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House Rules, Rule Variants, and Original Cosms

Every campaign has their own rules which they use to mold the game more to their liking, or to better fit the way they think things should work. Of course, everyone has different opinions of how things "should" work. Well, we have four different gamemasters who run adventures in our various campaign branches, so these house rules are not necessarily accepted by all of them. They are representative of some of the variations used in our campaign.

There are also a couple of original Cosms included, both written by Terry Wynne.


House Rules

One rule which we rewrote was the way Ayslish Honor and Corruption are gained and lost.

Another rule which we changed early on, before WEG changed it as well, was the way languages are handled.

When it comes to spending possibilities, we usually follow the rule that, if a player spands a p-point of his own, then spends a Drama card after that, the Drama card cannot be cancelled. This is not true for Hero cards or other expenditures of possibilities. The rationale is basically that, by spending the Drama card, the character is forgoing a bonus a 3 possibilities at the end of the adventure. Therefore, this greater sacrifice demands a greater reward. The character must spend a possibility of their own, first, for this to work.

One of our GMs allows characters to spend one p-point to get a +0 in a skill if that skill could normally be purchased at +1 with 2 p-points (therefore, there can be no +0 in focus, for instance).


Cosms

Terry Wynne has authored two complete cosm writeups.

The first is a pocket cosm of Magna Verita and the Cyberpapacy called Antidiluvia, where all the beings (mostly evil) who avoided the Great Flood reside.
The second, Nova Roma, is a domed world of the Land Below ruled by Romans from Core Earth circa 300 B.C.


Campaign adventures