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22:27, 18th April 2024 (GMT+0)

Torg thread.

Posted by KorFor group 0
Kor
GM, 34 posts
Wed 22 Sep 2021
at 19:40
  • msg #1

Torg thread

GENERAL GEAR  
Core Earth ItemsTechPrice
Ammo Belt/Web Belt2150 (9)
Climbing Gear23100 (10)
Cold Weather Gear23150 (11)
Cross Country Skis23150 (11)
Delphi Council Tharkold Survival Kit23/25Free
Ghillie Suit22500 (14)
Hands-free Comms23150 (11)
Laser Sight23150 (11)
Mobile Phone23300 (13)
Multi-Tool2240 (8)
Night-vision Goggles22500 (14)
Nylon Rope, 10 meters2225 (7)
Parachute238k (19)
Radiation Badge2350 (8)
Scuba Gear22500 (14)
Aysle ItemsTechPrice
Backpack8100 (10)
Caltrops1440 (8)
Candles105 (4)
Jewelry9500 (14)
Lock Picks1010 (5)
Healing Potion12500 (14)
Hemp Rope, 10 meters815 (6)
Quiver75 (5)
Spell Component Bag875 (10
Cyberpapacy ItemsTechPrice
Augmented Reality HUD26900 (15)
Cyberdeck26700 (14)
CyberEucarist26100 (10)
Cyberpapal Vestment143,000 (17)
TSE DataChip2610 (5)
Delphi Council Survival Kit26Free
Hacked TempTrodes26500 (13)
Hologram Clasp26750 (15)
Identity Scrambler26700 (15)
Image Inducer261,000 (15)
MAS SmartGun Attachment25200 (11)
Projection Clothing26400 (13)
TSE Hardlight Drone Emitter26100 (11)
TSE Hardlight Hologram Emitter261,000 (15)
TL PureSight Glasses26100 (10)
Living Land ItemsTechPrice
Animal-hide Canoe3600 (14)
Beast Saddle6100 (10)
Deeproot2100 (10)
Delphi Survival Kit21250 (12)
Gara Juice Lotion2100 (10)
Primitive Survival Kit6100 (10)
Rawhide Quiver625 (7)
Rawhide Sandles450 (9)
Redthorn Arrowhead625 (7)
Steracalla Bulbs240 (8)
Trading Gems1100 (10)
Holy Symbol/Totem525 (7)
Tribal Markings (specific tribe)4250 (12)
Tribal Tattoos4250 (12)
Torch25 (4)
Tribal Paint425 (7)
Xanit Algae2500 (13)
Nile Empire ItemsTechPrice
Ankh8100 (10)
Antivenom Draught8250 (2)
Astrological Charts (Magic)8100 (10)
Binoculars1930 (8)
Canopic Jar (Magic)8100 (10)
Delphi Desert Survival Kit20300 (12)
Dowsing Rod (Magic)4100 (10)
Eternium Splinter-500 (13)
First Aid Kit1950 (9)
Flares205 (4)
Flashlight2010 (5)
Focus Ankh (Holy)8250 (12)
Gas Mask19175 (12)
Gizmo Kit (Weird Science)20500 (13)
Handcuffs/Speedcuffs1950 (9)
Healing Draught8500 (13)
Inflatable Raft19150 (11)
Insect Water8100 (10)
Lighter182 (2)
Lucky Ankh (Holy)8500 (13)
Micro Audio Transmitter20100 (10)
Movie Camera19100 (10)
Radio Receiver1850 (9)
Regenerative Ankh (Holy)8250 (12)
Rocket Pack (Weird Science)206k (19)
Silencer2160 (9)
Soothing Ankh (Holy)8500 (13)
Sunglasses2025 (7)
Tracking Device20150 (11)
Typewriter, Portable1980 (10)
Walkie-Talkie2050 (9)
Was Scepter (Magic)8100 (10)
Orrorsh ItemsTechPrice
Bulletsmith Kit17150 (11)
Alchemy Kit17200 (12)
Disguise Kit1860 (9)
Gas Lantern1630 (8)
Mosquito Netting1780 (10)
Notebook151 (0)
Spectacles1680 (10)
Targeting Scope16100 (10)
Tool Belt16100 (10)
Pan-Pacifica ItemsTechPrice
Armored Briefcase24200 (12)
Chameleon Clothing24600 (14)
Electronic Lockpick24400 (13)
Filter Mask2460 (9)
Ion Clothing24140 (11)
Smoke Pellets2440 (8)
Wall Crawlers24400 (13)
Tharkold ItemsTechPrice
Drime (Occultech)251k (15)
Grid Interface (Occultech)25200 (11)
Hover Lamp25150 (11)
Interactive Map25350 (13)
N-Bottle*2k (16)
Net (Razor)2550 (8)
Net (Shock)2550 (8)
Power Pack25100 (10)
Radiation Pills2520 (7)
Remote Collar Breacher252k (16)
Slap Patch25400 (13)
Slaver Collar25120 (11)
Smartgun Attachment25200 (12)
Tracer Patch25150 (11)
UltraCAD Bricks25100 (10)
UltraCAD Catalog25200 (11)
UltraCAD Printer2515k (21)
Vril Converter (Occultech)256k (18)

This message was last edited by the GM at 22:15, Wed 22 Sept 2021.
Kor
GM, 35 posts
Wed 22 Sep 2021
at 20:18
  • msg #2

Torg thread

SELECTED ITEM DESCRIPTIONS
Ammo Belt: Also called a web belt, this common accessory holds extra magazines for firearms without being too bulky or unmanageable. The belt  carries five extra clips of ammunition or 50 loose shells. Ammo is included in the price. Functionally identical belts are available as low as Tech 15.

Ankh: A piece of jewelry usually made from copper or bronze, inlaid with a variety of jewels.  Can be embued with holy power by some Amaatist hem-netjers.

Antivenom Draught:  This potion, blessed by Wadjet, allows the imbiber to immediately make a Strength test to stop any and all poison effects she is inflicted with.

Astrological Charts: This collection of charts, books and maps details the motions of the planets according to Amaatist astrology, and is used in several divination spells.

Armored Briefcase: Fingerprint and voice-locked, this stylish accessory is Very Hard (-6) to break into.  Destroying it (Toughness 10) likely also destroys its contents.

Augmented Reality HUD: A projection into one or both eyes analyzes and labels combat threats and anything the user stares at. Find and dodge become Favored skills so long as the HUD’s sensors can detect the opponent.

Beast Saddle: Rawhide harness and kit that helps a rider stay atop a creature and control its movements. Once secured onto a creature any beast riding test becomes Favored.

Caltrops: A batch of scattered spikes that always land with a point upwards, designed to impale feet and tires. Once deployed as a simple action maneuver interactions become Favored around the spikes.

Canopic Jar: These ceramic urns, topped with heads representing the various members of the Ennead, contain and preserve the organs removed from the body during the mummification process.  These organs are important for certain resurrection miracles, or for the journey to the afterlife. Canopic jars can keep these organs for thousands of years as long as the jar remains sealed. Once unsealed, the organs inside decompose rapidly, going to dust within moments. Four jars are needed, one each for the stomach, intestines, lungs, and liver.

Chameleon Clothing: Once activated, these clothes shift color to match the environment around them. The effect isn’t perfect, but grants a stationary wearer a +4 bonus to stealth.

Climbing Gear: Climbing gear and safety measures take several minutes to set up, but once done the character may use Dexterity in place of Strength to climb.

Cold Weather Gear: Light-weight thanks to modern materials, this gear allows the wearer to stay functional in sub-zero temperatures. It grants a +4 bonus to survival or Strength tests against natural cold-based survival rolls.

Cross Country Skis: Light and modern, these long and slender skis have grooves that grip snow when treading uphill, then slide to coast downhill.  Wearers ignore any speed penalties imposed by snow in combat or when traveling on foot. Ground without snow counts as rough (move half speed) while skis are worn.

Cyberdeck: The most common design of cyberdeck available through the black market is the First Seal (see page 70), which allows a person equipped with a neural jack or TempTrodes to gain access the GodNet. This cyberdeck replaces the one in Torg Eternity.

CyberEucharist: This communion wafer is interlaced with circuitry and is used as a component of the cybercommunion miracle (see page 54).

Cyberpapal Vestment: These clerical robes only function for those with at least one skill add in faith, who follow the Cyberpapacy. The vestment acts as +1 armor, but if the wearer has the Miracles Perk, that increases to +2 and becomes +2 Full Body armor if the wearer also has more than $10,000 worth of cyberware (or 2 Cyberware Perks).

TSE DataChip: These holographic storage devices effectively have no limit to the amount of data that can be stored on them. Decades of very high definition video footage is capable of being recorded on these incredibly small crystals, and this data can be stored without loss for centuries or millennia. Any recording of video, sound, photographs, or other data has no storage restrictions in the Cyberpapacy. DataChips can be encrypted and secured through a variety of means, including passwords or brainwave detection.

Deeproot: These pungent roots are usually found in deep mud near large bodies of water. A Storm Knight doesn’t need to breathe while the root is being chewed like gum.
Typically a root lasts for about an hour before it’s been “chewed up.“ A root dries up and dies 24 hours after being plucked from the mud. Deeproot requires a Spirit Axiom of 11 or greater to provide its benefit.

Delphi Council Nile Empire Survival Kit: The Delphi Council provides its agents (without requiring a persuasion test) with a canvas rucksack, filled with items useful for surviving in the Nile Empire. The kit contains:
• A small gas stove, with fuel.
• A box of matches in a waterproof container.
• A sturdy compass.
• An adjustable flashlight.
• A whistle.
• A small hand mirror.
• An individual collapsible tent.
• An insulated sleeping bag.
• One week’s worth of freeze-dried, vacuum-
sealed ration packs.
• A canteen.
• 24 iodine water purification tablets.
• A small first aid kit.
• A collapsible shovel.

Delphi Council Survival Kit (Cyberpapacy): The Delphi Council freely provides this kit to its agents when going on missions in the Cyberpapacy. No requisition request is needed. The kit consists of a canvas rucksack full of items useful for surviving in the Cyberpapacy. The kit contains:
• An adjustable flashlight.
• A whistle.
• A small hand mirror.
• A pair of PureSight glasses.
• A set of hacked TempTrodes.
• A crucifix necklace.
• One week’s worth of freeze-dried, vacuum
sealed ration packs.
• A canteen.
• A hacked identity card granting travel rights
throughout the Cyberpapacy, and a Piety
Score sufficient for accessing the GodNet.
• 24 iodine water purification tablets.
• A small first aid kit.

Delphi Council Tharkold Survival Kit: The Delphi Council provides its agents (without requiring a persuasion test) with a canvas rucksack, filled with items useful for surviving in Tharkold.
The kit contains:
• A small gas stove, with fuel.
• A box of matches in a waterproof container.
• A sturdy compass.
• An adjustable flashlight.
• A whistle.
• An individual collapsible tent.
• An insulated sleeping bag.
• One week’s worth of freeze-dried, vacuum-sealed ration packs.
• A canteen.
• 24 iodine water purification tablets.
• A small first aid kit.
• A collapsible shovel.
• A burner smartphone.
• 3 radiation pills (see Torg Eternity)
• Radiation badge.

Delphi Survival Kit (Living Land): This nylon pack includes gear needed for survival in the Living Land and other remote locations where the benefits of civilization are not close at hand.  The pack is generally issued to Delphi Council agents active in the Living Land, although some resistance groups have acquired or created similar versions. A pack contains the following items:
• Small gas stove
• Sturdy compass
• Adjustable flashlight
• Small hand mirror
• Individual collapsible tent
• Insulated sleeping bag
• 20 meters of nylon rope
• One week’s worth of freeze-dried, vacuum-sealed ration packs
• Canteen

Taken together, these conveniences make survival tests in the wilderness Favored. Unfortunately such kits seldom last long in the harsh axioms of the Living Land.

Disguise Kit: Allows the Storm Knight to change appearance with time and a trick test. Mimicking specific targets adds a difficulty modifier, depending on how different they look.

Dowsing Rod: This Y-shaped forked stick is used to find sources of water underground. The wielder holds the two ends and makes a divination test if water is within 100 meters. If the nearest water is up to 1 kilometer away, or up to 10 kilometers, there is a -2 or -4 penalty, respectively. On a success, the rod points to the nearest water source within range.

Drime: Drimes are chattering mouths that repeat the incantations of the person holding or wearing it. Functionally a drime is a shrunken head, with parts of a humanoid brain fused into a small biomechanical housing. Some still have “hair” so it can be tied to the user’s belt or easily gripped.  A drime counts as 2 supporting participants when doing a Combined Action involving spellcasting.  Only one drime can assist an individual spellcaster.

Eternium Splinter: A splinter is a small piece of eternium that allows gizmos to temporarily replicate pulp powers. Eternium splinters are also used in minor gadgets.

Filter Mask: Advanced microfibers screen particles from the air, making the wearer immune to inhaled poisons and toxins.

First Aid Kit: Makes first aid tests Favored.

Focus Ankh: This ankh holds a stone of selenite.  Concentration tests become Favored.

Gara Juice Lotion: Some Storm Knights don’t take sun well, and clothing with coverage doesn’t last long once exposed to the rapid decay attached to the Law of Life. Standard sunblock tends to transform quickly, so most tender-skinned adventurers rely on the protection provided by the gara fruit’s juice.  Some claim the scent keeps insects away, but no direct evidence supports this claim.

Gas Mask: The wearer is immune to inhaled poisons and toxins, but suffers a -2 penalty on find tests due to the bulky head wear.

Ghillie Suit: Specially crafted camouflage for a single, specific environment. A stationary wearer becomes Favored for stealth tests in the corresponding surroundings.

Gizmo Kit: This kit comes with tools and components (including Possibility capacitors, boosters, small power plants, and compensators) that allow the creation of weird science devices and gizmos, which often incorporate materials found in the field. Enough components are included in the kit for five uses of the Weird Scientist (see page 31) or Gizmo Perks (see page 25).

Grid Interface: Most access to Kur’s grid is via implant, but often demons want to send someone there just to torture, and the same technology allows hackers to intrude without installing a permanent portal to hell in their necks. The interface is a wired helmet that clamps down over the user’s head and injects needles into eyes, ears, and other soft tissue. Putting the interface on causes a Wound—plus whatever physical and psychological trauma happens on the Grid.

Hacked TempTrodes: This device allows access to the GodNet without the use of a neural jack. Since it has been hacked, the Church is unable to trivially monitor the wearer’s activities.

Handcuffs: Sometimes called speedcuffs.  Attaching handcuffs requires a Good Grapple result (see page 123). A cuffed target’s hands are restrained until the cuffs are unlocked or broken—Toughness 18 or a Heroic (DN 18) Strength test.

Healing Draught: Drinking this potion, which contains water blessed by Horus, takes a simple action and restores one Wound and one bonus die of Shock. It has a Spirit Axiom of 14.

Healing Potion: Requires Magic Axiom 13.  Drinking the potion is a simple action that restores one Wound and one bonus die of Shock.

Hologram Clasp: A worn device that creates a mirror image of the wearer a few meters away.  Ranged attacks against the wearer suffer a –2 penalty when the device is active.

Hover Lamp: A hands free drone that follows a user and projects a light-beam as close to his field of vision as possible. The lamp provides directional lighting up to 50 meters away. It gives away the presence of a user, but not the user’s exact position. The lamp itself is Small (–2 to be hit) and has Toughness 10 if attacked. Occultech versions of this item also exist which have Toughness 14.

Identity Scrambler: When activated, the device disrupts the input from any camera or recording device connected to the GodNet. As a side-effect the user doesn’t appear on augmented reality HUDs, eliminating the bonus they usually grant.

Image Inducer: This hologram emitter is an advanced version of projection clothing that allows the wearer to appear, at least upon cursory inspection, as someone else. It can even allow edeinos, elves, and dwarves to appear human.  Image inducers cannot be used to duplicate a specific person’s appearance, and while upon cursory inspection it will fool a guard, if the guard is taking particular care and attention, his evidence analysis test to detect the ruse is Favored. This device does not function in the GodNet.

Insect Water: When this vial of blessed water is poured onto the ground, a spiritual barrier prevents all insects from passing, including scarab beetles.  Any attacks through that barrier cancel the effect.

Interactive Map: The paper of this map is a touch-sensitive display, allowing the user to zoom, scroll, and change the display. In zones that support the map’s Tech Axiom, information on the map is updated real-time via wireless connection.

Ion Clothing: Fashionable clothing with illuminated strips the user can activate or deactivate.  Also counts as a universal charger that generates power over time as the wearer moves.

Laser Sight: First available at Tech 23. A small laser is fitted to the barrel of the firearm and projects a red dot onto targets that indicates to the firer where the weapon is actually aimed. At higher Tech Axioms, a laser sight is often built into the weapon as a standard feature.

A laser sight allows the user to ignore one point of penalties to his attack roll when used.

Lucky Ankh: This ankh, featuring a tiger’s eye gemstone, cancels the first Mishap the bearer rolls while wearing it. Once this triggers the ankh’s power is exhausted. The ankh automatically recharges in a week if the bearer has faith adds and is a follower of Amaatism.

Micro Audio Transmitter: Relays sound to any attuned radio receivers within 400 meters.

Mobile Phone: Applications like GPS and a flashlight are included. Most cellphones require signal boosting towers to get signal, so in low technology areas a phone may still not have reception. Reality storms play havoc with signals as well.

Movie Camera: Bulky and heavy when they first appear—treat this like a Minimum Strength 10 weapon. By Tech 22 cameras are light enough to ignore any minimum.

Multi-Tool: A handy device that combines clippers, screwdrivers, a wrench, and other small tools into a single fold-out tool.

N-Bottle: This strange device is a pseudo-glass circuit-covered kline bottle, which is a three dimensional version of a Mobius strip. It is carried by Tharkold agents when in other, specifically low-tech, realms, and contains a tiny bit of Tharkold realtiy that allows it to connect to a similar device through an N-dimensional portal without contradiction. This connection only lasts for a week before the space collapses, destroying both bottles. An N-bottle must be activated by placing a hand inside the bottle and suffering 1 Shock.  Communicating through the bottle continues as long as the user keeps her hand inside, and is conducted through holographic video and audio.

Net (Razor): A special upgrade attachment for the Net Launcher (see Torg Eternity). A razor net deals base Damage 10 instead of 5 on a hit (–2 for the attempt to grapple). On a Good hit and above it Restrains and deals a cumulative +2 damage each turn until the target escapes—or is vivisected.

