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Training Requirements

AX.C.12.03 - Training Requirements

When and where characters can advance depends on the campaign style.

Option 1: Quick Advancement

Between Sessions: Characters can advance any one thing by one step between sessions.

Requirements:

  • Must have used the Attribute or Talent during the session (for improvements)
  • Must have appropriate XP to spend
  • No training time required

Limitations: Can only advance ONE thing between sessions (choose Attribute, Talent, or Focus)

Benefits:

  • Fast, simple progression
  • Works well for dungeon-crawling campaigns
  • Keeps characters growing steadily

Example: After a session, character has 8 XP. They used Melee Combat during the session. They spend 4 XP to improve Melee Combat from 2D to 3D.

Option 2: Deliberate Advancement

For slower, more realistic campaigns:

Downtime Required: Advancing requires significant downtime (days to weeks).

Requirements: - Attributes: Requires Downtime (1 week minimum) - Talents Used in Session: Can improve during Downtime - Talents NOT Used: Requires Downtime AND possibly a mentor - New Talents: Requires Downtime AND mentor (someone with 3D+ in that Talent or +3 Focus) - Foci: Requires focused practice, Downtime

Training Time: - Improving Attribute: 1 week - Improving Talent: 3 days - Learning New Talent: 1 week - Improving Focus: 3 days - Learning New Focus: 1 week

Finding Mentors: - Cost: See Genre Catalog for setting-appropriate training costs - Availability: Major cities have trainers for common Talents - Rare Talents: May require quests to find suitable mentor

Benefits: - More immersive, realistic progression - Encourages character development and planning - Creates natural adventure hooks (finding mentors)

Drawbacks: - Slower advancement - Requires more GM planning - May not suit all playstyles

Downtime Activities

Between adventures, characters can engage in various activities.

Training

Already covered above. Spend XP to improve character capabilities.

Crafting

Create items using appropriate Talents:

  • Requires Craft Talent and tools
  • Costs half item price in materials
  • Time: See Genre Catalog for crafting time and material costs

Research

Investigate topics using Scholar, Investigate, or specialized knowledge:

  • Cost: See Genre Catalog for setting-appropriate research costs
  • Time: Varies by complexity
  • Outcome: Learn lore, discover secrets, find clues

Carousing

Build contacts and gather rumors:

  • Cost: See Genre Catalog for lifestyle expense guidelines
  • Time: Days to weeks
  • Outcome: Make contacts, hear rumors, reputation shifts

Building Strongholds

Construct bases, guildhalls, or fortresses:

  • Cost: See Genre Catalog for setting-appropriate construction costs
  • Time: Months to years
  • Requires laborers, architects, materials
  • Provides secure base, income, followers

Running a Business

Operate a shop, tavern, or trading company:

  • Initial Investment: See Genre Catalog for setting-appropriate values
  • Income: See Genre Catalog for setting-appropriate income values
  • Time Investment: 10+ days per month
  • Risk: May lose money, face competition

Religious Devotion

Deepen connection to faith:

  • Service at temple
  • Pilgrimages
  • Meditation and prayer
  • May unlock special Faith abilities (GM discretion)