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Torg Player Rules

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The Near Now …<br />

Later today, early tomorrow, sometime next week,<br />

the world began to end.<br />

“We were receiving the strangest reports<br />

from all over the world ... we never put it all<br />

together—and now it’s too late.”<br />

“There are always possibilities, my sergeant<br />

told me. But he never had his possibilities<br />

torn away like wings from a fly.”<br />

“ ... repeat. Is anyone receiving this message? We need help.<br />

The invaders are everywhere ... reality itself has gone crazy.<br />

My God, can anyone hear me? Can anyone help us...?”<br />

“There isn’t always a silver lining<br />

behind a dark cloud. Sometimes what’s<br />

back there is much, much worse.”<br />

“The storm has a name.”


32<br />

Chapter 3:<br />

Attributes<br />

and Skills<br />

“I design and build microchips.<br />

I have doctorates in physics and<br />

microengineering. I’m sixteen years<br />

old. It’s a long story.”<br />

—Dr. Hachi Mara-Two<br />

In Chapters One and Two, you were<br />

briefly introduced to attributes and skills.<br />

This chapter contains a detailed description<br />

of each individual attribute and skill,<br />

including notes that allow you and your<br />

gamemaster to resolve the use of a specific<br />

ability during play.<br />

Attributes are abilities or characteristics<br />

common to every living thing in the<br />

Infiniverse. Thus, a martial artist and a grizzly<br />

bear both have a Strength and a Dexterity,<br />

though the bear’s Strength is probably higher<br />

than that of the martial artist and the martial<br />

artist probably has a better Dexterity than<br />

the bear. The seven attributes are Dexterity,<br />

Strength, Toughness, Perception, Mind,<br />

Charisma, and Spirit.<br />

Skills, on the other hand, are characteristics<br />

that creatures and characters may or may not<br />

possess. A doctor from Nippon Tech and a<br />

US Army medic from Core Earth would<br />

both possess the medicine skill, while an<br />

edeinos warrior from the primitive Living<br />

Land and a horse from the Nile Empire<br />

certainly wouldn’t possess this skill. The<br />

edeinos and the horse, however, might each<br />

have the running skill, while the doctor and<br />

the medic might not. Most characters in <strong>Torg</strong><br />

possess several skills.<br />

Attributes and skills are related. Each<br />

and every skill in <strong>Torg</strong> is based on a specific<br />

attribute, which serves as an indicator of the<br />

character’s natural aptitude with abilities<br />

associated with that attribute. Skills represent<br />

additional knowledge and training that<br />

improves upon that base. A character that<br />

Skill Adds Versus Skill Values<br />

Sometimes people with similar amounts of training<br />

and experience nonetheless have noticeable differences<br />

in what they’re actually capable of doing. Similarly, there<br />

are cases where the new rookie proves to be just as good<br />

if not better than the old pros.<br />

Situations like this are handled in <strong>Torg</strong> by using skill<br />

values rather than skill adds to indicate a character’s overall<br />

ability in a particular field. The number of adds in a skill<br />

can be used to gauge a character’s level of education and<br />

experience in a field but his overall capabilities are measured<br />

by his skill value. Characters who are more naturally talented<br />

in a particular area, represented by a higher attribute value,<br />

can have skill values as good as or better than characters<br />

with more skill adds but a lower attribute.<br />

Example: Both Magoth and Terrill have a divination<br />

magic skill value of 15, so they have similar capabilities in<br />

the field. Magoth has Perception 11 and four adds in the skill<br />

while Terrill has Perception 13 and two adds in the skill.<br />

Terrill has not put as much effort into learning divination<br />

magic or has less experience with it than Magoth but his<br />

natural aptitude as represented by his higher Perception<br />

attribute makes up the difference.<br />

wants to avoid being hit by a crossbow bolt would depend on his<br />

Dexterity, but if he has the dodge skill that represents an additional<br />

capability to avoid the attack.<br />

A skilled character’s base attribute value is added to his skill<br />

adds to yield the skill value for that particular skill. Skill values are<br />

the numbers that are most frequently used during play.<br />

Example: Paul’s character Quin has one add in the survival<br />

skill and a Mind value of 8. Since survival is based on the Mind<br />

attribute, Quin’s Mind value is added to his skill add to yield a<br />

survival skill value of 9.<br />

Making a Skill Check<br />

Whenever your character needs to perform a task covered by<br />

one of his skills, you generate a number by rolling a 20-sided die<br />

and consulting the bonus chart. The number from the chart is added<br />

to the character’s attribute or skill value to arrive at the action<br />

total, sometimes also called the skill total. Your gamemaster then<br />

compares your number to the difficulty number of the task to see<br />

if your character succeeds or fails.<br />

You’ll note that the bonus chart goes higher than 20. How<br />

can you roll more than a 20 on one die? <strong>Torg</strong> allows characters to<br />

sometimes reroll the die and add the second roll to the first. High<br />

die totals over 20 become possible, giving characters large bonus<br />

numbers and allowing them to perform the same kind of amazing<br />

and death-defying feats as the heroes in adventure fiction.<br />

Whenever a character rolls a 10 <br />

they have, they get to reroll. If the second <br />

a 10 the player may keep rolling and adding if she<br />

wishes, or she may stop if she’s satisfied with the total. The final<br />

total of all the rolls is then used on the bonus chart.


Possibility-rated characters may also use possibilities to gain<br />

rerolls when generating action totals and the Hero and Drama cards<br />

in the Drama Deck can also be used for this purpose. The rules for<br />

this can be found in Chapters Four and Five.<br />

What if Your Character<br />

Doesn’t Have a Skill?<br />

Just because a character does not have a particular skill does<br />

not mean that he cannot perform tasks associated with that skill.<br />

When a character wishes to use a skill he does not possess, his base<br />

attribute is used for the skill value.<br />

There are drawbacks for attempting a task without having<br />

the appropriate skill; some abilities are more difficult when used<br />

unskilled and some cannot be used at all unskilled. Additionally,<br />

when rolling the die a character’s chance of getting rerolls is reduced.<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

Skills that are more difficult when used unskilled are indicated<br />

in boldface in the Master Skill List. Skills that cannot be used at<br />

all unskilled are indicated in boldface italics in the Master Skill<br />

List. The individual skill descriptions will also specify if a skill<br />

is more difficult when used unskilled or if it cannot be used at all<br />

unskilled.<br />

Some skills may penalize or not permit unskilled use of only a<br />

particular ability that falls under that skill. Acrobatics for example<br />

has two specific functions listed, Vaulting/Springing and Falling.<br />

Vaulting/Springing can be done unskilled at a penalty but Falling<br />

cannot be done at all unskilled. Skills that have partial or separate<br />

restrictions like this are marked with a cross (+) in the Master Skill<br />

Chapter Three: Attributes and Skills<br />

Unskilled Use Penalties<br />

When a character attempts an unskilled use of a skill,<br />

the gamemaster will assign a modifier to the difficulty<br />

number of the attempt using the Difficulty Number Scale<br />

found in Chapter Four. Depending on the skill being used<br />

and the exact circumstances of the situation, the modifier<br />

should range somewhere from Complicated (+2) to<br />

Extremely Hard (+10).<br />

As a rule of thumb, a complicated skill is one where it<br />

helps if you know what you’re doing but it isn’t essential.<br />

For example, firing a heavy machine gun is mostly a matter<br />

of pointing it in the right direction and pulling the trigger.<br />

If attempted unskilled, that would only be a Complicated<br />

unskilled use of the heavy weapons skill.<br />

At the other end of the spectrum, an Extremely Hard<br />

skill is one where it’s almost, but not quite, impossible for<br />

an untrained person to figure out how to do something. Correctly<br />

aiming and firing a howitzer, for example, requires<br />

training and familiarity with the weapon and how it operates.<br />

Attempting it unskilled would probably be an Extremely<br />

Hard unskilled use of the heavy weapons skill.<br />

List and the skill description will explain what part of the skill is<br />

restricted.<br />

Result Points and Success Levels<br />

Most of the time, a character succeeds at a task when their action<br />

total equals or exceeds the difficulty number set by the gamemaster.<br />

But occasionally success isn’t such a cut-and-dried matter; it may be<br />

a matter of barely squeaking by or succeeding with flying colors.<br />

In these cases, the amount by which the action total exceeds<br />

the difficulty number is called the result points of the action. For<br />

example, if the difficulty number is 8 and the player generates an<br />

action total of 12, she got four result points. Result points are often<br />

used to determine the success level of an action with the General<br />

Results Table in Chapter Four.<br />

Active and Passive Skill Use<br />

Whenever a player generates an action total for their character,<br />

that constitutes an active use of the skill. Skill and attribute values<br />

are also used in some instances without requiring the generation of<br />

an action total. This is called a passive use of the skill.<br />

Passive skill use most often occurs during opposed actions, when<br />

one character is trying to affect another character. For example, the<br />

difficulty number for hitting someone with the unarmed combat skill<br />

is the other person’s unarmed combat skill value. The defending<br />

character passively uses his unarmed combat skill to avoid being<br />

33


TORG: Revised and Expanded Rulebook<br />

hit by the other character. Because passive use of skills occurs most<br />

often during opposed actions, it is also known as passive defense.<br />

Round Skills and Macro Skills<br />

Skills use can occur on two different time frames. Round skills<br />

are those that are used from round to round, generating action totals<br />

each time the action is performed. Most skills are round skills. A<br />

round in <strong>Torg</strong> is ten seconds.<br />

Macro skills are skills or uses of skills that require only one<br />

roll to determine the outcome over a long period of time instead of<br />

requiring a skill check every ten seconds. Examples include climbing<br />

when used to climb in non-combat situations and survival. Macro<br />

skills are noted in their individual descriptions.<br />

Normal Skills and<br />

Limited Skills<br />

Skills falls into one of two categories depending on how many<br />

activities it encompasses. Normal skills encompass a broad range<br />

of abilities; a character with a normal skill is able to attempt to<br />

perform any task that falls under that skill. A character with air<br />

vehicles for example can pilot any type of aircraft. Most skills are<br />

normal skills.<br />

Limited skills require a player to limit their character’s skill to a<br />

specific type of ability or area of knowledge covered by the limited<br />

skill. A chemist, for example, would have the science skill but it<br />

would be limited to chemistry, she could not use her science skill<br />

to solve a physics problem.<br />

Limited skills are written with the specific field following in<br />

parentheses, such as science(chemistry) or faith(Cyberpapacy).<br />

Characters may have multiple versions of limited skills, such as<br />

having both science(chemistry) and science(physics), indicating that<br />

the character is knowledgeable in several different fields.<br />

Limited skills are marked in this chapter with an asterisk (*)<br />

and examples of possible fields are provided in the individual skill<br />

descriptions.<br />

Skill Specializations<br />

Characters from fiction sometimes have a type of weapon with<br />

which they are particularly familiar, or of which they are quite fond,<br />

such as James Bond and Walther PPKs or Green Arrow and bows.<br />

Sometimes characters have a singular item, such as the Lone Ranger<br />

and his trusty horse Silver, with which they are particularly familiar.<br />

These are specializations of more general skills.<br />

Skill specializations are optional; characters do not have to be<br />

specialized if the player does not want it. But they can help define<br />

a character’s personality and behavior. Using the custom character<br />

creation rules in Chapter Two a specialization could even count as<br />

a distinguishing characteristic or a behavior tag.<br />

There are two types of specializations, type specialization and<br />

trademark specialization. James Bond and Walther PPKs is an<br />

example of a type specialization with the fire combat skill. The Lone<br />

Ranger’s horse Silver is an example of a trademark specialization<br />

with beast riding.<br />

Type Specialization<br />

A character may choose one type of equipment (or animal or<br />

whatever), and specializes in that equipment. Think of type as “make”<br />

or “brand” or “species.” The player spends one Possibility Point to<br />

specialize in a type. That character’s skill value is one higher when<br />

34<br />

Dexterity<br />

Acrobatics+<br />

Beast Riding<br />

Biotech Weapons<br />

Dance<br />

Dodge<br />

Energy Weapons<br />

Escape Artist<br />

Fire Combat<br />

Flight<br />

Heavy Weapons*<br />

Lock Picking+<br />

Long Jumping<br />

Maneuver<br />

Martial Arts*<br />

Melee Weapons+<br />

Missile Weapons<br />

Prestidigitation<br />

Running<br />

Stealth<br />

Swimming+<br />

Unarmed Combat+<br />

Strength<br />

Climbing<br />

Lifting<br />

Toughness<br />

Resist Pain<br />

Perception<br />

Air Vehicles<br />

Alteration Magic<br />

Camouflage<br />

Computer Operations<br />

Craftsman*<br />

Cyberdeck Operations+<br />

Direction Sense<br />

Disguise<br />

Divination Magic<br />

Egyptian Religion<br />

Evidence Analysis<br />

Find<br />

First Aid<br />

Forgery<br />

Gambling<br />

Hieroglyphics*<br />

Land Vehicles<br />

Language*<br />

Master Criminal<br />

Nile Mathematics<br />

Psionic Manipulation<br />

Research<br />

Scholar*<br />

Security<br />

Space Vehicles<br />

Tracking<br />

Trick<br />

Water Vehicles<br />

Master Skill List<br />

Mind<br />

Apportation Magic<br />

Artist*<br />

Biotech<br />

Business<br />

Computer Science<br />

Conjuration Magic<br />

Cybertech<br />

Demolitions<br />

Hypnotism<br />

Linguistics<br />

Medicine<br />

Meditation<br />

Mindsense<br />

Nile Engineering<br />

Occult<br />

Psionic Resistance<br />

Psychology<br />

Science*<br />

Streetwise<br />

Survival<br />

Test Of Wills<br />

Willpower<br />

Weird Science<br />

Charisma<br />

Charm<br />

Performance Art*<br />

Persuasion<br />

Taunt<br />

Training<br />

Spirit<br />

Ayslish Corruption<br />

Ayslish Honor<br />

Cyberpsyche<br />

Faith*<br />

Focus<br />

Frenzy<br />

Intimidation<br />

Occultech<br />

Pain Weapon<br />

Possibility Rip<br />

Possibility Sense<br />

Reality*<br />

Shapeshifting<br />

Spirit Medium<br />

Swami<br />

True Sight<br />

No Attribute<br />

Arcane Knowledges<br />

Orrorshan Corruption<br />

Pulp Power Skill*<br />

UltraCAD Operation<br />

Skills listed in boldface are more difficult when used<br />

unskilled. Skills listed in boldface italics cannot be used<br />

unskilled. A cross (+) indicates a partial restriction on<br />

unskilled use. An asterisk (*) indicates a limited skill.


using that type of equipment, though the skill add is not increased<br />

for purposes of buying future adds. A skill can only have one type<br />

specialization associated with it.<br />

Example: Paul wants his Soldier of Fortune, Quin, to have a type<br />

specialization with air vehicles. Quin specializes in helicopters, so<br />

Paul spends one of Quin’s possibilities and Quin’s air vehicles skill,<br />

normally 11, is considered a 12 when Quin is flying a helicopter.<br />

When Paul raises Quin’s air vehicles skill to 12, it will be considered<br />

a 13 with helicopters.<br />

Examples of possible type specializations can be found in the<br />

skill descriptions in this chapter but are by no means a complete<br />

list of the possible specializations with a skill.<br />

Trademark Specialization<br />

A character may choose one trademark item, or animal, in which<br />

to specialize by spending two possibilities. The skill value for that<br />

single item is increased by an additional two, though adds are not<br />

increased for purposes of buying future adds.<br />

The item cannot be replaced. If it is permanently lost or destroyed,<br />

the specialization is lost, and must be bought again for another such<br />

item. Only one “trademark” item may be specialized per skill, and<br />

if the character has a type specialization as well, the trademark<br />

must be of that type.<br />

It is not necessary though to have a type specialization before<br />

getting a trademark specialization. If a character does get both they<br />

are cumulative, the trademark specialization will be two points<br />

higher than the type specialization, which is one point higher than<br />

the base skill. If the character only has the trademark specialization,<br />

it is two points higher than the base skill.<br />

Example: Paul also wants Quin to have a trademark air vehicle.<br />

Since he has a type specialization in helicopters, he must choose<br />

Chapter Three: Attributes and Skills<br />

a helicopter as his trademark specialization. Paul discusses this<br />

with the gamemaster, and The Blue Meanie, Quin’s chopper, is<br />

born. Quin now has an air vehicles skill of 11 for non-helicopters,<br />

a skill value of 12 with helicopters and a skill value of 14 with The<br />

Blue Meanie.<br />

Quin could also have a trademark pistol, his “pet” .357 Desert<br />

Eagle semi auto pistol. Type specialization is not required for<br />

trademark specialization so Quin can specialize with his favorite<br />

gun without having to first specialize in pistols.<br />

Improving Skills<br />

and Attributes<br />

Improving a skill costs a variable number of possibilities or takes a<br />

variable amount of time depending on the character’s current number<br />

of skill adds or her attribute value. The better the character is already,<br />

the more difficult it is to improve. You improve a character’s skill<br />

one add at a time, i.e. if you want to improve a skill from four to<br />

seven you would have to buy skill five, then six, and finally seven.<br />

You may not skip steps, although you may improve more than one<br />

level at a time if you have enough time or possibilities.<br />

Improving and Learning Skills<br />

with Possibilities<br />

To increase a skill with possibilities costs a number of possibilities<br />

equal to the skill add being purchased. Increasing a skill add from<br />

three to four would cost four Possibilities. This increase is considered<br />

to happen immediately.<br />

The cost of gaining the first add of a new skill depends on the<br />

type of skill and whether the character has someone to teach him<br />

or her the skill. For skills that can be used unskilled, it costs two<br />

Possibility Points if your character has a teacher, five Possibility<br />

Points if self-taught.<br />

35


TORG: Revised and Expanded Rulebook<br />

Gaining the first add of a skill that is harder to use unskilled or<br />

cannot be used unskilled, a boldface or boldface italics skill on the<br />

Master Skill Chart, costs five Possibility Points with a teacher and<br />

ten Possibility Points if self-taught.<br />

Any skill that requires knowledge not native to your character’s<br />

cosm costs double the normal cost.<br />

Example: Juan wants his character, Marco, to pick up test of<br />

will. He cannot find a character that will teach it to Marco so the<br />

first add costs five possibilities for being self-taught. Juan is also<br />

interested in having his character learn divination magic, which<br />

Alan’s character can teach him. It cannot be used unskilled, so the<br />

first add will also cost five possibilities even though he has a teacher.<br />

If Juan had wanted Marco to learn conjuration magic from Alan’s<br />

character, the cost would be doubled to ten possibilities because<br />

conjuration magic is not available in Core Earth.<br />

Improving and Learning<br />

Skills Over Time<br />

While spending possibilities is the normal method by which<br />

players will increase the skills of their characters, skills may also<br />

be improved or gained by the method most people are familiar with,<br />

spending a lot of time studying, practicing and learning. In fact<br />

this is the only way ords can improve their skills since they don’t<br />

get possibilities, so this information is being provided even though<br />

player characters will rarely make use of it.<br />

To calculate how much time must be spent to improve a skill<br />

or to learn the first add of a new skill, a rough estimate can be<br />

made with the following chart. Look up the possibility cost for the<br />

desired add in the first column. The corresponding number in the<br />

second column is the number of months that must be spent training<br />

to gain the skill add.<br />

36<br />

Cost Time<br />

2 2.5<br />

3 4<br />

4 6<br />

5 10<br />

6 15<br />

7 25<br />

8 40<br />

9 60<br />

10 100<br />

If times for higher costs are needed, the gamemaster can determine<br />

the time by finding the measure of the cost on the Value Chart in<br />

Chapter Four.<br />

Example: The first add of a skill like land vehicles has a Possibility<br />

Point cost of two with a teacher or five without a teacher. Learning<br />

this add instead of buying it with possibilities would take 2.5 months<br />

with a teacher or ten months without a teacher.<br />

For the purposes of training for a skill add, a month is defined as<br />

25 days of effort devoted to the skill, eight hours a day. If characters<br />

are able to devote more or less time than this towards their training,<br />

decrease or increase the amount of time necessary as appropriate.<br />

Training can be loosely defined to include practical use of the<br />

skill. A paramedic for example would use her first aid skill during<br />

the normal course of her job, so her time at work could go towards<br />

the amount of time required to train up a skill.


Improving Attributes<br />

Attributes may also be improved, but at a far greater cost. An<br />

attribute may never be improved beyond the attribute limits of the<br />

character’s home cosm as given in Chapter Two.<br />

Improving an attribute with possibilities has its cost figured in the<br />

same manner as improving a skill, but the cost is tripled. Increasing<br />

an attribute from 10 to 11 would cost (11 x 3) 33 possibilities. As<br />

with skills, the increase is considered to happen immediately.<br />

Improving an attribute by training over time can be done but<br />

the method for calculating the required amount of time is different<br />

than it is for skills. The value the attribute is being increased to is<br />

the number of months that the character has to train. So increasing<br />

an attribute from 10 to 11 requires 11 months of training.<br />

The definition of a month is the same as for skills, eight hours<br />

of effort a day for 25 days. Unlike skills though, this cannot be<br />

stretched out over a greater amount<br />

of time, the 25 days of training<br />

must all occur within the span of<br />

one calendar month. Increasing an<br />

attribute over time requires intense<br />

effort and dedication, often at the cost<br />

of having time for doing anything else.<br />

Olympic weightlifters and professional<br />

bodybuilders are examples of the types<br />

of people who have this time— they<br />

do nothing but train. Most people,<br />

especially player characters, will not<br />

have this much free time.<br />

Example: Barbara wants to increase<br />

the Strength of her ninja character,<br />

Yukitada. Her Strength is 8 so increasing<br />

it to 9 would require nine months of<br />

intensive, dedicated physical training.<br />

Yukitada would not have the time for<br />

adventuring while she was training up her<br />

Strength so Barbara decides to save up the<br />

possibilities for it instead.<br />

Optional Skill<br />

<strong>Rules</strong><br />

These optional rules will allow your<br />

gaming group to fine-tune the level of detail<br />

and realism in the <strong>Torg</strong> skill system. Pick the<br />

rules that your group wants to use, if any, and<br />

ignore the ones you don’t want.<br />

If a rule is being used, it has to apply to every character in the<br />

game; individual players cannot choose to apply one rule to their<br />

own character if no one else wants to use that rule.<br />

Simplified Unskilled Use<br />

Keeping track of which skills can be used unskilled, which skills<br />

can be used unskilled at a penalty and which skills cannot be used at<br />

all unskilled can get rather complicated. Characters are allowed to<br />

attempt some unskilled uses at a penalty because in adventure fiction<br />

passengers are always landing planes after the pilot dies, people<br />

with no medical training are delivering babies while trapped in an<br />

elevator and non-combatants are able to load and fire big, heavy<br />

weaponry after watching it being used once. It’s not easy, but they<br />

somehow manage to do it anyway.<br />

Chapter Three: Attributes and Skills<br />

If your group is having trouble remembering what their characters<br />

can and cannot attempt unskilled, consider all non-Dexterity<br />

boldface skills to be unusable unskilled, as if they were boldface<br />

italics skills. Under Dexterity, the only skill that could not be used<br />

unskilled would be martial arts.<br />

Narrower Skills<br />

Most of the skills are intended to be very broad, to cut down<br />

on the number of skills a character needs. For additional detail, the<br />

skills can be more narrowly defined. Characters will need to have<br />

more skills to cover the same amount of abilities.<br />

Every skill in essence becomes a limited skill. For example,<br />

instead of being able to shoot every possible type of firearm with the<br />

one fire combat skill; each distinct type of firearm requires its own<br />

separate fire combat skill. The exact definition of<br />

what constitutes a separate type of firearm is up<br />

to your group; the distinctions can be as broad<br />

or as narrow as desired.<br />

Broader Skills<br />

If, on the other hand, your group feels that<br />

there are already too many skills to choose<br />

from, you can reduce the number of available<br />

skills by simplifying definitions and widening<br />

the scope of many skills. Characters then<br />

need fewer skills to cover the same amount<br />

of abilities.<br />

Turning limited skills into normal skills<br />

for example would be one possible approach.<br />

Instead of requiring characters to take a<br />

separate science skill for every field they<br />

know they only need one science skill to<br />

cover every possible field of science.<br />

You could go even further and combine<br />

similar skills into one broader skill.<br />

For example, fire combat and energy<br />

weapons could be combined into a<br />

single skill, grouping all “point and<br />

shoot” handguns under the same ability.<br />

Specialized Skills<br />

The rules for skill specialization can<br />

be changed so that instead of being better<br />

with a particular subcategory of abilities<br />

that fall under a skill, the character is<br />

worse at all other aspects of the skill. A<br />

type specialization for every skill must be chosen as outlined in the<br />

regular rules but no skill bonus is assigned and it does not cost the<br />

character any possibilities.<br />

Instead, the skill value is used for the specialization and all other<br />

uses of the skill are treated as if the character has zero adds in the<br />

skill. The base attribute for the skill becomes the skill value for<br />

anything not covered by the specialization but the character is not<br />

considered unskilled so no unskilled use penalties are applied.<br />

When this rule is used players may purchase a skill more than<br />

once to cover different abilities of the skill. For example, a player<br />

might buy fire combat twice for her character, once for pistols and<br />

once for rifles.<br />

Trademark specializations are still allowed and will add to the skill<br />

value normally. The cost though is reduced to one possibility.<br />

37


TORG: Revised and Expanded Rulebook<br />

Harder to Improve Skills<br />

Normally, the only difference in the amount of time or possibilities<br />

involved in increasing a skill is in learning the first add. Skills that<br />

are harder unskilled or cannot be used unskilled cost more to learn<br />

than normal skills, and skills not native to the character’s home<br />

cosm have their initial cost doubled. But once that first add has been<br />

purchased, the cost of increasing<br />

a skill is the same regardless<br />

of the type of skill.<br />

To reflect the difficulty<br />

and complexity of skills that<br />

cannot be used unskilled,<br />

it can cost more to raise<br />

them than normal skills. The<br />

possibility cost is equal to the<br />

add being purchased plus half<br />

again that number, or 1.5 times<br />

the add being purchased (round<br />

down.) So increasing a skill like<br />

focus from three to four would<br />

cost six possibilities instead of<br />

four and increasing it from four<br />

to five would cost seven (7.5<br />

rounded down) instead of five<br />

possibilities.<br />

Any skill that is not native to<br />

the character’s home cosm could<br />

have all of its costs doubled, not<br />

just the first add. So increasing<br />

a contradictory skill from three<br />

to four adds would cost eight<br />

possibilities instead of four.<br />

Increasing a contradictory skill that<br />

cannot be used unskilled from three<br />

to four would cost 12 possibilities<br />

if both these rules are used.<br />

Self-Instruction is Difficult<br />

Once a character has learned the first add of a skill the presence<br />

of a teacher is no longer required, the skill can be increased without<br />

any further assistance. This rule makes it harder to improve a skill<br />

through self-instruction; the same way that the first add is more<br />

expensive without a teacher.<br />

The normal rule for determining the cost of improving a skill<br />

is used only if a teacher is involved. If the character is raising the<br />

skill on her own the cost is half again as much, or 1.5 times the add<br />

being purchased (round down). If used in combination with the above<br />

rule making certain skills harder to improve, the cost becomes three<br />

times as much for improving the skill without a teacher!<br />

Training Is Not Automatic<br />

Under this rule, simply finding someone who has a skill is not<br />

sufficient to be able to learn that skill from him or her, or have them<br />

help you improve a skill. The other character must actually be able<br />

to teach the skill before the student is able to acquire it at the lower<br />

cost. This involves using an optional Charisma skill: training. The<br />

description of training and how it is used in play can be found under<br />

Charisma-Related Skills.<br />

38<br />

Skill Description Format<br />

Each skill is described in the following format. Not every skill<br />

will have all of the fields indicated below:<br />

Skill name (Limited skills are indicated with an asterisk (*)<br />

for clarity.)<br />

Use: If a skill cannot be used<br />

unskilled, or unskilled use is at a<br />

penalty, it will be indicated here.<br />

Macro skills are also indicated here.<br />

Sample limitations: If this is<br />

a limited skill, some examples are<br />

provided of the possible fields<br />

covered by the skill.<br />

Sample specializations:<br />

Some examples of possible type<br />

specializations for the skill are<br />

provided.<br />

Axiom/Reality: This is the<br />

minimum axiom requirement for<br />

the skill and indicates if a skill<br />

might be available in a cosm.<br />

Limitations and specializations<br />

may have axiom requirements<br />

higher than this if they cover a<br />

concept or tool more advanced<br />

than the minimal level of the<br />

skill.<br />

For example, jet airplanes<br />

have a higher Tech axiom level<br />

than the minimum Tech axiom requirement of air vehicles, so a<br />

specialization in jet airplanes requires a Tech axiom higher than the<br />

minimum axiom given in the air vehicles skill description.<br />

Some skills are only found in a particular reality; if that is<br />

the case then this line will say Reality and the cosm(s) the skill is<br />

available in will be listed instead of an axiom.<br />

Description: The function of the skill and any special rules<br />

concerning its use are detailed.<br />

Attribute and Skill<br />

Descriptions<br />

Dexterity<br />

Dexterity is a measure of a character’s speed, agility, coordination<br />

and reflexes. Almost all of the physical skills are based on Dexterity.<br />

Characters with a high Dexterity can walk tightropes, do flips and<br />

somersaults easily and are good in combat. Characters with a low<br />

Dexterity tend to be clumsy, don’t move very fast and have a hard<br />

time in combat.


Dexterity-Related Skills<br />

Acrobatics+<br />

Use: Unskilled use of Vaulting/Springing penalized; Falling<br />

cannot be used unskilled.<br />

Sample specializations: Tightrope walking, swinging on ropes,<br />

gymnastics, Vaulting/Springing, Falling<br />

This is the skill used by gymnasts and circus acrobats to<br />

perform their flips, rolls, and falls. It can also be used for more<br />

practical purposes such as leaping over obstacles, through narrow<br />

openings and knowing how to land from a fall to reduce injury.<br />

Many martial artists, cat burglars and swashbuckling fighters have<br />

use for acrobatics.<br />

In game play, acrobatics has two specific functions, Vaulting/<br />

Springing and Falling. Most applications of the skill fall into the<br />

Vaulting/Springing category.<br />

Vaulting/springing: a character skilled in acrobatics has the<br />

ability to use the natural scenery to vault and spring over physical<br />

obstacles. The difficulty number of such an action depends upon<br />

the obstacle.<br />

VAULTING/SPRINGING CHART<br />

Obstacle Difficulty #<br />

Hopping a fence 3<br />

Swinging on a rope 5<br />

Grabbing an overhang and swinging over a pit 8<br />

Vaulting or swinging over a tricky obstacle 10<br />

Performing a backflip 12<br />

Bouncing off an awning during a free fall to reach a<br />

specific destination<br />

Falling: a character skilled in acrobatics can reduce the damage<br />

that he sustains in a fall. The difficulty number depends on the distance<br />

fallen. Successful use of the skill indicates that any wound damage<br />

sustained in the fall is reduced by one level (heavy wound becomes<br />

a wound; mortal wound becomes a heavy wound, etc.). This part of<br />

the skill cannot be attempted unskilled. <strong>Rules</strong> concerning falling<br />

damage are in Chapter Four.<br />

FALLING CHART<br />

Distance fallen Difficulty #<br />

1 Story (15 feet) 3<br />

2 Stories (16-30 feet) 8<br />

5 Stories (31-100 feet) 12<br />

Over 5 stories 15<br />

Beast Riding<br />

Use: Unskilled use penalized. Macro skill use for long-distance<br />

travel.<br />

Sample specializations: Horse, camel, unicorn, elephant,<br />

dolphin, lakten (a creature of the Living Land) or whatever other<br />

“beasts” may be used as mounts in a cosm.<br />

Axiom: Tech 3<br />

This skill is used to ride horses, camels, and other mounts. When<br />

a rider first climbs aboard an animal, he generates a beast riding total<br />

using the mount’s Mind value as the difficulty number. If this check<br />

succeeds, the rider gains control of the mount and may proceed. If<br />

15<br />

Chapter Three: Attributes and Skills<br />

the check fails, the beast runs away, bucks, or throws the rider off<br />

(at the gamemaster’s discretion).<br />

The rider must make a similar roll whenever gunfire, bomb blasts,<br />

etc. spook the mount. The difficulty of getting the mount to perform<br />

a specific task, such as jumping over a fence, is determined by the<br />

gamemaster using the Difficulty Number Scale and should be based<br />

on the animal and the task itself. Getting a horse to jump a fence<br />

might be an Average task but getting a camel to perform the same<br />

maneuver might be a Very Hard task, and it would be better to just<br />

let an elephant go through the fence (elephants can’t jump.)<br />

Besides controlling the mount, beast riding can be used to<br />

increase the animal’s speed with a speed push (see Chapter Four)<br />

in place of the animal’s own running skill. The macro version of<br />

this ability, the forced march, will increase the animal’s movement<br />

value by one with a successful skill check against the mount’s Mind.<br />

The forced march will last for a maximum of three hours and can<br />

only be used once a day.<br />

A character’s beast riding skill can be substituted for a character’s<br />

dodge and maneuver skills while the character is mounted in combat.<br />

If engaged in close-range combat while mounted, the character’s<br />

beast riding skill may be substituted for the character’s normal<br />

defensive skill value.<br />

The difficulty of all beast riding checks is increased by 8 on an<br />

untrained/undomesticated animal.<br />

<br />

Dance <br />

Use:<br />

Unskilled use penalized. Macro skill.<br />

Sample<br />

specializations: Ballet, ballroom dancing, square<br />

dancing, tap dancing, choreographed dances<br />

Axiom:<br />

Social 3<br />

The<br />

dance skill covers a character’s ability to move rhythmically<br />

to music or song, in either a free-form or choreographed manner.<br />

Dancing can be an important part of the rituals practiced by many<br />

cultures as well as something done for enjoyment or to entertain<br />

others.<br />

Performing a carefully choreographed dance routine, such as a<br />

dance used as part of an important religious ritual, requires making<br />

a dance skill check against a difficulty number determined by the<br />

gamemaster using the Difficulty Number Scale.<br />

When used to entertain or otherwise evoke a reaction in an<br />

audience, even if that audience is just your dance partner, dance<br />

uses the rules given in the performance arts skill to determine the<br />

quality of the performance and reaction of the audience. Dance<br />

only covers a character’s ability to perform a dance, not design<br />

39


TORG: Revised and Expanded Rulebook<br />

one; choreographing a new dance routine is covered by the artist<br />

skill instead of dance.<br />

Dancing simply for personal enjoyment does not usually require<br />

a skill check.<br />

Dodge<br />

Sample specializations: By type of ranged attack (fire combat,<br />

missile weapons, energy weapons, etc.)<br />

Axiom: None for the base skill, specializations have axiom<br />

requirements equal to that of the appropriate skill.<br />

This skill gives its user the ability to avoid gunshots, laser<br />

bolts, and other ranged attacks. Dodge skill can be used in one of<br />

two ways. Only one of the options may be selected by a dodging<br />

character each round.<br />

Passive dodge: during each round of combat, a skilled character<br />

may use his dodge value for the difficulty number of all shots<br />

aimed at him.<br />

Active dodge: instead of selecting a passive dodge, a character<br />

may actively try to avoid being shot. Characters who choose this<br />

option generate an action value with their dodge skill. When rolling<br />

for the total, any bonus number generated which is less than +1 is<br />

treated as a +1. The action total becomes the difficulty number for<br />

all shots taken at the defending character.<br />

Example: A squad of Church Police attacks Alan’s character,<br />

Terrill the magician. Terrill has a dodge value of 11. During each<br />

combat round he can either passively dodge, in which case the<br />

difficulty number for all the laser blasts the Church Police aim at<br />

him is equal to Terrill’s dodge skill of 11 or he can actively dodge,<br />

in which case Alan generates a dodge total, with bonuses less than<br />

+1 being treated as +1.<br />

Alan decides that Terrill will actively dodge and rolls a 7, which<br />

on the bonus chart is a result of -2. Since this is less than +1 it is<br />

ignored and Alan instead adds one to Terrill’s dodge value, to arrive<br />

at an action total of 12. Terrill’s active dodge will always be at least<br />

12 and could be considerably higher if Alan rolls well.<br />

Energy Weapons<br />

Sample specializations: Laser weapons, plasma weapons,<br />

blaster weapons<br />

Axiom: Tech 25<br />

This skill measures a character’s ability to use all types of handheld<br />

energy weapons: lasers, blasters, plasma guns, etc. A character<br />

generates an energy weapons action total to hit when attacking<br />

with an energy weapon. Dodge is the defensive skill used against<br />

energy weapons.<br />

The skill can also be used to make minor repairs to energy<br />

weapons as well as perform routine maintenance tasks to keep a<br />

weapon in good working condition.<br />

Escape Artist<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Types of restraints (such as ropes,<br />

chains, handcuffs, straitjacket)<br />

This skill gives the character the ability to manipulate her body<br />

so as to be able to slip free from otherwise secure bonds by twisting,<br />

contorting, and writhing her body into a variety of “impossible<br />

positions”. A character with this skill may attempt to escape from<br />

40<br />

almost any sort of confinement that physically restrains the body,<br />

so long as the character is not completely immobilized. The skill<br />

also allows a character to fit into and through spaces that would<br />

normally be too small or confined for a character.<br />

The gamemaster should adjust the difficulty of any escape<br />

attempt if it is occurring under any unusual conditions, such as if the<br />

character is underwater, locked inside a steamer trunk, has a bundle<br />

of TNT strapped to her body or is in any other way not operating<br />

under optimal conditions.<br />

ESCAPE ARTIST CHART<br />

Restraint Difficulty number<br />

Ropes 10<br />

Chains 12<br />

Handcuffs 13<br />

Straitjacket 15<br />

Multiple bindings +2 To highest dn<br />

Size of space compared to character<br />

Three-quarters 13<br />

One-half 18<br />

One-quarter 25<br />

Example: Barbara’s character, Yukitada, has been captured by<br />

the insidious Wu-Han of the Nile Empire and is hanging by her feet<br />

above a large vat of acid. She has been bound in a straitjacket and<br />

then was also wrapped in chains on top of that. The difficulty of the<br />

straitjacket is 15, increased by +2 because of the chains.<br />

Becky, the gamemaster, further increases the difficulty by an<br />

additional +4 because Yukitada is hanging upside down and swinging<br />

freely over the vat of acid. That brings the final difficulty number up<br />

to 21. Yukitada has an escape artist skill of 15. Barbara rolls a 10<br />

and rerolls a 12 for a final die total of 22. On the bonus chart that is<br />

a +8 bonus, giving Yukitada an action total of 23. Success!<br />

Later, after getting away from the acid vat, Yukitada’s only exit<br />

from Wu-Han’s torture chamber is through a small window 30<br />

centimeters square (about one foot square). Becky figures this is<br />

an opening about half the size of what a normal character could fit<br />

through so the difficulty is 18. Becky rolls a 16 for a bonus of +3,<br />

getting an action total of 18. Yukitada just barely fits through the<br />

window and escapes.<br />

Fire Combat<br />

Sample specializations: Pistol, rifle, shotgun, submachine<br />

gun<br />

Axiom: Tech 15<br />

This skill measures a character’s ability to shoot guns and slugthrowers<br />

of all types, including black powder pistols, muskets,<br />

single-shot revolvers, semi-automatics and handheld automatic<br />

weapons. A character generates a fire combat total to hit when<br />

attacking with a firearm. Dodge is the defensive skill used against<br />

fire combat.<br />

The skill can also be used to make minor repairs to firearms<br />

as well as perform routine maintenance tasks to keep a weapon in<br />

good working condition.


Flight<br />

Use: May be used unskilled, but only by characters capable of<br />

self-powered flight. Macro skill use for long-distance travel.<br />

Sample specializations: Types of maneuvers (speed push, divebombing,<br />

gliding, etc.)<br />

This skill is a measure of a character’s ability to move<br />

through the air under<br />

her own power. Of the<br />

major races involved in<br />

the Possibility Wars, the<br />

only races that possess<br />

natural powers of flight are<br />

stalengers, larendi, technodemons<br />

and ravagons. Nile<br />

pulp heroes with the Flight<br />

pulp power can also use<br />

this skill.<br />

Characters who possess<br />

a non-innate ability to move<br />

through the air, such as<br />

those who use a magical<br />

flight spell or possess a<br />

weird science gizmo with<br />

the Flight pulp power, may<br />

at the gamemaster’s discretion<br />

also use this skill if there is no<br />

other skill more suitable to the<br />

control and operation of their<br />

particular mode of flight.<br />

Flying characters can use the<br />

skill to increase their movement<br />

value with a speed push (see<br />

Chapter Four) and it can be<br />

substituted for the character’s<br />

dodge and maneuver skills while<br />

the character is in flight.<br />

Heavy Weapons*<br />

Use: Unskilled use penalized.<br />

Sample limitations: Catapults, ballistae, cannons, machine guns,<br />

mortars, bazookas, howitzers, rockets, missiles, laser cannons, field<br />

blasters, fixed-mount vehicle weapons<br />

Axiom: Tech 11<br />

Heavy weapons is a broad skill category covering the characters<br />

ability to set up, fire and maintain a ranged weapon of the specified<br />

limitation. Heavy weapons includes any ranged weapon that is too<br />

large to be considered hand-held or operated by one person.<br />

“Fixed-mount vehicle weapons” is a special limitation. It allows<br />

a character to operate all of the heavy weapons on a particular type<br />

of vehicle rather than just one type of heavy weapon. For example,<br />

a character with heavy weapons(F-15 Eagle) would be able to fire<br />

both the 20mm autocannon and the air-to-air missiles of an F-15<br />

Eagle fighter jet with the one skill instead of having to buy separate<br />

heavy weapons skills for each type of heavy weapon.<br />

A character generates a heavy weapons total to hit when attacking<br />

with a heavy weapon in combat. Dodge is the defensive skill used<br />

against heavy weapons.<br />

The skill can also be used to make minor repairs to heavy weapons<br />

as well as perform routine maintenance tasks to keep a weapon in<br />

good working condition.<br />

Chapter Three: Attributes and Skills<br />

Lock Picking+<br />

Use: Cannot be used unskilled without the appropriate tools.<br />

Unskilled use with tools penalized. Macro skill.<br />

Sample specializations: Door locks, padlocks, safes, bank<br />

vaults, combination locks<br />

Axiom: Tech 10<br />

This skill gives its user the<br />

ability to surreptitiously open<br />

locks and safes with physical<br />

tumblers and mechanisms.<br />

The use of the lock picking<br />

skill requires a set of picks<br />

or tools, though a skilled<br />

character can improvise tools<br />

out of hairpins, paper clips, a<br />

screwdriver, etc. Unskilled<br />

characters cannot improvise<br />

and so are unable to use lock<br />

picking if they do not have a<br />

proper set of tools.<br />

Some types of locks,<br />

such as combination locks,<br />

can be picked without any<br />

tools. Locks that do not<br />

have physical mechanisms<br />

for the character to<br />

manipulate, such as<br />

an electronic lock or a<br />

magical ward, cannot be<br />

defeated with this skill.<br />

Electronic locks require<br />

the security skill and<br />

magical wards fall under<br />

the divination magic<br />

skill.<br />

Lock picking cannot be used to disarm traps and alarms<br />

that may be around or attached to locks, but a character can detect<br />

the presence of an alarm or trap on a lock by making a successful<br />

skill check against the difficulty of the lock itself. Disarming the trap<br />

or alarm will require the use of another skill, such as security.<br />

LOCK PICKING CHART<br />

Sample locks Difficulty<br />

Typical interior residential door 5<br />

Typical interior office door 8<br />

Padlock, exterior door 10<br />

Wall safe/deadbolt 13<br />

Bank vault<br />

Modifiers<br />

18<br />

Poorly constructed lock -3<br />

Well constructed lock +2<br />

High-security lock +4<br />

No short time limit -3<br />

Blueprints and diagrams -3<br />

Specialized tools -1 To -5<br />

Example: Barbara’s ninja Yukitada is trying to break out of an<br />

Ayslish dungeon. The guards took all of her equipment but she is<br />

41


TORG: Revised and Expanded Rulebook<br />

able to improvise a lock pick from a piece of wire hidden in one of<br />

her shoes. The lock on the door is a padlock for a base difficulty<br />

of 10. It is well constructed which increases the difficulty by +2.<br />

Yukitada knows that the guards won’t return until morning though<br />

so there is no real time limit, which decreases the difficulty by -3.<br />

The final difficulty is 9. Yukitada’s lock picking skill is 14. Barbara<br />

rolls a 9, which is a bonus of -1, for an action total of 13. Yukitada<br />

plays with the lock for a little while and easily opens it.<br />

Long Jumping<br />

Sample specializations: Standing broad jump, running long<br />

jump<br />

This is the ability to leap and jump over pits, chasms, and other<br />

obstacles. Every character has a jumping limit value (see Chapter<br />

One) which represents how far they can jump without much effort.<br />

The long jumping skill helps characters jump farther than their limit<br />

value and to make jumps in less than optimal conditions. Increasing<br />

the distance the character jumps is treated as a speed push (see Chapter<br />

Four) while making difficult jumps that are within the character’s<br />

jumping limit value is done against a difficulty number determined<br />

by the gamemaster based on the circumstances.<br />

The following modifiers are used when a character has to make<br />

a push roll with long jumping. The gamemaster can also take them<br />

into account when determining the difficulty number for non-push<br />

jumps.<br />

LONG JUMPING MODIFIERS<br />

Condition Modifier<br />

Flat surface to flat surface +0<br />

Unlimited landing area -2<br />

Limited landing area +2<br />

Very small landing area +4<br />

Rough/unsteady terrain +2 Or more<br />

Downhill landing site -2<br />

Uphill landing site +4<br />

Carrying a heavy load +2 Or more<br />

The jumping limit values in Chapter One assume that the jumper<br />

had the time and space to take a running start. Standing jumps subtract<br />

two from the distance value jumped. Being able to take off at less<br />

than full speed reduces the distance value by one.<br />

Example: Paul’s character Quin is trying to escape from a pack<br />

of edeinos warriors and has his back up against a deep chasm. The<br />

chasm is six meters across but Quin’s jumping limit value is 3,<br />

which translates to only four meters. He will have to try and push<br />

his jumping enough to make it across.<br />

Quin does not have the long jumping skill so he uses his Dexterity.<br />

Fortunately for Quin there is no unskilled use penalty. Paul rolls and<br />

tells Becky his action total. She calculates the result of his speed<br />

push and tells him that he got a +1 result, which will increase his<br />

jumping limit value from 3 to 4.<br />

However, the edeinos are close enough to Quin that he didn’t<br />

have enough space to run up to full speed so his jumping distance<br />

value is reduced by one point, back down to 3. Quin sails through<br />

the air but only travels four meters, well short of the other side of<br />

42<br />

the chasm so he falls! A convenient ledge saves his life, knocking<br />

the breath from him (Becky will apply some falling damage to<br />

Quin using the rules in Chapter Four) as the edeinos cluster at the<br />

top of the chasm.<br />

Maneuver<br />

Sample specializations: Unarmed, armed, balance<br />

This skill represents a character’s mobility in combat. While<br />

its specific use is to tire out opponents, it can also be used to<br />

put opponents off balance by “faking them out” and provide the<br />

character with a tactical advantage. Maneuver is defended against<br />

by the maneuver skill.<br />

Timed Movement<br />

You can find out the time value for how long it takes a<br />

character to move a particular distance by subtracting the<br />

appropriate movement limit value (or speed value if the<br />

character is moving at less than his limit value) from the<br />

distance value, then adding five. That value, when converted<br />

through the Value Chart in Chapter Four, is about how long<br />

it takes the character to cover that distance. Characters can<br />

increase their speed above their limit value with a macro<br />

use speed push, reducing the amount of time required,<br />

but they will suffer the detrimental effects of the speed<br />

push at the end of their movement (see Chapter Four for<br />

the details.)<br />

Example: Paul’s character Quin is trying to run a<br />

kilometer as fast as he can. His running limit value is 9,<br />

reduced by two because of the distance involved, to a 7.<br />

Quin does not have the running skill so his Dexterity is used<br />

to generate the action total for the speed push.<br />

Paul rolls fairly well and Becky tells him the result<br />

of his speed push is a +2 bonus to his speed value. This<br />

brings his speed value back up to 9. A kilometer has a<br />

distance value of 15, so subtracting nine from that and<br />

then adding five produces a time value of 11. A time value<br />

of 11 is 150 seconds, so the run takes Quin about two and<br />

a half minutes.<br />

If Quin was not trying to run as fast as possible and just<br />

ran at his running limit value, his time value would have<br />

instead been 13 which converts to about six minutes. It<br />

takes longer, but Quin doesn’t suffer the side effects from<br />

making a speed push.<br />

To calculate how far a character can travel in a specific<br />

amount of time, the formula is only slightly different. The<br />

time value is added to the character’s limit (or speed) value<br />

and five is subtracted from that number. That value, when<br />

converted through the Value Chart, will be the distance<br />

covered in that amount of time. For example, a character<br />

with a speed value of 8 who runs for one minute (a time<br />

value of 9) will cover a distance value of (8 + 9 - 5) 12,<br />

which is 250 meters.<br />

These formulas work with all of the macro use movement<br />

skills; beast riding, climbing, flight, running and<br />

swimming. They can also be used with vehicles and the<br />

vehicle skills, air vehicles, land vehicles, space vehicles<br />

and water vehicles.


Maneuver may also be used in some circumstances like the<br />

acrobatics skill for activities that involve balance, such as remaining<br />

standing on a rolling ship’s deck during a bad storm or not slipping<br />

and falling while moving over treacherous terrain.<br />

Martial Arts*<br />

Use: Cannot be used unskilled; must be possibility-rated to<br />

possess skill.<br />

Sample limitations: Ninjitsu, Ancient Shao-Lin Style, T’ai<br />

Chi Chuan, Aikijutsu, Red Lotus Style, Jujutsu, Atemi-Waza,<br />

Seda Chen<br />

Sample specializations: Individual disciplines within the style<br />

(Crushing Block, Drop Kick, Heart Punch, etc.)<br />

Axiom: Social 21 and Spirit 7<br />

The martial arts skill represents<br />

a collection of fighting styles that<br />

draw upon a character’s spiritual<br />

strength and possibility energy<br />

to perform amazing feats of<br />

physical skill and ability. The<br />

concept of “ki”, or “chi”,<br />

energy which powers the<br />

abilities of a martial artist is<br />

possibility energy, and only<br />

possibility-rated characters<br />

have enough of this energy to<br />

use the abilities of the martial<br />

arts skill.<br />

What most people<br />

consider to be “martial arts”<br />

are not covered by this skill;<br />

Karate, Tae Kwon Do, Judo,<br />

Kung Fu and other Oriental<br />

fighting styles are covered<br />

by either melee weapons or<br />

unarmed combat depending<br />

on whether the style uses<br />

weapons or is bare-handed.<br />

These styles focus on only<br />

the physical aspects, striking decisively and<br />

using your opponent’s strengths and weaknesses against him. Real<br />

martial arts focus on tapping a character’s internal strength and<br />

redirecting it into the material world.<br />

Martial arts is discussed further in Chapter Twelve<br />

.<br />

Melee Weapons+<br />

Use: Active defense cannot be attempted unskilled, passive<br />

defense and attacks can be done unskilled.<br />

Sample specializations: Knife, sword, club, axe, florentine<br />

fighting, shield defense, improvised weapons<br />

Axiom: Tech 1<br />

This skill measures a character’s ability to use all sorts of melee<br />

weapons, pretty much anything that can be picked up and swung<br />

or jabbed at someone. A character generates a melee weapons total<br />

to hit with a melee weapon in combat.<br />

Melee weapons also serves as the defensive skill against unarmed<br />

and melee attacks, as long the defender is wielding a melee weapon.<br />

Chapter Three: Attributes and Skills<br />

If the defender is not wielding a melee weapon, then the unarmed<br />

combat skill is used to defend against melee weapons attacks.<br />

The skill can also be used to make minor repairs to melee weapons<br />

as well as perform routine maintenance tasks to keep a weapon in<br />

good working condition.<br />

Unskilled characters armed with a melee weapon may attack<br />

and passively defend with their Dexterity but cannot make an<br />

active defense.<br />

Missile Weapons<br />

Sample specializations: Bows, slings, crossbows, shurikens,<br />

throwing knives, rocks, grenades<br />

Axiom: Tech 1<br />

This skill measures a character’s ability to use all types of thrown<br />

weapons and simple mechanical and strength-powered<br />

projectile weapons. A<br />

character generates a<br />

missile weapons total to<br />

hit when attacking with<br />

a missile weapon. Dodge<br />

is the defensive skill used<br />

against missile weapons.<br />

The skill can also be<br />

used to make minor repairs<br />

to missile weapons as well as<br />

perform routine maintenance<br />

tasks to keep a weapon in<br />

good working condition.<br />

Prestidigitation<br />

Use: Unskilled use<br />

penalized.<br />

Sample specializations:<br />

Stage magic, card tricks, pick<br />

pocketing, concealing items<br />

This is the ability to<br />

manipulate small items with<br />

slight-of-hand without attracting<br />

any attention, frequently<br />

through the use of misdirection to distract the target.<br />

Pickpockets and stage magicians commonly have high skill values<br />

in prestidigitation.<br />

Prestidigitation uses the target’s Perception for the difficulty<br />

number, or the target’s find skill if she is on the alert. Situational<br />

modifiers should be applied by the gamemaster as appropriate, some<br />

examples are provided in the following chart:<br />

PRESTIDIGITATION CHART<br />

Situation Modifier<br />

Watchful target ready to catch the prestidigitator +4<br />

Suspicious target +2<br />

Confused or distracted target -3<br />

Oblivious target (such as someone who’s asleep) -5<br />

Difficult act (picking a zipped pocket, concealing a large +1 To +5<br />

or bulky object)<br />

Easy act (palming a small object, sliding a hand into one’s -1 To -5<br />

own pocket unnoticed)<br />

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TORG: Revised and Expanded Rulebook<br />

The success level of the prestidigitation total determines how<br />

well the character did. If the prestidigitator earns a minimal or<br />

average success, she successfully conceals or gains hold of the<br />

item, but is noticed by the target. If she has a good success, the<br />

item has been successfully concealed or taken without immediately<br />

alerting the target. With a superior or spectacular success, the target<br />

will remain unaware for some time about what has happened. All<br />

failed prestidigitation attempts automatically alert the target without<br />

acquiring the item.<br />

Prestidigitation may also be used in place of the trick skill in<br />

situations where the trick involves slight-of-hand. For example, a<br />

character that is cheating at cards could roll on his prestidigitation<br />

skill instead of trick.<br />

Running<br />

Use: Macro skill use for long-distance travel.<br />

Sample specializations: Sprinting, long distances<br />

Running is primarily used for speed pushes (see Chapter Four)<br />

when a character wants to move faster than her running limit value<br />

as given in Chapter One. It can also be used as a macro skill to<br />

determine how long it takes a character to run a certain distance<br />

or how far she can get in a certain amount of time. It may also be<br />

used to determine if a character can successfully run over difficult<br />

terrain.<br />

The following modifiers are used when a character makes a<br />

speed push roll with running. The gamemaster can also take them<br />

into account when determining the difficulty number for non-push<br />

runs.<br />

RUNNING MODIFIERS<br />

Condition Modifier<br />

Smooth track -2<br />

Rough/uneven terrain +2 Or more<br />

Yielding obstructions (tall grass, brush) +2<br />

Unyielding obstructions (boulders, trees) +4<br />

Uphill, gentle grade +3<br />

Uphill, steep grade +5<br />

Downhill, steep grade +2<br />

In non-combat situations, characters can move at their full running<br />

speed for only a short amount of time. For macro uses of the skill,<br />

reduce the character’s running limit value by two for distances over<br />

400 meters and reduce it by three for distances over 5000 meters<br />

(about three miles).<br />

Stealth<br />

Use: Macro skill. May sometimes be used as a round skill.<br />

Sample specializations: Concealment, trailing, ambush<br />

Characters with stealth can sneak about or hide without attracting<br />

attention. Characters who use stealth are not necessarily being quiet<br />

or invisible; the goal is to be unnoticed. A character can stealth<br />

through a large crowd of people and be in plain sight the whole<br />

time, but by “blending in” she is able to pass through the crowd<br />

without anyone really noticing her doing so.<br />

To use stealth, the player generates an action total against a<br />

difficulty number equal to the Perception of the character whose<br />

attention is being avoided. An alert target, such as an on-duty security<br />

guard, is usually harder to avoid and the difficulty number is instead<br />

44<br />

equal to the target’s find skill value. Automatic surveillance equipment<br />

will usually be listed with a find value or have a difficulty number<br />

for avoiding detection by the equipment.<br />

Success means the character remains undetected, failure means<br />

she is automatically detected. If there is more than one target involved,<br />

such as trying to sneak past a patrol of two security guards, the stealth<br />

attempt is handled with the multi-action rules in Chapter Four.<br />

If the character is being actively searched for, stealth becomes a<br />

round use skill instead of a macro skill and the character will have<br />

to make several stealth checks to avoid detection.<br />

The conditions around the character can affect the difficulty<br />

of attempts to use stealth. The chart below lists some common<br />

modifiers. Keep in mind that some modifiers can be negated by certain<br />

circumstances. For example, if a sentry is equipped with night-vision<br />

goggles the modifiers for darkness should not be applied.<br />

STEALTH CHART<br />

Condition Modifier<br />

Rain, sleet, snow -1<br />

Dawn or dusk, fog, trees, crowd, etc. -2<br />

Night -3<br />

Inattentive guards -3<br />

Dense concealment (jungle, large crowd) -5<br />

Attentive guards +3<br />

Open terrain +3<br />

Broad daylight, brightly lit area +4<br />

*This includes guards who are actively searching for the character.<br />

Example: Yukitada is chased into a room by a group of Nile<br />

Empire shocktroopers. She arrives slightly before the shocktroopers<br />

and ducks behind a tapestry, hoping to lose them. Barbara must<br />

generate a stealth total for Yukitada against a difficulty number


equal to the guards’ find skill value (rather than their Perception<br />

because they are actively looking for her), taking into account<br />

the multi-action penalties for four targets and the additional +2<br />

penalty because the guards are looking for her. If the skill check is<br />

successful, the shocktroopers don’t notice her. If it fails, they notice<br />

her standing behind the tapestry.<br />

Later in the adventure, Yukitada is escaping from a prison cell<br />

and is trying to sneak down the corridor and past the guard watching<br />

the hallway. Becky decides that it will take Yukitada three rounds<br />

to stealthily move all the way down the hall, so Barbara must make<br />

three stealth checks, one for each round of movement within the<br />

line of sight of the guard. If any of these checks fail, the guard will<br />

notice her in that round.<br />

Swimming+<br />

Use: Speed pushes may not be attempted unskilled. Macro use<br />

for long-distance travel.<br />

Sample specializations: Sprint, long distance<br />

This skill is a measure of a character’s ability to stay afloat and<br />

move in the water. It is also used for speed pushes (see Chapter Four)<br />

when a character wants to move faster than their swimming limit<br />

value as given in Chapter One. As a macro skill it can also be used<br />

to determine how long it takes a character to swim a certain distance<br />

or how far they can swim in a certain amount of time.<br />

The following modifiers are used when a character makes a speed<br />

push roll with swimming. The gamemaster can also take them into<br />

account when determining the difficulty number for moving in the<br />

water without pushing.<br />

SWIMMING MODIFIERS<br />

Condition Modifier<br />

Calm water -2<br />

Rough water +2<br />

Strong undercurrent +2<br />

Dangerous undercurrent +4<br />

Inappropriately dressed +2<br />

Carrying a heavy load +2 Or more<br />

Swimming equipment (fins, water wings, etc.) -1 To -5*<br />

Character can breathe water -5<br />

In non-combat situations, characters can move at their full<br />

swimming speed for only a short amount of time. For macro uses<br />

of the skill, reduce the character’s swimming limit value by two<br />

for distances over 200 meters and reduce it by three for distances<br />

over 3000 meters (about two miles).<br />

Unarmed Combat+<br />

Use: Active defense cannot be attempted unskilled, passive<br />

defense and attacks can be done unskilled.<br />

Sample specializations: Punching, kicking, grappling<br />

This skill represents proficiency in normal types of hand-to-hand<br />

fighting: boxing, barroom brawling, wrestling, popular forms of<br />

martial arts like Judo and Karate, etc. A character’s unarmed combat<br />

total is used to see if he hits whenever the character is fighting without<br />

a weapon; his Strength serves as his base damage value. Unarmed<br />

combat also serves as a defensive skill against unarmed attacks as<br />

well as armed attacks made with the melee weapons skill.<br />

Chapter Three: Attributes and Skills<br />

Unskilled characters may make unarmed combat attacks and<br />

passively defend with their Dexterity but they cannot make an<br />

active defense.<br />

Strength<br />

Strength is a measure of physical strength and power, though<br />

Strength does not include the ability to take and absorb damage<br />

(that ability is covered by Toughness). Weight lifters, wrestlers, and<br />

barbarians are examples of characters with high Strength values.<br />

Strength is used to determine the damage value for attacks made<br />

with the melee weapons and unarmed combat skills.<br />

Strength-Related Skills<br />

Climbing<br />

Use: Macro use for long-distance climbing.<br />

Sample specializations: Rope, wall, mountain, cave<br />

This skill is used when a character wishes to climb or scale vertical<br />

or near-vertical obstacles, be it a rope, ladder, wall or mountain. A<br />

successful skill check indicates that the character climbs a distance<br />

equal to their climbing limit value. Failure indicates that the character<br />

falls at the start of that round of climbing.<br />

The base difficulty number for a climb is 8, which is modified by<br />

the conditions of the climb. A character may choose to “be careful”<br />

and climb at a speed less than their climbing limit value (given in<br />

Chapter One), which will reduce the difficulty of the climb.<br />

Characters who miss a climbing check can catch themselves<br />

and avoid the fall with a successful Strength check of difficulty<br />

12. Characters who fail to catch themselves will fall and may take<br />

damage when they land. The rules for determining falling damage<br />

are in Chapter Four.<br />

Characters may attempt to climb at a faster rate than their climbing<br />

limit value by making a speed push (see Chapter Four) as part of<br />

their climbing skill check.<br />

CLIMBING CHART<br />

Condition Modifier<br />

Ladder -5<br />

Tree, rough surface with plenty of handholds -3<br />

Cracked wall, lots of handholds +0<br />

Wall with handholds, natural rock +2<br />

Flat but not smooth surface +4<br />

Smooth stone, metal surface +7<br />

Less than 90-degree angle -2<br />

Less than 60-degree angle -4<br />

Less than 45-degree angle -6<br />

Darkness +2<br />

Slick surface +2<br />

Rain +4<br />

Ice-covered +5<br />

Character is pushing speed +2<br />

Character is being careful -2 Per -1 speed value<br />

Climbing equipment (ropes, pitons, etc.) -1 To -5<br />

Example: Marco needs to climb over a tall stone wall to break<br />

into a secret installation in the Nile Empire. The base difficulty<br />

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TORG: Revised and Expanded Rulebook<br />

of the climb is 8. The stone wall is flat but not polished smooth<br />

which increases the difficulty to (8 + 4) 12. It’s night, which further<br />

increases the difficulty to (12 + 2) 14.<br />

Marco elects to take his time and be careful. He will climb the<br />

wall at a speed value of 1 instead of using his full climbing limit<br />

value of 3. By reducing his speed value two points, he lowers the<br />

difficulty by four points down to (14 - 4) 10.<br />

In non-combat situations, characters can climb at their limit value<br />

for only a short period of time. For macro uses of the skill, reduce<br />

the limit value by one if they are climbing more than 50 meters and<br />

by two if they are climbing more than 200 meters.<br />

If a character “fails” a macro climb, she falls from a point with<br />

a height value two less than the top, which is about midway in the<br />

climb. If the character catches herself, she is assumed to limp to<br />

the top from there. Climbs in which there is a failure (but in which<br />

the character catches himself) add one to the calculated time value<br />

of the climb.<br />

Example: Magoth and Father Wagner are both trying to scale a<br />

mountain peak in the Living Land. Father Wagner’s climbing limit<br />

value is 3 while Magoth’s is 6 thanks to giants being bigger and<br />

stronger than normal humans are. The top of the peak is 1500 meters<br />

high, a height value of 16. Because of the height of the climb, both<br />

characters have their limit values reduced by two.<br />

Magoth successfully makes his climbing skill check. He did<br />

not push his climbing speed so his limit value remains at 4 and is<br />

subtracted from the height value of 16. Five is then added, resulting<br />

in a time value of 17, which is only forty minutes. He zips right<br />

up to the top!<br />

Father Wagner however fails his climbing skill check but does<br />

manage to catch himself. The fall occurred at a height value of<br />

(16 - 2) 14, about 600 meters up. His modified limit value of 1 is<br />

subtracted from 16, five is added and then another one is added<br />

because of the fall for a final time value of 21, about four hours.<br />

Magoth has plenty of time to enjoy the view from the top before<br />

Wagner arrives.<br />

Lifting<br />

Use: Can be used as a macro skill for carrying heavy loads over<br />

a long period of time.<br />

Sample specializations: Weight lifting, load bearing<br />

The lifting skill is used to increase the amount of weight a character<br />

can lift beyond their lifting limit value. This is accomplished with<br />

a power push as described in Chapter Four. A character who wants<br />

to hold up or carry a load greater than their lifting limit value has<br />

to make a power push every round. Characters do not have to make<br />

lifting skill checks to lift an amount equal to or less than their lifting<br />

limit value as given in Chapter One.<br />

For macro uses of the skill, characters cannot carry an amount<br />

greater than their lifting limit value. Lesser amounts can be carried<br />

but the heavier the load, the more strain it can have on the character.<br />

The difficulty for macro uses of lifting is the weight value of the<br />

load plus three. If the skill check fails, the character carries the<br />

load to his destination but collapses from exhaustion upon arrival.<br />

If the skill check succeeds, the result is treated as a power push to<br />

determine any detrimental effects on the character.<br />

Example: Terrill and Marco are carrying badly needed medical<br />

supplies to a group of resistance fighters in the Cyberpapacy. Terrill’s<br />

lifting limit value is 7 and Marco’s is 8, equal to their Strengths.<br />

46<br />

Neither has the lifting skill. Both are carrying 12 kilograms packs,<br />

which is a weight value of 6. The difficulty of their check is (6 +<br />

3) 9.<br />

Juan, Marco’s player, rolls poorly and fails the lifting check.<br />

When the two arrive at the resistance camp Marco drops his pack<br />

and collapses, exhausted and worn out. It will be a while before<br />

he can do anything.<br />

Terrill passes the lifting check, but just barely. Treating the result<br />

like a power push, Becky tells Terrill’s player Alan that his character<br />

has taken a certain amount of fatigue damage that will take a while<br />

to heal. But he’s in better shape than Marco is, he can still move<br />

around and do things.<br />

Toughness<br />

Toughness is a measure of a character’s endurance, stamina and<br />

physical fortitude. It is most often used to determine the effects of<br />

damage upon a character; whether she is even affected by it and if<br />

so, how much of an effect it has on her. This function of Toughness<br />

is always passive; characters cannot actively resist taking damage<br />

by generating an action total with their Toughness.<br />

The only way to increase a character’s resistance to taking<br />

damage, beyond increasing their Toughness attribute, is to have<br />

some sort of protective armor. This is covered in Chapter Four and<br />

a variety of armor types can be found in Chapter Thirteen. Some<br />

creatures, such as ravagons, may possess natural armor that makes<br />

them more resistant to taking damage.<br />

A high Toughness indicates someone with lots of energy, a<br />

healthy physique and the ability to shrug off minor injuries. A low<br />

Toughness character probably gets winded climbing a flight of stairs,<br />

catches colds all the time and injures easily.<br />

Toughness-Related Skills<br />

Resist Pain<br />

Sample specializations: none<br />

This skill allows a character to temporarily ignore the detrimental<br />

effects of physical damage. The character is not getting rid of the<br />

damage; its effects just don’t bother him for a little while. The more<br />

severe the injuries, the harder it will be for a character to ignore the<br />

effects. The skill can only be used to ignore the penalties caused by<br />

wound damage; it cannot be used against shock damage or knockout<br />

conditions. Because the skill represents a physical increase in the<br />

body’s capacity to handle pain, it can only be used against physical<br />

wound damage, it will have no effect on any penalties caused by<br />

mental or spiritual wounds.<br />

The character generates a resist pain skill total against a difficulty<br />

equal to his Toughness attribute and the results are read through<br />

the power push table in Chapter Four. This result indicates how<br />

much of a wound penalty the character can temporarily ignore. For<br />

example, if a character is suffering from a -3 wound penalty and<br />

generates a result of +1 on a resist pain check, his wound penalty<br />

is temporarily reduced to -2.<br />

This skill cannot be used as a macro skill as the pain can only be<br />

ignored for a maximum of ten combat rounds, or until the character<br />

takes any more physical damage. Once the effects of resist pain have<br />

ended, the character cannot attempt to use the skill again until after<br />

he has rested and healed some of his damage.<br />

At gamemaster’s discretion, the willpower skill can be used in<br />

the same manner as resist pain.


Perception<br />

Perception measures several abilities; how quick a character is<br />

mentally, how observant she is, and how effectively she can use<br />

learned knowledge. Characters with a high Perception have excellent<br />

memories and notice minor details others miss. Characters with a<br />

low Perception tend to forget things and often overlook important<br />

information without realizing it.<br />

Perception-Related Skills<br />

Air Vehicles<br />

Use: Unskilled use penalized. May be used as a macro skill.<br />

Sample specializations: Gliders, airplanes, helicopters, VTOL<br />

craft, jumbo jets, hot-air balloons, zeppelins<br />

Axiom: Tech 16; a magically-operated air vehicle requires<br />

Magic 10<br />

This skill reflects a<br />

character’s ability to operate,<br />

pilot and make minor repairs<br />

to aircraft of all types. The<br />

pilot must make an air vehicles<br />

skill check whenever taking<br />

off and landing as well as<br />

when attempting any type of<br />

unusual maneuver, such as<br />

flying through storm turbulence<br />

and maneuvers made during<br />

combat. The difficulty of a task<br />

is determined by the gamemaster<br />

using the Difficulty Number<br />

Scale.<br />

Routine take-offs and<br />

landings have an Easy difficulty.<br />

The consequences of failing a skill<br />

check on take-offs or landings<br />

should depend on how much the<br />

character missed by; missing it<br />

by one point should not result in<br />

a catastrophic crash except under<br />

extreme conditions.<br />

The air vehicles skill is also<br />

used to increase a vehicle’s speed<br />

beyond its normal capabilities. This<br />

is accomplished with a speed push<br />

similar to the type characters can do<br />

with their own movement rates. All<br />

vehicles have a speed value that is<br />

essentially the same as a character’s<br />

limit value. It is not the maximum<br />

possible speed of the vehicle, just the maximum speed possible<br />

without putting stress on the vehicle’s engine and/or structure.<br />

The rules for speed pushes can be found in Chapter Four. The<br />

macro use of this skill is handled with the same rules that apply<br />

to the macro movements of characters in the “Timed Movement”<br />

sidebar.<br />

In aerial combat, a pilot’s air vehicles skill is used in place of<br />

combat skills such as dodge and maneuver. In the unlikely (but not<br />

impossible) case of a vehicle being attacked in flight by someone<br />

using melee weapons or unarmed combat the pilot’s air vehicles<br />

skill substitutes for the normal defensive skill values.<br />

Alteration Magic<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None<br />

Axiom: Magic 7<br />

Chapter Three: Attributes and Skills<br />

Alteration magic is magic that uses existing matter and energy<br />

and changes it into a form or condition more desirable to the<br />

caster. A spell that changes a character’s Strength attribute is an<br />

example of alteration magic, it “alters” the pre-existing Strength of<br />

the spell’s recipient. A spell that changes a character into stone is<br />

another example of alteration magic; the matter that makes up the<br />

character’s body is altered into a different substance. Teleportation<br />

spells are another type of alteration magic, which work by altering<br />

the target’s physical location rather than altering an attribute or<br />

quality possessed by the target.<br />

The alteration magic skill is<br />

used to cast alteration spells.<br />

Specializations are not allowed<br />

because this is already covered by<br />

the magic system through the use of<br />

arcane knowledges. Detailed rules<br />

for using alteration magic and the<br />

other magic skills can be found in<br />

Chapter Ten.<br />

Camouflage<br />

Use: Macro skill<br />

Sample specializations:<br />

Using natural cover, using<br />

man-made tools, by terrain<br />

type (arctic, desert, jungle,<br />

urban, etc.)<br />

The camouflage skill<br />

allows characters to conceal<br />

large structures and objects<br />

from distant observers. Land<br />

vehicles, grounded air vehicles<br />

and even small buildings can<br />

be concealed using this<br />

skill. This skill does not<br />

apply to a character’s ability<br />

to conceal her, which is<br />

covered by the stealth skill.<br />

Think of camouflage as<br />

stealth or possibly disguise<br />

for anything other than<br />

the character. Camouflage<br />

can be used to conceal<br />

other characters from<br />

observation.<br />

When attempting to camouflage an object, the character generates<br />

a skill total. This value becomes the difficulty number for anyone<br />

trying to locate the concealed object with a Perception or find skill<br />

check. The gamemaster can apply modifiers to this difficulty number<br />

based on the surrounding terrain, the size of the object and the type<br />

and availability of materials used to conceal the object. Some of the<br />

modifiers listed under the stealth skill may also be appropriate. If<br />

the find total exceeds the camouflage total used to hide the object,<br />

the observer sees the object.<br />

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TORG: Revised and Expanded Rulebook<br />

Example: Our group of Storm Knights is in pursuit of Ramses,<br />

an evil officer in the military of the Nile Empire. Ramses takes<br />

to the jungle; first attempting to conceal his jeep with leaves and<br />

branches. Becky, the gamemaster, generates a camouflage total of<br />

14 for Ramses, and then applies a +3 bonus to account for the partial<br />

cover provided by the jungle and the ready supply of large leaves<br />

and branches to cover the vehicle. This increases the camouflage<br />

total to 17.<br />

The Storm Knights follow Ramses into the jungle but lose the<br />

trail of his jeep’s tire tracks. Suspecting that Ramses abandoned<br />

his jeep, the party searches for it. Everyone in the group generates<br />

a find skill total. Terrill gets a find total of 18 and spots the jeep<br />

through Ramses’ cover.<br />

Computer Operations<br />

Use: Macro skill.<br />

Sample specializations: Type of operating system (Windows,<br />

Macintosh, Unix, GodNet, Grid, etc.), type of operation (accounting<br />

programs, computer games, surfing the web, etc.)<br />

Axiom: Tech 22<br />

Computer operations is the ability to operate a computer and<br />

use programs. Most of the time characters will use the skill to<br />

access information stored in a computer. This skill does not allow<br />

characters to write programs or “hack” systems, — that requires<br />

the computer science skill.<br />

Since computers and their programs can be very diverse in<br />

functions and ease of operation, gamemasters should determine the<br />

difficulty of tasks using the Difficulty Number Scale. Possible factors<br />

to consider are the sophistication of the system, the quality of the<br />

software and any security that might be in place (copy protection,<br />

passwords, usage monitoring, etc.) In general, the higher the Tech<br />

axiom of the computer, the easier it should be to operate, even for<br />

48<br />

characters with a lower Tech axiom. Some specialized functions may<br />

be more difficult to characters with a lower Tech axiom though.<br />

Computer operations may be used in place of the cyberdeck<br />

operations skill to operate a cyberdeck and access the GodNet in the<br />

Cyberpapacy or the Grid in Tharkold but the character is considered<br />

unskilled for purposes of rerolls. Computer operations does not<br />

substitute for cyberdeck operations in determining a character’s<br />

net skills in the GodNet or the Grid. See the GodNet supplement,<br />

the Cyberpapacy sourcebook or the Tharkold sourcebook for more<br />

information. (This skill is listed as scholar(computer science) in<br />

those books.)<br />

Craftmanship*<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample limitations: Swordsmith, armorsmith, weaver, potter,<br />

tailor, cook<br />

Axiom: Social 7; Tech axiom requirement based on the type of<br />

limitation chosen.<br />

The craftsman skill is used to manufacture items of the appropriate<br />

limitation by hand. It is more common in settings without assembly<br />

lines and machined production technology (around Tech 16) though<br />

it can still be found in many settings with higher Tech axioms.<br />

A craftsman can build or produce any item within her limitation<br />

as well as repair the same items if applicable. The amount of time<br />

involved will vary depending on the specific limitation, the item<br />

being built or repaired and the materials available to the character.<br />

Forging a sword for example may take a couple of days while cooking<br />

a small meal may only take an hour or less. A seven-course banquet<br />

though may require as much time and effort as the sword!<br />

In most situations, the gamemaster should call for only one<br />

craftsman check when repairing an item. When building a new item,<br />

the general rule is to require one skill check per day of work. For<br />

items such as weapons and armor, the item’s modifier can serve as<br />

an indicator of how many days it takes to manufacture by hand. A<br />

short sword with a damage value of STR+3 would then take about<br />

three days to create and require three craftsman skill checks.<br />

Failing a check adds a day to the process. Failing two checks in a<br />

row ruins the item and the craftsman has to start over. A Spectacular<br />

success will shorten the process by one day. The base difficulty<br />

for craftsman is 12. Items with modifiers add their modifier to the<br />

difficulty. For items without modifiers, gamemasters should use the<br />

Difficulty Number Scale to determine appropriate modifiers based<br />

on the complexity of the item being produced or repaired.<br />

Cyberdeck Operations+<br />

Use: Cyberdecks may not be used unskilled but characters can<br />

substitute computer operations or computer science for cyberdeck<br />

operations in some instances.<br />

Sample specializations: Net attack, net defense, net find, net<br />

manipulation, net stealth, net tracking<br />

Axiom: Tech 26<br />

This skill is used for operating cyberdecks, specialized computers<br />

that allow characters to access the “virtual experience” (VX)<br />

computer networks known as the GodNet in the Cyberpapacy and<br />

the Grid in Tharkold. Cyberdeck operations allows a character to<br />

travel through the VX network, manipulate systems and engage in<br />

VX combat with other cyberdeckers and hostile programs. Highly<br />

skilled cyberdeckers can even “run” a VX network without the<br />

resources provided by a cyberdeck but this can be exceptionally<br />

dangerous.


Characters may enter a VX network unskilled, but they cannot<br />

operate a cyberdeck unskilled. Most people in the Cyberpapacy in<br />

fact access the GodNet without a cyberdeck, but they are limited<br />

in what they can do while they are there. Characters with either<br />

the computer operations or computer science skill can operate a<br />

cyberdeck with those skills, but they are treated as unskilled for<br />

purposes of rerolls.<br />

The sample specializations given above are skills that<br />

cyberdeckers use when they are within a VX network. These skills<br />

are based on a character’s cyberdeck operations skill and are modified<br />

by the properties of the character’s cyberdeck and any cyberdeck<br />

programs in use.<br />

Full details on using cyberdecks and interacting with VX<br />

networks can be found in the GodNet supplement, the Cyberpapacy<br />

sourcebook and the Tharkold sourcebook. A condensed version of<br />

the Cyberpapacy rules can be found in the Worldbook.<br />

Direction Sense<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Orienteering, map reading, landmark<br />

recognition, sea navigation, specific locales (New York City,<br />

central France, Amazon river, Land Below tunnels underneath<br />

Aysle, etc.)<br />

Direction sense is the ability to determine relative positions<br />

between a character’s current location, where she has traveled<br />

from, and where she is going. It is most often used in wildernesses,<br />

at sea and in strange environments. The skill covers use of maps,<br />

determining routes, finding the points of the compass (i.e., which<br />

way is north), recognizing landmarks and estimating distances.<br />

In the Possibility Wars, direction sense is an essential skill in the<br />

Living Land because of the obscuring Deep Mist that always covers<br />

the landscape.<br />

Instead of forcing gamemasters to keep detailed maps of all the<br />

areas characters might travel though, the rules for navigating a trip<br />

and not becoming lost are kept abstract. Time is determined for<br />

the completion of a trip from one point to another without getting<br />

lost rather than keeping track of how far a character travels and in<br />

what direction. Should a character become lost en route, the exact<br />

time and location it occurs during the trip can be determined by<br />

the gamemaster as best benefits the flow of the story rather than<br />

stranding the character somewhere boring.<br />

Whenever a character is in a situation where they could become<br />

lost, the gamemaster should call for a direction sense skill check.<br />

The base difficulty is 6 but any number of possible conditions can<br />

modify this:<br />

DIRECTION SENSE MODIFIERS<br />

Condition Modifier<br />

Clear day +0<br />

Darkness (night) +2<br />

Overcast skies +3<br />

Surroundings obscure the view (forest, jungle, etc.) +3<br />

In the living land +3<br />

Traveling by vehicle +2<br />

Traveling on foot or mount +0<br />

Character familiar with area -3<br />

On minor roadway (back roads, rural areas, etc.) -3<br />

Chapter Three: Attributes and Skills<br />

On major roadway (freeway, interstate, main city streets,<br />

etc.)<br />

-5<br />

No distinctive landmarks (open fields, large bodies of<br />

water, etc.)<br />

+5<br />

Detailed map of the area/route -5<br />

Crude map of the area/route -3<br />

If the skill check is successful, the character continues on her<br />

voyage. The gamemaster should make additional direction sense skill<br />

checks as seems appropriate over the duration of the trip. To keep a<br />

trip from being just a boring series of skill checks, the gamemaster<br />

should prepare a few minor, nonessential story ideas that they can<br />

use along the route to liven up the experience.<br />

If the skill check fails, the character may not initially realize that<br />

she is lost. If it failed by more than three points, the gamemaster<br />

should assume that the character travels a significant way off-course<br />

before realizing her mistake. She will have to successfully determine<br />

her current location compared to where she is supposed to be before<br />

she can try to back on course.<br />

This requires two successful direction sense skill checks; the<br />

first to determine her current location and the second to travel in<br />

the right direction to get back on course towards her destination.<br />

If the skill check failed by only one or two points, the character<br />

realizes that she has become lost soon enough that she only has to<br />

make one successful skill check to get back on course.<br />

Several direction sense failures in a row can get a character<br />

completely lost; the gamemaster should assume that after three or<br />

four successive failures the character needs to make a fresh start<br />

in order to get anywhere. The character either needs some outside<br />

assistance (asking for directions, road signs, acquires a map, etc.)<br />

or will have to stop traveling for a while and try again after resting<br />

for a while, at least several hours.<br />

(A slightly different version of this skill designed specifically<br />

for use in the Living Land can be found in the Living Land<br />

sourcebook.)<br />

Disguise<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Costumes, makeup, impersonations<br />

The disguise skill gives a character the ability to use makeup, wigs<br />

and costumes to appear as another person, or as a specific person.<br />

It does not include the ability to speak or act like a specific person,<br />

only their appearance. Imitating a person’s voice or mannerisms<br />

falls under the performance arts skill.<br />

To create a disguise, the character must have access to appropriate<br />

equipment. Depending on the desired disguise, this could be as minor<br />

as a wig or a set of appropriate clothing, or it may require the use<br />

of special makeup and elaborate costumes to create a very different<br />

appearance, such as appearing taller or shorter.<br />

When creating a disguise, the character generates a disguise<br />

skill total. This total is then modified based on the circumstances<br />

of the disguise:<br />

DISGUISE MODIFIERS<br />

Circumstance Modifier<br />

A specific person -5<br />

Opposite sex -3<br />

Different race/skin color -3<br />

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TORG: Revised and Expanded Rulebook<br />

Different species, close resemblance (human as elf,<br />

etc.)<br />

-4<br />

Different species, some resemblance -6<br />

Different species, little resemblance (human as edeinos,<br />

etc.)<br />

-10 Or more<br />

Great age difference (+/- 30 years) -3<br />

Much larger build -3<br />

Much smaller build -5<br />

Character already bears a resemblance +3<br />

Good disguise kit +5<br />

No disguise kit -5<br />

Using disguise on another character -2<br />

This final skill total becomes the difficulty number for anyone<br />

seeing through the disguise with their Perception or find skill. A<br />

Perception check is automatically granted the first time that an<br />

individual meets the disguised character. If that check fails, the<br />

observer is fooled and will only get to make another Perception<br />

check if the character says or does something that does not match<br />

his disguise. If the check is successful, the observer realizes that<br />

the character is wearing a disguise.<br />

Divination Magic<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None<br />

Axiom: Magic 2<br />

Divination magic is<br />

magic involving information<br />

gathering. A spell that lets<br />

a character observe distant<br />

locations close-up is a type of<br />

divination spell. Communication<br />

spells are another type of<br />

divination magic. Spells that<br />

block the obtaining of information<br />

are also divinatory in nature.<br />

The divination magic skill<br />

is used to cast divination spells.<br />

Specializations are not allowed<br />

because this is already covered by<br />

the magic system through the use of<br />

arcane knowledges. Detailed rules<br />

for using divination magic and the<br />

other magic skills can be found in<br />

Chapter Ten.<br />

Egyptian Religion<br />

Use: Cannot be used unskilled.<br />

Macro skill.<br />

Sample specializations: None<br />

Reality: Nile Empire<br />

The Egyptian religion skill indicates<br />

a character’s knowledge of the Nile Empire’s version of the Egyptian<br />

gods and the legends that surround them, as well as the powers<br />

that they grant their followers. In play, the skill has two primary<br />

functions.<br />

50<br />

The first is that it functions like the scholar skill, representing<br />

how much the character knows about the Nile Empire’s gods and<br />

their religion. This does not indicate belief in the religion, just an<br />

understanding of its principles and mythology. Belief in the religion<br />

is represented by the faith skill.<br />

The second function is what makes this skill unique to the Nile<br />

Empire; it is used to perform religious astronomy, an important<br />

part of the ceremonies and rituals involved in the Nile’s religion.<br />

Nile Empire miracles cannot be performed without the Egyptian<br />

religion skill. The rules regarding this use of the skill can be found<br />

in the Nile Empire sourcebook.<br />

Characters who want the first function of this skill but not<br />

the second should take scholar(Egyptian religion) instead of this<br />

skill.<br />

Evidence Analysis<br />

Use: Macro skill.<br />

Sample specializations: Clue analysis, physical evidence,<br />

forensic evidence, researched evidence, deductive reasoning, puzzle<br />

solving, forgeries<br />

The evidence analysis skill measures a character’s ability to<br />

analyze physical evidence and deduce information about events that<br />

occurred in the past. A detective might be able to look at a room and<br />

guess how many people have been in it recently, for example, or she<br />

might be able to look at an object and determine something about<br />

where it was made. The skill may also be used to solve puzzles of<br />

both the physical and mental kind.<br />

The evidence must first be detected,<br />

either through the find skill, player<br />

characters roleplaying a search or by<br />

being rather obvious, such as a corpse<br />

in the middle of a room. Evidence may<br />

also be gathered by research (another<br />

use of the find skill), questioning<br />

witnesses or from analyzing the<br />

efforts of other investigators, such<br />

as going over police reports about<br />

a crime scene or examining the<br />

medical records of an autopsy.<br />

The difficulty of an evidence<br />

analysis skill check is usually<br />

determined by the gamemaster<br />

using the Difficulty Number Scale,<br />

taking into consideration the nature<br />

of the question(s) being asked<br />

and the actual course of events<br />

that the character is attempting<br />

to deduce.<br />

In some cases, an attribute or<br />

skill of another character may<br />

determine the difficulty. For<br />

example, figuring out a riddle<br />

left at a crime scene might<br />

have a difficulty equal to the<br />

Perception attribute, or a skill such as<br />

scholar(riddles), of the person who left the riddle behind.<br />

Some example difficulty numbers are provided in the following<br />

chart:


EVIDENCE ANALYSIS CHART<br />

Physical evidence Difficulty<br />

Object is familiar or evidence is fairly clear (a knife at a 8<br />

murder scene, lock picks near an open door)<br />

Object is somewhat familiar or evidence is only partly clear 10<br />

(a bloodstain near a closet where a body is hidden)<br />

Evidence is reasonably obscure (water stains on a carpet 12<br />

forming a faint trail from the door to the window)<br />

Evidence is unusual or not obviously related (humming 15<br />

refrigerator indicating that someone opened it recently)<br />

The success level of the evidence analysis check should be used<br />

to gauge how much useful information the character receives from<br />

analyzing the evidence.<br />

If the detective receives minimal or average success, she can<br />

identify all of the objects or physical evidence by generic type:<br />

automatic pistols, nylon rope, a poison, blood. If she gets a good<br />

Chapter Three: Attributes and Skills<br />

success, she knows precise information on the origin of the object,<br />

substance, or evidence, and specific information on its type: a<br />

Colt .45 automatic of rare manufacture; the rope has evidence of<br />

microstranding common to Nippon Tech materials; the poison is<br />

a hemotoxin derived from venomous reptiles found in the Living<br />

Land.<br />

If she gets a superior success, she knows to what use all of the<br />

objects in the room were put. With a spectacular success she can<br />

accurately reconstruct events from the evidence, fitting in all the<br />

evidence to the explanation.<br />

Good players may be able to discover this information on their<br />

own through roleplaying and solid induction. The gamemaster<br />

Find versus Stealth<br />

The stealth skill says that the difficulty of sneaking past<br />

a character is that characters find skill value. The find skill<br />

says that the difficulty of detecting a stealthing character<br />

is that character’s stealth skill. Which character makes the<br />

skill check, the one trying to be sneaky or the one trying<br />

to be observant?<br />

In situations where the skills are being used as macro<br />

skills, it’s easiest to let the player character be the one who<br />

makes the skill check with a difficulty number equal to the<br />

opposing skill value of the non-player character. So if a<br />

player character is trying to sneak by a guard, she makes<br />

a stealth skill check against the guard’s Perception or find<br />

value. If a non-player character is trying to sneak past a<br />

player character, the player character makes a Perception<br />

or find skill check against the non-player character’s<br />

stealth skill.<br />

When events are in round play, such as when a character<br />

tries to hide from someone actively searching for him, it<br />

should be treated in the same manner as a combat situation.<br />

A character can choose to actively or passively “defend”<br />

with their appropriate skill against the “attack” being made<br />

by the other character.<br />

Example: Yukitada is being pursued through a research<br />

facility in the Cyberpapacy by one of the Cyberpope’s<br />

Inquisitors. Becky informs Barbara that Yukitada has the<br />

initiative. Barbara declares that Yukitada is going to find<br />

a place to hide and hope that the Inquisitor will pass by<br />

without seeing her, so she generates a stealth total for<br />

Yukitada. Becky, without telling Barbara, knows that the<br />

Inquisitor is more interested in shooting at Yukitada than<br />

searching for her this round so the Inquisitor will passively<br />

“defend” against Yukitada’s stealth skill. The skill total<br />

Barbara generates is compared to the Inquisitor’s find skill<br />

to see if Yukitada is successful. She is, so the Inquisitor<br />

passes right by Yukitada without seeing her.<br />

In the next round, Barbara announces that the Inquisitor<br />

has the initiative. Because he has lost sight of Yukitada, the<br />

Inquisitor will actively search for her with his find skill.<br />

Barbara says that Yukitada will actively “defend” and try to<br />

remain out of sight. Becky generates an “attack” total with<br />

the Inquisitor’s find skill and Barbara generates an active<br />

“defense” total for Yukitada. The Inquisitor’s total is higher<br />

and he spots Yukitada hiding in the shadows.<br />

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TORG: Revised and Expanded Rulebook<br />

can encourage such behavior by feeding them a quality level of<br />

information at a time when they are on the right track.<br />

Find<br />

Use: Macro skill. May sometimes be used as a round skill.<br />

Sample specializations: Gather evidence, spot ambush, search,<br />

reconnoiter<br />

This is the ability to find hidden or concealed objects or persons.<br />

It is also used to recognize something as unusual if it is in plain<br />

sight, such as a footprint at a crime scene or the fact that someone<br />

is wearing a disguise.<br />

Many times the difficulty of a find skill check will be based<br />

on an attribute or skill used by another character, such as stealth,<br />

camouflage and disguise. For objects that have not been deliberately<br />

concealed, the gamemaster should use the Difficulty Number Scale<br />

to determine an appropriate difficulty for locating the item. If the<br />

character successfully beats the difficulty with their find skill, they<br />

spot the object.<br />

First Aid<br />

Use: Macro skill. May be used in round play to prevent death<br />

from injuries.<br />

Sample specializations: Fatigue, unconsciousness, wounds<br />

This skill measures a character’s ability to quickly diagnose and<br />

treat traumatic wounds, keeping characters alive and functioning<br />

until they can heal. It is normally a macro use skill but it can be<br />

used in round play under certain conditions.<br />

The difficulty of a first aid skill check depends on the severity<br />

of the wounded character’s injuries. Gamemasters should also<br />

consider applying situational modifiers based on the Difficulty<br />

Number Scale when treatment is attempted in adverse conditions,<br />

such as on a battlefield or without anything resembling a first aid<br />

kit. Wound levels are explained in Chapter Four.<br />

FIRST AID CHART<br />

Wound level Difficulty<br />

Shock damage only 8<br />

K, o, ko condition 10<br />

Wound 12<br />

Heavy wound 13<br />

Mortal wound 15*<br />

Dead (four wounds) 18*<br />

Dead (five or more wounds) First aid not possible<br />

*These two conditions can be treated in round play.<br />

Successful use of first aid during round play will stop the bleeding<br />

caused by a mortal wound and prevent the wounded character from<br />

dying, but will not help the wounded character in any other way.<br />

A character at four wounds can sometimes be saved by immediate<br />

emergency treatment (such as CPR and similarly drastic methods).<br />

Successful first aid treatment within one round of the character’s<br />

“death” will improve her condition to mortal wound. The injured<br />

character will still be bleeding so first aid will need to be applied a<br />

second time to treat that problem.<br />

When used as a macro skill, first aid will remove all shock and<br />

KO conditions and reduces any action penalties caused by wound<br />

damage by one level (characters with a mortal wound only suffer<br />

52<br />

heavy wound penalties, characters with a heavy wound only suffer<br />

wound penalties.) It does not reduce the wound level, only the<br />

penalty. The penalty reduction is temporary and will go away the<br />

next time the character that takes any damage.<br />

Each character attempting first aid on wounded characters is<br />

only allowed one attempt per victim per day. If this attempt fails,<br />

he must wait until the next day (though someone else could try to<br />

aid the victim today). Characters who have only taken shock and<br />

KO conditions can be treated as often as necessary.<br />

Forgery<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Banknotes, signatures, passports,<br />

licenses, paintings<br />

Axiom: Social 5; Tech axiom requirements for<br />

specializations.<br />

The forgery skill allows a character to produce copies or fake<br />

versions of documents such as money and identity papers. The skill<br />

can be used to duplicate existing works of art such as paintings<br />

but cannot be used to produce fake pieces of art, such as a “lost”<br />

Rembrandt painting. That requires the artist skill.<br />

The forger generates a forgery skill total that then becomes the<br />

difficulty number for anyone trying to spot the forgery for what it<br />

is. Attempts to see through a forgery are made with the Perception<br />

attribute or with evidence analysis if the character is actively<br />

trying to detect a forgery. The forgery skill total can be modified<br />

by several factors:<br />

FORGERY CHART<br />

Condition Modifier<br />

Forger is very familiar with item or has a sample to work<br />

from<br />

+5<br />

Forger is somewhat familiar with item +3<br />

Forger has seen item often +0 +0<br />

Item has only been described -2<br />

Forger is blindly guessing -7<br />

Forger has all the necessary tools and materials +1 To +5<br />

Forger is missing tools or supplies -1 To -5<br />

Primitive document +3<br />

High-tech document<br />

* Relative to the tech axiom of the forger.<br />

-3<br />

Example: Quin contacts an old friend for a favor; he needs<br />

some fake identity papers to get into a Victorian government office<br />

building in Orrorsh. Quin can describe the papers to his friend but<br />

does not have an example to show him. The paper and ink used<br />

are commonplace though and won’t be hard to acquire and Quin’s<br />

friend is from Core Earth so the documents are pretty simplistic<br />

compared to the work he normally does.<br />

Quin’s friend generates a forgery total of 15. There’s a -7 modifier<br />

for only having a description to work from, a +3 modifier for a Core<br />

Earther forging relatively primitive documents and Becky assigns a<br />

+5 modifier for the forger having all the right tools and materials.<br />

The modifiers total up to +1 for a final forgery total of 16.<br />

Gambling<br />

Use: Unskilled use penalized. Macro skill. May be used in round<br />

play to simulate highly competitive gambling.


