Design: Jasyn
Jones
Commentary: Phil Dack, Ks. Jim Ogle, Winston,
Gordon R. Dell
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Introduction
Torg is a cinematic multi-genre game. Its mechanics support
not only multiple genres, but also trans-genre play.
Each genre is represented by a specific cosm- Orrorsh for horror,
Aysle for fantasy, the Nile Empire for pulp action, and so forth.
These cosms are rated in Axioms, numeric levels of advancement,
and World Laws. Axioms are invariant- a 23 means the same thing
in all cosms. World Laws are custom rules, unique to a cosm, that
define and implement the genre of that cosm.
Earth's World Laws (originally published in the Delphi Council
Worldbook) are widely regarded as among the worst. They
are bland, uninspiring, and don’t seem to define any genre
at all.
This is a consequence of the central problem of Core Earth. Unlike
every other cosm, pocket dimension, and fringe reality, the genre
of Earth has never been explicitly defined, something necessary
for the proper implementation of World Laws.
This problem of genre definition has plagued Core Earth from the
advent of the game until now. This article defines the genre of
Core Earth, investigates the nature of that genre, and suggests
colorful and epic World Laws for the cosm that embody its genre.
The Genre of Earth
Defining Core Earth's genre involves a straightforward restatement
of what Core Earth actually is. Torg is a cinematic action-movie
"Hollywood blockbuster" game. Earth is the near Real World
cosm of that game. Hence, Earth's genre is defined by near Real
World action movies, Earth is the near Real World action movie
reality, and the World Laws of Earth should be written to implement
the genre tropes common to near Real World action movies.
Sources and Inspiration
While
designing these World Laws, the author drew on a
wide varety of "near real-world" action-adventure
movies for inspiration, including the following:
Die
Hard, Die Harder, Die Hard With a Vengeance, Goldeneye,
Tomorrow Never Dies, The World is Not Enough, Lethal
Weapon, Lethal Weapon 2, Under Siege, Executive Decision,
Murder at 1600, Broken Arrow, Face/Off, Mission Impossible
1, Mission Impossible 2, The Sum of All Fears, Moonraker,
Con Air, The Rock, Bad Boys, S.W.A.T., Speed, True
Lies, Eraser.
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This genre matches with the nature of Earth as explored in the
game material, matches well with the themes and pace of Torg, and
is represented by a host of different movies. Die Hard, Lethal
Weapon, Under Siege, Executive Decision, Mission Impossible, The
Rock, and other movies like them form the body of work we can look
to for inspiration when designing World Laws.
Even given that, it has been difficult to identify World Laws
for Earth, because so much of the genre tropes of near "real world" action
movies have been subsumed into the game as a whole. This is a positive
feature of Torg- as these are necessary for the game-
but it leaves Earth high and dry.
The solution to the problem lies in the game as written and in
the essence of the "cinematic" nature of Torg's action
movie roots. It requires the willingness to look deeper into the
genre tropes of Torg and to accept a fundamental reimagining
of parts of Torg- to see them in a new way.
Most action movies follow a similar story template: a villain
launches a dangerous plot, which a hero accidentally stumbles upon
and, after a struggle against great odds, overcomes. This is the
central plot of movies like the "Die Hard" series, "Under Siege", "Broken
Arrow", "Face/Off", and others too numerous to mention.
World Law Precis
The
Power of Hope: Whenever villainy manifests,
a hero will arise to confront it. If the hero perseveres,
they can overcome and succeed against incredible
odds. No matter how bleak the situation may seem,
there is always hope.
The
Threat of Villainy: Heroes and villains
are extraordinary individuals who have made a choice
to follow a specific moral path. Heroes choose
the path of benevolence and selflessness, villains
the path of selfishness and malevolence. Villains
will conspire to gain power, wealth, or to indulge
other selfish drives.
The
Gift of Imagination: Heroes and villains
are larger-than-life. They have access to abilities
and resources beyond those of ordinary people.
