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Possibilities

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Saved by PBworks
on June 20, 2006 at 8:11:07 pm
 

Using Possibilities

 

Here are the many ways that possibilities can be used in the game of TORG.

 

Adding A Roll: When attempting an action, you may spend one Possibility and roll the die again, adding the number rolled to the final die roll. No more than one Possibility may be spent on any one action. You may spend the Possibility after seeing your first roll. As Possibility energy is so potent, and extra roll that is less than 10 counts as 10 (but, of course, does not grant further rolls unless the extra roll is actually a 10 or 20).

 

Countering Effects: Characters may spend a Possibility to rid themselves of the effects of damage. No more than one Possibility may be spent to rid your character of damage from a single blow. Possibilities spent to avoid damage may not be countered.

 

Countering Possibilities: Whenever an enemy spends a Possibility to alter a die roll, your character may cancel the extra die roll by spending a Possibility himself.You must counter at the moment the enemy spends a Possibility, before the die is rolled. Both points are spent, and there is no extra roll. This works both ways -- the gamemaster characters can spend Possibilities to counter your extra rolls as well.

 

Reality Bubble: Reality works differently between one cosm and another, and possibility energy constantly flows to maintain reality -- meaning that equipment, magic, and even skills from your home cosm might not work so well in an alien cosm.

A character in a foreign cosm may spend a Possibility and cocoon himself in a "reality bubble" for 15 minutes. During that time, everything -- magic, technology, etc. -- works for that character as it would work in the home cosm. There are restrictions, but leave those to the gamemaster.

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