T3

Experience / Torg

Conversion T3 TORG

Body
Str Strength -3
Tou Toughness -3
Con Endurance skill value/2
Chi
Fu Martial Arts skill value/2
For Reality skill value/2
Mag X/2, where X is the maximum of Arcane, Faith or Psi skill value.
Mind
Cha Charisma -3
Int Mind -3, lower for Torg mages?
Per Find skill value/2
Reflexes
Agl Dexterity -3
Move Maneouvre skill value/2
Spd Perception -3

Skills All T3 skills and their TORG equivalents are listed here. The T3 skill value is TORG skill value for the highest skill, minus three. Halve skill values over 20 and truncate. You may find that you get some inappropriate skills, simply delete those.

Italized skills are such that most of their functions can be performed unskilled in T3.

General Skills

Deceit

Forgery, Impersonation, Trick.

Drive

Air Vehicles, Land Vehicles, Mecha, Riding, Vector Vehicles, Water Vehicles.

Fix-It

Construction, Craft, Cybertech, Science, Technician.

Guns

Energy Weapons, Fire Combat, Heavy Weapons, Missile Weapons.

Intimidation

Intimidation, Taunt.

Intrusion

Lock Picking, Prestidigitation, Stealth.

Investigation

Evidence Analysis, Research, Streetwise.

Leadership

Leadership.

Martial Arts

Melee Weapons, Missile Weapons, Unarmed Combat.

Medicine

First Aid, Folk Medicine, Medicine.

Scholar

Scholar, Science.

Seduction

Charm, Perform, Persuasion.

Ranger

Animal Handling, Navigation, Survival.

Do we even use this T3 skill?

Willpower

Faith, Meditation, Willpower.

Powers

Cyberpsyche, Occultech, Pain Weapon, Flight, Shapeshifting.

Honour

Honour/Corruption (Ayslish).

Shaping

Reality, Virtual Reality.

Sorcery

All Magic skills, All Psionic skills, Enchanting, Engineering, Focus, Hypnotism, Occult, Oracle, Weird Science.

Schticks

Schticks build flavour, and can be used to transfer flavour from a Torg character to T3.

In general, all TORG special effects that provided a boost or attribute increase have been abolished. These can be used as justification for an unusually high skill or attribute value, but no longer exist as a schtick.

Arcanowave

Arcanowave schticks are for characters with demon cyberware or occultech from Tharkold.

Cyber

Cyber schticks have been altered, most boosting systems no longer exists. Remaining schticks are bought to simulate what remains.

Fu

Fu schticks are used to simulate the Martial Arts disciplines the character knew in Torg. As a guideline, subtract three from the number of Martial Arts maneouvres you had in TORG.

Item Schticks.

Many gizmos and the few magic items we have in the campaign can be played as Magic Item Schticks.

Gun

Gun schticks are based on how the character usually fights is Torg. A character that usually goes for Vital Blow to bypass armour should have Eagle Eye, a character that prefers autofire should have Spray Fire etc.

Sorcery

Sorcery schticks have to be bought with caution, using the available schticks to simulate the character's current abilities and magic tradition. Many element arcane knowledges are simulated using Blast effects.

Pulp

A character's home cosm will usually give him some unique schtick. Additional unique schticks can be used to simulate other unusual abilities or traits, as well as Torg skills that do not convert into anything useful in T3.

Group powers

Group powers? What to do with them? Ideas, anyone?