Design: Jasyn
Jones
Design and Commentary: Ks. Jim Ogle
Commentary: Eric Gibson, Nick Simmonds
Download a
.pdf of this article.
Introduction
When originally published, the Torg role-playing game
included charts for the four axioms- Magic, Social, Spirit, and
Tech. These charts covered the general path of advancement for
the axioms, but were incomplete. This is a revised and completed
Tech axiom.
Technological Axiom
"The Tech axiom affects the interactions between living
beings and the natural world around them. It defines the ways in
which the living can manipulate and affect the unliving natural
world of their reality. It does not say
anything about what 'natural
laws' operate in a cosm, such as gravity or radiation, only
how much (if any) advantage living beings can take of those natural
laws."
(The Revised and Expanded Torg Rulebook,
pg. 143)
0- No technology is possible. The living may not deliberately
manipulate the unliving natural world in order to achieve specific
results.
1- Natural objects such as rocks and sticks may be used
as very simple tools. Such tools cannot be refined or modified,
but must be used "as is".
2- Fire can be domesticated but not created. It is now
possible to make simple refinements to natural objects, but these
refinements are limited by the innate nature of the unliving tool.
3- Fire making is invented. Natural materials like stone,
wood or bone can be refined into small, primitive tools through
processes like knapping, whittling, or hardening with fire.
4- Advanced stone tool making possible. Composite tools,
which combine two separate unliving components into one tool, are
possible. Examples include spears with stone points and axes (which
are essentially clubs with a rock affixed to the end).
Lashing and knot-tying are possible, and simple lean-tos made
from lashed wood (or other natural materials) are possible. Rafts
and small river craft, made from lashed logs, appear.
Animals such as dogs and goats may be bred and domesticated. Armor
made from animal products possible.
5- Agriculture invented, but still practiced largely as
a dietary supplement to hunting and gathering. Calendars based
on easily visible phenomena may be invented.
Simple fired clay pottery can be created. Arithmetic is possible.
The wheel or axled rollers first used for transportation. Fishing
vessels (four or more beings, muscle powered) appear.
6- Metal is first smelted, tools may be made from first
copper and then later from alloys like bronze. Metal hand axes
and daggers are state of the art weapons. Bows are possible, but
only with enough punch for small game.
Potter's wheel appears, plow speeds agriculture. Glass, cloth,
wine, beer invented. Seaworthy ships are possible but still muscle-powered.
Oil lamps invented. Kiln-fired bricks used in buildings.
7- Medicine and astronomy as organized sciences are possible
(given a sufficient Social axiom for sciences.) Civil engineering
possible; pulleys, block and tackle are available machines. Avian,
reptilian and other "difficult" life forms may be domesticated.
Hard metals such as iron are smelted. Bows are powerful enough
for use as combat weapons. Metal armor appears. Maps may be created.
Simple wind-powered vessels appear.
8- Timekeeping devices such as sundials and water clocks
appear. Place-based numbering systems (such as the decimal system)
may be invented. Astronomy fully developed. Silk may be harvested
for fabrics.
Large buildings appear for first time, may have simple plumbing
to provide water and transport waste. Wide-scale irrigation systems
possible.
Use of hard metals is common for professional tools, metal currency
may become common (given a sufficient Social axiom for currency.)
Sea vessels powered by more than one sail possible; first true
transoceanic vessels possible.
9- Pharmacy and surgery organized sciences; healing herbs
and simple drugs may be cataloged and produced. Lathes, paper,
candles may be invented. Dying of fabric is possible.
Concrete possible. Bridges, dams, aqueducts, tunnels, road technology
extensive. Hard metal tools commonplace, quality of metals improve
significantly. Locks and keys become practical.
10- Specialized surgery, such as cataract surgery, possible.
Basic anatomy of living beings, with all vital subsystems, understood
enough to diagnose and treat many ailments.
Gears and screws possible, allowing exploitation of water power.
Sugar can be refined, milling expands greatly. Magnetic compasses
are possible but crude.
11- Hard metal alloys such as steel become possible. Wind
power exploitable with windmills. Rudders make boats more maneuverable.
Clay and ceramic techniques refined to the point that porcelain
is possible.
12- Inks refined, making book printing (block printing)
possible. Acids, mechanical clocks, magnetic compasses possible.
Gunpowder may be invented; cannon are possible. Small hot-air balloons
may fly.
