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Training

Learning and improving skills

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.

Related Skills

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)

Training Point Costs

Maximum Improvements

When training between adventures it is only possible to increase your skills by a limited amount.

Skill Increases

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)

Attribute increases

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, trapesing over the mountains and through deserts will increase you constitution and spending hours pouring 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
Points

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.

When you reach 6th level in certain skills you may train the appropriate attribute +1 level for 1/2 cost (minimum skill levels still apply).

Permanent saving throws

Savings throws are based on skills so may be increased by improving the skill.

Health

Stamina

Gaining stamina does not cost anything.

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. Hero points may not be used to affect this roll.

Stamina may not exceed 10 + 5x (Constitution + Endurance).

Points are equally split across the stamina columns (excluding Breather) starting from the slowest to recover.

Maximum stamina for a given class is typically in the region shown.

Level
Fighter
Priest
Rogue
Mage
Con
2
1
0
-1
End
1:1
2:3
1:2
1:3
1
25
20
15
10
2
30
25
15
10
3
35
25
20
10
4
40
30
20
15
5
45
35
25
15
6
50
35
25
15
7
55
40
30
20
8
60
45
30
20

It is expected that Endurance rises with level in the ration given.

Wounds

Additional wound points may be gained by increasing your constitution.

Power points

Gaining power points does not cost anything

Maximum power points for a given level

Spell / faith level
Wisdom
-1
0
1
2
3
4
5
1
5
6
7
8
9
10
11
2
7
9
11
13
15
17
19
3
11
14
17
20
23
26
29
4
17
21
25
29
33
37
41
5
25
30
35
40
45
50
55
6
35
41

47

53
59
65
71
7
47
54
61
68
75
82
89
8
61
69
77
85
93
101
109
9
77
86
95
104
113
122
131

Mage

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.

Your willpower controls the mental strain you can put up with and your Arcane knowledge ability gives you the skill to control and therfore be less affected by the power, This limits the number of power points you may have.

Arcane knowledge * (Arcane knowledge + Willpower) +5

Priest

Additional power points may be gained by training for 1 day and using 1 training point. Characters with 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) +5

Spells

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).

Costs and time scales

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 however it is also dependant upon

Costs

You pay for the trainer plus materials each day at the daily rate for the trainer's level. (Note mages charge double the normal rate)

Feats cost a standard 50g and 1 day.

You still need to pay for board and lodge whilst training.

Facilities & equipment used are provided by the trainer and included in the cost.

Trainer

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.

Cost is dependant upon their level.

This will vary, according to the number of trainers available and an influence check.

Normally training only occurs from Monday to Saturday, if training on a Sunday is required the cost will be tripled for that day.

Training whilst adventuring

Where training is possible whilst adventuring the hero point cost is doubled and the time required increases to one week per HP.

Intelligence roll

All skills benefit from being intelligent when the more difficult activities are learnt. This is modelled by altering the training point cost depending upon an intelligence check.

INT + trainer's level above minimum + facilities

Int check
Training points required
<6
+1
6 -16
0
17+
-1

There is a minimum TP cost of 1.

If you do not have enough TP to cover any additional costs then you do not gain the level but still spend any money required. You get the extra level when you gain an additional TP, however you will need to train again with any associated costs.

In general when training and there is a chance of needing an additional TP characters will perform this training before any training (such as stamina points) where the TP cost is fixed.

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