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Orrorsh

The Reality of Fear

Jasyn Jones
1 Title
Orrorsh: The Reality of Fear
Game Design: Jasyn Jones
Inspired by: David Oakes
Commentary: Dominick Riesland
Editing, Layout & Graphic Design: Jasyn Jones

Copyright © 2001-2007 by Jasyn Jones. All rights reserved. (See the copyright section
for Creative Commons licensing terms.)

Produced under license from West End Games.

These are original rules, intended for use with TORG: Roleplaying the Possibility Wars.
The most recent version of these rules (and other TORG resources) can be found on the
STORM KNIGHTS website:

http://darleyconsulting.com/games/stormknights/

TORG is ®, TM, & © 2007 by Purgatory Publishing, Inc. (See the copyright section for
more information.)

Updated: July 5, 2007


Prelude
There is a place where the unspeakable and fear.
is real. There is a place where every mon- Horrors live here, creatures dark and
strous abomination is given form. There is powerful and malignant. They wait in the
a place where nightmares come to life. darkness and prey on the innocent and
Orrorsh. helpless. These victims are hunted, they
To live here is to know fear, intimately are haunted, and in the end they are slain.
and personally. It After, people tell
greets you upon “To live here is to know fear, in- stories, stories of the
waking, follows you
all day, kisses you
timately and personally. It greets Horrors. believe.
And they

goodnight, then lin- you upon waking, follows you all By light of day
gers on in your they may deny it,
dreams while you day, kisses you goodnight, then yet they believe.
sleep. The stories cannot
In Orrorsh, the
lingers on in your dreams while you be true, yet they be-
days seem colder, sleep.” lieve. The Horrors
the nights seem simply cannot be
darker. Alleys are dirtier and more threat- real. Yet they believe. And they know in
ening. People seem less cheerful, less their hearts that it could happen to them.
helpful, less friendly. Distrust grows like a They could be terrorized. They could
weed, people withdraw from one another, be tormented. They could be slain.
and turn a blind eye to each other’s pains. And they know fear.
Alone, they are vulnerable to depression They leave the lights on at night. They

3 O r ro r s h : T h e r e a l i t y o f F e a r
bolt their doors tightly. They shop during Where people hope, fear has no hold.
the day. They tell themselves it’s meaning- There are those who fight the reality of
less, it’s nerves, it’s nothing. Orrorsh, who slay the Horrors and spread
It’s not “nothing”. It’s fear. And this tales of hope and inspiration. The stories
of glory these heroes tell have power over
“Orrorsh is the reality of fear.
horror, and fear is the essence As these tales spread, people learn that
all is not lost, that the horror is not bound-
of horror.” less, that it can be defeated. They feel
reality feeds off of it. hope, and the reality of horror loses
Hope. power. Its realm grows smaller and its
Hope is the key to defeating fear. Horrors grow weaker and if enough stories
Hope is a beacon in darkness, solace to of hope can be told, the reality of fear may
the suffering, and the quieter of fears. disappear altogether.

Introduction
Orrorsh is the reality of horror, and fear
The Orrorsh Sourcebook
is the essence of horror. Fear is intrinsic to
all humans everywhere, no matter the time Nothing in this article invalidates the Orrorsh
Sourcebook, or requires the gamemaster to
or place. Similarly, the horror genre is not change the mechanics of Orrorsh, including Cor-
limited to any one setting; it can appear in ruption, Wicked Acts, Perseverance, True Deaths,
Victorian London, an abandoned space Horror powers, and so forth. The realm source-
colony, or on everyday Earth. Fear is eve- book is just as valid and just as necessary as it
rywhere, and so horror can be. Yet in ever was.
TORG Orrorsh is a single static reality, a The expanded version of this article (currently
in production) will offer new interpretations of
single static type of horror. the classic Orrorshan mechanics, but the new
This article depicts a different vision of mechanics will be completely optional and
Orrorsh, a vision of Orrorsh as the cosm of modular. Gamemasters can choose to incorpo-
Fear, the universal reality of horror. Under rate them or not, as they wish.
these rules, Orrorsh can invade anywhere,
layering its reality of fear atop the native
within the Possibility Wars.
reality. Orrorsh can invade Earth, the fan-
An expanded version is currently in
tasy world of Aysle, the cyber-religious
development, which will provide more de-
Cyberpapacy, or any other reality, melding
tails as well as new mechanics and other
its genre of horror with the genre of the
information to allow gamemasters to use
native reality. Because horror can be
this version of Orrorsh in their games.
anywhere, so too can Orrorsh.
As with all projects under development
for the STORM KNIGHTS site, there is no pro-
The Future
jected completion date other than “as soon
as time, circumstance, and inspiration al-
The information in this article is gen-
low.” Hopefully this also means “soon”,
eral, containing only an overview of how
but there are no guarantees.
the insidious reality of Orrorsh operates

