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- From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
- Subject: INTRO: WHAT IS TORG?
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- Date: Tue, 22 Dec 1992 04:28:07 GMT
-
- WHAT IS TORG?
- (version 1.2, last edited 06/11/92)
- By Kansas Jim (with editing assist from T. Erik Browne)
-
- (NOTE: Torg is a paper-and-pencils role-playing game; it is not a
- computer game!)
-
-
- The Basics
- ----------
-
- TORG is a generic role-playing game system where the various
- genre campaign settings are all located in one place (Earth!) instead
- of being seperate and unrelated. How did this happen? Simply put,
- the various genre universes (called 'cosms' in Torgnology) have
- invaded Earth and imposed their versions of reality over certain areas
- of the globe!
- Why have all these cosms invaded our poor planet? They are
- after something that Earth possesses in great quantity: a unique form
- of energy known as Possibility Energy. Each cosm brings its own
- reality with it to Earth, where things may not work the same as they
- do on Earth. Magic, spiritual miracles, and high-tech devices abound
- in the alien realities.
-
- The Cosms
- ---------
-
- The leaders of the invading cosms (the High Lords) have been
- brought here by their Darkness Devices, powerful artifacts that give
- their High Lords great power in exchange for continual conquest and
- destruction of other cosms. The High Lord of Orrorsh invited the
- other High Lords to help him invade Earth's cosm (there is so much
- Possibility Energy on Earth that no one cosm could survive an attempt
- to invade it). The Darkness Devices drop maelstrom bridges into the
- cosm they are invading and the forces of the invaders come down them,
- spreading their reality over that of the native cosm. In the
- process, they absorb the Possibility Energy of the native cosm,
- strenthening the Darkness Device (and the High Lord).
- Each cosm possesses axiom levels (ranging from 0 to 33)
- representing the level of Technology, Magic, Spiritual energy, and
- Social advancement. In addition, each cosm possesses World Laws that
- make it unique from any other cosm, even one with the same axiom
- levels.
-
- There are currently seven invading cosms on Earth, one that is
- attached to the Earth cosm but isn't an invading realm, and one that
- has come to Earth in response to a distress call.
-
- First off, the seven invading cosms:
-
- * The Living Land - Huge sections of North America have fallen to
- the invading forces of this highly primitive and spiritual
- non-human cosm. Technology above the level of "stone knives
- and bearskins" doesn't function here, and neither does magic.
- The natives of this realm do possess amazing levels of
- spiritual power though, making them more than a match for the
- suddenly helpless North American militias they're fighting.
-
- * The Nile Empire - Most of Africa is now under the influence of
- this strange mixture of 1930's pulp adventure and Egyptian
- mysticism. Life is like a movie serial (or an Indiana Jones
- adventure) here, with the action non-stop and the characters
- melodramatically one-dimensional (either Good or Evil). In
- addition to magical and spiritual forces, the cosm also boasts
- Weird Science, which allows people to build devices well
- beyond the normal laws of science (such as flight packs,
- lightning guns, force field belts, etc).
-
- * Aysle - Great Britain and Scandinavia have fallen under the
- control of this magical cosm. Technology has been stalled
- at a level around that of Earth's 14-15th centuries, but magic
- has more than made up for it. Spell casting is a common
- ability for the people of Aysle and magical (and mythical)
- creatures such as minotaurs, unicorns, and dragons are every-
- where. Spiritual powers are also strong here. Imagine AD&D
- with slightly more technology (primitive pistols) and slightly
- less magic (wishes are not supported by Aysle's magic levels).
-
- * Cyberpapacy - The French Inquisition meets the cyberpunk
- genre. A corrupt version of the Catholic church has spread
- its doctrine to our Earth's France and it's got cybernetics and
- high-tech weapons and instruments to back itself up! The
- GodNet is an electronic communications net incorporating
- virtual reality images with religious overtones and the
- cyberpunk 'decking' experience. Magic is powerful here,
- although not as powerful as the religious forces. The world
- laws make certain that magic and 'heathen' religions are not
- as powerful as the Church of the Cyberpapacy. Socially
- though, the cosm is still stuck in the Dark Ages.
-
- * Nippon Tech - The corporate aspect of the cyberpunk genre
- without the cyberware. This cosm is so much like Earth's
- Japan (which is where they have invaded) that most of the
- world isn't even aware of its presence. Intrigue, betrayal,
- and vengeance make up daily life in this polluted, corrupt
- world. Unsuspecting nations around the world are accepting
- financial and material assistance from Japan, anaware that
- they are helping one of the invaders by doing so. Rules for
- fantastic forms of martial arts and corporate business
- takeovers make Nippon Tech an interesting place to adventure
- in.
-
- * Orrorsh - The horror cosm; it has taken over Indonesia. Not
- only is it filled with the nasty monsters you would expect
- from such a place (the classic vampyres, werewolves, and
- undead) but the entire cosm is actually out to scare you to
- death! The World Laws of Orrorsh make certain that the
- characters will be afraid of the monsters they encounter. You
- will not have very many players saying "Ho-hum, another
- monster" after they've been in Orrorsh. In addition to
- monsters, there are evil Occult magics, and the misguided (but
- well-meaning) Victorians from the home cosm of Orrorsh.