Net (Shock): A special upgrade attachment for the Net Launcher (see Torg Eternity). This larger net is conductive and pulsed with electrical shocks.  The base damage increases to 10, but all damage caused by the net is non-lethal.  It affects a Medium Blast, and gains the Painful trait, dealing +1 Shock if any damage is suffered at all.

Night-vision Goggles: Ignore up to four points of Darkness penalties. Trick becomes Favored against the wearer if the foe is wielding a light source.

Parachute: Don’t fall from high altitude without one! Parachutes slow descent speed enough for most wearers to land without an injury. Parachutes require at least 200 meters altitude to deploy.  The wearer makes an air vehicles or Dexterity test upon landing. If successful any damage is avoided. On a failure the wearer suffers 10 damage from hitting the ground, and on a Mishap 10 +1BD damage.  Parachutes are available with designs and materials as low as a Tech 18 without significantly altering their functionality, they are just Rare to find and purchase anywhere except the Nile Empire.

Power Pack: Worn like a web belt, and holds five spare reload packs for energy weapons.

Primitive Survival Kit: Experienced adventurers favor equipment immune to the untimely transformations of the Living Land. The contents serve many of the same functions as the official Delphi kit, but are handcrafted using materials and techniques proven to resist transformation. The expense of the kit comes from overall rarity and the fact that the items within can’t be mass produced.
The pack contains the following:
• Flint fire starter
• Pitch torch
• Polished stone
• Rawhide sleeping mat and blanket
• 20 meters of vine rope
• Animal-bladder canteen

Taken together, this kit makes survival tests in the wilderness Favored. Delphi Suvival Kits tend to transform into this type of kit, losing only rations and the compass.

Projection Clothing: A simple skintight covering that projects dynamic layers of holographic apparel, including effects like flames. A user can toggle between different preprogrammed outfits, or create his own with a cyberdeck.

Quiver: A container that holds 20 arrows (included).

Radiation badge: This badge attaches to a person's clothing and can detect the cumulative radiation dose that the person has taken. When it turns yellow it indicates that a radiation source capable of inflicting Wounds is nearby (but not strong enough to actually cause any Wounds).  Once in an area that can cause Wounds due to radiation (see Environmental Hazards in Torg Eternity) the badge turns red. Once it turns red, it must be replaced.

Radiation Detector: Also known as a Geiger counter. When switched on it automatically alerts the user of dangerous radiation levels. Grants a +4 bonus to find items that are more radioactive than the background area.

Radiation Pills: Each pill eliminates one Wound caused by radiation.

Redthorn Arrowheads: Redthorn plants have barbed spines as hard as bone and naturally razor-sharp. A few spines on each larger plant are suitable as arrowheads. Arrows equipped with such a tip become Painful, dealing one extra Shock any time a target would take damage.

Regenerative Ankh: This ankh, completely made from amber, grants a +2 bonus to the daily Strength tests made when recovering Wounds.

Remote Collar Breacher: This valuable electronic device temporarily scrambles a slaver collar (see General Gear in Torg Eternity) worn by a thrall within 10 meters. If uninterrupted, the breacher allows the user to make a Hard (DN 14) lockpicking test and on a success, the collar unlocks harmlessly.  If there is time pressure, deactivating the collar is instead a Dramatic Skill Resolution with each Step being a Standard (DN 10) lockpicking test. On any Mishap the collar explodes as if the thrall moved more than 500 meters away from the master unit.

Rocket Pack: This twin rocket mounted in a backpack acts as the Flight pulp power with the Speed Enhancement, and can fly 10 meters or rush 150 meters per round (Value 11). Rocket packs are notoriously unreliable, and Malfunction on a 1–3.  In addition to any tests made to move using the Rocket Pack, a character must roll a die to check for a Malfunction anytime a Setback comes up on the Conflict Line of the Drama Deck, and when the rocket pack is first activated in a scene. If the hero is flying when the Mishap is rolled, he crashes (see Collisions in Torg Eternity).

Scuba Gear: A dry suit and oxygen tanks suitable for cold water or deep diving. On average a diver may remain underwater for 1 hour without risking drowning.

Silencer: A silencer is a tube or baffle added to the barrel of a weapon that suppresses the amount of noise it makes when fired. This lowers the damage value of the firearm by two, but reduces the sound of most weapons by enough that firing doesn’t automatically give away a hidden character’s position. Silenced weapons can only be fired out to Medium range.

Slap Patch: A strip of vat-grown skin that fuses with damaged flesh it comes in contact with.  Using an action and a slap patch immediately heals 1 Wound.

Slaver Collar: Attaching a slaver collar requires several minutes, and is linked to a “master“ device. If the wearer moves more than 500 meters away, the master device stops transmitting, or the master dies, the collar detonates dealing 24 +2BD damage. The collar is placed underneath any worn armor, ignoring it.

Smartgun Attachment: Has no effect on its own other than to allow the use of smart ammunition (page 159) with the weapon. The attachment records footage of the weapon’s targets, and a connected cyber eye (see Cyberware, page 160) also sees through the weapon’s sensors.

MAS SmartGun Attachment: This weapon upgrade enhances a single ranged weapon. It has
no effect on its own other than to allow the use of smart ammunition (see Gear in Torg Eternity) and devices or cyberware that interface with SmartGun features (such as the CSI EyeKill Mk IV and TL PureSight Glasses). Cyberware that interface with the SmartGun attachment allow the user to "see" through the weapon sights. SmartGun attachments do not have any independent interface with the GodNet. Usually.

Smoke Pellets: Can be thrown to the ground as a trick interaction, and leaves behind smoke (−2 Concealment penalty) in a five-meter radius.

Soothing Ankh: The opal mounted on this ankh provides a +1 to defenses against interaction attacks.

Steracalla Bulbs: These large bulbs have a strong stench, but keep for weeks without rotting—a rarity—and have strong antibacterial properties.  Each bulb, in addition to providing sustenance, grants a +2 bonus on Healing tests (see Torg Eternity) during the day it is eaten.

Targeting Scope: Targeting scopes are low-powered telescopes that let the firer see distant targets better. When combined with the Aim option (page 119) the character ignores the first two points of Range penalties for an attack.

TL PureSight Glasses: PureSight glasses were created by Resistance members soon after the invasion, and are designed to filter out hologram images displayed in the Flesh, to display what those holograms are concealing.  These glasses have no effect on other types of holograms (e.g. a hologram clasp or image inducer). They can be set to completely eliminate holograms, or just reduce the visibility. For safety reasons, hard holograms are never entirely filtered out. PureSight goggles or glasses are usually mirrored or shaded and are a favorite accessory of cyberwitches and other rebels.  PureSight Glasses may interface with a smartgun attachment.

Tracer Patch: A small swath of fabric that clings to anything it is placed against, and alters its color and texture to become visually undetectable. Any attuned device can locate the patch so long as it’s within wireless broadcast range.

Tracking Device: A beacon that broadcasts its location to any attuned radio receiver within one kilometer.

Tribal Markings: Many edeinos and some groups of transformed humans use permanent markings such as scars or tattoos to note members of the tribe. A character may only have markings from one tribe; others ruin the effect. If the character is recognized by the tribe or convinces them with a good enough story she gains a +2 persuasion bonus with other members. The most common tribes that feature markings include:
• Goldenscales (edeinos, yellow body tattoos)
• Palachi (human, green, blue, or white paint)
• Redjaws (edeinos, red facial tattoos)
• Whitespears (edeinos, scarification)

TSE Hardlight Drone Emitter: A single hardlight drone emitter can manifest multiple types of drones, but additional emitters can be purchased in case one is lost, damaged, or destroyed. The emitter is capable of flight at Speed Value 12. The emitter can be controlled out to 5 kilometers, but if it is outside the range of a particular drone variety, it cannot manifest that drone. The drone emitter has Toughness 8, but is Tiny (-6 to hit).

TSE Hardlight Hologram Emitter: When physically connected to the GodNet through a hardwire connection, this emitter is capable of manifesting a single hardlight hologram or a being who is "going holo" (see page 69) through or from the GodNet.

UltraCAD Bricks: These blocks of crafting material get broken down and re-spun into weapons, armor, or tools by a printer. Most bricks are plastic or metal, but a few other compounds may be needed for complex machines or ammunition. Standard bricks create items with Toughness 15, or armor with values up to +4.

UltraCAD Catalog: Catalogs contain pre-designed patterns for weapons and items from a
single pattern maker, such as Alph or Thav.  With a pattern, printer, and bricks, any item with that name can be created in under an hour.

UltraCAD Printer: Large and bulky, about 50 kg, this portable printer is best carried on a vehicle or stored in a base. It can replicate broken parts, make tools, and even print weapons and ammunition so long as a base pattern and bricks are possessed.  All the individual parts created are no more than a few kilos, but they can be assembled into large weapons and vehicles in time. Repairs with science gain a +2 bonus if a printer is available, and bricks can be converted into items worth double their cost so long as there’s an example to copy or a pattern.  A user may also make a  Hard (-4) computers test against the Value of the item to author a pattern without a base.

Vril Converter: Vril, sometimes called “agonite,” is an Occultech energy source distilled from human suffering—a renewable resource in Tharkold. The converter is a torture chair with restraints, an enclosing helmet, and strange tubing attached to the water-cooler from hell. A subject goes in, and after they suffer a Wound in the chair vril crystals condense in the attached mechanism. The entire process takes a few minutes, and one agonite crystal can recharge most energy weapons five times or power a vehicle for a day.

Wall Crawlers: The fibers of these boots and gloves temporarily bond with materials they are pressed against. Even slick surfaces like smooth glass become DN 10 to scale.

Was Scepter: A was scepter is a rod or staff with a forked end at the bottom and a stylized animal head representing one of the Ennead on the top.  Was scepters have symbolic use as emblems of power, but some are enchanted and attuned to a particular structure and allow a wielder to cast spells or invoke miracles bound to the building’s maat matrix (see page 33).

Xanit Algae: A form of growth only found in the deep jungles of the Living Land, xanit algae shifts colors to match the environment around it. The result makes a person covered from head to toe in the algae Favored for stealth tests. Edeinos with Chameleon Skin especially prize the organism because it allows them to wear armor without impairing their natural abilities. Xanit is harmless, but similar algae exist that consume armor or flesh when allowed to spread unchecked.
This message was last edited by the GM at 23:55, Wed 22 Sept 2021.
Kor
GM, 36 posts
Thu 23 Sep 2021
at 00:01
  • msg #3

Torg thread

ARMOR     
Core EarthTechBonusPriceMax DexNotes
Ballistic/Kevlar Vest22+4250 (12)10Torso, Fatigues
Stab Vest23+3200 (11)10Torso
Tactical Armor23+4450 (13)8Min Str 8, Fatigues
AysleTechBonusPriceMax DexNotes
Bronze7+2400 (13)8Fatigues +1, Min Str 12, see text
Chain Mail10+2300 (12)8Min Str 8, Fatigues
Elven Chain12+3500 (13)10Torso
Furs3+150 (8)12Tests vs. natural cold Favored
Leather Armor8+1150 (11)10--
Plate Mail12+3600 (14)8Min Str 10, Fatigues, Full body
Leather Jerkin8+1100 (10)12Torso
Ring Armor12+2250 (12)10Min Str 10, Fatigues
Scale Mail12+2300 (12)9Min Str 9, Fatigues
Spiked Plates12+2400 (12)8Min Str 8, Fatigues, bonus adds to unarmed damage
CyberpapacyTechBonusPriceMax DexNotes
GWI Armor of God26+41,000 (15)8Fatigues, Full body
GWI Destroyer Armor26+43,500 (17)8Min Str 12, Fatigues, Full body, Strength based weapons gain +2 damage
GWI HallowMesh26+3400 (13)--Can be concealed under clothing
GWI Reflec Armor26+2250 (12)10Bonus also adds to dodge against energy weapons
TL Liberté26--100 (10)--Can be concealed under clothing, cancels Painful electrical weapons
Living LandTechBonusPriceMax DexNotes
Bone and Hide3+150 (8)12Torso
Boneforged Armor2+31,000 (14)10Stalek, Min Str 8
Carapace3+3800 (14)6Min Str 10, Fatigues
Hrockt Root Armor3+2400 (13)10Torso, Jakatts only
Silverscale Cloak5+415M (36)12Sacred
Warshell6+518M (36)10Sacred, Full Body, Min Str 12
Nile EmpireTechBonusPriceMax DexNotes
Bulletproof Vest20+4450 (13)8Torso, Fatigues
Ceremonial Breastplate10+2250 (12)10Torso
Fireproof Suit19+1250 (12)10Fatigues, Full body, +6 armor against fire attacks
Flight Jacket19+175 (9)12Torso
Forcefield Belt20--4,000 (18)12Weird Science, see description
Mask10+210 (5)--Weird Science, see description
Protective Ankh +18+1250 (12)--Holy, Full Body
Protective Ankh +28+21,000 (15)--Holy, Full Body
Protective Ankh +38+32,500 (17)--Holy, Full Body
Amazon Armor12+3500 (13)10Fatigues
OrrorshTechBonusPriceMax DexNotes
Boilerplate Hauberk18+41,000 (15)6Min Str 12, Fatigues
Heavy Cuirass15+32508Fatigues, Torso
Monster Hide Duster16+2350 (12)10Fatigues
Pan-PacificaTechBonusPriceMax DexNotes
IriMesh Clothing24+2250 (12)----
Kanawa Security Armor24+4700 (15)8Min Str 8, Full body
Plexiflex Sheathing24+3450 (13)10May be concealed under clothing
TharkoldTechBonusPriceMax DexNotes
Combat Helmet23+4150 (11)12Head only
Diffrax Plate25+3500 (13)8Min Str 8, Fatigues, +3 vs. energy weapons
Diffrax Vest25+2350 (12)10Torso, bonus adds to dodge vs. energy weapons
Hazmat Suit23+11k (15)8Full Body, Min Strength 8, Fatigues
Junk Armor23+2100 (10)10Min Str 8, Fatigues
Technodemon Hide Vest25+4350 (12)12Torso, Fatigues

This message was last edited by the GM at 06:22, Thu 23 Sept 2021.
Kor
GM, 37 posts
Thu 23 Sep 2021
at 00:54
  • msg #4

Torg thread

SELECTED ARMOR DESCRIPTIONS
Amazon Armor: Specially crafted by the Amazon smiths and only available on their island. Human women from the Nile Empire may purchase this armor at the base price, but for anyone else it costs much more (Value 17), thanks to its rarity

GWI Armor of God: Made with thick but lightweight sheets of HardPlas, a synthetic material with very high tensile strength. As the primary armor of all Church Police very limited quantities are legitimately for sale, but a thriving black market operates around re-purposed suits plundered from fallen Streetbeaters.

Ballistic Vest: Also known as bulletproof vests or Kevlar armor. Made of synthetic material designed to catch and stop bullets as they spin into different protective layers.

Boilerplate Hauberk: Thick iron plates, intricately hinged together to form a long overshirt. Includes a thick pot helmet, faceplate, and ankle greaves. Friend and foe alike call the hardy Victorian shocktroops who wear this armor “juggernauts.“

Bone and Hide: Bone and hide armor consists of finely shaped bone pieces carefully sewn into the hide. It is very difficult to make, for if the bone layer does not conform in shape to the user, it breaks easily in combat.

Boneforged Armor: Crafted from dinosaur skeletons using the sculpt bone miracle, this armor gives its wearer a fearsome appearance, making intimidation tests Favored.

Bronze Armor: Bronze armor is normally too bulky to be of practical use but is a way for physical Ayslish characters to wear meaningful armor in the Living Land without contradiction. A character wearing bronze armor suffers one additional Shock when he suffers Fatigue.

Bulletproof Vest: This is a low-tech version of Core Earth’s Kevlar vest, which is bulkier and more restrictive. It grants an armor bonus of +4, covers the Torso, Fatigues, and has a Max Dex of 8.

Carapace: The chitinous shells of the Living Land’s larger insects can be adapted into formidable armor. The result is uncomfortable and restricting, but resistant to even advanced weaponry.

Cuirass: A rigid steel vest that protects the chest, back, and vitals. Usually smooth and angled to help deflect blows, but there are versions that mimic musculature instead.

GWI Destroyer Armor: Servo assisted power armor that only the elite strike teams of the Cyberchurch have access to. It automatically comes equipped with an Augmented Reality HUD.

Diffrax Plate: Black metallic armor cobbled together from energy-diffusing salvage. It resembles obsidian, and energy skitters across its surface, sizzling and popping until it coalesces and re-emerges projected at some different angle.

Diffrax Vest: The limited coverage makes the Diffrax Vest less effective than plates that cover at least portions of the user’s arms and legs, but still better than standard armor when foes are using energy weapon. Technodemons are especially fond of Alph projectors of all sizes, which makes Diffrax a good investment.

Fireproof Suit: A thick set of coveralls woven with fire resistant material.

Force Field Belt: This belt with lights and buttons on the buckle replicates the Force Field pulp power. Whenever the force field may cancel a Wound, the character rolls a die. On a 1–2, the force field doesn’t absorb the damage and burns out the eternium splinter.

Furs: Popular among Vikings and Outsiders in areas near the Arctic Circle, this armor is made from animal pelts stitched together to cover a human-shaped body. It provides extra protection against cold weather by making survival tests against natural cold Favored.

GWI HallowMesh: This armor consists of tightly-woven kinetic fibers that tighten when hit by a fast-moving object or burst of energy. It is light enough to be concealed under clothing and is favored by cyberknights who need to blend in.

Hazmat Suit: Hazmat suits protect against toxins, the insidious effects of Occultech, and are recommended when handling vril. They don’t protect against radiation itself, but they do prevent materials from lodging in the wearer’s skin or clothing, which makes the Strength test for avoiding the effects of radiation Favored. If the wearer suffers a Wound the suit’s integrity is ruined. It still grants basic armor protection, but no longer provides any special protections.

Hrockt Root: Crafted from the extremely durable roots of the hrockt tree, this armor is highly protective but also immobile without the will of Lanala. To be of any use the wearer must be a jakatt, with one or more adds in faith (Keta Kalles) and a Spirit Axiom of 11 or more. If the local axiom is lower this armor does cause a Contradiction.

IriMesh Clothing: A light textile woven by nano-machines. IriMesh looks and feels similar to silk, but with even more tensile strength. IriMesh can be worn at elegant banquets without looking out of place, and doesn’t raise security concerns at checkpoints.