Alcohol denatured for use as a disinfectant. Primitive analgesics
may be refined from plants. Biology develops categorization of
animals by function rather than appearance. Glass mirrors are invented.
Corrective spectacles possible, but not terribly effective.
13- Cut-glass process invented. Telescope, microscope may
be invented. Steam power possible but very crude and inefficient.
Metal plates used for printing; printing press possible. Barometers
invented; crude weather prediction begins.
Crude firearms (matchlocks and wheellocks) possible; principles
of ballistics understood and exploitable. Basic mechanics of physics
understood. Probability theory and calculus invented. Magnetism
and electricity connected.
14- Metallurgical advances allow precision machined parts;
Industrial Revolution may begin. Efficient steam engines possible
if energy source better than wood available. Pocket watches, bifocals
possible. Muskets invented. Primitive rifling possible. Large hot-air
balloons can be built.
Velocity of light recognized as finite. Gravitation and tides
understood. Plant extracts and essences possible; inoculation invented.
Anesthesia introduced into surgery.
15- First electric batteries possible. Steamboats, telegraph,
crude calculating machines, somewhat portable electric generators
appear. Railroads are possible. Easy to ignite matches, sewing
machines, reaping machines, vulcanized rubber invented. Photography
on metal plates possible.
Thermodynamic laws established. Bacteria recognized as transmitters
of disease. Cell structure explained. Evolutionary theories first
developed.
Flintlock firearms possible, rifling improved greatly. Artillery
pieces now very reliable; as explosive shells are refined, they
replace rifles as prime killer on the battlefield.
16- Single-action revolvers, repeating rifles, hand-cranked
machine guns, recoil-operated machine guns are possible. Tungsten
steel invented. Internal combustion engines possible.
Bicycles, telephones, hydrogen airships, gliders, submarines practical.
Syringes first used for injections. Antiseptic surgery developed.
Photosynthesis understood.
17- Radio voice transmission possible. Crude, flimsy airplanes
can fly. Automobiles reliable enough to replace animal-drawn transport.
Sonar invented. Brain surgery successful. Automatic pistols and
submachine guns possible. Movies, including "talking pictures."
Radioactivity understood. Discovery of relativity possible.
18- Tanks become an effective tool of war, metal-skinned
aircraft with jet propulsion, radar possible. Electron microscope,
vaccinations against viral diseases, antibiotics, television, polymers
and artificial fabrics, large mainframe computers, helicopters,
ball-point pens appear. Nuclear power and bombs possible. Antimatter
discovered.
19- Orbital spacecraft, lightweight automatic weapons,
wire-guided munitions, integrated circuits, transistor radios,
organ transplants, crude artificial hearts and other organs, gene
synthesis, "test-tube" babies, 400,000 ton oil tanker,
primitive space stations, first home computers, space shuttle,
neutron bomb, robot probes to other planets.
20- Doppler radar, genetic engineering, cloning proven
possible, international computer networks, solar power, compact
disks, computer-controlled aircraft, fire-control helmets, laser-guided
munitions, large skirted hovercraft vehicles, permanent space station,
limited fusion power, primitive "bionic" prosthetics.
Mapping human genome possible.
21- Small skirted hovercraft practical, clone-organ replacement, "intelligent" self-maintaining
houses, holographic television, high-energy laser weapons, fusion
commercially attractive, hyperplanes capable of Mach 20, superconducting
technology common, supercomputers achieve limited awareness, efficient
solar cells, retina scanners, "bionic" prosthetics that
function almost as well as natural limbs, practical virtual reality
(VR) technology, energized melee weapons.
22- Personal energy weapons common, portable fusion generators
possible, "memory" metals and plastics, artificial intelligence
in computers, cybernetic prosthetics as good as or better than
the natural components, advanced gene therapy, extensive genetic
engineering of physical traits possible, nanotechnology practical
for microscopic-scale uses, electromag weapons. Sublight interstellar
travel practical though relativistic effects must still be dealt
with.
Time Travel
One
of the more problematic issues in Torg has
been time travel. Because the main campaign didn't
focus on it, it wasn't a standard part of the game,
and was only shoehorned into the Tech axiom as an
afterthought. No other axiom has an entry for time
travel.
In
looking at the Tech axiom, and other axioms, the
question of if to allow time travel and, if so, where
it fits has been difficult. In this instance, the
fictional sources that are the basis of so much of Torg are
not very illuminating.
