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Torg HERO


Delthrien

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Re: Torg HERO

 

BTW, had some further thoughts on Torg magic. I wasnt entirely comfortable with the thought that spells were just tools for a Heroic game, like guns or armour. Then I thought some more about arcane knowledges (AK):

- every spell is linked to one main AK, whether Fire, Living Forces, Time or whatever (there are 22 in total)

- you can only have one spell of any given AK active at the same time

- your Magic Skill + AK skill directly limits what spells you can learn. The more powerful spells are almost always going to be harder to learn.

 

Know what this says to me? It says multipower. Each AK is a separate multipower, and the power of the spells you can deliver is obviously then going to be limited by your AK (i.e. by the size of the multipower). You can also usually only have one power active at a time - if the multipower pool is large, then you'd just add a custom limitation to enforce it.

 

Well the one active spell at a time indicates that the multipower reserve is small - it can only power one slot at a time and all the slots are ultras.

 

I'd be more inclined to make the spells require an ArK skill roll modified by active points - thus you might know a difficult spell but couldn't cast it til your ArK was good enough.

 

Raises more questions of Possibility Points to XP conversion though' date=' as a new spell can be learned for just 1 PP from a grimoire, or designed from scratch for free (given a few months of downtime).[/quote']

 

Well. It's less of an issue in a heroic game - items and spells are often 'given out' in Fantasy Hero. You could acquire spells in TORG Hero the same way.

 

For the purposes of Torg HERO I'd be inclined to make Characteristics more expensive to increase' date=' and Powers cheaper to increase - the main way characters develop in Torg is through the addition of new abilities like magic, psionics, cyberware and better skills.[/quote']

 

Not sure that's necessary is it? The basic mechanics of TORG make cgharacteristics immensely useful - they default as any number of skills - in HERO they wouldn't.

 

Doc

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Re: Torg HEROAgreed, I was going to suggest using Requires Activation Roll for the magic, you could use the Power skill as each of the magic disciplines.In fact here is a version of my TORG character that I created when I first got HERO, it's very rough but works.Tarquin Smythe IIIPlayer:

Val Char Cost
11 STR 1
14 DEX 12
10 CON 0
10 BODY 0
20 INT 10
13 EGO 6
10 PRE 0
12 COM 1
2 PD 0
2 ED 0
3 SPD 6
4 REC 0
20 END 0
21 STUN 0
14" RUN42" SWIM02" LEAP0Characteristics Cost: 40
Cost Power END
5 Quick As A Dash: Running +6" (14" total) (12 Active Points); Activation Roll 14- (Requires a Magic skill Roll; -1/2), IAF (Sneakers; -1/2), Incantations (-1/4), Gestures (-1/4) 1
17 Take 2 Of These And Call Me In The Morning: Healing BODY 4d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Activation Roll 14- (Requires a Magic Skill Roll; -1/2), Others Only (-1/2), IAF (Stethoscope; -1/2), Gestures (-1/4), Incantations (-1/4) 2
12 Do You See What I See: Clairsentience (Sight Group), x4 Range (500"), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Activation Roll 14- (Requires a Magic skill roll; -1/2), Gestures, Requires Gestures throughout (-1/2), Incantations (Requires Incantations throughout; -1/2), IAF (Spectacles; -1/2) 1
Powers Cost: 34
Cost Skill
0 Acting 8-
0 CK: New York City (INT-based) 8-
0 Climbing 8-
3 Computer Programming 13-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 Forensic Medicine 13-
0 Language: English (idiomatic) (4 Active Points)
3 Paramedics 13-
0 Persuasion 8-
5 Power: Magic (INT-based) 14-
4 PS: Doctor (INT-based) 14-
4 SS: Biology (INT-based) 14-
4 SS: Chemistry (INT-based) 14-
4 SS: Medicine (INT-based) 14-
4 SS: Physics (INT-based) 14-
0 Shadowing 8-
0 Stealth 8-
2 TF: Common Motorized Ground Vehicles
Skills Cost: 36
Cost Perk
5 Money: Well Off
Perks Cost: 5
Cost Talent
5 Eidetic Memory
3 Lightning Calculator
6 Speed Reading (x100)
Talents Cost: 14
Val Disadvantages
15 Psychological Limitation: Hippocratic Oath (Uncommon, Total)
20 Hunted: Winged Demon 11- (Mo Pow, Harshly Punish)
15 Social Limitation: Dabbler in Magic (Frequently, Major)
15 Psychological Limitation: Claustrophobia (Uncommon, Total)
10 Enraged: The Strong Praying On The Weak (Uncommon), go 11-, recover 14-
Disadvantage Points: 75

Base Points: 75Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 129

Height: 1.78 m Hair: Ginger
Weight: 76.00 kg Eyes: Brown
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: CheersShem
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Re: Torg HERO

 

Drama deck:

 

here's a Hero interpretation of the masterbook's deck from an old game I ran..:

 

Card Play

 

Each game session a character starts with 3 cards. Leftover cards go back into the deck at the end of every game.

