TEXT: The Eagle is Down
  The Eagle is Down
  AN INTRODUCTORY ADVENTURE FOR SAVAGE TORG
  AN INTRODUCTORY ADVENTURE FOR SAVAGE TORG
  -by HawaiianBrian
  This adventure is designed for Novice characters at the 
  beginning, or not far into, a Savage Torg campaign. The 
  characters probably know very little about the Possibility 
  Wars at this point. 
       The adventure sets the characters on the trail of the 
  downed Air Force One aircraft and its precious cargo, the 
  President of the United States. Very high stakes, indeed. At 
  this point the character should know that the U.S. 
  Government was relocated to Houston since the invasion, 
  and that President McKutcheon has declared a nationwide 
  state of emergency. What they don't know is that the Vice 
  President, David Fellows, has been struggling to figure out 
  how to turn these circumstances to his gain. President 
  McKutcheon has put together a fact-finding flight along the 
  border of Living Land, along with several top officeholders. 
  Seeing his chance, the Vice President coerced the pilot to 
  “accidentally” fly over the Living Land then crash the 
  plane. He has also hired a group of cold-blooded 
  mercenaries to retrieve the President's body and the attache 
  case he must carry at all times – the one with the codes to 
  the nation's nuclear warheads.
       It is into this political quagmire that the characters 
  unwittingly find themselves plunged...
  Act One: Run Through the Jungle
  The action begins with the characters traveling in what was 
  once central Georgia right along the storm-wracked border 
  with the Living Land, doing what little they can to rescue 
  people stuck in the new reality overlaying the Eastern U.S., 
  or bringing much-needed supplies to those who are 
  choosing to stick it out in hopes this is temporary. The 
  characters are traveling with an NPC named Angie Devoe, a 
  Realm Runner with a souped-up Land Rover, ferrying 
  seeds, granola, and jugs of water to whomever they might 
  find in need of assistance.
       This adventure is divided into a series Acts, each also 
  divided into scenes. These are mostly for organizational 
  purposes, but Gamemasters can make use of them by 
  allowing characters with an Arcane Background to fully 
  refresh their Power Points between Acts.
  Read the following text:
  For the last week or so you've been traveling with Angie 
  Devoe, a gutsy former truck driver who has decided to take 
  her love of the outdoors and her familiarity with what was 
  once Georgia, and bring supplies to the poor souls still 
  stuck beyond the storm. Without anything better to do, you 
  decided to lend a hand and perhaps strike back against the 
  strange lizard people, maybe learning something about 
  what has happened to the world in the process. Every 
  couple of days you venture through the unpredictable 
  storms and into the tangled, misty jungles of central 
  Georgia, delivering loads of food, water, and supplies to the 
  communities remaining there. All the while you listen to the 
  empty airwaves, listening for information – anything.
  Scene One: The Most Dangerous Game
  The characters are a day's rough ride into the jungle when 
  they encounter a man in a strange uniform being chased by 
  I hope you enjoy this Netbook. It is distributed freely for use, as long as the contents are not altered.
  This game references the Savage Worlds system, available from Pinnacle Entertainment Group at 
  http://www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment 
  Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for 
  purpose of this product.
  These rules are also based (in part) on material published in the TORG Boxed Set, by Greg Gorden and Bill Slavicek, 
  Copyright 1990 by West End Games. All images are royalty-free.
  This document is © 2010 by Brian Reeves, for entertainment, not for profit. Version 1, December 28, 2010
  1
  
  several fierce edeinos. There is one edeinos warrior for 
  every party member, and no optants. The encounter happens 
  in thick undergrowth, with plenty of fallen logs and other 
  obstacles. After the characters defeat the edeinos, the man 
  tells them he is Jake Martin, the co-poilot of Air Force One. 
  He was forced to crash-land the jet on his own when the 
  pilot, Lt. Carsden, mysteriously redirected the plane toward 
  the Living Land and then parachuted away. Jake ordered 
  everyone into an ejectable pod on the plane and cast them 
  off so they wouldn't be killed in the crash. On board at the 
  time were President William McKutcheon, Speaker of the 
  House Dennis Quartermain, Georgia Governor Charles Ray, 
  and Secretary of State Cassandra Evans. All of them were 
  on an inspection run trying to determine what, if anything, 
  could be done about the Living Land, before returning back 
  to Houston. The rest of Air Force Once crashed, but he 
  thinks the capsule came down in the jungle just west of 
  Atlanta. Captain Martin pleads for assistance.
