Learning Skills & Spells W Study
Not using Character Points, just in-game time and/or money.
Normally it takes 200 hours of learning to gain 1 spendable point in that skill.
Learning on the Job 4-1
Every 4 hours at work counts as 1 hour of learning at a max of 8 hours a day.
1 year of full time comes to 2-3 spendable points.
These points can be spent on job related skills.
Self-Teaching 2-1
Every 2 hours counts as 1 hour of learning at a max of 12 hours a day.
Education 1-1
Every hour of instruction by a professional teacher counts as 1 hour.
A "professional teacher" must have the Teaching Skill at 12 or higher, and must know the Skill being taught at your current skill level or better.
Usually 8 hours a day.
Usually costs 20 per hour.
Intensive Training 1-2
Full-time study with an expert teacher and lavish training materials.
An "expert teacher" must have Teaching Skill at 12 or higher and more points in the Skill than you.
Costs and Fees are at 4x usual.
Can last up to 16 hours a day.
You must have HT 12+ or IQ 12+ to make it through such training.
Adventuring 1-?
Rate is up to the GM
Eg. Treking through the jungle for every waking moment might count as 16 hours a day as study of Survival(Jungle).
Learning Secret Martial-Arts Techniques
To acquire Trained By A Master (B93) or Weapon Master (B99), you must first find an appropriate school or teacher – an adventure in itself, often involving a dangerous pilgrimage to an exotic locale.
Once you locate a master, you disappear from play for 1d+1 game-years.
After that, you might have to pass a series of hazardous tests, or make a final quest to yet another remote land. When you emerge from your training, you have the desired advantage, plus 20 character points to spend on any special skills allowed in the campaign.
The GM can treat these points like those gained from any other kind of study, or he can “balance” them with an equal number of points in additional disadvantages – perhaps an Enemy (e.g., a rival school), or a Duty or Sense of Duty to your school or teacher.
Learnable Advantages:
Enhanced Defenses
Only those with Trained By A Master or Weapon Master may “learn” these advantages. The GM should handle them as if they were martial-arts skills.
Cultural Familiarity and Languages 1-1
Time spent in a foreign land counts as four hours per day toward both Cultural Familiarity and the local Language, no matter what else you are doing (even studying skills – an exception to the “one skill at a time” rule).
Eidetic Memory 1-1
By apprenticing as a bard or doing daily mental exercises, you can “learn” the first level of this advantage. This requires an hour a day, meaning it takes a little less than three years of constant practice to gain this trait.
Fit 1-1
You can acquire either level of Fit through exercise – on your own or with a trainer – just as you would athletic skills like Hiking and Running.