Torg Eternity

Main.TorgEternity History

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June 25, 2020, at 12:56 AM by 66.18.61.107 -
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|| '''Aysle:'''||''I-uhl'' (like "aisle") ||
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|| '''Aysle:'''||''EYE-uhl'' (like "aisle") ||
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|| '''stela:'''||''STEE-luh'' ||
|| '''stelae:'''||''STEE-lee'' ||
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|| '''stela:'''||''STELL-uh'' ||
|| '''stelae:'''||''STELL-eye'' ||
June 08, 2020, at 01:39 PM by 66.18.61.107 -
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----

Have any questions, comments, or requests about this site? Please reach out to me [[http://www.thepiazza.org.uk/bb/viewtopic.php?f=112&t=23517 | in this thread on the official Torg forum]].
June 04, 2020, at 07:20 PM by 66.18.61.107 -
Changed lines 100-101 from:
-> This sheet is ink-friendly and makes good use of space. It doesn't do calculations or have drop-down boxes, but that's by design. Few things are as frustrating as being unable to put "Special" or "See Notes" in a pre-calculated field.
(Also available [[https://www.drivethrurpg.com/product/316455/Torg-Eternity--FormFillable-Character-Sheet | via the Infiniverse Exchange]].)
to:
-> This sheet is ink-friendly and makes good use of space. It doesn't do calculations or have drop-down boxes, but that's by design. Few things are as frustrating as being unable to put "Special" or "See Notes" in a pre-calculated field. (Also available [[https://www.drivethrurpg.com/product/316455/Torg-Eternity--FormFillable-Character-Sheet | via the Infiniverse Exchange]].)
June 04, 2020, at 07:20 PM by 66.18.61.107 -
Changed line 101 from:
-> This is also available in a more official-looking form [[https://www.drivethrurpg.com/product/316455/Torg-Eternity--FormFillable-Character-Sheet | via the DTRPG Infiniverse Exchange]].
to:
(Also available [[https://www.drivethrurpg.com/product/316455/Torg-Eternity--FormFillable-Character-Sheet | via the Infiniverse Exchange]].)
June 04, 2020, at 07:20 PM by 66.18.61.107 -
Added line 101:
-> This is also available in a more official-looking form [[https://www.drivethrurpg.com/product/316455/Torg-Eternity--FormFillable-Character-Sheet | via the DTRPG Infiniverse Exchange]].
June 04, 2020, at 04:41 PM by 66.18.61.107 -
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-> A comprehensive index of every threat and NPC
to:
-> A comprehensive index of every threat and generic NPC type
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-> A comprehensive index of every threat and NPC
to:
-> A comprehensive index of every threat and generic NPC type
June 04, 2020, at 11:56 AM by 66.18.61.107 -
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-> Important rules updates, both canonical and non (but ''highly'' recommended)
to:
-> Important rules updates, both canonical and unofficial (but ''highly'' recommended)
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!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityThreats?fnord=yes | Torg Eternity Threats]]
-> A comprehensive index of every threat and NPC

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-> Important rules updates, both canonical and non (but ''highly'' recommended)
to:
-> Important rules updates, both canonical and unofficial (but ''highly'' recommended)
Added lines 86-88:

!! [[Torg Eternity Threats]]
-> A comprehensive index of every threat and NPC
June 04, 2020, at 11:01 AM by 66.18.61.107 -
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityOverview?fnord=yes | Torg Eternity Overview]]
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!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityOverview?fnord=yes | Torg Eternity Overview]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityCharacters?fnord=yes | Torg Eternity Characters]]
to:
!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityHouseRules?fnord=yes | Torg Eternity House Rules]] and Clarifications
-> Important rules updates, both canonical and non (but ''highly'' recommended)

!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityCharacters?fnord=yes | Torg Eternity Characters]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityLanguages?fnord=yes | Torg Eternity Languages]]
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!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityLanguages?fnord=yes | Torg Eternity Languages]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPerkList?fnord=yes | Torg Eternity Perk List]]
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!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPerkList?fnord=yes | Torg Eternity Perk List]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMagic?fnord=yes | Torg Eternity Magic]]
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!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMagic?fnord=yes | Torg Eternity Magic]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiracles?fnord=yes | Torg Eternity Miracles]]
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!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiracles?fnord=yes | Torg Eternity Miracles]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPsionics?fnord=yes | Torg Eternity Psionics]]
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!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPsionics?fnord=yes | Torg Eternity Psionics]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPulpPowers?fnord=yes | Torg Eternity Pulp Powers]]
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!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPulpPowers?fnord=yes | Torg Eternity Pulp Powers]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityCyberware?fnord=yes | Torg Eternity Cyberware]]
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!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityCyberware?fnord=yes | Torg Eternity Cyberware]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityOccultech?fnord=yes | Torg Eternity Occultech]]
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!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityOccultech?fnord=yes | Torg Eternity Occultech]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityNewGear?fnord=yes | Torg Eternity New Gear]]
to:
!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityNewGear?fnord=yes | Torg Eternity New Gear]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.WhichCosmShouldIBeFrom?fnord=yes | Which Cosm Should I Be From?]]
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!! [[http://mygurps.com/pmwiki.php?n=Main.WhichCosmShouldIBeFrom?fnord=yes | Which Cosm Should I Be From?]]
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternitySampleStormKnights?fnord=yes | Torg Eternity Sample Storm Knights]]
to:
!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternitySampleStormKnights?fnord=yes | Torg Eternity Sample Storm Knights]]
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!!!! [[Torg Eternity Overview]]
to:
!! [[Torg Eternity Overview]]
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!!!! [[Torg Eternity House Rules]] and Errata
-> Important rules changes, both canonical and non (but ''highly'' recommended)

!!!! [[Torg Eternity Characters]]
to:
!! [[Torg Eternity House Rules]] and Clarifications
-> Important rules updates, both canonical and non (but ''highly'' recommended)

!! [[Torg Eternity Characters]]
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!!!! [[Torg Eternity Languages]]
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!! [[Torg Eternity Languages]]
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!!!! [[Torg Eternity Perk List]]
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!! [[Torg Eternity Perk List]]
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!!!! [[Torg Eternity Magic]]
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!! [[Torg Eternity Magic]]
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!!!! [[Torg Eternity Miracles]]
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!! [[Torg Eternity Miracles]]
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!!!! [[Torg Eternity Psionics]]
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!! [[Torg Eternity Psionics]]
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!!!! [[Torg Eternity New Gear]]
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!! [[Torg Eternity New Gear]]
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!!!! [[Which Cosm Should I Be From?]]
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!! [[Which Cosm Should I Be From?]]
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!!!! [[Torg Eternity Sample Storm Knights]]
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!! [[Torg Eternity Sample Storm Knights]]
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----

!!!! Resources
to:
!! Printable Resources
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----


----
June 04, 2020, at 10:37 AM by 66.18.61.107 -
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!!!! [[Torg Eternity House Rules]] and Errata
-> Important rules changes, both canonical and non (but ''highly'' recommended)

Deleted lines 99-191:
!! House Rules and Clarifications

''Note:'' I do not use the optional "(Cosm) Possibility Energy" rules from each cosm book. It's unnecessarily complicated, and Cosm Cards already handle this concept just fine.

!!!! Cross-Cosm Learning

It sometimes makes sense for a character to pick up (in play) a perk or arcane ability from a cosm they aren't native to. This is allowed, but such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk). In every other cosm, it's a one-case contradiction (even with Adaptable) -- unless it requires the cosm's laws ('''*'''), in which case it's a four-case contradiction.

Much like perks dependent on a cosm's laws are marked with a '''*''', cross-cosm perks should be marked with a '''!''' as a reminder.

-> '''''Why:''' This allows for more varied and "out-there" characters, it adds some tension and uncertainty, and it constantly reminds that player of the differences between the realities of each cosm. These are all good things!''

!!!! Falling Damage

Falling damage uses the Torg Value Table. Take the value of the distance (in meters), subtract 3, and multiply by 5 (max 40), always +1BD. Or in chart form:

|| border=1 align="center"
||! Meters ||! Damage || ||! Meters ||! Damage ||
|| 6–9 || 5 +1BD || || 40–59 || 25 +1BD ||
|| 10–14 || 10 +1BD || || 60–99 || 30 +1BD ||
|| 15–24 || 15 +1BD || || 100–149 || 35 +1BD ||
|| 25–39 || 20 +1BD || || 150+ || 40 +1BD ||

-> '''''Why:''' Someone [[http://www.ulisses-us.com/forum/viewtopic.php?f=28&t=2612&start=30#p24756 | broke down the math]] over on the forums, and it really makes more sense both realistically '''and''' dramatically.''

!!!! Favored and Disfavored

These cancel each other out on a one-for-one basis, so if your roll would be Favored from two aspects and Disfavored from one, it's just Favored. Any "leftover" Favored/Disfavored gives ±2 to your action total (e.g., if you're Disfavored from two sources, you're Disfavored and at -2).

-> '''Why:''' Just a few simple, common sense rulings to cover edge cases.

!!!! Glory

# Anyone who draws a Glory card may immediately choose to discard it and draw a new Destiny card. For example, if a Glory card has already been played this act, further copies are less useful (since the +1 hand size is not cumulative).

# Following the "Nashville Incident," restoring a Zone still requires just one Glory card, but Glory cards can be played only during Dramatic scenes.

-> '''''Why:''' #1 lets us keep multiple Glories in the deck without them clogging the players' hands when unwanted. #2 fills the same mechanical role as the "multiple Glory" requirement, but is more narratively exciting, makes Glories more epic, and is a callback to how it worked in original Torg.''

!!!! Leveled Arcane Perks

If you take the same arcane perk multiple times (e.g., you already have Spellcaster and you take Spellcaster again), it adds ''two'' new miracles/powers/spells instead of one.

-> '''''Why:''' This just brings the benefit in line with the other "enhanced arcane perks" being introduced in source books, such as Optant and Pulp Sorcerer, which each give at least two new arcane abilities.''

!!!! Reality (Skill)

The ''Reality'' skill is based on Charisma, not Spirit.

-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''

!!!! Two-Handed Weapons

Balanced, two-handed weapons -- like quarterstaves and longswords -- are excellent defensive weapons. As such, anyone using such a weapon gets +2 to their ''melee weapons'' defense (just as dual-wielders do), ''unless'' the weapon has the Min Str or Unwieldy trait.

-> '''''Why:''' Not only is this more believable and accurate, it also allows for a wider range of "weapon master" characters. Cinematic staff-slingers are just as cool as ambidextrous blade dancers!''

!!!! Upgrading NPC Allies

A player with an attached NPC ally (e.g., a follower or animal companion) may choose to spend XP on the NPC instead of on her own PC. The first perk added costs the usual 5 XP, regardless of how many perks the NPC's base template contained.

Note that, at Beta Clearance, the Intense Training perk is a wonderful way to upgrade a companion or follower! But it must be taken ''by the PC'' (not bought as part of the NPC's character sheet) and it can be taken only once per NPC.

-> '''''Why:''' There's already a precedent for "buy a perk that gives your NPC a perk," so this just generalizes that rule further and makes it simpler by not having to track which PC perks actually boost NPCs and so on.''

!! Official Rules Clarifications

* [[http://torg-gamereference.com/index.php/faq.html | Torg FAQ and Errata]]
*** (Opponent Fails Destiny Card errata: "Play after an opponent has successfully completed a test targeting you. The effect on you is nullified. If this was a contest, reverse the results.")

* Perks, even cosm-specific ones, are not necessarily lost upon transforming to a new cosm, just those that the GM rules are "incompatible" with the new world (like Spellcaster in the Living Land). Racial perks are the most likely to stay. Thus, you could create a starting PC edeinos who has transformed to Core Earth but still retains one or two Edeinos perks; however, she could not acquire any ''further'' Edeinos perks. These retained perks are ''not'' considered "cross-cosm" ('''!''') as discussed above.

* Bonuses don't stack unless they ''explicitly'' say so. However, pay attention to the way damage is phrased; e.g., edeinos claws inflict a fixed "Strength +2 damage" just like a weapon, so they ''can'' receive a bonus on top of that fixed damage.