       Here is a great chance for the characters to learn 
  something about the strange goings-on of the invasion, and 
  help the President at the same time. It should be easy to 
  convince them to help.
  Angie Devoe: Core Earth Realm Runner (WC)
  Attributes: Agility d10, Smarts d8, Spirit d4, Strength d6, 
  Vigor d8 
  Skills: Driving d10, Fighting d10, Notice d6, Reality d4, 
  Shooting d6, Survival d8, Tracking d6
  Pace: 6; Parry: 7; Toughness: 6 
  Gear: Handaxe (Str+2)
  Special Abilities: 
  • Realm Runner: +2 Notice to sense reality; +1 when 
  driving Land Rovers
  • Danger Sense: Notice at -2 to detect surprise
  Scene Two: The Fate of the Transformed
  Turning away from their destination, the characters go with 
  Angie in the direction indicated by Capt. Martin. As they 
  travel, they follow a road that clearly used to be a country 
  lane. They have travelled many hours and have consumed 
  about a quarter of their supplies. Ahead the road emerges 
  into a vine-choked clearing where a collapsing building 
  stands. A tall sign just outside the building reads, 
  "MacDonald's." An unkept-looking pickup is parked out 
  front with a machine gun mounted on the top. Behind the 
  machine gun is a bloody dead body. The windows are 
  shattered and sounds of a fight can be heard inside. If the 
  characters investigate, they find a harried storm knight team 
  inside beset by eight transformed humans. Two 
  domesticated-looking raptors are joining in the attack.
       If they save the storm knights, they learn that the NPCs 
  were returning from a run into the Living Land to bring 
  supplies to Mableton, a besieged resistance community 
  farther up the road. When someone left their igloo cooler 
  open on accident, all the food was ruined. They met a group 
  of other storm knights "who acted rather odd" and told them 
  about this MacDonalds, where they might find something to 
  salvage. The odd storm knight group was composed of 
  several men in jungle camouflage and seemed well-
  equipped for travel, driving a Hummer. The odd group was 
  headed in the general direction of Atlanta.
       If any of the fellow storm knights survive the encounter, 
  they are willing to accompany the PCs on their quest.
  Caymos: Aysle Mage (WC)
  Attributes: Agility d4, Smarts d10, Spirit d6, Strength d6, 
  Vigor d6 
  Skills: Fighting d4, Knowledge (Arcane) d8, Notice d6, 
  Reality d6, Riding d4, Spellcasting d10.
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Staff (Str+d4, Parry +1, Reach 1, Hands 2)
  Special Abilities: 
  • Arcane Background (Magic): 10 Power Points. Has the 
  Bolt, Elemental Protection and Entangle Powers.
  • Storm Knight: Detect possibility energy
  Jack Swift: Tex Arcana Gunslinger (WC)
  Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Intimidation d8, Reality d8, Riding d10, 
  Shooting d12, Tracking d6
  Pace: 6; Parry: 8; Toughness: 8 
  Gear: 2x Colt (2d6+1, Revolver), Bowie Knife (Str+1)
  Special Abilities: 
  • Marksman: Aim maneuver if hero doesn't move
  • Quick Draw: may draw weapon as free action
  • Quick: Discard draw of 5 or less for new card
  The Lion: Nile Empire Hero (WC)
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Driving d6, Fighting d8, Guts d8, Intimidation d6, 
  Investigation d6, Notice d8, Survival d8, Taunt d6, Reality 
  d8, Tracking d6
  Pace: 6; Parry: 4+1; Toughness: 5 
  Gear: Lion's Claws x2 (Str+d6)
  Special Abilities: 
  • Berserk: Smarts roll or go berserk when wounded. Parry 
  -2 but +2 to Fighting and Strength, ignore wound modifiers, 
  cannot use skills, Edges or modifiers that require 
  concentration, run risk of hitting ally.
