OOC - Calm in the Storm.   Posted by The TORG.Group: archive A
White Mantis
 player, 31 posts
Sun 25 Feb 2018
at 22:00
Re: Brainstorming
I don't want to speak for everyone, but just the fact that we're all still here makes me feel like I may not be alone in this.  For me, at least, don't stress about the pacing.  I'm happy with slower moving games, and I know for the one that I run, the more I worry myself about being too slow, the more of a chore it feels like and, frankly, the slower it tends to actually get.  I've stopped promising to go faster.

...I should probably start working on an update over there.  Argh.
Martin Black
 player, 41 posts
 Cyber Parkour
 Possibilities: 2
Sun 25 Feb 2018
at 23:01
Re: Brainstorming
I'm fine with a slow pace. Don't put any pressure on yourself to pick up the pace.
Martin Black
 player, 42 posts
 Cyber Parkour
 Possibilities: 2
Wed 7 Mar 2018
at 01:00
Re: Brainstorming
Hopefully The TORG is simply delayed. I don't want to see this game go away.
Trisha Barnes
 player, 61 posts
 Librarian/Historian
 Poss:3
Mon 12 Mar 2018
at 21:01
Re: Brainstorming
What's the skill for disarming traps - or was there a lock picking skill directly.  I'm wondering if the gate 'lock' is a true lock, or a latch that normally couldn't be worked from the outside but might be able to like disarming a trap type thing?
White Mantis
 player, 34 posts
Mon 12 Mar 2018
at 22:18
Re: Brainstorming
I thought about that too - fence latches aren't usually the most complicated security out there - but once we had a man on the inside... why?  And remembering Martin's cyberlegs, he's absolutely right... even if it's like a 6' privacy fence, Martin `hopping the fence' could have been a standing jump.

Which is actually, just.. for roleplaying and all, since IC I'm not sure we all specifically know about Martin's legs, worth asking.  Was that like a superhuman leap?  Or are we talking about a 3' garden fence that anyone reasonably athletic could have jumped over and the rest of us are just being lazy?



But purely for the record, there IS a Lockpicking skill.  Actual traps probably depend.  Important traps are a good example for the Dramatic Skill Resolution, while smaller ones probably fall under either Survival (for outdoorsy traps like tiger pits and snares) or Science (for more mechanical or high-tech traps.)
Trisha Barnes
 player, 62 posts
 Librarian/Historian
 Poss:3
Mon 12 Mar 2018
at 22:22
Re: Brainstorming
Been a while since I read the  PDF & wasn't recalling how Maneuver was applicable in general.  (It's been a rough 3 mos...)
White Mantis
 player, 36 posts
Mon 12 Mar 2018
at 22:54
Re: Brainstorming
Honestly, Eternity's rules for everything outside of combat are weirdly vague.  Like, yeah, it seems like Maneuver is the Skill for general acrobatics (at least, there sure isn't another one), but all it's describe as is the Interaction Attack.  I remember the semi-official answer on the forum was that Maneuver probably works, but their plan was that people would use the Profession Skill as sort of the "miscellaneous" one, so if you wanted to do acrobatics, you'd take Profession (Acrobat) and use that.  But since Profession is also specifically described as being for things that "aren't likely to come up" unless you get creative...shrug


Anyway - I really, really don't mean to be all overbearing about the rules or anything, so just let me know if I am.  I got all involved on their forum and TorgE has been my main choice for escapism since they launched the Kickstarter.  So I not only have the book right handy, I've also been seriously geeking out over it for almost a year now and I like talking games and... yeah.
Trisha Barnes
 player, 64 posts
 Librarian/Historian
 Poss:3
Mon 12 Mar 2018
at 23:04
Re: Brainstorming
No worries... normally I'd be more up to speed since I have my cargo box about 5' away, but it was 2 weeks after opening before I found the 3rd set of dice in the peanuts (as I was going through one last time prior to throwing out) and I don't think I've broken the shrink wrap on the book yet.   Been reading some other books for reference in a game I'm running, but even that isn't moving forwards due to interruption in my posting schedules.

