Torg Introductory

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for the role playing game by WEG. An introductory into TORG RPG


<ul><li><p>They came from other cosms other realities raiders joined together to stealthe Earths living energy to consume its possibilities. The Possibility Raiders</p><p>brought with them their own realities, turning portions of our planet into someplace else.</p><p>Led by the Gaunt Man self-proclaimed Torg of the cosmverse the High Lordseach claimed a piece of the Earth for themselves. Baruk Kaah, Pharaoh Mobius,</p><p>Lord Uthorion, Pope Jean-Malraux I, Kanawa-sama, and the Gaunt Man; each hasestablished his primitive, pulp, dark fantasy, cyberpapacy, high tech, or horror</p><p>realms on our world, setting the conquest in motion.</p><p>But the invasion did not go as the Gaunt Man planned. His millennia ofpreparation did not take into account the Storm Knights men and women whoweathered the raging reality storms that transformed the planet, retaining their</p><p>own realities when everything around them changed. Through their actions, theseheroes neutralized the Gaunt Man and helped bring the Infiniverse into being. Byreflecting the cosmverse over and over, all possibilities became real in an infiniteinstant. If Earth was destroyed in one cosmverse, there was a chance that it would</p><p>survive in another. The conquest had been delayed for now.</p><p>Now, throughout the Infiniverse, on a million-million Earths, the remaining HighLords battle to control the awesome possibility energy of Earth to become the</p><p>Torg. And if the Storm Knights cannot stop them, then every Earth will die </p><p>Later today, early tomorrow, sometime next week, the world began to end.</p><p>The Near Now </p></li><li><p>Roleplaying the Possibility Wars TM</p><p>The Lizard andthe Lightning</p><p>An Introduction to Roleplaying in</p><p>the Possibility Wars</p><p>T A B L E O FC O N T E N T S</p><p>Introduction 4Mechanics Overview 5Chapter One: Creating a Character 6Chapter Two: The Basics 10Chapter Three: The Lizard and the Lightning 19Soldier of Fortune: Character Template 27Product List 28</p></li><li><p>3Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosmverse, Cyberpapacy, Darkness Device, Dr. Mobius, the Gaunt Man, Gospog, Heart of Coyote, High Lord,Infiniverse, Kanawa, the Living Land, Maelstrom, Maelstrom Bridge, Nile Empire, Orrorsh, Pella Ardinay, Possibility Raiders, Possibility Storm, Possibility Wars, Ravagon,Stormers, Storm Knights, Torg, the Torg logo, West End Games, and WEG are trademarks of Humanoids, Inc. , and 2003 Humanoids, Inc. All Rights Reserved.</p><p>The Torg Design Team</p><p>Greg GordenMythos and Game Design</p><p>Douglas Kaufman, Bill SlavicsekMythos and System Development</p><p>Christopher Kubasik,Ray Winninger, Paul Murphy</p><p>Additional Mythos and System Work</p><p>Jonatha Ariadne Caspian, Michael Stern, Richard Hawran,Daniel Scott Palter, Denise Palter, C.J. Tramontana,Martin Wixted</p><p>Concepts and Testing</p><p>Dr. Michael A. Fortner, Dr. George ExnerTechnical Assistance</p><p>The Starter Set &amp; Introduction</p><p>Greg GordenRule Book Design World Book Design</p><p>Douglas KaufmanRule Book Development and Editing</p><p>Bill SlavicsekAdventure Book Design World Book Developmentand Editing</p><p>Paul MurphyAdventure Book Development, Editing and Additional Design Additional World Book Material</p><p>Jonatha Ariadne Caspian, Michael SternAdditional World Book Material</p><p>Rosaria J. Baldari, Bernadette G. Cahill, Stephen Crane,Richard Hawran, Cathleen Hunter, Sharon Wyckoff</p><p>Graphics</p><p>Nikola VrtisPDF Version Creator</p><p>Daniel HorneCover Illustration</p><p>Timothy Bradstreet, Bob Dvorak, Rick Harris, Francis Mao,Alan Jude Summa, Valerie Valusek, Tim Wright</p><p>Interior Illustrations</p><p>Tom TomitaLogo Design</p><p>Eric Aldrich, Paul Balsamo, Jeff Brown, Laura Brown,Tim Brown, Gary Corbin, Troy Faraone, Dr. Michael Fortner,Mike Landsdaal, Letha Owens, Barbara Schlichting, John White</p><p>Playtesting and Advice</p><p>Note to Our Readers</p><p>This PDF version of the introduction to the Torgroleplaying game was created from the original electronicfiles. Images were left out or modified and the page layoutwas modified to reduce file size and production time (theimages do not have electronic counterparts). Typographi-cal errors were not fixed, nor was any attempt made toupdate the information based on any developments in thePossibility Wars since this book was first printed.</p><p>If you received a copy of this file from a friend and wouldlike to support the publishing efforts of West End Games,send US$2.00 via PayPal (</p><p>This PDF requires only a 20-sided die (numbered 1 to 20)to play. For more information about Torg and other WestEnd Games products, please visit our Web site,</p><p>Published by</p><p>Honesdale, PA</p><p>First Printing: May 1990PDF Published: February 2003</p></li><li><p>TORG: Roleplaying the Possibility Wars</p><p>4</p><p>action and make the game play theway we want it to. The trouble withLets Pretend is the I-got-you-no-I-got-you-first arguments becauseLets Pretend has no rules.