- Orrorsh is the most powerful of the invading cosms. Magic and
- spiritual energies are powerful here; the social and
- technological levels are about equal to Earth's Victorian
- society of the late nineteenth century.
-
- * Tharkold - A high-tech and magical cosm ruled by evil techno-
- demons and opposed by their 3000-year nemeses, the Race (ie,
- humans). A bizarre blend of magic and cyberpunk with a nasty
- edge to it. Tharkold has invaded Los Angeles and is seeking
- revenge on Nippon Tech for its part in foiling their last
- invasion attempt of Earth.
-
- Connected to the Earth cosm but not part of it is:
-
- * The Land Below - Reachable from Earth through the cave systems
- beneath the planet's surface, the Land Below represents the
- 'lost civilizations' genre; kind of a cross between the Living
- Land and the Nile Empire.
-
- Finally, beings from another cosm have arrived on Earth, responding to
- a distress call sent out by Earth:
-
- * The Space Gods - The ancient astronauts of the Incan legends
- return to Earth. Ancient relics that they left behind have been
- utilized in the appropriate manner, sending a signal to the
- Star Sphere (which is actually another cosm) that Earth has
- advanced to a high enough level of technological and social
- advancement to warrent inclusion in the Star Sphere. The
- Space Gods arrive on Earth and are startled when they find out
- what the exact situation is on Earth (they had never encountered
- Darkness Devices or invading realms before) . The Space Gods
- represent the Sci-Fi genre, possessing space ships, alien
- races, bio-technology, and psionic powers. In addition, their
- realm is different from the others in that its presence isn't
- destructive to the well-being of Earth. However, they have
- inadvertently brought with them a horrible psionic disease
- that now threatens to spread to the Earth!
-
- Reality
- -------
-
- If the invaders are able to impose their version of reality
- over an area, what chance is there of defeating them? Fortunately,
- the great amounts of Possibility Energy that exists on Earth has led
- to the creation of a large number of stormers (or Storm Knights as the
- heroes in the source material call themselves). Storm Knights are
- able to maintain their own reality when they enter an alien realm,
- something normal people (called Ords) cannot do.
- This isn't an easy task though; if the stormer attempts to do
- something that the cosm he is in doesn't allow (like using high tech
- in the Living Land) there is a chance he will 'disconnect' and be
- forced to operate under the laws of the reality he's currently in.
- But fortunately, a stormer can attempt to 'reconnect' should this
- happen (but it isn't easy in some cases).
- A stormer can also avoid disconnecting by using a Reality
- Bubble, which enables him to operate under his own reality for up to
- fifteen minutes without worrying about disconnection. Reality Bubbles
- are also useful in some areas where the local reality is so strong
- that it doesn't allow any contradictions at all. However, Reality
- bubbles are costly to the character and are usually used only when
- absolutely necessary.
-
- Characters
- ----------
-
- Basic character creation is a simple task. There are a number
- of character templates available to choose from. The player chooses a
- template and then assigns skill points to the skills available to that
- template. Starting equipment and attributes are predetermined for
- each template. Attributes range from 1 to 13, although almost no
- templates have any attributes below an eight. Starting skills can
- have a maximum of three 'adds' and the character gets 13 adds for his
- starting skills. Each template also comes with a 'tag skill', which
- is the skill that the template is specialized in (and automatically
- starts at three adds which the character does not have to pay for).
- For example, a National Guardsman has Fire Combat as a tag skill while
- an Engineer has Engineering (or possibly Science) as a tag skill. A
- skill value is found by adding the related attribute to the skill.
- For example, a character with a Dexterity of 10 and Fire Combat of 2
- has a Fire Combat Value of 12.
- Each pregenerated template also has a generic background and
- personality description, but players are urged to be a bit creative
- and modify these to fit their character.
- Characters (who are always stormers) also have Possibiliy
- Points, which can be used in several different ways. They can be used
- to modify dice rolls, negate damage taken in combat, and to improve
- skills and attributes. Certain cosms also allow other uses of
- Possibilities, such as using them to pay for super-powers in the Nile
- Empire.
- There are some basic rules on creating your own templates in
- the rulesbook. More detailed character creation rules are included in
- "The Storm Knights Guide to the Possibility Wars" supplement book.
-
- Skill Resolution
- ----------------
-
- The Torg system is really quite simple once you get used to
- it. The player rolls a d20 and consults a small table (printed on the
- character sheet) to determine the bonus number. The bonus number
- (which can be negative) is then added to the appropriate skill or
- attribute. This value is then compared to a difficulty number to
- determine success. Some skills or actions need a level of success to
- be determined, in which case the amount the value exceeds the
- difficulty number by is used to determine the level of success (the GM
- has a table he consults). Characters can use skills that they don't
- actually have (you can shoot a gun even if you've never done it
- before) but their chances of success are lower. Some or the more
- difficult skills (like Air Vehicles) can only be used by characters
- with adds in the skill. (There are rules in the "Storm Knights Guide"
- supplement for unskilled use of these difficult skills though.)