Junk Armor: There’s a saying in the Blasted Land: “make do with what you got.” Junk armor uses modern materials that weren’t necessarily intended for protection, but work better than nothing at all. Junk armor is also exceedingly easy to repair or replace away from dedicated armorers.

Kanawa Security Armor: These suits of full body armor are designed for Kanawa’s security forces, but more than a few have fallen into the hands of rebels and independent Storm Knights. The suits are made of black laminate and resemble early samurai armor.

Leather: Animal hides tanned or boiled to a stiffer, more durable finish, then reinforced with studs or stitched seams. Found in some form in every cosm.

Mask: Masks have power in the Nile Empire. Those heroes and villains who don a mask find themselves protected “somehow” even though they wear normal clothes or a costume. Masks count as +2 Armor for reality-rated characters. As usual, only the largest bonus applies if the character is already wearing armor. The protection is Full Body, even though it technically doesn’t cover any of the character’s body at all!

This bonus only applies within the Nile Empire where the Law of Masks is in effect. Also, masks carry a significant connotation within the Empire. Anyone who wears one is either a villain working for Mobius or a vigilante about to cause trouble.

Monster Hide Duster: A long overcoat made from the treated skins of various beasts that once terrorized the innocent. The monsters of Orrorsh are notoriously hardy, so leather made from their hides is especially durable.

Plate Mail: Early plate mail is heavy and hot, but still offers excellent protection against most contemporary weapons. Wearing plate is considered a sign of prestige among the nobles of Aysle.

Plexiflex Sheathing: A series of clasps, cups, and form-fitting plates that fasten onto various parts of the wearer’s body. Those who prefer subtlety strap sheathing under loose clothing. Some East Asian street gangs have taken to decorating the pieces and wearing them atop their clothing like sports padding.

Protective Ankh: One or two of these ankhs are available at most major temples in the Empire, with more available at temples dedicated to Wadjet. Protective ankhs house a tourmaline, and provide an Armor bonus of +1 that counts as Full Body Armor. If the purchaser wishes to have an Amaatist priest invoke empower ankh for him to gain a higher Armor bonus (see page 50), it costs more but there is no guarantee the miracle will succeed. Priests normally invoking this miracle have faith 12, the minimum required.

Important agents of Doctor Mobius frequently wear protective ankhs which provide +2 or +3 Armor bonuses. These protective ankhs are attuned to the wearer and do not function for others.

GWI Reflec Armor: Light, glittery, cloth-like hybrid material designed to refract and redistribute energy. Reflec comes in various colors. It refracts light, which usually surrounds the armor in a dazzling corona, adding its armor rating to the wearer’s dodge against all energy weapons.

Ring Armor: Unlike a traditional mail, the metal rings are sewn onto a fabric or leather basecoat unconnected. The resulting armor is lighter than full chain but is bulkier on the body.

Scale Mail: Instead of interlinking metal rings, small rings are used to interlock metal pieces resembling scales.

Silverscale Cloak: This cloak is made from a material that resembles the hide of a dinosaur, the scales glimmering with a silver hue. The silverscale cloak stretches to the lower leg on even the tallest edeinos and includes a hood. The garment radiates a sense of majestic valor.

Infused with the blessings of Lanala, the cloak guides its wearer to help those who are sick, injured, or otherwise disabled. Stories are told of edeinos wearing the silverscale cloak performing great feats of restoration. According to legend, even a grievously wounded individual can be brought back to full health—though this ability is not used lightly as the cloak is lost afterward.

The wearer of a silverscale cloak gains a +2 bonus to first aid, medicine, and persuasion tests. All those skills count as trained, even if the wearer has no adds. The silverscale cloak can perform a miraculous feat of healing once: By draping the cloak over a person and willing it so, the cloak can heal any wound, cure any disease, or undo the harmful effects of a miracle or spell. Afterwards the cloak rots into nothing and then reappears elsewhere for a new champion.

Spiked Plates: A hodgepodge of metal plates with sharpened protruding barbs, nails, and blades. The spikes add the armor’s bonus to unarmed tests when Grappling (see page 123) or resisting a grapple.

Stab Vest: Lighter and more comfortable than a ballistic vest, and designed more to stop slashing and piercing weapons. Still somewhat effective against bullets.

Tactical Armor: Modern military grade protection featuring different layers, a helmet, and nearly full coverage while still allowing good mobility.

Technodemon Hide: Killing a demon and taking its skin is hard. Finding chemicals powerful enough to tan and cure it is even harder. The result is worth it—light, supple, and extremely tough. The Fatigue effect isn’t from the weight of the armor, but from the discomfort and nightmares produced by the skin still writhing with evil.

TL Liberté: This thin layer of clothing is interlaced with circuitry which creates a field that can ground electrical shocks, such as those from the Tower of Babel and Church Police riot sticks. The wearer does not take additional Shock from Painful electrical weapons.

War Shell: Possibly the most unusual sacred item is not of edeinos construction at all—rather, it is a suit of armor created by the vanished Ustanah civilization. A war shell is made of smoothly rounded plates of waxy, steel-hard chitin of an iridescent gold and green color. A war shell includes a helmet that fits over the back and sides of the wearer’s head, making it a good fit for humanoids and edeinos alike.

There is no doubt that war shells are blessed with spiritual power, but there are many who question whether the deity granting that favor is Lanala or some other, unknown force. A war shell increases the wearer’s power, supporting and enhancing every physical motion. It provides a high level of protection, able to shrug off even powerful blows.
This message was last edited by the GM at 06:26, Thu 23 Sept 2021.
Kor
GM, 38 posts
Thu 23 Sep 2021
at 01:02
  • msg #5

Torg thread

SHIELDS    
Core EarthTechBonusPriceNotes
Riot Shield22+2100 (10)Min Str 6
AysleTechBonusPriceNotes
Small Shield9+1100 (10)Min Str 7
Medium Shield9+2150 (11)Min Str 8
Large Shield9+3250 (12)Min Str 9, may not move and attack unless Strength 11+
CyberpapacyTechBonusPriceNotes
GWI Sanctuary Shield26+2300 (12)Min Str 7, Cancels 2 points of AP
GWI Tower of Babel25+3200 (12)Min Str 8, Painful, may not move and attack unless Strength 10+
Living LandTechBonusPriceNotes
Boneforged Shield2+3200 (12)Stalek, Min Str 8
Creature Shell3+150 (9)Min Str 6
Hrockt-Shoot Shield3+2250 (12)Jakatt, Min Str 7
Nile EmpireTechBonusPriceNotes
Shielding Ankh8+1100 (10)Holy
Pan-PacificaTechBonusPriceNotes
Plexiflex Shield24+3100 (10)Min Str 6
TharkoldTechBonusPriceNotes
Diffrax Shield25+2150 (11)Min Str 8, +4 vs. energy weapons

This message was last edited by the GM at 06:28, Thu 23 Sept 2021.
Kor
GM, 39 posts
Thu 23 Sep 2021
at 01:23
  • msg #6

Torg thread

SELECTED SHIELD DESCRIPTIONS
Boneforged Shield: Crafted from dinosaur bone using the sculpt bone miracle, these shields grant a high level of protection, but come at the expense of added weight. Typically, boneforged shields are constructed from fragments of the upper skull of a dinosaur, an implication in edeinos culture that the wielder is a mighty hunter.

Diffrax Shield: A plate of Tharkoldu metal designed to absorb and defract energy weapons. The material is always a flat black. The bonus to defense is doubled to +4 against any energy weapons.

Hrockt-Shoot Shield: These kite-shaped shields have been woven together from hrockt-shoots and strengthened by the shape plant miracle, making them light but effective. The ends of the shoots have the same pointed tips as spears.

Large Shield: Sometimes called a tower shield, it is up to two meters tall and requires Strength of 9 or higher to wield effectively. A character may not move and attack while using such a shield. Particularly strong characters (Strength 11+) may move and attack normally.

Medium Shield: About 1.5 meters in length, this is the type of shield commonly associated with the knights of Aysle.

Plexiflex Shield: Plexiflex’s light weight, transparency, and kinetic energy diffusing properties make it an ideal material for shields.

Riot Shield: Police and security forces around the world use these lightweight plexiglass shields to protect themselves from rioters. Now many use them against the invaders’ hordes as well.

GWI Sanctuary Shield: When activated, this medium shield generates a plasma field that at least partially counteracts armor piercing weapons.

Shield Ankh: This ankh, containing a ruby, grants the bearer +1 to defenses against physical attacks.

Small Shield: Usually little more than a rounded piece of wood affixed to the warrior’s arm with a strap.

GWI Tower of Babel: An imposing, composite shield favored by the Church Police of the Cyberpapacy. The outer side pulses with dangerous electrical shocks, while the inner side projects images of what’s ahead and video communications. Similar to a large shield, the Tower usually must be planted to be effective—preventing a user from moving and attacking unless he has Strength 10 or higher.
This message was last edited by the GM at 06:14, Thu 23 Sept 2021.
Kor
GM, 40 posts
Thu 23 Sep 2021
at 06:40
  • msg #7

Torg thread

MELEE WEAPONS    
Core EarthTechBonusPriceNotes
Chainsaw2214150 (11)Unwieldly
Machete22+240 (8)Survival tests Favored
Truncheon21+2120 (11)--
AysleTechBonusPriceNotes
Axes    
Battle Axe9+3200 (11)--
Great Axe10+4300 (12)Stagger, Two Handed, Unwieldly
Pick Axe9+2100 (10)Unwieldy, Min Str 8, AP 1
Blades    
Dagger8+125 (7)Small
Longsword9+3120 (10)--
Rapier14+2500 (13)Quick
Short Sword8+290 (9)--
Two-Handed Sword10+4300 (12)Two Handed
Clubs & Maces    
Ball and Chain8+350 (8)Unwieldy, Min Str 12, AP 1
Giant's Club1+410 (5)Stagger, Min Str 12
Mace8+250 (9)--
Morning Star8+4200 (11)Unwieldy
War Hammer9+4250 (12)Stagger, Two Handed, Unwieldy
Pole Arms    
Halberd10+4350 (12)Reach 2 meters, Two Handed
Lance12+3250 (12)Unwieldy, see text
Pike12+3100 (10)Reach 2 meters, see text
Spear8+225 (7)Reach 2 meters, Thrown
Staff5+225 (7)Two Handed
CyberpapacyTechBonusPriceNotes
GWI Ehud Dagger24+2220 (11)Armor Piercing 1, Small
GWI GodHammer26+5300 (12)Stagger, Two Handed
GWI Sword of David24+4300 (12)Armor Piercing 2
Power Dagger26+2220 (11)Small
Riot Stick26+3150 (11)Non-lethal, Painful
Living LandTechBonusPriceNotes
Boneforged Club2+3150 (11)Stalek, Two-handed, Stagger
Boneforged Spear2+2120 (10)Stalek, Thrown
Bone Knife3+15 (4)Fragile, Small
Bone Razor2+5800K (29)Sacred, Stalek
Bronz Machete6+2100 (10)--
Claw Blade3+3300 (12)Two-handed
Hrockt-Root Club2+150 (8)Stagger
Hrockt Shoot Spear2+240 (8)Thrown
Improvised Club1+25 (4)Unwieldy
Redthorn Whip2+2250 (12)Grapple, Painful, Reach 3 meters
Stone Axe2+215 (6)Fragile, Stagger
Stone Club1+212 (5)Unwieldly
Two-Handed Stone Club1+350 (8)Two-handed, Stagger, Unwieldy
Nile EmpireTechBonusPriceNotes
Brass Knuckles15+110 (5)Small, uses unarmed combat
Bull Whip8+240 (8)Reach 3 meters
Khopesh15+2200 (12)See description
Lasso7+010 (5)Reach 10 meters, Grapple
OrrorshTechBonusPriceNotes
Saber16+3150 (11)--
Pan-PacificaTechBonusPriceNotes
Electric Katana24+4500 (13)Armor Piercing 2
Katana12+3140 (10)--
TharkoldTechBonusPriceNotes
Combat Knife20+150 (8)--
Cutting Wheel2514300 (12)AP 2, Min Strength 10
Impact Hammer25+4300 (13)Stagger, Two Handed
Pain Gauntlet25+1100 (10)Painful, Stagger

This message was last edited by the GM at 20:38, Mon 27 Sept 2021.
Kor
GM, 41 posts
Thu 23 Sep 2021
at 07:09
  • msg #8

Torg thread

SELECTED MELEE WEAPON DESCRIPTIONS
Ball and Chain: For most creatures, this is a device to keep them shackled with limited mobility, but in the hands of a strong bruiser (such as a giant), this can be an effective melee weapon. Its massive bulk enables it to inflict damaging blows despite armor.

Battle Axe: A sharp, broad metal head attached to a wooden shaft, battle axes are most commonly used as melee weapons.

Boneforged Club: Made from dinosaur bone using the sculpt bone miracle, these clubs are crafted to maintain their origin—obvious leg, rib, or arm bones—to better unsettle opponents.

Boneforged Spear: These long, narrow spears are the namesake of the Whitespear Clan. Boneforged spears are lighter than most other spears and can be hurled a considerable distance.

Bone Knife: The simplest stabbing weapon, usually little more than a handhold and a short shaft with a sharpened point.

Bone Razor: Formed from sharpened dinosaur bones, this sword has a hilt wrapped in strips of edeinos hide. As its name suggests, the sword’s blade is exceptionally sharp. According to legends, the bone razor can cut through even the toughest stone. The lightweight bone makes the blade well-balanced and deft.

This item is sacred to Rec Stalek—a palpable aura of malevolence surrounds it. In the hands of an unbeliever, the bone razor is simply a well-crafted melee weapon. In the hands of the faithful, however, the bone razor channels the power of death and enhances the wielder’s ability to invoke miracles. It is said that a priest of Rec Stalek with a bone razor in hand can raise entire armies from corpses of the dead.

When wielded by one who is faithful to Rec Stalek, a bone razor makes all faith tests Favored. The wielder also gains knowledge of the unlife miracle as well as an additional +2 bonus to faith when invoking that miracle.

Brass Knuckles: These shaped, pieces of metal (often but not always made of brass) fit around the knuckles. Brass knuckles concentrate the force of a punch on a smaller area, while reducing the impact on the puncher. They are small and easily concealed and favored by thugs and mobster minions. Attacking with brass knuckles uses an unarmed combat test instead of melee weapons, and damage stacks with Perks like Brawler.

Bronze Machete: The most advanced metalwork supported by the Living Land. This weapon is little more than a flattened piece of metal with a sharpened chopping edge.

Chainsaw: A small gas or electric motor powers a toothed chain that circles a guide-bar. When revved, the chain tears away at anything it touches. It deals a straight damage value rather than adding to Strength.

Claw Blade: As the name suggests, these fearsome weapons are made from the claw of one of the land’s gigantic predators, further sharpened to rip through hide and armor alike. It’s considered inappropriate to wield such a weapon without first killing one of the creatures that provided the claw.

Cutting Wheel: This very heavy melee weapon features a rapidly spinning grinding wheel, heavy enough to rip through even armored plating. Most of the device’s weight comes from its power source and the mechanisms that keep the cutter rotating at full speed.

Dagger: A short-bladed weapon between 15 and 30 centimeters in length. Daggers can be easily concealed and drawn in close quarters.

Electric Katana: The ion circuitry nano-imprinted into the katana’s blade glows with energy when activated. The field generated just over the surface cuts even sharper, and protects the metal underneath from chipping or dulling. May be used as a normal katana when not energized.

Giant’s Club: This is little more than a young tree with its branches and roots stripped off. In the hands of a giant, this is a brutal weapon.

Great Axe: The most terrifying of the “barbarian“ weapons is the great axe. The double-edged blade and wide arc cuts swaths through the wielder’s foes.

GWI Ehud Dagger: This power dagger is commonly used by cyberknights who may require an easily concealed weapon on clandestine missions.

GWI GodHammer: Although uncommon, this double-headed power maul is occasionally used by Inquisitors. Internal gyroscopes allow it to be used easily despite the apparent imbalance caused by the large head.

GWI Sword of David: Also called a power sword, this longsword is a favored weapon of Inquisitors and Hospitalers.

Halberd: A polearm slightly over two meters in length with a large axe-blade mounted at one end with a spike for puncturing armor opposing it. Some also have a long thrusting point on the end of the pole for chopping and thrusting attacks.

Hrockt-Root Club: Formed from woven hrockt roots using the shape plant miracle, these simple weapons are commonly carried by edeinos warriors as a backup to their spear. Since clubs are blunt weapons, edeinos warriors often employ them when attempting to take prisoners.

Hrockt Shoot Spear: Pliable when wet and growing, but hard as iron once cut and dried. Often cultivated into straight spears with sharp points. Also commonly thrown as a missile weapon.

Impact Hammer: The heavy head contains a pneumatic mechanism that adds a burst of thrust to the swing and drives a spike forward at the point of impact to greatly increase the force directed at the impact point—if a wielder is strong enough to get the hammer moving in the first place.

Improvised Club: Almost anything a character picks up may be swung like a weapon. The
advantage is the character is armed and uses melee weapons for attack and defense. However, a miss with the weapon leaves the character Vulnerable. Balanced clubs designed for combat don’t suffer that drawback.

Katana: Outstanding quality steel and workmanship allows this one-edged blade to be
lighter and sharper than a regular sword.

Khopesh: A khopesh is an ancient Egyptian sickle-shaped sword, sharpened only on the outside portion of the curved blade. The shape of the sword makes it useful for disarming an opponent. When attempting to disarm, the target gets a –2 penalty to her Strength test to avoid disarming. Although khopeshes existed during the Bronze Age, these khopeshes are made from steel.

Lance: This sharp pole, usually made from wood, can only be used effectively when mounted on an animal or vehicle. If on foot, attacks are at -4 and Disfavored. A lance’s damage is based on the mount’s Strength, not the wielder’s. On a charge (e.g. rushing) an attack with a lance gains AP 2

Lasso: Also known as a lariat, this loop of rope is thrown around a target and, when pulled, tightens and restrains the victim. A character with a lasso can make a grappling attack against a target within reach, except with melee weapons instead of unarmed combat (see Grappling in the Combat Options section in Torg Eternity). Lassos are particularly favored by Amazons.

Machete: Designed for cutting through thick foliage, these mid-sized, single-edged blades are also perfectly useful for cutting flesh. Modern machetes have built-in tools and features that make survival tests Favored.