  • Two Fisted: Ignore multi-action penalty
  • Arcane Background (Super Powers): 20 power points; 
  “Lion's Roar” with Fear Power.
  Ryunosuke Tanaka: Nippon Reality Scientist (WC)
  Attributes: Agility d6, Smarts d12+1, Spirit d4, Strength 
  d4, Vigor d4 
  Skills: Fighting d4, Investigation d12+!, Knowledge: 
  Reality Theory d12+2, Reality d6, Repair d10+1 
  Pace: 6; Parry: 5; Toughness: 5 
  2
  
  Gear: Molecular Knife (Str+3, AP 2, cannot be thrown)
  Special Abilities: 
  • Arcane Background (Cyberware): Carbon Weave Skin 
  (Armor), Attribute Enhancement Array (Boost Smarts)
  • Reality Scholar: +1 Reality Theory checks
  Scene Three: Border Town
  Another ten hours up the ever-tangled road, they are 
  ambushed by what must be dozens of transformed humans 
  and edeinos hiding in the thick undergrowth, hurling spears 
  at them. It is impractical to fight this many adversaries, and 
  every round the vehicle is being attacked by about twenty 
  projectiles. Stopping to fight would be suicide, and the GM 
  should emphasize that. However, just ahead they can see a 
  new-looking palisade with several human figures with rifles 
  gesturing them onward. The door is being held open just 
  wide enough for the Land Rover to pass through. 
       This is the town of Mableton, or part of it -- most of the 
  town is claimed by the jungle, but part of the subdivision to 
  the west has been walled in to make a town where 
  subsistence farming is getting people by. Edeinos have been 
  sent to make sure nobody comes or goes, though they leave 
  the people alone hoping they will eventually transform. The 
  mayor, Caroline Shaw, meets them and offers to trade 
  supplies for fresh produce. 
       While here, they can learn that the "odd" group passed 
  through, providing them with seeds and matches in 
  exchange for a hand-drawn map of the edeinos tribes and 
  other hazards between here and Atlanta, saying they were 
  sent to "extract" the president. The odd group spent the 
  night here, drinking, and one of them ended up nearly 
  molesting a town girl. In the ensuing confrontation, three 
  townsfolk were shot. Mayor Shaw questioned their 
  authenticity, at which time they said something about not 
  asking questions if they want to live. At that time, they 
  raided the town's supplies and left through the far gate. 
       While in town, the characters meet the town's sole 
  edeinos character, "Lug-Nut" Johnny, a transformed edeinos 
  who specializes in repairs. They may stay as long as they 
  like. When they are ready to go, Caroline allows them to 
  pass out through the opposite gate onto what remains of an 
  interstate freeway.
  Act Two: Flightless Bird
  Scene One: A Tall Drink of Water
  On the road once more, the characters pass signs of more 
  habitation, this time less aggressive: human and edeinos 
  child faces peering at them from trees (they flee if the 
  characters attempt to meet them), recently abandoned 
  camps, a spear sticking out of a tree. Then the road ends at a 
  newly formed lake, forcing them to follow animal trails. 
       While fording a tiny rocky stream, they suddenly notice 
  the water ebb down to a trickle. Upstream, a T-Rex has 
  come to drink. It notices them at almost the same instant 
  they notice it. This T-Rex is already terribly injured from a 
  previous encounter with Wallace's Irregulars, with only two 
  wounds remaining and only one Benny. It's wounds are 
  visible and fresh, and it has a burned patch from a 
  flamethower. Anyone from a reality with a Tech Axiom of 3 
  or better can make a Notice check to tell it is from gunfire. 
  If they flee, use the Chase rules and be sure to toss muddy 
  slopes, fallen logs, and dense thickets in the path.
   
  Injured Tyrannosaurus Rex [WC] 
  Attributes: Agility d6, Smarts d6 (A), Spirit d12, Strength 
  d12+7, Vigor d10 
  Skills: Fighting d8, Intimidation d12, Notice d6
  Pace: 8 ; Parry: 6; Toughness: 13 
  Special Abilities: 
  • Improved Nerves of Steel
  • Armor +3: Tough, scaly hide. 