Storm Knights 4
The Reality of Fear

The ruler of Orrorsh is the mysterious an entire cosm, draining it dry of possibili-
Gaunt Man. As High Lord, he has the ties. This reality knows no bounds.
power to mold its reality to his liking. For When Orrorsh invades a cosm, the
centuries, he shaped the reality of Orrorsh Gaunt Man sends powerful beings called
until it fulfilled his vision: horror every- Nightmares to establish realms on its sur-
where. face. He carefully
The Gaunt Man “The Gaunt Man has labored to crafts each unique
has labored to craft craft a reality whose power is cre- Nightmare, varying
a reality whose their capacities and
power is created ated and sustained by fear. Fear is nature so as to be
and sustained by
what drives this reality and fear is able to create- and
fear. Fear is what savor- many differ-
drives this reality what spreads this reality.” ent varieties of fear.
and fear is what Some Nightmares
spreads this reality. Like the other invad- are mystical, others spiritual, others elec-
ers, believers in the horror reality help it to tronic, mechanical, or biological. All of
spread, and anyone can feel fear and be- them exist to spread fear.
lieve in horror. As fear spreads, Orrorsh The Nightmares are empowered to cre-
grows in size and power. From a single ate Horrors. The Horrors each partake of
invasion point, it can expand to consume the nature of their Nightmare, and so fur-