Morning Star: A variation of the mace, the head of the morning star is connected to the handle by joints or chains which increase the force of the blow. It cannot be used in tight spaces where the user can’t effectively swing the impact end.

Pain Gauntlet: An armored glove laced with technodemon technology. Once an opponent is restrained the gauntlet deals damage every round automatically.

Pick Axe: A pick axe has a head with a point at one end and a blade at the other end. It can also be used to chop or to break ice.

Pike: A pike is a 2 meter long spear designed to punch through both the armor of knights and the barding of their horses. A pike can be used to defend against a charging attack. If a character armed with a pike takes a Wait action and is charged by a foe (the foe must rush to engage him) the character automatically interrupts his foe and attacks first. The attack is Favored and has AP 2 if the charger is on a horse or vehicle.

Power Dagger: Sometimes known as a plasma dagger, pressing a control button on the hilt activates a laser or plasma energy field around the blade, increasing its effectiveness. The weapon can be used as a regular dagger with the power off.

Rapier: Favored by swashbucklers and other lightly armored combatants, this light sword is designed to take advantage of a distracted opponent.

Redthorn Whip: The stinging leaves and spines of the troublesome redthorn plant are woven into the striking end of a whip—or the shape plant miracle reforms the plant into a weapon.

Riot Stick: A heavy metallic club used for crowd suppression within the Cyberpapacy. When activated the tip pulses with powerful electric shocks which can be set to lethal or non-lethal. If not activated treat as a mace.

Spear: A long wooden pole with a metal head on the end, spears can be used as melee or missile weapons. It is not uncommon for a warrior who uses spears to carry several of them, some for throwing and at least one to keep on hand for melee combat.

Staff: A staff can be a very effective weapon in trained hands. Staves are also often seen as walking sticks and overlooked as weapons.

Stone Club: Typically composed of a length of wood with a rock wedged into one end, these weapons are inelegant at best—but they get the job done.

Truncheon: A modern baton made of advanced materials and specially balanced and weighted. Many versions have a hinged club-head or are collapsible.

Two-Handed Stone Club: Though heavy and awkward to use, this massive stone club packs a powerful punch.
This message was last edited by the GM at 20:43, Mon 27 Sept 2021.
Kor
GM, 42 posts
Thu 23 Sep 2021
at 18:26
  • msg #9

Torg thread

MISSILE WEAPONS     
Core EarthTechDamageRange (meters)PriceNotes
Compound Bow221320/40/80150 (11)Min Str 6
Taser22122/4/6150 (11)Painful, Stagger, Non-lethal
AysleTechDamageRange (meters)PriceNotes
Composite Longbow131320/40/80200 (11)Min Str 7
Darts8+15/10/1525 (7)Small
Heavy Crossbow121310/25/40200 (11)Reload
Long Bow91220/40/80100 (10)Min Str 8
Light Crossbow91210/25/40150 (11)Ammo 1
Short Bow71110/25/4070 (9)Min Str 6
Sling7+15/20/4015 (6)--
Throwing Axe8+25/10/1560 (9)--
CyberpapacyTechDamageRange (meters)PriceNotes
MAS AP Grenade261625/50/--100 (10)Medium Blast, AP 1
MAS Disruptor Grenade261625/50/--100 (10)Non-lethal, Medium Blast
MAS Tear Gas Grenade261625/50/--100 (10)Large Blast, see text
TL EMP Grenade261625/50/--1,000 (15)Medium Blast, see text
Living LandTechDamageRange (meters)PriceNotes
Atlatl4+210/40/8025 (7)--
Blow Gun3+010/20/305 (4)--
Boneforged Spear2+25/35/50120 (11)Stalek
Hrockt Shoot Spear3+210/20/40-- 
Kesta Hive1135/10/15100 (10)Small Blast, Lowest Armor
Life Lance3+45/25/40250K (27)Sacred, Jakatt
Rock Bolo3+110/20/305 (4)May be used to grapple
Sinew Bow61110/30/6050 (8)Min Str 7
Spear5+210/20/4025 (7)--
War Boomerang5+15/10/1540 (8)Returns when thrown
Nile EmpireTechDamageRange (meters)PriceNotes
Frag Grenade201610/20/3050 (9)Medium Blast
Petrol Bomb201410/20/3025 (7)Medium Blast, Fire
Shuriken15+110 (5)Small, Thrown Range 5/10/15 
OrrorshTechDamageRange (meters)PriceNotes
Dynamite Stick171310/20/3020 (6)Medium Blast
Multi-Crossbow171310/25/40250 (12)Ammo 3 Reload
Pan-PacificaTechDamageRange (meters)PriceNotes
Electric Longbow241320/40/80250 (12)Min Str 6, AP 2
Ion Shuriken24+25/10/15200 (11)AP 2, Small
Offensive Grenade231710/20/30250 (12)Small Blast
TharkoldTechDamageRange (meters)PriceNotes
Combat Knife20+110/20/3050 (8)--
F1 Grenade221610/20/30100 (10)Medium Blast
Flashburn Grenade251610/20/30200 (11)Medium Blast, Fire
Howler Grenade25--10/20/30200 (11)See text, Occultech
Net Launcher2555/10/15100 (10)Small Blast

This message was last edited by the GM at 20:44, Mon 27 Sept 2021.
Kor
GM, 43 posts
Thu 23 Sep 2021
at 19:18
  • msg #10

Torg thread

MISSILE WEAPON DESCRIPTIONS
Atlatl: An atlatl is a short, hinged strut that hooks onto the back of a spear, and adds extra leverage when a hunter uses it to hurl the spear. Usually a hunter uses shorter spears or javelins made to fit the atlatl, but it may also be used to grant other spears this weapon’s range.

Blow Gun: A long tube that a dart or other small projectile fits into. The user blows into the tube to propel the dart. Blow gun projectiles are small and deal limited damage, but may be coated with poisons or toxins.

Boneforged Spear: Light and aerodynamic, these spears have a long range when thrown.

Composite Long Bow: A more powerful version of the long bow, this weapon is made up of three different materials, combined to enhance the elastic properties of each. While actually closer in size to the short bow, the composite bow fires arrows at a greater velocity.

Compound Bow: A further extension of the composite bow, the compound bow uses pulleys and cables instead of elastic materials to reduce the amount of strength required to pull and hold the bow while applying more force to the arrow when it’s released. Compound bows can be quickly adjusted to different draw strengths.

Dart: A specially balanced blade weighted so that it can be thrown with reliable accuracy at a target. A normal dagger cannot be counted on to hit a target blade-first.

Electric Longbow: Material memory alters the elastic properties of the bow, and electronically increases the force of the release. Arrowheads usually include the same technology as an electric katana, just on a smaller scale.

Flashburn Grenade: A tharkoldu explosive device that spreads an incendiary cloud and then ignites it. The damage affects a target’s lowest Armor value.

Fragmentation Grenade: Pulling the pin on this spherical grenade allows the safety handle to pop free, arming the grenade, unless the handle is manually held in place. The fuse has a normal duration of seven seconds and has a Medium Blast radius.

Heavy Crossbow: A larger version of the light crossbow, almost always equipped with some kind of foot stirrup and a winch or pulley arrangement to facilitate cocking the more powerful pull of the bow. Although it is more powerful and has a longer range, the heavy crossbow is hampered by the time it takes to cock the bow.

Howler Grenade: Another technodemon device that’s been copied and re-purposed for use by both sides. When a howler detonates it sends a shockwave of supernatural fear—and ungodly noise—in all directions. Every soul in a Huge Blast Radius must test willpower or Spirit or become Very Stymied. Rather than testing for individuals within Mobs, simply make the entire Mob Stymied. The effect isn’t selective, but allies’ tests are Favored if they are expecting the howler to erupt.

Ion Shuriken: The famous “throwing stars“ of the ninja, updated with state-of-the-art materials and advanced, penetrating blades.

Kesta Hive: A kesta is large, thick-skinned fruit. Once a kesta spoils it draws hundreds of small stinging insects, also called kesta because they are only found around this particular fruit tree. They form a hive inside the skin of the fruit, lay eggs, and hibernate for nearly a month if left undisturbed. If the skin of the fruit is broken the insects awaken, viciously attack the least-armored spot on any creatures nearby, and then die. Much like bees, the use of their stingers is fatal. Crafty hunters may find hibernating nests and hurl the fruit at enemies—just so long as the fruit isn’t squashed too early. Once the natural hibernation cycle ends, the insects burst from the husk of the fruit and fly in search of the nearest kesta tree.

Lifelance: Though resembling a humble hrockt-shoot spear, a lifelance (or “takta rien” in the edeinos’ language) seethes with Lanala’s vitality, causing plant life to bloom and surge with vibrant colors whenever it comes near. A particularly complex pattern of woven roots forms the spear-tip, one that causes dizziness if closely studied.

When thrown, the lifelance briefly transforms into a blinding thunderbolt, reforming into its hrockt-root-spear shape upon impact with a target. Lifelances are also well-suited to healing, assisting any faithful of Lanala in invoking miracles meant to restore life. In addition, the wielder of a lifelance need only speak aloud his need for shelter, water, or food, and the spear-tip unerringly points toward the closest location where that need can be satisfied.

MAS AP Grenades: These fragmentation grenades break into sharp, hardened spikes when they explode and are capable of shredding into light armor.

MAS Disruptor Grenade: Each grenade resembles a flat throwing disc. When it strikes the ground or a target it emits a strong pulse meant to incapacitate anyone nearby. Some disruptors use electric pulses, others use sonic waves, but either has the same effect on those unfortunate enough to be caught within the pulse!

MAS Tear Gas Grenade: These grenades release an orange-colored gas, which burns exposed eyes and irritates the lungs. If a person is in the area of effect at the start of their turn, they become Stymied and Vulnerable unless they are in sealed armor or their Toughness (without armor) is higher than the damage. The gas dissipates after 1 minute.

Survival and faith tests become Favored when the lance is held by a character faithful to Lanala. The sacred weapon also grants knowledge of the healing and regenerate miracles, and a +2 bonus to faith rolls when invoking those miracles.

Light Crossbow: A crossbow consists of a bow attached to a wooden stock, which allows the weapon to be kept cocked without any effort. Some require the firer to cock the bow manually, while others use cranks or pulleys which allow for much stronger pulls and thus more power than the firer might be able to manage with his Strength.

Long Bow: A wooden bow, greater than 1.5 meters in length. The string is drawn back as far as the ear, and has a greater range and can shoot arrows at a greater velocity than the short bow.

Multi-Crossbow: These Victorian contraptions usually have multiple sets of arms or spring mechanisms that redraw and cock the crossbow while feeding a new bolt into the chamber.

Net Launcher: A weighted net fits into a tube launcher powered by a tightly wound torsion spring. A mechanical engine is needed to wind the spring or recover the net after it’s been launched. The net acts just like a Grappling attempt (page 123), with a hit dealing −2 damage. A Good hit restrains the target temporarily and does full damage. An Outstanding hit restrains and Stymies the target. Technodemons often employ a special version of this weapon that deploys a net with the same properties as a pain gauntlet.

Offensive Grenade: A high-tech grenade developed by the Kanawa corporation, it has not seen much export due to problems with long-range Contradictions. It is a small cylinder with a timer knob on the top. The timer can be set from one to 60 seconds. Intended for use while advancing. The Small Blast radius is less than the more familiar fragmentation grenade.

Petrol Bomb: Often called a Molotov Cocktail. A petrol bomb usually involves a glass container such as a bottle, flammable contents like fuel or alcohol, and an igniter. An igniter can be as simple as a flaming rag. When thrown at a target the container breaks and the fuel ignites explosively. Targets are engulfed in flame (see Fire on page 136).

Rock Bolo: Can be as simple as two stones tied together by vines. A bolo is usually spun around to generate momentum, then hurled at a target. Not only does the impact deal damage, but the cord between the weights often wraps around the target.

Short Bow: A simple wooden bow, less than 1.5 meters in length. It fires wooden shafts usually fitted with metallic heads. Short bows are actually possible as early as Tech 5 but they aren't as powerful as this version.

Shuriken: Only really used by those who know pulp martial arts or similar disciplines, these throwing stars are made of steel and are sharp as a knife. In addition to being used as weapon, they often are used in tricks as a distraction.

Sling: A sling is a piece of leather or cord with a pouch in the middle. The pouch is loaded with a stone or lead ball called a “bullet.“ Grasping both ends, the wielder twirls it rapidly and then releases one end of the rope, flinging the stone rapidly toward its target.

Sinew Bow: An ancient form of bow that uses animal tendons for backing and cordage.

Taser: A small, spring-loaded device that fires electrodes at a target, usually via compressed air. It has very short range, but delivers a powerful electrical jolt to the target. A taser generates Shock normally, but doesn’t deal the associated Wounds. A hit target automatically suffers a Very Stymied result from uncontrollable muscle spasms.

Throwing Axe: A tomahawk or other light axe weighted for throwing. May also be used as a melee weapon with the same bonus.

TL EMP Grenade: Manufactured only by Tierra Libre, these grenades are in short supply. When set off, computers and other electronics within the area of effect shut down for one round. On a Good Success that increases to one minute. Outstanding Success is as Good, but also shuts down one cyberware or Occultech install for one minute. EMP grenades only do physical damage to Tech Constructs, with bonus dice for Good and Outstanding hits as usual.

War Boomerang: These heavy throwing sticks can be hurled in such a way as to follow a curved flight path. It returns to the thrower ready for another toss after a miss—except on a Mishap!
This message was last edited by the GM at 20:45, Mon 27 Sept 2021.
Kor
GM, 44 posts
Thu 23 Sep 2021
at 19:53
  • msg #11

Torg thread

FIREARMS      
Core EarthTechDamageAmmoRange (meters)PriceNotes
Pistols      
.38 Revolver2012610/25/40100 (10)Small
.45 Colt Automatic2014710/25/40250 (12)--
Glock 9mm22131510/25/40250 (12)--
Shotguns      
Atchisson 1223143210/20/30450 (13)Short Burst
Remington 8702214710/20/30200 (11)--
Submachine Guns      
MAC-1022133010/25/40350 (12)Short Burst
Uzi22133210/25/40400 (13)Short Burst
Rifles      
.308 Hunting Rifle21141080/160/320300 (12)--
AK-4722143040/80/160500 (13)Long Burst
Barrett M82231610100/500/1K1,200 (15)Bulky, AP 4
GM-94 Launcher2316350/100/2001,500 (16)Medium Blast
M4 carbine/M-1623133050/100/200300 (12)Long Burst
Machine Guns      
7.62mm Minigun221510100/500/1K10K (20)Heavy Burst, Bulky
Maremont M60221550100/500/1K3,000 (17)Long Burst, Bulky
AysleTechDamageAmmoRange (meters)PriceNotes
Arquebus141415/10/20200 (11)Reload
Ayslish Wheel-lock141315/10/20150 (11)Reload
Blunderbuss141415/10/15250 (12)Reload
CyberpapacyTechDamageAmmoRange (meters)PriceNotes
GWI God's Fire Plasma26161020/40/802K (16)Bulky, Small Blast, Fire, Targets lowest armor
GWI GodBeam Laser261415100/500/1K600 (14)Short Burst, AP 1
GWI GodLight Laser2614550/100/500350 (12)Small
GWI GodMeeter26152510/25/40450 (13)--
MAS Storm Shotgun26153015/30/45500 (13)Short Burst
Nile EmpireTechDamageAmmoRange (meters)PriceNotes
7.62 KAR20142150/100/2002.5k (17)Long Burst
Hunting Shotgun2013210/20/30100 (10)--
KK08 Pistol20131110/25/40150 (11)--
KK81 Rifle2014950/100/200300 (12)--
Kocha MG2014210100/500/1k3K (17)Long Burst, Bulky
M1918 BAR20142050/100/2002,000 (16)Long Burst
Mauser Pistol20131010/25/40250 (12)--
Ray-Gun Pistol2013510/20/402K (16)Weird Science
Schmeisser MP-4020133210/25/40350 (12)Short Burst
Thompson 192820145015/30/60400 (13)Long Burst
Webley Revolver2014610/25/40280 (12)--
OrrorshTechDamageAmmoRange (meters)PriceNotes
.450 Nitro Express1815240/80/160400 (13)Bulky, AP 2
Webley Revolver1814610/25/40300 (12)--
Lee-Enfield MK 119141050/100/200350 (12)--
Pan-PacificaTechDamageAmmoRange (meters)PriceNotes
Impala Chaingun241520100/500/1K20K (21)Heavy Burst, Bulky
SC Kyogo T11241412050/100/200800 (14)Long Burst
SC Kyogo 144 SMG24134520/40/80400 (13)Short Burst
TharkoldTechDamageAmmoRange (meters)PriceNotes
Alph Blaster25133010/25/40350 (12)Pistol
Alph Eliminator251830250/500/1K8,000 (19)AP 4, Bulky, Reload
Alph Pulverizer2517320/40/808,000 (19)Painful, Bulky
Alph Sprayer25143040/80/1601,000 (15)Long Burst, Bulky
AN-94 Assault Rifle23143040/80/160350 (12)Long Burst
KSVK Anti-Material231610100/1K/2K1,500 (16)AP 4 Bulky
Mim-8 Rifle25142050/100/200500 (13)AP 2 at Short Range
Mosin's Rifle1914580/160/320200 (11)--
MP-443 Grach22131510/25/40150 (11)Pistol
Saiga-12 Shotgun23141210/20/30600 (14)Short Burst, Shotgun
Thav-9 SMG25136020/40/80500 (13)Short Burst
Thav-11 Tactical251510250/500/1K2,000 (16)See text

This message was last edited by the GM at 20:58, Mon 27 Sept 2021.
Kor
GM, 45 posts
Thu 23 Sep 2021
at 21:04
  • msg #12

Torg thread

SELECTED FIREARM DESCRIPTIONS
.38 Revolver: A straightforward six-cylinder revolver known for its reliability and long use by law-enforcement organizations around the world.

.308 Hunting Rifle: This is a common breech-loading hunting rifle found throughout the world, and in particular the United States. It was most often used for deer hunting before the invasion.

.45 Colt Automatic: Actually a semiautomatic pistol, the .45 auto was the standard US military sidearm for almost 70 years. It’s a heavy pistol with a lot of recoil but with excellent stopping power. The weapon is a favorite of the “mystery men“ who operate in the Nile Empire.

