Prelude

This is NOT the whole rulebook, just bits and pieces that people have quoted from time to time.

An exception are the SB_* files, these have massive amounts of real text scanned in by a list member.

Some of the actual commentary is also included, if I thought it was short, clear, and pertinent.

Quoting copyrighted works for the purpose of criticism and commentary is not a violation of copyright, so the attributed persons need not worry.

The act of collating them into a single place MAY be a violation of copyright - feel free to report me to West End Games. If they care enough about it then I will start caring.

Contents

Misc

World Books


Ammunition

Garrett Taylor

Starting from the section on Ammunition firing a 'burst'/"multiple times at the same target" costs 3 rounds worth of ammo. Cross-referencing with the MOO Table and keeping in mind that values in torg *should* be logrithmic - leads to those 3 rounds 'ganging up' on the target for a +3 bonus. Coincidentaly, the 'single fire as multi' option is worth +3. I don't think that it would be a stretch to conclude that firing a 'burst' is firing three rounds.

For the situation of firing *two* bullets at Evil Guy you would be giving him a +3 for 2 rounds - compare to +3 for 3 rounds from my argument above.


Mechanics of Playing SubPlot Cards Aardy R. DeVarque

Rulebook

Page 25

At the end of each scene, pick up the cards from your pool (but see "Special Cards," below) and put them back in your hand; then reduce your hand down to four cards by discarding the extras. After that (or if you have four or fewer cards to begin with), you may discard one card you no longer wish to hold in your hand. Now draw to fill your hand to four cards.

There are three types of cards that are specially tinted with only gamemaster colors; these cards do not count against your hand total of four at the end of a scene. Once played, they remain on the table (they are considered to be "in your pool" even if the scene is not in rounds) until they are used, or until the end of the adventure. These three types of cards are SUBPLOT cards, CONNECTION cards, and ALERTNESS cards.

Subplots...do not count against your hand total when replenishing your hand, and they are not picked up once placed in your pool.

If you would rather not play a subplot, you may discard the subplot instead of putting it in your pool; you gain one Possibility for doing so...Once you ACCEPT a subplot, you cannot later discard it for a Possibility.

The gamemaster can disallow any subplot card that he feels does not fit into the story. If the gamemaster disallows a subplot, discard the card and gain one Possibility.

If you and the gamemaster accept a subplot, put the subplot in you pool, where it stays until the end of the adventure. As a bonus for accepting a subplot, you receive one extra Possibility at the end of EACH ACT.

Page 66

Once [subplot cards are] in play they stay in the pool for the rest of the adventure.

By making the subplots into cards that each player has the option to play or not, no player is forced to participate in a subplot that he does not want. The player decides for himself what entangelments he wishes to take for his character.

When a player plays a subplot into his pool, he may either claim it or immediately discard it for one Possibility.

If a player plays a subplot and wants to keep it, and if you have a subplot prepared for that card (or if, during the course of the adventure you have seen how to work it in to the story) the player's character takes on that subplot. If the subplot simply will not work in that in the adventure, the player is awarded the Possibility and the card must be discarded.

Page 67

A subplot card is left face up in the player's pool for the rest of the adventure, but does not count against his limit of four cards for his hand.

Subplot cards may not be traded.

A player may only have one subplot per adventure.

A character who has a subplot face up gains an additional Possibility at the end of each act, to reward the player for taking on the exciting, but sometimes detrimental, effects of the subplot.

If a player takes on a subplot and then consistently ignores the story elements of that subplot, you should reduce the award his character receives at the end of the adventure.

Page 68

The player of a character with a subplot may want to retain the subplot for his character. To do this he, or another player, plays the CAMPAIGN card while the subplot card is active (face up in the player's pool). A player must agree to have his subplot become a campaign element, even if another player lays down the CAMPAIGN card. The game master must also approve the subplot as a campaign.

[Quin's (campaigned romance) love interest] may not be involved in all adventures (he's a busy fellow, trotting all over the globe and such), but when she is involved in an adventure, Quin automatically starts with a ROMANCE subplot noted on his character template....the gamemaster will have here there, waiting with a subplot. This, of course, gives Quinn extra Possibilities at the end of each act.

The CAMPAIGN card, if discarded or disapproved, is worth one Possibility, as any other subplot.

Pages 68 - 69

At the end of a scene all players must pick up all cards from their pools (except subplots, ALERTNESS, and CONNECTION). Multiple cards MUST be discarded if the hand is greater than four cards; one card MAY be discarded if hte hand is at four or fewer cards. Once all discards are made, a player can rebuild her hand back up to four cards.

