Torg Eternity New Gear
Return to Torg Eternity
As GM, I've had to make some judgment calls, where I allow or invent new gear -- or, more often, low-tech variants of existing gear. Here's a list for reference:
- Centaur Disguise (Tech 8, $200): Lets a centaur pass as a human riding a horse, as long as others don't look too closely. If someone is directly interacting with or studying the centaur, an evidence analysis, find, or Mind test at DN 8 spots the lie; roll at +4 if within 5 meters, -2 at 20-50 meters, and -4 beyond that.
- Centaur Disguise, Enchanted (Tech 8, Magic 13, $1500): As above, but with expressive eyes, breathing and snorting sounds, and slight movement. Rolls to penetrate the disguise are at DN 12 and must use evidence analysis (not find or Mind).
- Hand Drum (Tech 3, $20): Useful when casting the one by four by nine spell.
- Oil Lamp (Tech 8, $25)
- Plague Doctor's Bag (Tech 16, $75): Makes first aid tests favored. Bulkier and older tech than the "first aid kit." Common in Orrorsh.
- Respirator (Tech 17, $100): Rolls to resist inhaled poisons or toxins are Favored, but wearer suffers -2 on find tests due to bulky headgear.
- Smoke Grenade (Tech 20, $25): Range 10/20/30, -4 vision in an MBT on turn 1, then -2 vision in an LBT on turns 2-3.
- Strong-Pull Bows: Add +1 Damage, +2 Min Str, and +100% Cost to any bow, up to three times total. There is no skill penalty to use it, assuming you meet Min Str.
- Tonfa (Tech 8, $80): Str +1, Defense +1, may use with melee weapons or unarmed combat skill. The defense bonus applies if held in either hand but is not cumulative with a shield, two weapons, etc.
In addition, this seems like a good place to share this link to a spreadsheet of gear, compled and maintained by nikgervae (not me):
https://docs.google.com/spreadsheets/d/1IP1CtM-dG5foyAi6dzOcv4NqKJkBIofNjSviUuL91HA/
Return to Torg Eternity