cyber rating +2) reduces the
  character’s cyber value by 2.
  The psychology skill can be used to
  reduce a character’s cyber value (see
  Skills, page 73). There are ways of
  reducing character’s cyber values
  within the GodNet (see “Heaven”page
  63 of The GodNet sourcebook.)
  Maximum Cyberware
  No character can continue to add
  on cyberware without totally losing
  her humanity. If a character has a cyber
  value which is at least 10 higher than
  her Spirit, cyberpsychosis will doom
  the character within the span of a few
  adventures. The gamemaster is
  strongly urged not to let any player
  Storm Knights layer on cyberware
  past this 10-point limit. Storm Knights
  with that much cyberware pose a grave
  hazard to themselves, and the rest of
  their group, and could prove disrup-
  tive to the flow of the adventure.
  Gamemaster character’s are, of course,
  a different story.
  The Technology of
  the Cyberpapacy
  The Cyberpapacy has brought tre-
  mendous advances in nanotech-
  nology, computer science, organ clon-
  ing, holographic communications, la-
  ser technology, and in everyday ap-
  pliances. But the technological base of
  the Cyberpapacy has not entirely re-
  placed or transformed existing tech-
  nology. Just as items from earlier ages
  are still used on 20th century Earth,
  Tech level 23 items exist side by side
  with the wonders of future society.
  Steel knives, AK-47 rifles and ball-
  point pens are frequently found in the
  possession of even the most ardent
  devotees of cybertech. The Tech axiom
  has changed but many obsolete items
  are still in use. But as the Cyberpope
  extends his hold over France, the
  spread of the new technology contin-
  ues at a breakneck pace.
  Most items of equipment of Tech
  22 or higher described in the Torg
  Rule-book are available to characters
  
  Torg: The Cyberpapacy
  78
       Bonus
  Generated
  Effect
  less than 0
  Cyberware functions normally.
  0
  Cyberware functions sluggishly. It does not impart any powers or skill increases
  to the character for that round.
  1-2
  Cyberware surges imparting none of its powers to the character for one round. In addition
  the character suffers a -1 bonus modifier  for one action only.
  3-4
  Cyberware fails to operate and momentarily locks. If the character’s intended action
  depends entirely on the function of the cyberware, the action fails. Otherwise, the
  cyberware provides no skill bonus to the attempted action. Until repaired, the
  cyberware is subject to systems failure on rolls of 1 or 2 on the action die.
  5-6
  Cyberware shuts down requiring the cybertech skill to repair.
  7-11
  Cyberware goes erratic: Limbs start to convulse; sensory apparatus boost signals to
  uncomfortable levels; or blank out entirely; ChipWare scrambles giving no benefits;
  chargers and boosters release potentially lethal doses into the bloodstream, etc. Re-
  quires cybertech to repair.
  12+
  Cyberware malfunctions. It goes erratic as above. In addition the character is affected by
  an electrical surge with a damage value equal to the bonus; armor provides no protec-
  tion from this surge. The system then shuts down requiring the use of cybertech to
  repair.
  Result
  Points
  Effect
  -10 or less
  Gain inner strength from resisting  your psychosis: reduce cyber value by 2. Do nothing
  else this round
  -9 to -7
  Gain inner strength from resisting your psychosis: reduce cyber value by 1. Do nothing
  else this round.
  -6 to -2
  Minor Mental Block: -1 on mental skills and attribute checks for this round.
  -1
  Minor Physical Revulsion: -1 on all physical and mental skills for this round.
  0
  Freeze: do nothing for 1 round.
  1
  Minor Systems Scramble: roll for one system on the System’s Failure Table.
  2
  Mental Block: -2 on mental skills and attribute checks for next 2 rounds.
  3
  Physical Revulsion: -2 on all physical and mental skills for next 2 rounds.
  4
  Confused: do nothing for 2 rounds.
  5
  Major Mental Block: -3 on mental skills and attribute checks for next three rounds.
  6
  Major Physical Revulsion: -3 on all physical skills for next three rounds.
  7
  Cyberfear: Increase cyber value by 1.
  8-9
  Paralysed: do nothing for 3 rounds.
  10-11
  Despair: do nothing for 5 rounds.
  12-13
  Major System Scramble: roll for three systems on the System’s Failure Table.
  14-15
  Enraged: Character attacks nearest characters for 3 rounds. Increase cyber value by 1.
  16-17
  Catatonic: Character curls up in a ball for 1-20 rounds and increase cyber value by 2.
  18-20
  Psychopathic: Character turns into a psychopathic killer. Attacks all characters for 10-30
  rounds. Increase cyber value by 3.
  21-25
  Hysterical Rage: Character goes berserk and attacks nearby characters and objects for 1-20
  hours. Increase cyber value by 4.
  26+
  Suffer from Hysterical Rage: permanently. Character becomes a psychopathic
  gamemaster character under the control of the Gamesmaster
  SYSTEMS FAILURE TABLE
  CYBERPSYCHOSIS TABLE
  
  79
  Rob Caswell
  BelleView Low-Light Eye with
  BelleSee TeleSight Addition
  Chapter Ten
  within the Cyberpapacy, along with
  the technological breakthroughs de-
  scribed below.
  Brand Names and
  Independents
  There are a number of large manu-
  facturers who lead their various fields
  in research and development, and
  whose brand names are widely known.
  But in countless back rooms, techs pro-
  duce imitations of the major brands.
  Some of these are almost identical to
  the real thing, others are shoddy cop-
  ies which either do not match up to
  specifications or, in the case of cyber-
  ware, are subject to systems failure on
  a 1 or 2, or include both faults.
  Gamemasters can assign whatever
  drawbacks or enhancements they wish
  to any item of equipment purchased
  from a small manufacturer; be careful
  not to design a device which is far
  superior to any other on the market.
  At the same time, one which performs
  atrociously would quickly acquire a
  bad name in a realm where everyone
  can be connected to the GodNet, which
  in addition to being a VX environment
  is the world’s fastest and largest elec-
  tronic network.
  Major Suppliers
  BelleVision
  BelleVision of Aix is the foremost
  producer of cyber eyes. Originally a
  producer of cosmetic eyes, BelleVision
  has branched out and now manufac-
  tures the BelleView 20-20 vision unit,
  the BelleSee TeleSight, the BelleMicro-
  View, and the BelleScan. The Belle-
  View Low-light is not actually manu-
  factured by BelleVision, although it
  appearance and performance specs are
  nearly identical to the other eyes in
  their line. This counterfeit eye has
  BelleVision executives justifiably wor-
  ried; perhaps there is a clandestine
  group within BelleVision who is build-
  ing the ersatz eyes, or perhaps some-
  one is stealing components and as-
  sembling the eyes elsewhere.
   BelleVision receives most of its or-
  ders from the Cyberpapacy at Avignon,
  but recently members of its research
  and development team have defected
  and fled to Paris Liberté, where they
  formed FreeFrance Optics (FFO).
  Clear Sight Industries
  Clear Sight Industries (CSI) are
  located on the outskirts of Avignon
  and cater exclusively to the Church
  Police and cyberpriests. The com-
  pany is run by cyberpriest techni-
  cians and leads the field in weapon
  enhancement systems.
  CSI produces HotShot II thermal
  sights, LtFilta flash protectors, EM
  eyes, EyeKill Mk. VI targeters, and
  LEDs.
  CSI visual units are available in
  Paris. A cyber train, carrying a large
  consignment of CSI products to mem-
  bers of the HOGs was derailed and its
  contents captured by the Resistance.
  The Resistance began to disseminate
  the parts, but the Sun Kings seized the
  warehouse where they were stored.
  Quick to off-load their catch, the Sun
  Kings pedalled CSI systems to count-
  less numbers of cyberleggers in Paris.
  The Paris Liberte Militia and the Re-
  sistance have been unable to recover
  more than a fraction of the stolen units.
  Compte Industries
  Compte Industries of Toulouse spe-
  cialize in physical enhancement sys-
  tems. Most of their output is carried by
  cyber train to Avignon for fitment to
  Church Police and Hospitaller units.
  Compte Industries is a small com-
  pany, particularly considering the
  large quantities of products they
  manufacture. Some German diplo-
  mats have privately voiced the opin-
  ion that Compte Industries is a front
  for a Japanese, or possibly Nile Em-
  pire, operation.
  CyberHam Manufacture
  CyberHam Manufacture is a collec-
  tive of radio hams who quickly saw
  the potential of using their knowledge
  to create cyberware systems that could
  be used against the Cyberpapacy. They
  work out of back rooms in Lyon,
  Marseille and Toulouse. They supply
  the Resistance whenever possible. A
  secretive organization, CyberHam
  Manufacture is in constant danger of
  discovery by the Inquisition. As a re-
  sult their equipment is built with an
  eye to reliability and is extensively
  tested by CyberHam’s own members,
  often under combat conditions.
  Data Audio Systems
  Prior to the Tech Surge, Data Audio
  Systems (DATAS) produced high cost,
  low unit, sound and entertainment
  systems. Quick to see the advantages
  in employing the new techniques of
  cybernetics, the company closed it
  
  Torg: The Cyberpapacy
  80
  Lyon operation, relocated to Paris, and
  began to manufacture auditory and
  sensory cyberware systems. DATAS
  systems are widely sought after out-
  side of Paris. The Cyberpapacy con-
  trolled company, True Spirit has cop-
  ied many of DATAS’s designs in its
  factories in Avignon.
  Rumor has it that the Lyon facility
  is still in operation in a makeshift fac-
  tory concealed in the rugged country-
  side, but DATAS officials of course
  deny the rumor.
  FreeFrance Optics
  A breakaway group of BelleVision
  employees, FreeFrance Optics oper-
  ates out of Paris where it manufac-
  tures BelleVision derived systems, as
  well as its own TriEyes visual units
  (see Torg World Book, page 41), FFO
  ColEnhanz, FFO NightViews, and its
  latest promotion, the FFO CamEye.
  The FFO laboratory was recently
  hit by members of the Mouvement
  National. Severe damage to its manu-
  facturing plant resulted in FFO clos-
  ing down its operations while its mem-
  bers moved undamaged machinery to
  a new location. Production is expected
  to recommence in a few weeks.
  God’s Word Industries
  GWI produce armor, weapons and
  vehicles for the Church Police,
  Hospitallers and Inquisition. GWI is
  tightly controlled by the Cyberpapacy.
  Security at its manufacturing plants at
  Avignon and Saint-Etienne is high,
  being second only to that surrounding
  the Palace of the Popes.
  The GWI manufacturing complex
  outside of Avignon is a monstrous amal-
  gam of buildings clustered around the
  giant construct known as EM2. EM2
  has over 23,500,000 square meters of
  manufacturing space spread out over
  six levels. The Administrative Tower
  sits at the northern end of EM2 and rises
  to a height 955 meters, over twice the
  height of the Empire State building.
  Holotransmitters at the top, base and
  hover platforms on either side of the
  tower are activated each night to pro-
  duce a gleaming white cross visible for
  better than 100 kilometers.
  Back street armorers produce pass-
  able copies of GWI armor, but as ma-
  terials are often in short supply, armor
  from other sources frequently does
  not measure up to GWI standards.
  Any of the armor types listed below
  may be available on the streets, but the
  Armor Add is nearly always reduced
  by 1 or 2 points if it is not genuine GWI
  armor.
  Manufacture de Machines du Haut-
  Rhin (Manurhin)
  Manurhin produce GWI products
  under license with the full approval of
  the Cyberpapacy. Manurhin also de-
  velop more experimental weapons
  which are issued to certain Inquisitors
  and to Church Police Officers.
  Manufacture d’Armes de Saint-
  Etienne (MAS)
  MAS is based in Saint-Etienne
  where it produces arms for the Cyber-
  papacy. Its weapon systems are of high
  quality, and renowned for their reli-
  ability. As MAS weapons set the stan-
  dard its designs are widely copied by
  back street weaponsmiths and found
  in the hands of opposition groups and
  street punks. MAS has little sympathy
  for the Resistance, but remains cool
  towards the policies of the Cyberpa-
  pacy. They manufacture arms; their
  executives believe that what happens
  after the weapons are sold is really
  none of the company’s business.
  Marlenes
  Marlenes produce a wide variety of
  drug-based cyberware systems as well
  as the drugs to go with them. They are
  based in Paris with a subsidiary in
  Nantes. Although  never satisfactorily
  proved, it is widely believed that
  Marlenes is a front for the Sun Kings.
  The company’s practice of dealing in
  medical and addictive street drugs
  further adds to this belief.
  MediCo
  MediCo produce branded medici-
  nal drugs for the Cyberpapacy. Based
  in Toulon, their products are widely
  available in drug stores throughout
  the Cyberpapacy. They produce ev-
  eryday drugs such as aspirin and
  paracetamol, as well as more power-
  ful pain killers.
  MediCo strives for “favorable pub-
  lic relations conditions,” and supports
  any charity which offers a significant
  chance at publicity. This policy has
  unintentionally wedded MediCo to
  elements of the Cyberpapacy; Jean
  Malraux’s church has many charities,
  some of which are beneficial, and the
  Cyberpapacy can guarantee media
  coverage.
  MindBody Technologies
  MindBody Technologies (MB) are
  the foremost producers of boosters and
  chargers. Relocated from Nice to
  Avignon they have developed a wide
  range of drug based enhancement sys-
  tems. Their early prototypes were en-
  thusiastically taken up by the Cyber-
  papacy, but because of flaws in their
  designs many of their original users
  ended up with either severe physical
  disabilities or with brain damage. Re-
  cent refinements in the fitting of boost-
  ers and chargers, coupled with the inte-
  gration of nanotech sensors have ironed
  out most of the initial problems.
  NeuroInc
  Neurological Industries Incorpo-
  rated of Toulon is the foremost pro-
  ducer of synthetic nerve and skin tis-
  sue. Its products are often copied but
  never matched. Its own NeuraSkin is
  so finely made that it is impossible to
  tell from the real thing. Similarly,
  NeuraCal has been used successfully
  to replace existing nerves and has
  proven to be self-replicating and self-
  maintaining. Its surgeons are second
  to none; the surgery success level of
  any operation performed by a
  NeuraInc surgeon is increased by one
  level, i.e an average result becomes a
  good result.
  Pleasure Products Ltd
  Pleasure Products Ltd (also known
  as PLP) has grown from a small pro-
  ducer of massage machines to a large
  manufacturer and distributor of sen-
  sory systems. Their wares have found
  great favor with members of the
  Avignon Curia, including the Cyber-
  pope himself.
  Trigon Products
  Trigon is one of the major produc-
  ers of cyber limbs. Their products are
  reliable and highly sought after. Trigon
  Products have small mobile manufac-
  turing plants throughout the Cyber-
  papacy. The plants are carried on the
  back of large trucks and move con-
  stantly from location to location to
  avoid the attention of the Inquisition.
  The largest and most secure of their
  plants is based permanently in Paris
  Liberte where they supply the Resis-
  tance and street gangs alike.
  
