Torg Player Rules
Torg Player Rules
Torg Player Rules
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Flight<br />
Use: May be used unskilled, but only by characters capable of<br />
self-powered flight. Macro skill use for long-distance travel.<br />
Sample specializations: Types of maneuvers (speed push, divebombing,<br />
gliding, etc.)<br />
This skill is a measure of a character’s ability to move<br />
through the air under<br />
her own power. Of the<br />
major races involved in<br />
the Possibility Wars, the<br />
only races that possess<br />
natural powers of flight are<br />
stalengers, larendi, technodemons<br />
and ravagons. Nile<br />
pulp heroes with the Flight<br />
pulp power can also use<br />
this skill.<br />
Characters who possess<br />
a non-innate ability to move<br />
through the air, such as<br />
those who use a magical<br />
flight spell or possess a<br />
weird science gizmo with<br />
the Flight pulp power, may<br />
at the gamemaster’s discretion<br />
also use this skill if there is no<br />
other skill more suitable to the<br />
control and operation of their<br />
particular mode of flight.<br />
Flying characters can use the<br />
skill to increase their movement<br />
value with a speed push (see<br />
Chapter Four) and it can be<br />
substituted for the character’s<br />
dodge and maneuver skills while<br />
the character is in flight.<br />
Heavy Weapons*<br />
Use: Unskilled use penalized.<br />
Sample limitations: Catapults, ballistae, cannons, machine guns,<br />
mortars, bazookas, howitzers, rockets, missiles, laser cannons, field<br />
blasters, fixed-mount vehicle weapons<br />
Axiom: Tech 11<br />
Heavy weapons is a broad skill category covering the characters<br />
ability to set up, fire and maintain a ranged weapon of the specified<br />
limitation. Heavy weapons includes any ranged weapon that is too<br />
large to be considered hand-held or operated by one person.<br />
“Fixed-mount vehicle weapons” is a special limitation. It allows<br />
a character to operate all of the heavy weapons on a particular type<br />
of vehicle rather than just one type of heavy weapon. For example,<br />
a character with heavy weapons(F-15 Eagle) would be able to fire<br />
both the 20mm autocannon and the air-to-air missiles of an F-15<br />
Eagle fighter jet with the one skill instead of having to buy separate<br />
heavy weapons skills for each type of heavy weapon.<br />
A character generates a heavy weapons total to hit when attacking<br />
with a heavy weapon in combat. Dodge is the defensive skill used<br />
against heavy weapons.<br />
The skill can also be used to make minor repairs to heavy weapons<br />
as well as perform routine maintenance tasks to keep a weapon in<br />
good working condition.<br />
Chapter Three: Attributes and Skills<br />
Lock Picking+<br />
Use: Cannot be used unskilled without the appropriate tools.<br />
Unskilled use with tools penalized. Macro skill.<br />
Sample specializations: Door locks, padlocks, safes, bank<br />
vaults, combination locks<br />
Axiom: Tech 10<br />
This skill gives its user the<br />
ability to surreptitiously open<br />
locks and safes with physical<br />
tumblers and mechanisms.<br />
The use of the lock picking<br />
skill requires a set of picks<br />
or tools, though a skilled<br />
character can improvise tools<br />
out of hairpins, paper clips, a<br />
screwdriver, etc. Unskilled<br />
characters cannot improvise<br />
and so are unable to use lock<br />
picking if they do not have a<br />
proper set of tools.<br />
Some types of locks,<br />
such as combination locks,<br />
can be picked without any<br />
tools. Locks that do not<br />
have physical mechanisms<br />
for the character to<br />
manipulate, such as<br />
an electronic lock or a<br />
magical ward, cannot be<br />
defeated with this skill.<br />
Electronic locks require<br />
the security skill and<br />
magical wards fall under<br />
the divination magic<br />
skill.<br />
Lock picking cannot be used to disarm traps and alarms<br />
that may be around or attached to locks, but a character can detect<br />
the presence of an alarm or trap on a lock by making a successful<br />
skill check against the difficulty of the lock itself. Disarming the trap<br />
or alarm will require the use of another skill, such as security.<br />
LOCK PICKING CHART<br />
Sample locks Difficulty<br />
Typical interior residential door 5<br />
Typical interior office door 8<br />
Padlock, exterior door 10<br />
Wall safe/deadbolt 13<br />
Bank vault<br />
Modifiers<br />
18<br />
Poorly constructed lock -3<br />
Well constructed lock +2<br />
High-security lock +4<br />
No short time limit -3<br />
Blueprints and diagrams -3<br />
Specialized tools -1 To -5<br />
Example: Barbara’s ninja Yukitada is trying to break out of an<br />
Ayslish dungeon. The guards took all of her equipment but she is<br />
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