Post by jeff on Apr 6, 2015 11:53:05 GMT -5
I have created below a new way of increasing talent scores rather than just the standard point for point increase in the current rules. Let me know what you think...
Talent Improvement
Characters may improve talents via practice, experience or training. As a talent increases in value it becomes harder to improve.
Practice
At the end of each adventure, characters may gain talent points for playing well and following the character’s motivation (see motivation below). These may be spent to improve existing Talents or acquire new ones. Characters may earn a hard maximum of 10 talent points at a time.
Talent points may be spent to improve existing Talents by spending the current level to increase 1 point (e.g. if wrestling talent is currently 6 then it costs 6 points to increase it to 7). A new Talent may be added at a cost of 5 points. The new Talent begins with a rating of 1. Circumstances may dictate which new Talents your character can add at any given moment. Don't expect to learn Sailing while you're still atop necromancer mountain.
Experience
Characters also may see improvement of talents when they actually use them in game play. If a character uses a talent substantially (this means either the talent was used frequently or in a very meaningful or important way) during a session he places a check next to that talent. At the end of the session they may roll for each talent to see if it improved. Invert the current score (e.g. if the score is a 5 then it is actually a -5). Make a roll using the inverted score and see what color the result is. A white indicates no improvement, green indicates improvement of 1, yellow = 2, orange = 3, and red = 4.
Note: Some talents such as strength or movement are not rolled against very often but still come into play quite frequently. The GM may consider that a talent has been used substantially even though it was not rolled against directly during play.
Training
Training involves having a teacher teach a particular skill to the character. The teacher must have the same talent rating at least 5 points higher than the character’s current value. In addition training time lasts 1 week per the current value. Trainers will always charge a fee to train which could be money or favors. More highly skilled trainers will charge more. Only on talent may be trained at a time. At the end of the training session roll to see if improvement occurred. Invert the current score (e.g. if the score is a 5 then it is actually a -5). Make a roll using the inverted score and see what color the result is. A white indicates no improvement, green indicates improvement of 1, yellow = 2, orange = 3, and red = 4.
Motivation
All characters are motivated by something. The following table provides a list of some example motivations. Every character should choose one at the beginning of play. The motivation over time may change and characters may choose a different motivation as their character evolves. Characters gain up to 10 points per session for following their motivation. These points may be used to improve their talents (see Practice and Talent Improvement).
Note: This is not an exhaustive list. Characters may choose or make up any motivation they want as long as they can explain it.
1. Achievement
2. Authority
3. Balance
4. Comfort/Safety
5. Courage
6. Fairness
7. Family
8. Independence
9. Justice
10. Legacy
11. Loyalty
12. Organization/Order
13. Passion
14. Perfection
15. Political or Personal Power
16. Recognition
17. Religion/Faith
18. Revenge
19. Service
20. Social Status
21. Wealth
Talent Improvement
Characters may improve talents via practice, experience or training. As a talent increases in value it becomes harder to improve.
Practice
At the end of each adventure, characters may gain talent points for playing well and following the character’s motivation (see motivation below). These may be spent to improve existing Talents or acquire new ones. Characters may earn a hard maximum of 10 talent points at a time.
Talent points may be spent to improve existing Talents by spending the current level to increase 1 point (e.g. if wrestling talent is currently 6 then it costs 6 points to increase it to 7). A new Talent may be added at a cost of 5 points. The new Talent begins with a rating of 1. Circumstances may dictate which new Talents your character can add at any given moment. Don't expect to learn Sailing while you're still atop necromancer mountain.
Experience
Characters also may see improvement of talents when they actually use them in game play. If a character uses a talent substantially (this means either the talent was used frequently or in a very meaningful or important way) during a session he places a check next to that talent. At the end of the session they may roll for each talent to see if it improved. Invert the current score (e.g. if the score is a 5 then it is actually a -5). Make a roll using the inverted score and see what color the result is. A white indicates no improvement, green indicates improvement of 1, yellow = 2, orange = 3, and red = 4.
Note: Some talents such as strength or movement are not rolled against very often but still come into play quite frequently. The GM may consider that a talent has been used substantially even though it was not rolled against directly during play.
Training
Training involves having a teacher teach a particular skill to the character. The teacher must have the same talent rating at least 5 points higher than the character’s current value. In addition training time lasts 1 week per the current value. Trainers will always charge a fee to train which could be money or favors. More highly skilled trainers will charge more. Only on talent may be trained at a time. At the end of the training session roll to see if improvement occurred. Invert the current score (e.g. if the score is a 5 then it is actually a -5). Make a roll using the inverted score and see what color the result is. A white indicates no improvement, green indicates improvement of 1, yellow = 2, orange = 3, and red = 4.
Motivation
All characters are motivated by something. The following table provides a list of some example motivations. Every character should choose one at the beginning of play. The motivation over time may change and characters may choose a different motivation as their character evolves. Characters gain up to 10 points per session for following their motivation. These points may be used to improve their talents (see Practice and Talent Improvement).
Note: This is not an exhaustive list. Characters may choose or make up any motivation they want as long as they can explain it.
1. Achievement
2. Authority
3. Balance
4. Comfort/Safety
5. Courage
6. Fairness
7. Family
8. Independence
9. Justice
10. Legacy
11. Loyalty
12. Organization/Order
13. Passion
14. Perfection
15. Political or Personal Power
16. Recognition
17. Religion/Faith
18. Revenge
19. Service
20. Social Status
21. Wealth