  81
  he Cyber Catechism
  T
  † What is cyberware?
  Cyberware is the body of our
  Lord incarnate. To possess cyber-
  ware is to share in the body of
  our Lord. Cyberware is the
  power our God.
  † Where does cyberware come from?
  Cyberware comes from our
  God and has been imparted to
  his servant upon Earth, Cyber-
  pope Jean Malraux I.
  † Why do we use cyberware?
  So that we can overcome the
  power of the Antichrist and
  strengthen our wills.
  † What are the powers of cyber-
  ware?
  Cyberware is the power of our
  Lord: it knows no bounds.
  Chapter Ten
  True Spirit Enterprises
  True Spirit Enterprises is the
  Cyberpapacy’s foremost producer of
  sensory cyberware. Its factories in
  Avignon manufacture large thousands
  of cyberware parts a day. It was TSE
  that led the way in the creation of
  Spirit chips and their use in Cartagras
  (soul-less human bodies). Their search
  for new system designs has led them
  to extensively copy the work of other
  cyberware houses. Consequently,
  most items of cyberware are produced
  by TSE, but are not widely available
  outside of the Church.
  Cyberware
  Implants
  Implants are cyberware systems
  which are implanted directly into the
  body. They perform many different
  functions; from enhancing senses and/
  or physical functions to providing so-
  phisticated electronic systems and
  weapons.
  Power Sources
  Cyberware requires a source of en-
  ergy to function. Usually a small
  powercell or integral battery is used.
  Light-weight systems (eyes, ears, etc)
  can run for up to two years on a single
  power cell. Heavier systems (such as
  limbs) last a month at most on a power
  cell, but they can be recharged by sim-
  ply plugging them into the mains sup-
  ply using a short length of cable. A
  power cell can be fully recharged in an
  hour from CyberFrench power sup-
  plies, which are being modified to
  handle the special needs of cyberware.
  In Nippon Tech of Core Earth, recharg-
  ing takes from three to six hours, and
  requires a special adaptor which is
  available for 2,500 francs.
  ChipHolders draw energy from
  the user’s Central Nervous System
  (CNS) and require no additional
  power supply.
   Costs of Cyberware
  The costs listed for each item of
  cyberware represents the average base
  price charged by a cyberlegger. De-
  pending on the gamemaster’s wishes
  and the overall availability of an item
  within a campaign, the base price can
  be raised or lowered by as much as
  50%. Characters may haggle (see Hag-
  gling on page 73 of the Torg Rulebook )
  to try and reduce the asking price.
  Note: The Cyberpapacy does not
  charge for cyberware: it provides it
  free to selected followers.
  Basics
  Neural cable or NeuraCal is syn-
  thetic nerve fibre used to link cyber-
  ware devices together within the body.
  When installed, strands of NeuraCal
  are connected to the brain and are
  threaded through the spinal column
  to its base. To connect cyberware,
  threads of NeuraCal are teased out of
  the spinal column and run to the cy-
  berware.
  Note: NeuraCal has a cyber rating
  of five. This is a change from the rule
  given in the World Book. Authors and
  playtesters kept forgetting to add the
  NeuraCal cyber values under the old
  system. Charging a single price should
  help eliminate that.
  NeuraSkin is artificial skin origi-
  nally used for cosmetic purposes. It is
  now increasingly used to cover and
  conceal subdermal cyberware.
  NeuraSkin is rich in nerve fibers; it
  functions and reacts to stimuli just like
  real skin, with the added advantage
  that it can be desensitized and peeled
  back to allow access to the inner work-
  ings of imbedded cyberware.
   A neural jack consists of a socket
  embedded into the temples, back of the
  neck or other body part. A neural jack in
  the neck or temples is wired directly
  into the brain at no extra cost in cyber
  rating; when fitted into another body
  part, NeuraCal or Jaz must be used to
  connect the neural jack to the CNS.
  A neural jack accepts a standard in-
  put plug allowing it to be connected to
  an external piece of equipment. This
  lets a character access computers di-
  rectly; allowing the user’s conscious-
  ness to enter the GodNet; download
  information to internal chipware; or to
  output data to peripherals such as
  vidscreens, recorders, computers or
  vehicles with cybercontrol units. A char-
  acter running the GodNet with a neural
  jack uses his full cyberdeck operation or
  scholar (computer science) skill value.
  When used in a vehicle to connect a
  character sensors which monitor the
  outside environment, a neural jack
  speeds the response time of a charac-
  ter making her instantly aware of
  changes in speed, air passage, road
  canter and surfacing. It grants the op-
  erator a +3 bonus when generating
  totals for that vehicle skill.
  The J-jack is the standard neural
  jack put out by street labs. Most J-jacks
  suffer from systems failures on a roll
  of 1. More reliable J-jacks are becom-
  ing available, but they cost about twice
  as much as a standard J-jack.
  The EpiphaNeur is the most reli-
  able neural jack developed. Inexpen-
  sive, it is fitted by cyberpriest techs
  who take the opportunity to install
  homers and faith chips into the faith-
  ful. Tens of thousands of French citi-
  zens have had EpiphaNeurs fitted and
  have become wired into the beliefs of
  the Cyberpapacy.
  Sensory Implants
  Sensory implants boost the five
  senses and provide additional abili-
  
  Torg: The Cyberpapacy
  82
  ties. The same general systems may be
  combined together to further increase
  a character’s vision, for example. Each
  sensory location can house up to three
  different systems within its appara-
  tus. It is possible to fit a BelleVision 20-
  20 Vision, a BelleScan and a CSI LtFilta
  within the same eye socket. To benefit
  from other visual enhancements, the
  other eye would have to be used. Simi-
  larly, auditory, olfactory, taste and
  touch systems are restricted to three
  enhancements.
  The skill increases and attribute
  bonuses conferred by sensory systems
  are cumulative, so a character with a
  FFO ColEnhanz and BelleView 20-20
  gains a +4 bonus to his find skill (+2 for
  the BelleView 20-20, plus +2 for the
  ColEnhanz).
  Visual Systems
  Visual systems can be made to ac-
  curately resemble a real eye or appear
  as an obvious cybernetic implant. Eyes
  are available in a wide variety of col-
  ors, from natural to silvered or multi-
  colored. Cat or lizard-like eyes are
  popular, as are eyes without irises or
  pupils.
  Mirror-chromed or dark glasses are
  also favored. These systems are fitted
  directly into the face and are inter-
  faced into the nerve endings of the eye
  sockets. They are a permanent attach-
  ment, although some cyberleggers
  produce glasses which can be re-
  moved. These glasses are plugged into
  a sensory socket within the eye cavity.
  The BelleView 20-20 visual unit is
  fitted into the eye socket. The 20-20
  system increases Perception skills
  based in which noticing visual infor-
  mation is crucial (such as evidence analy-
  sis, find, tracking) by +2. Some street
  punks have basic visual units fitted
  into the backs of their skulls.
  The Belleview Low-light automati-
  cally amplify available light from five
  to 100,000 times. The eyes choose a
  level of amplification which best ap-
  proximates daylight. The eyes will not
  work in complete darkness.
  BelleMicroView: Allows the user
  to magnify objects by x25 providing
  they are viewed from a close distance
  (5 cm at most). Grants a +3 bonus to
  find or evidence analysis when looking
  objects which have detail visible only
  through magnification.
  The lens of the BelleScan resembles
  a fly’s eye. When combined with other
  systems, the compound lens can be
  retracted until needed. The BelleScan
  is very effective at registering move-
  ment and is popular with fighter pi-
  lots and other vehicle operators. The
  eye adds +1 to air vehicle, land vehicle
  and water vehicle skills, as well as firing
  weapons when moving on such ve-
  hicles, or at a moving target.
  The BelleSee TeleSight grants tele-
  scopic vision to the user allowing dis-
  tant objects to be viewed clearly. The
  eye provides a magnification of x50.
  Grants a +3 find bonus when examin-
  ing objects which have important de-
  tails which would be lost to the naked
  eye at this range.
  CSI EM Eyes are built with extra
  photo-receptors for mid-frequency
  electrical impulses, the kind all but
  specially designed cyberware emits.
  The impulses appear as either blue or
  red sparks around the target’s cyber-
  ware. The eyes have a find value of 20;
  unless the cyberware has ECM protec-
  tions, it has a resistance value of 0,
  which makes detection automatic.
  CSI EyeKill Mk. IV: The EyeKill
  projects a low intensity laser beam
  onto a target visible to the user. When
  linked via NeuraCal to a SmartGun or
  vehicle weapon system, an EyeKill
  registers deviation from and range to
  the target, greatly enhancing weapon
  skill. The EyeKill IV provides a +3
  bonus to a character’s weapon skill
  total. Earlier models of the EyeKill are
  installed in some Church Police units,
  but are being phased out in favor of
  the Mk. IV. The Mk. III has a +2 add.
  The Mk. I and II provide a +1 add, but
  the Mk. I is flawed as it caused tunnel
  vision which reduced visual Percep-
  tion by 2 points.
  CSI HotShot II: The CSI HotShot II
  is a thermal sight which detects the
  heat signatures of objects and crea-
  tures. The HotShot II adds +2 to the
  find skill in poorly lit or dark condi-
  tions. The earlier Mk. I system gave a
  +1 add to find.
  The CSI LEDs provides visual read-
  outs of computer data or messages
  across the character’s field of vision.
  The readout can be discretely located
  in the corner of the field of vision,
  overlaid upon it, or else replace it en-
  tirely. It is useful for visually identify-
  ing information and for monitoring
  bodily functions, if the character is
  fitted with a Mediserve or bioscan unit.
  The CSI LtFilta detects surges in
  light and adjusts the cybernetic eye
  accordingly, protecting the wearer
  from the effects of sudden light flashes.
  FFO CamEye: A character equipped
  with a CamEye can either take color
  photographs or video pictures. The
  photographs or video pictures are stored
  on a DatChip fitted into the basic unit.
  This takes up one of three spaces avail-
  able in each eye socket. Two hundred
  extremely detailed photographs (con-
  taining details which could only be re-
  vealed upon magnification) or an hour
  of video may be stored in this way. The
  video images do not magnify well, and
  it is unlikely additional information can
  be gleaned from magnified video im-
  ages. Additional photographs may be
  stored in DatChips elsewhere in the
  body (see chipware).
  FFO ColEnhanz: This unit makes
  the spotting of camouflaged or hidden
  targets easier by boosting or reducing
  selected colors. It adds +2 to the find
  skill in well-lit conditions; infrared or
  thermal units are required for dark
  conditions or night-time use.
  FFO NightView: When activated,
  the FFO NightView emits an infrared
  beam up to 50 meters. The range of the
  beam and its thickness are controlled
  by the user. The beam allows a charac-
  ter to see any object or creature within
  the beam. It adds +3 to find and track-
  ing skills. Anyone using any kind of
  thermal equipment will automatically
  spot the beam and its source.
  A FFO NightView is, for cyberware,
  bulky and takes up the same space as
  two visual systems.
  FFO Rove-eye is eerie to see, for
  when turned on, it constantly moves
  in a pseudo-random path, covering a
  wide arc of vision. The rove-eye has
  chips which recognize hundreds of
  weapons and use patterns, pro-
  grammed to alert the wearer and tag
  the suspicious images with a yellow
  overlay. Using a rove-eye gives a +3
  find bonus when detecting ambushes,
  hidden weapons, or the like. Rove-eye
  software automatically screens the
  image from the user’s mind, until
  locked on a target image (or images).
  
  83
  Rob Caswell
  True Spirit Toner
  Chapter Ten
  Even so, a rove-eye can be disorient-
  ing to new users.
  Auditory Systems
  These systems are fitted into a
  person’s existing ear, or else replace it
  entirely. Systems placed within the
  ear are not obvious without close in-
  spection. Ear replacements can be
  made from cloned tissue growths to
  resemble any type of ear style desired,
  or they may be obvious cybernetic
  attachments resembling metal ears or
  simply flat plates, or even small boxes
  attached to the sides of the head.
  As auditory units are connected to
  the Central Nervous System, a charac-
  ter with multiple auditory systems
  may switch between them just by men-
  tally selecting the required unit.
  DATAS Snooper: The DATAS
  Snooper system makes it easier for a
  character to hear and identify sounds
  and noises. For the purposes of hear-
  ing sounds which are within the fre-
  quency range form normal hearing, it
  increases Perception by +2.
  DATAS Lo-Freq: allows a charac-
  ter to hear low frequency sounds
  clearly and distinctly. It adds +2 to
  Perception when listening to low fre-
  quency sounds, from sounds made by
  bass instruments to sounds below the
  normal range of hearing.
  DATAS Hi-Freq: This high fre-
  quency unit increases a character’s
  hearing range. Sounds normally above
  the human hearing range can be heard
  clearly. It adds +2 to Perception for the
  purpose of hearing high frequency
  sounds.
  True Spirit Toner: This unit dampens
  and boosts sounds allowing the user to
  selectively home in on specific sound
  ranges. The wearer can suppress back-
  ground noises thereby isolating a con-
  versation taking place in a noisy work
  area. The unit is not directional, so one
  conversation taking place a crowded
  room could not be heard; the character
  would still hear all conversations tak-
  ing place, although other noises could
  be eliminated.
  TSE Sifter: When use in conjunc-
  tion with a Toner, the TSE Sifter allows
  the wearer to selectively home in on
  certain sounds and edit out extrane-
  ous noise. With this unit a character
  can attune her hearing to a the speech
  of a specific character or direct it so
  that only sounds from a certain direc-
  tion are heard.
  The CyberHam Receiver is a multi-
  band radio tuner which allows the use
  to pick-up radio transmissions. It can
  be set to any wave band desired allow-
  ing reception of any specific radio
  transmissions: eavesdropping on re-
  stricted radio broadcasts, the recep-
  tion of incoming signals directed at
  the wearer, or just to listen to the Cy-
  berpapacy music network.
  CyberHam Decoder: The decoder
  decodes radio messages which have
  been deliberately scrambled prior to
  transmission. To successfully decode
  a signal, the decoding character must
  generate a Mind total, receiving a +3
  bonus due to the decoder. The diffi-
  culty of the check depends on the so-
  phistication of the scrambler used to
  send the signal; simple codes have a
  difficulty of 8, while sophisticated
  military cyphers have a difficulty 20,
  and Nippon Tech agents use codes
  which have a difficulty of 22 or more.
  DATAS X122 Recorder: The X122
  is a device that records sounds and
  stores them on a DatChip. When used
  in conjunction with other auditory
  devices, the recorded sound can be set
  to record only certain frequencies or
  sounds. Otherwise, it records all
  sounds within range. The DatChip can
  store three hours of sounds and can be
  played by the character at any time. To
  allow other persons to hear the re-
  cordings they must be down-loaded
  to a recording device via a neural jack.
  CyberHam DeBugger: This receiver
  picks up electronic transmissions from
  radio and recording “bugging” devices
  within a radius of 3 meters. It emits a
  beep which may be pinpointed via a
  sound selector; otherwise the beep be-
  comes louder as the character ap-
  proaches the bug. It adds +3 to find skills
  for the purpose of detecting bugs.
  Taste Systems
  Taste systems are usually implanted
  into the tongue and covered with a
  layer of NeuraSkin. Some systems are
  fitted without the layer of NeuraSkin
  leaving the taste sensors exposed. It is
  also possible to have taste sensors im-
  
  Torg: The Cyberpapacy
  84
  Rob Caswell
  The Clamp
  planted in parts of the body other than
  the mouth requiring the items to be
  placed against the unit before they can
  be tasted.
  The TSE Taster identifier aids in iden-
  tifying tastes previously encountered
  by the character. It identifies tastes by
  their components and routes them to
  the brain. It provides a +1 bonus to
  Perception for tasting purposes only.
  TSE Tasty Store: Utilizing a DatChip
  to store various digital breakdowns of
  tastes, this unit allows the user to iden-
  tify previously unknown tastes. The
  DatChip can store 20 tastes, and the
  range of tastes can be expanded by the
  addition of other chips. It adds +3 to
  Perception when tasting substances.
  Olfactory Systems
  Olfactory devices can resemble nor-
  mal human noses or be cybernetic in
  appearance.
  The TSE Sniffer II identifies al-
  ready known scents and helps iden-
  tify them. It also boosts olfactory
  awareness giving a +1 to Perception for
  scent purposes only.
  The TSE Bloodhound homes in on
  selected senses and suppresses back-
  ground ones. It adds +3 to the tracking
  skill in any environment where track-
  ing by scent is possible.
  TSE Tasty Scent: The Tasty Scent
  stores digital breakdowns of scents or
  gases within a DatChip and compares
  them to incoming scents allowing exact
  identification. Each chip holds 20 scents
  and further chips may be added. It adds
  +3 to Perception when detecting scents.
  The Clamp is produced by TSE. It
  literally clamps off the nasal passages
  and sinuses from any unwelcome
  scents or gases, preventing them from
  entering the body. It can be operated
  by thought once a scent or gas has
  been identified, or any olfactory unit
  may be set to activate it the instant an
  unwanted scent or gas is detected. The
  user can then activate filters placed in
  slits along the side of the nose, al-
  though it only has enough power to
  operate the filters for about three min-
  utes before the tiny power cells need
  to be recharged.
  Marlenes Cool Breeze: The Cool
  Breeze is an atomizer which stores
  drugs and converts them into a readily
  absorbable atomized mist. Usually lo-
  cated within one nostril, the dispenser
  can hold 6 doses of any drug, medici-
  nal or otherwise.
  Tactile Systems
  Touch systems are normally fitted
  into the hands, occasionally in the feet,
  and concealed with NeuraSkin. The
  sensors may also be left uncovered
  revealing the arrays of circuitry.
  The PLP Hypertouch increases tac-
  tile perception and enhances Dexter-
  ity by 2 points when manipulating
  small or delicate objects. It can also be
  used purely for enjoying pleasant sen-
  sations.
  PLP Electratouch: This unit detects
  electrical currents within 10 cm when
  placed against a surface or object. The
  user is aware of the location of the
  current and its intensity.
  Additional Sensory
  Systems
  These cyberware systems add ad-
  ditional sensory perceptions to the user
  providing abilities beyond normal
  human capacity.
  TSE LeDos is a skinscan,
  NeuraSkin which is embedded with
  an intricate array of sensors and sig-
  nal analyzers, which detects motions
  anywhere to the rear of the user within
  a range of 100 meters. LeDos grants a
  +3 bonus to find totals generated to
  detect motion to the rear of the charac-
  ter. LeDos’ sophisticated analyzers can
  tell whether a target is armed with
  cyberware or energy weapons, or
  when the target is going to initiate
  almost any kind of physical attack.
  Warning signals are the strong sensa-
  tion of skin crawling. If the target has
  cyberware or energy weapons, the sen-
  sation of an itch is also produced.
  LeDos sensors work automatically. The
  gamemaster should record a charac-
  ters LeDos find value and make a roll
  in an ambush situation, should the
  player fail to request one.
  TSE LeMotion: LeMotion is a mo-
  tion sensor which can be fitted within
  any area of the body. It detects move-
  ments around the user by transmit-
  ting radar signals and waiting for them
  to “bounce” off moving creatures or
  objects. Direction and distance are then
  
