The players of Torg are taking the roles of Storm Knights. These special individuals have the ability to bend reality itself and embody their own realities in the realms the Highlords and their Darkness Devices. This is represented by the players earning and spending Possibilities to improve rolls, or to improve their character over time. Individuals who do not have this ability are referred to as Ords. Ords have trace amounts of possibility energy and in the right scenarios can become Storm Knights in 'moments of crisis'.
Charisma - How influential, attractive or likeable the individual is to others
Dexterity - Quickness, agility, manual dexterity and reflexes
Mind - Intelligence, perception, knowledge and cunning
Spirit - resolve, self-confidence and resistance to fear
Strength - Brawn, endurance and physical fitness
In Torg, player characters have 5 Attributes that define their prowess and innate characteristics. Attributes fall within a range of 1-13 for humans.
5 (or less) - Poor - Unhealthy, uncoordinated, dumb, weak minded, generally disliked
6-7 - Average - Typical physical/mental condition
8-10 - High Average - Athletic, intelligent, generally amiable
11-12 - Outstanding - Very adept, peak performance, very popular
13 - Exceptional - Top human conditioning, Olympian gold medallist, prodigy genius, indomitable personality
14+ Superhuman - only specialised races or humans enhanced by special powers or items
Skills which an individual is trained in are indicated by 'adds', which are then applied to the base attribute of the skill. The more trained someone is in a skill, the high the adds are.
For example, Quinn the Soldier of Fortune is skilled at shooting guns. He has +3 in his Fire Combat skill, which is added to his base Dexterity of 10 for a base total of 13 when he is shooting his gun.
As you complete adventures in Torg, one of the methods of character advancement is in improving or adding new skills.
Every player character in Torg starts with at least 1 add in the Reality skill, which is what makes them Storm Knights and not Ords.
Perks differ from skills, in that the are your character's special abilities. These are represented by the spells as a Mage can use, or the cybernetic equipment that your GodNet Hacker has. Every character has their own perks, and adding new perks is another method of character advancement. Some perks may have prerequisites that must be met before they can be purchased.
Possibility points are representative of an individual's ability to bend reality itself. These points can be spent to improve rolls/skill checks, negate damage taken in combat, to activate special abilities/artifacts, or to improve your character over time. Possibilities are replenished after each Act, and rewarded based on the outcomes of your adventuring. Storm Knights that are not spending their possibilities are not performing at their full potential.