Training

The rules for “Character Development” are detailed in BASpp290-296. Without going into detail, the 200 hour rule seems a bit harsh. Since many game sessions only last one to three days of game time, the expectation of spending 200 hours per point, per skill would result in large pools of unspent CPs. Instead, the following rules are being introduced.

Training (Non-Formal)

Between game sessions, Skills should be purchased 1 CP at a time. Everything else (e.g., Basic Attributes, Secondary Characteristics, Advantages) can be purchased 2 CPs at a time. Players are encouraged to only advance those skills that the character might have realistically improved during the last game session (per BASp292, “Adding and Improving Skills and Techniques”). A character should not invest a CP in Survival (Jungle) while still lost in the arctic. This reflects non-formal development.

Training (Semi-Formal)

During downtime, more CPs may be spent at once provided the character commits to training or practice. When developing in this manner, the character can spend 2x the allowable CPs, per week of downtime. In other words, for each week of downtime the character can spend 2 CPs toward any one skill, or up to 4 CPs toward a Basic Attribute or Secondary Characteristic. This reflects semi-formal development.

Training (Formal)

Formal training implies that a character has found a mentor to help with his studies or research. A qualified teacher (i.e., Teacher 12+, target Skill of same level or higher) helps the student by shortening the amount of time required to learn. Regular training allows the character to spend 2.5x the normal amount per week. Intensive training requires a higher caliber of teacher, but allows the character to spend 3x the normal amount per week. This reflects formal development.

Established