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Torg Player Rules

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Willpower<br />

Use: Normally a macro skill.<br />

Sample specializations: Specific defense (against charm, against<br />

persuasion, against hypnosis, etc.), ignoring pain, self-control,<br />

disbelieving illusions<br />

Willpower represents a character’s strength of mind and ability<br />

to remain true to a decision or course of action. It is most often<br />

used as defense against character interaction skills such as charm<br />

and persuasion and in some cases other interaction skills like trick,<br />

test, taunt and intimidation.<br />

For the latter skills, willpower can only be used as a defense<br />

against macro uses of those types of interactions, during round play<br />

the normal defenses must be used. This is because during round<br />

play characters must react based on their instincts and do not have<br />

time to apply their willpower to the situation.<br />

Similarly, willpower may be used to disbelieve the existence of<br />

illusionary magic, but only outside of round play. During round play<br />

disbelieving illusionary magic defaults to the character’s base Mind<br />

attribute. See Chapter Ten for more information on disbelieving<br />

illusionary magic.<br />

Willpower may be used as an active skill in situations where the<br />

character faces a difficult temptation, needs to control an impulse<br />

or has to overcome a natural reaction or instinct.<br />

Example: Father Wagner, lost in the Sahara desert after being<br />

separated from his friends by a sandstorm, staggers into an oasis,<br />

dying of thirst (probably because he failed some survival skill checks.)<br />

He crawls to the edge of the water and is about to start drinking<br />

when Becky tells Tina that Wagner notices a strange spell coming<br />

from the water and calls for a willpower check to see if he is able<br />

to stop himself from drinking the possibly tainted water. Tina rolls<br />

Chapter Three: Attributes and Skills<br />

poorly and Wagner fails the skill check, so he greedily drinks from<br />

the pool. Only after it’s too late is he able to consider the possibility<br />

that the water is poisoned or otherwise unfit to drink.<br />

At the gamemaster’s discretion, willpower may be used in the<br />

same manner as the Toughness based resist pain skill. If allowed,<br />

willpower can be used to resist the pain from mental and spiritual<br />

wounds as well as physical wounds. Since resist pain is normally only<br />

used in round play, using willpower in this fashion is an allowable<br />

exception to it being a macro skill.<br />

Charisma<br />

Charisma measures the strength of a character’s personality: not<br />

just how likable she is but also how effectively she can communicate<br />

and her ability to form a bond or connection with someone. Charisma<br />

can be used to gauge a character’s attractiveness but is not necessarily<br />

an indicator of physical beauty, rather the combination of personality<br />

and appearance.<br />

Characters whose professions involve communication, swaying<br />

opinions or convincing people about something would want a high<br />

Charisma. Successful salesmen, politicians, actors and teachers are<br />

examples of characters with good Charisma values.<br />

A low Charisma indicates someone who appears unlikable,<br />

untrustworthy and probably unpleasant to be around. They’re always<br />

saying the wrong thing at the wrong time, have little empathy for<br />

other people’s feelings and opinions and have difficulty expressing<br />

themselves in ways other people can easily understand<br />

Charisma-Related Skills<br />

Charm<br />

Use: Macro skill.<br />

Sample specializations: Seduction, “making friends”, establishing<br />

trust, gaining respect<br />

Charm represents the ability to change the attitudes of<br />

acquaintances and onlookers. Characters with a high charm value<br />

can turn enemies into friends and friends into devoted followers.<br />

Characters generate a charm total against the willpower or Mind<br />

value of the target character. Successful use of charm improves<br />

the attitude of the target character toward the charming character.<br />

Failures with charm though can make things worse!<br />

Charm can require a significant amount of time; at least five<br />

minutes spent communicating with the target if not longer. The<br />

more time spent on a charm, the more effective it might be and the<br />

longer the effects may last. The complete rules for the use of charm<br />

can be found in Chapter Four.<br />

Performance Art*<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample limitations: Acting, singing, storytelling, public<br />

speaking, stand-up comedy, improvisational theater, live-action<br />

roleplaying<br />

Sample specializations: Specific field within a limitation (singing<br />

opera, interpretive reading, dramatic acting, comedic acting, etc.)<br />

Axiom: Social 3<br />

This skill gives its user the ability to perform a work of “art”,<br />

which is broadly defined as anything spoken, sung or otherwise<br />

communicated that is designed to invoke some kind of response in<br />

the audience. For example, a public speaker may want to convince<br />

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