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Shaping Options


Reality Storms

This is a TORG phenomena. The GM must decide whether it fits in his particular campaign.

When conflicting realities meet, this can result in reality storms, highly destructive whirlpools or storm fronts that change everything in their path. They are called storms because they are accompanied by high winds and lightning, but it is reality itself that is twisting. When the storm passes, reality itself has changed; landmarks and a few things remain, but most of the stuff of the world now confirms to the new reality.

There are often storms on the borders between different realities, but not always. Gates to the netherworld almost never have reality storms in them. There are some storms so severe that they simply tear up reality, destroying everything in it's path. Such a storm should be avoided at all costs. As you generally can't see or otherwise sense across a storm border, there is no telling what is on the other side.

Player characters caught in reality storms always survive, but might lose their gear. After the storm passes, a new reality takes hold. Players should roll Shaping rolls (this is one of the cases where shaping can be used unskilled) for their gear, ignoring the time and complexity components of the Shaping Difficulties. Those items for which they fail are transformed into local counterparts: an automobile can become a cart, a rifle becomes a crossbow, and so on.

Storm Duels

A character with Shaping skill can invoke a Reality Storm against another character with Shaping skill who is native to another reality. This is a great distraction, and can do terrible damage to property and gear.

You start a storm by making a successful Shaping attack against your target's Shaping skill. The minimum difficulty is equal to the distance between you, in meters (you must both be within the reality storm when it starts). Once the storm has started, no other actions are possible than storm attack, storm defense, interaction stunts and fleeing. Both attacking and fleeing have a Shaping difficulty equal to your target's Shaping skill (the highest enemy skill in the case of fleeing). Each successful attack costs your opponent one Fortune point, and causes the storm to grow. Escaping means you get to the edge of the storm, and can make a normal move away from it, but it might catch you again as it grows.

Such dueling storms start out with a diameter equal to the Shaping roll that created them, but each successful attack increases the size of the storm by the action result of the attack. The storm collapses when all people who still have Fortune points inside the storm belong to the same reality. That reality sweeps the area, just as a regular reality storm, and then the storm ends.

Shadow Walking

This is an Amber phenomena. The GM must decide whether it fits in his particular campaign.

In certain campaigns, it might be possible to shift reality itself around in such a manner that you actually move from place to place by shifting reality, instead of simply rearranging the reality you are in. In this way, you can walk from one reality to another, simply by gradually shifting. The difficulty is based on time, milieu and reality only; ignore complexity and size on the Shaping Difficulties chart. You spend the time indicated moving through different realities that "lie in between" where you come from and where you're going. There may well be encounters and perils along the way.

Sometimes, it is easier to do this in multiple steps, shifting from world to world, each one a bit more similar to your target.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Sun, Oct 31, 1999.