Also trying to figure if I can afford to back additional KS on this product (since 2 or 3 others that I've been awaiting are also coming this year.


I appreciate the commentary since Savage Worlds is the other game I'm working with and the systems are really similar conceptually as far as how skills are applied.
Martin Black
 player, 45 posts
 Cyber Parkour
 Possibilities: 2
Mon 12 Mar 2018
at 23:31
Re: Brainstorming
I'm fine with streamlining the Skill List, but yeah, they need to be a bit more clear as to what several skills do outside of combat. Currently Climbing is Strength and Leaping is the lower of Dexterity or Strength.

The mechanic for my cyberlegs is taken from the Occultech Chod Rabbitjack MK II.

Torg Eternity, page 162:
The characterís Move increases +2, and he may jump double speed in place of a regular move at the cost of becoming Vulnerable.

Given his Dexterity 13, does that mean he can make a standing long jump of 30 meters and a running long jump of 90 meters? How high can he jump?
Martin Black
 player, 46 posts
 Cyber Parkour
 Possibilities: 2
Tue 13 Mar 2018
at 00:29
Re: Brainstorming
White Mantis:
Which is actually, just.. for roleplaying and all, since IC I'm not sure we all specifically know about Martin's legs, worth asking.  Was that like a superhuman leap?  Or are we talking about a 3' garden fence that anyone reasonably athletic could have jumped over and the rest of us are just being lazy?

I doubt any of you know about Martin's legs as of yet. I suspect he moves with a bit more speed and fluidity than you would expect even of an expert in parkour but he doesn't normally bounce around like a Gummi Bear.

I was thinking the fence was likely about 2 meters tall given the description of barely seeing the police officer's hat while he was on the back steps. And Martin would have just hopped over it casually - certainly not normal.
The TORG
 GM, 42 posts
Tue 13 Mar 2018
at 00:42
Re: Brainstorming
Martin Black:
I'm fine with streamlining the Skill List, but yeah, they need to be a bit more clear as to what several skills do outside of combat. Currently Climbing is Strength and Leaping is the lower of Dexterity or Strength.

The mechanic for my cyberlegs is taken from the Occultech Chod Rabbitjack MK II.

Torg Eternity, page 162:
The characterís Move increases +2, and he may jump double speed in place of a regular move at the cost of becoming Vulnerable.

Given his Dexterity 13, does that mean he can make a standing long jump of 30 meters and a running long jump of 90 meters? How high can he jump?

I donít have the sheet at the moment, whatís Martinís Strength? Iíll check on the height....
Martin Black
 player, 47 posts
 Cyber Parkour
 Possibilities: 2
Tue 13 Mar 2018
at 00:58
Re: Brainstorming
Martin's Strength is 8 (9 when using his legs).

His cyberlegs should let him leap much further than normal for someone of his Strength and Dexterity. He would be Vulnerable after his leaping over the fence but out of combat that doesn't seem like a big deal.

This message was last edited by the player at 01:01, Tue 13 Mar 2018.

Martin Black
 player, 48 posts
 Cyber Parkour
 Possibilities: 2
Tue 13 Mar 2018
at 01:49
Re: Brainstorming
Just a reality check on my conversion work for Martin's cyberware.

Adidas Master Legs: The hero's legs are replaced by cybernetic versions. They increase Strength by +1 and have +2 Armor on the legs only. Kicks with these legs have a +1 bonus to damage.
  The hero's Move increases by +2, and he may jump double speed in place of a regular move at  the cost of becoming Vulnerable. The Strength increase applies only to tests and attacks made with the legs.

I priced this at $7500. I added the price of a HardPlas Arm, a Chod Rabbitjack MK II, and an extra $500 just to help balance it.

