Torg Player Rules
Torg Player Rules
Torg Player Rules
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using that type of equipment, though the skill add is not increased<br />
for purposes of buying future adds. A skill can only have one type<br />
specialization associated with it.<br />
Example: Paul wants his Soldier of Fortune, Quin, to have a type<br />
specialization with air vehicles. Quin specializes in helicopters, so<br />
Paul spends one of Quin’s possibilities and Quin’s air vehicles skill,<br />
normally 11, is considered a 12 when Quin is flying a helicopter.<br />
When Paul raises Quin’s air vehicles skill to 12, it will be considered<br />
a 13 with helicopters.<br />
Examples of possible type specializations can be found in the<br />
skill descriptions in this chapter but are by no means a complete<br />
list of the possible specializations with a skill.<br />
Trademark Specialization<br />
A character may choose one trademark item, or animal, in which<br />
to specialize by spending two possibilities. The skill value for that<br />
single item is increased by an additional two, though adds are not<br />
increased for purposes of buying future adds.<br />
The item cannot be replaced. If it is permanently lost or destroyed,<br />
the specialization is lost, and must be bought again for another such<br />
item. Only one “trademark” item may be specialized per skill, and<br />
if the character has a type specialization as well, the trademark<br />
must be of that type.<br />
It is not necessary though to have a type specialization before<br />
getting a trademark specialization. If a character does get both they<br />
are cumulative, the trademark specialization will be two points<br />
higher than the type specialization, which is one point higher than<br />
the base skill. If the character only has the trademark specialization,<br />
it is two points higher than the base skill.<br />
Example: Paul also wants Quin to have a trademark air vehicle.<br />
Since he has a type specialization in helicopters, he must choose<br />
Chapter Three: Attributes and Skills<br />
a helicopter as his trademark specialization. Paul discusses this<br />
with the gamemaster, and The Blue Meanie, Quin’s chopper, is<br />
born. Quin now has an air vehicles skill of 11 for non-helicopters,<br />
a skill value of 12 with helicopters and a skill value of 14 with The<br />
Blue Meanie.<br />
Quin could also have a trademark pistol, his “pet” .357 Desert<br />
Eagle semi auto pistol. Type specialization is not required for<br />
trademark specialization so Quin can specialize with his favorite<br />
gun without having to first specialize in pistols.<br />
Improving Skills<br />
and Attributes<br />
Improving a skill costs a variable number of possibilities or takes a<br />
variable amount of time depending on the character’s current number<br />
of skill adds or her attribute value. The better the character is already,<br />
the more difficult it is to improve. You improve a character’s skill<br />
one add at a time, i.e. if you want to improve a skill from four to<br />
seven you would have to buy skill five, then six, and finally seven.<br />
You may not skip steps, although you may improve more than one<br />
level at a time if you have enough time or possibilities.<br />
Improving and Learning Skills<br />
with Possibilities<br />
To increase a skill with possibilities costs a number of possibilities<br />
equal to the skill add being purchased. Increasing a skill add from<br />
three to four would cost four Possibilities. This increase is considered<br />
to happen immediately.<br />
The cost of gaining the first add of a new skill depends on the<br />
type of skill and whether the character has someone to teach him<br />
or her the skill. For skills that can be used unskilled, it costs two<br />
Possibility Points if your character has a teacher, five Possibility<br />
Points if self-taught.<br />
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