Gah. Really poor wording on their part. This could be argued to say that if there are more than four cards in a player's pool, then he only has to discard any duplicates, so the player can possibly start the next scene with more than four cards. That's *not* the correct interpretation, as the other variations of the Law of Four state, but it's still really poor wording for a book with no index for cross-referencing of such mentions...

High Lord's Guide

Page 14

If a player chooses not to pursue a subplot dealt him from the deck--or if the gamemaster cannot figure a way to work the subplot into his adventure--the player receives a Possibility, but does not receive a card to replace the one his is discarding.

Orrorsh Sourcebook

Page 63

For one fear point the [Horror] may: -Take one card from any player's pool. If no cards are in pools yet, the gamemaster may draw a card at random from a player's hand. The creature may spend additional fear points to steal additional cards.

Rulebook

Contents

Axiom
5 10 19 45 58 65 66 67 68 69 76 82 83 88 91 92 97 98 100 101 104 105 106 113 125 126 141

Axiom

Social

Garrett Taylor

13
Financial concepts develop rapidly.
The idea of a company or royal monopoly,
a non-family owned venture sponsored by several partners, is possible.
Stock, commodities and financial exchanges possible.
The concept of collateral is invented.
Long fiction (novels) are possible.
15
The nation-state is possible; while a city or province may rule a nation, the nation as a whole has some say in forming policy.
A federal system of government possible.
17
The "denaturization and/or miniaturization" of time possible,
i.e. the concept of a precise and arbitrary system for measuring time in subunits of a day, even when at odds with local astronomical time.
18
Economics, and the conceptof man as an economic being, is invented.
Capitalism, socialism and communism possible.

Page 5

Aardy R. DeVarque

At the end of each scene, pick up the cards from your pool (but see "Special Cards," below) and put them back in your hand; then reduce your hand down to four cards by discarding the extras. After that (or if you have four or fewer cards to begin with), you may discard one card you no longer wish to hold in your hand. Now draw to fill your hand to four cards.

Page 10

Jim Ogle

In heroic fiction, characters who are friends move mountains to help each other or defeat a common enemy... Try to come up with a reason your character would feel friendship toward at least one other member of the party... there has to be enough chemistry to bond the group together through all the travails and troubles ahead...

Page 19 - 20

The Reality Skill

Garrett Taylor

Characters with the reality skill are called possibility-rated characters, because they can store possibility energy using this skill. Possibility-rated characters are better connected to the possibility energy of their cosm, giving them several advantages over nonrated characters. For example, nonrated characters, or Ords, roll the die again only on a 10, giving them far less of a chance of performing a spectacular feat.

Uses of the Skill

If your equipment or abilities fail because of the difference in realities, your Reality skill may get them to function once again. You may try once per round to get your equipment or abilities working.

The reality skill may be used to invoke a reality storm, a contest between two possibility-rated characters from different cosms. The contest is fierce and quite dangerous, ending with one opponent stripped of all his Possibilities. A storm can drain you of Possibilities, cause increasing physical damage to the area, transform you over to the reality of your attacker, even lock you into a swirling maelstrom of primal possibility energy, a cycle of creation and destruction which may never end. Reality storms are therefore to be used only with extreme caution. They can destroy your character.

Ords

The Possibility Raiders coined the term "Ords" as a derogatory contraction of "ordinaries" when referring to beings without the reality skill. The usage has become common in all the cosms. 'While Ords are more restricted than possibility-rated characters, they can be quite powerful, as the only criterion for being an Ord is the lack of a reality skill. The largest giant in the fantasy realm, with strength enough to lift buildings, would still be considered an Ord if he did not have the reality skill.

Stormers and Storm Knights

When the Possibility Raiders invade a cosm, one consequence is the huge reality storms caused by the intermixing of two separate axiom sets. These storms, filled with possibility energy that wrack and warp reality, often create the conditions by which heroes reach their potential and become possibility-rated characters. As the Raiders observed that these heroes were found most frequently in the wake of a storm, they called them "stormers".

One hero, a Tolwyn Tancred of the Aysle cosm, decided to use the truth in the Possibility Raiders name, but to coin a more noble title. She created the term Storm Knights to refer to those heroes who oppose the High Lords and the other Possibility Raiders.

Page 20

Improving Attributes and Skills in the Player section

Steven S. DeSanto

If a skill requires knowledge not native to your character's cosm the cost of learning the skill is doubled.

