TEXT: Ruins of Washington D.C.
  
  Torg, The Possibility Wars, and all unique characters, 
  concepts, locations, and creatures are trademarks and / or 
  copyrights of Ulisses Spiele. All rights reserved.
  1
  Original Design Team
  Mythos and Game Design: Greg Gorden, Bill 
  Slavicsek, & Douglas Kaufman, with Ed Stark, Greg 
  Farshtey, Stan!, Brian Schomburg, Christopher 
  Kubasik, Ray Winninger, and Paul Murphy
  Additional Concepts and Playtesting: Daniel 
  Scott Palter, Denise Palter, Jonatha Ariadne Caspian, 
  Michael Stern, Richard Hawran, C.J. Tramontana, 
  Martin Wixted
  Technical Assistance: Dr. Michael Fortner, Dr. 
  George Exner
  Original Logo Design: Tom Tomita
  Revised & Expanded Developers: Eric Gibson, 
  Jim Ogle, Gareth Michael Skarka, Nikola Vrtis, 
  Stephen Marsh, Talon Dunning
  TOrg eTerniTy Design Team
  Writing and Design: Shane Lacy Hensley, Darrell 
  Hayhurst, Markus Plötz, Deanna Gilbert, Ross 
  Watson
  Contributors: Greg Gorden, Jim Ogle, Steve 
  Kenson, Ed Stark, George Strayton, Henry Lopez, 
  Aaron Pavao, Angus Abranson, Steven Marsh, 
  Patrick Kapera, Bill Keyes, John Terra, James 
  Knevitt, Jonathan Thompson, Andy Vetromile, 
  Joseph Wolf, Jasyn Jones
  Art Director: Aaron Acevedo
  Graphic Design: Aaron Acevedo, Jason Engle
  Playtesting: 
  Jimmy 
  Macias, 
  Michael 
  Conn, 
  Damien Coltice, Michael Mingers, Michelle 
  Hensley, Ron Blessing, Veronica Blessing, Scott 
  Sizemore, Golda Lloyd, Andrew Harvey, Dale 
  Davies, Ed Rugolo, Scott Walker, Darrell Brooks, 
  Melvin Willis, James Dawsey, Brad Rogers, Jamal 
  Hassan, Jeremy Dawsey
  ruins Of WashingTOn D.C.
  Writing: Shane Hensley, Darrell Hayhurst
  Contributors: Deanna Gilbert
  Editing: Ron Blessing 
  Art Direction: Aaron Acevedo, Maik Schmidt
  Layout: Thomas Michalski, Thomas Shook
  Graphic Design: Aaron Acevedo, Jason Engle, 
  Maik Schmidt
  Additional Graphic Design: Steffen Brand
  Cover: Gunship Revolution
  Interior Illustrations: Chris Bivins, Dennis 
  Darmody, Talon Dunning, Bien Flores, Ross Grams, 
  Deanna Gilbert, Gunship Revolution, Alida Saxon, 
  Scott Schomburg, Steve Wood
  
  2
  THE RUINS OF 
  WASHGINTON 
  D.C.
  T
  he early days of the invasion were especially 
  chaotic. Baruk Kaah struck hard against the 
  most obvious (to him) iconic architecture and 
  cultural repositories, hoping to shatter hardpoints 
  before they could form. Core Earth’s defenders had 
  no concept of how reality worked in a conflict, and 
  often tried to move important artifacts out of the 
  affected zones—unwittingly ruining their best line 
  of defense.
  Washington D.C., the capitol of the United States, 
  was no exception. The White House was at the top 
  of the Tyrant Lizard’s list of targets. Intellectually 
  Baruk Kaah knew his enemies’ government had 
  three heads and hundreds of representatives, but 
  deep down—in part thanks to the Social Axioms 
  of the Living Land—only the “palace” of the top 
  leader mattered.
