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W

here magic is drawn or tapped from


ambient energy, miracles use energy
granted by divine beings and channeled
down to their worshipers.
The beings may be nature spirits, ancient gods,
or those of religions such as Christianity, Islam, or
Judaism, but all may grant power in the world of
Torg Eternity.

miracle skills
Only one skill is required to invoke miracles —
MIRACLES
faith. Unlike magic or psionic skills, it can be used
unskilled. It can also be taken by those without the
Miracles Perk, allowing such characters to assist
someone who does. Faith may occasionally be
useful in resisting certain evil influences as well.
chOOsing miracles
Different religions have different traditions and
thus have different kinds of miracles. Benevolent
deities grant blessings or healing, while angry or
vengeful gods are more likely to channel hostile
powers to their followers.
CHAPTER 8

Every character begins with the ward enemy


miracle and two others that fit his mythos when
he takes the Miracles Perk. Which miracles fit a
particular religion is up to the player and the Game
Master. Some examples are listed on the Example
Miracle Lists on page 199. Miracles selected
shouldn’t exceed the Spirit Axiom of the character’s
cosm—the power comes from the gods of his realm,
not the invoker himself.

miracle sTaTisTics
Here’s what each of the miracle entries mean.
Axiom Level: The minimum level of Spirit Axiom
necessary to invoke the miracle without causing a
Contradiction.
Skill: The total faith skill (Spirit + faith adds)
required to learn the miracle.
Casting Time: How long it takes to invoke the
miracle. Those with a Casting Time of 1 Action are
“combat miracles.“ Those that take longer might
be cast in combat over multiple rounds as long as
the chosen remains focused (see Concentration
on page 197).
DN: The Difficulty Number of the miracle.

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Thomas Brownstone drives back a ghast by reading verses from Orrorsh’s practical religion.

MIRACLES
Range: The maximum distance at which the Ritual and respect are important for miracles, and
miracle may be invoked. Unless it says otherwise, gods may not be rushed. Only one miracle may
the invoker must be able to see her target. be invoked at a time — although Multi-Targeting
Duration: How long the miracle lasts, starting is allowed unless the description forbids it, and
with the round in which it was invoked. In combat, multiple miracles may be active at once.
a Duration of one minute (six rounds) means the
invocation starts on the current Drama card and cOncenTraTiOn
ends after five more have been completely resolved. Should a character suffer a successful interaction or
damaging attack while maintaining a miracle with
Concentration means the miracle continues as
a Duration of Concentration, or invoking a power
long as the invoker maintains concentration. See
that isn’t yet completed, he must pass a willpower or
Concentration, below.
Spirit test. If failed, the miracle or invocation ends
INVOKING MIRACLES instantly, as do all other miracles maintained with
Concentration.
Miracles are invoked with the faith skill as an action Maintaining holy energy is fatiguing. The chosen
(unless the miracle says otherwise). A character suffers a −2 to all faith or Concentration totals for each
may never invoke more than one miracle per turn, miracle he continues to maintain via Concentration.
and must be able to speak and move her hands. Spells, psi powers, and similar abilities count for
If the test is successful, check the miracle’s concentration and maintaining as well!
Standard, Good, and Outstanding Success results.
If the faith test fails, the invoker suffers 2 Shock, and sTacking
also becomes Very Stymied on a Mishap. If a character is affected by more than one
enhancement or reduction that changes a skill or

