Experience points (XP) are awarded by the GM to the players per run and are used by the players to advance their skills. A run is generally considered a 4-6 hour gaming session, and runs lasting longer can be considered multiple sessions. Example, a run lasting 10 hours should be considered 2 sessions for XP allocation limits.
For each session players can spend up to RANK*30 XP in any skill to raise the level of that skill based on the costs in the following table after it is discounted by LVF_XPM.
LVF_XPM = ((XPM+(LVF/10))/100) expressed as a percentage.
A character with a 4 XPM and a 50 in the applicable LVF would reduce the cost in the table by 9%.
Skills lower than RANK 1 can only have XP allocated if the character has successfully executed that skill during play or they have received training in that skill. The player can allocate 30 XP per run if the skill is used successfully unless the GM directs otherwise.
Characters can earn addition XP through training. Training requires the character to undertake a focused effort without distraction and have access to the correct equipment/information. You need a sword (or appropriate analog) to train in sword and you need some source of information (book or native speaker) to learn a language.
For each 15 minutes of training time with a teacher/trainer you earn .25 XP.
Training alone cuts the effectiveness of training and reduces the resulting XP award by 20%. Practicing skills such as meditation or prayer “off camera”, such as a character that established a routine of daily meditation for 2 hours before sleeping, counts as training alone.
Training can be made more effective, increasing the XP award granted from training, in three ways:
Having a teacher that possesses a teaching skill
The teacher must have some knowledge of the appropriate skill
The teaching skill must be of the right type (see below)
Having a teacher with the appropriate skill at a RANK higher than the character being trained
The student possesses a learning skill of the right type
These three things are added together to create a Final Training Modifier (FTM):
FTM = ((Teacher’s RNK – Student’s RNK) + (Teacher’s RNK in Teach) + (Students RNK in Learning))*10
The FTM is applied, as a percentage increase, to the XP gained for each training period. A RANK 10 teacher that has 10 ranks more than the character will generate 200% more XP per unit of training.
When applied to a skill the Final XP Benefit per unit of training is:
0.25+(0.25*(FTM/100))
This effect assumes a one-on-one teaching session with no more than two other students. Adding additional students will reduce the training XP awarded by 25% for each 10 students added with a max reduction of 50%
Notes
These rules assume the teacher or trainer is present and focused for the entire block of learning time.
A critical success on the teaching roll will create a higher effective rank conferring additional benefits. For example, a teacher with a RANK 10 who rolls an SL4 teaching roll will have an effective teaching RANK of 20 for that session.
A teaching skill must be defined as Physical, Mental or Internal. Internal Training includes magic, ki power, transformation, etc.
This system would allow the best swordsman on the planet (RANK 40) to rapidly train a character with a RANK 0 in sword with one-on-one focused training. This is as intended, such training opportunities should be story limited not system limited.
Under normal circumstances a character can train up to (INT + DRV)/4 hours per day, or up to 1/2 your physical and/or mental exhaustion.
Training costs some ratio of END and MEN equaling 10 per hour depending on the skill. Karate Costs: (6 END and 4 MEN) / 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.
The default training style is relatively no-risk for example using practice weapons with minimal contact (Level 0 training). Increasing the reality of training, things like using real weapons and increasing contact or casting actual spells with full effects, will lower the required training time. This increased reality brings increased risk of mishap and injury. For each training block the GM will roll a mishap roll with effects of a successful (or failed depending on your perspective) roll being left to the GM's discretion- broken leg, broken weapon, eye strain, damage, spell backfire, etc.