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Page history last edited by Garry Timmons 14 years, 5 months ago

Here are some important terms for TORG.


Axioms: These define the basic layout of the different cosms. There are 4 types of axioms, Magic, Technology, Social and Spirit.


Aysle: The fantasy realm ruled by Lady Pella Ardinay. Denizens of Aysle are confused by her actions. She started off nice enough, then suddenly became a ruthless conqueror of other realities. Then shortly after invading Earth she seems to have reverted back to her old ways and is usinf her realm to help Earth fight off the invaders.


Border Storms: Surrounding the border to each cosm are permanent reality storms. This means that sometimes (but not all the time) crossing over into another cosm can result in getting stuck in a reality storm, and the loss of possibilities. It can also possibly transform those that fail against the storm.


Contradictions: If you were to try and fire a gun while under the axioms of the primitive Living Land, you risk creating a contradiction. There is a roll to determine if a contradiction disconnects the character from his/her reality. If a character is dissconected, he now operates under the Living Land axioms and no longer knows how to fire the gun. This lasts until the character can reconnect.


Cosm: The different invading realities. Cosm describes the area that is bounded by Stelae.


Cosmverse: All cosms there are form the cosmverse. Each cosmverse corresponds to an individual gamemaster's campaign.


Cyberpapcy: A realm filled with cybernetics and religious zeal. It is ruled by the Cyberpope Jean Malreaux I. He is also known as the Anti-Pope. It is home to the Godnet, the expansive networking of computers.


Darkness Device: The item that gives the cosm's highlord the power to alter reality, conquer other worlds, and drain them of their possibility energy.


Delphi Council: This is the current head of the government of Core Earth. Many people don't believe that they have the best of ideas on how to fight off the wars. They tend to sacrifice whole platoons and villages to beat back a small section of invaders.


Dimthread: Small bridges connecting one reality to another. Small groups of people and sometimes vehicles can travel down dimthreads, but they cannot accomodate much.


Disconnection: When the contradiction is eliminated, the character is disconnected from his home cosm. When this happens he must "play by the rules" of his current location. He is cut from his source of possibility energy and cannot gain any possibility points until the connection is reestablished. He can still spend points, however. Also, the character cannot go beyond the axiom limits of his current location. However, the character can go beyond the axioms of his home cosm, if his new locale allows for it, since he is no longer a denizen of his home cosm. An Aylish Wizard who disconnects in Core Earth cannot attempt to cast any of his conjuration spells, but can drive a car without a problem (if only someone taught him). This link can be repared by using your reality skill.


Drama Deck: The deck of cards which facilitates play and mimics dramatic action. The Drama Deck comes into play in two ways. The first is during certain scenes, particularly combat, the Drama Deck is used to determine initiative and additionally it determines advantages and penalties for the heroes and villains. This use is only used by the gamemaster. The other use of the Drama Deck, and more important to you, is you card hand. At the beginning of each story, you are dealt 4 cards. Each one has certain bonuses and advantages which are played in a variety of ways. They can be traded among players (1 for 1 basis only) and as they are used during the story, they are refreshed every Act. That way you can spend or trade less useful cards for the really good ones as you prepare for the difficult dramatic scenes. (Hand size varies based on the number of players)


Dwarves: Native to Aysle, Dwarves are notably shorter and stockier than humans. They tend to love to tinker with technological items.


Edeinos: The primitive race of lizard men from the Living Land. They follow their goddess Lanala who encourages experiencing life through the greatest extremes of pleasure and pain.


Elves: Native to Aysle, Elves tend to be a little taller than humans, and have jet-black skin and straight, white hair. Their metabolism requires magic to function properly.


Eternity Shards: Pieces of Eternity used to battle the Highlords and their Darkness Devices. They are weilded by one person, but must be paid for by at least two people who can both tap their group power.


Eternium: A new element created by Dr. Mobius. It is created through draining possibilities from Eternity Shards.


Faeries: There are a number of species of fae native to Aysle. These include Cypria (based on the element of Metal), and Infernas (based on Fire).


Giants: Native to Aysle, Giants stand about nine to ten feet tall. They are so massive that they are unable to support their own weight without magic.


Gospog: This is the cannon fodder of the differwent realms. There are 5 plantings of these creatures. The first planting is the same from cosm to cosm, they are vegetative zombies. Moss covered. The other plantings vary from realm to realm.


Gotaks: These are priests of Lanala who are allowed to weild "dead things" in the service of Lanala.


Group Powers: These are powers that are invested into Eternity Shards. All players who have paid for the Eternity Shard have some control over the use of group powers.


Hardpoint: These are things in other cosoms that still represent Core Earth. The posses the Axioms of Core Earth instead of those of the invading cosom. The Statue Of Liberty is an example of a Hardpoint.


Highlord: The rulers of the different cosms. They shape their realitiers to benefit their desires. They are the most powerful opponents in the game.


Infiniverse: All cosmverses there are form the Infiniverse. The sum total of all possible Torg realities.


Jakatt: A priest or priestess of Lanala. Most of these are Edeinos, but there are some Human and Stalenger followers. Other races can also become followers of Lanala. Followers of Lanala are not allowed to use "dead things"


Living Land: A primitive world filled with dinosaurs, Edeinos and other fantastic jungle creatures. The Deep Mist obscures view. Baruk Kahh is the Highlord.


Maelstrom Bridge: This is what brought the Highlords and their reality from their cosm to the Core Earth realm.


Nile: The Empire created by the Highlord Dr. Mobius. It is a combination of the pulp stories of the 1930's and ancient Egypt.