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attribute — technology, miracles, etc.—the effects • Living Land — Keta Kalles: Although other
don’t stack. The target gets the strongest of the deities exist in this pantheon, worship is
effects, however. almost exclusively reserved for Lanala, the
Characters may benefit from effects that enhance savage and powerful goddess of cyclical life
different attributes, however. and sensation.
• The Nile Empire—Amaatism: On the surface
RELIGIONS this religion appears similar to the beliefs of
ancient Egypt, sharing gods, concepts, and
When a character takes adds in the faith skill, they mythology. Differences beyond the names and
apply only to one specific religion, chosen when broad cosmetic details betray that Amaat’s
the skill is purchased. The specific religion is up ideals are of Terran origin, a divergent cult
to the player, and helps determine what miracles originally organized by Pharaoh Mobius’s
he can cast and what values it upholds (important ancient father.
for Favor & Penance, below).
• Orrorsh — Sacellum: This hard-edged
Some religions are focused primarily on self-
religion is like a tenacious weed growing in
empowerment, healing, and helping one’s fellow
a barren wasteland. It resembles an extreme
man and woman. Others may be concerned more
form of Protestant Christian worship with a
with calling fire and brimstone down on those who
greater emphasis on a fear of the Devil and
oppose their cause.
the punishment of sin.
A sampling of religions common to the Possibility
Wars includes: favOr & penance
For some reason, some individuals are “chosen“
• Aysle — The Exemplars: The clerics of by their religion to embody its values and ideals.
Aysle pray to a pantheon of legendary Faith gives them amazing abilities, but straying
beings believed to be paragons of Light and from the path causes their power to wane.
Darkness. Those of the Light focus on
Minor violations of a religion cause a loss
truth, honor, and valor. Exemplars
of favor. What constitutes a transgression
of Darkness value personal gain
is up to the player, the Game Master, and
and power above all else.
the nature of the sect’s tenets. When
• Core Earth — Various: The this occurs, the hero suffers a −2 to his
people of Earth continue to faith tests for the remainder of the act.
practice Buddhism, Christianity, Major violations cut the avatar off
Hinduism, Islam, Voodoo, and from his deities altogether. He cannot invoke
countless others. In the wake of miracles until he performs significant penance.
the Possibility Wars, the miracles Major sins for most good religions are acts like
of these many and various murder, desecration of something holy, or
religions seem far more direct. taking advantage of others. Regaining favor
• Cyberpapacy — The Cyber after a major sin requires a significant act of
Church: Jean Malraux penance and sincere regret. Putting oneself
preaches an extreme at great personal and specific risk for
doctrine of twisted quasi- others is usually good enough to atone —
Christianity reminiscent at least enough for forgiveness and the
of medieval Catholicism, restoration of power (which can always
riddled with exceptions be taken away again).
and inconsistencies
for the Cyberpope to
exploit.
FATHER DAMIEN
MONIELS

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MIRACLE DESCRIPTIONS
Below are a number of common miracles found
EXAMPLE MIRACLE LISTS
throughout the cosms. • Core Earth “Good“ Religions: Banish,
Banish bless, bounty, call animals, commune with
animals, commune with spirits, cure disease,
Axiom Level: 9
healing, soothe, ward enemy.
Skill: Faith 12
Casting Time: 1 action • Core Earth “Fire & Brimstone“
DN: Target’s willpower or Spirit Religions: Banish, bless, commune with
Range: 5-meter radius spirits, curse, repel, ward enemy.
Duration: Instant • Aysle Exemplars of Light: Banish,
Banish repels spirits, ghosts, or other ethereal bless, bounty, call animals, commune
beings back to whatever nether realm they came with animals, commune with spirits, cure
from. The invoker should not linger in such haunted disease, curse, healing, lightning strike,
places, however, for even banished spirits can return! repel, soothe, strike, ward enemy.
Compare the invoker’s faith total to the willpower • Aysle Exemplars of Darkness: Banish,
or Spirit of every such entity within five meters bless, call animals, commune with animals,
of the caster. Creatures affected fade into nothing commune with spirits, curse, healing,
for 15 minutes. hellfire, repel, soothe, strike, ward enemy,
wither.
Success Levels:
• Good: Affected entities are banished for one • Cyberpapacy Cyberchurch: Banish,
hour. bless, bounty, commune with Spirits, cure
• Outstanding: Affected entities are banished disease, curse, healing, hellfire, lightning
for one day. strike, repel, soothe, strike, ward enemy.
Bless • Living Land Keta Kalles: Bless, bounty,

