Torg has 3 types of damage: Shock, K/O and
Wounds. Two of these, Shock and K/O, both cause the character to
fall unconscious. From a game design standpoint, this duplication
of effects is unnecessary.
Shock is supposed to represent fatigue or exhaustion.
Falling unconscious doesn’t model this very well. When a person
runs fast, they get tired, they don’t fall unconscious. When one
becomes fatigued, concentrating on tasks becomes harder and the
fingers tremble. With a small change, Shock damage can model these
The Rule: Shock damage accumulates until it exceeds
the character’s Toughness. Each point above that inflicts
a -1 Bonus Modifier to all skill and attribute totals (even Passive
So a person with a Toughness of 8 and 10
Shock has a -2 Bonus Modifier to every action.
This mechanic better represents the effects of fatigue.
It also better represents real world effects, like tear gas. Tear
gas incapacitates- the person’s eyes water, they vomit, and they
cannot concentrate. A penalty to skill/attribute totals represents
this better than falling unconscious.
This mechanic allows us to model drunkenness- drinking
to excess affects the ability to concentrate, resist suggestions,
and physical coordination (e.g., Shock exceeding Toughness causing
This also models a lack of sleep and the fatigue
that results. Being tired affects concentration and reflexes.
This rule makes Shock more versatile, models fatigue
better, and offers new tools to represent common effects. I have
playtested this, and it seems to work well.
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