Page 45-47

Multiple Actions

Page 58

Reality

Garrett Taylor

This is a unique ability which carries a character's reality with him into other cosms (see Gamemaster Chapter Eight). Reality responds favorably to those with the reality skill, as opposed to Ords, who do not have the skill. Without reality, a character cannot store Possibilties. Reality is also the skill that a character uses in a "reality storm," an extremely drastic form of conflict. How to fight a storm battle is described in Gamemaster Chapter Nine. Reality cannot be used unskilled.

Page 65

Roundhouse HERO: The hero can be played to gain an extra possibility for any acion. [...] Villains may negate a hero card used for an additional roll, just as they can a regular possibility.

Page 66

Aardy R. DeVarque

By making the subplots into cards that each player has the option to play or not, no player is forced to participate in a subplot that he does not want. The player decides for himself what entangelments he wishes to take for his character.

When a player plays a subplot into his pool, he may either claim it or immediately discard it for one Possibility.

Page 67

Aardy R. DeVarque

Subplot cards may not be traded.

A player may only have one subplot per adventure.

Page 68

Aardy R. DeVarque

The player of a character with a subplot may want to retain the subplot for his character. To do this he, or another player, plays the CAMPAIGN card while the subplot card is active (face up in the player's pool). A player must agree to have his subplot become a campaign element, even if another player lays down the CAMPAIGN card. The game master must also approve the subplot as a campaign.

[Quin's (campaigned romance) love interest] may not be involved in all adventures (he's a busy fellow, trotting all over the globe and such), but when she is involved in an adventure, Quin automatically starts with a ROMANCE subplot noted on his character template....the gamemaster will have here there, waiting with a subplot. This, of course, gives Quinn extra Possibilities at the end of each act.

The CAMPAIGN card, if discarded or disapproved, is worth one Possibility, as any other subplot.

Pages 68 - 69

Aardy R. DeVarque

At the end of a scene all players must pick up all cards from their pools (except subplots, ALERTNESS, and CONNECTION). Multiple cards MUST be discarded if the hand is greater than four cards; one card MAY be discarded if the hand is at four or fewer cards. Once all discards are made, a player can rebuild her hand back up to four cards.

Page 76

Jim Ogle

Any Os taken before a K result have no effect, and are not recorded.

Jim Ogle

Reality Storm:
Originally I thought it was total vs total and ran it that way for quite some time but according to the rulebook and the Storm Knights Guide (page 76) it's the same as normal combat, generated attack skill total compared to the defender's skill value and you read the result points off of the chart to find the 'damage'.

Page 82

Jim Ogle

an entire universe which was, at the time of its creation, physically seperate from every other cosm

Pages 82 - 83

Jim Ogle

When the two cosms were linked, another, accidental discovery was made: the clash of two realities caused a violent flux of energy, dubbed a reality storm...as the two realities came into conflict, raw possibility energy was unleashed by the "Everlaws" of the cosmverse... this energy would ultimately explode into the violence of a reality storm as nature attempted to reconcile the existence of two seperate cosms in one place.

Jim Ogle

The realm is that part of the invaded cosm whose laws are changed by the High Lord.

Page 88

Michael Vieths

For each new cosm invaded and subjugated, the Darkness Device can either increase an attribute of the High Lord's choice by one to seven points, depending on the possibility energy of the cosm, or grant the High Lord three to 15 additional skill adds, again depending on the possibility energy of the cosm. This is the only method by which a High Lord may increases his skills and attributes.

Page 89

Jim Ogle

To become Torg means to fully merge with a Darkness Device

Page 91

Jim Ogle

[The Everlaws] are believed to be universal truths that hold from cosm to cosm, no matter what the differences between the cosms.

Page 92

Jim Ogle

But there is an underlying structure in all cosms; each is built on axioms, natural laws that define the limits of a cosm and the way the cosm works within those limits... There are four areas governed by axioms: Magical, Social, Spiritual and Technological.

Jim Ogle

A low axiom level may be the result of natural laws or, more commonly, of a weak link between the living and unliving aspects of the world. However weak the link, though, the unliving world may still affect the living.

Page 97

Jim Ogle

axioms impose boundaries on what is possible within a world, but the boundaries are flexible.

Page 98 - 99

Jim Ogle

Hardpoint: "An unliving object can have a strong connection with the cosm in which it was created; such a connection can cause it to become a hardpoint. The object continues to serve as a source for the unliving laws of a cosm, even when totally surrounded by the rules of a foreign cosm.

The connection is flexible and tough, but is it immobile. If you move an object which was a hardpoint, it loses its properties in a matter of hours, becoming useless within 20 hours, sometimes as little as 30 minutes.

