TORG Character Generation: Meet Sam Poole!

"The storm has a name..." Discuss both TORG and TORG Eternity here.
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Wakshaani
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TORG Character Generation: Meet Sam Poole!

Post by Wakshaani »

Meet Samantha (Sam) Poole

Since there are a lot of questions about Torg floating around here from the board that's being so kind as to take us in, I figured I'd take a moment to walk through some character generation, showcasing a few little bits here and there, and to give the board a 'mascot' of sorts, a sample character that I can use in the future to walk throug the rules, write some little character bits for, maybe do artwork for (somebody around here has to have talent, right? I mean, I don't, but somebody!) … just have a little fun. I kicked around a few ideas before settling on Sam, since she draws from a character archetype from oTorg (Original Torg, as opposed to TorgE, for Torg Eternity).

Concept
The very first thing you need to do is a concept. This could be “Oh man, I found this cool piece of art and I want to play that guy” or it could be “I want to play a wizard, how do I do that?” or it might be, “What do we need? We got a fighter and a spellcaster, do we have any social skills covered?” … or, well, any number of things that gives you that big spark. In this case, I want a fairly balanced character to show off rules and, as a nod to oTorg, I want to reflect the old Adventurous Scholar archetype, a sort of Indiana Jones type who's made for the classroom but can get in the field as well... TorgE is a cinematic game with a focus on action, but there are plenty of social opportunities and puzzle-solving as well. The Adventurous Scholar is a well-rounded type who doesn't lean too hard into any one thing, making her an ideal showcase for today.

For Sam, the basic picture in my head was a gal in college, a Sociology major who's got a good heart and who wants to make the world a better place but isn't really sure how yet. She's got a good head on her shoulders but is still a student, not a professor, and keeps herself in decent shape rather than being an armchair intellectual sort; after all, Torg Eternity is a game that can send you anywhere on the planet to fight evil so we want her being able to hack her way through jungles, climb mountains in the middle of nowhere, and hold her own in a scrap if it comes down to that.

Race
Concept in mind, we start going down the character generation line. The first question is race. TorgE has four in the main book... Human, Dwarf, Elf, and Edeinos, with more races added in othe rbooks down the line. Dwarves and Elves are familiar to any fantasy game player, but the Edeinos are unique to Torg, a race of Lizardmen with stone-age technology whose reality gives them access to astounding miracles; their god, Lanala, blesses them with any number of mythical abilities, turning what would be a badly-outgunned foe into a, well, holy terror. Fortunately, our girl Sam is a Human, like most characters are, and Humans don't need any special rules. Done!

Home Cosm
The invaded world, a more cinematic version of our own world, is called Core Earth. There are seven invading realms (Aysle, the Cyberpapacy, the Living Land, the Nile Empire, Orrorsh, Pan-Pacifica, and Tharkold) that each have their own Reality and being from any one of them gives you access to special rules (World laws) that define that reality and access to Perks (special abilities that define a character, more on them in a bit). Since Sam is our default hero, she's clearly from Core Earth. Note that the Possibility Wars, where invaders come from afar to steal our world's precious energy, does allow for Transformation, where a person from one world can be changed into one from another world. This process works both ways, so while vast numbers of people from Core Earth are transformed into people that fit into the invading reality, every now and then an invading person will Transform into a person who fits into our world. As such, if it were our concept, we could very well have Sam having grown up in Gary, Indiana, her entire life, but when she went to, say, India for a summer vacation, she was there when the invasion started and was Transformed into an Orrorshian. Equally valid, you could have someone, such as an Edeinos from the Living land, who was in Core Earth and was Transformed into a citizen of this world, losing his connection to Lanala and her miracles but gaining the ability to use firearms and drive a tractor.