- A nice feature of the system is that characters can reroll the
- die and add to their previous roll under certain situations. Stormers
- using a skill that they have can reroll and add if they roll a 10, a
- 20, or spend a Possibility point on the die roll. Stormers using a
- skill that they don't have can reroll if they roll a 10 or spend a
- Possibility. Skilled Ords can only reroll if they roll a 10 and
- unskilled Ords never reroll. (Most NPCs will be ords.) If a stormer
- spends a Possibility on a die roll he has the added bonus that the
- reroll has a minimum value of 10. And yes, if the reroll comes up a
- 10 (or 20) the character can keep rerolling (but only one Possibility
- can be spent on a die roll).
- A unique feature of the Torg system is the Drama Deck. Each
- player is given a hand of cards from the Deck at the beginning of the
- adventure and can use the cards to affect game play in numerous ways.
- Some cards can be used to affect skill values or actions (+3 to bonus
- value or to an attribute/skill for example), while some affect the
- actions of NPCs ("Opponent Fails" is a favorite card of players).
- Some cards even affect the course of an adventure; a "Connection" card
- enables the player to find a helpful NPC while a Subplot card (of
- which there are several kinds) can get the character more deeply
- involved in the adventure. There are also cards that can be used as
- Possibility Points. Cards can be gained in gameplay by performing
- certain actions during combat or other situations. In addition, at
- certain points during adventures the players are able to refill their
- hands of cards if they are running short. Players may also trade
- cards with other players, provided that their characters are close
- enough to interact with each other.
-
- Combat
- ------
-
- Combat is handled with the basic skill system and one die roll
- determines if the character succeeds and how much damage is done. The
- same bonus number generated for the skill roll is added to the damage
- value of the weapon (or the character's strength in unarmed combat).
- The modified damage value is then compared to the target's Toughness
- attribute (modified by any armor) and the difference is read as damage
- taken by the character (if the Toughness is above the damage value no
- damage is taken). The GM uses a table to determine exactly how much
- and what kinds of damage the character takes from a successful attack.
- There are three kinds of damage a character can take in Torg;
- shock damage, knockout damage, and wound damage. A character can take
- an amount of shock damage equal to his Toughness before passing out.
- Knockout damage is represented by a 'K' result and an 'O' result. If
- a character takes a K result and then an O result before he recovers
- from the K result, he is 'KO'd' and passes out. If the character
- hasn't taken a K result then O's have no effect. Both shock and
- knockout damage are non-lethal.
- Wounds represent lethal damage. There are four levels of
- wound damage; Wounded, Heavily Wounded, Mortally Wounded, and Dead.
- Being Wounded has no real effect on a character's performance. Being
- Heavily Wounded causes the character to lose his next action but
- that's all. When a character reaches Mortal though, he's in trouble;
- he begins taking one shock point of damage per round and will die when
- the shock damage equals their Toughness. Being Dead means you're dead.
- Fortunately for stormers, they can use Possibilities to negate
- damage that they have taken and by their very nature are able to
- survive attacks that would kill Ords (there are two different damage
- tables; one for stormers and one for ords).
-
- Overview
- --------
-
- The Torg system is very 'cinematic' in feel and design. The
- opponents and situations are bigger than life and geared more for high
- adventure than 'dungeon crawls' or realism. The heroes are able to
- pull off things that normal people wouldn't even consider possible, due
- to Possibility Points and cards from the Drama Deck. Adventures are
- even divided up into Acts and Scenes, with some scenes being easier on
- the heroes than others; a Standard scene gives most of the advantages
- to the heroes and most tasks aren't difficult. Dramatic scenes shift
- things the other way, giving the advantages to the villains and making
- tasks more difficult for the heroes.
- A good example of a movie that is very 'Torgian' in feel is
- _Raiders of the Lost Ark_. (Its also a good example of the Nile
- Empire's pulp genre.) The basket chase scene in the Cairo marketplace
- is a good example of a Standard scene; despite the odds being in the
- favor of the villains, Our Hero is able to deal with them all
- relatively easily. The fight with the big bald Nazi at the flying
- wing is a good example of a Dramatic scene; the gasoline is inching
- towards the fire, more Nazi's are closing in, Marion is trapped in the
- plane, and Indy is not having any luck in fighting with the bald Nazi
- (but things work out in the end of course). Marion could be the focus
- of a Romance Subplot or Belloq (the frenchman) could be the focus of a
- Nemesis subplot.
- The Subplot cards and extensive rules for character inter-
- actions also place more of an emphasis on role-playing than many other
- systems do. Combat is also covered quite well and is usually simple
- and fast-paced. The magic system is quite balanced and beginning
- characters are capable of casting powerful magics while being limited
- at the same time. It is even possible for players to begin designing
- spells of their own for their characters after a few playing sessions.
- (Spell creation, while possible, is complicated and does require a
- good grasp of the Torg magic system, which is explained at great
- length in the Aysle sourcebook.)
-
-
-
- Kansas Jim (jogle@aoc.nrao.edu)
-