TORG GAME RULES, AXIOMS & WORLD LAWS
This page is meant to be an overall short reference for the general rules of the game, and most links on your character sheet will lead here; in fact, this page is set up to be more readily accessible by following links from the forums and/or your character sheet.  If you have questions or require some manner of further clarification, aka a full explanation for rules or other things you don't understand, please make sure you PM or Email me, or address it in the forums, preferably in an OOC thread.  Now, on with it...

Terminology and Descriptions
Ords, Stormers, and Storm Knights: As a result of the Possibility Wars, certain people reach what is called a moment of crisis.  At that moment, that person either gains the ability to manipulate Possibility energy, for good or ill, and becomes a Stormer (what the High Lords and their minions call Possibility rated heroes) or Storm Knight (what Ords call them, and how Storm Knights refer to themselves), or they do not gain that ability and are referred to as Ords, or ordinary people.  Your character is a Storm Knight, opposed to the High Lords of the invading realms.  Your goal is to free the Earth from the invading realities and stop the Possibility Raiders before they consume the living Possibilities of the Earth.  If they succeed, the Earth dies.

The Axioms: Every universe, aka cosm, has its own reality and each of the invading realms brings its reality with it.  The key to what can and cannot exist, what does and does not work, are the axioms.  The axioms describe the levels of four basic traits of each cosm: magical, social, spiritual, and technological.  The scale for axioms ranges from zero, at which point the trait doesn't even exist in the cosm, to 33, where anything is possible within the limitations of that particular trait.

      If an axiom is not high enough to support an activity, such as using magic in a world where magic is not readily accepted, performing that activity creates a contradiction in that realm.  The Possibility energy of Core Earth and each realm (a High Lord's zone of enforced reality on our Earth) is organized so as to enforce the axiom levels, basically the natural laws of that universe, and eliminate any contradictions to those laws.  The immediate effect of the axiom laws is that equipment, spells, certain skills, and even creatures foreign to a reality will not work as well as they do in their home reality, or may even begin to change, or completely change to match the rules and laws of the new reality.

      If you wish to see a listing of the current cosm's, their axiom levels and world laws, please click here!

World Laws: Beyond the axiom levels of a cosm (the alternate universe from which these High Lords and their minions naturally hail), which are mirrored and enforced in their realm here on Earth, every reality is described by its world laws.  Though axioms are general and true among all cosm's, all levels able to be reached by those who change it through the expenditure of their Possibility energy and those things which are accepted and "understood" in the cosm, world laws are more specific to each cosm and realm.  While axioms represent the limits of a reality, the world laws modify how things work within those limits.  A cosm's world laws define its genre, or how uniquely things work differently from other realities, and how that reality's story is represented.  If you invoke one or more of your cosm's world laws, please describe your action within the specific world law you're using?

      If you wish to see a listing of the current cosm's, their axiom levels and world laws, please click here!

The Invaders: Core Earth is the world WE know.  Torg is set in the "Near Now", a short time in the future from today, so how we perceive OUR modern world is the same as how we should perceive the world of Torg... for the most part.  But what about the invaders, who've changed parts of the Earth into areas of their version of reality?  You will find these things out as you play through the Play-by-Forum version of our game; you may also find some of this out as you're making your character, or through reading the World Book, if you have a copy of it.
Basic Mechanics
Attributes & Skills: All characters have the same attributes, though not necessarily in the same quantities.  All characters have skills, but types and level of skills vary from character to character.  Skills are rated by adds, which is the number added to the base attribute which govern's the skill.  For example, a character with a Dexterity attribute value of 10 and three adds in the Running skill would have a Running skill value of 13.

The Die Roll: Torg uses a twenty-sided die.  When necessary or requested by the GM, the player rolls the die each time the character tries to use a skill value or attribute value to accomplish a task.  Whenever a player rolls a 10 or a 20 on the die, that player may get to roll the die again, adding the next roll to first 10 or 20.  The player may keep rolling and adding this way until a number that is not a 10 or 20 appears.  The player adds all the numbers rolled for a single action together to obtain the final die roll, what is known as generating a total.  The open-ended nature of the die roll allows characters in Torg the ability to perform amazing feats.  If you, as the player, feel it is necessary to try something, announce to the GM what you would like to do AND generate a total for it.
Generating a Total: Accomplishing a task requires the die to be rolled and compared to the bonus chart, which you will find toward the lower-right of your character record sheet, to the right of this text, as well as in multiple other locations.  To the right of each range (the number(s) in which your dice roll total falls) is a corresponding bonus number.  The sum of the skill value and the bonus number is called the action total.

      Some tasks require two totals, not two rolls, the first to determine if a character succeeds at the action, which is known as the action total, and the second to determine just how successful the roll is.  The second total is determined by adding the same bonus # (the die is not rolled again) to a different value if the action succeeds.  This second total is called the effect total.
BONUS CHART
Dice Roll Bonus #   Dice Roll Bonus #
3-4 -8 19 +6
5-6 -5 20 +7
7-8 -2 21-25 +8
9-10 -1 26-30 +9
11-12 0 31-35 +10
13-14 +1 36-40 +11
15 +2 41-45 +12
16 +3 46-50 +13
17 +4 /+5 /+1
18 +5    
Beating a Difficulty Number: Actions range in difficulty from relatively easy to very hard.  Whenever the GM calls for an action total, he also sets a difficulty number required for the player to equal or beat for success.  The character succeeds if the action total is equal to or greater than the difficulty number.  If the total is lower, the character typically fails, though how they fail may present a positive outcome in this game.

Combat (pgs. 94-103, 1.5RE): A combat round typically represents 10 seconds of "in-game time", though it will always take longer to resolve in the real world.  In each round, one side gets to perform all its actions and then the other side performs its actions.  Initiative is determined when the GM makes a dice roll, with the side winning going first.  The effects of successful actions may be described immediately, but those effects MAY not resolve until the end of the combat round.  Unless otherwise specified, each player gets to act ONE time for their character per round of play; what follows is a chart of combat options available, only one of which can be chosen per round of play, unless otherwise specified...