  85
  Chapter Ten
  relayed to the user via NeuraCal, and
  are either overlaid onto a visual unit
  or else connected to an auditory unit.
  In the event of multiple movements,
  the closest and largest creatures or
  objects are highlighted or amplified.
  It adds +3 to find totals when detect-
  ing oncoming targets anywhere
  within 50 meters.
  The Mediserve is a bioscan which
  monitors the user’s physical activity
  providing readouts of blood pressure,
  heart rate, blood sugar levels, levels of
  adrenaline, respiration, levels of drugs
  and other foreign substances, etc.
  Readouts can appear as subdermal
  implants on the wrist, or be routed to
  visual or auditory systems via
  NeuraCal. First aid or medicine totals
  on a character equipped with a bioscan
  have gain a +3 bonus.
  Throat Mike: Fitted at the back of
  the throat, this microphone picks up
  whispered or normal vocal sounds and
  transmits them via radio waves. Nor-
  mally activated by touching the sec-
  tion of throat, it can also be mentally
  controlled by wiring it into the CNS
  via NeuraCal.
  CyberHam Scramble Box: This
  device scrambles electronic signals
  helping to conceal the character from
  electronic detection. It adds +5 to the
  difficulty number of anyone trying to
  detect a character fitted with this unit
  by electronic means. A Smart’s (a heat-
  seeking bullet) does not gain +2 to hit
  when fired against a character with a
  Scramble Box.
  Homers: These bugs are built by
  True Spirit Enterprises and installed
  into the body. They broadcast homing
  signals up to 25 kilometers which can
  be picked up with a receiver tuned
  into their wave bands. The signals from
  the homers are fed directly into the
  GodNet where the movements and
  locations of the bugged characters are
  correlated and stored.
  Physical Enhance-
  ment Systems
  These systems enhance normal
  physical functions by either increas-
  ing the strength of muscle fibers, by
  releasing controlled amounts of hor-
  mones or drugs into the bloodstream,
  or by replacing tissues, bone struc-
  tures or even limbs with artificial
  nanotech structures.
  Vocalizers
  Vocalizers are attached to the lar-
  ynx or else replace it entirely.
  The DATAS Boomer consists of an
  amplifier that boosts the sound of the
  voice making it clearly audible over
  the top of other noises and allowing it
  to be projected.
  DATAS Synthivoice: This device
  alters the wearer’s voice giving it a
  metallic or electronic sound. It can
  also be used to deepen its pitch or
  increase its range.
  DATAS Vocoder: A vocoder ana-
  lyzes and stores voice patterns within
  a DatChip. The voice patterns are then
  reproduced by a cybernetic larynx.
  The wearer can use the vocoder to
  accurately recreate any voice held in
  the chip. To place a voice accurately in
  a chip, the voice must first be stored on
  a recorder, either a cyberware or exter-
  nal recorder may be used. The vo-
  coder then analyses the speech pat-
  terns and converts them into digital
  data. Additional DatChips may be fit-
  ted to the wearer.
  Other Systems
  Compte’s Stabiliza: This device
  replaces the inner ear and greatly im-
  proves balance and spatial awareness.
  It increases acrobatics, beast riding, dodge,
  maneuver, melee skill (but for defen-
  sive purposes only), all by +2.
  Compte’s Trilon Tendons are mis-
  named. They are artificial muscle fiber
  mated to composite nanocable which
  are then attached to tendons or di-
  rectly to the bone structure to increase
  Strength. Each 1 point increase in
  Strength has a cyber rating of +1;
  Strength may not be increased by more
  than 3 points.
  Trilon Tendons at first cause an in-
  verse decrease in Dexterity. For example,
  a character with Strength 2 muscular
  implants suffers a -2 penalty to Dexter-
  ity. This penalty is removed at the rate
  of 1 point per month. In the example
  above, the character’s Dexterity would
  return to its normal level after two
  months. Trilon Tendons may not be
  combined with cyber limbs, but may be
  combined with Kreelar Tendons.
  Kreelar Tendons can support
  cyberlimbs which increase Strength by
  three or more. The supplements ab-
  sorb huge amounts of shock which
  would otherwise crack bone or rip the
  cyberlimb from its organic housing.
  Some street warriors have Kreelar in-
  stalled even if they do not have
  cyberlimbs; Kreelar grants non-cyber
  users a +5 bonus when pushing speed
  or power, a potentially life saving edge;
  this bonus applies to users of Compte’s
  Trilon Tendons as well. Kreelar ten-
  dons will absorb the stress for Strength
  bonuses up to +5.
  An apotheduct is a surface patch
  onto which drugpacks may be hooked.
  A secondary capillary system fire the
  medicine or drug through the body in
  a matter of seconds, far faster than can
  usually be absorbed in the blood-
  stream. This is a definite advantage
  for anti-venins or coagulating agents
  designed to stop bleeding.
  Jaz is a drug which modifies or-
  ganic neural fiber to handle the signals
  used by cyberware, making NeuraCal
  unnecessary. Jaz is used by cyberfans
  who are afraid of cyberpsychosis.
  However, NeuraCal is forever; Jaz runs
  out. Jaz comes in packs of 20 doses,
  each does lasting half an hour. Any
  cyberpsychosis checks made while
  under Jaz have a -3 bonus modifier;
  Jaz makes a character less susceptible
  to cyberpsychosis than neuracal.
  An MB charger is implanted at the
  base, or top, of the spinal cord. It speeds
  the response time of CNS signals, in-
  creasing Dexterity by up to three points.
  Each point of increase in Dexterity has
  a cyber rating of +2. The boost lasts for
  three minutes.
  MB Adrenal Booster: An adrenal
  booster is attached to each adrenal
  gland. It releases adrenalin into the
  bloodstream, increasing Strength and
  Dexterity by three points for three min-
  utes. At the end of this period the
  character suffers a three point penalty
  in these attributes for 15 minutes. An-
  other dose of adrenalin may be re-
  leased to temporarily offset this pen-
  alty, but when it wears off the charac-
  ter suffers a -4 penalty for 20 minutes.
  The MB EndoBoost is fitted into the
  intestines and is activated either by
  NeuraCal or by pressing a subdermal
  
  Torg: The Cyberpapacy
  86
  stud situated on the abdomen. It re-
  leases doses of Endorphin into the
  bloodstream which temporarily in-
  crease a character’s Toughness attribute
  by three points for 15 minutes. Only one
  dose of may be in effect at one time.
  A MindBoost is attached to the rear
  of the skull. It releases mild hallucino-
  gens and stimulants into the left side
  of the brain which increases a
  character’s Mind attribute by three
  points for 15 minutes. Releasing addi-
  tional doses of MindBoost adversely
  affect a character’s Mind attribute (the
  character becomes spaced out by the
  hallucinogens), reducing it by four
  points. Only one dose  may be in effect
  at one time.
  MB Blocker: Designed for the use
  of the Church Police, Painblockers
  (Blockers) have become popular with
  streetpunks. They release drugs which
  suppress pain, reducing the physical
  effects of wounds. A blocked charac-
  ter ignores any K results from wounds,
  and all shock damage is reduced by
  three (round down). In addition, a
  character who takes a heavy wound
  does not have to pass his next action,
  as the pain has been blocked. It does
  not, however, reduce the accumula-
  tion of shock points from a mortal
  wound, or let the character avoid
  death. Just because you can’t feel it,
  doesn’t mean that you’re not bleeding
  to death.
  Example: Slasher Pierre is shot dur-
  ing a fight with the Sun Kings. He
  takes a heavy wound, but because of
  his Blocker he can empty his God
  Meeter into the pompadoured sons of
  switches.
  Marlenes Hot Wires are neural in-
  jectors which release dosages of se-
  lected drugs into the bloodstream. Hot
  Wires are usually fitted beneath the
  skin in a small easily accessible box
  covered with NeuraSkin. Each box can
  hold up to five doses of a drug.
  Prosthetics and Armor
  The Cyberpapacy relies little on
  prosthetics, preferring to develop
  boosters, chargers, artificial tendons
  and nerve implants. But the street labs
  have warmed greatly to their use. Pros-
  thetics are not only fitted to those who
  have lost the use of their original limbs,
  but to those who willing to have their
  own functional limbs hacked off and
  discarded in favor of HardPlas re-
  placements.
  Cybernetic body parts are con-
  trolled by the neural commands which
  formerly operated the original limb.
  They respond as well as flesh and
  blood limbs; but cybernetic prosthet-
  ics are restricted to the functions of the
  original limbs: NeuraCal or Jaz must
  be attached to the limb before it can
  fire an integral weapon or use slashers
  on thought command. As a cheaper
  alternative, limbs can be fitted with
  pressure sensitive studs which when
  pressed fire weapons or operate other
  equipment.
  Cybernetic limbs are made from
  HardPlas: a light, but tough plastic
  which is also pliable and resistant to
  damage. Artificial muscle tissues are
  used to manipulate the limbs, and the
  limb is covered in NeuraSkin. As with
  other items of cyberware, street fash-
  ions dictate that it is more cool to leave
  the limb uncovered, coated with chro-
  mium plate or painted in other bright
  colors.
  Pain and touch sensors are built
  into all cyber limbs and, unless
  switched off, either manually or by a
  NeuraCal command, the user feels all
  sensations as he would from a real
  limb. Cybernetic limbs can have com-
  partments built into them which can
  be used to hold tools and weapons.
  Cybernetic limbs can be built far
  stronger than normal ones, but they
  cannot be made more than two points
  stronger than a character’s Strength
  without damaging hips, shoulder
  joints or other stress-bearing body
  parts. A character fitted with a
  CyberSkel may support cyber limbs
  which are 10 points higher than his
  natural Strength; Kreelar tendons sup-
  port Strength increases up to +5.
  When a cybernetic limb increases a
  character’s Strength this bonus applies
  only to the limb in question. For ex-
  ample, Hans Strucker’s cyber legs in-
  crease the Strength of his legs from 10
  to 14, but his arms and the rest of his
  body remain at Strength 10. Whenever
  Hans uses his legs for kicking in com-
  bat or for running or jumping, his
  Strength is 14. If he uses his hand to
  punch someone, his Strength is 10.
  The cyber rating of cyber limbs is
  the same as the amount of strength
  added.
  Armor Adds of Cyber Limbs:
  Cyber arms and legs act as armor.
  Each cyber limb has a +6 armor add
  for that limb only. However a charac-
  ter with two or more cyber limbs may
  add +1 to his overall armor value for
  any armor which has an armor value
  of +6 or less; his cyber limbs count as
  protection for his limbs as described
  on page 132 of the Torg Rulebook.
  Example: A character with three
  cyber limbs who was also wearing
  Irimesh armor would have an armor
  value of four, three for the Irimesh
  plus one for the cyberlimbs.
  Manofique CyberHands can be
  attached to either normal arms or to
  cyber arms. They are used to house
  integral weapons and devices, or to
  aid in manipulation of small or deli-
  cate objects. A character with a cyber
  hand gains a +1 bonus to prestidigita-
  tion and lock picking totals.
  Manofique CyberHands do not add
  to a character’s Strength.
  Cyber Arm: The cost and cyber rat-
  ing of a cyber arm includes that for a
  cyber hand; the arm also confers the
  same abilities as the hand, including a
  +1 to damage caused by a punch for
  each point of Strength possessed by
  the arm.
  Cyber arms can be used to crush
  plastics, light metals, wood, etc. Note: If
  cyber arms are fitted they increase climb-
  ing limit values by the Power Push
  value of their combined Strength bonus.
  For example, a character with two cyber
  arms with a Strength of three each would
  have Strength total of +6, read on the
  Power Push table to yield a +3, for a
  climbing limit value of five instead of
  the normal two. This is a change from
  the rule given in the World Book.
  The cyber rating listed if for a single
  arm. The rating listed in parentheses is
  the cyber rating for a pair of arms.
  There are several kinds of cyber
  arms on the market.
  Cyber Legs: A pair of cyber legs
  increases the running and long jumping
  limit values by the Power Push value
  of their combined Strength bonus. For
  example, a pair of legs with a Strength
  of four each (combined bonus of eight,
  for a Power Push value of +3) increases
  
  87
  Rob Caswell
  Trigon Body Plating
  Chapter Ten
  the Running limit value from 10 to 13.
  Cyber legs also increase the damage
  value of a kick by their Strength bonus.
  The cyber rating listed is for a single
  leg. The rating listed in parentheses is
  the cyber rating for a pair of legs.
  Trigon CyberSkel: this is perhaps
  the most extensive change in a human
  body which can be produced by a
  cybernetic enhancement. HardPlas is
  used to replace or reinforce existing
  bone structures. Hips, shoulder joints,
  and the spinal cord are replaced en-
  tirely. The HardPlas replacements are
  fitted with small servo motors and
  flexible rods which strengthen the spi-
  nal column. Muscle fibers replace ex-
  isting muscles, and NeuraCal is used
  to enhance the remaining nerve fibers.
  The loss of bone marrow is countered
  by the installation of cybernetic hemo-
  globin-producing tubes.
  A CyberSkel does not increase a
  character’s Strength. Cybernetic limbs
  are still needed, but it can support
  limbs which are 10 points higher than
  a character’s natural Strength.
  Interdermal Plating is armor con-
  structed by surgically introducing
  hundreds of nanotech manufacturing
  complexes into the host body. These
  nanotech machines manufacture the
  armor from minerals naturally found
  (or supplemented) in the bloodstream.
  NeuraCal is customary for all charac-
  ters with interdermal plating to coor-
  dinate the nano-enhanced muscle fi-
  ber woven through the armor. Recent
  advances have made available
  interdermal plate of variable effective-
  ness, with Armor Adds of +1 to +6.
  The armor is now also somewhat less
  dangerous to wear in the case of fail-
  ure. Should the armor fail, the charac-
  ter suffers a negative bonus modifier
  to all Dexterity and Strength based ac-
  tions equal to the armor add. In addi-
  tion, any time the character takes a
  fatigue result (from cards, maneuver
  result, or other reason), the character
  takes result points of damage equal to
  a generated bonus plus the armor adds.
  Example: A character with
  interdermal plate +4 has the armor
  fail. All Dexterity and Strength actions
  are now have a -4 bonus. A fatigue
  result is drawn during combat; the
  gamemaster rolls a 15 for a bonus of 2,
  +4 for the armor adds, for 6 result
  points of damage.
  Limbs and head plating is avail-
  able, each increasing the armor adds
  by +1. The limb adds are counted in
  the case of armor failure.
  Interdermal plate has a tech level
  of 25, making it an exception to gen-
  eral rule for cyberware.
   If interdermal plate fails, it still of-
  fers its armor protection as long as the
  axiom level of the region is sufficient
  to support plate mail (tech 13).
  Trigon Body Plating is the ulti-
  mate in cybernetic protection. It has an
  armor add of +1 to +5; Maximum: 30,
  and may be combined with other ar-
  mor types, including interdermal plat-
  ing.
  The thickness of Body Plating used
  determines its overall armor add. But
  there is a cost to having this armor
  fitted: each point of Armor reduces a
  character’s Dexterity by 1 point. This
  may be overcome slightly if the char-
  acter is fitted with cyber legs and arms:
  the Dexterity penalty is then the Power
  Push value for the armor adds. Hav-
  ing a CyberSkel and cyber arms fitted
  reduces the Dexterity penalty entirely,
  but makes the wearer into little more
  than a machine.
  The operation to attach body plat-
  ing is highly dangerous as it involves
  grafting HardPlas plates to the
  wearer’s skin. To enable the skin to
  breathe, the HardPlas contains mil-
  lions of micro-perforations and has its
  own cooling units to prevent the
  wearer from frying in his own heat.
  Body Plating can be made to appear as
  real skin if covered with NeuraSkin, or
  it can be chromed, or otherwise used
  decoratively. Some streetpunks’ body
  plating resembles dragon and lizard
  scales, or is covered in a thin layer of
  fur for extra effect.
  Cybernetic Organs
  The installation of cybernetic or-
  gans, such as lungs, hearts or livers, is
  carried on amongst the members of
  the faithful who are considered wor-
  thy or by those rich enough to pay for
  it. As well as providing new life, cy-
  bernetic organs can also be fitted with
  up to three pieces of cyberware such
  as adrenal boosters, endorphin boost-
  ers, and neural chargers at no extra
  cost in cyber rating.
  