Sample specializations: Specific games of skill (poker, blackjack,<br />

craps), specific games of chance (roulette, horse racing, boxing)<br />

Axiom: Social 7<br />

Gambling is the ability to successfully play the odds in games of<br />

skill and chance against other people. The two types of games are<br />

handled in separate ways since one is based on the character’s active<br />

participation in events while the other involves wagering on random<br />

chance or on the abilities of someone other than the gambler.<br />

In games of skill, such as most card games, each participant in<br />

the game makes a gambling skill check and the character with the<br />

highest total wins. For a more dramatic, back-and-forth game of<br />

gambling, the skill can be used in round play and combined with<br />

the use of other skills such as trick, test of will and prestidigitation<br />

where the gamblers attempt to influence the odds more in their<br />

own favor.<br />

In games of chance, the gambler tries to predict the outcome of<br />

an event that she is not directly involved in, such as picking who<br />

will win a boxing match or the determination of random numbers in<br />

games like roulette. In these games, the gambler makes a gambling<br />

skill check against a difficulty determined by the gamemaster based<br />

on the odds of winning using the Difficulty Number Scale.<br />

Cheating: The gambling skill can be used to detect cheating<br />

in both games of skill and games of chance. It does not allow a<br />

character to cheat though, which has to be done with other skills.<br />

Chapter Three: Attributes and Skills<br />

Prestidigitation, for example, can be used to roll loaded dice or<br />

“stack the deck” in a card game without anyone noticing. The trick<br />

skill could also be used for the same effects. In games of skill, the<br />

difficulty to detect cheating is the skill value generated by the cheater.<br />

In games of chance, the gamemaster should set the difficulty using<br />

the Difficulty Number Scale based on the difference between the<br />

normal odds and the illegitimate odds.<br />

Example: Marco is in Atlantic City hoping to win enough money<br />

for himself and his friends to afford repairs on Quin’s helicopter.<br />

Marco sits down at a roulette table and starts betting. After losing<br />

several games in a row, even after making some good gambling skill<br />

totals, Juan tells Becky that Marco suspects the game is rigged.<br />

The table is in fact rigged; Becky decided that the normal odds of<br />

winning at roulette are Difficult but the house has rigged the table so<br />

that it’s actually Very Hard. Becky figures that noticing the winning<br />

odds at this table are different is a Difficult task for someone with<br />

gambling. If Marco can beat the number for a Difficult task with<br />

his gambling, he’ll know that the game is fixed.<br />

Moving to a blackjack table, Marco decides to watch the dealer<br />

before playing to see if this game is also rigged. The dealer is<br />

in fact using her prestidigitation skill to cheat the players. Her<br />

prestidigitation skill value is the difficulty for Marco’s gambling<br />

skill check.<br />

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TORG: Revised and Expanded Rulebook<br />

Hieroglyphics*<br />

Use: May not be used unskilled but the linguistics skill may be<br />

used at a penalty. Macro skill.<br />

Sample limitations: Egyptian, Aztec, Sumerian<br />

Axiom: Social 5<br />

Hieroglyphics is a form of the language skill used to read and write<br />

pictographic forms of writing, such as the Egyptian hieroglyphics<br />

used in the Nile Empire. In the setting of the Possibility Wars the<br />

Egyptian limitation will be the most common since it is still in use<br />

by the forces of Pharaoh Mobius. Archeologists and historians<br />

are the only characters likely to have a limitation in a different<br />

pictographic language.<br />

Egyptian hieroglyphics went though several incarnations in<br />

ancient Egypt and some are harder to read than others. Reading the<br />

modern script used in the Nile Empire is an Easy task but ancient<br />

variations of the language can range all the way up to Extremely Hard.<br />

Generally the older the version, the more difficult it is to read.<br />

A character with linguistics may attempt to read hieroglyphics<br />

without this skill but the idiosyncratic nature of the language applies<br />

at least a Hard penalty to the task.<br />

Land Vehicles<br />

Use: May be used as a macro skill.<br />

Sample specializations: Automobile, pickup truck, tractor, tank,<br />

motorcycle, bicycle, wagon, carriage, train, hovercraft<br />

Axiom: Tech 5; a magically-operated land vehicle requires<br />

Magic 10<br />

This skill reflects a character’s ability to operate, pilot and make<br />

minor repairs to all types of wheeled, tracked, hover-effect and any<br />

other kind of land-based vehicle. The difficulty of any particular<br />

driving task is determined by the gamemaster using the Difficulty<br />

Number Scale.<br />

The land vehicles skill is also used to increase a vehicle’s speed<br />

beyond its normal capabilities. This is accomplished with a speed<br />

push similar to the type characters can do with their own movement<br />

rates. All vehicles have a speed value that is essentially the same<br />

as a character’s limit value. It is not the maximum possible speed<br />

of the vehicle, just the maximum speed possible without putting<br />

stress on the vehicle’s engine and/or structure.<br />

The rules for speed pushes can be found in Chapter Four. The<br />

macro use of this skill is handled with the same rules that apply<br />

to the macro movements of characters in the “Timed Movement”<br />

sidebar.<br />

54<br />

Language Types<br />

The number of different languages in <strong>Torg</strong> that are available<br />

under the language skill is being left for each gaming<br />

group to decide on their own. Most of the invading realms<br />

either speak some form of an Earthly language or possess the<br />

ability to immediately give knowledge of a new language<br />

to its inhabitants so communications in the game can easily<br />

be reduced to just a handful of Earthly languages.<br />

On the other hand, some groups may prefer the increased<br />

realism of having to deal with the large number<br />

of different languages that exist just in Core Earth, not to<br />

mention the additional languages spoken in the invading<br />

realms. Having to work through a communications barrier<br />

can provide some interesting roleplaying challenges. But it<br />

can also slow down play and hinder the flow of the action.<br />

How both sides of the equation get balanced will depend<br />

on how each group wants to play it.<br />

In vehicle combat, a driver’s land vehicles skill is used in place<br />

of combat skills such as dodge and maneuver. In the case of a<br />

vehicle being attacked by someone using melee weapons or unarmed<br />

combat while the vehicle is in motion, the pilot’s land vehicles skill<br />

substitutes for the normal defensive skill values.<br />

Animal-drawn land vehicles are normally controlled with this skill<br />

instead of beast riding since being attached to the vehicle restricts<br />

the animal’s free movement. Under appropriate circumstances,<br />

gamemasters may allow characters to use beast riding in place of<br />

land vehicles.<br />

Language*<br />

Use: Cannot be used unskilled though linguistics can be used<br />

in its place. Macro skill.<br />

Sample limitations: English, French, Japanese, Edeinos,<br />

Stalenger Tap-Sign, High Ayslish, Akashan<br />

Sample specializations: reading, writing, archaic, formal<br />

Axiom: Social 3<br />

Language gives the character the ability to speak another language<br />

(characters do not need the skill for their native language.) It can<br />

be taken multiple times to represent the ability to speak several<br />

additional languages. As a macro skill, language skill checks<br />

usually only have to be made once per conversation, players do


not have to roll every time their character says or hears something<br />

in a foreign language.<br />

To speed play even further, gamemasters may wish to assume<br />

that a character’s base language skill value represents the character’s<br />

normal level of fluency in the language and skill checks are only<br />

required when the character needs to communicate “above her<br />

level”. The following charts can be used to gauge a character’s<br />

fluency and the difficulty numbers for communicating at a certain<br />

level of fluency:<br />

LANGUAGE CHART<br />

Fluency Skill value/difficulty<br />

Minimal 8<br />

Average 10<br />

Good 12<br />

Superior 15<br />

Spectacular 22<br />

Minimal fluency—Basic phrases and important words, the<br />

type of things found in phrasebooks (“Please help me, I’m lost.”<br />

“Don’t shoot!”)<br />

Average fluency—Remedial ability, knows basic grammar has<br />

a fair vocabulary of words and phrases (“Can you recommend a<br />

restaurant?” “I need to find the nearest bank.” “Don’t shoot, I’m<br />

not dangerous.”)<br />

Good fluency—Can carry on a normal conversation with a<br />

little difficulty, still stumbles over the occasional word or concept.<br />

Knows enough to get through normal, everyday situations. Speaks<br />

with a noticeable accent.<br />

Superior fluency—Knows the language as well as the average<br />

native speaker. May still have trouble with archaic or specialized<br />

words and ideas such as slang, technical terminology or an offshoot<br />

dialect. Has a neutral accent.<br />

Spectacular fluency—Has mastered the language, is<br />

indistinguishable from a well-educated native speaker. Speaks with<br />

a native accent.<br />

Master Criminal<br />

Use: Cannot be used unskilled. Special macro use skill.<br />

Sample specializations: None<br />

Reality: Nile Empire, Terra<br />

The master criminal skill allows a criminal to anticipate all<br />

possible contingencies and outcomes of a possible course of events<br />

and develop effective plans or counter-measures to either avoid<br />

problems or at least have an “escape hatch” for when things go<br />

wrong. The skill represents an effect of the world laws in the Nile<br />

Empire and is only available to characters in that reality. It is also<br />

primarily a skill for non-player characters.<br />

The skill has two functions. The first is that it can be used to plan<br />

crimes that are more difficult to solve with the evidence analysis skill.<br />

When a criminal mastermind plots or executes a crime, he generates<br />

a master crime skill total. This becomes the difficulty for any use<br />

of evidence analysis made in connection to the crime.<br />

Example: Milton Avery, a crime lord in the Nile Empire, has<br />

devised a crafty scheme to steal a priceless jeweled artifact from<br />

the home of a rich art collector in Thebes. He generates a master<br />

criminal skill total of 22. Anyone attempting to try and solve the<br />

mystery of the theft of the jeweled artifact will have a difficulty of<br />

22 for their evidence analysis skill checks.<br />

Chapter Three: Attributes and Skills<br />

The second function of the skill is to give the criminal mastermind<br />

the ability to anticipate and plan for problems that may occur in his<br />

plan. Before executing the plan, the character generates a master<br />

criminal skill total. If player characters during the execution of the<br />

crime confront the villain, he may substitute the previously generated<br />

master crime skill total for one non-physical skill total during the<br />

encounter. This represents the criminal’s clever planning coming<br />

into fruition at a critical moment.<br />

Example: During another robbery, Milton Avery is confronted<br />

by a group of Storm Knights out to apprehend him. Just when the<br />

player characters believe they have Avery cornered, he plays his<br />

trump card. Before the encounter, the gamemaster generated a master<br />

criminal total of 26 for Avery.<br />

Facing down the Storm Knights, Avery attempts to intimidate<br />

the characters into letting him go, using the previously generated<br />

master criminal skill total. He shows the Storm Knights several<br />

items they recognize as belonging to their family members and he<br />

tells them that his henchmen will kill their families if Avery doesn’t<br />

signal them that the heist went as planned. The powerful skill total<br />

is strong enough to make Avery’s intimidation very successful and<br />

he is able to escape from the Storm Knights.<br />

Nile Mathematics<br />

Use: Cannot be used unskilled. Macro skill.<br />

Sample specializations: None<br />

Reality: Nile Empire<br />

The Nile mathematics skill is not really about mathematics -<br />

adding, subtracting, multiplication and so on, though it can be used<br />

for that purpose. It instead represents knowledge about a form of<br />

magic based on mathematics and astrology. The mathematicians of<br />

the Nile Empire use the skill in combination with an appropriate<br />

magic skill (alteration magic, apportation magic, conjuration<br />

magic or divination magic) to compute mystical sums and quotients<br />

related to the astrological motion of planets in the Nile Empire’s<br />

home cosm of Terra.<br />

This mathematical astronomy allows the mathematicians to<br />

cast unique magic spells. The rules regarding the use of this skill<br />

can be found in the Nile Empire sourcebook (where it is called<br />

mathematics.)<br />

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TORG: Revised and Expanded Rulebook<br />

Research<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None<br />

Reality: Orrorsh (but see below)<br />

Research is a magical form of evidence analysis found in the<br />

realm of Orrorsh. The Victorians of Orrorsh would stoutly deny<br />

that though, claiming that it simply the application of logic and<br />

deductive reasoning, a specialization of evidence analysis and<br />

nothing more. It would not be the first thing about their world that<br />

they misunderstand. Research is in fact closer to divination magic<br />

than evidence analysis.<br />

A character using research is able to produce the same kind of<br />

results as evidence analysis but from entirely secondary sources;<br />

public reports, newspaper archives, medical reports and so on. The<br />

character is able to string together apparently unrelated pieces of<br />

information and by “reading between the lines” is able to produce<br />

insights and conclusions seemingly out of thin air. In truth, the<br />

character has magically divined the information.<br />

Research is primarily used to gather information useful for<br />

hunting down and eliminating the evil creatures that serve the<br />

Gaunt Man in Orrorsh and as such has several rules that apply to<br />

that purpose. The full rules for using research can be found in the<br />

Orrorsh sourcebook.<br />

Other cosms can have their own versions of the research skill if<br />

they have the right axioms. These alternate versions of the research<br />

skill, minus the special rules that apply to hunting monsters in Orrorsh,<br />

requires a Magic axiom of 10 and a Social axiom of 10.<br />

Scholar*<br />

Use: Macro skill.<br />

Sample limitations: Archeology, chemistry, electronics,<br />

mechanical engineering, history, literature, art, religion, arcane<br />

lore, comic books, celebrities, Star Trek, any specialized field of<br />

knowledge.<br />

Sample specializations: A more specific area of knowledge<br />

within a limitation, such as radios for electronics.<br />

Axiom: Social 10<br />

The scholar skill represents a character’s knowledge in a specific<br />

field of study. In many cases it represents “book learning”, academic<br />

facts and figures that the character has memorized. Scholars are<br />

adept at using research libraries and remembering or locating obscure<br />

facts. But it can also represent knowledge that the character has<br />

picked up through experience and being knowledgeable in areas<br />

that other people might deem “trivial”. <strong>Player</strong>s may purchase the<br />

scholar skill multiple times to represent additional areas of expertise<br />

for their character.<br />

Limitations can be about as broad as the subjects in which<br />

universities typically offer undergraduate degrees. A narrower focus<br />

within a field would normally involve a specialization but isn’t<br />

required. If the player wishes to limit his character’s knowledge<br />

to just a narrowly defined field she does not have to take a broad<br />

limitation and then apply a specialization.<br />

Example: Becky is writing up a non-player character who<br />

knows a lot about French medieval history but not much about<br />

any other period of history, French or otherwise. Instead of using<br />

scholar(history) with a specialization of “French medieval history”,<br />

she gives the character scholar(French medieval history).<br />

56<br />

The difficulty of any skill checks involving scholar are determined<br />

by the gamemaster using the Difficulty Number Scale based on<br />

how obscure the desired information might be within the particular<br />

scholar limitation. Very common information within a field, the kind<br />

of thing anyone with any interest in the field would know, does not<br />

require a skill check.<br />

For unskilled use of the scholar skill, the difficulty is determined<br />

by the gamemaster based on the field of knowledge and how much<br />

exposure the character may have had to it. For example, a Core Earth<br />

character from the United States would have a lower difficulty number<br />

than a character from Orrorsh for an unskilled scholar(history) check<br />

if the question is about American history while the reverse would<br />

be true if the question is about an event in Gaean history.<br />

In some cases it may be important to know how much information<br />

a character knows about a particular topic rather than just whether<br />

or not the character knows a specific fact. Very general, broad-based<br />

questions like “what does my character know about elven monks?”<br />

instead of something specific like “what Ayslish god do the elven<br />

monks worship?” usually fall into this category.<br />

In situations like this, the gamemaster should use the success<br />

level of the skill check to determine how much information the<br />

character either knows or is able to look up. The difficulty of the<br />

skill check should be determined normally using the Difficulty<br />

Number Scale.<br />

SCHOLAR CHART<br />

Success level Information level<br />

Minimal General information known to most scholars (elven monks<br />

belong to a small sect of elmiir worshippers.)<br />

Average More specific information but nothing obscure (some of<br />

the restrictions the elven monks must follow.)<br />

Good A decent amount of obscure information (the tenets of the<br />

path of true knowledge that the monks follow.)<br />

Superior Detailed information known only to experts in the field (the<br />

special abilities elven monks gain from their faith.)<br />

Spectacular Highly specific information known only by a few (the<br />

secret location of the temple of true knowledge.)<br />

Realm lore: A common specialization of scholar found in<br />

the Possibility Wars is realm lore. This represents a study of a<br />

particular cosm or realm, usually the character’s own but not<br />

always. Information about how things work in other realities can<br />

prove very useful to a Storm Knight. Characters cannot start play<br />

with realm lore for a reality other than their own but can later gain<br />

other realm lores during play.<br />

Realm lore can be used to answer questions about history,<br />

geography and customs in a cosm like the more general scholar<br />

fields but is most useful when it involves information unique to that<br />

particular cosm, including such areas as the cosm’s axioms and world<br />

laws and matters that directly or indirectly relate to that.<br />

Example: Magoth has scholar(Ayslish realm lore). If another<br />

Storm Knight were to ask Magoth if a particular piece of technology<br />

would work in Aysle, he could answer that with a successful skill<br />

check. Roger, Magoth’s player, can of course just compare the Tech<br />

axiom of the item to Aysle’s Tech axiom to see if it would work<br />

there but these axiom numbers aren’t known by the characters so<br />

they don’t have that option.


Security<br />

Use: Cannot be used unskilled without the appropriate tools.<br />

Unskilled use with tools penalized. Macro skill..<br />

Sample specializations: Detecting alarms/traps, disarming<br />

alarms/traps, counter-security, electronic locks, electronic<br />

systems<br />

Axiom: Tech 8 for mechanical systems, Tech 20 for electronic<br />

systems<br />

The security skill lets a character work with mechanical and<br />

electronic security systems. Depending on the Tech axiom this can<br />

range from motion detectors and computerized surveillance systems<br />

down to pressure plates and booby traps. A character with this skill<br />

knows both how to set up security systems and how to defeat them.<br />

Specialized tools are often needed to disable electronic systems but<br />

may not be necessary to disable mechanical systems. Detecting<br />

security systems usually does not require specialized equipment.<br />

This skill does not cover things like safecracking or opening<br />

locks that involve physical tumblers and mechanisms, those are<br />

covered by the lock picking skill. Security can get the character<br />

open access to the lock, but not any farther. Electronic locks can<br />

be “picked” with the security skill.<br />

Difficulty numbers for electronic locks can be based off of the<br />

chart given in the description of lock picking. Difficulty numbers for<br />

detecting alarms and traps can be based off of the Difficulty Number<br />

Scale or based on the security skill of the person who designed the<br />

system. Difficulty numbers for deactivating or bypassing alarms and<br />

traps should be based on the Difficulty Number Scale.<br />

Example: Yukitada is trying to gain entrance to a Nippon Tech<br />

megacorp tower in downtown Tokyo. She first makes a visual<br />

inspection of the building to determine its exterior security measures.<br />

Barbara makes a security skill check for Yukitada against a difficulty<br />

that Becky has based on the security skill value of the megacorp’s<br />

chief of security. Getting a high skill total, Yukitada easily spots all<br />

of the building’s external sensors and alarms.<br />

Exploiting a gap in the building’s security net, Yukitada<br />

approaches a side door equipped with an electronic lock. Pulling out<br />

a high-tech “lockpick” device, Yukitada tries to break the security on<br />

the door. Here the type of lock, not the security skill of the person<br />

who designed the system, determines the difficulty number. Using<br />

the chart under the lock picking skill, Becky rates it as an exterior<br />

door (10) with a high-security lock (+4), a final difficulty of 14.<br />

Space Vehicles<br />

Use: Unskilled use penalized. May be used as a macro skill.<br />

Sample specializations: Space shuttle, sub-orbital transport,<br />

MMU, Akashan lightship, geomantic shuttle<br />

Axiom: Tech 21<br />

This skill reflects a character’s ability to operate, pilot and<br />

make minor repairs to spacecraft of all types, including Manned<br />

Maneuvering Units on spacesuits and even space stations. Depending<br />

on the type of craft the astronaut may need to make space vehicles<br />

skill checks to take off and land the craft, though with many primitive<br />

spacecraft the astronaut is more of a passenger instead of a pilot.<br />

The astronaut must also make a space vehicles skill check whenever<br />

attempting any type of unusual maneuver, such as docking with<br />

another ship or space station and maneuvers made during combat.<br />

The difficulty of a task is determined by the gamemaster using the<br />

Difficulty Number Scale.<br />

Chapter Three: Attributes and Skills<br />

The space vehicles skill is also used to increase a ship’s speed<br />

beyond its normal capabilities, assuming that the craft have a<br />

controllable throttle. That may not be the case with more primitive<br />

spacecraft. This is accomplished with a speed push similar to the<br />

type characters can do with their own movement rates. All vehicles<br />

have a speed value that is essentially the same as a character’s limit<br />

value. It is not the maximum possible speed of the vehicle, just the<br />

maximum speed possible without putting stress on the vehicle’s<br />

engine and/or structure.<br />

The rules for speed pushes can be found in Chapter Four. The<br />

macro use of this skill is handled with the same rules that apply<br />

to the macro movements of characters in the “Timed Movement”<br />

sidebar.<br />

In space combat, a pilot’s space vehicles skill is used in place<br />

of combat skills such as dodge and maneuver. In the very unlikely<br />

(but not impossible) case of a spacecraft being attacked in flight by<br />

someone using melee weapons or unarmed combat the pilot’s space<br />

vehicles skill substitutes for the normal defensive skill values.<br />

Tracking<br />

Use: Macro skill.<br />

Sample specializations: By terrain type (mountain, desert,<br />

forest, jungle, urban)<br />

This skill gives its user the ability to follow a trail left by another<br />

creature or vehicle. It combines the ability to notice details of the<br />

environment with the processing of that information to recognize<br />

signs of recent or not so recent passage A character using just<br />

Perception or find might see all the clues, but not put the information<br />

together correctly.<br />

To use the skill, the tracker generates a total against a difficulty<br />

number of 8. If the target tries to conceal her trail, she generates<br />

a tracking skill total of her own and this becomes the difficulty of<br />

following her trail. The difficulty number of a tracking attempt is<br />

modified by the following factors:<br />

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TORG: Revised and Expanded Rulebook<br />

TRACKING CHART<br />

Situation Modifier<br />

Trail is a day old +2<br />

Trail is a few days old +5<br />

Trail is a week old +8<br />

Trail passes through a trafficked area +2 To +10<br />

Tracking during inclement weather +5<br />

Tracking over a hard surface (cement, rock) +10<br />

Per person being tracked -1<br />

Tracking through mud or snow -5<br />

Tracking a vehicle -5<br />

Per vehicle -2<br />

A tracker is required to make a new tracking skill check every<br />

time conditions of the trail change, such as the trail crossing<br />

from one type of surface to another or a change in the weather.<br />

Gamemasters should consider requiring a couple of skill checks be<br />

made for following any trail regardless of length and even if none<br />

of the conditions change along the trail. As a minimum, following<br />

a trail should involve three skill checks; one to find the trail and get<br />

started, one along the trail, and one close to the end so that there’s<br />

a risk of losing the trail.<br />

Trick<br />

Sample specializations: Misdirection, distraction, non-verbal,<br />

feint, fast-talk<br />

The trick skill is used to unbalance or fool a target for a brief<br />

period of time. Trick is most commonly used in round play to put<br />

opponents off guard rather than as a macro skill due to the short<br />

duration of its effects, but it can be used in macro situations to cover<br />

a quick lie or deception.<br />

Trick is also the defensive skill used against trick, though the<br />

willpower skill could be used instead during macro uses of trick. If<br />

the target does not have trick then Perception is used instead. The<br />

results of a trick attempt are determined by using the Interaction<br />

Results Table found in Chapter Four. When a character attempts<br />

to trick someone, the player should specify to the gamemaster the<br />

effect he wants it to have on his character’s opponent before rolling<br />

the die. This is known as the player’s call and lets the gamemaster<br />

better judge the results of the trick.<br />

The gamemaster, in relation to circumstance and believability as<br />

well as the player’s roleplaying ability, should modify trick skill totals.<br />

If the character uses a simple but believable trick he should get a<br />

bonus to his skill total. If it’s something unbelievable or inappropriate<br />

to the situation then a small penalty should be applied.<br />

Example: Magoth needs to get past a sentry standing guard<br />

outside a gate that leads into a fortified Cyberpapacy cathedral.<br />

Magoth’s player, Roger, decides he will try and bluff his way in,<br />

hoping to at least get up to the gate without the guard raising an<br />

alarm. The player’s call is being able to convince the guard that he<br />

has every right to enter the cathedral grounds and that the guard<br />

should open the gate for him. Instead of just describing the action,<br />

Roger elects to roleplay out what Magoth says to the guard.<br />

“I’m going to walk straight towards the gate, looking unconcerned,<br />

and call out the guard. ‘You there! Open the gate! They’re expecting<br />

me inside and I’m running late!” Roger rolls well and generates a<br />

trick skill total of 20.<br />

58<br />

Becky decides to give Roger a +2 bonus for roleplaying the<br />

attempt but also applies a -2 penalty for the unlikely nature of<br />

the trick; Magoth does not look like someone who works for the<br />

Cyberpapacy. The modifiers cancel out so Magoth’s skill total<br />

remains at 20. The guard does not have trick so Becky compares<br />

Magoth’s total to the guard’s Perception.<br />

Becky consults the Interaction Results Table to see how well<br />

Magoth’s trick works. It works quite well, but not well enough for<br />

a player’s call. Becky tells Roger that Magoth is able to reach the<br />

gate without the guard raising the alarm. The guard started to turn to<br />

open the gate but then turned back to look at Magoth again, slowly<br />

realizing that something’s not quite right.<br />

Water Vehicles<br />

Use: May be used as a macro skill.<br />

Sample specializations: Raft, sailboat, motorboat, submarine,<br />

hydrofoil<br />

Axiom: Tech 3; a magically-operated water vehicle requires<br />

Magic 10<br />

This skill reflects a character’s ability to operate, pilot and make<br />

minor repairs to all types of waterborne craft, including submersibles.<br />

The difficulty of any particular piloting task is determined by the<br />

gamemaster using the Difficulty Number Scale.<br />

The water vehicles skill is also used to increase a vehicle’s speed<br />

beyond its normal capabilities. This is accomplished with a speed<br />

push similar to the type characters can do with their own movement<br />

rates. All vehicles have a speed value that is essentially the same<br />

as a character’s limit value. It is not the maximum possible speed<br />

of the vehicle, just the maximum speed possible without putting<br />

stress on the vehicle’s engine and/or structure.<br />

The rules for speed pushes can be found in Chapter Four. The<br />

macro use of this skill is handled with the same rules that apply<br />

to the macro movements of characters in the “Timed Movement”<br />

sidebar.<br />

In vehicle combat, a pilot’s water vehicles skill is used in place<br />

of combat skills such as dodge and maneuver. In the case of a<br />

vehicle being attacked by someone using melee weapons or unarmed<br />

combat while the vehicle is in motion, the pilot’s water vehicles<br />

skill substitutes for the normal defensive skill values.<br />

Mind<br />

Mind represents the character’s problem-solving capabilities,<br />

force of will and ability to concentrate. A character’s “IQ” would<br />

be based primarily on her Mind, though Perception would also<br />

contribute to it. Characters with high Mind values can be found in<br />

professions that require the application of knowledge and experience<br />

to analyze and figure out new approaches to old problems or to<br />

solve new ones.<br />

Mind-Related Skills<br />

Apportation Magic<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None<br />

Axiom: Magic 5<br />

Apportation magic is the magic of motion, the magic that moves<br />

an object or a quality from one place to another. A flying carpet uses<br />

apportation magic to move through the air. A spell that gathers the<br />

ambient light of an area and concentrates it all in one place is an


example of apporting a non-physical object, the light itself is being<br />

moved by the spell.<br />

A “haste” spell which allows a person to move faster is not an<br />

apportation magic spell because the spell is not conferring motion<br />

to the person; the ability to move faster is a change to the character’s<br />

natural movement rate and so would be an alteration magic spell<br />

instead. A spell which transferred a movement rate from one character<br />

to another, slowing one character down to speed the other up, would<br />

be an apportation magic spell because it is moving a quality from<br />

one location to another.<br />

The apportation magic skill is used to cast apportation spells.<br />

Specializations are not allowed because this is already covered by<br />

the magic system through the use of arcane knowledges. Detailed<br />

rules for using apportation magic and the other magic skills can<br />

be found in Chapter Ten.<br />

Artist*<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample limitations: Painting, sculpting, fashion, music, writing,<br />

dance choreography, flower arrangement<br />

Sample specializations: Specific field within a limitation (writing<br />

poetry, composing music, watercolor painting, etc.), forgery<br />

Axiom: Social 3<br />

This skill gives its user the ability to create a work of art. “Art”<br />

is a broadly defined category but for this skill generally refers<br />

to designing, arranging or creating something which provokes a<br />

response from observers. Tastes vary and not all artists will produce<br />

works for the same reason; some may want to entertain and please,<br />

others shock, still others may try to communicate a message with<br />

their work.<br />

Chapter Three: Attributes and Skills<br />

Some categories that fit this definition of art do not fall under<br />

the artist skill. While dance choreography falls under this skill,<br />

the actual application of the artist’s work is done instead with the<br />

dance skill. Similarly, forms of art which involve speaking, singing<br />

and anything else which involves performing for an audience are<br />

covered by the performance art skill.<br />

Creating a work of art generally does not involve making an artist<br />

skill check against a difficulty number. Because perception of art<br />

can be very subjective, when a character creates a work the player<br />

generates an artist skill total and that value is then used to gauge the<br />

effectiveness of the work however seems most appropriate.<br />

A painting intended to invoke feelings of anger in the observer<br />

could use the artist skill value like the taunt skill, while a song meant<br />

to convey a message and convince people of something could use<br />

the artist skill value like the persuasion skill. As a general guideline,<br />

“good” or at least “effective” artwork should have a skill total of at<br />

least 15. The amount of time involved in creating a work can vary,<br />

anywhere from a few days to years.<br />

The artist skill can also be used to judge other works of art,<br />

perhaps to determine a monetary value, to detect a forgery or to<br />

gain a better appreciation of the artist’s talent (or lack thereof.)<br />

The difficulty of judging another piece of art is usually equal to<br />

the artist skill value of the piece though gamemasters may adjust<br />

the difficulty of the task depending on circumstances using the<br />

Difficulty Number Scale.<br />

Producing a forgery of a piece of art will use either the artist<br />

skill or the forgery skill depending on the nature of the forgery. An<br />

attempt to duplicate an existing piece of art will use the forgery<br />

skill. Creating a new piece of art that appears to be the work of<br />

another artist, such as a “newly discovered” Rembrandt painting,<br />

would use artist.<br />

Biotech<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Weapons, vehicles, genetic<br />

manipulation, symbiotes<br />

Axiom: Tech 28<br />

Biotech is a specialized variant of the science skill devoted to the<br />

organic-based technology of the Space Gods. It measures a character’s<br />

ability to design, create and maintain biotech constructs. Proper use<br />

of biotech often requires an extensive amount of specialized Tech<br />

30 equipment, except for the maintenance of biotech equipment<br />

that often only requires the equivalent of a first aid kit and a supply<br />

of nutrient packs.<br />

The rules for using the biotech skill can be found in the Space<br />

Gods Sourcebook.<br />

Business<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Stock market, trend prediction,<br />

production, management, company analysis<br />

Axiom: Social 13<br />

The business skill allows a character to understand and operate<br />

within a financial and business environment. Businessmen can use<br />

the skill to predict future market tends, manipulate the prices of<br />

supplies and merchandise, invest in stocks and bonds, judge another<br />

company’s strengths and weaknesses and follow their business<br />

dealings as well. What it usually boils down to using business to<br />

make money, as much as possible.<br />

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Business is an important skill in Nippon Tech but it is also<br />

found in Core Earth. While it can be found in several other realities<br />

involved in the Possibility Wars, it is not as important a skill in those<br />

cosms because the economic structures there are not as advanced as<br />

they are in Nippon Tech and Core Earth. Even in the Space Gods<br />

realm, with its very high Social axiom, the skill is not as important<br />

as it is in Nippon Tech or Core Earth because their culture and<br />

economy evolved along different lines and does not emphasize the<br />

acquisition of wealth.<br />

The rules and guidelines for using the business skill can be<br />

found in the Nippon Tech sourcebook. When using those rules,<br />

businessmen with realities other than Core Earth or Marketplace/<br />

Nippon Tech should be penalized on their skill checks because of<br />

their less-developed knowledge of economic systems.<br />

Computer Science<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Specific programming languages,<br />

specific type of programs, specific operating systems, computer<br />

security, networking, VX environments<br />

Axiom: Tech 21<br />

Computer science represents knowledge of computer architecture<br />

and program design. In play its primary uses are writing programs<br />

and “hacking” computer security. It can also be used to design or<br />

modify computer hardware, including cyberdecks (though building<br />

a cyberdeck uses cybertech, not computer science.) The skill can<br />

also be used instead of the computer operations skill to operate<br />

computers and use programs.<br />

Since computers, programs and operating systems can be very<br />

diverse in functions and ease of operation, gamemasters should<br />

determine the difficulty of tasks using the Difficulty Number Scale.<br />

Possible factors to consider are the sophistication of the system and<br />

the quality of the programs involved. In many cases the computer<br />

60<br />

science skill value of the person who wrote the program or designed<br />

the security can be used as the difficulty number for attempts to<br />

modify programs or crack security protocols on a computer. The<br />

reverse is also true, when characters write their own programs the<br />

computer science skill value they generate becomes the difficulty<br />

for anyone else to modify their programs or circumvent their<br />

security measures.<br />

<strong>Rules</strong> for writing cyberdeck programs can be found in the<br />

GodNet supplement and Tharkold Sourcebook. Additionally, due<br />

to the nature of the “Virtual Experience” (VX) computer systems<br />

that cyberdecks use, most of the tasks that are handled by computer<br />

science in non-VX systems will be covered instead by cyberdeck<br />

operations in a VX environment.<br />

Computer science may be used in place of the cyberdeck<br />

operations skill to operate a cyberdeck and access the GodNet in the<br />

Cyberpapacy or the Grid in Tharkold but the character is considered<br />

unskilled for purposes of rerolls. Computer science does not substitute<br />

for cyberdeck operations in determining a character’s net skills in the<br />

GodNet or the Grid. See the GodNet supplement, the Cyberpapacy<br />

Sourcebook or the Tharkold Sourcebook for more information. (The<br />

skill is listed as science(computers) in those books.)<br />

Conjuration Magic<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None<br />

Axiom: Magic 10<br />

Conjuration magic involves the production or creation of<br />

something that did not previously exist. A spell that allows a<br />

magician to produce and throw a fireball at an opponent without a<br />

nearby source of flame is conjuration magic because it is creating the<br />

fireball from “nothing”. Similarly, a spell that animates a normally<br />

inanimate object is creating life or at least a semblance of life where<br />

it did not exist before and is therefore conjuration magic.<br />

The effects produced by conjuration magic do not have to be<br />

physical. A spell that creates fear in a target when previously there<br />

was no fear is a conjuration spell. A common use of conjuration<br />

magic that produces a non-physical effect is the creation of a<br />

pathway to another dimension; spells that summon creatures from<br />

other dimensions are conjuration spells. These summoning spells<br />

are not creating a creature from “nothing”, they are creating a<br />

bridge across the gap between dimensions, allowing access to the<br />

desired creature.<br />

Conjuration magic can also be used for the reverse effect,<br />

destruction instead of creation. Instead of creating something from<br />

“nothing”, “nothing” is created from something. A disintegration<br />

spell that completely eliminates a target from existence is conjuration<br />

magic. Spells that banish summoned creatures back to their home<br />

dimension work by destroying the bridge that allows the creature to<br />

cross over in the first place. Without that bridge, the creature reverts<br />

back to its own dimension.<br />

The conjuration magic skill is used to cast conjuration spells.<br />

Specializations are not allowed because this is already covered by<br />

the magic system through the use of arcane knowledges. Detailed<br />

rules for using conjuration magic and the other magic skills can be<br />

found in Chapter Ten.


Cybertech<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Cyberware, cyberdecks<br />

Axiom: Tech 26<br />

Cybertech is used to build, improve and repair cyberdecks and<br />

cyberware. It also provides knowledge of the engineering involved<br />

in the manufacture of the component parts and the principles<br />

governing their operation.<br />

<strong>Rules</strong> covering the use of cybertech can be found in both the<br />

Cyberpapacy sourcebook and the Tharkold Sourcebook.<br />

Demolitions<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Buildings, bridges, walls, vehicles,<br />

armor<br />

Axiom: Tech 13<br />

Demolitions allows a character to do two things; to determine<br />

how much explosives are necessary to blow something up and to<br />

increase the damage done by an amount of explosives. Demolitions<br />

is not needed to simply set off explosives, it just makes their use<br />

more effective.<br />

The first use of the skill involves the player stating what object<br />

her character wants to blow up and what, if any, other effects the<br />

character wants the explosion to have. For example, a character may<br />

want to topple a tree so that it falls across a road and blocks traffic<br />

rather than it falling in a random direction.<br />

The player generates a demolitions skill check against a difficulty<br />

determined by the gamemaster. If the skill check is successful, the<br />

character knows how much explosives he needs to use and where to<br />

place them for the desired effect. Some sample difficulty numbers<br />

are given in the chart below:<br />

Chapter Three: Attributes and Skills<br />

DEMOLITIONS CHART<br />

Target Difficulty<br />

Familiar object (tree, wall, rock) 8<br />

Moderately familiar object (tank, bridge support, armored 10<br />

bulkhead)<br />

Unfamiliar object (building of unknown but familiar 12<br />

construction, a familiar object of unknown construction)<br />

Completely unknown object (doesn’t know what it is or 15<br />

what it’s made of)<br />

Object has a mostly inconsistent structure (made out of +2 To +5<br />

two dissimilar aterials like wood and stone)<br />

If the character succeeded at the skill check he knows the<br />

damage value necessary to inflict the desired amount of destruction<br />

on the target (generally, a wound will break an object and dead<br />

will completely destroy the object.) If he has the right amount of<br />

explosives to produce the desired damage value, he can place and<br />

detonate the explosives without having to make another demolitions<br />

skill check.<br />

If the character does not have enough explosives to produce<br />

the desired damage value, the second use of the skill comes into<br />

play. By making a second demolitions skill check against the same<br />

difficulty number, the character can determine where to place the<br />

explosives he does have available in an attempt to produce the<br />

desired effect. This second skill check is treated as a power push<br />

(see Chapter Four), with the results of the push being added to the<br />

damage value of the character’s explosives. If the damage value is<br />

increased enough to equal or exceed the damage value determined<br />

with the first skill check, the character can produce the desired effect<br />

with the amount of explosives on hand.<br />

Example: A demolitionist in the Victorian army in Orrorsh<br />

needs to bring a bridge down. He made his first demolitions skill<br />

check and learns that he needs a damage value of 25 to blow the<br />

bridge. Unfortunately he only has enough TNT to produce a damage<br />

value of 22.<br />

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He makes a second demolitions skill check against the same<br />

difficulty number. The gamemaster calculates the results of the<br />

power push and determines that the character gets a +4 bonus to<br />

the damage value of his explosives. This raises his damage value<br />

to 26, enough to blow the bridge exactly the way the characters<br />

wants to do it.<br />

If the character fails the first demolitions skill check, he has no<br />

idea how much explosives are necessary for the desired effect and<br />

will have to guess how much to use and where to place the explosives.<br />

The gamemaster will have to judge the likely outcome by comparing<br />

the amount of explosives used compared to the amount needed and<br />

how simple or complicated of an outcome the player wants.<br />

Example: Quin wishes to cause a rockslide on a narrow<br />

mountain road and block it off so that no one can pass. Since rock<br />

is considered a familiar object, the base difficulty is 8. Quin does<br />

not have demolitions though so Becky assigns a Very Hard modifier,<br />

increasing the difficulty to 18. Paul does not roll very well; Quin<br />

only generates a skill total of 12 and fails.<br />

Quin has enough plastique on hand to produce a damage value<br />

of 29. Figuring too much is better than too little, he plants all of it<br />

along the rocky slope he wants to have slide down onto the road. If<br />

Quin had made his skill check, Becky would have told Roger that a<br />

damage value of 17 was all that he needed. Since Quin is after a fairly<br />

simple result, Becky figures that he will get his desired rockslide.<br />

But because he’s using much more explosives than necessary, the<br />

shockwaves will trigger a second rockslide that threatens Quin and<br />

he’ll have to move quickly to get away from it!<br />

Hypnotism<br />

Use: Cannot be used unskilled. Macro skill.<br />

Sample specializations: None<br />

Axiom: Social 17<br />

Hypnotism is used to place a target into a trance-like state under<br />

which her subconscious mind can be probed. It is an effective<br />

interrogation technique, assuming the character can be placed into<br />

a trance. The hypnotist can also plant post-hypnotic suggestions that<br />

will affect the target’s behavior at some point in the future.<br />

Subjects in trances are not aware of their surroundings for the<br />

duration of the trance. Trances never last more than 30 minutes<br />

and the instant anyone tries to harm a subject who is in a trace, the<br />

subject will immediately come back to her senses.<br />

To place a target into a trance, the hypnotist must focus all of the<br />

target’s attention on one point (usually an eye-catching simple object,<br />

like a shiny, swinging watch) and then must try to relax the target<br />

until she “falls asleep”. The base difficulty of the hypnosis check is<br />

the target’s willpower skill or Mind attribute. If the target is tense<br />

or excited there is a +5 penalty added to the difficulty. If the target<br />

is unwilling to be hypnotized, the penalty is +8. Unwilling targets<br />

can sometimes have their resistance beaten down, the character<br />

becomes too tired or gives up on trying to resist.<br />

When the target is in a trance, the hypnotist may attempt to<br />

interrogate the target or plant suggestions. Interrogations are<br />

handled with the normal rules found under the intimidation skill.<br />

Because the target is in a receptive state from the hypnotic trance,<br />

the interrogator gets a +5 bonus to his skill totals and the target<br />

cannot actively defend against the interrogation.<br />

Planting a post-hypnotic suggestion is a bit more difficult. The<br />

suggestions are future actions or tasks the hypnotist wishes the target<br />

62<br />

to perform. The subject does not need to be in a trance to perform<br />

the suggestion, only to receive them from the hypnotist.<br />

A hypnotist can implant a number of suggestions equal to the<br />

success levels of the initial hypnosis skill check (Minimal is one<br />

suggestion, Average is two, etc.) Each time the hypnotist implants<br />

a new suggestion, he generates a new hypnosis skill total. This total<br />

is recorded for each suggestion.<br />

Later, when it is time for the target to act upon a suggestion,<br />

she generates a willpower or Mind total against a difficulty equal<br />

to the hypnotist’s skill total for that suggestion. If the action check<br />

is successful, she comes to his senses and avoids acting upon the<br />

suggestion. The subject receives a +3 bonus to her total if the<br />

suggestion would cause the character to do something to which<br />

she is strongly opposed, such as harming herself or a close friend.<br />

While carrying out a suggestion, hypnotized characters are unaware<br />

of their actions.<br />

Example: Brother Sin, a villain from the Nile Empire, has<br />

captured Quin and plans on using hypnosis to make Quin assassinate<br />

a Core Earth military general. Quin is unwilling to be hypnotized<br />

and does not have the willpower skill so his Mind attribute of 8 is<br />

increased to a difficulty number of 16. But Becky generates a hypnosis<br />

skill total of 20 for Sin so he successfully hypnotizes Quin.<br />

Since Sin wishes to plant post-hypnotic suggestions in Quin’s<br />

subconscious, the success level of his first hypnosis check is used<br />

to see how many suggestions he can make. Checking the General<br />

Results Table, Becky sees that he got a Good result, which will<br />

allow him to plant three suggestions.<br />

The first suggestion is that when he awakens, Quin will drive<br />

to the general’s nearby headquarters. Quin is known there so the<br />

guards will let him in. The second suggestion is that when Quin<br />

hears the word “peregrine” he will go to the general’s office. The<br />

third suggestion is that when Quin sees the general, he will pull his<br />

gun and shoot the general. Becky generates hypnosis totals for each<br />

of Sin’s suggestions; 13, 9 and 14.<br />

When Quin awakens, his player Paul generates a Mind total<br />

against the first suggestion. He fails, so Quin drives to the general’s<br />

headquarters. Later, Sin calls Quin at the base and says the word<br />

“peregrine”, triggering the second suggestion. Paul fails again and<br />

Quin carries out the second suggestion. Quin enters the general’s<br />

office and as soon as he sees the general rolls against the third<br />

suggestion.<br />

Because Quin would be strongly opposed to shooting the general,<br />

he gets the +3 bonus to his Mind total. This time Quin beats the<br />

hypnosis total and is able to stop himself before he pulls his gun<br />

on the general.<br />

Linguistics<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Different language groups.<br />

Axiom: Social 3<br />

Linguistics allows a character to figure out foreign languages and<br />

codes of communication. It does not provide a level of communication<br />

similar to that of the language skill, nor does it represent fluency or<br />

an ability to speak the unknown language. Rather, it is the ability<br />

to draw connections from possibly related language types and also<br />

intuits meaning and intent from body language and inflection.<br />

The difficulty of a linguistics check is based mostly on the<br />

relationship of the unknown language to any languages the linguist<br />

knows. The following chart provides some guidelines:


LINGUISTICS CHART<br />

Relationship Difficulty<br />

Different dialect of known languag 3<br />

Language is derived a common source (e.G., Understanding 10<br />

spanish if you understand french)<br />

Completely foreign language (e.G., Chinese to english) 13<br />

Alien language (e.G., Language from another cosm) 22*<br />

*Note that many of the cosms in the possibility wars have languages similar<br />

to languages in core earth, in which case one of the other relationships<br />

should be used instead of this one.<br />

The success level of the linguistics skill check will tell how much<br />

is understood. Minimal success means that only basic concepts are<br />

communicated. A superior or better success allows the linguist to<br />

completely understand what is being said. Communicating back to<br />

the other person will depend on their linguistics skill though!<br />

Medicine<br />

Use: Unskilled use penalized.<br />

Macro skill. May be used in round<br />

play as per first aid.<br />

Sample specializations:<br />

Family medicine, trauma, surgery,<br />

specific field of medical study<br />

(diseases, drugs, heart, lungs,<br />

etc.), alternative styles of medicine<br />

(acupuncture, herbal medicine,<br />

etc.).<br />

Axiom: Social 10 and Tech 8<br />

Medicine is used to help a<br />

damaged character recover and heal<br />

from her physical injuries. Its can<br />

represent a wide range of medical<br />

treatments, ranging from traditional<br />

“western” treatments, acupuncture,<br />

herbal medicine, or other similar<br />

treatments for the sick or injured. It can<br />

also be used in place of the first aid skill<br />

for quick treatment of injuries.<br />

In play medicine has two primary<br />

uses. The first is to help injured<br />

characters heal physical damage faster.<br />

The second is to surgically implant<br />

cyberware. Medicine cannot be used to<br />

aid in the recovery of mental or spiritual damage.<br />

When a player is allowed to make a recovery check (see Chapter<br />

Four) to see if her character heals wound damage, if the character<br />

has been under medical care a medicine roll is first made by the<br />

character with the medicine skill. The difficulty of this check depends<br />

on the injuries of the recovering character:<br />

MEDICINE CHART<br />

Wound level Difficulty #<br />

Wound 10<br />

Heavy wound 12<br />

Mortal 15<br />

The Tech axiom of the medical equipment available to the healer<br />

may aid in the injured character’s recovery, though depending on<br />

Chapter Three: Attributes and Skills<br />

the type of injury and the type of treatment being administered,<br />

such as with most alternative forms of medicine, the Tech axiom<br />

may not have that much of a bearing.<br />

For Tech axioms less than 19, the difficulty of the medicine skill<br />

check is increased by +5. At Tech axioms 19 and 20 the difficulty is<br />

increased by +2. For Tech axioms between 24 and 26 the difficulty<br />

is reduced by -2 and for Tech axioms above 26 the difficulty is<br />

lowered by -5.<br />

If the medicine skill check is successful, it is treated like a power<br />

push (see Chapter Four again) and the power push result is added<br />

as a bonus to the injured character’s recovery check. If the check<br />

is not successful, the injured character makes a normal recovery<br />

check - there is no penalty for a failed medicine check. Only one<br />

medicine check may be made per day on a character<br />

Example: Quin took a wound in a confrontation with a mummy<br />

in the Nile Empire. He visits Dr. Throckton’s clinic in Cairo.<br />

Throckton rolls poorly on the first<br />

day, giving Quin no benefit but<br />

at least no penalty. Quin fails his<br />

recovery check for that day. The<br />

next day Dr. Throckton rolls well<br />

and succeeds. The power push is<br />

calculated off of his result and<br />

Quin receives a +3 bonus to his<br />

next recovery check.<br />

For rules concerning the use of<br />

medicine to implant cyberware,<br />

see the Cyberpapacy Sourcebook<br />

or the Tharkold Sourcebook.<br />

Meditation<br />

Use: May not be used<br />

unskilled. Macro skill.<br />

Sample specializations:<br />

None.<br />

Axiom: Social 12 and<br />

Spirit 7<br />

A character with the<br />

meditation skill has gained<br />

complete control over her<br />

mind and body, and has the<br />

ability to enter a meditative<br />

trance. Meditative trances provide several useful<br />

benefits for a character. Entering a trance requires complete<br />

concentration by the character and takes approximately fifteen<br />

minutes.<br />

Under normal conditions a skill check is not required to enter a<br />

trance. If the character is in a stressful situation or nervous, entering<br />

a trance requires a meditation skill check against a difficulty of 8. If<br />

the character is in a violent situation where he might be in danger,<br />

the difficulty is increased to 13.<br />

Once in a trance, there are three possible effects that the character<br />

can use. Each effect has to be used individually, if the character<br />

wishes to use more than one of the effects she will have to come<br />

out the trance after using the first effect and then go into a second<br />

trance to use the second effect.<br />

The first possible effect is to allow the character to use her<br />

meditation skill in place of her Perception or Mind attribute to solve<br />

a puzzle or problem. If the problem is something that would fall<br />

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under a skill with a penalty for unskilled use, the penalty is applied<br />

to the difficulty number when the character uses her meditation<br />

skill to try and solve it. If it falls under a skill that cannot be used<br />

unskilled, meditation cannot be used to try and solve it.<br />

Example: Yukitada has become lost in the Living Land. Normally<br />

in this situation the direction sense skill is used. Yukitada does not<br />

have direction sense though and would use her Perception of 9.<br />

But Yukitada’s meditation skill value is 11. By entering a trance<br />

and contemplating her situation, she gets to use the skill value of<br />

11 instead of the attribute of 9 and has a slightly better chance of<br />

success.<br />

The second possible effect is to slow the character’s metabolic<br />

rate, reducing the need to eat, drink and breathe. A character can<br />

enter a trance and remain in the trance for a number of days equal<br />

to her base meditation skill value. She does not need food or water<br />

while in the trance, though she will be hungry and thirsty when she<br />

comes out of the trance, and still needs to breathe. The character<br />

must eat and drink after coming out of the trance before she can<br />

use meditation again.<br />

A meditating character can also reduce her body’s need for<br />

oxygen, but not to the same extent. By entering a trance, the<br />

character is able to add her skill adds of meditation to the time<br />

value of the available air supply to determine how long the air will<br />

last for the character.<br />

Example: Yukitada has been locked in an airtight cell that has<br />

only fifteen minutes of breathable air in it. Fifteen minutes is a time<br />

value of 15. Yukitada has +1 adds in meditation which means if<br />

she enters a trance the air will last for a time value of (15 + 1) 16,<br />

which is 25 minutes. Not much more time, but hopefully enough<br />

for Yukitada’s friends to find her.<br />

The third possible effect is to speed up the character’s metabolism<br />

to facilitate faster healing. While in the meditative trance the<br />

character will heal shock damage and KO conditions at twice the<br />

64<br />

normal rate. If the character meditates for at least three hours, wound<br />

damage heals twice as fast as well. After coming out of the trance<br />

the character will be hungry and thirsty and will need to eat and<br />

drink before being able to use meditation again. See Chapter Four<br />

for the normal rules concerning healing rates.<br />

Mindsense<br />

Use: Cannot be used unskilled. Macro skill.<br />

Sample specializations: none<br />

Axiom: Social 17 and Spirit 9.<br />

Mindsense is an advanced and specialized form of meditation<br />

used to overcome the inner pain caused by mental damage. In this<br />

regard it is similar to the resist pain skill, though it works a bit<br />

differently.<br />

A character that has suffered mental damage must enter a<br />

meditative trance, as outlined in the meditation skill, and remain<br />

in the trance for at least ten minutes per mental wound received.<br />

At the end of the trance, the character generates a mindsense skill<br />

total and compares it to his Mind attribute. The result points are<br />

read as a power push (see Chapter Four) with that result indicating<br />

the number of mental wounds whose effects the character can<br />

temporarily ignore. The damage is not removed; the character just<br />

doesn’t feel the effects of it.<br />

The character may ignore the effects of this amount of damage<br />

for a number of hours equal to the number of adds the character has<br />

in mindsense. If the character takes any additional mental damage<br />

during that period, the effects of mindsense end immediately.<br />

Nile Engineering<br />

Use: Cannot be used unskilled. Macro skill.<br />

Specializations: Pyramids, tombs, temples, trap detection<br />

Reality: Nile Empire<br />

Characters with this skill are experts in the magical engineering<br />

techniques of the Nile Empire. In combination with an appropriate<br />

magic skill (alteration magic, apportation magic, conjuration


magic and divination magic), the Nile engineer is capable of<br />

constructing fantastic structures and monuments well beyond the<br />

normal capabilities of the Tech axiom.<br />

Complete rules regarding the use of this skill can be found in<br />

the Nile Empire Sourcebook.<br />

Occult<br />

Use: Cannot be used unskilled except in special<br />

circumstances. Macro skill.<br />

Specializations: none<br />

Reality: Orrorsh<br />

Occult is the study of the mystical forces native<br />

to Orrorsh. It is not the same kind of magic as<br />

practiced in other realities such as Aysle; it is<br />

a dangerous body of knowledge created by the<br />

Gaunt Man to seduce people into committing<br />

evil.<br />

Using occult is a lengthy and difficult process.<br />

Most practitioners are lured into its use by<br />

coming across an occult ritual that promises<br />

to solve some problem they’re having or give<br />

them something that they desire, but often<br />

at a horrible price. In most cases this is not<br />

accidental, the ritual was prepared and placed<br />

where the character would discover it by one<br />

of the Gaunt Man’s minions.<br />

This is the only instance in which occult<br />

can be used unskilled, when someone (or<br />

something) prepares a ritual for a character,<br />

tempting them to use it. Characters who<br />

become corrupted (see Orrorshan corruption)<br />

by this unskilled use of occult will often be<br />

able to seek out someone who can teach them<br />

the actual skill, or will attempt to learn it on their own.<br />

The full rules for using Occult can be found in the Orrorsh<br />

Sourcebook.<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

Psychology<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Treating cyberpsychosis, treating<br />

mental damage, brainwashing, environmental psychology<br />

Axiom: Social 17<br />

Psychology is used to treat or condition a person’s mind and<br />

emotions. It’s primary uses in game play are to help characters<br />

accept cyberware, to help a character heal mental damage, extract<br />

information or alter a character’s attitudes through brainwashing<br />

Chapter Three: Attributes and Skills<br />

and to create a desired emotional state in a character through<br />

environmental cues and stimuli.<br />

Healing mental damage: This is handled with the same rules<br />

given under the medicine skill except that there are no Tech axiom<br />

modifiers and psychology cannot be used to treat physical or<br />

spiritual damage.<br />

Overcoming cyberpsychosis:<br />

Characters with cyberware can undergo<br />

therapy designed to reconnect them to their<br />

alienated sense of humanity and become less<br />

susceptible to cyberpsychosis by reducing<br />

the character’s cyber value. These therapy<br />

sessions require a week of peace and rest so<br />

characters cannot engage in any stressful or<br />

dangerous activity while receiving therapy.<br />

At the start of therapy, the character<br />

chooses one piece of cyberware for which<br />

she wants help. At the end of the week, the<br />

psychologist makes a psychology skill check<br />

against the target character’s total cyber value.<br />

If the check is successful, the cyber value of<br />

that piece of cyberware is reduced by one point,<br />

also reducing the total cyber value by one point.<br />

No piece of cyberware can have its cyber value<br />

reduced to zero. If the psychology check fails by<br />

more than five points, increase the cyber value<br />

of that piece of cyberware by two points.<br />

See Chapter Twelve for more information<br />

about cyber values and cyberpsychosis.<br />

Brainwashing: Brainwashing uses<br />

psychological pressure to change a character’s<br />

perceptions and attitudes. An attempt to brainwash<br />

a character requires a number of days equal to the<br />

victim’s Spirit attribute. It can be attempted in less<br />

time but that increases the difficulty. At the end<br />

of this time, the brainwasher generates a psychology skill check<br />

against the victim’s Spirit attribute. If the process was rushed, the<br />

difficulty is increased by +2 for every day less spent on the attempt.<br />

The success level of the skill check determines the outcome.<br />

<br />

• Minimal or Average success: The brainwashing was not successful<br />

<br />

<br />

<br />

but the victim’s resolve has weakened. The difficulty of further<br />

brainwashing attempts is reduced by the result points of this<br />

attempt.<br />

• Good or Superior success: The brainwasher may reduce the difficulty<br />

and repeat the process in order to get a better result or may select<br />

one of the following results:<br />

the victim will answer any questions to the best of his ability. He<br />

will betray any secret, giving the brainwasher any information<br />

she asks for.<br />

the victim will assume a base attitude of friendly or hostile to any<br />

individual or organization the brainwasher specifies, regardless of<br />

the character’s previous attitude towards them<br />

the victim will carry out any commands that do not directly harm<br />

himself or his friends. This is handled using the rules given for<br />

planting post-hypnotic suggestions under the hypnosis skill except<br />

the brainwashed victim is a willing participant and remains aware<br />

of his actions. Also, instead of using Mind to see if the character<br />

“snaps out of it” when performing the commands, the character<br />

uses his Spirit attribute instead.<br />

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TORG: Revised and Expanded Rulebook<br />

• Spectacular success: The victim forgets about being brainwashed<br />

and is fully cooperative with the brainwasher. In addition to the<br />

preceding effects, the brainwasher may choose one of the following<br />

results:<br />

66<br />

the victim will assume a base attitude of loyal or enemy to any<br />

individual or organization the brainwasher specifies, regardless of<br />

the character’s previous attitude towards them.<br />

the victim will carry out any orders given to him, even if they will<br />

be harmful to himself or to his friends.<br />

Environmental psychology: The psychologist can create designs,<br />

color schemes and placement of objects to arouse a specific emotional<br />

response in anyone exposed to the designed environment. The<br />

difficulty is determined by the gamemaster using the Difficulty<br />

Number Scale and treated as a power push (see Chapter Four.)<br />

The result of the power push becomes a modifier on actions taken<br />

within the designed environment, according to the desired emotional<br />

context.<br />

The gamemaster determines how the modifier is applied and<br />

to what kind of actions based on the emotions the environment is<br />

meant to invoke in characters. For example, a room designed to relax<br />

people might enhance charm and persuasion attempts but reduces<br />

intimidation and taunt attempts. An environment that arouses anger<br />

might increase attack totals but reduce defensive values<br />

The psychologist herself is immune to the effects of her own<br />

creation, and can condition others to resist the effect. No skill check<br />

is required to condition other people.<br />

Science*<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample limitations: Biology, chemistry, physics, electronics,<br />

materials, any applied field of knowledge.<br />

Sample specializations: A more specific area of knowledge<br />

within a limitation.<br />

Axiom: Social 10<br />

This skill represents an understanding of scientific facts and<br />

principles, and the ability to apply that knowledge in order to<br />

learn new facts and principles, adapt to unusual applications of the<br />

knowledge and to develop or understand new technologies. It is this<br />

ability to apply what is already known to understand something that<br />

is unknown that differentiates science from scholar. Scholar is more<br />

rote learning and memorization of facts, if a question or problem<br />

involves something not already contained in a body of knowledge,<br />

scholar is of no help in figuring it out.<br />

For example, a Core Earther with scholar(physics) might<br />

understand the basic principles behind lasers and would recognize<br />

a Tech 26 energy weapon as firing some kind of laser beam. But<br />

to understand how the weapon actually creates its laser beam,<br />

say for purposes of repairing the weapon or to design and build<br />

a similar device, is beyond the scope of the scholar skill. That<br />

requires science.<br />

<strong>Player</strong>s may purchase the science skill multiple times to represent<br />

additional areas of expertise for their character. Limitations can be<br />

about as broad as the subjects in which universities typically offer<br />

undergraduate degrees. A narrower focus within a field would<br />

normally involve a specialization but isn’t required. If the player<br />

wishes to limit his character’s knowledge to just a narrowly defined<br />

field she does not have to take a broad limitation and then apply a<br />

specialization.<br />

The difficulty numbers for using science to figure out a new<br />

concept or piece of technology are based on the overall complexity<br />

of the problem, modified by its Tech axiom relative to the scientist’s<br />

Tech axiom. The Difficulty Number Scale is used to determine the<br />

difficulty based on these sample definitions and modifiers:<br />

SCIENCE CHART<br />

Difficulty Examples<br />

Easy Basic principles (gravity), very simple mechanisms<br />

with few or no moving parts<br />

Average Basic principles in detail (newton’s laws of gravity),<br />

simple mechanisms<br />

Complicated Advanced principles (einstein’s theories of relativity),<br />

complex mechanisms, simple electronic devices<br />

Difficult Advanced principles in detail (curvature of space-time),<br />

mechanisms with many integrated systems, complex<br />

electronics<br />

Hard Highly specialized principles (gravity waves), complex<br />

electronics with many integrated systems<br />

Very hard Mechanisms with hundreds of integrated systems,<br />

simple devices utilizing advanced principles<br />

Extremely hard Electronics with hundreds of integrated systems, simple<br />

devices utilizing highly specialized principles<br />

Incredible Complex devices utilizing advanced principles<br />

Nearly Complex devices utilizing highly specialized<br />

impossible principles<br />

Situation Modifier<br />

Prototype device, theoretical model +3<br />

Production model, tested theory +0<br />

Lower tech axiom than scientist’s -5<br />

Tech axiom greater than scientist’s by no more<br />

than three points<br />

+5<br />

Tech axiom greater than scientist’s by more<br />

than three points<br />

+10<br />

Related information resources available -1 To -5<br />

Consultation with other scientists Use many on one rules<br />

The success level of the scientist skill check determines how<br />

much knowledge the character gains about the device or scientific<br />

principle he’s trying to understand.<br />

• Minimal success: The scientist knows what the device is supposed to<br />

do and any game values it may possess (such as a weapon’s damage<br />

value.) Device can be operated if the scientist has the appropriate skill.<br />

Theories and principles understood in general layman’s terms.<br />

• Average success: The scientist can operate devices with the normal<br />

unskilled use penalty if he does not have the appropriate skill. Theories<br />

and principles understood in more detail.<br />

• Good success: The scientist can operate devices without unskilled<br />

use penalties, or operate devices that cannot be used unskilled with<br />

a Very Hard penalty.<br />

• Superior success: The scientist understands the device well enough<br />

to repair it, if proper tools and materials of the appropriate Tech<br />

axiom are available. Devices that cannot be used unskilled may be<br />

operated with a Hard penalty.


• Spectacular success: Gives the scientist the knowledge necessary to<br />

design a similar device if the proper resources are available. Theories<br />

and principles also understood well enough to design devices that<br />

utilize said concepts. Devices that cannot be used unskilled may be<br />

operated with a Complicated penalty.<br />

Example: Father Wagner pays a visit to a physicist he knows,<br />

hoping she can shed some light on a strange television-sized device<br />

the Storm Knights discovered during an adventure in Los Angeles.<br />

The mechanism, a Tharkold synthecycler, is extremely complex<br />

and is made up of numerous systems so Becky rates its difficulty<br />

at Very Hard (15). Additionally, the item’s Tech axiom is 26 and<br />

the physicist’s is only 23 so there is a +5 penalty, increasing the<br />

difficulty to 20. The physicist has science(physics) 14. Generating<br />

a skill total of 20, she gets a Minimal success.<br />

She is able to tell Wagner that the device appears to be a small<br />

automated factory of some kind; raw materials are inserted at one<br />

end and are converted into a finished product somehow that comes<br />

out the other end. Control of the machine appears to involve a<br />

cybernetic link of some kind.<br />

Because the physicist does not have the appropriate skill<br />

(UltraCAD operations), or a neural interface for that matter, she<br />

does not know how to operate the device.<br />

Streetwise<br />

Use: Unskilled use penalized. Normally used as a macro skill.<br />

Sample specializations: Specific urban location, street gangs,<br />

criminal organizations, survival, black markets<br />

Axiom: Social 8<br />

Streetwise is used to get information, goods and/or make contacts<br />

in urban areas large enough to support a “shadowy” side of life. It<br />

can also be used like the survival skill for finding food, water and<br />

shelter in urban areas.<br />

Chapter Three: Attributes and Skills<br />

When attempting to gain information with the streetwise skill,<br />

the difficulty is based on the size of the city the character is in and<br />

modified by the legality of the information being sought:<br />

STREETWISE CHART<br />

Condition Difficulty/modifier<br />

Large city 8<br />

Small city 10<br />

Town 12<br />

Small town 13<br />

Very small town 15<br />

Legal information (directions to nearest soup<br />

kitchen)<br />

-5<br />

Semi-legal (asking how strictly local laws<br />

are enforced)<br />

-2<br />

Illegal, but generally inoffensive (asking how<br />

big of a bribe is appropriate for local law<br />

enforcement)<br />

+0<br />

Illegal (seeking out a pickpocket) +2<br />

Very illegal (seeking out a safecracker) +4<br />

Highly illegal (seeking an arms smuggler) +7<br />

Strict law enforcement +5<br />

Moderate law enforcement +4<br />

Light law enforcement +2<br />

Little enforcement of the law +0<br />

Corrupt law enforcement -2 To -5<br />

Example: Marco is in Lyon, France trying to locate a black<br />

market seller of Cyberpapal laser weapons. Lyon is a large city so<br />

the base difficulty is 8. The weapons Marco wants are highly illegal<br />

so there is a +7 penalty applied. Additionally, the Church Police<br />

keep a close eye on things so there’s another +4 penalty on top of<br />

that, bringing the difficulty to a total of 19.<br />

Streetwise can also be used to avoid trouble with street gangs,<br />

criminal organizations and local law enforcement by providing the<br />

character with information on how to behave, common signals to<br />

give, things to avoid doing in certain areas and so on. The difficulty<br />

for this task is based on the size of the city and can be modified by<br />

the gamemaster with the Difficulty Number Scale.<br />

If the character instead wishes to deliberately cause trouble with<br />

a gang or organization, the streetwise skill can be used in place of<br />

the taunt skill when dealing with such groups.<br />

Example: Marco, being chased by a squad of Church Police who<br />

caught him trying to buy black market merchandise, races around a<br />

corner and sees a bunch of tough-looking punks down the street. With<br />

the Church Police on his tail, the last thing Marco needs is trouble<br />

from them too. If he can beat a difficulty of 8 with his streetwise<br />

skill he won’t attract any serious attention from the punks.<br />

Halfway down the block though, Marco gets the idea of having<br />

the punks distract the Church Police so that he can get away easier.<br />

Using streetwise like the taunt skill, Marco is able to yell something<br />

to the punks about how a rival gang of this group is coming down the<br />

street looking to cause trouble. Marco’s taunt works and as the punks<br />

prepare to ambush the “rival gang”, Marco makes his escape.<br />

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TORG: Revised and Expanded Rulebook<br />

Survival<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Specific type of terrain or climate<br />

(desert, forest, arctic, mountains, urban, etc.)<br />

Survival is the ability to find shelter, procure food, water and<br />

other supplies, and avoid natural dangers such as disease, sunstroke,<br />

quicksand or other environmental hazards exclusive of creature<br />

encounters.<br />

Each general type of wilderness environment has a difficulty<br />

number listed on the chart below. The first day a character spends<br />

in the hostile environment, she makes a survival skill check. If she<br />

succeeds, the result points earned indicate the number of days she<br />

can remain in the environment before making another such check.<br />

Characters who fail a survival check must make another survival<br />

check the day after their failure.<br />

Failing a survival skill check means the character does not find<br />

adequate shelter, food or stumbles into some kind of dangerous<br />

situation. This can either be roleplayed, such as finding a way to<br />

escape from a patch of quicksand, or the gamemaster can assess<br />

an appropriate amount of damage to the character that cannot be<br />

healed until a successful survival check is made or the character<br />

returns to “civilization”.<br />

SURVIVAL CHART<br />

Wilderness type Difficulty<br />

Easy environment (woods, grasslands) 3<br />

Moderate environment (aquatic, swamps) 5<br />

Moderately difficult (mountains, ghost town) 8<br />

Difficult environment (high mountains) 10<br />

Barren environment (desert) 12<br />

Inhospitable environment (tundra) 13<br />

Hostile environment (arctic) 15<br />

Example: Quin is in a remote area of the Andes, about a week’s<br />

hike from the nearest village or town. The first day, he makes a<br />

survival skill check against a difficulty number of 10. He gets three<br />

result points, so he does not need to make a survival check for three<br />

more days. Three days later, Quin fails this second roll. Becky decides<br />

that Quin is suffering from exposure to the cold and the thin air<br />

and imposes one wound of damage. The next day Quin must make<br />

another skill check. He gets another three result points for another<br />

three days. This brings his total up to seven days (first three days,<br />

one day for the failure, then another three) so he finally reaches a<br />

village and no longer needs to use the skill to survive.<br />

Test of Wills<br />

Sample specializations: None<br />

Test of wills, often shortened to just test, is used to unbalance an<br />

opponent by pitting their confidence against the tester’s confidence<br />

and resolve. A successful test causes the opponent to doubt that his<br />

own determination or that his control of a situation is equal to that<br />

of the testing character.<br />

Two drivers playing a game of “chicken”, for example, are<br />

engaged in a test, to see who has less confidence in his driving<br />

skills and swerves away from the collision first. In westerns, a<br />

gunfight always begins with the two gunslingers staring each other<br />

down, trying to take each other’s measure. This is an example of<br />

test being used in a combat situation, each gunslinger showing his<br />

68<br />

resolve to see things through and confidence in his own ability to<br />

draw and shoot first.<br />

Test is not the same as intimidation though sometimes the line<br />

between the two is blurry. Intimidation is more often based on an<br />

overt physical threat, such as pointing a weapon at someone, or a<br />

display of violent emotion. Test is subtler, the character implying or<br />

creating an impression of being the one who is calling the shots.<br />

Test is the defensive skill used against test, though in some<br />

situations the willpower may be used to defend against test. Willpower<br />

cannot be used to perform a test though, characters without the<br />

test skill must use their Mind attribute. The exact results of a test<br />

attempt are determined by using the Interaction Results Table<br />

found in Chapter Four. When a character attempts to test someone,<br />

the player should specify to the gamemaster the effect she wants<br />

it to have on her character’s opponent before rolling the die. This<br />

is known as the player’s call and lets the gamemaster better judge<br />

the results of the trick.<br />

The gamemaster, in relation to circumstance and believability<br />

as well as the player’s roleplaying ability, should modify test skill<br />

totals. If the character appears calm, cool and unruffled before and<br />

during the test attempt, she should get a bonus to her skill total. If<br />

the character is nervous, panicky and obviously not in control of a<br />

situation then a penalty should be applied.<br />

Example: Terrill is having a beer in an Ayslish tavern when an<br />

unruly minotaur comes up to his table, looking to cause trouble. Alan<br />

tells Becky that Terrill will test the minotaur, with a player’s call of<br />

the minotaur backing down, apologizing for disturbing Terrill and<br />

then leaving the tavern. He describes Terrill as pausing after taking<br />

a drink of his beer, looking up at the minotaur and casually saying<br />

“you really don’t want to get on my bad side”, and then making<br />

some kind of magical incantation or gesture so the minotaur knows<br />

he’s facing a trained magician.<br />

Becky decides that since almost everyone in Aysle knows a little<br />

magic the minotaur won’t be too impressed by an incantation but<br />

the overall description of Terrill’s attempt is worth a +2 bonus. Alan<br />

doesn’t roll well enough to get the player’s call so Terrill doesn’t<br />

get rid of the minotaur, but he’s been thrown off-balance by Terrill’s<br />

behavior and isn’t quite sure what to do next.<br />

Weird Science<br />

Use: Cannot be used unskilled. Macro skill.<br />

Sample specializations: None<br />

Reality: Nile Empire, Terra<br />

The weird science skill allows characters to design, build and<br />

analyze fantastic devices, commonly called “gizmos”, which far<br />

exceed the Nile Empire’s Tech axiom. Weird science represents<br />

knowledge of an entirely separate set of scientific laws and principles<br />

that allow for the construction of devices in the Nile Empire’s Tech<br />

21 environment whose effects can rate as high as Tech 32!<br />

Weird science is not as reliable or repeatable a process as normal<br />

science and it is not possible to mass-produce gizmos, each one must<br />

be individually handcrafted by a weird scientist. Gizmos are assigned<br />

a Tech Rating that is used outside the Nile Empire like a Tech axiom<br />

rating to determine if the device creates a contradiction.<br />

Weird science is discussed further in Chapter Twelve and the<br />

full rules for using the skill can be found in the Nile Empire and<br />

Terra sourcebooks.


Willpower<br />

Use: Normally a macro skill.<br />

Sample specializations: Specific defense (against charm, against<br />

persuasion, against hypnosis, etc.), ignoring pain, self-control,<br />

disbelieving illusions<br />

Willpower represents a character’s strength of mind and ability<br />

to remain true to a decision or course of action. It is most often<br />

used as defense against character interaction skills such as charm<br />

and persuasion and in some cases other interaction skills like trick,<br />

test, taunt and intimidation.<br />

For the latter skills, willpower can only be used as a defense<br />

against macro uses of those types of interactions, during round play<br />

the normal defenses must be used. This is because during round<br />

play characters must react based on their instincts and do not have<br />

time to apply their willpower to the situation.<br />

Similarly, willpower may be used to disbelieve the existence of<br />

illusionary magic, but only outside of round play. During round play<br />

disbelieving illusionary magic defaults to the character’s base Mind<br />

attribute. See Chapter Ten for more information on disbelieving<br />

illusionary magic.<br />

Willpower may be used as an active skill in situations where the<br />

character faces a difficult temptation, needs to control an impulse<br />

or has to overcome a natural reaction or instinct.<br />

Example: Father Wagner, lost in the Sahara desert after being<br />

separated from his friends by a sandstorm, staggers into an oasis,<br />

dying of thirst (probably because he failed some survival skill checks.)<br />

He crawls to the edge of the water and is about to start drinking<br />

when Becky tells Tina that Wagner notices a strange spell coming<br />

from the water and calls for a willpower check to see if he is able<br />

to stop himself from drinking the possibly tainted water. Tina rolls<br />

Chapter Three: Attributes and Skills<br />

poorly and Wagner fails the skill check, so he greedily drinks from<br />

the pool. Only after it’s too late is he able to consider the possibility<br />

that the water is poisoned or otherwise unfit to drink.<br />

At the gamemaster’s discretion, willpower may be used in the<br />

same manner as the Toughness based resist pain skill. If allowed,<br />

willpower can be used to resist the pain from mental and spiritual<br />

wounds as well as physical wounds. Since resist pain is normally only<br />

used in round play, using willpower in this fashion is an allowable<br />

exception to it being a macro skill.<br />

Charisma<br />

Charisma measures the strength of a character’s personality: not<br />

just how likable she is but also how effectively she can communicate<br />

and her ability to form a bond or connection with someone. Charisma<br />

can be used to gauge a character’s attractiveness but is not necessarily<br />

an indicator of physical beauty, rather the combination of personality<br />

and appearance.<br />

Characters whose professions involve communication, swaying<br />

opinions or convincing people about something would want a high<br />

Charisma. Successful salesmen, politicians, actors and teachers are<br />

examples of characters with good Charisma values.<br />

A low Charisma indicates someone who appears unlikable,<br />

untrustworthy and probably unpleasant to be around. They’re always<br />

saying the wrong thing at the wrong time, have little empathy for<br />

other people’s feelings and opinions and have difficulty expressing<br />

themselves in ways other people can easily understand<br />

Charisma-Related Skills<br />

Charm<br />

Use: Macro skill.<br />

Sample specializations: Seduction, “making friends”, establishing<br />

trust, gaining respect<br />

Charm represents the ability to change the attitudes of<br />

acquaintances and onlookers. Characters with a high charm value<br />

can turn enemies into friends and friends into devoted followers.<br />

Characters generate a charm total against the willpower or Mind<br />

value of the target character. Successful use of charm improves<br />

the attitude of the target character toward the charming character.<br />

Failures with charm though can make things worse!<br />

Charm can require a significant amount of time; at least five<br />

minutes spent communicating with the target if not longer. The<br />

more time spent on a charm, the more effective it might be and the<br />

longer the effects may last. The complete rules for the use of charm<br />

can be found in Chapter Four.<br />

Performance Art*<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample limitations: Acting, singing, storytelling, public<br />

speaking, stand-up comedy, improvisational theater, live-action<br />

roleplaying<br />

Sample specializations: Specific field within a limitation (singing<br />

opera, interpretive reading, dramatic acting, comedic acting, etc.)<br />

Axiom: Social 3<br />

This skill gives its user the ability to perform a work of “art”,<br />

which is broadly defined as anything spoken, sung or otherwise<br />

communicated that is designed to invoke some kind of response in<br />

the audience. For example, a public speaker may want to convince<br />

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TORG: Revised and Expanded Rulebook<br />

people to support a certain political or moral position, a comedian<br />

wants her audience to laugh or a singer may want to lift people’s<br />

spirits with an upbeat song. See the artist skill for guidelines on how<br />

to determine the effects of a character’s performance.<br />

In some situations a performer will be interpreting someone else’s<br />

work of “art”, such as an actor performing from a script written by<br />

someone else. In cases like this, two skill values are generated. The<br />

first skill value is for the piece of art being performed; the second<br />

is for the performance itself.<br />

The skill check for the piece of art will be an artist skill check<br />

based on the skill value of whoever created the artwork. The second<br />

skill check will be the performance art skill check of the performer.<br />

The lower of the two values is then used to gauge any reactions or<br />

effects of the overall performance. The individual totals can also<br />

be used to determine any reactions to the individual components<br />

of the performance.<br />

Example: Chuck Harris is the star of the schlock TV show<br />

Rex Able, Freelance Fighter. Chuck is a pretty good actor and has<br />

performance art(acting) 14. However, the scriptwriters for the<br />

show are a bunch of hacks who have artist(scriptwriting) 10. For<br />

the latest episode, Chuck generated a skill value of 15 while the<br />

scripters turned in a stinker with a skill value of 8.<br />

To determine how well the episode is perceived overall, the<br />

gamemaster decides to treat it as a charm attempt. Since the<br />

scripters have the lower skill value, that value is used for the<br />

episode. Comparing the action value of 8 to the average viewer’s<br />

Mind attribute of 8, only the loyal followers of the show are going<br />

to like the episode because the script is so bad. On the other hand,<br />

Chuck’s performance is good enough that when treated as a charm<br />

attempt even people who don’t like the show have to admit that he<br />

did a good job.<br />

70<br />

Performance art, especially storytelling, plays an important role<br />

in Core Earth’s chances of defeating the High Lords and winning<br />

the Possibility Wars. Details can be found in Chapter Eight.<br />

Persuasion<br />

Use: Macro skill.<br />

Sample specializations: Con, bargain, diplomacy, negotiation,<br />

interviewing, salesmanship<br />

Persuasion is the ability to convince or sway an acquaintance<br />

or onlooker. The exact nature of what it is the character wants the<br />

target to do can be almost anything; buy a product from the character,<br />

answer a question, do the character a favor, loan the character<br />

something, change their opinion about something to match the<br />

character’s view, and so on.<br />

A character generates a persuasion total against the willpower<br />

or Mind of the target character. The difficulty may be modified by<br />

the gamemaster using the Difficulty Number Scale based on the<br />

nature of what the character wants the target to do. Generally the<br />

more that a target has to do, especially if it might be dangerous, the<br />

harder it will be to persuade them.<br />

The attitude of the target affects how successful a persuasion<br />

attempt will be. If the character has the time, it is usually a good idea<br />

to first charm a target and improve their attitude towards the character,<br />

thereby increasing the chance of a successful persuasion. The complete<br />

rules for using persuasion can be found in Chapter Four.<br />

Taunt<br />

Sample specializations: Non-verbal, insults, sarcasm<br />

Taunt is used to make opponents upset and thus unable to think<br />

or act as clearly as they normally would. Taunt is normally used in<br />

round play to unsettle opponents, annoying or angering them to the<br />

point that they act without thinking.