  His secondary target in the area was the Pentagon, 
  the distinctive home of the local war leaders. Both 
  sites were protected. Both fell quickly to the Saar’s 
  hordes. Other treasures in the area, however, went 
  unnoticed long enough for defenders to dig in 
  and get lessons from the Delphi Council on how 
  hardpoints functioned.
  A string of these hardpoints around the National 
  Mall remain intact and under constant siege. An 
  organized military defense force is present, and a 
  sporadic flow of supplies and personnel enter and 
  exit the city—including Storm Knights! 
  SEEING THE SIGHTS
  ARLINGTON CEMETERY
  The Gotaks of Baruk Kaah have a habit of re-using 
  cemeteries as gospog fields, but that was not the fate 
  of Arlington National Cemetery. They recognized 
  a spiritual power within the place—something that  
  spoke to the respect shown for death in the First 
  Walk—and they left it undisturbed.
  Though not a hardpoint, the jungle itself seems to 
  pay the cemetery the same respect, and the fields 
  remain open and clear of dinosaurs, edeinos, and 
  humans alike.
  Arlington doesn’t get many visitors. The Memorial 
  Bridge has long since fallen, so travelers divert 
  North to the Theodore Roosevelt Bridge instead.
  
  3
  fields of fire, the fort controls all the ground up to 
  the Potomac, including a makeshift dock in the 
  Tidal Basin.
  CheCkpOinTs
  There are three main checkpoints in the barricade, 
  where refugees are welcomed and the rare traders 
  or diplomats from surrounding tribes are met. 
  The main gate, large enough for vehicles, is at the 
  East edge of the Mall, facing the Grant Memorial. 
  Smaller gates for foot traffic exist along the middle 
  of the North wall—where most newcomers are 
  challenged—and South near the Tidal Basin.
  The mall airfielD
  The majority of supplies coming in, and evacuations 
  of any refugees who turn up, are via air. The length 
  of the Mall is maintained as an airstrip, and is one 
  of the few areas within the Living Land where 
  a larger aircraft can safely land and take off—
  assuming no disconnections occur during the trip!
  The field now has a small ground crew on duty 
  but only expects one aircraft a week at most. The 
  bulk of the crew’s time is spent maintaining the 
  strip and unloading supplies, as well as loading 
  any refugees as quickly as possible. Experience has 
  taught that any plane that spends more than 30 
  minutes on the ground in Fort Washington is going 
  to have to fly through a swarm of Lakten Riders to 
  get back out again.
  smiThsOnian sTaTiOn
  The subway entrance at Smithsonian Station is 
  within the barricade and functions as a fourth 
  checkpoint. It’s constantly under heavy guard, and 
  guarded gun emplacements are on 24-hour watch 
  inside the tunnel itself.
  Most of the tunnels remain completely intact 
  underground. Few humans or edeinos attempt to 
  use them for travel, as gospog and other unnatural 
  abominations are drawn to the darkness below. The 
  Smithsonian entrance is rigged with explosives to 
  collapse the tunnel in case the outposts are overrun.
  FORT MCNAIR
  What was once Fort Lesley McNair is now the 
  home of several tribes of transformed humans and 
  CAPITOL HILL
  The homes that once covered the Capitol Hill area 
  have all transformed and given way to the thick 
  jungles of the Living Land. This area is now the 
  domain of the Sharptooth Clan.
  The Sharpteeth are a minor clan, and were nearly 
  obliterated in the attacks against Fort Washington 
  and other hardpoints. When the Saar isn’t present, 
  the Sharpteeth prefer small raids and skirmishes 
  against vulnerable human settlements, but they 
  have no interest in a full scale battle.
  They are thriving in the humid, swampy 
  environment. Their main encampment is roughly 
  in the area where Lincoln Park once stood.
  FORT WASHINGTON
  A string of overlapping hardpoints combine to 
  make the National Mall one of the largest pockets 
  of Core Earth reality still intact within the Living 
  Land. The buildings that ring this treasure have 
  been barricaded and makeshift blockades built on 
  the streets using buses, sandbags, and anything else 
  the defenders could get their hands on. Machine 
  gun nests dot the walls, and nearby buildings have 
  been demolished. The encroaching jungle has been 
  cleared to give each weapon a clear line of fire. 
