Design: Jasyn
Jones
Commentary: Phil Dack
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.pdf of this article.
Introduction
Torg is a cinematic game, the mechanics of which encourage
fast-paced action. Some realities, however, are more fast-and-furious
than others.
The Nile Empire is a pulp realm, it draws inspiration from Golden
Age comics and movie serials. Orrorsh is the reality of fear, it
reflects various horror movies and novels.
The essence of Torg is the clash between different realities
such as these. To depict this, the game mechanics use Axioms and
World Laws.
Axioms limit the ability of the living to create and use tools.
World Laws define the "genre" of a reality. Though they
measure many ways in which realities differ, neither fully capture
the differing levels of action common to all realities.
This article expands the basic reality rules of Torg.
In addition to Axioms and World Laws, it adds a new aspect to the
reality of a cosm: the Action Cant.
Action Cant
| Reality |
Action
|
Description |
| Aysle |
3
|
Cinematic
|
| Core Earth |
3
|
Cinematic
|
| Cyberpapacy |
2
|
Adventurous
|
| Land Below |
4
|
Heroic
|
| Living
Land |
2*
|
Adventurous
|
| Nile Empire |
4
|
Heroic
|
| Nippon Tech |
2
|
Adventurous
|
| Tharkold |
1
|
Gritty
|
| Orrorsh |
1
|
Gritty
|
| Space Gods |
3
|
Cinematic
|
*Or
1, depending on how tough you want the Living Land
to be.
|
|
| Value |
Action |
Game Effects |
| 1 |
Gritty |
1 damage packet per possibility.
Roll-agains on a 10. 3 cards per hand. Glory 50. |
| 2 |
Adventurous |
2 damage packets per possibility.
Roll-agains on a 10. 4 cards per hand. Glory 50. |
| 3 |
Cinematic |
3 damage packets per possibility.
Roll-agains on 10 and 20. 4 cards per hand. Glory 60. |
| 4 |
Heroic |
4 damage packets per possibility.
Roll-agains on 10 and 20. 4 cards per hand. First action
is free. Glory 60. |
| 5 |
Superheroic |
5 damage packets per possibility.
Roll-agains on 10 and 20. 5 cards per hand. First action
is free. Glory 60. |
|
High
Lords and Ords
High
Lords and chief lieutenants of High Lords should
always be treated as if they were Action 5. This
adds a little extra menace to these prime villains.
"Ords" are
individuals who are ordinary. They are the dependents
and minor characters in a Torg "movie." They
are intended to be real people, whereas Storm Knights
are the larger-than-life heroes. Ords should always
be realistic, while Storm Knights are more cinematic.
Under
these rules, ords should always be treated as if
their Action Cant were 1. This highlights the contrast
between Storm Knights and ords.
|
|
World
Laws
World
Laws can modify the Action Cant. In the Space Gods
reality, for example, the rules on damage packets
are modified by the alignment of the character (Aka,
Coar, or Zinatt.) World Laws override the Action
Cant for natives of that reality (always) and for
visitors to that reality (only while they are there).
Other World Laws can be adjudicated in a similar
manner.
Gamemasters
should also feel free to adjust certain World Laws,
in regards to the Action Cant. This can customize
these rules for a particular cosm. For instance,
this author has modified the Nile's Law of Action
to allow Nilish characters to have access to their
Action 4, even when they are in other cosms. In that
case, using the benefits of their Action Cant causes
a 1-case contradiction (as it is the effect of a
World Law).
|
|
The Action Cant measures how action-oriented a reality is on a
5-point scale, from "Gritty" to "Superheroic." Cosms
with a high Action Cant are fast-paced and furious, realms with
a low Action Cant are more "realistic."
In general, most realities are assumed to have an Action value
of 3, unless the genre of the reality indicates otherwise. Core
Earth, for example, is a 3. The Nile is more action oriented, and
so rates a 4. Nippon Tech is more realistic, so it would probably
be a 2.
The chart includes the author's interpretations of Torg realities
and their probable Action Cant.
The Rules
The Action Cant governs how many damage packets a character can
buy off with a possibility, roll-again opportunities, the roll
required to achieve a Glory, how many Drama Deck cards each player
can have in their hand, and (at a
high Cant) a character's first multi-action is free.
Damage Packets
Possibilities can be used to "buy off" damage. In default Torg,
each possibility can buy off 3 "packets" of damage. One
damage packet is 3 Shock, 1 Wound, "K," "O," or "KO".
With these rules, the Action Cant determines how many
damage packets a character can buy off with each possibility. In
a realm with Action 1, only 1 damage packet can be bought off with
each possibility. In a realm with Action 5, 5 damage packets can
be bought off.
Roll-Agains
Torg has a mechanic commonly referred to as an "exploding" dice.
Whenever the d20 is rolled, the player can roll-again on a 10 or
20. This is modified depending on whether the character is an ord
or a stormer and if the character has adds in the appropriate skill.
When using the Action Cant rules, ords and stormers are treated
the same for roll-again opportunities— they both have the
roll-again opportunities the Action Cant gives them. In a realm
with Action 1 or 2, characters can roll-again on a 10, but not
a 20. In a realm with Action 3 (or higher) characters can roll-again
on a natural 10 or 20.