 

The Hand vs. The Pool

The card "hand" and the card "pool" are mentioned several times. It is a major part of the Masterbook Card system, and is explained here in terms of use in the HERO Wounded Lion campaign. It encourages action during combat turns, plus dynamic interaction between players.

Non-dramatic Rounds

Whenever player characters are not in dramatic rounds (usually phase-by-phase combat), the cards are in the player's hand. The cards can be played at any time simply by throwing them into the discard pile and applying their bonuses or effects. Any number of cards may be played in this manner, as long as only one card is applied to any given action or effect. For example, an action card is played on the casting roll of a healing spell and an effect card is played on the amount of damage.

When a great length of time passes in game, such as a weeks time while traveling from one city to another in which not a lot of action happens, cards may be traded between players on a one-for-one basis only. No player may give or receive a card without receiving or giving an equal number of cards.

Dramatic Rounds

Most of the time, characters are "out" of dramatic rounds during an adventure. A dramatic round is any time period where something very important to the adventure is happening - or, at least, something very intense. Whenever fighting breaks out in an adventure, the characters are automatically "in" rounds. Sometimes, the gamemaster will put the characters "in" dramatic rounds when the tension of the adventure has grown to a peak, or when something time-critical is happening.

Once the action of the adventure enters a dramatic round sequence - always during combat, but sometimes during tense interaction or critical skill resolution as well - the players can isolate one card out of the hand into a "pool". This happens before any actions on the first seg. 12. of the first turn. (i.e. before anybody does anything). At this point, players cannot play any of their cards until they have been put into the player's card pool.

How this works is simple. When the action first enters dramatic rounds, a player may place one card face up into his pool (on the table in front of him). At this point, all the players and the gamemaster can see the card. When a character has a phase come up, he has the choice of either playing a card from his pool or adding another card from his hand to his pool. Only after the player has placed the card into his pool, can he then use it on an action. Some cards will allow character's to play out of phase, when that happens the use of the card counts as the character's next card phase. (kind of like aborting….).

Use of leadership or rally cards, and how they affect play during dramatic rounds, are discussed in other areas of the text. During dramatic rounds, there is no limit to the number of cards a player may have in his hand or pool.

Playing for the Critical Moment

This is an exception to the "in dramatic rounds" hand vs. pool rule. During a crisis situation while in dramatic rounds, a player may announce he is "playing for the critical moment" and play all his cards in that phase. He must discard any cards he does not want to play - at the end of the round, the player has no more cards.

When a character plays for a critical moment, he can only obtain new cards through the use of the leadership and rally cards. In addition, a character may play for only one critical moment per game session.

 

The Card Deck

 

Enhancement Cards

Enhancement cards follow the normal “hand†and “pool†rules of card play. Enhancement cards offer bonuses to a character’s action or hinder those of an opponent.

Action Cards

By playing an action card, the player can add +1 to all skills and Attribute rolls for that phase (second of action in combat). This includes Attribute rolls, Activation rolls, Skill rolls, Combat Levels, etc.

Outside of combat, the action card can only be used to modify one action, or all the actions that are part of a multi-action (such as a coordinated action amongst multiple characters).

Adrenaline Cards

These cards add +3 to any single Strength, Dexterity, Constitution, Body, attack or physical skill. May also be played for 3 extra dice of effect for Strength rolls. When playing the card, the player must state which Attribute or skill roll he wishes to affect.

Breakthrough

Using the breakthrough card, the player can add +3 to any single skill roll that the character has at either No Skill (6 or less), or Familiarity (8 or less).

Claim

The player who throws the claim card may take the top card on the Action card discard pile in exchange for this one. The top card then goes into the player's hand. No card may be claimed more than once.

Double Cross

A character that wishes to betray his party or one of his party members may play the double cross card to add +6 to any one action. The action should be taken to the detriment of another player character, and the player using the card must state what single value he wishes to affect when he plays the card.

Unlike other cards, the double cross card does not have to be played into the pool during combat – it can be played directly from the player's hand at any time.

