Torg Player Rules
Torg Player Rules
Torg Player Rules
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LINGUISTICS CHART<br />
Relationship Difficulty<br />
Different dialect of known languag 3<br />
Language is derived a common source (e.G., Understanding 10<br />
spanish if you understand french)<br />
Completely foreign language (e.G., Chinese to english) 13<br />
Alien language (e.G., Language from another cosm) 22*<br />
*Note that many of the cosms in the possibility wars have languages similar<br />
to languages in core earth, in which case one of the other relationships<br />
should be used instead of this one.<br />
The success level of the linguistics skill check will tell how much<br />
is understood. Minimal success means that only basic concepts are<br />
communicated. A superior or better success allows the linguist to<br />
completely understand what is being said. Communicating back to<br />
the other person will depend on their linguistics skill though!<br />
Medicine<br />
Use: Unskilled use penalized.<br />
Macro skill. May be used in round<br />
play as per first aid.<br />
Sample specializations:<br />
Family medicine, trauma, surgery,<br />
specific field of medical study<br />
(diseases, drugs, heart, lungs,<br />
etc.), alternative styles of medicine<br />
(acupuncture, herbal medicine,<br />
etc.).<br />
Axiom: Social 10 and Tech 8<br />
Medicine is used to help a<br />
damaged character recover and heal<br />
from her physical injuries. Its can<br />
represent a wide range of medical<br />
treatments, ranging from traditional<br />
“western” treatments, acupuncture,<br />
herbal medicine, or other similar<br />
treatments for the sick or injured. It can<br />
also be used in place of the first aid skill<br />
for quick treatment of injuries.<br />
In play medicine has two primary<br />
uses. The first is to help injured<br />
characters heal physical damage faster.<br />
The second is to surgically implant<br />
cyberware. Medicine cannot be used to<br />
aid in the recovery of mental or spiritual damage.<br />
When a player is allowed to make a recovery check (see Chapter<br />
Four) to see if her character heals wound damage, if the character<br />
has been under medical care a medicine roll is first made by the<br />
character with the medicine skill. The difficulty of this check depends<br />
on the injuries of the recovering character:<br />
MEDICINE CHART<br />
Wound level Difficulty #<br />
Wound 10<br />
Heavy wound 12<br />
Mortal 15<br />
The Tech axiom of the medical equipment available to the healer<br />
may aid in the injured character’s recovery, though depending on<br />
Chapter Three: Attributes and Skills<br />
the type of injury and the type of treatment being administered,<br />
such as with most alternative forms of medicine, the Tech axiom<br />
may not have that much of a bearing.<br />
For Tech axioms less than 19, the difficulty of the medicine skill<br />
check is increased by +5. At Tech axioms 19 and 20 the difficulty is<br />
increased by +2. For Tech axioms between 24 and 26 the difficulty<br />
is reduced by -2 and for Tech axioms above 26 the difficulty is<br />
lowered by -5.<br />
If the medicine skill check is successful, it is treated like a power<br />
push (see Chapter Four again) and the power push result is added<br />
as a bonus to the injured character’s recovery check. If the check<br />
is not successful, the injured character makes a normal recovery<br />
check - there is no penalty for a failed medicine check. Only one<br />
medicine check may be made per day on a character<br />
Example: Quin took a wound in a confrontation with a mummy<br />
in the Nile Empire. He visits Dr. Throckton’s clinic in Cairo.<br />
Throckton rolls poorly on the first<br />
day, giving Quin no benefit but<br />
at least no penalty. Quin fails his<br />
recovery check for that day. The<br />
next day Dr. Throckton rolls well<br />
and succeeds. The power push is<br />
calculated off of his result and<br />
Quin receives a +3 bonus to his<br />
next recovery check.<br />
For rules concerning the use of<br />
medicine to implant cyberware,<br />
see the Cyberpapacy Sourcebook<br />
or the Tharkold Sourcebook.<br />
Meditation<br />
Use: May not be used<br />
unskilled. Macro skill.<br />
Sample specializations:<br />
None.<br />
Axiom: Social 12 and<br />
Spirit 7<br />
A character with the<br />
meditation skill has gained<br />
complete control over her<br />
mind and body, and has the<br />
ability to enter a meditative<br />
trance. Meditative trances provide several useful<br />
benefits for a character. Entering a trance requires complete<br />
concentration by the character and takes approximately fifteen<br />
minutes.<br />
Under normal conditions a skill check is not required to enter a<br />
trance. If the character is in a stressful situation or nervous, entering<br />
a trance requires a meditation skill check against a difficulty of 8. If<br />
the character is in a violent situation where he might be in danger,<br />
the difficulty is increased to 13.<br />
Once in a trance, there are three possible effects that the character<br />
can use. Each effect has to be used individually, if the character<br />
wishes to use more than one of the effects she will have to come<br />
out the trance after using the first effect and then go into a second<br />
trance to use the second effect.<br />
The first possible effect is to allow the character to use her<br />
meditation skill in place of her Perception or Mind attribute to solve<br />
a puzzle or problem. If the problem is something that would fall<br />
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