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