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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 />

63

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