This site is under construction and reformatting. It should not be considered canon until it is reviewed.
You get 1 ExPerience(EP) roll per a certain number of hours of training. This number of hours is determined by the RANK of the Teacher in both Teaching, and the skill to be taught(SKILL), and the RANK of the student in the SKILL:
(5 hours - 15 min * (teacher's RANK in Teaching + (teacher's RANK in SKILL - student's RANK in SKILL - 1) )
The combined teacher's rank differential in the skill with the student and the teacher's RANK in Teaching cannot exceed 19. Therefore the fastest anyone can learn is one experience roll per 15 minutes!
A Teacher does not necessarily need to be better at the skill than the student. However, it takes longer, and they must have at least half the skill of the student Every RANK in Teaching gives the teacher's students 3% added to their XPM roll.
The number of students will influence the numbers as so: + 10% to XPM if only one student and -5% XPM for every other student thereafter up to a maximum minus of -30%.
The Teaching skill gives 3% per RANK to the student and reduces time spent learning as above. One must specialize in Physical, Mental, or Internal Training. Internal Training includes magic, ki power, transformation, etc. I recommend GMs both watch this carefully AND give players some leeway with this.
One can also take learning skills. They operate almost exactly as teaching(+3% per RANK except how they influence time: each RANK reduces the student�s effective RANK in the skill being learned. They must also be either Physical, Mental or Internal.
Training costs 10 EXT per hour- some ratio of PEX and MEX depending on the skill. Karate Costs: 6 phys, 4 mental / hour
You should not train to 100% exhausted, and you should take at least one day a week off to keep from getting permanently exhausted. Typically one cannot train more than (INT + DRV)/4 in a day, or 1/2 your physical and/or mental exhaustion
Remember also Meta-Exhaustion! Both Physical and Mental Exhaustion feed into it and it accumulates at 1 Meta-Exhaustion per 10 Exhaustion used.(SEE Endurance and Exhaustion)
Dangerous and Passive Training
There are ten types of training. Type one training is a relatively no-risk training style. Each unit of training higher is higher risk. Having a partner to spar with automatically brings you to type 4 training.
Sparring with actual weapons brings you to type 6. Each higher type drops training time by a half-hour and adds 6% to the mishap chance(i.e. a type 4 has a base 5 hour training time and a 24% mishap chance.) Mishap effects are GM's option- broken leg, broken weapon, eye strain, damage, spell backfire, etc.
Passive Training-- 1/4 time (ie 40 hrs/roll) for passive, directly-involved skills. For example, Physical Endurance while practicing Karate or weight lifting, running, etc. Mental endurance for heavy INF skill usage.
You may only train passively in one skill at a time.
Training rolls are discussed in the section on training. Skill rolls are given per run. A run is a 5 hour period of playing -plus or minus two hours. There are three types of play-based experience rolls: Experience rolls, scenario rolls, and character rolls. The mechanics of the three types are identical to training rolls except there is never a teacher modifier.
Characters gain a certain block of experience rolls in each run. In a low level fantasy campaign one might get 30 experience rolls. In a high-level space sci-fi or espionage campaign one might get 50. They can use those rolls as they like, with the following exceptions:
(1) You cannot (without GM clearance) apply these rolls to any skill under RANK 1.0
(2) 75% of your rolls should go into skills that you used during the run. This simulates the characters growth in those skills through usage.
(3) You may only place 3 rolls in a single skill. If you do something clever, use a skill a great deal, or are very successful using the skill you can usually, at GM discretion, take an extra roll or two in that skill above the base 3.
If a character solves a particularly hard scenario, or if a group comes to the end of a long saga (they manage to steal the Eye of Odin, or kill the Jaguar, or they suddenly figure out who their enemy is) feel free to give them a 5 to 30 experience rolls. These are run exactly like Character rolls below.
Character rolls are also given per run. They are a mark of the player's presentation of his character. They are on a scale of one roll to eighteen
Rolls:
TWO(terrible): the player showed up. That's about it.
FOUR(poor): the player interacted with other players and the GM but was not particularly brilliant or in character.
SIX(medium): the player was in character but played poorly
EIGHT(fair): the player was in character and did not screw up
TEN(good): the player did a very good job at portraying his character.
TWELVE(very good): the player developed the character or did a great job with the character.
FOURTEEN(excellent): Great sacrifices in the name of being in character could fall in this category.
SIXTEEN(outstanding): This should be fairly rare. This requires a show-stopping performance by the player.
EIGHTEEN(unbelievable): The best run the character has had- or at least one of the absolute best. (Or if the GM REALLY liked it)
Character rolls can be placed in ANY skill- they can even be put in one the character doesn't have so long as the player can justify his/her having gotten the training in the present or actually had learned it sometime in the past.
For Example: "Oh yeah- I always knew how to swim. My Grandpa used to take me to the pond all the time. I just haven't done it lately. "
Or... "Remember that stint of training I did in the Dau-Shoan Prince's houses? Well- I read a book about these "called shot techniques" and have been experimenting... I am ready to put rolls into the skill,"
Remember that the amount of experience rolls given controls the speed of escalation of the campaign-err to the conservative.
Players: give your GM "experience rolls" too! Constructive criticism or praise when it is warranted will make your GM better all around.
The formula for determining the effect of a experience roll is thus: One must roll percentile dice OVER a certain number to gain a 0.1 in the skill. If one rolls more than 40 over the number one gains 0.2, if one rolls more than 80 over the number one gains 0.3, etc. If one fails ten times to gain in a specific skill one automatically gains the 0.1. Here is the formula to generate the target number:
RNK (in specific skill)*10 - XPM(experience modifier) - LVF/10(app.level factor)