  • Bite: Str+3. 
  • Fear: Characters who see the T-Rex must make a Guts 
  check at -4.
  • Fearless: The Rex is immune to Fear and Intimidation. 
  • Huge: Opponents get a +4 to hit the T-Rex. 
  • Size +7 
  • Stomp: Str. The Rex’s stomp counts as a Heavy Weapon. 
  A stomped foe must make an opposed Strength roll against 
  the Rex to break free. As long as the Rex doesn’t move, it 
  will continue to do Str damage to the victim each round 
  3
  
  (though typically it will bite them to death once it has them 
  trapped), and gets a +4 to hit and damage to its bite attacks 
  against them. 
  • Swallow Whole: With two raises on it’s bite attack, the 
  Rex has swallowed the victim whole (Size +1 or smaller 
  creatures only). Those swallowed take 3d6 damage against 
  their base Toughness each round until dead or freed. A 
  swallowed character can try to cut their way free with a 
  dagger or knife by making an Agility roll at -2; roll damage 
  against Toughness 8. If they can do at least one Wound, 
  they’ve sliced a hole big enough to slip free; they’re 
  automatically Shaken once out. If the Rex is killed, 
  swallowed characters can be freed from the outside in a 
  single round.
  Scene Two: Dem Bones
  A few hours after the encounter with the T-Rex, it begins to 
  rain in a drenching tropical downpour. Though they may try 
  to soldier on, the weather drastically increases the drive 
  time, which isn't helped by the periodic necessity of getting 
  out to clear rubbish or push the truck out of mud bogs. At 
  one such mud bog, they are attacked by mosquitos the size 
  of hummingbirds. Nearby, they see a skeletonized human 
  body with several pieces of corroding equipment and 
  weapons. In the skeleton's possession is a shredded journal 
  missing pages and badly soaked in water. But from the 
  scraps of paper around the body, the characters can find a 
  fragmented entry. It tells of an encounter with a strange race 
  of tiny humans the size of a soda can. The author indicates 
  that they appear to be friendly toward humans.
  Mosquitos, Giant 
  Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength 
  d4, Vigor d6 
  Skills: Fighting d6, Notice d6 
  Pace: 2, Fly 10; Parry: 5; Toughness: 5 
  Special Abilities: 
  • Proboscis: Str+d4.
  • Blood Drain: If a mosquito hits with its proboscis, it will 
  immediately begin to draw blood. Those affected must 
  make a Vigor check or lose one Fatigue level.
  • Fearless: Giant mosquitos lack the brains to feel fear; 
  they’re immune to Fear, Intimidation, and Taunts.  
  • Poison: Giant mosquitos inject a numbing agent with their 
  proboscis. This neurotoxin has no effect in combat, but for 
  the next 24 hours any character who failed a Vigor check 
  from the mosquito's blood drain attack suffers one level of 
  Fatigue due to the intense itching sensation.
  • Slow: On the ground, giant mosquitos can only move at a 
  Pace 2, and can’t run. 
  Scene Three: Empty Vessel
  The characters finally come to the location of the Air Force 
  One capsule. It rests partially suspended in a hammock of 
  vines and branches only a few feet in the air, though part of 
  it hangs over a deep gorge in which flows a murky river. 
  The gliding forms of crocodile-like carnivores can be seen 
  in the river. Signs of a struggle mark the ground just outside 
  the capsule. The corpse of Governor Ray lies face-down in 
  the mud, a bullet through his skull, and his body appears to 
  have been beaten. An inspection of the mud around the 
  capsule reveals many sets of footprints, from edeinos to 
  human. A Notice roll with a TN of 6 reveals a discarded 
  MRE pack, a bunch of empty magazine casings, and a 
  cigarette. 
       Inside, the capsule has been ransacked and defiled. The 
  corpse of a Secret Service guard is speared to one wall. 
  Blood is everywhere, along with shredded clothes, 
  briefcases, and attache files. 
       When the characters enter, a group of five raptors is 
  rummaging through the remains of the capsule, eating what 
  is left of another SS agent. Secretary of State Cassandra 
  Evans is in here, pinned behind an impromptu wall of chairs 
  and a table bearing the presidential seal, barely holding the 
  raptors at bay. The capsule rocks precariously on the edge 
  of the cliff, and it is obvious Secretary Evans will die unless 
  saved. 