Taunt is also the defensive skill used against taunt, though in<br />

some situations the willpower skill could be used instead. If the target<br />

does not have taunt then Charisma is used instead. The results of a<br />

taunt are determined by using the Interaction Results Table found<br />

in Chapter Four. When a character attempts to taunt someone, the<br />

player should specify to the gamemaster the effect she wants it to<br />

have on her character’s opponent before rolling the die. This is<br />

known as the player’s call and lets the gamemaster better judge<br />

the results of the taunt.<br />

Taunt skill totals should be modified by the gamemaster in<br />

relation to circumstance and appropriate nature of the taunt, as well<br />

as the player’s roleplaying ability. Taunts should be kept simple in<br />

most cases so that that the meaning will be clear to the target. If<br />

Training<br />

Use: Macro skill.<br />

Sample specializations: Skills of a particular attribute<br />

(Dexterity, Perception, etc.), a particular set of skills (combat<br />

skills, knowledge skills, etc.), a single skill.<br />

Axiom: Social 3<br />

One of the major factors in determining the cost for the first<br />

add of a new skill is whether the person acquiring the skill is<br />

being taught the skill or learns it on their own. Training is used<br />

by a character to instruct another character so that they can<br />

acquire that first skill add at the lower cost. One training skill<br />

check is used to cover an entire training session.<br />

When a training session begins, several decisions must be<br />

made. First, if the skill is being acquired by spending possibilities<br />

the amount of time spent on training must be decided. If the<br />

skill is being learned over time, then the duration of the training<br />

session is equal to the amount of time determined using the<br />

normal rules earlier in this chapter.<br />

One week is the minimum amount of time required when<br />

spending possibilities, but spending more time will decrease<br />

the difficulty of the training skill check. The modifier is found<br />

by subtracting the time value spent on training from 29, the<br />

time value for a week, creating a negative modifier to the<br />

difficulty number.<br />

Second, the teacher and the student must decide if they are<br />

training to the exclusion of all other activities. If not, they are<br />

considered distracted which increases the difficulty. If the skill<br />

is being learned over time, the distracted penalty applies if the<br />

training does not occupy at least eight hours a day and 25 days<br />

out of a month’s time.<br />

Third, if the skill is being acquired using possibilities the<br />

student must decide if she is committed to learning the skill.<br />

Being committed means that at the end of the training session<br />

the character can and will purchase the first add of the skill even<br />

if the teacher fails his training skill check. In other words, the<br />

character has enough possibilities to pay the self-taught cost<br />

for the first skill add and will pay that cost if the teacher fails.<br />

A character who is not committed can choose whether or not to<br />

buy the first add of the skill at the self-taught cost if the teacher<br />

fails his skill check.<br />

Optional Charisma-Related Skill<br />

Chapter Three: Attributes and Skills<br />

the target doesn’t understand the taunt, they may not even realize<br />

they’ve been insulted.<br />

Example: An edeinos warrior has chased Quin to the edge of a<br />

chasm, one that Quin knows he can’t jump across. Worse yet, he’s out<br />

of ammunition and one look at the size of the edeinos tells Quin that<br />

hand-to-hand combat with the lizard would be very dangerous.<br />

Glancing over his shoulder at the chasm right behind him, Quin<br />

gets an idea. If he can get the edeinos mad enough to charge at him,<br />

he can jump aside at the last second and the edeinos will go over<br />

the edge and fall into the chasm. Paul tells Becky that is Quin’s<br />

player’s call, to have the edeinos fall into the chasm.<br />

If the skill is being learned over time, the student is<br />

automatically considered to be committed but the only effect<br />

this has is to reduce the difficulty number. If the training skill<br />

check fails, the student does not learn the skill.<br />

At the end of the training session, the teacher makes a<br />

training skill check against a difficulty of 8, modified by the<br />

following conditions:<br />

TRAINING CHART<br />

Condition Modifier<br />

Teacher has skill at only one add +2<br />

Teacher or student is distracted +4<br />

Teacher and student are distracted +5<br />

Student is committed -3<br />

Skill can be used unskilled at a penalty +2<br />

Skill cannot be used unskilled +4<br />

Skill is not native to teacher’s or student’s reality +5<br />

Skill is not native to teacher’s and student’s reality +7<br />

Training session longer than one week (only when<br />

spending possibilities to learn skill)<br />

29 - Time value<br />

Example: Terrill is going to teach Marco divination magic.<br />

They decide to spend two weeks on it rather than the minimum<br />

of one week. Marco is going to devote all of his time to learning<br />

the skill but Terrill has other things he needs to do so the teacher<br />

is considered distracted. Marco really wants to learn the skill<br />

so he is committed to learning it.<br />

Terrill only has one add in divination magic and the skill<br />

cannot be used unskilled. But it is native to both Aysle and<br />

Core Earth so that won’t be a problem. The base difficulty<br />

for Terrill’s training skill check is 8. It is modified by +2 for<br />

Terrill only having one add, +4 for Terrill being distracted, -3<br />

for Marco being committed, +4 for being unusable unskilled<br />

and two weeks is a time value of 31 so (29 - 31) a -2 modifier<br />

for that. The final difficulty is 13.<br />

Unfortunately, Terrill only generates a skill total of 12 and<br />

fails. Because Marco was committed, he has to buy the skill<br />

add at the self-taught cost, which is 10 possibilities instead of<br />

the five he would have paid if Terrill had succeeded.<br />

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TORG: Revised and Expanded Rulebook<br />

Paul roleplays out Quin’s taunt by describing Quin assuming a<br />

fighting stance and gesturing condescendingly at the edeinos in a<br />

“come up here and fight me” kind of way. Becky, who was prepared<br />

to penalize Quin’s taunt because the edeinos doesn’t speak English<br />

and wouldn’t understand anything Quin said, instead applies a bonus<br />

for Paul’s description of the nonverbal taunt.<br />

Paul gets lucky and rolls two 20’s and an 8, for a total of 48,<br />

which is a bonus number of +13! Combined with the bonus Becky<br />

gave him for the attempt, Paul gets the player’s call. So annoyed is<br />

the edeinos by Quin’s attitude and sheer gall in thinking to challenge<br />

him in unarmed combat, it charges at full speed towards Quin, who<br />

dives to one side at the last second and the edeinos races right off<br />

the edge and into the chasm.<br />

Spirit<br />

Spirit represents the force of a character’s personality. Unlike<br />

Charisma, Spirit does not relate to how well a character communicates<br />

with others but how well they communicate at others. Spirit<br />

represents the “backbone” of a character’s personality, the power of<br />

their beliefs and convictions, their ability to impose their thoughts<br />

and opinions onto other people and even onto the world around<br />

them sometimes.<br />

Spirit-related Skills<br />

Ayslish Corruption<br />

Use: Special.<br />

Sample specializations: None<br />

Reality: Aysle<br />

Ayslish corruption and the related Ayslish honor are not actually<br />

skills. Instead, they are used to measure the effects of two of Aysle’s<br />

world laws, the Law of Corruption and the Law of Honor, upon a<br />

character. Ayslish characters may be given adds in Ayslish corruption<br />

or Ayslish honor during character creation but adds cannot be bought<br />

during gameplay or learned over time.<br />

<strong>Rules</strong> for using Ayslish corruption and Ayslish honor can be<br />

found in the Aysle sourcebook.<br />

Ayslish Honor<br />

Use: Special.<br />

Sample specializations: None<br />

Reality: Aysle<br />

Ayslish honor and the related Ayslish corruption are not actually<br />

skills. Instead, they are used to measure the effects of two of Aysle’s<br />

world laws, the Law of Honor and the Law of Corruption, upon a<br />

character. Ayslish characters may be given adds in Ayslish honor<br />

or Ayslish corruption during character creation but adds cannot be<br />

bought during gameplay or learned over time.<br />

<strong>Rules</strong> for using Ayslish honor and Ayslish corruption can be<br />

found in the Aysle Sourcebook.<br />

72<br />

<br />

<br />

<br />

Faith*<br />

Use: Cannot be used unskilled.<br />

Sample limitations: Buddhism, Hinduism, Islam, Judaism,<br />

Christian, Keta Kalles, Honor, Balance, Corruption, CyberChurch,<br />

Ancient Egyptian, Sacellum, Palanism, Cult of the Dominant, Way<br />

of the Race, Aka, Zinatt, Coar, Atheism<br />

Sample specializations: None.<br />

Axiom: Spirit 1<br />

Faith measures the strength of the character’s religious beliefs<br />

and convictions. In game play, faith is most often used as part of the<br />

miracles system, which is described in Chapter Eleven. Faith does<br />

not give a character the ability to reliably perform miracles, which<br />

requires the focus skill. What faith does is it allows the character to<br />

participate in a miracle, usually as the recipient of the miracle.<br />

It is important not to mistake faith for knowledge about a religion.<br />

It is possible to know a religion’s beliefs, history and rituals without<br />

accepting its principles or acknowledging its validity. Knowledge<br />

about a religion is covered with the scholar skill; faith only deals<br />

with belief.<br />

Atheism is considered a possible version of the faith skill<br />

because it is also a belief system involving spiritual powers. True,<br />

the belief is that spiritual powers do not exist, but in <strong>Torg</strong> spiritual<br />

powers do exist, as represented by the Spirit axiom, so atheism is


Different Faiths<br />

What separates one faith skill from another is left up<br />

to each gaming group to decide for itself. The sample<br />

limitations provided in the faith skill description represent<br />

broad, general categories of religious beliefs and group<br />

many similar belief systems together. The first five given<br />

in the skill entry cover most Core Earth religions and the<br />

rest represent religious systems found in the other realities<br />

involved in the Possibility Wars. Atheism is available as a<br />

belief system in all of the realities involved in the Possibility<br />

Wars with the exception of the Living Land.<br />

If more diversity is desired, these groups (except for<br />

Atheism, which is all-inclusive) may be broken up into<br />

smaller groups. How many groups depend on how specific<br />

you want to make each faith skill. For example, Honor could<br />

be broken up into a separate faith for each of the six gods in<br />

Aysle’s pantheon of honorable gods, or it could be divided<br />

into three faiths - the honor gods of the humans, the honor<br />

gods of the elves and the honor god of the half-folk.<br />

The rules involving faith are intended to describe religions<br />

as they exist in the fictional game setting of <strong>Torg</strong>.<br />

They should not be interpreted as statements about the<br />

state or nature of religions in the real world. When dealing<br />

with real world religions in the game, players should use<br />

the amount of generalization or specification that makes<br />

them feel most comfortable.<br />

treated as a sort of negative belief system. <strong>Rules</strong> for how to handle<br />

faith(Atheism) can be found in Chapter Eleven.<br />

Focus<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None.<br />

Axiom: Spirit 2<br />

The focus skill represents a character’s ability to tap into the<br />

spiritual energies of a religious belief system and somewhat reliably<br />

create “miracles” with that energy. It is not used alone however,<br />

miracles are not possible without the faith skill also being involved<br />

(though in some cases miracles can occur without needing the focus<br />

skill.) The complete rules for performing miracles can be found in<br />

Chapter Eleven.<br />

Focus is an unusual skill in that it cannot normally be taught<br />

to another character. In most belief systems, the ability to perform<br />

miracles is seen as a gift or a blessing, not something that can<br />

simply be learned like any other ability. <strong>Player</strong>s who wish to have<br />

their characters acquire the focus skill during gameplay will need<br />

to discuss the matter with their gamemaster and determine how, and<br />

if, the character can get the skill.<br />

Frenzy<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None<br />

Reality: Aysle , certain character types only.<br />

Chapter Three: Attributes and Skills<br />

Frenzy is a special ability that allows a character to work himself<br />

up into a deadly, berserk rage. It is a skill only available to two<br />

specific types of characters in the Possibility Wars, Ayslish vikings<br />

and the Draygaak race of the Star Sphere.<br />

When frenzied, the character becomes little more than a killing<br />

machine. They will attack all enemy characters or creatures without<br />

hesitation and if there are no enemies nearby, they may attack anyone<br />

close by, even their own comrades and allies.<br />

Frenzied characters may not make ranged attacks, all combat must<br />

be conducted with either melee weapons or barehanded. Frenzied<br />

characters may not use interaction skills such as maneuver, trick, test<br />

or taunt though intimidation is allowed. Frenzied characters cannot<br />

perform an active defense against any kind of attack, they may only<br />

passively defend. Shields however may be used during combat.<br />

The difficulty of entering frenzy is based on the character’s<br />

wound level. The more injured a character is, the easier it is for<br />

him to frenzy. A character already involved in a combat situation<br />

receives a +5 bonus to his skill total.<br />

A frenzied character has his Dexterity, Strength and Toughness<br />

temporarily increased while frenzied. The amount of the increase<br />

is based on the success level of the skill check. On a Minimal or<br />

Average success, the increase is +1; Good success +2; Superior<br />

success +3; Spectacular success +4.<br />

This is not a bonus, it is an actual increase in the attribute and<br />

will affect any game values based off of an attribute (such as the base<br />

damage value of melee weapons and the amount of shock damage<br />

a character can take before being knocked unconscious.) While<br />

frenzied, characters are immune to fatigue results and ignore any<br />

action penalties from wound damage (see Chapter Four for details<br />

on fatigue and damage penalties.)<br />

A f r e n z i e d<br />

character that has<br />

no enemies to<br />

attack may lash<br />

out at anyone who<br />

is nearby, even if<br />

they are on his side.<br />

To keep himself from<br />

attacking an ally, the<br />

frenzied character must<br />

make a willpower check<br />

against a difficulty of<br />

12. If the character fails,<br />

he will attack the nearest<br />

person with the same ferocity<br />

he used on his enemies. If the<br />

frenzied character succeeds,<br />

he doesn’t attack anyone that<br />

round. Another willpower check<br />

is required the next round and<br />

in subsequent rounds until the<br />

character has someone to attack or<br />

the frenzy comes to an end.<br />

A frenzy lasts for no more than<br />

12 rounds, though a character<br />

can attempt to come out of it<br />

sooner. The difficulty for ending<br />

frenzy is based on the character’s<br />

wound level, though in this case the more injured the character is<br />

the harder it is to come out of it.<br />

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TORG: Revised and Expanded Rulebook<br />

FRENZY CHART<br />

Wound level Entering<br />

difficulty<br />

None 22 13<br />

Shock and/or ko conditions only 18 15<br />

Wound 15 18<br />

Heavy wound 13 22<br />

Mortal wound 12 25<br />

74<br />

Ending<br />

difficulty<br />

If the character is attempting to end a frenzy while there are no<br />

enemies around, he does not have to make a willpower check in<br />

that round to avoid attacking the nearest target.<br />

If a character attempts to end frenzy and fails by ten or more<br />

points, he can no longer attempt to end the frenzy and it must run<br />

its full course. Allies of the frenzied character can attempt to bring<br />

him out of his rage by making persuasion attempts against the<br />

same difficulty number for the character bringing himself out of<br />

the frenzy. These must be people the character knows and trusts,<br />

not just people who were fighting on the same side with him. If<br />

there are no enemies present, the frenzied character may attack the<br />

people trying to bring him out of it!<br />

After a character comes out of frenzy, he immediately suffers a<br />

fatigue result that lasts for thirty minutes, though this shock damage<br />

may be healed normally with the first aid skill.<br />

Note that the Ayslish vikings also have a religious miracle,<br />

warrior madness, which produces many of the same effects as<br />

frenzy. A viking with frenzy who has the miracle used on him may<br />

use the faith total of the miracle in place of his frenzy skill value<br />

if it is higher.<br />

Intimidation<br />

Use: Interrogation may only be performed as a macro skill.<br />

Sample specializations: Interrogation, threats, non-verbal,<br />

bullying, against a specific type of target (men, women, students,<br />

military recruits, etc.)<br />

Intimidation is used to threaten another character and unbalance<br />

them by making them feel in danger from or inferior to the<br />

intimidator. In combat it can cause an opponent to hesitate or back<br />

down. Out of combat, it can be used to force someone into doing<br />

something the intimidator wants them to do such as follow his<br />

orders, answer questions or hand over something to the intimidator,<br />

such as money.<br />

Intimidation is also the defensive skill used against intimidation,<br />

though in some situations the willpower skill could be used instead.<br />

If the target does not have intimidation then Spirit is used instead.<br />

The results of an intimidation are determined by using the Interaction<br />

Results Table found in Chapter Four. When a character attempts to<br />

intimidate someone, the player should specify to the gamemaster the<br />

effect she wants it to have on her character’s opponent before rolling<br />

the die. This is known as the player’s call and lets the gamemaster<br />

better judge the results of the intimidation.<br />

Intimidation skill totals should be modified by the gamemaster<br />

in relation to circumstance and appropriate nature of the action, as<br />

well as the player’s roleplaying ability. Intimidation can be as simple<br />

as looking dangerous, or involve use of a position of authority, such<br />

as the shouting and abuse a drill sergeant heaps upon recruits during<br />

military basic training, or the threat of jail time a policeman might<br />

use to scare someone into cooperating.<br />

Interrogation attempts are handled a bit differently from most<br />

other uses of intimidation. For an interrogation to work, the target<br />

must believe himself to be at a significant disadvantage, such as<br />

being captured or arrested, or at the mercy of the interrogator. Some<br />

characters are arrogant or self-assured enough to prevent most forms<br />

of interrogation from succeeding; player characters and most major<br />

villains fall into this category.<br />

Interrogation does not involve the use of player’s call and uses<br />

a different column on the Interaction Results Table than other uses<br />

of intimidation. Interrogation is only necessary to gain information<br />

that the target is not willing to freely divulge, if they are willing to<br />

answer questions then the persuasion skill is used instead.<br />

More information on interrogations can be found in Chapter<br />

Four.


.<br />

Chapter Three: Attributes and Skills<br />

Reality*<br />

Use: Possessed only by possibility-rated characters.<br />

Sample limitation: Limitation must be the character’s home<br />

cosm (Core Earth, Living Land, Aysle, etc.).<br />

The reality skill is what separates possibility-rated characters<br />

from ords. All possibility-rated characters must have the reality skill.<br />

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TORG: Revised and Expanded Rulebook<br />

Unlike other limited skills, characters may not buy additional reality<br />

skills with different limitations; they can only have one reality skill<br />

and it must be limited to their home cosm.<br />

Its primary use in game play is to represent the strength of a<br />

character’s connection to his home reality and his ability to force<br />

reality into accepting (or at least ignoring) contradictions the<br />

character causes. When a character is disconnected because of a<br />

contradiction, the reality skill is used to reconnect the character to<br />

his home reality.<br />

It is also used to protect a character from the transformative<br />

powers of a reality storm. In some cases characters can use their<br />

reality skill to actually create reality storms in an attempt to force<br />

their own reality upon someone or something of another reality. These<br />

invoked reality storms can be exceedingly dangerous and destructive,<br />

not just to the character but to anyone around her as well.<br />

The complete rules and descriptions for all uses of the reality<br />

skill can be found in Chapters Seven and Eight.<br />

Shapeshifting<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None.<br />

Reality: Orrorsh<br />

Shapeshifting is the ability<br />

(or curse) of changing form<br />

between human and animal.<br />

Most transformations are<br />

involuntary and the skill<br />

is used primarily to<br />

not change rather than<br />

to deliberately change.<br />

During character<br />

creation, any character<br />

with shapeshifting<br />

must take it as her<br />

tag skill.<br />

The rules for<br />

designing the animal<br />

form of the shapeshifter,<br />

the special abilities<br />

the shapeshifter has<br />

while in animal form<br />

and the rules for using<br />

shapeshifting can be<br />

found in the Worldbook<br />

and in the Orrorsh<br />

sourcebook.<br />

Spirit Medium<br />

Use: Cannot be used<br />

unskilled. Macro skill.<br />

Sample specializations: None.<br />

Reality: Orrorsh, Gypsies only.<br />

Spirit medium allows a character to contact the<br />

capricious spirits of Orrorsh and ask them for information. The spirits<br />

can answer any question put to them, but there’s no guarantee that<br />

their answers will be correct. The skill is not magical in nature, though<br />

the gypsy performing the séance may make it appear that way with<br />

props and appropriate-sounding gestures and incantations.<br />

The rules for use of spirit medium can be found in the Orrorsh<br />

sourcebook.<br />

76<br />

Swami<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None.<br />

Reality: Core Earth, Orrorsh<br />

Swamis are Hindu religious teachers from either Core Earth<br />

or Orrorsh’s home cosm of Gaea. To be a swami, a character must<br />

have faith(Findaru) and this skill. The swami skill covers a number<br />

of special abilities that derive from the swami’s faith but are not<br />

miraculous in nature.<br />

The rules for use of swami can be found in the Orrorsh sourcebook.<br />

While the skill is only available in Core Earth and Orrorsh, it can<br />

be used without contradiction in any reality with a Spirit axiom<br />

of at least 8.<br />

True Sight<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None.<br />

Reality: Orrorsh<br />

True sight is a quasi-mystical<br />

skill used in Orrorsh by monster<br />

hunters, swamis and Victorian<br />

occultists to detect Orrorshan<br />

corruption in another<br />

individual. Successful use<br />

of true sight reveals the<br />

actual appearance of a<br />

corrupted soul rather than the<br />

normal facade everyone else<br />

perceives. Depending on<br />

the success level of the skill<br />

check, it may also reveal<br />

useful information about<br />

the corrupted individual’s<br />

powers and weaknesses,<br />

if any.<br />

The rules for using true<br />

sight can be found in the<br />

Orrorsh sourcebook.<br />

Attributeless<br />

Skills<br />

Arcane<br />

Knowledges<br />

U s e : M u s t b e<br />

combined with a magic<br />

skill (alteration magic,<br />

apportation magic,<br />

d i v i n a t i o n m a g i c ,<br />

conjuration magic.) Cannot<br />

be used unskilled.<br />

Sample specializations: None.<br />

Axiom: Magic 1<br />

The arcane knowledges are a type of subskill used in conjunction<br />

with the four magic skills to determine the types of spells a character<br />

can learn and cast with her magic skills. They are also used in the<br />

creation of new spells designed by player characters.


The various types of arcane knowledges and how they are used<br />

are described in Chapter Ten. The full rules for spell creation can<br />

be found in the Aysle sourcebook. An abbreviated set of the spell<br />

design rules can also be found in the Pixaud’s Practical Grimoire<br />

supplement.<br />

Orrorshan Corruption<br />

Use: Special.<br />

Sample specializations: None.<br />

Reality: Orrorsh<br />

Orrorshan corruption is not really a skill, though it is treated like<br />

one. It represents the amount by which the character’s soul has been<br />

tainted by one of Orrorsh’s world laws, the Power of Corruption.<br />

A character that gains too much corruption will “fall to the dark<br />

side” and becomes a follower of the Gaunt Man. If this happens<br />

to a player character, he becomes a non-player character under the<br />

gamemaster’s control.<br />

Characters acquire points of Orrorshan corruption by performing<br />

unnecessary acts of evil while in Orrorsh (necessary evils, such as<br />

killing a villain in order to save innocents, is okay.) Possibilities<br />

may not be spent to gain further points in Orrorshan corruption nor<br />

may it be increased over time with training, should any character be<br />

crazy enough to want a higher value in the first place!<br />

The complete rules concerning Orrorshan corruption can be<br />

found in the Orrorsh Sourcebook.<br />

Pulp Power Skill*<br />

Use: Can only be used by characters that possess a pulp<br />

power.<br />

Sample limitations: A specific pulp power.<br />

Reality: Nile Empire, Terra, Land Below<br />

Chapter Three: Attributes and Skills<br />

Pulp power skill is not actually an attributeless skill; it just<br />

falls under whichever attribute is most appropriate for the use of<br />

a particular pulp power. The skill simply represents a character’s<br />

ability to use a pulp power whose use is not already covered by<br />

another skill or that does not require a skill roll to use. A character<br />

with a pulp power does not need the pulp power skill to use his pulp<br />

power, it just indicates that she’s skilled at using her power.<br />

Most pulp power skills will be based off of Dexterity, though<br />

there are several sensory and mental powers that would fall under<br />

Perception or Mind. Pulp power skill cannot be taught so any<br />

character that wishes to acquire the skill during play will have to<br />

pay the self-taught cost.<br />

Pulp powers are briefly described in Chapter Twelve of this book<br />

and also in the Worldbook. Most of the rules and descriptions of<br />

pulp powers are located in the Nile Empire sourcebook and the Terra<br />

sourcebook. Pulp powers unique to the Land Below are described<br />

in the Land Below supplement.<br />

77


78<br />

Chapter 4:<br />

The <strong>Rules</strong><br />

“Knowledge of the basics may not<br />

always save your life, but it certainly<br />

enhances your probabilities.”<br />

—Dr. Hachi Mara-Two<br />

This chapter covers the basic mechanics<br />

that make up the <strong>Torg</strong> roleplaying system. The<br />

rules for using the Drama Deck are found in<br />

Chapter Five and the special rules for magic,<br />

miracles and other “special effects” abilities<br />

begin in Chapter Ten. Gamemasters will also<br />

need to know the rules in Chapters Seven and<br />

Eight but players are better off learning those<br />

aspects of the system through gameplay.<br />

Some sections of the rules have already<br />

been covered or briefly addressed in previous<br />

chapters. That material will be expanded<br />

upon first and then the new material will<br />

be covered.<br />

Action and Effect<br />

Totals<br />

As described in Chapters One and<br />

Three, success of an action is determined<br />

by comparing an action total the character<br />

generates against a difficulty number. If the<br />

action total equals or exceeds the difficulty<br />

then the action is successful.<br />

Sometimes the amount by which the<br />

character succeeds is important. When this<br />

is the case, the difficulty is subtracted from<br />

the action total. The difference is known as<br />

the result points of the action and can be used<br />

in a variety of ways depending on the type<br />

of action. (Negative result points obviously<br />

indicate a failure since the action total would<br />

be less than the difficulty number.)<br />

Example: Magoth is using intimidation<br />

on a Nile shocktrooper to try and get some<br />

information out of him. The shocktrooper has an intimidation skill<br />

of 9. Magoth generates an action total of 15. He has (15 - 9) six<br />

result points on the attempt.<br />

Some actions will require two totals, the action total to see if the<br />

character succeeds and then a second is used to determine exactly<br />

how well the character did. This second total is found by adding<br />

the same bonus (the die is not rolled again) to a different value.<br />

The second total is called an effect total. Effect totals are usually<br />

compared to a different difficulty number than the action total.<br />

Result points are determined the same way for effect totals as for<br />

action totals and are used quite often.<br />

Effect totals are sometimes referred to by their specific function;<br />

an effect total used to determine damage is a “damage total”, an<br />

effect total used for movement during a chase is a “speed total”,<br />

and so on.<br />

Determining Difficulty<br />

Numbers<br />

There are two basic types of difficulty numbers and both are used<br />

quite often in <strong>Torg</strong>. The simplest difficulty numbers are opposed<br />

actions. With many skills and types of actions, the difficulty is<br />

determined by some value of the object or person being affected.<br />

For example, the fire combat skill is opposed by the dodge skill.<br />

The difficulty of trying to shoot someone with a pistol is equal to<br />

his or her dodge skill.<br />

Determining damage in combat is also an opposed action. The<br />

damage value of an attack is opposed by the Toughness or armor<br />

value of the target. If the damage value does not equal or exceed<br />

the target’s opposing value, no damage is inflicted even if the attack<br />

successfully hit.<br />

The second type of difficulty number is used when there isn’t<br />

a measurable value opposing the character’s actions. For example,<br />

the difficulty of treating an injured character with the first aid skill<br />

is based on the extent of their injuries but damage in <strong>Torg</strong> isn’t<br />

expressed in game terms by values.<br />

In these situations, the difficulty number is based on how hard<br />

the action should be for an average person to successfully perform<br />

the task. For the purposes of determining these various difficulty<br />

levels, “average” means an ord with no skill adds (unskilled use<br />

modifiers are not considered since they vary so much depending on<br />

what kind of task is being performed.) Since ords have an average<br />

attribute value of 8, an “average” difficulty level is considered to<br />

be a difficulty of 8.<br />

On the Difficulty Number Scale, the description is a qualitative<br />

term for the difficulty level. The difficulty is the action total necessary<br />

for the average person to successfully perform a task of that difficulty<br />

level. Odds indicates the percentage chance of the average person<br />

being able to successfully perform the task and is based on what<br />

kind of a die roll is necessary to generate the bonus number needed<br />

for the average person to match or exceed the difficulty number.<br />

A “-” means that the average ord cannot succeed at that difficulty<br />

level unskilled (because ords do not get any rerolls when unskilled<br />

+7 is the highest bonus number they can achieve.)<br />

The modifier is used by gamemasters when they have a difficulty<br />

number already determined by another means but the circumstances<br />

are unusual. For example, shooting a target in combat normally uses<br />

the target’s dodge skill as the difficulty number. But what if the<br />

fight is taking place on the deck of a ship being tossed about by the<br />

waves of a fierce storm? Hitting a target under those circumstances<br />

should be more difficult than normal. The gamemaster can decide


DIFFICULTY NUMBER SCALE<br />

Description Difficulty Odds Modifier<br />

Very Easy 3 80% -5<br />

Easy 5 75% -3<br />

Average 8 50% 0<br />

Complicated 10 30% +2<br />

Difficult 12 20% +4<br />

Hard 13 15% +5<br />

Very Hard 15 5% +7<br />

Extremely Hard 18 — +10<br />

Incredible 22 — +14<br />

Nearly Impossible 25 — +17<br />

how much more difficult it is based on the circumstances and then<br />

apply an appropriate modifier.<br />

Many of the skills listed in Chapter Three have sample difficulty<br />

numbers and modifiers provided in their descriptions. Those numbers<br />

are all based off of the Difficulty Number Scale.<br />

Values and Measures<br />

At the heart of the <strong>Torg</strong> system is the concept of values and<br />

measures. A value refers to a quantity measured in a way which<br />

can be used in the game, such as a weight value of 11, a time value<br />

of 9, a distance value of 4 and so on. A measure is a measurement<br />

from the real world, such as 150 kilograms, one minute, six meters<br />

and so on. Values and measures can be converted back and forth<br />

so that real world values can be expressed in game terms and so<br />

that players will know what a particular value in the game means<br />

in terms they can easily understand.<br />

Alternate Scale Descriptions<br />

Chapter Four: The <strong>Rules</strong><br />

In the first edition of the <strong>Torg</strong> rulebook, the Difficulty<br />

Number Scale used some different labels to describe the<br />

various difficulty levels. Since some products published<br />

for <strong>Torg</strong> use those labels, their equivalents in this rulebook<br />

are provided here:<br />

First Edition This Book<br />

2:1 Against Complicated<br />

10:1 Hard<br />

Heroic Very Hard<br />

100:1 Extremely Hard<br />

1000:1 Incredible<br />

Never Tell Me the Odds Nearly Impossible<br />

Most game systems use either a consistent scale for their<br />

attributes—each point of an attribute represents a specific amount<br />

of real-world measure—or they have no scale at all. The problem<br />

with such systems is that while they work fine in a limited setting<br />

(fantasy, horror, etc.) they either fall apart when bigger things<br />

(like technological weapons) are introduced, or they require huge<br />

numbers to represent the top end of the scale. For example, if a<br />

dagger does “one die of damage,” how many dice do you roll for<br />

the main cannon of the Death Star?<br />

<strong>Torg</strong> solves this problem by the use of a logarithmic scale. A<br />

logarithmic scale is one like the Richter scale, or the Decibel scale,<br />

where each point represents a greater proportional amount than<br />

the point before. For example, a level four earthquake is far more<br />

than twice as powerful than a level two earthquake, because each<br />

point on the Richter scale is 10 times as large as the point before.<br />

79


TORG: Revised and Expanded Rulebook<br />

The Richter scale works that way because earthquakes can range<br />

so greatly in size.<br />

<strong>Torg</strong>’s scale is not “each point is a factor of 10” like the Richter<br />

scale; instead, every five points is a factor of 10. This allows finer<br />

resolution at the low end (so all humans don’t look exactly alike)<br />

but still keeps the top end from being impossible to handle (so an<br />

aircraft carrier has a weight value of “only” 41).<br />

The <strong>Torg</strong> scale is consistent from one type of measurement to<br />

another, so that a given value always has the same real-world measure,<br />

whether it’s expressed as time (in seconds), distance (in meters per<br />

round), or weight (in kilograms). The <strong>Torg</strong> Value Chart shows how<br />

values and measures are related. A value of 10 for example is always<br />

a measure of 100, regardless of whether we’re measuring seconds,<br />

meters, kilograms or any other type of measurement.<br />

The accompanying Benchmark Chart provides a number of<br />

examples for the value of several different real world objects and<br />

measurements. These can be used to make a quick estimate for the<br />

game value of something when an exact measure isn’t known but<br />

80<br />

TORG VALUE CHART<br />

Value Measure Value Measure Value Measure Value Measure<br />

0 1 26 150,000 52 25 billion 78 4 quadrillion<br />

1 1.5 27 250,000 53 40 billion 79 6 quadrillion<br />

2 2.5 28 400,000 54 60 billion 80 10 quadrillion<br />

3 4 29 600,000 55 100 billion 81 15 quadrillion<br />

4 6 30 1 million 56 150 billion 82 25 quadrillion<br />

5 10 31 1.5 million 57 250 billion 83 40 quadrillion<br />

6 15 32 2.5 million 58 400 billion 84 60 quadrillion<br />

7 25 33 4 million 59 600 billion 85 100 quadrillion<br />

8 40 34 6 million 60 1 trillion 86 150 quadrillion<br />

9 60 35 10 million 61 1.5 trillion 87 250 quadrillion<br />

10 100 36 15 million 62 2.5 trillion 88 400 quadrillion<br />

11 150 37 25 million 63 4 trillion 89 600 quadrillion<br />

12 250 38 40 million 64 6 trillion 90 1 quintillion<br />

13 400 39 60 million 65 10 trillion 90 1.5 quintillion<br />

14 600 40 100 million 66 15 trillion 92 2.5 quintillion<br />

15 1,000 41 150 million 67 25 trillion 93 4 quintillion<br />

16 1,500 42 250 million 68 40 trillion 94 6 quintillion<br />

17 2,500 43 400 million 69 60 trillion 95 10 quintillion<br />

18 4,000 44 44 600 million 70 100 trillion 96 15 quintillion<br />

19 6,000 45 1 billion 71 150 trillion 97 25 quintillion<br />

20 10,000 46 1.5 billion 72 250 trillion 98 40 quintillion<br />

21 15,000 47 2.5 billion 73 400 trillion 99 60 quintillion<br />

22 25,000 48 4 billion 74 600 trillion 100 100 quintillion<br />

23 40,000 49 6 billion 75 1 quadrillion<br />

24 60,000 50 10 billion 76 1.5 quadrillion<br />

25 100,000 51 15 billion 77 2.5 quadrillion<br />

When trying to find the value of measures that fall in between the cracks on the Value Chart, the listed measure is the upper<br />

bound for that value. For instance, a value of 10 has a measure of 100, while a value of 11 has a measure of 150. All measures<br />

greater than 100 and less than or equal to 150 have a value of 11.<br />

its relationship to something on the Benchmark Chart is known or<br />

can be guessed.<br />

For example, the Benchmark Chart says that a brown bear has<br />

a weight value of 12. The weight value of an animal described as<br />

being twice as large as a brown bear could then be estimated without<br />

ever having to know how many kilograms a brown bear or the larger<br />

animal actually weighs.<br />

Converting Measures<br />

The <strong>Torg</strong> Value Chart uses seconds, kilograms and meters as its<br />

default units. But what if you need to find the value of something in<br />

a different set of units, such as minutes, pounds or miles? Fortunately<br />

you don’t have to do a lot of math to convert those measures. That<br />

work has already been done for you with the Measure Conversion<br />

Chart.<br />

To use the Measure Conversion Chart, simply find the value<br />

of the measure you have, regardless of what units it’s in. Then,<br />

add the listed modifier to convert it to the appropriate game value<br />

(which automatically converts the measure into seconds, meters,


TORG BENCHMARK CHART<br />

Value Time Weight Distance<br />

0 Second 1 Kilogram 1 Metet<br />

2 Tallest Human<br />

3 Human Baby Tallest Giant<br />

5 <strong>Torg</strong> Round<br />

9 Minute Human Female<br />

10 Human Male Football Field<br />

11 Lion City Block<br />

12 Brown Bear<br />

15 Small Car Kilometer<br />

16 Large Car Mile<br />

17 Elephant<br />

18 Hour<br />

20 Empty Truck<br />

22 APC<br />

23 Marathon Race<br />

24 Day Blue Whale<br />

27 Boeing 747<br />

28 C5A Galaxy<br />

29 Week Tramp Freighter<br />

30 Destroyer Leght of Great<br />

Britain<br />

32 Month Six-flat Building Paris to Moscow<br />

33 Fully Loaded<br />

Train<br />

New York to LA<br />

34 New York to<br />

London<br />

35 London to<br />

Tokyo<br />

38 Year Circumference of<br />

Earth<br />

39 Battleship<br />

41 Aircraft Carrier<br />

45 L o a d e d<br />

Tanker<br />

O i l<br />

or kilograms.) Remember, adding a negative number is like<br />

subtracting.<br />

Example: A gamemaster is writing up a magic spell. He wants<br />

the spell to have duration of 25 minutes. What is the value of 25<br />

minutes?<br />

On the Value Chart, a measure of 25 has a value of 7, and the<br />

“minutes” modifier on the Conversion Chart is +9; 7 plus 9 gives<br />

us a value of 16. So the duration value of the spell is 16.<br />

Example: A character is trying to lift a couch, which the<br />

gamemaster says weights about 160 pounds. On the Value Chart, a<br />

measure of 160 equals a value of 12. “Pounds” have a -2 modifier,<br />

so the game value of the couch is (12 - 2) 10. If the character can<br />

lift a weight value of 10, she can lift the couch.<br />

Chapter Four: The <strong>Rules</strong><br />

Example: A radio transmitter being used by a character has a<br />

range of six miles. Can he communicate with another character that<br />

is at a distance value of 13?<br />

On the Value Chart, a measure of 6 is a value of 4. The modifier<br />

for “miles” is +16 so the range of the radio transmitter is a distance<br />

value of (4 + 16) 20. The character at a distance value of 13 is<br />

within range.<br />

If instead you want to convert a game value into one of these other<br />

units, the modifier on the Measure Conversion Chart is subtracted<br />

from the game value. Remember, subtracting a negative number is<br />

like adding. If the result is a negative number, it means that the value<br />

is less than one of whatever unit you’re converting to.<br />

Example: Instead of converting the range of the radio transmitter<br />

into a game value to see if the other character is within its range,<br />

we can convert the other character’s distance value into miles to<br />

see if he’s within the transmitter’s six mile range.<br />

The modifier for “miles” is +16 so we subtract that from the<br />

distance value of 13. Since the result is negative (13 - 16 = -3),<br />

this tells us that the character is less than one mile away, so he’s<br />

definitely within range.<br />

If we want to know exactly how far away the other character<br />

is, we would have to convert his distance value into a unit smaller<br />

than miles, such as feet. The modifier for “feet” is -3. We subtract<br />

that from the distance value of 13 and get (13 - (-3) = 13 + 3) 16,<br />

which is a measure of 1500. The two characters are about 1500<br />

feet apart.<br />

The Value and Conversion charts can also be used as a sort<br />

of mini-calculator to transfer between measures, say to find out<br />

approximately how many seconds there are in six days or how many<br />

pounds there are in 500 kilograms.<br />

Example: How many seconds in six days? 6 has a value of 4<br />

and “days” is a +25 modifier, which is a value of 29. The measure<br />

of 29 is 600,000 so there are approximately 600,000 seconds in six<br />

days. (The actual number of seconds in six days is 518.400, which<br />

is pretty close to the result of using the Value Chart.)<br />

Converting from kilograms to pounds is just as easy since like<br />

seconds, kilogram is a basic unit of the Value Chart. 500 kilograms<br />

is a value of 14. The modifier for “pounds” is -2 which when we<br />

subtract gives us (14 - (-2) = 14 + 2) 16,which is a measure of 1500.<br />

(The actual conversion is 1102 pounds.)<br />

Example: A car is traveling at 55 mph, and you need to know<br />

how many meters the car will travel in one round of combat (10<br />

seconds). Normally you would have to convert mph to kph, then<br />

divide by 60 to get kilometers per minute then divide again by six<br />

to get kilometers per round. A lot of work! Using the Value Chart<br />

though, it just takes a little bit of addition. The measure 55 has a<br />

value of 9. This is adjusted by +3 (for miles per hour) for a game<br />

value of 12. Meters per round has a conversion of 0, so the value<br />

of 12 yields a measure of 250 meters; the car moves 250 meters in<br />

one round of combat. (Doing it the long way, you’d get a result of<br />

244 meters in ten seconds.)<br />

If you need to know the Toughness of an object, a good starting<br />

point is its weight. Find the game value of the weight, modifying<br />

downward if the object is delicate, upward if it is armored or<br />

particularly tough to damage. Humans, for example, are quite<br />

81


TORG: Revised and Expanded Rulebook<br />

variable, so their average Toughness could be anywhere between<br />

+3 to -3 of their weight value.<br />

Measuring Success<br />

For many actions, as long as the action total equals or exceeds<br />

the difficulty number the action is successful. But there are times<br />

where the result points of the action are important in gauging success.<br />

Combat and character interactions (charm, persuasion, trick, etc.)<br />

in particular regularly involve the use of result points.<br />

For all tasks involving the use of result points, there are three<br />

tables provided which explain the outcome of successful actions.<br />

The Interaction Results Table covers the use of charm, persuasion,<br />

test, trick, taunt, intimidation and the maneuver skills. The Combat<br />

Results Table is used to determine the amount of damage inflicted<br />

in combat. And the third table, the General and Push Results Table,<br />

covers everything else that might make use of result points.<br />

In each of the three tables, the S in the Result Points columns<br />

means “same”, as in the action or effect total was the same as the<br />

difficulty number. Another way to think of it is that it means the<br />

same thing as zero result points.<br />

General Results Table<br />

The General Results Table is used by a large number of skills.<br />

The quality of a success, also known as a success level, is noted<br />

by a descriptive word: Minimal, Average, Good, Superior or<br />

Spectacular.<br />

Minimal implies that the character just barely succeeded, avoiding<br />

failure by the skin of his teeth. Average is, well, average; no extra<br />

description is warranted. Good success sometimes merits a more<br />

detailed description, particularly if the character faced difficult<br />

odds. A Superior success deserves special emphasis; the task was<br />

performed faster, better or with more precision than expected.<br />

For a Spectacular success, things go so fabulously well that the<br />

82<br />

MEASURE CONVERSION CHART<br />

Measure is in units of Value Modifier<br />

Seconds 0<br />

Minutes +9<br />

Hours +18<br />

Days +25<br />

Weeks +29<br />

Months +32<br />

Years +38<br />

Meters per round 0<br />

MPH +3<br />

KMH +2<br />

Kilograms 0<br />

Pounds -2<br />

Tons +15<br />

Meters 0<br />

Feet -3<br />

Kilometers +15<br />

Miles +16<br />

gamemaster should give the character some kind of fringe benefits<br />

for his amazing performance.<br />

The Speed and Power columns of the table are used whenever<br />

a character attempts to exceed one of their limit values, as listed in<br />

Chapter One, with a push. Some other game mechanics, such as<br />

spell design, also make use of the columns but they are primarily<br />

used for pushes.<br />

The Storm column is used to determine the results of reality<br />

storms. Its use is explained in Chapter Seven.<br />

Pushing the Limits<br />

The reason for having limit values is that real human beings are<br />

only capable of so much. Of course so are heroes, trolls, cyberpriests<br />

and pulp villains. The problem comes with heroes who are human<br />

or close to human. We want the characters to be heroic, but at the<br />

same time we want the world to make sense, to seem real.<br />

This is a tall order, and it requires a little bit of complication.<br />

If an attribute value is translated directly into a measure of time,<br />

distance or weight, we quickly run into problems with characters<br />

that can perform ridiculously powerful feats. For example, if a<br />

Strength attribute of 13 was directly translated into the weight value<br />

that character could lift, he would be lifting 400 kilograms without<br />

even breaking a sweat!<br />

So the limit values represent the most that can be done by a<br />

character without significant effort. Instead of being able to lift<br />

400 kilograms, our Strength 13 character can only lift up to his limit<br />

value without strain. For a human, the lifting limit is 9, which is<br />

60 kilograms. If our strongman wants to try and lift more than 60<br />

kilograms, he’s got to put a little effort into it.<br />

To exceed a limit value is an action, called a push, with a base<br />

difficulty number of 8. When rolling for a push, any bonus number<br />

generated that is less than +1 is treated as +1. The acting value<br />

depends on the limit being pushed. The limit values and the associated<br />

attribute or skill used as the acting value are as follows:


Limit Values for Other Creatures<br />

The table provided in Chapter One lists the limit values<br />

for the major races involved in the Possibility Wars. Limit<br />

values can be determined for other races and creatures if<br />

they are not already provided in the creature’s description.<br />

In the table below, “Avg.” means the known average attribute<br />

for the creature in question; if this is not known, use<br />

human numbers or your best guess. In obvious problem<br />

circumstances (a sparrow’s running ability, for example),<br />

use your judgment.<br />

Limited Activity Limit Value<br />

Running Avg. Dexterity<br />

Flying Avg. Dexterity<br />

Swimming Avg. Dexterity -2<br />

Long Jumping Avg. Dexterity -5<br />

Climbing Avg. Strength -5<br />

Lifting Avg. Strength +1<br />

Hold Breath Avg. Toughness +2<br />

Add +1 to the limit value of the creature’s primary mode<br />

of movement (the ways it travels most often).<br />

Example: The gamemaster assumes that a dolphin’s<br />

average Dexterity is 10; it therefore has a swimming limit<br />

value of 9 (Dexterity 10, -2 for swimming, +1 for primary<br />

mode.)<br />

Running: Dexterity or running skill<br />

Swimming: Dexterity or swimming skill<br />

Long Jumping: Dexterity or long jumping skill<br />

Climbing: Strength or climbing skill<br />

Lifting: Strength or lifting skill<br />

Hold Breath: Toughness<br />

Flying: Dexterity or flight skill<br />

Lifting pushes use the Power Push column of the General Results<br />

Table. All other limit pushes use the Speed Push column. When a<br />

character attempts a push, the result points are read on the appropriate<br />

column to get a modifier that is added to the appropriate value.<br />

There will also be a number in parentheses. This is the amount<br />

of shock damage the character takes from overexerting herself.<br />

The damage is assessed at the end of the round, so a character<br />

can accomplish a superhuman feat, and then collapse. This type<br />

of damage, known as fatigue, is cumulative with shock damage<br />

taken in combat. Shock damage is covered later in this chapter<br />

under “Damage”.<br />

Example: Terrill is running for his life from a horde of angry,<br />

heavily armed gangsters. Alan declares that Terrill is pushing his<br />

running speed this round. Terrill does not have the running skill so<br />

he uses his Dexterity of 9 and generates an action value of 12. The<br />

difficulty was 8, which means he has four result points. On the Speed<br />

column of the General Results Table this is a +1(3) result.<br />

Chapter Four: The <strong>Rules</strong><br />

The +1 is added to Terrill’s running speed value, which is 9,<br />

increasing it to a value of 10. Instead of covering 60 meters (value<br />

9) that round, Terrill puts on a burst of speed and covers 100 meters<br />

(value 10) that round.<br />

However, the table indicates that Terrill takes three points of<br />

shock damage from the push, he’s tiring himself out by running<br />

at this speed. Nothing serious yet but he’ll need a little while to<br />

recover and catch his breath once he gets away from the gangsters.<br />

If he keeps pushing himself though he might exhaust himself and<br />

eventually collapse.<br />

If the character’s attribute or skill value exceeds the limit value,<br />

the full value is used to generate result points but the modifier is<br />

added to the limit value instead. In other words, attributes in excess<br />

of the limit value are still useful, but cannot allow a character to<br />

perform godlike feats.<br />

Example: Quin, running right behind Terrill, has a Dexterity of<br />

11. Paul rolls a 3, normally a -8 bonus but since this is a push the<br />

minimum bonus is +1, giving Quin an action total of 12. He gets<br />

the same +1(3) result as Terrill. However, the modifier is not added<br />

to Quin’s Dexterity value of 11, but to the limit value, which is 9,<br />

raising it to 10. Even though Quin has a higher Dexterity than Terrill,<br />

they both end up running at a speed value of 10 this round.<br />

A player may always elect to use a lesser number of result points<br />

on a push to take a lower result in order to avoid fatigue.<br />

Example: Terrill is still running from those gangsters in the<br />

next round and Alan says that Terrill will push his running again.<br />

Alan rolls very well and generates a Dexterity total of 15, which<br />

gives Terrill seven result points. This is a +2(10) result on the<br />

Speed column.<br />

Ten shock points would be more than enough damage to knock<br />

Terrill unconscious, which would be a very bad thing with the<br />

GENERAL AND PUSH RESULTS TABLE<br />

Success Speed Power Storm<br />

S Minimal 0 +1(3) -1<br />

1 Average +1(6) +1(2) -1<br />

2 Average +1(5) +1(1) -2<br />

3 Good +1(4) +2(4) -2<br />

4 Good +1(3) +2(3) -2 Storm x2<br />

5 Good +1(2) +2(2) -3 Storm x2<br />

6 Good +1(1) +3(5) -3 Storm x5<br />

7 Superior +2(10) +3(4) -4 Storm x2<br />

8 Superior +2(9) +3(3) -4 Storm x5<br />

9 Superior +2(8) +4(6) -5 Maelstrom<br />

10 Superior +2(7) +4(5) -6 Maelstrom<br />

11 Superior +2(6) +4(4) -7 Maelstrom<br />

12 Spectacular +2(5) +5(7) -8 Maelstrom<br />

13 Spectacular +2(4) +5(6) Transform (5)<br />

14 Spectacular +2(3) +5(5) Transform (5)<br />

15 Spectacular +2(2) +6(8) Transform (5)<br />

+2 +0(-1) +0(-1)<br />

83


TORG: Revised and Expanded Rulebook<br />

gangsters still on his tail. Alan decides to reduce the number of<br />

result points used on the push. He drops to six result points, which<br />

is a +1(1) result on the Speed column. It’s not as fast as if he had<br />

the +2 bonus, but at least he’ll remain conscious!<br />

84<br />

Near-Miss<br />

Near-miss is an optional rule. With a near-miss, there<br />

is a chance that a failed action could still succeed, even<br />

though things are still bad, or maybe even getting worse. A<br />

near-miss can occur when a character misses an important<br />

difficulty number by one or two points.<br />

If the situation is a completely clear cut yes or no, if<br />

there’s no way the action could continue, then a near-miss<br />

is a normal failure. But a near-miss can be a great dramatic<br />

tool in the right situations; Indiana Jones in the opening<br />

of Raiders of the Lost Ark had a near-miss result when he<br />

leaped over the pit in the South American temple, and then<br />

had to haul himself up the seemingly endless vine.<br />

If that had been treated as a normal failure, he wouldn’t<br />

have been able to grab the vine and ultimately pull himself<br />

out, he would instead have fallen into the pit and probably<br />

died. Not exactly the best way to start a story!<br />

Near-misses can be great fun if they’re played right,<br />

certainly more fun than the alternative sometimes. While<br />

the gamemaster should not go out of her way to turn every<br />

action failed by one or two points into a near-miss, it should<br />

at least be considered for most life-and-death situations<br />

when one die roll decides everything.<br />

Character Interactions<br />

Character interaction is very important in <strong>Torg</strong> - probably more<br />

important than in most other roleplaying games. There are specific<br />

ways each type of interaction can affect people, some of them quite<br />

powerful. Except for charm and persuasion, character interactions<br />

can be used during combat to give a character an advantage over<br />

an opponent.<br />

In adventure fiction, combat is never just two characters<br />

exchanging blows with each other. Insults are thrown to anger an<br />

opponent, quick moves are made to confuse them and smart fighters<br />

outwit their slower opponents. These are the kinds of things covered<br />

by the interaction skills that can be used in round play; maneuver,<br />

trick, test, taunt and intimidation. With the exception of maneuver,<br />

these skills can also be used out of combat, along with charm and<br />

persuasion, to influence the behavior of other characters.<br />

Use of the interaction skills is covered in their descriptions in<br />

Chapter Three. The results of their use are determined by reading<br />

the result points of the action on the Interaction Results Table.<br />

Intimidate, Test, Taunt, Trick and<br />

Maneuver Results<br />

The effects of stymied, unskilled, break, and up only last for one<br />

round. They are not cumulative, a character affected by two stymied<br />

results in the same round is still only stymied for one round, not two,<br />

and only loses her first reroll, not her first two rerolls.<br />

The duration of a setback or player’s call will depend on the<br />

exact effect used. Simple effects should only last for a round, but<br />

more complex effects may last longer. For example, if the player’s<br />

call on an intimidation was to cause the opponent to surrender, he<br />

will surrender; he won’t stop fighting for one round and then start<br />

fighting again the next round.<br />

INTERACTION RESULTS TABLE<br />

Result Points Intimidate/ Test Taunt/ Trick Interrogate Charm/ Persuade Maneuver<br />

S Stymied Stymied Enemy Loyal Fatigued<br />

1 Stymied Stymied Enemy Friendly Fatigued<br />

2 Stymied Stymied Enemy Friendly Fatigued<br />

3 Stymied Stymied Hostile Neutral Fatigued<br />

4 Stymied Stymied Hostile Neutral Fatigued<br />

5 Unskilled Unskilled Hostile Neutral Stymied<br />

6 Unskilled Unskilled Hostile Neutral Stymied<br />

7 Unskilled Unskilled Neutral Hostile Stymied<br />

8 Unskilled Unskilled Neutral Hostile Stymied<br />

9 Unskilled Unskilled Neutral Hostile Stymied<br />

10 Setback Setback Neutral Hostile Unskilled<br />

11 Setback Setback Neutral Hostile Unskilled<br />

12 Setback Setback Friendly Enemy Unskilled<br />

13 Setback Setback Friendly Enemy Unskilled<br />

14 Setback Setback Friendly Enemy +1 Unskilled<br />

15 Break Up/ Setback Loyal Enemy +1 Setback/ Fatigued<br />

+2 <strong>Player</strong>’s Call <strong>Player</strong>’s Call Loyal Enemy +1 <strong>Player</strong>’s Call


The damage from a fatigue result is normal damage and requires<br />

the normal amount of time to heal. See “Types of Damage” and<br />

“Healing” later in this chapter for more information about shock<br />

point damage.<br />

Fatigued: A fatigue result inflicts two shock points of damage on<br />

the targeted character. (Note that some types of armor and equipment<br />

in Chapter Thirteen might increase the amount of shock damage<br />

caused by a fatigue result.) The damage from a fatigue represents<br />

the effects caused by the character wasting his energy responding<br />

to the motions and actions of the maneuvering character.<br />

Stymied: The targeted character loses the first reroll she<br />

would otherwise normally get for any reason.<br />

If a character never has<br />

an opportunity for a<br />

reroll during her next<br />

action, stymied has no<br />

other effect. A stymied<br />

result will cancel out the<br />

benefits of an up result,<br />

and vice versa.<br />

U n s k i l l e d : T h e<br />

targeted character cannot<br />

use any of his skill adds<br />

during his next action, all<br />

action totals and passive<br />

defense values will be based<br />

off of raw attribute values<br />

instead. Possibility-rated<br />

characters lose their rollagain<br />

on 20’s while unskilled<br />

and ords lose their roll-again<br />

on 10’s while unskilled. Other<br />

unskilled use penalties are not<br />

applied; the character has not<br />

lost the skill, just the benefit of<br />

his adds.<br />

Setback: Setbacks make life<br />

rougher for the targeted character.<br />

The most common setback is to<br />

cause the character to lose their<br />

next action. Setbacks are discussed<br />

in more detail in Chapter Five.<br />

The player’s call on the interaction<br />

can often be used as a guideline for<br />

determining a setback result.<br />

Break: During a break, the targeted character will flee the battle<br />

or concede the conflict if she is unable to harm her opponent or<br />

in some other way improve her situation during her next action.<br />

Characters who break will flee or concede after failing to improve<br />

their position.<br />

Up: The character who performed the interaction receives a free<br />

additional roll to add to their normal roll on their next action against<br />

the targeted character, like getting to reroll the die on any result<br />

instead of just on 10’s and 20’s. This reroll from an up condition<br />

cannot be counted with a possibility, though it can be canceled by a<br />

stymied result, and vice versa. A possibility may be spent normally<br />

to gain another roll on top of this reroll.<br />

<strong>Player</strong>’s Call: As outlined in the skill descriptions, the player must<br />

state before rolling the die the exact effect he wants the interaction<br />

to have on the targeted character. With a player’s call result they<br />

get the effect they wanted.<br />

Chapter Four: The <strong>Rules</strong><br />

Charm, Interrogate and<br />

Persuade Results<br />

Charm is used to improve the target character’s attitude towards<br />

the interacting character, persuasion is used to convince the<br />

target character to do something for the interacting character and<br />

interrogation is a use of the intimidation skill to get information<br />

out of the target character. The results listed in these two columns<br />

deal with the attitude of the target character, either towards the<br />

interacting character or towards the information he’s being<br />

interrogated about.<br />

Loyal: Loyal characters are<br />

strongly committed to the characters<br />

that have earned their loyalty.<br />

They go to considerable lengths to<br />

guarantee the safety and well being<br />

of the characters to which they are<br />

loyal and will do almost anything<br />

those characters ask of them.<br />

Although they are still motivated<br />

to keep themselves alive, some<br />

loyalties transcend even selfpreservation.<br />

Information<br />

about which they feel loyal to<br />

is just as fiercely guarded and<br />

protected.<br />

Friendly: Characters<br />

with a friendly attitude<br />

have reason to believe the<br />

other to be worthwhile in<br />

some sense—they may<br />

share common goals or<br />

values, enjoy each other’s<br />

company, or believe<br />

that there is something<br />

intrinsically valuable<br />

about each other.<br />

Friends support each<br />

other in small ways—<br />

sometimes large ways<br />

if needed. Information about<br />

which they feel friendly is information they<br />

would normally only give to someone they like or trust.<br />

Neutral: Neutral characters have no reason to like or dislike<br />

another. People who are neutral may seem friendly or standoffish<br />

but they have no actual emotional investment in the character toward<br />

which they are neutral. The flip side is that such characters aren’t<br />

out to exploit those toward whom they are neutral. “Live and let<br />

live” is a good motto for the neutral attitude. Neutral information<br />

is something they don’t have any particular reason to withhold<br />

from anyone.<br />

Hostile: Characters with a hostile attitude toward someone have<br />

contempt for or feel threatened by that character. The character<br />

may be intensely jealous, or the two characters may belong to rival<br />

factions. The hostility may stem from long-held prejudice or recent<br />

events. Hostile information is something of little enough value<br />

that there’s no danger in it being known by someone the character<br />

does not like.<br />

Enemy: An enemy is a character who seeks to destroy the other<br />

character. The destruction need not be physical and immediate, but<br />

each misery and defeat an enemy can inflict on his opponent fulfills<br />

85


TORG: Revised and Expanded Rulebook<br />

a personal goal. The difference between hostile and enemy is that a<br />

hostile character will usually avoid the undesirable character while<br />

an enemy will go out of her way to antagonize the person she hates.<br />

Enemy information is something so inconsequential or obvious that<br />

there’s no reason not to tell it to anyone.<br />

Enemy+1: This result is not an actual attitude. Some uses of<br />

charm and persuasion require getting a result higher than the target<br />

character’s attitude so this result provides a level above enemy<br />

Using Charm<br />

The difficulty number for a charm attempt is the willpower value<br />

of the target. If the target does not have willpower, use the target’s<br />

Mind instead. The other factors involved are the target’s attitude<br />

toward the charmer, and the charmer’s attitude toward the target<br />

(which are not necessarily the same).<br />

<strong>Player</strong>s may choose the attitude they want their character to adopt<br />

toward the target, announcing their choice to the gamemaster. Once<br />

they choose an attitude, they need to roleplay it appropriately. For<br />

instance, if the player declares that her character is friendly, but acts<br />

in a truly selfish or manipulative manner, the gamemaster should<br />

point out that this is hostile behavior. If the player amends her action,<br />

there is no penalty. If she does not, the gamemaster should ignore<br />

the player’s stated attitude and treat her as hostile towards the other<br />

character. The base attitude of nonplayer characters is determined<br />

by the gamemaster according to the character and situation.<br />

A successful charm temporarily increases a character’s attitude<br />

by one level, although his base attitude (the original attitude of the<br />

character) remains the same. Any subsequent charm attempts still<br />

use the base attitude to determine the level of success needed.<br />

To continue charming a character in a single scene (another<br />

charm attempt may always be made in a future scene), the charmer<br />

must receive a result which is at least one level higher than the base<br />

attitude of the target. This is a continuing success.<br />

Example: Magoth is trying to create a good impression and<br />

put a nervous bartender in a Nile gin joint at ease (they don’t get<br />

many giants in there!) Magoth doesn’t have charm so he’s using<br />

his Charisma of 7. The bartender has a willpower skill value of 10<br />

and is hostile because he’s afraid of Magoth. Roger gets lucky on<br />

the die roll and generates an action total of 17 for Magoth. Seven<br />

result points (17 - target’s willpower of 10) are just enough to get<br />

a hostile result on the Charm column.<br />

Magoth temporarily increases the bartender’s attitude by one<br />

level to neutral, though the bartender’s base attitude remains<br />

hostile. Because Magoth did not get an enemy result (one level<br />

higher than hostile) he cannot try to charm the bartender again<br />

during the same scene.<br />

A charmed character’s base attitude toward the character that<br />

charmed him is improved at the end of an adventure if the following<br />

two conditions are met:<br />

• The character’s temporary attitude towards the character is friendly<br />

or loyal at the end of the adventure<br />

• The base attitude of the character doing the charming is equal to<br />

or better than the base attitude of the one being charmed<br />

Example: During the rest of the adventure, Magoth returns to<br />

the same bar and keeps trying to make a good impression with the<br />

bartender. Magoth manages to successfully get another hostile result,<br />

which improves the bartender’s temporary attitude from neutral to<br />

friendly. This satisfies the first condition.<br />

86<br />

Pressing the Issue<br />

When a character fails a charm, or only gets the minimal<br />

level of success necessary, no further charm attempts may<br />

normally be made in that scene without pressing the issue.<br />

This means trying to charm one more time in the face of a<br />

potentially negative reaction from the target character.<br />

If this extra charm roll is successful (at any level) the<br />

target’s temporary attitude improves by one more step, and<br />

no further charm attempts may be made in that scene, nor<br />

may the issue be pressed any further.<br />

The danger is in failure. If a character fails while pressing<br />

the issue, the target’s base attitude worsens by one step and<br />

the temporary attitude changes to the new base attitude.<br />

Example: Magoth’s first charm attempt on the bartender<br />

got a result equal to the bartender’s base attitude,<br />

so normally he could not use charm again on the bartender<br />

that scene. But let’s say Magoth decided to press the issue.<br />

Roger generates another action value, but this time it’s only<br />

a 12. That does not get a hostile result, the bartender’s base<br />

attitude, so Magoth has pressed too hard and now things<br />

actually become worse. The bartender’s base and temporary<br />

attitude worsen to enemy!<br />

Magoth’s attitude towards the bartender has been neutral; he’s<br />

being friendly to the guy but not because he wants to be friends,<br />

just to be polite and seem non-threatening. Since Magoth’s neutral<br />

attitude is better than the bartender’s base attitude of hostile,<br />

the second condition is satisfied. At the end of the adventure the<br />

bartender’s base attitude towards Magoth is improved one step to<br />

neutral. He’s no longer afraid of Magoth, he sees him as just another<br />

normal kind of guy.<br />

The second condition exists because people, or other social<br />

beings, may put up a good front, but true intentions have a way<br />

of leaking through and being perceived. This may not have any<br />

effect in the short run - the smooth, evil mastermind may be able to<br />

temporarily charm or persuade our hero, but getting him to change<br />

his feelings permanently is difficult indeed. Once free from the<br />

smooth-tongued charmer, the hero is most likely going to shake<br />

his head and try to figure out why the heck he ever trusted such<br />

slime in the first place.<br />

At the beginning of a new adventure, temporary attitudes are reset<br />

to the base attitudes. So if Magoth goes back to the same Cairo bar<br />

during the next adventure, the bartender’s attitude towards him will<br />

not be friendly like it was at the end of the previous adventure. It<br />

will be neutral, his base attitude towards Magoth after the previous<br />

adventure.<br />

Using Persuasion<br />

Persuasion is used to get another character or creature to agree to<br />

do a certain thing or accept a certain course of action. The difficulty<br />

number for persuading someone is their willpower or Mind value.<br />

Only one persuasion attempt may be made on a character about any<br />

one issue or suggestion, unless the gamemaster decides there is a<br />

good story-related reason to allow another attempt.<br />

Example: At a small refugee camp in Aysle, a viking takes<br />

offense at an imagined insult and decides to mop the floor with


Quin. Quin doesn’t really want to fight the guy, nor does he want to<br />

get smashed by him. Becky describes the viking smashing things,<br />

throwing insults at Quin and waving his spear around, with Quin<br />

dodging in and out amid the tents while trying to persuade the<br />

tribesman not to skin him alive. She gives Quin three chances at<br />

persuasion, with a round or two between each attempt, in order to<br />

make the scene interesting.<br />

Persuasion takes into account the target’s attitude, much as<br />

charm does. As with charm, the persuading character needs to get<br />

a result equal to or greater than the target character’s attitude to be<br />

successful. The difference is that persuasion goes against the target<br />

character’s temporary attitude rather than their base attitude, so<br />

using charm before persuasion can makes it easier to persuade<br />

someone to do something.<br />

If the persuader gets a success level equal to the target’s temporary<br />

attitude, the target agrees to the persuader’s request in exchange for<br />

something of roughly equal value. The payoff must be immediate<br />

unless the reward is great and the target<br />

has genuine reason to believe he will<br />

receive the reward.<br />

If the persuader gets a success<br />

level one step higher than the target’s<br />

temporary attitude, the target character<br />

agrees to the proposition as stated<br />

by the persuader, with no strings<br />

attached. This result is only possible<br />

if the outcome of the proposition has<br />

some value to the target; that is, the<br />

target must believe there is some selfinterest<br />

to be served by going along<br />

with the persuader’s suggestion - if<br />

not right now, then soon. The selfinterest<br />

can be anything from direct<br />

monetary reward, to recognition,<br />

to knowledge that he is doing the<br />

right thing (as he sees it.) If this is<br />

not possible, the result is treated as<br />

described above for getting a result equal to the target’s attitude.<br />

If the persuader gets a success level two steps higher than the<br />

target’s temporary attitude, the persuaded character will follow<br />

through on the suggestion with all possible effort and speed if the<br />

target character agrees with the fundamental aim of the course of<br />

action suggested by the persuader. Target characters with an attitude<br />

of hostile are usually unlikely to agree with the persuader, in which<br />

case the result should be treated as a result one level above the<br />

target’s attitude. Note that it is not possible to get two steps higher<br />

than enemy on the Interaction Results Table.<br />

First Edition Terms<br />

In some first edition <strong>Torg</strong> material, the terms negotiated<br />

agreement, yes result and vow result are used in relation to<br />

persuasion attempts. A negotiated agreement is getting a<br />

result equal to the target’s attitude, a yes is getting a result<br />

one step above the target’s attitude and a vow is getting a<br />

result two steps higher than the target’s attitude.<br />

Chapter Four: The <strong>Rules</strong><br />

Example: Quin is trying to convince the viking to stop threatening<br />

him. The viking’s base and temporary attitude towards Quin are both<br />

hostile since Quin doesn’t have time to try and charm the viking<br />

before attempting to persuade him.<br />

If Quin gets a result of enemy+1 on the Persuade Column,<br />

two steps higher, the viking will immediately stop attacking Quin<br />

if there’s any reason he might agree to stop. Perhaps he is only<br />

attacking because honor demands it for an insult, but he doesn’t<br />

really believe that Quin meant to insult him. On the other hand, if<br />

he has no real reason to stop attacking Quin, it should be treated<br />

as described next.<br />

If Quin gets a result of enemy on the Persuade Column, one<br />

step higher, the viking might stop attacking if he feels that he’s<br />

getting something in exchange for stopping. If Quin’s persuasion<br />

attempt included an apology for causing offense, that might be<br />

sufficient to satisfy the viking’s need for compensation. Or maybe<br />

Quin offers to buy the viking a drink or has something else that he<br />

offers in exchange for the viking halting his attack. If the viking<br />

doesn’t see anything of value though, it should be treated as<br />

described next.<br />

If Quin gets a hostile result on the<br />

Persuade column, the same level as the<br />

viking’s attitude, the viking will stop<br />

attacking Quin if he offers up something<br />

valuable in exchange, something the<br />

viking feels is a suitable payment for the<br />

insult he thinks Quin paid him. Maybe<br />

Quin has to offer up something expensive,<br />

like a new battle-axe to replace the viking’s<br />

old axe. Or perhaps he has to let the viking<br />

humiliate him publicly the same way the<br />

viking thinks Quin insulted him.<br />

If Quin doesn’t offer up something<br />

suitable in exchange, or didn’t even get a<br />

hostile result on his persuasion attempt, the<br />

viking refuses to stop attacking him.<br />

It is not possible to persuade a character<br />

to do something that is completely against<br />

her nature or ethical principles. One of the<br />

prime tricks of evil characters is to misrepresent a situation and the<br />

choices so that persuasion is possible, i. e. producing false evidence<br />

against a hero as part of a persuasion attempt to make a target take<br />

harmful action against the hero.<br />

Even in situations where persuasion is possible, the gamemaster<br />

may wish to apply modifiers to the difficulty based on what is being<br />

asked of the target character. Moderate risk, such as the chance of<br />

losing considerable money or prestige or there being a real chance<br />

of physical danger, should be worth at least a +3 modifier. If the<br />

situation involves high risk, such as a guaranteed chance of physical<br />

harm to oneself or loved ones, the difficulty should be increased<br />

by at least +5.<br />

Haggling<br />

Haggling is a special back-and-forth use of persuasion where<br />

each person participating in the interaction is trying to convince the<br />

other of something. It is most often used when a character wishes<br />

to sell or purchase something and the price needs to be negotiated<br />

rather than being a predetermined amount.<br />

Not every purchase that can be haggled has to use these rules;<br />

haggling can often be done purely by roleplaying out the exchange<br />

between the characters. But in cases where a character may be better<br />

(or worse) than the player when it comes to swinging a deal these<br />

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TORG: Revised and Expanded Rulebook<br />

rules can be used to cover the situation. Even when using these<br />

rules, the exchange should still be roleplayed out by the involved<br />

players.<br />

The attitude of the characters involved in haggling is not<br />

determined by how they feel about each other but by how close<br />

each person’s initial offering price is to the actual cost or value of<br />

the item or service being sold. Using the Value Chart, the amount<br />

by which the offer and the price is separated from the actual cost<br />

determines each side’s attitude:<br />

BASE PRICE/ATTITUDE CHART<br />

Offer Attitude<br />

Bargain Friendly<br />

+/-1 Neutral<br />

+/-2 Hostile<br />

+/-3 Enemy<br />

A “bargain” is a price that is much less than the item’s actual<br />

worth or an offer that is much more than the item’s worth. “+/- 1”<br />

is a price or offer within one point on the Value Chart, “+/- 2” is<br />

within two points and “+/- 3” is within three points.<br />

Example: Terrill is in a Cairo bazaar when an Arabian dagger in<br />

a nearby stall catches his eye. The normal price of a dagger (as given<br />

in Chapter Thirteen) is $50, which is a value of 9. The merchant,<br />

noticing Terrill’s interest, tells him that the dagger is “only “ $200.<br />

Two hundred is a value of 12, three above the dagger’s normal cost<br />

value, which means Terrill’s attitude is enemy towards this offer.<br />

Terrill counters with an offer of $40, which is a value of 8. This is<br />

one below the dagger’s normal cost so the merchant is neutral to<br />

Terrill’s offer.<br />

Haggling is conducted in round play. Each character attempts to<br />

persuade the other into accepting their offer or price on whatever<br />

is being sold. This requires getting a success level one step higher<br />

than the target character’s attitude.<br />

If during a round neither character succeeds in persuading the<br />

other, both must adjust their offers to be one point closer on the Value<br />

Chart to the other person’s offer. In most cases this will improve<br />

each character’s attitude by one step, increasing the likelihood of<br />

someone being successfully persuaded in the next round.<br />

If during a round one character successfully persuades the<br />

other, the other character will accept the character’s offer or price.<br />

If both characters successfully persuade each other, they agree to<br />

split the difference.<br />

Either character may choose at any time to stop haggling and<br />

either meet the other person’s offer or call off the deal and stop<br />

negotiating.<br />

Example: Terrill tries to persuade the merchant to take his offer<br />

of $40 for the dagger while the merchant wants Terrill to pay $200<br />

for it. Terrill has a willpower skill of 12 and a persuasion skill of<br />

10 and is enemy towards the merchant’s offer. The merchant has a<br />

willpower skill of 11 and a persuasion skill of 14 and is neutral to<br />

Terrill’s offer. Becky announces that Terrill has the initiative in the<br />

first round and gets to go first.<br />

Alan rolls on Terrill’s persuasion skill and generates a 14. That<br />

is only three result points, which is a neutral result on the Persuade<br />

Column. He needed to get better than the merchant’s attitude so<br />

he is not successful this round. Becky then rolls for the merchant<br />

and gets a persuasion total of 16. This is four result points, also a<br />

88<br />

neutral result. This is below Terrill’s attitude so the merchant also<br />

fails this round.<br />

Since both failed, Terrill must raise his offer and the merchant<br />

must lower his offer. Terrill raises his offer to $60 and the merchant<br />

drops his price to $150. Terrill’s new offer is a value of 9, still within<br />

one point of the item’s actual cost so the merchant remains neutral.<br />

The merchant’s new price is a value of 11, two value points higher<br />

than the cost, which lowers Terrill’s attitude to hostile.<br />

In the second round, Becky says that the merchant has the initiative<br />

and gets to go first. She generates a persuasion total of 18, another<br />

neutral result, and again fails to persuade Terrill. Alan generates a<br />

total of 17 for Terrill, also another neutral result and another failure.<br />

Both sides must improve their offers again.<br />

Terrill goes up to $70, a value of 10. This is high enough for the<br />

merchant to see it as a “bargain” so his attitude becomes friendly.<br />

The merchant drops his price to $100, also a value of 10, which<br />

improves Terrill’s attitude to neutral. Becky announces that Terrill<br />

has the initiative.<br />

Alan generates a persuasion total of 14 for Terrill, a neutral<br />

result. Since the merchant is now friendly this is a success! But the<br />

merchant still gets to make his persuasion attempt. Becky generates<br />

an action value of 15 for a neutral result, which is not successful<br />

since it’s not higher than Terrill’s attitude. The merchant accepts<br />

Terrill’s offer of $70.<br />

If Becky had generated an action value of 19 or higher the<br />

merchant would have a hostile result on the Persuade Column and<br />

also been successful in that round. If that had happened, Terrill and<br />

the merchant would have split the difference between the two offers<br />

and Terrill would have paid $85 for the dagger.<br />

Clearing the Mind<br />

<strong>Player</strong> characters and other possibility-rated characters are<br />

generally tougher to dazzle and confuse than ords because of their<br />

superior attributes and skills, but they are not immune to the effects<br />

of charm and persuasion. Fortunately, there is a way for characters<br />

to shake off the effects of charm and persuasion, a chance to clear<br />

their minds.<br />

To do this, the player (or gamemaster for nonplayer characters)<br />

makes a Perception check for the character; the difficulty number<br />

is the character’s own Mind. If the result points are equal to or<br />

greater than the result points of the latest charm or persuasion<br />

attempt against him, the charm or persuasion is negated. If an<br />

enemy character made the suggestion, add +3 to the bonus number<br />

for clearing the mind.<br />

If a character clears his mind, he is safe from the effects of charm<br />

and persuasion by that opponent for the rest of that act.<br />

Example: After several successful charms on her part, Marco<br />

finds himself smitten (friendly) with Sofia Delour, a nightclub singer<br />

in Cairo with connections to the evil Wu Han. She suggests that “my<br />

penthouse suite has the best view in Cairo - especially at sunrise.”<br />

Becky rolls on Sofia’s persuasion against Marco’s willpower, getting<br />

9 result points and a hostile result on the Persuade column, two steps<br />

higher than Marco’s attitude - more than enough to get him to go<br />

with her back to her suite.<br />

Juan is afraid this might be a trap, and announces that Marco will<br />

try to clear his mind. Marco’s Perception is 9 and his Mind is 10. If<br />

Juan can generate a Perception total of 19 or better (Marco’s Mind<br />

plus the 9 result points Sofia got on her persuasion check) he can<br />

keep Marco from going to Sofia’s penthouse suite. If not, Marco is<br />

putty in Sofia’s hands and will willingly follow her there.


Interrogation<br />

Interrogation is handled much like a persuasion attempt except<br />

that the character uses her intimidation skill and the attitude levels<br />

apply to how the target feels about the information the interrogator<br />

wants, not how the target feels about the interrogator. The better<br />

the target’s attitude towards the information, the harder it is to get<br />

them to reveal it.<br />

Personal information and closely guarded secrets might be<br />

something the target feels loyal or friendly about, while information<br />

about a casual acquaintance or an event that didn’t involve the<br />

character personally might be something they would tell to most<br />

people (neutral) or even to people they don’t necessarily like (hostile<br />

or enemy). The goal of the interrogator is the break the target’s<br />

resistance and force him into revealing information he wouldn’t<br />

normally give the interrogating character.<br />

Combat<br />

“The object of life is the death of your enemies.”<br />

—Kurst of Orrorsh<br />

Combat in <strong>Torg</strong> is the combat of adventure fiction. Bullets and<br />

arrows fly, providing danger -<br />

but far less frequently do they<br />

provide death, at least for the<br />

heroes. The chance of death,<br />

however, is always present<br />

in combat, and probably<br />

more frequently than in<br />

fiction, where the author<br />

has complete control the<br />

outcome of events.<br />

Combat occurs in<br />

round play with each<br />

round representing 10<br />

seconds of “game time.”<br />

Resolving everything<br />

that happens in a combat<br />

round takes longer than<br />

10 seconds of real time<br />

do, but for the characters<br />

only 10 seconds pass.<br />

During combat there<br />

are nine general types of<br />

actions that characters<br />

can perform, which are<br />

described in the following section.<br />

Action Descriptions<br />

An attack is taken in order to damage a target. An attack action<br />

always requires generating an action total.<br />

A defense action is the use of a defensive skill such as dodge<br />

or melee weapons. Most defensive actions are passive and do not<br />

require generating an action total. Characters can elect to perform<br />

an active defense though, in which case an action total is generated.<br />

On an active defense, if the bonus number is less than +1 it is<br />

considered to be a +1 bonus.<br />

A simple action is an easy task that usually doesn’t require any<br />

kind of skill check to perform. Shouting a command, flipping a<br />

switch, reloading a clip-fed weapon and moving a short distance<br />

are examples of simple actions.<br />

Chapter Four: The <strong>Rules</strong><br />

A movement action involves any movement that covers more than<br />

a short distance or requires the use of a skill, such as climbing, jumping<br />

and running. All speed push attempts are movement actions.<br />

Maneuver is an aggressive movement designed to tire an opponent<br />

or throw her off balance and is covered by use of the maneuver skill<br />

and the Interaction Results Table.<br />

Trick, Test, Taunt, and Intimidation are uses of the skills with<br />

the same names designed to unsettle and throw off an opponent,<br />

giving the character a tactical advantage.<br />

In general, a character may only roll the die for one type of action<br />

in a round. Passive defense and simple actions do not require die<br />

rolls so they may be performed in conjunction with an action that<br />

does involve a die roll.<br />

Generally there is no limit on the number of passive defense<br />

actions a character can perform, they can always passively defend<br />

against every attack directed at them in a round. The number of<br />

simple actions a character can perform in one round is generally<br />

limited to what makes sense within the ten-second period of time<br />

represented by a round.<br />

Characters can attempt to perform more than one action that<br />

requires a die roll in a round by performing a multi-action. The rules<br />

for multi-actions are described later in this chapter.<br />

Initiative<br />

Initiative, which<br />

side gets to go first<br />

during the round, is<br />

determined by the<br />

Drama Deck and is<br />

explained in Chapter<br />

Five. Everyone involved<br />

in a combat is divided<br />

into two factions, the<br />

Heroes and Villains. One<br />

side will get to go first in a<br />

round and when everyone<br />

on that side has finished<br />

taking their actions the<br />

other side gets to take their<br />

actions. Once both sides<br />

have finished taking their<br />

actions, the round is over<br />

and initiative is determined<br />

again for the next round.<br />

The order in which<br />

everyone on a side takes<br />

their actions is usually determined by the Dexterity attributes of<br />

everyone on that side. Characters act in order from highest to lowest<br />

Dexterity. Gamemasters may also simply progress from one side<br />

of the table to the other instead of having characters go in order<br />

of Dexterity if this seems easier than keeping track of when each<br />

character would go in order of Dexterity.<br />

Attack Skills<br />

Attack skills include biotech weapons, energy weapons, fire<br />

combat, heavy energy weapons, heavy weapons, unarmed combat,<br />

melee weapons, missile weapons and martial arts. Attacks made<br />

with magic spells, miracles, psionic powers or some other kind<br />

of special ability would use the associated skill as an attack skill.<br />

When using an attack skill, if the action total is equal to or higher<br />

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than the difficulty number of the attack, the attack hits the target.<br />

The difficulty number is the opponent’s appropriate defensive skill,<br />

which may be passive or an active defense.<br />

Example: Magoth is fighting an edeinos and tries to punch him.<br />

The attack is made with Magoth’s unarmed combat skill, which has a<br />

base value of 11. Roger rolls a 13, which is a +1 on the bonus chart.<br />

His action total is thus 12. The difficulty number is the edeinos’<br />

unarmed combat skill. The edeinos passively defends so his base<br />

skill value of 10 is used. Magoth’s action total is higher than the<br />

difficulty number so Magoth successfully hits the edeinos.<br />

Defensive Skills<br />

Most of the attack skills also serve as their own defensive skill.<br />

The main exception is ranged combat where the dodge skill is used<br />

for defense instead of the skill used to make the ranged attack.<br />

Most defenses will be passive, using the base value of the skill,<br />

but characters can elect to make an active defense and increase the<br />

difficulty number for their opponent.<br />

When rolling a bonus for an active defense, treat all bonus<br />

numbers of less than +1 as +1. An active defense can never make<br />

a character easier to hit, only harder.<br />

Example: A group of Nile gangsters whip out their pistols and<br />

start shooting at Quin. Paul declares that Quin is going to actively<br />

defend with his dodge skill, which has a base value of 13. Paul rolls<br />

a 7, which is a -2 on the bonus chart. Since this is less than +1 it is<br />

treated as a +1, raising Quin’s dodge value to 14.<br />

A character does not need to have the initiative to perform an<br />

active defense, it can be taken during the opponents initiative. An<br />

active defense does have to be declared before the attacker rolls<br />

the die. Because an active defense requires a die roll, characters<br />

can only perform an active defense if they have not already taken<br />

a dice action that round.<br />

Determining Damage<br />

“Hitting an adversary is necessary but not sufficient.”<br />

—Dr. Hachi Mara-Two<br />

Once a character is hit, the effect total (usually called the damage<br />

total) determines damage. The attacker’s damage value is his Strength,<br />

possibly modified by a melee or missile weapon, or the damage value<br />

of the weapon itself (for firearms and other weapons that provide<br />

their own energy). The difficulty is the target’s Toughness (which<br />

might be modified by armor). The more the difficulty number is<br />

exceeded, the more the target is damaged. Remember that to get<br />

an effect total, you use the same bonus number that generated the<br />

action total.<br />

Example: Quin’s Uzi has a damage value of 17. His die roll on<br />

an attack is a 15 for a bonus of +2; this gives him a damage total<br />

of 19 (17+2). His opponent has a Toughness of 10 and is wearing<br />

armor that gives him a +5, raising his value to 15. Quin does (19-<br />

15) 4 result points of damage.<br />

The result points determined by applying the damage total against<br />

the opponent’s Toughness or armor value are read on the Combat<br />

Results Table to determine the amount and type of damage done<br />

by the attack. There are two columns on the chart, one for ords and<br />

90<br />

COMBAT RESULTS TABLE<br />

Ords Possibility-rated<br />

s 1 1<br />

1 O 1 1<br />

2 K 1 O 1<br />

3 O 2 K 1<br />

4 K 2 2<br />

5 Knockdown O 3 O 2<br />

6 Knockdown K 3 Knockdown K 2<br />

7 Knockdown K/O 4 Knockdown O 3<br />

8 Wnd KO 4 Knockdown K 3<br />

9 Wnd K/O 5 Knockdown K/O 3<br />

10 Wnd KO 5 Wnd K/O 4<br />

11 2Wnd K/O 6 Wnd K/O 4<br />

12 2Wnd KO 6 Wnd KO 4<br />

13 3Wnd K/O 7 2Wnd K/O 5<br />

14 3Wnd KO 7 2Wnd KO 5<br />

15 4Wnd KO 8 3Wnd KO 5<br />

+2 +1Wnd +1 shock +1Wnd +1 shock<br />

one for possibility-rated characters. By their nature, possibilityrated<br />

characters (whether they are player characters or nonplayer<br />

characters) are better able to endure damage than ords.<br />

Types of Damage<br />

A character can suffer up to four types of damage when an attack<br />

successfully causes injury: shock, knockout condition and wounds<br />

are the three main kinds of damage. The fourth type, knockdown, is<br />

very temporary and is more of a condition than actual damage.<br />

Shock Damage<br />

Shock damage is expressed as a number. When the total number<br />

of shock points taken equals or exceeds a character’s Toughness,<br />

he falls unconscious. Unconscious or resting characters recover<br />

shock damage at the rate of one point a minute if the character<br />

does not also have a KO condition. An unconscious character will<br />

wake up when his shock damage is reduced to an amount less than<br />

his Toughness.<br />

Example: Quin’s Toughness is 11. If he takes 11 or more points<br />

of shock damage in a fight he passes out. He will remain unconscious<br />

until enough shock damage has been healed or removed to bring<br />

him to 10 or fewer points of shock damage. If Quin also has a KO<br />

condition he won’t heal any shock damage until the KO is gone.<br />

Knockout Conditions<br />

Knockout conditions represent blows to vulnerable areas. The<br />

letters “K” and “O” mark knockout conditions. When a character<br />

takes a K, the player should record that on the character sheet. If a<br />

character with a K later takes an O, that’s a KO, which knocks the<br />

character unconscious.