This restriction doesn’t apply to possibilities. When a
character rolls the d20, then spends a possibility to roll another
dice and add it to the first, the possibility die roll (but not
the original) has roll-agains on 10 and 20.
Characters who do not have adds in a skill, yet attempt to use
it, are considered unskilled. When using these rules,
being unskilled has two effects. The Difficulty Number
for unskilled skill use is usually higher (see The
Storm Knights' Guide to the Possibility Wars, pg. 63-65) and
the character is stymied. This condition "cancels" the
first roll-again opportunity, as normal.
Card Hands
When using the Torg Drama Deck, the normal size of a
player's hand is 4 cards. Whenever the player gets to refill their
hand, they refill up to 4 (not counting subplots and other special
cards).
The hand size of players is now dependent on the Action Cant of
the realm they are adventuring in. In a realm with Action 1 or
2, their hand size is 3 cards- they can only ever have 3 cards
in their hands (subplots and other special cards excepted). In
Action 3, the hand size is 4 cards. In Action 5, it is 5 cards.
One-on-Many
The One-on Many multi-action rules (pg. 107 of the Revised
and Expanded Torg Rulebook) enable characters to engage
in the kind of cinematic heroics essential to a good Torg game.
Instead of
1 action per each round, Torg characters can try multiple actions,
though at a penalty of increasing each action’s Difficulty
Number..
In realms with an Action rating of 4 or 5, multi-actions become
easier: the first action taken in a round doesn’t count when
calculating the multi-action penalty penalty.
Glory
The limited roll-again opportunities available at Action 1 and
2 make achieving a Glory result harder. Accordingly, the required
roll for achieving a Glory in those realities is lower, a 50 instead
of a 60.
Action Cant and Reality
Orrorsh
and the Action Cant
Orrorsh
has a suggested Action Cant of 1, making it a Gritty
reality. Nearly all horror movies or stories are
tend to the "gritty" end of the scale,
not the "cinematic" end. In a Gritty reality
characters are less likely to attempt (and succeed
at) fantastic feats and less likely to shrug off
damage (making combat more lethal and more rare)
than in a more cinematic reality.
The "Marked
for Death" Fear result (see the Orrorsh
Sourcebook, pg. 63) overlaps somewhat with the
Action Cant mechanics for buying off Damage. In a
Gritty reality (like Orrorsh), characters can only
buy off 1 damage packet with a Possibility, whereas
with Marked For Death, characters can't spend Possibilities
to buy off damage at all.
Orrorsh's
Action Cant applies all of the time and so marking
a character for death in those situations is somewhat
gratuitous. If using the Action Cant rules with Orrorsh,
it would probably be better to eliminate the "Marked
for Death" Fear result, in the interest of balance.
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|
Cants are a third part of a cosm's reality. The first two are
World Laws and Axioms. Axioms and World Laws both have different
rules for contradictions and other reality-crossing mechanics.
Cants function differently from both World Laws and Axioms.
A reality's Action Cant affects all those who enter the reality,
without contradiction. Anyone who enters takes full advantage of
the Cant's benefits (or hindrances.) This causes no contradictions,
so never threatens characters with disconnection. Characters do
not possess Cants, and thus are not affected by their "home" Cant
when outside their reality.
These rules, despite being somewhat different from those usual
in Torg,
are necessary, both to maintain the integrity of a cosm's genre
and for game balance. Cosms with "gritty" action would
be far too easy for a heroic or superheroic character to adventure
in- they would simply be far tougher than locals. Conversely, characters
from a "gritty" realm would be far too hampered in a "superheroic" realm.
The genre of a cosm is enhanced by an appropriate Action Cant
rating. Characters can be far more heroic in a "pulp" realm
than in a horror realm. By having the Cant be a universal convention,
alien characters play by the same rules as locals.
Mixed Zones
| Mixed Zone Chart |
| |
Realm
1 |
| Realm 2 |
1 |
2 |
3 |
4 |
5 |
| 1 |
1 |
2 |
2 |
3 |
3 |
| 2 |
2 |
2 |
3 |
3 |
3 |
| 3 |
2 |
3 |
3 |
3 |
4 |
| 4 |
3 |
3 |
3 |
4 |
4 |
| 5 |
3 |
3 |
4 |
4 |
5 |
|
Mixed zones are rare occurrences. They are usually violently storm
ridden areas where two realities battle for dominance. Reality
fluxes and shifts, with one realm or the other predominating. This
instability means the effective Action Cant can change from moment
to moment, although it can also remain stable over long periods
of time.
Gamemasters may choose what the Action Cant is at any given moment,
selecting the Cant of one reality or the other or any value in
between. Of course, if both realities have the same Cant, this
is the Cant for the whole mixed zone.
Alternately, gamemasters may consult the mixed zone chart (which
averages out the different Cants). To use, read the Action Cant
of the first reality across, then the second reality's Cant down.
The intersection of the two is the effective Cant of the mixed
zone.
Updated: 8/25/06
The Storm Knights website and
its contents are copyright © 2001-2007
by Jasyn Jones. |