Most hardpoints project an axiom zone; within this zone the axioms the object apply, not those of the surrounding cosm. The radius of effect depends on the object's mass, and whether or not it has absorbed significant spiritual energy from the inhabitants of the cosm. The maximum radius is given by this formula:

Radius Value = Weight Value/2 (round down) + Spirit Value

The axiom zone within a hardpoint's radius is a dominant area... halving the radius value (rounding down) yields the value of the pure zone radius.

For unknown reasons, some hardpoints have much smaller radii, or none at all. Such objects maintain the axioms only for the object itself.

Talismans: "A talisman is a mobile hardpoint that has been specially altered, usually by a High Lord. A talisman decays at a slower rate than an uprooted hardpoint, and may be recharged with the reality of its land. To recharge a talisman requires an area with the axioms of the talisman's home cosm, and possibility energy. The recharge time is half as long as the decay time of talisman.

While the High Lords have the most knowledge about creating talismans, those opposed to the Possibility Raiders have ways of creating talismans as well. Often these talismans are created subconsciously, and so the users have no idea how to recharge them.

Page 100

second column

Daniel J. Macchia

Until the link is repaired the character may not use or roll for any tool whose axiom levels exceeds the axioms of the current location. He may, however, exceed his own axioms if they are lower than the axioms of the cosm he is in.

Jim Ogle

A character in her home cosm may repair the link without the tool that was being used when the link was destroyed.

Page 101

Jim Ogle

A character who is transformed loses all of his possibility energy. In addition, he now conforms to the new laws of the land, having been successfully altered by the Everlaw of One...he cannot create any kind of contradictory reality, for he has been completely drained of possibility energy. If he crosses over into a different realm, he must exist by the rules of both realms. The only way this is possible is to take the lower axiom of each pair.

Page 104

Certain stories can even serve as a spark for the Everlaw of Two, a slender thread of idea which the Law strengthens to reconnect a person to her former reality.

Page 105

Jim Ogle

The reality storm seals off the contestants from all other beings, objects, or energy...The Everlaw of One tries to minimize the number of variables with which it must work; nothing affects the contestants other than themselves until the storm is over.

Page 106

first column, "Transform"

Patrick McGraw

There is a chance that the transformed character will physically transform into a denizen of the cosm which defeated him. Have the loser make an immediate contradiction check (he is the 'tool' to which the cosm objects). If the player rolls a 1, the character is physically transformed into a being native to the cosm which defeated him.

Page 113

Jim Ogle

Magicians learn spells from grimoires... Once learned, it is not necessary to consult the grimoire when casting the spell. A magician may cast a spell from a written grimoire without learning it first, and still receive the benefits of a grimoire spell.

Page 125

Jim Ogle

Agnostic target of a Spectaculr miracle will convert:
The only thing in the rulebook is that someone with no Faith who is the subject of a Spectacular miracle will convert, though I'd swear it says somewhere else that a Spectacular miracle can also convert someone who has Faith in a different religion, not just agnostics.

Page 126

Jim Ogle

a worshipper's faith tenuously connects her with the originating cosm, as well as other members of the community who hold the same faith.

Page 141

Jim Ogle

On Core Earth, no attribute may exceed 13.


High Lord's Guide

Page 14

Aardy R. DeVarque

If a player chooses not to pursue a subplot dealt him from the deck--or if the gamemaster cannot figure a way to work the subplot into his adventure--the player receives a Possibility, but does not receive a card to replace the one he is discarding.


Infiniverse Update

Jim Ogle

Infiniverse Update #2 (originally in Iverse#30 I believe):

              Dex Str Tou Per Min Cha Spi
Race          13  13  13  13  13  13  13
Tharkold      17  19  24  24  25  17  24
Cosms which aren't listed have straight 13's like Core Earth.
		Dex Str Tou Per Min Cha Spi
Aysle		14  15  15  14  14  13  13
Living Land	13  14  14  13  13  12  14
Tharkold 	17  19  24  24  25  17  24
Tz'Ravok	14  17  16  13  13  13  13
Atlantis	13  13  14  13  13  13  13
Characters from the Nile and the Land Below may have one attribute as high as 14.