Drama

This card maybe spent to duplicate the effects of 2 successes with the Luck advantage. A character with luck may roll thier luck and add extra successes to the 2 given with the card.

Effect

This card can be played to add a 10 point Aid to any one ability or power. The effect in question must be declared upon throwing the card. The card must be played before the results of the action have been interpreted.

Haste

Play this card on a phase that you do not have an action. You act on that phase. You do not get a card action on that phase, and playing the Haste card counts as the card action from your next legitimate phase.

Hero

When this card can be played, the character may choose from any one of the following effects for that round.

1. Turn a critical failure into a normal failure. The card may be played after the dice are rolled.

2. Turn a critical hit against the character into a normal hit.

3. Use a single ability at no End. Cost.

4. Gain a damage bonus of +1 DC, that may exceed weapon caps.

5. 4 Penalty Skill Levels that may be divided as the player wishes against any applicable penalties.

6. Gain +3 DCV against a single attack.

7. 2d6 Simplified Healing.

Idea

When a player throws this card, he may ask a somewhat specific question of the GM regarding the development of the storyline, and the gamemaster should provide related hints that help the players move the plot along. The GM has sole judgement over what hints are appropriate. The hints should be acquired in some way through the storyline, like previously unmentioned contacts, or a relation to the story previously unexplored.

Leadership

By using leadership, the player who throws this card may play up to two cards (total) into one or two other players' pools and/or draw two cards into his hand from the Action Deck. These cards can be given from the character's hand, his pool, or a combination of both.

To play the leadership card you have to be leading in some way, either by blatantly giving orders, or helping another in a mentor like capacity; also they have to be following your orders, or at least attempting to heed your wishes. The cards are handed over after the person being “led†begins to act in a “led†fashion, not when leadership is offered.

Opponent Fails

After an opponent or enemy has completed an action against the cardholder's character, this card may be played to cancel the effects entirely. The action then fails, and play continues. This card may not be played to cancel an action that is not directed at least partially at the cardholder. The gamemaster has sole judgement over when this card can be played and how it works into the story

Presence

These cards add +3 to any single social skill or reaction roll (including animal handling), or 3d6 to a presence attack. When playing the card, the player must state which skill or Attribute he wishes to affect. The card can only modify one number value per play.

Rally

When a character plays the rally card, all players (including the one who played the card) may draw one card each into their pools.

Rally has a strict roleplaying aspect that must be adhered to, to play this card you have to be doing something to organize, direct, incite, or boost morale to your comrades, and they have to respond to your efforts (at least as a majority).

Example: Using this card after a dramatic or heroic action or after issuing an inspiring speech. The card could also be play by a character on the round following an appropriate (GM’s discretion) use of the hero card or even by another character in the same round if they can follow up the action in an appropriate manner. Regrouping after a rough combat is also an effective use of the card.

Second Chance

Playing this card allows the character to re-roll a die roll of any kind. Skill, Combat, Damage, Hit Loc, Presence, Luck, whatever…

Seize Initiative

By playing this card, the player may immediately interrupt the normal initiative order and act earlier in a dramatic round then normal. This card may be played at anytime before the character’s normal initiative, in a phase that he acts. The character’s place in the initiative will be moved to be the first character in the current order for the duration of the conflict. If the card is played after the first person in the initiative order has acted, the character immediatley acts (even interrupting another action), then reverts to the first place in subsequent phases.

Outside of combat this card allows a free phase of activity that can only be used for movement related actions.

Supporter

To play the supporter card, the character must be trying to help someone else - but no action need be attempted or used in this support. This card may be played at any time by another character, but counts as his next card action (using a card or playing one to his pool).

The "help" should be described in roleplaying terms as the card is being thrown, the “help†must also be helpful; shouting a helpful suggestion isn’t supporting if the advice is ignored, bad advice, or isn’t providing any real help (i.e. yelling “duck†when someone is already ducking or obviously intends to duck isn’t a great boon). It adds an automatic +3 to any one of other character's actions during the same round – but must be thrown as the other character is performing the action.

Example: Yelling “swing low, he has problems defending his legs†if the opponent in question has been hit low before, for the +3 to attack. Declaring that you jostle the opponent during an attack could be worth the bonus to hit or to the ally’s defense, provided you’re in a position to do so.

Willpower

These cards add +3 to any single Intelligence, Ego, Perception, or mental skill roll. When playing the card, the player must state which Attribute or skill total he wishes to affect. May also be played for 3 extra dice of effect for Ego rolls. The card can only modify one number value per play.