A K condition lasts for half an hour, representing a serious jolt<br />

to the nervous system. If a character already has a K result and<br />

takes another K, the shock damage for that blow only is increased<br />

by three.<br />

Any Os taken before a K result last for only a round and then<br />

fade. If a character already has an O result and takes a K, that’s also<br />

a KO result and he is knocked unconscious.<br />

A K/O result means that if the character has no knockout condition<br />

already, he takes a K. If he already has a K, he takes an O instead.<br />

After five minutes, the O of a KO condition will fade, leaving the<br />

character with just a K result. The character will regain consciousness<br />

at this point (unless he’s also unconscious from shock damage, which<br />

won’t heal while a character has a KO result.)<br />

Example: In the first round of a fight, Quin takes a K result<br />

in damage. In the next round, he takes another K and three points<br />

of shock damage. Since he already has a K result, the second K<br />

becomes three additional points of shock damage and he takes six<br />

points of shock that round. In the third round, he takes a K/O result.<br />

Since he already has a K, he takes an O, which gives him a KO,<br />

and he’s knocked unconscious. After five minutes he will wake up<br />

with just a K condition.<br />

Pain<br />

While <strong>Torg</strong>’s damage system covers a wide variety<br />

of injuries, it doesn’t really deal with the pain caused by<br />

injuries. There is a penalty on actions taken while wounded,<br />

and unconsciousness from shock or KO conditions could be<br />

interpreted as being due to pain, but that’s about it.<br />

One possible (and entirely optional) way to represent<br />

the effects of pain in game terms is to use the Character<br />

Interaction rules and have effects like stymied, unskilled<br />

and setback represent the temporary reaction a character<br />

has when hit with a new injury. Any time a character takes<br />

a K or a wound result in combat, the gamemaster generates<br />

a bonus number, rolling again on 10’s and 20’s, and adds it<br />

to the damage result points then consults the intimidation<br />

column of the Interaction Results Table.<br />

Example: An Orrorshan werewolf has just clawed Terrill<br />

during a battle. The attack only does three result points<br />

of damage, a K 1 result. Becky decides that the K might<br />

be painful and checks for any extra effects from it. She<br />

rolls an 18, a bonus number of +5. Adding this to the three<br />

result points of damage, she looks up 8 result points as an<br />

intimidation. It’s an unskilled result. The claw marks are<br />

only scratches but they hurt a lot, and the pain temporarily<br />

makes it difficult for Terrill to think and react as fast as<br />

normal, but only for a moment (one round).<br />

If the bonus number reduces the total to less than zero,<br />

the character doesn’t feel any pain from the injury. Using a<br />

bonus number allows for small injuries to sometimes hurt<br />

a lot and serious injuries to sometimes have no effect. This<br />

additional effect should only last for one round, though<br />

gamemasters may in some situations want to have the effect<br />

linger as long as the damage is unhealed.<br />

Characters who have the resist pain skill would be able<br />

to use the skill to ignore these effects in the same way they<br />

can ignore the action penalties for being wounded.<br />

Chapter Four: The <strong>Rules</strong><br />

Knockdown<br />

Knockdown causes a character to spend his next action getting<br />

up, although he is not completely helpless - he may take an active<br />

defense action while getting back up. Alternately, the character<br />

can remain on the ground and take an action from that position but<br />

at a penalty. The penalty will depend on the action the character<br />

attempts and the circumstances, but should be at least a +2 to the<br />

difficulty.<br />

Example: Quin suffers a Knockdown during a fight. Instead of<br />

getting back up he decides to shoot at his opponent from the ground.<br />

Becky assigns a +2 penalty to the attempt. In the next round, instead<br />

of getting up Quin decides to intimidate his opponent. Becky decides<br />

that being laid out of the ground is not the best position for intimidating<br />

a standing opponent and assigns a +5 penalty this time.<br />

If a character suffers a Knockdown result while already under<br />

the effects of a Knockdown, or takes multiple Knockdown results<br />

at the same time, the extra Knockdowns further limit what the<br />

character can do while she is knocked down. A second Knockdown<br />

limits the character to only being able to perform simple actions<br />

during their next action (they can get back up, but they can’t actively<br />

defend while doing so since that is not a simple action.) Any further<br />

Knockdowns extend the number of rounds that the character can<br />

only perform simple actions.<br />

Example: While he’s still on the ground from a previous<br />

Knockdown result, two of Quin’s opponents run up and start kicking<br />

him. Each one manages to hit and each gets a Knockdown result as<br />

part of their damage on Quin. Because he’s already under the effects<br />

of one Knockdown, these two additional Knockdowns mean that<br />

Quin can only perform simple actions for the next two rounds. Even<br />

if Quin stands up during the next round, he will still be too dazed to<br />

do anything but simple actions in the next round as well.<br />

Wounds<br />

Wound damage is serious injuries that linger and hinder a<br />

character’s ability to act. There are four levels of wounds: wounded,<br />

heavily wounded, mortally wounded, and dead (more than four<br />

wounds also counts as dead.) The number of wound levels taken<br />

from an attack precedes the abbreviation “Wnd” on the Combat<br />

Results Table.<br />

Wounds are cumulative: a heavily wounded character that takes<br />

another wound is now mortally wounded, and so forth. When a<br />

character reaches the mortally wounded level, he will soon die<br />

unless he receives medical attention. Whenever a character takes<br />

any level of wound damage in combat he also suffers an automatic<br />

Knockdown result (see above).<br />

While wounded, a character suffers a penalty on any action she<br />

attempts because of the pain caused by the injury. The resist pain<br />

and willpower skill can be used to temporarily ignore these penalties.<br />

Certain painkilling drugs, magic spells and other effects may also<br />

allow a character to ignore the penalties caused by injuries.<br />

The penalty is equal to the character’s wound level: wounded<br />

characters have a +1 penalty, heavily wounded characters have a +2<br />

penalty and mortally wounded characters have a +3 penalty. Dead<br />

characters of course can’t do anything (the ultimate penalty).<br />

Additionally, when a character is at mortally wounded, he<br />

takes one shock point of damage a round until one of two things<br />

occurs:<br />

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TORG: Revised and Expanded Rulebook<br />

92<br />

Characters with high defensive skill values, such as most<br />

ninja, are naturally enough difficult for characters with low<br />

attack skill values to hit. But when an attacker with a low skill<br />

value lucks out and generates a bonus number large enough to<br />

hit the character with a high defense value, he ends up doing<br />

serious amounts of damage to the character. Why? The same<br />

large bonus number gets applied to his damage value.<br />

Example: Yukitada has a dodge skill of 15. A Nile Empire<br />

shocktrooper with a fire combat skill of 10 is trying to shoot<br />

her. In order to hit, the shocktrooper has to generate a bonus of<br />

at least +5. This means that should he ever succeed in hitting<br />

Yukitada, he’ll have at least a +5 bonus to his damage since he<br />

can’t hit with any smaller bonus number.<br />

This often has the effect of causing the characters with high<br />

defenses to go untouched for much of a fight but then being<br />

taken out of action by one lucky shot. While this “glass jaw<br />

syndrome” is not unusual in adventure fiction, it can cause<br />

problems when the bonus number needed to hit is exceptionally<br />

large and the attacker manages to generate it.<br />

Example: Yukitada is actively defending against the<br />

shocktrooper’s attack and increases her dodge value to 20.<br />

Amazingly, the shocktrooper rolls three 10’s in row and then<br />

a 3 for a total of 33, a +10 bonus that raises his fire combat to<br />

20. He successfully hits!<br />

Unfortunately for Yukitada, the damage value of his pistol,<br />

a 15, is increased by the same +10. The damage total is 25 and<br />

Yukitada’s Toughness is 10. The 15 result points on the Combat<br />

Results Table indicates that Yukitada is mortally wounded and<br />

knocked unconscious (KO condition), not good!<br />

While most players will probably accept the risk of one<br />

lucky blow taking them out in exchange for not taking any<br />

damage most of the time, if it becomes a serious problem there<br />

is an alternative. Instead of using the same bonus number to<br />

determine the action and effect totals, the rolled bonus number<br />

is only applied to the action total. The result points of the<br />

attack are then used as the bonus to the effect total. This way<br />

attacks that barely manage to hit only do small amounts of<br />

damage and an attack has to be very successful before it will<br />

do a lot of damage.<br />

Example: In the previous example, the shocktrooper<br />

generated a +10 bonus that raised his fire combat skill to 20,<br />

the same as Yukitada’s dodge value. There are zero result<br />

points (20 - 20) on the attack. Instead of having a +10 bonus<br />

to his pistol’s damage value of 15 the shocktrooper only has a<br />

+0 bonus. This means the weapon only gets five result points<br />

against Yukitada’s Toughness instead of 15 result points, doing<br />

considerably less damage.<br />

The flip side to this approach is that it makes characters with<br />

high attack skill values exceptionally deadly in combat.<br />

The “Glass-Jawed Ninja” Problem<br />

Even if they roll poorly and generate a small bonus number<br />

they may still have enough result points to inflict large amounts<br />

of damage.<br />

Example: Terrill is being attacked by a ninja with a martial<br />

arts skill value of 19 using a sword, with a damage value of<br />

13. Terrill’s unarmed combat skill value is only 9 and his<br />

Toughness is 7. Becky rolls a 7 for the ninja’s attack, a -2 bonus.<br />

The ninja still hits with an action total of 17, giving him eight<br />

result points on the attack. The ninja’s damage bonus is thus<br />

+8, not -2, raising his damage value to 21. The ninja gets 14<br />

result points of damage, heavily wounding Terrill and knocking<br />

him unconscious (KO condition). Under the normal <strong>Torg</strong> rules,<br />

the ninja’s damage value would have been only 11 (-2 damage<br />

bonus) and Terrill would have taken much less damage.<br />

If the gaming group elects to use this method of determining<br />

damage bonuses, the gamemaster will have to modify all of the<br />

combat option modifiers found in this chapter to account for the<br />

different method. Because a modifier to the action value will<br />

increase or decrease the number of result points of an attack, an<br />

equal and opposite modifier has to be applied to the damage<br />

modifier to negate the change in the result points.<br />

Example: The Full-Auto combat option is normally a +3<br />

bonus to the action value and a +3 bonus to the damage value.<br />

When using the result-point method of determining damage<br />

bonuses, the +3 bonus to the action value has to be subtracted<br />

from the +3 damage bonus. So when using the result-point<br />

system, full-auto has a +3 bonus to the action value and a +0<br />

bonus to the damage value.<br />

It’s possible to combine the two methods and solve both<br />

problems but this complicates gameplay and can slow things<br />

down quite a bit. After making a successful attack, the damage<br />

bonus would be the lower of the result points or the rolled bonus<br />

number. Also, any damage value modifiers from combat options<br />

will be based on which method is used, requiring the players<br />

and gamemasters to keep track of both sets of numbers.<br />

Example: In the above example involving Terrill and the<br />

ninja, the ninja generated a -2 bonus number and had eight result<br />

points on the attack. Because the bonus number is less than the<br />

result points, the ninja’s damage bonus is -2 instead of +8.<br />

In the earlier example involving the shocktrooper shooting<br />

at Yukitada, the shocktrooper generated a +10 bonus and zero<br />

result points on the attack. Since the result points are less, his<br />

damage bonus is +0 instead of +10.<br />

An attack done with a weapon on full-auto will have either a<br />

+3 damage bonus or a +0 damage bonus depending on whether<br />

the normal <strong>Torg</strong> damage bonus is used or if the result-point<br />

bonus is used.


• he receives medical attention (first aid or medicine skill) to stop<br />

the accumulation of shock damage, or<br />

• the shock damage equals his Toughness, at which point his wound<br />

level increases to dead and he dies.<br />

When a character dies at four wounds, immediate emergency<br />

medical attention (first aid or medicine skills) can be used to improve<br />

her condition to mortally wounded if applied within one round of<br />

the character taking the fourth wound. Characters who have taken<br />

five or more wounds cannot be saved.<br />

Characters who go from mortally wounded to dead due to<br />

accumulated shock damage can have their condition reversed back<br />

to mortally wounded with successful medical treatment. A second<br />

medical treatment must be made immediately in the next round to<br />

stabilize the character or their condition will worsen to dead again<br />

and this time it cannot be reversed.<br />

Healing<br />

Each type of damage (except Knockdowns) takes a different<br />

amount of time from which to recover. Knockdowns are recovered<br />

simply by standing up.<br />

Shock damage is removed at a rate of one point per minute. An<br />

O by itself is removed after one round. A K requires a half an hour<br />

to go away. The O portion of a KO is removed in five minutes. A<br />

character will not recover any shock damage while suffering from<br />

a KO result. Once the KO has faded to a K result then the character<br />

will start recovering shock points.<br />

Wound damage takes much longer to heal and isn’t automatic.<br />

In order to heal a wound, the character makes a healing check.<br />

The player generates a Toughness total for her character against<br />

a difficulty number based on the character’s total wound level.<br />

Another character can use the medicine skill to try and help out<br />

the recovering character. The amount of time a character has to<br />

wait before making the first healing check depends on his total<br />

wound level. Once that first healing check has been made, if any<br />

further checks are needed they can be made on a daily basis until<br />

the character has fully recovered.<br />

A successful healing check will improve a character’s wound<br />

condition by one level. A failed check does not make the character’s<br />

condition any worse.<br />

Slower Healing<br />

In adventure fiction the heroes are never out of action<br />

for very long, even after being at death’s door. The amounts<br />

of time stated before the first healing check can occur are<br />

meant to reflect this but may seem inappropriately short if<br />

a player or gamemaster wishes to describe their damage in<br />

more realistic terms. A wound, for example, might be a minor<br />

concussion in which case one day isn’t too unreasonable.<br />

But if it’s interpreted as a fractured bone, only needing one<br />

day to fully heal is nothing short of miraculous!<br />

In situations like this, it is up to the player and gamemaster<br />

to work together to determine the exact nature of<br />

the injury and how much time seems reasonable before a<br />

healing check may be made.<br />

Chapter Four: The <strong>Rules</strong><br />

HEALING CHART<br />

Wound Level Difficulty Time<br />

Wounded 8 one day<br />

Heavily Wounded 12 three days<br />

Mortally Wounded 15 seven days<br />

Example: Father Wagner was mortally wounded in a battle<br />

against the Church Police of the Cyberpapacy but fortunately one of<br />

his friends was able to stabilize him with first aid so that he didn’t<br />

bleed to death from shock damage. His friends get him to a safe<br />

place where he can try to recover.<br />

After a week of rest, Tina can make the first healing check for<br />

Wagner. His Toughness is 8 but a doctor has been treating him during<br />

the week and with her medicine skill provides Wagner with a +3<br />

bonus to his healing check. Tina rolls an 18, a +5 bonus. Adding in<br />

the modifier from the doctor gives Wagner a Toughness total of 16,<br />

a success! Wagner’s condition improves to heavily wounded.<br />

After another day of rest, Tina can make a second healing check<br />

for Wagner. This time the doctor only provides a +1 bonus and Tina<br />

rolls poorly, an 8. Wagner’s Toughness total is only 7 so the check<br />

fails. He remains at heavily wounded and another day has to pass<br />

before Tina can try again.<br />

The third time around, the healing check is successful and<br />

Wagner’s condition improves to wounded. After one more day of<br />

rest Tina gets to make yet another healing check. This one is also<br />

successful and Wagner is fully healed after a grand total of (7 + 1<br />

+ 1 + 1) 10 days.<br />

Movement in Combat<br />

In combat, characters may move short distances as a simple<br />

action, but what constitutes a short distance? For most characters<br />

this will involve walking or running since other types of movement<br />

93


TORG: Revised and Expanded Rulebook<br />

like jumping, swimming and climbing require the character to make<br />

a skill check, so they cannot be a simple action.<br />

Walking distance, though it can also be applied to the distance<br />

that a vehicle or mount can be driven or piloted without problem,<br />

is determined by subtracting four from a character’s running limit<br />

value. The measure of this value indicates the distance the character<br />

can move as a simple action without it interfering with any dice<br />

actions she takes that round.<br />

Example: A character with a running limit value of 8 has a<br />

walking value of 4, which is six meters. During a round the character<br />

can move up to six meters and it won’t interfere with anything else<br />

she does that round.<br />

For a vehicle or a mount, subtract four from either the vehicle’s<br />

speed value or the skill value of the driver, whichever is less, to<br />

determine how far the vehicle can be driven in a round without<br />

difficulty.<br />

Example: Quin has a land<br />

vehicles skill of 10 and is driving<br />

a car with a speed value of 14.<br />

Since Quin’s skill value is less,<br />

four is subtracted from it to find<br />

out how far Quin can drive the<br />

car without problems. This is<br />

a value of (10 - 4) 6, only 15<br />

meters. Quin is not a good<br />

enough driver to cover much<br />

distance without it distracting<br />

him from anything else he<br />

wants to do that round.<br />

Covering more than the<br />

walking distance but less than<br />

the limit value in a round is<br />

still a simple action but it<br />

requires enough attention<br />

from the character that it<br />

imposes a +2 difficulty modifier<br />

to any dice action the character takes that round.<br />

For a vehicle, covering more than the “walking” distance but<br />

less than the speed value or driver’s skill value (whichever is less)<br />

is still a simple action but imposes the same +2 penalty on any dice<br />

actions the character takes that round.<br />

Example: The character with a running limit value of 8 can<br />

move up to six meters without it causing any problems. Moving a<br />

distance greater than six meters but less than 40 meters (the measure<br />

of her limit value) is still a simple action but makes anything else<br />

she does that round more difficult.<br />

If Quin drives the car more than 15 meters but less than 100<br />

meters (the measure of his skill value) in a round it is still a simple<br />

action but it distracts him enough that anything else he does is<br />

penalized.<br />

Moving more than a character’s limit value requires a speed push<br />

and is always a dice action. Driving a vehicle faster than its speed<br />

value is also a speed push. If the driver’s skill value is less than<br />

the speed value of the vehicle, driving at a speed value faster than<br />

his skill value is not a speed push but it is a dice action. The base<br />

94<br />

difficulty of this is Easy (5) but may be modified by the gamemaster<br />

based on circumstances.<br />

Example: If Quin wants to drive the car a distance between 100<br />

and 600 meters (the measure of the car’s speed value of 14) he has<br />

to make a land vehicles skill check against a difficulty of 5 to avoid<br />

losing control of the car. If he wants to cover more than 600 meters<br />

in that round he will have to attempt a speed push.<br />

Combat Options and<br />

Modifiers<br />

Combat is rarely as simple as just making attack totals and<br />

applying damage. There are different types of attacks, different<br />

types of weapons used, all kinds of situational modifiers that<br />

might come into play and even dangers poised by the surroundings<br />

themselves.<br />

Melee Weapon Damage<br />

When a character attacks another character<br />

unarmed, the damage value is<br />

the attacker’s Strength value.<br />

When the attacker uses a melee<br />

or strength-powered missile<br />

weapon, the weapon’s adds are<br />

added to the character’s Strength<br />

to determine the base damage<br />

value. For example, a character<br />

with Strength 8 using a STR+6<br />

sword has a base damage value<br />

of 14.<br />

The maximum damage value<br />

listed for a weapon (as listed in<br />

Chapter Thirteen and in equipment<br />

lists in other <strong>Torg</strong> products) is<br />

the maximum base damage value<br />

possible for the weapon. It is not a<br />

limit on the damage total that can be<br />

caused with the weapon.<br />

Example: Grod, an Ayslish ogre with a Strength of 17, picks up<br />

a normal human broadsword. The broadsword does STR+6 damage<br />

and it’s maximum damage value is 20. Grod’s base damage value<br />

with the broadsword is thus 20, not (17 + 6) 23. In combat, his bonus<br />

numbers are added to the base damage value of 20 normally, the<br />

limit does not apply to his damage total with the weapon.<br />

Using Two Weapons<br />

Whether it’s a sword fighter with a long blade in one hand and a<br />

short blade in the other, or a gunman blasting away with a pistol in<br />

First Edition <strong>Torg</strong> Terminology<br />

Non-lethal damage was called “stun damage” in the<br />

original <strong>Torg</strong> rulebook and supplements. Instead of the first<br />

wound being converted into an extra K result of damage it<br />

became a Knockdown result.


each hand, adventure fiction is full of characters that fight with two<br />

weapons at the same time. Characters in <strong>Torg</strong> are no exception.<br />

When a character fights with two melee weapons, he has the<br />

option of using one for defense against other melee weapons or<br />

hand-to-hand attacks. Usually the smaller of the two weapons is<br />

used for this purpose. A character fighting this way receives the same<br />

benefits as if he were using a buckler shield (see Chapter Thirteen.)<br />

Attacks made with the other weapon are conducted normally with no<br />

modifiers. Normally characters using two ranged weapons will not<br />

want to use them to parry or block melee or hand-to-hand attacks.<br />

But if they do try it, the gamemaster will need to determine if the<br />

weapon is large enough to be of any use and also determine what<br />

might happen to the weapon if an attack hits it.<br />

If the character chooses to attack with both of his weapons<br />

he may choose to attack a single opponent with both weapons or<br />

split his attacks on two or more opponents. If he attacks a single<br />

opponent with both weapons, the attack is conducted normally.<br />

Damage is determined by using the weapon with the highest base<br />

damage value and receives a +2 bonus. This applies to both melee<br />

and ranged weapon use.<br />

If the character chooses to attack more than one opponent with his<br />

two weapons, this is considered a multi-action and uses the “Quick<br />

Multi-Attacks” rules found later in this chapter. His damage total<br />

will again be based on the weapon with the highest base damage<br />

value and receives a +2 bonus. The same damage total is applied<br />

against all of the opponents successfully hit. This also applies to<br />

both melee and ranged weapons use.<br />

Characters using two semiautomatic or automatic firearms at the<br />

same time will often combine this option with the “Single, Burst<br />

and Automatic Fire” option found later in this section.<br />

Non-Lethal Damage<br />

Non-lethal damage is caused by attacks intended or designed to<br />

injure and incapacitate rather than kill. Attacks made with unarmed<br />

combat are almost always non-lethal damage. Some weapons may<br />

also cause non-lethal damage, such as clubs or “beanbag” rounds<br />

fired from a shotgun.<br />

Chapter Four: The <strong>Rules</strong><br />

Some weapons may also be used in non-conventional ways to do<br />

non-lethal damage, such as striking with the flat of a blade instead of<br />

the sharp edge or slamming the hilt of the weapon into the target.<br />

Non-lethal attacks do shock, Knockdown and KO damage<br />

like regular attacks; however, they do not wound as frequently or<br />

severely. They can still wound and kill though. When determining<br />

damage from a non-lethal attack, if no wound damage is caused<br />

then the damage is applied normally. If wound damage does occur,<br />

the wound level is reduced by one step and the character suffers<br />

an extra K result.<br />

Example: Magoth punches an edeinos warrior and his damage<br />

result is Wnd K/O 5. Because unarmed combat is treated as nonlethal<br />

damage, one wound level is reduced (down to no wounds)<br />

and the “missing” wound becomes a K result. A K plus a K/O is a<br />

KO so the damage the edeinos takes from the punch is a KO and<br />

five shock points.<br />

In the next round, Magoth punches another edeinos and this time<br />

gets a damage result of 2Wnd KO 6. The wound level is reduced by<br />

one and an extra K is applied. Because there’s already a K result (in<br />

the KO) the extra K becomes three more points of shock damage.<br />

The edeinos takes a Wnd KO 9 result from the punch.<br />

Knockout Attacks<br />

Closely related to non-lethal attacks are knockout attacks, attacks<br />

intended to incapacitate or cause unconsciousness without causing<br />

serious injury. Almost all knockout attacks are done with weapons<br />

designed for that purpose, such as stun grenades, tasers and hightech<br />

energy weapons (“set phasers on stun.”)<br />

For weapons designed specifically to do knockout damage, the<br />

attack is resolved normally. Before damage is applied to the character<br />

it is modified according to these rules:<br />

• the wound level, if any, is reduced one step and an extra K result<br />

is applied (as with non-lethal damage)<br />

• any remaining wound levels are translated into an equal number of<br />

Knockdown results if the attack is meant to incapacitate, or<br />

• any remaining wound levels are translated into three points of<br />

shock damage each if the attack is meant to render the target<br />

unconscious<br />

Example: A Nippon Tech security guard shoots Quin with a taser<br />

and generates a damage total of 27. Quin’s Toughness is 11 so Becky<br />

looks up 16 result points on the Combat Results Table. The unmodified<br />

damage is 3Wnd KO 5. Because a taser is a knockout weapon meant<br />

to incapacitate, she modifies the damage as follows:<br />

• the wound level is reduced one step, making the damage 2Wnd<br />

KO 5<br />

• an extra K result is applied; since there is already a K present in<br />

the KO this becomes three points of shock, making the damage<br />

2Wnd KO 8<br />

• remaining two wound levels are translated into Knockdowns, making<br />

the final damage 2 Knockdowns KO 8<br />

Example: Yukitada tosses a stun gas grenade at the feet of a<br />

Cyberpapal inquisitor and generates a damage total of 27. The<br />

inquisitor has a Toughness of 11 so Becky looks up 16 result points<br />

on the Combat Results Table. The unmodified damage is 3Wnd KO<br />

95


TORG: Revised and Expanded Rulebook<br />

5. Because the stun grenade is a knockout weapon designed to render<br />

the target unconscious, she modifies the damage as follows:<br />

96<br />

Ammunition<br />

Keeping exact track of every bullet, arrow and laser<br />

beam fired in combat is a bookkeeping chore we do not<br />

recommend, which is why ammunition is listed here as<br />

a combat options instead of being a normal rule. It may<br />

be accurate, but we don’t think it’s that much fun. But the<br />

decision on whether to count ammunition or not is left<br />

up to each gaming group, some may like doing it while<br />

others may not.<br />

If your gaming group is willing to play fast and loose<br />

with ammunition rules, let ammunition be a rare problem.<br />

Characters can happily blast away without a care until it’s<br />

dramatically appropriate for them to be low on ammunition.<br />

If a setback occurs, for example, it may indicate that<br />

the character loses some of the arrows from his quiver or<br />

she discovers that she only has a few clips of ammunition<br />

left for her pistol.<br />

Trigger-happy characters might have from 5 to 10<br />

combat rounds worth of ammunition left, those who have<br />

been conserving ammo might have up to 15 to 25 combat<br />

rounds of ammunition left, and they have to start keeping<br />

track of their ammo usage from that point. Running short<br />

on ammunition should work as a dramatic element of the<br />

story, not as an exercise in bookkeeping..<br />

If your group wants to keep track of ammunition, the<br />

weapon writeups in Chapter Thirteen and in other <strong>Torg</strong><br />

products list the number of combat rounds of ammunition<br />

a weapon has when fully loaded. This is not necessarily<br />

the same thing as the number of bullets a gun might hold<br />

in a clip or the number of crossbow bolts the character has<br />

in their quiver. Instead it indicates the number of times the<br />

weapon may be fired at its normal rate of fire before it<br />

has to be reloaded.<br />

A crossbow for example has an ammo rating of 1; it has<br />

to be reloaded every time it’s fired. A submachine gun with<br />

an ammo rating of 10 can fire ten bursts, not ten bullets,<br />

before it has to be reloaded. If a weapon can only fire at<br />

full auto, its ammo rating is the number of times it can be<br />

fired at full auto before it needs reloading.<br />

How much total ammunition the character is actually<br />

carrying (and how much they are capable of carrying) is<br />

up to the player and gamemaster to decide. Reloading most<br />

weapons counts as a simple action, though complicated<br />

and/or very large weapons may take several rounds to<br />

reload and may require a skill check as well.<br />

Each round that a character fires a weapon uses up<br />

one combat round’s worth of ammunition. If the character<br />

is firing at more than one target, he uses up a number of<br />

combat rounds equal to the number of shots taken; if the<br />

character uses the Single Fire as Multi combat option, that<br />

counts as three combat rounds worth of ammo. If firing a<br />

burst-fire weapon at full automatic, chalk off seven rounds<br />

worth of ammo. If the Burst Fire as Single-Shot combat<br />

option is used, mark off one combat round of ammo for<br />

every three shots taken.<br />

• the wound level is reduced one step, making the damage 2Wnd<br />

KO 5<br />

• an extra K result is applied; since there is already a K present in<br />

the KO this becomes three points of shock, making the damage<br />

2Wnd KO 8<br />

• remaining two wound levels are translated into a total of six points<br />

of shock damage, making the final damage KO 14<br />

If the knockout attack causes the target to go unconscious, any<br />

Knockdown results go into effect when the character regains<br />

consciousness. This represents the character being “groggy” and<br />

still dazed from the attack.<br />

Example: Quin was hit by a taser that did 2 Knockdowns<br />

KO 8 and knocked unconscious by the KO. When he wakes up<br />

five minutes later, the two Knockdowns are still in effect so he is<br />

automatically considered knocked down and can only perform a<br />

simple action that round.<br />

Knockdown Attack<br />

A knockdown attack is an attempt to knock an opponent off its<br />

feet, forcing to waste its next action standing back up. Knockdown<br />

attacks can be done with almost any kind of normal attack. Often the<br />

only thing that has to be done is to direct the attack at the target’s<br />

legs and knock them out from underneath it.<br />

A knockdown attack applies a -2 penalty to the bonus number of<br />

the attack. If the action value achieves a Good success level or better,<br />

the attack causes an automatic Knockdown result in addition to any<br />

normal damage from the attack. If the action value only achieves a<br />

Minimal or Average success, only normal damage is applied.<br />

Example: Magoth is fighting another giant and needs a moment<br />

to get some distance between him and his opponent so that he can<br />

start using his magic. Roger declares that Magoth is going to try a<br />

knockdown attack, he’s going to swing his sword at his opponent’s<br />

legs and hope it’ll make him fall. Then while the other giant is<br />

spending the next round getting up Magoth will have time to move<br />

away and start casting a spell.<br />

Roger rolls a 10 and then a 5. A die total of 15 is a +3 bonus.<br />

Because he’s doing a knockdown attack this is modified by -2 for a<br />

final bonus of +1. This gives Magoth an action total of 11 with his<br />

melee weapons skill. His opponent’s melee weapons skill is 10 so<br />

he only has one result point, only an Average success, and does not<br />

get the automatic Knockdown result. His damage from the attack<br />

is figured normally using his modified bonus of +1.<br />

Roger tries again in the next round. This time he rolls a 19, a<br />

+6 bonus, which gives him an action total of 14 after applying the<br />

modifier for a knockdown attack. Four result points is a Good success<br />

so he automatically scores a Knockdown result on his opponent in<br />

addition to the regular damage from his attack.<br />

Ranged Weapon Modifiers<br />

Hitting a target at a distance becomes more difficult the farther<br />

away the target is from the attacker. Most ranged weapons also<br />

experience a drop in damage the farther they have to travel before<br />

hitting a target. Projectile weapons, for example, slow down as they<br />

travel and energy beams may dissipate or diffuse the farther they go.<br />

Write-ups for ranged weapons, such as the ones in Chapter Thirteen,<br />

will provide the range values for the weapons.


• Point-blank range is any distance less than the given short range of<br />

a weapon. For most ranged weapons in <strong>Torg</strong> point-blank range is<br />

zero to three meters. The minimum bonus number for a point-blank<br />

attack is +1, same as the rule for active defenses.<br />

• Short range has no modifiers.<br />

• Medium range is a -3 modifier to the bonus number.<br />

• Long range is a -5 modifier to the bonus number.<br />

Example: Quin is firing his .357 Desert Eagle pistol at a gospog<br />

that is 30 meters away. For the Desert Eagle this is long range. Paul<br />

rolls a 20 and then a 2 for a 22, a +8 bonus number. But because<br />

the attack is being made at long range, this is modified by -5 and<br />

Paul only adds a +3 bonus to Quin’s fire combat skill and to the<br />

pistol’s damage value.<br />

Single, Burst and<br />

Automatic Fire<br />

Weapons capable of automatic and burst<br />

fire are assumed to be firing in bursts. If such<br />

a weapon is fired single-shot (“Burst<br />

Fire as Single-Shot”) its damage<br />

value is reduced by 3. If the weapon<br />

is being fired at full automatic (“Full<br />

Auto”), the character receives a +3 bonus to<br />

his bonus number. Some automatic weapons<br />

only fire at full auto. For these weapons the<br />

+3 bonus is already calculated into their<br />

damage value so the bonus is only applied<br />

to the action value.<br />

Example: Quin’s Uzi is capable of<br />

firing a burst and at full auto so it’s damage<br />

value of 17 is based on burst fire. If Quin<br />

switches the weapon to single fire mode<br />

the damage value drops to 14.<br />

Quin fires the Uzi on full auto and<br />

Paul rolls a 7, a bonus number of -2.<br />

Because Quin is firing on full auto this is<br />

increased by +3 so Paul adds a +1 bonus<br />

to Quin’s fire combat skill and the Uzi’s<br />

damage value.<br />

If Quin were to fire a 7.62mm<br />

minigun, which can only fire at full<br />

auto, he would get a +3 bonus to his<br />

action total but not to the damage total<br />

because it is already calculated into the<br />

minigun’s damage value.<br />

Some single-shot weapons may be fired multiple times in one<br />

round (“Single Fire as Multi”); this increases the damage value<br />

by +3. At the gamemaster’s discretion, the “Single Fire as Multi”<br />

modifier may be also be applied to some small thrown weapons<br />

like shurikens to represent the character flinging several of them<br />

at the same time.<br />

Example: Quin pulls the trigger as fast as he can on his Desert<br />

Eagle pistol, trying to take down another gospog that has suddenly<br />

appeared right in front of him. The pistol’s damage value is normally<br />

16, by repeatedly firing it Quin raises it to 19.<br />

Chapter Four: The <strong>Rules</strong><br />

Aiming<br />

A character may spend one round aiming. In the next round, the<br />

aiming character gets a +3 bonus to his action value. Aiming does<br />

not increase the damage value.<br />

Aiming may only be done with firearms and missile weapons,<br />

and requires the attacker to remain motionless and be undisturbed<br />

for that round while he tracks his target. The character can perform<br />

simple actions while aiming at the gamemaster’s discretion. Speaking<br />

briefly to another character might not interrupt his concentration,<br />

but walking through a doorway might.<br />

Because the character is remaining motionless and concentrating<br />

on his target, any attack made against an aiming character has the<br />

bonus number increased by +3, but he gets to use his normal passive<br />

defense. If the character is successfully damaged by an attack while<br />

aiming, his aim is ruined and he will not get the aiming bonus on<br />

his next action.<br />

Vital Blow<br />

A vital blow is an attack<br />

aimed at a specific spot with<br />

the intent of causing extra<br />

damage, such as punching<br />

someone in the kidneys,<br />

shooting them in the head or<br />

sliding a blade between their<br />

ribs and into their heart or a<br />

lung. The modifiers for a vital<br />

blow depend on how much<br />

more difficult of an attack the<br />

character wishes to perform<br />

and/or how much more damage<br />

he wants to cause.<br />

The lowest level of a vital<br />

blow applies a -2 penalty to<br />

the action value of an attack<br />

while increasing the damage<br />

value by +1. <strong>Player</strong>s can choose<br />

increasingly difficult or damaging<br />

vital blows by applying the -2/+1<br />

modifier multiple times, up to a<br />

maximum of -8/+4.<br />

Example: Yukitada needs to<br />

eliminate a Yakuza bodyguard fast<br />

so that he doesn’t have time to make<br />

any noise. Barbara declares that<br />

Yukitada will attempt a vital blow<br />

with a -6 to the action value and a<br />

+3 to the damage value. She describes the attack as a sharp blow<br />

to the front of the bodyguard’s neck.<br />

If the player provides a clear description of what their character<br />

is hoping to do with a vital blow , the gamemaster should reward<br />

a successful attack by taking into consideration what the player<br />

wanted and, if necessary, create additional benefits and results if<br />

the vital blow is successful.<br />

Example: Yukitada’s vital blow was successful, but just barely.<br />

The bodyguard was not knocked out or killed by the attack. However,<br />

since Barbara had described the attack and what Yukitada was hoping<br />

to do with it, Becky declares that the blow to the bodyguard’s neck<br />

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TORG: Revised and Expanded Rulebook<br />

has smashed his larynx, rendering him incapable of shouting out<br />

an alarm.<br />

If a character is facing an unknown creature, she cannot take a<br />

vital blow if she does not know what parts are vital. While some<br />

vital parts are fairly obvious (such as the head), for some creatures<br />

they may not be vital, the brain may be in their torso instead of in<br />

their head or the creature may not even have a brain. In cases like<br />

these, characters may make a vital blow attack but the gamemaster<br />

does not apply the damage modifier, since the attack is not really<br />

hitting anything vital.<br />

Example: Quin is attacked by a gospog, an undead creature<br />

created by the High Lords. The gospog is more plant than animal so<br />

even though it is humanoid in shape, it doesn’t really have any vital<br />

organs or body parts. Quin doesn’t know this though. Paul declares<br />

that Quin will try to blow the gospog’s head off with a shot to its<br />

head, a -8 on the acting value and a +4 damage value.<br />

Becky allows Paul to take the vital blow, even though she<br />

knows it isn’t going to do any extra damage because the head isn’t<br />

a vital part for the gospog. Quin hits and Paul gives Becky the<br />

modified damage value, which she adjusts by taking out the vital<br />

blow modifier before applying it to the gospog. She tells Paul that<br />

Quin blows away half of the gospog’s head but that doesn’t seem<br />

to slow it down any.<br />

Vital Block<br />

The vital block is the opposite of a vital blow. Instead of an<br />

attacker attempting a more difficult shot in hopes of causing more<br />

damage, a vital block is when a defender sacrifices some of his<br />

defensive value in exchange for reducing the likelihood of an<br />

attack doing serious damage. In essence the character is focusing<br />

his attention on protecting only part of his body from attack, saving<br />

him from serious injury but not from minor attacks that might hit<br />

non-vital areas.<br />

For example, a boxer who curls his arms up in front of his face<br />

and chest is protecting his head and body from his opponent’s<br />

punches by taking them instead on his gloves and forearms. While<br />

his opponent may hit him more often this way, the blows will not<br />

be landing on anything vital so the defending character won’t take<br />

as much damage as he might have otherwise.<br />

The modifiers for the vital block depend on how much of his<br />

non-vital defense the character is willing to sacrifice for additional<br />

protection to vital areas. The lowest level of a vital block applies<br />

a -2 penalty to the character’s defense value while increasing the<br />

character’s armor value by +1. Characters can choose the amount<br />

by which they protect themselves by applying the -2/+1 modifier<br />

multiple times, up to a maximum of -8/+4.<br />

Vital block may be combined with an active defense; the player<br />

declares how much of a vital block the character will perform before<br />

rolling the die to generate the active defense value.<br />

Example: Magoth is in a sword fight with a powerful evil knight<br />

from Aysle, who’s been repeatedly hitting Magoth hard enough to<br />

cause wound damage. Magoth realizes that he needs to keep the<br />

knight from causing any more wounds so he’s going to concentrate<br />

on protecting his vital areas. In the next round Roger declares that<br />

Magoth is going to actively defend with his melee weapons skill and<br />

he’s going to vital block on top of that, with a -4/+2 modifier.<br />

Roger rolls the die and generates a +4 bonus number. Magoth’s<br />

defense value remains unchanged (the +4 bonus number and -4<br />

vital block modifier cancel out) but he receives a +2 bonus to his<br />

98<br />

Toughness (i.e., a +2 armor value) when resisting any damage the<br />

evil knight causes that round.<br />

All-Out Attack<br />

All-out attack, sometimes called a sacrifice attack, is a furious,<br />

berserk attack that sacrifices defense to increase the chance of<br />

hitting and causing damage. An all-out attack may only be done<br />

in hand-to-hand combat, it cannot be done with ranged attacks. An<br />

all-out attack can be combined with other attack options, such as a<br />

knockdown attack or a vital blow, but it cannot be combined with<br />

any defensive actions such as an active defense or a vital block.<br />

An all-out attack gives the attacker a +3 bonus to his action<br />

value and a +1 bonus to his damage value. But by going all-out,<br />

the character leaves himself vulnerable to counterattacks; all blows<br />

aimed at the character doing the all-out attack receive a +3 bonus<br />

to the bonus number of the attack until the character ‘s next action<br />

in the next round.<br />

Example: Marco and Quin are involved in a bar fight somewhere<br />

in Cairo. Marco has managed to stay on the sidelines and is watching<br />

Quin’s back while he mops the floor with some Nile goons. Suddenly,<br />

he notices a goon with a knife coming up behind Quin, who doesn’t<br />

see him.<br />

Juan declares that Marco is going to perform an all-out attack<br />

combined with a knockdown attack. He describes Marco climbing<br />

up onto the bar and leaping off, trying to land on the goon with the<br />

knife. Hopefully he’ll knock the guy to the floor and give Quin<br />

time to notice him.<br />

The all-out gives Juan a +3 action bonus and a +1 damage bonus<br />

while the knockdown is a -2 to both. The final modifiers are +1 on<br />

the action value and -1 on the damage value. Juan rolls and Marco<br />

succeeds, flying through the air and slamming into the goon.<br />

However, because of the all-out attack, Marco is off-balance<br />

and unable to defend himself very well after landing on the goon.<br />

While he’s picking himself back up another goon comes over and<br />

throws a punch at him, getting a +3 bonus to his acting and damage<br />

values.<br />

Sweep Attack<br />

A sweep attack is an attempt to hit a target without any real concern<br />

for how much damage is done. Sweep attacks can be made in most<br />

hand-to-hand situations, such as throwing a roundhouse punch or<br />

swinging a sword in a huge arc in front of the character.<br />

Sweep attacks can also be made with ranged weapons capable<br />

of burst or full auto fire. The attacker sprays out his shots over a<br />

wide area instead of trying to group them together, hoping to catch<br />

the target with the spray.<br />

A sweep attack gives the character a +5 bonus to his action value<br />

but penalizes damage with a -5 modifier. The character is sacrificing<br />

accuracy (more damage) for effect (hitting the target).<br />

Example: Quin is fighting a ninja employed by the Kanawa<br />

Corporation. The ninja has a very high dodge skill and Quin has<br />

not been able to successfully shoot him yet. Deciding that trying<br />

to finesse a shot isn’t working, Quin clicks his Uzi onto full auto<br />

and “sprays and prays”.<br />

Firing on full auto gives Quin a +3 bonus to both his action and<br />

damage totals, which when combined with the sweep attack modifiers<br />

gives him a +8 modifier to his action total and a -2 modifier to his<br />

damage total. He’s not going to do as much damage as he normally


would with the Uzi on full auto but with that bonus to his action<br />

total he should at least hit the ninja finally!<br />

Suppressive Fire<br />

Suppressive fire is a variant<br />

of the sweep attack used with<br />

ranged weapons, usually only<br />

those capable of burst and full auto<br />

fire but it can be done somewhat<br />

less effectively with single-shot<br />

weapons too. Unlike a sweep attack,<br />

the goal of suppressive fire is not<br />

to improve the chances of hitting a<br />

target by throwing a lot of lead (or<br />

laser beams or whatever) in the air.<br />

Instead, the “field of fire”<br />

established by the suppressive fire<br />

is meant to intimidate the target,<br />

to scare him into thinking that if he<br />

tries anything he’s going to be met<br />

by a hailstorm of lead (or lasers or<br />

whatever.) The goal of suppressive<br />

fire might be to convince someone<br />

to surrender or to keep him “pinned<br />

down” and unable to move from his<br />

current location.<br />

The attacker generates her action<br />

and damage totals normally. Whichever<br />

value is higher is treated as an<br />

intimidation skill value that is applied to<br />

anyone within the area being blanketed<br />

by the suppressive fire. The effects are<br />

determined according to the usual rules for<br />

character interactions. Multiple attackers<br />

may combine their fields of fire to increase<br />

the effect of their suppressive fire using the rules for combining<br />

actions as described later in this chapter.<br />

Example: Quin is trying to sneak into a Nile weird science<br />

research outpost when a guard in a tower spots him. Quin dives<br />

for cover as the guard opens up on him with a heavy machine<br />

gun. Bullets pound into the boulder Quin hides behind and into<br />

the ground around it; if Quin sticks his head out to shoot back he<br />

might get hit before he can get off a shot, and running for it would<br />

be just as bad!<br />

The guard in the tower is using suppressive fire to keep Quin<br />

pinned down behind the boulder; he doesn’t want Quin to escape so<br />

he’s going to try and keep Quin from moving until a shocktrooper<br />

patrol can be sent out to come at Quin from another direction. The<br />

guard’s heavy weapons skill is 11 and his machine gun has a damage<br />

value of 25. Quin is at short range for the machine gun.<br />

Becky rolls poorly and gets a bonus number of -5. The guard<br />

gets a +3 action modifier for firing on full auto so the action total is<br />

a 9. The weapon’s damage value already accounts for firing at full<br />

auto so the damage value is 20. The damage value is higher so this<br />

becomes the guard’s intimidation total against Quin.<br />

Quin has a Spirit of 8 so the intimidation gets 12 result points,<br />

a setback result. Becky tells Paul that Quin’s setback is that he<br />

cannot take any actions that would involve exposing himself to<br />

the machine gun fire, like running away or trying to shoot back.<br />

But he’s not completely paralyzed with fear so he’s not incapable<br />

of doing anything (the player’s call of the guard) and he isn’t so<br />

Chapter Four: The <strong>Rules</strong><br />

scared that he will surrender (a break result.) Quin pulls a walkietalkie<br />

out of his backpack and calls for some help while trying to<br />

figure out how he’s going to deal with the shocktroopers they’re<br />

sure to send out after him.<br />

Opportunity Attack<br />

A character taking an opportunity<br />

attack is waiting for a target to present<br />

itself later in the round. In effect, the<br />

character holds her action when it is<br />

her turn and waits to take it when the<br />

other side takes their actions.<br />

As each target presents itself, she<br />

must either decide to attack then or<br />

wait for another target. If she waits,<br />

any target characters “passed over”<br />

may act as they normally would.<br />

Opportunity attacks have a -3 bonus<br />

modifier for action and effect,<br />

representing the delay caused by<br />

having to make a split-second<br />

decision to attack or to continue<br />

holding her action.<br />

Example: The Storm Knights<br />

are in a battle with a group of Church<br />

Police outside a cybercathedral in<br />

Lyon, France. Reinforcements are<br />

coming out of the cybercathedral<br />

and Yukitada decides to ambush<br />

the squad leader if he steps<br />

outside. Barbara will hold her<br />

action with an opportunity attack<br />

for this round, waiting until the<br />

squad leader comes outside and then launching Yukitada’s attack.<br />

As each Church Policeman steps through the doorway of the<br />

cybercathedral, Yukitada tenses, waiting for the right one to come<br />

through. When he finally does step through, it takes Yukitada a<br />

second to recognize him and spring into action, enough to throw<br />

her off just a little bit.<br />

Location Attack<br />

A location attack is like an opportunity attack in which a character<br />

holds his action until a target presents itself. The difference is that<br />

character doesn’t make a choice about whether to attack or continue<br />

waiting, the first target that presents itself at a location is the one<br />

that gets attacked. The character must specify a single location, such<br />

as a doorway, for a location attack. The location attack occurs as<br />

soon as any target presents itself. There is no penalty for a location<br />

attack.<br />

Example: The Storm Knights finish off the group of Church<br />

Police that they were fighting but know that even more reinforcements<br />

are probably on their way out of the cybercathedral. Magoth is<br />

elected to guard the door while the rest of the party gets ready for<br />

more action.<br />

Roger declares that Magoth will do a location attack on the front<br />

door of the cybercathedral. The first thing that comes through that<br />

doorway is getting a sword stuck in it.<br />

When a target does present itself in the doorway, Becky doesn’t<br />

have to determine initiative to see if Magoth gets to go before the<br />

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TORG: Revised and Expanded Rulebook<br />

target does, because Magoth has been holding his action with the<br />

location attack.<br />

But Magoth has no choice about whether or not to attack the<br />

first target through the door, so if it happens to be someone other<br />

than a villain, like an innocent hostage, things could get rather grim<br />

rather quickly.<br />

Grappling Attack<br />

A grappling attack is used to physically grasp a target. It can be<br />

used to take possession of an item someone else is holding, such<br />

as grabbing a gun out of someone else’s hand, or it can be used to<br />

restrict the target’s ability to move, such as wrestling someone to<br />

the ground and pinning them so that they can’t escape.<br />

Grappling can be combined with a number of other combat<br />

options, such as with a vital blow (choking someone) or even with a<br />

sweep attack (a big “bearhug”.) While most grappling attacks will be<br />

forms of unarmed combat some weapons may be used for grappling<br />

attacks. A bullwhip for example can be used to wrap around a target<br />

and a net can be thrown on someone to bring them down.<br />

Grappling attacks impose a -4 modifier to the action total and<br />

a -2 modifier to the damage total. The result points of the action<br />

total are read on the General Success Table to determine if the<br />

character simply hits the target or successfully grapples with it. If<br />

the attacker gets at least a Good success level he has successfully<br />

grasped his target.<br />

If he only got a Minimal or Average success then he struck his<br />

target and will do damage, but fails to hold onto the target. If he<br />

was attempting to take an item away from another character, no<br />

damage will be done but gamemasters may want to consider if the<br />

attack instead disarms the opponent (see “Disarm”.)<br />

Example: A Nile Empire shocktrooper is pointing a gun at Quin,<br />

who is unarmed. Paul declares that Quin is going to try and grab the<br />

shocktrooper’s arm, twisting it so that the shocktrooper can no longer<br />

point the gun in Quin’s direction. Paul rolls, applies the action value<br />

modifier for the grappling attack and ends up with two result points<br />

on the attack, only an Average success. Quin hits the shocktrooper’s<br />

arm but does not manage to grab it, doing damage instead.<br />

If the grapple was successful and the attacker was trying to<br />

take something away from another character, the damage total is<br />

100<br />

Holding an Action<br />

<strong>Player</strong>s will occasionally want their characters to take<br />

their actions after another character’s action. For example,<br />

one player character may be waiting for another player<br />

character to move out of the way so he has a clear shot at<br />

a bad guy. Or perhaps a player character is waiting to see<br />

what a nonplayer character decides to do and then will<br />

react to that.<br />

When it’s a case of waiting for a character on the same<br />

initiative side to take an action, it simply means that the<br />

first player lets the other player go before him. There are no<br />

penalties for waiting to act after someone on your side.<br />

Waiting to take an action during the other side’s initiative<br />

though is always considered either a location attack or<br />

an opportunity attack depending on the nature of what the<br />

character is waiting for before acting. Most of the time it<br />

will probably be considered an opportunity attack.<br />

compared to the target’s Strength attribute rather than Toughness<br />

and read on the General Success Table. On a Good result or better<br />

the attacker takes possession of the object. On a Minimal or Average<br />

result the attacker successfully grabs the object but did not wrest it<br />

away from the other character.<br />

Example: After failing to grab the shocktrooper’s arm, Paul<br />

decides that Quin will try to take the gun away in the next round.<br />

Thanks to a good die roll, Quin gets enough result points on the<br />

attack to successfully grapple this time, so he manages to grab the<br />

shocktrooper’s gun. But can he take it away from the shocktrooper?<br />

His damage total ends up being 13 and the shocktrooper has a<br />

Strength of 9. Four result points is a Good success so Quin succeeds<br />

in yanking the pistol out of the shocktrooper’s hand.<br />

If the attacker is grappling with another character and the attack<br />

achieves a Good success or better, damage is determined normally<br />

and the attacker has a successful hold on his opponent. The opponent<br />

is unable to move away from the attacking character until he breaks<br />

free or the other character releases him.<br />

A grappled character can usually only do one of two things: they<br />

can try to break the grapple and get away from the character that<br />

attacked them or they can make their own grappling attack against<br />

the character that is grappling with them.<br />

Breaking a grapple involves making a normal unarmed combat<br />

attack on the other character. The damage value is compared to the<br />

other character’s Strength instead of Toughness. Result points are<br />

read on the General Success Table for both the action and damage<br />

value. The grapple is broken if either the action total or the damage<br />

total produces a Good or Superior success level. If the character gets<br />

a Spectacular success level, he can choose to reverse the hold, not<br />

only breaking free but putting the other character into a grappling<br />

hold of his own! No damage is done by an escape. If the character<br />

chooses to apply a reverse, the result points of the damage total are<br />

read on the Combat Results Table.<br />

Example: Magoth is engaged in a wresting match with a minotaur<br />

and currently has a grappling hold on the minotaur. The minotaur<br />

attempts to break the grapple using its unarmed combat skill of 16<br />

and Strength of 11. Becky rolls a 10 followed by a 13 for a 23, a +8<br />

bonus. This gives the minotaur an unarmed combat action value of<br />

24 and a damage value of 19.<br />

Magoth has an unarmed combat of 11 and a Strength of 14.<br />

The minotaur has 13 result points with his action value and 5 result<br />

points with his damage value. He achieves a Spectacular success<br />

with his action value so not only does he break free of Magoth’s<br />

hold, he turns the tables on Magoth and puts him in a hold. The 5<br />

result points of his damage value are read on the Combat Results<br />

Table so Magoth takes a damage result of O 2.<br />

If a grappled character decides to forego escaping the hold in<br />

favor of also grappling with his attacker, this grappling attack is<br />

resolved normally. If successfully grappled, the two characters<br />

have hold of each other and cannot separate until both holds are<br />

broken or released.<br />

Once a character has established a successful grappling hold<br />

on another character, he may continue to make grappling attacks on<br />

that character without having to apply the -4 action value modifier<br />

or the -2 damage value modifier. These attacks are treated as normal<br />

unarmed combat attacks with one restriction. If the attack should<br />

fail to hit, the character loses his hold on his opponent.


Example: The minotaur still has Magoth in a hold. He makes a<br />

normal unarmed combat attack and generates an action value of 18<br />

and successfully hits, maintaining the hold. His damage total is only<br />

13 and Magoth’s Toughness is 15 so the hold inflicts no damage.<br />

But since the minotaur maintained the hold, Magoth’s only options<br />

this round are to try and escape or to make a grappling attack of his<br />

own. He tries to escape, but fails.<br />

In the next round, the minotaur again makes an unarmed combat<br />

attack on Magoth but this time his action total is only a 10, less than<br />

Magoth’s unarmed combat skill value. The minotaur loses his hold<br />

and Magoth slips free.<br />

Depending on the type of grappling hold the attacker performs,<br />

damage values may be compared directly to the target’s Toughness<br />

rather than against any armor value it may have. While a suit of<br />

plate mail might offer some resistance to a squeeze or a crushing<br />

“bearhug”, it’s not going to help much if the attacker has grabbed<br />

an arm and is trying to twist it out of the socket!<br />

A grappled character may be able to perform actions other<br />

than the two specified earlier in certain situations. For example,<br />

a character who’s been grabbed in a choke hold still has both of<br />

his own hands free and could draw a weapon such as a dagger and<br />

attack the other character with it.<br />

Disarm<br />

A disarm is similar to using a grappling attack to take something<br />

out of another character’s hands except that the attacker isn’t trying<br />

to take possession of the item, she just wants to make the other<br />

person drop it. Unlike a grappling attack, a disarm can be attempted<br />

with almost any kind of attack or weapon since the goal is simply to<br />

strike the item itself or the target’s hand in such a way as to cause<br />

the target to lose his grip and drop the item.<br />

A disarm attack is made with a -2 modifier to the action total. If<br />

the attack is successful, the damage total is compared to the target’s<br />

Strength attribute to see if the disarm is successful. The result points<br />

are read on the General Success Table and on a Good or better<br />

success the target is disarmed. With a Minimal or Average result,<br />

the result points are instead read on the Combat Results Table and<br />

the damage is applied to the target.<br />

Example: Quin is in a Cairo marketplace when suddenly a<br />

sword-wielding cultist charges in, headed straight for Quin! Thinking<br />

quickly, Quin grabs a coconut from a nearby produce stall and throws<br />

it at the cultist, aiming for his sword hand. Quin’s sure that he can<br />

beat this guy up as long as he’s unarmed.<br />

Paul declares that Quin is going to try and disarm the cultist with<br />

a missile weapons attack, the thrown coconut. Quin would normally<br />

just shoot the guy but a recent setback result means he’s low on<br />

ammo so he wants to conserve his bullets. Becky tells Paul that the<br />

coconut will do STR+2 damage (it’s a heavy coconut.)<br />

Quin doesn’t have missile weapons so he’ll use his Dexterity<br />

of 11. The cultist has a dodge of 10. Paul rolls and gets a +3 bonus<br />

number, giving him a final action total of 12 - he hits! Quin’s Strength<br />

is 10 so his damage total is 15. The cultist also has a Strength of 10<br />

so Quin has five result points, a Good success. The coconut knocks<br />

the sword out of the cultist’s hand.<br />

Aggressive Defense<br />

A character attacking with either unarmed combat or melee<br />

weapons skill may use an aggressive defense. This is a particular type<br />

of multi-action where the character is making an attack while also<br />

Chapter Four: The <strong>Rules</strong><br />

actively defending. When using aggressive defense, the character rolls<br />

for an active defense, but she has a -2 modifier to her defense value.<br />

The minimum bonus on the active defense is still +1 though.<br />

The same roll is also used to generate an action and damage total<br />

for the attack, but has a -4 modifier to both. The attack does not get<br />

a minimum bonus number of +1 like the active defense.<br />

Example: Yukitada is in a sword fight with a ronin (a samurai<br />

mercenary) who is working for the Kanawa Corporation. Yukitada<br />

decides to use an aggressive defense in hopes of improving her<br />

defensive value while continuing to press the attack. Yukitada can<br />

use her martial arts skill to fight with a sword so her base skill<br />

value is 16.<br />

Barbara rolls an 8, a bonus number of -2. For Yukitada’s active<br />

defense, a bonus number less than +1 is treated as +1 so her defense<br />

total goes up to 17. But then the -2 modifier for the aggressive<br />

defense is applied and she actually ends up with a 15.<br />

For Yukitada’s attack, she has to use the -2 bonus, the minimum<br />

+1 bonus only applies to the active defense. Combined with the -4<br />

penalty for the aggressive defense, Yukitada ends up with only a<br />

10 for her action total.<br />

An aggressive defense is a kind of last-ditch desperation maneuver<br />

since it only pays off if the player can generate a large bonus number.<br />

Many times the character will end up doing worse than if they had<br />

just attacked or just actively defended instead of trying to do both<br />

at the same time.<br />

Blindside<br />

A blindside attack comes from a direction which is unexpected<br />

or which the defender cannot protect well. Hitting a character from<br />

behind is a blindside attack. The target does not have to be unaware<br />

of the attack, he may know it’s coming but isn’t able to see it coming<br />

so he cannot react to it as well.<br />

A blindside attack normally requires surprise or that the target<br />

is unable to turn and face the attacker for some reason. When two<br />

characters are facing each other in combat, a character can get<br />

behind his opponent and launch a blindside attack in the next round<br />

if he gets a setback result on a maneuver skill check. Attacks made<br />

on fleeing opponents (with their backs to the attackers) are also<br />

blindside attacks.<br />

Blindside attacks give the attacker a +3 to his bonus number. The<br />

modifiers for a blindside are cumulative with any other modifiers,<br />

including any gained from surprising a target (see below.)<br />

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TORG: Revised and Expanded Rulebook<br />

Surprise<br />

There are two types of surprise: “complete” and “partial.”<br />

Complete surprise is only possible when the target is unaware of the<br />

attacker’s presence and is not expecting any attack at all. Characters<br />

who routinely operate in dangerous environments where conflict is<br />

expected, such as soldiers on combat duty or a policeman patrolling<br />

a rough neighborhood, cannot be caught completely by surprise.<br />

Partial surprise occurs when the defenders may be expecting<br />

something to happen, but do not know when, where or what is going<br />

to happen. A security guard patrolling a perimeter for example is<br />

ready for action but doesn’t know when, or if, he might be faced<br />

with a dangerous situation.<br />

Surprised characters, whether partially or completely surprised,<br />

are not able to react as quickly or as intelligently as usual. Partially<br />

surprised characters are still able to react fairly quickly, they’re<br />

startled but not caught flat-footed. Completely surprised characters<br />

though are caught totally unprepared and off-guard.<br />

Partially surprised characters may perform an active defense or<br />

a simple action but cannot attack or take a movement action in the<br />

round that they are surprised. <strong>Player</strong> characters who are partially<br />

surprised may not play any cards (see Chapter Five) in the round that<br />

they are surprised though they may still use Possibility Points (see<br />

below). Attacks made on a partially surprised character, including<br />

any character interaction skills like trick or intimidation, receive a<br />

+2 bonus to both the action and effect totals.<br />

Completely surprised characters may take no actions in the<br />

round that they are surprised, not even an active defense. <strong>Player</strong><br />

characters that are completely surprised may not play any cards in<br />

the round that they are surprised. Attacks made on a completely<br />

surprised character, including character interactions, receive a +4<br />

bonus to both the action and effect totals. Possibility-rated characters<br />

may still use a personal Possibility Point to negate damage while<br />

completely surprised.<br />

In the next round after being surprised, partially surprised<br />

characters are able to act normally without any restrictions.<br />

Completely surprised characters though suffer the effects of being<br />

partially surprised in that second round and are not able to act<br />

normally until the round after that, two rounds after they were<br />

completely surprised.<br />

Concealment and Cover<br />

When a character hides behind an object, he becomes harder<br />

to hit and may receive some additional protection from damage.<br />

Concealment refers to how much of the character’s body is concealed<br />

from the attacker by whatever the character is hiding behind.<br />

“Complete plus” means that not only is the character completely<br />

hidden from view but there’s a lot of extra area, so the attacker can’t<br />

be sure exactly where the character is behind the object.<br />

Cover is the amount of protection the object provides against<br />

attacks directed at the character and is based on the composition<br />

and thickness of the object. Whenever an attacker manages to hit<br />

a character despite the concealment the object provides, the armor<br />

value of the cover is added to the character’s Toughness (or armor<br />

value if the character is wearing armor) to see how much damage<br />

the object “soaks” before the attack reaches the character.<br />

102<br />

CONCEALMENT AND COVER CHART<br />

Concealment is: Defense Modifier:<br />

One-Quarter Hidden +2<br />

One-Half Hidden +4<br />

Three-Quarters Hidden +5<br />

Completely Hidden +7<br />

Complete Plus +10<br />

Type of Cover Armor<br />

Soft +3<br />

Medium +5<br />

Hard +8<br />

Very Hard +10<br />

“Impenetrable” +15<br />

COVER EXAMPLES<br />

Soft: Something most attacks would go through with limited<br />

resistance: a thick bush, picket fence or glass window.<br />

Medium: Fairly tough material but still penetrable, perhaps a<br />

strong material but only a thin layer: a human body, car<br />

door, wood planks<br />

Hard: A tough material, thicker or more resistant to damage:<br />

heavy wooden door, shatterproof glass, a tree trunk<br />

Very Hard: An improvement over the above; a heavy steel door,<br />

thick tree trunk, brick wall, sandbags.<br />

“Impenetrable” Something you’d usually try to blow up instead of trying<br />

to shoot through it: reinforced concrete wall, an engine<br />

block, several inches of armor-plating steel.<br />

Explosives<br />

Explosive attacks always hit targets within the blast range.<br />

Explosive attacks have three blast ranges, short, medium and long.<br />

Targets within short range take the full damage value of the explosion.<br />

For targets at medium range the damage value is reduced by 3. For<br />

attacks at long range the damage value is reduced by 5.<br />

While all targets within the blast range of an explosion are<br />

automatically hit, targets may be able to reduce the damage they<br />

take by hiding behind cover. Depending on the situation, characters<br />

may also be able to reduce the damage they take by moving away<br />

from “ground zero” of the explosion and either leaving the blast<br />

range or at least moving into a farther out range category.<br />

Explosives that are thrown or fired at targets, such as grenades<br />

or artillery shells, may “scatter” and land somewhere other than<br />

where the attacker intended if the attack total was not successful.<br />

Because of the blast range though this may not be a problem, the<br />

desired target may still be caught in the explosion, so accuracy is not<br />

always necessary when using explosives. However, there’s always<br />

the danger that the attacker will find himself within the blast range<br />

if the scatter is bad enough!<br />

If the action total is not successful, the gamemaster needs to<br />

determine the direction and distance by which the explosive missed<br />

the desired target. Direction is determined randomly by a rolling a<br />

die and consulting this table:


SCATTER DIRECTION<br />

Roll Direction<br />

1–4 directly behind target<br />

5–7 behind and to the right of target<br />

8–9 to the right of target<br />

10–11 to the right and in front of the target<br />

12–13 directly in front of the target<br />

14–15 to the left and in front of the target<br />

16–17 to the left of the target<br />

18–20 behind and to the left of the target<br />

The distance of the scatter is based on how far the attacker had<br />

to throw or fire the explosive to reach the target. If he was attacking<br />

at short range, the scatter distance is a number of meters equal to<br />

how much he missed the difficulty number. If he was attacking at<br />

medium range, the scatter distance is a number of meters equal to<br />

twice how much he missed by. If he was attacking at long range,<br />

the scatter distance is the measure of how much he missed by. (If<br />

he was attacking at point blank range with explosives, he deserves<br />

to have it land at his own feet!)<br />

Example: Quin is ambushing a patrol of Nile Empire<br />

shocktroopers by throwing grenades into their midst. The grenades<br />

he’s using have throwing ranges of 3-6/ 15/ 40 and a blast range of<br />

Chapter Four: The <strong>Rules</strong><br />

0-3/ 8/ 15. Quin throws his first grenade when the shocktroopers<br />

are 30 meters away, at long range for the throw. The difficulty is the<br />

dodge skill of the shocktrooper Quin tries to hit with the grenade.<br />

He misses though so Becky has to determine the scatter.<br />

She rolls to determine the direction of the scatter and gets<br />

“directly behind target”. Quin missed at long range so the amount<br />

he missed by is read on the Value Chart to determine the distance.<br />

He missed by five, which has a measure of 10, so the grenade goes<br />

off 10 meters behind the shocktroopers. This is within the long blast<br />

range of the grenade so the shocktroopers still take some damage<br />

from the grenade, but not as much as if it had gone off closer.<br />

The shocktroopers begin moving forward, closing the distance<br />

between them and Quin. They’re at 15 meters, medium range, when<br />

Quin throws another grenade at them. He misses by three so it scatters<br />

again. Becky determines the direction as “to the right of the target”.<br />

Since it is at medium range, it scatters by twice the amount Quin<br />

missed by, so six meters. The shocktroopers are within the medium<br />

blast range of the grenade so they still take some damage from it.<br />

Quin is now within the long blast range himself since it went off<br />

15 meters away so he takes some damage too!<br />

In the next round, the shocktroopers are almost on top of Quin<br />

before he can throw his third and last grenade, they’re only five<br />

meters away. Paul declares that Quin is going to throw the grenade<br />

and then run away so that he’s not in the blast radius when it goes<br />

off. Quin misses by two (probably because of the +2 penalty for<br />

running) so it scatters yet again.<br />

COMBAT OPTION CHART<br />

Option Action Modifier Damage Modifier Other Effects<br />

Non-Lethal Attack — — wound levels reduced<br />

Knockout Attack — — extra non-wound damage done<br />

Knockdown Attack -2 -2 automatic Knockdown result<br />

Point-Blank Range — — minimum +1 bonus number<br />

Short Range — — —<br />

Medium Range -3 -3 —<br />

Long Range -5 -5 —<br />

Single Fire as Multi — +3 —<br />

Bust Fire as Single Shot — -3 —<br />

Full Auto +3 +3 weapons that only fire at full auto get +3/+0<br />

Aiming +3 — attack made on the aiming character are +3/+3<br />

Vital Blow -2 +1 may be applied multiple times to a maximum of -8/+4<br />

Vital Block — — reduces defense value but raises armor value<br />

All-Out Attack +3 +1 attacks made on this character are +3/+3<br />

Sweep Attack +5 -5 —<br />

Suppressive Fire — — acts as an intimidation<br />

Opportunity Attack -3 -3 —<br />

Location Attack — — must attack first target that presents itself at location<br />

Grappling Attack -4 -2 target may be restrained<br />

Disarm -2 — target may lose grip on item<br />

Aggressive Defense -4 -4 -2 to active defence total<br />

Blindside Attack +3 +3 —<br />

Partial Suprise +2 +2 surprized target limited in possible actions<br />

Complete suprise +4 +4 suprised target cannot take any actions<br />

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TORG: Revised and Expanded Rulebook<br />

Becky doesn’t bother determining the scatter direction because<br />

it will only scatter by two meters, the amount Quin missed by, so<br />

the shocktroopers will still be within the grenade’s short blast range.<br />

Quin is a good 60 meters away when the grenade goes off so he<br />

doesn’t take any damage this time.<br />

Environment<br />

“At times Mother Nature is the most dangerous, and<br />

unstoppable, opponent of them all.”<br />

—Andrew Jackson “Ace” Decker,<br />

US congressman<br />

Besides all the dangers that characters face in combat, there’s<br />

all kinds of natural hazards that characters may face during their<br />

adventures. <strong>Rules</strong> for dealing with some of the more commonly<br />

encountered ones are included here.<br />

Falling Damage<br />

Whether it’s from a failed climbing skill check, being pushed out<br />

of an airplane or fighting at the edge of a deep chasm, falling from<br />

a height and hitting the ground is a very common danger characters<br />

face. The amount of damage inflicted by a fall depends on the weight<br />

of the character and on the distance fallen, up to a point.<br />

The base damage value for a fall is equal to the character’s<br />

weight value plus the distance value of the fall. If the distance<br />

value is greater than 14, use 14 instead of the actual distance value.<br />

This is because 14 is the speed value of terminal velocity, and it’s<br />

actually the character’s velocity that determines the damage, not<br />

the distance they fall. With <strong>Torg</strong>’s value system, falling distance and<br />

velocity work out to have the same value up to terminal velocity, so<br />

we don’t have to calculate how fast a character is falling, we only<br />

need to know how far he falls.<br />

104<br />

The gamemaster generates a bonus number and adds it to the<br />

base damage value. The bonus has a minimum of +1. If a character<br />

is wearing armor it will only provide a maximum protection of +2<br />

against falling damage regardless of its actual armor value. (There<br />

is one exception: “kinetic armor” will provide its full armor value.<br />

See Chapter Thirteen for more information.)<br />

Characters with the acrobatics skill may attempt to reduce the<br />

amount of damage they take from a fall. See the skill description<br />

in Chapter Three for the details.<br />

Example: Marco is climbing a cliff in the Living Land and fails his<br />

climbing skill check, falling from a height of 200 meters (a distance<br />

value of 12.) Marco weighs about 85 kilograms, a weight value of<br />

10. The base damage value is thus (12 + 10) 22. Becky rolls a 2, a<br />

-10 bonus number, so the minimum bonus of +1 is used, for a final<br />

damage total of 23. Marco has a Toughness of 9 and was wearing<br />

some padded clothing, which Becky allows to act as TOU+1 armor,<br />

giving Marco an armor value of 10. The fall gets 13 result points of<br />

damage and inflicts 2Wnd K/O 5 on Marco, ouch!<br />

Fire<br />

Fire is a natural consequence of many of the things characters<br />

might do during an adventure - explosions can set things ablaze,<br />

spilled gasoline get ignited by sparks, mages throwing fireball spells,<br />

rescuing people from burning buildings, and so on.<br />

Damage values for fire-based attacks, such as fireball spells or<br />

flamethrowers, are the damage value of the attack itself. Damage<br />

from fire is treated like any other attack, the only thing special about<br />

it is that it can set things ablaze and continue to do damage even<br />

after the attack is completed.<br />

Determining whether or not something catches fire is usually a<br />

judgment call by the gamemaster. A good rule of thumb is to only<br />

worry about it when the object is something that should almost


certainly ignite (paper, gasoline, etc.) or when a fire would add to<br />

the dramatic tension of the scene.<br />

Damage values for natural, normal fires are based mostly on the<br />

size of the conflagration, the bigger the fire the more damage it can<br />

do because it can affect more of a character at once. If a character<br />

is unable to move away from a source of flame, such as being tied<br />

to a stake in the middle of a bonfire, the damage value should be<br />

bumped up somewhat to account for the unavoidable and prolonged<br />

exposure to the fire.<br />

Conversely, the damage value could be bumped down if the<br />

intensity of a large fire varies from one location to another. For<br />

example, in a burning building there might be areas close to but free<br />

from flames that characters can duck into and run between,<br />

avoiding the worst of the<br />

fire.<br />

For a small fire,<br />

something about the size<br />

of a campfire, the damage<br />

value would be about 10.<br />

A large bonfire might have<br />

a damage value around 14.<br />

A large, out of control fire<br />

like a burning building or a<br />

blazing gasoline slick might<br />

have a damage value around<br />

17. A huge, blazing inferno<br />

like a forest fire might inflict<br />

a damage value of 22 on<br />

anything unfortunate enough<br />

to be caught in it.<br />

If the character itself<br />

catches fire (or its clothes<br />

catch fire), start with a damage<br />

value around 12 and adjust up<br />

or down depending on how<br />

much of the character is covered<br />

in flames, and for how long.<br />

Smoke inhalation is another<br />

danger of fires, though usually<br />

only large ones. In most cases the<br />

damage from breathing smoke<br />

and toxic fumes can be assumed<br />

to be part of the damage values given above. But in cases where a<br />

character might be protected from heat, such as with a fire protection<br />

spell, but not from the smoke, the gamemaster may wish to determine<br />

a separate damage value for smoke inhalation.<br />

Drowning<br />

When a character fails a swimming skill check or has otherwise<br />

been placed in a situation where they’re cut off from breathable<br />

air (such as being tied to an anchor and thrown overboard by a<br />

villain), there’s the danger of drowning. If the character is taken<br />

by surprise and doesn’t have an opportunity to take a deep breath,<br />

the drowning rules take effect immediately or within a few rounds<br />

if the character has the opportunity to hold whatever breath he has<br />

before going under. Characters who have the opportunity to take<br />

a deep breath are able to hold it for a time value determined by<br />

making a speed push on their Hold Breath value. Shock damage<br />

from this push is ignored.<br />

Characters with the meditation skill who are able to enter a<br />

meditative trance may add their skill adds in meditation to the time<br />

Chapter Four: The <strong>Rules</strong><br />

value determined by the push, extending the amount of time their<br />

air supply will last for them.<br />

Example: Quin and Father Wagner have been tied to a ship’s<br />

anchor and dropped overboard by a sadistic Victorian naval officer<br />

working for the Gaunt Man. Both were able to take a deep breath<br />

before hitting the water. Quin’s Toughness is 11 and Wagner has<br />

an 8. The Hold Breath limit value for humans is 10. Quin’s value<br />

is thus 10, since the limit value is lower, while Wagner’s is 8 since<br />

his Toughness is less than the limit value.<br />

The players for both characters generate Toughness totals for<br />

the push. Paul gets a total of 14 for Quin while Tina gets a total<br />

of 11 for Wagner. The difficulty of<br />

the push is 8 so Quin has six result<br />

points and Wagner has three. On the<br />

speed push column both of these<br />

results are a +1 bonus. Each adds<br />

this to their characters’ limit values<br />

and the new value is translated<br />

into an amount of time. Quin’s<br />

limit of 10 is increased to 11, a<br />

time value of about two and a<br />

half minutes. Wagner’s limit of<br />

8 is increased to 9, a time value<br />

of about one minute.<br />

If a character can reach<br />

breathable air before their<br />

time limit expires, they never<br />

actually drown and don’t take<br />

any damage. Gamemasters<br />

may wish to modify the<br />

amount of time a character<br />

can hold their breath based<br />

on the amount of physical<br />

exertion the character makes<br />

(using up his oxygen supply<br />

faster) or because of unusual<br />

circumstances (such as<br />

being punched in the gut by<br />

an enemy so that the character<br />

accidentally lets some of his air out.)<br />

When a character reaches the end of her time limit, she can’t<br />

hold it any longer and involuntarily tries to take a breath, inhaling<br />

water instead. She begins to drown.<br />

Example: After one minute of being underwater, Father Wagner is<br />

at the end of his time limit (Quin still has over a minute left, a benefit<br />

of being in good physical condition.) Wagner begins to drown!<br />

Every round that a character is drowning, he takes two points<br />

of shock damage, similar to a fatigue result. He continues taking<br />

shock damage until he either goes unconscious or finds breathable<br />

air. Once the character passes out, he begins to die.<br />

Example: Father Wagner’s Toughness is 8; after four rounds of<br />

drowning damage he will become unconscious and start dying.<br />

The amount of time it takes a drowning character to die is generally<br />

six minutes, though the gamemaster may want to allow it to take<br />

longer depending on the situation. There are cases of people being<br />

successfully revived after 45 minutes of submersion in icy-cold<br />

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TORG: Revised and Expanded Rulebook<br />

waters! In general though, the drowning character will take one<br />

wound level of damage every one and a half minutes after passing<br />

out, reaching four wounds and death after six minutes.<br />

While underwater and holding their breath, any other actions a<br />

character takes are made at a +2 penalty to the difficulty number.<br />

Characters who begin to drown usually panic, making it very<br />

difficult for them to do anything to save themselves. Gamemasters<br />

may wish to allow drowning characters to make a willpower check<br />

to control their fear but the difficulty should be very high, a Very<br />

Hard task at least.<br />

Characters who have taken damage from drowning that are rescued<br />

before death occurs can be treated with the first aid skill. The difficulty<br />

is determined normally by the amount of wound damage, increased<br />

by +2 for unconscious victims since their lungs need to be cleared<br />

of water before they<br />

can start breathing<br />

again. While their<br />

lungs are still full<br />

of water they are<br />

considered to be<br />

drowning and will<br />

continue to take<br />

damage, possibly<br />

even dying.<br />

E x a m p l e :<br />

Quin finally<br />

manages to slip<br />

free of the chains<br />

holding him to<br />

the anchor and<br />

still has a few<br />

rounds of air<br />

left, so he’s<br />

not in trouble<br />

yet. Wagner<br />

though has<br />

passed out and<br />

may not have<br />

much time<br />

left. Quin quickly slips Wagner free of the<br />

anchor and swims for the surface, carrying Wagner up with him.<br />

After catching his breath at the surface, Quin heads for shore. By<br />

the time he gets there, Wagner has been unconscious for about two<br />

minutes and has taken one wound.<br />

Because Wagner is unconscious, the difficulty for Quin’s first<br />

aid check is 14 instead of the normal 12 for being wounded. Quin<br />

only gets one shot at saving Wagner’s life (a character may only<br />

use first aid once a day on wounded characters) so he’d better make<br />

it count or Wagner will die from drowning, even though he’s no<br />

longer in the water.<br />

Weather<br />

The weather can cause all kinds of problems for characters.<br />

Some types may inflict damage, such as a blast of lightning or a<br />

pounding of hailstones, while other conditions like fog or snow may<br />

just make life more difficult. Storm Knights will encounter their fair<br />

share of bad along the borders of the invading realms where reality<br />

storms often occur. While these storms often produce bizarre and<br />

unpredictable effects (see Chapter Seven) they also have the same<br />

effects as the more mundane kinds of storms.<br />

106<br />

For weather effects that don’t cause damage, gamemasters can<br />

use the Difficulty Number Scale to determine appropriate penalties<br />

for any actions characters might take that would be affected by the<br />

weather. Rain, fog and snow can all affect how far a character can<br />

see, strong winds can make ranged weapons difficult to use and<br />

increase or decrease movement rates, slick surfaces might make<br />

travel treacherous and so on.<br />

Bad weather can cause damage in a number of different ways;<br />

hail, lightning, blowing sand, tornadoes and so on. Lightning can<br />

have damage values ranging from 16 to 25 while the various types<br />

of wind-based damage values can range from a mild sandstorm at<br />

13 to tornado or hurricane force winds that hit with damage values<br />

as high as 22.<br />

Multi-Actions The Multi-Action Charts are used<br />

to sum the<br />

a c t i o n o f<br />

many identical<br />

( o r n e a r l y<br />

i d e n t i c a l )<br />

characters into<br />

a single die<br />

roll, or when<br />

a character is<br />

trying to have<br />

his roll apply<br />

to more than<br />

o n e a c t i o n .<br />

There are two<br />

charts; the Many<br />

on One is used<br />

for combining a<br />

number of separate<br />

actions into one<br />

die roll and the<br />

One on Many is<br />

used to have one die<br />

roll apply to several<br />

separate actions.<br />

Many on One<br />

To resolve many characters’ actions with one roll, the characters<br />

must all have a skill or attribute value within one point of each other.<br />

If the values are too different, they must be rolled separately, though<br />

it could be broken down into smaller groups with similar values.<br />

For each group of similar characters, find the number of<br />

characters acting on the Many on One Chart under “Characters”.<br />

The corresponding modifier from the next column is added to<br />

the bonus number of the group’s attempt. The result points are<br />

then used with the third column, “Successes”, to determine how<br />

many of the involved characters are successful. If the result points<br />

fall between a value given on the chart, always round down. The<br />

maximum number of characters who can succeed is the number of<br />

characters involved, you can’t have more characters succeed than<br />

there are characters.<br />

In a situation requiring an effect total, use the modifier of the<br />

number of characters who actually succeeded as an effect modifier,<br />

not the modifier for the total number of characters involved. The<br />

final effect total represents a combined effect total for the efforts


of all the successful characters, it is not applied separately for each<br />

successful character.<br />

MANY ON ONE CHART<br />

Characters Modifier Successes<br />

1 — DN<br />

2 +2 DN+2<br />

3–4 +3 DN+4<br />

5–6 +4 DN+6<br />

7–10 +5 DN+8<br />

11–15 +6 DN+10<br />

Example: A patrol of six Nile Empire shocktroopers opens fire<br />

on a fleeing Yukitada. Instead of rolling a separate fire combat skill<br />

check for each of the six shocktroopers, Becky will use the Many on<br />

One table and only roll once. Consulting the chart, she sees that six<br />

characters have a +4 modifier. The shocktroopers all have fire combat<br />

at 10 and Yukitada’s dodge is 17 (from an active defense).<br />

Becky rolls a 19, a +6 bonus. Adding in the Many on One<br />

modifier, the group of shocktroopers has an action total of (10 + 4<br />

+ 6) 20. They get 3 result points on their attack. Checking the third<br />

column of the chart, the group’s action falls between “DN+2” and<br />

“DN+4” so Becky uses the lower “DN+2” result. Reading across to<br />

the left side of the chart, two of the six shocktroopers successfully<br />

hit Yukitada with their shots.<br />

To determine the damage total from the group attack, Becky uses<br />

the modifier for two characters since that’s how many succeeded.<br />

Two characters get a +2 modifier. The guns the shocktroopers are<br />

using have a damage value of 17 so the final damage total is (17 +<br />

2 + 6) 25. Becky applies this once against Yukitada’s Toughness,<br />

not twice, because it represents the combined damage from the two<br />

successful attacks.<br />

Chapter Four: The <strong>Rules</strong><br />

One on Many<br />

If a single character is trying several actions with different skill<br />

values and/or different difficulties, the player rolls the die once<br />

to get a bonus number, and adds that bonus number to each skill<br />

separately. Each total is then compared to the “modified difficulty”<br />

of that action. He may check in any order he wishes if the actions<br />

are taken simultaneously. If an action depends on another action<br />

being performed first, the second action must follow the first but it<br />

doesn’t have to follow immediately.<br />

The difficulties are modified according to the “Modified<br />

Difficulty” column of the One on Many chart. The first action<br />

checked is at DN+2, the second at DN+4, the third and fourth are<br />

at DN+6, and so on.<br />

Example: Quin needs to swing across a ravine on a rope but<br />

there are two shocktroopers waiting on the other side. Quin doesn’t<br />

have time to shoot first and swing across next round so he’ll have<br />

to shoot while swinging across the ravine.<br />

Becky tells Paul to use Quin’s Dexterity of 11 for the swing and<br />

of course his fire combat of 14 for the shooting. Swinging across<br />

the ravine has a normal difficulty of 8. The shocktroopers have a<br />

dodge skill of 9.<br />

Paul rolls a bonus of +0; since he’s doing all three actions<br />

simultaneously he can decide which one to check first. Paul decides<br />

to check the swing first, as he’d prefer not to leave Quin hanging<br />

over the chasm (or falling in). The modified difficulty of the swing<br />

is DN+2, or 10; his Dexterity total of 11 is enough to cross the<br />

ravine.<br />

The second action, shooting the first shocktrooper, is DN+4, or<br />

13. Quin’s fire combat total is 14 so he hits the first shocktrooper.<br />

The third action, shooting the second shocktrooper, is DN+6 or 15.<br />

Quin misses the third shot.<br />

Quin makes it across the ravine, hitting one of the shocktroopers<br />

but missing the other. He lands on the other side of the ravine and<br />

he is done for this round.<br />

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ONE ON MANY CHART<br />

Actions Modified Difficulty Toughness Increase<br />

1 DN+2 -<br />

2 DN+4 +2<br />

3-4 DN+6 +3<br />

5-6 DN+8 +4<br />

7-10 DN+10 +5<br />

11-15 DN+12 +6<br />

If a character is attacking more than one opponent, each opponent’s<br />

Toughness is automatically increased by the amount listed under<br />

“Toughness Increase” for the total number of actions taken, even if<br />

the character hits fewer opponents than he attacked. Diverting his<br />

attention among multiple targets and spreading his attack lowers<br />

the damage of any successful attack.<br />

Example: In the above example, the first shocktrooper’s<br />

Toughness is increased by +3 to resist Quin’s attack since Quin was<br />

attempting three actions.<br />

Quick Multi-Attacks<br />

If a character uses the same skill to attempt several actions, each<br />

of which has a difficulty number within one of all others, you can<br />

use a shorthand method to determine number of successes. This is<br />

most often used when attacking multiple opponents, each of whom<br />

has the same defensive skill. This method may not be used to<br />

attack the same opponent multiple times.<br />

Find the amount by which the skill total exceeded the difficulty<br />

of a single action on the “Modified Difficulty” column of the One<br />

on Many Chart, then look under the “Actions” column to find how<br />

many of the attacks successfully hit.<br />

Example: Having finally finished off the two shocktroopers at<br />

the ravine, Quin runs across two more who have come to investigate<br />

all the shooting. Quin decides he had better drop both at once so<br />

108<br />

they cannot raise an alarm. If Quin beats the difficulty number by<br />

two he has hit one shocktrooper, if he beats the difficulty number<br />

by four he hits both shocktroopers at once. In either case, both of<br />

them receive a +2 bonus to their Toughness against Quin’s attack<br />

because he’s performing a multi-action against two targets.<br />

Unless dramatic circumstances dictate otherwise, player<br />

characters should always get the top end of the spread when<br />

determining number of successes; they’re heroes, they deserve a<br />

break every once in a while! Of course they can never get more<br />

successes than there are available opponents.<br />

Example: Quin is shooting at six shocktroopers and beats the<br />

difficulty number by six. On the chart that’s a range of 3-4. Since<br />

he’s a player character, Quin hits four of his targets instead of just<br />

three.<br />

Summing Efforts for a<br />

Single Action<br />

When multiple characters are combining their efforts to<br />

accomplish a single task, and when they must either succeed as a<br />

group or fail as a group, use the following procedure instead of the<br />

Many on One rules:<br />

• A lead character is chosen; this is the character whose skill or<br />

attribute value is best suited (i.e., highest) for the task.<br />

• All other characters whose appropriate skill or attribute is within<br />

five points of the lead character’s skill may add to the. Each aiding<br />

character makes a Perception check against the coordination<br />

difficulty of the task.<br />

• The value of the number of characters who successfully add their<br />

effort, counting the lead character, becomes a bonus modifier for<br />

the lead character’s action total.