  Keeping the jungle cleared is a constant, arduous, 
  and dangerous task. The inhabitants refer to the 
  whole area as Fort Washington.
  The boundaries of Fort Washington once extended 
  out past the Capitol building, but over time the 
  barricade line has shrunk back past the Capitol 
  Reflecting Pool. The building itself remains mostly 
  intact but abandoned.
  The buildings of the Smithsonian form the 
  majority of the outer barricade, with Smithsonian 
  Castle now functioning as the main headquarters 
  for Fort Washington. The most important artifacts 
  went out with early waves of refugees, but the 
  majority of the exhibits and catalogs within the 
  Smithsonian buildings remain in place. Items from 
  the wreckage of the White House, or pulled back 
  from the Library of Congress, also make their 
  homes here.
  The Washington Memorial marks the eastern-
  most limit of the barricade, but thanks to the open 
  
  4
  even a few rogue edeinos. The residents of Fort 
  Washington refer to the area as “Tarzan Town,” 
  but have established cordial relations with the new 
  occupants.
  Tarzan Town has become the destination of 
  choice for transformed family members of refugees 
  fleeing to the National Mall. There edeinos in the 
  area have little desire to completely wipe out the 
  humans, but it’s common for small raiding parties 
  to launch attacks against the encampments or pick 
  off lone hunters.
  The waters in the Washington Channel are placid 
  enough that canoes can travel to and from the Tidal 
  Basin with a minimized risk of large dinosaur 
  attacks. This is the most common way for separated 
  families to visit one another—and trade goods.
  THE “EXORCIST” STEPS
  Although the general area has transformed 
  and become overgrown, scattered houses and 
  architectural features remain intact. One such 
  feature is the steep outdoor stairway featured 
  in a popular horror movie. The site was a tourist 
  attraction before the invasion, and some kind of 
  dark, spiritual aura remains around the steps 
  today.
  Gospog, especially the later plantings, seem drawn 
  to the area. A stealthy hero may catch a group 
  of them just standing by the steps and swaying. 
  Gotaks frequent the area, wrangling wayward 
  gospog and urging them back to whatever duties 
  they were meant to be performing, but even they 
  don’t like to linger in the area for too long.
  FRIENDSHIP ARCHWAY
  This massive, decorated gate in what was once 
  Washington D.C.’s Chinatown still looks vibrant 
  and new despite the overgrown and ruined nature 
  of the streets around it. It isn’t a hardpoint, but 
  rather a form of Wonder now, with a strange and 
  miraculous property associated with it.
  Anyone who travels underneath the gate is 
  instantly transported a kilometer away in a 
  random direction—effectively ending any kind of 
  pursuit. Roving hunters and savvy locals use the 
  archway as a handy getaway device when pursued 
  by predators or edeinos hunters.
  NAVY YARD
  For a time, the Navy Yard was a functioning and 
  defensible hardpoint inside Washington D.C. 
  Building 126 still had working power and air 
  conditioning a month into the invasion, far longer 
  than anywhere else in the area.
  Like the National Mall, defensive barricades were 
  set along the edge of the hardpoints. Unfortunately, 
  the defenses at the Navy Yard finally fell to 
  concentrated edeinos attacks, and the survivors 
  fled to reinforce Fort Washington.
  The victorious edeinos wrecked all left behind that 
  they could. Surely some artifacts of the National 
  Museum of the U.S. Navy survive in the rubble.
  THE PENTAGON
  The remains of the former headquarters of the 
  U.S. Department of Defense are now home to a 
  particularly aggressive clan of transformed humans 
  known as “The Stripes.” They’ve taken shelter 
  and built fortifications within the Pentagon’s 
  ruins, constantly skirmishing with their edeinos 
  neighbors.