.450 Nitro Express: A double-barreled rifle with a massive cartridge designed for large game such as elephants, or the monsters of Gaea. The stock was a metal plate so it could be braced against a tree rather than the hunter’s shoulder. The second barrel was meant for emergencies, such as a charging beast tough enough to survive the first shot.

7.62mm Minigun: An electrically operated Gatling gun, capable of a horrendous rate of fire. It weighs 120 kilograms without ammunition and is most often used in light aircraft or helicopters.

7.92 KAR Assault Rifle: This early assault rifle is typically issued to shocktrooper veterans, especially those in special forces units.

AK-47: Also known as the Kalashnikov, this Soviet-era assault rifle is a familiar sight worldwide. It fires 7.62mm ammunition and its normal rate of fire is the three-round burst, though it can be set for single fire or Long Burst. The AK-47 is a very rugged piece of equipment and can take a lot more abuse than its American counterpart, the M-16.

Alph Beleaguer: The Beleaguer is a powerful plasma cannon that shoots charged hydrogen plasma through an electromagnetic conduit and slices through most armor as if it wasn't there.close enough for the smaller weapon to become
effective.

Alph Blaster: These heavy pistols are especially popular among thralls and raiders since they can be recharged with vril or any other power source, rather than depending upon scarce ammunition. Technodemons seldom use pistol style weapons, favoring their natural weaponry if something gets close enough for the smaller weapon to become effective.

Alph Eliminator: The Eliminator is meant for long range, single target sniping. It has a large magazine, but requires a cooldown period between each of its powerful shots.

Alph Pulverizer: Many technodemons have blaster weapons similar to the Pulverizer installed in an arm. Its beam scours armor and flesh, stripping it one layer at a time. This rare weapon is a salvaged version converted to be carried like a rifle. The weapon recharges by siphoning pain from the user, which costs an action and deals 2 Shock each time the magazine is reloaded without a dock.

Alph Sprayer: An advanced energy weapon, this assault weapon fires bolts of charged plasma to devastating effect. The distinctive sound of its energy projectiles are well known around Tharkold.

Arquebus: A matchlock musket with a barrel length of 1.2 to 1.8 meters. The weapon is so heavy that a wooden rest is required to support the barrel when aiming. A lit match is used to ignite the black powder and fire the weapon. Wet conditions make use of a matchlock virtually impossible. Always uses black powder ammunition (page 158).

Atchisson 12: Also known as the Assault 12, the Atchisson is an innovative short- barreled, auto-loading 12-gauge shotgun. The weapon is designed for hip firing. The Atchisson’s normal rate of fire is single shot, but it is capable of firing Long Bursts.

Ayslish Wheel-lock: An early form of firearm, the wheel-lock uses a spring mechanism to generate sparks when the trigger is pulled. The sparks ignite the black powder and the weapon is fired, assuming that all the involved components are dry and working properly. Must use black powder ammunition (page 158). In Aysle, dwarves are generally the only people who use wheel-locks.

Barrett M82: Fires a whopping .50-caliber round that can penetrate brick walls and retain enough energy to kill a person on the other side. The Barrett has a semi-automatic firing mechanism and heavy recoil suppression. It is almost always fired braced with its bipod.

Blunderbuss: A flintlock musket with a wide brass barrel and flared muzzle, the blunderbuss does not have good range but it scatters shot very effectively in that short range. Because it is a black-powder-load weapon, it has the additional benefit that just about any metal scrap could be used for shot if lead pellets are not available. Thanks to the wide scatter pattern of a blunderbuss it counts as a shotgun (see page 126), and a single shot may hit two or three targets (standard Multi-Targeting penalties apply) if they are close together.

Glock 9mm: A recoil-operated 9mm semiautomatic. Notable for its large, double-stacked ammo magazine.

GM-94 Launcher: A pump-action grenade launcher used by Russian special forces and security forces. Designed for fragmentation grenades or offensive grenades (found under Missile Weapons and Explosives), it delivers them at much greater range. It has also proven adept at launching salvaged technodemon explosives.

GWI GodBeam Laser: The GodBeam has a long barrel, a stabilizing stock, and laser sight. It emits a deadly blue beam of laser light. A laser sight (page 141) is integral, using a low-power beam from the weapon itself. All GWI weapons are connected to the GodNet by default, so hacked versions are rare and expensive.

GWI GodLight Laser: Small enough to be mounted on a person’s wrist with an appropriate holder. Like its larger cousin the GodBeam Laser, this compact device always counts as having a built-in laser sight.

GWI GodFire Plasma: The GodFire more closely resembles a flamethrower than a rifle. A hefty power supply worn as a backpack generates the plasma energy, which is fed to the “rifle“ through a connecting cable. The superheated plasma appears as a fiery red ball that explodes when it hits, affecting all targets within the detonation point.

GWI GodMeeter: The most common sidearm in use by the Church Police. It’s a high caliber and very loud firearm. Like other GWI weapons it has a limited artificial intelligence built in—not to assist with firing but to disable functions and preach at miscreants if the weapon falls into the wrong hands. The gun is also capable of selecting between different types of ammunition by vocal command if more than one type is loaded.

Hunting Shotgun: The typical double-barreled shotgun. The barrels are usually side by side, and a single trigger fires each barrel in sequence depending on how far it’s pulled.

KK08 Pistol: The KK08 is a semi-automatic pistol assigned to shocktrooper officers and other soldiers.

KK81 Rifle: The KK81 is a semi-automatic carbine and is the standard issue weapon for all shocktrooper infantry.

Kocha Machinegun: This man packed, belt fed, .30 caliber machine gun is typically assigned to one shocktrooper per squad who is usually paired with a second who is in charge of reloading the belt. The Kocha can only fire Long Bursts. These weapons are occasionally mounted onto vehicles and if so, lose the Bulky property. Reloading the weapon requires a full turn.

Lee Enfield MK 1: A British bolt-action repeating rifle with a box magazine, the Lee Enfield has proven popular in Orrorsh because of its superiority to the local Victorian rifles. A reliable and accurate rifle, modern models of the Lee Enfield are available but they do not differ significantly from the Tech 20 version.

M-4 carbine/M-16: A modern variant of the ubiquitous M-16 assault rifle, the M-4 is light, compact, and used by military and police organizations across the globe. In game terms, its performance is near enough to the M-16 assault rifle that the two may be used interchangeably. It’s chambered for a relatively small 5.56mm round. The M-4’s normal rate of fire is a Short Burst. Older versions like the M-16 may Long Burst, but newer models dispense with that option completely.

M1918 BAR: The Browning Automatic Rifle was a heavy rifle designed for support fire. Its high rate of fire was limited by its comparatively small magazine. Usually fired from a shoulder sling.

MAC-10: Generally considered more of a heavy machine pistol, the MAC-10 is rugged and reliable but not particularly accurate or easy to use.

Maremont M60: A selective-fire light machine-gun, the Maremont can be set for Short or Long Bursts. The barrel has a bipod for firing while braced on the ground. A strong enough operator can use it unbraced and on the move.

MAS Storm Gun: A fully automatic shotgun used by the Church Police of the Cyberpapacy. The storm gun fires its projectiles at great velocities, giving it superior range capabilities. It’s a brutal weapon reserved for when the Church wishes to make a particular statement.

Mauser Pistol: An often-copied design that features a high muzzle velocity and excellent penetration and a distinctive box magazine in front of the trigger. It remains extremely popular in the Nile Empire, where knock-offs are still manufactured.

Mim-8: This semi-automatic rifle is essentially a miniature rail gun and fires bullets to incredibly high velocities. At short range is can easily penetrate many types of armor.

Mosin’s Rifle: These hardy rifles were made in huge numbers in Russia for over a century, and use ammunition that’s still in common use.

Ray-Gun: This futuristic looking pistol replicates any of the Ray pulp powers—chosen when the device is created. It is powered with an eternium splinter (included). It may be reloaded by shaking it for a turn so long as the splinter remains functional. Ray-Guns use the energy weapons skill for attacks.

Remington 870: A popular pump-action shotgun available in a variety of gauges. Numerous add-ons and special shells are available for the police and paramilitary markets.

Saiga 12 Shotgun: The Saiga-12 is a fully-automatic tactical shotgun employed in sport shooting or urban combat. It has multiple configurations, including a short-barrel version that halves its ranges but gives it the Carbine property (allowing it to be fired in close combat), and extended magazines or drums that increase the ammo capacity to 20 or more shots.

SC Kyogo 144: A lightweight submachine gun from Pan-Pacifica, the Kyogo is unusually accurate for a submachine gun and is quite popular due to its exceptional range and damage.

SC Kyogo T11: A powerful assault rifle from the Pan-Pacifica mega-conglomerates that rivals the power of the AK-47 while somehow managing to squeeze four times the ammunition capacity into each magazine. A modified version has been designed for use in automated security systems.

Schmeisser MP-40: A German 9mm submachine gun from World War II, it is a cutting edge weapon for Tech 20. The weapons of the Nile Empire bear a striking resemblance to this model, and have the same statistics. Likewise, it’s extremely popular in the Nile Empire’s black markets.

Thav-9: A standard submachine gun design used in Tharkold. Sophisticated muzzle brake design prevents “climbing“ problems when fired on Long Burst.

Thav-11 Tactical: A ballistic sniper rifle that uses the same standardized, caseless ammunition as the rest of the Thav line. Usually equipped with a powerful scope, allowing the shooter to ignore 2 points of penalties when firing. The action is automatic, and capable of a high rate of fire when needed.

Thompson 1298: The “Tommy gun“ was made famous during the gangster era of Prohibition in the United States. A heavy weapon, the Thompson fires .45 caliber ammunition and is brutally efficient at close range thanks to its high rate of fire. A 20-round magazine was available, though more people are familiar with the 50-round drum. Ammo ratings are provided for both the clip and drum. The Thompson cannot be fired on single shot, only Short and Long Burst.

Uzi: Famous from appearing in numerous movies, the Uzi is recognized and used worldwide. It is extremely durable and designed for extended use.

Webley Revolver: The Webley is a popular large caliber revolver with good stopping power. Those manufactured in the Nile Empire are a touch more modern, but essentially the same as those found in Orrorsh.
This message was last edited by the GM at 21:03, Mon 27 Sept 2021.
Kor
GM, 46 posts
Thu 23 Sep 2021
at 23:31
  • msg #13

Torg thread

SPECIAL AMMUNITION   
Ammo TypeShotsTechPrice
Armor Piercing5020150 (11)
Bean Bag22250 (8)
Black Powder301450 (8)
Flechette5024150 (11)
Hollow Point5020150 (11)
Shot101430 (7)
Smart Ammo5025250 (12)
X-ray Charges2025300 (12)

Kor
GM, 47 posts
Thu 23 Sep 2021
at 23:43
  • msg #14

Torg thread

SPECIAL AMMUNITION
The firing characteristics of firearms may be altered with special ammunition.

Armor Piercing: First available at Tech 20, armor-piercing rounds, AP for short, are designed to reduce the effectiveness of armor. Against armored targets, AP ammunition reduces armor adds by two points (to no lower than zero). Against unarmored targets, AP ammunition has no extra effect.

Bean Bag: These shells may be loaded into any shotgun. They expand into bags that hit with enough force to stagger most opponents and knock the wind out of them. Bean bag rounds deal non-lethal damage and Stymie any foe they hit.

Black Powder: Powder weapons often have the Reload property (page 155). The powder and its ignition materials become useless if wet, and prone to malfunctions and misfires. The weapon has a Malfunction range of 1–2, and fails to fire on any Malfunction, not just the 1 result. Powder is viable as early as Tech 14.

Flechette: First available at Tech 24. Flechette rounds are designed to defeat standard ballistic armor such as Kevlar. A flechette shell is tightly packed with slivers of metal that go through soft armor like a needle through cloth. They are much less effective against hard armor, however.

Flechettes ignore 3 points of “soft“ armor such as leather, IriMesh, or stab vests. Unfortunately flechette rounds don’t ignore any points of “hard“ armor—such as Armor of God, Kanawa security armor, or plate mail—at all.

Hollow Point: First available at Tech 20, this category includes a variety of ammunition types besides hollow points, such as simple-to-make “dum-dum“ rounds. These are types of ammunition designed to either deform on impact (“mushroom“) or otherwise expand to create a larger, nastier wound. They are more effective against targets not wearing any armor because impact with the armor causes the projectile to deform before it hits the target’s body.

Hollow point ammunition increases a firearm’s damage value by one point when used on unarmored targets. It has no extra effect against a target with any armor rating at all.

Shot: In place of a solid slug the weapon fires a cluster of small projectiles across a spread pattern. Shot may only be fired from smooth-bore weapons, and is considered the default round for shotguns. Like Shotguns (page 126) the shot grants a +2 bonus to hit any target within Close range, but −2 at Long range. Shot becomes practical at Tech 14, and remains popular far beyond that.

Smart Ammo: First available at Tech 25, smart ammunition is not really a bullet but a small, self-guiding missile. The projectile is equipped with a sensor, usually a heat-seeker, and can change its trajectory during flight to track a target. A target must still be visible—the missile doesn’t make sharp turns around corners and the like.

Smart ammunition makes the test for the attack Favored (see page 109). Requires a Smartgun Attachment weapon add-on or the CSI EyeKill Mk. IV to use.

X-Ray Charges: A modulator for energy weapons that pushes the beam out of the visible spectrum. These special power packs are available starting at Tech 25. X-ray shots ignores the properties of Reflec and Diffrax armor.
Kor
GM, 48 posts
Fri 24 Sep 2021
at 20:25
  • msg #15

Torg thread

HEAVY WEAPONS & EXPLOSIVES      
Core EarthTechDamageAmmoRange (meters)PriceNotes
30mm Auto-Canno2124 (AP 2)*500/2K/4K70K (24)Heavy Burst
120mm Tank Gun2129 (AP 10)11K/3K/5K550K (28)Medium Blast
125mm Tank Gun2130 (AP 10)11K/3K/5K550K (28)Medium Blast
152mm Howitzer2231 (AP 6)*--/5K/20K700K (29)Large Blast
C-4 (300g)2216 (AP 10)----250 (12)Small Blast
C-6 (300g)2220 (AP 10)----400 (13)Small Blast
C-9 (300g)2223 (AP 10)----1K (15)Small Blast
Hellfire Anti-Tank2229 (AP 4)12K/10K/12K70K (24)Medium Blast
LAW Rocket2225 (AP 4)1100/250/500300 (12)HEAT ammo
M18 Claymore Mine2219----1K (15)Medium Blast
RPG-3223251100/250/500500 (13)AP 4, HEAT
Stinger AA2326 (AP 4)1--/4K/--50K (23)Medium Blast
TOW Anti-Tank2228 (AP 6)1--/2K/4K36K (23)Medium Blast
AysleTechDamageAmmoRange (metersPriceNotes
Ballista11181100/250/5001K (15)Reload
Ayslish Cannon14201100/250/5002K (16)Reload
CyberpapacyTechDamageAmmoRange (meters)PriceNotes
GWI Devastator2620520/40/8060 (24)Heavy Burst, Sea text
GWI God's Voice262410100/150/20050K (23)Large Blast
GWI Light of Creation262856K/--/--500K (28)Heavy Burst, +5 to hit air vehicles, AP 4
GWI GodSmite2615^ 3010/25/401,000 (15)Short Burst 
MAS God's Wrath26grenade1220/40/80600 (14)Short Burst
MAS Herod IV25151510/25/40300 (12)-2 to hit if fired without SmartGun feed
Nile EmpireTechDamageAmmoRange (meters)PriceNotes
.30 Caliber MG2015 (AP 2)*500/1K/2K8K (19)Long Burst
.50 Caliber MG2016 (AP 2)*500/1K/2K10K (20)Long Burst
20mm Auto-Cannon2022 (AP 2)*500/1K/4K50K (23)Heavy Burst
20mm Cannon2022 (AP 2)*500/2K/4K25K (22)Long Burst
2.75-inch Rockets2025 (AP 2)*500/1K/2.5K2K (16)Long Burst
75mm Tank Gun2028 (AP 6)1500/1K/2.5K300K (27)AP 6
81mm Mortar20181--/--/3K1,000 (15)Medium Blast
105mm Tank Gun202911K/2.5K/4K500K (28)AP 6
152mm Howitzer20321--/--/5K500k (28)HE only, Large Blast
Bazooka2018 (AP 4)1100/250/500400 (13)Medium Blast
Bomb (100 Pound20241see below1K (15)Medium Blast
Bomb (500 Pound20281see below5K (18)Large Blast
Bomb (1,000 Pound20301see below10K (20)Very Large Blast
Bomb (2,000 Pound20321see below20K (21)Huge Blast
Bomb (4,000 Pound20341see below40K (15)Huge Blast
Flamethrower2016220/25/30600 (14)Small Blast
Gaze of Ra Beam203011k/3k/5K10m (35)AP 6, Weird Science
Khaifu .50 MG2016Varies500/1k/2K10k (20)AP 2, Long Burst
Land Mine20171--500 (13)Medium Blast
Onslaught Cannon2022Varies500/2k/4K25k (22)AP 2, Long Burst
OrrorshTechDamageAmmoRange (meters)PriceNotes
12-pounder Cannon1720 (AP 2)1100/500/1K4k (18)Reload
Dynamite Stick1713--5/10/1520 (6)Medium Blast
Pan-PacificaTechDamageAmmoRange (metersPriceNotes
15mm Sentry Gun242220050/1K/2K250K (27)Long Burst
Screecher2418*--/50/10025K (22)Large Blast
TharkoldTechDamageAmmoRange (meters)PriceNotes
Alph Beleaguer253211k/3k/5k600K (24)AP 12, Energy
Alph Exterminator251650100/500/1k3,500 (17)Heavy Burst, Energy
Mim Obliterater252614k/--/--50K (23)AP 4, See text
Mim Shredder Mine2525 (AP 2)1--5K (18)Medium Blast
Winch Ballista2216125/50/1002,000 (16)Bulky, Reload

This message was last edited by the GM at 21:15, Mon 27 Sept 2021.
Kor
GM, 49 posts
Sat 25 Sep 2021
at 00:12
  • msg #16

Torg thread

SELECTED HEAVY WEAPON DESCRIPTIONS
2.75-inch Rockets: Commonly found on combat helicopters. Depending on the launcher, rockets may use Rapid Fire to overwhelm the target.

12-pounder Cannon: One of the last muzzle-loading smoothbore cannons of the 19th century, sometimes known as the Napoleon field gun. A wide variety of different rounds are available for the gun, including grapeshot and shrapnel.

