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Torg Player Rules

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Possibility-rated characters may also use possibilities to gain<br />

rerolls when generating action totals and the Hero and Drama cards<br />

in the Drama Deck can also be used for this purpose. The rules for<br />

this can be found in Chapters Four and Five.<br />

What if Your Character<br />

Doesn’t Have a Skill?<br />

Just because a character does not have a particular skill does<br />

not mean that he cannot perform tasks associated with that skill.<br />

When a character wishes to use a skill he does not possess, his base<br />

attribute is used for the skill value.<br />

There are drawbacks for attempting a task without having<br />

the appropriate skill; some abilities are more difficult when used<br />

unskilled and some cannot be used at all unskilled. Additionally,<br />

when rolling the die a character’s chance of getting rerolls is reduced.<br />

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Skills that are more difficult when used unskilled are indicated<br />

in boldface in the Master Skill List. Skills that cannot be used at<br />

all unskilled are indicated in boldface italics in the Master Skill<br />

List. The individual skill descriptions will also specify if a skill<br />

is more difficult when used unskilled or if it cannot be used at all<br />

unskilled.<br />

Some skills may penalize or not permit unskilled use of only a<br />

particular ability that falls under that skill. Acrobatics for example<br />

has two specific functions listed, Vaulting/Springing and Falling.<br />

Vaulting/Springing can be done unskilled at a penalty but Falling<br />

cannot be done at all unskilled. Skills that have partial or separate<br />

restrictions like this are marked with a cross (+) in the Master Skill<br />

Chapter Three: Attributes and Skills<br />

Unskilled Use Penalties<br />

When a character attempts an unskilled use of a skill,<br />

the gamemaster will assign a modifier to the difficulty<br />

number of the attempt using the Difficulty Number Scale<br />

found in Chapter Four. Depending on the skill being used<br />

and the exact circumstances of the situation, the modifier<br />

should range somewhere from Complicated (+2) to<br />

Extremely Hard (+10).<br />

As a rule of thumb, a complicated skill is one where it<br />

helps if you know what you’re doing but it isn’t essential.<br />

For example, firing a heavy machine gun is mostly a matter<br />

of pointing it in the right direction and pulling the trigger.<br />

If attempted unskilled, that would only be a Complicated<br />

unskilled use of the heavy weapons skill.<br />

At the other end of the spectrum, an Extremely Hard<br />

skill is one where it’s almost, but not quite, impossible for<br />

an untrained person to figure out how to do something. Correctly<br />

aiming and firing a howitzer, for example, requires<br />

training and familiarity with the weapon and how it operates.<br />

Attempting it unskilled would probably be an Extremely<br />

Hard unskilled use of the heavy weapons skill.<br />

List and the skill description will explain what part of the skill is<br />

restricted.<br />

Result Points and Success Levels<br />

Most of the time, a character succeeds at a task when their action<br />

total equals or exceeds the difficulty number set by the gamemaster.<br />

But occasionally success isn’t such a cut-and-dried matter; it may be<br />

a matter of barely squeaking by or succeeding with flying colors.<br />

In these cases, the amount by which the action total exceeds<br />

the difficulty number is called the result points of the action. For<br />

example, if the difficulty number is 8 and the player generates an<br />

action total of 12, she got four result points. Result points are often<br />

used to determine the success level of an action with the General<br />

Results Table in Chapter Four.<br />

Active and Passive Skill Use<br />

Whenever a player generates an action total for their character,<br />

that constitutes an active use of the skill. Skill and attribute values<br />

are also used in some instances without requiring the generation of<br />

an action total. This is called a passive use of the skill.<br />

Passive skill use most often occurs during opposed actions, when<br />

one character is trying to affect another character. For example, the<br />

difficulty number for hitting someone with the unarmed combat skill<br />

is the other person’s unarmed combat skill value. The defending<br />

character passively uses his unarmed combat skill to avoid being<br />

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