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Torg Player Rules

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Improving Attributes<br />

Attributes may also be improved, but at a far greater cost. An<br />

attribute may never be improved beyond the attribute limits of the<br />

character’s home cosm as given in Chapter Two.<br />

Improving an attribute with possibilities has its cost figured in the<br />

same manner as improving a skill, but the cost is tripled. Increasing<br />

an attribute from 10 to 11 would cost (11 x 3) 33 possibilities. As<br />

with skills, the increase is considered to happen immediately.<br />

Improving an attribute by training over time can be done but<br />

the method for calculating the required amount of time is different<br />

than it is for skills. The value the attribute is being increased to is<br />

the number of months that the character has to train. So increasing<br />

an attribute from 10 to 11 requires 11 months of training.<br />

The definition of a month is the same as for skills, eight hours<br />

of effort a day for 25 days. Unlike skills though, this cannot be<br />

stretched out over a greater amount<br />

of time, the 25 days of training<br />

must all occur within the span of<br />

one calendar month. Increasing an<br />

attribute over time requires intense<br />

effort and dedication, often at the cost<br />

of having time for doing anything else.<br />

Olympic weightlifters and professional<br />

bodybuilders are examples of the types<br />

of people who have this time— they<br />

do nothing but train. Most people,<br />

especially player characters, will not<br />

have this much free time.<br />

Example: Barbara wants to increase<br />

the Strength of her ninja character,<br />

Yukitada. Her Strength is 8 so increasing<br />

it to 9 would require nine months of<br />

intensive, dedicated physical training.<br />

Yukitada would not have the time for<br />

adventuring while she was training up her<br />

Strength so Barbara decides to save up the<br />

possibilities for it instead.<br />

Optional Skill<br />

<strong>Rules</strong><br />

These optional rules will allow your<br />

gaming group to fine-tune the level of detail<br />

and realism in the <strong>Torg</strong> skill system. Pick the<br />

rules that your group wants to use, if any, and<br />

ignore the ones you don’t want.<br />

If a rule is being used, it has to apply to every character in the<br />

game; individual players cannot choose to apply one rule to their<br />

own character if no one else wants to use that rule.<br />

Simplified Unskilled Use<br />

Keeping track of which skills can be used unskilled, which skills<br />

can be used unskilled at a penalty and which skills cannot be used at<br />

all unskilled can get rather complicated. Characters are allowed to<br />

attempt some unskilled uses at a penalty because in adventure fiction<br />

passengers are always landing planes after the pilot dies, people<br />

with no medical training are delivering babies while trapped in an<br />

elevator and non-combatants are able to load and fire big, heavy<br />

weaponry after watching it being used once. It’s not easy, but they<br />

somehow manage to do it anyway.<br />

Chapter Three: Attributes and Skills<br />

If your group is having trouble remembering what their characters<br />

can and cannot attempt unskilled, consider all non-Dexterity<br />

boldface skills to be unusable unskilled, as if they were boldface<br />

italics skills. Under Dexterity, the only skill that could not be used<br />

unskilled would be martial arts.<br />

Narrower Skills<br />

Most of the skills are intended to be very broad, to cut down<br />

on the number of skills a character needs. For additional detail, the<br />

skills can be more narrowly defined. Characters will need to have<br />

more skills to cover the same amount of abilities.<br />

Every skill in essence becomes a limited skill. For example,<br />

instead of being able to shoot every possible type of firearm with the<br />

one fire combat skill; each distinct type of firearm requires its own<br />

separate fire combat skill. The exact definition of<br />

what constitutes a separate type of firearm is up<br />

to your group; the distinctions can be as broad<br />

or as narrow as desired.<br />

Broader Skills<br />

If, on the other hand, your group feels that<br />

there are already too many skills to choose<br />

from, you can reduce the number of available<br />

skills by simplifying definitions and widening<br />

the scope of many skills. Characters then<br />

need fewer skills to cover the same amount<br />

of abilities.<br />

Turning limited skills into normal skills<br />

for example would be one possible approach.<br />

Instead of requiring characters to take a<br />

separate science skill for every field they<br />

know they only need one science skill to<br />

cover every possible field of science.<br />

You could go even further and combine<br />

similar skills into one broader skill.<br />

For example, fire combat and energy<br />

weapons could be combined into a<br />

single skill, grouping all “point and<br />

shoot” handguns under the same ability.<br />

Specialized Skills<br />

The rules for skill specialization can<br />

be changed so that instead of being better<br />

with a particular subcategory of abilities<br />

that fall under a skill, the character is<br />

worse at all other aspects of the skill. A<br />

type specialization for every skill must be chosen as outlined in the<br />

regular rules but no skill bonus is assigned and it does not cost the<br />

character any possibilities.<br />

Instead, the skill value is used for the specialization and all other<br />

uses of the skill are treated as if the character has zero adds in the<br />

skill. The base attribute for the skill becomes the skill value for<br />

anything not covered by the specialization but the character is not<br />

considered unskilled so no unskilled use penalties are applied.<br />

When this rule is used players may purchase a skill more than<br />

once to cover different abilities of the skill. For example, a player<br />

might buy fire combat twice for her character, once for pistols and<br />

once for rifles.<br />

Trademark specializations are still allowed and will add to the skill<br />

value normally. The cost though is reduced to one possibility.<br />

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