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This action movie plot template is central to the play of Torg,
as well. It describes "High Lord of Earth," "Operation: Hard Sell," "The
Gaunt Man Returns," "When Axioms Collide," and nearly every other Torg module
or adventure seed. It even describes most of the Torg fiction.
It is therefore an assumed part of the "cinematic" nature of Torg.
Yet, the above story template differs significantly from those
that are found in most of the genres of the invading realities.
For example, it isn't the template of horror movies or of cyberpunk
novels.
Also, in the cinematic game of Torg, heroes are assumed
to win most of the time. (See the "Adventure Response Form" for
confirmation.)
Yet, when we look at the invading realities, this genre trope
simply isn't true. Not in Orrorsh. Not in Aysle. Not in
the Cyberpapacy. Not in Marketplace. Not in Tharkold. It isn't
even true in the Nile. The realities of the High Lords are ones
in which, not only can villains win, but they usually win.
Heroes, in the Possibility Wars, usually win. In other realities,
removed from the Wars, this just isn't true.
For some reason, the plot templates of cosms involved in the Possibility
Wars differ from those they would normally have. Heroes win, when
they normally shouldn't. Obviously, there is some influence at
work in the Possibility Wars that changes the normal order of things,
even in invading realities.
What makes the difference? The reality of Earth.
The conceptual breakthrough is this: much of what we assume to
be part of the default nature of Torg is instead a facet
of Earth's reality. Heroes can win, because the reality of Earth
says they can and makes this true even in places where it wasn't.
Earth's central paradigm is this: "Villains plot to do evil, that
heroes may strive and endure and overcome them." In Earth, heroes
have the upper hand. This is simply not true of the other realities.
So why does Earth's paradigm suffuse the Possibility Wars, to
the extent of dominating the game? The nature of the Earth World
Laws provides the answer.
The World Laws
One: The Power of Hope
Two: The Threat of Villainy
Three: The Gift of Imagination
The
Power of Hope
The Power of Hope states this: "Whenever villainy manifests, a
hero will arise to confront it. If the hero perseveres, they can
overcome and succeed against incredible odds. No matter how bleak
the situation may seem, there is always hope."
This World Law drives the central assumptions of the Possibility
Wars: villains launch plots, but heroes will always be there to
oppose them and, no matter how difficult the opposition, the heroes
can prevail. (Of course, failure is always possible.)
The High Lords are used to winning. After all, they have always
won. Other than Kranod, every High Lord who invaded Earth has won
every single invasion. Most High Lords can muster such overwhelming
force that their targets have no chance to resist. In Earth, this
situation no longer holds true.
This, the first World Law of Earth reality, is a Power, like Orrorsh's
Powers of Fear and Corruption. Thus, it automatically affects all
those who enter the Earth cosm (and that, without contradiction).
But this World Law does even more. It holds sway even in the foreign
realms attached to Earth.
The reality of Earth is powerful, and it intrudes even into places
where it otherwise wouldn't. It molds Possibility Energy and uses
it to cancel the possibilities the Everlaw of One would normally
use to enforce its dictates.
The reality of Earth is so powerful (being driven by an immense
reservoir of Possibility Energy filtered through the cosm's Possibility
Nexus), it has effects even in the home cosms of those realities
attacking Earth. In those realities, the Power of Hope enforces
the above template: when villainy arises, heroes are there to fight
it, and these heroes have a chance to win.
This World Law causes the plot template of Earth to be a force
in all the realities of the Possibility Wars. It manifests itself
in other ways as well.
The first of which is this: whenever a Threat of Villainy arises
(see the next World Law) a Storm Knight will be there to counter
the plot. Storm Knights are drawn, through apparent coincidences,
to the place where Threats of Villainy will manifest (or have manifested).
Ords in Earth live lives virtually indistinguishable from those
lived by people in the "Real World." Storm Knights in Earth tend
to be at the center of unusual events much of their lives. Coincidence
drives them to stumble upon Threats of Villainy, and villains seem
inexplicably drawn to them.
