SPEED PUSH RULES

    This expanded version of the Speed Push table and a section of the Torg value chart are intended to produce a smoother gradient of results. Because of the nature of the value system, it is an easy process to expand the given fractional values below to any portion of the value chart - simply multiply by ten for every increase in value of five points.

 

RP
Speed Push (shock)

 


Value Measure
0.00
1.0
0.33
1.2
0.66
1.4
1.00
1.5
1.33
1.8
1.66
2.1
2.00
2.5
2.33
2.9
2.66
3.4
3.00
4.0
3.33
4.7
3.66
5.4
4.00
6.0
4.33
7.0
4.66
8.2
5.00
10.0

0
0
1
+0.33 (2)
2
+0.33 (1)
3
+0.66 (3)
4
+0.66 (2)
5
+1.00 (4)
6
+1.00 (3)
7
+1.33 (5)
8
+1.33 (4)
9
+1.33 (3)
10
+1.66 (6)
11
+1.66 (5)
12
+1.66 (4)
13
+2.00 (7)
14
+2.00 (6)
15
+2.00 (5)
+1
(-1)

Example: Joe Stormer has a Climbing Limit Value of 2. He generates seven result points on a Speed Push attempt. Seven result points is a push of +1.33. His climbing rate goes from 2.5 meters per round (value 2) to 4.7 meters per round (value 3.33).

Example: Joe has a Running Limit Value of 9. He generates four result points on a Speed Push attempt. Four result points is a push of +0.66. His running rate goes from 60 meters per round (value 9) to 82 meters per round (value 9.66, which can be found by multiplying the measure of 4.66 by ten.)

    The measures of the fractional values were determined by dave "math teacher" oakes and follow the same logarithmic/exponential system used by the published value chart. They have been rounded to the nearest tenth.

New Limit Values

    Movement limit values are now determined for individual characters as well as for seperate races. An individual's movement limit value may never be higher than the limit value of his race. A race's primary form of movement receives a +1 to the race and individual limit values (for example, humans have a race running limit value of Dexterity +1 and an individual running limit value of Dexterity -2). Lifting limit values are detailed under the Power Push rules .

OPTIONAL RULE: "Casual" limit values

    The point at which movement goes from a simple action to part of a multi-action can be determined by applying a -4 modifier to the race limit value and a -2 modifier to the individual limit value. For example:

walking: race limit value is average Dexterity -4, individual limit value is Dexterity -5 or running skill -5

    For a human with a Dexterity of 8 his individual walking limit value will be 4 (8 -5 +1 for primary mode of movement), 6 meters a round. If he moves at a speed above 6 meters a round any other actions he attempts in that round will be affected by his movement.

    A character moving above this limit does not have to make a speed push check or any other kind of skill check for his movement so he may ignore one of the multi-action penalties of his choice (usually the highest one). For example, our human in the above example wants to move at 10 meters a round and fire his pistol. He has a +2 and a +4 multi-action penalty to apply; he applies the +2 to his Fire Combat check and his +4 to his movement, which is ignored since he doesn't have to make a check for that.

POWER PUSH RULES

    The Power Push Chart is mostly unchanged though the fractional values used in the Speed Push rules may be adapted if desired. The only significant changes to the rules are in the limit values and the shock damage for power pushes:

 
RP
Power Push (Shock)
0
+1 (3)
1
+1 (2)
2
+1 (1)
3
+2 (4)
4
+2 (3)
5
+2 (2)
6
+3 (5)
7
+3 (4)
8
+3 (3)
9
+4 (6)
10
+4 (5)
11
+4 (4)
12
+5 (7)
13
+5 (6)
14
+5 (5)
15
+6 (8)
+1
(-1)

Lifting: race limit value is average Strength individual limit value is Strength -2 or lifting skill -2

OPTIONAL RULE: Carrying capacity

    The lifting limit value represents what a character can lift without exertion but not what they can carry (ie, lift and move) without exertion. The race carrying limit value is average Strength -1 and the individual limit value is Strength -3 or lifting skill -3.
    Carrying more than this limit value requires a power push check but shock damage is halved (round down). Movement speed is unaffected but note that if the optional movement rule is also in use the power push check may be affected by multi-action modifiers. Characters will also incur multi-action penalties if they attempt to perform actions while carrying a load above their limit value (for example, firing a weapon while burdened with a heavy backpack.)
    Failing a carry limit check means that the character cannot move with his load, he must either lighten or drop his load to move or remain in his present location.

OPTIONAL RULE:Pushing the push

    A character can attempt to continue his power push into additional rounds in an attempt to lift a weight that he was unable to lift with his initial attempt. The second (and any subsequent) push is made with a +2 DN modifier and the value of the new push is added logarithmically to the previous push, not directly.

Example: Joe Stormer needs to lift a 100kg object (value 10). His Strength is 8 so his limit value is 6. He generates seven result points on his push attempt, a +3 result. That brings him up to a lifting value of 9, not quite enough. He continues his push and in the second round generates five result points, a +2 result. Adding +2 and +3 logarithmically produces a +4 which increases his lift value to 10 and he's able to lift the object.



Torg, West End Games, and WEG are trademarks of Purgatory Publishing. You can find out more about Torg at www.westendgames.com.

page created 10/14/97, updated 4/11/2000