5 O r ro r s h : T h e r e a l i t y o f F e a r
ther the type of fear he is intended to cre-
The Reality of Orrorsh
ate. Each is unique, utterly unlike any
Orroshan invasions establish a mixed zone.
other Horror before or since.
As per the Revised and Expanded Torg Rulebook
For Storm Knights, each Horror is a (pg. 150), “The Everlaw of One enforces both
mystery that must be unraveled. The char- realities in a mixed zone. With axioms this means
acters must discover the nature of the Hor- that the highest axiom level of each pair is what
ror and learn its weaknesses and True the Everlaw of One enforces in the mixed zone.
Death, otherwise killing it is useless (if it is The world laws from both realities are also in
effect. For purposes of contradictions, consider a
even possible), as it will just reform shortly
mixed zone to be like a dominant zone with the
thereafter. determined axioms and world laws.” These rules
hold true for Orrorsh as well.
The Domain and the Locus The mixed zone created by an Orrorshan
locus differs from normal mixed zones. The
Nightmares are also empowered to world laws of Orrorsh act to prevent the savage
conflict of realities usually present in mixed
create a special artifact called a locus. A
zones. Thus, this stable mixed zone does not
locus is a building, an object, or a location experience raging reality storms, does not flip
that has been invested with the power of from one reality to the other at random nor do
Fear. It is a Horror and has a Fear Rating, dominant zones of either reality randomly ap-
Horror Powers, and True Death. It is also a pear. On rare occasions storm might manifest at
potent artifact of Orrorshan reality, capable the edge of a domain, but these are very weak
and usually pass unnoticed.
of inflicting the horror reality upon an in-
Orrorshan domains do not impose its axi-
vaded cosm. oms, only its world laws. As Orrorsh only ever
A locus is similar to a hardpoint, in that exists in such mixed zones, the reality, in es-
it creates a circular area of Orrorshan real- sence, lacks specific axioms.
ity, and it is similar to a reality tree, in that Orrorshan beings possess a blended reality:
this area of Orrorshan reality is a stable, their axioms are those of the mixed zone in
which they originated, and their world laws are
storm free mixed zone, in which both Or-
those of the invaded reality and Orrorsh. This
rorsh's reality and the native reality hold means that Horrors from a Core Earth domain
sway. have the axioms and world laws of Earth, in addi-
Within this realm, called a domain, the tion to Orrorsh's world laws. Horrors from a Cy-
reality of the invaded cosm is overlaid with berpapal domain have the axioms and world
the reality of fear. The reality of the in- laws of the Cyberpapacy and the world laws of
Orrorsh.
vaded cosm isn’t altered at all, its axioms
When in other realities, the Horrors can use
and world laws function exactly as before, tools of their blended reality, including those of
but Orrorsh's world laws operate alongside Orrorsh and those of the invaded cosm. This may
those of the native reality (Orrorsh’s axi- cause a contradiction (which is handled just like
oms do not ever manifest). all other contradictions). Beings who are trans-
Unlike the other realms, the reality of formed to Orrorsh's reality gain the blended real-
ity as well.
horror is imposed without reality storms,
without wide scale transformations of per-
son or place, without towering maelstrom itself into everyday life in small and subtle
bridges, without invading armies, and ways that usually go unnoticed. This
without disrupting the lives of everyday makes it hard to find and hard to fight.
people. The reality of Orrorsh, like the other
Such invasions are subtle, stealthy, and invading realities, is supported by belief.
secret. The realm of fear simply insinuates Unlike the other invaders, Orrorsh doesn't

Storm Knights 6
rationally, simply unbelievable- the Hor-
Earlier editions rors in the tales simply cannot exist in the
This version of Orrorsh, originally called the real world. Yet the possibility energy that
“parasitic” model, has been part of the cosms and
infuses the tale causes it to be believed,
dimensions article (Worlds Without End) almost
since the beginning of the Storm Knights site. even if the details of the story seem im-
Originally a parasitic reality was an aberrant type probable or the monsters involved simply
of reality, one that spread naturally. Though rare, cannot exist. By believing the story, the
it was possible for any number of parasitic reali- listener comes to believe that supernatural
ties to exist. Horrors are real, and that they are at risk.
As development on the concepts behind Or-
They feel fear, and the reality of Orrorsh
rorsh continued, it became clear the original idea
for parasitic realities didn't do Orrorsh justice. To grows stronger.
make Orrorsh fit better with Torg's metaphysics, A domain is intimately linked to the
and to highlight the distinctive nature of the hor- Nightmare who created the locus. Its size
ror reality, the reasoning behind Orrorsh's nature varies in direct proportion to the amount
changed. of fear the Nightmare causes in the local
Instead of being a different type of reality, the populace.
universal nature of Orrorsh became a function of
that cosm's singular and powerful world laws. Each Nightmare can only create a lim-
Orrorsh is unique, and no other reality functions ited number of Horrors, and only by ex-
exactly the same way. panding his domain can the Nightmare
Since the concept of a generic type of para- create more (and the larger the domain,
sitic reality had been eliminated, they were re- the more powerful the Horrors and the
moved from the Worlds Without End article, and Nightmare become). The True Death of a
parasitic Orrorsh along with it. This article makes
the material on Orrorsh available again. Horror is a real blow to a domain, as each
horror is essentially irreplaceable. Hunt-
ing for Horrors is the primary activity of
need to provide believers- all people be-
heroes in Orrorsh.
lieve in fear. The more fear, the stronger
The locus drains off possibility energy
Orrorsh becomes.
from the domain, to channel back to the
Gaunt Man. As fear spreads, the domain
Horror Stories
“Hope is the key to defeating
Storm Knights tell glories, stories of
great triumphs against the invaders, stories fear. Hope is a beacon in dark-
that spread hope and inspire others to fight
the invaders. Orrorsh thrives on similar,
ness, solace to the suffering,
but opposite stories to spread fear. and the quieter of fears. Where
Like glories, they are a tale that is em-
powered by possibility energy (in this case, people hope, fear has no hold.”
the energy is provided by the reality of Or-
grows in size, allowing it to encompass
rorsh). Unlike glories, these are not tales
more people and thus drain more possibil-
of triumphs, but are stories of suffering and
ity energy.
terror, stories of horror. The Horrors of Or-
rorsh terrorize the innocent, and stories of
Invasion
these events spread and are told and retold
and each telling spreads fear.
Unlike other High Lords, the Gaunt
Most Horror stories are, when viewed
Man is not limited to stelae triangles or a

