Drama Deck
In Torg, there is a Drama Deck of 156 cards. Each card has three
sections: (1) conflict line, (2) dramatic skill resolution
box, and (3) play results area. The first two are used
in random draws. The third is used by players playing from a hand
of cards.
At the start of each session, each player gets four cards. After an
action scene (during which various cards are played), the players
refresh back to four cards. There are several exceptions:
- Subplot Cards are put down and remain in play for
as long as the subplot continues.
- ....
Play Result Cards
- Action 8 (#36-39,56-59)
- "+3 to the bonus of any action."
- Adrenalin 16 (#1-16)
- "Add +3 to the value of Dexterity, Strength or toughness or
a related skill."
- Alertness 4 (#33-35,80)
- "You notice an otherwise unseen item, character, or clue.
Set this card out facing the GM."
- Campaign 1 (#112)
- "If a player and the GM both agree, this card makes a subplot
permanent."
- Connection 4 (#81-84)
- "You know someone in the area who can aid you."
- Coup De Grace 5 (#113-117)
- "This card allows you to add +3 to your effect value."
- Drama 13 (#128-140)
- "May be used as a Hero card or turned in after the adventure
is over for three Possibilities."
- Escape! 1 (#156)
- "You and your party may escape an encounter. Must be first card
played into pool."
- Glory 4 (#91-94)
- "Played after a roll of 60+. This card increases the adventure
award by three Possibilities."
- Haste 10 (#40-49)
- "You gain a bonus action at any time during the round."
- Hero 10 (#64-73)
- "May be played as an additional Possibility."
- Idea 4 (#85-86,88-89)
- "Used to gain clues indicating the next course of action you
should take."
- Leadership 5 (#141-145)
- "You may play two cards into other characters' card pools from
your hand and/or discard, immediately refilling your hand."
- Master Plan 6 (#50-55)
- "You may pick up any card just discarded in exchange for this
one."
- Monologue 1 (#95)
- "All hostile actions cease while you make a dramatic speech."
- Opponent Fails 4 (#74-77)
- "This card negates an opponent's successful action on you."
- Presence 16 (#96-111)
- "Add +3 to the value of Charisma, Spirit, or a related
skill."
- Rally 1 (#78)
- "All players may discard and immediately refill their hands."
- Second Chance 5 (#79,87,90,118-119)
- "You may immediately re-attempt any action at which you
have just failed."
- Seize Initiative 4 (#60-63)
- "You may either keep the current card on the action stack for
another round, or flip a new one for this round."
- Supporter 10 (#146-155)
- "+3 to any other character's bonus for any action."
- Willpower 16 (#17-32)
- "Add +3 to the value of Perception or Mind or a related
skill."
Subplot Cards
- Martyr 1 (#122)
- "Subplot. You may defeat any opponent at the cost of your own
life."
- Mistaken Identity 1 (#123)
- "Subplot. May be turned in for Possibility, or gain one
Possibility per Act for subplot."
- Nemesis 1 (#126)
- "Subplot. May be turned in for Possibility, or gain one
Possibility per Act for subplot."
- Personal Stake 1 (#125)
- "Subplot. May be turned in for Possibility, or gain one
Possibility per Act for subplot."
- Romance 2 (#120-121)
- "Subplot. May be turned in for Possibility, or gain one
Possibility per Act for subplot."
- Suspicion 1 (#127)
- "Subplot. May be turned in for Possibility, or gain one
Possibility per Act for subplot."
- True Identity 1 (#124)
- "Subplot. May be turned in for Possibility, or gain one
Possibility per Act for subplot."