Pixaud's Practical Grimoire

Spell Design Instructions

Nile Sourcebook

Page 32

Saxon Brenton

Grand Temple of Ra in Thebes with "the gigantic artficial sun suspened on posts above it"; raised on astronomically auspicious days at dawn and lowered one hour after sunset, giving Karnak, Luxor and Thebes an extra hour of daylight; "the sun rises to a height of 40 miles while crossing the sky"; at low intensity raises temp by 10 degrees, at maximum raises temp by 30 degrees [I presume Farenheight]; also used in military campaigns; energy bolt with explosive burst radius in meters of 0-1500/2500/4000, damage value 55, range in miles of 0-60/100/150; builds up charges at rate of 1/month, with maximum of 6 such charges being held at any time; Dr. Mobius has built an 'engramometer helmet' onto firing circuit, so it is attuned to fire its energy bolts only at his command.


Aysle

Casting

Permanent Magic

Throrvald's Observation

Page 57

Jim Ogle

The non-pattern magic skills used in creating a spell "are only used to initially open up the window and bring (the spell pattern) from the supernatural into the natural world.

Page 78

Jim Ogle

When a learned grimoire spell is cast, the three magic skills other than the pattern skill are already woven into the pattern.

There is one benefit to casting a learned grimoire spell over casting an unlearned grimoire spell, according to the SB: when casting an unlearned grimoire spell the Difficulty and Backlash are both increased by four. And of course the magician doesn't have to stand there reading out of a book. 8-)


Cyber Papacy

Page 8

John Field

Such is the rule of the High Lord, Pope Jean Malraux I, that none dispute this medeival view of the world. And as Pope Jean Malraux's hold over his cosm is absolute, Magna Verita does indeed conform to this perverse version of Catholic truth.


Delphi Council

Page 9

Jasyn Jones

Over 98 percent of Core Earth still exists under the Tech 23 axiom level.

Page 52

David Molinar

In the box titled "A mixture of Magic And technology"

... Dwarven and Human Engineers Have been working to crete items that work on both principles of Earth science and Ayliush Magic. They have created guns that will fire bullets either using gunpowder or the Metal knowledge(you just have to flip a switch)

... Goes on to describe a computer with a "bottle spirit" in it.


Nile

Staffan Johansson

The third law is the Law of Action. This law allows [blah, blah...New paragraph] In accordance with this law [blah, blah...New paragraph] In addition, characters from the Terran cosm or from the Nile Empire realm can have a single attribute as high as 14, rather than the normal maximum of 13.

Page 68

Jim Ogle

Characters never acquire new powers once play begins; they are stuck with those they already possess.


Nippon Tech

Page 14

Garrett Taylor

1st column - second pagagraph:

As would be expected, anti-pollution devices have become a major industry in Marketplace. Along with air and water filtration systems for buildings, manufacturers produce goggles to protect the eyes from smog, PureAll chemical testing kits for water, and UV-resistant fashions. Perhaps the most innovative step has been taken by a division of Asuga Hovercraft in Hanwa, which opened an anti-pollution devices company, and at the same time constructed a factory that produces nothing but pollution. No goods are actually manufactured in this building, but gallons of waste and clouds of thick, black smoke are pumped out every day.


Orrorsh

Page 63

Aardy R. DeVarque

For one fear point the [Horror] may: -Take one card from any player's pool. If no cards are in pools yet, the gamemaster may draw a card at random from a player's hand. The creature may spend additional fear points to steal additional cards.


Space Gods Sourcebook

Page 98

Disconnecting with Biotech David Molinar

Biotech requires the high Tech. and Spiritual axioms of the Akasan realm to function properly.

I Under stand the tech axiom, But what link does biotech have to the Spirit axiom?


Tharkold

Attribute Limits

Jim Ogle

Tharkoldu attribute limits 
              Dex Str Tou Per Min Cha Spi
Techno-Demon  13  17  17  13  13  12  12
Alpha         13  19  19  13  13  13  13
Greater Alpha 15  19  20  16  16  16  16
Demon Lord    16  20  23  20  20  19  19
Demon Prince  18  21  26  25  25  24  24

Miracle

Garrett Taylor

Good of the Race

Spiritual Rating: 9
Community Rating: 6
Difficulty: 1O
Range:touch
Duration: na
Effect: Judges the fitness of newborns

This tragic miracle came into being during the various times in the history of the Race when a community could not afford to support anyone who would not contribute to racial survival. It was, and on occasion still is, invoked to test infants whose fitness is in question. The miracle will instantly and painlessly kill a baby that is too sickly to grow to healthy adulthood.

Apparently weak infants who survive this test frequently turn out to be possibility-rated in later life. [bogus - transcendance can't be pre-seen]

Page 107-109

Garrett Taylor

Technomagical Implants

Page 109

Masakazu Ohshiro

If the demon disconnects, the LifeCyber keeps working.


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