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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 />

41

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