A HardPlas Arm costs $5000 and gives the Strength and Armor bonuses to the arm. The arm's Armor protects the torso when actively defending - something Martin can't do with his legs. But both his legs are armored. I gave his kicks the +1 damage as he can't use a melee weapon with his legs this balances that out a bit. And he is kicking with a hard cyberleg rather than a fleshy human one.

A Chod Rabbitjack MK II costs $2000 and gives the Move and jump bonuses.

Compteís Stabiliza: This device replaces the inner ear and greatly improves balance and spatial awareness. Any test made involving full body movement usually, dodge or maneuver, becomes Favored.

I priced this at $2500. This was completely a ball park guess.

The Belleview 20-20 Cyber Eye costs $2000. It grants; any test made to detect and comprehend visual evidence, usually find or tracking, becomes Favored (page 109).

Do any of you see problems with his cyberware?
White Mantis
 player, 37 posts
Tue 13 Mar 2018
at 07:37
Re: Brainstorming
Oooh.  OK, my thoughts, for what they're worth;

I'll start with the Stabiliza.  Favoring Maneuver is, in game terms, probably more powerful than Favoring Find or Tracking - but Dodge is where I get tangled.  You don't really roll Dodge.  The only place you ever do is as part of an Active Defense, and you can't really Favor just one defense -- but Favoring Active Defense is an actual Perk (Indomitable), and probably not what you want to do anyway since most of them don't make sense for an inner ear stabilizer to help with.

Given that Maneuvering does come up more often than Find, and tracking is actually not even a whole skill by itself but just a use of Survival, I think I'd just say Maneuver is Favored and that probably balances pretty well.

The legs... I'm not really sure what they mean by that "jump double speed" thing.  I mean, +2 to your Move makes your base Move 15 meters in a round.  But there are rules for jumping, which have their own distances.  So I don't know if that means you jump 30 meters in a round, automatically, or if it means you jump twice as far as normal, meaning you roll on the Leaping chart and can get up to 8 meters if you get a 14+ (or 16 meters with a running start), or up to 6 meters up.

The "in place of a regular move" makes it sound to me more like it's the first, and given that anybody can already run 3x their Move, that doesn't seem unbalanced.  A little cartoonish, but not unbalanced.  It's better than running because it gets you over things like pits and hostile terrain and, indeed, fences, but it doesn't let you go further than you already could.

What's weird to me is there's no distinction between vertical and horizontal.  Being able to leap 90 feet (like, straight to first base!) across is, I mean, yeah, that's crazy, but game-wise it doesn't seem like a problem when you can run 135 feet.  But being able to leap 90 feet straight up?

Anyway.  I'm just not sure how they meant it.  I guess I could ask.

The way you built and priced them seems totally fair to me - maybe even a little generous.  Having both legs armored is technically half the body, but it's the half no one aims at -- the arm only protects when you're using Active Defense, but the leg armor would, effectively, only apply if someone makes a Called Shot against your legs.  So it probably makes it harder for people to disable them, but for the most part...

And getting a +2 damage Unarmed Attack seems reasonable for what amounts to a portion-of-a-Perk.  That compares about right to Death Claw, which gives +3 damage and Armor Piercing 2.  It seems like mostly you're doing the Rabbitjack, just as Cyberware instead of Occultech so it can look more subtle and not be painful to use.

...Anyway, I seriously went down a rabbithole on this and I should have been asleep like an hour ago, so apologies if this got a bit rambly!
Martin Black
 player, 49 posts
 Cyber Parkour
 Possibilities: 2
Wed 14 Mar 2018
at 00:20
Re: Brainstorming
White Mantis:
I'll start with the Stabiliza.  Favoring Maneuver is, in game terms, probably more powerful than Favoring Find or Tracking - but Dodge is where I get tangled.  You don't really roll Dodge.  The only place you ever do is as part of an Active Defense, and you can't really Favor just one defense -- but Favoring Active Defense is an actual Perk (Indomitable), and probably not what you want to do anyway since most of them don't make sense for an inner ear stabilizer to help with.

