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Torg Player Rules

Torg Player Rules

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Different Faiths<br />

What separates one faith skill from another is left up<br />

to each gaming group to decide for itself. The sample<br />

limitations provided in the faith skill description represent<br />

broad, general categories of religious beliefs and group<br />

many similar belief systems together. The first five given<br />

in the skill entry cover most Core Earth religions and the<br />

rest represent religious systems found in the other realities<br />

involved in the Possibility Wars. Atheism is available as a<br />

belief system in all of the realities involved in the Possibility<br />

Wars with the exception of the Living Land.<br />

If more diversity is desired, these groups (except for<br />

Atheism, which is all-inclusive) may be broken up into<br />

smaller groups. How many groups depend on how specific<br />

you want to make each faith skill. For example, Honor could<br />

be broken up into a separate faith for each of the six gods in<br />

Aysle’s pantheon of honorable gods, or it could be divided<br />

into three faiths - the honor gods of the humans, the honor<br />

gods of the elves and the honor god of the half-folk.<br />

The rules involving faith are intended to describe religions<br />

as they exist in the fictional game setting of <strong>Torg</strong>.<br />

They should not be interpreted as statements about the<br />

state or nature of religions in the real world. When dealing<br />

with real world religions in the game, players should use<br />

the amount of generalization or specification that makes<br />

them feel most comfortable.<br />

treated as a sort of negative belief system. <strong>Rules</strong> for how to handle<br />

faith(Atheism) can be found in Chapter Eleven.<br />

Focus<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None.<br />

Axiom: Spirit 2<br />

The focus skill represents a character’s ability to tap into the<br />

spiritual energies of a religious belief system and somewhat reliably<br />

create “miracles” with that energy. It is not used alone however,<br />

miracles are not possible without the faith skill also being involved<br />

(though in some cases miracles can occur without needing the focus<br />

skill.) The complete rules for performing miracles can be found in<br />

Chapter Eleven.<br />

Focus is an unusual skill in that it cannot normally be taught<br />

to another character. In most belief systems, the ability to perform<br />

miracles is seen as a gift or a blessing, not something that can<br />

simply be learned like any other ability. <strong>Player</strong>s who wish to have<br />

their characters acquire the focus skill during gameplay will need<br />

to discuss the matter with their gamemaster and determine how, and<br />

if, the character can get the skill.<br />

Frenzy<br />

Use: Cannot be used unskilled.<br />

Sample specializations: None<br />

Reality: Aysle , certain character types only.<br />

Chapter Three: Attributes and Skills<br />

Frenzy is a special ability that allows a character to work himself<br />

up into a deadly, berserk rage. It is a skill only available to two<br />

specific types of characters in the Possibility Wars, Ayslish vikings<br />

and the Draygaak race of the Star Sphere.<br />

When frenzied, the character becomes little more than a killing<br />

machine. They will attack all enemy characters or creatures without<br />

hesitation and if there are no enemies nearby, they may attack anyone<br />

close by, even their own comrades and allies.<br />

Frenzied characters may not make ranged attacks, all combat must<br />

be conducted with either melee weapons or barehanded. Frenzied<br />

characters may not use interaction skills such as maneuver, trick, test<br />

or taunt though intimidation is allowed. Frenzied characters cannot<br />

perform an active defense against any kind of attack, they may only<br />

passively defend. Shields however may be used during combat.<br />

The difficulty of entering frenzy is based on the character’s<br />

wound level. The more injured a character is, the easier it is for<br />

him to frenzy. A character already involved in a combat situation<br />

receives a +5 bonus to his skill total.<br />

A frenzied character has his Dexterity, Strength and Toughness<br />

temporarily increased while frenzied. The amount of the increase<br />

is based on the success level of the skill check. On a Minimal or<br />

Average success, the increase is +1; Good success +2; Superior<br />

success +3; Spectacular success +4.<br />

This is not a bonus, it is an actual increase in the attribute and<br />

will affect any game values based off of an attribute (such as the base<br />

damage value of melee weapons and the amount of shock damage<br />

a character can take before being knocked unconscious.) While<br />

frenzied, characters are immune to fatigue results and ignore any<br />

action penalties from wound damage (see Chapter Four for details<br />

on fatigue and damage penalties.)<br />

A f r e n z i e d<br />

character that has<br />

no enemies to<br />

attack may lash<br />

out at anyone who<br />

is nearby, even if<br />

they are on his side.<br />

To keep himself from<br />

attacking an ally, the<br />

frenzied character must<br />

make a willpower check<br />

against a difficulty of<br />

12. If the character fails,<br />

he will attack the nearest<br />

person with the same ferocity<br />

he used on his enemies. If the<br />

frenzied character succeeds,<br />

he doesn’t attack anyone that<br />

round. Another willpower check<br />

is required the next round and<br />

in subsequent rounds until the<br />

character has someone to attack or<br />

the frenzy comes to an end.<br />

A frenzy lasts for no more than<br />

12 rounds, though a character<br />

can attempt to come out of it<br />

sooner. The difficulty for ending<br />

frenzy is based on the character’s<br />

wound level, though in this case the more injured the character is<br />

the harder it is to come out of it.<br />

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