7 O r ro r s h : T h e r e a l i t y o f F e a r
gradually expanding realm. From one in-
Orrorsh and the Action Cant vasion point, Orrorsh can spread to engulf
The Action Cant is a third part of a reality, an entire cosm (though this takes a long
after Axioms and world laws. It measures how
time, and multiple invasion points are
action-oriented a reality is on a five point scale,
from “Gritty” to “Superheroic.” more effective).
Cosms with a high Action Cant are fast-paced As Orrorsh's reality is a mixed zone, it
and furious; cosms with a low Action Cant are doesn't transform Ords, and thus an Orror-
more realistic. The Cant modifies natural roll- shan realm can leech possibility energy
agains, card play, and other game mechanics, indefinitely, each conquered cosm becom-
making some realities more action-oriented than
ing a perpetual source of possibilities for
others.
Both the canon version of Orrorsh and the the Gaunt Man to consume.
universal version presented here have a suggested The unique nature of the Gaunt Man's
Action Cant of 1, making Orrorsh a Gritty reality. reality gives him a decided edge over other
Nearly all horror movies or stories tend toward Possibility Raiders. He is freed from many
the "gritty" end of the scale and Orrorsh's Cant of their constraints and can accomplish
represents this.
much that no other High Lord can.
In a Gritty reality characters are less likely to
attempt (and succeed at) fantastic feats and less Orrorsh’s domains can be established
likely to shrug off damage than in a more cine- anywhere, even within those areas in-
matic reality. This makes combat more lethal and vaded by other High Lords. (In fact, do-
consequently it occurs less often. (For more in- mains of Orrorshan reality have appeared
formation, see the Action Cant article, address in both Louisiana and the GodNet.) The
below.)
Gaunt Man can invade and consume their
In an Orrorshan domain, the Action Cant is
always that of the invaded reality, unless the party realities, and there is little they can do to
is facing a Horror or a Servitor, or during a scene stop him. In the face of Orrorsh, even
where they have to make a Perseverance check. High Lords know fear.
In those situations, the Action Cant changes to 1
(Orrorsh's Cant). This mechanic is a result of the Defeating Orrorsh
Power of Fear: horror is Gritty, and this affects the
domain's Cant.
The "Marked for Death" Fear result (see the Orrorsh's invulnerability to the machi-
Orrorsh Sourcebook, pg. 63) overlaps somewhat nations of other High Lords has not come
with the Action Cant mechanics for buying off without a price. Its single greatest advan-
damage. In a Gritty reality (like Orrorsh), charac- tage is also its chief weakness: only Storm
ters can only buy off 1 damage packet with a Knights can defeat Orrorsh.
possibility, whereas with Marked For Death,
Despite being modeled after glories,
characters can't spend possibilities to buy off
damage at all. Horror stories are not as powerful: hope is
Orrorsh's Action Cant applies most of the still more powerful than fear. When Storm
time player characters face a Horror (see above) Knights fight the Horrors of a domain and
and so marking a character for death in those succeed gloriously, they can plant a glory
situations is somewhat gratuitous. If using the seed within that domain. This seed is a
Action Cant rules with either the original or uni-
story of their victory over the Horrors that
versal Orrorsh, it would probably be better to
eliminate the "Marked for Death" Fear result. is empowered with possibility energy.
The Action Cant rules can be found on the It spreads through the populace from
Storm Knights web site: person to person, counteracting the influ-
ence of the Horror stories and lessening
http://darleyconsulting.com/games/stormknights/ fear. Fighting the invasion requires glories,
just as with any High Lord, but only glories