H.G.
Wells’ Time Machine was Tech 19. Doc Brown's
first time machine (the DeLorean) was Tech 23, his
second (the train) Tech 19. The time machine from
Dean R. Koontz's Lightning Road was Tech 21. The
Terminator's was Tech 26. Bill and Ted’s was
a phone booth of unknown technological advancement,
and Richard Collier’s wasn’t even a device,
but a state of mind.
These
are all valid examples, yet introducing time machines
at Tech 19 would be disastrous. But, how else can
we reflect time travel stories?
And
that is the key- time travel stories. Time travel
is a genre. As such, time travel is not something
that should be on the axiom charts at all.
By
treating time travel as a genre (or an addition to
another genre), it can happen whenever the gamemaster-
not the players- wishes to introduce it. He can introduce
any means of time travel he wishes: miracles, psi,
magic, tech, weird science, the Occult, etc.
And
because he controls it, it works the way he wants,
and he can duplicate any time travel story he wishes.
If it's a one-shot, then it only works once. And
so on.
By
treating time travel as a genre (instead of a regular
tool), the gamemaster retains control. Accordingly,
all mentions of time travel have been removed from
the axiom chart.
|
|
23- Nanotechnology practical for macro-scale uses, "living" plastics
possible, artificial intelligences can become self-aware and pass
as living minds but lack true sentience. Ballistic airliners develop,
complex genetic manipulations possible, genetic engineering of
nonphysical traits possible, artificial wombs (growth tanks).
24- Orbital towers, anti-matter energy sources developed,
regeneration of lost body parts possible. It is possible to reconstruct
extinct species, given enough DNA. Full terraforming of planets
develops.
25- Artificial gravity can be generated, nanotech
can be formed into "living" materials that reshape themselves
as needed, faster-than-light space travel possible, force fields.
Panimmunity medical techniques developed, medical advances increase
the human lifespan to several centuries. Complex nanoviruses can
transform organisms. Bio-buildings, buildings constructed as a
living organism, are possible.
26- Antigravity technology available, planetary scale teleportation,
dimensional travel is possible, direct conversion of matter to
energy. Construction of Dyson spheres, Alderson discs, ringworlds,
and artificial planets become possible. Near-total control of biological
processes. Genetic manipulation in conjunction with medical technology
can create virtual immortality, biotech spaceships possible.
Artificial intelligences can become sentient, possessing their
own spiritual attributes. These can even become reality-rated.
Through these intelligences, technology may be used to manipulate
magical energies, call upon miracles, or possess psionic powers.
27- Atomic forces can be controlled to allow for dispersal
and "phasing" of materials through other materials; mass
and volume of objects can be similarly adjusted. Energy sources
can similarly be controlled and manipulated at the atomic level.
Teleportation can span galaxy-wide distances.
28- Matter and energy can be manipulated, created, and
shaped almost at will. Unlimited distance teleportation is possible.
Artifical stars can be created. A limited control of the flow of
time becomes possible, enabling forward time travel (at which an
individual moves faster through time than an observer.)
29- Whole galaxies (or galaxy-sized structures) can be
fabricated. Natural laws can be manipulated over a wide scale,
spanning an entire galaxy.
30- Space and time can be manipulated at will. Dimensions
can be altered, created, or destroyed. Entire universes can be
fabricated. The physical laws of the universe can be manipulated
at will, either on a local basis or for an entire dimension. Tools
cease to be physical devices, instead becoming energy constructs.
Living beings may choose to translate themselves into bodies of
mutable energy.
Design Notes
The Tech axiom was, in many ways, the easiest to finish. It is
based (in part) on the Revised and Expanded Torg Rulebook.
In point of fact, that Tech axiom was the reason I ended up with
axioms that went from 0-30, instead of the 0-20 I had originally
envisioned.
In designing this axiom, I expanded the ultra-low Tech, and collapsed
the rest of the chart, removing empty benchmarks. This had a great
many side benefits.
For example, Axiom 18 was empty (in both the original Torg and
the R&E version) and very little occurs there, historically.
It is wedged in between 17 and 19, and there are few tools that
fit there. Therefore, removing it made the chart smoother.
Similar principles mandated the removal of what had been Tech
25. It is the opinion of this author that the biological and technological
achievements of classic Torg’s Tech 26 are closer
than such a benchmark would indicate.