15mm Sentry Gun: State of the art self-propelled turret, sometimes called “Rovers“ by security troops that employ them. Rovers obey voice commands, shuffle into position on mechanized legs, and fire on any unfriendly movement in the zone they are set to watch. Friendly targets are designated through IFF bracelets, face, and voice recognition, but Rovers are notoriously twitchy. A heavy weapons or profession (demolitions) test sets the Autogun and its targeting parameters, after which it attacks on its own with a heavy weapons skill of 10. Kanawa hasn’t offered the Autogun on the market yet, but captured and modified turrets are already appearing on the black market.

20mm Automatic Cannon: Similar in design to an enlarged machine gun, this belt-fed weapon is most often found mounted on airplanes, though it can be mounted on other vehicles or fortifications. It remains popular on military vehicles well after its introduction at Tech 20, especially with KEP or incendiary rounds.

30mm Automatic Cannon: Another rapid firing cannon, the 30mm usually has a slightly lower rate of fire than lighter autocannons, but its larger shells hit harder and have greater range.

75mm Tank Gun: Once the cutting edge in Tech 20 tank armament, this is the weapon for the assault vehicles of the Nile Empire. A wide variety of ammunition makes this an ideal weapon for tanks, planes, and zeppelins.

81mm Mortar: These tubes, which launch high explosive shells, can only fire indirectly, so they can be fired at a target out of line of sight, and have a minimum range of 100 meters. They are difficult to aim, and usually require corrections communicated by someone who can see the impact location. The first time a mortar is fired there is an additional –4 penalty to hit. For each subsequent attack (once per round) that is corrected, the penalty is reduced by 2 until the entire Range penalty is eliminated. Once the penalty is eliminated the mortar can “fire for effect,” and the Blast radius increase to Huge.

125mm Tank: The standard armament of the ubiquitous Soviet-era T-72 tank found throughout the world as well as the US M1A1. Almost always uses KEP ammunition for use against heavily armored targets.

152mm Howitzer: Usually hitched to a vehicle, towed into position, and then reconfigured to fire. Each shell weighs 44 kg and usually requires a crew of six to load and fire. The usual howitzer shell types are available, plus in Russia one-kiloton tactical nuclear shells were produced for this weapon.

Alph Beleaguer: The Beleaguer is a powerful plasma cannon that shoots charged hydrogen plasma through an electromagnetic conduit and slices through most armor as if it wasn't there.

Alph Exterminator: Only Dukes and dedicated Digan weapon platforms equip this heavy brute. The Exterminator is designed to unload as much destructive energy into an area in as little time as possible. It’s capable of selective fire, but that’s a waste of the weapon’s destructive potential, at least as far as technodemons are concerned.

Ayslish Cannon: Similar in size to the 12-pound cannons of Core Earth’s 15th century, cannons have only recently been used in any great number by the Ayslish. Dwarves usually stylize the cannons to resemble dragons or other monsters.

Ballista: The ballista is a large, crossbow-like device used to fire 4.5 kilogram spear-like bolts great distances and with great force. Winding the bowstring back requires a Heroic (DN 18) Strength test, and usually requires a crew of six.

Bazooka: A broad category for early man-portable anti-tank devices. Almost all are shoulder-fired tubes that launch rocket-propelled warheads. Bazookas use HEAT ammunition, and may be carried by a single person.

Bomb: These are “dumb” gravity bombs, usually dropped by aircraft. Dive bombing, where bombs are released about 500 meters above the target is most accurate, but still results in a -4 penalty to hit. Medium level bombing, around 3,000 meters in altitude suffers a -8 penalty to hit, while high level bombing above 8,000 meters has a -10 penalty to hit. 100 and 500 pound bombs are often loaded on racks containing multiple bombs, and multiple bombs can be dropped in a single attack, which counts as a Combined Action attack between all the bombs and increases the Blast radius size one step if ten or more bombs are dropped at once.

Flamethrower: A horrifying weapon that streams burning fuel across an area. As a fire weapon it ignites the target, continuing to deal damage, and always attacks the least-protected armor location. The fuel for flamethrowers is notoriously vulnerable, and a Called Shot (see page 119) hitting a fuel tank may detonate the weapon, dealing its damage to the user and everyone around him.

Gaze of Ra: This futuristic looking gun was created by Doctor Mobius himself and is only mounted on tanks and tank destroyers in Super Battlegroup Mobius. The weapon is not mass produced and is at most mounted on a single vehicle per company. The Gaze of Ra functions as a Heat-Ray (page 27) but with much higher damage and range. It can fire a single shot and then needs one round to recharge before firing again. The Gaze of Ra is powered by an eternium splinter (see page 51) and is specifically manufactured to allow the crew to replace a burnt out splinter in one full round. Each vehicle typically carries 5 to 10 spare splinters.

Godsvoice: A heavy microwave emitter used by Church Police for non-lethal crowd control. Nerves of individuals in the affected area feel like they have caught fire, even though there is very little heat present. A small percentage of targets do suffer mild radiation burns on exposed flesh. Many victims claim to hear choir songs when under the effects of the ray. As a beam this weapon isn’t eligible to use different ammunition types.

GWI Devastator: The Devastator plasma cannon is a larger, vehicle-mounted version of the GodFire plasma weapon. Heavy weapons is the skill used to fire.

GWI Light of Creation: This high powered laser is equipped with sophisticated tracking sensors and targeting systems and is primarily used in air defense. The weapon is entirely powered by the vehicle or emplacement it is mounted on, but its use overwhelms its sensors after about one minute of firing and requires a brief rest to recalculate the target’s trajectory. This weapon uses heavy weapons to fire.

Hellfire Anti-Tank Missile: Designed expressly to be fired from the US Army’s Apache helicopter, the Hellfire is a laser-guided missile. This weapon requires a lock-on, so the user must Aim (page 119) before firing. The Hellfire uses HEAT ammunition for its standard missile.

Khaifu Machinegun: This .50 caliber heavy machine gun is often mounted on tanks and aircraft. On tanks, the Kaifu is often pintle-mounted but occasionally is mounted on the hull or co-axially with the main gun.

LAW Rocket: An extremely portable and disposable anti-tank weapon, the LAW is a direct-fire (unguided) rocket. Instructions for its use are inscribed on each LAW canister in cartoon form, enabling the LAW to be fired by just about anybody. Once fired the canister is discarded. The canister is loaded with a HEAT round. A Storm Knight may carry one or more LAW Rockets if desired.

MAS God’s Wrath: The God’s Wrath is an advanced grenade launcher that can rain fire from the skies. If the gunner is equipped with a TSE HUD (or similar device) and has access to the local surveillance cameras or a Scout Drone, he may shoot over obstacles at targets he cannot even see directly. Additionally, the launcher can fire in a Short Burst, firing three grenades of the same type. This can either grant a +2 bonus to hit or increase the Blast Radius by one size. The God’s Wrath can load multiple types of grenades (but MAS grenades only) which are selectable with a switch. This weapon uses missile weapons to fire.

MAS Herod IV: The Herod IV is a bulky automatic pistol stabilized by internal gyroscopes, and was one of the first weapons to use a SmartGun attachment (which comes standard). If fired by someone who doesn’t have a device to view the SmartGun data, attacks take a –2 penalty. They are still frequently used by the Resistance, as they lack the circuitry to connect with the GodNet and can be used by anyone without being hacked.

Mim Obliterater: The Obliterator is a man-packed anti-air launcher that fires a highly accurate and maneuverable missile. The firer uses an action to aim at the target and rolls heavy weapons. A standard success gains a lockon, and the missile may be fired with another action.

A Good success gives a +2 when the missile is fired, and an Outstanding success increases the bonus to +4. The firer may continue trying to lock-on hoping for the full +4 to the heavy weapons skill once the missile is finally fired.

The pilot of the target vessel may make an Active Defense roll to avoid the missile, and adds +4 to   his roll if he has anti-missile countermeasures such as chaff or jammers.

If the missile still misses, it makes another attack the following round, but without the lock-on bonus.

Onslaught Cannon: The Onslaught is a 20mm cannon frequently mounted on fighter aircraft.

RPG-32: Sometimes referred to as Barkas. The launcher is an aiming tube that launches a HEAT rocket warhead. The launcher itself is re-usable. Individual reloads are $300 (Value 12) if available. The RPG-32 and similar weapons have proven indispensable battling against technodemons, and are highly prized both within and outside the regular military forces that employ them.

Screecher: Sonic crowd control device deployed along contamination zones to keep crowds at bay. The ultrasound frequency causes nausea and extreme discomfort to anyone not wearing special protective headsets. The weapon’s damage is non-lethal.

Stinger Anti-Aircraft Missile: A self-guided missile designed for use against low-flying aircraft, the Stinger missile comes in a disposable tube that is fitted to the reusable launching unit, and may be carried into position and fired by a single person.

The firer uses an action to aim at the target and rolls heavy weapons. A standard success gains a lock-on, and the missile may be fired with another action. A Good success gives a +2 when the missile is fired, and an Outstanding success increases the bonus to +4. The firer may continue trying to lock-on hoping for the full +4 to the heavy weapons skill once the missile is finally fired.

The pilot of the target vessel may make an Active Defense roll to avoid the missile, and adds +4 to his roll if he has anti-missile countermeasures such as chaff or jammers.

Tank Gun: The tank guns featured in Torg Eternity represent those used by Core Earth nations, even if they have a lower Tech Axiom. Although HEAT ammunition is available, it isn’t manufactured in large quantities. Unless otherwise stated, the statistics given above are for Armor Piercing ammunition, which is the standard used by forces of the Nile Empire. High Explosive (HE) shells are also available which lose the AP, but gain Medium Blast.

TOW Anti-Tank Missile: Fired from a vehicle mount, such as on a jeep or helicopter, the TOW is a wire-guided missile the firer “flies“ into the target. This weapon requires a lock-on to fire, so the firer must use an Aim (page 119) against the target before attacking. The initial cost is for the launcher and its systems, and then each missile is purchased separately.

Winch Ballista: This vehicular weapon is essentially a large, mounted crossbow with metal arms. A motorized winch draws the bow and applies high torsion. The ammunition is usually long metal rods or bolts—easy to make or improvise in areas where bullets are scarce.

SPECIAL AMMUNITION
Grapeshot: Only available for smoothbore cannons such as the 12-pounder or Ayslish cannon. Rows of ball bearings or flechettes are packed into the barrel, scatter across a wide cone, and grant the properties of a Shotgun (see page 126) and a Medium Blast area of effect.

High Explosive Anti Tank (HEAT): Found only in heavy weapons and first available at Tech 20 on specialized weapons, HEAT (High Explosive Anti Tank) rounds are designed to detonate after penetrating vehicular armor.

If the target is Very Large or has an Armor rating greater than five, then HEAT ammunition ignores up to five points of Armor. If not the shot still counts as Armor Piercing and ignores up to 2 Armor. The explosion has a Medium Blast radius.

Incendiary: Emerging at Tech 19, these rounds contain various flammable compounds designed to ignite and remain burning when they strike a target. Treat the damage from the weapon as Fire, attacking the lowest Armor value on the target and continuing to burn until doused.

KEP (Kinetic Energy Penetrator): Fires a depleted uranium or other heavy metal dart at a high muzzle velocity, dealing damage solely through massive kinetic energy. Ignores 10 points of armor from vehicles. Requires Tech 22.

Smoke Shells: Common for target marking. The shells deal no damage, but instead cover
a 10 meter radius with thick, colored smoke (−2 Visibility). The smoke lingers in the area until the firer receives a Setback.

Shrapnel Shells: Sometimes called scattershot or fragmentation rounds. Lower Tech versions used fuses, while Tech 23 and beyond use sensors to detonate at the right altitude, showering high-speed shell fragments or flechettes across the Blast area. Damage drops –2, reducing effectiveness against armored targets, but the weapon gains a Medium Blast area of effect.

Tracers: Using phosphorus or similar pyrotechnics, one in five rounds fired burns brightly enough to be visible during daylight, allowing the firer to see the actual trajectory the projectiles follow so corrections can be made. Tracers only have an effect when fired Long Burst. After firing, the tracers grant the firer an Aim (see page 119) for their next shot. Tracers appear at Tech 19.

EXPLOSIVES
Land Mine: An explosive device with a pressure-plate trigger, usually buried or concealed along roads or fields. These devices are meant to injure rather than kill, usually by blowing off the limb that triggered the device. It takes a few minutes and a profession (demolitions) test to plant a device. A good success makes the device hard (−2) to find, and an outstanding success makes it difficult (–4).

Dynamite: Nitroglycerine stabilized in a neutralizing material such as clay or sawdust, dynamite is exceptionally stable and normally only set off by another explosion, usually a blasting cap or detonator. Dynamite sticks with a fuse have the blasting cap included in the stick, and may be carried or thrown by a Storm Knight.

Add +1 to the damage for each additional stick of dynamite in a bundle, up to a maximum of six sticks. Anyone can throw a stick of dynamite, but setting it up for maximum effect is a use of the profession (demolitions) skill.

Old sticks can be very dangerous because the nitroglycerine “sweats“ out of the stick and any sharp shock might set it off. Nitroglycerine itself can be found at Tech Axiom 18. It has the same cost and effects as a stick of dynamite but is similarly detonated by any impact.

M18 Claymore Mine: A block of C4 surrounded by ball bearings or other fragments. Usually set off by a trip-wire or manually detonated from a remote trigger. Claymore mines are built to shape the blast and fragments into a Medium Blast from the device. The device may be easily carried, and only takes an action to plant.

Mim Shredder Mine: This technodemon device is dreaded in Tharkold, and is sometimes called the Carousel of Death. The mine itself fires a spinning warhead up into the air, and mono-filament threads lance out in every direction, lacerating flesh and armor. The operation makes an annoying buzzing sound that humans compare to the sound alarm clocks make.

The mine can be carried by a person, set with just an action, or even thrown into position to activate it. It triggers based on sound. It will listen for movement all around it, and detonate when it calculates the most targets are within its radius. A very difficult (−6 stealth test allows someone to sneak through the mine’s radius without waking it up.

Plastique (C-4, C-6, C-9): A chemical explosive with the consistency of putty or modeling clay, plastique can be molded easily and is very stable. It cannot be set off by any amount of impact and only extreme levels of heat (over 500 degrees Celsius) might set it off otherwise. Plastique is portable, and triggered electrically, usually by a small battery-powered timer/detonator. The damage values and blast radius values are for a 300 gram amount of the explosive.

Add +1 damage for each additional 300 grams of plastique, up to a maximum of three kilograms. Every three kilograms beyond that increases the Blast area by one size.
This message was last edited by the GM at 00:07, Tue 28 Sept 2021.
Kor
GM, 50 posts
Sat 25 Sep 2021
at 00:48
  • msg #17