If there were one Storm Knight in all of California and one vampire
in all of California, the vampire would coincidentally choose to
attack the hometown of the Storm Knight, or his sister, or him.
The same stuff can happen to a guy twice, no matter how outré it
seems.
This World Law has altered the possibility nexus of Earth in such
a way as to draw Storm Knights to this cosm from other realities,
even realities far removed from the Wars. Through coincidence or
happenstance, ancient enemies of the High Lords are finding themselves
drawn to this cosm (see the Torg Rulebook, pg. 103).
In extreme circumstances, there may be no Storm Knights close
enough who can stumble upon the Threat of Villainy. In such cases,
the World Law will create one- it will simply cause an appropriate
ord to transcend. The ord gains the reality skill at 1
add, 10 possibilities, 10 attribute points and 3 skill points.
Example: A common street cop is attending
a Halloween party, when a band of terrorists take the partiers,
including his estranged wife, hostage. Though he was originally
an ord, he is the only potential hero in the vicinity, so
the Power of Hope infuses him with possibility energy, and
causes him to transcend. He becomes a Storm Knight.
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This event is a modified Moment of Crisis. It occurs when an ord
confronts a Threat of Villainy and chooses to act heroically. The
Power of Hope responds by empowering the ord with the ability to
overcome the Threat.
The Power of Hope ensures that, no matter the ploy a villain (including
a High Lord) attempts, a Storm Knight will be there to oppose it.
This story template- when a Threat of Villainy arises, a Storm
Knight is there to oppose it- is now true in the realities of the
High Lords as well.
Earth had an abundance of Storm Knights even before the invasion-
the World Laws of Earth created them. Due to the intrusion of this
aspect of the Power of Hope, new heroes (that is, Storm Knights)
are being created in the home cosms of the High Lords (see pg.
103 of the Torg Rulebook). These heroes can fight the
High Lords on their own home ground and win.
The Power of Hope creates new Storm Knights, but it also empowers
those reality-rated individuals who choose to act like Storm Knights.
Reality-rated individuals who are willing to act heroic will find
themselves placed in situations where they can strike back at High
Lords.
This World Law means that, for any High Lord involved in the Wars,
the stakes are very high. Most High Lords rule their home cosms
unchallenged. Storm Knights, those who fight the High Lords, are
rare and rarely succeed. The odds are just too heavily stacked
against them. In Earth, this isn't true. More, because of the Power
of Hope, it isn't true in the High Lords' home cosms anymore.
They may be able to achieve Torg-hood, but the sudden creation
of dozens or hundreds of new Storm Knights- who, against all odds,
have the upper hand- threatens their power base. If they falter,
they may fall.
In other realities, reality-rated individuals receive 5 possibilities
upon transcending (see the Ravagons Sourcebook, pg. 42).
In Earth, Storm Knights (those who transcend because of a heroic
choice) receive 10 possibilities when they transcend. Also, because
of the Power of Hope, newly created Storm Knights from the other
realities attached to Earth receive this benefit as well.
Reality rated individuals, because of the attribute and skill
increases and their ability to boost skill checks, usually become
significant individuals within their home cosms. There is no guarantee
of this, however. A transcended reality-rated individual is just
as likely to be a retiring, bookish type as a great leader or other
impressive figure.
In the reality of Earth, this is different. The World Laws of
Earth seek to influence reality-rateds to act as larger than life
heroes or conspiring villains. Those who transcend from the Earth
reality are far likelier to be heroes or villains because this
reality proactively acts to transcend heroes and villains. It transcends
ords who will fulfill either of those roles and it provides benefits
for those who choose to act in those capacities. The benefits of
Villainy are explained in the next World Law. The benefits of heroes
are few, but potent.