Storm Knights 8
that were achieved against Horrors of the
same domain are effective. The Horror Begins
Storm Knights can defeat the spread of After it was all over they said it was a freak
horror. They need not tear up stelae, nor accident, one of those times where things come
worry about the deaths of transformed together in exactly the wrong way. No one to
Ords, only tell their tales of glory, and they blame really, just bad luck.
It had been raining, but not much, barely
can achieve victory (though the odds are enough to leave puddles on the road. The driver
not in their favor). wasn't drunk, or talking on his phone, or even
By spreading stories in which the Hor- speeding. And it happened so fast.
rors are defeated, the populace begins to The cat darted between two parked cars, Me-
feel hopeful instead of fearful and Orrorsh linda chased after, and the driver hit his brakes,
is weakened. The domain shrinks, the skidding on the pavement. A soft, muted crump,
and her daughter was thrown into the street, her
Nightmare and Horrors become weaker, arms flung wide, her eyes staring lifelessly.
and the Nightmare is prevented from cre- And nothing that happened after that mat-
ating more Horrors until he can cause tered at all. The coffin, the funeral, the condo-
enough fear to increase the size of the lences of relatives and acquaintances- it passed
realm again. by in a blur.
If the Storm Knights can visit True The house didn't get any bigger, because
houses just don't do that, but it seemed larger.
Death upon the Nightmare or the locus, Emptier. Quieter. A house that is used to a ram-
the domain collapses. This is the only way bunctious eight-year-old definitely gets quieter.
to destroy the invading reality. For weeks after the services, Cassandra
Horror stories can be told about any moved through life without so much as a side-
victims. However, Horror stories about ways glance, mindlessly performing the rituals of
Storm Knights cause more fear than stories daily life, though if she had stopped to think
about it, she couldn't have said why.
about ordinary individuals. The more well Alone in the house, she walked from room to
known the Storm Knight, the more fear a room chasing memories, each recalled moment
tale of his demise will cause. sharpening her grief. Most nights, she fell asleep
Nightmares are cognizant of these curled up on her daughter's bed, a tattered
facts. Whenever Storm Knights enter their Winnie-the-Pooh doll resting his head in the
realm, Nightmares take great pains to tar- crook of her arm.
Sometimes she missed Melinda so much, she
get them. By killing or driving off the would spend hours in Melinda's room replaying
cosm's defenders, the Nightmares secure moments in her mind: Christmas in Vermont with
their domain and ensure the spread of fear. the grandparents, the first goal Melinda scored
Most Nightmares establish locations of playing soccer, a forgettable springtime Saturday
safety within their domain, called lairs. at the park, racing to finish their icecream before
These lairs are usually well guarded by the the heat did.
They were so vivid, so infused with color and
Nightmare's human servants, the Servitors life, every detail seemed sharp and fresh and
(see below). new. The chill of the melting icecream as it
dripped off the cone, Melinda's laughter when
There is Hope Cassandra got some on her nose, the way the sun
lit up her eyes.
Earth has one other advantage- the It seemed so real, Cassandra felt she could
reach out and touch Melinda again, hold her
Gaunt Man has only recently perfected his again. Cassandra felt that at any moment, she
reality of fear. Until the invasion of Earth, would hear Melinda's voice.
Orrorsh was just as destructive as other So it didn't surprise her when she did.
invading realities. Even now, the last

