Training

Learning and improving skills

Training Points are awarded after every other session with boinuses for completed adventures.

After each adventure any skill used may be increased by one place only. To raise any skill the sacrifice of training points is needed during the training. The skill needs to have been used since the last time it was trained in.

Training in a new skill requires teaching of some form whether from a party member or a professional. In some 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.

Training in power, stamina and attributes does not require teaching.

Related Skills

One weapon skill is often closely related to another. Similar weapons (in the same group but not miscellaneous) may be used at 1d8 +skill.

Training Point Costs

Maximum Improvements

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

  • Skills may increase by 1 level.
  • Power points and stamina may increase by 1 per day

Skill Increases

The number of points required to increase an ability is the level of the ability that is being gained.

Combat

Combat training is divided into two skills Melee and Ranged. Melee is then sub-divided into two types, one-handed and two-handed. The character trains in a specific weapons; other weapons of a similar style may be used at a slightly lower skill.

Combat training however enable a character to pick up the skills of other specific weapons relatively quickly depending upon how related they are to a weapon they already know.

 

Related weapon Training points
Same group 1
Different group, same type 2
Different type 3

A character may learn as many weapons as they have combat levels.

Thus knowing arming sword a melee fighter can train a:

Scimitar for 1 point

Dagger for 2 points

Pollax for 3 points

Trying to use a long bow however requires the completely different "Ranged" skill

Health

Stamina

Each stamina points requires one training point.

Characters may gain an additional points equal to their CON each time their ENDURANCE skill rises. This is backdated if their constitution changes.

 

Stamina (excluding Breathers) may not exceed :

10 + (6+Constitution) x Endurance.

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

Typical stamina (including starting and breathers (5)) for a given class is approximately 2/3 of the maximum:

Constitution 2 1 0 -1
Endurance 2:3 1:2 1:3 1:4
Level Fighter Priest Rogue Mage
1 17 13 11 10
2 19 16 13 11
3 23 18 15 12
4 28 21 17 13
5 32 23 19 14
6 36 26 21 15
7 41 28 23 16
8 45 31 25 17

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

Wounds

Additional wound points may be gained by increasing your constitution.

Power points

Gaining power points does not cost any gold.

Maximum power points for a given level

Spell / faith level
Willpower
1
2
3
4
5
1
8
10
12
14
16
2
13
17 21 25 29
3
20 26 32 38 44
4
29 37 45 53 61
5
40 50 60 70 80
6
53 65 77 89 101
7
68 82 96 110 124
8
85 101 117 133 149
9
104 122 140 158 176

Approximate expected power

= bonus + level squared

Intelligence / Willpower

Spell

level

1 2 3 4 5
1 2 3 4 5 6
2 6 8 10 12 14
3 12 15 18 21 24
4 20 24 28 32 36
5 30 35 40 45 50
6 42 48 54 60 66
7 56 63 70 77 84
8 72 80 88 96 104
9 90 99 108 117 126

Mages

Additional power points may be gained by using 1 training point.

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 + 2x Willpower) +5

Priests

Additional power points may be gained by using 1 training point.

Power points may not exceed your

Faith x (Faith+2xWillpower) +5

Spells and Prayers

Mages

Mages don't need training points to learn spells. They require 1 day's teaching per power point of spell.

When being taught a new Arcane level for a spell type (e.g. elemental level 4) the mage will also teach one spell of that level which is automatically learnt as they will have examined it in detail as part of the training to the new level.

Mages need to learn Arcane Knowledge to the spell level before they can learn any spells of that level.

To train in Arcane knowledge you require 1 speciality at the level below and an additional speciality at each lower level.

e.g. To train to AK 5 you could have

  • Level 4 Alteration
  • Level 3 Electro-Magnetism
  • Level 2 Divination
  • Level 1 Force

You need Arcane Artistry to a level dependent upon the spell level.

Priests

Priests gain 1 prayer level 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).

Priests need to learn all the spells at any given level before the god invites them to train for the next level.

Attribute increases

Attributes naturally increase by sustained adventuring. Long nights and hard fights will increase your constitution and strength, burying your head in books of spells increases your intelligence (?).

A character must be using the attribute to be able to increase it, therefore they must have trained in a core skill whose attribute is the one desired to at least the level indicated; magic or permanent racial bonuses do not count towards this. You may use a non-core skill but require an extra level as these are likely to be have been used less.

Bonuses which may have been gained from the higher attribute such as bonus stamina or power points are gained retrospectively.

Any coree skill can be used to increase you attributes. The attribute may increase when you reach the minimum level according to the table.

  • You may gain the increase for any different skill that reaches the necessary level. You can only gain +1 in any attribute without increasing your base skill.

New

Attribute

Training Points
Minimum Level Required
Skill
Spell
Stamina

core

non-core
Max +2
15
13
15
7
50
Max +1
11
9
11
5
40
Starting Max (3)
8
7
9
4
30
Max -1
6
5
7
3
25
Max -2
5
3
5
2
20
<=Max -3
5
1
3
1
15

e.g. Grakis the human mage can put up his Intelligence from 3 to 4 when he can cast 5th level spells and then to Intelligence 5 when he can cast 7th level spells.

Strength

Weapons based on strength

Intelligence

Magic

Non-core = Tactics, herbalism, knowledge, languages, mining, perception

Willpower

Faith, Mental defence, Leadership, martial arts

Non-core = Persuasion/streetwise, bluff/insight, intimidation, performance

Dexterity

Dodge, deadly attack, Pick Locks, weapons based on dexterity

Non-core = Acrobatics, climbing, riding, brawling (raises highest attribute only, i.e. the one you actually use)

Constitution

Endurance
Constitution may also be increased when a character reaches certain Stamina Point levels (excluding any given by bonuses, familiars or similar).
Note that an increase in Constitution also gives an additional 2WP.

Alertness

Detect traps, tracking
Alertness is used in the defence skills which isn't directly tracked. Any weapon can count as a non-core skill.

Non-core = Stealth

Permanent saving throws

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

Costs and time scales

Increases do not require training or costs unless it is a new skill or has not been used in anger recently, the act of adventuring increases your abilities.

Training whilst adventuring

An adventuring day normally comprises the following

  • 8 hours travelling / fighting & resting)
  • 8 hours sleep
  • 2 hours watch
  • 4 hours breakfast/dinner/tea/ making & breaking camp, relaxing...
  • 2 hours free to train

Each day can be the culmination of one increase in skill, stamina or power point regardless of the training cost, the effort has been performed beforehand and this is the final moment of realisation of the skill. Training points can only be spent when you rest at night, not in the middle of a battle.

Costs

If you need a trainer then you have to pay them. You pay for the trainer plus materials each day at the daily rate for the trainer's level for 1 week regardless of level.

  • Mages charge double the normal rate
  • Feats do not cost.

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

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

Age of People

Adventurers rise much more quickly in levels than stay at home mages or priests as their training is much more intense and stressful. The age of people at a given skill level will depend upon their chosen profession.

 

Level Mage Priest Thief Fighter
1 20 20 15 18
2 20 20 15 18
3 21 22 16 19
4 23 24 16 19
5 25 28 17 20
6 28 35 18 20
7 33 43 19 21
8 39   20 22
9 49   21 23
10     23 24
11     25 25
12     27 26
13     30 27
14     33 28
15     36 30

 

For mages and priests this relates to Arcane Knowledge and Faith skills.

 

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