* ''Disfavored'' is a status not found in the core book. It cancels out Favored, or on its own, it negates the first additional die roll you'd get (e.g., from Up or from a Possibility).

* If you use a Multi-Action to attack the same target with two weapons or affect the same target with two different interaction attacks, the effects ''do not stack.'' Resolve both attacks (including damage/effect) and then apply the better result.

* A active defense cannot be combined with any other actions (just simple actions). You can declare it even if the villains have initiative (basically using your action early). It lasts until the end of the current round.

* Card and token play is simultaneous on an action. This doesn't normally matter, but if you were to play Drama and Hero on an attack, you could not then play Malestrom to prevent the foe Soaking because doing so would negate the Drama and Hero card play.

* Casting an arcane power requires the target(s) to be in range, and within line of sight, but it can then be maintained until the duration ends (or for Concentration spells, until Concentration is broken).

* When forced to make a Concentration test, if the target of a spell isn't within line of sight ''and'' range, the spell effect ends regardless of the result of the Concentration test.

* If a "resisted" power (e.g., DN equals ''willpower'' or Spirit) is cast on a willing subject, the DN is unchanged ''but'' the subject can use Extra Effort to assist the caster.

* If the Drama card shows multiple DSR (Dramatic Skill Resolution) steps that would apply, one character ''can'' attempt to fulfill them as a Multi-Action. Alternatively, multiple characters can attempt those steps individually, in order, but all attempts have a penalty equal to -2 ''per step attempted'' (harder than a Multi-Action would be, due to the added complexity of coordination). For example, if ABC is showing, one character can attempt A, then B, then C, all at -4 for the Multi-Action -- ''or'' two or three different characters can attempt A, then B, then C, all at -6 for rushed coordination.

* Armor has three pieces: torso, head, and leggings. Full body armor covers all three. Other armor misses one or more.

* Flash grenades (from the Beta Clearance Player's Primer) just do 8 damage in a Medium Blast. A Good hit also causes one condition (Stymied or Vulnerable, attacker's choice), but doesn't deal any extra damage. An Outstanding hit inflicts two conditions. They have Value 5 if requisitioned; they are not normally available for purchase.
May 26, 2020, at 09:20 PM by 66.18.61.107 -
Changed line 124 from:
These cancel each other out on a one-for-one basis, so if your roll would be Favored from two aspects and Disfavored from one, it's just Favored. Any "leftover" Favored/Disfavored gives +/- 2 to your action total (e.g., if you're Disfavored from two sources, you're Disfavored and at -2).
to:
These cancel each other out on a one-for-one basis, so if your roll would be Favored from two aspects and Disfavored from one, it's just Favored. Any "leftover" Favored/Disfavored gives ±2 to your action total (e.g., if you're Disfavored from two sources, you're Disfavored and at -2).
May 26, 2020, at 09:18 PM by 66.18.61.107 -
Changed line 165 from:
*** Opponent Fails Destiny Card says, "Play after an opponent has successfully completed a test targeting you. The effect on you is nullified. If this was a contest, reverse the results."
to:
*** (Opponent Fails Destiny Card errata: "Play after an opponent has successfully completed a test targeting you. The effect on you is nullified. If this was a contest, reverse the results.")
May 26, 2020, at 09:17 PM by 66.18.61.107 -
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* [[http://www.ulisses-us.com/TorgEternityWiki/index.php?title=FAQ | Torg FAQ and Errata]]
to:
* [[http://torg-gamereference.com/index.php/faq.html | Torg FAQ and Errata]]
May 26, 2020, at 04:51 PM by 66.18.61.107 -
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityBodyMods?fnord=yes | Torg Eternity Body Mods]]
-> Details on cyberware and occultech
to:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityCyberware?fnord=yes | Torg Eternity Cyberware]]
-> Cyberpapacy implants

!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityOccultech?fnord=yes | Torg Eternity Occultech]]
-> Tharkold implants
May 15, 2020, at 06:44 PM by 66.18.61.107 -
Added line 162:
*** Opponent Fails Destiny Card says, "Play after an opponent has successfully completed a test targeting you. The effect on you is nullified. If this was a contest, reverse the results."
April 24, 2020, at 10:36 AM by 66.18.61.107 -
Changed line 131 from:
-> '''Why:''' #1 lets us keep multiple Glories in the deck without them clogging the players' hands when unwanted. #2 fills the same mechanical role as the "multiple Glory" requirement, but is more narratively exciting, makes Glories more epic, and is a callback to how it worked in original Torg.
to:
-> '''''Why:''' #1 lets us keep multiple Glories in the deck without them clogging the players' hands when unwanted. #2 fills the same mechanical role as the "multiple Glory" requirement, but is more narratively exciting, makes Glories more epic, and is a callback to how it worked in original Torg.''
April 24, 2020, at 10:36 AM by 66.18.61.107 -
Added lines 125-132:
!!!! Glory

# Anyone who draws a Glory card may immediately choose to discard it and draw a new Destiny card. For example, if a Glory card has already been played this act, further copies are less useful (since the +1 hand size is not cumulative).

# Following the "Nashville Incident," restoring a Zone still requires just one Glory card, but Glory cards can be played only during Dramatic scenes.

-> '''Why:''' #1 lets us keep multiple Glories in the deck without them clogging the players' hands when unwanted. #2 fills the same mechanical role as the "multiple Glory" requirement, but is more narratively exciting, makes Glories more epic, and is a callback to how it worked in original Torg.

Deleted lines 171-172:

* The hand-size bonus from Glory cards is ''not'' cumulative; it's a flat +1. (As a house rule to compensate, after a Glory is played, anyone who has or draws another may choose to immediately discard it and draw another card; if you discarded from your pool, you may choose to play the new card into your pool immediately.)
Changed line 108 from:
Falling damage uses the Torg Distance Table. Take the Torg value of the distance (in meters), subtract 3, and multiply by 5 (max 40), always +1BD. Or in chart form:
to:
Falling damage uses the Torg Value Table. Take the value of the distance (in meters), subtract 3, and multiply by 5 (max 40), always +1BD. Or in chart form:
Changed lines 84-85 from:
!!!! Character Sheet
to:
!!!! Resources
Changed lines 87-88 from:

This sheet is ink-friendly and makes good use of space. It doesn't do calculations or have drop-down boxes, but that's by design. Few things are as frustrating as being unable to put "Special" or "See Notes" in a pre-calculated field.
to:
-> This sheet is ink-friendly and makes good use of space. It doesn't do calculations or have drop-down boxes, but that's by design. Few things are as frustrating as being unable to put "Special" or "See Notes" in a pre-calculated field.

* [[http://www.mygurps.com/Torg_Cosm_Table_Tents.pdf | Foldable cosm table tents for Torg Eternity]]
-> Two to a page, with tuck-tabs for stability. I'll be updating the minor laws for each as new cosm books come out
.
Changed lines 119-121 from:
These cancel each other out on a one-for-one basis, so if your roll would be Favored from two aspects and Disfavored from one, it's just Favored. Any "leftover" Favored/Disfavored gives +/- 1 to your action total (e.g., if you're Disfavored from two sources, you're Disfavored and at -1).

-> '''''Why:''' Just a few simple, common sense rulings to cover edge cases.
to:
These cancel each other out on a one-for-one basis, so if your roll would be Favored from two aspects and Disfavored from one, it's just Favored. Any "leftover" Favored/Disfavored gives +/- 2 to your action total (e.g., if you're Disfavored from two sources, you're Disfavored and at -2).

-> '''Why:''' Just a few simple, common sense rulings to cover edge cases.
Added lines 116-121:

!!!! Favored and Disfavored

These cancel each other out on a one-for-one basis, so if your roll would be Favored from two aspects and Disfavored from one, it's just Favored. Any "leftover" Favored/Disfavored gives +/- 1 to your action total (e.g., if you're Disfavored from two sources, you're Disfavored and at -1).

-> '''''Why:''' Just a few simple, common sense rulings to cover edge cases.
Added lines 158-159:

* Card and token play is simultaneous on an action. This doesn't normally matter, but if you were to play Drama and Hero on an attack, you could not then play Malestrom to prevent the foe Soaking because doing so would negate the Drama and Hero card play.
October 07, 2019, at 10:18 AM by 68.169.135.180 -
Added lines 9-10:

For a recap of our ongoing game, see [[Storm Knights]].
August 31, 2019, at 09:29 AM by 68.169.135.180 -
Added lines 40-42:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityNewGear?fnord=yes | Torg Eternity New Gear]]
-> New bits of gear that I've allowed or invented for my campaign

Added lines 69-71:

!!!! [[Torg Eternity New Gear]]
-> New bits of gear that I've allowed or invented for my campaign
August 27, 2019, at 06:13 PM by 104.251.247.60 -
Added lines 73-80:

----

!!!! Character Sheet

* [[http://www.mygurps.com/Torg_Sheet_Fillable.pdf | My custom, form-fillable Torg Eternity character sheet]]

This sheet is ink-friendly and makes good use of space. It doesn't do calculations or have drop-down boxes, but that's by design. Few things are as frustrating as being unable to put "Special" or "See Notes" in a pre-calculated field.
August 11, 2019, at 08:41 AM by 104.251.247.60 -
Added lines 150-151:

* Armor has three pieces: torso, head, and leggings. Full body armor covers all three. Other armor misses one or more.
August 09, 2019, at 04:28 PM by 104.251.247.60 -
Changed line 8 from:
''Gamehacking Notes:'' The expected bonus result of rolling a single Torg d20 once is approximately +0.25 (not including the 5% odds of auto-fail). The average result of a bonus die is exactly +4 (+4.75 if you can reroll 1s). The CP cost of adding a Perk is always (2 x existing Perks) + 1.
to:
''Gamehacking Notes:'' The expected bonus result of rolling a single Torg d20 once is approximately +0.25 (not including the 5% odds of auto-fail). The average result of a bonus die is exactly +4 (+4.75 if you can reroll 1s).
August 04, 2019, at 07:56 AM by 104.251.247.60 -
Changed line 78 from:
We do not use the optional "(Cosm) Possibility Energy" rules from each sourcebook's GM section intro. It's unnecessarily complicated, and Cosm Cards handle the concept just fine.
to:
''Note:'' I do not use the optional "(Cosm) Possibility Energy" rules from each cosm book. It's unnecessarily complicated, and Cosm Cards already handle this concept just fine.
August 04, 2019, at 07:55 AM by 104.251.247.60 -
Added lines 77-78:

We do not use the optional "(Cosm) Possibility Energy" rules from each sourcebook's GM section intro. It's unnecessarily complicated, and Cosm Cards handle the concept just fine.
July 31, 2019, at 05:41 AM by 104.251.247.60 -
Added line 162:
|| '''Uthorion:'''||''you-THOR-ee-uhn'' ||
July 30, 2019, at 02:13 PM by 170.48.2.183 -
Changed line 8 from:
''Gamehacking Notes:'' The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4 (+4.75 if you can reroll 1s). The CP cost of adding a Perk is always (2 x existing Perks) + 1.
to:
''Gamehacking Notes:'' The expected bonus result of rolling a single Torg d20 once is approximately +0.25 (not including the 5% odds of auto-fail). The average result of a bonus die is exactly +4 (+4.75 if you can reroll 1s). The CP cost of adding a Perk is always (2 x existing Perks) + 1.
July 28, 2019, at 07:15 AM by 104.251.247.60 -
Changed line 127 from:
* ''Disfavored'' is a modifier not in the core book. It cancels out Favored, or on its own, it negates the first additional die roll you'd get (e.g., from Up or from a Possibility).
to:
* ''Disfavored'' is a status not found in the core book. It cancels out Favored, or on its own, it negates the first additional die roll you'd get (e.g., from Up or from a Possibility).
July 27, 2019, at 07:32 PM by 104.251.247.60 -
Added line 153:
|| '''Orrorsh:'''||''oar-ROARSH'' ||
July 20, 2019, at 08:57 AM by 104.251.247.60 -
Changed line 125 from:
* Bonuses don't stack unless they ''explicitly'' say so. However, pay attention to wording as not everything is a bonus. For example, edeinos claws "cause Strength +2 damage", which is different from "give a +2 damage bonus"; they ''can'' receive a bonus on top of that fixed damage.
to:
* Bonuses don't stack unless they ''explicitly'' say so. However, pay attention to the way damage is phrased; e.g., edeinos claws inflict a fixed "Strength +2 damage" just like a weapon, so they ''can'' receive a bonus on top of that fixed damage.
July 19, 2019, at 11:08 PM by 104.251.247.60 -
Added lines 153-154:
|| '''stela:'''||''STEE-luh'' ||
|| '''stelae:'''||''STEE-lee'' ||
July 17, 2019, at 05:45 AM by 104.251.247.60 -
Changed line 143 from:
* Flash grenades (from the Beta Clearance Player's Primer) just do 8 damage in a Medium Blast. A Good hit also causes one condition (Stymied or Vulnerable, attacker's choice), but doesn't deal any extra damage. An Outstanding hit inflicts two conditions.
to:
* Flash grenades (from the Beta Clearance Player's Primer) just do 8 damage in a Medium Blast. A Good hit also causes one condition (Stymied or Vulnerable, attacker's choice), but doesn't deal any extra damage. An Outstanding hit inflicts two conditions. They have Value 5 if requisitioned; they are not normally available for purchase.
July 17, 2019, at 05:41 AM by 104.251.247.60 -
Changed line 125 from:
* Bonuses don't stack. Period. However, pay attention to wording as not everything is a bonus. For example, the Brawler perk says that your unarmed attacks "cause Strength +2 damage", which is different from "give you a +2 damage bonus." As written, it sets your strike damage to a fixed amount, after which a damage bonus could still apply. (Note that Brawler as written would not normally stack with things like Edeinos claws, which is why it explicitly states that it does as a rules exception.)
to:
* Bonuses don't stack unless they ''explicitly'' say so. However, pay attention to wording as not everything is a bonus. For example, edeinos claws "cause Strength +2 damage", which is different from "give a +2 damage bonus"; they ''can'' receive a bonus on top of that fixed damage.
July 17, 2019, at 05:39 AM by 104.251.247.60 -
Changed line 125 from:
* Bonuses don't stack. Period. However, pay attention to wording as not everything is a bonus. For example, the Brawler perk says that your unarmed attacks "cause Strength +2 damage", which is different from "give you a +2 damage bonus." As written, it sets your strike damage to a fixed amount, after which a damage bonus could still apply. (For similar reasons, Brawler would be useless for an edeinos, as it has the same effect as their racial claws.)
to:
* Bonuses don't stack. Period. However, pay attention to wording as not everything is a bonus. For example, the Brawler perk says that your unarmed attacks "cause Strength +2 damage", which is different from "give you a +2 damage bonus." As written, it sets your strike damage to a fixed amount, after which a damage bonus could still apply. (Note that Brawler as written would not normally stack with things like Edeinos claws, which is why it explicitly states that it does as a rules exception.)
July 14, 2019, at 12:01 PM by 104.251.247.60 -
Changed line 84 from:
|| border=1
to:
|| border=1 align="center"
July 14, 2019, at 11:58 AM by 104.251.247.60 -
Changed line 82 from:
To find damage (+1BD) for any fall of 6+ meters, take the Torg value of the distance (in meters), subtract 3, and multiply by 5 (max 40). Or in chart form:
to:
Falling damage uses the Torg Distance Table. Take the Torg value of the distance (in meters), subtract 3, and multiply by 5 (max 40), always +1BD. Or in chart form:
July 14, 2019, at 11:57 AM by 104.251.247.60 -
Changed line 85 from:
||! Meters ||! Damage ||! Meters ||! Damage ||
to:
||! Meters ||! Damage || ||! Meters ||! Damage ||
July 14, 2019, at 11:56 AM by 104.251.247.60 -
Changed lines 86-89 from:
|| 6–9 || 5 +1BD || 40–59 || 25 +1BD ||
|| 10–14 || 10 +1BD || 60–99 || 30 +1BD ||
|| 15–24 || 15 +1BD || 100–149 || 35 +1BD ||
|| 25–39 || 20 +1BD || 150+ || 40 +1BD ||
to:
|| 6–9 || 5 +1BD || || 40–59 || 25 +1BD ||
|| 10–14 || 10 +1BD || || 60–99 || 30 +1BD ||
|| 15–24 || 15 +1BD || || 100–149 || 35 +1BD ||
|| 25–39 || 20 +1BD || || 150+ || 40 +1BD ||
July 14, 2019, at 11:56 AM by 104.251.247.60 -
Changed lines 86-89 from:
|| 6–9 || 4 || 40–59 || 8 ||
|| 10–14 || 5 || 60–99 || 9 ||
|| 15–24 || 6 || 100–149 || 10 ||
|| 25–39 || 7 || 150-249 || 11 ||
to:
|| 6–9 || 5 +1BD || 40–59 || 25 +1BD ||
|| 10–14 || 10 +1BD || 60–99 || 30 +1BD ||
|| 15–24 || 15 +1BD || 100–149 || 35 +1BD ||
|| 25–39 || 20 +1BD || 150+ || 40 +1BD ||
July 14, 2019, at 11:54 AM by 104.251.247.60 -
Changed lines 82-89 from:
To find damage (+1BD) for any fall of 5+ meters, take the Torg value of the distance (in meters), subtract 3, and multiply by 5 (max 40). For example, if someone falls 13 meters, that's Value 5, minus 3 is 2, and 2 * 5 = Damage 10 +1BD.
to:
To find damage (+1BD) for any fall of 6+ meters, take the Torg value of the distance (in meters), subtract 3, and multiply by 5 (max 40). Or in chart form:

|| border=1
||! Meters ||! Damage ||! Meters ||! Damage ||
|| 6–9 || 4 || 40–59 || 8 ||
|| 10–14 || 5 || 60–99 || 9 ||
|| 15–24 || 6 || 100–149 || 10 ||
|| 25–39 || 7 || 150-249 || 11 ||
July 14, 2019, at 11:49 AM by 104.251.247.60 -
Changed line 143 from:
|| '''Aysle:'''||''I-uhl'' ||
to:
|| '''Aysle:'''||''I-uhl'' (like "aisle") ||
July 14, 2019, at 11:48 AM by 104.251.247.60 -
Changed lines 144-145 from:
|| '''edeinos:'''||''uh-DEE-nohss'' ||
to:
|| '''edeinos:'''||''uh-DEE-nohss'' ||
|| '''Kanawa:'''||''kah-nah-wah'' (no stress)
||
July 14, 2019, at 11:47 AM by 104.251.247.60 -
Added line 143:
|| '''Aysle:'''||''I-uhl'' ||
July 14, 2019, at 11:43 AM by 104.251.247.60 -
Added lines 119-120:

* ''Disfavored'' is a modifier not in the core book. It cancels out Favored, or on its own, it negates the first additional die roll you'd get (e.g., from Up or from a Possibility).
July 14, 2019, at 11:40 AM by 104.251.247.60 -
Changed line 141 from:
|| '''edeinos:'''||''eh-DEE-nohss'' ||
to:
|| '''edeinos:'''||''uh-DEE-nohss'' ||
July 14, 2019, at 11:40 AM by 104.251.247.60 -
Changed line 141 from:
|| '''edeinos:'''||''uh-DEE-nohss'' ||
to:
|| '''edeinos:'''||''eh-DEE-nohss'' ||
July 14, 2019, at 11:40 AM by 104.251.247.60 -
Deleted line 91:
Changed lines 112-113 from:
!!!! Official Rules Clarifications
to:
!! Official Rules Clarifications
Changed lines 134-141 from:
* Flash grenades (from the Beta Clearance Player's Primer) just do 8 damage in a Medium Blast. A Good hit also causes one condition (Stymied or Vulnerable, attacker's choice), but doesn't deal any extra damage. An Outstanding hit inflicts two conditions.
to:
* Flash grenades (from the Beta Clearance Player's Primer) just do 8 damage in a Medium Blast. A Good hit also causes one condition (Stymied or Vulnerable, attacker's choice), but doesn't deal any extra damage. An Outstanding hit inflicts two conditions.

----

!! Pronunciation Guide

|| border=0
|| '''edeinos:'''||''uh-DEE-nohss'' ||
July 14, 2019, at 11:37 AM by 104.251.247.60 -
Changed line 119 from:
* Bonuses don't stack. Period. However, pay attention to wording as not everything is a bonus. For example, the Brawler perk says that your unarmed attacks "cause Strength +2 damage", which is different from "give you a +2 damage bonus." As written, it sets your attack to a flat amount, after which a damage bonus could still apply.
to:
* Bonuses don't stack. Period. However, pay attention to wording as not everything is a bonus. For example, the Brawler perk says that your unarmed attacks "cause Strength +2 damage", which is different from "give you a +2 damage bonus." As written, it sets your strike damage to a fixed amount, after which a damage bonus could still apply. (For similar reasons, Brawler would be useless for an edeinos, as it has the same effect as their racial claws.)
July 14, 2019, at 11:33 AM by 104.251.247.60 -
Changed line 119 from:
* Armor pluses ''never'' stack, even those acquired via perks. Use the single best plus, along with any other helpful miscellaneous effects. (Toughness pluses ''do'' stack.)
to:
* Bonuses don't stack. Period. However, pay attention to wording as not everything is a bonus. For example, the Brawler perk says that your unarmed attacks "cause Strength +2 damage", which is different from "give you a +2 damage bonus." As written, it sets your attack to a flat amount, after which a damage bonus could still apply.
June 23, 2019, at 12:47 AM by 104.251.247.60 -
Added lines 122-123:

* A active defense cannot be combined with any other actions (just simple actions). You can declare it even if the villains have initiative (basically using your action early). It lasts until the end of the current round.
April 12, 2019, at 03:18 PM by 74.221.181.126 -
Changed line 117 from:
* Perks, even cosm-specific ones, are not necessarily lost upon transforming to a new cosm, just those that the GM rules are "incompatible" with the new world (like Spellcaster in the Living Land). Racial perks are the most likely to stay. Thus, you could create a starting PC edeinos who has transformed to Core Earth but still retains one or two Edeinos perks; however, she could not acquire any ''further'' Edeinos perks. These retained perks are ''not'' considered "cross-cosm" (!) as discussed above.
to:
* Perks, even cosm-specific ones, are not necessarily lost upon transforming to a new cosm, just those that the GM rules are "incompatible" with the new world (like Spellcaster in the Living Land). Racial perks are the most likely to stay. Thus, you could create a starting PC edeinos who has transformed to Core Earth but still retains one or two Edeinos perks; however, she could not acquire any ''further'' Edeinos perks. These retained perks are ''not'' considered "cross-cosm" ('''!''') as discussed above.
April 12, 2019, at 03:17 PM by 74.221.181.126 -
Changed line 117 from:
* Cosm-specific perks are not ''automatically'' lost upon transforming to a new cosm, just those that the GM rules are "incompatible" with the new world (like Spellcaster in the Living Land). Racial perks are the most likely to stay. Thus, you could create a starting PC edeinos who has transformed to Core Earth but still retains one or two Edeinos perks (which are not considered "cross-cosm" as discussed above); however, she could not acquire any ''further'' Edeinos perks.
to:
* Perks, even cosm-specific ones, are not necessarily lost upon transforming to a new cosm, just those that the GM rules are "incompatible" with the new world (like Spellcaster in the Living Land). Racial perks are the most likely to stay. Thus, you could create a starting PC edeinos who has transformed to Core Earth but still retains one or two Edeinos perks; however, she could not acquire any ''further'' Edeinos perks. These retained perks are ''not'' considered "cross-cosm" (!) as discussed above.
April 12, 2019, at 03:16 PM by 74.221.181.126 -
Changed line 117 from:
* Because race doesn't change, racial perks are not ''automatically'' lost upon transforming to a new cosm. The specifics are up to the GM. This means that, for example, you could create a starting PC edeinos who has transformed to Core Earth but still retains one or two Edeinos perks (which are not considered "cross-cosm" as discussed above); however, she could not acquire any ''further'' Edeinos perks.
to:
* Cosm-specific perks are not ''automatically'' lost upon transforming to a new cosm, just those that the GM rules are "incompatible" with the new world (like Spellcaster in the Living Land). Racial perks are the most likely to stay. Thus, you could create a starting PC edeinos who has transformed to Core Earth but still retains one or two Edeinos perks (which are not considered "cross-cosm" as discussed above); however, she could not acquire any ''further'' Edeinos perks.
April 08, 2019, at 04:50 PM by 74.221.181.126 -
Deleted lines 127-128:

* Telekinesis (psionic power) is very limited when affecting living beings. The psi can lift herself or use it to grapple an opponent; that's all. (The latter uses normal ''unarmed combat'' grappling rules, just with Mind acting as Strength.) The only way to lift another person is to lift an object that they're standing on, which happens slowly enough that anyone who doesn't want to go for the ride can easily hop off.
April 08, 2019, at 04:05 PM by 74.221.181.126 -
Deleted lines 76-77:

The perk Cosm Adaptation (''Beta Clearance Player's Primer,'' p. 5) now gives you access to ''all'' of another cosm's perks that you otherwise qualify for.
April 07, 2019, at 10:23 PM by 74.221.181.126 -
Added lines 126-129:

* Casting an arcane power requires the target(s) to be in range, and within line of sight, but it can then be maintained until the duration ends (or for Concentration spells, until Concentration is broken).