Nippon Tech: No one really knows that Japan was invaded by the realm of Nippon. It was a subtle invasion. They sent their troops in ahead of time to start buying up land and business. Then, when they invaded, their storms came late at night, and went unnoticed by most. It seemed that Japan's technology jumped way ahead of itself overnight. . . which it did. The Highlord is apparently a man named Kanawa, who owns almost all of Japan.


Ords: These are ordinary people. Those who can't bend possibility energy to their will. One Storm Knight can easily handle 3 ords with no problems.


Orrosh: This is the cosom of horror reality. It is ruled by the Gaunt Man. His second in command is Thratchen.


Perseverance: This term is only used for Orrosh. This is what allows player characters to overcome the power of fear. Players start the Act with 8 perseverance points, this is a group total and will change (for better and worse) throughout the Orroshian adventure. Perseverance checks are called for frequently in an Orrosh adventure. Failing it is bad for the PC's. One person will check the Perseverance for the entire group. No possibilities can be used to alter this roll.


Possibility: The energy of determining possibilities. This is what the invaders are after. This is also the experience awarded to player characters at the end of each Act and adventure. Players and NPC's can manipulate the game using possibilities.


Possibility Nexus: The primary source for Possibility Energy within a cosm, and hence the place with the highest concentration of Possibility Energy.


Possibility Rated: A term used to define a character with the reality skill. Perhaps the most important skill of the game, the reality skill is what makes stormers special; it allows people to harness possibility energy, and use it consciously. Being possibility rated is almost essential for inter-cosm travel. Without it, one cannot cause contradictions. It also prevents transformation simply residing in a realm.


Ravagon: These are a flying reptillian race from a world that was invaded by the Gaunt Man. He convinced them to serve him. Many of the other realities have also obtained some of them for their own plots. There are many rebellious Ravagons fighting to protect earth from the same fate that their world underwent.


Reality Bubble: By spending a possibility point, a character can create a "bubble" of axioms from his own realm around himself. This allows him to use his weapons and equipment as if he were in his own cosm. The bubble only affects the player who conjures it. It lasts for 15 minutes. If you have dissconnected from your own reality because of a contradiction, you cannot create a reality bubble.


Reality Storm: This is what ravaged the world when the invaders came. It drains possibilities and transforms. Any Possibility rated person can invoke a reality storm against another person. This locks the two in a battle of relaties, leaving one or the other drained of possibility energy and possibly transformed.


Reconnecting: In essence, there is an invisible thread that connects you to the cosm that you come from. If you create a contradiction, you'll be disconnected from your reality. The thread will be broken. You will now conform to the axioms and world laws of the cosm you disconnected in. You can no longer use tools if they wouldn't normally function, and you can no longer create a reality bubble or invoke reality storms. At this point you must try to reconnect. To do this you will need the item that caused the disconnection (the gun you were shooting or the cyberware you were accessing, etc. . . ).You will have to make a reconnection roll, if you fail, you may get another chance at a later point in the adventure (determined by the GM). If, by the end of the adventure, you haven't reconnected or you don't have the item that made you disconnect, you must return back to your home cosm before you can reconnect. This will limit what you are capable of doing in the adventure.


Scene: A scene is a setting in which one or more events occur. There are two types of scenes. Standard scenes, the heroes have the advantage. Initiative is won more often, with more advantages, and there are more disadvantages for the villains. These scenes are meant to be quick and fast paced, with little worry of failure on the heroes part. Dramatic scenes are scenes which are of particular importance to the adventure. Villains win initiative more often, with more advantages than penalties, and the heroes have more penalties than advantages. Dramatic scenes are harrying and usually can only be won with team work and strategic card playing.


Stalenger: Flying starfish-like creatures. They were native to a world that was conquered by the Living Land, they have since been incorporated into the Living Land's reality.


Stelae: The appearance of Stelae varies from cosm to cosm, and that information will have to be discovered through gameplay. Stelae are the devices that create the boundaries for a cosm. If one Stelae is pulled then a section of the boundary is broken and it reverts back to the Core Earth axioms.


Stormer: This is the term used by Highlords to indicate possibility-rated people, both good and bad.


Storm Knight: This is a play on the Highlord's term "stormer". Possibility-rated characters feel that this term glorifies them better that "stormer".


Talisman: These are portable hardpoints. Most hardpoints can't be removed or they lose their reality and conform to the new one. These portable hardpoints surround the wearer with the reality of the Talisman (so it sould be worn by someone of the same reality as the Talisman).


Tharkold: A realm of cybernetics, horror and magic. It is ruled by The Highlord is Jezrael.


TORG: This is the ultimate goal of the Highlord's, to become TORG. It is a position as high as a god's.


Trades: The Aylish form of money.


Transformation: When a reality invades an area, there is an immense problem of contradictions with the native life and the invading axioms. Since the invading reality (connected to the home cosm) would require much more energy to change than a limited number of lifeforms, the lifeforms are transformed. Non possibility-rated characters will eventually transform if they live under another set of axioms long enough. However, most transformations occur in the initial invasion when a realm invades or in reality storms. Transformed characters still retain their memories of their life in their previous reality, but can no longer access anything beyond their new axiom levels. A character transformed in a Living Land invasion remembers "car" and "television" as concepts and can identify the objects, but no longer knows how to operate them. He can learn the powerful miracles of his new home. If he left his new realm, then he still would not be able to use a coffee machine, and he also would not be able to access his new miracles (since that would cause a contradiction). Possiblity-rated characters are not so easily transformed, and still retain their ability to cause contradictions. Even so, they do "go native" and may lose skills not possible in their new reality, as well as experience physical changes as well.


Weird Science: This is the science skill that allows the denizens of the Nile Empire to create the fantastically impossible gizmos that are used by their super-heroes.


World Laws: Rules of each Cosms reality. World Laws define the way that the Axioms interact. They extend the Axioms and make each Cosm unique.

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