       If they successfully rescue Secretary Evans, she tells the 
  characters that a tribe of edeinos converged on the capsule 
  shortly after they landed, taking the President and Speaker. 
  They missed Mrs. Evans and Governor Ray because the two 
  of them were hiding underneath debris. Much later, some 
  military men came to the capsule, looking for the President. 
  The men shot the Governor when he resisted them, but Mrs. 
  Evans had a bad feeling and stayed hidden. The men 
  ransacked the capsule and left, following the edeinos. She 
  seems highly agitated, though, telling the characters that the 
  military men took an attache case with them that contains 
  one of the buttons necessary to launch the nation's nuclear 
  warheads. She begs the characters to retrieve the case.
       There is nothing more to be found at the crash site, other 
  than more water and food supplies, which the characters 
  could surely use by now. Whether or not Mrs. Evans 
  accompanies the characters or not is up to them, but the GM 
  should emphasize how hard it will be to find her again in 
  the ever-shifting jungles of the Living Land.
  4
  
  Act Three: The Land of Dead
  Things
  Scene One: Mudslide!
  A simple Tracking check reveals many sets of footprints 
  heading off through the jungle in a generally easterly 
  direction. The pickup is starting to have trouble through 
  here, and the recent rains aren't helping anything. Huge, 
  disgusting-looking insects thump against the windows of 
  the truck, hanging creepers turn out to be snakes, and the 
  oppressive humidity and mist cause one of the doorhandles 
  to break off, so that now everyone must exit from the other 
  side unless it is repaired.
       As they follow the trail, now nothing more than a muddy 
  dirt track, they crash through some ferns and find 
  themselves on the verge of a muddy slope. Angie loses 
  control of the truck and it first slides, then rolls, down the 
  hill. It comes to a halt on the driver's side in three feet of 
  muck, already sinking – and the passenger door is stuck 
  shut! The windows must be broken out for the characters to 
  escape (see Breaking Things in SWEX). To compound the 
  problem, however, one round later a huge slide of mud 
  dislodged by the truck begins to cover it. The characters 
  have three rounds to get out by making a successful Agility 
  check at -2, though they can be aided by other characters. 
  Only one character can get out through the shattered 
  windows per round. After three rounds, anyone left inside 
  the truck begins drowning.
       At this terrible moment, three gospog emerge from the 
  treeline and attack anyone outside the mud. The truck and 
  any supplies are now permanently buried, including the 
  journal entry!
  Scene Two: Pack N' Slay
  The characters are now stranded without gear or 
  transportation in the Living Land. They have no choice but 
  to begin walking. Just beyond the next hill, the characters 
  spot a tiny man about six inches tall perched on a branch, 
  watching their every move. He resembles a miniaturized 
  Tarzan, complete with loincloth and spear.
       This is Tam-Tam, a Keefee warrior from a nearby tribe. 
  Characters with Knowledge (Living Land) may make a skill 
  check to see if they recognize him as a Keefee, tiny humans 
  only a few inches tall. They are usually sympathetic to Core 
  Earthers, and this one is no exception. As long as the 
  characters make no threatening moves, Tam-Tam is open to 
  communication, and in fact has something he thinks the 
  characters might like to know. In broken English, he tells 
  them he knows where many humans are being held by 
  edeinos, and will give details in exchange for food. If they 
  agree, he describes a massive round structure with a great 
  field inside. A successful Smarts roll indicates this to be a 
  stadium. Based on their proximity to Atlanta, the characters 
  can deduce this is Turner Field, home of the Atlanta Braves. 
  A quick check of the map shows they are very close.
       The characters travel from there through the outskirts of 
  Atlanta toward the ballpark. The city seems to be largely 
  abandoned, overrun with the jungle. Cars jam the road from 
  the initial panic. By this time, the long (and hot) day is 
  finally coming to a close, the sun setting, casting everything 
  in an eerie glow. 