COMBAT OPTIONS TABLE
(HOUSE - A lot of the extant game rules are silly)
Option Action
Modifier
Damage
Modifier
Other Effects
MELEE DEFENSE OPTIONS
Active Defense M1 na may be declared at the beginning of a combat round, if the Player decides to defend, or before an action total is generated against them, if they've not yet acted in the round; the Character is actively defending themself, giving a minimum of +1 to the generated defense total

Aggressive Defense -4 -4 may be declared at the beginning of a combat round, if the Player decides to defend, or before an action total is generated against them, if they've not yet acted in the round; the Character is attempting to both protect themself in the fight, and strike at the same time; the Character is -4 to both action and effect totals to strike, and also -2 to defend

Vital Block 0 0 may be declared at the beginning of a combat round, if the Player decides to defend, or before an action total is generated against them, if they've not yet acted in the round; a defending Player/Character decides to take the hit rather than defend against it with a Dodge, so they may sacrifice their defense skill (passive or active) up to -4, to be able to raise their armor value/Toughness by an equal amount up to +4

MELEE ATTACK OPTIONS
All-Out Attack +3 +1 must be declared prior to total generation; attacks made on this character are +3 action

Ambush - - only possible when attacker(s) is/are properly concealed; must attack first target that presents itself at location; Complete Surprise, perhaps even Blindside, unless successful Perception vs. Concealment totals is generated, then Normal Surprise

Blindside +3 +3 as long as the defender has not detected the attacker at the beginning, or during the duration of the fight, this maneuver may be performed; damage is normal, though attacking Player may decide to forgo/reduce damage to the target (see Knockout, below, for possible reductions)

Disarm -4 -2 must be declared prior to total generation; target drops weapon unless successful Strength vs. proper combat skill/Disarm total is generated

Grappling -4 -2 target is restrained unless successful Strength vs. Unarmed Combat/Grappling total is generated; if successful Grapple, attacker determines Knockdown or Held condition; Grappled Character may attempt to break free each new combat round

Knockdown (KD) 0 -2 must be declared prior to total generation; non-lethal damage; automatic Knockdown result

Knockout (KO) 0 0 must be declared prior to total generation; non-lethal damage; Knockout and Knockdown result on success; each extra K or O result +2 Shock; each Wound result +3 Shock

Non-Lethal/Pull Punch 0 -2 must be declared prior to total generation; KO results reduced to K or O; Wounds reduced one step (ie - Lightly Wounded means no Wound)

Opportunity -3 -3 must be declared at beginning of combat round; based on held action until opponent is available or acts; may be used to preempt an opponent's action

Sweep +5 -5 must be declared prior to total generation; used typically as ORMA to give several opponents a Knockdown condition rather than damage

Vital Blow -2 +3 must be declared prior to total generation; may only be performed once per round, except by a Martial Artist with the appropriate Discipline; if result points 7+ above opponent defense/armor, opponent also receives Knockdown condition

RANGE MODIFIERS
Point-Blank M1 M1 minimum +1 to both action and effect totals; may not perform ORMA or Task Coordination
Short 0 0  
Medium -2 -2  
Long -5 -5  
Extreme -9 -9 1 meter+ beyond Long Range for the weapon
WEAPONS FIRE MODIFIERS
Aiming -2 +3 similar to vital blow, but for ranged fire; if effect total result points grant Superior Success (7+), the target is incapacitated; otherwise, if result points 10+ above opponent defense/armor, opponent is killed

Burst vs. Single Target 0 +3 may use burst against several targets, though each burst is separate, ORMA

Full Auto +3 +3/0 if used against a single defender, the action and effect totals are +3, while being used as ORMA only the action total is +3

Suppressive Fire 0 0 acts as Intimidation, using action total for opponent Willpower/Spirit defense; if they fail, they are incapable of moving or doing anything other than concealing themselves

SURPRISE MODIFIERS
Complete +4 +4 a completely surprised target may take no action for the first round; attacker may play one card from their Hand to their Pool immediately on completion of first attack

Normal/Partial 0 0 a normally or partially surprised target may take an action at a -3 penalty, and any effect result points are halved, rounded down; attacker may play one card from their Hand to their Pool immediately on completion of first attack

NOTE: All modifiers are situational, and several may be combined, both within and among the categories.  Sometimes these modifiers will not be used at all, sometimes sporadically, and that is ALL part of the game.  You may always express to the GM your desire to use one or more of these modifiers, by describing your story angle for the combination use, but don't be surprised if your GM doesn't see things the same way you do.  It's a game, not a math or reading/writing class in school, so have fun, but don't get too extensive...



Damage (pgs. 90-93, 1.5RE): When a character successfully hits another character in combat, the effect total is compared to a damage chart to determine the type and amount of damage that character takes.  The attacker's damage value is their Strength value, possibly modified by a melee or missile weapon, or the damage value of the weapon used (for firearms and other weapons that provide their own energy).  The difficulty is the target's Toughness value (as either modified or replaced by armor value).  The more the effect total exceeds the difficulty number, the more damage is done to the target.

      When a character takes shock damage, this is considered scratch and dent damage, and is equal to the character's Toughness value, plus any modifications available to the character for special abilities.  When the character takes enough shock damage to exceed their Shock value, they immediately fall unconscious.  Unless a character has a KO (knockout) condition, as well, they regain 1 point of Shock value per minute; once the shock taken falls equal to or below their Shock value, they may wake up.  Once the O has faded (after five minutes) from a KO condition, a character begins removing shock points at the normal rate.

      Knockout conditions represent blows to vulnerable areas, such as the head.  The first K condition received in combat is marked on the character sheet, while subsequent K conditions are converted to 3 shock, instead.  If a character receives an O condition before a K condition, that condition is removed after 6 rounds of play, or one minute.  Once a character takes both a K and an O condition, that character is knocked out immediately.  In this instance, a character will regain consciousness within five minutes and the removal of the O condition, as long as the current shock damage on a character is equal to or less than their Shock value.  A K result fades after one-half hour.

      Knockdown conditions last for the entire following round of play, the character being able to recover at the end of that following round.  A character with this condition can actively defend themself while down, or take another action, depending on the circumstances, at a penalty of DN +2.  Each subsequent KD result placed on a character may not only limit them for further round(s), but makes acting while there increasingly difficult.

      Wound damage represents serious injuries to the character that may linger and hinder a character's ability to act.  Wounds are cumulative, so if your character has already suffered a wound, but gains another wound result, they are further wounded.  Character's who are wounded are automatically Knocked Down, as well, and suffer further penalty over the course of their next round of play.  Each level of wound increases all difficulty numbers by +1, though a player may attempt to have their character temporarily ignore these effects through a Willpower or Resist Pain skill check, or through a Spirit attribute roll.  If a character is mortally wounded, they additionally suffer 1 point of shock damage per round; without medical treatment, once a character's shock damage exceeds their Shock value, their wound level is increased, and they die.  Immediate (within one round) emergency medical attention can change the wound value from Dead to Mortally Wounded, but a second EM roll is necessary to stabilize them and stop the accrual of shock damage.  In order to heal wounds, a generated total using Toughness must be made after a certain number of days have passed to see if the wound is healed, according to the following chart, at which time the wound level is dropped to the next down...