But for Sam? We jot down Core Earth on her sheet and jot down the Axioms (reference numbers that showcase how far along a Reality has developed in one of four categories, ranging from 0 (that doesn't work here) to 30 (Complete and utter mastery of a thing). For Core Earth, those numbers are: Magic 9, Social 23, Spirit 10, and Tech 23. (We'll explain what those numbers mean later on. For now, just know that Core Earth is, in essence, our world only cooler, so it has computers ad jet fighters and what not, a United Nations, a concept of Human Rights, but while there aren't any real wizards or priests parting a sea, there are creepy fortune tellers who cackle and give omens that come true, a rare holy man whose touch can heal the wounded, and strange things that go bump in the night exist but are almost never seen. Bigfoot and Yeti are real, even if no one's ever produced one in person, ghosts are a thing, etc.

Possibilities
Most people do not get Possibilities. These are restricted to special people who have adopted the name Storm Knights, if heroic, or Stormers, if evil. In essence, they let someone modify reality just a bit... a lethal hit is turned into “just a flesh wound”, your car manages to jump a raising draw bridge, you can cut the last wire of a ticking time bomb right as the clock hits 0:01, and so on. People who have Possibilities aren't necessarily better than ordinary people (Ords), but they're the ones who manage to do dangerous things and still survive. All player characters have Possibilities, as do big named villains, while minions and NPCs are, for the most part, ords.

All PCs start with 3 Possibiilities, so we jot that down on Sam's sheet.

Attributes
And every gamer's eyes just lit up. Here we go, the meat and potatoes of character generation. Woo! TorgE uses five attributes to define a person, those being Charisma, which is how likable a character is or how motivational they can be, Dexterity, which is how nimble you are, Mind, which measures your cleverness and book smarts, Spirit, which is your self-confidence and willingness to struggle on through adversity, and Strength, which determines if you even lift bro, but also how durable you are. These attributes, for a Human, range from 5 at the bare minimum to 13 at the very tippy-top, with 6-7 being “average normal person”. 8-9 is above average, 10-12 excellent, and 13 is about as good as it gets. There's room for a 14, “Godlike”, for those hyper-rare people who are beyond the current limits of Olympic atheletes and the like, reserved mostly for the biggest bad guys, the High Lords who are behind the invasion, but in the future, PCs might have the ability to reach those levels as well. For now, however, 13's as high as a Human can get. A PC gets 40 Attribute Points to spend, with each Attribute costing 1, so an Attribute of 8 costs 8, for instance, or 12 costs 12.

We have a mental image for Sam, and it's tempting to dump a bunch of points into Mind, but, rather than being a pure academic type, we know that she's going to be in the field, so we want a healthier balance. We also know that Perks, special powers that define what a character can do, often have a requirement of an Attribute at a certain level. General Perks need an Attribute of 8 or higher (8+) to qualify, so if you wanted some perks form the Leadership tree, you'd likely want a Charisma of 8 or higher. Advanced Perks usually require a 10 in an Attribute, meaning that you need to really focus in an area to qualify for those.

Charisma is an Attribute with some fantastic Perks behind it and we like the idea of Sam growing into a real motivator at some point, inspiring slaves to rebel against their masters (Thanks, Indy!) or being able to talk a reluctant prince to join forces to combat a big evil, but it isn't her forte. After some hemming and hawnig, we give her a Charisma of 8, above average, so that several Perks are unlocked.

Dexterity is the action stat and we know she needs to be able to handle herself out there, so we give her a 9, above average. This is high, but not so high that you'd define her as an action heroine. She'd be a “second line” fighter, not the front line, and able to do some cinematic stunts here or there when needed.

Mind is where we'd love to go higher, since she's a smarty, but points are starting to get thin and, again, we're looking more for clever than genius, so we settle on a 9; again, above average but notable.

Spirit is the first time we flinch. It'd be geat to have her with a big Spirit, bravely facing down badguys with an action movie squint, struggling through days in the desert without water and emerging down but not out, or just oozing self-confidence, but, with 26 of our 40 points spent, sacrifices have to be made. We decide that Sam still thinks of herself as a normal person (and probably has a bit of imposter syndrome and anxiety), and hasn't really risen up to HERO!!! levels yet. We give her a Spirit of 7 (average).