Later, I went back and revised the upper reaches (20 +) based
on my own ideas and some science fiction concepts I wanted to add.
As well, a vigorous debate on the Torg boards helped me
flesh out the lower reaches (and gave them historical context and
support).
Future Tech
The Tech axiom is centered primarily on tools which work based
on the laws of the natural world. Such laws include Newton’s
Laws of Motion, thermodynamics, biology and heredity, physics,
chemistry, quantum mechanics, and so forth.
As the Axiom rises, we move from tools based on natural laws
to tools which themselves change natural laws. At its height, in
Tech 30, all tools operate by altering how the natural world acts.
For example, by increasing the coefficient of friction to a near-infinite
value, two dissimilar pieces of matter can be permanently and irrevocably
bonded (at least, until another tool turns the effect off.)
It has been asserted by some Torg fans that "Axiom
33" allows anything and so is indistinguishable from axiom
to axiom. This author cannot disagree more. One of the primary
goals of this redesign has been to give flavored "super-axiom" benchmarks,
so that Tech and Magic can both achieve incredible effects, but
are still different in tone and feel. I leave it up to the reader
to judge how well I accomplished this goal.
Conversion
| Cosm |
Original
|
Literal
|
Suggested
|
| Aysle |
15
|
13
|
13
|
| Core Earth |
23
|
20
|
20
|
| Cyberpapacy |
26
|
22
|
22
|
| Land Below |
10
|
9
|
9
|
| Living Land |
7
|
6
|
41
|
| Nile Empire |
21
|
18
|
18
|
| Nippon Tech |
24
|
21
|
21
|
| Orrorsh |
19
|
16
|
16
|
| Space Gods |
30
|
26
|
262
|
| Tharkold |
26
|
22
|
22
|
| Tz’Ravok |
12
|
11
|
11
|
|
Because the axiom chart has been altered, conversion notes are
necessary. The following charts allows gamemasters to convert Tech
axiom ratings from the old axiom to the new axiom. It lists two
values, a literal conversion, which
maintains the old Tech rating as much as possible, and a "suggested" rating,
which modifies the Tech axiom of the cosm to take certain factors
into account.
Also remember that, even if the relative Tech advancement is unchanged,
lower numbers are to be expected in most cases. These cosms have
the exact same Tech development, but the scale
has changed. A 23 on the old chart is only a 20 on the new chart.
1A Tech of 6 is far
too high for the Living Land. A 6 is glass, cloth, wine, metal
smelting, oil lamps, and the like. None of this is appropriate
for the "Living" Land. A 5 would be clay pottery, calenders,
the wheel, fishing vessels, and such.
In this author’s opinion, the Tech rating of 4 is far more
appropriate to the Eidenos. Even though this lowers the axiom,
it actually strengthens the realm. No longer can Storm Knights
depend on their metal weapons and backpacks. This makes the Living
Land even more deadly.
2The Space Gods Tech
rating is a close, though not definitive value. The higher Tech
levels have been shuffled. Technically, a 26 represents a far greater
level of achievement than the old rating. However, it is the first
time biotech space ships are available, a staple of the Space Gods
reality.
Complete Conversion Chart
Because Tech is so central to most cosms, I have provided a full
conversion chart. This chart is close, but not perfect. Owing to
the rearranging of high Tech concepts (22+), the two charts will
never perfectly match.
Original Axiom
|
Revised Axiom
|
0
|
0
|
New Entry
|
1
|
1
|
2
|
2
|
3
|
3
|
4
|
4
|
Removed, empty benchmark.
|
5
|
5
|
6
|
Removed, empty benchmark.
|
7
|
6
|
8
|
7
|
9
|
8
|
10
|
9
|
11
|
10
|
12
|
11
|
13
|
12
|
14
|
Removed, empty benchmark.
|
15
|
13
|
16
|
14
|
17
|
15
|
18
|
Removed, empty benchmark.
|
19
|
16
|
20
|
17
|
21
|
18
|
22
|
19
|
23
|
20
|
24
|
21
|
25
|
Removed, empty benchmark.
|
26
|
22
|
27
|
23
|
28
|
24
|
29
|
25
|
30
|
26
|
31
|
27
|
32
|
28
|
33
|
29
|
Entry higher than old Tech 33.
|
30
|
.
Updated: 5/3/06
The Storm Knights website and
its contents are copyright © 2001-2007
by Jasyn Jones. |