* When forced to make a Concentration test, if the target of a spell isn't within line of sight ''and'' range, the spell effect ends regardless of the result of the Concentration test.
Added lines 87-93:

!!!! Leveled Arcane Perks

If you take the same arcane perk multiple times (e.g., you already have Spellcaster and you take Spellcaster again), it adds ''two'' new miracles/powers/spells instead of one.

-> '''''Why:''' This just brings the benefit in line with the other "enhanced arcane perks" being introduced in source books, such as Optant and Pulp Sorcerer, which each give at least two new arcane abilities.''

Deleted lines 80-95:

!!!! Languages

Each ''language'' skill can be purchased up to +3. You will never roll against it. Instead, each level represents a certain degree of fluency.

+0 = You do not know this language. If it's one you're familiar with and have been exposed to, or if you have a translation dictionary handy, you can haltingly and slowly communicate simple concepts, but all but the most basic sentences require you or the other speaker to make a successful Mind roll for proper understanding.

+1 = You speak the language just fine, if with an obvious accent. Sometimes you miss puns, the meaning of poetry, and other linguistic wordplay, however, and particularly rare or technical terms may sometimes throw you.

+2 = You've shed your accent and increased your vocabulary to cover ''almost'' any term. You get any obvious puns (etc.) but really subtle stuff may still slip past you. It is rare for any Storm Knight to need any ''language'' skill higher than this.

+3 = Native speaker in every way. You can even ''think'' in the language. For Copycat (etc.) purposes, everyone has their native language at this level for free.

The effects of the '''Linguist''' perk fall between the first two levels; basically, you cannot communicate more than simple concepts, but it requires no success rolls and takes no longer than normal speaking.

-> '''''Why:''' Guidelines are good. Rolling against language skill is boring.''
Added lines 16-18:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityCharacters?fnord=yes | Torg Eternity Languages]]
-> Special notes on the ''language'' skill - how it works and what languages to take

Added lines 42-44:

!!!! [[Torg Eternity Languages]]
-> Special notes on the ''language'' skill - how it works and what languages to take
Changed lines 38-39 from:
-> The basics of character creation, including attributes and skills
to:
-> The basics of character creation, including races, attributes, and skills
Changed line 53 from:
-> A quick summary of what each cosm has to offer your Storm Knight
to:
-> A quick summary of what each cosm has to offer your Storm Knight, including axioms
Changed lines 14-15 from:
-> The basics of character creation, including attributes and skills
to:
-> The basics of character creation, including races, attributes, and skills
Changed lines 29-30 from:
-> Details on the Nile Empire's pulp abilities.
to:
-> Details on the Nile Empire's pulp abilities
Changed lines 32-33 from:
-> Details on cyberware and occultech.
to:
-> Details on cyberware and occultech
Changed line 35 from:
-> A quick summary of what each cosm has to offer your Storm Knight
to:
-> A quick summary of what each cosm has to offer your Storm Knight, including axioms
Changed line 72 from:
To find damage (+1BD) for any fall of 5+ meters, multiply the Torg Value of the distance (in meters) by 5, then subtract 15 (max 40). For example, if someone falls 13 meters, that's Value 5 * 5 = 25 - 15 = Damage 10 +1BD.
to:
To find damage (+1BD) for any fall of 5+ meters, take the Torg value of the distance (in meters), subtract 3, and multiply by 5 (max 40). For example, if someone falls 13 meters, that's Value 5, minus 3 is 2, and 2 * 5 = Damage 10 +1BD.
Added lines 13-15:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityCharacters?fnord=yes | Torg Eternity Characters]]
-> The basics of character creation, including attributes and skills

Added lines 37-39:
!!!! [[Torg Eternity Characters]]
-> The basics of character creation, including attributes and skills

Changed line 114 from:
Balanced, two-handed weapons -- like quarterstaves and longswords -- are excellent defensive weapons. As such, anyone using such a weapon gets +2 to their ''melee weapons'' defense (just as dual-wielders do). This does not apply if (A) the weapon is Unwieldy or (B) the Minimum Str (and any similar requirement) is not met.
to:
Balanced, two-handed weapons -- like quarterstaves and longswords -- are excellent defensive weapons. As such, anyone using such a weapon gets +2 to their ''melee weapons'' defense (just as dual-wielders do), ''unless'' the weapon has the Min Str or Unwieldy trait.
Changed line 102 from:
* If a "resisted" power lists a mismatched skill and attribute (e.g., "DN: Target's willpower or Mind"), add the skill to the listed attribute; in this case, the DN is the target's Mind + willpower skill adds.
to:
* If a "resisted" power lists a mismatched skill and attribute (e.g., "DN: Target's ''willpower'' or Mind"), add the skill to the listed attribute; in this case, the DN is the target's Mind + ''willpower'' adds.
Added lines 101-102:

* If a "resisted" power lists a mismatched skill and attribute (e.g., "DN: Target's willpower or Mind"), add the skill to the listed attribute; in this case, the DN is the target's Mind + willpower skill adds.
Deleted lines 35-37:

!!!! [[Torg Eternity Arcane Abilities]]
-> Quick-reference lists for Faith, Psionics, and Spellcasting
Changed lines 25-27 from:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPulpPowers?fnord=yes | Torg Eternity Pulp Powers]]: Details on the Nile Empire's pulp abilities.

!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityBodyMods?fnord=yes | Torg Eternity Body Mods]]: Details on cyberware and occultech.
to:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPulpPowers?fnord=yes | Torg Eternity Pulp Powers]]
-> Details on the Nile Empire's pulp abilities.

!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityBodyMods?fnord=yes | Torg Eternity Body Mods]]
-> Details on cyberware and occultech.
Changed lines 16-22 from:
* '''[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPulpPowers?fnord=yes | Torg Eternity Pulp Powers]]:''' Details on the Nile Empire's pulp abilities.

* '''
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityBodyMods?fnord=yes | Torg Eternity Body Mods]]:''' Details on cyberware and occultech.

!!!!
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityArcaneAbilities?fnord=yes | Torg Eternity Arcane Abilities]]
-> Quick-reference lists for Faith, Psionics, and Spellcasting
to:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMagic?fnord=yes | Torg Eternity Magic]]
-> Every canonical spell list, followed by an index of every spell

!!!!
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiracles?fnord=yes | Torg Eternity Miracles]]
-> Every canonical miracle list, followed by an index of every miracle

!!!!
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPsionics?fnord=yes | Torg Eternity Psionics]]
-> Every canonical power list, followed by an index of every psionic power

!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPulpPowers?fnord=yes | Torg Eternity Pulp Powers]]: Details on the Nile Empire's pulp abilities.

!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityBodyMods?fnord=yes | Torg Eternity Body Mods]]: Details on cyberware and occultech.

Added lines 38-46:
!!!! [[Torg Eternity Magic]]
-> Every canonical spell list, followed by an index of every spell

!!!! [[Torg Eternity Miracles]]
-> Every canonical miracle list, followed by an index of every miracle

!!!! [[Torg Eternity Psionics]]
-> Every canonical power list, followed by an index of every psionic power

Changed line 91 from:
* Racial perks are not automatically lost upon transforming to a new cosm. The specifics are up to the GM. This means that, for example, you could create a starting PC edeinos who has transformed to Core Earth but still retains one or two Edeinos perks (which are not considered "cross-cosm" as discussed above); however, she could not acquire any ''further'' Edeinos perks.
to:
* Because race doesn't change, racial perks are not ''automatically'' lost upon transforming to a new cosm. The specifics are up to the GM. This means that, for example, you could create a starting PC edeinos who has transformed to Core Earth but still retains one or two Edeinos perks (which are not considered "cross-cosm" as discussed above); however, she could not acquire any ''further'' Edeinos perks.
Added lines 69-70:

-> '''''Why:''' Guidelines are good. Rolling against language skill is boring.''
Changed line 60 from:
+0 = You do not know this language. If it's one you're familiar with and have been exposed to, or if you have a translation dictionary handy, you can haltingly and slowly communicate simple concepts, but each requires a successful Mind roll.
to:
+0 = You do not know this language. If it's one you're familiar with and have been exposed to, or if you have a translation dictionary handy, you can haltingly and slowly communicate simple concepts, but all but the most basic sentences require you or the other speaker to make a successful Mind roll for proper understanding.
Changed lines 58-59 from:
Each ''language'' skill can be purchased up to +3. You will never roll against it. Instead, each level represents a certain degree of fluency:
to:
Each ''language'' skill can be purchased up to +3. You will never roll against it. Instead, each level represents a certain degree of fluency.

+0 = You do not know this language. If it's one you're familiar with and have been exposed to, or if you have a translation dictionary handy, you can haltingly and slowly communicate simple concepts, but each requires a successful Mind roll.

Added lines 67-68:

The effects of the '''Linguist''' perk fall between the first two levels; basically, you cannot communicate more than simple concepts, but it requires no success rolls and takes no longer than normal speaking.
Added lines 69-70:

* Racial perks are not automatically lost upon transforming to a new cosm. The specifics are up to the GM. This means that, for example, you could create a starting PC edeinos who has transformed to Core Earth but still retains one or two Edeinos perks (which are not considered "cross-cosm" as discussed above); however, she could not acquire any ''further'' Edeinos perks.
Changed line 8 from:
''Gamehacking Note:'' The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4 (+4.75 if you can reroll 1s). The CP cost of adding a Perk is always (2 x existing Perks) + 1.
to:
''Gamehacking Notes:'' The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4 (+4.75 if you can reroll 1s). The CP cost of adding a Perk is always (2 x existing Perks) + 1.
Changed line 8 from:
''Gamehacking Note:'' The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4 (+4.75 if you can reroll 1s).
to:
''Gamehacking Note:'' The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4 (+4.75 if you can reroll 1s). The CP cost of adding a Perk is always (2 x existing Perks) + 1.
Changed line 8 from:
''Gamehacking Note:'' The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4 (+4.6 if you can reroll 1s).
to:
''Gamehacking Note:'' The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4 (+4.75 if you can reroll 1s).
Changed line 20 from:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityArcane Abilities?fnord=yes | Torg Eternity Arcane Abilities]]
to:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityArcaneAbilities?fnord=yes | Torg Eternity Arcane Abilities]]
Added lines 1-5:
(:if request fnord:)
%red% '''Additional Info Mode Unlocked! Please do not share this page.''' %%

(:else:)
(:ifend:)
Changed lines 12-13 from:
!!!! [[Torg Eternity Perk List]]
to:
(:if request fnord:)
!!!!
[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPerkList?fnord=yes | Torg Eternity Perk List]]
Changed lines 16-20 from:
!!!! [[Torg Eternity Arcane Abilities]]
to:
* '''[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityPulpPowers?fnord=yes | Torg Eternity Pulp Powers]]:''' Details on the Nile Empire's pulp abilities.

