[Torg] Reality Storm Transormation Question

Sam Frazier II sdf_ii at yahoo.com
Wed Jun 4 23:37:44 EDT 2008


'lo,
    I had an incident last night that we're not 100% on how to handle. The situation was a Reality Storm between a Techno-Demon (NPC) and a Living Land Edienos (PC). The Techno-Demon won the battle with a Transformation result right after the Edienos had lost all Possibilities, but still had some reality add left. Something the player considered lucky timing. No possibilities for the Techno-Demon and the Edienos got to keep her reality adds. 
ANYWAY, onto the question. The Edienos did get a physical transformation, and had a few miracles upon her (go figure) that would be outside the Spirit Axiom of the Tharkold. Increased Strength, which was cast spectacularly, so a +10 to the Edienos Str, and Increased Toughness so KO shock and wound effects are ignored, and 7 wounds to kill. 
Since the transformation was a physical transofrmation, and these contradicting miracles were in effect, we are considering the following.
The Everlaw of One (sorting out the wrong reality, which is the LL, and inputing the only acceptable reality Tharkold) would strip the miracles (and effects) from the Edienos. Since the transformation was Physical, cyber-options would introduce themselves to replace the miracles which were in effect. Miracle for Tech option with as close as possible replacement. Below are my players' thoughts. (who had run TORG for 10+ years, so is quite experienced) 
====================
Miracle effect
Increased Strength:  Strength was at +10.  This was never on all the time, so I do not see justification for having a permanent +10.  According to the miracle, a Good result is +5.  I took that to be the typical effect and assumed that a +5 would be fine for the Everlaw of One.  If that assumption is incorrect, then these numbers will need to be adjusted.
  
Miracle effect
Increased Toughness:  Shock and KO were ignored.  This can be duplicated through cyberware.  Also, it took 7 wounds to actually kill outright, but I do not see this as being possible through Tharkoldu cyberware.  Maybe if there were some weird Occultech device, but the book does not have such a thing, so I am ignoring it (not that I ever gained more than 3 wounds where this was necessary).
 
 
I have found a few possible ways to handle the two out-of-cosm miracles (damn, how I wish I had Increased Dex running, but that would shoot the cyber value through the roof).  In determining the effects, I offer the following suggestions:
 
Basic Option (+3 cyber)
Nanocord:  It has to be done.
 
Strength Option 1 (+5 cyber)
Bodymax +5:  This adds +5 to Strength.  It also increases pushes by +10, which is not an effect of the miracle.  This would retain natural claws with no need for replacement.
 
Strength Option 2 (+7 cyber)
Tendon Augmenter: Increases pushes by +5, which is not an effect of the miracle.
Cyberarm +5:  Increases Strength by +5.  I think it also does +5 to damage on top of the Strength increase for a total of 10.  This is more damage than usual, so the talons would be unnecessary.
 
Strength Option 3 (+6 cyber)
Bodymax +1:  This adds +1 to all Strength.  It also increases pushes by +10, which is not an effect of the miracle.  
Cyberarm +5:  Increases Strength by +5.  I think it also does +5 to damage on top of the Strength increase for a total of +10 to damage.  This would mean that tendons are not necessary.
 
Strength Option 4 (+4 cyber)
Bodymax +1:  This adds +1 to all Strength.  It also increases pushes by +10, which is not an effect of the miracle.  
Cyberarm +2:  Increases Strength by +2.  I think it also does +2 to damage on top of the Strength increase for a total of +4 to damage (+5 total with Bodymax).
Monofilament Talons:  Damage is +3, which matches the organic claw (normal talons are +2).  
 
Strength Option 5 (+3 cyber)
Cyberarm +2:  Increases Strength by +2.  I think it also does +2 to damage on top of the Strength increase for a total of +4 to damage 
Slashers:  Damage is +4.  Combined with the cyberarm, this is +8, the equivalent of a +5 miracle with natural claws.  
 
Strength Notes
The book says that cyber arms do extra damage.  I don't know if the author intends for this to be in addition to the Strength increase or not.  I am assuming that it is cumulative, but it wouldn't be hard to refigure this based on Damage = Strength increase.  If a Cyberarm is greater than +2, then it must have a support system (Bodymax or Tendon Augmenter).  
 
Toughness Option 1 (+2 cyber)
Shock Suppression Booster:  Each attack does 3 less shock damage.  Takes only a K from a KO.  The next KO would knockout.  If invoking the Law of Ferocity, this means only shock or wounds can bring someone down.  
 
Toughness Option 2 (+2 cyber)
Shock Buffer:  Increase shock capacity by +10.
 
Toughness Option 2 (+4 cyber)
2 Shock Buffers:  Increase shock capacity by +20.
 
Toughness Notes
These option make use of the booster system.  A booster system can only be used three times a day safely.  It can be pushed, which may result in no consequences, falling unconscious for hours, or entering a terminal coma.  
Those seem to be the most reasonable options.  For duplicating the effects, I would be more inclined to say that Babu would change to Basic Option, Strength Option 1, and Toughness Option 1.  That seems to be the least amount of work for the Everlaw of One.  But it's not quite as cool-looking as an edeinos with a cyberarm and slashy claws.  Your call on that.  Maybe you can run it by the Torg list.  I'm sure they'd love to dissect something like this.  
==========================
I'm pondering all of this, and will take all input from the list in consideration. 
I'll be putting this on the TORG Forums as well.
SDF II


      
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