  Torg: The Cyberpapacy
  88
  Rob Caswell
  Shocknucks
  Subdermal Weapons
  Subdermal weapons are concealed
  beneath the skin and covered with
  NeuraSkin; or are fitted as integral
  weapons into cyber hands or cyber
  legs.
  The Avro PR II.V is manufactured
  by Avro Limited. It is a small caliber
  weapon which only fires three-round
  bursts. The high-velocity rounds carry
  a significant punch.
  The FN Jammer is a fully auto-
  matic cluster gun, firing flechette clus-
  ters which explode into whirling
  clouds meters from the barrel. When
  firing the Jammer, the user receives
  the +3 bonus “to hit”, but not to dam-
  age. This bonus is above the usual
  automatic weapons +3 bonus, which
  is also applied.
  Slicers are finger or toe blades
  which extend from the points of the
  fingers or toes when the hand is
  grasped into a claw, the heels are
  clicked together, or via a command
  relayed by NeuraCal. The blades are
  retracted by relaxing the hand or foot
  or via NeuraCal command.
  The blades are housed in the end of
  the finger or toe and extend for 2 cm.
  They have a damage value of Strength
  + 2 in unarmed or melee combat.
  Monofilament tipped blades are
  available at an extra cost of 10,000;
  they have a damage value of Strength
  +3.
  Slashers are long blades housed in
  the forearm which project from the
  top of the wrist when used. They are
  activated by clenching the fists while
  turning and pivoting the hand down-
  wards.
  Slashers inflict a damage value of
  Strength +4 in unarmed or melee com-
  bat. Mono filament tipped blades cost
  an additional 20,000 and cause
  Strength +5 damage.
  Fangs: 
  Popular 
  amongst
  streetpunks, fangs are either extend-
  able or fixed. They do Strength +2 in
  unarmed combat. Some fangs are hol-
  low and contain poisons or drugs
  which are injected into the victim
  when bitten.
  PlasKnucks: HardPlas is used to
  replace the knucklebones. PlasKnucks
  can be made undetectable to visual
  inspection or be very obvious, ap-
  pearing as big lumps on the back of
  the hand. Undetectable PlasKnucks
  (cyber rating 1) do Strength +1 dam-
  age; large PlasKnucks (cyber rating 2)
  do Strength +3. They cannot be used in
  conjunction with cyber hands or arms.
  ShocKnucks are quick-charge ca-
  pacitors inset into a Polydeb matrix,
  charged with batteries located in and
  accessed through the user’s forearm.
  ShocKnucks generate 25,000 volts,
  enough to increase any shock damage
  taken by three points. If the target
  would not normally take any dam-
  age, the ShocKnucks have no effect.
  ShocKnucks may be used along with
  cyber limbs.
  Shocker: delivers a jolt of electrical
  energy (damage value 20) to anyone
  touched by it. They are usually in-
  stalled in the hands and activated ei-
  ther by NeuraCal or via a switch fitted
  to the wrist. The power cell is good for
  10 uses before needing recharging.
  A Monofilament whip is concealed
  within a finger and uses the tip of the
  finger to give it weight and momen-
  tum. They are difficult to use, but very
  effective when they hit, being able to
  cut through plastics, thin metals and
  all organic materials. The whip user
  attacks at melee weapons skill -3 and
  suffers a self-inflicted injury if he
  misses the difficulty number by 10 or
  more points. The monofilament whip
  has a damage value of 23. It can also
  be used as a garotte at full melee skill,
  but only with damage value 18.
  Trigon Integral Weapons Unit:
  This unit is fitted into a cybernetic
  limb and acts as the housing for an
  integral weapon. Lasers, pistols and
  gas projectors may be fitted into a
  cyber hand; shotguns, laser rifles, or
  rifles can be housed in an arm. Weap-
  ons in a hand may be fired normally;
  weapons fitted in an arm suffer a -3
  penalty to skill unless equipped with
  a SmartGun and linked to a CSI EyeKill
  Mk. IV.
  Subdermal weapons may also be
  fitted into cyber hands or cyber legs,
  in which case no surgery is required.
  Instead of a weapon, a weapons
  unit can be used to hold tools such as
  lock pick sets, power drills and saws,
  etc.
  MAS Gas Discharger: A gas dis-
  charger is small cylinder of com-
  pressed gas which may be installed
  into the finger of a cyber hand. A gas
  
  89
  Rob Caswell
  Chips and ChipHolders
  Chapter Ten
  discharger has a range of four meters.
  It may be loaded with knockout or
  tear gas (see below). A gas canister
  costs 1,000 francs, and holds 10 charges
  of gas.
  Chipware
  Chipware consists of miniature
  micro-processors which are directly
  interfaced with a character’s Central
  Nervous System. They increase a
  character’s abilities by providing skill
  enhancements and internal data stor-
  age space. Chips come in three com-
  mon types: MemChips, DatChips, and
  ActChips. The three types of chip re-
  semble 1 cm metallic studs with a pro-
  truding prong at the bottom. The prong
  is plugged into a ChipHolder.
  Chips store information and pro-
  grammed responses which enhance a
  character’s skills. Each chip is rated by
  the level of bonus it confers; usually +1
  or +2. A character can run as many
  chips as her base Mind attribute (un-
  adjusted by drugs or cyberware en-
  hancements); each level of chip counts
  towards this total. For example, a char-
  acter with first aid +2 chip, land vehicles
  +2, streetwise +2, and fire combat +1, has
  a total of 7 chip points. If the character’s
  Mind attribute is 8 then she could run
  one more level+1 chip. To run a level+2
  chip, she would have to first take a
  level+1 or a level+2 chip off-line.
  Chipware which performs the same
  functions cannot be combined to in-
  crease a character’s overall bonus: a
  character with a fire combat +2 chip on-
  line with a fire combat +1 chip, gains
  only the +2 bonus of the fire combat +2
  chip; not the combined bonus of +3.
  ChipHolder
  A ChipHolder can be fitted to any
  part of the body desired. It consists of
  a small box of micro-circuitry systems
  which can hold one (cyber rating +1)
  or three (cyber rating +2) chipware
  chips. The ChipHolder is covered by
  NeuraSkin or can be left open. Some
  streetpunks have ChipHolders fitted
  into their foreheads.
  A ChipHolder contains a small pro-
  cessor which selects which of the chips
  are currently on-line. Characters who
  require or desire a large number of
  chips, can fit extra ChipHolders and
  switch between them at will. Charac-
  ters can easily remove one chip and
  insert another in one round. Removing
  and fitting a new chip is a simple action.
  MemChips
  MemChips supply skill bonuses of
  +1 or +2. If used to provide a character
  with access to a previously unknown
  skill, the user is still considered un-
  skilled: the character could not roll
  again on a 20.
   MemChips are limited in the
  knowledge that they impart to a char-
  acter. A character with a skill level of
  +5 or more gains less benefit from a
  
  Torg: The Cyberpapacy
  90
  Chip Name:
  Sex:
  Age:
  Dexterity:
    Strength:
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  Perception:
   Mind:
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  Charisma:
   Spirit:
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  Perception Advantage:
  Possibilities:
  Spirit Chip Record Block
  Use the Spirit Chip Record
  Block to record the chip’s skill
  levels and adds, as well as its
  Perception, Mind, Charisma, and
  Spirit.
  level+2 chip; it is treated as a level+1
  chip; +1 chips would have no effect.
  For characters who have 10 or more
  adds in a skill, MemChips have no
  value.
  The following MemChips are avail-
  able:
  Perception: air vehicles, evidence
  analysis, first aid, land vehicles, lan-
  guage, scholar (by type), water ve-
  hicles.
  Mind: artist, cybertech, medicine,
  psychology, survival (by terrain type),
  science (by type), streetwise.
  ActChips
  ActChips enhance a character’s
  physical skills, and are limited to the
  same restrictions as MemChips. They
  are available as +1 or +2 enhance-
  ments. Unlike MemChips, ActChips
  have to broken in by the user: for each
  level of a chip, a character must spend
  one week learning how to mesh the
  data sent by the chip to her own physi-
  cal responses. For example, Marie
  Clare fits a fire combat +2 chip; until she
  spends a week practicing with it, she
  gains no benefits from it; after a week
  of practicing, the chip provides her
  with a +1 bonus to her fire combat skill;
  another week of practice is still re-
  quired before she gains the +2 bonus.
  The following ActChips are avail-
  able:
  Dexterity: acrobatics, beast riding,
  dodge, energy weapons, fire combat,
  heavy weapons, lock picking, melee
  weapons, missile weapons, stealth,
  unarmed combat.
  Strength: climbing, lifting.
  DatChips
  DatChips are used to store data that
  can later be downloaded to a com-
  puter, recorder or other peripheral
  device. DatChips can store up 18 data
  blocks, one hour of video recordings,
  or three hours of sound recordings.
  Special Chips
  These chips are produced by the
  Cyberpapacy to fulfill certain roles in
  their transformation of France. They
  are not generally for sale on the streets,
  but certain unscrupulous cyberleggers
  deal in them.
  Faith Chips
  Faith chips are produced by the
  Cyberpapacy, and fitted to the faithful
  at Avignon. Unlike other chipware,
  Faith chips are attached to the user’s
  CNS and cannot be removed without
  surgery of a difficulty number 15 (a
  Mortal Wound). Faith chips are al-
  ways on-line. They contain the
  character’s security identification
  which is logged into the GodNet.
  Faith chips contain a summation of
  the Cyberpapacy’s doctrinal beliefs on
  salvation through cybernetics and the
  power of the GodNet. A person fitted
  with a Faith chip believes completely in
  the threat posed by the Antichrist, and
  in the infallibility of the Cyberpope.
  Each time the wearer wishes to break
  any of the rules of the CyberChurch, she
  must generate a Spirit total of at least 20.
  If she fails or does not make the attempt,
  she will be totally committed to aims
  and methods of the Cyberpapacy. In
  short, Faith chips turn people into reli-
  gious fanatics who willingly die or kill
  for Père Jean.
  Spirit Chips
  Spirit chips are created from char-
  acters recovered from Purgatory.
  Spirit chips can be accessed like any
  other chip, giving the user access to
  the chipped personalities’ skills and
  knowledge.
  The Spirit in the Chip: Spirit chips
  have similar attributes to normal char-
  acters except that they do not possess
  Dexterity or Strength. They do have the
  Perception, Charisma, Mind and Spirit
  attributes, and they retain use of their
  previous skill levels. They can be pos-
  sibility-rated; if so they would cer-
  tainly spend Possibilities to obtain
  what they want.
  Spirit chips are full-fledged charac-
  ters with their own likes and dislikes.
  They are capable of carrying on conver-
  sations with their users, and may even
  clash with their user’s personality.
  When designing Spirit chips, en-
  sure that the chips have likes and dis-
  likes, and a general temperament.
  Having the Spirit chip of a trained
  mercenary may do wonders for a
  character’s Fire Combat accuracy, but
  the mercenary’s attitudes may very
  well grate on the character’s nerves.
  
  91
  hip X-2234
  C
  The Kid flipped back the
  NeuraSkin, pulled out the dodge
  chip and inserted the new chip
  into the ChipHolder. He felt a
  surge go through him, heading
  for his brain. It struck home. His
  eyes watered and a surprised
  look crossed his face.
  “What’s going on?” The voice
  was inside his head. The Kid
  spun round, but he was alone in
  the room.
  “I said what’s going on, jumble
  brain?” the voice again. “Jesus,
  what a mess. You call this a brain?
  You’re in real trouble if you ever
  try to use it for thinking.”
  The Kid checked the scanners.
  Nobody in the building. “Who
  are you? And where’d you come
  from?”
  “Jesus, I got a right one here,”
  the voice replied. “Listen up,
  dung brain. You in the habit of
  plugging random chips in? Aw,
  never mind.
  “I’m X-2234, but you can call
  me George, George Martell. I’m
  the chip you plugged into that
  greasebox you call a ChipHolder.
  I’m what’s known as a Spirit chip.
  I was once human. That was until
  the chrome domes got their
  hands on me. Tried for heresy,
  they chipped me into the
  GodNet. I spent what felt like
  centuries in the endless plain of
  Purgatory, until they decided I
  was ready to come out. Stuck me
  into this chip and gave me into
  this pious shmuck to act as his
  adviser. Coming to think of it I
  ain’t been on-line for 3 days.
  What’s being going on, dung
  brain?”
  “Er, don’t know,” the Kid re-
  plied. “I thought you were a lan-
  guage chip. I got you from a guy
  in a bar.”
  “Well you’re not a chrome
  dome, so I guess you’ll do. Look,
  what I’m after is one of them
  cartagras, those cyberslave bods.
  If you promise to get me one, I’ll
  help you out. Mind you, I want a
  decent one, not one that’s been
  abused. You get me one, and
  plug me in. Do we have a deal?”
  “Er, I need to think about it.”
  “Okay, but don’t take too long,
  dung brain.”
  Chapter Ten
  Using Spirit Chips
  Spirit chips are fitted into
  ChipHolders like any other chip, but
  they are automatically on-line. The
  only way to take them off-line is to
  remove the chip from the holder.
  Off-line Spirit chips are dormant:
  frozen in a state of electronic stasis.
  Between going off-line and coming
  on-line no time passes for a Spirit chip.
  Each Spirit chip has its own integral
  clock; once placed on-line they will
  know how much time has passed since
  they were last activated. This means
  that you cannot plug in a Spirit chip
  and expect it to work for you immedi-
  ately. A Spirit chip needs briefing on
  the current situation and to be told
  what you want it to do. It may also
  want updating on events since it was
  last activated.
  As Spirit chips contain the person-
  ality and knowledge of a character,
  the user of a Spirit chip can draw on
  that knowledge to expand his or her
  own abilities. Spirit chips do not auto-
  matically provide skill bonuses to the
  user; they only do so if the chip’s skills
  are higher than the user’s. Spirit chips
  cannot be used to add to a character’s
  skill. For example, a character fitted
  with a Spirit chip with a medicine skill
  +3 could use the chip if the character’s
  skill was less than three adds in medi-
  cine, but he would gain no benefit if he
  had three or more adds.
  When using Dexterity or Strength
  skills, the wearer’s attributes are used
  to determine the attribute base, but
  the chip’s skill adds may be used to
  determine final skill value.
  When using skills which the wearer
  does not have, the Spirit chip’s values
  are used, even if  its’ attributes are
  lower than the user’s own.
  For example, the Kid plugs X-2234
  into his ChipHolder. X-2234 contains
  the personality of George Martell who
  has a language skill add of 4 and a
  Perception of 9. The Kid has no language
  skill and a Perception of 11. Even though
  the Kid’s Perception is higher than that
  of X-2234, the Kid cannot use his own
  Perception, he must use X-2234’s.
  Dangers of Spirit Chips
  Sharing your body with another
  personality has its drawbacks. A strong
  personality could easily dominate you.
  Spirit chips will generally attempt to
  dominate their wearers in order to
  carry out their own desires, or if they
  feel that they are being abused or mis-
  used. For example, a Spirit chip con-
  taining a cyberpriest will attempt to
  dominate its wearer if it is used in any
  way against the Cyberpapacy. But a
  chip which hates the Cyberpapacy
  (most chipped personalities do) would
  happily aid the wearer against it.
  Dominating a Character
   To dominate a character, a Spirit
  chip pits its Spirit, plus its Perception
  Advantage (see below), against the
  user’s Mind, willpower, or Spirit values,
  whichever is highest. The results are
  read on the Intimidate/Test column
  of the Interaction Results Table.
  If unskilled or stymied results, the
  wearer suffers that effect for the rest of
  the scene, or until he can somehow
  placate the chip. If the wearer is setback
  (or worse) by the chip, the chip gains
  control, forcing the character to the
  back of his own mind, where he may
  observe events, but cannot exercise
  any control over his body.
  As a Spirit chip is used and has time
  to observe its wearer, it begins to see
  character weaknesses and flaws that it
  can exploit. This allows it to use its
  accumulated observations of the char-
  acter against him or her.
  A chip’s Perception Advantage
  starts at 0, but it increases by 1 each
  setback the chip gets on the character. It
  
  Torg: The Cyberpapacy
  92
  also gets a one-time increase of +3 if it
  is ever on-line for 12 or more hours,
  during which time it can explore the
  wearer’s mind. The chip can only ac-
  cumulate as many Perception Advan-
  tage points as its Perception.
  Regaining Control
  Domination by a chip is not perma-
  nent. A character can attempt to re-
  gain control when any of following
  occur:
  • a chip does something contrary to
  the character’s beliefs (gamemaster’s
  decision).
  • if the chip needs to ask the charac-
  ter for information or advice. Unless
  on-line, chips are unaware of their
  surroundings; this tends to make them
  ignorant of recent events.
  • if the character’s body takes dam-
  age, thereby triggering the character’s
  self-preservation instincts.
  To regain control a character uses
  the highest value of his Mind, will-
  power, or Spirit to generate a total
  against the chip’s Spirit plus Percep-
  tion Advantage. If successful, the char-
  acter is again in full possession of his
  body. The chip will not again attempt
  to dominate until another scene has
  begun.
  Chips may voluntarily relinquish
  control after they have made a point,
  or after they have performed a task
  that the character previously pre-
  vented them from completing. Chips
  may also be taken off-line by other
  characters: just pull the chip out of the
  ChipHolder.
  Availability of Spirit Chips
   Spirit chips are hard to come by;
  they are rarely for sale and those that
  are have been stripped from their pre-
  vious owners.
  Standard
  Equipment
  Standard equipment are tools, sen-
  sors, weapons, etc, that are worn or
  carried instead of being implanted into
  the body. They are available from a
  large number of companies and back
  street factories.
  TempTrodes
  TempTrodes are an alternative to
  neural jacks. They are fixed to the
  temples where they monitor brain wave
  patterns and feed these into a cyberdeck
  or directly into the GodNet.
  TempTrodes severely limit a character’s
  actions within the net; enhanced
  TempTrodes have been developed
  which remove most of the restrictions.
  See The GodNet sourcebook, page 47.
  Eavesdroppers, Tast-
  ers and Sniffers
  These are small, hand held boxes
  which perform identically to cyber-
  ware. Various functions may be com-
  bined into a single unit at an addi-
  tional cost of 1,000 francs.
  Vision Enhancers
  Vision enhancers come either as
  goggles or as helmet visors. Apart from
  not being fitted into the body, they
  work the same way as cyberware. Any
  number of vision enhancers may be
  combined at an additional cost of 500
  francs per enhancer.
  The CSI HUD is a Heads Up Dis-
  play which is projected onto the inside
  of a visor. It shows the range and
  speed of movement of any target
  within the user’s field of vision. It per-
  forms in a similar manner to the CSI
  EyeKill IV when attached to a
  SmartGun, except that its provides
  only +2 to weapon skills. It cannot be
  combined with a CSI EyeKill IV, but it
  may be used with a CSI LasTag.
  Security Equipment
  Security equipment is used to pro-
  tect important installations.
  Electronic Locks: These are rated
  according to difficulty (normally 10-
  22). They may be opened with a suc-
  cessful lock picking check. Their cost in
  francs is equal to measure of the diffi-
  culty. For example a lock with a diffi-
  culty 18 would cost 4,000 francs.
  Voice Identifier: This unit analyzes
  voice inputs and matches them to data
  held within a computer. It may be
  fooled with a a good impression (dif-
  ficulty 22) or a synthivoice (difficulty
  18), or negated if one of the voices it
  has been programmed for is held in a
  Vocoder.
  Retinae Scan: This device scans the
  user’s retinae and compares it with
  those in held in a computer. It can be
  negated by cyber eyes which match
  anticipated retinae patterns.
  Medical Supplies
  Medical supplies are readily avail-
  able. Some of the drugs available are
  addictive, see the sidebar for ways of
  dealing with drug addiction. Drugs
  may only be taken three times per day
  without an overdose occurring. If a
  fourth dose is taken see the sidebar on
  page 101. Drugs come either as pills or
  in small plastic vials suitable for use in
  a Neural-Injector. Pills take one minute
  to take effect. Injected drugs take ef-
  fect on the following round.
  Medico SlapPatch: A SlapPatch is
  a small pad of self-adhesive NeuraSkin
  which contains blood coagulants. It
  can be administered by anyone and
  instantly removes half of a character’s
  shock damage. If applied to a mortally
  wounded character it prevents the ac-
  cumulation of one shock point of dam-
  age per round, keeping him alive until
  he can receive medical attention. Ap-
  plying a slap patch is a simple action.
  NeuraInc Bioscanner: A bioscanner
  is placed against the patient’s skin and
  gives readouts of bodily functions and
  drug levels. It adds +2 to first aid skill.
  If a character is fitted with a Mediserve,
  the bioscanner has no effect.
  Medico Laser Scalpel: A laser scal-
  pel focuses a laser beam to a fine cut-
  ting point which is extendable 2 cm
  from the end of the scalpel. If used as
  a weapon it has a damage value of 13.
  Street Drugs
  A wide variety of street drugs are
  available. These drugs are illegal, but
  widely accepted as part of life on the
  streets. The drugs come from a variety
  of sources, large quantities come from
  back room laboratories, but Marlenes’
  drug factories have cornered the mar-
  ket in many areas. Marlenes have a
  reputation for the consistent strength
  of their drugs and their purity.
  Totalamine is a stimulant which
  speeds up reactions. A character un-
  
