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Torg Player Rules

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Perception<br />

Perception measures several abilities; how quick a character is<br />

mentally, how observant she is, and how effectively she can use<br />

learned knowledge. Characters with a high Perception have excellent<br />

memories and notice minor details others miss. Characters with a<br />

low Perception tend to forget things and often overlook important<br />

information without realizing it.<br />

Perception-Related Skills<br />

Air Vehicles<br />

Use: Unskilled use penalized. May be used as a macro skill.<br />

Sample specializations: Gliders, airplanes, helicopters, VTOL<br />

craft, jumbo jets, hot-air balloons, zeppelins<br />

Axiom: Tech 16; a magically-operated air vehicle requires<br />

Magic 10<br />

This skill reflects a<br />

character’s ability to operate,<br />

pilot and make minor repairs<br />

to aircraft of all types. The<br />

pilot must make an air vehicles<br />

skill check whenever taking<br />

off and landing as well as<br />

when attempting any type of<br />

unusual maneuver, such as<br />

flying through storm turbulence<br />

and maneuvers made during<br />

combat. The difficulty of a task<br />

is determined by the gamemaster<br />

using the Difficulty Number<br />

Scale.<br />

Routine take-offs and<br />

landings have an Easy difficulty.<br />

The consequences of failing a skill<br />

check on take-offs or landings<br />

should depend on how much the<br />

character missed by; missing it<br />

by one point should not result in<br />

a catastrophic crash except under<br />

extreme conditions.<br />

The air vehicles skill is also<br />

used to increase a vehicle’s speed<br />

beyond its normal capabilities. This<br />

is accomplished with a speed push<br />

similar to the type characters can do<br />

with their own movement rates. All<br />

vehicles have a speed value that is<br />

essentially the same as a character’s<br />

limit value. It is not the maximum<br />

possible speed of the vehicle, just the maximum speed possible<br />

without putting stress on the vehicle’s engine and/or structure.<br />

The rules for speed pushes can be found in Chapter Four. The<br />

macro use of this skill is handled with the same rules that apply<br />

to the macro movements of characters in the “Timed Movement”<br />

sidebar.<br />

In aerial combat, a pilot’s air vehicles skill is used in place of<br />

combat skills such as dodge and maneuver. In the unlikely (but not<br />

impossible) case of a vehicle being attacked in flight by someone<br />

using melee weapons or unarmed combat the pilot’s air vehicles<br />

skill substitutes for the normal defensive skill values.<br />

Alteration Magic<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None<br />

Axiom: Magic 7<br />

Chapter Three: Attributes and Skills<br />

Alteration magic is magic that uses existing matter and energy<br />

and changes it into a form or condition more desirable to the<br />

caster. A spell that changes a character’s Strength attribute is an<br />

example of alteration magic, it “alters” the pre-existing Strength of<br />

the spell’s recipient. A spell that changes a character into stone is<br />

another example of alteration magic; the matter that makes up the<br />

character’s body is altered into a different substance. Teleportation<br />

spells are another type of alteration magic, which work by altering<br />

the target’s physical location rather than altering an attribute or<br />

quality possessed by the target.<br />

The alteration magic skill is<br />

used to cast alteration spells.<br />

Specializations are not allowed<br />

because this is already covered by<br />

the magic system through the use of<br />

arcane knowledges. Detailed rules<br />

for using alteration magic and the<br />

other magic skills can be found in<br />

Chapter Ten.<br />

Camouflage<br />

Use: Macro skill<br />

Sample specializations:<br />

Using natural cover, using<br />

man-made tools, by terrain<br />

type (arctic, desert, jungle,<br />

urban, etc.)<br />

The camouflage skill<br />

allows characters to conceal<br />

large structures and objects<br />

from distant observers. Land<br />

vehicles, grounded air vehicles<br />

and even small buildings can<br />

be concealed using this<br />

skill. This skill does not<br />

apply to a character’s ability<br />

to conceal her, which is<br />

covered by the stealth skill.<br />

Think of camouflage as<br />

stealth or possibly disguise<br />

for anything other than<br />

the character. Camouflage<br />

can be used to conceal<br />

other characters from<br />

observation.<br />

When attempting to camouflage an object, the character generates<br />

a skill total. This value becomes the difficulty number for anyone<br />

trying to locate the concealed object with a Perception or find skill<br />

check. The gamemaster can apply modifiers to this difficulty number<br />

based on the surrounding terrain, the size of the object and the type<br />

and availability of materials used to conceal the object. Some of the<br />

modifiers listed under the stealth skill may also be appropriate. If<br />

the find total exceeds the camouflage total used to hide the object,<br />

the observer sees the object.<br />

47

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