Strength comes last, and we'd love that Indiana Jones-style ruggedness, taking loads of punches and still fighting, but ultimately there are Perks for that and, well, we're out of points, so we give her a Strength of 7 (average), appropriate for a healthy college student.

Our final tally?
Charisma 8, Dexterity 9, Mind 9, Spirit 7, Strength 7

Skills
Torg Eternity is a system that allows a character to try about anything for a Skill Check, so even if you don't have the Firearm Combat skill you can try to fire a gun, if you don't have Beast Riding you can still clamber on a horse and give it a go, and so on. A handful of skills, like Conjuration Magic require you to have the skill to try it, and those skills are noted on the main skill list, but the majority are ones that anyone can try. The average Difficulty Number is 10, where you take a skill, add a linked Attribute, then roll a die to generate a Bonus Number to see if you succeed or not. So, if Sam had a Fire Combat skill of 1 and a Dexterity of 9, whenever she wanted to fire a gun at someone, she'd have a result of 10, modified by the Bonus Number (which can be a penalty!) so, on average, she could plink away all day at a normal target and do okay. Easier tasks have a lower Difficulty Number (hitting the broad side of a barn vs a paper target on said barn) while more difficult things have a higher Difficulty Number (hitting a coin flipped in the air is harder than a stationary paper target ten times the size!)

Skills range from +1 to +5, with 1-2 being “You have some experience, training, or natural talent”, 3-4 being advanced training, and 5 being high level of expertise. As a starting character, you can't take a skill higher than +3. A Player Character gets 16 skill points to spend, with each +1 costing a point (so taking a skill at +3 costs 3 skill points), but you have to set aside at least 1 for the Reality skill, a special skill that can't be used untrained and only exists for those with Possibilities... this is the skill that sets a Storm Knight from an Ord.

Looking over the skill list (of which there are 40 skills, 12 of which can only be used if you're trained in it) a few jump out for Sam, but we quickly jot down more than we have points for, so we have to figure out what we want to start with and what we can pick up with Experience Points down the road. With Sam, we also know that she'll be a bit of a generalist, since she needs to be as good in the field as she is in the classroom. She's also our sample character for walking through the rules, so a wide selection is handy!

We start with a Reality skill of +3. This is quite high, but it's a Spirit skill, where she only has an average Attribute, and it's sort of the Core Earth skill, and we want to showcase Core Earth a bit.

Next we take Scholar at +2. Scholar handles a lot of Humanities-type training, your Sociology, History, Literature, and so on. It's tempting to take this at +3, but, again, student not professor, but we'll want to raise this with XP down the line. (As an aside, in oTorg, the Schol Skill had a further designation, such as Scholar (History) or Scholar (Literature), but in TorgE, all of those have been consolidated.)

Next we look at a pair of social skills, since, as a world-traveller, Sam will be in situations that require her to gather information and allies. We settle on Persuasion at +2, which covers haggling for prices, convincing people to make an exception Just This Once, lies, charming people, and so on. We also go with Streetwise at +2, a skill that lets you work people in the background for information such as “Has anyone seen this girl” or “Do you know anything about the Muffin Man?” or “Why do they call it Crazy George's Bridge, anyway?” … this is also a skill that lets you request gear from the Delphi Council, the organization that assembled to defend Core Earth from the invaders and which serves as the group behind your Player Characters, letting her have access to better gear for missions.

That's 9 points down, leaving just seven left. Everything else, we take at just a +1 for now.

For combat, we go with Dodge, which keeps you from being shot, Fire Combat, which lets you shoot other people, and Melee Weapons, which both defends and attacks as long as you're armed. We consider Unarmed Combat, which does the same when you're not, for some classic two-fisted action, but we're not picked any non-combat skills yet and with an average Strength she's not really a puncher, so.