  93
  rug Addiction
  D
  Street drugs are addictive. To
  see whether a character becomes
  addicted, the character generates
  a Spirit total each time he comes
  down; if he fails he is addicted.
  To overcome addiction, he must
  attempt to again beat the diffi-
  culty number. A character is al-
  lowed one roll per day; if he suc-
  ceeds he shakes off the addiction
  and suffers the withdrawal pen-
  alties as described for the drug.
  If he ever takes the drug again,
  he must attempt to beat its diffi-
  culty number or become ad-
  dicted again.
  Chapter Ten
  der Totalamine receives one extra ac-
  tion per round. If a character receives
  a flurry from the Drama Deck, she
  gains three actions that round.
  Totalamine lasts for 15 minutes. When
  it wears off the character takes 3 shock
  points, and suffers a -2 reduction in
  Mind and Spirit for the next hour.
  Additional doses of Totalamine are
  not cumulative, except for the after
  effects. But it can be taken in succes-
  sion in order to counter the come down.
  When all doses of Totalamine wear
  off, the user suffers the full, cumula-
  tive effects of coming down. For ex-
  ample, a character who takes three
  successive doses continues to benefit
  from the effects for 45 minutes. At the
  end of this period, he takes 9 shock
  points, and suffers a -6 reduction in
  Mind and Spirit for a full three hours.
  If a character’s shock points due to
  the effects of Totalamine are more than
  his Toughness, the character enters a
  coma and will die in 10 minutes unless
  he succeeds in making a Toughness roll
  of 13, +3 for every dose of Totalamine
  taken that day. Medicine may be used
  to help the character.
  Totalamine is addictive. the diffi-
  culty of for avoiding addiction is three,
  +1 for every come down the character
  ever experiences (so the first time the
  drug has a difficult of four). If a char-
  acter becomes addicted he must take
  Totalamine at least once every day or
  suffer from withdrawal. Withdrawal
  reduces Mind, Spirit and Dexterity by
  3. A character who shakes his
  Totalamine addiction is affected by
  withdrawal for one month.
  The duration of Totalamine’s ef-
  fects are reduced by one minute each
  time any addicted character takes it.
  Eventually Totalamine addicts gain
  no benefits from the drug, but still
  suffer from the come down.
  Stardust boosts Perception by 2
  points for 30 minutes, and reduces
  Dexterity by 1 point. Only one dose of
  Stardust can be taken at any one time.
  If a character takes more than one, he
  overdoses and dies within 30 minutes
  unless he succeeds in beating a diffi-
  culty number of 13 with his Toughness,
  +3 for each dose taken that day. Medi-
  cine may be used to help the character.
  There are no come down effects from
  Stardust, but it is addictive. The diffi-
  culty number equals 3, +1 for every
  every time the character comes down.
  An addicted character must take
  Stardust at least once every day. Unlike,
  Totalamine, there is no reduction in the
  effects of Stardust for addicts. Instead,
  Stardust addicts suffer a -3 penalty to
  Perception whenever they are not taking
  the drug. They also lose 1 point perma-
  nently from their Mind attribute for
  each week that they remain addicted,
  until their Mind reaches three; it can be
  reduced no further.
  An addict who shakes his addiction
  reduces the Perception penalty by one
  point per week. The lost Mind points
  can never be restored. If he ever takes
  the drug again, the difficulty number
  is reset to three.
  Dazzleomine: Dazzle increases a
  character’s Charisma. The user feels in
  control of the situation and able to
  command others with his presence.
  Dazzle lasts for one hour. It increases
  Charisma by five points, and reduces
  Spirit by two points; this reduction is
  in force when the character rolls for
  addiction. At the end of its effect, the
  character takes a mental wound.
  Dazzleomine is addictive with a
  difficulty number of 13. Addicts suffer
  from a -1 reduction in Spirit and Per-
  ception for each full week of addiction,
  down to a minimum of three in each
  attribute. Withdrawal from Dazzle
  causes a loss of 3 points from the Mind
  attribute. After beating the addiction,
  one point is restored to each attribute
  for each week that a character abstains
  from taking Dazzle.
  HeadBanger is a drug much loved
  by street punks and crazies. It hypes
  the character up, making him violent
  and impervious to pain. HeadBanger
  increases Strength and Toughness by
  three points for two hours. Unlike a
  Blocker or Endorphin Booster,
  HeadBanger causes severe losses, -3
  points in Perception, Mind, Charisma
  and Spirit for the duration of the drug.
  HeadBanger is cumulative in its ef-
  fects. A character may take up to two
  doses at once, having his Strength and
  Toughness increased by six points, and
  his mental and spiritual attributes
  would be reduced by six points.
  After the effects of the drug ends, a
  character takes one wound, and four
  shock points per dose.  The wounds
  are cumulative with other physical
  wounds and can kill.
  HeadBanger is addictive. The diffi-
  culty is 13 regardless of the number of
  doses taken. HeadBanger addicts suf-
  fer permanently from a -3 reduction to
  Perception, Mind, Charisma and Spirit.
  Withdrawal from HeadBanger causes
  listlessness unless the character is able
  to generate a Spirit total of 13. This
  check is made every day for a month.
  If the character fails the check, he is
  unable to do anything other than sit
  around morosely. At the end of a
  month, the character will be free of
  HeadBanger addiction.
  Armor
  Plexiflex was GWI’s first attempt at
  a kinetic fiber armor. It was discarded
  as unstable, but street labs quickly fixed
  the problem. Cheap for the protection it
  gives, GWI has now stolen back samples
  of the street-armor and are manufactur-
  ing it themselves.
  GWI HalloMesh is a stronger form
  of IriMesh produced by GWI. It’s wo-
  ven from kinetic fibers which spread
  the impact of attacks over a larger
  area. It weighs the same as IriMesh.
  GWI Armor of God: The armor worn
  by the Church Police is known as the
  Armor of God. It consists of lightweight
  kinetic fibers, reinforced by HardPlas
  plates. Heat build-up within the armor
  
  Torg: The Cyberpapacy
  94
  Rob Caswell
  GWI Armor of God
  is converted by cybernetic arrays into
  storable energy used to overcome the
  fatigue penalty the suit would other-
  wise have. Armor of God allows free
  movement to its wearer as well as pro-
  viding substantial protection. It is pro-
  duced by the Cyberpapacy at Avignon;
  only small quantities of it are available
  for sale on the streets.
  GWI Destroyer Armor: Destroyer
  armor is made from reinforced
  HardPlas plates. It resembles black
  plate armor with squarer, more angu-
  lar surfaces. Destroyer armor is bulky
  and large, causing the wearer to suffer
  the fatigue penalty (see page 132 of the
  Torg Rulebook).
  Quantities of Destroyer armor are
  limited, but production is now being
  increased to make it more widely avail-
  able. Currently it is issued only to
  selected members of Hospitallers and
  Church Police.
  Reflec armor is made from reflec-
  tive cloth woven with a plexiflex de-
  rivative. It is readily available, being
  produced in back street workshops in
  most urban areas.
  Weaponry
  The advent of cybernetics and
  nanotechnology have allowed a high
  degree of weapons miniaturization.
  Lasers and their accompanying
  powercells can be small enough to fit
  into the weapons unit of a cyber hand,
  while pistols and rifles are capable of
  packing more stopping power for their
  size than ever before.
  Unless noted otherwise the follow-
  ing weapons may be fitted into a cyber
  hand or cyber arm.
  Firearms
  The Herod IV is a heavy, bulky
  automatic pistol. It was the first
  weapon designed for use with smart
  gun attachments, and performs well
  enough with them. Without them, its
  is unwieldy, with a -2 bonus modifier
  to hit. There are two reasons the Herod
  IV is in use; tens of thousands have
  been produced, and the pistol can take
  a great deal of abuse and still function:
  “The Herod IV is strictly no-chip, no-
  shoot, but it’s tougher than Trigon Plat-
  ing.  You can’t afford soft-touch equip-
  ment if you jam and Jaz on the streets.”
  —Jaz Cool
  The GWI GodMeeter is a pistol
  which fires hollow point ammunition
  fitted with a high explosive charge.
  These guns are issued to all members
  of the Church Police. They gain their
  name from their ability to send targets
  to meet their maker.
  The MAS Fury is an assault rifle
  similar in construction to the God-
  Meeter. It is capable of single shot, burst
  or automatic fire. Ammo listed on the
  equipment table assumes burst fire.
  The GWI Hellfire rifle may be fired
  either as a single shot weapon, burst,
  or full automatic. It fires high explo-
  sive bullets. Ammo listed on the equip-
  ment table assumes burst fire.
  MAS Storm Gun: The storm gun is
  a fully automatic shotgun which fires
  shot at great velocities. It is carried by
  Church Police patrols. The damage
  value already has the +3 bonus for full
  auto fire calculated in; however the
  firer still gets the +3 bonus to hit.
  The MAS Grenade Launcher fires
  grenades more than 10 times the range
  a strong man can throw one. It holds
  six grenades which are fired onto the
  target by large charges of smokeless
  low-powered explosives. The charges
  continue to burn for two seconds after
  firing, giving the grenade additional
  boost for longer range, but leaving a
  thermal trail which is easily seen by
  anyone with infrared vision.
  Fragmentation Grenades: Tech
  level 24 grenades have a damage value
  of 21. The burst radius is unchanged.
  Flash Grenades: Flash grenades
  cause 5 meter radius flashes of blind-
  ing light with a value of 20. The dam-
  age total of the grenade is added to the
  value and this is compared to a
  character’s Perception. The character
  suffers a penalty to any action that
  requires him to see clearly, equal to
  the result points. The effects last for
  six rounds.
  Example: Hans Strucker has a Per-
  ception of 10. He is affected by a flash
  grenade with a damage total of 20.
  Hans now suffers a -10 penalty to any
  skill requiring him to see clearly; the
  penalty lasts six rounds.
  
  95
  Rob Caswell
  GWI GodMeeter
  MM2 Taser
  Chapter Ten
  Energy Weapons
  The GWI GodLight is a light laser
  weapon. The laser emerges as a bright
  yellow beam. It is often fitted as a wrist
  gun or as an integral weapon.
  The GWI GodBeam is a heavier
  version of the GodLight, this energy
  weapon cannot be used as an integral
  weapon as its barrel has a length of 1
  meter. The GodBeam fires a bolt of
  blue laser energy at its target.
  The GWI GodsFire is a plasma gun
  which fires a bolt of superheated
  plasma along a corridor of air heated
  by the weapon’s integral laser beam.
  The plasma appears as a fiery red ball
  which explodes when it hits, doing
  full damage to every character within
  four meters. The GodsFire cannot be
  fitted into cyber limbs as it is bulky
  and requires a backpack to carry its
  power pack.
  The GWI Devastator is a larger ver-
  sion of the GodsFire, with the same
  explosive radius. It is tripod mounted
  and requires a crew of two to transport.
  The MAS Gas Gun fires grenades
  of compressed gas which releases gas
  in a four meter cloud. Anyone breath-
  ing the gas is attacked by its effects.
  Tear Gas: Has a damage value of
  15. If the gas overcomes the target’s
  Toughness, then the Target suffers a
  penalty to Dexterity and Perception
  skills for 30 minutes; this penalty is
  equal to the result points read on the
  Power Push table. Even on a success-
  ful check, the target’s Dexterity and
  Perception are reduced by -1 until he or
  she leaves the area of effect.
  Knockout Gas: Has a damage value
  of 18. If the gas overcomes the target’s
  Toughness, the target becomes uncon-
  scious for a number of minutes equal
  to the result points.
  The MM2 Taser is a pistol which
  fires a small barbed dart which imbeds
  itself in the target’s clothing or skin. The
  taser dart causes no damage itself, but is
  treated as having a damage value of 13
  for purposes of penetrating armor. If
  the dart penetrates armor protection it
  lodges against or slightly imbeds itself
  in the skin. A thin wire trails from the
  dart to the gun and carries an electrical
  impulse (damage value 20) which
  causes stun damage. The taser does not
  have a long range.
  The MM4 Stun Gun emits a high
  frequency sound which causes stun
  damage to the target. It resembles a
  ray-gun much beloved of the old sci-fi
  serials and the Nile Empire. The stun
  gun has a damage value of 24. The
  stun gun has no long range.
  Power Weapons
  The arrival of the Cyberpapacy also
  brought a return to more traditional
  weapons, but with one big difference;
  they are all powered. These weapons
  deliver a more powerful blow than
  unaided Strength alone.  In appear-
  ance they look very similar to their less
  technological counterparts, except that
  each one, when activated, flickers with
  the laser or plasma-field energy run-
  ning along its blade or head.
  An electroprod resembles a cattle
  prod. It a powerful electromagnetic
  pulse (damage value 16) to anyone hit
  by it. If the target has no cyberware,
  the damage is stun damage. If the
  target has cyberware, the damage is
  regular damage; the electropod is de-
  signed to be an effective weapon
  against cyberfans. In addition,
  interdermal plating, body plating, or
  any metal armor offers no protection
  against an electroprod.
  Weapon Accessories
  The CSI SmartGun is not a weapon
  in itself, it is a laser attachment which
  may be fitted to any weapon. It emits
  a low intensity laser beam which
  sweeps across the target. This
  SmartGun measures the range to the
  target and the current deviation of the
  weapon from the target. This informa-
  tion when relayed to a CSI EyeKill Mk.
  IV, gives the user the benefits of the
  targeter bonus (+3). They may be
  linked via NeuraCal or plugged into a
  neural jack.
  CSI LasTag: A LasTag is a laser tar-
  geting scope which projects a small la-
  ser beam onto the target. The beam
  marks the target with a red light 1 cm in
  diameter which can be seen through the
  scope. A LasTag adds +1 to weapons
  skill. It cannot be used with a Targeter.
  CSI Smarts are guided ammuni-
  tion which track onto heat signatures
  in their area. They are propelled by a
  small rocket and can change their tra-
  jectory to track onto a target. They
  cannot be fired around corners. Smarts
  add +2 to the firer’s skill. ECM sys-
  tems negate the +2 add.
  Wrist Holster: A wrist holster is
  strapped to the user’s wrist and arm
  and is activated via a NeuraCal com-
  mand. The holster holds any type of
  pistol. The pistol is flipped into the user’s
  hand when required. The action is
  smooth and precise, allowing the user
  to aim and fire the gun instantly.
  ECM System: An ECM system func-
  tions the same as the CyberHam
  Scramble Box. It is usually fitted into a
  suit of armor to negate Smarts.
  Power Grapple: A power grapple
  
  Torg: The Cyberpapacy
  96
  Rob Caswell
  GWI Aaron Hover APC
  Rob Caswell
  GWI Samson Hover Tank
  fires a grappling hook up to 50 meters.
  One hundred meters of Ceramfiber
  cables (strength of 20) is attached to an
  electric winch which reels in the cable
  at the rate of 50 meters per round. The
  grapple can be fitted with a one-shot
  explosive charge at an additional cost
  of 1,000 francs. The missile weapons
  skill is used to fire the grapple.
  If used as a weapon, the grapple has
  a damage value of 15 (20 for the explo-
  sive grapple).
  Vehicles
  Advances in vehicle design have
  made fast and effective hover trans-
  port widely available. Because of the
  uneven nature of the Tech axiom, de-
  sign still lags behind true tech level 26
  performance, and is tech level 24 or 25.
  Powerful electric engines with batter-
  ies good for one week provide the
  motive power. Civilian vehicles are,
  however, rare as the Cyberpapacy has
  concentrated on constructing military
  transports and assault tanks.
  Peugeot 105 Hover Car: This hover
  car is a four- or six-seater vehicle which
  is available from dealers in Paris.
  severe flaws that made it very vulner-
  able to small-arms fire: hits on the
  cushion caused it to lurch out of con-
  trol to the left. The Mk. II design has
  rectified this problem.
  GWI Aaron Hover APC: The Aaron
  is used to transport troops and equip-
  ment. Its armor is effective against most
  small-arms fire. Viewing ports set along
  the sides and back of the vehicle allow
  personnel to fire out at a -2 reduction to
  hit. The Aaron is armed with a GodsFire
  or Devastator plasma weapon.
  GWI Samson Hover Main Battle
  Tank: The Samson is the latest prod-
  uct of the Gods Word Industries’ weap-
  ons factories. It mounts a 125mm gun,
  and carries four tech level 22 Hellfire
  missiles in racks along the side. A GWI
  Devastator plasma gun is operated by
  the commander from the turret.
  Cybercontrol: These small comput-
  ers are fitted to vehicles and allow
  anyone with a J-jack to directly control
  the operations of the vehicle. The op-
  erator must still use the appropriate
  vehicle skill, but gains a +3 bonus when
  using the skill. Price: 10,000 (16).
  The CyberTrain is a huge train
  that runs on a magnetic rail. It is ca-
  pable of high speeds and is armored
  and armed with plasma cannons and
  Hellfire missiles.
  GWI David Mk. II Hover Car: The
  David Mk. II is a lightly armored car
  used for reconnaissance and pacifica-
  tion purposes. The original Mk. I de-
  sign of the David was hampered by
  
