by torilen » September 7th, 2011, 1:15 pm
***Finally got this written up properly for the forum - sorry it took so long....been busy lately***
I've been working on using training options to advance heroes.
Now - realize that this is not a complete list of my training options,
but those left out require the use of my list of weapons and armors,
and I've changed the price of things. I've attempted to include only those training
options that change the game very little, except for increasing the heroes abilities.
As you read, you might think the prices are a bit low. However, realize that,
during the first quest pack in the original game system, the heroes only get
639 gold each (based on four heroes). This doesn't include gold and items
found from picking up treasure cards - this is gold given in actual notes
in the quests. My guess would be that each hero would not get more than
1,000 gold or so through the entire first quest pack. That being said,
remember, also, that character's will want to buy weapons, armor, and
potions throughout the game. This will take up their gold, too.
BASIC CHARACTER TRAINING
Between quests, roll 1d6 and multiply the result by 5. This will tell the players how many days they have for training until the next quest would need to begin.
The GM will need to decide if there is no time allowed between quests (for example, if there is a sense of urgency for
the next quest, or if the characters are inside a cavern or keep and would not return from
one quest to another).
+1 Body Point
1,000 gold (thinking of changing this to 500 gold, perhaps)
Gives the character 1 additional base Body Point; this training typically
consists of exercising, running, lifting weights, etc. This training requires
8 hours per day for 3 full weeks (30 days)
+1 Mind Point
1,000 gold (thinking of changing this to 500 gold, perhaps)
Gives the character 1 additional base Mind Point; this training typically
consists of reading, solving puzzles, debating, researching, etc. This training
requires 8 hours per day for 3 full weeks (30 days)
Weapon Expertise
100 gold
The character gains +1 combat die for attacks with the chosen weapon, up to a +3
above the base number of combat dice offered by the weapon.
This training requires 8 hours per day for 10 full days (1 week)
Armor Expertise
100 gold
The character gains +1 combat die for defenses with the chosen armor, up to a +3
above the base number of combat dice offered by the armor.
This training requires 8 hours per day for 10 full days (1 week)
Follow-Through Kill
200 gold
If a character kills a target and has damage left over, this extra damage may
be carried over to the next target within reach. That target must defend or take
the damage. For each time this training is taken, the character may “follow-
through” to another target, if there is enough extra damage.
A character can take this training a number of times equal to his Body Points.
This training requires 8 hours per day for 10 full days (1 week)
Move and Kill
200 gold
This allows a character to take part of his movement, make a single attack,
and then finish his movement. The character’s movement is cut by 3 spaces,
however. Each additional time this training is taken, the reduction is
movement is negated by 1 space, until the character is able to take his entire
movement each time.
This training requires 8 hours per day for 10 full days (1 week)
Learn Magic
300 gold
The character gains the use of 1 Spell Group and can now train under other
Magic Training options.
This training requires 8 hours per day for 3 full weeks (30 days)
Magic Expertise
100 gold
The character gains use of 1 additional Spell Group. This can be a new Spell
Group, or can be one already known to the character, giving him more uses
of those spells.
This training requires 8 hours per day for 15 full days (One week and a half)
Multiple Spells
200 gold
Each time the character wishes to cast a spell, he may a combat die. The
character must roll a white shield for the die to be successful. If the die is
successful, the character may cast an additional spell that turn. Each time
this training is taken, the character may roll an additional combat die,
allowing for the possibility of more spells each turn.
The character can take this training up to a point where he can cast a number
of spells each turn equal to his Mind Points.
NOTE: This training does not increase the number of spells allowed each quest.
This training requires 8 hours per day for 2 full weeks (20 days)