  The central courtyard is used as an arena for the 
  clan. Any adult warrior must “earn their stripes” 
  by defeating a captured edeinos or velociraptor 
  while armed with only a knife.
  The Stripes are marked by three parallel scars. 
  It’s appreciated by the clan if these are gained 
  naturally from the claws of an enemy, but when 
  nature doesn’t cooperate it’s accepted practice to 
  add the scars during a ritual.
  The edeinos in the area despise the Stripes, but 
  respect their strength and ferocity much as they 
  would another competing tribe of edeinos. Thus 
  far the Stripes have ignored every outreach from 
  Fort Washington or the Delphi Council, and remain 
  content to hold the “sacred ground” of their home 
  against any and all outsiders.
  THEODORE ROOSEVELT ISLAND
  The swamps of Theodore Roosevelt Island are 
  thick and choking. Even edeinos shun it due to a 
  large and aggressive population of Arhet Crom 
  (see below) that thrive there.
  
  5
  Theodore Roosevelt Bridge is intact, and one 
  of the only spans across the Potomac that hasn’t 
  crumbled. It’s elevated enough that the Arhet 
  Crom seldom harass those crossing it, unless they 
  are especially noisy or slow.
  Deep within the swamp the Island Memorial still 
  exists as a hardpoint. The fountain runs clear, and 
  the Arhet Crom and other creatures won’t enter the 
  plaza unless goaded. The footbridge to the Virginia 
  side is ruined, but a lucky (or very agile) adventurer 
  might be able to cross it without it falling apart or 
  without plunging into the swampy waters and 
  waiting creatures below.
  arheT CrOm
  Arhet croms are fierce crocodiles native to the 
  jungles of Merretika. They are about four meters 
  long, with a gray hide. They spend most of their 
  time in the rivers, waiting for prey to approach 
  the shores. The creature’s vice-like jaws are feared 
  throughout the Land Below.
  Attributes: Charisma 2, Dexterity 8, Mind 2, Spirit 
  3, Strength 8
  Skills: Find 10, intimidation 10, maneuver 9, 
  stealth 10, taunt (8), test (8), trick (8), unarmed 
  combat 12
  Movement: 8; Toughness: 10 (2); Wounds: 2
  Equipment: —
  Perks: —
  Possibilities: None
  Special Abilities:
  • Armor: Scaly hide +2.
  • Bite: Strength +4 (12). If the creature gets a 
  Good result or better, it does Bonus Damage as 
  usual, but also grapples and restrains its prey.
  • Tail Strike: As a Multi-Action, the lizard 
  The Washingon D. C. area.
  
  6
  can slap a target with its tail. Treat this as a 
  maneuver, but if the arhet crom gets a Player’s 
  Call the prey is knocked into the hottest part 
  of the swamp where it suffers 24 damage each 
  round it remains there.
  UNION STATION
  What’s left of the collapsing, domed ceiling of the 
  Union Station hub is only being held up by the 
  Law of Wonders. Any supplies to be found in the 
  shops have long since decayed or been looted, but 
  the station isn’t uninhabited.
  The Cult of the Consuming Fire (see below), an odd 
  group of transformed humans, addled by the Law 
  of Savagery and obsessed with the “miraculous” 
  power of flame, reside inside. A perpetual bonfire 
  lights the lower Metro level of the station, and 
  keeps the creatures roaming the tunnels at bay.
  THE WHITE HOUSE
  The seat of power for the United States was one of 
  Baruk Kaah’s first targets, and all that remains of 
  the once proud building is fallen stone and burned 
  rubble—above the surface. Below the ruins many 
  sub-levels remain mostly intact and may contain 
  any number of treasures. The edeinos have no 
  interest in looting the remains, but keep careful 
  watch on the location and attack anyone who gets 
  too close.
  Another factor that keeps the edeinos at bay are 
  the spirits that wander the ruins, one of which some 
  claim is Lincoln’s Ghost still haunting the area. 
  There’s no proof the phantasms around the White 
  House have anything to do with any departed 
  president, but supernatural apparitions definitely 
  exist in the area.
