[Torg] Grid Resolutions of Magically Enhanced Attributes
Jerry S Fisk
jsfisk at alphasynthetics.com
Sat Dec 20 03:55:33 EST 2008
Well, since I started this whole magic and tech strings I have
decided to write up the TK mage and do some solo runs through the
Grid/Net. I cant find any players around here so this is a fall back
plan of mine. Unless some people here would like to do a Torg game
over a VOIP program like SKYPE. IF you do let me know. If you want
to learn more about SKYPE go to skype.com . You will need a fast
Internet connection for this program though.
I digress. So where to start? How about character stats.
Name: Gerrold Kerr
Home Cosm: Tharkhold (Transformed)
Dex 9
Str 7
Tou 9(15) +6 Interdermal Armor
Per 12
Min 12
Cha 7
Spi 10
Character Spells and Skill that will pertain to this discussion:
Dodge Dex +2 11
Energy Weapons Dex +2 11
Stealth Dex +1 10
Alteration Magic Per +4 16
Cyberdeck Operations Per +4 16
Find Per +1 13
Apportation Magic Min +2 14
Conjuration Magic Min +1 13
Ritual of Mind Preparation - Pixaud's pg 68
Ritual of Perception Preparation - Pixaud's pg 68
Improved Dexterity - Pixaud's pg 46
Randomly Rolled Cyberdeck
Response 3
Stealth 2
Processor 7
Storage 13
Net Attack = Best Attack Skill (Energy Weapons) 12 + Cyberdeck
Ops 4 + Response 3 + Attack Program
Net Defense = Best Defense Skill (Dodge) 11 + Cyberdeck Ops 4 +
Response 3 + Defense Program
Net Find = Find Skill 13 + Cyberdeck Ops 4 + Find Programs
Net Manipulation = Cyberdeck Ops 16 + Response 3 + Manipulation Program
Net Stealth = Stealth Skill 10 + Cyberdeck Ops 4 + Stealth
Rating 2 + Stealth program
Net Track = Tracking Skill or Per 12 (Per) + Cyberdeck
Ops 4 + Response 3 + Tracking program
Net Attributes are all mental and are different as follows:
Str 12 (Min)
Dex 12 (Per)
Tou 12 (Min)
Per 12
Min 12
Cha 7
Spi 10
With all that data lets get to upping Gerrold's Stats just
before a Grid Run. Let's see if I am interpreting all the rules
right or not.
Lets start with the main stat boosters. Using the Rituals from
Pixaud's Gerrold would cast these when he woke up every morning. I
am using these spells since they have a duration of 24 hours. After
all if you're going to cast a ritual for an hour it should last
longer than an hour. But hey that is my opinion. Plus it gives a
better effect value in the end.
With both of these spells you roll the die and generate a
bonus. Lets say I rolled a 13 for a bonus of +1 for the first spell,
Perception Preparation. With a total casting skill of 17 = Alt Mag
16 + 1. I successfully beat the difficulty 7 and backlash 16. Next
I add my bonus +1 to the effect value 18. Giving me a 19 which I
then compare that to my mind 12 and read the results on the Power
Push table giving me a + 3. And adding this to the already +7 in the
spell. I get a +11 to my Per. Giving me a Per of 23 for the day.
Lets use the same example above for the second spell of Mind
prep. Only now my Per is a 23 giving me an Alt Magic total of
27. So, I would have a total casting skill of 24 = Alt Magic 23 + 1
(bonus). Again beating the difficulty 7 and backlash of 16. Etc......
You see where this is going. I would end up with a Mind of 23
and a Perception of 23 for 24 hours. I do not know where that +7 in
the base spell comes from. But it is there. In the TRB and TREB the
extra +7 is not there and the duration is only an hour. Yes I could
just delete the extra +7 and keep the duration but it is listed in
the spell description. Can any one tell me why there is a
difference? I checked the Aysle's Pixaud's and only found the ritual
of Perception with the same write up as in the TRB with the exception
of the duration. The duration was 24 hours.
Next Gerrold would cast the Improved Dexterity Spell to help
his attack within the Grid. For simplicity sake we will continue
with a roll of 13 for a bonus of +1. So I would still beat the
difficulty of 10 and Backlash of 16 with a total Alteration casting
skill of 28. This spell has an effect value of 15 which I add the +1
getting a 16 total. Comparing this to my Dex score (9) it gives me 7
result points on the power push table for a +3. Adding this +3 to
the built in +3 of the spell I make my Dex go from a 9 to a 15.
As you see the Improved Dexterity spell also has a built in +3
modifier. The Strength (pg 69) spell uses the same system as the
Rituals and this Dex spell. It too has a +7 built into the
spell. However the Improved Magical Strength (pg 47) spell does not
and it has a cap of 21. The cap includes possibilities and
cards. Now I know there must have been a discussion on this subject
at one time, but I don't remember it. And there probably was a
addendum for Pixaud's that I don't have. So I will continue with
what I do have.
Lets recap real quick. My new Stats would be:
Min 23
Per 23
Dex 15
How I perceive these new stat would translate into the grid:
Net Attack = Best Attack Skill (Energy Weapons) 17(11) + Cyberdeck
Ops adds 4 + Response 3 + Attack Program. It would be 17 for the
duration of the Dexterity Spell which is 10 mins.
Net Defense = Best Defense Skill (Dodge) 17(11) + Cyberdeck Ops adds
4 + Response 3 + Defense Program. See above for explanation
Net Find = Find Skill 28 + Cyberdeck Ops adds 4 + Find Programs
Net Manipulation = Cyberdeck Ops 27 + Response 3 + Manipulation Program
Net Stealth = Stealth Skill 16(10) + Cyberdeck Ops
adds 4 + Stealth Rating 2 + Stealth program. See Net Attack.
Net Track = Tracking Skill or Per 23 (Per) + Cyberdeck
Ops 4 + Response 3 + Tracking program
Net Attributes are all mental and are different as follows:
Str 12 (Min) 23
Dex 12 (Per) 23
Tou 12 (Min) 23
Per 12 23
Min 12 23
Cha 7 7
Spi 10 10
This all sounds super human to me. But is that not what magic
is supposed to be used for? I don't remember reading anywhere that
magic could not raise your attributes above your cosm limits. So if
there is a rule out there please let me know. Either way I may write
a short story about Gerrold's solo run. It is what I used to do when
I was actually playing.
Thanks again and everyone have a happy and safe holiday. :)
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