At the end of each adventure hero action points are awarded according to the difficulty of the encounters. These may be converted into training points,, One training point for every 5 Hero points. These may then be used to train in the various skills. After each adventure any skill may be increased by one place only.
To raise any skill the sacrifice of training points is needed during the training. If the skill has been used during the adventure then the number of Hero points needed is the bonus level that is being trained to. If the skill has not been used in anger or the character has had no prior training then the HP cost is doubled. This means that those skills practiced under fire are the easiest one to train up in
In many cases training must be performed at a suitable location such as a fighting school/ wizards laboratory where there is access to plenty of training apparatus. In most cases training cannot be performed whilst adventuring as dedicated time is required for the activities.
One weapon skill is often closely related to another. Similar weapons may be trained at reduced costs
Hero point and money costs are double the difference in skill levels between the related skills. This means that at low skill levels it is better to train normally but when a weapon has been mastered the cost for a similar one is less. Also you may train directly to 1 level below your related skill level.
example.
Frank knows "arming sword" at +6 and wishes to learn the bastard sword.
As an unskilled yet related weapon he currently uses it with a 1d8 roll (equal to -4.5) +6 for his arming sword skill (equal to +1.5), though his actual skill is zero. Normally he could only train one level per adventure however since he already knows arming sword he may immediately train to level 5 (one lowere than arming sword) for a cost of
2 x (new skill - actual current skill)
2 x (5 - 0) = 10 training points
instead of 1+2+3+4+5 = 15 traning points (over 5 individual training sessions)
When training between adventures it is only possible to increase your skills by a limited amount.
The number of points required to increase an ability is the level of the ability that is being gained. (Double if not used in anger since the last training session)
After a lot of adventuring characters will have tried things and expanded their capabilities, this not only increases their skill directly but also helps to increase their base attributes, A lot of combat will make you stronger, trapseing over the mountains and through deserts will increase you constitution and spending hours pourinng over spells will increase the grey cells. Thus a characters statistics may be permanently increased, the hero point cost depends on the new value relative to your racial maximum (which is +3 plus your racial modifier):
New Attribute |
Training |
Minimum Skill |
|---|---|---|
Max +2 |
55 |
8 |
Max +1 |
40 |
7 |
Max |
30 |
6 |
Max -1 |
20 |
5 |
Max -2 |
15 |
4 |
Max -3 or lower |
10 |
3 |
A character must be using the attribute to be able to increase it, therefore they must have trained in a skill whose attribute is the one desired to at least the level indicated. (Natural or racial bonuses do not count towards this).
Bonuses which may have been gained from the higher attribute such as bonus stamina or power points cannot be gained retrospectively.
Savings throws are based on skills so may be increased by improving the skill.
Additional stamina points may be gained by training for 1 day and using one training point. Characters may gain an additional point by rolling a difficulty of 12 against constitution.
Stamina may not exceed 10 + 10x (Constitution + Endurance)
Additional wound points may be gained by increasing your constitution.
Additional power points may be gained by training for 1 day and using 1 training point. Characters with high intelligence may gain an additional point by rolling a difficulty of 12 against intelligence. Hero points may not be used to affect this roll.
Power points may not exceed the total of your magic specialisations skills (including Arcane Knowledge) + Willpower + Constitution + 5
Additional power points may be gained by training for 1 day and using 1 training point. Characters wiBoith high wisdom may gain an additional point by rolling a difficulty of 12 against Willpower. Hero points may not be used to affect this roll.
Power points may not exceed your Faith x (Faith+Willpower) + Constitution +5
Mages don't need training points to learn spells
Priests gain about 2 prayer levels for each TP sacrificed in good causes to the god (e.g. using it to improve your concentration on the perfection of a statue whilst creating a shrine).
Stamina and abilitiy increases do not require training or costs, the act of adventuring increases your abilities.
Almost all skills require a trainer to teach you the more elaborate tricks and techniques however some such as ranged weapons only need half the time in taught instruction and the other half in practice
Training normally requires 1 day per hero point used. The costs depend upon the skill of the trainer and quality of facilities, expect to pay
This will vary, according to the number of trainers available and an influence check. A highly skilled trainer in good facilities may be able to train you for the use of fewer than normal hero points, you will only find out whether this was the case with you at the end of the training period. In general trainers should be of a level higher than the level you are training to, if not their own lack of technique will cause them to take longer to train you.
Low level trainers roll a willpower skill check (difficulty 11) to see if they realise exactly how to explain the bits you are having trouble with, you roll an intelligence check to see if you can understand them (also difficulty 11). For each success level the trainer fails by you may counteract it with a success level.
This price includes the provision of facilities and any equipment used. It does not include accommodation or subsistence, these must be calculated separately. Normally training only occurs from Monday to Saturday, if training on a Sunday is required the cost will be tripled for that day.
Where training is possible whilst adventuring the hero point cost is doubled and the time required increases to one week for HP.
| Occupation | Equivalent | Equivalent level |
Daily cost (Marks) |
|---|---|---|---|
| Shepherd / Ploughman | Apprentice | 1 | 2 |
| Farmer | 2 | 4 | |
| Man at arms / Archer | Journeyman | 3 | 6 |
| Parson | 4 | 10 | |
| Mounted man at arms | Craftsman | 5 | 20 |
| 6 | 40 | ||
| Knight | Master Craftsman | 7 | 60 |
| Baron | 8 | 100 | |
| Sheriff | 9 | 150 | |
| Viscount | 10 | 200 | |
| Bishop | 15 | 2,000 | |
| Earl | 20 | 5,000 |