Trained Trait Template

The purpose of the Trained Trait Template it to allow GMs and their players to create training options and paths that allow for balanced customization of increases to skills and other things that entities might practice on a regular basis.

Trained Trait Caps and Usage

Training caps at current level for rank, sub-attribute or merged skills apply specifically to that skill, not Stealth boosting Feint, for example, from training alone. When determining the score from training or untrained skill usage, use the following formula:

(skill rank*level)/2 + (sub-attribute+sub-subattribute)/2 + skill + modifiers

Trained Trait Buffer Points

Prior to taking a new trained trait, one may still practice the associated skills and gain points which will help them using said skill. Per usage of the skill involved, they gain +1 Buffer Point to that specific skill, with a maximum of 10 gained per session per skill. They may either spend this later to rank up the training when they take it, or to spend 25 points for a +1d10/2 bonus to that skill, per 25 points spent.

Trained Trait Format

Every Trained Trait may be between 1 and 10 points maximum per entry, and ranking costs the original cost of the trained trait, increasing their effect consistently until it reaches its maximum of 20 ranks.

All trained traits should be listed as such:

Trait Name, Rank [Training Category, Cost]
Description and Benefits.
[Trained Path: Path Name (if including in one)]
Requirements: (if including any, otherwise None)

Trained Path Format

Trained Trait Paths are not fixed in stone like some RPG systems are with limitations of what a character may learn, however, they are a sort of guideline on thematic influences.

They should be listed as such:

Trained Path Name
Description:
Trained Trait Name A, Rank I [Training Category, Cost]
Trained Trait Name B, Rank I [Training Category, Cost]
Requirement: Trained Trait Name A, Rank I [Training Category, Cost]
Trained Trait Name C, Rank I [Training Category, Cost]
Requirement: Trained Trait Name B, Rank III [Training Category, Cost]
Requirement: Trained Trait Name C, Rank I [Training Category, Cost]
Trained Trait Name D, Rank I [Training Category, Cost]

Combat Trained Traits

Specifically, all combat trained traits should detail how the training helps in combat, even if that may apply outside of combat in circumstances which are not mentioned in the description.

Knowledge Trained Traits

Specifically, all knowledge trained traits should detail how the training helps with knowledge and roleplay outside of combat or vocation, even if that may apply inside combat in circumstances which are not mentioned in the description.

Vocation Trained Traits

Specifically, all vocation trained traits should detail how the training helps in making funds or resources for trade, even if that may apply outside of vocation in circumstances which are not mentioned in the description.

Factor Trained Traits

Specifically, all factor trained traits are those which deal with the use of domains, sources and other elements of abilities and crafting utilizing them.

General Trained Traits

Specifically, all general trained traits are those which are not as easily described as solely one of the aforementioned categories.

Gaining Trained Traits

Every level, an entity gains +3 points for each category of trained traits, and any unused points carries over.

CTP is Combat Trained Points remaining.
KTP is Knowledge Trained Points remaining.
VTP is Vocation Trained Points remaining.
FTP is Factor Trained Points remaining.
GTP is General Trained Points remaining.

Ranking Trained Traits

Every usage of a trained trait gives +1 Training Experience Point specifically for it alone.

Going from rank I to rank II takes 25 points.

Going from rank II to rank III takes 50 points.

Incrementally, every new rank costs an additional 25 points plus the total of the last rank.

Trained Trait Point Evaluation

Per category of trained traits, at rank 1 and increasing afterward:

1 Stat Boost = 3 points (The maximum Stat Boost is 3 total for 9 points.)

3 Situational Merged Skill Check Boost (to a Skill Check of two Sub-Attributes merged by its function) = 1 point (The maximum singular Situational Merged Skill Check Boost is 10 total for 10 points.)

3 Non-Situational Merged Skill Check Boost (to a Skill Check of two Sub-Attributes merged by its function) = 2 points (The maximum singular Non-Situational Merged Skill Check Boost is 5 total for 10 points.)

1 Situational Sub-Attribute Skill Check Boost (to a Skill Check of a sole Sub-Attribute) = 1 point (The maximum singular Situational Sub-Attribute Skill Check Boost is 10 total for 10 points.)

1 Non-Situational Sub-Attribute Skill Check Boost (to a Skill Check of a sole Sub-Attribute) = 2 points (The maximum singular Non-Situational Sub-Attribute Skill Check Boost is 5 total for 10 points.)

1 Daily 1d10/2 Advantage = 3 points (The maximum Daily Advantages is 3 total for 9 points.)

1 Daily 1d10/2 Source Absorption = 5 points (The maximum Daily Source Absorptions is 2 total for 10 points.) This grants a use for abilities or item abilities which require a particular source to be absorbed for a conditional to be met.

1 Daily 1d10/2 Domain Absorption = 5 points (The maximum Daily Domain Absorptions is 2 total for 10 points.) This grants a use for abilities or item abilities which require a particular domain to be absorbed for a conditional to be met.

1 Domain Adaption = 3 point (The maximum Domain Adaption is 3 total for 9 points.) This grants +1 point of resistance to the domain's effect, and +1 stability, and +1 damage dealt when using it, all per instance of the domain in an ability.