The Power of Hope empowers individual Storm Knights, that they
may succeed when placed into improbable and improbably dangerous
situations. The Power of Hope allows Storm Knights to inspire their
group (as the conflict line advantage, see the Torg Rulebook,
pg. 60) once per module. Heroes can also seize initiative (as
the card) once per module. Lastly, Storm Knights have one additional
card in their hands and can place one card into their card pools
immediately at the start of round play.
(These effects are only available to Earth Storm Knights, or alien
Storm Knights in the Earth reality who make a contradiction check.
They are not available to all Storm Knights in the Wars.)
Even as the Power of Hope empowers individual Storm Knights, it
also seeks to empower groups of Storm Knights. The Power of Hope,
working through apparent coincidences again, also drives the creation
of Storm Knight groups (who can manifest Group Powers). Outrageous
and improbable circumstances tend to drive complete strangers into
close proximity, all of whom are Storm Knights (or potential Storm
Knights). These strangers then form close bonds and quickly learn
to trust each other, even when circumstances might indicate otherwise.
The Power of Hope empowers these Storm Knight groups. In Earth
(and thus, in the alien realms and the home cosms of the High Lords
attacking Earth), only groups of Storm Knights can manifest Group
Powers. Groups of stormers simply cannot.
Earth's reality seeks to encourage reality-rated individuals to
act as either heroes or villains. Not all people in Earth are heroes
or villains. The vast majority of humanity are just people, without
the drive to conform to heroism or villainy. It takes great drive
and ambition to be a hero or villain.
Ords may be heroic or villainous, but they lack the ability to
achieve the significance and power of true heroes and villains.
Those ords who do show such drive, are proactively transcended
by these World Laws. This World Law ensures that Earth has more
and more active reality-rateds than any other cosm.
This is the reason that the areas that have been conquered by
the High Lords exhibit more Storm Knight activity than the High
Lords are used to. Earth's reality, in its last act before being
overwhelmed by the invading reality, creates heroes to fight the
villains. Thus each new stelae triangle that is created also creates
more heroes to fight the invasion.
In the past, High Lords only needed to send a few stormers into
newly conquered areas in order to subdue the heroic backlash. This
response was inadequate for Earth, and stemmed from a fundamental
misunderstanding of Earth's nature. High Lords who do not take
this into account may find each stelae triangle they take to be
more trouble than it is worth.
The
Threat of Villainy
This World Law states: "Heroes and villains are extraordinary
individuals who have made a choice to follow a specific moral path.
Heroes choose the path of benevolence and selflessness, villains
the path of selfishness and malevolence. Villains will conspire
to gain power, wealth, or to indulge other selfish drives."
This World Law is a Power, like the Power of Hope. It follows
similar rules, in that it automatically affects all those who enter
the Earth cosm. It also affects all in foreign realms attached
to Earth and it even affects the home cosms of those realities
attached to Earth.
The heroes and villains of Earth are, by definition, reality-rated
individuals. Indeed, making a strong choice for villainy or heroism
is what triggers transcendence in Earth. Heroes are "Storm Knights",
villains "stormers." As villains, stormers are encouraged to conspire
and plot, so that the Threat of Villainy may manifest. As heroes,
Storm Knights are placed in situations where they can oppose the
plots of villains.
The most basic facet of this World Law is to define villainy and
heroism, that is, to define what separates the "good guys" from
the "bad guys." In most cosms, there is no definite line between
heroism and villainy.
The Nile is an obvious exception, with its stark contrast between
Good and Evil. Nevertheless, the Law of Morality doesn't define
the difference between hero and villain- a shopkeeper who is Good
isn't necessarily a larger-than-life hero.
In contrast, cosms like Tharkold lack a definite morality, and
moral decisions are colored in tones of gray. The very notion of
a "hero" would strike most Tharkoldu or Race members as a bizarre,
aberrant state of mind- a person who tried to act heroic in Tharkold
would very quickly wind up dead. The odds are just too stacked
against him. The ugly, grinding brutality of the War makes heroism
impractical. In addition, the World Laws of Tharkold encourage
behavior that is unheroic (Domination, Pain, and so forth). The
morality of Earth lies somewhere between the stark Good/Evil of
the Nile and the brutal moral ambiguity of Tharkold.
