Editing FANGS: Character Development
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==Training Skills== | ==Training Skills== | ||
− | While your character is at home he can pay to have another character train him in a skill. The tutor must have at least half again your character's skill that you wish to train in (thus it is difficult to train past a skill of 13 without finding someone with a higher skill than 20 to teach you!) The character must spend the number of days (with at least 4 hours a day) that he has in the skill with the tutor. At the end of your character's training, you may add +1 to his skill. Your character can train in multiple skills at the same time, but still has to spend the same number of total hours before learning the skill. | + | While your character is at home he can pay to have another player or character train him in a skill. The tutor must have at least half again your character's skill that you wish to train in (thus it is difficult to train past a skill of 13 without finding someone with a higher skill than 20 to teach you!) The character must spend the number of days (with at least 4 hours a day) that he has in the skill with the tutor. At the end of your character's training, you may add +1 to his skill. Your character can train in multiple skills at the same time, but still has to spend the same number of total hours before learning the skill. |
If during the time of his training your character earned a Skill Mark in that skill '''outside''' of training (i.e., in a life-threatening or stressful competitive experience), he may use that Skill Mark to gain an additional +1 skill at the end of the training, and then must erase the Skill Mark. | If during the time of his training your character earned a Skill Mark in that skill '''outside''' of training (i.e., in a life-threatening or stressful competitive experience), he may use that Skill Mark to gain an additional +1 skill at the end of the training, and then must erase the Skill Mark. | ||
− | Example: Gru decides to take some Jump training since he failed so miserably with his jump during his adventures (his skill is 9). Finding a tutor was difficult, but he finally found a tutor with an 15 skill in Jump (Gru wants to learn his Jump skill up to 10, half again of 10 is 15). After training for 9 days Gru gets to add 1 to his skill making it 10. However, Gru's teacher can teach him no more (for if Gru wants to learn skill 11, half again 11 is 16-1/2, rounded up is 17.) | + | Example: Gru decides to take some Jump training since he failed so miserably with his jump during his adventures (his skill is 9). Finding a tutor was difficult, but he finally found a tutor with an 15 skill in Jump (Gru wants to learn his Jump skill up to 10, half again of 10 is 15). After training for 9 days Gru gets to add 1 to his skill making it 10. However, Gru's teacher can teach him no more (for if Gru wants to learn skill 11, half again 11 is 16-1/2, rounded up is 17.) |
==Practice & Study== | ==Practice & Study== | ||
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To increase a Characteristic, your character must find a school that teaches that special discipline. A military academy or gym may be able to train your character to increase his ST or CO, or help 'bulk up' his SZ (of course, this would be an increase in weight, not height.) A thieves guild or circus school may be able to teach him to increase his AG. An university may be able to teach him to increase his IN. A monastery, mage's coven, or psychic's guild can train him to increase his PW. A bardic college or finishing school may be able to teach him to increase his AP. | To increase a Characteristic, your character must find a school that teaches that special discipline. A military academy or gym may be able to train your character to increase his ST or CO, or help 'bulk up' his SZ (of course, this would be an increase in weight, not height.) A thieves guild or circus school may be able to teach him to increase his AG. An university may be able to teach him to increase his IN. A monastery, mage's coven, or psychic's guild can train him to increase his PW. A bardic college or finishing school may be able to teach him to increase his AP. | ||
− | Increasing a Characteristic is very expensive. Your character must devote all of his efforts with a master (someone who has maxed out his own Characteristic with training.) He must train for his current Characteristic | + | Increasing a Characteristic is very expensive. Your character must devote all of his efforts with a master (someone who has maxed out his own Characteristic with training.) He must train for his current Characteristic value in '''weeks''', at least 4 hours a day. After this period you must roll to '''fail''' his Characteristic roll to gain +1 to his Characteristic. If he '''Fumbles''' the roll, you can add +2 to his Characteristic (but not beyond human maximum of 20, nor more than 1/3 more than the original Characteristic. |
− | + | Gru decides he is sick of all the people kidding him on his low IN of 7, so he enrolls in a university (he probably threatened someone to get in.) After studying hard for 7 weeks, he gets the opportunity to roll to see if his IN has increased. He rolls a 15, which added to his IN of 7 is 21, thus he doesn't increase his IN. He studies for another 7 weeks, and rolls a 3 which added to his IN of 7 is less then 20, thus his IN is now increased to 8. | |
− | Gru decides to continue studying for | + | Gru decides to continue studying for 8 weeks, after which he has to roll under a 12. He rolls a fumble (2 followed by a 5) and thus now adds 2 to his IN to make it 10. He can no longer study to increase his IN because it would give him more than one third over his original IN. (7 divided by 3 rounded up is 3, thus Gru's maximum IN is 7 + 3 = 10.) |
==Adding Advantages== | ==Adding Advantages== | ||
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Advantages such as two-weapon work are trainable, if the player character runs into someone with the ability. No points are needed to "pay" for the Advantage, just the approval of the GM. Other abilities like Night Vision might be gained through the use of magical artifacts, or spells. | Advantages such as two-weapon work are trainable, if the player character runs into someone with the ability. No points are needed to "pay" for the Advantage, just the approval of the GM. Other abilities like Night Vision might be gained through the use of magical artifacts, or spells. | ||
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