TORG GMLandscape Additional

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TORG ETERNITY GM Additional Information

SKILL LIST Drama Deck Reality


Air Vehicles Dexterity Contraditions
Alteration Mind Approved Action = Draw from Drama deck. One Case - Roll 1 and one case of over Axiom.
Apportation Spirit Conflict Line Effects Four Case - Roll 1-4 and two+ cases of over Axiom.
Athletics Strength Advantages Surge Drama Deck - Roll 1D20 apply above.
Beast Riding Dexterity • Flurry: Extra turn this round. Take their normal actions, then gets Disconnection
Computers Mind another complete turn. Can't take actions, benefit from tools or abilities over Axiom.
Conjuration Spirit • Inspiration: This side recover 2 Shock. Unconscious wake up. Ord - Roll 1D20 on 1 transforms to Dominant Reality.
Divination Mind • Up: Add additional roll to the first roll. Reality Rated - Cannot spend Possibilities or use Drama Cards.
Dodge Dexterity Disadvantages Reality Rated - Must try to reconnect at start of turn as free action.
Energy Weapons Dexterity • Confused: Cannot use cards from their pools. Reality test (Pure -8, Dom -4, Mix 0)
Evidence Analysis Mind • Fatigued: Inflicts two points of Shock. Armor/equip may increase
Faith Spirit amount.
Find Mind • Setback: GM likely/unfortunate turn of events.
Fire Combat Dexterity (Reinforcements/environmental situation etc), or lose turn.
First Aid Mind • Stymied: −2 to all tests until the end of next turn.
Heavy Weapons Dexterity • Surge: Check for Contradictions.
Intimidation Spirit
Kinesis Spirit Destiny Cards
Land Vehicles Dexterity 4 Cards per scene. End of Scene draw up to 4, then may discard 1 and
Language Mind draw.
Lockpicking Thievery Dexterity • Outside combat may play card at any time.
Maneuver Dexterity • In combat place 1 card in Action Pool at end of round.
Medicine (First Aid UT) Mind • Destiny card effects stack, unless otherwise noted.
Melee Weapons Dexterity • Can trade cards 1 for 1 at any time out of combat.
Missile Weapons Dexterity Action Pool for Combat
Persuasion Charisma • Can only play cards from Action pool, not directly from hand.
Precognition Mind • Pool cards are always placed face up and can be played at any time,
Profession Mind even immediately if applicable.
Reality Spirit Charisma • Can trade cards from Action Pools 1 for 1 at any time.
Scholar Mind • Add Action Pool to hand at end of combat.
Science Mind • Critical Moment. Once per 'Act' as Free Action, add entire hand to
Stealth Dexterity Action Pool. All cards in pool must immediately be used to affect one
Streetwise Charisma character. Any cards unused are also discarded.
Survival Mind
Taunt Charisma Cosm Cards
Telepathy Charisma One card per act. If change of cosm replace any card.
Tracking Mind Not Destiny Cards, played any time.
Trick Mind
Unarmed Combat Dexterity Additional Useful Links
Water Vehicles Dexterity Wounds
Willpower Spirit If a Defeated character takes new Wounds, test for Defeat again.
Skills in BOLD cannot be used Untrained. -1 Penalty to all tests for each wound.
Soak - Std 1w+All Shk / Gd - 2w+All Shk / OS - All W & Shk.
Untrained skills do NOT receive an additional D20 on Defeat -p117
a roll of 20. Injury - p118
Healing - p118

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