9 O r ro r s h : T h e r e a l i t y o f F e a r
world it invaded is a barren and blasted
They Move
husk, burned free of all life. Though he
can conquer whole cosms, perverting their The shadows were the first thing he noticed.
Across the yard, beyond a fence an old oak tree
native reality to the reality of fear, as of yet stood, its barren branches clawing at the starry
the Gaunt Man has not done so. sky. The yellow glow of the streetlight threw the
Earth, and the cosms of the other High oak's shadows onto the wall of his neighbor's
Lords, are the first opportunities he has to house. And they moved. And something wasn't
spread his reality of horror. If defeated right.
here, a very real possibility, his nascent The air was still and silent and no breeze
shook the oak, yet its shadow moved across their
empire will be snuffed out, its campaign of house, swaying back and forth. As he watched,
eternal invasions aborted, and the reality the shadow flowed across the front of the house,
of horror destroyed. through an open door, and disappeared from
This must not be allowed to happen, view.
and so he has planned very carefully, very The next morning he walked over, making
closely, and controlled every possible vari- sure to give the tree a wide berth. Their front
door stood ajar, and every light in the house was
able. The one variable he cannot control on. Slowly, he pushed it open and called out.
is the defenders of this reality- Earth's "Anybody here?" There was no answer.
Storm Knights. With determination, intel- He walked inside.
ligence, and perseverance they may yet There, resting on a small table, he found a
defeat him. The fate of Orrorsh- and Earth- ribbon, tied around a lock of hair. At one end,
is in their hands. tiny lumps of flesh clung to the follicles. He let it
drop.
The shadows under the table began to move,
Servitors and a dirty, grey-skinned hand reached out and
slowly pulled the ribbon under the table. A dry
Mortals who succumb to the Corrup- voice began to chuckle and he fled the house in
tion of Orrorsh are altered spiritually, their panic.
very souls twisting into inhuman and hor- He never saw the neighbors again.
And each night he lay awake staring, waiting
rific forms, which forms can be seen by for the shadows to move.
certain specially trained mystics. Corrup-
tion is seeping and gradual, but when
up the cultist's human sacrifices.
complete the person becomes a Servitor, a
Servitors may not know they serve Or-
mortal servant of the dark powers of Or-
rorsh, but the nature of Corruption insures
rorsh. A Servitor sees their true form in
that their actions forward the interests of
every mirror and reflective surface, a con-
the domain's Nightmare. It inspires them
stant grim reminder of their debased and
to act in general ways that aid the horror
Wicked nature.
reality, by causing fear (such as a Corrupt
“The last world Orrorsh in- landlord threatening tenants with eviction
or a criminal terrorizing the inhabitants of
vaded is an barren and blasted a neighborhood) or spreading Corruption
husk, burned free of all life.” (the Police Commissioner might offer
bribes to those on his force or the cultist
Servitors act to further the goals of Or- might seduce and brainwash people into
rorsh in mortal society. A cultist who joining their cult).
summons a Horror is a Servitor, as is the Corruption also inspires specific ac-
corrupt Police Commissioner who covers tions that aid the Nightmare, such as

Storm Knights 10
prompting the cultist to summon a Horror acts that caused their Corruption. Their
at the precise moment the Nightmare Power Rating is usually from 1 to 6 and
wishes (when the domain becomes strong their Fear rating 1/2 or 1. Servitors do not
enough to allow the Nightmare to create a have a True Death or a Perseverance Diffi-
new Horror). The Servitor may not know culty Number, as they are not Horrors.
why they take action, but their Corrupt na- The actions of Servitors can trigger Perse-
ture compels them. verance checks, the Perseverance Diffi-
Servitors are empowered by the Power culty Number being that of the key Horror
of Fear, which grants them Horror powers (see the Orrorsh Sourcebook, pg. 61).
appropriate to their nature or the Wicked