MIRACLES
Axiom Level: 9 call animals, commune with animals, cure
Skill: Faith 10 disease, healing, repel, soothe, strike, ward
Casting Time: 1 action enemy.
DN: Standard (DN 10) • Nile Empire Amaatism: Banish, bless,
Range: 5-meter radius bounty, call animals, commune with
Duration: 3 rounds animals, commune with spirits, cure
Bless surrounds and infuses the caster and his disease, curse, healing, lightning strike,
allies with spiritual energy that boosts their physical repel, soothe, strike, ward enemy, wither.
or mental abilities. The priest chooses any one • Orrorsh Sacellum: Banish, bless, bounty,
attribute and calls on his deity to enhance it. “May commune with spirits, cure disease, curse,
the Lord give us the might of Daniel in the Lion’s healing, hellfire, repel, strike, ward enemy.
Den!“ increases Strength, for example. Or “May
Vishnu grant you clarity!“ might enhance Mind.
If successful, every ally in range adds +1 to that
attribute. Increasing Strength or Spirit does not
increase the derived statistics of Toughness and
Shock, however.
Success Levels:
• Good: Duration increases to 1 minute.
• Outstanding: As Good, and the attribute
increases by +2.

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BOunTy • Outstanding: The caster can summon two
bonus dice of the creatures listed under a
Axiom Level: 10
Good success, or a single Large or Very Large
Skill: Faith 12
creature such as a dragon or tyrannosaurus
Casting Time: 3 Minutes
rex (in the Living Land). Remember, call
DN: Easy (DN 8)
animals doesn’t grant control, however!
Range: 10 meters
Duration: Permanent
cOmmune WiTh animals
Bounty multiplies a single meal of food and water Axiom Level: 6
so that more may partake. The food also becomes Skill: Faith 10
more succulent and nutritious. A Standard success Casting Time: 1 action
doubles the available food. DN: Standard (DN 10)
Invoking the bounty requires a prayer of about Range: 10 meters
three minutes. Additional success increases the Duration: 5 minutes
amount of food, as shown below. Once the miracle Speaking with beasts is a rare but ancient tradition
is invoked, the caster cannot invoke it again until in certain cultures. Most animals are very simple-
that food is consumed. minded and can only communicate basic ideas.
A caster with bounty virtually ensures survival Most can only count to about three and cannot
tests for food and water, but doesn’t help with understand human speech. They can communicate
shelter if that’s a concern. whether people they encountered spoke happily,
Success Levels: calmly, angrily, etc., however.
• Good: ×3 the available food. The miracle affects all animals of the same type
• Outstanding: ×5 the available food. in Range, all wolves, all ravens, etc. Commune with
animals doesn’t summon the beasts, however. They
call animals must be present or attracted somehow, such as by
Axiom Level: 8 the call animals miracle.
Skill: Faith 12 Success Levels:
Casting Time: 1 minute • Good: The animal also obeys basic commands
DN: Standard (DN 10) if instructed, as long as it doesn’t recklessly
Range: 1 kilometer endanger its life.
Duration: 1 hour • Outstanding: The animal obeys basic
The blessed of many religions find comfort in commands even if it means danger or certain
nature’s beasts. This miracle draws them from the death.
area, if they exist there (GM’s call). Once completed
the creatures arrive on the invoker’s next turn. cOmmune WiTh spiriTs
Axiom Level: 5
Calling such creatures doesn’t mean control,
Skill: Faith 10
however. That must be done via commune with
Casting Time: 1 minute
animals (below). Those who want to run with the
DN: Challenging (DN 12)
beasts must take care that they are not eaten by them.
Range: 5 meters
A Standard success summons a flock of sparrows, Duration: 5 minutes
a few foxes or cats, etc., or a single large creature
This miracle allows the invoker to talk to whatever
such as a wolf, bear, or crocodile. The miracle
spirits are appropriate to his mythos. A Christian
worker doesn’t have to see the animals to call them.
might speak to the restless shades while a Sioux
Success Levels: shaman communes with nature spirits.
• Good: The caster can summon one bonus die
Invoking the dialogue assumes the character is
of crocodiles, wolves, lions, or similar size
in a place where the spirit should be present — a
creatures.
church for saints, a stream for water spirits, a great