Extending the Charts<br />

If situations arise where modifiers for a number of actions<br />

or groups larger than 15 are needed, the Value Chart<br />

can be used. Find the value of the number in question. That<br />

value becomes the “Modifier” of a Many on One or the<br />

“Toughness Increase” of a One on Many.<br />

Example: One hundred characters performing a Many<br />

on One would have a modifier of +10 (the value of 100).<br />

If a single character attacked 100 characters with a One on<br />

Many, their Toughness increase would be +10.<br />

Figuring the “Successes” or “Modified Difficulty” also<br />

uses the value of the number in question. For the “Successes”<br />

on the Many on One chart, subtract one and then double.<br />

For the “Modified Difficulty” on the One on Many chart,<br />

just double the value.<br />

Example: For 100 combined actions on the Many on<br />

One chart, all will succeed with DN+18 (10 - 1 = 9, 9 x 2<br />

= 18). For 100 actions taken on the One on Many chart,<br />

all will succeed with DN+20 (10 x 2 = 20).<br />

Example: Seven characters are trying to lift a huge boulder.<br />

One of the characters is appointed the lead character, the other<br />

six will be assisting her. Five of the six make their coordination<br />

checks; a measure of 6 (the leader plus the five who successfully<br />

coordinate) is a value of 4, so the lead character gets a +4 bonus<br />

to his action total.<br />

Coordination Difficulties<br />

The coordination difficulty for working together on a group effort<br />

depends on the complexity of the task and the amount of interaction<br />

required between everyone participating. The gamemaster should<br />

use the Difficulty Number Scale to set the coordination difficulty.<br />

Here are some examples:<br />

• Task can be broken up into parts that can be worked on independently,<br />

such as digging a ditch, with minimal interaction between characters:<br />

Very Easy.<br />

• Task requires basic coordination of activity, such as lifting a rock:<br />

Easy.<br />

• Task requires coordination and adjustment based on feedback,<br />

such as paddling a canoe in a flat lake or repairing a large vehicle:<br />

Average.<br />

• Task requires constant adjustment in a non-stable environment, such<br />

as repairing a vehicle during combat, paddling a canoe in rapids, or<br />

modifying different parts of a computer program simultaneously:<br />

Difficult.<br />

Summing a Lot of Efforts for a<br />

Single Action<br />

What if 200 nonplayer characters are coordinating their efforts in<br />

a powerful mystic ritual? Instead of rolling 200 separate Perception<br />

checks, the following approximation can be used. It assumes that<br />

Chapter Four: The <strong>Rules</strong><br />

each participating character has a skill or attribute value within five<br />

of the lead character’s value.<br />

• Start with the value of the number of participants, including the<br />

lead character<br />

• Add their average Perception attribute value<br />

• Subtract the coordination difficulty<br />

• Subtract two<br />

• The result is the bonus modifier for the lead character.<br />

Example: Two hundred edeinos worshippers of their goddess<br />

Lanala have gathered to take part in a great religious ritual. The<br />

average Perception attribute of the followers is 9. The coordination<br />

difficulty of the ritual is 9.<br />

The value of 200 participants (the lead character being one of<br />

them) is 12. We add +9 for the average Perception, subtract 9 for<br />

the coordination difficulty and then subtract two. The result is 10,<br />

so the lead character receives a +10 bonus modifier.<br />

The final modifier may never be greater than the value for the<br />

number of characters. If an approximation is too large, reduce it to<br />

the value of the number of characters.<br />

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Chapter Five: The Drama Deck<br />

127


200<br />

Chapter 10:<br />

Magic<br />

“I’ve never heard the word<br />

‘abracadabra’ before. Is that a word<br />

of power in your language?”<br />

—Magister Mathea of the<br />

TwoTowers to one of her<br />

Core Earth students<br />

Magic is a powerful, varied force. In<br />

some cosms, such as Core Earth, the power<br />

has waned, but in realms like Aysle magic<br />

is strong. While magic is always magic, it<br />

may be controlled in a number of different<br />

ways and have different effects. Most cosms<br />

use the same basic principles but a few have developed unique methods<br />

of creating magical effects.<br />

The rules in this chapter are for “normal” magic spells. Alternate<br />

forms of magic, such as Orrorsh’s occult, Tharkold’s occultech and<br />

the Nile Empire’s Nile mathematics and Nile engineering, have<br />

unique rules governing how they work. While they may utilize some<br />

of the concepts and rules found in this chapter, the complete rules<br />

for using these different styles of magic are found in their respective<br />

sourcebooks.<br />

The Basic Structure of Magic<br />

Every magic spell is made up of many different elements. The<br />

two key elements are the type of magic and the arcane knowledge<br />

involved in the spell.<br />

There are four basic types of magic, each with a separate skill<br />

devoted to it: alteration, apportation, conjuration, and divination.<br />

Alteration causes a change in an existing object, entity or<br />

condition. Apportation deals with movement. Conjuration creates<br />

an object, entity, or condition. Divination perceives and interprets<br />

information.<br />

The skills are akin to verbs in sentences. The magic skill used<br />

in a spell determines what basic effect the spell will have. To create<br />

a spell may require several such “verbs.” For example, conjuration<br />

to create an effect and then apportation to move it to its target.<br />

However, depending on the cosm most magicians do not create their<br />

own spells but instead learn them from a grimoire (magical tome of<br />

stored spells).<br />

Grimoire Spells<br />

Casting a grimoire spell only requires the one magic skill<br />

necessary for the most important component of the effect.<br />

The Primary Rule of Magic<br />

Magic is not physics, or chemistry, or biology. It is a distinct discipline with its own rules. Magic works<br />

by extending the will of the spellcaster, interweaving it with nature and coming up with a result. The<br />

primary rule of magic is a spell will have no positive effect without being willed by the caster; negative<br />

or non-effects are generally a result of insufficient control and will.<br />

Thus magic and technology are at odds at a fundamental level. Technology works with natural laws,<br />

while magic intervenes in those laws. Each has its advantages and drawbacks.<br />

Magic can accomplish spectacular feats beyond the possibility of even sophisticated technology, but<br />

is limited by the primary rule of magic. To those raised in a technological society, the very workings of<br />

magic make no sense. A magically propelled bullet could be deadly within the range of the spell, but once it<br />

reached the end of the range it would fall straight to the ground. Out of the range of the mind that powered<br />

it, the bullet has no velocity, no momentum, and no physically measurable force whatsoever. But within<br />

the range of the spell, such concepts as friction, angular momentum, and other crucial underpinnings of<br />

science have greatly reduced meanings.<br />

In a sense all magic is impossible, in that magical effects can create effects at odds with the local<br />

laws of nature. When the magic wears off, physical laws resume and things go back to what’s considered<br />

normally possible.<br />

However, magic is real in that when magic takes effect, supernatural forces can affect the natural. A<br />

rock split by magic will not miraculously reseal itself when the magic wears off. “Nature concedes the<br />

destruction of anything, the construction of nothing” is a magician’s maxim.<br />

Magic and natural law can work together. For example, magicians quickly made the messy discovery<br />

that wounds could be healed easily through use of alteration magic, but they would reappear when the<br />

spell wore off. When more effort was put into the spell design, a solution was found: instead of just closing<br />

the wound, if it is repaired at the same fine level as the natural healing process, then when the spell<br />

wears off, the healing will have proceeded in accordance with natural laws.<br />

For further scholarly discussions about the nature of magic, see the Aysle sourcebook.


Secondary effects are subsumed into the spell at the time of its<br />

design, making them unnecessary for purposes of casting the spell.<br />

For example, altering a small ball of pitch into a blazing ball of flame<br />

is the most important element of a fireball spell; moving the fireball<br />

is secondary. While the magician who designed the spell would have<br />

to take into account the problems of moving it (apportation) and<br />

accuracy (divination), once designed and formed into a grimoire<br />

spell these effects are “built in”; casting the spell only requires the<br />

alteration magic skill.<br />

Arcane Knowledges<br />

The arcane knowledge used in a spell determines how the spell<br />

effect will manifest itself. If spells are sentences, arcane knowledges<br />

would be nouns and modifiers. Arcane knowledges are like skills in<br />

that characters have adds in the arcane knowledges they know and<br />

adds can be purchased in game play like a normal skill. But arcane<br />

knowledges do not fall under any attribute and they are rarely used<br />

in play like a normal skill.<br />

Arcane knowledge may not be used unskilled, a character may<br />

not learn or cast a spell that requires an arcane knowledge that<br />

she does not know. Simply possessing an arcane knowledge may<br />

not be enough to allow a character to cast a particular spell, some<br />

Arcane Knowledges<br />

The Essences<br />

Death<br />

Life<br />

Time<br />

True Knowledge<br />

The Principles<br />

Darkness<br />

Light<br />

Magic<br />

The Mixed Forces<br />

Inanimate Forces<br />

Living Forces<br />

The Elements<br />

Air<br />

Earth<br />

Fire<br />

Metal<br />

Plant<br />

Water<br />

The Kindred<br />

Aquatic<br />

Avian<br />

Earthly<br />

Elemental<br />

Enchanted<br />

Entity<br />

Folk<br />

Process Theorem Knowledges<br />

Cast Time<br />

Control<br />

Duration<br />

Range<br />

Speed<br />

State<br />

Chapter Ten: Magic<br />

characters may need to purchase multiple adds in a knowledge in<br />

order to use and learn the grimoire spells they want. See “Acquiring<br />

Spells” later in this chapter for more information.<br />

The cosm of Aysle is probably the most magically advanced<br />

of those involved in the Possibility Wars. The mages of Aysle have<br />

studied the science of magic for generations, and have compiled a<br />

list of arcane knowledges. The list is not long, and it is not known<br />

if it is complete. The magically adept techno-demons of Tharkold<br />

are thought to have a few arcane knowledges available to them that<br />

the Ayslish do not know about, but this may also be a side-effect of<br />

their peculiar blending of magic and technology.<br />

Complete or not, a great number of effects may be constructed<br />

from these arcane knowledges, which are believed to be universally<br />

consistent from cosm to cosm. Even in realities that have developed<br />

their own unique forms of magic, such as the Nile Empire, Tharkold<br />

and Orrorsh, these knowledges have been shown to exist and function<br />

in the same manner in those realities.<br />

Essences<br />

The Essences are believed to be at the pinnacle of the natural<br />

order, and are often required to perform the most spectacular effects<br />

possible with magic. Essences are the most difficult of the knowledges<br />

to work with, requiring great skill and patience. The Essences, for<br />

reasons as yet not understood, cannot be combined with apportation<br />

magic but work fine with the other three magic skills.<br />

Death: The essence of corruption and non-existence as well<br />

as death.<br />

Life: The essence of creation, renewal and purity as well as<br />

life.<br />

Time: The essence of change and chaos as well as time. Time<br />

and True Knowledge are complimentary forces in the same way<br />

Death and Life compliment each other.<br />

True Knowledge: The fundamental aspects of physical properties<br />

and “true nature”, that which resists change or remains unchanged.<br />

It is “order” to Time’s “chaos.”<br />

Principles<br />

The Principles are pure forces of a high order. When used in<br />

pure form, they conform well to the will of the magician. Ayslish<br />

magical theoreticians believe darkness, light and magic all to be the<br />

result of interplay between the Essences: Darkness is the product<br />

of death and time, light is the result of time and true knowledge,<br />

and magic is the result of time and life.<br />

Darkness: Encompasses spiritual as well as physical darkness.<br />

Negative emotions and thoughts such as fear and greed or confusion<br />

and doubt are part of Darkness. Physical darkness is not merely the<br />

absence of light, it is a condition in its own right.<br />

Light: Encompasses spiritual as well as physical light. Positive<br />

emotions such as love, loyalty and bravery are part of Light.<br />

Magic: Embodies change in the living and unliving. Magic is<br />

one of the most important arcane knowledges used in the design<br />

of spells.<br />

Mixed Forces<br />

The Mixed Forces represent a bridge between the Essences and<br />

Principles and the knowledges below them, as well as combinations<br />

of elemental forces. They are difficult to handle, but they have great<br />

applications in the hands of a skilled magician.<br />

Inanimate Forces: Encompasses the forces which affect elements<br />

—heat, electricity, magnetism, forces which bind elements together<br />

and forces which make them appear as they do.<br />

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TORG: Revised and Expanded Rulebook<br />

Living Forces: Encompasses the forces that energize and control<br />

the health and vitality of all living creatures.<br />

Elements<br />

The Elements are often easy to work with, even for a beginning<br />

mage. All the Elements are considered to have a small spark of<br />

life, but it is life without spirit. The techno-demons of Tharkold<br />

are rumored to know of additional Elements that involve high-tech<br />

materials and concepts unknown to the Ayslish.<br />

Air: Includes all substances that are gasses at room temperature<br />

(except water vapor, which is considered to be Water.)<br />

Earth: Includes glass, ceramics and other materials made<br />

primarily from earthen components that are not metallic in origin.<br />

Fire: Includes any form of combustion. Nuclear reactions (fusion<br />

reactors, atomic bombs, etc.) are not included, those are considered<br />

Inanimate Forces.<br />

Metal: Includes all substances found in the earth that, unlike<br />

substances under the Earth knowledge, are pliable when heat is<br />

applied. Mercury is considered a metal with a “strong proclivity” to<br />

Water but some substances considered metals by Core Earth science,<br />

such as arsenic, would fall under the Earth knowledge.<br />

Plant: Plants are considered Elements because even though<br />

alive, they are without mind or spirit. The knowledge includes all<br />

that grows on dirt, water and sun alone as well as anything derived<br />

from such life. The Ayslish have thus classified petroleum and all<br />

petroleum-based materials under the Plant knowledge rather than<br />

under Earth.<br />

Water: Includes water and all other liquids, though some liquids<br />

are considered a mixture of Water with another Element and could<br />

be affected by either Water or the appropriate knowledge for the<br />

other component.<br />

Kindred<br />

The Kindred are the living<br />

beings and creatures that possess<br />

a spiritual life-force separate from<br />

the physical body. The Kindred<br />

are often easy to work with and<br />

many minor magicians will be able<br />

to use them.<br />

Aquatic: Covers all marine life<br />

including amphibians. While the<br />

Ayslish have not yet classified it<br />

since they haven’t discovered it yet,<br />

bacteria are considered Aquatic.<br />

Avian: Includes all flying<br />

creatures, including insects, birds,<br />

flying reptiles and flying mammals<br />

such as bats. One notable exception is<br />

dragons; they fall under Enchanted.<br />

Earthly: Covers all creatures that<br />

live on or in the ground that have not<br />

transcended their “primal” or “animal”<br />

natures. Creatures such as humans are<br />

considered Folk because they have<br />

overcome these “primal urges” that still<br />

dominate related creatures such as apes<br />

and chimpanzees.<br />

Elemental: These are beings<br />

composed directly of elements that possess an intelligence and/or<br />

spirit that sets them apart from the Elements. Each of the Elements<br />

202<br />

can have elemental life forms. This knowledge rather than the<br />

corresponding Element knowledge affect such life.<br />

Enchanted: Encompasses all creatures that subsist on or weave<br />

magic into the core of their being. Dragons, unicorns and faeries<br />

are examples of Enchanted creatures. Many of the humanoid races<br />

that require magical energies to survive, such as Aysle’s elves<br />

and giants, do not fall under this knowledge though, they are still<br />

considered Folk.<br />

Entity: Creatures that violate the natural order of life, whose<br />

existence is at odds with nature, are covered by this knowledge.<br />

Ghosts, undead, golems and demons are all considered Entities.<br />

This includes the techno-demons of Tharkold.<br />

Folk: Covers intelligent beings whose defining relationship is with<br />

others of their kind, rather than with an element or the supernatural.<br />

Humans, dwarves, edeinos and even the magically dependent elves<br />

and giants are all Folk.<br />

The process theorem knowledges are different from the other<br />

knowledges in that there are no spells based these theorems. Instead,<br />

the theorems are used primarily during the spell design process<br />

described in the Aysle sourcebook. Magicians also use them to<br />

manipulate grimoire spells, a process that lets them “fine-tune”<br />

the values of a spell when it is cast. Manipulating spells is covered<br />

later in this chapter.<br />

The Principle of Definition<br />

An important rule of magic is the Principle of Definition. This<br />

states that a character or object may not be subjected to two active<br />

spells at the same time if both spells are based on the same<br />

arcane knowledge. An active spell is one which still has time left<br />

on its duration.<br />

A mage may replace one spell with<br />

another, but a target cannot be under two<br />

spells using the same knowledge at the<br />

same time. For example, a character<br />

under the effect of a strength spell<br />

could not be affected by a languages<br />

spell without losing the effects of the<br />

strength spell first, for each spell uses<br />

the folk knowledge.<br />

Many forms of defensive magic are<br />

based on the Principle of Definition. A<br />

spell using the Fire arcane knowledge<br />

that protects against magical fire<br />

would prevent any other Fire<br />

knowledge spell from having any<br />

effect on the protected character<br />

as long as it is weaker than the<br />

protection spell.<br />

A spell cast upon a target has a<br />

“strength” equal to the effect value<br />

of the spell. When another spell<br />

of the same type is cast upon the<br />

target, the new spell’s effect total<br />

is compared to the effect value of<br />

the previous spell. The spell with<br />

the higher total takes effect, and<br />

the other spell is immediately dissipated.<br />

If their totals are the same, the first spell remains in effect.


Example: The evil magician Salbane has hidden a valuable<br />

artifact that Magoth is trying to locate. Salbane has protected the<br />

artifact from magical detection by placing an Inanimate Forces spell<br />

called Hide Things on it with an effect value of 12. Magoth is using<br />

an Inanimate Forces spell called Find Things to try and locate the<br />

artifact. When Magoth casts his spell, its effect value is compared<br />

to that of Salbane’s protection spell. Because Find Things has an<br />

effect total of 0, Magoth’s spell cannot penetrate Salbane’s spell<br />

and the artifact remains hidden from detection.<br />

Synonymous Knowledges<br />

The restrictions of the Principle of Definition have frustrated<br />

mages from many cosms, and ways around its restrictions have<br />

been sought for untold centuries. After extensive research and<br />

experimentation, some cosms discover a solution: synonymous<br />

knowledges.<br />

Synonymous knowledges are arcane knowledges which are<br />

nearly identical to the known, existing knowledges, but use slightly<br />

different definitions of the same concept. Using these parallel<br />

knowledges, a mage can design spells that will get around the<br />

Principle of Definition.<br />

For example, a mage who has the Fire knowledge and a<br />

synonymous knowledge he calls Combustion can have two flamebased<br />

spells active upon himself (or another character or object)<br />

at the same time, even though both are essentially using the same<br />

knowledge.<br />

A synonymous knowledge would also let the mage completely<br />

ignore any defensive spells or magical barriers that operate on the<br />

Principle of Definition. Our mage with Combustion could design<br />

a version of a fireball spell that would ignore any Fire knowledge<br />

defensive spell that relies on the Principle of Definition to prevent<br />

another spell from affecting a target.<br />

Synonymous knowledges require a sizable amount of effort and<br />

time to research properly, so they are zealously guarded and quite<br />

rare. Should a character gain access to knowledge of a synonymous<br />

knowledge, he must learn it from scratch; despite being so close to<br />

another knowledge, a synonymous knowledge is a distinct knowledge<br />

- it just happens to work in the same way as its synonyms.<br />

Also, all-new spells must be designed for use with the new<br />

knowledge, a character cannot simply cast a Fire spell with the<br />

Combustion knowledge. He will have to design a version of that<br />

spell that uses Combustion instead of Fire as its knowledge.<br />

Acquiring Spells<br />

A mage begins the game with 12 additional skill points, usable<br />

only for arcane knowledges and spells. Each point not used for<br />

arcane knowledge entitles the mage to an additional spell; for<br />

example, if a player uses eight of his character’s bonus skill points<br />

to buy arcane knowledge adds, he may buy four spells. More<br />

information on acquiring spells during character creation can be<br />

found in Chapter One.<br />

During the course of the game, a mage may learn new spells<br />

from a grimoire. To do this, he must have undisturbed access to a<br />

grimoire and either spend one possibility or six weeks studying the<br />

new spell (studying is the only way ord magicians can learn new<br />

spells.) Once a grimoire spell has been learned, the mage does not<br />

need to read the grimoire again in order to cast the spell. Spells<br />

can also be cast by reading directly from the grimoire without<br />

having to learn the spell first, but this is more difficult than casting<br />

a learned spell.<br />

Chapter Ten: Magic<br />

Mage player characters are assumed to have access to a grimoire<br />

before the game begins, and so may purchase additional spells with<br />

possibilities if they wish. Some characters may also have a grimoire<br />

of their own, possibly containing additional spells they haven’t<br />

learned yet. A character with a grimoire of their own can copy spells<br />

from other grimoires into their own book without having to learn it<br />

first, but each spell requires a week to transcribe.<br />

What Can Be Learned<br />

A character’s magic skills and arcane knowledges determine<br />

which spells he is capable of learning; many spells require a high<br />

degree of skill and cannot be learned by just anyone. Besides having<br />

the necessary skill and knowledge, the character must possess a<br />

certain level of ability before a spell can be learned.<br />

Each spell write-up has a skill requirement that lists the necessary<br />

magic skill, arcane knowledge and a number. To determine if a<br />

character can learn the spell, his appropriate magic skill plus his<br />

adds in the specified arcane knowledge must equal or exceed the<br />

number given. If the character’s total isn’t high enough, he cannot<br />

learn the spell. (He can still attempt to cast it directly from the<br />

grimoire though.)<br />

Example: Alan wants to know if Terrill can learn the spell<br />

Conjured Fireball. In the spell description, the skill requirement is<br />

“conjuration/fire 20”. Terrill has a conjuration magic skill value of<br />

13 and he has +2 adds in the Fire arcane knowledge for a total of<br />

15. This is less than the number given in the skill requirement so<br />

Terrill cannot learn the spell.<br />

Casting Spells<br />

To cast a spell that the character has learned, she generates a<br />

spell skill total with the appropriate magic skill and compares this<br />

total to the spell difficulty as listed in the spell description. The<br />

arcane knowledge required for the spell is not included in the<br />

casting total.<br />

Example: Terrill wants to cast his Away Sight spell. It is a<br />

divination spell and has a difficulty of 11. Terrill’s divination magic<br />

skill is 15. His adds of Light, the arcane knowledge required for the<br />

spell, are not figured into his casting total. Alan rolls an 8, which<br />

gives Terrill a skill total of 13. The spell is successfully cast.<br />

Principle of Confused Definitions<br />

The Principle of Definition was inconsistently handled in<br />

some of the earlier material published for <strong>Torg</strong>. The original<br />

rulebook said to compare skill totals of the two mages who<br />

cast the spells. Some spells published later said to compare<br />

the casting total of the new spell to the first spell’s effect<br />

value, others said to compare the new spell’s effect value<br />

to the skill total of the old spell.<br />

Gamemasters may elect to allow the spells to work as<br />

written or modify them to use the rule given in this book.<br />

The rule was changed to use effect values rather than the<br />

magician’s skill totals to reduce the amount of information<br />

that gamemasters and players must keep track of for spells<br />

that have been cast.<br />

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Casting From a Grimoire<br />

Characters can cast spells directly from a grimoire without<br />

having to learn the spell first. If they are capable of learning the<br />

spell (i.e., they meet the skill requirement of the spell) then they<br />

may attempt to cast the spell with a +4 penalty added to both the<br />

difficulty and the backlash.<br />

Example: Terrill has come across a grimoire that contains the<br />

Haste spell, a spell he does not know. It has a difficulty of 11 and<br />

a backlash of 16. Terrill meets the skill requirement of the spell so<br />

if he were to attempt casting it directly from the grimoire it would<br />

have a difficulty of 15 and a backlash of 20.<br />

Characters may also attempt to cast spells directly from a grimoire<br />

that they cannot learn (i.e., they do not meet the skill requirement<br />

of the spell) but it is much more dangerous. The character must<br />

still possess the required magic skill and arcane knowledge of the<br />

spell; even from a grimoire it is impossible to cast a spell without<br />

the right basic abilities.<br />

The difficulty<br />

of the spell is<br />

not increased but<br />

the backlash is<br />

increased by +8.<br />

Additionally, there<br />

is a chance that the<br />

spell will prove to<br />

be too powerful for<br />

the mage and she<br />

will lose control<br />

of its effects. If<br />

t h e c h a r a c t e r<br />

successfully casts<br />

the spell but does not<br />

get at least a Superior<br />

success level with her<br />

casting total, she loses<br />

control of the spell.<br />

Example: The grimoire that Terrill found also has the Conjured<br />

Fireball spell in it. Terrill cannot learn the spell yet but he does have<br />

both conjuration magic and the Fire knowledge. The spell’s normal<br />

difficulty is 6 and the normal backlash is 19. If Terrill were to try<br />

and cast this spell from the grimoire, the difficulty would remain 6<br />

but the backlash would increase to 27. If Terrill casts the spell but<br />

his casting total isn’t at least 13 (seven result points is a Superior<br />

success), the spell will go off but it will not do what Terrill wants,<br />

he will have no control over the effects.<br />

When a spell goes out of control, the exact effects are up to the<br />

gamemaster. Essentially anything the character would normally<br />

determine for the spell, such as its target, is out of his hands. If the<br />

spell normally gives the magician control over aspects like duration,<br />

shape of the spell effect, determine targets for an area effect spell,<br />

anything that the magician would normally determine should be<br />

determined randomly by the gamemaster.<br />

Backlash<br />

When a character attempts to cast a spell, regardless of whether<br />

it is successful or not, the next step is to determine the consequences<br />

of the spell’s backlash. Backlash is the natural resistance of the<br />

supernatural to being manipulated, a type of feedback unleashed<br />

204<br />

when the caster attempts to work magic. Backlash is a damage value<br />

that is compared to the casting skill total; the amount by which the<br />

backlash number exceeds the casting total is read as result points<br />

on the Combat Results Table. Damage taken from spell backlash<br />

is normal damage with possible mental consequences (see “Mental<br />

Damage Effects”.).<br />

Example: Terrill successfully casts his Altered Fireball spell with<br />

a casting skill total of 12. The backlash of the spell is 21. Becky<br />

looks up 9 result points (21 - 12) of damage on the Combat Results<br />

Table and Terrill takes a Knockdown K/O 3 damage result.<br />

If the character is casting a spell that she has learned, she is<br />

partially protected against bad casting totals causing large amounts<br />

of backlash damage. If the casting skill total is less than the caster’s<br />

Mind, their Mind value is used instead.<br />

Example: Terrill<br />

casts his Altered<br />

Fireball spell again<br />

but Alan rolls poorly,<br />

generating a skill total<br />

of only 6. Because<br />

Terrill has learned<br />

the spell, his Mind<br />

attribute of 11 is used<br />

to resist the backlash<br />

instead of his skill<br />

value of 6.<br />

A spellcaster<br />

takes backlash each<br />

time he attempts a<br />

spell, regardless of<br />

whether or not it<br />

is cast successfully.<br />

To successfully cast a spell the caster must still be<br />

conscious after checking backlash. If he is knocked unconscious<br />

(or killed) by the backlash, the spell effect fizzles out of existence<br />

before fully forming.<br />

“Casting On the Fly”<br />

“We lose more wizards to the folly that is casting<br />

spells on the fly.”<br />

—Kurgar the Melancholy<br />

after losing his fourth apprentice<br />

“Casting on the fly” is used to refer to the dangerous<br />

practice of casting spells that have not been formalized into<br />

grimoire form. It is essentially on-the-spot spell creation,<br />

requiring the magician to use all four magic skills at once<br />

to deal with every aspect of the spell instead of only having<br />

to worry about the single most important aspect of a spell,<br />

as is the case with grimoire spells.<br />

Since casting on the fly involves using the spell design<br />

system, the rules for casting on the fly are part of the spell<br />

design rules in the Aysle sourcebook.


Example: Terrill has a K result of damage from a previous spell<br />

that he cast. He casts another spell successfully but the backlash<br />

damage is an O 2 result. The K and the O combine into a KO and<br />

Terrill is knocked unconscious by the backlash. His spell casting is<br />

no longer successful, it immediately fails and the spell effect never<br />

even comes into existence.<br />

Mental Damage Effects<br />

When damage is taken from a spell’s backlash, it can have<br />

mental consequences. Even though this type of damage is treated<br />

the same as physical damage, it has additional mental effects and<br />

is called mental damage.<br />

When a character is KOed by mental damage, the character loses<br />

the ability to use the arcane knowledge required for the spell that<br />

knocked him out. This does not include falling unconscious from<br />

accumulated shock, only from KO conditions. The character does not<br />

have to take the full KO condition from mental damage, an O from<br />

backlash combined with a K from physical damage or vice versa<br />

will still cause the character to lose the use of the knowledge.<br />

Even after the KO damage has been healed, the knowledge<br />

doesn’t immediately return. The character must wait 24 hours or<br />

be treated specifically for the loss of mental abilities. The Refresh<br />

miracle (see Chapter Twelve) can be used for this purpose, as can<br />

the psychology skill.<br />

If the character suffers wound damage from backlash and his<br />

wound level becomes heavily wounded or greater, the character loses<br />

both the arcane knowledge and the appropriate magic skill used to<br />

cast that spell. He will not regain either until 24 hours have passed<br />

or he has received treatment as mentioned above. Additionally, his<br />

wound status cannot be healed to better than wounded until he has<br />

restored his skills.<br />

Chapter Ten: Magic<br />

Spell Bonus<br />

If the character is still conscious after backlash from a successful<br />

spell, the spell works. Every spell description has a section labeled<br />

“Bonus Number to:”. The bonus number generated while casting<br />

the spell is added to the part of the spell listed in the Bonus Number<br />

to, increasing the effectiveness of some part of the spell.<br />

Example: Terrill successfully casts Away Sight. His bonus<br />

number was +2. The spell description says that the bonus goes to<br />

range, so the spell’s range value of 13 is increased to 15.<br />

Types of Spells<br />

Most spells are cast directly, meaning that they take effect<br />

immediately and the effect is controlled by the spellcaster. Not all<br />

spells are like this though. Some spells can be placed into objects<br />

or other people, allowing someone other than the mage to control<br />

the effect, while others may need to remain functioning even when<br />

the magician is not present, such as a warding spell that protects the<br />

magician’s home while he’s away adventuring.<br />

A direct spell remains “connected” to the spellcaster for the<br />

purposes of determining contradictions. For example, the target of<br />

a Weakness spell does not make contradiction checks because the<br />

spell is affecting him, the effect originates from the spellcaster so it is<br />

the spellcaster who has to make any necessary contradiction checks.<br />

This is not necessarily the case with the other types of spells.<br />

There are three other types of spells in addition to those cast<br />

directly; focused, impressed and wards.<br />

Focused Spells<br />

Focused spells are spells that place their effect into an object<br />

so that the effect originates from that object rather than from the<br />

spellcaster. Focused spells are most commonly used to create magic<br />

items such as protective talismans and enchanted weapons. They<br />

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are also used to give the recipient of a spell effect control over<br />

that effect.<br />

Focused magic requires a Magic axiom of 10 to function and<br />

contradictions are the responsibility of the person controlling or<br />

operating the spell effect, not the magician who cast the spell. Focused<br />

magic does not vanish if the person using it disconnects in a reality<br />

that doesn’t support it, it is simply inaccessible to the disconnected<br />

person. When that person reconnects, if the spell duration has not<br />

expired the magic is still there.<br />

Using an item with a focused spell effect requires no special<br />

knowledge or abilities. Control of a focused spell effect does<br />

requires the same magic skill used to cast the spell,<br />

though the person does not need to possess the arcane<br />

knowledge and they do not have to make a skill check<br />

of any kind.<br />

Example: Terrill buys a magic sword in Aysle that<br />

has a flaming blade effect focused into it, which can<br />

be turned on and off by anyone holding the sword<br />

if they have the alteration magic skill and know the<br />

command word. Even if he tells his fellow Storm<br />

Knights the command word none of them could<br />

turn the flames on or off because none of them<br />

have alteration magic. Terrill could activate the<br />

sword’s flames and then give the sword to one of<br />

his friends and the sword would continue to burn<br />

for them because using the effect does not require<br />

anything special from them to operate.<br />

Spell Charges<br />

At a Magic axiom of 13, it becomes possible<br />

to create a special type of focused spell, one that<br />

allows a magician to focus spell patterns rather than<br />

spell effects into an object. Additionally, this special<br />

type of spell allows for more than one spell pattern<br />

of an arcane knowledge to be focused into an object.<br />

These multiple patterns are commonly referred to as<br />

“charges”. For example, an item that can hold fourteen<br />

spell patterns of the Fire arcane knowledge is said to<br />

hold fourteen Fire knowledge charges.<br />

A spell pattern is in essence the spell itself; it<br />

is what brings the magical effect into existence.<br />

By placing the pattern into an object, it becomes<br />

possible for anyone with the right magic skill<br />

to cast the spell, even if they do not possess the<br />

arcane knowledge normally required for casting<br />

the spell.<br />

Example: Terrill comes into possession of an “air wand”, a wand<br />

enchanted to hold spells of the Air knowledge. This particular wand<br />

contains four charges of the Floater spell. Even though Terrill does<br />

not the Air knowledge, he does have the apportation magic skill so<br />

he can use the wand to cast Floater up to four times<br />

While it would seem that having multiple spells of the same<br />

arcane knowledge in an object violates the Principle of Definition, the<br />

Principle only prohibits active spell effects of the same knowledge<br />

affecting an object simultaneously, not spell patterns. The Principle<br />

of Definition would prohibit an object from being able to hold spell<br />

patterns of two different knowledges though, because the spells used<br />

to enchant the object would be of the same knowledge.<br />

206<br />

Spell charges cannot be held indefinitely by an object though, the<br />

spell used to enchant the object has a duration like any other spell.<br />

When that duration expires, any charges still in the object are lost.<br />

Permanent magic, as described later in this chapter, can be used to<br />

get around this restriction to create magic items that will indefinitely<br />

hold their charges (though the charges will still have their normal<br />

durations, they won’t be permanent.)<br />

To fill the charges of an enchanted item, the magician must cast<br />

each spell he wishes to place inside the item. As long as the spell<br />

is cast successfully its pattern is placed inside the item. Backlash<br />

damage is assessed normally, so items that can hold a large number<br />

of charges are usually filled over a spread out period of time<br />

to avoid taking excessive amounts of backlash damage all<br />

at once.<br />

Activating a charge is usually a simple action, such as<br />

speaking a command word or performing a ritualistic action<br />

like rubbing a finger over a certain part of the object.<br />

The spell patterns placed into the enchanted object<br />

do not have to be focused spells; they can<br />

be any type of spell. They can even be<br />

impressed spells if such magic is available<br />

(see below.) Information about creating<br />

spells that enchant objects to hold charges<br />

can be found in the Aysle sourcebook.<br />

Impressed Spells<br />

At a Magic axiom of 17, impressed spells are<br />

possible. Impressed spells are cast normally but their<br />

effects are held in check and then released at a later<br />

time of the magician’s choosing. This allows a spell<br />

to have a lengthy casting time but still be useful in<br />

fast-paced situations such as combat. For example,<br />

Conjured Fireball is a powerful combat spell but has<br />

a cast time of one hour, making it impossible to cast<br />

in combat. But because it can be impressed, the mage can<br />

prepare ahead of time by casting the spell long before the<br />

battle even occurs and then holding the effect in check<br />

until he needs it.<br />

To impress a spell, the caster rolls to beat the difficulty<br />

number and calculates backlash as for a normal spell.<br />

Any backlash damage is taken when the spell is initially<br />

cast, not when the effect is released. The bonus number<br />

generated when impressing a spell is not applied to the<br />

bonus number to portion of the spell.<br />

If the spell is successfully cast, it is impressed into<br />

the magician’s mind. The spell may then be released<br />

within a combat round (ten seconds) at any future time.<br />

A mage may hold in his mind as many impressed spells as the total<br />

of his adds in conjuration magic and the State arcane knowledge. The<br />

two together are a measure of his knowledge of the spell impression<br />

process. He may impress several different spells or he may impress<br />

the same spell several times, in any combination.<br />

Once impressed, a spell remains impressed until it is released<br />

or until the mage chooses to dissipate it in order to make room for<br />

a different impressed spell. There is no time limit on how long a<br />

spell can remain impressed.<br />

Example: Terrill has +2 adds in his conjuration magic skill and<br />

no adds in the State arcane knowledge. He can carry two impressed<br />

spells in his mind at any one time.


When releasing the impressed spell, the caster must roll again to<br />

generate a bonus number, which is then added to the bonus number<br />

to portion of the spell. Since difficulty and backlash have already<br />

been checked, the mage never takes backlash from releasing an<br />

impressed spell. If the impressed spell requires using the magician’s<br />

casting skill total to determine if a target is hit, as is the case with<br />

most combat spells, the bonus number from this second roll is used<br />

to determine the skill total.<br />

If a magician disconnects in a reality that does not support<br />

impressed magic, any impressed spells he has cannot be released.<br />

They are still present in his mind; he simply cannot access them.<br />

After he reconnects, he will be able to release them normally. While<br />

disconnected in a reality that does not support impressed magic the<br />

magician also cannot impress any new spells. If he tries, the spell effect<br />

will go off normally when the casting process is completed.<br />

It is possible to impress spells into objects or into other people,<br />

allowing someone other than the spellcaster to release the spell effect.<br />

Impressed spells to be placed in objects or other people need to be<br />

designed for that purpose; it cannot be done with a regular impressed<br />

spell. When this is done, contradictions become the responsibility<br />

of whoever possesses the impressed spell effect, not the spellcaster.<br />

Unlike focused spell effects, impressed effects do not require any<br />

particular magic skill to control. For the rules on how to impress<br />

spells into objects or other people, see the Aysle sourcebook.<br />

Example: If Terrill’s flaming sword used impressed magic rather<br />

than focused magic, then anyone who knew the command word<br />

could turn the flames on and off, it would not require the alteration<br />

magic skill to do so.<br />

Warding Spells<br />

Warding spells are an advanced form of focused magic first<br />

available at Magic 15 that foreshadows some elements of impressed<br />

magic. A warding spell is cast normally, almost always focused<br />

upon an object or location, but the effect of the spell does not go<br />

into effect immediately. The spell can be programmed to “trigger”<br />

its effect when it detects a certain condition or event. Most wards<br />

are used as traps and alarms and the trigger can be defined as the<br />

lack of a certain condition or event too. For example, a mage may<br />

set an alarm ward on the door to his library that is triggered when<br />

a certain word is not spoken before the door is opened. Because<br />

wards are most often focused into objects or on a location rather<br />

than a living creature, if a ward is placed somewhere that does not<br />

have the required Magic axiom, it is immediately dispelled because<br />

there is nothing supporting the contradiction.<br />

Like an impressed spell, a ward can hold its effect indefinitely.<br />

The duration given in a ward spell description indicates how long<br />

the effect lasts once it is triggered. Once triggered, a ward spell<br />

expires like a normal spell, it does not “reset” and keep functioning<br />

(but see “Permanent Magic” later in this chapter for information on<br />

ward spells that can reset themselves.)<br />

Warding spells do not automatically detect whatever condition<br />

has been programmed as their trigger; a ward has a detection value<br />

built into it by the magician who created the spell. The detection<br />

value of a spell is equal to the divination magic skill plus the adds<br />

of the knowledge to be detected of the magician who designed<br />

the spell.<br />

Example: A magician with divination magic 15 and +5 adds in<br />

Folk designs a ward that is triggered when it detects dwarves (who<br />

are covered by the Folk knowledge.) His ward spell will have a<br />

detection value of (15 + 5) 20.<br />

Chapter Ten: Magic<br />

When a ward might be triggered by a condition, the gamemaster<br />

generates an action total for the ward using its detection value. The<br />

normal difficulty to detect a condition is 8. Characters who have<br />

the divination magic skill may attempt to magically circumvent<br />

detection by wards if they are aware of the ward and know what<br />

arcane knowledge it is set to detect. a character trying to avoid a<br />

ward generates an “active defense” total with his divination magic<br />

skill (minimum bonus number of +1) and that becomes the difficulty<br />

for the ward to detect the character.<br />

Example: Magoth knows that the doorway to the evil wizard<br />

Salbane’s library has a ward that detects if a password is spoken<br />

before the door is opened. Magoth generates a divination magic<br />

skill total that represents his knowledge of how wards work and his<br />

ability to skirt the edges of its trigger, hopefully doing well enough<br />

to keep the ward from detecting that the door was opened without<br />

the password being spoken first.<br />

If the character knows or suspects that a ward is present but does<br />

not know what it is set to detect, he may still generate a divination<br />

magic total to try and avoid detection but has a -3 penalty on the<br />

attempt.<br />

If there are multiple occurrences of the trigger condition, the<br />

ward gets the appropriate Many on One modifier for the number<br />

of possible trigger conditions.<br />

Example: Salbane has placed a ward in a corridor that detects<br />

metal weapons. Magoth is carrying his sword and brass knuckles, two<br />

metal weapons, so the ward gets a +2 bonus to its detection total.<br />

Illusionary Magic<br />

When most people think of “illusion spells”, they think of<br />

something that creates a false perception or a belief in someone<br />

who views the illusion - there’s a pit in the ground where there<br />

really isn’t one, a doorway is concealed by the appearance of a<br />

blank wall, and so on. While <strong>Torg</strong> does have spells that do things<br />

like this, “illusionary magic” is used in <strong>Torg</strong> to refer to something<br />

more than that.<br />

Illusions are magical “cheats,” they’re shortcuts in conjuring<br />

magical effects that let the effect be created without expending the<br />

magical energy necessary to create the full reality of the effect.<br />

Illusions can run the gamut from fully illusory (the false perceptions<br />

mentioned above) to something that is almost real (a bridge over a<br />

chasm that can actually be walked across.)<br />

There are only two types of magic that can be illusionary,<br />

conjurations and transformations. Spells that divine, move or<br />

modify something within its natural limits are never illusionary.<br />

The difference between a transformation and a modification is that<br />

a modification can only work with what already exists in the target.<br />

You could modify a dwarf so that he appears to be a different dwarf<br />

but you couldn’t modify him into being a frog, doing that would<br />

require transformation magic.<br />

The extent to which a conjuration or transformation is illusionary<br />

depends on the type of arcane knowledge involved. Conjurations<br />

and transformations that use the Essences are always real. The<br />

“cheating” comes from using a knowledge below the Essences; the<br />

spell is easier to cast but this comes at the cost of its effect being<br />

“less real” than it would be if an Essence was used.<br />

How “real” an illusion is to those who view it can depend on the<br />

belief of others who see the illusion. Possibility energy generated<br />

by their belief provides the illusion with reality, and as long as<br />

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there is belief, the spell effect is for all intents and purposes real.<br />

(Characters do not lose any of their own possibility energy to this<br />

process, their interaction with the illusion creates new possibility<br />

energy. This generation of possibility energy is an aspect of the<br />

way the Magic axiom is supported by people’s belief in magic, see<br />

Chapter Seven for more details.)<br />

This effect is temporary, though - as soon as the belief ceases<br />

(either because the believers leave the area or because someone<br />

disbelieves and becomes convinced that the object is an illusion),<br />

the illusion vanishes as well. For this reason a mage could never<br />

conjure an illusion where no one else is around, leave, and expect<br />

it to still be there when he comes back at a later time. Without<br />

observers, illusions cease to exist.<br />

To disbelieve, a character generates a Mind or willpower total.<br />

Willpower can only be used outside of round play to disbelieve<br />

illusions, during round play characters must rely on their base<br />

Mind. The difficulty number to disbelieve depends on the type of<br />

arcane knowledge used in the spell. The difficulty to disbelieve<br />

when a Principle is used is 15, with a Mixed Force it is 12 and with<br />

a Kindred or an Element the difficulty is 8.<br />

Some spells may further modify the difficulty to disbelieve; this<br />

will be indicated in the spell description and either a modifier or a<br />

difficulty value will be provided. Additionally, the number of beings<br />

who do believe the illusion increases the difficulty for anyone else<br />

to disbelieve; this is because the possibility energy from their belief<br />

makes it “more real”. The Modified Difficulty column of the One<br />

on Many chart is used to determine the difficulty increase based on<br />

the number of believers.<br />

Example: An army of conjured skeletal warriors confronts a party<br />

of six Storm Knights. One of the Storm Knights wants to disbelieve<br />

but his five companions believe the magic is real. Using the One<br />

on Many chart, because his five friends believe the skeletons are<br />

real the single disbelieving Storm Knight has the difficulty raised<br />

to DN+8. (Note that the number of skeletal warriors present has<br />

208<br />

Illusionary Magic in Aysle<br />

Illusionary magic is especially potent in the cosm and<br />

realm of Aysle thanks to one of their world laws, the Law<br />

of Observation. While the mechanics of disbelief work the<br />

same, illusions don’t necessarily fade out of existence once<br />

there are no more believers around (an illusion that has been<br />

disbelieved will disappear normally though.)<br />

Enough belief in an illusion, combined with the Law of<br />

Observation, can actually transform a partially real effect<br />

into a completely real effect. This process requires a large<br />

amount of belief, which may come all at once or over a<br />

continuous duration as long as believing observers are<br />

always present. How much time and belief is necessary<br />

for this to happen is left up to gamemaster’s discretion.<br />

But at the very least, figure that the illusion must have a<br />

duration of at least a day and exposure to a large number<br />

of believers before there’s any chance of it becoming<br />

completely real.<br />

Even if an illusionary effect becomes real, it does not<br />

become permanent; it will still disappear when the spell<br />

duration expires. But if the effect does become real, it<br />

cannot be disbelieved.<br />

no effect on the difficulty of disbelieving since it is a single spell<br />

effect being disbelieved.)<br />

Illusory spells which affect a mental state, such as a charm person<br />

spell which succeeds in charming its target, may not be disbelieved<br />

by the target character without prodding from a different character.<br />

This is because, by definition, the emotions produced by the spell feel<br />

real enough to negate any desire to question them, and an objective<br />

viewpoint is needed to allow disbelief. Characters are only allowed<br />

one chance to disbelieve an illusion. If they fail the check, they have<br />

no choice but to believe that the illusion is real.<br />

An illusion’s effect value is a measure of how much of the<br />

illusion is real. The lower the effect value, the more the spell relies<br />

on pure illusion, and the less “reality” it contains. An illusionary<br />

spell with an effect value of zero is completely illusionary and<br />

would be unable to directly effect anything, though it might still be<br />

believed to be real until it was interacted with and there was no effect.<br />

The disguise self spell is an example of a completely illusionary<br />

effect, as soon as someone touches the disguised character they<br />

will realize that the appearance does not match what they feel and<br />

the spell is broken.<br />

Conversely, an illusion with a nonzero effect value is somewhat<br />

real and can have a possibly significant effect. For example, an<br />

illusionary bridge with an effect value of 15 could hold up to 1,000<br />

kilograms of weight. Its appearance may be of a bridge that can<br />

hold more or less than that amount, but that has no actual bearing<br />

on the reality of the spell effect.<br />

The gamble for the caster of an illusion is that successful disbelief<br />

in an illusionary spell dissolves the spell effect completely - and<br />

not just for the disbeliever. Thus, even the caster of the spell is<br />

required to make a disbelief check if he wants to use some portion<br />

of the illusion as though it were real. The caster would be safer if<br />

many people around him believe in the illusion, as it will now be<br />

more difficult for him to disbelieve his own spell.<br />

Example: A mage casts a spell to create an illusionary bridge.<br />

His army starts across the bridge, thinking that it is real, and it<br />

becomes “more real” as they cross. The mage, knowing that it is<br />

an illusion, must roll for disbelief before crossing himself. The fact<br />

that 100 men believe in the bridge increases his difficulty to DN+20<br />

so he’s probably safe.<br />

Note that the caster only has to make a disbelief check if he<br />

wants to use the illusion himself; if the mage in the example stays<br />

off the bridge, he never has to make a disbelief check and there’s<br />

no risk of him undoing his own spell. It’s only when he sets foot on<br />

the bridge that he would have to make a disbelief check.<br />

Any physical effects from an illusion prior to disbelief are real<br />

because the illusion is real until that point. A wall torn down by an<br />

illusionary dragon will still be torn down if someone disbelieves the<br />

dragon afterwards, soldiers who cross a river on an illusionary bridge<br />

will still be on the other side, someone squashed by an imaginary<br />

boulder is still squashed, and so on.<br />

Permanent Magic<br />

Almost any magic spell can be made permanent by the spellcaster<br />

at the time she casts the spell. Making a spell permanent requires<br />

that the spellcaster have the conjuration magic skill even if the spell<br />

being cast is not a conjuration spell. This is because to make a spell<br />

permanent a lasting link between the spell pattern and the natural<br />

world must be created, and creation requires conjuration.


Permanent magical effects require a minimum Magic axiom of<br />

13. The higher the Magic axiom, the easier it is to make an effect<br />

permanent. At Magic 33, all effects are permanent! Below Magic<br />

33, the difference in the axiom level from 33 is a negative<br />

modifier to any attempts at<br />

creating permanent magic. Aysle<br />

for example has a Magic axiom<br />

of 18 so any attempt to make a<br />

spell permanent has a (33 - 18) -15<br />

modifier to the casting total.<br />

Besides the negative modifier,<br />

backlash is always compared to the<br />

casting total, the spellcaster’s Mind<br />

is never used if the casting total is<br />

less than her Mind. Each creation of<br />

a permanent effect is in some way<br />

unique, enough so that it cannot be<br />

refined and formulated like a normal<br />

grimoire spell.<br />

When making a spell permanent,<br />

the caster has a choice. He may<br />

choose to make the effect permanent<br />

or he may make the spell pattern<br />

permanent. A permanent effect is just<br />

that; a fireball would burn forever, a<br />

disguise would last forever or until<br />

dispelled, a man transformed into a frog will stay that way, and so<br />

on. The casting mage has whatever control over the spell is built<br />

into the spell but no more.<br />

A permanent spell pattern means that the potential to cast the<br />

spell has been made permanent. It is most often used in the creation<br />

of magic items, such as a ring that would allow someone to cast<br />

the Mage Light spell or an amulet that contains the Strength spell.<br />

Using the item would require the appropriate magic skill to activate<br />

the effect but the arcane knowledge is not required.<br />

Impressed and warding spells can also be made permanent but<br />

it requires a bit more effort. Both the effect and the pattern must<br />

be made permanent, which means the spell has to be successfully<br />

cast twice, both times with the negative modifier. If both castings<br />

are successful, the spell will go into effect like normal.<br />

When the impressed spell effect is released or the ward is triggered<br />

to release its effect, the spell recasts itself using the normal casting<br />

time of the spell, and the effect will again sit suspended until released.<br />

In this way, wards can be made which “recharge” themselves after<br />

being triggered and magic items can be made with impressed spells<br />

in them so that the item can be used to cast spells over and over again<br />

without requiring the user to have an appropriate magic skill.<br />

Spell Manipulation<br />

A magician who knows all of the process theorems listed in a<br />

spell description has the ability to manipulate the spell and change<br />

some of the values of the spell. The effect cannot be changed, a<br />

spell that changes a man into a frog cannot be manipulated to turn<br />

him into a goat, but the magician can change the values of the<br />

spell’s backlash, difficulty, effect value, range, duration and cast<br />

time. A spell that does not have any process theorems listed can be<br />

manipulated by any spellcaster.<br />

There are four basic ways that a spell can be manipulated.<br />

A spellcaster manipulates a spell prior to casting it, essentially<br />

increasing the casting time of the spell. Each type of manipulation<br />

Chapter Ten: Magic<br />

requires one round and the player does not roll the die to cast the<br />

spell until after all manipulations have been finished.<br />

Change Cast Time<br />

The spellcaster may increase or<br />

decrease the cast time of the spell.<br />

Increasing the cast time gives the<br />

spellcaster points to allocate to effect<br />

value, range and/or duration while<br />

decreasing it requires taking points<br />

away from those three values. It is<br />

a one-to-one exchange for effect<br />

value and range, duration points<br />

count twice as much.<br />

Example: A magician wants<br />

to cast detect magic to locate<br />

the source of an enchantment<br />

affecting an area. He suspects<br />

that the spell he’s looking for is<br />

powerful and wants to increase<br />

the effect value of his spell so that<br />

he can gain more information<br />

about the other spell. He’s not<br />

in any hurry he decides to extend the cast time.<br />

The normal cast time is 7 (25 seconds). He elects to increase<br />

this to ten minutes, a value of 14. This increase gives him (14 - 7)<br />

7 points to add to the effect value, raising it from 10 to 17. The<br />

manipulation takes one round so the total cast time on the spell<br />

actually becomes ten minutes and ten seconds.<br />

Shift Complexity<br />

The spellcaster may reallocate points from difficulty to backlash<br />

or vice versa.<br />

Example: A magician wants to cast the lightning spell (backlash<br />

19, difficulty 11) but is worried about the damage the backlash might<br />

cause so he decides to shift points from backlash into difficulty.<br />

He moves six points and in the next round he can cast the spell at<br />

backlash 13, difficulty 17.<br />

Shift Spell Values<br />

The spellcaster may reallocate points from the effect value to<br />

range and/or duration, range to effect value and/or duration or from<br />

duration to range and/or effect value. Effect and duration points are<br />

exchanged on a one-to-one basis but range points count twice as<br />

much - two points of effect equal one point of range and so on.<br />

Example: Right before casting his lightning spell, our magician<br />

realizes that his target is slightly out of range. He decides to spend<br />

another round manipulating the spell to increase its range. Because<br />

range points are worth twice as much, he will need to sacrifice two<br />

points from effect value and/or duration to increase the range by<br />

one.<br />

He decides to take one point from duration and one point from<br />

the effect. The one point increase in range is enough to let him strike<br />

his target. He has now spent two rounds manipulating the spell and<br />

can cast it in the next round.<br />

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TORG: Revised and Expanded Rulebook<br />

Increase Backlash<br />

The spellcaster can increase the backlash of the spell to increase<br />

the effect value, range and/or duration of the spell as well as decrease<br />

the cast time. The amount the backlash is increased by is read through<br />

the Power Push table, the resulting value being the amount that<br />

the other values may be changed (the shock damage of the push is<br />

ignored.) This manipulation can only be performed as the spell<br />

is being cast, it does not add a round to the cast time and would<br />

have to be performed after any other manipulations.<br />

Example: Our magician who has been<br />

manipulating his lightning spell decides at<br />

the last second that he’s more worried about<br />

his enemy surviving his attack than what the<br />

spell’s backlash will do to him (the whole<br />

reason he did the first manipulation!)<br />

He can’t afford to reduce range and<br />

doesn’t want to reduce the duration any<br />

further. He feels that he has already spent<br />

enough time manipulating the spell and<br />

can’t afford to increase the cast time any<br />

further. The only thing left to do is increase<br />

the backlash in exchange for increasing the<br />

effect value. He begins to cast the spell<br />

and performs the manipulation while<br />

casting the spell.<br />

His current backlash value on the<br />

spell is 13. He increases this by six<br />

points, back up to its original backlash<br />

value of 19. On the Power Push chart,<br />

six result points are a +3 modifier. The<br />

effect value, previously manipulated to<br />

19, is now increased to 22. With this<br />

manipulation completed, casting total<br />

is finally generated.<br />

Problems with Low<br />

Magic Axioms<br />

In cosms that have a Magic axiom less than 10, the magic is<br />

unstable and less predictable. Even some of the four basic types of<br />

magic become unavailable, further complicating the entire matter.<br />

“Wild” Magic<br />

Below a Magic axiom of 8, the connection between the natural<br />

world and the supernatural world is weak enough that magic becomes<br />

unstable and erratic. Spells designed in this kind of environment<br />

rarely work exactly the way spellcaster intends, and each time<br />

a spell is cast it may behave erratically in a different way from<br />

previous castings.<br />

The exact way in which a spell misbehaves should vary from<br />

casting to casting and is left up to the gamemaster’s discretion.<br />

Some possible effects are: the spell backfires and affects the caster<br />

instead of the target, unrelated side effects such as strange odors<br />

or color changes may affect the surroundings, a spell value may<br />

be randomly increased or decreased, the backlash is treated as a<br />

Knockout Attack instead of normal damage, a strength spell may<br />

increase the target’s Mind instead of Strength, and so on.<br />

A spell will behave erratically whenever the caster does not<br />

generate a spell total exactly equal to the difficulty number of the<br />

210<br />

spell. If the casting fails, an erratic failure occurs and should produce<br />

some kind of negative or at least unintended side effect.<br />

The amount the character misses by can be used to gauge the<br />

severity of the side effect; using the General Results Chart, a<br />

minimal or average failure could be counted as a near-miss (see<br />

Chapter Four). A good failure might produce an unintended but not<br />

detrimental effect while a superior or spectacular failure should<br />

almost always cause something bad to happen.<br />

If the casting succeeds but the mage didn’t get exactly the<br />

difficulty number, an erratic success occurs. As outlined in the<br />

“Primary Rule of Magic”, a spell will have no positive effect<br />

without being willed by the caster. An<br />

erratic success will therefore never<br />

produce a positive effect different<br />

from what the caster intended, it will<br />

only produce unintended side effects.<br />

A successfully cast strength spell will<br />

increase the target’s strength but it<br />

might also make all the hair on their<br />

body fall off, or their muscles might<br />

suddenly increase in size and all of<br />

their clothes get torn and ripped like<br />

the were the Incredible Hulk.<br />

The success level of the successful<br />

casting can be used to gauge the severity<br />

of the erratic success. The lower the<br />

success level the more erratic the<br />

result should be. With a spectacular<br />

success, the spell works almost exactly<br />

as designed, any side effects are minor.<br />

With a superior success, things are a bit<br />

more erratic but still in keeping with the<br />

purpose of the spell. A good success starts<br />

producing side effects unrelated to the<br />

purpose of the spell and with an average<br />

or minimal success the desired result of<br />

the spell may be somewhat obscured by<br />

the side effects.<br />

These “wild” magic rules apply only to spells designed in<br />

these cosms and to spellcasters from these cosms. For example,<br />

a magician from Aysle who casts a low axiom spell from Aysle<br />

such as Away Sight (Magic 7) never has to worry about the spell<br />

behaving erratically, even if he casts the spell in a low Magic cosm<br />

like Core Earth (Magic axiom 7).<br />

Spellcasters from low Magic cosms who learn low axiom spells<br />

from other cosms, such as a Core Earth magician learning Away<br />

Sight from an Ayslish grimoire, must still deal with erratic magic<br />

even though the spell was designed in a more stable environment.<br />

This is because the character herself is the weak link, it’s her Magic<br />

axiom that causes the spell to behave erratically.<br />

Spell Uniqueness<br />

Another problem faced in cosms with a Magic axiom less than<br />

8 is that the instability of magic makes spells designed in that<br />

environment so dependent on the designer’s personal view of how<br />

magic works that spells cannot be learned by anyone other than<br />

the mage who designs them. In other words, the patterns that make<br />

up a magic spell are so unique that the only person who can learn<br />

it (i.e., it can be cast without a grimoire) in these low Magic cosms<br />

is the mage who designed it. In these cosms mages cannot learn<br />

spells from another magician’s grimoire nor can another magician<br />

teach them spells.


Spells may still be cast from a grimoire without having learned<br />

the spell first, the normal rules for that still apply. And in fact many<br />

magicians in low axiom cosms will cast most if not all of their spells<br />

this way, since it is much easier and does not require designing every<br />

one of his spells himself.<br />

Mages in these cosms will never be far from their grimoires and<br />

every magician will have her own grimoire. By contrast, magicians<br />

from cosms with high Magic axioms may not even own a personal<br />

grimoire since they can learn spells from other people and then<br />

never need a grimoire to cast them.<br />

Magicians from these low axiom cosms can learn spells that<br />

were designed by other magicians in cosms with a Magic axiom of<br />

8 or greater. A Core Earth magician for example could learn Away<br />

Sight from an Ayslish grimoire. He would still have to worry about<br />

the spell being erratic and there are additional problems regarding<br />

contradictions to worry about too.<br />

Missing Magic Skills<br />

Below a Magic axiom of 10, the four skills that relate to the basic<br />

types of magic start to become contradictory and unavailable to<br />

natives of those cosms. Conjuration magic requires a Magic axiom<br />

of 10, alteration magic requires Magic 7, apportation magic requires<br />

Magic 5 and divination magic requires Magic 2.<br />

As described under “Basic Structure of Magic”, the creation of<br />

a spell involves all four of the magic skills because every aspect of<br />

the spell must be accounted for in the design. How can spells even<br />

be designed in cosms that don’t have all four magic skills? And<br />

how does this lack of one or more of the magic skills affect spells<br />

that were created using all four skills?<br />

Designing Spells in<br />

Low Axiom Realities<br />

For magicians in realities that do not support one or more of the<br />

magic skills, spells can still be created but it involves using one of<br />

two compromises. The first option is to simply form the spell pattern<br />

without the unavailable skills. Working around the missing elements<br />

greatly complicates things though; the supernatural is much more<br />

resistant to being manipulated, increasing the backlash, and casting<br />

the spell is more difficult because the spell pattern is incomplete.<br />

When using the spell design rules in the Aysle sourcebook,<br />

characters from low Magic axiom realities who create spells simply<br />

use a value of zero wherever a missing magic skill would be used.<br />

For published spells, such as the ones in this book or in supplements<br />

like Pixaud’s Practical Grimoire, a simple way to create versions<br />

of those spells from low axiom realities is to add +5 to both the<br />

backlash and difficulty of the published spell for each magic skill<br />

that is not available in the cosm.<br />

Example: Detect magic is a spell in this book with a Magic<br />

axiom of 5, backlash of 14 and difficulty of 10. Those numbers could<br />

be used for any version of the spell that comes from a cosm with a<br />

Magic axiom of 10 or greater where all four skills are available. In<br />

a cosm like Core Earth where conjuration magic is not available, a<br />

version of detect magic native to Core Earth would instead have a<br />

backlash of 19 and a difficulty of 15. In a cosm with a Magic axiom<br />

of 5 or 6, where alteration magic is also not available, the backlash<br />

would be 24 and the difficulty would be 20.<br />

The second possible compromise is to bind the magic pattern<br />

to a particular philosophy, such as a religion, and fill in the gaps<br />

of the spell pattern with elements of that philosophy. Voodoo, for<br />

Chapter Ten: Magic<br />

example, is a Core Earth school of magic that blends religion with<br />

magic. In game terms, the magician substitutes a nonmagical skill<br />

related to that philosophy for each of the missing magic skills. Core<br />

Earth Voodoo practitioners for example substitute faith(voodoo) for<br />

conjuration magic in their spell patterns.<br />

This substitution does not allow the spellcaster to create spells of<br />

the missing skill type; voodoo practitioners cannot create conjuration<br />

magic spells. The substitution only applies to the spell design process.<br />

When using the spell design rules in the Aysle sourcebook, players<br />

creating spells that utilize substitution use the substituted skill value<br />

wherever the missing skill value would be used.<br />

The drawback to substitution is that it severely limits the types<br />

of magic spells that can be created. The nature of the limitations<br />

depends on the philosophy that is used as the substitution. Voodoo<br />

for example can only be used to affect people, animals and spirits,<br />

it cannot be used to create spells like away sight, bullet, floater<br />

and so on.<br />

Substitution spells may only be cast by magicians who have the<br />

skill used for the substitution. An Ayslish mage for example could<br />

not learn any voodoo spells nor cast them unlearned from a voodoo<br />

grimoire unless he first gained the faith(voodoo) skill.<br />

Practitioners of substitution magic do not face any unusual<br />

problems with contradictions unless the skill used for the substitution<br />

is contradictory. For example, the spells belonging to a school of<br />

magic that used computer science as a substitution skill would be<br />

contradictory in realities with a Tech axiom below 21 even if the<br />

Magic axiom of the spell is supported.<br />

Using Spells Designed in<br />

High Axiom Realities<br />

With spells created in cosms that support all four magic skills,<br />

such as Aysle, casting those spells in a cosm that lacks one or more<br />

of the four magic skills imposes a penalty; the spell is treated as a<br />

contradiction even if the spell’s stated axiom level is supported<br />

by the cosm. This is because the spell is composed of forces and<br />

patterns that are a contradiction in the low axiom reality. It’s the<br />

same situation as having a broadsword (Tech 8) made out of tungsten<br />

No-Frills Magic<br />

Strange ritualistic gestures, droning incantations, bizarre<br />

material components, lengthy casting times, why do spells<br />

require these things, why can’t magicians just point a finger<br />

and make things happen?<br />

Actually, they can. According to the spell design system<br />

in the Aysle sourcebook, spells do not actually require any<br />

of the trappings usually associated with them. It’s entirely<br />

possible to design spells with one second casting times that<br />

only require the mage to think in order to cast the spell.<br />

Pointing isn’t even necessary!<br />

So why do magicians put all these things into their<br />

spells if they’re not necessary? Paradoxically, by increasing<br />

the complexity of the spellcasting process, the spell<br />

itself becomes easier to cast. All those gestures and magic<br />

words and accessories reduce the backlash and difficulty<br />

of spells; the more of them built into a spell, the easier it<br />

is to cast the spell and resist its backlash. Without them,<br />

only highly skilled magicians would have a chance of successfully<br />

using magic.<br />

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TORG: Revised and Expanded Rulebook<br />

steel (Tech 19), the sword is considered Tech 19 instead of Tech 8<br />

because it is constructed from a material with an axiom higher than<br />

that of its function. The same rule applies to magic spells.<br />

Example: Terrill is in Core Earth and casts away sight. Even<br />

though the spell’s axiom level is 7, the same as Core Earth’s Magic<br />

axiom, casting the spell is a contradiction because Core Earth’s<br />

reality does not support the conjuration magic elements that are a<br />

part of the spell’s pattern because it was created in Aysle.<br />

In essence, any spell designed in a cosm with a Magic axiom<br />

of 10 or greater should be treated as having an axiom level of at<br />

least 10 in realities with a Magic axiom of less than 10. In the<br />

Possibility Wars setting this primarily means that any spell not from<br />

Core Earth that is cast in Core is a contradiction even if the spell<br />

write-up has an axiom level supported by the reality.<br />

The same rule applies in Nippon Tech, even if a spell has a<br />

Magic axiom of 2 it will still be a contradiction if it was created<br />

outside of Nippon Tech.<br />

A Sampling of Grimoire Spells<br />

The following spell descriptions are common grimoire spells,<br />

found in many cosms (assuming of course the cosm’s Magic axiom<br />

is high enough.) The standard grimoire spell description looks like<br />

this:<br />

Bullet<br />

Axiom Level: 7<br />

Skill: apportation/metal 13<br />

212<br />

Backlash: 15<br />

Difficulty: 11<br />

Effect Value: 15<br />

Bonus Number to: effect<br />

Range: 5 (10 meters)<br />

Duration: 5 (10 seconds)<br />

Cast Time: 3 (four seconds)<br />

Manipulation: control<br />

The axiom level is the Magic axiom of the spell, as detailed<br />

in Chapter Seven. If the axiom level of the spell is less than or<br />

equal to the axiom level of the cosm, it works just fine (in most<br />

cases, see “Problems with Low Magic Axioms” for more details.)<br />

Otherwise the caster must check for a contradiction when casting<br />

the spell as described in that chapter. Focused and impressed spells<br />

may also require further contradiction checks as described earlier<br />

in this chapter.<br />

A spell that is impressed in an area with an axiom level lower<br />

than 17 requires a contradiction check; when the impressed effect<br />

is released, use the non-parenthetical number as its axiom level.<br />

The (17) in the entry is there as a reminder of the impressed axiom<br />

level.<br />

Skill lists which of the four magic skills is used for the spell:<br />

alteration, apportation, conjuration or divination. The necessary<br />

arcane knowledge is also listed. The sum of the caster’s skill value<br />

and knowledge adds must equal or exceed the number listed in<br />

order to learn the spell.<br />

Backlash is how powerful a force surges through the magician<br />

as he casts his spell. Backlash is a damage value that is compared<br />

to the spell total. The magician must survive the backlash (stay<br />

conscious) to successfully cast a spell.<br />

Difficulty of the spell is the difficulty number required for a<br />

successful cast. “Successful” means the spell’s effect value is used,<br />

not necessarily that the spell affects its target.<br />

Effect value is the effect value of the spell, if any. Effect values<br />

are usually compared to an attribute of the target of the spell to<br />

determine its effect. A fireball spell, for example, uses its effect<br />

value as a damage value that is compared to the target’s Toughness.<br />

A spell that turned a man into a frog has its effect value compared<br />

to the target’s highest attribute to see if the spell successfully affects<br />

the target or not.<br />

Bonus Number to lists the part of the spell to which any generated<br />

bonus number is added. While usually added to the effect value,<br />

the bonus number could be added to duration or range, depending<br />

on what the designer of the spell wished. Negative bonus numbers<br />

are added to the appropriate value.<br />

Range is the greatest distance over which the spell effect may be<br />

projected. The range is measured from the caster of the spell unless<br />

the spell is focused, in which case it is measured from the focus<br />

object. A range of self means the spell may only affect the caster. A<br />

range of touch means the caster must make physical contact with<br />

his target for the spell to take effect.<br />

Duration is how long the spell effect lasts.<br />

Cast time is how long it takes the magician to cast the spell. In<br />

round play, a spell meant to strike an enemy target (someone on<br />

the other initiative side) must have a cast time of 3 (four seconds)<br />

or less in order to have a chance to hit their targets in the same<br />

round in which they are cast. Spells which have a cast time of 4<br />

(six seconds) may be used on a friendly character (same initiative<br />

side) during the same round as the effect takes place. Spells with<br />

cast times longer than 4 will not take effect until the next round (or<br />

possibly later depending on the cast time.)<br />

Cast times greater than 23 (ten hours) cannot be done in a single<br />

stretch. The magician is assumed to be casting six to eight hours a<br />

day for an extended period; this is the maximum cast time which<br />

can be done repeatedly with little chance of error. A mage may be<br />

able to go 24 hours straight for one spell, but has little chance of<br />

going 12 hours a day for a month without making a mistake which<br />

would ruin the spell (and possibly himself).<br />

Manipulation lists the process theorems that are necessary<br />

to manipulate the spell. A magician must know all of the listed<br />

theorems in order to manipulate a spell. Some spells may include<br />

other restrictions than the process theorems, usually due to being<br />

a non-standard form of magic, such as Tharkold’s “technomagic”.<br />

Spells that say “none” on this line can be manipulated by any<br />

spellcaster.<br />

Whenever a spell description says something like “limited to<br />

a man-sized or smaller target,” that means the spell is limited to a<br />

Designing Your Own Spells<br />

The rules for how a character can go about creating a<br />

new spell are given in the Aysle sourcebook. Gamemasters<br />

do not have to go through the entire process as described<br />

in the sourcebook to create new spells for their non-player<br />

characters or to create new grimoire spells for the player<br />

characters to discover during an adventure, they’re free to<br />

“wing it” if they wish.


specific mass, 100 kilos, which is the size of a large, but not huge,<br />

man. Other restrictions may be inferred from the knowledge that<br />

generated the spell. A spell based on folk knowledge, for example,<br />

could not affect dogs, regardless of their size.<br />

If a spell is described as having a radius, all targets within that<br />

radius are affected by the full value of the spell.<br />

Spell Descriptions<br />

Altered Fireball<br />

Axiom Level: 10<br />

Skill: alteration/fire 14<br />

Backlash: 18<br />

Difficulty: 10<br />

Effect Value: 14<br />

Bonus Number to: effect<br />

Range: 8 (40 meters)<br />

Duration: 5 (10 seconds)<br />

Cast Time: 3 (four seconds)<br />

Manipulation: apportation, control<br />

Altered fireball requires a large flammable ball as a contagion.<br />

Traditionally a ball of pitch, weighing about 150 grams, is used. The<br />

magician lights the ball from a source of flame, grabbing a piece<br />

before the sphere is completely engulfed. As the spell is cast the rest<br />

of the ball leaps toward the target. The magician directs it toward<br />

its impact point by mimicking its flight with the piece he retained,<br />

slamming the piece into his hand when he wants the ball to expand<br />

to its full four-meter radius and do its damage.<br />

Away Sight<br />

Axiom Level: 7<br />

Skill: divination/light 15<br />

Backlash: 18<br />

Difficulty: 15<br />

Effect Value: 9<br />

Bonus Number to: range<br />

Range: 13 (400 meters)<br />

Duration: 11 (2.5 minutes)<br />

Cast Time: 15 (15 minutes)<br />

Manipulation: range, speed<br />

Away sight forms a small, slowly revolving series of translucent<br />

tubes that catch the reflections of light, and hence the images, of<br />

everything in a 10-meter radius. The whirling construct travels at<br />

a speed value of 12 (250 meters per round). The images it collects<br />

are grainy; a mage viewing distant objects through away sight could<br />

not tell the detail on a coin, for example, but could certainly tell that<br />

the object was a coin. The caster can make Perception checks, but is<br />

limited to using the spell’s effect value if his Perception is higher.<br />

Casting the spell requires a glass lens, through which the images<br />

are seen for the duration of the spell.<br />

Bullet<br />

Axiom Level: 7<br />

Skill: apportation/metal 13<br />

Backlash: 16<br />

Difficulty: 10<br />

Effect Value: 15<br />

Bonus Number to: effect<br />

Range: 5 (10 meters)<br />

Duration: 5 (10 seconds)<br />

Cast Time: 3 (four seconds)<br />

Manipulation: control<br />

Chapter Ten: Magic<br />

The spell can sling a metal mass about the size of a small sling<br />

bullet, or a coin the size of a US quarter. The magician pantomimes<br />

the whirling of a sling with the hand holding the metal, then releases<br />

it aiming at his opponent. The apportation total must exceed the<br />

Dexterity or dodge of the target character in order to hit him.<br />

Charm Person<br />

Axiom Level: 11<br />

Skill: conjuration/living forces 16<br />

Backlash: 18<br />

Difficulty: 13<br />

Effect Value: 14<br />

Bonus Number to: effect<br />

Range: 2 (2.5 meters)<br />

Duration: 9 (one minute)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control, duration, state<br />

Charm person begins with a smile and a gesture resembling a<br />

greeting. The effect value of the spell is substituted for the casters<br />

charm skill. The spell works as the charm skill, except that the<br />

caster may make a charm attempt each round rather than every few<br />

minutes. Charm person is limited to beings who are man-sized or<br />

smaller, and who can understand the caster’s language.<br />

Charm person is an illusory spell with a disbelief difficulty of<br />

12. After the duration of the spell expires, the effect wears off rather<br />

quickly, and is dispelled within an hour for intelligent beings, perhaps<br />

a day for simpler creatures. If the spell is disbelieved, the character<br />

is no longer charmed, although memories of the feelings do exist.<br />

Cleanse<br />

Axiom Level: 10 (17)<br />

Skill: alteration/water 19<br />

Backlash: 19<br />

Difficulty: 7<br />

Effect Value: 20<br />

Bonus Number to: duration<br />

Range: touch<br />

Duration: 26 (1.5 days)<br />

Cast Time: 29 (1 week)<br />

Manipulation: control<br />

Cleanse is an impressed and focused spell, with the effect being<br />

focused in a liter of specially prepared water when it is released. The<br />

water contains a very small amount of herb tea. When a character<br />

drinks the water, the water cleanses his body by absorbing any<br />

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chemical impurities, such as poison or alcohol. If the spell’s effect<br />

value is greater than the effect value of the poison, the poison has<br />

no effect.<br />

The water does not act quickly, as it must travel through the<br />

body’s own transport mechanisms. But the effect will remain in<br />

the person’s body for the duration of the spell and will counteract<br />

any new impurities that enter the body.<br />

Communicate With Animals<br />

Axiom Level: 7<br />

Skill: divination/earthly 16<br />

214<br />

Backlash: 17<br />

Difficulty: 12<br />

Effect Value: 18<br />

Bonus Number to: effect<br />

Range: touch<br />

Duration: 9 (one minute)<br />

Cast Time: 6 (15 seconds)<br />

Manipulation: control, duration<br />

The caster must have something<br />

from the specific species of<br />

animal with which he wants<br />

to communicate (a piece of<br />

fur, a claw, etc.) He places<br />

the contagion on the ground<br />

before him and draws a line<br />

in the ground leading from<br />

the object back to himself.<br />

He draws a second line in the<br />

opposite direction.<br />

Compare the effect value<br />

of the spell to the caster’s<br />

Perception and read on the<br />

Power Push table. The resulting<br />

value is treated as a number<br />

of adds in a language skill for<br />

purposes of communicating<br />

with the desired animal. The<br />

spell does not guarantee that<br />

the animal will speak with the<br />

caster though, only that the caster<br />

can speak to it and understand<br />

anything it says.<br />

Conjured Fireball<br />

Axiom Level: 13 (17)<br />

Skill: conjuration/fire 20<br />

Backlash: 19<br />

Difficulty: 6<br />

Effect Value: 18<br />

Bonus Number to: effect<br />

Range: 5 (10 meters)<br />

Duration: 5 (10 seconds)<br />

Cast Time: 18 (one hour)<br />

Manipulation: control, speed, state<br />

Conjured fireball is an impressed spell and is illusionary in<br />

nature. The conjuring must be done near an open flame, although<br />

the flame may as small as a pair of candles. Once impressed, the<br />

spell effect may be released within a round, the magician uttering<br />

a cast word of his choosing and mimicking shaping the ball of<br />

flame with hand motions. The ball of fire has a burst radius of 10<br />

meters and anyone not disbelieving (difficulty 18) takes the effect<br />

value as damage.<br />

Detect Magic<br />

Axiom Level: 5<br />

Skill: divination/magic 11<br />

Backlash: 14<br />

Difficulty: 10<br />

Effect Value: 10<br />

Bonus Number to: effect<br />

Range: 7 (25 meters)<br />

Duration: 8 (40 seconds)<br />

Cast Time: 7 (25 seconds)<br />

Manipulation: range, speed<br />

This spell requires the<br />

magician to hold a grimoire.<br />

The mage opens the grimoire as<br />

he incants the spell, then turns<br />

slowly in a circle, holding the<br />

open grimoire before him. If<br />

magic is in effect within range<br />

of the spell in the direction<br />

the mage is facing, the pages<br />

will flutter softly. The more<br />

powerful the magic, the more<br />

the pages move - extremely<br />

potent magic can cause the<br />

book to shake and tumble<br />

violently as if caught in a<br />

whirlwind.<br />

Compare the spell’s<br />

effect value to the effect<br />

value of the spell being<br />

detected and read the result<br />

points (if any) on the<br />

General Success Table. If<br />

there are no result points<br />

on the effect total, the mage only<br />

knows the approximate direction of the detected magic. On a<br />

minimal or average success, the mage knows the approximate<br />

distance and direction of the magic. On a good success he knows<br />

the exact direction but only the approximate distance. On a superior<br />

success the exact range is also known. With a spectacular success,<br />

the caster also knows the magic skill and arcane knowledge used<br />

in casting the detected magic.<br />

Disguise Self<br />

Axiom Level: 7<br />

Skill: conjuration/folk 13<br />

Backlash: 14<br />

Difficulty: 9<br />

Effect Value: 0<br />

Bonus Number to: duration


Range: self<br />

Duration: 9 (one minute)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control, state<br />

Prior to casting the spell, the magician must have a rendition of<br />

the kind of person or being he wishes to look like, and must somehow<br />

attach the rendering to his person. The mage casts disguise self by<br />

“sculpting” the image with his hands as he imagines his new look.<br />

The spell weaves an illusion of the being.<br />

Disguise self is not precise enough to copy a specific person.<br />

Disguising oneself as a different race (such as a human disguising<br />

himself as a dwarf) increases the difficulty to 15. The difficulty of<br />

disbelieving the illusion is 10. Anyone physically making contact with<br />

the caster will automatically disbelieve the illusion and dispel it.<br />

Doelaran’s Door of Shooting Fire<br />

Axiom Level: 15<br />

Skill: conjuration/magic 22<br />

Backlash: 16<br />

Difficulty: 10<br />

Effect Value: 14<br />

Bonus Number to: effect<br />

Range: 3 (four meters)<br />

Duration: 5 (10 seconds)<br />

Cast Time: 19 (1.5 hours)<br />

Manipulation: range, duration<br />

This ward harms those who wish to enter places that the caster<br />

would rather not have them go. When casting the spell, the wizard<br />

paints dots of red ink in a circular pattern on the door that is to be<br />

protected. He burns the pattern into the door by voicing words of<br />

arcane power. At the end of the cast time, all markings of the dots<br />

disappear from view.<br />

The spell detects all Kindred who touch the door with a detection<br />

value of 21. Jets of flame gush forth from the dots on the door, hitting<br />

the individual standing at the door. Generate an action total using<br />

the spell’s effect value against the target’s Dexterity or dodge skill<br />

to hit. The effect value is also the damage value of the attack.<br />

The flames are illusionary and the difficulty of disbelieving the<br />

spell is 15.<br />

Earth Shield<br />

Axiom Level: 8<br />

Skill: apportation/earth 12<br />

Backlash: 12<br />

Difficulty: 7<br />

Effect Value: 10<br />

Bonus Number to: duration<br />

Range: touch<br />

Duration: 7 (25 seconds)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control, duration<br />

The mage scoops a small piece of earth from the ground, quickly<br />

molds it into a crude image of a shield, and then touches the ground<br />

where he had scooped out the dirt. An immobile shield of earth rises<br />

Chapter Ten: Magic<br />

from the ground, two meters high, one meter wide and a hand span<br />

thick. The shield has an armor add of +10, maximum armor value<br />

of 25, and will remain standing until dispelled or until it takes a<br />

number of shock points of damage equal to its effect value.<br />

Enchant Air Wand<br />

Axiom Level: 13<br />

Skill: conjuration/plant 20<br />

Backlash: 15<br />

Difficulty: 16<br />

Effect Value: 15<br />

Bonus number to: duration<br />

Range: touch<br />

Duration: 29 (one week)<br />

Cast Time: 18 (one hour)<br />

Manipulation: state, control<br />

This spell works only on wands made out of wood. The magician<br />

must hold the wand while casting the spell, constantly blowing puffs<br />

of air across its surface. The mage concentrates on images of the<br />

wand absorbing the air as he breathes across it.<br />

This enchantment allows a number of spell patterns of the Air<br />

arcane knowledge to be placed in the wand at one time equal to the<br />

Power Push of its effect value.<br />

Find Things<br />

Axiom Level: 7<br />

Skill: divination/inanimate forces 13<br />

Backlash: 16<br />

Difficulty: 13<br />

Effect Value: 0<br />

Bonus Number to: range<br />

Range: 7 (25 meters)<br />

Duration: 9 (one minute)<br />

Cast Time: 7 (25 seconds)<br />

Manipulation: duration<br />

To the casual observer, the mage who uses this spell appears to<br />

have an uncanny ability for locating lost or hidden objects. Casting<br />

the spell merely requires that the mage have an accurate description<br />

of the object he is searching for, or he must have seen it once. The<br />

object may not be larger than the caster.<br />

Once the spell is cast, the mage will know the location of the<br />

object if it is within the range of the spell and it has not been<br />

magically hidden. The caster may move while the spell is in effect<br />

and he may change targets or even cancel the spell.<br />

Flickering Fire Shield<br />

Axiom Level: 11<br />

Skill: alteration/fire 16<br />

Backlash: 15<br />

Difficulty: 18<br />

Effect Value: 20<br />

Bonus Number to: effect<br />

Range: touch<br />

Duration: 20 (2.5 hours)<br />

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216<br />

Cast Time: 12 (four minutes)<br />

Manipulation: state, control<br />

This is a focused spell. The caster passes his hand through a<br />

flame while casting the spell, touching the hand of the recipient, and<br />

focusing the spell into that character. The back of that hand now has<br />

a barely visible flicker of flame in the shape of a shield on it.<br />

The spell resists the effects of all spells that use the Fire knowledge<br />

and prevents any with an effect value less than its own from affecting<br />

the protected character. The recipient can turn off the spell before<br />

it expires if she wishes.<br />

Floater<br />

Axiom Level: 5<br />

Skill: apportation/air 17<br />

Backlash: 15<br />

Difficulty: 12<br />

Effect Value: 6<br />

Bonus Number to: effect<br />

Range: 7 (25 meters)<br />

Duration: 14 (10 minutes)<br />

Cast Time: 3 (four seconds)<br />

Manipulation: none<br />

The caster begins the spell by puffing air under a lightweight<br />

disk (with a surface area no greater than one square meter) that<br />

causes it to rise in the air and float there. The floater can support<br />

weight equal to its effect value and may move at speeds up to the<br />

effect value minus the weight value carried. The caster controls the<br />

movement and speed of the disk and may also end the spell before<br />

it expires if she wishes. The disk must remain within range of the<br />

caster at all times.<br />

A person riding the floater is buffeted from underneath by the hard,<br />

rolling air currents that keep the disk afloat. While not dangerous,<br />

they can occasionally blow small, unsecured objects off the disk.<br />

Fly Axiom Level: 10<br />

Skill: apportation/avian 18<br />

Backlash: 15<br />

Difficulty: 12<br />

Effect Value: 8<br />

Bonus Number to: effect<br />

Range: touch<br />

Duration: 18 (one hour)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control


Fly is a focused spell and requires the feathers, skin, or other<br />

covering from the skin of a flying creature. The spell works by moving<br />

(apporting) the creature’s ability to fly into the target character.<br />

The mage flaps the component as if flying, then gives them to<br />

the recipient of the spell. As long as that character is holding onto<br />

the component, or safely tucks it somewhere next to his skin, he can<br />

fly for the duration of the spell. The spell is on the character, not the<br />

component, so passing the component to another character does not<br />

allow the other to fly. If the flying character loses the component,<br />

he immediately loses the ability to fly.<br />

Speed of flight is equal to the effect value.<br />

Fog<br />

Axiom Level: 10<br />

Skill: alteration/water 12<br />

Backlash: 15<br />

Difficulty: 8<br />

Effect Value: 0<br />

Bonus Number to: duration<br />

Range: touch<br />

Duration: 11 (2.5 minutes)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control, duration<br />

This focused spell requires a liter of water in a vessel with an<br />

opening. As the magician casts the spell, he pours the water over one<br />

of his hands, splashing the water into the air. The water billows into a<br />

dense fog, completely filling a 25-meter radius. The fog stays centered<br />

about the vessel, and will last for the duration of the spell. The fog<br />

is dense, but evaporates quickly after the duration expires.<br />

Haste<br />

Axiom Level: 10<br />

Skill: alteration/folk 14<br />

Backlash: 16<br />

Difficulty: 11<br />

Effect Value: 15<br />

Bonus Number to: effect<br />

Range: touch<br />

Duration: 9 (one minute)<br />

Cast Time: 4 (six seconds)<br />

Manipulation: control<br />

This focused spell increases the speed of the target character.<br />

The effect value of the spell is compared to the target’s Dexterity<br />

on the Power Push Table (not the Speed Push). The resulting value<br />

modifier is added to the target’s Dexterity for the purposes of<br />

movement only for the duration of the spell. The shock damage<br />

of the push is ignored.<br />

To cast the spell, the target character and the caster move their<br />

hands up and down with increasing frenzy, then the magician touches<br />

the character with one of his hands. The recipient of the spell may<br />

turn the effect on and off for the duration of the spell.<br />

A character’s Dexterity-based movement values will be increased<br />

to the new Dexterity value or to the movement limit value, whichever<br />

is less. The character’s Dexterity-based movement skills are increased<br />

by the spell’s effect, increasing the character’s capability to perform<br />

speed pushes.<br />

Chapter Ten: Magic<br />

Example: A human character with a Dexterity of 8 and no<br />

running skill has a running speed of 8. A Haste spell is cast on him<br />

and it gets a +3 result. For purposes of movement, the character’s<br />

Dexterity is treated as if it were 11. This will increase his running<br />

speed to 9 (the limit value for humans) and he will have an action<br />

value of 11 instead of 8 for any Dexterity-based speed pushes he<br />

attempts for the duration of the spell.<br />

Increase Charisma<br />

Axiom Level: 9<br />

Skill: alteration/folk 14<br />

Backlash: 19<br />

Difficulty: 14<br />

Effect Value: 14<br />

Bonus Number to: effect<br />

Range: self<br />

Duration: 13 (6 minutes)<br />

Cast Time: 6 (15 seconds)<br />

Manipulation: control<br />

The caster needs two images, one smiling, and one frowning.<br />

They do not have to be images of himself, they can even be crude<br />

cartoons of a happy face and a frowning face. He crumples the<br />

frowning image, and then places the smiling image against his<br />

skin. The effect value of the spell is compared to his Charisma on<br />

the Power Push table. The resulting value modifier is added to his<br />

Charisma for the duration of the spell. The shock effects of the<br />

push are ignored.<br />

Jump<br />

Axiom Level: 10<br />

Skill: apportation/folk 14<br />

Backlash: 11<br />

Difficulty: 9<br />

Effect Value: 12<br />

Bonus Number to: effect<br />

Range: 3 (four meters)<br />

Duration: 5 (10 seconds)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control<br />

This focused spell requires the hind legs from an animal known<br />

for jumping, such as a cricket or frog. The magician makes the sound<br />

of the animal while making hopping motions with the hand holding<br />

the legs, then points at the recipient of the spell.<br />

The effect value of the spell is compared to the target’s Dexterity<br />

on the Power Push table. The resulting value modifier is added to<br />

the target’s long jumping skill value for the duration of the spell.<br />

The shock effects of the push are ignored.<br />

Keen Blade<br />

Axiom Level: 10<br />

Skill: alteration/metal 15<br />

Backlash: 19<br />

Difficulty: 13<br />

Effect Value: 19<br />

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218<br />

Bonus Number to: effect<br />

Range: touch<br />

Duration: 17 (40 minutes)<br />

Cast Time: 9 (one minute)<br />

Manipulation: duration, state<br />

The magician must have a bladed weapon that he keeps extremely<br />

sharp. He quickly hones the target blade with a whetstone while<br />

casting the spell and then touches the ritual blade to the target<br />

blade.<br />

The effect value of the spell is compared to the maximum damage<br />

value of the target weapon on the Power Push table. The resulting<br />

value is added to both the maximum damage value and the damage<br />

bonus of the weapon for the duration of the spell.<br />

Note that this spell is not focused. The spell effect only works<br />

while the caster is holding the target blade. If the enchanted weapon<br />

is given or taken away from the mage the spell effect vanishes.<br />

Lightning<br />

Axiom Level: 10<br />

Skill: alteration/inanimate forces 19<br />

Backlash: 19<br />

Difficulty: 11<br />

Effect Value: 20<br />

Bonus Number to: effect<br />

Range: 8 (40 meters)<br />

Duration: 8 (40 seconds)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control, range, speed<br />

Quick, jagged motions by the caster’s arms begin the lightning<br />

spell. If successfully cast, powerful electricity charges up within<br />

the caster, doing no harm save that of raising his hair. He may then<br />

cast a lightning bolt for each of the next four rounds, with a damage<br />

value equal to the effect value of the original casting. To hit a target<br />

he must generate an alteration total that equals or exceeds the<br />

target’s Dexterity or dodge. This use does not cause any backlash<br />

as the spell has already been successfully cast. The damage value<br />

is determined by the original casting, the bonus number from these<br />

targeting checks is not added to the spell’s effect value.<br />

Mage Dark<br />

Axiom Level: 12<br />

Skill: conjuration/darkness 15<br />

Backlash: 18<br />

Difficulty: 12<br />

Effect Value: 0<br />

Bonus Number to: duration<br />

Range: 8 (40 meters)<br />

Duration: 9 (one minute)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control<br />