For general skills, we can't get everything we want, so we focus on just a few. Evidence Analysis is your clue skill, letting you figure out puzzles and problems, while Find is your detective skill, letting you gather those clues in the first place. To go with these, we add Lockpicking, a skill that you can't use untrained, since she's more about getting into a room quietly than kicking the thing in. We finish with Language (French) which is also a skill that you can't use untrained and which will likely come in handy when English falls short.

There are several other skills that she really wants, but, we've burned up all 16 points at this point, so we'll just have to wait for XP to roll in, or hope that other PCs cover for her weakneses later on. It's a troupe-based game, after all!

Perks
Next are Perks, a thing foun in TorgE that wasn't in oTorg... Perks are special abilities that help define your character. Being able to cast spells is a Perk. Having cybernetic implants is a Perk. Having Bruce Wayne levels of money is a Perk. There are dozens to pick from, and many have requirements before you can. The most common requirement is having a high Attribute, either an 8+ (most) or 10+ (a few), but nearly as common is a restriction based off of your Home Cosm. Those from Orrorsh have perks that help define that cosm, such as Occultist, which lets you figure out how a monster works and, more over, how to kill it, or Alchemy, which lets you whip up special elixirs beyond the ken of ordinary men, those from the Living Land have perks to reflect Lanala's Blessings, and so on.

There are also racial perks, which are both restricted by cosm but also by race. So a Dwarf from Aysle or an Edeinos from the Living Land can get perks that ordinary humans from Aysle or the Living land cannot. A Dwarf of Edeinos who Transformed to another cosm also can't take these, as they no longer have the connection to their home reality, despite being the same race.

For Sam, we're absolutely spoiled for options; she qualifies for most Leadership perks, thanks to her good Charisma, and Core Earth is a rare cosm that allows you to take Miracles, Psionics, and Spellcraft, but she didn't take skills in those areas. Everyone has access to Prowess perks, which cover things like being particularly good at shooting, punching, and so on, and several Social perks are also open to her. But what we want to focus on is Reality, a special perk tree that's only open to those from Core Earth, the special category that sets them apart from anyone else. With a Spirit of only 7, Sam isn't the strongest Core Earth person in terms of Reality, but several Perks found her help overcome that weakness.

We start with Realm Runner, a perk that lets her ignore the first Disconnection per Act, and lets her ignore up to 4 points of penalties for Reality rolls when trying to reconnect. Disconnection we'll cover in a later discussion but,f or now, know that if you try to do something in a reality that said reality doesn't support (such as invoking a Miracle of Lanala in Core Earth), there's a chance that it will not only fail but that Reality itself will scramble your abilities and make you abide by that cosm's rules instead of your own. To get your normal abilities back, you need to make a Reality test, and that gets hard, fast.

We follow that up with Prodigy, a Perk which gives you one more Possibility than usual, so that Sam gets 4, not 3. We change her sheet to take this into account.

With these two Perks, we see that Sam is positively brimming with potential that she hasn't unlocked yet, and excels at going to other Cosms and doing things that nobody else can. She's can anchor any group of PCs with a can-do attitude and heroism outsized when compare dto those from other Cosms. In short, she's the Queen of the Impossible.

Equipment
Torg is an RPG, and like any RPG, you can buy Stuff. Woo! Torg is also a cinematic game, where you pick up guns form bad guys and toss 'em aside when the fight's over, you regularly lose stuff due to being captured, drop things down a bottomless cavern but manage to hold on to the bridge to save yoru own life, have to ditch things to blend in with the locals, and so on. Equipment, thus, isn't a focus of the game and is ultimately disposable (Which is why Cyberware, built in to your body, is a Perk!) and replacable. The gear lists are pretty small, and you don't need to squeeze every penny out of them. Moreover, the Delphi Council will provide, within reason, things that you need for adventures, so you don't have to worry overly much about this one.

That said? Everybody loves to go shopping! All PCs start with $1000 to buy stuff. Woo!