Healing Chart
Wound Level Difficulty Wait Time to Roll
Wounded 8 1 Day
Heavily Wounded 12 3 Days
Mortally Wounded 15 7 Days

Values and Measures: Torg uses a unique system of values and corresponding measures to translate back and forth between in-game values and real-world values.  A value is a quality measured in a way that can be used in the game, such as comparing a character's Strength value to an object's weight value to see if he can lift it.  A measure is the real-world equivalent of a value, such as "60 kilograms".  Measures can be translated into values to express real-world measurements in game terms just as values can be translated back into measures

Possibility Energy (pgs. 109-111, 1.5RE): Storm Knights (your hero characters in this game) can store Possibility energy, which can temporarily alter the world around them in a variety of ways to allow characters to perfom amazing feats.  Some non-player characters can also use Possibility energy.  The High Lords crave Possibility energy because it is what gives them their power.  Below is a chart representing how you can manipulate Possibility energy in the game to help your character along...
Uses of Possibility Energy
Spend a Possibility For This... ...and Get This Effect
Influence A Dice Roll If a player believes a task to be particularly difficult, they may spend a Possibility to roll the die again, even after seeing the first die roll, adding the numbers together.  Only one personal Possibility may be spent on this action total, though outside influences, such as cards from the player's pool (or hand out of rounds), or from other pools/hands played into the character's total.  If a roll is less than 10, it counts as a 10, though not for re-rolls; natural rolls of 10 or 20 act as normal.

Counter A Spent Possibility A Possibility-rated character may cancel a die roll garnered by another character spending a Possibility.  The countering character must be able to see whomever they're countering, and this must be used after the expenditure is announced, but before any dice roll is made.  The effect is that both Possibilities are spent, without any bonus effect.

Negate Damage A successful attack may not be negated, but some of the damage from it may be.  Only one personal Possibility may be spent to reduce damage from a single hit, though outside influences, such as cards from a player's pool (or hand out of rounds), or from other pools/hands may be played into the character's total.  The Possibility expenditure AND the choice of reduction MUST be announced immediately after the damage is announced.  The types of damage that may be reduced are listed here...
  1. Remove three points of shock damage;
  2. Remove a K or O condition, or reduce a KO to a K condition;
  3. Remove a Knockdown condition; OR
  4. Remove one wound level; may negate a Dead wound
Improve A Skill Add, Arcane Knowledge, etc. For each Skill level (aka add) you wish to improve, you must spend a number of Possibilities equal to the NEXT add to be purchased (ie - Improving Fire Combat from +6 to +7 costs 7 Possibilities).

      Purchasing a non-restricted skill new (+1) will cost 2 Possibilities if you have a teacher, and 5 if you do not.  Bold and bold-italicized skills cost 5 Possibilities for the first add if you have a teacher, and 10 if you do not.  After purchasing +1 in any skill, it becomes a regular skill cost-wise.

Improve An Attribute (house) Like Skills, your Attributes may also be improved, within the following guideline(s).  Your attribute may not go above your character's cosm limits.  For each Attribute value you wish to improve, you must spend a number of Possibilities equal to ten times the NEXT value to be purchased (ie - Improving Dexterity from 10 to 11 would cost 110 Possibilities).


Character Generation
NOTE: This will be handled in the thread regarding character generation.



Torg Drama "Cards"
Standard tabletop play in Torg requires the use of a deck of 155 cards.  Each card encompasses initiative for each round, bonuses or penalties for both good and bad guys for both Standard and Dramatic scenes, approved actions, the skill line for Dramatic Skill Resolution, and bonus text a player may use for their character both out-of-rounds and in-rounds play.  Being unable to share an actual deck of cards during Play-by-Forum gameplay, I broke down all of the elements of the Drama Deck, filled in some things I felt were holes and inefficiencies, and then built each item into chart format and assigned a percentage value to each item, so I could roll and report, rather than flip a card, the particulars of the game.  Here is where we address each of those sections and what will be done with them.

      First, however, the WAY in which cards will be played must be described, also different between tabletop and Play-by-Forum.  Each player has their card hand and their card pool.  Out-of-Rounds players will have a certain number of cards as proscribed for the group size -the larger the group, the smaller each player's hand size-, and they may use these cards at any time they wish.

      However, In-Rounds play, each round in which a character acts successfully, they gain a card for their hand.  When a player performs an Approved Action with their character, or if the GM allows them to without performing an approved action, that player may then choose a card from their hand and place it in their pool.  If a player has cards in their pool, they may play those cards at any appropriate time during the round, though typically only on their own turn, and typically only one at a time.  If, however, it is advantageous to play more than one card, to trade card(s) with a fellow player, to play for the Critical Moment, etc., more than one card may, then, be used.

      Now, how does this look for a Play-by-Forum game, you might ask?  The answer is, it takes a bit more diligence and accuracy, but all-in-all it's really not that hard to deal with.

      Cards granted by the GM, normally for performing a successful action, will be PM'd to the player once the GM has made the roll for it.  This card will, generally, be a BBCode (forum code) word-link to this rules page and the specific card name.  Cards that are in your character's on-forum listing, in your private forum, are meant to be private.  On performing a successful Approved Action, or allowed by the GM to do so, you may then choose a card from your listing (aka hand), cut it from that listing, and then list it in your Signature Block (aka pool) on the forum.  Of course, if you expend the card, you delete the card from your signature block.  Cards in your pool are NOT meant to be private.

      Alright, now onto breaking down the sections of the card you're not normally concerned with, and what they do.  Before moving on, however, you need to understand that, in this cinematic role-playing game, there are Standard scenes, those in which normal actions with normal consequences are taking place, and Dramatic scenes, those in which abnormal actions, such as disarming a bomb, attempting to cross a bridge when the suspension lines are being chopped on, fighting a massive horde of bad guys in regular territory, or fighting a small horde of bad guys on their home turf.  The differences are laid out in the sections, below.

Initiative (pg. 116, 1.5RE): The GM rolls initiative each new round of action, while In-Rounds.  In Standard scenes, initiative slightly favors the good guys, while in Dramatic scenes, initiative more-than-slightly favors the bad guys.  It's not unfair because good guys get cards to play with, so it almost balances the terms, anyway.