  Those savvy in the ways of Washington know 
  there’s a tunnel from the U.S. Treasury building 
  that leads directly into the intact lower levels of 
  the White House, but that building has also been 
  destroyed and is close enough that the edeinos 
  in the area quickly spot any intruders. There are 
  rumors of various other tunnels, perhaps one of 
  those can offer a safe route inside.
  FACTIONS AROUND 
  WASHINGTON D.C.
  A large number of the people around the D.C. area 
  were successfully evacuated, so the population 
  density is lower now than in similar Living Land 
  metropolitan cities.
  THE CULT OF THE CONSUMING 
  FIRE
  This group is composed of transformed humans 
  and those who have simply gone mad after hearing 
  the whispers of spirits on the winds. The cult has 
  taken to worshipping fire as a god—kin to Lanala 
  and Rec Stalek. The Consuming Flame destroys the 
  old but makes way for the new.
  The cult resides in Union Station. Captured 
  intruders are given a chance to “prove themselves 
  with the flame,” a ritual that involves being thrown 
  five meters down into a bonfire. If the supplicant 
  crawls out of the flames alive he passes the test. 
  Likewise they are prone to sacrificing captured 
  edeinos or strangers to the glory of the Purifying 
  Flame.
  Thanks to the high Spirit Axiom many worshipers 
  do have powers. The cult’s list of miracles include: 
  ash cloud, breathe fire, commune with spirits, cure 
  disease, curse, flame aura, healing, hellfire*, repel,  strike, 
  ward enemy, and ward flames.
  THE STRIPES
  The Stripes are a particularly hardy tribe of 
  primitive humans that jealously guard the ruins of 
  the Pentagon as their own. The old and those who 
  look after the camp and children are unremarkable, 
  but the tribe’s warriors are culled by ruthless 
  training and a dangerous final test that sees only 
  the strongest survive to fight for the tribe. Even the 
  edeinos give these fearsome combatants respect.
  Apart from their notable warriors, the Stripes have 
  set hundreds of traps within their territory. Most 
  are just vines that trigger chimes to bring a force of 
  warriors to the intruder’s position, but hidden pits 
  with spikes at the bottom and even more elaborate 
  devices are used. Avoiding Stripe traps requires a 
  Find test at –2 when moving through their territory.
  
  7
  sTripe human WarriOr
  Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit 
  7, Strength 10
  Skills: Dodge 9, find 8, intimidation 9, maneuver 9, 
  melee weapons 10, survival 8, unarmed combat 9
  Move: 8; Tough: 10; Shock: 7; Wounds: —
  Equipment: Primitive blade (Damage Strength 
  +2/12)
  Perks: —
  Possibilities: Rare (2)
  Special Abilities: — 
  TARZAN TOWN
  Tarzan Town is a conglomeration of several different 
  tribes and factions of human. Each clan retains its 
  own leader, but in the case of squabbles everyone 
  turns to Sophia (see page 8), who is something of 
  a shaman for all the small clans here. She’s usually 
  the spokesperson for the entire collective when 
  negotiating with Fort Washington as well.
  Tarzan Town’s main line of defense is barricades 
  from Fort McNair and improvised guard posts 
  manned by the different tribes. If any post is attacked 
  they blow horns or yell to bring reinforcements 
  from the other nearby clans. The combined tribes 
  are in contact with both Fort Washington and the 
  White Eyes Clan, making Fort McNair the closest 
  thing to a diplomatic hub in the area.
  THE SHARPTOOTH CLAN
  Baruk Kaah’s main representatives in the area 
  are the Sharptooth Clan, led by warlord Zec’ech. 
  They have a single standing order from the Saar: 
  destroy Fort Washington. To this end, Zec’ech has 
  sent hundreds of raids, and the results have nearly 
  destroyed his broken clan.
  The Tyrant Lizard himself led one major raid and 
  suffered a rocket to the face for his troubles. The 
  order to destroy the fort still stands, but Zec’ech is 
  dragging his feet now with even the Saar repulsed 
  and with no reinforcements on the way.
