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starrangers:advancement

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Character advancement

basic

Characters start as heroes and their power level is not supposed to change a lot during the fairly long campaign.

Gaining points

The base rate of gain is about 1-3(2-4) points/session. Get 1pt/2 hours of play, but in beginning two points go to a special store that you can use to buy things like bionics, special powers, training and similar increases. In act 3 and onward only one point goes to the store.

Training time does not give free points, instead it allows using them: see below.

Using points

To use points in something, you need to spend time: 40/80 hours/point. There is no limit on how many points of your stored you use as long as you spend the time.

If you buy bionics or other ways of getting more points, reduce the special store by that amount and if it and your active points are not enough then your active points go to negative and you only get 1 point/session to spend on things, all other points go to buying off the debt. In case of bionics it is often also good to buy a suitable nuisance effect that you can then freely buy off later. This represents that most people take a bit of time to adjust to new bionics(typically 1-2 months for minor bionics and up to 6 months for majors).

Points can be used to buy any of following:

  • Any skill where you have training materials/facilities.
    • Ship libraries normally have enough information to train any commonly available skill to 1 point for scouts, 2 points for frigates/light cruisers, 4 points for heavy cruisers and up.
    • Libraries see: information allow learning of any mental skill the library covers.
    • Training aids and robots allow learning of physical skill up to their skill level.
    • Any skill where you have done breakthrough research can be raised by one rank on success.
    • Special skills: Like the power control skills: can normally only be increased when the power increases in rank. You can buy up to +1 rank over the things given in the power description.
    • Trainer: A teacher can train a skill to maximum of the lower of their points in the skill or teaching.
  • Attributes:
    • Any base attributes(ST,IQ,DX,HT) can trained to their limits. if some sub attribute would be over the limits after this you must reduce it.
    • Most sub attributes(speed, move, per,will,striking ST,lifting ST and so on) require special training materials/equipment.
      • +1 Per, +1 move, +1 will and +1 lifting ST materials are fairly easy to find.
    • Toughness sub attributes(FP,HP) can be trained normally up to their limits.
  • Social advantages: Many social advantages can be gained in play by actions, if so you pay the points immediately(see storage above) examples:
    • Rank: be promoted
    • Reputation: become known
    • Independent income: gain it somehow
    • Wealth: Gain the contacts and such.
    • Allies: gain them
    • Alternate identity: gain/manufacture it
    • Claim to hospitality: earn it
    • Contacts:gain them
    • Favor:Gain them
    • Legal immunity: Gain it
    • Legal enforcement powers: Gain them
    • Patron: Gain it
    • Security clearance:get one
  • Psionics: On reaching 1000 points and each 500 points after you can increase one psionic talent by 1. Also at that point you can convert up to 25 points of any dormant psionic abilities to active. Both require spending 80 hours/point in meditation.
  • Other Advantages: Only few advantages can be trained as indicated below:
    • Fit: Can be trained in 1000 hours
    • Very fit: Can be trained in 2000 hours from fit.
    • Enchanted defenses can be trained in 80 hours/point up to the limit.
    • Off hand training can be learned in 200 hours.
    • Cultural familiarity: Can be taken after a month in given culture.
    • Languages: Can be trained as skills: 40/80 each point.
    • Trained by a master: Get the training(very hard to find): typically 5 years and also normally gain 20 points towards HT or IQ training and about 60 points in skills with about 1/3 of that is esoric skills, 1/3 in philosophy and similar skills and 1/3 in athletic skills and prerequisite skills for esoric skills like hypnotism.
    • Weapon master Get the training(very hard to find): Typically 3 years for 20 points and 1/2 year more for each extra 5 points and also normally gain 10 points towards HT or ST training and about 30 points in skills with about 1/3 of that is esoric skills, 1/3 in philosophy and similar skills and 1/3 in athletic skills and prerequisite skills for esoric skills.
    • Style training: Get the training(fairly easy for most styles): Typically 1 year of training.

Limits

All attributes are limited to 20 including any general or specialized sub-attributes. The 20 limit is also thus counted for things like strongbow or striking strength.

Exceptions:

  • Speed: can be max +2 form the calculated value
  • Move: can be max +2 form the calculated base speed, but note that any raised speed reduces this at full numbers.
  • FP: can be maximally 30% over HT.
  • HP: can be maximally ST+higher of:
    • Racial limit: Humans and Mandril can have up to 100% of strength as extra hit points. Other races up to 50%
    • Points limit: +1 HP/100 total character points.
  • Enchanted defenses can be maximally level total character points/500.
starrangers/advancement.1430405487.txt.gz · Last modified: 2018/07/31 23:23 (external edit)