Conflict Line Advantages and Disadvantages Lines (pg. 116, 1.5RE): The tone for each round is set by overall effects to either advantage or disadvantage one or both sides.  Some advantages are a reduction of shock damage for each character on a side, an extra action for the round, or an additional dice roll -even if you haven't rolled a 10 or 20.  Unfortunately, some disadvantages are the opposite of what's listed in the previous sentence.  There are some advantages and disadvantages that are either for the hero side or for the villain side, an advantage for the villain side that disallows the hero's to have any ad or disad, and more.  These advantages or disadvantages affect everyone on a side, and may affect everyone in the fight.  The use of some of these do not make any sense at the time and, if they don't make sense, they may be changed.

Approved Actions Line (pg. 118, 1.5RE): A villain that successfully uses a relatively logical character interaction (Test, Trick, Taunt, Intimidate, etc.) against a character will cause the affected character's player to discard something from their hand.  In the past, this has been a random card and, if we can logically find a way to make it random, again, it will be.  Alternately, heroes who successfully complete an Approved Action may choose and move a card from their hand (in the private forum) to their pool (in their character's signature block).

Dramatic Skill Line (pg. 118, 1.5RE): When dealing with Dramatic Skill Resolution -which is exactly as it sounds- this line becomes important, as it tells you which step(s) of the DSR you are allowed to attempt to solve through your character.  Each step will have a time-limit, in rounds, for your character to act in order to succeed.  During DSR, the GM may allow you to move a card from your hand to your pool for successful skill completion, since most character interactions do not work well during DSR; after all, you cannot convince a bomb to disarm by Charming it, or to shut itself down by Intimidating it.  If you are nearing the end of the allotted time for DSR, your GM should inform you and allow you to try one Last Ditch Effort, which is an all-in, ORMA attempt to beat the time.  This allows you to play all of your cards, hand AND pool, if they make sense; be careful what you do, as you can still fail.  There is always the potential of gaining a Critical Problem, a Setback, a Complication, or being able to do NOTHING for the round, depending on the roll.

Character Advantage (aka Card) (pg. 121, 1.5RE): Again, you will gain cards through successful game-play, and be able to use them both In and Out-of-Rounds to enhance and influence your character's environment, typically for the better.  These cards are specific to your character, and may be played above and beyond whatever advantage or disadvantage your entire side has in whatever action is taking place at the time.  Once per Act during In-Rounds play, a player may declare a critical moment and choose to play as many cards from their hand as they wish directly into action.  Cards from the pool may also be played during this critical moment.  The critical moment must be declared before any dice are rolled by that player.

      Below, you will find the most succinct descriptions available for the various Torg cards there are...
Drama Deck "Card" Descriptions
Card descriptions from pgs. 121 - 126, 1.5 R&E
Card Description
Action Add +3 to the value of any ACTION, including flurry results and Haste cards.

Adrenaline Add +3 to the value of Dex, Str, Tou, or a related skill.

Alertness You notice an otherwise unseen item, character, or clue.

Campaign Upon Player and GM agreement, this card makes a subplot played in the current adventure permanent.  The card is discarded, but a note is placed for the character detailing the Subplot

Connection You know someone in the area who can aid you; player and GM work together to define connection.

Coup de Grace Add +3 to your EFFECT value.

Drama May be discarded for a Possibility now, OR turned in after the adventure is over for three Possibilities.

Glory Play this card AFTER a ROLL of 60+.  Immediately add 3 Possibilities to all Character’s Possibility totals.

Haste You gain an additional action, used at any time during the round.

Hero May be played as an additional Possibility.

Idea/Clue Use this card to get a clue about the next course of action you should take; the nature of the idea or clue is role-played.

Leadership Either play up to two cards into other players’ POOLS from your HAND or discard and immediately refill your hand.

Martyr Subplot.  Automatically defeat any local opponent while taking a damage total of 35+.  This damage is reduced by armor, per standard rules.

Master Plan You may replace this card with any card in this list, except for any Subplot, Campaign, or another Master Plan card.

Mistaken Identity Subplot.  Turn in for one Possibility, OR gain one Possibility per Act for actively role-playing this subplot out.  Like the Romance subplot, the Player may allow their Character to become someone’s hero or nemesis, for as long as the Subplot is in play.  This may lead to problems for the rest of the group, however.

Monologue As long as Heroes have the Initiative this round, all hostile actions cease while you make a dramatic speech.

Nemesis Subplot.  Turn in for one Possibility, OR gain one Possibility per Act for actively role-playing this subplot out.  Like the Romance subplot, the Player may allow their Character to become someone’s nemesis for as long as the Subplot is in play.  This may lead to problems for the rest of the group, however.)

Opponent Fails This card negates an opponent’s successful action upon you.  This must be used immediately after your opponent's successful action, but before any effect is determined.

Personal Stake Subplot.  Turn in for one Possibility, OR gain one Possibility per Act for actively role-playing out this subplot.  Like the Romance subplot, the Player is heavily invested, has a personal stake in the success of whatever task is at hand, or the mission on the whole.  This may lead to problems for the rest of the group, however.

Presence Add +3 to the value of Charisma, Spirit, or a related skill.

Rally ALL PCs MAY discard and immediately refill their hands, at their choice.  If a player believes they have a crap hand, they may discard ALL of their cards and draw new ones according to the size of the player group.  If a player believes they have a great hand, they may keep it.  They may NOT discard some cards, and not others; all or nothing.

Romance Subplot.  Turn in for one Possibility, OR gain one Possibility per Act for playing out this subplot.  At the end of an Adventure the Player is granted the earned Possibilities, and a chance to allow the love interest to continue, also earning another Possibility per Act through further adventures.

Second Chance Immediately reattempt any action at which you have just failed.

Sieze Initiative You may either keep the previous round's Initiative arrangement, including Conflict Lines, Approved Actions, and Dramatic Skill Resolution, for this round, or if you don't like the arrangement just rolled for this round, you may have it all re-rolled.

Supporter Add +3 to another character’s ACTION bonus.

Suspicion Subplot.  Turn in for one Possibility, OR gain one Possibility per Act for actively role-playing this subplot out.  Like the Romance subplot, the Player may allow their Character to be actively suspicious about something or someone, or may have suspicion cast on them by an NPC or another PC, for as long as the subplot is in play.  This may lead to problems for the rest of the group, however.

True Identity Subplot.  Turn in for one Possibility, OR gain one Possibility per Act for playing this subplot out.  Like the Romance subplot, the Player is someone’s hero or nemesis, for as long as the Subplot is in play.  This may lead to problems for the rest of the group, however.

Willpower Add +3 to the value of Perception, Mind, or a related skill.