For Sam, we start with some armor because she's a bit fragile with a strength of 7 and we'd like to keep her around. Tactical Armor, like a modern US soldier, is avaiable, and would give +4 bonus to Strength for resisting damage, but, it's heavy, represented by a rule called Fatigue, and limits you to a Dex of 8 while you're wearing it, and Sam is more about moving quickly than tanking, so instead we go with a Stab Vest, which grants +3 Strength vs damage but only covers the torsom leaving her head nd limbs exposed. On the plus side, it doesn't have the Fatigue rule and caps your Dex at 10, so she can move freely in it. A Stab Vest is still obviously armor, so you can't just walk around everywhere in it, but when bullets fly, you'll be glad to have brought it. It costs us $200 and we note it on her sheet, along with a note that it has a Tech Axiom of 23. This means that it works fine in worlds like Core Earth, Pan-Pacifica, and the Cyberpapacy, which are all high-tech worlds, but that it clashes with the reality of worlds like Aysle and the Living Land. More about that in a later write-up.

Next, we need some weapons. We grab a Glock 9MM pistol (Tech 22, cost $250) as a sidearm that's easy to conceal, and a Machete (Tech 22, cost $40) for the backwoods. We also grab an Ammo Belt (Tech 21, cost $50) to go along with the Stab Vest when we know we'll be going into a combat situation. It's a bit bulky and obvious to normally carry around, but it holds five reloads for her 9MM pistol, so that she won't run out during a firefight.

Now, we could keep going with weapons, to kit up for any situation with throwing knives or an assault rifle or whatever, but, Sam's not that kind of combat-focused character and, honestly, we can just grab stuff off of downed goons if needed, while the basics are things that she'll always have handy, so now we move on to general gear.

She's a college kid, so we have to take a mobile phone (Tech 23, $300) which won't be able to connect in many places (As a Storm Knight, she can use high tech, like a cel phone, in a Cosm where it shouldn't work, like the Living Land, but since there won't be cel towers, she couldn't call out) but which still works as a flashlight, camera, music player, and so on. It's also a great prop for roleplaying. We further add a Multi-Tool (Tech 22, $40) because it's just dang handy and fits in a pocket.

We take Climbing Gear (Tech 23, $100) which lets her use her good Dexterity instead of her average Strength for climbing things, and it, like the ammo belt and stab vest, goes into the “I store it in the car's trunk” category of gear that she always has, but doesn't always carry around, since just walking around with a safety harness and jingling crampons is weird. 10 meters of nylon rope (Tech 22, $25) goes into the trunk as well.

That's $805 down, and up to $195 remaining, if we care to spend it all.

All of that gear was from Core Earth, but there's plenty of gear left that's more appropriate to another cosm but which you can take. Some, like a Smartgun Attachment from Tharkold, are so high tech that they cause problems in Core Earth, while others are low-tech things that are just more commonly found in invading Cosms but certainly can be gathered up in Core Earth as well.

Under the Nile Empire list, we snag some Binoculars (Tech 19, $30), a First Aid Kit (Tech 19, $50), and a Flashlight (Tech 20, $10).

From the Orrorsh list, we take five notebooks (Tech 15, $1 each) because, hey, Sam is a scholar after all.

From Aysle, we grab some Lock picks (Tech 10, $10).

We still have $90 but, that's probably enough equpiment. There's a big leather backpack for $100 that we could take, but after a chat with the GM, he gives us a break and lets us take a modern backpack (tech 22, $50) which doesn't exist on the equipment list but which makes sense for a college student. With that, we call shopping a day.

So, Sam will walk around with her backpack, multitool, and ever-present smartphone, and keeps a backpack slung over one shoulder with her notebooks, lock picks, binoculars, and a spare flashlight in it, pretty much all the time. She usually keeps her pistol handy as well.

When she's in the field, she double-shoulders the pack over her stab vest, wears the gun on one hip, straps on her ammo belt, wears a machette on her other hip, and may break out the rope and climbing gear as well. Good adventurer!