  Primitive humans rely on tripwires and pit traps for hunting and security.
  
  8
  Instead, the Sharptooth Clan is taking some time 
  to recover and repopulate. They still launch small, 
  probing attacks against Fort Washington just to 
  keep the humans on edge, but no serious attempt 
  has been made in months.
  Rumor has it that Zec’ech is desperate enough for 
  a plan to defeat the humans that he’ll turn to any 
  source for help. Stormers have been spotted moving 
  into the Capitol Hill area where the Sharptooth 
  Clan camps. Traitors whisper that a rich bounty 
  awaits the person who can deliver the Fortress into 
  the warlord’s hands without costing him the rest of 
  his warriors.
  THE WHITE EYES CLAN
  Not all edeinos came to Core Earth as would-be 
  conquerers. Some went with their fellows hoping 
  to quietly aid any resistance. The White Eyes Clan 
  is one such group, and they found stronger allies 
  on Earth than they imagined. 
  The White Eyes are so named because they paint 
  their eyelids like eyes—so it appears they are 
  always watchful and awake. They use the same 
  paint elsewhere on an individual basis, leading 
  some to mistakenly call them “Whitejaws” in a 
  play on the more common “Redjaw” Clan’s name.
  When the White Eyes first arrived their leader was 
  slain just outside Fort Washington in a friendly fire 
  accident. The clan accepted this death as a fateful 
  accident, but is still wary of traveling to the fort 
  for negotiations. They prefer to visit Fort McNair 
  (Tarzan Town) instead, as it has no negative 
  connotations.
  It’s difficult to find the White Eyes when they’re 
  not at Fort McNair. Like most edeinos they prefer 
  to stay on the move, avoiding the Sharpteeth and 
  unfriendly humans like the Stripes and the Cult of 
  the Consuming Fire.
  IMPORTANT DENIZENS
  This section details some of the most influential 
  figures in the city and its close environment.
  lT. COlOnel Jeff ChanDler
  Formerly a Major, Chandler was left in command 
  of the Fort Washington enclosure after the death 
  of former Commanding Officer Colonel Chaves. In 
  the months before Colonel Garcia arrived to relieve 
  him, Chandler did an admirable job keeping 
  the hardpoint intact and continuing the work of 
  evacuating as many civilians as possible.
  It was Chandler’s decision to pull back from the 
  Capitol Building after Baruk Kaah’s fateful attack 
  shattered the defenses along that side. Colonel 
  Garcia’s first official order after taking command 
  was granting a battlefield promotion .
  The Lt. Colonel is still stationed at Fort Washington, 
  but assumes a transfer to another hardpoint inside 
  the Living Land is inevitable. He’s cautious, level 
  headed, and well liked by those he’s served with.
  Quote: “This isn’t a luxury hotel, but it isn’t the 
  jungle either. Keep it together.”
  COlOnel raul garCia
  Colonel Garcia is one of the hardest fighters in the 
  military, and quickly volunteered for the chance to 
  lead operations in the heart of the nation’s former 
  capitol. Garcia is intelligent and intense—never 
  liked by his troops but always deeply respected 
  because he holds them to the same high standards 
  he sets for himself. 
  He believes that disconnection is a matter of will 
  rather than chance. He’s set forward posts in the 
  Capitol Building and on the outskirts of the cleared 
  areas around Fort Washington with mixed results.
  Quote: “Dare mighty things. Even defeat might 
  become the story someone holds onto to remain 
  themselves.”
  sOphia
  Sophia was a medical professional before she 
  transformed and heard the call of Lanala. She only 
  dimly remembers her family name was Fiero—
  just another vestige of a former life she’s better off 
  without.
   Sophia isn’t reality-rated, but she is one of the first 
  human Jakatts and wields considerable miraculous 
  power in the name of Lanala. All the different clans 
  in Tarzan Town have seen her abilities, and they 
  defer to her when there’s trouble. 