When Leaving Rounds: At the end of each scene, players pick up the cards from their pools (except for some of the special cards as described in the rulebook) and put them back in their hands.  If they have more cards in their hand than they were dealt at the beginning of the adventure they need to discard down to that number of cards.  It is the player's choice which cards remain in their hand at the end of discarding.  After that, or if they are already at that level or less, they may discard one card they no longer want in their hand.  Once all the discarding is done, hands are refilled with cards from the deck up to the allotted number of cards.

When Completing An Adventure: When your character comes to the end of an adventure, certain cards -as listed above- will be worth additional Possibilities, while many other cards are not.  Subplot cards, for example, are a "do-it-now" type of card, where you have to make an immediate decision to turn the card in for a Possibility, or to role-play through the coming acts of the game.  Playing a Subplot through the last Act of an adventure must be allowed on a case-by-case basis, by the GM, or if a Campaign card is introduced to make the Subplot permanent.
Additional Rules
Pushing the Limits: As a real-world person there are certain things you can do based on the power of your mind, your strength, your speed or dexterity, but there is still only so far you can go, right?  It's the very same thing with your characters; even though you're literally a cut above ordinary folks, you still have limitations.  Torg places upper-limits on what your character can and cannot normally do with normal effort, and these are unique per reality; however, these limitations CAN be broken, and this is known as Pushing the Limits, or just Pushing.  You can push for more speed, for more power, and to alter a reality fight you're having against a powerful minion, or even a High Lord, in this game.  All push tests have a DN of 8 and are rolled on their own table; the result points of the generated total minus 8 determines how well you did.  However, bear in mind you will also take shock damage from the strain of performing the feat, though if what you take during the round would normally cause you to pass out, you pass out at the end of the round, or the feat, instead.

Character Interactions: Players are allowed, and encouraged to use their characters in a manner that is more than just hacking and slashing an opponent, and not all opposition are violently evil and/or bad guys.  Every character is capable of using the following skills: Charm, Interrogate, Intimidate, Maneuver, Persuade, Taunt, Test,and Trick, as well as other possible social interactions, to change how an NPC (non-player character), or even a group of NPCs interacts with them, which may in turn change an entire situation for better or worse, in the player group's favor or against it.  Attempting to use character interactions in appropriate situations may turn out to not only be their own reward, but may incur a Possibility award, as well.  Finally, these may also figure well into gaining and playing cards for bonuses.

Multiple Actions (house): Though Torg is centered around one action per Character per round of play, there are two ways to perform actions: with a group of Characters, and one Character performing multiple actions in a single round.

      The first is called Task Coordination, which allows multiple characters to work together, within limitations, to succeed where the efforts of a single Character would normally fail.  NOTE: For a group of characters to work successfully together, they must all possess Values for the appropriate attribute(s), skill(s), or ability(s) within one point of each other (ie - The lead Character has a Strength Value of 10 to move a boulder, and all Character(s) helping them must have a Strength Value of 9, 10, 11 in order for them to be of help).  This is subjective, and taken on a case-by-case basis.  How this works is described in the chart, at right below.

      Alternately (pg. 108, 1.5RE), player-characters can act together, summing their efforts for a single action, as follows...
  • A lead character is chosen, normally the one with the highest appropriate Skill and/or Attribute;
  • All other characters must make a Perception check against the coordination difficulty, (house) -1 for each point of the action-required Skill and/or Attribute more than five points below the lead character, or +1 for each point more than five points above the lead character (/house);
  • The value of the number of characters who successfully add their effort, including the lead character, becomes the bonus modifier for the lead character's action total.
      The second way is known as ORMA (One Roll, Many Actions), and there are two ways for a single Character to perform many actions on a single dice roll, within limitations.  One way is where a Character is performing a number of actions -such as firing on multiple target Characters- against Difficulty Numbers (DN#) that are very close (within one point) or exactly the same as the other numbers in the group.  If doing this, an action total is generated, as necessary, by one or both sides, the totals compared and, if the attacking Character hit, divide the result points by three to determine the number of character's hit, rounding up if necessary.

      The other way for ORMA to work deals with attempting to perform multiple skills and/or reaching DN#s that are not equal.  How this works is described in the chart, at left below.  NOTE: Typically, the skills a Player has decided to use on a Multi-Action for their Character can be resolved in any order a Player desires, even out of what the sequence of the action might be, to resolve them; however, the GM reserves the right to require certain skill requisites be met, first, to make the game more logical.  Though this is the Possibility Wars, and suspension of disbelief is a heavy requirement, some things should still make sense.
ORMA
ONE ROLL, MANY ACTIONS
(HOUSE)
TASK COORDINATION
MANY ACTORS, ONE ROLL
(HOUSE)
Actions Action Penalty Opposition
TOU Increased
1 DN+1 -
2 DN+3 +2
3-4 DN+5 +3 ea.
5-7 DN+7 +4 ea.
- - -
You may perform a number of actions in a single round up to 1/2 your PCs Dexterity value, to a maximum of 7.  Roll ONE bonus #, and apply it to each skill in any order you like, unless the GM has prerequisites.  Just because one skill fails does NOT mean skills total'd AFTER that one do.  Apply the appropriate action penalty to each skill as you generate each total.
Actors Coordination
Action Bonus #
1 -
2 +2
3-4 +3
5-7 +4
8-11 +5
12-16 +6
per +5 addl +1
The number of Actors determines the coordination bonus for the action to succeed.  The action total generated, minus the DN#, are read as result points on the Power column of the General and Push Results Table to determine the bonus to effect, and the amount of Shock each Actor, in turn, takes for participation in the effort.  Each Actor takes only 1/2 the amount of Shock listed for the result, rounded down as necessary.



