Increasing Skill Proficiency

    To represent gradual learning/training, players may spend Character Points to increase their skill die codes. To increase a skill by one pip costs a number of Character Points equal to the skill's current die code.

For Example, if you want to raise your character's dodge skill from 3D+1 to 3D+2, you must spend three Character Points (because the number in front of the D is 3). To increase further, from 3D+2 to 4D (the next step in the die code progression) would cost another three Character Points. To move up to 4D+1 from 4D, however, would cost four character points.
    You may also choose to give your character new skills, especially those which he/she may have attempted during an adventure without prior practice.
For example, if your character didn't have the Blaster skill and yet managed to successfully hit five targets using only his/her Coordination (or Dexterity for the Star Wars RPG) attribute's die code, you may decide that he/she should spend the Character Points to buy the skill. To do so, use the formula for increasing the skill, but use the die code of the attribute to determine initial cost. For instance, if the character had a Coordination (or Dexterity) of 2D+1, it would cost two Character Points to get the Blaster skill at 2D+2.
    Specialization skills. For specializations, the Character Point cost is one-half the number before the "D" (rounded up)
For example, lets say your character wants to improve their blaster: blaster pistol skill from 5D+2 to 6D. The cost for improvement would be three Character Points.
(Five divided by two is 2.5, that rounds up to three.)
    Note: Specializations are separate skills. If a character improves the basic skill, the specialization doesn't improve; if the specialization is improved, the basic skill doesn't go up.

    Training Time. If the character used a skill or specialization in the last adventure, there us no "trainnig time" requirement. The character can just spend the Character Points and the skill improves one pip.
    If the character didn't use the skill or specialization in the last adventure, the character must spend time training. If the character has a "teacher", the training time is one day for every Character Point spent to improve the skill. If the character doesn't have a teacher and is training on thier own, the training time is two days for every Character Point spent to improve the skill.
    When training, a character must concentrate on improving the skill. A character cannot train in more than one skill at a time, nor can a character train while off adventuring. Only through dedicated study and practice can a character train to improve a skill. The skill does not improve until training is complete.
    Characters can reduce their training time by spending one additional Character Point per day cut from the training time (The minimum training time is always one day.)

    Teachers. A teacher makes it much easier for a character to improve a skill or specialization. A "teacher's" skill/specialization must be at least equal to what the character's skill/specialization will be after completing training.

    Advanced Skills. The character point cost to improve an advanced skill is two times the number before the "D". Advanced skills take much longerto improve because they are such complex subjects.

For example, A character has (a) medicine at 2D+2. It costs four Character Points to go from 2D+2 to 3D.
    A character must train to improve an advanced skill.
    A character with a teacher must spend one week training for every Character Point spent to improve the skill. A character without a teacher must spend two weeks training for every Character Point spent to improve the skill.
    Characters can reduce their training time by spending one Character Point per day cut from the training time. (The minimum training time for an advanced skill is always one week.)


Improving Other Stats

    Improving Attributes. Characters may improve an attribute one pip at a time. The Character Point cost is the number before the "D" times 10.
    The training time is one week per Character Point spent if the character has a teacher. Without a teacher, the training time is two weeks per Character Point. A character must train to improve an attribute, but the training time is reduced one day per additional Character Point spent (minimum of one week training).
    When a character improves an attribute one pip, all skills under that attribute (except advanced skills) also increase by one pip.
    There is a limit to how high an attribute can go - a person can only be so smart or strong. At the end of the training time, the character rolls the new attribute dice code. The GM must roll the attribute's maximum (as listed in the speices description, for that particular character).
    If the character's roll is equal to or less than the GM's die roll, the character's attribute goes up.
    If the character's roll is higher, the attribute doesn't go up and the character gets half of the Character Points back.

    Move. Characters may improve their Move sore one meter at a time. The Character Point cost is the character's current Move.
    The training time is one week per Character Point spent if the character has a teacher; the time is two weeks per Character Point without a teacher. A character ust train to improve Move, but the training time is reduced one day per additional Character Point spent (minimum of one week training).
    Characters may not improve their Move above their species' maximum.

    Force-Sensitive (Star Wars only). A character who is not Force-Sensitive may choose to become Force-Sensitive for 20 Character Points. (There is no training time requirement.)
    The character recieves one extra Force-Point immediately, and must now play under the guidelines for Force-sensitive characters. If the character has closely followed the ideals of the Jedi codem the GM may allow the character to become Force-sensitive at a reduced price.
    Once a character becomes Force-sensitive, the character cannot "lose" that Force-sensitivity.

    Special Abilities. Characters with special abilities may be able to improve them over time. The conditions, costs and training times will be listed with the special ability's description.


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