Running Torg under d6

by Grant Davis
Last updated July 22, 2003

Introduction

This page is for anyone interested in running Torg under the d6 rules system (the system used with the first edition of Star Wars). It is for people who know Torg and are looking for a different style of play.

Torg and d6 are trademarks of West End Games and nothing on this site is intended as a challenge to their trademarks.

Basic Mechanics

  1. Characters have a certain number of six-sided dice for each attribute and skill. Three dice in Strength, for example, are listed as a die code of Strength: 3D.
  2. To succeed at a task, roll dice to generate an Action total. When an Effect total is needed, roll separately with a different die code.
  3. The Wild Die - for every roll, one of the dice rolled must be designated as the 'Wild Die'.
  4. If a skill is required and a Storm Knight doesn't have it, they only reroll sixes on the Wild Die.
  5. (optional:) Attributes and skills may have one or two extra 'pips'. A die may be broken down into three 'pips', and three pips add up to one die. For instance, if a character has 2D+2 Dexterity and 1D+2 Fire Combat skill, the player would roll 4D+1 when firing a pistol rather than 3D+4.
  6. Rather than opposed die rolls, Approved Actions use the converted pips as the Difficulty Number.
  7. If a character has a die code of less than one die, the player still rolls the Wild Die. On a one, the total is zero (or a complication occurs). On a two through five, the result is the basic pips (zero, one or two). On a six, roll again. This second roll, plus the basic pips (not +6), is the result.
  8. If a situation comes up where you must generate a bonus number and have no die code to convert, roll 2D with the Wild Die and rerolls on all sixes, then subtract six.
  9. No one can have a die code of 6D or greater. All extra points must be added to 5D. For instance, a weapon with a Damage Value of 25 in Torg has a damage die code of 5D+10. This may be exceeded by possibilities and Hero points (see below).

Modifying Die Rolls

  1. Spending a Possibility allows the player to add one die to a roll.
  2. Player Characters also have Hero Points.
  3. The Drama Deck is still used and all bonuses are the same.

Multi-actions

  1. A character can perform multiple actions in a turn.
  2. Multiple characters cannot cooperate on a task. GMs may specify a certain number of 'man-hours' for a task (or not), but characters cannot cooperate for a higher die roll. Note that Storm Knights can still cooperate to let the players trade cards. See the combat section regarding multiple characters in combat.

Character Generation

  1. Players take seven dice (21 pips) and allocate them among seven Attributes: Dexterity, Strength, Toughness, Perception, Mind, Charisma, and Spirit. Up to 2D may be added to each attribute.
  2. After the seven dice are allocated, add 2D to each attribute.
  3. Allocate 5D (15 pips) to skills, no more than 1D per skill. Calculate the totals of skill and attribute dice for each skill and note them on the character sheet.
  4. Convert Toughness, Willpower and each of the approved actions into pips (3 per die plus extra pips). Record the die codes and the pips on the character sheet (use the Strength row for Willpower).
  5. PCs start with one Hero Point and ten Possiblities.
  6. Character advancement uses the regular Torg rules; each pip costs possibilities equal to the total number of pips. If using dice and not pips: the first die costs 7 Possibilities (10 for skills which cannot be used unskilled), from 1D to 2D costs 15 and from 2D to 3D costs 24. For increasing attributes, from 2D to 3D is 72 Possibilities and from 3D to 4D (the maximum) costs 99 Possibilities.

Reality Contradictions

  1. If a character creates a '1-case' contradiction, they disconnect only if they roll a 1 on the wild die and the character fails whatever they were attempting (without removing the highest die rolled).
  2. For a '4-case' contradiction, the character disconnects on any roll of 1 on the Wild Die. Also, they may not roll more dice than their Reality skill
  3. .
  4. Hero Points may overcome disconnection from 1-case contradictions, but may only overcome 4-case ones at the dramatically appropriate moment.
  5. Reconnection does not count as an extra action.
  6. (Optional:)If the Storm Knight is in an alien reality, he must reconnect by doing the same thing that caused the disconnection. The GM has some latitude on this, but the Difficulty Number should be at least as much as before. That action is the last thing the character remembers from his previous life, and then only as if from a dream.

Conflict

  1. Rather than the target's flat defense skill, characters must beat a DN based on range (3 for point-blank, 5 for Short, 10 for Medium, 15 for Long) plus any defense rolls.
  2. For defense actions: players only roll their skill dice, not dice for the characteristic it is based upon. If they take any hits in the turn, they may spend a Hero Point to roll again.
    Example: A Storm Knight has a skill of 1D+2 in Dodge. He rolls the Wild Die and gets a 3. This adds 5 to the Difficulty of hitting him for the turn.
  3. If a character hits, roll damage dice (1D per 3 points of Torg damage). Damage is not modified by range. Subtract the target's TOU points and lookup the Result Points on the Torg damage table. Damage results are the same as listed in Torg (Optional: drop the shock rules).
  4. A Possibility may be spent to remove one aspect of damage (rather than three). Players may spend three Possibilities per Damage Result.
  5. Brawling has a base DN of 5 and melee weapons have a base DN of 10. Special weapons, such as energy swords, may have a higher DN.
  6. Hero Points and Possibilities are spent separately for Attack and Damage rolls; increasing one does not increase the other.
  7. For resolving multiple attacks with a single die roll: the character with the lowest attack skill rolls at the highest difficulty number for the group. For each factor of four people in the group, roll an extra die. That is, four people roll at +1D, sixteen roll at +2D, and so on. Result points from the to-hit roll (up to 3 per bonus die) are added to the damage roll.

Magic

  1. Arcane Knowledges are listed in pips. Process Theorems are listed as skill dice with no base attribute.
  2. The old "Bonus Number to" entry is replaced with a die code for that entry. Roll the dice whenever the spell is successfully cast.
  3. For designing new spells, write the die code in the proper space on the spell worksheet.
  4. When applying Pattern Theorems, spending one week lets the mage roll the Wild Die at zero pips (hoping for a six). For Process Theorems, roll skill dice normally. Spending a month gives +1D, four months gives +2D and a year gives +3D.

Pulp Powers and Weird Science

  1. All Effect values have a die code. For pulp powers, convert points to dice at 3 each.
  2. For Gizmos, generate the Effect Value and compensated value as points, then lookup the damage (if any). Then convert the Effect Value to a die code at 3.5 points per die (round down).
  3. The power plant has a die code, up to the inventor's Science or Weird Science skill. Use the die code to generate a total on a Stymie or Setback.