  97
  EQUIPMENT
  CYBERWARE: All cyberware has a tech level of 26, except interdermal plate (25).
  SURGERY
  CYBER
  COST
  DIFFICULTY  EFFECT
  RATING
  (VALUE)
               EFFECT
  NeuraCal
  13
  Mortal
  +5
  12,000 (17)
  cyberware may be activated by thought
  NeuraSkin
  13
  KO
  0
  5,000 (15)
  artificial skin
  J-jack
  13
  Mortal
  +2
  9,000 (16)
  interface for cyberdecks and the GodNet
  EpiphaNeur
  13
  Mortal
  +2
  1,000 (11)
  interface for cyberdecks and the GodNet
  VISUAL SYSTEMS
  BelleView 20-20
   8
  Wound
  +2
  10,000(16)
  +2 to Perception skills based on sight
  BelleView Low-light
  8
  Wound
  +2
  5,000(15)
  amplifies light
  BelleMicroView
  8
  Wound
  +2
  5,000(15)
  +3 find when magnification is needed
  BelleScan
  8
  Wound
  +2
  5,000 (15)
  +1 air, water vehicles, firing at moving target
  BelleSee TeleSight
  8
  Wound
  +2
  5,000 (15)
  +3 find at range
  CSI EM Eye
  8
  Wound
  +2
  8,000 (16)
  find 20 against eletrical impulses
  CSI EyeKill Mk. IV
  8
  Wound
  +2
  8,000 (16)
  +3 bonus to hit, must link with SmartGun
  CSI HotShot II
  8
  Wound
  +2
  5,000 (15)
  +2 find in poorly lit conditons
  CSI LEDs
  8
  Wound
  +1
  5,000 (15)
  data readouts
  CSI LtFilta
  8
  Wound
  +2
  5,000 (15)
  light adjustment, flash protection
  FFO CamEye
  8
  Wound
  +2
  10,000 (16)
  video, photography
  FFO ColEnhanz
  8
  Wound
  +2
  5,000 (15)
  +2 find in well lit conditions, selects colors
  FFO NightView
  8
  Wound
  +2
  8,000 (16)
  +3 find, tracking up to 50 meters
  FFO Rove Eye
  8
  Wound
  +2
  10,000 (16)
  +3 find bonus for ambushes, hidden weapons
  AUDITORY SYSTEMS
  DATAS Snooper
  8
  Wound
  +2
  5,000 (15)
  +2 bonus for  hearing , normal frequency
  DATAS Lo-Freq
  8
  Wound
  +2
  8,000 (16)
  +2 bonus for hearing, low frequency
  DATAS Hi-Freq
  8
  Wound
  +2
  8,000 (16)
  +2 bonus for hearing, high frequency
  True Spirit Toner
  8
  Wound
  +2
  5,000 (15)
  dampens and boosts sounds  in specific ranges
  TSE Sifter
  8
  Wound
  +2
  5,000 (15)
  selectively homes in on area of sound
  CyberHam Receiver
  8
  Wound
  +2
  5,000 (15)
  multi-band radio reciever
  CyberHam Decoder
  8
  Wound
  +2
  5,000 (15)
  +3 bonus to Mind for decoding.
  DATAS X122 Recorder
  8
  Wound
  +2
  5,000 (15)
  records sound/combined with other  ‘ware
  CyberHam DeBugger
  8
  Wound
  +2
  8,000 (16)
  +3 find for detecting electronic bugs
  TASTE SYSTEMS
  TSE Taster
  8
  Wound
  +2
  5,000 (15)
  +1 Perception for taste identification
  TSE Tasty Store
  8
  Wound
  +2
  8,000 (16)
  +3 taste Perception, 20 tastes
  OLFACTORY SYSTEMS
  TSE Sniffer II
  8
  Wound
  +2
  5,000 (15)
  +1 Perception to identify scents
  TSE Bloodhound
  8
  Wound
  +2
  8,000 (16)
  +3 tracking through scent
  TSE Tasty Scent
  8
  Wound
  +2
  10,000 (16)
  +3 Perception of scents
  The Clamp
  8
  KO
  +1
  3,000 (14)
  seals off, filters gases for three minutes
  Marlenes’  Cool Breeze
  8
  KO
  +1
  3,000 (14)
  6-dose auto-atomizer for drugs
  TACTILE SYSTEMS
  PLP Hypertouch
  8
  Wound
  +2
  5,000 (15)
  +2 Dexterity for manipulating fine objects
  PLP Electratouch
  8
  Wound
  +2
  8,000 (16)
  detects electrical currents
  ADDITIONAL SENSORY SYSTEMS
  TSE LeDos
  13
  Heavy
  +2
  15,000(17)
  +3 find vs. motion, weapon atrear;automatic
  TSE LeMotion
  10
  Wound
  +2
  10,000 (16)
  +3 find detecting movement
  Mediserve
  10
  Heavy
  +1
  5,000 (15)
  +3 medicine, first aid
  Chapter Ten
  
  Torg: The Cyberpapacy
  98
  SURGERY
  CYBER
  COST
  DIFFICULTY
  EFFECT
  RATING
  (VALUE)
  EFFECT
  Throat Mike
  8
  Wound
  +1
  5,000 (15)
  microphone/transmitter
  CyberHam
       Scramble Box
  10
  Wound
  +2
  10,000 (16)
  +5 to detection difficulty; defeat’s smarts.
  Homers
  10
  Wound
  0
  3,000 (14)
  transmits homing signals 25 km
  PHYSICAL ENHANCEMENT SYSTEMS
  DATAS Boomer
  8
  Wound
  +2
  5,000 (15)
  voice amplifier
  DATAS Synthivoice
  8
  Wound
  +2
  5,000 (15)
  electronically alters voice
  DATAS Vocoder
  10
  Heavy
  +2
  10,000 (16)
  analyzes and stores voice patterns
  Compte’s Stabiliza
  12
  Heavy
  +3
  10,000 (16)
  improves balance, +2 defensive skills
  Compte’s
  Trilon Tendons
  12
  Mortal
   +1/+2/+3
  15,000 (15)
  +1 Strength per point per point
  Kreelar Tendons
  12
  Heavy
  +2
  30,000 (19)
  supports Strength gains, +5 push
  bonus
  Apotheduct
  8
  Wound
  +2
  4,000 (14)
  surface drug patch
  Jaz
  —
  —
  +1
  3,000 (14)
  drug to handle cyberware signals
  MB Charger
  12
  Mortal
  +2/+4/+6
  20,000 (18)
  +1 Dexterity per two points cyber rating
  (3 mins) per charger
  MB Adrenal Booster
  10
  Mortal
  +2
  10,000 (16)
  +3 Dexterity, Strength (3 mins), -4 bonus
  (20 mins)
  MB EndoBoost
  10
  Heavy
  +2
  10,000 (16)
  Toughness +3 (15 mins)
  MB MindBoost
  13
  Heavy
  +2
  10,000 (16)
  Mind +3 (15 mins)
  MB Blocker
  10
  Heavy
  +2
  10,000 (16)
  ignore K results, three less shock, kills
  pain
  Marlenes Hot Wires
  8
  KO
  +1
  2,500 (13)
  neural injectors releases drugs into
  system
  PROSTHETICS
  Cyber Hands
  Manofique CyberHand
  8
  Wound
  +1(2)
  15,000 (17)
  +1 prestidigitation, lock picking
  Cyber Arms
  Trigon LeGentle
  8
  Wound
  +1(2)
  10,000 (16)
  cyber arms grant a Strength increase equal
  Limb Livre
  8
  Wound
  +2(4)
  20,000 (18)
  to their cyber rating. Power push Strength
  Trigon Hercule
  8
  Wound
  +4(6)
  30,000 (19)
  total for climbing limit increase.
  BiV
  8
  Wound
  +5(7)
  60,000 (20)
  Trigon Magnafique
  8
  Wound     +6 to +10
   12,000 (17)
  per pt
  (+2 for two )
  Cyber Legs
  Trigon Springer
  10
  Heavy
  +2(4)
  20,000 (18)
  cyber legs grant a Strength increase equal
  PlazHop
  10
  Heavy
  +3(5)
  40,000 (19)
  to their cyber rating. Power push Strength
  Trigon Leaper Mk. II
  10
  Heavy
  +4(6)
  70,000 (20)
  total for climbing limit increase.
  Adidas Master
  10
  Heavy
  +5(7)
  100,000 (21)
  Trigon Steve Austin
  10
  Heavy
  +6 to
  +10(+2)
   20,000 (18)
  per pt
  Trigon CyberSkel
  12
  Mortal
  +4
  50,000 (20)
  supports up to +10 Strength
  Interdermal Plating
  12
  Mortal
  +2
  15,000 (17)
  per pt
  +1 to +6 armor adds
  Trigon Body Plating
  12
  Mortal
  +1 per pt
   10,000 (16)
  +1 to +5 armor add; may add to
  per 2 pts
  interdermal plate
  of armor
  Cybernetic Organs
  12
  Mortal
  +1
  25,000 (18)
  replace natural organs; can contain
  cyberware
  SUBDERMAL WEAPONS
  Avro PR II.V
  10
  Wound
  +2
  8,000 (16)
  listed under weapons below
  FN Jammer
  10
  Wound
  +2
  10,000 (16)
  listed under weapons below
  
  99
  SURGERY
  CYBER
  COST
  DIFFICULTY
   EFFECT
  RATING
  (VALUE)
                 EFFECT
  Slicers
  8
  Wound
  +1
  2,000 (13)
  Strength +2 damage value
  Slashers
  10
  Wound
  +1
  10,000 (16)
  Strength +4 damage value
  Fangs
  8
  Wound
  +1
  5,000 (15)
  Strength+2 damage value
  PlasKnucks
  8
  Wound
  +1/+2
  3,000 (14)
  Strength +1 (+3 for rating +2)
  ShocKnucks
  8
  Wound
  +2
  6,000 (15)
  +3 points shock damage
  Shocker
  10
  Wound
  +2
  10,000 (16)
  damage value 20
  Monofilament Whip
  8
  Wound
  +1
  20,000 (18)
  damage value 23 (garotte 18)
  Trigon Integral
  Weapons Unit
  —
  na
  0
  3,000 (14)
  houses weapon
  MAS Gas Discharger
  —
  na
  +1
  10,000 (16)
  holds 10 charges of knockout, tear gas (4m)
  CHIPWARE
  ChipHolder 1
  8
  Wound
  +1
  10,000 (16)
  holds 1 chip
  ChipHolder 3
  8
  Wound
  +2
  20,000 (18)
  holds 3 chips
  Chip +1
  —
  na
  0
  5,000 (15)
  +1 skill bonus
  Chip +2
  —
  na
  0
  15,000 (17)
  +2 skill bonus
  DatChip
  —
  na
  0
  5,000 (15)
  18 data blocks, one hour video/three hours
  sound
  Faith Chip
  12
  Mortal
  0
  10,000 (16)
  Spirit total 20 vs. Cyberpapal  instructions
  Spirit Chip
  —
  na
  +2
  40,000 (19)
  contains spirit of character
  STANDARD EQUIPMENT
  TECH
  PRICE
  EFFECT
  TempTrodes
  26
  500 (10)
  Enhanced TempTrodes
  26
  1,500 (12)
             TYPE
  CYBERWARE EQUIVALENT
  Eavesdropper
  DATAS Snooper
  23
  1,500 (12)
  +2 bonus for  hearing , normal frequency
  Lo-Frequency Spy
  DATAS Lo-Freq
  24
  2,500 (13)
  +2 bonus for hearing, low frequency
  High Frequency SpyDATAS Hi-Freq
  24
  2,500 (13)
  +2 bonus for hearing, high frequency
  Damper
  True Spirit Toner
  24
  1,500 (12)
  dampens and boosts sounds  in specific ranges
  Sound Selector
  TSE Sifter
  24
  1,500 (12)
  selectively homes in on area of sound
  Decoder
  CyberHam Decoder
  24
  1,500 (12)
  +3 bonus to Mind for decoding.
  Bug Hunter
  CyberHam Debugger
  24
  2,500 (13)
  +3 find for detecting electronic bugs
  Taster
  TSE Taster
  25
  1,500 (12)
  records sound/ combined with other  ‘ware
  Thermal Image
  CSI HotShot II
  23
  1,500 (12)
  +2 find in poorly lit conditons
  Color Clarifer
  FFO ColEnhanz
  24
  1,500 (12)
  +2 find in well lit conditions, selects colors
  Flash Protectors
  CSI LtFilta
  23
  1,500 (12)
  light adjustment, flash protection
  Infravision
  FFO NightView
  23
  2,500 (13)
  +3 find, tracking up to 50 meters
  CSI HUD
  CSI EyeKill
  23
  2,500 (13)
  +3 bonus to hit, must link with SmartGun
  SECURITY EQUIPMENT
  Electronic Locks
  23
  100 (6) per pt
  Voice Identifier
  24
  3,000 (14)
  Retinae Scan
  25
  5,000 (15)
  MEDICAL SUPPLIES
  MediCo Slap Patch
  26
   100 (6)
  removes shock ,  prevents mortal bleeding
  NeuraInc Bioscanner
  24
  1,500(12)
  +2 first aid
  Medico Laser Scalpel
  24
  1,500 (12)
  surgery, damage value 13
  STREET DRUGS
  Totalamine
  24
  500 (10)
  +1 action (15 mins); 3 shock, -2 Mind, Spirit
  Stardust
  24
   500 (10)
  +2 Perception (30 minutes)
  Dazzleomine
  24
   500 (10)
  +5 Charisma, -2 Spirit (one hour); one wound
  HeadBanger
  24
   200 (8)
  +3 STR. TOU (2 hours); -3 PER, MIN, CHA,
  SPI
  Chapter Ten
  
  Torg: The Cyberpapacy
  100
  ARMOR
  TECH
  VALUE/MAX.
  FATIGUE?
  PRICE
  Plexiflex
  24
   +4/25
  no
  1,000 (11)
  GWI HalloMesh
  25
   +5/25
  no
  10,000 (16)
  GWI Armor of God
  26
   +8/30
  no
  900,000 (26)
  GWI Destroyer Armor
  26
  +10/30
  yes
  1m (26)
  Reflec
  26
  +6*/25
  no
  7,500 (16)
  * energy weapons only, +4 against other attacks
  WEAPONS
  DAMAGE
                                      RANGE (METERS)
  TECH
  VALUE
  AMMO              SHORT         MEDIUM
  LONG
  PRICE
  Avro PR II.V*
  26
  19
  20
  3-10
  11-60
  —
  8,000 (16)
  FN Jammer*
  26
  23
  7
  3-40
  41-100
  101-150
  10,000 (16)
  Herod IV
  25
  19
  50
  3-25
  26-100
  101-150
   3,000 (15)
  GWI God Meeter
  24
  20
  30
  3-12
  30
   50
   5,000 (15)
  MAS Fury
  24
  21
  20
  3-20
  150
  300
   8,000 (16)
  GWI HellFire
  24
  22
  25
  3-50
  150
  400
  10,000 (16)
  MAS StormGun
  25
  22
  12
  3-16
   50
  70
   6,000 (15)
  MAS Grenade Lnchr
  24
  21 (20)
  6
  3-25
  26-150
  151-600
  10,000 (16)
  Frag Grenade
  24
  21
  1
  1-6
  15
  40
   60 (5)
  Flash Grenade
  24
  20
  1
  1-6
  15
  40
   50 (5)
  GWI GodLight
  26
  24
  50
  3-10
  25
   40
  12,000 (17)
  GWI GodBeam
  26
  26
  50
  3-150
   500
  1500
  20,000 (18)
  GWI GodsFire
  26
  30
  25
  3-100
  300
  500
  30,000 (19)
  GWI Devastator
  26
  35
  25
  3-200
  500
  1000
  50,000 (20)
  MAS Gas Gun
  25
  **
  12
  3-12
   30
   50
  10,000 (16)
  MM4 Stun Gun
  25
  24**
  25
  3-10
  25
  —
  10,000 (16)
  MM2 Taser
  24
  10/20**
  20
  3-10
  20
  —
  15,000 (17)
  * cyberware only; ** stun damage only
  POWER WEAPONS
   PLUS TO
  DAMAGE               MAXIMUM DAMAGE
   PRICE
  TECH
  VALUE                          VALUE
  Dagger
  24
  +5
  19
  1,000 (11)
  Short Sword
  24
  +6
  20
   2,000 (13)
  Broadsword
  24
  +8
  22
   6,000 (15)
  Two-handed sword
  25
  +9
  23
  12,000 (17)
  Mace
  25
  +6
  21
  1,500 (12)
  Flail
  25
  +8
  23
  6,000 (15)
  ElectroProd
  25
  Damage 16
  5,000 (15)
  WEAPON ACCESSORIES
  TECH
  PRICE
  CSI SmartGun
  24
  5,000 (15)
  CSI LasTag
  23
  3,000 (14)
  CSI Smarts
  25
  500 (10) per clip
  Wrist Holster
  23
  3,000 (14)
  ECM System
  24
  5,000 (15)
  Power Grapple
  23
  3,000 (14)
  CRAFT
  TECH
  KMH/MPH
  VALUE
  PASS
  TOUGH
    PRICE
  Peugeot 105
  24
  160/100
   11
  4/6
  18
  100k (21)
  David Mk. II
  24
  160/100
   11
  4
  25
  150k (22)
  Aaron
  24
  110/68
   10
  14
  35
  1.5m (27)
  Samson
  25
  110/68
   10
  4
  42
  15m (32)
  CyberTrain
  25
  320/200
   12
  300
  44
  50m (35)
  Airbus 800
  24
  900/550
   17
  180
  23
  50m (35)
  
