House Rules
=== CHARACTER IMPROVEMENT OPTIONS ===
There are four ways that a player can improve, or advance, their character. These are as follows:
EXPERIENCE CHECK
This is the quickest and best method of character improvement, and is based upon the character successfully using the Skill in actual game play.
If the player successfully rolls over the current skill score, then that skill can be increased by 5%.
For example: Bob's Brawl skill is currently 55%, and he has earned an Experience Check for that skill.
Bob rolls and the result is 73%. This is a Success, and Bob's Brawl skill increases to 60% now.
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SKILL TRAINING
The character seeks out a teacher and is instructed in a particular skill for a required amount of hours. The character must also pay the teacher for the instruction. At the end of the instruction, the teacher must make a Teach Skill roll to see if the pupil loses knowledge, doesn't gain any knowledge, or does gain some knowledge from the training.
The Teach Skill roll success/failure level determines the result applied to the skill:
FUMBLE - The Skill will lose 5% if an INT x5 check is failed. However, the Skill can never be lowered beyond 05%.
FAILURE - The Skill gets no improvement.
SUCCESS - The Skill gains 5%.
SPECIAL SUCCESS - The Skill gains 5%.
CRITICAL SUCCESS - The Skill gains 5%, and could gain another 5% if a POW x5 check is successful (max of 10% added to Skill).
LIMITS OF SKILL TRAINING: The maximum level that any skill can be trained up to is 75%. Any increase in a skill above this level must be achieved through actual experience in use of the skill. This means that increases in the skill must be achieved through an Experience Check roll.
REQUIRED TRAINING TIME: Normally the time required would be the current skill level in hours. However, I have changed it so the hours required for training is now the Current Skill Level x 1.5.
SKILL TRAINING COSTS: This will vary upon the teacher being hired and is dependent, and specific, to campaign and cultural settings.
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SKILL RESEARCH
The character attempts to train itself in a particular skill without the aid and benefit of instruction from a teacher. At the end of the required amount of hours the players makes an Experience Check roll for the particular skill. At the end of the research period, the character must make an Experience Check roll to see if they loses knowledge, does not gain any knowledge, or does gain some knowledge from the training.
The hours required is the Current Skill Level x 2. If a successful Experience Check roll is made, then the skill gains a flat 5%. If the roll is a failure, then there is no Skill Improvement.
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CHARACTERISTIC TRAINING
The character seeks out a teacher and is instructed how to improve a particular Characteristic score for a required amount of hours. The character must pay the teacher for the instruction.
INT & SIZ - These two Characteristic Scores are nearly unchangeable after Character Creation and cannot be increased through training. It is only through extraordinarily means that either of these characteristic scores can be raised; i.e., only through Magic or Ultra-High Technology.
POW - This Characteristic Score gains it's own Experience Check roll, and the possibility to increase via that roll. However, this Characteristic Score cannot be increased through training. If the character has successfully won a POW vs. POW contest with a roll of 50% or less, then the POW score gains an Experience Check. If the Experience Check roll is successful, then the POW score gains a +1. The actual roll is determined by taking the racial minimum plus the racial maximum (i.e., Human = 3 + 18 = 21), and subtracting the current POW score from it, and then multiplying this number by 5.
For example: Bob has a POW 13, and earns an Experience Check.
His actual roll for POW improvement is 40% (21-13 = 8 x 5 = 40).
STR & CON - Increasing either of these stats is limited to the highest value of the original STR, CON, or SIZ; the maximum is set by the highest, and cannot be increased beyond that number.
For example: Bob has a STR 12, CON 13, and SIZ 14; the maximum for all three stats is 14.
The maximum that he could train both his STR & CON up to is a 14.
DEX & APP - Increase to either of these stats through training is limited to 1.5 x original value (rounded up).
For example: Bob has a 13 DEX and 17 APP.
The maximum that he could train his DEX up to is 20 (13 x 1.5 = 19.5 = 20).
The maximum that he could train his APP up to is 26 (17 x 1.5 = 25.5 = 26).
The training time in hours required for a Characteristic Score increase is: Current stat x 50 = hours needed.
The Stat increase is a flat +1 to the Characteristic score.
The player needs to find someone to train them who has already trained up that particular Characteristic Score themself.
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AVAILABLE TIME FOR SKILL TRAINING, SKILL RESEARCH, & CHARACTERISTIC TRAINING
Each character has 50 hours per game week to dedicate and distribute among Skill Training, Skill Research, or Characteristic Training.