why is torque always the same?

no matter what script you use,

function FixedUpdate () {
rigidbody.AddTorque (Vector3.up * 10);
}

or the add relative torque:

function FixedUpdate () {
rigidbody.AddRelativeTorque (Vector3.up * 10);
}

no matter what number you set it to on either script, the rigidbody rotates the same amount?

ie:

function FixedUpdate () {
    rigidbody.AddTorque (Vector3.up * 10);
    }

would equal:

function FixedUpdate () {
    rigidbody.AddTorque (Vector3.up * 10000);
    }

in rotation speed?

Increase the Max Angular Velocity in the physics settings.

Try multiplying by Time.fixedDeltaTime. I think you're just adding far more torque than you need every frame...Multiplying by delta time will normalize it to seconds rather than frames.