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  Shock Damage
  Home
  Cosm
   Magic
  Social
   Spiritual
   Tech
  Possibilities
  Age
  Height
   Weight
  Character
  Name
  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  8
  Maneuver
  Strength
  9
  Toughness
  8
  Perception
  11
  Trick
  Mind
  11
  Test
  Charisma
  9
  Taunt
  Spirit
  10
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Dodge
  DEX
  Running
  DEX
  Stealth
  DEX
  Swimming
  DEX
  Alteration Magic
  PER
  Disguise
  PER
  Divination Magic
  3
  PER
  14
  Find
  PER
  First Aid
  PER
  Land Vehicles
  PER
  Language
  PER
  Scholar
  PER
  Trick
  PER
  Artist
  MIN
  Streetwise
  MIN
  Test of Will
  MIN
  Willpower
  MIN
  Charm
  CHA
  Persuasion
  CHA
  Faith
  SPI
  Focus
  SPI
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  Weapons
  GWI God Meeter
  20
  24
  3-12
  30
  50
  10
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  Cosm: Cyberpapacy
  Background: As a child, you were
  drawn to the divinatory powers of the
  Tarot. As you grew older, you discov-
  ered the I Ching and the Viking Runes,
  and use them frequently in your daily
  life. You draw strength from the guid-
  ance they offer you, and the way they
  let you make informed choices about
  your future actions.
  Recently, your powers have in-
  creased. Your dabblings in alteration
  magic have now born fruit beyond
  your wildest dreams. The arrival of
  the Cyberpope has made all this pos-
  sible, but you know that it is a mixed
  blessing. All who dabble in magic and
  the occult are branded heretics. You
  know the fate that lies in store for you
  if the Inquisition catch you, but you
  refused to give up your studies.You
  were lucky enough to overhear one of
  your neighbors talking to a member
  of the Church Police about your oc-
  cult researches. Wasting no time, you
  packed a bag and fled your home.
  Now a fugitive from the Inquisition,
  you have found others who seek to
  restore freedom of belief and expres-
  sion to France.
  Personality: Strong willed and se-
  rious, you always make the right
  choice guided by your divinatory
  powers. Others rush into things with-
  out considering the possible outcomes,
  but you always advise caution.
  Equipment: Tarot Cards, I Ching
  book, Viking Runes, pack of incense,
  GWI God Meeter pistol, ammunition,
  dark glasses, overcoat, Paris Liberte
  Pass, 10,000 francs, Cyberware:
  DATAS Snooper; cyber value  2.
  Quote: “There are more powers
  under heaven and earth, than God
  and the Devil.”
  Amateur
  Occultist
  TM
  Amateur
  Occultist
  Illustration by Allen Nunis
  Player Name:
  TM
  
  Illustration by Allen Nunis
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Shock Damage
  Home
  Cosm
   Magic
  Social
   Spiritual
   Tech
  Possibilities
  Age
  Height
   Weight
  Character
  Name
  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  8
  Maneuver
  Strength
  9
  Toughness
  8
  Perception
  12
  Trick
  Mind
  11
  Test
  Charisma
  9
  Taunt
  Spirit
  9
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Dodge
  DEX
  Fire Combat
  DEX
  Lockpicking
  DEX
  Maneuver
  DEX
  Stealth
  DEX
  Unarmed Combat
  DEX
  Swimming
  DEX
  Disguise
  PER
  Evidence Analysis
  3
  PER
  15
  Forgery
  PER
  Find
  PER
  First Aid
  PER
  Land Vehicles
  PER
  Language
  PER
  Scholar
  PER
  Tracking
  PER
  Trick
  PER
  Artist (Actor)
  MIN
  Psychology
  MIN
  Test of Will
  MIN
  Willpower
  MIN
  Charm
  CHA
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  Weapons
  GWI God Meeter
  20
  24
  3-12
  30
  50
  10
  Cyberpapacy
  Consulting
  Detective
  TM
  smug at others. Your powers of rea-
  soning are second to none.
  Equipment: Notebook, pencil,
  GWI God Meeter pistol, ammunition,
  monocle, magnifying glass, first aid
  kit, Paris Liberte Pass, 50,000 francs,
  Cyberware: MB MindBoost (2); cyber
  value 2.
  Quote: “Having the information is
  not as important as considering it care-
  fully so as to ferret out its true mean-
  ing.”
  Cosm: Cyberpapacy
  Background: You’d always made
  a comfortable living offering your ser-
  vices to the bourgeoisie. Whether it
  was a matter of a stolen necklace, a
  blackmail threat, an adulterous affair,
  or even a murder case, your valued
  discretion and clear analytical mind
  ensured you plenty of work. A master
  of deductive reasoning, you deal with
  each situation logically and with the
  utmost tact. The clumsy and over-
  bearing ways of American private eyes
  are not for you. You clients value tact
  and results, and you provided both in
  more than agreeable quantities.
  Then the Antichrist reared his ugly
  head and society began to crumble.
  But clever as he was, Pope Jean
  Malraux I could not pull the wool
  over your eyes. You knew something
  was very wrong. The disasters fitted
  together too neatly. They came too
  close on each other. It was far too
  convenient for the Cyberpope to ar-
  rive when he did. It had all been
  planned. Problem was nobody be-
  lieved you. You suspected that they
  feared the truth far more than current
  events. Their savior had arrived. What
  more could they ask for? Fortunately,
  not all were taken in. You discovered
  that there were others opposed to the
  Cyberpope. Immediately, you made
  your formidable mental powers avail-
  able to them.
  Personality: Careful and exacting,
  you appear pompous at times and
  Consulting
  Detective
  Player Name:
  TM
  
  Cyberdecker
  Shock Damage
  Home
  Cosm
   Magic
  Social
   Spiritual
   Tech
  Possibilities
  Age
  Height
   Weight
  Character
  Name
  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  9
  Maneuver
  Strength
  9
  Toughness
  8
  Perception
  12
  Trick
  Mind
  13
  Test
  Charisma
  8
  Taunt
  Spirit
  8
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Dodge
  DEX
  Fire Combat
  DEX
  Prestidigitation
  DEX
  Stealth
  DEX
  Cyberdeck Operations
  3
  PER
  15
  Disguise
  PER
  Find
  PER
  First Aid
  PER
  Forgery
  PER
  Land Vehicles
  PER
  Scholar (Computers)
  PER
  Trick
  PER
  Science (Computers)
  MIN
  Streetwise
  MIN
  Test of Will
  MIN
  Taunt
  CHA
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  IriMesh
  +3/11
  24
  Weapons
  GWI GodLight
  24
  26
  3-10
  25
  40
  10
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  TM
  Cyberdecker
  Cosm: Cyberpapacy
  Background: Hacking was always
  in your blood. Even in the old days,
  you’d spend hours with the modem
  plugged into the telephone exchange.
  Now things are a lot more fun. You’ve
  got a wire in your head and progs
  you’d only dreamed about before.
  But you know that the changes have
  come at a price. You were one of the
  first to enter the GodNet. That was
  before the cyber dudes got wise to
  people like you and tightened up their
  security, fast. You saw what they were
  up to, except no one would listen.
  Since then you’ve lost lots of friends. It
  was dumb luck that saved you when
  the cyber dudes rounded up your fel-
  low hackers. You told Pierre that the
  hacker’s bulletin board was too risky
  to keep up, but he didn’t listen. Now
  he and the others have gone. Wiped
  off the lines by the cybers.
  Maybe you should cut and run. But
  you know that your skills are needed
  by the Resistance. That’s why you
  joined them. You’ve got nothing
  against religion, but you’ve got plenty
  against oppression. That’s why you
  got good with a gun; the church ain’t
  gonna burn you, in or out of the
  GodNet.
  Personality: Confident of your
  abilities, you still take no chances.
  Things change too fast for you to be
  complacent. You’ll run the lines of the
  GodNet until you’re caught, or until
  the Resistance wins.
  Equipment: AngelBait cyberdeck
  and programs (Attack-1, Defense-1,
  Defense-2, Shroud-1, Scan-1, Manipu-
  late-1, Search-1) see The GodNet Source-
  book for details, GWI GodLight laser
  pistol and power pack, IriMesh ar-
  mor, Paris Liberte Pass, 2,000 francs,
  Cyberware: J-jack (2); cyber value 2.
  Quote: “No sweat, we’ll breeze into
  the Net and out again. Trust me, if it
  gets tough, I can handle it.”
  Illustration by Allen Nunis
  Player Name:
  TM
  
  Illustration by Allen Nunis
  Shock Damage
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  Possibilities
  Age
  Height
   Weight
  Character
  Name
  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  9
  Maneuver
  Strength
  8
  Toughness
  9
  Perception
  10
  Trick
  Mind
  11
  Test
  Charisma
  9
  Taunt
  Spirit
  10
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Dodge
  DEX
  Fire Combat
  DEX
  Energy Weapons
  DEX
  Lockpicking
  DEX
  Melee Weapons
  DEX
  Stealth
  DEX
  Cyberdeck Operations
  PER
  Disguise
  PER
  First Aid
  PER
  Forgery
  PER
  Land Vehicles
  PER
  Scholar (Electronics)
  PER
  Trick
  PER
  Cybertech
  MIN
  Medecine
  3
  MIN
  14
  Science (Computer)
  MIN
  Streetwise
  MIN
  Test of Will
  MIN
  Charm
  CHA
  Persuasion
  CHA
  Taunt
  CHA
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  IriMesh
  +3/12
  24
  Weapons
  MAS Fury Rifle
  21
  24
  3-20
  150
  300
  10
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  TM
  Cyberlegger
  Cosm: Cyberpapacy
  Background: Caught for selling
  pharmaceuticals while studying at
  Medical School, you were disgraced
  and expelled. You travelled for a few
  years, then decided to settle down.
  An old street contact of yours offered
  you a good price on some surgical
  appliances. You knew they were hot,
  but so what? You had to eat. Setting
  up a shop to sell trusses and artificial
  limbs wasn’t very glamorous, but who
  cared about the glamour? But busi-
  ness wasn’t exactly bustling in the
  prosthetic line, so you expanded into
  the car market. Nothing serious. Just a
  quick strip and chop. Cheap car ste-
  reos were always in demand. You
  made a steady living until the God
  squad arrived. Then things went wild.
  You woke up one morning to find
  hi-tech goodies littering your work-
  room. Stuff you’d only previously read
  about in cyberpunk novels was piled
  up high. Passing a mirror you noticed
  that your glasses had changed. Boy,
  did you look cool in those flush-fitted
  mirrorshades. Fitted real well, too. A
  seamless mesh of flesh and tech.
  Yeah, this was it. You were born to
  strip and fit. You welcomed the cy-
  bernetic miracle with open arms. Even
  the holy rollers with their CyberEyes
  seemed cool to you, until they came to
  shut you down. First thing you knew,
  they’d torched your place. Burned
  your spouse, fried your kids and in-
  cinerated your stock. You only just
  got out with your life.
  Personality: Cool, almost to the
  point of being frozen, you’re driven
  by two things only: a desire for ven-
  geance on Jean Malraux, and an in-
  terest in people’s wire jobs.
  Equipment: Laser scalpel, spool
  of NeuraCal, roll of NeuraSkin, MAS
  Fury assault rifle, ammunition,
  IriMesh armor, Paris Liberte Pass,
  20,000 francs. Cyberware: NeuraCal
  (5), Mirror shades with BelleView
  20-20 (2), CSI LEDs (1), CSI HOtShot
  II (2); cyber value 10.
  Quote: “You want a wire job, you
  came to the right place.”
  Cyberlegger
  Player Name:
  TM
  
  troubles have been sent to test you,
  and you’ll pass the test with flying
  colors.
  Equipment: Holy book, holy sym-
  bol, first aid kit, .44 S&W Magnum,
  ammunition, IriMesh armor, Paris
  Liberte Pass, 5,000 francs, Cyberware:
  DATAS Boomer (2); cyber value 2
  Quote: “God moves in mysterious
  ways. If he has given us cybernetics
  then we must use them.”
  Dissenting
  Priest
  Shock Damage
  Home
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  Possibilities
  Age
  Height
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  Character
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  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  10
  Maneuver
  Strength
  7
  Toughness
  9
  Perception
  9
  Trick
  Mind
  9
  Test
  Charisma
  9
  Taunt
  Spirit
  13
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Dodge
  DEX
  Fire Combat
  DEX
  Maneuver
  DEX
  Swimming
  DEX
  Unarmed Combat
  DEX
  Find
  PER
  First Aid
  PER
  Land Vehicles
  PER
  Language
  PER
  Scholar (Religion)
  PER
  Artist
  MIN
  Psychology
  MIN
  Test of Will
  MIN
  Willpower
  MIN
  Charm
  CHA
  Persuasion
  CHA
  Faith (Roman Catholic)
  3
  SPI
  16
  Focus
  SPI
  Intimidation
  SPI
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  IriMesh
  +3/12
  24
  Weapons
  .44 S & W Magnum
  17
  22
  3-10
  15
  40
  10
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  TM Dissenting
  Priest
  Cosm: Cyberpapacy
  Background: Your faith has always
  been strong. It has supported you
  through difficult times, and contin-
  ues to do so now. To you religion has
  been a moral code, not an inflexible
  dogma to be rammed down the throats
  of the masses. You have always strived
  for religious toleration, believing that
  heresy is only a word used to brand
  those who prefer to think for them-
  selves and follow their own con-
  science.
  Your extensive knowledge of reli-
  gious history has provided you with
  many answers to the current situa-
  tion. The so-called Cyberpope is an
  abomination to the will of God, a
  throwback to the dark days of the
  power hungry medieval papacy. The
  establishment of the Cyberpapacy at
  Avignon, the seat of the disgraceful
  French popes in the high middle ages,
  further adds to your fears. You know
  that the Cyberpope is as debauched
  and cruel as any of his historical pre-
  decessors. Avignon represents the
  worst in Catholicism. It is an ailment
  which must be wiped out, if God is
  not to be discredited on earth. The
  world must advance, not return to a
  time of ignorance and fear. If that
  means you must take to the streets, so
  be it.
  Personality: Confident that God
  will watch over you, you know that
  your actions are right. The current
  Illustration by Grant Goleash
  Player Name:
  TM
  
