TERRA


The world of Pulp Adventure

Terra is the home world upon which the newest battles of the Possibility Wars is being waged. It is a world thick with possibilities, much like Core Earth was. Poised on the brink of World War II, Terra holds nothing but adventure and action for the Storm Knights as they fight the High Lords.

Contents:

Terra since the Possibility Wars

The invasion of the new realms has shocked Terra to its core. Most of the nations on the brink of World War II lost their capitol cities immediately. Of course, this was no accident. The Gaunt Man knew that cutting the heart out of the world powers was the first step to breaking Terra. It was a plan he should have employed on Earth; he would do it now.

In one day, America lost Washington and New York. Germany lost Dresden and Berlin. Japan lost Tokyo. England lost its whole island. Italy lost Rome. China lost Shanghai. And Russia lost Moscow. Their forces were broken, but not entirely. Most of the countries blamed their opponents, saying they were at the heart of the devastating changes. Reports of strange monsters, mythical beings, and unexplainable technology went largely unheard. Instead, the governments of Hitler (Germany), Hirohito (Japan), Mussolini (Italy), Lenin (Russia), Chamberlain (U.K.), Chiang Kai-Shek (China), and Petain (France) relocated in other cities.

Just like Earth, the Nile Empire is located along the Nile in Terran Egypt. It is almost identical with the Nile Empire sourcebook. Mobius limited his country to the northern half of Africa and parts of Arabia.

The governments of the countries which lost valuable land have hardly gone under. They are building up their military arsenals to counter what they perceive as an act of war by an as yet unknown party.

The History of Terra

Note: this section is incomplete.

World Rules and Axioms

Terra’s axioms are identical to that of the Nile Empire sourcebook; for a complete description, refer to it. However, for ease of reference, they will be reprinted here:

	Technological: 21				Social: 20
	Spiritual: 17					Magical: 12

So far, Mobius has made little progress in converting his own world. The gods of ancient Egypt are in control in his lands proper, and are beginning to make their impact felt in other parts of the world. However, most religions seldom reach above a spiritual level of seven. It is still possible, for instance, to ward off undead with a religious symbol, such as a cross. This is perhaps due to the waxing power of the Egyptian gods.

The Magic axiom, through the power of mass disbelief and growing technology, is usually not used to its full potential, like the Spiritual axiom. Magic here is possible, and magical creatures may exist (faerie, vampires, etc) but are generally not believed in or seen.

Terran World Rules are exactly as they are in the Terran sourcebook; the addition of the Law of Heroism comes into effect immediately on all Nile Empire or Terran characters. It is new to Terra, as well as expatriates of the Nile Empire. For ease of reference, the World Rules are summarized below.

The Law of Morality: This law forces all characters not enclosed in a reality bubble to select whether they are good or evil. There are no neutrals, although a person doesn’t necessarily have to show their inclination at all times. It gives each person the ability to detect the inclination of another by playing an alertness card, then beating the target’s spirit with a perception roll. In addition, all possibility-rated people in Terra can attempt once per act to seduce another possibility-rated character of the oposite inclination to switch. This requires Charisma vs. Spirit roll. Good or less result: target must lose a pssibility, and if it has none, must switch; Superior result: target must switch or lose 2 possibilites; Spectacular result: three pssibilites. If the seducer fails, he or she must lose one possibility. The third aspect of this law is that evil character returning to Terra must lose one possibility.
The Law of Drama: This law states that most encounters should be played up to heighten drama. There are no rules to govern this, but it helps to authenticate the flavour of the pulps.
The Law of Action: A Terran or Nile Empire character may spend two possibilities on any action. However, instead of adding the result, the player must chose between the results of the two rolls.
The Law of Heroism: The newest Law to Terra, it states that any Hero or Drama card must be saved to be played in a particularly dramatic situation, not a standard one.

The Nations of Terra

Note: this section is incomplete.

World War Two and its Players

Note: this section is incomplete.

People and Places of Terra

Note: this section is incomplete

Running Terra in Torg 2000

Terra follows roughly the same look and feel of Earth in the 1930s. However, it has some fundamental differences which make it distinguishable. For one, the existence of “Wierd Science,” which is an invention which makes gadgets possible which should be far beyond the normal tech level of the world. Also different are some key events in the world history, including World War I and the American war with Mexico. World War II is on the brink of starting, for different reasons than Earth, even though the warring countries are the same. However, added to the trouble is the late Dr. Mobius’ Nile Empire. It is vast, covering many countries, and quickly threatening to take over the world. Nazi Germany exists as well, and so does the Japanese Empire. England, Russia, and America are teamed up, like Earth, but they must face a triple threat, in that the Nile Empire is more powerful than the Japanese or Germans.

This is a departure from the Terra sourcebook, which downplays Mobius’ influence there. In Torg II, Mobius had taken over nearly a third of the world, and it seemed inevitable that he would get the rest, hence he moved on the Earth. In his stead he left ..., as competent and definitely as mad as Mobius himself. ... rules with charisma and power, bringing Egyptian magic and might to every corner of the globe.


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