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tree for a nature spirit, etc. If not and the mythos
curse
allows communication with the spirits outside their
Axiom Level: 9
usual domain, the caster suffers a −4 penalty. The
Skill: Faith 10
Game Master may also decide it’s just not possible
Casting Time: 1 action
in certain situations — there are likely no earth
DN: Target’s faith or Spirit
spirits aboard an airplane, for example.
Range: 25 meters
Spirits know different things depending on Duration: 3 rounds
the type, and see things from their perspective.
Curse diminishes a foe’s luck, challenging his
They are not omniscient and generally only have
faith in the very forces that drive him, whether they
knowledge of subjects directly connected to their
be religious, personal, or otherwise.
former life for the dead or their local area for animal
spirits and the like. Unlike the speak with dead spell, A cursed individual suffers a −1 penalty to all
this miracle compels the spirit to tell only truth — skill or attribute totals. Powerful casters can Multi-
though it may be vague or difficult to understand Target to affect large numbers of the faithless.
as the Game Master sees fit. Success Levels:
The chosen may ask a single question with a • Good: −2 penalty.
Standard success. Once contacted, spirits are • Outstanding: –3 penalty.
unavailable again for a scene.
healing
Success Levels: Axiom Level: 10
• Good: Two questions. Skill: Faith 10
• Outstanding: Three questions. Casting Time: 1 action
DN: Standard (DN 10)
cure Disease Range: Touch
Axiom Level: 10 Duration: Instant
Skill: Faith 14 Perhaps the most important ability a chosen one
Casting Time: 1 minute brings to a band of Storm Knights is her ability to

MIRACLES
DN: Easy (DN 8) heal. Whether she’s patching up her teammate’s
Range: Touch wounds or winning over injured villagers, healing
Duration: Instant is a critical skill.
Cure disease eradicates any sort of malignant The invoker’s total is modified by the target’s
condition, infection, or malady. This doesn’t heal Wound penalties (as well as the caster’s if he
the victim of any damage she’s already sustained, happens to be wounded). A success heals 1 Wound,
it simply removes the disease or illness and stops all Shock, and removes KO.
any future symptoms.
Healing may only be attempted on a single
A character may only attempt to cure disease once individual once per scene—choose wisely! If Maru
for each particular malady, per person. The same is injured in a fight and healed by Father Damien,
person may attempt to cure a new disease on the he won’t be able to heal her again until the next
same patient, should he contract one. scene. He could still use first aid on her, and may
A Standard success cures common ailments like use healing on his other comrades.
colds. Additional successes are required for more Success Levels:
advanced diseases. • Good: 2 Wounds are healed.
Success Levels: • Outstanding: 3 Wounds are healed.
• Good: Flu, pneumonia, most infections
caused by non-supernatural creatures. hellfire
• Outstanding: AIDS, cancer, or infections Axiom Level: 16
caused by supernatural creatures. Skill: Faith 14
Casting Time: 1 action