       They spot a grocery store along the road to their left – 
  the “Peachtree Market Square.” Since most of their supplies 
  were destroyed by the mud, they might find the promise of 
  food too much to pass up. The glass seems to have kept the 
  mist out and everything looks edible. 
       Inside, they find a wealth of foodstuffs, even though it 
  has been partially looted. As the characters resupply, they 
  hear a truck roll up outside. This is the "odd" group of 
  stormers they have heard about: Wallace's Irregulars. Led 
  by Lt. Roz Wallace, this group of six ex-military combat 
  specialists have gone mercenary, selling their services out to 
  the highest bidder. In this case, that happens to be the Vice 
  President of the United States, David Fellows, who is 
  making an aggressive bid to become president by 
  eliminating the existing one. He is getting paid by the head, 
  literally. When Roz sees Cassandra with the characters, he 
  will first attempt to con her away from them, then buy her, 
  then try to simply kill the characters for her. After the 
  Irregulars are dead, any confusion is erased by searching 
  through their pack and seeing the contract for the president, 
  signed by the Vice President! If the characters did not learn 
  of the location of President McKutcheon from the Keefee 
  earlier in this scene, they can discover his whereabouts in a 
  note among Lt. Wallace's effects.
       If the characters resist the urge to enter the marketplace, 
  they will bump into Wallace's Irregulars at a city 
  intersection, where they will be promptly attacked.
  Lt. Roz Wallace (WC)
  Attributes: Agility d10, Smarts d8, Spirit d4, Strength d8, 
  Vigor d10 
  Skills: Driving d10, Fighting d8, Intimidation d6, Notice 
  d6, Shooting d10, Stealth d10, Survival d10, Throwing d8, 
  Tracking d8
  Pace: 6; Parry: 6; Toughness: 9 (Armor 13, 17 vs. bullets)
  Gear: Kevlar Vest with inserts (+4/+8 Tou), Steel Helmet 
  (50% chance to protect against head shots), Survival Knife 
  (Str+1), .357 Magnum (2d6+1, 12/24/48, ROF 3, AP 1, 
  Auto), AK47 (2d8+1, 24/48/96, ROF 3, AP 2, Auto, 3 
  round burst), Grenades (3d6, 5/10/20, Medium Burst)
  Special Abilities: 
  • Brawny (+1 Toughness, Load limit 8xStr)
  • Military Training (+1 Toughness)
  • Command Presence (+1 to troops recovering from being 
  shaken within 10")
  • Rank (Officer)
  • Danger Sense (Notice at -2 to detect surprise attacks or 
  danger)
  • Dodge (-1 to be hit with ranged attacks)
  5
  
  • Hold the Line! (Troops have +1 Toughness)
  • Rock and Roll! (Full Auto penalty is -1, not -2)
  Wallace's Irregulars (Whistler, Ding Dong, Crazy Mike, 
  Hammer, and Black Dog)
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, 
  Vigor d6 
  Skills: Driving d6, Fighting d8, Notice d6, Shooting d8, 
  Stealth d8, Survival d8, Throwing d6, Tracking d6
  Pace: 6; Parry: 6; Toughness: 7 (Armor 9, 11 vs. bullets)
  Gear: Kevlar Vest (+2/+4 Tou), Steel Helmet (50% chance 
  to protect against head shots), .357 Magnum (2d6+1, 
  12/24/48, ROF 3, AP 1, Auto), AK47 (2d8+1, 24/48/96, 
  ROF 3, AP 2, Auto, 3 round burst), Bazooka (4d8, 
  24/48/96, ROF 1, Medium Burst Template, AP 9, Snapfire, 
  HW), Flamethrower (2d10, Cone, ROF 1, Ignore Armor), 
  Grenades (3d6, 5/10/20, Medium Burst)
  Special Abilities: 
  • Military Training (+1 Toughness)
  • Rock and Roll! (Full Auto penalty is -1, not -2)
  Scene Three: Take Me Out At the Ball Game
  The characters arrive at a vantage point where they can see 
  the baseball field. It is a massive arena, though many of the 
  walls have collapsed. A scoreboard leans precariously over 
  the field, the Braves logo still visible. The field is well-
  guarded by two dozen edeinos, one riding a triceratops it 
  controls with a benthe. Gospog in various states of 
  transformation are roped to the ground all over the park. 