* '''[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityBodyMods?fnord=yes | Torg Eternity Body Mods]]:''' Details on cyberware and occultech.

!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityArcane Abilities?fnord=yes |
Torg Eternity Arcane Abilities]]
Changed line 23 from:
!!!! [[Which Cosm Should I Be From?]]
to:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.WhichCosmShouldIBeFrom?fnord=yes | Which Cosm Should I Be From?]]
Added lines 25-34:
(:else:)
!!!! [[Torg Eternity Perk List]]
-> A consolidated list, organized by cosm for ease of selection

!!!! [[Torg Eternity Arcane Abilities]]
-> Quick-reference lists for Faith, Psionics, and Spellcasting

!!!! [[Which Cosm Should I Be From?]]
-> A quick summary of what each cosm has to offer your Storm Knight
(:ifend:)
August 05, 2018, at 07:24 AM by 23.251.76.202 -
Changed lines 42-44 from:
+2 = You've shed your accent and increased your vocabulary to cover [i]almost[/i] any term. You get any obvious puns (etc.) but really subtle stuff may still slip past you. It is rare for any Storm Knight to need any ''language'' skill higher than this.

+3 = Native speaker in every way. You can even [i]think[/i] in the language. For Copycat (etc.) purposes, everyone has their native language at this level for free.
to:
+2 = You've shed your accent and increased your vocabulary to cover ''almost'' any term. You get any obvious puns (etc.) but really subtle stuff may still slip past you. It is rare for any Storm Knight to need any ''language'' skill higher than this.

+3 = Native speaker in every way. You can even ''think'' in the language. For Copycat (etc.) purposes, everyone has their native language at this level for free.
August 05, 2018, at 07:23 AM by 23.251.76.202 -
Changed lines 40-44 from:
+1 = You can get by in most situations. However, you have a heavy accent, won't catch puns and other linguistic subtleties, and don't know rarely used or technical terms.

+2 = Your accent is minimal,
you know all but the most rarely used words, and you catch most puns and poetic meanings.

+3 = Native speaker. There is no way anyone could know you didn't grow up here. You can even think in the language. (For the purpose of Copycat, etc
., everyone has their starting language at this level for free.)
to:
+1 = You speak the language just fine, if with an obvious accent. Sometimes you miss puns, the meaning of poetry, and other linguistic wordplay, however, and particularly rare or technical terms may sometimes throw you.

+2 = You've shed your accent and increased your vocabulary to cover [i]almost[/i] any term. You get any obvious puns (etc.) but really subtle stuff may still slip past you. It is rare for any Storm Knight to need any ''language'' skill higher than this
.

+3 = Native speaker in every way. You can even [i]think[/i] in the language
. For Copycat (etc.) purposes, everyone has their native language at this level for free.
August 05, 2018, at 07:13 AM by 23.251.76.202 -
Added lines 35-44:

!!!! Languages

Each ''language'' skill can be purchased up to +3. You will never roll against it. Instead, each level represents a certain degree of fluency:

+1 = You can get by in most situations. However, you have a heavy accent, won't catch puns and other linguistic subtleties, and don't know rarely used or technical terms.

+2 = Your accent is minimal, you know all but the most rarely used words, and you catch most puns and poetic meanings.

+3 = Native speaker. There is no way anyone could know you didn't grow up here. You can even think in the language. (For the purpose of Copycat, etc., everyone has their starting language at this level for free.)
July 25, 2018, at 07:01 PM by 23.251.76.202 -
Changed line 3 from:
''Gamehacking Note:'' The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4.
to:
''Gamehacking Note:'' The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4 (+4.6 if you can reroll 1s).
July 25, 2018, at 02:00 AM by 23.251.76.202 -
Added lines 10-12:
!!!! [[Torg Eternity Arcane Abilities]]
-> Quick-reference lists for Faith, Psionics, and Spellcasting

Deleted lines 18-23:

!!!! Alternative Arcane Failure Modes

Deanna/TorgHacker posted some great house rules to make magic, miracles, and psionics feel very different from each other. [[http://www.ulisses-us.com/forum/viewtopic.php?f=31&t=1331 | Click here to read them]], or I've mirrored them [[TorgAAFM | here]].

-> '''''Why:''' This keeps different types of arcane abilities from feeling too similar.''
July 24, 2018, at 01:50 PM by 23.251.76.202 -
Changed lines 67-69 from:
!!!! Upgrading Companions, Followers, etc.

Followers, animal companions, and similar NPCs do not advance automatically. Instead, the player
may choose to spend XP on the NPC instead of on her own PC. The first perk added costs the usual 5 XP, regardless of how many perks the NPC's base template contained.
to:
!!!! Upgrading NPC Allies

A player with an attached NPC ally (e.g., a follower or animal companion)
may choose to spend XP on the NPC instead of on her own PC. The first perk added costs the usual 5 XP, regardless of how many perks the NPC's base template contained.
July 24, 2018, at 01:47 PM by 23.251.76.202 -
Deleted lines 53-60:

!!!! Perks Enhancing Attributes or Skills

If a perk gives a bonus to an attribute or skill, that does not affect the cost to raise that attribute or skill. For example, if you have Strength 10 and Super-Attribute (Strength +1) for a total Strength 11, it costs 22 XP to raise your Strength to a total Strength 12 (since you're really raising it to Strength 11, then applying the perk bonus).

Note that the Super Skill perk is intended for use with "normal" skills, not esoteric ones like Faith, Reality, Psionics, etc.

-> '''''Why:''' It's just weird and unfair to follow the FAQ in this case, as you're getting shafted if your attribute/skill isn't already at its maximum. Frankly, this is the way most people assume it works already!''
July 22, 2018, at 11:06 AM by 23.251.76.202 -
Added lines 44-45:

* If you use a Multi-Action to attack the same target with two weapons or affect the same target with two different interaction attacks, the effects ''do not stack.'' Resolve both attacks (including damage/effect) and then apply the better result.
July 17, 2018, at 03:07 PM by 23.251.76.202 -
Changed line 51 from:
* If the Drama card shows multiple DSR (Dramatic Skill Resolution) steps that would apply, one character ''can'' attempt to fulfill them as a Multi-Action. Alternatively, multiple characters can attempt those steps individually, in order, but all attempts have a penalty equal to -2 ''per step attempted.'' So if ABC is showing, and three different characters attempt A, B, and C in order, all three tests have a -6 penalty. This penalty is -2 more than a Multi-Action would be, to address the added complexity of coordination.
to:
* If the Drama card shows multiple DSR (Dramatic Skill Resolution) steps that would apply, one character ''can'' attempt to fulfill them as a Multi-Action. Alternatively, multiple characters can attempt those steps individually, in order, but all attempts have a penalty equal to -2 ''per step attempted'' (harder than a Multi-Action would be, due to the added complexity of coordination). For example, if ABC is showing, one character can attempt A, then B, then C, all at -4 for the Multi-Action -- ''or'' two or three different characters can attempt A, then B, then C, all at -6 for rushed coordination.
July 17, 2018, at 03:05 PM by 23.251.76.202 -
Deleted lines 44-45:
* Clearance levels are 50 XP for Beta, 200 XP for Gamma, 500 XP for Delta, and 1,000 XP for Omega.
Added lines 50-51:

* If the Drama card shows multiple DSR (Dramatic Skill Resolution) steps that would apply, one character ''can'' attempt to fulfill them as a Multi-Action. Alternatively, multiple characters can attempt those steps individually, in order, but all attempts have a penalty equal to -2 ''per step attempted.'' So if ABC is showing, and three different characters attempt A, B, and C in order, all three tests have a -6 penalty. This penalty is -2 more than a Multi-Action would be, to address the added complexity of coordination.
July 17, 2018, at 12:45 PM by 23.251.76.202 -
Changed line 7 from:
!! [[Torg Eternity Perk List]]
to:
!!!! [[Torg Eternity Perk List]]
Added lines 10-12:
!!!! [[Which Cosm Should I Be From?]]
-> A quick summary of what each cosm has to offer your Storm Knight

Changed lines 15-16 from:
!! Alternative Arcane Failure Modes
to:
!! House Rules and Clarifications

!!
!! Alternative Arcane Failure Modes
Changed lines 23-24 from:
!! Cross-Cosm Learning
to:
!!!! Cross-Cosm Learning
Changed lines 33-34 from:
!! Falling Damage
to:
!!!! Falling Damage
Changed lines 39-40 from:
!! Official Rules Clarifications
to:
!!!! Official Rules Clarifications
Changed lines 53-54 from:
!! Perks Enhancing Attributes or Skills
to:
!!!! Perks Enhancing Attributes or Skills
Changed lines 61-62 from:
!! Reality (Skill)
to:
!!!! Reality (Skill)
Changed lines 67-68 from:
!! Two-Handed Weapons
to:
!!!! Two-Handed Weapons
Changed line 73 from:
!! Upgrading Companions, Followers, etc.
to:
!!!! Upgrading Companions, Followers, etc.
July 17, 2018, at 12:13 PM by 23.251.76.202 -
Changed lines 66-74 from:
-> '''''Why:''' Not only is this more believable and accurate, it also allows for a wider range of "weapon master" characters. Cinematic staff-slingers are just as cool as ambidextrous blade dancers!''
to:
-> '''''Why:''' Not only is this more believable and accurate, it also allows for a wider range of "weapon master" characters. Cinematic staff-slingers are just as cool as ambidextrous blade dancers!''

!! Upgrading Companions, Followers, etc.

Followers, animal companions, and similar NPCs do not advance automatically. Instead, the player may choose to spend XP on the NPC instead of on her own PC. The first perk added costs the usual 5 XP, regardless of how many perks the NPC's base template contained.

Note that, at Beta Clearance, the Intense Training perk is a wonderful way to upgrade a companion or follower! But it must be taken ''by the PC'' (not bought as part of the NPC's character sheet) and it can be taken only once per NPC.

-> '''''Why:''' There's already a precedent for "buy a perk that gives your NPC a perk," so this just generalizes that rule further and makes it simpler by not having to track which PC perks actually boost NPCs and so on.
''
July 15, 2018, at 08:51 PM by 23.251.76.202 -
Changed line 30 from:
To find falling damage (+1BD), multiply the Torg Value of the distance (in meters) by 5, then subtract 15 (max 40). For example, if someone falls 13 meters, that's Value 5 * 5 = 25 - 15 = Damage 10 +1BD.
to:
To find damage (+1BD) for any fall of 5+ meters, multiply the Torg Value of the distance (in meters) by 5, then subtract 15 (max 40). For example, if someone falls 13 meters, that's Value 5 * 5 = 25 - 15 = Damage 10 +1BD.
July 15, 2018, at 08:48 PM by 23.251.76.202 -
Changed line 38 from:
* Armor pluses ''never'' stack, even those acquired via perks. This includes non-defensive pluses, like Strength boosts. Use the single best plus, along with any other helpful miscellaneous effects.
to:
* Armor pluses ''never'' stack, even those acquired via perks. Use the single best plus, along with any other helpful miscellaneous effects. (Toughness pluses ''do'' stack.)
July 15, 2018, at 10:16 AM by 23.251.76.202 -
Changed lines 1-2 from:
Though our group is new to '''''Torg Eternity''''', I've been learning from the experienced gamers on the [[http://www.ulisses-us.com/forum/viewforum.php?f=25 | Torg forums]]. Based on their suggestions, I'm adopting some of their house rules. As our experience with '''''Torg Eternity''''' grows, these may end up moved to their own page, with this becoming more of a general landing page.
to:
Though our group is new to '''''Torg Eternity''''', I've been learning from the experienced gamers on the [[http://www.ulisses-us.com/forum/viewforum.php?f=25 | Torg forums]]. Based on their suggestions, I'm adopting some of their house rules. As our experience with '''''Torg Eternity''''' grows, these house rules may end up moved to their own page, with this becoming more of a general landing page.
Added lines 4-8:

----

!! [[Torg Eternity Perk List]]
-> A consolidated list, organized by cosm for ease of selection
July 15, 2018, at 10:04 AM by 23.251.76.202 -
Added lines 18-19:

The perk Cosm Adaptation (''Beta Clearance Player's Primer,'' p. 5) now gives you access to ''all'' of another cosm's perks that you otherwise qualify for.
July 08, 2018, at 10:21 PM by 23.251.76.202 -
Added lines 2-3:

''Gamehacking Note:'' The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4.
June 28, 2018, at 03:15 PM by 23.251.76.202 -
Changed lines 51-57 from:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''
to:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''

!! Two-Handed Weapons

Balanced, two-handed weapons -- like quarterstaves and longswords -- are excellent defensive weapons. As such, anyone using such a weapon gets +2 to their ''melee weapons'' defense (just as dual-wielders do). This does not apply if (A) the weapon is Unwieldy or (B) the Minimum Str (and any similar requirement) is not met.