Result Point/Interaction Charts For those of you wishing to know how results are derived in the game for the sake of interactions, here are the charts concerning those.  You have already seen the Combat Action Options table, above, but not the results possible based on how well or poorly you hit, what sorts of interactions are available in the game and the rolls you would need to get to achieve any given level.  For now, I am only going to provide the charts; perhaps later I will provide explanations of the various types of results.
COMBAT RESULTS TABLE
(HOUSE)
Result
Points
Ords Possibility-rated Result
Points
Ords Possibility-rated
S 1 1  
1 K 1 1 9 Wnd K/O 6 Wnd K/O 4
2 O 1 K 1 10 Wnd KD K/O 7 Wnd K/O 5
3 K 2 O 1 11 2 Wnd KD K/O 8 Wnd K/O 5
4 O 2 K 2 12 2 Wnd KD KO 8 Wnd KD K/O 6
5 K 3 O 2 13 3 Wnd KD KO 9 2 Wnd KD K/O 6
6 KD K/O 3 K/O 3 14 3 Wnd KD KO 10 2 Wnd KD KO 7
7 KD K/O 4 K/O 3 15 Dead 3 Wnd KD KO 9
8 Wnd K/O 5 K/O 4 +2 Dead +1 Wnd +2

GENERAL AND PUSH RESULTS TABLE
Result
Points
Success Speed
Push
(+Val(Shock))
Power
Push
(+Val(Shock))
Storm Result
Points
Success Speed
Push
(+Val(Shock))
Power
Push
(+Val(Shock))
Storm
S Minimal 0 +1(3) -1 8 Superior +2(7) +3(6) -4 Storm x5
1 Average +1(4) +1(2) -1 9 Superior +2(6) +4(10) -5 Maelstrom
2 Average +1(3) +1(1) -2 10 Superior +2(5) +4(8) -6 Maelstrom
3 Good +1(2) +2(6) -2 11 Superior +2(4) +4(6) -7 Maelstrom
4 Good +1(1) +2(3) -2 Storm x2 12 Spectac. +2(3) +5(10) -8 Maelstrom
5 Good +2(10) +2(1) -3 Storm x2 13 Spectac. +2(2) +5(8) Transform(5)
6 Good +2(9) +3(10) -3 Storm x5 14 Spectac. +2(1) +5(6) Transform(5)
7 Superior +2(8) +3(8) -4 Storm x2 15 Spectac. +2(0) +6(10) Transform(5)

INTERACTION RESULTS TABLE
from 1.5 R&E, with HOUSE changes
Result
Points
Intimidate
Test
Taunt
Trick
Interrogate Persuade/Charm* Maneuver Result
Points
  Convince Attract  
S Stymied Stymied Enemy Loyal Neutral Fatigued S
1-2 Stymied Stymied Enemy Friendly Neutral Fatigued 1-2
3-4 Unskilled Stymied Hostile Neutral Friendly Fatigued 3-4
5-6 Unskilled Unskilled Hostile Neutral Friendly Stymied 5-6
7-9 Unskilled Unskilled Neutral Hostile Persuasion +1 Stymied 7-9
10-11 Setback Setback Neutral Hostile Persuasion +2 Unskilled 10-11
12-13 Setback Setback Friendly Enemy Persuasion +3 Unskilled 12-13
14 Break Setback Friendly Enemy +1 Romance** Setback/ Fatigued 14
15 Break Stymied/ Setback Loyal Enemy +1 Loyal Setback/ Fatigued 15
+2 Player's Call Player's Call Loyal Enemy +1 Loyal +1 Player's Call +2
* Persuade/Charm: The original game use of the Charm and Persuade skills was for pumping up the demeanor of a contact or neutral individual to get them to do something for the Player-Character they may not normally do, or would be hard-pressed to convince to do.  The results of the use of either of these skills can be used to raise or lower the demeanor of the target Character.  The trouble is, this WAS the only way either of those skills could be used, even though there should be a separate use for Charm in situations where a Player is not using their Character to convince an NPC to do something for them, but could also be used, eventually, to allow the Player-Character to turn to Persuasion, instead.  Charm may be used to both Convince and Attract NPCs, while Persuasion can only be used to Convince.

** Romance: This is the Subplot, as in Drama Card play, and is played the same; indeed, the GM must find and/or assign a Romance Subplot card for the Character.  Remember, this game is supposed to be about having fun, sometimes with a good twist; so, if a Player is not keen to play the Subplot, then this result is simply converted to a Loyal result.

Cosm Axioms and World Laws
Unless otherwise noted, the following listed World Laws come from the book of the same name as the cosm.  DCWB stands for Delphi Council World Book.
COSM:
Aysle
(pgs. 48-50)
Magic: 18 Social: 18 Spiritual: 16 Technological: 15
  Aysle World Laws
  • Law of Observation ~ Anything that can be perceived is real (passive)

  • Law of Magic ~ Ayslish characters born with one magic skill and one arcane knowledge, magic can be perceived (passive)

  • Law of Honor ~ Good and honor reflected in the appearance; allows honor skill (active)

  • Law of Corruption ~ Evil and corruption reflected in the appearance; allows corruption skill (active)
COSM:
Core Earth
(DCWB, pgs. 9-10)
Magic: 7 Social: 21 Spiritual: 9 Technological: 23
  Core Earth World Laws
  • Law of Prodigy ~ Starting characters can buy prodigy package (start with +6 in tag skill) for three possibilities (passive)

  • Law of Hope ~ Characters not from Core Earth decrease difficulty numbers on the “Transformation Table” by one step (active)

  • Law of Glory ~ +2 bonus to Core Earth character for persuasion during planting of story seed (active)
COSM:
Cyberpapacy
(pgs. 67-9)
Magic: 10 Social: 18 Spiritual: 14 Technological: 26
  Cyberpapacy World Laws
  • Law of the One True God ~ Increases difficulty number of miracles for members of other religions (active)

  • Law of Heretical Magic ~ +3 to spell difficulty and backlash; if backlash other than shock points, demon attempts possession; +5 to effect value of successful spells (active)

  • Law of Ordeal ~ Must prove innocence through a trial by ordeal if accused by priest (passive)

  • Law of Suspicion ~ +3 to Willpower or Mind when resisting charm or persuasion (only +1 if character attempting has proof of identity); -3 resistance to taunt or intimidation (active)
COSM:
Living Land
(pgs. 65-70)
Magic: 0 Social: 7 Spiritual: 24 Technological: 7
  Living Land World Laws
  • The Deep Mist ~ Visibility is reduced; easy to become lost (passive)

  • Lanala's Love of Life ~ Dead things decay rapidly (passive)

  • Law of Lost Valuables ~ Living beings become separated from their non-living objects (passive)
COSM:
Nile Empire
(pgs. 60-3)
Magic: 12 Social: 20 Spiritual: 17 Technological: 21
  Nile Empire World Laws
  • Law of Morality ~ Good or Evil only; neutral morality is a one-case contradiction; lose one possibility if act against Inclination; Detect Inclination; Inclination Seduction; the price of Evil (both active and passive qualities)

  • Law of Drama ~ Adventures move at dramatic, breakneck pace; obstacle piling (passive)