</p><p>Consider roleplaying as Lets Pre-tend with rules. There is a referee, alsocalled a gamemaster, who judges dis-putes. The gamemaster also sets thescenes and creates the story lines thatthe players experience through theircharacters. The characters are really theheart of the roleplaying game.</p><p>Each player takes the role of onecharacter, a participant in the greatstory being woven by the gamemas-ter, who plays the roles of all the othercharacters in the story, called game-master characters. The player charac-ters actions will directly affect thatstory, often changing the course ofevents in significant ways. The back-and-forth storytelling aspects, the play-ing of new and unfamiliar roles, andthe freewheeling format of the actionare what make roleplaying games sochallenging and exciting.</p><p>Torg: Roleplaying thePossibility Wars</p><p>Torg is a multi-genre game systemthat does what no other game before ithas done. It combines the action of thepulps, the heroic adventure of fan-tasy, and the grim situations of futuretechnology into one all-encompassinggame system with one coherent, com-pelling story!</p><p>There are a lot of roleplaying gameson the market, and most use similarmechanics to achieve interactive story-telling. In Torg, we introduce two brandnew concepts.</p><p>The first is the Torg interactivedrama cards (which are included withthe starter set). These are more thanjust character cards or equipment cards they actually help the gamemaster</p><p>and players control the flow of action,and add to the dramatic storytellingby creating plots and subplots thatreally fit into an adventure.</p><p>The second innovation concerns thenature of interactive storytelling itself.In other roleplaying games, the play-ers interact with the world created bythe gamemaster and thats it. InTorg, West End Games created a com-puter-moderated Infiniverse InteractiveCampaign Game, a newsletter that al-lowed gaming groups of early playersof this game to interact with othergaming groups across the country, andwith West End itself, influencingprogress of the Possibility Wars!</p><p>Getting StartedAfter reading this introduction and</p><p>the To the Point section that follows,the next thing to do is play the adven-ture. (You will need a 20-sided die,numbered 1 through 20, to play thegame.) The adventure will help youimagine yourself as a Storm Knight inthe world of Torg, opposed to the HighLords of the invading realms, dedi-cated to freeing Earth and its manyreflections from tyranny.</p><p>If you like the adventure, then wehighly recommend getting the starterset, which includes the Rule Book (ofwhich this adventure is a part), theWorld Book, the Adventure Book, theDrama Cards, and three copies of theInfiniverse newsletter. You or your fa-vorite local or Internet retailer canorder the Torg basic set and otherprinted Torg supplements throughWest End Games. You can find moreinformation about ordering directlyfrom West End Games in the Cata-log section of our Web site, You canalso learn more about the world ofTorg and find out what other excitinglands there are to play in on our Website.</p><p>ow it is three months afterthe initial invasion ofEarth, and the invadersboundaries have stabi-lized. The Gaunt Mans</p><p>land of horror extends across Indone-sia and Malaysia, though he is nolonger there to maintain it. Kanawacontrols Japan and parts of the FarEast; Mobius holds northern Africaand the Middle East under the sway ofthe New Empire of the Nile. France,dark and grim, is united by the God-Net of the Cyberpapacy, and theUnited States and Canada struggleagainst the shamanistic powers ofBaruk Kaahs Living Land. Only inBritain and Scandinavia is there a glim-mer of hope, as the Lady Ardinay hasarisen to replace the evil Lord Uthorion though there are rumors thatUthorion still walks the Earth.</p><p>And the High Lords are in turmoil;without the Gaunt Man to lead them,they scrabble for power, for the ulti-mate power of immortality that ac-companies the title of Torg.</p><p>The rules and background for Torg,and the campaign you create withthem, describe one of the many Earthsnow reflected throughout the In-finiverse what happens on yourEarth, what direction the PossibilityWars take on your world, will be verydifferent from what happens else-where but what you and your play-ers create can and will effect the entireInfiniverse.</p><p>What Is Roleplaying?Roleplaying is simply another way</p><p>of playing games. Most familiar boardgames have controlled rules. At theother end of the spectrum are gameslike Cowboys and Indians, otherwiseknown as Lets Pretend. Lets Pre-tend can be fun, because we get to takeon the role of a hero, and we control the</p><p>Introduction</p></li><li><p>5axiom levels, eliminating contradic-tions. The immediate effect of the ax-iom laws is that equipment, spells andcertain creatures foreign to a realmwill not work as well in that realm.</p><p>Combat</p><p>A combat round represents 10 sec-onds of game time. In each round,one side gets to perform all its actions;then the other side performs its actions.Initiative is determined by flipping thetop card of the drama deck. The sidethat has the initiative goes first.