-> '''''Why:''' Not only is this more believable and accurate, it also allows for a wider range of "weapon master" characters. Cinematic staff-slingers are just as cool as ambidextrous blade dancers!
''
June 18, 2018, at 08:33 AM by 23.251.76.202 -
Added lines 37-38:
* If a "resisted" power (e.g., DN equals ''willpower'' or Spirit) is cast on a willing subject, the DN is unchanged ''but'' the subject can use Extra Effort to assist the caster.
Changed lines 51-57 from:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''

!! Resisting Resistance

Some abilities are written with the assumption that the target will resist; e.g., a DN equal to ''willpower'' or Spirit. If the target is willing, it doesn't change the DN, but your test becomes favored.

-> '''''Why:''' Deanna/TorgHacker came up with this, and even mentioned that she wish it had made it into the core rules
.''
to:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''
June 12, 2018, at 05:26 AM by 23.251.76.202 -
Changed lines 49-55 from:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''
to:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''

!! Resisting Resistance

Some abilities are written with the assumption that the target will resist; e.g., a DN equal to ''willpower'' or Spirit. If the target is willing, it doesn't change the DN, but your test becomes favored.

-> '''''Why:''' Deanna/TorgHacker came up with this, and even mentioned that she wish it had made it into the core rules
.''
June 08, 2018, at 07:27 PM by 23.251.76.202 -
Changed line 13 from:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk). In every other cosm, it's a one-case contradiction (even with Adaptable) -- unless it requires the cosm's laws ('''*'''), in which case it's a four-case contradiction.
to:
It sometimes makes sense for a character to pick up (in play) a perk or arcane ability from a cosm they aren't native to. This is allowed, but such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk). In every other cosm, it's a one-case contradiction (even with Adaptable) -- unless it requires the cosm's laws ('''*'''), in which case it's a four-case contradiction.
June 07, 2018, at 11:34 PM by 23.251.76.202 -
Changed lines 27-28 from:
These all come from the Torg forums or official wiki.
to:
* [[http://www.ulisses-us.com/TorgEternityWiki/index.php?title=FAQ | Torg FAQ and Errata]]
Deleted lines 33-34:

* After the "Nashville Incident" on Day 211, it takes from two to five Glory cards to restore the Ords in a Zone, not one. However, this includes Glory contributed by groups of NPC Storm Knights! (We may or may not implement this metaplot.)
June 05, 2018, at 05:26 AM by 23.251.76.202 -
Changed line 29 from:
* Armor pluses ''never'' stack, including those acquired via perks. This includes non-defensive pluses, like Strength boosts. Use the single best plus, along with any other helpful miscellaneous effects.
to:
* Armor pluses ''never'' stack, even those acquired via perks. This includes non-defensive pluses, like Strength boosts. Use the single best plus, along with any other helpful miscellaneous effects.
June 05, 2018, at 05:26 AM by 23.251.76.202 -
Changed line 29 from:
* Armor pluses ''never'' stack, including armor from perks. This includes non-defensive pluses, like Strength boosts. Use the single best plus, along with any other helpful miscellaneous effects.
to:
* Armor pluses ''never'' stack, including those acquired via perks. This includes non-defensive pluses, like Strength boosts. Use the single best plus, along with any other helpful miscellaneous effects.
June 05, 2018, at 05:25 AM by 23.251.76.202 -
Changed line 17 from:
-> '''''Why:''' This allows for more varied characters and provides more chances for drama -- both good things!''
to:
-> '''''Why:''' This allows for more varied and "out-there" characters, it adds some tension and uncertainty, and it constantly reminds that player of the differences between the realities of each cosm. These are all good things!''
June 05, 2018, at 05:24 AM by 23.251.76.202 -
Changed line 13 from:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk). In every other cosm, it's a one-case contradiction (even if you have Adaptable) -- unless it requires the cosm's laws ('''*'''), in which case it's a four-case contradiction.
to:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk). In every other cosm, it's a one-case contradiction (even with Adaptable) -- unless it requires the cosm's laws ('''*'''), in which case it's a four-case contradiction.
June 05, 2018, at 05:23 AM by 23.251.76.202 -
Changed line 13 from:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk). In every other cosm, it's a one-case contradiction (even if you have Adaptable) unless it requires the cosm's laws ('''*'''), in which case it's a four-case contradiction.
to:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk). In every other cosm, it's a one-case contradiction (even if you have Adaptable) -- unless it requires the cosm's laws ('''*'''), in which case it's a four-case contradiction.
June 05, 2018, at 05:23 AM by 23.251.76.202 -
Changed line 13 from:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' unless you have the Adaptable perk. In every other cosm, it's a one-case contradiction (even if you have Adaptable) unless it requires the cosm's laws ('''*'''), in which case it's a four-case contradiction.
to:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk). In every other cosm, it's a one-case contradiction (even if you have Adaptable) unless it requires the cosm's laws ('''*'''), in which case it's a four-case contradiction.
June 05, 2018, at 05:22 AM by 23.251.76.202 -
Changed line 13 from:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk) -- and, if it requires the cosm's laws ('''*'''), it's a four-case contradiction everywhere else.
to:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' unless you have the Adaptable perk. In every other cosm, it's a one-case contradiction (even if you have Adaptable) unless it requires the cosm's laws ('''*'''), in which case it's a four-case contradiction.
June 05, 2018, at 05:08 AM by 23.251.76.202 -
Changed line 13 from:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk) and a four-case contradiction everywhere else.
to:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk) -- and, if it requires the cosm's laws ('''*'''), it's a four-case contradiction everywhere else.
June 03, 2018, at 01:32 PM by 23.251.76.202 -
Changed line 7 from:
Deanna/TorgHacker posted some great house rules to make magic, miracles, and psionics feel very different from each other. Click [[http://www.ulisses-us.com/forum/viewtopic.php?f=31&t=1331 | here to read them]], or I've mirrored them [[TorgAAFM | here]].
to:
Deanna/TorgHacker posted some great house rules to make magic, miracles, and psionics feel very different from each other. [[http://www.ulisses-us.com/forum/viewtopic.php?f=31&t=1331 | Click here to read them]], or I've mirrored them [[TorgAAFM | here]].
June 03, 2018, at 01:32 PM by 23.251.76.202 -
Changed line 7 from:
Deanna/TorgHacker posted some great house rules to make magic, miracles, and psionics feel very different from each other. Click [[http://www.ulisses-us.com/forum/viewtopic.php?f=31&t=1331 | here]] to read them, or I've mirrored them [[TorgAAFM | here]].
to:
Deanna/TorgHacker posted some great house rules to make magic, miracles, and psionics feel very different from each other. Click [[http://www.ulisses-us.com/forum/viewtopic.php?f=31&t=1331 | here to read them]], or I've mirrored them [[TorgAAFM | here]].
June 03, 2018, at 01:31 PM by 23.251.76.202 -
Changed line 21 from:
To find falling damage (+1BD), multiply the Torg Value of the distance (in meters) by 5, then subtract 15. For example, if someone falls 13 meters, that's Value 5 * 5 = 25 - 15 = Damage 10 +1BD. Maximum damage is still 40 +1BD.
to:
To find falling damage (+1BD), multiply the Torg Value of the distance (in meters) by 5, then subtract 15 (max 40). For example, if someone falls 13 meters, that's Value 5 * 5 = 25 - 15 = Damage 10 +1BD.
May 31, 2018, at 11:27 AM by 23.251.76.202 -
Changed line 37 from:
* Telekinesis (psionic power) is very limited when affecting living beings. The psi can lift herself or use it to grapple an opponent; for the latter, use normal ''unarmed combat'' grappling rules, just with Mind acting as Strength. That's all. The only way to lift another person is to lift an object that they're standing on, which happens slowly enough that anyone who doesn't want to go for the ride can easily hop off.
to:
* Telekinesis (psionic power) is very limited when affecting living beings. The psi can lift herself or use it to grapple an opponent; that's all. (The latter uses normal ''unarmed combat'' grappling rules, just with Mind acting as Strength.) The only way to lift another person is to lift an object that they're standing on, which happens slowly enough that anyone who doesn't want to go for the ride can easily hop off.
May 31, 2018, at 11:25 AM by 23.251.76.202 -
Changed line 35 from:
* After the "Nashville Incident" on Day 211, it takes three Glory cards to restore the Ords in a Zone, not one. However, this includes Glory from groups of NPC Storm Knights! (We may or may not implement this metaplot.)
to:
* After the "Nashville Incident" on Day 211, it takes from two to five Glory cards to restore the Ords in a Zone, not one. However, this includes Glory contributed by groups of NPC Storm Knights! (We may or may not implement this metaplot.)
May 31, 2018, at 11:24 AM by 23.251.76.202 -
Changed line 21 from:
To find falling damage (+1BD), multiply the Torg Value of the distance (in meters) by 5, then subtract 15. For example, if someone falls 13 meters, that's Value 5 * 5 = 25 - 15 = Damage 10 +1BD.
to:
To find falling damage (+1BD), multiply the Torg Value of the distance (in meters) by 5, then subtract 15. For example, if someone falls 13 meters, that's Value 5 * 5 = 25 - 15 = Damage 10 +1BD. Maximum damage is still 40 +1BD.
May 31, 2018, at 11:22 AM by 23.251.76.202 -
Added lines 18-23:

!! Falling Damage

To find falling damage (+1BD), multiply the Torg Value of the distance (in meters) by 5, then subtract 15. For example, if someone falls 13 meters, that's Value 5 * 5 = 25 - 15 = Damage 10 +1BD.

-> '''''Why:''' Someone [[http://www.ulisses-us.com/forum/viewtopic.php?f=28&t=2612&start=30#p24756 | broke down the math]] over on the forums, and it really makes more sense both realistically '''and''' dramatically.''
May 30, 2018, at 12:51 PM by 23.251.76.202 -
Changed line 19 from:
!! Official Rules Changes and Clarifications
to:
!! Official Rules Clarifications
May 30, 2018, at 12:46 PM by 23.251.76.202 -
Changed line 27 from:
* The hand-size bonus from Glory cards is ''not'' cumulative; it's a flat +1. (As a house rule to compensate, after a Glory is played, anyone who has or draws another may choose to immediately discard it and draw another card.)
to:
* The hand-size bonus from Glory cards is ''not'' cumulative; it's a flat +1. (As a house rule to compensate, after a Glory is played, anyone who has or draws another may choose to immediately discard it and draw another card; if you discarded from your pool, you may choose to play the new card into your pool immediately.)
May 30, 2018, at 12:40 PM by 23.251.76.202 -
Changed lines 19-25 from:
!! Glory (Destiny Card)

Playing a Glory card refills
the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't "double-restore" already saved ords, you can't play another Glory card while in that same zone until a month has passed. Anyone who has or draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play a replacement card into your Pool after drawing.

-> '''''Why:''' There's no thematic reason why multiple Glories should have a cumulative effect; also, it makes playing them far less impactful if they're happening too often. From a meta-game standpoint, multiple Glories (especially with a large group) can apparently cause Destiny hand sizes to become rather unwieldy
.''

-> '''''Addendum:''' The "Day 211 Nashville incident" raises the number of Glory cards required to restore Ords to three. We may or may not follow this meta-plot. If so, the Glory card cap will rise to three, but the hand-size increase will remain a flat +1; playing further Glory cards increases the duration of this effect (in acts), not its magnitude.
''
to:
!! Official Rules Changes and Clarifications

These all come from
the Torg forums or official wiki.