Villains are people who seek to fulfill their own needs and desires
above those of any other. They have little concern for others,
save in those cases where others can help them achieve their goals.
Villains are malevolent. They enjoy the suffering of others, or
simply ignore it. They have no desire to help those in need. Villains,
in Earth, are known as stormers.
Earth heroes are those who take up the burden to defend the innocent,
protect the defenseless, and act with courage in the face of danger.
Heroes are people who have a strong sense of duty, selflessness,
and responsibility. Heroes seek to aid the needy, protect the helpless,
and ease the suffering of others. They are benevolent, decent,
and charitable. Heroes, in Earth, are called Storm Knights.
Even those reality-rated individuals who transcended long before
coming to Earth find themselves being forced to choose sides. People
fighting against the High Lords for the reality of Earth often
take upon themselves the moral outlook of Earth heroes. Those who
act as heroes are considered Storm Knights. Those fighting for
the High Lords often take upon themselves the moral outlook of
Earth villains. Those who act as villains are considered stormers.
These two phenomena are encouraged by the World Law, but are not
mandatory.
Unlike the Nile, these categories are not proscriptive- no one
is forced to fit into either. On the contrary, these are descriptive-
they define certain behaviors, and individuals who follow those
behaviors are proactively transcended, while those who do not remain
ordinary.
Transcendence, in other realities, is a matter of pure chance.
Whether by confronting an alien reality or through the graces of
the Everlaw of 4, those who successfully transcend do so on a random
basis. A strong moral choice is required to become reality-rated,
but this doesn't mean that the individual will continue making
strong moral choices. Many individuals are morally gray, and there
is nothing that indicates clearly which they are- hero or villain.
Some may act like a hero in certain circumstances, but act like
a villain in others.
Earth's reality acts to encourage reality-rated individuals to
choose between acting heroic or acting villainously. It is intolerant
of those who choose to do neither. Reality-rateds who refuse to
act as a hero or a villain, or who are weak, retiring, or vacillating
face penalties, as do Storm Knights who refuse to confront a Threat
of Villainy or villains who refuse to plot to create a Threat of
Villainy. Just as this World Law causes ords to transcend when
necessary, it can also change Earth reality-rateds back into ords,
stripping them of their special abilities.
Native Earth reality-rateds (and only natives) who do not make
a definite moral choice and stick with it, but rather drift between
the two, are often stripped of their status as stormers. Also,
Storm Knights who are placed into a situation where they can confront
a Threat of Villainy, but who refuse to do so may find themselves
stripped of their status as a reality-rated character. Villains
who, upon being offered the opportunity to create a Threat of Villainy,
decline may be stripped of their status as well. In each case,
the individual loses their reality skill, all Possibilities,
6 skill adds and 10 attribute points.
This World Law also exists to encourage the Threats of Villainy
that heroes encounter and fight against. It empowers villains to
take those actions that cause a Threat of Villainy to manifest.
Villains have many goals, chief of which are wealth and power.
In order to achieve these goals, Earth villains devise and enact
intricate and improbable plots. Normally, these plots are planned
and launched with no interference (the World Law ensures that this
is so). It is only after the plot has progressed far enough to
constitute a dangerous threat that a hero will stumble upon it.
Not all crimes qualify as a Threat of Villainy. Shoplifting or
even a normal bank robbery is simply not intricate enough or significant
enough to matter. An attempt to blackmail the President with a
satellite that causes earthquakes (see the Gift
of Imagination, below) is significant enough.
The police can solve normal crimes. Threats of Villainy require
the direct intervention of a larger-than-life hero, or even a group
of heroes. A Threat of Villainy is a plot so large, so ambitious,
and so dangerous that only reality-rated heroes have a chance to
stop it, and then only after a significant, sustained effort in
the face of nearly overwhelming opposition.