</p><p>Damage</p><p>Once a character is hit, a secondtotal (the effect total) determines dam-age. The attackers damage value ishis Strength, possibly modified by amelee or missile weapon, or the dam-age value of the weapon itself (forfirearms and other weapons that pro-vide their own energy). The difficultyis the targets Toughness (or armorvalue). The more the difficulty num-ber is exceeded, the more the target isdamaged.</p><p>Stormers and Storm Knights</p><p>As a result of the Possibility Wars,certain people on Earth reach what iscalled a moment of crisis. At that mo-ment, the person gains the ability tomanipulate possibility energy, forgood or for evil.</p><p>The Raiders call these beings Storm-ers. Those that oppose the Raiders pre-fer to call themselves Storm Knights.</p><p>Your character is a Storm Knight,opposed to the High Lords of the in-vading realms. Your goal is to free theEarth from the varying realities andstop the Raiders before they consumethe living power of the planet. If theysucceed, the world dies.</p><p>Those are the basics. Now youreready to get to the details </p><p>Generating a Total</p><p>Compare the final die roll to thebonus chart printed at the bottom ofyour character template. Beneath eachrange of final die rolls is a correspond-ing bonus number. The sum of yourskill value and the bonus number iscalled the action total.</p><p>Some actions require you to obtaintwo totals, the first to determine if yousucceeded at the action, the second totell you how well you did. You get asecond total by adding the same bo-nus (the die is not rolled again) to adifferent value after your action suc-ceeds. The second total is called aneffect total.</p><p>Beating a Difficulty Number</p><p>Some actions are harder than oth-ers. Whenever the gamemaster callsfor an action total, she also sets a diffi-culty number for the deed. Your char-acter succeeds if your action total isequal to or greater than the difficultynumber. If your total is lower, you fail.</p><p>Possibility Energy</p><p>Storm Knights (player character he-roes) can store possibility energy, en-ergy which can temporarily alter theworld around them in a variety ofways to allow characters to performamazing feats.</p><p>The Axioms</p><p>Each of the invading realms has itsown reality. The key to what can andcannot exist, what does and does notwork, are the axioms. The axioms de-scribe the levels of four basic traits of aworld: magical, social, spiritual, andtechnological.</p><p> If an axiom is not high enough tosupport an activity, performing thatactivity creates a contradiction in thatrealm. The possibility energy of therealm is organized so as to enforce the</p><p>here are a lot of pages inthe Torg Starter Set, butyou dont need to read allof them to have fun. Themechanics of the Torg</p><p>game are not very difficult at all.This page explains the essential sys-</p><p>tems of Torg; reading it will make learn-ing the game much easier.</p><p>Values and Measures</p><p>Torg uses a unique system of val-ues and measures to translate backand forth between the game and thereal world. A value is a quantity meas-ured in a way that can be used in thegame (such as a weight value of 11). Ameasure is a measurement from thereal world (such as 160 pounds).Measures can be translated into val-ues and vice versa, but that is a task forthe gamemaster.</p><p>Attributes and Skills</p><p>All characters have the same attrib-utes, though not in the same quanti-ties. All characters have skills, but typesof skills vary from character to charac-ter. Skills are rated by adds, which isthe number you add to your charactersbase attribute to get the value for thatskill. So, a character with a base attrib-ute of 10 and a running skill add of 3would have a running value of 13.</p><p> The Die Roll</p><p>The die included with the Torg gameis printed with the numbers from 1 to20. You roll the die each time yourcharacter tries to use a skill value orattribute value to accomplish a task.</p><p>Whenever a player rolls a 10 or a 20on the die, he may roll the die again,adding the next roll to the first 10 or 20.The player may keep rolling and add-ing, until a number which isnt a 10 or20 appears. He adds in this final num-ber to obtain the final die roll.</p><p>Mechanics Overview</p></li><li><p>TORG: Roleplaying the Possibility Wars</p><p>6</p><p>DEX, STR, TOU, PER, MIN, CHA, andSPI. The first three are broad measuresof physical ability, the next two gaugeyour characters mental prowess, whilethe last two measure his spiritual abil-ity. The number listed next to each isthe attribute value. An attribute of six ispoor, eight is average, an attribute of10 is quite good, and 13 is the normalmaximum for Core Earth humans.</p><p>Skills are abilities that not everycharacter has. They are usually abili-ties that can be taught, although somehave to be acquired in peculiar ways in the pulp realm, for example,some skills can be acquired onlythrough a freak scientific accidentwhich altered the character forever.</p><p>Your character template lists all ofthe skills initially available to yourcharacter. One of the skills already hasa number (3) filled in on the template.This is your characters best skill, orcharacter tag skill. All characters basedon the same template the Soldier ofFortune, for instance have the s...</p></li></ul>