* Armor pluses ''never'' stack
, including armor from perks. This includes non-defensive pluses, like Strength boosts. Use the single best plus, along with any other helpful miscellaneous effects.

* Clearance levels are 50 XP for Beta, 200 XP for Gamma, 500 XP for Delta, and 1,000 XP for Omega.

* The hand-size bonus from Glory cards is ''not'' cumulative;
it's a flat +1. (As a house rule to compensate, after a Glory is played, anyone who has or draws another may choose to immediately discard it and draw another card.)

* After the "Nashville Incident" on Day 211, it takes three Glory cards to restore the Ords in a Zone, not one. However, this includes Glory from groups of NPC Storm Knights! (We may or may not implement this metaplot
.)

* Telekinesis (psionic power) is very limited when affecting living beings. The psi can lift herself or use it to grapple an opponent; for the latter, use normal ''unarmed combat'' grappling rules, just with Mind acting as Strength. That's all. The only way to lift another person is to lift an object that they're standing on, which happens slowly enough that anyone who doesn
't want to go for the ride can easily hop off.
May 30, 2018, at 11:54 AM by 23.251.76.202 -
Changed line 25 from:
-> '''''Addendum:''' The "Day 211 Nashville incident" raises the number of Glory cards required to restore Ords to three. We may or may not follow this meta-plot. If so, the Glory card cap will rise to three, but the hand-size increase will remain a flat +1; playing further Glory cards increases the duration of this effect, not the magnitude.''
to:
-> '''''Addendum:''' The "Day 211 Nashville incident" raises the number of Glory cards required to restore Ords to three. We may or may not follow this meta-plot. If so, the Glory card cap will rise to three, but the hand-size increase will remain a flat +1; playing further Glory cards increases the duration of this effect (in acts), not its magnitude.''
May 30, 2018, at 11:53 AM by 23.251.76.202 -
Changed line 9 from:
-> '''''Why:''' This keeps different types of arcane abilities from feeling too "samey."''
to:
-> '''''Why:''' This keeps different types of arcane abilities from feeling too similar.''
May 30, 2018, at 11:53 AM by 23.251.76.202 -
Changed line 9 from:
-> '''''Why:''' Arcane abilities all feel a bit too "samey" without this.''
to:
-> '''''Why:''' This keeps different types of arcane abilities from feeling too "samey."''
May 30, 2018, at 11:48 AM by 23.251.76.202 -
Changed line 7 from:
Deanna/TorgHacker posted some great house rules to make magic, miracles, and psionics feel very different from each other. Click [[http://www.ulisses-us.com/forum/viewtopic.php?f=31&t=1331 | here]] to read them.
to:
Deanna/TorgHacker posted some great house rules to make magic, miracles, and psionics feel very different from each other. Click [[http://www.ulisses-us.com/forum/viewtopic.php?f=31&t=1331 | here]] to read them, or I've mirrored them [[TorgAAFM | here]].
May 30, 2018, at 11:47 AM by 23.251.76.202 -
Added lines 4-9:

!! Alternative Arcane Failure Modes

Deanna/TorgHacker posted some great house rules to make magic, miracles, and psionics feel very different from each other. Click [[http://www.ulisses-us.com/forum/viewtopic.php?f=31&t=1331 | here]] to read them.

-> '''''Why:''' Arcane abilities all feel a bit too "samey" without this.''
May 22, 2018, at 10:37 AM by 23.251.76.202 -
Changed line 15 from:
Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't "double-restore" already saved ords, you can't play another Glory card while in that same zone. Anyone who has or draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play a replacement card into your Pool after drawing.
to:
Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't "double-restore" already saved ords, you can't play another Glory card while in that same zone until a month has passed. Anyone who has or draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play a replacement card into your Pool after drawing.
May 22, 2018, at 10:36 AM by 23.251.76.202 -
Changed line 7 from:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it. (As usual, the Adaptable perk circumvents this issue when in the ability's cosm.)
to:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems'' (unless you have the Adaptable perk) and a four-case contradiction everywhere else.
May 16, 2018, at 01:45 PM by 23.251.76.202 -
Added lines 18-19:

-> '''''Addendum:''' The "Day 211 Nashville incident" raises the number of Glory cards required to restore Ords to three. We may or may not follow this meta-plot. If so, the Glory card cap will rise to three, but the hand-size increase will remain a flat +1; playing further Glory cards increases the duration of this effect, not the magnitude.''
May 15, 2018, at 10:22 PM by 23.251.76.202 -
Changed line 7 from:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it. (The Adaptable perk circumvents this issue completely.)
to:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it. (As usual, the Adaptable perk circumvents this issue when in the ability's cosm.)
May 15, 2018, at 01:48 PM by 23.251.76.202 -
Changed line 15 from:
Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't "double-restore" already saved ords, you can't play another Glory card while in that same zone. Anyone who has or draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play another card into your Pool after drawing.
to:
Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't "double-restore" already saved ords, you can't play another Glory card while in that same zone. Anyone who has or draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play a replacement card into your Pool after drawing.
May 02, 2018, at 05:24 AM by 23.251.76.254 -
Changed lines 7-8 from:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it.
to:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it. (The Adaptable perk circumvents this issue completely.)
Changed line 21 from:
If a Perk gives a bonus to an attribute or skill, that does not affect the cost to raise that attribute or skill. For example, if you have Strength 10 and Super-Attribute (Strength +1) for a total Strength 11, it costs 22 XP to raise your Strength to a total Strength 12 (since you're really raising it to Strength 11, then applying the Perk bonus).
to:
If a perk gives a bonus to an attribute or skill, that does not affect the cost to raise that attribute or skill. For example, if you have Strength 10 and Super-Attribute (Strength +1) for a total Strength 11, it costs 22 XP to raise your Strength to a total Strength 12 (since you're really raising it to Strength 11, then applying the perk bonus).
May 02, 2018, at 05:23 AM by 23.251.76.254 -
Changed line 25 from:
-> '''''Why:''''' It's just weird and unfair to follow the FAQ in this case, as you're getting shafted if your attribute/skill isn't already at its maximum. Frankly, this is the way most people assume it works already!
to:
-> '''''Why:''' It's just weird and unfair to follow the FAQ in this case, as you're getting shafted if your attribute/skill isn't already at its maximum. Frankly, this is the way most people assume it works already!''
May 02, 2018, at 05:16 AM by 23.251.76.254 -
Added lines 22-23:

Note that the Super Skill perk is intended for use with "normal" skills, not esoteric ones like Faith, Reality, Psionics, etc.
May 02, 2018, at 05:09 AM by 23.251.76.254 -
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!! Perks Enhancing Attributes or Skills

If a Perk gives a bonus to an attribute or skill, that does not affect the cost to raise that attribute or skill. For example, if you have Strength 10 and Super-Attribute (Strength +1) for a total Strength 11, it costs 22 XP to raise your Strength to a total Strength 12 (since you're really raising it to Strength 11, then applying the Perk bonus).

-> '''''Why:''''' It's just weird and unfair to follow the FAQ in this case, as you're getting shafted if your attribute/skill isn't already at its maximum. Frankly, this is the way most people assume it works already!
May 02, 2018, at 03:03 AM by 23.251.76.254 -
Changed line 15 from:
Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't "re-restore" the already saved ords, you can't play another Glory card while in that same zone. Anyone who has or draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play another card into your Pool after drawing.
to:
Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't "double-restore" already saved ords, you can't play another Glory card while in that same zone. Anyone who has or draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play another card into your Pool after drawing.
May 02, 2018, at 03:03 AM by 23.251.76.254 -
Changed line 15 from:
Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't restore the ords twice in a row, you can't play another Glory card while in that same zone. Anyone who has or draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play another card into your Pool after drawing.
to:
Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't "re-restore" the already saved ords, you can't play another Glory card while in that same zone. Anyone who has or draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play another card into your Pool after drawing.
May 02, 2018, at 03:01 AM by 23.251.76.254 -
Changed line 15 from:
Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't restore the ords twice in a row, you can't play another Glory card while in that same zone. Anyone who draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play another card into your Pool after drawing.
to:
Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't restore the ords twice in a row, you can't play another Glory card while in that same zone. Anyone who has or draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play another card into your Pool after drawing.
March 16, 2018, at 09:35 AM by 104.251.247.127 -
Changed line 17 from:
-> '''''Why:''' In a large group, the cumulative meta-game effects of multiple Glory cards can get a bit silly. In addition, it makes playing them far less impactful if they're happening too often.'''
to:
-> '''''Why:''' There's no thematic reason why multiple Glories should have a cumulative effect; also, it makes playing them far less impactful if they're happening too often. From a meta-game standpoint, multiple Glories (especially with a large group) can apparently cause Destiny hand sizes to become rather unwieldy.''
March 13, 2018, at 01:11 PM by 104.251.247.127 -
Deleted lines 4-9:
!! Reality Skill

The ''Reality'' skill is based on Charisma, not Spirit.

-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''

Changed lines 11-23 from:
-> '''''Why:''' This allows for more varied characters and provides more chances for drama -- both good things!''
to:
-> '''''Why:''' This allows for more varied characters and provides more chances for drama -- both good things!''

!! Glory (Destiny Card)

Playing a Glory card refills the ords in the current zone with possibility energy, and provides some useful meta-game benefits as well. Since you can't restore the ords twice in a row, you can't play another Glory card while in that same zone. Anyone who draws another Glory card in this situation may immediately discard it and draw another card; if it was discarded from your Action Pool, you may immediately play another card into your Pool after drawing.

-> '''''Why:''' In a large group, the cumulative meta-game effects of multiple Glory cards can get a bit silly. In addition, it makes playing them far less impactful if they're happening too often.'''

!! Reality (Skill)

The ''Reality'' skill is based on Charisma, not Spirit.

-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.
''
February 27, 2018, at 04:14 AM by 104.251.247.127 -
Changed line 13 from:
No one may ''start'' play with perks or magic/miracles/psi abilities from the wrong cosm. If it makes sense ''in play'' to acquire a cross-cosm trait, you may spend XP to do so. However, this ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it.
to:
It requires GM permission to start play with perks or magic/miracles/psi abilities from the wrong cosm, but often makes sense to gain these ''in play.'' However, such an ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it.
February 23, 2018, at 11:52 AM by 104.251.247.127 -
Changed line 9 from:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''
to:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''
February 23, 2018, at 11:48 AM by 104.251.247.127 -
Changed line 17 from:
-> '''''Why:''' This just makes sense as it provides for more varied characters and more chances for drama -- both good things!''
to:
-> '''''Why:''' This allows for more varied characters and provides more chances for drama -- both good things!''
February 23, 2018, at 11:47 AM by 104.251.247.127 -
Changed line 13 from:
No one may ''start'' play with perks or powers (magic/miracles/psi) from the wrong cosm. If it makes sense ''in play'' to acquire a cross-cosm ability, you may spend XP to do so. However, this ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it.
to:
No one may ''start'' play with perks or magic/miracles/psi abilities from the wrong cosm. If it makes sense ''in play'' to acquire a cross-cosm trait, you may spend XP to do so. However, this ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it.
February 23, 2018, at 11:47 AM by 104.251.247.127 -
Changed line 9 from:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''
to:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''
February 23, 2018, at 11:46 AM by 104.251.247.127 -
Changed lines 9-10 from:
-> ''Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''
to:
-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''
Changed line 17 from:
-> ''This just makes sense as it provides for more varied characters and more chances for drama -- both good things!''
to:
-> '''''Why:''' This just makes sense as it provides for more varied characters and more chances for drama -- both good things!''
February 23, 2018, at 11:46 AM by 104.251.247.127 -
Changed line 1 from:
Though our group is are new to '''''Torg Eternity''''', I've been learning from the experienced gamers on the [[http://www.ulisses-us.com/forum/viewforum.php?f=25 | Torg forums]]. Based on their suggestions, I'm adopting some of their house rules. As our experience with '''''Torg Eternity''''' grows, these may end up moved to their own page, with this becoming more of a general landing page.
to:
Though our group is new to '''''Torg Eternity''''', I've been learning from the experienced gamers on the [[http://www.ulisses-us.com/forum/viewforum.php?f=25 | Torg forums]]. Based on their suggestions, I'm adopting some of their house rules. As our experience with '''''Torg Eternity''''' grows, these may end up moved to their own page, with this becoming more of a general landing page.
February 21, 2018, at 12:54 PM by 104.251.247.127 -
Changed line 7 from:
The ''reality'' skill is based on Charisma, not Spirit.
to:
The ''Reality'' skill is based on Charisma, not Spirit.
February 21, 2018, at 12:54 PM by 104.251.247.127 -
Changed line 9 from:
-> ''Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat," since it otherwise has only four skills, and only one (taunt) is useful for every character (for interaction defense). Spirit has more than enough skills and uses already; it doesn't suffer from this change.''
to:
-> ''Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''
February 21, 2018, at 12:52 PM by 104.251.247.127 -
Changed line 15 from:
Just like perks dependent on a cosm's laws are marked with a '''*''', cross-cosm perks should be marked with a '''!''' as a reminder.
to:
Much like perks dependent on a cosm's laws are marked with a '''*''', cross-cosm perks should be marked with a '''!''' as a reminder.
February 21, 2018, at 12:50 PM by 104.251.247.127 -
Added lines 14-15:

