Torg Eternity

Though our group is new to Torg Eternity, I've been learning from the experienced gamers on the Torg forums. Based on their suggestions, I'm adopting some of their house rules. As our experience with Torg Eternity grows, these house rules may end up moved to their own page, with this becoming more of a general landing page.

Gamehacking Notes: The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4 (+4.75 if you can reroll 1s). The CP cost of adding a Perk is always (2 x existing Perks) + 1.


Torg Eternity Perk List

A consolidated list, organized by cosm for ease of selection

Torg Eternity Arcane Abilities

Quick-reference lists for Faith, Psionics, and Spellcasting

Which Cosm Should I Be From?

A quick summary of what each cosm has to offer your Storm Knight

House Rules and Clarifications

Cross-Cosm Learning

It sometimes makes sense for a character to pick up (in play) a perk or arcane ability from a cosm they aren't native to. This is allowed, but such an ability always causes a personal contradiction! In other words, it's a one-case contradiction even in the cosm from which it stems (unless you have the Adaptable perk). In every other cosm, it's a one-case contradiction (even with Adaptable) -- unless it requires the cosm's laws (*), in which case it's a four-case contradiction.

Much like perks dependent on a cosm's laws are marked with a *, cross-cosm perks should be marked with a ! as a reminder.

The perk Cosm Adaptation (Beta Clearance Player's Primer, p. 5) now gives you access to all of another cosm's perks that you otherwise qualify for.

Why: This allows for more varied and "out-there" characters, it adds some tension and uncertainty, and it constantly reminds that player of the differences between the realities of each cosm. These are all good things!

Falling Damage

To find damage (+1BD) for any fall of 5+ meters, multiply the Torg Value of the distance (in meters) by 5, then subtract 15 (max 40). For example, if someone falls 13 meters, that's Value 5 * 5 = 25 - 15 = Damage 10 +1BD.

Why: Someone broke down the math over on the forums, and it really makes more sense both realistically and dramatically.

Languages

Each language skill can be purchased up to +3. You will never roll against it. Instead, each level represents a certain degree of fluency:

+1 = You speak the language just fine, if with an obvious accent. Sometimes you miss puns, the meaning of poetry, and other linguistic wordplay, however, and particularly rare or technical terms may sometimes throw you.

+2 = You've shed your accent and increased your vocabulary to cover almost any term. You get any obvious puns (etc.) but really subtle stuff may still slip past you. It is rare for any Storm Knight to need any language skill higher than this.

+3 = Native speaker in every way. You can even think in the language. For Copycat (etc.) purposes, everyone has their native language at this level for free.

Official Rules Clarifications

  • Torg FAQ and Errata
  • Armor pluses never stack, even those acquired via perks. Use the single best plus, along with any other helpful miscellaneous effects. (Toughness pluses do stack.)
  • If you use a Multi-Action to attack the same target with two weapons or affect the same target with two different interaction attacks, the effects do not stack. Resolve both attacks (including damage/effect) and then apply the better result.
  • The hand-size bonus from Glory cards is not cumulative; it's a flat +1. (As a house rule to compensate, after a Glory is played, anyone who has or draws another may choose to immediately discard it and draw another card; if you discarded from your pool, you may choose to play the new card into your pool immediately.)
  • Telekinesis (psionic power) is very limited when affecting living beings. The psi can lift herself or use it to grapple an opponent; that's all. (The latter uses normal unarmed combat grappling rules, just with Mind acting as Strength.) The only way to lift another person is to lift an object that they're standing on, which happens slowly enough that anyone who doesn't want to go for the ride can easily hop off.
  • If a "resisted" power (e.g., DN equals willpower or Spirit) is cast on a willing subject, the DN is unchanged but the subject can use Extra Effort to assist the caster.
  • If the Drama card shows multiple DSR (Dramatic Skill Resolution) steps that would apply, one character can attempt to fulfill them as a Multi-Action. Alternatively, multiple characters can attempt those steps individually, in order, but all attempts have a penalty equal to -2 per step attempted (harder than a Multi-Action would be, due to the added complexity of coordination). For example, if ABC is showing, one character can attempt A, then B, then C, all at -4 for the Multi-Action -- or two or three different characters can attempt A, then B, then C, all at -6 for rushed coordination.

Reality (Skill)

The Reality skill is based on Charisma, not Spirit.

Why: Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.

Two-Handed Weapons

Balanced, two-handed weapons -- like quarterstaves and longswords -- are excellent defensive weapons. As such, anyone using such a weapon gets +2 to their melee weapons defense (just as dual-wielders do). This does not apply if (A) the weapon is Unwieldy or (B) the Minimum Str (and any similar requirement) is not met.

Why: Not only is this more believable and accurate, it also allows for a wider range of "weapon master" characters. Cinematic staff-slingers are just as cool as ambidextrous blade dancers!

Upgrading NPC Allies

A player with an attached NPC ally (e.g., a follower or animal companion) may choose to spend XP on the NPC instead of on her own PC. The first perk added costs the usual 5 XP, regardless of how many perks the NPC's base template contained.

Note that, at Beta Clearance, the Intense Training perk is a wonderful way to upgrade a companion or follower! But it must be taken by the PC (not bought as part of the NPC's character sheet) and it can be taken only once per NPC.

Why: There's already a precedent for "buy a perk that gives your NPC a perk," so this just generalizes that rule further and makes it simpler by not having to track which PC perks actually boost NPCs and so on.