1 Source Adaption = 5 points (The maximum Source Adaptions is 2 total for 19 points.) This grants +1 point of resistance to the source's effect, and +1 stability, and +1 damage dealt when using the source in an ability.

1 Ability = 10 points per 4 Ability Cost. Ranking up the ability in this trait this gives +1 Ability Point back afterward. (1 ability maximum per trained trait.)

1 Language Passively Learned = 3 points per stage of understanding. Stages are: 1) Reading 100 words or less and understanding them. 2) Hearing 100 words or less and understanding them, reading 200. 3) Writing 100 words or less and understanding them, hearing 200, reading 400. 4) Speaking 100 words or less and understanding them, writing 200, hearing 400, reading 800. Further spending and ranking increase accordingly per usage.

1 Language Actively Learned = 5 points per stage of understanding. Stages are: 1) Reading 300 words or less and understanding them. 2) Hearing 300 words or less and understanding them, reading 600. 3) Writing 300 words or less and understanding them, hearing 600, reading 1200. 4) Speaking 400 words or less and understanding them, writing 600, hearing 1200, reading 2400. Further spending and ranking increase accordingly per usage.

1 Domain Activation = 5 points per Domain activated for training. Must be spent in Factor Training specifically. Unlocks a Domain not in genes or chronicle for use. Requires exposure to said Domain in order to spend this option. Does not rank.

1 Source Pool Activation = 10 points per Source Pool activated for training. Must be spent in Factor Training specifically. Unlocks a Source Pool not in genes or chronicle for use. Requires exposure to said Source Pool in order to spend this option. Does not rank.

1 Status Effect Activation = 4 points per Status Effect Element activated for training. Must be spent in Factor Training specifically. Unlocks a Status Effect Element not in genes or chronicle for use. Requires exposure to said Status Effect Element in order to spend this option. Does not rank.

1 Extended Range Attack per Turn Activation = 7 points to activated for training. Must be spent in Combat Training specifically. Unlocks the ability to sacrifice a free action for a free action extended range attack per turn. At rank I, it allows only one Free Action for a Free Action Extended Range Attack per turn, but each rank this number increases and may be spent in unison for longer actions, and per rank defensive and offensive ranges increase by 1/2 base defensive range. By default, all entities may make one free action extended range attack per encounter free of charge without training.

1 Called Shot per Turn Activation = 7 points to activated for training. Must be spent in Combat Training specifically. Unlocks the ability to sacrifice a free action for a free action called shot per turn. At rank I, it allows only one Free Action for a Free Action Called Shot per turn, but each rank this number increases and may be spent in unison for longer actions. By default, all entities may make one free action called shot per encounter free of charge without training.

1 Dual-Source per Turn Activation = 7 points to activated for training. Must be spent in Factor Training specifically. Unlocks the ability to sacrifice a free action and 1 FP for a free action dual-source ability activation per turn. At rank I, it allows only one Free Action for a Free Action Dual-Source Ability Activation per turn, but each rank this number increases, as well as the FP cost increase, and may be spent in unison for longer actions, additional sources, or a combination. By default, all entities may make one singular free action dual-source ability activation per encounter free of charge without training.

1 Enduced Ability per Turn Activation = 6 points to activated for training. Must be spent in General Training, Factor Training, or Vocation Training specifically. Unlocks the ability to sacrifice a free action, the cost of the enduced ability and 1 FP for a free action enduced ability activation per turn. At rank I, it allows only one Free Action for a Enduced Ability Activation per turn, but each rank this number increases, as well as the FP cost increase, and may be spent in unison for longer actions. By default, all entities may make one singular free action enduced ability activation per encounter free of charge without training. The higher the enduce score itself is, the more likely an enduced ability will work. Every 10 score of the Enduce Skill allows for 1d10/2 to add to an entity's possibility of creating an enduced ability, which may be sacrificed at the time an enduced ability attempt is made. Usage of enduced abilities does add ability rank buffer to said enduced abilities for ranking them up when finally taking them as a non-enduced ability.

1 Quickening per Turn Activation = 9 points to activated for training. Must be spent in General Training specifically. Unlocks the ability to have an extra free action per turn. At rank I, it allows only one extra Free Action per turn, but each rank this number increases and may be spent in unison for longer actions, additional sources, or a combination. By default, all entities have 6 Free Actions a turn, which may be spent as such, or two Free Actions may be merged as one Quick Action, or two Quick Actions may be merged as one Standard Action.

1 Concerted Effort Activation = 10 points per type activated for training. Must be spent in Combat Training or General Training individually as per which is being trained during activation for first activation minimum, and spent in Knowledge or Vocation for activation of cross-path potential. Unlocks the capability to allow multiple situational bonuses from training to overlap to some extent. Without this being activated, solely the highest singular non-situational and situational bonus in the same training path will apply. With it activated, it will allow additional situational or non-situational bonuses that apply to be utilized from the same training path, at 1 additional per rank for 5% per 1 additional bonus per rank. With it activated within Knowledge or Vocation Training, it will also allow one to utilize situational or non-situational bonuses from other paths, also at 1 additional per rank for 5% per 1 additional bonus per rank.

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