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 Note: The expected result of rolling a single Torg d20 once is approximately -1. The average result of a bonus die is exactly +4.
Alternative Arcane Failure Modes
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.
To find falling damage (+1BD), 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.
Official Rules Clarifications
- Torg FAQ and Errata
- Armor pluses never stack, even those acquired via perks. This includes non-defensive pluses, like Strength boosts. Use the single best plus, along with any other helpful miscellaneous effects.
- Clearance levels are 50 XP for Beta, 200 XP for Gamma, 500 XP for Delta, and 1,000 XP for Omega.
- 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.
Perks Enhancing Attributes or Skills
If a perk gives a bonus to an attribute or skill, that does not affect the cost to raise that attribute or skill. For example, if you have Strength 10 and Super-Attribute (Strength +1) for a total Strength 11, it costs 22 XP to raise your Strength to a total Strength 12 (since you're really raising it to Strength 11, then applying the perk bonus).
Note that the Super Skill perk is intended for use with "normal" skills, not esoteric ones like Faith, Reality, Psionics, etc.
The Reality skill is based on Charisma, not Spirit.
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.