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==='''SPECIAL DICE'''===
 
==='''SPECIAL DICE'''===
*There is only 1 '''special die''' available in Torglike: [[Possibility Dice]] (PD)  
+
*There is only 1 '''special die''' available in Torglike: Possibility Dice (PD)  
 
*'''Possibility Dice (PD)'''
 
*'''Possibility Dice (PD)'''
 
**Possibility dice are very powerful. They can be set to whatever value you want, AFTER you roll (much like Master Dice). Thus, you can set them to make wide or tall sets as you see fit.   
 
**Possibility dice are very powerful. They can be set to whatever value you want, AFTER you roll (much like Master Dice). Thus, you can set them to make wide or tall sets as you see fit.   
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==='''POSSIBILITY POINTS'''===
 
==='''POSSIBILITY POINTS'''===
[[Possibility Points]]
 
 
*Spending a Possibility Point to change the dice pool has the following effect
 
*Spending a Possibility Point to change the dice pool has the following effect
 
** Spent before you roll your dice pool.
 
** Spent before you roll your dice pool.
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+ A character in a foreign cosm may spend a Possibility and cocoon himself in a "reality bubble" for 15 minutes. During that time, everything — magic, technology, etc. — works for that character as it would work in the home cosm. There are  
 
+ A character in a foreign cosm may spend a Possibility and cocoon himself in a "reality bubble" for 15 minutes. During that time, everything — magic, technology, etc. — works for that character as it would work in the home cosm. There are  
 
restrictions, but leave those to the gamemaster.
 
restrictions, but leave those to the gamemaster.
 
 
==='''DRAMA DECK'''===
 
[[Drama Deck]]
 
Initiative And Advantage
 
* Determines only who declares their actions first. The dice pool still reflects the actually initiative order as per normal. If the drama deck card has heroes have initiative, then all villians declare actions first (from lowest to highest stat).
 
Conflict Line Advantages/Disadvantages
 
* The advantage lasts until the next card in the deck is turned over (i.e. one round)
 
* Flurry: Each character can perform 2 actions in the round without the -1d penalty. Performing 3 actions in a round attracts a -2d penalty (instead of -3), etc.
 
* Inspiration: All shock damage (is not killing damage) is removed from all locations. Additionally, any characters unconscious (e.g. are full of shock damage in the head) now recover immediately and can perform actions this round (though recovering is
 
itself an action. Any other actions (such as firing a gun), are multiple actions this round)
 
* Up: Each character gets to use d6s as their dice pool (instead of d10s) as if spending a possibility point. May not be countered.
 
* Break: Villains only. Damaged characters (not unworthy) who fail to hit will flee. Also, successful attacks against villainous unworthy foes both deal damage and also act like the threaten simple maneuver (i.e. they do a morale attack equal to the width
 
of the success)
 
* Confused: No player may activate a card from her pool.
 
* Fatigued: All characters take a point of shock damage on each location.
 
* Setback: Triggers setback event, or prevents affected side from taking offensive action.
 
* Stymied: Characters lose the ability to spend possibilities for anything other than cancelling opponent's from spending them.
 
* Taunt, Test, Trick, and/or Intimidate: If villain succeeds in a skill use, may remove card(s) from opponent's pool.
 

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