 

Subplot Cards

Sub plot cards do not have to be played to a character’s pool to be used. Most subplot cards are played face up when they are drawn. The gamemaster may claim the card at anytime to activate it or the player may suggest a use to the GM. The campaign and martyr cards are exceptions to this and may be played directly from the player’s hand

Alertness

When this card is placed face up in front of a player's character, that person has a special "sixth sense" outside of all other rules and roleplaying situations that will help him to spot a previously unseen item, character, or clue selected by the gamemaster. It is normally used to allow a character to spot something he missed before or something that is important to the adventure.

Campaign

This card can be used to make another subplot permanent. The subplot must be one that could be made permanent – such as nemesis, romance, or personal stake (not alertness) – and the use of the card must be approved by the gamemaster. The "permanency" of the subplot is only as long as the gamemaster decides it is fun – or until the player character takes steps toward ending it.

Unlike other subplot cards, the campaign card can be held in the player's hand until an appropriate subplot comes up. It does count as a card in the character's hand until it is played, and the gamemaster may reject the permanent subplot. When used in this manner, the character receives another card.

Common Ground

When a character has this subplot in effect, the gamemaster uses it to establish a common relationship between that character and an otherwise alien or strange person, environment, or culture.

Connection

Played face up, this card means that, sometime during the adventure, the gamemaster will introduce a gamemaster character (or characters) that will help the player character in some way.

Martyr

A "last-ditch effort' card. When played the character sacrifices his life to perform some gamemaster-designated (and usually heroic/normally impossible) action.

The martyr card should be used selectively. It means killing off a character in a high profile, exciting way. The player shouldn't do it if he doesn't want to, and the gamemaster should let the player know if there is likely to be some heroic/exciting way the character can die.

Unlike other subplot cards, the martyr card can be held in the player's hand until an appropriate action comes up.

Mistaken Identity

According to this subplot, either the character becomes convinced that someone he meets is someone else (intentionally or unintentionally) or the character is mistaken for another person. At the end of an adventure, the character may be awarded bonus character points (if the subplot is played in an interesting manner).

Nemesis

Someone the character meets during the adventure (or interacts with, or who is hanging around) has or develops a grudge against the character - of dangerous intensity. At the end of the adventure, the character may be awarded bonus character points (if the subplot is played in an interesting manner).

Personal Stake

This makes a mission, situation, or occurrence much more personal for the character. Somehow, possibly through the characters background, or even through situations arising at the moment, the character has more riding on the adventure than anybody else does. If the player roleplays this personal stake, acting in accordance to the situation, the character may be awarded bonus character points at the end of the adventure, depending on how well he does.

Romance

The character attracts a romantic interest and must roleplay the situation. This does not mean the character has to "fall in love" – love might not even be the issue. But, there must be roleplaying involved in the acceptance, rejection, or combination of the two. If the player roleplays the situation, at the end of the adventure, the character may receive bonus character points – depending on whether the gamemaster feels the player roleplayed adequately.

Suspicion

The character that plays this subplot card will be "under a cloud of suspicion" sometime during the adventure. Some gamemaster character, or characters, will suspect that the character is not who he seems. If the player roleplays the situation, at the end of the adventure, the character may receive bonus character points – depending on whether the gamemaster feels the player roleplayed adequately.

 

Picture Cards

Also known as the jokers, the picture cards are special cards that can be used in several ways. When a character is dealt a particular picture card, it has the results described below.

The 'Wild' Card

When a character gets the wild card, he can look use the card as any card in the deck except another picture card. In addition, the character does not have to decide what card the wild card will be until he needs it.

The 'Interloper' Card

When a character is given this card, it must be played face up as if it were a subplot (red) card. Sometime during the adventure (hopefully soon, but the timing is up to the gamemaster), a "third party" should show up. The third party might show up to help the player characters, the gamemaster characters, or to pursue their own interests. When they show up, the card is discarded, and they act normally.

The Disaster Card

When a character draws this card, something really bad happens – not necessarily to the character, but in general. If this card comes up outside of combat or in a situation where it is unlikely something bad would happen, then the player should put it in front of him and draw another card (as if it were a subplot card). When the gamemaster can work the disaster in, the card is discarded and something bad happens.

The "Opportunity" Card

This card is somewhat the reverse of the disaster card. When it is drawn, the player puts the card into his hand and works it into his pool as if it were an enhancement card. When the player wants, and when the card pool rules allow, he can throw the card and receive an opportunity. The best description is that the card is a thematic cross between an idea card and a breakthrough card. The bounds of the opportunity should be up to the gamemaster, but the actual execution depends on the player and the character.