Villains who organize a plot find that this World Law actively
aids them. As with the Power of Hope, this World Law manipulates
events through seeming coincidences. These coincidences can even
inspire the plot in the first place, by providing the villain with
previously unavailable information.
In a bar, the villain may overhear a whispered conversation about
a rare diamond that is coming to a local museum. A childhood friend,
now working for the Pentagon, might inadvertently reveal the existence
of a devastating weapon. The villain may accidentally learn about
the peccadilloes of a prominent politician, making blackmail a
real possibility.
Whatever the specific manifestation, the coincidence will provide
enough information for the villain to begin plotting and planning.
(Villains who reject an opportunity thus presented, often find
themselves stripped of their reality-rated status.)
Nor do the coincidences stop there. Through seeming coincidences,
the villain will find just the individuals they need to carry out
their plot. They will find lieutenants with the knowledge and skills
that are required, they will find officials who can be bribed,
scientists who can be blackmailed, or inventors who have created
the exact tool that the villain needs. (Very often, their chief
lieutenants will themselves be reality-rated villains- assisting
in another villain's plot satisfies the demands of the Threat of
Villainy as well.)
Apparent coincidences will aid the villain in other ways. The
police, the FBI, and other mundane authorities will remain ignorant
of the plot, allowing the villain to carry out most activities
completely unopposed. The villain will conveniently gain access
to plans, blueprints, or other sources of information. They will
gain access to enough money to finance the elaborate scheme. Very
little will go wrong, up until the moment when the villains plan
has progressed far enough to prove a real threat to a band of heroes.
At that point, the Power of Hope takes effect.
The Threat of Villainy causes these seeming coincidences to occur.
Like the Power of Hope, it affects events in other cosms. Thus,
villains in and from other realities attached to Earth will find
that the Threat of Villainy aids them as well. Their plotting and
planning will go far better than mere chance would dictate, up
until the moment when a hero responds.
It may seem that this World Law is opposed to the Power of Hope.
In reality, this World Law seeks to provide the circumstances that
allow Hope to exist. If there were no dangers, courage would be
impossible. If there were no challenges, hope would be superfluous.
Villains exist to endanger and challenge innocents and heroes.
In this manner, villains make hope possible.
The
Gift of Imagination
This World Law states: "Heroes and villains are larger-than-life.
They have access to abilities and resources beyond those of ordinary
people."
For the vast majority of the population, life in Earth is indistinguishable
from the life of people in the real world. Life for villains and
heroes is not. Not only are both drawn to plot or to oppose plots
(respectively), but the parameters of the plots themselves tend
to be both baroque and grandiose, no matter how simple the original
goal. The reality of Earth acts to maximize the breadth and impact
of any individual plot, upping the ante for both villains and heroes.
A small robbery, involving two or three individuals and a hundred
thousand in cash, can grow into an elaborate scheme, involving
a dozen dump trucks, tons of gold, dozens of co-conspirators, and
a series of explosive devices, each with an attached riddle that
will disarm them. Because minor plots do not qualify as Threats
of Villainy, the reality seeks to encourage and enable larger,
more elaborate, and more dramatic plots.
The larger the potential impact of a plot, the more byzantine
and sophisticated it will become. A plot to kill all mankind and
reseed the earth with 24 perfect specimens of humanity may take
decades to enact, involve the creation of whole corporations, the
employment of thousands of soldiers and flunkies, the achievement
of groundbreaking scientific research, and may even require the
establishment of a secret space launch facility, all before the
penultimate moment when the heroes stumble across the Threat.
In the real world, such plots would be highly implausible, overly
complex, and virtually guaranteed to fail. The reality of Earth
ensures that these plots remain undiscovered and unchecked, until
the Threat fully manifests itself and a hero can rise to confront
the villain. The reality of Earth rewards villains who do not think
small.
This aspect of the Gift of Imagination affects other realities,
like both the Power of Hope and the Threat of Villainy. It can
affect villains in every cosm and realm, driving the villains to
launch more ambitious plots. In the cosm of Earth, it has additional
effects.
