140 lines
5.4 KiB
Plaintext
140 lines
5.4 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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Subject: torg cards - quick reference
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GM SIDE OF CARD
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Conflict Lines: S and D, for Standard and Dramatic scenes. All
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(dis)advantages on the Conflict line affect every person on the
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indicated side.
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Flurry
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Each character gets 2 rounds of action before other side can
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react.
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Inspiration
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Removes all shock damage and KO conditions.
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Up
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All get an additional roll as if they had spent a possibility. May
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not be countered by a possibility.
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Break
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Villains only. damaged characters who fail to hit will flee.
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Confused
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No player may activate a card from her pool.
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Fatigued
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all characters take 2 points of shock damage.
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Setback
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Triggers setback event, or prevents affected side from taking
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action against their opponents.
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Stymied
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All characters lose one chance to roll a die again for an action.
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Taunt, Test, Trick, and/or Intimidate
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If villain succeeds in a skill use, may remove card(s) from
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opponent's pool.
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Dramatic Skill Resolution
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Possible Setback
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Character in Dramatic Skill Resolution who fails this step loses a
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step.
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Complication
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Character in Dramatic Skill Resolution who fails this step, all
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subsequent steps get 1 harder.
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Critical Problem
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Character in Dramatic Skill Resolution who fails this step must
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use a new skill to complete Dramatic Skill Resolution.
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PLAYER SIDE OF CARD
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Subplots (Martyr, Mistaken Identity, Nemesis, Personal Stake, Romance,
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Suspicion, True Identity)
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All remain in the pool once placed. Does not count against limit of
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four cards in player's hand. If discarded by GM 1 possibility point
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awarded to PC. If accepted then PC gets one bonus possibility point
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per act. If a Campaign card is placed on an accepted subplot and
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accepted then the subplot is permanent and the PC gets one bonus
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possibility per act whenever the subplot is active in the future of
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the campaign.
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Campaign
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may be played on top of a Subplot card to make it permanent. If
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discarded is worth 1 Possibility point.
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Alertness
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Remains in the pool once you have placed it there. Does not count
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against the limit of four cards in the player's hand. Lets a PC
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notice an item or clue which she otherwise missed.
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Connection
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Remains in the pool once placed. Does not count against limit of four
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cards in player's hand. Lets a PC know someone in the area who can
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give aid.
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Action
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Increases bonus number for an action by 3. Active skill use only.
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Adrenalin, Willpower, and Presence
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Add directly to an attribute number for one round.
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Coup de Grace
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Increases the effect value for an action.
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Hero
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Can be played as an extra possibility point.
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Drama
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Can be played as an extra possibility point. If saved until end of
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adventure can be turned in for 3 bonus possibility points.
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Escape
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Must be played into pool during first round of encounter. Allows
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entire party to escape the encounter.
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Haste
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Gives an extra action *at any time* during the round, even during
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villain's turn.
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Glory
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If played after rolling 60+ for a key action during a dramatic scene,
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increases possibility award for all players in adventure by 3.
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Master Plan
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This may be exchanged for any card which has just been placed on the
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discard pile.
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Monologue
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All hostile action stops while PC makes a speech for a round.
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Opponent Fails
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An enemy action which has just succeeded fails instead.
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Second Chance
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May retry an action after failing to accomplish it.
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Seize Initiative
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May keep current card on the stack for next round or immediately flip
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a new card onto the stack. Player choice.
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Supporter
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May add 3 to another player's total after dice roll but before GM
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announces the result.
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Rally
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All players may discard as many cards as they wish and immediately
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fill up hand to 4 cards, not counting cards in the pool.
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Leadership
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May play up to 2 cards from your hand or pool into other's hands or
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pools, and may discard from your hand if wish and then refill up to 4
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cards.
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Idea
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When the player is stumped by a problem, explain your confusion, play
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this card, and the GM will give a hint.
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The Subplot Cards
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Martyr
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The PC playing this card may sacrifice her life and automatically
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produce a victory from disaster. Anyone holding it at the end of
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adventure loses 3 (is this right?) possibility points.
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Mistaken Identity
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A PC is thought to be someone else, or believes another character to
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be someone she isn't.
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Nemesis
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There is, or will be, someone in the adventure who has a grudge
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against the PC, or vice versa.
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Personal Stake
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The PC turns out to be emotionally tied to the major plot at hand.
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Romance
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The PC becomes emotionally involved with a GM character. Maybe one
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sided, maybe more, but definitely problematic.
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Suspicion
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Someone suspects the PC of some crime or terrible action.
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True Identity
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The PC is somebody who matters to a GM character, but this is not
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common knowledge.
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