Finishing Up
Now there's just a bit of bookkeeping to resolve. Her Movement is equal to her Dexterity, so 9, and running is three times that, for 27. If she'd gone with the heavier Tactical Armor, which capped her Dex at 8, she'd have a movement of 8/24 instead while wearing it.

Shock is how much pummeling you can take before being worn down and go unconcious. It's equal to your Spirit Attribute, so 7 for Sam.

Wounds is how much body can take before you risk death. Eek! As a PC, Sam gets 3 Wounds by default.

Defenses are an easy way to recall what the Difficulty Number is to hit the PC. Ranged Defense is Dex + Dodge, Melee Defense is Dex + Melee Combat, and Unarmed Defense is Dex + Unarmed Combat. Sam has 10, 10, and 9, respectively.

With that, you're done!

(I'll upload a character sheet with this soon.)

Zackzenobi
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Re: TORG Character Generation: Meet Sam Poole!

Post by Zackzenobi »

I like Sam Poole! She's basically a female version of Aiden McAllister. But my personal pet peeve with the Realm Runner Archetype, is starting off with 2 Reality perks. Reality perks, for the most part seem like Support Perks to me. Sure an extra Possibility is great, but you only get it once per act. Not disconnecting his great, but if you cant hit the broadside of a barn, your threat level is a little underwhelming. Brawler helps you every time you get into a fist fight. Double tap gives you a bonus every time you shoot a gun. Ymmv but I try to balance my starting character's Reality Perks with a Prowess Perk.

But most grad students wont have Combat skills, so it does make sense here for the most part. Maybe Situational Awareness would make sense for a grad student? Sure it's only useful once per scene, but that beats once per act. Just spitballing here. Maybe I'm looking at it wrong.

Wakshaani
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Re: TORG Character Generation: Meet Sam Poole!

Post by Wakshaani »

She's not the most dangerous, no, but later on, she'll be taking more Reality perks in order to start opening up things like Staele Sense in later books. Sam's just here so when I walk through rules examples, I have someone to point at and go, "Sam's on the run from a pack of Velociraptors and is managing to stay ahead of them, but has to skid to a stop as she reaches a sheer cliff that drops off in front of her..." and start walking through rules. Making her have a wider skill set is handy for that. :D

If anyone gets intimidated by the length of her post, I have a MUCH shorter one for Jack Dupp, a PC whose player doesn't do a lot of roleplaying but is there mainly to fight, to show how QUICK you can make a character. Sam's write-up goes on a bit, since I'm rambling, but the actual numbers-on-page part takes about five minutes. Ten for someone more complicated. Jack, by the by, has Situaltional Awareness, which is why she didn't get it. :D But depending on how things roll out, that whole Leadership tree's available...

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pkitty
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Re: TORG Character Generation: Meet Sam Poole!

Post by pkitty »

I've also got a few potential-PC characters I've created at http://mygurps.com/pmwiki.php?n=Main.To ... ormKnights

I mention it here because for each one I included notes on why I chose certain things, how specific traits synergize well, etc. (Note that I do base Reality skill on Charisma, a house rule I recommend HIGHLY, but that's easily ignored; just sub in Spirit.)
Our group's Torg Eternity wiki page
  • House rules, indexes of all perks/spells/etc, form-fillable character sheet, and more

Wakshaani
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Re: TORG Character Generation: Meet Sam Poole!

Post by Wakshaani »

Having a bit of trouble on the uploading of a sheet as the official one is *far* too small for what I need but I don't want to go off-brand for a sample character. D'oh!

Wakshaani
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Re: TORG Character Generation: Meet Sam Poole!

Post by Wakshaani »

So, terribly sorry about the long delay here. I kept trying to work around the limitations of the basic sheet but failed each time, and I didn't want to go to a third party design because that wouldn't really feel right.