11 O r ro r s h : T h e r e a l i t y o f F e a r
Afterword
Universal Orrorsh is differs in many
Whither Parasitic?
ways from the canon Orrorsh, though both
realities have the same goal: to present a For years the idea of a “parasitic” model of
Orrorsh has been discussed on mailing lists and
playable horror reality. In this author's the Torg boards. The name and the idea has
opinion, though the Orrorsh Sourcebook gained mind share among Torg fans, so a change
was one of the best and most evocative of in terminology might seem quixotic. Yet there is
the TORG sourcebooks, flaws in its concep- a reason.
tion and execution combine to render it This Orrorsh isn't about "parasitic" behaviors,
nigh unplayable. any more than any other reality. All High Lords
are parasitic: they invade a host reality, drain it of
Orrorsh is, as many gamemasters have possibilities, destroy it, and move on.
noted, one of the less popular realms for This Orrorsh is about universal horror: horror
players (with only the Living Land offering in any place, at any time, with any cause. Horror
a worse game play experience). In the is universal, so the reality of horror should be.
main, players avoid Orrorsh in preference
to other realities. In many ways, this can
geared toward adventures where charac-
be blamed on Orrorsh's primary flaw: it's
ters die regularly. But that's exactly what
emphasis on the necessity for player char-
Orrorsh is all about. If the vampyre doesn't
acter deaths during a module.
take out some of the heroes then he's a
From the Orrorsh Sourcebook, pg. 115:
vampyre out of a sword and sorcery heroic
fantasy -- and that's another reality.
Roleplaying in Orrorsh is different than
playing in other TORG environments...Most
Many of the mechanics of Orrorsh are
roleplaying games, especially TORG, are not

Storm Knights 12
designed to implement this philosophy memorable, and the players are unlikely to
(including Marking for Death). Orrorsh is invest emotion or concern for their cannon
intended to be lethal, and the Sourcebook fodder Storm Knights, making their deaths
places a burden on the gamemaster to en- meaningless. The guaranteed loss of a
sure that it is. According to the quote character runs counter to the spirit of
above, multiple player characters are sup- TORG, and discourages players from identi-
posed to die in every module, and if this fying with their characters (an essential
doesn’t happen, the gamemaster hasn’t component of horror roleplaying).
done his job. Yet even the death of player characters
The most obvious objection to this is could be accepted, were they significant
that the writer is simply wrong- a monster (hence the Martyr card). In Orrorsh, play-
can kill a dozen player characters, yet fail ers lose their characters and accomplish
to inspire fear, and a truly terrifying mod- nothing.
ule doesn't require any player character
deaths. If every Orrorshan adventure effectively
Fear balances hope and peril. To much requires the sacrifice of a player character
hope, and the module isn't scary. Too or three to complete it, what is the point?
much danger, and the players know their Is removing one Horror terrorizing one vil-
characters will die, and are resigned to lage in the middle of the Indonesian jungle
their fate. Neither invokes fear. Guaran- worth sacrificing two or three heroes, who
teed deaths don't foster fear- they foster may very well be the instruments in bring-
hopelessness and without fear, there is no ing down another entire realm? And if a
horror. minor vampire costs one life to remove,
Too, players know (or quickly learn) how much will it cost for a coven leader,
that Orrorsh is deadly, and intended to be or a Nightmare, or [the] Gaunt Man him-
lethal, and hence avoid the realm. Even if self?
they do venture there, they take secondary - Dominick Riesland
characters, the loss of which is acceptable.
Cheap, disposable characters are not Orrorsh is dangerous. It has to be. Yet
for all this danger, the players get nothing
if they win. A dead Horror, even one who
Orrorsh Controversy
has suffered True Death, is a trivial loss
The reality mechanics of universal Orrorsh
and easily replaced. The Storm Knights
have struck some as being contrary to the nature
or spirit of Torg. Yet there is an official reality that haven't accomplished anything, and they
operates almost exactly like universal Orrorsh: are no closer to defeating Orrorsh than be-
the Space Gods. fore.
The Space Gods reality emanates from a real- As written, defeating Orrorsh is impos-
ity tree, forms a mixed zone in which the Space sible. There are a great many stelae trian-
Gods reality and the native reality are both fully
gles and each triangle requires many glo-
supported, which mixed zone is stable and
doesn’t cause reality storms. If the world laws of ries, at the cost of many Storm Knight lives.
the Space Gods reality (specifically, the Law of There is no reason for players to go to Or-
Acceptance, see the Space Gods Sourcebook, pg. rorsh because they lose so many charac-
31) can create the Space Gods mixed zones, then ters for so little gain.
it is certainly possible that the World Laws of a
Orrorsh is simply an overwhelming re-
different reality can do something similar.
ality. Players feel ill-equipped to deal with
it, and it is essentially unbeatable.