  • Law of Action ~ Can spend two possibilities on actions and choose which die roll to use (active)
COSM:
Nippon Tech
(pgs. 69-71)
Magic: 2 Social: 22 Spiritual: 8 Technological: 24
  Nippon Tech World Laws
  • Law of Intrigue ~ +3 to stealth or -3 to Perception against stealthing characters; +3 to charm and persuasion based on lies/deception; +3 to persuasion for bribes; +3 bonus to trick; reduce Perception success level by one against disguise; traitors in large groups (active)

  • Law of Profit ~ Goods and services cost less when purchased by the wealthy (passive)

  • Law of Vengeance ~ Receive six possibilities at end of act in which vengeance is exacted (active)
COSM:
Orrorsh
Magic: 15 Social: 20 Spiritual: 17 Technological: 19
  Orrorsh World Laws
  • Power of Fear (pgs. 60-66) ~ Until Power of Fear is overcome, may not invoke reality storms or play for the critical moment; Perseverance, Fear Points (both active and passive qualities)

  • Power of Corruption (pgs. 57-59) ~ Wicked acts lead to corruption (active)

  • Law of Eternal Corruption (pgs. 35-37) ~ Horrors are reincarnated if not killed by True Death, Corrupt who die can become Horrors (active)



Skills by Attribute and Realm
What follows is a chart of skills available by its most common governing attribute and what reality, if any, each may be restricted to.  As common skill rules are identified, they will also be placed here.  These skills are subject to change during game-play, experimentation, or group consensus; after all, there are some skills, such as Mathematics, that are limited, in this case to the Nile Empire reality, which we may deem to be necessary and available in other realms, or at least Core Earth.

      First, understand that, although skills are typically tied to a particular attribute, if the situation calls for it, your GM may ask you to generate a total for a skill with a different attribute from typical.

