Cosm | Name | Axiom | Price | Notes | đź•® |
---|---|---|---|---|---|
Core Earth
|
|||||
Air Strike | T23 | Beta Clearance | đź•® | ||
It’s rare and dangerous, but there are pilots brave enough to risk disconnection to drop some serious firepower on the Storm Knight’s foes. Because of contradiction issues, an air strike cannot occur in any Pure Zone of Aysle, the Nile Empire, or Orrorsh, or any Pure or Dominant Zone of the Living Land. Requisitioning the strike provides communication gear (e.g. satellite phone, radio, or sending stone) useful only for calling in the strike. The attack craft is on stand-by at high altitude or in the nearest zone that supports Tech Axiom 23 or higher. Calling in the attack is a Simple Action, and the fireworks start one minute later—take cover! A single, devastating barrage strikes the entire combat area, including any heroes present. Roll a single heavy weapons 15 attack with a 1–4 Mishap range. A Mishap indicates a mission failure that prevented the aircraft from arriving within a minute. It may have been sent home for unexpected resupply or shot down, whatever makes the most sense. If the local Tech Axiom is below 23 then the Mishap range increases to 1–5. The strike has no effect at all and the aircraft is destroyed or transformed. The attack deals 28 Damage to all targets, and is AP4 against anything Large or bigger. |
|||||
Base of Operations | Beta Clearance | đź•® | |||
This represents a secured location within the Zone that Storm Knights may freely use. Part timeshare and part bunker, the property is both well disguised and protected—either by armor or camouflage—and stocked with food, ammunition, and other supplies that allow weary characters to recover . |
|||||
Fire Support Team | Beta Clearance | đź•® | |||
A group of five Soldiers (use the statistics from Torg Eternity) are assigned to the Storm Knights. They count as Followers for the mission. Each player controls one Soldier, with any extras controlled by the original requester. Only one Team may be requested per group of Storm Knights. Disconnected Soldiers are essentially eliminated, either by transforming and going native, getting taken out while being confused by the disconnection , or just returning to Core Earth territory. No matter what, their role in the mission ends. Note that they can’t contradict within a Pure Zone at all. |
|||||
Psychic Reading | Beta Clearance | đź•® | |||
There are different kinds of psychics, most of them charlatans, but some have proven their visions of the future to be reliable—if vague. Those with a good track record are well protected by the Delphi Council and kept very busy. But a Storm Knight with enough clout might be able to arrange a reading with one of these special people to get clues about the future. Mechanically, the player gets to draw the top five cards of the Drama Deck, look at them, and then replace them in any order. The GM and player are both encouraged to spout vague prophecies after the effects of each card are revealed. |
|||||
Rare Stocks | Beta Clearance | đź•® | |||
As outlined in Torg Eternity, equipment from different cosms is rare or impossible to get at all. A Beta Clearance team has access to secret channels and caches that ease these problems and reduce any rarity penalty by two points. |
|||||
Vehicle Customization | Beta Clearance | đź•® | |||
Sometimes a stock vehicle just isn’t enough, and a team needs something special from the garage. A customized vehicle is more expensive, but may offer a crucial edge during a mission. Choose a standard vehicle as a base, and then increase the Value of the requisition by +2 for each customization option:
|