  Somewhere in there, according to the edeinos, is the 
  President. Rescuing him, and all the captured people being 
  turned into gospog, is going to be difficult, but the 
  characters see something they might be able to use: an 
  untransformed bulldozer protrudes from some undergrowth 
  near a rusted old building nearby, which contains some 
  tools. A repair roll (TN 6) and a couple of hours is all it 
  takes to fix it. 
  Bulldozer
  Acc/Top Speed: Acceleration 4, Speed 4 (cannot move 
  forward and turn, turning 45 degrees costs 1 movement); 
  Toughness: 10; Crew: 1
  Notes: Heavy Armor, Tracked (can climb over low 
  obstacles), Scoop (Damage 3d6+1).
  During the fight, the edeinos unleash their surprise weapon: 
  benthes! Three flying, amoeba-like blobs try to attach 
  themselves to the characters. As if that wasn't enough, they 
  notice President McKutcheon joining the edeinos as a 
  transformed human! The edeinos are led by a gotak, a 
  special type of optant designated to take care of gospog 
  fields. The remaining edeinos will flee when their numbers 
  are reduced by half and the gotak is dead. In the field they 
  find Dennis Quartermain, two days into being turned into a 
  gospog. Anyone with Reality Theory can make a roll at -2 
  to determine the process of removing the gospog seed.
  Benthe
  Attributes: Agility d12, Smarts d10 (A), Spirit d8, Strength 
  d4-2, Vigor d4 
  Skills: Arcane (Pheromones) d12, Fighting d10, Notice d8, 
  Persuasion  d12,  Riding  d12,  Stealth  d10,  Survival  d10, 
  Tracking d8.
  Pace: Fly 8; Parry: 0; Toughness: 4
  Special Abilities: 
  • Improved Dodge: Opponents are at -2 to hit a benthe 
  when it is aware of their presence.
  • Pheromones: To affect a target, a benthe must first attach 
  itself, which requires a touch attack roll. Once secured, they 
  emit pheromones by rolling Arcane (Pheromones), opposed 
  by the  host's Spirit check. If successful, they effectively 
  gain the Puppet power, able to control the behavior of the 
  host by manipulating their emotions. This lasts for 1 minute, 
  but each raise increases the time by one increment (1 hour, 
  1 day, 1 week, etc.), after which time the host may choose to 
  make  another  opposed  roll  to  regain  control.  Being 
  dominated by a benthe isn't entirely bad -- the host becomes 
  immune  to  fear  effects  and  to  Taunt  or  Intimidation 
  attempts.
  • Slow: On a solid surface or underwater, benthe can only 
  move at a Pace 1, and can’t run.
  • Size: Benthe are fist-sized, so suffer -2 to Toughness, but 
  attacks made against them are at -2 due to size.
  Epilogue
  Though the characters were sadly unable to rescue the 
  president, Cassandra Evans and Dennis Quartermain 
  survived the incident. It takes the characters a day or two 
  get them safely out of the Living Land, which they do 
  without incident. 
       Once they get back into Core Earth, Quartermain can 
  contact the Secret Service, which arrives in an hour in a 
  black helicopter. The two heads of state ask the characters 
  to go with them so they may be properly rewarded. 
  Assuming they accept a reward, the characters fly to 
  Houston, where they are rewarded with the thanks of the 
  acting U.S. government and a contact number for 
  Cassandra. GMs may also wish to provide the characters 
  with some money, a modest expense account, or a base of 
  operations, though keep in mind the U.S. government is not 
  in a state of fiscal strength and can offer only limited 
  monetary reward.
       With the Vice President's treasonous act revealed, he is 
  arrested and sent to prison awaiting trial. Dennis 
  Quartermain is next in line for the Presidency. Shortly after 
  he takes office, he creates the Delphi Council, a special 
  operations agency in charge of handling the Possibility 
  Wars, and places Cassandra Evans in charge. The characters 
  now have excellent contacts in the White House and Delphi 
  Council, which can lead to future adventures.
  6
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Savage Torg - One Sheet - The Eagle is Down.pdf