Heroes and villains of Earth have access to skills and tools that
bend or even break the axioms of this reality. A villain's plan
will often include inventions that are not possible at Tech 23
(such as a satellite that can cause an earthquake), or may include
mystical or religious relics that do not operate under the cosm's
normal Spiritual and Magical axiom limits. Likewise, heroes often
have access to weapons, spells, miracles, or other tools that are
just too advanced to be explained by the normal axioms of Earth.
This World Law allows for the existence of tools and effects that
exceed the limits of the axioms of Earth's reality. During character
creation, a reality-rated character can replace their normal axiom
with one (and only one) of the following axioms:
Tech: 23 (24)
Magic: 7 (9)
Spirit: 9 (11)
This increased axiom is noted as a parenthetical axiom on the
character sheet: Tech 23 (24). The use of these altered axioms
does not in and of itself create a contradiction in Earth, nor
in other realities (unless the tool's axiom is above the foreign
reality's axiom, of course).
Not only do these axiom levels allow the character to use tools
that violate the normal bounds of Earth's reality, they will (through
improbable coincidences) find themselves in situation where extraordinary
tools of the chosen axiom are placed at their disposal.
For Example: The hero (who chose the Tech option)
must board an airplane in flight undetected. Against all
logic, the hero gains access to a stealth plane capable of
attaching itself to another plane in flight. This modified
stealth aircraft is Tech 24.
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For Example: A hero (who chose to alter his Spirit
axiom) is investigating a devil-worshipping cult in New York.
His grandmother gives him a cross, an old family heirloom
that manifests the ward enemy miracle.
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For Example: A villain (who chose the Tech option)
is seeking to extort the British government out of hundreds
of millions of dollars. He discovers that the Russian government
has a satellite that can generate a massive electromagnetic
pulse, destroying computer and other electronic circuits
for hundreds of miles around. Such a satellite is Tech 24.
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These altered axioms can also affect an area (or realm) of Earth
reality. These are rare, but far more common in this cosm than
in others. Areas of altered axioms do not have to conform to the
altered axioms listed above, but should almost never be higher.
An example of such an area is Haiti, with its increased Magic and
Spirit axioms.
In addition, this World Law works with the immense amount of Possibility
Energy of the cosm to make the axiom limits as flexible as possible.
Due to this World Law, Earth is nearly all dominant zones (save
for the areas around hardpoints).
Heroes and villains are extraordinary individuals. They have abilities
beyond those of ordinary people and, because of this World Law,
beyond those of other reality-rateds.
At character creation, Earth stormers and Storm Knights can get
either a type specialization or a trademark specialization without
spending any possibilities. More, they gain one free roll-again per
module to use with that one specialization at any time. In general,
characters who choose such a specialization will gain a reputation
as being "the best" at what they do- it will become their signature
feature, even above a tag skill.
This World Law seeks to raise the ante for both heroes and villains.
It does so for villains by increasing the stakes involved in their
plots. It does so for heroes by making the Threat of Villainy personal.
Whenever a Threat of Villainy manifests, a Earth Storm Knight
can choose to activate a Personal Stake subplot (as the card) without
having to draw the subplot from the Drama Deck. This subplot represents
a friend, relative, partner, or other emotionally significant NPC
being drawn into the villain's plot. The character must roleplay
the subplot accordingly, evincing a desire to save their NPC, just
as if the Personal Stake subplot was in play. This may only be
declared once per adventure, and does not count towards the player's
two-subplot-per-adventure maximum. As with all subplots, this is
subject to GM approval.
Players can even choose to create a dependent, such as a spouse
or child, who is frequently drawn into their adventures. When they
player chooses to activate their "bonus" Personal Stake subplot,
this dependent is the character who has become embroiled in the
plot.
Updated: 5/10/06
The Storm Knights website and
its contents are copyright © 2001-2007
by Jasyn Jones. |