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Possibilities

This version was saved 17 years, 9 months ago View current version     Page history
Saved by Garry Timmons
on July 11, 2006 at 6:34:43 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).

 

Buying A New Skill: To gain the first add of a new skill costs two Possibilities if your character can find a teacher, five if self-taught. Gaining a skill that cannot be used unskilled costs five Possibilities is taught, ten if untaught. If a skill requires knowledge not native to your character's cosm the cost of learning the skill is doubled.

 

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.

 

Damage Reduction: 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. Each possibility may do three of the following:

1. Remove three points of shock damage from the blow.

2. Remove a knockout condition from the blow.

3. Remove a knockdown result.

4. Remove one level of wound.

A player may spend one Possibility to reduce the damage from a single blow. The Possibility is spent after the blow is taken. Cards that act as Possibilities may be spent in excess of one.

 

Improving Attributes: Attributes may be imroved but at a far greater cost than skills. An attribute may never be improved beyond the racial maximum. Improving an attribute costs Possibilities in the same manner as improving skills, but the cost is tripled.

 

Improving Skills: Improving a skill costs a variable number of Possibilities depending on how skilled you already are. The better you are, the more difficult it is to improve your skills. You improve a skill one add at a time, i.e. if you want to improve a skill from four to seven you would have to buy skill five, then six and finally seven. You may not skip steps, although you may improve more than one level at a time if you have enough Possibilities.

To improve a skill costs a number of Possibilities equal to the skill add purchased. Increasing a skill add from three to four would cost four Possibilities.

 

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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