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Torg Player Rules

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Security<br />

Use: Cannot be used unskilled without the appropriate tools.<br />

Unskilled use with tools penalized. Macro skill..<br />

Sample specializations: Detecting alarms/traps, disarming<br />

alarms/traps, counter-security, electronic locks, electronic<br />

systems<br />

Axiom: Tech 8 for mechanical systems, Tech 20 for electronic<br />

systems<br />

The security skill lets a character work with mechanical and<br />

electronic security systems. Depending on the Tech axiom this can<br />

range from motion detectors and computerized surveillance systems<br />

down to pressure plates and booby traps. A character with this skill<br />

knows both how to set up security systems and how to defeat them.<br />

Specialized tools are often needed to disable electronic systems but<br />

may not be necessary to disable mechanical systems. Detecting<br />

security systems usually does not require specialized equipment.<br />

This skill does not cover things like safecracking or opening<br />

locks that involve physical tumblers and mechanisms, those are<br />

covered by the lock picking skill. Security can get the character<br />

open access to the lock, but not any farther. Electronic locks can<br />

be “picked” with the security skill.<br />

Difficulty numbers for electronic locks can be based off of the<br />

chart given in the description of lock picking. Difficulty numbers for<br />

detecting alarms and traps can be based off of the Difficulty Number<br />

Scale or based on the security skill of the person who designed the<br />

system. Difficulty numbers for deactivating or bypassing alarms and<br />

traps should be based on the Difficulty Number Scale.<br />

Example: Yukitada is trying to gain entrance to a Nippon Tech<br />

megacorp tower in downtown Tokyo. She first makes a visual<br />

inspection of the building to determine its exterior security measures.<br />

Barbara makes a security skill check for Yukitada against a difficulty<br />

that Becky has based on the security skill value of the megacorp’s<br />

chief of security. Getting a high skill total, Yukitada easily spots all<br />

of the building’s external sensors and alarms.<br />

Exploiting a gap in the building’s security net, Yukitada<br />

approaches a side door equipped with an electronic lock. Pulling out<br />

a high-tech “lockpick” device, Yukitada tries to break the security on<br />

the door. Here the type of lock, not the security skill of the person<br />

who designed the system, determines the difficulty number. Using<br />

the chart under the lock picking skill, Becky rates it as an exterior<br />

door (10) with a high-security lock (+4), a final difficulty of 14.<br />

Space Vehicles<br />

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

Sample specializations: Space shuttle, sub-orbital transport,<br />

MMU, Akashan lightship, geomantic shuttle<br />

Axiom: Tech 21<br />

This skill reflects a character’s ability to operate, pilot and<br />

make minor repairs to spacecraft of all types, including Manned<br />

Maneuvering Units on spacesuits and even space stations. Depending<br />

on the type of craft the astronaut may need to make space vehicles<br />

skill checks to take off and land the craft, though with many primitive<br />

spacecraft the astronaut is more of a passenger instead of a pilot.<br />

The astronaut must also make a space vehicles skill check whenever<br />

attempting any type of unusual maneuver, such as docking with<br />

another ship or space station and maneuvers made during combat.<br />

The difficulty of a task is determined by the gamemaster using the<br />

Difficulty Number Scale.<br />

Chapter Three: Attributes and Skills<br />

The space vehicles skill is also used to increase a ship’s speed<br />

beyond its normal capabilities, assuming that the craft have a<br />

controllable throttle. That may not be the case with more primitive<br />

spacecraft. This is accomplished with a speed push similar to the<br />

type characters can do with their own movement rates. All vehicles<br />

have a speed value that is essentially the same as a character’s limit<br />

value. It is not the maximum possible speed of the vehicle, just the<br />

maximum speed possible without putting stress on the vehicle’s<br />

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 space combat, a pilot’s space vehicles skill is used in place<br />

of combat skills such as dodge and maneuver. In the very unlikely<br />

(but not impossible) case of a spacecraft being attacked in flight by<br />

someone using melee weapons or unarmed combat the pilot’s space<br />

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

Tracking<br />

Use: Macro skill.<br />

Sample specializations: By terrain type (mountain, desert,<br />

forest, jungle, urban)<br />

This skill gives its user the ability to follow a trail left by another<br />

creature or vehicle. It combines the ability to notice details of the<br />

environment with the processing of that information to recognize<br />

signs of recent or not so recent passage A character using just<br />

Perception or find might see all the clues, but not put the information<br />

together correctly.<br />

To use the skill, the tracker generates a total against a difficulty<br />

number of 8. If the target tries to conceal her trail, she generates<br />

a tracking skill total of her own and this becomes the difficulty of<br />

following her trail. The difficulty number of a tracking attempt is<br />

modified by the following factors:<br />

57

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