This focused spell is cast by blowing a bit of soot or ash into the<br />

air and pointing at a target. Everything within 15 meters of the initial<br />

target point is enshrouded in a thick, palpable darkness. Mage dark<br />

is not completely impervious to light, but ordinary light appears as<br />

random sparkles, more common near a light source, but insufficient<br />

for illumination and sight. Mage light combined with mage dark<br />

fills the overlapping areas with a suffused glow like an illuminated<br />

fog, and vision is barely possible (+10 to the difficulty of all visual<br />

Perception checks). Sunstore creates a condition similar to dusk,<br />

and true light destroys the mage dark.<br />

The darkness created by the spell is illusionary, the disbelief<br />

difficulty is 15.<br />

Mage Light<br />

Axiom Level: 12<br />

Skill: alteration/light 15<br />

Backlash: 16<br />

Difficulty: 11<br />

Effect Value: 0<br />

Bonus Number to: duration<br />

Range: self<br />

Duration: 18 (one hour)<br />

Cast Time: 6 (15 seconds)<br />

Manipulation: control<br />

The mage needs a mirror and at least a faint glimmer of light<br />

to cast this focused spell, catching the reflection of the light in the<br />

mirror. The mirror glows with a gentle brightness until everything<br />

within 10 meters is illuminated. Mage light has a strange, “thick”<br />

quality to it, and objects illuminated appear coarse and grainy,<br />

occasionally with a few random gray or black speckles. Colors are<br />

muted. The mirror is a necessary component of the spell, but the spell<br />

is not focused into the mirror, it is focused into the caster. Should<br />

the magician be separated from his mirror, the spell ends.<br />

Open Lock<br />

Axiom Level: 6<br />

Skill: apportation/metal 14<br />

Backlash: 16<br />

Difficulty: 11<br />

Effect Value: 13<br />

Bonus Number to: effect<br />

Range: touch<br />

Duration: 5 (10 seconds)<br />

Cast Time: 6 (15 seconds)<br />

Manipulation: control, duration<br />

Touching the lock he wants to open with one hand, the mage<br />

takes a key in the other and mimes the opening of a lock. At the<br />

completion of the spell, he takes the key and places it as near the lock<br />

mechanism as possible then turns it. The spell’s effect value is used<br />

as a lock picking action value to see if the spell unlocks the lock.<br />

Pathfinder<br />

Axiom Level: 7<br />

Skill: divination/earth 14<br />

Backlash: 15<br />

Difficulty: 9<br />

Effect Value: 9<br />

Bonus Number to: range


Range: 13 (400 meters)<br />

Duration: 18 (one hour)<br />

Cast Time: 18 (one hour)<br />

Manipulation: control, duration, speed<br />

The mage draws a simple design into the earth, drawing over<br />

the image again and again to score it deeper. At the same time he<br />

visualizes the place he seeks.<br />

If the place is directly connected to earth or stone and within<br />

range, the spell can find it. When the spell is cast, the design moves<br />

through the earth toward the place in the most direct manner possible,<br />

at the rate of 10 meters per round - the pace of a moderate walk. If<br />

the range of the spell is increased beyond 18 and the target is that<br />

far away, then the design’s speed is insufficient to reach the target<br />

before the spell expires.<br />

Ritual of Mind Preparation<br />

Axiom Level: 9<br />

Skill: alteration/folk 15<br />

Backlash: 17<br />

Difficulty: 10<br />

Effect Value: 15<br />

Bonus Number to: effect<br />

Range: self<br />

Duration: 18 (one hour)<br />

Cast Time: 18 (one hour)<br />

Manipulation: control, duration<br />

This spell requires the mage to memorize a poem or geometric<br />

proof during the first half of the ritual, and then to silently recite<br />

the proof or poem, associating a hand gesture with each part of the<br />

work. Once the link between thought and movement is complete,<br />

the spell is finished. The effect value of the spell is compared to<br />

the target’s Mind on the Power Push Table. The resulting value<br />

modifier is added to the target’s Mind for the duration of the spell.<br />

The shock effects are ignored.<br />

Ritual of Perception Preparation<br />

Axiom Level: 9<br />

Skill: alteration/folk 15<br />

Backlash: 17<br />

Difficulty: 10<br />

Effect Value: 15<br />

Bonus Number to: effect<br />

Range: self<br />

Duration: 18 (one hour)<br />

Cast Time: 18 (one hour)<br />

Manipulation: control, duration<br />

The mage must draw three large concentric circles, the smallest<br />

large enough for him to sit in, the others about a handspan farther<br />

out. He must make the circles as perfect as he can. Then, sitting<br />

in the innermost, he examines each of the circles looking for<br />

imperfections. He touches each circle at the site where it is furthest<br />

from a true circle.<br />

The effect value of the spell is compared to the target’s Perception<br />

on the Power Push table. The resulting value modifier is added to the<br />

Chapter Ten: Magic<br />

target’s Perception for the duration of the spell. The shock effects<br />

of the push are ignored.<br />

Slow<br />

Axiom Level: 10<br />

Skill: alteration/folk 19<br />

Backlash: 18<br />

Difficulty: 14<br />

Effect Value: 14<br />

Bonus Number to: effect<br />

Range: 7 (25 meters)<br />

Duration: 11 (2.5 minutes)<br />

Cast Time: 3 (four seconds)<br />

Manipulation: control, range, speed<br />

The mage points at his target, moving in slow motion, to cast this<br />

focused spell. If the casting total is greater than the target’s Dexterity<br />

or dodge, that target is hit by the spell. The effect value is compared<br />

to the target’s Dexterity on the Power Push table, the shock effects<br />

of the push are ignored. The resulting value is subtracted from the<br />

target’s Dexterity for purposes of movement only. Slow is limited<br />

to creatures that are man-sized or smaller.<br />

A character’s Dexterity-based movement values will be reduced<br />

to the new Dexterity value if it is less than the characters limit<br />

values. The character’s Dexterity-based movement skills are also<br />

reduced by the spell’s effect, decreasing the character’s capability<br />

to perform speed pushes.<br />

Example: A human character with a Dexterity of 11 and a running<br />

skill value of 13 has a running speed of 9 (the limit value). A Slow<br />

spell is cast on him and gets a +4 result. His effective Dexterity for<br />

movement purposes is now (11 - 4) 7, which means that his running<br />

speed value drops from 9 to 7. Additionally, his running skill is<br />

treated as being only (13 - 4) 9 for purposes of speed pushes.<br />

Stealth Walk<br />

Axiom Level: 10<br />

Skill: alteration/folk 17<br />

Backlash: 16<br />

Difficulty: 14<br />

Effect Value: 14<br />

Bonus Number to: effect<br />

Range: touch<br />

Duration: 16 (25 minutes)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control, duration<br />

This focused spell increases the stealth skill value of a character.<br />

The effect value of the spell is compared to the target’s Dexterity<br />

on the Power Push Table. The resulting value modifier is added to<br />

the target’s stealth skill (giving him the skill if he does not have<br />

it) for the duration of the spell. The shock effects of the push are<br />

ignored.<br />

To cast the spell, the mage stands three paces from his target and<br />

holds his hand out, palm up. As he chants the spell, the recipient<br />

quietly takes three steps forward and lightly places a personal<br />

possession in the palm of the mage. Stealth walk is limited to beings<br />

that are man-sized or smaller.<br />

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TORG: Revised and Expanded Rulebook<br />

Stone Tunnel<br />

Axiom Level: 8<br />

Skill: apportation/earth 12<br />

220<br />

Backlash: 16<br />

Difficulty: 9<br />

Effect Value: 0<br />

Bonus Number to: effect<br />

Range: touch<br />

Duration: 12 (four minutes)<br />

Cast Time: 9 (one minute)<br />

Manipulation: control, duration<br />

The mage begins by taking a chip of the rock he wishes to tunnel<br />

through and smashing it to fine pieces. Once he has done that, he<br />

may cast the spell by kneading the stone dust into a piece of clay,<br />

then smearing the clay onto the wall. The mage pounds his hands<br />

on the stone with increasing firmness; at the end of the cast time the<br />

stone begins to crack and break in front of him as the spell begins to<br />

move the stone out away from where the mage is touching it.<br />

The effect value represents the distance the mage tunnels each<br />

round, the tunnel being roughly one meter in diameter. .<br />

Strength<br />

Axiom Level: 10<br />

Skill: alteration/folk 15<br />

Backlash: 15<br />

Difficulty: 12<br />

Effect Value: 10<br />

Bonus Number to: effect<br />

Range: touch<br />

Duration: 9 (one minute)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control<br />

The mage places a heavy object in the hands of the recipient, and<br />

helps the character lift the object, applying more force as he finishes<br />

casting this focused spell. The effect value of the spell is compared<br />

to the target’s Strength on the Power Push Table. The resulting value<br />

modifier is added to the target’s Strength for all purposes for the<br />

duration of the spell. The shock effects of the push are ignored.<br />

Sunstore<br />

Axiom Level: 10<br />

Skill: alteration/light 20<br />

Backlash: 15<br />

Difficulty: 10<br />

Effect Value: 0<br />

Bonus Number to: duration<br />

Range: 8 (40 meters)<br />

Duration: 9 (one minute)<br />

Cast Time: 3 (four seconds)<br />

Manipulation: control<br />

The mage places a glass sphere in the sunlight so that the sunlight<br />

catches on some part of the sphere. The mage quickly utters the spell<br />

and the sunlight is trapped in the sphere. The sphere glows brighter<br />

and brighter, until at the end of the cast time its glow illuminates a<br />

15-meter radius with natural sunlight (which may be more useful<br />

than other forms of light in some situations.) This effect lasts for<br />

the duration of the spell.<br />

Sweet Water<br />

Axiom Level: 8<br />

Skill: alteration/water 14<br />

Backlash: 17<br />

Difficulty: 11<br />

Effect Value: 0<br />

Bonus Number to: duration<br />

Range: touch<br />

Duration: 8 (40 seconds)<br />

Cast Time: 9 (one minute)<br />

Manipulation: control, duration<br />

Sweet water purifies a liter of water, or a solution that is primarily<br />

water, each round of its duration. To cast the spell the magician<br />

requires two containers and one must be immaculately clean. The<br />

magician pours the liquid into the dirtier vessel, and places the<br />

clean vessel an arm’s length away. He then scrubs clean one of<br />

his hands, placing that hand near the clean vessel. The other hand<br />

is placed over the dirty vessel. The fluid moves from the dirty to<br />

the clean vessel, passing through the magician’s hands. His clean<br />

hand sparkles and glows, while his less clean hand collects all the<br />

impurities in the water.<br />

Tracker<br />

Axiom Level: 7<br />

Skill: divination/earth 14<br />

Backlash: 18<br />

Difficulty: 10<br />

Effect Value: 0<br />

Bonus Number to: range<br />

Range: 13 (400 meters)<br />

Duration: 20 (2.5 hours)<br />

Cast Time: 18 (one hour)<br />

Manipulation: control, duration, range, speed<br />

To cast tracker, the mage must bury something which belonged<br />

to the person being tracked, and sit beside the spot while casting the<br />

spell. Digging up and “discovering” the buried item, then placing<br />

it on the ground completes the spell. If the person who the object<br />

belonged to is in contact with earth or stone and within range, the<br />

spell can find her. The item will begin to move along the ground<br />

toward the person in the most direct manner possible at the rate<br />

of 10 meters per round - the pace of a moderate walk. If the range<br />

of the spell is extended beyond 20 and the target is that far away,<br />

then the spell duration will expire before the object can reach its<br />

destination.<br />

Understand Language<br />

Axiom Level: 7<br />

Skill: divination/folk 14<br />

Backlash: 15


Difficulty: 14<br />

Effect Value: 13<br />

Bonus Number to: effect<br />

Range: self<br />

Duration: 11 (2.5 minutes)<br />

Cast Time: 6 (15 seconds)<br />

Manipulation: duration<br />

The mage must touch the lips of the speaker whose language<br />

he wishes to understand. At the same time he begins to parrot the<br />

speech, to the best of his ability. The effect value of the spell is<br />

compared to a difficulty number of 8 on the Power Push table. The<br />

resulting value modifier is added to the caster’s linguistics skill<br />

(giving him the skill if unskilled) for the duration of the spell. The<br />

shock effects of the push are ignored. Understand language only<br />

works for casters who are man-sized or smaller.<br />

True Light<br />

Axiom Level: 17<br />

Skill: conjuration/true knowledge 28<br />

Backlash: 16<br />

Difficulty: 10<br />

Effect Value: 5<br />

Bonus Number to: duration<br />

Range: 5 (10 meters)<br />

Duration: 15 (15 minutes)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control, duration, light<br />

True light conjures a glowing, streaming mass of pure Light,<br />

one of the three Principles of nature. The mage casts the spell by<br />

imagining that all he believes to be true is coalescing before him, and<br />

shaping these beliefs into the light. The light illuminates anything<br />

within 10 meters. True light drives away darkness, be it physical,<br />

mental or spiritual.<br />

In addition, each round the mage may concentrate upon one being<br />

within the radius of the light. The mage generates an action total<br />

using the spell’s effect value. Lies and evil intentions will appear as<br />

shadows about the creature if the total is greater than the Mind of the<br />

creature (if lying) or the Spirit (if harboring evil intentions).<br />

Water Spray<br />

Axiom Level: 8<br />

Skill: alteration/water 12<br />

Backlash: 16<br />

Difficulty: 10<br />

Effect Value: 10<br />

Bonus Number to: effect<br />

Range: 6 (15 meters)<br />

Duration: 6 (15 seconds)<br />

Cast Time: 5 (10 seconds)<br />

Manipulation: control<br />

The magician requires a liter of water in a container he can<br />

squeeze to produce a spray. As he incants the spell, the mage squirts<br />

the spray into his other hand, allowing it to deflect at a shallow angle.<br />

When the spell is cast, the volume and power of the spray increases<br />

dramatically as it is deflected from the mage’s hand. The spray lasts<br />

Chapter Ten: Magic<br />

for two rounds of combat. The alteration total must exceed the dodge<br />

or Dexterity of the target character in order to hit a target with the<br />

spray and it does damage equal to its effect value.<br />

Weakness<br />

Axiom Level: 9<br />

Skill: alteration/folk 16<br />

Backlash: 19<br />

Difficulty: 13<br />

Effect Value: 8<br />

Bonus Number to: effect<br />

Range: 5 (10 meters)<br />

Duration: 9 (one minute)<br />

Cast Time: 3 (four seconds)<br />

Manipulation: duration<br />

The mage points at the target character and lets his arm fall limp<br />

as he finishes the spell. The effect value of the spell is compared to<br />

the target’s Strength on the Power Push Table. The resulting value<br />

modifier is subtracted from the target’s Strength for all purposes for the<br />

duration of the spell. The shock effects of the push are ignored.<br />

221


222<br />

Chapter 11:<br />

Miracles of<br />

Faith<br />

“The Day of Judgment is at hand!<br />

Does not the Bible say, ‘Then the<br />

angel took the censer and filled it with<br />

fire from the altar and threw it to the<br />

earth; and there were peals of thunder,<br />

loud noises, flashes of lightning, and<br />

an earthquake.’ Look around you<br />

and tell me that this is not happening<br />

now!”<br />

—Cyberpapal propagandist<br />

quoting Revelations 8:5 to<br />

Core Earth students<br />

In every cosm inhabited by sentient<br />

beings, there is religion. How much influence<br />

and power religion has in a cosm can vary<br />

widely, but in every cosm where spirituality<br />

exists, there are stories of miracles.<br />

Sometimes they are true.<br />

Community and<br />

Spirituality<br />

Religion and spirituality differ from<br />

magic in a fundamental way: magic bends<br />

the forces of the universe according to<br />

alternate laws of nature governed by the<br />

will of an individual, the magician while<br />

religion creates a spiritual community, people<br />

linked by their beliefs to a divine will that<br />

is separate from the individual’s will. This<br />

divine will can be called a spirit, a god, even<br />

the universe itself may be believed to have<br />

a will. Whatever it is called, whatever the<br />

belief, it is from this divine will that spiritual<br />

powers are derived.<br />

Religion in a Game<br />

This chapter describes religions as<br />

they exist in the fictional game setting<br />

of <strong>Torg</strong>. It should not be interpreted as a<br />

statement about the condition or nature<br />

of religions in the real world.<br />

Magic is like an alternate form of science or technology, limited<br />

only by the practitioner’s mentality. A wizard can study in his tower<br />

for years, never see a living soul, and be unhindered in his quest<br />

for magic. Religion, on the other hand, is not something that can<br />

be done entirely alone; it depends on a community of believers to<br />

create, empower and sustain the divine will. Without a community,<br />

there is no religion.<br />

When people of a belief gather and interact in a service or ritual,<br />

their belief reaffirms the divine will. Even hermits begin their lives<br />

of faith in a community of belief. When they leave to seek solitude,<br />

they are still bound to that community by their faith, linked to the<br />

others through the divine principles they share. The hermit may be<br />

separate from others, but in a spiritual sense he is not alone as long<br />

as the community and the divine will it is linked to exists.<br />

Spiritual Beliefs<br />

A mythos encompasses the stories, symbols, practices, beliefs<br />

and history that people use to form their spiritual community, to<br />

connect themselves to the divine will and the spiritual power of<br />

Community and the Social Axiom<br />

Because the Social axiom governs how living beings can<br />

interact with each other, the spiritual community created<br />

by the interactions of believers must be governed by the<br />

Social axiom. But isn’t the Spirit axiom supposed to deal<br />

with everything that relates to spirituality?<br />

In fact it doesn’t, no more than the Tech axiom relates<br />

to how many scientists can work together on a research<br />

project. The Spirit axiom, like the Tech axiom for the<br />

scientists, does not indicate anything about what the group<br />

itself, only what the group can do.<br />

So what influence does the Social axiom have over religions?<br />

Like any organization, the Social axiom affects the<br />

scale and complexity of the interactions that are possible.<br />

A worldwide religion is possible with a low Social axiom<br />

but it would be an inefficient organization; there would be<br />

no central authority, a very simple hierarchy of priests who<br />

tend only to their own small part of the overall community,<br />

little coordination and cooperation would exist between<br />

groups on the types of rituals to perform, when to perform<br />

them, how to perform them, and so on. The Living Land is<br />

a perfect example of this kind of situation.<br />

Conversely, a higher Social axiom would allow for a<br />

much more efficient and complex secular organization. The<br />

Cyberpapacy is an example of this situation; it is another<br />

worldwide religion in its home cosm but unlike Keta Kalles<br />

in the Living Land, the Avignon Church it is a uniform<br />

entity, one with a strong central authority and very rigid<br />

adherence to the same rituals and practices throughout the<br />

body of the community.<br />

So are there Social axiom requirements involved with<br />

religions and miracles? There is one axiom requirement;<br />

a community cannot exist below Social 2. Beyond that,<br />

the only other restriction imposed by the Social axiom<br />

would be the number of believers who can effectively join<br />

together to perform a miracle. See “Faith and Believers”<br />

for more information.


their universe. A mythos is peoples’ interpretation of the way the<br />

divine will allows spiritual power to work in their world; their faith<br />

in this mythos can act as a conduit for that power.<br />

However, faith can only carry power for purposes that are<br />

consistent with the mythos, and the power must manifest itself in<br />

ways that are consistent with the beliefs. If , for example, a mythos<br />

centers on a loving and caring divinity, its power cannot be used<br />

contrary to those principles, such as to harm someone. Similarly,<br />

it must be consistent with the mythos; if the same mythos doesn’t<br />

involve the weather then the divinity’s power could not be used to<br />

cause a rainstorm even if it’s meant to help people.<br />

Religions differ dramatically in their interpretation of nature, of<br />

humanity’s place in nature, and the ethical structure of the universe.<br />

This can have a great impact on how each religion may utilize its<br />

spiritual powers. Traditional Western Core Earth religions set man<br />

apart from nature, usually one notch above the rest of the world. A<br />

character believing himself to be separate from nature may use nature<br />

as he sees fit; for example, animals may be killed for any reason<br />

which benefits man, as man is a more divine creature than any other<br />

and has been given dominance over nature.<br />

Many Eastern and shamanistic Core Earth religions instead assign<br />

man a place within nature. In some American Indian mythos for<br />

example, prayers must be spoken to get a deer’s permission to kill it,<br />

or to ask its forgiveness for killing it, because in that mythos the deer<br />

is just as significant as the hunter. To put it another way, the hunter’s<br />

place in the mythos is no more special than that of the deer.<br />

To have faith in a religion and participate in its miracles is to accept<br />

all of the core beliefs of the religion. If a religion says there is only<br />

one true god, a faithful follower of that religion can only participate<br />

in miracles as long as he believes there is only one true god. If he<br />

doubts the validity of that statement, or any other central tenets of the<br />

religion, then he does not have true faith in the religion.<br />

Basic Types of Spiritual Beliefs<br />

When a character takes adds in the faith skill, she must declare<br />

what specific religion she is faithful to (Judaism, Ayslish Honor,<br />

the Cyberpapacy, Taoism, etc.). This can include being “faithful” to<br />

atheism. A character cannot take adds in different faiths, it is only<br />

possible to believe in one mythos at a time. It is possible to change<br />

religions, which is discussed later in this chapter.<br />

How Specific Is Faith?<br />

Chapter Eleven: Miracles of Faith<br />

The general categories provided here, with the exception of<br />

atheism, are not meant to be taken directly as a faith skill; a character<br />

would not have faith(monotheism), she would have something like<br />

faith(Christianity).<br />

Animism<br />

Animism is the belief that all things have a vital life force.<br />

Some versions of animism state that all things have a soul or spirit.<br />

Animistic mythoi rarely have enemies within their mythos. Many<br />

American Indian religions are animist in nature.<br />

Atheism<br />

Atheism is a strong belief in the non-existence of divine beings<br />

or spiritual powers that can or should affect the everyday existence<br />

of humanity. Since spiritual powers do exist in <strong>Torg</strong>, atheism is<br />

considered a spiritual belief, even if it is a negative belief. Atheists<br />

are treated as a different faith by all mythos. Some may consider<br />

atheists as enemies.<br />

Atheists can be found in any cosm with a Spirit axiom less than<br />

23. In cosms where the existence of spiritual powers in undeniable,<br />

atheism may represent a stubborn refusal to accept the evidence<br />

or it may represent a belief that even though these divinities exist<br />

they have no business interfering with people’s lives. At Spirit 23<br />

though, atheism becomes a contradiction and at Spirit 27 it becomes<br />

impossible.<br />

Atheism, unlike other faiths, has no miracles. Instead, it has the<br />

power of denial. If a miracle is performed in the presence of an atheist<br />

but he is not the target of the miracle, the atheist may generate a<br />

faith total. If the atheist’s total is greater than the faith total of the<br />

miracle, the miracle fails. Generating the faith total counts as an<br />

action and may incur multi-action penalties on the character.<br />

An atheist can never provide the faith skill for a miracle, even one<br />

for his own benefit. Miracles where another character provides the<br />

faith, such as a miracle used to injure someone else, has its difficulty<br />

increased by the adds of the atheist’s faith skill if the miracle is directed<br />

at the atheist. The atheist may also choose to deny the miracle by<br />

generating a faith total of his own.<br />

Monotheism<br />

Monotheism is the belief that there is but one divine will.<br />

Traditionally monotheists consider atheists, pantheists, and<br />

As briefly discussed in Chapter Three, there’s a lot of variation possible when it comes to specifying a character’s faith. Some<br />

gaming groups may be comfortable, for example, placing all Core Earth Christian religions into one general “Christianity” group<br />

and treating them as being all the same community.<br />

Others may prefer to be a bit more specific within each category and treat different versions of the same general belief as<br />

different faiths. Christianity for example could be subdivided into Catholics and Protestants. While both Christian, each one<br />

constitutes a separate community with its own distinct version of the mythos. Even further subdivisions within these groups are<br />

possible if the gaming group desires that level of separation and detail.<br />

When considering how specific to get with the faith skill, it’s important to keep in mind how the game rules treat interactions<br />

between different faiths. As detailed elsewhere in this chapter, characters with different faith skills are limited in how they are<br />

able to use their faith skills with each other, particularly in the performance of miracles.<br />

With broadly defined faiths, characters from different religious sects could join together without any difficulties. For example,<br />

a Roman Catholic priest could perform the bless miracle on a Southern Baptist character because despite their philosophical<br />

differences they both have faith(Christian). On the other hand, if the faith skill is defined narrowly, the Roman Catholic may<br />

only be able to use bless on other Catholics, maybe only on other Roman Catholics.<br />

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panentheists as enemies, while considering all other mythos to be<br />

of a different faith.<br />

Traditional monotheistic religions include Islam, Christianity<br />

and Judaism. Monotheists almost always have an evil enemy within<br />

the mythos, possibly in addition to considering some other types<br />

of religions as enemies. Monotheistic religions from other cosms<br />

include the Avignon Papacy of the Cyberpapacy and the Sacellum<br />

in Orrorsh.<br />

Pantheism and Panentheism<br />

Pantheism is the belief that the divine and the world are the same<br />

thing; the universe is divine. Panentheism is the belief that all reality<br />

is part of the body of a divine being or beings; the universe is a<br />

part of the creator. Hinayana Buddhism is an example of a nearly<br />

pantheistic religion, as is the Force in Star Wars. The Living Land’s<br />

Keta Kalles is a type of panentheistic religion; everything that is<br />

alive is part of Lanala.<br />

Polytheism<br />

The belief that there are many gods and no one god is vastly<br />

greater in power than the others. Polytheistic religions often have<br />

enemies within the mythos. Examples of polytheistic religions are<br />

the ancient Greek and Norse religions as well as the religions of<br />

Aysle and the Nile Empire.<br />

Evil Enemies<br />

Some mythos divide the spiritual forces of the world into good<br />

and evil, or order and chaos, or some other type of “us versus them”<br />

perspective. Believers in the mythos fall on one side and the other<br />

side is considered an enemy of the faith. Christianity for example<br />

has Satan and his demons, Honor is opposed by Corruption in Aysle,<br />

and so on. While the enemy may have a place within the mythos<br />

of the religion (being the opposite side of the coin as it were), they<br />

are not considered to be part of the same community and so they<br />

are treated as a separate faith in all regards.<br />

224<br />

When enemies of a mythos meet, the faith adds (not the faith<br />

value) of the enemy are added to the difficulty of any miracles a<br />

character tries to perform on the enemy, including miracles beneficial<br />

to the enemy (the enemy has no choice in this matter). It’s like<br />

trying to touch the same poles of two magnets together, the closer<br />

they’re brought together the harder they push to stay apart. Spiritual<br />

struggle will also ensue if an enemy allows a beneficial miracle to<br />

be performed on him (i.e., he contributes his faith to the miracle.)<br />

Faith Skill<br />

Faith, unlike most skills, does not measure a character’s<br />

training, knowledge or experience with a particular field. Instead,<br />

faith measures the strength of a character’s belief in a mythos.<br />

A character may memorize the teachings of his religion, attends<br />

services regularly, and follow the moral code of the mythos but if<br />

he does not truly believe, he does not have the faith skill.<br />

The more belief a character has in his mythos, the stronger his<br />

connection is to the divine will that encompasses those beliefs. It<br />

is through this connection that characters are able to participate in<br />

miracles, it is their conduit to the power that provides the miracle.<br />

Faith alone does not normally produce miracles though; it<br />

provides the power but no control. Most miracles require the<br />

participation of a character with the focus skill or access to some other<br />

kind of agent through which the spiritual power can be controlled,<br />

such as a religious artifact.<br />

A character’s faith value is normally used to determine the effect<br />

value of miracles. When a miracle is requested, the direct beneficiary<br />

of the miracle is usually the one whose faith gives the miracle its<br />

spiritual power, not the one providing the miracle’s focus (unless<br />

it is the focus character who benefits from the miracle.)<br />

Example: Father Wagner asks God to bless Quin and aid him<br />

in gaining control of their out of control helicopter. While Wagner<br />

is providing the focus for the bless miracle, Quin’s faith skill is the<br />

one that’s used for the effect value because he’s the one who will<br />

receive the bonus from the miracle.


Since the beneficiary of a miracle uses her faith to power the<br />

miracle, she must volunteer in order to accept the effects of a<br />

miracle. A character cannot be forced to use her faith skill against her<br />

will. If she does not volunteer, the beneficial miracle has no power.<br />

A character that does volunteer does not need the same faith as the<br />

character providing the focus. But if they do have different faiths,<br />

a negative consequence known as spiritual struggle will occur, as<br />

described later in this chapter.<br />

A miracle harmful to a character must draw its faith from a<br />

character other than the target, since most targets won’t willingly<br />

cooperate and provide their own faith skill for that purpose! The<br />

faith in these cases is normally provided by the focus character,<br />

assuming that he stands to benefit somehow should harm come to<br />

the target. Combat miracles are discussed in further detail later in<br />

this chapter.<br />

When beneficial miracles are performed on people who do not<br />

have any faith skill, their Spirit attribute is not used to determine the<br />

miracle’s effect value; the faith cannot be used unskilled. Instead,<br />

the character providing the focus must also provide the faith for<br />

the miracle. When the target character does not have any faith to<br />

provide, their cooperation is not necessary for the performance<br />

of beneficial miracles, since they cannot contribute towards the<br />

miracle in any way.<br />

Focus Skill<br />

The focus skill allows a caster to “focus” the raw spiritual energy<br />

which believers are connected to by their faith skills and somewhat<br />

reliably produce miraculous effects with that power. The focus skill<br />

provides the action total of a miracle while the faith skill of the person<br />

participating in the miracle determines the effect total.<br />

Religious symbols and items can sometimes be used to provide<br />

focus for a miracle. A few miracles, such as ward enemy, can be<br />

performed by anyone with faith if they<br />

have a holy symbol of their religion;<br />

the holy symbol acts as their focus skill<br />

for the miracle, but only for those few<br />

miracles.<br />

Most ordinary holy symbols and items<br />

don’t have enough spiritual power invested<br />

in them to perform most miracles though.<br />

Usually the item must serve as a center of<br />

worship for a community of the faithful<br />

over an extended period of time before it<br />

even becomes possible. Such symbols have<br />

focus skill adds which may be used by anyone<br />

of the appropriate faith. Characters who<br />

already have focus will have their skill value<br />

increased by the adds of the holy item.<br />

In realities with a Spirit axiom of at least<br />

11, it is possible to invest items with spiritual<br />

power through ritual and miracles, giving<br />

them adds in focus. It is known, for example,<br />

that many of the clergy in the Cyberpapacy<br />

possess crucifixes which have been invested<br />

with at least +1 add in focus, allowing them to perform miracles or<br />

increasing their own ability to perform miracles.<br />

These holy items should not be confused with religious artifacts,<br />

which often possess abilities far beyond the ability to bestow miracles.<br />

More information on artifacts can be found later in this chapter.<br />

Chapter Eleven: Miracles of Faith<br />

Acquiring Miracles<br />

During character creation, characters who have both the focus<br />

and faith skills are allowed to pick a maximum number of miracles<br />

equal to the combined total of their faith and focus skill adds. These<br />

characters automatically get one miracle for free but may have to<br />

pay some of their starting Possibility Points to acquire any more<br />

than that. In cosms with low Spirit axioms, miracles are rarer and<br />

those who can work them generally become known for only a few<br />

blessed abilities rather than possessing a wide and varied range of<br />

miraculous powers.<br />

The Spirit axiom of the character’s home cosm is used to determine<br />

how many free miracles they may start with during character creation.<br />

If this number is less than the maximum amount they are allowed<br />

to start with, they may spend one possibility per miracle up to the<br />

maximum amount that they are allowed.<br />

NUMBER OF FREE STARTING MIRACLES<br />

Spirit Axiom Miracles<br />

9 and less 1<br />

10 - 14 2<br />

15 - 18 3<br />

19 - 22 4<br />

23 and greater 5<br />

Example: When Tina designed Father Wagner during character<br />

creation, he had +2 adds in faith and +1 adds in focus so he could<br />

start with a maximum of three miracles. Wagner is from Core<br />

Earth, Spirit axiom 9, so he started with just one free miracle. Tina<br />

chose Bless for the one free miracle and then spent one of Wagner’s<br />

starting possibilities on a second miracle, Calm. While she could<br />

have spent another possibility for a third<br />

miracle, Tina decided against it.<br />

During play, the total of the character’s<br />

faith and focus adds continue to represent<br />

the maximum number of miracles that<br />

a character may possess. Whenever a<br />

player increases his character’s faith and<br />

focus skills, the maximum will likewise<br />

be increased. Similarly, if a character<br />

should somehow lose adds in either skill,<br />

the maximum number of miracles they<br />

may have will likewise decrease. If this<br />

new maximum is less than the number<br />

of miracles the character possesses, they<br />

do not lose any of their miracles, they<br />

simply can’t gain any new miracles until<br />

they increase the maximum number<br />

back above the number of miracles<br />

they know.<br />

Characters can acquire new<br />

miracles during play in two ways. The<br />

first is that whenever the player increases faith or focus he may<br />

choose to spend a possibility and the character automatically acquires<br />

a new miracle. This may be done for each new add acquired so if,<br />

for example, a player bought up both skills by one add each he<br />

could spend two more possibilities and acquire two new miracles<br />

for his character.<br />

The miracles a character acquires in this manner must have a<br />

Spirit axiom requirement equal to or less than the character’s Spirit<br />

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axiom; it cannot be used to acquire miracles that are contradictory<br />

to the character’s reality. The miracles must also be appropriate to<br />

his religion in order to acquire them in this manner.<br />

The second method is for the character to pray to the divine<br />

will of her mythos and ask for a new miracle. This can only be<br />

attempted after the character has witnessed the desired miracle<br />

being performed by another character or after the focus character<br />

has used an invocation to create the desired miraculous effect.<br />

This is the only method by which characters may acquire miracles<br />

which contradict the character’s reality or that are inappropriate to<br />

the character’s religion.<br />

Praying for a new miracle is accomplished by spending a<br />

Possibility Point and generating a faith total. The spent possibility<br />

does not give the character a reroll; its expenditure is to gain the<br />

opportunity to receive a new miracle. The character may spend<br />

another possibility to gain a reroll if desired and cards may be used<br />

normally, though the player may not trade cards with another player<br />

since this is a personal matter between the character and the divine<br />

will of her religion<br />

If the desired miracle has an axiom level equal to or lower than<br />

the character’s Spirit axiom, the difficulty of acquiring the miracle<br />

is 20 plus the Spirit axiom of the miracle. If the desired miracle<br />

has an axiom level higher than the character’s Spirit axiom, the<br />

difficulty is 30 plus the Spirit axiom of the miracle. If the miracle<br />

is not appropriate to the character’s mythos there is a +15 penalty<br />

to the difficulty number.<br />

Example: Father Wagner wants to pray for the Common Ground<br />

miracle, which has an axiom requirement of Spirit 7. Since Wagner’s<br />

Spirit axiom is 9, the difficulty will be (20 + 7) 27.<br />

If Wagner were to pray for the Healing miracle, which is Spirit<br />

10, the difficulty of that would be (30 + 10) 40. If Wagner were<br />

to pray for a miracle like Animate Dead, which goes against the<br />

mythos of his religion, the difficulty of acquiring this Spirit 13<br />

miracle would be (30 + 13 + 15) 58.<br />

If the character’s faith total is successful, they gain the miracle<br />

they prayed for. If the faith total fails, the character does not gain<br />

the miracle and cannot ever ask for that miracle again or acquire<br />

it through the purchase of new adds in faith or focus.<br />

Selecting the Right Miracles<br />

Every mythos teaches the faithful about good and evil, about what<br />

behavior is applauded and what is taboo. A miracle that does not<br />

conform to the ethical guidelines of a mythos is extremely difficult<br />

to acquire and extremely difficult to perform if it is acquired.<br />

During character creation, the player may select only miracles<br />

that fit the morality and ethics of the character’s religion (as well<br />

as the character’s Spirit axiom of course.) This may require the<br />

player to consult with the gamemaster to determine which miracles<br />

are considered appropriate for their character’s religion and which<br />

ones are not appropriate. The Clerics’ sourcebook includes lists of<br />

suggested miracles for the major religions involved in the Possibility<br />

Wars and most of the realm sourcebooks also indicate what miracles<br />

are available to characters from the realms.<br />

During play, characters will often be exposed to miracles from<br />

other cosms and from other religions. While many miracles are<br />

commonly found in most religions, it is likely that the character will<br />

be exposed to many miracles that are not directly available to him<br />

through his mythos, either because of an axiom level requirement<br />

or because the miracle is not appropriate to the mythos.<br />

Characters who witness a miracle not directly available to them<br />

can attempt to gain that miracle by praying for it as outlined above.<br />

226<br />

Ords and Miracles<br />

Ord characters who possess both faith and focus may<br />

also possess miracles, but because they do not have possibilities<br />

to spend they should rarely, if ever, have more<br />

than the “free” number determined by the Spirit axiom of<br />

their home cosm.<br />

Miracles which are within the character’s Spirit axiom and deemed<br />

appropriate for the character’s mythos are the easiest ones to acquire<br />

in this manner, though not as easily as gaining them by buying adds<br />

in faith and focus.<br />

Contradictory miracles and effects that are not consistent with<br />

the character’s mythos may also be acquired, though they are more<br />

difficult. Gamemasters may wish to consider forbidding characters<br />

from even attempting to acquire miracles that are not appropriate for<br />

the character’s mythos if they are uncomfortable with the whole idea.<br />

Given the way players can increase skill totals by using possibilities<br />

and cards from the Drama Deck, even the +15 penalty may not be<br />

enough to keep powerful characters from running roughshod over<br />

the restrictions of their faith.<br />

Performing Miracles<br />

To perform a miracle, the character with the focus skill generates<br />

an action total using his focus skill, including any possible modifiers.<br />

If the focus is successful, the character providing faith for the miracle<br />

adds the same bonus number to his faith value to generate the<br />

effect value.<br />

Example: An Ayslish priest is performing a miracle with Terrill.<br />

The priest has a focus skill of 13 and Terrill’s faith skill is 11. Becky<br />

rolls a 17, a +4 bonus. The priest generates a focus total of 17 and<br />

succeeds. The same +4 bonus is added to Terrill’s faith to arrive at<br />

a faith total of 15 for the miracle.<br />

Only one personal Possibility Point may be spent to enhance<br />

the die roll, as usual; however, since there are two participants<br />

in the miracle, there are special rules concerning who may spend<br />

the possibility. The focus character may spend a possibility if and<br />

only if the focus total will not exceed the difficulty of the miracle<br />

without the additional roll. If it does exceed the difficulty, then only<br />

the faith character may spend a possibility.<br />

Possibilities from outside sources are handled the same way. The<br />

focus character may only use a Hero or Drama card or possibilities<br />

from some other source if the check would normally fail. If the focus<br />

character spends any possibilities of any kind of the miracle, the<br />

faith character may not spend any, they can only spend possibilities<br />

if the focus character cannot.<br />

Example: Father Wagner performs the miracle with Quin and<br />

rolls a 2, generating a focus total of 3. The difficulty though is 10<br />

so he will obviously fail. Tina declares that Wagner will spend a<br />

possibility and she rolls again, getting an 11 and bringing her die<br />

roll up to 13. Not satisfied with that, she also uses a Hero card and<br />

rolls again. Because Tina has spent possibilities on the miracle, Quin<br />

cannot further increase it with his own possibilities.<br />

In a later encounter, Wagner and Quin perform another miracle<br />

together and Tina rolls an 11, a +0 bonus. Wagner’s focus total will be<br />

13 so Wagner will successfully perform the miracle and Tina cannot


Focus Characters and<br />

Spirit 19 Realities<br />

In realities with a Spirit axiom of 19 and higher, the<br />

spiritual energies that drive miracles are easy enough to<br />

control that characters with the focus skill can attempt to<br />

perform any miracle allowed by their religion and their<br />

Spirit axiom, though it is still easier to perform miracles<br />

that the character actually possesses.<br />

Performing a miracle that the character does not possess<br />

is normally considered a Difficult task. Gamemasters can use<br />

the Difficulty Number Scale to impose a different modifier<br />

when appropriate. Characters from realities with a lower<br />

Spirit axiom may attempt to perform miracles they do not<br />

possess when they are in a reality with a Spirit axiom of 19<br />

or higher but the attempt is a contradiction for them even<br />

when the desired miracle is not a contradiction.<br />

spend possibilities to increase the total. Paul though would like to<br />

have a bigger bonus number for Quin’s faith total so he declares<br />

that Quin will spend a possibility on the miracle. Tina rolls again to<br />

determine the final die roll and the final bonus number.<br />

Prayers and Rituals<br />

There are two basic methods by which miracles are invoked:<br />

prayers and rituals. Prayers are quick requests for miracles, often<br />

personal and impromptu, while rituals carefully follow sacred rules.<br />

A prayer can be done in as little as 10 seconds (one round). A ritual<br />

takes at least ten minutes, often longer. Some miracles may only<br />

be attempted as a ritual.<br />

Miracles that must be performed as rituals will say in their<br />

descriptions how long it takes to perform the ritual. The priest<br />

must not be interrupted during the ritual or he will have to start<br />

over from the beginning. A priest may attempt to perform a ritual<br />

in a disruptive environment, such as while combat rages around<br />

him, but this imposes a +5 penalty to the difficulty of the miracle.<br />

A priest performing a ritual can be successfully interrupted by<br />

being physically attacked in any way or with a successful character<br />

interaction (trick, test, taunt, etc.)<br />

Rituals that require more than one day to perform do allow some<br />

time for the priest to eat and sleep; a day is considered eighteen<br />

hours for purposes of performing rituals. The action and effect totals<br />

of the ritual are not generated until the completion of the ritual.<br />

The person providing the faith for the miracle must also be present<br />

during the entire period of the ritual, though they can sometimes<br />

be disturbed without it disrupting the ritual.<br />

Modifiers<br />

Miracles are spiritual powers used to fulfill a need of the faithful.<br />

They are not like spells, dry processes that may be learned and then<br />

used whenever desired for any possible reason. The conditions facing<br />

the faithful who request the aid greatly affects the outcome of the<br />

miracle. The difficulty number of the focus check will be increased<br />

or decreased by those circumstances.<br />

The divine will of the mythos acts to protect the faithful from its<br />

enemies. First, as mentioned earlier, it makes it more difficult for<br />

an enemy of the mythos to invoke miracles that directly affect the<br />

faithful. Second, miracles that protect the faithful from an enemy<br />

of the mythos are easier to invoke than against non-enemies. In any<br />

Chapter Eleven: Miracles of Faith<br />

case where the lives of the faithful are threatened, by an enemy of<br />

the mythos or not, miracles also become easier.<br />

Miracles are primarily meant to meet an immediate need; a<br />

character that is wounded needs healing, a character that is hungry<br />

needs food. If a miracle is not needed immediately, it becomes<br />

more difficult.<br />

MIRACLE MODIFIER CHART<br />

Conditions Modifier<br />

Target of miracle not providing the<br />

+3<br />

faith skill<br />

Target of miracle an enemy of the +adds of enemy’s faith skill<br />

focus character’s mythos<br />

Miracle defends faithful against an<br />

-3<br />

enemy of the mythos<br />

Need for miracle is urgent or lives<br />

-3<br />

of the faithful are threatened<br />

Need for miracle is not immediate +5<br />

Miracle stretches or violates tenets<br />

+15<br />

of either the faith or focus character’s<br />

religion<br />

Miracle stretches or violates tenets<br />

+17<br />

of both the faith and focus characters’<br />

religions<br />

Ritual performed in a disruptive<br />

+5<br />

environment<br />

Example: A priest in the Cyberpapacy is preparing to hunt<br />

down a demon that has been terrorizing a small village. As part<br />

of his preparations, he performs a Bless miracle on himself. He is<br />

the target of the miracle and provides the faith for it, so no penalty<br />

there. While the demon is considered an enemy of his religion, the<br />

miracle is not targeted at the demon so that has no effect either.<br />

The miracle does serve to protect the faithful from an enemy so the<br />

difficulty is modified by -3. The miracle is not immediately needed<br />

as the demon is currently hiding and not threatening anyone, so<br />

the difficulty is modified by +5. The final modifier to the miracle’s<br />

difficulty is thus +2.<br />

Example: A viking warrior in Aysle agrees to allow Father<br />

Wagner to perform the Calm miracle on him so that he doesn’t lose<br />

control of himself and go into a killing frenzy during the middle of<br />

a delicate diplomatic meeting. The viking will use his own faith so<br />

that’s not a problem and enemies of the faiths are not involved in<br />

any way. The miracle is needed urgently to keep the viking from<br />

losing control so that’s a -3 modifier. But the Calm miracle goes<br />

against the teachings of the viking’s religion so there’s a +15 penalty<br />

to the difficulty, for a final modifier of +12. (Additionally, because<br />

Wagner and the viking believe in different mythos there will be a<br />

spiritual struggle as well.)<br />

Modifiers for Combat Miracles<br />

Several of the religions in <strong>Torg</strong> are violent and warlike in nature<br />

and possess powerful miracles designed for use against enemies,<br />

which could be of the secular variety as well as the spiritually<br />

defined enemies of the mythos. Determining modifiers for some of<br />

these miracles can be a bit confusing at times. When does the target<br />

of a combat miracle provide the faith? Is all combat considered<br />

an urgent need for a miracle? Does attacking an enemy count as<br />

defending the faithful?<br />

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Even with combat miracles, targets cannot be forced to<br />

involuntarily use their faith skills to power a miracle so in almost<br />

every situation the focus character will have to provide the faith, so<br />

the +3 difficulty modifier is used. There can be situations where the<br />

target of an adverse miracle believes that he “deserves it”; perhaps he<br />

violated some tenet of his faith and sees the attack as a “punishment”<br />

or a form of “divine retribution” for his sins.<br />

In cases like this the character could be considered to be<br />

volunteering to receive the miracle and thus his faith would be used<br />

and the difficulty penalty would not be applied. But this should be a<br />

very rare situation. <strong>Player</strong>s would have to clearly indicate that their<br />

character was welcoming the effects of an adverse miracle before<br />

their character’s faith skill could be used to power it.<br />

In general, combat miracles are not urgently needed unless<br />

there is no other way to protect the faithful from an immediate<br />

threat posed by the target. For example, an unarmed and otherwise<br />

unprotected priest who comes across a demon attacking someone<br />

would have an urgent need for combat miracles. But if the priest<br />

was equipped for combat with weapons and armor then the miracles<br />

aren’t urgently needed. Similarly, if the priest was armed but had<br />

no armor he may not urgently need offensive combat miracles but<br />

he might desperately need defensive miracles.<br />

An offensive miracle is always considered “defending the faithful”<br />

if it is used against an enemy of the mythos so the -3 modifier is<br />

always applied, offsetting the penalty for the character providing<br />

the faith for the miracle. Offensive miracles used against other<br />

opponents may receive the -3 modifier for “lives of the faithful are<br />

threatened” if the target of the miracle is perceived as a threat to<br />

the faithful, even if that threat is not immediate.<br />

Example: The doctrine of the CyberChurch of the Cyberpapacy<br />

is that heresy and heathenism poses a moral threat to the souls<br />

of all god-fearing people. Therefore, offensive miracles directed<br />

against heretics and heathens gain the -3 difficulty modifier for<br />

“lives of the faithful are threatened”. Note though that this may<br />

be offset by the +5 penalty for not immediately needing a miracle<br />

if the heretics/heathens are not posing an immediate threat to the<br />

souls of the faithful.<br />

Miracles and Multiple Targets<br />

If more than one character or object is to be affected by a miracle,<br />

it’s treated as a One on Many (see Chapter Four.) If a miracle is<br />

beneficial (as seen by the target characters), the characters are<br />

affected in descending order of faith values, highest value first. If<br />

the miracle is harmful, characters are affected in ascending faith<br />

value order, highest value affected last. The One on Many table is<br />

not applied to the faith total(s) for the miracle, only to the focus<br />

total to determine how many are affected.<br />

Example: A Sacellum priest is performing a Blessing Vow miracle<br />

for a group of six worthy Victorian soldiers. Two of the soldiers have<br />

a faith skill of 11, two have a 12, one has a 13 and one has a 14. The<br />

miracle’s normal difficulty is 8. The priest generates a focus total of<br />

12. Consulting the One on Many chart, DN+4 means that only two<br />

of the six soldiers receive the benefits of the miracle. Because it is<br />

a beneficial miracle the two highest faith skills receive the miracle.<br />

The characters with faith 14 and 13 are blessed.<br />

Consequences of Failure<br />

If a miracle fails, the focus character may not attempt the same<br />

miracle for 24 hours or until he undergoes the ritual of purification.<br />

228<br />

Spirit Axiom 20 and Miracles<br />

In cosms with a Spirit axiom of 20 or higher, the focus<br />

skill is not necessary to perform miracles. The spiritual<br />

energies of the cosm are so plentiful that simply by gathering<br />

together in worship the religious community generates a<br />

focus skill equal to the value of the number of worshippers,<br />

plus the Spirit axiom minus 20.<br />

Example: Twenty edeinos gather together in the Living<br />

Land, which has a Spirit axiom of 24, to pray for a miracle.<br />

The value of 20 is 7 and then (24 - 20) 4 is added, giving<br />

the assembled group a focus skill of 11.<br />

When a group comes together like this and creates<br />

their own focus skill, the rules given under “The Strength<br />

of the Community” need to be modified somewhat. The<br />

bonus is determined normally but it is only applied to the<br />

faith total of the miracle, the bonus is not added to the<br />

focus total because the combined efforts of the group have<br />

already made a contribution, it created the focus value in<br />

the first place.<br />

These characters cannot just pray for any miracle, they<br />

must be trained in the same rituals and prayers that a character<br />

with focus would use to perform the same miracle.<br />

If they have not been trained in any miracles, the only<br />

way they can use the focus skill they have generated is to<br />

perform an invocation.<br />

In addition, the character providing the faith must wait 24 hours or be<br />

cleansed in a ritual of hope before he can use his faith in any miracle,<br />

except for the ritual of hope. The character is able to use his faith<br />

for that miracle during those 24 hours, but no other. If a character<br />

is providing both faith and focus, both restrictions apply.<br />

The Strength of the Community<br />

When a miracle is created among a group of believers, their<br />

faith intertwines and supports one another; thus, a miracle may be<br />

powered by multiple members of a community and can be far greater<br />

than the miracle possible when only one person is providing the<br />

faith skill. The difficulty of participating in the creation of a miracle<br />

is called the miracle’s community rating and can be found in the<br />

miracle descriptions at the end of this chapter and in other <strong>Torg</strong><br />

products. Only characters with the same faith skill may combine<br />

on a miracle.<br />

Each character wishing to aid in the miracle (i.e., is not the<br />

focus character or the character providing the faith for the miracle)<br />

generates a faith total, and if the total is greater than or equal to the<br />

community rating of the miracle, that character contributes. The<br />

value of the number of people who successfully contribute (including<br />

the focus character and the provider of the faith if it is not the same<br />

character) becomes a bonus modifier to the miracle, it is added to<br />

both the focus and faith totals of the miracle.<br />

Example: Seven people have gathered to help a priest perform<br />

a miracle on another member of the community. Four people<br />

successfully beat the miracle’s community rating with their faith<br />

totals. The bonus modifier will be the value of six people (the four<br />

faithful, the focus character and the character providing the faith


for the miracle). On the Value Chart a measure of 6 has a value of<br />

4 so the bonus is +4. The focus character gets a +4 bonus to his<br />

focus total and the beneficiary of the miracle gets a +4 bonus to<br />

her faith total.<br />

When there are a large number of people coordinating on a<br />

miracle, instead of having to generate a faith total for each single<br />

person, use the following formula:<br />

• Start with the value of the number of participants, including the<br />

focus and faith characters<br />

• Add their average faith skill value<br />

• Subtract the community rating of the miracle<br />

• Subtract two<br />

• The result is the bonus modifier.<br />

The final modifier may never be greater than the value for the<br />

number of characters. If a modifier is too large, reduce it to the<br />

value for the number of characters. A zero or negative modifier is<br />

ignored; a miracle can never be less effective because of faithful<br />

participants.<br />

Example: 50 faithful characters with an average faith value of<br />

10 are trying to help a Ayslish priest heal a mortally wounded hero<br />

by joining their prayers to hers. The value of 52 characters is 9. The<br />

community rating of the healing miracle is 11. Character value (9)<br />

plus average faith (10) minus community rating<br />

(11) minus 2 equals a bonus modifier of +6.<br />

To determine the average faith of a community,<br />

use the following rule of thumb: a casual believer<br />

in a religion has a faith add of +1. A confirmed<br />

believer, one who lives his life by most of the<br />

tenets of the religion, has a faith of +2 to +4. Only<br />

the fiercely devout have faith adds greater than<br />

+4. For most races, the average value of the Spirit<br />

attribute is 8 so average casual believers would<br />

have a skill value of 9 while the more confirmed<br />

believers would range from 10 to 12.<br />

Invocations<br />

Invocations are a different type of miracle. Instead<br />

of being a “gift” or talent that the individual can perform somewhat<br />

on demand, an invocation is a direct appeal to the divine will of the<br />

religion, asking for direct intervention or action from the spirits, a<br />

god or whatever. The base community rating and focus difficulty of<br />

an invocation is 20 + (33 - Spirit axiom of the location).<br />

For example, the community rating and focus difficulty number<br />

for an invocation attempted in Core Earth is 20 plus (33-9) 24 = 44.<br />

In the Living Land it is only 20 plus (33-24) 9 = 29. These difficulties<br />

are independent of the personal Spirit axioms of the characters<br />

performing the invocation; the Spirit axiom of the location is all that<br />

matters because it determines the amount of spiritual energy directly<br />

available to the divine will for use in creating the desired effect.<br />

The only difficulty modifier that could be applied to an invocation<br />

is if the request is for something that does not conform to the ethical<br />

guidelines of the mythos, such as the followers of a violent god<br />

of war praying for a peaceful resolution to a problem. When an<br />

invocation violates or stretches the tenets of a mythos, the difficulty<br />

is increased by +15.<br />

Chapter Eleven: Miracles of Faith<br />

No faith total is necessary when performing an invocation, the<br />

spiritual energy necessary for the miracle is coming directly from the<br />

divine will and does not need to come through any of the characters<br />

involved in the invocation. If the invoking character fails to beat<br />

the difficulty she may spend a Possibility Point, but if she succeeds<br />

she may not. Possibilities from outside sources such as cards are<br />

handled as outlined earlier under “Performing Miracles.”<br />

If the invoking character gets a minimal success, the miracle<br />

disturbs the world in the least way possible while still meeting the<br />

needs of the invoker. If the invoker gets average or good success<br />

the miracle makes a more direct, noticeable impact to achieve its<br />

results. These levels of success can restore internal resources, as<br />

well as providing possible solutions to the problem. On a superior<br />

success, the miracle is achieved in a way that provides new resources<br />

that were previously unavailable.<br />

Spectacular successes show the work of a divine hand that is<br />

irrefutable to all but the strongest doubter; spectacular success may<br />

only be achieved in an area with a Spirit axiom of 13 or greater. If<br />

the axiom level is lower than 13, spectacular successes are treated<br />

the same as superior successes.<br />

Example: A priestess of Dunad is leading a group of villagers on<br />

a desperate journey through a dangerous “dark” region of the Aysle<br />

cosm, when they reach the forbidding Trieridge mountains. Low on<br />

food and sought by numerous enemy patrols, the faithful desperately<br />

need a way over the mountains. The priestess invokes<br />

Dunad, asking that she and her people be given a<br />

way over the mountain. The villagers gather in ritual<br />

prayer in support of the priestess.<br />

If she gets a minimal success, a scout for the<br />

villagers could find a path less arduous than the<br />

ones they already know about; perhaps they could<br />

make it if they pressed ahead.<br />

If she gets an average or good success,<br />

the villagers would find themselves refreshed<br />

and invigorated by a breeze coming from the<br />

mountain. The scouts would then find a better path<br />

and the journey could begin at good speed.<br />

On a superior success, they gain the benefits<br />

above. In addition, as they began their journey,<br />

they would find sure-footed pack animals,<br />

apparently abandoned, who are tame enough<br />

to carry their gear and who instinctively know their way over the<br />

mountain. With the animals and the renewed energy, they cross the<br />

mountain with unnatural ease.<br />

On a spectacular success, the power of Dunad would carve a<br />

safe, level passage through the mountain in a storm of unprecedented<br />

frenzy. As the villagers passed through, an earthquake would reseal<br />

the pass.<br />

Spiritual Struggle<br />

Characters who have faith in different mythoi cannot coordinate<br />

on miracles (see “The Strength of the Community” earlier in the<br />

chapter). But a character of one faith may perform a miracle on<br />

a willing character of a different faith, generating his focus total<br />

normally. If he succeeds, the target uses his faith normally to<br />

determine the miracle’s effect value.<br />

However, a spiritual struggle erupts due to the differences in<br />

the two religions involved. Each character is exposed to the power<br />

and beliefs of a different mythos and getting the two belief systems<br />

to work in harmony to produce the miraculous effect can be a bit<br />

of an ordeal.<br />

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Immediately after the miracle is performed, even if it is<br />

unsuccessful, each character generates an action total with their faith<br />

(this is separate from the totals generated for the miracle) using the<br />

other character’s faith skill value as the difficulty number. Positive<br />

result points are read on the Combat Results Table as non-lethal<br />

damage (first wound is changed into a K result.) This damage is<br />

spiritual in nature and has some additional consequences that are<br />

described below.<br />

The characters involved have no choice in the matter and must<br />

generate a faith total against the other character even if they don’t<br />

want to harm each other. However, they can choose to not take<br />

rerolls and of course not use possibilities or cards to increase their<br />

totals in order to minimize the final results.<br />

Example: In a pinch, Father Wagner performs a Bless miracle on<br />

Terrill. Because they have different faith skills, a spiritual struggle<br />

ensues as soon as the effects of the miracle are determined. Becky<br />

has Tina and Alan generate new faith totals for their characters.<br />

Terrill’s faith skill is 11. Alan rolls a 10 but decides against taking<br />

the reroll because he wants to minimize any possible damage that<br />

Terrill might do to Wagner. The roll is a -1 modifier so Terrill’s<br />

action total is 10. Compared to Wagner’s faith skill of 14, there<br />

are no result points so Terrill does not inflict any spiritual damage<br />

onto Wagner.<br />

Tina generates a faith total of 16 for Father Wagner. Compared<br />

to Terrill’s faith of 11, it produces five result points. Becky consults<br />

230<br />

Conflicting Write-ups<br />

The miracles described in this chapter can also be found<br />

in other sourcebooks and supplements produced for <strong>Torg</strong>,<br />

such as the various realm sourcebooks and the Clerics’<br />

Sourcebook, where slightly different values and descriptions<br />

may be used. With the exception of the Spiritual Ratings<br />

of the miracles, these differences are not significant and<br />

you may use whichever version you prefer.<br />

If you find a version of a miracle in another book which<br />

has a higher Spiritual Rating than what is given in this<br />

book, you can consider that miracle to be an “advanced”<br />

or “improved” version of the miracle given here and the<br />

write-up can be used without any problems.<br />

However, and this is unfortunately a problem with the<br />

Clerics’ Sourcebook, if you come across a version of a<br />

miracle where the Spiritual Rating is lower than the one<br />

given in this book, you should ignore the value given in<br />

that write-up and use the Spiritual Rating provided here.<br />

Some earlier products, such as the Clerics’ Sourcebook,<br />

were inconsistent in how they determined the Spiritual<br />

Ratings for their miracles and have lower axioms listed<br />

than allowed by the Spirit axiom chart.<br />

For example, healing is given a Spiritual Rating of 10<br />

in every <strong>Torg</strong> product it appeared in except for the Clerics’<br />

Sourcebook, where it was given a much lower Spiritual<br />

Rating of 6. The previous axiom value of 10 is much more<br />

consistent with the Spirit axiom chart found in Chapter<br />

Seven and more sources listed it with that axiom, so the<br />

write-up here for healing uses 10 instead of the 6 given in<br />

the Clerics’ Sourcebook.<br />

the Combat Results Table and informs Alan that Terrill takes an O<br />

2 damage result from the spiritual struggle.<br />

Spiritual Damage Effects<br />

When damage is taken in a spiritual struggle, it has spiritual<br />

consequences. Even though this type of damage is treated the same<br />

as physical damage, it has additional effects and is called spiritual<br />

damage.<br />

When a character is KOed by spiritual damage, the character<br />

loses the ability to use her focus skill. This does not include falling<br />

unconscious from accumulated shock, only from KO conditions.<br />

The character does not have to take the full KO condition from<br />

spiritual damage, an O from spiritual damage combined with a K<br />

from physical damage or vice versa will still cause the character to<br />

lose the use of the skill.<br />

When a character loses their focus skill this way, it can only be<br />

regained by undergoing a ritual of purification miracle (obviously<br />

performed by another character with focus). In essence, the spiritual<br />

struggle has “tainted” their focus skill and they will be unable to use<br />

it until it has been cleansed of the foreign influences.<br />

If a character suffers one or more wounds of spiritual damage and<br />

her cumulative damage total becomes heavily wounded or greater,<br />

that character loses both her faith and focus skills and cannot get them<br />

back until she undergoes both a ritual of purification and a ritual of<br />

hope. Additionally, the character’s wound status cannot be healed to<br />

better than wounded until she has restored both of her skills.<br />

Characters who do not have the focus skill are not adversely<br />

affected by spiritual damage unless they take one or more wounds<br />

and their cumulative wound level reaches heavily wounded or greater,<br />

at which point they lose the ability to use their faith skill. They may<br />

regain the use of the skill by undergoing a ritual of hope.<br />

Characters who have lost faith or focus to spiritual damage<br />

may also regain the use of their skills by converting to a different<br />

belief system.<br />

Conversion<br />

Conversion is the abandonment of one set of beliefs in favor of<br />

another. It is not something that characters should do lightly, and<br />

should involve a great deal of soul-searching and inner debate about<br />

what might involve a fundamental change in how the character<br />

views himself and his world.<br />

Converting from one faith to another can only be done voluntarily,<br />

a character cannot be forced into accepting another mythos.<br />

Conversion lowers a character’s faith adds by one, although the<br />

add may be bought back at a later time. If a character with just +1<br />

adds in faith converts, she is considered to have the faith skill at +0<br />

adds. Increasing the skill from +0 to +1 adds costs one possibility<br />

or (especially for Ords, who don’t have Possibility Points) requires<br />

one and a half months of intense devotion to the beliefs of the new<br />

mythos.<br />

Conversion also rids the character of the consequences of any<br />

spiritual damage the character may have taken - with new belief<br />

comes new hope and a fresh connection to the divine will. Characters<br />

who lost the use of faith or focus to spiritual damage immediately<br />

regain the use of those skills upon conversion, they do not have to<br />

go through the rituals of purification or hope.<br />

Characters who do not have the faith skill cannot voluntarily<br />

convert since they have nothing to convert from. A character with<br />

no faith who decides to accept the beliefs of a particular mythos<br />

must acquire the first add of the skill like any other skill as outlined<br />

in Chapter Three.


However, characters that do not have the faith skill are vulnerable<br />

to involuntary conversion. If the character is a participant in a<br />

miracle that achieves a spectacular success, the experience is so<br />

overwhelming that the character cannot help but be swept up into<br />

the community of the focus character and become a believer in<br />

that mythos.<br />

Because the process is involuntary, characters do not have to<br />

pay the full price to acquire the first add in faith. Possibility-rated<br />

characters only spend two possibilities to gain the first add, which<br />

they must do before or at the end of the adventure that the spectacular<br />

success occurred in. Ords receive the first add in the skill immediately<br />

with the assumption that the experience has changed their lives<br />

enough that they will be devoting the next couple of months to<br />

learning and living the teachings of their new religion.<br />

Religious Artifacts<br />

Divine power can sometimes realize itself in the form of an<br />

artifact. These objects differ from the spiritually empowered religious<br />

artifacts mentioned under “Focus Skill” in that the artifact, as an<br />

actual extension of the divine will of the mythos, can act as much<br />

more than just a focus for miracles. It may be capable of performing<br />

miracles on its own volition and it may possess miraculous powers<br />

beyond what the mortal faithful could produce themselves.<br />

Example: The Holy Grail is a Core Earth religious artifact, said<br />

to be the cup from which Christ drank at the Last Supper. Those<br />

who have at least one add in an appropriate Christian faith skill and<br />

are deemed “worthy” may drink from the cup and automatically<br />

receive the benefits of the Healing miracle, even though the miracle<br />

is not normally possible in Core Earth religions because it’s axiom<br />

requirement is 10, too high for Core Earth.<br />

Additionally, some artifacts may also be eternity shards (see<br />

Chapter Seven) and possess special abilities related to the use of<br />

possibility energy as well as spiritual energies. The Holy Grail is one<br />

such artifact and is described in more detail in the Storm Knights’<br />

Guide to the Possibility Wars supplement.<br />

A Selection of Miracles<br />

The following miracles are a representative sampling of the<br />

spiritual powers available in the Possibility Wars, divided into prayers<br />

and rituals. The standard miracle write-up looks like this:<br />

Bless<br />

Spiritual Rating: 9<br />

Community Rating: 10<br />

Difficulty: 10<br />

Range: touch<br />

Duration: one hour<br />

Effect: adds success levels to all bonuses of one attribute for<br />

one character<br />

The spiritual rating of the miracle is the minimum Spirit axiom<br />

necessary to create the effect as detailed in Chapter Seven. Some<br />

especially high axiom miracles, such as some of the ones available<br />

in the Living Land, may actually produce low axiom level effects<br />

but have a high Spirit axiom requirement because the difficulty of<br />

the miracle has been made lower, an effect that begins at a Spirit<br />

axiom of 21.<br />

Chapter Eleven: Miracles of Faith<br />

The community rating of a miracle is the difficulty for faithful<br />

worshippers to contribute to a miracle as discussed earlier in this<br />

chapter.<br />

The difficulty is the difficulty number for the focus check of a<br />

miracle. If there is a faith check, such as to determine the amount of<br />

damage caused by a combat miracle, the difficulty is also the faith<br />

difficulty. If the difficulty is stated as “faith or Spirit of target” this<br />

means to use the target’s faith skill as the difficulty or their Spirit<br />

if they don’t have the faith skill.<br />

Range is how far the focusing character may be from the target<br />

character or object. There are five types of ranges for miracles: self<br />

means the miracle may only affect the focus character; touch means<br />

the focus character must be able to physically lay hands on the target<br />

of the miracle; voice means the miracle may only affect targets<br />

within earshot, which can vary greatly depending on circumstances;<br />

a straight value in meters; and faith total which means the generated<br />

faith total of the miracle is read as a value in meters.<br />

Duration is how long the miracle lasts. A duration of<br />

“performance” means the miracle lasts as long as the focus character<br />

actively continues the miracle through prayer, chanting, or ceremony.<br />

A miracle might have a time value given, which may be specific (“one<br />

hour”) or it may be general (“until combat is over”.) If the duration<br />

is listed as “NA”, the effects of the miracle are permanent.<br />

Effect summarizes the effect of the miracle.<br />

Ritual length is also included in write-ups for miracles that<br />

require lengthy ceremonies and performances to create. Miracles<br />

which do not have a ritual length specified are performed in one<br />

combat round (10 seconds).<br />

Prayers<br />

Banish<br />

Spiritual Rating: 11<br />

Community Rating: 9<br />

Difficulty: faith or Spirit of target<br />

Range: 7 (20 meters)<br />

Duration: 18 (one hour)<br />

Effect: forces a character to flee<br />

This miracle may only be used against opponents of a different<br />

religion or opponents who do not have any faith skill. The effect<br />

value of the miracle is compared to the faith or Spirit of the target.<br />

If the miracle’s effect value is greater, the target is compelled to flee<br />

from the location of the focus character. However, if the target’s<br />

faith or Spirit is greater than the effect value, it is the focus character<br />

that becomes compelled to run away!<br />

The target of the miracle may actively defend if he wishes by<br />

generating a faith or Spirit total, with a minimum +1 bonus. This<br />

counts as an action if performed in round play.<br />

Bless<br />

Spiritual Rating: 9<br />

Community Rating: 10<br />

Difficulty: 10<br />

Range: touch<br />

Duration: 18 (one hour)<br />

Effect: adds success levels to all bonuses of one attribute for<br />

one character<br />

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A bless surrounds and infuses the target character with spiritual<br />

energy. The bless enhances the character, adding to all bonus<br />

numbers generated while under the bless for all actions controlled<br />

by any one attribute. This is not a bonus to the attribute, only bonus<br />

numbers, so values derived from the attribute such as movement<br />

limit values are not affected by the bless.<br />

The blessed character receives a +1 bonus for each success<br />

level attained by the faith total of the miracle, i.e. a good success<br />

is worth +3 to the bonus number. The attribute to be affected must<br />

be chosen by the recipient, at the time the blessing is performed.<br />

Only one bless may affect a character at a time.<br />

Call Animals<br />

Spiritual Rating: 8<br />

Community Rating: 8<br />

Difficulty: 11<br />

Range: 14 (600 meters)<br />

Duration: 20 (two hours)<br />

Effect: summons animals within<br />

range<br />

This miracle allows the focus character<br />

to attract animals to his location. If so<br />

desired, the character can specify the type<br />

of animal he wishes to attract. If the miracle<br />

is successful, all animals or all animals<br />

of the desired type will make their way<br />

towards the character at their normal rate<br />

of movement. Intelligent animals may resist<br />

the summons if the faith total of the miracle<br />

does not exceed their Spirit attribute.<br />

Control over the summoned animals<br />

is not provided by the miracle, nor does it<br />

provide any special means of communicating<br />

with the animals.<br />

Calm<br />

Spiritual Rating: 7<br />

Community Rating: 10<br />

Difficulty: willpower or Mind of target<br />

Range: voice<br />

Duration: performance<br />

Effect: rids target of violent emotions<br />

Calm eliminates any violent or extreme emotions of the target,<br />

replacing them with a tranquil state. The effect total of the miracle<br />

is compared to the target’s Mind or willpower skill. On a good or<br />

better success level, the target is calm and peaceful and will remain<br />

that way for the duration of the miracle. On a minimal or average<br />

success the target is also calmed, but can be easily provoked into<br />

extreme emotions again even while the miracle is in effect. If the<br />

calmed character is attacked, the miracle immediately stops working<br />

regardless of the success level.<br />

During this time the target may be reasoned with, or communicated<br />

with by characters other than the characters that performed the<br />

miracle (who are busy performing the miracle). The miracle may<br />

not be performed on a target that perceives the focus character as<br />

an immediate threat or danger.<br />

232<br />

Ecstasy<br />

Spiritual Rating: 23<br />

Community Rating: 7<br />

Difficulty: 20<br />

Range: voice<br />

Duration: 9 (one minute)<br />

Effect: immobilizes a target with overwhelming pleasure<br />

Ecstasy stimulates the target’s pleasure centers, overwhelming<br />

them with the perception of enjoyable sensations. Targets affected<br />

by ecstasy cannot perform any actions, not even simple actions,<br />

unless they make a willpower check against a difficulty equal to<br />

the faith total of the miracle (this counts as an action so multiaction<br />

penalties may apply if the character wishes to perform a<br />

dice action.) A successful willpower check only lasts for the round<br />

that it was made in, the character will have to<br />

make another check if he wishes to attempt<br />

something in the next round.<br />

If the focus character achieves a<br />

spectacular success with the miracle, the<br />

target character becomes addicted to the<br />

ecstasy and will obey the commands of the<br />

focus character even when not under the<br />

miracle’s influence. To disobey an order<br />

given by the focus character requires a<br />

willpower check against the faith skill of<br />

the focus character, not against the faith<br />

total of the original ecstasy miracle that<br />

addicted the character.<br />

Addiction to the ecstasy miracle is<br />

permanent. It may be overcome by the<br />

traditional means of fighting addictions,<br />

such as counseling, or by the cure disease<br />

miracle. The difficulty for cure disease<br />

is the faith skill of the focus character<br />

that performed the ecstasy miracle that<br />

addicted the character.<br />

Fanaticism<br />

Spiritual Rating: 14<br />

Community Rating: 8<br />

Difficulty: 13<br />

Range: voice<br />

Duration: a number of rounds equal to success levels<br />

Effect: gives the character one extra action per round<br />

Fanaticism increases the target’s belief in the cause that he is<br />

fighting for, spurring him on and giving him extraordinary speed.<br />

The effect value is compared to the miracle’s difficulty and for<br />

a number of rounds equal to the success level of the miracle the<br />

character gains a second action as if he were under the effects of a<br />

flurry on his side of the conflict line. While the miracle is in effect,<br />

if an actual flurry comes up on the character’s side of the conflict<br />

line, the duration of the miracle is extended an extra round. The<br />

character does not get three actions in that round.<br />

At the end of the duration of the miracle, the character takes a<br />

number of shock points in damage equal to the number of rounds<br />

the miracle was in effect, including any extra rounds gained from<br />

flurry results on the conflict line.


Heightened Hearing<br />

Spiritual Rating: 9<br />

Community Rating: 8<br />

Difficulty: 12<br />

Range: result points +5<br />

Duration: 17 (30 minutes)<br />

Effect: enhances the target’s hearing<br />

The target of this miracle can clearly hear all sounds made within<br />

the range of the miracle. The range is equal to the result points of<br />

the effect value plus five read on the Value Chart as distance. For<br />

example, if a faith total of 17 is generated, that’s five result points.<br />

Adding five to that provides a range value of 10, which is 100<br />

meters.<br />

The character does not automatically<br />

hear everything that occurs within<br />

range; she is able to choose the location,<br />

object, person or creature that she wishes<br />

to hear. If it is within range, she can<br />

hear it as if she were right next to it and<br />

whispers are as audible as a shout.<br />

Inferno<br />

Spiritual Rating: 13<br />

Community Rating: 11<br />

Difficulty: 19<br />

Range: 7 (25 meters)<br />

Duration: 9 (one minute)<br />

Effect: causes flames to consume the<br />

target<br />

When successfully performed, inferno causes elemental flame to<br />

erupt from the ground and incinerate an enemy. The miracle may only<br />

be performed against one opponent at a time and it inflicts damage<br />

equal to the faith total of the miracle.<br />

The flames burn for the next minute but do not follow a moving<br />

target; the inferno remains where it initially burst out of the ground.<br />

At the end of the miracle’s duration the flames immediately vanish,<br />

though anything they set ablaze will continue to burn normally.<br />

The focus character may not call up another inferno while the<br />

first one is still active.<br />

Kill Technology<br />

Spiritual Rating: 22<br />

Community Rating: 7<br />

Difficulty: 14<br />

Range: touch<br />

Duration: 18 (one hour)<br />

Effect: renders technology inactive<br />

This powerful miracle of the Living Land causes any item with<br />

a Tech axiom above 7 to simply stop functioning. While the priest<br />

must touch the character providing the faith for the miracle, the<br />

effect extends in a 150-meter radius around the faith character for<br />

the duration of the miracle. It is an area effect so there are no One<br />

on Many penalties or modifiers involved, everything within the<br />

radius of effect is affected.<br />

Items affected by the miracle are not damaged in any way; they<br />

simply do not work. If removed from the area of effect they will<br />

function normally again, which also happens when the duration<br />

expires. The effect is purely spiritual in nature and not reality-based<br />

Chapter Eleven: Miracles of Faith<br />

so possibility-rated characters cannot avoid the effects of the miracle<br />

by putting up a reality bubble.<br />

Language<br />

Spiritual Rating: 10<br />

Community Rating: 8<br />

Difficulty: 10<br />

Range: self<br />

Duration: 18 (one hour)<br />

Effect: lets the character speak a foreign language<br />

While this miracle is in effect, the<br />

character can understand and speak any<br />

one language she is physically capable of<br />

hearing and speaking. The character does<br />

not have to know the proper name of the<br />

language she wishes to understand or have<br />

any prior knowledge or understanding<br />

of it.<br />

The faith total of the miracle is<br />

compared to the difficulty of the<br />

miracle. A minimal success means<br />

only a pidgin version of the language<br />

is understood. Average success gives<br />

a rudimentary grasp of the language.<br />

A good or superior success gives the<br />

character complete understanding and<br />

a spectacular success gives completely<br />

fluency in the language.<br />

Rood Awakening<br />

Spiritual Rating: 12<br />

Community Rating: 14<br />

Difficulty: faith or Spirit of target<br />

Range: touch<br />

Duration: rounds equal to miracle’s result points<br />

Effect: causes target to experience the agony of crucifixion<br />

This combat miracle from the Cyberpapacy causes the target’s<br />

body to become rigid in a cruciform position, suffering great pain and<br />

the effects of crucifixion as if they were actually being crucified. The<br />

victim suffers a fatigue result every round of the miracle’s duration<br />

and may not attempt any actions except trying to break free of the<br />

miracle’s effects. Breaking free requires generating a faith or Spirit<br />

total against the faith total of the miracle. The focus character may<br />

also choose to release the victim at any time.<br />

Note that the focus character must touch the target of the miracle<br />

in order to affect them. During a combat situation this would require<br />

performing a multi-action, one action being the performance of<br />

the miracle and the second being an unarmed combat skill check<br />

to touch the target.<br />

Simple Spear<br />

Spiritual Rating: 23<br />

Community Rating: 8<br />

Difficulty: 3<br />

Range: touch<br />

Duration: until replanted<br />

Effect: turns a hrockt plant shoot into a spear<br />

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TORG: Revised and Expanded Rulebook<br />

This Living Land miracle allows a character to take a shoot<br />

from a hrockt plant and transform it into a living weapon. The shoot<br />

lengthens and becomes strong and firm with one end tapering to<br />

a sharp point. The damage value of the spear is STR+4/20. When<br />

the character is done with the weapon, he replants the hrockt shoot<br />

and it returns to its normal condition as a plant.<br />

This is an example of a miracle that has an unusually high Spiritual<br />

Rating because its difficulty has been lowered by the cosm’s high<br />

Spirit axiom. The miracle may also be performed with a Spiritual<br />

Rating of 9 and a Difficulty of 10.<br />

Soothe<br />

Spiritual Rating: 7<br />

Community Rating: 8<br />

Difficulty: 12<br />

Range: touch<br />

Duration: NA<br />

Effect: heals minor injuries<br />

Soothe is much like a miraculous version of the first aid skill in that<br />

it can be used to heal characters of shock damage and KO conditions<br />

but not wound damage. Unlike first aid though, the miracle’s difficulty<br />

is not determined by the character’s injuries.<br />

The faith total of the miracle is compared to its difficulty. On a<br />

minimal success the miracle will heal five points of shock damage.<br />

On an average success the miracle will heal all of a character’s<br />

shock damage and remove a K or O condition. If the character has<br />

a KO condition it is reduced to a K. With a good or better success<br />

level the miracle will heal all of a character’s shock damage as well<br />

as completely remove any KO conditions.<br />

Soothe will also stop the accumulation of shock damage that<br />

a character with a mortal wound experiences if the effect total<br />

receives an average or better success level. A character who is at four<br />

wounds (dead) that is immediately treated with soothe will improve<br />

to mortally wounded with a good success level or better but will<br />

still accumulate shock damage from being mortally wounded. With<br />

a superior or better success level the dead character is improved<br />

to mortally wounded and will not accumulate any shock damage.<br />

Characters who are dead from more than five wounds may not be<br />

rescued with the miracle.<br />

Vex<br />

Spiritual Rating: 14<br />

Community Rating: 8<br />

Difficulty: faith or Spirit of target<br />

Range: voice<br />

Duration: number of rounds equal to success level<br />

Effect: target is stymied<br />

A vexed target is stymied and loses the first roll again he would<br />

normally receive during the duration of the miracle. This includes<br />

rolls gained from an up result on the conflict line, an up result from<br />

a successful taunt or trick, rolling a 10 or 20 on the die or spending<br />

a Possibility Point. Once the target loses that first roll again in a<br />

round though he may get additional rolls like normal. For example,<br />

if the player rolls a 20 he loses that roll again but he may now spend<br />

a possibility and get to roll again.<br />

234<br />

Ward Danger<br />

Spiritual Rating: 9<br />

Community Rating: 6<br />

Difficulty: 13<br />

Range: voice<br />

Duration: performance<br />

Effect: increases difficulty of harming the faithful<br />

Ward danger gathers the spiritual energy of the faithful and<br />

attempts to decrease the chance of the community coming to harm.<br />

The faithful must be praying for protection from one particular<br />

source of danger; if the worshippers were praying for protection<br />

from a tornado, the ward would have no effect against a terrorist<br />

who launched a missile at the church.<br />

The difficulty number to harm characters protected by ward<br />

danger is increased by +3 for each success level of the miracle. If<br />

the source of danger does not have to make an action total, such as<br />

a tornado or some other natural disaster, the bonus is applied to the<br />

Toughness of the faithful to resist the effect total of the danger.<br />

Ward Enemy<br />

Spiritual Rating: 7<br />

Community Rating: 6<br />

Difficulty: 0<br />

Range: self<br />

Duration: performance<br />

Effect: protects against enemies of the faith<br />

Ward enemy is one of the few miracles that does not require the<br />

focus skill to be performed, any character who possesses a holy<br />

symbol or icon of his faith may perform the miracle. Characters who<br />

have focus do not require any symbol or icon but if they do have one,<br />

their faith total is increased by the adds of their focus skill.<br />

When this miracle is performed, the character generates a faith<br />

total. An enemy of the mythos may not attack the warded character<br />

by physical, magical or miraculous means as long as the ward is in<br />

place. The enemy may however perform character interactions such<br />

as trick, test, taunt and intimidate on the warded character; if the<br />

enemy achieves a player’s call result the warding character stops<br />

performing the miracle and the enemy is no longer restrained by<br />

it. Lesser effects of the character interaction are applied normally<br />

to the warding character.<br />

The enemy may make a special attack against the ward itself in<br />

an attempt to overpower it and bring it down. The attacker generates<br />

a faith total against the faith total of the miracle. Note that the<br />

attacker must use faith, if they do not possess the faith skill then<br />

they cannot attempt to breach the ward! Attempting to defeat the<br />

ward counts as an action.<br />

If the enemy’s total is higher, he successfully penetrates the<br />

ward and it collapses. The result points of the attack are read as<br />

spiritual damage on the warding character. The warding character<br />

may enact the ward again at his next opportunity if he wishes to<br />

be protected again.<br />

If the miracle’s total is higher, the ward successfully repulses the<br />

attack and the enemy takes spiritual damage equal to the amount<br />

that the difficulty exceeded his faith total. Even though the attack<br />

doesn’t penetrate the ward, it does cause it to waiver enough that<br />

the warding character must sacrifice his next action to reinforce<br />

the ward by generating a new faith total for the ward, or else it will<br />

collapse at the end of his next action.