      In the following skill list, the following markings denote possible restrictions...
  • bold skills are more difficult when used without adds in the skill;
  • bold & italicized skills cannot be used without adds in the skill;
  • Skills with a ( + ) indicates a partial restriction on use without adds in the skill;
  • Skills with a ( * ) indicates a limited skill;
  • Skills with a number (ie ~ Skill3) indicate further information and restrictions, as seen at the bottom of this list.
  • Almost all skills can be specialized, though specialization is not a requirement and generally does not confer any special bonuses.  Check any skill for special rules.
Master Skill List by Attribute and Realm
Skill Core
Earth
Living
Land
Nile
Empire
Aysle Cyber-
Papacy
Nippon
Tech
Orrorsh
Dexterity
Acrobatics+ Y Y Y Y Y Y Y
Use: Unskilled use of Vaulting/Springs penalized; Falling cannot be used unskilled.  Pg. 39, 1.5
Beast Riding Y Y Y Y Y Y Y
Use: Basic riding not penalized.  Pg. 39, 1.5
Dance Y Y Y Y Y Y Y
Use: Basic dancing not penalized.  Pg. 39, 1.5
Dodge Y Y Y Y Y Y Y
Energy Weapons N N Y N Y Y N
Escape Artist Y Y Y Y Y Y Y
Use: Unskilled use very difficult; macro skill.  Sample Specializations: Types of restraints (ropes, chains, handcuffs, straght jacket).  Pg. 40, 1.5
Fire Combat Y N Y Y Y Y Y
Flight1 N Y Y N Y Y N
Use: May be used unskilled, but only by characters capable of self-powered flight.  Pg. 41, 1.5
Heavy Weapons* Y N Y N Y Y Y
Use: Tech Minimum: 11  Pg. 41, 1.5
Lock Pick+ Y N Y Y Y Y Y
Use: Cannot be used unskilled without the appropriate tools.  Unskilled use WITH tools penalized.  Tech Minimum: 10.  Pg. 41, 1.5
Long Jumping Y Y Y Y Y Y Y
Maneuver Y Y Y Y Y Y Y
Martial Arts* Y2 N N N N Y2 N
Use: Cannot be used unskilled; only P-rated characters.  Social Minimum: 21, Spiritual Minimum: 7  Pg. 43, 1.5
Melee Weapons+ Y Y Y Y Y Y Y
Use: Active defense cannot be attempted unskilled; passive defense and attacks can be.  Pg. 43, 1.5
Missile Weapons Y Y Y Y Y Y Y
Prestidigitation Y Y Y Y Y Y Y
Running Y Y Y Y Y Y Y
Stealth Y Y Y Y Y Y Y
Swimming+ Y Y Y Y Y Y Y
Use: Speed pushes may not be attempted unskilled.  Pg. 45, 1.5
Unarmed Combat+ Y Y Y Y Y Y Y
Use: Active defense cannot be attempted unskilled; passive defense and attacks can be.  Pg. 45, 1.5
Strength
Climbing Y Y Y Y Y Y Y
Lifting Y Y Y Y Y Y Y
Skill Core
Earth
Living
Land
Nile
Empire
Aysle Cyber-
Papacy
Nippon
Tech
Orrorsh
Perception
Air Vehicles Y N Y N Y Y Y
Use: Tech Minimum: 16; Magic Minimum: 10 for magically-operated air vehicles.  Pg. 47, 1.5
Alteration Magic Y N Y Y Y N Y
Use: Cannot be used unskilled.  Magic Minimum: 7.  Pg. 47, 1.5
Camouflage Y Y Y Y Y Y Y
Computer Operations+ Y N N N Y Y N
Use: Tech Minimum: 22.  Pg. 48, 1.5
Craftsmanship* Y Y Y Y N N Y
Use: Social Minimum: 7; Tech Minimum based on specialization.  Pg. 48, 1.5
Cyberdeck Operations+ N N N N Y2 N N
Use: May not be used unskilled; however, Computer Operations or Computer Science may substitute in some instances  Tech Minimum: 26.  Pg. 48, 1.5
Direction Sense N Y N N N N N
Disguise Y N Y Y Y Y Y
Divination Magic Y N Y Y Y Y Y
Use: Cannot be used unskilled.  Magic Minimum: 2.  Pg. 50, 1.5
Egyptian Religion N N Y2 N N N N
Use: Cannot be used unskilled.  Pg. 50, 1.5
Evidence Analysis Y Y Y Y Y Y Y
Find Y Y Y Y Y Y Y
First Aid Y N Y N Y Y Y
Use: May be used in round play to prevent death from injuries.  Pg. 52, 1.5
Forgery Y N Y Y4 Y Y Y
Gambling Y N Y Y Y Y Y
Hieroglyphics* Y N Y Y Y Y Y
Use: May not be used unskilled, but the Linguistics skill may be used at a penalty.  Pg. 54, 1.5
Land Vehicles Y N Y Y Y Y Y
Use: Tech Minimum: 5; Magic Minimum: 10 for magically-operated land vehicles.  Pg. 54, 1.5
Language* Y Y Y Y Y Y Y
Use: Cannot be used unskilled, though Linguistics can be used in its place.  Pg. 54, 1.5
Master Criminal4 Y N Y Y Y Y Y
Use: Cannot be used unskilled.  Pg. 55, 1.5
Nile Mathematics N N Y2 N N N N
Use: Cannot be used unskilled.  Pg. 55, 1.5
Psionic Manipulation Y N N N N N Y
Use: Cannot be used unskilled.  Minimum Social: 21; Minimum Spiritual: 9; Minimum Tech: 15.  Pg. 55, 1.5
Research Y N Y Y Y Y Y
Use: Difficult to use unskilled.  Pg. 56, 1.5
Scholar* Y Y Y Y Y Y Y
Use: Social Minimum: 10.  Pg. 56, 1.5
Security Y N Y Y Y Y Y
Use: Cannot be used unskilled without the appropriate tools.  Unskilled use WITH tools penalized.  Pg. 57, 1.5
Space Vehicles Y N Y N Y Y N
Use: Unskilled use very difficult.  Tech Minimum: 21.  Pg. 57, 1.5
Tracking Y Y Y Y Y Y Y
Trick Y Y Y Y Y Y Y
Water Vehicles Y N Y Y Y Y Y
Use: Cannot be used unskilled.  Pg. 58, 1.5
Mind
Apportation Magic Y N Y Y Y N Y
Use: Cannot be used unskilled.  Magic Minimum: 5.  Pg. 58, 1.5
Artist* Y Y Y Y Y Y Y
Business Y N N N N Y N
Use: Social Minimum: 13.  Pg. 59, 1.5
Computer Science+ Y N N N N Y N
Use: Tech Minimum: 22.  Pg. 60, 1.5
Conjuration Magic Y N Y Y Y N Y
Use: Cannot be used unskilled.  Magic Minimum: 10.  Pg. 60, 1.5
Cybertech N N N N Y N N
Use: Tech Minimum: 26.  Pg. 61, 1.5
Demolitions Y N Y Y Y Y Y
Use: Unskilled use more difficult.  Tech Minimum: 13.  Pg. 61, 1.5
Hypnotism Y N Y N Y Y Y
Use: Cannot be used unskilled.  Social Minimum: 17.  Pg. 62, 1.5
Linguistics Y N Y N Y Y Y
Medicine Y Y Y Y Y Y Y
Use: May be used in round play, as per First Aid.  Unskilled use deeply penalized, otherwise.  Social Minimum: 10; Tech Minimum: 8.  Pg. 63, 1.5
Meditation Y N N N N Y Y
Use: Cannot be used unskilled.  Pg. 63, 1.5
Mindsense Y2 N N N N N N
Use: Cannot be used unskilled.  Social Minimum: 17; Spiritual Minimum: 9.  Pg. 64, 1.5
Nile Engineering N N Y2 N N N N
Use: Cannot be used unskilled.  Pg. 64, 1.5
Occult N N N N N N Y2
Use: Cannot be used unskilled except in special circumstances.  Pg. 65, 1.5
Psionic Resistance Y2 N N N N N N
Use: Active defense cannot be attempted unskilled; passive defense can.  Social Minimum: 21; Spiritual Minimum: 9; Tech Minimum: 15.  Pg. 65, 1.5
Psychology Y N Y N Y Y N
Use: Social Minimum: 17.  Pg. 65, 1.5
Science* Y N Y Y Y Y Y
Use: Social Minimum: 10.  Pg. 66, 1.5
Streetwise Y N Y Y Y Y Y
Survival Y Y Y Y Y Y Y
Test of Wills Y Y Y Y Y Y Y
Wierd Science N N Y2 N N N N
Use: Cannot be used unskilled.  Pg. 68, 1.5
Willpower Y Y Y Y Y Y Y
Skill Core
Earth
Living
Land
Nile
Empire
Aysle Cyber-
Papacy
Nippon
Tech
Orrorsh
Charisma
Charm Y Y Y Y Y Y Y
Performance Art* Y N Y Y Y Y Y
Use: Must select a specialization.  Sample Specializations: Acting, singing, storytelling, public speaking, stand-up comedy, improvisational theater, live-action role-playing.  Pg. 69, 1.5
Persuasion Y Y Y Y Y Y Y
Taunt Y Y Y Y Y Y Y
Training Y Y Y Y Y Y Y
Spirit
Ayslish Corruption N N N Y2 N N N
Use: Special.  Pg. 72, 1.5
Ayslish Honor N N N Y2 N N N
Use: Special.  Pg. 72, 1.5
Faith* Y Y Y Y Y Y Y
Use: Cannot be used unskilled.  Pg. 72, 1.5
Focus*, 3 Y Y Y Y Y Y Y
Use: Cannot be used unskilled.  Pg. 72, 1.5
Frenzy N Y N Y N N N
Use: Cannot be used unskilled.  Pg. 73, 1.5
Intimidation Y Y Y Y Y Y Y
Reality* Y Y Y Y Y Y Y
Shapeshifting N N N N N N Y2
Use: Cannot be used unskilled.  Pg. 76, 1.5
Spirit Medium N N N N N N Y2
Use: Cannot be used unskilled.  Pg. 76, 1.5
Swami Y N N N N N Y
Use: Cannot be used unskilled.  Pg. 76, 1.5
True Sight N N N N N N Y2
Use: Cannot be used unskilled.  Pg. 76, 1.5
Skill Notes
      1 The flight skill can only be used by characters capable of self-powered flight, or those with equipment which provides them with personal flight capabilities.  Stalengers in the Living Land, and characters with either the flight power or a gizmo with the flight power.  Because of its nature, the Core Earth rocketpack is an air vehicle.

      2 This skill is only available to character from the specific cosm indicated.  Characters who begin in that cosm but do not belong to the reality may not have this skill to start the game.

      3 The focus skill can only be taken by the characters who have it listed as their tag skill, or who have Presence listed as their primary skill category.  A character with focus must have at least one add in faith as well.

      4 In Aysle, criminally oriented skills, such as forgery may not be used by characters with Honor, lest they lose 1 add per violation.


DISCLAIMER: Torg: Role-Playing the Possibility Wars, Storm Knight, High Lord, Possibility Raider(s), and all other terms and trademarks related to Torg: Role-Playing the Possibility Wars ©1990 - 2010, West End Games, Purgatory Publishing, and Omni-Gaming Products, as far as their individual concerns are to be expressed.  ©2010 - present, Ulisses Spiele.

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