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Torg Player Rules

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example of apporting a non-physical object, the light itself is being<br />

moved by the spell.<br />

A “haste” spell which allows a person to move faster is not an<br />

apportation magic spell because the spell is not conferring motion<br />

to the person; the ability to move faster is a change to the character’s<br />

natural movement rate and so would be an alteration magic spell<br />

instead. A spell which transferred a movement rate from one character<br />

to another, slowing one character down to speed the other up, would<br />

be an apportation magic spell because it is moving a quality from<br />

one location to another.<br />

The apportation magic skill is used to cast apportation spells.<br />

Specializations are not allowed because this is already covered by<br />

the magic system through the use of arcane knowledges. Detailed<br />

rules for using apportation magic and the other magic skills can<br />

be found in Chapter Ten.<br />

Artist*<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample limitations: Painting, sculpting, fashion, music, writing,<br />

dance choreography, flower arrangement<br />

Sample specializations: Specific field within a limitation (writing<br />

poetry, composing music, watercolor painting, etc.), forgery<br />

Axiom: Social 3<br />

This skill gives its user the ability to create a work of art. “Art”<br />

is a broadly defined category but for this skill generally refers<br />

to designing, arranging or creating something which provokes a<br />

response from observers. Tastes vary and not all artists will produce<br />

works for the same reason; some may want to entertain and please,<br />

others shock, still others may try to communicate a message with<br />

their work.<br />

Chapter Three: Attributes and Skills<br />

Some categories that fit this definition of art do not fall under<br />

the artist skill. While dance choreography falls under this skill,<br />

the actual application of the artist’s work is done instead with the<br />

dance skill. Similarly, forms of art which involve speaking, singing<br />

and anything else which involves performing for an audience are<br />

covered by the performance art skill.<br />

Creating a work of art generally does not involve making an artist<br />

skill check against a difficulty number. Because perception of art<br />

can be very subjective, when a character creates a work the player<br />

generates an artist skill total and that value is then used to gauge the<br />

effectiveness of the work however seems most appropriate.<br />

A painting intended to invoke feelings of anger in the observer<br />

could use the artist skill value like the taunt skill, while a song meant<br />

to convey a message and convince people of something could use<br />

the artist skill value like the persuasion skill. As a general guideline,<br />

“good” or at least “effective” artwork should have a skill total of at<br />

least 15. The amount of time involved in creating a work can vary,<br />

anywhere from a few days to years.<br />

The artist skill can also be used to judge other works of art,<br />

perhaps to determine a monetary value, to detect a forgery or to<br />

gain a better appreciation of the artist’s talent (or lack thereof.)<br />

The difficulty of judging another piece of art is usually equal to<br />

the artist skill value of the piece though gamemasters may adjust<br />

the difficulty of the task depending on circumstances using the<br />

Difficulty Number Scale.<br />

Producing a forgery of a piece of art will use either the artist<br />

skill or the forgery skill depending on the nature of the forgery. An<br />

attempt to duplicate an existing piece of art will use the forgery<br />

skill. Creating a new piece of art that appears to be the work of<br />

another artist, such as a “newly discovered” Rembrandt painting,<br />

would use artist.<br />

Biotech<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Weapons, vehicles, genetic<br />

manipulation, symbiotes<br />

Axiom: Tech 28<br />

Biotech is a specialized variant of the science skill devoted to the<br />

organic-based technology of the Space Gods. It measures a character’s<br />

ability to design, create and maintain biotech constructs. Proper use<br />

of biotech often requires an extensive amount of specialized Tech<br />

30 equipment, except for the maintenance of biotech equipment<br />

that often only requires the equivalent of a first aid kit and a supply<br />

of nutrient packs.<br />

The rules for using the biotech skill can be found in the Space<br />

Gods Sourcebook.<br />

Business<br />

Use: Unskilled use penalized. Macro skill.<br />

Sample specializations: Stock market, trend prediction,<br />

production, management, company analysis<br />

Axiom: Social 13<br />

The business skill allows a character to understand and operate<br />

within a financial and business environment. Businessmen can use<br />

the skill to predict future market tends, manipulate the prices of<br />

supplies and merchandise, invest in stocks and bonds, judge another<br />

company’s strengths and weaknesses and follow their business<br />

dealings as well. What it usually boils down to using business to<br />

make money, as much as possible.<br />

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