Rituals<br />

Bless Weapon<br />

Spiritual Rating: 10<br />

Community Rating: 8<br />

Difficulty: 14<br />

Range: touch<br />

Duration: 25 (one day)<br />

Ritual Length: 18 (one hour)<br />

Effect: increases the damage value of one weapon<br />

This ritual enhances the damage value of any weapon, including<br />

ranged weapons such as firearms, unless the character’s mythos<br />

forbids the use of certain types of weapons in which case the<br />

miracle only affects those weapons proscribed by the religion. The<br />

focus character must lay her hands on the weapon and call upon<br />

the power of her mythos to make the weapon as strong as the faith<br />

character’s heart is brave.<br />

The faith total of the miracle is compared to the difficulty and<br />

each success level results in a +1 increase to the weapon’s damage<br />

value. For weapons with maximum damage values, such as most<br />

melee weapons, the bonus is also added to the weapon’s maximum<br />

damage value. The blessed weapon may be used by anyone; it does<br />

not have to be used by the character that provided the faith for the<br />

miracle.<br />

Blessing Vow<br />

Spiritual Rating: 9<br />

Community Rating: 6<br />

Difficulty: 15<br />

Range: voice<br />

Duration: until vow is broken<br />

Ritual Length: 18 (one hour)<br />

Effect: adds success levels to one attribute for one character<br />

In this ritual, the blessed agrees to uphold an institution, or virtues<br />

important to the mythos, for as long as he shall live. In exchange,<br />

the blessed receives an increase in one chosen attribute equal to<br />

the number of success levels achieved by the blessing for as long<br />

as he maintains the vow. Unlike the bless miracle, this is an actual<br />

increase in the attribute so all values derived from the attribute are<br />

affected by the blessing.<br />

A character may only have one blessing vow on him at one<br />

time. A blessing vow is only given to characters that have proven<br />

themselves worthy to spiritual leaders and the community.<br />

Clean Suit<br />

Spiritual Rating: 8<br />

Community Rating: 12<br />

Difficulty: 10<br />

Range: touch<br />

Duration: 25 (one day)<br />

Ritual Length: 14 (10 minutes)<br />

Effect: allows travel through contaminated areas<br />

A clean suit allows the recipient of the miracle to traverse areas<br />

that have been contaminated by chemical, nuclear or biological<br />

wastes and weapons. While protected by the clean suit, the character<br />

will suffer no ill effects due to the hazardous materials. The miracle<br />

will even protect against ingestion of hazardous materials such as<br />

from inhaling toxic fumes or drinking fouled water.<br />

Common Ground<br />

Spiritual Rating: 7<br />

Community Rating: 12<br />

Difficulty: 12<br />

Range: faith total<br />

Duration: performance<br />

Ritual Length: 18 (one hour)<br />

Effect: improve relations between targets<br />

Chapter Eleven: Miracles of Faith<br />

Common ground is used to mediate between individuals. In<br />

order for the miracle to work, the characters influenced by the<br />

miracle must have some common interest. If the characters share<br />

no goals or have no desires that are not mutually exclusive, then<br />

the miracle automatically fails. Only where mutual gain is possible<br />

will the miracle work.<br />

When successful, the miracle provides a temporary boost to<br />

relations. The faith total is compared to the difficulty of the miracle.<br />

Each success level achieved improves the attitudes of all involved<br />

characters one step each (see Chapter Four) to a maximum of<br />

friendly. Attitudes are only improved towards the other side of<br />

the situation; it will not improve attitudes unrelated to the matter<br />

being mediated.<br />

Communication with Spirits<br />

Each of the four miracles below allows spoken communication<br />

with any of the appropriate spirit that is in range. If no animal, plant,<br />

or elemental is visible or otherwise obviously present, the difficulty<br />

is increased by +3.<br />

Minimal success means that only a pidgin version of<br />

communication is possible with the spirit, average success gives<br />

the miracle worker rudimentary understanding the spirit’s language,<br />

good or superior results give the skill user complete understanding<br />

of the spirit’s language, and spectacular success allows the user to<br />

speak and understand the spirit with no penalties. The character<br />

communicates with the spirit as part of the ritual so he may perform<br />

it and communicate at the same time without penalty.<br />

Communicate with Animal Spirit<br />

Spiritual Rating: 5<br />

Community Rating: 12<br />

Difficulty: 12<br />

Range: voice<br />

Duration: performance<br />

Ritual Length: 14 (10 minutes)<br />

Effect: speak to the spirits of animals<br />

The spirit of an animal is considered to be more intelligent than<br />

the animal that houses it. While seeing things from the perspective<br />

of their animal host, the spirits can equal human intelligence.<br />

Communicate with Elemental Spirit<br />

Spiritual Rating: 5<br />

Community Rating: 12<br />

Difficulty: 15<br />

Range: voice<br />

Duration: performance<br />

Ritual Length: 14 (10 minutes)<br />

Effect: speak to elemental spirits<br />

There are five elemental spirits (other than plant elementals,<br />

covered below) - earth, air, fire, water and metal. Elementals are<br />

temperamental and have an intelligence slightly below that of an<br />

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average human, but with a cunning greater than that of ordinary<br />

animals. They see things from a very pure standpoint relating to<br />

their own element.<br />

Communicate with Plant Spirit<br />

Spiritual Rating: 5<br />

Community Rating: 12<br />

Difficulty: 12<br />

Range: voice<br />

Duration: performance<br />

Ritual Length: 14 (10 minutes)<br />

Effect: speak with the spirits of plants<br />

Plant spirits are slow - not dumb, just slow. They take their time<br />

when speaking and have a very different perspective of the passage of<br />

time. Even plants who have very short lives are slow communicators.<br />

They tend to notice less during the night than during the day.<br />

Communicate with Technology Spirit<br />

Spiritual Rating: 5<br />

Community Rating: 12<br />

Difficulty: 15<br />

Range: voice<br />

Duration: performance<br />

Ritual Length: 14 (10 minutes)<br />

Effect: speak with the spirits of technology<br />

Technology spirits have a perspective distinctly colored by<br />

their function and are often friendly with humans who treat them<br />

well. Their intelligence can range from slightly above animal level<br />

to above human levels, but is often limited in scope based on the<br />

tool’s function.<br />

Computer Empathy<br />

Spiritual Rating: 13<br />

Community Rating: 12<br />

Difficulty: 12<br />

Range: touch<br />

Duration: 18 (one hour)<br />

Ritual Length: 14 (10 minutes)<br />

Effect: increases a character’s ability to use computers, cyberdecks<br />

and artificial intelligences<br />

With this miracle in effect, a character can operate and understand<br />

the workings of all varieties of computers, including cyberdecks<br />

and artificial intelligences, even if the character had no previous<br />

knowledge or understanding of the machine.<br />

If the miracle is successfully performed, the faith total of the<br />

miracle may substitute for any relevant skill that involves the use<br />

of computers such as computer operations, computer science and<br />

cyberdeck operations.<br />

Cure Disease<br />

Spiritual Rating: 10<br />

Community Rating: 8<br />

Difficulty: see below<br />

Range: touch<br />

Duration: NA<br />

Ritual Length: 18 (one hour)<br />

Effect: cures a disease<br />

236<br />

Cure disease destroys an infection or affliction that is ravaging the<br />

target character. The target is cured but is not healed of any damage<br />

caused by the disease. The character must regain her strength over<br />

time or receive additional healing from another medical, magical<br />

or miraculous source. The type of disease to be cured determines<br />

the difficulty of the miracle, some examples are provided below.<br />

The Difficulty Number Scale and the provided difficulty numbers<br />

can be used to judge difficulties for other diseases.<br />

Both the focus and faith total must beat the difficulty for the<br />

miracle to be successful.<br />

DISEASE DIFFICULTY CHART<br />

Disease Difficulty<br />

24-hour cold bug 8<br />

Influenza (flu) 10<br />

Pneumonia 12<br />

Cocaine addiction 15<br />

Cancer 18<br />

HIV/AIDS 22<br />

Alzheimer’s 25<br />

Comaghaz, any stage 30<br />

Exorcism<br />

Spiritual Rating: 7<br />

Community Rating: 15<br />

Difficulty: 13<br />

Range: voice<br />

Duration: NA<br />

Ritual Length: 29 (one week)<br />

Effect: drives possessing spirits out of the target’s body<br />

An exorcism pits the faith of the character performing the ritual<br />

against the faith or Spirit attribute of the creature possessing the<br />

target’s body. Spirits may possess objects as well as people (see<br />

communicate with spirits miracles above.) The end of the ritual<br />

triggers a use of the Dramatic Skill Resolution rules (see Chapter<br />

Four.) Most exorcisms require steps A, B and C while particularly<br />

powerful entities by also require step D.<br />

Characters who supported the focus character in performing the<br />

miracle may continue to aid him during the Dramatic Skill Resolution<br />

but they must make a new faith check against the Community<br />

Rating every time the focus character attempts one of the steps in<br />

the Dramatic Skill Resolution.<br />

Every time the appropriate letters come up, the focus character<br />

generates a new faith total against a difficulty equal to the faith or<br />

Spirit attribute of the possessing entity. When the exorcist completes<br />

Healing Miracles<br />

Faith can have miraculous healing powers, but there<br />

is a limit even to faith. A character may always be healed<br />

by a miracle at least once per day. However, if the miracle<br />

does not fully heal the character, the same miracle may<br />

not be repeated on that character unless he is injured again<br />

and worsens to mortally wounded or until a full 24 hours<br />

have passed.


the required steps, the entity is driven out of the target’s body and<br />

it cannot return.<br />

During every round of the Dramatic Skill Resolution the<br />

possessing entity may make a spiritual attack on the focus character<br />

or on anyone supporting the focus character. The spirit generates a<br />

faith or Spirit total against the faith of the person it is attacking with<br />

positive result points being read as spiritual damage. Supporters who<br />

are knocked unconscious or who lose their faith skill because of<br />

spiritual wound damage may no longer aid the focus character. If the<br />

focus character is knocked unconscious by spiritual damage or loses<br />

his faith skill because of spiritual wound damage, the exorcism is a<br />

failure and the possessing spirit remains in the target’s body.<br />

Healing<br />

Spiritual Rating: 10<br />

Community Rating: 11<br />

Difficulty: 15<br />

Range: touch<br />

Duration: NA<br />

Ritual Length: 18 (one hour)<br />

Effect: reduces damage and wounds by number of success<br />

levels<br />

If the miracle succeeds at all, the target is healed of all KOconditions<br />

and shock. In addition, each success level of the effect<br />

value beyond minimal reduces the target character’s wound level<br />

by one. For example, a character with a heavy wound who received<br />

average healing would be healed one level to wounded.<br />

Unconscious characters may not provide the faith for this miracle,<br />

even if they would otherwise be willing to do so.<br />

Refresh<br />

Spiritual Rating: 7<br />

Community Rating: 8<br />

Difficulty: 12<br />

Range: 5 (10 meters)<br />

Duration: NA<br />

Ritual Length: 18 (one hour)<br />

Effect: restores lost mental faculties<br />

A character that is refreshed regains the use of mental skills and<br />

knowledges (such as arcane knowledges or magic skills) lost due to<br />

mental damage. A minimal to good success restores one such loss,<br />

superior or better success restores all lost mental abilities.<br />

Ritual of Hope<br />

Spiritual Rating: 5<br />

Community Rating: 5<br />

Difficulty: 12<br />

Range: voice<br />

Duration: NA<br />

Ritual Length: 17 (30 minutes)<br />

Effect: restores lost faith<br />

The ritual of hope restores a character’s lost faith skill, whether<br />

it was lost due to a failed miracle or spiritual damage. Once the<br />

character has undergone the ritual, he may use his faith skill again<br />

and may now be fully healed if under that restriction.<br />

Ritual of Purification<br />

Spiritual Rating: 3<br />

Community Rating: 15<br />

Difficulty: 10<br />

Range: voice<br />

Duration: NA<br />

Ritual Length: 17 (30 minutes)<br />

Effect: restores lost focus<br />

Chapter Eleven: Miracles of Faith<br />

The ceremony of purification heightens the character’s awareness<br />

of his religion and removes any impurities from the spirit, whether<br />

they are from mundane and material concerns or due to spiritual<br />

struggle. The target regains the use of his focus ability whether lost<br />

to spiritual damage or a failed miracle.<br />

Sanctum<br />

Spiritual Rating: 10<br />

Community Rating: 9<br />

Difficulty: 10<br />

Range: touch<br />

Duration: 25 (one day)<br />

Ritual Length: 21 (four hours)<br />

Effect: sanctifies area around the target<br />

When this miracle is performed, an area with a radius of 20 meters<br />

around the target becomes sacred ground to the religion of the faith<br />

provider of the miracle. The target may be a person or it may be an<br />

object, but if it is an object it must be something associated with<br />

the mythos of the faith character. The area of effect does not move<br />

with the target, if the target is a person he is only protected by the<br />

miracle while he remains within the area of effect.<br />

Anyone of the same faith that powered the miracle is affected<br />

by it when they are within its area of effect. Attacks directed against<br />

the target or against others who possess the same faith have their<br />

difficulty increased by the number of faith adds the attacker<br />

possesses. Attacks launched from outside the area of effect are not<br />

affected by the miracle.<br />

Enemies of the faith that powered the miracle have the difficulties<br />

of all their actions increased by the number of success levels the<br />

miracle’s faith total achieved while they are within the area of<br />

effect.<br />

Characters who possess a different faith skill, no faith skill and<br />

are not considered enemies of the mythos powering the miracle are<br />

not affected by the miracle.<br />

237


238<br />

Chapter 12:<br />

Other<br />

Special<br />

Abilities<br />

“It isn’t your powers or abilities that<br />

make you a hero, it’s what you do with<br />

them that counts.”<br />

—The Guardian,<br />

Terran Mystery Man<br />

This chapter briefly describes some of<br />

the special powers and abilities besides<br />

magic and miracles that can be found in<br />

<strong>Torg</strong>. Full descriptions and rules for these<br />

abilities are not included here, the appropriate<br />

sourcebooks and supplements will need to<br />

be consulted to get full usage from these<br />

abilities.<br />

Martial Arts<br />

What most people consider to be “martial<br />

arts” are not covered by the skill martial arts;<br />

in <strong>Torg</strong>, fighting styles and techniques such<br />

as Karate, Jujitsu and Judo are handled with<br />

the unarmed combat skill and sometimes with<br />

the melee weapons skill if the style involves<br />

the use of a weapon. The martial arts skill is<br />

meant to represent the unbelievable abilities<br />

of fictional types of martial arts, those<br />

which depict the practitioners as possessing<br />

unnatural powers of physical prowess such<br />

as being able to become invisible, to run on<br />

water, to chop through metal with their bare<br />

hands or to leap into the air and kick six<br />

opponents in the head before even reaching<br />

the top of their jump.<br />

The amazing abilities granted by the<br />

martial arts skill are derived from not just<br />

physical training and mastery of combat<br />

techniques but from a spiritual philosophy<br />

that enables the character to draw upon the<br />

energy of his “ki” (also known as “chi”),<br />

an inner strength and energy that all people<br />

have but few are able to use.<br />

It turns out that ki is in fact possibility<br />

energy and the only people with enough<br />

resources of ki energy to learn the techniques of the martial arts<br />

skill are possibility-rated people. Ords simply do not have what it<br />

takes to become a “real” martial artist and must settle for watereddown<br />

fighting styles (that operate off of the unarmed combat and<br />

melee weapons skills) that focus more on the physical elements and<br />

gloss over the deeper spiritual levels.<br />

Martial arts has two axiom requirements, which limits its<br />

availability to only a few of the realities involved in the Possibility<br />

Wars. It requires a Spirit axiom of 7 and a Social axiom of 21.<br />

Three realities support those axioms: Nippon Tech, Core Earth<br />

and the Star Sphere of the Space Gods. Of those three, the spiritual<br />

philosophies necessary for the development of the martial arts<br />

skill are only known to exist in Nippon Tech and Core Earth, and<br />

in Core Earth they were only developed by cultures in one part of<br />

the world, the Orient.<br />

The Worldbook provides a little more information about the<br />

martial arts skill and also contains the style write-up for Ninjitsu as<br />

well as descriptions for all of its disciplines and the associated tests.<br />

The complete rules for martial arts can be found in the Nippon Tech<br />

sourcebook and additional styles and disciplines can also be found in<br />

the Tokyo Citybook supplement. A system for designing new martial<br />

arts styles was published in Infiniverse newsletter #33<br />

Different Axiom Requirements for<br />

Martial Arts?<br />

A version of the martial arts skill that requires a Social<br />

axiom of 20 instead of 21 was introduced in The High<br />

Lords’ Guide to the Possibility Wars supplement as a skill<br />

available to Oriental characters from the Nile Empire, such<br />

as the henchmen of the evil criminal genius Wu Han. The<br />

skill, Nile martial arts, is essentially the same as the normal<br />

martial arts skill except for a few limitations imposed by<br />

the World Laws of the Nile Empire reality.<br />

If desired, players and gamemasters may extend the<br />

martial arts skill to other realities besides Nippon Tech and<br />

Core Earth by designing “limited” versions of the skill that<br />

have lower Social axiom requirements. For example, the<br />

Swamis of Orrorsh might practice a form of martial arts<br />

that is only a little different from the Core Earth version<br />

(Orrorsh’s Social axiom is 20). Perhaps the elf monks of<br />

Aysle have discovered during their quest for knowledge<br />

the secrets of tapping their inner strength and have a very<br />

basic form of martial arts (Aysle’s Social axiom is 16,<br />

probably about as low as it should go for any chance of<br />

having martial arts.)<br />

The main thing to consider when thinking about expanding<br />

martial arts to another reality is to consider if it’s<br />

even appropriate for that reality. Does the reality have a<br />

culture that could develop the Eastern styles of philosophy<br />

and religion necessary for martial arts? The Cyberpapacy<br />

for example is an unlikely candidate for martial arts since<br />

the Avignon Church wiped out all competing religions in<br />

its cosm centuries ago. Similarly, the contemplative and<br />

unassertive nature of the philosophies makes it unlikely<br />

that martial arts could have developed in the violent and<br />

brutal cosm of Tharkold.


Martial arts is an exceptionally difficult skill to learn. Besides<br />

the requirement that the character must be possibility-rated to<br />

even learn the skill, the first add of the skill is more expensive than<br />

normal. During character creation, the first add of martial arts costs<br />

three points instead of one. During play, if a character decides to<br />

learn martial arts the cost in possibilities of learning the first add<br />

is tripled. Martial arts must be learned from a teacher, it cannot<br />

be learned without one. Beyond the first add of the skill, all costs<br />

are normal, one point per add during character creation and buying<br />

new skill adds during play costs a number of possibilities equal to<br />

the skill add being purchased.<br />

Most martial arts styles come with a number of restrictions that<br />

a character must meet before she can gain the first add of the skill.<br />

Usually these are additional skills that a character must possess, such<br />

as meditation or a particular faith skill. Sometimes the character is<br />

required to take a vow of some kind too, such as swearing never to<br />

reveal the secrets of the style to outsiders or taking a vow of poverty<br />

and never owning more than the character can carry at one time.<br />

The martial arts skill gives a character a number of special<br />

abilities. Some of these abilities are inherent in the skill and are<br />

something all martial artists are able to do. Others require special<br />

training and are only available to particular styles of martial arts.<br />

All martial artists are able to use their martial arts skill in the<br />

following ways:<br />

• martial arts may be substituted for all uses of the unarmed combat<br />

skill<br />

• martial arts may be substituted for all uses of the melee weapons<br />

skill<br />

• martial arts may be substituted for all uses of the missile weapons<br />

skill<br />

• martial arts may be substituted for the dodge skill against missile<br />

weapons attacks<br />

• the base damage value for barehanded attacks made with martial arts<br />

is STR+2 instead of the straight Strength attribute<br />

• when using martial arts against an opponent who does not have the<br />

skill, the martial artist gets a +1 bonus to any relevant action based<br />

on Dexterity including the use of martial arts<br />

Disciplines<br />

Beyond these abilities, characters may learn a number<br />

of disciplines associated with their style. Disciplines are the<br />

extraordinary abilities of martial arts and are divided into three<br />

general levels, minor, major and master.<br />

Minor disciplines primarily serve to increase a character’s<br />

combat abilities. Several of them are similar to the combat options<br />

in Chapter Four but are usually a little more effective, perhaps<br />

causing extra damage or reducing the penalties of a particular kind<br />

of action. For example, the Kick Disarm discipline allows a martial<br />

artist to perform the Disarm combat option but with no penalties on<br />

the action and effect totals.<br />

Major disciplines are more powerful and begin entering areas<br />

outside the realm of combat, such as the ability to accelerate the<br />

healing process and to make other people less aware of one’s presence<br />

(effective invisibility rather than actual invisibility.)<br />

Master disciplines represent direct application of ki (possibility)<br />

energy to produce powerful effects, such as the ability to extend one’s<br />

lifetime out to centuries or to end another’s life by merely touching<br />

them. The master disciplines require much more ki energy than the<br />

minor and major disciplines when used and require characters to<br />

spend Possibility Points to use them.<br />

Chapter Twelve: Other Special Abilities<br />

Every martial arts style possesses eight disciplines; five minors,<br />

two majors and one master. A character must learn all of the disciplines<br />

of a style before he can move on and begin learning a different style.<br />

Martial artists do not automatically gain the disciplines of their style,<br />

they have to pass tests to indicate that they have learned them.<br />

Each discipline in a style has a different test associated with it,<br />

and different styles may use different tests for the same discipline.<br />

The tests involve generating attribute or skill totals against a given<br />

difficulty number. Most of the tests involve using the martial arts<br />

skill or the Dexterity attribute but some require the use of other<br />

attributes. For example, one of the minor tests, Count the Grasses,<br />

requires the martial artist to generate a Perception total, representing<br />

his ability to count the blades of grass in a field.<br />

During character creation the character gets six opportunities to<br />

learn disciplines, representing at least six years of training under<br />

a master of the character’s style. Disciplines must be learned in<br />

the order they are given in the description of a style, a character<br />

cannot skip a failure and try to learn the discipline listed after it,<br />

they must keep trying to learn a discipline until they succeed. The<br />

player may not spend any of the character’s possibilities on the tests<br />

taken during character creation (and won’t have any cards yet so<br />

can’t use them either.)<br />

Example: During character creation, Barbara needs to determine<br />

how many disciplines Yukitada knows at the beginning of the game.<br />

She gets six attempts at passing the tests, so if she’s successful each<br />

time Yukitada would start with all five minor disciplines and the<br />

first major discipline.<br />

The first minor discipline listed for Ninjitsu in the Worldbook<br />

is Block/Strike and the test is Board Break. To successfully pass<br />

the test requires a martial arts skill total of 9. Yukitada as a martial<br />

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TORG: Revised and Expanded Rulebook<br />

arts skill of 16 so it shouldn’t be too difficult but some bad die rolls<br />

cause Barbara to fail twice before finally succeeding. Yukitada now<br />

knows the Block/Strike discipline but has used up three of her six<br />

chances.<br />

The second minor discipline is Lighting Fist and the test is Rabbit<br />

Chase. Passing this test requires a Dexterity total of 10. Barbara rolls<br />

well enough and Yukitada passes the test on the first try. She know<br />

also knows Lightning Fist and has two chances left.<br />

The third minor discipline is Stunning Attack and its test is<br />

the Bucket Walk. Passing this test requires a Strength total of<br />

9. Yukitada’s Strength is only 8 so Barbara needs to roll at least<br />

moderately well to succeed. However, both times she rolls low<br />

and Yukitada does not pass the third test. All six chances have been<br />

used up so Yukitada will have to make do knowing only the first<br />

two disciplines of Ninjitsu.<br />

During game play, a character may take the test required for the<br />

next discipline of their style every time he purchases a new add of<br />

his martial arts skill. Normally this is conducted between adventures<br />

since it usually involves the character seeking out a master of his<br />

style to administer the test.<br />

For tests taken after character creation, the player may spend a<br />

Possibility Point on the test but cards are only allowed if the test is<br />

taking place as part of an adventure. If the test is being conducted<br />

between adventures, cards cannot be used.<br />

240<br />

Optional Rule for Tests<br />

If the difficulty numbers provided for the various tests<br />

seem low and are making it too easy for characters to<br />

acquire their disciplines, add the position of the discipline<br />

being tested for to the difficulty number. For example, a<br />

test attached to the third discipline of a style would be at<br />

DN+3, the first major discipline would be DN+6 and the<br />

test for the master discipline would be DN+8.<br />

Only one test can be taken per add of martial arts the character<br />

purchases during game play. If the character fails the test, they<br />

must wait until they again gain another add in martial arts to<br />

retake the test.<br />

Example: After a couple of adventures, Barbara decides to<br />

increase Yukitada’s martial arts skill from +3 to +4 adds. Becky<br />

tells her that in between adventures Yukitada took a quick trip back<br />

to Japan to find her old master to administer the Bucket Walk test<br />

again for the Stunning Attack discipline. Barbara rolls poorly again<br />

but this time is able to spend a possibility on the action check, which<br />

she does. Thanks to the reroll, Yukitada easily passes the test this<br />

time and finally gains the Stunning Attack discipline.<br />

Psionics<br />

Psionics represent the ability of an individual or a group’s mind<br />

to control matter, energy and other minds purely by the power of<br />

thought alone. While psionics may bear some resemblance to magic<br />

in both function and game mechanics, the underlying principles are<br />

quite different. Psionics is in fact primarily a tool of the Social axiom<br />

while magic of course depends on the Magic axiom.<br />

Psionics do not depend solely on the Social axiom though, there<br />

are a number of other conditions that must be met before a reality<br />

is capable of supporting psionics. The full axiom requirements for<br />

psionics are a Social axiom of 21, a Tech axiom of 15 and a Spirit<br />

axiom of 9.<br />

The basis for psionics stems from the possibility energy<br />

generated by the interactions between living beings, particularly<br />

those interactions involving large-scale cooperative organizations.<br />

At Social 21 the conditions reach the necessary level of complexity<br />

and depth to allow living beings access to a previously unknown<br />

type of social tool, psionics.<br />

This is the level at which large group organizations begin to<br />

recognize that they must cooperate for the benefit of not just society<br />

as a whole but for the benefit of the individual as well. This new<br />

relationship between the individual and the group and vice versa


is the catalyst that brings into existence the connective network of<br />

thought and action that allows the existence of psionics.<br />

This new network of social interactions has been given many<br />

names; Carl Jung called it the “collective unconsciousness”,<br />

researchers working for the US government in the 60’s and 70’s<br />

called it “the matrix” (not to be confused with a certain movie) and<br />

certain New Age beliefs call it as the “Akashic record” after an ancient<br />

Hindu term. (Needless to say, the Akashans are curious about the<br />

similarity between this word and the name of their race.)<br />

What all of these terms describe is a tightly woven network of<br />

thought, information and energy that connects every physical point in<br />

a cosm and the minds of every person within a cosm, and not just at<br />

the present moment in time but at all moments in time - past, present<br />

and future. All psionic powers stem from accessing this network<br />

and manipulating it a variety of ways to gather information or to<br />

change information in the network that then becomes reflected as<br />

a change in the physical world.<br />

But no matter how high the Social axiom, without access to<br />

certain scientific concepts and principles the living minds of a cosm<br />

do not have enough of an understanding of the universe to tap into<br />

this network. That’s where the Tech axiom comes into play.<br />

At Tech 15 the “tools” necessary, the ability to take advantage<br />

of certain physical laws and abstract scientific concepts, become<br />

available. A psychic doesn’t have to be aware of these laws anymore<br />

than someone driving a car needs to understand every scientific<br />

and engineering principle used in the car, they just need to know<br />

how to operate it.<br />

The connection between psionics and the Spirit axiom is a little<br />

more tenuous than it is for the other two axioms. Psionics are not<br />

spiritual miracles any more than they are magical spells, nor do<br />

psionics require belief in a greater spiritual power.<br />

But through the network created by the Social axiom, people<br />

become connected to each other on a deeper, more emotional<br />

level than the simple intellectual aspects that the conscious mind<br />

recognizes. This is actually a spiritual connection, very similar to the<br />

notion of community that links the believers of a religion together<br />

(see Chapter Eleven.) In essence the Spirit axiom’s concept of a<br />

connected community is realized for society as a whole. This deep<br />

and sometimes intimate connection is realized in a couple of psionic<br />

powers that go beyond the conscious mind and work on a more<br />

emotional and spiritual level, such as empathy and the ability to merge<br />

several individual minds into a single group consciousness.<br />

Using Psionics<br />

Performing psionics requires the psionic manipulation skill. The<br />

psionic resistance skill is useful to have but not essential. Characters<br />

who have psionic manipulation are able to acquire power groups,<br />

which represent broad categories of psionic abilities. There are four<br />

power groups available in Core Earth and three more are available<br />

in the Star Sphere. The four groups available in both realities are<br />

Kinesis, Psionic Defense, Psychic Senses and Telepathy. The three<br />

groups unique to the Star Sphere are called Aka, Coar and Zinatt<br />

and correspond to the three alignments of one of the Star Sphere’s<br />

World Laws, the Way of Zinatt.<br />

Characters acquire power groups as if buying a skill add; during<br />

character creation each power group costs one skill point and during<br />

play a power group costs either five or ten possibilities depending on<br />

whether the character has a teacher or not. When a character purchases<br />

a power group they automatically gain the ability to use one of the<br />

powers contained in that group. Additional powers in a group may<br />

be purchased at a cost of one skill point during character creation or<br />

Chapter Twelve: Other Special Abilities<br />

one Possibility Point during play. Teachers are not required to learn<br />

new powers in a power group the character already knows.<br />

Example: During character creation, Juan spent four skill points<br />

on acquiring psionic powers for his character, Marco. Two of the skill<br />

points went towards purchasing two power groups, Psychic Senses<br />

and Telepathy. Marco automatically gets the ability to perform one<br />

power from each of the purchased groups and Juan chose awareness<br />

from Psychic Senses and empathy from the Telepathy group.<br />

He then spent two more points to acquire two more powers for<br />

Marco, one from each of the power groups. From Psychic Senses he<br />

selected life detection and from Telepathy he chose thought scan.<br />

After playing a couple of adventures, Juan decides it’s time for<br />

Marco to pick up some new abilities. He spends one of Marco’s<br />

possibilities and Marco gains a new power from the Telepathy group,<br />

send thoughts. Marco has made some connections during the game<br />

with a group of Russian psychics, including one whom offered to<br />

teach Marco the Psionic Defense power group.<br />

Marco takes her up on her offer and spends five possibilities<br />

to acquire the power group. He automatically gets the ability to<br />

perform one of the powers in the newly acquired group and chooses<br />

general resistance (self). Juan decides to spend another possibility<br />

and also gives Marco a second power from the Psionic Defense<br />

group, general resistance (group).<br />

To use a psionic power, the character generates a psionic<br />

manipulation skill total against a difficulty determined by the power<br />

being attempted. If the skill check is successful, the power goes<br />

into effect. The effects of psionic powers normally only last for<br />

one round unless the character elects to maintain the power for a<br />

longer period of time. Maintaining a power involves making another<br />

psionic manipulation skill check every additional round that the<br />

power is kept active, though the difficulty is not as high as it was<br />

Playing Without the Space Gods’<br />

Power Groups<br />

A number of the powers in the Aka, Coar and Zinatt power<br />

groups are fairly traditional psionic abilities that should<br />

be available to Core Earth psychics. But because they’re<br />

linked to an Akashan World Law they are only available to<br />

Core Earth psychics as a contradiction, and there’s no way<br />

for a Core Earth psychic to learn the power until after the<br />

Akashans arrive on Earth during the Possibility Wars.<br />

One way of dealing with this is to take the powers<br />

contained in these three power groups and reassign them<br />

to the other four power groups, making them available to<br />

everyone instead of just people from the Star Sphere. To<br />

retain the effects of the alignment groupings in the Star<br />

Sphere, simply say that characters of a particular alignment<br />

are prevented by the Way of Zinatt from learning any powers<br />

listed as belonging to the other two alignments.<br />

For example, if the power project emotion from the<br />

Coar power group was reassigned to the Telepathy power<br />

group, any character from the Star Sphere who purchases<br />

the Telepathy power group and has an alignment of Aka<br />

or Zinatt is able to learn any power from that group except<br />

for project emotion, because the World Law only allows<br />

Coar characters to learn that power.<br />

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TORG: Revised and Expanded Rulebook<br />

to activate the power in the first place. The difficulty to maintain a<br />

power is the power’s DN-5.<br />

Whenever a character attempts to use a psionic power, regardless<br />

of whether they successfully activate it or not, they run the risk of<br />

taking mental damage from what’s known as psi strain. Psi strain<br />

is similar to the backlash of a magic spell, it represents the inherent<br />

resistance of the world to being manipulated and the power required<br />

overcoming that resistance can injure the character attempting it.<br />

To determine if a character takes any damage from psi strain,<br />

the difficulty of the power is compared to the character’s psionic<br />

resistance skill value, or the character’s Mind attribute if she doesn’t<br />

have the skill. Any positive result points are applied as damage to the<br />

character. Psi strain must also be checked for whenever a character<br />

attempts to maintain a power.<br />

Example: Marco is attempting to use his life sense power, which<br />

as a base difficulty of 15. Marco’s psionic resistance skill is 12.<br />

Marco will take (15 - 12) 3 result points of mental damage, a K 1<br />

result, from attempting to use the power.<br />

Assuming he was successful, if Marco decided to maintain the<br />

power during the next round, the difficulty would be reduced to 10.<br />

Because this is less than his psionic resistance skill, Marco will not<br />

suffer any psi strain from maintaining the power.<br />

Characters with psionic resistance may actively defend against psi<br />

strain by generating a psionic resistance skill total with a minimum<br />

+1 bonus number. However, this has to be done at the same time<br />

the character makes the psionic manipulation skill check to use<br />

the power so it involves performing a multi-action. The intention<br />

to actively defend must be declared before the player rolls. The<br />

difficulty modifiers for the multi-action may be applied however<br />

the player wishes.<br />

242<br />

Optional Modification for<br />

Psionic Power Levels<br />

Many of the powers described in the Space Gods<br />

sourcebook have range values or effect values that are<br />

determined by the characters base psionic manipulation<br />

skill value. For example, a character with a skill value<br />

of 10 has a range value of 10 on a power like awareness.<br />

As with any value, it is read through the Value Chart to<br />

determine what it means in real world terms, in this case<br />

it means the power has a range of 100 meters.<br />

With some psionic abilities though, basing their range or<br />

effect value on the character’s base skill value can quickly<br />

escalate out of control and the character becomes more like<br />

a comic book superhero than a “real” psychic. A character<br />

with a skill value of 10 and the telekinesis power can lift<br />

100 kilograms into the air at a distance of 100 meters. Even<br />

worse, a character with a base skill value of 15, not that difficult<br />

for a psychic Storm Knight to attain, could be lifting<br />

a metric ton into the air from a kilometer away!<br />

If this becomes a problem, one way of addressing it is to<br />

change the definitions slightly for the troublesome powers.<br />

Instead of using the character’s skill as a value, use it as the<br />

actual measure of the range or effect. For example, a skill<br />

value of 10 would no longer means a range of 100 meters,<br />

it would mean a range 10 meters. Instead of being able to<br />

lift 100 kilograms, it’s only 10 kilograms.<br />

Characters who do not have the psionic resistance skill cannot<br />

actively defend against psi strain.<br />

Example: Marco is going to try using life sense again, only this<br />

time Juan declares that Marco will actively defend against the psi<br />

strain. The penalties for performing two actions at once are DN+2<br />

and DN+4. Juan decides to put the DN+2 modifier on the psi strain<br />

and the DN+4 on activating the power. His psionic resistance skill<br />

total will be compared to a difficulty of (15 + 2) 17 to determine<br />

any damage from psi strain.<br />

Juan rolls an 18, a +5 bonus., which isn’t enough for him to<br />

succeed with his psionic manipulation skill against the modified<br />

difficulty number. His active defense psionic resistance skill total<br />

is (12 + 5) 17, the same as the modified difficulty number for psi<br />

strain. This time he takes an S (Same) result on the Combat Results<br />

Chart, one shock point of damage.<br />

The complete rules for psionics and the write-ups of the power<br />

groups and the powers contained in those groups can be found in<br />

the Space Gods sourcebook.<br />

Cyberware<br />

Disconnection, Cyberware<br />

and Fairness<br />

It may seem unduly harsh and unfair to say that a cybered<br />

character can be crippled or even killed when disconnection<br />

causes all of her cyberware to stop functioning. In fact, it<br />

is harsh and unfair! But the cyberpunk genre that inspired<br />

Tharkold and the Cyberpapacy is a genre where life is cheap<br />

and the world doesn’t care about being fair. The harshness<br />

of the situation for cybered characters is just a reflection<br />

of the harshness of the setting.<br />

For cases where cyberware failure isn’t life threatening,<br />

such as being unable to walk because of having two<br />

cyberlegs or being blinded when two cybereyes stop<br />

working, the character is just going to have to deal with<br />

it. They’ve probably benefited from their cyberware a lot<br />

more often than they’ve been inconvenienced by it so they<br />

should see this as just paying the price for the advantages<br />

the cyberware gives them.<br />

If the character does have something like a cyberheart<br />

or some other type of cyberware where failure could lead<br />

to death, it shouldn’t happen immediately, the gamemaster<br />

should give the character enough time to try and reconnect<br />

and get the cyberware working again. One possible method<br />

of handling this is to treat it as a Dramatic Skill Resolution.<br />

The four steps of the Resolution each represents a<br />

wound level the character takes if he doesn’t reconnect in<br />

that round. If Step D is reached and the character doesn’t<br />

reconnect in that round, heart (or whatever) failure finally<br />

kills them.<br />

The advanced technology of the Cyberpapacy and Tharkold<br />

allows for the use of cybernetic enhancements and replacement<br />

body parts. While the Space Gods have the necessary Tech axiom<br />

for cyberware, they prefer a more organic approach and use<br />

biotechnology in favor of cybernetics. The majority of cyberware


equires a Tech axiom of 26, though there are a few pieces that<br />

are Tech 25.<br />

While the two realms have slightly different versions of<br />

cybertechnology available to them, both follow the same basic set<br />

of rules regarding how cyberware is used in the game. Characters<br />

who possess cyberware have three major concerns; disconnection,<br />

system failures and cyberpsychosis.<br />

Cyberware, while it may be implanted into a character’s body<br />

or used to replace part of a character’s body, is still technology and<br />

is still considered to be a “tool” that the character uses, and that<br />

use is governed by the Tech axiom. If a character disconnects in a<br />

reality that does not have a Tech axiom of 26 or higher, all of their<br />

cyberware immediately stops functioning.<br />

While this may only be inconvenient to someone who has a<br />

cybernetic hand, it is a much bigger problem for someone with, for<br />

example, two cybernetic eyes and it’s a deadly serious problem if<br />

the character has something like a cybernetic heart! Cyberware will<br />

function normally again when the character reconnects so possibilityrated<br />

characters with cyberware can still operate outside of Tharkold<br />

or the Cyberpapacy. Ords however, who cannot reconnect, can<br />

encounter serious problems if they leave their realm for a reality<br />

with a lower Tech axiom.<br />

System<br />

Failures<br />

System failures are<br />

not quite as serious as<br />

the complete shutdown<br />

caused by disconnecting<br />

in realities with low Tech<br />

axioms. For one thing,<br />

system failures usually<br />

only afflict a few pieces<br />

of cyberware at a time<br />

rather than every piece<br />

simultaneously as with<br />

disconnection. And most<br />

of the time, a system failure<br />

won’t completely shut down<br />

a piece of cyberware. On<br />

the down side, if a system<br />

failure does cause a piece<br />

of cyberware to stop working, it has to be repaired before it will<br />

operate again. That can be tricky if the cyberware is buried deep<br />

inside the character’s body somewhere!<br />

System failures may occur whenever a player rolls a 1 while<br />

generating an action total with a skill or attribute that has been<br />

enhanced by cyberware. Note that if the roll causes the character<br />

to disconnect, that takes precedence and system failure doesn’t<br />

occur.<br />

When a system failure might occur, the gamemaster generates a<br />

bonus number and consults the appropriate System Failure Table in<br />

either the Cyberpapacy sourcebook or the Tharkold sourcebook. The<br />

two tables are different and the gamemaster should use whichever<br />

table is appropriate for the character’s cyberware. Tharkold cyberware<br />

is slightly more advanced than the Cyberpapacy’s cyberware and<br />

has a lower chance of system failures.<br />

Cyber Value and Cyberpsychosis<br />

System failures may also occur as a result of cyberpsychosis, a<br />

mental affliction suffered by cybered characters. While cyberware can<br />

Chapter Twelve: Other Special Abilities<br />

mimic the appearance and function of living flesh, it has an alienating<br />

effect on a person’s psyche; the person feels that he’s no longer a<br />

“complete” human being. Even if the person consciously accepts<br />

and even embraces his cyberware as a good thing, the doubts and<br />

feelings of isolation can still linger beneath the surface. All pieces of<br />

cyberware have a cyber rating and the sum of all the cyber ratings<br />

of a character’s cyberware is the character’s cyber value.<br />

Example: The average cyberpriest from the Cyberpapacy is<br />

loaded down with cyberware and thus has a high cyber value. The<br />

cyber ratings for his cyberware are: NeuraCal +5, EpiphaNeur +2,<br />

BelleView 20-20 +2, CSI LEDs +1, CyberHam Receiver +2, TSE<br />

LeMotion +2, Throat Mike +1, Homer +0, DATAS Boomer +2, MB<br />

Charger +2 and ChipHolder +2 for a total cyber value of 21.<br />

Whenever a cybered character experiences a setback, such as<br />

from being taunted or intimidated or by a setback showing up on her<br />

side of the conflict line during round play, their cyber value can be<br />

used to determine if they experience an episode of cyberpsychosis.<br />

The gamemaster generates an action total using the character’s cyber<br />

value and compares it to the character’s Spirit attribute.<br />

For cyborg characters<br />

from Tharkold, the action<br />

total is compared to the<br />

cyborg’s cyberpsyche<br />

skill value instead of its<br />

Spirit attribute. Technodemons<br />

from Tharkold<br />

are less susceptible<br />

to cyberpsychosis<br />

than other races so<br />

the action value of<br />

their cyberpsychosis<br />

checks has a -3 modifier<br />

applied to it.<br />

Result points,<br />

positive or negative,<br />

are read on the<br />

C y b e r p s y c h o s i s<br />

Table in either the<br />

Tharkold sourcebook<br />

or Cyberpapacy sourcebook depending on the cybered<br />

character’s reality. Cybered characters from a different realm should<br />

use the chart appropriate for where they got their cyberware.<br />

Example: Our cyberpriest from the previous example has a Spirit<br />

attribute of 12. During an encounter with a group of Storm Knights,<br />

one of the Storm Knights taunts the cyberpriest and gets a setback<br />

result. A check is made to see if the cyberpriest has a cyberpsychotic<br />

episode. The gamemaster rolls a 9, a -1 bonus, generating an action<br />

total of 20 from the cyberpriest’s cyber value.<br />

Compared to his Spirit attribute that’s 8 result points. Consulting<br />

the Cyberpsychosis Table in the Cyberpapacy sourcebook, 8 result<br />

points does trigger an episode; the cyberpriest is afflicted with a<br />

case of paralysis for the next three rounds.<br />

Gamemasters should not feel obligated to check for cyberpsychosis<br />

every time a cybered character suffers a setback result, if something<br />

else would be more appropriate for the setback then go ahead and use<br />

that instead of a cyberpsychosis check. But cyberpsychosis checks are<br />

a handy, pre-determined type of setback that can be used on cybered<br />

characters when nothing more appropriate presents itself.<br />

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TORG: Revised and Expanded Rulebook<br />

Characters can choose to actively defend against a cyberpsychosis<br />

attack by generating a Spirit total. As with a normal active defense,<br />

the minimum bonus number is +1 and the defense does count as<br />

an action, so the character will have to perform a multi-action if<br />

they wish to do anything else during the round they’re actively<br />

defending.<br />

Characters can take steps to decrease their cyber values and reduce<br />

their vulnerability to cyberpsychosis. The most obvious approach is<br />

to have some cyberware removed, which will subtract its cyber rating<br />

from the cyber value. One drawback to this approach though is that<br />

it might leave the character with a reduced capacity to function if<br />

the cyberware was a replacement part<br />

rather than an enhancement.<br />

Biological replacements for such<br />

things as eyes, limbs and organs<br />

are generally not available in the<br />

Cyberpapacy or Tharkold because<br />

of their dependence on cyberware.<br />

Limited cloning technology that<br />

would provide some biological<br />

replacement parts is available<br />

in Nippon Tech but could be<br />

prohibitively expensive.<br />

The most common approach<br />

characters take to reducing<br />

their cyber values is to receive<br />

treatment for their condition<br />

from characters that have the<br />

psychology skill. As outlined in<br />

Chapter Three, a week’s worth<br />

of therapy, if successful, will<br />

reduce the cyber rating of one<br />

piece of cyberware by one<br />

point. No piece can have its<br />

cyber rating reduced below<br />

+1 though and if the therapy is<br />

unsuccessful there is a chance<br />

that the cyber rating is actually<br />

increased!<br />

There are two other ways that characters can reduce their cyber<br />

values. A very low result on a cyberpsychosis check can actually<br />

reduce a character’s cyber value, representing a gain in inner strength<br />

caused by defeating the cyberpsychosis attack.<br />

The other method is only available to characters with<br />

faith(Cyberpapacy) and is generally limited to very loyal members of<br />

the CyberChurch. By jacking into the GodNet and spending time in<br />

the region called Heaven, Cyberpapists can have their cyber values<br />

dramatically reduced, up to a maximum of six points per one-week<br />

visit. Full details can be found in The GodNet supplement.<br />

The full rules for cyberware, including the tables for system<br />

failures and cyberpsychosis, can be found in the Cyberpapacy<br />

sourcebook and the Tharkold sourcebook. The Worldbook contains<br />

a brief overview of the rules similar to what is in this chapter as<br />

well as write-ups and descriptions for some of the more common<br />

pieces of cyberware available in the Cyberpapacy. However, it does<br />

not have any of the tables.<br />

Pulp Powers<br />

Characters from the Nile Empire, the cosm of Terra and some<br />

parts of the Land Below may possess special abilities that separate<br />

them from ordinary characters. They might be able to fly, run<br />

244<br />

faster than a cheetah, turn invisible, see through walls, possess<br />

superhuman strength, or have some other amazing ability known<br />

as a pulp power.<br />

Characters who wish to have a pulp power must have an<br />

unusual background event that explains the origin of the power. The<br />

explanation should be something appropriate to the pulp genre, such<br />

as exposure to fumes generated by an unknown chemical compound,<br />

being raised in the wild by apes or learning the secret talents of a<br />

group of mystics hidden in the high Himalayas.<br />

Keep in mind that these characters are not present-day comic book<br />

superheroes but “mystery men” from the pulp magazines and comic<br />

books of the 1930’s. The few who do possess actual powers may<br />

have one or two special abilities but<br />

they depend more on their fists<br />

and their .45’s when it comes to<br />

dealing with doers of evil.<br />

Every pulp power has an<br />

adventure cost and an action<br />

value that is usually based on<br />

one of the character’s attributes.<br />

The adventure cost is the number<br />

of possibilities the character must<br />

pay at the end of each adventure<br />

in order to keep the power, even<br />

if he did not use the power during<br />

that adventure. Most powers have<br />

adventure costs of two to four<br />

possibilities though some of the<br />

more unusual and rare powers<br />

can have costs as high as twelve<br />

possibilities!<br />

If a character does not pay<br />

the adventure cost at the end of<br />

an adventure, the character loses<br />

the power. Regaining the power is<br />

possible but will require some kind of<br />

major story event; the character may<br />

have to recreate the conditions that<br />

initially gave him the power in the first<br />

place or the character may have to do<br />

something dangerous in order to “jump-start” his lost powers.<br />

The action value simply represents the value of the power;<br />

how fast a character runs, the damage value of an attack power,<br />

and so on. Action values are based on a character’s attributes.<br />

The Running power, for example, has an action value equal to the<br />

character’s Dexterity attribute. During character creation players<br />

may increase the action value of a power by taking away points<br />

from the character’s attributes on a one-to-one basis. For example,<br />

if a player takes away one point from Strength he can increase the<br />

action value of Running to DEX+1.<br />

During play, power values can be increased by spending<br />

possibilities as if raising an attribute (i.e., three times the value the<br />

power is being raised to, going from an action value of 10 to 11<br />

would cost 33 possibilities.) Raising the attribute that was used to<br />

determine a power’s action value would not increase the power value,<br />

once the initial action value has been determined it is independent<br />

of the defining attribute.<br />

Flaws<br />

<strong>Player</strong>s do have an option that makes it easier for their characters<br />

to pay their adventure costs: power flaws. There are two types of<br />

power flaws. The first type, described in the Nile Empire sourcebook,


are drawbacks that the character experiences in relation to the use of<br />

his powers. For example, a character might become stymied or he<br />

might take a point of shock damage whenever he uses his power.<br />

The second type, described in the Terra sourcebook, are drawbacks<br />

that affect the power or how the character uses the power instead<br />

of the character himself. The character may need to perform a<br />

certain type of action in order to activate the power, such as recite<br />

a cryptic phrase or make an unusual gesture, or the power may not<br />

be able to affect certain types of targets, like animals or objects<br />

made out of wood.<br />

Pulp powers are a by-product of the World Laws and the axioms<br />

of the three realities they are found in and as such are contradictory<br />

almost everywhere else.<br />

Pulp powers from the Nile<br />

Empire will work without<br />

contradiction in the cosm<br />

of Terra and vice versa,<br />

but both are contradictory<br />

in the Land Below as well<br />

as everywhere else. Pulp<br />

powers from the Land<br />

Below are contradictory<br />

everywhere else.<br />

The rules governing<br />

the use of pulp powers<br />

can be found in the Nile<br />

Empire sourcebook, the<br />

Terra sourcebook, the Land<br />

Below supplement and in the<br />

Worldbook. Power flaws are<br />

described in the Nile Empire<br />

and Terra sourcebooks and<br />

as noted earlier each book<br />

describes a different type of<br />

power flaw.<br />

Pulp power write-ups and descriptions can be found in a number<br />

of <strong>Torg</strong> products. Besides the three previously listed sources, pulp<br />

powers can also be found in Infiniverse Update Volumes I and II, The<br />

High Lords’ Guide to the Possibility Wars and The Storm Knights’<br />

Guide to the Possibility Wars supplements.<br />

Weird Science<br />

Closely related to the pulp powers of the Nile Empire and cosm<br />

of Terra are the fabulous “gizmos” that can be created with the<br />

weird science skill. Gizmo-using heroes and villains are in fact<br />

more common in both realities than characters who actually possess<br />

innate pulp powers, though the production of gizmos is an inexact<br />

enough science that it’s impossible to mass-produce them. Each<br />

gizmo is an individual creation and will thus vary slightly from<br />

one sample to the next.<br />

Building gizmos is a complicated process and requires special<br />

components and elements that are only manufactured in the Nile<br />

Empire or Terra. In fact they cannot be manufactured anywhere else<br />

since the weird science skill is a contradiction everywhere but Terra<br />

and the Nile Empire. Like pulp powers, weird science is a by-product<br />

of the World Laws and axioms of the two realities.<br />

The rules for designing and building gizmos can be found in the<br />

Nile Empire and Terra sourcebooks. The version of the rules in the<br />

Terra sourcebook is a “streamlined” version of the rules found in<br />

the other book and is a little easier to use in play. The Terra book<br />

Chapter Twelve: Other Special Abilities<br />

also contains rules for “kitbashing” one-shot gizmos out of common,<br />

everyday items instead of using specialized gizmo components.<br />

While the weird science skill is a contradiction outside of the<br />

Nile Empire and Terra, the gizmos created by weird science may<br />

not be contradictory. Even though weird science represents using<br />

an entirely separate set of scientific laws and principles from what’s<br />

accepted as “normal” science, the Tech axiom does not apply to how<br />

a piece of technology works, only in what it does. All gizmos that<br />

are built with a pulp power in them will have a Tech Rating, which<br />

is used just like a Tech axiom requirement on a normal device.<br />

Regardless of how weird and impractical the explanation for how a<br />

gizmo functions, as long as its Tech Rating doesn’t exceed the local<br />

Tech axiom the device is<br />

not a contradiction.<br />

Example: The Owl is<br />

a Nile pulp hero known<br />

for his amazing “nightgoggles”<br />

which let him<br />

see in the dark. The<br />

gizmo’s Tech Rating is<br />

25. If the Owl is in Nippon<br />

Tech, which is Tech 24,<br />

using his gizmo is a<br />

contradiction. If the Owl<br />

is in Tharkold, which is<br />

Tech 26, the gizmo is not<br />

a contradiction.<br />

While some gizmos<br />

are just normal devices<br />

that have been improved<br />

beyond the limits of normal<br />

science, most gizmos are<br />

built around pulp powers,<br />

such as a “lightning pistol” that contains the electro-ray power or<br />

a jetpack with the flight power. Gizmos with pulp powers have an<br />

adventure cost that the character must pay to use the device, though<br />

its handled a bit differently than an innate pulp power.<br />

The adventure cost of a gizmo is paid not at the end of each<br />

adventure but the first time a character uses the gizmo in an<br />

adventure. The character only needs to pay the adventure cost<br />

once an adventure, she doesn’t have to pay every time she uses the<br />

gizmo. If the character doesn’t use the gizmo during an adventure,<br />

she doesn’t have to pay the adventure cost.<br />

With most gizmos, the character actually pays “in advance”<br />

and does not have to pay the adventure cost from their personal<br />

store of possibilities when they activate the gizmo. Most gizmos<br />

contain a component known as a possibility capacitor, which can<br />

store possibility energy that the gizmo uses to pay the adventure<br />

cost. With a properly equipped weird science laboratory a character<br />

can put up to ten possibilities into a capacitor, essentially paying for<br />

several adventure’s worth of use from the gizmo ahead of time. Evil<br />

characters naturally prefer to take the possibilities from someone<br />

other than themselves to charge their capacitors.<br />

One-shot gizmos built with the rules from the Terra sourcebook<br />

will generally not have possibility capacitors and so the adventure cost<br />

for their usage does have to come directly from either the character<br />

that built the gizmo or the character who activates it.<br />

245


246<br />

Chapter 13:<br />

Equipment<br />

“Hachiman wants to help you protect<br />

your loved ones from the invaders,<br />

and those who fight for them. So come<br />

to Hachiman Arms ... before it’s too<br />

late.”<br />

-- Advertising slogan of Hachiman<br />

Arms,<br />

a subsidiary of the Kanawa<br />

Corporation<br />

In this chapter various types of equipment<br />

are detailed. Each table includes information<br />

about the items; its Tech level, its abilities,<br />

and price in Core Earth. Note that many of the<br />

items are available only (or most commonly)<br />

in other cosms; it is assumed that your<br />

characters will pick them up in those cosms<br />

or somehow the equipment has found their<br />

way to wherever your characters are based.<br />

The prices given are in US dollars, taking<br />

somewhat into account import costs and so<br />

on. In the price lists, “K” = thousands, “M”<br />

= millions and “B” = billions.<br />

Many of the sourcebooks available for<br />

<strong>Torg</strong> contain additional equipment that<br />

characters may have. Some of them list prices<br />

in terms of that cosm’s currency instead of<br />

US dollars. Characters may also be carrying<br />

currency other than US Dollars. The Value<br />

Chart can be used to convert between the<br />

currency types of the various realms by applying the following<br />

modifiers to the value of a given price:<br />

Example: The price of a GWI Hellfire assault rifle in the<br />

Cyberpapacy sourcebook is listed as 10,000 francs. On the Value<br />

Chart a measure of 10,000 is a value of 20. To convert to US Dollars<br />

we apply a -4 modifier, giving us a value of 16. The measure of 16<br />

is 1,500 so the price of the Hellfire converts to $1,500.<br />

The price for a flashlight given in the rulebook is $10. How much<br />

does a flashlight cost in Nippon Tech? On the value chart a measure<br />

of 10 is a value of 5. To convert to Yen we apply a +11 modifier,<br />

giving us a value of 16. The measure of 16 is 1,500 so the price of<br />

the flashlight converts to 1,500 Yen.<br />

Converting from one cosm’s currency to another is simply a matter<br />

of first converting it to US Dollars and then converting that to the<br />

new currency. Simply combine the modifiers given in the table to<br />

produce a single modifier. For example, to convert Ayslish Trades<br />

to Nile Empire Royals, add the -2 modifier for Trades to Dollars to<br />

the -5 modifier for Dollars to Royals, producing a -7 modifier.<br />

Another version of this chart, which doesn’t include the Space<br />

Gods, can be found in the Worldbook.<br />

Equipment Availability<br />

If you’re unsure about the availability of an item to a particular<br />

character, its cost value in US Dollars can be used as a difficulty<br />

number for either persuasion or streetwise skill checks. Success<br />

means that the item can be found and purchased, either legally or<br />

on the black market. The success level can be used to adjust the<br />

quality or price of an item. A minimal success might indicate that<br />

a poor-quality piece was found, or that it’s more expensive than<br />

normal, while a superior success might indicate finding a brand-new<br />

piece or getting a discount.<br />

The Difficulty Number Scale can be used to modify the possible<br />

availability of an item depending on circumstances. For example,<br />

in a war zone, weapons for purchase might be Difficult to find<br />

because demand exceeds the available supply. A laptop computer<br />

on the other hand might be Very Easy to locate in one of Nippon<br />

Tech’s major cities.<br />

CURRENCY CONVERSIONS<br />

Cosm Currency Value in Convert to Convert from<br />

US Dollars US Dollars US Dollars<br />

Aysle Trade $0.50 -2 +2<br />

Cyberpapacy Franc $0.15 -4 +4<br />

Nile Empire Royal $10.00 +5 -5<br />

Nippon Tech Yen $0.007 -11 +11<br />

Orrorsh Sterling $5.00 +4 -4<br />

Space Gods Ciara $50.00 +9 -9<br />

General Gear<br />

This equipment is a sampling of gear that Storm Knights may<br />

encounter or find useful adventuring from cosm to cosm. Descriptions<br />

are not provided since the items are fairly basic. For equipment<br />

not included in the chart or found in other <strong>Torg</strong> products, or for<br />

different Tech axiom versions of this equipment, the gamemaster<br />

can extrapolate a Tech axiom from the axiom chart in Chapter Seven<br />

and assign a price that seems reasonable.


GENERAL GEAR CHART<br />

Item Tech Level Price<br />

Hemp Rope (30 meters) 8 15<br />

Nylon Rope (30 meters) 21 25<br />

Climbing Cable 23 50<br />

Torch 5 5<br />

Oil Lamp 7 25<br />

Candles 10 5<br />

Gas Lantern 19 30<br />

Flashlight 20 10<br />

Sundial 9 5<br />

Mechanical Clock 13 20<br />

Pocket Watch 18 75<br />

Wrist Watch 20 50<br />

Electric Watch 21 10<br />

Digital Watch 22 25<br />

Down Parka 21 150<br />

Thinsulate Parka 22 100<br />

Bronze Mirror 7 25<br />

Glass Mirror 13 10<br />

Animal Hide Canoe 3 600<br />

Inflatable Raft 21 150<br />

Iron Spikes 10 5<br />

Piton 19 25<br />

Knapsack 14 10<br />

Backpack 14 100<br />

Belt Pouch 12 10<br />

Nylon Hip Pack 22 40<br />

Collapsible Tent 20 100<br />

Sleeping Bag 18 100<br />

Sleeping Mat 8 25<br />

Cot 16 10<br />

Portable Gasoline Generator 21 1000<br />

Portable Fusion Generator 26 2500<br />

Semaphore 13 100<br />

Telegraph 18 250<br />

Telephone 19 25<br />

Field Telephone 20 100<br />

Field Radio 21 500<br />

Walkie Talkie 21 50<br />

Car Phone 22 750<br />

Satellite Transmitter 22 5000<br />

Cell Phone 23 400<br />

Global Satellite Phone 24 800<br />

Compass 13 5<br />

GPS Receiver 23 250<br />

Refrigerator 19 800<br />

Wood Stove 17 1100<br />

Gas Stove 19 500<br />

Microwave Oven 22 50<br />

Chapter Thirteen: Equipment<br />

Meat Jerky (1 wk) 10 20<br />

Army C-rations 21 15<br />

Freeze-Dried Food 21 30<br />

Dehydrated Food 21 75<br />

Microwaveable Food 22 60<br />

Self-heating Food Packs 23 50<br />

Flash-bulb Camera 20 200<br />

Movie Camera 21 500<br />

35mm Camera 22 100<br />

Video Camera 22 400<br />

Disposable Camera 23 10<br />

Digital Camera 23 800<br />

Armor<br />

While offensive and defensive technologies have vied for<br />

superiority on the battlefield, the defensive superiority is always<br />

short lived. An advance in weaponry quickly offsets every new<br />

advance in protection. But some protection is usually better than<br />

no protection and many characters will want at least a minimal<br />

amount of armor.<br />

The armor adds listed below presume that the armor covers the<br />

torso (front and back), but not the rest of the character’s body. If the<br />

arms and legs are also protected, increase the armor add by one; if a<br />

helmet of the same or better armor is worn, increase the add by one.<br />

A full suit of armor will therefore have two more adds than listed<br />

below, unless otherwise noted. The prices given are also only for<br />

the torso piece; armor for all four limbs costs about 25 percent of<br />

the listed price, helmets are five percent of the listed price. (Using<br />

the Value Chart, limb armor prices are found by applying a -3 to<br />

the value of the torso piece’s price, helmet prices are approximated<br />

by applying a -6 to the torso piece’s price.)<br />

Example: Quin is considering buying a Kevlar helmet. The<br />

price of a Kevlar vest is $250, a value of 12. Applying the -6<br />

modifier produces a value of 6, which translates to a price of $15.<br />

(Five percent of $250 is actually $12.50, $15 is close enough to<br />

be acceptable.)<br />

If a character purchases only a helmet or limb armor with no torso<br />

protection, he is protected at full armor value from blows that strike<br />

the protected areas. If torso armor is added, the add is increased as<br />

above, and the armor is assumed to be protecting the whole body<br />

even if the whole body is not actually covered.<br />

Example: Quin buys the Kevlar helmet. He has five armor adds<br />

for his head only. Later, he buys a Kevlar vest to go with the helmet.<br />

He now has six armor adds that protect his entire body, even though<br />

technically his limbs are still unprotected.<br />

Any armor which says “yes” under “Fatigue?” reduces a<br />

character’s dodge skill value by one for just the basic torso piece;<br />

limb armor and a helmet also reduce the character’s dodge skill<br />

value by an additional one point each. These types of torso armor<br />

also increase shock damage from a fatigue result (see Chapter Four)<br />

by an extra point. Limb armor and helmets do not increase fatigue<br />

damage unless otherwise noted in the description.<br />

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TORG: Revised and Expanded Rulebook<br />

ARMOR CHART<br />

Armor Tech Value/Max. Fatigue? P r i c e<br />

(Value)<br />

Hides and Furs 3 +1 / 20 no 200 (12)<br />

Bone and Hide 3 +3*/ 20 no 3000 (18)<br />

Leather 5 +2 / 20 no 400 (13)<br />

Bronze Plate 8 +4 / 25 yes* 3500 (18)<br />

Cuir Bouilli 8 +3 / 20 no* 450 (14)<br />

Chain Mail 12 +4 / 25 yes 7500 (20)<br />

Ring Mail 12 +3 / 20 no 6000 (19)<br />

Silk Lining 12 +2*/ 20 no 500 (14)<br />

Plate Mail 13 +5 / 25 yes* 8000 (20)<br />

Improved Plate<br />

Mail<br />

15 +5 / 25 no* 10K (20)<br />

Elfmail 15* +6 / 21 no 10K (20)<br />

Bullet Proof Vest 21 +6 / 22 no* 400 (13)<br />

Kevlar Armor 22 +5 / 22 yes 250 (12)<br />

Kevlar/Ceramic 22 +7 / 22 yes 1000 (15)<br />

IriMesh 24 +3 / 20 no 500 (14)<br />

Kyoto Police<br />

RKD<br />

24 +7 / 25 no* 100K (25)<br />

I n t e r d e r m a l<br />

Plating<br />

25 +6 / 25 no* 50K* (24)<br />

GWI Armor of<br />

God<br />

26 +8 / 30 no 150K (26)<br />

Reflec/Diffrax 26 +6*/ 25 no 1000 (15)<br />

Kinetic Armor 30 +10*/ 30 yes 20K (22)<br />

*See special note in text<br />

Armor Descriptions<br />

Hides and Furs: Hides and furs are the oldest forms of armor<br />

available. Soft leather and durable fabrics, such as used for clothing<br />

and jackets, also fall into this category.<br />

Bone and Hide: Bone<br />

and hide armor consists of<br />

finely shaped bone pieces<br />

carefully sewn into the<br />

hide. It is very difficult<br />

to make, for if the bone<br />

layer does not conform in<br />

shape to the user, it breaks<br />

easily in combat. If the<br />

armor is not specifically<br />

made for the character<br />

wearing it, it breaks when<br />

the character takes a wound<br />

result or greater, reducing<br />

its protection to +1.<br />

Leather: These are<br />

like hides, but are tanned<br />

to a stiffer, more durable<br />

finish.<br />

Bronze Plate: Bronze<br />

and other equally soft<br />

metal alloys are heavy<br />

in comparison to the<br />

protection they give. In<br />

248<br />

addition to the normal dodge penalties, any character wearing<br />

bronze armor on torso and limbs takes an extra two points of shock<br />

damage from a fatigue result.<br />

Cuir Bouilli: Cuir bouilli is boiled, treated leather, increasing<br />

its toughness but reducing its flexibility. Any character wearing cuir<br />

bouilli on torso and limbs has her Dexterity (and all related skill<br />

values) reduced by 1.<br />

Chain Mail: The classic middleweight armor, made of linked<br />

chains of worked metal.<br />

Ring Mail: The larger mesh of ring mail makes it slightly lighter<br />

than chain mail, but also less effective.<br />

Silk Lining: Silk lining is not normally worn as armor alone but<br />

is combined with other types of armor to produce an early example of<br />

composite armor - armor made from two distinct substances to gain<br />

benefits from both materials. Silk lining increases the effectiveness<br />

of some armors by giving, but not tearing, when a weapon penetrates<br />

the outer coating. Silk lining is effective against all melee and missile<br />

weapons, but it offers no protection against firearms of Tech 19 or<br />

better. Silk lining is very expensive at the Tech levels where it is<br />

effective; the price of silk is often literally its weight in gold.<br />

Plate Mail: Early plate mail is heavy and hot; any character<br />

wearing a complete suit of plate mail (torso, head and limbs) takes<br />

two extra points of shock damage from a fatigue result.<br />

Improved Plate Mail: At Tech 15 armorers are able to<br />

overcome many of the weight and heat problems of plate mail,<br />

but it’s expensive. Only a complete suit (torso, head, and limbs) of<br />

improved plate is fatiguing.<br />

Elfmail: A thin yet sturdy variety of plate mail developed by<br />

the elves of Aysle. Besides offering the normal protection of armor,<br />

it provides an additional +2 armor value against magical attacks.<br />

The price given is what elves charge each other for elfmail, it is not<br />

for sale to outsiders. Elfmail’s ability to provide extra protection<br />

against magical attacks requires a Magic axiom of 10.<br />

BulletProof Vest: Bulletproof vests first appeared in the form of<br />

flak jackets, and with refinements became available for infantry use.<br />

Wearing a full suit of bullet proof vest material is impossible; no<br />

more than a helmet and vest may be worn for Tech 21 bullet proof<br />

armor. They are also quite clumsy; a character wearing a vest has<br />

his Dexterity attribute (and all related skill values) reduced by 1.<br />

Kevlar Armor: Kevlar is a synthetic material that becomes<br />

“bullet proof” when more than a dozen layers are carefully laminated<br />

together. Kevlar is light enough to line overcoats or other bulky<br />

outerwear but is quite hot.<br />

Kevlar/Ceramic: A composite armor that is quite heavy. Limb<br />

protection is not available, the best possible mix is a helmet/torso<br />

combination.<br />

IriMesh: IriMesh is the lightweight high-tech armor of choice,<br />

weighing only about twice the fabrics used in comparable street<br />

clothes. While the heat pores are only moderately successful<br />

at removing excess heat, they do negate enough to avoid being<br />

fatiguing.<br />

Kyoto Police RKD: A product of the Kanawa Corporation,<br />

processed RKD armor became known as Kyoto Police, or simply<br />

Kyoto armor, as that’s where it had its extremely successful debut.<br />

Small biocams were hooked into the armor which augmented the<br />

motion of the wearer just enough to overcome the clumsiness of the<br />

full suit, while efficient H-cross units disposed of the heat, converting<br />

a fraction of it back into useful energy for the biocams.<br />

RKD can cause problems if used while disconnected or otherwise<br />

rendered inoperative. It has a normal fatigue penalty in this case,<br />

and a character wearing the armor has his Dexterity attribute (and<br />

all related skill values) reduced by 1.


Interdermal Plating: An early form of cybernetic enhancement<br />

(see the Cyberpapacy sourcebook and the Tharkold sourcebook) that<br />

forms plates of armor underneath and within the character’s skin.<br />

The armor is almost a living part of the person, being maintained<br />

by nanotech machines that draw the necessary raw materials from<br />

the host’s bloodstream.<br />

GWI Armor of God: The Cyberpapacy’s Church Police wear<br />

this armor. It operates on the same principles of the Kyoto RKD<br />

but is made from a more advanced material and has more efficient<br />

biocams and heat dispersal technology.<br />

Reflec/Diffrax: A reflective polymer coating that provides<br />

protection against energy attacks. It is usually applied to other pieces<br />

of armor since by itself it offers no protection against physical attacks.<br />

It is called Reflec in the Cyberpapacy, Diffrax in Tharkold.<br />

Kinetic Armor: A symbiotic piece of Akashan biotechnology,<br />

the creature covers its host’s entire body in a thin layer, providing<br />

complete protection from physical attack. The symbiote actually feeds<br />

on kinetic energy, absorbing the energy of impacts and protecting<br />

its host. It offers no protection against energy attacks, gasses or<br />

temperature extremes<br />

Shields<br />

Shields come in a variety of sizes and materials. A Plexiglas shield<br />

used by present-day riot police is not that different in function from<br />

Layering Armor<br />

Chapter Thirteen: Equipment<br />

the steel shield used by an Ayslish knight. The amount of protection<br />

a shield offers is based more on its size than on its material, though<br />

the material does determine how much damage the shield itself can<br />

take before being destroyed.<br />

The adds of a shield do not add to a character’s armor value.<br />

They are instead applied to a character’s defensive skill value,<br />

normally melee weapons or unarmed combat though dodge is also<br />

possible.<br />

If an attacker’s action total is greater than the defender’s skill<br />

value but less than the skill value plus the adds of the shield, the<br />

attack hits the shield. The damage value of the attack is then applied<br />

against the Toughness of the shield. A shield is usable until it takes<br />

four wounds, at which point it is destroyed.<br />

Example: Terrill is using a small shield to defend himself<br />

against a viking. Terrill’s melee weapons skill is 10. The small shield<br />

provides a +4 bonus, raising it to 14. When the viking attacks, if his<br />

melee weapons total is 9 or less, he does not hit Terrill at all. If his<br />

total is 10 through 13, then he hits Terrill’s shield and it might take<br />

some damage, but Terrill is not affected. If the viking’s total is 14<br />

or higher, he gets past the shield and hits Terrill.<br />

Within reason, some of the armor types listed above can be combined to offer greater protection. For example, leather can<br />

be worn over a layer of hides or furs to produce padded leather, and silk lining is designed to be worn in combination with other<br />

armors, such as chain mail.<br />

Some combinations may prove to be too bulky and unwieldy, such as trying to wear a Kevlar vest with plate mail, and should<br />

not be allowed. Some combinations may also prove to be inefficient and not provide any significant increase in the amount of<br />

protection offered. Combined armors must have armor adds within two points of each other to effectively increase protection.<br />

If one type of armor offers less protection than the other but is within two points, the combined armor protection is equal to<br />

the higher armor’s adds plus one. If the two types of armor offer equal protection, the armor adds are increased by two. This is<br />

determined without considering any additional adds provided by limb armor or helmets, those adds are figured in after determining<br />

the combined armor value.<br />

Example: Terrill has been wearing a leather breastplate (+2 armor adds) and helmet (additional +1) for a while and wants to<br />

increase the protection it offers. He purchases a tunic of ring mail (+3 armor adds) and wears that over the leather. The leather<br />

increases the protection value of the ring mail by +1, bringing it up to +4 armor adds. The helmet is then added to this value,<br />

for a final total of +5 armor adds.<br />

Combining armor will reduce the character’s mobility somewhat and will often make the armor fatiguing or increase the<br />

amount of fatigue it causes. If both types of armor are not fatiguing, the combination imposes a -1 penalty to dodge but does not<br />

increase fatigue damage. If one piece is fatiguing, the combination is also fatiguing. If both pieces are fatiguing, the combination<br />

causes two extra points of shock damage instead of one point on fatigue results.<br />

Example: Neither the leather or ring mail is fatiguing so Terrill’s combination of armor imposes a -1 penalty on his dodge<br />

skill. Additionally, helmets penalize dodge by an extra point so Terrill’s penalty is actually -2.<br />

Some creatures, such as ravagons, may possess natural armor and then wear additional armor over that. This form of layering<br />

uses the same rules for layering different types of worn armor. In cases where a creature with natural armor is wearing multiple<br />

layers of armor, figure the combined protection of the worn armor, including limb protection and helmets, and then combine<br />

that with the natural armor to arrive at their final armor value. Natural armor is never figured into calculations of fatiguing<br />

penalties.<br />

Example: A ravagon is wearing a leather tunic under a ring mail tunic and a helmet, and ravagons have a tough hide that<br />

gives them +3 natural armor adds. The leather (+2) and ring mail (+3) combine to +4. The natural armor combines with that<br />

number to provide +5 protection. Finally, the helmet adds an additional +1 for a total of +6. The leather and ring, neither fatiguing,<br />

combine to impose a -1 penalty on dodge and the helmet imposes an additional -1 dodge penalty.<br />

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Shield Descriptions<br />

Buckler: A small round shield, about the size of a dinner plate,<br />

usually worn on the wrist so that the hand remains free. Commonly<br />

made of wood or metal.<br />

Small Shield: About a meter in length or diameter, usually held<br />

in one hand or strapped onto an arm. It is easier to carry than larger<br />

shields and is preferred by those who travel lightly. Commonly<br />

made of wood or metal.<br />

Medium Shield: About 1.5 meters in length, this is the type<br />

of shield commonly associated with knights in shining armor.<br />

Predictably, most Ayslish knights use a medium shield. Usually<br />

made of metal, though at higher Tech axioms lighter materials such<br />

as Plexiglas may be used.<br />

Large Shield: Sometimes called a tower shield, it is two meters<br />

in height and difficult to move around in combat. Warriors may have<br />

assigned shield-bearers whose only job is to carry the shield while<br />

the warrior fights around the shield. Trying to fight while carrying<br />

a large shield is fatiguing.<br />

SHIELD CHART<br />

Shield Tech V a l u e / Fatigue? P r i c e<br />

Toughness<br />

(Value)<br />

Buckler, wood 3 +2 / 13 no 200 (12)<br />

Buckler, metal 8 +2 / 16 no 400 (13)<br />

Small shield, wood 5 +4 / 15 no 300 (13)<br />

Small shield, metal 12 +4 / 18 no 500 (14)<br />

M e d i u m s h i e l d ,<br />

metal<br />

12 +5 / 19 no 750 (15)<br />

M e d i u m s h i e l d ,<br />

Plexiglas<br />

22 +5 / 20 no 600 (14)<br />

Large shield, metal 12 +6 / 20 yes* 1000 (15)<br />

Weapons<br />

There are two basic types of weapons in <strong>Torg</strong>; weapons which<br />

derive their effects from the user’s Strength, such as a sword or a<br />

250<br />

longbow, and weapons that define their own effects, such as firearms<br />

and explosives. Some representative examples in both categories<br />

are described here.<br />

Melee Weapons<br />

With Strength-based weapons, the “plus to damage” given in the<br />

charts is added to the user’s Strength to determine the weapon’s base<br />

damage value. The “maximum value” listed with these weapons<br />

refers to the maximum base damage value, not to the maximum<br />

possible damage the weapon can do in combat.<br />

Melee weapons can be made out of many materials; wood, stone,<br />

bronze, iron, steel, advanced composites and so on. The Tech axioms<br />

provided in the chart below indicate the minimum axiom level for<br />

the weapon, but higher axiom versions made out of more advanced<br />

materials are possible. The Mass Impact Club, for example, is a<br />

high-tech version of a very low-tech weapon.<br />

In general, weapons made out of stone, wood or bone will<br />

be around Tech 3. Bronze and other soft metals are Tech 7. Iron<br />

weapons are possible at Tech 8 and early steel is available at Tech<br />

10. Weapons made out of high quality steel generally fall between<br />

Tech 12 and Tech 15.<br />

Knife: The simplest bladed weapon, usually less than 15<br />

centimeters in length (about six inches) not counting the hilt.<br />

Dagger: A short-bladed weapon between 15 and 30 centimeters<br />

(about six to twelve inches) in length, not counting the hilt. Daggers<br />

can be easily concealed and drawn in close quarters.<br />

Spear: A long wooden pole with a metal head on the end, spears<br />

can be used as melee or missile weapons. It is not uncommon for<br />

a character that uses spears to carry several of them, some for<br />

throwing and at least one to keep on hand for melee combat. Spears<br />

that use stone or bone heads instead of metal are only Tech 3 but<br />

will do the same damage. A spear that is just a pointed stick only<br />

does STR+2/16 damage.<br />

Short Sword: Most one-handed wide blade swords fall into this<br />

category regardless of whatever proper name is given to the weapon.<br />

Short swords may have an edge on one or both sides of the blade for<br />

cutting and slashing and the tip can be used for thrusting.<br />

Rapier: A long, thin bladed weapon made famous by such<br />

characters as the Three Musketeers and Zorro. The lightweight<br />

blade can be used for faster maneuvers than a short sword, and its<br />

narrow tip is excellent at penetrating armor when backed up with<br />

a strong thrust. The major drawback of the rapier is that it can be<br />

broken much easier than a wide bladed sword.<br />

Broadsword: Any wide-bladed weapon around a meter in length,<br />

usable with one hand or two if the hilt is large enough. The heavy<br />

blade may have an edge on one or both sides and is best suited for<br />

cutting instead of slashing or thrusting attacks.<br />

Katana: Essentially a Japanese broadsword made famous by<br />

Japan’s samurai, superior quality steel and workmanship allows this<br />

one-edged blade to be lighter than a regular broadsword but with a<br />

stronger and more flexible blade that holds a better edge, allowing<br />

it to do more damage.<br />

Two-Handed Sword: Long, heavy bladed weapons designed<br />

to be swung two-handed. With their also lengthy hilts some of<br />

these weapons can be more than 150 centimeters in length (over<br />

five feet)!<br />

Baseball Bat/Club: Essentially just a weighted length of wood<br />

that can be swung for substantial impact.<br />

Staff: Thinner than a club, but much longer, a staff can be a very<br />

effective weapon in trained hands. Besides striking blows it can also


e used to trip up opponents and in a pinch serve as a vaulting pole<br />

(+3 bonus to long jumping skill totals.)<br />

Nunchaka: Two short clubs joined by a length of chain, the<br />

nunchaka is used by holding one club and whirling the other end<br />

at tremendous speed. This allows the user to strike several rapid<br />

blows, giving it an effective damage value. Additionally, the speed<br />

of the weapon allows characters with melee weapons or martial arts<br />

to attack two adjacent targets with no action penalty, but the plus<br />

to damage is reduced to +3 when used this way.<br />

Mace: A metal club usually ranging in length from 30 centimeters<br />

to a meter, topped with spikes or sharp ridges. They can be swung<br />

one or two-handed.<br />

Morning Star: A variation of the mace, the head of the morning<br />

star is connected to the handle by joints or chains which increase<br />

the force of the blow. One drawback is that the weapon usually<br />

requires more space to be swung than a mace due to the extra<br />

length of the chains.<br />

Battle-axe: A sharp, broad metal head attached to a wooden<br />

shaft, battle-axes are most commonly used as melee weapons but<br />

they can also be thrown, though at a small penalty. Battle-axes can<br />

have either single-edged or double-edged blades.<br />

Halberd: A polearm slightly over two meters in length with<br />

a large axe-blade mounted at one end with a spike for puncturing<br />

armor opposing it. Some also have a long thrusting point on the<br />

end of the pole for chopping and thrusting attacks.<br />

Giant War Club: A huge, thick wooden club with iron spikes<br />

driven through it and a band of metal wrapped around the head to<br />

give it added weight. It requires a minimum Strength of 14 to use<br />

due to its size and weight.<br />

Power Dagger: Sometimes known as a plasma dagger, pressing<br />

a control button on the hilt activates a laser or plasma energy field<br />

around the blade, increasing its effectiveness. The weapon can be<br />

used as a regular dagger with the power off. Power versions of other<br />

melee weapons such as swords and clubs are also available.<br />

Mass Impact Club: Constructed of an advanced polymer, mass<br />

impact clubs concentrate the weapon’s kinetic energy into the point<br />

of contact, causing more damage than a normal club. However, the<br />

Optional Rule<br />

The range values given for the Strength-based missile<br />

weapons are based upon a Strength value of 9. Characters<br />

with notably higher Strength values are able to extend the<br />

Long Range of a weapon beyond that given in the table.<br />

First, find the value of the number given for Long Range.<br />

Then for every two points of Strength above 9, increase<br />

that value by one point. Convert the new value back into a<br />

measure to determine the character’s Long Range with that<br />

weapon. Short and Medium Ranges are not changed.<br />

Example: Magoth borrows one of Yukitada’s shuriken<br />

and gives it a toss. Long Range for a shuriken is 15 meters,<br />

which on the Value Chart is a value of 6. Magoth’s Strength<br />

is 14, five points higher than the baseline of 9, so two is<br />

added to this value to get 8. Converting back through the<br />

Value Chart, a value of 8 is a measure of 40. Magoth is able<br />

to throw the shuriken a maximum distance of 40 meters<br />

instead of 15 meters. However, Medium Range still ends<br />

at 10 meters, Magoth only increases the Long Range of<br />

the shuriken.<br />

Chapter Thirteen: Equipment<br />

polymer is actually quite lightweight and if used while disconnected<br />

in a reality that does not support the weapon’s Tech axiom, the<br />

weapon’s damage rating drops to one less than the normal version<br />

of that weapon (so +2 for a club). Mass impact versions of other<br />

impact weapons such as maces and staves are also available.<br />

Volent: A biotech weapon of the Akashans, the volent is a hardshelled<br />

creature about 25 centimeters in length that telescopes to<br />

about a meter in length when it is awakened by its wielder. The<br />

armor plates at one end also expand, changing that end into a large<br />

mace-like head. The volent must be fed every two months.<br />

MELEE WEAPONS CHART<br />

Melee Weapon Tech P l u s t o Damage P r i c e<br />

Maximum Value (Value)<br />

Knife 3 +1 15 5 (4)<br />

Dagger 7 +3 17 50 (9)<br />

Short Sword 8 +4 18 150 (11)<br />

Rapier 15 +5 19 300 (13)<br />

Broadsword 9 +6 20 400 (13)<br />

Katana 15 +7 21 200 (12)<br />

Two-Handed Sword 10 +7 21 750 (15)<br />

Baseball Bat/Club 6 +3 18 20 (7)<br />

Staff 7 +2 17 25 (7)<br />

Nunchaka 9 +5* 19 200 (12)<br />

Mace 8 +4 19 100 (10)<br />

Morning Star 11 +6 21 200 (12)<br />

Battle-axe 8 +5 20 75 (10)<br />

Halberd 10 +6 20 150 (11)<br />

Giant War Club 8 +4 28 30 (8)<br />

Power Dagger 24 +5 19<br />

Mass Impact Club 25 +4 19 200 (12)<br />

Volent 30 +5 24 3 0 0 0<br />

(18)<br />

Missile Weapons<br />

With Strength-based weapons, the value given under Damage in<br />

the charts is added to the user’s Strength to determine the weapon’s<br />

base damage value. The “maximum value” listed with these weapons<br />

refers to the maximum base damage value, not to the maximum<br />

possible damage the weapon can do in combat.<br />

As outlined under Melee Weapons, some of the weapons listed<br />

here can be made from a number of different materials such as wood,<br />

stone and various grades of metal. The axioms listed are minimum<br />

axiom levels for the weapon, higher axiom versions made out of<br />

more advanced materials are possible. The shuriken for example is<br />

essentially a high Tech version of the throwing dagger, made from a<br />

higher grade of steel instead of being a more advanced weapon. See<br />

Melee Weapons above for the axiom levels of common materials<br />

used in some of these weapons.<br />

Throwing Dagger: A specially balanced blade weighted so that<br />

it can be thrown with reliable accuracy at a target (a normal dagger<br />

cannot be counted on to hit a target blade-first.)<br />

Battle-axe: See description under Melee Weapons. When used<br />

as a missile weapon, battle-axes impose a -1 penalty on the action<br />

value because they are often not balanced properly for accurate<br />

throwing.<br />

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MISSILE WEAPONS CHART<br />

Missile Weapon Tech Damage/Max. Range (meters). Price (Value)<br />

Value<br />

Short Med Long<br />

Throwing Dagger 7 +3/17 3-5 10 15 100 (10)<br />

Battle-axe 8 +5/20 3-5 10 15 75 (10)<br />

War Boomerang 5 +4/19 3-5 40 100 40 (8)<br />

Shuriken 15 +3/17 3-5 10 15 200 (12)<br />

Spear 7 +4/18 3-5 25 40 25 (7)<br />

Sling 7 +4/19 3-10 40 100 100 (10)<br />

Short Bow 8 +5/19 3-10 40 100 70 (10)<br />

Long Bow 12 +6/20 3-10 100 300 300 (13)<br />

Composite Long Bow 13 +7/22 3-10 60 250 500 (13)<br />

Modern Compound<br />

Bow<br />

22 +7/25 3-10 100 250 150 (11)<br />

Light Crossbow 11 15 3-10 100 200 150 (11)<br />

Heavy Crossbow 12 16 3-10 100 250 250 (12)<br />

Frag Grenade 21 19 3-6 15 40 10 (5)<br />

Offensive Grenade 24 22 3-6 15 40 16 (6)<br />

War Boomerang: A heavy throwing stick, this boomerang<br />

does not come back to its thrower if it doesn’t hit anything. While<br />

it can be thrown in such a way to follow a curved flight path, the<br />

war boomerang is too heavy to make a big enough curve to return<br />

to its thrower.<br />

Shuriken: The famous “throwing stars” of the ninja, shuriken<br />

are small metal disks with sharp blades emerging from the sides.<br />

Spear: See description under Melee Weapons.<br />

Sling: A piece or rope or similar material with a pouch in the<br />

middle. A stone or lead ball is placed in the pouch. Grasping both<br />

ends, the wielder of the sling twirls it rapidly and then at the proper<br />

moment releases one end of the rope, flinging the stone rapidly<br />

towards its target.<br />

Short Bow: A simple wooden bow, less than 1.5 meters in length.<br />

It fires wooden shafts usually fitted with metallic heads. The string is<br />

drawn back to the breast, and thus does not require as much strength<br />

of its descendant, the long bow. Short bows are actually possible as<br />

early as Tech 5 but they have less power and thus do less damage<br />

and have shorter range that what is listed here.<br />

Long Bow: A wooden bow, greater than 1.5 meters in length,<br />

which requires both strength and skill to use effectively. The string<br />

is drawn back as far as the ear, and has a greater range and can shoot<br />

arrows at a greater velocity than the short bow.<br />

Composite Long Bow: A more powerful version of the long<br />

bow, the bow is made up of three different materials, combined so<br />

as to enhance the elastic properties of each. While actually closer in<br />

size to the short bow, the composite bow can fire arrows at a greater<br />

velocity and do more damage than the regular long bow.<br />

Modern Compound Bow: A further extension of the concept<br />

of the composite bow, the compound bow uses pulleys and cables<br />

instead of elastic materials to reduce the amount of strength required<br />

to pull and hold the bow while applying more force to the arrow<br />

when it’s released.<br />

Light Crossbow: A crossbow consists of a bow attached to a<br />

wooden stock, which allows the weapon to be kept cocked without<br />

any effort by the firer. Some crossbows require the firer to cock<br />

the bow manually while others use mechanical devices to assist in<br />

cocking the bow, which allows for much stronger pulls and thus more<br />

power than the firer might be able to manage with his bare Strength.<br />

252<br />

Cocking a light crossbow is a simple<br />

action if the character has something to<br />

brace the crossbow against, otherwise<br />

it takes one round to cock.<br />

The main advantage of crossbows<br />

over regular bows is that they require<br />

less training and less strength to use,<br />

allowing more people to use them in<br />

combat situations.<br />

Heavy Crossbow: A larger version<br />

of the light crossbow, almost always<br />

equipped with some kind of foot stirrup<br />

and a winch or pulley arrangement to<br />

facilitate cocking the more powerful<br />

pull of the bow. While more powerful<br />

with a longer range, the heavy<br />

crossbow is hampered by the time it<br />

takes to cock the bow. Most characters<br />

require two full rounds to cock a heavy<br />

crossbow. Characters with Strength 11<br />

and higher can cock a heavy crossbow<br />

in one round and Strength 14 and<br />

higher can cock a heavy crossbow as<br />

a simple action.<br />

Fragmentation Grenade: The classic “pineapple” grenade seen<br />

all the time in the movies. Pulling the pin allows the safety handle<br />

to pop free, arming the grenade, unless the handle is manually held<br />

in place. The fuse has a normal duration of seven seconds. The<br />

pineapple is a defensive grenade, it has a large blast radius that<br />

would be a problem for advancing (offensive) infantry. The blast<br />

radius values are 0-3/ 8/ 15.<br />

Offensive Grenade: A high-tech grenade from Nippon Tech,<br />

it has not seen much export due to problems with long-range<br />

contradictions. It is a small cylinder with a timer knob on the top.<br />

The timer can be set from one to 60 seconds. Intended for offensive<br />

(advancing) use, the blast radius is less than the more familiar<br />

fragmentation grenade, only 0-2/ 5/ 10.<br />

Firearms<br />

The weapons listed here only begin to scratch the surface of<br />

the many kinds of firearms that have been developed through Core<br />

Earth’s history and in other cosms. Except for values like ammunition<br />

capacity and price, the values given here for a weapon of a particular<br />

type or size should work for any other firearm of the same general<br />

type or size. For example, the numbers given for the 9mm Baretta<br />

can be used for most other 9mm pistols without affecting game play<br />

in any significant way.<br />

Pistols<br />

Ayslish Wheellock: An early form of firearm, the wheellock uses<br />

a spring mechanism to generate sparks when the trigger is pulled.<br />

The sparks ignite the black powder and the weapon is fired, assuming<br />

that all the involved components are dry and working properly. See<br />

the entry on “black powder” under Firearm Accessories for more<br />

information on using this type of weapon. In Aysle, dwarves are<br />

generally the only people who use wheellocks.<br />

Flintlock: More reliable and with a spring that doesn’t need<br />

winding before each shot, the flintlock is a major improvement over<br />

the wheellock. However, it still uses black powder and it takes a<br />

fair amount of time to reload after each shot.