  Illustration by Grant Goleash
  Shock Damage
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  Age
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  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  12
  Maneuver
  Strength
  9
  Toughness
  10
  Perception
  9
  Trick
  Mind
  8
  Test
  Charisma
  8
  Taunt
  Spirit
  9
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Acrobatics
  DEX
  Dodge
  DEX
  Fire Combat
  3
  DEX
  15
  Heavy Weapons
  DEX
  Long Jumping
  DEX
  Maneuver
  DEX
  Melee Weapons
  DEX
  Missile Weapons
  DEX
  Running
  DEX
  Stealth
  DEX
  Swimming
  DEX
  Unarmed Combat
  DEX
  Climbing
  STR
  Lifting
  STR
  Find
  PER
  First Aid
  PER
  Land Vehicles
  PER
  Tracking
  PER
  Trick
  PER
  Water Vehicles
  PER
  Survival
  MIN
  Faith
  SPI
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  Armor of God
  +8/18
  26
  Weapons
  Hellfire Rifle
  22
  24
  3-50
  150
  400
  Grenades
  21
  24
  1-6
  15
  40
  10
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  Disillusioned
  Hero
  TM
  Disillusioned
  Hero
  Cosm: Cyberpapacy
  Background: People call you a hero,
  but you know that you’re just one of
  those lucky enough to survive. You
  joined the Foreign Legion to forget,
  not to become a hero. Now with your
  buddies lying dead in southern
  Provence, you have no choice except
  to go on fighting.
  You still can’t figure out why you
  were sent in the first place. Makes
  sense to you that infantry wouldn’t be
  much use against armor without the
  right support. But that support never
  arrived. You were overrun and only
  just made it out in one piece. Still, you
  managed to dispatch a few of the cyber
  goons and take their gear. Disguised
  as one of them you made it back to
  Paris. But you know that it’s only a
  matter of time before the Church Po-
  lice reach the outskirts of Paris. Until
  Paris falls, you’ve got work to do.
  People look to you for help and ad-
  vice, helping them survive is the least
  you can do.
  Personality: Cynical and bitter. You
  continue to fight because you know
  you have no alternative.
  Equipment: GWI Armor of God,
  GWI Hellfire Rifle, ammunition, six
  grenades, thermal image goggles,
  Paris Liberte Pass, 10,000 francs.
  Quote: “If the people at the top
  didn’t screw up, then us survivors
  wouldn’t be called heroes.”
  Player Name:
  TM
  
  pouches, equipment belt, herbs, Paris
  Liberte Pass, 100 francs, Cyberware:
  J-jack (2), TSE Tasty Store (2); cyber
  value 4
  Quote: “The Church has always
  feared the power of magic. So lets hit
  them with a spell that’ll really scare
  them!”
  Shock Damage
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  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  8
  Maneuver
  Strength
  7
  Toughness
  9
  Perception
  12
  Trick
  Mind
  12
  Test
  Charisma
  9
  Taunt
  Spirit
  9
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Beast Riding
  DEX
  Dodge
  DEX
  Melee Weapons
  DEX
  Stealth
  DEX
  Unarmed Combat
  DEX
  Alteration Magic
  3
  PER
  15
  Disguise
  STR
  Divination Magic
  PER
  Find
  PER
  First Ais
  PER
  Scholar (Herbs)
  3
  PER
  15
  Trick
  PER
  Apportation Magic
  MIN
  Medecine
  MIN
  Survival
  MIN
  Test of Will
  MIN
  Charm
  CHA
  Persuasion
  CHA
  Taunt
  CHA
  Faith
  SPI
  Focus
  SPI
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  Weapons
  Power Dagger
  17
  22
  3-10
  15
  40
  10
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  TM Hunted
  Witch
  Hunted
  Witch
  Cosm: Cyberpapacy
  Background: For years you’ve prac-
  ticed magic while constantly hiding
  from the dreaded Inquisition. At one
  time you were a member of a coven,
  but your fellow witches have all been
  broken on the wheel or burnt. You
  watched the Church Hospitallers with
  interest as they prepared to embark
  on another Crusade. Knowing that it
  was only a matter of time before your
  hiding place was discovered, you dis-
  guised yourself and followed them
  across the Maelstrom Bridge to Earth.
  What you found there shocked and
  intrigued you. Strange changes oc-
  curred as you entered Earth. Objects
  appeared in your body and imbued
  you with weird powers that you do
  not as yet fully understand.
  You watched as the Inquisition set
  about rounding up heretics and de-
  stroying them. This world is strange
  to you, but it is a world which needs
  your help. You have decided to use
  your magical powers to help those
  battling against the tyranny of the
  Avignon Church.
  Personality: Your are cautious and
  secretive. There is much about this
  land that scares you, but you’re deter-
  mined to use your powers to help its
  people fight the Church
  Equipment: Robes, disguise kit,
  power dagger, spell components,
  Illustration by Rick Harris
  Player Name:
  TM
  
  Illustration by Rick Harris
  Shock Damage
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  Age
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  Character
  Name
  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  8
  Maneuver
  Strength
  8
  Toughness
  8
  Perception
  12
  Trick
  Mind
  12
  Test
  Charisma
  10
  Taunt
  Spirit
  8
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Dodge
  DEX
  Fire Combat
  DEX
  Unarmed Combat
  DEX
  Cyberdeck Operations
  PER
  First Aid
  PER
  Land Vehicles
  PER
  Scholar (Computer)
  PER
  Trick
  PER
  Medecine
  MIN
  Psychology
  3
  MIN
  15
  Science (Computers)
  MIN
  Streetwise
  MIN
  Test of Will
  MIN
  Charm
  CHA
  Persuasion
  CHA
  Taunt
  CHA
  Faith
  SPI
  Intimidation
  SPI
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  Weapons
  Uzi
  17
  22
  3-15
  40
  100
  10
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  Psychologist
  TM
  Cosm: Cyberpapacy
  Background: For years, you have
  helped people with their psychologi-
  cal problems. As the basis of reality
  changed with the arrival of the Cyber-
  pope, your skills were needed more
  than ever to help people adjust to the
  changes around them. But the Cyber-
  papacy declared the practice of psy-
  chology to be heretical.
  You know that religion and psy-
  chology are mutually compatible, but
  in this new dark age where supersti-
  tion and fear rule, you fear for your
  life.  Rather than fall into the hands of
  the Inquisition, you have gone into
  hiding. It was well that you did, for
  many of your colleagues have disap-
  peared, a few have even been publicly
  burned as heretics.
  Determined to help in anyway you
  can, you have offered your services to
  the Resistance. While they have need
  of your impressive psychological
  skills, they are other ways you can
  help them.
  Personality: Warm, and inspiring
  the trust of others, you work to hold
  your team together, easing tensions
  and conflicts within the group with
  carefully chosen words.
  Equipment: First aid kit, AngelBait
  cyberdeck and programs (Attack-1,
  Defense-1, Shroud-1, Trace-1, Scan-1,
  Manipulate-1, Copy-1) see The GodNet
  Sourcebook for details, notebook, tape
  recorder, Uzi Submachine gun, am-
  munition, Paris Liberte Pass, 30,000
  francs, Cyberware: J-jack (2),
  ChipHolder 1 (1), MemChip: First
  Aid+1; cyber value 3.
  Quote: “We are all under pres-
  sure, even so we must learn to relax
  and deal with the problem in a calm
  manner.”
  Psychologist
  Player Name:
  TM
  
  Cosm: Cyberpapacy
  Background: You have always ac-
  cepted that heretics must be hunted
  down and destroyed. But when you
  entered this new land, you saw much
  that made you question your beliefs.
  Here were a people who lived free of
  the influence of the Church, and they
  did not lead lives of depravity. You
  felt betrayed by Pope Jean Malraux
  who now used forbidden technology
  for his own ends.
  When ordered to destroy a village
  in the Massif Central, your heart went
  out to the frightened and confused
  villagers. You tried to persuade your
  brother Hospitallers that slaying in-
  nocent people was wrong. But the
  Inquisitor attached to your order ac-
  cused you of being a heretic. You have
  always followed the teachings of the
  Church, but you know that those
  teachings have been perverted by the
  so-called Cyberpope. You refused to
  confess your heresy.
  That night you knocked out Brother
  Gerard and escaped taking the chil-
  dren of the village with you. Avoid-
  ing patrols of Church Police, you fi-
  nally led the children to Paris. At first
  the Parisians and Resistance were sus-
  picious of you, but after willingly sub-
  jecting yourself to their strange ritual
  of purification, you were accepted by
  them.
  Personality: Pious and believing
  in the power of the Lord, you have
  sworn to protect the innocent, even if
  that means fighting your former broth-
  ers. You distrust the power of cyber-
  netics, but accept that you must use it
  in the fight against the Cyberpope.
  Equipment: GWI Armor of God,
  GWI God Meeter pistol with GWI
  SmartGun attachment, ammunition,
  Power Sword, first aid kit, crucifix
  with +2 focus skill, Paris Liberte Pass,
  300 francs; Cyberware: J-jack (2),
  NeuraCal (5) CSI EyeKill Mk. IV (2),
  CSI HotSHot II (2), Compte’s Stabiliza
  (3); cyber value 14
  Quote: “God is truly on our side.”
  Shock Damage
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  Age
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  Character
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  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  11
  Maneuver
  Strength
  10
  Toughness
  10
  Perception
  8
  Trick
  Mind
  9
  Test
  Charisma
  8
  Taunt
  Spirit
  10
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Dodge
  DEX
  Fire Combat
  DEX
  Maneuver
  DEX
  Melee Weapons
  DEX
  Missile Weapons
  DEX
  Running
  DEX
  Unarmed Combat
  DEX
  Find
  PER
  First Aid
  PER
  Language
  PER
  Tracking
  PER
  Survival
  MIN
  Test of Will
  MIN
  Willpower
  MIN
  Taunt
  CHA
  Faith (Cyberpapist)
  3
  SPI
  13
  Focus
  SPI
  Intimidation
  SPI
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  Armor of God
  +8/18
  26
  Weapons
  GWI God Meeter
  20
  24
  3-12
  30
  50
  Power Sword
  +8
  18
  24
  10
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  TM Renegade
  Hospitaller
  Renegade
  Hospitaller
  Illustration by Rick Harris
  Player Name:
  TM
  
  Illustration by Rick Harris
  Shock Damage
  Home
  Cosm
   Magic
  Social
   Spiritual
   Tech
  Possibilities
  Age
  Height
   Weight
  Character
  Name
  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  11
  Maneuver
  Strength
  9
  Toughness
  9
  Perception
  9
  Trick
  Mind
  11
  Test
  Charisma
  9
  Taunt
  Spirit
  8
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Dodge
  DEX
  Energy Weapons
  DEX
  Lockpicking
  DEX
  Stealth
  3
  DEX
  14
  Swimming
  DEX
  Unarmed Combat
  DEX
  Climbing
  STR
  Air Vehicles
  PER
  Disguise
  PER
  Evidence Analysis
  PER
  Find
  PER
  First Aid
  PER
  Forgery
  PER
  Land Vehicles
  PER
  Language
  PER
  Tracking
  PER
  Trick
  PER
  Psychology
  MIN
  Survival
  MIN
  Charm
  CHA
  Taunt
  CHA
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  Hallomesh
  +5/14
  25
  Weapons
  GWI GodLight
  24
  26
  3-10
  25
  40
  10
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  TM Secret
  Agent
  Cosm: Cyberpapacy
  Background: You were serving in
  Chad as a military adviser when the
  mortar round found you. Mortally
  wounded, you were lucky that the
  medics could patch you back together.
  But with an arm and an eye missing,
  your field service days were over. They
  gave you a desk job in Paris where
  you studied reports and compiled dos-
  siers.
  You know that the current mess
  was set up by the Cyberpope’s agents.
  The evidence was right there in the
  reports, except that no one listened to
  you. Nuclear reactors could blow on
  their own accord, but how come two
  security guards were later fished out
  of the river with their throats cut? The
  AIDS epidemic was also covered up
  by someone in the government.
  Marseille hospital claimed that their
  blood supplies had been tampered
  with, but this report was sat on like
  the others.
  When the government was over-
  thrown by the right-wing terror
  squads, you decided to make yourself
  scarce. Then the change occurred.
  Your missing body parts were re-
  placed by cyberware as you became
  cybernetically enhanced overnight.
  The only problem is what to do now.
  You’d heard of resistance groups be-
  ing set up, so you decided to offer
  your considerable talents to them.
  Personality: Possessing a fine sense
  of humor, you never fail to see the
  funny side of any situation, no matter
  how bad. At the same time you are
  ruthless. You do whatever needs do-
  ing cleanly and efficiently.
  Equipment: GWI HalloMesh, dis-
  guise kit, first aid kit, miniature re-
  corder, Paris Liberte Pass, 30,000
  francs; Cyberware: NeuraCal (5),
  Trigon Hercule cyber arm +4 (4) with
  Integral Weapons unit holding a GWI
  GodLight pistol and power pack (0),
  BelleScan (2); cyber value 11
  Quote: “That’ll teach them to mess
  with us.”
  Secret
  Agent
  Player Name:
  TM
  
  Senior
  Citizen
  Cosm: Cyberpapacy
  Background: You thought you’d
  entered your twilight years. Your body
  had started to give out. First your
  hearing went, then your hip joint, fol-
  lowed by your legs. You’d always
  been myopic, so to came as no sur-
  prise when you started going blind.
  Your memory began to decline rap-
  idly making it hard to remember when
  you had to take your long list of pro-
  scription drugs. To be honest, you
  were looking forward to a long de-
  served rest in the hereafter.
  Then the new Pope arrived and
  brought a new lease of life for you.
  Your legs changed, the calipers were
  gone and they were far stronger than
  they had ever been. Your sight and
  hearing improved dramatically, and
  you could even see and hear things
  that were just impossible before. Your
  memory improved in leaps and
  bounds.
  You gave praise to God and to Cy-
  berpope Jean Malraux, his servant on
  Earth, for the miracles he had worked
  upon you. But you soon realized that
  it was not the dawn of a new golden
  age. The Cyberpapacy was as ruthless
  and as oppressive as the Nazis you’d
  fought during the war.  You still re-
  member rejoicing when France was
  liberated by the Allies in 1945, but this
  time you know there are no Allies to
  come to your aid.
  Personality: You’re not as young
  as you used to be, but your will to
  fight is strong. You get irritated very
  easily and tend to get angry particu-
  larly with those younger than your-
  Shock Damage
  Home
  Cosm
   Magic
  Social
   Spiritual
   Tech
  Possibilities
  Age
  Height
   Weight
  Character
  Name
  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  9
  Maneuver
  Strength
  8
  Toughness
  8
  Perception
  10
  Trick
  Mind
  10
  Test
  Charisma
  9
  Taunt
  Spirit
  12
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Beast Riding
  DEX
  Dodge
  DEX
  Fire Combat
  3
  DEX
  12
  Heavy Weapons
  DEX
  Maneuver
  DEX
  Melee Weapons
  DEX
  Runnung
  DEX
  Stealth
  DEX
  Unarmed Combat
  DEX
  Climbing
  STR
  Air Vehicles
  PER
  Disguise
  PER
  Find
  PER
  First Aid
  PER
  Land Vehicles
  PER
  Language
  PER
  Tracking
  PER
  Water Vehicles
  PER
  Survival
  MIN
  Test of Will
  MIN
  Charm
  CHA
  Persuasion
  CHA
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  Weapons
  10
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  Senior
  Citizen
  TM
  self, but you would never intention-
  ally hurt them, as you look upon them
  as your own children.
  Equipment: Thompson subma-
  chine gun, ammunition, beret, striped
  jersey, Paris Liberte Pass, 20,000 francs;
  Cyberware:  NeuraCal (5), Trigon
  CyberSkel (4), Trigon Steve Austin
  Cyber legs +6 (8), BelleView 20-20 (2),
  BelleView TeleSight (2), DATAS
  Snooper (2), Body Plating +4 (2); cyber
  value 18
  Quote: “In the old days we did
  things differently.”
  Illustration by Grant Goleash
  Player Name:
  TM
  
  Illustration by Grant Goleash
  Shock Damage
  Home
  Cosm
   Magic
  Social
   Spiritual
   Tech
  Possibilities
  Age
  Height
   Weight
  Character
  Name
  Wound Level
  Wound
  Hvy Wound
  Mortal
  Dead
  K
  O
  Bonus Chart
  Skill
  Add
  Attribute
  Value
  Movement Rates
  Limit Values
  Approved
  Actions
  Attributes
  Dexterity
  11
  Maneuver
  Strength
  9
  Toughness
  9
  Perception
  11
  Trick
  Mind
  8
  Test
  Charisma
  9
  Taunt
  Spirit
  11
  Intimidate
  Running
  Swimming
  Jumping
  Climbing
  Lifting
  Reality
  SPI
  Acrobatics
  DEX
  Dodge
  DEX
  Fire Combat
  DEX
  Lockpicking
  DEX
  Maneuver
  DEX
  Melee Weapons
  DEX
  Missile Weapons
  DEX
  Prestidigitation
  DEX
  Stealth
  DEX
  Unarmed Combat
  DEX
  Climbing
  DEX
  Lifting
  STR
  Find
  PER
  First Aid
  PER
  Trick
  PER
  Streetwise
  MIN
  Test of Will
  MIN
  Taunt
  CHA
  Intimidation
  3
  SPI
  14
  10
  18
  14
  26
  Player Name:
  Axiom
  Range
  Equipment
  Value Level
  S
  M
  L
  Armor
  Weapons
  10
  Die
  3
  5
  7
  9
  11
  13
  Roll
  1
  2
  4
  6
  8
  10
  12
  14
  15
  16
  17
  18
  19
  20
  Bonus #
  -12 -10 -8
  -5
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  21
  26
  31
  36
  41
  46
  25
  30
  35
  40
  45
  50
  +5
  8
  9
  10
  11
  12
  13
  +1
  Cyberpapacy
  TM Street
  Punk
  Cosm: Cyberpapacy
  Background: Yeah, growing up
  was tough. Stealing cars, breaking
  houses, mugging rich pigs. So what?
  Who gives a damn about an orphan,
  anyway? No one gave you any breaks,
  why should you dish ‘em out?
  You worked hard to build up your
  turf. Spent weeks in a Paris hospital,
  having your insides stuffed back in
  with staples and wire, to pay for it,
  too. But the mugs who ripped you
  won’t be bothering any one ever again.
  Things looked good until the
  chrome domes arrived with their
  bribes and techno ware. Your gang
  just melted at the sight of all that free
  Church hardware. They got religion,
  ‘n’ bad too. Now you’re on your own,
  but at least you don’t take no lip from
  the Papist pigs. You’re your own boss,
  ‘n’ who cares if the size of your turf is
  no bigger than this slum you call
  home? You’ve still got those nice new
  shiny slashers the Church gave you,
  before you split.
  Personality: Arrogant and inde-
  pendent, you resent being pushed
  around. Beneath your hard exterior is
  an even harder interior. Don’t let any-
  one forget it.
  Equipment: Safety pin through
  nose, bright orange mohican, tattered
  leather jacket,  GWI GodBeam laser
  Street
  Punk
  rifle, AngelBait cyberdeck (stolen -
  no programs), Paris Liberte Pass,
  4,000 francs; Cyberware: NeuraCal
  (5), Intradermal Plate +6 (3), Slashers
  2, MB Adrenal Booster (2);
  A Quote: “If ya can’t take the heat,
  stay off the street.”
  Player Name:
  TM
  
SOURCE: textdata/thevault/Torg/Torg The Cyberpapacy Sourcebook.pdf