Torg thread

AIRCRAFT       
Core EarthTechTop SpeedPassMRWndsToughPrice
A-10 Thunderbolt II23560 (15) VF2-1424 (4)12M (35)
AH-64 Apache23300 (14) Fast2-1420 (4)8M (34
Bell AH-1G Cobra22350 (14) Fast2-1317 (2)1.5M (31)
Bell H-13 Sioux22210 (13) Fast3-12151M (30)
Boeing 74722950 (16) VF490-45245M (33)
C-5 Galaxy23540 (15) VF92-4525 (2)12M (35)
F-15232,250 (18) Ultra1-1422 (2)17M (36)
Learjet 1.4523860 (16) VF8-23201.5M (31)
Mi-24 Hind22370 (14) Fast10-1422 (4)12M (35)
Sukhoi Su-34232,000 (18) Ultra2-0422 (2)17M (36)
V-22 Osprey23500 (15) VF24-132135M (37)
AylseTechTop SpeedPassMR/SzWndsToughPrice
Broomstick8180/110 (13) Fast1-/--11030K (22)
Drake (T)340/25 (10)2--/Large316 (3)--
Fey Galleon920 (8)50-4425 (2)10 (35)
Winged Horse365/40 (11)1--/Large21440K (23)
CyberpapacyTechTop SpeedPassMRWndsToughPrice
Peugeot ChurchCar26110 (11) Fast6-121320K (21)
Peugeot Pirouette26200 (13) Fast4-021425K (22)
Peugeot Seraphim267,000 (21) Ultra12-2422 (4)12M (35)
Living LandTechTop SpeedPassMRSizeWndsToughPrice
Lakten365/40 (11) Fast1--L213 (1)40K (23)
Nile EmpireTechTop SpeedPassMRWndsToughPrice
Avro C.30 Autogyro20160 (13) Fast2-0213300K (27)
DKI Dirigible19100 (12) Fast120-6/VL5161M (30)
Fokker-Ramses PL20200 (13) Fast10-2/VL318300k (27)
Gu88-Herusent AF20600 (16) VF2-2/VL318 (2)300k (27)
MB11-Nekata20500 (15) VF12-4/VL522 (2)2M (31)
Sopwith F1 Camel19200 (13) Fast1-021460K (24)
Spitfire VB20600 (16) VF1-1317 (2)200K (26)
PM1-Paket Fighter20600 (16) VF1-2318 (2)300K (27)
PM-4 Paket Fighter20600 (16) VF1-2/VL318 (2)350k (27)
PBY Seaplane20200 (13) Fast6-2317200K (26)
DC-320320 (14) Fast36-2319 (2)150K (26)
Zeppelin19100 (12) Fast40-6415800K (29)
Pan-PacificaTechTop SpeedPassMRWndsToughPrice
Oda Hornet24400 (15) VF8-1321 (4)8M (35)
Oda-17 Private Jet241,750 (18) Ultra2-232224M (37)
Oda Grasshopper2455 (10)1-0--1130K (23)
TharkoldTechTop SpeedPassMRWndsToughPrice
Digan Hunter25180 (13) Fast---1116 (4)5M (33)
Digam Specter25600 (16) VF1-0222 (4)10M (34)
LAND VEHICLES       
Core EarthTechTop SpeedPassMRWndsToughPrice
GAZ Tigr22140 (12) Fast8-1320 (4)250K (27)
Ford Taurus23160 (13) Fast4-121415K (21)
Chevy Suburban23135 (12) Fast6-221525K (22)
Toyota Prius23120 (12) Fast4-221325K (22)
Kawasaki Ninja23330 (13) Fast1-011211K (20)
Kamaz Truck22120 (12) Fast12-221630K (22)
Harley Chopper22180 (13) Fast1-011223K (21)
Mack Semi=Truck22140 (12) Fast2-2320 (2)120K (25)
M113 ACAV2265 (11) Fast13-1324 (6)100K (25)
M1 Abrams2370 (11) Fast4-1432 (10)1.5M (31)
Snowmobile23140 (12) Fast2-0112300 (12)
T-722255 (10)3-2430 (10)750 (29)
T-902360 (11) Fast)3-3431 (10)1M (30)
Yamaha R123270 (14) Fast1-0112500 (13)
AysleTechTop SpeedPassMR/SzWndsToughPrice
Covered Wagon1020/12 (8)8-4/Large1121,000 (15)
Fey Carriage1332 (9)5-221240K (23)
Landship12*30/18 (9)30-6/VL315 (2)100K (25)
Passenger Carriage848 (9)6-4212800 (14)
Warhorse (T)340/25 (10)2--/Large2142,000 (16)
CyberpapacyTechTop SpeedPassMRWndsToughPrice
GWI Aaron Hover APC26110 (11) Fast12-1326 (10)1.5M (31)
GWI Icarus Anti-Aircraft Vehicle26110 (11) Fast2-2326 (10)2.5M (32)
GWI Samson26110 (11) Fast4-2428 (10)25M (32)
Peugeot 115 Car26200 (13) Fast4-121425K (22)
Peugeot Hoverbike26200 (13) Fast1-011218K (21)
Living LandTechTop SpeedPassMRSizeWndsToughPrice
Ankylosaur330/18(9)2--L217 (3)8K (19)
Brontosaur340/258--VL319 (2)150K (26)
Hadrosaur340/252--L215 (1)40K (23
Horse365/11 (11) Fast1----113500 (13)
Light Chariot540/25 (10)1-1L1101,000 (15
Monster Truck2265/40 (11) Fast2-2L215 (2)80K (24)
Ox340/25 (10)1----114800 (14)
Sabretooth Tiger365/40 (11) Fast1------14 (1)20K (19
Suzuki Quadrunner2265/40 (11) Fast1------10900 (14)
Triceratops340/25 (10)2--VL219 (3)120K (25)
Velociraptor365/40 (11) Fast0------14 (1)8K (19)
Wooden Cart530/18 (9)6-4L110300 (12)
Wooden Chariot530/18 (9)3-2L--11 (1)1,200 (15)
Nile EmpireTechTop SpeedPassMR/SzWndsTouchPrice
1933 Daimler-Benz20100 (12) Fast4-22148,000 (19)
1938 Halftrack2055 (10)10-4322 (2)100K (25)
Aaka Halftrack2060 (11)12-4/VL222 (2)100k (25)
Allenton Roadster20100 (12) Fast5-2/L2158k (19)
Aperehen Mk22030 (9)5-6/VL328 (8)400k (28)
BMW R75 +Sidecar2080 (11) Fast2-11138K (19)
Camel350 (10)1----112600 (14)
Jeep2080 (11) Fast4-1215 (1)6K (19)
Khepera Mk14 MT2065 (11) Fast5-2/VL326 (8)150k (26)
Khnum Mk6 MBT2040 (10)5-6/VL428 (8)250k (27)
Senehem Jeep2080 (11) Fast4-1/L215 (1)6k (9)
Tiger Tank2040 (10)4-4428 (8)200K (26)
Urajarak Truck2080 (11) Fast12-2/VL21614k (20)
Pan-PacificaTechTop SpeedPassMRWndsToughPrice
Ishido Special24400 (15) VF1-011340K (23)
Armored Limo24140 (12) Fast8-2220 (6)250K (27)
TharkoldsTechTop SpeedPassMRWndsToughPrice
Raider Interceptor23200 (13) Fast4-121530K (22)
War Wagon25100 (12) Fast4-2217 (2)30K (22)
War Walker2550 (10)5-2530 (10)2M (31)
Wasteland Junker25100 (12) Fast4-1215 (2)15K (21)
WATER VEHICLES       
Core EarthTechTop SpeedPassMRWndsToughPrice
Icebreaker2240 (10)24-4432 (2)10M (34)
Lazzara Yacht2355 (10)12-431680M (39)
Los Angeles Class2255 (10)140-4533 (2)2B (46)
Luxury Liner2225 (9)3,200-8634110M (40)
AysleTechTop SpeedPassMR/SzWndsToughPrice
Ayslish Longship825/15 (9)200-4/VL517 (2)1M (30)
Dolphin/Porpoise365/40 (11) Fast1--/L2124,000 (18)
Dwarven Longship8110/70 (12) F60-4/VL314 (2)500K (29)
Frigate1430/18 (9)200-4/VL315 (2)1M (30)
Galleon1420 (8)220-65251M (30)
Uvwe340/25 (10)1--/S2101,000 (15)
Viking Longship910 (7)30-441520K (21)
Nile EmpireTechTop SpeedPassMRWndsToughPrice
Diesel Steamer2040 (10)24-64306M (34)
Motorboat20100 (12) Fast6-221516K (21)
Type 209 Class2040 (10)33-442830M (37
OrrorshTechTop SpeedPassMRWndsToughPrice
Coal Steamer1830 (9)24-64304M (33)
Clipper Ship1740 (10)140-45262M (31)
Pan-PacificaTechTop SpeedPassMRWndsToughPrice
Oda Dragon24160 (13) Fast5-0216500K (28)

This message was last edited by the GM at 00:31, Tue 28 Sept 2021.
Kor
GM, 51 posts
Sat 25 Sep 2021
at 07:15
  • msg #18

Torg thread

SELECTED AIRCRAFT DESCRIPTIONS
A-10 Thunderbolt II: A ground attack aircraft known for its heavy armor and the 30mm auto-cannon it uses to devastate tanks or ground vehicles. The cannon holds enough ammo for 27 Heavy Bursts. Usually the wings mount eight Hellfire missiles and four banks of 20 2.75-inch rockets.

Apache AH-64: The Apache attack helicopter exchanges top speed for maneuverability, superior armor, and a heavy armament load. Its primary weapon is the M230A1 chain gun, a 30mm auto-cannon mounted on a forward spindle turret with 24 Heavy Bursts of ammunition. A standard Apache load-out includes stub wing armament of either 16 Hellfire anti-tank rockets or four banks of 20 2.75-inch rockets.
 .
Avro C.30 Autogyro: Autogyros are noted for their extremely short take-off distance, as little as a few meters, thanks to the auto-rotating props above the fuselage. The C.30 can take off and land from the roof of a large building, and while not a true helicopter it can nearly hover in a strong wind.

Bell AH-1G: Known as the Huey Cobra, this helicopter is amazingly lethal for Tech 22 where it first appeared. A crew of two controls a turret with two 7.62mm miniguns with enough ammunition for 20 Heavy Bursts. Twin wing pods could hold launchers with seven 2.75 inch rockets each, or four TOW missiles.

Bell H-13 Sioux: The distinctive “soap bubble“ cockpit marks this light helicopter, best known for its role in the Korean War as medical evacuation transport. Up to three could sit in the wide cockpit, and two more “passengers“ can ride strapped into the stretchers fixed on the sides of the craft. It’s still in wide use across the world.

Boeing 747: A narrow-bodied airliner, and the most common replacement for the venerable 727, the 747 is the most common jetliner in dozens of fleets across Core Earth. The plane has a range capable of transcontinental flights.

Broomstick: This mode of transportation is unique to Aysle’s realm on Core Earth. Repeated requests from transformed Core Earthers led to testing by enchanters, which proved successful. The driver uses apportation to maneuver instead of a vehicle skill. Flying a broomstick requires at least one hand on the stick, and a Magic Axiom of at least 14.

C-5 Galaxy: A massive transport aircraft favored by the Delphi Council. The cargo space can be rigged for passengers or up to three heavy vehicles. Some Galaxies are configured for ground support, and feature four mounted 7.62mm miniguns each with 20 bursts of ammunition. Additional weapons loads include two 20mm cannons with the same ammo as the miniguns, 20 Hellfire missiles, and a 105mm tank gun.

DC-3: The 1,500-mile (2,400-kilometer) range of the DC-3 is quite impressive for Tech 20. A military transport version has also been developed, the C-47. Both types of aircraft continue to see use in Core Earth. The DC-3 is famous for its hardiness and reliability.

Digam Specter: A strange design of Tharkoldu origin. The Digam-Sim/3, sometimes called the Specter, is a modular attack craft built around two rotating jet engines and two weapon-pod hardpoints. What makes it odd is it doesn’t have a true cockpit. The pilot gets plugged in via cybernetic interface, or in extreme cases built directly into the machine. Resistance fighters use captured Specters as drone fighters.

Digan Hunter: The hunter is a heavy (100 kg) remote-piloted drone. Some have “pilots” which are little more than brains with life support grafted inside, but most are piloted remotely through a jack connection. Hunters have hardpoints that allow for a mixture of weapons, but dual Alph Pulverizers or Exterminators are the most common configuration, plus one Mim Shredder drop mine.

DKI Dirigible: The DKI is a typical example of an airship commonly used to transport passengers between major locations within the empire. These airships use helium to float, rather than the extremely flammable hydrogen, but they do not do well in stormy weather regardless. They typically can transport 80 passengers (plus 40 crewmembers), but luxury models only carry 35 passengers.

Drake: A drake can only be obtained by those with the proper Perk (page 14).

F-15: The F-15 is indicative of most Tech 23 air superiority fighters: capable of acceleration and maneuvers beyond human tolerance. The main limit is the pilot, not the machine. Managing and withstanding those force is the key to victory and survival. The F-15 is usually armed with a 20mm auto-cannon (Ammo 10) and eight Stinger air-to-air missiles.

Fey Galleon: A large ship hull interlaced with runes and magic to lift it into the air. It has no propulsion of its own, relying on sail power or specially designed air oars. A wheel amidships is turned one way to elevate the ship in place, and the other way to descend. Requires a Magic Axiom of 18 to remain aloft.

Fokker-Ramses Passenger Plane: This twin-engine passenger plane can carry up to eight
people (including two crewmembers) and is often equipped with pontoons to enable landing on lakes and rivers.

GU88-Herusent Attack Fighter: The Herusent, or “terror hawk,” ground attack fighter is a dual-role single engine fighter, capable of dogfighting and attacking surface targets. The plane is armed with twin wing mounted Khaifu machineguns, each with 250 rounds of ammo, and a third, rear-facing Khaifu machine gun, also with 250 rounds, which is fired by the rear gunner for defense. Additionally, the Herusent is equipped with two bomb racks, one holding ten 100 pound bombs, and the other holding a pair of 500 pound or a single 1,000 pound bomb. The aircraft is equipped with “Jericho trumpets,” sirens that emits a distinctive sound when diving and forces targets to test for Fear.

Lakten: Large aerial predators favored by some edeinos tribes as mounts (page 129). So far all attempts to harness lakten to vehicles have failed miserably.

Learjet L24: A high speed business jet with capacity for six passengers in addition to the two crew. Many are privately owned by or chartered to Storm Knights to quickly get teams to hot spots around the globe. In addition to the passengers, the L24 has room for about 1,000 pounds (450 kilos) of cargo.

Mi-24 Hind: There are many Mi-24 variants still in service across Russia and Europe. It’s seen extensive service and is Core Earth’s fastest attack helicopter. Most configurations can carry eight troops in addition to a crew of two. It is usually armed with a 20mm auto-cannon that can fire 30 Heavy Bursts before it runs empty. The wings mount four pods carrying 32 2.75-inch rockets each and four TOW Missiles.

MB11-Nekata Bomber: The Nekata bomber is reminiscent of the American B-24 Liberator bombers from World War 2. Doctor Mobius only has enough of these bombers currently to form a single full strength squadron and so only commits them to the battlefield when Nile Empire axioms have been imposed on the area, either through stelae expansion or the use of a reality bomb.

The Nekata’s loadout varies depending on what kind of role is needed. For carpet bombing infantry formations, it can carry eighty 100 pound bombs. Against more hardened targets it can carry sixteen 500 pound bombs, eight 1,000 pound bombs, four 2,000 pound bombs, or two 4,000 pound bombs.

The Nekata is relatively slow and not very maneuverable compared to fighters, but is bristling with eight Onslaught machineguns in various turrets around the fuselage, each with 300 rounds of ammunition.

Oda-17: Built purely for speed, the Oda-17 is a private two-seat jet equipped with extensive stealth technology. It’s technically an executive transport meant for sensitive visits, but it is also used for reconnaissance and corporate espionage.

Oda Grasshopper PMD: The Grasshopper Personal Mobility Device is an emerging product line from Oda. It straps on like a backpack and uses bursts of compressed air to propel the wearer forward, sideways, or up. Within the device’s maximum altitude ceiling of 20 meters it is extremely maneuverable.

Oda Hornet: Oda produces a commercial helicopter with two main configurations. The Butterfly is unarmed and features a full office, entertainment center, and a wet bar. The Hornet looks almost identical, but trades luxury for concealed armament: two Impala chainguns (Ammo 10) and two launchers that carry 50 2.75-inch rockets each.

PBY Seaplane: A twin-engine light cargo plane heavily used by the military of the Nile Empire and by civilians as a tramp freighter. The cargo area can be converted into passenger space, increasing its capacity to 20. The military variant is armed with three machine guns (damage value 15) in cupola turrets covering different arcs.

PM-1 Paket: A single-engine monoplane from the Nile Empire. The Paket is the workhorse of the Imperial air fleet. It is used as a support fighter and for reconnaissance. Standard armament is two .30-caliber machineguns with 200 rounds of ammo each.

PM4-Paket Fighter: This updated version of the PM1-Paket is only now being produced in Nile factories. It is armed with twin Khaifu machineguns with 300 rounds, and twin Onslaught cannons that can fire 20 bursts before running out.

Peugeot ChurchCar: These aircars are the most common seen in the Cyberpapacy, especially in and above the sprawls. Although some Anointed own their own ChurchCars, most ChurchCars are used as public transportation by the Blessed.

Peugeot Pirouette: Peugeot’s third-generation levitation technology no longer requires a surface to repulse, creating a true flying car. Some decry this innovative vehicle as a safety issue, but others point to it as the Cyberpapacy fulfilling its promise to upgrade the world in every way.

Peugeot  Seraphim: The Seraphim is a hypersonic VTOL (vertical take-off and landing) aircraft that is exclusively used by the Church. The Seraphim is primarily used to transport Church officials who need to physically be in a particular place, but also for inserting Church agents into foreign realms. The Seraphim appears somewhat boxy, but forcefields allow it to travel at high-rates of speed. When it is hypersonic the aircraft appears as if it is on fire. It is armed with twin-linked GWI Devastator cannons.

Sopwith FI Camel: The Camel served with distinction during the first World War as an air superiority and ground attack craft. It is tricky to fly, but a skilled pilot can turn its peculiarities into advantages in a tight dogfight. The Camel has an operational ceiling of 22,000 feet. Standard armament is two .30-caliber MGs synchronized to fire between rotations of the propeller.

Spitfire VB: The Spitfire is a tight-turner thanks to its large elliptical wing, but its name comes from the immense firepower it mounts: four .30-caliber machineguns with 250 rounds of ammo each, plus two 20mm cannons with 120 rounds each.

Sukhoi Su-34: The Su-34 “Flanker” was the most common multi-role fighter in service across Russia when the Possibility Wars started. The pilot and weapons specialist sit side-by-side in the cockpit. It’s armed with a 30mm Autocannon with 180 rounds, and hardpoints for missiles or other modular systems. Most options are equivalent to the Hellfire or Stinger missiles outlined in Torg Eternity.

V-22 Osprey: A rotary wing VTOL (vertical take-off and landing) aircraft designed for insertion and extraction of specialist teams. It has a reputation for being accident-prone, but is gaining popularity with Storm Knights. It is usually lightly armed with 20mm cannons. It’s capable of carrying a vehicle in addition to the compliment of passengers.

Winged Horse: Called a pegasus by those in Core Earth, the winged horse first appeared during the Axiom wash. By Ayslish reckoning, the winged horse is an animal, while the Pegasus of mythology would be a divine creature were it to exist.

Zeppelin: Rigid-skinned blimps filled with hydrogen or helium within lightweight wood and aluminum frames. The cargo gondola is slung beneath the zeppelin. Though ponderous and vulnerable to attack, these aircraft are quiet and don’t stall. Plus, Pharaoh Mobius just seems to like them.

SELECTED LAND VEHICLE DESCRIPTIONS
1933 Daimler-Benz: This sedan epitomizes the low, sleek, rounded roadster designs still popular in the Nile Empire. The Daimler-Benz has a long chassis and independent suspension system that give it high performance and a comfortable ride.

Aaka Halftrack Transport: The Aakas are the primary troop transport used by Nile Empire shocktroopers. It’s open topped, and armed with a single Kocha machine gun. The presence of tracks instead of rear wheels allows the Aaka to avoid getting bogged down in sand or loose dirt and can nearly go anywhere a tank can.

Allenton Roadster: A classic late 1930s era automobile, representative of cars found on Terra. It is rather slow and has poor acceleration compared to modern cars, but its solid steel frame makes this vehicle surprisingly tough. Cars in the Nile Empire do not come with seat belts.

Aperehen Mk 2 Tank Destroyer: This is the second version of the “equipped with lightning” tank destroyer (similar to the German Jagdtiger) that is now beginning to find its way into Mobius’ army. These tank destroyers are practically mobile bunkers—they’re heavily armored, but atrociously slow. It has a hull mounted 105 mm tank gun or 152mm howitzer with 60 shells of ammunition. Those found in Super Battlegroup Mobius may be armed with a Ray of Ra. The main armament is supplemented by a hull mounted Khaifu machinegun with 1,200 rounds of ammo.

These tank destroyers are most often found attached to heavy tank companies, or as an independent platoon of four within a special armored company.

Ankylosaur: Squat dinosaurs notable for their heavy bands of armor (see page 125). They’re uncomfortable to ride, and are more often used to pull carts.

BMW R75: Ubiquitous among the forces of the Nile Empire, and usually deployed with a passenger sidecar. Most of the different motorcycles that share the same statistics as the R75 have standardized compatible parts, even when built by different manufacturers. When the sidecar is detached the R75’s speed value increases by one, but Toughness decreases by one.

Brontosaur: Huge and stupid, these massive beasts don’t gain the benefit of trails, but do leave a trail behind them when they travel! Larger edeinos tribes use one or more of these creatures as pack animals, or occasionally as a transport for a full family.

