Player Handout:

The Realms of Torg2000

Orrorsh

Extends in a crescent from Switzerland and southern Germany to the Black Sea and Ukraine, then north to the area just past Moscow. Covers Slavic countries and southern Poland. Populated by conolizing Victorians, but the supernatural rules the night. Realm permeated with feeling of fear and dread. The High Lord is the Gaunt Man, and he is aided by Thratchen and Yulian Dragasani. The Darkness Device is Heketon, the Obsidian Heart.
• Power of Fear: Pervading sense of fear which causes Perserverance checks to continue pursuit of that adventureís Horror. Also makes Horrors more difficult to fight. Until Power of Fear is overcome, no Reality Storms are allowed.  Perserverance can raise or lower as research is conducted or players witness more horror.
• Power of Corruption: Wicked acts are rewarded with an up, and is given one add in Corruption. Each failed corruption check brings character more monstrous. May result in character eventually becoming monster.
• Law of Eternal Corruption: Horrors can only be eternally destroyed by their ìTrue Death.î If not killed this way, Spirit will return in new body.
 

Spiritworld

Covers almost all of China, southern Korea, and teh Southwestern end of Japan. The southern border extends to Changsha, northern to Peking. Most inhabitants are poor serfs in medieval system. Martial artists battle horrible monsters and ghosts in tradition of Kara-Tur. The High Lord is Emporer Choy, and the Darkness Device is Feng, a dragon statue.
• The Law of Honor: Works like same law from Aysle -- honorable deeds provide character with abilities, although differ slightly from Aysle abilities. May be disguised.
• The Law of Corruption: Works like same law from Aysle -- evil deeds provide character with abilities, although differ slightly from Aysle abilities. May be disguised.
• The Law of Despair: All persons in Spiritworld feel despair. Causes characters to lose one card from hand.
 

New World

Extends from Bahamas to Trinidad, across northern coast of South America to Panama, then north to Yucatan. Almost all areas are ruled by Spain, but England and pirates making inroads. Mayans reborn in Yucatan. The Highlord is Spanish King Ferdinand deFortunato XIII, and the Darkness Device is the cutlass El Diablo.
• The Law of Morality: All persons must be good, neutral, or evil and act accordingly.
Also gives the ability to detect inclination by beating Spirit with Perception on d20 roll.
• The Law of Swashbuckling: All actions are infused with drama. Gives performer of dramatic action roll-again, then player selects best roll to keep.
 

Wasteland

 Covers central and western Texas. Wild, anarchic state controlled by roaming gangs fighting for rare supplies. The Highlord is Kent Drake, and his Darkness Device is the engine to his sleek car, the Usurper 360.
• The Law of Decay: Everything must decay faster than normal unless maintained. Roll vs. Decay rate (equal to trans-form rate,) subtracting itemís Toughness. A failed roll results in the objectís decay.
• The Law of Self-Preservation: In threatening situation, all people will think only of own welfare. This means no card trading in dramatic scene.
 

Texarkana

Covers Utah, Colorado, Kansas, Arizona, New Mexico, and parts of Texas, Oklahoma, Nebraska, Nevada, and north Mexico. Taxarkana is a land of gunfights, cowboys, and the wild west. The Highlord is Black Jack Sterling, or The Man in Black, and his leiutenants are the Hangman, the Desperado, and the Undertaker. The Darkness Device is thought to be his Marshal badge, Outrider.
• The Law of Melodrama: Life in Texarkana overly dramatic. In dramatic scene, person allowed one action, even after recieving mortal wound or being killed. Also, every round, characters mey ignore either KO or shock damage.
• The Law of Morality: Same as Law of Morality from Terra Sourcebook. It is a contradiction to hide inclination.
 

Aysle

Covers same areas as before: all of Britain, Ireland, Scandanavia. New areas include the Netherlands and northern Germany. A world of fantasy, Aysle is popu-lated by monsters of myth and knights, elves, and royalty. The Highlord is now an Angel of Death named Thanatos, and the Darkness Device is the Cremaner, the Ebony Kris. The new Queen in charge of the forces of honor is the unicorn Queen, Arielle Cosmos.
• The Law of Observation: Only that which can be sensed is real.
• The Law of Magic: Magic is real in Aysle, and can be used by those who can percieve it. Also, all folk born in Aysle given one add in a magic skill and one add in one arcane knowledge.
• The Law of Honor: Those who act in honorable ways given the Honor skill, which provides them with additional abilities.
• The Law of Corruption: Those who act in evil ways given the Corruption skill, which provides them with additional abilities.
 