13 O r ro r s h : T h e r e a l i t y o f F e a r
ture of the horror genre better than the
Design Goals of Universal Orrorsh original. Horror is a meta-genre, and can
exist in any setting. Universal Orrorsh
Universal Orrorsh overcomes these makes it possible to add horror to any real-
drawbacks by making it possible to defeat ity.
Orrorsh, while also removing the focus on The last design goal was to make the
killing player characters. Orrorsh is dan- Gaunt Man truly terrifying, especially to
gerous, and even deadly, but death isn't
guaranteed. “Fear balances hope and
At the same time, Orrorsh is also more peril.”
dangerous for Earth. Unlike the other re-
alities, it can continue to exist alone, and the other High Lords. The Gaunt Man is
can conquer Earth if but a single locus sur- the master of fear, and the nature of uni-
vives. Orrorsh must be fought to be de- versal Orrorsh marks him as a being even
feated, and Earth's defeat will mark the High Lords are scared of. High Lords can
beginning of a long, dark night of horror. defeat other High Lords, but none of them
Universal Orrorsh also matches the na- can defeat Orrorsh.

Storm Knights 14
Jasyn Jones’ STORM KNIGHTS

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Copyright
This electronic document (and all other contents of the STORM KNIGHTS website) is copy-
right © 2001-2007 by Jasyn Jones. All Rights Reserved (except as noted below).

This electronic document is released under a Creative Commons


Attribution-NonCommercial-ShareAlike 2.5 license. The terms of this
license can be found at:
http://creativecommons.org/licenses/by-nc-sa/2.5/

West End Games and Purgatory Publishing are hereby granted a license
to this electronic document under the terms of the Creative Commons
Attribution license. The terms of this license can be found at:
http://creativecommons.org/licenses/by/2.5/

In all cases, full attribution must be included in any derivative works, the text of which
must read:
Based on “Orrorsh: The Reality of Fear” by Jasyn Jones, copyright © 2001-2007.
Original article can be found at:
http://darleyconsulting.com/games/stormknights/cosmverse/orrorsh.html

These rules are based (in part) on material published in the following TORG rulebook(s):

TORG Boxed Set


Original Mythos and Game Design: Greg Gorden
Mythos/System Development: Douglas Kaufman, Bill Slavicek
Additional Mythos/System Work: Christopher Kubasik, Ray Winninger, Paul Murphy

The Revised and Expanded TORG Rulebook, v. 1.5


Rule Book Design: Jim Ogle
Editing: Gareth Michael Skarka and Steven Marsh
Cloud tile, eternium pattern, and stone tablet background produced by Garrett Taylor:
http://www.db.erau.edu/~taylorg/torg/

TORG is ®, TM, & © 2007 by Purgatory Publishing, Inc.

Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosmverse, Cyberpapacy,
Darkness Device, Dr. Mobius, Gaunt Man, Gospog, Heart of the Coyote, High Lord, In-
finiverse, Kanawa, Living Land, Maelstrom, Maelstrom Bridge, Nile Empire, Nippon Tech,
Orrorsh, Occultech, Pella Ardinay, Possibility Raiders, Possibility Storm, Possibility Wars,
Ravagon, Stormers, Storm Knights, Tharkold, TORG and the TORG Logo are trademarks of
Purgatory Publishing, Inc.

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