Chevy Suburban: Available with upgraded suspension, this rugged passenger vehicle is used by government task forces and as a military transport. Various door and seating configurations make it an efficient if plain utility vehicle for small teams of Storm Knights.

Covered Wagon: A version of the standard wooden cart, the covered wagon has a tarpaulin covering the passenger area supported by metal bands. Instead of passengers, a covered wagon can carry 1000 kg of cargo.

Ford Taurus: The basic design of the Taurus spawned a fleet of similar cars, including most modern police interceptors and cruisers. Most normal Tech 23 automobiles have the same statistics.

Fey Carriage: This “horseless carriage“ looks like an open buckboard wagon, except for the missing horses. A magical engine mounted behind the cabin propels it forward. The carriage is steered with a large “rudder“ positioned in front of the driver’s seat. Opening the engine is very dangerous: It explodes with a damage value of 30 without a near impossible (DN 20) apportation test to keep it stable. The carriage requires a Magic Axiom of 14 to operate.

GWI Aaron Hover APC: The Aaron Hover armored personnel carrier is armored against small arms fire and passengers may fire out of viewing ports along the side and back of the vehicle. Additionally it is armed with a passenger-operated Devastator plasma cannon that sits atop the crew cabin.

GWI Icarus Anti-Aircraft Vehicle: This hover vehicle is specialized for removing heretical air vehicles from the skies. It is armed with quad mounted Light of Creation lasers (granting a +2 Combined Action bonus to hit).

GWI Samson: An odd, somewhat cobbled-together hover tank employed by the Cyberpapacy. It was meant to be deployed to counterattack land invasions, but most are usually parked next to priority installations as a deterrent instead. The Samson serves well enough in either role, but requires constant support and maintenance. The chassis uses technology similar to magnetic levitation to lift the armored frame off the ground, and is capable of clearing obstacles a meter tall. Its main gun is a heavier (damage value 28) version of the GWI GodFire plasma gun, with essentially unlimited ammunition from the tank’s power plant. It also carries four missile pods (equivalent to Hellfire missiles) in side racks.

Hadrosaur: Various large herbivorous dinosaurs count as part of this family (see page 127). Most are docile and make reliable, albeit cowardly, mounts.

Harley-Davidson Chopper: Stripped down and riding low to the ground, the chopper sports a powerful (and very loud) engine. Even its fans admit the chopper isn’t suited for sharp turns or off-road travel, but it sure looks cool.

Horse: Domesticated quadrupeds common in Core Earth North America. Horses are strong, fast, and well-suited for riding and pulling vehicles.

Ishido Special: Ishido’s new model is one of the fastest motorcycles ever produced. Each one is customized to fit the owner’s dimensions, and the throttle and brakes are controlled by the user’s legs, leaving a hand free.

Jeep: This all-purpose, all-terrain utility vehicle isn’t so much rugged as it is easy to patch back into a semblance of working shape. Repairs have been made literally with safety pins and chewing gum. Most jeeps have an open cabin, so the driver and passengers may be targeted by attacks.

Kanawa Armored Limo: This cutting-edge modern stretch limousine is the standard mode of ground transportation for Kanawa executives. It features the same distinctive black plate as the corporation’s security forces, and one-way armored glass windows.

Kawasaki Ninja: A light sports motorcycle with good maneuverability and powerful acceleration. Riders gain partial Concealment (–2) against attacks since the bike blocks at least some of the rider’s body.

Khepera Mark 14 Medium Tank: The Khepera is the standard tank found in armored platoons throughout the Imperial army, comparable to the German Panther tanks from World War 2. It’s armed with a turret mounted 75 mm tank gun (with 60 shells), as well as a hull mounted Kocha machine gun with 1,200 rounds. Occasionally these tanks also have a pintle mounted Khaifu machinegun for anti-air defense, and carry 500 rounds.

Khnum Mk 6 Heavy Tank: This is the preeminent heavy tank in the Nile Empire arsenal, with capabilities roughly that of the Core Earth German King Tiger tank. It’s armed with a turret mounted 105 mm gun (with 80 shells), along with hull mounted Kocha and pintle mounted Khaifu machineguns. The tank carries 1,000 rounds of ammo for each machinegun.

Landship: A variant of the Ayslish Longship, this Arcane ship has wheels and is powered by apportation magic.

Light Chariot: Built for racing or scouting, this is a two-wheeled carriage designed for a sole passenger, though another may ride with the usual penalties. Light chariots are usually pulled by teams of horses or faster dinosaurs like velociraptors.

M113: The M113 is an armored personnel carrier used extensively by US forces since the Vietnam War. Many models are buoyant enough to float, pushing themselves through the water with spinning tracks. Its light armor is adequate against small arms fire, but ineffective against heavy weapons. The most common configuration is armed with a .50-caliber machinegun and several thousand rounds of ammunition, but TOW missiles and 40mm grenade launchers are also possible.

M1 Abrams: Still the main battle tank for the US after 30 years of service. It is constantly upgraded to incorporate the most modern targeting and defensive systems.Depending on the assigned duty these tanks have reactive armor installed (see page 175). The Abrams is capable of good highway speed, and carries composite armor. A 120mm cannon is standard, and it carries approximately 40 rounds. Its secondary armament includes one or two .50-caliber machineguns and a 7.62mm minigun, each with thousands of rounds of ammunition.

Monster Truck: This represents any automobile, usually a pickup truck, which has been modified with oversized suspension and tires. The result offers improved traction in mud and bog, or across extremely rocky areas. Land vehicles tests become Favored in such terrain.

Ox: Sturdy bovines suitable for pulling heavy loads. Riding oxen is possible, but uncomfortable. Oxen are relatively easy to tame and manage, but difficult to keep alive when larger predators are around.

Passenger Carriage: A simple four-wheel carriage that can carry four passengers in moderate comfort. The driver sits atop the cabin at the front, and a lookout sometimes rides alongside him. Depending on their size and load, carriages are usually drawn by teams of two to eight horses. Carriages found in Orrorsh have suspension, but older models in Aylse offer a much bumpier ride (Fatigues passengers). The real expense of operating a carriage is purchasing, feeding, and caring for the horse teams.

Peugeot 115 Hover Car: Produced in the Cyberpapacy, this four-seater uses a variant of magnetic levitation to float in the air. It is faster and sportier than previous Peugeot models, and can lift as high as 10 meters from the ground with its popular “jump boost“ feature. It is powered by an electric engine with batteries good for about a week before they need to be recharged.

Raider Interceptor: Interceptors employ oversizedvril engines to catch and cut off transports and other traffic crossing the roads of the Blasted LandA fuel booster can be activated once per scene toramp the vehicle’s top speed up to 400 kilometers per hour (Speed 14, Fast) for 1 minute.

Snowmobile: A necessity in winter in the north snow-mobiles use skis for steering and treads to supply power, allowing them to race across snow without any penalties to speed. Ground without snow is still traversable, but counts as rough ground and wrecks the snowmobile’s skis within minutes.

Suzuki Quadrunner: Representative of a wide range of small, four-wheeled all-terrain vehicles Quadrunners are small enough to use trails instead of needing roads, making them popular with Storm Knights.

T-72: The T-72 is a common tank in dozens of nations who had cordial relations with Russia. The most common variants sport a 125mm tank gun with around 40 reloads. Many variants exist, mixing in more advanced fire control or reactive armor, and mixing the secondary armament of a .50-caliber machinegun and 7.62mm minigun.

T-90: A modern, main-line battle tank widely used in the Russian armed forces. It’s armed with a 125mm main cannon which features an auto-loader and between 30 and 50 shots of ammunition. A Minigun with 250 rounds is mounted atop the turret. Heavy tanks like this one have the Juggernaut property, which allows them to ignore MR penalties during a chase at the expense of suffering a collision—which a heavily armored vehicle is likely to ignore!

Tiger Tank: The state-of-the-art tank for nearly a dozen years, the Tiger tank has a 88mm cannon (use the 105mm cannon statistics) which is quite advanced for its Tech Axiom, and carries almost 100 incendiary or HEAT shells. The favored main battle tank for Pharaoh Mobius’s forces in Africa is nearly identical.

Triceratops: These huge herbivores are ornery and difficult to train, but once domesticated they ride well and can pull tremendous loads. They use their natural weapons to defend themselves if attacked (see Torg Eternity).

Velociraptor: Cunning dinosaur predators. They can be domesticated and trained, but they constantly test boundaries and viciously attack (page 129) unless strictly disciplined. Raptors are often found in the company of edeinos. Humans have had poor luck domesticating the creatures, but just can’t seem to leave them alone.

Warhorse: A stronger and tougher version of the standard horse. Warhorses are also trained and accustomed to wearing barding.

War Wagon: Larger and slower, but built rugged for battle, a war wagon is the star vehicle in a convoy across the Blasted Land. A Ram is standard equipment, as is one fixed weapon—usually a flamethrower aimed behind or a Bazooka aimed ahead—and one turreted weapon. A Winch Ballista is common for raiders without ammunition, or a Minigun or .30 Caliber Machinegun are possible if military supplies are accessible.

Wasteland Junker: There’s no single manufacturer or model, but these statistics are indicative of the road machines salvagers piece together from technodemon scraps. Most operate with high efficiency Xedi engines that burn common alcohol, but some use more esoteric power plants. Junkers tend to be stripped down, ugly, and decorated with spikes, skulls, or other gruesome warnings.

Wooden Cart: A simple vehicle that seats up to six human-sized passengers and requires at least one beast of burden to pull it (typically an herbivore such as oxen or a triceratops).

Wooden Chariot: These large, two-wheeled vehicles are pulled either by large dinosaurs like triceratops or teams of multiple smaller beasts. A few tribes of primitive humans have managed to train teams of velociraptors to pull chariots. The chariot has room for three passengers, often a commander and his personal guard.

SELECTED WATER VEHICLES
Ayslish Longship: This design was brought from Aysle for the purpose of troop transport. It does not suffer crew penalties until there are fewer than 10 people.

Clipper Ship: A three-masted sailing vessel with sophisticated rigging. Capable of transcontinental voyages. Generally only moderately armed, these ships count on escape rather than confrontation.

Coal Steamer: Metal-hulled vessels with high-pressure steam boilers that drive props or wheels. Early steamers still have sails for emergencies or efficiency. Coal steamers can sail throughout the year as dictated by the needs of trade rather than the prevailing wind patterns.

Diesel Steamer: Larger, faster, and more efficient than its coal-burning predecessor. Diesel ships can remain at sea for months, rather than three weeks or so for a coal burner. These later-model vessels were never rigged for sails, and are still in service transporting goods around the globe.

Dwarven Longship: Another Ayslish design, this warship sacrifices Toughness for speed.

Frigate: This Core Earth design is highly efficient for cargo transport. The passenger count assumes the cargo hold is empty except for basic supplies; a full cargo hold can carry 200 tons. Like the Ayslish Longship, it can operate at listed efficiency with 10 crew members; only suffering crew penalties below that number.

Galleon: Galleons are a compromise between a merchant ship and a warship. They are bulky and unwieldy, but still quite fast at full sail. They can haul a good deal of cargo, pack several dozen cannon, and take considerable damage before going under. Many Ayslish traders use galleons.

Icebreaker: Icebreakers are specialized freighters with reinforced hulls and heating vents that keep them intact and moving in high pressure ice floes. Icebreakers have the Ram add-on, and use it to slowly cut a path through packed ice when winter makes northern ports inaccessible.

Los Angeles Class: The Los Angeles class submarine is the quintessential nuclear-powered attack submarine, using extremely sophisticated sensing gear (Tech 23) to hunt other submarines as well as surface ships. A nuclear reactor and oxygen generators allow a Los Angeles class vessel to remain submerged for extended periods.

Motorboat: A small personal watercraft, usually powered by one or two outboard motors and used for short-distance travel. They are very common along most waterways and coastlines.

Lazzara Yacht: Every modern convenience packed aboard a sleek, fast vessel. With a desalinization system and large fuel reserves this floating palace is capable of crossing oceans in style.

Luxury Liner: These massive vessels are remarkably seaworthy. Powered by diesel engines, liners have the supplies and fuel reserves to travel anywhere in the world. Many have been pressed into military service as a result of the Possibility Wars, ferrying troops and hundreds of tons of gear.

Oda Dragon: A high performance speedboat. Four outboard motors bring the speed. The Dragon was designed for recreation, but is also used by Kanawa security forces for pursuit missions.

Type 209 Class: A modern diesel-powered attack submarine that sees broad service in navies throughout the world. The 209 is meant for patrols of 50 days or less, lacking the sustained endurance of its nuclear counterparts. The Nile Empire is believed to have purchased some 209s, since the majority of the technology still functions within their axioms.

Viking Longship: Single-sail craft used by Aysle’s viking raiders. In battle the sail is furled and the crew rows to the beat of pounding drums. The longship comes with a ram plate add-on as a standard feature.

VEHICLE ADD-ONS
Junk Armor: As vehicles suffer panel and body damage in the Blasted Land, metal of any type serves as a replacement. Once the process starts, many raiders accelerate it and start adding extra layers of breakaway material to give a little extra protection to the vehicle below. Junk armor increases a vehicle's Armor bonus by 1 (this does stack with normal armor). Installing it has no cost, but does reduce the vehicle’s MR by 1.

Ram Plate: Armor or kinetic absorbers redirect impact energy from collisions. When a vehicle with a ram plate collides with another vehicle, roll a bonus die. The result is subtracted from any damage the vehicle suffers and added to the damage against the foe.

Reactive Armor: Layered defenses and explosive plates disrupt the shaped charges of anti-tank ammunition. Reactive armor is used up the first time an attack hits that would exceed the vehicle’s Toughness, but it eliminates the Armor Piercing property of the triggering weapon.

Spike Dropper: A hidden hopper dumps large caltrops behind the car. The spikes attack all land vehicles exactly one Step lower in a chase. The attacker rolls land vehicles as an attack, and all the following vehicles contest it. Any that loses suffers damage equal to Top Speed +1BD directly to its wheels. If the attacker wins with a Good margin two wheels take damage, or all wheels on an Outstanding success. A Spike Dropper costs $800 (14), but only one may be installed on a vehicle. The spike dropper can only be used once without reloading and it costs $250 (12) to reload the dropper.

Skewers: Crazed thralls and raiders love decorating their vehicles with welded spears or other sharpened metal. Sometimes the bodies of former victims remain lodged on these skewers for display. Skewers reduce the MR of a vehicle by 1, but when in Tharkold, make intimidation Favored and add +1 damage to collisions. If a character attempts to leap from one vehicle to another (a Dexterity test), skewers make it Challenging (–2) and deal collision damage on a failure.
This message was last edited by the GM at 00:46, Tue 28 Sept 2021.
Kor
GM, 52 posts
Sat 25 Sep 2021
at 21:07
  • msg #19

Torg thread

POISONS   
Poison TypeTechPriceEffects
Banehood1200 (11)-2 vision penalty (cumulative up to -6
Beledun Mucus3200 (11)Shock, KO'ed after 1 minute if Strength fails
Darajen Venom3150 (11)Stymied
Emperor Cobra Venom3500 (13)2BD damage, ignore Armor
Giant Wasp Venom3350 (13)Shock, paralyzed 1 hour if KO'ed
Gravana Juice1100 (10)Wound, only if ingested
Night Root1150 (11)None, Defeat after 1 minute if Strength fails

This message was last edited by the GM at 21:11, Sat 25 Sept 2021.
Kor
GM, 53 posts
Sat 25 Sep 2021
at 21:17
  • msg #20

Torg thread

POISON DESCRIPTIONS
Banehood: Banehood is a thorny weed that grows in many areas of the Living Land. Its milky sap causes blindness if introduced into the bloodstream. Each round, for the duration, the target suffers a cumulative −2 penalty to vision, up to the maximum –6. Once the duration ends, full sight is restored.

Beledun Mucus: The slimy mucus that covers beledun is most often used for its fireproof properties, but if ingested or injected it’s actually a mild toxin as well. Each round, for the duration, the target suffers one Shock. If the Strength test to resist the poison after one minute fails, the target is KO’ed, falling into a deep, natural slumber.

Darajen Venom: Each round, for the duration, the target is Stymied. If hit with multiple doses the target becomes Very Stymied instead.

Emperor Cobra Venom: Each round, for the duration, the target suffers a 2BD damage attack. This attack ignores all Armor, regardless of source. The result deals Shock and Wounds normally, based on how it compares to the target’s Toughness.

Giant Wasp Venom: Each round, for the duration, the target takes one Shock. If the target is KO’ed while Wasp Venom is affecting him, he is paralyzed for an hour rather than falling unconscious as usual.

Gravana Juice: The deadly juice of the Gravana fruit does nothing if injected into the bloodstream, but if ingested it tears through the digestive tract causing bloody vomit. Each round, for the duration, the target takes one Wound.

Night Root: This poison has no initial effect, but at the end of the minute if the Strength test fails the duration not only extends, but the target immediately rolls on the Defeat table as well. Night root has a distinctive, bitter smell and taste that’s noticeable with a Very Easy (DN 6) find test.
Kor
GM, 54 posts
Mon 27 Sep 2021
at 06:24
  • msg #21

Torg thread

VEHICLE ENHANCEMENTS   
EnhancementTechT/APrice
Chain Barding12+2500 (13)
Fireproofing12*+5*80K (24)
Leather Barding8+1200 (11)
Levitator12*--120 (25)
Mist Generator12*--20K (21)
Plate Barding14+31250 (15)
Projectile Deflector12*+3*50K (23)

Kor
GM, 55 posts
Mon 27 Sep 2021
at 06:28
  • msg #22

Torg thread

VEHICLE ENHANCEMENTS
Barding: Barding refers to armor built for quadrupeds such as horses. Stacking rules apply normally. Untrained creatures wearing barding are Stymied and their movement speed is halved.

Fireproofing: Normally applied to ships (air, land, or sail), this increases the vehicle’s Toughness by 5 vs. fire damage.

Levitator: A Levitator is an Arcane item applied to a standard sailing ship to convert it to an airship.

Mist Generator: A mist generator is an Enchanted item and requires a conjuration test to operate. On a Standard success, the mist confers a –2 Concealment penalty vs. opposing attacks. A Good success provides a –4 penalty, and an Outstanding success provides –6. Requires a Magic Axiom of 14 or higher to operate.

Projectile Deflector: Normally applied to ships, this increases a vehicle’s Toughness by 3 vs. physical projectiles. It is an Arcane item. Requires a Magic Axiom of 14 or higher to operate.
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