Given that Maneuvering does come up more often than Find, and tracking is actually not even a whole skill by itself but just a use of Survival, I think I'd just say Maneuver is Favored and that probably balances pretty well.

That's fair. Sadly maneuver doesn't really do anything outside of combat. The Compteís Stabiliza was nice for general movement both in combat and out.

Martin is based on an oTorg character that I never got to play. He had the following cyberware:
  • Compte's Stabiliza
  • Kreelar Tendons
  • Pair of Adidas Master cyberlegs

His concept is all about being able to make superhuman leaps, run faster than a normal human, and basically be incredibly maneuverable on foot.
Martin Black
 player, 50 posts
 Cyber Parkour
 Possibilities: 2
Fri 16 Mar 2018
at 00:40
Re: Brainstorming
I won't be able to post on Friday, Saturday, and Sunday.
Martin Black
 player, 51 posts
 Cyber Parkour
 Possibilities: 2
Wed 28 Mar 2018
at 04:17
Re: Brainstorming
Due to my work schedule changing, I won't be able to post on Thursday and Friday, but I will be able to post on Saturday and Sunday for the foreseeable future.
Trisha Barnes
 player, 65 posts
 Librarian/Historian
 Poss:3
Wed 28 Mar 2018
at 14:59
Re: Brainstorming
^^^  Welcome to the club, only I hope  can post on Saturday or Sunday between trying to get everything else done I missed during the week!

Too much stuff on my plate...  #pushfor28hourday
White Mantis
 player, 38 posts
Wed 28 Mar 2018
at 16:33
Re: Brainstorming
Is that like, a literal push?  If everybody got down at the same time and pushed the planet backwards, maybe we could slow it down enough to add a couple hours to the day?

I know that's not how leverage works, but Mantis is from the Nile.  Maybe she could figure something out for you.
Trisha Barnes
 player, 66 posts
 Librarian/Historian
 Poss:3
Thu 29 Mar 2018
at 08:07
Re: Brainstorming
24 hours in a day is a convention we use, based on astronomical events and mathematics by the Babylonians as they adapted from the Sumerians.  It's a conceptual construct and as such could be recalculated based on something else to a shorter period allowing for a greater number of occurrences in a day.
The TORG
 GM, 43 posts
Tue 10 Apr 2018
at 03:01
Re: Brainstorming
All,

Thank you for bearing with me my flakiness. My wife and I just got back from a trip to Vegas, which refreshed us both mentally and physically. (Lot of family stuff going on, was nice to get away and not think about it all).

With the LL Kickstarter going on, iím ~Very~ pumped still for this game.
White Mantis
 player, 41 posts
Tue 10 Jul 2018
at 05:18
Re: Brainstorming
Just wanted to mention, there's a post in GPIA right now that looks to be shaping up into a new Torg Eternity game!  We've only got a couple of players so far, but the GM sounds like he's ready to at least start the setup with that.  He said it'll be starting with one of the Delphi Council adventures and then.. go from there, hopefully!

(I'm not going to play Mantis again because I'm hoping our TORG here just got sidetracked, and, um, it's Torg.  There are too many characters to play.)
Martin Black
 player, 54 posts
 Cyber Parkour
 Possibilities: 2
Tue 10 Jul 2018
at 07:12
Re: Brainstorming
In reply to White Mantis (msg # 176):

I responded to that thread already. My handle is Shadowsmith.
Martin Black
 player, 55 posts
 Cyber Parkour
 Possibilities: 2
Tue 24 Jul 2018
at 01:52
Re: Brainstorming
My Torg Miniatures have shipped! Soon I shall have all the High Lords in miniature form. And that should be the last bit of my Kickstarter rewards for Torg Eternity.
White Mantis
 player, 42 posts
Wed 25 Jul 2018
at 19:31
Re: Brainstorming
Ooh.. the miniatures are like the one thing I didn't get. (And the maps in the new one - they just didn't look interesting to me.)  Hope they're awesome!