Basic Set - Rulebook.pdf

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TABLE OF CONTENTS
Introduction
4
To The Point
5
PLAYER SECTION
Chapter One: Creating a Character
7
Chapter Two: The Basics
12
Chapter Three: The Drama Deck
21
Chapter Four: The Lizard and the Lightning
27
GAMEMASTER SECTION
Chapter One: On Being a Gamemaster
37
Chapter Two: The Game System and How to Bend It
38
Chapter Three: Attributes and Skills
48
Chapter Four: Using the Drama Deck
59
Chapter Five: Character Interaction
70
Chapter Six: Combat and Chases
75
Chapter Seven: The Possibility Wars and the High Lords
82
Chapter Eight: Everlaws and Axioms
91
Chapter Nine: Storm Knights
103
Chapter Ten: Magic
111
Chapter Eleven: Miracles of Faith
123
Chapter Twelve: Equipment
132
Chapter Thirteen: Creating Templates
141
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The Torg Design Team
Greg Gorden
Mythos and Game Design
Douglas Kaufman, Bill Slavicsek
Mythos and System Development
Christopher Kubasik,
Ray Winninger, Paul Murphy
Additional Mythos and System Work
Jonatha Ariadne Caspian, Michael Stern, Richard Hawran,
Daniel Scott Palter, Denise Palter, C.J. Tramontana,
Martin Wixted
Concepts and Testing
Dr. Michael A. Fortner, Dr. George Exner
Technical Assistance
The Game Box
Greg Gorden
Rule Book Design
World Book Design
Douglas Kaufman
Rule Book Development and Editing
Bill Slavicsek
Adventure Book Design
and Editing
Paul Murphy
Adventure Book Development, Editing and Additional
Design • Additional World Book Material
Jonatha Ariadne Caspian, Michael Stern
Additional World Book Material
Rosaria J. Baldari, Bernadette G. Cahill, Stephen Crane,
Richard Hawran, Cathleen Hunter, Sharon Wyckoff
Graphics
Daniel Home
Cover Illustration
Timothy Bradstreet, Bob Dvorak, Rick Harris, Francis Mao,
Alan Jude Summa, Valerie Valusek, Tim Wright
Interior Illustrations
Tom Tomita
Logo Design
Paul Jaquays
Storm Illustration
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
Playtesting and Advice
World Book Development
Published by
RR 3 Box 2345
Honesdale, PA 18431
Second Printing: January 1992
Version 1.1
Publisher: Daniel Scott Palter • Associate Publisher: Richard Hawran • Assistant Publisher: Denise D. Palter
Editorial Director: Bill Slavicsek • Associate Editors: Greg Gorden, Douglas Kaufman, Paul Murphy
Editors: Jonatha Ariadne Caspian, Michael Stern • Art Director: Stephen Crane
Graphic Artists: Rosaria J. Baldari, Bernadette G. Cahill, Jacqueline M. Evans, Cathleen Hunter, Sharon Wyckoff
Sales Director: Martin Wixted • Sales Manager: Fitzroy Bonterre • Sales Assistants: Tony DeCosmo, Maria Kammeier
Special Projects Manager: Ron Seiden • Treasurer: Janet Riccio
, TM and © 1992 West End Games. All Rights Reserved.
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TORG: Rulebook scan&ocr: dafek
Introduction
ow it is three months after
the initial invasion of
Earth, and the invaders'
boundaries have stabi-
lized. The Gaunt Man's
land of horror extends across Indone-
sia and Malaysia, though he is no
longer there to maintain it. Kanawa
controls Japan and parts of the Far
East; Mobius holds northern Africa
and the Middle East under the sway of
the New Empire of the Nile. France,
dark and grim, is united by the God-
Net of the Cyberpapacy, and the
United States and Canada struggle
against the shamanistic powers of
Baruk Kaah's Living Land. Only in
Britain and Scandinavia is there a glim-
mer of hope, as the Lady Ardinay has
arisen to replace the evil Lord Uthorion
— though there are rumors that
Uthorion still walks the Earth.
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.
got-you-first" arguments — because
Let's Pretend has no rules.
Consider roleplaying as Let's Pre-
tend with rules. There is a referee, also
called a gamemaster, who judges dis-
putes. The gamemaster also sets the
scenes and creates the story lines that
the players experience through their
characters. The characters are really the
heart of the roleplaying game.
Each player takes the role of one
character, a participant in the great
story being woven by the gamemas-
ter, who plays the roles of all the other
characters in the story, called game-
master characters. The player charac-
ters' actions will directly affect that
story, often changing the course of
events in significant ways. The back-
and-forth storytelling aspects, the
playing of new and unfamiliar roles,
and the freewheeling format of the
action are what make roleplaying
games so challenging and exciting.
In other roleplaying games, the play-
ers interact with the world created by
the gamemaster — and that's it. In
Torg, West End Games has created the
computer-moderated Infiniverse Inter-
active Campaign Game, a newsletter that
allows your entire gaming group to
interact with other gaming groups
across the country, and with West End
itself, to make the Possibility Wars
progress the way you want!
Getting Started
In this box you will find the Rule
Book (which you're reading now), the
World Book, the Adventure Book, the
Drama Cards, the Infiniverse Interac-
tive Campaign Game, and a 20-sided
die.
After reading this introduction and
the "To the Point" section that follows,
the next thing to do is read the Player
Section of this book. Imagine yourself
as a Storm Knight in the world of Torg,
opposed to the High Lords of the in-
vading realms, dedicated to freeing
Earth and its many reflections from
tyranny.
After that, if you're planning on
just being a player, stop reading. The
game and the world of Torg will be
more exciting for you if you don't
know all the secrets of what's going
on.
If you want to be a gamemaster,
read the World Book next, to get a feel
for the background of Torg. Then you
can come back and read the rules in
the Gamemaster Section of this book.
When you're ready to run an adven-
ture, read the Adventure Book.
Infiniverse: The Interactive Campaign
Game is a newsletter full of useful and
interesting information, but can be read
last, after you're comfortable with the
system.
So, get started with "To the Point,"
and keep reading the Player Section
after that. You'll be ready to play in no
time!
Torg: Roleplaying the
Possibility Wars
Torg is a multi-genre game system
that does what no other game before it
has done. It combines the action of the
pulps, the heroic adventure of fan-
tasy, and the grim situations of future
technology into one all-encompassing
game system with one coherent, com-
pelling story!
There are a lot of roleplaying games
on the market, and most use similar
mechanics to achieve interactive story-
telling. In Torg, we introduce two brand
new concepts.
The first is evident when you open
the box: the Torg interactive drama
cards. These are more than just charac-
ter cards or equipment cards — they
actually help the gamemaster and
players control the flow of action, and
add to the dramatic storytelling by
creating plots and subplots that really
fit into an adventure.
The second innovation concerns the
nature of interactive storytelling itself.
The rules and background in this
box, and the campaign you create with
them, describe one of the many Earths
now reflected throughout the In-
finiverse ... what happens on your
Earth, what direction the Possibility
Wars take on your world, will be very
different from what happens else-
where — but what you and your play-
ers create can and will effect the entire
Infiniverse.
What Is Roleplaying?
Roleplaying is simply another way
of playing games. Most familiar board
games have controlled rules. At the
other end of the spectrum are games
like Cowboys and Indians, otherwise
known as "Let's Pretend." Let's Pre-
tend can be fun, because we get to take
on the role of a hero, and we control the
action and make the game play the
way we want it to. The trouble with
Let's Pretend is the "I-got-you-no-I-
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