Just like perks dependent on a cosm's laws are marked with a '''*''', cross-cosm perks should be marked with a '''!''' as a reminder.
February 21, 2018, at 12:45 PM by 104.251.247.127 -
Changed line 9 from:
-> ''There are two good reasons for this change. Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat," since it otherwise has only four skills, and only one (taunt) is useful for every character (for interaction defense). Spirit has more than enough skills and uses already; it doesn't suffer from this change.''
to:
-> ''Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat," since it otherwise has only four skills, and only one (taunt) is useful for every character (for interaction defense). Spirit has more than enough skills and uses already; it doesn't suffer from this change.''
February 21, 2018, at 12:45 PM by 104.251.247.127 -
Changed line 9 from:
-> ''There are two good reasons for this change. Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat," since it otherwise has only four skills, and only one (taunt) is useful for every character (for interaction defense). Spirit has more than enough skills and uses already.''
to:
-> ''There are two good reasons for this change. Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat," since it otherwise has only four skills, and only one (taunt) is useful for every character (for interaction defense). Spirit has more than enough skills and uses already; it doesn't suffer from this change.''
February 21, 2018, at 12:44 PM by 104.251.247.127 -
Changed line 9 from:
-> ''There are two good reasons for this change. Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat," since it otherwise has only four skills, and only one (taunt) is useful for every character (for interaction defense). Spirit has more than enough skills and uses already.
to:
-> ''There are two good reasons for this change. Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat," since it otherwise has only four skills, and only one (taunt) is useful for every character (for interaction defense). Spirit has more than enough skills and uses already.''
February 21, 2018, at 12:44 PM by 104.251.247.127 -
Changed line 15 from:
-> ''This just made sense and allows for both more varied characters and more chances for drama -- both good things!''
to:
-> ''This just makes sense as it provides for more varied characters and more chances for drama -- both good things!''
February 21, 2018, at 12:43 PM by 104.251.247.127 -
Changed lines 9-10 from:
-> ''There are two good reasons for this change. Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat," since it otherwise has only four skills, and only one (''taunt'') is useful for every character (for interaction defense). Spirit has more than enough skills and uses already.
to:
-> ''There are two good reasons for this change. Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat," since it otherwise has only four skills, and only one (taunt) is useful for every character (for interaction defense). Spirit has more than enough skills and uses already.
Changed lines 13-15 from:
No one may ''start'' play with perks or powers (magic/miracles/psi) from the wrong cosm. If it makes sense ''in play'' to acquire a cross-cosm ability, you may spend XP to do so. However, this ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it.
to:
No one may ''start'' play with perks or powers (magic/miracles/psi) from the wrong cosm. If it makes sense ''in play'' to acquire a cross-cosm ability, you may spend XP to do so. However, this ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it.

-> ''This just made sense and allows for both more varied characters and more chances for drama -- both good things!''
February 21, 2018, at 12:42 PM by 104.251.247.127 -
Changed lines 1-13 from:
s
to:
Though our group is are new to '''''Torg Eternity''''', I've been learning from the experienced gamers on the [[http://www.ulisses-us.com/forum/viewforum.php?f=25 | Torg forums]]. Based on their suggestions, I'm adopting some of their house rules. As our experience with '''''Torg Eternity''''' grows, these may end up moved to their own page, with this becoming more of a general landing page.

----

!! Reality Skill

The ''reality'' skill is based on Charisma, not Spirit.

-> ''There are two good reasons for this change. Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why more Reality perks have Charisma prereqs than Spirit ones. Mechanically, this keeps Charisma from being a "dump stat," since it otherwise has only four skills, and only one (''taunt'') is useful for every character (for interaction defense). Spirit has more than enough skills and uses already.

!! Cross-Cosm Learning

No one may ''start'' play with perks or powers (magic/miracles/psi) from the wrong cosm. If it makes sense ''in play'' to acquire a cross-cosm ability, you may spend XP to do so. However, this ability ''always'' causes a personal contradiction! In other words, it's a one-case contradiction ''even in the cosm from which it stems,'' and becomes a four-case contradiction wherever axioms and laws don't support it.
February 21, 2018, at 12:25 PM by 104.251.247.127 -
Added line 1:
s
January 13, 2013, at 08:14 AM by 104.251.247.60 -
Changed lines 14-15 from:
-> A quick primer to the setting, with text liberally stolen from other pages and posts
to:
-> A quick primer to the setting, with some verbiage stolen from other pages
Changed line 47 from:
-> A quick primer to the setting, with text liberally stolen from other pages and posts
to:
-> A quick primer to the setting, with some verbiage stolen from other pages
January 13, 2013, at 06:13 AM by 104.251.247.60 -
Added lines 13-15:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityOverview?fnord=yes | Torg Eternity Overview]]
-> A quick primer to the setting, with text liberally stolen from other pages and posts

Added lines 46-48:
!!!! [[Torg Eternity Overview]]
-> A quick primer to the setting, with text liberally stolen from other pages and posts

May 13, 2012, at 05:17 PM by 74.221.181.4 -
Changed lines 124-126 from:
* If the Drama card shows multiple DSR (Dramatic Skill Resolution) steps that would apply, one character ''can'' attempt to fulfill them as a Multi-Action. Alternatively, multiple characters can attempt those steps individually, in order, but all attempts have a penalty equal to -2 ''per step attempted'' (harder than a Multi-Action would be, due to the added complexity of coordination). For example, if ABC is showing, one character can attempt A, then B, then C, all at -4 for the Multi-Action -- ''or'' two or three different characters can attempt A, then B, then C, all at -6 for rushed coordination.
to:
* If the Drama card shows multiple DSR (Dramatic Skill Resolution) steps that would apply, one character ''can'' attempt to fulfill them as a Multi-Action. Alternatively, multiple characters can attempt those steps individually, in order, but all attempts have a penalty equal to -2 ''per step attempted'' (harder than a Multi-Action would be, due to the added complexity of coordination). For example, if ABC is showing, one character can attempt A, then B, then C, all at -4 for the Multi-Action -- ''or'' two or three different characters can attempt A, then B, then C, all at -6 for rushed coordination.

* Flash grenades (from the Beta Clearance Player's Primer) just do 8 damage in a Medium Blast. A Good hit also causes one condition (Stymied or Vulnerable, attacker's choice), but doesn't deal any extra damage. An Outstanding hit inflicts two conditions
.
May 12, 2012, at 04:22 AM by 74.221.181.4 -
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternitySampleStormKnights?fnord=yes | Torg Eternity Sample Storm Knights]]
-> A variety of balanced starting characters, usable as archetypes, examples, or PCs
Added lines 63-65:

!!!! [[Torg Eternity Sample Storm Knights]]
-> A variety of balanced starting characters, usable as archetypes, examples, or PCs
April 28, 2012, at 10:27 PM by 74.221.181.4 -
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!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityCharacters?fnord=yes | Torg Eternity Languages]]
to:
!!!! [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityLanguages?fnord=yes | Torg Eternity Languages]]
April 28, 2012, at 10:25 PM by 74.221.181.4 -
Added lines 82-101:
!!!! Reality (Skill)

The ''Reality'' skill is based on Charisma, not Spirit.

-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''

!!!! Two-Handed Weapons

Balanced, two-handed weapons -- like quarterstaves and longswords -- are excellent defensive weapons. As such, anyone using such a weapon gets +2 to their ''melee weapons'' defense (just as dual-wielders do), ''unless'' the weapon has the Min Str or Unwieldy trait.

-> '''''Why:''' Not only is this more believable and accurate, it also allows for a wider range of "weapon master" characters. Cinematic staff-slingers are just as cool as ambidextrous blade dancers!''

!!!! Upgrading NPC Allies

A player with an attached NPC ally (e.g., a follower or animal companion) may choose to spend XP on the NPC instead of on her own PC. The first perk added costs the usual 5 XP, regardless of how many perks the NPC's base template contained.

Note that, at Beta Clearance, the Intense Training perk is a wonderful way to upgrade a companion or follower! But it must be taken ''by the PC'' (not bought as part of the NPC's character sheet) and it can be taken only once per NPC.

-> '''''Why:''' There's already a precedent for "buy a perk that gives your NPC a perk," so this just generalizes that rule further and makes it simpler by not having to track which PC perks actually boost NPCs and so on.''

Changed lines 118-140 from:
* If a "resisted" power lists a mismatched skill and attribute (e.g., "DN: Target's ''willpower'' or Mind"), add the skill to the listed attribute; in this case, the DN is the target's Mind + ''willpower'' adds.

* If the Drama card shows multiple DSR (Dramatic Skill Resolution) steps that would apply, one character ''can'' attempt to fulfill them as a Multi-Action. Alternatively, multiple characters can attempt those steps individually, in order, but all attempts have a penalty equal to -2 ''per step attempted'' (harder than a Multi-Action would be, due to the added complexity of coordination). For example, if ABC is showing, one character can attempt A, then B, then C, all at -4 for the Multi-Action -- ''or'' two or three different characters can attempt A, then B, then C, all at -6 for rushed coordination.

!!!! Reality (Skill)

The ''Reality'' skill is based on Charisma, not Spirit.

-> '''''Why:''' Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.''

!!!! Two-Handed Weapons

Balanced, two-handed weapons -- like quarterstaves and longswords -- are excellent defensive weapons. As such, anyone using such a weapon gets +2 to their ''melee weapons'' defense (just as dual-wielders do), ''unless'' the weapon has the Min Str or Unwieldy trait.

-> '''''Why:''' Not only is this more believable and accurate, it also allows for a wider range of "weapon master" characters. Cinematic staff-slingers are just as cool as ambidextrous blade dancers!''

!!!! Upgrading NPC Allies

A player with an attached NPC ally (e.g., a follower or animal companion) may choose to spend XP on the NPC instead of on her own PC. The first perk added costs the usual 5 XP, regardless of how many perks the NPC's base template contained.

Note that, at Beta Clearance, the Intense Training perk is a wonderful way to upgrade a companion or follower! But it must be taken ''by the PC'' (not bought as part of the NPC's character sheet) and it can be taken only once per NPC.

-> '''''Why:''' There's already a precedent for "buy a perk that gives your NPC a perk," so this just generalizes that rule further and makes it simpler by not having to track which PC perks actually boost NPCs and so on.''
to:
* If the Drama card shows multiple DSR (Dramatic Skill Resolution) steps that would apply, one character ''can'' attempt to fulfill them as a Multi-Action. Alternatively, multiple characters can attempt those steps individually, in order, but all attempts have a penalty equal to -2 ''per step attempted'' (harder than a Multi-Action would be, due to the added complexity of coordination). For example, if ABC is showing, one character can attempt A, then B, then C, all at -4 for the Multi-Action -- ''or'' two or three different characters can attempt A, then B, then C, all at -6 for rushed coordination.