Nippon Tech

Covers only area bounding Tokyo. Nippon Tech has raised one level of Tech and lowered a level of Spirit. It now looks greatly like the movie Blade Runner, with a rise in technology and a greater gap between rich and poor. The Highlord and Darkness Device are unknown. The Law of Intrigue: Gives +3 bonus to stealth skill. Second, charm attempts using lies get +3, as do persuasion attempts to have target believe lie. Third, possibility-rated char-acters get +3 to trick. Fourth, drop attempts to see through disguise by one level. Finally, for every 100 persons in an organization, one will be a spy or psychopath with own agenda.
• The Law of Profit: Goods and services cost less to wealthy than to poor (under the counter or at exclusive shops.)
• The Law of Vengeance: Six possibilities awarded at end of adventure where desire for revenge is stated. Serious wrongs only, and requires entire adventure to gain revenge.
 

Tharkold

Covers area only bounding Rome. Realm of death and dismemberment ruled by demons. Cross between Hellraiser and future scenes from Terminator movies. The Highlord and Darkness Device are unknown.
 The Law of Ferocity: Attacker making ìAll-Out attackî ignores K, or O results. Receives +3 to Intimidation and Taunt. Willpower and Mind increased by 3 vs. Charm and Persuasion against enemy of pride, social group, or nation. Does not apply to charact-ers in a dominant and submissive relation. In addition, normal surprise has no effect and complete surprise becomes normal surprise.
• The Law of Pain: Character gains roll again when pain inflicted upon enemy, which must be used against different enemy within 30 minutes. Also gain roll again when suffer-ing pain inflicted by another, after 24 hours (may be kept indefinitely,) and must be used against the inflicter of the pain.
• The Law of Domination: When a character surrenders, becomes submissive to the other. Gains +1 on attempts to defend dominator, -3 on attempts to harm. Dominant recieves +3 on attempts to persuade, charm, intimidate, or taunt the submissive.
 

TERRA

This is the world upon which TORG2000 is set. It is a world of pulp adventure; a cross between the movies Raiders of the Lost Ark, the Rocketeer, and the Shadow. No Highlord or Darkness Device, but the Nile Empire is ruled by Wu Han, Mobiusí ex-leiutenant.
• The Law of Morality: All persons must select an inclination, either Good or Evil. Also gives characters the abilities of ìDetect Inclination,î ìInclination Seduction,î and ìteh Price of Evil.î
• The Law of Drama: All action in Terra imbued with drama and adventure. Fast paced and full of adventure.
• The Law of Action: Every possibility-rated Terran can spend two possibilities on an action, taking the better roll.
• The Law of Heroism: All Drama or Hero cards must be played in a significantly dramatic or heroic action, ass opposed to common or mundane actions.
 

Core Earth

 Core Earth is the Earth that was invaded in the original possibility wars. It is a world rife with possibilities, which is why it was attacked. Variety in all aspects of life is the rule there. It is a medium-high tech civilization focused on science.
• The Law of Ingenuity: This law gives the character a +3 to Science, Medicine, Evidence Analysis, or Scholar for figuring out solutions to major problems and setbacks.
• The Law of Balance: States that as one thing increases, another must decrease, like all laws of nature. Means that no character can be totally honorable or corrupt - the opposite of Aysle and Spiritworld. A Core Earth character gaining Orrorshan Corruption only starts with 5 adds, instead of 8. In addition, every add of Ayslish or Spiritworld Corruption or Honor gained comes with an equal number of adds from the opposing skill.
• The Law of Variety: A result of the high possibility energy in Core Earth, gives characters trying to learn a new skill a free possibility, lowering the number of their own they must spend to learn it.
• The Law of Change: Core Earth is constantly reinventing itself. In game terms, this means subplot cards will cease to be in effect after ten adventures or one game year, whichever is longest. This can be overidden if a Campaign card is played.