 

The General Cards

These cards are considered "setting specific." For Wounded Lion campaign, they have the following specific meanings. The “Cube†card is the Past card. The “Spiral†card is the Spirit World card. These cards are played like any other Subplot Card.

•Past Card: This card represents some aspect of the past (either from the character’s background or from events that have developed during play) that has returned to haunt him. Enemies begin to plot against him, old loves return seeking his help, or subplots made permanent with the campaign card flare up again. The events may not come into play immediately, but the gamemaster should start to work in connections to the character’s past over the next few game sessions.

•Spirit World Card: Crazy shit of a magical bent.

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Re: Torg HERO

 

Sounds like a way to go. I'm wondering' date=' though. Would you be including Arcane Knowledges as skills in Hero or merely replacing them with the Multipowers? Was there ever a use (in Torg) for the Arcane Knowledge skills beyond casting spells? (I plead failing memory :o) [/quote']

Two purposes for Arcane Knowledges were:

- minimum threshold to learn spells (e.g. Fireball Alt/Fire 16 requires Alteration Magic skill + arcane knowledge fire = 16 or greater to learn)

- significant role in spell design

 

However, Arcane knowledge has no role in the actual casting, so as such, treating each Arcane Knowledge as nothing more than a multipower pool seems simple enough.

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Re: Torg HERO

 

Had another thought. If you want to use the cards and were worried about flurry results etc screwing up the speed chart etc, why not fix spd at 2 - then the cards would simply be adding an attack. Initiative would be based on the cards too. Keeps things simpler.

 

Just coz HERO allows SPD differentials doesn't mean you have to use them...

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Re: Torg HERO

 

Had another thought. If you want to use the cards and were worried about flurry results etc screwing up the speed chart etc' date=' why not fix spd at 2 - then the cards would simply be adding an attack. Initiative would be based on the cards too. Keeps things simpler.[/quote']

 

I'd probably limit SPD to 4 (since it is a heroic setting) unless there's some reason (say in the Nile Empire) that you would want a 6 or better speed. The Atomic Top could RULE in Nile Empire with a 6 speed! :P

 

Just coz HERO allows SPD differentials doesn't mean you have to use them...

 

True. Cutting out Speed altogether and getting rid of the Speed Chart wouldn't be too bad, unless you were running a speedster of some kind.

 

Jak

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Re: Torg HERO

 

I'd probably limit SPD to 4 (since it is a heroic setting) unless there's some reason (say in the Nile Empire) that you would want a 6 or better speed. The Atomic Top could RULE in Nile Empire with a 6 speed! :P

 

I think, if you were using the cards that it wouldn't make much difference. Speed variations would be through powers or the cards

 

True. Cutting out Speed altogether and getting rid of the Speed Chart wouldn't be too bad, unless you were running a speedster of some kind.

 

Jak

even then. the speedster could get some advantages - not necessarily extra moves per turn...

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Re: Torg HERO

 

I think there's two ways to go (as usual!). The first is to try and accurately recreate Torg mechanics, the second is to recreate the essence of Torg but using HERO for the core.

 

The latter is easiest. Use SPD as written. The initiative line is one of the weakest aspects of Torg IMHO.

 

As an alternative, i'd been thinking similarly about limiting spd. However, what I'd do is give three speed levels which reflects the variability of the Torg initiative lines:

- 'Mooks', non-possibility rateds etc.: SPD 2

- P-rateds: SPD 3

- Major baddies (i.e. 'Dramatic' conflicts): SPD 4

 

Phil

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Re: Torg HERO

 

There's more than two ways to go Phil, this is HERO. :)

 

Anyway. I think you are looking to create as much of the look and feel as possible without feeling constrained by bad mechanics.

 

If you want to use the cards then you do need to limit speed - that has nothing to do with initiative though. I think the cards are pretty integral to TORG - though not the background. The cards are how the game tries to inject cinematic and HERO is not the most cinematic of systems so the cards should stay for look and feel reasons. The cards assume the same number of actions per round thus SPD should probably be static.

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Re: Torg HERO

 

I'd be tempted keep the speeds at 2-4 (as suggested) but largely ignore DEX order on the speed chart and just use the cards to govern who goes first in a given phase. Perhaps use one initiative draw for a turn (or perhaps every 6 segments in dramatic encounters).

 

I may have to throw a group together REAL soon and try some of this stuff out. :)

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