But then I was looking over some Infiniverse stuff and remembered that there was an Infiniverse character sheet that I'd had my eye on before. I dropped $3 on it and, boy howdy, was I not let down. Far from it! This is now the sheet that I'll use for EVERYTHING. So, here's an Infiniverse plug:

https://www.drivethrurpg.com/product/24 ... cter-Sheet

And now, here's Sam's sheet, done up in style.

Image

And page two:

Image

Sorry if my terrible handwritin'gs hard to make out. I type for a reason!

Alo, you might notice that her equipment list has shrunk a bit. It turns out that I was a solid $200 over budget. Yikes! So she lost her climbing gear (ow), rope, flashlight, and some other odds and ends. Hopefully, the Delphi Council won't send her out rock climbing anytime soon. :D

Zackzenobi
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Re: TORG Character Generation: Meet Sam Poole!

Post by Zackzenobi »

I like the art a lot! Did you do that yourself?

Also the Concept "Queen of the Impossible" is really cool. How did you come up with that?

Wakshaani
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Re: TORG Character Generation: Meet Sam Poole!

Post by Wakshaani »

Well, Flash Gordon is the King of the Impossible, so. :D

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TiaMaster
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Re: TORG Character Generation: Meet Sam Poole!

Post by TiaMaster »

Thats a nice sheet, and this is a great idea and I look forward to the upcoming rules walkthroughs with this character.

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talsine
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Re: TORG Character Generation: Meet Sam Poole!

Post by talsine »

Man, this was awesome, thank you for doing this! It also made me think of something that i just glossed over recently, but what is the default starting language? Most games i play this honestly doesn't come up, but because of how Torg is setup, it is something I am realizing that i should probably think about.

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Re: TORG Character Generation: Meet Sam Poole!

Post by Wotan »

talsine wrote:
Mon Feb 24, 2020 5:53 pm
Man, this was awesome, thank you for doing this! It also made me think of something that i just glossed over recently, but what is the default starting language? Most games i play this honestly doesn't come up, but because of how Torg is setup, it is something I am realizing that i should probably think about.
PCs start with their native language & English (Core Rules P80, Languages)
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"I don't mean to nitpick but..."

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talsine
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Re: TORG Character Generation: Meet Sam Poole!

Post by talsine »

Wotan wrote:
Mon Feb 24, 2020 6:05 pm
talsine wrote:
Mon Feb 24, 2020 5:53 pm
Man, this was awesome, thank you for doing this! It also made me think of something that i just glossed over recently, but what is the default starting language? Most games i play this honestly doesn't come up, but because of how Torg is setup, it is something I am realizing that i should probably think about.
PCs start with their native language & English (Core Rules P80, Languages)
Thank you! I would have thought that would be in Character Creation rather than the the skill list, but now I know. Don't have to update my Shaman after all then. Cheers!

Wakshaani
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Re: TORG Character Generation: Meet Sam Poole!

Post by Wakshaani »

talsine wrote:
Mon Feb 24, 2020 5:53 pm
Man, this was awesome, thank you for doing this! It also made me think of something that i just glossed over recently, but what is the default starting language? Most games i play this honestly doesn't come up, but because of how Torg is setup, it is something I am realizing that i should probably think about.
That said, I saw a *very* nice house rule that I'll be using in my own game.

You get 3 pts in your native language and 1 point in another language. For those outside of Core Earth, this is English by default but if you're playing out of, say, Germany, then giving everyone German instead makes sense. The current rules are that PCs get their native language but those from other cosms get English for free... not exactly power creep, but it is a benefit that Core Earth characters don't get. Evening it out doesn't hurt anything, so, that's the second house rule that I'm adopting.

Mind you, when doing up sample sheets, like Sam here, I'm not using any house rules. That said, I do go outside the lines a *bit* by having non-standard gear but, honestly, it's just a bag to carry stuff in, so, hey. :D (besides, a few other template characters have gear that isn't on the normal lists.)

A nice thing about Torg is that you have some wiggle room, but when trying to do up walkthroughs, the closer you can stick to normal, the better.

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