  Quote: “Lanala loves and provides. It doesn’t 
  matter if you’re edeinos or human.”
  
  9
  Tuva
  Tuva was the daughter of the White Eyes’ previous 
  chief. Edeinos clan leadership isn’t passed down 
  by bloodline—the strongest or wisest rules the 
  group, and when a chief falls, the next strongest 
  or wisest takes her place. For now, Tuva is neither 
  strong enough nor wise enough to lead her tribe.
  She’s a scout, and walks the path far ahead of the 
  rest of her family. Those who seek the White Eyes 
  are more likely to find her first, and will only meet 
  the rest of her kin if she chooses to lead strangers 
  back to the encampment. She is especially wary 
  around human soldiers with guns, but she prefers 
  their company over that of the Redjaws by far.
  Quote: “This is a war of endless tragedies. We all 
  have sacrifices to make before it can end.”
  DELPHI COUNCIL 
  INITIATIVES
  Delphi Council operatives usually enter the area 
  at Fort Washington and make their way out either 
  through the gates, downriver, or—on especially 
  covert missions—via the subway tunnels. Only a 
  few standing orders are in effect in the area.
  hOlD fOrT WashingTOn
  The main priority for Delphi Council forces in 
  the area is assisting Fort Washington. It’s a vital 
  foothold in the Living Land, and the Delphi Council 
  wants it kept intact at all costs. 
  Rumor has it the massive Borr-Aka spotted 
  traveling South from the New York Maelstrom 
  Bridge is headed for Fort Washington, and if it 
  arrives the former capital would surely fall.
  sTall Baruk kaah’s revenge
  It’s no secret that when the Saar attacked, a very 
  lucky private managed the shot of the century 
  and hit him directly with a rocket launcher. Baruk 
  Kaah’s hardiness and reality bending powers kept 
  it from being a killing blow, but it was still enough 
  to make the Tyrant Lizard retire from the battle.
  The U.S. military has never released the name of 
  the soldier who took the shot and doesn’t intend 
  to—at least until the war is over. Rumors abound 
  that the soldier was re-assigned, and that Baruk 
  THE BELL OF THE LOST
  Cosm: Core Earth
  Possibilities: 5
  Tapping Difficulty: 10
  Purpose: To explore the deep waters of the 
  Earth.
  Powers: While underwater, the bell repels 
  any sea creature to a distance of 10 meters. 
  A reality-rated character may spend a 
  Possibility to move the bell about 500 
  meters in a minute underwater.
  Restrictions: The bell’s Possibilities may only 
  be used for exploration or defense. 
  Description: The bell looks like a metal 
  sphere with stout legs and piping around 
  it. The metal now looks rusted, but is intact. 
  The piping is red, and the windows have 
  turned a soft blue. A hatch on the bottom is 
  the only way to enter.
  Kaah is looking for his name and location to 
  extract deadly revenge. Well-meaning reporters 
  are looking for the same information to give proper 
  credit for the glorious deed.
  lOCaTe The Bell Of The lOsT
  One small group of survivors told an interesting 
  tale of a presumed Eternity Shard. They were 
  hiding and taking shelter in a strange looking 
  diving bell housed at what was once the National 
  Museum of the US Navy. They told of a slight red 
  and blue glow to it. During a storm the diving bell 
  was pulled out into the Potomac by some unknown 
  force—with everyone still inside!
  The shell landed on the murky bottom, and for 
  days they could see massive creatures swimming 
  around them, illuminated by the red and blue 
  glow—but the creatures never attacked. The air 
  inside never grew stale, either. In time the survivors 
  risked swimming for the surface and told their tale.
  The Delphi Council presumes the Eternity Shard 
  is still in the river, near the museum where it sank. 
  Any team in the area capable of exploring the 
  dangerous waters to recover the bell is strongly 
  encouraged to try.
  
SOURCE: textdata/thevault/Torg Eternity/Living Land/Living Land - Ruins of Washington.pdf