Pauly 1812: One of the first pistols to use an ammunition cartridge,<br />

though still a single shot weapon. But it could be reloaded much<br />

faster than a flintlock, and the powder of the era was not quite but<br />

almost smokeless.<br />

Colt Peacemaker: This is the classic “six shooter” revolver of<br />

westerns and is popular enough to still be manufactured today. The<br />

hammer must be manually cocked before every shot but a trained<br />

character can use a second hand to “fan” the hammer and allow the<br />

character to perform the Single Shot as Multi maneuver.<br />

.38 Revolver: A straightforward six-cylinder revolver known<br />

for its reliability and long use by law-enforcement organizations<br />

around the world.<br />

.45 Automatic: Actually a semiautomatic pistol, the .45 Auto<br />

was the standard US military sidearm for almost seventy years.<br />

It’s a heavy pistol with a lot of recoil but with excellent stopping<br />

power. The weapon is a favorite of the “mystery men” who operate<br />

in the Nile Empire.<br />

Baretta 92F: A recoil-operated 9mm semiautomatic that replaced<br />

the .45 Auto as the US military’s standard sidearm.<br />

.357 Desert Eagle: A semiautomatic pistol chambered for heavy<br />

pistol cartridges and usually fitted with a long barrel. It requires large<br />

hands to get a good grip and is not very concealable.<br />

.44 Smith & Wesson Magnum: A large revolver chambered for<br />

the large .44 Magnum cartridge. A telescopic sight can be mounted<br />

on the pistol for hunting purposes.<br />

13mm Chunyokai: One of the most powerful semiautomatic<br />

handguns available in the Possibility Wars, the Chunyokai is rarely<br />

exported outside of Nippon Tech because of its Tech axiom. A laser<br />

sight is built into the weapon.<br />

11/Alph Automatic: An 11mm autoloader capable of firing on<br />

Full Auto, this Tharkold weapon uses caseless ammunition and an<br />

electronic ignition system, making it the most advanced projectile<br />

Chapter Thirteen: Equipment<br />

firearm available. It has an integral laser sight and can use “smart”<br />

ammunition.<br />

GWI GodLight Laser: Small enough to be mounted on a<br />

person’s wrist with an appropriate holder, the GodLight emits a<br />

deadly yellow beam of laser light. A laser sight is integral, using a<br />

low-power beam from the weapon itself.<br />

Akashan Blaster: A handheld plasma weapon, the blaster shoots<br />

concentrated bolts of superheated plasma that cause damage by<br />

intense heat and kinetic energy. Unlike most Akashan equipment,<br />

the blaster is not biotech in nature.<br />

Rifles and Muskets<br />

Arquebus: A matchlock musket with a barrel length of 1.2 to<br />

1.8 meters. The weapon is so heavy that a wooden rest is required<br />

to support the barrel when aiming. A lit match is used to ignite the<br />

black powder and fire the weapon. Wet conditions make use of a<br />

matchlock virtually impossible. Reloading takes a very long time.<br />

See the entry on “black powder” under Firearm Accessories for<br />

more information on using this type of weapon.<br />

Kentucky Rifle: A flintlock with a rifled barrel, giving it<br />

superior range over its smoothbore cousin, the flintlock musket<br />

(see Blunderbuss under Shotguns.) Sometimes called a “long rifle”<br />

because of its size. More reliable than a matchlock or wheellock<br />

but still suffers from the use of black powder and lengthy reload<br />

times.<br />

Winchester 1873: The archetypal level action repeating rifle,<br />

nicknamed “the gun that won the West”. Cartridges are fed into<br />

a magazine in the forestock through a loading gate in the side of<br />

the weapon. The lever, part of the trigger guard, ejects the empty<br />

cartridge and feeds a fresh round into the breech.<br />

Lee Enfield MK 1: A British bolt-action repeating rifle with<br />

a box magazine, the Lee Enfield has proven popular in Orrorsh<br />

because of its superiority to the local Victorian rifles. A reliable<br />

and accurate rifle, later models of the Lee Enfield are available in<br />

Tech 21 and Tech 22 versions but they do not differ significantly<br />

from the Tech 20 version.<br />

M1 Garand: A semiautomatic rifle developed by the US for World<br />

War II. A smaller carbine version of the M1 was also produced, which<br />

while lighter and easier to carry was not as favored as the Garand<br />

was because it did less damage (damage value 19 instead of 20).<br />

M-16: The US military’s current assault rifle, the M-16 is<br />

chambered for a relatively small 5.56mm round. To increase the<br />

weapon’s stopping power, designers installed a controversial<br />

modification that makes the round “tumble” when it leaves the barrel,<br />

causing the bullet to transfer more of its kinetic energy to the target,<br />

doing more damage. The M-16’s normal rate of fire is a three-round<br />

burst. It can be set to fire on single shot or at full auto.<br />

AK-47: Also known as the Kalashnikov, this Soviet-era assault<br />

rifle is a familiar sight worldwide. It fires 7.56mm ammunition<br />

and its normal rate of fire is the three-round burst, though it can be<br />

set for single fire or full auto. The AK-47 is a very rugged piece<br />

of equipment and can take a lot more abuse than its American<br />

counterpart, the M-16.<br />

SC Kyogo T11: A powerful assault rifle from Nippon Tech that<br />

rivals the power of the AK-47 while somehow managing to squeeze<br />

four times the ammunition capacity into each clip. A modified<br />

version of the weapon has been designed for use in automated<br />

security systems.<br />

GWI GodBeam Laser: A rifle version of the GodLight laser<br />

pistol, the GodBeam has a barrel of one meter and fires a blue beam<br />

of laser light. It has an integral laser sight, which produces a blue<br />

dot on the target rather than the more normal red.<br />

253


TORG: Revised and Expanded Rulebook<br />

PISTOLS CHART<br />

Pistol Tech Damage<br />

Value<br />

GWI GodsFire Plasma: The GodsFire more closely resembles<br />

a flamethrower than a rifle, as a hefty power supply worn as a<br />

backpack is required to generate the plasma energy, which is fed<br />

to the “rifle” through a connecting cable. The superheated plasma<br />

appears as a fiery red ball that explodes when it hits, affecting all<br />

targets within four meters of the detonation point. A laser sight is<br />

built into the weapon.<br />

Shotguns<br />

Blunderbuss: A flintlock musket with a wide brass barrel and<br />

flared muzzle, the blunderbuss does not have good range but it scatters<br />

254<br />

Ammo Range (meters) Price<br />

(Value)<br />

Short Med Long<br />

Ayslish Wheellock 15 13 1 3-5 10 25 1500 (16)<br />

Flintlock 17 14 1 3-5 15 25 1500 (16)<br />

Pauly 1812 18 15 1 3-5 15 40 400 (13)<br />

Colt Peacemaker 19 15 6 3-5 15 40 500 (14)<br />

.38 Revolver 20 14 6 3-10 25 50 150 (11)<br />

.45 Colt Automatic 20 16 7 3-10 15 40 450 (14)<br />

Beretta 92F 22 15 15 3-10 25 40 550 (14)<br />

.357 Desert Eagle 22 16 6 3-10 25 50 400 (13)<br />

.44 S&W Magnum 22 17 6 3-10 15 40 400 (13)<br />

13mm Chunyokai 24 18 9 3-10 40 50 1000 (15)<br />

11/Alph Automatic 25 16 21 3-10 30 50 5000 (14)<br />

GWI GodLight Laser 26 24 50 3-10 25 40 1800 (17)<br />

Akashan Blaster 27 30 40 3-100 300 500 250K (27)<br />

RIFLES AND MUSKETS CHART<br />

Rifle/Musket Tech Damage Ammo Range (meters) Price<br />

Value<br />

Short Med. Long<br />

(Value)<br />

Arquebus 15 14 1 3-10 20 40 1200 (16)<br />

Kentucky Rifle 17 16 1 3-40 100 250 1200 (16)<br />

Winchester 1873 19 18 8 3-40 250 600 900 (15)<br />

Lee Enfield MK 1 20 19 10 3-40 600 1.5K 550 (14)<br />

M1 Garand 21 20 8 3-40 400 600 250 (12)<br />

AK-47 (auto) 21 21 10 3-40 150 400 1500 (16)<br />

M-16 (auto) 22 20 10 3-40 250 400 300 (13)<br />

SC Kyogo T11 (auto) 24 21 40 3-40 150 400 2000 (17)<br />

GWI GodBeam Laser 26 26 50 3-150 500 1.5K 3000 (18)<br />

GWI GodsFire Plasma 26 30 25 3-100 300 500 4500 (19)<br />

SHOTGUNS CHART<br />

Shotgun Tech Damage<br />

Value<br />

Ammo Range (meters). Price<br />

(Value)<br />

Short Med Long<br />

Blunderbuss 19 17 1 3-12 20 30 1500 (16)<br />

Double Shotgun 20 17 2 3-15 25 40 100 (10)<br />

Remington 870 22 17 7 3-15 40 60 200 (12)<br />

Atcheson 12 (auto) 24 19 10 3-15 20 30 900 (15)<br />

MAS Storm Gun (auto) 25 22 12 3-16 50 70 900 (15)<br />

shot very effectively in that short range.<br />

Because it is a black powder load<br />

weapon, it has the additional benefit<br />

that just about any metal scrap could<br />

be used for shot if lead pellets are not<br />

available.<br />

Double Shotgun: The typical<br />

hunting shotgun, two barrels either side<br />

by side or one on top of the other. Most<br />

have one trigger that fires each barrel<br />

in turn though some may come with<br />

two triggers, which would allow both<br />

barrels to be fired at once (treat as the<br />

Single Fire as Multi maneuver.)<br />

Remington 870: A popular pumpaction<br />

shotgun available in a variety of<br />

gauges. Numerous add-ons and special<br />

shells are available for the police and<br />

paramilitary markets.<br />

Atcheson 12: Also known as<br />

the Assault 12, the Atcheson is an<br />

innovative short-barreled, auto-loading<br />

12-gauge shotgun from Nippon Tech.<br />

The weapon is designed for hip firing<br />

and uses caseless ammunition. The<br />

Atcheson’s normal rate of fire is single<br />

shot but it is capable of firing at Full<br />

Auto (there is no burst mode.)<br />

MAS Storm Gun: A fully automatic<br />

shotgun used by the Church Police of<br />

the Cyberpapacy, the Storm Gun<br />

fires its projectiles at great velocities,<br />

giving it superior range capabilities.<br />

It’s normal mode of fire is on full auto,<br />

this is already figured into the weapon’s<br />

damage value and ammo rating (firer<br />

still gets the +3 action bonus for Full<br />

Auto.) It can be set to fire at single<br />

shot (treat as the Multi Fire as Single<br />

maneuver.)<br />

Submachine Guns<br />

All submachine guns are capable<br />

of firing at Full Auto. Normal rate of<br />

fire is a three-round burst except for<br />

the Impala Chaingun which only fires<br />

on Full Auto. Single shot settings are<br />

available except where noted.<br />

Template Note<br />

The Edeinos Gone Native template in the Living Land<br />

sourcebook is equipped with a 7.62 minigun, which is<br />

a huge machine gun the character literally cannot carry<br />

around due to its size and weight. A Tech 23 version of<br />

the Impala Chaingun can be substituted in place of the<br />

minigun. Its damage value is 21 instead of 23 and its ammo<br />

rating is only 4.


Thompson 1298: The “tommygun”<br />

was made famous during the<br />

gangster era of Prohibition in the<br />

United States. A heavy weapon, the<br />

Thompson fires .45 caliber ammunition<br />

and is brutally efficient at close range<br />

thanks to its high rate of fire. A 20<br />

round clip was available though more<br />

people are familiar with the 50 round<br />

drum. Ammo ratings are provided for<br />

both the clip and drum. The Thompson<br />

cannot be fired on single shot, only<br />

burst and Full Auto.<br />

Schmeisser MP40: A German<br />

9mm submachine gun from World<br />

War II, it is a cutting edge weapon for<br />

Tech 21. The Schmeisser is a popular<br />

item on the black market in the Nile<br />

Empire, and even some members of the<br />

Nile military prefer it over the Nile’s<br />

own weapons.<br />

MAC 10: Generally considered<br />

more of a heavy machine pistol, the<br />

Mac-10 is rugged and reliable but not<br />

particularly accurate or easy to use.<br />

Uzi: Famous from appearing<br />

in numerous movies, the Uzi is<br />

recognized and used worldwide. It is<br />

extremely durable and designed for<br />

extended use.<br />

SC Kyogo 144: A lightweight<br />

submachine gun from Nippon Tech,<br />

the Kyogo is unusually accurate<br />

for a submachine gun and is quite<br />

popular due to its exceptional range<br />

and damage.<br />

Impala Chaingun: A borderline<br />

heavy weapon, chainguns were made<br />

popular in movies like Predator and<br />

Terminator II. The weaponsmiths at the<br />

Kanawa Corporation have improved on<br />

the design. The Impala only fires at Full<br />

Auto, which is figured into its damage<br />

value and ammo rating. Despite efforts<br />

at miniaturization, the Impala is so<br />

large and heavy that it must be operated<br />

two handed.<br />

Thav-9: A standard submachine<br />

gun design used in Tharkold.<br />

Sophisticated muzzle breaks design<br />

prevents “climbing” problems when<br />

fired on Full Auto.<br />

SUBMACHINE GUNS CHART<br />

Submachine Gun Tech Damage<br />

Value<br />

Machine Guns<br />

All machine guns normally fire on Full Auto and have this<br />

calculated into their damage values and ammo ratings. Firers still<br />

get the +3 action bonus for Full Auto. Shorter burst fire is an option<br />

where noted. The single shot option is not available. These weapons<br />

are large enough that they either need to be mounted on a tripod or<br />

a vehicle to be fired. Some require two people to operate, one to fire<br />

and one to control the feed of the ammunition belt.<br />

Chapter Thirteen: Equipment<br />

Ammo Range (meters Price (Value)<br />

Short Med. Long<br />

Thompson 1928 20 17 7/17 3-15 25 100 900 (15)<br />

Schmeisser MP40 21 17 11 3-15 40 100 400 (13)<br />

MAC 10 22 18 10 3-15 25 50 200 (12)<br />

Uzi 22 17 11 3-15 40 100 400 (13)<br />

SC Kyogo 144 24 18 15 3-15 40 150 500 (14)<br />

Impala Chaingun (auto) 24 23 6 3-40 150 400 7000 (20)<br />

Thav-9 26 19 24 3-15 40 150 800 (15)<br />

MACHINE GUNS CHART<br />

Machine Gun Tech Damage Ammo Range (meters) Price (Value)<br />

Value<br />

Short Med. Long<br />

Maxim 19 23 25 3-50 500 1K 2500 (17)<br />

1912 Vickers 20 23 20 3-100 500 1K 3000 (18)<br />

Bwng .50/.303/MG-17 21 25 11 3-250 1K 2K 1500 (16)<br />

Maremont M60 23 23 15 3-100 600 1.5K 3000 (18)<br />

7.62mm Minigun 22 27 10 3-250 1K 2K 75K (25)<br />

HEAVY WEAPONS CHART<br />

Heavy Weapon Tech Damage Ammo Range (meters) Price (Value)<br />

Value<br />

Short Med. Long<br />

Ballista 11 18 1 3-150 250 375 25K (22)<br />

Ayslish Cannon 15 22 1 3-100 250 600 10K (20)<br />

12-pounder Field Gun 17 24 1 3-150 600 1.5K 4000 (18)<br />

Armstrong Gun (T) 19 25 1 3-300 1200 3K 8000 (20)<br />

20mm Cannon (auto) 21 27 8 3-400 2.5K 4K 75K (25)<br />

30mm Cannon (auto) 22 30 10 3-400 2.5K 4K 100K (25)<br />

1933 Mortar (T) 20 22 1 100-400 750 1K 8000 (20)<br />

75mm Tank (T) 21 28 1 100-400 600 2.5K 300K (28)<br />

105mm Tank (T) 22 29 1 100-1K 2.5K 4K 500K (29)<br />

125mm Tank (T) 22 29 1 100-1K 3K 5K 550K (29)<br />

Long Tom (A) 21 32 1 — 1K-6K 25K 200K (27)<br />

105mm Howitzer (A) 21 30 1 400-1K 4K 12K 400K (28)<br />

Hellfire Anti-Tank (M) 22 29 1 50-2K 15K — 100K (25)<br />

TOW Anti-Tank (M) 22 28 1 100-400 1K 4K 36K + 7K<br />

(23/20)<br />

LAW Rocket (M) 22 27 1 10-100 250 400 300 (13)<br />

Stinger AA (M) 23 27 1 100-1K 2.5K 4K 50K (24)<br />

2.75 Inch Rockets 21 29 1 100-400 1K 2.5K 200 (12)<br />

MK48 Torpedo 22 37 1 1K-10K 30K 70K 500K (29)<br />

Maxim: One of the first heavy machine guns, the Maxim is usually<br />

water-cooled and belt-fed. Sustained use is only possible with the<br />

water-cooling jacket, otherwise the barrel overheats too fast.<br />

1912 Vickers: A belt-fed, air-cooled, tripod or vehicle mounted<br />

British machine gun developed during World War I. A more advanced<br />

water-cooled tripod version is available at Tech 21 that is highly<br />

accurate. Medium Range is extended to 1K and Long Range is<br />

extended to an unbelievable 4.5K!<br />

255


TORG: Revised and Expanded Rulebook<br />

Browning: Available in a number of calibers, the Browning<br />

sees most use as an aircraft-mounted machine gun, either in turrets<br />

or fixed mounts. When mounted on an airplane it can only be fired<br />

on Full Auto. A lighter version of the weapon with a shorter barrel<br />

can be used on other vehicles or mounted on a tripod. The lighter<br />

version can be set for burst fire instead of Full Auto (treat as the<br />

Multi Fire as Single maneuver.)<br />

Maremont M60: A selective-fire light machinegun, the<br />

Maremont can be set for burst fire instead of Full Auto (treat as the<br />

Multi Fire as Single maneuver.)<br />

7.62mm Minigun: An electrically operated gatling gun, capable<br />

of a horrendous rate of fire. It weighs 120 kilograms without<br />

ammunition and is most often used in light aircraft or helicopters.<br />

Heavy Weapons<br />

Use of these weapons requires the heavy weapons skill. Weapons<br />

which are indicated as firing on Full Auto fire only at that rate, which<br />

is already figured into their damage values and ammo ratings.<br />

Ballista: The ballista is a large, crossbow-like device used to fire<br />

4.5 kilogram spear-like bolts great distances and with great force.<br />

Winding the bowstring back requires six rounds for one person; three<br />

rounds if two people work the windlass. The power of the ballista is<br />

such that if it is used against a person, the armor adds of any armor<br />

they are wearing is reduced by four. Aysle’s armies commonly use<br />

ballistae to attack enemy fortifications.<br />

Ayslish Cannon: Similar in size to the 12-pound cannons of<br />

Core Earth’s 15th century, cannons have only recently been used in<br />

any great number by the Ayslish. Some cannons are equipped with<br />

magical modifications that can serve to increase the range, rate of<br />

fire or accuracy of the weapon.<br />

12-pounder Field Gun: One of the last muzzle-loading<br />

smoothbore cannons of the 19th century, sometimes known as<br />

the Napoleon Field Gun. A wide variety of different rounds are<br />

available for the gun, including scattershot and exploding rounds<br />

(0-3/ 8/ 15 blast radius.)<br />

Armstrong Gun: A rifled, breech-loader that fires 76.2mm caliber<br />

rounds, including scattershot and exploding rounds. The Armstrong<br />

is known for its accuracy, which is due to the special lead-coated<br />

ammunition designed for it. It can be fired using normal ammunition<br />

but is less accurate (-1 action penalty at all range.)<br />

20mm Automatic Cannon: Similar in design to an enlarged<br />

machine gun, this belt-fed weapon is most often found mounted on<br />

airplanes, though it can be mounted on other vehicles or fortifications.<br />

The Tech 21 version only fires standard shells, a Tech 22 version<br />

is capable of firing high-explosive incendiary rounds (damage<br />

value 28).<br />

30mm Cannon: Another aircraft cannon, the 30mm does not<br />

fire as fast as comparable 20mm cannons but its larger shells hit<br />

harder and have greater range.<br />

1933 Mortar: The mortar is an indirect-fire weapon familiar from<br />

war movies. A fin-stabilized projectile is dropped into the mortar<br />

tube and when it strikes the base plate the projectile’s propellant<br />

charge is ignited, firing the projectile up out of the tube towards its<br />

target. Mortars can fire high-explosive or smoke shells.<br />

75mm Tank: Once the cutting edge in Tech 21 tank guns and<br />

used in the popular Tiger Tank, nations fighting the Nile Empire<br />

have been rushing to add this gun to their arsenal.<br />

105mm Tank: Found on the US Army’s M1 Abrams tank, it<br />

lacks the punch and range of its Soviet counterpart but the M1 has<br />

a larger ammo capacity.<br />

256<br />

125mm Tank: Found on the former Soviet Union’s T-72 tanks,<br />

this weapon and that tank can be found in many nations around<br />

the world.<br />

Long Tom: A highly praised 155mm artillery piece, the Long<br />

Tom can fire a 43-kilogram high-explosive shell some 22 kilometers<br />

with impressive accuracy. The Long Tom can also fire armor-piercing<br />

and smoke shells.<br />

105mm Howitzer: This breech-loader fires a 15 kilogram shell<br />

with a wide range of shell types available; standard high-explosive,<br />

armor-piercing, smoke, incendiary and HEAT rounds.<br />

Hellfire Anti-Tank Missile: Designed expressly to be fired from<br />

the US Army’s Apache helicopter, the Hellfire is a laser-guided<br />

missile. When fired, the gunner receives a +8 bonus to his heavy<br />

weapons skill total if he is able to keep the laser designator “painted”<br />

on the target until the missile covers the distance. The Hellfire is<br />

considered armor-piercing.<br />

TOW Anti-Tank Missile: Fired from a vehicle mount, such as<br />

on a jeep or helicopter, the TOW is a wire-guided missile the firer<br />

“flies” into the target. The firer receives a +7 bonus to his heavy<br />

weapons skill total if he is able to keep the optical sight on the target.<br />

The TOW is considered armor-piercing.<br />

LAW Rocket: An extremely portable and disposable anti-tank<br />

weapon, the LAW is often confused with the Stinger but it is closer<br />

to the old fashioned bazooka than a guided missile. Instructions for<br />

its use are inscribed on each LAW canister in cartoon form, enabling<br />

the LAW to be fired by just about anybody. Once fired the canister<br />

is discarded. The LAW is considered armor-piercing.<br />

Stinger Anti-Aircraft Missile: A self-guided missile designed<br />

for use against low-flying aircraft, the Stinger missile itself comes<br />

in a disposable tube that is fitted to the reusable launching unit. The<br />

firer aims at the target and once the missile signals a lock-on, using<br />

a passive infrared or ultraviolet sensor, it can be fired. The firer rolls<br />

the die twice. The first is to generate her normal heavy weapons skill<br />

total. The second is to generate a heavy weapons skill total for the<br />

missile itself, which has a base skill value of 10. Whichever total is<br />

higher is used to determine if the missile hits the target.<br />

2.75 Inch Rockets: Commonly found on combat helicopters,<br />

these rockets are usually fired in swarms to simply overwhelm a<br />

target. The damage value represents the total damage from a small<br />

swarm of rockets rather than the damage from a single rocket.<br />

MK48 Torpedo: Found on US Navy submarines, the MK48 is<br />

an initially wire-guided torpedo also capable of passive and active<br />

sonar homing. Because of the size of its warhead, there is a danger<br />

that it will damage the ship that fired it if the torpedo goes off too<br />

close, so the torpedo must run for at least one kilometer before it can<br />

be armed. The torpedo’s internal guidance system is considered to<br />

be a heavy weapons skill value of 14. The firer rolls the die twice,<br />

once for his own skill total and the second time for the torpedo’s<br />

guidance system. Whichever total is higher is used to determine if<br />

it hits the target.<br />

Explosives<br />

Normally used with the demolitions skill, though dynamite sticks<br />

can be thrown using the missile weapons skill assuming the fuse is lit<br />

or the thrower has some other way of setting off the blasting cap.<br />

When using more than the base amounts given in the descriptions<br />

below, both blast radius and damage values are increased. To<br />

determine the increase for both damage and blast radius values,<br />

divide the amount used by the base amount and look up that number<br />

on the Many on One multi-action chart in Chapter Four. Add the<br />

modifier directly to the base damage value. Multiply each range<br />

value by this amount to find the new range values.


EXPLOSIVES CHART<br />

Example: Marco opens a door<br />

inside the headquarters of the evil Wu Han and discovers it’s boobytrapped;<br />

a bundle of twelve sticks of dynamite is about to go off!<br />

Can Marco get far enough away to avoid being blown to pieces?<br />

Becky looks up twelve on the Many on One chart; it’s a +6 bonus.<br />

This will increase the base damage from 13 to 19. Multiplying each<br />

blast radius value by six, the blast radius values for the bundle are<br />

0-12/ 24/ 36.<br />

Dynamite: Nitroglycerine stabilized<br />

in a neutralizing material such as clay or<br />

sawdust, dynamite is exceptionally stable<br />

and normally is only set off by the shock of<br />

an explosion, usually from a blasting cap or<br />

detonator (dynamite sticks with a fuse have the<br />

blasting cap included in the stick.) Old sticks<br />

however can be very dangerous because the<br />

nitroglycerine “sweats” out of the stick and<br />

any sharp shock will set it off. The damage<br />

value and blast radius values are for a single<br />

stick of dynamite.<br />

Plastique (C-4, C-6, C-9): A chemical<br />

explosive with a consistency of putty or<br />

modeling clay, plastique can be molded<br />

easily and is very stable. It cannot be set<br />

off by any amount of impact and only<br />

extreme levels of heat (over 500 degrees<br />

Celsius) might set it off. Plastique is<br />

triggered electrically, usually by a small battery-powered<br />

timer/detonator. The damage values and blast radius values are for<br />

a 30-gram amount of the explosive.<br />

EXPLOSIVE BURST RADIUS (IN METERS)<br />

Short Med. Long<br />

Artillery Round (HE) 0-5 15 40<br />

Tank Shell (HE) 0-4 10 25<br />

Missile 0-5 15 20<br />

Burst Radius Notation: (A) = Artillery shell; (T) = Tank shell; (M) =<br />

Missile<br />

Firearm Accessories<br />

This equipment consists of specialized ammunition used with<br />

firearms and weapon add-ons that are used to increase accuracy. The<br />

add-ons are sometimes found as standard components of higher-tech<br />

weapons, built into the weapon housing itself. Energy weapons may<br />

also benefit from some of the add-ons.<br />

Ammunition Types<br />

Black-powder: Early firearms such as the flintlocks, matchlocks<br />

and wheellocks don’t use “ammunition” in the common sense of<br />

the word. They are single-shot weapons that have to be reloaded<br />

Chapter Thirteen: Equipment<br />

Explosive Tech Damage Ammo Throw Range (meters) Burst Radius (meters) Price (Value)<br />

Value<br />

Short Med. Long Short Med. Long<br />

Dynamite (1 stick) 19 13 1 3-5 10 15 0-2 4 6 20 (6)<br />

C-4 (30g) 22 14 1 - - - 0-3 6 10 25 (7)<br />

C-6 (30g) 24 18 1 - - - 0-5 10 15 40 (8)<br />

C-9 (30g) 25 21 1 - - - 0-8 12 18 100 (10)<br />

after every shot, and loading can take several rounds to be done<br />

properly.<br />

Powder has to be kept dry or it won’t ignite. Additionally, the<br />

powder used creates dense clouds of white smoke, not only obscuring<br />

the firer’s vision but also making it very easy for opponents to<br />

locate the firer.<br />

For Tech 15 through Tech 17 firearms, the powder and projectile<br />

have to be loaded separately. This takes anywhere from three to six<br />

rounds and requires a fire combat skill total of 7.<br />

If the skill check fails, the weapon must<br />

be emptied and loaded again.<br />

At Tech 18, paper cartridges combining<br />

the powder and projectile are developed,<br />

speeding up the process. Loading the<br />

weapon only takes two rounds, though<br />

the difficulty of the fire combat skill total<br />

is still 7. Smoke is still a problem, but<br />

greatly reduced.<br />

Armor-piercing: First available at Tech<br />

20, armor-piercing rounds, AP for short, are<br />

designed to reduce the effectiveness of armor.<br />

However, they are less effective against<br />

unarmored targets because their increased<br />

penetration ability results in cleaner wounds,<br />

often passing straight through the target.<br />

Against armored targets, AP ammunition<br />

reduces their armor adds by three points (to no<br />

lower than zero.) Against unarmored targets,<br />

AP ammunition reduces the firearm’s damage<br />

value by one point.<br />

Hollow Point: First available at Tech 20, this category includes<br />

a variety of ammunition types besides hollow points, such as “dumdum”<br />

rounds. These are types of ammunition designed to either<br />

deform on impact (“mushroom”) or otherwise expand to create<br />

a larger, nastier wound. They are more effective against targets<br />

not wearing any armor because impact with the armor causes the<br />

projectile to deform before it hits the target’s body.<br />

Hollow point ammunition will increase a firearm’s damage value<br />

by one point when used on unarmored targets. Against armor-wearing<br />

targets, the damage value is reduced by one point.<br />

Scattershot: Most commonly associated with shotguns and<br />

muskets, scattershot is ammunition packed with “shot” which<br />

when fired scatters out in a cone from the end of barrel. Scattershot<br />

weapons have a limited range compared to regular projectiles but<br />

the scattering effect is useful in hitting multiple targets.<br />

At short range, scattershot ammunition grants the firer a +2 to<br />

his fire combat action total. At Medium range, the bonus is +4 and<br />

at Long range the bonus is +5. Scattershot does not change the<br />

damage value.<br />

Explosive: First available at Tech 19, explosive ammunition<br />

covers any type of ammunition that is designed to fragment inside<br />

of the target to create a larger wound. Most types will contain a<br />

257


TORG: Revised and Expanded Rulebook<br />

small amount of explosive that upon impact explodes the projectile<br />

like a miniature fragmentation grenade. Other types, such as Glaser<br />

rounds, load the projectile with pellets which spray out upon impact,<br />

almost like a blast from a shotgun shell.<br />

As with hollow point ammunition, explosive ammunition is<br />

more effective against unarmored targets since the impact with the<br />

armor detonates or scatters the projectile before it hits the target’s<br />

body. When used against unarmored targets, explosive ammunition<br />

increases the firearm’s damage value by two points. Against armorwearing<br />

targets, the damage value remains unchanged.<br />

Explosive rounds that actually use an explosive charge may<br />

require a long-range contradiction check.<br />

High Explosive Anti Tank (HEAT): Found only in heavy<br />

weapons and first available at Tech 21. The HEAT round is an<br />

armor-piercing high explosive round designed to detonate after it has<br />

penetrated the armor. A vehicle’s armor adds are reduced by three<br />

and the damage value is increased by two points. The explosion has<br />

a blast radius like that of a fragmentation grenade.<br />

Smart: First available at Tech 25, smart ammunition is not<br />

really a bullet but a small, self-guiding rocket. The projectile is<br />

equipped with a sensor, usually some kind of heat-seeker, and<br />

can change its trajectory during flight to track a target. Only small<br />

adjustments are possible, it cannot make sharp turns such as going<br />

around a corner.<br />

Smart ammunition provides the firer of the weapon with a +2<br />

bonus to her fire combat skill total. The firearm’s damage value<br />

is not changed. Smart ammunition may require a long-range<br />

contradiction check.<br />

Flechette: First available at Tech 24. Flechette rounds are<br />

designed to defeat standard ballistic armor such as Kevlar and<br />

IriMesh. A flechette shell is tightly packed with slivers of metal that<br />

will go through soft armor like a needle through cloth. However, they<br />

are much less effective against hard armor. Flechette ammunition<br />

can only be fired from weapons designed or modified to fire flechette<br />

rounds.<br />

258<br />

Optional AP Rule<br />

To better reflect the penetrating ability of higher Tech axiom<br />

firearm rounds, any normal ammunition can be considered<br />

armor-piercing against certain armors if:<br />

• the firearm’s Tech axiom is two or more points higher than<br />

the Tech axiom of the target’s armor, and<br />

• if the armor’s Tech axiom is 19 or less.<br />

If the ammunition is also designed to be armor-piercing,<br />

increase the amount by which it reduces the target’s armor<br />

to five points.<br />

Example: Quin and Terrill are being attacked by an<br />

Ayslish knight who is wearing Tech 15 plate mail, which<br />

gives him +5 armor adds. Terrill is armed with an Ayslish<br />

wheellock pistol, also Tech 15. His shots at the knight are<br />

treated normally.<br />

Quin is armed with an Uzi, which is Tech 22. The bullets<br />

from his gun are treated as armor-piercing against the knight,<br />

reducing the protection of his plate mail to +2 adds. If Quin<br />

were to load his Uzi with AP ammunition, they will reduce the<br />

knight’s protection an additional two points, down to zero!<br />

When used against a target wearing soft armor or hard armor<br />

which is not a single, solid piece (such as chain mail) flechette<br />

ammunition will reduce the target’s armor value by three points<br />

(no lower than zero.) Armor which falls into this category includes<br />

hides and furs, bone and hide, leather, cuir bouilli, chain mail, ring<br />

mail, silk lining, bullet-proof vests, Kevlar armor, IriMesh and<br />

interdermal plating.<br />

When used against a target wearing hard armor, the damage value<br />

of the flechette firearm is reduced by three points. Armor which falls<br />

into this category includes bronze plate, plate mail, Kevlar/ceramic,<br />

Kyoto Police RKD, GWI Armor of God and kinetic armor.<br />

When used against a target not wearing any armor, there are<br />

no modifiers.<br />

Add-on Descriptions<br />

Targeting Scope: Usually mounted onto a rifle or other kind<br />

of firearm meant for use at long ranges, targeting scopes are lowpowered<br />

telescopes that let the firer see distant targets better. They<br />

are first available at Tech 17. When combined with the Aiming<br />

combat maneuver, a targeting scope reduces the action penalty<br />

for range by one step; Long range is treated as Medium range<br />

and Medium range is treated as Short range. Short range does not<br />

improve to Point-blank range. Targeting scopes do not affect the<br />

damage modifiers for range.<br />

Laser Sight: First available at Tech 23. A small laser is fitted<br />

to the barrel of the firearm and projects a red dot onto targets that<br />

indicates to the firer where the weapon is actually aimed. At higher<br />

Tech axioms a laser sight is often built into the weapon as a standard<br />

feature. Most laser weapons will use the weapon’s own beam on<br />

a low-power setting rather than have a separate laser sight. Laser<br />

sights could be fitted to some other types of ranged weapons, such<br />

as crossbows.<br />

A laser sight gives the firer a +1 bonus to his attack total.<br />

Silencer: First available at Tech 21, a silencer is a tube or<br />

baffle added to the barrel of a weapon that suppresses the amount<br />

of noise it makes when fired. Firearms may also be “silenced” by<br />

using ammunition that travels at sub-sonic velocities, eliminating<br />

the distinctive “crack” heard when the bullet breaks the sound<br />

barrier.<br />

In game play, either method lowers the damage value of the<br />

firearm by two points but allows a character to fire the weapon<br />

without making much noise. If the two methods are combined,<br />

the damage value is reduced by three points and the shot makes<br />

hardly any noise.<br />

Silenced weapons can only be fired out to Medium range. If a<br />

targeting scope is used with the silenced weapon, it can be fired<br />

out to Long range but the scope does not reduce the action penalty<br />

for range.<br />

Vehicles<br />

Modes of transportation vary widely from one reality to the<br />

next. A trip of 500 kilometers may only take an hour in Core Earth<br />

or Nippon Tech thanks to jet aircraft, but might require days in less<br />

technically advanced realms like Aysle where a horse-drawn carriage<br />

is the best way to travel.<br />

The descriptions provided in this section can be used for craft<br />

similar to the specific one listed, most variations between vehicles<br />

of a similar type and Tech axiom are small enough that they do not<br />

affect the game values of the craft. For example, the game values<br />

of the Sopwith Camel can be used for most other types of Tech 20<br />

biplanes.


In the table below speeds are given in kilometers per hour<br />

(kmh) and miles per hour (mph) as well as the game speed value.<br />

“Pass.” is the total number of passengers, including the driver/pilot.<br />

“Armor” refers to the amount of protection the vehicle itself has<br />

against attacks, not the protection offered to passengers. Passengers<br />

in armored vehicles usually cannot be attacked directly without first<br />

destroying the vehicle.<br />

Air Vehicles<br />

Tech 16<br />

Hot Air Balloons: Hot air balloons are at the mercy of whatever<br />

winds are available to move them, the pilot really only has control over<br />

vertical movement. They can carry cargoes of up to 400 kilograms,<br />

about half of which is usually ballast. Tech 21 and later balloons can<br />

carry substantially more cargo, close to 1,000 kilograms. Hot air<br />

balloons have an effective ceiling of 15,000 feet. Hot air balloons<br />

vary in Toughness from 9 to 15, while the gondolas provide soft<br />

cover. (Cost = $15,000, value 21).<br />

Tech 19<br />

Gliders: Crude gliders have a glide-to-descent ratio of about<br />

four to one, which means they glide four meters for every one meter<br />

drop - less a form of flying than a slow method of falling. At Tech<br />

20 the glide ratio improves to around eight to one, and lightweight<br />

materials at Tech 23 make twenty to one possible. Tech 22 materials<br />

are light enough to make hang-gliders practical. Gliders provide<br />

soft cover (hang-gliders provide no cover) and have Toughness<br />

from 8 (hang-gliders) to 19 (WWII troop landing gliders). (Cost =<br />

$12,000, value 21).<br />

Zeppelins: Shaped aerodynamically, Zeppelins are hydrogen<br />

or helium filled balloons over lightweight wood and aluminum<br />

frames. The cargo gondola is slung beneath the Zeppelin. Tech<br />

19 Zeppelins carry only a small crew, no passengers and a small<br />

payload. Zeppelins of Tech 20 carry up to 35 passengers and a crew<br />

of 12. They can achieve a top speed of 100 kmh (60 mph). Zeppelins<br />

have Toughness from 10 to 26. The gondolas provide soft cover.<br />

(Cost = $800k, value 30).<br />

Piston-Powered Airplanes<br />

Early aircraft are slow, and barely able to lift their own weight.<br />

These rapidly develop into warplanes, at first capable of inflicting<br />

damage only on each other, then becoming lethal ground support<br />

elements. Metal skinned aircraft make their appearance at Tech 21.<br />

Greatly improved fuel efficiency is possible at Tech 23, increasing<br />

speed and range.<br />

Sopwith FI Camel: The Camel is extremely tricky to fly, having<br />

a tendency to climb when turning left, and a strong tendency to dive<br />

when turning right. These peculiarities could become advantages in<br />

the hands of a skilled pilot. The camel has an operational ceiling of<br />

22,000 feet. Standard armament is two Vickers machine guns.<br />

Spitfire VB: The large elliptical wing is a boon for pilots desperate<br />

for a tight turn, and the Spitfire has excellent speed. It is difficult to<br />

repair, however, and early models’ poor carburetor design can cause<br />

a loss of power when going into a steep dive. A Spitfire is armed<br />

with four .303 inch Brownings and two 20mm cannons.<br />

PM-1 Paket: A single engine monoplane from the Nile Empire,<br />

it is the workhorse of the Imperial air fleet. It is used as a support<br />

fighter and for reconnaissance. Standard armament is one .303<br />

Browning.<br />

Chapter Thirteen: Equipment<br />

PBY Seaplane: A twin-engine light cargo plane heavily used<br />

by the military of the Nile Empire. The cargo area can be converted<br />

into passenger space, increasing its capacity to 20. It is armed with<br />

three Vickers machine guns, one in a forward roof-mounted cupola<br />

and two cupolas, one port and one starboard, amidships.<br />

DC-3/Dakota: The 1,500-mile (2,400-kilometer) range of the<br />

DC-3 Dakota is quite impressive for Tech 21. A military transport<br />

version has also been developed, the C-47. Both types of aircraft<br />

continue to see use in Core Earth.<br />

Rotary Wing<br />

“Rotary wing” covers aircraft that get their lift from a spinning<br />

airfoil called a rotor. They include autogyros and helicopters. An<br />

autogyro does not power its lift rotor; instead, the forward motion<br />

of an autogyro sets the rotor spinning, and the vehicle lifts. In that<br />

respect an autogyro is more like a plane than a helicopter, requiring<br />

a running start to take off.<br />

Avro C.8L Mk II: The Avro C.8L Mk II autogyro is noted for its<br />

extremely short take-off distance, which is reduced to a few meters by<br />

gearing the engine to the rotor, and then disengaging once airborne.<br />

It can take off and land from the roof of a large building. Almost a<br />

helicopter, it lacks only a helicopter’s ability to hover.<br />

PA-19: The Pitcairn autogyro is a popular commercial model,<br />

made even more popular by its supposed exploits at the hand of<br />

G-men and other heroes of the day. With external tanks, its range<br />

can exceed 300 miles.<br />

Bell H-13: The well-known “MASH” helicopter, used in the<br />

Korean War for medical evac. It carries a crew of two, plus two<br />

additional “passengers” who can be strapped into the stretchers on<br />

the sides of the craft.<br />

Bell AH-1G: Known as the Huey Cobra, this helicopter is<br />

amazingly lethal for Tech 22. Its crew of two controls a turret with<br />

two 7.62mm miniguns and twin wing pods that can hold a total of<br />

eight rockets.<br />

Aerospatiale Lama: The highest-flying helicopter built; it is<br />

used extensively in the India/Indonesia area.<br />

Mi-24 Hind A-10: An experimental model developed from<br />

the helicopter gunships that saw extensive use in Afghanistan, the<br />

A-10 is Core Earth’s fastest helicopter. The Soviets are returning<br />

to production of the Mi-24A-10s in response to threats posed by<br />

the Possibility Wars, and limited quantities are available for export.<br />

The Hind can carry eight troops in addition to a crew of two. It is<br />

armed with a four-barrel machine gun, four rocket pods, and four<br />

missiles.<br />

Apache AH-64: The Apache gives up speed in order to gain<br />

increased maneuverability, superior armor and armaments. The<br />

Apache is armed with a M230A1 Chain Gun 30mm cannon with<br />

259


TORG: Revised and Expanded Rulebook<br />

PISTON-POWERED AIRCRAFT CHART<br />

Aircraft Tech Speed kmh/mph/Value Pass. Tough Price(Value)<br />

Sopwith FI Camel 20 200/120/14 1 13 60K (24)<br />

Spitfire VB 21 600/ 380/16 1 17 200K (27)<br />

PM1-Paket 21 600/380/16 1 17 600K (29)<br />

PBY Seaplane 21 200/120/14 6 17 200K (27)<br />

DC-3 21 320/ 200/ 15 36 19 150K (26)<br />

ROTARY WING AIRCRAFT CHART<br />

Aircraft Tech Speed kmh/mph/ Pass Tough Armor Price<br />

value<br />

(Value)<br />

Avro C.8L Mk II 20 160/100/ 13 1 14 - 300K (28)<br />

PA-19 21 150/ 90/ 13 4 4 14 450K (29)<br />

Bell H-13 21 150/ 90/ 13 2(+2) 14 - 600K (29)<br />

Bell AH-1G 22 350/ 220/ 15 2 15 +2 1.5 M (31)<br />

Aerospatiale Lama 22 150/ 90/ 13 2 15 - 1 M (30)<br />

Mi-24 Hind A-10 22 370/ 230/ 15 10 18 +3 12 M (36)<br />

AH-64 Apache 23 300/ 180/ 15 2 16 +4 8 M (35)<br />

Oda Butterfly 23 150/ 90/ 13 8 17 - 600K (29)<br />

Oda Hornet 24 400/ 250/ 15 8 17 +4 1.5M (31)<br />

JET-POWERED AIR CRAFT CHART<br />

Aircraft Tech Speed kmh/mph/ Pass. Tough Armor Price<br />

value<br />

(Value)<br />

F-86 21 1,100/ 680/ 18 1 18 +2 150K (26)<br />

Mirage III 22 2,400/ 1,500/ 19 1 19 +2 5 M (34)<br />

Learjet L24 22 780/ 480/ 17 8 20 - 1.5 M (31)<br />

Boeing 727-200 22 900/ 570/ 17 189 23 - 1.5 M (31)<br />

Boeing 747 22 950/ 590/ 17 490 24 - 5 M (34)<br />

F-15 23 2,250/ 1,400/ 19 1 20 +3 17 M (37)<br />

SR-71 23 3,600/ 2,200/ 20 2 22 - 32 M (38)<br />

Oda-17 24 3,750/ 2,345/ 20 2 22 - 24M (37)<br />

Digam-Sim/12 26 4,800/ 3,000/ 21 1 20 +6 100M (40)<br />

1,200 rounds of ammunition, its stub wing armament can be either<br />

16 Hellfire anti-tank rockets, or 76 2.75 inch rockets.<br />

Oda Butterfly: A commercial helicopter from Nippon Tech<br />

designed for the business executive on the go. Onboard features<br />

include such necessary office features as cellular phones, onboard<br />

computer system, entertainment center and a wet bar.<br />

Oda Hornet: Based on the design of the Oda Butterfly but<br />

equipped with some different amenities. The Hornet is armed with<br />

two Impala mounted chain guns and two rocket launchers that can<br />

fire up to 100 2.75-inch rockets. It can also carry the more mundane<br />

amenities like on the Butterfly.<br />

Jet-Powered Aircraft<br />

F-86: The F-86 is an aircraft on the cutting edge of Tech 21,<br />

a fighter with almost supersonic performance in level flight. It<br />

doesn’t quite make it, but its maneuverability and stability make it<br />

the best dogfighter of its era. The F-86 is armed with six .50 caliber<br />

Browning machine guns.<br />

Mirage III: Produced in interceptor, reconnaissance, trainer<br />

and ground attack versions, the Mirage III is in service in better<br />

than a dozen nations of Core Earth. It has an attack radius of 745<br />

miles (1,200 kilometers). Armament includes two fuselage-mounted<br />

260<br />

30mm cannon and a mixture of bombs, rockets<br />

and guided missiles depending on the mission<br />

and configuration of the plane.<br />

Learjet L24: When a plane flies paying<br />

customers, it is called an airliner. A privately<br />

owned Learjet is given the loftier sounding<br />

title of “executive transport.” In addition to the<br />

passengers, the L24 has room for about 1,000<br />

pounds (450 kilos) of cargo.<br />

Boeing 727: A design that originally competed<br />

for a contract as a military transport, the 727<br />

became the most common jetliner in dozens<br />

of fleets. The plane has a range of 2,600 miles<br />

(4,200 kilometers).<br />

Boeing 747: The Boeing 747 is a marvel of<br />

engineering, and continuous adaptations have<br />

kept the plane up to date with new developments<br />

in avionics. The 747 has a range of 7,000 miles<br />

(11,000 kilometers).<br />

F-15: While fast, the F-15 is not built for speed<br />

- it is built for acceleration. The F-15 is capable of<br />

climbs, dives, and turns that are more than enough<br />

to outmaneuver most opponents. Unfortunately,<br />

the fighter is capable of maneuvers that can knock<br />

a pilot unconscious from the G-force! Knowing<br />

how to push the envelope is the key to victory and<br />

survival. The F-15 is armed with a 20mm rotary<br />

cannon, and eight air-to-air missiles.<br />

SR-71: The SR-71 started development at<br />

Tech 22, and its power plant is of that generation.<br />

However, its control-surface technology and<br />

stealth/ECM gear is strictly state of the art of<br />

Tech 23. The SR-71 has a service ceiling in excess<br />

of 80,000 feet, and literally flies faster than a<br />

speeding bullet. The SR-71 is a reconnaissance<br />

aircraft.<br />

Oda-17: Built purely for speed, the Oda-17<br />

is the fastest jet produced in Nippon Tech. It is<br />

also equipped with extensive stealth technology,<br />

making it extremely suitable for reconnaissance<br />

work.<br />

Digam-Sim/12: A small single-seat jet fighter from Tharkold.<br />

Armament can be configured as desired by swapping out weapon<br />

pods located on the wings and under the fuselage.<br />

Animal-Powered Land Vehicles<br />

The technology of most animal-powered vehicles is fairly basic,<br />

its comforts and amenities determine the Tech axiom of a vehicle<br />

more than its function. While control of an animal-powered land<br />

vehicle is handled with the land vehicles skill, occasions may arise<br />

where the driver will need to use beast riding to control the animals<br />

more directly, such as dealing with animals panicked by gunfire.<br />

Passenger Carriage: A simple four-wheel carriage that can carry<br />

four passengers in moderate comfort. The driver sits atop the cabin<br />

at the front of the carriage. Depending on their size carriages are<br />

usually drawn by two or four horses. Carriages do not have any real<br />

suspension systems until Tech 18, making for a bumpy ride.<br />

Sulky: A light, one-person carriage built for speed and<br />

maneuverability. A canopy usually shelters the single seat. One


horse normally pulls a sulky. Adding a second<br />

horse will increase the speed value by one.<br />

Self-Powered Land<br />

Vehicles<br />

Internal Combustion<br />

Model T: The Model T comes only in one<br />

color, black. It requires hand cranking to start<br />

and is not completely sealed against the weather.<br />

Durable and relatively inexpensive, it sold more<br />

than any other car of its day.<br />

Daimler-Benz: This sedan epitomizes the<br />

low, sleek rounded designs of its day. The<br />

Daimler-Benz has a suspension system that gives<br />

it a coveted ride.<br />

Thunderbird: The Thunderbird encapsulates<br />

tastes in the opulent United States of the 1950s:<br />

powerful, heavy, and sporting liberal applications<br />

of chrome.<br />

Lotus Esprit: The Esprit is responsive - overly<br />

responsive in the hands of inexperienced drivers.<br />

The mid-body engine is difficult to service, but the<br />

design gives the car great maneuverability.<br />

Ford Taurus: The basic design of the Taurus<br />

literally spawned a whole fleet of similar cars.<br />

Moderately reliable, the primary failing of the<br />

Taurus is that it sustains more damage in a<br />

collision than similar cars. Most normal Tech 23<br />

automobiles will have the same specifications.<br />

Chevrolet Sportvan: A mid-1990’s cargo van<br />

with good load capacity and a powerful engine.<br />

Bench seating can be placed in the cargo area to<br />

increase the passenger capacity to 15.<br />

Honda CBR600F2: A maneuverable,<br />

middleweight motorcycle with a powerful engine<br />

providing for quick acceleration.<br />

Kenilworth Semi-Truck: While all large<br />

trucks are designed to sacrifice acceleration for<br />

efficient power, the Kenilworth is slower off the<br />

mark than most modern semis. In return it can<br />

haul more freight than any other truck - nearly<br />

35 tons.<br />

Electrically-Powered<br />

Peugeot 105 Hover Car: Produced in the<br />

Cyberpapacy, this four-seater rides on a hoverskirt<br />

that grants clearance over obstacles up to 35cm in height. It is not<br />

exceptionally fast or maneuverable though. It is powered by an<br />

electric engine with batteries good for about a week before needing<br />

recharging.<br />

Xedi-1 Hovercycle: A small scale hovercraft from Tharkold<br />

that uses vectored-thrust jets rather than a hoverskirt, enabling it<br />

to attain a maximum cruising altitude of five meters. It has a cargo<br />

capacity of 100 kilograms in addition to the one pilot. A weapon<br />

mount is included on the front of the vehicle. The powercell used<br />

in the vehicle is good for up to 60 hours of use.<br />

Chapter Thirteen: Equipment<br />

ANIMAL-POWERED LAND VEHICLES CHART<br />

Craft Tech Speed kmh/mph/ value Pass. Tough Price (Value)<br />

Passenger Carriage 9 48/ 30/ 11 5 12 800 (15)<br />

Sulky 10 48/ 30/ 11 1 12 3000 (18)<br />

SELF-POWERED LAND VEHICLES CHART<br />

Vehicle Tech Speed kmh/mph/ value Pass Tough Price (Value)<br />

Model-T 20 55/ 35/ 11 2 14 3000 (18)<br />

1933 Daimler-Benz 21 100/ 60/ 12 4 15 8000 (20)<br />

1955 Thunderbird 21 125/ 80/ 13 2 16 8000 (20)<br />

1977 Lotus Esprit 22 210/ 130/ 14 2 15 35K (23)<br />

1990 Taurus 23 160/ 100/ 13 5 14 15K (21)<br />

Chevrolet Sportvan 23 135/85/13 2 16 14K (21)<br />

Honda CBR600F2 23 140/90/13 2 12 7000 (20)<br />

Semi-Truck 22 140/ 90/ 13 2 23 120K (26)<br />

Peugeot 105 24 160/ 100/ 13 4 18 15K (21)<br />

Xedi-1 26 400/ 250/ 15 1 14 25K (22)<br />

Fey Carriage 9* 32/ 20/ 10 8 11 40K (23)<br />

Swifter 30 200/ 120/ 14 4 12 60K (24)<br />

RAILROADS CHART<br />

Railroad Engine Tech Speed kmh/mph/value Pass. Tough Price (Value)<br />

1868 18 40/ 25/ 10 80 28 15M (36)<br />

1907 20 70/ 45/ 12 20 32 25M (37)<br />

1950 21 110/ 70/ 13 160 37 50M (39)<br />

Bullet Train 23 300/ 180/ 15 350 33 70M (40)<br />

Laser Train 24 400/ 250/ 15 200 32 150M (41)<br />

Cyber Train 25 320/ 200/ 15 300 44 7.5M (35)<br />

MILITARY VEHICLES CHART<br />

Vehicle Tech Speed kmh/mph/ Pass. Tough Armor Price<br />

value<br />

(Value)<br />

1938 Halftrack 21 55/ 35/ 11 10 20 +2 100K (25)<br />

Tiger Tank 21 40/ 25/ 10 4 20 +9 200K (27)<br />

Jeep 21 80/ 50/ 12 4 15 - 6K (19)<br />

T-72 22 55/ 35/ 11 3 21 +10 750K (30)<br />

M113A2 22 65/ 42/ 12 13 17 +7 100K (25)<br />

M1 Abrams 23 70/ 45/ 12 4 22 +11 1.4 M (31)<br />

Oda PG-3 24 70/ 44/ 12 6 15 +10 750K (29)<br />

GWI Samson 25 110/ 68/ 13 4 27 +15 2.3M (32)<br />

Magically-Powered<br />

Fey Carriage: This “horseless carriage” looks like an open<br />

buckboard wagon, except for the missing horses. A magical engine<br />

is used provide motive power to the carriage’s rear wheels by a<br />

belt drive system. The carriage is steered with a large “rudder”<br />

positioned in front of the driver’s seat. Opening the magical engine<br />

is very dangerous (it will explode with a damage value of 35.) The<br />

carriage requires a Magic axiom of 13 to operate.<br />

Futuristic Technology<br />

Swifter: A biotech device that is the primary land vehicle in<br />

the Star Sphere. The craft can only attain a maximum altitude of<br />

50 centimeters, the length of the cilian curtain around the fringe of<br />

the craft that provides directional control. Swifters do not need to<br />

261


TORG: Revised and Expanded Rulebook<br />

SPACE VEHICLES CHART<br />

Spacecraft Tech Speed kmh/mph/value Pass. Tough Price (Value)<br />

US Space Shuttle 22 28K/ 18K/ 25 6 27 2B (47)<br />

Mitiya Low Orbital 24 28K/ 18K/ 25 20 28 600M (44)<br />

G W I E z e k i a l 25 35K/ 22K/ 25 4 28 4B (48)<br />

Transport<br />

Geomantic Shuttle 30 170K/ 106K/ 29 8 22 10B (50)<br />

SURFACE VESSELS CHART<br />

Watercraft Tech Speed kmh/mph/value Pass. Tough Price (Value)<br />

Viking Longship 9 10/ 6/ 7 30 15 20K (22)<br />

Galleon 15 20/ 12/ 9 220 25 15M (36)<br />

Clipper Ship 17 40/ 25/ 10 140 26 20M (37)<br />

Coal Steamer 18 30/ 18/ 10 24 30 20M (37)<br />

Diesel Steamer 21 40/ 25/ 10 24 31 30M (38)<br />

Motorboat 21 100/ 60/ 12 6 15 16K (22)<br />

Luxury Liner 22 25/ 15/ 9 3,200 34 110M (41)<br />

Skimmer 30 125/ 80/ 13 3 14 50K (24)<br />

SUBMARINES CHART<br />

Submarine Tech Speed kmh/mph/value Pass Tough Price (Value)<br />

Type 209 class 21 40/ 25/ 10 33 28 30 m (38)<br />

Los Angeles class 22 55/ 35/ 11 140 2 b<br />

33 (47)<br />

be fed like most biotech devices; they are able to draw sustenance<br />

from the geomantic energies of a planet.<br />

Railroad<br />

1868: Powered by coal-generated steam, this class of locomotive<br />

spread throughout the Americas, as far south as Patagonia and as<br />

far north as Alaska. A half dozen or so of these vehicles have been<br />

refurbished as a result of the Possibility Wars, as they are more<br />

easily “repaired” than more modern vehicles.<br />

1907: Coal and steam are the sources of power for these long<br />

trains, many with richly appointed passenger cabins. Lower-class<br />

tickets are located in the rear, which occasionally receives the ash<br />

from the locomotive. A variation of the 1907 is the most common<br />

train in Orrorsh and the Nile Empire.<br />

1950: Diesel engines pull these trains, and passengers have given<br />

way to increased freight. Superior brake technology takes credit<br />

for much of the increase in speed performance; less technically<br />

sophisticated trains may be able to get up to speed, but they cannot<br />

stop in a reasonable distance.<br />

Bullet Train: Developed in Japan and France, these trains make<br />

use of superior aerodynamic knowledge and materials to allow the<br />

train to reach speeds that would derail ordinary trains.<br />

Laser Train: An advance on the technology of the bullet train,<br />

combined with special rail tracks the laser train is twenty-five percent<br />

faster than the trains it is replacing.<br />

Cyber Train: A huge train that runs on a magnetic rail, the<br />

cyber train is not as fast as Nippon Tech’s laser train but it’s also<br />

heavily armored and equipped with numerous plasma cannons and<br />

Hellfire missile launchers. The train is not used commercially; it is<br />

the property of the Avignon Papacy.<br />

262<br />

Military Vehicles<br />

1938 Halftrack: Halftracks are lightly<br />

armored trucks for troop transport. The rear of the<br />

vehicle is tracked for better off-road performance,<br />

and they are often armed with a .30 caliber<br />

machine gun.<br />

Tiger Tank: The state of the art tank for nearly<br />

a dozen years, the Tiger Tank has a 75mm cannon<br />

which is advanced for its Tech axiom.<br />

Jeep: This all-purpose utility vehicle is not<br />

so much rugged as it is easy to patch back into<br />

a semblance of working shape. Repairs have<br />

been made literally with safety pins and chewing<br />

gum.<br />

T-72: The T-72 is a common tank in dozens of<br />

nations who had cordial relations with the Soviet<br />

Union. The T-72 sports a 125mm-tank gun.<br />

M113A2: The M113A2 is an armored<br />

personnel carrier used extensively by US forces<br />

in the Vietnam War. Its experimental aluminum<br />

armor is light, but provides inadequate protection<br />

against heavy weapons.<br />

M1 Abrams: Currently the most modern tank<br />

in US inventories, the Abrams is capable of good<br />

highway speed, and carries composite armor.<br />

While its 105mm gun is slightly less impressive<br />

than the Soviet 125mm, the Abrams can carry<br />

over 60 105mm shells, as opposed to 40 120mm<br />

shells for the T-72.<br />

Oda PG-3: A skirted hovercraft vehicle designed for patrol and<br />

reconnaissance work, the PG-3 is equipped with a variety of advanced<br />

data gathering and processing equipment. Its hoverskirt allows it<br />

to clear obstacles up to 60 cm in height. A gyro-mounted 30mm<br />

autocannon can optionally be installed on the roof and controlled<br />

from inside. While equipped with advanced composite armor, the<br />

vehicle itself is not very rugged.<br />

GWI Samson: An early attempt by the Cyberpapacy to produce a<br />

high-tech battle tank, the Samson is an unusual mix of Tech axioms.<br />

The vehicle itself is a Tech 25 hoverskirt vehicle, capable of clearing<br />

obstacles a meter tall. It’s main gun is a Tech 24 125mm tank gun<br />

and it carries four Tech 22 Hellfire missiles in side racks plus a heavy<br />

(damage value 35) version of the Tech 26 GWI GodsFire plasma gun<br />

is mounted on the turret for the vehicle commander to use.<br />

Space Vehicles<br />

US Space Shuttle: While the avionics and some of the control<br />

surfaces of the newer shuttles are Tech 23, most of the fleet is actually<br />

Tech 22. The shuttle can place over 60 tons into low Earth orbit.<br />

Mitaya Corporation Low Orbital: The Low Orbital is a<br />

hypersonic sub-orbital space place, capable of traveling to anywhere<br />

on the face of the Earth in under four hours. It takes off and lands<br />

likes a normal jet, though only the largest airports have runways<br />

long enough for it.<br />

GWI Ezekial Transport: Developed to support the<br />

Cyberpapacy’s space station, Firmament, The Ezekials are large,<br />

cargo-carrying craft. The transports take-off and land vertically<br />

and can maneuver like airplanes in both the atmosphere and space,<br />

though they are not agile. The cargo compartments can be converted<br />

to passenger space, increasing the transport’s capacity to 16.<br />

Geomantic Shuttle: Utilizing gravitic drives, this Akashan<br />

shuttle is capable of tremendous speeds but only when within


10,000 kilometers of a planet or other large gravitational body,<br />

making it unsuitable for anything beyond mid-level orbits (it<br />

can’t even reach the Cyberpapacy’s Firmament space station in<br />

geostationary orbit.)<br />

Water Vehicles<br />

Viking Longship: Single sail craft used by Aysle’s vikings, the<br />

longship can also be rowed by its crew of 30 when the winds are<br />

calm or when they are on the attack. They are often equipped with<br />

a ram, which at full speed inflicts a damage value of 24.<br />

Galleon: Galleons are a compromise between a merchant ship<br />

and a warship. They are better merchanteers. Galleons are bulky<br />

and not too maneuverable, but can haul a good deal of cargo, pack<br />

several dozen cannon, and take considerable damage before going<br />

under. Many Ayslish traders use galleons.<br />

Clipper Ship: The clipper ships are the ultimate tall ships.<br />

Complicated and sophisticated rigging can, in the hands of skilled<br />

crews, be used to draw every ounce of power from the winds.<br />

Only moderately armed, the ships count on escape rather than<br />

confrontation.<br />

Coal Steamer: Early steamers retained their sails, in part to take<br />

advantage of the wind, in part due to a distrust of the machinery which<br />

moved the vessel. As the efficiency of the engines - and people’s<br />

acceptance of the technology - grew, the sails were abandoned. Coal<br />

steamers can sail throughout the year as dictated by the needs of<br />

trade rather than the prevailing wind patterns.<br />

Diesel Steamer: Oil-fired engines also went through a transitional<br />

tech period; oil-soaked coal was first used, then pure oil-fired engines<br />

replaced the coal burners. Oil brings great gains in efficiency; ships<br />

can remain at sea for months, rather than three weeks or so for a<br />

coal burner.<br />

Motorboat: A small personal watercraft, usually powered by<br />

one or two outboard motors and used for short-distance travel. They<br />

are very common along most waterways and coastlines.<br />

Luxury Liner: Diesel engines power these great behemoths,<br />

which require more than three times the space of military vessels<br />

carrying a similar number of people. They are remarkably seaworthy.<br />

Many have been pressed into military service as a result of the<br />

Possibility Wars, ferrying troops equal to twice the normal passenger<br />

limits, plus hundreds of tons of gear.<br />

Skimmer: A small biotech watercraft, the craft floats by way<br />

of a large air bladder on the bottom while propulsion and steering<br />

are accomplished with a mass of two-meter long tentacles that hang<br />

down into the water. The skimmer does not need to be fed like most<br />

biotech, being able to feed itself on the water.<br />

Submarines<br />

Type 209 class: Designed by West Germany, this diesel-powered<br />

submarine is in service throughout the world. Their sensors are<br />

more modern (Tech 22 or 23) than the rest of the vessel. The 209<br />

is meant for patrols of 50 days or less. The Nile Empire is believed<br />

to have purchased some 209s, apparently having no submersibles<br />

of their own.<br />

Los Angeles class: The Los Angeles class submarine is a nuclear<br />

powered attack submarine, using extremely sophisticated sensing<br />

gear (Tech 23) to hunt other submarines as well as surface ships.<br />

While equipped with MK48 torpedoes, these submarines also hunt<br />

with missiles that hit the water only as they near the target.<br />

Chapter Thirteen: Equipment<br />

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Enhanced Table of Contents<br />

266<br />

The World of <strong>Torg</strong> 4<br />

What Is Roleplaying? 4<br />

<strong>Torg</strong>: Roleplaying the Possibility Wars 5<br />

The Basics 5<br />

Attributes and Skills 5<br />

The Die Roll 5<br />

Generating a Total 5<br />

The Main Idea 5<br />

Beating a Difficulty Number 6<br />

Combat 6<br />

Damage 6<br />

Values and Measures 6<br />

Possibility Energy 6<br />

Ords, Stormers and Storm Knights 6<br />

The Axioms 6<br />

World Laws 6<br />

The Invaders 6<br />

Using This Book with Previous <strong>Torg</strong> Products 6<br />

Living Land 7<br />

Aysle 7<br />

Cyberpapacy 7<br />

Nile Empire 7<br />

Nippon Tech 8<br />

Orrorsh 8<br />

Tharkold 8<br />

Other Realms 8<br />

Land Below and Land Above 8<br />

Space Gods 8<br />

Before We Begin 10<br />

Attributes and Skills 10<br />

Comparative Attribute Values 10<br />

A Brief Look at Action Values 10<br />

Using a Template 11<br />

Step One: Choose Skills 11<br />

Optional Templates 11<br />

Step Two: Determine Special Abilities 12<br />

Spells 12<br />

Miracles 12<br />

Number of Free Starting Miracles 12<br />

Psionics 13<br />

Martial Arts 13<br />

Weird Science and Pulp Powers 13<br />

Customizing a Template 13<br />

Orrorshan Horror Characters 14<br />

Step Three: Copy Down Some Final Information 14<br />

Home Cosm 14<br />

Enter a Soldier 14<br />

The Four Axioms 15<br />

World Laws 15<br />

Possibilities 15<br />

Equipment 15<br />

Limit Values 15<br />

Limit Values for Character Races 15<br />

Step Four: Determine Character Connections 15<br />

Limit Values 16<br />

Escaped Together 16<br />

Called 16<br />

Same Hometown 16<br />

Previous Missions 16<br />

Employee 16<br />

Relatives 16<br />

Reputation 16<br />

Previous Institution 17<br />

Current Institution 17<br />

Final Touches 17<br />

Dramatis Personae 17<br />

Step One: Discuss the Character Concept with the<br />

Gamemaster 18<br />

Step Two: Determine the Home Cosm 19<br />

Step Three: Assign Attribute Points and Skill Adds 19<br />

Attributes 19<br />

Attribute Upper Limits by Cosm 20<br />

Skills 20<br />

Step Four: Assign Special Abilities 21<br />

Natural Tools 21<br />

Enhancement Packages 21<br />

Aysle Characters 22<br />

Orrorshan Horror Characters 22<br />

Space Gods Characters 23<br />

Tharkold Characters 23<br />

Ravagon Characters 24<br />

Cyberware 24<br />

Biotech Implants 24<br />

Optional Rule: Purchasing Equipment 24<br />

Step Five: Equip the Character 25<br />

How Much Equipment? 25<br />

Axiom Levels for Equipment 26<br />

Starting Money 27<br />

Suggested Starting Money 27<br />

Step Six: Describe the Character 27<br />

Appearance 27<br />

Personality 27<br />

Sample Personality Traits 28<br />

Traits 28<br />

Behavior Tags 28<br />

Sample Behavior Tags: 28<br />

Step Seven: Develop Character’s Background and History<br />

28<br />

Background Subplots 30<br />

Character Connections 31<br />

Step Eight: Submit Write-up for Final Gamemaster<br />

Approval 31<br />

Expanded <strong>Rules</strong> 31<br />

Making a Skill Check 32<br />

Skill Adds Versus Skill Values 32<br />

What if Your Character Doesn’t Have a Skill? 33<br />

Result Points and Success Levels 33<br />

Active and Passive Skill Use 33<br />

Unskilled Use Penalties 33<br />

Round Skills and Macro Skills 34<br />

Normal Skills and Limited Skills 34<br />

Skill Specializations 34<br />

Type Specialization 34<br />

Master Skill List 34<br />

Trademark Specialization 35<br />

Improving Skills and Attributes 35<br />

Improving and Learning Skills with Possibilities 35<br />

Improving and Learning Skills Over Time 36<br />

Improving Attributes 37<br />

Optional Skill <strong>Rules</strong> 37<br />

Simplified Unskilled Use 37<br />

Narrower Skills 37


Broader Skills 37<br />

Harder to Improve Skills 38<br />

Self-Instruction is Difficult 38<br />

Training Is Not Automatic 38<br />

Skill Description Format 38<br />

Attribute and Skill Descriptions 38<br />

Dexterity 38<br />

Dexterity-Related Skills 39<br />

Acrobatics+ 39<br />

Vaulting/springing chart 39<br />

Falling chart 39<br />

Beast Riding 39<br />

Biotech Weapons 39<br />

Dance 39<br />

Dodge 40<br />

Energy Weapons 40<br />

Escape Artist 40<br />

Escape artist chart 40<br />

Fire Combat 40<br />

Flight 41<br />

Heavy Weapons* 41<br />

Lock Picking+ 41<br />

Lock picking chart 41<br />

Long Jumping 42<br />

Long jumping modifiers 42<br />

Maneuver 42<br />

Timed Movement 42<br />

Martial Arts* 43<br />

Melee Weapons+ 43<br />

Missile Weapons 43<br />

Prestidigitation 43<br />

Prestidigitation chart 43<br />

Running 44<br />

Running modifiers 44<br />

Stealth 44<br />

Stealth chart 44<br />

Swimming+ 45<br />

Swimming modifiers 45<br />

Unarmed Combat+ 45<br />

Strength 45<br />

Strength-Related Skills 45<br />

Climbing 45<br />

Climbing chart 45<br />

Lifting 46<br />

Toughness 46<br />

Toughness-Related Skills 46<br />

Resist Pain 46<br />

Perception 47<br />

Perception-Related Skills 47<br />

Air Vehicles 47<br />

Alteration Magic 47<br />

Camouflage 47<br />

Computer Operations 48<br />

Craftmanship* 48<br />

Cyberdeck Operations+ 48<br />

Direction Sense 49<br />

Direction sense modifiers 49<br />

Disguise 49<br />

Disguise modifiers 49<br />

Divination Magic 50<br />

Egyptian Religion 50<br />

Evidence Analysis 50<br />

Evidence analysis chart 51<br />

Find versus Stealth 51<br />

Find 52<br />

First Aid 52<br />

First aid chart 52<br />

Forgery 52<br />

Forgery chart 52<br />

Gambling 52<br />

Hieroglyphics* 54<br />

Land Vehicles 54<br />

Language* 54<br />

Language Types 54<br />

Language chart 55<br />

Master Criminal 55<br />

Nile Mathematics 55<br />

Psionic Manipulation 55<br />

Research 56<br />

Scholar* 56<br />

Scholar chart 56<br />

Security 57<br />

Space Vehicles 57<br />

Tracking 57<br />

Tracking chart 58<br />

Trick 58<br />

Water Vehicles 58<br />

Mind 58<br />

Mind-Related Skills 58<br />

Apportation Magic 58<br />

Artist* 59<br />

Biotech 59<br />

Business 59<br />

Computer Science 60<br />

Conjuration Magic 60<br />

Cybertech 61<br />

Demolitions 61<br />

Demolitions chart 61<br />

Hypnotism 62<br />

Linguistics 62<br />

Linguistics chart 63<br />

Medicine 63<br />

Medicine chart 63<br />

Meditation 63<br />

Mindsense 64<br />

Nile Engineering 64<br />

Occult 65<br />

Psionic Resistance 65<br />

Psychology 65<br />

Science* 66<br />

Science chart 66<br />

Streetwise 67<br />

Streetwise chart 67<br />

Survival 68<br />

Survival chart 68<br />

Test of Wills 68<br />

Weird Science 68<br />

Willpower 69<br />

Charisma 69<br />

Charisma-Related Skills 69<br />

Charm 69<br />

Performance Art* 69<br />

Persuasion 70<br />

Taunt 70<br />

Enhanced Table of Contents<br />

267


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268<br />

Optional Charisma-Related Skill 71<br />

Training 71<br />

Training chart 71<br />

Spirit 72<br />

Spirit-related Skills 72<br />

Ayslish Corruption 72<br />

Ayslish Honor 72<br />

Cyberpsyche 72<br />

Faith* 72<br />

Focus 73<br />

Frenzy 73<br />

Different Faiths 73<br />

Frenzy chart 74<br />

Intimidation 74<br />

Occultech 74<br />

Pain Weapon 74<br />

Possibility Rip 74<br />

Possibility Sense 75<br />

Possibility sense chart 75<br />

Reality* 75<br />

Shapeshifting 76<br />

Spirit Medium 76<br />

Swami 76<br />

True Sight 76<br />

Attributeless Skills 76<br />

Arcane Knowledges 76<br />

Orrorshan Corruption 77<br />

Pulp Power Skill* 77<br />

UltraCAD Operation 77<br />

Action and Effect Totals 78<br />

Determining Difficulty Numbers 78<br />

Values and Measures 79<br />

DIFFICULTY NUMBER SCALE 79<br />

Alternate Scale Descriptions 79<br />

<strong>Torg</strong> Value Chart 80<br />

Converting Measures 80<br />

<strong>Torg</strong> Benchmark Chart 81<br />

Measure Conversion Chart 82<br />

Measuring Success 82<br />

General Results Table 82<br />

Pushing the Limits 82<br />

Limit Values for Other Creatures 83<br />

General and Push Results Table 83<br />

Near-Miss 84<br />

Interaction Results Table 84<br />

Character Interactions 84<br />

Intimidate, Test, Taunt, Trick and Maneuver Results 84<br />

Charm, Interrogate and Persuade Results 85<br />

Using Charm 86<br />

Using Persuasion 86<br />

Pressing the Issue 86<br />

Haggling 87<br />

First Edition Terms 87<br />

Base Price/Attitude Chart 88<br />

Clearing the Mind 88<br />

Interrogation 89<br />

Combat 89<br />

Action Descriptions 89<br />

Initiative 89<br />

Attack Skills 89<br />

Defensive Skills 90<br />

Determining Damage 90<br />

Types of Damage 90<br />

Shock Damage 90<br />

Knockout Conditions 90<br />

COMBAT RESULTS TABLE 90<br />

Knockdown 91<br />

Wounds 91<br />

Pain 91<br />

The “Glass-Jawed Ninja” Problem 92<br />

Healing 93<br />

Healing Chart 93<br />

Movement in Combat 93<br />

Slower Healing 93<br />

Combat Options and Modifiers 94<br />

Melee Weapon Damage 94<br />

Using Two Weapons 94<br />

First Edition <strong>Torg</strong> Terminology 94<br />

Non-Lethal Damage 95<br />

Knockout Attacks 95<br />

Ammunition 96<br />

Knockdown Attack 96<br />

Ranged Weapon Modifiers 96<br />

Single, Burst and Automatic Fire 97<br />

Aiming 97<br />

Vital Blow 97<br />

Vital Block 98<br />

All-Out Attack 98<br />

Sweep Attack 98<br />

Suppressive Fire 99<br />

Opportunity Attack 99<br />

Location Attack 99<br />

Holding an Action 100<br />

Grappling Attack 100<br />

Disarm 101<br />

Aggressive Defense 101<br />

Blindside 101<br />

Surprise 102<br />

Concealment and Cover 102<br />

CONCEALMENT AND COVER CHART 102<br />

COVER EXAMPLES 102<br />

Explosives 102<br />

SCATTER DIRECTION 103<br />

Combat Option Chart 103<br />

Environment 104<br />

Falling Damage 104<br />

Fire 104<br />

Drowning 105<br />

Weather 106<br />

Multi-Actions 106<br />

Many on One 106<br />

MANY ON ONE CHART 107<br />

One on Many 107<br />

ONE ON MANY CHART 108<br />

Quick Multi-Attacks 108<br />

Summing Efforts for a Single Action 108<br />

Coordination Difficulties 109<br />

Summing a Lot of Efforts for a Single Action 109<br />

Possibility Energy 109<br />

Possibilities and the Die Roll 109<br />

Extending the Charts 109<br />

Countering Possibilities 110<br />

Damage to Equipment 110<br />

Negating Damage 111


Reality Bubbles 111<br />

What’s on the Cards 112<br />

Gamemaster Information 112<br />

<strong>Player</strong> Information 112<br />

Getting the Cards 112<br />

Playing With the Cards 113<br />

CARD PLAY AND GROUP SIZE 113<br />

Keeping the Hands Secret 113<br />

Why the Card Pools? 114<br />

Card Pools 114<br />

Playing for the Critical Moment 114<br />

Trading Cards 114<br />

Refilling the Hand 115<br />

Gamemastering with the Cards 115<br />

Standard and Dramatic Scenes 115<br />

Combat Between Two <strong>Player</strong> Characters 116<br />

Initiative and Advantage 116<br />

Conflict Line Advantages 116<br />

Conflict Line Disadvantages 116<br />

Setbacks 116<br />

Using Conflict Lines in the Story 117<br />

Special Villain Actions 118<br />

Approved Actions 118<br />

Dramatic Skill Resolution 118<br />

Bad Things Can Happen 118<br />

Possible Setback 118<br />

Complication 118<br />

Critical Problem 118<br />

Skill Use as an Approved Action 119<br />

Last Ditch Effort 120<br />

Other Characters 120<br />

Working the Timing Out 120<br />

Other Uses for Dramatic Skill Resolution 120<br />

Card Descriptions 121<br />

Enhancement Cards 121<br />

Action 121<br />

Adrenalin, Willpower, and Presence 121<br />

Coup de Grace 121<br />

Drama 121<br />

Escape 121<br />

Glory 121<br />

Haste 121<br />

Hero 121<br />

Idea 122<br />

Leadership 122<br />

Master Plan 122<br />

Monologue 122<br />

Opponent Fails 122<br />

Second Chance 122<br />

Seize Initiative 122<br />

Supporter 123<br />

Rally 123<br />

Special Cards 123<br />

Alertness 123<br />

Connection 123<br />

Subplots 123<br />

Circumstances of Subplots 124<br />

Types of Subplots 124<br />

Mistaken Identity 124<br />

Nemesis 125<br />

Personal Stake 125<br />

Romance 125<br />

Enhanced Table of Contents<br />

Suspicion 125<br />

True Identity 125<br />

Martyr 125<br />

The Campaign Card 125<br />

Blank Cards 126<br />

Playing <strong>Torg</strong> Without the Drama Deck 126<br />

The <strong>Player</strong>s 128<br />

Setting the Scene 128<br />

Act One, Scene One 129<br />

Act One, Scene Two 131<br />

Note! 135<br />

The Big Picture 136<br />

Possibility Energy 137<br />

How Big is a Cosm? 137<br />

The Infiniverse 138<br />

The Everlaws 138<br />

The Everlaw of One 138<br />

The Everlaw of Two 139<br />

The Everlaw of Three 139<br />

The Everlaw of Four 139<br />

Axioms and World Laws 139<br />

Actual Axioms versus Effective Axioms 140<br />

The Axioms 140<br />

THE AXIOMS OF THE COSMS 140<br />

Magic 140<br />

Social 141<br />

Spirit 142<br />

Technological 143<br />

A Core Earth Timeline 144<br />

Social Axiom 144<br />

Tech Axiom 144<br />

World Laws of the Cosms 146<br />

Laws 146<br />

Summary 146<br />

Description 146<br />

Bending the Axioms 147<br />

World Laws of the Cosms (Continued) 147<br />

Permanently Altering the Axiom Levels 148<br />

Permanently Altering the Axiomsfor an Entire Reality 148<br />

World Laws 148<br />

Varying Strengths of Reality 149<br />

Pure Zones 149<br />

Space Gods Mixed Zones 149<br />

Dominant Zones 150<br />

Mixed Zones 150<br />

Hardpoints 151<br />

Using Passive Contradiction Checks 152<br />

Talismans 152<br />

When Realities Collide 153<br />

Living Under Another Reality 153<br />

Contradictions 153<br />

Reconnection Difficulty Chart 154<br />

Contradiction Checks 154<br />

Types of Contradiction Checks 154<br />

Zero Case 155<br />

One-Case 155<br />

Four-Case 155<br />

Long Range Contradictions 155<br />

Calculating Reconnection Numbers 155<br />

Disconnection 156<br />

Reconnection 157<br />

Reconnection Bonus Modifiers 157<br />

269


TORG: Revised and Expanded Rulebook<br />

270<br />

Limiting Reconnection Attempts 157<br />

Important! 157<br />

TRANSFORMATION TABLE 158<br />

Transformation 158<br />

Disconnection Table 159<br />

Transformation of Objects 159<br />

Transcendence 160<br />

Reality Storms 161<br />

Storm Strengths 161<br />

Unusual Reality Storm Effects 161<br />

Home Field Advantage 162<br />

Invoked Reality Storms 162<br />

The Storm Results Table 162<br />

Storm Multiplier 163<br />

Maelstrom 163<br />

Transform 163<br />

High Lords and Reality Storms 163<br />

Reality Bubbles and Large Objects 164<br />

Invoking Reality Storms Against Hardpoints 164<br />

Reality Bubbles 164<br />

Eternity Shards 165<br />

Eternity Shard Descriptions 165<br />

The Heart of Coyote 165<br />

Tapping <strong>Rules</strong> 165<br />

Group Powers 166<br />

Acquiring Group Powers 166<br />

Using Group Powers 167<br />

The Powers 167<br />

Block 168<br />

Create Hardpoint 168<br />

Create Talisman 168<br />

Gate 168<br />

Herald 169<br />

Insight 169<br />

Judgment 169<br />

Life Thread 169<br />

Mind Expansion 170<br />

Send 170<br />

Shift Possibility 171<br />

Stelae Sense 171<br />

STELAE DISTANCE CHART 171<br />

Transcendence 171<br />

Cosm Travel 172<br />

Maelstrom Bridges 172<br />

Dimthreads 172<br />

Stelae 173<br />

Stargates 173<br />

Invading Outer Space 173<br />

Stelae of the Possibility Wars 174<br />

Producing Stelae 174<br />

Planting Stelae 175<br />

The Mechanics of Invasion 175<br />

Reality Trees 175<br />

Conquering Territory 176<br />

Draining Possibility Energy 176<br />

The Theorem of Futile Reconnection 176<br />

Destroying A Reality 177<br />

Darkness Devices 177<br />

Uthorion’s Story 178<br />

Restrictions on Skill Use 178<br />

Typical Darkness Device 179<br />

Standard Device Powers 179<br />

The <strong>Torg</strong> 180<br />

Darkness Devices and High Lords of the Possibility Wars<br />

180<br />

Minions 181<br />

Lieutenants 181<br />

Gospogs 181<br />

GOSPOG CHART 182<br />

First Planting Gospog 183<br />

Ravagons 183<br />

Average Ravagon 183<br />

Storm Knights 183<br />

Storm Knight Numbers 183<br />

Giving Possibilities to the People 184<br />

Glory 184<br />

Glories without Glory 185<br />

First Edition Storytellers 185<br />

Story Seeds and Secrecy 185<br />

How Many Will Actually Die? 186<br />

The Story Seed 186<br />

Does the Story Take? 186<br />

Three-time Bonus 188<br />

Uprooting Stelae 188<br />

First Method 188<br />

Second Method 189<br />

The Last Step 189<br />

Basic <strong>Torg</strong> Gamemastering Information 190<br />

On Being a <strong>Torg</strong> Gamemaster 190<br />

Avoiding the Tyranny of the <strong>Rules</strong> 190<br />

Story Structure in the Game 190<br />

Tip Sheet for Gamemasters 190<br />

The Flow of Action 191<br />

The Flow of Round Play 191<br />

When to Use Round Play (and When Not to) 191<br />

Parenthetical Skill Values 192<br />

Gamemaster Fiat 192<br />

Skill or Attribute Check? 192<br />

Interaction Skills 192<br />

Adventure Awards 192<br />

Campaign Styles 193<br />

Episodic 193<br />

Serialized 193<br />

Technological Advances 194<br />

Campaign Settings 194<br />

The Classic Campaign 194<br />

21st Century <strong>Torg</strong> 194<br />

System Conversions 194<br />

Post-War’s End Campaigns 194<br />

Masterbook 195<br />

Attributes 195<br />

Skills 195<br />

Building <strong>Torg</strong> Characters with Masterbook <strong>Rules</strong> 197<br />

Dice 197<br />

Possibilities and Life Points/Skill Points 197<br />

Damage Charts 197<br />

Cards 197<br />

D6 System 198<br />

Disconnection <strong>Rules</strong> 198<br />

Possibilities and Fate Points/Character Points 198<br />

Damage 198<br />

Drama Deck 198<br />

Scale 199<br />

The Basic Structure of Magic 200


Grimoire Spells 200<br />

The Primary Rule of Magic 200<br />

Arcane Knowledges 201<br />

Essences 201<br />

Principles 201<br />

Mixed Forces 201<br />

Arcane Knowledges 201<br />

Elements 202<br />

Kindred 202<br />

The Principle of Definition 202<br />

Synonymous Knowledges 203<br />

Acquiring Spells 203<br />

What Can Be Learned 203<br />

Casting Spells 203<br />

Principle of Confused Definitions 203<br />

Casting From a Grimoire 204<br />

Backlash 204<br />

“Casting On the Fly” 204<br />

Mental Damage Effects 205<br />

Spell Bonus 205<br />

Types of Spells 205<br />

Focused Spells 205<br />

Spell Charges 206<br />

Impressed Spells 206<br />

Warding Spells 207<br />

Illusionary Magic 207<br />

Illusionary Magic in Aysle 208<br />

Permanent Magic 208<br />

Spell Manipulation 209<br />

Change Cast Time 209<br />

Shift Complexity 209<br />

Shift Spell Values 209<br />

Increase Backlash 210<br />

Problems with Low Magic Axioms 210<br />

“Wild” Magic 210<br />

Spell Uniqueness 210<br />

Missing Magic Skills 211<br />

Designing Spells in Low Axiom Realities 211<br />

Using Spells Designed in High Axiom Realities 211<br />

No-Frills Magic 211<br />

A Sampling of Grimoire Spells 212<br />

Bullet 212<br />

Designing Your Own Spells 212<br />

Spell Descriptions 213<br />

Altered Fireball 213<br />

Away Sight 213<br />

Bullet 213<br />

Charm Person 213<br />

Cleanse 213<br />

Communicate With Animals 214<br />

Conjured Fireball 214<br />

Detect Magic 214<br />

Disguise Self 214<br />

Doelaran’s Door of Shooting Fire 215<br />

Earth Shield 215<br />

Enchant Air Wand 215<br />

Find Things 215<br />

Flickering Fire Shield 215<br />

Floater 216<br />

Fly 216<br />

Fog 217<br />

Haste 217<br />

Enhanced Table of Contents<br />

Increase Charisma 217<br />

Jump 217<br />

Keen Blade 217<br />

Lightning 218<br />

Mage Dark 218<br />

Mage Light 218<br />

Open Lock 218<br />

Pathfinder 218<br />

Ritual of Mind Preparation 219<br />

Ritual of Perception Preparation 219<br />

Slow 219<br />

Stealth Walk 219<br />

Stone Tunnel 220<br />

Strength 220<br />

Sunstore 220<br />

Sweet Water 220<br />

Tracker 220<br />

Understand Language 220<br />

True Light 221<br />

Water Spray 221<br />

Weakness 221<br />

Community and Spirituality 222<br />

Spiritual Beliefs 222<br />

Religion in a Game 222<br />

Community and the Social Axiom 222<br />

Basic Types of Spiritual Beliefs 223<br />

Animism 223<br />

Atheism 223<br />

Monotheism 223<br />

How Specific Is Faith? 223<br />

Pantheism and Panentheism 224<br />

Polytheism 224<br />

Evil Enemies 224<br />

Faith Skill 224<br />

NUMBER OF FREE STARTING MIRACLES 225<br />

Selecting the Right Miracles 226<br />

Performing Miracles 226<br />

Modifiers 226<br />

Ords and Miracles 226<br />

MIRACLE MODIFIER CHART 227<br />

Modifiers for Combat Miracles 227<br />

Focus Characters and Spirit 19 Realities 227<br />

Miracles and Multiple Targets 228<br />

Consequences of Failure 228<br />

The Strength of the Community 228<br />

Spirit Axiom 20 and Miracles 228<br />

Invocations 229<br />

Spiritual Struggle 229<br />

Conflicting Write-ups 230<br />

Spiritual Damage Effects 230<br />

Conversion 230<br />

Religious Artifacts 231<br />

A Selection of Miracles 231<br />

Bless 231<br />

Prayers 231<br />

Banish 231<br />

Bless 231<br />

Call Animals 232<br />

Calm 232<br />

Ecstasy 232<br />

Fanaticism 232<br />

Heightened Hearing 233<br />

271


TORG: Revised and Expanded Rulebook<br />

272<br />

Inferno 233<br />

Kill Technology 233<br />

Language 233<br />

Rood Awakening 233<br />

Simple Spear 233<br />

Soothe 234<br />

Vex 234<br />

Ward Danger 234<br />

Ward Enemy 234<br />

Rituals 235<br />

Bless Weapon 235<br />

Blessing Vow 235<br />

Clean Suit 235<br />

Common Ground 235<br />

Communication with Spirits 235<br />

Communicate with Animal Spirit 235<br />

Communicate with Elemental Spirit 235<br />

Communicate with Plant Spirit 236<br />

Communicate with Technology Spirit 236<br />

Computer Empathy 236<br />

Cure Disease 236<br />

DISEASE DIFFICULTY CHART 236<br />

Exorcism 236<br />

Healing Miracles 236<br />

Healing 237<br />

Refresh 237<br />

Ritual of Hope 237<br />

Ritual of Purification 237<br />

Sanctum 237<br />

Martial Arts 238<br />

Different Axiom Requirements for Martial Arts? 238<br />

Disciplines 239<br />

Optional Rule for Tests 240<br />

Psionics 240<br />

Using Psionics 241<br />

Playing Without the Space Gods’ Power Groups 241<br />

Optional Modification for Psionic Power Levels 242<br />

Cyberware 242<br />

Disconnection, Cyberware and Fairness 242<br />

System Failures 243<br />

Cyber Value and Cyberpsychosis 243<br />

Pulp Powers 244<br />

Flaws 244<br />

Weird Science 245<br />

Equipment Availability 246<br />

CURRENCY CONVERSIONS 246<br />

General Gear 246<br />

GENERAL GEAR CHART 247<br />

Armor 247<br />

ARMOR CHART 248<br />

Armor Descriptions 248<br />

Shields 249<br />

Layering Armor 249<br />

Shield Descriptions 250<br />

SHIELD CHART 250<br />

Weapons 250<br />

Melee Weapons 250<br />

MELEE WEAPONS CHART 251<br />

Missile Weapons 251<br />

Optional Rule 251<br />

MISSILE WEAPONS CHART 252<br />

Firearms 252<br />

Pistols 252<br />

Rifles and Muskets 253<br />

PISTOLS CHART 254<br />

RIFLES AND MUSKETS CHART 254<br />

SHOTGUNS CHART 254<br />

Shotguns 254<br />

Submachine Guns 254<br />

Template Note 254<br />

Machine Guns 255<br />

SUBMACHINE GUNS CHART 255<br />

MACHINE GUNS CHART 255<br />

HEAVY WEAPONS CHART 255<br />

Heavy Weapons 256<br />

Explosives 256<br />

EXPLOSIVE BURST RADIUS (in meters) 257<br />

Firearm Accessories 257<br />

Ammunition Types 257<br />

EXPLOSIVES CHART 257<br />

Optional AP Rule 258<br />

Add-on Descriptions 258<br />

Vehicles 258<br />

Air Vehicles 259<br />

Tech 16 259<br />

Tech 19 259<br />

Piston-Powered Airplanes 259<br />

Rotary Wing 259<br />

PISTON-POWERED AIRCRAFT CHART 260<br />

JET-POWERED AIR CRAFT CHART 260<br />

Jet-Powered Aircraft 260<br />

Animal-Powered Land Vehicles 260<br />

Self-Powered Land Vehicles 261<br />

Internal Combustion 261<br />

Electrically-Powered 261<br />

Magically-Powered 261<br />

Futuristic Technology 261<br />

Railroad 262<br />

Military Vehicles 262<br />

Space Vehicles 262<br />

Water Vehicles 263<br />

Submarines 263<br />

Fin

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