Still Under Construction, but here's a very rough run down of how things work.
The Torg system is fairly simple.
The only die that is needed is a single 20 sided. The die is rolled,
and a chart (on every character sheet) is consulted for a modifier, which
adds or subtracts from your skill total (an combination of the base attribute
and the skill at hand). If the difficulty number is equaled or surpassed,
the action is successful. If a 10 or a 20 is rolled, then you roll
again, adding that to the previous roll (and if that reroll is a 10 or
a 20, reroll again, until a final total is achieved).
Die
Roll |
1 | 2 | 3
4 |
5
6 |
7
8 |
9
10 |
11
12 |
13
14 |
15 | 16 | 17 | 18 | 19 | 20 | 21
25 |
26
30 |
31
35 |
36
40 |
41
45 |
46
50 |
|
Each
+5 More |
|||||||||||||||||||||
Bonus # | -12 | -10 | -8 | -5 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | +1 More |
So if a a sniper, with a total of 14 in Fire Combat (11 Dexterity plus 3 adds in Fire Combat) needs to beat an 18 difficulty, then he needs to roll a 17 or better on the dice. Most difficulties are around 10 to 12.
In addition, stormers can spend possibility to roll again. So if our sniper rolls a 6, then he'd have a total of 9, a failure (14-5=9). But if he really needs to hit his target, then he can spend a possibility and roll again. He does so and rolls a 12. Adding that to his previous roll gives him an 18 and a successful attack (5+14=21). Had he rolled a 10 or 20 on the possibility roll, than he could have kept rolling. This is often how glorious acts occur. However, only one possibility may be spent for any action. Also, possibilities are very precious and useful, so they should be used wisely.
Lets say the sniper's target is also a stormer, he's firing on a Cyberpriest. The priest really doesn't want to be hit. So, when the sniper spends his possibility for a reroll, the priest decides to spend one to counter. The result is that the sniper does not get to roll again, and he misses. Stormers can sense when possibility energy is being activated, most of the time. In another scenario, the priest may have used up his possibilities (or doesn't want to use up his precious reserve), an ally of his may choose to help him out. If he has an ally nearby who is aware of the situation (i.e. has a line of sight, is not unconscious, etc.). The ally spends a possibility to counter the sniper. The priest's ally could not, however, use a possibility for the priest to dodge, resist, or otherwise avoid the attack; he could only counter the opponent's expenditure.
Damage comes in four varieties. Wounds, K & O's, knockdowns, and shock points. Wounds are the lethal damage. Stormers can take up to 6 wounds before they die. Having 4 or more puts them in mortal peril. K's and O's combine to produce knock outs. If you get both a K and an O in a combat, then it's lights out for you. Knockdowns cause your character to get knocked of his feet. Shock points are the little things which can add up to knock you unconscious. A character's Toughness determines how many shock points she can handle. Stormers are more resistant to damage than ords. Shock points go away at a rate of 1 per minute. O's disappear after 10 minutes. K's take 30 minutes to go away.
Possibilities may also be used to resist damage. Damage comes in the form of shock points, K's & O's, knockdowns, and wounds. A possibility may be spent to resist up to four wound effects (a "packet" of 3 shock points is counted as one effect). So a possibility could resist 2 wounds, a knockdown, and 3 shock points, or 6 shock points, a K, and an O, and so on. Because of this, stormers can survive some very nasty situations. Possibilities to resist damage cannot be countered.
Cards in the Drama
Deck can modify many things in the game, and gives you a bit more control
over the story.
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