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Moonwalker calls upon the power of Lanala to heal an injured triceratops.
DN: Target’s dodge or Dexterity time, he must make a willpower or Spirit test, see
Range: 5 meters Concentration, 197.
Duration: Instant On his next turn, he may use an action to complete
Hellfire projects a gout of flame from the invoker’s the invocation and make his faith test. If successful,
outstretched palm. The flames deal 13 fire damage. the target is struck by a bolt of lightning that causes
Success Levels: 20 damage, AP 4.
• Good: Damage +1BD. There is no penalty for range, cover, or darkness.
• Outstanding: Damage +2BD. Perks and other spells, miracles, powers, or
supernatural abilities apply normally.
lighTning sTrike Lightning strike may only be used once per scene—
Axiom Level: 16 such forces do not lend their attention lightly!
Skill: Faith 14 Success Levels:
Casting Time: See below • Good: Damage +1BD.
DN: Target’s dodge or Dexterity • Outstanding: Damage +2BD.
Range: 100 meters
Duration: Instant
repel
Lightning strike is a rare display of divine wrath. Axiom Level: 10
To invoke it, the blessed individual spends one Skill: Faith 12
entire turn doing nothing but castigating a single Casting Time: 1 action
foe. The caller must be able to see his foe when the DN: Standard (DN 10)
miracle begins, and may only take simple actions Range: 5 meters
during this turn. Duration: Instant
While the lightning builds, tendrils of holy Sometimes a holy champion simply needs to clear
power, storm clouds, and arcs of electricity gather a path through his foes or humble a nonbeliever
around the invoker. If he is injured during this with a visible display of otherworldly might.

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Repel summons an invisible force radiating out • Good: Damage +2.
from the caster in a circle that pushes away all hostile • Outstanding: Damage +3.
characters and creatures (allies are unaffected).
The force has Strength equal to the invoker’s WarD enemy
faith and affects those enemies of equal or lesser Axiom Level: 8
Strength. Those affected are pushed back five Skill: Faith 8
meters and Stymied. Casting Time: 1 action
DN: Standard (DN 10)
Success Levels:
Range: 5 meter radius
• Good: The effective Strength is equal to faith +2.
Duration: Concentration
• Outstanding: As a Good result, and the foes
are Very Stymied. Ward enemy protects the faithful from supernatural
beings that prey on or seek to harm humanity.
sOOThe To cast, the invoker must brandish a holy symbol,
Axiom Level: 7 recite prayers, or otherwise clearly call on the source
Skill: Faith 10 of his power, making him an obvious target for the
Casting Time: 1 action taunts of spirits, demons, or other antagonists likely
DN: Standard (DN 10) to be affected.
Range: 5 meters While the ward is active, all allies within five meters
Duration: Instant add +1 to their defenses versus supernaturally
Soothe sends out a refreshing wave of energy evil creatures and their attacks. The bonus counts
to the invoker and allies in range. Those affected toward both physical and interaction defenses.
instantly recover 2 Shock. Special: This miracle may be attempted without
Success Levels: the Miracles Perk if the faith prerequisite is met.
• Good: The affected recover 3 Shock. Success Levels:
• Outstanding: The affected recover 4 Shock. • Good: Those protected add +2 to all defenses.
• Outstanding: As the Good result, and
sTrike

MIRACLES
supernaturally evil creatures who fail an
Axiom Level: 12 attack against any of the protected individuals
Skill: Faith 12 are Stymied.
Casting Time: 1 action
DN: Standard (DN 10) WiTher
Range: Touch Axiom Level: 16
Duration: 3 rounds Skill: Faith 14
Sometimes even the most peaceful of the chosen Casting Time: 1 action
must pick up the staff. This powerful miracle makes DN: Target’s faith or Spirit
sure that staff packs a punch. Strike affects a single Range: 5 meters
weapon, no Multi-Targeting is allowed. Duration: Instant
Strike increases the damage value of a weapon This dark miracle drains the life force of any
by +1. It doesn’t matter if the weapon is ranged living thing it touches.
or designed for melee — its base damage is With a successful faith roll, the invocation causes
still increased. Strike must be cast on a weapon, 12 damage that ignores all physical armor. Wither
not ammunition. works only on living things — it has no effect on
A weapon blessed with strike counts as objects, constructs, undead, etc.
magical for purposes of affecting foes with the Success Levels:
Ethereal or similar abilities that generally ignore • Good: Damage +1BD.
normal weapons. • Outstanding: Damage +2BD.
Success Levels:

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